4th Level Monster Conversions

the Jester

Legend
CRAB
Source:
1e Monster Manual (giant crab); 3e Eberron Campaign Setting (carcass crab); 3.5e Monster Manual III (siege crab).

Crabs come in all shapes and sizes. Most are small enough that they present no danger to man, but there are exceptional specimens, and given the sheer number of crabs that crawl in the oceans of Cydra, some of these exceptions are exceptional indeed.

Delicious and Useful: Many types of crabs, properly cooked, are a delicious part of the diet of folk that live near the sea. The shells of giant crabs can be used in building, decoration or (properly treated) in the construction of armor. Many seaside villages rejoice when a giant crab is spotted nearby despite the danger it presents to the community, for it is also an opportunity.

Giant Crab --- Level 4 Soldier
Small natural beast (aquatic) --- XP 175
HP 59; Bloodied 29 Initiative +6
AC 20; Fortitude 18; Reflex 16; Will 16 Perception +4
Speed 5

TRAITS
Aquatic

The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

Stability
Whenever an effect would knock the giant crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.

STANDARD ACTIONS
(mbasic) Claw * At Will

Requirement: The giant crab may not have more than one creature grabbed.
Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 2d8+3 damage and the target is grabbed (escape DC 14).

(melee) Squeeze * At Will
Attack: Melee 1 (each creature grabbed by the giant crab); +5 vs. Fortitude.
Hit: 1d8+5 damage.
Effect: The grab ends.
---
Str 16 Dex 14 Wis 14
Con 19 Int 1 Cha 5
Alignment unaligned Languages -

Crab Swarm --- Level 7 Skirmisher
Medium natural beast (aquatic, swarm) --- XP 300
HP 80; Bloodied 40 Initiative +10
AC 21; Fortitude 19; Reflex 21; Will 18 Perception +6
Speed 6
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks

TRAITS
Crab Swarm * Aura 1

Any creature that ends its turn in the aura takes 5 damage.

Aquatic
The crab swarm can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

Swarm
The crab swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The crab swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

STANDARD ACTIONS
(mbasic) Clinging Crabs * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d8+5 damage and ongoing 5 damage (save ends).
Effect: The crab swarm shifts 1 square.
---
Str 7 Dex 20 Wis 15
Con 16 Int 1 Cha 6
Alignment unaligned Languages -

Monstrous Crab --- Level 9 Skirmisher
Medium natural beast (aquatic) --- XP 400
HP 98; Bloodied 49 Initiative +9
AC 23; Fortitude 24; Reflex 20; Will 21 Perception +7
Speed 5

TRAITS
Aquatic

The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.

STANDARD ACTIONS
(mbasic) Claw * At Will

Requirement: The monstrous crab may not have a creature grabbed.
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 3d8+4 damage, plus the target is grabbed (escape DC 17).

(melee) Crush * At Will
Attack: Melee 1 (one creature grabbed by the monstrous crab); +12 vs. Fortitude.
Hit: 2d12+8 damage. On a critical hit, the target is also stunned (save ends).
Miss: Half damage.

MOVE ACTIONS
Scuttle * Recharge 5 6

Effect: The monstrous crab shifts 2 squares. If it has a creature grabbed, it pulls that creature up to 2 squares to a space adjacent to the monstrous crab.
---
Str 20 Dex 16 Wis 16
Con 18 Int 1 Cha 5
Alignment unaligned Languages -

Carcass Crab --- Level 15 Lurker
Large natural beast (aquatic) --- XP 1,200
A carcass crab is an immense crab that prefers to scavenge from battlefields, using the corpses spread all around it as camouflage as it feasts. A carcass crab is covered with spines that end up bristling with gore and parts of bodies, bits of banners and the like, further enhancing the monster's disguise.
HP 114; Bloodied 57 Initiative +15
AC 29; Fortitude 30; Reflex 26; Will 26 Perception +11
Speed 6

TRAITS
Spines (poison) * Aura 1

A creature in the aura that makes a melee attack against the carcass crab takes 5 damage plus ongoing 5 poison damage (save ends).

