Problematic 4E Monsters Thread
Posted: Thu May 21, 2009 12:15 am
Hi there. After the fiasco of the Black Dragon, I've decided to put together a thread of monsters in this edition that punch way above their weight class or cause effects that cause the game to implode.
I'm just going to do monsters heroic-tier characters might expect to fight right now, because that's before padded sumo really kicks in. Now, there are definitely some problematic monsters beyond that point, but really, most people play in heroic tier.
My big reason for doing this is because there's a meme being circulated that 4E is more balanced--as in, as long as you follow the given guidelines you can have a viable party no matter what. This is complete bullshit of course, especially once you start looking at the monster section.
Angel of Valor (Pg 16) (Level 8 Solder): Flies, has an AC of 24 (26 while bloodied) and makes two attacks; also while it's bloodied its attacks target reflexes instead. Marginally overpowered for its level; a team of four angels of valor will pretty much ice anyone who is not a battlerager fighter in two or three rounds.
Banshrae Dartswarmer (Pg 25) (Level 11 Artillery): They have a close burst (5) daze that recharges from 4-6 and hands out an attack penalty. Dazes really fuck up melee PCs at this point in the game because a monster can just shift backwards one square after attacking and there's not a fucking thing the PC can do about it.
Rot Scarab Swarm (Pg 30) (Level 8): Has 88 hit points, takes half damage from melee and ranged attacks and attacks twice per round against anything adjacent to it. Two of them trying to swarm one character will probably cause a TPK against someone who isn't a battlerager, especially since their attack is +12 versus reflex.
Beholder Eye of Flame (Pg 32, Level 13 Elite Artillery): Gets an attack against EVERY person within five squares of them. though thankfully it's with a random ray. But as a minor action they can put a Central Eye Flame Curse Rainbow on them, which gives them vulnerability to fire 10 and ongoing 5 fire damage if they get hit with a fire power (save ends both). So here's how combat goes:
Beholder Eye of Flame flies upwards 5 squares but still within aura reach of the people he hates and laughs at the melee bastards. Beholder then targets the healerest-looking member of the party, hits them with the Central Eye power (which doesn't even have an attack roll) and shoots a Fire Ray at them then action points and does it again. If both hit--and they probably WILL since it's a +17 attack versus reflex, the power does a whopping 50 fire damage like this and the person takes another 15 ongoing damage at the start of their turn and another 25 damage if the third attack hits.
By the way, did I mention that this is just an Elite monster and there's still 3 more monsters about to gangbang anyone lucky enough to survive the opening salvo?
Chuul (pg 43, level 10 soldier): These things aren't that bad when they're by themselves. However, if you have the misfortune to fight them in groups of three or more, they will pretty much insta-gib you in two rounds. Why? Well, they have a standard action that makes two claw attacks of reach two: +17 vs. AC. The damage is only 1d6+6, so, not too bad. But if the creature is immobilized (the creature makes a secondary attack at +14 vs. fortitude if both claws hit), the damage spikes to 3d6+6 damage, or, 16.5 damage per claw swing. So what happens is some poor bastard, probably the defender, gets immobilized and then three chuuls assrape him and work their way to the rest of the party. God help you if the DM is running nothing but chuuls.
Dark Stalker (page 49, level 10 lurker): Okay, so they do 17.5 damage on a hit to enemies they have combat advantage against, which they will, since they have two very easy ways to do it. However, where things get REALLY shitty is that they have a very large area burst (burst 4) which creatures a zone of darkness, though not magical darkness, that they can sustain as a minor action. Once again, if you're fighting only one of them, it's not that bad, but a group of three or four of them can pretty much cover any indoor battlefield.
If that's not enough when they die they autoblind (save ends) any creature that starts next to them and can turn invisible as a minor action even if you manage to thwart the Killing Dark. It recharges on a 3 to 6, so, good luck with that.
Destrachan (page 59) (Level 9 Artillery): See the Banshrae, only this thing is lower level and their power recharges faster.
Succubus (Page 67) (Level 9 Controller): The succubus once again has the problem of being another one of those monsters which assrape the party if you encounter then in groups of three or more. Regardless, it just stunlocks a party member and keeps them occupied while her buddies finish off the rest of the party. Then they turn on the poor suckered-in fool.
Spirit Devourer (page 68) (Level 11 Elite Soldier): This monster can easily have an AC of 29; meanwhile it stunlocks a foe, regains 20 hitpoints per round, and dishes out 28 to 36 damage to anyone who is stunlocked. I really hope that you have several people in your party that can do radiant damage, otherwise you're just fucked. And as the icing on the ass-shaped cake anyone it kills can't be returned to life by the Raise Dead ritual. I thought we got rid of this Gygaxian bullshit?
