30th (and higher!) Level Monster Conversions

the Jester

Legend
This thread is a continuation of the Monster Project.

30th (and higher) Level Monsters to Be Converted
Abomination, Anaxim (*lvl 28*)
Abomination, Dream Larva (*lvl 31*)
Abomination, Infernal (*lvl 30*)
Abomination, Phaethon (*lvl 31*)
Blackball [30th level]
Elder Brain [30th level]
Genius Loci [30th level]
Lucifer [40th level]

Already Created 30th and Higher Level Monsters
Blue whale mage (level 30 controller)
Elder night twist (level 30 controller)
Aag villain (level 30 minion brute)
Creation of Epimetheus (level 30 minion soldier) titan, classical
Sirrush pack hunter (level 30 minion skirmisher)
Ragewind follower (level 30 minion soldier)
Devastation wasp (level 30 elite skirmisher) Gargantuan
Elder leshay stag warrior (level 30 skirmisher)
Ki-rin lightning rider (level 30 skirmisher)
Adamantine golem (level 30 solo soldier)
Epimetheus (level 30 soldier) titan, classical
Solar (level 30 elite soldier leader) celestial

Coeus, the Fear from the North (level 31 artillery) titan, classical
Spell weaver worldmaster (level 31 solo controller)
T'uen-rin aeromancer (level 31 controller) ki-rin
Valkyrie commander (level 31 soldier)

Prometheus (level 32 controller) titan, classical
Creation of Prometheus (level 32 minion soldier) titan, classical
Ki-rin defender (level 32 minion soldier)

Koriel the Swift, King of the Ki-Rin (level 33 solo skirmisher) ki-rin

Atlas, Strength Personafied (level 34 elite brute) titan, classical

Kronos, King of the Titans (level 37 elite controller) titan, classical
 
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All right, so I'm going to combine the phaethon and infernal entry under "Abominations" and it looks like I might actually have one that's lower level in that entry (I'm setting the anaxim at lvl 28 solo).

I hope to post the abominations in the next week sometime. The infernal is a tricky one, though, with its learned immunity.
 

Hi there Jester! :)

Some great work there.

I am curious how you are deciding upon the Level of the conversion to 4th Edition?

Also, I have been looking over quite a few of your conversions and (unless I'm missing something obvious?) all the damage designations are way underpowered. Is there any reasoning for this?
 

Hi there Jester! :)

Some great work there.

I am curious how you are deciding upon the Level of the conversion to 4th Edition?

Completely arbitrarily. :)

Also, I have been looking over quite a few of your conversions and (unless I'm missing something obvious?) all the damage designations are way underpowered. Is there any reasoning for this?

Hmm, that should be true mostly of earlier conversions, before MM3 came out. Since then most of the monsters should have a decent damage output.

I do account for things like aura damage, ongoing, etc. when calculating a monster's damage output, though- that might be what you've noticed. I'd be happy to address a specific monster if you have one in mind!
 

Hi Jester! :)

the Jester said:
Completely arbitrarily. :)

:D

Hmm, that should be true mostly of earlier conversions, before MM3 came out. Since then most of the monsters should have a decent damage output.

Both pre and post MM3 monsters it seems to me, although I have mostly been concerned with looking over your epic tier conversions.

I do account for things like aura damage, ongoing, etc. when calculating a monster's damage output, though- that might be what you've noticed.

Its possible, you do seem to deduct when you add ongoing damage (which I would never advocate; especially at epic, although I suppose that's designer preference).

I'd be happy to address a specific monster if you have one in mind!

Its nothing specific, it just seems a general underscoring of quite a few monsters, I'll try and grab some random examples:

Thorciasid Leech (L21 Skirmisher)

Standard-Draining Antennae: 1d10+7 & weakened...this should be something like 4d6+14 & weakened
Encounter-Life Leech: 3d10+7 & ongoing 10 necrotic & heals Thorciasid 15...for an encounter power I'd be looking for 6d6+21 & ongoing 20 necrotic & heals 47 hp (1/4)

Effigy Wicker (L21 Brute)

Standard-Flaming Caress: 2d6+7...for a brute of this level damage should be something like 3d12+16
Recharge 6-Wick of the Candle: 3d8+7 (and you need to be taking ongoing necro/fire damage)...I'd say 5d12+24. Its a Brute Recharge 6 with built in stipulations, that's 200% the average which means 56 here.

