1st-Level Monster Conversions

the Jester

Legend
The more old monsters I update and revise, the more I'm impressed by how awful some of their original designs were. :eek::erm:

I'm working on the mudman now, and starting with "medium elemental humanoid" it is a mess! (It should be small, it should be natural, and it probably should be an animate, one of the very few!) So I'll be posting my revised version, with at least one additional stat block and with enough revisions that I may as well just say it's almost a complete rewrite, later today.
 

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the Jester

Legend
Okay, the heavily revised mudman, with a ton of variants...

MUDMAN
Source:
2e Monstrous Manual.

A mudman is a stocky, vaguely-humanoid creature composed entirely of mud. A typical mudman stands anywhere from 3' to 7' in height and its coloration might vary from a clay red to tarry black. Often, a mudman will have small twigs and bits of grass or gravel caught up within it, and some even have bugs or worms within their bodies.

Born of Enchanted Waters: Mudmen are created where enchanted waters (even mildly encahnted ones, such as a stream eroding an enchanted structure) collect and evaporate. The dweomer becomes concentrated, and slowly a population of mudmen is born. Most of the time, the mudmen are a part of the pool from which they formed and are quiescent. However, when the pool is disturbed, the mudmen awaken, forming bodies and emerging to defend it.

All Across the Planes: Mudmen can form anywhere the conditions are right, from the gutters and trash heaps of Gloomwrought to the Feywild's bogs to the Elemental Chaos. Thus, a mudman might be encountered almost anywhere. In some places where the magical waters are especially potent, mudmen with unique or unusual powers might be born.

Bog Mudman Level 1 Controller
Small natural animate (earth, water) XP 100
HP 23; Bloodied 11 Initiative -1
AC 15; Fortitude 14; Reflex 11; Will 12 Perception +0
Speed 4 (swamp walk) Tremorsense 6
Resist weapons 5

STANDARD ACTIONS

(mbasic) Mud Bludgeon * At Will
Attack: Melee 1 (one creature); +5 vs. AC.
Hit: 1d8+4 damage and the target is slowed (save ends).

(rbasic) Mud Ball * At Will
Attack: Ranged 10 (one creature); +4 vs. Reflex.
Hit: 1d6+5 damage, and the target is slowed (save ends).
First Failed Save: The target is instead immobilized (save ends).
Second Failed Save: The target is instead restrained. This condition persists until either the target or a creature adjacent to it makes an Athletics check, DC19, as a move action to free the target.
---
Str 17 Dex 8 Wis 10
Con 15 Int 2 Cha 1
Alignment unaligned Languages -

Plodding Mudman Level 1 Minion Controller
Small natural animate (earth, water) XP 25
HP 1; a missed attack never damages a minion Initiative -1
AC 15; Fortitude 14; Reflex 11; Will 12 Perception +0
Speed 4 (swamp walk) Tremorsense 6
Resist weapons 3

STANDARD ACTIONS

(mbasic) Muddy Slam * At Will
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 3 damage and the target is slowed until the end of its next turn.

(rbasic) Hurl Mud * At Will
Attack: Ranged 10 (one creature); +4 vs. Reflex.
Hit: 3 damage and the target is slowed until the end of its next turn.
---
Str 17 Dex 8 Wis 10
Con 15 Int 2 Cha 1
Alignment unaligned Languages -

Boiling Mudman Level 7 Controller
Medium elemental animate (earth, fire, water) XP 300
HP 59; Bloodied 29 Initiative +2
AC 21; Fortitude 20; Reflex 16; Will 19 Perception +4
Speed 4 (swamp walk) Tremorsense 6
Resist 10 fire, 5 weapons

STANDARD ACTIONS

(mbasic) Boiling Mud Bludgeon (fire) * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d6+4 damage plus 8 fire damage and the target is slowed (save ends).

(rbasic) Boiling Mud Ball (fire) * At Will
Attack: Ranged 10 (one creature); +10 vs. Reflex.
Hit: 2d6+5 fire damage plus ongoing 10 fire damage and the target is slowed (save ends both).
First Failed Save: The target instead takes ongoing 5 fire damage and is immobilized (save ends both).
---
Str 20 Dex 8 Wis 13
Con 15 Int 2 Cha 1
Alignment unaligned Languages -

Feymarsh Mudman Level 11 Controller
Small fey animate (earth, water) XP 600
Many of the waters in the Feywild can have bewitching effects on the minds of creatures that drink from them. A feymarsh mudman is a mudman formed from such waters on the Feywild. Unlike the plodding, sticky mudmen from the material world, however, feymarsh mudmen are relatively quick and slippery. They retain a vestige of the power of their source water.
HP 87; Bloodied 43 Initiative +7
AC 25; Fortitude 23; Reflex 23; Will 23 Perception +8
Speed 6 (swamp walk) Tremorsense 6
Resist 5 weapons

STANDARD ACTIONS

(mbasic) Muddy Slam * At Will
Attack: Melee 1 (one creature); +16 vs. AC.
Hit: 2d10+8 damage and the target falls prone.

(melee) Bewitching Blow (charm) * Encounter
Attack: Melee 1 (one creaure); +14 vs. Will.
Hit: 5 damage, and the mudman slides the target up to 2 squares. The target then makes a basic attack against a target of the mudman's choice as a free action.

(area) Mud Slick (zone) * Encounter
Effect: Area burst 1 within 10 squares; the burst becomes a muddy zone until the end of the encounter. Any creature without swamp walk that ends its turn in the zone falls prone.

