14th level Monster Conversions

the Jester

Legend
WHALE

In Cydra, whales are fully sentient and a very important group of aquatic races. Cetaceans in general are the ‘good guys of the sea,’ with ancient whales being renowned as sages or legendary diplomats. Some, too, are extraordinarily dangerous warriors.


NARWHAL EXPLORER--- Level 14 Skirmisher

Large natural magical beast (whale)--- XP 1000
---
Initiative +14; Senses Perception +17, blindsight 16 (in water only)
HP 144; Bloodied 72
AC 28; Fortitude 28; Reflex 26; Will 26
Resist cold 15
Speed swim 9
---
[Melee basic] Horn Stab (standard; at will): Reach 2; +19 vs. AC; 2d8+5 damage.

[Melee] Narwhal Charge (standard; at will): The narwhal moves 8 and attacks: +20 vs. AC; 3d6+5 damage.

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Endurance +19, Perception +17
Str 20; Dex 20; Wis 20
Con 24; Int 12; Cha 11


ORCA WARRIOR--- Level 18 Soldier
Huge natural magical beast (whale)--- XP 2000
---
Initiative +16; Senses Perception +20; blindsight 16 (in water only)
HP 173; Bloodied 86
AC 34; Fortitude 32; Reflex 29; Will 30
Speed swim 10
---
[Melee basic] Bite (standard; at will): +25 vs. AC; 2d8+7 damage.

[Melee] Leaping Attack (standard; at will): The orca warrior jumps 2 squares (even up out of the water) and makes an attack: +21 vs. Reflex; 3d8+7 damage.

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Athletics +22, Endurance +19, Perception +20
Str 26; Dex 21; Wis 22
Con 21; Int 13; Cha 16


SPERM WHALE ASCETIC--- Level 24 Soldier
Gargantuan natural magical beast (whale)--- XP 6,050
---
Initiative +17; Senses Perception +25; blindsight 16 (in water only)
HP 230; Bloodied 115
AC 40; Fortitude 38; Reflex 33; Will 36
Speed swim 9
---
[Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 4d6+8 damage.

[Melee] Fluke (standard; at will): Reach 3; +31 vs. AC; 3d6+8 damage, and target is stunned (save ends)

Mind Over Matter
(immediate reaction; when affected by a condition that a saving throw; at will): The sperm whale ascetic makes an immediate saving throw to end the effect.

Asceticism (minor; only when bloodied; encounter) Healing: The sperm whale ascetic regains 57 hit points and gains resist all 5 until the end of its next turn.

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Athletics +26, Endurance +27, Perception +25
Str 28; Dex 16; Wis 26
Con 30; Int 20; Cha 20


BLUE WHALE MAGE--- Level 30 Elite Controller
Gargantuan natural magical beast (whale) --- XP 19,000
---
Initiative +18; Senses Perception +30; blindsight 24 (in water only)
HP 496; Bloodied 248
AC 46; Fortitude 45; Reflex 45; Will 46
Speed swim 12
---
[Melee basic] Tail Fluke (standard; at will): Reach 3; +35 vs. AC; 3d8+10 damage and target is pushed 2.

[Ranged] Enchanting Whalesong (standard; at will) Charm, Thunder: Range 20; +34 vs. Will; target is immobilized (save ends).

[Ranged] Icy Tide (standard; recharge 5 6) Cold: +34 vs. Reflex; 2d8+10 cold damage and target slides 3 squares.

[Area] Stunning Whalesong (standard; recharge 6) Thunder: Burst 3 within 10; targets each creature in burst; +32 vs. Will; 4d10+9 thunder damage and target is stunned (save ends).

[Close] Shocking Rebuttal (immediate reaction; when hit by a close or melee attack; at will) Lightning: Burst 2; attacks each enemy in burst; +32 vs. Reflex; 5d10+9 lightning damage and the target is dazed (save ends).

Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment lawful good; Languages Green Speech, Whale
Skills Athletics +29, Endurance +29, Perception +30
Str 28; Dex 16; Wis 30
Con 28; Int 32; Cha 25
 

log in or register to remove this ad



the Jester

Legend
PHANTASMAL SLAYER

The horrors known as phantasmal slayers are literally fear incarnate. They exist only to terrify others- to death, if at all possible. They have no true form, but appear to all observers as an amalgamation of their greatest fears.

Phantasmal slayers originate in the depths of the Abyss.

PHANTASMAL SLAYER FRIGHTENER--- Level 14 Controller
Medium immortal magical beast--- XP 1000
---
Initiative +12; Senses Perception +10
Terrifying Presence (fear) aura 3; if a creature enters or starts its turn in the aura, it makes an immediate saving throw; if it fails, it cannot move closer to the phantasmal slayer until the beginning of its next turn.
HP 100; Bloodied 50
AC 27; Fortitude 25; Reflex 25; Will 28
Immune fear; Resist insubstantial
Speed fly 8 (hover); phasing
---
[Melee basic] Frightful Caress (standard; at will) Fear, Psychic: +18 vs. Will; 2d8+6 psychic damage.

[Area] Field of Terrors (standard; at will) Fear: Burst 4 within 10; attacks each creature in burst; +16 vs. Will; target slides 2 and is weakened (save ends).

[Area] Disorienting Dread (standard; recharge 6) Fear, Psychic: Burst 2 within 10; attacks each enemy in burst; +16 vs. Will; Hit: 4d8+6 psychic damage, and target is slowed and dazed (save ends both).
---
Alignment chaotic evil; Languages Abyssal; telepathy 16
Skills Intimidate +19
Str 8; Dex 21; Wis 17
Con 20; Int 20; Cha 26


PHANTASMAL SLAYER HOPE-CRUSHER--- Level 17 Skirmisher
Medium immortal magical beast--- XP 1600
---
Initiative +15; Senses Perception +11
HP 118; Bloodied 59
AC 29; Fortitude 27; Reflex 27; Will 30
Immune fear; Resist insubstantial
Speed fly 8 (hover); phasing
---
[Melee basic] Frightful Caress (standard; at will) Fear, Psychic: +20 vs. Will; 2d8+7 psychic damage.

[Melee] No Escape (standard; at will) Teleportation: The phantasmal slayer hope-crusher teleports adjacent to a bloodied enemy within 10 and makes an attack: +20 vs. Will; 2d8+7 psychic damage, plus target is weakened (save ends).

[Ranged] Lethal Terror (standard; recharge 5 6) Fear, Psychic: Range 10; +20 vs. Will; 4d8+7 psychic damage and the target loses a healing surge.
---
Alignment chaotic evil; Languages Abyssal; telepathy 16
Skills Intimidate +21
Str 8; Dex 21; Wis 17
Con 21; Int 20; Cha 27
 

the Jester

Legend
ALKILITH--- Level 14 Soldier

An alkilith is a quivering mass of Abyssal phosphorescent green corruption, overgrown with a cracked, leathery coating and constantly emitting foul vapors and bursts of fluid. Thick, pustulent knobs that resemble eyes dot its surface. Alkiliths serve Juiblex, the Faceless Lord.
Medium immortal magical beast (demon, ooze)--- XP 1000
---
Initiative +14; Senses Perception +10
Noxious Vapors (poison) aura 2; each creature in the aura takes a -2 on attack rolls.
HP 144; Bloodied 72
AC 30; Fortitude 28; Reflex 26; Will 24
Immune disease, poison; Resist acid 20
Speed 6
---
[Melee basic] Slimy Slam (standard; at will) Acid, Poison: +19 vs. AC; 2d6+6 acid and poison damage, plus ongoing 5 acid and poison.

[Close] Toxic Cloud (standard; recharge 5 6) Poison: Burst 1; +15 vs. Fortitude; Hit: 3d10+6 poison damage, plus target is dazed and weakened (save ends both); Miss: half damage, and target is dazed until the end of its next turn.

