Author Topic: New World Monster Manual  (Read 21245 times)

New Start

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New World Monster Manual
« on: April 13, 2010, 02:36:57 AM »
I’ve been running a 4thE New World D&D campaign for the past few months now. And in that time, I’ve made a few new monster’s using the guidelines given in the DMG #1. I think there pretty cool and wanted to hear other people’s thoughts. So have a gander.



Crab Man

Large Natural Beast
Level 5: Elite Brute
XP: 400

Initiative: +3
Senses: Perception +4; low-light vision
Hp: 180; Bloodied: 90
AC: 19
Fortitude: 18
Reflex: 13
Will: 16
Saving Throws: +2
Speed: 6, burrow 2, swim 5
Action Point: 1

Pincer (standard; at-will)
Reach 2; +8 vs. AC; 2d8+4 damage.

Double Pincer Attack (standard; at-will)
The crab man makes two pincer attacks. If both pincer attacks hit the same target, the target is grabbed (until escape). A grabbed target takes ongoing 5 damage from the crab man's mandibles until it escapes. The crab man cannot make any other attacks while grabbing a creature.

Foamy Spit (standard; recharges when first bloodied; encounter)
Ranged 5; +6 vs. Fortitude; the target is blinded and dazed (save ends both). Foamy spit does not provoke opportunity attacks and cannot be used underwater.

Alignment: Unaligned
Languages: -
Abilities: Str 18 (+6), Con 15 (+4), Dex 13 (+3), Int 5 (+0), Wis 14 (+4), Cha 9 (+1)

Crab Man Tactics
A crab man usually hides in the ground or water, waiting for potential pray to come within striking range. Once within, the crab man will attack with it's foamy spit and then spend an action point to follow with a double pincer attack.



Goblin Rockteer

Small Natural Humanoid
Level 11: Skirmisher
XP: 600

Initiative: +13
Senses: Perception +8; low-light vision
Hp: 112; Bloodied: 56
AC: 25
Fortitude: 21
Reflex: 24
Will: 20
Speed: 5 (clumsy) (see also goblin tactics), fly 8 (limit 70), overland flight 20

Rocket Slam (standard; at-will) - Weapon
+11 vs. AC; 1d8+6 damage (crit 2d8+14); If the attack hits, the goblin rocketeer makes a secondary attack against the same target. Secondary Attack: +9 vs. Reflex; the target is knocked prone.

Rocket Raid (standard; at-will) - Weapon
The goblin rocketeer shifts up to 8 squares and can move through occupied squares as it moves. It makes a Rocket Slam attack against any creature whose space it enters. The goblin rocketeer cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square.

Bombing Run (standard; encounter) - Fire, Force, Weapon
Area burst 3 within 10; +9 vs. Fortitude; 2d8+5 force damage plus 2d4 fire damage. Miss: Half damage.

Explosive End (immediate reaction, when hit with a critical) - Fire
Close burst 5; +9 vs. Reflex; 4d10+5 fire damage and ongoing 10 fire damage (save ends); the goblin rockteer drops to 0 hit points.

Goblin Tactics (immediate reaction, when missed by a melee attack on the ground; at-will)
The gobin shifts 1 square.

Alignment: Evil
Languages: Common, Goblin
Skills: Athletics +14, Intimidate +12, Stealth +13, Thievery +13
Abilities: Str 18 (+9), Con 16 (+8), Dex 23 (+11), Int 13 (+6), Wis 16 (+8), Cha 15 (+7)
Equipment: leather armor, rocket sled pack (war pick, heavy shield), 2 grenades

Goblin Rockteer Tactics
Goblin rockteer's try to hit there enemies first with there bombing run power to soften them up. They then follow up with there rocket raid power on choice targets.



If you got any comments or your own 4thE monsters, just post’em.
« Last Edit: May 04, 2010, 06:25:45 PM by New Start »
Totems aren't "pack licenses," they're not handed out by the National Registry of Uratha Pack Services as soon as you complete Form 12458-B, Petition for the Formation of a Pack (Tribes of the Moon and Unaffiliated). - Kordeth

rayner23

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Re: New World Monster Manual
« Reply #1 on: April 13, 2010, 09:24:04 AM »
The goblin rocketeer makes me  ;D ;D ;D

Very nice.
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Boyos

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Re: New World Monster Manual
« Reply #2 on: April 13, 2010, 01:19:17 PM »
Yes thats great, the only thing that would make it better is if on a 5 or lower roll the Rocketeer explodes doing 1d8 damage to him self. haha!

