D&D 4th Edition 2nd-level Monster Conversions





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  1. #1
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    2nd-level Monster Conversions

    This is a continuation of the Monster Project.

    2nd level Monsters Index

    Ape
    Archon, Lantern Not an archon in 4e
    Bats
    Bear, Black
    Bladeling
    Blindheim
    Blink Dog
    Chagmat
    Decapus
    Frog, Giant
    Gibberling
    Goatfolk (ibixians)
    Ixitxachitl
    Mephit
    Norker
    Shark
    Thoul
    Tortle
    Vargouille
    Water Weird


    Other Suggestions:
    Cave Fisher Done at level 3
    Chitine maybe on the next round
    Nilbog I'll get back to this guy; I need to really think on how I want to convert him!
    Last edited by the Jester; Friday, 28th December, 2012 at 10:22 PM.
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  • #2
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    VARGOUILLE BITER--- Level 2 Skirmisher
    Small shadow animate (undead)--- XP 125
    ---
    Initiative +3; Senses Perception +x, special senses
    HP 36; Bloodied 18
    AC 16; Fortitude 11; Reflex 13; Will 13
    Speed fly 6; hover
    ---
    [Melee basic] Bite (standard; at will) Poison: +7 vs. AC; 2d4 damage plus ongoing 5 poison and target is slowed (save ends both).

    Terrifying Shriek (minor; recharge 5 6) Fear: Close burst 4; +3 vs. Will; target is immobilized (save ends).
    ---
    Alignment evil; Languages Supernal
    Str 10; Dex 13; Wis 12
    Con 12; Int 5; Cha 8



    VARGOUILLE LOVER--- Level 4 Lurker
    Small shadow animate (undead); XP 175
    ---
    Initiative +6; Senses Perception +4
    HP 43; Bloodied 21
    AC 18; Fortitude 15; Reflex 16; Will 15
    Resist necrotic 5; Vulnerable radiant 5
    Speed fly 6 (hover)
    ---
    [Melee basic] Bite (standard; at will) Poison: +9 vs. AC; 2d4+3 damage plus ongoing 5 poison (save ends).

    [Melee] Vargouille’s Kiss (standard; only when the vargouille lover has combat advantage) Necrotic: +7 vs. Fortitude; 2d8+4 necrotic damage and target is stunned and immobilized (save ends both). If the target is killed by this damage, its head detaches as a new vargouille (of a type of the dm’s choice) in 1d6 hours.

    Terrifying Shriek (minor; recharge 5 6) Fear: Close burst 4; +3 vs. Will; target is immobilized (save ends).
    ---
    Alignment evil; Languages Supernal
    Skills Stealth +9
    Str 14; Dex 15; Wis 14
    Con 13; Int 7; Cha 13
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  • #3
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    APE--- Level 2 Soldier
    Medium natural beast--- XP 125
    ---
    Initiative +5; Senses Perception +x, special senses
    HP 40; Bloodied 20
    AC 16; Fortitude 16; Reflex 14; Will 12
    Speed 5, climb 4
    ---
    [Melee basic] Claw (standard; at will): +9 vs. AC; 1d10+3 damage.

    Invigorating Roar
    (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A normal ape has one healing surge and regains 1d6+10 hit points when it uses this ability.)
    ---
    Alignment unaligned; Languages Ape
    Skills Athletics +10
    Str 18; Dex 15; Wis 12
    Con 16; Int 4; Cha 9


    CARNIVOROUS APE--- Level 5 Brute
    Medium natural beast--- XP 200
    ---
    Initiative +5; Senses Perception +3
    HP 76; Bloodied 38
    AC 15; Fortitude 19; Reflex 17; Will 15
    Speed 6
    ---
    [Melee basic] Bite (standard; at will): +8 vs. AC; 1d8+4 damage.

    [Melee] Wild Rend (standard; at will): The carnivorous ape lashes out with a flurry of claws and bites. +8 vs. AC; 2d8+4 damage and target slides 1 square.

    Invigorating Roar (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A normal ape has one healing surge and regains 1d6+19 hit points when it uses this ability.)
    ---
    Alignment unaligned; Languages Ape
    Skills Athletics +10
    Str 20; Dex 16; Wis 12
    Con 16; Int 4; Cha 12


    CAVE APE--- Level 8 Lurker
    Medium natural beast--- XP 350
    ---
    Initiative +9; Senses Perception +11, darkvision
    HP 72; Bloodied 36
    AC 20; Fortitude 22; Reflex 22; Will 18
    Speed 7
    ---
    [Melee basic] Claw (standard; at will): +15 vs. AC; 2d8+5 damage. If the cave ape has combat advantage, it deals an extra 1d6 points of damage.

