1st-Level Monster Conversions

Doug McCrae

Legend
Here are my bullywugs -

Bullywug Swampleaper Level 1 Skirmisher
Medium natural humanoid XP 100
Initiative +4 Senses Perception +0;
HP 30; Bloodied 15
AC 15; Fortitude 14, Reflex 15, Will 12;
Speed 6 (swamp walk), swim 6

:bmelee: Spear (standard; at-will) ✦ Weapon
+6 vs. AC; 1d8+3 damage
Hop (move; encounter)
The bullywug shifts 6 squares.
Hopping Charge
The bullywug deals an extra 1d6 damage when charging.

Alignment Evil Languages Common
Skills Athletics +6 (+11 jumping), Stealth +8
Str 13 (+1) Dex 16 (+3) Wis 10 (+0)
Con 14 (+2) Int 8 (-1) Cha 6 (-2)
Equipment: hide armor, spear


Bullywug Spearcarrier Level 1 Minion
Medium natural humanoid XP 25
Initiative +2 Senses Perception +0;
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 14, Reflex 15, Will 12;
Speed 6 (swamp walk), swim 6

:bmelee: Spear (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage (6 damage when charging)

Alignment Evil Languages Common
Str 13 (+1) Dex 16 (+3) Wis 10 (+0)
Con 14 (+2) Int 8 (-1) Cha 6 (-2)
Equipment: hide armor, spear
 

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catsclaw227

First Post
Doug McCrae said:
Here are my bullywugs -

<snip>
More! How about a Bullywug MarshMystic for a shaman (3rd level controller ) and a Bullywug TribeChief (4rd level Elite Leader).


And even a 3rd level soldier or brute and a 1st level artillerist.
 

the Jester

Legend
EDIT: Revised to MM3 standards later in the thread. Also added a bunch more lizards to the mix.


In the spirit of 1e, when giant lizards did more damage on a natural 20 even without critical hit rules... :)

GIANT LIZARD--- Level 1 Soldier
Medium natural beast (reptile)--- XP 100
---
Initiative +2; Senses Perception +0
HP 31; Bloodied 15
AC 17; Fortitude 16; Reflex 12; Will 12
Speed 6, climb 4
---
[Melee Basic] Bite (standard; at will): +9 vs. AC; 1d10+3 damage; 1d10+13 on a critical hit.
---
Alignment unaligned; Languages -
Skills
Str 19; Dex 10; Wis 11
Con 15; Int 2; Cha 5
 
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Rechan

Adventurer
catsclaw227 said:
More! How about a Bullywug MarshMystic for a shaman (3rd level controller ) and a Bullywug TribeChief (4rd level Elite Leader).

And even a 3rd level soldier or brute and a 1st level artillerist.
Maybe it's not in the spirit of the bullywug, but I want a brute that has poisonous skin it touches you with, and an artilleryist with suction cup hands and a blowgun.
 



Doug McCrae

Legend
Here's my version of the darkmantle -

Darkmantle Level 1 Lurker
Small natural beast XP 100
Initiative +4 Senses Perception +0; darkvision
HP 22; Bloodied 11
AC 15; Fortitude 13, Reflex 15, Will 12;
Speed 2, climb 2, fly 6 (cannot gain altitude)

:bmelee: Bite (standard; at-will)
+6 v AC; 1d6+1 damage.
Envelop (standard; only when attacking from above)
+4 v Ref; the target is grabbed and takes ongoing 10 damage until it escapes.
Inescapable Embrace
The darkmantle has a +6 bonus to all defenses versus the Escape action.
Don't Worry, I'll Get It Off You
Whenever an attack misses the darkmantle by 4 or more while it is maintaining a grab that attack automatically strikes the target of the grab.
Camouflage
In a natural stone environment a Perception check DC 25 is required to spot the darkmantle before it attacks.

Alignment Unaligned Languages -
Skills Stealth +8
Str 13 (+1) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 2 (-4) Cha 4 (-3)
 


the Jester

Legend
Xvarts

EDIT: Since there is an official 4e conversion, I shan't be updating these guys to MM3 standards. Unless someone really wants me to.

