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Old 18th October 2008, 05:19 AM   #1 (permalink)
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14th level Monster Conversions

Continuing the Monster Project (link in sig), this thread will contain conversions of old skool d&d monsters that do well with a 14th level baseline in 4e.

So far this is what I have:

14th level Monsters to Convert

Brain Collector
Chwidenca
Demon, Alkilith
Drowned
Entombed
Ethergaunt
Penanggalan
Phantasmal Slayer
Quaraphon
Thought Eater
Whale, Cydran this is how whales work in my homebrewed campaign world

Higher Level Monsters On the List

Aag [18th level]
Ascallion (fish) [17th level]
Bile Beast [19th level]
Boneyard [17th level]
Caller from Below [18th level]
Caller in Darkness [21st level]
Chaos Beast [15th level]
Chilblain [18th level]
Deathjack [15th level]
Dharculus [17th level]
Elemental, Ruin [22nd level]
Giant, Cloud [21st level]
Giant, Frost [16th level]
Iron Lich [21st level]
Lurker Above [15th level?]
Ragewalker [20th level]
Ruin Chanter [24th level]
Scyllan [24th level]
Spell Weaver [21st level]
Steel Predator [16th level]
Teratomorph [19th level]
Trapper [18th level?]
Winter-Wight [23rd level]

Hazards to be Converted

Mantrap
Tri-Flower Frond
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Old 19th October 2008, 01:44 AM   #2 (permalink)
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ETHERGAUNT

Strange creatures that seem to dwell is some far plane inaccessible by conventional magic, the ethergaunts are can be encountered on any plane, but they are most common on the Elemental Chaos and the Astral Sea- and even there, they are very rare. Some adventurers who have had extensive conflict with the ethergaunts claim that they are an extremely advanced culture that abandoned the material world over 10,000 years ago- and now they are finally coming back.

Ethergaunts are strange beings, resembling 8’ tall, extraordinarily emaciated humanoids. To gaze upon the face of an ethergaunt is trying on the psyche of all but the strongest willed creatures, so ethergaunts tend to wear special bisected masks that serve to give them a somewhat humanoid face. Dozens of colorful, prehensile tendrils emerge from behind the mask like a mane of thick, fleshy hair. The faceplate resembles a featureless porcelain visage, and its color reveals the ethergaunt’s role in the creatures’ enigmatic society. Red ethergaunts serve the race as explorers and scientists; white ethergautns mangae the reds’ affairs and form the primary government of the entire society. The dreaded black ethergaunts control the entire race; fewer than one hundred blacks are thought to exist. Other colors and roles exist as well, but these are less well known.

Although the origin of ethergaunts is listed as “immortal,” this is only an approximation. They seem to have come from an earlier cosmological era, when the nature of the planes was somehow different. There may be some connection between ethergaunts and inevitables in this respect.


RED ETHERGAUNT SCOUT--- Level 14 Skirmisher
Medium immortal humanoid (ethergaunt)--- XP 1000
---
Initiative +10; Senses Perception +12; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +15 vs. Will; target is dazed and immobilized (save ends both)
HP 135; Bloodied 67
AC 28; Fortitude 24; Reflex 28; Will 26
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +19 vs. AC; 1d10+7 damage.

[Ranged] Etherblade Blast (standard; at will) Force, Weapon: Range 10; +17 vs. Reflex; 2d8+5 force damage and target is pushed 1 square.

Dimension Step (move; at will) Teleportation: The red ethergaunt scout teleports 10. Its turn ends immediately after it dimension steps.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +19, Diplomacy +17, Insight +17
Str 16; Dex 13; Wis 20
Con 15; Int 24; Cha 20
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


RED ETHERGAUNT ENVOY--- Level 15 Controller
Medium immortal humanoid (ethergaunt)--- XP 1200
---
Initiative +8; Senses Perception +12; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +17 vs. Will; target is dazed and immobilized (save ends both)
HP 143; Bloodied 71
AC 29; Fortitude 25; Reflex 27; Will 29
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +20 vs. AC; 1d10+3 damage.

[Ranged] Etherblade Blast (standard; at will) Force, Weapon: Range 10; +19 vs. Reflex; 2d8+5 force damage and target is pushed 1 square.

[Ranged] Telepathic Persuasion (minor; at will) Psychic: Range 6; +19 vs. Will; target slides 3 squares.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Bluff +19, Diplomacy +19, Insight +17, Intimidate +19
Str 16; Dex 13; Wis 20
Con 15; Int 21; Cha 25
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


WHITE ETHERGAUNT BLADEBLASTER--- Level 17 Artillery
Medium immortal humanoid (ethergaunt)--- XP 1600
---
Initiative +10; Senses Perception +12; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +20 vs. Will; target is dazed and immobilized (save ends both)
HP 122; Bloodied 61
AC 29; Fortitude 25; Reflex 31; Will 29
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +24 vs. AC; 1d10+3 damage.

[Ranged] Etherblade Blast (standard; at will) Force, Weapon: Targets 2 adjacent creatures; range 16; +20 vs. Reflex; 2d8+7 force damage and target is pushed 1 square.