    Cave Sneak (move; at will; when no creatures have line of sight to the cave ape): The cave ape shifts 3 squares and gains +2 to AC and Reflex defenses until the start of its next turn.
    ---
    Alignment unaligned; Languages Ape
    Skills Perception +11, Stealth +14
    Str 20; Dex 21; Wis 15
    Con 18; Int 6; Cha 12




    WHITE APE--- Level 10 Soldier
    Large natural beast--- XP 350
    ---
    Initiative +10; Senses Perception +x, special senses
    HP 106; Bloodied 53
    AC 23; Fortitude 25; Reflex 22; Will 19
    Speed 7
    ---
    [Melee basic] Bite (standard; at will): +17 vs. AC; 1d8+5 damage.

    [Melee] Rend
    (standard; at will): Reach 2; +17 vs. AC; 2d6+5 damage and target slides one square.

    Invigorating Roar (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A white ape has one healing surge and regains 1d6+26 hit points when it uses this ability.)
    ---
    Alignment unaligned; Languages Ape
    Str 25; Dex 20; Wis 18
    Con 18; Int 6; Cha 15



    GIRALLON--- Level 19 Elite Soldier
    Large natural magical beast--- XP 2400
    ---
    Initiative +17; Senses Perception +15
    HP 360; Bloodied 180
    AC 35; Fortitude 35; Reflex 31; Will 31
    Saving Throws +2
    Speed 8
    Action Points 1
    ---
    [Melee basic] Smash (standard; at will): Reach 2; +35 vs. AC; 3d6+8 damage.

    [Melee] Double Smash (standard; at will): The girallon makes two smash attacks.

    [Melee] Rending Crush
    (standard; recharges when first bloodied): The girallon attempts to use all four of its arms in a combined rend and crush. Reach 2; +35 vs. AC; 4d10+7 damage and the target is stunned (save ends).

    Invigorating Roar (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A girallon has two healing surges and regains 1d6+90 hit points when it uses this ability.)
    ---
    Alignment unaligned; Languages Ape
    Str 30; Dex 22; Wis 22
    Con 20; Int 9; Cha 10
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  • #4
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    EDIT: Because there's an official version of these guys in 4e, unless someone specifically asks me to, I won't be updating them to MM3 standards.

    GIANT FROG--- Level 2 Skirmisher
    Medium natural beast--- XP 125
    ---
    Initiative +7; Senses Perception +2
    HP 36; Bloodied 18
    AC 16; Fortitude 14; Reflex 16; Will 13
    Speed 6 (plus see Incredible Hop)
    ---
    [Melee basic] Bite (standard; at will): +7 vs. AC; 1d6+3 damage (1d6+8 against a grabbed target).

    [Melee] Tongue (standard; at will): Reach 4; +5 vs. Reflex; 1d6+3 damage, plus target is grabbed. Followup attack: +5 vs. Fortitude; Hit: target is pulled 1 square. Effect: If target is adjacent to the giant frog, the frog makes a free basic attack.

    Incredible Hop (move; recharge 6): The giant frog shifts 4 squares. If it has a target grabbed with its tongue, it makes an attack: +5 vs. Fortitude; Hit: target is pulled as many squares as the giant frog shifts; Miss: target escapes the giant frog’s grab.
    ---
    Alignment unaligned; Languages -
    Skills Athletics +14
    Str 14; Dex 18; Wis 13
    Con 12; Int 2; Cha 6


    POISONOUS FROG--- Level 3 Soldier

    Small natural beast--- XP 150
    ---
    Initiative +6; Senses Perception +x, special senses
    HP 50; Bloodied 25
    AC 18; Fortitude 17; Reflex 16; Will 14
    Vulnerable cold 5
    Speed 6 (plus Incredible Hop)
    ---
    [Melee basic] Bite (standard; at will) Poison: +9 vs. AC; 1d6+3 plus 1d6 poison plus ongoing 5 poison (save ends).

    [Melee] Tongue (standard; at will): Reach 4; +7 vs. Reflex; 1d6+3 damage, plus target is grabbed. Followup attack: +7 vs. Fortitude; Hit: target is pulled 1 square. Effect: If target is adjacent to the poisonous frog, the frog makes a free basic attack.

