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SilentBelle's Monster Requests

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Post  tygerburningbright Fri Jan 25, 2013 5:38 pm

what would be the best way to double that rating?
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Post  Grey Pen The Flawed Fri Jan 25, 2013 5:44 pm

If you do that, hold on to the original build; there aren't enough low level solos out there IMO.

Or higher level Minions. Hrmmm....
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Post  sunbeam Fri Jan 25, 2013 7:26 pm

On that note of high level minions, is there a formula for Danger Rating stackings as you combine, say, a solo with a handful of minion?
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Post  SilentBelle Fri Jan 25, 2013 11:21 pm

tygerburningbright wrote:what would be the best way to double that rating?

I could suggest tossing in a couple of traits: Give it resist 3 and another turn per round. By my estimation (not tested) it would be around a danger rating 5. That would be the quickest way, the best way would be to test it.

@Grey Pen: I'll definitely keep this guy in the compendium. I like low danger-rating solos. And yes, high level minions would be awesome! (Basically a flying bucket of traits)


@Sunbeam: For stacking it's simple addition via danger-rating. At least usually. Sometimes there can be some neat abilities that work really well with each other or against each other that's harder to figure out sometimes. Such as if you were to add the 'Medic' monster to help a solo creature that has resist. That would be far more effective than if you added the medic to help a wave of minions (I know that's a very extreme example, but it makes the point)

So yeah, I'd say just add the values for a decent estimate just keep in mind that with each different creature you add, you create a deeper dynamic that's hard to measure.
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Post  tygerburningbright Fri Jan 25, 2013 11:27 pm

as the rating would just be simple addition (in theory) I will just use two.
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Post  SilentBelle Fri Jan 25, 2013 11:39 pm

Yeah, that could work. (Just be wary of domination... that really trips up the ogre) Very Happy
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Post  tygerburningbright Sat Jan 26, 2013 9:07 pm

Two more for you
Incubus/succubus single
HP 40
Trait
Lesser Demon
Resist 3

[+3] Enraging dance Standard Utility
Target suffers an -3 to its next damage roll
[+2] Encouraging dance Minor Utility
target ally may make a saving throw
[+1]Kiss of death Standard Utility
Target suffers 5 ongoing damage (save ends)
[+1]Kiss of life Minor Utility
Target ally with 0 or less HP gains 1D12+1 HP
[-4] Soul suck Standard Attack
Target takes 3D10 damage
[-X]Soul Power Standard Utility
Target ally gains X Pips
Rating ???

Thresholder single
HP 15
Trait
I will die so shall you
deal 2D10 damage to the creature that defeats this monster

[+3] I can see you Standard Utility
Target loses all effects currently on it until the end of this creature’s next turn
[+2] Staring contest Standard Utility
Target creature must target this creature on it’s next turn
[-2] Eye beam Standard Attack
Deal 1D8 damage to up to six enemies
[-5] The ayes have it Standard Utility
each creature currently in combat must vote on
all npcs are restored to full health or
all pc take exactly 15 points of damage
rating ???

(the beholder is product identity of the Wizards of the Coast)


Last edited by tygerburningbright on Sun Jan 27, 2013 10:42 am; edited 1 time in total
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Post  sunbeam Sun Jan 27, 2013 1:09 am

Is "The ayes have it" supposed to be a vote, and then only one of the outcomes occur? If so, the wording should probably be shifted to make that more intuitive.
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Post  Grey Pen The Flawed Tue Jan 29, 2013 9:35 am

High level minion, order up!

Mini Dragon (Minion)

HP: 1

Trait - Tough Hide
This creature has Resist 3.

Trait - Evasive Action
This creature has Resist 5 against Area Of Affect talents.

Trait - Speedy Gonzales
This creature has a +5 Initiative bonus.

Trait - Dazzling Performance
When this creature rolls a 6 on a six sided die, it may immediately use it's Rawr! talent.

Talents:

(+1) Bite - Standard Attack
Flip a coin. If heads, this attack deals 1D6 damage to target enemy. If tails, this attack inflicts Vulnerability 1D6 (save ends) to target enemy.

(+2) Flame Spurt - Standard Utility
Deals 2D6 damage to three random targets.

(-X) Halp! - Minor Utility
Up to X allies may use the following combat talent:

(0) Rawr! - Free Attack
Deals 2D8 damage to target enemy.

Danger Rating: HOLY CRAP RUUUUN!!
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Post  SilentBelle Tue Jan 29, 2013 10:06 am

Sweet, I'll get to all of these soon. Gotta go to work.
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Post  Jason Shadow Sun Feb 10, 2013 3:33 pm

Here's a danger that any adventuring party worth its salt has had to face once in a while...

