Showing posts with label Mazarbul Bestiary. Show all posts
Showing posts with label Mazarbul Bestiary. Show all posts

Wednesday, January 8, 2014

Mazarbul Bestiary: Large Solo Black Dragon

After reading a series of articles about re-structuring the way solo monsters are handled in D&D 4E at The Angry DM (The D&D Boss Fight Part 1, Part 2, Part 3, and Part 4), I began to think about how this concept might be applied to 13th Age.  In short, the Boss Fight system consists of splitting a solo monster stat block into 3 different stat blocks with 1/3 of the HP of an appropriate solo.  This splits the fight into 3 stages which keeps the fight dynamic and provides a better sense of progress.  Later-design (post MM3) sensibilities are also followed, such as increasing the action economy, spreading out solo actions, and giving them resistances to certain control conditions.

In 13th Age solo monsters don't really exist as their own discrete category.  Rather, a Large monster is designed to be as powerful as two same-level normal monsters, and a Huge monster is the equivalent of three same-level monsters.  In practice, I've found that they don't function that well if run as true solos, though I have heard of people using monsters several levels higher than the party as solos and having it work.

Another key to a good solo battle is a dynamic environment, which is covered in the D&D Boss Fight articles but also addressed directly within the monster design with the Worldbreaker system on the blog At-Will.  Consider the difference between a generic fight with a red dragon in its treasure hoard where it simply trades blows with the party (given that a major complaint about 4E solos is that they were just "sacks of hit points" leads me to believe that this is a common scenario) and the action-packed final sequence from The Hobbit: The Desolation of Smaug (which, while arguably over-the-top, would make a pretty awesome RPG boss battle).

To kick things off I'll design a solo version of a Large Black Dragon, which is a Double-Strength Large  (yep, I'm stacking them) 6th Level wrecker in the core rulebook.  I've taken elements from both Boss Fight and Worldbreaker, though I've opted to keep things simple and avoid splitting the dragon up into 3 separate stat blocks when just 1 will do.  Mechanically, the Solo Speed trait does a lot of the heavy lifting in terms of making this Large creature function as two enemies without changing around the dragon's attacks too much, as it now acts on two different initiative slots.  While debilitating control effects are less of an issue in 13th Age compared with 4E, Draconic Toughness is still a good way of preventing the PCs from wrecking its action economy and turning it into a big sack of hit points to be beaten down with impunity.

Some notable changes from the published stat block are the replacement of ongoing damage from the dragon's main attack to a more narrative secondary effect that lets the dragon use its environment to its advantage.  The effect of having 3 stat blocks is replicated by the addition of two special trigger powers that separate the 3 stages of the battle.  While somewhat clunky, negating overflow damage on the dragon and the PC respites (both from Boss Fight) are written directly into these powers; this is probably less clunky than 3 stat blocks, though.  The first trigger power also increases the frequency of the secondary trigger on the dragon's main attacks (in later stages it's no longer toying around with the PCs, but trying to use the environment to wreck them), and the second trigger power swaps out the Draconic Grace trait with Acidify Environment.  By stage 3, the dragon is injured and desperate, bleeding and spitting acid just about everywhere.  It should probably be making judicious efforts to escape unless the PCs are hanging on by a thread.

As far as balance is concerned, the fact that this dragon is getting two free action trigger powers might make it seem more powerful than 2 regular large black dragons, but the PC respites probably balance this out, plus there's the fact that 2 dragons would have two chances of using Draconic Grace each round.  The solo is probably a little tougher than 2 core rulebook dragons, but not by as much as it would first appear.  The more hand-wavey, narrative trigger of the dragon's main attack also gives the GM more leeway to take it easy if the party is having a tough time, or really showcase the danger of the environment if they're doing too well.

Large Solo Black Dragon
Double Strength Large 6th Level Wrecker (Solo)
Initiative +13
Vulnerability: thunder

Traits

This dragon has all of the traits that a Large Black Dragon from pg. 220 of the core book has, including Escalator, Flight, Draconic Grace, Intermittent Breath, Water Breathing, and Resist Acid 16+.  It also has the following Traits:

Solo Superiority:  The Dragon has two initiative slots, one at its rolled initiative result and the other at its rolled initiative +10.  It can make saves at the end of both turns, but it only takes ongoing damage on its first turn (Initiative +10).

