24th-Level Monster Conversions

the Jester

Legend
Here's the ruin chanter. Apologies that the formatting is crap, the pdf looks pretty.

RUIN CHANTER

Source: 3.5E Monster Manual V.

A ruin chanter is the personification of worldly decay, guarding ancient ruins and forgotten outposts. A ruin chanter appears as an elfin figure garbed in ragged clothing with a tattered, rust-colored cloak. Weathered but clever-looking, ruin chanters almost always sing a mournful dirge that can sometimes be heard at surprising distances.

Guardian of Ruins: A ruin chanter is literally birthed by the ruin it claims as its territory. It will attempt to prevent a large population from returning to its ruin and absolutely oppose, with deadly force, any attempt to build permanent structures or rebuild any part of the ruin. If the ruin it dwells in were to be rebuilt, the ruin chanter knows it could no longer exist.

Lore of Ruin: A ruin chanter knows an amazing amount of information about the ruin it haunts. Sometimes a ruin chanter can be bribed or persuaded into sharing some of its lore, although it is unlikely to favor would-be explorers with any information that would encourage them to delve within its territory.

Ruin Chanter Level 24 Elite Controller
Medium fey humanoid XP 6,050
HP 446; Bloodied 223 Initiative +19
AC 38; Fortitude 35; Reflex 39; Will 36 Perception +20
Speed 7 Lowlight vision
Saving Throws +2; Action Points 1
TRAITS
Mournful Chant (fear, psychic) * Aura 5
Enemies must spend an extra square of movement to move or shift into any square in the aura. If the ruin chanter is bloodied, each enemy that ends its turn in the aura also takes 15 psychic damage.
Ruin Walk
A ruin chanter ignores difficult terrain composed of rubble or debris, and may choose to ignore the effects of challenging terrain.
STANDARD ACTIONS
(mbasic) Mace (weapon) * At Will
Attack: Melee 1 (one creature); +29 vs. AC.
Hit: 4d8+14 damage.
(ranged) Ruin Body (necrotic) * Recharge when first bloodied
Attack: Ranged 10 (one or two creatures); +27 vs. Fortitude.
Hit: 4d6+18 necrotic damage, and the target is weakened (save ends). Until the target makes its save against this effect, it appears to age rapidly.
First Failed Save: The target is instead weakened and slowed (save ends both).
Second Failed Save: The target dies.
(ranged) Ruin Mind (charm, psychic) * Recharge when first bloodied
Attack: Ranged 10 (one or two creatures); +27 vs. Will.
Hit: 4d6+18 psychic damage, and the target's mind is ruined (save ends). While its mind is ruined, at the start of its turn, the ruin chanter slides the target up to 4 squares and the target makes a melee basic attack against a target of the ruin chanter's choice as a free action. Until the target makes its save against this effect, it appears to age rapidly.
MOVE ACTIONS
Sprightly Leap * At Will
Effect: The ruin chanter jumps up to 6 squares.
MINOR ACTIONS
Spike Stones * Recharge when the ruin chanter ends its turn with no enemies adjacent to it
Effect: Area wall 6 within 10 squares; the ground in the area of the wall extrudes stone spikes. Any creature that enters or ends its turn in a square of the wall takes 15 damage and is slowed (save ends). The wall persists until the beginning of the ruin chanter's next turn.
---
Skills Acrobatics +24, Intimidate +26, Stealth +24
Str 20 Dex 25 Wis 17
Con 23 Int 18 Cha 28
Alignment unaligned Languages Common, Elven
Equipment mace
 

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the Jester

Legend
UNGULOSIN

Source 2e Planescape Monstrous Compendium Appendix III

In the early days of the world, the seas and lands were threatened with constant destruction and re-creation as great powers warred over existence. Slowly, primal spirits awoke to defend the nascent world. Some of these spirits manifested directly, taking physical form in order to enforce a balance between the primordial forces and those of the gods. Others acted through natural processes and the powers of the world itself. Almost all of them remained on the world to defend it, but a small force of spirits chose a different path. This force split into two groups. One went to the Astral Sea while the other traveled into the Elemental Chaos, seeking to negotiate a peace.

