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!
This thread is for conversions of existing monsters to 19th-level 4e critters. Here are the monsters on the list for conversion, as well as my existing 18th level monster conversions and the list of "still to do" monsters from higher levels. There is a thread in General Discussion asking for more suggestions as to what other good 19th level monsters I might be missing; please feel free to contribute ideas!
BILE BEAST
Bile beasts are terrible monsters created by ancient giants called the Bile Lords. Quadrupedal monsters with bodies the length of
BILE BEAST--- Level 19 Solo Brute Design Notes: Bile beasts are one of several monsters using a variant design that roughly halves their hit points and roughly doubles their damage output.
Huge natural magical beast--- XP 12,000 Initiative +12; Senses Perception +15, darkvision HP 370; Bloodied 185 AC 33; Fortitude 36; Reflex 28; Will 31 Resist acid 20, poison 20 Saving Throws +5 Speed 6, swim 5 Action Points 2
--- [Melee basic] Rancid Bite (standard; at will) Acid, Poison: Reach 2; +22 vs. AC; 6d8+7 damage plus ongoing 15 acid and poison (save ends).
[Melee] Frenzied Attack (standard; at will) Acid, Poison: The bile beast makes one attack each on up to five targets. Reach 2; +20 vs. AC; 4d8+7 damage plus ongoing 15 acid and poison (save ends).
[Close] Bile Breath (standard; recharge 5 6) Acid, Poison: Close blast 5; +18 vs. Reflex; 8d12+7 acid and poison damage plus ongoing 15 acid and poison (save ends).
Foul Eruption (immediate reaction; when hit by a melee or ranged attack) Acid, Poison: Targets one creature that is adjacent to the bile beast; +20 vs. Reflex; 4d6+7 acid damage plus ongoing 5 acid.
Second Wind (standard; encounter) Healing: The bile beast spends a healing surge and regains 92 hp. (A typical bile beast has 2 healing surges.)
--- Alignment evil; Languages understands Ancient Giant Skills Endurance +21 Str 28; Dex 16; Wis 22 Con 25; Int 8; Cha 15
ELDER BILE BEAST--- Level 28 Solo Brute Design Notes: Elder bile beasts are one of several monsters using a variant design that roughly halves their hit points and roughly doubles their damage output.
Huge natural magical beast--- XP 12,000 Initiative +20; Senses Perception +22, darkvision HP 520; Bloodied 260 AC 42; Fortitude 45; Reflex 37; Will 40 Resist acid 20, poison 20 Saving Throws +5 Speed 6, swim 5 Action Points 2
--- [Melee basic] Rancid Bite (standard; at will) Acid, Poison: Reach 2; +31 vs. AC; 8d8+10 damage plus ongoing 20 acid and poison (save ends).
[Melee] Frenzied Attack (standard; at will) Acid, Poison: The bile beast makes one attack each on up to five targets. Reach 2; +29 vs. AC; 6d8+9 damage plus ongoing 15 acid and poison (save ends).
[Close] Bile Breath (standard; recharge 5 6) Acid, Poison: Close blast 5; +27 vs. Reflex; 10d12+9 acid and poison damage plus ongoing 20 acid and poison (save ends).
Foul Eruption (immediate reaction; when hit by a melee or ranged attack) Acid, Poison: Targets one creature that is adjacent to the bile beast; +29 vs. Reflex; 4d8+10 acid damage plus ongoing 10 acid.
Second Wind (standard; encounter) Healing: The elder bile beast spends a healing surge and regains 130 hp. (A typical elder bile beast has 3 healing surges.)
--- Alignment evil; Languages understands Ancient Giant Skills Endurance +21 Str 33; Dex 22; Wis 27 Con 28; Int 8; Cha 15
GOD-APE--- Level 19 Elite Brute
Gargantuan natural beast (ape)--- XP 4800
--- Initiative +15; Senses Perception +15; low-light vision HP 442; Bloodied 221 AC 31; Fortitude 34; Reflex 32; Will 29 Saving Throws +2 Speed 10, climb 8 Action Points 1
--- [Melee basic] Massive Ape Fist (standard; at will): Reach 4; targets one or two adjacent creatures; +22 vs. AC; 3d8+7 damage.