Draconic Toughness: All Saves that this dragon makes gain a +5 bonus.  The Dragon immediately rolls a Hard Save (Normal with the bonus) if subjected to the Stunned or Confused condition.  On a success, it's Weakened instead.

Claws, bite, or tail sweep +11 vs AC (2 attacks) - 18 damage
Natural 16+, or Natural Even Hit if ≤ 214 HP: the target is flung into a dangerous or inconvenient environmental hazard.  Choose an option from the Sample Environments section, or improvise your own to match your game's narrative.
Natural even miss: half damage if the target was a different enemy than the last one the dragon attacked, including if the attack made on the dragon's previous turn.
Special: the dragon gains a +4 bonus to AC vs opportunity attacks if it moves after making this attack, including if it uses its first action on its next turn to move.

C: Acid breath +11 vs PD (1d3 nearby enemies) - 20 acid damage, and 10 ongoing acid damage.
Miss: 10 acid damage.

[Special Trigger] Murky water flyby - When the dragon is reduced to 214 HP it disappears (remove it from play), ignoring any damage from the triggering attack that takes it below 214 HP.  Each PC can spend a Recovery and either regain a 1/battle power OR immediately roll to recharge a power.  After 1 round (during which the Escalation Die does not increase), all PCs make a DC 25 Perception check.  If they succeed, they can take an opportunity attack against the dragon.  If they fail, they take 4d6 damage.  Place the dragon anywhere nearby, and give it an additional use of Acid Breath.  Note that the trigger of its claws, bite, or tail sweep attack also changes at this point.

[Special Trigger] Wrath of the injured - When the dragon is reduced to 107 HP it immediately uses Acid breath as a free action, even if it normally would not have any more uses of it, and ignores any damage from the triggering attack that would take it lower than 107.  It also counts as Staggered, loses the Draconic Grace trait, and instead gains the Acidify Environment trait.  Each PC can spend a Recovery after the attack from an increase in morale at seeing the dragon visibly injured.

Acidify Environment: Any enemy that ends its turn adjacent to the dragon automatically takes 10 acid damage.  After one round of possessing this trait, any nearby unengaged enemies also automatically take 5 acid damage.

AC 22
PD 20             HP 320 (214, 107)
MD 18

Example Environments:
Deep Water with Mucky Bottom - The PC makes a DC 20 check to avoid becoming stuck in the muck and to swim to the edge of the deep water in 2 move actions.  If the check beats a DC 25 instead, the PC does this in a single move action.  If they fail, they're stuck underwater until the next turn.
Thrown against a Wall - The PC takes an additional 2d12 damage and is Prone.  Standing up can be done as part of a move action, but if you wants to move anywhere else you must succeed at a Normal Save (11+).  While prone you are Vulnerable to melee attacks, but ranged attacks made against you take a -2 penalty.
Thrown Behind an Obstacle - The PC is on the other side of a pit, a geyser, high on a ledge, thrown off a small cliff, etc.  Usually this will take a DC 25 skill check to overcome the environment in a way that makes narrative sense.  Depending on the environment, a failure should either result in 10 damage or cause the PC to take two move actions instead of one to get back in the fight.



Saturday, January 4, 2014

Mazarbul Bestiary: Iron Sea Lobster Behemoth

This is the first article with the "Mazarbul Bestiary" tag.  This series is pretty self-explanatory; I'll provide unique monsters, enemies, or NPCs for the various game systems that I cover.  We'll kick things off with a custom creation for 13th Age.

I created the Iron Sea Lobster Behemoth to be a solo that isn't a solo.  The main body of the creature is a Huge 5th level creature, but it has two claws that act as 4th level spoilers, as well as 6 tentacles that act as a group of 5th level mooks.  So while it's mechanically multiple monsters, it's narratively just one.  This solves the action economy problems of solos in D&D 4E, but it's admittedly not an elegant solution for every large creature.  It works for a giant lobster because everybody's seen crabs walking around on the beach with missing claws, and it's feasible to say that even if the body is killed the claws might still reflexively attack (though I'd advise any GMs running this to just end the encounter when the body is killed, even if there are claws and/or tentacles left).  Plus the tentacles are supposed to evoke a Cthulu-esque vibe.  I certainly wouldn't use this option with a dragon, for example.

Iron Sea Lobster Behemoth Body
Huge 5th Level Troop               Initiative +7
Fear Aura 24 HP
Stomping Scuttle + 10 vs AC (3 attacks) - 18 damage
R Acidic Brine (1d4 nearby enemies in a group) +10 vs PD - 15 acid damage and 5 ongoing.

