I have been working for months in an article series updating the monsters in adventure P1: King of the Trollhaunt Warrens to modern (i.e. post-MM3 standards). Here is a list of the articles released so far.
Read More......Sunday, September 11, 2011
Friday, September 9, 2011
Monsters of the Trollhaung VIII: Encounters I1, W7
Monsters of the Trollhaunt: Index – Previous - Next
** SPOILER ALERT**
These articles update monsters in adventure P1: King of the Trollhaunt Warrens – reading them may spoil encounters in the module!
A couple of big, bad trolls…
Skalmad the Troll King (Level 13 Elite Soldier)
The players at last get to meet the King, and it should be a scary fight. The original stat block for Skalmad is surprisingly decent, though it suffers from outdated stats (i.e. poor damage) and a real, Elite-like double attack. With a few updates, it should prove a worthy foe
1. Changes introduced
- Toned down Troll Healing - see previous article about trolls as a race. Since Skalmad is an elite, I gave it twice the usual amount of regeneration and had Troll Healing bring it back with more HP.
- Modern Elite: Elite monsters should have roughly as many attacks as two standard monsters, so I gave Skalmad an at-will double attack in Dual Axe, and boosted the encounter and recharging powers to a more impressive level. I also added a bit of damage to Baleful Eye.
- Modern Soldier: Aside from lowering attack bonuses, I changed the basic attack to mark as an effect. Toppling Swing became a downright scary attack with the addition of a daze (on top of the existing prone effect), but I made it target only marked enemies. This prevents Skalmad from using all its most powerful attacks in the first round, and adds quite a bit of strategy to the monster.
- Removed redundancy: The claw attack was pointless, so I deleted it.
Warren Troll (Level 11 Brute)
See Encounter W1.
Nothic Gazer (Level 11 Artillery)
See Encounter W6.
Thurk, Troll Smith (Level 12 Soldier)
1. Changes introduced
- Toned down Troll Healing - see previous article about trolls as a race. Since Skalmad is an elite, I gave it twice the usual amount of regeneration and had Troll Healing bring it back with more HP.
- Modern Soldier: Aside from lowering attack bonuses, I changed the basic attack to mark as an effect. Toppling Swing became a downright scary attack with the addition of a daze (on top of the existing prone effect), but I made it target only marked enemies. This prevents Skalmad from using all its most powerful attacks in the first round, and adds quite a bit of strategy to the monster.
- Removed redundancy: The claw attack was pointless, so I deleted it.
Redspawn Firebelcher (Level 12 Artillery)
1. Changes introduced
- Updated defenses, attack bonuses, and damage. This is a simple yet serviceable monster, so a couple of straightforward number tweaks should leave it ready for use. I upped the ranged attack accuracy, increased damage all around, and boosted some defenses which where excessively weak.
Grimlock Minion (Level 14 Minion)
1. Changes introduced
- Added Role (Brute). As an old minion, this one was missing a role. Brute was the most fitting, by far.
- Updated defenses, attack bonus, damage. This monster’s stats were unusually low, to the point that they wouldn’t have been out of place in a minion with several less levels. Now it’s up to par with modern minions.
- Added Trait (Grimlock Resilience). I stole this one from the Human Slaves in Dark Sun, and I think it’s an amazing design. This lets you have threatening minions even if you don’t use any special houserule for minions. With our house rules, they were pretty impressive, though not to the point of becoming unbalanced.
All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. These statistics blocks were generated using the D&D Adventure Tools, despite the tons of bugs. Except for the ones where I gave up, and used MS Word instead. Read More......
Sunday, August 14, 2011
Monsters of the Trollhaunt VII: Encounter W5, W6
Monsters of the Trollhaunt: Index – Previous - Next
** SPOILER ALERT**
These articles update monsters in adventure P1: King of the Trollhaunt Warrens – reading them may spoil encounters in the module!
There’s one of these in every dungeon…
Adult Black Dragon (Level 11 Solo Lurker)
The template for fun, challenging dragons has been laid out in the Monster Vault, so the following stat block won’t be much of a surprise to anyone. Still, not all levels of dragons appear in that book, so I’ve had to scale the Young version all the way to level 11. For the most part, I left the original design untouched, except for one significant exception.
