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[Let's Read] 4E Monsters and Manuals

mightyspacepopemightyspacepope Registered User regular
edited September 2009 in Critical Failures
Let's Read: D&D 4E Monster Manual
dungeons_dragons_monster_manual_rol.jpg

Concept:
In this thread, we'll go through the Monster Manual from Aboleth to Zombie, discussing our thoughts and opinions for each monster. My goal is to prompt discussion to generate ideas that DMs can use in their campaigns and use our collective wisdom to make our games even more badass. Also, let's face it, the best book is the one that shows you the beasties you get to fight.

Possible points of discussion:
-What do you like or dislike about the monster?
-How would you use the monster in your campaign?
-What other monsters would you use to complement them in an encounter?
-If you've used the monster as a DM or fought against it as a player, how did it go?
-Can you think of an interesting way to make a BBEG or boss fight using the monster?
-Can you find any other artwork online that could inspire its use?

Every other day or so, I'll toss up a new monster and we can discuss it.

mightyspacepope on
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Posts

  • mightyspacepopemightyspacepope Registered User regular
    edited August 2009
    Aboleth
    Aboleth.jpg
    The saddest looking fish I've ever seen.

    We begin our odyssey with the Aboleth, a weird giant fish from the Far Realms. Aboleths spend their days in the Underdark, floating in lakes and crawling through tunnels. Occasionally, they bend lesser beings to their will. They speak Deep Speech using telepathy.

    There are three varieties presented: Lasher (16, Brute), Slime Mage (17, Artillery/Leader), and Overseer (18, Elite Controller/Leader). In addition, stats are given for their Servitors (16, Minion), humanoid creatures that have been dominated.

    Initial thoughts:
    -I envision the party stumbling upon a lake far below the surface, meeting face to face with an aboleth and the overall experience being something like: -The idea of a giant evil fish mastermind from another dimension cannot fail.
    -I like the idea of an aboleth crime lord ala Jabba the Hutt. He's got this underground palace type thing in a lake deep underground, complete with mermaid dancing girls, kuo-toa and grimlock guards, and a mindflayer lieutenant.
    -Their Mucus Haze (aura 5, difficult terrain for enemies) makes close combat a dicey proposition for non-defender types. It also allows the aboleth's servants to swarm to their master's protection quickly if it's in danger.
    -The Slime Mage and the Overseer have the Dominate power, which is always a lot of fun. The Overseer also has Enslave, which essentially dominates a PC until the Overseer is killed.

    Overall, I dig the Aboleth and would most certainly use him if I ever run a paragon-tier game.

    mightyspacepope on
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  • MaticoreMaticore A Will To Power Registered User regular
    edited August 2009
    My favorite Aboleth thing (dropped from the default setting in 4E) is that they're old. They're from the beginning, they watched the rise of the first gods and the fall of the first gods and the rise of the current gods, and all the gods in between. They do not screw around. They have ancestral memory - which means they can remember all of history. There's all manner of other Abolethic information to know, but my copy of Lords of Madness is in another room.

    As far as mechanics go, I am 100% on Aegeri's side in that they go one way or another, though the only way I've ever seen them go is to a painful death very fast. If I ever use aboleths, I'll design my own as Solos in paragon tier and elites at low epic, to regular at high epic. Perhaps for a final confrontation with a palette-swapped Dagon, who lives with them in their undersea aboleth-city.

    OH! And Aboleths used to have really awesome magic based on Elder Signs (Basically giga rune magic).

    Maticore on
  • DarkPrimusDarkPrimus Registered User regular
    edited August 2009
    Perhaps inlining pictures from Coolstuffinc.com in the OP was not the best decision.

    DarkPrimus on
  • mightyspacepopemightyspacepope Registered User regular
    edited August 2009
    Fixed.

    mightyspacepope on
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited August 2009
    There was an adventure in Paizo-era Dungeon--I think it may have been for the Savage Tide AP--that had the adventure set in a lost underwater city that the PCs gradually discovered had once been ruled by the aboleths (some of which were still around).

    I think that's a pretty cool idea--you could go the Alien route with it (the party is just walking around this creepy place for hours, and then all of a sudden they stumble on the Aboleth Egg Chamber or something), or the Bioshock route (years of domination by alien minds has driven the population insane, and the PCs have to slog through them to escape/get the MacGuffin while the aboleths taunt them telepathically).