TRIGGERED ACTIONS

Slippery * At Will
Trigger: The feymarsh mudman becomes grabbed.
Effect (Immediate Reaction): The grab ends.
---
Str 15 Dex 14 Wis 17
Con 20 Int 2 Cha 11
Alignment unaligned Languages -

Oozing Mudman Level 20 Minion Brute
Medium elemental animate (earth, water) XP 700
An oozing mudman is spawned from the Slime Pits of Juiblex, on Shedaklah, one of the planes of the Abyss. Tainted by the demon prince of oozes, slimes and jellies, an oozing mudman
HP 1; a missed attack never damages a minion Initiative +11
AC 32; Fortitude 34; Reflex 30; Will 32 Perception +16
Speed 4 (swamp walk) Tremorsense 6
Resist 10 acid, 10 weapons

STANDARD ACTIONS

(mbasic) Oozing Slam (acid) * At Will
Attack: Melee 1 (one creature); +25 vs. AC.
Hit: 14 damage plus ongoing 10 acid damage (save ends).

(ranged) Acidic Glob (acid) * At Will
Attack: Ranged 10 (one creature); +23 vs. Reflex.
Hit: Ongoing 20 acid damage (save ends).
---
Str 23 Dex 13 Wis 22
Con 26 Int 1 Cha 7
Alignment unaligned Languages -
 

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the Jester

Legend
NOTES ON DESIGN CHANGES: Mostly changed the damage for these guys, with a small amount of number-tweaking and wording revisions otherwise. I really like the Kercpa Comedian and would love to use him in play, but my current group is getting towards mid-paragon, alas.

KERCPA
Source:
2e Monstrous Compendium Annual Volume IV.

Kercpa (singular and plural) are small, squirrel-like humanoids. Intelligent and curious, they are friendly but notorious for stealing small items. Most kercpa live in forests in the wilds of the world, but they can be found anywhere that squirrels can be found. In recent decades, several tribes of kercpa have migrated into the Feywild.

Surprisingly Civilized: An entire kercpa town can dwell in a single large tree. Thus, most creatures are unaware of how civilized they are. Kercpa wear clothes, use tools and weapons, have complex crafts, create music and art and have many other civilized trappings that often surprise larger creatures. When kercpa artifacts are found by larger creatures, they are often mistaken for toys.

Gifting and Stealing: Kercpa society places a high value on both gifting and stealing. When one kercpa gifts an object to another, the recipient is placed in the giver's debt. However, this is not a debt that can ever be repaid; instead, it is one thread of the relationship between the two. Mutual debts of gratitude between kercpa are a primary social glue for the creatures. On the other hand, kercpa delight in stealing things, not because of the value of the stolen object but for the joy of getting away with something. Since kercpa have a very transitory, ephemeral at best sense of property, such thefts are a normal part of kercpa society, but other creatures often misinterpret such mischief.

Little Scamps: Kercpa are mischievous pranksters who enjoy teasing other creatures and, while not fearless, often allow their sense of fun to get in the way of good sense. Easily distracted, prone to chatter and fond of food and drink, kercpa are the life of any party that they are invited to- but may the gods help the hosts, as the silverware vanishes and someone shaves the cat.

Kercpa Treehopper Level 1 Skirmisher
Tiny natural humanoid XP 100
HP 25; Bloodied 12 Initiative +6
AC 15; Fortitude 12; Reflex 15; Will 12 Perception +2
Speed 5, climb 6
Resist 5 against effects that target Reflex

STANDARD ACTIONS

(mbasic) Tiny Sword (weapon) * At Will
Attack: Melee 0 (one creature); +6 vs. AC.
Hit: 1d4 damage, or 1d4 + 2d6 damage with combat advantage.
(melee) Scampering Strike * At Will
Effect: The kercpa treehopper shifts up to 3 squares, ending in an enemy's space. Entering the enemy's space does not trigger opportunity attacks.
Attack: Melee 0 (one creature); +4 vs. Will.
Hit: The target grants combat advantage to the kercpa treehopper until they no longer share a space.
Effect: The kercpa treehopper uses tiny sword against the target.

(rbasic) Squirrel Bow (weapon) * At Will
Attack: Ranged 10 (one creature); +6 vs. AC.
Hit: 1d6 damage, or 2d6 damage with combat advantage.

MOVE ACTIONS

Scampering Shift * At Will
Effect: The kercpa treehopper shifts up to 3 squares. It may move through other creatures' spaces while doing so and does not trigger opportunity attacks for entering creatures' spaces during this shift. It must end this shift in a space that it could normally occupy.
---
Skills Acrobatics +9, Stealth +9
Str 4 Dex 18 Wis 15
Con 12 Int 13 Cha 15
Alignment unaligned Languages Common, Kercpa
Equipment tiny sword, squirrel bow, 20 tiny arrows

Kercpa Archer Level 1 Artillery
Tiny natural humanoid XP 100
HP 22; Bloodied 11 Initiative +4
AC 13; Fortitude 12; Reflex 15; Will 12 Perception +2
Speed 5, climb 6
Resist 5 against effects that target Reflex

STANDARD ACTIONS

(rbasic) Squirrel Bow (weapon) * At Will
Attack: Ranged 10 (one or two creatures); +8 vs. AC.
Hit: 1d6 damage, or 2d6 damage if the target is sharing a space with a kercpa.

(ranged) Rain of Tiny Thorns (weapon) * Recharge 5 6
Attack: Ranged 10 (one, two or three creatures); +6 vs. AC.
Hit: 1d6+4 damage.

