18th-level Monster Conversions

the Jester

Legend
CHILBLAIN
A chilblain is a strange creature from the icy wastes of the Feywild. It looks almost like a scorpion with only four legs, but also with four clawed arms extending from the upper portion of its body. Instead of a stinger, its tail ends in a powerful club- or axe-like head. Huge knobs of bone cover its back like armor.

Some sages speculate that chilblain are fey relatives of the macetail behemoth. However, chilblain seem to hold a great hatred for all fire-based life, leading others to believe that they might be somehow related to the Elemental Chaos.


CHILBLAIN FREEZER--- Level 18 Controller
Large fey magical beast --- XP 2000
---
Initiative +13; Senses Perception +19
Freezing Aura (Cold) aura 2; any creature that enters or starts its turn in the aura takes 10 points of cold damage and is slowed (save ends).
HP 168; Bloodied 84
AC 32; Fortitude 33; Reflex 28; Will 30
Resist cold 15
Speed 6 (ice walking)
---
[Melee basic] Tail Slap (standard; at will) Cold: Reach 2; +23 vs. AC; 1d10+7 damage plus 1d8 cold damage.

[Melee] Claw (standard; at will) Cold: +23 vs. AC; 1d6+4 damage plus 1d8 cold damage.

[Ranged] Freezing Stare (standard; recharge 5 6) Cold, Gaze: Range 10; +22 vs. Fortitude; 3d6+7 cold damage and the target is slowed and takes ongoing 10 cold; First failed save: the target is instead immobilized and takes ongoing 10 cold; Second failed save: the target turns to ice (no save) (treat as petrified).
---
Alignment unaligned; Languages Chilblain
Str 28; Dex 19; Wis 20
Con 24; Int 5; Cha 22


CHILBLAIN FROSTBURNER--- Level 20 Brute
Large fey magical beast--- XP 2800
---
Initiative +15; Senses Perception +20
Freezing Aura (Cold) aura 2; any creature that enters or starts its turn in the aura takes 10 points of cold damage and is slowed (save ends).
HP 234; Bloodied 117
AC 32; Fortitude 35; Reflex 30; Will 32
Resist cold 15
Speed 6 (ice walking)
---
[Melee basic] Tail Slap (standard; at will) Cold: Reach 2; +23 vs. AC; 2d8+7 damage plus 1d8 cold damage.

[Melee] Claw (standard; at will) Cold: +25 vs. AC; 1d8+4 damage plus 1d8 cold damage.

[Melee] Ripping Claws (standard; recharges when first bloodied): The chilblain freezer makes four attacks on a single target: +22 vs. Fortitude; 4 hits: 4d8+12 damage plus 4d8 cold damage and the target is immobilized (save ends); Three hits: 3d8+8 damage plus 3d8 cold damage and the target is immobilized (save ends); Two hits: 2d8+4 damage plus 2d8 cold damage and the target is slowed (save ends); One hit: 1d8+4 damage plus 1d8 cold damage and the target is slowed (save ends).

[Close] Breath of Frostburn (standard; encounter) Cold, Fire: Close blast 3; +20 vs. Reflex; 4d10+7 cold and fire damage, plus target takes ongoing 10 cold and fire (save ends); Aftereffect: target takes ongoing 5 cold or ongoing 5 fire (target’s choice).
---
Alignment unaligned; Languages Chilblain
Str 28; Dex 20; Wis 20
Con 24; Int 5; Cha 23
 

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the Jester

Legend
Here's the revised aag, done up to MM3 standards and now including a 30th level minion statblock.

AAG
Source: Homebrew

An aag is a horrific and powerful undead monstrosity powered by shadow energies. Smart and social, aags work together to bring down challenging prey and are highly unlikely to succumb to infighting amongst themselves. A single aag is cunning, swift, strong and merciless; a nest of them magnifies all fo these traits tremendously.

An aag has a hairless humanoid body about 7' tall. Its head has enlarged, yellow or red eyes, sharply pointed ears and vicious fangs. The monster's neck is snakelike and about three feet long, allowing the aag to whip its head around as quickly as a cat does its tail. Finally, an aag has huge albino bat-like wings sprouting from its shoulders, allowing it to fly with deadly speed and maneuverability.

Dark Schemers: An aag is motivated by sheer malice and a desire to spread fear and misery, but with a genius-level intellect, it is rare for an aag to settle for a few random killings in an area. Instead, an aag tends to develop intelligent plans that will lead to terrific levels of summoning in a widespread region: the spreading of plagues, the slow starvation of thousands, the rise of an irredeemable villain as a land's ruler, the flipping or sinking of an entire continent or island- these are far more worthy plots for an aag. Aags have no reservations about working with other evil creatures, but they also have no reservations about betraying their allies on a whim. Nonetheless, a relationship that leads to widespread misery is one that an aag or group of aags is fully capable of preserving for an extended period of time.

Insidious Reproduction: Aag reproduction is highly atypical for undead. When an aag wounds a creature but that creature survives the encounter, the creature bears an undetectable taint in its soul. This taint can be removed by a remove affliction or break enchantment ritual. There are also special, unique rituals or purification that will remove this taint. If a creature dies with the taint still on its soul, its body will rise as an aag at the next midnight.

Aag Level 18 Soldier
Medium shadow humanoid (undead) XP 2,000
HP 139; Bloodied 69 Initiative +17
AC 34; Fortitude 31; Reflex 30; Will 29 Perception +19
Speed 8, fly 12 Darkvision
Immune disease, poison; Resist 20 necrotic; Vulnerable 15 radiant

STANDARD ACTIONS

(mbasic) Bite (poison) * At Will
Attack: Melee 2 (one creature); +23 vs. AC.
Hit: 1d12+10 damage plus ongoing 10 poison damage (save ends).

