Toy Swarms (4e Monster)

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Author: Xeadin (talk)
Date Created: 4-7-11
Status: Complete
Editing: Clarity edits only please
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Evil (Demonic) Toy Swarms[edit]

In the quiet night or in the wee hours of the morning, an individual roams around the alleyways and comes near a building-- not just any building. The figure plants a peculiar jar-- etched with demonic runes and faces. The jar is uncapped and a foul red smog escapes into the building-- which is a toy shop. "Children love toys-- and so do demons."

The smog sinks into the lifeless forms of the toys and converts them into demonic, killer toys-- acting as they were created-- some animalistic, and some acting sentient and intelligent. Some even form into major swarms that act as one large sentient entity.

Evil Toy Swarms[edit]

Evil Toy Swarm
Level 6 Lurker
Large Natural Animate (Construct, Swarm)
XP 250
Initiative +10 Senses Perception +5
Gnawing Toys aura 1; Each creature within the aura at the start of the swarm's turn takes 5 damage.
HP 58; Bloodied 29
AC 20; Fortitude 19, Reflex 18, Will 17
Vulnerable 5 Area and Close burst attacks
Saving Throws +2 against ongoing damage
Speed 5; see also toy march
BasicMelee.png Massacre (standard; at-will)
+11 vs. AC; Reach 1; 1d6 +4 damage, and the target takes a -2 penalty to attack rolls against the swarm until the end of its next turn.
Close.png Hacking Toys (standard; encounter)
+9 vs. Reflex; Close Burst 1; 3d6 +4 damage, and the target is immobilized until the end of the swarm's next turn.
Combat Advantage
The swarm deals an extra 1d6 damage to creatures it has combat advantage against.
Rugged Terrain
Creatures and other swarms can move through the swarm's squares-- treating each square the swarm occupies as difficult terrain. Swarms that overlap each others spaces do not overlap the effects, but can independently deal damage as normal. Additionally, if a creature that is not a swarm begins its turn within the swarm's space. it is subject to an opportunity attack from the swarm. If the swarm hits the target, it grants combat advantage until the creature exits the swarm's space.
Toy March
As long as the swarm is not granting combat advantage, it ignores difficult terrain and is forced 1 less square from a push, pull, or slide effect.
Alignment Evil Languages Common
Skills Stealth +11
Str 13 (+4) Dex 17 (+6) Wis 14 (+5)
Con 16 (+6) Int 11 (+3) Cha 12 (+4)

Toy Swarm Tactics[edit]

The toy swarm begins its turn by attempting to occupy the spaces of its opponents-- making use of its Rugged Terrain ability and Gnawing Toys aura.


Evil Toy Swarm Abominations[edit]

Evil Toy Swarm Abomination
Level 8 Elite Brute
Large Natural Animate (Construct, Swarm)
XP 700
Initiative +6 Senses Perception +11
Gnawing Toys aura 1; Each creature within the aura at the start of the swarm's turn takes 5 damage.
HP 214; Bloodied 107
AC 22; Fortitude 22, Reflex 20, Will 18
Vulnerable 5 Area and Close burst attacks
Saving Throws +2 against ongoing damage
Speed 5; see also toy march
BasicMelee.png Toy Slam (standard; at-will)
+11 vs. AC; Reach 2; 2d6 +5 damage, and the target is weakened until the end of the its next turn.
Melee.png Grasping Toys (standard; at-will)
+9 vs. Reflex; Reach 2; 2d8 +5 damage, and the target is restrained and takes a -2 penalty to all attack rolls (until escape). The abomination can only grab one opponent at a time. A grabbed opponent is subject to a basic attack at the start of its turn while it is restrained.
Close.png Demonic Blast (standard; encounter) ♦ Necrotic
+9 vs. Fortitude; Close Burst 2; 3d10 +5 necrotic damage, and the target is dazed (save ends). Additionally, the abomination takes half the damage deal from this attack.
Combat Advantage
The swarm deals an extra 1d6 damage to creatures it has combat advantage against.
Swarm Empowerment
Any swarm that is adjacent to the abomination or occupies one or more of the abomination's squares gains a +1 bonus to all defenses and both the abomination and the occupying swarms gain a +2 bonus to all damage rolls.
Toy March
As long as the swarm is not granting combat advantage, it ignores difficult terrain and is forced 1 less square from a push, pull, or slide effect.
Alignment Evil Languages Common
Skills Athletics +13; Perception +11
Str 18 (+8) Dex 15 (+6) Wis 14 (+6)
Con 17 (+7) Int 11 (+4) Cha 15 (+6)

Toy Swarm Abomination Tactics[edit]

The toy swarm abomination will allow other swarms to occupy its space-- utilizing its Swarm Empowerment ability. On some occasions, it will grab a pesky opponent with Grasping Toys. When reduced to low hit points, it will use Demonic Blast-- even to the point of self-destruction.


