12th level Monster Conversions!

the Jester

Legend
EDIT: Updated to MM3 standards here.

PHANTOM STALKER--- Level 12 Soldier
Large elemental humanoid (fire)--- XP 700
---
Initiative +12; Senses Perception +7
HP 118; Bloodied 59
AC 28; Fortitude 26; Reflex 24; Will 24
Resist fire 20; Vulnerable cold 10
Speed 6, fly 8
---
[Melee basic] Claw (standard; at will): +19 vs. AC; 2d4+5 damage.

[Melee] Double Claw (standard; at will): The phantom stalker makes two claw attacks at the same or adjacent targets. +17 vs. AC; 2d4+5 damage.

[Melee] Flaming Claw (standard; encounter) Fire: +17 vs. Reflex; Hit: 3d6+5 fire damage plus ongoing 10 fire (save ends); Miss: half damage and no ongoing fire damage.

[Close] Death Throes (immediate reaction; when reduced to 0 hit points) Fire: The phantom stalker explodes in a fiery conflagration. Close burst 4; attacks each creature in burst; +15 vs. Reflex; Hit: 4d10+5 fire damage; Miss: half damage.
---
Alignment unaligned; Languages Primordial
Str 23; Dex 19; Wis 13
Con 14; Int 5; Cha 19
 
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the Jester

Legend
EDIT: Updated to MM3 standards here.

GOLEMS

There are many types of golems, but all share certain traits in common. They are all constructs made by sinister rituals, usually constructed predominantly of a single material. This material is animated by an elemental spirit that is difficult to control. Golems are all initially under the control of their creators, but the animating spirit too often manages to break free, usually with tragic results.

GOLEM, HANGMAN--- Level 12 Soldier
Also called rope golems, hangman golems are composed of numerous ropes that are twisted and wrapped into the shape of a humanoid figure. A hangman golem stands almost twice the height of a normal human.
Large natural animate (construct)--- XP 700
---
Initiative +12; Senses Perception +7
HP 120; Bloodied 60
AC 24; Fortitude 26; Reflex 28; Will 21
Speed 6 (can’t shift)
---
[Melee basic] Rope Lash (standard; at will): Reach 2; +17 vs. Reflex; 2d6+5 damage and target is grabbed (until escape).

[Melee] Strangle (standard; only against a grabbed target; at will): +17 vs. Fortitude; 3d6+5 damage and target is dazed until the end of its next turn.

[Close] Rope Whirlwind (standard; recharge 5 6): Close burst 2; +17 vs. AC; 4d8+5 damage.

Unravel (standard; at will) Healing: The hangman golem unravels into a large heap of tangled rope, covering a 2x2 square area. While in this form, it cannot attack, but it gains resist all 10 and regenerations 10.

---
Alignment unaligned; Languages -
Str 23; Dex 19; Wis 13
Con 16; Int 3; Cha 3
 
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Rechan

Adventurer
I wonder. If a Hangman Golem unravels, can PCs make a roll to find out if it's playing chicken?

Also, I wanted to point you to WotC's Will-o-wisp they released today. :) Just for kicks.
 


the Jester

Legend
EDIT: Since there is an official 4e remorhaz, I'm not going to update these guys to MM3 standards unless someone specifically requests that I do so.

REMORHAZ

A remorhaz is a terrible, cold-dwelling creature similar in form to a huge centipede. Remorhaz (singular and plural) dwell in arctic and sub-arctic mountains and badlands, where they can find rocky caves in which to take shelter. When angry or excited, a remorhaz gives off tremendous heat.

REMORHAZ MELTER--- Level 12 Skirmisher
Huge natural magical beast--- XP 700
---
Initiative +12; Senses Perception +8; tremorsense 6
Heat (Fire) aura 3; only when agitated; any creature entering the aura or starting its turn in it suffers an attack: +15 vs. Fortitude; 2d4 fire damage.
HP 120; Bloodied 60
AC 25; Fortitude 25; Reflex 24; Will 22
Resist 10 fire
Speed 6, burrow 3 (tunneling)
---
[Melee basic] Bite (standard; at will): Reach 2; +17 vs. AC; 1d10+6 damage.

[Melee] Lunge (standard; at will): The remorhaz melter shifts 3 squares and makes a basic attack against an adjacent enemy.

