Friday, December 16, 2011

Mummies

If there's one monster who's portrayal in DnD has always frustrated me, its the mummy. Egyptian legends about the living dead or so rich and inspirational, its almost amazing how much it gets ignored. DnD's mummies have generally been of the Hollywood variety; slow, shambling zombies that eat brains and are animated by evil gods. Here is my own take on this misunderstood creature.

...


Some places are so important that there are those willing to defend it even after death. The vaults of the most sacred treasures and prisons of the most terrifying horrors are guarded by mummies; mortal men and women who underwent a necromantic process so they could defend their charges for eternity. Mummies spend centuries or milennia dead, their spirits inhabiting the afterlife while their bodies are protected from decay by chemicals and spells. When their tomb is disturbed, however, the ancient defenses activate, and the mummies' spirits return to their preserved bodies and reanimate them to deal with the intruders.

Unlike most undead, mummies are sound of mind while awake, and can be spoken to and reasoned with like any sentient being. Of course, anyone who would volunteer to become a mummy is bound to be extremely - perhaps fanatically - loyal to their cause, and talking such a being down is unlikely to be easy.


Mummy Lore (Religion, History)

DC 15: Some ancient, magically adept societies have left mummified corpses to protect places of great sanctity or danger. These undead are said to sleep for ages until someone violates their dwelling place, at which point they awaken armed with strange and otherworldly powers.

DC 20: The same spells that allow the mummy's spirit to defy the laws of life and death also grant it some amount of power over the forces of fate and creation. The touch of a mummy can cause misfortune to befall their enemies, and the more powerful among them can even bestow a rude semblence of life to inanimate objects. The spells that animate the mummies are so powerful, that they can continue reviving it unless the body is burned or dismembered. Unlike most undead, mummies are as sane and intelligent as they were in life, and speak the same languages that they knew before.

DC 25: While most mummies are made from willing volunteers, some can punish would-be invaders by turning them into lesser mummies and forcing them to aid in the eternal vigil. Ancient history speaks of some mummy tomb-kings who were eventually corrupted by their power over others, and rose from their sacred vaults to conquer empires among the living.


Mummified Beast (Level 9 Skirmisher) (400 XP)
Medium Immortal Beast (undead)
____________
Initiative +11 Perception +11
HP 88; Bloodied 44
AC 23 Fortitude 21 Reflex 22 Will 20

Speed 7; climb 7 (spider climb)
Resist necrotic and radiant 15
Immune poison
____________
Standard Actions
-
basic melee attack Claw (at will):
One target within 1; +14 vs. AC; 2d8+5 damage and target receives a -2 penalty to Escape checks until the end of the encounter.
-
Pounce (at will):
If it hits with a charge attack, the beast knocks its target prone and grabs it.
-
Death from Above (at will):
If the beast is on a ceiling or wall directly above an enemy, it can drop down on it and make the following attack; +14 vs. Reflex; 3d8+5 damage and target is knocked prone, grabbed, and recieves a -2 penalty to Escape checks until the end of the encounter. If the attack misses, the beast lands in the nearest vacant square to the target.
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Immediate Actions
-
Revive (recharge 6):
If the mummy is reduced to zero hit points, make a recharge roll on its initiative each turn. If it rolls a 6, the mummy gets back up at bloodied. If the mummy is reduced to 0 hp by an attack that deals fire damage, or if it receives a coup de grace while on the ground, this ability is lost. A Religion or Arcana check (DC 24) performed on the fallen mummy as a standard action can also prevent its revival.
____________
Alignment unaligned
Languages -
Str 16 (+7) Con 16 (+7) Dex 20 (+9) Int 2 (+0) Wis 14 (+6) Cha 10 (+4)

Tame guard animals, such as hounds, apes, and large cats, are often mummified alongside their masters. These creatures are as loyal in death as they were in life, and are used by the smarter mummies to search out and ambush the intruders.

Combat

Mummified beasts prefer to move across the walls and ceilings until they get into position above the enemy, making Stealth checks to remain hidden until they can use Death from Above in the surprise round. Once on the ground, they simply Claw and Pounce on the enemy, trying to tear it to shreds as quickly as possible.


Guardian Mummy (Level 11 Soldier) (600 XP)
Medium Immortal Humanoid (undead)
____________
Initiative +6 Perception +12
HP 93; Bloodied 46
AC 25 Fortitude 24 Reflex 20 Will 22

Speed 6
Resist necrotic and radiant 15
Immune poison
____________
Passive Abilities
-
Aura of Foreboding
aura 5; enemies within the area must spend one extra square of movement for every square they move or shift away from the mummy.
____________
Standard Actions
-
basic melee attack Cursed Slam (at will):
One target within 1; +16 vs. AC; 2d8+5 damage and target receives a -5 penalty to the next attack roll, skill check, or saving throw it makes. This effect is cumulative (if a character is hit by two cursed slams, he receives a -10 penalty to his next roll).
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Immediate Actions
-
Revive (recharge 6):
If the mummy is reduced to zero hit points, make a recharge roll on its initiative each turn. If it rolls a 6, the mummy gets back up at bloodied. If the mummy is reduced to 0 hp by an attack that deals fire damage, or if it receives a coup de grace while on the ground, this ability is lost. A Religion or Arcana check (DC 26) performed on the fallen mummy as a standard action can also prevent its revival.
____________
Alignment unaligned
Languages Common
Str 20 (+10) Con 20 (+10) Dex 8 (+4) Int 12 (+6) Wis 14 (+7) Cha 16 (+8)

Most mummies were loyal soldiers and guardsmen in life, and continue to fight in an organized fashion with their undead powers. A guardian mummy is usually a large, imposing corpse, clad from head to toe in a thick layer of bandages and wrappings inscribed with divine script.

Combat

The mummy's Aura of Foreboding prevents enemies from dancing around it, ensuring that the mummy can pound the miscreants with Cursed Slam every round. Multiple guardian mummies will attempt to flank and focus their attacks on the most dangerous opponent, their cumulative Cursed Slams causing fortune to turn against it and minimizing its threat. The mummies know that they can be endlessly Revived, and are thus completely fearless.


Mummy Warrior (Level 11 Minion Brute) (150 XP)
Medium Immortal Humanoid (undead)
____________
Initiative +4 Perception +5
HP 1; a minion is never damaged by an attack that misses.
AC 23 Fortitude 24 Reflex 18 Will 21

Speed 6
Resist necrotic and radiant 15
Immune poison
____________
Standard Actions
-
basic melee attack Cursed Slam (at will):
One target within 1; +16 vs. AC; 12 damage and target becomes vulnerable 5 to the attacks of other Mummy Warriors until the end of its next turn.
____________
Immediate Actions
-
Revive (recharge 6):
If the mummy is reduced to zero hit points, make a recharge roll on its initiative each turn. If it rolls a 6, the mummy gets back up with 1 hp. If the mummy is reduced to 0 hp by an attack that deals fire damage, or if it receives a coup de grace while on the ground, this ability is lost. A Religion or Arcana check (DC 26) performed on the fallen mummy as a standard action can also prevent its revival.
____________
Alignment unaligned
Languages Common
Str 20 (+10) Con 20 (+10) Dex 8 (+4) Int 8 (+4) Wis 10 (+5) Cha 14 (+7)

Buried along with the greater mummies are a gaggle of criminals, slaves, or other such undesirables to serve as dumb canon fodder. These corpses are flimsily wrapped, with exposed bone and dry, leathery skin showing between their bandages. Mummy warriors are slow witted and servile; either their cut-price animation spells leave them muddled, or they were never very bright to begin with.

Combat

On their own, these undead dregs use little in the way of tactics, simply mobbing the intruders and focusing their attacks on one or two enemies at a time in the hopes of bringing them down with no regard for their own safety. Mummy warriors are very obedient though, and will obey the tactical commands of Guardians, Templars, and Tomb Kings. The presence of such a commander makes the warriors much more organized and dangerous; often, they are ordered to stand between the intruders and the greater mummies to shield the latter with their bodies, or to soften the enemy up with Cursed Slams in advance of more powerful attacks.


