10th-level Monster Conversions!

the Jester

Legend
EDIT: Updated to MM3 standards here.

CRAWLING APOCALYPSE

Remnants of a lost era found in desert wastes, crawling apocalypses are self-impelled relic weapons from ancient wars fought eons ago. Now bereft of purpose, some of these things have gone mad. Others still seek their long-destroyed adversaries, annihilating creatures that they presume to be enemies.

A crawling apocalypse is a horrific nest of withered, desiccated tentacles topped by a barrel-like body surmounted by two huge staring orbs. Ancient cerements caked with desert dirt and sand swath a crawling apocalypse’s form.

DECREPIT CRAWLING APOCALYPSE--- Level 10 Soldier
Huge elemental magical beast (undead)--- XP 500
---
Initiative +7; Senses Perception +10
Despair aura 6; undead are immune; any creature in the aura suffers -2 on all attacks
HP 102; Bloodied 51
Regeneration 5
AC 26; Fortitude 24; Reflex 22; Will 23
Resist weapons 5; Vulnerable fire 10
Speed 5, burrow 5 (tunneling)
---
[Melee basic] Barbed Tentacle (standard; at will): Reach 3; +17 vs. AC; 1d10+5 damage plus ongoing 5 damage (save ends).

[Close] Storm of Barbed Tentacles (standard; recharge 5 6): Burst 2; +15 vs. AC; 3d8+5 damage.
---
Alignment unaligned; Languages Usually one or more extinct languages
Str 22; Dex 10; Wis 20
Con 14; Int 18; Cha 20


CRAWLING APOCALYPSE DESTROYER--- Level 18 Soldier
Huge elemental magical beast (undead)--- XP 8,000
---
Initiative +9; Senses Perception +15
Despair aura 6; undead are immune; any creature in the aura suffers -2 on all attacks
HP 170; Bloodied 85
Regeneration 5
AC 34; Fortitude 32; Reflex 30; Will 30
Resist weapons 5; Vulnerable fire 10
Speed 5, burrow 5 (tunneling)
---
[Melee basic] Barbed Tentacle (standard; at will): Reach 3; +25 vs. AC; 2d8+7 damage plus ongoing 5 damage (save ends).

[Melee] Rotting Blow (standard; at will) Necrotic: Reach 3; +23 vs. Fortitude; 2d6+7 necrotic damage plus ongoing 5 necrotic damage and target is weakened (save ends both).

[Close] Wrathful Spasms (standard; recharge 6): Burst 2; attacks each creature in burst; +23 vs. AC; 3d10+6 damage.
---
Alignment unaligned; Languages Usually one or more extinct languages
Str 27; Dex 10; Wis 23
Con 18; Int 23; Cha 23
 
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the Jester

Legend
INVISIBLE STALKER--- Level 10 Skirmisher
Medium elemental humanoid (air)--- XP 500
---
Initiative +12; Senses Perception +9
HP 103; Bloodied 51
AC 22; Fortitude 22; Reflex 21; Will 20 (plus see Blustery Invisibility)
Speed 6, fly 12
---
[Melee basic] Invisible Strike (standard; at will): +15 vs. AC; 1d6+5 damage (plus see Combat Advantage).

[Close] Forceful Gust (standard; recharge 6): Blast 6; +11 vs. Reflex; 3d6+5 damage and target is pushed 3 squares.

Combat Advantage: The invisible stalker deals an extra 1d6 points of damage when it has combat advantage. Since it is naturally invisible, this is most of the time. (See Blustery Invissibility.)

Blustery Invisibility: The invisible stalker is naturally and constantly invisible (meaning that it almost always has combat advantage). However, it is in constant motion, so it often reveals its presence by disturbing its surroundings. Thus, its opponents can automatically pinpoint what square it is in. However, they still suffer a -5 on attack rolls. When the invisible stalker takes a standard action, it reveals its presence more strongly, and enemies suffer only a -2 penalty on attacks.
---
Alignment unaligned; Languages Primordial
Skills Stealth +15
Str 23; Dex 20; Wis 18
Con 15; Int 7; Cha 8
 

the Jester

Legend
EDIT: There's an official version of these guys, so I won't bother updating them to MM3 standards.

SPAWN OF JUIBLEX

Juiblex, the Faceless Lord, has unfathomable intentions and incomprehensibly insane goals. It has dispatched agents across the planes, both demonic, ooze- and other. The spawn of Juiblex are eye-filled masses of atrocious liquid, a mix of disgusting slimes and sludges with utterly malign intent. A spawn of Juiblex resembles a great heaving mass of clotted, filthy sewage filled with hateful red eyes.

