4E 8th level Monster Conversions
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    8th level Monster Conversions

    This thread is a continuation of the Monster Project.

    8th level Monsters to Be Converted

    Ant Lion, Giant linked in the "parent thread" of the Monster Project
    Carrion Moth
    Cockatrice
    Kopru
    Loxo
    Mudmaw
    Ooze, Stunjelly
    Redcap
    Rhinoceros
    Slug, Giant
    Snake, Anaconda "Crushgrip constrictor" on pg. 240 of the MM seems to cover this
    Stench Kow


    Higher Level Monsters On the List

    Aurumvorax [I'll prolly do this one around 12th 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?]

    Hazards to be Converted

    Mantrap
    Tri-Flower Frond
    Last edited by the Jester; Tuesday, 26th March, 2013 at 06:45 PM.

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    EDIT: Updated to MM3 standards here.

    LOXO

    Loxo are a race of elephantine humanoids. Unlike an elephant, however, a loxo’s trunk is bifurcated, splitting about halfway down. Loxo are quite civilized, and have had small kingdoms and empires now and then throughout history.

    LOXO BULL--- Level 8 Soldier
    Medium natural humanoid--- XP 350
    ---
    Initiative +4; Senses Perception +7
    HP 89; Bloodied 44
    AC 24; Fortitude 21; Reflex 16; Will 20
    Speed 5
    ---
    [Melee basic] Maul (standard; at will) Weapon: +15 vs. AC; 2d6+5 damage, and target is marked until the end of the loxo bull’s next turn.

    [Ranged basic] Javelin (standard; at will) Weapon: +15 vs. AC; 1d6+5 damage.

    Protect the Herd
    (immediate reaction; when another loxo within 10 becomes bloodied; encounter): The loxo bull makes a basic attack.
    ---
    Alignment unaligned; Languages Common, Loxo
    Skills Athletics +14, Endurance +12
    Str 20; Dex 10; Wis 17
    Con 17; Int 10; Cha 14
    ---
    Equipment chain mail, maul


    LOXO YOUNG BULL--- Level 8 Minion
    Medium natural humanoid--- XP 70
    ---
    Initiative +4; Senses Perception +7
    HP 1; a missed attack never damages a minion
    AC 22; Fortitude 21; Reflex 16; Will 20
    Speed 5
    ---
    [Melee basic] Maul (standard; at will) Weapon: +13 vs. AC; 6 damage.

    [Ranged basic] Javelin (standard; at will) Weapon: +15 vs. AC; 5 damage.

    Protect the Herd (immediate reaction; when another loxo within 10 becomes bloodied; encounter): The loxo young bull makes a basic attack.
    ---
    Alignment unaligned; Languages Common, Loxo
    Skills Athletics +14, Endurance +11
    Str 20; Dex 10; Wis 17
    Con 14; Int 10; Cha 10
    ---
    Equipment hide armor, maul


    LOXO BERSERKER--- Level 10 Brute
    Medium natural humanoid--- XP 500
    ---
    Initiative +4; Senses Perception +7
    HP 89; Bloodied 44
    AC 24; Fortitude 21; Reflex 16; Will 20 (see also Bloody Rage)
    Speed 5
    ---
    [Melee basic] Maul (standard; at will) Weapon: +13 vs. AC; 3d6+5 damage, and target is marked until the end of the loxo berserker’s next turn. (See also Bloody Rage).

    [Melee] Raging Blow (immediate reaction; upon becoming bloodied; encounter): The loxo berserker makes a melee basic attack on the attacker that bloodied him, if it is within reach. (See also Bloody Rage).

    Bloody Rage: While bloodied, the loxo berserker suffers a -2 penalty to AC and Reflex and gains +5 to damage rolls.

