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Old 15th September 2008, 06:28 PM   #1 (permalink)
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12th level Monster Conversions!

Okay, by now you all know what's up here... this is the 12th-level monster conversion thread for the Monster Project (link in sig).

List forthcoming...

12th Level Monsters on the List

Aurumvorax
Cadaver Collector
Elemental, Phantom Stalker
Golem, Hangman
Gravorg
Inevitable, Zelekhut
Neogi
Remorhaz
Scorpionfolk
Will-o-wisp

Higher Level Monsters On the List

Brain Collector [14th level?]
Charnel Hound [13th level]
Cinder Swarm [13th level]
Demon, Alkilith [17th level?]
Giant, Cloud [21st level]
Giant, Frost [16th level]
Grisgol [16th level]
Hellwasp Swarm [21st level?]
Hullathoin [20th level? low epic?]
Intellect Devourer [13th level]
Lurker Above [15th level?]
Ragewalker [14th +; epic?]
Steel Predator [13th-15th level]
Trapper [18th level?]

Hazards to be Converted

Mantrap
Tri-Flower Frond
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Old 15th September 2008, 06:30 PM   #2 (permalink)
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GRAVORG--- Level 12 Controller

Strange inhabitants of the Feywild, gravorg resemble raccoons the size of a horse. These strange creatures have a unique ability to control gravity around them. Often, the sound of a large object smashing repeatedly into the ceiling and then the ground is one’s first clue that he is near a gravorg lair.

Large fey beast--- XP 700
---
Initiative +12; Senses Perception +6
HP 114; Bloodied 57
AC 26; Fortitude 24; Reflex 26; Will 24
Speed 6
---
[Melee basic] Bite (standard; at will): +17 vs. AC; 1d8+5 damage.

[Ranged] Gravity Fling
(standard; at will): Range 8; +16 vs. Fortitude; 2d6+5 damage and target slides 3 squares and is knocked prone.

[Close] Gravity Burst (standard; recharge 5 6): Burst 4; attacks each creature in burst; +14 vs. Fortitude; Hit: 3d6+5 damage and target is pushed 3 squares and knocked prone; Miss: half damage and target is pushed 1 square.
---
Alignment unaligned; Languages Elven
Str 19; Dex 23; Wis 11
Con 10; Int 11; Cha 19
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Old 15th September 2008, 11:22 PM   #3 (permalink)
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I'm just going to assume the target slides after hitting the ceiling?
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Old 16th September 2008, 02:19 AM   #4 (permalink)
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Quote:
Originally Posted by Rechan View Post
I'm just going to assume the target slides after hitting the ceiling?
That's kind of my cinematic approach, anyway, but I left it vague enough that any given group can do it how works for them.
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Old 18th September 2008, 06:09 AM   #5 (permalink)
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WILL O’ WISP

A will o’ wisp (also known as a will-o-the-wisp) is a strange creature that seems to be composed of pure light and energy. Appearing as a small mote of glowing light, will o’ wisps are very dangerous. They are infamous for luring travelers into swamps and mires to their doom.

WILL O’ WISP LURE--- Level 12 Lurker
Small fey animate (lightning)--- XP 700
---
Initiative +16; Senses Perception +8
HP 92; Bloodied 46
AC 30; Fortitude 21; Reflex 28; Will 22
Speed fly 6 (perfect)
---
[Melee basic] Shocking Touch (standard; at will) Lightning: +15 vs. Reflex; 1d10+5 lightning damage. If the will o’ wisp lure has combat advantage, the target is also dazed (save ends).

[Area] Luring Light (standard; sustain minor; recharges when the will o’ wisp lure uses Moment of Lightlessness) Radiant: Burst 3 within 24; +13 vs. Will; Hit: target is pulled 6 squares and is dazed (save ends); Miss: target is pulled 1 square and is not dazed.

Flit (move; at will): The will o’ wisp lure shifts 3 spaces and gains combat advantage against one enemy that it ends this shift next to until the end of its next turn.

Moment of Lightlessness
(minor; at will): The will o’ wisp becomes invisible until the end of its turn. While it is invisible, it cannot take a standard action.
---
Alignment evil; Languages understands Common, Elven
Skills Stealth +20
Str 3; Dex 23; Wis 15
Con 14; Int 18; Cha 15


WILL O’ WISP BLASTER--- Level 13 Artillery
Small fey animate (lightning)--- XP 800
---
Initiative +12; Senses Perception +8
HP 98; Bloodied 49
AC 29; Fortitude 22; Reflex 27; Will 24
Speed fly 6 (perfect)
---
[Melee basic] Radiant Touch (standard; at will) Radiant: +18 vs. Reflex; 1d10+6 radiant damage.

