D&D 4th Edition 5th level monster conversion!




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  1. #1
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    5th level monster conversion!

    This thread is a continuation of the Monster Project.

    EDIT: I am in the process of revising monsters to MM3/MV standards, and in the process am doing a lot of tweaking. The original versions are still here, but the revised versions are attached as pdfs at the end of the thread. At this point I'm not bothering to update monsters that have subsequent official conversions, but I may do so eventually- it never hurts to have more varieties of beasties to kill your friends with!

    5th Level Monsters to Convert

    Adherer
    Algoid
    Bloodbloater Swarm
    Brain Coral homebrewed monster
    Cerberean Hound BlackLotus' translation of a Harry Potter beastie
    Eye Killer
    Flail Snail
    Leucrotta
    Peryton
    Rust Monster
    Tabaxi
    Volt
    Kenku done at 4th level

    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?]
    Giant, Cloud
    Giant, Frost
    Neogi may be better off around 10th-13th level
    Su-Monster [6th level?]
    Vampiric mist [11th level or thereabouts?]



    Hazards to be Converted

    Mantrap
    Tri-Flower Frond
    Last edited by the Jester; Monday, 26th November, 2012 at 07:07 PM.
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  • #2
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    I have long suspected the 3e vine horror was pretty much a conversion of the algoid; that would make the 4e vine horror basically cover it.

    Also I believe Mike Mearls has done conversions for the blindheim and adherer that you can get if you email him - there was something about that in his blog.

    Another consideration: you might want to think about moving the neogi (or neogis if you're doing different roles) closer in level to the umber hulk in order to enable encounter construction to better match the fluff of the neogi enslaving umber hulks. As the umber hulk is a level 12 elite brute, putting the neogi somewhere around a level 12 or 13 controller would seem like a good choice.

    EDIT: Also your link is to the 'edit post' function for the monster project so only mods will be able to follow it.
    Last edited by IanB; Wednesday, 25th June, 2008 at 01:57 AM.

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    i would love to see the cockatrice as well as the rust monster. both classics that deserved to be in the 1st MM
    Currently Playing:
    -4.0 Halfling Swordmage/Spellscarred ~ Level 8
    -d20 Modern Smart/Technosavant ~ Level 7
    -4.0 Human Warden/Barbarian Hybrid ~ Level 1
    -4.0 Gnome Articifer/Wizard ~ Level 1

    Currently DMing:
    -4.0 Campaign ~ Mercanaries of Wicked's Rest (Cthulhu Loves You) ~ Level 12
    -Saga Edition Campaign ~ Renegades of the Clone Wars ~ Level 3

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    BRAIN CORAL--- Level 5 Controller

    Brain coral is a small communal organism that resembles a normal, pink and grey coral formation. However, it is much more dangerous, being slightly mobile and very intelligent. Brain corals subsist off of organic debris in the water, but they require certain nutrients found only in intelligent creatures to maintain their own communal sentience. Often, brain coral will join forces with other aquatic monsters, such as sahuagin, locathah or others, to cooperate to bring down prey.

    Small natural animate (plant)--- XP 200
    ---
    Initiative +4; Senses Perception +5, blindsense 16; blind
    HP 63; Bloodied 31
    AC 17; Fortitude 17; Reflex 20; Will 17
    Resist psychic 10, weapons 5
    Speed 2
    ---
    [Ranged] Mind Lash (standard; at will) Psychic: Range 10; +9 vs. Will; 1d10+4 psychic damage and target is pulled 4 squares.

    [Ranged] Brain Lock (standard; recharge 6) Psychic: Range 4; +9 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed (save ends).

    [Close] Psychic Static (standard; encounter) Psychic: Close burst 4; targets all enemies in burst; +7 vs. Will; Hit: 3d8+4 psychic damage and ongoing 5 psychic (save ends) and target is stunned until the end of its next turn.
    ---
    Alignment unaligned; Languages telepathy 10
    Str 4; Dex 3; Wis 15
    Con 15; Int 20; Cha 15
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  • #5
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    EDIT: As there is an official peryton, I won't update these guys unless asked.