Melt Weapon (immediate reaction; when struck by a melee attack with the Weapon keyword; at will) Fire: The remorhaz makes an attack on the creature that hit it: +15 vs. Fortitude; Hit: 1d8+5 fire damage and put a wear point on the target’s weapon; if it has two wear points, reduce attack and damage rolls made with it by 1. If it has three wear points, the item is destroyed. If the weapon is magic, it can receive one additional wear point without harm per tier.
---
Alignment unaligned; Languages -
Str 22; Dex 19; Wis 15
Con 16; Int 5; Cha 8



RAVENOUS REMORHAZ--- Level 13 Brute
Huge natural magical beast--- XP 700
---
Initiative +12; Senses Perception +8; tremorsense 6
Heat (Fire) aura 3; only when agitated; any creature entering the aura or starting its turn in it suffers an attack: +15 vs. Fortitude; 1d12+4 fire damage.
HP 159; Bloodied 79
AC 23; Fortitude 27; Reflex 23; Will 20
Resist 10 fire
Speed 6, burrow 3 (tunneling)
---
[Melee basic] Bite (standard; at will): Reach 2; +16 vs. AC; 3d6+6 damage. (See also Blood Frenzy.)

Melt Weapon (immediate reaction; when struck by a melee attack with the Weapon keyword; at will) Fire: The remorhaz makes an attack on the creature that hit it: +14 vs. Fortitude; Hit: 1d10+5 fire damage and put a wear point on the target’s weapon; if it has two wear points, reduce attack and damage rolls made with it by 1. If it has three wear points, the item is destroyed. If the weapon is magic, it can receive one additional wear point without harm per tier.

Blood Frenzy: A ravenous remorhaz gains +2 to attacks and damage with its bite attack against a bloodied opponent.
---
Alignment unaligned; Languages -
Str 24; Dex 20; Wis 14
Con 19; Int 3; Cha 8


ELDER REMORHAZ--- Level 29 Elite Brute
Gargantuan natural magical beast--- XP 30,000
---
Initiative +22; Senses Perception +21; tremorsense 6
Heat (Fire) aura 5; only when agitated; any creature entering the aura or starting its turn in it suffers an attack: +28 vs. Fortitude; 3d6+6 fire damage.
HP 650; Bloodied 325
AC 43; Fortitude 44; Reflex 41; Will 39
Resist cold 10, fire 20
Saving Throws +2
Speed 8
Action Points 1
---
[Melee basic] Bite (standard; at will): Reach 3; +32 vs. AC; 4d8+10 damage.

Melt Weapon (free action; when struck by a melee attack with the Weapon keyword; at will) Fire: The remorhaz makes an attack on the creature that hit it: +30 vs. Fortitude; Hit: 3d6+5 fire damage and put a wear point on the target’s weapon; if it has two wear points, reduce attack and damage rolls made with it by 1. If it has three wear points, the item is destroyed. If the weapon is magic, it can receive one additional wear point without harm per tier.

Burst of Healing
(standard; encounter) Fire, Healing: The elder remorhaz channels its internal heat into healing. It spends a healing surge and regains 162 hit points, but its heat aura and melt weapon abilities are suppressed (save at -2 ends).
---
Alignment unaligned; Languages -
Str 34; Dex 27; Wis 24
Con 25; Int 9; Cha 16
 
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the Jester

Legend
EDIT: Updated to MM3 standards and substantially expanded here. You'll find the kolyarut, quarut and varakhut there as well.

INEVITABLES

Inevitables are strange, clockwork creatures that are relics of a lost, previous cosmology. They claim to be agents of law, but they answer to no authority and seem bent on overturning the very nature of the cosmos. Some say that maruts were once a type of inevitable, but have forsaken their former compatriots.

ZELEKHUT--- Level 12 Skirmisher

A zelekhut resembles a centaur in shape, but it is made of intricate clockwork. It wears ornate gold armor over alabaster skin. Zelekhuts claim to be charged with hunting down those that would escape their rightful punishment.
Large immortal magical beast (construct)--- XP 700
---
Initiative +13; Senses Perception +12
HP 119; Bloodied 59
AC 26; Fortitude 25; Reflex 25; Will 26
Speed 7, fly 8
---
[Melee basic] Chain Strike (standard; at will): Reach 2; +17 vs. AC; 2d6+5 damage.

