2nd-level Monster Conversions

the Jester

Legend
GIBBERLING

Source:
The Gates of Firestorm Peak.

Gibberlings are small, violent humanoids who attack in great swarms, screaming, yowling, muttering and gibbering. Sometimes likened to army ants, gibberlings dwell only in places with minimal or no light- the Underdark, deep forests and the like.

A gibberling stands about 3' high and has black or pink skin. It is covered in bushy hair, but otherwise naked. Gibberlings are universally filthy and have a distinctive, feral scent.

Hatred of Light and Flame: A gibberling hates fire and light. Although they are willing to enter a well-lit area, they become hesitant, and they will sometimes only venture a short distance into bright light before retreating.

Huge Numbers: Gibberlings almost always appear in massive swarms consisting of dozens or hundreds of individuals. They almost never gain surprise because of their constant gibbering, but instead rely upon attacking in great massed waves. Most gibberlings use crude daggers made of broken and sharpened bones, scavenged weapons, rocks or similar object in combat. Others use their filthy claws or bite with their sharp teeth.

The Terrible Truth: The truth about gibberlings is known only to the most learned scholars and adventurers unfortunate enough to stumble across a gibberling spawning ground. Gibberlings are actually the unholy remnants of natural creatures who have been infested by a gibberslug, a parasitic creature from the Far Realms. Brood gibberlings, a larger, stronger and more dangerous version of the common gibberling, carry the squirming gibberslugs as “skin-pets” beneath their skin. A brood gibberling seeks to implant a gibberslug in a mortal creature by biting or spitting on it; if this succeeds, the gibberslug rapidly burrows into the victim's brain and forces the victim into a deep coma that lasts several hours to a day. At the end of this time, a fully-grown gibberling erupts from the husk of the victim, leaving only an empty skin behind.

Gibberling --- Level 2 Minion Skirmisher
Small abberant humanoid --- XP 31
HP 1; a missed attack never damages a minion Initiative +3
AC 16; Fortitude 13; Reflex 15; Will 14 Perception -1
Speed 6 Darkvision

TRAITS

Bunching

Gibberlings swarm over each other with ease. Up to three gibberlings can occupy the same square without penalty.

Hate the Light
When in bright light, gibberlings get a -2 penalty to speed.

STANDARD ACTIONS

(mbasic) Gibbering Attack * At Will

Effect: The gibberling shifts 2 squares and then makes the following attack.
Attack: Melee 1 (one creature); +7 vs.AC.
Hit: 5 damage.
---
Str 10 Dex 10 Wis 7
Con 10 Int 5 Cha 2
Alignment unaligned Languages -

Swarm of Gibberlings --- Level 3 Skirmisher
Large aberrant humanoid (swarm) -- XP Value
A swarm of gibberlings represents a group 20 to 30 gibberlings massed together.
HP 42; Bloodied 21 Initiative +3
AC 17; Fortitude 15; Reflex 16; Will 15 Perception -1
Speed 6 Darkvision
Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area effects

TRAITS

Swarm Attack * Aura 1

Once per round, a creature that enters or ends its turn in the aura takes 5 damage. A creature also takes this damage if it ends its turn in the swarm's space.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

Hate the Light
When in bright light, gibberlings get a -2 penalty to speed.

STANDARD ACTIONS

(close) Mess of Gibberlings * At Will
Attack: Close burst 1 (each creature in burst); +8 vs. AC.
Hit: 1d6+1 damage.
Effect: The swarm moves 3 squares.

TRIGGERED ACTIONS

Breakaway Gibberlings * Encounter

Trigger: The swarm of gibberlings becomes bloodied.
Effect (Immediate Reaction): Four gibberlings appear in the nearest empty spaces to the swarm. They take their turn immediately following the current turn and count normally when determining the xp value of the encounter.
---
Str 10 Dex 10 Wis 7
Con 10 Int 5 Cha 2
Alignment unaligned Languages -

Solitary Gibberling --- Level 12 Minion Skirmisher
Small abberant humanoid --- XP 175
HP 1; a missed attack never damages a minion Initiative +8
AC 26; Fortitude 23; Reflex 25; Will 24 Perception +4
Speed 6 Darkvision

TRAITS

Bunching

Gibberlings swarm over each other with ease. Up to three gibberlings can occupy the same square without penalty.

Hate the Light

When in bright light, gibberlings get a -2 penalty to speed.

