D&D 4th Edition 19th-level Monster Conversions





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    19th-level Monster Conversions

    This thread is for conversions of existing monsters to 19th-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. There is a thread in General Discussion asking for more suggestions as to what other good 19th level monsters I might be missing; please feel free to contribute ideas!

    19th Level Monsters to be Converted
    Bile Beast
    Dinosaur, Plesiosaur
    Gargantuan, God-Ape
    Hydra, Pyrohydra
    Pyrolisk
    Ragamoffyn, Shrapnyl
    Skeleton Warrior
    Teratomorph


    Already Created 19th Level Monsters
    Aag rot mage (level 19 artillery)
    Deathjack slugthrower (level 19 artillery)
    Intellect devourer barker (level 19 artillery)
    Corded grisgol (level 19 controller)
    Greater spawn of Juiblex (level 19 controller)
    Gulgar stalagmite hermit (level 19 controller)
    Jackalwere mocker (level 19 controller)
    Night twist windcrier (level 19 controller)
    Drowned pirate (level 19 minion)
    Black ethergaunt exterminator (level 19 elite soldier)
    Dire rhino (level 19 soldier)
    Girallon (level 19 elite soldier) (ape)
    Lodestone serpent (level 19 soldier)

    Higher-Level Monsters to be Converted
    Beholderkin, Hive Mother [29th level]
    Beholderkin, Overseer [20th level]
    Blackball [30th level]
    Deepspawn [27th level]
    Dinosaur, Elasmosaur [21st level]
    Effigy [21st level]
    Elder Brain [30th level]
    Elemental, Ruin [22nd level]
    Elemental, Tempest [25th level]
    Fiendwurm [27th level]
    Froghemoth [25th 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]
    Neothillid [22nd 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]
    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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    BILE BEAST
    Bile beasts are terrible monsters created by ancient giants called the Bile Lords. Quadrupedal monsters with bodies the length of

    BILE BEAST--- Level 19 Solo Brute
    Design Notes: Bile beasts are one of several monsters using a variant design that roughly halves their hit points and roughly doubles their damage output.
    Huge natural magical beast--- XP 12,000
    Initiative +12; Senses Perception +15, darkvision
    HP 370; Bloodied 185
    AC 33; Fortitude 36; Reflex 28; Will 31
    Resist acid 20, poison 20
    Saving Throws +5
    Speed 6, swim 5
    Action Points 2
    ---
    [Melee basic] Rancid Bite (standard; at will) Acid, Poison: Reach 2; +22 vs. AC; 6d8+7 damage plus ongoing 15 acid and poison (save ends).

    [Melee] Frenzied Attack (standard; at will) Acid, Poison: The bile beast makes one attack each on up to five targets. Reach 2; +20 vs. AC; 4d8+7 damage plus ongoing 15 acid and poison (save ends).

    [Close] Bile Breath (standard; recharge 5 6) Acid, Poison: Close blast 5; +18 vs. Reflex; 8d12+7 acid and poison damage plus ongoing 15 acid and poison (save ends).

    Foul Eruption (immediate reaction; when hit by a melee or ranged attack) Acid, Poison: Targets one creature that is adjacent to the bile beast; +20 vs. Reflex; 4d6+7 acid damage plus ongoing 5 acid.

    Second Wind (standard; encounter) Healing: The bile beast spends a healing surge and regains 92 hp. (A typical bile beast has 2 healing surges.)
    ---
    Alignment evil; Languages understands Ancient Giant
    Skills Endurance +21
    Str 28; Dex 16; Wis 22
    Con 25; Int 8; Cha 15


    ELDER BILE BEAST--- Level 28 Solo Brute
    Design Notes: Elder bile beasts are one of several monsters using a variant design that roughly halves their hit points and roughly doubles their damage output.
    Huge natural magical beast--- XP 12,000
    Initiative +20; Senses Perception +22, darkvision
    HP 520; Bloodied 260
    AC 42; Fortitude 45; Reflex 37; Will 40
    Resist acid 20, poison 20
    Saving Throws +5
    Speed 6, swim 5
    Action Points 2
    ---
    [Melee basic] Rancid Bite (standard; at will) Acid, Poison: Reach 2; +31 vs. AC; 8d8+10 damage plus ongoing 20 acid and poison (save ends).

    [Melee] Frenzied Attack (standard; at will) Acid, Poison: The bile beast makes one attack each on up to five targets. Reach 2; +29 vs. AC; 6d8+9 damage plus ongoing 15 acid and poison (save ends).

    [Close] Bile Breath (standard; recharge 5 6) Acid, Poison: Close blast 5; +27 vs. Reflex; 10d12+9 acid and poison damage plus ongoing 20 acid and poison (save ends).

