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]
Crimson Death [16th level or thereabouts?]
Elemental, invisible stalker [? right about 10th?]
Giant, Cloud
Giant, Frost
Lurker Above [15th level?]
Neogi may be better off around 10th-13th level
Trapper [18th level?]
Vampiric mist [11th level or thereabouts?]
In the snow-filled peaks of the highest mountain ranges, strange, ape-like creatures dwell. Distant kin to humans, these so-called yeti have followed a very different path. Though they are primitive and often brutal, there are also tales of lone yeti aiding snow-stranded travelers by bringing them food and taking them to shelter.
Yeti have no civilization. They do not build or make tools, yet some occasionally will use the tools of other races. They do have a crude, guttural language.
YETI CRUSHER--- Level 9 Soldier
Medium elemental humanoid (cold)--- XP 400
---
Initiative +7; Senses Perception +7; darkvision
HP 98; Bloodied 49
AC 24; Fortitude 22; Reflex 20; Will 20
Resist cold 10; Vulnerable fire 10
Speed 6; icewalk
--- [Melee basic] Claw (standard; at will) Cold: Reach 2; +16 vs. AC; 1d6+5 plus 1d6 cold damage, and target is grabbed (until escape).
[Melee] Frigid Grip (standard; against a grabbed target only; at will) Cold: +12 vs. Fortitude; 1d10+5 cold damage and ongoing 5 cold damage.
---
Alignment unaligned; Languages Yeti
Skills Endurance +12
Str 21; Dex 17; Wis 17
Con 18; Int 7; Cha 11
YETI FREEZER--- Level 9 Controller
Medium elemental humanoid (cold)--- XP 400
---
Initiative +7; Senses Perception +7; darkvision Frigid Aura (cold) aura 6; any creature in the aura at the start of the yeti freezer’s turn suffers 5 points of cold damage.
HP 98; Bloodied 49
AC 22; Fortitude 22; Reflex 20; Will 20
Resist cold 10; Vulnerable fire 10
Speed 6; icewalking
--- [Melee] Claw (standard; at will) Cold: Reach 2; +14 vs. AC; 1d6+5 plus 1d6 cold damage, and target is slowed (save ends).
[Close] Freezing Breath (standard; recharge 5 6) Cold: Blast 4; +10 vs. Reflex; 2d12+5 cold damage, plus ongoing 5 cold damage and target is slowed (save ends both).
Frosty Blood (immediate reaction; when first bloodied; encounter) Cold: The yeti freezer makes an attack on an adjacent enemy; +12 vs. Reflex; 2d10+5 acid and cold damage.
---
Alignment unaligned; Languages Yeti
Skills Endurance +12
Str 21; Dex 17; Wis 17
Con 18; Int 7; Cha 11
YETI SCREAMER--- Level 11 Skirmisher
Medium elemental humanoid (cold)--- XP 500
---
Initiative +9; Senses Perception +9; darkvision
HP 110; Bloodied 55
AC 25; Fortitude 25; Reflex 23; Will 23
Resist cold 10; Vulnerable fire 10
Speed 8, climb 5; icewalking
--- [Melee basic] Claw (standard; at will) Cold: Reach 2; +16 vs. AC; 1d6+5 plus 1d6 cold damage and target is slowed (save ends).
[Ranged basic] Icy Stone (standard; at will): The yeti screamer hurls a large icy stone at an enemy. Range 8/16; +16 vs. AC; 2d6+5 damage.
[Melee] Screaming Rush (standard; recharges when first bloodied): The yeti moves at least 2 and up to 8 squares and makes an attack. Reach 2; +16 vs. AC; 4d8+5 damage and target is pushed up to 3 squares.
[Close] Unearthly Howl (minor; encounter) Cold, Fear, Psychic: The yeti screamer gives out a strange, unearthly howl that chills the blood. Burst 8; +10 vs. Will; Hit: 1d12+5 cold and psychic damage and target slides 5 squares; Miss: target slides 1 square.
---
Alignment unaligned; Languages Yeti
Skills Endurance +12
Str 22; Dex 18; Wis 18
Con 14; Int 9; Cha 11
ABOMINABLE YETI--- Level 20 Brute
Large elemental humanoid (cold)--- XP 2,800
---
Initiative +16; Senses Perception +16; darkvision
HP 230; Bloodied 115
AC 32; Fortitude 34; Reflex 32; Will 32
Resist cold 20; Vulnerable fire 10
Speed 8
--- [Melee basic] Claw (standard; at will) Cold: Reach 2; +25 vs. AC; 2d8+7 damage plus 1d8 cold damage, and target is grabbed (until escape).
