Homebrew 4th Level Monster Conversions
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    4th Level Monster Conversions

    This is a continuation of the Monster Project.

    4th level monsters in need of conversion:

    Ascomoid Appears on 3rd-level list under the Fungus listing
    Axe Beak
    Beholderkin, death kiss May be better at somewhat higher level- 7th?
    Cloaker
    Clockwork Horrors
    Crab, giant
    Derro
    Gear Hound (homebrewed monster)
    Kenku
    Meazel
    Quaggoth
    Screaming Devilkin
    Worm

    Mantrap may be better as a hazard
    Tri-flower frond may be better as a hazard

    Higher Level Monsters On the List

    Aurumvorax [I'll prolly do this one around 12th level]
    Cockatrice [? 8th level]
    Crimson Death [16th level or thereabouts?]
    Eye Killer [5th level!]
    Su-Monster [6th level?]
    Vampiric mist [11th level or thereabouts?]
    Last edited by the Jester; Sunday, 13th January, 2013 at 03:51 AM.

  2. #2
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    EDIT: Revised to MM3 standards here.

    GIANT CRAB--- Level 4 Soldier
    Medium natural beast (aquatic)--- XP 175
    ---
    Initiative +6; Senses Perception +4
    HP 59; Bloodied 29
    AC 20; Fortitude 18; Reflex 16; Will 16
    Speed 5
    ---
    [Melee basic] Claw (standard; at will): +11 vs. AC; 2d8+4 damage.

    Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
    ---
    Alignment unaligned; Languages -
    Str 16; Dex 15; Wis 15
    Con 19; Int 1; Cha 5

    CRAB SWARM--- Level 7 Skirmisher
    Medium natural beast (aquatic, swarm)--- XP 175
    ---
    Initiative +8; Senses Perception +6
    Swarm Attack aura 1; the crab swarm makes a basic attack against each creature that begins its turn within the aura
    HP 80; Bloodied 40
    AC 21; Fortitude 19; Reflex 21; Will 19
    Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks.
    Speed 6
    ---
    [Melee basic] Swarm of Crabs (standard; at will): +12 vs. AC; 1d8+5 damage and ongoing 5 damage (save ends).
    ---
    Alignment unaligned Languages -
    Str 7 Dex 20 Wis 16
    Con 16 Int 1 Cha 6






    MONSTROUS CRAB--- Level 9 Skirmisher

    Medium natural beast (aquatic)--- XP 400
    ---
    Initiative +9--- Senses Perception +7
    HP 98; Bloodied 49
    AC 23; Fortitude 24; Reflex 20; Will 21
    Speed 5
    ---
    [Melee basic] Claw (standard; at will): +14 vs. AC; 2d8+5 damage, plus a medium or smaller target is grabbed (until escape).

    [Melee] Crush (standard; at will): Only against a grabbed target; +12 vs. Fortitude; 1d12+5 damage and target is stunned (save ends).

    Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
    ---
    Alignment unaligned; Languages -
    Str 23; Dex 16; Wis 17
    Con 18; Int 1; Cha 5


    CARCASS CRAB--- Level 15 Lurker
    Huge natural beast (aquatic)--- XP 1200
    ---
    Initiative +11; Senses Perception +11
    Spines aura 1; attacks all creatures at the start of the carcass crab’s turn; +18 vs. AC; 2d4+4 damage plus ongoing 5 poison.
    HP 114; Bloodied 57
    AC 27; Fortitude 30; Reflex 26; Will 26
    Speed 6
    ---
    [Melee basic] Claw (standard; at will): +20 vs. AC; 2d8+6 damage, plus a large or smaller target is grabbed (until escape).

    [Melee] Crush
    (standard; at will): Only against a grabbed target; +18 vs. Fortitude; 2d6+6 damage and target is stunned (save ends).

    Battlefield Camouflage (move; at will): Only on a battlefield or other scene containing dead bodies; the carcass crab knocks battlefield debris and corpses up around it, covering its move. The carcass crab moves three squares and makes an attack on each creature from which it would provoke an opportunity attack: +16 vs. Will; Hit: the target cannot take an opportunity attack for the crab’s movement.

    Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
    ---
    Alignment unaligned; Languages -
    Skills Stealth +11 (+17 on a battlefield)
    Str 26; Dex 19; Wis 19
    Con 18; Int 1; Cha 11


    SIEGE CRAB--- Level 20 Soldier
    Gargantuan natural beast (aquatic)--- XP 2800
    ---
    Initiative +17; Senses Perception +16
    HP 191; Bloodied 95
    AC 34; Fortitude 36; Reflex 31; Will 33
    Resist cold 10, poison 10, weapons 10
    Speed 6
    ---
    [Melee basic] Claw (standard; at will): +27 vs. AC; 3d6+8 damage.

