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M&M Fantasy Monsters (Converted)

Drakmar

Explorer
Hey.. I am going to be running a Fantasy Game of Mutants and Masterminds.. As such I am converting the monsters that I am going to be using into a vaguely Monster Manual style format... here is the first one I have done.

UPDATED

Centaur
Large Monstrous Humanoid
Power Level: 6 (90pts)
Init: +2 (Dex);
Defense: 13 (-1 Size, +2 Dex, +2 Large Shield)
Speed: 50 ft.
Attack Bonus: Base +4, Melee +8, Ranged +6
Face/Reach: 5 ft. by 10 ft. / 5 ft.
Saves: Damage +4, Fort +3, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11; (+/-1 pt/lvl)
Skills: Hide +2, Listen +4, Move Silently +4, Spot +4, Wilderness Lore +5 (1pt/lvl)
Feats: Extra Limbs (two rear legs) 2pts
Powers: Growth 4 (Large – Permanent/Continuous, Flaws-No Protection/Super-Strength 4pts/lvl) –> Immovability 4
Natural Weapons 2 (Hooves) 2pts/lvl,
Running 4 2pts/lvl,
Amazing Save – Damage +2 (1pt/lvl),
Amazing Save – Reflex +5 (1pt/lvl),
Amazing Save – Will +3 (1pt/lvl),
Climate/Terrain: Temperate Forest
Languages Spoken: Sylvan and Elven
 
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Drakmar

Explorer
Bugbear
Medium-Size Humanoid (Goblinoid)
Power Level: 2 (30pts)
Init: +1 (Dex);
Defense: 14 (+1 Dex, +2 Leather Armour, +1 Small Shield)
Speed: 30 ft.
Attack Bonus: Base +2, Melee +4, Ranged +3
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Saves: Damage +4, Fort +2, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9; (+/-1 pt/lvl)
Skills: Climb +2, Hide +3, Listen +3, Move Silently +6 Spot +3 (1pt/lvl)
Feats:
Powers: Amazing Save – Damage +3 (1pt/lvl), Amazing Save – Fort +1 (1pt/lvl), Amazing Save – Reflex +3 (1pt/lvl), Amazing Save – Will +1 (1pt/lvl),
Flaws: Disturbing
Climate/Terrain: Any underground
Languages Spoken: Goblin and Common
 
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2WS-Steve

First Post
Looks like a worthwhile project Drakmar; if you put them all together I'd bet you could even see nice sales as a PDF under Green Ronin's new licensing arrangement.
 

Drakmar

Explorer
yeah.. I will check that out.. dunno though.. I will probably just post the ones I do.. and keep them in a word doco for me. Just modified the Centaur.. stuffed up his Growth Power.. adjusted things because of that. Worked out better too.
 

Drakmar

Explorer
Giant (Hill)
Large Giant
Power Level: 8 (120pts)
Init: -1 (Dex);
Defense: 11 (-1 Dex, +3 Hide Armour, -1 Size)
Speed: 40 ft.
Attack Bonus: Base +8, Melee +13, Ranged +7
Face/Reach: 5 ft. by 5 ft. / 10 ft.
Saves: Damage +13, Fort +12, Ref +3, Will +4
Abilities: Str 20, Dex 8, Con 19, Int 6, Wis 10, Cha 17; (+/-1 pt/lvl)
Skills: Climb +7, Jump +7, Spot +4 (1pt/lvl)
Feats: Attack Focus (Armed) (2pts), Power Attack (2pts),
Powers: Amazing Save – Fort +8 (1pt/lvl),
Amazing Save – Reflex +4 (1pt/lvl),
Amazing Save – Will +4 (1pt/lvl),
Growth 4 (Continuous/Permanent, Flaw – No Super-Strength, 5pts/lvl)
• Immovability 4,
• Protection 4,
Super-Strength 2 (4pts/lvl) – Power Stunt Lifting x4 base weight (4pts)
Climate/Terrain: Any hill, mountains, and underground
Languages Spoken: Giant
 
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Arani Korden

First Post
Drakmar said:


Centaur

Feats: Extra Limbs (two rear legs) 4pts

Probably unnecessary, as the Extra limbs feat usually models extra prehensile limbs. In any case, taking it once will give you a pair of legs. No need to take it twice.
 

Voneth

First Post
Here are some the designer himself whipped up:

Tyrannosaurus: Huge creature; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 40 ft.; Atk +13 melee (+11 dmg, bite); SV Dmg +11, Fort +15, Ref +12, Will +8; Str 20, Dex 12, Con 19, Int 2, Wis 15, Cha 10. Skills: Listen +11, Spot +11. Feats: Scent. Powers: Claws +1, Super-Strength +4.[/quote]

Dragon: Huge; PL 15; Init +0; Defense 13 (-2 size, +5 base); Spd 40 ft. (fly 40 ft.); Atk +14 melee (+15 dmg, claws), +10 ranged (+14 dmg, flame breath); SV Dmg +5, Fort +20, Ref +14, Will +18; Str 18, Dex 10, Con 20, Int 18, Wis 19, Cha 18; Skills: Knowledge (Occult) +12, Listen +10, Spot +8; Feats: Detect (Magic), Immunity (Fire), See Invisibility; Powers: Amazing Save +14 (Fortitude, Reflex, Will) Energy Blast +14 (Flame Breath), Flight +8 (Flaw: Wings), Growth +8 (Flaw: Permanent), Natural Weapon (Claws) +3, Super-Constitution +1. Some dragons also have Sorcery.
Adjust as desired for size and power level.