Displacer Beast (page 70) (Level 9 Skirmisher): Okay, this monster gets three attacks (2x 1d6+4 and a 1d10+4) if it has combat advantage, shifts as a free action on a miss, and all melee and ranged attacks have a 50% chance of missing. It's really not all that bad by itself or even in a team of identical monsters (the party just clusters together) but if you pair this fucking monster up with, say, a Destrachan then you are really fucked.
Young/Adult Black Dragon (page 75) (Level 4 and 11 Solo Lurkers): I've already ranted about this monster.
Needlefang Drake Swarm (page 90) (level 2 Soldier): This monster is so infamous that people besides me have noticed it. But anyway, here is its attack routine:
It uses TWO minor actions if it has to (+7 vs. fortitude) to knock a foe prone. It then uses it's melee basic attack at +10 vs. AC to dish out 2d10+4 damage. Then the poor bastard (who is still prone) gets another attack against them. It's also a swarm, too, so all of your attacks do half-damage unless it's a close or area attack. And guess what, since you're only level 2, guess how many you have? Did I mention that they're also Soldiers so have arbitrarily higher defenses?
A level 2 party facing just two of these fucking things will probably experience a TPK unless they're Mongol Archers. They have a speed of 7 so you're not outrunning these fuckers either...
Drow Warrior (page 94, level 11 Lurker): Speaking of Mongol Archers, guess who's waiting to fuck you over? These guys. You fail two saving throws against their attacks and you're unconscious. For the rest of the encounter
Eladrin Twilight Incanter (page 102, level 8 Controller): They're not all that tough, really, but I find them hilarious because they're strictly better characters than real honest-to-god non-orbizards. They have an At-Will that immobilizes and also have a 5-6 recharge that blinds in a close blast 3. Can I trade in my level 8 warlock to play this NPC? No? Well, then, FUCK YOU.
Ghoul (page 118, level 5 soldier): Okay, so, it's a level 5 monster that has an AC of 21. It's also really fast, climbs, and also has a standard attack that is very accurate but doesn't do all that much damage. 1d6+4.
But it immobilizes you. And after you're immobilized, it gets a NEW attack, a 3d6+4 attack. And you're stunned (save ends). Welcome to TPK-ville, jackasses. I really hope you have a laser cleric in your corner pocket. Otherwise you're double-fucked. Hell, you still might be fucked, since level 5 laser clerics typically have an attack bonus of about +6 to +9.
I'm just going to do monsters heroic-tier characters might expect to fight right now, because that's before padded sumo really kicks in. Now, there are definitely some problematic monsters beyond that point, but really, most people play in heroic tier.
My big reason for doing this is because there's a meme being circulated that 4E is more balanced--as in, as long as you follow the given guidelines you can have a viable party no matter what. This is complete bullshit of course, especially once you start looking at the monster section.
Angel of Valor (Pg 16) (Level 8 Solder): Flies, has an AC of 24 (26 while bloodied) and makes two attacks; also while it's bloodied its attacks target reflexes instead. Marginally overpowered for its level; a team of four angels of valor will pretty much ice anyone who is not a battlerager fighter in two or three rounds.
Banshrae Dartswarmer (Pg 25) (Level 11 Artillery): They have a close burst (5) daze that recharges from 4-6 and hands out an attack penalty. Dazes really fuck up melee PCs at this point in the game because a monster can just shift backwards one square after attacking and there's not a fucking thing the PC can do about it.
Rot Scarab Swarm (Pg 30) (Level 8): Has 88 hit points, takes half damage from melee and ranged attacks and attacks twice per round against anything adjacent to it. Two of them trying to swarm one character will probably cause a TPK against someone who isn't a battlerager, especially since their attack is +12 versus reflex.
Beholder Eye of Flame (Pg 32, Level 13 Elite Artillery): Gets an attack against EVERY person within five squares of them. though thankfully it's with a random ray. But as a minor action they can put a Central Eye Flame Curse Rainbow on them, which gives them vulnerability to fire 10 and ongoing 5 fire damage if they get hit with a fire power (save ends both). So here's how combat goes:
Beholder Eye of Flame flies upwards 5 squares but still within aura reach of the people he hates and laughs at the melee bastards. Beholder then targets the healerest-looking member of the party, hits them with the Central Eye power (which doesn't even have an attack roll) and shoots a Fire Ray at them then action points and does it again. If both hit--and they probably WILL since it's a +17 attack versus reflex, the power does a whopping 50 fire damage like this and the person takes another 15 ongoing damage at the start of their turn and another 25 damage if the third attack hits.
