• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

28th level monster conversions

the Jester

Legend
This thread is a continuation of the Monster Project.

28th level Monsters to Be Converted
Hagumemnon
Planetar
Shadow of the Void
Shape of Fire
Tidal Intellect


Already Created 28th Level Monsters
Elder bile beast (level 28 solo brute)
Fiendish black pudding (level 28 elite brute)
Fihyr killing dream (level 28 brute)
Greater flailing dreadnought (level 28 brute)
Ulgurstasta swarm (level 28 brute)
Deepspawn mindbender (level 28 elite controller)
Enveloper arcanist (level 28 controller)
T'uen-rin hero (level 28 elite skirmisher) ki-rin
Giant stone plasm (level 28 elite soldier)

Higher-Level Monsters to be Converted
Beholderkin, Hive Mother [29th level]
Blackball [30th level]
Elder Brain [30th level]
Genius Loci [30th level]
Golem, Adamantine [30th level]
Infernal [30th level]
Solar [30th level]
 
Last edited:

log in or register to remove this ad

HAGUMEMNON
Source:
3e Epic Level Handbook.

A hagumemnon is the ultimate shapechanger, a blob of ever-morphing flesh, scales, feathers and organs that is in constant flux. It can mimic an amazing array of abilities by partially assuming the forms of other creatures, but it never fully assumes any one shape, instead constantly churning with the features of multiple creatures blended together.

A Sense Organ of the Far Realms: The hagumemnon is actually nothing more than a bizarre sensory organ thrust through the veils of reality from the senses-shattering Far Realms. It is only a piece of a much larger monster, a thing of such maddening appearance that the merest glimpse of it will drive most creatures mad. This immense entity is said to be infinite in size. The hagumemnons' shapechanging is actually the process of the monstrous mind apprehending reality. Whatever its intentions, this entity is inimical to wordly life, for a hagumemnon will try to slay and absorb intelligent creatures that it encounters.

Constant Flux: A hagumemnon's body gains and loses limbs, tentacles, heads and organs constantly. When characters meet a hagumemnon in battle, describe its constant changes in accordance with its polymorphic traits and the attacks it uses. For instance, if its polymorphic traits are +2 to AC and Will, you might describe it as having grown a stony hide and an illithid-like head. When it uses its morphing blow attack, you can describe it as a claw, bite, tentacle slap, smash, etc. Likewise, its poisonous strike might be a scorpion's tale, a serpent's fangs, etc.

Hagumemnon --- Level 28 Solo Skirmisher
Large aberrant magical beast (shapechanger) --- XP 65,000
HP 1048; Bloodied 524 Initiative +24
AC 42; Fortitude 40; Reflex 40; Will 40 Perception +19
Speed 7 Darkvision, lowlight vision
Saving Throws +5; Action Points 2

TRAITS

Polymorphic Traits (polymorph)

At the start of each of the hagumemnon's turns, it gains two of the following traits until the start of its next turn: speed 12, burrow speed 4, climb speed 8, fly speed 8, swim speed 8, +1 reach with all melee attacks, threatening reach, +2 to AC, +2 to Fortitude, +2 to Reflex, +2 to Will, regeneration 10, resist 20 acid, resist 20 cold, resist 20 fire, resist 20 lightning, resist 20 poison, resist 20 psychic, resist 20 radiant, resist 20 thunder, immune disease, immune domination, immune stunning, blindsight 10, tremorsense 10, the ability to squeeze without suffering the normal penalties, the angel keyword, the demon keyword, the devil keyword, the dragon keyword, the elemental origin, the fey origin, the natural origin, the shadow origin or a +4 bonus to melee damage.

Polymorphic Weakness (polymorph)
At the start of each of the hagumemnon's turns, it gains one of the following traits until the start of its next turn: vulnerable 10 acid, vulnerable 10 cold, vulnerable 10 fire, vulnerable 10 lightning, vulnerable 10 poison, vulnerable 10 psychic, vulnerable 10 radiant, vulnerable 10 thunder, a -2 penalty to AC, a -2 penalty to Fortitude, a -2 penalty to Reflex, a -2 penalty to Will or a -2 penalty to all speeds. A creature within 5 squares of the hagumemnon can spend a minor action to identify its current polymorphic weakness with an Arcana or Insight check, DC 40.