    Protect the Herd (immediate reaction; when another loxo within 10 becomes bloodied; encounter): The loxo berserker makes a basic attack. (See also Bloody Rage).
    ---
    Alignment unaligned; Languages Common, Loxo
    Skills Athletics +17, Endurance +14
    Str 24; Dex 10; Wis 15
    Con 19; Int 10; Cha 12
    ---
    Equipment hide armor, maul


    LOXO GENERAL--- Level 14 Soldier (Leader)

    Medium natural humanoid--- XP 1000
    ---
    Initiative +4; Senses Perception +7
    HP 140; Bloodied 70
    AC 30; Fortitude 29; Reflex 24; Will 26
    Speed 5
    ---
    [Melee basic] Maul (standard; at will) Weapon: +21 vs. AC; 2d6+8 damage, and target is pushed one square and marked until the end of the loxo general’s next turn.

    [Ranged basic] Javelin (standard; at will) Weapon: +18 vs. AC; 1d6+8 damage.

    [Melee] Mighty Strike (standard; at will) Weapon: Requires hammer; +21 vs. AC; 2d6+8 damage, and target is knocked prone.

    [Melee] Inspiring Strike (standard; encounter) Weapon: +21 vs. AC; 4d6+8 points of damage, and up to two allies within 8 squares with line of sight to the loxo general may make a basic attack as a free action.

    Protect the Herd (immediate reaction; when another loxo within 10 becomes bloodied; recharges when first bloodied): The loxo general makes a basic attack.
    ---
    Alignment unaligned; Languages Common, Loxo
    Skills Athletics +20, Diplomacy +17, Endurance +17
    Str 26; Dex 10; Wis 18
    Con 20; Int 16; Cha 20
    ---
    Equipment full plate armor, maul

    ENCOUNTER GROUPS

    Level 9 Encounter (XP 2,050)

    2 loxo bulls (level 8 soldiers)
    5 loxo young bulls (level 8 minions)
    1 manticore (level 10 elite skirmisher)

    Level 12 Encounter (XP 2,800)
    2 loxo berserkers (level 10 brutes)
    1 loxo general (level 14 soldier)
    2 destrachan (level 8 artillery)

    Level 15 Encounter (XP 6,000)
    1 loxo general (level 14 soldier)
    6 ogre bludgeoneers (level 15 minions)
    2 cyclops impalers (level 14 artillery)
    1 ankheg earthshaker (level 15 lurker)
    Last edited by the Jester; Tuesday, 26th March, 2013 at 06:46 PM.

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    EDIT: Updated to MM3 standards here.

    MUDMAW

    A mudmaw is a great crocodile-like monster. However, it has a rubbery green tentacle growing from each corner of its mouth, which it can use to grab opponents. Mudmaws are capable of lurking under the surface of the water, strongly resembling a floating log when doing so.

    MUDMAW AMBUSHER--- Level 8 Lurker
    Large natural beast (reptile)--- XP 350
    ---
    Initiative +11; Senses Perception +1
    HP 71; Bloodied 35
    AC 22; Fortitude 22; Reflex 20; Will 19
    Speed 5, swim 6
    ---
    [Melee basic] Bite (standard; at will): +13 vs. AC; 1d8+5 damage.

    [Melee] Tentacle Rake (standard; at will): Reach 2; +13 vs. AC; 2d6+5 damage and target is grabbed (escape ends).

    [Melee] Tentacle Pull (minor; only against a grabbed target; at will): Reach 2; +11 vs. Fort; Hit: target is pulled one square.

    [Close] Sudden Frenzy (immediate reaction; upon first becoming bloodied; encounter): Burst 1; the mudmaw makes a bite attack on each enemy in burst.
    ---
    Alignment unaligned; Languages -
    Skills Stealth +12
    Str 20; Dex 17; Wis 12
    Con 17; Int 3; Cha 16


    RAVENOUS MUDMAW--- Level 9 Brute
    Large natural beast (reptile)--- XP 400
    ---
    Initiative +6; Senses Perception +1
    HP 118; Bloodied 59
    AC 21; Fortitude 23; Reflex 20; Will 19
    Speed 5, swim 6
    ---
    [Melee basic] Bite (standard; at will): +12 vs. AC; 2d8+5 damage.

    [Melee] Tentacle Rake (standard; at will): Reach 2; +12 vs. AC; 2d6+5 damage and target is grabbed (escape ends).

