D&D 4th Edition 18th-level Monster Conversions





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  1. #1
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    18th-level Monster Conversions

    This thread is for conversions of existing monsters to 18th-level 4e critters. Here are the monsters on the list for conversion, as well as my existing 18th level monster conversions and the list of "still to do" monsters from higher levels.

    18th Level Monsters On the List
    Aag
    Caller from Below
    Chilblain
    Disenchanter
    Golem, Hellfire
    Odopi
    Shedu
    Squid, Giant


    Existing 18th-level Monster Conversions
    Intellect devourer hound (level 18 brute)
    Crimson death (level 18 solo lurker)
    Trapper (level 18 solo lurker) Lurker
    Red ethergaunt underling (level 18 minion)
    Ascallion male (level 18 soldier)
    Crawling apocalypse destroyer (level 18 soldier)
    Dire tortoise (level 18 soldier)
    Flailing dreadnought fleshripper (level 18 soldier)
    Giant banana slug (level 18 soldier)
    Orca warrior (level 18 soldier)

    Higher Level Monsters On the List
    Beholderkin, Hive Mother [29th level]
    Beholderkin, Overseer [20th level]
    Bile Beast [19th level]
    Blackball [30th level]
    Deepspawn [27th level]
    Effigy [21st level]
    Elder Brain [30th level]
    Elemental, Ruin [22nd level]
    Elemental, Tempest [25th level]
    Fiendwurm [27th level]
    Gargantuan, Devastation Spider [27th level]
    Genius Loci [30th level]
    Giant, Cloud [21st level]
    Golem, Adamantine [30th level]
    Golem, Bone [21st level]
    Golem, Mithril [26th level]
    Infernal [30th level]
    Iron Lich [21st level]
    Living Holocaust [27th level]
    Ragewalker [20th level]
    Ragewind [21st level]
    Ruin Chanter [24th level]
    Scyllan [24th level]
    Solar [30th level]
    Spell Weaver [21st level]
    Squid, Shipcrusher [23rd level]
    Teratomorph [19th level]
    Uvudauum [25th level]
    Winter-Wight [23rd level]
    Zaratan [27th level]
    Last edited by the Jester; Monday, 26th November, 2012 at 07:02 PM.
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  • #2
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    EDIT: Revised and expanded later in the thread, here.

    AAG

    Aags are horrific undead monstrosities from the Shadowfell. Aags are smart and social, working together to bring down challenging prey and being highly unlikely to succumb to infighting amongst themselves. Cunning, swift, strong and merciless, aags are extremely dangerous.

    Unless a special ritual of purification is performed, a creature that is wounded but survives the attack of an aag will rise as an aag itself at midnight on the first night after its death.

    An aag has a dead white humanoid body, usually around 7’ tall. Its head is hairless, with enlarged, yellow eyes, long fangs and long, pointed ears. Its neck is about three additional feet in length and can whip the monster’s head around like a cat’s tail, allowing it incredibly quick reactions. Huge bat wings sprout from the aag’s shoulders, allowing it to fly with deadly speed and maneuverability.

    AAG--- Level 18 Soldier
    Medium shadow humanoid (undead)--- XP 2000
    ---
    Initiative +17; Senses Perception +19; darkvision
    Fearsome Presence (fear) aura 3; enemies within the aura suffer -2 to attacks and defenses
    HP 173; Bloodied 86
    AC 34; Fortitude 32; Reflex 30; Will 29
    Immune disease, poison; Resist 20 necrotic; Vulnerable 15 radiant
    Speed 8, fly 12 (perfect)
    ---
    [Melee basic] Bite (standard; at will) Poison: Reach 2; +25 vs. AC; 1d8+7 damage plus ongoing 10 poison (save ends).

    [Melee] Claws (standard; recharge 4 5 6) Necrotic: +25 vs. AC; 2d8+7 damage, the target loses a healing surge, and the aag regains 10 hit points.

