2nd-level Monster Conversions

the Jester

Legend
EDIT: Revised to MM3 standards here. Also added the giant vampire bat, a lvl 10 minion bat type.

BAT SWARM--- Level 2 Skirmisher
Medium natural beast (swarm)
---
Initiative +6; Senses Perception +1, blindsight 10
Swarm Attack aura 1; the bat swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 36; Bloodied 18
AC 16; Fortitude 13; Reflex 16; Will 12
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
Speed 2, fly 6 (hover)
---
[Melee basic] Battering Wings (standard; at will): +7 vs. melee; 2d4 damage, plus target is blinded until the end of its next turn.

Blinding Burst of Bats (free; when reduced to 0 hit points): Close burst 3; automatic hit; all creatures in the burst are blinded until the beginning of their next turn.
---
Alignment unaligned; Languages -
Str 5; Dex 17; Wis 10
Con 12; Int 2; Cha 6


DIRE BAT--- Level 8 Skirmisher
Medium natural beast--- XP 350
---
Initiative +11; Senses Perception +12, blindsight 15
HP 89; Bloodied 44
AC 22; Fortitude 20; Reflex 22; Will 20
Vulnerable thunder 10
Speed 3, fly 8 (see also flyby attack)
---
[Melee basic] Bite (standard; at will): +13 vs. AC; 1d8+5 damage.

[Melee] Flyby Attack (standard; at will): The dire bat flies up to 8 squares and makes a basic attack at any point during that movement. The dire bat doesn’t provoke opportunity attacks when moving away from the target of that attack.
---
Alignment unaligned; Languages -
Skills Perception +12, Stealth +14
Str 15; Dex 21; Wis 17
Con 17; Int 2; Cha 11
 
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the Jester

Legend
Updated, revised and expanded here.

THOUL CLUBBER--- Level 2 Brute
Medium natural humanoid
---
Initiative +3; Senses Perception +0, darkvision
HP 46; Bloodied 23
Regeneration 3 (if the thoul takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 14; Fortitude 17; Reflex 14; Will 11
Resist necrotic 5
Speed 6
---
[Melee basic] Club (standard; at will) Weapon: +5 vs. AC; 1d6+5 damage.

[Melee] Savage Blow (standard; at will) Weapon: +5 vs. AC; 2d6+5 damage.

[Melee] Paralyzing Claw (standard; recharge 5 6): +5 vs. AC; 1d6+3 damage and target is immobilized (save ends).
---
Alignment chaotic evil; Languages Giant, Goblin
Str 20; Dex 15; Wis 8
Con 16; Int 6; Cha 6
---
Equipment leather armor, club



THOUL RENDER--- Level 3 Soldier
Medium natural humanoid
---
Initiative +5; Senses Perception +2, darkvision
HP 47; Bloodied 23
Regeneration 3 (if the thoul takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 19; Fortitude 17; Reflex 15; Will 14
Resist necrotic 5
Speed 6
---
[Melee basic] Paralyzing Claws (standard; at will): +10 vs. AC; 1d6+3 damage and target is immobilized (save ends).

[Melee] Rend (standard; at will): Only against an immobilized target; +12 vs. AC; 2d6+3 damage.
---
Alignment chaotic evil; Languages Giant, Goblin
Str 18; Dex 15; Wis 13
Con 15; Int 6; Cha 6
---
Equipment leather armor
 
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the Jester

Legend
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.

BLADELING SLICER--- Level 2 Soldier
Medium immortal humanoid--- XP 125
---
Initiative +4; Senses Perception +1
HP 35; Bloodied 17
AC 18; Fortitude 16; Reflex 13; Will 12
Resist acid 5
Speed 6
---
[Melee basic] Claw (standard; at will): +9 vs. AC; 1d6+4 damage.

[Melee basic] Longsword (standard; at will) Weapon: +9 vs. AC; 1d8+4 damage.

[Area] Razor Storm
(standard; encounter): The bladeling fires a blast of pieces of its own bladed skin. Close blast 4; +5 vs. Reflex; 2d10+3 damage. Until the end of the encounter, the bladeling suffers a -2 penalty to AC.
---
Alignment evil; Languages Supernal
Str 18; Dex 13; Wis 10
Con 11; Int 10; Cha 10
---
Equipment longsword



BLADELING SHARDMASTER--- Level 3 Artillery
Medium immortal humanoid--- XP 150
---
Initiative +5; Senses Perception +x, special senses
HP 38; Bloodied 19
AC 15; Fortitude 15; Reflex 17; Will 14
Resist acid 5
Speed 6
---
[Melee basic] Claw (standard; at will): +10 vs. AC; 1d6 damage.

