12th level Monster Conversions!

the Jester

Legend
Phantom Stalker --- Level 12 Soldier
Medium elemental humanoid (fire) --- XP 700
There is some debate as to whether phantom stalkers are summoned or created. Their first appearance, long ago, was the result of an attempt by a mad pyromancer to conjure a fiery variant of the invisible stalker. Since then, they have been encountered periodically in the service of one ritualist or another, but there are no accounts of them on the Elemental Chaos.
HP 118; Bloodied 59 Initiative +12
AC 28; Fortitude 24; Reflex 24; Will 24 Perception +7
Speed 6, fly 8
Resist 20 fire; Vulnerable 10 cold

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 2d4+5 damage, and the phantom stalker marks the target (save ends).

Double Claw * At Will
Effect: The phantom stalker uses claw twice.

(melee) Flaming Claw * Encounter
Attack: Melee 1 (one creature); +15 vs. Reflex.
Hit: 5d6+8 fire damage, plus ongoing 10 fire damage (save ends).

TRIGGERED ACTIONS
Flame of Challenge (fire) * At Will

Trigger: A creature marked by the phantom stalker and within 4 squares of it makes an attack that does not include it as a target.
Effect (Free Action): The triggering creature takes 5 fire damage.
---
Str 23 Dex 19 Wis 13
Con 14 Int 5 Cha 19
Alignment unaligned Languages Primordial
 

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the Jester

Legend
INEVITABLE
Source:
3.5 Monster Manual (zelekhut, kolyarut); 3e Fiend Folio (quarut, varakhut).

The inevitables are strange clockwork creatures that are relics of a previous cosmology that was shattered by the final victory of Chaos in the Great War of Ethics. Inevitables consider themselves to be agents of law, similar to maruts, but they answer to no authority and seem bent on overturning the very nature of the cosmos and returning it to its previous state.

Forsaken by the Maruts: According to some scholars, the maruts were once a type of inevitable, but they have forsaken the rest of their kind and sought their own path among the astral realms. Other sages wryly point out that this itself is evidence that the order the inevitables represent (or once represented) is no longer tenable.

Organized and Driven: The inevitables are extraordinarily organized, working together like the cogs that make up a single machine. They are driven to “correct” what they perceive as the cosmic errors that cast Law down at the end of the Great War of Ethics, carrying out complex and protracted schemes designed to “restore” the order that the inevitables perceive to be missing from the world.

Zelekhut --- Level 12 Skirmisher
Large immortal animate (construct) --- XP 700
A zelekhut resembles a centaur constructed of intricate clockwork. It wears ornate gold armor over alabaster skin and wields a spiked chain that is built in to its body. Zelekhuts claim to be charged with hunting down creatures that seek to escape their rightful punishment.
HP 119; Bloodied 59 Initiative +13
AC 25; Fortitude 22; Reflex 25; Will 24 Perception +12
Speed 7, fly 8

TRAITS
Clockwork Flight

While it is in flight, a zelekhut gains a +2 bonus to AC and Reflex.

STANDARD ACTIONS
(mbasic) Chain Strike * At Will

Attack: Melee 2 (one creature); +17 vs. AC.
Hit: 2d6+5 damage.

Double Strike * At Will
Effect: The zelekhut uses chain strike twice.

(ranged) Arrest Miscreant (psychic) * Recharge 5 6
Attack: Ranged 10 (one creature); +15 vs. Will.
Hit: 4d8+7 psychic damage, and the target is immobilized (save ends).

(ranged) Punishing Blast (necrotic) * At Will
Attack: Ranged 10 (one creature); +15 vs. Reflex.
Hit: 3d6+6 necrotic damage, and the target is weakened (save ends).
---
Str 21 Dex 20 Wis 23
Con 15 Int 10 Cha 15
Alignment unaligned Languages Supernal

Kolyarut --- Level 15 Brute
Medium immortal animate (construct) --- XP 1,200
A kolyarut appears to be a red-skinned humanoid made up of mechanical parts. It is armored in ornate golden bands and a flowing gold and red robe. A gleaming sword is built in to one hand. A kolyarut metes out punishment to those who willingly break oaths or contracts.
HP 153; Bloodied 76 Initiative +8
AC 27; Fortitude 27; Reflex 27; Will 29 Perception +15
Speed 6

STANDARD ACTIONS
(mbasic) Long Sword * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 4d8+11 damage.

