Homebrew 6th level monster conversions!
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    6th level monster conversions!

    All right, here is the 6th level monster conversion thread...

    The List of 6th Level Monsters

    Belker
    Caterwaul
    Cave Cricket
    Elemental, Crysmal
    Jellyfish, Giant
    Needlefolk
    Phantom Fungus
    Phraint originally from Arduin Grimoire, heavily modified
    Spawn of Kyuss
    Su-Monster
    Spider, Tarantella
    Thorny The "companion animals" of vegepygmies, which are plants



    Higher Level Monsters On the List

    Aurumvorax [I'll prolly do this one around 12th level]
    Boggle [10th level? tweak back to the 'boggle hole' model of 1e]
    Cockatrice [? 8th level]
    Crimson Death [16th level or thereabouts?]
    Elemental, invisible stalker [? right about 10th?]
    Giant, Cloud
    Giant, Frost
    Gray Ooze [9th level elite]
    Neogi may be better off around 10th-13th level
    Vampiric mist [11th level or thereabouts?]
    Zorbo (? 18th or so?)

    Hazards to be Converted

    Mantrap
    Tri-Flower Frond
    Last edited by the Jester; Sunday, 13th January, 2013 at 07:09 PM.

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    EDIT: This guy has been revised and updated to MM3 standards here.


    TARANTELLA--- Level 6 Controller
    Medium natural beast (spider) XP 100
    ---
    Initiative +13; Senses Perception +11, tremorsense 6
    HP 72; Bloodied 36
    AC 20; Fortitude 18; Reflex 20; Will 18
    Speed 8, climb 6 (spider climb)
    ---
    [Melee basic] Bite (standard; at will) Poison: +11 vs. AC; 1d6+4 damage plus secondary attack: +10 vs. Fortitude; Hit: the target begins jerking and dancing helplessly in place and suffers ongoing 5 poison and is immobilized (first save ends ongoing damage, second save ends immobilized). As long as the effect persists, the victim grants combat advantage.

    [Close] Spray of Venom (standard; encounter) Poison: Close blast 4; +8 vs. Fortitude; Hit: 2d6+4 poison damage plus ongoing 5 poison and the target is slowed (save ends both).
    ---
    Alignment unaligned; Languages -
    Skills Stealth +13
    Str 16; Dex 20; Wis 16
    Con 16; Int 1; Cha 6
    Last edited by the Jester; Friday, 30th November, 2012 at 05:39 AM.

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    EDIT: Revised to MM3 math and stuff later in the thread, here. Revised version includes a lvl 10 solo skirmisher as well.

    CATERWAUL RUNNER--- Level 6 Skirmisher
    Medium natural magical beast--- XP 250
    ---
    Initiative +13; Senses Perception +14, low-light vision
    HP 68; Bloodied 34
    AC 20; Fortitude 18; Reflex 21; Will 18
    Speed 10
    ---
    [Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage.

    [Melee] Running Attack (standard; at will): The caterwaul moves 5 (minimum 3) and attacks: +11 vs. AC; 2d8+4 damage and target is pushed 1 and knocked prone.

    [Close] Unnerving Caterwaul (standard; encounter) Fear: Close blast 4; targets each enemy within the burst; +7 vs. Will; target is weakened (save ends).

    Astonishing Reflexes (move; at will): The caterwaul shifts 5 squares.
    ---
    Alignment unaligned; Languages Common, Caterwaul
    Skills Perception +14, Stealth +14
    Str 17; Dex 23; Wis 16
    Con 12; Int 12; Cha 15


    CATERWAUL POUNCER--- Level 7 Soldier

    Medium natural magical beast; XP 300
    ---
    Initiative +8; Senses Perception +8, low-light vision
    HP 76; Bloodied 38
    AC 23; Fortitude 21; Reflex 21; Will 19
    Speed 10
    ---
    [Melee basic] Bite (standard; at will): +13 vs. AC; 2d6+5 damage.

    [Melee basic] Claw (standard; at will): +13 vs. AC; 1d8+5 damage.

    [Melee] Swift Attacks
    (standard; at will): The caterwaul pouncer makes a bite attack and a claw attack at the same target.

    [Close] Unnerving Caterwaul
    (standard; encounter) Fear: Close blast 4; targets each enemy within the burst; +10 vs. Will; target is weakened (save ends).