XVART SCOUT--- Level 1 Skirmisher
Small natural humanoid--- XP 100
---
Initiative +6; Senses Perception +6; low-light vision
HP 26; Bloodied 13
AC 16; Fortitude 13; Reflex 15; Will 13
Speed 5 (see also Coward’s Heart)
---
[Melee basic] Dagger (standard; at will) Weapon: +7 vs. AC; 1d4+4 damage plus ongoing 5 poison (save ends).

[Ranged basic] Dagger
(standard; at will) Weapon: Range 5/10; +7 vs. AC; 1d4+4 damage plus ongoing 5 poison (save ends).

Cowardly Strike (standard; at will) Weapon: The xvart scout makes a basic attack and then shifts two squares to a square that is not adjacent to an enemy.

Coward’s Heart
(immediate reaction; when first bloodied): The xvart’s speed increases by 2 until the end of the encounter. It gains a +1 on all defenses against opportunity attacks until the end of the encounter. It may take a move action when Coward’s Heart triggers.
---
Alignment any; Languages Xvart
Skills Nature +5, Perception +6, Stealth +9
Str 9; Dex 18; Wis 12
Con 10; Int 11; Cha 12
---
Equipment leather armor, daggers (3), poison (3 doses)


XVART SLAVER--- Level 1 Soldier

Small natural humanoid--- XP 100
---
Initiative +5; Senses Perception +1; low-light vision
HP 28; Bloodied 14
AC 18; Fortitude 15; Reflex 16; Will 14
Speed 5 (see also Coward’s Heart)
---
[Melee basic] Longsword (standard; at will) Weapon: +8 vs. AC; 1d8+2 damage.

[Ranged basic] Bola (standard; at will) Weapon: Requires bola; range 5/10; +6 vs. Reflex; 1d4+3 damage and target is immobilized (save ends). On a crit, the target is instead restrained (save ends; aftereffect: target is immobilized, save ends).

[Melee] Stunning Strike
(standard; encounter) Weapon: +8 vs. AC; 1d8+2 damage and the target is stunned (save ends).

Cowardly Strike (standard; at will) Weapon: The xvart scout makes a basic attack and then shifts two squares to a square that is not adjacent to an enemy.

Coward’s Heart
(immediate reaction; when first bloodied): The xvart’s speed increases by 2 until the end of the encounter. It gains a +1 on all defenses against opportunity attacks until the end of the encounter. It may take a move action when Coward’s Heart triggers.
---
Alignment any; Languages Xvart
Skills Intimidate +7
Str 15; Dex 16; Wis 12
Con 12; Int 11; Cha 15
---
Equipment chain mail, bolas (2), longsword, shackles


XVART FOULCASTER--- Level 2 Artillery
Small natural humanoid--- XP 125
---
Initiative +5; Senses Perception +6; low-light vision
HP 30; Bloodied 15
AC 14; Fortitude 14; Reflex 14; Will 14
Speed 5 (see also Coward’s Heart)
---
[Melee basic] Filthy Claw (standard; at will): +8 vs. AC; 1d6 damage and target is weakened (save ends).

[Ranged basic] Glob of Filth (standard; at will): +6 vs. Reflex; 1d10+3 damage and target is weakened (save ends).

[Area] Burst of Filth (standard; recharge 6): Burst 3 within 10; +6 vs. Reflex; Hit: 2d10+3 damage and target is weakened. Miss: Half damage and target is not weakened.

Coward’s Heart (immediate reaction; when first bloodied): The xvart’s speed increases by 2 until the end of the encounter. It gains a +1 on all defenses against opportunity attacks until the end of the encounter. It may take a move action when Coward’s Heart triggers.
---
Alignment any; Languages Xvart
Skills Nature +5, Perception +6, Stealth +9
Str 8; Dex 16; Wis 10
Con 12; Int 15; Cha 17


XVART RATKEEPER--- Level 4 Controller
Rats crawl all over this little blue humanoid’s body. There are more of them all around on the ground and nearby objects. They seem strangely attuned to the blue figure.
Small natural humanoid--- XP 175
---
Initiative +5; Senses Perception +3; low-light vision
HP 55; Bloodied 27
AC 18; Fortitude 16; Reflex 17; Will 18
Speed 5 (see also Coward’s Heart)
---
[Melee basic] Spear
(standard; at will) Weapon: +9 vs. AC; 1d6 damage.

