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Old 28th June 2008, 07:43 PM   #1 (permalink)
Puggalo
 
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the Jester Gnoll Huntmaster (Lvl 5)
6th level monster conversions!

All right, here is the 6th level monster conversion thread...

The List of 6th Level Monsters

Belker
Caterwaul
Elemental, Crysmal
Jellyfish, Giant
Needlefolk
Phantom Fungus
Phraint originally from Arduin Grimoire, heavily modified
Spawn of Kyuss
Su-Monster
Spider, Tarantella
Thorny The "companion animals" of vegepygmies, which are plants



Higher Level Monsters On the List

Aurumvorax [I'll prolly do this one around 12th level]
Boggle [10th level? tweak back to the 'boggle hole' model of 1e]
Cockatrice [? 8th level]
Crimson Death [16th level or thereabouts?]
Elemental, invisible stalker [? right about 10th?]
Giant, Cloud
Giant, Frost
Gray Ooze [9th level elite]
Neogi may be better off around 10th-13th level
Vampiric mist [11th level or thereabouts?]
Zorbo (? 18th or so?)

Hazards to be Converted

Mantrap
Tri-Flower Frond
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Old 28th June 2008, 07:43 PM   #2 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
TARANTELLA--- Level 6 Controller
Medium natural beast (spider) XP 100
---
Initiative +13; Senses Perception +11, tremorsense 6
HP 72; Bloodied 36
AC 20; Fortitude 18; Reflex 20; Will 18
Speed 8, climb 6 (spider climb)
---
[Melee basic] Bite (standard; at will) Poison: +11 vs. AC; 1d6+4 damage plus secondary attack: +10 vs. Fortitude; Hit: the target begins jerking and dancing helplessly in place and suffers ongoing 5 poison and is immobilized (first save ends ongoing damage, second save ends immobilized). As long as the effect persists, the victim grants combat advantage.

[Close] Spray of Venom (standard; encounter) Poison: Close blast 4; +8 vs. Fortitude; Hit: 2d6+4 poison damage plus ongoing 5 poison and the target is slowed (save ends both).
---
Alignment unaligned; Languages -
Skills Stealth +13
Str 16; Dex 20; Wis 16
Con 16; Int 1; Cha 6
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Old 28th June 2008, 08:22 PM   #3 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
CATERWAUL RUNNER--- Level 6 Skirmisher
Medium natural magical beast--- XP 250
---
Initiative +13; Senses Perception +14, low-light vision
HP 68; Bloodied 34
AC 20; Fortitude 18; Reflex 21; Will 18
Speed 10
---
[Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage.

[Melee] Running Attack (standard; at will): The caterwaul moves 5 (minimum 3) and attacks: +11 vs. AC; 2d8+4 damage and target is pushed 1 and knocked prone.

[Close] Unnerving Caterwaul (standard; encounter) Fear: Close blast 4; targets each enemy within the burst; +7 vs. Will; target is weakened (save ends).

Astonishing Reflexes (move; at will): The caterwaul shifts 5 squares.
---
Alignment unaligned; Languages Common, Caterwaul
Skills Perception +14, Stealth +14
Str 17; Dex 23; Wis 16
Con 12; Int 12; Cha 15


CATERWAUL POUNCER--- Level 7 Soldier

Medium natural magical beast; XP 300
---
Initiative +8; Senses Perception +8, low-light vision
HP 76; Bloodied 38
AC 23; Fortitude 21; Reflex 21; Will 19
Speed 10
---
[Melee basic] Bite (standard; at will): +13 vs. AC; 2d6+5 damage.

[Melee basic] Claw (standard; at will): +13 vs. AC; 1d8+5 damage.

[Melee] Swift Attacks
(standard; at will): The caterwaul pouncer makes a bite attack and a claw attack at the same target.

[Close] Unnerving Caterwaul
(standard; encounter) Fear: Close blast 4; targets each enemy within the burst; +10 vs. Will; target is weakened (save ends).

