4E 12th level Monster Conversions!
+ Log in or register to post
Page 1 of 3 123 LastLast
Results 1 to 10 of 24
  1. #1
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+

    12th level Monster Conversions!

    Okay, by now you all know what's up here... this is the 12th-level monster conversion thread for the Monster Project (link in sig).

    List forthcoming...

    12th Level Monsters on the List

    Aurumvorax
    Cadaver Collector
    Dakon
    Elemental, Phantom Stalker
    Golem, Hangman
    Gravorg
    Inevitable, Zelekhut
    Neogi
    Remorhaz
    Scorpionfolk
    Will-o-wisp

    Higher Level Monsters On the List

    Brain Collector [14th level?]
    Charnel Hound [13th level]
    Cinder Swarm [13th level]
    Demon, Alkilith [17th level?]
    Giant, Cloud [21st level]
    Giant, Frost [16th level]
    Grisgol [16th level]
    Hellwasp Swarm [21st level?]
    Hullathoin [20th level? low epic?]
    Intellect Devourer [13th level]
    Lurker Above [15th level?]
    Ragewalker [14th +; epic?]
    Steel Predator [13th-15th level]
    Trapper [18th level?]

    Hazards to be Converted

    Mantrap
    Tri-Flower Frond
    Last edited by the Jester; Monday, 29th April, 2013 at 07:01 PM.

  2. #2
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+
    GRAVORG--- Level 12 Controller

    Strange inhabitants of the Feywild, gravorg resemble raccoons the size of a horse. These strange creatures have a unique ability to control gravity around them. Often, the sound of a large object smashing repeatedly into the ceiling and then the ground is ones first clue that he is near a gravorg lair.

    Large fey beast--- XP 700
    ---
    Initiative +12; Senses Perception +6
    HP 114; Bloodied 57
    AC 26; Fortitude 24; Reflex 26; Will 24
    Speed 6
    ---
    [Melee basic] Bite (standard; at will): +17 vs. AC; 1d8+5 damage.

    [Ranged] Gravity Fling
    (standard; at will): Range 8; +16 vs. Fortitude; 2d6+5 damage and target slides 3 squares and is knocked prone.

    [Close] Gravity Burst (standard; recharge 5 6): Burst 4; attacks each creature in burst; +14 vs. Fortitude; Hit: 3d6+5 damage and target is pushed 3 squares and knocked prone; Miss: half damage and target is pushed 1 square.
    ---
    Alignment unaligned; Languages Elven
    Str 19; Dex 23; Wis 11
    Con 10; Int 11; Cha 19

  3. #3
    Member
    The Great Druid (Lvl 17)



    Join Date
    Aug 2007
    Location
    Washington, DC
    Posts
    11,507
    Reviews
    Read 0 Reviews

    Block Rechan


    Friend+
    I'm just going to assume the target slides after hitting the ceiling?

  4. #4
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+
    Quote Originally Posted by Rechan View Post
    I'm just going to assume the target slides after hitting the ceiling?
    That's kind of my cinematic approach, anyway, but I left it vague enough that any given group can do it how works for them.

  5. #5
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+
    EDIT: There's an official version of these guys, so I won't update them to MV/MM3 standards unless someone specifically requests that I do so.

    WILL O’ WISP

    A will o’ wisp (also known as a will-o-the-wisp) is a strange creature that seems to be composed of pure light and energy. Appearing as a small mote of glowing light, will o’ wisps are very dangerous. They are infamous for luring travelers into swamps and mires to their doom.

    WILL O’ WISP LURE--- Level 12 Lurker
    Small fey animate (lightning)--- XP 700
    ---
    Initiative +16; Senses Perception +8
    HP 92; Bloodied 46
    AC 30; Fortitude 21; Reflex 28; Will 22
    Speed fly 6 (perfect)
    ---
    [Melee basic] Shocking Touch (standard; at will) Lightning: +15 vs. Reflex; 1d10+5 lightning damage. If the will o’ wisp lure has combat advantage, the target is also dazed (save ends).

