5th level monster conversion!

the Jester

Legend
FLAIL SNAIL--- Level 5 Brute
Large natural beast--- XP 200
---
Initiative +0; Senses Perception +4, tremorsense 6
HP 76; Bloodied 38
AC 17; Fortitude 19; Reflex 12; Will 16
Speed 4
---
[Melee basic] Head Flail (standard; at will): Reach 2; +8 vs. AC; 1d10+4 damage.

[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.

[Melee] Emphatic Blow (standard; encounter): Reach 2; +8 vs. AC; 1d12+4 damage, and the target is pushed 2 squares.

Shell Shield
(immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
---
Alignment unaligned; Languages -
Str 20; Dex 6; Wis 14
Con 16; Int 1; Cha 9


SCINTILLATING FLAIL SNAIL--- Level 7 Controller
Large natural magical beast--- XP 300
---
Initiative +2; Senses Perception +6, tremorsense 6
Scintillating Shell (Radiant) aura 6; all ranged and area attacks against the flail snail by those in the aura suffer a -4 penalty. Any creature that starts its turn in the aura is subject to an attack: +11 vs. Will; Hit: target is slowed and dazed until the end of its turn; Miss: target is dazed until the end of its turn.
HP 80; Bloodied 40
AC 21; Fortitude 21; Reflex 15; Will 19
Speed 5
---
[Melee basic] Head Flail (standard; at will): Reach 2; +12 vs. AC; 1d8+5 damage.

[Melee] Flailing Heads (standard action; at will): The flail snail makes up to three head flail attacks, each at a different target. All three targets must be within 2 squares of each other.

[Melee] Emphatic Blow (standard; encounter): Reach 2; +12 vs. AC; 1d12+5 damage, and the target is pushed 2 squares.

[Ranged] Scintillating Beams (standard; recharge 5 6) Radiant: Range 10; targets 2 creatures; +11 vs. Will; Hit: 3d8+5 points of radiant damage and target is blinded and dazed (first save ends blindness, second save ends dazed); Miss: half damage and target is blinded until the end of its next turn.

Shell Shield (immediate interrupt; when targeted by a close or area attack; encounter): The flail snail retracts into its shell. It gets +2 on all defenses until the start of its next turn, but cannot take opportunity attacks.
---
Alignment unaligned; Languages -
Str 20; Dex 9; Wis 16
Con 16; Int 7; Cha 13
 

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the Jester

Legend
EDIT: As there is an official version of the rust monster (and talk about a classic that really should have been in the MM!), I won't update my version.

RUST MONSTER--- Level 5 Controller
Medium natural magical beast--- XP 200
---
Initiative +6; Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 16; Reflex 19; Will 17
Speed 6
---
[Melee basic] Rusting Antennae (standard; at will): +9 vs. Reflex; Hit: put a wear point on the target’s metal shield, armor or weapon; if it has two wear points, reduce its armor or shield bonus, or attack and damage rolls made with it, by 1. If it has three wear points, the item is destroyed. If the weapon, shield or armor is magic, it can receive one additional wear point without harm per tier.

[Melee] Ram (standard; at will): +10 vs. AC; 1d6+2 damage.

Rusting Body (immediate reaction; when struck by a metal weapon): The rust monster makes an immediate attack on the target: +9 vs. Fortitude; Hit: put a wear point on the target’s weapon; if it has two wear points, reduce attack and damage rolls made with it by 1. If it has three wear points, the item is destroyed. If the weapon, shield or armor is magic, it can receive one additional wear point without harm per tier.
---
Alignment unaligned; Languages rarely understands Common
Str 14; Dex 19; Wis 15
Con 14; Int 4; Cha 8
 
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the Jester

Legend
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!
 

the Jester

Legend
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
 

the Jester

Legend
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
 



the Jester

Legend
I tweaked the way wear points interact with magic items in the rust monster entry. Previously, they got a saving throw against each wear point, but I decided that I liked that better as a non-magical potential weapon enhancement- "enduring" weapons.

Ever since I came up with them, I have really liked using wear points to show abstract wear and tear on pcs' items. :)
 

BlackLotus

First Post
My new Monster

Here's a new monster, taken straight from Harry Potter and the sorcerer stone.

Cerberean Hound Level 5 Solo Brute
Large immortal beast XP 1,000
Initiative +3 Senses Perception +8; darkvision
HP 264; Bloodied 132
AC 17; Fortitude 18; Reflex 17; Will 17
Saving Throws +5
Speed 6
Action Points 2

[FONT=D&D 4e icons]M[/FONT] Bite (standard; at-will)
Reach 1; +8 vs AC; 1d10 + 4

[FONT=D&D 4e icons]M[/FONT] Bite and Hurl (standard; recharge [FONT=D&D 4e icons]4 5 6[/FONT])
+8 vs AC; 1d10 + 4 and the target slides 2 squares and is knocked prone

[FONT=D&D 4e icons]M[/FONT] Multi-head Attack (standard; at-will)
The Cerberean Hound makes 3 bite attacks.

Many-Headed
Each time the Cerberean Hound becomes dazed or stunned, it loses one attack on its next turn instead. Multiple such effects stack.

Alignment: Unaligned Languages: Abyssal
Str 16 (+5) Dex 12 (+3) Wis 12 (+3)
Con 18 (+6) Int 12 (+3) Cha 12 (+3)

Cereberean Hound Lore:
DC 15: This three headed beast strikes terror in the heart of any adventurer that encounters it. The Cerberean Hound is the offspring of Cerberus the dog with three heads that guards the gates to Hades.

Tactics:
The Cerberean hound can attack three targets that are adjacent to it, or it can attack a single target with all three heads dealing a devastating amount of damage. This beast has the capability of using its teeth to grab the target victim and hurl him or her through the air like a ragdoll, leaving them vulnerable for the next attack.
 

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