Vega Baby

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Re: New World Monster Manual
« Reply #3 on: April 13, 2010, 06:27:00 PM »
I really like the Rocketeer.  The self-destruct on a critical is pretty damned painful, but is balanced out a bit by the goblin being wiped out in the attack.  The Rocket Slam seems a bit powerful for an at-will though, and it feels like he should have a standard attack that doesn't involve him rocketing around the battlefield, though the players' attempts to pin him down as he does so would be pretty entertaining.

The Crab Man is alright, but he seems to have very little in the way of attacks, especially for an Elite.  Maybe something that worked underwater, given that his foamy spit only works out of it?  Or maybe his foamy spit could be a rolled recharge that only works while he stands in a square with water, or something that gives the players incentive to keep him in one place.

To be honest though, it sort of feels like the Rocketeer should be the Elite, and the Crab Man should be the standard monster.

New Start

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Re: New World Monster Manual
« Reply #4 on: April 13, 2010, 08:26:28 PM »
I really like the Rocketeer.  The self-destruct on a critical is pretty damned painful, but is balanced out a bit by the goblin being wiped out in the attack.  The Rocket Slam seems a bit powerful for an at-will though, and it feels like he should have a standard attack that doesn't involve him rocketing around the battlefield, though the players' attempts to pin him down as he does so would be pretty entertaining.

The Crab Man is alright, but he seems to have very little in the way of attacks, especially for an Elite.  Maybe something that worked underwater, given that his foamy spit only works out of it?  Or maybe his foamy spit could be a rolled recharge that only works while he stands in a square with water, or something that gives the players incentive to keep him in one place.

To be honest though, it sort of feels like the Rocketeer should be the Elite, and the Crab Man should be the standard monster.

When making the Goblin Rocketeer, I tried to balance it’s Rocket Slam by using the low damage expression given in the DMG (pg #185). Seeing as it would be all over the battle map, I thought that would be a good trade off. But now looking at the power, I notice a problem. If the Rocket Slam misses, the Rocketeer just stays in front of the target. Which doesn’t make sense because it’s flying around with a ROCKET! I’ll have to fix it.

The Crab Man has the advantage of a swim speed. If the PC’s were fighting it underwater, they would have to make Athletics checks to move around. Also I didn’t think spitting underwater made sense, so that’s why I specialized it.

Thanks for the comments so far. If you want to mod my monsters, just go for it.
Totems aren't "pack licenses," they're not handed out by the National Registry of Uratha Pack Services as soon as you complete Form 12458-B, Petition for the Formation of a Pack (Tribes of the Moon and Unaffiliated). - Kordeth

Setherick

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Re: New World Monster Manual
« Reply #5 on: April 13, 2010, 08:29:36 PM »
Maybe have the Rocket Slam provoke an attack of opportunity from every player the goblin has to fly by and from the targeted player?
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Vega Baby

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Re: New World Monster Manual
« Reply #6 on: April 13, 2010, 11:55:46 PM »
A suggestion for the Rocketeer power: make it work more like a flyby attack like the Spiretop Drake has. Basically, make it work like this;  The Rocketeer shifts 8 squares, and any time it moves adjacent to an enemy during the shift, it can make a single attack against them.

I'd also personally make the attack make a second attack against the opponent's Reflex to see if they're knocked Prone, rather than it being an auto-effect of the power.

And I didn't realize the Crab Man had a Swim/Burrow speed.  That adds some interesting versatility to it, though it still feels like it's missing something..

ristarr

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Re: New World Monster Manual
« Reply #7 on: April 14, 2010, 08:12:34 AM »
Strangely enough, I made some 5th level crabs for a recent adventure.  They are "modeled" on the Bengil crabs from "Spiders of the Purple Mage" in Thieves World.  I 've uploaded the 1st part of the adventure to the community AP site, but not posted it yet.  The crabs came very close to a TPK.  I have the armor class too high.  Most of the characters ended up slowed and blinded and grabbed and ongoing poisoneded.  Then they proceeded to roll very poorly for the saves.  I have one with a poison spit also.  The encounter was 1 spitter, 2 soldiers and 4 minions for a group of 4.