    [Area] Luring Light (standard; sustain minor; recharges when the will o’ wisp lure uses Moment of Lightlessness) Radiant: Burst 3 within 24; +13 vs. Will; Hit: target is pulled 6 squares and is dazed (save ends); Miss: target is pulled 1 square and is not dazed.

    Flit (move; at will): The will o’ wisp lure shifts 3 spaces and gains combat advantage against one enemy that it ends this shift next to until the end of its next turn.

    Moment of Lightlessness
    (minor; at will): The will o’ wisp becomes invisible until the end of its turn. While it is invisible, it cannot take a standard action.
    ---
    Alignment evil; Languages understands Common, Elven
    Skills Stealth +20
    Str 3; Dex 23; Wis 15
    Con 14; Int 18; Cha 15


    WILL O’ WISP BLASTER--- Level 13 Artillery
    Small fey animate (lightning)--- XP 800
    ---
    Initiative +12; Senses Perception +8
    HP 98; Bloodied 49
    AC 29; Fortitude 22; Reflex 27; Will 24
    Speed fly 6 (perfect)
    ---
    [Melee basic] Radiant Touch (standard; at will) Radiant: +18 vs. Reflex; 1d10+6 radiant damage.

    [Ranged basic] Radiant Beam (standard; at will) Radiant: Range 12; +18 vs. Reflex; 2d8+6 radiant damage.

    [Ranged] Blinding Beam (standard; encounter) Radiant: +18 vs. Reflex; 4d8+6 damage and target is blinded (save ends).

    Moment of Lightlessness
    (minor; at will): The will o’ wisp becomes invisible until the end of its turn. While it is invisible, it cannot take a standard action.
    ---
    Alignment evil; Languages understands Common, Elven
    Skills Stealth +20
    Str 3; Dex 23; Wis 15
    Con 14; Int 18; Cha 18


    WILL O’ WISP MARSHLIGHT--- Level 15 Controller
    Small fey animate (lightning)--- XP 800
    ---
    Initiative +14; Senses Perception +9
    HP 144; Bloodied 72
    AC 33; Fortitude 25; Reflex 29; Will 27
    Speed fly 6 (perfect)
    ---
    [Melee basic] Radiant Touch (standard; at will) Radiant: +19 vs. Reflex; 2d8+6 radiant damage.

    [Ranged basic] Radiant Beam (standard; at will) Radiant: Range 12; +19 vs. Reflex; 2d8+6 radiant damage.

    [Ranged] Brilliant Beams (standard; at will) Radiant: The will o’ wisp marshlight attacks two targets in range. Range 12; +17 vs. Reflex; 1d10+6 damage, plus target is blinded (save ends).

    [Close] Disorienting Strobe (minor; recharges when hit by an attack that targets AC) Radiant: The will o’ wisp marshlight begins flickering, strobing and otherwise varying its light output to disorient nearby creatures. Close burst 4; +17 vs. Will; Hit: target slides 3 squares and is dazed (save ends); Miss: target suffers a -1 on attack rolls until the end of its next turn.

    Moment of Lightlessness (minor; at will): The will o’ wisp becomes invisible until the end of its turn. While it is invisible, it cannot take a standard action.
    ---
    Alignment evil; Languages understands Common, Elven
    Skills Stealth +20
    Str 3; Dex 24; Wis 15
    Con 16; Int 18; Cha 20
    Last edited by the Jester; Sunday, 31st March, 2013 at 04:22 PM.

  6. #6
    Member
    The Great Druid (Lvl 17)



    Join Date
    Aug 2007
    Location
    Washington, DC
    Posts
    11,507
    Reviews
    Read 0 Reviews

    Block Rechan


    Friend+
    Hey Jester! I know this is late/early, but I"m going to make some requests for either this level, or next!

    Fiend Folio:
    Bonespear (24) 12nd or 13th level
    Steel Predator (163) : 13th Level
    Demon, Alkilith (46) 14th Level
    Hullathoin (96) 15th level
    Tunnel Terror (176) 15th Level

    And MMIII
    Grisgol (76) I say say 15th-16th, to be relevant to a lich, since they are closely related.