Mummy Templar (Level 13 Controller (leader)) (800 XP)
Medium Immortal Humanoid (undead)
____________
Initiative +9 Perception +10
HP 106 Bloodied 53
AC 27 Fortitude 26 Reflex 24 Will 25

Speed 6
Resist necrotic and radiant 15
Immune poison
____________
Standard Actions
-
basic melee attack Cursed Blade (at will):
One target within 1; +18 vs. AC; 2d10+7 damage and target receives a -5 penalty to the next attack roll, skill check, or saving throw it makes. This effect is cumulative (if a character is hit by two cursed blades, he receives a -10 penalty to his next roll).
-
basic melee attack Wrappings (at will):
Requires combat advantage; target must be bloodied; targets one enemy within 1; +18 vs. Reflex; target is restrained and takes ongoing 10 necrotic damage (save ends). If the target fails its save, it is stunned rather than restrained. If it fails a second save, it becomes a Mummy Warrior and acts after the Templar's next turn.
-
Bestow Life Force (encounter):
Targets one adjacent ally; target spends a healing surge and regains one quarter of its maximum hit points.
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Move Actions
-
Flutter of Wrappings (at will):
The mummy templar or one of its allied mummies of the same or lower level within 10 squares becomes intangible, shifts 6 squares, and then becomes tangible again.
____________
Immediate Actions
-
Fluttering Retreat (reaction; when reduced to 0 hp):
The templar becomes intangible, shifts 6 squares, and then becomes tangible again.
-

Revive (recharge 6):
If the mummy is reduced to zero hit points, make a recharge roll on its initiative each turn. If it rolls a 6, the mummy gets back up at bloodied. If the mummy is reduced to 0 hp by an attack that deals fire damage, or if it receives a coup de grace while on the ground, this ability is lost. A Religion or Arcana check (DC 28) performed on the fallen mummy as a standard action can also prevent its revival.
____________
Alignment unaligned
Languages Common
Str 22 (+12) Con 20 (+11) Dex 16 (+9) Int 16 (+9) Wis 18 (+10) Cha 16 (+9)

Priests, paladins, and other such prestigious individuals are given more elaborate mummifications that grant them more power over the forces of life and death. Mummy templars are usually covered in gold and jewelry, and may wear elaborate armor or clothing over their wrappings. Unlike lesser mummies, they wield enchanted weapons into battle. A mummy templar is often the master of a small complex, or else the lieutenant of a Tomb King in a larger necropolis. Mummified beasts, warriors, and guardians recognize them as masters, and obey them. If one were to attempt diplomacy with the mummies, it is most often a Templar who speaks on the undeads' behalf.

Most importantly, mummy templars have the power to repair and reanimate other mummies who have been destroyed in battle; even ones who have been burned, disenchanted, or completely dismembered. This process requires several hours or days of work, and access to certain materials; the tomb complex will usually have a storehouse full of spare wrappings, magical inks, and divine relics that allow the templar to continually revive its underlings. Frighteningly, a templar can also transform its defeated enemies into additional mummy warriors, improving the defenses with each failed invasion.

Combat

The Templar wades into battle, commanding lesser mummies to mob and lock down the hardier opponents so it can quickly slay the more vulnerable ones and turn them into more Mummy Warriors with its Cursed Blade and Wrappings attacks. Whenever an enemy falls below bloodied, the Templar will approach it and use Wrappings in hopes of converting it. When reduced to zero hit points, the Templar transforms into a flying swarm of cloth and bandages, making a Fluttering Retreat away from the enemy so that it can Revive in a safe position without fear of being coup de graced. The templar will usually use Bestow Life Force on a wounded beast or guardian, unless there are other templars or tomb kings on the battlefield.


Mummy Tomb King (Level 15 Elite Controller (leader)) (2,400 XP)
Medium Immortal Humanoid (undead)
____________
Initiative +9 Perception +10
HP 232 Bloodied 116
AC 31 Fortitude 30 Reflex 27 Will 31

Speed 6
Resist necrotic and radiant 20
Immune poison
____________
Passive Abilities
-
Material Aegis
Aura 10; enemies within the aura who have stolen something from the tomb lord's crypt receive a -1 penalty to all defenses.  
____________
Standard Actions
-
basic melee attack Cursed Scepter (at will):
One target within 1; +20 vs. AC; 3d6+7 normal and necrotic damage and target is immobilized (save ends).
-
Destroy Him! (recharge 4, 5, 6):
Target must be immobilized. +20 vs. AC; 3d6+7 normal and necrotic damage and target is pushed 2 squares. Any allied mummies adjacent to the target's new location then make a melee basic attack against it.
-
Judgement (encounter; recharge when first bloodied):
Close blast 3, targets enemies; +18 vs. Reflex; 3d8+7 radiant damage and target receives a -1 penalty to attack rolls until the end of the tomb lord's next turn. If the target has stolen anything from the tomb lord's crypt, it also takes ongoing 10 necrotic damage and is blinded (save ends both).
____________
Minor Actions
-
Channel Life Force (at will):
A small object (usually a weapon, like a sword) floats up into the air and begins moving. The object has 1 hp and the same defenses as the tomb lord. As a minor action, the tomb lord can make it hover up to 6 squares, or command it to make the following attack; melee basic, targets one enemy within 1; +20 vs. AC; 1d10+5 damage. The object can also make opportunity attacks. If the object is destroyed, the tomb lord can animate another one on its next turn.
-
Renounce Life Force (once per round; at will):
range 10; +18 vs. Fortitude; target takes 1d10+5 necrotic damage and is weakened (save ends).
-
Ressurect Minion (once per round; at will):
close burst 10; a slain, allied mummy within 10 squares recharges its Revive ability and uses it immediately. This does not work on mummy's that have been killed by fire or coup de grace'd.
____________
Immediate Actions
-
Guarded Slumber (reaction; when reduced to 0 hp):
An animated object (see Channel Life Force above) appears above the mummy's remains and guards it from attackers. Any attempt by an adjacent enemy to harm the mummy provokes an opportunity attack from the blade. If the object is destroyed, another will appear at the beginning of the tomb lord's next turn.
-

Revive (recharge 6):
If the mummy is reduced to zero hit points, make a recharge roll on its initiative each turn. If it rolls a 6, the mummy gets back up at bloodied. If the mummy is reduced to 0 hp by an attack that deals fire damage, or if it receives a coup de grace while on the ground, this ability is lost. A Religion or Arcana check (DC 30) performed on the fallen mummy as a standard action can also prevent its revival.
____________
Alignment unaligned
Languages Common
Str 20 (+10) Con 20 (+10) Dex 8 (+4) Int 8 (+4) Wis 10 (+5) Cha 14 (+7)

The mightiest of all mummies, Tomb Kings were legendary heroes or rulers in life, and have been granted similar power in the afterlife as long as they defend their sacred charges. Clad in layers of ornate clothing, armor, and bandages of gold and gemstones, Tomb Kings fearlessly approach intruders and demand that they prostrate themselves before explaining what fool's errand brings them into the Tomb King's domain. Such individuals had best have a very good explanation prepared.

If a Tomb King can be befriended, it proves an invaluable ally. In addition to the armies of undead (and, in some cases, entombed riches) at its disposal, Tomb Kings are a wealth of knowledge about the ancient world they once lived in, and can provide all manner of little-known lore and information. Through a complex and difficult ritual, some Tomb Kings can even empower themselves and their minions to leave their sacred ward for a time and pursue objectives in the sunlit world of the living. Be warned, however; there's no telling how long its been since the Tomb King last awoke from its slumber, and it may be out of touch with modern society and more recent history.

Like their Templar lieutenants, the Tomb Kings can - with time and effort - restore even completely destroyed mummies to unlife.

Combat

Like any king, this undead monarch never fights without an army at its side. They immediately know, if anyone in their presence has stolen from their ward, and their Material Aegis aura makes the robbers regret their decision. The Tomb King lays about with its Cursed Scepter, immobilizing any enemies within reach while spending its minor actions to use Renounce Life Force on more distant opponents. Whenever Destroy Him! recharges, the Tomb King will use it to knock an immobilized foe into the midst of the king's minions, where the unfortunate individual is quickly torn apart. If possible, the Tomb King will find a place in the middle of the battlefield and stay put, so that it can use its minor and move actions to cast Renounce Life Force, Channel Life Force, and Resurrect Minion every round, making it impossible for the enemy to make any progress in the battle. Due to its Guarded Slumber ability, even an unconscious Tomb King can defend itself until it Revives.


Encounter Groups

Mummies are designed to form a diverse and interesting series of encounters on their own. However, one could easily imagine their ward's defenses incorporating other undead and constructs, all loyal to the Mummy Templars or Tomb King. Crypt Things are a likely choice, being around the same level as mummies and having a similar purpose and disposition; in fact, Crypt Things are so conceptually similar to mummies that you might as well give them the mummy's Revive ability and dress them in bandages themselves! Theoretically, any mindless undead or construct of upper heroic to low paragon level should fit in just fine in a mummy encounter.

Tuesday, September 27, 2011

Diablo Series: Gloom

Glooms are small, batlike demons, resembling tiny humanoids with horns, wings, and a tail. They tend to act as spies, informants, and messengers for other demons, though they can also be encountered alone or in small, scavenging flocks. Like the bats they resemble, they prefer to lair in dark, undisturbed places, preferably underground.


Gloom Lore (Dungeoneering, Arcana):

DC 20: these small demons are very agile in the air, and strong and vicious for a creature their size. Their smallness and dexterity makes them difficult targets, and their gliding speed allows them to close the distance before their victims can even defend themselves. More powerful glooms have other abilities, such as short-ranged teleportation and the power to conjure lightning.


