11th level Monster Conversions!

the Jester

Legend
This thread is a continuation of the Monster Project. While ENWorld was down over the last day, I started work on some random 11th level monsters as well. I don't have a list for this level yet; I'll add it once I do.

Edit: Here is my list so far:

11th Level Monsters to be Converted:

Howling Abomination
Mustard Jelly
Revenant
Slithering Tracker may re-evaluate as a hazard or something, since it is an eight-hour-long attack
Turtle, Giant Snapping
Ulgurstasta
Vampiric Mist
Wheep

Higher Level Monsters On the List

Aurumvorax [12th level]
Brain Collector [14th level?]
Crimson Death [16th level or thereabouts?] included in the "vampiric mist" entry
Giant, Cloud
Giant, Frost
Intellect Devourer [13th level]
Lurker Above [15th level?]
Trapper [18th level?]

Hazards to be Converted

Mantrap
Tri-Flower Frond
 
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the Jester

Legend
EDIT: Since there is a 4e version of these guys- albeit far removed from the original FF monster- I'm not going to bother updating them to MM3 standards.

REVENANT

A revenant is the undead spirit of a strong-willed person who was unjustly murdered. It animates its corpse, or the corpse of another humanoid (if its corpse has been completely destroyed) and hunts its killer. A revenant thus resembles a zombie, but a fierce, feverish light burns in its eyes and it moves with unnerving swiftness. A revenant will not stop its pursuit of its murderer until either it is destroyed, or its killer is; it is utterly ruthless in the pursuit of its target. Once it has slain its killer, a revenant dies immediately, turning into an inanimate corpse.

RELENTLESS REVENANT--- Level 11 Elite Soldier
Medium natural animate (undead)--- XP 1,200
---
Initiative +11; Senses Perception +14; darkvision, find quarry
HP 236; Bloodied 118
Regeneration 10; if the revenant takes fire damage, its regeneration ability does not function until the end of its next turn.
AC 29; Fortitude 25; Reflex 25; Will 25
Resist cold 10, necrotic 10; Vulnerable fire 5, radiant 5
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Slam (standard; at will): +18 vs. AC; 1d8+5 damage, plus target is grabbed (escape ends).

[Melee] Relentless Grip (standard; only against a grabbed target; at will): +16 vs. Fortitude; Hit: 2d6+5 damage, plus target is dazed (save ends); Miss: half damage, and target is not dazed.

[Melee] Lethal Squeeze (minor; only against a grabbed target; recharges when a target escapes): +16 vs. Fortitude; Hit: 3d8+5 damage; Miss: half damage.

Find Quarry: A revenant always knows the distance (but not direction) to the person or persons that killed it.
---
Alignment unaligned; Languages whatever it spoke in life
Skills Endurance +16, Perception +14
Str 16; Dex 18; Wis 18
Con 22; Int 11; Cha 18


REVENANT ARCHER--- Level 16 Elite Artillery
Medium natural animate (undead)--- XP 2,800
---
Initiative +15; Senses Perception +13; darkvision, find quarry
HP 248; Bloodied 124
Regeneration 10; if the revenant takes fire damage, its regeneration ability does not function until the end of its next turn.
AC 30; Fortitude 30; Reflex 32; Will 32
Resist cold 10, necrotic 10; Vulnerable fire 5, radiant 5
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Slam (standard; at will): +23 vs. AC; 1d10+3 damage.

[Ranged basic] Longbow (standard; at will) Weapon: Range 20/40; +23 vs. AC; 1d10+7 damage.

[Ranged] Bone Arrow (standard; recharge 4 5 6) Necrotic, Weapon: Requires bone longbow; range 20/40; +23 vs. AC; 1d10+7 necrotic damage plus ongoing 10 necrotic (save ends).

[Ranged] Shower of Arrows (standard; at will) Weapon: The revenant archer makes three longbow attacks.

Find Quarry: A revenant always knows the distance (but not direction) to the person or persons that killed it.
---
Alignment unaligned; Languages whatever it spoke in life
Skills Endurance +16, Perception +14
Str 16; Dex 25; Wis 21
Con 22; Int 11; Cha 21
---
Equipment rotted leather armor, bone longbow
 
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Rechan

Adventurer
The problem with revenants is that they are alive to hunt down their killers.

Adventurers don't usually... kill innocent people (i.e. murder them) in order to warrant a revenant.
 

the Jester

Legend
The problem with revenants is that they are alive to hunt down their killers.

Adventurers don't usually... kill innocent people (i.e. murder them) in order to warrant a revenant.