Leap Away (move; encounter): The caterwaul shifts 3 squares and gains a +2 bonus to AC and Reflex defense until the end of its next turn.
---
Alignment unaligned; Languages Common, Caterwaul
Skills Perception +14, Stealth +13
Str 20; Dex 20; Wis 16
Con 12; Int 10; Cha 12
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Old 29th June 2008, 01:23 AM   #4 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
GIANT JELLYFISH--- Level 6 Lurker
Large natural beast (aquatic, blind, ooze)--- XP 250
---
Initiative -1; Senses Perception +x, tremorsense 12
Cloud of Tentacles (Poison) aura 4; each creature entering the aura or within it at the start of its turn is subject to an attack: +9 vs. Fortitude; Hit: 1d6+4 poison damage, plus ongoing 10 poison and target is immobilized (save ends both).
HP 62; Bloodied 31
AC 17; Fortitude 20; Reflex 12; Will 16
Vulnerable 5 weapons
Speed swim 4
---
[Melee basic] Stinging Tentacle (standard; at will) Poison: Reach 3; +9 vs. Reflex; 1d10+4 poison damage plus ongoing 10 poison and target is immobilized (save ends both).

Transparent: A giant jellyfish is nearly invisible in the water. It requires a Perception check, DC 26, to notice one before blundering into its aura.
---
Alignment unaligned; Languages -
Str 5; Dex 3; Wis 12
Con 20; Int 1; Cha 3
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Old 29th June 2008, 01:59 AM   #5 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
PHANTOM FUNGUS--- Level 6 Lurker
Medium natural animate (plant)--- XP 250
---
Initiative +8; Senses Perception +3, blindsight 6
HP 58; Bloodied 29
AC 16; Fortitude 16; Reflex 20; Will 13
Speed 6
---
[Melee Basic] Bite (action; recharge): +11 vs. AC; 1d6+2 damage (plus see Combat Advantage).

Combat Advantage:
A phantom fungus deals an extra 1d6 points of damage when it has combat advantage.

Invisibility * Illusion:
The phantom fungus is invisible as long as it is alive. Creatures that cannot detect it suffer a -5 penalty on attack rolls against it, if they can even figure out which square it is in, and cannot take opportunity attacks on it. The phantom fungus gains combat advantage against all creatures that cannot detect it. A character attacked by the phantom fungus knows which square the attack came from.
---
Alignment unaligned; Languages -
Skills Stealth +13
Str 14; Dex 20; Wis 11
Con 16; Int 2; Cha 9
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Old 30th June 2008, 02:11 AM   #6 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
CRYSMAL--- Level 6 Soldier
Medium elemental animate (earth)--- XP 250
---
Initiative +6; Senses Perception +6
HP 76; Bloodied 38
AC 22; Fortitude 20; Reflex 18; Will 18
Speed 5
---
[Melee basic] Crystal Bludgeon (standard; at will): +13 vs. AC; 1d10+4 damage.

[Ranged basic] Crystal Shard (standard; at will): The crysmal fires a piece of itself at the target. The crysmal takes 5 points of damage and makes a ranged attack: Range 10; +13 vs. AC; 2d8+4 damage.
---
Alignment unaligned; Languages Primordial
Str 17; Dex 16; Wis 16
Con 20; Int 7; Cha 10
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Old 30th June 2008, 02:27 AM   #7 (permalink)
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NEEDLEFOLK WATCHER--- Level 6 Artillery
Medium natural humanoid (plant)--- XP 250
---
Initiative +8; Senses Perception +11
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 20; Will 18
Speed 6
---
[Melee basic] Needling Strike (standard; at will): +13 vs. AC; 1d8+1 damage.

[Ranged] Needle Spray (standard; at will): Range 6; +13 vs. AC; 1d10+4 damage.

[Close] Explosion of Needles (standard; encounter): Close burst 3; +11 vs. AC; 3d6+4 damage and ongoing 5 damage.
---
Alignment unaligned; Languages Elven, Needlefolk
Skills Athletics +9, Nature +7, Perception +11
Str 13; Dex 20; Wis 16
Con 16; Int 8; Cha 8


NEEDLEFOLK STICKER--- Level 6 Soldier
Medium natural humanoid (plant)--- XP 250
---
Initiative +6; Senses Perception +6
HP 72; Bloodied 36
AC 22; Fortitude 19; Reflex 18; Will 18
Speed 6
---
[Melee basic] Needling Strike (standard; at will): +13 vs. AC; 1d10+4 damage and ongoing 5.