(melee) Vampiric Strike (healing, necrotic) * Recharge when first bloodied
Attack: Melee 1 (one creature); +18 vs. Fortitude.
Hit: 4d8+11 necrotic damage, and the kolyarut regains 20 hit points.

(ranged) Enervating Ray (necrotic) * At Will
Attack: Ranged 20 (one creature); +18 vs. Reflex.
Hit: 3d6+9 necrotic damage, and the target is slowed (save ends).

MINOR ACTIONS
Illusory Disguise (illusion) * At Will

Effect:The kolyarut cloaks its true form with the illusion of any medium humanoid. A creature within 2 squares of the kolyarut may make spend a standard action to make an Insight check, DC 22, to discern the true form of the kolyarut.
---
Str 14 Dex 13 Wis 26
Con 13 Int 10 Cha 16
Alignment unaligned Languages Supernal

Quarut --- Level 22 Elite Skirmisher
Medium immortal animate (construct) --- XP 8,300
A quarut has a generally humanoid form, although it is mechanical in nature, like all inevitables. Its body is full of gears and pistons. There are a plethora of hourglasses and timepieces set within it. Its outer plating is etched with various symbols and glyphs involving time. In place of a head, it has a continually flowing hourglass. A quarut's function is to guard two of the most precious and tenuous things of all: time and space.
HP 412; Bloodied 206 Initiative +21 (plus see haste)
AC 36; Fortitude 34; Reflex 36; Will 34 Perception +14
Speed 6
Saving Throws +2; Action Points 1

TRAITS
Haste

The quarut rolls twice for initiative and takes a full turn twice per round.

STANDARD ACTIONS
(mbasic) Slam * At Will

Attack: Melee 1 (one creature); +27 vs. AC.
Hit: 4d10+8 damage.

(melee) Temporal Stasis (necrotic) * Recharges when first bloodied
Attack: Melee 1 (one creature); +25 vs. Will.
Hit: The target takes 30 necrotic damage and is placed in stasis (save ends). While in stasis, the target cannot take actions, is immune to all damage and cannot be targeted by any creature.
Aftereffect: The target is slowed (save ends).
Miss: The target is slowed (save ends).

(close) Circle of Withering (necrotic) * Recharges when first bloodied
Attack: Close burst 3 (each enemy in burst); +23 vs. Fortitude.
Hit: 2d12+11 necrotic damage, and the target is slowed and weakened (save ends both).

(close) Temporal Shock (necrotic) * Recharge 5 6
Requirement: The quarut must be bloodied.
Attack: Close blast 4 (each creature in blast); +23 vs. Reflex.
Hit: 3d6+12 necrotic damage, and the target chooses one: the target is knocked prone, the target is slowed (save ends) or the target is dazed until the end of its next turn.
Miss: Half damage.

MOVE ACTIONS
Astral Step (teleportation) * At Will

Effect: The quarut teleports 6 squares. Each creature adjacent to its arrival space is slowed until the end of that creature's next turn.
---
Str 25 Dex 26 Wis 17
Con 22 Int 14 Cha 20
Alignment unaligned Languages Supernal

Varakhut --- Level 26 Soldier
Large immortal animate (construct) --- XP 9,000
A varakhut is an abstract-loking creature composed of a series of solid polygons joined together with intricate clockwork gears. Its lower body ends in a point, upon which the inevitable balances easily. It has two arms with clockwork mechanical digits capable of fine manipulation. The observant sometimes glimpse spheres that resemble planets and galaxies within the workings of a varakhut. These inevitables defend the rightful place of the powers, such as gods, primordials, arch-devils and the like. A varakhut's mission is to hunt down and destroy those who would usurp the powers and position of such a power.
HP 214; Bloodied 107 Initiative +17
AC 42; Fortitude 38; Reflex 38; Will 40 Perception +17
Speed 7, fly 8 (hover)

STANDARD ACTIONS
(mbasic) Slam * At Will

Attack: Melee 2 (one creature); +31 vs. AC.
Hit: 4d12+8 damage, and the varakhut marks the target (save ends).

