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 20th-level 4e critters. Here are the monsters on the list for conversion, as well as my existing 20th 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 20th level monsters I might be missing; please feel free to contribute ideas!
As an unexpected bonus, we have the darfellan in thsi entry.
OCEAN STRIDER
Ocean striders are strange fey creatures that protect the seas and oceans of both the World and the Feywild from would-be despoilers and sailors. These immense fey consider those that would plunder the depths and take their treasures to the land to be reprehensible barbarians.
Ocean striders resemble gigantic humanoids with a strong resemblance to killer whales. They are striking and tend to appear dramatically from the depths, sometimes offering sailors a chance to parlay before destroying their ships for whatever crimes they have committed.
Another, smaller race exists that is clearly closely tied to the ocean striders. Called darfellan, these strange, orca-like humanoids of fey origin are much less powerful than ocean striders, but often accompany them as lackeys.
OCEAN STRIDER WAVEGUARD--- Level 20 Elite Skirmisher
Huge fey humanoid (aquatic)--- XP 5600
--- Initiative +15; Senses Perception +16; green eyes Frightful Presence (fear) aura 4; enemies in the aura have a -2 on attack rolls made against the ocean strider waveguard HP 366; Bloodied 183 AC 32; Fortitude 35; Reflex 33; Will 33 Saving Throws +2 Speed 8, swim 8 (plus see water walk) Action Points 1
--- [Melee basic] Falchion (standard; at will) Weapon: Reach 3; +25 vs. AC; 3d6+8 damage (crit 3d6+26).
[Melee] Slice of the Ocean Currents (standard; at will) Weapon: Reach 3; +25 vs. AC; 3d6+8 damage (crit 3d6+26) and target slides 3.
[Melee] Ramming Charge (standard; at will): The ocean strider swims up to 12 squares and moves into either an enemy’s space or the space occupied by an oceangoing vessel at the end of its movement. It then makes an attack: +23 vs. Fortitude; Hit: 4d8+7 damage, plus if target was a creature, it is stunned until the end of its next turn, and if the target was a ship, it is immobilized (save ends, made by the captain).
[Close] Whirlpool Strike (standard; only while bloodied; at will) Weapon: Close burst 3; +23 vs. AC; 3d6+8 damage (crit 3d6+26) and target is pulled 1.
Swept Away by the Ocean (move; at will): Only while in water; the ocean strider waveguard becomes invisible until the end of this action and shifts 6.
Water Walk: The ocean strider can move at its normal speed across the surface of the sea and never treats the surface of the ocean as difficult terrain.
--- Alignment unaligned; Languages Elven, the Green Tongue Skills Acrobatics +18, Athletics +23, Nature +21 Str 27; Dex 16; Wis 23 Con 15; Int 23; Cha 17
--- Equipment falchion
DARFELLAN COMPANION--- Level 20 Minion
Medium fey humanoid (aquatic)--- XP 700
--- Initiative +17; Senses Perception +19; green eyes HP 1; a missed attack never damages a minion AC 34; Fortitude 32; Reflex 33; Will 32 Speed 6, swim 8
--- [Melee basic or Ranged] Harpoon (standard; at will) Weapon: Range 5/10; +25 vs. AC; 10 damage and target is harpooned (escape ends but deals 10 damage).
[Melee] Tug of War (standard; at will): Only against a harpooned target; +23 vs. Fortitude; Hit: 10 damage and target is pulled 2; Miss: target is pulled 1.
--- Alignment unaligned; Languages Dolphin, the Green Tongue Skills Athletics +15, Endurance +13 Str 21; Dex 24; Wis 18 Con 16; Int 15; Cha 17
--- Equipment leather armor, 2 harpoons, harness
CRYPT THING
Crypt things are skeletal undead. They are usually encountered sitting or reclined, for they disdain physical combat. The danger a crypt thing presents is rather in the form of its ability to disperse the party widely throughout its lair. A crypt thing can deprive each character of the support and backup of his allies- a potentially lethal circumstance.
However, crypt things are generally not evil. Rather, they usually serve as guardians, dealing with intruders by teleporting them away, and some play riddle games or engage in other contests of wits with adventurers, allowing those that can defeat the crypt thing passage.
