1st-Level Monster Conversions

the Jester

Legend
EDIT: The revised-to-MM3-standards version of the black centipede, along with several other stat blocks, is later in this thread.

BLACK CENTIPEDE--- Level 1 Skirmisher
Small natural beast--- XP 100
---
Initiative +6; Senses Perception +x, special senses
HP 32; Bloodied 16
AC 15; Fortitude 14; Reflex 15; Will 11
Speed 7
---
[Melee basic] Bite (standard; at will) Poison: +6 vs. AC; 1d10+3 damage plus followup attack: +4 vs. Fortitude; ongoing 5 poison damage.

Skittering Shift (move; at will): The black centipede shifts 4 squares.
---
Alignment unaligned; Languages -
Skills Stealth +9
Str 11; Dex 18; Wis 11
Con 16; Int 1; Cha 4
---
Equipment armor, shield, weapon, other gear
 
Last edited:

log in or register to remove this ad

the Jester

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

KRENSHAR HOUND--- Level 1 Brute
Medium natural beast--- XP 100
---
Initiative +2; Senses Perception +x, special senses
HP 35; Bloodied 17
AC 15; Fortitude 11; Reflex 14; Will 14
Speed 7
---
[Melee basic attack] Bite (standard; at will): +4 vs. AC; 2d6+3.

Frightful Visage (minor; encounter) Fear: The krenshar pulls back its face, revealing its skull beneath to terrify its enemies. Close burst 2. +2 vs. Will. Hit: Push target four squares and target is dazed (save ends).
---
Alignment unaligned; Languages -
Skills
Str 17; Dex 14; Wis 14
Con 15; Int 5; Cha 10


KRENSHAR RAVAGER--- Level 4 Soldier
Medium natural beast--- XP 175
---
Initiative +3; Senses Perception +x, special senses
HP 57; Bloodied 28
AC 20; Fortitude 17; Reflex 16; Will 16
Speed 8
---
[Melee basic attack] Bite (standard; at will): +8 vs. AC; 1d10+4.

(Melee) Ravaging Attack (standard; at will): +8 vs. AC. Hit: 1d10+4 and make a followup attack (+4 vs. AC; 1d10+4 and target is knocked prone).

Frightful Visage (minor; encounter) Fear: The krenshar pulls back its face, revealing its skull beneath to terrify its enemies. Close burst 2. +9 vs. Will. Hit: Push target four squares and target is dazed (save ends).
---
Alignment unaligned; Languages -
Skills
Str 20; Dex 16; Wis 16
Con 17; Int 5; Cha 10
 
Last edited:

the Jester

Legend
MUDMAN--- Level 1 Controller
Medium elemental humanoid--- XP 100
---
Initiative -1; Senses Perception +0, darkvision
HP 21; Bloodied 10
AC 15; Fortitude 14; Reflex 11; Will 12
Resist weapons 5
Speed 4
---
[Ranged basic] Mud Ball (standard; at will): Range 5/10; +6 vs. Reflex; 1d6+3 and target is slowed (save ends). First failed save: Target is immobilized (save ends). Second failed save: Target is restrained (until escape; requires Athletics check, DC 20).

[Melee basic] Mud Bludgeon (standard; at will): +6 vs. AC; 1d6+3 and target is slowed (save ends).

Clay Storm (standard; encounter): Burst 2 within 5; +4 vs. Reflex; Hit: 2d10+3 and target is immobilized (save ends; first failed save: target is restrained until escape, requires Athletics check, DC 20). Miss: Half damage and target is slowed (save ends).
---
Alignment unaligned; Languages -
Str 17; Dex 8; Wis 10
Con 15; Int 2; Cha 1

Note: I used these guys on a 1st level party last night (13 Nov 09), and after that experience, I've concluded that "resist weapons 5" is worth about a reduction in hit points; so I valued it at 10 hps and reduced these guys accordingly.
 
Last edited:

Grazzt

Demon Lord
the Jester said:
MUDMAN--- Level 1 Controller
Medium elemental humanoid--- XP 100
---
Initiative -1; Senses Perception +x, special senses
HP 31; Bloodied 15
AC 15; Fortitude 14; Reflex 11; Will 12
Resist weapons 5
Speed 4
---
[Ranged basic] Mud Ball (standard; at will): Range 5/10; +6 vs. Reflex; 1d6+3 and target is slowed (save ends). First failed save: Target is immobilized (save ends). Second failed save: Target is restrained (until escape; requires Athletics check, DC 20).

[Melee basic] Mud Bludgeon (standard; at will): +6 vs. AC; 1d6+3 and target is slowed (save ends).

Clay Storm (standard; encounter): Burst 2 within 5; +4 vs. Reflex; Hit: 2d10+3 and target is immobilized (save ends; first failed save: target is restrained until escape, requires Athletics check, DC 20). Miss: Half damage and target is slowed (save ends).
---
Alignment unaligned; Languages -
Str 17; Dex 8; Wis 10
Con 15; Int 2; Cha 1

Nice. I did one almost like this one (sans the 'clay storm' power), but made it Level 2. Also did a higher level Mud Man Mauler that grabs a foe and sticks it into its muddy form.
 

the Jester

Legend
Grazzt said:
Nice. I did one almost like this one (sans the 'clay storm' power), but made it Level 2. Also did a higher level Mud Man Mauler that grabs a foe and sticks it into its muddy form.

Great minds and all that. :)

I'm hoping that you guys are eventually gonna do a Tome of Horrors 4e?
 


the Jester

Legend
Grazzt said:
Yessir. Already in the works actually.