If you are interested in further discussion on dragon redesign, I recommend my previous articles on black dragons (now obsoleted by more recent books) and white dragons.
1. Issues identified
- Acidic Blood is a beating. Seriously, I’m all for tough solos, but acidic blood can wreck any party moderately reliant on melee attacks, unless they are loaded with acid resistance potions. Shroud of Gloom aggravates this to ridiculous proportions.
2. Changes introduced
- Level up: I used the Young Black Dragon from Monster Vault as baseline, and increased its stats.
- Acidic Blood nerfed: I simply changed the damage to ongoing damage. This prevents multiple triggers from stacking, but is still painful enough for PCs to try and find a workaround, particularly if Shroud of Gloom is active (which it will).
3. Errata
- Breath Weapon is enemies only. I missed this from my stat block (didn’t realize it had changed!), but it was not an intended change on my part. Note that I haven’t simply fixed the stat block due to the way the Monster Builder works (it doesn’t) – once I have saved as an image, I’m pretty much done with the monster, unless I want to start again from scratch. Incidentally, this is why I have switched to Word for stat blocks of later monsters.
Option for Encounter W5: one Water Elemental (Level 11 Controller)
I felt like the dragon encounter could use some spicing up, so I decided to add a Water Elemental lying in the pool. In this case, I merely took the monster from Monster Manual 3 and used it as written – I love when I can do that!
Warren Troll (Level 11 Brute)
See Encounter W1.
Boulder Troll (Level 9 Artillery)
One of the trolls is supposed to stand back throwing stones, so I switched it for a more appropriate artillery version. The Boulder Troll is described in Encounter 1
Nothic Gazer (Level 11 Artillery)
1. Issues identified
- Lack of variety. Rotting gaze is not a bad attack, but it’s the only one. I usually like some encounter or rechargeable attack, to make a monster more interesting.
2. Changes introduced.
-
New power: Rot Burst. This is a strong area attack that requires rotting gaze to be active on a target. Typically, it will take a nothic gazer several turns before rot burst can be active, since an enemy can save against the rot before the nothic’s next turn. However, when you have multiple nothics in an encounter, they can focus fire on a target so that the second nothic will be able to use rot burst if the first one hit. Then again, a significant portion of the damage from rot burst is non-stacking ongoing damage, so a third nothic might prefer to use rotting gaze against a different target. At any rate, the mechanics encourage players to keep away from rotting allies, which is a flavorful and fun effect.
All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. These statistics blocks were generated using the D&D Adventure Tools, despite the tons of bugs.
Read More......Monday, August 1, 2011
Monsters of the Trollhaunt VI: Encounters W2, W3
Monsters of the Trollhaunt: Index – Previous - Next
** SPOILER ALERT**
These articles update monsters in adventure P1: King of the Trollhaunt Warrens – reading them may spoil encounters in the module!
Something is rotten in the Trollhaunt Warrens – and it’s the monsters in today’s article!
Marrowmaw Mauler (Level 8 Soldier)
1. Issues identified
- Claw attack is redundant, serves no purpose
- Relies too much on Bite for damage.
- Lack of mark punishment
2. Changes introduced
- Attacks: reduced accuracy, increased ranged damage. Damage shifted from Bite to Greatclub. Note that this monster’s melee damage was already competitive with MM3 guidelines thanks to minor action Bite.
- Defenses: –1 Fortitude
- New power: Enduring Stench
- Removed power: Claw
Kasszt (Level 9 Elite Controller - Leader)
1. Issues identified:
- Claw attack is redundant, serves no purpose
- Cavern Curse is extremely weak, no point in casting it.
- Chant of Renewal has not enough impact for an Elite standard action power.
2. Changes introduced.
- Attacks: Increased damage and accuracy for Quarterstaff, increased damage for Poison Ray, Cavern Curse. Quarterstaff now pushes. Cavern Curse is now at-will.
- Powers: Double Ray now gives a choice of Poison Rays or Cavern Curse. Chant of renewal now costs a minor action.