[Melee] God-Ape’s Grab (standard; at will): Reach 4; targets one or two adjacent creatures; +20 vs. Reflex; 3d6+8 damage and the target is grabbed (escape ends).
[Melee] Fling (minor; recharge when the god-ape uses crush): Targets one or two grabbed creatures; +20 vs. Reflex; 2d10+8 damage, the target is no longer grabbed, slides 6 and falls prone.
[Melee] Crush (minor; recharges when the god-ape uses fling): Targets each grabbed creature; +18 vs. Fortitude; 3d6+7 damage, and the target is dazed until the end of its next turn.
[Close] Thunder of the God-Ape (standard; encounter) Thunder: The god-ape pounds its chest and roars. Close burst 4; +18 vs. Fortitude; Hit: 4d8+6 thunder damage, and the target is dazed (save ends); Miss: half damage.
Rage of the God-Ape (free action; when the god-ape becomes dazed or stunned; at will): The god-ape makes a saving throw against the triggering effect, even if a save does not normally end it.
--- Alignment unaligned; Languages - Skills Acrobatics +20, Athletics +22 Str 26; Dex 22; Wis 22 Con 21; Int 6; Cha 16
Best use of the recharge mechanic EVAR (as far as I have created, anyway).
TERATOMORPH--- Level 19 Elite Brute
Gargantuan elemental beast (blind, ooze)--- XP 4,800
--- Initiative +12; Senses Perception +15; blindsense 10, tremorsense 10 Warp Reality aura 10; the area is treated as difficult terrain, and at the end of the teratomorph’s turn, a random creature in the aura is attacked: +20 vs. Reflex; 2d6+7 acid, cold, fire, lightning, poison or thunder damage (determine randomly) HP 436; Bloodied 218 AC 33; Fortitude 35; Reflex 28; Will 33 Resist all 5 Saving Throws +2 Speed 3, climb 3 (spider climb), swim 3 (plus see Dimensional Shift) Action Points 1
--- [Melee basic] Mutating Strike (standard; recharge 1, 2): Reach 2; +21 vs. AC; 2d8+7 damage and ongoing 5 damage (save ends). If the victim dies from the damage, its body is horribly twisted and warped by the effects, making raising it from the dead problematic at best.
[Melee basic] Annihilating Strike (standard; recharge 2, 3): Reach 2; +21 vs. AC; 1d12+7 damage and target is stunned (save ends). If the victim is reduced to 0 hit points by this damage, its body is utterly destroyed.
[Melee basic] Bonding Strike (standard; recharge 3, 4): Reach 2; +21 vs. AC; 3d8+7 damage and target is grabbed (save ends).
[Melee basic] Transporting Strike (standard; recharge 4, 5): Reach 2; +21 vs. AC; 3d8+7 damage and target slides 8 squares.
[Melee basic] Draining Strike (standard; recharge 5, 6): Reach 2; +21 vs. AC; 2d10+7 damage and target is weakened (save ends).
[Melee basic] Disorienting Strike (standard; recharge 1, 6): Reach 2; +21 vs. AC; 3d8+7 damage and target is dazed (save ends).
[Melee] Double Strike (action; recharge): The teratomorph makes two basic attacks.
Extra Recharge (free; at the end of the teratomorph’s turn and when a creature provokes an opportunity attack; at will): The teratomorph immediately makes a recharge roll.
Dimensional Shift (move; recharge 5 6) Teleportation: The teratomorph teleports 10 squares.
--- Alignment unaligned; Languages - Str 26; Dex 17; Wis 22 Con 18; Int 1; Cha 5
PYROLISK--- Level 19 Artillery
Small elemental beast (fire)--- XP 2400
---
Initiative +17; Senses Perception +14; low-light vision
HP 140; Bloodied 70
AC 31; Fortitude 31; Reflex 33; Will 29
Resist 20 fire
Speed 4, fly 6 (clumsy)
---
[Melee basic] Flame Peck (standard; at will) Fire: +25 vs. AC; 2d6+7 fire damage.