[Melee] Frigid Rend (standard; against a grabbed target only; recharges when the abominable yeti bloodies an enemy) Cold: +23 vs. Fortitude; 4d8+7 damage plus ongoing 5 cold damage (save ends).
[Close] Abominable Howl (standard; encounter) Cold, Fear, Psychic: Blast 6; +21 vs. Will; Hit: 2d10+7 cold and psychic damage, plus ongoing 10 cold damage and target is immobilized (save ends both).
---
Alignment unaligned; Languages Yeti
Skills Endurance +12
Str 27; Dex 23; Wis 23
Con 20; Int 10; Cha 16
Fish vary in nature broadly. In the context of this monster entry, the category “fish” does not include eels, rays, sharks or invertebrates. Those creatures that fit better under a different category will be listed there.
GIANT GAR--- Level 9 Soldier
Unlike their smaller cousins, giant gar tend to be aggressive hunters. They inhabit large, deep lakes and rivers, including underground lakes and rivers. These monstrous fish grow up to 30’ long.
Huge natural beast (fish)--- XP 400
---
Initiative +7; Senses Perception +6
HP 94; Bloodied 47
AC 22; Fortitude 23; Reflex 21; Will 20
Speed swim 10
--- [Melee basic] Bite (standard; at will): Reach 2; +14 vs. AC; 2d8+5 damage.
[Melee] Darting Bite (standard; at will): The giant gar shifts 2 and attacks: reach 2; +16 vs. AC; 2d8+5 damage and target is grabbed (until escape).
[Melee] Gobble Up (standard; against a grabbed target only; at will): +14 vs. Fortitude; 3d8+5 damage.
[Melee] Eat Alive (immediate reaction; when a grabbed target becomes bloodied; at will): +14 vs. Fortitude; Hit: the target is eaten alive: 3d8+5 damage plus ongoing 5 damage and target is restrained (escape ends, but the target is still grabbed in the gar’s mouth).
---
Alignment unaligned; Languages -
Skills Athletics +15
Str 22; Dex 17; Wis 15
Con 14; Int 2; Cha 7
GIANT PIKE--- Level 9 Skirmisher
Giant pikes are quick and deadly, with scales that blend with the colors of their native lakes and rivers and leave their prey unaware of the pike’s approach.
Large natural beast (fish)--- XP 400
---
Initiative +9; Senses Perception +5
HP 97; Bloodied 48
AC 23; Fortitude 21; Reflex 23; Will 19
Speed swim 12
--- [Melee basic] Bite (standard; at will): +14 vs. AC; 4d4+2 damage.
[Melee] Surprise Attack (standard; when the giant pike has concealment at the start of its turn; at will): +14 vs. AC; 4d6+2 damage and target is dazed (save ends).
Mottled Scales: If a giant pike is underwater, it gains concealment against any creature at least 4 squares away.
---
Alignment unaligned; Languages -
Skills Stealth +14
Str 15; Dex 21; Wis 13
Con 17; Int 2; Cha 7
An octopus is an eight-tentacled aquatic invertebrate related to squid. Normal octopi are generally not dangerous to humanoids, though there are exceptions. However, many monstrous varieties of octopi exist.
GIANT OCTOPUS--- Level 9 Skirmisher
Large natural beast (aquatic)--- XP 400
---
Initiative +7; Senses Perception +8
HP 93; Bloodied 46
AC 23; Fortitude 23; Reflex 21; Will 21
Speed 3, swim 8 (plus see Ink Cloud and Jet)
--- [Melee basic] Tentacle Rake (standard; at will): Reach 4; +14 vs. AC; 1d6+5 damage, plus target is grabbed (escape ends).
[Melee] Flurry of Tentacles (standard; recharges when hit): The giant octopus makes three tentacle rake attacks.
[Melee] Constrict (standard; against grabbed targets only; at will): The octopus attacks each grabbed creature; +11 vs. Fortitude; 2d6+5 damage.
Ink Cloud (minor; recharge 3 4 5 6): The octopus creates a zone of ink in a close burst 1 that lasts until the end of its next turn. This zone blocks line of sight and any creature within or on the other side of it has total concealment. The giant octopus then shifts 3 squares.
Jet (move; recharge 6): The octopus shifts 10 squares.
