1st-Level Monster Conversions

the Jester

Legend
NOTE: Revised later in the thread. The pdf includes all elementals I've converted.

ELEMENTALS

DUST DEVIL--- Level 1 Controller
Medium elemental animate (air, earth)--- XP 100
---
Initiative +3; Senses Perception -1, low-light vision
Dust Cloud (air, earth) aura 2; all creatures within have concealment except from the dust devil, and ranged attacks launched within the aura have a -2 attack penalty.
HP 30; Bloodied 15
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6, fly 6
---
[Melee basic] Cyclone Blow
(standard; at will) Air: +5 vs. Reflex; 1d6+3 damage and target is pushed one square.

[Melee] Whirlwind Grab
(standard; encounter) Air: +5 vs. Reflex; 1d6+3 damage and target is grabbed and dazed (save ends both).
---
Alignment unaligned; Languages Primordial
Skills Athletics +5
Str 11; Dex 17; Wis 9
Con 14; Int 3; Cha 9


STONE SPIKE--- Level 1 Brute
Medium elemental animate (earth); XP 100
---
Initiative -1; Senses Perception +x, special senses
HP 39; Bloodied 19
AC 13; Fortitude 16; Reflex 10; Will 12
Speed 4, burrow 4 (earth walk)
---
[Melee basic] Spike (standard action; at will) Earth: +4 vs. AC; 2d6+3 damage and target is pushed one square.

[Melee] Spike Smash
(standard; encounter) Earth: +4 vs. AC; 2d10+3 damage and target is stunned (save ends).
---
Alignment unaligned; Languages Primordial
Skills Athletics +9
Str 18; Dex 8; Wis 11
Con 19; Int 4; Cha 11
 
Last edited:

log in or register to remove this ad

the Jester

Legend
DIRE SQUIRREL NUTHUCKER--- Level 1 Artillery
Small natural beast--- XP 100
---
Initiative +4; Senses Perception +2
HP 25; Bloodied 12
AC 13; Fortitude 13; Reflex 15; Will 14
Speed 6, climb 4
---
[Melee basic] Bite (standard; at will): +8 vs. AC; 1d6 damage.

[Ranged Basic] Huck Nut (standard; at will): Range 5/10, +8 vs. AC, 1d6+4 damage.

[Ranged] Nut Barrage (standard; recharge 5 6): Range 5; targets three adjacent creatures; +6 vs. Reflex; 2d6+3 damage.
---
Alignment unaligned; Languages -
Skills Athletics +4
Str 9; Dex 18; Wis 15
Con 13; Int 2; Cha 6



DIRE SQUIRREL PRANKSTER--- Level 1 Skirmisher
Small natural beast--- XP 100
---
Initiative +4; Senses Perception +2
HP 29; Bloodied 14
AC 15; Fortitude 12; Reflex 20; Will 14
Speed 6
---
[Melee basic] Bite (standard; at will): +6 vs. AC; 1d6+3 damage.

Scampering Trick (minor; encounter): The dire squirrel prankster shifts 6 squares. It must become adjacent to, and then move away from, a target during this shift. The prankster makes an attack on that target: +4 vs. Will; Hit: the target falls prone.

Squirrel’s Cowardice (immediate reaction; upon becoming bloodied; only if it can end with no enemies adjacent to it): The dire squirrel prankster shifts up to 2 squares.
---
Alignment unaligned; Languages -
Skills Athletics +6
Str 13; Dex 18; Wis 15
Con 13; Int 2; Cha 6



MEGALOSQUIRREL--- Level 20 Skirmisher
Gargantuan natural beast--- XP 11,200
---
Initiative +19; Senses Perception +19
HP 185; Bloodied 92
AC 33; Fortitude 32; Reflex 36; Will 32
Speed 8, climb 6
---
[Melee basic] Bite (standard; at will): Reach 2; +25 vs. AC; 3d6+8 damage, plus grab (until escape) and see Cheek-Stuff.

Cheek-Stuff (minor; at will; only when it has a target grabbed): +23 vs. Reflex; target is shoved in the megalosquirrel’s cheek and is dazed and restrained (save ends, -3 penalty). The megalosquirrel can cheek-stuff up to two large, four medium or eight small or smaller creatures at one time.

[Ranged] Huck a Rock (standard; at will): Range 15/30; +25 vs. AC; 3d6+8 damage and followup attack: +23 vs. Reflex; Hit: target is knocked prone.

