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1st-Level Monster Conversions
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<blockquote data-quote="redrover" data-source="post: 4400401" data-attributes="member: 70799"><p><em>Side Note:</em> BTW, the best <strong><u>Al-Mi’raj</u></strong> encounter I’ve heard of was a tiny Wild Hunt in which they were mounts for <strong><u>Grigs.</u></strong> </p><p> </p><p> <strong>Level 1 Monster Suggestions:</strong></p><p> </p><p> <strong><u>Jermlaine</u></strong> (no Underdark is complete without them)</p><p> <strong><u>Bookworm</u> </strong>(more of a trap than a monster, per se)</p><p> </p><p> <strong><u>Bat, carnivorous, swarm</u></strong> + swarms of other types, say, <strong><u>scarab beetles</u></strong> (for mummy tombs).</p><p> </p><p> <strong><u>Animal Skeletons</u></strong> (Small): Might be a template.</p><p> </p><p> <strong><u>Raven Messenger</u></strong> Not a combat encounter, but an incident. The message might not be for the party, or it might. It might be an important clue, irrelevant, or perhaps a red herring. A small XP award is gained if you handle the message appropriately (follow it, file it, pitch it). You blow the encounter if you kill the messenger. Frequency should be no more common than 1 in 20, though.</p><p> </p><p> I could even see occasionally breaking the fourth wall with this: If someone is within a few points of leveling – “message from the DM: ‘Ding! Enjoy your new level’”</p><p> </p><p> <strong><u>Mule</u></strong> Yeah, I know about dwarves, but this is a sentimental favorite. Required details include a purchase cost and tack details (bit/bridal, saddle option, saddlebags/panniers and their costs, weights, and load capacities). Mule loading must be given, and mules should get the dwarf “Encumbered Speed” trait. Note that mules can be hobbled and tend to stay in one place, so you can leave them on their own for a short time. Also note they can negotiate dungeon stairs and narrow ledges (Surefooted trait).</p><p> </p><p> You might take a look at the lowest level <strong><u>Gingwatzim</u></strong> (the <em><u>Tim</u></em>?)</p><p> </p><p> <em>Here’s a druid power I’ve posted elsewhere:</em></p><p> </p><p> <strong><u>Gnat Swarm:</u></strong> Ranged power, one target (or maybe 0-1-2 area by Tier). Opponent takes small damage from it each turn (2/6/10) unless he burns his <em>standard action</em> defending against it (*shoo!*). (The druid must use a minor action to sustain it, but there’s no reason this can’t be a free-standing effect as well.) </p><p> </p><p> While the power is stationary, a monster version should move about 3, so you can outrun it in good terrain, but if you’re slowed or in rough, it can catch up. The swarm is not intelligent, so it won’t ever double-move. They might be effectively invisible until you enter their square (or vice versa), and they might be able to sense and track warm-blooded creatures within, say, 20 squares. Maybe dense smoke or 5 points of fire damage might disperse the monster version – a fire critical of any sort or a gust-of-wind spell effect might also get rid of them.</p><p> </p><p> <strong>Pixie Trickster</strong> (not a combat encounter, but a prank, clue, or minor aid if you negotiate. Maybe as per Jack Vance’s Cugel, the ability to curse you if you kill it.)</p><p> </p><p> <strong>Leeches,</strong> disease-carrying (more of a trap).</p><p> (<em><u>Giant leeches</u></em> might be higher level.)</p><p> </p><p> <strong>Elemental Minions</strong></p><p> You might look into water/fire <u><strong>Manikins</strong></u>—one-foot humanoid elemental types, possibly minions, that show up in small packs. Maybe even summoned by an “Elemental Servant” power much like “Unseen Servant” or ”Summon Monster 1” from earlier editions.</p><p> </p><p> For fire, you might just use a <u><strong>dancing flame</strong></u> of some sort. Immune to weapons, vulnerable to water. Fire damage adds temporary hit points. Invisible in flame bigger than it is. Tiny size, about like a torch flame.</p><p> </p><p> For water, you might use a <u>water-weird</u>-like version of the <u>throat leech.</u> (a Guulph?) You can spit it out on a save. It’s vulnerable to fire, invisible in a larger body of water, and so on. Tiny size.</p><p> </p><p> <em>Also in the spirit of 1e</em></p><p> </p><p> <strong><u>Bandits/Footpads</u></strong><u>,</u> Human minions. Basically thug/rogue types in leather. Footpads would be uncommonly stealthy and maybe get a basic backstab. In 4e, these should probably be pegged about Level 2, along with Human Rabble.