CRYPT THING DISPERSER--- Level 20 Controller
Medium natural humanoid (undead)--- XP 2800
--- Initiative +16; Senses Perception +16; darkvision HP 191; Bloodied 95 AC 34; Fortitude 30; Reflex 32; Will 35 Immune disease, poison; Resist 20 necrotic; Vulnerable 20 radiant Speed 6
--- [Melee basic] Claws (standard; at will): +22 vs. AC; 1d8+3 damage.
[Ranged] Baleful Teleport (standard; at will) Teleportation: The crypt thing tries to teleport part of an enemy. Range 20; +24 vs. Will; 3d6+7 damage.
[Ranged] Send Away (standard; recharge 5 6) Teleportation: Range 20; +24 vs. Will; 2d4+7 psychic damage, plus target is teleported 20. The crypt thing need not have line of sight or effect to the destination square. If the space is occupied, the character instead appears in the nearest unoccupied square.
[Area] Dispersion (standard; encounter) Teleportation: Burst 3 within 20; attacks each enemy in burst; +23 vs. Will; Hit: 4d6+7 psychic damage, and target is teleported away. Roll d% for each creature hit:
01-10: Target teleports elsewhere in the same room.
11-20: Target teleports into an adjacent room or hallway.
21-40: Target teleports 3d6 squares outside of the chamber in a random direction.
41-60: Target teleports 5d10 squares outside of the chamber in a random direction.
61-80: Target teleports 1d12x20 squares outside of the chamber in a random direction.
81-90: Target teleports up one level (if possible); position relatively randomly.
91-00: Target teleports down one level (if possible); position relatively randomly.
--- Alignment unaligned; Languages Common Skills Arcana +20 Str 16; Dex 23; Wis 23 Con 23; Int 20; Cha 27
CRYPT THING PREDATOR--- Level 26 Artillery
Medium natural humanoid (undead)--- XP 9000
--- Initiative +19; Senses Perception +20; darkvision HP 187; Bloodied 93 AC 38; Fortitude 38; Reflex 38; Will 40 Immune disease, poison; Resist 20 necrotic; Vulnerable 20 radiant Speed 6
--- [Melee basic] Claws (standard; at will): +33 vs. AC; 2d8+9 damage.
[Melee] Paralyzing Claw (standard; recharge 5 6): +33 vs. AC; 2d8+9 damage, plus target is immobilized (save ends).
[Ranged] Disintegrating Ray (standard; at will): Range 20; +31 vs. Fortitude; Hit: 2d12+9 damage, plus target is immobilized and ongoing 15 damage (save ends); Aftereffect: ongoing 5 damage (save ends).
[Area] Disappear into Dust (standard; encounter) Illusion: Burst 3 within 10; +29 vs. Will; Hit: 4d10+9 psychic damage, and the target is invisible and unconscious (save ends both); Second Failed Save: target is invisible and unconscious until the end of the encounter or until another effect gives him a saving throw that he succeeds at against this power.
--- Alignment unaligned; Languages Common Skills Arcana +26, Bluff +31 Str 20; Dex 23; Wis 24 Con 25; Int 26; Cha 30
VAPORIGHU
Vaporighus are terrible monsters from long-lost astral dominions that exist to waylay travelers and tear them limb from limb, seemingly without reason or real motivation. Though they can sometimes be reasoned with, it is usually only when the other party has a clear upper hand.
A vaporighu looks like a hideous, bloated blob of hairy flesh that waddles along almost comically- until it strikes. Vaporighus drip with corrosive slime and strands of decaying, gangrenous flesh. Small horns top the head of a vaporighu, and it reeks of sulphur and other, fouler things.
VAPORIGHU LOPER--- Level 20 Skirmisher
Medium immortal humanoid--- XP 2800
--- Initiative +11; Senses Perception +15; darkvision Fear Aura (fear) aura 3; any enemy in the aura has a -2 to attacks against the vaporighu and a -2 penalty to Will defense HP 195; Bloodied 97 AC 34; Fortitude 35; Reflex 29; Will 32 Speed 6
--- [Melee basic] Slam (standard; at will) Acid: +25 vs. AC; 2d6+7 damage plus 1d6 acid damage.
