1st-Level Monster Conversions

the Jester

Legend
SCORPION

Source:
1e Monster Manual.

The world is full of vermin of all sizes. Monstrous scorpions are amongst the most dangerous, typically having deadly poison and a pair of fierce claws capable of seizing prey. Some monstrous scorpions glow faintly in the dark, especially when exposed to the strange radiations in the Underdark.

Monstrous scorpions can be found in any terrain but are most common in deserts, wastelands and rocky areas. They tend to attack if disturbed, and many species are highly aggressive.


Giant Black Scorpion --- Level 1 Brute
Medium natural beast (scorpion) --- XP 100
HP 36; Bloodied 18 Initiative +0
AC 14; Fortitude 14; Reflex 11; Will 11 Perception +1
Speed 6 Tremorsense 5

STANDARD ACTIONS

(mbasic) Claw * At Will

Requirement: The scorpion may not have more than one grabbed victim.
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 2d6+3 damage and a medium or smaller target is grabbed (escape DC 12).

MINOR ACTIONS
(melee) Sting (poison) * Recharge 4 5 6

Attack: Melee 1 (one creature grabbed by the scorpion); +4 vs. Fortitude.
Hit: 1d6 poison damage, plus ongoing 5 poison (save ends).
---
Str 19 Dex 11 Wis 13
Con 16 Int 2 Cha 10
Alignment unaligned Languages -

Giant Yellow Scorpion --- Level 8 Minion Soldier
Small natural beast (scorpion) --- XP 88
HP 1; a missed attack never damages a minion Initiative +9
AC 24; Fortitude 23; Reflex 21; Will 18 Perception +7
Speed 7 Tremorsense 10

STANDARD ACTIONS

(mbasic) Claw * At Will

Requirement: The scorpion may not have a creature grabbed.
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 8 damage, and the scorpion grabs the target (escape DC 15).

(melee) Poisonous Stinger (poison) * At Will
Attack: Melee 1 (one immobilized or restrained creature); +11 vs. Fortitude.
Hit: 7 damage and ongoing 5 poison damage (save ends).
---
Str 16 Dex 17 Wis 17
Con 20 Int 2 Cha 5
Alignment unaligned Languages -

Enormous Yellow Scorpion --- Level 10 Brute
Huge natural beast (scorpion) --- XP 500
HP 130; Bloodied 65 Initiative +7
AC 22; Fortitude 25; Reflex 21; Will 22 Perception +9
Speed 6 Tremorsense 20

STANDARD ACTIONS

(mbasic) Claw * At Will

Requirement: The scorpion may not have more than one creature grabbed.
Attack: Melee 2 (one creature); +15 vs. AC.
Hit: 2d8+9 damage, and the scorpion grabs the target (escape DC 18).

Pincers * At Will
Requirement: The scorpion may not have a creature grabbed.
Effect: The scorpion uses claw against two different targets.
(melee) Poisonous Stinger (poison) * At Will
Attack: Melee 2 (one immobilized or restrained creature); +13 vs. Fortitude.
Hit: 1d12+10 damage plus ongoing 10 poison damage (save ends).

TRIGGERED ACTIONS

Killing Frenzy * Encounter

Trigger: The scorpion becomes bloodied.
Effect (Immediate Reaction): The scorpion makes a poisonous stinger attack against each creature within 2 squares of it, regardless of whether that creature is immobilized or restrained.
---
Str 22 Dex 15 Wis 18
Con 20 Int 2 Cha 5
Alignment unaligned Languages -
 

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the Jester

Legend
The witherstench revised to MM3 stats. Honestly, IIRC (I updated this guy a looong time ago) not much changed except formatting.

WITHERSTENCH

Source:
1e Fiend Folio.

A witherstench is a relative of the skunk about the size of a bobcat. Though generally reclusive, gnomes and other humanoids sometimes capture and train them for use as guard animals. A thief sprayed by a witherstench has a very difficult time hiding its guilt.

Witherstench --- Level 1 Controller
Small natural beast --- XP 100
HP 32; Bloodied 16 Initiative +2
AC 15; Fortitude 15; Reflex 13; Will 11 Perception +1
Speed 6 Lowlight vision

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 2d4+3 damage.