    Leap Away (move; encounter): The caterwaul shifts 3 squares and gains a +2 bonus to AC and Reflex defense until the end of its next turn.
    ---
    Alignment unaligned; Languages Common, Caterwaul
    Skills Perception +14, Stealth +13
    Str 20; Dex 20; Wis 16
    Con 12; Int 10; Cha 12
    Last edited by the Jester; Friday, 13th January, 2012 at 07:32 PM.

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    EDIT: Revised-to-MM3 version is later in the thread, here.

    GIANT JELLYFISH--- Level 6 Lurker
    Large natural beast (aquatic, blind, ooze)--- XP 250
    ---
    Initiative -1; Senses Perception +x, tremorsense 12
    Cloud of Tentacles (Poison) aura 4; each creature entering the aura or within it at the start of its turn is subject to an attack: +9 vs. Fortitude; Hit: 1d6+4 poison damage, plus ongoing 10 poison and target is immobilized (save ends both).
    HP 62; Bloodied 31
    AC 17; Fortitude 20; Reflex 12; Will 16
    Vulnerable 5 weapons
    Speed swim 4
    ---
    [Melee basic] Stinging Tentacle (standard; at will) Poison: Reach 3; +9 vs. Reflex; 1d10+4 poison damage plus ongoing 10 poison and target is immobilized (save ends both).

    Transparent: A giant jellyfish is nearly invisible in the water. It requires a Perception check, DC 26, to notice one before blundering into its aura.
    ---
    Alignment unaligned; Languages -
    Str 5; Dex 3; Wis 12
    Con 20; Int 1; Cha 3
    Last edited by the Jester; Thursday, 12th January, 2012 at 02:23 AM.

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    EDIT: My revised-to-MM3-standards phantom fungus, along with a bunch of other fungi, is here.

    PHANTOM FUNGUS--- Level 6 Lurker
    Medium natural animate (plant)--- XP 250
    ---
    Initiative +8; Senses Perception +3, blindsight 6
    HP 58; Bloodied 29
    AC 16; Fortitude 16; Reflex 20; Will 13
    Speed 6
    ---
    [Melee Basic] Bite (action; recharge): +11 vs. AC; 1d6+2 damage (plus see Combat Advantage).

    Combat Advantage:
    A phantom fungus deals an extra 1d6 points of damage when it has combat advantage.

    Invisibility * Illusion:
    The phantom fungus is invisible as long as it is alive. Creatures that cannot detect it suffer a -5 penalty on attack rolls against it, if they can even figure out which square it is in, and cannot take opportunity attacks on it. The phantom fungus gains combat advantage against all creatures that cannot detect it. A character attacked by the phantom fungus knows which square the attack came from.
    ---
    Alignment unaligned; Languages -
    Skills Stealth +13
    Str 14; Dex 20; Wis 11
    Con 16; Int 2; Cha 9
    Last edited by the Jester; Sunday, 13th January, 2013 at 05:26 AM.

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    EDIT: My revised to MM3 standards version of the crysmal, and a ton of other elementals, is in the pdf attached to this post.

    CRYSMAL--- Level 6 Soldier
    Medium elemental animate (earth)--- XP 250
    ---
    Initiative +6; Senses Perception +6
    HP 76; Bloodied 38
    AC 22; Fortitude 20; Reflex 18; Will 18
    Speed 5
    ---
    [Melee basic] Crystal Bludgeon (standard; at will): +13 vs. AC; 1d10+4 damage.

    [Ranged basic] Crystal Shard (standard; at will): The crysmal fires a piece of itself at the target. The crysmal takes 5 points of damage and makes a ranged attack: Range 10; +13 vs. AC; 2d8+4 damage.
    ---
    Alignment unaligned; Languages Primordial
    Str 17; Dex 16; Wis 16
    Con 20; Int 7; Cha 10
    Last edited by the Jester; Sunday, 13th January, 2013 at 05:26 AM.

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    NEEDLEFOLK WATCHER--- Level 6 Artillery
    Medium natural humanoid (plant)--- XP 250
    ---
    Initiative +8; Senses Perception +11
    HP 58; Bloodied 29
    AC 18; Fortitude 18; Reflex 20; Will 18
    Speed 6
    ---
    [Melee basic] Needling Strike (standard; at will): +13 vs. AC; 1d8+1 damage.