[Area] Etherblade Burst (standard; recharge 5 6) Force, Weapon: Burst 3 within 8; targets each creature in burst; +20 vs. Reflex; 3d10+6 force damage and target slides 2 squares.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +21, History +21
Str 12; Dex 15; Wis 20
Con 14; Int 26; Cha 22
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


WHITE ETHERGAUNT NETHERMANCER--- Level 17 Controller
Medium immortal humanoid (ethergaunt)--- XP 1600
---
Initiative +10; Senses Perception +13; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +21 vs. Will; target is dazed and immobilized (save ends both)
HP 158; Bloodied 79
AC 31; Fortitude 26; Reflex 31; Will 29
Speed 6
---
[Melee basic] Ether Rod (standard; at will) Force, Implement: +22 vs. AC; 2d4+8 force damage and target is pushed 1 square.

[Close] Netherblast (standard; recharge 4 5 6) Force, Implement: Close blast 4; targets each creature in blast; +19 vs. Reflex; 3d6+2 force damage and target slides 3 squares and is knocked prone.

[Ranged] Mind Hook (standard; recharges when first bloodied) Charm, Psychic: Range 12; targets one living creature; +21 vs. Will; Hit: 3d10+6 psychic damage and target is dominated (save ends); Miss: half damage and target is dazed until the end of its next turn.

Step through the Nether (move; at will) Teleportation: The white ethergaunt nethermancer teleports 6 and gains concealment until the beginning of its next turn.

Protective Thrall (immediate interrupt; when attacked by a melee or close attack; at will): Only when the white ethergaunt nethermancer has a target dominated; that target shifts 1 and makes a melee basic attack against the creature attacking the ethergaunt. If it cannot attack the creature attacking the ethergaunt, the ethergaunt may not use this ability.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +21, History +21
Str 12; Dex 15; Wis 20
Con 14; Int 26; Cha 22
---
Equipment ether rod (functions as a +1 rod in the hands of a non-ethergaunt)


RED ETHERGAUNT UNDERLING--- Level 18 Minion
Medium immortal humanoid (ethergaunt)--- XP 500
---
Initiative +10; Senses Perception +14; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +19 vs. Will; target is dazed and immobilized (save ends both)
HP 1; a missed attack never damages a minion
AC 31; Fortitude 27; Reflex 32; Will 29
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +23 vs. AC; 9 damage.

[Ranged] Etherblade Blast
(standard; at will) Force, Weapon: Range 10; +21 vs. Reflex; 8 force damage and target is pushed 1 square.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Str 16; Dex 13; Wis 20
Con 15; Int 26; Cha 20
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


BLACK ETHERGAUNT EXTERMINATOR--- Level 19 Elite Soldier
Medium immortal humanoid (ethergaunt)--- XP 4,800
---
Initiative +12; Senses Perception +19; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +20 vs. Will; target is dazed and immobilized (save ends both)
HP 356; Bloodied 178
AC 37; Fortitude 32; Reflex 39; Will 33
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Etherblade (standard; at will) Weapon: +26 vs. AC; 2d10+7 damage and target is marked until the end of the black ethergaunt exterminator’s next turn.

[Melee] Exterminating Blow (standard; recharge 6) Force, Necrotic, Weapon: Requires etherblade; +24 vs. Fortitude; Hit: 4d10+7 force and necrotic damage, plus target is pushed 2, knocked prone and takes ongoing 10 necrotic damage (save ends); Miss: half damage, and target is pushed 1.

[Melee] Forceful Rebuttal (immediate reaction; when hit by a melee attack; at will) Force, Weapon: The black ethergaunt exterminator makes an attack against the creature that hit it: +26 vs. AC; 2d10+7 damage and the target is pushed 3 and knocked prone.

[Close] Life Leech (minor; only when wounded; recharge 5 6) Healing, Necrotic: Burst 2; attacks each creature in burst; +22 vs. Fortitude; Hit: 2d6+6 necrotic damage and the black ethergaunt exterminator heals 5 hp.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +24, Insight +19, Intimidate +20, Perception +19
Str 21; Dex 13; Wis 20
Con 18; Int 30; Cha 22
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)
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Old 19th October 2008, 01:50 AM   #3 (permalink)
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Man, for a monster I'd never even used, I put a lot into that.

Ethergaunts look awesome- wasn't there an adventure in Dungeon that featured them back in the 3.5 days?

What a wonderfully cool monster. Too bad about the cosmology.
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Old 19th October 2008, 06:47 AM   #4 (permalink)
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I actually have no idea what the hell they are or where you found them.
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Old 19th October 2008, 05:31 PM   #5 (permalink)
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Quote:
Originally Posted by Rechan View Post
I actually have no idea what the hell they are or where you found them.
3e Fiend Folio- one of the attempts to make a "new githyanki" monster.
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Old 19th October 2008, 11:29 PM   #6 (permalink)
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THOUGHT EATER

Thought eaters are exceptionally dangerous beasts that swim the Astral Sea, feeding on thoughts and mental prowess. They are always attracted to the smartest easily-available prey.

A thought eater appears as an emaciated platypus. It is strangely translucent, and its duck-like bill is filled with rough, uneven teeth.

