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13th Level Monster Conversions

the Jester

Legend
Continuing the Monster Project (link in sig), this thread will contain conversions of old skool d&d monsters that do well with a 13th level baseline in 4e.

13th Level Monsters on the List
Behir
Charnel Hound
Cinder Swarm
Fihyr
Intellect Devourer
Nimblewright
Night Twist
Ravid
Xill


Higher Level Monsters On the List
Boneyard [17th level]
Brain Collector [14th level?]
Caller from Below [18th level]
Caller in Darkness [21st level]
Chaos Beast [15th level]
Chilblain [18th level]
Chwidenca [14th level]
Deathjack [15th level]
Entombed [14th level]
Giant, Cloud [21st level]
Giant, Frost [16th level]
Iron Lich [21st level]
Lurker Above [15th level?]
Ragewalker [14th +; epic?]
Steel Predator [16th level]
Trapper [18th level?]
Winter-Wight [23rd level]

Hazards to be Converted

Mantrap
Tri-Flower Frond
 
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NIMBLEWRIGHT

Nimblewrights are humanoid constructs of strong, light metal. Their construction favors flexibility and speed over durability, but high end nimblewrights are terrifyingly power.

EXPENDIBLE NIMBLEWRIGHT--- Level 13 Minion
Medium natural humanoid (construct)--- XP 160
---
Initiative +17; Senses Perception +8
HP 1; a missed attack never damages a minion
AC 27; Fortitude 25; Reflex 27; Will 25
Speed 7
---
[Melee basic] Rapier-Hand (standard): +17 vs. AC; 7 damage (12 on a crit).

Attack Run (standard; at will): The nimblewright makes a basic attack. Either before or after this attack, it shifts 4 squares.
---
Alignment unaligned; Languages Common
Skills Acrobatics +18
Str 19; Dex 24; Wis 15
Con 11; Int 16; Cha 19


NIMBLEWRIGHT DUELIST--- Level 13 Skirmisher
Medium natural humanoid (construct)--- XP 800
---
Initiative +19; Senses Perception +8
HP 123; Bloodied 61
AC 27; Fortitude 25; Reflex 27; Will 25
Vulnerable area and close attacks 5
Speed 7
---
[Melee basic] Rapier-Hand (standard; at will): +18 vs. AC; 1d10+6 damage (1d10+16 on a crit).

[Melee] Tripping Blow (standard; recharge 3 4 5 6): +16 vs. Reflex; 1d10+6 damage and target is knocked prone.

[Melee] Attack Run (standard; at will): The nimblewright makes a melee basic attack. Either before or after this attack, it shifts 4 squares.

[Melee] Riposte (immediate reaction; when hit by a melee attack; recharges when first bloodied): The nimblewright makes a basic attack against the enemy that hit it.
---
Alignment unaligned; Languages Common
Skills Acrobatics +18
Str 19; Dex 24; Wis 15
Con 11; Int 16; Cha 19


NIMBLEWRIGHT BODYGUARD--- Level 14 Soldier
Medium natural humanoid (construct)--- XP 1000
---
Initiative +19; Senses Perception +8
HP 131; Bloodied 65
AC 30; Fortitude 26; Reflex 28; Will 26
Vulnerable area and close attacks 5
Speed 7
---
[Melee basic] Rapier-Hand (standard; at will): +21 vs. AC; 1d10+6 damage (1d10+16 on a crit).

[Melee] Tripping Blow (standard; recharge 3 4 5 6): +19 vs. Reflex; 1d10+6 damage and target is knocked prone.

Whirlwind Defense (standard; at will): The nimblewright bodyguard and all allies adjacent to it gain a +2 bonus to AC and Reflex defenses.

Catch the Blow (immediate interrupt; when an adjacent ally is attacked by a melee or ranged attack; at will): The nimblewright bodyguard and the adjacent ally switch places. The attack now targets the nimblewright instead.
---
Alignment unaligned; Languages Common
Skills Acrobatics +19
Str 20; Dex 25; Wis 15
Con 11; Int 16; Cha 20


EXPERT NIMBLEWRIGHT--- Level 23 Skirmisher
Medium natural humanoid (construct)--- XP 5,100
---
Initiative +23; Senses Perception +13
HP 203; Bloodied 101
AC 37; Fortitude 35; Reflex 37; Will 35
Speed 8
---
[Melee basic] Rapier-Hand (standard; at will): +28 vs. AC; 2d8+8 damage (2d8+24 on a crit).