    [Melee] Tentacle Pull (minor; only against a grabbed target; at will): Reach 2; +10 vs. Fort; Hit: target is pulled one square.

    [Close] Sudden Frenzy (immediate reaction; upon first becoming bloodied; encounter): Burst 1; the mudmaw makes a bite attack on each enemy in burst.
    ---
    Alignment unaligned; Languages -
    Skills Stealth +11
    Str 22; Dex 15; Wis 14
    Con 18; Int 3; Cha 10

    EDIT: Revised pdf posted below.
    Last edited by the Jester; Monday, 25th March, 2013 at 05:51 PM.

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    EDIT: Updated to MM3 standards here. (Also, a higher-level minion version added.)

    STENCH KINE

    Stench kine are the cattle of the Nine Hells. Because they roam the fiery or even frosty wastes of the Nine Hells, stench kine are resistant to the dangerous environments that they dwell in. If a herd of stench kine are molested, both the bulls and the kows will fight, for even the kows have wicked horns.

    STENCH KOW--- Level 8 Soldier
    Large immortal beast--- XP 350
    ---
    Initiative +8; Senses Perception +7
    Stench aura 6; any creature entering the aura or in it at the start of its turn is attacked: +11 vs. Fort; Hit: target is weakened while within the aura (save ends).
    HP 93; Bloodied 46
    AC 24; Fortitude 22; Reflex 18; Will 20
    Resist cold 10, fire 10, poison 10
    Speed 8
    ---
    [Melee basic] Gore (standard; at will): +15 vs. AC; 2d4+5 damage and target is pushed 1 square.

    [Melee] Pounding Charge (standard; encounter): The stench kow moves at least 4 and up to 8 squares and attacks: +15 vs. AC; 3d10+5 damage, target is pushed 2 squares, and target is knocked prone.
    ---
    Alignment evil; Languages -
    Skills Endurance +14
    Str 16; Dex 14; Wis 17
    Con 21; Int 2; Cha 8


    STENCH BULL--- Level 10 Soldier
    Large immortal beasT--- XP 450
    ---
    Initiative +9; Senses Perception +9
    Stench aura 6; any creature entering the aura or in it at the start of its turn is attacked: +13 vs. Fort; Hit: target is weakened until the end of its next turn.
    HP 109; Bloodied 54
    AC 26; Fortitude 24; Reflex 20; Will 22
    Resist cold 10, fire 10, poison 10
    Speed 8
    ---
    [Melee basic] Gore (standard; at will): +17 vs. AC; 2d6+5 damage and target is pushed 2 squares.

    [Melee] Pounding Charge
    (standard; encounter): The stench bull moves at least 4 and up to 8 squares and attacks: +17 vs. AC; 4d8+5 damage, target is pushed 2 squares, and target is knocked prone.
    ---
    Alignment evil; Languages -
    Skills Endurance +15
    Str 23; Dex 14; Wis 18
    Con 21; Int 2; Cha 8
    Last edited by the Jester; Tuesday, 26th March, 2013 at 05:25 PM.

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    EDIT: Updated to MM3 standards here.

    RHINOCEROS

    A rhinoceros is a large herbivorous creature. A rhino is characterized by the single large horn on its head. Rhinos are foul-tempered and aggressive beasts, and despite being plant-eaters, they can be a real danger to adventurers.

    RHINOCEROS CHARGER--- Level 8 Skirmisher

    Large natural beast--- XP 350
    ---
    Initiative +6; Senses Perception +7
    HP 90; Bloodied 45
    AC 22; Fortitude 22; Reflex 19; Will 20
    Speed 8 (plus see Swift Charge)
    ---
    [Melee basic] Horn (standard; at will): +13 vs. AC; 2d6+5 damage.

    [Melee] Swift Charge (standard; at will): The rhinoceros charger moves at least 2 and up to 10 squares and attacks. +14 vs. AC; 2d6+5 damage and the target is pushed 2 squares.

