8th level Monster Conversions

the Jester

Legend
EDIT: Updated to MM3 standards here.

STUNJELLY--- Level 8 Elite Lurker
Large natural beast (ooze)--- XP 350
---
Initiative +5; Senses Perception +6; tremorsense 10
HP 108; Bloodied 54
AC 24; Fortitude 24; Reflex 18; Will 19
Resist weapons 5
Saving Throws +2
Speed 4
Action Points 1
---
[Melee basic] Stunning Blow (standard; at will) Acid: Reach 2; +13 vs. AC; 2d6+5 acid damage and target is stunned (save ends).

[Melee] Engulf (standard; only against a stunned target; at will) Acid: +11 vs. Fortitude; Hit: 2d8+5 damage and target is restrained (escape ends).

Camouflage: A stunjelly looks like a normal 10’ section of dungeon wall. A Perception check, DC 28, is required to recognize one as dangerous before it attacks.
---
Alignment unaligned; Languages -
Str 21; Dex 13; Wis 15
Con 14; Int 1; Cha 2
 
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the Jester

Legend
EDIT: Updated to MM3 standards here.

CARRION MOTH--- Level 8 Skirmisher

A carrion moth is a large moth with a set of eight tentacles around its mouth. Its similarity to the carrion crawler suggests a connection, but no one has ever found evidence of a carrion crawler metamorphosizing into a carrion moth. The truth remains a mystery.

Large aberrant beast--- XP 350
---
Initiative +6; Senses Perception +7; darkvision
Drone (Thunder) aura 5; at the start of the carrion moth’s turn, make an attack on each creature in the aura; +9 vs. Will; Hit: target is dazed until the end of the carrion moth’s next turn.
HP 86; Bloodied 43
AC 22; Fortitude 22; Reflex 19; Will 20
Speed 6, fly 8
---
[Melee basic] Bite (standard; at will): +13 vs. AC; 2d4+5 damage.

[Melee] Tentacles (standard; at will) Poison: Reach 2; +11 vs. Fortitude; 1d4+5 poison damage and target is immobilized (save ends).
---
Alignment unaligned; Languages -
Str 21; Dex 15; Wis 17
Con 14; Int 5; Cha 15
 
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the Jester

Legend
Here's a redesign of the mudmaw, which- as I thought someone posted- isn't much of a lurker in my original design, other than in terms of its hunting style.

I tried to redesign it so that it would have a 'setup' round required before it gets its OUCH! attack. Hope you like it!
 

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the Jester

Legend
SLUG
Source:
1e Monster Manual (giant slug); Dragon Magazine #139 (metal master).

While most slugs are inoffensive, or at worst garden pests, there are a number of less mundane species that are very dangerous to humanoids. Many of them live underground, dwelling in dungeons or the Underdark. A few are even intelligent.

Giant Rasping Slug --- Level 8 Soldier
Large natural beast --- XP 350
HP 86; Bloodied 43 Initiative +4
AC 22; Fortitude 22; Reflex 18; Will 22 Perception +7
Speed 4 (cannot shift) Low-light vision

STANDARD ACTIONS
(mbasic) Slimy Bite * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 2d8+7 damage and the target is slowed (save ends).

(ranged) Spit Slime (acid) * At Will
Attack: Ranged 10 (one creature); +11 vs. Reflex.
Hit: 1d12+6 acid damage and the taret is slowed (save ends).

(ranged or melee) Acid Gob (acid) * Encounter
Attack: Melee 1 or ranged 5 (one creature); +11 vs. Reflex.
Hit: 3d6+10 acid damage, plus ongoing 5 acid damage (save ends).
---
Str 21 Dex 10 Wis 17
Con 14 Int 1 Cha 1
Alignment unaligned Languages -

Deep Slug --- Level 13 Solo Brute
Huge natural beast --- XP 4,000
HP 640; Bloodied 320 Initiative +5
AC 24; Fortitude 27; Reflex 23; Will 27 Perception +11
Speed 4 Darkvision
Resist 20 acid
Saving Throws +5; Action Points 2

TRAITS
Mindless

Any dazed, dominated and stunned conditions affecting the deep slug end at the beginning of its turn.

