Monday, October 13, 2014

Monster Mayhem Month 13

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Tiefling Sinblade    Level 9 Brute
Medium immortal humanoid (tiefling)    XP 400
HP 120; Bloodied 60
AC 21; Fortitude 22; Reflex 20; Will 21
Speed 6
Resist 9 fire
Initiative +6
Perception +6
Darkvision
Traits
Bloodhunt
The Tiefling gains a +1 racial bonus to hit against bloodied foes.
Standard Actions
m Sinblade • At-Will
Attack: Melee 1 (1 creature); +12 vs. Fortitude
Hit: 2d12 + 9.
M Sinblade's Wrath • Encounter
Effect: Make 2 Sinblade attacks against the same target.
Triggered Actions
C Infernal Wrath(New)  (fire) • Encounter
Trigger: An Enemy within 10 squares hits the Tiefling.
Effect (Free): Close Burst 10  (The Triggering Enemy in Burst); 1d6 + 12 Fire damage.
Sinner's Strike • At-Will
Trigger: The Tiefling hits with a Sinblade attack.
Effect (Free): Roll a d4 and apply the following effect. 1: Sloth: Target falls Prone. 2: Lust: Target is Charmed until the end of its next turn. 3: Pride: Target cannot heal HP until the end of the tiefling's next turn. 4: Gluttony:  Target uses its next Standard Action to eat something from its pack, wasting that action.
Skills Endurance +14, Intimidate +12
Str 14 (+6)    Dex 14 (+6)    Wis 14 (+6)
Con 20 (+9)    Int 14 (+6)    Cha 17 (+7)
Alignment chaotic evil     Languages Common, Primordial
Equipment rod implement, leather armor

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

This is an attempt at making a "Flavorful" Monster. I was going for a Evil Cultist Enforcer type of vibe. The Sinner's Strike power is my way of giving this that vibe.

Sunday, October 12, 2014

Monster Mayhem Month 12

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Half-Orc Revenger    Level 7 Solo Skirmisher
Medium natural humanoid (half-orc)    XP 1,500
HP 308; Bloodied 154
AC 21; Fortitude 19; Reflex 20; Will 18
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +4
Low-Light Vision
Traits
Bloodrage
This gets a +1d6 bonus to Damage rolls while Bloodied.
Oath of Recovery
The Half-Orc makes saves against Dazed, stunned and Dominated effects at the begining of its turn instead of at the end. It also can make saves against those effects even if no save is allowed. On a successful save, The Effect ends.
Standard Actions
m Revenge (weapon) • At-Will
Attack: +12 vs. AC; See Oath of Doom
Hit: 1d12 + 9.
C Blood Strike (weapon) • At-Will
Attack: Close burst 1; +10 vs. Fortitude; Any creature subject to the Oath of Doom or that is Bloodied. See Oath of Doom
Hit: 1d12 + 9.
Move Actions
No Escape (teleportation) • At-Will
Effect: The half-orc teleports to the nearest square adjacent to any target of Oath of Doom.
Minor Actions
C Oath of Doom • Recharge recharge when first bloodied or if no target of oath of doom is conscious. can have multiple uses at one time.
Effect: Burst 10, 1 Enemy in burst; Until the end of the encounter, the target is subject to the Half-Orc's "Oath of Doom". While the target is subject to the Oath of Doom, The Half-Orc makes attack rolls against the target twice and uses either result.
Free Actions
Oath of Transferance • Encounter
Requirements: The half-Orc is put under any Condition.
Effect: That Condition is transfered to any target of the Oath of Doom. The Condition has the same duration as before.
Oath of Hatred • At-Will
Effect: See Oath of Doom; Trigger: A target of the Oath of Doom starts a turn adjacent to the half-orc. The half-orc makes a basic melee attack vs the triggering enemy.
Triggered Actions
Furious Assault • Encounter
Trigger: When the Half-Orc damages an Enemy.
Effect (Immediate Interrupt): The Half-Orc’s attack deals 1d12 extra damage.
Half-Orc Resiliance • At-Will
Trigger: When the Half-Orc is first Bloodied.
Effect (No Action): The half-orc gains 5 temporary Hit Points.
Oath of Revenge • At-Will
Trigger: This is hit by an attack by an adjacent enemy.
Effect (Immediate Reaction): Make a basic melee attack vs the triggering enemy.
Skills Intimidate +9, Religion +9
Str 14 (+5)    Dex 19 (+7)    Wis 13 (+4)
Con 13 (+4)    Int 13 (+4)    Cha 13 (+4)
Alignment chaotic evil     Languages Common, Giant
Equipment fullblade, cloth armor (basic clothing)

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

This one is an early attempt at making an extremely dangerous Solo. Obviously, based loosely on the Avenger PC Class, this is also an attempt at making a Monster that mimics a PC Class. Like the Class it is based on, this monster is very dangerous to a single target but I wanted to make it at least slightly dangerous to other targets as well, partcularly since it is a Solo.