[Melee] Burning Wings of Gracelessness (immediate reaction; when an enemy moves adjacent to the pyrolisk; recharge 6) Fire: The pyrolisk flies at least 3 and up to 6 squares and makes an attack: +24 vs. Reflex; Hit: 2d8+7 damage plus 1d10 fire damage and target is blinded until the end of its next turn; Miss: Half damage.
[Ranged] Burning Gaze (standard; at will) Fire: Range 20; +24 vs. Reflex; 1d12+6 fire damage, plus target takes ongoing 10 fire damage (save ends). First failed save: The target instead takes ongoing 20 fire (save ends). Second failed save: The target instead takes ongoing 30 fire (save ends).
[Area] Explosive Detonation (standard; encounter) Fire: Area burst 2 within 10; +22 vs. Reflex; Hit: 4d12+7 fire damage, plus ongoing 10 fire and target is slowed (save ends); Miss: half damage and ongoing 5 fire (save ends).
---
Alignment unaligned; Languages -
Skills Stealth +22
Str 16; Dex 26; Wis 20
Con 20; Int 2; Cha 22
PYROHYDRA--- Level 19 Solo Artillery
Huge elemental beast (fire, reptile)--- XP 12,000
--- Initiative +13; Senses Perception +17; all-around vision HP 740; Bloodied 370; see also regenerating heads AC 31; Fortitude 29; Reflex 33; Will 29 Saving Throws +5 Speed 6 Action Points 2
--- [Melee basic] Bite (standard; at will): Reach 3; +25 vs. AC; 1d10+6 damage.
[Ranged] Breath Weapon (standard; at will): Range 12; +24 vs. Reflex; 3d6+8 fire damage.
[Melee] Hydra Fury (standard; at will): The pyrohydra makes four bite or breath weapon attacks.
[Close] Burn the Air (standard; recharges each time regenerating heads triggers) Fire, Zone: Close blast 6; +22 vs. Reflex; 4d8+7 fire damage, plus target is blinded (save ends); creates a zone of burning air that lasts until the end of the pyrohydra’s next turn; any creature entering or starting its turn in the zone takes 10 fire damage and is blinded until the end of its next turn.
Many-Headed: Each time a pyrohydra would become dazed or stunned, it instead loses one attack while using hydra fury during its turn. The hydra can be dazed or stunned multiple times.
Regenerating Heads: When a pyrohydra first reaches 555, 370 and 185 hit points, a head is destroyed. At the start of the pyrohydra’s next turn after a head is destroyed, two heads grow in the lost head’s place, and the hydra gains an additional attack with hydra fury.
--- Alignment unaligned; Languages - Str 23; Dex 19; Wis 17 Con 25; Int 2; Cha 13
SKELETON WARRIOR
Skeleton warriors are the hapless undead spirits of powerful warriors, often minor lordlings, who were tricked into making pacts that last long after their deaths. Now each skeleton warrior has had its soul bound into a golden circlet. If another creature wears the circlet, it can dominate the skeleton warrior whose soul is within the circlet, although strong-willed skeleton warriors can sometimes resist or break free of the circlet wearer’s control for a short time.
SKELETON WARRIOR SWORDSMAN--- Level 19 Soldier
Medium natural humanoid (undead)--- XP 2400
--- Initiative +17; Senses Perception +12; darkvision HP 181; Bloodied 90 AC 35; Fortitude 33; Reflex 31; Will 31 Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10 Speed 5 Action Points see satisfaction of victory
--- [Melee basic] Bastard Sword (standard; at will) Weapon: +24 vs. AC; 2d10+8 damage, and the target is marked until the end of its next turn.
[Melee] Flashing Blade (standard; at will) Weapon: +24 vs. AC; 2d10+8 damage, and the target is dazed until the end of its next turn.
[Melee] Strike of the Ages (standard; encounter) Weapon: +24 vs. AC; 4d10+8 damage, and the target is weakened (save ends).
[Close] Mark of Agreement (immediate reaction; when marked by an enemy within 5; at will): Close burst 5; targets the triggering enemy; that enemy is marked (save ends).
Satisfaction of Victory (immediate reaction; when the skeleton warrior swordsman drops a marked victim; encounter): The skeleton warrior swordsman gains an action point.