(close) Musk Spray * Recharges when first bloodied
Attack: Close blast 2 (creatures in burst); +2 vs. Fortitude.
Hit: The witherstench pushes the target 4 squares and the target is musky (save ends). While musky, the target is weakened and gains an stench aura 2 (any creature starting its turn in the aura is pushed 2 squares away from the creature).
Aftereffect: The target has a lingering stench that inflicts a -2 penalty to Diplomacy checks. Each day, the target can make a saving throw to remove this effect.
Aftereffect: The stench lingers, though the penalty is reduced to -1. At the start of each day, the target can make a saving throw to remove this effect.
Aftereffect: The stench lingers, though the penalty is removed. At the start of each day, the target can make a saving throw to remove this effect.
---
Str 9 Dex 14 Wis 13
Con 16 Int 2 Cha 11
Alignment unaligned Languages -

Witherstench Cub --- Level 1 Minion Controller
Tiny natural beast XP 25
HP 1; a missed attack never damages a minion Initiative +4
AC 15; Fortitude 10; Reflex 16; Will 11 Perception +1
Speed 6 Lowlight vision

TRAITS

Stinky Musk * Aura 1

Each creature that starts its turn in the aura is pushed 2 squares.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 4 damage.

(close) Musk Spray * Encounter
Attack: Close blast 2 (creatures in burst); +2 vs. Fortitude.
Hit: The witherstench pushes the target 4 squares and the target is musky (save ends). While musky, the target is weakened and has a lingering stench that inflicts a -1 penalty to Diplomacy checks. Each day, the target can make a saving throw to remove this effect.
Aftereffect: The stench lingers, though the penalty is removed. At the start of each day, the target can make a saving throw to remove this effect.
---
Str 4 Dex 18 Wis 13
Con 10 Int 2 Cha 11
Alignment unaligned Languages -

Dire Witherstench --- Level 5 Elite Skirmisher
Medium natural beast --- XP 400
HP 132; Bloodied 66 Initiative +6
AC 19; Fortitude 19; Reflex 18; Will 15 Perception +3
Speed 7 Lowlight vision
Saving Throws +2; Action Points 1

TRAITS

Musk * Aura 2

Each creature that starts its turn in the aura is pushed 2 squares.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 2d4+8 damage.
(melee) Dashing Attack * At Will
Effect: The dire witherstench makes a bite attack, shifts up to its speed and makes another bite attack.

MINOR ACTIONS

(close) Stinky Distraction * Recharges when the dire witherstench becomes marked

Attack: Close burst 2 (creatures in burst); +6 vs. Fortitude.
Hit: The target grants combat advantage until the end of the dire witherstench's next turn. If it has any creatures marked, those marks end.
---
Str 14 Dex 14 Wis 13
Con 18 Int 2 Cha 11
Alignment unaligned Languages -


Dire Witherstench Charger --- Level 10 Elite Skirmisher
Medium natural beast (mount) --- XP 400
HP 218; Bloodied 109 Initiative +10
AC 24; Fortitude 24; Reflex 23; Will 20 Perception +8
Speed 7 Lowlight vision
Saving Throws +2; Action Points 1

TRAITS

Impossible to Ignore Odor * Aura 3

Creatures in the aura cannot mark the dire witherstench charger's rider.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d4+11 damage.

(melee) Dashing Attack * At Will
Effect: The dire witherstench makes a bite attack, shifts up to its speed and makes another bite attack.

MINOR ACTIONS

(close) Stinky Distraction * Recharges when the dire witherstench becomes marked

Attack: Close burst 2 (creatures in burst); +6 vs. Fortitude.
Hit: The target grants combat advantage until the end of the dire witherstench's next turn. If it has any creatures marked, those marks end.
---
Str 14 Dex 18 Wis 16
Con 21 Int 2 Cha 11
Alignment unaligned Languages -
 

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the Jester

Legend
The dire weasel, revised to MM3 standards.

WEASEL

Source:
3.5 Monster Manual.

Dire weasels are aggressive, almost manic creatures with boundless energy. They grow up to 10' long and can be as much as 700 lbs in weight, yet are sleek and slender. They prefer to stalk their prey in the dark and then leap to the attack.