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  • TerrendosTerrendos Decorative Monocle Registered User regular
    edited August 2009
    Personally, I would make use of that ancestral memory. Something happened countless thousands of years ago, and the PCs need specifics.

    I would probably have them harvest the brain and put it in into a magitech jar with metallic leads attached and such to draw the information out by force. And then there's always the potential of the thing breaking out later, after the PCs are done with it, and them needing to subdue it again as a Brain in a Jar.

    Terrendos on
  • Hexmage-PAHexmage-PA Registered User regular
    edited August 2009
    Terrendos wrote: »
    Personally, I would make use of that ancestral memory.

    I can't believe they didn't include this detail in the 4E Monster Manual! Here's my personal idea for utilizing the aboleth's ancestral memory:

    - A cult of Vecna is taking advantage of an imprisoned berbalang (which learns the memories of the sentient creatures it eats) by making it eat the cult's victims. Someone in the cult gets the bright idea to track down and slay an aboleth to feed to the berbalang, thus creating a cooperative being with knowledge of all time. Unfortunately, the berbalang gained the aboleth's mind control powers and took over the cult. The maddened creature has dubbed himself "The Ancestor" and is hunting down more aboleths to gain all of creation's knowledge and overtake Vecna as the god of secrets. The PCs find themselves forced to ally with the aboleths against the Ancestor.

    EDIT: Oh, this month's Dungeon is going to include a "City of the Aboleths". Hopefully it makes them out to be more threatening than my campaign idea did!

    Hexmage-PA on
  • delrolanddelroland Registered User regular
    edited August 2009
    Don't forget the Abolethic Sovereignty in FR: "Our aboleths can fly!"

    delroland on
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  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    delroland wrote: »
    Don't forget the Abolethic Sovereignty in FR: "Our aboleths can fly!"

    This is just Bruce R. Cordell having no idea what to do with real classic Faerunian aboleths. Which I will post about as soon as I can finally find my copy of DDGttU again.

    Arivia on
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  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited August 2009
    Arivia wrote: »
    delroland wrote: »
    Don't forget the Abolethic Sovereignty in FR: "Our aboleths can fly!"

    This is just Bruce R. Cordell having no idea what to do with real classic Faerunian aboleths. Which I will post about as soon as I can finally find my copy of DDGttU again.

    Drizzt Do'urden's Guide to the Underdark?

    edit: holy God I was kidding and it is a real thing

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  • InfidelInfidel Heretic Registered User regular
    edited August 2009
    Arivia wrote: »
    delroland wrote: »
    Don't forget the Abolethic Sovereignty in FR: "Our aboleths can fly!"

    This is just Bruce R. Cordell having no idea what to do with real classic Faerunian aboleths. Which I will post about as soon as I can finally find my copy of DDGttU again.

    Drizzt Do'urden's Guide to the Underdark?

    edit: holy God I was kidding and it is a real thing

    This made me laugh way too hard.

    Infidel on
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  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Arivia wrote: »
    delroland wrote: »
    Don't forget the Abolethic Sovereignty in FR: "Our aboleths can fly!"

    This is just Bruce R. Cordell having no idea what to do with real classic Faerunian aboleths. Which I will post about as soon as I can finally find my copy of DDGttU again.

    Drizzt Do'urden's Guide to the Underdark?

    edit: holy God I was kidding and it is a real thing

    It's nowhere near as bad as it sounds. Trust me. It's an Eric Boyd-written late-2e slab of lore about the Underdark under western Faerun. Its uncertain narrator is Drizzt writing to Alustriel as precursor to Luruar, which makes a lot of sense and set up some really good (Silver Marches) and bad (the first two books of the War of the Spider Queen) stuff. Its' usual entry is "let's explain how a Greyhawk city ended up on the master list in Drow of the Underdark" as opposed to "ooo swords!"

    Arivia on
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  • delrolanddelroland Registered User regular
    edited August 2009
    Yeah, Volo and Elminster don't really "do" the Underdark thing, so they had to use another iconic for that entry in the "<Some Guy>'s Guide to <Some Place>" series.

