4th Level Monster Conversions

the Jester

Legend
EDIT: Since there is an official version of these guys in Demonomicon, I shan't bother updating them at this time.

CLOCKWORK HORRORS

Terrible mechanical constructs, clockwork horrors in Cydra are powered by radiomancy and motivated and commanded by Master Control, an informational entity of surpassing power. The ‘lesser’ clockwork horrors resemble mechanistic ants the size of a small dog, but more advanced models are very different. Lesser clockwork horrors come in copper, silver, electrum and gold models, and rumors persist of more powerful ones made of platinum or even adamantine. Advanced horrors are much more rare and dangerous.


COPPER HORROR--- Level 4 Minion

Small natural construct--- XP 44
---
Initiative +6; Senses Perception +4, darkvision
HP 1; a miss never damages a minion
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
---
[Melee basic] Mandibles (standard; at will): +9 vs. AC; 5 damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Athletics +7, Endurance +9
Str 10; Dex 19; Wis 15
Con 15; Int 8; Cha 4


SILVER HORROR--- Level 4 Skirmisher
Small natural construct--- XP 175
---
Initiative +8; Senses Perception +9, darkvision
HP 55; Bloodied 27
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
---
[Melee basic] Mandibles (standard; at will) Lightning: +9 vs. AC; 1d6+4 damage plus 1d6 lightning.

[Ranged] Spring-Caster (standard; reload minor): Range 15; +9 vs. AC; 1d10+3 damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 19; Wis 15
Con 15; Int 10; Cha 7


ELECTRUM HORROR--- Level 6 Artillery
Small natural construct--- XP 250
---
Initiative +8; Senses Perception +9, darkvision
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 20; Will 18
Immune disease, poison, psychic; Resist lightning 10
Speed 6
---
[Melee basic] Mandibles (standard; at will) Lightning: +13 vs. AC; 1d6+4 damage plus 1d6 lightning.

[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +11 vs. Reflex; Hit: 2d8+4 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +9 vs. Reflex; 2d6+2 lightning damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 20; Wis 16
Con 16; Int 10; Cha 10


GOLD HORROR--- Level 10 Artillery (Leader)
Small natural construct--- XP 250
---
Initiative +8; Senses Perception +9, darkvision
Coordinated Attack aura 10; all clockwork horror allies in range get +2 on attack rolls
HP 84; Bloodied 42
AC 22; Fortitude 22; Reflex 24; Will 22
Immune disease, poison, psychic; Resist lightning 10
Speed 6
---
[Melee basic] Mandibles (standard; at will) Lightning: +17 vs. AC; 1d6+5 damage plus 2d6 lightning.

[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +15 vs. Reflex; Hit: 3d6+5 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +13 vs. Reflex; 2d6+4 lightning damage and target is dazed (save ends).

[Area] Electric Field (standard; encounter) Lightning: Burst 3 within 16; creates a zone of electrical energy that persists until the end of the gold horror’s next turn; any creature in the field when it is created or entering the field is attacked: +13 vs. Reflex; 4d8+5 electricity and target is slowed (save ends).
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 22; Wis 16
Con 18; Int 16; Cha 19
 
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the Jester

Legend
EDIT: Updated to MM3 standards here.

SCREAMING DEVILKIN--- Level 4 Controller
Small immortal humanoid--- XP 175
---
Initiative +6; Senses Perception +5, darkvision
Constant Screaming (Thunder) aura 8; make an attack against each creature at the start of the screaming devilkin’s turn: +6 vs. Will; 1d6+4 thunder damage plus target is deafened until the start of the screaming devilkin’s next turn.
HP 55; Bloodied 27
AC 16; Fortitude 16; Reflex 18; Will 18
Resist thunder 10
Speed 4, fly 6
---
[Melee basic] Tail Poke (standard; at will): +9 vs. AC; 1d6 damage.

[Close] Shriek of Doom (standard; at will) Thunder: Close blast 4; +6 vs. Fortitude; 1d12+4 damage and target is stunned (save ends).
---
Alignment chaotic evil; Languages Common, Supernal
Skills Intimidate +11
Str 6; Dex 18; Wis 16
Con 15; Int 12; Cha 19
 
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the Jester

Legend
EDIT: Updated to MM3 standards, and a 10th level minion version added, here.

GEAR HOUND--- Level 4 Soldier

Gear hounds are clockwork mechanical dogs. Used as guards or attack beasts by mad wizards or powerful tinkers, gear hounds often give off puffs of steam as they move or attack.

Medium natural beast (construct)--- XP 175
---
Initiative +6; Senses Perception +9
HP 57; Bloodied 28
AC 20; Fortitude 18; Reflex 16; Will 16
Speed 8
---
[Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage and target is grabbed (until escape).

[Melee] Worry
(standard; at will): Only against a grabbed target; +9 vs. Fortitude; Hit: 2d8+4 damage and target is stunned (save ends); Miss: half damage and target is not stunned.