[Ranged basic] Radiant Beam (standard; at will) Radiant: Range 12; +18 vs. Reflex; 2d8+6 radiant damage.

[Ranged] Blinding Beam (standard; encounter) Radiant: +18 vs. Reflex; 4d8+6 damage and target is blinded (save ends).

Moment of Lightlessness
(minor; at will): The will o’ wisp becomes invisible until the end of its turn. While it is invisible, it cannot take a standard action.
---
Alignment evil; Languages understands Common, Elven
Skills Stealth +20
Str 3; Dex 23; Wis 15
Con 14; Int 18; Cha 18


WILL O’ WISP MARSHLIGHT--- Level 15 Controller
Small fey animate (lightning)--- XP 800
---
Initiative +14; Senses Perception +9
HP 144; Bloodied 72
AC 33; Fortitude 25; Reflex 29; Will 27
Speed fly 6 (perfect)
---
[Melee basic] Radiant Touch (standard; at will) Radiant: +19 vs. Reflex; 2d8+6 radiant damage.

[Ranged basic] Radiant Beam (standard; at will) Radiant: Range 12; +19 vs. Reflex; 2d8+6 radiant damage.

[Ranged] Brilliant Beams (standard; at will) Radiant: The will o’ wisp marshlight attacks two targets in range. Range 12; +17 vs. Reflex; 1d10+6 damage, plus target is blinded (save ends).

[Close] Disorienting Strobe (minor; recharges when hit by an attack that targets AC) Radiant: The will o’ wisp marshlight begins flickering, strobing and otherwise varying its light output to disorient nearby creatures. Close burst 4; +17 vs. Will; Hit: target slides 3 squares and is dazed (save ends); Miss: target suffers a -1 on attack rolls until the end of its next turn.

Moment of Lightlessness (minor; at will): The will o’ wisp becomes invisible until the end of its turn. While it is invisible, it cannot take a standard action.
---
Alignment evil; Languages understands Common, Elven
Skills Stealth +20
Str 3; Dex 24; Wis 15
Con 16; Int 18; Cha 20
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Old 20th September 2008, 04:29 AM   #6 (permalink)
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Hey Jester! I know this is late/early, but I"m going to make some requests for either this level, or next!

Fiend Folio:
Bonespear (24) 12nd or 13th level
Steel Predator (163) : 13th Level
Demon, Alkilith (46) 14th Level
Hullathoin (96) 15th level
Tunnel Terror (176) 15th Level

And MMIII
Grisgol (76) I say say 15th-16th, to be relevant to a lich, since they are closely related.
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Old 26th September 2008, 05:14 PM   #7 (permalink)
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CADAVER COLLECTOR

Cadaver collectors were originally built to serve exactly the purpose that their name implies. They would collect the dead from a battlefield, whether for purposes of gathering information, magical or medical research, or reanimation.

A cadaver collector is a large, hunched construct made of stone and metal. It is covered in long spikes, on which it collects corpses. It has overlarge, heavily plated arms.

CADAVER COLLECTOR--- Level 12 Soldier
Large natural humanoid (construct)--- XP 700
---
Initiative +12; Senses Perception +10
HP 122; Bloodied 61
AC 29; Fortitude 26; Reflex 24; Will 24
Resist weapons 5
Speed 7
---
[Melee basic] Smash (standard; at will): Reach 2; +19 vs. AC; 2d6+5 damage.

[Melee] Crushing Grip (standard; recharge 4 5 6): +17 vs. Reflex; 1d8+5 damage and target is grabbed (until escape).

[Melee] Impale (standard; only against a grabbed target smaller than the cadaver collector; at will): The cadaver collector attempts to impale its target on its spiky body. +17 vs. Fortitude; Hit: 3d8+5 damage, plus ongoing 5 (save ends) and target is restrained, except it automatically moves with the cadaver collector; Miss: half damage, no ongoing damage, and the target is not restrained.
---
Alignment unaligned; Languages Common
Skills Endurance +15
Str 23; Dex 19; Wis 19
Con 18; Int 6; Cha 11



GREATER CADAVER COLLECTOR--- Level 22 Soldier
Huge natural humanoid (construct)--- XP 4150
---
Initiative +20; Senses Perception +16
HP 194; Bloodied 97
AC 39; Fortitude 36; Reflex 34; Will 31
Resist weapons 10
Speed 7
---
[Melee basic] Smash (standard; at will): Reach 3; +29 vs. AC; 3d6+8 damage.

[Melee] Crushing Grip (standard; recharge 4 5 6): +27 vs. Reflex; 2d6+8 damage and target is grabbed (until escape).

[Melee] Impale (standard; only against a grabbed target smaller than the cadaver collector; at will): The cadaver collector attempts to impale its target on its spiky body. +27 vs. Fortitude; Hit: 4d8+8 damage, plus ongoing 10 (save ends) and target is restrained, except it automatically moves with the cadaver collector; Miss: half damage, no ongoing damage, and the target is not restrained.

[Close] Breath Weapon (standard; encounter): The greater cadaver collector breathes out a paralyzing gas. Blast 5; +25 vs. Fortitude; target is immobilized (save ends).

---
Alignment unaligned; Languages Common
Skills Endurance +20
Str 28; Dex 24; Wis 19
Con 18; Int 6; Cha 11
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Old 7th October 2008, 06:34 PM   #8 (permalink)
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SCORPIONFOLK

Tlincallis, also called scorpionfolk or stingers, are horrific monsters that combine the worst features of humanity with the deadliest aspect of a scorpion. A tlincallis (singular and plural) has a humanoid torso, arms and head. Its skin is a dark red color, sometimes mottled with black or deep grays. The hands of a tlincallis have only two broad, strong fingers and a thumb. It is hairless, with red, glowing eyes. Its lower body is scorpion-like, with six legs and a long, stinger-bearing tail.

Scorpionfolk live in desert cities, beneath which are thriving networks of burrows and tunnels. They often take humans and dwarves as slaves, forcing them to mine and craft weapons.

SCORPIONFOLK NOMAD--- Level 12 Minion
Large natural monstrous humanoid (scorpion)--- XP 700
---
Initiative +10; Senses Perception +6, tremorsense 6
HP 1; a missed attack never damages a minion
AC 26; Fortitude 26; Reflex 24; Will 24
Speed 6
---
[Melee basic] Sting (standard; at will) Poison: +17 vs. AC; 3 damage and ongoing 5 poison (save ends).
---
Alignment evil; Languages Tlincallis
Str 23; Dex 19; Wis 11
Con 14; Int 8; Cha 19


SCORPIONFOLK REAVER--- Level 12 Soldier
Large natural monstrous humanoid (scorpion)--- XP 700
---
Initiative +10; Senses Perception +6, tremorsense 6
HP 118; Bloodied 59
AC 28; Fortitude 26; Reflex 24; Will 24
Speed 6
---
[Melee basic] Sting (standard; at will) Poison: +19 vs. AC; 1d8+5 damage and ongoing 5 poison damage (save ends).

[Melee] Invigorate Venom (standard; only against a target suffering ongoing poison damage; recharge 5 6) Poison: +17 vs. Fortitude; 3d8+5 poison damage and ongoing 10 poison damage (save ends).
---
Alignment evil; Languages Tlincallis
Str 23; Dex 19; Wis 11
Con 14; Int 8; Cha 19



SCORPIONFOLK DRIVER--- Level 14 Skirmisher
Large natural monstrous humanoid (scorpion)--- XP 900
---
Initiative +13; Senses Perception +7, tremorsense 6
HP 135; Bloodied 67
AC 28; Fortitude 28; Reflex 25; Will 26
Speed 6
---
[Melee basic] Sting (standard; at will) Poison: +19 vs. AC; 1d10+6 damage and ongoing 5 poison damage (save ends).

[Melee] Driving Attack
(standard; at will) Poison: +19 vs. AC; 1d10+6 damage and ongoing 5 poison damage (save ends). Effect: If the scorpionfolk driver moved at least 3 squares this turn before attacking, it pushes the target 1 square (2 on a critical).

Skitter (move; at will): The scorpionfolk driver shifts 3 squares.
---
Alignment evil; Languages Tlincallis
Str 24; Dex 19; Wis 11
Con 15; Int 13; Cha 20


SCORPIONFOLK MAGUS--- Level 15 Controller
Large natural monstrous humanoid (scorpion)--- XP 900
---
Initiative +11; Senses Perception +7, tremorsense 6
HP 143; Bloodied 71
AC 29; Fortitude 27; Reflex 26; Will 30
Speed 6
---
[Melee basic] Sting (standard; at will) Poison: +20 vs. AC; 1d10+6 damage and ongoing 5 poison damage (save ends).

[Melee] Slowing Sting (standard; at will) Poison: +19 vs. Fortitude; 1d10+6 damage and target is slowed (save ends).

[Ranged] Venom Bolt
(standard; recharge 4 5 6) Poison: Range 6; +19 vs. Fortitude; Hit: 2d10+6 damage and target is slowed and takes ongoing 5 poison damage (save ends both); Miss: half damage and target is neither slowed nor takes ongoing damage.
---
Alignment evil; Languages Tlincallis
Str 20; Dex 19; Wis 11
Con 15; Int 13; Cha 26
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Old 8th October 2008, 05:43 AM   #9 (permalink)
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AURUMVORAX--- Level 12 Elite Brute
Small natural beast--- XP 700
---
Initiative +10; Senses Perception +9
HP 302; Bloodied 151
AC 28; Fortitude 26; Reflex 26; Will 23
Resist weapons 5
Saving Throws +2
Speed 7
Action Points 1
---
[Melee basic] Bite (standard; at will): +15 vs. AC; 2d6+5 damage and target is grabbed.

[Melee basic] Claw
(standard; at will): +15 vs. AC; 1d6+5 damage.

[Melee] Slaughtering Claws (standard; only against a grabbed target; recharges when it no longer has a target grabbed): The aurumvorax digs at its target with all of its claws. +15 vs. Fortitude; 4d10+5 damage.

[Melee] Snapping Riposte (immediate reaction; when hit by a melee attack; at will): The aurumvorax makes a bite attack at the creature that hit it.

Second Wind (minor; encounter) Healing: The aurumvorax spends a healing surge and regains 75 hit points. In addition, it gains a +2 bonus to all of its defenses until the end of its next turn.
---
Alignment unaligned; Languages -
Skills Acrobatics +15, Athletics +17
Str 23; Dex 19; Wis 17
Con 21; Int 3; Cha 16
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Old 9th October 2008, 08:17 AM   #10 (permalink)
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NEOGI

The neogi are a fearsome race of slave-takers. Though they sometimes trade with other races, the appearance of a neogi caravan is seldom a good thing; it usually portends kidnapping, enslavement or worse. Each neogi has a number of slaves, and many favor umber hulks, with whom they seem to have a strange, special relationship.

A neogi has a spider-like body, with a long, flexible neck that resembles the body of an eel. Its body is covered with stiff, bristly hair that has been dyed in complex designs, and most neogi wear light leather harnesses for carrying pouches, tools and weapons.

Neogi use a twisted ritual to permanently enslave their victims.

NEOGI SPAWN--- Level 12 Minion
Small aberrant magical beast--- XP 140
---
Initiative +12; Senses Perception +10; darkvision
HP 1; a missed attack never damages a minion
AC 25; Fortitude 21; Reflex 26; Will 23
Immune charm
Speed 5, climb 4
---
[Melee] Poisonous Bite (standard; at will) Poison: +15 vs. Fortitude; 5 damage plus ongoing 5 poison (save at -2 ends).

No Basic Attacks: Neogi spawn have no basic attacks, and thus cannot make opportunity attacks.
---
Alignment chaotic evil; Languages Neogi
Str 15; Dex 23; Wis 18
Con 7; Int 3; Cha 3


NEOGI ENSLAVER--- Level 12 Controller
Small aberrant magical beast--- XP 700
---
Initiative +9; Senses Perception +10; darkvision
HP 111; Bloodied 55
AC 26; Fortitude 22; Reflex 24; Will 26
Immune charm
Speed 5, climb 4
---
[Melee basic] Poisonous Bite (standard; at will) Poison: +16 vs. Fortitude; 2d6+2 damage plus ongoing 5 poison (save at -2 ends).

[Ranged] Dull Mind (standard; recharge 5 6) Psychic: Range 10; +16 vs. Will; Hit: 3d6+5 psychic damage, and the target is dazed (save ends).

[Ranged] Enslave (standard; encounter) Charm: Range 10; +16 vs. Will; Hit: the target is dominated until the end of the neogi enslaver’s next turn; sustain minor; to sustain this, the neogi enslaver must repeat the attack and hit; Miss: the target is dazed until the end of its next turn.
---
Alignment chaotic evil; Languages Neogi
Skills Intimidate +17
Str 15; Dex 16; Wis 18
Con 7 ; Int 19; Cha 23


NEOGI HUNTER--- Level 13 Artillery
Small aberrant magical beast--- XP 800
---
Initiative +9; Senses Perception +10; darkvision
HP 91; Bloodied 45
AC 25; Fortitude 23; Reflex 25; Will 27
Immune charm
Speed 5, climb 4
---
[Melee basic] Poisonous Bite (standard; at will) Poison: +18 vs. Fortitude; 2d6+2 damage plus ongoing 5 poison (save at -2 ends).

[Ranged] Psychic Thrust (standard; at will) Psychic: Range 16; +18 vs. Will; 2d8+6 psychic damage.

[Close] Brain Lock (standard; encounter) Psychic: Close blast 4; targets each enemy in burst; +16 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages Neogi
Skills Intimidate +17
Str 15; Dex 16; Wis 18
Con 7 ; Int 19; Cha 23



NEOGI SLAVEMASTER--- Level 16 Skirmisher
Small aberrant magical beast--- XP 1400
---
Initiative +14; Senses Perception +x, special senses
HP 145; Bloodied 72
AC 30; Fortitude 26; Reflex 28; Will 30
Immune charm
Speed 5, climb 4
---
[Melee basic] Poisonous Bite (standard; at will) Poison: +19 vs. Fortitude; 2d6+2 damage plus target is slowed and takes ongoing 5 poison (save at -2 ends both).

[Ranged] Enslave (standard; encounter) Charm: Range 10; +19 vs. Will; Hit: the target is dominated until the end of the neogi enslaver’s next turn; sustain minor; to sustain this, the neogi enslaver must repeat the attack and hit; Miss: the target is dazed until the end of its next turn.

[Close] Wave of Submission (minor; recharge 6) Psychic: Close blast 4; attacks each enemy in blast; +17 vs. Will; Hit: the target suffers a -2 to Will defense (save ends).

Slavemaster’s Move (move; at will): The neogi slavemaster shifts up to 3 squares into a lower-level ally’s space. That ally then shifts into the space that the slavemaster began this move in.
---
Alignment chaotic evil; Languages Neogi
Skills Intimidate +17
Str 17; Dex 18; Wis 18
Con 9 ; Int 21; Cha 25



NEOGI GREAT OLD MASTER--- Level 20 Brute

Neogi employ a particularly horrifying method of reproduction. When a neogi has grown old and weak, its fellows turn on it, injecting it with a special venom that inflicts terrible changes in the old neogi’s body. This causes it to swell into a great, bloated sack. The neogi loses most of its intellect and becomes a simple beast driven by hunger. Meanwhile, the others lay their eggs in the great old master’s abdomen. Eventually, these hatch and the new neogi spawn eat their way out of it.
Large aberrant magical beast--- XP 2800
---
Initiative +16; Senses Perception +20; darkvision
HP 230; Bloodied 115
AC 32; Fortitude 34; Reflex 32; Will 30
Immune charm
Speed 3
---
[Melee basic] Poisonous Bite (standard; at will) Poison: +21 vs. Fortitude; 1d12+7 damage plus target is slowed and takes ongoing 10 poison damage (save at -2 ends both).

[Ranged] Spit Spawn (standard; recharge 5 6): Range 6; the neogi great old master vomits out 1d6 neogi spawn. All must be within range and adjacent to at least one of the other spawn being spit.

Bleed Spawn (immediate reaction; when injured; recharge 3 4 5 6): The neogi great old master bleeds out 1d4 neogi spawn, which must appear adjacent to it.
---
Alignment chaotic evil; Languages Neogi
Str 27; Dex 23; Wis 20
Con 20; Int 4; Cha 13
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Old 10th October 2008, 04:13 AM   #11 (permalink)
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PHANTOM STALKER--- Level 12 Soldier
Large elemental humanoid (fire)--- XP 700
---
Initiative +12; Senses Perception +7
HP 118; Bloodied 59
AC 28; Fortitude 26; Reflex 24; Will 24
Resist fire 20; Vulnerable cold 10
Speed 6, fly 8
---
[Melee basic] Claw (standard; at will): +19 vs. AC; 2d4+5 damage.

[Melee] Double Claw (standard; at will): The phantom stalker makes two claw attacks at the same or adjacent targets. +17 vs. AC; 2d4+5 damage.

[Melee] Flaming Claw (standard; encounter) Fire: +17 vs. Reflex; Hit: 3d6+5 fire damage plus ongoing 10 fire (save ends); Miss: half damage and no ongoing fire damage.

[Close] Death Throes (immediate reaction; when reduced to 0 hit points) Fire: The phantom stalker explodes in a fiery conflagration. Close burst 4; attacks each creature in burst; +15 vs. Reflex; Hit: 4d10+5 fire damage; Miss: half damage.
---
Alignment unaligned; Languages Primordial
Str 23; Dex 19; Wis 13
Con 14; Int 5; Cha 19
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Old 10th October 2008, 04:37 AM   #12 (permalink)
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GOLEMS

There are many types of golems, but all share certain traits in common. They are all constructs made by sinister rituals, usually constructed predominantly of a single material. This material is animated by an elemental spirit that is difficult to control. Golems are all initially under the control of their creators, but the animating spirit too often manages to break free, usually with tragic results.

GOLEM, HANGMAN--- Level 12 Soldier
Also called rope golems, hangman golems are composed of numerous ropes that are twisted and wrapped into the shape of a humanoid figure. A hangman golem stands almost twice the height of a normal human.
Large natural animate (construct)--- XP 700
---
Initiative +12; Senses Perception +7
HP 120; Bloodied 60
AC 24; Fortitude 26; Reflex 28; Will 21
Speed 6 (can’t shift)
---
[Melee basic] Rope Lash (standard; at will): Reach 2; +17 vs. Reflex; 2d6+5 damage and target is grabbed (until escape).

[Melee] Strangle (standard; only against a grabbed target; at will): +17 vs. Fortitude; 3d6+5 damage and target is dazed until the end of its next turn.

[Close] Rope Whirlwind (standard; recharge 5 6): Close burst 2; +17 vs. AC; 4d8+5 damage.

Unravel (standard; at will) Healing: The hangman golem unravels into a large heap of tangled rope, covering a 2x2 square area. While in this form, it cannot attack, but it gains resist all 10 and regenerations 10.

---
Alignment unaligned; Languages -
Str 23; Dex 19; Wis 13
Con 16; Int 3; Cha 3
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Last edited by the Jester; 10th October 2008 at 06:01 AM..
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Old 10th October 2008, 04:37 AM   #13 (permalink)
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Jester, you didn't specify what the Phantom Stalker was vulnerable to.

Neogi look good. The gold-eater weasel is nasty.
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Old 10th October 2008, 06:53 AM   #14 (permalink)
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I wonder. If a Hangman Golem unravels, can PCs make a roll to find out if it's playing chicken?

Also, I wanted to point you to WotC's Will-o-wisp they released today. Just for kicks.
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Old 10th October 2008, 07:04 AM   #15 (permalink)
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Hey, thanks! It's cool to see the official take on things that I've done. I wasn't aware of that one until you pointed it out.
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Old 10th October 2008, 07:11 AM   #16 (permalink)
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REMORHAZ

A remorhaz is a terrible, cold-dwelling creature similar in form to a huge centipede. Remorhaz (singular and plural) dwell in arctic and sub-arctic mountains and badlands, where they can find rocky caves in which to take shelter. When angry or excited, a remorhaz gives off tremendous heat.

REMORHAZ MELTER--- Level 12 Skirmisher
Huge natural magical beast--- XP 700
---
Initiative +12; Senses Perception +8; tremorsense 6
Heat (Fire) aura 3; only when agitated; any creature entering the aura or starting its turn in it suffers an attack: +15 vs. Fortitude; 2d4 fire damage.
HP 120; Bloodied 60
AC 25; Fortitude 25; Reflex 24; Will 22
Resist 10 fire
Speed 6, burrow 3 (tunneling)
---
[Melee basic] Bite (standard; at will): Reach 2; +17 vs. AC; 1d10+6 damage.

[Melee] Lunge (standard; at will): The remorhaz melter shifts 3 squares and makes a basic attack against an adjacent enemy.

Melt Weapon (immediate reaction; when struck by a melee attack with the Weapon keyword; at will) Fire: The remorhaz makes an attack on the creature that hit it: +15 vs. Fortitude; Hit: 1d8+5 fire damage and 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 is magic, it can receive one additional wear point without harm per tier.
---
Alignment unaligned; Languages -
Str 22; Dex 19; Wis 15
Con 16; Int 5; Cha 8



RAVENOUS REMORHAZ--- Level 13 Brute
Huge natural magical beast--- XP 700
---
Initiative +12; Senses Perception +8; tremorsense 6
Heat (Fire) aura 3; only when agitated; any creature entering the aura or starting its turn in it suffers an attack: +15 vs. Fortitude; 1d12+4 fire damage.
HP 159; Bloodied 79
AC 23; Fortitude 27; Reflex 23; Will 20
Resist 10 fire
Speed 6, burrow 3 (tunneling)
---
[Melee basic] Bite (standard; at will): Reach 2; +16 vs. AC; 3d6+6 damage. (See also Blood Frenzy.)

Melt Weapon (immediate reaction; when struck by a melee attack with the Weapon keyword; at will) Fire: The remorhaz makes an attack on the creature that hit it: +14 vs. Fortitude; Hit: 1d10+5 fire damage and 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 is magic, it can receive one additional wear point without harm per tier.

Blood Frenzy: A ravenous remorhaz gains +2 to attacks and damage with its bite attack against a bloodied opponent.
---
Alignment unaligned; Languages -
Str 24; Dex 20; Wis 14
Con 19; Int 3; Cha 8


ELDER REMORHAZ--- Level 29 Elite Brute
Gargantuan natural magical beast--- XP 30,000
---
Initiative +22; Senses Perception +21; tremorsense 6
Heat (Fire) aura 5; only when agitated; any creature entering the aura or starting its turn in it suffers an attack: +28 vs. Fortitude; 3d6+6 fire damage.
HP 650; Bloodied 325
AC 43; Fortitude 44; Reflex 41; Will 39
Resist cold 10, fire 20
Saving Throws +2
Speed 8
Action Points 1
---
[Melee basic] Bite (standard; at will): Reach 3; +32 vs. AC; 4d8+10 damage.

Melt Weapon (free action; when struck by a melee attack with the Weapon keyword; at will) Fire: The remorhaz makes an attack on the creature that hit it: +30 vs. Fortitude; Hit: 3d6+5 fire damage and 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 is magic, it can receive one additional wear point without harm per tier.

Burst of Healing
(standard; encounter) Fire, Healing: The elder remorhaz channels its internal heat into healing. It spends a healing surge and regains 162 hit points, but its heat aura and melt weapon abilities are suppressed (save at -2 ends).
---
Alignment unaligned; Languages -
Str 34; Dex 27; Wis 24
Con 25; Int 9; Cha 16
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Old 10th October 2008, 07:42 AM   #17 (permalink)
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INEVITABLES

Inevitables are strange, clockwork creatures that are relics of a lost, previous cosmology. They claim to be agents of law, but they answer to no authority and seem bent on overturning the very nature of the cosmos. Some say that maruts were once a type of inevitable, but have forsaken their former compatriots.

ZELEKHUT--- Level 12 Skirmisher

A zelekhut resembles a centaur in shape, but it is made of intricate clockwork. It wears ornate gold armor over alabaster skin. Zelekhuts claim to be charged with hunting down those that would escape their rightful punishment.
Large immortal magical beast (construct)--- XP 700
---
Initiative +13; Senses Perception +12
HP 119; Bloodied 59
AC 26; Fortitude 25; Reflex 25; Will 26
Speed 7, fly 8
---
[Melee basic] Chain Strike (standard; at will): Reach 2; +17 vs. AC; 2d6+5 damage.

[Ranged] Arrest Miscreant (standard; recharge 5 6) Psychic: Range 10; +15 vs. Will; 2d8+5 psychic damage and target is immobilized (save ends).

[Ranged] Punishing Blast
(standard; at will): Range 15; +15 vs. Reflex; 1d8+5 damage, and the target is weakened (save ends).

Clockwork Flight: When it is in flight, the zelekhut gains a +2 bonus to AC and Reflex defenses.
---
Alignment unaligned; Languages Supernal
Skills Intuition+17
Str 21; Dex 20; Wis 23
Con 15; Int 10; Cha 15
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