- Defenses: –2 AC, –1 For.
- Removed power: Claw
Nothic Stalker (Level 11 Skirmisher)
1. Issues identified
- Dazing Gaze too annoying as an at-will. Also, triggering Dazing Gaze off a Retaliate is too frustrating
- No Skirmisher mobility
2. Changes introduced.
- Attacks: Increased damage and accuracy for Claw, increased damage for Dazing Gaze. Dazing Gaze is now recharge 3+. Claw now grants extra shift.
Troglodyte Mauler (Level 6 Soldier)
Using level 6 monsters against PCs of level 11 or 12 is downright silly. These should have been minions instead. I used 2 types of minions for this: Troglodyte Grunts, and Troglodyte Warriors.
Troglodyte Grunt (Level 12 Minion Skirmisher)
There is a skirmisher troglodyte minion in Monster Vault, which could be used with minimum update effort, once I had added some levels to it.
1. Issues identified
- Lack of a ranged attack. I wanted at least some of my minions to have a Javelin attack, since the encounter was designed with Maulers, which have one.
2. Changes introduced.
- Level Up: +6 to attack and defenses, +3 to damage. +5 Initiative.
- Attacks: I added a slide effect to the Club attack, to make it a bit more interesting.
- Defenses: –3 For, +1 Ref, +1 Wil
- New Power: Javelin ranged attack.
Troglodyte Warrior (Level 12 Minion Soldier)
1. Issues identified
- Old school minion. The warrior lacked a proper role, decent damage, and compelling abilities. Basically, this called for a completely new design.
2. Changes introduced.
- Soldier Role: Since the Maulers I were replacing with minions were soldiers to begin with, I wanted these Warriors to be Soldiers, too.
- Attacks: +2 attack and damage for Club.
- Defenses: +3 AC, +1 Ref, +2 Wil
- New Trait: Defender Aura. I could have used a mark as usual, but I wanted to experiment with different mechanics.
- New Power: Ferocious Bite. I liked the Mauler’s Bite attack, but minor action attacks don’t make a lot of sense for minions. This is a vicious ability for this kind of monster
- New Power: Ferocious Reflexes. I needed a mark-enforcing power, and the threat of Bite should be an effective deterrent.
3. Gameplay Notes
To my knowledge, there is no precedent for monsters with defender’s aura. I have been playing for months in a party with a Cavalier, and I must say I loved the mechanic and wanted to see how it played out on the monster side. And it was quite a success! These minions were not particularly sticky (since they did not punish enemy shifts), but the ability to defend a zone works great when present in multiple creatures. My players took a while to get used to it, but it felt fair, fun, and quite different from traditional mark mechanics. I’ll definitely use this for future monsters, both minion and not.
Marrowmaw Impaler (Level 9 Artillery)
See Encounter W1
Ssark, Battle Champion (Level 11 Elite Soldier - Leader)
1. Issues identified:
- Excessive damage. The Battle Champion Tactics trait combined with two attacks from Double Attack and a third from Bite combines for impressive amounts of damage, that can be concentrated on a single PC. I found this to be too dangerous for a monster of its level.
- Redundant Claw attack.
- Inspiring Assault is very unimpressive. I had the luck of scoring a critical hit during my encounter with Ssark. Unfortunately, I can’t say this highly situational trait did much for the monsters – it needs to provide a better reward.
- Soldier without marks. Too common in older monsters.
2. Changes introduced.
- Attacks: Reduced accuracy and increased damage for regular attacks. Bite damage was reduced, because Ssark already gets a damage boost with combat advantage. Added mark to Greatclub and Bite, and leader effects to Greatclub and Javelin. Changed Double Attack to prevent using both attacks on a single target. Changed Javelin to target one or two enemies.
- Defenses: –2 AC, –1 For
- Traits: Battle Champion Tactics damage reduced to 1d10
- New Power: Champion’s Revenge – the necessary mark punishment mechanic.
- Removed Power: Claw
All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. I tried to generate the statistics blocks using the D&D Adventure Tools, but I’m fed with the endless bugs. I ended up writing them on Word instead.