[Ranged] Scampering Rampage (standard, encounter): The megalosquirrel shifts its speed. It may pass through enemy spaces during this move. It must end its move in unoccupied space. It attacks each enemy whose space it passes through once: +23 vs. Fortitude; Hit: 4d12+7 damage and the target is pushed 3 squares and knocked prone; Miss: half damage and the target is neither pushed nor knocked prone.
---
Alignment unaligned; Languages -
Skills Athletics +6
Str 23; Dex 28; Wis 23
Con 17; Int 2; Cha 15
 

the Jester

Legend
Rechan said:
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.

Hmm, that's a very good point.

On the other hand, it doesn't do damage. It just slows and dazes- which, granted, is pretty darn good.

I'll have to playtest this and see how rough they are compared to other minions. After all, they have to choose between a chance to impede their foe and a chance to do damage.

Would it be better if I lowered their attack damage to 3 + 1 ongoing?
 

the Jester

Legend
EDIT: Given the existence of an official 4e vegepygmie, I shan't bother updating these guys to MM3 standards unless someone really wants me to.

VEGEPYGMIE SPROUT--- Level 1 Minion
Small natural humanoid (plant)--- XP 25
---
Initiative +1; Senses Perception +0
HP 1; a missed attack never damages a minion
AC 13; Fortitude 13; Reflex 13; Will 8
Resist poison 5
Speed 5
---
[Melee basic] Crude Spear (standard; at will) Weapon: +6 vs. AC; 4 damage.
---
Alignment unaligned; Languages Vegepygmie
Str 9; Dex 13; Wis 10
Con 13; Int 6; Cha 6
---
Equipment spear

VEGEPYGMIE RUNNER--- Level 1 Skirmisher
Medium natural humanoid (plant) XP 100
---
Initiative +5; Senses Perception +0
HP 29; Bloodied 14
AC 16; Fortitude 15; Reflex 13; Will 10
Resist poison 5
Speed 6
---
[Melee basic] Crude Spear (standard; at will) Weapon: Reach 2; +6 vs. AC; 1d6+3 damage. See also Swift Charge.

[Melee] Swift Charge (standard; when the vegepygmie runner charges): When the vegepygmie runner charges, it can move its speed +2 squares. If its charge attack hits, it deals an extra 1d6 points of damage.
---
Alignment unaligned; Languages Vegepygmie
Skills Nature +5
Str 17; Dex 13; Wis 10
Con 13; Int 9; Cha 9
---
Equipment spear


VEGEPYGMIE THROWER--- Level 2 Artillery
This vegepygmie produces russet and spore bombs within its hands, and throws them with abandon.
Medium natural humanoid (plant)--- XP 125
---
Initiative +4; Senses Perception +2, low-light vision
HP 31; Bloodied 15
AC 14; Fortitude 14; Reflex 16; Will 12
Resist poison 5
Speed 6
---
[Melee basic] Crude Spear (standard; at will) Weapon: Reach 2; +8 vs. AC; 1d6+3 damage.

[Ranged] Russet Bomb (standard; recharge 2 3 4 5 6) Poison: Range 6; +8 vs. Fort; 1d10+3 poison damage plus ongoing 5 poison (save ends).

[Area] Spore Bomb (standard; encounter) Poison: Range 6; burst 3; +5 vs. Fort; 2d10+3 poison damage plus ongoing 5 poison (save ends).
---
Alignment unaligned; Languages Vegepygmie
Skills Nature +5, Perception +8
Str 14; Dex 17; Wis 15
Con 13; Int 9; Cha 9
---
Equipment crude spear


VEGEPYGMIE GUARDIAN--- Level 4 Soldier
Medium natural humanoid (plant)--- XP 175
---
Initiative +6; Senses Perception +7
HP 55; Bloodied 27
AC 22; Fortitude 18; Reflex 15; Will 13
Resist poison 5, weapons 5
Speed 6
---
[Melee basic] Crude Spear (standard; at will) Weapon: Reach 2; +11 vs. AC; 1d10+4 damage.

[Melee] Staggering Strike (standard; recharge 6): +11 vs. Fort; 2d10+4 damage and target is dazed (save ends).

Second Wind (standard; encounter) Healing: The vegepygmie guardian spends a healing surge and heals 13 hit points.
---
Alignment unaligned; Languages Vegepygmie
Skills Athletics +11, Perception +7
Str 18; Dex 14; Wis 10
Con 15; Int 9; Cha 9
---
Equipment vine and bark armor, crude spear


VEGEPYGMIE RAIDER--- Level 8 Brute
Medium natural humanoid (plant)--- XP 350
---
Initiative +6; Senses Perception +4
HP 108; Bloodied 54
AC 20; Fortitude 20; Reflex 18; Will 16
Resist poison 10, weapons 5
Speed 7
---
[Melee basic] Brutal Smash (standard; at will): +11 vs. AC; 2d8+5 damage.