LESSER SPAWN OF JUIBLEX--- Level 10 Brute
Large elemental beast (ooze)--- XP 500
---
Initiative +6; Senses Perception +8; tremorsense 10
HP 130; Bloodied 65
AC 22; Fortitude 24; Reflex 19; Will 21
Immune disease, poison
Speed 6
---
[Melee basic] Slimy Blow (standard; at will): +13 vs. AC; 2d6+6 damage and target is affected by slimy infestation.

Flowing Sludge (move; at will): The spawn of Juiblex shifts 6 squares.

Slimy Infestation: A victim of slimy infestation is covered by Juiblexian slime, which animates to attack him. At the start of the victim’s turn, the slimy infestation strikes: +11 vs. Fortitude; 1d6+5 damage. A save ends the slimy infestation.
---
Alignment chaotic evil; Languages Abyssal
Str 22; Dex 13; Wis 16
Con 20; Int 4; Cha 11


GREATER SPAWN OF JUIBLEX--- Level 19 Controller
Huge elemental beast (ooze)--- XP 2,400
---
Initiative +12; Senses Perception +14; tremorsense 10
Horrific Presence aura 1; any creature that begins its turn in the aura suffers an attack: +20 vs. Will; Hit: target is pushed 2 squares.
HP 184; Bloodied 92
AC 33; Fortitude 32; Reflex 28; Will 34
Immune disease, poison
Speed 6
---
[Melee basic] Slimy Blow (standard; at will): Reach 2; +24 vs. AC; 2d6+7 damage and target is affected by slimy infestation.

[Ranged] Sludge Orb (standard; at will): +22 vs. Reflex; 3d6+3 damage and the target suffers slimy infestation.

Flowing Sludge
(move; at will): The spawn of Juiblex shifts 6 squares.

Slimy Infestation:
A victim of slimy infestation is covered by Juiblexian slime, which animates to attack him. The victim is slowed; furthermore, at the start of the victim’s turn, the slimy infestation strikes: +22 vs. Fortitude; 1d6+7 damage. A save ends the slimy infestation.
---
Alignment chaotic evil; Languages Abyssal
Str 23; Dex 16; Wis 20
Con 24; Int 6; Cha 28


ELDER SPAWN OF JUIBLEX--- Level 26 Brute
Gargantuan elemental beast (ooze)--- XP 9,000
---
Initiative +18; Senses Perception +18; tremorsense 10
Horrific Presence aura 2; any creature that begins its turn in the aura suffers an attack: +25 vs. Will; Hit: target is pushed 4 squares.
HP 297; Bloodied 148
AC 38; Fortitude 40; Reflex 35; Will 38
Immune disease, poison
Speed 6
---
[Melee basic] Slimy Blow (standard; at will): Reach 3; +29 vs. AC; 3d6+9 damage and target is affected by slimy infestation.

[Melee] Dual Strike (standard; at will): The elder spawn of Juiblex makes one attack each on two targets: +29 vs. AC; 3d6+9 damage.

[Ranged] Sludge Orb
(standard; at will): +27 vs. Reflex; 3d6+5 damage and the target suffers slimy infestation.

[Close] Septic Burst (standard; encounter): Burst 3; +25 vs. Fortitude; Hit: 5d10+9 damage and target is weakened (save ends); Miss: half damage and target is not weakened.

Flowing Sludge (move; at will): The spawn of Juiblex shifts 6 squares.

Slimy Infestation: A victim of slimy infestation is covered by Juiblexian slime, which animates to attack him. The victim is slowed; furthermore, at the start of the victim’s turn, the slimy infestation strikes: +27 vs. Fortitude; 1d6+9 damage. A save ends the slimy infestation.
---
Alignment chaotic evil; Languages Abyssal
Str 31; Dex 20; Wis 20
Con 27; Int 8; Cha 26
 
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the Jester

Legend
Here is a revised giant sundew, up to MM3/MV standards.

SUNDEW
Source:
A2 Secret of the Slavers Stockade.

A giant sundew is a sticky plant that uses the decaying flesh of creatures that it catches as mulch. Giant sundews are dangerous enough that those fortunate enough to recognize them tend to steer well clear of them.

GIANT SUNDEW --- Level 10 Lurker
Large natural animate (plant) --- XP 500
HP 80; Bloodied 40 Initiative +12
AC 24; Fortitude 24; Reflex 21; Will 21 Perception +9
Speed 4 Tremorsense 15

STANDARD ACTIONS
(mbasic) Sticky Tendril (acid) * At Will

Requirement: The giant sundew may not have more than 12 creatures grabbed.
Attack: Melee 4 (one creature); +13 vs. Reflex.
Hit: 2d6+7 damage plus 1d8 acid damage, and the target is grabbed (until escape).