[Ranged] Spray of Razors (standard; at will): Range 8; +8 vs. Reflex; 2d6+3 damage.

[Area] Razor Storm (standard; encounter): The bladeling fires a blast of pieces of its own bladed skin. Close blast 4; +6 vs. Reflex; 3d8+3 damage. Until the end of the encounter, the bladeling suffers a -2 penalty to AC.
---
Alignment evil; Languages Supernal
Str 13; Dex 18; Wis 12
Con 14; Int 10; Cha 10
---
Equipment longsword



BLADELING ASSASSIN--- Level 5 Lurker
Medium immortal humanoid--- XP 200
---
Initiative +6; Senses Perception +9
HP 50; Bloodied 25
AC 19; Fortitude 17; Reflex 18; Will 17
Speed 6
---
[Melee basic] Claw (standard; at will): +10 vs. AC; 1d6+4 damage.

[Melee] Throat Slash (standard; at will): Requires combat advantage; +10 vs. AC; 2d8+4 damage and ongoing 5 damage (save ends).

[Area] Razor Storm (standard; encounter): The bladeling fires a blast of pieces of its own bladed skin. Close blast 4; +6 vs. Reflex; 3d8+4 damage. Until the end of the encounter, the bladeling suffers a -2 penalty to AC.

Sly Withdrawal (move; at will): The bladeling assassin shifts 4 squares and gains a +2 bonus on Stealth checks until the end of its next turn.
---
Alignment evil; Languages Supernal
Skills Perception +9, Stealth +11
Str 15; Dex 18; Wis 15
Con 14; Int 10; Cha 9
 
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BlackLotus

First Post
Ratling Conversion With Updated Abilities

Panopticon Media:

Please Write and Let me know what you think about my conversions?
Ratling Level 1 Minion
Small, Natural, Humanoid XP: 25
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Reflex 16, Will 10
Speed 4
:bmelee: Club (standard; at-will) @ Weapon
+3 vs. AC; 5 damage
:melee: Bite (standard; at-will)
+3 vs. AC; 1d4 +1 damage, and the target contracts filth fever disease.
Alignment; Evil Languages Common, Rat Tongue
Skills: Acrobatics +7, Stealth +9, Thievery +9 (+2 racial bonus included)
Str 10 (0) Dex 15 (+2) Wis 10 (+0)
Con 10 (0) Int 10 (0) Cha 6 (-2)
Equipment: Hide Armor, Club
Treasure: (1-4 gp)

Ratling Warrior Level 1 Skirmisher
Small, Natural, Humanoid XP: 100
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 26; Bloodied 13
AC 15; Fortitude 13, Reflex 16, Will 13
Speed 4
:bmelee: Shortsword (standard; at-will) @ Weapon
+5 vs. AC; 1d6 damage
:melee: Claw (standard; at-will)
+3 vs. AC; 1d4+1 damage
:melee: Bite (standard; at-will)
+3 vs. AC; 1d4 +1 damage, and the target contracts filth fever disease.
Agility Leap (Move; recharge :5: :6: ): The ratling shifts 3 squares and can shift through squares occupied by medium or smaller enemies. Until the beginning of the ratling's next turn, it gains combat advantage against any creatures whose space it shifted through.
Skills: Acrobatics +7, Stealth +9, Thievery +9 (+2 racial bonus included)
Str 10 (0) Dex 15 (+2) Wis 10 (+0)
Con 10 (0) Int 10 (0) Cha 6 (-2)
Equipment: Leather Armor, Shortsword
Treasure: (1-6 gp) or a quartz crystal (3 sp value)


SA- Agility Leap: When a ratling warrior is being attacked from all sides it can perform an incredible feat that will allow it to escape without being harmed. By summoning all of its physical energies, a ratling warrior can perform a flying leap about 10’ into the air. This will allow the ratling warrior to fly over their attacker’s heads and land just behind them. This could also give the Ratling warrior combat advantage until the end of its next turn.