STANDARD ACTIONS

(mbasic) Gibbering Attack * At Will
Effect: The solitary gibberling shifts 2 squares and then makes the following attack.
Attack: Melee 1 (one creature); +17 vs.AC.
Hit: 10 damage.
---
Str 10 Dex 10 Wis 7
Con 10 Int 5 Cha 2
Alignment unaligned Languages -

Mass of Gibberlings --- Level 13 Elite Skirmisher
Huge aberrant humanoid (swarm) XP 1,600
A mass of gibberlings represents a swarm of 50 to 100 gibberlings.
HP 244; Bloodied 122 Initiative +8
AC 27; Fortitude 25; Reflex 26; Will 25 Perception +3
Speed 6 Darkvision
Resist half damage from melee and ranged attacks; Vulnerable 15 to close and area effects
Saving Throws +2; Action Points 1

TRAITS

Swarm Attack * Aura 1

Once per round, a creature that enters or ends its turn in the aura takes 5 damage. A creature also takes this damage if it ends its turn in the swarm's space.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

Hate the Light
When in bright light, gibberlings get a -2 penalty to speed.

STANDARD ACTIONS

(close) Mess of Gibberlings * At Will

Attack: Close burst 1 (each creature in burst); +18 vs. AC.
Hit: 2d8+2 damage.
Effect: The mass moves 3 squares.

TRIGGERED ACTIONS

Breakaway Gibberlings * Recharges when the mass of gibberlings becomes bloodied

Trigger: The mass of gibberlings takes damage.
Effect (Immediate Reaction): Four solitary gibberlings appear in the nearest empty spaces to the swarm. They take their turn immediately following the current turn and count normally when determining the xp value of the encounter.
---
Str 10 Dex 10 Wis 7
Con 10 Int 5 Cha 2
Alignment unaligned Languages -

Brood Gibberling --- Level 14 Skirmisher
Medium aberrant humanoid --- XP 1,000
A brood gibberling is larger than a typical gibberling. Unlike its lesser kin, a brood gibberling's eyes are filled with a malignant cunning. Far more disturbing, its flesh moves visibly as small creatures called gibberslugs squirm beneath its skin. Brood gibberlings are not birthed by the same process as typical gibberlings, but rather come from the Far Realm. Because of this, they can survive only a short period away from an area tainted by aberrant energies.

Within the secluded burrows where brood gibberlings live, ragged husks lie discarded about the floor, the remnants of gibberling birthing. A brood gibberling can control any gibberlings it has personally created, giving rise to various clans of gibberlings, each controlled by one brood gibberling Clans sometimes cooperate and sometimes war, depending upon the whims of their progenitors. A brood gibberling often seeks to convert gibberlings of other clans to its own.
HP 136; Bloodied 68 Initiative +14
AC 28; Fortitude 26; Reflex 26; Will 27 Perception +8
Speed 6 Darkvision

TRAITS

Bunching

Gibberlings swarm over each other with ease. Up to three gibberlings can occupy the same square without penalty.

Hate the Light
When in bright light, gibberlings get a -2 penalty to speed.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 3d6+8 damage.

(melee) Gibberslug Bite (disease) * Recharge 5 6
Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 3d6+8 damage, plus ongoing 10 damage (save ends).
First Failed Save: The ongoing damage increases to 15, and the target is dazed (save ends both).
Second Failed Save: The target falls into a deep coma from which it cannot be awakened without using a remove affliction, remove disease or similar ritual or effect. 1d20+4 hours later, the target dies and gives birth to a solitary gibberling.

(ranged) Spit Gibberslug (acid, disease) * Encounter
Attack: Ranged 5 (one creature); +17 vs. Reflex.
Hit: 3d10+5 acid damage, plus ongoing 10 damage (save ends).
First Failed Save: The ongoing damage increases to 15, and the target is dazed (save ends both).
Second Failed Save: The target falls into a deep coma from which it cannot be awakened without using a remove affliction, remove disease or similar ritual or effect. 1d20+4 hours later, the target dies and gives birth to a solitary gibberling.

MOVE ACTIONS

Lope * At Will

Effect: The brood gibberling shifts 2 squares.

---
Str 18 Dex 20 Wis 13
Con 16 Int 12 Cha 18
Alignment unaligned Languages -

***

EDIT: For whatever reason (presumably related to ENWorld's recent reincarnation), I cannot currently upload the pdf. I'll try to get back to doing so when the opportunity arises.
 

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the Jester

Legend
Here is my revised version of the decapus.

More properly, the original version of the decapus that I wrote had some illusion powers. This guy has shifted to the controller role as the decapus ventriloquist. Then I simplified the decapus back to basics.

Anyhow:

DECAPUS
Source:
2e Mystara Monstrous Compendium Appendix.

A decapus is a strange and hideous monster named for its ten limbs and slight resemblance to an octopus. However, a typical decapus lives on land (though there are exceptions). The land decapus looks like a hairy, bloated, four-foot-wide ball of rubbery flesh covered in dark hair. The monster's ten tentacles are about 10' long and spaced around its body, and the monster has a large, frightful-looking mouth with terrible breath. A marine decapus is similar, but with less hair. A land decapus is usually yellow, purple or green, while a marine decapus is green or blue in color.

