Designing monsters


4th Edition


Okay, so I've attempted to create a few monsters for 4e, to determine how easy or not it is. I have a couple questions.

There are certain monster roles, but there doesn't seem to be any method for determining what kind of role your newly designed monster belongs to. In other words, it seems more intuitive than a science. The DM doesn't give much guidance, other than certain roles get certain stats.

My questions - how much do you think the stat guidelines should be adhered to? Are they just guidelines, or are they basic rules for monster design?

Secondly, does anyone have any thought on role labels?

I be interesting in starting a thread (perhaps this one) where people create 4e creatures and other people critique them. This may help us all understand monster creation a little more.


I'll post a few later, as I can. Basically, the first thing I've done is come up with a monster idea or concept. The second is determine which role the monster should have. I don't think it works as well if you don't choose your role before detailing the creature.

Once you have your idea and role the guidelines make it pretty easy to come up with the stats you need, based on level. The fun, and longest, part is to come up with at least one defining ability that can represent your concept and that will make the monster unique. When you've done that the results speak for themselves, especially at the table. PCs remember those monsters and they feel different and challenging in play. It's the best, and most difficult, part of their design, I think.


Here's a couple I created based on baaz draconians (sorry, old Dragonlance fan here)...

Bazz Underling Level 2 Soldier
Medium Natural Humanoid XP 125
Init: +4 Senses Perception +7; low-light vision

HP 27 Bloodied 13
AC 20; Fortitude 15, Reflex 13, Will 12
Speed 6 (8 while charging)

Powers:
m Longsword (standard, at-will) * Weapon
+11 vs. AC; 1d8 +2 damage

m Claws (standard, at-will)
+ 11 vs. AC; 1d6 +2 damage

Turn to Stone (when reduced to 0 hit points)
The bazz underling turns to stone; +7 vs. Reflex; no damage, but any blade, axe, or spear used to deliver the killing blow immediately gets stuck in the stone, requiring a move action to attempt to remove the weapons (DC 15 Strength check). At the end of the encounter or after 5 minutes, the baaz underling turns to dust, releasing any weapon.

Alignment Chaotic evil Languages Common, Dragonic
Skills Intimidate +4
Str 14 Dex12 Wis 8
Con 17 Int 8 Cha 9
Equipment Leather armor, longsword

Bazz Charger Level 3 Skirmisher
Medium Natural Humanoid XP 150
Init: +5 Senses Perception +7; low-light vision

HP 35 Bloodied 17
AC 20; Fortitude 16, Reflex 14, Will 13
Speed 6 (8 while charging)

m Longsword (standard, at-will) * Weapon
+10 vs. AC; 1d8 +2 damage

m Claws (standard, at-will)
+ 10 vs. AC; 1d6 +2 damage

m Draconian Charge (standard, at-will; when charging)
When a bazz warrior charges using its wings for extra force, he overpowers his enemy
+11 vs. Reflex; damage [W] + 4 damage, target is pushed 1 square, and attack provokes no opportunity attack; Miss Provokes opportunity attack

Turn to Stone (when reduced to 0 hit points)
The bazz charger turns to stone; +6 vs. Reflex; no damage, but any blade, axe, or spear used to deliver the killing blow immediately gets stuck in the stone, requiring a move action to attempt to remove the weapons (DC 15 Strength check). At the end of the encounter or after 5 minutes, the baaz charger turns to dust, releasing any weapon.

Alignment Chaotic evil Languages Common, Dragonic
Skills Intimidate +4
Str 14 Dex15 Wis 8
Con 17 Int 8 Cha 9


AZRogue wrote:
The second is determine which role the monster should have. I don't think it works as well if you don't choose your role before detailing the creature.

I guess, overall, it still seems a little vague as to how to differentiate roles. For example, I could easily see the roles of brute and soldier getting confused.


Hey, those are very good! I like the weapon freezing in place as the creature turns to stone. :)


AZRogue wrote:
Hey, those are very good! I like the weapon freezing in place as the creature turns to stone. :)

Thanks! Turning to stone is a classic baaz draconian move, but it seems to work particularly well in 4e.


In another thread I basically plucked a random monster from a random Monster Manual and converted it (the runehound from MM3 I think). I landed its role when I thought about what it could do: high mobility, reach attack, and an acid shot. Sounds like a skirmisher to me!
When I thought about giving it the ability to do that at will, but also gave it the web attack, it became a controller.

When it comes to roles, just think about what you want the monster to do in combat. Artillery are great at ranged attacks, but controllers are good at messing with the terrain and locking creatures down. Soldiers usually have good defenses, while brutes deal more damage.

Its more of a theme thing, really, and I dont think its going to hurt the game much if you give it a bit more oomph. For example, I've been statting up a 30th-level elite primordial for a campaign I'm working on, and rounded up its hit points to an even 500 (it was about 480-something beforehand): I doubt those hit points are going to make a huge deal in terms of a balanced encounter.
If nothing else, feel free to playtest your monster yourself. Characters are incredibly easy to make at all levels if you use the "standard array": the hardest part would really be picking the class features.


Whimsy Chris wrote:
guess, overall, it still seems a little vague as to how to differentiate roles. For example, I could easily see the roles of brute and soldier getting confused.

The way I understand it . . . and I could be completely wrong . . . brutes deal high damage and have lower hit points (comparatively), whereas the soldiers are more balanced.


Antioch wrote:
For example, I've been statting up a 30th-level elite primordial for a campaign I'm working on...

I'd like to see that when you're done. I'm planning a campaign with a 33rd level primordial of storm. Like to see how you give it its punch!

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