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11th level Monster Conversions!
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<blockquote data-quote="the Jester" data-source="post: 4465013" data-attributes="member: 1210"><p>EDIT: There is an official version of these things in MV2, so I'm not going to update them, with the possible exception of the mist master.</p><p></p><p><strong><span style="font-size: 18px">MIST</span></strong></p><p> </p><p>Although most people think of mist as simply harmless vapor suspended in the air, there are several types of deadly monstrous mists. Sentient and usually hungry for blood, monstrous mists are extremely dangerous, in part for their ability to fade into the background in misty areas. Most monstrous mists dwell in areas prone to fog or mist in order to better conceal their approach and to expedite any necessary escapes.</p><p></p><p><strong><span style="font-size: 15px">VAMPIRIC MIST--- Level 11 Lurker</span></strong></p><p>Medium elemental animate (air)--- XP 600</p><p>---</p><p>Initiative +15; Senses Perception +16</p><p>HP 91; Bloodied 45</p><p>AC 25; Fortitude 23; Reflex 25; Will 23</p><p>Resist insubstantial</p><p>Speed fly 8 (hover); maximum altitude 4 (see also Envelope and Misty Flow)</p><p>---</p><p><strong>[Melee basic] Tendril of Mist</strong> (standard; at will): +14 vs. Reflex; 1d6+5 damage.</p><p></p><p><strong>[Melee] Blood-Draining Tendril </strong>(standard; at will): +14 vs. Reflex; 1d6+5 damage, and the vampiric mist gains 5 temporary hit points.</p><p></p><p><strong>[Melee] Envelope</strong> (standard; only when it has combat advantage; sustain standard; at will): The vampiric mist moves 4, ending its movement in an enemy’s space, and attacks that enemy: +14 vs. Fortitude; Hit: 2d8+5 damage, the vampiric mist gains 5 temporary hit points, and the target is dazed and immobilized (save ends both; both automatically end if the vampiric mist leaves the target’s space); Miss: half damage, the vampiric mist gains 5 temporary hit points, and the target is neither dazed nor immobilized. Sustain: the vampiric mist remains in the target’s space and makes another attack on it. (It need not have combat advantage to sustain this ability.)</p><p></p><p><strong>Misty Flow </strong>(move; at will): The vampiric mist shifts 6 and gains concealment from, and combat advantage against, all creatures that it does not end this shift adjacent to until the end of its next turn.</p><p>---</p><p>Alignment evil; Languages understands Common</p><p>Skills Perception +16, Stealth +14</p><p>Str 6; Dex 22; Wis 18</p><p>Con 19; Int 10; Cha 10</p><p></p><p></p><p><strong><span style="font-size: 15px">CRIMSON DEATH--- Level 18 Solo Lurker</span></strong></p><p>Medium elemental animate (air)--- XP 10,000</p><p>---</p><p>Initiative +25; Senses Perception +18; blindsight 10</p><p>HP 470; Bloodied 235</p><p>AC 34; Fortitude 32; Reflex 32; Will 32 (but see Fat with Blood)</p><p>Resist insubstantial (but see Fat with Blood)</p><p>Saving Throws +5</p><p>Speed fly 10 (hover); maximum altitude 6</p><p>Action Points 2</p><p>---</p><p><strong>[Melee basic] Blood-Draining Tendril of Mist</strong> (standard; at will): +21 vs. Reflex; 2d8+7 damage, and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Feed ability.)</p><p></p><p><strong>[Melee] Lash of Mist</strong> (standard; at will): The crimson death makes two blood-draining tendril of mist attacks.</p><p></p><p><strong>[Melee] Feed</strong> (standard; requires combat advantage; recharges when the crimson death runs out of temporary hit points): The crimson death shifts 3 into an enemy’s space and attacks that enemy: +21 vs. Fortitude; Hit: 4d10+7 damage plus ongoing 5 damage (save ends), and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Blood-Draining Tendril of Mist ability.)</p><p></p><p><strong>[Ranged] Terrifying Visage</strong> (minor; at will): Range 6; +21 vs. Will; Hit: the target slides 4 and is weakened (save ends); Miss: the target is weakened until the end of its next turn.