Aquatic
The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 2 (one creature); +20 vs. AC.
Hit: 4d8+5 damage. If the carcass crab was hidden at the start of its turn, it also grabs the target (escape DC 22).

(melee) Crush * At Will
Attack: Melee 2 (one grabbed creature); +18 vs. Fortitude.
Hit: 6d8+7 damage and the grab ends.
Miss: Half damage and the grab ends.

Battlefield Camouflage * At Will
Effect: The carcass crab moves 3 squares. If it ends this move with cover or concealment, it may make a Stealth check to hide as a free action.
---
Skills Stealth +16 (+21 on a battlefield)
Str 23 Dex 19 Wis 19
Con 18 Int 3 Cha 11
Alignment unaligned Languages -

Siege Crab --- Level 20 Soldier
Gargantuan natural beast (aquatic) --- XP 2,800
Siege crabs are immense crabs used by various aquatic races as troop transports. These great crabs are so large that it actually carries other creatures within its grotesquely thick shell with it. A siege crab can contain up to 16 medium or small creatures or 4 large creatures in its shell. While in the shell, a creature can take no actions except free actions and has line of sight and line of effect only to other creatues within the shell.
HP 191; Bloodied 95 Initiative +17
AC 36; Fortitude 35; Reflex 31; Will 32 Perception +16
Speed 6

TRAITS
Aquatic

The crab can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

Thick Shell
While it is not bloodied, the siege crab gains resist 10 acid, cold, fire, lightning, poison and weapons. While it is bloodied, the siege crab gains vulnerable 10 all.

Stability
Whenever an effect would knock the crab prone, it makes a saving throw. If it succeeds, it is not knocked prone.

STANDARD ACTIONS
(mbasic) Huge Claw * At Will

Attack: Melee 3 (one creature); +25 vs. AC.
Hit: 3d8+15 damage, and the siege crab gains threatening reach 3 against the target until the beginning of the siege crab's next turn.

(melee) Trample * Recharge 6
Effect: The siege crab moves up to 6 squares. It can pass through other creatures' spaces during this movement.
Attack: Melee 0 (each creature whose space the siege crab moves through); +21 vs. Fortitude.
Hit: 3d10+10 damage and the target is knocked prone.

MINOR ACTIONS
Disgorge Troops * At Will

Requirement: The siege crab must have troops within it.
Effect: Up to four creatures that are within the siege crab's shell appear in empty spaces adjacent to it. These creatures roll for initiative immediately upon exiting the crab.
---
Skills Endurance +21
Str 26 Dex 20 Wis 23
Con 23 Int 2 Cha 7
Alignment unaligned Languages -
 

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the Jester

Legend
GEAR HOUND
Source:
Homebrew.

A gear hound is a clockwork mechanical dog driven by steam power. Typically used as a guard or attack animal by mad wizards or powerful tinkers, gear hounds often give off puffs of steam and sometimes leave trails of water or oil behind them.

Unmotivated: Without a controller, a gear hound is quiescent. While it will defend itself if attacked, a party of adventurers could pass by a pack of uncontrolled gear hounds unmolested as long as they did not strike first. In some cases, however, clever creatures with gear hounds under their control have used this trait to lull adversaries into a false sense of security, letting them pass through a great number of gear hounds before springing the trap.

Easily Subverted: Likewise, a gear hound is easily subverted by informational entities such as Master Control that can inhabit mechanical beings. This unfortunate trait has led to more than one instance of a pack of gear hounds turning upon their master when something else gained control of them.

Gear Hound --- Level 4 Soldier
Medium natural beast (construct) --- XP 175
HP 57; Bloodied 28 Initiative +6
AC 20; Fortitude 18; Reflex 16; Will 14 Perception +9
Speed 8

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 1d10+7 damage and the target is grabbed (escape DC 10).

(melee) Worry * At Will
Attack: Melee 1 (one grabbed creature); +7 vs. Fortitude.
Hit: 2d8+3 damage and the target is stunned until the end of its next turn.
Miss: Half damage.
Effect: The grab ends.