(close) Dispelling Blast * At Will
Attack: Close blast 3 (each conjuration or zone in the blast); +29 vs. creator's Will.
Hit: The conjuration or zone ends.

(ranged) Forcecage (zone) * Encounter
Attack: Ranged 10 (one creature); +29 vs. Reflex.
Hit: The target's space becomes a zone that is a cage of force containing the target that lasts until destroyed or until the end of the encounter. The target cannot move or be subject to forced movement while in the cage, and no creature has line of effect to the target (though all creatures have line of sight to it), nor does it have line of effect to any other creature. The cage can be attacked; its defenses are all 36, it has 100 hit points and it has immune to necrotic and psychic damage.

MINOR ACTIONS
Self-Repair (healing) * Encounter

Requirement: The varakhut must be bloodied.
Effect: The varakhut regains 50 hit points.

TRIGGERED ACTIONS
(close) Hold Target (charm) * At Will

Trigger: A creature marked by the varakhut makes an attack that does not include the varakhut as a target.
Attack (Opportunity Action): Close burst 5 (the triggering creature); +29 vs. Will.
Hit: The varakhut slides the target 2 squares, and the target is immobilized (save ends).
---
Str 22 Dex 15 Wis 19
Con 18 Int 18 Cha 29
Alignment unaligned Languages Supernal
 

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the Jester

Legend
GRAVORG
Source:
3e Monster Manual II.

A gravorg is a strange Feywild predator. It resembles a raccoon the size of a horse, but it is as smart as an average human. A gravorg has the ability to manipulate gravity around it, flinging prey about or pinning it to the ground, and it is clever enough to use its abilities in a variety of ways.

Smashing Sounds: A gravorg loves using its powers to amuse itself. Often, the sound of a large object repeatedly smashing into the ceiling, then falling to the ground, over and over again, is the first indication that a creature has stumbled into a gravorg lair. A gravorg loves to lap up the juicy remains of a pounded victim.

Solitary but Attractive: A gravorg is a solitary creature, but due to the enthusiasm with which it slays its prey, it often spreads gobbets of flesh and splashes of blood over a long area, attracting opportunistic creatures seeking an easy meal.

Gravorg --- Level 12 Controller
Large fey magical beast --- XP 700
HP 114; Bloodied 57 Initiative +12
AC 26; Fortitude 24; Reflex 26; Will 24 Perception +6
Speed 6

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +17 vs.AC.
Hit: 2d8+7 damage.

(ranged) Gravity Fling * At Will
Attack: Ranged 10 (one creature); +15 vs. Reflex.
Hit: 4d6+6 damage, the gravorg slides the target 3 squares and the target falls prone.

(close) Gravity Burst * Recharge 5 6
Attack: Close burst 4 (each creature in burst); +13 vs. Reflex.
Hit: 3d6+9 damage, the gravorg pushes the target 3 squares and the target falls prone.
Miss: Half damage, and the gravorg pushes the target 1 square.
---
Str 19 Dex 23 Wis 11
Con 10 Int 11 Cha 19
Alignment unaligned Languages Elven

Cunning Gravorg --- Level 12 Controller
Large fey magical beast --- XP 700
HP 114; Bloodied 57 Initiative +12
AC 26; Fortitude 24; Reflex 26; Will 24 Perception +6
Speed 6

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +17 vs.AC.
Hit: 2d8+7 damage, or 2d8+15 against an immobilized target.

(ranged) Gravity Pin * At Will
Attack: Ranged 10 (one creature); +15 vs. Reflex.
Hit: 3d6+6 damage, and the target is immobilized (save ends).