    PERYTON BANDIT--- Level 5 Skirmisher
    Medium natural magical beast--- XP 200
    ---
    Initiative +7; Senses Perception +x, special senses
    HP 63; Bloodied 31
    AC 19; Fortitude 19; Reflex 17; Will 17
    Speed 4, fly 8
    ---
    [Melee basic] Wicked Antlers (standard; at will): +10 vs. AC; 1d8+4 damage (1d8+9 if the peryton is at higher elevation than the target).

    [Melee] Deadly Charge (standard; at will): The peryton flies up to 8 squares and makes one attack against each of two adjacent targets. It must be at higher elevation than the target. +10 vs. AC; 3d8+4 damage and target is knocked prone.

    Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +8 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Common, Peryton
    Skills Intimidate +10
    Str 20; Dex 16; Wis 10
    Con 15; Int 15; Cha 16


    PERYTON MANHUNTER--- Level 6 Soldier

    Medium natural magical beast--- XP 250
    ---
    Initiative +8; Senses Perception +3
    HP 71; Bloodied 35
    AC 22; Fortitude 20; Reflex 18; Will 19
    Speed 4, fly 8
    ---
    [Melee basic] Wicked Antlers (standard; at will): +10 vs. AC; 2d8+4 damage.

    Stunning Critical (free action; upon scoring a critical hit with its antlers): The peryton manhunter attacks the target it just inflicted a critical hit upon: +11 vs. Fort; Hit: 1d12+5 damage and target is stunned (save ends); Miss: no damage and target is dazed (save ends).

    Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +11 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Common, Peryton
    Skills Intimidate +11
    Str 20; Dex 16; Wis 10
    Con 15; Int 15; Cha 16


    PERYTON SKYTERROR--- Level 8 Controller
    Medium natural magical beast--- XP 350
    ---
    Initiative +6; Senses Perception +6
    HP 89; Bloodied 44
    AC 22; Fortitude 20; Reflex 20; Will 22
    Speed 4, fly 8
    ---
    [Melee basic] Wicked Antlers (standard; at will): +13 vs. AC; 2d8+3 damage.

    [Close] Agonizing Screech (standard; encounter) Psychic, Thunder: The peryton skyterror gives an agonizing screech that sounds disturbingly human. Close blast 5; +10 vs. Will; Hit: 3d10+5 psychic and thunder damage and target is stunned until the end of its next turn; Miss: half damage and target is not stunned.

    [Close] Terrifying Presence (minor; recharge 5 6) Fear: Close burst 4; +10 vs. Will; Hit: target slides 4 squares and is dazed (save ends); Miss: target slides 2 squares.

    Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +11 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Common, Peryton
    Str 17; Dex 15; Wis 15
    Con 17; Int 17; Cha 22


    PERYTON HEARTRIPPER--- Level 9 Brute
    Medium natural magical beast--- XP 400
    ---
    Initiative +7; Senses Perception +7
    HP 117; Bloodied 58
    AC 21; Fortitude 24; Reflex 21; Will 21
    Speed 4, fly 8
    ---
    [Melee basic] Wicked Antlers (standard; at will): +12 vs. AC; 2d8+5 damage and target is pushed 1 square.

    [Melee] Shredding Blow (standard; recharge 6): The peryton makes one attack each on up to three adjacent enemies within reach. +10 vs. AC; 3d8+5 damage and secondary attack: +8 vs. Fortitude; Hit: target is knocked prone and stunned until the end of its next turn; Miss: target is dazed until the end of its next turn.

    [Melee] Rip the Heart Out (standard; encounter): Only against a helpless or prone and stunned target; +10 vs. Fortitude; Hit: 4d8+5 damage and ongoing 10 and target is stunned (save ends both). Using this ability grants combat advantage to all enemies other than the one targeted.

    Shadow of Man (minor; encounter): A peryton can transform its shadow to that of a human, striking fear into a chosen target. Range 4; +11 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Common, Peryton
    Str 23; Dex 17; Wis 17
    Con 17; Int 14; Cha 15
    Last edited by the Jester; Sunday, 13th January, 2013 at 04:19 AM.
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    TABAXI BRIGAND--- Level 5 Skirmisher
    Medium natural humanoid--- XP 200
    ---
    Initiative +9; Senses Perception +9, low-light vision
    HP 61; Bloodied 30
    AC 19; Fortitude 17; Reflex 19; Will 17
    Speed 7
    ---
    [Melee basic] Short Sword (standard; at will) Weapon: +10 vs. AC; 1d6+2 damage.