(m) Final Resting Place (acid) * At Will
Attack: Melee 1 (one grabbed creature); +13 vs. Reflex.
Hit: 3d8+9 acid damage, and the target is restrained (until escape). While restrained, the target takes ongoing 10 acid damage.

MINOR ACTIONS
(m) Relentless Ensnarement * At Will 1/round

Attack: Melee 4 (each creature grabbed by the giant sundew); +13 vs. Fortitude.
Hit: The target is pulled 2 squares.

TRIGGERED ACTIONS
(m) Reaching Tendril * At Will

Trigger: An enemy moves within 4 squares of the giant sundew.
Attack (Opportunity Action): Melee 4 (the triggering creature); +13 vs. Reflex.
Hit: The target is grabbed (until escape).
---
Str 22 Dex 17 Wis 18
Con 14 Int 4 Cha 11
Alignment unaligned Languages -
 

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the Jester

Legend
Here's my revised version of the invisible stalker- this one has more major changes.

I changed it to a lurker and revised how its Blustery Invisibility works to give it an "every other round I can lurk up" element, added a "must be lurking" high-damage attack, adjusted hit points for the change to its role and fiddled with the damage of its existing attacks.

I also tinkered with its accuracy- it is one point lower than typical for its level, but since it will have combat advantage an awful lot, I figure that's okay (giving it a likely accuracy one point above its level most of the time).


Invisible Stalker --- Level 10 Lurker
Medium elemental humanoid (air) --- XP 500
An invisible stalker is a playful form of air elemental that is composed of pure wind, so it is naturally invisible. Invisible stalkers do not seem to understand the difference between living creatures and dead bodies, probably due to the lack of distinction between elementals and their environment.
HP 81; Bloodied 40 Initiative +14
AC 22; Fortitude 22; Reflex 21; Will 20 Perception +9
Speed 6, fly 12

TRAITS
Blustery Invisibility

The invisible stalker is invisible but is surrounded by blowing winds and debris. Despite its invisibility, enemies may attack it as if it merely had concealment (but see also Still Winds). The invisible stalker has combat advantage against creatures that cannot detect invisible creatures, so it usually gains a +2 bonus on attack rolls.

STANDARD ACTIONS
(mbasic) Invisible Strike * At Will

Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 2d8+9 damage.

(m) Unseen Strangulation * Recharge when the invisible stalker uses Still Winds
Requirement: The invisible stalker must have used Still Winds on its previous turn.
Attack: Melee 1 (one creature); +12 vs. Fortitude.
Hit: 2d10+8 damage and the target is grabbed (Escape DC x). Until it escapes the grab, it takes ongoing 10 damage.

(close) Forceful Gust * Recharge 6
Attack: Close blast 6 (creatures in blast); +13 vs. Reflex.
Hit: 3d6+5 damage and the target is pushed 3 squares and knocked prone.
Miss: The target is pushed 1 square.

Still Winds * At Will
Effect: The invisible stalker stills the winds that surround it. Until the end of its next turn, enemies treat it as if it were fully invisible.
---
Skills Stealth +15
Str 23 Dex 20 Wis 18
Con 15 Int 7 Cha 8
Alignment unaligned Languages Primordial
 

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the Jester

Legend
AVOLAKIA
Source:
3e Monster Manual II.

Avolakia are hideous creatures that combine the worst features of an octopus, a worm and an insect. In its natural form, it stands ten feet tall, with a pallid, grey-yellow wormlike body that shimmers with yellow slime. The creature supports itself and moves about on a set of six suckered tentacles, each of which is tipped by a staring yellow eye. Where the creature’s head should be, an avolakia has a sheath that contains a set of three cruelly hooked mandibles. Eight long, spidery arms tipped with insectoid claws protrude from ridges halfway up its body. Avolakia reek of mold and decay.

Unnatural Diet: Avolakia can eat living or dead flesh, but they find it disgusting. Instead, they prefer undead flesh, preferably fresh off the flank of a zombie. Because of this, avolakia interested in the arcane arts tends to necromancy, and every community of avolakia has large herds of undead that they treat as cattle.

Linked to Kyuss: Avolakia are known to have a preference for the worm-god Kyuss. They make living sacrifices during terrible rituals, seeking to grant power to (or receive power from) their restless deity. Some avolakia serve as priests, even assuming humanoid form to create cults of the Worm That Walks.

Alliances with Illithids: Avolakia are known to work with other intelligent creatures at times. Their most infamous alliances are with mind flayers. When the two species work together to capture prey, the illithids extract the brains and devour them while the avolakia animate the dead to serve as undead shock troops and food. Since they do not compete for resources (a brainless body makes a fine zombie), they rarely find themselves at cross purposes.