Oily Discharge (immediate reaction; upon first becoming bloodied): The gear hound discharges a pool of oil. The square it is in becomes difficult terrain (until cleaned up); any creature entering the square must make an Acrobatics check, DC 18, or fall prone.
---
Alignment unaligned; Languages understands Common
Skills Perception +9
Str 19; Dex 15; Wis 15
Con 17; Int 5; Cha 8
 
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Rechan

Adventurer
The Psychotic Quaggoth's hallucinating cloud doesn't have any listed effect. You just describe what it is.

Looks good; what's the screaming devil from?
 

the Jester

Legend
Rechan said:
The Psychotic Quaggoth's hallucinating cloud doesn't have any listed effect. You just describe what it is.

Dude, I'm glad you're following this thread. :) You keep finding my mistakes! Thanks!! Fixed it.

Rechan said:
Looks good; what's the screaming devil from?


Screaming devilkin, actually. :) It's from the original 1e Fiend Folio, and as far as I know, it's never been updated to any other edition.
 

the Jester

Legend
EDIT: Since there is an official version of the cloaker, I shan't bother updating these guys to MM3 standards unless someone specifically asks me to.

CLOAKER SPY--- Level 4 Lurker
Medium aberrant magical beast--- XP 175
---
Initiative +9; Senses Perception +8, darkvision
Distracting Subsonics (thunder) aura 10; automatic hit; all creatures in the aura suffer a -4 on Insight and Perception checks and a -2 to Will defense.
HP 45; Bloodied 22
AC 18; Fortitude 16; Reflex 17; Will 18
Speed 4, fly 6 (hover)
---
[Melee basic] Bite (standard; at will): +9 vs. AC; 1d8+4 damage.

[Melee] Surprise Attack (standard; at will): Only with combat advantage; +11 vs. AC; 2d8+4 damage.

Shifting Shadows (immediate interrupt; when hit by a ranged or melee attack; recharge 6) Shadow: Using its ability to create shadowy duplicates of itself, the cloaker spy shifts 3 squares and avoids the attack (which instead destroys a shadowy duplicate of it). If it has cover or concealment in its new location, it may then make a Stealth check to remain undetected.
---
Alignment unaligned; Languages Deep Speech
Skills Insight +8, Perception +8, Stealth +14
Str 11; Dex 16; Wis 12
Con 15; Int 16; Cha 19



CLOAKER NERVEWRACKER--- Level 6 Controller
Medium aberrant magical beast--- XP 250
---
Initiative +6; Senses Perception +4, darkvision
Unnerving Subsonics (thunder) aura 10; automatic hit; all creatures in the aura suffer a -2 penalty to Will defense and gain vulnerable thunder 5.
HP 71; Bloodied 35
AC 20; Fortitude 18; Reflex 20; Will 18
Speed 4, fly 6 (hover)
---
[Melee basic] Bite (standard; at will): +11 vs. AC; 1d8+4 damage.

[Ranged] Deadly Cry (standard; at will) Thunder: Range 8; +9 vs. Will; 1d10+4 thunder damage and target is dazed (save ends).

[Close] Paralyzing Moan (standard; at will) Thunder: Close blast 5; +8 vs. Will; Hit: 3d10+4 thunder damage and target is immobilized (save ends); secondary effect: target is slowed (save ends); Miss: half damage and target is slowed (save ends).

Shifting Shadows (immediate interrupt; when hit by a ranged or melee attack; recharge 6) Shadow: Using its ability to create shadowy duplicates of itself, the cloaker nervewracker shifts 3 squares and avoids the attack (which instead destroys a shadowy duplicate of it). If it has cover or concealment in its new location, it may make a Stealth check to remain undetected.
---
Alignment unaligned; Languages Deep Speech
Str 16; Dex 16; Wis 12
Con 15; Int 20; Cha 16
 
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Rechan

Adventurer
Ooo. The cloaker's aura and shifting shadows is nice.

Thinking about it, these guys would be perfect for the Shadowfell's version of the Underdark (similar to how the Formians have the Feywild underdark).
 


the Jester

Legend

I think... higher level... returning to the "boggle hole" roots of the beasties in 1e... yep, I'm gonna tweak this guy pretty heavily. :devil:


Another one that I plan to do up at higher levels. The zorbo was one of the (potentially) most bad-ass monsters of 1e. I'm thinking high paragon, low epic. I plan to do for the zorbo what 3e did for the disenchanter. :eek::confused::devil:


Another classic! I need to figure out what makes a meazel different from the rest of the humanoid hordes, though. Disease? Assassination? Something. On the list. :)
 

Orius

Legend
I
Another one that I plan to do up at higher levels. The zorbo was one of the (potentially) most bad-ass monsters of 1e. I'm thinking high paragon, low epic. I plan to do for the zorbo what 3e did for the disenchanter. :eek::confused::devil:

The zorbo is another one of those nasty old school monsters that I've always wanted to use but never got around to. I know it's older than the 2e appearance I listed. But I'm old school enough that I like the idea of a vicious flesh-eating koala that totally ruins magic items. :devil::]
 

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