Devastation Spider (L27 Solo Brute)

Standard/Close-Careless Smash: 3d6+9 & target knocked prone...3d12+16
Encounter/Close-Poison Spray: 5d8+10 & ongoing 10 poison...even counting the poison damage (which I wouldn't) you are still 10 points down on average. I'd suggest 5d10+26 & ongoing 25 poison

Devastation Wasp (L30 Elite Skirmisher)

Standard-Bite: 3d8+10...should be more like 6d6+17
 

Aha, yes, all of those were converted with the old DMG guidelines. You're absolutely correct in all the cases that you mentioned. I'm not honestly sure how far along I was with this project when MM3 came out.
 

ABOMINATIONS
Source:
3e Epic Level Handbook.

Abominations are the cast-off mistakes of the great powers, especially the gods but also sometimes including arch-devils, demon princes, primordials or other beings of similar stature. Abominations are sustained by their own hatred and all of them despise their forebears without exception; most furthermore loathe all other creatures, though some are more specific with their malice.

Many Forms: Abominations come in many forms, from the hundred-handed hecatoncheires to the humanoid infernal and mechanical anaxim. Some abominations have no physical form, instead consisting of dreams or shattered fragments of time. No abomination has a form that is not terrible to behold, though some can cloak themselves in a less horrid seeming.

Locked Away: Most abominations are locked away by deific or similar decree. Some, however, lurk in the ruins of shattered worlds or planes that they have devastated, either unaware of the existence of other places, confined by spell and artifice or sated in their need for vengeance. Those few abominations that wander the multiverse freely cause continents, worlds or even entire planes of existence to quake when they appear.

Singular but Not Unique: Although each abomination is singular, they are not unique. For example, there are more than one anaxim, but each one looks, acts and thinks differently, as a unique individual. Abominations have no special affinity for each other, and generally speaking, one infernal (for instance) does not think of other infernals as its kindred.

Anaxim --- Level 28 Solo Skirmisher
Medium immortal animate (construct) --- XP 65,000

An anaxim is the mistake of a power of creation, machinery, the forge or artifice. It appears as a mass of metal parts, including wheels, limbs, blades and other moving mechanical elements. Within its body, pistons pound, steam whistles and gears turn. An anaxim, though discarded as a mistake, has not been cleansed of the spark of divine, primordial or other power within it. It is this spark that has given the anaxim animation and the semblance of life.
HP 1028; Bloodied 514 Initiative +24
AC 42; Fortitude 40; Reflex 42; Will 38 Perception +19
Speed 7 (but see Reserve Power On) Darkvision, low-light vision
Immune charm, lightning, psychic
Saving Throws +5; Action Points 2

TRAITS
Reserve Power On * While bloodied

The anaxim's speed increases to 9. During its turn, it may make one basic attack as a free action.

STANDARD ACTIONS

(mbasic) Spinning Blade * At Will

Attack: Melee 1 (one creature); +33 vs. AC.
Hit: 3d12+7 damage, plus ongoing 10 damage (save ends). Saves against this effect take a -5 penalty.

(mbasic) Hammer Blow * At Will
Attack: Melee 1 (one creature); +31 vs. Fortitude.
Hit: 4d10+14 damage, and the anaxim pushes the target up to 3 squares.

(rbasic) Spike Launcher * At Will
Attack: Ranged 20 (one creature); +33 vs. AC.
Hit: 6d6+15 damage.

Mechanistic Assault * At Will
Effect: The anaxim makes three basic attacks.

(melee) Spiked Chains * Recharges if no enemy is adjacent to the anaxim at the start of its turn
Attack: Melee 3 (one, two or three creatures); +29 vs. Reflex.
Hit: 3d6+20 damage, and the target is immobilized (save ends). The effect also ends on a target if the anaxim is more than 3 squares it.

(ranged) Lightning Assault (lightning) * Recharges when an attack subjects the anaxim to an effect that lasts until the end of any turn
Attack: Ranged 10 (one, two or three creatures); +31 vs. Reflex.
Hit: 5d8+9 lightning damage

MINOR ACTIONS

Divert Power to Compensate * At Will

Effect: The anaxim makes a saving throw. It loses immunity to lightning until the beginning of its next turn.

MOVE ACTIONS

Flying Blades * At Will

Effect: The anaxim flies up to 12 squares, or 15 squares if it is bloodied. Each creature that makes an opportunity attack against the anaxim due to this movement takes 15 damage.

