6th level monster conversions!

the Jester

Legend
EDIT: Strange as it may be, there's an official version of the thorny, so I shan't update it to MM3 standards unless someone asks me to.

THORNY--- Level 6 Skirmisher

Thornies are plants that appear very hound-like. They are cultivated by (and almost always encountered with) vegepygmies. Thornies can be used as mounts, but taming a thorny is difficult for a non-plant creature.

Medium natural beast (mount, plant)--- XP 250
---
Initiative +8; Senses Perception +4
HP 71; Bloodied 35
AC 18; Fortitude 20; Reflex 18; Will 16
Vulnerable 5 fire
Speed 9; forestwalk
---
[Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage.

Moving Defense
(move; at will) Mount: When ridden by a 6th level or higher rider; the thorny moves 6. Until the end of its next turn, it and its rider gain +2 on all defenses.
---
Alignment unaligned; Languages understands Vegepygmie
Str 20; Dex 16; Wis 13
Con 15; Int 4; Cha 8
 
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the Jester

Legend
YOUNG BELKER--- Level 6 Skirmisher
Medium elemental humanoid (air, fire)--- XP 250
---
Initiative +9; Senses Perception +3
Smoky Haze aura 4; all creatures within the aura gain concealment against all creatures other than the belker.
HP 76; Bloodied 38
AC 20; Fortitude 20; Reflex 19; Will 17
Speed 6, fly 7 (hover; maximum altitude 5)
---
[Melee basic] Claw (standard; at will): +11 vs. AC; 1d10+4 damage.

[Melee] Smoke Claws (standard; at will): Only when it starts its turn in smoke form; the belker reaches inside its enemy’s chest to fill its lungs with smoke while its claws are insubstantial. +9 vs. Fortitude; 1d6+4 damage plus ongoing 5.

[Close] Smoke Burst
(standard; encounter): The belker gives out a burst of smoke. Close burst 2; attacks each creature in the burst; +7 vs. Fortitude; 2d4+4 damage and target is slowed and weakened (save ends both); belkers are immune.

Smoke Form (minor; at will): The belker turns into smoke; treat it as if it were insubstantial, except that it cannot travel through solid objects unless they have at least one tiny hole in them. While in smoke form, the belker cannot take any standard actions. The belker remains in smoke form until it spends another minor action to resume its more solid form.
---
Str 14; Dex 18; Wis 11
Con 20; Int 6; Cha 14


BELKER LUNGCRUSHER--- Level 10 Soldier
Large elemental humanoid (air, fire)--- XP 500
---
Initiative +12; Senses Perception +7
Smoky Haze aura 4; all creatures within the aura gain concealment against all creatures other than the belker.
HP 110; Bloodied 55
AC 24; Fortitude 24; Reflex 23; Will 21
Speed 6, fly 7 (hover; maximum altitude 5)
---
[Melee basic] Claw (standard; at will): Reach 2; +17 vs. AC; 2d6+5 damage.

[Melee] Smoke Claws (standard; at will): Reach 2; Only when it starts its turn in smoke form; the belker reaches inside its enemy’s chest to fill its lungs with smoke while its claws are insubstantial. +15 vs. Fortitude; 1d8+5 damage plus ongoing 5.

[Melee] Lung Strike (standard; encounter): Reach 2; +15 vs. Fortitude; Hit: 3d8+5 damage and target is slowed and weakened (save ends both); Miss: half damage and target is weakened (save ends); Effect: target suffers a -2 penalty to Fortitude defense until the end of the encounter.

Smoke Form (minor; at will): The belker turns into smoke; treat it as if it were insubstantial, except that it cannot travel through solid objects unless they have at least one tiny hole in them. While in smoke form, the belker cannot take any standard actions. The belker remains in smoke form until it spends another minor action to resume its more solid form.
---
Str 14; Dex 20; Wis 14
Con 22; Int 7; Cha 15
 

the Jester

Legend
EDIT: As there is an official 4e version of these guys, I'm not going to bother updating my version to MM3 standards.

SPAWN OF KYUSS--- Level 6 Soldier
Medium shadow animate (undead)--- XP 250
---
Initiative +5; Senses Perception +6, darkvision
HP 72; Bloodied 36
AC 22; Fortitude 22; Reflex 19; Will 20
Speed 6
---
[Melee basic] Worm-Ridden Blow (standard; at will) Necrotic: +13 vs. AC; 1d8+4 damage plus 1d8 necrotic.