    [Melee] Rushing Strike (standard; at will) Weapon: The tabaxi brigand moves 4 and attacks (it must move a minimum of 2 squares to use this ability). +11 vs. AC; 2d6+4 damage.

    Nimble Shift
    (move; at will): The tabaxi shifts up to 2 squares.
    ---
    Alignment unaligned; Languages Common, Tabaxi
    Skills Acrobatics +12, Perception +9, Stealth +12
    Str 15; Dex 20; Wis 15
    Con 13; Int 10; Cha 13
    ---
    Equipment leather armor, shortsword


    TABAXI SCOUT--- Level 5 Artillery
    Medium natural humanoid; XP 200
    ---
    Initiative +7; Senses Perception +9, low-light vision
    HP 51; Bloodied 25
    AC 16; Fortitude 17; Reflex 19; Will 17
    Speed 7
    ---
    [Melee basic] Claw (standard; at will): +17 vs. AC; 1d6+4 damage.

    [Ranged basic] Longbow
    (standard; at will) Weapon: Range 20/40; +17 vs. AC; 1d10+5 damage.

    [Ranged] Shoot for the Legs
    (standard; recharge 4 5 6) Weapon: Requires longbow; Range 20/40; +17 vs. AC; 1d10+5 damage and target is slowed (save ends).

    Fleet of Foot (minor; at will): The tabaxi scout moves 4 squares.
    ---
    Alignment unaligned; Languages Common, Tabaxi
    Skills Perception +9, Stealth +12
    Str 13; Dex 20; Wis 15
    Con 15; Int 10; Cha 13
    ---
    Equipment longbow, 20 arrows


    TABAXI RIPPER--- Level 6 Brute
    Medium natural humanoid; XP 250
    ---
    Initiative +7; Senses Perception +6, low-light vision
    HP 86; Bloodied 43
    AC 18; Fortitude 20; Reflex 19; Will 18
    Speed 7
    ---
    [Melee basic] Bite (standard; at will): +9 vs. AC; 1d10+4 damage.

    [Melee basic] Claw (standard; at will): +9 vs. AC; 1d6+2 damage.

    [Melee] Ripping Claws (standard; at will): The tabaxi ripper makes two claw attacks at the same target. If both hit, it makes a secondary attack with its hind claws. Secondary attack: +7 vs. Fortitude; Hit: 3d6+4 damage; Miss: half damage.

    Fearsome Yowl (minor; encounter): The tabaxi ripper lets out a blood-curdling yowl. Close burst 3; attacks all enemies in burst; +5 vs. Will; target is dazed until the end of the tabaxi ripperĺs next turn.

    Nimble Shift (move; at will): The tabaxi shifts up to 2 squares.
    ---
    Alignment unaligned; Languages Common, Tabaxi
    Skills Acrobatics +12, Athletics +13
    Str 20; Dex 18; Wis 16
    Con 16; Int 10; Cha 10
    ---
    Equipment leather armor



    TABAXI HERO--- Level 10 Skirmisher (Leader)
    Medium natural humanoid--- XP 2400
    ---
    Initiative +10; Senses Perception +x, special senses
    HP 104; Bloodied 52
    AC 24; Fortitude 24; Reflex 23; Will 22
    Speed 7
    ---
    [Melee basic] Longsword (standard; at will) Weapon: +15 vs. AC; 1d8+5 damage and target is marked until the end of the tabaxi heroĺs next turn.

    [Melee] Hit and Run (standard; at will) Weapon: The tabaxi hero makes a basic attack and then shifts 2 squares.

    [Melee] Lead the Attack (standard; at will) Weapon: The tabaxi hero shifts four squares (minimum 2) and attacks. +15 vs. AC; 2d8+5 damage and all allies within 4 may shift 2 squares.