    Foul Eruption (immediate reaction; when hit by a melee or ranged attack) Acid, Poison: Targets one creature that is adjacent to the bile beast; +29 vs. Reflex; 4d8+10 acid damage plus ongoing 10 acid.

    Second Wind (standard; encounter) Healing: The elder bile beast spends a healing surge and regains 130 hp. (A typical elder bile beast has 3 healing surges.)
    ---
    Alignment evil; Languages understands Ancient Giant
    Skills Endurance +21
    Str 33; Dex 22; Wis 27
    Con 28; Int 8; Cha 15
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    GOD-APE--- Level 19 Elite Brute
    Gargantuan natural beast (ape)--- XP 4800
    ---
    Initiative +15; Senses Perception +15; low-light vision
    HP 442; Bloodied 221
    AC 31; Fortitude 34; Reflex 32; Will 29
    Saving Throws +2
    Speed 10, climb 8
    Action Points 1
    ---
    [Melee basic] Massive Ape Fist (standard; at will): Reach 4; targets one or two adjacent creatures; +22 vs. AC; 3d8+7 damage.

    [Melee] God-Ape’s Grab (standard; at will): Reach 4; targets one or two adjacent creatures; +20 vs. Reflex; 3d6+8 damage and the target is grabbed (escape ends).

    [Melee] Fling (minor; recharge when the god-ape uses crush): Targets one or two grabbed creatures; +20 vs. Reflex; 2d10+8 damage, the target is no longer grabbed, slides 6 and falls prone.

    [Melee] Crush
    (minor; recharges when the god-ape uses fling): Targets each grabbed creature; +18 vs. Fortitude; 3d6+7 damage, and the target is dazed until the end of its next turn.

    [Close] Thunder of the God-Ape (standard; encounter) Thunder: The god-ape pounds its chest and roars. Close burst 4; +18 vs. Fortitude; Hit: 4d8+6 thunder damage, and the target is dazed (save ends); Miss: half damage.

    Rage of the God-Ape (free action; when the god-ape becomes dazed or stunned; at will): The god-ape makes a saving throw against the triggering effect, even if a save does not normally end it.
    ---
    Alignment unaligned; Languages -
    Skills Acrobatics +20, Athletics +22
    Str 26; Dex 22; Wis 22
    Con 21; Int 6; Cha 16
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    Best use of the recharge mechanic EVAR (as far as I have created, anyway).

    TERATOMORPH--- Level 19 Elite Brute
    Gargantuan elemental beast (blind, ooze)--- XP 4,800
    ---
    Initiative +12; Senses Perception +15; blindsense 10, tremorsense 10
    Warp Reality aura 10; the area is treated as difficult terrain, and at the end of the teratomorph’s turn, a random creature in the aura is attacked: +20 vs. Reflex; 2d6+7 acid, cold, fire, lightning, poison or thunder damage (determine randomly)
    HP 436; Bloodied 218
    AC 33; Fortitude 35; Reflex 28; Will 33
    Resist all 5
    Saving Throws +2
    Speed 3, climb 3 (spider climb), swim 3 (plus see Dimensional Shift)
    Action Points 1
    ---
    [Melee basic] Mutating Strike (standard; recharge 1, 2): Reach 2; +21 vs. AC; 2d8+7 damage and ongoing 5 damage (save ends). If the victim dies from the damage, its body is horribly twisted and warped by the effects, making raising it from the dead problematic at best.

    [Melee basic] Annihilating Strike (standard; recharge 2, 3): Reach 2; +21 vs. AC; 1d12+7 damage and target is stunned (save ends). If the victim is reduced to 0 hit points by this damage, its body is utterly destroyed.

    [Melee basic] Bonding Strike (standard; recharge 3, 4): Reach 2; +21 vs. AC; 3d8+7 damage and target is grabbed (save ends).

    [Melee basic] Transporting Strike (standard; recharge 4, 5): Reach 2; +21 vs. AC; 3d8+7 damage and target slides 8 squares.

    [Melee basic] Draining Strike (standard; recharge 5, 6): Reach 2; +21 vs. AC; 2d10+7 damage and target is weakened (save ends).

    [Melee basic] Disorienting Strike
    (standard; recharge 1, 6): Reach 2; +21 vs. AC; 3d8+7 damage and target is dazed (save ends).

    [Melee] Double Strike
    (action; recharge): The teratomorph makes two basic attacks.

    Extra Recharge (free; at the end of the teratomorph’s turn and when a creature provokes an opportunity attack; at will): The teratomorph immediately makes a recharge roll.