THOUGHT EATER--- Level 14 Artillery
Small immortal beast--- XP 1000
---
Initiative +9; Senses Perception +10; sense thoughts
HP 110; Bloodied 55
AC 24; Fortitude 26; Reflex 23; Will 28
Speed 4, swim 6
---
[Melee basic] Bite (standard; at will): +19 vs. AC; 1d6 damage.

[Ranged] Eat Thoughts (standard; at will) Psychic: Range 9; +19 vs. Will; Hit: 1d10+7 psychic damage and the target loses access to one daily power of its choice; if it has no daily powers, it loses access to one encounter power of its choice; if it has no encounter powers, it is dazed (save ends); Miss: half damage and no other effect. Suppression effects stack, and (except for dazing and damage) last until the target takes a short rest.

[Close] Mind Devouring Burst (standard; encounter) Psychic: Burst 2; targets each creature in burst; +17 vs. Will; 4d8+6 damage and the target is stunned (save ends).

Sense Thoughts: A thought eater is aware of all creatures within 20 squares.
---
Alignment unaligned; Languages -
Str 11; Dex 15; Wis 16
Con 20; Int 3; Cha 24


THOUGHT GRINDER--- Level 27 Artillery
Large immortal beast--- XP 11,000
---
Initiative +18; Senses Perception +18; sense thoughts
HP 194; Bloodied 97
AC 37; Fortitude 39; Reflex 36; Will 41
Speed 6, swim 9
---
[Melee basic] Bite (standard; at will): +34 vs. AC; 2d8+9 damage.

[Ranged] Eat Thoughts (standard; at will) Psychic: Range 9; +32 vs. Will; Hit: 2d8+10 psychic damage and the target loses access to one daily power of its choice; if it has no daily powers, it loses access to one encounter power of its choice; if it has no encounter powers, it is dazed (save ends); Miss: half damage and no other effect. Suppression effects stack and last until the target takes a short rest.

[Ranged] Mind Grind (standard; recharge 5 6) Psychic: Range 5; +32 vs. Will; Hit: 3d8+9 psychic damage, and target slides 1 and is weakened and slowed (save ends both).

[Close] Mind Devouring Burst (standard; encounter) Psychic: Burst 2; targets each creature in burst; +30 vs. Will; 5d10+9 damage and the target is stunned (save ends).

Sense Thoughts: A thought grinder is aware of all creatures within 20 squares.
---
Alignment unaligned; Languages -
Str 18; Dex 20; Wis 21
Con 26; Int 4; Cha 30
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Old 20th October 2008, 07:53 AM   #7 (permalink)
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CHWIDENCA

A chwidenca is an abomination spawned from a Drow that failed one of Lolth’s many tests. Now it is a mass of hairy, spider-like legs that end in cruel claws, with no other body apparent. Chwidencas have lost almost all of their intellect and reasoning ability.

CHWIDENCA SCUTTLER--- Level 14 Skirmisher
Large aberrant magical beast (spider)--- XP 1000
---
Initiative +14; Senses Perception +10; blindsight 10
Frightful Presence (fear) aura 3; enemies in the aura have -2 to all defenses
HP 135; Bloodied 67
AC 28; Fortitude 28; Reflex 26; Will 24 (see also Scuttling Charge)
Speed 6, climb 6 (spider climb)
---
[Melee basic] Claw (standard; at will): +19 vs. AC; 1d8+6 damage. (See also Scuttling Charge.)

[Melee] Clutch of Legs (standard; at will): +19 vs. AC; 2d8+6 damage, and target is grabbed (escape ends). (See also Scuttling Charge.)

[Melee] Impale (standard; only against a grabbed victim; at will): +17 vs. Fortitude; 2d10+6 damage.

Scuttling Charge: When a chwidenca scuttler charges, it gains +2 to its defenses until the start of its next turn. If its attack hits at the end of the charge, it deals an extra 2d6 points of damage.
---
Alignment chaotic evil; Languages understands Drow
Str 24; Dex 20; Wis 16
Con 15; Int 3; Cha 3


CHWIDENCA IMPALER--- Level 15 Soldier
Large aberrant magical beast (spider)--- XP 1200
---
Initiative +14; Senses Perception +10; blindsight 10
Frightful Presence (fear) aura 3; enemies in the aura have -2 to all defenses
HP 143; Bloodied 71
AC 31; Fortitude 29; Reflex 27; Will 25
Speed 6, climb 6 (spider climb)
---
[Melee basic] Impaling Claw (standard; at will): +22 vs. AC; 2d8+7 damage, plus ongoing 5 damage (save ends).

[Melee] Multiimpalement (standard; encounter): +22 vs. AC; Hit: 3d10+7 damage, plus ongoing 15 damage (save ends)

Scuttling Charge: When a chwidenca impaler charges, it gains +2 to its defenses until the start of its next turn.
---
Alignment chaotic evil; Languages understands Drow
Str 24; Dex 20; Wis 16
Con 15; Int 3; Cha 3
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Old 20th October 2008, 08:35 AM   #8 (permalink)
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DROWNED

Also called sea zombies or drowned ones, drowned are bloated, waterlogged corpses that have become horrible undead menaces. The very presence of a drowned will cause the suffocation and drowning of normal creatures near it.

