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the Jester

Legend
EDIT: As there is an official version of the mimic, I'm not going to bother updating these guys to MM3 standards.

MIMIC

Mimics are strange, dungeon-dwelling creatures that can change shape. They lure prey by impersonating objects such as treasure chests or doors. Although typical mimics are dumb beasts, larger, more intelligent mimics do exist. These are called “killer mimics” and can sometimes be bargained with. Rumors persist of still larger, house-sized mimics, and even of epic mimics that impersonate entire dungeons, animating the objects within themselves.

CHEST MIMIC--- Level 7 Elite Lurker
Medium aberrant magical beast--- XP 600
---
Initiative +4; Senses Perception +6, tremorsense 10
HP 130; Bloodied 65
AC 19; Fortitude 22; Reflex 16; Will 18
Resist acid 10
Saving Throws +2
Speed 2
Action Points 1
---
[Melee basic] Tentacle Slam (standard; at will): The mimic extrudes a tentacle and attacks. +12 vs. AC; 2d6+5 damage and target is grabbed (escape ends).

[Melee] Inescapable Blow (standard; recharge 5 6): Only against a grabbed target; +16 vs. AC; 2d6+5 damage and target is stunned until the end of the mimic’s next turn.

[Close] Explosion of Tentacles (standard; recharges when first bloodied): Close burst 1; attacks each enemy in burst; +10 vs. AC; 3d8+5 damage.

[Melee] Adhesive Grab (immediate reaction; when hit by a melee attack): +10 vs. Reflex; Hit: attacker’s weapon is stuck to the mimic. The attacker can either hold onto the weapon and become immobilized, or let go. If the attacker holds on to the weapon, she can free it with a Strength attack vs. Fortitude. A creature not holding on to the weapon may grab the weapon with a Dexterity vs. Reflex attack.

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

Chest Form: A chest mimic looks almost exactly like a normal chest. A Perception check, DC 28, is requires to spot something amiss before it attacks.
---
Alignment unaligned; Languages -
Str 19; Dex 12; Wis 16
Con 17; Int 5; Cha 8


KILLER MIMIC--- Level 12 Elite Lurker
Large aberrant magical beast--- XP 1400
---
Initiative +7; Senses Perception +10, tremorsense 10
HP 192; Bloodied 96
AC 24; Fortitude 27; Reflex 21; Will 23
Resist acid 10
Saving Throws +2
Speed 2
Action Points 1
---
[Melee basic] Tentacle Slam (standard; at will): The mimic extrudes a tentacle and attacks. Reach 2; +17 vs. AC; 2d6+5 damage and target is grabbed (escape ends).

[Melee] Inescapable Blow (standard; recharge 5 6): Only against a grabbed target; +21 vs. AC; 2d6+5 damage and target is stunned until the end of the mimic’s next turn.

[Close] Explosion of Tentacles
(standard; recharges when first bloodied): Close burst 2; attacks each enemy in burst; +15 vs. AC; 3d8+5 damage.

[Melee] Adhesive Grab (immediate reaction; when hit by a melee attack): +15 vs. Reflex; Hit: attacker’s weapon is stuck to the mimic. The attacker can either hold onto the weapon and become immobilized, or let go. If the attacker holds on to the weapon, she can free it with a Strength attack vs. Fortitude. A creature not holding on to the weapon may grab the weapon with a Dexterity vs. Reflex attack.

Combat Advantage: A killer mimic deals an extra 2d6 points of damage when it has combat advantage.

Mimic Shape: A killer mimic can change its shape to appear to be any object of up to Large size, such as a double doorway, a desk, a stack of wood and so on. A Perception check, DC 30, is requires to spot something amiss before it attacks.
---
Alignment unaligned; Languages Common, Deep Speech
Str 22; Dex 13; Wis 19
Con 18; Int 12; Cha 15
 
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the Jester

Legend
Revised to MM3 standards here.

MARRASH

Marrashi are plague-bearing devils. A marrash resembles a gnoll with taloned hands and feet and double-jointed, bird-like legs. It has great feathered wings. Marrashi sometimes offer their services to Yeenoghu; even though the demon lord of gnolls is far more brutal and less subtle than the marrashi, their resemblance to his people often serves both devils and demon lord well.