Slow but Steady
At the start of its turn, the deep slug makes a saving throw against each effect including the immobilized, restrained or slowed condition.

STANDARD ACTIONS
(mbasic) Bite (acid) * At Will

Attack: Melee 2 (one creature); +18 vs. AC.
Hit: 3d6+12 damage, plus ongoing 10 acid damage (save ends).

Slugfest * Recharges when first bloodied and when the deep slug spends its last action point
Effect: The deep slug uses bite once against each enemy within 2 squares of it, taking a -2 penalty to each such attack if the slug is not bloodied.

MOVE ACTIONS
(melee) Implacable Advance * At Will

Effect: The deep slug moves up to its speed. It can move into squares occupied by enemies during this movement and gains resist 10 against opportunity attacks triggered by this movement. It makes the following attack on each creature whose space it enters doing this movement.
Attack: Melee 0 (each creature whose space the deep slug enters); +16 vs. Fortitude.
Hit: 4d6+6 damage, and the target is knocked prone.

Sticky Trail (zone) * At Will
Effect: The slug moves up to its speed. Each square it leaves becomes a zone of sticky mucus that lasts until the end of the encounter. Any creature other than the slug that ends its turn in a square of mucus is grabbed by the mucus (escape DC 14).

MINOR ACTIONS
(ranged) Spit Acid (acid) * At Will

Attack: Ranged 10 (one creature); +16 vs. Reflex. This does not trigger opportunity attacks.
Hit: 3d10+5 acid damage.
---
Str 25 Dex 8 Wis 20
Con 20 Int 1 Cha 1
Alignment unaligned Languages -

Giant Spitting Slug --- Level 14 Artillery
Large natural beast --- XP 1,000
HP 108; Bloodied 54 Initiative +14
AC 24; Fortitude 28; Reflex 24; Will 28 Perception +12
Speed 4 (cannot shift), climb 4 Low-light vision

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 2d10+5 damage.

(ranged) Spit Acid (acid) * At Will
Attack: Ranged 20 (one creature); +19 vs. Refflex.
Hit: 4d8+4 acid damage and the target is slowed (save ends).

(area) Slimy Splatter (acid) * Encounter
Attack: Area burst 2 within 10 squares (each creature in burst); +29 vs. Reflex.
Hit: 2d10+9 acid damage and the target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage and the target is slowed (save ends).
---
Str 20 Dex 24 Wis 20
Con 18 Int 1 Cha 1
Alignment unaligned Languages -

Giant Banana Slug --- Level 18 Soldier
Large natural beast --- XP 2,000
HP 170; Bloodied 85 Initiative +12
AC 32; Fortitude 32; Reflex 28; Will 32 Perception +15
Speed 4 (cannot shift), climb 4 Low-light vision

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +23 vs. AC.
Hit: 3d8+10 damage and the target falls prone.

(melee) Numbing Bite (poison) * Recharge 5 6
Attack: Melee 1 (one creature); +23 vs. AC.
Hit: 3d8+13 damage and the target takes a -2 penalty to attacks, AC and Reflex (save ends all).

(ranged) Spit Slime (acid) * At Will
Attack: Ranged 10 (one creature); +21 vs. Reflex.
Hit: 3d6+8 acid damage and the target is slowed (save ends).
---
Str 26 Dex 12 Wis 22
Con 18 Int 1 Cha 1
Alignment unaligned Languages -

Metal Master --- Level 20 Controller
Large fey magical beast --- XP 2,800
A metal master is an intelligent giant slug from the Feywild that is able to use magnetism to influence metal. Metal masters usually accumulate enough small metal items that they can form a protective halo that surrounds them.
HP 190; Bloodied 95 Initiative +9
AC 33; Fortitude 33; Reflex 30; Will 34 Perception +16
Speed 4 (cannot shift) Low-light vision

TRAITS
Control Metal * Aura 6

Whenever a creature bearing at least 5 lbs. of metal ends its turn in the aura, the metal master slides that creature up to 3 squares.