    Nimble Shift (move; at will): The tabaxi shifts 2 squares.
    ---
    Alignment unaligned--- Languages Common, Tabaxi
    Skills Diplomacy +14
    Str 22; Dex 20; Wis 16
    Con 16; Int 10; Cha 18
    ---
    Equipment leather armor. longsword
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    VOLT--- Level 5 Soldier
    Small natural magical beast--- XP 200
    ---
    Initiative +6; Senses Perception +4
    HP 68; Bloodied 34
    AC 21; Fortitude 20; Reflex 18; Will 18
    Speed 3, fly 6 (maximum altitude 2)
    ---
    [Melee basic] Bite (standard; at will): +12 vs. AC; 2d4 damage.

    [Melee] Tail Shock
    (standard; at will) Lightning: +10 vs. Reflex; 1d10+4 lightning damage and target is slowed until the end of its next turn.
    ---
    Alignment unaligned; Languages -
    Skills Stealth +9
    Str 9; Dex 15; Wis 15
    Con 20; Int 4; Cha 11
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    LEUCROTTA RIDGERUNNER--- Level 5 Skirmisher
    Medium natural magical beast--- XP 200
    ---
    Initiative +5; Senses Perception +4
    HP 64; Bloodied 32
    AC 19; Fortitude 19; Reflex 17; Will 17
    Speed 8
    ---
    [Melee basic] Bite (standard; at will): +10 vs. AC; 1d6+4 damage.

    [Melee] Crushing Bite (standard; at will): Only if the leucrotta first moves at least 3 squares from its starting space. +10 vs. AC; 1d6+4 damage and target is weakened (save ends).

    [Melee] Kicking Retreat (immediate reaction; when first bloodied): The leucrotta attacks and then shifts 4 squares. +10 vs. AC; 2d8+4 damage and target is knocked prone.
    ---
    Alignment chaotic evil; Languages Common, Leucrotta
    Skills Athletics +12, Endurance +10
    Str 20; Dex 13; Wis 15
    Con 16; Int 15; Cha 10


    LEUCROTTA SHIELDBREAKER--- Level 5 Brute
    Medium natural magical beast--- XP 200
    ---
    Initiative +3; Senses Perception +4
    HP 76; Bloodied 38
    AC 17; Fortitude 19; Reflex 17; Will 17
    Speed 8
    ---
    [Melee basic] Bite (standard; at will): +8 vs. AC; 2d8+4 damage and target is pushed one square.

    [Melee] Sundering Bite (standard; at will): +8 vs. AC; 2d8+4 damage. Effect: make a secondary attack; Secondary attack: +6 vs. Fortitude; Hit: put a wear point on the targetĺs shield or armor; if it has two wear points, reduce its armor or shield bonus by 1. If it has three wear points, the armor or shield is destroyed. If the shield or armor is magic, the target may make an immediate saving throw to avoid putting a wear point on the item.

    [Melee] Kicking Retreat (immediate reaction; when first bloodied): The leucrotta attacks and then shifts 4 squares. +8 vs. AC; 3d10+4 damage and target is knocked prone.
    ---
    Alignment chaotic evil; Languages Common, Leucrotta
    Skills Athletics +12, Endurance +10
    Str 20; Dex 13; Wis 15
    Con 16; Int 15; Cha 10


    LEUCROTTA KICKER--- Level 8 Soldier
    Medium natural magical beast--- XP 200
    ---
    Initiative +9; Senses Perception +x, special senses
    HP 90; Bloodied 45
    AC 24; Fortitude 22; Reflex 20; Will 20
    Speed 8
    ---
    [Melee basic] Bite (standard; at will): +15 vs. AC; 1d8+5 damage.

    [Melee] Front and Back (standard; at will): Only when flanked; the leucrotta makes a basic attack on one of the flanking enemies and a secondary attack against the other: +15 vs. AC; 1d8+5 damage and target is pushed 1 square and knocked prone.