Gloom (Level 2 Lesser Skirmisher) (62 XP)
Tiny Elemental Humanoid (demon)
____________
Initiative +7 Perception +8 (darkvision)
HP 19
AC 16 Fortitude 14 Reflex 16 Will 14
Speed 4; fly 6

Resist 10 variable (1/encounter)
Vulnerable a lesser monster is instantly killed by a critical hit.
Saves a lesser monster automatically fails all saving throws.
____________
Passive
-
Small Target
Glooms receive a +2 bonus to defenses against ranged attacks.
____________
Standard Actions
-
basic melee attack Claws (at will):
One target within 1; +7 vs. AC; 8 damage.
-
Rapid Charge
Charge; the gloom can charge up to 12 squares, and receives +5 to hit rather than the usual +1.
____________
Alignment Chaotic Evil
Languages Abyssal
Str 8 (+0) Con 14 (+3) Dex 18 (+5) Int 8 (+0) Wis 14 (+3) Cha 14 (+3)


The basic gloom is among the weakest of demons, armed only with claws, wings, and nastiness.


Blink (Level 8 Lesser Skirmisher) (175 XP)
Tiny Elemental Humanoid (demon)
____________
Initiative +11 Perception +12 (darkvision)
HP 35
AC 22 Fortitude 20 Reflex 21 Will 20
Speed 4; fly 6

Resist 10 variable (2/encounter)
Vulnerable a lesser monster is instantly killed by a critical hit.
Saves a lesser monster automatically fails all saving throws.
____________
Passive
-
Small Target
Glooms receive a +2 bonus to defenses against ranged attacks.
____________
Standard Actions
-
basic melee attack Bloodletting Claws (at will):
One target within 1; +13 vs. AC; 14 damage.
Combat Advantage: ongoing 5 damage (save ends).
-
Rapid Charge
Charge; the gloom can charge up to 12 squares, and receives +5 to hit rather than the usual +1.
____________
Immediate Actions
-
Reactive Blink (reaction; when hit by an attack; at will);
The blink teleports to a vacant square within 2. Unlike most immediate actions, this can be used as often as the creature gets hit.
____________
Alignment Chaotic Evil
Languages Abyssal
Str 10 (+4) Con 18 (+8) Dex 20 (+9) Int 8 (+3) Wis 16 (+7) Cha 14 (+6)


This breed of gloom is a bit stronger, having evolved in the darkness of the Abyss. Their claws are serrated, causing massive bleeding when they cut, and they can teleport a few meters away from harm, making them even more mobile. Blinks are more likely to be part of demonic armies than the common gloom.


Dark Familiar (Level 18 Lesser Skirmisher) (1,000 XP)
Tiny Elemental Humanoid (demon)
____________
Initiative +20 Perception +17 (darkvision)
HP 67
AC 32 Fortitude 29 Reflex 31 Will 29
Speed 4; fly 6

Resist 20 variable (2/encounter)
Vulnerable a lesser monster is instantly killed by a critical hit.
Saves a lesser monster automatically fails all saving throws. 
____________
Passive
-
Small Target
Glooms receive a +2 bonus to defenses against ranged attacks.
____________
Standard Actions
-
basic melee attack Bloodletting Claws (at will):
One target within 1; +23 vs. AC; 20 damage.
Combat Advantage: ongoing 5 damage and target gains vulnerable 5 to electricity (save ends).
-
Electric Touch (at will):
Melee; one target within 2; +21 vs. Reflex; 20 electricity damage and target is dazed (save ends).
-
Rapid Charge
Charge; the gloom can charge up to 12 squares, and receives +5 to hit rather than the usual +1.
____________
Immediate Actions
-
Reactive Blink (reaction; when hit by an attack; at will);
The blink teleports to a vacant square within 2. Unlike most immediate actions, this can be used as often as the creature gets hit.
-
Death Shock (reaction; when reduced to 0 hp);
Close burst 1; targets enemies within the burst; +21 vs. Reflex; 10 electricity damage.
____________
Alignment Chaotic Evil
Languages Abyssal
Str 10 (+9) Con 22 (+15) Dex 28 (+18) Int 16 (+12) Wis 18 (+13) Cha 20 (+14)


Some glooms have a psychic link with a more powerful evil master. These dark familiars are unusually loyal for demons, not to mention stronger, having an electrifying attack.


Tactics

Glooms of all three flavors use essentially the same tactics; Rapid Charge out of the cover of darkness, then gang up on a single enemy and try to bring it down. If the glooms have a chance to surprise their enemies, they'll try to make the opening charge from several directions, trying to hit the same one or two targets with as many attacks as possible. Blinks will use their Defensive Blink to keep the enemy flanked (allowing them to inflict ongoing damage), or to back up out of reach for another Charge. Dark Familiars move in and out of the enemies' reach every round, alternating Electric Touch attacks from a square away with close quarters Claws once the electricity has dazed the foe.

Diablo Series: Triune Cultists

The Triune is a demonic cult, a band of peasant rabble brought over to the worship of evil by fear, desperation, or petty ambition. Uneducated and naive, these treacherous men and women babble incantations whose words they don't understand, hoping that the outcome will favor them as their demonic gods promised.


Triune Lore (History):

DC 15: The Triune is a lower-class demonic cult, made up of misled villagers who barely realize the extent to which they are endangering themselves. Triune cultists can summon minor demons to aid them in war, and some are even stupid enough to summon Abyssal spirits into their own bodies.

DC 20: Important to the cult's rituals are enchanted metal spikes called the "Teeth of Diablo." When used as a melee weapon by Triune soldiers, these artifacts increase the wielders physical strength and ferocity and can scar both the body and the mind of those whom they injure. Some Triune cultists will also jam these spikes into their own bodies, allowing a demonic spirit to possess them for a time.


Triune Acolyte (Level 4 Controller) (XP 175)
Medium Natural Humanoid (human)
____________ 
Initiative +4 Perception +3 
HP 44; Bloodied 22 

AC 18 Fortitude 16 Reflex 16 Will 17 
Speed 6
____________ 
Standard Actions
-
basic melee attack Knife (at will):
One target within 1; +9 vs. AC; 1d4+2 damage.
-
basic ranged attack Touch of Terror (at will):
One target within 6; +8 vs. Will; 1d10+4 psychic damage and target is dazed (save ends).
-
Summon Demon (recharges when the demon dies):
Close burst 6; a Small demonic creature appears in a vacant square within the burst. The demon has the same defenses as the cultist and one hit point (like a minion, it is never damaged by an attack that misses). The demon provides flanking to the cultist and its allies, and can make opportunity attacks, and has darkvision. As a minor action, the cultist can cause the demon to shift one square, or to move 6 squares. As a standard action, the cultist can cause the demon to make the following attack; melee basic; targets one enemy within 1; +9 vs. AC; 2d6+4 damage and target is marked until the end of the cultist's next turn.
____________

Minor Actions
-
Lurking Darkness (recharge 6):
Burst 1 within 6; everything within the area gains total concealment from nonadjacent creatures until the end of the cultist's next turn.
____________ 
Alignment Evil
Languages Common, Abyssal
Str 10 (+2) Con 14 (+4) Dex 14 (+4) Int 10 (+2) Wis 12 (+3) Cha 18 (+6)


Most Triune cultists fancy themselves mighty magicians and warlocks, but in truth they have been granted very minimal power and barely know how to use it.


Tactics

The Triune Acolyte puts its summoned demon between itself and the enemy, hoping to maximize the demon's chances to make attacks of opportunity. If the enemy is adjacent to more than one ally - or if an enemy is too far away from the demon - the Acolyte will instead use Touch of Terror to daze the enemy, either letting the cultist's allies take advantage, or giving the cultist a chance to flee danger. Lurking Darkness is used both to inconvenience enemies as they fight the darkvision-equipped demon, and to give the Acolyte cover if it needs to escape.

If the demon is killed, the cultist will try to Summon another one on its next turn.


Triune Vessel (Level 5 Lesser Skirmisher) (XP 100)
Medium Natural Humanoid (human)
____________
Initiative +8 Perception +2
HP 24
AC 19 Fortitude 17 Reflex 18 Will 16

Speed 6
Resist variable 15 (only while Activated)
Vulnerable: a critical hit instantly kills a lesser monster.
Saves: a lesser monster automatically fails all saving throws (while Activated, the vessel makes saving throws like a normal monster)
____________
Passive
-
Foul Aura (only while Activated):
Aura 1; enemies within the aura suffer a -2 penalty to all defenses. 
____________
Standard Actions
-
basic ranged attack Club (at will):
One target within 1; +10 vs. AC; 9 damage (15 damage while Activated).
-
Activate (encounter):
The cultist whispers an unholy verse and the Tooth of Diablo embedded in its back begins to glow. The vessel is dazed until the end of its next turn. After that, it gains 15 temporary hit points, saving throws, a +6 bonus to damage, and can use its Demonic Celerity and Foul Aura abilities.
____________
Move Actions
-
Demonic Celerity (at will; must be Activated):
The vessel shifts 6 squares.
____________

Alignment Evil
Languages Common, Abyssal
Str 14 (+2) Con 12 (+4) Dex 18 (+4) Int 10 (+3) Wis 10 (+3) Cha 12 (+6)


The most fanatical of the Triune cultists will turn their Teeth of Diablo upon their own flesh, calling a demon to inhabit their bodies for the duration of the battle. While possessed, they become incoherent, screaming maniacs, having immense strength and speed and barely able to tell friend from foe.