Amorphous Form: An alkilith can squeeze through an opening as small as 1” in diameter.
---
Alignment chaotic evil; Languages Abyssal
Skills Endurance +19
Str 16; Dex 20; Wis 17
Con 24; Int 14; Cha 13
 

Rechan

Adventurer
Terrifying Presence is vicious. Especially when they start their turn and have to make a save just to approach (or the stalker backs the hell up). I like the Stalkers. :)
 

catsclaw227

First Post
I am looking for a Mohrg - 14th or 15th level.

Also, if you can do a couple extra Spawn of Kyuss that are between 10th and 13th level, that would be awesomeness.
 


the Jester

Legend
BRAIN COLLECTOR

These strange aberrations are terrifyingly alien and menacingly powerful. Mixing the ultimate in hideous appearance with a terrifying indifference to all non-aberrant life and a desire to collect the brains of intelligent creatures, which they use to fuel their own powers, brain collectors are extremely dangerous enemies.

Brain collectors call themselves neh-thalggu. They are known to associate with other aberrations, such as mind flayers and uvuudaum.


BRAIN COLLECTOR HEADHUNTER--- Level 14 Soldier
Large aberrant magical beast--- XP 1000
---
Initiative +10; Senses Perception +12; darkvision
HP 137; Bloodied 68
AC 30; Fortitude 26; Reflex 28; Will 26
Speed 7
---
[Melee basic] Bite (standard; at will): +21 vs. AC; 2d8+6 damage.

[Close] Horrifying Visage (minor; encounter): Blast 3; +17 vs. Will; the target is weakened (save ends).

[Ranged] Brain Snatch (standard; recharge 6) Psychic: Range 8; +19 vs. Will; 4d8+6 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 34 hit points and it recharges one expended power of its choice, including this one.
---
Alignment evil; Languages Deep Speech
Str 20; Dex 13; Wis 20
Con 17; Int 24; Cha 20


BRAIN COLLECTOR CEPHALOMAGE--- Level 14 Artillery
Large aberrant magical beast--- XP 1000
---
Initiative +8; Senses Perception +12
HP 107; Bloodied 53
AC 26; Fortitude 24; Reflex 28; Will 26
Speed 7
---
[Melee basic] Bite (standard; at will): +21 vs. AC; 2d8+6 damage.

[Ranged] Force Missile (standard; at will) Force: Range 20; targets one or two targets within 2 squares of each other; +19 vs. Reflex; 2d6+6 force damage.

[Area] Frost Blast (standard; encounter) Cold: Burst 3 within 12; +17 vs. Fortitude; Hit: 3d10+6 cold damage and target is slowed (save ends); Miss: half damage and target is not slowed.

[Ranged] Brain Snatch (standard; recharge 6) Psychic: Range 8; +19 vs. Will; 4d8+6 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 26 hit points and it recharges one expended power of its choice, including this one.
---
Alignment evil; Languages Deep Speech
Str 16; Dex 13; Wis 21
Con 17; Int 25; Cha 20


BRAIN COLLECTOR ADRENIST--- Level 16 Brute
Large aberrant magical beast--- XP 1400
---
Initiative +9; Senses Perception +13
HP 195; Bloodied 97
AC 26; Fortitude 28; Reflex 28; Will 26
Speed 7
---
[Melee basic] Bite (standard; at will): +19 vs. AC; 3d8+5 damage.

[Ranged] Brain Snatch (standard; encounter) Psychic: Range 8; +17 vs. Will; 4d12+7 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 48 hit points and it recharges one expended power of its choice, including this one.

Adrenal Surge (minor; recharges when wounded): The brain collector adrenist takes a move action.
---
Alignment evil; Languages Deep Speech
Str 20; Dex 13; Wis 21
Con 25; Int 25; Cha 20



BRAIN COLLECTOR CEREBRAL CELEBRANT--- Level 29 Controller
Large aberrant magical beast--- XP 15,000
---
Initiative +17; Senses Perception +21
HP 264; Bloodied 132
AC 43; Fortitude 39; Reflex 43; Will 41
Speed 7
---
[Melee basic] Bite (standard; at will): +34 vs. AC; 3d8+5 damage.