Additionally, some toys can be encountered on their own-- larger toys that can face off against other opponents.

Evil Toy Soldier[edit]

Evil Toy Soldier
Level 7 Minion (Soldier)
Small Natural Animate (Construct)
XP 75
Initiative +8 Senses Perception +5
Soldier's Riposte aura 1; Any enemy that makes an opportunity attack against the Toy Soldier within its aura takes 1d8 damage
HP 1; a missed attack never damages a minion.
AC 23; Fortitude 17, Reflex 18, Will 17
Speed 6
BasicMelee.png Toy Rapier (standard; at-will) ♦ Weapon
+14 vs. AC; 6 damage
Melee.png Dual Strike (standard; at-will)
The Toy Soldier can make two Rapier attacks against one or two targets. If both attacks hit, the toy soldier gains a +1 bonus to AC and Reflex until the end of its next turn.
Close.png Silver Curtain (standard; encounter)
+10 vs. Reflex; Close Burst 1; 3d6 +4 damage, and the target grants combat advantage until the end of the toy soldier's next turn.
Combat Advantage
The toy soldier deals an extra 3 damage to each target it has combat advantage against
Soldier's Footing (immediate reaction, when missed by a melee or ranged attack; encounter)
The Toy Soldier can shift 2 squares and gain a +1 bonus to all defenses until the start of its next turn.
Alignment Evil Languages Common
Skills Insight +10; Streetwise +9
Str 15 (+5) Dex 16 (+6) Wis 14 (+5)
Con 15 (+5) Int 13 (+4) Cha 14 (+5)

Toy Soldier Tactics[edit]

The toy soldier is a tough opponent-- especially when dealt with in large groups. The toy soldier's Silver Curtain attack paves the way for it to slip past the defenses of its opponents and for its allies. They also take the opportunity to smack their opponents in retaliation to their retaliation.


Evil Toy Hammerer[edit]

Evil Toy Hammerer
Level 7 Brute
Medium Natural Animate (Construct)
XP 300
Initiative +5 Senses Perception +5
HP 96; Bloodied 48
AC 19; Fortitude 18, Reflex 17, Will 17
Speed 6
BasicMelee.png Hammerhand (standard; at-will)
+10 vs. AC; 1d8 +5 damage, and the target suffers a -2 penalty to attack rolls until the start of the toy hammerer's next turn.
Close.png Deafening Smash (standard; encounter)
+8 vs. Fortitude; Close Burst 2; 2d8 +5 damage, and the target is dazed and deafened (save ends both).
Close.png Shaking Earth (standard; encounter)
+8 vs. Reflex; Close Burst 2; 3d8 +5 damage, and the target is knocked prone and slowed (save ends). Miss: The target is slowed until the start of the toy hammerer's next turn. Effect The burst become difficult terrain until the end of the encounter.
Hammering Focus (Minor; Encounter)
The toy hammerer can make a melee basic attack
Hammering Frenzy
The toy hammerer can make two melee basic attacks while it is bloodied
Stiff Defenses
When the toy hammerer expends both encounter attack powers, it gains a +2 bonus to all defenses.
Alignment Evil Languages Common
Skills Athletics +11; Endurance +11
Str 17 (+6) Dex 14 (+5) Wis 14 (+5)
Con 16 (+6) Int 12 (+4) Cha 14 (+5)

Toy Hammerer Tactics[edit]

When the toy hammerer starts off, it will use one of its encounter powers against tightly-packed groups, and the other when it is fairly wounded. When it enters the Hammering Frenzy state, it will attempt to attack as many targets as it can before it is destroyed or disenchanted.


