Normal to Lower Level Elite Conversion

keterys

First Post
Desperately seeking a cooler name, but precocious, premature, and unseasonable all seemed a little ludicrous :)


Elite-Normal Template
This template is used when you wish to have a creature appear several levels before it normally does, but still retain much of its expected toughness. This is particularly useful when converting existing modules or when setting a progression of difficult with a creature showing up as elite early on, normal several levels later, then eventually minions. Be aware that the DM’s Toolbox rules for raising and lowering levels may be adequate for your purposes by lowering the level of a creature without also making it an elite. While the template reduces level by 4, feel free to then apply the normal level up and down rules from the DM's Toolbox from there.

Level -4
Attacks All -4
Defenses All -2
Saving Throws +2
Action Point 1
Hit Points As appropriate for an elite of that level (see DMG p184)

Other Modifiers Reduce skill modifiers, ability check modifiers, and initiative by 2

Powers:
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.

Note that damage should not change from the base creature.

Examples:
Minotaur Warrior
Level 6 Elite Soldier
Medium natural humanoid
XP 500

Initiative +5
Senses Perception +12
HP 148; Bloodied 74; see also bloodied action
AC 24; Fortitude 25, Reflex 19, Will 21; see also action mastery
Saving Throws +2; see also action mastery
Speed 5
Action Point 1; see also bloodied action

:bmelee: Battleaxe (standard; at-will) * Weapon
+12 vs. AC; 1d10 + 6 damage, and the target is marked until the end of the minotaur warrior’s next turn.
:melee: Goring Charge (standard; at-will)
The minotaur warrior makes a charge attack: +13 vs. AC; 1d6 + 6 damage, and the target is knocked prone.
Ferocity (when reduced to 0 hit points)
The minotaur warrior makes a melee basic attack.
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.

Alignment Any
Languages Common
Skills Dungeoneering +10, Intimidate +9, Nature +7
Str 23 (+9) Dex 10 (+3) Wis 14 (+5)
Con 18 (+7) Int 9 (+2) Cha 13 (+4)



Worg

Level 5 Elite Brute
Large natural magical beast
XP 400

Initiative +5
Senses Perception +7; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a -1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.
HP 160; Bloodied 80; see also bloodied action
AC 18; Fortitude 18, Reflex 16, Will 16; see also action mastery
Saving Throws +2; see also action mastery
Speed 8
Action Point 1; see also bloodied action

:bmelee: Bite (standard; at-will)
+8 vs. AC; 2d6 + 5 damage, and ongoing 5 damage (save ends).
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.

Alignment Chaotic Evil
Languages Abyssal
Skills Stealth +10
Str 21 (+7) Dex 17 (+5) Wis 10 (+2)
Con 20 (+7) Int 7 (+0) Cha 16 (+5)
 

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I just wanted to say that this is a really smart, wicked idea. I don't know how well it Functions, and it looks like it makes the monsters really really harsh (with bloodied action used with action mastery), but still, cool idea.
 

Yeah, when I ran the numbers a little on fighting two level 5 brutes instead of one of these it mostly seemed like they needed a punch. The nice thing about the bloodied -> action mastery method is it gives you a big turning point moment in the fight to prevent things from being too static.

There are some instances where you'll need to tweak things - for instance, I wasn't entirely happy with the solo owlbear I ended up with (or, to be honest, the elite owlbear as published) using the elite to solo conversion so I spread out its damage a bit...

But it was a great moment at the table when they bloodied it, and it in turn immediately brought both melee in front of it to their knees (I think 1 and 9 hp), including the defender being stunned and grabbed... and they scrambled to recover. And did so quite well. Lots of fun.

P.S. Sorry for the slow response, only just saw the reply.
 

I wonder what happens when you apply this to an Elite. Reason I ask is because I'm looking at the Bulette; I want to throw this thing at a lower level party. I'd enjoy making it a Solo, but I'm not sure if that would be a good idea.
 

Note that damage should not change from the base creature.
Just curious as to why not. Normally, lowering level by 4 lowers damage by 2 (half), and making a Normal into an Elite does not up damage. You've made an explicit choice not to do this, and I'd be interested to learn your reasoning.
 

While elites do not deal additional damage on each attack, they tend to get extra attacks in some manner (area, double attacks, reactions, etc). Not as much as solos usually, but the template makes the following assumptions:

1) Subtracting 2 damage isn't a worthwhile exercise for the DM in this case, especially for certain damage values (ex: aura 5 fire, 1d8 + 1 plus 3 ongoing, etc)
2) The "additional" damage helps make up for not adding additional reactive or area attacks
 


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