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!
Aurumvorax [I'll prolly do this one around 12th level]
Cockatrice [? 8th level]
Crimson Death [16th level or thereabouts?]
Giant, Cloud
Giant, Frost
Neogi may be better off around 10th-13th level
Su-Monster [6th level?]
Vampiric mist [11th level or thereabouts?]
I have long suspected the 3e vine horror was pretty much a conversion of the algoid; that would make the 4e vine horror basically cover it.
Also I believe Mike Mearls has done conversions for the blindheim and adherer that you can get if you email him - there was something about that in his blog.
Another consideration: you might want to think about moving the neogi (or neogis if you're doing different roles) closer in level to the umber hulk in order to enable encounter construction to better match the fluff of the neogi enslaving umber hulks. As the umber hulk is a level 12 elite brute, putting the neogi somewhere around a level 12 or 13 controller would seem like a good choice.
EDIT: Also your link is to the 'edit post' function for the monster project so only mods will be able to follow it.
Brain coral is a small communal organism that resembles a normal, pink and grey coral formation. However, it is much more dangerous, being slightly mobile and very intelligent. Brain corals subsist off of organic debris in the water, but they require certain nutrients found only in intelligent creatures to maintain their own communal sentience. Often, brain coral will join forces with other aquatic monsters, such as sahuagin, locathah or others, to cooperate to bring down prey.
Small natural animate (plant)--- XP 200
---
Initiative +4; Senses Perception +5, blindsense 16; blind
HP 63; Bloodied 31
AC 17; Fortitude 17; Reflex 20; Will 17
Resist psychic 10, weapons 5
Speed 2
--- [Ranged] Mind Lash (standard; at will) Psychic: Range 10; +9 vs. Will; 1d10+4 psychic damage and target is pulled 4 squares.
[Ranged] Brain Lock (standard; recharge 6) Psychic: Range 4; +9 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed (save ends).
[Close] Psychic Static (standard; encounter) Psychic: Close burst 4; targets all enemies in burst; +7 vs. Will; Hit: 3d8+4 psychic damage and ongoing 5 psychic (save ends) and target is stunned until the end of its next turn.
---
Alignment unaligned; Languages telepathy 10
Str 4; Dex 3; Wis 15
Con 15; Int 20; Cha 15
PERYTON BANDIT--- Level 5 Skirmisher
Medium natural magical beast--- XP 200
---
Initiative +7; Senses Perception +x, special senses
HP 63; Bloodied 31
AC 19; Fortitude 19; Reflex 17; Will 17
Speed 4, fly 8
--- [Melee basic] Wicked Antlers (standard; at will): +10 vs. AC; 1d8+4 damage (1d8+9 if the peryton is at higher elevation than the target).
[Melee] Deadly Charge (standard; at will): The peryton flies up to 8 squares and makes one attack against each of two adjacent targets. It must be at higher elevation than the target. +10 vs. AC; 3d8+4 damage and target is knocked prone.
Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +8 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages Common, Peryton
Skills Intimidate +10
Str 20; Dex 16; Wis 10
Con 15; Int 15; Cha 16
PERYTON MANHUNTER--- Level 6 Soldier
Medium natural magical beast--- XP 250
---
Initiative +8; Senses Perception +3
HP 71; Bloodied 35
AC 22; Fortitude 20; Reflex 18; Will 19
Speed 4, fly 8
--- [Melee basic] Wicked Antlers (standard; at will): +10 vs. AC; 2d8+4 damage.
Stunning Critical (free action; upon scoring a critical hit with its antlers): The peryton manhunter attacks the target it just inflicted a critical hit upon: +11 vs. Fort; Hit: 1d12+5 damage and target is stunned (save ends); Miss: no damage and target is dazed (save ends).
Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +11 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages Common, Peryton
Skills Intimidate +11
Str 20; Dex 16; Wis 10
Con 15; Int 15; Cha 16
PERYTON SKYTERROR--- Level 8 Controller
Medium natural magical beast--- XP 350
---
Initiative +6; Senses Perception +6
HP 89; Bloodied 44
AC 22; Fortitude 20; Reflex 20; Will 22
Speed 4, fly 8
--- [Melee basic] Wicked Antlers (standard; at will): +13 vs. AC; 2d8+3 damage.