</p><p> </p><p> Just for comparison, I dug out the OD&D <em>Greyhawk</em> Supplement encounter list:</p><p> </p><p> <em>[Level] 1</em></p><p> Kobolds</p><p> Goblins</p><p> Orcs</p><p> Skeletons</p><p> Giant Rats</p><p> Centipedes</p><p> Bandits/Berserkers</p><p> Spiders</p><p> Stirges</p><p> Footpads</p><p> Dwarves/Elves</p><p> Gelatinous Cube</p><p> </p><p> However, the GC seems a wee bit tougher than 1st level in 4e.</p><p> </p><p> The scaling in 4e suggest that only creatures in the ½-Hit Die range or less should be considered for a 1st-level monster list (these used to be called level-0 monsters). Even tribal goblins (previously at 1-1 HD) seemed pegged at Level 2 for the warriors.</p><p> </p><p> All of these may be enough. After 8-9 encounters, who needs 1st-level monsters anymore?</p><p> </p><p> When you get to your Level 2-3 list, I would suggest:</p><p> </p><p> <span style="font-size: 12px"><strong>FLIGHTGAUNT SKELETON</strong></span><span style="font-size: 10px">---Level 2 Minion</span></p><p>Medium natural animate (undead) --- XP 31</p><p>---</p><p><strong>Initiative</strong> +6; <strong>Senses </strong>Perception +3</p><p><strong>HP</strong> 1; a missed attack never damages a minion</p><p> <strong>AC </strong>17; <strong>Fortitude </strong>14; <strong>Reflex </strong>15; <strong>Will </strong>14</p><p></p><p><strong>Immune</strong> disease, poison</p><p><strong>Speed </strong>2 (clumsy); fly10</p><p>---</p><p><strong>Boney Hands</strong> (standard; at-will) </p><p> +8 vs. AC; 5 damage</p><p> </p><p><strong>Flyby Attack</strong>(standard; at-will):</p><p> The flightgaunt skeleton flies up to 10 squares and makes one basic melee attack at any point during that movement. The skeleton doesn't provoke attacks of opportunity when moving away from the target of the attack.</p><p> </p><p> <strong>Alignment:</strong> unaligned; <strong>Languages </strong>-</p><p></p><p><strong>Str </strong>15 (+3); <strong>Dex </strong>17 (+4); <strong>Wis</strong>14 (+3)</p><p><strong>Con </strong>15 (+3); <strong>Int </strong>3 (–3); <strong>Cha </strong>10 (+0)</p><p> </p><p> <strong>Equipment:</strong> None.</p><p> </p><p> Flightgaunt skeletons do not have feet and may not have legs. They are usually wrapped in tattered winding sheets that flap or flutter as they fly.</p><p> </p><p> FLIGHTGAUNT SKELETON TACTICS</p><p> Flightgaunt skeletons close at their best speed and swoop to the attack with ear-piercing shrieks. No more than two attack the same creature in a round. The others circle and gibber if no other targets are available.</p><p> </p><p> (<em>Notes:</em> What makes these pack-hunters dangerous is that they are too fast to outrun. They are inspired by some flying haunts I saw in an old Italian Hercules/Underworld movie years ago.)</p></blockquote><p></p>
[QUOTE="redrover, post: 4400401, member: 70799"] [I]Side Note:[/I] BTW, the best [B][U]Al-Mi’raj[/U][/B] encounter I’ve heard of was a tiny Wild Hunt in which they were mounts for [B][U]Grigs.[/U][/B] [B]Level 1 Monster Suggestions:[/B] [B][U]Jermlaine[/U][/B] (no Underdark is complete without them) [B][U]Bookworm[/U] [/B](more of a trap than a monster, per se) [B][U]Bat, carnivorous, swarm[/U][/B] + swarms of other types, say, [B][U]scarab beetles[/U][/B] (for mummy tombs). [B][U]Animal Skeletons[/U][/B] (Small): Might be a template. [B][U]Raven Messenger[/U][/B] Not a combat encounter, but an incident. The message might not be for the party, or it might. It might be an important clue, irrelevant, or perhaps a red herring. A small XP award is gained if you handle the message appropriately (follow it, file it, pitch it). You blow the encounter if you kill the messenger. Frequency should be no more common than 1 in 20, though. I could even see occasionally breaking the fourth wall with this: If someone is within a few points of leveling – “message from the DM: ‘Ding! Enjoy your new level’” [B][U]Mule[/U][/B] Yeah, I know about dwarves, but this is a sentimental favorite. Required details include a purchase cost and tack details (bit/bridal, saddle option, saddlebags/panniers and their costs, weights, and load capacities). Mule loading must be given, and mules should get the dwarf “Encumbered Speed” trait. Note that mules can be hobbled and tend to stay in one place, so you can leave them on their own for a short time. Also note they can negotiate dungeon stairs and narrow ledges (Surefooted trait). You might take a look at the lowest level [B][U]Gingwatzim[/U][/B] (the [I][U]Tim[/U][/I]?) [I]Here’s a druid power I’ve posted elsewhere:[/I] [B][U]Gnat Swarm:[/U][/B] Ranged power, one target (or maybe 0-1-2 area by Tier). Opponent takes small damage from it each turn (2/6/10) unless he burns his [I]standard action[/I] defending against it (*shoo!