MOVE ACTIONS

Scampering Shift * At Will
Effect: The kercpa treehopper shifts up to 3 squares. It may move through other creatures' spaces while doing so and does not trigger opportunity attacks for entering creatures' spaces during this shift. It must end this shift in a space that it could normally occupy.
---
Skills Acrobatics +9, Stealth +9
Str 3 Dex 18 Wis 15
Con 12 Int 13 Cha 11
Alignment unaligned Languages Common, Kercpa
Equipment squirrel bow, 20 tiny arrows

Kercpa Comedian Level 1 Controller
Tiny natural humanoid XP 100
HP 22; Bloodied 11 Initiative +4
AC 15; Fortitude 13; Reflex 15; Will 11 Perception -2
Speed 5, climb 6
Resist 5 against effects that target Reflex

TRAITS

Slapstick
The kercpa comedian does not trigger opportunity attacks when it enters a creature's space and can share a space with a creature of any size. If a creature that is sharing the kercpa comedian's space moves or shifts, the kercpa comedian may choose to slide to a square that shares the target's space at the end of the move or shift.

STANDARD ACTIONS

(mbasic) Insulting Poke (psychic, weapon) * At Will
Attack: Melee 0; +6 vs. AC.
Hit: 1d4 damage plus 1d6 psychic damage.

(ranged) Are Ya Mad? (charm) * At Will
Requirement: The kercpa comedian must be sharing a creature's space.
Attack: Melee 1 (one creature); +4 vs. Will.
Hit: The target makes a melee basic attack against the creature sharing the kercpa comedian's space.

MINOR ACTIONS

Laugh It Off * Encounter
Effect: One condition affecting the kercpa comedian ends.
---
Skills Bluff +8, Diplomacy +8, Thievery +9
Str 3 Dex 18 Wis 7
Con 9 Int 13 Cha 17
Alignment unaligned Languages Common, Kercpa
Equipment tiny rapier, tiny banjo

Kercpa Watcher Level 1 Minion Lurker
Tiny natural humanoid XP 25
HP 1; a missed attack never damages a minion Initiative +8
AC 15; Fortitude 11; Reflex 15; Will 12 Perception +7
Speed 5, climb 6
Resist 3 against effects that target Reflex

STANDARD ACTIONS

(mbasic) Tiny Spear (weapon) * At Will
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 2 damage. If the target cannot see the kercpa watcher, the kercpa watcher instead deals 7 damage.

(rbasic) Tiny Javelin (weapon) * At Will
Attack: Ranged 5 (one creature); +5 vs. AC.
Hit: 2 damage. If the target cannot see the kercpa watcher, the kercpa watcher instead deals 7 damage.

Where'd He Go? * At Will
Requirement: The kercpa watcher must have cover or concealment.
Effect: The kercpa watcher turns invisible until it attacks or until the end of its next turn.
---
Skills Acrobatics +9, Stealth +9
Str 4 Dex 18 Wis 15
Con 10 Int 10 Cha 10
Alignment unaligned Languages Common, Kercpa
Equipment 5 tiny javelins, tiny spear
 

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the Jester

Legend
My revised black centipede, with several additional stat blocks.

Most of the changes are tweaks to the numbers, and I find it interesting to note that this is one occasion when the new version actually does less damage.

CENTIPEDE
Cydra has many types of dangerous centipedes in it. Some are dangerous due to their size, others due to the intensity of their venom. There are many more harmless types, some as large as a goliath's arm, that eat only rotten leaves or other detritus; these can still present a momentary fright, even if they pose no real danger to humanoids.

Black Centipede Level 1 Skirmisher
Small natural beast XP 100
HP 32; Bloodied 16 Initiative +6
AC 15; Fortitude 13; Reflex 15; Will 11 Perception +0
Speed 7, climb 6 (spider climb) Tremorsense 6

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 1d10 damage and make a secondary attack.
Secondary Attack: Melee 1 (the target of the primary attack); +4 vs. Fortitude.
Hit: Ongoing 5 poison damage (save ends).

MOVE ACTIONS

Skittering Shift * At Will
Effect: The black centipede shifts up to 4 squares.
---
Skills Stealth +9
Str 11 Dex 18 Wis 11
Con 16 Int 1 Cha 4
Alignment unaligned Languages -


Skittering Centipede Level 1 Minion Skirmisher
Tiny natural beast XP 25
HP 1; a missed attack never damages a minion Initiative +5
AC 15; Fortitude 12; Reflex 15; Will 10 Perception +1
Speed 6, climb 5 (spider climb)

TRAITS
Skittering Movement
A skittering centipede does not provoke opportunity attacks when it enters another creature's space.

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will
Effect: The skittering centipede shifts up to 2 squares before and after the attack.
Attack: Melee 0 (one creature); +4 vs. Fortitude.
Hit: 2 damage plus ongoing 4 poison damage (save ends). Saving throws made to end this effect gain a +2 bonus.
---
Str 2 Dex 16 Wis 13
Con 12 Int 1 Cha 6
Alignment unaligned Languages -

Scarlet Centipede Level 2 Elite Lurker
Small natural beast XP 250
HP 64; Bloodied 32 Initiative +10
AC 16; Fortitude 14; Reflex 16; Will 11 Perception +1
Speed 8, climb 6 (spider climb)
Saving Throws +2; Action Points 1

TRAITS
Hidden Threat
If the scarlet centipede starts its turn hidden from a creature, its melee attacks deal an extra 1d8 damage to that creature until the end of its turn.