[Close] Agonizing Screech (standard; encounter) Psychic, Thunder: The peryton skyterror gives an agonizing screech that sounds disturbingly human. Close blast 5; +10 vs. Will; Hit: 3d10+5 psychic and thunder damage and target is stunned until the end of its next turn; Miss: half damage and target is not stunned.
[Close] Terrifying Presence (minor; recharge 5 6) Fear: Close burst 4; +10 vs. Will; Hit: target slides 4 squares and is dazed (save ends); Miss: target slides 2 squares.
Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +11 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages Common, Peryton
Str 17; Dex 15; Wis 15
Con 17; Int 17; Cha 22
PERYTON HEARTRIPPER--- Level 9 Brute
Medium natural magical beast--- XP 400
---
Initiative +7; Senses Perception +7
HP 117; Bloodied 58
AC 21; Fortitude 24; Reflex 21; Will 21
Speed 4, fly 8
--- [Melee basic] Wicked Antlers (standard; at will): +12 vs. AC; 2d8+5 damage and target is pushed 1 square.
[Melee] Shredding Blow (standard; recharge 6): The peryton makes one attack each on up to three adjacent enemies within reach. +10 vs. AC; 3d8+5 damage and secondary attack: +8 vs. Fortitude; Hit: target is knocked prone and stunned until the end of its next turn; Miss: target is dazed until the end of its next turn.
[Melee] Rip the Heart Out (standard; encounter): Only against a helpless or prone and stunned target; +10 vs. Fortitude; Hit: 4d8+5 damage and ongoing 10 and target is stunned (save ends both). Using this ability grants combat advantage to all enemies other than the one targeted.
Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +11 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages Common, Peryton
Str 23; Dex 17; Wis 17
Con 17; Int 14; Cha 15
TABAXI BRIGAND--- Level 5 Skirmisher
Medium natural humanoid--- XP 200
---
Initiative +9; Senses Perception +9, low-light vision
HP 61; Bloodied 30
AC 19; Fortitude 17; Reflex 19; Will 17
Speed 7
--- [Melee basic] Short Sword (standard; at will) Weapon: +10 vs. AC; 1d6+2 damage.
[Melee] Rushing Strike (standard; at will) Weapon: The tabaxi brigand moves 4 and attacks (it must move a minimum of 2 squares to use this ability). +11 vs. AC; 2d6+4 damage.
Nimble Shift (move; at will): The tabaxi shifts up to 2 squares.
---
Alignment unaligned; Languages Common, Tabaxi
Skills Acrobatics +12, Perception +9, Stealth +12
Str 15; Dex 20; Wis 15
Con 13; Int 10; Cha 13
---
Equipment leather armor, shortsword
TABAXI SCOUT--- Level 5 Artillery
Medium natural humanoid; XP 200
---
Initiative +7; Senses Perception +9, low-light vision
HP 51; Bloodied 25
AC 16; Fortitude 17; Reflex 19; Will 17
Speed 7
--- [Melee basic] Claw (standard; at will): +17 vs. AC; 1d6+4 damage.
[Ranged basic] Longbow (standard; at will) Weapon: Range 20/40; +17 vs. AC; 1d10+5 damage.
[Ranged] Shoot for the Legs (standard; recharge 4 5 6) Weapon: Requires longbow; Range 20/40; +17 vs. AC; 1d10+5 damage and target is slowed (save ends).
Fleet of Foot (minor; at will): The tabaxi scout moves 4 squares.
---
Alignment unaligned; Languages Common, Tabaxi
Skills Perception +9, Stealth +12
Str 13; Dex 20; Wis 15
Con 15; Int 10; Cha 13
---
Equipment longbow, 20 arrows
TABAXI RIPPER--- Level 6 Brute
Medium natural humanoid; XP 250
---
Initiative +7; Senses Perception +6, low-light vision
HP 86; Bloodied 43
AC 18; Fortitude 20; Reflex 19; Will 18
Speed 7
--- [Melee basic] Bite (standard; at will): +9 vs. AC; 1d10+4 damage.
[Melee basic] Claw (standard; at will): +9 vs. AC; 1d6+2 damage.
[Melee] Ripping Claws (standard; at will): The tabaxi ripper makes two claw attacks at the same target. If both hit, it makes a secondary attack with its hind claws. Secondary attack: +7 vs. Fortitude; Hit: 3d6+4 damage; Miss: half damage.
