D&D 4th Edition 1st-Level Monster Conversions - Page 5




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  1. #41
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    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 DISSECTOR--- Level 10 Lurker
    Large aberrant humanoid--- XP 400
    ---
    Initiative +12; Senses Perception +9
    HP 84; Bloodied 42
    AC 24; Fortitude 22; Reflex 25; Will 22
    Speed 6
    ---
    [Melee basic] Ribbon Lash (standard; at will) Weapon: Requires ribbon dagger; reach 2; +15 vs. AC; 2d6+5 damage, plus target is dazed (save ends).

    [Melee] Dissecting Slice
    (standard; at will; only when the kaorti dissector has combat advantage) Weapon: Requires ribbon dagger; reach 2; +15 vs. AC; 2d6+5 damage, plus ongoing 10 damage (save ends).

    Slip Between the Spaces (move; recharges when the kaorti dissector hits with a dissecting slice) Teleportation: The kaorti dissector teleports up to 10 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, Heal
    Str 14; Dex 16; Wis 18
    Con 18; Int 24; Cha 18
    ---
    Equipment resin suit, ribbon dagger


    KAORTI THRALLS--- Level 6 Minions
    Large aberrant humanoid--- XP 63
    ---
    Initiative +6; Senses Perception +x, special senses
    HP 1; a missed attack never damages a minion
    AC 21; Fortitude 17; Reflex 18; Will 17
    Speed 6
    ---
    [Melee basic] Ribbon Lash (standard; at will) Weapon: Requires ribbon dagger; reach 2; +13 vs. AC; 6 damage, plus target is dazed (save ends).

    [Ranged] Ray of Unreality (standard; at will): Range 6; +11 vs. Reflex; 1d10+4 damage.

    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 +10, Intimidate +10
    Str 7; Dex 17; Wis 11
    Con 14; Int 14; Cha 15
    ---
    Equipment resin suit, ribbon dagger
    Last edited by the Jester; Thursday, 29th November, 2012 at 06:24 AM.
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  • #42
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    About those elementals...

    Since 4e doesn't really have the classical "small air elemental, etc.", can anyone think of any specific 1st-level appropriate elemental creatures?

    I'm coming up with the stone spike and the dust devil, but I'm drawing a blank for fire and water. And really, the stone spike and dust devil might both be better at 2nd level anyhow.

    Anyway, I'm hoping everyone's liking this project so far- it's been really fun for me, and it's eye opening how fast monster conversion/creation is. DAMN!!! If I have a favorite thing about 4e so far, that is it. I may get crazy enough to do this all the way up to level 30... but I doubt it.
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  • #43
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    Ý Ignore Grazzt
    Quote Originally Posted by the Jester
    About those elementals...

    Since 4e doesn't really have the classical "small air elemental, etc.", can anyone think of any specific 1st-level appropriate elemental creatures?

    I'm coming up with the stone spike and the dust devil, but I'm drawing a blank for fire and water. And really, the stone spike and dust devil might both be better at 2nd level anyhow.

    Anyway, I'm hoping everyone's liking this project so far- it's been really fun for me, and it's eye opening how fast monster conversion/creation is. DAMN!!! If I have a favorite thing about 4e so far, that is it. I may get crazy enough to do this all the way up to level 30... but I doubt it.
    Lower level fire bat? I think it was only 2 HD in 1e MM2.

    The Grues from 1e MM2? Though I think those guys were higher level than 1 or 2 (more like 4 or so I think). So perhaps scratch that

    Yeah- monster creation/conversion, even on a redesign, is blazingly fast compared to 3.x. Tried NPC creation yet? Just the same as 4e monster creation.
    Last edited by Grazzt; Sunday, 8th June, 2008 at 02:38 AM.
    Scott Greene
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  • #44
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    NOTE: This is revised to MM3 standards and heavily rewritten later in this thread.

    BADGER--- Level 1 Soldier
    Small natural beast--- XP 100
    ---
    Initiative +5; Senses Perception +6, low-light vision
    HP 31; Bloodied 15 (and see Berserk Rage)
    AC 16; Fortitude 14; Reflex 15; Will 13
    Speed 6, burrow 3
    ---
    [Melee basic] Claws (standard; at will): +6 vs. AC; 1d6+3 damage.

