I’m designing most of the creatures in Escape from White Cliff from scratch. Actually, I’m not sure if that’s entirely true. I mean, I have a pretty good idea of what I’m doing, and I have guidelines from the Dungeon Master’s Guide and the expanded Page 42 table from Sly Flourish. (It’s the link about charts and tables. *snerk*)

Since I’ve actually been playing Fourth Edition Dungeons & Dragons longer than I’ve been game mastering for it (the reverse was true of Third Edition, for me) I’m a lot more familiar with character classes and building characters than I am with anything in the Monster Manual. So it stands to reason that most of my monsters so far are actually re-skinned player characters with their powers simplified and scaled to fit monsters.

In many cases, I’m actually designing monsters around a party concept, rather than designing them one-for-one. For instance, there are the unique wrackspawn I developed for the first round of encounters, all of them based around the Aura of Agony power I concocted, which was designed to stack with multiple foes surrounding a character.

Only two of the monsters out of the half dozen I created actually create the conditions necessary to trigger the aura (the minions and one of the artillery pieces), but all of the wrackspawn have the aura, which makes them extremely deadly when clustered. The powers I’m using are all inspired by character and class powers, of course. >:D