    Dimensional Shift (move; recharge 5 6) Teleportation: The teratomorph teleports 10 squares.
    ---
    Alignment unaligned; Languages -
    Str 26; Dex 17; Wis 22
    Con 18; Int 1; Cha 5
    Last edited by the Jester; Sunday, 14th June, 2009 at 05:45 PM.
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    PYROLISK--- Level 19 Artillery
    Small elemental beast (fire)--- XP 2400
    ---
    Initiative +17; Senses Perception +14; low-light vision
    HP 140; Bloodied 70
    AC 31; Fortitude 31; Reflex 33; Will 29
    Resist 20 fire
    Speed 4, fly 6 (clumsy)
    ---
    [Melee basic] Flame Peck (standard; at will) Fire: +25 vs. AC; 2d6+7 fire damage.

    [Melee] Burning Wings of Gracelessness (immediate reaction; when an enemy moves adjacent to the pyrolisk; recharge 6) Fire: The pyrolisk flies at least 3 and up to 6 squares and makes an attack: +24 vs. Reflex; Hit: 2d8+7 damage plus 1d10 fire damage and target is blinded until the end of its next turn; Miss: Half damage.

    [Ranged] Burning Gaze (standard; at will) Fire: Range 20; +24 vs. Reflex; 1d12+6 fire damage, plus target takes ongoing 10 fire damage (save ends). First failed save: The target instead takes ongoing 20 fire (save ends). Second failed save: The target instead takes ongoing 30 fire (save ends).

    [Area] Explosive Detonation (standard; encounter) Fire: Area burst 2 within 10; +22 vs. Reflex; Hit: 4d12+7 fire damage, plus ongoing 10 fire and target is slowed (save ends); Miss: half damage and ongoing 5 fire (save ends).
    ---
    Alignment unaligned; Languages -
    Skills Stealth +22
    Str 16; Dex 26; Wis 20
    Con 20; Int 2; Cha 22
    Last edited by the Jester; Friday, 12th June, 2009 at 06:02 AM.
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    PYROHYDRA--- Level 19 Solo Artillery
    Huge elemental beast (fire, reptile)--- XP 12,000
    ---
    Initiative +13; Senses Perception +17; all-around vision
    HP 740; Bloodied 370; see also regenerating heads
    AC 31; Fortitude 29; Reflex 33; Will 29
    Saving Throws +5
    Speed 6
    Action Points 2
    ---
    [Melee basic] Bite (standard; at will): Reach 3; +25 vs. AC; 1d10+6 damage.

    [Ranged] Breath Weapon (standard; at will): Range 12; +24 vs. Reflex; 3d6+8 fire damage.

    [Melee] Hydra Fury (standard; at will): The pyrohydra makes four bite or breath weapon attacks.

    [Close] Burn the Air
    (standard; recharges each time regenerating heads triggers) Fire, Zone: Close blast 6; +22 vs. Reflex; 4d8+7 fire damage, plus target is blinded (save ends); creates a zone of burning air that lasts until the end of the pyrohydra’s next turn; any creature entering or starting its turn in the zone takes 10 fire damage and is blinded until the end of its next turn.

    Many-Headed: Each time a pyrohydra would become dazed or stunned, it instead loses one attack while using hydra fury during its turn. The hydra can be dazed or stunned multiple times.

    Regenerating Heads: When a pyrohydra first reaches 555, 370 and 185 hit points, a head is destroyed. At the start of the pyrohydra’s next turn after a head is destroyed, two heads grow in the lost head’s place, and the hydra gains an additional attack with hydra fury.
    ---
    Alignment unaligned; Languages -
    Str 23; Dex 19; Wis 17
    Con 25; Int 2; Cha 13
    Last edited by the Jester; Friday, 12th June, 2009 at 06:01 AM.
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    SKELETON WARRIOR
    Skeleton warriors are the hapless undead spirits of powerful warriors, often minor lordlings, who were tricked into making pacts that last long after their deaths. Now each skeleton warrior has had its soul bound into a golden circlet. If another creature wears the circlet, it can dominate the skeleton warrior whose soul is within the circlet, although strong-willed skeleton warriors can sometimes resist or break free of the circlet wearer’s control for a short time.


    SKELETON WARRIOR SWORDSMAN--- Level 19 Soldier
    Medium natural humanoid (undead)--- XP 2400
    ---
    Initiative +17; Senses Perception +12; darkvision
    HP 181; Bloodied 90
    AC 35; Fortitude 33; Reflex 31; Will 31
    Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10
    Speed 5
    Action Points see satisfaction of victory
    ---
    [Melee basic] Bastard Sword (standard; at will) Weapon: +24 vs. AC; 2d10+8 damage, and the target is marked until the end of its next turn.

    [Melee] Flashing Blade (standard; at will) Weapon: +24 vs. AC; 2d10+8 damage, and the target is dazed until the end of its next turn.