  7. #7
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+
    EDIT: IIRC, there is an official 4e version of these guys (maybe in MV2?). Therefore, I am not going to bother updating them to MM3 standards.

    CADAVER COLLECTOR

    Cadaver collectors were originally built to serve exactly the purpose that their name implies. They would collect the dead from a battlefield, whether for purposes of gathering information, magical or medical research, or reanimation.

    A cadaver collector is a large, hunched construct made of stone and metal. It is covered in long spikes, on which it collects corpses. It has overlarge, heavily plated arms.

    CADAVER COLLECTOR--- Level 12 Soldier
    Large natural humanoid (construct)--- XP 700
    ---
    Initiative +12; Senses Perception +10
    HP 122; Bloodied 61
    AC 29; Fortitude 26; Reflex 24; Will 24
    Resist weapons 5
    Speed 7
    ---
    [Melee basic] Smash (standard; at will): Reach 2; +19 vs. AC; 2d6+5 damage.

    [Melee] Crushing Grip (standard; recharge 4 5 6): +17 vs. Reflex; 1d8+5 damage and target is grabbed (until escape).

    [Melee] Impale (standard; only against a grabbed target smaller than the cadaver collector; at will): The cadaver collector attempts to impale its target on its spiky body. +17 vs. Fortitude; Hit: 3d8+5 damage, plus ongoing 5 (save ends) and target is restrained, except it automatically moves with the cadaver collector; Miss: half damage, no ongoing damage, and the target is not restrained.
    ---
    Alignment unaligned; Languages Common
    Skills Endurance +15
    Str 23; Dex 19; Wis 19
    Con 18; Int 6; Cha 11



    GREATER CADAVER COLLECTOR--- Level 22 Soldier
    Huge natural humanoid (construct)--- XP 4150
    ---
    Initiative +20; Senses Perception +16
    HP 194; Bloodied 97
    AC 39; Fortitude 36; Reflex 34; Will 31
    Resist weapons 10
    Speed 7
    ---
    [Melee basic] Smash (standard; at will): Reach 3; +29 vs. AC; 3d6+8 damage.

    [Melee] Crushing Grip (standard; recharge 4 5 6): +27 vs. Reflex; 2d6+8 damage and target is grabbed (until escape).

    [Melee] Impale (standard; only against a grabbed target smaller than the cadaver collector; at will): The cadaver collector attempts to impale its target on its spiky body. +27 vs. Fortitude; Hit: 4d8+8 damage, plus ongoing 10 (save ends) and target is restrained, except it automatically moves with the cadaver collector; Miss: half damage, no ongoing damage, and the target is not restrained.

    [Close] Breath Weapon (standard; encounter): The greater cadaver collector breathes out a paralyzing gas. Blast 5; +25 vs. Fortitude; target is immobilized (save ends).

    ---
    Alignment unaligned; Languages Common
    Skills Endurance +20
    Str 28; Dex 24; Wis 19
    Con 18; Int 6; Cha 11
    Last edited by the Jester; Sunday, 31st March, 2013 at 04:23 PM.

  8. #8
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+
    NOTE: A pdf of the revised version (updated to MM3 standards) is at the end of the thread here.


    SCORPIONFOLK

    Tlincallis, also called scorpionfolk or stingers, are horrific monsters that combine the worst features of humanity with the deadliest aspect of a scorpion. A tlincallis (singular and plural) has a humanoid torso, arms and head. Its skin is a dark red color, sometimes mottled with black or deep grays. The hands of a tlincallis have only two broad, strong fingers and a thumb. It is hairless, with red, glowing eyes. Its lower body is scorpion-like, with six legs and a long, stinger-bearing tail.

    Scorpionfolk live in desert cities, beneath which are thriving networks of burrows and tunnels. They often take humans and dwarves as slaves, forcing them to mine and craft weapons.