    [Melee] Kicking Retreat (immediate reaction; when first bloodied): The leucrotta attacks and then shifts 4 squares. +15 vs. AC; 2d8+5 damage and target is pushed 2 squares and knocked prone.
    ---
    Alignment chaotic evil; Languages Common, Leucrotta
    Skills Athletics +15, Endurance +13
    Str 22; Dex 17; Wis 16
    Con 18; Int 11; Cha 13
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    ADHERER--- Level 5 Lurker
    Medium natural humanoid--- XP 200
    ---
    Initiative +8; Senses Perception +5
    HP 51; Bloodied 25
    AC 19; Fortitude 19; Reflex 17; Will 18
    Vulnerable fire 5
    Speed 6
    ---
    [Melee] Sticky Blow (standard; at will): +10 vs. AC; 1d6+4 damage and secondary attack: +8 vs. Fortitude; Hit: target is restrained by the adherer as long as they remain adjacent to each other (save ends); Miss: target is slowed until the end of its next turn.

    Interpose Victim (immediate interrupt; when targeted by a melee attack): Only when the adherer has a target restrained; the adherer and the restrained target switch places, and the attack targets the restrained victim instead of the adherer.

    Sticky Skin (free action; when hit by a melee weapon): The adherer makes an attack on the enemy that hit it: +8 vs. Fortitude; Hit: the weapon striking the adherer is wrenched from its attacker’s hand and stuck to it. An enemy may make a Strength vs. Reflex attack to grab its weapon while it rests on the adherer’s skin, and a Strength vs. Fortitude attack to wrench it free.

    Combat Advantage: When an adherer has combat advantage, its attacks deal an extra 1d6 damage.
    ---
    Alignment evil; Languages Common
    Skills Stealth +9
    Str 19; Dex 15; Wis 16
    Con 15; Int 7; Cha 8
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    EYE KILLER--- Level 5 Artillery
    Medium aberrant magical beast--- XP 200
    ---
    Initiative +5; Senses Perception +13, darkvision
    HP 51; Bloodied 25
    AC 17; Fortitude 17; Reflex 18; Will 20
    Speed 5
    ---
    [Melee basic] Coils (standard; at will): +12 vs. AC; 1d6+4 damage, plus secondary attack: +10 vs. Fortitude; target is grabbed (escape ends).

    [Melee] Crush (minor; at will): Only against a grabbed target; +10 vs. Fortitude; 1d10+4 damage.

    [Ranged] Death Stare
    (standard; at will) Radiant: Only when light is present. The eye killer’s eyes gather the ambient light and fire it in a tight beam at a target. Range 10; +10 vs. Reflex; 2d8+2 radiant damage plus target is blinded (save ends). If the light is dim, the eye killer’s death stare attack suffers -2 to attack and damage.
    ---
    Alignment unaligned; Languages -
    Skills Perception +13
    Str 12; Dex 16; Wis 17
    Con 15; Int 2; Cha 20


    EYE KILLER LORD--- Level 10 Skirmisher
    Medium aberrant magical beast--- XP 500
    ---
    Initiative +11; Senses Perception +17, darkvision
    HP 103; Bloodied 51
    AC 24; Fortitude 22; Reflex 22; Will 24
    Speed 6
    ---
    [Melee basic] Coils (standard; at will): +15 vs. AC; 2d6+5 damage, plus secondary attack: +13 vs. Fortitude; target is grabbed (escape ends).

    [Melee] Crush
    (minor; at will): Only against a grabbed target; +13 vs. Fortitude; 3d6+5 damage.

    [Ranged] Death Stare (standard; at will) Radiant: Only when light is present. The eye killer’s eyes gather the ambient light and fire it in a tight beam at a target. Range 10; +13 vs. Reflex; 3d6+3 radiant damage plus target is blinded (save ends). If the light is dim, the eye killer’s death stare attack suffers -2 to attack and damage.

    Surprising Grace (move; at will): The eye killer lord shifts 2 squares.

    Combat Advantage: The eye killer lord deals an extra 1d6 points of damage with melee attacks when it has combat advantage.
    ---
    Alignment unaligned; Languages -
    Skills Perception +17
    Str 18; Dex 18; Wis 18
    Con 15; Int 3; Cha 23


    EDIT: Looks like everything here is already up to date, excepting those monsters for which there are official versions. I guess that means this thread is done!
    Last edited by the Jester; Sunday, 13th January, 2013 at 04:22 AM.
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