Dire Weasel --- Level 1 Soldier
Medium natural beast --- XP 100
HP 26; Bloodied 13 Initiative +6
AC 17; Fortitude 13; Reflex 15; Will 12 Perception +6
Speed 7 Low-light vision

STANDARD ACTIONS

(mbasic) Bite * At Will

Requirement: The dire weasel may not have a target grabbed.
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 1d6+5 damage and the dire weasel grabs the target (escape DC 12).

(melee) Drain Blood * At Will
Attack: Melee 1 (one creature grabbed by the dire weasel); +4 vs. Fortitude.
Hit: 1d10+5 damage.

Frenzied Attack * Encounter
Requirement: The dire weasel must be bloodied.
Effect: The dire weasel releases any creatures that it has grabbed, then makes the following attack.
Attack: Melee 1 (one, two or three creatures); +4 vs. AC.
Hit: 1d6+3 damage. For each creature hit by this attack, the dire weasel gains 3 temporary hit points.
---
Str 14 Dex 19 Wis 12
Con 10 Int 2 Cha 11
Alignment unaligned Languages -
 

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the Jester

Legend
Okay, here are the updated spiders. A few notes on the updates:

The grey spider (the 1st level guy) was originally a lurker who, instead of doing extra damage after lurking, had an accuracy bonus. I preserved this but gave him a 5e advantage style mechanic instead. Just because I like it a lot. :) Coordinating with that, I gave him a damage bonus on crits.

Also, I changed Scuttle to recharge half the time- that should give him plenty of chances to lurk up, instead of either lurk & attack every round (if it was at will) or never effectively lurk (with a slower recharge power).

Otherwise, just some number fixing on him.

I'm not going to update my phase spider, since there's an official version.

The acid spider is undergoing a substantial revision to make it more interesting and truer to its 3.5 version (it's a homebrew of mine, so you haven't seen an earlier version of it unless you saw me post it in my old Rogues Gallery thread).

Also, I'm adding the diving spider, whose flavor text is largely lifted verbatim from the 1e MM. (Who knew that they hung out with nixies!)


SPIDER

Source:
1e Monster Manual (general), Red Box Basic D&D (tarantella).

There are hundreds of species of monstrous spider, many of which are detailed elsewhere. Monstrous spiders appear in all climates, from the hottest desert to tropical jungles. Even arctic areas provide for fur-covered varieties of monstrous spider.

Grey Spider --- Level 1 Lurker
Small natural beast (spider) --- XP 100
Grey spiders leave strings of webs everywhere around their lairs, allowing them to detect motion. Though these webs are not typically strong enough to impede movement, but they do give it a perfect medium through which to use their innate tremorsense.
HP 26; Bloodied 13 Initiative +8
AC 15; Fortitude 13; Reflex 15; Will 13 Perception +2
Speed 6, climb 6 (spider climb) Tremorsense 5

TRAITS

Surprise Attacker

Whenever the grey spider attacks a creature from which it is hidden, it rolls twice and takes the better result as its attack roll.

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will

Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 1d4+1 damage (1d4+5 on a critical hit), plus ongoing 5 poison damage (save ends).

MOVE ACTIONS
Scuttle * Recharge 4 5 6

Effect: The grey spider shifts up to its speed. It can then make a Stealth check against each creature against whom it has concealment or cover.
---
Skills Stealth +9
Str 10 Dex 19 Wis 14
Con 14 Int 3 Cha 7
Alignment unaligned Languages -

Diving Spider --- Level 3 Lurker
Medium natural beast (spider) --- XP 150
Diving spiders live underwater in cleverly-constructed nests filled with air. These creatures are found only in large lakes, and are able to run along the bottom or up and down vegetable or mineral surfaces underwater. They snatch passing prey, deliver a poisonous bite and bring the victim to their lair to be drained at leisure. The clever airlock constructed by the spider allows it to pass in and out of its lair without losing air. On some occasions, water dwellers such as nixies are on friendly terms with diving spiders. Abandoned diving spider lairs are excellent places of refuge for air-breathers.
HP 36; Bloodied 18 Initiative +8
AC 17; Fortitude 14; Reflex 15; Will 16 Perception +3
Speed 6, climb 5 (spider climb)

TRAITS

Water Adapted

Aquatic creatures do not get a bonus against diving spiders. A diving spider weaves a bubble of air in its webbing so that it can breathe for up to an hour while underwater or otherwise deprived of air.