    [Melee] Trample (standard; recharge 6): The siege crab moves 6 squares, attacking any creature whose space it moves through: +23 vs. Fortitude; 3d10+7 damage, plus target is knocked prone.

    Disgorge Troops (minor; at will): The siege crab can carry up to 16 medium or small creatures, or up to 4 large creatures, within it. It can disgorge them as a minor action. The troops must have an unoccupied square adjacent to the crab to appear in.

    If the siege crab is slain, any troops within it are automatically disgorged, and may appear in the crab’s space (as it is now dead).

    Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
    ---
    Alignment unaligned; Languages -
    Skills Endurance +21
    Str 30; Dex 20; Wis 23
    Con 23; Int 2; Cha 7
    Last edited by the Jester; Sunday, 13th January, 2013 at 03:38 AM.

  3. #3
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    Crab looks good; I like the siege crab being used as a troop mover.

    I also think: crab swarm!

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    EDIT: As there is an official 4e kenku, I won't update these guys unless someone asks me to.

    KENKU SNEAK--- Level 4 Lurker
    Medium natural humanoid--- XP 175
    ---
    Initiative +10; Senses Perception +4, low-light vision
    HP 43; Bloodied 21
    AC 18; Fortitude 16; Reflex 19; Will 16
    Speed 6
    ---
    [Melee basic] Katar (standard; at will) Weapon: +9 vs. AC; 1d6+2 damage (critical hit: 1d6+8).

    [Melee] Sly Jab (standard; at will) Weapon: +7 vs. Reflex; 1d6+2 damage (critical hit: 1d6+8).

    Ventriloquist Distraction (minor; encounter): Targets one creature adjacent to the kenku; +7 vs. Will; Hit: the kenku gains combat advantage against the target.

    Combat Advantage: A kenku sneak deals an extra 2d6 points of damage when it has combat advantage.
    ---
    Alignment unaligned; Languages Common, Kenku
    Skills Stealth +11
    Str 15; Dex 19; Wis 14
    Con 13; Int 16; Cha 15
    ---
    Equipment leather armor, katar


    KENKU SNIPER--- Level 4 Artillery
    Medium natural humanoid--- XP 175
    ---
    Initiative +6; Senses Perception +4
    HP 43; Bloodied 21
    AC 16; Fortitude 16; Reflex 18; Will 16
    Speed 6
    ---
    [Melee basic] Rapier (standard; at will) Weapon: +11 vs. AC; 1d8+2 damage.

    [Ranged basic] Longbow (standard; at will) Weapon: +11 vs. AC; 1d10+4 damage.

    [Ranged] Sniper Shot (standard; at will) Weapon: Only with combat advantage; +11 vs. AC; 2d10+4 damage.

    Ventriloquist Distraction (minor; encounter): Targets one creature adjacent to the kenku; +9 vs. Will; Hit: the kenku gains combat advantage against the target.
    ---
    Alignment unaligned; Languages Common, Kenku
    Skills Stealth +11
    Str 15; Dex 19; Wis 14
    Con 13; Int 16; Cha 15
    ---
    Equipment leather armor, rapier, longbow, 40 arrows


    KENKU TRICKSTER--- Level 6 Controller
    Medium natural humanoid--- XP 250
    ---
    Initiative +7; Senses Perception +5, low-light vision
    HP 66; Bloodied 33
    AC 20; Fortitude 18; Reflex 19; Will 20
    Speed 6
    ---
    [Melee basic] Staff (standard; at will) Weapon: +11 vs. AC; 1d6+3 damage.

    [Melee] Baffling Strike (standard; at will) Weapon: The kenku trickster makes two attacks against the same target. First attack: +11 vs. AC; 1d6+3 damage. Second attack: +9 vs. Will; Hit: target is dazed (save ends); Miss: target suffers -2 to AC, Reflex and Will defense until the end of its next turn.

    [Area] Phantasmal Reinforcements (standard; encounter) Illusion: The kenku trickster creates the sound of many reinforcements arriving. Burst 3 within 8; attacks all enemies in burst; +7 vs. Will; Hit: target slides 4 and is dazed (save ends); Miss: target slides 1.