DROWNED STRANGLER--- Level 14 Brute
Medium natural humanoid (undead)--- XP 1000
---
Initiative +9; Senses Perception +9; darkvision
Drowning (water) aura 4; all creatures in the aura find themselves choking on water that tries to fill their lungs. Each creature entering the aura, or starting its turn in it, is attacked: +13 vs. Fortitude; Hit: target is weakened (save ends); Effect: target takes 5 points of damage. Water breathing creatures are immune. A given creature can only be effected by a singled drowning aura per round.
HP 174; Bloodied 87
AC 26; Fortitude 28; Reflex 23; Will 23
Immune disease, poison; Resist cold 10, necrotic 10; Vulnerable radiant 10
Speed 5, swim 6
---
[Melee basic] Strangle (standard; sustain standard; at will): +15 vs. Reflex; Hit: 2d8+5 damage and target is grabbed (escape ends); Sustain standard: the drowned strangler automatically deals damage. If the target escapes the grab, the drowned strangler can no longer sustain this power.
---
Alignment evil; Languages Common, the Green Tongue
Skills Athletics +17
Str 21; Dex 14; Wis 14
Con 24; Int 6; Cha 8


DROWNED PIRATE--- Level 19 Minion
Medium natural humanoid (undead)--- XP 600
---
Initiative +11; Senses Perception +11; darkvision
Drowning (water) aura 2; all creatures in the aura find themselves choking on water that tries to fill their lungs. Each creature entering the aura, or starting its turn in it, is attacked: +20 vs. Fortitude; Hit: target is weakened (save ends); Effect: target takes 5 points of damage. Water breathing creatures are immune. A given creature can only be effected by a singled drowning aura per round.
HP 1; a missed attack never damages a minion
AC 33; Fortitude 32; Reflex 27; Will 27
Immune disease, poison; Resist cold 10, necrotic 10; Vulnerable radiant 10
Speed 5, swim 6
---
[Melee basic] Cutlass (standard; at will) Weapon: +24 vs. AC; 9 damage (11 with combat advantage).

[Melee] Dirty Trick (minor; encounter): +22 vs. Will; Hit: the drowned pirate gains combat advantage against the target until the end of its next turn.
---
Alignment evil; Languages Common, the Green Tongue
Skills Athletics +19, Acrobatics +16
Str 21; Dex 14; Wis 14
Con 24; Int 6; Cha 8
---
Equipment leather armor, cutlass (treat as scimitar)


DROWNED PIRATE CAPTAIN--- Level 22 Soldier (Leader)
Medium natural humanoid (undead)--- XP 4150
---
Initiative +11; Senses Perception +13; darkvision
Drowning (water) aura 4; all creatures in the aura find themselves choking on water that tries to fill their lungs. Each creature entering the aura, or starting its turn in it, is attacked: +25 vs. Fortitude; Hit: target is weakened (save ends); Effect: target takes 5 points of damage. Water breathing creatures are immune. A given creature can only be effected by a singled drowning aura per round.
HP 208; Bloodied 104
AC 33; Fortitude 32; Reflex 27; Will 27
Immune disease, poison; Resist cold 10, necrotic 10; Vulnerable radiant 10
Speed 5, swim 6
---
[Melee basic] Cutlass (standard; at will) Weapon: +29 vs. AC; 1d8+5 damage.

[Melee basic] Gaffe Hook
(standard; at will) Weapon: +29 vs. AC; 1d6+5 damage.

[Melee] Pirate Fightin’
(standard; recharge 4 5 6) Weapon: The drowned pirate captain makes one cutlass and one gaffe hook attack each on the same target. If both hit, an ally of the drowned pirate captain that is adjacent to the target can make a melee basic attack on the target as a free action.

[Melee] Dirty Trick (minor; encounter): +22 vs. Will; Hit: the drowned pirate captain gains combat advantage against the target until the end of its next turn.

Combat Advantage: The drowned pirate captain deals an extra 2d6 points of damage once per round if it has combat advantage.
---
Alignment evil; Languages Common, the Green Tongue
Skills Acrobatics +25, Athletics +22, Bluff +20
Str 21; Dex 28; Wis 14
Con 24; Int 11; Cha 18
---
Equipment leather armor, cutlass (treat as scimitar), gaffe hook
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Old 20th October 2008, 08:43 AM   #9 (permalink)
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Someone's burning the midnight oil.

Looks good. Although I'm wonder if Warforged are immune to the drowning effect, since those that breathe water are immune, and wf don't breathe.

Also, check your email.
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Old 20th October 2008, 05:58 PM   #10 (permalink)
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QUARAPHON

Belligerent, swaggering creatures that wander the plains looking to hone their fighting prowess, quaraphons often infringe upon the territory of other creatures. These intrusions almost always turn violent, for quaraphons take great joy in battle and require enormous amounts of food.

A quaraphon vaguely resembles a deep blue centaur, but its skin is covered with warty knots. Its head is unusually large, including two mouths atop one another and four eyes. The placement of the eyes and mouths of a quaraphon varies from individual to individual, with some even having them in the back or sides of their heads.

QUARAPHON SWAGGERER--- Level 14 Soldier
Large aberrant magical beast--- XP 1000
---
Initiative +9; Senses Perception +12
HP 142; Bloodied 71
AC 30; Fortitude 28; Reflex 21; Will 26
Resist thunder 10
Speed 8
---
[Melee basic] Bite (standard; at will): +21 vs. AC; 1d12+6 damage.