Bengil Crab Spitter   Level 5 Artillery
Small aberrant magical beast           XP 200
Initiative +6      Senses Perception +5; tremorsense, darkvision, low-light vision
HP 48; Bloodied 24
AC 20; Fortitude 17; Reflex 19; Will 13
Speed  4 , Swim 6
m Claw (standard; at-will)
+12 vs AC; 1d6 + 2 damage, and the target is slowed (save ends)
r Poison Spit (standard; at-will) • Poison
Crab spits a dark purple poison at the target's eyes
5/10; Poison Spit attack; +10 vs Reflex; 1d10 + 4 Target takes ongoing 5 poison damage and is blinded ( save ends both ).
Alignment Unaligned   Languages —
Str 12 (+3)   Dex 18 (+6)   Wis 12 (+3)
Con 12 (+3)   Int 12 (+3)   Cha 12 (+3)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Bengil Crab Soldier   Level 5 Soldier
Medium aberrant magical beast   XP 200
Initiative +5      Senses Perception +5; tremorsense, darkvision, low-light vision
HP 60; Bloodied 30
AC 24; Fortitude 18; Reflex 18; Will 13
Speed  4 , Swim 6
m Claw (standard; at-will)
Reach 2; +12 vs AC; 1d6 + 2 damage, and the target is slowed (save ends)
M Claw-claw-Chomp (standard; at-will)
Makes 2 standard claw attacks and if both hit target is bitten and grabbed
Chomp; Automatic Bite attack; 1d10 + 6 Target is grabbed.
Alignment Unaligned   Languages —
Str 18 (+6)   Dex 12 (+3)   Wis 12 (+3)
Con 12 (+3)   Int 12 (+3)   Cha 12 (+3)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.



Bengil Crab Minion   Level 5 Minion Skirmisher
Small aberrant magical beast   XP 50
Initiative +8      Senses Perception +5; tremorsense, darkvision, low-light vision
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 17; Reflex 19; Will 13
Speed  4 , Swim 6
m Claw (standard; at-will)
+10 vs AC; 2 damage, and the target is slowed (save ends)
Alignment Unaligned   Languages —
Str 12 (+3)   Dex 18 (+6)   Wis 12 (+3)
Con 12 (+3)   Int 12 (+3)   Cha 12 (+3)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

New Start

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Re: New World Monster Manual
« Reply #8 on: April 15, 2010, 01:18:47 PM »
A suggestion for the Rocketeer power: make it work more like a flyby attack like the Spiretop Drake has. Basically, make it work like this;  The Rocketeer shifts 8 squares, and any time it moves adjacent to an enemy during the shift, it can make a single attack against them.

I'd also personally make the attack make a second attack against the opponent's Reflex to see if they're knocked Prone, rather than it being an auto-effect of the power.

I thought about using something similer to the 'Flyby Attack', but at the time. I thougt it mite be a little over powering. (If the PC's were all in a line, the Rockteer could possibly hit and knock over everyone in one turn). But if I made the knock down a second attack...

Totems aren't "pack licenses," they're not handed out by the National Registry of Uratha Pack Services as soon as you complete Form 12458-B, Petition for the Formation of a Pack (Tribes of the Moon and Unaffiliated). - Kordeth

New Start

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Re: New World Monster Manual
« Reply #9 on: April 15, 2010, 01:34:00 PM »
Strangely enough, I made some 5th level crabs for a recent adventure.  They are "modeled" on the Bengil crabs from "Spiders of the Purple Mage" in Thieves World.  I 've uploaded the 1st part of the adventure to the community AP site, but not posted it yet.  The crabs came very close to a TPK.  I have the armor class too high.  Most of the characters ended up slowed and blinded and grabbed and ongoing poisoneded.  Then they proceeded to roll very poorly for the saves.  I have one with a poison spit also.  The encounter was 1 spitter, 2 soldiers and 4 minions for a group of 4.

Bengil Crab Spitter   Level 5 Artillery
Small aberrant magical beast           XP 200
Initiative +6      Senses Perception +5; tremorsense, darkvision, low-light vision
HP 48; Bloodied 24
AC 20; Fortitude 17; Reflex 19; Will 13
Speed  4 , Swim 6
m Claw (standard; at-will)
+12 vs AC; 1d6 + 2 damage, and the target is slowed (save ends)
r Poison Spit (standard; at-will) • Poison
Crab spits a dark purple poison at the target's eyes
5/10; Poison Spit attack; +10 vs Reflex; 1d10 + 4 Target takes ongoing 5 poison damage and is blinded ( save ends both ).
Alignment Unaligned   Languages —
Str 12 (+3)   Dex 18 (+6)   Wis 12 (+3)
Con 12 (+3)   Int 12 (+3)   Cha 12 (+3)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Bengil Crab Soldier   Level 5 Soldier
Medium aberrant magical beast   XP 200
Initiative +5      Senses Perception +5; tremorsense, darkvision, low-light vision
HP 60; Bloodied 30
AC 24; Fortitude 18; Reflex 18; Will 13
Speed  4 , Swim 6
m Claw (standard; at-will)
Reach 2; +12 vs AC; 1d6 + 2 damage, and the target is slowed (save ends)
M Claw-claw-Chomp (standard; at-will)
Makes 2 standard claw attacks and if both hit target is bitten and grabbed
Chomp; Automatic Bite attack; 1d10 + 6 Target is grabbed.
Alignment Unaligned   Languages —
Str 18 (+6)   Dex 12 (+3)   Wis 12 (+3)
Con 12 (+3)   Int 12 (+3)   Cha 12 (+3)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.