    [Area] Treacherous Terrain (standard; recharge 5 6) Illusion: Burst 3 within 8; creates a zone of difficult terrain that lasts until the end of the kenku trickster’s next turn; sustain minor.
    ---
    Alignment unaligned; Languages Common, Kenku
    Skills Stealth +11
    Str 16; Dex 18; Wis 14
    Con 10; Int 15; Cha 20
    ---
    Equipment leather armor, staff
    Last edited by the Jester; Sunday, 13th January, 2013 at 03:36 AM.

  5. #5
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    Quote Originally Posted by Rechan
    Crab looks good; I like the siege crab being used as a troop mover.

    I also think: crab swarm!
    Glad you like it. And I'll do up a crab swarm, good idea!

  6. #6
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    Hmmm. This actually makes me consider Kenku as a player race (and, more importantly, replacing halflings in my homebrew).

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    EDIT: Revised to MM3 versions of these guys, as well as several more terror bird types, are later in this thread here.

    AXE BEAK--- Level 4 Soldier
    Medium natural beast--- XP 175
    ---
    Initiative +6; Senses Perception +10
    HP 58; Bloodied 29
    AC 18; Fortitude 18; Reflex 16; Will 16
    Speed 8
    ---
    [Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage.

    [Melee] Axe Beak
    (standard; at will): +11 vs. AC; 1d10+4 damage (critical hit: 1d10+14).

    [Melee] Enthusiastic Charge (standard; encounter): Only when charging; the axe beak moves up to 12 and makes an axe beak attack with a +1 bonus to attack.
    ---
    Alignment unaligned; Languages -
    Skills Endurance +11, Perception +10
    Str 19; Dex 15; Wis 16
    Con 18; Int 2; Cha 11


    TERROR BIRD--- Level 8 Brute
    Medium natural beast--- XP 350
    ---
    Initiative +8; Senses Perception +8
    HP 110; Bloodied 55
    AC 18; Fortitude 22; Reflex 20; Will 20
    Speed 10
    ---
    [Melee basic] Talon (standard; at will): +11 vs. AC; 2d8+5 damage.

    [Melee] Slashing Talon (standard; at will): +12 vs. AC; 2d8+5 damage and target is pushed one square and knocked prone.

    [Close] Flurry of Talons (standard; encounter): Only when bloodied; close burst 1; +9 vs. AC; 4d8+5 damage and target is pushed one square and knocked prone.
    ---
    Alignment unaligned; Languages -
    Skills Endurance +11, Perception +10
    Str 23; Dex 19; Wis 18
    Con 20; Int 2; Cha 11
    Last edited by the Jester; Tuesday, 20th December, 2011 at 07:29 PM.

  8. #8
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    EDIT: Since there's an official conversion of derro now, I shan't update them unless someone specifically requests it.

    DERRO SLAVER--- Level 4 Skirmisher
    Small natural humanoid--- XP 175
    ---
    Initiative +6; Senses Perception +0, darkvision
    HP 56; Bloodied 28
    AC 18; Fortitude 16; Reflex 16; Will 18
    Resist psychic 10
    Speed 6
    ---
    [Melee basic] Whip (standard; at will) Weapon: Reach 3; +9 vs. AC; 1d4+2 damage.

    [Melee] Slaver’s Lash
    (standard; at will) Psychic, Weapon: Reach 3; +9 vs. AC; 1d4+2 damage plus 1d6 psychic damage, and the derro slaver chooses: target is slowed (save ends), dazed (save ends) or knocked prone.
    ---
    Alignment chaotic evil; Languages Common, Derro
    Skills Intimidate +12
    Str 11; Dex 15; Wis 7
    Con 16; Int 15; Cha 20
    ---
    Equipment chain mail, whip, manacles


    DERRO CROSSBOWMAN--- Level 4 Artillery

    Small natural humanoid--- XP 175
    ---
    Initiative +6; Senses Perception +0, darkvision
    HP 48; Bloodied 24
    AC 16; Fortitude 17; Reflex 17; Will 15
    Resist psychic 10
    Speed 6
    ---
    [Melee basic] Maul (standard; at will) Weapon: +11 vs. AC; 2d6 damage.