[Close] Cerebral Lockdown (standard; encounter) Psychic: Burst 3; attacks each living creature in burst; +31 vs. Will; Hit: 4d12+9 psychic damage and target is dazed and immobilized (save ends); Miss: half damage and target is slowed (save ends).

[Range] Violating Probe (standard; recharge 5 6) Psychic: Range 20; +33 vs. Will; 3d8=10 psychic damage and target is stunned (save ends).

[Melee] Foul Sweat (immediate reaction; when hit by a melee attack; at will) Poison: The brain collector cerebral celebrant makes an attack on the creature attacking it: +33 vs. Fortitude; Hit: 2d8+10 poison damage, plus ongoing 5 poison damage and target is weakened (save ends); Miss: half damage, and the target neither suffers ongoing damage nor is weakened.

[Ranged] Brain Snatch (standard; recharge 6) Psychic: Range 8; +34 vs. Will; 5d10+9 damage. If this is enough damage to kill the victim, its brain teleports into one of the brain collector’s collection sacs, it regains 26 hit points and it recharges one expended power of its choice, including this one.
---
Alignment evil; Languages Deep Speech
Str 21; Dex 15; Wis 24
Con 24; Int 31; Cha 27
 
Last edited:

the Jester

Legend
PENANGGALAN

A penanggalan is a horrifying undead monstrosity. During daylight hours, it appears as a female humanoid of any type (most commonly human). At night, however, its head and guts detach from the rest of its body, and it becomes a ravenous, bloodthirsty monster. It prefers to attack children and pregnant women, and always prefers sleeping or helpless prey.

Before dawn, a penanggalan must soak its viscera in vinegar for at least twenty minutes in order to reduce their swelling and bloating enough for them to fit back inside the rest of her body.

Penanggalan prefer to operate by deceit, and often try to insinuate themselves into groups of people during the day in order to choose a victim. They always leave before dusk, so as to conceal the moment of their transformation and their true nature.

PENANGGALAN VISCERENT--- Level 14 Skirmisher
Medium shadow magical beast (undead)--- XP 1000
---
Initiative +14; Senses Perception +10; darkvision
HP 136; Bloodied 68
AC 28; Fortitude 28; Reflex 26; Will 25
Speed fly 6 (hover)
---
[Melee basic] Bite (standard; at will): +19 vs. AC; 1d6+7 damage.

[Melee] Gut Grab (standard; at will): +17 vs. Reflex; 1d8+7 damage, plus target is grabbed (until escape).

[Melee] Blood Drain (standard; only against a grabbed target; at will): +17 vs. Fortitude; 2d8+7 damage and the target loses a healing surge.

Ghastly Flight (move; at will): The penanggalan shifts 6.
---
Alignment evil; Languages Common
Skills Bluff +16, Stealth +17
Str 24; Dex 20; Wis 17
Con 16; Int 14; Cha 18


PENANGGALAN STALKER--- Level 15 Lurker
Medium shadow magical beast (undead)--- XP 1200
---
Initiative +18; Senses Perception +10; darkvision
HP 112; Bloodied 56
AC 29; Fortitude 27; Reflex 29; Will 26
Speed fly 6 (hover)
---
[Melee basic] Bite (standard; at will): +20 vs. AC; 1d6+7 damage.

[Melee] Deadly Surprise (standard; only with combat advantage; at will): +20 vs. AC; 3d6+6 damage and target loses a healing surge.

[Melee] Blood Drain (standard; only with combat advantage; at will): +18 vs. Fortitude; 2d8+7 damage and the target loses a healing surge.

[Ranged] Hypnotic Glance (minor; recharge 5 6): Range 12; +18 vs. Will; target is dazed (save ends).

Ghastly Flight (move; at will): The penanggalan shifts 6.
---
Alignment evil; Languages Common
Skills Bluff +16, Stealth +19
Str 20; Dex 24; Wis 17
Con 16; Int 14; Cha 18
 

Remove ads

Top