    [Close] Wing Buffet (standard; at will): Close burst 1; targets each creature in burst; +21 vs. Reflex; 1d8+7 damage, and target is pushed 1.

    [Melee] Feeding Frenzy (immediate reaction; when an adjacent creature is bloodied; at will) Necrotic: The aag attacks the triggering creature: +23 vs. Fortitude; Hit: 3d10+3 necrotic damage, plus ongoing 10 necrotic and target is weakened (save ends both); Miss: half damage and ongoing 5 necrotic (save ends); Effect: the aag regains 43 hit points.
    ---
    Alignment chaotic evil; Languages Common
    Skills Intimidate +17, Perception +19, Stealth +20
    Str 26; Dex 22; Wis 20
    Con 21; Int 18; Cha 16


    AAG PLAGUEBEARER--- Level 18 Brute
    Medium shadow humanoid (undead)--- XP 2000
    ---
    Initiative +15; Senses Perception +19; darkvision
    Fearsome Presence (fear) aura 3; enemies within the aura suffer -2 to attacks and defenses
    HP 214; Bloodied 107
    AC 30; Fortitude 32; Reflex 30; Will 29
    Immune disease, poison; Resist 20 necrotic; Vulnerable 15 radiant
    Speed 8, fly 12 (perfect)
    ---
    [Melee basic] Bite (standard; at will) Poison: Reach 2; +21 vs. AC; 2d10+8 damage plus ongoing 10 poison (save ends).

    [Melee] Claws (standard; recharge 4 5 6) Necrotic: +21 vs. AC; 2d8+8 damage, and the target loses a healing surge.

    [Melee] Diseased Bite (standard; at will) Disease, Poison: Reach 2; +19 vs. Fortitude; 2d10+8 damage plus target contracts mindfire (DMG 50) and takes ongoing 10 poison (save ends).

    [Close] Rancid Breath (standard; encounter) Poison: Close blast 2; undead are immune; +17 vs. Fortitude; 4d12+7 poison damage and target is dazed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Common
    Skills Intimidate +15, Perception +19, Stealth +20
    Str 26; Dex 22; Wis 20
    Con 24; Int 13; Cha 12



    AAG ROT MAGE--- Level 19 Artillery
    Medium shadow humanoid (undead)--- XP 2400
    ---
    Initiative +17; Senses Perception +19; darkvision
    Fearsome Presence (fear) aura 3; enemies within the aura suffer -2 to attacks and defenses
    HP 141; Bloodied 70
    AC 31; Fortitude 31; Reflex 33; Will 30
    Immune disease, poison; Resist 20 necrotic; Vulnerable 15 radiant
    Speed 8, fly 12 (perfect)
    ---
    [Melee basic] Bite (standard; at will) Poison: Reach 2; +25 vs. AC; 1d8+6 damage plus ongoing 10 poison (save ends).

    [Melee] Claws (standard; recharge 4 5 6) Necrotic: +25 vs. AC; 2d8+7 damage, the target loses a healing surge.

    [Ranged] Rot Blast (standard; at will) Necrotic: Range 10; +23 vs. Fortitude; 2d8+8 necrotic damage, and target is weakened until the end of its next turn.

    [Ranged] Visions from Beyond the Grave (standard; recharge 6) Necrotic, Psychic: Range 10; +23 vs. Will; Hit: 4d8+8 necrotic and psychic damage, and target is blinded until the end of its next turn; Miss: half damage, and target is slowed until the end of its next turn.
    ---
    Alignment chaotic evil; Languages Common
    Skills Perception +19, Stealth +22
    Str 23; Dex 26; Wis 20
    Con 21; Int 18; Cha 16
    Last edited by the Jester; Thursday, 12th January, 2012 at 06:44 AM.
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  • #3
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    Ý Ignore the Jester
    Bumping this in order to cull the remaining list of critters in the MM2 once I pick it up tomorrow. At that point, I think I'll be much more inclined to get back to work on this.