    [Ranged basic] Derro Crossbow (standard; reload minor) Psychic, Weapon: Range 15/30; +11 vs. AC; 1d8 damage plus 1d6+3 psychic damage.
    ---
    Alignment chaotic evil; Languages Common, Derro
    Skills Intimidate +9
    Str 11; Dex 19; Wis 7
    Con 18; Int 13; Cha 14
    ---
    Equipment chain mail, crossbow with 20 bolts, maul


    DERRO RAVER--- Level 7 Controller
    Small natural humanoid--- XP 300
    ---
    Initiative +3; Senses Perception -1; darkvision
    HP 82; Bloodied 41
    AC 21; Fortitude 20; Reflex 19; Will 21
    Resist psychic 10
    Speed 6
    ---
    [Melee basic] Staff (standard; at will) Weapon: +12 vs. AC; 1d6 damage.

    [Melee] Maddening Strike
    (standard; at will) Psychic, Weapon: +12 vs. AC; 1d6 damage, plus 1d6+5 psychic damage and followup attack: +11 vs. Will; Hit: as a free action, target takes a basic attack or charge at its nearest ally; Miss: target is dazed until the end of its next turn.

    [Ranged] Mad Raving (standard; at will) Psychic: Range 6; +11 vs. Will; 1d6+5 psychic damage plus ongoing 5 psychic damage (save ends).

    [Area] Landscape of Nightmares
    (standard; recharge 5 6) Psychic: Burst 4 within 12; attacks all enemies within; +9 vs. Will; 3d8+5 psychic damage; Effect: creates a zone of difficult terrain that persists for five minutes or until the end of the encounter. Derro are not affected by this zone.
    ---
    Alignment chaotic evil; Languages Common, Derro
    Skills Intimidate +9
    Str 10; Dex 10; Wis 3
    Con 18; Int 16; Cha 21
    ---
    Equipment hide armor, staff


    DERRO LURK--- Level 8 Lurker
    Small natural humanoid--- XP 350
    ---
    Initiative +13; Senses Perception +2; darkvision
    HP 72; Bloodied 36
    AC 22; Fortitude 21; Reflex 22; Will 20
    Resist psychic 10
    Speed 6 (plus see vanish)
    ---
    [Melee basic] Short Sword (standard; at will) Weapon: +13 vs. AC; 1d6 damage.

    [Melee] Blinding Strike (standard; at will) Psychic, Weapon: +13 vs. AC; 1d6 damage, plus followup attack: +11 vs. Will; Hit: target is blinded (save ends).

    [Ranged] Weight of Knowledge
    (standard; encounter) Psychic: Range 10; targets up to three adjacent targets; +11 vs. Will; Hit: target is immobilized and dazed; First save: target is slowed (save ends); Miss: target is slowed (save ends).

    Combat Advantage: A derro lurk deals an extra 3d6 points of damage when it has combat advantage.

    Vanish (move; encounter) Teleportation: The derro lurk teleports 6 squares and gains concealment until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Common, Derro
    Skills Intimidate +9, Stealth +14
    Str 10; Dex 21; Wis 6
    Con 18; Int 16; Cha 17
    ---
    Equipment chain mail, shortsword


    DERRO PELTAST--- Level 9 Skirmisher

    Small natural humanoid--- XP 400
    ---
    Initiative +9; Senses Perception +2, darkvision
    HP 97; Bloodied 48
    AC 23; Fortitude 23; Reflex 21; Will 21
    Resist psychic 10
    Speed 6
    ---
    [Melee basic] Hook Fauchard
    (standard; at will) Weapon: Reach 2; +14 vs. AC; 1d10+5 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone.

    [Ranged basic] Javelin
    (standard; at will) Weapon: Range 10/20; +14 vs. AC; 1d6+3 damage.

    Skirmish (at will; once per round): If, on its turn, the derro peltast ends its move at least 4 squares away from its starting point, it deals +2d6 damage with its attacks until the start of its next turn.
    ---
    Alignment chaotic evil; Languages Common, Derro
    Skills Intimidate +12
    Str 21; Dex 17; Wis 7
    Con 16; Int 15; Cha 17
    ---
    Equipment chain mail, hook fauchard, javelins (4)


    DERRO MINION--- Level 9 Minion
    Small natural humanoid--- XP 100
    ---
    Initiative +7; Senses Perception +0, darkvision
    HP 1; a missed attack never damages a minion
    AC 23; Fortitude 20; Reflex 21; Will 19
    Resist psychic 10
    Speed 6
    ---
    [Melee basic] Hook Fauchard (standard; at will) Weapon: Reach 2; +14 vs. AC; 6 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone.
    ---
    Alignment chaotic evil; Languages Common, Derro
    Str 16; Dex 17; Wis 3
    Con 13; Int 15; Cha 14
    ---
    Equipment chain mail, hook fauchard
    Last edited by the Jester; Sunday, 13th January, 2013 at 03:28 AM.