--- Alignment any; Languages Common Skills Athletics +22, Intimidate +20 Str 26; Dex 22; Wis 17 Con 21; Int 14; Cha 22
--- Equipment scale armor, heavy shield, bastard sword
SKELETON WARRIOR LORDLING--- Level 21 Soldier (Leader)
Medium natural humanoid (undead)--- XP 3200
--- Initiative +15; Senses Perception +13; darkvision HP 195; Bloodied 97 AC 37; Fortitude 33; Reflex 33; Will 34 Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10 Speed 5
--- [Melee basic] Greataxe (standard; at will) Weapon: +28 vs. AC; 2d12+7 damage (2d12+31 on a crit).
[Melee] Overwhelming Strike (standard; recharges when the skeleton warrior lordling takes damage) Weapon: +26 vs. Fortitude; 2d12+7 damage (2d12+31 on a crit) and the target is dazed (save ends).
[Melee] Superior Strike (standard; encounter) Weapon: +26 vs. Will; 3d12+7 damage, and the target is weakened (save ends).
[Close] Lord’s Command (standard; encounter): Close burst 10; targets one ally; that ally makes a melee basic attack as a free action. If the attack hits, it deals an extra 1d10 damage.
--- Alignment any; Languages Common, often others Skills Diplomacy +22, Insight +18, Intimidate +22 Str 27; Dex 16; Wis 17 Con 19; Int 22; Cha 24
--- Equipment plate armor, greataxe
SKELETON WARRIOR CASSOCK--- Level 23 Soldier (Leader)
Medium natural humanoid (undead)--- XP 5100
--- Initiative +17; Senses Perception +25; darkvision HP 215; Bloodied 107 AC 37; Fortitude 38; Reflex 35; Will 39 Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10 Speed 6
--- [Melee basic] Mace (standard; at will) Weapon: +30 vs. AC; 2d8+7 damage.
[Melee] Ironic Blow (standard; at will) Necrotic, Radiant, Weapon: +30 vs. AC; 3d6+8 radiant and necrotic damage.
[Ranged] Blasphemous Utterance (standard; recharge 5 6) Psychic, Thunder: Range 5; +28 vs. Will; 2d6+8 psychic and thunder damage, and the target is dazed (save ends).
[Close] Frightful Brandishing (minor; recharge 4 5 6) Fear, Weapon: Close burst 2; targets each living creature in burst; +26 vs. Will; Hit: the target suffers -2 to AC and Will until the end of the skeleton warrior cassock’s next turn.
[Close] Profane Healing (minor; encounter) Healing: Close burst 10; targets one undead creature in burst (including the skeleton warrior cassock); that creature may spend a healing surge and regain an extra 9 hit points.
--- Alignment any; Languages Common, often others Skills Religion +25 Str 25; Dex 18; Wis 28 Con 23; Int 20; Cha 26
--- Equipment cassock (cloth armor), mace, shield
I take it for this monster you're making a single recharge roll for all of it's powers, and only recharging those that come up?
So far I've been rolling for each recharge power separately - but you've thrown up a really interesting variant on that.
__________________ DM of Adventure Path Story Hour (now in Thunderspire Labyrinth!): Ryam Plays Dice - updated 8th June 09 (campaign on indefinite hiatus).
Player in Swordlands Story Hour: Interview with a Fey - updated 15th June 09. News just in - this campaign may be restarting in the near future! Watch this space!
I also have the singular honour of being Rouseketeer #20.
I agree that is an interesting way to recharge powers.
In fact it is an excellent way to force a good amount of variety in a creatures tactics. It would be quite interesting to have a creature that gets the use of one power from a list every turn as decided by a d6 roll.
you could expand to to incorporate double attacks, 2 rolls of the d6. I think I am going to have to try this out myself.
Matt, I've always been under the impression that you make one roll for the creature on its turn, and all powers recharge based off of that single roll. That's the assumption that I used when statting up the teratomorph. (Have I been doing this wrong? I'm honestly not sure, I'll have to look.)
Matt, I've always been under the impression that you make one roll for the creature on its turn, and all powers recharge based off of that single roll. That's the assumption that I used when statting up the teratomorph. (Have I been doing this wrong? I'm honestly not sure, I'll have to look.)