---
Alignment unaligned; Languages -
Str 22; Dex 17; Wis 18
Con 13; Int 4; Cha 12
VENOMOUS OCTOPUS--- Level 25 Soldier
Huge natural beast (aquatic)--- XP 7,000
---
Initiative +20; Senses Perception +22
HP 232; Bloodied 116
AC 41; Fortitude 39; Reflex 37; Will 37
Speed 3, swim 12 (plus see Ink Cloud and Jet)
--- [Melee basic] Tentacle Rake (standard; at will): Reach 8; +32 vs. AC; 1d12+9 damage, plus target is grabbed (escape ends).
[Melee] Bite (standard; at will) Poison: Reach 2; +32 vs. AC; 3d8+9 damage plus ongoing 10 poison damage (save ends).
[Melee] Constrict (standard; against grabbed targets only; at will): The octopus attacks each grabbed creature; +27 vs. Fortitude; 3d8+9 damage and target is pulled 2 squares.
Ink Cloud (minor; recharge 3 4 5 6): The octopus creates a zone of ink in a close burst 1 (blocks line of sight and any creature within or on the other side of it has total concealment; furthermore, any creature that starts its turn in the zone takes 10 points of poison damage) that lasts until the end of the venomous octopus’ next turn. The venomous octopus then shifts 1 square.
Jet (move; recharge 6): The octopus shifts 10 squares.
---
Alignment chaotic evil; Languages Abyssal, Green Speech
Str 29; Dex 26; Wis 21
Con 24; Int 15; Cha 25
OOZE OCTOPUS--- Level 27 Controller
An ooze octopus is a huge octopus created from elemental mud. It is extremely dangerous and malevolent, and very dangerous. Unlike most octopi, an ooze octopus is quite capable on land.
Huge elemental beast--- XP 11,000
---
Initiative +21; Senses Perception +23 Pool of Muck aura 4; mud flows and drips all around the ooze octopus, making it difficult terrain. In addition, creatures in the aura other than the ooze octopus suffer a -2 penalty to their AC and Reflex defense. This effect works both on land and in water.
HP 248; Bloodied 124
AC 41; Fortitude 41; Reflex 39; Will 39
Speed 5, swim 12
--- [Melee basic] Tentacle Rake (standard; at will): Reach 8; +32 vs. AC; 1d12+9 damage, plus target is grabbed (escape ends).
[Melee] Constrict (standard; against grabbed targets only; at will): The octopus attacks each grabbed creature; +29 vs. Fortitude; 3d8+9 damage and target is pulled 2 squares.
[Area] Mud Spew (standard; encounter): Burst 4 within 20; +29 vs. Reflex; Hit: 3d12+9 damage and target is immobilized (save ends); Aftereffect: target is slowed (save ends); Miss: half damage and target is slowed (save ends).
---
Alignment chaotic evil; Languages Primordeal
Str 30; Dex 26; Wis 26
Con 24; Int 7; Cha 13
Coffer corpses are animate corpses. A subset of zombies, the main distinction of a coffer corpse is that, upon being slain, it spontaneously reanimates, frightening those near it.
COFFER CORPSE WARRIOR--- Level 9 Soldier
Medium natural humanoid (undead)--- XP 400
---
Initiative +3; Senses Perception +7; darkvision
HP 101; Bloodied 50
AC 25; Fortitude 23; Reflex 17; Will 21
Immune disease; Resist necrotic 5; Vulnerable radiant 10
Speed 5
--- [Melee basic] Flail (standard; at will) Weapon: +16 vs. AC; 2d6+5 damage and target is marked until the end of the coffer corpse warrior’s next turn.
[Melee] Fearsome Blow (standard; at will) Fear, Weapon: +16 vs. AC; 2d6+5 damage, target is marked until the end of the coffer corpse warrior’s next turn, and target is weakened until the end of its next turn.
[Close] False Death (free action; when reduced to 0 hp or fewer; encounter) Fear: The coffer corpse regains 25 hit points and rises to its feet, terrifying those near it. Close burst 3; targets enemies; +12 vs. Will; target is pushed 4 squares and is weakened (save ends).