[Melee] Tripping Blow (standard; recharge 3 4 5 6): +28 vs. AC; 2d8+8 damage and target is knocked prone.

[Melee] Attack Run (standard; at will): The nimblewright makes a melee basic attack. Either before or after this attack, it shifts 4 squares.

[Melee] Riposte (immediate reaction; when hit by a melee attack; at will): The nimblewright makes a basic attack against the enemy that hit it.

Evasion: If an attack targets Reflex, it has no effect on an expert nimblewright if it misses, even if the attack would normally have an effect on a miss.
---
Alignment unaligned; Languages Common
Skills Acrobatics +26
Str 25; Dex 30; Wis 15
Con 11; Int 16; Cha 25
 

RAVID

A ravid is a strange beast from the Astral Sea. Snake-like, with a single claw that juts forward from just behind its head, a ravid is charged with strange energies from alien planes that fill the area around it.

RAVID ANIMATOR--- Level 13 Controller
Medium immortal beast--- XP 800
---
Initiative +9; Senses Perception +6
Animating Aura aura 5; inanimate objects in the area animate, hindering and attacking the ravid’s enemies. Any enemy entering or starting its turn in the aura is attacked: +16 vs. AC; 1d10+6 damage. In addition, the area affected by the aura is difficult terrain.
HP 131; Bloodied 65
AC 25; Fortitude 24; Reflex 22; Will 26
Speed fly 5
---
[Melee basic] Tail Lash (standard; at will) Radiant: +17 vs. AC; 1d8+1 damage, plus 1d8+6 radiant damage.

[Melee] Claw (standard; at will): +17 vs. AC; 1d6 +1 damage.
---
Alignment unaligned; Languages Supernal
Str 12; Dex 16; Wis 11
Con 19; Int 7; Cha 23



RAVID LASHER--- Level 15 Artillery
Medium immortal beast--- XP 1200
---
Initiative +10; Senses Perception +7
Animating Aura aura 5; inanimate objects in the area animate, hindering and attacking the ravid’s enemies. Any enemy entering or starting its turn in the aura is attacked: +20 vs. AC; 1d10+6 damage. In addition, the area affected by the aura is difficult terrain.
HP 148; Bloodied 74
AC 25; Fortitude 26; Reflex 24; Will 28
Speed fly 7
---
[Melee basic] Tail Lash (standard; at will) Radiant: +20 vs. AC; 1d8+1 damage, plus 1d8+6 radiant damage.

[Melee] Claw (standard; at will): +20 vs. AC; 1d6 +1 damage.

[Ranged Basic] Radiant Lash (standard; at will) Radiant: Range 12; +20 vs. Reflex; 2d8+6 radiant damage.
---
Alignment unaligned; Languages Supernal
Str 12; Dex 16; Wis 11
Con 20; Int 7; Cha 24
 

EDIT: Since there is an official 4e intellect devourer, I won't be updating these guys.

INTELLECT DEVOURER

Intellect devourers are dangerous psionic creatures that resemble a brain with four legs that allow it to move quickly and initiate vicious physical attacks. Intellect devourers are often kept as “pets” by mind flayers, but they are also encountered on their own or in command of other, lesser creatures.


INTELLECT DEVOURER CREEPER--- Level 13 Lurker
Small aberrant magical beast--- XP 800
---
Initiative +15; Senses Perception +15, blindsight 8
HP 105; Bloodied 52
AC 27; Fortitude 26; Reflex 27; Will 25
Speed 7
---
[Melee basic] Claw (standard; at will): +18 vs. AC; 1d4+2 damage.

[Melee] Fourfold Claw (standard; at will): The intellect devourer creeper makes four claw attacks at the same opponent. If the intellect devourer creeper has combat advantage, it deals an extra 2d6 points of damage if at least two of these attacks hit.

[Ranged] Mind Tap (standard; at will) Psychic: Range 20; +16 vs. Will; 1d10+6 psychic damage. If the intellect devourer has combat advantage, the target is also dazed (save ends).

[Area] Moment of Dominance (standard; encounter) Charm: Burst 2 within 8; attacks each creature in burst; +14 vs. Will; Hit: the target immediately slides 2 squares and makes a basic attack at a target of the intellect devourer creeper’s choice.