Read More......Wednesday, April 13, 2011
Monsters of the Trollhaunt V: Encounter W4
Monsters of the Trollhaunt: Index – Previous - Next
This is a series of articles about the monsters included in the adventure P1: King of the Trollhaunt Warrens- so you may want to stop reading, if you intend to play the module anytime soon.
Blackfire Flameskull (Level 10 Artillery)
1. Issues identified:
- Lack of reach. I only realized this after playing the encounter. Once the monster’s near immunity to melee was taken away (by limiting flight), we found that it could become extremely vulnerable to certain varieties of defender, on account of having reach 0 on its melee attacks. Typical artilleries get screwed enough when engaged by a defender, on account of having terrible AC and HP, and lousy melee attacks, but flameskulls are even worse off. Against a defender that punishes shifting (like fighters or cavaliers), reach 0 means that you can’t even make a bad melee attack without taking damage.
- Devastating opening attack. As bad as it is for wizard PCs, Fireball makes for a great monster power. It is not rare for a flameskull to target all PCs with its fireball on the first turn of an encounter, dishing out quite a bit of damage. This is particularly troublesome in multiples, though - put two (or three, like in this encounter) of these monsters together, and you can end up with most of the party bloodied before they even know what hit them!
2. Changes introduced.
- New melee power: Fiery Assault. This is not particularly elegant, but after seeing three (!) skulls locked down by a cavalier, unable to do anything without taking considerable amounts of radiant damage, I am persuaded that they need a method to use their humble bites against defenders.
- Blackfire Ray blinding toned down. Blinded (save ends) is way above the power curve for an at-will attack from a non-Controller monster. I opted for gradual blindness instead.
- Fireball now has ongoing damage. After lowering Fireball damage (or, rather, not increasing it) to leave it as 100% of a normal attack instead of 125%, I was still worried about the effect of multiple instances of the spell burning down a party in a single round. By making part of its damage ongoing, we penalize this course of action, and create an interesting decision for the DM: use all fireballs at once, or try to wait to maximize damage?
- Tweaked resistances and vulnerabilities. I prefer to cap monster resistances at 5/tier unless there is a very good reason, so fire resistance took a small hit. I also dislike how radiant vulnerability can have an excessive effect on undead monsters; having radiant damage shut off regeneration instead of hitting harder is still good, but not as crippling.
- Tweaked damage and defenses. Damage was brought up to MM3 standards, ranged accuracy was increased a little, and I slightly reduced reflex because having defenses much higher than AC doesn’t feel quite right, to me.
Dire Bear (Level 11 Elite Brute)
1. Issues identified:
2. Changes introduced.
Troll Vinespeaker (Level 14 Controller)
1. Issues identified:
2. Changes introduced.
- Added Forest Walk. This is a minor change, but I thought it would be fitting for the troll to ignore difficult terrain from his own.
- Tweaked damage and defenses. Will defense in particular was extremely low, so I raised it by a whopping 5 points to leave it at standard levels.
- Redesigned Thorny Burst. Since the bramble zone was the coolest part of the power by a mile, I left that and took away the absurd immobilization effect. I turned it into a slow, which still has huge synergies with the permanent zone. This also allowed me to turn Ray of Thorns (the ranged attack) into a tempting option, by granting it the immobilization rider, but only against slowed enemies.
All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. The formatted statistics blocks have been generated using the D&D Adventure Tools. But not with the last version, which lacks a Monster Builder. The one before that, which works despite the billions of bugs. Read More......
Thursday, March 17, 2011
Monsters of the Trollhaunt IV: Encounter W1
Monsters of the Trollhaunt: Index – Previous - Next
This is a series of articles about the monsters included in the adventure P1: King of the Trollhaunt Warrens- so you may want to stop reading, if you intend to play the module anytime soon.
The adventurers finally get to the main dungeon. I update the opponents in the first dungeon encounter, and suggest a new monster to spice up the fight.
Warren Troll (Level 11 Brute)
1. Issues identified:
- Outdated stats.
2. Changes introduced.
- Toned down Troll Healing - see previous article about trolls as a race.