[Ranged basic] Javelin (standard; at will) Weapon: Range 10/20, +9 vs. AC; 1d6 damage.

Ratkeeper’s Friends (standard; at will): The xvart ratkeeper directs a group of the rats upon him to attack a target within 5 squares to which the ratkeeper has line of sight. +8 vs. Reflex; 1d10+4 damage plus ongoing 5 damage (save ends).

Carpet of Rats (minor; recharge 4 5 6): Close burst 4. The xvart ratkeeper’s rats spill out across the ground, hindering movement. Until the end of the ratkeeper’s next turn, the area is considered difficult terrain.

Squeaking Horde (standard; encounter): Blast 5. +6 vs. Fortitude. Hit: 3d8+4 damage and ongoing 5 damage (save ends). Miss: Half damage and no ongoing damage.

Cowardly Strike (standard; at will) Weapon: The xvart scout makes a basic attack and then shifts two squares to a square that is not adjacent to an enemy.

Coward’s Heart (immediate reaction; when first bloodied): The xvart’s speed increases by 2 until the end of the encounter. It gains a +1 on all defenses against opportunity attacks until the end of the encounter. It may take a move action when Coward’s Heart triggers.
---
Alignment any; Languages Xvart
Skills Arcana +10, Intimidate +12
Str 9; Dex 16; Wis 13
Con 15; Int 17; Cha 20
---
Equipment hide armor, spear, javelins (3)


XVART HERO--- Level 3 Brute

Small natural humanoid XP 150
---
Initiative +4; Senses Perception +1; low-light vision
HP 55; Bloodied 27
AC 15; Fortitude 16; Reflex 16; Will 16
Speed 5 (see also Heroic Cowardice)
---
[Melee basic] Battle Axe (standard; at will) Weapon: +6 vs. AC; 1d10+4 damage; 1d10+14 on a crit.

[Ranged basic] Javelin (standard; at will) Weapon: Range 10/20, +7 vs. AC; 1d6+3 damage.

Heroic Strike (standard; at will) Weapon: +6 vs. AC; 1d10+4 damage (1d10+14 on a crit) and the target is pushed 2 squares.

Combat Advantage:
The xvart hero deals an extra 2d6 points of damage when it has combat advantage.

Take One for the Team (immediate interrupt; when a melee attack is made against the xvart hero; encounter): The xvart hero switches places with an adjacent lower-level ally. The attack that triggered this ability now targets that ally instead.

Heroic Cowardice (immediate reaction; when first bloodied): The xvart hero makes a basic attack and then shifts five squares.
---
Alignment any; Languages Xvart
Skills Athletics +9, Intimidate +9
Str 16; Dex 16; Wis 10
Con 15; Int 9; Cha 16
---
Equipment scale armor, heavy shield, battle axe



Sample Encounter Groups:


Level 1 Encounter (500 XP):
1 xvart foulcaster (level 2 artillery) (125 xp)
3 xvart scouts (level 1 skirmishers) (100 xp)
3 giant rats (level 1 minions) (25 xp)

Level 2 Encounter (650 XP):
2 xvart slavers (level 1 soldiers) (100 xp)
1 xvart hero (level 3 brute) (150 xp)
1 rat swarm (level 2 skirmisher) (125 xp)
1 xvart ratkeeper (level 4 controller) (175 xp)

Level 4 Encounter (875 XP):
3 wererats (level 3 skirmishers) (150 xp)
2 xvart foulcasters (level 2 artillery) (125 xp)
1 xvart ratkeeper (level 4 controller) (175 xp)
 
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