Fade Into Darkness (move; at will): The intellect devourer creeper moves 7 and gains concealment until the end of its next turn.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +15, Perception +15, Stealth +16
Str 15; Dex 20; Wis 18
Con 21; Int 23; Cha 19


INTELLECT DEVOURER PARASITE--- Level 14 Controller
Small aberrant magical beast--- XP 1000
---
Initiative +12; Senses Perception +16, blindsight 8
HP 141; Bloodied 70
AC 28; Fortitude 26; Reflex 28; Will 26
Speed 7
---
[Melee basic] Claw (standard; at will): +19 vs. AC; 1d4+2 damage.

[Melee] Fourfold Claw (standard; at will): The intellect devourer parasite makes four claw attacks at the same opponent. If at least three of these attacks hit, the target is dazed until the end of its next turn.

[Melee] Brain Parasite (standard; only against a dazed, stunned or unconscious bloodied target; encounter): The intellect devourer parasite attempts to force itself into the victim’s head, through a combination of psionic phasing and shrinking. Once there, it gains control of the victim. +18 vs. Will; Hit: 3d10+6 psychic damage, plus the intellect devourer parasite moves inside the victim’s head. While this power is active and the victim is alive, only attacks with the Psychic or Fear keywords can target the intellect devourer parasite, and the parasite’s victim may make a Wisdom attack vs. the intellect devourer’s Will to expel it as a standard action on its turn. If the victim dies, the intellect devourer parasite is stunned until the end of its next turn and can be targeted normally.

Parasitic Domination (standard; only against the target of Brain Parasite; at will) Charm: +18 vs. Will; Hit: target is dominated until the end of the intellect devourer parasite’s next turn; Miss: the target may make an immediate attack against the intellect devourer parasite’s Will defense to expel it.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +17, Perception +16, Stealth +18
Str 15; Dex 20; Wis 18
Con 21; Int 24; Cha 20


INTELLECT DEVOURER HOUND--- Level 18 Brute
Small aberrant magical beast--- XP 2000
---
Initiative +18; Senses Perception +20, blindsight 8
HP 214; Bloodied 107
AC 30; Fortitude 31; Reflex 33; Will 30
Resist all 5
Speed 8
---
[Melee basic] Claw (standard; at will): +21 vs. AC; 1d6+2 damage.

[Melee] Fourfold Claw (standard; at will): The intellect devourer hound makes four claw attacks at the same opponent. If at least three of these attacks hit, the target is knocked prone.

[Melee] Savage Rend (standard; only against a prone target; at will): +19 vs. Fortitude; 2d6+7 damage plus ongoing 5 damage.

[Close] Psionic Bark (minor; recharges when first bloodied) Fear: Close blast 3; targets each enemy in blast; +17 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +17, Perception +20, Stealth +23
Str 15; Dex 28; Wis 22
Con 24; Int 20; Cha 17


INTELLECT DEVOURER BARKER--- Level 19 Artillery
Small aberrant magical beast--- XP 2400
---
Initiative +17; Senses Perception +21, blindsight 8
HP 143; Bloodied 71
AC 31; Fortitude 30; Reflex 31; Will 29
Speed 8
---
[Melee basic] Claw (standard; at will): +26 vs. AC; 1d4+2 damage.

[Melee] Fourfold Claw (standard; at will): The intellect devourer barker makes four claw attacks at the same opponent.

[Ranged] Ravage Intellect (standard; at will) Psychic: Range 10; +24 vs. Will; 2d6+7 damage and target is dazed (save ends).

[Close] Psionic Bark (standard; at will) Psychic: Close blast 3; targets each enemy in blast; +22 vs. Will; Hit: 1d6+7 psychic damage and target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +19, Perception +21, Stealth +22
Str 15; Dex 26; Wis 22
Con 23; Int 24; Cha 21


INTELLECT DEVOURER DIRECTOR--- Level 20 Controller (Leader)
Small aberrant magical beast--- XP 2800
---
Initiative +15; Senses Perception +22, blindsight 8
Psychic Static (Psychic) aura 8; all allies of the intellect devourer director gain resist psychic 10, and any of their attacks with the psychic keyword deal an extra 1d6 points of psychic damage on a hit
HP 191; Bloodied 95
AC 34; Fortitude 32; Reflex 32; Will 35
Speed 8
---
[Melee basic] Claw (standard; at will): +25 vs. AC; 1d4+2 damage.

[Melee] Fourfold Claw (standard; at will): The intellect devourer director makes four claw attacks at the same opponent. If at least three of these attacks hit, the target gains vulnerability to psychic 10 (save ends).