[Ranged] Arrest Miscreant (standard; recharge 5 6) Psychic: Range 10; +15 vs. Will; 2d8+5 psychic damage and target is immobilized (save ends).

[Ranged] Punishing Blast
(standard; at will): Range 15; +15 vs. Reflex; 1d8+5 damage, and the target is weakened (save ends).

Clockwork Flight: When it is in flight, the zelekhut gains a +2 bonus to AC and Reflex defenses.
---
Alignment unaligned; Languages Supernal
Skills Intuition+17
Str 21; Dex 20; Wis 23
Con 15; Int 10; Cha 15
 
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the Jester

Legend
The scorpionfolk, updated to MM3 stats.

Comments: I added the "You're Not Going Anywhere" ability to both the minion and the soldier version in order to give them more soldieriness. Other than that, I adjust the driver's Driving Attack a tiny bit- otherwise, it was largely a basic attack with a rider if you moved first.

SCORPIONFOLK
Source:
3e Monsters of Faerun.

Tlincallis, also called scorpionfolk or stingers, are horrific monsters that combine the worst features of humanity with the deadliest aspect of a scorpion. A tlincallis (singular and plural) has a humanoid torso, arms and head. Its skin is a dark red color, sometimes mottled with black or deep grays. The hands of a tlincallis have only two broad, strong fingers and a thumb. It is hairless, with red, glowing eyes. Its lower body is scorpion-like, with six legs and a long, stinger-bearing tail.

Scorpionfolk live in desert cities, beneath which are thriving networks of burrows and tunnels. They often take humans and dwarves as slaves, forcing them to mine and craft weapons.

Scorpionfolk Nomad --- Level 12 Minion Soldier
Large natural humanoid (scorpion) --- XP 175
HP 1; a missed attack never damages a minion Initiative +12
AC 26; Fortitude 26; Reflex 24; Will 24 Perception +6
Speed 6 Tremorsense 6

STANDARD ACTIONS
(mbasic) Sting (poison) * At Will

Attack: +17 vs. AC (one creature); 7 damage and ongoing 5 poison (save ends).

TRIGGERED ACTIONS
(m) You're Not Going Anywhere * At Will

Trigger: An enemy moves or shifts out of a square adjacent to the scorpionfolk nomad.
Attack (Opportunity Action): Melee 1 (the triggering creature); +17 vs. Reflex.
Hit: 5 damage, and the target is knocked prone.
---
Str 23 Dex 19 Wis 11
Con 14 Int 8 Cha 19
Alignment evil Languages Tlincallis

Scorpionfolk Reaver --- Level 12 Soldier
Large natural humanoid (scorpion) --- XP 700
HP 118; Bloodied 59 Initiative +12
AC 28; Fortitude 26; Reflex 24; Will 24 Perception +6
Speed 6 Tremorsense 6

STANDARD ACTIONS
(mbasic) Sting (poison) * At Will

Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 2d8+4 damage and ongoing 10 poison (save ends).

(m) Invigorate Venom (poison) * Recharge 5 6
Requirement: The target must have ongoing poison damage.
Attack: Melee 1 (one creature); +15 vs. Fortitude.
Hit: 3d8+7 poison damage, and the target's ongoing poison damage increases by 5.

TRIGGERED ACTIONS
(m) You're Not Going Anywhere * At Will

Trigger: An enemy moves or shifts out of a square adjacent to the scorpionfolk reaver.
Attack (Opportunity Action): Melee 1 (the triggering creature); +17 vs. Reflex.
Hit: 2d8+4 damage, and the target is knocked prone.
---
Str 23 Dex 19 Wis 11
Con 14 Int 8 Cha 19
Alignment evil Languages Tlincallis

Scorpionfolk Driver --- Level 14 Skirmisher
Large natural humanoid (scorpion) --- XP 900
HP 135; Bloodied 67 Initiative +13
AC 28; Fortitude 28; Reflex 25; Will 26 Perception +7
Speed 6 Tremorsense 6

STANDARD ACTIONS
(mbasic) Sting (poison) * At Will

Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 1d10+10 damage plus ongoing 10 poison (save ends).

(m) Driving Attack (poison) * At Will
Requirement: The scorpionfolk driver must move or shift at least 3 squares during its turn before using this attack.
Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 1d10+10 damage plus ongoing 10 poison (save ends).
Effect: The scorpionfolk driver pushes the target 1 square (2 on a critical hit).