    Incredible Hop (move; recharge 6): The poisonous frog shifts 4 squares. If it has a target grabbed with its tongue, it makes an attack: +7 vs. Fortitude; Hit: target is pulled as many squares as the poisonous frog shifts; Miss: target escapes the frog’s grab.
    ---
    Alignment unaligned; Languages -
    Skills Athletics +12
    Str 11; Dex 16; Wis 13
    Con 18; Int 2; Cha 6


    HUMUNGOUS FROG--- Level 15 Brute

    Huge natural beast--- XP 1200
    ---
    Initiative +12; Senses Perception +x, special senses
    HP 180; Bloodied 98
    AC 27; Fortitude 29; Reflex 27; Will 22
    Speed 4 (plus Plodding Hop)
    ---
    [Melee basic] Bite (standard; at will): +18 vs. AC; 3d6+6 damage, plus target is grabbed (and see Swallow).

    [Melee] Tongue (standard; at will): Reach 12; +16 vs. Reflex; 1d12+5 damage, plus target is grabbed. Followup attack: +16 vs. Fortitude; Hit: target is pulled 3 squares. Effect: If target is adjacent to the poisonous frog, the frog makes a free basic attack.

    [Melee] Pull ‘Em In (standard; when the humungous frog has a nonadjacent target grabbed with its tongue): +16 vs. Reflex. Hit: the target is pulled 4 squares. Miss: the target is pulled 2 squares.

    [Melee] Swallow (standard; at will): The humungous frog tries to swallow an adjacent bloodied medium or smaller creature that it is grabbing. +16 vs. Fortitude. Hit: the target is swallowed and restrained and takes 5 damage plus 5 acid damage on subsequent rounds at the start of the humungous frog’s turn. The swallowed creature can make melee basic attacks only, with natural weapons or one-handed weapon. If the frog dies, a swallowed creature can climb back out as a move action, ending that action in any square formerly occupied by the frog.
    ---
    Alignment unaligned; Languages -
    Skills Athletics +23
    Str 24; Dex 20; Wis 11
    Con 20; Int 2; Cha 8
    Last edited by the Jester; Friday, 30th November, 2012 at 05:37 PM.
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  • #5
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    EDIT: Because there's an official version of these guys in 4e, unless someone specifically asks me to, I won't be updating them to MM3 standards.

    NORKER WARRIOR--- Level 2 Soldier
    Medium natural humanoid (goblinoid)--- XP 125
    ---
    Initiative +5; Senses Perception +1; low-light vision
    HP 39; Bloodied 19
    AC 18; Fortitude 15; Reflex 14; Will 10
    Speed 6
    ---
    [Melee basic] Club (standard; at will) Weapon: +9 vs. AC; 1d6+3 damage.

    [Melee] Norker Bite (minor; at will): Only when it hits its target with a melee attack; +9 vs. AC; 1d6+3 damage.

    Norker Tactics (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy.
    ---
    Alignment any; Languages Common, Goblin
    Str 16; Dex 14; Wis 11
    Con 15; Int 10; Cha 9
    ---
    Equipment hide armor, shield, club


    NORKER SLINGER--- Level 2 Artillery
    Medium natural humanoid (goblinoid)--- XP 125
    ---
    Initiative +5; Senses Perception +1, low-light vision
    HP 33; Bloodied 16
    AC 14; Fortitude 14; Reflex 16; Will 11
    Speed 6
    ---
    [Ranged basic] Sling (standard; reload minor) Weapon: Range 10/20; +10 vs. AC; 1d6+4 damage (1d6+7 if the target is adjacent to a norker).

    [Melee basic] Bite
    (standard; at will): +8 vs. AC; 1d6+1 damage.
    ---
    Alignment any; Languages Common, Goblin
    Str 12; Dex 18; Wis 11
    Con 15; Int 10; Cha 9
    ---
    Equipment hide armor, club, sling



    NORKER WITCH DOCTOR--- Level 3 Controller
    Medium natural humanoid (goblinoid)--- XP 150
    ---
    Initiative +2; Senses Perception +1; low-light vision
    Howl of Doom (Fear) aura 10; all norkers in the howl gain +2 on attack rolls.
    HP 47; Bloodied 23
    AC 17; Fortitude 15; Reflex 15; Will 17
    Speed 6
    ---
    [Melee basic] Staff of Woe
    (standard; at will) Psychic, Weapon: +7 vs. Will; 1d10+4 psychic damage and target is pushed 3 squares.

