14th level Monster Conversions

the Jester

Legend
Continuing the Monster Project (link in sig), this thread will contain conversions of old skool d&d monsters that do well with a 14th level baseline in 4e.

So far this is what I have:

14th level Monsters to Convert

Brain Collector
Chwidenca
Demon, Alkilith
Drowned
Entombed
Ethergaunt
Penanggalan
Phantasmal Slayer
Quaraphon
Thought Eater
Whale, Cydran this is how whales work in my homebrewed campaign world

Higher Level Monsters On the List

Aag [18th level]
Ascallion (fish) [17th level]
Bile Beast [19th level]
Boneyard [17th level]
Caller from Below [18th level]
Caller in Darkness [21st level]
Chaos Beast [15th level]
Chilblain [18th level]
Deathjack [15th level]
Dharculus [17th level]
Elemental, Ruin [22nd level]
Giant, Cloud [21st level]
Giant, Frost [16th level]
Iron Lich [21st level]
Lurker Above [15th level?]
Ragewalker [20th level]
Ruin Chanter [24th level]
Scyllan [24th level]
Spell Weaver [21st level]
Steel Predator [16th level]
Teratomorph [19th level]
Trapper [18th level?]
Winter-Wight [23rd level]

Hazards to be Converted

Mantrap
Tri-Flower Frond
 
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the Jester

Legend
ETHERGAUNT

Strange creatures that seem to dwell is some far plane inaccessible by conventional magic, the ethergaunts are can be encountered on any plane, but they are most common on the Elemental Chaos and the Astral Sea- and even there, they are very rare. Some adventurers who have had extensive conflict with the ethergaunts claim that they are an extremely advanced culture that abandoned the material world over 10,000 years ago- and now they are finally coming back.

Ethergaunts are strange beings, resembling 8’ tall, extraordinarily emaciated humanoids. To gaze upon the face of an ethergaunt is trying on the psyche of all but the strongest willed creatures, so ethergaunts tend to wear special bisected masks that serve to give them a somewhat humanoid face. Dozens of colorful, prehensile tendrils emerge from behind the mask like a mane of thick, fleshy hair. The faceplate resembles a featureless porcelain visage, and its color reveals the ethergaunt’s role in the creatures’ enigmatic society. Red ethergaunts serve the race as explorers and scientists; white ethergautns mangae the reds’ affairs and form the primary government of the entire society. The dreaded black ethergaunts control the entire race; fewer than one hundred blacks are thought to exist. Other colors and roles exist as well, but these are less well known.

Although the origin of ethergaunts is listed as “immortal,” this is only an approximation. They seem to have come from an earlier cosmological era, when the nature of the planes was somehow different. There may be some connection between ethergaunts and inevitables in this respect.


RED ETHERGAUNT SCOUT--- Level 14 Skirmisher
Medium immortal humanoid (ethergaunt)--- XP 1000
---
Initiative +10; Senses Perception +12; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +15 vs. Will; target is dazed and immobilized (save ends both)
HP 135; Bloodied 67
AC 28; Fortitude 24; Reflex 28; Will 26
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +19 vs. AC; 1d10+7 damage.

[Ranged] Etherblade Blast (standard; at will) Force, Weapon: Range 10; +17 vs. Reflex; 2d8+5 force damage and target is pushed 1 square.

Dimension Step (move; at will) Teleportation: The red ethergaunt scout teleports 10. Its turn ends immediately after it dimension steps.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +19, Diplomacy +17, Insight +17
Str 16; Dex 13; Wis 20
Con 15; Int 24; Cha 20
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


RED ETHERGAUNT ENVOY--- Level 15 Controller
Medium immortal humanoid (ethergaunt)--- XP 1200
---
Initiative +8; Senses Perception +12; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +17 vs. Will; target is dazed and immobilized (save ends both)
HP 143; Bloodied 71
AC 29; Fortitude 25; Reflex 27; Will 29
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +20 vs. AC; 1d10+3 damage.

[Ranged] Etherblade Blast (standard; at will) Force, Weapon: Range 10; +19 vs. Reflex; 2d8+5 force damage and target is pushed 1 square.