  9. #9
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    EDIT: An official version of these guys exists in Underdark, so I won't bother updating them to MM3 standards.

    QUAGGOTH SAVAGE--- Level 4 Brute
    Medium natural humanoid--- XP 175
    ---
    Initiative +4; Senses Perception +4, darkvision
    HP 66; Bloodied 33
    AC 16; Fortitude 18; Reflex 16; Will 16
    Resist poison 10
    Speed 6
    ---
    [Melee basic] Claw (standard; at will): +7 vs. AC; 1d8+4 damage.

    [Melee] Double-Claw Blow (standard; at will): +7 vs. AC; 2d8+4 damage and target is pushed 1 square.

    [Melee] Terrible Rend
    (standard; encounter): Only against a bloodied foe; +5 vs. Fortitude; 3d10+4 damage.

    Savage Frenzy (immediate reaction; when first bloodied): The quaggoth gains a +5 bonus to damage until the end of the encounter.
    ---
    Alignment unaligned; Languages Quaggoth
    Skills Endurance +10
    Str 19; Dex 15; Wis 15
    Con 16; Int 7; Cha 10



    QUAGGOTH WIGSPLITTER--- Level 4 Soldier
    Medium natural humanoid--- XP 175
    ---
    Initiative +5; Senses Perception +4, darkvision
    HP 54; Bloodied 27
    AC 20; Fortitude 18; Reflex 17; Will 16
    Resist poison 10
    Speed 6
    ---
    [Melee basic] Greataxe (standard; at will) Weapon: +11 vs. AC; 1d12+4 damage (critical hit: 1d12+16).

    [Melee] Wig-Splitting Blow (standard; at will) Weapon: +11 vs. AC; 1d12+4 damage (critical hit: 1d12+16) and target is marked until the end of the quaggoth headsman’s next turn and dazed (save ends).

    [Ranged basic] Throwing Axe (standard; reload minor) Weapon: Requires throwing axe; +10 vs. AC; 1d6+3 damage (critical hit: 1d6+9).

    Savage Frenzy (immediate reaction; when first bloodied): The quaggoth gains a +5 bonus to damage until the end of the encounter.
    ---
    Alignment unaligned; Languages Quaggoth
    Skills Endurance +10
    Str 18; Dex 16; Wis 15
    Con 14; Int 8; Cha 12
    ---
    Equipment greataxe, 2 throwing axes


    PSYCHOTIC QUAGGOTH--- Level 9 Brute
    This shaggy, white-furred creature is dirty with spores and bits of fungus and slimes. Its eyes are glassy, and its tongue lolls out.

    A psychotic quaggoth is a quaggoth that has spent too much time near psychedelic and hallucinogenic underground substances, until even the quaggoth’s native resistance to poison is overwhelmed. What emerges is even more mad than a normal quaggoth.

    Medium natural humanoid--- XP 400
    ---
    Initiative +7; Senses Perception +6, blindsight 6, darkvision
    HP 114; Bloodied 57
    AC 21; Fortitude 22; Reflex 21; Will 20
    Resist poison 10
    Speed 6
    ---
    [Melee basic] Poisoned Claw (standard; at will) Poison: +12 vs. AC; 1d8+5 damage plus ongoing 5 poison.

    [Melee] Double Claw (standard; at will): +12 vs. AC; 2d8+5 damage.

    [Melee] Poisonous Double Claw (standard; encounter) Poison: +12 vs. AC; 2d8+5 damage plus ongoing 5 poison.

    [Close] Hallucinogenic Cloud
    (minor; encounter) Poison: The psychotic quaggoth shakes itsel[B]f and a wealth of psychedelic spores and substances fills the air around it, dislodged from its fur. Close burst 1; +8 vs. Will; target is dazed (save ends).
    ---
    Alignment unaligned; Languages Quaggoth
    Skills Endurance +10
    Str 18; Dex 16; Wis 15
    Con 14; Int 8; Cha 12
    Last edited by the Jester; Sunday, 13th January, 2013 at 03:46 AM.

  10. #10
    Wow; I'd forgotten all about the quaggoth until seeing it again in this thread. I want to do a Clark Ashton Smith-flavored campaign and these will make a perfect stand-in for the voormis.

    Thanks for undertaking this project, Jester. Looking forward to more.

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