    Although, I may revisit some lower level lists with an eye towards the campaign that I'm running currently; it's at about that level. We shall see.
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    GIANT SQUID--- Level 18 Solo Controller
    Huge natural beast--- XP 10,000
    ---
    Initiative see plethora of tentacles; Senses Perception +20
    HP 688; Bloodied 344
    AC 32; Fortitude 32; Reflex 31; Will 32
    Saving Throws +5
    Speed swim 6 (plus see jet)
    Action Points 2
    ---
    [Melee basic] Tentacle (standard; at will): Reach 6; +23 vs. AC; 1d12+7 damage. A giant squid cannot use this attack if it has eight creatures grabbed.

    [Melee] Grasping Tentacle (standard; at will): Reach 6; +23 vs. AC; 1d12+7 damage, and the target is grabbed (escape ends). A giant squid may grab up to eight creatures; if it has eight creatures grabbed, it cannot use this attack. A grabbed victim may attempt to escape in lieu of dealing damage with an attack; if the attack would have done at least 18 points of damage, the tentacle releases the victim.

    [Melee] Bite (standard; at will): +23 vs. AC; 2d8+7 damage.

    [Melee] Squeeze (standard; at will): Targets a grabbed creature; +22 vs. Fortitude; Hit: 2d10+7 damage, and the target is dazed until the end of its next turn; Miss: half damage.

    [Melee] Tentacle Move (minor; only against grabbed targets; at will): Targets one or two grabbed targets; +22 vs. Reflex; Hit: the target slides 5 (but must remain within the giant squidís reach); Miss: the target slides 1; Effect: the target may make an escape attempt as a free action.

    [Melee] Reflexive Squeeze (immediate reaction; when the giant squid takes damage; at will): Targets each grabbed target; +20 vs. Fortitude; 2d10+7 damage.

    Jet (move; recharge 6): The giant squid swims 16 squares.

    Plethora of Tentacles: The giant squid acts three times per round, on initiative counts 30, 23 and 15. On each of it turns, it may take a single standard action. It can take one immediate action between each turn.

    Threatening Reach: The giant squid can make opportunity attacks against all creatures within 4 squares of it.
    ---
    Alignment unaligned; Languages -
    Str 26; Dex 22; Wis 22
    Con 20; Int 3; Cha 19
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    Another solo, and another aquatic monster to boot:

    ELEMENTAL, CALLER FROM BELOW--- lLevel 18 Solo Lurker
    In the deep, black places of the ocean, strange things come to rest- corpses, cast-off magic, even light itself is pulled down and consumed. It is no wonder that sometimes a malevolence grows in such places, taking on an elemental form of black water that leaves the deep shadows of its home and moves out in search of prey.

    These terrible elementals are also known as callers from the deeps and vampire currents.

    Large elemental animate (water)--- XP 10,000
    ---
    Initiative +14; Senses Perception +12; darkvision
    HP 560; Bloodied 280
    AC 32; Fortitude 32; Reflex 29; Will 31
    Saving Throws +5
    Speed 4, swim 8
    Action Points 2
    ---
    [Melee basic] Grasp of the Dark Waters (standard; at will): Reach 2; +23 vs. AC; 1d10+7 damage and target is grabbed (escape ends). While the caller from below has a target grabbed, it can attack with this power, but it cannot grab a second creature without releasing the first. See also combat advantage.

    [Melee] Enervating Grip (minor 1/round; at will) Cold, Necrotic: Only against a grabbed target; reach 2; +21 vs. Fortitude; Hit: 2d6+7 cold and necrotic damage and the target is weakened (save ends). See also combat advantage.

    [Melee] Pull Below (standard; at will): Only against a grabbed target in the water; reach 2; +21 vs. Fortitude; Hit: 3d8+7 damage, plus the caller from below and the target descend 8 squares. See also combat advantage.

