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Monsters of Farland

   
Hey Sith, have time to whip up a Wolf Spider lurker that is a couple levels higher than the skirmisher?

Really, the current wolf spider is a cross between a lurker and a skirmisher. I'm not sure what else it needs, except maybe a recharge pounce ability.

The webs have Resist All (except Fire) 5 ... would it make sense to add Vulnerable Fire X as well, or does the lack of Fire Resistance amount to about the same thing?

Here is an attempt to convert the Aldran Giant. Please give comments.



Aldran Giant Level 13 Skirmisher
Large natural humanoid (giant) XP 800
Initiative +7 Senses Perception +11
HP 131; Bloodied 65
AC 27; Fortitude 25, Reflex 26, Will 24
Speed 8
Spear (standard; at-will) ✦ Weapon
Range 10/20; +18 vs. AC; 2d8+6 damage.
Club (standard; at-will) ✦ Weapon
Reach 2; +16 vs. AC; 2d8+4 damage.
Lightning Strike (standard; encounter) ✦ Lightning
The Aldran Giant conjures lightning and hurls it at a foe. Range 20; +18 vs. Reflex; 3d10+6 lightning damage.
Clinging Vines (standard; encounter)
The Aldran Giant causes grass and weeds to grow and entangle a target (this ability can only be used in an environment with some vegetation). Ranged 10; +15 vs. Reflex; the target is immobilized until the end of the giant's next turn. On a hit, the Aldran Giant shifts up to its speed and makes a melee basic attack against the entangled opponent.
Alignment Unaligned Languages Giant
Skills Nature +10
Str 19 (+10) Dex 22 (+12) Wis 9 (+5)
Con 19 (+10) Int 12 (+7) Cha 12 (+7)
Equipment leather armor, greatclub, 3 spears

The spear and club are presumably the ranged and melee basic? You might want to clarify whether the Clinging Vines attack has to hit to trigger the melee basic attack.

Quote:
Originally Posted by Sithobi1 View Post
The spear and club are presumably the ranged and melee basic?
Yeah, and I planned to make that apparent in the html.

Quote:
You might want to clarify whether the Clinging Vines attack has to hit to trigger the melee basic attack.
Good suggestion. Will do.

Any thoughts on the alchemical item?

Grimmen Level 6 Lurker
Medium immortal humanoid (devil) XP 250
Initiative +8 Senses Perception +3; darkvision
HP 58; Bloodied 29
AC 19; Fortitude 17, Reflex 16, Will 18
Speed 6; climb 4 (spider climb)
m Longsword (standard; at-will)
+10 vs. AC; 1d8+4
r Short bow(standard; at-will)
+11 vs. AC; 1d6+4
Grimmen's Fear (minor; recharge 6) ✦ Fear
+8 vs. Will; the grimmen's form seems to temporarily change into something terrifying. The target is pushed two squares and is immobilized (save ends).
Rise for Blood
If the grimmen is reduced to 0 hit points, it rises on its next turn (as a move action) as an Undead Grimmen. It has 29 hit points, and its keyword changes to undead. It gains immunity to disease and poison and resist 5 necrotic.
Alignment Chaotic evil Languages Common
Skills Bluff +11
Str 8 (+1) Dex 15 (+4) Wis 12 (+3)
Con 10 (+2) Int 12 (+3) Cha 18 (+6)
--------------------

Comments?

Here is an attempt at a conversion of the Spywing for this month's update. Please comment.

Spywing Level 1 Artillery
Small natural beast (reptile) XP 100
Initiative +4 Senses Perception +6; darkvision
HP 25; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 13
Speed 4, fly 8 (hover)
m Bite (standard; at-will)
+8 vs. AC; 1d4 + 3 damage.
r Flame Breath (standard; at-will) ✦ Fire
Ranged 5/10; +6 vs. reflex; 1d6 + 3 damage.
Barrage (standard;encounter) ✦ Fire
Area burst 1 within 5; the Spywing pelts an area with fire; +6 vs. reflex; 1d6+3 damage and the target takes ongoing 2 fire damage (save ends).
Swoop
If the Spywing flies at least 2 squares and then makes a bite attack, it gains a +2 bonus to damage on that attack.
Sharp Senses
The Spywing gains a +2 bonus to perception checks and cannot be surprised.
Alignment Evil Languages Telepathy 6 with their masters only.
Skills Stealth +9
Str 4 (–3) Dex 18 (+4) Wis 15 (+2)
Con 13 (+1) Int 6 (–2) Cha 10 (+0)

Looks okay, although I personally would add some kind of incentive for the spywing to come down to ground level; otherwise, it's especially difficult for low level parties to deal with. Perhaps +2 damage while it is within 5 of the ground?




 

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