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5 years ago  ::  Jun 12, 2008 - 3:59PM #51
Eldritch_Lord
Date Joined: Jul 20, 2006
Posts: 4,420
Once again, I'm going to have to ask folks to not put monsters in this thread, but just link them from outside. I want to keep this as just a compendium thread, without feedback and such for monsters in it.
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5 years ago  ::  Jun 12, 2008 - 7:10PM #52
Leichenreiter
Date Joined: Dec 3, 2007
Posts: 5,851
Behold the Level 15 Elite Power of my Brutish ELDER GRICK *mwahahaha*

And yes, he really is the green one.
If you have questions about 4th Edition - don't hesitate to ask me via PMs.

Join the Community Monster Manual Group and help to collect a mass of monsters which will make your life as DM easier, and your life as Player pure hell!

I am a cartographer. You can find some of my maps in my profile, free for non-commercial use. Also, if you happen to like maps or make them yourselves, join into the Cartographers Group!
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5 years ago  ::  Jun 12, 2008 - 7:37PM #53
Barmp
  • Dragon Slayer
Date Joined: Oct 23, 2007
Posts: 313

Eldritch_Lord wrote:

Once again, I'm going to have to ask folks to not put monsters in this thread, but just link them from outside. I want to keep this as just a compendium thread, without feedback and such for monsters in it.


Sorry, my bad. The original post is here if you want to just link to it.

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5 years ago  ::  Jun 13, 2008 - 9:36AM #54
B4_life
Date Joined: Feb 9, 2007
Posts: 522
Gnome Bombardier Show
Original thread

Gnome Bombardier; Level 3 Artillery XP 150
Small fey humanoid
Initiative: +4; Senses low-light vision
HP: 38 ; Bloodied: 19
AC: 16 ; Fortitude: 12 ; Reflex: 15 ; Will: 14
Skills: +10 stealth; +3 Arcana; +8 Thievery

Dagger (Standard; At-Will) * Weapon
+2 vs. AC; 1d4 damage

Sling (Standard; At-will) * Weapon
Ranged 10/20; +10 vs. AC; 1d6+3 damage

Explosive pot (Standard; recharge 6) * Weapon
Area burst 1 within 10; +6 vs. Ref; 3d6+3 damage

Fade Away (Immediate Reaction; Encounter) * Illusion
Personal
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.

Reactive Stealth
If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to escape notice.

Alignment: Unaligned
Languages: Common, Elven
Speed: 5
Str:10, Con:12 (+1), Dex:17 (+3), Int:12 (+1), Wis:10, Cha:15 (+2)
Equipment: Leather Armor, Sling, Dagger, Pouch of shots; after it dies, it has 1 explosive pot left.


Thoughts?
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5 years ago  ::  Jun 13, 2008 - 3:56PM #55
B4_life
Date Joined: Feb 9, 2007
Posts: 522
Another one:
Cavern Skulk Show
Small, tough creatures, they have surprising strenght and resiliance for their size. They have very dark and toughened skin, almost as resistant as leather. Their hands and feet's skin is covered in tiny hairs that provide them with incredible grip - they can crawl on the roof of a cavern just as well as on the ground. If, for any reason, they happen to fall, they are also able to slow it for a long period by extending small "wings", similar to those of flying squirrels. This does not give them the ability to glide, however.

Intelligent, they are opportunists: they will attack anyone they think they can take advantage of. They have a tendency to ally with other weak tunnel creatures, like kobolds. However, their word does not have much weight, as they have a tendency to betray their friends or simply ignore them if the fight is not going their way.

Cavern Skulk; Level 4 Lurker XP 175
Small natural humanoid
Initiative: +6; Senses low-light vision, +8 perception
HP: 44 ; Bloodied: 22
AC: 18 ; Fortitude: 17 ; Reflex: 16 ; Will: 14
Skills: +12 stealth; +10 acrobatics

Claws (Standard; At-Will) * Weapon
+9 vs. AC; 1d8+4 damage

Death from Above (Standard; Encounter) * Weapon
Stuck to the roof of the tunnel, the Skulk drops on his target below; he attacks with his claws and his own falling weight
+11 vs. AC; 3d8+4 damage
Special: the Skulk must be hanging directly over or one square adjacent to directly over the target. If it hits, it pushes the target in a direction of his choice and occupies the target’s space. On a miss, he falls to a square adjacent to the target’s.