[Close] Poison Breath (standard; recharge 5 6) Poison: Close blast 3; +21 vs. Fortitude; Hit: 2d10+7 poison damage plus ongoing 10 poison (save ends); Miss: half damage.
[Melee] Corrosive Slime (immediate reaction; when hit by a weapon attack; at will) Acid: The attacking weapon gains a wear point; if it has two wear points, reduce attack and damage rolls made with it, by 1. If it has three wear points, the weapon is destroyed. If the weapon is magic, it can receive one additional wear point without harm per tier. If the wielder is immune to acid and the attack is melee or close, the weapon is immune to this attack; if the wielder has resist 10 acid or better and the attack is melee or close, the weapon gains a saving throw to avoid gaining a wear point.
Loping Move (move; recharges when the vaporighu loper takes damage): The vaporighu loper shifts 2 and then moves 4.
--- Alignment chaotic evil; Languages Supernal Str 24; Dex 9; Wis 20 Con 27; Int 15; Cha 14
VAPORIGHU STALKER--- Level 20 Lurker
Medium immortal humanoid--- XP 2800
--- Initiative +20; Senses Perception +15; darkvision Unseen Menace (fear) aura 10; beginning at the start of its turn, a creature in the aura treats the vaporighu stalker as if it is invisible unless it is within 3 squares of it or until the stalker attacks. HP 153; Bloodied 76 AC 34; Fortitude 35; Reflex 32; Will 31 Speed 6
--- [Melee basic] Slam (standard; at will) Acid: +25 vs. AC; 2d6+7 damage plus 1d6 acid damage.
[Melee] Scurrilous Blow (standard; only with combat advantage; at will): +23 vs. Reflex; 2d10+7 damage, and the target slides 2.
[Ranged] Stalker’s Trick (minor; at will): Only against a target in the vaporighu stalker’s aura; range 10; +23 vs. Will; the vaporighu stalker gains combat advantage against the target until the end of the target’s next turn.
Combat Advantage: The vaporighu stalker deals an extra 1d10 damage when it has combat advantage.
--- Skills Stealth +21 Alignment chaotic evil; Languages Supernal Str 24; Dex 23; Wis 20 Con 27; Int 15; Cha 14
LAMMASU
Lammasu are immortal creatures from the Radiant Heavens of Celestia. These noble beings both seek out evil to slay and seek out folk devoted to good, aiding them in missions of mercy or benevolence.
A lammasu has the body of a lion, the wings of an eagle and the head of a man. Lammasu glow with goodness.
LAMMASU SHEPHERD--- Level 20 Controller (Leader)
Large immortal magical beast--- XP 2800
--- Initiative +13; Senses Perception +23 Glow of Goodness (Radiant) aura 4; each enemy and evil creature in the aura at the start of its turn takes 5 radiant damage has -2 on attack and damage rolls until the end of its turn HP 188; Bloodied 94 AC 33; Fortitude 30; Reflex 31; Will 35 Immune blindness; Resist necrotic 10, radiant 20 Speed 6, fly 10
--- [Melee basic] Claw (standard; at will): +25 vs. AC; 1d6+6 damage.
[Melee] Radiant Claws (standard; at will) Radiant: +25 vs. AC; 1d6+6 damage, plus 1d6 radiant damage.
[Melee] Healing Touch (minor; encounter) Healing: Automatically hits one adjacent ally; the ally can spend a healing surge.
[Close] Shepherd’s Word (minor; at will 1/round): Close burst 10; targets one ally; that ally slides 1.
[Area] Invocation to the Powers of Good (standard; encounter) Radiant, Zone: Burst 3 within 10; +22 vs. Will; Hit: 3d10+7 radiant damage, plus target is blinded until the end of its next turn; Miss: half damage; Effect: creates a zone of bright light that lasts for five minutes or until the end of the encounter.