[Melee] Sticking Strike (standard; recharge 4 5 6): +11 vs. AC; 1d10+4 damage and ongoing 5 (save ends), and target is grabbed (escape ends). While grabbed, the opponent suffers ongoing 10 instead of ongoing 5, and a save does not end the damage until the target escapes the grab.

[Ranged] Needle Spray (standard; recharge 6): Range 6; +13 vs. AC; 1d10+4 damage.
---
Alignment unaligned; Languages Elven, Needlefolk
Skills Athletics +12, Nature +7
Str 19; Dex 17; Wis 16
Con 16; Int 8; Cha 8


NEEDLEFOLK DRUID--- Level 8 Controller
Medium natural humanoid (plant)--- XP 300
---
Initiative +6; Senses Perception +9
HP 87; Bloodied 43
AC 22; Fortitude 20; Reflex 18; Will 22
Speed 6
---
[Melee basic] Needling Strike (standard; at will): +13 vs. AC; 1d10+3 damage.

[Ranged] Needle Spray (standard; at will): Range 6; +13 vs. AC; 1d10+2 damage.

[Area] Storm of Needles (standard; at will): Burst 2 within 10; +10 vs. Reflex; Hit: 1d8+5 damage and target is slowed until the end of its next turn; Miss: half damage and target is not slowed.

[Area] Thorn Caltrops (standard; encounter): Burst 2 within 6; creates a zone of thorns that persists until the end of the encounter or for five minutes; the zone counts as difficult terrain, and every square a creature moves into makes an attack on it: +10 vs. Fortitude; 1d8+5 damage.
---
Alignment unaligned; Languages Elven, Needlefolk
Skills Nature +7
Str 17; Dex 14; Wis 21
Con 15; Int 12; Cha 15


NEEDLEFOLK ELF-HUNTER--- Level 13 Artillery
Medium natural humanoid (plant)--- XP 300
---
Initiative +12; Senses Perception +16
HP 104; Bloodied 52
AC 25; Fortitude 25; Reflex 27; Will 25
Speed 6
---
[Melee basic] Needling Strike (standard; at will): +20 vs. AC; 1d10+6 damage plus ongoing 5 (save ends).

[Ranged] Needle Spray (standard; at will): Range 6; +20 vs. AC; 2d8+6 damage plus ongoing 5 (save ends).

[Ranged] Elf Needle (standard; recharge 6): Only against an elf, half-elf or eladrin; range 10; +20 vs. AC; 4d8+4 plus ongoing 10 (save ends).
---
Alignment unaligned; Languages Elven, Needlefolk
Skills Nature +12, Perception +16, Stealth +17
Str 19; Dex 23; Wis 20
Con 20; Int 13; Cha 15
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Old 30th June 2008, 05:17 AM   #8 (permalink)
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PHRAINT

Phraints are mantis-like humanoids. These deadly, mobile predators like to eat elves. Phraints are organized in castes, distinguished largely by color. Red phraints are workers and drones, black phraints are the primary warriors, gold phraints are the war leaders and blue phraints are their spellcasters (invariably focused on thunder, lightning and magnetic effects). There are other, more specialized and rare castes, as well.

On Cydra, phraints hearken back to the previous multiverse destroyed by Tharizdun. A fairly large percentage of the infinite universes of that multiverse had been overrun by the forces of a family of god-enslaving tyrants named Steel. Phraints served the various Steel family members, until Pharonn Steel was finally slain by the Knights of Sanctuary. Their presence in the current multiverse is, at least for now, difficult to explain.


BLACK PHRAINT DRONE--- Level 6 Soldier
Medium natural humanoid--- XP 250
---
Initiative +6; Senses Perception +6
HP 71; Bloodied 35
AC 22; Fortitude 20; Reflex 18; Will 18
Speed 9 (plus see Phraint Leap)
---
[Melee basic] Obsidian Mandiblade (standard; at will) Weapon: +13 vs. AC; 1d10+4 damage.

[Melee] Sweeping Blow (standard; encounter) Weapon: +13 vs. AC; 1d10+4 damage and target is knocked prone.

[Melee] Double Strike (standard; at will): The black phraint drone makes two melee basic attacks with a -2 penalty.

Phraint Leap (move; at will): The phraint shifts 3 squares.
---
Alignment unaligned; Languages Phraint
Skills Acrobatics +11, Athletics +13
Str 20; Dex 16; Wis 16
Con 15; Int 10; Cha 10
---
Equipment 2 obsidian mandibladess (specialized pole arms; any non-phraint handling one suffers 1d4 points of damage per round due to the sharp edges the material holds)


BLACK PHRAINT LEAPER--- Level 7 Skirmisher
Medium natural humanoid--- XP 300
---
Initiative +14; Senses Perception +6
HP 79; Bloodied 39
AC 21; Fortitude 19; Reflex 21; Will 19
Speed 9 (plus see Leaping Attack, Whirlwind Escape and Phraint Leap)
---
[Melee basic] Obsidian Mandiblade (standard; at will) Weapon: +12 vs. AC; 1d10+4 damage.

[Melee] Leaping Attack (standard; at will) Weapon: The phraint moves 9 and makes an attack: +12 vs. AC; 1d10+4 damage and target slides 1 square.

Whirlwind Escape (standard; encounter) Weapon: The phraint moves its speed and makes one basic melee attack against each enemy from whom it provokes an opportunity attack.

Phraint Leap (move; at will): The phraint shifts 3 squares.
---
Alignment unaligned; Languages Phraint
Skills Acrobatics +13, Athletics +11
Str 16; Dex 21; Wis 16
Con 15; Int 10; Cha 10
---
Equipment 2 obsidian mandibladess (specialized pole arms; any non-phraint handling one suffers 1d4 points of damage per round due to the sharp edges the material holds)


GOLD PHRAINT COMMANDER--- Level 10 Soldier Leader)
Medium natural humanoid--- XP 500
---
Initiative +11; Senses Perception +8
HP 104; Bloodied 52
AC 26; Fortitude 22; Reflex 22; Will 24
Speed 8 (plus see Phraint Leap)
---
[Melee basic] Obsidian Mandiblade (standard; at will) Weapon: +17 vs. AC; 1d10+4 damage.

[Melee] Lead the Charge (standard; encounter) Weapon: The gold phraint commander moves 4 squares, ending adjacent to an enemy, and makes a melee basic attack. All allies within 4 are pulled 2 and gain a +1 bonus on attack rolls until the end of the encounter.

Phraint Leap (move; at will): The phraint shifts 3 squares.
---
Alignment unaligned; Languages Phraint
Skills Diplomacy +16, Intuition +13
Str 19; Dex 18; Wis 16
Con 16; Int 18; Cha 23
---
Equipment 2 obsidian mandibladess (specialized pole arms; any non-phraint handling one suffers 1d4 points of damage per round due to the sharp edges the material holds)



BLUE PHRAINT ELECTROMANCER--- Level 11 Controller
Medium natural humanoid--- XP 500
---
Initiative +9; Senses Perception +8
HP 110; Bloodied 55
AC 25; Fortitude 20; Reflex 23; Will 24
Speed 8 (plus see Phraint Leap)
---
[Melee basic] Copper Staff (standard; at will) Lightning, Weapon: +15 vs. Reflex; 1d8+5 lightning.

[Ranged] Blue Lightning (standard; at will) Lightning: Range 10; +15 vs. Reflex; 2d6+5 lightning damage.

[Ranged] Nerve Lightning
(standard; recharge 6) Lightning: Range 10; +15 vs. Reflex; 4d8+5 lightning damage, plus target is stunned (save ends). Aftereffect: target is slowed (save ends).

[Area] Magnetic Pulse (standard; encounter) Lightning: Burst 3 within 8; targets each creature with metal armor in burst; +13 vs. Reflex; Hit: 4d10+5 lightning damage, plus target is immobilized (save ends); Miss: half damage and target is slowed (save ends).

Phraint Leap (move; at will): The phraint shifts 3 squares.
---
Alignment unaligned; Languages Phraint
Skills Arcana
Str 14; Dex 18; Wis 16
Con 14; Int 21; Cha 23
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Old 30th June 2008, 05:24 AM   #9 (permalink)
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Just a side note on phraints- back in the day when the 1e MM2 came out, there were quite a few people who were convinced that the thri-kreen was a phraint copy.
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Old 7th July 2008, 01:19 AM   #10 (permalink)
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SU-MONSTER--- Level 6 Lurker
Medium natural magical beast--- XP 250
---
Initiative +10; Senses Perception +5
HP 52; Bloodied 26
AC 20; Fortitude 18; Reflex 18; Will 20
Speed 5, climb 4, brachiate 6
---
[Melee basic] Bite (standard; at will): +11 vs. AC; 1d6+4 damage.

[Melee] Hanging Attack (standard; at will): Only when hanging from vegetation above a target; +12 vs. AC; 3d4+3 damage and target is dazed (save ends). If the su-monster has combat advantage, it instead deals 2d8+4 damage and target is stunned (save ends).

[Close] Psychic Blast (standard; encounter) Psychic: Close blast 4; +7 vs. Will; 3d6+4 psychic damage and target slides 4 squares.
---
Alignment unaligned; Languages Su-Monster
Skills Athletics +11, Stealth +11
Str 16; Dex 17; Wis 14
Con 10; Int 16; Cha 20


SU-MONSTER PATRIARCH--- Level 8 Controller (Leader)
Medium natural magical beast--- XP 350
---
Initiative +8; Senses Perception +7
Psychic Static (Psychic) aura 6; all creatures except su-monsters in the aura suffer a -2 penalty on attacks and skill checks.
HP 86; Bloodied 43
AC 22; Fortitude 19; Reflex 20; Will 22
Resist 5 psychic
Speed 5, climb 4, brachiate 6
---
[Melee basic] Bite (standard; at will): +13 vs. AC; 1d6+3 damage.

[Melee] Hanging Attack (standard; at will): Only when hanging from vegetation above a target; +13 vs. AC; 3d4+3 damage and target is dazed (save ends).

[Ranged] Psychic Puppetry (minor; recharge 6) Psychic: Range 8; +7 vs. Will; Hit: the target takes a minor, move and standard action of the su-monster’s choice and is then stunned (save ends); Miss: the target is slowed (save ends).

[Close] Psychic Blast
(standard; encounter) Psychic: Close blast 4; targets enemies in the blast; +5 vs. Will; 3d6+4 psychic damage and target slides 4 squares.

[Area] Psionic Wave (minor; recharge 5 6) Psychic: Burst 4 within 8; targets enemies in the blast; +5 vs. Will; Hit: target slides 4 squares and is dazed (save ends); Miss: target slides 2 squares.
---
Alignment unaligned; Languages Su-Monster
Skills Athletics +12, Diplomacy +15, Intuition +12
Str 16; Dex 18; Wis 16
Con 14; Int 16; Cha 22
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Old 9th July 2008, 02:38 AM   #11 (permalink)
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THORNY--- Level 6 Skirmisher

Thornies are plants that appear very hound-like. They are cultivated by (and almost always encountered with) vegepygmies. Thornies can be used as mounts, but taming a thorny is difficult for a non-plant creature.

Medium natural beast (mount, plant)--- XP 250
---
Initiative +8; Senses Perception +4
HP 71; Bloodied 35
AC 18; Fortitude 20; Reflex 18; Will 16
Vulnerable 5 fire
Speed 9; forestwalk
---
[Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage.

Moving Defense
(move; at will) Mount: When ridden by a 6th level or higher rider; the thorny moves 6. Until the end of its next turn, it and its rider gain +2 on all defenses.
---
Alignment unaligned; Languages understands Vegepygmie
Str 20; Dex 16; Wis 13
Con 15; Int 4; Cha 8
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Old 9th July 2008, 06:22 AM   #12 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
YOUNG BELKER--- Level 6 Skirmisher
Medium elemental humanoid (air, fire)--- XP 250
---
Initiative +9; Senses Perception +3
Smoky Haze aura 4; all creatures within the aura gain concealment against all creatures other than the belker.
HP 76; Bloodied 38
AC 20; Fortitude 20; Reflex 19; Will 17
Speed 6, fly 7 (hover; maximum altitude 5)
---
[Melee basic] Claw (standard; at will): +11 vs. AC; 1d10+4 damage.