STANDARD ACTIONS

(mbasic) Morphing Blow * At Will

Attack: Melee 2 (one creature); +33 vs. AC.
Hit: 4d10+14 damage.
Flurry of Attacks * At Will
Effect: The hagumemnon uses any combination of morphing blow, destabilize form, poisonous strike, mobile attack and energy drain two times, or three times if it is bloodied. (It must meet the normal requirements to use any of these powers.)

(melee) Destabilize Form * At Will
Attack: Melee 2 (one creature); +31 vs. Fortitude.
Hit: 3d10+10 damage and the target is slowed and takes ongoing 15 damage (save ends both).

(melee) Poisonous Strike (poison) * Recharge 5 6
Attack: Melee 2 (one creature); +33 vs. AC.
Hit: 4d10+14 damage and ongoing 20 poison damage (save ends).
Mobile Attack * Recharge 5 6
Effect: The hagumemnon moves up to its speed without triggering opportunity attacks. At any point during this movement, it makes a basic attack.

Energy Drain * Encounter
Requirement: The hagumemnon must be bloodied.
Attack: Melee 2 (one creature); +31 vs. Fortitude.
Hit: 3d10+10 damage and the target loses a healing surge.

MOVE ACTIONS

Excellent Movement * At Will

Effect: The hagumemnon shifts up to 3 squares, using any of its current movement modes.

Ghostly Form * At Will
Effect: The hagumemnon gains insubstantial and phasing until the end of its next turn and is weakened until the end of its next turn. These effects also end if it takes radiant damage.

MINOR ACTIONS

(close) Frightful Aura (fear) * Recharge 5 6

Attack: Close burst 5 (each creature in burst); +31 vs. Will.
Hit: The target moves its speed away from the hagumemnon and grants combat advantage (save ends).

(close) Petrifying Glare (gaze) * Recharge 5 6
Attack: Close blast 5 (each creature in blast); +31 vs.Fortitude.
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is petrified until an appropriate power or ritual is employed or the hagumemnon is slain and its ichor is poured upon the stony body of the victim.

(close) Breath Weapon (varies) * Recharge 5 6
Attack: Close blast 5 (each creature in blast); +31 vs. Reflex.
Hit: 3d12+8 acid, cold, fire, lightning or radiant damage.

(ranged) Psionic Attack (psychic) * Recharge 5 6
Attack: Ranged 10 (one creature); +31 vs. Will.
Hit: 4d10+14 psychic damage and the target is dazed (save ends).
First Failed Save: The target is instead stunned (save ends).
---
Str 26 Dex 26 Wis 20
Con 30 Int 20 Cha 26
Alignment evil Languages -
 

Attachments

Last edited:

TIDAL INTELLECT
Source:
Homebrewed.

A tidal intellect is a communal entity, a massive carpet of waterborn algae that has developed intelligence. In order to maintain that intelligence, the tidal intellect must consume the brain matter of sentient creatures. Almost all aquatic races, from whales to sahuagin, see tidal intellects as a terrible scourge. Sometimes, entire tribes will leave their homes for far waters when a tidal intellect approaches, abandoning their entire life instead of trying to fight such an implacable foe.

Born of Great Trauma: A tidal intellect forms when a sufficient number of sentient brain cells mix with a specific and rare type of algae that is tainted by the oceans of the Abyssal layer claimed by Juiblex. Unlike most of Juiblex' creations, a tidal intellect is very smart and capable of advanced cognition. Moreover, it remembers the event that spilled so many brain cells into the sea- usually a great battle or slaughter- and desires nothing more than to continue its own existence. Strangely enough, a tidal intellect is driven by fear- the fear of nonexistence, of losing its mind and becoming a mere mat of unthinking algae again. It will do anything to avoid that fate.

Free-Willed: Tidal intellects are unaware of their connection to Juiblex and do not generally seem inclined to doing his will. Perhaps their creation was a mistake or accident, or perhaps Juiblex plays a more subtle game with them. After all, while tidal intellects consume intelligent creatures, they leave the unthinking- such as oozes- to their own devices.

Tidal Intellect --- Level 28 Controller
Gargantuan natural animate (blind, plant) --- XP 13,000
HP 233; Bloodied 116 Initiative +13
AC 41; Fortitude 40; Reflex 37; Will 42 Perception +15
Speed Swim 6 Blindsight 20
Immune disease; Resist 20 fire, 20 poison

TRAITS
Regeneration

A tidal intellect regains 10 hit points whenever it starts its turn and has at least 1 hit point. When it takes necrotic damage, its regeneration does not function on its next turn.