Tactics

As soon as the battle starts, the Vessel will move into what it thinks is a momentarily safe position and use Activate. This gives the PC's one round to kill the Vessels before they become possessed, significantly increasing their threat level. Once the Activation is complete, the Vessels attack in a frenzy, swarming the nearest enemy and letting their Foul Auras and enhanced Club attacks do their work. They always try to keep their enemies flanked, if not surrounded, by using Demonic Celerity whenever it is convenient.


Triune Berserker (Level 7 Brute) (XP 300)

Medium Natural Humanoid (human)
____________
Initiative +6 Perception +3
HP 84; Bloodied 42
AC 19 Fortitude 21 Reflex 19 Will 21

Speed 7
____________
Standard Actions
-
basic melee attack Fang of Diablo (at will):
One target within 1; +12 vs. AC; 2d8+8 normal and psychic damage and target is pushed 1 square.
Charge: if the berserker uses this as a charge attack, the target is knocked prone instead of pushed.
-
Shattering Blow (encounter; at will when bloodied):
Melee; one target within 1; +10 vs. AC; 32 normal and psychic damage. Miss: the berserker cannot move or attack until the end of its next turn.
____________
Alignment Evil
Languages Common, Abyssal
Str 20 (+7) Con 20 (+7) Dex 16 (+5) Int 10 (+2) Wis 10 (+2) Cha 16 (+5)


Triune warriors wear fearsome, masked hoods, and wield a weapon made up of a Tooth of Diablo jammed through a wooden handle. These weapons hurt the body and mind of those they strike, and become more powerful from the berserker's own fear of death when it is bloodied.


Tactics

The berserker's tactics are simple; charge the enemy, knock them down, and then use the opportunity to use Shattering Blow while they're prone. The berserker will use its melee basic attacks to push the enemy away from more fragile Triune Acolytes and other allies, shifting to keep themselves between. Upon being bloodied, the berserker becomes totally reckless, and uses Shattering Blow every turn.


Encounters

In addition to the special units listed above, Triune cults are also likely to include common bandits, pirates, slavers, and rabble. Their magics are crude, but they may manage to bind minor evil creatures, like mindless undead, quasits, or Rylkars, to their service. They may also be drawn to the sites of more important demonic happenings, in which case they will be in service of greater demons, or competing with Fallen for the leavings of such.

Monday, September 26, 2011

Diablo Series: Fallen

Back from my two months of silence, and ready to keep filling my homebrew monster manual. To celebrate the Diablo III beta, I'll start with a series of monsters from Blizzard Entertainment's Diablo franchise. We start today with everyone's favorite horrible, malicious, disgusting hellspawned imps, the fallen.


As creatures of chaos, demons resent anyone and anything that tries to impose order on them. This hatred extends even to their own demonic leaders and overlords, who they obey purely out of fear and desperation. Sometimes, when a powerful demon appears weak, some of its own minions may turn on it. If the coup is successful, the overlord is slain and its former minions enjoy their momentary freedom until they get bullied into following someone else. If the coup is unsuccessful, the demon lord punishes its rebellious underlings by transforming them into lowly, pathetic, implike creatures, known appropriately as "fallen."

In addition to being made from rebellious demons, fallen can breed among their own kind, resulting in endless crowds of these abyssal vermin. In their weakness, these beings are forced into an even greater level of servitude to survive in the Abyss, and are eager to take out their frustration and spite on whoever they can.



Fallen Lore (Dungeoneering):

DC 15: fallen are weak, cowardly scavengers that survive by taking what bigger demons leave behind. Rapid breeders, they use cheap tactics like superior numbers, ambushes, and attacking in pitch darkness, but they're so cowardly that the slightest setback will make them break ranks and flee for a moment. The sound of their voices is said to be especially horrible.


DC 20: fallen are the descendants of disobedient demons who were reduced to pitiful gremlins as punishment by their masters. Some fallen manage to rise above the bulk of their kind, either growing into larger brutes with battlecries that cause freezing horror, or recovering a fragment of their magic power and becoming despotic overlords. Overlords can burn their enemies with fire, and reanimate the bodies of common fallen.


Fallen Imp Stabber (Level 3 Minion Lurker) (37 XP)
Small Elemental Humanoid (demon)
____________
Initiative +8 Perception +4 (darkvision)
HP 1; a minion is never damaged by an attack that misses.
AC 17 Fortitude 16 Reflex 16 Will 13
Speed 6

Resist 10 variable (1/encounter)
____________
Passive
-
Hidden Tormentor
A fallen imp stabber receives a +2 bonus to attack rolls made from Cover or Concealment.
____________
Standard Actions
-
basic melee attack Pitchfork (at will):
One target within 1; +8 vs. AC; 5 damage.
Combat Advantage: the attack deals 3 extra damage.
____________

Immediate Actions 
-
Craven (reaction; when an ally within 5 is reduced to 0 hp):
The fallen is pushed its speed away from the enemy that landed the killing blow.
____________ 
Alignment Chaotic Evil
Languages Abyssal
Str 16 (+4) Con 12 (+2) Dex 16 (+4) Int 6 (-1) Wis 8 (+0) Cha 6 (-1)


Fallen Imp Carver (Level 3 Minion Soldier) (37 XP)
Small Elemental Humanoid (demon)
____________ 
Initiative +6 Perception +4 (darkvision)
HP 1; a minion is never damaged by an attack that misses.
AC 19 Fortitude 16 Reflex 16 Will 13
Speed 6

Resist 10 variable (1/encounter)
____________ 
Standard Actions
-
basic melee attack Curved Knife (at will):
One target within 1; +10 vs. AC; 5 damage and the fallen imp carver receives a +2 bonus to AC and Reflex against attacks made by the target until the beginning of its next turn.
____________

Immediate Actions 
-
Craven (reaction; when an ally within 5 is reduced to 0 hp):
The fallen is pushed its speed away from the enemy that landed the killing blow.
____________ 
Alignment Chaotic Evil
Languages Abyssal
Str 16 (+4) Con 12 (+2) Dex 16 (+4) Int 6 (-1) Wis 8 (+0) Cha 6 (-1)


Fallen Imps are far and away the most common form of fallen. Stabbers use barbed, two-handed spears to attack, while carvers use swords and shields. The lowest of the low, these downtrodden creatures are so cowardly that they will reflexively scamper away in fright when they see an ally fall in battle.

Fallen imps are child-sized humanoids with big heads, ugly faces, gangly arms, and a pair of devilish horns. They sometimes scream and howl from the darkness before attacking, their high-pitched shrieks terrifying the enemy before the imps appear.


Tactics

Fallen imps might be stupid and cowardly, but they have a rudimentary grasp of tactics.

Stabbers wait in pits, behind objects, and under piles of offal and garbage to ambush approaching enemies. If they lose their cover or concealment, they quickly try to reposition themselves to get it back. If possibly, they will try to steal and extinguish an adventurer's light source, so that they can attack from the darknes. Carvers try to flank the enemy, ganging up on whoever seems to be the most dangerous melee combatant.

The imps' Craven reaction is both a blessing and a curse. On one hand, it allows them to quickly disperse at unexpected times, making them less vulnerable to area attacks and possibly getting them away from deadly melee enemies. On the other, it frees up any enemies they had pinned down and gives ranged characters an opportunity to hit them from afar.


Fallen Brute (Level 3 Brute) (150 XP)
Medium Elemental Humanoid (demon)
____________
Initiative +7 Perception +4 (darkvision)
HP 48; Bloodied 24
AC 15 Fortitude 17 Reflex 15 Will 13
Speed 6

Resist 10 variable (3/encounter)
____________
Standard Actions
-
basic melee attack Spiked Club (at will):
One target within 1; +9 vs. AC; 2d6+3 damage.
____________

Minor Actions  
-
Intimidating Shriek (encounter):
Close burst; targets enemies within 10; +6 vs. Will; target receives a -2 penalty to defenses against the fallen brute's attacks until the end of the encounter.
____________ 
Alignment Chaotic Evil
Languages Abyssal
Str 18 (+5) Con 16 (+4) Dex 14 (+3) Int 6 (-1) Wis 8 (+0) Cha 10 (+1)


When a fallen imp proves strong and brutish enough to live for longer than a few years, the creature begins to grow in size, becoming stronger and tougher than most of its brethren. These brutes use their physical strength to beat the lesser imps into obedience.


Tactics

As soon as the battle begins, the brute will approach the enemy and use Intimidating Shriek, hopefully catching all of them within the burst. After that, the brute simply charges around the battlefield, trying to land its Spiked Club on a different enemy every turn if it can. The brute generally prefers to attack enemies it has Combat Advantage over or who look badly injured, but its all-consuming hatred still compels it to strike as many different foes as it can.