SA- Filth Fever: Level 3 Disease Endurance stable DC 16, Improve DC 21
First Stage of the Disease: The target loses one healing surge.
(Make an Endurance check vs. DC 21 to cure disease; otherwise, Disease worsens to second stage.)
Second Stage of the Disease: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense.
(Make an Endurance check vs. DC 21 to return to First Stage of the disease; otherwise, Disease worsens to third stage.)
Third Stage of the Disease: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense.
The target loses all healing surges and cannot regain hit points.
(Make an Endurance check vs. DC 21 to return to Second Stage of the disease; otherwise, Disease worsens to final stage.)
Final Stage of the Disease: The Target loses 10 hit points per hour unless he or she makes an Endurance check vs. DC 16 to stabilize the progression of the disease. The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense. The Target loses all healing surges and cannot regain hit points.
(Make an Endurance check vs. DC 21 to return to Third Stage of the disease; otherwise, Death will occur.)
An Endurance check vs. DC 16 will always stabilize the progression of the disease.


Ratling Sharpshooter Level 2 Artillery
Small, Natural, Humanoid XP: 125
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 18, Will 14
Speed 4
:ranged: MW-Crossbow (standard; at-will) @ Weapon
Ranged(15/30); +10 vs. AC; 1d8 damage; also see Bolts of Fire
:melee: Dagger (standard; at-will)@ Weapon
+8 vs. AC; 1d4 damage

Bolts of Fire:
The Ratling Sharpshooter can shoot Fiery Bolts from it’s crossbow.
These flaming bolts of fire deal normal damage with an additional
3 points of ongoing fire damage. (Save Ends)

Skills: Acrobatics +7, Stealth +9, Thievery +9 (+2 racial bonus included)
Str 11 (0) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 10 (0) Cha 6 (-2)
Equipment: Leather Armor, MasterWork Crossbow, 20 Bolts, 5 Bolts of Fire,
Dagger
Treasure: (1-8 gp), Potion of Healing (Spend 1 healing Surge/ regain 10 hp)

Ratling Conjurer Level 2 Artillery
Small, Natural, Humanoid XP: 125
Initiative +2 Senses Perception (+5 low light vision)
(+9 Scent 20’ radius)
HP 28; Bloodied 14
AC 14; Fortitude 14, Reflex 14, Will 16
Speed 4
:bmelee: Quarterstaff (standard; at-will) @ Weapon
+2 vs. AC; 1d8 damage
:ranged: Magic Missile (standard; at-will) @ Force
Ranged 20; +5 vs. Reflex; 2d4+4 Force Damage
Force Orb (standard; encounter) @ Force
Ranged 20; +5 vs. Reflex; 2d8+4 Force Damage,
Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target.
Secondary Attack: +5 vs Reflex; 1d10+4 Force Damage
Shield (immediate reaction, when an enemy attacks Ratling Conjurer.)
Ratling Conjurer gains a +4 power bonus to AC & Reflex Defense until
the end of its next turn.

Skills: Arcana +9, Acrobatics (Racial only +2), Stealth (Racial Only +2)
Thievery (Racial Only +2)
Str 11 (0) Dex 12 (+1) Wis 17 (+3)
Con 12 (+1) Int 18 (+4) Cha 6 (-2)
Equipment: Quarterstaff, Ratling’s Conjurer’s Robe, Spellbook (inside-backpack),
Kravens Ring of Spell Storing (Spells-stored: 1st Lvl. ES: Force Orb, 2nd Lvl. US: Shield.)
Only a Ratling Conjurer can release the Spells that are stored within this ring.
Random Treasure on 1d6 Roll
1. 6 gold Coins
2. A ruby (Value 1000 gp)
3. Magic Wand (Lvl 1, +1 wand, value 360gp)
4. Silver Rat’s Head Amulet (value 750gp)
5. Bag of Holding (value 1000gp)
6. Dagger (value 1gp)




Ratling Conjurer Tactics:
A Ratling Conjurer will always begin its combat round with the Force Orb spell to try to deal as much damage to its enemies as possible. This Ratling prefers to attack its foes from a distance with magic missiles; however, once engaged in melee combat it will defend itself with a Quarterstaff. The Ratling Conjurer could also create a force energy bubble to surround it’s body to protect itself from being attacked with a Shield Spell as a quick action.

Ratling Description:
Ratlings are small vile monstrous creatures that are covered in fur and they have the facial features of a rat.
Ratlings prefer to live in groups or colonies and they can often be found working in the service of a wererat or another high level creature.

Ratling Combat Tactics:
Ratlings prefer to ambush their enemies in great numbers and quickly engage them with a primary weapon and a bite for a secondary attack.
Ratlings use simple weapons when they attack and rarely wear armor, although they do have all the proficiencies to wear light armor if they need to protect themselves in a difficult battle.

Ratlings Language:
A ratling’s native language is rat tongue or humans and elves sometimes call it rat chatter. Some ratlings can also speak common, if their master permits it.
 