    Stubborn (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1.
    ---
    Alignment unaligned; Languages -
    Skills Athletics +14, Endurance +13
    Str 21; Dex 15; Wis 17
    Con 18; Int 1; Cha 6


    RHINOCEROS CRUSHER--- Level 12 Brute
    Large natural beast; XP 700
    ---
    Initiative +8; Senses Perception +8
    HP 150; Bloodied 75
    AC 24; Fortitude 26; Reflex 22; Will 22
    Speed 6
    ---
    [Melee basic] Horn (standard; at will): +15 vs. AC; 2d8+5 damage.

    [Melee] Piercing Blow (standard; at will): +15 vs. AC; 3d6+5 damage, and the target suffers a -2 on AC (save ends).

    [Melee] Trample
    (move; recharges when first bloodied): The rhino moves up to 4 squares. It can move through medium or smaller creatures’ squares during this move, and it makes an attack on each creature whose space it enters during this time: +11 vs. Fort; Hit: 4d10+5 damage and target is knocked prone; Miss: Half damage and target is not knocked prone. If a medium or smaller creature would share the rhino crusher’s space at the end of its turn, that creature is pushed 1 square (repeat this until all creatures are clear of the rhino’s space).

    Stubborn (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1.
    ---
    Alignment unaligned; Languages -
    Skills Athletics +18, Endurance +16
    Str 24; Dex 15; Wis 15
    Con 20; Int 1; Cha 6




    DIRE RHINO--- Level 19 Soldier
    Huge natural beast--- XP 2400
    ---
    Initiative +11; Senses Perception +11
    HP 180; Bloodied 90
    AC 35; Fortitude 34; Reflex 28; Will 28
    Speed 6
    ---
    [Melee basic] Horn (standard; at will): +26 vs. AC; 3d6+8 damage and target is pushed one square.

    [Melee] Horn Throw (standard; recharge 5 6): +26 vs. AC; 4d8+7 damage, and target is pushed 6 squares and knocked prone.

    [Melee] Incredible Charge (standard; encounter): The rhino moves at least 2 and up to 6 squares and makes an attack: +22 vs. Fortitude; 4d8+7 damage, and the target is stunned (save ends).

    [Melee] Trample (move; recharges when first bloodied): The rhino moves up to 4 squares. It can move through large or smaller creatures’ squares during this move, and it makes an attack on each creature whose space it enters during this time: +20 vs. Fort; Hit: 4d12+7 damage, and target is pushed 2 squares and knocked prone; Miss: Half damage and target is not knocked prone. If a large or smaller creature would share the rhino crusher’s space at the end of its turn, that creature is pushed 1 square (repeat this until all creatures are clear of the rhino’s space).

    Stubborn (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1.
    ---
    Alignment unaligned; Languages -
    Skills Athletics +14, Endurance +13
    Str 28; Dex 15; Wis 15
    Con 20; Int 1; Cha 6
    Last edited by the Jester; Monday, 25th March, 2013 at 08:21 PM.

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    EDIT: Updated to MM3 standards here.

    GIANT RASPING SLUG--- Level 8 Soldier
    Large natural beast--- XP 350
    ---
    Initiative +4; Senses Perception +7, low-light vision
    HP 86; Bloodied 43
    AC 20; Fortitude 22; Reflex 16; Will 20
    Speed 4
    ---
    [Melee basic] Bite (standard; at will): +15 vs. AC; 2d8+5 damage.

    [Ranged] Spit Slime (minor; recharge 4 5 6) Acid: Range 10; +11 vs. Reflex; 1d12+5 acid damage and target is slowed (save ends).

    Ponderous:
    A giant slug cannot shift.
    ---
    Alignment unaligned; Languages -
    Str 21; Dex 10; Wis 17
    Con 14; Int 1; Cha 1


    GIANT BANANA SLUG--- Level 18 Soldier
    Large natural beast--- XP 2,000
    ---
    Initiative +10; Senses Perception +15, low-light vision
    HP 170; Bloodied 85
    AC 30; Fortitude 32; Reflex 25; Will 30
    Speed 4
    ---
    [Melee basic] Bite (standard; at will): +25 vs. AC; 3d8+7 damage.