    [Area] Mortal Terror (standard, recharge 6) Fear, Psychic: Burst 3 within 8; +5 vs. Will; Hit: 3d8+3 psychic damage and target is pushed 3 squares; Miss: half damage and target is pushed 1 square.
    ---
    Alignment Evil; Languages Common, Goblin
    Str 12; Dex 14; Wis 11
    Con 15; Int 10; Cha 19
    ---
    Equipment hide armor, club, sling


    NORKER RUSHER--- Level 5 Soldier
    Medium natural humanoid (goblinoid)--- XP 200
    ---
    Initiative +6; Senses Perception +4; low-light vision
    HP 63; Bloodied 31
    AC 21; Fortitude 18; Reflex 17; Will 16
    Speed 6
    ---
    [Melee basic] Club (standard; at will) Weapon: +12 vs. melee; 1d8+5 damage.

    [Melee] Norker Bite (minor; at will): Only when it hits its target with a melee attack; +12 vs. AC; 1d6+4 damage.

    [Melee] Norker Charge (standard; encounter) Weapon: The norker moves up to its speed and attacks. +13 vs. melee; 3d8+4 damage and target is pushed one square.

    Norker Tactics (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy.
    ---
    Alignment any; Languages Common, Goblin
    Str 18; Dex 15; Wis 14
    Con 15; Int 10; Cha 8
    ---
    Equipment hide armor, shield, club


    NORKER ARCHER--- Level 5 Artillery
    Medium natural humanoid (goblinoid)--- XP 200
    ---
    Initiative +7; Senses Perception +4; low-light vision
    HP 48; Bloodied 24
    AC 17; Fortitude 17; Reflex 19; Will 17
    Speed 6
    ---
    [Melee basic] Bite (standard; at will): +10 vs. AC; 1d6+2 damage.

    [Ranged basic] Longbow (standard; at will) Weapon: Range 20/40, +13 vs. AC; 1d10+4 damage (1d10+7 if target is adjacent to a norker).

    [Ranged] Vicious Shot (standard; encounter) Weapon: Only when the norker ends its turn closer to the target than it began it; range 10; +12 vs. AC; 3d8+4 damage and target is dazed (save ends).

    [Ranged] Followup Shot
    (immediate reaction; when an enemy in range takes damage from another norker; encounter) Weapon: Range 5; targets the enemy that triggered the power; +12 vs. AC; 2d8+4 damage.
    ---
    Alignment any; Languages Common, Goblin
    Str 15; Dex 20; Wis 15
    Con 12; Int 9; Cha 8
    ---
    Equipment hide armor, shield, longbow, 20 arrows


    NORKER BULLY--- Level 10 Brute

    Medium natural humanoid (goblinoid)--- XP 2000
    ---
    Initiative +8; Senses Perception +7; low-light vision
    HP 128; Bloodied 64
    AC 22; Fortitude 25; Reflex 21; Will 20
    Speed 6
    ---
    [Melee basic] Greatclub (standard; at will) Weapon: +13 vs. AC; 2d4+7 damage.

    [Melee] Norker Bite
    (minor; at will): Only when it hits its target with a melee attack; +13 vs. AC; 1d6+7 damage.

    [Melee] Great Smash
    (standard; at will) Weapon: Requires greatclub; +13 vs. AC; 2d4+7 damage and followup attack: +11 vs. Fortitude; Hit: target is knocked prone; Miss: target is dazed until the beginning of the norker bully’s next turn.

    Norker Tactics (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy.
    ---
    Alignment any; Languages Common, Goblin
    Skills Athletics, Intimidate
    Str 24; Dex 16; Wis 14
    Con 18; Int 6; Cha 11
    ---
    Equipment bone armor, shield, greatclub
    Last edited by the Jester; Friday, 30th November, 2012 at 05:37 PM.
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  • #6
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    Nice job on the norkers. Now- where's the Nilbog?
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  • #7
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    Quote Originally Posted by Grazzt
    Nice job on the norkers. Now- where's the Nilbog?
    Don't you mean- what level is the nilbog??

    (What do you think? What level is the nilbog in 4e terms?)
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  • #8
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    Quote Originally Posted by the Jester
    Don't you mean- what level is the nilbog??

