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





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  1. #1
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    The Grand Druid (Lvl 20)

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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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    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
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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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    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 rippers 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 heros 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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    Quote Originally Posted by IanB View Post
    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.
    Hmm, while it gets the algoid "animate plants" shtick, it doesn't get their psionic blast.

    No, I love the algoid too much to pass it up. In fact, my very first dnd game, I got to fight an algoid!
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    MINDLESS ALGOID--- Level 5 Soldier
    Medium natural animate (plant)--- XP 200
    ---
    Initiative +5; Senses Perception +4, tremorsense 6
    HP 62; Bloodied 31
    AC 19; Fortitude 19; Reflex 15; Will 17
    Resist 10 fire, 5 lightning, 5 weapons
    Speed 6, swim 6
    ---
    [Melee basic] Slam (standard; at will): +12 vs. AC; 1d10+4 damage and target is pushed 1.
    ---
    Alignment unaligned; Languages -
    Str 20; Dex 12; Wis 15
    Con 14; Int 1; Cha 1


    ALGOID MOSSWARDEN--- Level 6 Controller
    Medium natural animate (plant)--- XP 250
    ---
    Initiative +5; Senses Perception +5, tremorsense 6
    HP 70; Bloodied 35
    AC 18; Fortitude 20; Reflex 17; Will 18
    Resist 10 fire, 5 lightning, 5 weapons
    Speed 6, swim 6
    ---
    [Melee basic] Slam (standard; at will): +11 vs. AC; 1d10+4.

    [Close] Psychic Blast
    (standard; encounter) Psychic: Close blast 4; targets enemies; +8 vs. Will; 3d6+4 psychic damage and the target is dazed (save ends).

    [Area] Restive Ground (standard; recharge 5 6): The algoid mosswarden commands the plants on the ground to writhe and churn. Burst 3 within 8; creates a zone of difficult terrain that lasts until the end of the encounter or for 5 minutes. This area does not affect plants.
    ---
    Alignment unaligned; Languages -
    Str 20; Dex 14; Wis 15
    Con 14; Int 7; Cha 9


    ALGOID MINDBREAKER--- Level 7 Controller
    Medium natural animate (plant)--- XP 250
    ---
    Initiative +5; Senses Perception +8, tremorsense 6
    HP 78; Bloodied 39
    AC 19; Fortitude 20; Reflex 18; Will 21
    Resist 10 fire, 5 lightning, 5 weapons
    Speed 6, swim 6
    ---
    [Melee basic] Slam (standard; at will): +12 vs. AC; 1d10+4.

    [Ranged] Psionic Thrust (standard; at will) Psychic: Range 8; +11 vs. Will; 2d6+5 psychic damage and target slides 2 squares.

    [Close] Psychic Blast (standard; encounter) Psychic: Close blast 4; targets enemies; +9 vs. Will; 3d8+5 psychic damage and the target is dazed (save ends).

    [Area] Rouse the Green (standard; encounter): The algoid causes the local vegetation to writhe and attack. Burst 4 within 12; creates a zone of writhing vegetation that persists until the end of the encounter or for 5 minutes; any creature in the zone is attacked at the start of its turn; +9 vs. Reflex; 2d6+5 damage.
    ---
    Alignment unaligned; Languages -
    Str 18; Dex 14; Wis 20
    Con 14; Int 7; Cha 9
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    BLOODBLOATER OOZE

    Bloodbloaters are small, flat, disk-shaped oozes about 8” in diameter, with a bulge at the center. They are a translucent milky white with flecks of red at the center. While an individual bloodbloater ooze is an annoyance, they tend to congregate in swarms of about 650 creatures, posing a true threat to swimmers. Additionally, there are isolated incidents of bloodbloaters that have grown to more dangerous size on an individual basis.

    BLOODBLOATER OOZE SWARM--- Level 5 Soldier
    Medium natural beast (aquatic, blind, ooze, swarm)--- XP 200
    ---
    Initiative +4; Senses Perception +4, tremorsense 12
    Swarm Attack aura 1; the bloodbloater ooze swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
    HP 64; Bloodied 32
    AC 21; Fortitude 19; Reflex 17; Will 17
    Vulnerable fire 10
    Speed 1, swim 6
    ---
    [Melee basic] Bloodsucking Swarm (standard): +10 vs. Reflex; 1d10+4 damage plus ongoing 5 (save ends).
    ---
    Alignment unaligned; Languages -
    Str 20; Dex 15; Wis 15
    Con 16; Int 1; Cha 1


    MUTANT BLOODBLOATER--- Level 12 Soldier
    Medium natural beast (aquatic, blind, ooze, swarm)--- XP 700
    ---
    Initiative +9; Senses Perception +10, tremorsense 12
    HP 125; Bloodied 62
    AC 28; Fortitude 26; Reflex 22; Will 24
    Vulnerable fire 10
    Speed 4, swim 9
    ---
    [Melee basic] Blood Suck (standard; at will): +19 vs. AC; 2d6+5 damage plus ongoing 10.

    Blood Spray (immediate reaction; when first bloodied) Acid, Fire: The mutant bloodbloater expels a blast of hot blood. Close burst 2; +15 vs. Reflex; Hit: 4d8+5 fire and acid damage; Miss: half damage.
    ---
    Alignment unaligned; Languages -
    Str 24; Dex 16; Wis 19
    Con 21; Int 2; Cha 2
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    Here is my revised-for-MM3/MV-standards eye killer.

    Commentary: I made the eye killer lord a leader by adding its Spotlight ability. I also made it more of a skirmisher by adding a little more movement to its attacks.

    Also, I changed the death stare blindness to end of next turn from save ends; blindheims taught me that one creature can end up blinding much of the party if they aren't careful!

    Other than that, most of the changes were tweaks to accuracy and damage in order to put them in line with the revised guidelines.
    Attached Files Attached Files
    Last edited by the Jester; Tuesday, 15th February, 2011 at 06:50 PM. Reason: Whoops, forgot to attach the pdf!
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