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will
Attack: Melee 1 (one creature); +7 vs. AC.
Hit: 1d6+4 damage plus ongoing 2 poison damage (save ends). If the target is already taking ongoing poison damage, that damage instead increases by 2.

(melee) Latching Bite (poison) * Encounter
Attack: Melee 1 (one creature); +5 vs. Reflex.
Hit: 3d6+3 damage and the target is grabbed (escape DC 9) and takes ongoing 5 poison damage (save ends).

Scarlet Thrashing * At Will
Requirement: The scarlet centipede must be bloodied.
Effect: The scarlet centipede uses bite, shifts up to 3 squares and uses bite again.

Scuttle Away * At Will
Effect: The scarlet centipede shifts its speed. It may climb as part of this shift, and it ignores difficult terrain. At the end of this shift, the scarlet centipede may make a Stealth check to hide if it is in difficult terrain or has any cover or concealment.
---
Skills Stealth +11
Str 8 Dex 20 Wis 11
Con 14 Int 2 Cha 8
Alignment unaligned Languages -

Black Centipede Swarm Level 13 Skirmisher
Medium natural beast (swarm) XP 800
HP 135; Bloodied 67 Initiative +13
AC 26; Fortitude 25; Reflex 28; Will 23 Perception +6
Speed 7, climb 6 (spider climb) Tremorsense 6
Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks

TRAITS
Swarm Attack (poison) * Aura 1
Each creature that ends its turn in the aura takes 10 poison damage.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

STANDARD ACTIONS

(mbasic) Swarm of Bites (poison) * At Will
Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 2d6+4 damage plus ongoing 10 poison damage and the target is slowed (save ends both).

(melee) Centipede Road * Recharge 5 6
Effect: The black centipede swarm shifts up to 3 squares, then makes the following attack.
Attack: Melee 1 (one creature); +16 vs. Reflex.
Hit: 3d10+5 damage and the target falls prone and is caught on the centipede road (save ends). While caught on the centipede road, the target cannot regain its feet and, whenever the black centipede swarm shifts, the target is pulled to a square adjacent to the black centipede swarm.

MOVE ACTIONS

One Million Legs * At Will
Effect: The black centipede swarm shifts up to 7 spaces.
---
Str 11 Dex 20 Wis 11
Con 23 Int 1 Cha 4
Alignment unaligned Languages -
 

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the Jester

Legend
DOG

Dogs are both faithful companions, hard workers and dangerous adversaries. While some dogs are too small to present an individual threat to adventurers, even they can be dangerous in numbers, and a dog trained for war can be a terrible threat. Halflings have even trained dogs for riding, and other small races, especially gnomes and goblins with no wolf allies in the vicinity, sometimes emulate them.

Other planes have a variety of magical types of dog or hound, including blink dogs, which teleport from the Feywild to the world and back in an instant.

Guard Dog Level 1 Brute
Small natural beast XP 100
HP 36; Bloodied 18 Initiative +1
AC 13; Fortitude 14; Reflex 12; Will 13 Perception +7
Speed 7 Low-light vision

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 1d10+5 damage.

TRIGGERED ACTIONS

Spring Back * Recharge 5 6
Trigger: The guard dog is subjected to forced movement.
Effect (Immediate Reaction): The guard dog moves up to 3 squares. If it ends this movement adjacent to an enemy, it makes the following attack.
Attack: Melee 1 (one creature); +4 vs. AC.
Hit: 1d10 damage.
---
Str 15 Dex 12 Wis 15
Con 16 Int 3 Cha 12
Alignment unaligned Languages -

Hunting Dog Level 2 Minion Skirmisher
Small natural beast XP 31
HP 1; a missed attack never damages a minion Initiative +6
AC 16; Fortitude 14; Reflex 14; Will 14 Perception +8
Speed 8

TRAITS

Harrier
Enemies adjacent to the hunting ground lose concealment.

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +7 vs. AC.
Hit: 4 damage, or 6 damage if the hunting dog has combat advantage.
---
Str 13 Dex 17 Wis 15
Con 10 Int 3 Cha 11
Alignment unaligned Languages -

Blink Dog Level 2 Skirmisher
Medium fey magical beast XP 125
HP 34; Bloodied 17 Initiative +6
AC 16; Fortitude 13; Reflex 16; Will 13 Perception +7
Speed 8
STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +7 vs. AC.
Hit: 1d8+5 damage.

Blinking Attack * At Will
Effect: The blink dog uses bite. Either before or after the attack, it teleports up to 3 spaces. If it teleports before the attack, it gets a +2 bonus to its attack roll. If it teleports after the attack, it gets a +2 bonus to AC and Reflex until the beginning of its next turn.
---
Skills Athletics +7
Str 13 Dex 17 Wis 13
Con 10 Int 10 Cha 11
Alignment unaligned Languages understands Elven

War-Trained Mastiff Level 7 Skirmisher
Medium natural beast XP 300
HP 80; Bloodied 40 Initiative +7
AC 21; Fortitude 19; Reflex 19; Will 19 Perception +5
Speed 7

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d10+4 damage.

(melee) Savage * At Will
Attack: Melee 1 (one prone creature); +12 vs. AC.
Hit: 3d10+4 damage and the target is dazed (save ends).