Resist 16+ Fire

AC 20
PD 19               HP 220
MD 15

Claws x2
4th Level Spoiler                 Initiative +8
Special: the claws can intercept independently
Grabbing Claw +9 vs AC - 14 damage
Natural Even Hit: The target is grabbed (-5 to disengage checks unless the target hits the claw with an attack first, and the target cannot make opportunity attacks or ranged attacks)

AC 21
PD 19             HP 56
MD -

Tentacles x6
5th Level Mook                  Initiative +8
Special: the tentacles can intercept independently
Stinging Grasp + 10 vs PD - 8 damage
16+: The target is also Dazed.

AC 20
PD 18            HP 18, 36, 54, 72, 80, 98
MD -


Building Battles
By default an Iron Sea Lobster Behemoth is most likely going to be encountered on the rocky shores east of the Sea Wall.  As a solo it's designed to work alone, and since it's a pretty mindless, hunger-driven monstrosity it's unlikely to have any allies.  Perhaps it could pop up as a 3rd party during a conflict (drawn by the sounds of battle, or by the scent of blood).  To increase the threat level have the encounter take place in shallow water (or have the tides rapidly flow in during the battle).  This way the claws can hold a PC underwater after they're grabbed, changing the tactical landscape to "lop off that claw before Bob dies!"  Also keep in mind the ability of the claws and tentacles to intercept melee PCs.  The lobster behemoth will do all it can to protect its soft underbelly, and that means keeping potential threats at a distance (or at least Dazed).  It will probably seek out the squishiest PC to make a meal of, softening them up with its acidic brine, but it won't foolishly consume an unconscious meal while being attacked (it may try to drag it underwater though!).

Icons
The Diabolist: While the origins of Iron Sea Lobster Behemoths are unknown (as is the case with most of the monsters that drag their hefty forms out of the Iron Sea), the tolerance that the creatures have for fire have led some to suspect that they're spawned in underwater Hellholes.  The Diabolist probably knows whether or not that's true, but she's not letting anyone else in on her secret.  Some whisper that that's because even though they're of demonic origin, she's failed to control them.
The High Druid: Her forces have been guarding the Dragon Empire (or perhaps more accurately, the Wild Wood) from anything that gets over the Sea Wall.  That includes these creatures, if one were to ever venture far enough from the sea to be a threat.  Oddly enough, smugglers have brought back rumors of druids and their agents going beyond the Sea Wall to take lobster behemoths out.  Such tales lend credence to the "demonic origins" theories, or at the very least suggest that they're not natural.  Or maybe the druids are harvesting body parts for some ritualistic reason...
The Lich King: Didn't expect his name on this list, did you?  He definitely animates skeletons, and exoskeletons are skeletons too.  He's the only icon to have exerted control over lobster behemoths, albeit after they were already dead.

Adventure Hooks
Sea Wall Ruins - A scholar from Horizon has been reading up on the history of the ruins along the Sea Wall, and has reason to believe a legendary weapon lies there, after its wielder was slain defending the doomed fortress.  What he didn't know was that the Iron Sea has recently eroded the shoreline right up to the walls of the fortress, which a lobster behemoth has claimed as its lair.
Quest for Caviar - A druid from the Blood Wood has put a call out to adventurers to collect lobster behemoth eggs.  Several groups have already been sent out, but none have returned yet.  Are the PCs hired by the druid to do what others could not, or by someone else who wants to see what the druid is up to?  Does the High Druid herself even approve of this quest?
Origin Story - A hellhole near the Iron Sea (perhaps the mapped one south of the Spider Wood) has started emanating a briny, sea-air smell.  Has it become flooded?  Is there a lobster behemoth spawning there?  Is the Lich King using this as a staging area for the creation of (exo)Skeleton minions?  What does the Crusader have to say about the prospect of hellholes beneath the surface of the Iron Sea itself?  These are the types of questions you'd have the luxury of asking if your pay grade was higher.  Too bad you're just the guy they hired to scout it out.
Retrieval - Imperial soldiers patrolling the area outside of the fort on Cape Thunder were attacked by a lobster behemoth.  One of them was killed, dragged underwater, and presumably eaten.  Sad as that was, he happened to be carrying something very valuable that his companions would like back.  They're sure as hell not going after the beast themselves, though.