Angry Mob - Single - 100 HP
Trait - Against the Herd
An Angry Mob is made up of multiple individuals, but they move as one. The Angry Mob is treated as a single creature that begins play with 10 Crowd Counters (or CC); whenever "X" appears as a variable in the Angry Mob's Moveset, "X" equals the Angry Mob's amount of CC. for every 10% below its maximum health that the Angry Mob drops, it loses a CC (thus, an Angry Mob with 90-81 HP has 9 CC, an Angry Mob with 80-71 HP has 8 CC, etc.).
Trait - The Sum of its Parts
An Angry Mob takes X÷2 turns per round of combat (rounded down) and rolls initiative seperately for each one. Each time the Angry Mob would lose a turn, it loses its highest turn in the initiative order; whenever it would gain a turn, that turn is added to the end of the initiative order.
Trait - Large Target
Any multiple-target attack that hits the Angry Mob deals damage to the Angry Mob alone. The Angry Mob takes all the damage that each secondary target would have taken.
Trait - Many Minds, No Brains
An Angry Mob cannot be stunned, confused, or dominated. Any combat talent that would cause the Angry Mob to gain one of these status effects instead causes it to lose 10 HP.
Trait - Red Frenzy
For every enemy knocked below 0 HP, the Angry Mob regains 10 HP.
[+3] Hateful Jeers - Standard Utility
Flip a coin. If heads, up to X enemies are dazed (save ends).
[+1] Fruit Pelt - Standard Attack
Up to X enemies take 1d4 damage and are blinded (save ends).
[0] Beatdown - Standard Attack
Flip X coins. For every heads, target enemy takes 4 damage.
[-3] Wall of Pitchforks - Interrupt Attack
Trigger - An enemy damages the Angry Mob with an attack.
Effect - Deal Xd4 damage to the triggering enemy.
[-5] Blazing Torches - Standard Attack
Up to X enemies take Ongoing Damage X.
[-11] Hang 'em High - Standard Attack
Target enemy is stunned (save ends). If the target enemy does not succeed on its saving throw against this stun within three turns, then it is no longer stunned, but becomes Noosed (save ends). A Noosed creature is treated as being both stunned and taking Ongoing Damage 15.


Yikes. I wonder how high a Danger Rating this will qualify for...
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Post  SilentBelle Sun Feb 10, 2013 4:20 pm

Awesome Very Happy I like seeing monsters like this one. I'll be doing a lot of work on monsters during this next week.
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Post  Xel Unknown Sun Feb 10, 2013 4:21 pm

It reminds me of my Smooze Blob...
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Post  SilentBelle Sun Feb 10, 2013 4:25 pm

Xel Unknown wrote:It reminds me of my Smooze Blob...

Yeah, but Mr. Smooze had 500 HP if I recall. It also took nearly 3 hours to test and took around 15 turns to beat it down to 100 life. Razz Good times.
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Post  Grey Pen The Flawed Mon Feb 18, 2013 10:25 am

Just for the lulz:

The Genie - Solo/Elite?

HP: 100

Trait - You've Never Had A Friend Like Me
All allies (including this creature) have Resist 5, Regeneration 5, and may re-roll all 1s.

Trait - Great Cosmic POWER
This creature begins with 9 PiPs. This creature can never have more than 9 PiPs.

Trait - Itty Bitty Living Space
This creature has a -10 penalty to saving throws against Domination. If there is no saving throw, Domination lasts twice as long as normal.

Talents:

(+9) What'll it be, Master? - Reaction Utility
Trigger: This creature is Dominated.
Result: Triggering creature is restored to full health and saves against all negative effects (even those that can not normally be saved from).

(-1) Such A Crick In The Neck - Standard Utility
Gain PiPs equal to the number of rounds since this creature last made a Standard Action.

(-3) Some Power In Your Corner - Standard Attack
Deals damage to 1D10 enemies, equal to 1/10 that creature's total HP (round up). This attack ignores Resist effects.

(-3) I'm Your Maitre D' - Reaction Utility
Trigger: A creature takes a (save ends) effect that you dislike.
Result: Transfer that (save ends) effect to another creature.

(-3) Can Your Friends Do This? - Reaction Utility
Trigger: A die or multiple dice are rolled and you dislike the result.
Result: Change it to the desired result. This can not be used on saving throws against Domination.
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Post  Paper Shadow Fri Mar 15, 2013 3:23 pm

Question: did you make the changes you wanted to make to the Kobold Leader or should I get to work on it, since I totally forgot about it like a klutz...
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Post  SilentBelle Fri Mar 15, 2013 3:56 pm

I haven't tested the Kobold leader or made any changes to it. I seem to keep running out of time. You can make the changes, and I might use 'em to fight my party in 'The Overseers Challenge'.
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Post  Paper Shadow Fri Mar 15, 2013 5:18 pm

Okay Dokey. I also updated the Kobold Cleric to fit the Kobold designs on the Compendium...