Saturday, October 11, 2014

Monster Mayhem Month 11

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Arsenal Golem 2.0    Level 9 Elite Artillery
Huge natural animate (construct)    XP 800
HP 154; Bloodied 77
AC 24; Fortitude 24; Reflex 25; Will 23
Speed 6, fly 5 Hover
Immune poison; Resist 5 fire, 5 lightning; Vulnerability 5 cold
Saving Throws +2; Action Points 1
Initiative +9
Perception +11
Truesight 10
Traits
Point Blank
The arsenal golem has a +3 bonus to all defences against opportunity attacks triggered by using ranged attacks when threatened.
Standard Actions
m Slam • At-Will
Attack: Reach 2; +14 vs. AC
Hit: 1d10 + 9.
r Crossbow (weapon) • At-Will
Requirements: Crossbow.
Attack: Range 15/30; +14 vs. AC
Hit: 2d10 + 6.
C Rapid Fire • At-Will
Requirements: Crossbow.
Attack: Close Blast 5; +14 vs. AC
Hit: 2d10 + 6.
A Fireblaster (fire) • Recharge when both barrels recharges.
Attack: Burst 1 in 20 (Creatures in Burst); +12 vs. Fortitude
Hit: Ongoing 10 Fire Damage(Save Ends).
R Lightning Cannon (lightning) • Recharge when both barrels recharges.
Attack: Range 20; +12 vs. Reflex
Hit: 3d10 + 9 Lightning Damage.
R Both Barrels • Recharge 5 6
Effect: Recharge "Fireblaster" and "Lightning Cannon". Then, make a "Fireblaster" attack and a "Lightning Cannon" attack, each against a different target.
R Twin Shot • At-Will
Requirements: Crossbow.
Effect: Make 2 Basic Ranged Attacks.
Minor Actions
Swift Shot • At-Will
Effect: Make a "Crossbow" attack. Use only if the Golem does not use a standard action that requires a Crossbow this turn.
Triggered Actions
Both Bloody Barrels • At-Will
Trigger: The Golem is First Bloodied.
Effect (Free): Immediately Recharge Both Barrels and use it. If it is in range, one of the targets must be the creature that Bloodied the Golem.
Skills Athletics +11, Endurance +12
Str 14 (+6)    Dex 20 (+9)    Wis 14 (+6)
Con 17 (+7)    Int 14 (+6)    Cha 14 (+6)
Alignment unaligned     Languages —
Equipment crossbow

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

This is another "Gundam Golem" of mine. Based off of a Long Range Combat "Gundam", this Golem is an Artillery type monster. I gave this one a pair of Rechargable "Cannons", One that does a Crap-ton of damage, the other that sets targets on fire and a way that it can use "Both Barrels" at once.

Friday, October 10, 2014

Monster Mayhem Month 10

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Liquidform Elemental    Level 3 Soldier
Medium elemental magical beast (aquatic, water)    XP 150
HP 43; Bloodied 22
AC 19; Fortitude 15; Reflex 16; Will 14
Speed 6, swim 8
Resist 10 fire, 5 weapon; Vulnerability 5 lightning
Initiative +6
Perception +6
Darkvision
Traits
Threatening Reach
The elemental can make opportunity attacks against all enemies within its reach (2 squares).
Knock Down
When the Liquidform Elemental makes an Opportunity Attack , it get a +2 bonus to the attack roll and the target is Knocked Prone on a hit.
Standard Actions
m Liquidform Whip • At-Will
Attack: Reach 2; +8 vs. AC
Hit: 1d10 + 6.
Effect: Marked until the end of the Liquidform Elemental's next turn.
C Whiplash • Encounter
Attack: Close Burst 2 (Creatures in burst); +6 vs. Reflex
Hit: 1d10 + 6 damage and the target is knocked prone.
Triggered Actions
Liquidform Defence • Recharge first bloodied
Trigger: An attack is made against the Liquidform Elemental's AC or Reflex Defence.
Effect (Immediate Interrupt): The attacker rolls the attack twice and uses the lower result.
Skills Acrobatics +9, Athletics +8
Str 14 (+3)    Dex 17 (+4)    Wis 11 (+1)
Con 11 (+1)    Int 11 (+1)    Cha 11 (+1)
Alignment unaligned     Languages Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