[Ranged] Telepathic Persuasion (minor; at will) Psychic: Range 6; +19 vs. Will; target slides 3 squares.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Bluff +19, Diplomacy +19, Insight +17, Intimidate +19
Str 16; Dex 13; Wis 20
Con 15; Int 21; Cha 25
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


WHITE ETHERGAUNT BLADEBLASTER--- Level 17 Artillery
Medium immortal humanoid (ethergaunt)--- XP 1600
---
Initiative +10; Senses Perception +12; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +20 vs. Will; target is dazed and immobilized (save ends both)
HP 122; Bloodied 61
AC 29; Fortitude 25; Reflex 31; Will 29
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +24 vs. AC; 1d10+3 damage.

[Ranged] Etherblade Blast (standard; at will) Force, Weapon: Targets 2 adjacent creatures; range 16; +20 vs. Reflex; 2d8+7 force damage and target is pushed 1 square.

[Area] Etherblade Burst (standard; recharge 5 6) Force, Weapon: Burst 3 within 8; targets each creature in burst; +20 vs. Reflex; 3d10+6 force damage and target slides 2 squares.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +21, History +21
Str 12; Dex 15; Wis 20
Con 14; Int 26; Cha 22
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


WHITE ETHERGAUNT NETHERMANCER--- Level 17 Controller
Medium immortal humanoid (ethergaunt)--- XP 1600
---
Initiative +10; Senses Perception +13; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +21 vs. Will; target is dazed and immobilized (save ends both)
HP 158; Bloodied 79
AC 31; Fortitude 26; Reflex 31; Will 29
Speed 6
---
[Melee basic] Ether Rod (standard; at will) Force, Implement: +22 vs. AC; 2d4+8 force damage and target is pushed 1 square.

[Close] Netherblast (standard; recharge 4 5 6) Force, Implement: Close blast 4; targets each creature in blast; +19 vs. Reflex; 3d6+2 force damage and target slides 3 squares and is knocked prone.

[Ranged] Mind Hook (standard; recharges when first bloodied) Charm, Psychic: Range 12; targets one living creature; +21 vs. Will; Hit: 3d10+6 psychic damage and target is dominated (save ends); Miss: half damage and target is dazed until the end of its next turn.

Step through the Nether (move; at will) Teleportation: The white ethergaunt nethermancer teleports 6 and gains concealment until the beginning of its next turn.

Protective Thrall (immediate interrupt; when attacked by a melee or close attack; at will): Only when the white ethergaunt nethermancer has a target dominated; that target shifts 1 and makes a melee basic attack against the creature attacking the ethergaunt. If it cannot attack the creature attacking the ethergaunt, the ethergaunt may not use this ability.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +21, History +21
Str 12; Dex 15; Wis 20
Con 14; Int 26; Cha 22
---
Equipment ether rod (functions as a +1 rod in the hands of a non-ethergaunt)


RED ETHERGAUNT UNDERLING--- Level 18 Minion
Medium immortal humanoid (ethergaunt)--- XP 500
---
Initiative +10; Senses Perception +14; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +19 vs. Will; target is dazed and immobilized (save ends both)
HP 1; a missed attack never damages a minion
AC 31; Fortitude 27; Reflex 32; Will 29
Speed 6
---
[Melee basic] Etherblade (standard; at will) Weapon: Reach 2; +23 vs. AC; 9 damage.

[Ranged] Etherblade Blast
(standard; at will) Force, Weapon: Range 10; +21 vs. Reflex; 8 force damage and target is pushed 1 square.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Str 16; Dex 13; Wis 20
Con 15; Int 26; Cha 20
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)


BLACK ETHERGAUNT EXTERMINATOR--- Level 19 Elite Soldier
Medium immortal humanoid (ethergaunt)--- XP 4,800
---
Initiative +12; Senses Perception +19; blindsight 10
Stupefying Gaze (gaze) aura 8; only while Open Face is in effect; attacks each creature at the start of its turn: +20 vs. Will; target is dazed and immobilized (save ends both)
HP 356; Bloodied 178
AC 37; Fortitude 32; Reflex 39; Will 33
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Etherblade (standard; at will) Weapon: +26 vs. AC; 2d10+7 damage and target is marked until the end of the black ethergaunt exterminator’s next turn.