    SCORPIONFOLK NOMAD--- Level 12 Minion
    Large natural monstrous humanoid (scorpion)--- XP 700
    ---
    Initiative +10; Senses Perception +6, tremorsense 6
    HP 1; a missed attack never damages a minion
    AC 26; Fortitude 26; Reflex 24; Will 24
    Speed 6
    ---
    [Melee basic] Sting (standard; at will) Poison: +17 vs. AC; 3 damage and ongoing 5 poison (save ends).
    ---
    Alignment evil; Languages Tlincallis
    Str 23; Dex 19; Wis 11
    Con 14; Int 8; Cha 19


    SCORPIONFOLK REAVER--- Level 12 Soldier
    Large natural monstrous humanoid (scorpion)--- XP 700
    ---
    Initiative +10; Senses Perception +6, tremorsense 6
    HP 118; Bloodied 59
    AC 28; Fortitude 26; Reflex 24; Will 24
    Speed 6
    ---
    [Melee basic] Sting (standard; at will) Poison: +19 vs. AC; 1d8+5 damage and ongoing 5 poison damage (save ends).

    [Melee] Invigorate Venom (standard; only against a target suffering ongoing poison damage; recharge 5 6) Poison: +17 vs. Fortitude; 3d8+5 poison damage and ongoing 10 poison damage (save ends).
    ---
    Alignment evil; Languages Tlincallis
    Str 23; Dex 19; Wis 11
    Con 14; Int 8; Cha 19



    SCORPIONFOLK DRIVER--- Level 14 Skirmisher
    Large natural monstrous humanoid (scorpion)--- XP 900
    ---
    Initiative +13; Senses Perception +7, tremorsense 6
    HP 135; Bloodied 67
    AC 28; Fortitude 28; Reflex 25; Will 26
    Speed 6
    ---
    [Melee basic] Sting (standard; at will) Poison: +19 vs. AC; 1d10+6 damage and ongoing 5 poison damage (save ends).

    [Melee] Driving Attack
    (standard; at will) Poison: +19 vs. AC; 1d10+6 damage and ongoing 5 poison damage (save ends). Effect: If the scorpionfolk driver moved at least 3 squares this turn before attacking, it pushes the target 1 square (2 on a critical).

    Skitter (move; at will): The scorpionfolk driver shifts 3 squares.
    ---
    Alignment evil; Languages Tlincallis
    Str 24; Dex 19; Wis 11
    Con 15; Int 13; Cha 20


    SCORPIONFOLK MAGUS--- Level 15 Controller
    Large natural monstrous humanoid (scorpion)--- XP 900
    ---
    Initiative +11; Senses Perception +7, tremorsense 6
    HP 143; Bloodied 71
    AC 29; Fortitude 27; Reflex 26; Will 30
    Speed 6
    ---
    [Melee basic] Sting (standard; at will) Poison: +20 vs. AC; 1d10+6 damage and ongoing 5 poison damage (save ends).

    [Melee] Slowing Sting (standard; at will) Poison: +19 vs. Fortitude; 1d10+6 damage and target is slowed (save ends).

    [Ranged] Venom Bolt
    (standard; recharge 4 5 6) Poison: Range 6; +19 vs. Fortitude; Hit: 2d10+6 damage and target is slowed and takes ongoing 5 poison damage (save ends both); Miss: half damage and target is neither slowed nor takes ongoing damage.
    ---
    Alignment evil; Languages Tlincallis
    Str 20; Dex 19; Wis 11
    Con 15; Int 13; Cha 26
    Last edited by the Jester; Monday, 21st March, 2011 at 11:03 PM.

  9. #9
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+
    EDIT: Updated to MM3 standards here.

    AURUMVORAX--- Level 12 Elite Brute
    Small natural beast--- XP 700
    ---
    Initiative +10; Senses Perception +9
    HP 302; Bloodied 151
    AC 28; Fortitude 26; Reflex 26; Will 23
    Resist weapons 5
    Saving Throws +2
    Speed 7
    Action Points 1
    ---
    [Melee basic] Bite (standard; at will): +15 vs. AC; 2d6+5 damage and target is grabbed.

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

    [Melee] Slaughtering Claws (standard; only against a grabbed target; recharges when it no longer has a target grabbed): The aurumvorax digs at its target with all of its claws. +15 vs. Fortitude; 4d10+5 damage.

    [Melee] Snapping Riposte (immediate reaction; when hit by a melee attack; at will): The aurumvorax makes a bite attack at the creature that hit it.