Avolakia Infiltrator --- Level 10 Lurker
Large aberrant magical beast --- XP 500
HP 82; Bloodied 41 Initiative +10
AC 24; Fortitude 20; Reflex 21; Will 25 Perception +10
Speed 5 Darkvision

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 1d4+5 damage.

(melee) Bite (poison) * Recharge 5 6
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 2d8+8 damage, and the target is weakened (save ends).

Mess of Claws * At Will
Requirement: The avolakia must have combat advantage against the target.
Effect: The avolakia uses claw against the target three times.

Frightful Presence (fear) * Encounter
Effect (close burst 3): Each creature the burst grants combat advantage (save ends).

MINOR ACTIONS
Suggestive Words (charm) * Recharge 6

Attack: Ranged 10 (one creature); +13 vs. Will.
Hit: The avolakia is invisible to the target until the end of the avolakia's next turn, and the target is dazed (save ends).

Change Shape (polymorph) * At Will
Effect: The avolakia assumes the shape of any small, medium or large humanoid. It can assume a specific shape to impersonate an individual, or it can take the form of a 'generic' human, dwarf, elf, etc. While in humanoid form, the avolakia can use neither bite nor mess of claws.
---
Skills Bluff +19, Insight +18, Religion +15
Str 14 Dex 13 Wis 21
Con 16 Int 21 Cha 22
Alignment evil Languages Avolakia, Common, Deep Speech

Avolakia Adept --- Level 12 Artillery
Large aberrant magical beast --- XP 700
HP 95; Bloodied 47 Initiative +12
AC 24; Fortitude 22; Reflex 24; Will 26 Perception +10
Speed 5 Darkvision

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 1d10+11 damage.

(melee) Bite (poison) * Recharge 5 6
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 2d8+11 damage, and the target is weakened (save ends).

(ranged) Acid Bead (acid) * At Will
Attack: Ranged 10 (one creature); +17 vs. Reflex.
Hit: 3d6+8 acid damage, and each creature adjacent to the target takes 10 acid damage.

(ranged) Soul Rend (necrotic) * Recharge 6
Attack: Ranged 5 (one or two creatures); +16 vs. Will.
Hit: 3d8 necrotic damage and the target is dazed (save ends).

MINOR ACTIONS
Change Shape (polymorph) * At Will

Effect: The avolakia assumes the shape of any small, medium or large humanoid. It can assume a specific shape to impersonate an individual, or it can take the form of a 'generic' human, dwarf, elf, etc. While in humanoid form, the avolakia can't use bite.
---
Skills Religion +15
Str 16 Dex 23 Wis 18
Con 17 Int 20 Cha 22
Alignment evil Languages Avolakia, Common, Deep Speech

Avolakia Ghostmaster --- Level 13 Controller (Leader)
Large aberrant magical beast --- XP 800
HP 129; Bloodied 64 Initiative +8
AC 27; Fortitude 23; Reflex 24; Will 28 Perception +10
Speed 5 Darkvision

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 2d8+8 damage.

(melee) Bite (poison) * Recharge 5 6
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d8+8 damage, and the target is weakened (save ends).

(close) Blast of Fear (fear, psychic) * Recharges when an undead ally within 10 squares of the avolakia hits an enemy
Attack: Close blast 4 (each living enemy in blast); +16 vs. Will.
Hit: 1d12+8 psychic damage, the avolakia slides the target 1 square and the target grants combat advantage to undead (save ends).

MINOR ACTIONS
Direct the Dead * At Will

Effect: One undead minion of the avolakia's level or lower takes a standard action of the ghostmaster's choice.

Change Shape (polymorph) * At Will
Effect: The avolakia assumes the shape of any small, medium or large humanoid. It can assume a specific shape to impersonate an individual, or it can take the form of a 'generic' human, dwarf, elf, etc. While in humanoid form, the avolakia can't use bite.
---
Skills Arcana +16, Religion +16
Str 16 Dex 15 Wis 18
Con 17 Int 20 Cha 24
Alignment evil Languages Avolakia, Common, Deep Speech

Avolakia Vermist --- Level 13 Soldier
Large aberrant magical beast --- XP 800
HP 129; Bloodied 64 Initiative +10
AC 29; Fortitude 25; Reflex 24; Will 26 Perception +10
Speed 5 Darkvision

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 2d8+8 damage.

(melee) Bite (poison) * At Will
Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 3d8+8 damage, and the target is slowed (save ends).

(ranged) Gift of Worms * Recharge 6
Attack: Ranged 10 (one creature); +16 vs. Fortitude.
Hit: 3d10+10 damage, and the target takes ongoing 10 damage and is dazed (save ends both).