Sopping Mass
A tidal intellect is a mass of wet algae. At the end of its turn, any ongoing acid or fire damage that it is taking ends.

STANDARD ACTIONS

(mbasic) Engulf * At Will

Attack: Melee 2 (one creature); +31 vs. Reflex.
Hit: 4d8+14 damage, the tidal intellect pulls the target adjacent to it and the target is slowed (save ends).

(close) Mind Feed (psychic) * At Will
Attack: Close burst 5 (one creature in burst); +31 vs. Will.
Hit: 5d10+9 psychic damage, and the target is dazed (save ends).
Each Failed Save: The target takes 15 psychic damage.

(close) Call of the Sea (charm) * Recharge 5 6
Attack: Close burst 20 (each creature in burst); +30 vs. Will.
Hit: The tidal intellect pulls the target up to 10 squares and the target is slowed (save ends).
First Failed Save: The target also slides 4 squares toward the tidal intellect.
Second Failed Save: The target is instead dominated (save ends).

TRIGGERED ACTIONS

Surge of Waves * At Will

Requirement: The tidal intellect must be in water.
Trigger: The tidal intellect takes damage and no enemy is within 5 squares of it.
Effect: The tidal intellect swims up to 4 squares.
---
Str 4 Dex 9 Wis 13
Con 26 Int 25 Cha 30
Alignment unaligned Languages telepathy 30
 

Attachments

Last edited:



SHADOW OF THE VOID
Source:
3e Epic Level Handbook.

A shadow of the void is a manifestation of pure malevolence that forms in the darkest and most malignant parts of the Shadowfell. Revelling in the destruction of the living and the creation of undead, a shadow of the void is driven by cold malice alone. It has no ambition save the destruction and consumption of all mortal life, but its intellect is such that it might take a long term approach, hoping to maximize the loss of life it causes (and even sometimes exploiting living pawns in the process).

Lords of Dark Realms: Many shadows of the void rule long-long realms of darkness in the Shadowfell, served by entire kingdoms of undead. These realms are almost completely forgotten by the living and highly isolated in the murky distances that characterize the plane, but occasionally a strange conjunction of time and place brings one near to a mortal settlement. When this happens, the shadow of the void strikes swiftly to destroy those that live, and few can escape its wrath. Once the shadow of the void has slain all the living things it can find, its realm absorbs the now-dead land of the area into itself.

Haters of God and Primordial Alike: A shadow of the void's hatred of the living extends to both the gods and the primordials (with the exception of those few that are undead or constructs). On very rare occasions, a group of shadows of the void will join together in a scheme that aims at destroying such a powerful entity, hoping to capture the power that the god or primordial held and use it to further their aim of destroying all life.

Shadow of the Void --- Level 28 Brute (Leader)
Large shadow humanoid (undead) --- XP 13,000
HP 312; Bloodied 156 Initiative +22
AC 39; Fortitude 39; Reflex 40; Will 42 Perception +21
Speed 6, fly 10 (hover) Darkvision
Immune cold, necrotic

TRAITS

Chill of Death (cold, necrotic) * Aura 2

A living creature that ends its turn in the aura takes 15 cold and necrotic damage. An undead creature of a level lower than the shadow of the void that starts its turn in the aura regains 15 hit points and gains resist 20 fire until the start of its next turn.

STANDARD ACTIONS

(mbasic) Deathly Cold Touch (cold, necrotic) * At Will

Attack: Melee 2 (one creature); +31 vs. Fortitude.
Hit: 4d6+5 cold damage and ongoing 15 cold and necrotic damage (save ends).

(area) Freezing Sphere (cold) * Encounter
Attack: Area burst 1 within 20 (each creature in burst); +29 vs. Reflex.
Effect: Each creature in the burst loses resist cold (save ends).
Hit: 5d8+9 cold damage and the target is slowed until the end of its next turn.
Miss: Half damage.

MOVE ACTIONS

Shadow Shift * Encounter

Effect: The shadow of the void shifts up to 3 squares and gains insubstantial and phasing for this shift.