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d8+6 damage, and the target is dazed (save ends).

(melee) Heavy Dose (poison) * At Will
Requirement: There must be no enemies other than the target adjacent to the diving spider.
Attack: Melee 1 (one dazed creature); +8 vs. Fortitude.
Hit: Ongoing 15 poison damage (save ends).

MOVE ACTIONS

(melee) Isolate * At Will

Attack: Melee 1 (one dazed creature); +6 vs. Reflex.
Hit: The spider shifts its speed and slides the target to a space adjacent to it.
---
Str 13 Dex 17 Wis 14
Con 12 Int 5 Cha 12
Alignment unaligned Languages - (rarely, Aquan, Common or Elven)

Tarantella --- Level 6 Controller
Medium natural beast (spider) --- XP 250
A tarantella is a horrible spider the size of a dwarf whose venom causes the victim's body to spasm uncontrollable, a movement known as “dancing the tarantella”.
HP 72; Bloodied 36 Initiative +8
AC 20; Fortitude 18; Reflex 20; Will 18 Perception +11
Speed 8, climb 6 (spider climb) Tremorsense 6

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will

Attack: Melee 1 (one creature); +11 vs. AC.
Hit: 2d6+7 damage plus make a secondary attack.
Secondary Attack: Melee 1 (the primary attack's target); +10 vs. Fortitude.
Hit: The begins dancing the tarantella (save ends). While dancing the tarantella, the target is immobilized, grants combat advantage and takes ongoing 5 poison damage (save ends all.)
Aftereffect: The target is immobilized and grants combat advantage (save ends both).

(close) Spray of Venom (poison) * Encounter
Attack: Close blast 4 (each creature in blast); +8 vs. Fortitude.
Hit: 2d6+4 poison damage, plus ongoing 5 poison damage and the target is slowed (save ends both).
---
Skills Stealth +13
Str 16 Dex 20 Wis 16
Con 16 Int 1 Cha 6
Alignment unaligned Languages -

Acid Spider --- Level 16 Elite Brute
Huge elemental magical beast (spider) --- XP 2,800
Acid spiders are rare beasts that run with demon blood. Most commonly found on Strogass, they are often employed by agents of Bleak. An acid spider is a tremendous beast the size of a horse and cart. Malignant and vicious, an acid spider typically tries to devour any living things it encounters, but it is intelligent enough to bargain with if offered a sufficiently juicy incentive.
HP 384; Bloodied 192 Initiative +13
AC 28; Fortitude 31; Reflex 27; Will 27 Perception +11
Speed 5, climb 5 (spider climb) Darkvision

TRAITS

Acidic Bristles * Aura 1

Any creature in the aura that makes a melee attack on the spider takes 10 acid damage.

STANDARD ACTIONS

(mbasic) Acidic Bite (acid) * At Will

Attack: Melee 2 (one creature); +21 vs. AC.
Hit: 3d8+7 damage, plus ongoing 10 acid damage (save ends).

Frenzied Bites * At Will
Effect: The acid spider uses acidic bite against two different targets.

(close) Acid Spray (acid) * Recharges when first bloodied
Attack: Close blast 4 (each creature in blast); +17 vs. Reflex.
Hit: 4d10+8 acid damage plus ongoing 10 acid damage (save ends).
Miss: Half damage.

(area) Acid Web (acid) * Encounter
Attack: Area burst 1 within 10 (each creature in burst); +17 vs. Reflex.
Hit: The target is restrained and takes ongoing 10 acid damage (save ends both).
Miss: The target is slowed and takes ongoing 5 acid damage (save ends both).

TRIGGERED ACTIONS

(close) Bristling Heave (acid) * Encounter

Requirement: The acid spider must be bloodied.
Trigger: An enemy enters a square adjacent to the acid spider, and at least one other enemy is adjacent to it.
Attack (Immediate Reaction): Close burst 1 (each creature in burst); +19 vs. AC.
Hit: 2d10+2 damage plus 10 acid damage, and the acid spider pushes the target up to 3 squares.
---
Str 27 Dex 21 Wis 16
Con 22 Int 6 Cha 12
Alignment chaotic evil Languages - (rarely, Common or Abyssal)



....and with that, I've updated all the 1st level monsters that I'm updating! Hurray!
 

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