Apparently, this is the week you get monsters. The idea for these creatures came to me yesterday and I just cobbled them together this morning.
Lore: The Enthdraani were originally conceived as guardians for temples and holy places. It is believed that Erathis was the first to gift them to her followers. Later, mortals learned rituals to summon them directly. The Enthdraani were never meant to serve in the same capacity as “true” angels and were not given the same powers. Mortals wanted big fighting angels, however, so the Enthdraani became less and less common, those few that remained falling into despair and madness. Most of the Enthdraani the characters are likely to meet are “free roaming,” wandering the world in search of worthy people and places to protect. They tend to be secretive and hide their aid.
Design Concepts: Moar angels! Yeah, that was where I started. I also wanted to play around with zones of light that grew during an encounter. I don’t think that there are enough monsters that create zones. Admittedly, zones can be time-consuming, but that doesn’t mean we should ignore them entirely.
I like the idea of doing xd6 normal damage plus yd6 radiant, so it became a recurrent theme.
Lurkers are the monster type I have the most difficulty with, but I can’t imagine a better food group for a monster that “hides” within a bright light. While the dreamer’s version of Hallowing acts much like a damage aura, it’s much easier for the party to manipulate the mechanic with forced movement.
I wouldn’t include more than one or two of these in an encounter because they will grind at the party pretty hard. That’s fine because the Enthdraani have a solitary feel anyhow. This design is part of a “brutes that do more than just punch you” trend.
I have a feeling I’m going to get asked, “why does Bastion of Light have to be a recharge power? Given the other limitations, why can’t it just be 1/round?” Don’t get me wrong, it very much could be, but I felt that the bastion’s version of Hallowing and Bastion of Light could combine a little too well. It could, for example, effectively transform a brute into a soldier, while retaining the brute’s damage.
I have a tendency when creating groups of monsters to make one that breaks the mold. This series is no exception. I like the way Illuminate forces some difficult tactical decisions. Most of the time a controller can feel somewhat binary. Either they lock you down completely (blind , prone, immobilize, etc.) or they don’t affect play much at all. The best controllers task you with changing the way you play.