</p><p></p><p><strong>Scarlet Vigor </strong>(immediate reaction; when hit by an attack; at will): The crimson death loses 10 temporary hit points and gains a +2 power bonus to one defense of its choice until the end of its next turn.</p><p></p><p><strong>Lost in the Mist</strong> (move; at will): The crimson death shifts 10 and gains total concealment until the end of its next turn.</p><p></p><p><strong>Fat with Blood</strong> (when the crimson death first has 30 temporary hit points): The crimson death’s defenses go down by 2, it becomes substantial and it deals an extra 1d12 points of damage with melee attacks.</p><p></p><p>---</p><p>Alignment evil; Languages understands Common</p><p>Skills Perception +18, Stealth +22</p><p>Str 22; Dex 26; Wis 19</p><p>Con 20; Int 18; Cha 22</p><p></p><p></p><p><strong><span style="font-size: 15px">MIST MASTER--- Level 26 Artillery</span></strong></p><p> </p><p>The mist masters are mysterious elemental creatures that sometimes offer their services as mercenaries to powerful creatures. They have a civilization hidden somewhere in the Elemental Chaos, supposedly containing many different types of mist creatures unknown elsewhere. The mist masters rule over all. Their motivations in interacting with other creatures are generally very difficult to fathom.</p><p> </p><p>Mist masters look like large churning masses of mist, swirling and moving at surprising speed. </p><p></p><p>Large elemental animate (air)--- XP 9,000</p><p>---</p><p>Initiative +23; Senses Perception +15; blindsight 20</p><p><strong>Lightning Storm (lightning)</strong> aura 6; any creature starting its turn in the aura suffers an attack: +31 vs. Reflex; 2d8+9 lightning damage. </p><p>HP 177; Bloodied 88</p><p>AC 38; Fortitude 38; Reflex 40; Will 38</p><p>Immune lightning, thunder; Resist insubstantial</p><p>Speed fly 10 (hover) (plus see Dancing Whirlwind)</p><p>---</p><p><strong>[Melee basic] Whirlwind Blow</strong> (standard; at will): Reach 2; +33 vs. AC; 2d8+8 damage, and target slides 2 squares.</p><p></p><p><strong>[Ranged basic] Lightning Spark </strong>(standard; at will) <strong>Lightning:</strong> Range 12; +21 vs. AC; 3d8+9 lightning damage.</p><p></p><p><strong>[Area] Staggering Thunder </strong>(standard; recharge 6) <strong>Thunder: </strong>Burst 2 within 10; +17 vs. Fortitude; Hit: 5d10+9 thunder damage and target is dazed (save ends); Miss: half damage and the target is not dazed.</p><p></p><p><strong>Dancing Whirlwind</strong> (move; at will): The mist master shifts 4.</p><p>---</p><p>Alignment unaligned; Languages Primordial</p><p>Str 26; Dex 31; Wis 15</p><p>Con 15; Int 16; Cha 26</p></blockquote><p></p>
[QUOTE="the Jester, post: 4465013, member: 1210"] EDIT: There is an official version of these things in MV2, so I'm not going to update them, with the possible exception of the mist master. [B][SIZE="5"]MIST[/SIZE][/B] Although most people think of mist as simply harmless vapor suspended in the air, there are several types of deadly monstrous mists. Sentient and usually hungry for blood, monstrous mists are extremely dangerous, in part for their ability to fade into the background in misty areas. Most monstrous mists dwell in areas prone to fog or mist in order to better conceal their approach and to expedite any necessary escapes. [B][SIZE="4"]VAMPIRIC MIST--- Level 11 Lurker[/SIZE][/B] Medium elemental animate (air)--- XP 600 --- Initiative +15; Senses Perception +16 HP 91; Bloodied 45 AC 25; Fortitude 23; Reflex 25; Will 23 Resist insubstantial Speed fly 8 (hover); maximum altitude 4 (see also Envelope and Misty Flow) --- [B][Melee basic] Tendril of Mist[/B] (standard; at will): +14 vs. Reflex; 1d6+5 damage. [B][Melee] Blood-Draining Tendril [/B](standard; at will): +14 vs. Reflex; 1d6+5 damage, and the vampiric mist gains 5 temporary hit points. [B][Melee] Envelope[/B] (standard; only when it has combat advantage; sustain standard; at will): The vampiric mist moves 4, ending its movement in an enemy’s space, and attacks that enemy: +14 vs. Fortitude; Hit: 2d8+5 damage, the vampiric mist gains 5 temporary hit points, and the target is dazed and immobilized (save ends both; both automatically end if the vampiric mist leaves the target’s space); Miss: half damage, the vampiric mist gains 5 temporary hit points, and the target is neither dazed nor immobilized. Sustain: the vampiric mist remains in the target’s space and makes another attack on it. (It need not have combat advantage to sustain this ability.) [B]Misty Flow [/B](move; at will): The vampiric mist shifts 6 and gains concealment from, and combat advantage against, all creatures that it does not end this shift adjacent to until the end of its next turn. --- Alignment evil; Languages understands Common Skills Perception +16, Stealth +14 Str 6; Dex 22; Wis 18 Con 19; Int 10; Cha 10 [B][SIZE="4"]CRIMSON DEATH--- Level 18 Solo Lurker[/SIZE][/B] Medium elemental animate (air)--- XP 10,000 --- Initiative +25; Senses Perception +18; blindsight 10 HP 470; Bloodied 235 AC 34; Fortitude 32; Reflex 32; Will 32 (but see Fat with Blood) Resist insubstantial (but see Fat with Blood) Saving Throws +5 Speed fly 10 (hover); maximum altitude 6 Action Points 2 --- [B][Melee basic] Blood-Draining Tendril of Mist[/B] (standard; at will): +21 vs. Reflex; 2d8+7 damage, and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Feed ability.) [B][Melee] Lash of Mist[/B] (standard; at will): The crimson death makes two blood-draining tendril of mist attacks. [B][Melee] Feed[/B] (standard; requires combat advantage; recharges when the crimson death runs out of temporary hit points): The crimson death shifts 3 into an enemy’s space and attacks that enemy: +21 vs. Fortitude; Hit: 4d10+7 damage plus ongoing 5 damage (save ends), and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Blood-Draining Tendril of Mist ability.) [B][Ranged] Terrifying Visage[/B] (minor; at will): Range 6; +21 vs. Will; Hit: the target slides 4 and is weakened (save ends); Miss: the target is weakened until the end of its next turn. [B]Scarlet Vigor [/B](immediate reaction; when hit by an attack; at will): The crimson death loses 10 temporary hit points and gains a +2 power bonus to one defense of its choice until the end of its next turn. [B]Lost in the Mist[/B] (move; at will): The crimson death shifts 10 and gains total concealment until the end of its next turn. [B]Fat with Blood[/b] (when the crimson death first has 30 temporary hit points): The crimson death’s defenses go down by 2, it becomes substantial and it deals an extra 1d12 points of damage with melee attacks. --- Alignment evil; Languages understands Common Skills Perception +18, Stealth +22 Str 22; Dex 26; Wis 19 Con 20; Int 18; Cha 22 [B][SIZE="4"]MIST MASTER--- Level 26 Artillery[/SIZE][/B] The mist masters are mysterious elemental creatures that sometimes offer their services as mercenaries to powerful creatures. They have a civilization hidden somewhere in the Elemental Chaos, supposedly containing many different types of mist creatures unknown elsewhere. The mist masters rule over all. Their motivations in interacting with other creatures are generally very difficult to fathom. Mist masters look like large churning masses of mist, swirling and moving at surprising speed. Large elemental animate (air)--- XP 9,000 --- Initiative +23; Senses Perception +15; blindsight 20 [B]Lightning Storm (lightning)[/B] aura 6; any creature starting its turn in the aura suffers an attack: +31 vs. Reflex; 2d8+9 lightning damage. HP 177; Bloodied 88 AC 38; Fortitude 38; Reflex 40; Will 38 Immune lightning, thunder; Resist insubstantial Speed fly 10 (hover) (plus see Dancing Whirlwind) --- [B][Melee basic] Whirlwind Blow[/B] (standard; at will): Reach 2; +33 vs. AC; 2d8+8 damage, and target slides 2 squares. [B][Ranged basic] Lightning Spark [/B](standard; at will) [B]Lightning:[/B] Range 12; +21 vs. AC; 3d8+9 lightning damage. [B][Area] Staggering Thunder [/B](standard; recharge 6) [B]Thunder: [/B]Burst 2 within 10; +17 vs. Fortitude; Hit: 5d10+9 thunder damage and target is dazed (save ends); Miss: half damage and the target is not dazed. [B]Dancing Whirlwind[/B] (move; at will): The mist master shifts 4. --- Alignment unaligned; Languages Primordial Str 26; Dex 31; Wis 15 Con 15; Int 16; Cha 26 [/QUOTE]
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