The group that entered the Elemental Chaos found itself engaging in protracted negotiations with primordial powers of water. For eons they argued and debated terms while the battle for the world raged and quieted. As it finally died down, the spirits and primordials struck a bargain and fused into ungulosin, agreeing to guard against divine intrusions into either the natural world or the Elemental Chaos. Now ungulosin dwell in the greatest and deepest bodies of water in the world, including great lakes, oceans and underground seas.

Lost Brethren: The fate of the spirits that journeyed into the Astral Sea is unknown, but it is possible that they have become something akin to the ungulosin, joining with angels or other divine agents. The ungulosin would dearly love to determine the fate of their lost brethren, even if that fate now makes them the ungulosins' enemies.

A Swarm of Aquatic Life: Each ungulosin appears to be a swirling mass of water and eels, fish, sharks, starfish, crabs, seals, octopi and whatever other life dwells in the body of water it dwells within. Even if it is damaged, more life constantly joins the swarm, allowing it to regenerate.

Against the Gods: Ungulosin manifest to defend their waters against divine intrusion, whether direct or indirect. If the gods send agents into a body of water in which an ungulosin dwells, especially powerful ones such as angels, the ungulosin may manifest to drive them away. Likewise, if the worship of a sea god becomes too prevalent around the ungulosin's waters, it may rise up to destroy seaside temples of that god and wreck ships casting religious sacrifices into the waves.


Ocean Ungulosin Level 24 Soldier
Huge elemental natural beast (swarm) XP 6,050
HP 165; Bloodied 82 Initiative +21
AC 40; Fortitude 36; Reflex 37; Will 35 Perception +17
Speed Swim 10 Tremorsense 10
Resist half damage from melee and ranged attacks; Vulnerable 15 against close and area attacks
TRAITS
Swarm Attack * Aura 1
Any enemy that ends its turn in the aura takes 15 damage.
Aquatic
The ungulosin guardian can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
Regeneration
The ungulosin guardian regains 15 hit points at the start of its turn when it has at least 1 hit point.
Swarm
The ungulosin guardian can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. It can squeeze through any opening that is large enough for a Medium creature.
STANDARD ACTIONS
(mbasic) Oceanic Swarm * At Will
Attack: Melee 2 (one creature); +29 vs. AC.
Hit: 2d10+6 damage and the target is grabbed (escape DC 28).
(melee) Envenomed Spines (poison) * Recharge 4 5 6
Attack: Melee 2 (one creature); +27 vs. Fortitude.
Hit: 3d6+10 poison damage and the target is immobilized (save ends).
---
Str 28 Dex 24 Wis 20
Con 20 Int 5 Cha 20
Alignment unaligned
 

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the Jester

Legend
Next up, obviously, is the scyllan, from Stormwrack. Some of the flavor text for it will not work too well for most campaigns, since it mentions the politics and rulers and stuff has happened that shifted that all around a bit in the past in my campaign (e.g. Asmodeus is dead, there is a distinctly different history of the Hells, etc). I have run with the idea that Scylla was an ancient arch-devil.
 

the Jester

Legend
SCYLLA

Source: 3e Stormwrack (the scyllan).

Over the eons, the Nine Hells have been ruled by a variety of arch-devils. Lucifer predated and then succeeded Asmodeus; Geryon fell; tales of the struggle between Tiamat and Bel for dominance over Avernus could fill volumes. Other, more ancient devils have ruled one Hell or another as well, Scylla among them.

So long ago that almost all references to him it been lost, Scylla ruled Stygia from the frozen depths. Now it lurks in the Underdepths, the deepest reaches of the sea where light never reaches, brooding in the frigid waters of its exile. Scylla rarely stirs, but sometimes vomits forth a clutch of eggs that hatches after a century into a batch of scyllans.

Devil Men of the Deep Cultists: The devil-worshiping sahuagin typically devote themselves to Sekolah, the Great Shark, but there are rare instances of small groups, cut off from their normal religious heirarchy, who have fallen into a crude form of veneration of Scylla. Such groups do not consort with sharks, and are usually the remains of lost raiding parties that failed and were driven into unknown waters. Perhaps it requires a deep and bitter sense of failure to achieve communion with Scylla after so many eons of brooding.