STANDARD ACTIONS
(mbasic) Slam * At Will

Attack: Melee 1 (one creature); +25 vs. AC.
Hit: 3d12+9 damage.

(area) Magnetic Pulse * Encounter

Attack: Area burst 2 within 10 squares.
Hit: 5d6+4 damage, the target falls prone and the metal master slides the target up to 2 squares.

(close) Corona of Metal (zone) * Encounter

Attack: Close burst 1 (each creature in the burst); +23 vs. Reflex.
Hit: 4d8+6 damage.
Effect: The area of the burst becomes a zone that lasts until the end of the metal master's next turn that is filled with a whirling maelstrom of bits of metal and loose objects. Any creature other than the metal master that ends its turn in the zone takes 10 damage.
Sustain Minor: The zone persists.
Sustain Standard: The metal master repeats the attack.

MINOR ACTIONS
(ranged) Magnetic Slide * At Will 1/round

Attack: Ranged 10 (one creautre); +23 vs. Reflex.
Hit: The metal master slides the target up to 6 squares.
Miss: The metal master slides the target 1 square.
---
Str 15 Dex 9 Wis 23
Con 22 Int 18 Cha 27
Alignment unaligned Languages Common
 

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the Jester

Legend
MUDMAW
Source:
3e Monster Manual II.
A mudmaw is a crocodile-like monster which has a rubbery green tentacle growing from each corner of its mouth. These tentacles flail about and grab enemies, drawing them into the mudmaw's mouth. Like a crocodile, a mudmaw is an ambush hunter, disguising itself as a floating log to get close to prey.

MUDMAW AMBUSHER --- Level 8 Lurker
Large natural beast (reptile) --- XP 350
HP 71; Bloodied 35 Initiative +11
AC 22; Fortitude 22; Reflex 20; Will 19 Perception +5
Speed 5, swim 6

TRAITS
Threatening Reach

A mudmaw can make opportunity attacks against creatures within 4 squares of it.

STANDARD ACTIONS
(mbasic) Tentacle * At Will

Requirement: The mudmaw may not have two targets grabbed.
Attack: Melee 4 (one creature); +11 vs. Reflex.
Hit: 1d10+9 damage and the target is grabbed (escape ends).

(m) Bite * At Will
Attack: Melee 1 (one creature grabbed by the mudmaw); +13 vs. AC; 4d8+11 damage.

MINOR ACTIONS
(m) Reel in the Prey * At Will (special)

Special: The mudmaw may use this attack against each grabbed creature once per round.
Attack: Melee 4 (one creature grabbed by the mudmaw); +11 vs. Reflex; the mudmaw pulls the target 2 squares.

TRIGGERED ACTIONS
(m) Sudden Frenzy * Encounter
Trigger: The mudmaw first becomes bloodied.
Effect (Immediate Reaction): The mudmaw ambusher releases any grabbed creatures, then makes a tentacle attack on each creature within 2 squares of it.
---
Skills Stealth +12
Str 20 Dex 17 Wis 12
Con 17 Int 3 Cha 16
Alignment unaligned Languages -

RAVENOUS MUDMAW --- Level 9 Brute
Large natural beast (reptile) --- XP 400
HP 118; Bloodied 59 Initiative +6
AC 21; Fortitude 23; Reflex 20; Will 19 Perception +6
Speed 5, swim 6

STANDARD ACTIONS
(mbasic) Tentacle Rake * At Will

Attack: Melee 4 (one creature); +12 vs. AC.
Hit: 1d8+6 damage.

(m) Tentacle Flurry * At Will
Effect: The ravenous mudmaw makes two tentacle rake attacks.

(m) Bite * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 4d6+7 damage, and the ravenous mudmaw gains a +2 bonus to speed and attack rolls until the end of its next turn.