TRIGGERED ACTIONS

(close) Black Wave (zone) * Recharge 5 6

Trigger: The shadow of the void takes fire damage.
Effect (Immediate Reaction): The shadow of the void gains an aura 2 of cold darkness until the start of its next turn. This aura blocks line of sight for creatures without darkvision. Effects with the fire keyword in the aura deal only half damage and any ongoing fire damage within the aura, including on the shadow of the void, ends immediately.
---
Str 27 Dex 26 Wis 25
Con 22 Int 21 Cha 31
Alignment chaotic evil Languages Common
 

Attachments


CELESTIAL
Source:
1e Monster Manual II, 3e Monster Manual.

Celestials are strange, semi-angelic-looking beings that serve as powerful forces of goodness. Unlike true angels, while celestials are prone to serving gods, they have no innate hatred of primordials, and some have even served good-aligned primordials. Others serve good without serving a greater being, and some have even fought against one another when their views of good have conflicted. Regardless, though, celestials are the sworn foes of demons, devils and other fiends.

Potent and Singular: Though there are more than one of each type of celestial, they are few in number. Each has its own individual name and personality. They are entities of almost unrivaled potency, and rarely treat lesser creatures as equals.

Fly the Planes: Most celestials fly through the Astral Sea, propelling themselves in search of evil to destroy or helping good creatures in need. However, most are masters of many rituals, and are able to use ritual magic to transit to other planes. Thus, celestials can be found anywhere- in the world, the Feywild or Shadowfell, even in the depths of the Abyss.

Saints and Heroes:
Many celestials assume the roles of legendary heroes, saints, messiahs or similar individuals when they interact with what they consider to be lesser beings. Indeed, the classical image of the angel as a fully-featured humanoid with wings comes from celestial interaction with primitives in the early days of the humanoid races, and even now it still stirs in their racial subconsciousnesses.

Planetar --- Level 28 Elite Skirmisher
Large immortal humanoid --- XP 26,000
HP 504; Bloodied 252 Initiative +24
AC 42; Fortitude 39; Reflex 40; Will 42 Perception +29
Speed 7, fly 10 (hover) Darkvision
Immune fear; Resist 20 radiant
Saving Throws +2; Action Points 1

TRAITS
Glorious Halo (radiant) * Aura 2

Creatures within the aura cannot benefit from invisibility or concealment. A creature that starts its turn in the aura takes 0 radiant damage.

STANDARD ACTIONS

(mbasic) Mace (weapon) * At Will

Attack: Melee 2 (one creature); +33 vs. AC.
Hit: 4d8+18 damage.

(melee) Holy Smite (radiant, weapon) * At Will
Attack: Melee 2 (one or two creatures); +33 vs. AC.
Hit: 4d10+14 radiant damage.

(area) Heavenly Strike (radiant) * Encounter
Requirement: The planetar must be bloodied.
Attack: Area burst 1 within 10 (each creature in burst); +31 vs. Reflex.
Hit: 5d10+14 radiant damage.
Miss: Half damage.

MOVE ACTIONS

Celestial Flight * At Will

Effect: The planetar flies its speed. Any creature that makes an opportunity attack against it during this movement is blinded until the end of that creature's next turn.

TRIGGERED ACTIONS

(close) Fearsome Glare (fear) * Encounter

Trigger: The planetar becomes bloodied.
Attack (Free Action): Close blast 4 (each enemy in blast); +31 vs. Will.
Hit: The target moves its speed away from the planetar by the safest available route and then is stunned (save ends).
---
Skills Intimidate +27, Religion +25
Str 26 Dex 26 Wis 30
Con 20 Int 22 Cha 27
Alignment good or lawful good Languages Supernal
Equipment chain armor, mace

Solar --- Level 30 Elite Soldier (Leader)
Large immortal humanoid --- XP 26,000
HP 544; Bloodied 272 Initiative +23
AC 46; Fortitude 42; Reflex 40; Will 45 Perception +30
Speed 7, fly 10 (hover) Darkvision
Immune fear; Resist 20 radiant
Saving Throws +2; Action Points 1

TRAITS

Glorious Halo (radiant) * Aura 2

Creatures within the aura cannot benefit from invisibility or concealment. A creature that starts its turn in the aura takes 0 radiant damage.

STANDARD ACTIONS

(mbasic) Flaming Sword (fire, weapon) * At Will

Attack: Melee 2 (one creature); +35 vs. AC.
Hit: 3d10+6 damage plus ongoing 20 fire damage (save ends).
Double Attack * At Will
Effect: The solar makes two flaming sword attacks.