    [Melee] Slyness of the Waters (immediate interrupt; when an enemy within 2 shifts; at will): The caller from below makes an opportunity attack on the triggering enemy.

    [Close] Sirenís Call (minor 1/round; at will) Charm, Psychic: Close burst 20; attacks each living natural creature in burst; +19 vs. Will; 1d6+6 psychic damage and the target takes a move towards the caller from below as a free action.

    [Close] Rough Seas (standard; recharges when first bloodied): Close burst 2; +21 vs. AC; Hit: 4d10+7 damage, plus target slides 4; Miss: half damage and target slides 1.

    Combat Advantage: When the caller from below has combat advantage, it deals an extra 2d8 damage on melee attacks.

    Escape Below
    (move; recharge 5 6) Illusion: The caller from below shifts down 8 and turns invisible in the water until it leaves the water or takes a standard action.
    ---
    Alignment evil; Languages Primordial
    Skills Stealth +19
    Str 26; Dex 20; Wis 16
    Con 26; Int 15; Cha 23
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    ODOPI
    Odopi are twisted abominations from places beyond the cosmos, dwellers in bizarre planes that should not even exist. An odopi looks like a giant sphere of hundreds of clawed, demonic-looking arms, so thick that no inkling of the central body can be detected. Each hand bears a fat yellow eye in the palm of its hand.

    The odopi seem to prefer windswept areas, exulting in storms of even hurricane force.

    ODOPI STORMCALLER--- Level 18 Artillery
    Large aberrant magical beast--- XP 2000
    ---
    Initiative +15; Senses Perception +25; darkvision
    HP 139; Bloodied 69
    AC 28; Fortitude 32; Reflex 30; Will 31
    Resist 10 lightning, 15 thunder
    Speed 10
    ---
    [Melee basic] Claw (standard; at will): Reach 2; +23 vs. AC; 1d12+7 damage.

    [Close] Ball of Claws (standard; at will): Close burst 2; +21 vs. AC; 1d12+5 damage.

    [Ranged] Wind Blast (standard; at will): Range 12; +23 vs. Fortitude; 2d6+7 damage, plus target is pushed 2.

    [Area] Thunderous Boom (standard; recharge 6): Burst 2 within 10; +21 vs. Fortitude; 3d10+6 thunder damage, plus target is dazed until the end of its next turn.

    Warp Space (move; encounter) Teleportation: The odopi stormcaller teleports 10. Any creatures adjacent to its departure space are pulled 1. Any creatures adjacent to its destination space are pushed 1.
    ---

    Alignment
    chaotic evil; Languages Odopi
    Str 25; Dex 23; Wis 22
    Con 25; Int 6; Cha 16

    ODOPI TUMBLER--- Level 18 Skirmisher
    Large aberrant magical beast--- XP 2000
    ---
    Initiative +17; Senses Perception +25; darkvision
    HP 177; Bloodied 88
    AC 32; Fortitude 29; Reflex 31; Will 30
    Speed 10
    ---
    [Melee basic] Claw (standard; at will): Reach 2; +23 vs. AC; 1d12+7 damage.

    [Melee] Tumbling Attack
    (standard; at will): The odopi tumbler moves up to 6 squares and attacks: +24 vs. AC; 2d8+7 damage and target is knocked prone.

    [Melee] Tumbling Grab (standard; encounter): The odopi makes an attack: +21 vs. Reflex; Hit: 3d10+6 damage, plus the target is grabbed; Effect: the odopi shifts 6. If the victim is grabbed, it is pulled adjacent to the odopi tumbler.

    [Close] Ball of Claws (standard; at will): Close burst 2; +21 vs. AC; 1d12+5 damage.