[Melee] Gift of Kyuss (immediate reaction; upon hitting with a melee attack) Necrotic: A worm leaps from the spawn of Kyuss at the target. +11 vs. Reflex; Hit: 1d6 necrotic plus ongoing 5 necrotic (save ends). At the start of the target’s turn, make a secondary attack: +11 vs. Fortitude; Hit: target is weakened until the end of its turn.

[Close] Terror of the Worms (minor; recharge 6) Fear: Close burst 5; targets all enemies in the burst; +9 vs. Will; Hit: target is pushed 2 squares and suffers a -1 on attacks (save ends); Miss: target is pushed 1 square.

Kyuss’ Spawn: Any creature that is slain by the spawn of Kyuss while it is under the effects of the gift of Kyuss arises in 1d4 rounds as a new spawn of Kyuss.
---
Alignment chaotic evil; Languages Common
Str 20; Dex 14; Wis 16
Con 16; Int 5; Cha 9
 
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the Jester

Legend
A new one- the cave cricket.

CAVE CRICKET
Source:
S4 The Lost Caverns of Tsojcanth.

Cave crickets are giant jumping crickets found in subterranean areas. Although they are not hostile, they can sometimes be dangerous, as they are easily disturbed by light or sound and can cause confusion or injuries, as their powerful legs are capable of delivering a powerful kick.

Cave crickets can be found in nearly any underground environment. They have migrated across the Underdark and entered the Shadowdark and Feydark, where they evolved into new and more dangerous forms than their mundane forebears.

Giant Cave Cricket Level 6 Minion Skirmisher
Small natural beast (insect) XP 63
HP 1; a missed attack never damages a minion Initiative +9
AC 20; Fortitude 18; Reflex 19; Will 18 Perception +3
Speed 6 Darkvision

STANDARD ACTIONS

(mbasic) Kick * At Will
Attack: Melee 1 (one creature); +11 vs. AC.
Hit: 7 damage.

MOVE ACTIONS

Hop * At Will
Effect: The cricket jumps up to 4 squares.
---
Str 10 Dex 19 Wis 10
Con 10 Int 2 Cha 8
Alignment unaligned Languages -

Cave Cricket Swarm Level 10 Skirmisher
Large natural beast (insect, swarm) XP 500
HP 98; Bloodied 49 Initiative +12
AC 24; Fortitude 22; Reflex 23; Will 22 Perception +7
Speed 6 Darkvision
Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks

TRAITS
Kicking Swarm * Aura 1
Each creature that ends its turn in the aura takes 5 damage.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The 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) Hopping Swarm * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 2d8+4 damage, and the swarm may shift up to 3 squares, ignoring difficult terrain.

TRIGGERED ACTIONS

Crickets in All Directions (zone) * Recharge 5 6
Requirement: The swarm must be bloodied.
Trigger: The swarm takes damage from a close or area attack.
Effect (Immediate Reaction: The swarm is removed from play, creating a zone of hopping, panicked crickets in a close burst 2. Any creature that ends its turn within the zone is blinded until the start of its next turn. At the start of the swarm's next turn, the zone ends and the swarm reappears in a space of its choice within the zone.
---
Str 10 Dex 21 Wis 15
Con 10 Int 2 Cha 8
Alignment unaligned Languages -

Vampire Cricket Level 11 Minion Skirmisher
Small shadow beast XP 150
Cave crickets that came to dwell in the Shadowfell have developed a taste for blood. Over many generations, these insects have become far more dangerous than their natural kin.
HP 1; a missed attack never damages a minion Initiative +12
AC 25; Fortitude 22; Reflex 24; Will 23 Perception +8
Speed 6 Darkvision

STANDARD ACTIONS

(mbasic) Kick * At Will
Attack: Melee 1 (one creature); +16 vs. AC.
Hit: 10 damage.

(melee) Bite * At Will
Attack: Melee 1 (one creature); +16 vs. AC.
Hit: 8 damage and the vampire cricket grabs the target (escape DC 13).
Sustain Standard: The cricket sustains the grab and the target takes 11 damage.

MOVE ACTIONS

Hop * At Will
Effect: The cricket jumps up to 4 squares.
---
Str 10 Dex 21 Wis 16
Con 13 Int 2 Cha 8
Alignment unaligned Languages -
 

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the Jester

Legend
Here's another update. I've renamed the "giant jellyfish" the "jellyfish man o' war" (as it was based on the giant Portuguese man o' war in the MM1 but I have no Portugal in my campaign world).