    [Ranged] Needle Spray (standard; at will): Range 6; +13 vs. AC; 1d10+4 damage.

    [Close] Explosion of Needles (standard; encounter): Close burst 3; +11 vs. AC; 3d6+4 damage and ongoing 5 damage.
    ---
    Alignment unaligned; Languages Elven, Needlefolk
    Skills Athletics +9, Nature +7, Perception +11
    Str 13; Dex 20; Wis 16
    Con 16; Int 8; Cha 8


    NEEDLEFOLK STICKER--- Level 6 Soldier
    Medium natural humanoid (plant)--- XP 250
    ---
    Initiative +6; Senses Perception +6
    HP 72; Bloodied 36
    AC 22; Fortitude 19; Reflex 18; Will 18
    Speed 6
    ---
    [Melee basic] Needling Strike (standard; at will): +13 vs. AC; 1d10+4 damage and ongoing 5.

    [Melee] Sticking Strike (standard; recharge 4 5 6): +11 vs. AC; 1d10+4 damage and ongoing 5 (save ends), and target is grabbed (escape ends). While grabbed, the opponent suffers ongoing 10 instead of ongoing 5, and a save does not end the damage until the target escapes the grab.

    [Ranged] Needle Spray (standard; recharge 6): Range 6; +13 vs. AC; 1d10+4 damage.
    ---
    Alignment unaligned; Languages Elven, Needlefolk
    Skills Athletics +12, Nature +7
    Str 19; Dex 17; Wis 16
    Con 16; Int 8; Cha 8


    NEEDLEFOLK DRUID--- Level 8 Controller
    Medium natural humanoid (plant)--- XP 300
    ---
    Initiative +6; Senses Perception +9
    HP 87; Bloodied 43
    AC 22; Fortitude 20; Reflex 18; Will 22
    Speed 6
    ---
    [Melee basic] Needling Strike (standard; at will): +13 vs. AC; 1d10+3 damage.

    [Ranged] Needle Spray (standard; at will): Range 6; +13 vs. AC; 1d10+2 damage.

    [Area] Storm of Needles (standard; at will): Burst 2 within 10; +10 vs. Reflex; Hit: 1d8+5 damage and target is slowed until the end of its next turn; Miss: half damage and target is not slowed.

    [Area] Thorn Caltrops (standard; encounter): Burst 2 within 6; creates a zone of thorns that persists until the end of the encounter or for five minutes; the zone counts as difficult terrain, and every square a creature moves into makes an attack on it: +10 vs. Fortitude; 1d8+5 damage.
    ---
    Alignment unaligned; Languages Elven, Needlefolk
    Skills Nature +7
    Str 17; Dex 14; Wis 21
    Con 15; Int 12; Cha 15


    NEEDLEFOLK ELF-HUNTER--- Level 13 Artillery
    Medium natural humanoid (plant)--- XP 300
    ---
    Initiative +12; Senses Perception +16
    HP 104; Bloodied 52
    AC 25; Fortitude 25; Reflex 27; Will 25
    Speed 6
    ---
    [Melee basic] Needling Strike (standard; at will): +20 vs. AC; 1d10+6 damage plus ongoing 5 (save ends).

    [Ranged] Needle Spray (standard; at will): Range 6; +20 vs. AC; 2d8+6 damage plus ongoing 5 (save ends).

    [Ranged] Elf Needle (standard; recharge 6): Only against an elf, half-elf or eladrin; range 10; +20 vs. AC; 4d8+4 plus ongoing 10 (save ends).
    ---
    Alignment unaligned; Languages Elven, Needlefolk
    Skills Nature +12, Perception +16, Stealth +17
    Str 19; Dex 23; Wis 20
    Con 20; Int 13; Cha 15

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    EDIT: Revised to MM3 standards and expanded here.

    PHRAINT

    Phraints are mantis-like humanoids. These deadly, mobile predators like to eat elves. Phraints are organized in castes, distinguished largely by color. Red phraints are workers and drones, black phraints are the primary warriors, gold phraints are the war leaders and blue phraints are their spellcasters (invariably focused on thunder, lightning and magnetic effects). There are other, more specialized and rare castes, as well.

