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Thread: Fun Monsters
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2019-09-16, 12:47 AM (ISO 8601)
- Join Date
- Jul 2007
Fun Monsters
I'm working on a system that is a retroclone of 4e in many ways. Well, actually, I have the system pretty much wrapped up--I'm working on the bestiary.
What were some monsters that were fun in 4e, either as a DM or a PC, and what mechanic made them fun?
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2019-09-22, 07:46 AM (ISO 8601)
- Join Date
- Aug 2010
Re: Fun Monsters
I have always built my own monsters so I can't suggest any of the published stat blocks but these are some of the mechanics I enjoy:
- forced movement of any sort (it's simple but enjoyable and effective)
- lurkers that teleport, turn invisible, and/or are removed from play before appearing next turn with a double damage attack
- creatures that, when they successfully dominate a creature, are removed from play
- my version of wolves and worgs that drop a creature prone, hamstring it, and then perform a throat attack (it's the combination that I like and the tactical challenge of preventing the "combo" from being executed)Cheers
Scrivener of Doom
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2019-09-22, 09:44 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- GMT -5
- Gender
Re: Fun Monsters
I also use custom monsters, I think some of the more memorable mechanics I've used were from my more recent solo designs
From an Angel of Mercy (leader type monster, mostly summoned more enemies, healed and enabled them). Level 20 monster
Bond of Mercy
At-Will ✦ Standard Action ✦ Healing
Close Burst 10 ✦ One bloodied enemy
Effect: The target may choose to spend any number of healing surges. For each surge the target spends, they suffer a -[[5]] penalty to Will against this attack
Attack: +23 vs Will
Hit: The target cannot deal damage until the end of the encounter. This effect ends if the target takes damage.
For the Angel of Corruption that was the centerpiece of the following fight (the same angel revealing it had been corrupted by the Far Realm), it instead had this option
Bond of Corruption
At-Will ✦ No Action (limit once per round)
Close Burst 10 ✦ One bloodied enemy
Effect: The target may choose to spend any number of healing surges but regain no hit points. For each surge spent, the target gains THP equal to its surge value. For each surge the target spends, they suffer a -[[2]] penalty to Will against this attack
Attack: +23 vs Will
Hit: The target is dominated (save ends). For every surge that was spent, the target suffers a -[[1]] penalty on saves against this effect, and gains a +[[2]] bonus to attack and damage rolls until the dominate ends.
The other fun one I had was when I decided to make a monster based on the Endbringer Leviathan from the web serial Worm. Leviathan's iconic ability is that he has a water double that essentially repeats his attacks. He also leaves behind walls of water wherever he moves. So I gave him these two traits
Afterimage
When Leviathan moves, it leaves behind a trail of water. This trail is made entirely of water, and requires Athletics checks to swim through as stormy water (DC 20). These walls of water provide Leviathan with Total Cover against attacks that pass through them.
Afterimage Attack
At the beginning of Leviathan’s turn, the afterimage moves and catches up to it. All creatures in the image’s path take [[floor(@{AL}/2)]] damage and are knocked prone. While moving, the Afterimage will also repeat Leviathan’s attacks, targeting the same locations. The afterimage is unaffected by any conditions or penalties on Leviathan.I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro