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  • Let's Read the 4e Monster Manual/Vault: Fomorian

    Copyright 2008 Wizards of the Coast

    This article is part of a series! Click here to see the other entries.

    We’ve heard a bit about fomorians back when we discussed cyclopes, and now we finally arrive at their own entry. I believe fomorians appeared in 3.x, and might date from earlier, but their lore for 4e is mostly new.

    They appear only in the Monster Manual - the Monster Vault nas no F monsters at all. I believe this is a major missed opportunity on their part, since 4e fomorians are super awesome. If I had to pick a list of “essential” 4e monsters I would definitely have picked fomorians over, say, duergar or ropers.

    The Lore

    Creatures native to the Feywild are often more fantastical reflections of those from the world or other places. That doesn’t just apply to animals, either. The Fomorians arose as fey reflections of the Titans, those mighty creations of the primordials.

    Fomorians are Titan-sized, with purple-gray skin and a horribly deformed countenance. They see themselves as the most important beings in the universe, and so pay homage to no god or primordial. They live in the Feywild’s version of the Underdark, inside huge caves lit by glowing crystals and filled with subterranean ecosystems.

    In the center of these caves are majestic castles and fortresses, where the fomorians dwell surrounded by all sorts of finery. A fomorian’s clothing and equipment is always masterfully crafted, in stark contrast to the ugliness of their bodies and hearts. All of this is built by the cyclopes they enslaved eons ago.

    Every fomorian has the Evil Eye: one of their eyes is much larger than the other, and its stare can cause all sorts of unpleasantness to their enemies. Rumor has it the Evil Eye is a gift of Gruumsh to allow them to inflict more pain upon Corellon’s creations, but no one knows if that’s really true. Fomorians don’t like Gruumsh any more than they like any other deity.

    The Numbers

    Fomorians are Huge Fey Humanoids with the Giant keyword, and their power level is indeed comparable to that of a Titan - mid-Paragon to early-Epic elites. Their signature traits are trained Perception, Truesight 6, and an Evil Eye ability that does something different for every variety of fomorian, usually complementing its other abilities. They are typically Evil.

    We get two stat blocks in the MM. There are more on the MM2.

    Fomorian Warrior

    A Level 17 Elite Soldier with 332 HP, this fomorian wears hide armor and fights with a mace. Its basic attack has Reach 3, and deals a good chunk of extra damage against immobilized creatures. Its Evil Eye (minor action; Ranged 5 vs. Will) immobilizes (save ends), giving you an obvious combo.

    Updating the fomorian warrior to MV standards would involve fixing the damage, and likely making the basic mace attack mark for a turn as an effect and giving it a reaction mace attack against people who ignore the mark.

    Fomorian Painbringer

    This spellcaster is a Level 19 Elite Controller with 362 HP. It wears hide and fights with a flail, with a Reach 3 basic attack.

    Its Evil Eye (minor action; Ranged 5 vs. Will) makes the target take a goodly amount of automatic damage whenever it damages the fomorian. This lasts until the fomorian uses the ability against someone else. As a separate ability, the painbringer also gains +2 to all attacks made against the victim of its evil eye.

    Its other abilities are Funnel Pain (Ranged 8 vs. Will), which does physical damage; and Painful Visions (Close Burst 4 vs. Will), which dazes all affected targets (save ends). That last one is an encounter power, but the others are at-will.

    Sample Encounters and Final Impressions

    The sample encounter is level 19: a warrior, a painbringer, and four assorted cyclops slaves. The book also says you can find all sorts of evil underground fey in their domain, as well as visiting dignitaries from the drow or other similarly inclined people.

    The two stat blocks we get here seem a little underwhelming to me, given the lore, but they do their jobs relatively well. We get a much more varied selection of fomorians when we hit the MM2.