TRIGGERED ACTIONS
Ravenous Pursuit * At Will

Trigger: The ravenous mudmaw starts its turn without an adjacent enemy.
Effect (Free Action): The ravenous mudmaw shifts 2 squares. It must end this shift adjacent to an enemy if possible; otherwise, it must end this shift closer to the nearest enemy.
---
Skills Stealth +11
Str 22 Dex 15 Wis 14
Con 18 Int 3 Cha 10
Alignment unaligned Languages -
 

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the Jester

Legend
CARRION MOTH
Source:
Tome of Horrors.

A carrion moth is a large moth with a set of eight tentacles around its mouth. This similarity to the carrion crawler suggests a connection, but no one has ever found evidence of a carrion crawler metamorphosizing into a carrion moth. The truth remains a mystery.

The carrion moth grows up to 20' in length. Its wings are beautiful, with patches of dark color that form a pattern reminiscent of a skull. When the carrion moth flies, it emits a whining drone that unnerves creatures around it.

Carrion Moth --- Level 8 Skirmisher
Large aberrant beast --- XP 350
HP 86; Bloodied 43 Initiative +8
AC 22; Fortitude 22; Reflex 19; Will 20 Perception +7
Speed 6, fly 8 Darkvision

TRAITS
Drone (thunder) * Aura 5

Each non-aberrant creature that ends its turn in the aura is dazed until the end of its next turn.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 4d4+6 damage.

(melee) Tentacles (poison) * At Will
Attack: Melee 2 (one creature); +11 vs. Fortitude.
Hit: 2d8+3 poison damage, and the target is immobilized (save ends).

MOVE ACTIONS
Droning Flight (thunder) * Encounter

Effect: The carrion moth flies up to 8 spaces. Each creature within 2 squares of its flight path is dazed until the end of its next turn.
---
Str 21 Dex 15 Wis 17
Con 14 Int 5 Cha 15
Alignment unaligned Languages -
 

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the Jester

Legend
RHINOCEROS
Source:
Real life; 3e Fiend Folio (dire rhino).
A rhinoceros is a large herbivorous creature, characterized by a single large horn on its head and extraordinarily thick hide. A rhino is typically a foul-tempered and aggressive beast, and despite being a plant-eater, can be a real danger to adventurers. Dire rhinos are even worse-tempered and are tremendously powerful.

Rhinoceros Charger --- Level 8 Skirmisher
Large natural beast --- XP 350
HP 90; Bloodied 45 Initiative +8
AC 22; Fortitude 22; Reflex 19; Will 20 Perception +7
Speed 8 (plus see swift charge)

STANDARD ACTIONS
(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 3d6+6 damage.

(melee) Swift Charge * At Will
Effect: The rhinoceros charges, moving a minimum of 2 squares and up to 10 squares. It makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +14 vs. AC. (This includes the +1 bonus for charging.)
Hit: 4d6+6 damage, and the rhino pushes the target 2 squares.

TRIGGERED ACTIONS
Stubborn * At Will

Trigger: The rhino is pulled, pushed or slid.
Effect (Immediate Interrupt): The forced movement is reduced by 1 square.
---
Skills Athletics +14, Endurance +13
Str 21 Dex 15 Wis 17
Con 18 Int 1 Cha 6
Alignment unaligned Languages -

Rhinoceros Crusher --- Level 12 Brute
Large natural beast --- XP 700
HP 150; Bloodied 75 Initiative +8
AC 24; Fortitude 26; Reflex 22; Will 22 Perception +8
Speed 6

STANDARD ACTIONS
(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 4d8+7 damage.

(melee) Piercing Blow * At Will
Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 3d6+15 damage, and the target suffers a -2 penalty to AC (save ends).

(melee) Trample * Recharges when first bloodied
Effect: The rhinoceros moves up to 4 squares. It can move through medium or smaller creatures' squares during this move, and it makes the following attack against each creature whose space it enters during this movement.
Attack: Melee 0 (each creature whose space the rhino enters); +15 vs. Fortitude.
Hit: 4d10+6 damage, the rhino pushes the target 2 squares and the target falls prone.
Miss: Half damage, and the rhino pushes the target 1 square.