TRIGGERED ACTIONS
Oily Discharge * Encounter

Trigger: The gear hound is first bloodied.
Effect (No Action): The gear hound's space becomes oily until the end of the encounter. Any creature that enters the square must make an Acrobatics check, DC 14, or fall prone.
---
Str 19 Dex 15 Wis 15
Con 17 Int 5 Cha 8
Alignment unaligned Languages -

Uncontrolled Gear Hound --- Level 10 Minion Soldier
Medium natural beast (construct) --- XP 125
HP 1; a missed attack never damages a minion Initiative +9
AC 26; Fortitude 24; Reflex 22; Will 20 Perception +12
Speed 8

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 9 damage, and the target is grabbed (escape DC 13). While grabbed by the gear hound, the target grants combat advantage.

TRIGGERED ACTIONS
Oily Discharge * Encounter

Trigger: The gear hound is reduced to 0 hit points.
Effect (No Action): The gear hound's space becomes oily until the end of the encounter. Any creature that enters the square must make an Acrobatics check, DC 18, or fall prone.
---
Str 19 Dex 15 Wis 15
Con 17 Int 5 Cha 8
Alignment unaligned Languages -
 

Attachments

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the Jester

Legend
SCREAMING DEVILKIN
Source:
1e Fiend Folio. (Note: This is one of the only 1e monsters that has never officially been updated to any later edition to the best of my knowledge.)

The screaming devilkin is a small creature that resembles a winged human baby with a forked tail. Despite its appearance and name, the screaming devilkin is not actually related to true devils in any way. The actual origins of the screaming devilkin are unknown, but they are the spawn of some sort of astral dominion. Sages speculate that the screaming devilkin might be intentionally designed, either to allow some sort of infiltration of Hell, or to provoke the response of creatures that encounter them.

Although they do seem to enjoy devouring flesh and blood, screaming devilkin can live indefinitely without food or drink and do not need to sleep. Although they can speak, they rarely do so, instead choosing to constantly scream. (A speaking devilkin must deactivate its aura.)

Screaming Devilkin --- Level 4 Controller
Small immortal humanoid --- XP 175
HP 55; Bloodied 27 Initiative +6
AC 16; Fortitude 16; Reflex 18; Will 18 Perception +5
Speed 4, fly 6 Darkvision
Immune deafened; Resist 10 thunder

TRAITS
Constant Screaming (thunder) * Aura 3

Any creature within the aura is deafened. Each creature that ends its turn in the aura takes 5 thunder damage.

STANDARD ACTIONS
(mbasic) Tail Poke * At Will

Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 1d10 damage.

(close) Shriek of Doom (thunder) * Encounter
Attack: Close blast 4 (each creature in the blast); +7 vs. Fortitude.
Hit: 2d6 thunder damage and the target is stunned until the end of its next turn.
---
Str 6 Dex 18 Wis 16
Con 15 Int 12 Cha 19
Alignment chaotic evil Languages Common, Supernal (must deactivate aura to speak)
 

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the Jester

Legend
And with that, my 4th level monster list is up to MM3 standards, barring monsters with official 4e versions. I hope some folks are still getting use out of these conversions- I know I am (well, currently mostly in the 13th-20th level range, but still).
 

Balesir

Adventurer
Yup, I'm still lovin' these B-) It looks increasingly like DDN won't really have anything to draw me to it, at least to begin with, so I anticipate playing 4e for some considerable while, yet.

I have to say, though, that "Gear Hound" sounds like a good description of certain players of my acquaintance...
 

the Jester

Legend
Yup, I'm still lovin' these B-) It looks increasingly like DDN won't really have anything to draw me to it, at least to begin with, so I anticipate playing 4e for some considerable while, yet.

I have to say, though, that "Gear Hound" sounds like a good description of certain players of my acquaintance...

Snicker!

Just FYI, these threads are migrating to the House Rules/Homebrews forum. The first three levels are already over there, and I anticipate the others following in short order. Just so you don't lose track of them.
 


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