Fallen Overseer (Level 5 Artillery (leader)) (200 XP)
Medium Elemental Humanoid (demon)
____________ 
Initiative +3 Perception +6 (darkvision) 
HP 48; Bloodied 24 
AC 17 Fortitude 17 Reflex 16 Will 18 

Speed 5 
Resist 10 variable (3/encounter)
____________ 
Standard Actions
-
basic melee attack Dagger (at will):
One target within 1; +10 vs. AC; 1d4+1 damage.
-
basic ranged attack Burn Flesh (at will):
One target within 10; +8 vs. Fortitude; 1d10+4 fire damage.
Critical Hit: target takes ongoing 5 fire damage (save ends).
-
Revive Imp (recharge 4, 5, 6):
Range 10; a dead fallen imp is brought back to life at 1 hp and acts on its turn.
____________
Minor Actions
-
Fiery Death (once per round, at will):
Close burst; targets one allied fallen within 10; if the fallen dies before the end of the overseer's next turn, it explodes; close burst 1, targets all creatures within the burst; +8 vs. Reflex; 5 fire damage. While under this spell, the fallen is covered in a visible, reddish heat shimmer.
____________ 
Alignment Chaotic Evil
Languages Abyssal
Str 10 (+2) Con 16 (+5) Dex 16 (+5) Int 6 (-1) Wis 10 (+2) Cha 16 (+5)


Obsequious fallen who managed to sneak their way into the good graces of a greater demon are given a fraction of their old power back, and the ability to control the lesser fallen. These mini-tyrants are the leaders within what passes for fallen society.

Overseers are taller than common imps, almost as tall as a typical human. They are thin and wispy, with a wrinkled, elderly appearance. They often decorate themselves with rags and bits of metal or jewelry that they find.


Tactics

When a fallen overlord is present on the battlefield, any other fallen present will switch their Variable Resistance to fire, so as to protect themselves from friendly fire from their fellows' Fiery Deaths. At the end of every turn, the overlord casts Fiery Death on the underling it considers most likely to die in the immediate future, preferring ones that are flanked so that the explosion will hit multiple enemies. Keep in mind that even exploded imps can be brought back with Revive Imp.

If an imp has died within the last turn or so, and its square is a tactically useful one, the overlord will Revive it to continue fighting. Otherwise, the overlord uses Sear Flesh every round.

Overlords prefer to stay as far away from the enemy as possible, and preferably behind a wall of underlings. They will only use their daggers when cornered, as a last resort.


Encounters

Fallen stay close to other demons and destructive beings, so that they can overwhelm those who are already injured from other battles. They are likely to infest the less trafficked parts of demon-inhabited fortresses and dungeons, often lairing near a trap or other hazard. Fallen are crafty enough to use unintelligent creatures against their enemies; vermin like spiders, centipedes, and oozes are often herded into places where they can be useful.

Sometimes, fallen will be impressed into the service of a greater master, in which case they can be fought alongside all manner of other demons and similar creatures. Generally speaking, they will attempt to flee their service as soon as it appears feasible.

Saturday, July 16, 2011

Upgrading and Downgrading Monsters

As the PC's grow in power, enemies that were once overwhelming threats become less and less frightening. Nothing makes your players more satisfied than just barely persevering over a single, powerful monster at level 5, and then hacking through a swarm of those same monsters at level 15; it really gives them a sense of how much more powerful their characters are becoming.

Unfortunately, throwing a bunch of level 5 solo monsters at a level 15 party isn't going to make for a fun encounter; it will just take the PC's forever to whittle down the monsters' hit points, and the monsters' inability to hit the PC's will remove any element of challenge. Furthermore, solo and elite monsters have a lot of actions each round, and you as the DM probably don't want to be running eight of them at a time. So, here's a fast and dirty rule for using the same enemies at different levels.

  • Create a Minion, Lesser, Normal, Elite, or Solo version of the monster that's worth the same amount of XP as the original.
Let's say your PC's fight an elite orcish warrior at first level (200 xp). A fifth level normal monster is worth that same amount of XP, so you could take that elite orc, raise him to fifth level, and then downgrade him to a normal monster. When the PC's reach mid heroic tier, they find themselves facing what is undoubtedly the same monster that they did at level 1, but now they can handle more of them. They fight large groups of these orcs at level 9 (a level 9 lesser monster is worth 200 XP), and then crowds of them at level 13 (minions).

For another example, let's say you plan for your campaign to end with the PC's going into the Abyss to slay a demon lord. To give them a preview of the horrors to come, you might take a nycademon (level 22 monster, worth 4,150 XP) and have them fight a thirteenth level solo version of it (4,000 XP. Not exactly the same, but close enough for government work) at late heroic or early paragon tier. Fighting this apparently mighty demon and then learning that the ultimate villain's lair contains armies of them will give the PC's a sense of scale, and make them feel totally badass when they really are powerful enough to face armies of nycademons.

At early levels, XP awards for monsters at different levels tend to be divisible. This breaks down at higher levels (as per the example of the nycademon above), but as long as its close enough to the same number of XP, it works. A good guideline is:

  • A minion is four levels higher than a lesser. A lesser is four levels higher than a normal. A normal is four levels higher than an elite. An elite is five or six levels higher than a solo.
That's the premise. Now to go into the execution. The DMG provides rules for upgrading or downgrading a monster by changing its defenses, hit points, and other statistics. If you're changing them more than five levels or so, you will also want to adjust the damage done by their attacks as per the table on page 185 of the DMG (be aware, though, that this table errs on the forgiving side. Use it as a guideline, but most of your monsters should do slightly more damage than it says. If you have access to DDI, there are updated damage tables that work much better). The hard part is changing the monster's "grade" (elite, minion, etc). This isn't an exact science, but here's a basic template that I've found to work well.


Creating a Minion
  • Raise the base monster's level by eight.
  • Give it only one hit point, and remember that minions take no damage from an attack that misses.
  • Look at the expected damage values for a monster of the creature's (new) level, and have its attacks do a static number toward the bottom of that range (for instance, if a level 1 monster is expected to deal 1d10+3 damage with a typical attack, a minion should deal 4 or 5). The damage can be a point or three higher if your minion is a Brute.
  • Take away any recharge powers, and leave it with (at most) only a single encounter power.


Creating a Lesser
  • Raise the base monster's level by four.
  • Reduce its hit points to half of its new expected hit point total, and remember that lesser monsters are instantly killed by a critical hit.
  • The monster automatically fails all saving throws.
  • Look at the expected damage values for a monster of the creature's (new) level, and have its attacks do a static number toward the lower-middle of that range (for instance, if a level 1 monster is expected to deal 1d10+3 damage with a typical attack, a lesser should deal 6 or 7). The damage can be a point or three higher if your lesser is a Brute.
  • Take away any recharge powers, but leave its encounter powers (watering them down as necessary if they're too powerful for a lesser).

Creating an Elite
  • Lower the base monster's level by four.
  • Give it one of the templates from pages 176-184 of the DMG.
  • Alternatively, you can wing it on your own by doubling the monster's (new) hit point total, raising three of its (new) defenses by 2, giving it a +2 bonus to saving throws and an action point, and then making up some new abilities for it. In essence, you can create your own "template" tailored specifically for this monster. If you're going this route, you should make sure that the monster can make more than one attack per round, and that it has some kind of reaction or interrupt ability (preferably movement related).

Creating a Solo
  • Lower the base monster's level by nine or ten.
  • Quadruple its (new) hit point total.
  • Raise three of its (new) defenses by 2.
  • Give it a +5 bonus to saving throws.
  • Give it two action points.
  • Some of its encounter powers should become rechargeable.
  • Give it one of the following two abilities:
Double Actions (passive): instead of rolling for initiative, the monster has two initiative scores. One equal to its expected initiative bonus +5, the other equal to its expected initiative bonus +15. On both of these turns, the monster can make a minor, a move, and a standard action. The monster can make saving throws and recharge rolls only on its higher initiative. If the monster inflicts or recieves a status effect that lasts until the beginning or end of its next turn, make it last until the turn after its next.

Or

Spawn Minions (minor; once per round): a minion three levels lower than the monster appears in an adjacent square and acts after the solo monster's turn. Do not award XP for defeating these minions. Note: you should add the "leader" sub-role to your solo monster's description if you give it this ability.


Note that for all the above examples, I've been assuming that the base monster is a Normal. You can reverse engineer these steps to turn an elite into a solo, a solo into a normal, a minion into an elite, etc.


An Example

One of the first monsters I created for this blog was the Stone Archon Fleshmasher, a level 16 normal monster. For this post, I made a version of this creature at every grade, scaling them to the appropriate levels for the creature's XP value. The elite and solo versions were made using the Fighter class template from the DMG.


