Homebrew 2nd-level Monster Conversions - Page 2
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  1. #11
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    Quote Originally Posted by Grazzt
    Nice one Jester. Old Dragon mag addy or Bestiary article IIRC. Like OLD as in before issue #100 I believe
    It's from my FIRST EVAR Dragon mag!

  2. #12
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    ELEMENTAL WEIRDS

    Elemental weirds are serpentine creatures composed of their element. The more intelligent ones tend to be prophets, but the smaller, savage weirds are simple predators. A weird is bound to its elemental pool.


    SAVAGE WATER WEIRD--- Level 2 Lurker

    A savage water weird appears as a serpent in a pool, fountain or other body of water. It attempts to drag targets into its pool and drown them.
    Small elemental animate (water)--- XP 125
    ---
    Initiative +2; Senses Perception +3; tremorsense 4
    HP 33; Bloodied 16 (but see Water Form)
    AC 16; Fortitude 16; Reflex 14; Will 14
    Resist fire 10, weapons 5
    Speed swim 8
    ---
    [Melee basic] Serpentĺs Grab (standard; at will): Reach 3; +5 vs. Fortitude; 2d6+3 damage and target is grabbed (until escape).

    [Melee] Pull of the Waters (minor; at will): Only when the water weird has a target grabbed; +5 vs. Fortitude; the target is pulled 1 square towards the pool. If it is pulled into the pool, the water weird may attempt to use it Drown ability.

    [Melee] Drown (standard; at will): Only when the water weird has grabbed a target that is in its pool of water; +5 vs. Fortitude; Hit: target loses one healing surge, is immobilized underwater and must hold its breath (see DMG 159); if it has no remaining healing surges it loses hit points equal to its level; Miss: the target is immobilized underwater and must hold its breath.

    Water Form (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action.

    Threatening Reach: The water weird may make opportunity attacks against any creature within its reach (3 squares).
    ---
    Alignment unaligned; Languages Primordial
    Skills Athletics +10
    Str 18; Dex 13; Wis 14
    Con 15; Int 4; Cha 12


    WATER WEIRD PROPHET--- Level 15 Controller
    Water weird prophets usually have prophecies relating to healing, hope or recovery. They offer new options to those seeking a better way. A water weird appears as a translucent blue female figure, or- when enraged- as a mighty serpent of water.
    Medium elemental animate (water)--- XP 1200
    ---
    Initiative +8; Senses Perception +14, tremorsense 10
    Elemental Command (water) aura 10; at the start of the water weird prophetĺs turn, attack all elementals with the water keyword: +17 vs. Will; Hit: the target is dominated until it leaves the aura.
    HP 148; Bloodied 74
    AC 29; Fortitude 27; Reflex 26; Will 29
    Speed swim 10
    ---
    [Melee basic] Water Strike (standard; at will) Water: Reach 2; +20 vs. AC; 1d12+6 damage and target is dazed until the end of its next turn.

    [Area] Tidal Blast (standard; recharge 6) Water: Burst 4 within 10; +14 vs. Fortitude; 4d8+6 damage and target is pushed 3 squares away from the origin of the burst; Miss: half damage and target is pushed 1 square away from the origin of the burst.

    [Ranged] Prophetic Gaze (minor; recharge 6) Psychic: Range 10; +16 vs. Will; 5d6+3 psychic damage and the weird chooses the targetĺs next standard action.

    Water Form (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action.
    ---
    Alignment unaligned; Languages Primordial
    Skills Arcana +16
    Str 20; Dex 13; Wis 25
    Con 20; Int 18; Cha 19

  3. #13
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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.

    IXITXACHITL SCOUT--- Level 2 Skirmisher
    Medium natural magical beast (aquatic)--- XP 125
    ---
    Initiative +7; Senses Perception +7; low-light vision
    HP 36; Bloodied 18
    AC 16; Fortitude 14; Reflex 16; Will 13
    Speed swim 9
    ---
    [Melee basic] Bite (standard; at will): +7 vs. AC; 1d10+3 damage.