Weird Broods: Scylla vomits forth the eggs that become the scyllans. Scyllans are less successful at reproducing, creating strange broods of mutant fish with tentacles or pincers, or even more bizarre stillbirths so disturbing that they make scholars shudder. Few offspring of the scyllans are viable, but a few escape to the open sea, where their true source is rarely determined.

Strange Keening: Scyllans make a dreadful keening noise that can be heard miles away on the open sea. The sound is frightening and malevolent-sounding, and most fishermen and boaters lay in a course for shore as soon as they hear it. Those foolish enough to seek out a scyllan have an easy time following the noise, but usually a far harder time surviving the encounter.

Obsessed with Failure: Scylla broods for eons on its failures, wallowing in bitterness. The few cultists that follow it do so only after suffering great failures themselves. Scyllans are prone to overestimating their ability to carry out complex plans and failing to bring them to completion. When a setback occurs to Scylla or one of the creatures related to it, that creature obsesses over the setback, turning even a minor defeat into the end of the world. Scylla and its offspring and followers hold grudges forever.

Scylla Cultist Level 7 Soldier
Medium natural humanoid (aquatic), sahuagin XP 300
HP 78; Bloodied 39 Initiative +7
AC 22; Fortitude 20; Reflex 17; Will 16 Perception +4
Speed 6, swim 6 Low-light vision
TRAITS
Aquatic
The sahuagin can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Blood Frenzy
Against bloodied enemies, the sahuagin gains a +1 bonus to attack rolls and a +2 bonus to damage rolls.
STANDARD ACTIONS
(mbasic) Trident (weapon) * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d8+6 damage and the Scylla cultist marks the target until the end of the Scylla cultist's next turn.
TRIGGERED ACTIONS
Bitterness of Failure * At Will
Trigger: The Scylla cultist misses with an attack that has no effect on a miss.
Effect (Immediate Reaction): The attack deals half damage to the target and equal damage to the Scylla cultist.
---
Str 20 Dex 14 Wis 12
Con 14 Int 10 Cha 10
Alignment evil Languages Sahuagin
Equipment trident

Weirdling Fish Level 7 Skirmisher
Large natural beast (aquatic) XP 300
A weirdling fish is an ugly thing the size of a horse, with a few random nonfunctional pincers, legs and tentacles protruding from its body. It has eyes studding its body all over.
HP 74; Bloodied 37 Initiative +8
AC 21; Fortitude 19; Reflex 21; Will 17 Perception +10
Speed swim 8 Darkvision, low-light vision
TRAITS
All-Around Vision
Enemies do not gain combat advantage by flanking the weirdling fish.
Aquatic
The weirdling fish can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
STANDARD ACTIONS
(mbasic) Bite * At Will
Effect: The weirdling fish shifts one square before the attack.
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d12+2 damage.
MOVE ACTIONS
Dart * At Will
Effect: The weirdling fish shifts up to four squares.
TRIGGERED ACTIONS
Bitterness of Failure * At Will
Trigger: The weirdling fish misses with an attack that has no effect on a miss.
Effect (Immediate Reaction): The attack deals half damage to the target and equal damage to the weirdling fish.
---
Str 20 Dex 16 Wis 15
Con 10 Int 5 Cha 7
Alignment evil Languages -

