Monster Enhancers
Players get bored when they have to see the same monster over and over again. So as a DM I keep trying to find little quirks that can throw my players off. It started in DMG2 themes, now Dark Sun.
So I have farmed some sources for you of some of my favorites:
Growth - When the creature gets bloodied it gets +1 size, +1 reach, and I actually think a damage boost works better than temp HP which is what is recommended.
Action Point - There is nothing like an Action Point to shake up an encounter, the fear that comes out when a creature has 2 is so much fun.
Dual Brain - While this from the book it is to get rid of daze the idea could be used to get rid of any single effect.
Mad Alchemist - While the majority of this one is tough to use all the time the ranged power of 1d6 random effects can be fun to give a group of monsters and then have the PCs roll the d6 to see what they do.
The power I pilfer most often is from the Shadar-Kai Chainfighter, and can be found on many monsters in slightly different forms. It allows a monster to shift and make extra attacks. I steal this one anytime I need a super mobile attacker.
Now don't go thinking I haven't made any of my own.
I personally have a soft spot for brutes, I love big damage numbers, so I devised a power that would help them
Blood Focus - Minor Action - The creature takes 5/10/15 damage and gains a bonus to hit and damage +2/+4/+6
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