TRIGGERED ACTIONS

(close) Warning Siren (thunder) * Encounter

Trigger: The anaxim becomes bloodied.
Attack (Free Action): Close burst 3 (each creature in burst); +29 vs. Fortitude.
Hit: 3d10+11 thunder damage, and the target is dazed and deafened (save ends both).
Effect: The anaxim emits a loud sound audible up to two miles away in clear terrain.
---
Str 32 Dex 26 Wis 20
Con 25 Int 20 Cha 25
Alignment unaligned Languages Supernal

Infernal --- Level 30 Solo Soldier
Large immortal humanoid --- XP 95,000

An infernal is the result of the star-crossed mating of devil and deity, a bastard entity that hates its forebears and yet possesses no small measure of their puissance and cunning. An infernal resembles a tormented, diabolic-looking humanoid with great draconic wings that fold around its twisted body. For some reason known only to the divine and diabolic powers, infernals usually have more freedom to roam the realms from which they sprang than most abominations. Even so, their movements are proscribed to within certain regions, an arrangement that suits the devils fine, for an infernal is mighty enough that it might be able to challenge even an arch-devil for supremacy over its home plane.

Design Notes: The infernal's hit points are set to 80% of normal to account for its exceptional ability to reduce the damage one attacker can deal each round. Its hellball power deals substantially more damage than a normal limited-use multi-target attack due to its solo role.

HP 883; Bloodied 441 Initiative +25
AC 46; Fortitude 40; Reflex 42; Will 44 Perception +24
Speed 10, fly 20 Darkvision, low-light vision
Saving Throws +5; Action Points 2

TRAITS
Focused Puissance

Creatures marked by the infernal suffer a -5 penalty to saving throws.

STANDARD ACTIONS

(mbasic) Claw * At Will

Attack: Melee 2 (one creature); +35 vs. AC.
Hit: 6d6+17 damage, and the infernal marks the target until the end of the infernal's next turn.

(melee) Wing Buffet * At Will
Attack: Melee 1 (one creature); +35 vs. AC.
Hit: 4d8+16 damage, and the target falls prone.

(melee) Constricting Tail * At Will
Attack: Melee 3 (one creature); +33 vs. Reflex.
Hit: 4d10+16 damage and the infernal grabs the target (escape DC 32).
Sustain Minor: The infernal sustains the grab, and the target takes 30 points of damage and is dazed until the end of its next turn.

Flurry of Attacks * At Will
Effect: The infernal uses claw, wing buffet and constricting tail once each. Each creature targeted by any of these attacks is marked by the infernal (save ends).

(melee) Suck Energy * Recharge 5 6
Attack: Melee 1 (one creature); +33 vs. Fortitude.
Hit: 6d10+15 damage, the target loses a healing surge and the target cannot use daily or encounter powers (save ends).

(area) Hellball (acid, fire, lightning, thunder) * Recharges when first bloodied
Attack: Area burst 3 within 20 (each creature in burst); +31 vs. Reflex.
Hit: 10d8+10 fire, lightning and thunder damage, plus ongoing 30 acid damage (save ends).
Miss: Half damage, plus ongoing 20 acid damage (save ends).
Effect: Each enemy in the burst is marked until the end of the infernal's next turn.

TRIGGERED ACTIONS

Learned Immunity * At Will 1/round

Trigger: An enemy damages the infernal.
Effect (Free Action): After the triggering attack resolves, the infernal gains learned immunity against the attacker. Until the end of the target's next turn, attacks made against it by the triggering creature suffer a -10 penalty to attack rolls and deal half damage to it on a hit, and have no effect on a miss even if the attack normally has a “Miss” or “Effect” line. An attack with multiple targets suffers these penalties only against the infernal itself.

Deadly Enmity (teleportation) * At Will
Requirement: The infernal must be bloodied.
Trigger: A creature marked by the infernal ends its turn more than 3 squares from the infernal.
Effect (Opportunity Action): The infernal teleports to a space adjacent to the triggering enemy and makes a melee basic attack against it.
---
Str 35 Dex 27 Wis 28
Con 28 Int 22 Cha 29
Alignment evil Languages Supernal, telepathy 100'

Dream Larva --- Level 31 Solo Controller
Large immortal magical beast --- XP 115,000

A dream larva is the formless, misbegotten offspring of a power of fancy, longing or dream. Regardless of the nature of its parent power, the dream larva is twisted into a hateful, malevolent creature ruled by spite and the desire to spread fear and despair.