[Melee] Quick Hoof (minor; only when it hits with a bite attack; at will): +19 vs. AC; 1d6+3 damage.

[Close] Deafening Bellow (standard; encounter) Thunder: Blast 4; +17 vs. Fortitude; Hit: 4d8+6 thunder damage and target is deafened (save ends); Miss: half damage and target is deafened until the end of its next turn.
---
Alignment unaligned; Languages Giant
Skills Athletics +19, Endurance +18
Str 24; Dex 10; Wis 20
Con 22; Int 7; Cha 13


QUARAPHON BULLY--- Level 14 Brute
Large aberrant magical beast--- XP 1000
---
Initiative +7; Senses Perception +12
HP 172; Bloodied 86
AC 26; Fortitude 28; Reflex 21; Will 26
Resist thunder 10
Speed 8
---
[Melee basic] Bite (standard; at will): +17 vs. AC; 2d8+6 damage.

[Melee] Quick Hoof (minor; only when it hits with a basic attack; at will): +15 vs. AC; 1d6+3 damage.

[Melee] Bullying Blow
(standard; at will): +17 vs. AC; 3d6+6 damage and target is pushed 1.

[Close] Deafening Bellow (standard; encounter) Thunder: Blast 4; +13 vs. Fortitude; Hit: 4d8+6 thunder damage and target is deafened (save ends); Miss: half damage and target is deafened until the end of its next turn.
---
Alignment unaligned; Languages Giant
Skills Athletics +19, Endurance +18
Str 24; Dex 10; Wis 20
Con 22; Int 7; Cha 13


QUARAPHON BELLOWER--- Level 16 Artillery
Large aberrant magical beast--- XP 1400
---
Initiative +8; Senses Perception +13
HP 121; Bloodied 60
AC 28; Fortitude 30; Reflex 23; Will 28
Resist thunder 20
Speed 8
---
[Melee basic] Bite (standard; at will): +23 vs. AC; 1d10+5 damage.

[Close] Deafening Bellow (standard; at will) Thunder: Blast 4; +19 vs. Fortitude; Hit: 2d8+7 thunder damage and target is deafened (save ends); Miss: target is deafened until the end of its next turn.

[Close] Frightful Bellow (standard; recharge 6) Fear, Thunder: Blast 6; +19 vs. Will; Hit: 3d10+7 thunder damage, and target is pushed 2 and is deafened (save ends); Miss: half damage, and target is pushed 1.
---
Alignment unaligned; Languages Giant
Skills Athletics +18, Endurance +20
Str 20; Dex 10; Wis 21
Con 25; Int 7; Cha 15


QUARAPHON HERDER--- Level 20 Controller (Leader)
Large aberrant magical beast--- XP 2800
---
Initiative +10; Senses Perception +16
HP 195; Bloodied 97
AC 34; Fortitude 34; Reflex 26; Will 32
Resist thunder 20
Speed 8
---
[Melee basic] Bite (standard; at will): +25 vs. AC; 3d6+8 damage.

[Melee] Herding Instinct (minor; at will): targets up to 2 adjacent enemies; +22 vs. Will; each target slides 1 square.

[Close] Deafening Bellow
(standard; recharge 5 6) Thunder: Blast 4; +22 vs. Fortitude; Hit: 4d8+7 thunder damage and target is deafened (save ends); Miss: half damage and target is deafened until the end of its next turn.

[Area] Call the Herd (standard; recharges when an ally within sight is killed): Burst 4 within 10; all allies in burst slide 4 and gain combat advantage until the end of the herder’s next turn against each enemy that it ends this move adjacent to.
---
Alignment unaligned; Languages Giant
Skills Athletics +18, Endurance +20
Str 24; Dex 10; Wis 23
Con 27; Int 9; Cha 19
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Old 21st October 2008, 12:04 AM   #11 (permalink)
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WHALE

In Cydra, whales are fully sentient and a very important group of aquatic races. Cetaceans in general are the ‘good guys of the sea,’ with ancient whales being renowned as sages or legendary diplomats. Some, too, are extraordinarily dangerous warriors.


NARWHAL EXPLORER--- Level 14 Skirmisher

Large natural magical beast (whale)--- XP 1000
---
Initiative +14; Senses Perception +17, blindsight 16 (in water only)
HP 144; Bloodied 72
AC 28; Fortitude 28; Reflex 26; Will 26
Resist cold 15
Speed swim 9
---
[Melee basic] Horn Stab (standard; at will): Reach 2; +19 vs. AC; 2d8+5 damage.

[Melee] Narwhal Charge (standard; at will): The narwhal moves 8 and attacks: +20 vs. AC; 3d6+5 damage.

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Endurance +19, Perception +17
Str 20; Dex 20; Wis 20
Con 24; Int 12; Cha 11


ORCA WARRIOR--- Level 18 Soldier
Huge natural magical beast (whale)--- XP 2000
---
Initiative +16; Senses Perception +20; blindsight 16 (in water only)
HP 173; Bloodied 86
AC 34; Fortitude 32; Reflex 29; Will 30
Speed swim 10
---
[Melee basic] Bite (standard; at will): +25 vs. AC; 2d8+7 damage.