MARRASH ARCHER--- Level 7 Artillery
Medium immortal humanoid (devil)--- XP 300
---
Initiative +7; Senses Perception +6
HP 61; Bloodied 30
AC 19; Fortitude 17; Reflex 20; Will 19
Immune disease
Speed 6, fly 8
---
[Melee basic] Claw (standard; at will): +14 vs. AC; 1d8+5 damage.

[Ranged basic] Longbow
(standard; at will) Weapon: Range 20/40; +14 vs. AC; 1d10+4 damage.

[Ranged] Double Shot
(standard; at will) Weapon: Requires longbow; only when flying; the marrash holds the bow with its feet and pulls the string back with both hands, allowing it to make two longbow attacks at one or two targets within 4 squares of each other.

[Ranged] Taklif Arrow
(standard; encounter) Weapon: A marrash archer carries a single taklif arrow. Requires longbow; range 20/40; +14 vs. AC; 3d10+5 damage and target is infected with filth fever (level 3 disease; see the Otyugh entry in the Monster Manual, pg. 211, for details). If the victim dies of the disease, a new marrash is birthed from the reconstituted corpse one week later at midnight, and the victim’s soul is devoured forever.
---
Alignment evil; Languages Supernal
Str 13; Dex 19; Wis 16
Con 13; Int 9; Cha 11
---
Equipment longbow, 20 arrows, 1 taklif arrow


RAVING MARRASH--- Level 8 Brute

Medium immortal humanoid (devil)--- XP 300
---
Initiative +7; Senses Perception +6
HP 106; Bloodied 53
AC 20; Fortitude 22; Reflex 20; Will 19
Immune disease
Speed 6, fly 5 (clumsy)
---
[Melee basic] Claw (standard; at will): +11 vs. AC; 1d8+4 damage.

[Melee] Bite (standard; at will):+11 vs. AC; 1d4+4 damage.

[Melee] Frenzied Attack (standard; at will): The raving marrash makes one claw and one bite attack at the same target. If both hit, the target is infected with filth fever (level 3 disease; see the Otyugh entry in the Monster Manual, pg. 211, for details).

[Melee] Diseased Blood
(immediate reaction; when first bloodied): A spray of diseased blood spurts at the marrash’s attacker; +9 vs. Reflex; Hit: 2d8+5 damage and the target is infected with filth fever; Miss: Half damage and the target is not infected.
---
Alignment evil; Languages Supernal
Str 20; Dex 17; Wis 16
Con 16; Int 6; Cha 8
 
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the Jester

Legend
Updated to MM3 standards here.

YELLOW MUSK CREEPER

Yellow musk creepers are strange animate plants that slay living creatures and then animate the corpses by planting seeds in their brains. When one of the seeds sprouts, the infant yellow musk creeper takes control of the corpse and animates it for several weeks, until the new creeper reaches its adult stage. The corpse then walks several hours away from the parent plant before collapsing to serve as mulch, and a new creeper colony is established.

YELLOW MUSK CREEPER--- Level 7 Controller
Huge natural animate (plant)--- XP 300
---
Initiative +6; Senses Perception +3; tremorsense 10
HP 85; Bloodied 42
AC 21; Fortitude 21; Reflex 19; Will 16
Speed 2
---
[Melee basic] Vine Lash (standard; at will): Reach 2; +12 vs. AC; 2d6+5 damage.

[Melee] Consume Intelligence
(standard; at will): Only against a dazed, stunned or helpless target; the yellow musk creeper inserts small tendrils into the victim’s head, which begin attempting to implant in its brain; +10 vs. Fort; Hit: target is stunned until the end of the yellow musk creeper’s next turn.

[Ranged] Yellow Musk Puff (standard; at will) Poison: Range 8; +10 vs. Fort; Hit: 1d8+5 damage, target is pulled 3 squares and is dazed (save ends); Miss: target is pulled 1 square.

[Close] Yellow Musk Burst (standard; encounter) Poison: Close burst 4; targets each creature in burst; +8 vs. Fort; 3d8+5 damage and target is pulled 2 squares and is dazed (save ends); Miss: half damage, and target is neither pulled nor dazed.
---
Alignment unaligned; Languages -
Str 10; Dex 16; Wis 10
Con 21; Int 1; Cha 9


YELLOW MUSK ZOMBIE--- Level 7 Minion
Medium natural animate (plant)--- XP 60
---
Initiative +2; Senses Perception +2
HP 1; a missed attack never damages a minion
AC 21; Fortitude 21; Reflex 16; Will 15
Speed 5
---
[Melee basic] Slam (standard; at will): +12 vs. AC; 6 points of damage.
---
Alignment unaligned; Languages -
Str 20; Dex 11; Wis 8
Con 16; Int 2; Cha 8
 

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Rechan

Adventurer
I can't really reply to everything here. I just had some general thoughts.