(close) Word of Heaven (psychic, thunder) * Recharges when first bloodied
Attack: Close blast 5 (creatures other than celestials in the blast); +31 vs. Will.
Hit: 2d10+17 psychic and thunder damage, and the target falls prone and is dazed and slowed (save ends both).
Miss: The target is dazed (save ends).

Healing Hands (healing) * Encounter
Effect: A bloodied ally adjacent to the solar regains 50 hit points.

MINOR ACTIONS

Threatening Glare * At Will

Effect: The solar marks each enemy within 3 squares of it that can see it.

Flames of Perdition * Encounter
Attack: Close burst 2 (each creature in burst taking ongoing fire or ongoing radiant damage); +31 vs. Will.
Hit: The target's ongoing fire or radiant damage increases by 20 and gains “Aftereffect: Ongoing 15 fire damage (save ends).”

TRIGGERED ACTIONS

Just Intervention * At Will
Trigger: A marked enemy within 2 squares makes an attack that does not include the solar as a target.
Effect (Immediate Interrupt): The solar uses flaming sword against the triggering creature.
---
Skills Intimidate +28, Religion +27
Str 29 Dex 23 Wis 31
Con 24 Int 25 Cha 27
Alignment good or lawful good Languages Supernal
Equipment plate armor, bastard sword
 

Attachments


A quick note on the annihilating flames ability- the reference to critical severity refers to some house rules I use (my "colorful critical hit" system, which involves lopping, or in this case burning, limbs off and the like).

SHAPE OF FIRE
Source:
3e Epic Level Handbook.

A shape of fire is a manifestation of white-hot malice. It is a living remnant of a time before matter and energy were separated out from each other, and hates and resents the current order and arrangement of the multiverse. A shape of fire would prefer to see things as they once were- as an undifferentiated mess of energy and mass- and blames the primordials and gods alike for the current state of things. A shape of fire finds the existence of multiple planes distressful and disgusting; to a shape of fire, all should be one.

Forces of Entropy: A shape of fire can be thought of as a force of entropy, helping to return the multiverse to a state of equilibrium, where all matter and energy are mixed equally in a single undifferentiated seething mass. A shape of fire sometimes forms short-lived alliances with creatures such as slaadi or members of the Legion of Entropy, but are entirely unreliable partners, prone to turning on or abandoning their allies with the slenderest of justifications.

Wanderers of the Planes: Though most commonly found on the Elemental Chaos, shapes of fire have been encountered on many other planes as well. Some sages speculate that a shape of fire can actually burn a hole through the planes; these sages claim that at least some portals are actually such holes, often reinforced by magic.

Shape of Fire --- Level 28 Artillery
Large elemental humanoid (fire) --- XP 13,000
HP 198; Bloodied 99 Initiative +24
AC 40; Fortitude 38; Reflex 42; Will 40 Perception +24
Speed 8, fly 10 (hover)
Immune fire

TRAITS

Blazing Flames (fire) * Aura 1

Any creature that ends its turn in the aura loses resist fire until the end of its next turn and takes 15 fire damage.

STANDARD ACTIONS

(mbasic) Blazing Blow (fire) * At Will

Attack: Melee 2 (one creature); +31 vs. Reflex.
Hit: 2d10+6 fire damage.

(rbasic) Burning Beam (fire) * At Will
Attack: Ranged 20 (one creature); +33 vs. Reflex.
Hit: 4d10+14 fire damage.

(close) Annihilating Flames (fire, necrotic) * At Will
Attack: Close blast 3 (each creature in blast); +33 vs. Fortitude. This attack scores a critical hit on a 19-20 and gains a +1d6 bonus to critical severity.
Hit: 3d10+9 fire and necrotic damage. On a critical hit, the target also loses a healing surge. If this attack reduces the target to 0 hit points, it takes a -5 penalty to death saves until the end of the encounter.

(area) Immolating Storm (fire) * Encounter
Attack: Area burst 3 within 20 (each creature in burst); +31 vs. Reflex.
Hit: The target takes ongoing 40 fire damage (save ends).
---
Str 22 Dex 30 Wis 25
Con 24 Int 21 Cha 27
Alignment chaotic evil Languages Primordial
 

Attachments


Into the Woods

Remove ads

Top