--- Alignment lawful good; Languages Supernal Str 22; Dex 16; Wis 27 Con 20; Int 23; Cha 23
LAMMASU PALADIN--- Level 22 Soldier
Large immortal magical beast--- XP 4150
--- Initiative +15; Senses Perception +x, special senses Glow of Goodness (Radiant) aura 4; each enemy and evil creature in the aura at the start of its turn takes 5 radiant damage has -2 on attack and damage rolls until the end of its turn HP 204; Bloodied 102 AC 37; Fortitude 34; Reflex 33; Will 36 Immune blindness; Resist necrotic 10, radiant 20 Saving Throws see Unfaltering Speed 6, fly 10
--- [Melee basic] Claw (standard; at will): +28 vs. AC; 2d6+8 damage.
[Melee] Radiant Claws (standard; at will) Radiant: +28 vs. AC; 2d6+8 damage, plus 1d8 radiant damage.
[Melee] Smite (standard; recharge 4 5 6) Radiant: +28 vs. AC; 3d8+8 radiant damage, plus target is knocked prone and dazed until the end of its next turn.
[Close] Manifestation of Righteousness (standard; encounter) Radiant: Close burst 1; +26 vs. AC; 4d10+8 radiant damage, plus target is pushed 3 and ongoing 5 radiant (save ends).
Unfaltering (immediate reaction; when first bloodied) Healing: The lammasu paladin spends a healing surge and regains 51 hit points. It gains +2 to saving throws until the end of the encounter or until it starts and ends one of its turn without being bloodied.
--- Alignment lawful good; Languages Supernal Str 24; Dex 18; Wis 25 Con 20; Int 23; Cha 28
Unfaltering (immediate reaction; when first bloodied) Healing: The lammasu paladin spends a healing surge and regains 51 hit points. It gains +2 to saving throws until the end of the encounter or until no longer bloodied.
I think the effect of this power should be looked at again, when first bloodied it can heal 51 HPs and gain a +2 bonus to saves, the healing will probably take it back to an unbloodied state but the duration states "until the end of the encounter or until no longer bloodied".
Are you saying that:
if the creature heals but is still bloodied it only gets the +2 to saves while it continues to be bloodied? (by which you are making an assumption that another creature might heal it)
if the creature heals and this takes it to an unbloodied state it gets the +2 to saves for teh rest of the encounter?
Why not just give it a straight +2 to saves until the end of the encounter?
I think the effect of this power should be looked at again, when first bloodied it can heal 51 HPs and gain a +2 bonus to saves, the healing will probably take it back to an unbloodied state but the duration states "until the end of the encounter or until no longer bloodied".
Are you saying that:
if the creature heals but is still bloodied it only gets the +2 to saves while it continues to be bloodied? (by which you are making an assumption that another creature might heal it)
if the creature heals and this takes it to an unbloodied state it gets the +2 to saves for teh rest of the encounter?
Why not just give it a straight +2 to saves until the end of the encounter?
Oooh, a very good point.
I'll need to rework that- what an obvious flaw, and I totally overlooked it! Thanks for catching it.
Okay, so here's my revised version of the lammasu paladin's unfaltering ability:
The lammasu paladin spends a healing surge and regains 51 hit points. It gains +2 to saving throws until the end of the encounter or until it starts and ends one of its turn without being bloodied.
That way it might last for the rest of the encounter, but if the pcs let up on the paladin for a round or two it could lose its unfaltering ability.
RAGEWALKER
Ragewalkers embody the natural forces of war and combat in the same way that a dryad embodies the heart of its tree. These deadly fey emerge from a landscape torn and twisted by war, and they are nature’s response to the ravages of such battles. The ragewalker exists to perpetuate combat, turning man and beast alike against each other. Insane by the standards of any but the uncaring forces of nature, ragewalkers seek the annihilation of all war through the annihilation of all those capable of making war.
A ragewalkers is covered from head to toe in tight-fitting metal armor made up of pieces scavenged from the battlefields that spawned it. This armor grafts itself to the ragewalker, who is also surrounded by a cloud of circling weapons that lashes out at nearby creatures. Beneath its armor, a ragewalker looks much like an elf or eladrin.