TRIGGERED ACTIONS
Stubborn * At Will

Trigger: The rhino is pulled, pushed or slid.
Effect (Immediate Interrupt): The forced movement is reduced by 1 square.
---
Skills Athletics +18, Endurance +16
Str 24 Dex 15 Wis 15
Con 20 Int 1 Cha 6
Alignment unaligned Languages -

Dire Rhinoceros --- Level 19 Soldier
Huge natural beast --- XP 2,400
HP 180; Bloodied 90 Initiative +13
AC 35; Fortitude 34; Reflex 29; Will 29 Perception +11
Speed 6

STANDARD ACTIONS
(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +24 vs. AC.
Hit: 4d8+9 damage, and the dire rhino pushes the target 1 and shifts into the space the target occupied.

(melee) Horn Throw * At Will
Attack: Melee 1 (one creature); +24 vs. AC.
Hit: 4d8+9 damage, the dire rhino slides the target 6 squares and the target falls prone.

(melee) Trample * Recharges when first bloodied
Effect: The dire rhinoceros moves up to 4 squares. It can move through medium or smaller creatures' squares during this move, and it makes the following attack against each creature whose space it enters during this movement.
Attack: Melee 0 (each creature whose space the rhino enters); +22 vs. Fortitude.
Hit: 4d10+5 damage, the rhino pushes the target 2 squares and the target falls prone.
Miss: Half damage, and the rhino pushes the target 1 square.

(melee) Incredible Charge * Encounter
Effect: The dire rhinoceros charges and makes the following attack in place of a melee basic attack.
Attack: Melee 1 (one creature); +24 vs. AC.
Hit: 6d8+7 damage, and the target is stunned (save ends).

TRIGGERED ACTIONS
Stubborn * At Will

Trigger: The rhino is pulled, pushed or slid.
Effect (Immediate Interrupt): The forced movement is reduced by 1 square.
---
Skills Athletics +23, Endurance +19
Str 28 Dex 15 Wis 15
Con 20 Int 1 Cha 6
Alignment unaligned Languages -
 

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the Jester

Legend
KOPRU
Source:
3e Monster Manual II.

A kopru is a strange creature resembling no other known thing. It combines the features of several familiar creatures into one monstrous form. Its body is vaguely eel-like, but ends in three long, flexible, barbed flukes. Its torso is nearly human in appearance, and it has two arms that end in webbed claws. It has no neck; instead, like a fish, its head grows directly from its trunk. It has huge, unblinking, fish-like eyes. Its mouth is surrounded by four small tentacles- an oddity that has led to some speculation that the koprus are distantly related to illithids.

A Fallen Civilization: Long ago, the koprus had a large, mysterious undersea civilization. For reasons unknown to surface scholars, their society grew more degenerate over time, falling into decline. Now the only traces of it are undersea ruins and a few scattered outposts.

Degenerate Gods: The kopru have temples and places of worship to mysterious, strange, and sometimes even aberrant deities. Some venerate aboleths, serving as minions in the slime lords' Byzantine schemes. Others follow demon princes, especially Dagon or Demogorgon, or the fallen archdevil Scylla. Still others worship even stranger, long-forbidden entities whose very form can drive lesser beings mad. Rare indeed is the group of kopru who do not worship some kind of depraved, foul being, emulating its worst traits amongst themselves.

Kopru Scout --- Level 8 Minion Skirmisher
Medium aberrant magical beast (aquatic) --- XP 70
HP 1; a missed attack never damages a minion Initiative +9
AC 22; Fortitude 19; Reflex 20; Will 20 Perception +5
Speed 3, swim 8 Darkvision

TRAITS
Aquatic

Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 8 damage.