    [Melee] Strike of the Ages (standard; encounter) Weapon: +24 vs. AC; 4d10+8 damage, and the target is weakened (save ends).

    [Close] Mark of Agreement (immediate reaction; when marked by an enemy within 5; at will): Close burst 5; targets the triggering enemy; that enemy is marked (save ends).

    Satisfaction of Victory (immediate reaction; when the skeleton warrior swordsman drops a marked victim; encounter): The skeleton warrior swordsman gains an action point.
    ---
    Alignment any; Languages Common
    Skills Athletics +22, Intimidate +20
    Str 26; Dex 22; Wis 17
    Con 21; Int 14; Cha 22
    ---
    Equipment scale armor, heavy shield, bastard sword


    SKELETON WARRIOR LORDLING--- Level 21 Soldier (Leader)
    Medium natural humanoid (undead)--- XP 3200
    ---
    Initiative +15; Senses Perception +13; darkvision
    HP 195; Bloodied 97
    AC 37; Fortitude 33; Reflex 33; Will 34
    Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10
    Speed 5
    ---
    [Melee basic] Greataxe (standard; at will) Weapon: +28 vs. AC; 2d12+7 damage (2d12+31 on a crit).

    [Melee] Overwhelming Strike (standard; recharges when the skeleton warrior lordling takes damage) Weapon: +26 vs. Fortitude; 2d12+7 damage (2d12+31 on a crit) and the target is dazed (save ends).

    [Melee] Superior Strike (standard; encounter) Weapon: +26 vs. Will; 3d12+7 damage, and the target is weakened (save ends).

    [Close] Lord’s Command (standard; encounter): Close burst 10; targets one ally; that ally makes a melee basic attack as a free action. If the attack hits, it deals an extra 1d10 damage.
    ---
    Alignment any; Languages Common, often others
    Skills Diplomacy +22, Insight +18, Intimidate +22
    Str 27; Dex 16; Wis 17
    Con 19; Int 22; Cha 24
    ---
    Equipment plate armor, greataxe


    SKELETON WARRIOR CASSOCK--- Level 23 Soldier (Leader)
    Medium natural humanoid (undead)--- XP 5100
    ---
    Initiative +17; Senses Perception +25; darkvision
    HP 215; Bloodied 107
    AC 37; Fortitude 38; Reflex 35; Will 39
    Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10
    Speed 6
    ---
    [Melee basic] Mace (standard; at will) Weapon: +30 vs. AC; 2d8+7 damage.

    [Melee] Ironic Blow (standard; at will) Necrotic, Radiant, Weapon: +30 vs. AC; 3d6+8 radiant and necrotic damage.

    [Ranged] Blasphemous Utterance (standard; recharge 5 6) Psychic, Thunder: Range 5; +28 vs. Will; 2d6+8 psychic and thunder damage, and the target is dazed (save ends).

    [Close] Frightful Brandishing (minor; recharge 4 5 6) Fear, Weapon: Close burst 2; targets each living creature in burst; +26 vs. Will; Hit: the target suffers -2 to AC and Will until the end of the skeleton warrior cassock’s next turn.

    [Close] Profane Healing (minor; encounter) Healing: Close burst 10; targets one undead creature in burst (including the skeleton warrior cassock); that creature may spend a healing surge and regain an extra 9 hit points.
    ---
    Alignment any; Languages Common, often others
    Skills Religion +25
    Str 25; Dex 18; Wis 28
    Con 23; Int 20; Cha 26
    ---
    Equipment cassock (cloth armor), mace, shield
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    ø Ignore Mathew_Freeman
    Quote Originally Posted by the Jester View Post
    Best use of the recharge mechanic EVAR (as far as I have created, anyway).

    TERATOMORPH--- Level 19 Elite Brute
    Gargantuan elemental beast (blind, ooze)--- XP 4,800
    I take it for this monster you're making a single recharge roll for all of it's powers, and only recharging those that come up?

    So far I've been rolling for each recharge power separately - but you've thrown up a really interesting variant on that.
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    ø Ignore Mesh Hong
    I agree that is an interesting way to recharge powers.

    In fact it is an excellent way to force a good amount of variety in a creatures tactics. It would be quite interesting to have a creature that gets the use of one power from a list every turn as decided by a d6 roll.

    you could expand to to incorporate double attacks, 2 rolls of the d6. I think I am going to have to try this out myself.

    Hooray for Jester, another fresh mechanic.

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    ø Ignore the Jester
    I'm glad you guys like it.

    Matt, I've always been under the impression that you make one roll for the creature on its turn, and all powers recharge based off of that single roll. That's the assumption that I used when statting up the teratomorph. (Have I been doing this wrong? I'm honestly not sure, I'll have to look.)
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