    [Melee] Numbing Blow (standard; recharge 4 5 6): +25 vs. AC; 3d8+7 damage, and target takes a -2 to attacks, AC and Reflex (save ends).
    [Ranged] Spit Slime (standard; at will) Acid: Range 10; +21 vs. Reflex; 2d6+7 acid damage and target is slowed (save ends).

    Ponderous: A giant slug cannot shift.
    ---
    Alignment unaligned; Languages -
    Str 26; Dex 12; Wis 22
    Con 18; Int 1; Cha 1


    GIANT SPITTING SLUG--- Level 14 Artillery
    Large natural beast--- XP 1,000
    ---
    Initiative +14; Senses Perception +12, low-light vision
    HP 110; Bloodied 55
    AC 22; Fortitude 26; Reflex 28; Will 26
    Speed 4
    ---
    [Melee basic] Bite (standard; at will): +21 vs. AC; 1d10+6 damage.

    [Ranged] Spit Acid
    (standard; at will) Acid: +19 vs. Reflex; 2d8+6 acid damage, and target is slowed (save ends).

    [Area] Slimy Splatter
    (standard; encounter) Acid: Burst 4 within 15; attacks each creature in burst; +17 vs. Reflex; Hit: 4d8+6 acid damage and target is immobilized (save ends); Aftereffect: target is slowed (save ends); Miss: half damage and target is slowed (save ends).

    Ponderous: A giant slug cannot shift.
    ---
    Alignment unaligned; Languages -
    Str 20; Dex 24; Wis 20
    Con 18; Int 1; Cha 1
    Last edited by the Jester; Monday, 25th March, 2013 at 05:29 PM.

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    And gets a +1 vs. Vincent Vega?

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    EDIT: Redcaps are a type of spriggan in 4e, so I shan't be updating these guys.

    REDCAP

    Redcaps are psychotic, mass-murdering fey. They epitomize the worst traits of faerie-kind: inconsistency, violent passions, chaotic whimsy and disregard for the rules, desires and needs of others. Redcaps can sometimes be bargained with, but they sometimes immediately betray their bargains.

    REDCAP SLINGER--- Level 8 Artillery
    Small fey humanoid--- XP 350
    ---
    Initiative +9; Senses Perception +7
    HP 71; Bloodied 35
    AC 20; Fortitude 20; Reflex 22; Will 20
    Speed 6
    ---
    [Melee basic] Scythe (standard; at will) Weapon: +15 vs. AC; 1d8+2 damage (1d8+10 on a critical hit).

    [Ranged basic] Eldritch Sling (standard; at will) Weapon: Range 10/20; +15 vs. AC; 2d6+5 damage.

    [Area] Eldritch Hail (standard; recharges when first bloodied) Weapon: Requires sling; burst 2 within 10; the redcap slinger makes one eldritch sling attack at each enemy in burst.
    ---
    Alignment evil; Languages Elven
    Skills Intimidate +6, Nature +7, Stealth +9
    Str 14; Dex 21; Wis 17
    Con 17; Int 11; Cha 14
    ---
    Equipment sling, scythe


    REDCAP REAPER--- Level 8 Skirmisher
    Small fey humanoid--- XP 350
    ---
    Initiative +7; Senses Perception +7
    HP 86; Bloodied 43
    AC 22; Fortitude 22; Reflex 20; Will 20
    Speed 6
    ---
    [Melee basic] Scythe (standard; at will) Weapon: +13 vs. AC; 2d6+5 damage (2d6+17 on a critical hit).

    [Ranged basic] Eldritch Sling (standard; at will) Weapon: Range 10/20; +13 vs. AC; 1d6+5 damage.

    [Melee] Reaping Run (standard; at will) Weapon: The redcap reaper moves up to 6 squares and makes a scythe attack at any point during its movement. It gains +4 bonus to AC vs. opportunity attacks triggered by its movement.