[Melee] Exterminating Blow (standard; recharge 6) Force, Necrotic, Weapon: Requires etherblade; +24 vs. Fortitude; Hit: 4d10+7 force and necrotic damage, plus target is pushed 2, knocked prone and takes ongoing 10 necrotic damage (save ends); Miss: half damage, and target is pushed 1.

[Melee] Forceful Rebuttal (immediate reaction; when hit by a melee attack; at will) Force, Weapon: The black ethergaunt exterminator makes an attack against the creature that hit it: +26 vs. AC; 2d10+7 damage and the target is pushed 3 and knocked prone.

[Close] Life Leech (minor; only when wounded; recharge 5 6) Healing, Necrotic: Burst 2; attacks each creature in burst; +22 vs. Fortitude; Hit: 2d6+6 necrotic damage and the black ethergaunt exterminator heals 5 hp.

Open Face (minor; sustain minor; at will): The ethergaunt opens its mask, which activates its stupefying gaze ability.
---
Alignment evil; Languages Ethergaunt
Skills Arcana +24, Insight +19, Intimidate +20, Perception +19
Str 21; Dex 13; Wis 20
Con 18; Int 30; Cha 22
---
Equipment etherblade (in the hands of a non-ethergaunt, functions as a +1 glaive)
 

the Jester

Legend
Man, for a monster I'd never even used, I put a lot into that.

Ethergaunts look awesome- wasn't there an adventure in Dungeon that featured them back in the 3.5 days?

What a wonderfully cool monster. Too bad about the cosmology.
 



the Jester

Legend
THOUGHT EATER

Thought eaters are exceptionally dangerous beasts that swim the Astral Sea, feeding on thoughts and mental prowess. They are always attracted to the smartest easily-available prey.

A thought eater appears as an emaciated platypus. It is strangely translucent, and its duck-like bill is filled with rough, uneven teeth.

THOUGHT EATER--- Level 14 Artillery
Small immortal beast--- XP 1000
---
Initiative +9; Senses Perception +10; sense thoughts
HP 110; Bloodied 55
AC 24; Fortitude 26; Reflex 23; Will 28
Speed 4, swim 6
---
[Melee basic] Bite (standard; at will): +19 vs. AC; 1d6 damage.

[Ranged] Eat Thoughts (standard; at will) Psychic: Range 9; +19 vs. Will; Hit: 1d10+7 psychic damage and the target loses access to one daily power of its choice; if it has no daily powers, it loses access to one encounter power of its choice; if it has no encounter powers, it is dazed (save ends); Miss: half damage and no other effect. Suppression effects stack, and (except for dazing and damage) last until the target takes a short rest.

[Close] Mind Devouring Burst (standard; encounter) Psychic: Burst 2; targets each creature in burst; +17 vs. Will; 4d8+6 damage and the target is stunned (save ends).

Sense Thoughts: A thought eater is aware of all creatures within 20 squares.
---
Alignment unaligned; Languages -
Str 11; Dex 15; Wis 16
Con 20; Int 3; Cha 24


THOUGHT GRINDER--- Level 27 Artillery
Large immortal beast--- XP 11,000
---
Initiative +18; Senses Perception +18; sense thoughts
HP 194; Bloodied 97
AC 37; Fortitude 39; Reflex 36; Will 41
Speed 6, swim 9
---
[Melee basic] Bite (standard; at will): +34 vs. AC; 2d8+9 damage.

[Ranged] Eat Thoughts (standard; at will) Psychic: Range 9; +32 vs. Will; Hit: 2d8+10 psychic damage and the target loses access to one daily power of its choice; if it has no daily powers, it loses access to one encounter power of its choice; if it has no encounter powers, it is dazed (save ends); Miss: half damage and no other effect. Suppression effects stack and last until the target takes a short rest.

[Ranged] Mind Grind (standard; recharge 5 6) Psychic: Range 5; +32 vs. Will; Hit: 3d8+9 psychic damage, and target slides 1 and is weakened and slowed (save ends both).

[Close] Mind Devouring Burst (standard; encounter) Psychic: Burst 2; targets each creature in burst; +30 vs. Will; 5d10+9 damage and the target is stunned (save ends).

Sense Thoughts: A thought grinder is aware of all creatures within 20 squares.
---
Alignment unaligned; Languages -
Str 18; Dex 20; Wis 21
Con 26; Int 4; Cha 30
 

the Jester

Legend
CHWIDENCA

A chwidenca is an abomination spawned from a Drow that failed one of Lolth’s many tests. Now it is a mass of hairy, spider-like legs that end in cruel claws, with no other body apparent. Chwidencas have lost almost all of their intellect and reasoning ability.

CHWIDENCA SCUTTLER--- Level 14 Skirmisher
Large aberrant magical beast (spider)--- XP 1000
---
Initiative +14; Senses Perception +10; blindsight 10
Frightful Presence (fear) aura 3; enemies in the aura have -2 to all defenses
HP 135; Bloodied 67
AC 28; Fortitude 28; Reflex 26; Will 24 (see also Scuttling Charge)
Speed 6, climb 6 (spider climb)
---
[Melee basic] Claw (standard; at will): +19 vs. AC; 1d8+6 damage. (See also Scuttling Charge.)

[Melee] Clutch of Legs (standard; at will): +19 vs. AC; 2d8+6 damage, and target is grabbed (escape ends). (See also Scuttling Charge.)

[Melee] Impale (standard; only against a grabbed victim; at will): +17 vs. Fortitude; 2d10+6 damage.

Scuttling Charge: When a chwidenca scuttler charges, it gains +2 to its defenses until the start of its next turn. If its attack hits at the end of the charge, it deals an extra 2d6 points of damage.
---
Alignment chaotic evil; Languages understands Drow
Str 24; Dex 20; Wis 16
Con 15; Int 3; Cha 3


CHWIDENCA IMPALER--- Level 15 Soldier
Large aberrant magical beast (spider)--- XP 1200
---
Initiative +14; Senses Perception +10; blindsight 10
Frightful Presence (fear) aura 3; enemies in the aura have -2 to all defenses
HP 143; Bloodied 71
AC 31; Fortitude 29; Reflex 27; Will 25
Speed 6, climb 6 (spider climb)
---
[Melee basic] Impaling Claw (standard; at will): +22 vs. AC; 2d8+7 damage, plus ongoing 5 damage (save ends).

[Melee] Multiimpalement (standard; encounter): +22 vs. AC; Hit: 3d10+7 damage, plus ongoing 15 damage (save ends)

Scuttling Charge: When a chwidenca impaler charges, it gains +2 to its defenses until the start of its next turn.
---
Alignment chaotic evil; Languages understands Drow
Str 24; Dex 20; Wis 16
Con 15; Int 3; Cha 3
 

the Jester

Legend
DROWNED

Also called sea zombies or drowned ones, drowned are bloated, waterlogged corpses that have become horrible undead menaces. The very presence of a drowned will cause the suffocation and drowning of normal creatures near it.

DROWNED STRANGLER--- Level 14 Brute
Medium natural humanoid (undead)--- XP 1000
---
Initiative +9; Senses Perception +9; darkvision
Drowning (water) aura 4; all creatures in the aura find themselves choking on water that tries to fill their lungs. Each creature entering the aura, or starting its turn in it, is attacked: +13 vs. Fortitude; Hit: target is weakened (save ends); Effect: target takes 5 points of damage. Water breathing creatures are immune. A given creature can only be effected by a singled drowning aura per round.
HP 174; Bloodied 87
AC 26; Fortitude 28; Reflex 23; Will 23
Immune disease, poison; Resist cold 10, necrotic 10; Vulnerable radiant 10
Speed 5, swim 6
---
[Melee basic] Strangle (standard; sustain standard; at will): +15 vs. Reflex; Hit: 2d8+5 damage and target is grabbed (escape ends); Sustain standard: the drowned strangler automatically deals damage. If the target escapes the grab, the drowned strangler can no longer sustain this power.
---
Alignment evil; Languages Common, the Green Tongue
Skills Athletics +17
Str 21; Dex 14; Wis 14
Con 24; Int 6; Cha 8


DROWNED PIRATE--- Level 19 Minion
Medium natural humanoid (undead)--- XP 600
---
Initiative +11; Senses Perception +11; darkvision
Drowning (water) aura 2; all creatures in the aura find themselves choking on water that tries to fill their lungs. Each creature entering the aura, or starting its turn in it, is attacked: +20 vs. Fortitude; Hit: target is weakened (save ends); Effect: target takes 5 points of damage. Water breathing creatures are immune. A given creature can only be effected by a singled drowning aura per round.
HP 1; a missed attack never damages a minion
AC 33; Fortitude 32; Reflex 27; Will 27
Immune disease, poison; Resist cold 10, necrotic 10; Vulnerable radiant 10
Speed 5, swim 6
---
[Melee basic] Cutlass (standard; at will) Weapon: +24 vs. AC; 9 damage (11 with combat advantage).

[Melee] Dirty Trick (minor; encounter): +22 vs. Will; Hit: the drowned pirate gains combat advantage against the target until the end of its next turn.
---
Alignment evil; Languages Common, the Green Tongue
Skills Athletics +19, Acrobatics +16
Str 21; Dex 14; Wis 14
Con 24; Int 6; Cha 8
---
Equipment leather armor, cutlass (treat as scimitar)


DROWNED PIRATE CAPTAIN--- Level 22 Soldier (Leader)
Medium natural humanoid (undead)--- XP 4150
---
Initiative +11; Senses Perception +13; darkvision
Drowning (water) aura 4; all creatures in the aura find themselves choking on water that tries to fill their lungs. Each creature entering the aura, or starting its turn in it, is attacked: +25 vs. Fortitude; Hit: target is weakened (save ends); Effect: target takes 5 points of damage. Water breathing creatures are immune. A given creature can only be effected by a singled drowning aura per round.
HP 208; Bloodied 104
AC 33; Fortitude 32; Reflex 27; Will 27
Immune disease, poison; Resist cold 10, necrotic 10; Vulnerable radiant 10
Speed 5, swim 6
---
[Melee basic] Cutlass (standard; at will) Weapon: +29 vs. AC; 1d8+5 damage.

[Melee basic] Gaffe Hook
(standard; at will) Weapon: +29 vs. AC; 1d6+5 damage.

[Melee] Pirate Fightin’
(standard; recharge 4 5 6) Weapon: The drowned pirate captain makes one cutlass and one gaffe hook attack each on the same target. If both hit, an ally of the drowned pirate captain that is adjacent to the target can make a melee basic attack on the target as a free action.

[Melee] Dirty Trick (minor; encounter): +22 vs. Will; Hit: the drowned pirate captain gains combat advantage against the target until the end of its next turn.

Combat Advantage: The drowned pirate captain deals an extra 2d6 points of damage once per round if it has combat advantage.
---
Alignment evil; Languages Common, the Green Tongue
Skills Acrobatics +25, Athletics +22, Bluff +20
Str 21; Dex 28; Wis 14
Con 24; Int 11; Cha 18
---
Equipment leather armor, cutlass (treat as scimitar), gaffe hook
 

Rechan

Adventurer
Someone's burning the midnight oil. :)

Looks good. Although I'm wonder if Warforged are immune to the drowning effect, since those that breathe water are immune, and wf don't breathe.

Also, check your email.
 

the Jester

Legend
QUARAPHON

Belligerent, swaggering creatures that wander the plains looking to hone their fighting prowess, quaraphons often infringe upon the territory of other creatures. These intrusions almost always turn violent, for quaraphons take great joy in battle and require enormous amounts of food.

A quaraphon vaguely resembles a deep blue centaur, but its skin is covered with warty knots. Its head is unusually large, including two mouths atop one another and four eyes. The placement of the eyes and mouths of a quaraphon varies from individual to individual, with some even having them in the back or sides of their heads.