    I'm still waiting for "Obould's Guide to [strike]Mithril Hall[/strike] MY HOUSE!!"

    delroland on
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  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    delroland wrote: »
    Yeah, Volo and Elminster don't really "do" the Underdark thing, so they had to use another iconic for that entry in the "<Some Guy>'s Guide to <Some Place>" series.

    Yeah, yeah, it sounds tired and overused 10 years on and taken totally out of context. Yay!

    Arivia on
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  • delrolanddelroland Registered User regular
    edited August 2009
    They still need stats for the kraken. :x

    delroland on
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  • MaticoreMaticore A Will To Power Registered User regular
    edited August 2009
    Other fun Types of Aboleth facts that aren't like, Canon (Capital C!) or something because they aren't in the 4E monster manual but were in Lords of Madness my favorite D&D supplement ever (I have five pages on Aboleth Physiology in this thing!):

    Aboleths don't die when out of water, they succumb to "The Long Dreaming" as their body basically completely dehydrates itself. They can come back to life in floods and such thousands or hundreds of thousands of years later when the seas shift back to where they are or such craziness. (When this happens, the aboleth goes unconscious, but its natural armor bonus increases to +6 and it gains damage reduction 5/Adamantine!)

    Abolethic racial memories go back before many races' worldly creation myths. The fact that the Aboleths are quiet and don't flaunt the memories in the faces of others is most likely a sign that the Aboleths' memories are true. Given enough time to wade through the sea of information, two aboleths can figure out exactly how they're related.

    There are amphibious aboleths, they are faster on land and slower in water than other aboleths, and can survive much longer out of water before succumbing to the long dreaming.

    Flying Aboleths are called Uobilyths and diverged from aboleth culture a long time ago, they rarely take slaves and commonly live almost three miles in the air in magically maintained clouds.

    Stygian Aboleths are Aboleths that transported their city to Stygia, one of the nine hells, thousands of years ago. They're exceptionally large for Aboleths and like to take devils as slaves, or cooperate with them, or do other weird devil-fish stuff.

    Aboleth Relations: This stuff is mostly applicable to monsters that don't exist anymore, but Aboleths like to enslave Kuo-Toa. The entry on Illithids is much more interesting. Illithids are one of the only monsters that Aboleths will ally with instead of try to enslave, because nowhere in the Aboleths' racial memories is the genesis of the Illithids recorded. I'll talk about that more if and when we get to Illithids.

    Maticore on
  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited August 2009
    The True History of the Illithids (TM) was one of the wilder things to happen at the end of 2e.

    Hachface on
  • MaticoreMaticore A Will To Power Registered User regular
    edited August 2009
    Let us keep it a surprise until the Illithid entry. It is absolutely one of my favorite things ever.

    Maticore on
  • SaurfangSaurfang Registered User regular
    edited August 2009
    Suspense! I really hope the thread gets there. I'm enjoying it a lot so far, scads of great information and ideas! I'm especially fond of the Long Dreaming. Happening upon a dehydrated aboleth husk is something that will happen to my party.

    Saurfang on
  • CheeselikerCheeseliker Registered User regular
    edited August 2009
    Please keep this going. It is extremely interesting and informative.

    Cheeseliker on
  • mightyspacepopemightyspacepope Registered User regular
    edited August 2009
    I'm glad that people are enjoying the thread so far. I plan on updating later tonight with the next entry (Abomination). I'm going to probably make an initial post with the first four types (Astral Stalker, Atropal, Blood Fiend, and Phane), then make the next post about the Tarrasque.

    I'm digging the mix of fluff and crunch discussion that we have going on.

    mightyspacepope on
  • OptimusZedOptimusZed Registered User regular
    edited August 2009
    Lords of Madness was the best thing to come out of the "holy crap we're out of stuff to write about" phase of 3E. I spent the end of my run with what was nominally third edition running a setting that was (unknown to the players, but slowly built up as hints and supposition) an island in the astral sea that a half-dozen aboleths were using as both a refuge from outside threats and a giant wargame.

    OptimusZed on
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  • mightyspacepopemightyspacepope Registered User regular
    edited August 2009
    Abominations

    We continue our sojourn with Abominations, weapons created during the war between the gods and the primordials. The MM presents five varieties, four of which we'll discuss and save the fifth for our next installment.
    Astral Stalker
    astralstalker.jpg
    Good lord, I don't want to fight something that has skulls for testicles.