    [Melee] Swimming Ravage (standard; at will): The ixitxachitl moves up to its swim speed. At any point along the path of its movement, it may make a single bite attack against an adjacent target. The ixitxachitl does not provoke opportunity attacks from the target of its swimming ravage via its movement this round.
    ---
    Alignment chaotic evil; Languages Ixitxachitl
    Skills Nature +7, Perception +7
    Str 14; Dex 18; Wis 13
    Con 12; Int 13; Cha 10


    IXITXACHITL SAVAGER--- Level 2 Brute

    Medium natural magical beast (aquatic) XP 125
    ---
    Initiative +3; Senses Perception +1; low-light vision
    HP 46; Bloodied 23
    AC 14; Fortitude 16; Reflex 14; Will 12
    Speed swim 6
    ---
    [Melee basic] Bite (standard; at will): +5 vs. AC; 2d6+3 damage.

    [Melee] Swimming Ravage (standard; at will): The ixitxachitl moves up to its swim speed. At any point along the path of its movement, it may make a single bite attack against an adjacent target. The ixitxachitl does not provoke opportunity attacks from the target of its swimming ravage via its movement this round.

    [Melee] Savage Threshing (standard; encounter): The ixitxachitl shifts three squares, all of which must be adjacent to its target. +5 vs. AC; 2d10+3 damage and target is dazed (save ends).
    ---
    Alignment chaotic evil; Languages Ixitxachitl
    Skills Intimidate +6
    Str 18; Dex 15; Wis 10
    Con 16; Int 10; Cha 10



    IXITXACHITL SHOCKER--- Level 2 Artillery
    Medium natural magical beast (aquatic)--- XP 125
    ---
    Initiative +5; Senses Perception +1; low-light vision
    HP 33; Bloodied 16
    AC 13; Fortitude 13; Reflex 15; Will 11
    Speed swim 6
    ---
    [Melee basic] Bite (standard; at will): +8 vs. AC; 1d6+3 damage.

    [Melee] Swimming Ravage (standard; at will): The ixitxachitl moves up to its swim speed. At any point along the path of its movement, it may make a single bite attack against an adjacent target. The ixitxachitl does not provoke opportunity attacks from the target of its swimming ravage via its movement this round.

    [Area] Shocking Burst (standard; at will) Lightning: Burst 1 within 10; +5 vs. Reflex; 1d6+3 lightning damage.
    ---
    Alignment chaotic evil; Languages Ixitxachitl
    Skills Nature +6
    Str 11; Dex 18; Wis 10
    Con 14; Int 10; Cha 10


    IXITXACHITL VAMPIRE--- Level 4 Soldier
    Medium natural magical beast (aquatic)--- XP 175
    ---
    Initiative +10; Senses Perception +2; darkvision
    HP 54; Bloodied 27
    AC 20; Fortitude 17; Reflex 16; Will 18
    Resist necrotic 10; Vulnerable radiant 5
    Speed swim 6
    ---
    [Melee basic] Bite (standard; at will): +11 vs. AC; 1d12+4 damage and target is grabbed (until escape) (plus see Blood Drain).

    [Melee] Blood Drain (standard; recharges when an adjacent creature becomes bloodied) Healing: Only against a creature that the ixitxachitl vampire has grabbed; +9 vs. Fortitude; 2d8+4 damage plus ongoing 5 necrotic damage (save ends) and the ixitxachitl vampire regains 13 hit points.
    ---
    Alignment chaotic evil; Languages Ixitxachitl
    Skills Nature +6
    Str 17; Dex 16; Wis 10
    Con 14; Int 15; Cha 19



    VOICE OF DEMOGORGON--- Level 8 Elite Artillery (Leader)

    Medium natural magical beast (aquatic)--- XP 700
    ---
    Initiative +6; Senses Perception +7, darkvision
    Demogorgon’s Favor aura 6; all allies in the aura get +3 on all damage rolls
    HP 146; Bloodied 73
    AC 22; Fortitude 22; Reflex 20; Will 21
    Saving Throws +2
    Speed swim 6
    Action Points 1
    ---
    [Melee basic] Bite (standard; at will): +15 vs. AC; 1d8+5.

    [Ranged] Mental Scream (standard; at will) Necrotic, Psychic: Range 12; +13 vs. Will; 2d8+5 necrotic and psychic damage.