*). (The druid must use a minor action to sustain it, but there’s no reason this can’t be a free-standing effect as well.) While the power is stationary, a monster version should move about 3, so you can outrun it in good terrain, but if you’re slowed or in rough, it can catch up. The swarm is not intelligent, so it won’t ever double-move. They might be effectively invisible until you enter their square (or vice versa), and they might be able to sense and track warm-blooded creatures within, say, 20 squares. Maybe dense smoke or 5 points of fire damage might disperse the monster version – a fire critical of any sort or a gust-of-wind spell effect might also get rid of them. [B]Pixie Trickster[/B] (not a combat encounter, but a prank, clue, or minor aid if you negotiate. Maybe as per Jack Vance’s Cugel, the ability to curse you if you kill it.) [B]Leeches,[/B] disease-carrying (more of a trap). ([I][U]Giant leeches[/U][/I] might be higher level.) [B]Elemental Minions[/B] You might look into water/fire [U][B]Manikins[/B][/U]—one-foot humanoid elemental types, possibly minions, that show up in small packs. Maybe even summoned by an “Elemental Servant” power much like “Unseen Servant” or ”Summon Monster 1” from earlier editions. For fire, you might just use a [U][B]dancing flame[/B][/U] of some sort. Immune to weapons, vulnerable to water. Fire damage adds temporary hit points. Invisible in flame bigger than it is. Tiny size, about like a torch flame. For water, you might use a [U]water-weird[/U]-like version of the [U]throat leech.[/U] (a Guulph?) You can spit it out on a save. It’s vulnerable to fire, invisible in a larger body of water, and so on. Tiny size. [I]Also in the spirit of 1e[/I] [B][U]Bandits/Footpads[/U][/B][U],[/U] Human minions. Basically thug/rogue types in leather. Footpads would be uncommonly stealthy and maybe get a basic backstab. In 4e, these should probably be pegged about Level 2, along with Human Rabble. Just for comparison, I dug out the OD&D [I]Greyhawk[/I] Supplement encounter list: [I][Level] 1[/I] Kobolds Goblins Orcs Skeletons Giant Rats Centipedes Bandits/Berserkers Spiders Stirges Footpads Dwarves/Elves Gelatinous Cube However, the GC seems a wee bit tougher than 1st level in 4e. The scaling in 4e suggest that only creatures in the ½-Hit Die range or less should be considered for a 1st-level monster list (these used to be called level-0 monsters). Even tribal goblins (previously at 1-1 HD) seemed pegged at Level 2 for the warriors. All of these may be enough. After 8-9 encounters, who needs 1st-level monsters anymore? When you get to your Level 2-3 list, I would suggest: [SIZE=3][B]FLIGHTGAUNT SKELETON[/B][/SIZE][SIZE=2]---Level 2 Minion[/SIZE] Medium natural animate (undead) --- XP 31 --- [B]Initiative[/B] +6; [B]Senses [/B]Perception +3 [B]HP[/B] 1; a missed attack never damages a minion [B]AC [/B]17; [B]Fortitude [/B]14; [B]Reflex [/B]15; [B]Will [/B]14 [B]Immune[/B] disease, poison [B]Speed [/B]2 (clumsy); fly10 --- [B]Boney Hands[/B] (standard; at-will) +8 vs. AC; 5 damage [B]Flyby Attack[/B](standard; at-will): The flightgaunt skeleton flies up to 10 squares and makes one basic melee attack at any point during that movement. The skeleton doesn't provoke attacks of opportunity when moving away from the target of the attack. [B]Alignment:[/B] unaligned; [B]Languages [/B]- [B]Str [/B]15 (+3); [B]Dex [/B]17 (+4); [B]Wis[/B]14 (+3) [B]Con [/B]15 (+3); [B]Int [/B]3 (–3); [B]Cha [/B]10 (+0) [B]Equipment:[/B] None. Flightgaunt skeletons do not have feet and may not have legs. They are usually wrapped in tattered winding sheets that flap or flutter as they fly. FLIGHTGAUNT SKELETON TACTICS Flightgaunt skeletons close at their best speed and swoop to the attack with ear-piercing shrieks. No more than two attack the same creature in a round. The others circle and gibber if no other targets are available. ([I]Notes:[/I] What makes these pack-hunters dangerous is that they are too fast to outrun. They are inspired by some flying haunts I saw in an old Italian Hercules/Underworld movie years ago.) [/QUOTE]
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