    The Astral Stalker is a Level 22 Elite Stalker. After the war, enclaves of astral stalkers survive in small tribes in the Astral Sea, led by the hunter with the most impressive hunting trophies. They can either by hired out to hunt down targets, or they might decide to do so simply for the challenge.

    Initial thoughts:
    -The picture itself is pretty badass. I dig the combination of lean/heavily muscled, along with the EXTREME claws. Also, you know a monster is tough when it's wearing a bearclaw trap mere inches from its groin.
    -Mechanics-wise, you're encouraged to stay hidden, toss out some poison darts, attack with combat advantage, then turn invisible when the PCs get their wits about them again.
    -These guys are Predators.
    -It's Stalker's Quarry ability means that it always knows the exact location of its target, even if it's another plane. This could be really cool to use plot-wise, as the PCs are never safe if they're being hunted by these guys.

    Atropal
    atropal.jpg
    Excuse me, your epidermis is showing. What's left of it, at least.

    Atropals are unfinished experimental weapons that had just enough divine spark to not stay dead. They now sow destruction and despair everywhere they go. Some of them are buried or hidden away, but others wander around like old people at a mall before the stores open in the morning. They gather lesser undead around them and are valued as allies by more powerful undead creatures. They're Level 28 Elite Brutes.

    Initial thoughts:
    -That is one creepy looking motherfucker. I could see it hovering toward a PC, its head lolling all about, mumbling incoherently and licking its lips.
    -Its Shroud of Death aura is a bitch. +20 HP to any undead allies and -10 HP to any living creatures is just plain nasty. The PCs will want a weapon or ability that does radiant damage in order to shut it off as much as possible.
    -Its ability to generate action points for itself is also a bit nasty.

    Blood Fiend
    bloodfiend.jpg
    Holy crap, that's a pinky demon with an extra set of arms.

    Blood Fiends are Level 22 soldiers. They hunt for enjoyment and like to feed on the blood of living things. They're so scary looking that they can make enemies freeze up in terror. We're not really given much else besides the fact that they run in packs and occasionally work with elementals or death-related creatures. Oddly enough, they're described as "feral killers" but have an INT of 22.

    Initial thoughts:
    -Their Blood Thirsty bite is kinda cool. Deals initial damage, causes ongoing damage, and provides some healing. Gives off a bulldog sort of feel.
    -Overall, kinda meh. Their Terror Gaze makes them less vanilla, but not by much.

    Phane
    phane.jpg
    Shadow puma smoke centaur from hell!

    Phanes are Level 26 Elite Controllers. Their bag is that they like to time-hop around and act like dicks, causing chaos to lesser beings. They're willing to work with anyone, as long as it lets them continue being a douche.

    Initial thoughts:
    -The Phane has some pretty cool time-related powers. Some of their attacks can slow opponents down, while others daze, weaken, and make their enemies look like old geezers until they shake it off. In addition, they can rewind or fast forward themselves in order to remove status effects that are placed on them. Also, they're insubstantial and can move really goddamn fast.
    -I like the idea of a Phane as a Loki-like agent of chaos, mindfucking with the party by changing their perception of time. Maybe they get stuck in slow-motion or fast-forward time, needing to do some sort of skill challenge to counter its effects. After that, they're able to fight the Phane.

    Overall, Abominations seem to make good hireable agents that could be sent after the PCs in order to harass them. That, or random creatures that decide to dick around with them for the hell of it.

    mightyspacepope on
  • OptimusZedOptimusZed Registered User regular
    edited August 2009
    My only dig on the Abominations is that they're all Epic level. They seem like a great enemy type to build a long ongoing campaign around, but that would require starting at (for us, anyway) extremely high level.

    OptimusZed on
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  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited August 2009
    Meh. I don't find the abominations particularly evocative. Come to think of it I'm not very enamored with any of the new 4e monsters.* This might be because the 4e MM is a bit anemic when it comes to any information besides combat statistics (which has been true of the MMs in general since 3e, really. The 2e Monstrous Manual is still probably the best monster book D&D ever produced, uneven art direction aside).

    *Yes I am aware there are atropals in the 3.x Epic Level Handbook.