MOVE ACTIONS
Gravity-Assisted Leap * Encounter

Effect: The cunning gravorg jumps 10 squares and up to 4 squares high. It does not trigger opportunity attacks during this leap.
---
Str 19 Dex 23 Wis 11
Con 10 Int 11 Cha 19
Alignment unaligned Languages Elven

Gravorg Cub --- Level 12 Minion Controller
Small fey magical beast --- XP 175
HP 1; a missed attack never damages a minion Initiative +12
AC 26; Fortitude 24; Reflex 26; Will 24 Perception +6
Speed 6

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +17 vs.AC.
Hit: 8 damage.

(ranged) Gravity Fling * At Will
Attack: Ranged 10 (one creature); +15 vs. Reflex.
Hit: 10 damage, the gravorg slides the target 2 squares.
---
Str 11 Dex 20 Wis 11
Con 10 Int 11 Cha 14
Alignment unaligned Languages Elven


Crafty Gravorg --- Level 12 Lurker
Large fey magical beast --- XP 700
HP 90; Bloodied 45 Initiative +11
AC 26; Fortitude 24; Reflex 24; Will 25 Perception +7
Speed 6, climb 4

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 1d8+8 damage.

(ranged) Press of Gravity * At Will
Attack: Ranged 10 (one creature); +15 vs. Fortitude.
Hit: The target is immobilized until the end of the crafty gravorg's next turn.

(ranged) Gravity Fling * At Will
Attack: Ranged 10 (one creature); +15 vs. Fortitude.
Hit: 3d6+10 damage, the target falls prone and the gravorg slides the target 3 squares.

(ranged) Crushing Gravity * At Will
Attack: Ranged 10 (one immobilized or restrained creature); +15 vs. Fortitude.
Hit: 3d12+11 damage.

MOVE ACTIONS
Defy Gravity * Recharges when the gravorg hits with crushing gravity.

Effect: The crafty gravorg flies 8 squares.
---
Skills Stealth +12
Str 19 Dex 13 Wis 13
Con 12 Int 11 Cha 19
Alignment unaligned Languages Elven

Malicious Gravorg --- Level 15 Elite Lurker
Large fey magical beast --- XP 2,400
HP 216; Bloodied 108 Initiative +15
AC 29; Fortitude 27; Reflex 27; Will 27 Perception +13
Speed 6, climb 4
Saving Throws +2; Action Points 1

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 2d8+11 damage.

(ranged) Gravity Buffet * At Will
Attack: Ranged 20 (one or two creatures); +20 vs. Fortitude.
Hit: 2d12+10 damage, and the malicious gravorg slides the target 5 squares.

(ranged) Press of Gravity * At Will
Attack: Ranged 20 (one or two creatures); +20 vs. Fortitude.
Hit: The target is immobilized until the end of the malicious gravorg's next turn.

(ranged) Crushing Gravity * At Will
Attack: Ranged 20 (one or two immobilized or restrained creatures); +20 vs. Fortitude.
Hit: 4d12+8 damage.

MOVE ACTIONS
Defy Gravity * Recharges when the gravorg hits with crushing gravity.

Effect: The malicious gravorg flies 8 squares.
---
Skills Stealth +12
Str 19 Dex 19 Wis 13
Con 12 Int 11 Cha 20
Alignment unaligned Languages Elven
 

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the Jester

Legend
GOLEM
Source:
3e Epic Level Handbook (adamantine golem, mithral golem); 3e Monster Manual III (gloom golem, hangman golem); 3e Fiend Folio (hellfire golem).

There are many types of golems, but all share certain traits. All are constructs animated by elemental spirits; each is typically constructed predominantly of a single material, such as stone, iron or bone. The elemental spirit that animates a golem is difficult to control and tends to fight its master; initially, such attempts are doomed to failure, but all too often, the spirit eventually breaks free, usually with tragic results.

Hangman Golem --- Level 12 Soldier
Large natural animate (construct) --- XP 700
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.
HP 120; Bloodied 60 Initiative +12
AC 27; Fortitude 24; Reflex 26; Will 24 Perception +7
Speed 6 (can't shift) Darkvision

STANDARD ACTIONS
(mbasic) Rope Lash * At Will

Attack: Melee 3 (one creature); +15 vs. Reflex.
Hit: 3d6+10 damage and the golem grabs the target (escape DC 20).