A dream larva has no actual true form; each creature sees it as its own worst nightmare, and even the mere sight of it is sometimes enough to slay observers. Worse yet, the world around the dream larva becomes subject to its whim, as if it were the stuff of dreams rather than solid material.
HP 1140; Bloodied 570 Initiative +20
AC 45; Fortitude 42; Reflex 41; Will 46 Perception +20
Speed 6, fly 10 (hover) Darkvision, low-light vision
Saving Throws +5; Action Points 2

TRAITS
Control the Dreamscape * Aura 20

At the start of its turn, the dream larva can change up to 10 unoccupied squares within the aura to clear terrain, blocking or difficult terrain. This is not an action and the change lasts until the end of the encounter.

Nightmares Never Stop
If the dream larva is stunned, it instead grants combat advantage until the end of its next turn and loses its move action on its next turn. If it is dazed, it instead grants combat advantage until the end of its next turn and loses its minor action on its next turn.

STANDARD ACTIONS

(mbasic) Horrifying Attack (fear, psychic) * At Will

Attack: Melee 2 (one creature); +35 vs. Will.
Hit: 4d10+17 psychic damage, and the dream larva slides the target up to 3 squares.

(melee) Nightmare's Grasp (fear, psychic) * At Will
Attack: Melee 1 (one, two or three creatures); +35 vs. Reflex.
Hit: The target takes 40 psychic damage and is grabbed (escape DC 33). As long as it remains grabbed, the target is dazed.

Horrifying Flurry * At Will
Effect: The dream larva uses horrifying attack up to four times against different targets.

(close) Worst Nightmare (fear, psychic) * Encounter
Attack: Close burst 10 (each creature in burst); +34 vs. Will.
Hit: 40 psychic damage, and the target must make three death saves.
Miss: 30 psychic damage and the target must make one death save.

MOVE ACTIONS

Dream Flux * At Will

Effect: The dream larva chooses up to four squares of terrain within 20 squares of it. It can move each chosen square of terrain up to 3 squares to an unoccupied space.

MINOR ACTIONS

Confusion of Dreams (teleportation) * Recharges when the dream larva starts its turn adjacent to difficult terrain

Effect: The dream larva and one creature within 10 squares teleport, exchanging places. There must be enough room for each creature in its arrival point or this power fails.

(melee) Banish into Nightmare (fear) * Recharges when first bloodied, then recharges on 5 6
Attack: Melee 1 (one creature grabbed by the dream larva); +35 vs. Will.
Hit: The target is banished into nightmare (save ends). While banished, the creature is removed from play, is dazed and takes ongoing 50 psychic damage. It has line of sight and line of effect only to itself. When the creature makes its saving throw against this effect, it reappears in the space it occupied before being banished. If that space is occupied, it instead reappears in the nearest unoccupied space.

TRIGGERED ACTIONS

(close) Inescapable Nightmare (fear, psychic) * Encounter

Trigger: The dream larva becomes bloodied.
Attack (Immediate Reaction): Close burst 10 (each enemy in burst); +35 vs. Will.
Effect: Each target loses immune or resist psychic until the end of the encounter.
Hit: 10d8+8 psychic damage and the dream larva pushes the target up to its speed.
Miss: Half damage.
---
Skills Insight +25
Str 30 Dex 20 Wis 20
Con 29 Int 16 Cha 32
Alignment chaotic evil Languages telepathy 100'

Phaethon --- Level 31 Solo Brute
Gargantuan primordial animate (fire) --- XP 115,000

Phaethons are the discarded progeny of fiery powers, usually bound into the center of a world or plane. In its prison at the heart of the world, a phaethon burns its way through the earth and stone around it. When somehow freed of its bindings, the phaethon bursts to the surface, creating a volcanic eruption as it exits. The phaethon then sweeps towards anything that will burn or melt, seeking only to destroy.

Some worlds owe the heat within them completely to a phaethon or brood of phaethons locked away within it, trapped and raging for eons. Sometimes one or more phaethons breaks it eternal geas for a day or a season, wreaking terrible havoc on the world around it.

Design Notes: The phaethon's “do as much as five monsters” mechanic lies in its close attacks, which do single-target damage. (All of the phaethon's damage values are reduced by somewhat less than their ongoing damage inflicted.) Overall, with all its ways to bump its ongoing fire damage to absurd levels and the reduced effectiveness of resistance or immunity to fire against it, my tentative feeling is that this guy comes out about right, but it hasn't been playtested.
HP 1400; Bloodied 700 Initiative +22
AC 43; Fortitude 45; Reflex 41; Will 43 Perception +19
Speed 12, burrow 12 (tunneling) Tremorsense 20
Immune fire; Vulnerable 30 cold
Saving Throws +5; Action Points 2

TRAITS
Blazing Flames * Aura 10

Creatures within the aura that have immunity to fire instead take half damage from fire. Creatures within the aura that have resistance to fire instead have a bonus to saving throws against ongoing fire damage equal to 1/10 their resistance value, rounded down.