Stone Archon Fleshmasher; Level 6 Solo Soldier (1,400 XP)
Medium elemental humanoid (earth)
____________
Initiative see Double Actions below Perception +9 (tremorsense 5)
HP 272; Bloodied 136
AC 24 Fortitude 23 Reflex 17 Will 20
Speed 5 (increase to 6 while bloodied)
Skills +12 Religion
Saving Throws +5
Action Points 2
____________
Passive
-
aura Battlefield Awareness aura 2; enemies within the aura are marked by the archon.
-
Double Actions
The archon has two initiative scores: one at 21, the other at 11. On each of these turns, the archon can make one standard, one move, and one minor action, but it makes saving throws and recharge rolls only on its first turn each round. Effects that last until the beginning or end of the archon’s next turn refer to its next turn on that initiative.
-
Combat Superiority
If the archon hits with an opportunity attack provoked by movement, the enemy stops moving.
____________
Standard Actions
-
basic melee attack Flail (at will):
reach 2; +13 vs. AC; 2d6+4 damage; if the target is slowed, it is now immobilized until the end of the fleshmasher’s next turn. If a creature is killed by this attack, its body turns to stone.
-
melee Swishing Flail (at will):
Make two flail attacks against different targets.
-
blast Avalanche (recharge 4, 5, 6):
Close blast 6; +13 vs. Reflex; 2d6+4 damage and target is restrained (save ends).
____________
Move Actions
-
Earth Mastery (recharge 4, 5, 6):
Teleport three squares and make a basic attack. The archon must begin and end the teleport on squares that are touching earth or stone. When the archon is bloodied, this ability becomes usable at will.
____________
Minor Actions
-
Close burst Heavy Feet (once per round; at will):
Targets one or two enemies within 5; +13 vs. Fortitude; target is pulled 2 squares and slowed until the end of the archon’s next turn.
____________
Reactions
-
Sink Away (when the archon takes 20 damage or more from a single attack):
Recharge Earth Mastery and use it immediately.
____________
Alignment Chaotic Evil
Languages Primordial
Str 24 (+10) Con 26 (+11) Dex 10 (+3) Int 16 (+6) Wis 20 (+8) Cha 18 (+7)


Stone Archon Fleshmasher; Level 12 Elite Soldier (1,400 XP)
Medium elemental humanoid (earth)
____________
Initiative +8 Perception +11 (tremorsense 5)
HP 208; Bloodied 104
AC 30 Fortitude 28 Reflex 22 Will 26
Speed 5
Skills +14 Religion
Saving Throws +2
Action Points 1
____________
Passive
-
aura Battlefield Awareness aura 1; enemies within the aura are marked by the archon.
-
Combat Superiority
If the archon hits with an opportunity attack provoked by movement, the enemy stops moving.
____________
Standard Actions
-
basic melee attack Flail (at will):
+19 vs. AC; 3d6+5 damage; if the target is slowed, it is now immobilized until the end of the fleshmasher’s next turn. If a creature is killed by this attack, its body turns to stone.
-
melee Swishing Flail (at will):
Make two flail attacks against different targets.
____________
Minor Actions
-
Close burst Heavy Feet (once per round; at will):
Targets one or two enemies within 5; +17 vs. Fortitude; target is slowed until the end of the archon’s next turn.
____________
Reactions
-
Sink Away (when the archon takes 20 damage or more from a single attack):
Teleport three squares and make a basic attack. The archon must begin and end the teleport on squares that are touching earth or stone.
____________
Alignment Chaotic Evil
Languages Primordial
Str 24 (+13) Con 26 (+14) Dex 10 (+6) Int 16 (+9) Wis 20 (+11) Cha 18 (+10)


Stone Archon Fleshmasher; Level 16 Soldier (1,400 XP)
Medium elemental humanoid (earth)
____________
Initiative +10 Perception +13 (tremorsense 5)
HP 128; Bloodied 64
AC 32 Fortitude 30 Reflex 26 Will 28
Speed 5
Skills +16 Religion
____________
Standard Actions
-
basic melee attack Flail (at will):
+21 vs. AC; 3d8+7 damage; if the target is slowed, it is now immobilized until the end of the fleshmasher’s next turn. If a creature is killed by this attack, its body turns to stone.
____________
Minor Actions
-
Close burst Heavy Feet (once per round; at will):
Targets one enemy within 5; +19 vs. Fortitude; target is slowed until the end of the archon’s next turn.
____________
Reactions
-
Sink Away (when the archon takes 25 damage or more from a single attack):
Teleport three squares and make a basic attack. The archon must begin and end the teleport on squares that are touching earth or stone.
____________
Alignment Chaotic Evil
Languages Primordial
Str 24 (+15) Con 26 (+16) Dex 10 (+8) Int 16 (+11) Wis 20 (+13) Cha 18 (+12)


Stone Archon Fleshmasher; Level 20 Lesser Soldier (1,400 XP)
Medium elemental humanoid (earth)
____________
Initiative +12 Perception +15 (tremorsense 5)
HP 76
AC 36 Fortitude 34 Reflex 31 Will 32
Speed 5
Skills +18 Religion
Saving Throws A lesser monster automatically fails all saving throws.
____________
Standard Actions
-
basic melee attack Flail (at will):
+25 vs. AC; 18 damage and the target is slowed until the end of the archon‘s next turn; if it was already slowed it is now immobilized until the end of the fleshmasher’s next turn. If a creature is killed by this attack, its body turns to stone.
____________
Reactions
-
Sink Away (when the archon takes 35 damage or more from a single attack):
Teleport three squares. The archon must begin and end the teleport on squares that are touching earth or stone.
____________
Alignment Chaotic Evil
Languages Primordial
Str 24 (+17) Con 26 (+18) Dex 10 (+10) Int 16 (+13) Wis 20 (+15) Cha 18 (+14)


Stone Archon Fleshmasher; Level 24 Minion Soldier (1,400 XP)
Medium elemental humanoid (earth)
____________
Initiative +14 Perception +17 (tremorsense 5)
HP 1 (a minion is never damaged by an attack that misses)
AC 40 Fortitude 38 Reflex 34 Will 36
Speed 5
Skills +20 Religion
____________
Standard Actions
-
basic melee attack Flail (at will):
+29 vs. AC; 15 damage and the target is slowed until the end of the archon‘s next turn; if it was already slowed it is now immobilized until the end of the fleshmasher’s next turn. If a creature is killed by this attack, its body turns to stone.
____________
Alignment Chaotic Evil
Languages Primordial
Str 24 (+19) Con 26 (+20) Dex 10 (+12) Int 16 (+15) Wis 20 (+17) Cha 18 (+16)

Monday, April 18, 2011

Lesser Monsters

Currently, there's a noticable gap in the spectrum of monster class; while we have a smooth progression of normal to elite to solo, there's a huge difference between a normal monster and a minion. What about monsters that - while weaker and more numerous than a standard opponent - aren't wimpy enough to be one-hit-kills? To use a Legend of Zelda comparison, DnD currently has miniblins, moblins, and bigblins, but we don't have any bokoblins. And killing bokoblins is fun. A super-minion, or "elite" minion, would fill the hole and allow for a bigger range of encounter packs.
Here is my take on a super-minion. Lesser monsters are worth half as much encounter space as a normal monster of their level, and are individually expected to cause half as much grief to the PC's.


Creating a Lesser Monster

A lesser monster is just like any other monster of its level and role, aside from the following:
  • It has one half as many hit points as a normal monster of its level and role.
  • It automatically fails all saving throws.
  • It is instantly killed by a critical hit.
  • Its attacks deal a set amount of damage, like a minion.
  • Defeating the creature awards only half as much XP as a normal monster of its level.

Lesser monsters are easily defeated by attacks that deal debilhitating, save-ends effects, and, unlike minions, they can take damage from attacks that miss. This means that they are vulnerable to every weapon and perk at a PC's disposal, allowing the players to have fun using their different powers against lesser monsters. At the same time, the lesser monster is hardy enough to take a few conventional attacks before dropping, and it can do a fair amount of damage, keeping a pair of them a serious threat.


Guidelines to Building Lesser Monsters

To make a lesser monster effective, keep the following in mind:
  • Lesser monsters deal a set amount of damage with each attack, but that amount should be slightly higher than what a minion does. If a first level minion brute deals 7 damage with an attack, a first level lesser brute should deal 9 or 10.
  • Lesser monsters should have one or more encounter or recharge powers, to further differentiate them from minions.
  • Lesser monsters are never bloodied. Avoid the temptation to give them abilities that take effect after they've been injured; that goes against the grain of their design, and the PC's will likely never get to see that ability used for more than a single round anyway.
  • A lesser monster's vulnerability to saving throws can make the PC wizard feel really badass when he throws his sleep spell, which is a good thing. However, keep in mind that a party with lots of save-or-die attacks at their disposal are going to cleave through lesser monsters much more easily than another party might, so plan encounters accordingly.
  • Lesser monsters should not typically have Leader or healing abilities. Like minions, they should have abilities that are conducive to teamwork.

For an example of a lesser monster, I took the Rylkar Tormenter from an earlier post and adapted it into a Lesser. I may go back and make this the "official" version, as I really did envision the Tormentor as being something that gangs up on its enemies, though not to the same extent of their Forager minions.


