i believe that most high level creatures need at least one go-to power that have built-in ways to mitigate conditions, such as being able to make multiple attacks and move as part of the attack. i also really do not want a lot of little attacks, utilities, and things to remember. the epic PCs will be giving the DM plenty of that as it is! so lets look at what i am doing with my own take on a Giant Crab.
part of the old-school vibe that translates well to epic tier is the multi-attack. claw/claw/bite, and the like. so for the crab i want a double attack, each claw. and of course i want it to grab the target, as it is the natural thing it would do. i want to make sure i am doing a lot of damage to balance out weak epic tier damage rolls. so on top of the two attacks, i added an auto-damaging mechanism. i find auto-damage a crucial component of epic tier games.
i am protecting the monster's ability to get the go-to attack off in a couple of ways. first, the attack is all one standard action, so it can happen in full even if dazed. second, i add some free movement into the power, as well as reach, to allow the crab mobility and a chance to reach most targets even if dazed. i want the grab to hurt, and this is epic tier after all, so i am saying the crab's grip is so powerful only a teleport can free a target. and just to be memorable and over-the-top i am going to add a little insult to injury with more auto-damage if they teleport. net effect: you do not want to get grabbed by this little guy.
considering movement and senses, i decide to give the crab a rubble walk ability and burrow speed to drive home the flavor. i also decide the crab is quite in touch with vibrations of the earth so i give it tremorsense; i like to have at least one creature per encounter have a way around perma-invisible types. if it was a solo or elite i would add some immunities and the like, but for a standard this works nicely.
this guy shows up like a little bad-ass on rocky beaches, surfacing from underground into the most advantageous spot to get his Claw/Claw off.
i am also trying something new with monster skills. instead of breaking out all of the monster attributes and assigning skills, i am simply using the updated Moderate and Hard DCs of the monsters level -10 to derive the initiative and skill mods. i decide whether i want the creature to be very fast quick (+26 initiative) or standard (+17 initiative). i decide on the fly if a monster is 'trained' in a skill or not. if i decide it is, say if the monster is falling and i want it 'trained' in acrobatics, he gets a +26 mod (i.e. the Hard DC for Level 22 -10). if not trained i use the Moderate DC of the monster's level -10. in some cases you may decide that the monster cannot attempt a skill, for example i decide my crab cannot roll a religion check. in this way i can just work off of the skill DC chart and not have to worry about spelling out the rest. i think you will agree that the variation is not as important as the ease of use. somehow it works.
so what does it look like
Giant Crab
Level 22 Soldier Large Natural Creature
Initiative +17 Senses Perception +26
HP 209; Bloodied 104
AC 38; Fortitude 35, Reflex 33, Will 34
HP 209; Bloodied 104
AC 38; Fortitude 35, Reflex 33, Will 34
Speed 6, Rubble Walk, Burrow 6
Special Senses: Tremorsense 15
Morale 9 ( for my Morale rules, see this blog entry)
Special Senses: Tremorsense 15
Morale 9 ( for my Morale rules, see this blog entry)
Claw/Claw (basic, standard, At-Will)
The Crab can shift up to its speed. After the shift the Crab makes the following attack
Reach 3, +27 vs Reflex, 2 attacks (one or two creatures)
Hit: 6d4 + 16 damage and the target is grabbed. If the target is already grabbed the Crab gets a +5 bonus to the attack roll. The grabbed target cannot attempt to escape the grab. If either the Crab or the grabbed target are subjected to forced movement, the creatures move together and the grab does not end. Blocking terrain ends the forced movement for all creatures. If a creature is not the original target of forced movement but is moved as a result of a grab, the DM chooses a square adjacent to the original target for that creature after the movement is completed. Teleportation ends a grab as normal. The Crab can have up to two creatures grabbed at one time, but the Crab cannot take a move action other than to stand when it has a creature grabbed.
Special: The Crab can make this attack on a charge. This attack scores critical hits on an 18-20.
Squeeze (no action, once per round, At-Will)
Target-One or two grabbed creatures
Effect-The target takes 30 damage
Last Pinch (immediate interrupt, At-Will)
Trigger-A grabbed creature teleports or is teleported.
Effect- The target takes 50 damage and is slowed until the end of the encounter.
Alignment Neutral Languages None
Trained Skill Mod (+26), Untrained Skill Mod (+17)
i hope this displays the approach i am taking with the monsters: keep them pure and simple while still keeping the difficulty level high enough to counteract epic tier imbalance. i would also love some feedback, so even if you hate it let me know what you think!






