8th level Monster Conversions

the Jester

Legend
STENCH KINE
Source:
1e Monster Manual 2.

Stench kine are the cattle of the Nine Hells. Because they roam the fiery and frosty wastes of the Hells, stench kine are tough and resistant to many environmental dangers.

Disgusting Food: Stench kine make horrible, disgusting food for mortal creatures. Stench beef, as the name implies, is odoriferous and tough; stench milk is foul and curdled. While devils, Hellish petitioners and other fiends can survive eating food made from a stench kow or its milk, mortals find the fare sickening or even toxic.

Atypical Herd Beasts: Unlike most herd animals, if a group of stench kine is molested, both the bulls and the kows will fight. A stench kow has horns nearly as formidable as those of a bull.

Stench Kow --- Level 8 Soldier
Large immortal beast --- XP 350
HP 93; Bloodied 46 Initiative +6
AC 24; Fortitude 22; Reflex 18; Will 20 Perception +7
Speed 7 Low-light vision
Resist 10 cold, 10 fire, 10 poison

TRAITS
Stench * Aura 3

A creature that starts its turn in the aura must make an Endurance check, DC 12, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.

STANDARD ACTIONS
(mbasic) Gore * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 4d4+6 damage and the stench kow pushes the target 1 square.

(melee) Pounding Charge * Encounter

Effect: The stench kow charges, moving a minimum of 4 squares, and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d10+5 damage, the target falls prone and the stench kow pushes the target 2 squares.
---
Skills Endurance +14
Str 16 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -

Stench Bull --- Level 10 Soldier
Large immortal beast --- XP 450
HP 109; Bloodied 54 Initiative +7
AC 26; Fortitude 24; Reflex 19; Will 22 Perception +8
Speed 7 Low-light vision
Resist 10 cold, 10 fire, 10 poison

TRAITS
Stench * Aura 3

A creature that starts its turn in the aura must make an Endurance check, DC 13, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.

Guardian of the Herd * Aura 1
An enemy in the aura that makes an attack that does not include the stench bull as a target triggers an opportunity attack from it.

STANDARD ACTIONS
(mbasic) Gore * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d6+8 damage and the stench bull pushes the target 2 squares.

(melee) Pounding Charge * Encounter
Effect: The stench bull charges, moving a minimum of 4 squares, and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 4d8+9 damage, the target falls prone and the stench kow pushes the target 2 squares.
---
Skills Endurance +15
Str 23 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -

Stench Kine Herd Member --- Level 14 Minion Soldier
Large immortal beast --- XP 250
HP 1; a missed attack never damages a minion Initiative +9
AC 30; Fortitude 28; Reflex 23; Will 26 Perception +10
Speed 7 Low-light vision
Resist 15 cold, 15 fire, 15 poison

TRAITS
Stench * Aura 3

A creature that starts its turn in the aura must make an Endurance check, DC 15, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.

STANDARD ACTIONS
(mbasic) Gore * At Will

Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 11 damage, or 14 damage against a weakened target.

(melee) Mighty Charge * At Will

Effect: The stench kine charges and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +19 vs. Fortitude.
Hit: 11 damage, and the target is knocked prone.
---
Skills Endurance +17
Str 23 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -
 

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the Jester

Legend
STUNJELLY
Source:
1e Fiend Folio.

The stunjelly is a relative of the gelatinous cube. Instead of relying on transparency to catch prey, the stunjelly camouflages itself as a section of wall. When a creature passes close enough, the stunjelly lashes out, attempting to stun and paralyze its victim with the deadly toxin it secrets, then engulf its prey to digest it.

Stunjelly --- Level 8 Elite Lurker
Large natural beast (blind, ooze) --- XP 700
HP 136; Bloodied 68 Initiative +9
AC 22; Fortitude 22; Reflex 18; Will 20 Perception +6
Speed 4 Tremorsense 10
Resist 5 weapons
Saving Throws +2; Action Points 1

TRAITS
Camouflage

A stunjelly can disguise itself to look like a normal 10' section of wall. A creature must make a Dungeoneering or Perception check, DC 24, in order to notice its true nature before it attacks.

STANDARD ACTIONS
(mbasic) Stunning Touch (acid, poison) * At Will

Attack: Melee 2 (one creature); +13 vs. AC.
Hit: 3d6+8 acid damage, and the target is stunned (save ends).

(melee) Engulf (acid) * At Will
Attack: Melee 2 (one stunned creature or a creature unaware of the stunjelly's presence); +11 vs. Fortitude.
Hit: 3d8+8 acid damage, and a medium or smaller target is restrained within the stunjelly (escape DC 24 ends). While restrained, the target takes ongoing 15 acid damage and moves with the stunjelly. It has line of sight and line of effect only to the stunjelly, nor does any other creature have line of effect or line of sight to the engulfed creature. Any attacks the engulfed creature makes take a -4 penalty. A creature adjacent to the stunjelly can make an Athletics check, DC 16, as a standard action to pull an engulfed creature free, but it triggers an opportunity attack from the stunjelly in doing so.
---
Str 21 Dex 13 Wis 15
Con 14 Int 1 Cha 2
Alignment unaligned Languages -
 

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the Jester

Legend
LOXO
Source:
2e Spelljammer.
Loxo are a race of elephantine humanoids with bifurcated trunks that split about halfway down. These trunks are quite adroit and dexterous. Loxo are a civilized race, and have had a number of small kingdoms and empires throughout history. They are long-lived but slow to reproduce, so once the tide turns against one of their civilizations, its decline is almost tragically inevitable.