TRIGGERED ACTIONS
(close) Worms in the Blood * Encounter

Trigger: The avolakia becomes bloodied.
Attack (Free Action): Close burst 1 (each creature in the burst); +16 vs. Reflex.
Hit: The target takes ongoing 15 damage and a -2 penalty to saving throws (save ends both).

MINOR ACTIONS
Change Shape (polymorph) * At Will

Effect: The avolakia assumes the shape of any small, medium or large humanoid. It can assume a specific shape to impersonate an individual, or it can take the form of a 'generic' human, dwarf, elf, etc. While in humanoid form, the avolakia can't use bite.
---
Skills Religion +18
Str 21 Dex 15 Wis 18
Con 17 Int 20 Cha 20
Alignment evil Languages Avolakia, Common, Deep Speech

Avolakia Master --- Level 21 Controller (Leader)
Large aberrant magical beast --- XP 3,200
HP 180; Bloodied 90 Initiative +12
AC 35; Fortitude 31; Reflex 32; Will 36 Perception +16
Speed 5 Darkvision

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +26 vs. AC.
Hit: 2d8+12 damage.

(melee) Bite (poison) * At Will
Attack: Melee 1 (one creature); +26 vs. AC.
Hit: 5d8+7 damage, and the target is slowed (save ends).

(ranged) Suggestion (charm) * At Will
Attack: Ranged 10 (one nondeafened creature); +24 vs. Will.
Effect: The avolakia master slides the target 1 square.
Hit: The target takes a standard action of the avolakia's choice as a free action. The only attacks that the avolakia can force the target to make are at will. The target gets a +4 bonus on any attack rolls or skill checks it makes as part of this action.

(area) Seize the Moment * Encounter
Effect: Area burst 1 within 10 (each ally in burst); each target may use a standard action as a free action.

(area) Psychic Tempest (psychic) * Encounter
Attack: Area burst 2 within 10 squares (each enemy in burst); +23 vs. Will.
Hit: 4d10+6 psychic damage and the target is dazed (save ends).

MINOR ACTIONS
Change Shape (polymorph) * At Will

Effect: The avolakia assumes the shape of any small, medium or large humanoid. It can assume a specific shape to impersonate an individual, or it can take the form of a 'generic' human, dwarf, elf, etc. While in humanoid form, the avolakia can't use bite.

TRIGGERED ACTIONS
Deflection Aura (force) * Recharges when first bloodied

Trigger: An attack hits the avolakia when it has no adjacent allies.
Effect (Immediate Interrupt): The avolakia gains a +4 bonus to AC against the triggering attack.
---
Skills Bluff +23, Diplomacy +23, Insight +22, Religion +22
Str 19 Dex 15 Wis 23
Con 23 Int 25 Cha 27
Alignment evil Languages Avolakia, Common, Deep Speech

Avolakia Sophist --- Level 21 Minion Controller
Large aberrant magical beast --- XP 800
HP 1; a missed attack never damages a minion Initiative +12
AC 35; Fortitude 31; Reflex 32; Will 36 Perception +16
Speed 5 Darkvision

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +26 vs. AC.
Hit: 11 damage.

(melee) Bite (poison) * At Will
Attack: Melee 1 (one creature); +24 vs. Fortitude.
Hit: 14 poison damage, and the target loses immune and resist poison (save ends).

MINOR ACTIONS
(ranged) Persuasive Sophism (charm) * At Will

Attack: Ranged 10 (one creature); +24 vs. Will.
Hit: The avolakia slides the target up to 2 squares.

Change Shape (polymorph) * At Will
Effect: The avolakia assumes the shape of any small, medium or large humanoid. It can assume a specific shape to impersonate an individual, or it can take the form of a 'generic' human, dwarf, elf, etc. While in humanoid form, the avolakia can't use bite.
---
Skills Bluff +23, Diplomacy +23, Insight +22
Str 19 Dex 15 Wis 23
Con 23 Int 25 Cha 27
Alignment evil Languages Avolakia, Common, Deep Speech
 

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the Jester

Legend
CRAWLING APOCALYPSE
Source:
3e Sandstorm.

A crawling apocalypse is a relic of an ancient era. Found in what are now desert wastes, crawling apocalypses are self-impelled weapons from ancient wars fought eons ago. Now bereft of purpose, some of these things have gone mad, while others still seek to destroy long-vanished adversaries, annihilating whatever crosses their path.

A crawling apocalypse appears to be a nest of withered, desiccated tentacles topped by a barrel-like body surmounted by two huge staring orbs. Ancient cerements caked with desert dirt and sand swath a crawling apocalypse's form.