Fearsome Yowl (minor; encounter): The tabaxi ripper lets out a blood-curdling yowl. Close burst 3; attacks all enemies in burst; +5 vs. Will; target is dazed until the end of the tabaxi ripper’s next turn.
Nimble Shift (move; at will): The tabaxi shifts up to 2 squares.
---
Alignment unaligned; Languages Common, Tabaxi
Skills Acrobatics +12, Athletics +13
Str 20; Dex 18; Wis 16
Con 16; Int 10; Cha 10
---
Equipment leather armor
TABAXI HERO--- Level 10 Skirmisher (Leader)
Medium natural humanoid--- XP 2400
---
Initiative +10; Senses Perception +x, special senses
HP 104; Bloodied 52
AC 24; Fortitude 24; Reflex 23; Will 22
Speed 7
--- [Melee basic] Longsword (standard; at will) Weapon: +15 vs. AC; 1d8+5 damage and target is marked until the end of the tabaxi hero’s next turn.
[Melee] Hit and Run (standard; at will) Weapon: The tabaxi hero makes a basic attack and then shifts 2 squares.
[Melee] Lead the Attack (standard; at will) Weapon: The tabaxi hero shifts four squares (minimum 2) and attacks. +15 vs. AC; 2d8+5 damage and all allies within 4 may shift 2 squares.
Nimble Shift (move; at will): The tabaxi shifts 2 squares.
---
Alignment unaligned--- Languages Common, Tabaxi
Skills Diplomacy +14
Str 22; Dex 20; Wis 16
Con 16; Int 10; Cha 18
---
Equipment leather armor. longsword
VOLT--- Level 5 Soldier
Small natural magical beast--- XP 200
---
Initiative +6; Senses Perception +4
HP 68; Bloodied 34
AC 21; Fortitude 20; Reflex 18; Will 18
Speed 3, fly 6 (maximum altitude 2)
--- [Melee basic] Bite (standard; at will): +12 vs. AC; 2d4 damage.
[Melee] Tail Shock (standard; at will) Lightning: +10 vs. Reflex; 1d10+4 lightning damage and target is slowed until the end of its next turn.
---
Alignment unaligned; Languages -
Skills Stealth +9
Str 9; Dex 15; Wis 15
Con 20; Int 4; Cha 11
LEUCROTTA RIDGERUNNER--- Level 5 Skirmisher
Medium natural magical beast--- XP 200
---
Initiative +5; Senses Perception +4
HP 64; Bloodied 32
AC 19; Fortitude 19; Reflex 17; Will 17
Speed 8
--- [Melee basic] Bite (standard; at will): +10 vs. AC; 1d6+4 damage.
[Melee] Crushing Bite (standard; at will): Only if the leucrotta first moves at least 3 squares from its starting space. +10 vs. AC; 1d6+4 damage and target is weakened (save ends).
[Melee] Kicking Retreat (immediate reaction; when first bloodied): The leucrotta attacks and then shifts 4 squares. +10 vs. AC; 2d8+4 damage and target is knocked prone.
---
Alignment chaotic evil; Languages Common, Leucrotta
Skills Athletics +12, Endurance +10
Str 20; Dex 13; Wis 15
Con 16; Int 15; Cha 10
LEUCROTTA SHIELDBREAKER--- Level 5 Brute
Medium natural magical beast--- XP 200
---
Initiative +3; Senses Perception +4
HP 76; Bloodied 38
AC 17; Fortitude 19; Reflex 17; Will 17
Speed 8
--- [Melee basic] Bite (standard; at will): +8 vs. AC; 2d8+4 damage and target is pushed one square.
[Melee] Sundering Bite (standard; at will): +8 vs. AC; 2d8+4 damage. Effect: make a secondary attack; Secondary attack: +6 vs. Fortitude; Hit: put a wear point on the target’s shield or armor; if it has two wear points, reduce its armor or shield bonus by 1. If it has three wear points, the armor or shield is destroyed. If the shield or armor is magic, the target may make an immediate saving throw to avoid putting a wear point on the item.
[Melee] Kicking Retreat (immediate reaction; when first bloodied): The leucrotta attacks and then shifts 4 squares. +8 vs. AC; 3d10+4 damage and target is knocked prone.
