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« 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.