Widespread but Rare: Though there are usually only a small number of decapuses in any given area, these monsters have spread into nearly every climate, and are found from the arctic wastes of the Frostfell to hot tropical rainforests. They favor forests, jungles and other areas with vegetation thick enough for them to attack from above.

Savage Appetite: A decapus will prey upon anything that it can catch, including both sentient creatures and other predators. Even if full, a decapus will typically guard the remains of a kill against scavengers, seeking to gorge itself again as soon as its stomach allows.

Decapus --- Level 2 Lurker
Large aberrant magical beast --- XP 125
HP 36; Bloodied 18 Initiative +3
AC 16; Fortitude 16; Reflex 14; Will 14 Perception +6
Speed 3, climb 3 (spider climb), brachiate 7 Darkvision

TRAITS

Hang from the Branches

The decapus gains combat advantage against a creature when the decapus is at a higher elevation than that creature.

STANDARD ACTIONS

(mbasic) Tentacle Slap * At Will

Attack: Melee 2 (one creature); +7 vs. AC.
Hit: 1d6+2 damage.

Flurry of Tentacles * At Will
Requirement: The decapus must have combat advantage against each target.
Effect: The decapus uses tentacle slap three times.
---
Skills Stealth +4
Str 18 Dex 6 Wis 11
Con 18 Int 14 Cha 14
Alignment chaotic evil Languages Common

Decapus Ventriloquist --- Level 2 Controller
Large aberrant magical beast --- XP 125
HP 36; Bloodied 18 Initiative -1
AC 16; Fortitude 14; Reflex 14; Will 15 Perception +6
Speed 3, climb 3 (spider climb), brachiate 7 Darkvision

STANDARD ACTIONS

(mbasic) Tentacle Slap * At Will

Attack: Melee 2 (one creature); +7 vs. AC.
Hit: 1d4+1 damage.

Flurry of Tentacles * At Will
Effect: The decapus uses tentacle slap three times. If it hits any creature more than once, it grabs that creature (escape DC 13).

MINOR ACTIONS

(area) Ventriloquist's Lure * Recharge 5 6

Attack: Area burst 1 within 10 (each enemy in burst); +4 vs. Will.
Hit: The decapus slides the target 2 squares.
Miss: The decapus slides the target 1 square.

(close) Distracting Phantasms (illusion) * Encounter
Attack: Close burst 4 (each enemy in burst); +4 vs.Will.
Hit: The decapus is invisible to the target until the beginning of the target's next turn.
Effect: The decapus shifts 3 squares.
---
Skills Stealth +4
Str 18 Dex 6 Wis 11
Con 12 Int 14 Cha 14
Alignment chaotic evil Languages Common
 

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the Jester

Legend
THOUL
Source:
2e Mystara Monstrous Compendium Appendix.

A thoul is a magical hybrid of hobgoblin, troll and ghoul that usually strongly resembles a hobgoblin with slight trollish features, such as greenish skin, a long nose, thin, gangly limbs or wiry black trollish hair. Though thouls are a true species and are capable of breeding, they have a relatively low birth rate, comparable to that of gnomes. This is offset, to some degree, by their regeneration. Thouls are often found amongst hobgoblins, sometimes serving as leaders or shock troops. However, a thoul dwelling among hobgoblins is always treated as an outcast, set apart by its mixed blood.

Thoul Clubber --- Level 2 Brute
Medium natural humanoid --- XP 125
HP 46; Bloodied 23 Initiative +3
AC 14; Fortitude 16; Reflex 14; Will 12 Perception +0
Speed 6 Darkvision
Resist 5 necrotic

TRAITS

Regeneration

If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.

STANDARD ACTIONS

(mbasic) Club (weapon) * At Will

Attack: Melee 1 (one creature); +7 vs.AC.
Hit: 1d6+5 damage.

(melee) Savage Blow * At Will
Attack: Melee 1 (one creature); +7 vs.AC.
Hit: 2d6+5 damage.

(melee) Trounce * At Will
Attack: Melee 1 (one immobilized creature); +5 vs. Fortitude.
Hit: 3d6+5 damage and the target falls prone.

(melee) Paralyzing Claw * Recharge 5 6

Attack: Melee 1 (one creature); +7 vs. AC.
Hit: 1d8+5 damage, and the target is immobilized (save ends).
---
Str 17 Dex 13 Wis 8
Con 16 Int 6 Cha 6
Alignment chaotic evil Languages Giant, Goblin
Equipment leather armor, club

Thoul Render --- Level 3 Soldier
Medium natural humanoid --- XP 150
HP 47; Bloodied 23 Initiative +5
AC 19; Fortitude 17; Reflex 15; Will 14 Perception +2
Speed 6 Darkvision
Resist 5 necrotic

TRAITS

Regeneration

If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.