(melee) Strangle * At Will
Attack: Melee 3 (one creature grabbed by the golem); +17 vs. Fortitude.
Hit: 4d6+13 damage and the target is dazed until the end of its next turn.

(close) Rope Whirlwind * Recharge 5 6
Attack: Close burst 2 (each enemy in burst); +15 vs. Reflex.
Hit: 3d8+4 damage.

Unravel (healing) * At Will
Effect: The hangman golem unravels into a large heap of tangled ropes filling its space until the beginning of its next turn and regains 10 hit points. While it is in this form, the golem gains resist 10 all, it cannot move (although it can be subject to forced movement) and it is indistinguishable from a normal pile of rope without an Arcana or Insight check (DC 25). Other creatures may enter the golem's space while it is in this form, treating it as difficult terrain. The golem may end this effect prematurely by spending a minor action. If creatures share its space when it resumes its normal form, it pushes each such creature to the closest available space.
Sustain Standard: The golem remains unraveled until the end of its next turn and regains 10 hit points.
---
Str 23 Dex 19 Wis 13
Con 16 Int 3 Cha 3
Alignment unaligned Languages -

Gloom Golem --- Level 16 Soldier
Large immortal humanoid (construct) --- XP 1,400
A gloom golem is constructed from clay from the banks of the River Styx. It is pure malevolence given physical form. A gloom golem appears to be a misshapen, ogre-sized brute with faces pressing out against its body from within, as if clamoring for release. Where its face should be is only a gaping black orifice, from which emanates its incessant wailing.
HP 157; Bloodied 78 Initiative +12
AC 32; Fortitude 28; Reflex 26; Will 30 Perception +8
Speed 6 Blindsight 20

TRAITS
Incessant Wail of Despair * Aura 6

All nondeaf living creatures in the aura suffer a -2 penalty to Will defense and saving throws.

STANDARD ACTIONS
(mbasic) Touch of Woe (psychic) *At Will

Attack: Melee 2 (one creature); +19 vs. Will.
Hit: 2d12+11 psychic damage, and the target is dazed (save ends).
First Failed Save: The target is instead dazed and suffers a -1 penalty to attacks and skill checks (save ends both).
Second Failed Save: The target is dazed and suffers a -1 penalty to attacks and skill checks until the golem is destroyed or until the target is subject to a remove affliction ritual or similar effect.

TRIGGERED ACTIONS
(close) Danger of Gloom * At Will

Trigger: A creature uses an attack vs. Will against the golem.
Attack (Immediate Reaction): Close burst 10 (the triggering creature); +19 vs. Will.
Hit: The triggering attack targets the triggering creature as well as the golem.
---
Str 18 Dex 15 Wis 11
Con 21 Int 3 Cha 20
Alignment evil Languages -

Hellfire Golem --- Level 18 Elite Brute
Large immortal humanoid (construct) --- XP 4,000
Created in the Nine Hells by the most powerful of devils, a hellfire golem is a terrifying creature that appears to be made out of blazing lava covered with a crumbling black crust. Flames leap out from the cracks in its crusty skin and wreathe its body in infernal fire.
HP 428; Bloodied 214 Initiative +11
AC 30; Fortitude 32; Reflex 29; Will 29 Perception +10
Speed 7 (can't shift) Darkvision
Saving Throws +2; Action Points 1

TRAITS
Hellfire Nimbus (fire, necrotic) * Aura 1

A creature that ends its turn within the aura loses resist fire until the end of its next turn.

Build the Fires
When the hellfire golem takes fire or necrotic damage, its hellfire nimbus expands to an aura 2 until the end of its next turn.

STANDARD ACTIONS
(mbasic) Hellfire Slam (fire, necrotic) * At Will

Attack: Melee 2 (one creature); +23 vs. AC.
Hit: 2d8+7 damage plus 2d10+6 fire and necrotic damage and ongoing 10 fire and nectrotic damage (save ends), or ongoing 15 fire and necrotic damage (save ends) if the golem is bloodied.