Bengil Crab Minion   Level 5 Minion Skirmisher
Small aberrant magical beast   XP 50
Initiative +8      Senses Perception +5; tremorsense, darkvision, low-light vision
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 17; Reflex 19; Will 13
Speed  4 , Swim 6
m Claw (standard; at-will)
+10 vs AC; 2 damage, and the target is slowed (save ends)
Alignment Unaligned   Languages —
Str 12 (+3)   Dex 18 (+6)   Wis 12 (+3)
Con 12 (+3)   Int 12 (+3)   Cha 12 (+3)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.


Ya, you got there AC at 4 to 5 levels higher then it should be but other then that, there good.

What's up with crab's almost killing the party every time?
Totems aren't "pack licenses," they're not handed out by the National Registry of Uratha Pack Services as soon as you complete Form 12458-B, Petition for the Formation of a Pack (Tribes of the Moon and Unaffiliated). - Kordeth

Tadanori Oyama

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Re: New World Monster Manual
« Reply #10 on: April 15, 2010, 01:52:44 PM »
What's up with crab's almost killing the party every time?

I think arthopods are just that good. I nearly killed my epic PCs with a group of giant water beetles and beetle swarms. Extraplanar, primal spawn beetles, granted, but still beetles.

I'm going have to use those crabs in my current game. I'll just level them to 12 and put them in tanks in Sigil for the badguys to smash and dump on the PCs.

ristarr

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Re: New World Monster Manual
« Reply #11 on: April 15, 2010, 02:27:36 PM »
If the party wins, they always start looking for melted butter. Need to include some sort of melted butter magic item in the treasure parcel.

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Re: New World Monster Manual
« Reply #12 on: April 15, 2010, 02:36:10 PM »
Eternal Butterstick. Just like eternal chalk... except it's butter.

Vega Baby

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Re: New World Monster Manual
« Reply #13 on: April 15, 2010, 02:38:18 PM »

I thought about using something similer to the 'Flyby Attack', but at the time. I thougt it mite be a little over powering. (If the PC's were all in a line, the Rockteer could possibly hit and knock over everyone in one turn). But if I made the knock down a second attack...



Yeah, I think having it be a second attack would make it reasonably balanced, though still a bit powerful.

Anyway, I figure for all my talk, I should post something of my own.  It's not so much an original creation as it is the combination of two different monsters, but I'm afraid it's all I really have at the moment.

The premise of it is this:  The leader of a Tiamat cult that the party is currently attacking is getting desperate.  As a final act of desperation, he's attempting to perform a rare arcane ritual to turn himself into a dragon.  Tiamat, disgusted with her human servant having the hubris to think he could ever equal the strength of her children, will twist the spell when it's cast, transforming him into a half-human, half-dragon abomination.  This probably isn't the final version I'll use, but here it is.

Armos Kamroth (Draconic Abberation)   Level 9 Solo Controller (Leader)
Medium aberrant magical beast   XP 2,000
Initiative +5      Senses Perception +11; darkvision
HP 326; Bloodied 163
AC 25; Fortitude 26; Reflex 21; Will 19
Resist 20 cold; Vulnerable 5 radiant
Saving Throws +5
Speed 7 , Fly 5 (hover), Overland Flight 10
Action Points 2
R Lance of Faith (standard; at-will) • Divine, Implement
Ranged 5; +11 vs Reflex; 1d8 + 6 damage, and one ally gains a +2 power bonus to his next attack against the target
m Bite (standard; at-will) • Cold
+14 vs AC; 1d8 + 5 plus 1d10 cold damage (plus an extra 1d10 cold damage on a successful opportunity attack)
m Claw (standard; at-will)
Reach 2; +14 vs AC; 1d8 + 5 damage
M Dragon's Fury (standard; at-will)
The dragon makes two claw attacks. If the dragon hits a single target with both claws, it pulls the target to an adjacent square and makes a bite attack against the same target.
C Breath Weapon (standard; recharge 5 6) • Cold
Close blast 5; +13 vs Reflex; 4d6 + 6 cold damage, and the target is slowed and weakened (save ends both)
C Bloodied Breath (free, when first bloodied; encounter) • Cold
The dragon’s breath weapon recharges, and the dragon uses it immediately.
R Cause of Fear (standard; encounter) • Divine, Implement
Ranged 10; +11 vs Will; 1 the target moves its speed +1 away from Armos. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks
 Divine Fortune (free; encounter) • Divine
Armos gains a +1 bonus to his next attack roll or saving throw before the end of his next turn.
 Healing Word (minor; 2/encounter) • Divine, Healing
Close burst 5; you or one ally can spend a healing surge and regain an additional 1d6 hit points.
Alignment Evil   Languages Draconic
Skills Athletics +19
Str 20 (+9)   Dex 12 (+5)   Wis 14 (+6)
Con 16 (+7)   Int 12 (+5)   Cha 13 (+5)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