  • The Only Good Metaplot

    I’m not much of an “OSR” person. I started playing in the 90’s, and while I played some D&D here and there it was never my main system, and I moved away from it as soon as I found others I liked more. While I do feel some nostalgia when looking at some iterations of its rules, reading them again mostly reminds me why I stopped playing them in the first place.

    There’s one specific thing that the very earliest editions of that game did that I feel should be ported to the present unmodified: the way they handled metaplot and “canonical” NPCs.

    Before D&D was even published you basically had two campaigns being run using draft versions of its rules. There was Dave Arneson’s Blackmoor, and Gary Gygax’s Greyhawk. They were separate settings, but as far as I know they were run in a similar way.

    Each had one main GM, and started with an “original” party of players. This original party goes on adventures, slays monsters, finds treasure. The survivors level up and become more powerful.

    And then new PCs start coming in. Maybe the GM convinces another group of friends to play on a different day of the week, or the older players roll up new starting characters for a bit of variety, or maybe they begin playing their henchmen when they go out on missions of their own. It’s likely a combination of all of the above, happening over an extended period of time.

    So now there are multiple PC parties having adventures in the same setting! What each party does changes the setting in ways that can be felt by the others. If a party delves a dungeon on Monday, loses a fighter to a gelatinous cube and retreats, another one might go in there on Thursday and loot the dead fighter’s cool magic sword. If the high-level originals shake the pillars of Heaven on Saturday, the Monday and Thursday parties might hear about it and feel its consequences in their games.

    And that’s metaplot in its original, “platonically ideal” form. It’s what happens at the table, propagating to the other PC parties that are part of the same gaming group. This is practical because the setting is owned by a single GM or a small circle of them, who run the games for all groups involved and keep track of it all. As for “canon NPCs”, there are none. It’s PCs all the way down, though I suppose some of them might transition fully to NPC status when they retire, becoming less active in the process.

    To me, an ideal setting is one that enables groups to create their very own shared world in that mold.

  • Let's Read the 4e Monster Manual/Vault: Flameskull

    Copyright 2008 Wizards of the Coast

    This article is part of a series! Click here to see the other entries.

    Flameskulls! Skulls that are on fire! I don’t know if they existed in previous editions, but the illustration makes me think of old-school demiliches a bit. They’re present only in the MM.

    The Lore

    Flameskulls are intelligent undead created from the skulls of spellcasters. The book doesn’t specify if they contain the soul and memories of the skull’s original owner or if they’re new individuals. It’s possible multiple versions of the ritual exist and each does something different.

    One thing that is certain from the information here is that the “intelligent” part is an understatement - the standard model has Int 22 and the greater one Int 30! Not only do flameskulls speak at least 2 languages, they’re also Unaligned, meaning it’s quite possible one of them would appear as a neutral or allied NPC instead of a simple hostile monster. I think there’s at least one published 4e module or comic that does exactly that.

    Flameskulls are usually created to serve as guardians, and the ritual that creates them is apparently older than recorded history, so you can find them in all sorts of forgotten places. “Younger” flameskulls might be found accompanying their creators as servants or bodyguards.

    The Numbers

    Flameskulls are Natural Animates with the Undead keyword. As undead they’re immune to disease and poison.

    Flameskull

    The standard model is Level 8 Artillery with 70 HP. It’s size is Tiny, and it flies at speed 10 (hover). It has Resist 10 fire, Resist 5 necrotic, and Vulnerable 5 radiant. It also has Regeneration 5, which means I have to explain how that works now.

    Regeneration in 4e is actually similar to 3.5’s Fast Healing. Monsters with regeneration regain the specified amount of HP at the start of their turn as long as their current HP total is above 0. That’s it! Any other associated bells and whistles like those of trolls will be listed as separate traits.

    Back to the flameskull: it attacks with a weak Fiery Bite in melee or a much better Flame Ray (Ranged 10 vs. Reflex) at range. Once per encounter it can use a Fireball which works more or less like the PC version: Area Burst 3 Within 20 vs. Reflex. Does fire damage on a hit, half on a miss, and the flameskull can exclude two allies from the effect.