[Melee] Russet Blow (standard; encounter) Poison: +11 vs. AC; 2d8+5 damage plus 2d8 poison damage and ongoing 5 poison (save ends).
---
Alignment unaligned; Languages Vegepygmie
Str 24; Dex 15; Wis 10
Con 18; Int 7; Cha 9
---
Equipment vine and bark armor


VEGEPYGMIE CHIEFTAIN--- Level 12 Artillery (Leader)
Medium natural humanoid (plant)--- XP 350
---
Initiative +8; Senses Perception +2
Russet Cloud (Healing, Poison) aura 6; all vegepygmies within the aura gain regeneration 5; all other creatures suffer 5 poison damage once per round upon entering the aura on its turn or starting their turn within it.
HP 96; Bloodied 48
AC 24; Fortitude 24; Reflex 20; Will 24
Resist poison 20
Speed 6
---
[Melee basic] Crude Spear (standard; at will) Weapon: Reach 2; +19 vs. AC; 2d6+5 damage.

[Ranged] Russet Bomb (standard; recharge 2 3 4 5 6) Poison: Range 6; +17 vs. Fort; 2d6+5 poison damage plus ongoing 5 poison (save ends).

[Area] Spore Bomb (standard; recharge 5 6) Poison: Range 6; burst 3; +15 vs. Fort; 4d8+5 poison damage plus ongoing 10 poison (save ends).

Russet Retreat (move; recharge 5 6): The vegepygmie chieftain exudes a cloud of russet mist. It gains concealment until the end of its turn and moves up to 8 squares.
---
Alignment unaligned; Languages Vegepygmie
Str 20; Dex 15; Wis 10
Con 18; Int 15; Cha 19
---
Equipment vine and bark armor
 
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. ;)


AARAKOCRA SKYSCOUT--- Level 1 Skirmisher
Medium natural humanoid--- XP 100
---
Initiative +5; Senses Perception +7; eagle eyes
HP 27; Bloodied 13
AC 14; Fortitude 13; Reflex 15; Will 14
Speed 5, fly 10
---
[Melee basic] Spear (standard; at will) Weapon: +6 vs. AC; 1d10+3 damage.

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

Descending Charge
(standard; encounter) Weapon: The aarakocra charges and descends at least 10’. At the end of this charge, the aarakocra may make a basic attack (thrown or melee) with a +1 bonus to attack. If it hits, it deals 3d8+3 damage and knocks the target prone.

Eagle Eyes (no action): An aarakocra has a +10 check on Perception checks involving seeing objects at least 10 squares away. (Starting encounter distance for aarakocra should be adjusted accordingly by the dm.)
---
Alignment unaligned; Languages Aarakocra
Skills Acrobatics +8, Athletics +6, Perception +7
Str 13; Dex 17; Wis 15
Con 11; Int 10; Cha 10
---
Equipment spear, 4 javelins


AARAKOCRA HUNTRESS--- Level 1 Lurker
Medium natural humanoid--- XP 100
---
Initiative +7; Senses Perception +7; eagle eyes
HP 23; Bloodied 11
AC 15; Fortitude 13; Reflex 15; Will 14
Speed 5, fly 10
---
[Ranged] Javelin (standard; at will) Weapon: Range 10/20; +6 vs. AC; 1d6+3 damage.

[Melee basic] Spear (standard; at will recharge) Weapon: +6 vs. AC; 1d8+3 damage.

[Ranged] Attack from the Sky (standard; encounter) Weapon: The aarakocra huntress shifts three squares and must descend at least 5’ during this shift, then hurls a javelin. (She may not ascend at all.) Range 15/30; +10 vs. AC; 3d6+5 damage and target is knocked prone.

Eagle Eyes
(no action): An aarakocra has a +10 check on Perception checks involving seeing objects at least 10 squares away. (Starting encounter distance for aarakocra should be adjusted accordingly by the dm.)
---
Alignment unaligned; Languages Aarakocra
Skills Acrobatics +8, Perception +7, Stealth +8
Str 13; Dex 17; Wis 15
Con 11; Int 10; Cha 10
---
Equipment spear, 4 javelins


AARAKOCRA WINDMASTER--- Level 3 Controller
Medium natural humanoid--- XP 150
---
Initiative +7; Senses Perception +5; eagle eyes
HP 43; Bloodied 21
AC 17; Fortitude 13; Reflex 16; Will 17
Speed 5, fly 10
---
[Ranged] Air Blast (standard; at will) Air: Range 10; +8 vs. AC; 1d10+3 damage and target slides up to 1 square.