MOVE ACTIONS
Skitter * At Will

Effect: The scorpionfolk driver shifts 3 squares.
---
Str 24 Dex 19 Wis 11
Con 15 Int 13 Cha 20
Alignment evil Languages Tlincallis

Scorpionfolk Magus --- Level 15 Controller
Large natural humanoid (scorpion) --- XP 1000
HP 143; Bloodied 71 Initiative +11
AC 29; Fortitude 27; Reflex 26; Will 30\ Perception +7
Speed 6 Tremorsense 6

STANDARD ACTIONS
(mbasic) Sting (poison) * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 1d10+7 damage plus ongoing 15 poison (save ends).

(m) Slowing Sting (poison) * At Will
Attack: Melee 1 (one creature); +19 vs. Fortitude; 2d10+12 poison damage and the target is slowed (save ends).

(r) Venom Bolt (poison) * At Will
Attack: Ranged 6 (one creature); +20 vs. Fortitude.
Hit: 2d10+7 poison damage and the target is slowed and takes ongoing 5 poison damage (save ends).
Effect: Each creature adjacent to the target takes 5 poison damage.
---
Str 20 Dex 19 Wis 11
Con 15 Int 13 Cha 26
Alignment evil Languages Tlincallis
 

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the Jester

Legend
A new conversion, rather than a revised one: the dakon.

Originally from the 1e Fiend Folio, I've flavored these guys for my campaign; my interpretation of them includes Gorilla City-style hidden communities and a taste for elf (most ape creatures in my campaign tend to have a taste for elf for some reason- hi there hadozee!)

DAKON
Source:
1e Fiend Folio.

A dakon is an intelligent, civilized ape from the Feywild. Typically shy and inoffensive, when aroused to anger a community of dakons is very dangerous. Dwelling deep in the jungles and forests of the Feywild, these creatures are surprisingly numerous but rarely encountered.

Hidden Communities: Dakon cities often include thousands of these creatures, with domesticated animals, agricultural areas, fantastic temples and incredible buildings. However, these communities are hidden in thick fey jungles and concealed from outsiders by a combination of woodcraft and magic.

Dangerous Appetites: One of the few things that creates problems between dakons and other races is their appetite for elf (or eladrin) flesh. To these apes, there is no delicacy more tempting, no flavor more enticing, no meat more delicious than elf. While many dakons refuse to eat elf because of moral qualms, many others poach elf when the opportunity arises.

Domesticated Animals: Dakon communities often have allies in the form of fey beasts that they use as pets or for meat. Some dakon communities include displacer beast packs that coexist with them; others have communities of blink dogs, drakes or others.

Dakon --- Level 12 Minion Brute
Medium fey beast, ape --- XP 250
HP 1; a missed attack never damages a minion Initiative +10
AC 24; Fortitude 25; Reflex 24; Will 24 Perception +9
Speed 6, climb 6 (forest walk) Lowlight vision

STANDARD ACTIONS
(mbasic) Slam * At Will

Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 12 damage, or 15 against a prone enemy.

MOVE ACTIONS
Brachiate

Requirement: The dakon must be in or adjacent to terrain consisting of trees.
Effect: The dakon moves its climb speed. Each square of this movement must be within 3 squares of a tree. If an enemy makes an opportunity attack against the dakon during this movement, the dakon gains resist all 10 against the damage dealt by this attack, and the attacker falls prone.
---
Skills Athletics +17
Str 22 Dex 18 Wis 17
Con 18 Int 15 Cha 15
Alignment unaligned Languages Dakon, Elven

Dakon Poacher --- Level 13 Skirmisher
Medium fey beast, ape --- XP 800
HP 130; Bloodied 65 Initiative +12
AC 27; Fortitude 25; Reflex 26; Will 25 Perception +14
Speed 6, climb 6 (forest walk) Lowlight vision

TRAITS
Elf Hungry

The dakon poacher gets a +1 bonus to attack rolls and a +4 bonus to damage rolls against elves, eladrin, half-elves and Drow.

STANDARD ACTIONS
(mbasic) Grab * At Will

Requirement: The dakon may not have more than one creature grabbed.
Attack: Melee 1 (one creature); +16 vs. Reflex.
Hit: 2d6+6 damage, and the target is grabbed (escape DC 21).

(mbasic) Slam * At Will
Requirement: The dakon may not have more than one creature grabbed.
Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 3d6+9 damage.