This Water Elemental, was an early experiment with Threatening Reach. I wanted it to be dangerous to get near it but hard to take down with common attacks. Also, this monster was made long before the Next playtest was even announced, so I had made "Disadvantage" before them too.

Thursday, October 9, 2014

Monster Mayhem Month 9

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Fire Eater    Level 8 Soldier
Large elemental magical beast (fire)    XP 350
HP 86; Bloodied 43
AC 24; Fortitude 21; Reflex 20; Will 20
Speed 6
Immune fire Vulnerability 5 cold
Initiative +8
Perception +11
Darkvision
Traits
O Fire is So Pretty • Aura 2
Enemies in aura take 5 damage whenever it takes ongoing fire damage.
Fire Eating
When the fire eater would take fire damage, it instead gains 5 temporary hit points or heals 5 Hit Points, its choice.
Standard Actions
m Burn (fire) • At-Will
Attack: Reach 2; +13 vs. AC
Hit: 2d8 + 7 fire damage and marked until the end of the fire eater's next turn.
C Flame Burst (fire) • Encounter
Attack: Close burst 1 (Enemies in Burst.); +11 vs. Fortitude
Hit: 3d8 + 11 fire damage and marked(save ends).
Triggered Actions
Ignite (fire) • Recharge 5 6
Trigger: The elemental hits a creature with an attack.
Attack (Free): (The Triggering Creature); +11 vs. Reflex
Hit: Ongoing 5 Fire Damage(Save Ends).
Skills Intimidate +11
Str 20 (+9)    Dex 14 (+6)    Wis 14 (+6)
Con 14 (+6)    Int 14 (+6)    Cha 14 (+6)
Alignment chaotic evil     Languages Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

So, Fire Elemental. This was an experiment to see how problematic Immunity could be. I agree that Most creatures shouldn't have Immunities. Most, not All though. Immunity is something that should be rare and Dangerous. I wanted to do that with this monster.

Wednesday, October 8, 2014

Monster Mayhem Month 8

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Poison Fog Elemental    Level 10 Elite Brute
Huge elemental animate (air, poison)    XP 1,000
HP 262; Bloodied 131
AC 22; Fortitude 23; Reflex 22; Will 21
Speed 6, phasing 8 Insubstantial, fly 8 Hover
Immune poison
Saving Throws +2; Action Points 1
Initiative +9
Perception +12
Darkvision
Traits
Vaporous Form
Creatures can occupy the Elemental's space or part of it. Non-Elemental creatures take 10 Poison damage when they start thier turn in the Elemental's space. Creature's in the Elemental's Space have concealment against all creatures except this Elemental.
Shielding Vapors
The Elemental has +3 to all Defences against the attacks of any creature that is not Adjacent to it or in its Space.
Standard Actions
M Poisonous Breath • At-Will
Attack: Melee 1 (1 creature); +13 vs. Fortitude
Hit: 2d12 + 9 Poison Damage.
Special: This Attack can also be used on any creature in the Elemental's Space.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
Skills Arcana +12
Str 15 (+7)    Dex 18 (+9)    Wis 15 (+7)
Con 21 (+10)    Int 15 (+7)    Cha 15 (+7)
Alignment unaligned     Languages Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

Another "Air" Elemental. The Huge Elementals I made are all Elites. This one is a Brute of a different type. This Monster was a challenge to create simply due to the fact that other creatures needed to be able to be "Inside" it and have a good reason to risk doing so due to the danger inside it. The only other problem I have had with this monster is how to represent it on the Tabletop! The best idea I came up with was to use a three by three Dungeon Tile as its "Miniature". That way, you can place PCs Minis on the tile when they are inside it.