Evil Toy Skykite[edit]

Evil Toy Skykite
Level 7 Minion (Skirmisher)
Small Natural Animate (Construct)
XP 75
Initiative +8 Senses Perception +10
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 17, Reflex 18, Will 18
Saving Throws +2 against dazed and slowed
Speed 4; Fly 6 (clumsy)
BasicMelee.png Skyclaw (standard; at-will)
+12 vs. AC; 8 damage
Ranged.png Skewering Bolt (standard; at-will)
+10 vs. Reflex; Ranged 10; 6 damage
Close.png Obscuring Wings (standard; recharge when bloodied; encounter)
+10 vs. Reflex; Close Burst 1; 3d6 +5 damage, and the target is slowed and takes a -2 penalty to attacks against the skykite and its allies (save ends both).
Entropic Wings (immediate reaction, when missed by a ranged attack)
The skykite gains a +1 bonus to all defenses and can fly an additional square on its next turn.
Puncturing Bolt (minor; encounter)
The skykite gains a +1 bonus to its next ranged attack.
Alignment Evil Languages Common
Skills Acrobatics +11; Perception +10
Str 13 (+4) Dex 17 (+6) Wis 15 (+5)
Con 15 (+5) Int 13 (+4) Cha 16 (+6)
Equipment Crossbow Bolts (5)

Toy Skykite Tactics[edit]

When dealing with ranged targets, it will use Skewering Bolt. In some instances, when it gets a group of enemies together, it will use Obscuring Wings to confuse its opponents.


Evil Toy Stickmage[edit]

Evil Toy Stickmage
Level 8 Controller (Leader)
Small Natural Animate (Construct)
XP 350
Initiative +7 Senses Perception +7
Demonic Presence aura 2; Each ally within the aura gains a +1 bonus to all attack rolls and a +2 bonus to all saving throws.
HP 87; Bloodied 43
AC 22; Fortitude 18, Reflex 19, Will 19
Resist 5 Necrotic
Saving Throws +2 against ongoing damage
Speed 6
BasicRanged.png Magic Missile (standard; at-will)
+12 vs. Reflex; Ranged 20; 1d8 +5 damage
Area.png Cloud of Daggers (standard; at-will)
+12 vs. Reflex; Area 1 square within 10; 1d8 +5 damage, and any creature that ends its move or starts it turn within the area takes 3 damage. The area lasts until the end of the stickmage's next turn.
Ranged.png Lightning Bolt (standard; encounter) ♦ Lightning
+12 vs. Reflex; Ranged 10; 3d8 +5 Lightning damage, and the stickmage can target two other creatures within 10 squares of the primary target with a separate attack roll for each-- a successful attack deals 2d6 +5 Lightning damage.
Area.png Sleep (standard; daily) ♦ Sleep
+12 vs. Will; Area Burst 2 within 10; The target is slowed (save ends). If the target fails its first saving throw, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
Ranged.png Ghost Sound (minor; at-will)
The stickmage can create a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from within 10 squares. The target square can produce non-vocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If the stickmage whispers, it can whisper quietly enough that only creatures adjacent to the target can hear its words.
Mage's Onslaught
While the stickmage is bloodied, it and each adjacent ally gains a +2 bonus to all non-melee attack rolls.
Shield (immediate interrupt, when the stickmage is hit by an attack; encounter)
The stickmage gains a +4 bonus to AC and Reflex until the end of its next turn.
Wall of Fog (minor; daily) ♦ Conjuration
The stickmage conjures a wall that consists of contiguous squares filled with arcane fog. The wall lasts until the end of its next turn. It can be up to 8 squares long and up to 4 squares high within 10 squares. The fog grants concealment to creatures in its space and blocks line of sight.
Alignment Evil Languages Common, Infernal
Skills Arcana +11; Bluff +11; Insight +12
Str 15 (+6) Dex 16 (+7) Wis 16 (+7)
Con 15 (+6) Int 14 (+6) Cha 15 (+6)

Toy Stickmage Tactics[edit]

Functioning as a sort of wizard adversary, the stickmage will use its various spells to its advantage-- ultimately using Sleep against a clustered group. Sometimes it will use Ghost Sound to confuse its enemies that there is another ally around.