    Blood-Curdling Scream
    (minor; upon bloodying an enemy; encounter): The redcap gains 10 temporary hit points and a +1 attack bonus until the end of the encounter.
    ---
    Alignment evil; Languages Elven
    Skills Intimidate +6, Nature +7, Stealth +9
    Str 21; Dex 17; Wis 17
    Con 14; Int 11; Cha 14
    ---
    Equipment sling, scythe


    REDCAP PSYCHONAUT--- Level 10 Controller
    Small fey humanoid; XP 450
    ---
    Initiative +7; Senses Perception +7
    HP 86; Bloodied 43
    AC 24; Fortitude 20; Reflex 22; Will 24
    Speed 6
    ---
    [Melee basic] Scythe (standard; at will) Weapon: +15 vs. AC; 1d8+5 damage (1d8+13 on a critical hit).

    [Ranged basic] Eldritch Sling (standard; at will) Weapon: Range 10/20; +15 vs. AC; 1d8+5 damage.

    [Melee] Psychedelic Blow (standard; at will) Weapon: +15 vs. AC; 1d8+5 damage and the target is dazed (save ends).

    [Close] Hallucinogenic Cloud (minor; encounter) Poison: Burst 3; targets each creature in burst; +11 vs. Will; Hit: the redcap psychonaut chooses the target’s standard action (save ends); Aftereffect: the redcap psychonaut chooses the target’s move action (save ends); Aftereffect: the redcap psychonaut chooses the target’s minor action (save ends); Miss: the target is dazed (save ends). (In all cases, the redcap chooses when in the character’s turn its chosen action triggers; if the redcap is slain, the effect ends.)
    ---
    Alignment evil; Languages Elven
    Skills Intimidate +6, Nature +7, Stealth +9
    Str 15; Dex 17; Wis 17
    Con 14; Int 11; Cha 22
    ---
    Equipment sling, scythe
    Last edited by the Jester; Tuesday, 26th March, 2013 at 05:20 PM.

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    EDIT: Revised to MM3 standards, here.

    KOPRU

    A kopru is a strange creature resembling no other known thing. It combines several familiar features into one monstrous whole. Its body is vaguely eel-like, but ends in three long, flexible, barbed flukes. Its torso is nearly human in appearance, and it has two arms that end in webbed claws. It has no neck; instead, like a fish, its head grows directly from its trunk. It has huge, unblinking, fish-like eyes. Its mouth is surrounded by four small tentacles- an oddity that has led to some speculation that the koprus are somehow related to illithids.

    Long ago, koprus had a large and mysterious undersea civilization. For reasons unknown to surface scholars, their society grew more degenerate over time, falling into decline. Now the only traces of it are undersea ruins and a few scattered outposts.

    KOPRU SCOUT--- Level 8 Minion
    Medium aberrant magical beast (aquatic)--- XP 70
    ---
    Initiative +7; Senses Perception +5; darkvision
    HP 1; a missed attack never damages a minion.
    AC 22; Fortitude 19; Reflex 20; Will 20
    Speed 3, swim 8
    ---
    [Melee basic] Bite (standard; at will): +11 vs. AC; 4 damage.

    [Melee] Fluke Strike (standard; only while in water; at will): +13 vs. AC; 6 damage.
    ---
    Alignment chaotic evil; Languages Kopru
    Str 16; Dex 17; Wis 12
    Con 14; Int 11; Cha 17


    KOPRU WARRIOR--- Level 8 Soldier
    Medium aberrant magical beast (aquatic)--- XP 70
    ---
    Initiative +8; Senses Perception +5; darkvision
    HP 89; Bloodied 44
    AC 24; Fortitude 22; Reflex 20; Will 20
    Speed 3, swim 8
    ---
    [Melee basic] Bite (standard; at will): +13 vs. AC; 1d8+5 damage.

    [Melee] Fluke Strike (standard; only while in water; at will): +15 vs. AC; 2d6+5 damage, and target slides 2 squares.

    [Melee] Claw (standard; only while in water; at will): +15 vs. AC; 1d6+5 damage.