I have always rolled each recharge power separately, otherwise if you rolled a 6 a creature might be getting 3 powers back all at once.
I have always rolled each recharge power separately, otherwise if you rolled a 6 a creature might be getting 3 powers back all at once.
To me, the issue has always been simplicity. Since one of 4e's explicit goals is to speed up play at the table, I think rolling once is probably the intent- but who knows? You make a good point here!
PLESIOSAUR (Longneck Sea Behemoth)--- Level 19 Skirmisher
Huge natural beast (reptile)--- XP 2400
--- Initiative +17; Senses Perception +14 HP 178; Bloodied 89 AC 33; Fortitude 33; Reflex 31; Will 27 Speed 3, swim 8
--- [Melee basic] Bite (standard; at will): Reach 3; +24 vs. AC; 3d6+8 damage.
[Melee] Neck Lunge (standard; at will): The plesiosaur shifts 2 towards an enemy (and must shift at least 1), then makes a bite attack against that enemy. If the bite hits and the enemy is bloodied after taking damage, the enemy is knocked prone.
[Melee] Darting Smash (standard; recharges when bloodied): The plesiosaur shifts 2 and attacks: reach 3; +24 vs. AC; 4d10+7 damage and the target slides 3 and is knocked prone. Effect: the plesiosaur shifts 3.
To the Water (move; when out of water; at will): The plesiosaur moves 6 towards a body of water big enough for it to swim in. It gains resist 5 to damage from opportunity attacks triggered by this movement, and if an effect stops its movement, the plesiosaur makes a bite attack as a free action against the creature stopping its movement.
Stupid Toughness: At the start of its turn, if the plesiosaur is affected by any conditions that a save will end, it may make a saving throw against one of them.
--- Alignment unaligned; Languages - Str 25; Dex 23; Wis 20 Con 18; Int 2; Cha 6
RAGGAMOFFYN
Raggamoffyns are mysterious creatures of animate scraps and bits of debris and garbage. Different types of raggamoffyns are constructed of different materials, but all are bits of society’s detritus.
SHRAPNYL--- Level 19 Controller
Medium natural animate --- XP 2400
--- Initiative +13; Senses Perception +17 Cloud of Steel aura 2; each creatures that starts its turn in the aura suffers 15 points of damage. HP 182; Bloodied 91 AC 34; Fortitude 31; Reflex 29; Will 35 Speed 6, fly 6
--- [Melee basic] Jagged Blow (standard; at will): +24 vs. AC; 1d10+8 damage plus ongoing 10 (save ends)
[Melee] Engulf (standard; recharge 5 6) Charm: The shrapnyl moves into an adjacent enemy’s space (triggering opportunity attacks) and makes an attack: +23 vs. Will; Hit: the shrapnyl attaches itself to the target (save ends). While the shrapnyl is attached, the target is dominated, and the shrapnyl shares its space. Attacks on the shrapnyl or host do half damage to each of them. When the effect ends, the shrapnyl shifts to an adjacent unoccupied square.
[Close] Shrapnel Spray (standard; encounter): Close blast 3; +22 vs. AC; Hit: 4d12+7 damage; Miss: half damage.
Goad into Action (free; while attached to a victim; encounter): The shrapnyl’s host takes 10 points of damage and takes a standard action as a free action.
--- Alignment unaligned; Languages - Str 21; Dex 19; Wis 26 Con 22; Int 10; Cha 17
1/ It has no at-will basic attack. All its attacks are Recharge, so it's possible for it to run out.
2/ Its aura is boring.
3/ It has no Engulf!
4/ Stun (save ends) is teh suxorz. My players hate it.
So let's see how I'd do this one...
TERATOMORPH --- Level 19 Elite Brute
Gargantuan elemental beast (blind, ooze) --- XP 4,800
--- Initiative +12; Senses Perception +15; blindsense 10, tremorsense 10 Warp Reality aura 10; the area is treated as difficult terrain, and at the beginning of the teratomorph’s turn, each creature in the aura is attacked (see below) HP 436; Bloodied 218 AC 33; Fortitude 35; Reflex 28; Will 33 Resist all 5 Saving Throws +2 Speed 3, climb 3 (spider climb), swim 3 (plus see Dimensional Shift) Action Points 1
--- [Melee basic] Mutating Strike (standard; at-will): Reach 2; +21 vs. AC; 2d8+7 damage and ongoing 5 damage (save ends). If the victim dies from the damage, its body is horribly twisted and warped by the effects, making raising it from the dead problematic at best.