By the way, did I mention that this is just an Elite monster and there's still 3 more monsters about to gangbang anyone lucky enough to survive the opening salvo?
Chuul (pg 43, level 10 soldier): These things aren't that bad when they're by themselves. However, if you have the misfortune to fight them in groups of three or more, they will pretty much insta-gib you in two rounds. Why? Well, they have a standard action that makes two claw attacks of reach two: +17 vs. AC. The damage is only 1d6+6, so, not too bad. But if the creature is immobilized (the creature makes a secondary attack at +14 vs. fortitude if both claws hit), the damage spikes to 3d6+6 damage, or, 16.5 damage per claw swing. So what happens is some poor bastard, probably the defender, gets immobilized and then three chuuls assrape him and work their way to the rest of the party. God help you if the DM is running nothing but chuuls.
Dark Stalker (page 49, level 10 lurker): Okay, so they do 17.5 damage on a hit to enemies they have combat advantage against, which they will, since they have two very easy ways to do it. However, where things get REALLY shitty is that they have a very large area burst (burst 4) which creatures a zone of darkness, though not magical darkness, that they can sustain as a minor action. Once again, if you're fighting only one of them, it's not that bad, but a group of three or four of them can pretty much cover any indoor battlefield.
If that's not enough when they die they autoblind (save ends) any creature that starts next to them and can turn invisible as a minor action even if you manage to thwart the Killing Dark. It recharges on a 3 to 6, so, good luck with that.
Destrachan (page 59) (Level 9 Artillery): See the Banshrae, only this thing is lower level and their power recharges faster.
Succubus (Page 67) (Level 9 Controller): The succubus once again has the problem of being another one of those monsters which assrape the party if you encounter then in groups of three or more. Regardless, it just stunlocks a party member and keeps them occupied while her buddies finish off the rest of the party. Then they turn on the poor suckered-in fool.
Spirit Devourer (page 68) (Level 11 Elite Soldier): This monster can easily have an AC of 29; meanwhile it stunlocks a foe, regains 20 hitpoints per round, and dishes out 28 to 36 damage to anyone who is stunlocked. I really hope that you have several people in your party that can do radiant damage, otherwise you're just fucked. And as the icing on the ass-shaped cake anyone it kills can't be returned to life by the Raise Dead ritual. I thought we got rid of this Gygaxian bullshit?
Displacer Beast (page 70) (Level 9 Skirmisher): Okay, this monster gets three attacks (2x 1d6+4 and a 1d10+4) if it has combat advantage, shifts as a free action on a miss, and all melee and ranged attacks have a 50% chance of missing. It's really not all that bad by itself or even in a team of identical monsters (the party just clusters together) but if you pair this fucking monster up with, say, a Destrachan then you are really fucked.
Young/Adult Black Dragon (page 75) (Level 4 and 11 Solo Lurkers): I've already ranted about this monster.
Needlefang Drake Swarm (page 90) (level 2 Soldier): This monster is so infamous that people besides me have noticed it. But anyway, here is its attack routine:
It uses TWO minor actions if it has to (+7 vs. fortitude) to knock a foe prone. It then uses it's melee basic attack at +10 vs. AC to dish out 2d10+4 damage. Then the poor bastard (who is still prone) gets another attack against them. It's also a swarm, too, so all of your attacks do half-damage unless it's a close or area attack. And guess what, since you're only level 2, guess how many you have? Did I mention that they're also Soldiers so have arbitrarily higher defenses?
A level 2 party facing just two of these fucking things will probably experience a TPK unless they're Mongol Archers. They have a speed of 7 so you're not outrunning these fuckers either...
Drow Warrior (page 94, level 11 Lurker): Speaking of Mongol Archers, guess who's waiting to fuck you over? These guys. You fail two saving throws against their attacks and you're unconscious. For the rest of the encounter
Eladrin Twilight Incanter (page 102, level 8 Controller): They're not all that tough, really, but I find them hilarious because they're strictly better characters than real honest-to-god non-orbizards. They have an At-Will that immobilizes and also have a 5-6 recharge that blinds in a close blast 3. Can I trade in my level 8 warlock to play this NPC? No? Well, then, FUCK YOU.
Ghoul (page 118, level 5 soldier): Okay, so, it's a level 5 monster that has an AC of 21. It's also really fast, climbs, and also has a standard attack that is very accurate but doesn't do all that much damage. 1d6+4.
But it immobilizes you. And after you're immobilized, it gets a NEW attack, a 3d6+4 attack. And you're stunned (save ends). Welcome to TPK-ville, jackasses. I really hope you have a laser cleric in your corner pocket. Otherwise you're double-fucked. Hell, you still might be fucked, since level 5 laser clerics typically have an attack bonus of about +6 to +9.