Okay, I've been working on some more conversions in my spare time.
First, here's what we need to finish off the conversions for part 5:
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Advanced Wraith Level 10 Lurker
Medium shadow humanoid (undead) XP 500
Initiative +14 Senses Perception +6; darkvision
HP 82; Bloodied 41
Regeneration 10 (in the wraith takes radiant damage, regeneration is negated until the end of the wraith's next turn)
AC 21; Fortitude 18, Reflex 21, Will 19
Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant (see also
regeneration above)
Speed fly 6 (hover); phasing; See also
shadow glide
Shadow Touch (standard; at-will) * Necrotic
+13 vs. Reflex; 1d8 + 5 damage, and the target is weakened (save ends).
Combat Advantage * Necrotic
The advanced wraith deals an extra 1d8 necrotic damage against any target it has combat advantage against.
Shadow Glide (move; encounter)
The advanced wraith shifts 6 squares.
Spawn Wraith
Any humanoid killed by an advanced wraith rises as a free-willed advanced wraith at the start of its creator's next turn, appearing in the space where it died (or the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Alignment Chaotic Evil Languages Common
Skills Stealth +15
Str 6 (+3) Dex 21 (+10) Wis 12 (+6)
Con 16 (+8) Int 8 (+4) Cha 18 (+9)
Wraith Tactics: Same as in the monster manual, page 266.
Notes: Plain monster manual wraiths leveled up to level 10.
Doom Hand Warpriest Level 11 Elite Soldier (leader)
Medium natural humanoid XP 1200
Initiative +10 Senses Perception +8; low-light vision
Red Hand Standardbearer: Aura 10; allies in the aura gain a +2 power bonus to one attack roll, skill check, ability check, or saving throw on their turn.
HP 232; Bloodied 116
AC 29; Fortitude 27, Reflex 25, Will 26
Saving Throws +2
Speed 5
Action Points 1
Flail of Doom (standard; at-will) * Weapon, Fear
+18 vs. AC; 1d10 + 7 damage, the target is marked until the end of the doom hand warpriest's next turn and the warpriest makes a secondary attack against the same target.
Secondary Attack: +16 vs. Will; the target takes a -4 to attack rolls (save ends).
Doom Hand Command (standard; recharge
) * Charm
Ranged 10; +16 vs. Will; 2d10 + 7 damage and the target is dominated until the end of the warpriest's next turn.
Hobgoblin Resilience (immediate reaction, when the doom hand warpriest suffers an effect that a save can end; encounter)
The doom hand warpriest rolls a saving throw against the effect.
Skills Athletics +16, History +12, Intimidate +15, Religion +12
Alignment Evil Languages Common, Goblin
Str 22 (+11) Dex 17 (+8) Wis 18 (+8)
Con 20 (+10) Int 14 (+7) Cha 21 (+10)
Doom Hand Warpriest Tactics: The warpriest eagerly wades into battle swinging its flail. It uses the doom hand command as often as possible to turn a weak-willed or highly damaging enemy against its own forces.
Notes: Should I have made this guy more like a PC warpriest? He's really just a leveled-up hobgoblin hand of Bane with some power changes.
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Next, a few monsters for part 4. With the bluespawn, greenspawn and blood ghost conversions, this should be enough monsters for part 4, aside from any bonedrinkers following from part 3.
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Wyrmlord Hravek Kharn Level 12 Elite Soldier (leader)
Medium natural humanoid XP 2000
Initiative +12 Senses Perception +9; low-light vision
Rage of the Horde aura 10; allies in the aura take -2 to their AC and gain +4 to their damage.
HP 260; Bloodied 130; see also
this isn't finished
AC 30 (28 when bloodied); Fortitude 32, Reflex 26, Will 27
Saving Throws +2
Speed 5
Action Points 1
Greatsword (standard; at-will) * Weapon
+19 vs. AC; 2d6 + 5 damage and the target is marked until the end of General Kharn's next turn.
Wounding War Pick (standard; at-will) * Weapon
+19 vs. AC; 1d8 + 6 (crit 1d8+14) plus 3 ongoing damage and the target is marked until the end of General Kharn's next turn.
Dazing Assault (standard; at-will) * Weapon
General Kharn makes two basic melee attacks. If both attacks hit the same target, Kharn makes a secondary attack against that target.
Secondary Attack: +17 vs. Fortitude; the target is dazed (save ends).
General's Challenge (immediate reaction; when an adjacent opponent shifts or makes an attack that does not target General Kharn; at-will)
General Kharn gains 1 action point (max 1).
Warlord's Rage (when first bloodied; encounter)
General Kharn gains -2 to AC and +4 damage for the rest of the encounter.
This Isn't Finished! (the first General Kharn drops to 0 hit points) * Healing
Make a new initiative check for General Kharn. On his turn, he rises to his feet again (as a move action) with 130 hit points. He takes a -2 to attacks for the rest of the encounter.
Hobgoblin Resilience (immediate reaction, when General Kharn suffers an effect that a save can end; recharge
)
General Kharn rolls a saving throw against the effect.
Alignment Evil Languages Common, Draconic, Goblin
Skills Athletics +16, Insight +14, Intimidate +18
Str 21 (+11) Dex 18 (+10) Wis 16 (+9)
Con 26 (+14) Int 14 (+8) Cha 24 (+13)
Equipment greatsword, war pick, plate armor
General Kharn's Tactics: Kharn charges into battle with his greatsword, reserving his pick as a backup weapon. On the first round of combat, and any other time he has action points available, he strikes twice with his dazing assault. He tries to mark weak opponents in order to use his general's challenge more often.
Notes: Kharn starts the battle as a solider and gradually becomes more of a brute. I need to run a test combat to see if his ability to regain action points is a little too much. Try to surprise the party with his “this isn't finished!” ability.