---
Alignment evil; Languages Common
Str 16; Dex 9; Wis 17
Con 21; Int 8; Cha 17
---
Equipment rusty scale armor, flail
COFFER CORPSE ODIATE--- Level 10 Artillery
Medium natural humanoid (undead)--- XP 500
---
Initiative +11; Senses Perception +9; darkvision
HP 87; Bloodied 43
AC 22; Fortitude 23; Reflex 24; Will 22
Immune disease; Resist necrotic 5; Vulnerable radiant 10
Speed 5
--- [Melee basic] Greataxe (standard; at will) Weapon: +17 vs. AC; 1d12+3 damage (1d12+15 on a crit).
[Ranged basic] Filthy Shot (standard; reload minor; at will) Weapon: Requires crossbow and filthy bolt; range 15/30; +17 vs. AC; 2d6+5 damage and contracts blinding sickness (see DMG pg. 49).
[Area] Odious Burst (minor; recharge 4 5 6) Necrotic: Burst 2 within 12; attacks each creature in burst (undead are immune); +13 vs. Fortitude; Hit: 3d8+5 necrotic damage and target is slowed and weakened (save ends both); Miss: target is weakened (save ends).
[Close] False Death (free action; when reduced to 0 hp or fewer; encounter) Fear: The coffer corpse regains 21 hit points and rises to its feet, terrifying those near it. Close burst 3; targets enemies; +13 vs. Will; target is pushed 4 squares and is weakened (save ends).
---
Alignment evil; Languages Common
Str 16; Dex 22; Wis 18
Con 21; Int 8; Cha 13
---
Equipment rusty scale armor, rusty crossbow, filthy bolts (20), greataxe
COFFER CORPSE KNIGHT--- Level 16 Soldier
Medium natural humanoid (undead)--- XP 1,400
---
Initiative +11; Senses Perception +; darkvision
HP 157; Bloodied 78
AC 32; Fortitude 30; Reflex 28; Will 28
Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10
Speed 5
--- [Melee basic] Greatsword (standard; at will) Weapon: +23 vs. AC; 1d10+7 damage and target is marked until the end of the coffer corpse knight’s next turn.
[Melee] Darkening Blow (standard; at will) Necrotic, Weapon: +23 vs. AC; 2d8+7 necrotic damage, target is marked until the end of the coffer corpse warrior’s next turn, and target is dazed (save ends).
[Melee] Vicious Riposte (immediate reaction; when first bloodied; encounter) Necrotic, Weapon: The coffer corpse knight makes an immediate attack on an enemy in reach: +23 vs. AC; 4d10+7 necrotic damage and ongoing 5 necrotic damage.
[Close] False Death (free action; when reduced to 0 hp or fewer; encounter) Fear, Psychic: The coffer corpse regains 39 hit points and rises to its feet, terrifying those near it. Close burst 3; targets enemies; +19 vs. Will; 3d10+6 psychic damage, and target is pushed 4 squares and weakened (save ends).
---
Alignment evil; Languages Common
Str 25; Dex 16; Wis 15
Con 21; Int 21; Cha 21
---
Equipment rusty plate armor, greatsword
Deadborn are creatures modified before birth (whilst either in the womb or the egg) to spontaneously arise as undead when slain. The first deadborn were vultures created from the eggs of giant eagles by evil cultists of Bleak; now, the techniques and rituals exist to make deadborn of many different types.
DEADBORN VULTURE--- Level 9 Skirmisher
Large natural beast--- XP 400
---
Initiative +9; Senses Perception +4
HP 98; Bloodied 49
AC 23; Fortitude 21; Reflex 23; Will 21
Immune disease
Speed 3, fly 8 (clumsy)
--- [Melee basic] Bite (standard; at will): +14 vs. AC; 1d10+2 damage.
[Close] Foul Breath (standard; encounter, but see Deadborn) Poison: Close blast 5; +9 vs. Fortitude; targets all creatures in blast; 3d8+5 poison damage, plus target is dazed (save ends).
Moving Target: When the deadborn vulture moves at least 4 squares on its turn, it gains a +2 bonus to AC and Reflex until the end of its next turn.
Deadborn (immediate reaction; when first reduced to 0 hit points; encounter): The deadborn vulture immediately gains 49 hit points and the undead keyword. It loses the Moving Target ability, but its Foul Breath recharges and it uses it immediately.
---
Alignment chaotic evil; Languages Common
Str 15; Dex 21; Wis 10
Con 18; Int 10; Cha 17
DEADBORN HULK--- Level 14 Brute
A deadborn hulk is a deadborn crafted from a huge, malformed bear. Hideous rituals performed on the pregnant mother ensure that the newborn bear is a deadborn hulk. Deadborn hulks are very hard to control.