    Second Wind (minor; encounter) Healing: The aurumvorax spends a healing surge and regains 75 hit points. In addition, it gains a +2 bonus to all of its defenses until the end of its next turn.
    ---
    Alignment unaligned; Languages -
    Skills Acrobatics +15, Athletics +17
    Str 23; Dex 19; Wis 17
    Con 21; Int 3; Cha 16
    Last edited by the Jester; Sunday, 31st March, 2013 at 04:29 PM.

  10. #10
    Member
    Orcus on an Off-Day (Lvl 22)

    the Jester's Avatar

    Join Date
    Jan 2002
    Location
    Shingletown, CA 96088
    Posts
    22,469
    Reviews
    Read 0 Reviews

    Block the Jester


    Friend+
    EDIT: As there is an official conversion of the neogi, I shan't update mine to MM3 standards.

    NEOGI

    The neogi are a fearsome race of slave-takers. Though they sometimes trade with other races, the appearance of a neogi caravan is seldom a good thing; it usually portends kidnapping, enslavement or worse. Each neogi has a number of slaves, and many favor umber hulks, with whom they seem to have a strange, special relationship.

    A neogi has a spider-like body, with a long, flexible neck that resembles the body of an eel. Its body is covered with stiff, bristly hair that has been dyed in complex designs, and most neogi wear light leather harnesses for carrying pouches, tools and weapons.

    Neogi use a twisted ritual to permanently enslave their victims.

    NEOGI SPAWN--- Level 12 Minion
    Small aberrant magical beast--- XP 140
    ---
    Initiative +12; Senses Perception +10; darkvision
    HP 1; a missed attack never damages a minion
    AC 25; Fortitude 21; Reflex 26; Will 23
    Immune charm
    Speed 5, climb 4
    ---
    [Melee] Poisonous Bite (standard; at will) Poison: +15 vs. Fortitude; 5 damage plus ongoing 5 poison (save at -2 ends).

    No Basic Attacks: Neogi spawn have no basic attacks, and thus cannot make opportunity attacks.
    ---
    Alignment chaotic evil; Languages Neogi
    Str 15; Dex 23; Wis 18
    Con 7; Int 3; Cha 3


    NEOGI ENSLAVER--- Level 12 Controller
    Small aberrant magical beast--- XP 700
    ---
    Initiative +9; Senses Perception +10; darkvision
    HP 111; Bloodied 55
    AC 26; Fortitude 22; Reflex 24; Will 26
    Immune charm
    Speed 5, climb 4
    ---
    [Melee basic] Poisonous Bite (standard; at will) Poison: +16 vs. Fortitude; 2d6+2 damage plus ongoing 5 poison (save at -2 ends).

    [Ranged] Dull Mind (standard; recharge 5 6) Psychic: Range 10; +16 vs. Will; Hit: 3d6+5 psychic damage, and the target is dazed (save ends).

    [Ranged] Enslave (standard; encounter) Charm: Range 10; +16 vs. Will; Hit: the target is dominated until the end of the neogi enslaver’s next turn; sustain minor; to sustain this, the neogi enslaver must repeat the attack and hit; Miss: the target is dazed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Neogi
    Skills Intimidate +17
    Str 15; Dex 16; Wis 18
    Con 7 ; Int 19; Cha 23


    NEOGI HUNTER--- Level 13 Artillery
    Small aberrant magical beast--- XP 800
    ---
    Initiative +9; Senses Perception +10; darkvision
    HP 91; Bloodied 45
    AC 25; Fortitude 23; Reflex 25; Will 27
    Immune charm
    Speed 5, climb 4
    ---
    [Melee basic] Poisonous Bite (standard; at will) Poison: +18 vs. Fortitude; 2d6+2 damage plus ongoing 5 poison (save at -2 ends).

    [Ranged] Psychic Thrust (standard; at will) Psychic: Range 16; +18 vs. Will; 2d8+6 psychic damage.