MOVE ACTIONS

(melee) Bowl Over * Recharge 6
Effect: The war-trained mastiff moves up to 4 squares.
Attack: Melee 1 (one creature); +10 vs. Fortitude.
Hit: The target falls prone.
---
Str 19 Dex 15 Wis 15
Con 16 Int 3 Cha 12
Alignment unaligned Languages -
Equipment studded leather barding

Blink Hound Level 10 Minion Skirmisher
Medium fey magical beast XP 125
HP 1; a missed attack never damages a minion. Initiative +12
AC 24; Fortitude 22; Reflex 24; Will 22 Perception +13
Speed 8

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 9 damage.

(m) Blinking Attack (teleportation) * At Will
Effect: The blink hound uses bite. Either before or after the attack, it teleports 3 squares.

TRIGGERED ACTIONS

(Type) Blink Away (teleportation) * Encounter
Trigger: The blink hound is hit by a close or area attack.
Effect (Immediate Interrupt): The blink hound teleports 3 squares.
---
Skills Athletics +13
Str 17 Dex 21 Wis 17
Con 13 Int 12 Cha 14
Alignment unaligned Languages understands Elven

Blink Dog Pack Leader Level 11 Elite Soldier (Leader)
Medium fey magical beast XP 1200
HP 218; Bloodied 109 Initiative +11
AC 27; Fortitude 25; Reflex 23; Will 23 Perception +13
Speed 8

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +16 vs. AC.
Hit: 2d10+8 damage and the target is marked until the end of the pack leader's next turn.

(m) Blinking Attack (teleportation) * At Will
Effect: The blink dog pack leader uses bite. Either before or after the attack, it teleports 3 squares.

MOVE ACTIONS

Blink (teleportation) * Recharge 3 4 5 6
Effect: The blink dog pack leader teleports 5 squres.

MINOR ACTIONS

Pack Attack (teleportation) * Recharge 5 6
Effect: Up to three blink dog allies that can see the blink dog pack leader teleport 4 squares as a free action.

TRIGGERED ACTIONS

(m) Blinking Pursuit (teleportation) * At Will
Trigger: A creature marked by the blink dog pack leader makes an attack that does not include the pack leader as a target.
Effect (Immediate Reaction): The blink dog pack leader teleports up to 8 squares to a square adjacent to the triggering creature and makes the following attack.
Attack: +18 vs. AC.
Hit: 2d10+8 damage and the target is knocked prone.
---
Skills Athletics +15, Insight +13
Str 21 Dex 18 Wis 17
Con 13 Int 12 Cha 14
Alignment unaligned Languages understands Elven
 

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the Jester

Legend
BEETLE
Source: Basic D&D (oil beetle); 1e Monster Manual II (slicer beetle); 2e Oriental Adventures Monstrous Compendiusm (jishin mushi); homebrew (bodokod, minotaur beetle).

There are many types of monstrous beetles in the world. Some are limited to small areas of specific islands or continents, while others, with minor variation, have spread far across the world.

Oil Beetle Level 1 Controller
Small natural beast (insect) XP 100
HP 32; Bloodied 16 Initiative +1
AC 15; Fortitude 13; Reflex 13; Will 13 Perception +1
Speed 6, climb 4 Darkvision

STANDARD ACTIONS


(mbasic) Mandibles * At Will
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 1d6+3 damage.

(close) Oil Spray (acid, zone) * Recharges when first bloodied
Attack: Close blast 3 (each creature in blast); +3 vs. Reflex.
Hit: 1d6+3 acid damage and the target falls prone.
Effect: The area of the blast becomes a zone of oily ground until the end of the encounter. Any creature other than an oil beetle must make an Acrobatics check (DC 10) each time it enters or begins to walk, run or shift within the zone of fall prone, ending its movement. If a fire attack targets a creature within the zone, the zone ignites and deals 5 fire damage to each creature within the zone. In this case, the zone ends at the end of the turn in which the fire attack was made.
---
Str 13 Dex 12 Wis 13
Con 16 Int 1 Cha 5
Alignment unaligned Languages -

Bodokod Level 2 Soldier
Large natural beast (insect) XP 125
Bodokod are dull and plodding beetles used by dwarves and other underground races as beasts of burden. Attempts to use a bodokod as a mount inevitably fail, as the beast merely gets confused and walks in circles. However, bodokod make excellent pack animals, being able to travel for days without stopping as long as they are given food and water on the move. Typically, a group using bodokod to carry their supplies in areas that are either well-patrolled or largely uninhabited will range ahead of their bodokod by up to several hours, letting the beetles catch up during rest breaks. Obviously, in areas plagued by bandits, this becomes a less tenable option.
HP 39; Bloodied 19 Initiative +1
AC 18; Fortitude 18; Reflex 10; Will 12 Perception +0
Speed 4 Darkvision

TRAITS

Inexorable Plod
If a bodokod uses both its standard and move actions to walk, it gains immunity to the slowed and immobilized conditions until it attacks or the end of its next turn.

STANDARD ACTIONS

(mbasic) Slow Bite * At Will
Attack: Melee 1 (one creature); +7 vs. AC.
Hit: 2d4+4 damage.
Effect: The bodokod is immobilized until the end of its next turn.
---
Skills Endurance +8
Str 18 Dex 7 Wis 8
Con 15 Int 1 Cha 4
Alignment unaligned Languages -

Slicer Beetle Level 7 Brute
Medium natural beast (insect) XP 300
HP 93; Bloodied 46 Initiative +6
AC 19; Fortitude 21; Reflex 19; Will 17 Perception +4
Speed 5 Low-light vision

STANDARD ACTIONS

(mbasic) Slicing Mandibles * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d8+10 damage (2d8+26 on a critical hit). If it scores a critical hit, the slicer beetle gets a bonus of +2d6 to critical severity. If this attack reduces a creature to 0 or fewer hit points, it also severs a random limb and the creature takes ongoing 10 damage (save ends).