- Added push to claw attack
- Increased damage and accuracy
- Fixed defenses. These were way too low for a monster of its level. I brought them up to be on par with the standard guidelines.
Warren Guard (Level 11 Soldier) - New Monster
1. Issues identified:
I needed some of the melee trolls to have reach, so that they could fight from the back lines in the Warren Gate encounter
2.Design goals.
3. Implementation Notes
- Take Warren Troll as baseline, changing stats to match Soldier role.
- Give it melee reach 3.
- Greatspear (melee basic attack) - A simple attack that marks for a turn, whether it hits or missses.
- Troll Revenge (immediate reaction) - A basic attack that triggers when a marked enemy ignores the troll. It can trigger from a range of up to 3 squares, and it knocks prone on a hit for added fun.
4. Gameplay notes
Marrowmaw Impaler (Level 9 Artillery)
1. Issues identified:
- Stats don’t match artillery role.
- Impaling Shot mechanics too swingy.
2. Changes introduced.
- Lowered AC, Fortitude, HP. This brings these stats much closer to what is expected for an artillery monster. I still has slightly above average HP, and the Troglodyte Stench aura to make it sturdier than other artilleries.
- Removed Claw attack. I guess this was there for flavor reasons, but a second melee attack that is strictly worse than the alternative is a waste of space.
- Increased base damage and accuracy. To match its role, and the new damage guidelines. I left damage for its basic attack a bit below expectations, to compensate for the added effect and the great rechargable attack.
- Redesigned Impaling Shot. I removed the secondary attack roll, so that the attack now always restrains on a hit. The catch? It now can only be used against enemies granting combat advantage, which isn’t easy to pull off at range. Of course, I very conveniently changed the base Javelin attack to cause the target to grant combat advantage. Because of this, the Impaler should now present a sequence of attacks: use basic attacks until you hit, and then Impale the target. It also makes multiple Impalers focusing on a same target a deadly proposition...
All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. The formatted statistics blocks have been generated using the D&D Adventure Tools. But not with the last version, which lacks a Monster Builder. The one before that, which works despite the billions of bugs. Read More......
Tuesday, January 18, 2011
Monsters of the Trollhaunt III - Encounter T2
This is a series of articles about the monsters included in the adventure P1: King of the Trollhaunt Warrens- so you may want to stop reading, if you intend to play the module anytime soon.
The monsters in this encounter have little to do with the main antagonists of the adventure, but make for good recurrign villains in wilderness battles.
Chuul (Level 10 Soldier)
1. Issues identified:
- Soldier without mark: This comes up too frequently in earlier monsters... immobilizing with opportunity attacks or after three consecutive hits is not a reliable enough defending mechanic, so we should improve it somehow.
- False flexibility: The double attack can be focused on a single enemy or split between two - but why would you ever choose the latter? Spreading damage is rarely the strongest of tactics, and there’s additional incentive for focusing on your target in the immobilization trigger. This kind of flexibility contributes little to the monster, except the chance for a poor or distracted DM to make a suboptimal play. Also, when all is said and done, the chuul will spend all its turns doing the same thing: Double Attack a single enemy, not unlike a PHB ranger. And we know what I think about rangers...
2. Design goals:
I’d like to convey the idea that the Chuul’s attacks gradually paralyze its victim. In addition, it would be nice to make the number of targets to attack a non-trivial decision, so that the monster becomes more interesting to play.
3. Changes introduced.
- Basic stat adjustment: As an old school soldier, it required lowering the attack bonus by 2 points. Also, I reduced its Fortitude value from absurdly high to merely good (level + 14). Incidentally, its base damage was already on spot for a modern monster (meaning it was quite a bit overpowered under previous standards), thanks to the at-will multiattack. That said, the extra damage against immobilized foes is excessive even today, so I’ve toned it down.
- Gradual immobilization: The monster’s attacks got a general overhaul. I had it mark on every hit, and automatically immobilize on subsequent attacks against marked targets. This means that a Chuul can now be quite sticky against a single target, but also provide a respectable defender against groups. Spreading marks around is a good reason to consicer splitting a double attack, but the right call will usually depend on context. Finally, note that the monster’s marks only last until the start of its following turn to prevent immobilization from becoming too easy.

