Category Archives: Monsters

Assorted creatures, mostly for D&D 4e.

Killer Fractals

Killer Fractal Of The First Iteration

Never let it be said I do not provide actual content anymore, as opposed to long rants about how I changed +2 to +1 and then back to +2 again. In the course of my Earth Delta development work, I realized I was really shy of 1st level monsters not too tightly bound to Cataclysm Cults. So in addition to everything else, I’ve been buffing up the monster lists, and somehow the phrase “killer fractal” got stuck in my head. Possibly due to listening to too much Coulton. Anyway, for once, the leap from “idea” to “implementation” was not particularly painful.

With a small amount of reflavoring, this can easily be a creature from the Far Realm for those of you playing “standard” Fourth Edition D&D.

Actual stat block and description after the break!

Continue reading

Ooze Dragon

Ooze Dragon

It is difficult to say with certainty precisely how the creatures known as Ooze Dragons came to be. The dominant theory is that they were created by the Demon Lord of Slimes, most likely in mockery of a certain former demon who managed to jump herself up to godhood via the worship of the chromatic dragons. Another theory is that the first Ooze Dragon was an accident, the result of a battle between a dragon and an ooze, most likely a black pudding, in some area of high and wild magic.

Ooze Dragons, while sapient, are not very bright. They are among the stupidest of the dragons, and their soft, malleable bodies are more revolting than fearsome. An Ooze Dragon cannot even fly — its wings are great sheets of slime, constantly dripping, and they cannot catch or hold the air. It can, however, slowly climb up or down almost any surface.

Like all dragons, Ooze Dragons enjoy their hordes, but their acidic bodies reduce most treasure to useless goop. Any items which survive are likely either ceramic, some jewels, or powerful magic. The most intelligent of Ooze Dragons will actually have their hordes managed and maintained by servants, usually kobolds who can’t find a more respectable dragon to grovel under.

Ooze Dragons are asexual. They reproduce via the Ooze Drakes which split off from their bodies when they are wounded. Very rarely, an Ooze Drake will slither away from its "parent" and will, eventually, become an Ooze Dragon Wyrmling and then age normally.

 

Full stat blocks for the Ooze Dragon and his Ooze Drakes after the break!

(A side note — I’ve been using image files instead of text blocks due to nightmares with trying to paste the formatted text into my Joomla editor. I hope this isn’t problematic for anyone.)

Continue reading

Violet Dragon

Violet Dragon

For details on how and why this beast came to be, please read Dragons and Dungeons.

Violet Dragons are curious and strange beasts, possibly a form of elemental dragon. They are extremely rare, and are sometimes confused with Purple Dragons, though there is, in fact, no relation. They are, as one might expect, a deep violet in hue, with the tone deepening and darkening with age, from an almost lavender shade as wyrmlings to a deep, dark, color, nearing black, for an elder wyrm. They are distinguished by the single row of sharp ridged plates which line their back, plates which crackle with energy even when the Violet Dragon is at rest, which is not often.

Violet Dragons are extremely active. While most dragons are content to sit in their lairs and count their coins, venturing out only occasionally to hunt, terrorize, or command, Violet Dragons will venture forth daily. A few have no lairs at all, but roam the world, demanding and then destroying tribute from whatever areas of civilization they pass. The breath of a violet dragon destroys magic, and once an item has been rendered inert by this beast’s exhalations, it can devour the essence of it. Unlike some creatures, such as rust monsters, there is no residuum storage within the dragon; whatever process it uses leaves nothing behind. Thus, Violet Dragons are seen as a true test of courage for would-be dragon slayers, as those who face it risk more than their lives — they risk their magic items! (In a world where Raise Dead scrolls are cheap and +5 swords are not, property is indeed worth more than life itself!)

Continue reading

Underdweller: Cryptguard and Gravepriest

Underdweller Cryptguard And Gravepriest

Two more Underdwellers!

The Cryptguard is a reasonable fighter in his own right, but his real strength is as a guardian for his allies — he is hard to get past if properly positioned, and if he sees a friend perish nearby, his fury is quite painful.

The Gravepriest can fling bolts of solidified necrotic energy, as well as sapping the strength of nearby enemies and giving his allies the power to grwo strong from the blood of their foes.

General notes on Underdwellers are here: Anthrophagi Of The Undercities

 

Underdweller Cryptguard

Level 8 Soldier

Medium natural humanoid

XP 350

Initiative

+8 Senses Perception +11
HP 86; Bloodied 43
AC 24; Fortitude 21; Reflex 20; Will 20
Speed 6

m

Claw (standard; at-will) • Poison

+15 vs. AC; 2d6 + 5 damage, and ongoing 5 poison damage (save ends).