[Melee] Leaping Attack (standard; at will): The orca warrior jumps 2 squares (even up out of the water) and makes an attack: +21 vs. Reflex; 3d8+7 damage.

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Athletics +22, Endurance +19, Perception +20
Str 26; Dex 21; Wis 22
Con 21; Int 13; Cha 16


SPERM WHALE ASCETIC--- Level 24 Soldier
Gargantuan natural magical beast (whale)--- XP 6,050
---
Initiative +17; Senses Perception +25; blindsight 16 (in water only)
HP 230; Bloodied 115
AC 40; Fortitude 38; Reflex 33; Will 36
Speed swim 9
---
[Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 4d6+8 damage.

[Melee] Fluke (standard; at will): Reach 3; +31 vs. AC; 3d6+8 damage, and target is stunned (save ends)

Mind Over Matter
(immediate reaction; when affected by a condition that a saving throw; at will): The sperm whale ascetic makes an immediate saving throw to end the effect.

Asceticism (minor; only when bloodied; encounter) Healing: The sperm whale ascetic regains 57 hit points and gains resist all 5 until the end of its next turn.

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Athletics +26, Endurance +27, Perception +25
Str 28; Dex 16; Wis 26
Con 30; Int 20; Cha 20


BLUE WHALE MAGE--- Level 30 Elite Controller
Gargantuan natural magical beast (whale) --- XP 19,000
---
Initiative +18; Senses Perception +30; blindsight 24 (in water only)
HP 496; Bloodied 248
AC 46; Fortitude 45; Reflex 45; Will 46
Speed swim 12
---
[Melee basic] Tail Fluke (standard; at will): Reach 3; +35 vs. AC; 3d8+10 damage and target is pushed 2.

[Ranged] Enchanting Whalesong (standard; at will) Charm, Thunder: Range 20; +34 vs. Will; target is immobilized (save ends).

[Ranged] Icy Tide (standard; recharge 5 6) Cold: +34 vs. Reflex; 2d8+10 cold damage and target slides 3 squares.

[Area] Stunning Whalesong (standard; recharge 6) Thunder: Burst 3 within 10; targets each creature in burst; +32 vs. Will; 4d10+9 thunder damage and target is stunned (save ends).

[Close] Shocking Rebuttal (immediate reaction; when hit by a close or melee attack; at will) Lightning: Burst 2; attacks each enemy in burst; +32 vs. Reflex; 5d10+9 lightning damage and the target is dazed (save ends).

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment lawful good; Languages Green Speech, Whale
Skills Athletics +29, Endurance +29, Perception +30
Str 28; Dex 16; Wis 30
Con 28; Int 32; Cha 25
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Old 21st October 2008, 09:21 PM   #12 (permalink)
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Hey Jester. Two monsters for you:
Scyllan (Stormwrack) 15
Phantasmal Slayer (Heroes of Horror) 14
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Old 22nd October 2008, 06:19 AM   #13 (permalink)
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Quote:
Originally Posted by Rechan View Post
Hey Jester. Two monsters for you:
Scyllan (Stormwrack) 15
Phantasmal Slayer (Heroes of Horror) 14
Ooh, two monsters I really like- and had overlooked! Thanks!

Though I'm gonna put the scyllan firmly in epic territory.
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Old 22nd October 2008, 07:49 AM   #14 (permalink)
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PHANTASMAL SLAYER

The horrors known as phantasmal slayers are literally fear incarnate. They exist only to terrify others- to death, if at all possible. They have no true form, but appear to all observers as an amalgamation of their greatest fears.

Phantasmal slayers originate in the depths of the Abyss.

PHANTASMAL SLAYER FRIGHTENER--- Level 14 Controller
Medium immortal magical beast--- XP 1000
---
Initiative +12; Senses Perception +10
Terrifying Presence (fear) aura 3; if a creature enters or starts its turn in the aura, it makes an immediate saving throw; if it fails, it cannot move closer to the phantasmal slayer until the beginning of its next turn.
HP 100; Bloodied 50
AC 27; Fortitude 25; Reflex 25; Will 28
Immune fear; Resist insubstantial
Speed fly 8 (hover); phasing
---
[Melee basic] Frightful Caress (standard; at will) Fear, Psychic: +18 vs. Will; 2d8+6 psychic damage.

[Area] Field of Terrors (standard; at will) Fear: Burst 4 within 10; attacks each creature in burst; +16 vs. Will; target slides 2 and is weakened (save ends).

[Area] Disorienting Dread (standard; recharge 6) Fear, Psychic: Burst 2 within 10; attacks each enemy in burst; +16 vs. Will; Hit: 4d8+6 psychic damage, and target is slowed and dazed (save ends both).
---
Alignment chaotic evil; Languages Abyssal; telepathy 16
Skills Intimidate +19
Str 8; Dex 21; Wis 17
Con 20; Int 20; Cha 26


PHANTASMAL SLAYER HOPE-CRUSHER--- Level 17 Skirmisher
Medium immortal magical beast--- XP 1600
---
Initiative +15; Senses Perception +11
HP 118; Bloodied 59
AC 29; Fortitude 27; Reflex 27; Will 30
Immune fear; Resist insubstantial
Speed fly 8 (hover); phasing
---
[Melee basic] Frightful Caress (standard; at will) Fear, Psychic: +20 vs. Will; 2d8+7 psychic damage.