Will o wisp (Level 10 Lurker)
The Will-o-wisp presents a rare design, in that its mechanics have been far more influenced by flavor than most monsters in 4E. This emphasis in story elements is not a bad thing in itself, but in this case it has led to a set of powers that doesn’t entirely make sense, with redundant rules text, and game options that aren’t really worth using. Overall, I found this monster to be unusually complex, and hard to adapt.
As a side note, there are two versions of will-o-wisp printed, each with different wordings but almost equivalent functionality. The one in the Rules Compendium corresponds with the stat block from King of the Trollhaunt, and its wording is slightly more confusing than the other one (from Monster Manual 2).
1. Issues identified:
- Poor handling of insubstantial - Insubstantial is a trait that shouldn’t be thrown around without a reason. Unless it comes with some kind of vulnerability to bypass it, or a condition to turn it off, it contributes nothing of interest to a monster: damage is halved, hit points are reduced by a factor of two, and the net result is the same as when you started. The will-o-wisp falls in this trap, but it also fails to correctly reduce HP numbers, so it ends up with 50% more HP than expected for its level and role. This clearly needs to be addressed.
- Fey Light. This is the one difference between the Trollhaunt version (where this power makes little sense) and the MM2 one (where it’s slightly better). Basically, Fey Light is a free action power which has two different effects: turn on the wisp’s light, which doesn’t really have any effect, and turn it off, concealing the wisp, allowing it to hide, and preventing any attacks. In Trollhaunt this can be used as a free action power, meaning that it’s possible for the wisp to attack every turn and then turn off its light - so there’s no real point in having two states. MM2 fixed this by making it a 1/round issue, so you can expect the monster to become hidden every other turn. However, this has the side effect of breaking the Blink Out power, since Fey Light will typically be spent for the rond by the time the monster can use an immediate interrupt.
- Luring Glow isn’t worth it. As flavorful as it is, Luring Glow suffers from the lack of damage, to the point that it’s very rarely worth using.
2. Design goals:
More than any other monster reviewed so far, the will-o’-wisp is full of personality: it has great themes in its intermittent lights that let it switch from stealth mode to attack mode, and the ability to lure its victims to their doom. I’ll try to keep these ideas, while making the monster more functional and easy to use.
3. Changes introduced.
- Force damage ignores insubstantial - It won’t come up too often, but it should be more interesting than having insubstantial always on.
- Fey Light clarified - I replaced the complex 2-state power with two different game elements: a light aura, and a power to turn it off and hide.
- Increased lurking - I really like the new philosophy for lurkers of spending turns to hide, then hitting very hard, so I tried to add a bit of that to the wisp. To that order, I added a significant bonus to damage dealt from hiding, but reduced regular damage to compensate. Also, I made Extinguish Fey Light a standard action, so it now takes a significant investment... unless the monster can Blink Out.
- Stat changes - Hit points were too high, AC too low (I guess it assumed permanent concealment), and damage followed the old standards. All of this has been updated.
- Luring glow as a minor action - Dazing and pulling was cute, but hardly worth sacrificing damage for a turn - and sustaining save ends powers has always felt wrong, to me. I took the really iconic part of the power (the pull), and made it a minor so that it can actually see play.

All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. The formatted statistics blocks have been generated using the D&D Adventure Tools. But not with the last version, which lacks a Monster Builder. The one before that, which works despite the billions of bugs. Read More......
Sunday, January 2, 2011
Monsters of the Trollhaunt II: Encounter 1
This is a series of articles dedicated to redesigning the monsters for the adventure P1: King of the Trollhaunt Warrens. As such, they will reveal which monsters you’ll encounter in that module, so you may want to stop reading, if you intend to play it anytime soon. Apart from that, there will be no plot spoilers.


Oni Mage

All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. The formatted statistics blocks have been generated using the D&D Adventure Tools. But not with the last version, which lacks a Monster Builder. The one before that, which works despite the billions of bugs. Read More......
Thursday, December 30, 2010
Monsters of the Trollhaunt I: Trolls
Troll (race)