    The skull can also manipulate objects using Mage Hand, and it sheds bright light out to 5 squares, though it can reduce that to dim light out to 2 squares if it’s trying to be stealthy.

    Great Flameskull

    This one is either very old or made using a more powerful version of the ritual. It’s Level 24 Artillery with 174 HP and size Small. Do flameskulls grow with age, or is this something like the skull of an oni?

    Stat-wise, it’s pretty much a scaled-up flameskull. Its resistances, vulnerabilities and regeneration are doubled in intensity, and it’s fireball is now a Fire Storm (Area 4 within 20 vs. Reflex) whose flames last for a turn and deal 10 damage to anyone starting their turns there in addition to their initial attack damage.

    Sample Encounters and Final Impressions

    There’s one sample encounter: a flameskull, 2 mummy guardians and an oni night haunter who probably created the other monsters.

    I like them! I cannot help but remembering Murray from the Monkey Island games when I see the flameskull illustration, which I guess is a factor in this. The fact that flameskulls are unaligned and not necessarily hostile is my favorite thing about them. I’d have to fix their damage before using them, of course.

  • Let's Read the 4e Monster Manual/Vault: Ettin

    Copyright 2008 Wizards of the Coast

    This article is part of a series! Click here to see the other entries.

    Ettins are two-headed giants who have been a part of the game since at least AD&D 1st Edition. Capitalization is important here - ettins are giants, not Giants, in the sense that they’ve never been part of the Giant entry. They’re present in both books.

    The Lore

    Fourth Edition maintains the tradition of giving ettins a separate entry from the other giants, but this time it includes a bit more lore to back that decision up. Most of that would be published after the Monster Manual, and is collected in the Monster Vault.

    Ettins are kin to giants in that they originate from a primordial, but their creation myth is a bit different. It happened some time after the Abyss had formed - the god Amoth (who isn’t around in the present day) fought Demogorgon and nearly cleft him in twain. The earth primordial Storralk saw that and decided to attack Demogorgon while he was weakened.

    Turns out Demogorgon wasn’t very weakened at all, and defeated Storralk in combat. Demogorgon buried Storralk beneath is throne in the Abyss, and as he gazed at the pools of Storralk’s blood with his brand new two heads, the first ettins emerged from that blood.

    The big D cast most ettins out into the world, reasoning that since they sprang forth from Storralk’s blood, any pain they suffered would be inflicted on the still-living primordial. The few ettins bright enough to know about this creation myth prefer to associate themselves with Demogorgon rather than with Storralk, since Demogorgon was obviously the stronger of the two and whoever is strongest is bestest. For this reason, demon-worshipping ettin aren’t all that uncommon, and you can often find ettins and demons hanging out together. One of Demogorgon’s exarchs is an ettin.

    Even if they’re not demon worshippers, however, ettins are still pretty terrible. Their two heads argue constantly and struggle to take control of the body from the other, but they both tend to agree that hurting and eating people is the height of fun. As a result, ettins are typically Chaotic Evil.

    The Numbers

    Ettins are Large Natural Humanoids with the Giant keyword. The major ettin signature trait comes from their two heads, and is named Double Actions. Ettins roll initiative twice, and take full actions on both results. They also get two immediate actions, but only one between each of their turns. The two sets of sense organs also mean that all ettins are trained in Perception.

    Some of the ettins presented here also have Dual Brain, a trait which allows them to automatically end any dazing, stunning or charm effect on itself at the end of one of its turns.

    The Monster Manual has two ettin stat blocks, and the Monster Vault has four. Only one of them is present in both books, so overall you have five unique creatures here. Let’s look at they in order of level.

    Ettin Thug (MV)

    The classic model, this is a Level 8 Brute with 110 HP. It runs at speed 6. It has Double Actions but not Dual Brain.