[Melee] No Escape (standard; at will) Teleportation: The phantasmal slayer hope-crusher teleports adjacent to a bloodied enemy within 10 and makes an attack: +20 vs. Will; 2d8+7 psychic damage, plus target is weakened (save ends).

[Ranged] Lethal Terror (standard; recharge 5 6) Fear, Psychic: Range 10; +20 vs. Will; 4d8+7 psychic damage and the target loses a healing surge.
---
Alignment chaotic evil; Languages Abyssal; telepathy 16
Skills Intimidate +21
Str 8; Dex 21; Wis 17
Con 21; Int 20; Cha 27
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Old 22nd October 2008, 08:09 AM   #15 (permalink)
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ALKILITH--- Level 14 Soldier

An alkilith is a quivering mass of Abyssal phosphorescent green corruption, overgrown with a cracked, leathery coating and constantly emitting foul vapors and bursts of fluid. Thick, pustulent knobs that resemble eyes dot its surface. Alkiliths serve Juiblex, the Faceless Lord.
Medium immortal magical beast (demon, ooze)--- XP 1000
---
Initiative +14; Senses Perception +10
Noxious Vapors (poison) aura 2; each creature in the aura takes a -2 on attack rolls.
HP 144; Bloodied 72
AC 30; Fortitude 28; Reflex 26; Will 24
Immune disease, poison; Resist acid 20
Speed 6
---
[Melee basic] Slimy Slam (standard; at will) Acid, Poison: +19 vs. AC; 2d6+6 acid and poison damage, plus ongoing 5 acid and poison.

[Close] Toxic Cloud (standard; recharge 5 6) Poison: Burst 1; +15 vs. Fortitude; Hit: 3d10+6 poison damage, plus target is dazed and weakened (save ends both); Miss: half damage, and target is dazed until the end of its next turn.

Amorphous Form: An alkilith can squeeze through an opening as small as 1” in diameter.
---
Alignment chaotic evil; Languages Abyssal
Skills Endurance +19
Str 16; Dex 20; Wis 17
Con 24; Int 14; Cha 13
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Old 22nd October 2008, 08:21 AM   #16 (permalink)
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Terrifying Presence is vicious. Especially when they start their turn and have to make a save just to approach (or the stalker backs the hell up). I like the Stalkers.
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Old 23rd October 2008, 02:56 AM   #17 (permalink)
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catsclaw227 Hobgoblin Soldier (Lvl 3)
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I am looking for a Mohrg - 14th or 15th level.

Also, if you can do a couple extra Spawn of Kyuss that are between 10th and 13th level, that would be awesomeness.
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Old 23rd October 2008, 03:54 AM   #18 (permalink)
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I am looking for a Mohrg - 14th or 15th level.
Viscera Devourer, MM pg 68. It's not called Mohrg, but it is the same thing.
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Old 23rd October 2008, 07:18 AM   #19 (permalink)
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BRAIN COLLECTOR

These strange aberrations are terrifyingly alien and menacingly powerful. Mixing the ultimate in hideous appearance with a terrifying indifference to all non-aberrant life and a desire to collect the brains of intelligent creatures, which they use to fuel their own powers, brain collectors are extremely dangerous enemies.

Brain collectors call themselves neh-thalggu. They are known to associate with other aberrations, such as mind flayers and uvuudaum.


BRAIN COLLECTOR HEADHUNTER--- Level 14 Soldier
Large aberrant magical beast--- XP 1000
---
Initiative +10; Senses Perception +12; darkvision
HP 137; Bloodied 68
AC 30; Fortitude 26; Reflex 28; Will 26
Speed 7
---
[Melee basic] Bite (standard; at will): +21 vs. AC; 2d8+6 damage.

[Close] Horrifying Visage (minor; encounter): Blast 3; +17 vs. Will; the target is weakened (save ends).

[Ranged] Brain Snatch (standard; recharge 6) Psychic: Range 8; +19 vs. Will; 4d8+6 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 34 hit points and it recharges one expended power of its choice, including this one.
---
Alignment evil; Languages Deep Speech
Str 20; Dex 13; Wis 20
Con 17; Int 24; Cha 20


BRAIN COLLECTOR CEPHALOMAGE--- Level 14 Artillery
Large aberrant magical beast--- XP 1000
---
Initiative +8; Senses Perception +12
HP 107; Bloodied 53
AC 26; Fortitude 24; Reflex 28; Will 26
Speed 7
---
[Melee basic] Bite (standard; at will): +21 vs. AC; 2d8+6 damage.

[Ranged] Force Missile (standard; at will) Force: Range 20; targets one or two targets within 2 squares of each other; +19 vs. Reflex; 2d6+6 force damage.

[Area] Frost Blast (standard; encounter) Cold: Burst 3 within 12; +17 vs. Fortitude; Hit: 3d10+6 cold damage and target is slowed (save ends); Miss: half damage and target is not slowed.