    Warp Space (move; encounter) Teleportation: The odopi stormcaller teleports 10. Any creatures adjacent to its departure space are pulled 1. Any creatures adjacent to its destination space are pushed 1.
    ---
    Alignment chaotic evil; Languages Odopi
    Str 25; Dex 23; Wis 22
    Con 25; Int 6; Cha 16

    ODOPI RASSLER--- Level 20 Brute
    Large aberrant magical beast--- XP 2800
    ---
    Initiative +17; Senses Perception +27; darkvision
    HP 235; Bloodied 117
    AC 32; Fortitude 35; Reflex 33; Will 31
    Speed 10
    ---
    [Melee basic] Odopi Grab (standard; at will): +21 vs. Reflex; 2d8+8 damage and the target is grabbed (escape ends). The odopi rassler can grab up to four creatures at a time.

    [Melee] Put the Squeeze on You (standard; at will): The odopi rassler attacks each grabbed creature: +21 vs. Fortitude; 3d8+7 damage and the target takes a -4 penalty to escape attempts (save ends).

    [Close] Burly Rassliní
    (standard; at will): Close burst 2; +19 vs. Reflex; 1d10+7 damage and the target is grabbed (escape ends). The odopi rassler can grab up to four creatures at a time.

    Warp Space (move; encounter) Teleportation: The odopi stormcaller teleports 10. Any creatures adjacent to its departure space are pulled 1. Any creatures adjacent to its destination space are pushed 1. The rassler may choose to bring creatures it has grabbed with it.
    ---
    Alignment chaotic evil; Languages Odopi
    Str 28; Dex 24; Wis 24
    Con 25; Int 6; Cha 17
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    GOLEM, HELLFIRE--- Level 18 Elite Brute
    Created in the Nine Hells by the most powerful devils, a hellfire golem is a terrifying creature that appears to made of blazing lava covered with a crumbling black crust. Flames leap out from the cracks in its crusty skin and wreathe its body in infernal fire.

    Large elemental humanoid (construct)--- XP 2000
    ---
    Initiative +11; Senses Perception +10; darkvision
    Hellfire Aura (Fire) aura 1; any creature that enters or starts its turn within the aura takes 10 points of fire damage
    HP 428; Bloodied 214 (see also hellfire slam)
    AC 30; Fortitude 32; Reflex 28; Will 28
    Saving Throws +2
    Speed 6 (cannot shift)
    Action Points 1
    ---
    [Melee basic] Hellfire Slam (standard; at will) Fire: Reach 2; +21 vs. AC; 2d8+7 fire damage, plus ongoing 10 fire (ongoing 15 fire if the golem is bloodied) and target loses its fire resistance (save ends both).

    [Melee] Hellfire Cleave (standard; at will) Fire: The hellfire golem makes two hellfire slam attacks, each against a different target.

    [Close] Gouts of Hellfire (immediate reaction; when damaged for at least 40 hp by a single attack; encounter) Fire: Close burst 3; +17 vs. Reflex; Hit: 4d8+7 fire damage, plus the target gains vulnerable fire 10 (save ends).
    ---
    Alignment evil; Languages -
    Str 26; Dex 14; Wis 13
    Con 24; Int 12; Cha 14
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    SHEDU
    Shedu are creatures that dwell deep in the Astral Sea and consider themselves to be the epitome of civilization. Though they are benign, shedu are known to manipulate, deceive and trick adventurers into adopting their agenda, even unknowingly. Shedu always act for what they perceive to be the greater good, but exactly what the greater good is seems to vary from shedu to shedu. Many of them weep when they take actions that mortal beings perceive as being evil; perhaps those actions are the only way to prevent a worse evil? Who knows?

    SHEDU PERSUADER--- Level 18 Controller

    Large immortal magical beast--- XP 2000
    ---
    Initiative +10; Senses Perception +17
    Beneficence (Charm) aura 4; enemies in the aura have a -2 to saving throws against charm effects.
    HP 166; Bloodied 83
    AC 32; Fortitude 30; Reflex 30; Will 32
    Immune charm; Resist psychic 10
    Speed 8, fly 12
    ---
    [Melee basic] Hooves (standard; at will): +23 vs. AC; 2d6+6 damage.