Note that it has above-average hps; that's because of its low defenses and "vulnerable 5 weapons".

JELLYFISH
Source: 1e Monster Manual.

There are many types of jellyfish, not all of which are dangerous, in the oceans of Cydra. While some types are virtually immobile, floating on the tide, others are surprisingly swift. Jellyfish are closely related to oozes.

Jellyfish Man o' War Level 6 Lurker
Large natural beast (aquatic, blind, ooze) XP 250
HP 77; Bloodied 38 Initiative +3
AC 18; Fortitude 20; Reflex 16; Will 18 Perception +4
Speed swim 4 Tremorsense 12
Vulnerable 5 weapons

TRAITS
Cloud of Tentacles (poison) * Aura 4
Any creature that ends its turn in the aura takes 5 poison damage and is slowed (save ends).

Aquatic
The jellyfish can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Ooze
While squeezing, the jellyfish moves at full speed rather than half speed, it doesn't take the -5 penatly to attack rolls, and it doesn't grant combat advantage for squeezing. The jellyfish cannot be knocked prone.

Transparent
While it is in water, the jellyfish gains total concealment against creatures more than 3 squares from it. When creatures first encounter it in the water, until a creature first enters its aura, it requires a Perception check, DC 20, to become aware of the jellyfish.

STANDARD ACTIONS
(mbasic) Stinging Tentacle (poison) * At Will
Attack: Melee 3 (one creature); +9 vs. Fortitude.
Hit: 1d6+4 poison damage, plus ongoing 10 poison damage and the target is immobilized (save ends both).
---
Str 5 Dex 3 Wis 12
Con 20 Int 1 Cha 3
Alignment unaligned Languages -

Stinging Jellyfish Swarm Level 6 Brute
Large natural beast (aquatic, blind, ooze, swarm) XP 250
HP 88; Bloodied 44 Initiative +3
AC 17; Fortitude 20; Reflex 17; Will 18 Perception +5
Speed swim 6 Tremorsense 10
Resist half damage from ranged and melee attacks; Vulnerable 10 against close and area attacks

TRAITS
Stinging Tentacles (poison) * Aura 2
Creatures in the aura gain vulnerable 5 poison.
Aquatic

The jellyfish can breathe water and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Ooze
While squeezing, the jellyfish moves at full speed rather than half speed, it doesn't take the -5 penatly to attack rolls, and it doesn't grant combat advantage for squeezing. The jellyfish cannot be knocked prone.

Swarm
The jellyfish swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The jellyfish 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) Swarm Attack (poison) * At Will
Attack: Melee 1 (one creature); +9 vs. Reflex.
Hit: 2d10+7 poison damage.

TRIGGERED ACTIONS

Instinctive Dispersal * Encounter
Trigger: The jellyfish swarm becomes bloodied.
Effect (Immediate Reaction): The jellyfish swarm disperses and is removed from play until the beginning of its next turn, at which point it returns in any unoccupied space within 3 squares of its starting position.
---
Str 10 Dex 10 Wis 15
Con 18 Int 2 Cha 3
Alignment unaligned Languages -
 

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the Jester

Legend
CATERWAUL
Source:
1e Fiend Folio.

The caterwaul is a feline predator that is exceptionally fleet of foot and as intelligent as a human. A caterwaul is capable of moving either on only its hind legs, keeping a more upright posture, or on all fours, allowing it to move with astonishing speed.

Scattered Prides: Caterwauls prefer a solitary existence except when mating, but live in loose prides scattered over a wide area. When one caterwaul encounters trouble, its packmates sometimes respond to its wails. What first appears to be an encounter with a single caterwaul can sometimes quickly turn into an encounter with the entire pack.

Caterwaul Runner Level 6 Skirmisher
Medium natural magical beast XP 250
HP 68; Bloodied 34 Initiative +11
AC 20; Fortitude 17; Reflex 21; Will 16 Perception +11
Speed 10 Low-light vision

STANDARD ACTIONS


(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +11 vs. AC.
Hit: 1d10+7 damage.