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  • PowerpuppiesPowerpuppies drinking coffee in the mountain cabinRegistered User regular
    edited August 2009
    Yeah, they seem to be lacking hirelings and henchmen. Comes with the territory I guess... when you're just being randomly dickish all over the place as the mood strikes you, without any real ambitions, I guess you don't bother with employees.

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  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited August 2009
    The art for the Atropal is really creepy, but I have no idea how I would use it in a game beyond "factions fight for control of divine weapon that turns on all of them".

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  • OptimusZedOptimusZed Registered User regular
    edited August 2009
    The art for the Atropal is really creepy, but I have no idea how I would use it in a game beyond "factions fight for control of divine weapon that turns on all of them".
    There's also; archeologists/miners unearth long-forgotten God-Weapon, hijinks insue.

    But even the factions idea has a lot of variance as to how the PCs are introduced to it; they might be sent to find on, to prevent someone else from getting one, to actively capture one from another faction, or to protect a city or nation that gets caught in the crossfire when two competing powers use these things on each other.

    OptimusZed on
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  • Hexmage-PAHexmage-PA Registered User regular
    edited August 2009
    Since the abominations are living weapons, I think it would be cool to have stockpiles of the things hidden throughout the planes, just waiting for someone to take possession of them.

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  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited August 2009
    The idea of them being the abandoned weapons of the primordials makes me think of the Weapons from Final Fantasy. Maybe in a sandboxy type game you can have them sitting around somewhere, being way more powerful than the main bad guy, just waiting for the PCs to show up and kill them after an elaborate side quest, just to say they did. And you can reward them with a gold chocobo.

    Hachface on
  • mightyspacepopemightyspacepope Registered User regular
    edited August 2009
    Yeah, they seem to be lacking hirelings and henchmen. Comes with the territory I guess... when you're just being randomly dickish all over the place as the mood strikes you, without any real ambitions, I guess you don't bother with employees.

    I actually see the Abominations as being the hirelings and the henchmen. The only ones I could see being any sort of mastermind would be the atropal and the phane.

    Even then, the atropal doesn't really seem to overly intelligent. I'm surprised at why the blood fiend was given so high of an intelligence score.

    mightyspacepope on
  • SuperRuperSuperRuper Registered User regular
    edited August 2009
    IMO, abominations are freakin' sweet. I've been in love with the idea of a hulky Frankenstien's Monster ever since i made them in my slaughter house in WCIII. I'm with Optimus when I say, that I'm disappointed that they're epic level. I ran one campaign in a paragon tier where the PC's had to infiltrate the necropolis of a Lich. (They attempted to kick in the doors, Bad Boys 2 style.) I would have put a metric fuck ton of aboms in there had they been a bit lower.


    Also: I really enjoy this thread.

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  • Last SonLast Son Registered User regular
    edited August 2009
    It rather makes sense that they're all epic level though. I mean they were created to fight the primordials, paragon-level ones wouldn't even be able to touch them.

    You could run the Blood Fiend/Astral Stalker as level ~17/19 solos if you really wanted them in paragon though.

    Last Son on
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    edited August 2009
    I wonder if you could use a powered-down Abomination as a terrifying force to harass and frighten the PCs, much like that weird monster thing in Prince of Persia 2; something that the heroes can't hope to defeat, just survive. Maybe create a few situations where they can hurt it and drive it off so they don't feel completely helpless.

    Finally, after many adventures, they have the chops to fight it once and for all.

    Anyway, liking this thread :^:

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  • interrobanginterrobang kawaii as  hellRegistered User regular
    edited August 2009
    I wonder if you could use a powered-down Abomination as a terrifying force to harass and frighten the PCs, much like that weird monster thing in Prince of Persia 2; something that the heroes can't hope to defeat, just survive. Maybe create a few situations where they can hurt it and drive it off so they don't feel completely helpless.

    Finally, after many adventures, they have the chops to fight it once and for all.

    Anyway, liking this thread :^:

    So, the Nemesis?

    STARSSSSSSSSSSSSS

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  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    edited August 2009
    Yeah - only ... you know, cool.

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  • mightyspacepopemightyspacepope Registered User regular
    edited August 2009
    I dig the idea. Maybe they're unable to physically harm the abomination, though, and can only escape/drive it off via the use of a skill challenge?

    mightyspacepope on
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