Tuesday, October 7, 2014

Monster Mayhem Month 7

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Rain Cloud    Level 9 Minion Controller
Small elemental animate (air)    XP 100
HP 1; a missed attack never damages a minion
AC 23; Fortitude 21; Reflex 22; Will 20
Speed 6, fly 6 Hover
Resist 15 acid
Initiative +9
Perception +11
Darkvision
Standard Actions
r Acid Rain (acid) • At-Will
Attack: Range 5 (1 creature directly below the Cloud.); +12 vs. Reflex
Hit: 8 Acid Damage.
Skills Acrobatics +14, Nature +11
Str 14 (+6)    Dex 20 (+9)    Wis 14 (+6)
Con 17 (+7)    Int 14 (+6)    Cha 14 (+6)
Alignment unaligned     Languages Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

-----
Acid Rain Elemental    Level 9 Controller
Medium elemental animate (air)    XP 400
HP 94; Bloodied 47
AC 23; Fortitude 20; Reflex 22; Will 21
Speed 6, fly 6 Hover, overland flight 9
Resist 25 acid
Initiative +9
Perception +11
Darkvision
Traits
Acid Rain
Acid Rain falls from the Elemental at all times.Creatures directly below the Elemental take 10 Acid damage when it starts its turn there. Creatures directly below the Elemental take a -4 penalty to all attacks against the Elemental.
Standard Actions
C Conjure Acid Rain Cloud (acid, conjuration) • At-Will
Effect: Close Burst 10 (1 enemy in burst); The Elemental Conjures a "Rain Cloud" 5 squares above the Target. The "Rain Cloud" makes the Following attack against the target.
Attack: 5 squares below the "Rain Cloud" (1 Enemy directly below the Conjured Rain Cloud.); +12 vs. Reflex
Hit: 3d6 + 1 Acid damage and Ongoing 5 Acid damage (Save Ends).
Skills Acrobatics +14, Nature +11
Str 14 (+6)    Dex 20 (+9)    Wis 14 (+6)
Con 14 (+6)    Int 14 (+6)    Cha 17 (+7)
Alignment unaligned     Languages Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

Welcome to the First  Two For Tuesday! This time we have a Combonation of a Minion and a normal Monster that Summons that Minion. These are two of my Air Elementals, the Small and Medium sized ones. Both Fly and hover.  They can only attack creatures directly below them, by raining acid on them. And that is their trick, they rain acid.

Monday, October 6, 2014

Monster Mayhem Month 6

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Big Boulder Boy    Level 7 Elite Artillery
Huge elemental humanoid (earth)    XP 600
HP 122; Bloodied 61
AC 19; Fortitude 21; Reflex 19; Will 18
Speed 8
Vulnerability 5 thunder
Saving Throws +2; Action Points 1
Initiative +6
Perception +9
Tremorsense 10
Traits
Crushing Grip
Enemies grabbed by the elemental take a -4 penalty to checks to escape its grab and must do so against the elementals Fortitude defence, even if using Acrobatics.
Standard Actions
m Slam • At-Will
Attack: Reach 3; +12 vs. AC
Hit: 2d8 + 6.
M Pick Up • At-Will
Attack: Reach 3; ; +10 vs. Reflex; One medium or smaller Creature in Reach
Hit: Grabbed and picked up(Escape Ends).
Miss: Make a "Slam" attack against  the missed target.
M You are a finely honed Weapon • At-Will
Requirements: The Elemental must have a creature Grabbed.
Attack: Reach 3 (one Enemy in reach.); +10 vs. Reflex
Hit: 4d6 + 6 Damage to the target and the Grabbed Creature on Hit.
Miss: Only Grabbed Enemy takes Half Damage.
R I Don't Like Being a Ranged Weapon • At-Will
Requirements: The Elemental must have a creature Grabbed.
Attack: Range 10 (One Enemy in range.); +10 vs. Reflex
Hit: 5d6 + 6 Damage to the target and the Grabbed Creature on Hit. .
Miss: Only Grabbed Enemy takes Half Damage. .
Effect: The Grabbed Creature is no longer Grabbed and is moved to any square adjacent to the other target.
Minor Actions
Crunch • At-Will
Requirements: The Elemental must have a creature Grabbed.
Effect: (Grabbed enemy only); Target takes 12 damage.
Skills Athletics +12
Str 19 (+7)    Dex 16 (+6)    Wis 13 (+4)
Con 13 (+4)    Int 8 (+2)    Cha 13 (+4)
Alignment unaligned     Languages Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

So, I was going to be Writing an article for a 4E Fanzine about Elementals at one point. Unfortunately, those plans fell through due to a combination of me getting sick for a week and the Orgnizer falling off the face of the earth, appearantly. So this Week, I'm releasing the most interesting of them on this blog. Starting with the "Big Boulder Boy"!