    [Close] Brain Lock (standard; encounter) Psychic: Close blast 4; targets each enemy in burst; +16 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Neogi
    Skills Intimidate +17
    Str 15; Dex 16; Wis 18
    Con 7 ; Int 19; Cha 23



    NEOGI SLAVEMASTER--- Level 16 Skirmisher
    Small aberrant magical beast--- XP 1400
    ---
    Initiative +14; Senses Perception +x, special senses
    HP 145; Bloodied 72
    AC 30; Fortitude 26; Reflex 28; Will 30
    Immune charm
    Speed 5, climb 4
    ---
    [Melee basic] Poisonous Bite (standard; at will) Poison: +19 vs. Fortitude; 2d6+2 damage plus target is slowed and takes ongoing 5 poison (save at -2 ends both).

    [Ranged] Enslave (standard; encounter) Charm: Range 10; +19 vs. Will; Hit: the target is dominated until the end of the neogi enslaver’s next turn; sustain minor; to sustain this, the neogi enslaver must repeat the attack and hit; Miss: the target is dazed until the end of its next turn.

    [Close] Wave of Submission (minor; recharge 6) Psychic: Close blast 4; attacks each enemy in blast; +17 vs. Will; Hit: the target suffers a -2 to Will defense (save ends).

    Slavemaster’s Move (move; at will): The neogi slavemaster shifts up to 3 squares into a lower-level ally’s space. That ally then shifts into the space that the slavemaster began this move in.
    ---
    Alignment chaotic evil; Languages Neogi
    Skills Intimidate +17
    Str 17; Dex 18; Wis 18
    Con 9 ; Int 21; Cha 25



    NEOGI GREAT OLD MASTER--- Level 20 Brute

    Neogi employ a particularly horrifying method of reproduction. When a neogi has grown old and weak, its fellows turn on it, injecting it with a special venom that inflicts terrible changes in the old neogi’s body. This causes it to swell into a great, bloated sack. The neogi loses most of its intellect and becomes a simple beast driven by hunger. Meanwhile, the others lay their eggs in the great old master’s abdomen. Eventually, these hatch and the new neogi spawn eat their way out of it.
    Large aberrant magical beast--- XP 2800
    ---
    Initiative +16; Senses Perception +20; darkvision
    HP 230; Bloodied 115
    AC 32; Fortitude 34; Reflex 32; Will 30
    Immune charm
    Speed 3
    ---
    [Melee basic] Poisonous Bite (standard; at will) Poison: +21 vs. Fortitude; 1d12+7 damage plus target is slowed and takes ongoing 10 poison damage (save at -2 ends both).

    [Ranged] Spit Spawn (standard; recharge 5 6): Range 6; the neogi great old master vomits out 1d6 neogi spawn. All must be within range and adjacent to at least one of the other spawn being spit.

    Bleed Spawn (immediate reaction; when injured; recharge 3 4 5 6): The neogi great old master bleeds out 1d4 neogi spawn, which must appear adjacent to it.
    ---
    Alignment chaotic evil; Languages Neogi
    Str 27; Dex 23; Wis 20
    Con 20; Int 4; Cha 13
    Last edited by the Jester; Saturday, 30th March, 2013 at 06:35 PM.

+ Log in or register to post
Page 1 of 3 123 LastLast

Quick Reply Quick Reply

Similar Threads

  1. 7th level Monster Conversions!
    By the Jester in forum Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 27
    Last Post: Monday, 25th March, 2013, 05:19 PM
  2. 6th level monster conversions!
    By the Jester in forum D&D 5th Edition News, Rules, Homebrews, and House Rules
    Replies: 20
    Last Post: Sunday, 13th January, 2013, 07:07 PM
  3. 4th Level Monster Conversions
    By the Jester in forum Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 45
    Last Post: Sunday, 13th January, 2013, 06:43 PM
  4. 2nd-level Monster Conversions
    By the Jester in forum Pathfinder, Starfinder, Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, OSR
    Replies: 64
    Last Post: Friday, 28th December, 2012, 11:24 PM
  5. 1st-Level Monster Conversions
    By the Jester in forum D&D 5th Edition News, Rules, Homebrews, and House Rules
    Replies: 113
    Last Post: Friday, 30th November, 2012, 05:35 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •