16th-level Monster Conversions


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the Jester

Legend
ENVELOPER

An enveloper is a strange creature that is nearly formless in its natural state. It wraps its dough-like body around that of its victim, and then crushes it to death and consumes the remnants. An enveloper learns the knowledge of its victims and gains access to their memories. In addition, envelopers sometimes gain access to crude mirrors of their victims’ powers and abilities.


ENVELOPER SCAVENGER--- Level 16 Soldier
Medium aberrant animate (ooze)--- XP 1400
---
Initiative +12; Senses Perception +13; blindsight 8
HP 157; Bloodied 78
AC 32; Fortitude 30; Reflex 25; Will 28
Speed 6
---
[Melee basic] Slam (standard; at will): +23 vs. AC; 1d10+7 damage, plus target is grabbed (until escape).

[Melee] Enveloping Crush (standard; only against a grabbed target; at will): +28 vs. Reflex; 3d6+7 damage, plus ongoing 10 damage.

Assimilate Mind (minor; at will): When an enveloper slays a creature with its enveloping crush, it can use this ability to assimilate the mind of its victim. It gains access to one power of the victim of 16th or lower, which it can use once.

Change Shape (minor; at will) Polymorph: The enveloper changes shape to resemble any specific creature or creature type that it has devoured.
---
Alignment unaligned; Languages Common, Deep Speech
Str 25; Dex 15; Wis 21
Con 21; Int 8; Cha 7


ENVELOPER ARCANIST--- Level 28 Controller
Large aberrant animate (ooze)--- XP 13,000
---
Initiative +12; Senses Perception +13; blindsight 8
HP 157; Bloodied 78
AC 32; Fortitude 30; Reflex 25; Will 28
Speed 6
---
[Melee basic] Slam (standard; at will): +33 vs. AC; 2d8+7 damage, plus target is grabbed (until escape).

[Melee] Enveloping Crush (standard; only against a grabbed target; at will): +32 vs. Reflex; 4d8+7 damage, plus ongoing 15 damage (escape ends).

[Ranged] Jolting Ray (standard; at will) Arcane, Force, Lightning: Range 15; +32 vs. Reflex; 3d8+10 force and lightning damage, and the target is knocked prone and immobilized (save ends).

[Area] Thunderous Cloud (standard; sustain minor; recharge 6) Arcane, Thunder: Burst 2 within 10; +30 vs. Fortitude; 2d12+9 thunder damage. Sustain minor: repeat the attack on all creatures in the cloud.

Assimilate Mind (minor; at will): When an enveloper slays a creature with its enveloping crush, it can use this ability to assimilate the mind of its victim. It gains access to one power of the victim of 28th level or lower, which it can use once.

Change Shape (minor; at will) Polymorph: The enveloper changes shape to resemble any specific creature or creature type that it has devoured.
---
Alignment unaligned; Languages Common, Deep Speech
Skills Arcana +29
Str 27; Dex 15; Wis 27
Con 21; Int 31; Cha 15
 



the Jester

Legend
GULGAR
Gulgars are strange, grey-skinned humanoids with rhinoceros-like ears set high on its head and small black eyes set deep in its head. Where a man might have a beard, a gulgar has a thick crystalline horn that projects from its chin, and its shoulders, knees, knuckles and forehead also sport crystal growths. Its hands have two thick, powerful fingers and a thumb.

Migrants to the world from the Elemental Chaos, gulgars seem to outsiders to be dour and laconic. However, they are actually boisterous and full of vigor. Their speech is inaudible to most beings, though dwarves can sometimes hear a low thrumming sound emanating from a gulgar.

As a gulgar grows older, it lightens (if female) or darkens (if male). Very old gulgars are white or black. The crystalline bone that protrudes from them yellows and becomes cloudy with age, eventually becoming opaque.

GULGAR MACEMAN--- Level 16 Soldier
Medium elemental humanoid (earth)--- XP 1400
---
Initiative +8; Senses Perception +9, tremorsense 6
HP 161; Bloodied 80
AC 32; Fortitude 30; Reflex 23; Will 24
Resist thunder 20, weapons 5
Speed 5
---
[Melee basic] Mace (standard; at will) Weapon: +23 vs. AC; 1d8+7 damage.

[Melee] Deep Impact (standard; recharge 4 5 6) Crystalbone, Weapon: Requires mace; +21 vs. Fortitude; 3d8+7 damage.

Crystalbone: Any of the gulgar’s attacks that have the Crystalbone keyword ignore resist effects.
---
Alignment unaligned; Languages Primordial
Str 25; Dex 7; Wis 12
Con 17; Int 10; Cha 13
---
Equipment scale armor, shield, heavy mace


GULGAR SINGER--- Level 17 Artillery
Medium elemental humanoid (earth)--- XP 1600
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Initiative +6; Senses Perception +9, tremorsense 6
HP 125; Bloodied 62
AC 29; Fortitude 31; Reflex 24; Will 29
Resist thunder 20, weapons 5
Speed 5
---
[Melee basic] Staff (standard; at will) Weapon: +24 vs. AC; 1d6+7 damage.

[Melee] Thrumming Touch (standard; at will) Crystalbone, Thunder: +22 vs. Reflex; 1d10+7 thunder damage.

[Area] Thrumming Song (standard; recharge 5 6) Crystalbone, Thunder: The gulgar singer unleashes a burst of sound so deep that most creatures can’t even hear it. Burst 2 within 8; +20 vs. Fortitude; Hit: 4d8+7 thunder damage and the target is knocked prone; Miss: half damage and the target is not knocked prone.

Crystalbone: Any of the gulgar’s attacks that have the Crystalbone keyword ignore resist effects.
---
Alignment unaligned; Languages Primordial
Str 25; Dex 7; Wis 12
Con 17; Int 10; Cha 21
---
Equipment scale armor, shield, staff



GULGAR STOMPER--- Level 17 Brute
Medium elemental humanoid (earth)--- XP 1600
---
Initiative +6; Senses Perception +9; tremorsense 6
HP 200; Bloodied 100
AC 29; Fortitude 31; Reflex 23; Will 25
Resist thunder 20, weapons 5
Speed 5
---
[Melee basic] Maul (standard; at will) Weapon: +20 vs. AC; 2d6+8 damage.

[Melee] Deep Impact (standard; at will) Crystalbone, Weapon: Requires maul; +19 vs. Fortitude; 3d8+8 damage and target is knocked prone.

[Melee] Finishing Stomp (standard; encounter) Crystalbone: Only against a prone enemy; +20 vs. AC; 3d8+8 damage and target is stunned (save ends).

[Close] Stomp (standard; recharge 5 6) Crystalbone: Close burst 2; +16 vs. Fortitude; Hit: 2d6+8 damage and target is knocked prone; Effect: target slides 1 square.

Crystalbone: Any of the gulgar’s attacks that have the Crystalbone keyword ignore resist effects.
---
Alignment unaligned; Languages Primordial
Str 26; Dex 7; Wis 12
Con 20; Int 10; Cha 13
---
Equipment plate armor, shield, maul



GULGAR STALAGMITE HERMIT--- Level 19 Controller
Medium elemental humanoid (earth)--- XP 2400
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Initiative +7; Senses Perception +15; tremorsense 6
HP 180; Bloodied 90
AC 29; Fortitude 31; Reflex 23; Will 25
Resist thunder 20, weapons 5
Speed 5
---
[Melee basic] Greatclub (standard; at will) Weapon: +24 vs. AC; 2d4+8 damage.

[Melee] Deep Impact (standard; at will) Crystalbone, Weapon: Requires greatclub; +23 vs. Fortitude; 4d4+8 damage and target is dazed (save ends) and pushed 2.

[Close] Hermit’s Solitude (minor; encounter): Close burst 2; +21 vs. Will; Hit: target is pushed 4; Miss: target is pushed 1.

[Area] Hail of Gravel (standard; recharge 6) Crystalbone: Burst 3 within 6; +21 vs. Fortitude; 4d8+7 damage. Creatures with the earth keyword are immune.

Crystalbone: Any of the gulgar’s attacks that have the Crystalbone keyword ignore resist effects.
---
Alignment unaligned; Languages Primordial
Str 26; Dex 7; Wis 22
Con 20; Int 15; Cha 13
---
Equipment plate armor, shield, greatclub
 

the Jester

Legend
PISTOL WRAITH--- Level 16 Artillery
A pistol wraith is the undead spirit of a gunman- either one so especially wicked that he rose after his death to haunt the land, or one slain by another pistol wraith.

Medium shadow humanoid (undead)--- XP 1400
---
Initiative +15; Senses Perception +15; darkvision
HP 102; Bloodied 51
AC 28; Fortitude 28; Reflex 30; Will 26
Resist insubstantial
Speed fly 8; phasing
---
[Ranged basic] Gun of the Grave (standard; reload minor; at will) Necrotic: Range 20/40; +21 vs. Reflex; 2d8+7 necrotic damage, plus target is weakened (save ends).

[Ranged] Grave Shot (standard; reload minor; recharge 6) Necrotic: Range 20/40; +21 vs. Fortitude; 4d10+7 necrotic damage, and target loses a healing surge.

Dueling Instinct: When engaged in a formal duel, a pistol wraith automatically gets a 20 on its initiative roll.
---
Alignment evil; Languages Common
Skills Perception +15
Str 11; Dex 25; Wis 14
Con 21; Int 14; Cha 18
 

the Jester

Legend
DEODANTH

Deodanths are strange, silver-skinned creatures with a strange, elfin look to their features and wicked barbed spurs on the backs of their hands. They claim to be vampiric elves from the future, but not all of their claims hold up to scrutiny; for instance, they seem to be largely ignorant of the racial separation between the elves and the eladrin, and deodanths that claim to have been in the present for only a short time often seem ignorant of the very existence of eladrins. One thing is certain, however: deodanths have an uncanny mastery over their own personal time frame. They are deadly opponents that prefer elven and especially eladrin victims (whom they insist on referring to as elves).

DEODANTH SLIPPER--- Level 16 Lurker
Medium natural humanoid (time, undead)--- XP 1400
---
Initiative +19; Senses Perception +10; darkvision
HP 118; Bloodied 59
AC 30; Fortitude 27; Reflex 30; Will 28
Resist necrotic 20; Vulnerable radiant 15
Speed 8
---
[Melee basic] Deodanth Spur (standard; at will): +21 vs. AC; 1d4+7 damage.

[Melee] Sudden Spur Slash (standard; at will): Only with combat advantage; +21 vs. AC; 5d4+7 damage and target is slowed (save ends).

Swift Tumble (immediate interrupt; when an attack targets the deodanth’s Reflex defense; recharges when first bloodied): The deodanth slipper shifts 4. If it is no longer in range of the attack, the attack misses it.

Timeslip
(move; at will) Time: The deodanth vanishes and reappears 1d4 rounds into the future. If another creature or object occupies its space at that point, the deodanth slipper instead reappears prone in the closest open space (if multiple spaces are equally close, the deodanth chooses which space it appears in) and both it and the creature or object occupying the space it was originally in suffer 3d10 points of damage. When the deodanth reappears, it gains combat advantage against each creature until the start of that creature’s next turn.
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Alignment evil; Languages Elven, Common, Deodanth
Skills Arcana +19, Stealth +20
Str 19; Dex 25; Wis 15
Con 16; Int 22; Cha 21


DEODANTH ELADRICIDE--- Level 17 Soldier
Medium natural humanoid (time, undead)--- XP 1600
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Initiative +16; Senses Perception +10; darkvision
HP 160; Bloodied 80
AC 33; Fortitude 31; Reflex 30; Will 29
Resist necrotic 20; Vulnerable radiant 15
Speed 8
---
[Melee basic] Deodanth Spur (standard; at will): +24 vs. AC; 1d4+7 damage.

[Melee] Elf-Slaying Spur (standard; at will): Only targets elves, eladrin, drow or half-elves; +25 vs. AC; 5d4+7 damage, plus target loses a healing surge.

[Melee] Bite (standard; at will) Necrotic: +23 vs. AC; 2d8+7 necrotic damage, plus ongoing 5 necrotic.

Timeslip (move; at will) Time: The deodanth vanishes and reappears 1d4 rounds into the future. If another creature or object occupies its space at that point, the deodanth slipper instead reappears prone in the closest open space (if multiple spaces are equally close, the deodanth chooses which space it appears in) and both it and the creature or object occupying the space it was originally in suffer 3d10 points of damage. When the deodanth reappears, it gains combat advantage against each creature until the start of that creature’s next turn.
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Alignment evil; Languages Elven, Common, Deodanth
Skills Arcana +19, Stealth +20
Str 24; Dex 22; Wis 15
Con 16; Int 22; Cha 21
---
Equipment grisly trophies


DEODANTH LIFESUCKER--- Level 20 Lurker
Medium natural humanoid (time, undead)--- XP 2800
---
Initiative +23; Senses Perception +12; darkvision
HP 142; Bloodied 71
AC 34; Fortitude 33; Reflex 35; Will 31
Resist necrotic 20; Vulnerable radiant 15
Speed 8
---
[Melee basic] Deodanth Spur (standard; at will): +25 vs. AC; 1d4+9 damage.

[Melee] Bite
(standard; at will) Necrotic: +25 vs. AC; 2d8+9 necrotic damage, plus ongoing 10 necrotic.

[Melee] Deodanth Embrace (standard; recharge 5 6) Charm, Necrotic: Only against an immobilized target or with combat advantage; +23 vs. Will; Hit: 4d6+5 necrotic damage, and the target cannot target the deodanth lifesucker with any attacks (save ends).

[Ranged] Captivating Gaze (minor; recharge 5 6) Charm: Range 10; +23 vs. Will; target is immobilized (save ends).

Timeslip (move; at will) Time: The deodanth vanishes and reappears 1d4 rounds into the future. If another creature or object occupies its space at that point, the deodanth slipper instead reappears prone in the closest open space (if multiple spaces are equally close, the deodanth chooses which space it appears in) and both it and the creature or object occupying the space it was originally in suffer 3d10 points of damage. When the deodanth reappears, it gains combat advantage against each creature until the start of that creature’s next turn.
---
Alignment evil; Languages Elven, Common, Deodanth
Skills Stealth +24
Str 24; Dex 28; Wis 15
Con 16; Int 21; Cha 21
 

the Jester

Legend
GOLEM, GLOOM--- Level 16 Soldier
A gloom golem is constructed from clay from the banks of the River Styx. It is pure malevolence given physical form. A gloom golem appears to be a misshapen, ogre—sized brute with faces pressing out against its body from within, as if clamoring for release. Where its face should be is only a gaping black orifice, from which emanates its incessant wailing.

Large immortal humanoid (construct)--- XP 1400
---
Initiative +12; Senses Perception +8
Incessant Wail of Despair (Thunder) aura 6; all living creatures within the aura take a -2 penalty on all attacks; deaf creatures are immune
HP 157; Bloodied 78
AC 32; Fortitude 28; Reflex 25; Will 30
Speed 5
---
[Melee basic] Touch of Woe (standard; at will) Psychic: Reach 2; +21 vs. Reflex; 1d12+7 psychic damage plus followup attack: +21 vs. Will; Hit: target is dazed (save ends); First failed save: the target is dazed and takes a -1 to attacks and skill checks (save ends both); Second failed save: the target is dazed (save ends) and takes a -1 to attacks and skill checks until the gloom golem is destroyed.

Danger of Gloom (immediate reaction; when targeted by an attack vs. Will; at will): The gloom golem is made of despair and gloom, and thus, touching its mind risks mental backlash. It makes an attack against the creature targeting it as a free action: +19 vs. Will; Hit: the attack triggering Danger of Gloom effects both the gloom golem and the target.
---
Alignment evil; Languages -
Str 18; Dex 15; Wis 11
Con 21; Int 1; Cha 20
 

the Jester

Legend
Just a quick bump for now.

I haven't forgotten or abandoned my monster project, but I've had several weeks of heavy prep for my game- so I've slowed down a bit. I'm hoping to post a little something later today- we'll see how that goes!
 

the Jester

Legend
LIVING WALL

A living wall (a misnomer, to be sure) is an undead wall that contains the bodies and anima of its victims. It twists their power to fuel its own evil needs. As a living wall consumes more souls, it becomes progressively more powerful, often attaining twisted mockeries of the powers its victims had. Although largely immobile, a living wall is nonetheless very dangerous.