(melee) Fluke Strike * At Will
Attack: Melee 2 (one creature); +13 vs. AC.
Hit: 8 damage.
Effect: The kopru scout shifts 1 square.
---
Str 16 Dex 17 Wis 12
Con 14 Int 11 Cha 17
Alignment chaotic evil Languages Kopru

Kopru Warrior --- Level 8 Soldier
Medium aberrant magical beast (aquatic) --- XP 350
HP 89; Bloodied 44 Initiative +10
AC 24; Fortitude 22; Reflex 20; Will 20 Perception +5
Speed 3, swim 8 Darkvision

TRAITS
Aquatic

Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 1d8+4 damage.

(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +13 vs. AC.
Hit: 3d6+6 damage, and the kopru marks the target until the end of the kopru's next turn.

(melee) Claw * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 1d6+4 damage.

Flurry of Attacks * Encounter
Effect: The kopru uses bite and fluke strike once each and claw twice, no more than two attacks against a single target.
---
Str 21 Dex 18 Wis 12
Con 17 Int 11 Cha 17
Alignment chaotic evil Languages Kopru

Kopru Dominator --- Level 9 Controller
Medium aberrant magical beast (aquatic) --- XP 400
HP 96; Bloodied 48 Initiative +6
AC 23; Fortitude 20; Reflex 22; Will 24 Perception +5
Speed 3, swim 8 Darkvision

TRAITS
Aquatic

Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 2d8+4 damage.

(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 3d6+7 damage.

(ranged) Mind Bore (psychic) * Recharge 4 5 6
Attack: Ranged 10 (one creature); +13 vs. Will.
Hit: 2d12+4 psychic damage, and the target is dazed (save ends).

(close) Burst of Fear (fear, psychic) * Encounter
Attack: Close burst 3 (each enemy in burst); +11 vs. Will.
Hit: 2d12+6 psychic damage and the kopru pushes the target 4 squares.
Miss: Half damage, and the kopru pushes the target 1 square.

MINOR ACTIONS
(ranged) Overwhelming Will * At Will

Attack: Ranged 10 (one creature); +13 vs. Will.
Hit: The kopru slides the target 4 squares.
Miss: The kopru slides the target 1 square.
---
Str 16 Dex 14 Wis 12
Con 16 Int 19 Cha 21
Alignment chaotic evil Languages Common, Kopru

Kopru Harrier --- Level 9 Skirmisher
Medium aberrant magical beast (aquatic) --- XP 400
HP 96; Bloodied 48 Initiative +10
AC 23; Fortitude 23; Reflex 22; Will 21 Perception +12
Speed 3, swim 8 Darkvision

TRAITS
Aquatic

Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 2d8+4 damage.

(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 3d6+7 damage.

MOVE ACTIONS
Churning Flukes * At Will

Requirement: The kopru must be in water.
Effect: The kopru gains concealment until the beginning of its next turn, shifts 6 squares and gains combat advantage against any enemy adjacent to it until the end of its next turn.
---
Str 21 Dex 19 Wis 17
Con 16 Int 16 Cha 15
Alignment chaotic evil Languages Common, Kopru

Skulking Kopru --- Level 9 Lurker
Medium aberrant magical beast (aquatic) --- XP 400
HP 76; Bloodied 38 Initiative +12
AC 23; Fortitude 21; Reflex 21; Will 23 Perception +12
Speed 3, swim 8 Darkvision

TRAITS
Aquatic

Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 2d8+4 damage.

(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 3d6+7 damage.

(ranged) Hidden Terror (fear) * At Will
Attack: Ranged 10 (one creature from which the kopru is hidden); +12 vs. Will.
Hit: 3d10+6 psychic damage, and the kopru slides the target 2 squares.
Miss: The kopru remains hidden.

MOVE ACTIONS
Skulk * At Will

Effect: The kopru shifts 3 squares to a space in which it has concealment, then makes a Stealth check to hide. If it starts this shift hidden, it does not reveal itself when crossing unconcealed squares as long as it ends the shift with concealment.
---
Str 21 Dex 19 Wis 17
Con 16 Int 16 Cha 15
Alignment chaotic evil Languages Kopru
 

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