Ahh, but it would be darn easy for a misunderstanding to occur when a party of adventurers sees an undead form shambling after the well-respected town lawyer, no?

Seems like a great adventure thread to me. Revenants have always been awesome hook droppers, ime.
 

the Jester

Legend
The problem with revenants is that they are alive to hunt down their killers.

Adventurers don't usually... kill innocent people (i.e. murder them) in order to warrant a revenant.

Ahh, but it would be darn easy for a misunderstanding to occur when a party of adventurers sees an undead form shambling after the well-respected town lawyer, no?

Seems like a great adventure thread to me. Revenants have always been awesome hook droppers, ime.
 

I forget what revenants look like. You say that they're "undead spirits." Does this mean that they're ghostly and vaporous? Because right now they walk and clip.
 


the Jester

Legend
EDIT: The non-dragon turtles here are updated here.

TURTLES
Though most normal turtles are inoffensive and harmless, there are plenty of monstrous varieties that are dangerous.

GIANT SNAPPING TURTLE--- Level 11 Brute
Huge natural beast (reptile)--- XP 600
---
Initiative +9; Senses Perception +8
HP 143; Bloodied 71
AC 25; Fortitude 25; Reflex 21; Will 22
Speed 5, swim 8
---
[Melee basic] Bite (standard; at will): Reach 2; +14 vs. AC; 2d6+5 damage.

[Melee] Snapping Bite (standard; at will): Reach 2; +14 vs. AC; 3d6+5 damage, plus ongoing 5 damage.

Into the Shell (immediate interrupt; when hit by an attack that targets AC; at will): The giant snapping turtle takes half damage from the attack and is slowed until the end of its next turn.
---
Alignment unaligned; Languages -
Skills Endurance +16
Str 23; Dex 18; Wis 16
Con 23; Int 2; Cha 8


DIRE TORTOISE--- Level 18 Soldier
Large natural beast (reptile)--- XP 2,000
---
Initiative +14; Senses Perception +15
HP 175; Bloodied 87
AC 36; Fortitude 32; Reflex 25; Will 30
Speed 4
---
[Melee basic] Bite (standard; at will): +25 vs. AC; 2d8+7 damage.

Surprising Swiftness (immediate reaction; when hit by an attack; at will): The dire tortoise shifts 3 squares.

Into the Shell (immediate interrupt; when hit by an attack that targets AC; at will): The tortoise takes half damage from the attack and is slowed until the end of its next turn.
---
Alignment unaligned; Languages -
Skills Endurance +20
Str 26; Dex 16; Wis 22
Con 23; Int 2; Cha 7


DRAGON TURTLE--- Level 24 Artillery

Huge natural magical beast (reptile) --- XP 6,050
---
Initiative +24; Senses Perception +17; darkvision
HP 150; Bloodied 75
AC 36; Fortitude 38; Reflex 36; Will 36
Speed 4, swim 8
---
[Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 2d6+7 damage.

[Ranged] Scalding Squirt (standard; at will) Fire: Range 10; +31 vs. Reflex; 2d6+8 fire damage plus ongoing 5 fire (save ends).

[Close] Scalding Blast (standard; recharge 5 6) Fire: Blast 6; +29 vs. Reflex; 3d12+8 fire damage plus ongoing 10 fire (save ends).
---
Alignment chaotic evil; Languages Common, Draconic
Skills Endurance +26
Str 25; Dex 25; Wis 21
Con 29; Int 16; Cha 25

NOTE: The dragn turtle is updated in the 24th level list here.
 
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the Jester

Legend
ULGURSTASTA

Horrific undead maggot-like worms of immense size, ulgurstasta are terrifying monstrosities spawned by the vile demigod Kyuss in the time of his greatest strength. While newly-made, they are not too intelligent, but they absorb portions of the knowledge of the creatures they devour. Thus, as an ulgurstasta becomes older, it becomes more intelligent- and more dangerous.

ULGURSTASTA MAGGOT --- Level 11 Soldier
Huge natural beast (undead)--- XP 600
---
Initiative +8; Senses Perception +9; darkvision
Lashing Tendrils aura 2; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +16 vs. AC; 1d12 damage.
HP 113; Bloodied 56
AC 27; Fortitude 25; Reflex 22; Will 23
Immune disease, poison; Resist cold 15, necrotic 15; Vulnerable radiant 15
Speed 8
---
[Melee basic] Bite (standard; at will) Necrotic: Reach 2; +18 vs. AC; 2d6+5 damage plus ongoing 5 necrotic.