    Its Smash basic attack has very low damage for a level 8 brute, but that’s because the ettin is going to be making that attack twice per round due to Double Actions. As a move action it can also Kick (Melee 1 vs. Fortitude), which pushes the target 2 squares and allows the ettin to move half its speed.

    Ettin Wrath Chanter (MV)

    This one is likely one of those demon-worshipping spellcasters. A Level 8 Elite Controller with 184 HP, it has both Double Actions an Dual Brain.

    As the name would imply, the wrath chanter constantly sings a Rage Song in battle, which works as an Aura 5 that makes everyone within angry. This gives allies a +2 bonus to attack and damage. Enemies get a -2 penalty to attack but a +2 bonus to damage.

    Since it’s an elite, the chanter’s basic Smash attack deals full damage, and additionally knocks the target prone on a hit. It can also use magic to Invoke Fury, a Close Burst 5 that targets a single enemy and hits automatically. It forces the victim to charge or make a melee basic attack against a target of the ettin’s choice! At least the charge doesn’t provoke opportunity attacks.

    Against parties that include PCs with decent basic attacks (like Fighters) the war chanter will likely use Invoke Fury most often, sometimes mixing it up with Smash against a squishy to set up a particularly damaging charge. If that’s not the case, it will go the other way around, smashing most often and sometimes using Invoke Fury to screw up the party’s positioning.

    Ettin Hunter (MV)

    A slightly more sophisticated ettin who knows the value of killing people at range. It’s level 10 artillery with 86 HP, and it carries a brace of 10 javelins into combat. It has Double Actions but not Dual Brain.

    All of the ettin hunter’s attacks are considered basic. It can use a javelin in melee (Reach 2) or throw it (Range 20). It can also throw a javelin extra hard to Pinion an enemy (Range 20 vs. AC, recharge 5-6). This does more damage than the normal throw and restrains the target until they can un-impale themselves (DC 18) or teleport away.

    Ettin Marauder (Both)

    A beefier take on the classic Ettin, this is a Level 10 Elite Soldier with 222 HP. It has both Double Actions and Dual Brain.

    It attacks with a full damage Smash that also pushes the target 1 square on a hit and marks them for a turn. It can also Swat anyone who tries to flank it as a reaction (Melee 2 vs. Fortitude), pushing them back 3 squares on a hit.

    The MM version is pretty much identical, save that its basic attack is named Club and it specifies that the ettin marauder wields a club in each hand. It’s interesting that none of the MV ettins specify this. Either the authors thought it’d be obvious and not worth the wasted space, or they’re stating ettins normally fight unarmed.

    Ettin Spirit Caller (MM)

    Another demon-powered spellcaster, this one a Level 12 Elite Controller with 252 HP, Dual Brain, and Double Actions. Its basic attack is a club that pushes the target 1 square. It can instead choose to spend a standard action casting the Curse of Shattered Bone (Ranged 10 vs. Will), which makes the next club attack from the spirit-talker against the target an automatic critical with 1d12 damage added on top of everything else.

    The curse isn’t all that impressive - simply attacking twice might be a better bet. It would be a lot more dangerous if it made the next hit from any enemy (or even any ettin) a critical.

    This ettin can also perform a Spirit Call which fills a Close Burst 5 with howling demonic apparitions. This targets Fortitude, does necrotic damage, and slides the targets 3 squares on a hit.

    Sample Encounter and Final Impressions

    There’s one sample encounter in the MM: Level 10, 1 ettin marauder, 2 venom-eye basilisks, and 3 barlgura demons.

    I like the way ettins turned out mechanically here. The stat blocks are simple and have a strong signature gimmick. Their levels make them a good fit for an adventure that says “welcome to paragon tier! Now you’re going Against the Giants.” Ettins are weaker than hill giants in this edition, so they’re the first humanoid of unusual size the PCs are likely to fight.