[Melee basic] Bonding Strike: Reach 2; +21 vs. AC; 2d8+7 damage and target is grabbed.
1/ It has no at-will basic attack. All its attacks are Recharge, so it's possible for it to run out.
Look again. It recharges 2 powers with every recharge roll and gets at least one extra recharge check every round, so it shouldn't run out of powers. Now, if it had a bunch of warlord allies giving it extra attacks or something on top of its double attack, I guess...
Quote:
Originally Posted by Nifft
2/ Its aura is boring.
! You really think so? I thought the "random target attacked by random damage type" made it an interesting choice whether or not to stay within the aura.
Quote:
Originally Posted by Nifft
3/ It has no Engulf!
True enough. Looking at a bunch of other oozy monsters, I kinda felt like there were enough engulfers out there, but that may just be a matter of taste. Also, you could reflavor the aura as kind of a big area that's partially teratomorph pretty easily.
Quote:
Originally Posted by Nifft
4/ Stun (save ends) is teh suxorz. My players hate it.
Admittedly, my party has tons of ways to get extra saves for each other, having a cleric and a warlord both in the party... so it's possible that, were my party different, I might be more leery of stun (save ends)... but ime the stun usually lasts less than 2 rounds, and often less than 1.
Lately I have been wondering how much a leader-heavy party influences my view of the effectiveness of the challenges my pcs are facing, though. I definitely appreciate the feedback.
Look again. It recharges 2 powers with every recharge roll and gets at least one extra recharge check every round, so it shouldn't run out of powers. Now, if it had a bunch of warlord allies giving it extra attacks or something on top of its double attack, I guess...
Ah, now I see that you've interpreted the recharge roll in a kinda non-standard way, and that he gets a free recharge roll every OA... that's recent?
Since he recharges twice as often as he attacks (e.g. 4/round, +2/OA), what's keeping you from just giving him six at-will powers?
Quote:
Originally Posted by the Jester
! You really think so? I thought the "random target attacked by random damage type" made it an interesting choice whether or not to stay within the aura.
It's not an attack with a random energy type, it's an attack with EVERY energy type! Might as well make it just-plain-damage.
Quote:
Originally Posted by the Jester
Also, you could reflavor the aura as kind of a big area that's partially teratomorph pretty easily.
Yeah, true. You could favor acid damage a bit in the Aura and that would be the "engulf". That would be far easier to track than a condition!
Quote:
Originally Posted by the Jester
Lately I have been wondering how much a leader-heavy party influences my view of the effectiveness of the challenges my pcs are facing, though. I definitely appreciate the feedback.
IMHO leaders make a huge difference. Warlords seem to thwart Skirmishers who rely on movement & positioning to get their extra damage, while Clerics seem to thwart critters who deal extra damage based on conditions.
Cheers, -- N
__________________
Brevity is the soul of wit, so trim your sig or look dumb.
Since he recharges twice as often as he attacks (e.g. 4/round, +2/OA), what's keeping you from just giving him six at-will powers?
Hmmm... nothing except for my love of random chaotic effects, which seems to blend well with the teratomorph. So I guess there is no real reason why you couldn't do that...
Quote:
Originally Posted by Nifft
It's not an attack with a random energy type, it's an attack with EVERY energy type! Might as well make it just-plain-damage.
Oops, you're right! IIRC I had intended it to be a random damage type... I'll go edit.
Hmmm... nothing except for my love of random chaotic effects, which seems to blend well with the teratomorph. So I guess there is no real reason why you couldn't do that...
Thing is, with all those re-rolls, it's got a better-than-even chance of always being able to use the same attack!
IMHO you'd be better served just making the attack choice random and not using the Recharge mechanism at all.
Cheers, -- N
__________________
Brevity is the soul of wit, so trim your sig or look dumb.