TRIGGERED ACTIONS

Too Stupid to Stop * Encounter
Trigger: The slicer beetle is subject to an effect that a save can end.
Effect (Free Action): The slicer beetle makes a saving throw to end the triggering effect.
---
Str 20 Dex 16 Wis 13
Con 13 Int 1 Cha 4
Alignment unaligned Languages -

Minotaur Beetle Level 10 Skirmisher
Medium natural beast (insect) XP 500
HP 103; Bloodied 51 Initiative +11
AC 24; Fortitude 24; Reflex 22; Will 20 Perception +5
Speed 6 Low-light vision

STANDARD ACTIONS

(mbasic) Gore * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 2d8+5 damage.

Minotaur Charge * At Will
Effect: The minotaur beetle charges. If it hits, it deals an extra 1d8 damage, pushes the target 1 square and the target falls prone.

TRIGGERED ACTIONS


(melee) Belligerent Backup * At Will 1/round
Trigger: A creature makes an opportunity attack against the minotaur beetle that is triggered by the beetle moving.
Attack (Free Action): Melee 1 (the triggering creature); +13 vs. AC.
Hit: 1d8+2 damage.
---
Str 22 Dex 18 Wis 10
Con 15 Int 1 Cha 5
Alignment unaligned Languages -

Jishin Mushi Level 10 Controller
Medium natural beast (insect) XP 500
HP 109; Bloodied 54 Initiative +7
AC 24; Fortitude 22; Reflex 23; Will 21 Perception +7
Speed 5 Low-light vision

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 2d6+6 damage, or 4d6+6 against a prone target.

(close) Trembling Ground * At Will
Attack: Close blast 3 (each creature in blast); +11 vs. Reflex.
Hit: 2d6+6 damage and the target falls prone.

TRIGGERED ACTIONS

(close) Disorienting Vibrations * Recharges when the jishin mushi takes damage
Trigger: An enemy adjacent to the jishin mushi stands up.
Attack (Immediate Reaction): Close blast 2 (each standing creature in the blast, which must include the triggering creature); +11 vs. Reflex.
Hit: The target falls prone and cannot stand up (save ends).
---
Str 15 Dex 15 Wis 14
Con 21 Int 3 Cha 10
Alignment unaligned Languages -
 

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the Jester

Legend
The badger, revised to MM3 standards and heavily rewritten.

Note that I changed their attack to "Claws and Bite" for flavor.

BADGER

Source:
3e Monster Manual.

While most badgers are foul-tempered beasts, an ordinary badger is not generally a threat to humanoids. However, giant and dire badgers sometimes prey on livestock, halflings, gnomes and children.

Giant Badger --- Level 1 Soldier
Small natural beast --- XP 100
HP 31; Bloodied 15 Initiative +5
AC 16; Fortitude 14; Reflex 14; Will 13 Perception +6
Speed 6, burrow 3 Low-light vision

STANDARD ACTIONS

(mbasic) Claws and Bite * At Will

Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 1d6+4 damage, or 1d6+9 while the giant badger is bloodied, and the badger marks the target until the end of the badger's next turn.

TRIGGERED ACTIONS

Berserk Rage * At Will

Trigger: The giant badger starts its turn bloodied.
Effect (No Action): The giant badger gains 5 temporary hit points
---
Str 8 Dex 17 Wis 12
Con 15 Int 2 Cha 10
Alignment unaligned Languages -

Dire Badger --- Level 7 Brute
Medium natural beast --- XP 300
HP 97; Bloodied 48 Initiative +7
AC 18; Fortitude 20; Reflex 20; Will 19 Perception +11
Speed 6, burrow 3 Low-light vision

STANDARD ACTIONS

(mbasic) Claws and Bite * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 3d6+10 damage, or 3d6+15 while the giant badger is bloodied.

TRIGGERED ACTIONS

Berserk Rage * At Will

Trigger: The dire badger starts its turn bloodied.
Effect (No Action): The dire badger gains 8 temporary hit points.
---
Str 18 Dex 18 Wis 16
Con 17 Int 2 Cha 10
Alignment unaligned Languages -
 

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the Jester

Legend
Here's the revised corollax, updated to MM3 standards... and transformed into a minion. After much debate, despite my love for the little buggers, I finally decided that a tiny parrot without some kind of extra toughness just can't justify being a normal tier monster. :(

Sorry, corollax!

Other notes: They just seem better as fey, don't they? So yeah, there's that. Plus all the minion-related changes. Let's just acknowledge that this is another nearly complete rewrite. Man, all these monsters that I did very early in the 4e days aren't half as good as my later stuff. :(

One thing I did keep from my earlier version is its Intelligence score of 3 (vs. its other stats, which I back-converted to their 3e values; its 3e Int was a 2). I really feel that represents its curiosity better.

Without further ado:

COROLLAX

Source:
3e Monster Manual 2.

A corollax is a curious, mischievous bird that dwells in tropical climates. Native to the Feywild, they have migrated to the natural world and are sometimes even found on other planes with suitable climates. Corollaxes look like parrots, but shimmer with a distorting halo of color when under direct sunlight.

Large Colonies: Corollaxes prefer to dwell amongst large numbers of their kind. Such a colony usually spans across several closely-packed trees. The corollaxes chatter ceaselessly during daylight hours, feeding on insects, fruit, berries and seeds.