    [Close] Flurry of Attacks (standard; encounter): Burst 1; targets up to four enemies in burst; the kopru warrior makes up to one bite, one fluke strike and two claw attacks, one per target.
    ---
    Alignment chaotic evil--- Languages Kopru
    Str 21; Dex 18; Wis 12
    Con 17; Int 11; Cha 17



    KOPRU DOMINATOR--- Level 9 Controller
    Medium aberrant magical beast (aquatic)--- XP 400
    ---
    Initiative +6; Senses Perception +5; darkvision
    HP 96; Bloodied 48
    AC 23; Fortitude 20; Reflex 22; Will 24
    Speed 3, swim 8
    ---
    [Melee basic] Bite (standard; at will): +12 vs. AC; 1d8+5 damage.

    [Melee] Fluke Strike
    (standard; only while in water; at will): +14 vs. AC; 2d6+5 damage, and target slides 2 squares.

    [Ranged] Overwhelming Will (minor; at will): Range 10; +12 vs. Will; Hit: target slides 4 squares; Miss: target slides 1 square.

    [Ranged] Mind Bore (standard; recharge 4 5 6) Psychic: Range 6; +12 vs. Will; 1d12+5 psychic damage and target is dazed (save ends).

    [Close] Burst of Fear
    (standard; encounter) Fear, Psychic: Burst 3; targets each enemy in burst; +10 vs. Will; Hit: 2d12+5 psychic damage, and target slides 4 squares; Miss: half damage and target slides 1 square.
    ---
    Alignment chaotic evil; Languages Common, Kopru
    Str 16; Dex 14; Wis 12
    Con 16; Int 19; Cha 21


    KOPRU HARRIER--- Level 9 Skirmisher

    Medium aberrant magical beast (aquatic)--- XP 400
    ---
    Initiative +8; Senses Perception +12; darkvision
    HP 96; Bloodied 48
    AC 23; Fortitude 23; Reflex 22; Will 21
    Speed 3, swim 8
    ---
    [Melee basic] Bite (standard; at will): +12 vs. AC; 1d8+5 damage.

    [Melee] Fluke Strike
    (standard; only while in water; at will): +14 vs. AC; 2d6+5 damage, and target slides 2 squares.

    [Type] Churning Flukes (move; only while in water; at will): The kopru harrier’s flukes churn the water into a mass of bubbles. It shifts 6 squares and gains concealment until the end of its next turn. In addition, it gains combat advantage against any enemy that it is adjacent to at the end of its shift.
    ---
    Alignment chaotic evil; Languages Common, Kopru
    Skills Athletics +14, Perception +12
    Str 21; Dex 19; Wis 17
    Con 16; Int 16; Cha 15
    Last edited by the Jester; Tuesday, 26th March, 2013 at 04:52 PM.

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    EDIT: Since there is an official version of the cockatrice, I won't update this guy to MM3 standards.

    COCKATRICE--- Level 8 Skirmisher
    Small elemental beast (earth)--- XP 350
    ---
    Initiative +9; Senses Perception +7
    HP 88; Bloodied 44
    AC 22; Fortitude 19; Reflex 22; Will 20
    Speed 5, fly 6 (clumsy) (maximum elevation 4)
    ---
    [Melee basic] Peck (standard; at will) Poison: +13 vs. AC; 1d8+5 damage, plus followup attack: +11 vs. Fortitude; Hit: target takes ongoing 10 poison damage (save ends); this manifests as the target’s flesh hardening and slowly petrifying. If the poison damage kills the victim, its body is turned to stone.

    [Melee] Clumsy Flying Attack (standard; recharge 6): The cockatrice flies at least 3 and up to 6 squares and makes an attack: +11 vs. Reflex; Hit: 3d8+5 damage and target is blinded until the end of its next turn; Miss: Half damage and target suffers a -1 to attack rolls until the end of its next turn. The cockatrice grants combat advantage to all enemies until the end of its next turn.
    ---
    Alignment unaligned; Languages -
    Str 13; Dex 21; Wis 17
    Con 16; Int 2; Cha 11
    Last edited by the Jester; Monday, 25th March, 2013 at 05:46 PM.

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