Yellow Musk creeper looks good. Though it may have some serious trouble getting people in a state where it can consume int; something that stunned might be useful the most. Which makes me think they should be paired up with something that can stun. Do you think Consume Int should cause an OA?

Love the Marrash! I've liked those guys since I saw them in the 2e book (I think that's where they were first).

Stone Guardians look brutal.

Hurrah, you're going to do the Blood Kiss! :D

Now I'm thinkin' about the House shaped Mimic.

You know, I've been looking at the Aranea, and I"ve been thought of using doppelgangers as sort've pseudo-aranea, or perhaps half-aranea. The doppelgangers (and the many nice varieties I've seen), and the Aranea as their masters.
 


the Jester

Legend
EDIT: There's an official version of the death kiss in Open Grave, so I'm not going to update this guy to MM3 standards (even though the 4e version is substantially different from the old one from Dragon Magazine that I converted).

BLEEDER (Death Kiss)--- Level 7 Elite Soldier

A bleeder, sometimes also called a death kiss, is a creature that strongly resembles a beholder. Not truly a member of the beholderkin family, bleeders are round, flying beasts with a large central “eye” and ten tentacles around its crown. Each of these tentacles has a lamprey-like mouth at the end, which it uses to suck blood from its prey.

Large aberrant magical beast--- XP 300
---
Initiative +6; Senses Perception +6; darkvision
HP 168; Bloodied 84
AC 21; Fortitude 23; Reflex 19; Will 19
Saving Throws +2
Speed 1, fly 6 (hover)
Action Points 1
---
[Melee basic] Tentacle Strike (standard; at will): Reach 2; +14 vs. AC; 1d8+5 plus target is grabbed (escape ends). A bleeder can have up to ten victims grabbed at a time.

[Melee] Tentacle Frenzy (standard; at will): The bleeder makes two tentacle strike attacks.

[Melee] Blood Drain (minor; at will): Only against a grabbed target; +12 vs. Fortitude; Hit: 1d8+5 damage, plus the bleeder heals 5 hit points; Miss: Half damage and the bleeder heals 3 hit points.
---
Alignment unaligned; Languages -
Str 20; Dex 16; Wis 16
Con 16; Int 5; Cha 8
 
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the Jester

Legend
EDIT: Since there is an official version of these guys, I'm not going to update mine to MM3 standards.

MEENLOCK

Meenlocks are hideous monsters. However, they were once natural humans, elves or other humanoids. Meenlocks propagate by capturing such creatures and, through the use of a torturous transformative ritual, convert their victims into more meenlocks.

MEENLOCK RAIDER--- Level 7 Skirmisher
Small aberrant humanoid; XP 300
---
Initiative +8; Senses Perception +4; darkvision
HP 77; Bloodied 38
AC 21; Fortitude 17; Reflex 21; Will 19
Speed 6
---
[Melee basic] Claw (standard; at will): 12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends).

Step through Shadow (move; recharge 5 6) Teleportation: The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to.

Combat Advantage:
A meenlock deals an extra 1d6 points of damage when it has combat advantage.
---
Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight.
Skills Intimidate +6
Str 7; Dex 21; Wis 12
Con 13; Int 11; Cha 16


MEENLOCK MINDRENDER--- Level 7 Controller
Small aberrant humanoid; XP 300
---
Initiative +8; Senses Perception +4; darkvision
HP 77; Bloodied 38
AC 21; Fortitude 17; Reflex 20; Will 21
Speed 6
---
[Melee basic] Claw (standard; at will): +12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends).

[Ranged] Rend Mind
(standard; recharge 4 5 6) Fear, Psychic: Range 20; +10 vs. Will; 2d6+5 psychic damage and the target is dazed (save ends).

[Close] Burst of Fear
(minor; encounter) Fear: Close burst 3; targets each enemy in burst; +8 vs. Will; Hit: target is pushed 4 squares and takes a -2 to attack (save ends); Miss: target takes a -2 to attack until the end of the meenlock mindrender’s next turn.