(melee) Squeeze and Poach * At Will
Requirement: The dakon must have at least one creature grabbed.
Attack: Melee 1 (each creature grabbed by the dakon poacher); +16 vs. Fortitude.
Hit: 3d10+9 damage.
Effect: The dakon poacher shifts 6 squares and pulls each Medium or smaller creature grabbed by it to a space adjacent to it.

MOVE ACTIONS
Brachiate

Requirement: The dakon must be in or adjacent to terrain consisting of trees.
Effect: The dakon moves its climb speed. Each square of this movement must be within 3 squares of a tree. If an enemy makes an opportunity attack against the dakon during this movement, the dakon gains resist all 10 against the damage dealt by this attack, and the attacker falls prone.
---
Skills Athletics +17
Str 22 Dex 18 Wis 17
Con 18 Int 15 Cha 15
Alignment unaligned Languages Dakon, Elven


Dakon Guard --- Level 13 Soldier
Medium fey beast, ape --- XP 800
HP 130; Bloodied 65 Initiative +12
AC 29; Fortitude 25; Reflex 25; Will 26 Perception +15
Speed 6, climb 6 (forest walk) Lowlight vision

STANDARD ACTIONS
(mbasic) Spear (weapon) * At Will

Attack: Melee 2 (one creature); +18 vs. AC.
Hit: 3d6+11 damage, and the dakon guard marks the target until the end of its next turn.

MOVE ACTIONS
Brachiate

Requirement: The dakon must be in or adjacent to terrain consisting of trees.
Effect: The dakon moves its climb speed. Each square of this movement must be within 3 squares of a tree. If an enemy makes an opportunity attack against the dakon during this movement, the dakon gains resist all 10 against the damage dealt by this attack, and the attacker falls prone.

TRIGGERED ACTIONS
(melee) Warding Jab (weapon) * At Will

Trigger: A marked enemy threatened by the dakon guard moves or shifts.
Attack (Immediate Interrupt): Melee 2 (the triggering creature); +20 vs. AC.
Hit: 3d6+11 damage, the dakon guard slides the target 1 square and the target is immobilized until the end of its turn.
---
Skills Athletics +17
Str 22 Dex 17 Wis 19
Con 18 Int 15 Cha 15
Alignment unaligned Languages Dakon, Elven
Equipment spear
 

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the Jester

Legend
AURUMVORAX
Source: S3: Expedition to the Barrier Peaks

The aurumvorax, also called a gold-eater, golden badger or golden gorger, is a small, tough, voracious, vicious beast that resembles an eight-legged badger. An aurumvorax is a carnivore, but it also must consume gold to live. Thus, aurumvorax are detested by dwarves and dragons. Nonethless, some groups of gnomes befriend aurumvorax, and there are even a few instances in which the gnomes have managed to breed them.

Aurumvorax --- Level 12 Elite Brute
Small natural beast --- XP 1,400
HP 257; Bloodied 128 Initiative +10
AC 24; Fortitude 24; Reflex 24; Will 24 Perception +9
Speed 7
Resist weapons 5
Saving Throws +2; Action Points 1

TRAITS
Vicious Instinct

At the end of the aurumvorax' turn, it takes an extra standard action, even if it charges or is dazed, stunned or dominated.

STANDARD ACTIONS
(mbasic) Bite * At Will

Requirement: The aurumvorax may not have a creature grabbed.
Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 2d8+11 damage, and the aurumvorax grabs the target (escape DC 20).

(melee) Claw Rake * At Will
Attack: Melee 1 (one creature grabbed by the aurumvorax); +18 vs. AC.
Hit: 4d6+16 damage.

(melee) Slaughtering Claws * Recharges when the aurumvorax starts and ends its turn without a creature grabbed
Attack: Melee 1 (one creature grabbed by the aurumvorax); +15 vs. Fortitude.
Hit: 4d10+8 damage, plus ongoing 10 damage (save ends).

TRIGGERED ACTIONS
(melee) Feral Riposte * Encounter

Requirement: The aurumvorax may not have a target grabbed.
Trigger: The aurumvorax is hit by a melee attack.
Effect (Immediate Reaction): The aurumvorax uses bite against the triggering creature.
---
Str 23 Dex 19 Wis 17
Con 21 Int 3 Cha 16
Alignment unaligned Languages -
 

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