---
Alignment chaotic evil; Languages Common, Leucrotta
Skills Athletics +12, Endurance +10
Str 20; Dex 13; Wis 15
Con 16; Int 15; Cha 10
LEUCROTTA KICKER--- Level 8 Soldier
Medium natural magical beast--- XP 200
---
Initiative +9; Senses Perception +x, special senses
HP 90; Bloodied 45
AC 24; Fortitude 22; Reflex 20; Will 20
Speed 8
--- [Melee basic] Bite (standard; at will): +15 vs. AC; 1d8+5 damage.
[Melee] Front and Back (standard; at will): Only when flanked; the leucrotta makes a basic attack on one of the flanking enemies and a secondary attack against the other: +15 vs. AC; 1d8+5 damage and target is pushed 1 square and knocked prone.
[Melee] Kicking Retreat (immediate reaction; when first bloodied): The leucrotta attacks and then shifts 4 squares. +15 vs. AC; 2d8+5 damage and target is pushed 2 squares and knocked prone.
---
Alignment chaotic evil; Languages Common, Leucrotta
Skills Athletics +15, Endurance +13
Str 22; Dex 17; Wis 16
Con 18; Int 11; Cha 13
ADHERER--- Level 5 Lurker
Medium natural humanoid--- XP 200
---
Initiative +8; Senses Perception +5
HP 51; Bloodied 25
AC 19; Fortitude 19; Reflex 17; Will 18
Vulnerable fire 5
Speed 6
--- [Melee] Sticky Blow (standard; at will): +10 vs. AC; 1d6+4 damage and secondary attack: +8 vs. Fortitude; Hit: target is restrained by the adherer as long as they remain adjacent to each other (save ends); Miss: target is slowed until the end of its next turn.
Interpose Victim (immediate interrupt; when targeted by a melee attack): Only when the adherer has a target restrained; the adherer and the restrained target switch places, and the attack targets the restrained victim instead of the adherer.
Sticky Skin (free action; when hit by a melee weapon): The adherer makes an attack on the enemy that hit it: +8 vs. Fortitude; Hit: the weapon striking the adherer is wrenched from its attacker’s hand and stuck to it. An enemy may make a Strength vs. Reflex attack to grab its weapon while it rests on the adherer’s skin, and a Strength vs. Fortitude attack to wrench it free.
Combat Advantage: When an adherer has combat advantage, its attacks deal an extra 1d6 damage.
---
Alignment evil; Languages Common
Skills Stealth +9
Str 19; Dex 15; Wis 16
Con 15; Int 7; Cha 8
EYE KILLER--- Level 5 Artillery
Medium aberrant magical beast--- XP 200
---
Initiative +5; Senses Perception +13, darkvision
HP 51; Bloodied 25
AC 17; Fortitude 17; Reflex 18; Will 20
Speed 5
--- [Melee basic] Coils (standard; at will): +12 vs. AC; 1d6+4 damage, plus secondary attack: +10 vs. Fortitude; target is grabbed (escape ends).
[Melee] Crush (minor; at will): Only against a grabbed target; +10 vs. Fortitude; 1d10+4 damage.
[Ranged] Death Stare (standard; at will) Radiant: Only when light is present. The eye killer’s eyes gather the ambient light and fire it in a tight beam at a target. Range 10; +10 vs. Reflex; 2d8+2 radiant damage plus target is blinded (save ends). If the light is dim, the eye killer’s death stare attack suffers -2 to attack and damage.
---
Alignment unaligned; Languages -
Skills Perception +13
Str 12; Dex 16; Wis 17
Con 15; Int 2; Cha 20
EYE KILLER LORD--- Level 10 Skirmisher
Medium aberrant magical beast--- XP 500
---
Initiative +11; Senses Perception +17, darkvision
HP 103; Bloodied 51
AC 24; Fortitude 22; Reflex 22; Will 24
Speed 6
--- [Melee basic] Coils (standard; at will): +15 vs. AC; 2d6+5 damage, plus secondary attack: +13 vs. Fortitude; target is grabbed (escape ends).
[Melee] Crush (minor; at will): Only against a grabbed target; +13 vs. Fortitude; 3d6+5 damage.
[Ranged] Death Stare (standard; at will) Radiant: Only when light is present. The eye killer’s eyes gather the ambient light and fire it in a tight beam at a target. Range 10; +13 vs. Reflex; 3d6+3 radiant damage plus target is blinded (save ends). If the light is dim, the eye killer’s death stare attack suffers -2 to attack and damage.
Surprising Grace (move; at will): The eye killer lord shifts 2 squares.
Combat Advantage: The eye killer lord deals an extra 1d6 points of damage with melee attacks when it has combat advantage.