Large natural beast--- XP 1,000
---
Initiative +9; Senses Perception +12
HP 170; Bloodied 85
AC 26; Fortitude 28; Reflex 23; Will 26
Speed 4 (see also Burst of Speed)
--- [Melee basic] Claw (standard; at will): Reach 2; +17 vs. AC; 2d6+6 damage, plus target is grabbed (escape ends).
[Melee] Bite (standard; at will): +17 vs. AC; 2d8+6 damage. If the bear bites a grabbed target, is deals an extra 1d6 points of damage.
Burst of Speed (move; recharge 6): The deadborn hulk moves 8 squares and gains a +2 bonus on attack rolls until the end of its turn.
Deadborn (immediate reaction; when first reduced to 0 hit points; encounter): The deadborn hulk immediately gains 85 hit points and the undead keyword. It loses the Burst of Speed ability.
---
Alignment chaotic evil; Languages Common
Skills Athletics, Intimidate
Str 24; Dex 15; Wis 20
Con 20; Int 4; Cha 8
There are many different varieties of demons to be found in the Abyss- some might even say infinite varieties. Although the Monster Manual details many, there are many more, several of which are detailed here.
WHISPER DEMON--- Level 9 Lurker
A whisper demon is an insubstantial, ghostly creature that leers and smirks. It looks somewhat humanoid, but its form is shifting and distorted. Whisper demons are utterly insane, and love to watch other creatures kill themselves.
Medium elemental humanoid (demon)--- XP 400
---
Initiative +11; Senses Perception +1; darkvision Mad Whispers (psychic) aura 3; any creature within the aura at the start of its turn makes a free basic attack on itself. (See also Create Spawn).
HP 77; Bloodied 38
AC 23; Fortitude 21; Reflex 21; Will 23
Resist insubstantial
Speed 6, fly 6 (hover)
--- [Melee basic] Draining Touch (standard; at will) Necrotic: +12 vs. Reflex; 2d6 necrotic damage and target suffers -2 to attack rolls (save ends).
[Ranged] Whisper of Torment (standard; at will) Psychic: Range 10; +12 vs. Will; target makes an immediate basic attack on itself as a free action. (See also Create Spawn.)
Combat Advantage: If a whisper demon has combat advantage against an enemy that it forces to attack itself, that enemy deals an extra 1d6 points of damage to itself if it hits.
Create Spawn: If a creature kills itself due to the whisper demon's whisper or torment or mad whispers, it rises in one minute as a mad wraith.
---
Alignment chaotic evil; Languages Abyssal
Skills Stealth +12
Str 5; Dex 17; Wis 5
Con 17; Int 10; Cha 21
CHASME--- Level 16 Skirmisher
Large elemental magical beast (demon)--- XP 1,400
---
Initiative +13; Senses Perception +11; darkvision Droning Wings (Thunder) aura 6; attacks each creature in the aura at the start of its turn; +17 vs. Will; Hit: target is slowed (save ends); First failed save: target falls unconscious (save ends); Miss: target’s speed is reduced by 2 (to a minimum of 2) until the start of its next turn.
HP 136; Bloodied 68
AC 30; Fortitude 30; Reflex 28; Will 28
Immune disease
Speed 6, fly 9 (clumsy)
--- [Melee basic] Probiscis (standard; at will): +21 vs. AC; 1d10+7 damage.
[Melee] Bloodsucking Strike (standard; at will): +21 vs. AC; 1d10+7 damage, plus followup attack: +19 vs. Fortitude; 1d8 damage and target is weakened (save ends).
[Melee] Flyby Attack (standard; at will): The chasme flies up to 9 squares and makes a basic attack at any point during its movement. It does not trigger opportunity attacks from the target of its attack.
---
Alignment chaotic evil; Languages Abyssal
Str 25; Dex 21; Wis 16
Con 17; Int 15; Cha 21
GORISTRO--- Level 25 Brute
Goristro are humungous demons used as mobile troop transports by more powerful and cunning demonic forces. Though they are mighty, goristro are far too stupid to be powers in their own right.
Gargantuan elemental beast (demon)--- XP 7,000
---
Initiative +14; Senses Perception +19; see invisibility
HP 287; Bloodied 143
AC 37; Fortitude 39; Reflex 30; Will 35
Resist weapons 5
Speed 8
--- [Melee basic] Crushing Blow (standard; at will): Reach 2; +28 vs. AC; 4d6+9 damage and target is knocked prone.