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the Jester

Legend
EDIT: My revised blink dog is on the 1st level "Dog" listing here. There is also a higher level minion version as well as a pack leader. Plus, other doggies as well.

BLINK DOG--- Level 2 Skirmisher
Medium natural magical beast--- XP 125
---
Initiative +5; Senses Perception +7
HP 34; Bloodied 17
AC 16; Fortitude 13; Reflex 15; Will 13
Speed 8 (plus see Blinking Attack)
---
[Melee basic] Bite (standard; at will): +7 vs. AC; 1d8+1 damage.

[Melee] Blinking Attack (standard; at will): The blink dog makes a basic attack. Either before or after it attacks, it may teleport 5 spaces. If it teleports before it attacks, it gets +2 to its attack roll. If it teleports after it attacks, it gets +2 to its AC and Reflex defense until the beginning of its next turn.
---
Alignment good; Languages Blink Dog
Skills Athletics +7, Perception +7
Str 13; Dex 17; Wis 13
Con 10; Int 10; Cha 11
 
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the Jester

Legend
BlackLotus said:
Please Write and Let me know what you think about my conversions?

Sure! :)

First, do you mind if I link these in the 1st-level monster thread?

And to answer the question, I like them, and I only see a couple of things that I would change (and only on the skirmisher dude):

His hit points should be 26 (8+8+10 con). Otherwise:

BlackLotus said:
Agility Points; 2 [_] [_]
Agility Leap (standard; at-will)
A ratling warrior can spend 1 Agility-Point to move into any open square within a 3 square radius from its current position. The ratling will avoid all attacks of opportunity while it performs an Agility Leap.
...
SA- Agility Leap: When a ratling warrior is being attacked from all sides it can perform an incredible feat that will allow it to escape without being harmed. By summoning all of its physical energies, a ratling warrior can perform a flying leap about 10’ into the air. This will allow the ratling warrior to fly over their attacker’s heads and land just behind them. This could also give the Ratling warrior combat advantage for the duration of the battle, if its attackers are no longer facing him.

First of all, by using Agility Points, you're adding another bit of bookkeeping to the dm. One of the things I really like about 4e monsters is that all I really need to keep track of is hit points- every thing else has a recharge roll. I'd put this ability on the same mechanic- and I'd make it recharge 4 5 6. That way, the ratling would be able to use it every few rounds (on average), and probably twice at a minimum.

Other than that, I really like the ability, but you might want to rephrase this bit from the end:

This could also give the Ratling warrior combat advantage for the duration of the battle, if its attackers are no longer facing him.

I'd just make it grant combat advantage until the end of the ratling's next turn. Or maybe until the start of the 'victim's' turn.

But otherwise, they look pretty good to me!
 


BlackLotus

First Post
[D][Sure!

First, do you mind if I link these in the 1st-level monster thread?

And to answer the question, I like them, and I only see a couple of things that I would change (and only on the skirmisher dude):

His hit points should be 26 (8+8+10 con). Otherwise:][/D]

Yes That would be fantastic!!! Could you also make the changes suggested?
 

the Jester

Legend
BlackLotus said:
Yes That would be fantastic!!! Could you also make the changes suggested?

Actually, I can't edit your post, but you can. There's an "Edit Post" button that you should be able to see, and you can just modify your text.

If you are asking how would I rephrase it, maybe something like this:

Agility Leap (Move; recharge 5 6): The ratling shifts 3 squares and can shift through squares occupied by medium or smaller enemies. Until the beginning of the ratling's next turn, it gains combat advantage against any creatures whose space it shifted through.
 

the Jester

Legend
BLINDHEIM--- Level 2 Controller
Small natural magical beast; XP 125
---
Initiative +3; Senses Perception +x, special senses
HP 34; Bloodied 17
AC 16; Fortitude 12; Reflex 14; Will 16
Speed 6, swim 6
---
[Melee basic] Bite (standard; at will): +16 vs. AC; 1d6+1 damage (1d6+6 vs. a blinded target).

[Ranged] Blinding Beams (minor; at will): Range 16; +14 vs. Reflex; target is blinded until the end of its next turn, then suffers -1 on attack rolls (save ends).

[Area] Blinding Flash (standard; encounter): Close blast 6; targets all creatures within the blast; +12 vs. Reflex; Hit: 2d6 radiant damage and target is blinded (save ends); Miss: Half damage and target suffers -1 on attack rolls (save ends).
---
Alignment unaligned; Languages Blindheim
Skills Perception +10
Str 11;Dex 14; Wis 19
Con 10; Int 5; Cha 11
 

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