    (What do you think? What level is the nilbog in 4e terms?)
    IIRC, in 1e (FF) it had 1-1 HD. So, maybe Level 1 or 2 for starters.

    Heck, since they're basically diseased goblins (with that lovely spatio-temporal thing), could just stat 'em up across a large range (like goblins)

    And...with the whole "healing when struck" and can only be damaged by healing....and since 4e is all about exception-based design....let PCs blow healing surges during the encounter. It goes off in a "close blast 1" and deals XXX damage to the nilbog. Or something like that
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    These guys are obscure enough that I felt the need to put in a little bit of flavor text for them. Most of the things that I've been converting have no such need.

    CHAGMAT

    The chagmat are a race of hideous creatures that resemble upright spiders, with near-humanoid form. These terrifying monsters have warred on mammalian races, from orc to elf to human, and are known to suck the blood out of captive or slain humanoids. These terrifying creatures are without scruples or mercy; only by agreeing to help them gather more “food” can mammals hope to survive in an area ruled by chagmat.



    CHAGMAT WARRIOR--- Level 2 Soldier
    Medium natural magical beast--- XP 125
    ---
    Initiative +5; Senses Perception +2
    HP 37; Bloodied 18
    AC 18; Fortitude 14; Reflex 14; Will 13
    Resist poison 5
    Speed 6, climb 4 (spider climb)
    ---
    [Melee basic] Longsword (standard; at will) Weapon: +8 vs. AC; 1d8+2 damage.

    [Melee] Double Sword (standard; at will) Weapons: The chagmat makes two longsword attacks at a single target or two adjacent targets.
    ---
    Alignment evil; Languages Chagmat, Common
    Str 15; Dex 14; Wis 13
    Con 13; Int 11; Cha 11
    ---
    Equipment studded leather armor, 2 shields, 2 longswords


    CHAGMAT CAPTAIN--- Level 4 Soldier

    Medium natural magical beast--- XP 175
    ---
    Initiative +5; Senses Perception +2
    HP 53; Bloodied 26
    AC 20; Fortitude 17; Reflex 16; Will 16
    Resist poison 5
    Speed 6, climb 4 (spider climb)
    ---
    [Melee basic] Longsword (standard; at will) Weapon: +11 vs. AC; 1d8+4 damage.

    [Melee] Double Sword (standard; at will) Weapons: The chagmat makes two longsword attacks at a single target or two adjacent targets.

    [Ranged] Spit Poison (minor; encounter) Poison: Range 4; +9 vs. Fortitude; 3d6+4 poison damage plus ongoing 5 poison.
    ---
    Alignment evil; Languages Chagmat, Common
    Str 18; Dex 14; Wis 15
    Con 13; Int 11; Cha 11
    ---
    Equipment studded leather armor, 2 shields, 2 longswords


    CHAGMAT PRIEST--- Level 8 Controller (Leader)
    Medium natural magical beast--- XP 175
    ---
    Initiative +6; Senses Perception +x, special senses
    HP 89; Bloodied 44
    AC 22; Fortitude 20; Reflex 20; Will 20
    Resist poison 10
    Speed 8, climb 6 (spider climb)
    ---
    [Melee basic] Mace (standard; at will) Weapon: +13 vs. AC; 1d8+5 damage.

    [Melee] Poisonous Blow (standard; at will) Weapon: Requires mace; +13 vs. AC; 1d8+5 damage plus 1d6 poison damage.

    [Area] Poison Web (standard; encounter) Implement, Poison: Burst 3 within 10; creates a zone of poisonous webs that persists for five minutes or until the end of the encounter. The area becomes difficult terrain, and a creature that ends its turn in the web becomes immobilized (save ends). And creature that starts its turn in the zone takes 10 points of poison damage.

    [Ranged] Spit Poison
    (minor; recharges when first bloodied) Poison: Range 4; +9 vs. Fortitude; 3d8+5 poison damage plus ongoing 5 poison.

    Spider’s Frenzy
    (minor; encounter): Close burst 5; all chagmat and spider allies slide 2 squares closer to the closest enemy to them.
    ---
    Alignment evil; Languages Chagmat, Common
    Str 16; Dex 14; Wis 21
    Con 17; Int 13; Cha 18
    ---
    Equipment studded leather armor, unholy spider symbol, mace
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  • #10
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    Nice one Jester. Old Dragon mag addy or Bestiary article IIRC. Like OLD as in before issue #100 I believe
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