    [Melee] Berserk Rage (minor; only when bloodied; at will): The badger gains 5 hit points. Until the end of its next turn, it deals an extra 5 points of damage when it hits with its claws.
    ---
    Alignment unaligned; Languages -
    Skills Perception +6
    Str 8; Dex 17; Wis 12
    Con 15; Int 2; Cha 6



    DIRE BADGER--- Level 7 Brute

    Medium natural beast--- XP 300
    ---
    Initiative +7--- Senses Perception +11, low-light vision
    HP 97; Bloodied 48
    AC 19; Fortitude 20; Reflex 19; Will 18
    Speed 6, burrow 3
    ---
    [Melee basic] Claws (standard; at will): +6 vs. AC; 2d8+5 damage.

    [Melee] Berserk Rage
    (minor; only when bloodied; at will): The dire badger gains 10 hit points. Until the end of its next turn, it deals an extra 5 points of damage when it hits with its claws.

    Second Wind (standard; encounter): The dire badger spends a healing surge and heals 24 hit points.
    ---
    Alignment unaligned; Languages -
    Skills Perception +11
    Str 19; Dex 18; Wis 16
    Con 17; Int 2; Cha 10
    Last edited by the Jester; Thursday, 29th November, 2012 at 01:03 AM.
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  • #45
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    Ý Ignore carborundum
    /marks thread for updates

    This is fantastic stuff, Jester! Thanks very much!

  • #46
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    Ý Ignore Rechan
    Jester, all I can say is compile all these and drop them in the 4e houserule/homebrew forum. Easiest way for ust o follow this good stuff!

  • #47
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    Ý Ignore Ashrem Bayle
    Very cool.

    Still rooting for that Ankheg though.
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  • #48
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    Quote Originally Posted by Rechan
    Jester, all I can say is compile all these and drop them in the 4e houserule/homebrew forum. Easiest way for ust o follow this good stuff!
    Maybe we can get this slid over...

    I'll prolly start a thread for each monster level in general, since it relates directly to older editions, and then see if a mod can slide it over for me after it has gathered however many monster ideas I can glean from the general populace. Assuming this is ok with the mods.
    Last edited by the Jester; Thursday, 12th June, 2008 at 01:54 AM.
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  • #49
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    Quote Originally Posted by Ashrem Bayle
    Very cool.

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

    Sorry- but I promise I'll do him up at 4th level, with multiple variations!

    In the meantime, here's my version of the myconid.

    MYCONID SPORELING--- Level 1 Minion
    Small natural animate (plant)--- XP Value 25
    ---
    Initiative +4; Senses Perception +1; darkvision
    Spore Cloud (Poison) aura 4; effect: the myconid can communicate telepathically with any creature in the spore cloud
    HP 1; a miss never damages a minion
    AC 17; Fortitude 12; Reflex 14; Will 13
    Speed 5
    ---
    [Melee basic] Slam (standard; at will) Poison: +6 vs. AC; 3 damage plus ongoing 2 poison (save ends)

    [Area] Spore Burst (minor; encounter) Poison: Close burst 3; +6 vs. Will; target is dazed and slowed (save ends both). Miss: target is slowed until the end of the myconidís next turn.
    ---
    Alignment unaligned; Languages telepathy (see Spore Cloud)
    Skills Nature +5
    Str 8; Dex 15; Wis 12
    Con 11; Int 9; Cha 12


    MYCONID WORKER--- Level 1 Brute
    Medium natural animate (plant)--- XP Value 100
    ---
    Initiative +2; Senses Perception +1; darkvision
    Spore Cloud (Poison) aura 8; effect: the myconid can communicate telepathically with any creature in the spore cloud
    HP 36; Bloodied 18
    AC 13; Fortitude 14; Reflex 14; Will 13
    Speed 5
    ---
    [Melee basic] Slam (standard; at will) Poison: +6 vs. AC; 1d6+3 plus 1d6 poison, plus ongoing 5 poison (save ends)

    [Area] Spore Burst (minor; encounter) Poison: Close burst 3; +2 vs. Will; target is dazed and slowed (save ends both). Miss: target is slowed until the end of the myconidís next turn.
    ---
    Alignment unaligned; Languages telepathy (see Spore Cloud)
    Skills Athletics +6, Nature +5
    Str 13; Dex 15; Wis 12
    Con 16; Int 9; Cha 12


    MYCONID GUARD--- Level 3 Artillery
    Medium natural animate (plant)--- XP Value 150
    ---
    Initiative +4; Senses Perception +8; darkvision
    Spore Cloud (Poison) aura 12; effect: the myconid can communicate telepathically with any creature in the spore cloud
    HP 40; Bloodied 20
    AC 15; Fortitude 14; Reflex 14; Will 12
    Speed 4
    ---
    [Melee basic] Slam (standard; at will) Poison: +10 vs. AC; 1d6+3 plus ongoing 5 poison (save ends)

    [Ranged basic] Spore Jet (standard; at will) Poison: +8 vs. Reflex; 2d6+3 poison damage plus target is slowed (save ends).