So, my inspiration for this is three fold. First I wanted to make a "Big" Monster that wasn't all about Melee. Second was I wanted to Really Scare my Players with an Unusual Monster Tactic. And Lastly, I wanted to do something with Scale in a very different way. To put it simplely, this is a very, very Big Kid and the PCs are his New Toys"! And He is not very careful with his toys. Mechanically Speaking, this guy is all about Shock Value. Reach out a Grab someone, then throw them at another PC! For More Shock Value, have this fight on a Mountain or Cliff face or another dangerous location. Also, Don't expect him to last long after He throws someone, either.

Sunday, October 5, 2014

Monster Mayhem Month 5

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Snowdrift White Dragon    Level 3 Solo Controller
Large elemental magical beast (cold, dragon)    XP 750
HP 184; Bloodied 92
AC 17; Fortitude 15; Reflex 14; Will 16
Speed 6, fly 8, overland flight 10
Resist 5 cold; Vulnerability 5 fire
Saving Throws +5; Action Points 2
Initiative +1
Perception +1
Darkvision
Traits
Instinctive Spittle
At Snowdrift's Initiative roll +10, Snowdrift Flies its speed and makes a "Freezing Spittle" attack at any time during the movement. She does not provoke Opportunity Attacks from this Movement. If Snowdrift cannot do this do to an enemies effect, that effect ends immediately instead.
Bloodied Brutality
While Snowdrift is bloodied, any attack it makes also Knocks the target/s prone on a hit.
Standard Actions
m Bite • At-Will
Attack: +8 vs. AC
Hit: 1d10 + 6 Cold damage and the target is pushed 2 squares.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
r Freezing Spittle (cold) • At-Will
Attack: Range 5 (1 creature); +6 vs. Fortitude
Hit: Target has Ongoing 5 Cold damage and Immobilized(Save Ends Both).
C Breath Weapon (cold) • Recharge 4 5 6
Attack: Close Blast 5 (Creatures in Blast); +6 vs. Reflex
Hit: 2d8 + 6 Cold damage and push the target 2 Squares.
Minor Actions
A Snowdrift (cold, zone) • Encounter
Effect: Burst 1 in 5 (Creatures in Burst); Creates a Zone of Deep Snow. Zone is Difficult Terrain. Any creature that starts its turn in the Zone takes 5 Cold damage.
Sustain Minor: The Dragon may move the Zone up to 3 squares whenever it Sustain the Zone.
Skills Arcana +6, Bluff +9, Intimidate +9
Str 11 (+1)    Dex 11 (+1)    Wis 11 (+1)
Con 14 (+3)    Int 11 (+1)    Cha 17 (+4)
Alignment chaotic evil     Languages Common, Draconic

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

It's SOLO SUNDAY!!! So a Solo White Dragon. Normally a Brute, I wanted to do a more Intelligent Icy Dragon so I went with a Controller as my Role for this beasty. I gave her a nice movable Zone, an Instinctive Action that Imobilizes and made its Breath and melee attacks push targets around. Best possible situation is Snowdrift Pushes a foe into its Zone then Spits and Immobilizes it. Also, She is Weak to Fire, unlike Ordinary White Dragons.

Saturday, October 4, 2014

Monster Mayhem Month 4

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Berzerker Golem 2.0    Level 9 Elite Brute
Large natural animate (construct)    XP 800
HP 228; Bloodied 114
AC 24; Fortitude 25; Reflex 24; Will 23
Speed 6
Immune poison; Resist 5 radiant; Vulnerability 5 psychic
Saving Throws +2; Action Points 1
Initiative +6
Perception +3
Darkvision
Traits
Threatening Reach
Berzerker Golem can make opportunity attacks against enemies within 3 squares of him.
Unhinged Tactics
The berzerker golem must make opportunity attacks whenever it is given the choice to. When the berzerker is bloodied, its allies provoke Opportunity Attacks from the berzerker as though they were enemies. The Berzerker also gains a +2 bonus to Opportunity attack rolls while Bloodied.
Standard Actions
m Ball and Chain • At-Will
Attack: Reach 3; +14 vs. AC
Hit: 2d12 + 8.
C Roundhouse Swing • Encounter
Attack: Close Burst 3; +14 vs. AC
Hit: 2d12 + 8.
M Knockdown • Recharge 5 6
Attack: Reach 3; +12 vs. Fortitude
Hit: 4d12 + 5 and target is knocked prone.
Minor Actions
Swift Attack • At-Will
Effect: This makes a Basic Melee attack.
Skills Acrobatics +11, Athletics +14
Str 20 (+9)    Dex 15 (+6)    Wis 8 (+3)
Con 14 (+6)    Int 3 (+0)    Cha 1 (–1)
Alignment unaligned     Languages —