Loxo Bull --- Level 8 Soldier
Medium natural humanoid --- XP 350
HP 89; Bloodied 44 Initiative +6
AC 24; Fortitude 21; Reflex 18; Will 20 Perception +7
Speed 5

STANDARD ACTIONS
(mbasic) Maul (weapon) * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 2d6+9 damage, and the loxo bull marks the target until the end of the bull's next turn.

(rbasic) Javelin (weapon) * At Will
Attack: Ranged 10 (one creature); +13 vs. AC.
Hit: 2d6+5 damage.

TRIGGERED ACTIONS
Protect the Herd * At Will

Trigger: An allied loxo within 10 squares becomes bloodied.
Effect (Immediate Reaction): The loxo bull makes a basic attack.
---
Skills Athletics +14, Endurance +12
Str 20 Dex 10 Wis 17
Con 17 Int 10 Cha 14
Alignment unaligned Languages Common, Loxo
Equipment chain mail, maul, 4 javelins

Loxo Young Bull --- Level 8 Minion Soldier
Medium natural humanoid --- XP 70
HP 1; a missed attack never damages a minion Initiative +6
AC 23; Fortitude 21; Reflex 18; Will 20 Perception +7
Speed 5

STANDARD ACTIONS
(mbasic) Maul (weapon) * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 8 damage, and the loxo young bull marks the target until the end of the young bull's next turn.

(rbasic) Javelin (weapon) * At Will
Attack: Ranged 10 (one creature); +13 vs. AC.
Hit: 6 damage.

TRIGGERED ACTIONS
Protect the Herd * Encounter

Trigger: An allied loxo within 10 squares becomes bloodied.
Effect (Immediate Reaction): The loxo young bull makes a basic attack.
---
Skills Athletics +14, Endurance +11
Str 20 Dex 10 Wis 17
Con 14 Int 10 Cha 10
Alignment unaligned Languages Common, Loxo
Equipment chain mail, maul, 4 javelins

Loxo Berserker --- Level 10 Brute
Medium natural humanoid --- XP 500
HP 129; Bloodied 64 Initiative +5
AC 22; Fortitude 24; Reflex 20; Will 22 Perception +7
Speed 5

TRAITS
Rage

While it is bloodied, the loxo berserker suffers a -2 penalty to AC and Reflex but gets a +5 bonus to damage rolls.

STANDARD ACTIONS
(mbasic) Maul (weapon) * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d6+13 damage, or 3d6+18 while the berserker is bloodied.

TRIGGERED ACTIONS
Raging Blow * Encounter

Trigger: The loxo berserker becomes bloodied.
Effect (Immediate Reaction): The loxo berserker makes a basic attack against the enemy that bloodied it.

Protect the Herd * Encounter
Trigger: An allied loxo within 3 squares falls to 0 hit points or below.
Effect (Immediate Reaction): The loxo berserker either makes a basic attacks against the enemy that dropped the allied loxo or else charges it.
---
Skills Athletics +17, Endurance +14
Str 24 Dex 10 Wis 15
Con 19 Int 10 Cha 12
Alignment unaligned Languages Common, Loxo
Equipment hide armor, maul

Loxo General --- Level 14 Soldier (Leader)
Medium natural humanoid --- XP 1,000
HP 140; Bloodied 70 Initiative +9
AC 30; Fortitude 28; Reflex 24; Will 26 Perception +11
Speed 5

STANDARD ACTIONS
(mbasic) Maul (weapon) * At Will

Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 4d6+8 damage, and the loxo general pushes the target 1 square and marks it until the end of the general's next turn.

(rbasic) Javelin (weapon) * At Will
Attack: Ranged 10 (one creature); +19 vs. AC.
Hit: 3d6+8 damage.

(melee) Mighty Strike (weapon) * At Will
Requirement: The loxo general must be wielding a maul.
Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 3d6+8 damage, and the target falls prone.
Effect: The loxo general marks the target until the end of the general's next turn.

(melee) Inspiring Strike * Encounter
Attack: Melee 1 (one creature); +21 vs. AC.
Hit: 6d6+8 damage, and up to two allies within 8 squares of the loxo general that can see the general may make a basic attack as a free action.

TRIGGERED ACTIONS
(melee) Protect the Herd * At Will

Trigger: An enemy marked by the general makes an attack that does not include it as a target.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +21 vs. AC.
Hit: 4d6+8 damage, and the loxo general slides the target 1 square.
---
Skills Athletics +20, Diplomacy +17, Endurance +17
Str 26 Dex 10 Wis 18
Con 20 Int 16 Cha 20
Alignment unaligned Languages Common, Loxo
Equipment full plate armor, maul, 4 javelins

Loxo Mercenary --- Level 18 Minion Brute
Medium natural humanoid --- XP 500
HP 1; a missed attack never damages a minion Initiative +9
AC 30; Fortitude 32; Reflex 28; Will 29 Perception +10
Speed 5
Resist 10 all

STANDARD ACTIONS
(mbasic) Maul (weapon) * At Will

Attack: Melee 1 (one creature); +23 vs. AC.
Hit: 16 damage.

(rbasic) Javelin (weapon) * At Will
Attack: Ranged 10 (one creature); +21 vs. AC.
Hit: 12 damage.

TRIGGERED ACTIONS
Protect the Herd (weapon) * Encounter

Trigger: An allied loxo within 4 squares falls to 0 hit points or below.
Effect (Immediate Reaction): The loxo mercenary either makes a basic attack against the enemy that dropped the allied loxo or charges it.
---
Str 26 Dex 10 Wis 12
Con 20 Int 10 Cha 10
Alignment unaligned Languages Common, Loxo
Equipment full plate armor, maul, 4 javelins
 

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