4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
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First I would like to say a few things about this product. One I got the PDF free for purposes of this review. Second I will honestly say I had no intention of buying this product at first. ... [Read More]
Ok this is my very first adventure review. To be totally honest I am a bit unsure how to review a adventure with out spoiling to much, while still giving you enough information to purchase it if you... [Read More]
The fantasy role-playing game Dragon Warriors has a healthy following and the Lands of Legend have been around for many years; as such there are a lot of stories to tell from around this vast... [Read More]
N.B. The "Mad Wraith" in the MM appears to be an allip conversion. I'll leave my version up here for posterity, but that one is better, to be honest. And in the Monster Manual to boot!
ALLIP--- Level 3 Controller
Medium shadow humanoid (undead)--- XP 150
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Initiative +3; Senses Perception +x, special senses Insane Muttering aura 6; attacks all living things in the aura at the start of the allip’s turn: +7 vs. Will; Hit: 1d6+3 psychic damage and Target takes a basic attack on its closest ally, if possible; Miss: half damage.
HP 46; Bloodied 23
AC 17; Fortitude 15; Reflex 15; Will 17
Immune disease, poison; Resist insubstantial; necrotic 5, psychic 5; Vulnerable radiant 10
Speed fly 6
--- [Melee basic] Megrim Touch (standard; at will) Psychic: +7 vs. Reflex; 1d10+3 psychic damage.
[Melee] Maddening Touch (standard; at will) Psychic: +7 vs. Will; 1d6+3 psychic damage plus followup attack: +7 vs. Will; Hit: target moves its speed and attacks its closest ally; Miss: target is dazed until the end of its next turn.
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Alignment Chaotic evil; Languages
Str 4; Dex 15; Wis 3
Con 14; Int 5; Cha 19
Similarly it would seem to me that the shadow has been subsumed into the regular wraith, as wraiths now inflict the weakened condition.
Nah, that one I don't agree with. They eliminated energy drain, so they had to do something with the wraith. I looked at the wraith pretty closely when I did the shadow earlier, and tried to make 'em distinct enough that they were worth having as a separate monster without straying too far from the original.
I think I'll leave the allip alone, though; the mad wraith is a pretty dead perfect conversion imho.
You know, all the monsters you've made Jester would be great for a Cave adventure.
I can just see the ground crumbling beneath the PCs, dropping them into a deep cavern complex, filled with darkmantles, bat swarms, centipedes and scorpions, cave fishers...
CAVE FISHER--- Level 3 Lurker
Medium natural beast--- XP 150
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Initiative +5; Senses Perception +3, tremorsense 6
HP 36; Bloodied 18
AC 17; Fortitude17; Reflex 13; Will 15
Speed 6, climb 4
--- [Melee basic] Claw (standard; at will): +8 vs. AC; 1d10+3 damage and target is grabbed (until escape).
[Ranged] Strand (standard; recharge 4 5 6): The cave fisher fires a sticky strand that it uses to reel a foe in to it. Only one strand at a time; minor action to retract if it has no prey on it; range 16; +6 vs. Reflex; target is stuck to the strand (Athletics or Acrobatics, DC 22, to escape).
A cave fisher may also leave its strand in place, hoping prey will walk into it (it is nearly impossible to see, requiring a DC 20 Perception check to detect it before walking into it (consider this an automatic hit by the strand).
Reel In (minor; at will): Only when a target is stuck to its strand; +6 vs. Fortitude; Hit: target is pulled 3; Miss: a medium or smaller target is pulled 1.
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Alignment unaligned; Languages -
Skills Stealth +6
Str 18; Dex 10; Wis 14
Con 12; Int 1; Cha 6
A green visage is a tall plant with a large, melon-like bulb at the top. This bulb has the face of whatever creature’s grave the green visage has grown atop of, and the visage largely possesses the creature’s memories as well. Some green visages are cultivated by communities that do not want to lose the lore of a beloved leader or elder.
Medium natural animate (plant)--- XP 150
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Initiative -1; Senses Perception +5
HP 46; Bloodied 23
AC 17; Fortitude 15; Reflex 15; Will 17
Speed 3
--- [Ranged] Destiny Dissonance (standard; at will) Psychic: Range 5; +7 vs. Will; 2d4+3 psychic damage and target slides 4 squares.
[Close] Psychic Grumbling (standard; recharge 5 6) Psychic: Close burst 4; +5 vs. Will; Hit: 2d8+3 psychic damage and target is dazed (save ends); Miss: target is dazed (save ends).
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Alignment any; Languages any spoken by body the green visage is growing upon
Skills any one knowledge skill +8
Str 9; Dex 6; Wis 18
Con 14; Int 14; Cha 16
VIOLET FUNGUS--- Level 3 Lurker
Medium natural animate (plant)--- XP 150
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Initiative +2; Senses Perception +1; blind, tremorsense 6
HP 42; Bloodied 21
AC 17; Fortitude 17; Reflex 9; Will 12
Immune poison
Speed 3
--- [Melee basic] Rotting Slam (standard; at will) Necrotic: Reach 2; +8 vs. AC; 1d8+3 damage plus ongoing 5 necrotic.