Share the Pain
Whenever a phaethon is subject to a condition or effect, all creatures that share its space are also subject to that condition or effect.

STANDARD ACTIONS

(mbasic) Fiery Touch (fire) * At Will

Attack: Melee 3 (one creature); +34 vs. Reflex.
Hit: 4d12+8 fire damage, plus ongoing 30 fire damage (save ends).

(close) Hellish Heat (fire) * At Will
Attack: Close burst 2 (each creature in burst); +32 vs. Reflex.
Hit: 4d12+18 fire damage, plus ongoing 20 fire damage (save ends).

(close) Engulf (fire) * At Will
Effect: The phaethon shifts up to 4 squares. It can enter enemy spaces during this movement. It makes the following attack on each creature whose space it enters.
Attack: Melee 0 (each creature whose space the phaethon enters); +32 vs. Reflex.
Hit: 6d10+16 fire damage, and the target is immobilized (save ends). The phaethon slides the target to any space within the phaethon's space that is not occupied by another creature. If the target makes its saving throw against this effect, it shifts to the closest unoccupied space outside of the phaethon as a free action.

MOVE ACTIONS

(melee) Fiery Overrun (fire) * Recharges when first bloodied

Effect: The phaethon moves up to its speed and makes the following attack against each creature it moves adjacent to during the movement.
Attack: Melee 1 (each adjacent creature); +36 vs. AC.
Hit: 4d10+27 fire damage, the phaethon slides the target up to 5 squares, and the target falls prone.

MINOR ACTIONS

(close) Stoke the Flames (fire) * At Will

Attack: Close blast 3 (each creature in blast); +33 vs. Fortitude.
Hit: The target's ongoing fire damage increases by 15, and the target takes a -5 penalty to saving throws against ongoing fire until the end of its next turn. If the target did not have ongoing fire damage, it instead gains ongoing 15 fire damage (save ends).

Swallow the Flames to Feed the Fire * At Will 1/round
Effect: One creature within 10 squares loses ongoing fire damage, and one condition or effect on the phaethon ends.

TRIGGERED ACTIONS

Burn and Crush (fire) * At Will

Trigger: An enemy starts its turn inside the phaethon's space.
Attack (Free Action): Melee 0 (the triggering enemy); +34 vs. Fortitude.
Hit: 5d10 damage plus 30 fire damage, and the phaethon slides the target to any space within the phaethon's space that is not occupied by another creature.
Miss: 30 fire damage.

Raging Flames * Encounter
Trigger: The phaethon becomes bloodied.
Effect (Free Action): Each creature within 10 squares gain ongoing 30 fire damage (save ends). If it already has ongoing fire damage, it instead increases by 20. In addition, each creature within 10 squares of the phaethon suffer a -5 penalty to saving throws against ongoing fire until the end of its next turn.
---
Str 36 Dex 25 Wis 18
Con 30 Int 8 Cha 28
Alignment chaotic evil Languages Primordial
 

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Hi Jester! :)

While many abominations seem to fall neatly into the Elite category rather than Solo monsters, because of (IMO) the +3-5 unseen level boost the PCs get at the epic tier, monsters that would fit the Elite rank of other tiers work better as Solo monsters in the epic tier. With (proper) solo monsters fitting better as Super-solo's.

The medium size of the Anaxim always annoyed me. I would counter this by having two (or more) Anaxim fit together like Mechano and get some sort of power-up (just thinking out loud though).
 

Hi Jester! :)

While many abominations seem to fall neatly into the Elite category rather than Solo monsters, because of (IMO) the +3-5 unseen level boost the PCs get at the epic tier, monsters that would fit the Elite rank of other tiers work better as Solo monsters in the epic tier. With (proper) solo monsters fitting better as Super-solo's.

Since I haven't run epic yet, I'm not sure whether or not I buy the +3-5 boost, but then again, my party isn't usually optimized for combat so much as it is for flavor. And like I said, we're still just about mid-high paragon (highest level pc is lvl 17), so my opinion may change over time as we advance.

The medium size of the Anaxim always annoyed me. I would counter this by having two (or more) Anaxim fit together like Mechano and get some sort of power-up (just thinking out loud though).

That's a cool idea!

EDIT: Interesting thought- that could also tie them into the 4e version of modrons. Perhaps anaxims are rogue modrons of Primus- or secondus-like status?
 
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