Curious and Mischievous, but Easily Startled: A corollax is very curious by nature, investigating new creatures in its territory, odd noises and smells, etc. However, corollaxes are also easily startled, and once they are startled, chaos ensues. Once one has unleashed a blast of colors, others nearby are likely to respond, especially those caught in such a blast, and the jungle suddenly becomes a mess of garish, confusing hues.

Parrot-Like Talents: Although most corollaxes don't speak or understand any languages, they have the parrot's natural facility with imitation and the intellect of an imbecile. Thus, a few (usually domesticated) corollaxes actually do speak a language, albeit crudely. Far more can parrot words or phrases without truly understanding them.

Corollax --- Level 1 Minion Controller
Tiny fey magical beast --- XP 25
HP 1; a missed attack never damages a minion Initiative +3
AC 15; Fortitude 11; Reflex 15; Will 14 Perception +2
Speed 2, fly 8

STANDARD ACTIONS

(mbasic) Claws * At Will

Attack: Melee 0 (one creature); +6 vs. AC.
Hit: 4 damage.

(close) Blast of Colors (illusion) * At Will
Attack: Close blast 2 (each nonblind creature in blast); +5 vs. Will.
Hit: The target is dazed (save ends).
First Failed Save: The target is instead dazed and slowed (save ends).
Miss: The target grants combat advantage until the end of its next turn.

TRIGGERED ACTIONS

Distorting Halo (illusion) * Encounter

Trigger: An attack hits the corollax.
Effect (Immediate Interrupt): The corollax shifts 2 squares.
---
Str 1 Dex 17 Wis 14
Con 11 Int 3 Cha 16
Alignment unaligned Languages -
 

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the Jester

Legend
Giant lizards of all sorts, updated to MM3 standards.


LIZARD

Source:
1e Monster Manual (giant lizard); 3e Monster Manual (shocker lizard); Pokemon (yellow shocker lizard).

Monstrous lizards come in many sizes and types. Distinct from drakes because they lack the close kinship the latter share with dragons, lizards tend to be simple-minded creatures that become far more dangerous and less predictable when they get hungry.

Limited Domesticability: Some types of giant lizards are used as mounts, beasts of burden or work animals by a variety of intelligent beings, but once a giant lizard's feeding cycle is interrupted, it becomes irritable and unreliable, and if it gets hungry enough, a giant lizard becomes dangerous to humanoids around it.

Crossbreeds Appear: Giant lizards seem to have an easy time breeding with other reptiles, so there are many examples of freak crossbreeds between giant lizard types or even between giant lizards and other reptilian monsters, such as drakes, basilisks and behemoths.

Giant Lizard --- Level 1 Soldier
Medium natural beast (reptile) --- XP 100
HP 31; Bloodied 15 Initiative +2
AC 17; Fortitude 14; Reflex 12; Will 13 Perception +0
Speed 6, climb 4

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 1d10+3 damage (1d10+13 on a critical hit) and make a secondary attack.
Secondary Attack: +4 vs. Reflex.
Hit: The target is grabbed (escape ends, DC 14).

(melee) Clamp Down * At Will
Attack: Melee 1 (one creature grabbed by the giant lizard); +4 vs. Fortitude.
Hit: 2d6+5 damage.
---
Str 17 Dex 10 Wis 11
Con 15 Int 2 Cha 5
Alignment unaligned Languages -

Young Giant Lizard --- Level 1 Minion Soldier
Small natural beast (reptile) --- XP 25
HP 1; a missed attack never damages a minion Initiative +x
AC 17; Fortitude 14; Reflex 12; Will 13 Perception +0
Speed 6, climb 4

STANDARD ACTIONS

(mbasic) Bite * At Wil
l
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 4 damage (6 on a critical hit) and make a secondary attack.
Secondary Attack: +4 vs. Reflex.
Hit: The young giant lizard enters the target's space and attaches itself to the target. While the lizard is attached, the target is slowed and takes 3 damage at the start of its turn. The young giant lizard remains attached until the target makes an Acrobatics or Athletics check, DC 10, at which point the target slides the young giant lizard up to 2 squares.
---
Str 12 Dex 14 Wis 11
Con 13 Int 2 Cha 5
Alignment unaligned Languages -

Shocker Lizard --- Level 3 Artillery
Small fey magical beast (reptile) --- XP 150
HP 37; Bloodied 18 Initiative +3
AC 15; Fortitude 14; Reflex 16; Will 15 Perception +2
Speed 7, climb 4, swim 4
Resist 10 lightning

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 2d4+2 damage.
(ranged) Lightning Stroke (lightning) * At Will
Attack: Ranged 10 (one creature); +8 vs. Reflex.
Hit: 2d6+4 lightning damage and the target is dazed until the end of its next turn.

TRIGGERED ACTIONS

(close) Static Dance (lightning) * Encounter

Trigger: The shocker lizard is hit by a melee attack.
Attack (Free Action): Close burst 1 (the attacking creature); +6 vs. Reflex.
Hit: 2d6+4 lightning damage and the shocker lizard slides the target 1 square.
---
Str 10 Dex 15 Wis 12
Con 13 Int 2 Cha 6
Alignment unaligned Languages -

Shocker Lizard Swarm --- Level 9 Controller
Medium fey magical beast (reptile, swarm) --- XP 400
HP 96; Bloodied 48 Initiative +6
AC 23; Fortitude 19; Reflex 23; Will 21 Perception +5
Speed 7, climb 4, swim 4
Resist 10 lightning; half damage from melee and ranged attacks; Vulnerable 10 close and area attacks

TRAITS

Cloak of Electricity (lightning) * Aura 3

Any creature that enters or ends its turn in the aura takes 10 lightning damage.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is small enough for a single Tiny creature.