RAGEWALKER--- Level 20 Elite Soldier
Medium fey humanoid--- XP 2800
--- Initiative +18; Senses Perception +17 Cloud of Weapons aura 1; any creature that starts its turn in the aura suffers 10 points of damage Induce Blood Frenzy aura 3; any creature starting its turn in the aura is attacked: +25 vs. Will; Hit: the target’s first action is to a charge or make a basic attack on the nearest creature. HP 374; Bloodied 187 AC 36; Fortitude 31; Reflex 33; Will 32 Saving Throws +2 Speed 6 Action Points 1
--- [Melee basic] Spiked Chain (standard; at will) Weapon: Reach 2; +27 vs. AC; 5d4+6 damage, plus target is marked until the end of the ragewalker’s next turn.
[Melee] Whirling Chains (standard; at will) Weapon: The ragewalker makes two spiked chain attacks.
[Close] Wages of War (standard; recharge 6): Close blast 3; +23 vs. Reflex; 4d10+7 damage and the target is marked (save ends).
Ragewalker’s Parry (immediate interrupt; when a melee attack hits the ragewalker; recharges when the ragewalker takes damage): The ragewalker gains +4 to its defenses against the triggering attack. If the triggering attack hits, the ragewalker makes a melee basic attack against the attacker as a free action.
Fey Step (move; encounter) Teleportation: The ragewalker teleports 6.
--- Alignment evil; Languages Common, Elven Str 23; Dex 27; Wis 14 Con 19; Int 12; Cha 24
--- Equipment spiked chain
Giant Face Hugger
Level 20 Elite Lurker
Large Aberrant Wtf?!
XP 5,600 Initiative +20 Senses Perception +21, Darkvision HP 298; Bloodied 149 Regeneration See healthy meal AC 34; Fortitude 32, Reflex 32, Will 32 Resist acid 10 Saving Throws +2 Speed 6, Climb 6, See lunge Action Points 1
M OmNomNomNomNom (Standard; at-will)+25 Vs. Ac 2d6+7 damage and ongoing 10 acid damage (save ends)
m Lunge (Standard; at-will)The Giant Face Hugger shifts 6 squares and makes the following attack; +23 vs fortitude, 3d6+8 damage and the target is grabbed.
m Swallow (Standard; must have grabbed creature of medium size or smaller)+23 vs Fortitude, If the attack hits the target is swallowed, restrained and no longer grabbed. The giant face hugger may have 2 targets swallowed at a time. Any swallowed enemy takes 20 acid damage per round. The swallowed creature has no line of sight to any creature other than the giant face hugger. The swallowed creature can only make melee or close attacks against the Giant face hugger. If the swallowed creature deals more than 30 damage to the face hugger with one attack, the giant face hugger spits it out. It appears an an ajacent space.
Healthy Meal The Giant face hugger gains a +3 to all defenses and regeneration 5 if it has a swallowed target that is taking acid damage. +6 and regeneration 10 if it has two targets swallowed.
Bigness The giant face hugger can move freely while it has any creature smaller than itself grabbed. Alignment Unaligned Languages None Skills Stealth +24 Str 23 (+16)Dex 28 (+19)Wis 23 (+16)Con 23 (+16)Int 3 (+6)Cha 23 (+16) Equipment None
I know I did something wrong, so please point out the glaring faults.
This should be +23 by the book (+10 for half level, +9 dex, +4 lurker bonus)- although I am more and more varying from the formulae as I get more comfortable with the 4e design system.
Quote:
m Lunge (Standard; at-will)The Giant Face Hugger shifts 6 squares and makes the following attack; +23 vs fortitude, 3d6+8 damage and the target is grabbed.
It almost seems like more of a skirmisher than a lurker; it has this ability, and no real "run away and hide to gain advantage" powers.
Quote:
Healthy Meal The Giant face hugger gains a +3 to all defenses and regeneration 5 if it has a swallowed target that is taking acid damage. +6 and regeneration 10 if it has two targets swallowed.
+6 to its defenses is an awful lot. I'd prolly just change this to regeneration 10 (one victim) or 20 (two victims) and leave the defense boost out of it.
METAL MASTER--- Level 20 Controller
This intelligent slug can magnetically control metal around it, even forming a halo of metal items and dust that surrounds it and damages those that come too close. A metal master is an 8’ long, grey slug.