QUARAPHON SWAGGERER--- Level 14 Soldier
Large aberrant magical beast--- XP 1000
---
Initiative +9; Senses Perception +12
HP 142; Bloodied 71
AC 30; Fortitude 28; Reflex 21; Will 26
Resist thunder 10
Speed 8
---
[Melee basic] Bite (standard; at will): +21 vs. AC; 1d12+6 damage.

[Melee] Quick Hoof (minor; only when it hits with a bite attack; at will): +19 vs. AC; 1d6+3 damage.

[Close] Deafening Bellow (standard; encounter) Thunder: Blast 4; +17 vs. Fortitude; Hit: 4d8+6 thunder damage and target is deafened (save ends); Miss: half damage and target is deafened until the end of its next turn.
---
Alignment unaligned; Languages Giant
Skills Athletics +19, Endurance +18
Str 24; Dex 10; Wis 20
Con 22; Int 7; Cha 13


QUARAPHON BULLY--- Level 14 Brute
Large aberrant magical beast--- XP 1000
---
Initiative +7; Senses Perception +12
HP 172; Bloodied 86
AC 26; Fortitude 28; Reflex 21; Will 26
Resist thunder 10
Speed 8
---
[Melee basic] Bite (standard; at will): +17 vs. AC; 2d8+6 damage.

[Melee] Quick Hoof (minor; only when it hits with a basic attack; at will): +15 vs. AC; 1d6+3 damage.

[Melee] Bullying Blow
(standard; at will): +17 vs. AC; 3d6+6 damage and target is pushed 1.

[Close] Deafening Bellow (standard; encounter) Thunder: Blast 4; +13 vs. Fortitude; Hit: 4d8+6 thunder damage and target is deafened (save ends); Miss: half damage and target is deafened until the end of its next turn.
---
Alignment unaligned; Languages Giant
Skills Athletics +19, Endurance +18
Str 24; Dex 10; Wis 20
Con 22; Int 7; Cha 13


QUARAPHON BELLOWER--- Level 16 Artillery
Large aberrant magical beast--- XP 1400
---
Initiative +8; Senses Perception +13
HP 121; Bloodied 60
AC 28; Fortitude 30; Reflex 23; Will 28
Resist thunder 20
Speed 8
---
[Melee basic] Bite (standard; at will): +23 vs. AC; 1d10+5 damage.

[Close] Deafening Bellow (standard; at will) Thunder: Blast 4; +19 vs. Fortitude; Hit: 2d8+7 thunder damage and target is deafened (save ends); Miss: target is deafened until the end of its next turn.

[Close] Frightful Bellow (standard; recharge 6) Fear, Thunder: Blast 6; +19 vs. Will; Hit: 3d10+7 thunder damage, and target is pushed 2 and is deafened (save ends); Miss: half damage, and target is pushed 1.
---
Alignment unaligned; Languages Giant
Skills Athletics +18, Endurance +20
Str 20; Dex 10; Wis 21
Con 25; Int 7; Cha 15


QUARAPHON HERDER--- Level 20 Controller (Leader)
Large aberrant magical beast--- XP 2800
---
Initiative +10; Senses Perception +16
HP 195; Bloodied 97
AC 34; Fortitude 34; Reflex 26; Will 32
Resist thunder 20
Speed 8
---
[Melee basic] Bite (standard; at will): +25 vs. AC; 3d6+8 damage.

[Melee] Herding Instinct (minor; at will): targets up to 2 adjacent enemies; +22 vs. Will; each target slides 1 square.

[Close] Deafening Bellow
(standard; recharge 5 6) Thunder: Blast 4; +22 vs. Fortitude; Hit: 4d8+7 thunder damage and target is deafened (save ends); Miss: half damage and target is deafened until the end of its next turn.

[Area] Call the Herd (standard; recharges when an ally within sight is killed): Burst 4 within 10; all allies in burst slide 4 and gain combat advantage until the end of the herder’s next turn against each enemy that it ends this move adjacent to.
---
Alignment unaligned; Languages Giant
Skills Athletics +18, Endurance +20
Str 24; Dex 10; Wis 23
Con 27; Int 9; Cha 19
 

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