D&D 4E Forked Thread: Al Qadim Monsters to 4e

Hodag

First Post
Forked from: Converting 4E to Al-Qadim

Hodag said:
Okay, here is the grand list of all the critters in all the Al Qadim Material.
The "MM" means that it or a close analogue is already in the 4e Monster Manual. "Jester", means that it has been already written up by the one and only Jester on his amazing project.

219 Varieties more or less. The MM has 29 written up, and Jester's Monster Project currently has 19 leaving 171...
Code:
Abbazahr Swarm -- Hodag
Afanc -- Hodag
Al-Jahan
Ammiq Rasol -- Hodag
Ammut
Anemone, Giant -- Hodag
Ant, Giant -- Jester
Ant Lion, Giant -- Alphastream (linked through Jester's Monster Project)
Apes -- Jester
Ashira
Asuras
Baku
Bat
     Dire -- Jester
     Swarm -- Jester
Bear, Black -- Jester
Beetle, Fire -- MM
Boar, Wild
Bonesnapper --Jester
Bunyip -- Jester
Cat
     Cheetah -- Hodag
     Leopard --Hodag
     Lion -- Hodag
     Marine Cat -- Hodag
     Tiger -- Hodag/Jester/keterys
     Lesser Winged -- Hodag
     Greater Winged -- Hodag
Black Cloud of Vengeance
Buraq
Camel of the Pearl
Centaur, Desert
Centipede
     Common
     Giant
     Megalo
Chimera -- MM
Cockatrice -- Jester
Coelinite
Copper Automaton
Crocodile
     Regular
     Dire
Crustacean
     Crab, Giant -- Jester
     Crayfish, Giant
Crypt Servant -- Hodag
Debbi -- Hodag
Dog
     Wild
     Blink -- Jester
     Death
Dragon, Zakharan (Vishap)
Dragonne -- Hodag
Eagle
     Wild
     Giant
Eel
     Electric
     Giant
     Marine
     Weed
Elementals
Elemental Vermin
Elephant
Elephant Birds
Ettin -- MM
Gen
     Daolani (Gen)
     Djinnling (Gen)
     Efreetikin (Gen)
     Maridan (Gen)
Genie
     Dao
     Djinn
     Efreet -- MM
     Marid
Genie, Noble 
     Dao
     Djinn
     Efreeti
     Marid
Genie, Tasked
     Administrator
     Architect/Builder
     Artist
     Guardian
     Harim Servant
     Herdsman
     Slayer 
     Warmonger
     Winemaker
Genie Double (Markeen)
Ghost -- MM
Ghost Mount
Ghoul
     Ghoul
     Lacedon
     Ghast
Ghul
     Great -- Hodag
     Ghul-Kin
          Soultaker -- Hodag
          Witherer -- Hodag
Giant, Desert -- Hodag
Giant, Island -- Hodag
Giant, Jungle
Giant, Reef
Giant-Kin Cyclops
Hag
     Annis
     Green
     Night -- MM
     Sea
Hama
Harpy
Hatori
Hawk
     Small(Falcon)
     Large
     Blood
Haunt
Herd Animals
     Camel -- Hodag
          Desert Camel (Camel)
          Mountain camel (Camel)
          Racing camel (Camel) -- Hodag
          War camel (Camel) -- Hodag
     Cattle
     Sheep, Giant
Heway -- Hodag
Hornet
     Hornet, Giant
     Wasp, Giant -- Jester
     Mason Wasp, Giant
     Swarm
Horse
     Pony
     Light
     Riding
     Wild
     Mule
Hyena -- MM
Ixitxachitl -- Jester
Jackal
King of Birds (Simurgh)
Lamia -- MM
Lammasu
Lich -- MM
Living Idol
Lizard
     Giant -- Jester
     Fire
     Minotaur
Lycanthrope, Werehyena
Lycanthrope, Werelion
Manticore -- MM
Markeen
Maskhi
Mummy -- MM
Naga -- MM
Nasnas -- Hodag
Nereid
Nightmare -- MM
Nymph
Octopus, Giant -- Jester
Ogre
     Regular -- MM
     Giant Ogre -- Hodag
     Ogre Magi(Oni) -- MM
     Ogrima
     Zakharan
Opinicus
Owl
     Common
     Giant
     Talking
Parasites
     Bloodring
     Ear Seeker
     Goldbug
     Wizard Lice
     Vilirij
Pasari Niml
Plant
     Carnivorous Cactus
     Fire Thorn (Sea Rose)
     Singing Tree
Pahari
Rakshasa -- MM
Rat
     Swarm -- MM
     Dire -- MM
Ray
     Manta
     Pungi
     Sting
Rhaumbusan
Roc
     Standard -- MM
     Zakharan -- Hodag
     Two-Headed --Hodag
Rom
Sabu Lord
Sakina
Sandling
Sartani
Scorpion
     Giant -- Jester
     Others -- MM
Sea Lion
Sea Wyrm -- Hodag
Segarran -- Hodag
Serpent Lord
Serpent
     Herald
     Teak
     Winged
Shark -- Jester
Shedu
Skeleton -- MM
Silats
Simurgh
SirineSnake -- MM
Spectre -- MM
Spider -- MM
Spinx -- MM
Squid, Giant
Stone Maiden
Talking Bird
Tatella
Tempest
Thylacine
Turtle
     Sea
     Giant
     Snapping, Giant -- Jester
     Zaratan
Tyrg
Vampire -- MM
Vargouille -- Jester
Vishap
Vizier’s Turban
Vulture
     Regular
     Giant
Water Weird -- Jester
Whale
     Common
     Killer
Wolf
     Common -- MM
     Dire -- MM
Yak Men -- Hodag
Zin
Zombie -- MM
 
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Anemone, Giant

Code:
Anemone, Giant (Body)
Level 15 Brute
Huge Natural Beast
XP 1,200 + 1800 for 6 Tentacle Groups
Initiative +0
Senses Scent
HP 183; Bloodied 91
AC 27; Fortitude 28, Reflex 27, Will 27
Immune Push, Pull, Slide Cannot Shift
Speed 1
Melee Bite (Standard; at-will)
Must be Grabbed by Tentacles +20 vs. Ref. 3d6 +6
Melee Swallow (Standard; at-will)
The anemone attempts to swallow a bloodied Medium or smaller creature
that one or more of its tentacle groups has grabbed; +20 vs. Fortitude; on 
a hit, the target is swallowed and restrained (no save) and takes 8 damage 
plus 8 acid damage on subsequent rounds at the start of the anemone's
turn. The swallowed creature can make melee or ranged basic attacks 
only, and only with one-handed or natural weapons. If the anemone dies, 
any creature trapped in its gullet can escape as a move action, ending that 
action in a square formerly occupied by the anemone.
Close Acidic Spew (Immediate Reaction) ♦ when Bloodied
Close Burst 2 +20 vs. For. 4d8+6 Acid
Tentacles (Minor; at-will)
The anemone has 24 tentacle groups and can utilize up to six at once. It can 
activate one tentacle group as a Minor action and can target any one 
creature with that group.
Alignment Unaligned
Languages
Str 23 (+13) Dex 14 (+9) Wis 10 (+7)
Con 23 (+13) Int 1 (+2)   Cha 10 (+7)


Anemone, Giant (Tentacle Group)
Level 15 Minion
Large Natural Beast
XP 300
Initiative +0
Senses Scent
HP 1; a missed attack never damages a minion.
AC 31; Fortitude 28, Reflex 24, Will 22
Immune Push, Pull, Slide Cannot Shift; Immune to All Area of Effect Attacks
Speed 0 (attached to Anemone Body)
Basic Melee Grapple (Standard; at-will)
Reach 4 +18 vs. Ref 7 damage and target is grabbed. 
Secondary Attack: +18 vs. For. 1d6 + 6 damage, ongoing 5 poison and 
is slowed (save ends both). First Failed Save: The target is immobilized 
instead of slowed (save ends). Second Failed Save: The target is 
stunned instead of immobilized (save ends). 
The tentacle group must continue to attack the same target, unless it receives
an order from the main body or it is attacked in melee.
Threatening Reach - The tentacle group can make opportunity attacks 
against all enemies within its reach (4 squares)
Str 23 (+13) Dex 14 (+9) Wis 10 (+7)
Con 23 (+13) Int 0 (+2) Cha 10 (+7)

Had to build it in two sections due to the ability to hack apart the individual tentacles. The swallow is nicked from the Purple Worm and the Sting is grabbed from the Carrion Crawler.
 
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Camel, Basic

Code:
Camel
Level 1 Brute
Large Natural Beast
XP 100
Initiative +0
Senses Perception:
HP 38; Bloodied 19
AC 13; Fortitude 16, Reflex 13, Will 12
Speed 9
Basic Melee Bite (Standard; at-will)
+4 vs.AC. 1d6 damage
Basic Ranged Spit (Standard; at-will)
Ranged 2 +2 vs. Ref. Blinds until end of Camel's next turn.
Melee Kick (Standard; at-will)
+4 vs. AC 1d6+3 damage
Alignment Unaligned
Languages
Str 20 (+5) Dex 11 (+0) Wis 10 (+0) 
Con 18 (+4) Int 2 (-4) Cha 7 (-2)
 

If I understand the rules correctly, one AoE attack would likely make the giant anenome harmless.. was that your intent?

Jon
 

If I understand the rules correctly, one AoE attack would likely make the giant anenome harmless.. was that your intent?

Jon
Nope, the Tentacles Have Resist 10 to all AoEs. I was thinking of making the tentacle groups immune to AoEs outright.
 
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Here is the start of the Yakmen (Yikkarians)...

Code:
Yakman Swordsman
Level 13 Soldier
Large Aberrant Humanoid
XP 800
Initiative +10
Senses Perception +10
HP 132; Bloodied 66
AC 29; Fortitude 26, Reflex 23, Will 23
Speed 7
Basic Melee: Gore (Standard; at-will)
+20 vs. AC 2d8+6 damage
Basic Melee: Khopesh (Standard; at-will)
+20 vs. AC 2d8+6 Damage
Melee: Headbutt (Standard; at-will)
+20 vs. AC 1d10+6 damage and target is Dazed until swordsman's next turn
Melee: Charge (Standard; recharge 56)
The yakman makes a charge attack: +20 vs. AC; 4d8 + 6 damage, and the 
target is knocked prone.
Artifact Mastery
The yakman can utilize any magic item, even those that require a specific 
class or race to activate.
Alignment Evil
Languages Midani Yikkarian
Skills Arcana +13 History +13
Str 22 (+12) Dex 15 (+8) Wis 12 (+7)
Con 20 (+11) Int 15 (+8) Cha 15 (+8)
Equipment Large Khopesh, Scale

Yakman Greatbow Archer
Level 13 Artillery
Large Aberrant Humanoid
XP 800
Initiative +11
Senses Perception +10
HP 102; Bloodied 51
AC 25; Fortitude 25, Reflex 25, Will 25
Speed 7
Basic Melee: Gore (Standard; at-will)
+20 vs. AC 2d8+6
Basic Melee: Scimitar (Standard; at-will)
+20 vs. AC 1d10+6 Damage
Basic Ranged: Greatbow (Standard; at-will)
Range 15/30 +20 vs. AC 3d6+6 damage
Melee: Headbutt (Standard; at-will)
+20 vs. AC 1d10+6 Damage and target is Dazed until swordsman's next turn
Artifact Mastery
The yakman can utilize any magic item, even those that require a specific 
class or race to activate.
Alignment Evil
Languages Midani Yikkarian
Skills Arcana +13 History +13
Str 20 (+11) Dex 20 (+11) Wis 18 (+10)
Con 15 (+8) Int 15 (+8) Cha 15 (+8)
Equipment Great Bow, Scale, Scimitar

Yakman Cabalist
Level 16 Controller
Large Aberrant Humanoid
XP 1,400
Initiative +13
Senses Perception +13
HP 157; Bloodied 78
AC 30; Fortitude 28, Reflex 28, Will 28
Saving Throws +2 vs. Continuing Spells
Speed 6
Action Points 1
Basic Melee: Gore (Standard; at-will)
+20 vs. AC 2d8+6 damage
Basic Melee: Scimitar (Standard; at-will)
+21 vs. AC 2d8+6 Damage
Ranged: Shadow Bolt (Standard; at-will) ♦ Shadow, Implement, Necrotic
Range 5 +20 vs. Ref. 1d8 + 7 necrotic damage, and one ally you can see 
gains a +2 power bonus to his or her next attack roll against the target.
Ranged: Weakening Word (Standard; recharge 456) ♦ Shadow, Implement, 
Necrotic
Ranged 10 +20 vs. Will. 3d8 + 7 necrotic damage, and the target gains 
vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the 
target gains no vulnerability.
Close Burst: Healing Word (Minor; recharge 6)
Burst 15 The target(s) regains 4d6 hit points.
Close Burst: Turn Elemental (Standard; encounter) ♦ Implement
Each Elemental Creature in Burst Close Burst +20 vs. Will. 4d10+7 damage 
and Push target 10 squares. Target is immobilized until end of Yakman's 
next turn. Miss: Half Damage and target is not Pushed or Immobilized
Call Upon Shadow (Free; encounter) ♦ Shadow
Gains a +1 bonus to their next attack roll or saving throw before the end of 
their next turn.
Artifact Mastery
The yakman can utilize any magic item, even those that require a specific 
class or race to activate.
Alignment Evil
Languages Midani Yikarrian
Skills Arcana +20, History +20, Religion +20
Str 19 (+12) Dex 16 (+11) Wis 24 (+15)
Con 18 (+12) Int 24 (+15) Cha 24 (+15)
Equipment Scimitar, Staff (Implement), Leather

I'm still working on the Skin Thief and Djinni Lord.
 
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Here is the start of the Yakmen...
Great work! :)

Aberrant? As in "connected to the Far Realm"? What made you go with that over a Natural origin?

And the Zakharan language is "Midani". I believe yakmen were called "Yikkaria", so that might be better word for their language.

I'm looking forward to your other two.
 

Changed the languages, added "Yikkarian" to the intro line, added the fact that the Cabalist's Implement is their Staff.

As for 'Aberrent' vs. 'Natural'...the Magic Jar ability of the Skin Thief, and the ability to use any Magic item regardless of pre-reqs have a more off-worldly feel to them. Even in the original AQ the Yikkarians were treated as other-worldly spirits more then co-denizens of Zakhara.
 

Dragonne

Code:
Dragonne
Level 14 Soldier
Large Natural Magical Beast
XP 1,000
Initiative +12
Senses Perception +12; low light vision
HP 140; Bloodied 70
AC 30; Fortitude 26, Reflex 26, Will 22
Saving Throws +0
Speed 12 Fly 7
Basic Melee: Claw (Standard; at-will)
+21 vs. AC 1d10+6
Melee: Bite (Standard; at-will)
+21 vs. AC 3d6+6 damage
Melee: Ferocious Assault (Move; recharge 6)
The dragonne charges, marking a target. Make a secondary attack. 
Secondary attack: close burst 3, targets unmarked enemies
+19 vs will : Fear the target(s) is/are pushed 3 squares.
Close Burst 6 Thunderous Roar (Standard; recharge 456) ♦ Thunder
+19 vs. For. Weakened and Deafened (save ends) Miss: Deafened (save ends)
Alignment Unaligned
Languages
Skills Stealth +17, Athletics +18
Str 22 (+13)Dex 20 (+12) Wis 12 (+8)
Con 20 (+12) Int 3 (+3) Cha 12 (+8)

Yeah, that roar is pretty grim...
 
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