[Melee] Smoke Claws (standard; at will): Only when it starts its turn in smoke form; the belker reaches inside its enemy’s chest to fill its lungs with smoke while its claws are insubstantial. +9 vs. Fortitude; 1d6+4 damage plus ongoing 5.

[Close] Smoke Burst
(standard; encounter): The belker gives out a burst of smoke. Close burst 2; attacks each creature in the burst; +7 vs. Fortitude; 2d4+4 damage and target is slowed and weakened (save ends both); belkers are immune.

Smoke Form (minor; at will): The belker turns into smoke; treat it as if it were insubstantial, except that it cannot travel through solid objects unless they have at least one tiny hole in them. While in smoke form, the belker cannot take any standard actions. The belker remains in smoke form until it spends another minor action to resume its more solid form.
---
Str 14; Dex 18; Wis 11
Con 20; Int 6; Cha 14


BELKER LUNGCRUSHER--- Level 10 Soldier
Large elemental humanoid (air, fire)--- XP 500
---
Initiative +12; Senses Perception +7
Smoky Haze aura 4; all creatures within the aura gain concealment against all creatures other than the belker.
HP 110; Bloodied 55
AC 24; Fortitude 24; Reflex 23; Will 21
Speed 6, fly 7 (hover; maximum altitude 5)
---
[Melee basic] Claw (standard; at will): Reach 2; +17 vs. AC; 2d6+5 damage.

[Melee] Smoke Claws (standard; at will): Reach 2; Only when it starts its turn in smoke form; the belker reaches inside its enemy’s chest to fill its lungs with smoke while its claws are insubstantial. +15 vs. Fortitude; 1d8+5 damage plus ongoing 5.

[Melee] Lung Strike (standard; encounter): Reach 2; +15 vs. Fortitude; Hit: 3d8+5 damage and target is slowed and weakened (save ends both); Miss: half damage and target is weakened (save ends); Effect: target suffers a -2 penalty to Fortitude defense until the end of the encounter.

Smoke Form (minor; at will): The belker turns into smoke; treat it as if it were insubstantial, except that it cannot travel through solid objects unless they have at least one tiny hole in them. While in smoke form, the belker cannot take any standard actions. The belker remains in smoke form until it spends another minor action to resume its more solid form.
---
Str 14; Dex 20; Wis 14
Con 22; Int 7; Cha 15
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Now in Three Kingdoms and Empire- Trouble at the causeway again! Updated 11/14!
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Old 9th July 2008, 07:56 AM   #13 (permalink)
Puggalo
 
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Join Date: Jan 2002
Location: Davis, CA
Posts: 14,476
the Jester Gnoll Huntmaster (Lvl 5)
SPAWN OF KYUSS--- Level 6 Soldier
Medium shadow animate (undead)--- XP 250
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Initiative +5; Senses Perception +6, darkvision
HP 72; Bloodied 36
AC 22; Fortitude 22; Reflex 19; Will 20
Speed 6
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[Melee basic] Worm-Ridden Blow (standard; at will) Necrotic: +13 vs. AC; 1d8+4 damage plus 1d8 necrotic.

[Melee] Gift of Kyuss (immediate reaction; upon hitting with a melee attack) Necrotic: A worm leaps from the spawn of Kyuss at the target. +11 vs. Reflex; Hit: 1d6 necrotic plus ongoing 5 necrotic (save ends). At the start of the target’s turn, make a secondary attack: +11 vs. Fortitude; Hit: target is weakened until the end of its turn.

[Close] Terror of the Worms (minor; recharge 6) Fear: Close burst 5; targets all enemies in the burst; +9 vs. Will; Hit: target is pushed 2 squares and suffers a -1 on attacks (save ends); Miss: target is pushed 1 square.

Kyuss’ Spawn: Any creature that is slain by the spawn of Kyuss while it is under the effects of the gift of Kyuss arises in 1d4 rounds as a new spawn of Kyuss.
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Alignment chaotic evil; Languages Common
Str 20; Dex 14; Wis 16
Con 16; Int 5; Cha 9
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Now in The Fall of Civilzation- The Sword Saint! Updated on 11/24!
Now in Adventures in the Eastern Provinces- Sometimes you just need reinforcements! Updated 11/22!
Now in Three Kingdoms and Empire- Trouble at the causeway again! Updated 11/14!
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