---

Kobold Cleric - Single - 12HP
Trait - Net Trap
If Kobold Cleric has the highest initiative score at the start of combat, Kobold Cleric has a net trap set up. The first enemy to attack in the battle has its attack cancelled and is dazed (save ends).
Trait - Coward
Kobold Cleric starts with 4 pips. When Kobold Cleric has no more pips, Kobold Cleric uses Flee Battle during it's turn.
[0] Flee Battle – Minor Utility
This creature is removed from combat. Only usable when the Coward trait's conditions are met.
[-1] Dragon's Blessing (Valor) - Standard Utility [Inspired by Daniel Berke]
Target ally regains 1d10 HP and deals 1d6 extra damage on its next attack.
[-2] Dragon's Curse (Condemn) - Standard Utility
Target creature is subjected to your Condemnation (save ends). While subjected to your Condemnation, you deal 1d8 damage to the creature whenever it attacks.
[-3] Brilliant Flare - Standard Attack
Roll a d8. Deal that much damage to up to six enemies. You and up to three allies gain that much HP.

Kobold Leader - Elite - 40HP
Trait - Mastercraft Trap
Allied Kobolds lose their trap trait. If Kobold Leader or any of his allies has the highest initiative score at the start of combat, Kobold Leader has a masterfully crafted trap set up. The first enemy to attack in the battle has its attack cancelled and takes 1d8 damage, becomes weakened (save ends), suffers ongoing damage 4 (save ends), and is dazed (save ends).
Trait - Leader of Cowards
Allied Kobolds can not flee from battle while Kobold Leader is alive. When Kobold Leader dies, allied Kobolds flee the battle.
Trait - Full Body Shield
Kolbold Leader is armed only with a shield designed for giants, which covers most of his body when raised. Kobold Leader has resist 5. Each attack Kobold Leader takes in between his turns reduces this resist by 1.
[+2] Shield Bash - Standard Attack
Deal 1d8 damage to target enemy, and flip a coin. If heads, the target is dazed until the end of Kobold Leader's next turn.
[+1] Raise Shield - Standard Utility
Gain resist 15 until the end of your next turn. Each attack Kobold Leader takes in this time reduces the resist by 3.
[0] Kobold Shield - Reaction Utility
Trigger - An ally Kobold runs out of pips.
Action - Kobold Leader chains the Kobold to his shield. The Kobold loses half of its HP, becomes stunned, and becomes the target of any attack aimed at the Kobold Leader. Only one Kobold may be chained to the shield at a time.
[0] Kobold Surprise - Reaction Attack
Trigger - An ally Kobold runs out of pips.
Action - Kobold Leader shoves the Kobold straight into close-quarters combat against its will. The Kobold is killed quickly, but deals damage to target creature equal to half of its current health, and deals an additional effect based on the Kobold:
Kobold Archer - Weakened (save ends)
Kobold Cleric - Dazed (save ends)
Kobold Guard - 1d8 Extra Damage
Kobold Mage - Ongoing Damage 4 (save ends)
[-1] Draconic Battle Cry - Minor Utility
All allies who understand draconic gain 1d6 HP and half that amount in pips.
[-4] "Stop Exploding You Cowards!" - Standard Utility
Kobold Leader summons two random Kobolds (excluding Kobold Leader).

---

Hopefully I didn't strengthen the Leader too much, but after a few bits of combat in my campaign, I know how much damage players can do quickly...
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Post  SilentBelle Fri Mar 15, 2013 6:29 pm

That looks great Smile It should be a blast to use.
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Post  Paper Shadow Sun Mar 24, 2013 1:19 am

I made more monsters. Spooky monsters. Not kobolds this time...

---

Lost Spirit - Minion - 1HP
Trait - Spectral
Whenever Lost Spirit is attacked, flip a coin. If tails, Lost Spirit is not affected by the attack.
[+1] Eerie Glow - Standard Utility
Target enemy suffers a -3 Damage Penalty (save ends).
[-1] Haunt - Minor Utility
Target enemy suffers Ongoing Damage 3 (save ends).
[-2] Curse - Minor Utility
Target enemy suffers a -3 Saving Throw Penalty (save ends).