[Melee] Double Smash (standard; recharges when the goristro is hit by a melee attack): Targets two adjacent enemies; reach 2; +26 vs. AC; 3d6+9 damage and target is pushed 2 squares and suffers a -2 to all defenses (save ends).
[Ranged] Hurl Boulder (standard; at will): Range 20/40; +23 vs. AC; 3d8+9 damage.
---
Alignment chaotic evil; Languages Abyssal
Skills Athletics +29, Intimidate +18
Str 34; Dex 14; Wis 25
Con 27; Int 5; Cha 13
Jackalweres are terianthropes- animals that can assume the form of a humanoid (usually but not always a human). In the case of jackalweres, the natural form of the creature is that of a jackal, but a jackalwere is most effective in its hybrid form and will almost always fight in it.
JACKALWERE AYNA--- Level 9 Controller
Medium fey humanoid (shapechanger)--- XP 400
---
Initiative +6; Senses Perception +6; low-light vision
HP 92; Bloodied 46
Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn).
AC 23; Fortitude 21; Reflex 21; Will 23
Speed 7
--- [Melee basic] Longsword (standard; at will) Weapon: +14 vs. AC; 1d8+4 damage, and the target is marked until the end of the jackalwere’s next turn.
[Ranged] Longbow (standard; at will) Weapon: Range 15/30; +14 vs. AC; 1d10+4 damage.
[Ranged] Sleep Gaze (minor; at will, 1/round) Sleep: Range 6; +13 vs. Will; Hit: target is slowed (save ends); First failed save: target falls unconscious (save ends); Miss: target is slowed until the end of the jackalwere’s next turn.
Alternate Forms (minor; at will) Polymorph: The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+14 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods.
---
Alignment chaotic evil; Languages Common, Jackalwere
Skills Bluff +15, Insight +11
Str 18; Dex 15; Wis 14
Con 12; Int 17; Cha 22
---
Equipment leather armor, longsword, longbow, 20 arrows
JACKALWERE ARCHER--- Level 9 Artillery
Medium fey humanoid (shapechanger)--- XP 400
---
Initiative +10; Senses Perception +6; low-light vision
HP 72; Bloodied 36
Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn).
AC 21; Fortitude 21; Reflex 23; Will 21
Speed 7
--- [Melee basic] Longsword (standard; at will) Weapon: +14 vs. AC; 1d8+4 damage, and the target is marked until the end of the jackalwere’s next turn.
[Ranged basic] Longbow (standard; at will) Weapon: Range 15/30; +16 vs. AC; 1d10+4 damage.
[Ranged] Stunning Shot (standard; recharge6) Weapon: Range 15/30; +16 vs. AC; 3d10+4 damage, plus target is stunned until the end of the jackalwere’s next turn.
Alternate Forms (minor; at will) Polymorph: The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+16 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods.
---
Alignment chaotic evil; Languages Common, Jackalwere
Skills Bluff +12, Insight +11
Str 18; Dex 22; Wis 14
Con 12; Int 17; Cha 17
---
Equipment leather armor, longsword, longbow, 20 arrows
JACKALWERE WAGHALTER--- Level 11 Soldier
Medium fey humanoid (shapechanger)--- XP 600
---
Initiative +9; Senses Perception +7; low-light vision
HP 112; Bloodied 56
Regeneration 5 (if a jackalwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn).
AC 27; Fortitude 25; Reflex 23; Will 23
Speed 7
--- [Melee basic] Longsword (standard; at will) Weapon: +18 vs. AC; 1d8+6 damage, and the target is marked until the end of the jackalwere’s next turn.
[Melee] Blade Sweep (standard; recharge 6) Weapon: The jackalwere waghalter makes one attack each on two separate opponents within reach: +16 vs. AC; 4d8+6 damage and target slides 2 squares and is marked until the end of the jackalwere’s next turn.
[Melee] Somnambulant Riposte (immediate reaction; when the jackalwere waghalter is hit by a melee attack; encounter) Sleep, Weapon: The jackalwere makes an attack on the creature that hit it: +16 vs. AC; Hit: 2d8+6 damage and target is dazed (save ends); Miss: target is dazed until the end of its next turn.
Alternate Forms (minor; at will) Polymorph: The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+18 vs. AC; 1d8+5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods.