Evil Toy Rockhurler[edit]

Evil Toy Rockhurler
Level 9 Artillery
Medium Natural Animate (Construct)
XP 400
Initiative +6 Senses Perception +12
HP 76; Bloodied 38
AC 21; Fortitude 20, Reflex 18, Will 19
Speed 6
BasicMelee.png Slam (standard; at-will)
+16 vs. AC; 2d6 +5 damage
BasicRanged.png Rock Hurl (standard; at-will)
+16 vs. AC; Ranged 10; 1d8 +5 damage-- if the rockhurler rolled a natural 1 on its initial attack, it can make a second attack-- taking a -2 penalty to its damage roll.
Ranged.png Malleable Rocks (standard; encounter)
+14 vs. Reflex; Ranged 10 -- each creature in range; 2d8 +5 damage, and the rockhurler can make a ranged basic attack against a target of its choice.
Close.png Sandcloud (standard; encounter)
+14 vs. Fortitude; Close Burst 3; 3d8 +5 damage, and the target is blinded until the end of its next turn.
Frenzied Stones
The rockhurler can make two ranged basic attacks while bloodied
Rockshield (immediate reaction, when the rockhurler is missed by a melee attack; encounter)
The rockhurler gains a +2 bonus to AC and Reflex defenses until the end of its next turn, or it can sustain the effect each round as a minor action.
Alignment Languages
Feats Athletics +13; Dungeoneering +12; Perception +12
Str 18 (+8) Dex 15 (+6) Wis 16 (+7)
Con 16 (+7) Int 13 (+5) Cha 15 (+6)

Toy Rockhurler Tactics[edit]

The rockhurler will do anything within its own chagrin to inflict as much damage as possible-- especially with the use of its Malleable Rocks attack power. It will also use Sandcloud to blind its enemies-- further giving it means to gain distance from its foes and to continue its barrage of attacks upon the group.


Evil Toy Jaguar[edit]

Evil Toy Jaguar
Level 9 Lurker
Medium Natural Animate (Construct)
XP 400
Initiative +12 Senses Perception +11
Rending Claws aura 1; Any enemy that makes an opportunity attack within the aura takes 1d8 damage
HP 77; Bloodied 38
AC 23; Fortitude 19, Reflex 20, Will 18
Saving Throws +2 against dazed
Speed 7
BasicMelee.png Wooden Claw (standard; at-will)
+14 vs. AC; 1d8 +5
Melee.png Bite (standard; at-will)
+14 vs. AC; 2d6 +5; and the target takes a -2 penalty to attack rolls against the jaguar (save ends).
Melee.png Lurking Strike (standard; recharge D6 (5).gif D6 (6).gif; encounter)
+12 vs. Reflex; 3d10 +5 damage, and the target is immobilized (save ends). The Jaguar can shift half its speed before or after the attack, but not both.
Melee.png Raking Claws (standard; recharge when bloodied; encounter)
+12 vs. Reflex; each creature within reach; 3d8 +5 damage, and the target is dazed (save ends)
Combat Advantage
The jaguar deals an extra 1d8 damage to each creature it has combat advantage against
First Strike
The jaguar gains combat advantage against any creature that has not yet acted in the first round of combat.
Foraging Terrain
Must be within difficult terrain; all melee and ranged attacks aimed at the jaguar takes a -2 penalty to the attack roll.
Jaguar's Pursuit (immediate interrupt, when an enemy shifts away or is forced to move; 1/round)
The jaguar shifts half its speed closer to the moving target and can make an immediate basic melee attack if it ends its movement adjacent to such target.
Alignment Evil Languages ---
Skills Acrobatics +13; Insight +11; Intimidate +11; Perception +11; Stealth +13
Str 16 (+7) Dex 18 (+8) Wis 15 (+6)
Con 17 (+7) Int 9 (+3) Cha 14 (+6)

Toy Jaguar Tactics[edit]

At each given opportunity, the Jaguar will start within difficult terrain or will find difficult terrain to spring surprise attacks from. When the moment is right, it will use Lurking Strike if a foe is close to it while it is hiding or within difficult terrain.


Evil Toy Swarm Lore[edit]

A character knows the following information with a successful Arcana or Nature check.

DC 15: Originally the toys from the local toymaker, they have been influenced by an outside source-- particularly a necromancer who had dabbled into demonic rights. With this knowledge, the necromancer was able to set aloof the power of the demons-- to create an army of interposing creations against the people.
DC 20: Some demons like to toil around people's minds, but sometimes they like to go after something much more simple-- a toy, for example. With a toy, they can influence others to become a thrall of the demon's words and can then spread this disease of corruption amongst others-- sometimes going so far as to pillage the corrupted with thoughts of murder and bloodshed.

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AuthorXeadin +
Identifier4e Monster +
RatingUndiscussed +
TitleToy Swarms +