I'm going to partner him with a couple of monsters somewhere between a minion and a standard, most likely, so he can actually get use out of those leader powers without making the encounter impossible.  I'm also not sure if I should reduce him to Elite status or not.

New Start

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Re: New World Monster Manual
« Reply #14 on: April 15, 2010, 05:03:14 PM »

Anyway, I figure for all my talk, I should post something of my own.  It's not so much an original creation as it is the combination of two different monsters, but I'm afraid it's all I really have at the moment.

The premise of it is this:  The leader of a Tiamat cult that the party is currently attacking is getting desperate.  As a final act of desperation, he's attempting to perform a rare arcane ritual to turn himself into a dragon.  Tiamat, disgusted with her human servant having the hubris to think he could ever equal the strength of her children, will twist the spell when it's cast, transforming him into a half-human, half-dragon abomination.  This probably isn't the final version I'll use, but here it is.

Armos Kamroth (Draconic Abberation)   Level 9 Solo Controller (Leader)
Medium aberrant magical beast   XP 2,000
Initiative +5      Senses Perception +11; darkvision
HP 326; Bloodied 163
AC 25; Fortitude 26; Reflex 21; Will 19
Resist 20 cold; Vulnerable 5 radiant
Saving Throws +5
Speed 7 , Fly 5 (hover), Overland Flight 10
Action Points 2
R Lance of Faith (standard; at-will) • Divine, Implement
Ranged 5; +11 vs Reflex; 1d8 + 6 damage, and one ally gains a +2 power bonus to his next attack against the target
m Bite (standard; at-will) • Cold
+14 vs AC; 1d8 + 5 plus 1d10 cold damage (plus an extra 1d10 cold damage on a successful opportunity attack)
m Claw (standard; at-will)
Reach 2; +14 vs AC; 1d8 + 5 damage
M Dragon's Fury (standard; at-will)
The dragon makes two claw attacks. If the dragon hits a single target with both claws, it pulls the target to an adjacent square and makes a bite attack against the same target.
C Breath Weapon (standard; recharge 5 6) • Cold
Close blast 5; +13 vs Reflex; 4d6 + 6 cold damage, and the target is slowed and weakened (save ends both)
C Bloodied Breath (free, when first bloodied; encounter) • Cold
The dragon’s breath weapon recharges, and the dragon uses it immediately.
R Cause of Fear (standard; encounter) • Divine, Implement
Ranged 10; +11 vs Will; 1 the target moves its speed +1 away from Armos. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks
 Divine Fortune (free; encounter) • Divine
Armos gains a +1 bonus to his next attack roll or saving throw before the end of his next turn.
 Healing Word (minor; 2/encounter) • Divine, Healing
Close burst 5; you or one ally can spend a healing surge and regain an additional 1d6 hit points.
Alignment Evil   Languages Draconic
Skills Athletics +19
Str 20 (+9)   Dex 12 (+5)   Wis 14 (+6)
Con 16 (+7)   Int 12 (+5)   Cha 13 (+5)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

I'm going to partner him with a couple of monsters somewhere between a minion and a standard, most likely, so he can actually get use out of those leader powers without making the encounter impossible.  I'm also not sure if I should reduce him to Elite status or not.

I think the Solo status suits him vary well. Just make sure when you throw your PC's against this guy, there at least level 8. If there not, an encounter with a level 9 solo with back up can get really ugly.

Hear is how I would setup the encounter.

Level 10 Encounter (XP 2,600)

1 Armos Kamroth (Draconic Abberation) (level 9 solo controller (leader))
1 Storm Abishai (level 7 artillery, Draconomicon Chromatic Dragons 211)
4 Human Lackey's (level 7 minion, MM 162)

Also, what do you think of the Rocketeer now?
Totems aren't "pack licenses," they're not handed out by the National Registry of Uratha Pack Services as soon as you complete Form 12458-B, Petition for the Formation of a Pack (Tribes of the Moon and Unaffiliated). - Kordeth