Talk:Harbingers (4e Creature)

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The image for the death knight is not exactly what I had in mind but will most defiantly do :D (I do art myself but I am rather amateurish at the moment so my images won't be going up for a while).

Yeah, consider anything I put in as placeholder images. I don't like to put up an image unless I can link to the original artist, which makes finding usable images tricker. Marasmusine (talk) 11:33, 25 December 2013 (MST)

I'll be heavily reducing the damage output on most of the harbingers Reaper "gear" as the testing I've done has displayed the damage values to be to high (3 attacks being able to nearly kill both of my parties tanks is a bit much), So the next range of edits will be addressing this issue. I'll likely be bringing most Harbinger attacks to 130% - 140% power on normal units and elites and ~ 150% on solo's. In addition I'm going to be changes reaper cannons from all recharges to encounter on normal, 2-3 use encounter on elites and remaining as recharge on solo's --Aitharious (talk) 19:08, 15 April 2015 (MDT)


The solo harbingers are too easy to lock down, and they don't have the number of attacks to take on a party of 4 or 5. I've collected some solo traits and attacks at Solo Creatures (4e Guideline) if you need ideas. Marasmusine (talk) 02:13, 1 January 2014 (MST)

I've added a few things are the solos better now or are they still lacking.--Aitharious (talk) 14:02, 8 January 2014 (MST)

Still lacking :) I need to take a closer look at them anyway to bring their damage values up to Monster Manual 3 standards - I'll modify their powers a bit then. If you'd like to carry on with the others, I'm interested to see what the other monsters will be like. Just to be a complete pain, could you re-arrange them all into to order of level? Marasmusine (talk) 14:27, 8 January 2014 (MST)

Hi Aitharious, here's some quick feedback on the Nethirhem Protus.

  1. I think he's got too many different actions because of all the different weapons, it looks like it would be a bit of a headache to run.
  2. I like the idea of the exposed core, I wonder what it would be like if you had two statblocks, one for its initial state, and they the DM looks at the second statblock when the core is exposed. Then move some of the attacks over and that would address my first concern.
  3. Unless I've missed something, it's still easy to lock down. For all that damage output, it can't do anything if one player stuns it (except passively hurt things in its storming rot aura, assuming the players aren't well prepared enough to have lightning and damage resistances). Have another look at Solo Creatures (4e Guideline). For example, you could make one of the attacks into instinctive action type deal.

If I get time (maybe tomorrow), I could have a play around with some ideas. Marasmusine (talk) 15:02, 4 February 2015 (MST)

Hi Marasmusine thank you again for taking the time to look over my monsters and being generally awesome. I think the Dual Statblocks would work incredibly well, it would work better for both ease of use and flavoring. I think that the daggers and Crystal core powers will be moved to the second block while some reaction attacks will be added to the first block. In addition the second block should probably have some additional attacks rather than just the moved ones.
Second yes it is still very easy to lock down, I think Ponderous would be a good trait if I added in adequate powers for reactions. In addition Threatening reach would be a good addition for both and Bloodied frenzy would be good for the second block (either immediate trait or for the last "quarter" of Nethirhem's health). Also a type change from skirmisher to lurker is what I was thinking would make a good transition option. --Aitharious (talk) 13:26, 5 February 2015 (MST)

Decrepit Harbinger Lord[edit]

I've increased damage output and brought hit points, defenses and attack values up to date; and I moved the explody thing to be triggered on its death (the situation of being between 1 and 5 hp is going to be very rare). I find the statblock to be a bit scrappy, though, you've got 4 different damage types (necrotic, fire, lightning, acid) and 3 different die types (d8, d10, d12). It would be a more focused if you concentrate on two damage types and two die types. That's just my opinion though. Marasmusine (talk) 03:04, 10 January 2014 (MST)

The thing about that "explody thing" is that I want it to be totally over the top and rare so it's just one of those "OH SHIT!!!" moments. and I agree with the Two damage die just to keep it simple. so do you think it could work or do you think the low likely hood paired with massive damage just creates a double imbalance? --Aitharious (talk) 17:54, 20 January 2014 (MST)


I've made these changes, as always, revert them if you disagree.

  • Updated hit points, defenses, etc.
  • Changed aura so that it hits players trying to use a surge.
  • Merged kick and claw; it's artillery so it doesn't need two different types of melee attack.
  • Made the basic attacks target Fortitude, 'cos poison.
  • Reaper Cannon: d4's-> d8's; Ranged -> Area; and effects to match the reaper cannons of other harbringers.
  • Added a power that lets it shoot twice (per general Eliteness). Marasmusine (talk) 01:42, 28 January 2014 (MST)
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