[Area] Wind Burst
(standard; encounter) Air: +7 vs. Reflex; 2d10+3 damage and target slides up to 3 squares; Miss: Half damage and target slides up to 1 square.

[Melee basic] Spear
(standard; at will) Weapon: +6 vs. melee; 1d8+3 damage.

Eagle Eyes (no action): An aarakocra has a +10 check on Perception checks involving seeing objects at least 10 squares away. (Starting encounter distance for aarakocra should be adjusted accordingly by the dm.)
---
Alignment unaligned; Languages Aarakocra
Skills Arcana +6
Str 10; Dex 17; Wis 19
Con 11; Int 10; Cha 15
---
Equipment spear
 
Last edited:

the Jester

Legend
EDIT: Updated to MM3 standards (and improved in a lot of other ways) here.

DIRE WEASEL--- Level 1 Soldier
Small natural beast--- XP 100
---
Initiative +7--- Senses Perception +x, special senses
HP 26; Bloodied 13
AC 17; Fortitude 13; Reflex 16; Will 12
Speed 7
---
[Melee basic] Bite (standard; at will): +8 vs. AC; 1d6+3 damage and grab (until escape). Followup attack: + and ongoing 5 damage and attach (until escape); an escape against the grab also negates the ongoing damage.

[Melee] Frenzied Attack
(standard; only when bloodied; encounter): The dire weasel makes one basic attack each on up to three adjacent opponents. For each opponent that it hits, it heals 3 hit points.
---
Alignment unaligned; Languages -
Str 14; Dex 19; Wis 12
Con 10; Int 2; Cha 11
 
Last edited:


the Jester

Legend
EDIT: This monster is revised to MM3 standards (and into a minion) later in the thread here.


This was an interesting one. I considered having it be a minion, because I just couldn't justify a parrot having 25-30 hp. Instead I did exception-based design, and just halved the normal hp total it should have while simultaneously increasing some of its defenses and giving it a good defensive ability. I'd love some feedback on this one, if anybody has any to give. :) It's not a viable threat on its own, but with other monsters to follow up against disabled pcs, it seems about right to me.


COROLLAX--- Level 1 Controller
Tiny natural magical beast--- XP 100
---
Initiative +3; Senses Perception +0
HP 14; Bloodied 7
AC 17; Fortitude 13; Reflex 19; Will 14 (plus see Distorting Halo)
Speed 2, fly 10
---
[Melee] Claws (standard; at will): +6 vs. AC; 1d4 damage.

[Area] Blast of Colors (standard; recharge 5 6) Illusion: Close blast 4; blind creatures are immune, targets all others; +3 vs. Will; Hit: target is dazed and slowed (save ends both); Miss: target suffers -2 to all defenses until the end of the corollax’ next turn.

Distorting Halo (immediate interrupt; when hit by an attack) Illusion: The attack misses. The corollax shifts 2 spaces. Until the beginning of its next turn it gains +2 to all defenses.
---
Alignment unaligned; Languages -
Skills Acrobatics +8
Str 1; Dex 17; Wis 10
Con 13; Int 3; Cha 16
 
Last edited:

the Jester

Legend
EDIT: Revised later in the thread here.


BLACK SCORPTION--- Level 1 Brute
Medium natural beast--- XP 100
---
Initiative +0; Senses Perception +1, tremorsense 5
HP 36; Bloodied 18
AC 13; Fortitude 16; Reflex 12; Will 12
Speed 6
---
[Melee basic] Claws (standard; at will): +4 vs. AC; 2d6+3 damage and a medium or smaller target is grabbed (escape ends).

[Melee] Sting
(minor; against a grabbed target; recharge 4 5 6) Poison: +2 vs. Fort; 1d10 poison damage and ongoing 5 poison (save ends).
---
Alignment unaligned; Languages -
Str 19; Dex 11; Wis 13
Con 16; Int 2; Cha 10
 
Last edited:

dmcallis

First Post
Ease of creation

I agree with earlier post that 4e's ease of monster creation may be one of my favorite things about new system.

All those players who memorize the monster manual(s) are in for a rude awakening... hehe.

Note: You can even have different stats/abilities for same creatures (multiple Goblin Bowmen, etc.) to really keep it interresting. Just go easy on yourself as DM and do not mix them in single encounter, real hard to keep track of...

THANKS for this thread, real good stuff here.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top