Large fey magical beast--- XP 2800
--- Initiative +7; Senses Perception +21; tremorsense 6 Control Metal aura 6; each creature with at least 5 lbs. of metal gear that enters or starts its turn in the aura is either pulled 3, slowed until the end of its turn or treats the aura as difficult terrain when approaching or when moving further from it (metal master’s choice) HP 190; Bloodied 95 AC 34; Fortitude 31; Reflex 28; Will 34 Speed 4
--- [Melee basic] Slam (standard; at will): +25 vs. AC; 1d12+7 damage.
[Ranged] Magnetic Slide (minor 1/round; at will): Only against a target carrying at least 5 lbs. of metal; range 6; +24 vs. Reflex; Hit: target slides 6; Miss: target slides 1. This ability does not trigger opportunity attacks.
[Area] Magnetic Pulse (standard; encounter): Burst 3 within 10; +22 vs. Reflex; Hit: x damage, and target slides 2 and falls prone; Miss: half damage, and target slides 1.
[Close] Corona of Metal (standard; sustain minor; encounter): Close burst 1; +23 vs. AC; 3d6+8 damage. Loose metal objects, and even metal dust, form a corona of hovering shards around the metal master. As a standard action on its turn, the metal master may repeat the attack with the corona.
--- Alignment evil; Languages Common Str 15; Dex 9; Wis 23 Con 22; Int 18; Cha 27
THESSALMONSTERS
Thessalmonsters are terrifyingly powerful beasts that are the magical construction of the mad wizard Thessal. Whether or not Thessal still lives is a matter for speculation, but the beasts named after him have kept his reputation alive.
The first thessalmonsters encountered were thessalhydras, and theirs is the basic body plan- a thick, bipedal body, whose entire forepart is taken up by a huge, slavering maw surrounded by a ring of long-necked hydra heads. At the end of the tail is a deadly pincer. Other thessalmonsters are all some sort of cross with the thessalhydra, but each is distinct, as noted in its individual description.
There is some archeological evidence that even the thessalhydra was a cross between a hydra and the original thessalmonster, which is now extinct. Sages point out that it is otherwise hard to explain what stock the beast’s legs (as a hydra is legless) and great maw has come from.
THESSALHYDRA--- Level 20 Solo Brute
Huge natural magical beast (reptile)--- XP 14,000
--- Initiative +14; Senses Perception +19; all-around vision HP 776; Bloodied 388 AC 32; Fortitude 34; Reflex 30; Will 30 Resist acid 15, poison 15 Saving Throws +5 Speed 6 Action Points 2
--- [Melee basic] Maw (standard; at will) Acid, Poison: Reach 2; +32 vs. AC; 2d10+8 damage, plus ongoing 10 acid and poison damage (save ends).
[Melee basic] Hydra Bite (standard; at will): Reach 3; +32 vs. AC; 1d10+8 damage.
[Melee] Thessal Frenzy (standard; recharge 4 5 6): The thessalhydra makes a maw attack and three hydra bite attacks.
[Melee] Tail Pincer (minor 1/round; at will): Reach 3; +30 vs. Reflex; 1d12+8 damage, plus target is grabbed (escape ends).
[Melee] Rampage (standard; at will): Reach 3; the thessalhydra makes one hydra bite attack against each enemy within reach.
[Area] Gob of Acidic Saliva (standard; encounter) Acid: Burst 2 within 20; +28 vs. Reflex; Hit: 3d10+7 acid damage plus ongoing 15 acid and slowed (save ends both); Miss: half damage plus ongoing 5 acid (save ends).
Into the Maw (minor 1/round; at will): Only against a grabbed target; the thessalhydra makes a bite attack with a +4 bonus on its attack and damage against the grabbed target.
Many-Headed: Each time a thessalhydra would become dazed or stunned, it instead loses one attack while using thessal fury on its next turn. The thessalhydra can be dazed or stunned mulitple times.
Threatening Hydra Reach: The thessalhydra can make opportunity attacks with its hydra heads on creatures within its reach (3 squares)
--- Alignment neutral; Languages - Str 23; Dex 19; Wis 18 Con 26; Int 7; Cha 9
Well, I was going to convert the overseer tonight and move on to 21st level... but I don't have my pre-4e books here (I am in the process of moving- which won't be complete til early/mid September), so I have no reference points!
I guess instead maybe I'll work on a monster or two for later posting at higher levels...