---
Alignment unaligned; Languages -
Skills Perception +17
Str 18; Dex 18; Wis 18
Con 15; Int 3; Cha 23
FLAIL SNAIL--- Level 5 Brute
Large natural beast--- XP 200
---
Initiative +0; Senses Perception +4, tremorsense 6
HP 76; Bloodied 38
AC 17; Fortitude 19; Reflex 12; Will 16
Speed 4
--- [Melee basic] Head Flail (standard; at will): Reach 2; +8 vs. AC; 1d10+4 damage.
[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.
[Melee] Emphatic Blow (standard; encounter): Reach 2; +8 vs. AC; 1d12+4 damage, and the target is pushed 2 squares.
Shell Shield (immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
---
Alignment unaligned; Languages -
Str 20; Dex 6; Wis 14
Con 16; Int 1; Cha 9
SCINTILLATING FLAIL SNAIL--- Level 7 Controller
Large natural magical beast--- XP 300
---
Initiative +2; Senses Perception +6, tremorsense 6 Scintillating Shell (Radiant) aura 6; all ranged and area attacks against the flail snail by those in the aura suffer a -4 penalty. Any creature that starts its turn in the aura is subject to an attack: +11 vs. Will; Hit: target is slowed and dazed until the end of its turn; Miss: target is dazed until the end of its turn.
HP 80; Bloodied 40
AC 21; Fortitude 21; Reflex 15; Will 19
Speed 5
--- [Melee basic] Head Flail (standard; at will): Reach 2; +12 vs. AC; 1d8+5 damage.
[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.
[Melee] Emphatic Blow (standard; encounter): Reach 2; +12 vs. AC; 1d12+5 damage, and the target is pushed 2 squares.
[Ranged] Scintillating Beams (standard; recharge 5 6) Radiant: Range 10; targets 2 creatures; +11 vs. Will; Hit: 3d8+5 points of radiant damage and target is blinded and dazed (first save ends blindness, second save ends dazed); Miss: half damage and target is blinded until the end of its next turn.
Shell Shield (immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
---
Alignment unaligned; Languages -
Str 20; Dex 9; Wis 16
Con 16; Int 7; Cha 13
RUST MONSTER--- Level 5 Controller
Medium natural magical beast--- XP 200
---
Initiative +6; Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 16; Reflex 19; Will 17
Speed 6
--- [Melee basic] Rusting Antennae (standard; at will): +9 vs. Reflex; Hit: put a wear point on the target’s metal shield, armor or weapon; if it has two wear points, reduce its armor or shield bonus, or attack and damage rolls made with it, by 1. If it has three wear points, the item is destroyed. If the weapon, shield or armor is magic, it can receive one additional wear point without harm per tier.
[Melee] Ram (standard; at will): +10 vs. AC; 1d6+2 damage.
Rusting Body (immediate reaction; when struck by a metal weapon): The rust monster makes an immediate attack on the target: +9 vs. Fortitude; Hit: put a wear point on the target’s weapon; if it has two wear points, reduce attack and damage rolls made with it by 1. If it has three wear points, the item is destroyed. If the weapon, shield or armor is magic, it can receive one additional wear point without harm per tier.
---
Alignment unaligned; Languages rarely understands Common
Str 14; Dex 19; Wis 15
Con 14; Int 4; Cha 8
MINDLESS ALGOID--- Level 5 Soldier
Medium natural animate (plant)--- XP 200
---
Initiative +5; Senses Perception +4, tremorsense 6
HP 62; Bloodied 31
AC 19; Fortitude 19; Reflex 15; Will 17
Resist 10 fire, 5 lightning, 5 weapons
Speed 6, swim 6
--- [Melee basic] Slam (standard; at will): +12 vs. AC; 1d10+4 damage and target is pushed 1.
---
Alignment unaligned; Languages -
Str 20; Dex 12; Wis 15
Con 14; Int 1; Cha 1
ALGOID MOSSWARDEN--- Level 6 Controller
Medium natural animate (plant)--- XP 250
---
Initiative +5; Senses Perception +5, tremorsense 6
HP 70; Bloodied 35
AC 18; Fortitude 20; Reflex 17; Will 18
Resist 10 fire, 5 lightning, 5 weapons
Speed 6, swim 6
--- [Melee basic] Slam (standard; at will): +11 vs. AC; 1d10+4.