Rylkar Tormenter 
Level 1 Lesser Controller (XP: 50)
Tiny natural beast
Initiative: +3 Perception: +7 (darkvision)
Hit Points: 13
AC: 15 Fortitude: 13 Reflex: 14 Will: 13
Speed: 8
Resist: 5 disease

Vulnerable: a lesser monster is reduced to 0 hp if it sustains a critical hit.
Saving Throws: a lesser monster automatically fails all saving throws.
______________
Standard Actions
-  
Melee basic Bite (at will); +6 vs. AC; 8 normal and disease damage and use Attach.
______________
Passive
-
Attach; after biting someone, the Tormenter digs its teeth into their flesh and refuses to let go, entering the target´s square. While attached, the Tormenter cannot be targeted by opportunity attacks, and recieves a +4 bonus to its AC, Fortitude, and Reflex defenses. Attacks against the rylkar that target any of these defenses that miss will instead hit the creature to which it is attached. The rylkar gains a +2 bonus to attack rolls against its victim, but cannot attack anyone else until it lets go. The rylkar´s victim is slowed. Save ends; on a succesful saving throw, the Tormenter reappears in a space adjacent to the target. 
-
Scurry; the rylkar can move through occupied squares as long as it begins and ends its move in empty ones.
______________
Strength: 8 Constitution: 14 Dexterity: 16 Intelligence: 6 Wisdom: 14 Charisma: 10
Alignment: Evil Languages: None (understands Deep Speech)



With only a few, very easy stat changes, the tormentor has become the monster I really wanted it to be. 

In future monster posts, I will stat creatures that were designed from the ground up to be Lesser monsters, with abilities that play into working in groups of two. I will also, in the near future, be posting a more in-depth discussion of how to use different monster classes, and some guidelines for "upgrading" or "downgrading" monsters from one class to another.

Tsarok-Hem

These beasts were invented by a poster named Camu on the Wizards of the Coast forums, for a collective world-building game that we were both involved in. He had me help with the stats for his creations, and I am now - with his permission - reposting them here. Kudos to Camu for making up the most awesome epic-level aberrant threat I've encountered in DnD to date.

Worth noting is that I did change the Tsarok-Hem a little bit from their original concept. In the world-building game, they were flying creatures that inhabited a liquid sea in the world's upper atmosphere. I changed them into Far Realms creatures for this blog post, so that they can be more easily worked into traditional DnD settings, and because that concept allows for more mechanically interesting abilities.

...


It is said that beyond the world - beyond all the worlds that "exist" in the sense that we can understand - there lies a place known as the Far Realms. "Place" may not be the best term for the Far Realms; they aren't simply a location, but an existence, a state of being that encapsulates everything that doesn't work in the universe as we know it. The Far Realms are beyond description, beyond rationality, beyond any system of cause and effect that a mortal brain could follow. The beings that reside in these Realms are similarly alien, and almost without exception their presence is extremely hazardous to normal creatures.

The question most frequently asked about the Far Realms is "where are they?" Most scholars will envision the Far Realms as an endless, amorpheous sea in which the universe floats as a bubble of order. A smaller number would have one imagine the Far Realms as existing outside of time, ending before the beginning of the timeline and resuming after its end. The truth, however, is far more unpleasant: the Far Realms are all around us, at all times.

Space extends into more directions than a human can percieve. Every plane of existence in the universe is just that; a three dimensional plane within a cosmos with more than three dimensions, as flat and encompassing as a sheet of paper. The Far Realms is everything that exists outside and around the boundaries of the planes, and is infinitely more complex and geometric. Many of the inhabitants of the Far Realms exist in four or five spacial dimensions themselves, moving through our 3D worlds like a man stepping through so many curtains. Unfortunately, some of these beings have an interest in individual three-dimensional realms. Of these interested higher beings, none or more malevolent and powerful than the Tsarok-Hem.

The tsarok-hem are a race of highly intelligent, spider-like creatures whose bodies extend into one more spacial dimension than those of our plane. As a result, the tsarok-hem appear to only be partially there, their limbs and appendages blossoming out of the air in a radial fashion and moving around in a rapid, disconcerting way. By stepping "around" our dimension, they can even land different parts of their bodies in two places at once. Tsarok-hem are strictly fungivorous, and feed on a certain, alien mold or fungus that always accomponies them. This fungus can feed and grow on just about any organic matter, and the tsarok-hem have no qualms about killing sapient beings to grow their parasitic crops.

The Tsarok-Hem and their minions have conquered many 3D worlds, and seek to do the same to our own, turning the known planes into more fungus farms to feed their ever-growing population. There is a barrier that makes it difficult for them to step into our plane in person, but should they ever find a way to overcome theis obstacle, it may well be the end of the world.

Physically, a tsarok-hem appears to be a ball of chitinous, black limbs - like those of a spider or crustacean - that seem to reach out from a central point that warps light around itself. These limbs madly scuttle and chatter to bring the vortex across solid surfaces, with tentacles, feelers, and pincerlike jaws and eyestalks occasionally appearing from the center.


Tsarok-Hem Lore (Arcana, Dungeoneering):

DC 25: The Tsarok-Hem are a force that lurk in the Far Realms, just beyond the borders of our perceived reality, awaiting the chance to invade and end all natural life. They can exist in several places at once, due to their extradimensional nature. There is an infectious, plaguelike mold or fungus that is associated with them.

DC 30: Tsarok-Hem scuttle endlessly through the planes of the Far Realms, seeking lands to conquer and beings to enslave or consume. They see three-dimensional creatures as animals beneath contempt, and - despite having a concept of morality among their own kind - find nothing wrong with abusing a human or the like. They have a hierarchical society, led by wizened "defilers" who can use their magic to spread the plague mold on which the tsarok-hem feed.

DC 35: The tsarok-hem are prevented from stepping into our plane by some unknown barrier, but they have found a way of sending minions and creations of theirs through. The swordwings, among other aberrations, are tsarok-hem creations, being grown from a specially engineered variation of plague-mold that forms their underdark hives.


Tsarok-Hem Demolisher; Level 28 Elite Brute (leader) (26,000 XP)
Huge aberrant magical beast
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Initiative +19 Perception +20
HP 524 Bloodied 262
AC 42 Fortitude 43 Reflex 42 Will 40
Speed 7; climb 7 (spider climb)
Skills +27 Intimidate, +25 Insight
Resist psychic 25
Saves +2
Action Points 1
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Passive
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aura Bolster Aberrations aura 3; allied aberrant creatures of twenty-seventh level or lower gain a +1 bonus to attack rolls against creatures they have Combat Advantage over.
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Standard Actions
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basic melee attack Flailing Claws (at will):
Reach 2; +35 vs. AC; 4d12+10 damage; if the target is still within reach at the beginning of its next turn, make another Flailing Claws attack against it.
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Move Actions
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Dimensional Step (once per round, at will):
Teleport 6 squares. Until the beginning of its next turn, the tsarock-hem occupies two places; the place it teleported from, and its “current” position. The tsarock-hem‘s previous position cannot move or act, but provides flanking and can make opportunity attacks. Auras and close bursts extend out from both positions.
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Minor Actions
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melee Bite (minor; once per round, at will):
Requires Combat Advantage; +35 vs. AC; 3d10+9 damage and target is grabbed. The demolisher can move and fight unimpaired while grabbing a Medium or smaller creature, and does not need to make a grapple check to move its victim. The demolisher receives a +2 bonus to attack rolls when using this ability against a creature it is already holding.
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Summon Swordwings (encounter):
Two Swarmwings appear in vacant squares within 5 and act after the tsarok-hem. Do not award XP for defeating these creatures.
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Reactions
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close burst Warping Claws (when first bloodied):
Close burst 3; make a Flailing Claws attack against all enemies within the area.
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close burst Dying Eversion (when reduced to zero hp):
Close burst 3; creatures within the area are pulled one square. The tsarok-hem’s carcass vanishes.
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Alignment Evil
Languages telepathy (20 squares)
Str 26 (+22) Con 30 (+24) Dex 20 (+19) Int 26 (+22) Wis 22 (+20) Cha 26 (+22)

Demolishers know that their physical strength and interdimensional nature allow them to overpower almost any three-dimensional creature in combat, and are thus nearly fearless. These are the footsoldiers of the tsarok-hem, tasked with the genocide of any lesser race that stands in the way of tsarok-hem goals. Demolishers might also occupy positions of middle management, relaying the orders of the Defilers to lesser minions and organizing small-scale operations on their own.


Tactics

A demolisher tries to stay close to its enemies at all times, using Dimensional Step to pursue and flank the enemy, cutting it off if it tries to escape. If the demolisher has aberrant allies present, it will use Dimensional Step to help them flank as many enemies as possible, so that they can benefit from its Bolster Aberrations aura.

The demolisher will use Bite every turn, trying to keep an enemy in its jaws at all times. If it grabs a fragile character (like a controller), it may transfer it to its other Dimensional Step location to seperate it from its allies and make it an easier target for the tsarok-hem's own allies.

If the demolisher believes it is going to lose, it will attempt to flee, saving its Summon Swordwings ability for the end of the battle to cover its retreat.