(melee) Claws * Recharge 4 5 6
Attack: Melee 1 (one creature); +21 vs. Fortitude.
Hit: 2d8+7 damage, the target loses a healing surge and the aag regains 10 hit points.

MINOR ACTIONS

(close) Wing Buffet * At Will 1/round
Attack: Close burst 1 (each creature in burst); +21 vs. AC.
Hit: 1d6+5 damage and the aag pushes the target 1 square.

(close) Fearsome Presence (fear) * Recharge when the aag hits with claws
Attack: Close burst 3 (each enemy in burst); +19 vs. Will.
Hit: The aag marks the target and the target grants combat advantage to the aag (save ends both).

TRIGGERED ACTIONS

(melee) Feeding Frenzy (healing, necrotic) * Recharge when the aag reduces an enemy to 0 hit points
Trigger: A creature adjacent to the aag becomes bloodied.
Attack (Free Action): Melee 1 (the triggering creature); +21 vs. Fortitude.
Hit: 3d10+13 damage, plus ongoing 10 necrotic damage and the target is weakened (save ends both).
Miss: Half damage, plus ongoing 5 necrotic damage (save ends).
Effect: The aag regains 34 hit points.
---
Skills Intimidate +17, Stealth +20
Str 26 Dex 22 Wis 20
Con 21 Int 18 Cha 16
Alignment chaotic evil Languages Common

Aag Plaguebearer Level 18 Brute
Medium shadow humanoid (undead) XP 2,000
HP 214; Bloodied 107 Initiative +15
AC 30; Fortitude 32; Reflex 30; Will 29 Perception +19
Speed 8, fly 12 Darkvision
Immune disease, poison; Resist 20 necrotic; Vulnerable 15 radiant

STANDARD ACTIONS

(mbasic) Bite (disease, poison) * At Will
Attack: Melee 2 (one creature); +23 vs. AC.
Hit: 2d12+13 damage plus ongoing 10 poison damage (save ends) and the target is exposed to mindfire (DMG pg 50).

(melee) Claws * Recharge 4 5 6
Attack: Melee 1 (one creature); +21 vs. Fortitude.
Hit: 4d8+14 damage, the target loses a healing surge.

MINOR ACTIONS

(close) Fearsome Presence (fear) * Recharge when the aag hits with claws
Attack: Close burst 3 (each enemy in burst); +19 vs. Will.
Hit: The target grants combat advantage to the aag (save ends).

(close) Rancid Breath (poison) * Encounter
Attack: Close blast 2 (each creature in blast); +19 vs. Fortitude.
Hit: 4d10+7 poison damage and the target is dazed until the end of its next turn.
---
Skills Intimidate +15, Stealth +20
Str 26 Dex 22 Wis 20
Con 24 Int 16 Cha 12
Alignment chaotic evil Languages Common

Aag Rot Mage Level 19 Artillery
Medium shadow humanoid (undead) XP 2,400
HP 141; Bloodied 70 Initiative +17
AC 31; Fortitude 31; Reflex 32; Will 30 Perception +19
Speed 8, fly 12 Darkvision
Immune disease, poison; Resist 20 necrotic; Vulnerable 15 radiant

STANDARD ACTIONS


(mbasic) Bite (poison) * At Will
Attack: Melee 2 (one creature); +23 vs. AC.
Hit: 1d12+13 damage plus ongoing 10 poison damage (save ends).

(melee) Claws * Recharge 4 5 6
Attack: Melee 1 (one creature); +21 vs. Fortitude.
Hit: 3d8+9 damage, the target loses a healing surge.

(ranged) Bring Forth the Rot (necrotic) * At Will
Attack: Range 10 (one creature); +24 vs. Fortitude.
Hit: 3d10+11 necrotic damage, plus the target is weakened until the end of its next turn.

(ranged) Visions from Beyond the Grave (necrotic, psychic) * Encounter
Attack: Range 10 (one creature); +24 vs. Will.
Hit: 6d6+13 necrotic and psychic damage and the target is blinded until the end of its next turn.
Miss: Half damage and the target is slowed until the end of its next turn.

MINOR ACTIONS

(close) Fearsome Presence (fear) * Recharge when the aag hits with claws
Attack: Close burst 3 (each enemy in burst); +20 vs. Will.
Hit: The target grants combat advantage to the aag (save ends).
---
Skills Stealth +22
Str 23 Dex 26 Wis 20
Con 21 Int 18 Cha 16
Alignment chaotic evil Languages Common

Aag Villain Level 30 Minion Brute
Medium shadow humanoid (undead) XP 4,750
HP 1; a missed attack never damages a minion Initiative +22
AC 42; Fortitude 43; Reflex 42; Will 41 Perception +26
Speed 8, fly 12 Darkvision
Immune disease, poison; Resist 30 necrotic

TRAITS
Terrifying Presence (fear) * Aura 3
Living creatures in the aura take a -2 penalty to attack rolls.

STANDARD ACTIONS


(mbasic) Bite * At Will
Attack: Melee 2 (one creature); +35 vs. AC.
Hit: 24 damage.

TRIGGERED ACTIONS

(melee) Share Death * Encounter
Trigger: The aag is reduced to 0 hit points.
Attack (No Action): Melee 1 (one creature); +33 vs. Fortitude.
Hit: The target loses a healing surge.
---
Skills Stealth +27
Str 22 Dex 24 Wis 23
Con 31 Int 27 Cha 25
Alignment chaotic evil Languages Common
 

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