Decrepit Crawling Apocalypse --- Level 10 Soldier
Huge elemental magical beast (undead) --- XP 500
HP 102; Bloodied 51 Initiative +7
AC 25; Fortitude 23; Reflex 20; Will 22 Perception +10
Speed 6, burrow 5 (tunneling)
Resist 10 necrotic; Vulnerable 10 fire

TRAITS
Despair (fear) * Aura 4

Living creatures in the aura suffer a -2 penalty on attack rolls.

Regeneration
The crawling apocalypse regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the crawling apocalypse takes fire damage, its regeneration does not function on its next turn.

STANDARD ACTIONS
(mbasic) Barbed Tentacles * At Will

Attack: Melee 3 (one creature); +15 vs. AC.
Hit: 2d10+7 damage, and the target takes ongoing 5 damage and is marked by the crawling apocalypse (save ends both).

(close) Storm of Tentacles * Recharge 5 6
Attack: Close burst 2 (each enemy in burst); +15 vs. AC.
Hit: 2d6+4 damage and the target falls prone.
---
Str 22 Dex 10 Wis 20
Con 14 Int 18 Cha 20
Alignment unaligned Languages usually one or more extinct languages

Crawling Apocalypse Destroyer --- Level 18 Soldier
Huge elemental magical beast (undead) --- XP 8,000
HP 170; Bloodied 85 Initiative +11
AC 33; Fortitude 31; Reflex 28; Will 30 Perception +15
Speed 6, burrow 5 (tunneling)
Resist 15 necrotic; Vulnerable 10 fire

TRAITS
Despair (fear) * Aura 4

Living creatures in the aura suffer a -2 penalty on attack rolls.

Regeneration
The crawling apocalypse regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the crawling apocalypse takes fire damage, its regeneration does not function on its next turn.

STANDARD ACTIONS
(mbasic) Barbed Tentacles (necrotic) * At Will

Attack: Melee 3 (one creature); +23 vs. AC.
Hit: 3d10+6 damage, and the target takes ongoing 10 necrotic damage and is marked by the crawling apocalypse (save ends both).

(close) Wrathful Spasm * Recharge 6
Attack: Close burst 2 (each creature in burst); +23 vs. AC.
Hit: 3d10+8 damage, and the target falls prone.

TRIGGERED ACTIONS
Rotting Wound (necrotic) * At Will

Trigger: An enemy marked by the crawling apocalypse moves or shifts.
Effect (Opportunity Action): The triggering enemy takes 10 necrotic damage.
---
Str 27 Dex 10 Wis 23
Con 18 Int 23 Cha 23
Alignment unaligned Languages usually one or more extinct languages
 

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the Jester

Legend
MORKOTH
Source:
1e Monster Manual.

A morkoth is a strange monster from the deepest ocean depths. They are rarely seen, for their victims do not often survive an encounter with the strange beast. Even the form of the morkoth is uncertain, as the few reports from those that do survive meeting a morkoth are inconsistent. According to most reports, the morkoth's body resembles that of a deep-sea fish with bulging eyes and protruding teeth. Most reports claim that the morkoth has a sail-like fin running along its back. Its lower body is said to trail away in a series of tentacles- variously numbered at two, four, eight or twelve- but other reports claim that it has crustacean-like legs on its underbelly.

Hypnotic Lairs: A morkoth lives at the center of a series of spiraling, interconnecting tunnels. Travel through this lair is inevitably confusing and lays strange enchantments upon the minds of intruders, leaving them easy prey for the morkoth. Merely traversing the tunnels subjects such unfortunates to a hypnotic lulling effect. Many creatures that fight a morkoth do not even realize that it is there until the fight is almost over.

Accompanied by Opportunists: Often, opportunistic predators will accompany a morkoth, hoping to feed on its leavings or snatch a victim out of a group of intruders. These predators are constantly in danger of becoming the morkoth's prey, should it grow hungry. A morkoth knows no loyalty to any creature save itself.

Morkoth Schemer --- Level 10 Lurker
Medium aberrant magical beast (aquatic) --- XP 500
HP 84; Bloodied 42 Initiative +11
AC 24; Fortitude 22; Reflex 22; Will 24 Perception +8
Speed 4, swim 8 Darkvision
Resist 5 arcane

TRAITS
Hypnotic Lair (charm) * Aura special

This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target.
Attack (Free Action): +13 vs. Will.
Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it.

Aquatic
The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 2d8+5 damage, or 4d8+5 damage if the morkoth is invisible to the target.
Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage.