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

So, this is a Golem loosely based off of the Giant Robot Anime "Mobile Suit Gundam". I was inspired to create this and several other Golems due to being a fan of that Anime series. The main insperation for this one, though, comes from the Offshoot series "Gundam Seed". In that series, there was a "Team" of three Gundams whos pilots didn't work well together, to the point of attacking each other instead of their enemies! The "Unhinged Tactics" trait is based off this "Effective Tactic".

Friday, October 3, 2014

Monster Mayhem Month 3

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Human Watch Sergeant    Level 5 Soldier (Leader)
Medium natural humanoid (human)    XP 200
HP 61; Bloodied 31
AC 21; Fortitude 18; Reflex 16; Will 17
Speed 5
Saving Throws +1
Initiative +5
Perception +3

Traits
Defend the Weak
This Creature has a +2 Bonus on Attack rolls when adjacent to a Lower Level Ally OR Any Non-Combatant.
O Protect the Weak • Aura 1
Lower level allies in aura get +2 AC and +2 Will.
Standard Actions
m Halberd (weapon) • At-Will
Attack: Reach 2; +10 vs. AC
Hit: 1d10 + 8 damage.
Effect: Marked(Save Ends).
Triggered Actions
Heroic Effort • Encounter
Trigger: You miss with an attack or fail a saving throw.
Effect (No Action): Personal; You gain a +4 racial bonus to the attack roll or the saving throw.
Skills Athletics +11, Intimidate +9
Str 18 (+6)    Dex 12 (+3)    Wis 12 (+3)
Con 13 (+3)    Int 12 (+3)    Cha 15 (+4)
Alignment unaligned     Languages Common, Deep Speech
Equipment halberd, scale armor

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

This "Monster" is actually doublely useful. It can be used as an ally or a foe, depending on the needs of the campaign. It was also an early experiment at seeing how making the "Marked" condition would  feel if it was a lasting effect sometimes.

Thursday, October 2, 2014

Monster Mayhem Month 2

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Generic Guardsman    Level 1 Minion Soldier
Medium natural humanoid (human)    XP 25
HP 1; a missed attack never damages a minion
AC 17; Fortitude 14; Reflex 13; Will 13
Speed 5
Initiative +2
Perception +0

Standard Actions
m Marking Strike (weapon) • At-Will
Attack: +6 vs. AC
Hit: 4 damage and marked until the end of the guardsman's next turn.
M Sword of Defending (weapon) • Encounter
Attack: +6 vs. AC
Hit: 5 damage and 1 ally next to the guardsman gains 5 temporary HP.
Skills Athletics +8, Streetwise +5
Str 16 (+3)    Dex 10 (+0)    Wis 10 (+0)
Con 10 (+0)    Int 10 (+0)    Cha 10 (+0)
Alignment good     Languages Common
Equipment longsword, chainmail

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

Yes another Minion. This time with a Support power.

Wednesday, October 1, 2014

Monster Mayhem Month 1

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

-----
Dragonborn Spitter    Level 4 Minion Skirmisher
Medium natural humanoid (dragonborn)    XP 44
HP 1; a missed attack never damages a minion
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Resist 5 acid
Initiative +8
Perception +8

Standard Actions
m Sword (weapon) • At-Will
Attack: +9 vs. AC
Hit: 6.
r Spit Acid (acid) • At-Will
Attack: Range 5 (1 enemy in range); +7 vs. Reflex
Hit: 5 Acid Damage.
Minor Actions
C Acid Breath (acid) • Encounter
Attack: Close Blast 3 (Creatures in Blast); +7 vs. Reflex
Hit: 3 Acid Damage.
Skills Intimidate +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment evil     Languages Draconic
Equipment short sword, leather armor

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

A simple Minion with a couple neat tricks. A ranged attack and an area effect attack.