---
Alignment chaotic evil; Languages Common, Jackalwere
Skills Bluff +15, Insight +11
Str 22; Dex 15; Wis 14
Con 16; Int 18; Cha 18
---
Equipment leather armor, shield, longsword
JACKALWERE CULTISTS--- Level 11 Minions
Medium fey humanoid (shapechanger)--- XP 125
---
Initiative +7; Senses Perception +9; low-light vision
HP 1; a missed attack never damages a minion
AC 25; Fortitude 23; Reflex 23; Will 23
Speed 7
--- [Melee basic] Longsword (standard; at will) Weapon: +18 vs. AC; 6 damage.
Alternate Forms (minor; at will) Polymorph: The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+18 vs. AC; 5 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods.
---
Alignment chaotic evil; Languages Common, Jackalwere
Str 18; Dex 15; Wis 18
Con 10; Int 18; Cha 12
---
Equipment leather armor, shield, longsword
JACKALWERE MOCKER--- Level 19 Controller
Medium fey humanoid (shapechanger)--- XP 2400
---
Initiative +13; Senses Perception +13; low-light vision
HP 177; Bloodied 88
AC 33; Fortitude 30; Reflex 31; Will 34
Speed 8
--- [Melee basic] Longsword (standard; at will) Weapon: +24 vs. AC; 2d8+5 damage, and the target is marked until the end of the jackalwere’s next turn.
[Melee] Mocking Blow (standard; at will) Weapon: +23 vs. Will; 2d8+9 damage and the target slides 3 squares and is dazed until the end of the jackalwere mocker’s next turn.
[Ranged] Sleep Gaze (minor; at will, 1/round) Sleep: Range 6; +23 vs. Will; Hit: target is slowed (save ends); First failed save: target falls unconscious (save ends); Miss: target is slowed until the end of the jackalwere’s next turn.
[Ranged] Mocking Gaze (minor; at will, 1/round): Range 6; +23 vs. Will; Hit: target suffers a -2 penalty on attack rolls and Will defense (save ends).
Alternate Forms (minor; at will) Polymorph: The jackalwere can assume three forms- that of a specific humanoid (usually a human), that of a jackal or a hybrid form. In its jackal form, it loses its ability to use weapons and speak and gains a bite attack (+2 vs. AC; 2d6+7 damage). In humanoid or hybrid form, its statistics remain the same. It remains in whichever form it assumes until it spends a minor action to change again, and is equally comfortable in all three forms for extended periods.
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Alignment chaotic evil; Languages Common, Jackalwere
Skills Bluff +23, Insight +18
Str 20; Dex 19; Wis 19
Con 17; Int 22; Cha 28
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Equipment leather armor, shield, longsword
Energons are strange creatures that embody different forms of energy. Appearing as a ball of energy with long tentacles trailing out of it, an energon can be bound as a guardian through the use of certain obscure rituals. However, it is very difficult to control one once it is summoned, so wise wizards and clerics set traps to summon these creatures when they are not around to see the results.
XAG-YA--- Level 9 Skirmisher
Medium elemental magical beast--- XP 400
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Initiative +10; Senses Perception +5 Energy Aura (radiant) aura 1; any creature that starts its turn in the aura takes 10 points of radiant damage
HP 97; Bloodied 48 (plus see Explode)
AC 21; Fortitude 19; Reflex 21; Will 18
Immune radiant; Resist insubstantial
Speed fly 8 (perfect)
--- [Melee basic] Energy Lash (standard; at will) Radiant: Reach 2; +12 vs. Reflex; 1d8+5 radiant damage.
[Melee] Energy Rush (standard; at will) Radiant: The energon moves at least 3 and up to 6 squares and makes an energy lash attack. Until the end of its next turn, it gains +2 to all defenses.
[Close] Explode (immediate reaction, when reduced to 0 hit points) Radiant: Burst 2; targets each creature in burst; +10 vs. Reflex; 2d8+5 radiant damage.
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Alignment unaligned; Languages Primordial
Str 4; Dex 22; Wis 12
Con 17; Int 6; Cha 16
XEG-YI--- Level 9 Skirmisher
Medium elemental magical beast--- XP 400
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Initiative +10; Senses Perception +5 Energy Aura (necrotic) aura 1; any creature that starts its turn in the aura takes 10 points of necrotic damage
HP 97; Bloodied 48 (plus see Explode)
AC 21; Fortitude 19; Reflex 21; Will 18
Immune necrotic; Resist insubstantial
Speed fly 8 (perfect)
--- [Melee basic] Energy Lash (standard; at will) Necrotic: Reach 2; +12 vs. Reflex; 1d8+5 necrotic damage.