[Close] Psychic Blast (standard; encounter) Psychic: Close blast 4; targets enemies; +8 vs. Will; 3d6+4 psychic damage and the target is dazed (save ends).
[Area] Restive Ground (standard; recharge 5 6): The algoid mosswarden commands the plants on the ground to writhe and churn. Burst 3 within 8; creates a zone of difficult terrain that lasts until the end of the encounter or for 5 minutes. This area does not affect plants.
---
Alignment unaligned; Languages -
Str 20; Dex 14; Wis 15
Con 14; Int 7; Cha 9
ALGOID MINDBREAKER--- Level 7 Controller
Medium natural animate (plant)--- XP 250
---
Initiative +5; Senses Perception +8, tremorsense 6
HP 78; Bloodied 39
AC 19; Fortitude 20; Reflex 18; Will 21
Resist 10 fire, 5 lightning, 5 weapons
Speed 6, swim 6
--- [Melee basic] Slam (standard; at will): +12 vs. AC; 1d10+4.
[Ranged] Psionic Thrust (standard; at will) Psychic: Range 8; +11 vs. Will; 2d6+5 psychic damage and target slides 2 squares.
[Close] Psychic Blast (standard; encounter) Psychic: Close blast 4; targets enemies; +9 vs. Will; 3d8+5 psychic damage and the target is dazed (save ends).
[Area] Rouse the Green (standard; encounter): The algoid causes the local vegetation to writhe and attack. Burst 4 within 12; creates a zone of writhing vegetation that persists until the end of the encounter or for 5 minutes; any creature in the zone is attacked at the start of its turn; +9 vs. Reflex; 2d6+5 damage.
---
Alignment unaligned; Languages -
Str 18; Dex 14; Wis 20
Con 14; Int 7; Cha 9
Bloodbloaters are small, flat, disk-shaped oozes about 8” in diameter, with a bulge at the center. They are a translucent milky white with flecks of red at the center. While an individual bloodbloater ooze is an annoyance, they tend to congregate in swarms of about 650 creatures, posing a true threat to swimmers. Additionally, there are isolated incidents of bloodbloaters that have grown to more dangerous size on an individual basis.
BLOODBLOATER OOZE SWARM--- Level 5 Soldier
Medium natural beast (aquatic, blind, ooze, swarm)--- XP 200
---
Initiative +4; Senses Perception +4, tremorsense 12 Swarm Attack aura 1; the bloodbloater ooze swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 64; Bloodied 32
AC 21; Fortitude 19; Reflex 17; Will 17
Vulnerable fire 10
Speed 1, swim 6
--- [Melee basic] Bloodsucking Swarm (standard): +10 vs. Reflex; 1d10+4 damage plus ongoing 5 (save ends).
---
Alignment unaligned; Languages -
Str 20; Dex 15; Wis 15
Con 16; Int 1; Cha 1
MUTANT BLOODBLOATER--- Level 12 Soldier
Medium natural beast (aquatic, blind, ooze, swarm)--- XP 700
---
Initiative +9; Senses Perception +10, tremorsense 12
HP 125; Bloodied 62
AC 28; Fortitude 26; Reflex 22; Will 24
Vulnerable fire 10
Speed 4, swim 9
--- [Melee basic] Blood Suck (standard; at will): +19 vs. AC; 2d6+5 damage plus ongoing 10.
Blood Spray (immediate reaction; when first bloodied) Acid, Fire: The mutant bloodbloater expels a blast of hot blood. Close burst 2; +15 vs. Reflex; Hit: 4d8+5 fire and acid damage; Miss: half damage.
---
Alignment unaligned; Languages -
Str 24; Dex 16; Wis 19
Con 21; Int 2; Cha 2
Actually, there's a brain coral entry in Monstrous Compendium Annual 4. IIRC it had psionic powers or something.
MCA 3:
Gargoyle, Spouter
Black Unicorn
__________________ "Y'know, I think my favorite thing about being a hero of destiny is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in your way." -- 8-bit Theater
"i did not serve with napolean in his artillery. but i did play wargames with him and his men." -- diaglo
I tweaked the way wear points interact with magic items in the rust monster entry. Previously, they got a saving throw against each wear point, but I decided that I liked that better as a non-magical potential weapon enhancement- "enduring" weapons.
Ever since I came up with them, I have really liked using wear points to show abstract wear and tear on pcs' items.