Step through Shadow (move; recharge 5 6) Teleportation: The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to.
---
Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight.
Skills Intimidate +8, Stealth +7
Str 7; Dex 18; Wis 12
Con 13; Int 15; Cha 20
 
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the Jester

Legend
Here's a revised stone guardian, along with two other creatures, under the new heading of "living statue".

Notes on changes to the stone guardian: Mostly math fixes (including to stats). However, I changed the stunning attack to an encounter ability- boy did I underestimate how powerful stunning was in the early days of 4e monster design!- and changed the other non-basic attack to "recharge 6".

LIVING STATUES
Source (stone guardian): L1 The Secret of Bone Hill.
Source (caryatid column): 1e Fiend Folio.
Source (general inspiration): Mentzer Basic D&D.

A living statue is a blanket term for a variety of constructs; as they are all animated rather than alive, the name is something of a misnomer. Living statues are similar in appearance to golems, but are animated by simpler magic rather than being driven by a bound elemental spirit. A living statue thus tends to be significantly less powerful than a true golem, and a living statue typically remains within a single chamber unless aroused, lacking any but the most rudimentary intellect.

Control Jewels: Each living statue is paired to an item of jewelry when it is created. The living statue paired to the jewelry will ignore the wearer, allowing him or her to pass through the area it is guarding. If a creature wearing the control jewelry attacks the living statue to which the jewelry is attuned, it gains a +5 bonus to its first attack and damage roll against the living statue, but the control jewel then shatters.

Myriad Forms: There are many different types of living statues, and specimens are often made of different materials and with different qualities. Generally speaking, however, living statues are of medium or smaller size; the ritual magic animating them cannot manipulate larger bodies. While most living statues resemble humanoids in form, others are designed as bulls, monsters or even, rarely, objects. Although many living statues appear to wield weapons, these are actually a part of the creature itself.

Eternal Guardians: Most living statues are created as tireless guardians by ritualists of moderate power. Since they need neither sleep nor food nor water, they are ideal for keeping a long-term watch over objects, areas or creatures best left forgotten or little used. Hidden escape routes, sealed crypts, treasuries and other such areas sometimes see living statue guards.

Stone Guardian Level 7 Brute
Medium natural animate (construct) XP 300
HP 98; Bloodied 49 Initiative +2
AC 19; Fortitude 22; Reflex 18; Will 19 Perception +3
Speed 5 Darkvision

STANDARD ACTIONS

(mbasic) Heavy Fist * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 3d8+7 damage.

(melee) Heavy Overhanded Blow * Recharge 6
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 4d8+7 damage and the stone guardian knocks the target prone.

(melee) Stunning Underhand Blow * Encounter
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 4d8+7 damage and the target is stunned (save ends).
---
Str 20 Dex 8 Wis 10
Con 18 Int 2 Cha 6
Alignment unaligned Languages understands the wearer of its control jewel

Caryatid Column Level 7 Lurker
Medium natural animate (construct) XP 300

A caryatid column is a stone statue of a sword-wielding female humanoid. Typically found as a part of columns in the area that they are supposed to guard (and never found in an area without columns or pillars), caryatid columns have the advantage of being virtually undetectable until they attack.

HP 67; Bloodied 33 Initiative +9
AC 21; Fortitude 20; Reflex 19; Will 18 Perception +10
Speed 6 Darkvision

TRAITS
Clever Disguise
While the caryatid column is adjacent to or shares its space with a pillar or column, until it takes an action, it requires a Perception check (DC 23) to detect the caryatid column's presernce.

Weapon Breaker
When an attack with the Weapon keyword hits the caryatid column, the attacker must make a saving throw. If it fails, the weapon used for the attack gains a wear point. (One wear point represents cosmetic damage, two wear points give the weapon a -1 penalty to attack rolls and three wear points means that the weapon is destroyed. A magical item can withstand one extra wear point per tier without suffering anything more than cosmetic damage.)

STANDARD ACTIONS

(mbasic) Slim Sword * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d8+6 damage, or 3d8+6 if the caryatid column is hidden from the target.