MOVE ACTIONS
Disorienting Withdrawal * Encounter

Requirement: The morkoth must be bloodied.
Effect: The morkoth schemer shifts 4 squares.
---
Skills Arcana +14, Stealth +12
Str 13 Dex 15 Wis 17
Con 18 Int 18 Cha 22
Alignment chaotic evil Languages Deep Speech, Green Speech

Morkoth of Baphomet --- Level 11 Solo Lurker
Medium aberrant magical beast (aquatic) --- XP 3,000
A morkoth of Baphomet is a morkoth that has been touched by the demon lord of mazes, sometimes through worship and ritual, and sometimes through the demon lord's own capriciousness. Either way, such a monstrosity resembles a morkoth with a bull's head, and it stinks like a horrid mixture of cattle and fish.
HP 360; Bloodied 180 Initiative +13
AC 25; Fortitude 23; Reflex 23; Will 25 Perception +8
Speed 4, swim 8 Darkvision
Resist 5 arcane
Saving Throws +5; Action Points 2

TRAITS
Hypnotic Lair (charm) * Aura special

This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target.
Attack (Free Action): +14 vs. Will.
Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it.

Aquatic
The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

STANDARD ACTIONS
(mbasic) Gore * At Will

Attack: Melee 1 (one creature); +16 vs. AC.
Hit: 2d8+6 damage, or 4d8+6 damage if the morkoth is invisible to the target.
Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage.

(melee) Goring Charge * At Will
Effect: The morkoth of Baphomet charges and makes the following attack in place of a melee basic attack.
Attack: Melee 1 (one creature); +15 vs. Fortitude. (This includes the +1 bonus for charging.)
Hit: 3d8+6 damage, and the morkoth pushes the target 2 squares and the target falls prone.

(melee) Gore and Toss * At Will
Effect: The morkoth of Baphomet uses gore. If it hits, it makes the following secondary attack against the same target.
Secondary Attack: +13 vs. Fortitude.
Hit: 1d8 damage, and the morkoth slides the target 2 squares. If the morkoth was invisible to the target, it becomes visible to it.

MOVE ACTIONS
Disorienting Withdrawal * Encounter

Requirement: The morkoth must be bloodied.
Effect: The morkoth of Baphomet shifts 4 squares.

MINOR ACTIONS
(close) Hypnotic Glare (charm, gaze) * At Will

Attack: Close blast 10 (one creature in blast); +14 vs. Will.
Hit: The target takes a standard action of the morkoth's choice as a free action, including using an at will power or charging.
---
Skills Arcana +14, Stealth +12
Str 16 Dex 15 Wis 17
Con 18 Int 18 Cha 22
Alignment chaotic evil Languages Deep Speech, Green Speech

Abyssal Morkoth --- Level 24 Solo Controller
Medium aberrant magical beast (aquatic) --- XP 30,250
HP 900; Bloodied 450 Initiative +16
AC 38; Fortitude 37; Reflex 34; Will 38 Perception +18
Speed 4, swim 8 Darkvision
Resist 10 arcane
Saving Throws +5; Action Points 2

TRAITS
Hypnotic Lair (charm) * Aura special

This aura affects each non-morkoth with line of sight to the morkoth while within its lair. At the start of the creature's turn, the aura makes the following attack against the target.
Attack (Free Action): +27 vs. Will.
Hit: The morkoth is invisible to the target until the start of the target's next turn, after the aura attacks again, even if the morkoth makes an attack against it.

Aquatic
The morkoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +29 vs. AC.
Hit: 4d8+9 damage, or 6d8+9 damage if the morkoth is invisible to the target.
Special: If the morkoth is invisible to the target, the target does not know that it took damage, or how much, until the start of the target's turn. The target is not bloodied, nor does it fall unconscious, until it realizes that it took the damage.

(melee) Stunning Bite (poison) * At Will
Requirement: The morkoth must be invisible to the target.
Attack: Melee 1 (one creature); +29 vs. AC.
Hit: 5d8+9 damage, and the target is stunned (save ends).

(area) Hypnotic Confusion * Recharge 5 6
Attack: Area burst 2 within 10 (each enemy in burst); +26 vs. Will.
Hit: The target is dazed and immobilized (save ends both).
Miss: The target is slowed (save ends).

MINOR ACTIONS
(close) Hypnotic Glare (charm, gaze) * At Will

Attack: Close blast 10 (one creature in blast); +28 vs. Will.
Hit: The target takes a standard action of the morkoth's choice as a free action, including using an at will power or charging.