    [Melee] Trample (standard; at will): The shedu moves into an enemyís space and gains a +4 bonus to AC against the targetís opportunity attack. Then it makes an attack: +22 vs. Fortitude; Hit: 3d8+6 damage and the target is pushed 2 and knocked prone.

    [Ranged] For the Greater Good (standard; recharges when no creature is affected by this power) Charm: Range 20; +22 vs. Will; the target is dominated (save ends).

    Repel Foes (immediate interrupt; when attacked; recharges when first bloodied): The shedu persuader gains +2 to its defenses against the triggering attack.
    ---
    Alignment lawful good; Languages Supernal
    Skills Diplomacy +17, Insight +22
    Str 22; Dex 13; Wis 26
    Con 14; Int 22; Cha 16

    SHEDU PREACHER--- Level 21 Controller
    Large immortal magical beast--- XP 2000
    ---
    Initiative +11; Senses Perception +23
    Beneficence (Charm) aura 4; enemies in the aura have a -2 to saving throws against charm effects.
    HP 191; Bloodied 95
    AC 35; Fortitude 33; Reflex 33; Will 35
    Immune charm; Resist psychic 10
    Speed 8, fly 12
    ---
    [Melee basic] Hooves (standard; at will): +26 vs. AC; 2d6+7 damage.

    [Close] Preacherís Persuasion (standard; recharge 6) Charm, Psychic: Close burst 4; +23 vs. Will; Hit: target is dominated until the end of its next turn; Miss: 2d6+7 psychic damage.

    [Close] Divine Blast (standard; recharge 5 6) Radiant: Close blast 4; +23 vs. Reflex; 3d8+7 radiant damage.

    [Ranged] Enthralling Voice (standard; recharge 3 4) Charm: Range 10; +25 vs. Will; target is dazed (save ends); First failed save: target is instead dominated (save ends).

    Repel Foes (immediate interrupt; when attacked; recharges when first bloodied): The shedu preacher gains +4 to its defenses against the triggering attack.
    ---
    Alignment lawful good; Languages Supernal
    Skills Diplomacy +18, Insight +23
    Str 23; Dex 13; Wis 27
    Con 14; Int 24; Cha 17
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  • #9
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    I like your Giant Squid. I especially like the Reflexive Squeeze power, thats a really nice (and nasty) reaction power.

    For comparison here is a Giant Squid that I recently used against my level 14 party.

    Shadowfell Leviathan Level 16 Solo Brute
    Gargantuan Shadow Beast XP 7,000

    Initiative +13 Senses Perception +12
    HP 955; Bloodied 477, see Leviathan Tactics
    AC 30; Fortitude 31, Reflex 30, Will 27
    Saving Throws +5
    Speed 6 swim, 2 crawl
    Action Points 2

    Tentacle Slam (Standard; at-will)
    Reach 4; attack +19 vs. AC; 1d10+7 damage

    Tentacle Grab (Standard; at-will)
    Reach 4; attack +17 vs. Reflex; 1d6+7 damage; on hit target is grabbed
    and takes 5 ongoing crushing damage (escape ends)

    Tentacle Crush (Standard; at-will) 1/round each target
    Target must be grabbed at start of Leviathans turn; attack +17 vs.
    Fortitude; 2d10+7 damage; on hit target is dazed (save ends)

    Lashing Tentacles (Standard; at-will)
    Leviathan makes up to 6 attacks; these can be Slam, Grab or Crush
    attacks; Leviathan must attack as many different targets in range as
    possible

    Swallow Whole (Standard; at-will) surfaced only
    Target must be grabbed at start of Leviathans turn; attack +17 vs.
    Reflex; 2d8+7 damage; on hit target is swallowed and removed from play,
    swallowed creature takes ongoing 5 crushing and 5 acid damage and can
    only take basic one handed melee attacks (vs. 18 AC) if swallowed
    creature is still alive on Leviathans death it is disgorged in any adjacent
    square

    Acidic Shadow Cloud (Standard; recharge ) acid, surfaced only
    Close blast 6; attack +17 vs. Fortitude; 3d10+5 acid damage; on hit
    target is blinded (save ends) and takes 10 ongoing acid damage (save
    ends); half damage on a miss

    Shadow Swim (Move; at-will) in water
    Leviathan may shift 3 squares as a move action when in water

    Leviathan Tactics
    A submerged Leviathan can only use Slam, Grab and Crush tentacle
    powers. When Bloodied Leviathan surfaces and gains access to all its
    powers.