Hellfire Cleave * At Will
Effect: The golem uses hellfire slam against two different targets.

TRIGGERED ACTIONS
(close) Gout of Hellfire (fire, necrotic) * Encounter

Requirement: The golem must be bloodied.
Trigger: The golem suffers at least 40 points of damage from a single attack.
Attack (Free Action): Close blast 3 (each creature in blast); +19 vs. Reflex.
Hit: 4d8+7 fire and necrotic damage, and the target gains vulnerable 10 fire.
---
Str 26 Dex 14 Wis 13
Con 24 Int 12 Cha 14
Alignment evil Languages understands Infernal

Mithral Golem --- Level 26 Elite Soldier
Large natural animate (construct) --- XP 18,000
HP 484; Bloodied 242 Initiative +22
AC 42; Fortitude 39; Reflex 39; Will 36 Perception +18
Speed 9 Darkvision
Immune See epic threat
Saving Throws +2; Action Points 1

TRAITS
Alacrity

The mithral golem may take an extra standard action on its turn.

Epic Threat
The mithral golem is immune to all damage from sources of less than 21st level.

STANDARD ACTIONS
(mbasic) Slam * At Will

Attack: Melee 2 (one creature); +31 vs. AC.
Hit: 4d10+12 damage, and if the creature takes damage again before the beginning of its next turn, it falls prone.

(melee) Crushing Stomp * Recharge 5 6
Attack: Melee 1 (one prone creature); +31 vs. AC.
Hit: 6d10+15 damage, and the target cannot stand up (save ends).

TRIGGERED ACTIONS
(melee) No Escape * At Will

Trigger: An enemy within 2 squares enters a square further away from the golem.
Attack (Immediate Interrupt): Melee 2 (the triggering creature); +29 vs. Reflex.
Hit: 3d8+4 damage and the target falls prone.
---
Str 29 Dex 25 Wis 20
Con 26 Int 3 Cha 3
Alignment unaligned Languages -

Adamantine Golem --- Level 30 Solo Soldier
Large natural animate (construct) --- XP 95,000
HP 683; Bloodied 341 Initiative +19
AC 46; Fortitude 42; Reflex 42; Will 42 Perception +21
Speed 8 Darkvision
Immune disease
Saving Throws +5; Action Points 2

TRAITS
Adamant Toughness

Whenever the adamantine golem takes damage, it makes a saving throw. If it succeeds, it does not take damage. It gains a +5 bonus to this saving throw if it is dazed, dominated or stunned. If the adamantine golem takes cold and fire, cold and thunder, radiant and necrotic or acid and fire damage within the same round, it loses this trait (save ends).

STANDARD ACTIONS
(mbasic) Adamantine Fist * At Will

Attack: Melee 2 (one creature); +35 vs. AC.
Hit: 6d10+5 damage and the target falls prone.

Relentless Blows * At Will
Effect: The golem uses adamantine fist three times. If it is bloodied, it may use awesome blow in place of one adamantine fist attack if it is recharged.

(melee) Awesome Blow * Recharge 5 6 (4 5 6 while bloodied)
Attack: Melee 2 (one creature); +33 vs. Fortitude.
Hit: 6d10+17 damage and the golem pushes the target 10 squares and the target falls prone. The golem then makes a secondary attack against each creature adjacent to the target.
Secondary Attack: Melee 1 (each creature adjacent to the primary target).
Hit: 3d6+5 damage, and the target falls prone.

MOVE ACTIONS
(melee) Trample * At Will

Effect: The golem moves up to its speed. It can enter enemies' spaces during this movement. It makes the following attack against each creature whose space it enters.
Attack: Melee 0 (each creature whose space the golem enters); +33 vs. Reflex.
Hit: 8d6+3 damage and the target falls prone.

FREE ACTIONS
Nothing Stops It! * Recharges when first bloodied

Effect: The golem makes a saving throw and rolls to recharge awesome blow.
---
Str 35 Dex 15 Wis 22
Con 25 Int 3 Cha 8
Alignment unaligned Languages -
 

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