  • Let's Read the 4e Monster Manual and Monster Vault: Ettercap

    Copyright 2008 Wizards of the Coast

    This article is part of a series! Click here to see the other entries.

    My first contact with ettercaps was in Neverwinter Nights, where if you found a bunch of giant spiders in a lower-level module you could be sure an ettercap wasn’t far behind. They’ve been around since at least 2nd edition, when they appear in the Monstrous Manual. It’s likely earlier editions featured them in a supplement.

    In 4e they still fulfill pretty much the same narrative role as before: hostile, non-drow spider-wranglers. They appear only on the MM.

    The Lore

    Ettercaps are sapient humanoids, give or take a few extra limbs. They’re not terribly bright with a typical Int score of 5. The book describes them as “primitive, instinctual hunters”, which I guess means Stone Age-level technology. If evolution was a thing in D&D they’d probably be related to spiders in the same way humans are to apes.

    Ettercaps are carnivorous and hunt using both weapons and their copious natural gifts, which includes a venomous bite, the ability to produce webs, and a “spiritual kinship” with arachnids that give them a nearly unmatched ability to tame these beasts.

    Despite being Unaligned, ettercaps don’t mind including other sapients in their menu, such as your PCs.

    The Numbers

    The MM gives us two ettercap stat blocks. They’re Medium Natural Humanoids with the Spider keyword. Their signature traits are Resist 10 Poison, a climb speed with Spider Climb, and Web Walker, which allows them to ignore difficult terrain and other movement effects from spider webs and spider swarms.

    They also get a spider bite and some sort of web-spinning power, though the exact forms these take vary in each stat block.

    Ettercap Fang Guard

    This level 4 Soldier has 56 HP and all the common traits described above. Its speed is 5 in all movement modes. It wears leather and wields a greataxe in combat.

    The basic greataxe attack has the High Crit property but is otherwise pretty standard. The fang guard’s spider bite requires combat advantage and does a less damage than the axe, but triggers a secondary attack against Fortitude that stuns the victim for a turn and causes ongoing poison damage (save ends).

    The fang guard gains +2 to attack and damage rolls against a restrained or immobilized target, and it can try to immobilize them with its Web Tangle attack, which targets reflex and immobilizes (save ends) without doing damage.

    I suspect a MV-style makeover would likely make the spider bite a single attack against Fortitude.

    Ettercap Webspinner

    I believe this one is the closest to the “classic model” from previous editions. A Level 5 Controller with 64 HP, the web spinner also possesses the standard abilities outlined at the start of this section.

    It fights with a Reach 2 longspear, and its spider bite doesn’t stun but still does ongoing damage. As a 1/round minor action, the webspinner can cast a Range 5 Web Net that targets reflex and restrains on a hit (save ends; no damage). With a bit of effort it can make a bigger net and create a zone of Webbed Terrain (Area 2 Within 10 vs Reflex), which immobilizes everyone it hits (save ends) and creates a zone of difficult terrain until the end of the encounter. This recharges on a 6, so you might end up with quite a lot of webbing all over the battlefield if you roll well or have multiple webspinners in an encounter.

    Any ettercap can safely ignore the difficult terrain from the webs, and this is likely true of a lot of other spider monsters, so they’ll want to use this as often as they can.

    Sample Encounter and Final Impressions

    The sample encounter is Level 4: 1 webspinner, 2 fang guards, and 2 deathjump spiders.

    One mechanical problem I see with these ettercaps is that they must usually choose between doing damage and impairing movement on each of their turns. They’re also built with a more “naturalistic” approach that actually makes the Level 5 webspinner do less damage in its attacks than the Level 4 Fang Guard. If neither issue is fixed, they’ll be less of a threat against the PCs than the numbers might indicate.

    In the end I see no reason to include ettercaps in your game unless you’re going all-in on the spider theme, and I don’t lament their absence from the Monster Vault.

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