Lunging Slash (no action; at-will)

The Underdweller Cryptguard may make opportunity attacks against any enemy which shifts in a square adjacent to him.

M

Eviscerating Fury (immediate reaction; at-will)

Trigger: An ally of the Cryptguard is reduced to 0 hit points by an enemy adjacent to the Cryptguard. Effect: The Cryptguard may make two claw attacks against the triggering character.

Tendon Slash (standard; encounter)

+13 vs. Fortitude; 4d8 + 5 damage, and ongoing 5 poison damage and target is immobilized (save ends both). Aftereffect: Target is slowed (save ends).

Alignment

Unaligned

Languages

Common

Skills

Athletics +15, Dungeoneering +11

Str

22 (+10)

Dex

14 (+6)

Wis

14 (+6)

Con

14 (+6)

Int

10 (+4)

Cha

14 (+6)

Equipment

Scavenged Chain

 

Underdweller Gravepriest

Level 10 Controller (Leader)

Medium natural humanoid

XP 500

Initiative

+7 Senses Perception +8; darkvision
HP 102; Bloodied 51
AC 24; Fortitude 21; Reflex 22; Will 24
Immune Disease; Resist 5 Necrotic
Speed 6

m

Claws (standard; at-will)

+15 vs. AC; 1d8 + 5 damage, and 5 ongoing poison damage.

R

Screaming Bolt (standard; at-will) • Necrotic

+14 vs. Will; 2d6 + 5 and target is pushed 2 squares.

C

Miasmic Mists (standard; recharge 5 6) • Poison

Burst 3; +14 vs. Fortitude; 2d6 + 5 damage, and 5 ongoing poison damage and target grants Combat Advantage. (save ends both).

Blood into Life (no action; at-will)

Any ally of the Gravepriest who is within 10 squares of him may take a Move action to gain 5 temporary hit points if they are adjacent to a bloodied foe.

Alignment

Unaligned

Languages

Skills

Arcana +13, History +13

Str

14 (+7)

Dex

15 (+7)

Wis

17 (+8)

Con

14 (+7)

Int

17 (+8)

Cha

20 (+10)

 

Continue reading

Underdweller: Cryptguard and Gravepriest

Underdweller Cryptguard And Gravepriest

Two more Underdwellers!

The Cryptguard is a reasonable fighter in his own right, but his real strength is as a guardian for his allies — he is hard to get past if properly positioned, and if he sees a friend perish nearby, his fury is quite painful.

The Gravepriest can fling bolts of solidified necrotic energy, as well as sapping the strength of nearby enemies and giving his allies the power to grwo strong from the blood of their foes.

General notes on Underdwellers are here: Anthrophagi Of The Undercities

 

Underdweller Cryptguard

Level 8 Soldier

Medium natural humanoid

XP 350

Initiative

+8 Senses Perception +11
HP 86; Bloodied 43
AC 24; Fortitude 21; Reflex 20; Will 20
Speed 6

m

Claw (standard; at-will) • Poison

+15 vs. AC; 2d6 + 5 damage, and ongoing 5 poison damage (save ends).

Lunging Slash (no action; at-will)

The Underdweller Cryptguard may make opportunity attacks against any enemy which shifts in a square adjacent to him.

M

Eviscerating Fury (immediate reaction; at-will)

Trigger: An ally of the Cryptguard is reduced to 0 hit points by an enemy adjacent to the Cryptguard. Effect: The Cryptguard may make two claw attacks against the triggering character.

Tendon Slash (standard; encounter)

+13 vs. Fortitude; 4d8 + 5 damage, and ongoing 5 poison damage and target is immobilized (save ends both). Aftereffect: Target is slowed (save ends).

Alignment

Unaligned

Languages

Common

Skills

Athletics +15, Dungeoneering +11

Str

22 (+10)

Dex

14 (+6)

Wis

14 (+6)

Con

14 (+6)

Int

10 (+4)

Cha

14 (+6)

Equipment

Scavenged Chain

 

Underdweller Gravepriest

Level 10 Controller (Leader)

Medium natural humanoid

XP 500

Initiative

+7 Senses Perception +8; darkvision
HP 102; Bloodied 51
AC 24; Fortitude 21; Reflex 22; Will 24
Immune Disease; Resist 5 Necrotic
Speed 6

m

Claws (standard; at-will)

+15 vs. AC; 1d8 + 5 damage, and 5 ongoing poison damage.