Wandering Spirit - Single - 15HP
Trait - Spectral
Whenever Wandering Spirit is attacked, flip a coin. If tails, Wandering Spirit is not affected by the attack.
[+2] Wail of the Dead - Standard Attack
Target creature takes 1d4 damage.
[-3] Chains of the Dead - Standard Utility
Target and adjacent creatures suffer from Chains of the Dead (save ends). Creatures who are suffering Chains of the Dead are dazed, and whenever Wandering Spirit ignores an attack with Spectral, the creature takes 1d6 damage.

Vengeful Spirit - Single - 20HP
Trait - Spectral
Whenever Vengeful Spirit is attacked, flip a coin. If tails, Vengeful Spirit is not affected by the attack.
Trait - Revenge
At the start of combat, target creature becomes Vengeful Spirit's mark. Vengeful Spirit must attack their mark whenever possible. When the mark is hit by an attack by Vengeful Spirit, they take an extra 1d6 damage. When the mark dies, Vengeful Spirit disappears from combat.
[+2] Wail of the Dead - Standard Attack
Target creature takes 1d4 damage.
[-1] Wrath of the Dead - Standard Attack
Target and adjacent creatures take 1d12 damage.
[-3] The Cold Dish - Minor Utility
Vengeful Spirit's mark takes double damage from Vengeful Spirit's Revenge trait.

Gargoyle - Single - 30HP
Trait - Stone Skin
Gargoyle has resist 3.
[+1] Stone Kick - Standard Attack
Target creature takes 1d6+X damage, where X is equal to the resist Gargoyle has.
[-2] Rock Hard - Minor Utility
Gargoyle gains resist 6 until the end of its next turn.
[-3] Stone Form - Standard Utility
Gargoyle enters its Stone Form. While in its Stone Form, Gargoyle is stunned, and gains regeneration 10 and resist 15. This effect ends when Gargoyle takes damage, or when it reaches full health.
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Post  SilentBelle Sun Mar 24, 2013 3:36 pm

These are pretty good ones. Gives me some ideas for an encounter to use in the Overseers Challenge. I think the Kobolds will get a test-run there as well Smile
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Post  Jason Shadow Sun Mar 24, 2013 3:44 pm

Whiteeyes wrote:Beholders and Mind Flayers are not open source, but are owned in full by Hasbro/Wizards of the Coast. It's kinda illegal to include them in an RPG.
Buck the police!

Eyelithid - Elite - 80 HP
Trait - Not Open Game License
Any creature that attempts to Dominate an Eythilid becomes Dominated by the Eyelithid instead. The creature that originally attempted the Domination still pays the PiP cost for the move attempted.
Trait - Eyes to Spare
The Eyelithid is immune to being Blinded.
Trait - Superior Life Form
An Eyelithid's allies cannot roll saving throws against the Eyelithid's attacks. (Note: Dominated enemies are not considered allies by the Eyelithid.)
Trait - Inflated Ego
Until the Eyelithid becomes Bloodied, it will not use NO, NOT THE BEAMS! to attack any fewer enemies than half the number of enemies that it is currently facing. Furthermore, it will not use Uncouth Gnashing until it is Bloodied or has no Allies, whichever comes first.
[+3] Eye For an Eye - Reaction Attack
Trigger: an enemy inflicts a status effect on the Eyelithid.
Action: The triggering enemy becomes Blinded (save ends).
[+2] Uncouth Gnashing - Standard Attack
Target enemy takes 1d12 damage.
[+1] Intellect Blast - Standard Attack
Target enemy becomes Stunned until the end of its next turn, then becomes Dazed (save ends).
[-1] Bolster Thrall - Standard Utility
Target ally gains Regeneration 1 and a +2 bonus on all saving throws until the end of the encounter. This move can only be used once on each ally.
[-4] Brain Food - Standard Attack
Target creature becomes Dazed and suffers Ongoing Damage 5 (save ends both). The Eyelithid gains Regeneration 5 until the targeted creature succeeds on its saving throw or dies, whichever comes first.
[-4X] NO, NOT THE BEAMS! - Standard Attack
The Eyelithid unleashes X eye-beams (X cannot be greater than 5). Each eye-beam targets an enemy of the Eyelithid's choice. For each enemy struck by an eye-beam, roll 1d6 and apply the corresponding effect.
1: Target enemy cannot use [-] PiP moves for 1d4+1 rounds.
2: Target enemy takes 5d10 damage.
3: Target enemy becomes Stunned and gains Resist 10 (save ends both).
4: Target enemy takes 2d8 Ongoing Damage (save ends).
5: Target enemy becomes Dominated (save ends).
6: The eye-beam misses. No effect.

Lore: The product of a crazed wizard's attempt to thwart the intentions of a rival who lived on the Coast, Eyelithids (also called Sight Flayers) have twice the xenophobia and egotism of either of their original progenitors without any annoying or inconvenient vestiges of sanity.
Picture!:
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