[Close] Violet Burst (standard; encounter) Poison: Close burst 3; targets living creatures in the burst; +4 vs. Fortitude; Hit: target is slowed and blinded (save ends both); Miss: target is blinded until the beginning of its next turn.
---
Alignment unaligned; Languages -
Str 13; Dex 5; Wis 10
Con 18; Int 1; Cha 3
ASCOMOID--- Level 4 Skirmisher
Medium natural animate (plant)--- XP 175
---
Initiative +4; Senses Perception +2; blind, tremorsense 12
HP 56; Bloodied 28
AC 18; Fortitude 17; Reflex 12; Will 12
Speed 6 (and see gather momentum)
--- [Melee basic] Rolling Attack (standard; at will): Only when the ascomoid first moves at least 1 square; +9 vs. AC; 2d8+4 damage.
[Ranged] Spore Jet (standard; at will) Poison: Range 4; +7 vs. Fortitude; 1d10+4 poison damage.
Gather Momentum (free; at will): When the ascomoid takes a double move, charges or runs, its speed increases by 2.
---
Alignment unaligned; Languages -
Str 19; Dex 10; Wis 10
Con 16; Int 1; Cha 3
BUNYIP--- Level 3 Skirmisher
Medium natural beast (aquatic)--- XP 150
---
Initiative +5; Senses Perception +3, low-light vision
HP 47; Bloodied 23
AC 17; Fortitude 17; Reflex 15; Will 15
Speed 6, swim 6
--- [Melee basic] Bite (standard; at will): +8 vs. AC; 1d10+3 damage (1d10+8 if target is in the water and does not have the aquatic keyword).
[Melee] Underwater Attack (standard; recharge 4 5 6): Only against a creature without the aquatic keyword that is in the water. The bunyip swims 4 squares underwater and attacks: +10 vs. AC; 1d10+3 damage and target slides 2 squares.
[Close] Roar (standard; recharges when first bloodied) Fear, Thunder: Close burst 6; attacks living enemies; +4 vs. Will; Hit: target is dazed (save ends); Miss: target suffers -1 on attack rolls until the end of its next turn.
Underwater Escape (immediate interrupt; when a creature without the aquatic keyword that is in the water hits the bunyip with a melee, close or area attack; encounter): The bunyip ducks under the water and gains Resist 5 against the triggering attack.
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Alignment unaligned; Languages Bunyip
Skills Athletics +10, Stealth +8
Str 18; Dex 15; Wis 15
Con 15; Int 6; Cha 13
GIANT BUNYIP--- Level 15 Brute
Large natural beast (aquatic)--- XP 1200
---
Initiative +12; Senses Perception +12, low-light vision
HP 175; Bloodied 87
AC 27; Fortitude 29; Reflex 27; Will 27
Speed 6, swim 6
--- [Melee basic] Savage Bite (standard; at will): +18 vs. AC; 2d8+6 damage (2d8+11 if target is in the water and does not have the aquatic keyword).
[Close] Roar (standard; recharges when first bloodied) Fear, Thunder: Close burst 6; attacks living enemies; +14 vs. Will; Hit: target is dazed (save ends); Miss: target suffers -1 on attack rolls until the end of its next turn.
Underwater Escape (immediate interrupt; when a creature without the aquatic keyword that is in the water hits the bunyip with a melee, close or area attack; recharges when first bloodied): The bunyip ducks under the water and gains Resist 10 against the triggering attack.
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Alignment unaligned; Languages Bunyip
Skills Athletics +19, Stealth +12
Str 25; Dex 20; Wis 20
Con 15; Int 9; Cha 18
ASSASSIN VINE--- Level 3 Lurker
Large natural animate (plant)--- XP 150
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Initiative +4; Senses Perception 3x, blind, tremorsense 10 Lashing Foliage aura 3; at the start of the assassin vine’s turn, it makes a basic melee attack against each target in the aura.
HP 38; Bloodied 19
AC 16; Fortitude 17; Reflex 16; Will 15
Vulnerable fire 5
Speed 4
--- [Melee basic] Vine Lash (standard; at will): Reach 2; +8 vs. AC; 1d6+3 damage.
[Melee] Grasping Vine (standard; at will): Reach 2; +8 vs. AC; 1d6+3 damage, plus target is grabbed (escape ends).
[Melee] Strangle (standard; recharge 5 6): Only against a grabbed target; +6 vs. Fortitude; 2d10+3 damage
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Alignment unaligned; Languages -
Str 18; Dex 16; Wis 14
Con 14; Int 1; Cha 8