Ghost: PL 6; Init +0 (Dex); Defense 10 (+0 Dex); Spd 30 ft. (fly 40 ft.); Atk +4 melee (phase attack); SV Dmg +1, Fort +3, Ref +1, Will +4; Str 10, Dex 11, Con 12, Int 10, Wis 11, Cha 16; Skills: Hide +8, Listen +8, Spot +10; Powers: Incorporeal +8 (Extras: Float, Ghost Touch, Immunity, Invisibility, Phase Attack; Flaw: Permanent).

Mummy: PL 5; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 20 ft.; Atk +6 melee (+3 dmg, punch); SV Dmg +10, Fort —, Ref +1, Will +7; Str 17, Dex 8, Con —, Int 6, Wis 14, Cha 15; Skills: Hide +8, Listen +9, Move Silently +8, Spot +9; Powers: Drain Constitution +8; Weakness: Vulnerable (Fire).

Shadow: Medium, PL 4; Init +2 (Dex); Defense 13 (+1 dodge, +2 Dex); Spd 30 ft. (fly 40 ft.); Atk +3 melee (drain strength); SV Dmg +1, Fort —, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13; Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Feats: Attack Finesse, Dodge; Powers: Drain Strength +5, Incorporeal +8 (Extras: Float, Ghost Touch; Flaws: Permanent).

Skeleton: PL 1; Init +5 (+1 Dex, +4 Improved Initiative); Defense 13 (+2 base, +1 Dex); Spd 30 ft.; Atk +0 melee (+0 dmg, claws, or by weapon); SV Dmg +0, Fort —, Ref +1, Will —; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11; Feats: Improved Initiative.

Succubus: PL 15; Init +1 (Dex); Defense 20 (+8 base, +1 Dex, +1 dodge); Spd 30 ft. (Fly 50 ft.); Atk +7 melee (+2 dmg, claws); SV Dmg +6, Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20; Skills: Bluff +11, Disguise +11, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16; Feats: Dodge; Powers: Natural Weapon (Claws) +1, Drain +6 (Wisdom), Shapeshift +8, Sorcery +8, Super-Senses +5.

Vampire: PL 10; Init +6 (+2 Dex, +4 Improved Initiative); Defense 16 (+4 base, +2 Dex); Spd 30 ft. (Fly 20 ft.); Atk +9 melee (+6 dmg, punch); SV Dmg +8, Fort +5, Ref +6, Will +4; Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 12; Skills: Bluff +9, Climb +10, Hide +11, Listen +17, Move Silently +11, Search +9, Sense Motive +11, Spot +17; Feats: Blind-Fight, Improved Initiative, Lighting Reflexes; Powers: Alternate Form (Mist) +4, Drain Strength +5 (Flaw: Vampire must bite victim), Mind Control +8, Regeneration +5, Shapeshift +5 (bat or wolf), Super-Senses +5, Super-Strength +1; Weaknesses: Berserk (When denied blood), Susceptible (Lack of Blood, Sunlight), Vulnerable (Wooden Stakes).

Werewolf: PL 3; Init +6 (+2 Dex, +4 Improved Initiative); Defense 14 (+2 base, +2 Dex); Spd 50 ft.; Atk +3 melee (+3 dmg, bite); SV Dmg +2, Fort +7, Ref +5, Will +2; Str 13, Dex 15, Con 15, Int 10, Wis 10, Cha 10; Skills: Hide +3, Listen +14, Move Silently +4, Search +8, Spot +14, Wilderness Lore +10; Feats: Attack Finesse, Blind-Fight, Improved Initiative; Powers: Natural Weapon (Claws) +2, Protection +5, Super-Senses +8; Weakness: Transformation, Vulernable (Silver).

Zombie: PL 1; Init -1 (Dex); Defense 10 (+1 base, -1 Dex); Spd 30 ft.; Atk +2 melee (+1 dmg, punch or by weapon); SV Dmg +1, Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.[/quote]
 

Drakmar

Explorer
cool thanks. I had already hunted down and found those ones.. now I just am adding to it.. I will probably move those ones into the same format in my doco. And thanks for pointing that out Arani.. I have updated the centaur to reflect this.
 

Gospog

First Post
Yes, thanks for all of the cool, M&M monsters!

Great to have the T-Rex all typed up as a cybernetic T-Rex will be making an appearance in my game soon.

In any case, thanks for sharing! :)
 

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