    On Cydra, phraints hearken back to the previous multiverse destroyed by Tharizdun. A fairly large percentage of the infinite universes of that multiverse had been overrun by the forces of a family of god-enslaving tyrants named Steel. Phraints served the various Steel family members, until Pharonn Steel was finally slain by the Knights of Sanctuary. Their presence in the current multiverse is, at least for now, difficult to explain.


    BLACK PHRAINT DRONE--- Level 6 Soldier
    Medium natural humanoid--- XP 250
    ---
    Initiative +6; Senses Perception +6
    HP 71; Bloodied 35
    AC 22; Fortitude 20; Reflex 18; Will 18
    Speed 9 (plus see Phraint Leap)
    ---
    [Melee basic] Obsidian Mandiblade (standard; at will) Weapon: +13 vs. AC; 1d10+4 damage.

    [Melee] Sweeping Blow (standard; encounter) Weapon: +13 vs. AC; 1d10+4 damage and target is knocked prone.

    [Melee] Double Strike (standard; at will): The black phraint drone makes two melee basic attacks with a -2 penalty.

    Phraint Leap (move; at will): The phraint shifts 3 squares.
    ---
    Alignment unaligned; Languages Phraint
    Skills Acrobatics +11, Athletics +13
    Str 20; Dex 16; Wis 16
    Con 15; Int 10; Cha 10
    ---
    Equipment 2 obsidian mandibladess (specialized pole arms; any non-phraint handling one suffers 1d4 points of damage per round due to the sharp edges the material holds)


    BLACK PHRAINT LEAPER--- Level 7 Skirmisher
    Medium natural humanoid--- XP 300
    ---
    Initiative +14; Senses Perception +6
    HP 79; Bloodied 39
    AC 21; Fortitude 19; Reflex 21; Will 19
    Speed 9 (plus see Leaping Attack, Whirlwind Escape and Phraint Leap)
    ---
    [Melee basic] Obsidian Mandiblade (standard; at will) Weapon: +12 vs. AC; 1d10+4 damage.

    [Melee] Leaping Attack (standard; at will) Weapon: The phraint moves 9 and makes an attack: +12 vs. AC; 1d10+4 damage and target slides 1 square.

    Whirlwind Escape (standard; encounter) Weapon: The phraint moves its speed and makes one basic melee attack against each enemy from whom it provokes an opportunity attack.

    Phraint Leap (move; at will): The phraint shifts 3 squares.
    ---
    Alignment unaligned; Languages Phraint
    Skills Acrobatics +13, Athletics +11
    Str 16; Dex 21; Wis 16
    Con 15; Int 10; Cha 10
    ---
    Equipment 2 obsidian mandibladess (specialized pole arms; any non-phraint handling one suffers 1d4 points of damage per round due to the sharp edges the material holds)


    GOLD PHRAINT COMMANDER--- Level 10 Soldier Leader)
    Medium natural humanoid--- XP 500
    ---
    Initiative +11; Senses Perception +8
    HP 104; Bloodied 52
    AC 26; Fortitude 22; Reflex 22; Will 24
    Speed 8 (plus see Phraint Leap)
    ---
    [Melee basic] Obsidian Mandiblade (standard; at will) Weapon: +17 vs. AC; 1d10+4 damage.

    [Melee] Lead the Charge (standard; encounter) Weapon: The gold phraint commander moves 4 squares, ending adjacent to an enemy, and makes a melee basic attack. All allies within 4 are pulled 2 and gain a +1 bonus on attack rolls until the end of the encounter.

    Phraint Leap (move; at will): The phraint shifts 3 squares.
    ---
    Alignment unaligned; Languages Phraint
    Skills Diplomacy +16, Intuition +13
    Str 19; Dex 18; Wis 16
    Con 16; Int 18; Cha 23
    ---
    Equipment 2 obsidian mandibladess (specialized pole arms; any non-phraint handling one suffers 1d4 points of damage per round due to the sharp edges the material holds)



    BLUE PHRAINT ELECTROMANCER--- Level 11 Controller
    Medium natural humanoid--- XP 500
    ---
    Initiative +9; Senses Perception +8
    HP 110; Bloodied 55
    AC 25; Fortitude 20; Reflex 23; Will 24
    Speed 8 (plus see Phraint Leap)
    ---
    [Melee basic] Copper Staff (standard; at will) Lightning, Weapon: +15 vs. Reflex; 1d8+5 lightning.