    [Ranged] Bolt of Madness (standard; at will) Psychic: Range 8; +13 vs. Will; target is immobilized and dazed (save ends).

    Dual Actions:
    Every round, the Voice of Demogorgon may take one extra standard action.
    ---
    Alignment chaotic evil; Languages Ixitxachitl
    Skills Religion +14
    Str 21; Dex 15; Wis 16
    Con 19; Int 20; Cha 18
    Last edited by the Jester; Friday, 30th November, 2012 at 06:37 PM.

  4. #14
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    No shocker lizards then?

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    NOTE: Sharks are revised here.


    BULL SHARK--- Level 2 Soldier
    Medium natural beast--- XP 125
    ---
    Initiative +5; Senses Perception +3; low-light vision
    HP 40; Bloodied 20
    AC 18; Fortitude 16; Reflex 14; Will 14
    Speed swim 8
    ---
    [Melee basic] Bite (standard; at will): +9 vs. AC; 2d6+3 damage.

    [Melee] Aggressive Charge (standard; encounter): The bull shark moves up to 8 squares and attacks. +10 vs. AC, 3d6+3 damage.
    ---
    Alignment unaligned; Languages -
    Str 18; Dex 14; Wis 15
    Con 16; Int 2; Cha 6


    TIGER SHARK--- Level 4 Brute
    Large natural beast--- XP 175
    ---
    Initiative +4; Senses Perception +4; low-light vision
    HP 66; Bloodied 33
    AC 16; Fortitude 16; Reflex 13; Will 14
    Speed swim 8
    ---
    [Melee basic] Bite (standard; at will): +7 vs. AC; 2d8+4 damage.

    [Melee] Aggressive Charge (standard; encounter): The tiger shark moves up to 8 squares and attacks. +8 vs. AC, 3d8+4 damage.
    ---
    Alignment unaligned; Languages -
    Str 20; Dex 14; Wis 15
    Con 16; Int 2; Cha 6


    THRESHER SHARK--- Level 5 Controller
    Medium natural beast--- XP 200
    ---
    Initiative +4; Senses Perception +4; low-light vision
    HP 64; Bloodied 32
    AC 16; Fortitude 16; Reflex 13; Will 14
    Speed swim 8
    ---
    [Melee basic] Bite (standard; at will): +10 vs. AC; 1d10+4 damage.

    [Melee] Tail Thresh (standard; at will): +9 vs. Fortitude; 2d8+4 damage, and target is pushed one square and is dazed until the end of the thresher shark’s next turn.
    ---
    Alignment unaligned; Languages -
    Str 15; Dex 19; Wis 15
    Con 16; Int 2; Cha 6
    Last edited by the Jester; Friday, 30th November, 2012 at 06:45 PM.

  6. #16
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    Quote Originally Posted by Leatherhead
    No shocker lizards then?
    Oooh, good one!

    Hmm... I'm thinking 3rd level for them, though, actually... I'll go put 'em on the list!

  7. #17
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    Quote Originally Posted by the Jester
    Oooh, good one!

    Hmm... I'm thinking 3rd level for them, though, actually... I'll go put 'em on the list!
    Shocker lizards at 2nd! Please!

    Because the sooner we get them, the sooner we can see...

    ...a shocker lizard swarm !

  8. #18
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    Quote Originally Posted by Destil
    Shocker lizards at 2nd! Please!

    Because the sooner we get them, the sooner we can see...

    ...a shocker lizard swarm !
    Brilliant idea!

    I have to leave them at 3rd level- it's in my contract- but how's this, I'll skip ahead and do them as my next monster, perhaps tonight after work!

  9. #19
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    Quote Originally Posted by Destil
    Shocker lizards at 2nd! Please!

    Because the sooner we get them, the sooner we can see...

    ...a shocker lizard swarm !
    Another interesting thing about shocker lizards is their team attack Lethal Shock, this implies some of them could make excellent minions or leaders.

    I am looking forward to seeing how this turns out.

  10. #20
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    Quote Originally Posted by Destil
    Shocker lizards...

    ...a shocker lizard swarm !
    As promised: Shocker Lizards!

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