(melee) Running Attack * At Will
Effect: The caterwaul moves up to 5 squares.
Attack: Melee 1 (one creature); +11 vs. AC.
Hit: 1d10+9 damage, the caterwaul pushes the target 1 square and the target falls prone.

(close) Unnerving Caterwaul (fear) * Encounter
Attack: Close blast 4 (enemies in the blast); +7 vs. Will.
Hit: The target is weakened (save ends).

MOVE ACTIONS

Astonishing Reflexes * At Will
Effect: The caterwaul shifts up to 5 squares.
---
Skills Stealth +14
Str 17 Dex 23 Wis 16
Con 12 Int 12 Cha 15
Alignment unaligned Languages Common, Caterwaul

Caterwaul Pouncer Level 7 Soldier
Medium natural magical beast XP 300
HP 76; Bloodied 38 Initiative +10
AC 23; Fortitude 18; Reflex 21; Will 18 Perception +11
Speed 10 Low-light vision

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d6+1 damage.

(mbasic) Claws * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d8+3 damage.

Swift Attacks * At Will
Effect: The caterwaul pounder uses bite and claws at the same target. If both attacks hit, the target falls prone.

(close) Unnerving Caterwaul (fear) * Encounter
Attack: Close blast 4 (each enemy in the blast); +8 vs. Will.
Hit: The target is weakened (save ends).

MOVE ACTIONS

Leap Away * Encounter
Effect: The caterwaul pouncer jumps 3 squares without provoking opportunity attacks. It gains a +2 bonus to AC and Reflex until the end of its next turn.
---
Skills Stealth +14
Str 20 Dex 20 Wis 16
Con 12 Int 10 Cha 12
Alignment unaligned Languages Common, Caterwaul

Relentless Caterwaul Level 10 Solo Skirmisher
Medium natural magical beast XP 2,500
HP 206; Bloodied 103 Initiative +14
AC 24; Fortitude 20; Reflex 25; Will 21 Perception +13
Speed 10 Low-light vision
Saving Throws +5; Action Points 2

TRAITS
Relentless
At the start of the caterwaul's turn, it loses the dazed, immobilized, slowed or stunned condition. If it is dominated, the caterwaul takes its normal complement of actions and then the creature dominating it chooses one action for it.

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d8+5 damage (or 4d8+5 damage if the relentless caterwaul is bloodied).

Sprinting Attack * At Will
Effect: The relentless caterwaul shifts its speed and uses bite up to three times during this shift.

MOVE ACTIONS

Extraordinary Speed * At Will
Effect: The relentless caterwaul shifts up to 3 squares and gains a +4 bonus to speed until the end of its next turn. If it triggers an opportunity attack by moving before the end of its next turn, it can use bite against the creature making the opportunity attack as a free action.

Incredible Leap * Recharge 6
Effect: The relentless caterwaul jumps up to 5 squares without triggering opportunity attacks.

MINOR ACTIONS

(melee) Claw * At Will
Attack: Melee 1 (one creature); +13 vs. Reflex.
Hit: The target falls prone.

(close) Unnerving Caterwaul (fear) * Encounter
Attack: Close blast 4 (each enemy in blast); +12 vs. Will.
Hit: The target is weakened (save ends).
---
Skills Acrobatics +17, Athletics +12, Stealth +17
Str 15 Dex 25 Wis 16
Con 15 Int 12 Cha 18
Alignment unaligned Languages Common, Caterwaul
 

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Endur

First Post
A response to the Phraint conversions.

In Arduin, Black Phraints were the intersteller warriors (i.e. they would have gamma world style blasters and equipment). Blue Phraints were the mideval warriors (i.e. they would have swords, etc.)

Also, Phraints, being insects, typically had lots of siblings that were almost identical.
 

the Jester

Legend
A response to the Phraint conversions.

In Arduin, Black Phraints were the intersteller warriors (i.e. they would have gamma world style blasters and equipment). Blue Phraints were the mideval warriors (i.e. they would have swords, etc.)

Also, Phraints, being insects, typically had lots of siblings that were almost identical.

Hey, someone that knows Arduin!!

Heh- while what you say is probably true, I long ago lost my copies of Arduin and have used phraints in (roughly) this configuration since the early days of 2e, not having access to all the details. :) So while my conversion may not be faithful to Arduin per se, it is the most faithful version to how they have seen use in my campaign.

FTR I also have a brown 'worker' caste and a green 'scout' caste IMC, but haven't statted them up in 4e yet.
 



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