Kulkor Zuul War Adept Level 10 Artillery
Medium natural humanoid XP 500
Initiative +8 Senses Perception +4; low-light vision
HP 80; Bloodied 40
AC 22; Fortitude 20, Reflex 24, Will 22
Speed 6
Staff (standard; at-will) * Weapon
+17 vs. AC; 1d8 + 5 damage.
Lightning Bolt (standard; recharge
) * Lightning
Range 10; +15 vs. Reflex; 2d6 + 8 lightning damage and the war adept makes a secondary attack against two targets within 10 squares of the primary target.
Secondary Attack: +15 vs. Reflex, 1d6+8 lightning damage.
Mind Twist (standard; at-will) * Psychic
Range 20; +15 vs. Will; 1d8 + 5 psychic damage and the target is dazed (save ends).
Tactical Teleport (move; recharges when bloodied) * Teleport
The war adept teleports 6 squares.
Hobgoblin Resilience (immediate reaction, when the war adept suffers an effect that a save can end; encounter)
The war adept rolls a saving throw against the effect.
Alignment Evil Languages Common, Goblin
Str 9 (+4) Dex 13 (+6) Wis 8 (+4)
Con 14 (+7) Int 26 (+13) Cha 15 (+7)
Kulkor Zuul War Adept Tactics: War adepts fight with their psychic and lightning attacks. If threatened in melee, they use their tactical teleport to escape.
Notes: Pretty simple. No more invisibility or summoning, but those seemed out of place on a war adept anyways.
Skather, Blackspawn Ninja Level 9 Solo Lurker
Medium natural humanoid XP 2000
Initiative +14 Senses Perception +11; low-light vision
HP 384; Bloodied 192; See also swift invisibility
AC 25; Fortitude 22, Reflex 24, Will 21
Saving Throws +5
Speed 7
Action Points 2
Poisoned Short Sword (standard; at-will) * Weapon, Poison
+14 vs. AC; 1d6 + 5 damage plus 5 ongoing poison damage (save ends).
Double Attack (standard; at-will) * Weapon
Skather makes two poisoned short sword attacks.
Poisoned Shortbow (standard; at-will) * Poison, Weapon
Range 20/40; +14 vs. Reflex; 1d8 damage and Skather makes a secondary attack against the same target.
Secondary Attack: +12 vs. Fortitude; the target takes10 ongoing poison damage (save ends).
Assassin's Arrow (standard, recharge
) * Poison, Weapon
Requires combat advantage. Range 30/60; +16 vs. Reflex; 1d8 damage and Skather makes a secondary attack against the same target.
Secondary Attack: +14 vs. Fortitude; the target takes10 ongoing poison damage (save ends).
First Failed Save: the damage increases to 15 ongoing poison damage.
Second Failed Save: the damage increases to 20 ongoing poison damage.
Vicious Riposte (immediate interrupt; when an opponent makes an opportunity attack against Skather; at-will) * Weapon
Skather makes a basic melee attack against that opponent.
Combat Advantage
Skather deals an extra 2d6 damage on melee or ranged attacks against any targets he has combat advantage against.
Swift Invisibility (minor, recharge
) * Illusion
Skather becomes invisible until the beginning of his next turn or until he takes damage.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +15, Athletics +12, Endurance +11, Perception +11, Stealth +18
Str 17 (+7) Dex 22 (+10) Wis 16 (+7)
Con 16 (+6) Int 14 (+6) Cha 12 (+5)
Equipment short sword, short bow
Skather's Tactics: Skather is used to fighting alone and engages multiple targets with reckless impunity. On the first round of combat, he uses his swift invisibility power to vanish from sight and then uses an action point to make two double attacks. He prefers to spread out his attacks among multiple targets to get full value from the poison. If given the opportunity to hide, he will do so in order to use his assassin's arrow against a high-value target.
Notes: Skather has unusual accuracy and range with his shortbow. The module indicates that he works alone, so I made him a solo, despite the ungodly amount of hit points that gives him. Does his invisibility make him too elusive and deadly?
Kulkor Zuul Mindbender Level 10 Controller (leader)
Medium natural humanoid XP 500
Telepathic Superiority aura 10; allies in the aura cannot be flanked and gain +2 to one attack on their turns.
Initiative +8 Senses Perception +4; low-light vision
HP 101; Bloodied 50
AC 22; Fortitude 20, Reflex 21, Will 26
Speed 6
Dagger (standard; at-will) * Weapon
+15 vs. AC; 1d8 + 5 damage.
Enslave Mind (standard; recharge
) * Charm
Range 10; +13 vs. Will; The target is dominated (save ends). The mindbender can enslave only one creature at a time.
Psychic Whip (standard; at-will) * Psychic
Burst 2 within 10; targets enemies; +13 vs. Will; 1d6+7 damage and the target is slowed and takes -2 to attacks (save ends both).
Hobgoblin Resilience (immediate reaction, when the mindbender suffers an effect that a save can end; encounter)
The mindbender rolls a saving throw against the effect.
Alignment Evil Languages Common, Goblin
Str 11 (+5) Dex 11 (+5) Wis 10 (+5)
Con 13 (+6) Int 17 (+8) Cha 25 (+12)
Kulkor Zuul Mindbender Tactics: The mindbender immediately works to dominate a target using its enslave mind power. During a combat, it avoids melee, attacking with its psychic whip. When a target breaks its domination, the mindbender attempts to enslave another as soon as possible.
Notes: There is now only one of these monsters in the whole module, although Nurklenak should be an elite one of these.
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I've been working on my conversion document, figuring out where treasure goes and coming up with 4e conversion for other encounter elements, such as skill checks, terrain and traps. I'll post the updated version soon.