    Alignment Unaligned Languages
    Str 24 (+15) Dex 20 (+13) Wis 18 (+12)
    Con 21 (+13) Int 8 (+7) Cha 6 (+6)

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    DISENCHANTER
    Disenchanters are bizarre-looking beasts similar in appearance to large glowing blue anteaters. Instead of ants, however, they feed on the dweomers of magical objects. Disenchanters are formidable physical opponents, as well, having club-like tails.

    DISENCHANTER BLUDGEONER--- Level 18 Brute
    Large fey magical beast --- XP 2000
    ---
    Initiative +15; Senses Perception +11; sense magic 6
    HP 212; Bloodied 106
    AC 30; Fortitude 30; Reflex 28; Will 32
    Speed 8
    ---
    [Melee basic] Tail Club (standard; at will): Reach 2; +21 vs. AC; 2d10+7 damage.

    [Melee] Blow to the Head (standard; encounter): Reach 2; +19 vs. Fortitude; 4d8+7 damage, plus target is stunned (save ends).

    [Melee] Disenchanting Snout (standard; recharge 3 4 5 6) Psychic: Reach 3; +19 vs. Reflex; 2d6+7 psychic damage, plus target puts three wear points on the targetís magical armor, weapon or implement in hand, shield, neck slot item, arms slot item (other than shields), waist slot item or feet slot item (in order of preference). If the magic item has two wear points, reduce its enhancement bonus by 1. If it has three wear points, the item is destroyed. The item can sustain one additional wear point per tier without harm.

    Sense Magic: The disenchanter instinctively knows the level and location of all magical items within 6 squares of itself.
    ---
    Alignment unaligned; Languages -
    Str 26; Dex 22; Wis 15
    Con 22; Int 4; Cha 22


    DIRE DISENCHANTER--- Level 25 Brute
    Huge fey magical beast--- XP 7000
    ---
    Initiative +19; Senses Perception +13; sense magic 6
    HP 282; Bloodied 141
    AC 36; Fortitude 38; Reflex 35; Will 41
    Speed 8
    ---
    [Melee basic] Tail Club (standard; at will): Reach 2; +28 vs. AC; 3d8+9 damage.

    [Melee] Dire Charge (standard; recharges when no enemy is within 4 of the dire disenchanter): The dire disenchanter charges. If it hits it knocks the target prone and puts a wear point on the targetís magical armor, shield, weapon or implement in hand or arm slot item (other than a shield).

    [Melee] Blow to the Head
    (standard; encounter): Reach 2; +26 vs. Fortitude; 5d10+9 damage, plus target is stunned (save ends).

    [Melee] Disenchanting Snout (standard; recharge 3 4 5 6) Psychic: Reach 3; +26 vs. Reflex; 4d6+9 psychic damage, plus target puts three wear points on the targetís magical armor, weapon or implement in hand, shield, neck slot item, arms slot item (other than shields), waist slot item or feet slot item (in order of preference). If the magic item has two wear points, reduce its enhancement bonus by 1. If it has three wear points, the item is destroyed. The item can sustain one additional wear point per tier without harm.

    Sense Magic: The disenchanter instinctively knows the level and location of all magical items within 6 squares of itself.
    ---
    Alignment unaligned; Languages -
    Str 28; Dex 24; Wis 15
    Con 22; Int 2; Cha 24
    the Jester

    The Monster Project

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