[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +14 vs. Reflex; Hit: 3d8+5 acid and necrotic damage plus ongoing 10 acid and necrotic.
---
Alignment chaotic evil; Languages understands crude Common
Str 22; Dex 16; Wis 18
Con 17; Int 3; Cha 18


ULGURSTASTA THINKER--- Level 16 Controller
Huge natural beast (undead)--- XP 1,400
---
Initiative +13; Senses Perception +13; darkvision
Lashing Tendrils aura 4; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +19 vs. AC; 1d12 damage.
HP 156; Bloodied 78
AC 30; Fortitude 30; Reflex 28; Will 28
Immune disease, poison; Resist cold 15, necrotic 15; Vulnerable radiant 15
Speed 8
---
[Melee basic] Bite (standard; at will) Necrotic: Reach 2; +21 vs. AC; 2d8+7 damage plus ongoing 5 necrotic.

[Ranged] Frightful Glare
(standard; recharge 4 5 6) Fear: Range 10; +16 vs. Will; Hit: target is pushed 3 squares and is dazed (save ends); Miss: target is dazed until the end of its next turn.

[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +14 vs. Reflex; Hit: 3d10+7 acid and necrotic damage plus ongoing 10 acid and necrotic.

[Area] Necrotic Goo (standard; recharges when first bloodied) Necrotic: Burst 3 within 10; targets each creature in burst; +14 vs. Reflex; Hit: target is immobilized and takes ongoing 5 necrotic damage (save ends both); Miss: target is slowed (save ends).
---
Alignment chaotic evil; Languages Common
Skills History +13, Religion +18
Str 25; Dex 21; Wis 21
Con 20; Int 10; Cha 21


ULGURSTASTA PRIEST--- Level 23 Controller
Huge natural beast (undead)--- XP 5,100
---
Initiative +16; Senses Perception +25; darkvision
Lashing Tendrils aura 4; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +26 vs. AC; 1d12 damage.
HP 216; Bloodied 108
AC 37; Fortitude 35; Reflex 35; Will 37
Immune disease, poison; Resist cold 15, necrotic 15; Vulnerable radiant 15
Speed 8
---
[Melee basic] Bite (standard; at will) Necrotic: Reach 2; +28 vs. AC; 2d8+8 plus ongoing 5 necrotic damage.

[Ranged] Malevolence of Kyuss (standard; recharges when the ulgurstasta priest takes radiant damage) Psychic: Range 12; +27 vs. Will; Hit: 4d8+8 psychic damage and target is weakened (save ends).

[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +25 vs. Reflex; Hit: 3d12+8 acid and necrotic damage plus ongoing 10 acid and necrotic.

[Area] Zone of Worms (minor; recharge 6): Burst 3 within 6; creates a zone of churning worms- treat as difficult terrain, plus any creature that starts its turn in or enters the zone takes 5 points of damage.
---
Alignment chaotic evil; Languages Common
Skills Arcana +23, History +23, Religion +25
Str 25; Dex 21; Wis 29
Con 24; Int 24; Cha 28


ELDER ULGURSTASTA--- Level 29 Controller
Gargantuan natural beast (undead)--- XP 15,000
---
Initiative +21; Senses Perception +23; darkvision
Lashing Tendrils aura 4; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +32 vs. AC; 2d8+5 damage.
HP 266; Bloodied 133
AC 43; Fortitude 43; Reflex 41; Will 42
Immune disease, poison; Resist cold 20, necrotic 20; Vulnerable radiant 20
Speed 8
---
[Melee basic] Bite (standard; at will) Necrotic: Reach 3; +34 vs. AC; 2d8+10 plus ongoing 10 necrotic damage.

[Melee] Strike of Kyuss (standard; recharges when first bloodied) Necrotic: Reach 3; +34 vs. AC; 5d10+9 necrotic damage, plus ongoing 10 necrotic and target is weakened (save ends both).

[Ranged] Bone Spit (standard; at will): Range 16; the ulgurstasta spits a churning mass of bones and flesh at the target; +33 vs. Reflex; Hit: 2d8+10 damage plus the target is immobilized (save ends); Miss: half damage and target is slowed (save ends).

[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +32 vs. Reflex; Hit: 4d10+9 acid and necrotic damage plus ongoing 10 acid and necrotic (save ends).

[Area] Zone of Worms (minor; recharge 4 5 6): Burst 4 within 8; creates a zone of churning worms; treat this zone as difficult terrain, plus any creature that starts its turn in or enters the zone takes 15 points of damage.
---
Alignment chaotic evil; Languages Common
Skills Arcana, History, Religion
Str 32; Dex 25; Wis 28
Con 26; Int 28; Cha 30
 

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