[Melee] Energy Rush (standard; at will) Necrotic: The energon moves at least 3 and up to 6 squares and makes an energy lash attack. Until the end of its next turn, it gains +2 to all defenses.
[Close] Explode (immediate reaction, when reduced to 0 hit points) Necrotic: Burst 2; targets each creature in burst; +10 vs. Reflex; 2d8+5 necrotic damage.
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Alignment unaligned; Languages Primordial
Str 4; Dex 22; Wis 12
Con 17; Int 6; Cha 16
SHIMMERLING SWARM--- Level 9 Controller
Medium fey humanoid (swarm)--- XP 400
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Initiative +9; Senses Perception +3 Dazzling Illumination (radiant) aura 10; each creature in the aura at the start of its turn is subject to an attack: +11 vs. Will; Hit: target is dazed (save ends).
HP 97; Bloodied 48
AC 23; Fortitude 21; Reflex 23; Will 23
Resist half damage from melee and ranged attacks; Vulnerable 10 close and area attacks
Speed fly 6 (hover)
--- [Close] Swarm Attack (standard; at will): Burst 1; +12 vs. AC; 2d6+5 damage.
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Alignment unaligned; Languages Elven
Str 4; Dex 20; Wis 8
Con 17; Int 5; Cha 21
GREY OOZE--- Level 9 Elite Lurker
Medium natural beast (blind, ooze)--- XP 800
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Initiative +5; Senses Perception +6; blindsight 10; tremorsense 10
HP 76; Bloodied 38
AC 20; Fortitude 23; Reflex 18; Will 19 (see also Corrosive Form)
Immune gaze; Resist acid 10, weapons 5
Saving Throws +2
Speed 4, climb 4 (spider climb); see also Flowing Form
Action Points 1
--- [Melee basic] Slam (standard; at will) Acid: +14 vs. AC; 2d6+5 acid damage.
[Melee] Corrosive Slam (standard; recharge 4 5 6) Acid: +12 vs. Fortitude; 2d6+5 acid damage, and if the target is wearing metal armor, it gains a wear point. If it has two wear points, reduce its armor bonus by 1. If it has three wear points, the item is destroyed. If the armor is magic, it can receive one additional wear point without harm per tier.
Corrode Weapon (free; when hit by a metal weapon; at will) Acid: Whenever a metal weapon strikes the grey ooze, it may make an attack against the wielder: +12 vs. Reflex; Hit: put a wear point on the weapon. If it has two wear points, reduce attacks and damage made by the weapon by 1. If it has three wear points, the item is destroyed. If the weapon is magic, it can receive one additional wear point without harm per tier.
Flowing Form (move; at will): The grey ooze shifts 4 squares. It cannot do this when climbing.
Camouflage: The grey ooze resembles wet stone. It requires a Perception check, DC 28, to spot one before it acts.
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Alignment unaligned; Languages -
Str 21; Dex 12; Wis 14
Con 16; Int 1; Cha 1
Coffer Corpses look good. I did notice a mistake. In the Knight's entry for Darkening Blow, you refer to it as a Warrior.
Disappointed there's no spellweavers in this or the 10th level conversion.
The Grey Ooze is a lurker, but ... what's lurker-ish about it? I thought Lurkers had specialty attacks for when they've got you by surprise.
I want to say I love this:
Quote:
Originally Posted by [Melee
Eat Alive (immediate reaction; when a grabbed target becomes bloodied; at will): +14 vs. Fortitude; Hit: the target is eaten alive: 3d8+5 damage plus ongoing 5 damage and target is restrained (escape ends, but the target is still grabbed in the gar’s mouth).
Great way to handle "Swallow whole" without it being as un-fun as the Purple worm swallow whole.
In fact, I think this would make a good use of the Greenvise.
+12 vs. Fort or Ref (whichever is higher); Target is swallowed whole. Once inside the plant’s mass, the opponent is Restrained and takes 1d8+5 points of acid damage per round. A save roll is made each round the target is inside the plant. A swallowed creature that makes it's save is no longer Restrained and can climb out of the mass through the creature's maw with a successful escape check. A swallowed creature cannot cut its way out due to the monster's Regeneration power, although they can make attacks with natural or one-handed melee weapons weighing 3 lbs. or less against AC 23. A tendriculos’ interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.