Spider climb
As a move action, the Cavern Skulk can move it’s normal movement rate on any surface, whatever the incline (including slick roofs).

Graceful fall
When a Skulk falls down, he ignores the first 40 feet for determining falling damage. This applies to the “Death from Above” power’s falls.

Alignment: Unaligned
Languages: Common, Draconic
Speed: 6
Str:18 (+4), Con:14 (+2), Dex:15 (+2), Int:10, Wis:12 (+1), Cha:8 (-1)
Equipment: None

Cavern Skulk tactics
The Skulk tries to remain hidden in the dark at the top of a tall corridor, cavern, or other underground tunnel, and tries to coordinate it's attacks with it's allies or the other skulks. When it strikes, it uses Death from Above on the seemingly weakest target, and then tries to manoeuvre around it's enemies to gain combat advantage. If the battle goes wrong, he flees up the walls and the roof to safety.
(Original post)

I need feedback!

EDIT: Another one.

Sigil Show
With the size and appearance of a small mundane bird, Sigils are fierce adversaries who will ally with whomever they think can help them most defend their hidden colonies. They will generally try to avoid combat, but when they feel it's necessary, they will stand their ground for as long as they can.

Sigil; Level 6 Minion XP 63
Tiny natural magical beast
Initiative: +8; Senses Darkvision, +13 perception
HP: 1; a missed attack never damages a minion.
AC: 19 ; Fortitude: 14 ; Reflex: 19 ; Will: 16
Skills: +14 stealth; +11 acrobatics

Talon (Standard; At-Will) * Weapon
+7 vs. AC; 1d4+3 damage

Dive (Standard; At-Will) * Weapon
+5 vs. AC; 1d6+4 damage
Special: Functions like a charge, but from an aerial position. You must be at least 2 squares over the target to use this power.

Watchful Eye (Minor; recharge 4, 5, 6)
As a minor action, the Sigil can make a perception check it's entire line of sight with a +10 power bonus (+23 total).

Telepathy
As a free action, the Sigil can communicate short messages to anyone within it's line of sight.

Alignment: Unaligned
Languages: Common
Speed: Fly 8 (hover)
Str:8 (-1), Con:10, Dex: 20 (+5), Int:8 (-1), Wis:16 (+3), Cha:8 (-1)
Equipment: None

Sigil tactics
When confronted with an enemy, the Sigil will fly up over the fight and harass the enemy. It's main strength, however, is it's ability to see even very well hidden foes, and then relay that information to it's earth-bound allies so they can avoid being taken by surprise. In general, it tries to avoid getting hit by attacking on the fly with Dive then going up in the air to avoid the enemy's melee damage.
I'll just keep posting in that thread with new monsters, so I'll stop posting here. Just follow that thread
AND I NEED COMMENTS!
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5 years ago  ::  Jun 17, 2008 - 3:42AM #56
Tonpa
Date Joined: Dec 9, 2005
Posts: 37
Some builds here.
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5 years ago  ::  Jun 17, 2008 - 10:30PM #57
ZakArntson
Date Joined: Jul 21, 2007
Posts: 80
Skeleton Archer I posted today.
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5 years ago  ::  Jun 22, 2008 - 11:21AM #58
Antioch
  • Warforged to Blog
Date Joined: Mar 20, 2004
Posts: 711
Swordtooth Tyrant:

Swordtooth Titan:
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5 years ago  ::  Jun 22, 2008 - 3:32PM #59
Farmer42
Date Joined: Dec 4, 2006
Posts: 1,499
Rust monster here: http://forums.gleemax.com/showpost.php? … stcount=59
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5 years ago  ::  Jun 22, 2008 - 4:37PM #60
Eldritch_Lord
Date Joined: Jul 20, 2006
Posts: 4,420
Updated. Thanks for some more Paragon monsters, Antioch.
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