STANDARD ACTIONS

(mbasic) Swarm of Electric Bites (lightning) * At Will

Attack: Melee 1 (one, two or three creatures); +12 vs. Reflex.
Hit: 2d6 lightning damage.

(ranged) Cooperative Bolts (lightning) * Encounter
Attack: Ranged 10 (one, two or three creatures); +11 vs. Reflex.
Hit: 2d6+3 lightning damage, and the target is stunned (save ends).
---
Str 14 Dex 15 Wis 12
Con 16 Int 2 Cha 6
Alignment unaligned Languages -

Yellow Shocker Lizard --- Level 12 Artillery
Medium fey magical beast (reptile) --- XP 700
HP 97; Bloodied 48 Initiative +12
AC 24; Fortitude 23; Reflex 26; Will 23 Perception +9
Speed 7, climb 4, swim 4
Resist 10 lightning

STANDARD ACTIONS

(mbasic) Bite (lightning) * At Will

Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 2d4 damage plus 2d10 lightning damage.

(ranged) Lightning Stroke (lightning) * At Will
Attack: Ranged 10 (one creature); +17 vs. Reflex.
Hit: 3d10+4 lightning damage and the target is dazed until the end of its next turn.

(area) Shock Pulse (lightning) * Encounter
Attack: Close burst 3 (each creature in the burst); +15 vs. Reflex.
Hit: 2d8+5 lightning damage, the target is dazed (save ends) and the yellow shocker lizard slides the target up to 2 squares.
---
Str 15 Dex 23 Wis 16
Con 19 Int 5 Cha 13
Alignment unaligned Languages -
 

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the Jester

Legend
These are the dust devil and the stone spike (including elder stone spike) revisions. The attached pdf covers all the elementals I've converted to 4e.


Dust Devil --- Level 1 Controller

Medium elemental animate (air, earth) --- XP 100
A dust devil appears as a small whirlwind of dust and debris. Easily bound by conjuration rituals, dust devils are notorious for sweeping enemies up into their own form.
HP 30; Bloodied 15 Initiative +3
AC 15; Fortitude 13; Reflex 15; Will 11 Perception -1
Speed 6, fly 6 Low-light vision

TRAITS
Dust Cloud * Aura 2

Creatures within the aura gain concealment from all creatures except the dust devil.

STANDARD ACTIONS

(mbasic) Cyclone Blow * At Will

Attack: Melee 1 (one creature); +4 vs. Reflex.
Hit: 1d8+4 damage and the dust devil pushes the target 1 square.

(melee) Whirlwind Grab * Encounter

Attack: Melee 1 (one creature); +4 vs. Reflex.
Hit: 2d6+3 damage and the dust devil pulls the target into its space and grabs it (escape DC 19). While the target is grabbed, it is dazed, and if the dust devil enters a square, it slides the target into that square. In addition, while the target is grabbed, the dust devil may make the following secondary attack against it as a standard action.
Secondary Attack: Melee 0 (the primary target); +4 vs. Reflex.
Hit: 1d8+4 damage.
---
Str 11 Dex 17 Wis 9
Con 14 Int 3 Cha 9
Alignment unaligned Languages Primordial

Stone Spike --- Level 1 Brute
Medium elemental animate (earth) --- XP 100
A spike stone appears to be a mass of stone with long cone-shaped spikes protruding from it. Stone spikes are generally inoffensive, but are not difficult to bind as guardian creatures. Duergar and dwarves both are known to employ stone spikes to guard areas against intrusion.
HP 39; Bloodied 19 Initiative -1
AC 14; Fortitude 15; Reflex 10; Will 13 Perception +0
Speed 5, burrow 4 (earth walk)

STANDARD ACTIONS

(mbasic) Spike * At Will

Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 2d6+3 damage and the stone spike pushes the target 1 square.

(melee) Smash * Encounter
Attack: Melee 1 (one creature); +4 vs. AC.
Hit: 2d10+3 damage and the target is stunned until the end of its next turn.
Miss: Half damage.
---
Str 18 Dex 8 Wis 11
Con 18 Int 4 Cha 11
Alignment unaligned Languages Primordial


Elder Stone Spike --- Level 11 Elite Brute
Large elemental animate (earth) --- XP 1,200
HP 288; Bloodied 144 Initiative +4
AC 23; Fortitude 26; Reflex 20; Will 22 Perception +5
Speed 5, burrow 4 (earth walk)
Saving Throws +2; Action Points 1

STANDARD ACTIONS

(mbasic) Spike * At Will

Attack: Melee 2 (one creature); +16 vs. AC.
Hit: 4d8+4 damage and the stone spike pushes the target up to 3 squares.

Spike Hedge * At Will
Effect: The spike stone uses spike two times. If both of these attacks hit the same target, the target also takes ongoing 10 damage (save ends).

(melee) Great Spike * Reacharges 5 6 while bloodied
Attack: Melee 3 (one creature); +16 vs. AC.
Hit: 4d10+11 damage, the spike stone pushes the target up to 5 squares and the target falls prone.

(melee) Smash * Encounter
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 4d10+11 damage and the target is stunned until the end of its next turn.
Miss: Half damage.
---
Str 23 Dex 8 Wis 11
Con 24 Int 8 Cha 18
Alignment unaligned Languages Primordial
 

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