Sweeeeet. :cool:

The original ToH was one of my firstest bestest 3rd party publisher purchases. Man do I love that book. With all the stuff left out of the MM1, there is plenty fertile ground for you to harvest.

BUT WotC has taken back the berbalang!
 

the Jester

Legend
EDIT: Spiders are updated here.

GREY SPIDER--- Level 1 Lurker
Small natural beast (spider)--- XP 100
---
Initiative +8; Senses Perception +2; tremorsense 5
HP 36; Bloodied 18
AC 16; Fortitude 13; Reflex 15; Will 13
Speed 6, climb 6 (spider climb)
---
[Melee basic] Bite (standard; at will) Poison: +6 vs. AC; 1d10+3 damage plus ongoing 5 poison (save ends).

[Melee] Surprise Attack
(standard; when grey spider has combat advantage) Poison: +10 vs. AC; 1d10+3 damage plus ongoing 5 poison (save ends).

Scuttle (move; recharge 5 6): The grey spider shifts four squares.
---
Alignment unaligned; Languages -
Skills Stealth +9
Str 10; Dex 19; Wis 14
Con 14; Int 3; Cha 7
 
Last edited:

the Jester

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

AL-MI’RAJ--- Level 1 Minion
Tiny fey beast--- XP 25
---
Initiative +5; Senses Perception +6, low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13; Reflex 15; Will 13
Immune poison
Speed 7
---
[Melee basic] Horn (standard; at will): +5 vs. AC; 3 damage and target is pushed one square.

Fey Step (move; encounter) Teleportation: The al-mi’raj teleports up to 8 squares.
---
Alignment unaligned; Languages -
Skills Nature +0, Perception +6
Str 6; Dex 17; Wis 12
Con 13; Int 1; Cha 9
 
Last edited:

the Jester

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

KAORTI RIBBONSLICER--- Level 1 Soldier
Medium aberrant humanoid--- XP 100
---
Initiative +5; Senses Perception +0
HP 27; Bloodied 13
AC 15; Fortitude 12; Reflex 15; Will 13
Resist poison 10
Weakness reality burn
Speed 6
---
[Melee basic] Ribbon Lash (standard; at will) Weapon: Requires ribbon dagger; reach 2; +6 vs. AC; 1d4+3 damage and target is dazed (save ends).

[Area] Unreality Blast
(standard; encounter) Psychic: Blast 4; +4 vs. Will; Hit: 2d10+3 psychic damage and target is stunned (save ends). Miss: Target is dazed (save ends).

Reality Burn: A kaorti in the material world that is not protected by a resin suit suffers 1d10 points of necrotic damage per hour and cannot regain hit points or gain temporary hit points.
---
Alignment unaligned; Languages Kaorti
Skills Arcana +5, Intimidate +6
Str 7; Dex 17; Wis 11
Con 11; Int 14; Cha 13
---
Equipment resin suit, ribbon dagger


KAORTI WEIRDCASTER--- Level 4 Artillery
Medium aberrant humanoid--- XP 175
---
Initiative +5; Senses Perception +2; darkvision
HP 53; Bloodied 26
AC 18; Fortitude 14; Reflex 17; Will 16
Resist poison 10
Weakness reality burn
Speed 6
---
[Melee basic] Unnatural Touch (standard; at will) Necrotic: +9 vs. Reflex; 1d6+4 necrotic damage and the target is dazed until the end of the kaorti weirdcaster’s next turn.

[Ranged basic] Unreality Bolt (standard; at will) Necrotic: Range 20; +9 vs. Reflex; 2d8+4 necrotic damage.

Reality Twist (immediate interrupt; when the kaorti weirdcaster is hit by an attack; encounter): Reroll the attack that triggered Reality Twist. After the attack resolves, the kaorti weirdcaster shifts 2 squares.

Reality Burn: A kaorti in the material world that is not protected by a resin suit suffers 1d10 points of necrotic damage per hour and cannot regain hit points or gain temporary hit points.
---
Alignment unaligned; Languages Kaorti
Skills Arcana +11
Str 7; Dex 17; Wis 11
Con 13; Int 19; Cha 15
---
Equipment resin suit


KAORTI REAVER--- Level 6 Brute

Large aberrant humanoid--- XP 250
---
Initiative +5; Senses Perception +x, special senses
HP 90; Bloodied 45
AC 18; Fortitude 18; Reflex 18; Will 18
Speed 6
---
[Melee basic] Ribbon Strike (standard; at will) Weapon: Requires ribbon whip; reach 2; +9 vs. AC; 2d8+4 damage and the target is pushed 2 squares.

[Area] Cloud of Dissipation
(standard action; encounter) Psychic Zone: Burst 3 within 8; creates a zone of strange colors and swirling gas that persists until the end of the encounter; the cloud attacks each creature moving into it or that starts its turn in it: +5 vs. Will; 3d8+4 psychic damage and the target is dazed (save ends). Kaorti are immune and do not suffer reality burn while within the zone.

Reality Twist
(immediate interrupt; when the kaorti reaver is hit by an attack; encounter): Reroll the attack that triggered Reality Twist. After the attack resolves, the kaorti reaver shifts 2 squares.

Reality Burn: A kaorti in the material world that is not protected by a resin suit suffers 1d10 points of necrotic damage per hour and cannot regain hit points or gain temporary hit points.
---
Alignment unaligned; Languages Kaorti
Skills
Str 19; Dex 14; Wis 11
Con 20; Int 14; Cha 14
---
Equipment resin suit, ribbon whip
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top