R

Screaming Bolt (standard; at-will) • Necrotic

+14 vs. Will; 2d6 + 5 and target is pushed 2 squares.

C

Miasmic Mists (standard; recharge 5 6) • Poison

Burst 3; +14 vs. Fortitude; 2d6 + 5 damage, and 5 ongoing poison damage and target grants Combat Advantage. (save ends both).

Blood into Life (no action; at-will)

Any ally of the Gravepriest who is within 10 squares of him may take a Move action to gain 5 temporary hit points if they are adjacent to a bloodied foe.

Alignment

Unaligned

Languages

Skills

Arcana +13, History +13

Str

14 (+7)

Dex

15 (+7)

Wis

17 (+8)

Con

14 (+7)

Int

17 (+8)

Cha

20 (+10)

 

Continue reading

Underdweller Harvester

Underdweller Harvester

The harvesters are the most commonly encountered Underdwellers, as they must venture near to the surface to retrieve the newly buried before the meat is lost to rats and others. Their claws are rich in painful pestilences, and they are expert at hiding in the shadowy niches that fill the twisting catacombs. Despite their gaunt appearance, they are surprisingly strong.

Tactics

Harvesters travel in groups in order to bring back as many corpses as possible. If they hear the updwellers approach, they will hide and then attack, bringing especially fresh meat back to their clan. Often, one will use his Terrible Grasp on an enemy when the others are best positioned to attack. The Impaling Pick power is mostly used to deter pursuit or to hold back one foe while they swarm another.

 

Continue reading

Rotscale Dragon

Rotscale Dragon

The design notes and thought process which led to this beast are here.

The Rotscale Dragon is a massive creature of vile decay. Bone shows through in many spots, and it seems impossible that its tattered wings could possibly hole it aloft. Despite maggot-filled and hollow eyesockets, it keenly sense prey, and mindlessly attacks whatever it is commanded to by its master. (Masterless Rotscales obey a vague, distant, memory of an instinct, and seek out a "lair" which they fill with "treasure", all foul and disgusting beyond compare — rotting corpses, sewage-encrusted statues, and similar "valuables". At least one Rotscale found itself inexplicably worshipped by some very dim kobolds who thought they’d found a dracolich.)

Click to see the stats!

Continue reading

Green Slime Golem

Green Slime Golem

At first, this creature appears to be a puddle of stagnant liquid, or a thin sheen of mold growing over a surface. Only when someone comes within its programmed ranged (usually 20 squares or so) or if the “puddle” is attacked will it reveal its true form, that of a massive, vaguely man-shaped creature ten feet in height, vaguely translucent. Flecks of dark matter can be seen within its body, and it is only when you are too close that you can tell they are fragments of human bone…

Green Slime Golems use their Malleable Monster ability to hide in places otherwise far too small for them, emerging when their instructions compel them to. They prefer to engulf the first foe they see, then battle with their fists while he dissolves.


Green Slime Golem Level 9 Lurker

Large natural animate (construct, ooze, blind) XP 400

Initiative +13 Senses Perception +6; blindsight, tremorsense
HP 76; Bloodied 38
AC 23; Fortitude 21; Reflex 22; Will 20
Resist 5 acid; Vulnerable 5 Cold (slowed)
Speed 6

m Slimy Fists (standard; at-will) • Acid
+14 vs. AC; 2d6 + 5 and target takes 5 ongoing acid damage (save ends).

M Engulf (standard; at-will) • Acid
+12 vs. Reflex; 1d8 + 4 acid damage, and the target is engulfed (save ends). While engulfed, the target takes ongoing 5 acid damage and is restrained. While a target is engulfed, attacks that target the green slime golem deal half damage to the slime and half damage to the engulfed creature. The golem may attack other creatures with its fists while it has someone engulfed. The golem may not use its Malleable Monster power while it has someone engulfed. The golem may engulf only one creature at a time. It may “spit out” a creature as a minor action.

Rapid Dissolution
A green slime’s attacks deal 1d6 extra acid damage to a creature that is taking ongoing acid damage.

Malleable Monster (move; at-will)
The Green Slime Golem may move as if it were a Small creature for purposes of squeezing.

Alignment Unaligned

Skills Stealth +14

Str 16 (+7)
Dex 20 (+9)
Wis 14 (+6)
Con 16 (+7)
Int 3 (—)
Cha 3 (—)
(Thanks for the inspiration to Dave Hargrave.)

Continue reading