Columnular Retreat
Effect: The caryatid column moves up to its speed to a square adjacent to a column or pillar, then makes a Stealth check to hide.
---
Skills Stealth +10
Str 17 Dex 15 Wis 15
Con 19 Int 1 Cha 7
Alignment unaligned Languages understands the wearer of its control jewel

Bronze Swordsman Level 8 Soldier
Medium natural animate (construct) XP 350
HP 87; Bloodied 43 Initiative +6
AC 24; Fortitude 22; Reflex 19; Will 20 Perception +7
Speed 5 Darkvision

TRAITS
Deafening Clangor
If the bronze swordsman is pushed, pulled, slid or knocked prone, creatures adjacent to the bronze swordsman's ending square are deafened and grant combat advantage to the swordsman until the end of the bronze swordsman's next turn.

STANDARD ACTIONS
(mbasic) Bronze Sword * At Will
Attack: Melee 1 (one target); +13 vs. AC.
Hit: 2d10+5 damage and the bronze swordsman marks the target (save ends).

TRIGGERED ACTIONS
Parry * At Will
Trigger: A creature marked by the bronze swordsman makes an attack that does not include it as a target.
Effect (Immediate Interrupt): The triggering creature takes a -4 penalty to the attack. (This is in addition to the -2 penalty for being marked.)
---
Str 20 Dex 10 Wis 16
Con 15 Int 1 Cha 7
Alignment unaligned Languages understands the wearer of its control jewel
 

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the Jester

Legend
YELLOW MUSK CREEPER
Source: 1e Fiend Folio.

The yellow musk creeper is a plant that reproduces by slaying living creatures and then planting a seed inside the corpse's brain. This causes the victim to animate as a yellow musk zombie, which does the bidding of the creeper that created it for several weeks. Meanwhile the new creeper grows, shooting tendrils throughout the body that hosts it. When the new creeper reaches its adult state, the yellow musk zombie walks several hours away from the parent plant and then collapses, serving the new creeper as mulch, and a new yellow musk creeper colony is established.

Yellow Musk Creeper --- Level 7 Controller
Huge natural animate (blind, plant) --- XP 300
HP 85; Bloodied 42 Initiative +6
AC 21; Fortitude 21; Reflex 19; Will 17 Perception +3
Speed 2 Tremorsense 10

STANDARD ACTIONS
(mbasic) Vine Lash * At Will

Attack: Melee 2 (one creature); +12 vs. AC.
Hit: 2d6+8 damage.

(melee) Consume Intelligence * At Will
Attack: Melee 2 (one dazed, stunned or helpless creature); +10 vs. Fortitude.
Hit: The yellow musk creeper begins inserting small tendrils into the target's brain, and the target is stunned (save ends).
First Failed Save: The target is instead immobilized and dominated (save ends both).
Second Failed Save: The target is instead under the yellow musk creeper's full control (save ends). While under the creeper's full control, the target can't take actions. Instead, it takes a standard action and a move action of the creeper's choice on the target's turn. The creeper can make the target use any at will power. The target also grants combat advantage.
Third Failed Save: The target dies. In 24 hours, it rises as a yellow musk zombie.

(ranged) Yellow Musk Puff (poison) * At Will
Attack: Ranged 10 (one creature); +10 vs. Fortitude.
Hit: 2d8+6 poison damage, the target is dazed (save ends) and the creeper pulls the target up to 3 squares.
Miss: The creeper pulls the target 1 square.

(close) Yellow Musk Burst (poison) * Encounter
Attack: Close burst 3 (each creature in burst); +8 vs. Fortitude.
Hit: 3d8+5 poison damage, the target is dazed (save ends) and the target shifts its speed toward the creeper as a free action.
Miss: Half damage.
---
Str 10 Dex 16 Wis 10
Con 21 Int 1 Cha 9
Alignment unaligned Languages -

Yellow Musk Zombie --- Level 7 Minion Controller
Medium natural animate (plant) --- XP 60
HP 1; a missed attack never damages a minion Initiative +3
AC 21; Fortitude 19; Reflex 17; Will 21 Perception +2
Speed 5

STANDARD ACTIONS
(mbasic) Slam * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 7 damage.

(melee) Shove * At Will
Attack: Melee 1 (one creature); +11 vs. Fortitude.
Hit: The zombie slides the target up to 2 squares and then shifts to a space adjacent to the target.
Effect: The zombie repeats the attack against the same target's Reflex defense.
---
Str 20 Dex 11 Wis 8
Con 16 Int 2 Cha 8
Alignment unaligned Languages -
 

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