Tsarok-Hem Terrorizer; Level 29 Elite Artillery (leader) (30,000 XP)
Huge aberrant magical beast
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Initiative +23 Perception +21
HP 292 Bloodied 146
AC 41 Fortitude 43 Reflex 43 Will 43
Speed 7; climb 7 (spider climb)
Skills +28 Intimidate, +28 Stealth
Resist psychic 25
Saves +2
Action Points 1
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Passive
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aura Bolster Aberrations aura 3; allied aberrant creatures of twenty-seventh level or lower gain a +2 bonus to attack rolls against creatures that have attacked the Terrorizer since the end of the Terrorizer’s last turn.
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Standard Actions
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basic melee attack Forceful Claw (at will):
Reach 2; +36 vs. AC; 3d10+10 damage and target is pushed 1 square.
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basic ranged attack Psychic Creeper (at will):
Range 10; +34 vs. Will; 4d10+10 psychic damage and ongoing 20 (save ends); if this attack hits, make a secondary attack against another target within 5 squares of the primary target; +34 vs. Will; 4d8+10 psychic damage. If the target is dazed, it is also immobilized until the end of its next turn (save ends).
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blast Narcotic Spore Cloud (recharge 5, 6):
Blast 6; +34 vs. Fortitude; 3d10+10 poison damage and target is dazed and becomes vulnerable 15 to psychic damage (save ends both).
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Move Actions
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Dimensional Step (once per round, at will):
Teleport 6 squares. Until the beginning of its next turn, the tsarock-hem occupies two places; the place it teleported from, and its “current” position. The tsarock-hem‘s previous position cannot move or act, but provides flanking and can make opportunity attacks. Auras and close bursts extend out from both positions.
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Minor Actions
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Summon Swordwings (encounter):
Two Swarmwings appear in vacant squares within 5 and act after the tsarok-hem. Do not award XP for defeating these creatures.
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Reactions
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close burst Dying Eversion (when reduced to zero hp):
Close burst 3; creatures within the area are pulled one square. The tsarok-hem’s carcass vanishes.
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Alignment Evil
Languages telepathy (20 squares)
Str 24 (+21) Con 26 (+22) Dex 28 (+23) Int 26 (+22) Wis 24 (+21) Cha 28 (+23)

Just as demolishers destroy the bodies of the tsarok-hems' enemies, terrorizers can crush their minds. The tsarok-hem are a race of great willpower and psychic fortitude, and their four-dimensional minds can engulf and crush the mind of a lesser being if they receive the correct training. Terrorizers support the tsarok-hems' melee units in combat, and - like demolishers - can serve as middle management over other aberrant creatures and slaves.

In addition to their natural and psionic armaments, terrorizers are equipped with a fungal symbiont that can spray a cloud of narcotic spores at the enemy, making them more vulnerable to the creature's psychic attacks.


Tactics

Unless the enemy is outnumbered or badly wounded, terrorizers stay back from the front line, letting more melee-oriented tsarok-hemk or minions engage in melee. They use their Psychic Creepers strategically, seeking to immobilize the enemies that are causing the most trouble for the terrorizer's allies (often choosing to immobilize Defenders and Strikers so that the terrorizer's friends can move around them). If they have a good opportunity to spray their Narcotic Spore Cloud over several enemies, they will do so as early as possible, and then concentrate their Psychic Creepers on those who are effected (the terrorizer can tell if someone is being effected by the fog or not).

If approached in melee, the terrorizer will use its Forceful Claws to knock the offender back, and call for an ally to take care of it before it can return. If an enemy proves persistent, the terrorizer will use Dimensional Step to move away from it and (hopefully) behind a friend. Like Demolishers, they will wait until late in the battle to summon their swordwings.


Tsarok-Hem Defiler; Level 30 Elite Controller (leader) (38,000 XP)
Huge aberrant magical beast
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Resist psychic 25
Initiative +21 Perception +23
HP 428 Bloodied 214
AC 46 Fortitude 42 Reflex 44 Will 45
Speed 7; climb 7 (spider climb)
Skills +29 Arcana, +30 Intimidate, +28 Heal
Saves +2
Action Points 1
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Passive
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aura Bolster Aberrations aura 3; allied aberrant creatures of twenty-seventh level or lower gain a +1 bonus to attack rolls against creatures infected with Plague Mold.
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Standard Actions
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basic melee attack Infectious Claw (standard):
Reach 2; +34 vs. Fortitude; 4d12+10 damage and target contracts Plague Mold.
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ranged Visions of Doom (encounter):
Range 10: +34 vs. Will; 5d12+9 psychic damage and target is stunned (on the first successful save, the target is dazed rather than stunned; on the second save, the daze ends).
Miss: 2d10+9 psychic damage and target is dazed (save ends).
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Move Actions
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Dimensional Step (once per round, at will):
Teleport 6 squares. Until the beginning of its next turn, the tsarock-hem occupies two places; the place it teleported from, and its “current” position. The tsarock-hem‘s previous position cannot move or act, but provides flanking and can make opportunity attacks. Auras and close bursts extend out from both positions.
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Minor Actions
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Summon Swordwings (encounter; recharges when first bloodied):
Four Swarmwings appear in vacant squares within 5 and act after the tsarok-hem. Do not award XP for defeating these creatures.
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ranged Tumorous Growth (at will):
Target must be infected with Plague Mold; range 5; +36 vs. Fortitude; 4d8+10 disease damage and target is restrained (save ends). The target cannot be attacked with Tumorous Growth again until it has saved against the restraint. The Defiler does not provoke opportunity attacks by using this ability.
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burst Plague Spores (at will):
Target must be restrained by Tumorous Growth; burst 5 centered on an infected target within 10; targets enemies, but not the enemy on which the burst is centered; +34 vs. Fortitude; 2d8+10 disease damage and contract Plague Mold. The Defiler does not provoke opportunity attacks by using this ability.
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Reactions
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close burst Dying Eversion (immediate reaction; when reduced to zero hp):
Close burst 3; creatures within the area are pulled one square. The tsarok-hem’s carcass vanishes.
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Alignment Evil
Languages telepathy (20 squares)
Str 24 (+22) Con 28 (+24) Dex 22 (+21) Int 28 (+24) Wis 26 (+23) Cha 30 (+25)

The greatest of the tsarok-hem are the defilers, who have the ability to spread the Plague Mold on which their civilization depends. It is not known if the defilers are a seperate biological caste, special from birth, or simply older and wiser tsarok-hem that have been taught these skills. The defilers are the masterminds behind the attempted invasion of the mortal world, and it is they who created the special-bred fungi used by the lesser tsarok-hem castes (such as the spore-sprayers used by the Terrorizers, or the interdimensional device that is used to summon swordwings onto the battlefield). They are also the architects of several bio-engineered servitor races, such as the swordwings.

The defilers make up a governing body among the tsarok-hem. As a result, they are likely to be well-guarded and accompanied by attendants - both tsarok and lesser creatures - wherever they go.


Tactics

The tactics of the Defiler are dependant on spreading Plague Mold. They will usually start the battle by Summoning Swordwings to harass the enemy and draw its fire while the Defiler Dimensional Steps up and lays about with Infectious Claws. Once several enemies have been infected, the Defiler will teleport back a few squares and use Tumorous Growth on anyone who's been infected, hoping to follow up with Plague Spores to spread the infection further without having to come back into melee. Most often, the Defiler will stay two or three squares behind the front line; just close enough for their allies to benefit from their Bolster Aberrations aura, using Dimensional Step to cover as many allies with the aura as possible.

Like the lesser tsarok-hem, a Defiler will save its second use of Summon Swordwings for the end of the battle, either to suddenly overwhelm the weakened enemy, or to cover the Defiler's retreat.


Plague Mold (level 27 disease)

Make skill checks every hour:
Stabilize: Endurance DC 35.
Improve: Endurance DC 40.
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Stage One: Target recieves a -1 penalty to attack rolls and speed, and gains vulnerable 10 to psychic damage.
Stage Two: Target gains only half the benefit from healing effects (including the expenditure of healing surges) and is weakened, in addition to the stage one effects.
Stage Three: Target is dazed, slowed, and takes ongoing 10 disease damage, in addition to stage one and two effects. If the target dies while suffering from Stage Three plague mold, make an attack; burst 5 centered on the victim, targets non-aberrations; +32 vs. Fortitude; target contracts Plague Mold. All that is left of the original victim is a human-sized lump of sticky, gray-orange fungus, which the tsarok-hem find delicious.

 
Encounters

Tsarok-Hem are meant to be the ultimate villains of an aberrant-themed campaign; defeating the Defilers in their extra-dimensional inner sanctum is a climactic battle to determine the fate of the world. A Dungeon Master would be perfectly reasonable to have every major enemy the PC's fight from levels one through thirty be working - knowingly or otherwise - for the tsarok-hem.

Obviously, the swordwings statted in the previous entry make good minions for a tsarok-hem battle. While the tsarok-hem can summon Swarmwings on their own, you may wish to add Swordwings, Crownwings, Blastwings, Ramwings, and Bloodwings to diversify the opposition. As the tsarok-hem themselves cover the Brute, Artillery, and Controller roles, its best to pair them with Skirmishers or Soldiers, perhaps with the occasional lurker thrown in for interest. Any epic-level aberration could theoretically be a tsarok-hem bodyguard slave, so feel free to give them whatever backup you want.