This thread is to convert the existing monsters. First I have tried my hand at the Bazok. Please comment. Specifically, I wonder if the Bazok Spear-Caster is overpowered because of the regen.
The spearcaster does look powerful, but only because it has a +114 to hit. Otherwise, it looks very weak for an elite, and it looks like you dropped the Skirmish ability. Its will is also exceedingly low. The Skewerer's Terrifying Charge needs a usage keyword, probably encounter or recharge 6.
The spearcaster does look powerful, but only because it has a +114 to hit.
Ahahaha! Good catch.
Quote:
Otherwise, it looks very weak for an elite, and it looks like you dropped the Skirmish ability.
I did drop the skirmish ability, because I didn't want it to be a copy of the ogre skirmisher. I tried to replace the skirmish ability with the Dodging cast, but maybe the replacement was too weak. Think I should add the skirmish back in addition?
Quote:
Its will is also exceedingly low.
I set the will using the DMG's recommendation: level + 12, with -2 because of the lower than average WIS score. What do you think the will defense should be and why?
Elites generally have things like a multihit ability at will, an immediate action attack or redirect, and so on. This makes them almost the equivalent of two characters. Maybe if it could, as a standard action, shift its speed and throw two javelins at will, with a recharge 6 ability that duplicates Fox's Cunning(shift 1 square after an opponent attacks in melee, then make a basic ranged attack).
The Will is 6 below the AC, a rather large difference, especially since Will is already the general lowest of the non-AC defenses. I'd beef the will up to around 22-24.
Elites generally have things like a multihit ability at will, an immediate action attack or redirect, and so on. This makes them almost the equivalent of two characters. Maybe if it could, as a standard action, shift its speed and throw two javelins at will, with a recharge 6 ability that duplicates Fox's Cunning(shift 1 square after an opponent attacks in melee, then make a basic ranged attack).
The Will is 6 below the AC, a rather large difference, especially since Will is already the general lowest of the non-AC defenses. I'd beef the will up to around 22-24.
Wolf Spider Level 6 Skirmisher XP 250
Large aberrant beast
Initiative +8 Senses Perception +11; tremorsense 5 HP 72; Bloodied 36 AC 20; Fortitude 19, Reflex 19, Will 18 Speed 8; climb 6(spider climb)
m Bite (Standard, at-will)
+12 vs Armor Class; 1d6+4 damage, and ongoing 5 poison damage (save ends).
Combat Advantage
The wolf spider gains combat advantage against a target that has one or more of the wolf spider’s allies adjacent to it. If the wolf spider has combat advantage against the target, it deals an extra 1d6 damage and the target is also knocked prone on a hit.
Skills Stealth +12 Str 19(+7) Dex 18(+7) Wis 16(+6) Con 16(+6) Int 7(+1) Cha 11(+3)
Something like this. I'll write up a Trap that goes with it for the webs sometime tomorrow, I think.
Wolf Spider Web Level 4 Obstacle
Trap XP 175
Trap: A sticky web covers 5 consecutive squares.
Perception DC 22: The character notices the webbing.
Trigger
The trap attacks when a creature enters or begins its turn in one of the trap’s five squares.
Attack
Opportunity Action Melee
Target: The creature that triggered the trap.
Attack: +10 vs. Reflex
Hit: Target is restrained until escape.
Aftereffect: Target is slowed(save ends, at a -2 penalty).
Miss: Target returns to the last square it occupied and its move action ends immediately.
Countermeasures
Immobilized characters can use Acrobatics (DC 25) or Athletics (DC 20) to free themselves.
A character can attack a square of web (AC 14, other defenses 12; hp 20; resist all except fire 5). Once a square is destroyed, it cannot attack.