TRIGGERED ACTIONS
(close) Evil Blood (poison) * Recharges when the morkoth hits with stunning bite while bloodied

Trigger: The morkoth is hit by a melee attack.
Attack (Immediate Reaction): Close blast 2 (each creature in blast); +26 vs. Fortitude.
Hit: 3d6+14 poison damage, and the target suffers a -2 penalty to attack rolls (save ends).
---
Skills Arcana +24, Stealth +21
Str 15 Dex 18 Wis 23
Con 25 Int 25 Cha 31
Alignment chaotic evil Languages Abyssal, Deep Speech, Green Speech
 

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the Jester

Legend
GREENVISE
Source:
3e Monster Manual II.

A greenvise is a larger version of the Venus flytrap, able to easily consume creatures of human size. Being ambulatory, it is more dangerous than most carnivorous plants. A greenvise often haunts the fringes of humanoid settlements, preying on solitary travelers or assaulting small groups on the outskirts.

Greenvise Fogger --- Level 10 Controller
Large natural animate (blind, plant) --- XP 500
HP 104; Bloodied 52 Initiative +9
AC 24; Fortitude 24; Reflex 20; Will 22 Perception +6
Speed 3 Tremorsense 10
Resist 10 acid

STANDARD ACTIONS
(mbasic) Tendril Strike * At Will

Requirement: The greenvise may not have more than one target grabbed.
Attack: Melee 2 (one creature); +15 vs. AC.
Hit: 2d8+5 damage, and the greenvise pulls the target 1 and grabs the target (escape DC 18).

(melee) Bite * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d8+5 damage, and the greenvise grabs the target in its mouth (escape DC 22). While it has a creature grabbed in its mouth, it can use this attack only against that creature.

(melee) Swallow Whole * At Will
Requirement: The greenvise may not have a creature restrained.
Attack: Melee 1 (one creature grabbed in the greenvise's mouth); +14 vs. Fortitude.
Hit: The target is restrained (escape DC 26). While restrained, the target suffers ongoing 15 acid damage and has line of sight and line of effect only to the greenvise, although other creatures have line of sight and line of effect to the target.

MINOR ACTIONS
(close) Death Fog (acid, zone) * Encounter

Effect: The greenvise fogger emits a thick fog in a close burst 3 that becomes a zone that lasts until the end of the greenvise's next turn. The zone counts as difficult terrain for creatures other than the greenvise and blocks line of sight past one square; creatures and objects one square away have concealment. Whenever a creature other than the greenvise starts its turn in the zone,
Attack: Close burst 3 (each creature in burst); +12 vs. Fortitude.
Hit: 1d8+5 acid damage.
Sustain Minor: The zone persists until the end of the greenvise's next turn.
---
Str 22 Dex 18 Wis 12
Con 16 Int 3 Cha 8
Alignment unaligned Languages -

Verdant Greenvise --- Level 21 Controller
Large natural animate (blind, plant) --- XP 3,200
HP 192; Bloodied 96 Initiative +16
AC 35; Fortitude 35; Reflex 30; Will 33 Perception +11
Speed 3 Tremorsense 20
Resist 20 acid

STANDARD ACTIONS
(mbasic) Tendril Strike * At Will

Requirement: The greenvise may not have more than one target grabbed.
Attack: Melee 3 (one creature); +26 vs. AC.
Hit: 4d8+7 damage, and the greenvise pulls the target 1 and grabs the target (escape DC 26).

(melee) Bite * At Will

Attack: Melee 1 (one creature); +26 vs. AC.
Hit: 5d8+7 damage, and the greenvise grabs the target in its mouth (escape DC 30). While it has a creature grabbed in its mouth, it can use this attack only against that creature.

(melee) Swallow Whole * At Will
Requirement: The greenvise may not have a creature restrained.
Attack: Melee 1 (one creature grabbed in the greenvise's mouth); +25 vs. Fortitude.
Hit: The target is restrained (escape DC 35). While restrained, the target suffers ongoing 25 acid damage and has line of sight and line of effect only to the greenvise, although other creatures have line of sight and line of effect to the target.

MINOR ACTIONS
(close) Death Fog (acid, zone) * Encounter

Effect: The greenvise fogger emits a thick fog in a close burst 3 that becomes a zone that lasts until the end of the greenvise's next turn. The zone counts as difficult terrain for creatures other than the greenvise and blocks line of sight past one square; creatures and objects one square away have concealment. Whenever a creature other than the greenvise starts its turn in the zone,
Attack: Close burst 3 (each creature in burst); +23 vs. Fortitude.
Hit: 2d10+4 acid damage.
Sustain Minor: The zone persists until the end of the greenvise's next turn.

(ranged) Fey Lure * Encounter
Attack: Ranged 20 (one creature); +25 vs. Will.
Hit: The greenvise pulls the target its speed.
---
Str 27 Dex 23 Wis 12
Con 16 Int 11 Cha 23
Alignment unaligned Languages Elven
 

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