Though cloaked by an illusion that causes it to appear to be made of stone, brick and mortar or even wood, a creature that can see past this illusory form will realize that it is actually a gruesome construction of graying and sinewy flesh; hands, broken bones and feet rest just under the surface.

A living wall is only dangerous if in a position that its enemies must approach, or if it has allies that can use its presence to aid them.

LIVING WALL GRAPPLER--- Level 16 Controller
A standard living wall covers at least a 10’ section of wall, and sometimes a length of up to 20’ will be a single living wall. Often, multiple living walls will be constructed adjacent to each other. Some living walls appear to have doors in them, but this is merely part of the illusion that lures their prey.

Large shadow construct (undead)--- XP 1400
---
Initiative +6; Senses Perception +11; tremorsense 6
HP 158; Bloodied 79
AC 30; Fortitude 30; Reflex 20; Will 26
Immune disease, poison; Resist necrotic 20; Vulnerable radiant 15
Speed -
---
[Melee basic] Desperate Grab (standard; at will): +20 vs. Reflex; Hit: 1d10+7 damage and the target is grabbed (escape ends); Miss: half damage and the target is slowed until the end of its next turn.

[Melee] Hold Against the Wall (standard; at will): Only against a grabbed target; +20 vs. Fortitude; Hit: target is restrained (escape returns to grab) and takes a -2 penalty to escape attempts until it is no longer restrained.

[Melee] Absorb Essence (minor; at will) Necrotic: Only against a restrained target; +20 vs. Fortitude; 1d10+5 necrotic damage. If the target dies while restrained, it is absorbed into the living wall grappler and lost forever.

[Ranged] Terrible Lure (minor 1/round; at will) Charm: Even when a victim knows the living wall is a threat to it, the wall can psychically force them to approach. Range 8; +20 vs. Will; Hit: the target is pulled 4 and immobilized (save ends).

Illusory Appearance * Illusion: It requires an Insight or Perception check, DC 28, to recognize a living wall as dangerous before it attacks.
---
Alignment chaotic evil; Languages any known by victims; at least 3
Str 25; Dex 7; Wis 16
Con 22; Int 6; Cha 6



LIVING WALL SHROUDER--- Level 24 Controller
A living wall shrouder covers at least a 20’ section of wall, and sometimes a length of up to 40’ will be a single living wall shrouder.

Large shadow construct (undead)--- XP 6050
---
Initiative +10; Senses Perception +15; tremorsense 10
Shroud of Shadows aura 3; the living wall shrouder and all allies in the aura gain concealment.
HP 222; Bloodied 111
AC 34; Fortitude 34; Reflex 28; Will 30
Immune disease, poison; Resist necrotic 30; Vulnerable radiant 20
Speed -
---
[Melee basic] Desperate Grab (standard; at will): +28 vs. Reflex; Hit: 1d12+8 damage and the target is grabbed (escape ends); Miss: half damage and the target is slowed until the end of its next turn.

[Melee] Hold Against the Wall (standard; at will): Only against a grabbed target; +28 vs. Fortitude; Hit: target is restrained (escape returns to grab) and takes a -2 penalty to escape attempts until it is no longer restrained.

[Melee] Absorb Essence (minor; at will) Necrotic: Only against a restrained target; +28 vs. Fortitude; 2d6+6 necrotic damage. If the target dies while restrained, it is absorbed into the living wall grappler and lost forever.

Illusory Appearance * Illusion: It requires an Insight or Perception check, DC 35, to recognize a living wall shrouder as dangerous before it attacks.

Confusing Shadows (immediate interrupt; when an enemy within 5 moves or shifts; at will): The living wall shrouder makes a ranged attack on the target (this attack does not trigger opportunity attacks): +x vs. Will; Hit: the living wall shrouder determines where the target’s movement takes it; Miss: the target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages any known by victims; at least 3
Str 25; Dex 7; Wis 16
Con 22; Int 26; Cha 6
 

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