[Ranged] Brain Snatch (standard; recharge 6) Psychic: Range 8; +19 vs. Will; 4d8+6 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 26 hit points and it recharges one expended power of its choice, including this one.
---
Alignment evil; Languages Deep Speech
Str 16; Dex 13; Wis 21
Con 17; Int 25; Cha 20


BRAIN COLLECTOR ADRENIST--- Level 16 Brute
Large aberrant magical beast--- XP 1400
---
Initiative +9; Senses Perception +13
HP 195; Bloodied 97
AC 26; Fortitude 28; Reflex 28; Will 26
Speed 7
---
[Melee basic] Bite (standard; at will): +19 vs. AC; 3d8+5 damage.

[Ranged] Brain Snatch (standard; encounter) Psychic: Range 8; +17 vs. Will; 4d12+7 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 48 hit points and it recharges one expended power of its choice, including this one.

Adrenal Surge (minor; recharges when wounded): The brain collector adrenist takes a move action.
---
Alignment evil; Languages Deep Speech
Str 20; Dex 13; Wis 21
Con 25; Int 25; Cha 20



BRAIN COLLECTOR CEREBRAL CELEBRANT--- Level 29 Controller
Large aberrant magical beast--- XP 15,000
---
Initiative +17; Senses Perception +21
HP 264; Bloodied 132
AC 43; Fortitude 39; Reflex 43; Will 41
Speed 7
---
[Melee basic] Bite (standard; at will): +34 vs. AC; 3d8+5 damage.

[Close] Cerebral Lockdown (standard; encounter) Psychic: Burst 3; attacks each living creature in burst; +31 vs. Will; Hit: 4d12+9 psychic damage and target is dazed and immobilized (save ends); Miss: half damage and target is slowed (save ends).

[Range] Violating Probe (standard; recharge 5 6) Psychic: Range 20; +33 vs. Will; 3d8=10 psychic damage and target is stunned (save ends).

[Melee] Foul Sweat (immediate reaction; when hit by a melee attack; at will) Poison: The brain collector cerebral celebrant makes an attack on the creature attacking it: +33 vs. Fortitude; Hit: 2d8+10 poison damage, plus ongoing 5 poison damage and target is weakened (save ends); Miss: half damage, and the target neither suffers ongoing damage nor is weakened.

[Ranged] Brain Snatch (standard; recharge 6) Psychic: Range 8; +34 vs. Will; 5d10+9 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 26 hit points and it recharges one expended power of its choice, including this one.
---
Alignment evil; Languages Deep Speech
Str 21; Dex 15; Wis 24
Con 24; Int 31; Cha 27
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Last edited by the Jester; 24th October 2008 at 06:12 AM..
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Old 24th October 2008, 06:19 AM   #20 (permalink)
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PENANGGALAN

A penanggalan is a horrifying undead monstrosity. During daylight hours, it appears as a female humanoid of any type (most commonly human). At night, however, its head and guts detach from the rest of its body, and it becomes a ravenous, bloodthirsty monster. It prefers to attack children and pregnant women, and always prefers sleeping or helpless prey.

Before dawn, a penanggalan must soak its viscera in vinegar for at least twenty minutes in order to reduce their swelling and bloating enough for them to fit back inside the rest of her body.

Penanggalan prefer to operate by deceit, and often try to insinuate themselves into groups of people during the day in order to choose a victim. They always leave before dusk, so as to conceal the moment of their transformation and their true nature.

PENANGGALAN VISCERENT--- Level 14 Skirmisher
Medium shadow magical beast (undead)--- XP 1000
---
Initiative +14; Senses Perception +10; darkvision
HP 136; Bloodied 68
AC 28; Fortitude 28; Reflex 26; Will 25
Speed fly 6 (hover)
---
[Melee basic] Bite (standard; at will): +19 vs. AC; 1d6+7 damage.

[Melee] Gut Grab (standard; at will): +17 vs. Reflex; 1d8+7 damage, plus target is grabbed (until escape).

[Melee] Blood Drain (standard; only against a grabbed target; at will): +17 vs. Fortitude; 2d8+7 damage and the target loses a healing surge.

Ghastly Flight (move; at will): The penanggalan shifts 6.
---
Alignment evil; Languages Common
Skills Bluff +16, Stealth +17
Str 24; Dex 20; Wis 17
Con 16; Int 14; Cha 18


PENANGGALAN STALKER--- Level 15 Lurker
Medium shadow magical beast (undead)--- XP 1200
---
Initiative +18; Senses Perception +10; darkvision
HP 112; Bloodied 56
AC 29; Fortitude 27; Reflex 29; Will 26
Speed fly 6 (hover)
---
[Melee basic] Bite (standard; at will): +20 vs. AC; 1d6+7 damage.

[Melee] Deadly Surprise (standard; only with combat advantage; at will): +20 vs. AC; 3d6+6 damage and target loses a healing surge.

[Melee] Blood Drain (standard; only with combat advantage; at will): +18 vs. Fortitude; 2d8+7 damage and the target loses a healing surge.

[Ranged] Hypnotic Glance (minor; recharge 5 6): Range 12; +18 vs. Will; target is dazed (save ends).

Ghastly Flight (move; at will): The penanggalan shifts 6.
---
Alignment evil; Languages Common
Skills Bluff +16, Stealth +19
Str 20; Dex 24; Wis 17
Con 16; Int 14; Cha 18
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