STANDARD ACTIONS

(mbasic) Paralyzing Claws * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 2d8+2 damage and the target is immobilized (save ends).

(melee) Rend * At Will
Attack: Melee 1 (one immobilized creature); +10 vs. AC.
Hit: 3d8+2 damage.

MOVE ACTIONS

Stand My Ground * At Will

Effect: Until the beginning of the thoul's next turn, it reduces forced movement on it by 3 squares.
---
Str 18 Dex 15 Wis 13
Con 15 Int 6 Cha 6
Alignment chaotic evil Languages Giant, Goblin
Equipment chain mail

Thoul Archer --- Level 7 Artillery
Medium natural humanoid --- XP 300
HP 62; Bloodied 31 Initiative +7
AC 19; Fortitude 19; Reflex 20; Will 18 Perception +5
Speed 6 Darkvision
Resist 5 necrotic

TRAITS

Regeneration

If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.

STANDARD ACTIONS

(mbasic) Longsword (weapon) * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d8+6 damage.

(rbasic) Longbow (weapon) * At Will
Attack: Ranged 20 (one creature); +14 vs. AC.
Hit: 2d10+4 damage.

(ranged) Rapid Shot (weapon) * Recharge 6
Effect: The thoul archer uses longbow against three different targets.

TRIGGERED ACTIONS

(melee) Paralyzing Swipe * Encounter

Requirement: The thoul must be bloodied.
Trigger: An enemy enters a square adjacent to the thoul.
Attack (Immediate Reaction): Melee 1 (the triggering creature); +12 vs. AC.
Hit: 1d10+2 damage, and the target is immobilized (save ends).
---
Str 16 Dex 19 Wis 15
Con 14 Int 9 Cha 9
Alignment chaotic evil Languages Giant, Goblin
Equipment chain mail, longbow, longsword, 36 arrows

Thoul Shock Trooper --- Level 7 Elite Brute
Medium natural humanoid --- XP 600
HP 196; Bloodied 98 Initiative +5
AC 19; Fortitude 20; Reflex 19; Will 18 Perception +4
Speed 6 Darkvision
Resist 10 necrotic
Saving Throws +2; Action Points 1

TRAITS

Regeneration

If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.

STANDARD ACTIONS

(mbasic) Greataxe (weapon) * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d12+6 damage, and the thoul pushes the target 1 square.

(melee) Cleaving Blow * At Will
Effect: The thoul shock trooper uses greataxe against two different targets.

(melee) Force the Way * Encounter
Attack: Melee 1 (one creature); +10 vs. Fortitude.
Hit: 3d12+6 damage, the thoul pushes the target 4 squares and the target falls prone. The thoul then must shift 4 squares to the closest unoccupied space adjacent to the target.
Miss: The thoul pushes the target 2 squares, then must shift 2 squares to the closest unoccupied space adjacent to the target.

TRIGGERED ACTIONS

(melee) Paralyzing Swipe * At Will

Requirement: The thoul must be bloodied.
Trigger: An enemy enters a square adjacent to the thoul.
Attack (Immediate Reaction): Melee 1 (the triggering creature); +12 vs. AC.
Hit: 1d10+4 damage, and the target is immobilized (save ends).
---
Str 20 Dex 15 Wis 13
Con 18 Int 7 Cha 9
Alignment chaotic evil Languages Giant, Goblin
Equipment plate armor, great axe

Thoul Guard --- Level 13 Minion Soldier
Medium natural humanoid --- XP 200
HP 1; a missed attack never damages a minion Initiative +12
AC 29; Fortitude 26; Reflex 25; Will 24 Perception +8
Speed 6 Darkvision
Resist 10 necrotic

TRAITS

Hard to Kill

If the thoul guard takes damage other than acid or fire damage, it makes a saving throw. If it succeeds, instead of dying, it regains 1 hit point, falls prone and is stunned until the start of its next turn.

STANDARD ACTIONS

(mbasic) Paralyzing Claw * At Will

Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 10 damage, and the target is immobilized (save ends).
---
Str 21 Dex 18 Wis 14
Con 18 Int 7 Cha 9
Alignment chaotic evil Languages Giant, Goblin
Equipment plate armor, heavy shield
 

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the Jester

Legend
Aaaand I'm done revising everything that I plan to revise here.

I've still got the sad, lonely, unloved tortle on here... sigh. I'll have to give it a special level of treatment... when I finally get to it. I mean, it's no tojanida, but the tortle is pretty silly.
 

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