    [Ranged] Blue Lightning (standard; at will) Lightning: Range 10; +15 vs. Reflex; 2d6+5 lightning damage.

    [Ranged] Nerve Lightning
    (standard; recharge 6) Lightning: Range 10; +15 vs. Reflex; 4d8+5 lightning damage, plus target is stunned (save ends). Aftereffect: target is slowed (save ends).

    [Area] Magnetic Pulse (standard; encounter) Lightning: Burst 3 within 8; targets each creature with metal armor in burst; +13 vs. Reflex; Hit: 4d10+5 lightning damage, plus target is immobilized (save ends); Miss: half damage and target is slowed (save ends).

    Phraint Leap (move; at will): The phraint shifts 3 squares.
    ---
    Alignment unaligned; Languages Phraint
    Skills Arcana
    Str 14; Dex 18; Wis 16
    Con 14; Int 21; Cha 23
    Last edited by the Jester; Sunday, 13th January, 2013 at 07:09 PM.

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    Just a side note on phraints- back in the day when the 1e MM2 came out, there were quite a few people who were convinced that the thri-kreen was a phraint copy.

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    EDIT: Since there is an official version of the su-monster, I'm going to leave mine as is and am not updating it to MM3 standards unless specifically requested to do so.

    SU-MONSTER--- Level 6 Lurker
    Medium natural magical beast--- XP 250
    ---
    Initiative +10; Senses Perception +5
    HP 52; Bloodied 26
    AC 20; Fortitude 18; Reflex 18; Will 20
    Speed 5, climb 4, brachiate 6
    ---
    [Melee basic] Bite (standard; at will): +11 vs. AC; 1d6+4 damage.

    [Melee] Hanging Attack (standard; at will): Only when hanging from vegetation above a target; +12 vs. AC; 3d4+3 damage and target is dazed (save ends). If the su-monster has combat advantage, it instead deals 2d8+4 damage and target is stunned (save ends).

    [Close] Psychic Blast (standard; encounter) Psychic: Close blast 4; +7 vs. Will; 3d6+4 psychic damage and target slides 4 squares.
    ---
    Alignment unaligned; Languages Su-Monster
    Skills Athletics +11, Stealth +11
    Str 16; Dex 17; Wis 14
    Con 10; Int 16; Cha 20


    SU-MONSTER PATRIARCH--- Level 8 Controller (Leader)
    Medium natural magical beast--- XP 350
    ---
    Initiative +8; Senses Perception +7
    Psychic Static (Psychic) aura 6; all creatures except su-monsters in the aura suffer a -2 penalty on attacks and skill checks.
    HP 86; Bloodied 43
    AC 22; Fortitude 19; Reflex 20; Will 22
    Resist 5 psychic
    Speed 5, climb 4, brachiate 6
    ---
    [Melee basic] Bite (standard; at will): +13 vs. AC; 1d6+3 damage.

    [Melee] Hanging Attack (standard; at will): Only when hanging from vegetation above a target; +13 vs. AC; 3d4+3 damage and target is dazed (save ends).

    [Ranged] Psychic Puppetry (minor; recharge 6) Psychic: Range 8; +7 vs. Will; Hit: the target takes a minor, move and standard action of the su-monster’s choice and is then stunned (save ends); Miss: the target is slowed (save ends).

    [Close] Psychic Blast
    (standard; encounter) Psychic: Close blast 4; targets enemies in the blast; +5 vs. Will; 3d6+4 psychic damage and target slides 4 squares.

    [Area] Psionic Wave (minor; recharge 5 6) Psychic: Burst 4 within 8; targets enemies in the blast; +5 vs. Will; Hit: target slides 4 squares and is dazed (save ends); Miss: target slides 2 squares.
    ---
    Alignment unaligned; Languages Su-Monster
    Skills Athletics +12, Diplomacy +15, Intuition +12
    Str 16; Dex 18; Wis 16
    Con 14; Int 16; Cha 22
    Last edited by the Jester; Sunday, 13th January, 2013 at 05:29 AM.

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