Bitter Scyllan Level 24 Elite Soldier
Huge immortal magical beast (aquatic) XP 12,100
HP 450; Bloodied 225 Initiative +21
AC 40; Fortitude 36; Reflex 36; Will 37 Perception +17
Speed swim 10 Darkvision
Immune cold
Saving Throws +2; Action Points 1
TRAITS
Frightful Dirge of Failure (fear, psychic) * Aura 10
A creature in the aura takes 10 psychic damage each time it misses all targets of an attack, fails a saving throw or fails a skill check.
Aquatic
The scyllan can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
STANDARD ACTIONS
(mbasic) Bite * At Will
Attack: Melee 2 (one creature); +29 vs. AC.
Hit: 4d6+18 damage.
(mbasic) Tentacle * At Will
Attack: Melee 5 (one creature); +27 vs. Reflex.
Hit: 2d6+9 damage, and the scyllan slides the target up to 3 squares and grabs the target if it is within five squares of the scyllan (escape DC 28).
Tentacle Flurry * At Will
Effect: The scyllan uses tentacle four times, or five times if it is bloodied.
Devour * Recharge when first bloodied
Attack: Melee 2 (one grabbed creature); +29 vs. AC.
Hit: 4d10+18 damage, and the scyllan devours the target (escape DC 30). While devoured, the target does not occupy a square and has neither line of sight nor line of effect to anything except the scyllan and other creatures swallowed by the scyllan; in addition, nothing has line of sight or line of effect to the target except other creatures swallowed by the scullan. If the target attacks the scyllan using a close or area attack, that attack targets all other creatures swallowed by the scyllan. If the target misses all targets of an attack or fails a saving throw, skill check or escape check, it takes 20 points of psychic damage. If the target ends its turn in the scyllan, it takes 20 points of acid damage.
---
Skills Intimidate +15
Str 28 Dex 24 Wis 20
Con 25 Int 7 Cha 6
Alignment evil Languages Infernal

Weirdling Pilots Level 24 Minion Skirmisher
Large natural beasts (aquatic) XP 1,513
HP 1; a missed attack never damages a minion Initiative +21
AC 38; Fortitude 36; Reflex 36; Will 35 Perception +16
Speed swim 8 Darkvision, low-light vision
TRAITS
All-Around Vision
Enemies do not gain combat advantage by flanking the weirdling fish.
Aquatic
The weirdling fish can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
STANDARD ACTIONS
(mbasic) Bitter Bite * At Will
Effect: The weirdling pilot shifts 1 square before the attack.
Attack: Melee 1 (one creature); +29 vs. AC.
Hit: 16 damage.
Miss: 8 damage and the weirdling pilot grants combat advantage until the end of its next turn.
---
Str 28 Dex 24 Wis 19
Con 10 Int 5 Cha 7
Alignment evil Languages -

Scylla Level 29 Solo Soldier
Gargantuan immortal magical beast (aquatic, devil) XP 75,000
HP 1,064; Bloodied 532 Initiative +24
AC 45; Fortitude 43; Reflex 41; Will 39 Perception +24
Speed 4, swim 12, teleport 20 Darkvision
Immune cold
Saving Throws +5; Action Points 2
TRAITS
Feed on Failure * Aura 20
When an enemy within the aura fails a saving throw or skill check or misses at least one target with an attack, Scylla ends one condition affecting it.
Frightful Dirge of Failure (fear, psychic) * Aura 20
An enemy in the aura takes 15 psychic damage each time it misses all targets of an attack, fails a saving throw or fails a skill check. If Scylla is bloodied, it instead takes 25 psychic damage.
Aquatic
Scylla can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creature.
STANDARD ACTIONS
(mbasic) Bite (cold) * At Will
Attack: Melee 3 (one creature); +34 vs. AC.
Hit: 4d8+19 damage, and the target is immobilized (save ends).
Effect: Each creature adjacent to the target takes 15 cold damage.
(mbasic) Grasping Tentacle * At Will
Attack: Melee 8 (one creature); +32 vs. Reflex.
Hit: 4d8+19 damage and Scylla slides the target up to 4 squares and grabs the target if it is within eight squares of Scylla.
(mbasic) Freezing Tentacle * At Will
Attack: Melee 8 (one creature); +32 vs. Fortitude.
Hit: 3d10+11 cold damage and the target takes ongoing 20 cold damage and is slowed (save ends both).
Tentacle Flurry * At Will
Effect: Scylla uses any combination of grasping tentacle and freezing tentacle four times (five times if bloodied).
MINOR ACTIONS
(close) Fear of Failure (fear) * Recharge when an enemy affects Scylla with a condition
Effect: Close blast 5 (each enemy in blast); each target suffers a -5 penalty on attacks, skill checks and saving throws (save ends). This condition also ends if the target fails a saving throw or skill check or misses all targets with an attack.
---
Str 31 Dex 26 Wis 21
Con 26 Int 12 Cha 30
Alignment evil Languages Infernal, Supernal
 

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