    [Area] Spore Burst (minor; encounter) Poison: Close burst 3; +2 vs. Will; target is dazed and slowed (save ends both). Miss: target is slowed until the end of the myconidís next turn.

    Sacrificial Strength (minor; encounter): The myconid gains hit points equal to its Con score. At the end of the encounter, it loses an equal number of hit points.
    ---
    Alignment unaligned; Languages telepathy (see Spore Cloud)
    Skills Perception +8
    Str 10; Dex 17; Wis 14
    Con 16; Int 9; Cha 12



    MYCONID CIRCLE LEADER--- Level 7 Controller (Leader)
    Medium natural animate (plant)--- XP Value 300
    ---
    Initiative +6; Senses Perception +12, darkvision
    Spore Cloud (Poison) aura 20; effect: the myconid can communicate telepathically with any creature in the spore cloud
    Direct the Meld aura 5; any lower level myconid with line of sight to the circle leader gets +2 on attack rolls and to its Will defense
    HP 80; Bloodied 40
    AC 21; Fortitude 19; Reflex 19; Will 20
    Speed 5
    ---
    [Melee basic] Slam (standard; at will) Poison: +12 vs. AC; 2d4+5 plus ongoing 5 poison (save ends)

    [Ranged basic] Spore Jet (standard; at will) Poison: +11 vs. Reflex; 2d6+5 poison damage plus ongoing 5 poison damage and target is slowed (save ends).

    [Area] Spore Burst (minor; recharge 5 6) Poison: Burst 4 within 8; +9 vs. Will; Hit: 3d10+5 poison damage and target is stunned and takes ongoing 5 poison damage. First save: target takes ongoing 5 poison damage (save ends). Miss: target is slowed (save ends).

    Fecund Growth
    (minor; encounter): Burst 3 within 8. Fungi grows abundantly in the area; it becomes difficult terrain.
    ---
    Alignment unaligned; Languages telepathy (see Spore Cloud)
    Skills Diplomacy +11, Insight +12, Perception +12
    Str 10; Dex 17; Wis 18
    Con 16; Int 16; Cha 16



    MYCONID KING--- Level 13 Elite Controller (Leader)
    Large natural animate (plant)--- XP Value 300
    ---
    Initiative +8; Senses Perception +15; darkvision
    Spore Cloud (Poison) aura 20; effect: the myconid can communicate telepathically with any creature in the spore cloud.
    Direct the Meld aura 5; any lower level myconid with line of sight to the myconid king gets +2 on attack rolls and to its Will defense.
    HP 262; Bloodied 131
    AC 29; Fortitude 31; Reflex 22; Will 28
    Saving Throws +2
    Speed 6
    Action Points 1
    ---
    [Melee basic] Spore-Laden Blow (standard; at will) Poison:: Reach 2; +18 vs. AC; 2d8+6 plus ongoing 10 poison and target is slowed (save ends both). Effect: a puff of spores emanates from the kingís bludgeoning appendage; burst 1 centered on original target; +15 vs. Fortitude; 1d10+5 poison damage and target is slowed (plants are immune).

    [Ranged] Spore Blast (standard; recharge 4 5 6) Poison: Close blast 6; +15 vs. Fortitude; 4d10+6 poison damage and target is dazed and slowed (save ends both).

    [Ranged] Psychedelic Blast (minor; recharge 6) Poison: +25 vs. Will; target is stunned and immobilized. First save: target is dazed and slowed (save ends). Miss: Target is dazed (save ends).

    Fecund Growth (minor; encounter): Burst 3 within 8. Fungi grows abundantly in the area; it becomes difficult terrain.

    Fungal Regeneration (standard; at will): The myconid king spends a healing surge and regains 85 hit points. (A myconid king has 2 healing surges.) It then shifts up to 3 squares.
    ---
    Alignment unaligned; Languages telepathy (see Spore Cloud)
    Skills Diplomacy +16, Insight +15, Perception +15
    Str 23; Dex 14; Wis 18
    Con 19; Int 19; Cha 21
    Last edited by the Jester; Thursday, 29th November, 2012 at 12:53 AM.
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  • #50
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    Ý Ignore Rechan
    I want to say a minion shouldn't have an encounter power, an encounter power area attack at that. Considering that you can get 4 for the price of one monster, you just get the minions to all just start popping that power on their turn before they get whacked.

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