[Area] Moment of Dominance (standard; recharge 6) Charm: Burst 2 within 8; attacks each creature in burst; +22 vs. Will; Hit: the target slides 2 squares and makes a basic attack at a target of the intellect devourer creeper’s choice as a free action.

[Melee] Brain Parasite (standard; only against a target that has vulnerability to psychic or is dazed, stunned or unconscious; encounter): The intellect devourer director attempts to force itself into the victim’s head, through a combination of psionic phasing and shrinking. Once there, it gains control of the victim. +24 vs. Will; Hit: 4d8+7 psychic damage, plus the intellect devourer director moves inside the victim’s head. While this power is active and the victim is alive, only attacks with the Psychic or Fear keywords can target the intellect devourer director, and the victim may make a Wisdom attack vs. the intellect devourer’s Will to expel it as a standard action on its turn. If the victim dies, the intellect devourer director is stunned until the end of its next turn and can be targeted normally.

Parasitic Domination (standard; only against the target of Brain Parasite; at will) Charm: +24 vs. Will; Hit: target is dominated until the end of the intellect devourer director’s next turn; Miss: the target may make an immediate attack against the intellect devourer director’s Will defense to expel it.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +25, Perception +22, Stealth +20
Str 15; Dex 20; Wis 22
Con 23; Int 24; Cha 30
 
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The intellect devourers are great! Those look fantastic. I really like how the four claw attacks power does something different for each one.

My only quibble is that the parasite can only dominate a target that's stunned. None of the devourer abilities do stunning damage. So do the parasites have to travel with mind flayers?
 

My only quibble is that the parasite can only dominate a target that's stunned. None of the devourer abilities do stunning damage. So do the parasites have to travel with mind flayers?

Ooh, good catch! I had waffled on having them daze or stun, and on how to activate their brain parasite power. I must have forgotten to change the text when I waffled back to dazing, not stunning. Fixed! Thanks!
 

FIHYR

Fihyrs are the collected fears of humanity made corporeal. They appear as a mass of churning tentacles supporting a pulsating blob of mouths and eyes. Despite their superficial resemblance, fihyrs are related to neither beholders nor gibbering beasts.

A fihyr is formed when hundreds of people in close proximity have nightmares, and leftover magical energy helps the remains of these nightmares coalesce and form a living thing. Most often, the right combination of conditions is found in cities under siege or being terrorized by monsters, famine or civil war.


FIHYR TERRORIZER--- Level 13 Skirmisher
Small aberrant magical beast--- XP 800
---
Initiative +15; Senses Perception +8; darkvision
Frightful Presence (Fear) aura 3; each creature entering or starting its turn in the aura is attacked: +14 vs. Will; Hit: target is pushed 3 squares. Each creature can only be attacked by the aura once per turn.
HP 131; Bloodied 65
AC 27; Fortitude 25; Reflex 27; Will 22
Immune fear
Vulnerable radiant 10, sunlight 30
Speed 6
---
[Melee basic] Bite (standard; at will): +18 vs. AC; 2d4+6 damage.

[Melee] Frightful Bite (standard; at will) Fear: +18 vs. AC; 2d4+6 damage, and target is immobilized (save ends).

Evasive Movements (move; at will): The fihyr terrorizer moves 4. Until the beginning of its next turn, it gets +2 to all defenses.
---
Alignment chaotic evil; Languages understands Common
Skills Intimidate +9
Str 12; Dex 23; Wis 14
Con 19; Int 6; Cha 7


FIHYR NIGHT TREMOR--- Level 16 Brute
Medium aberrant magical beast--- XP 1400
---
Initiative +13; Senses Perception +11; darkvision
Frightful Presence (Fear) aura 3; each creature entering or starting its turn in the aura is attacked: +15 vs. Will; Hit: target is pushed 3 squares. Each creature can only be attacked by the aura once per turn.
HP 192; Bloodied 96
AC 28; Fortitude 30; Reflex 28; Will 25
Immune fear
Vulnerable radiant 10, sunlight 30
Speed 6
---
[Melee basic] Bite (standard; at will): +18 vs. AC; 2d10+7 damage.

[Melee] Frightful Bite (standard; at will) Fear: +18 vs. AC; 2d10+7 damage, and target is immobilized (save ends).

[Close] Wave of Hate (standard; encounter): Blast 4; attacks each creature in blast; +15 vs. Will; Hit: the target immediately makes a basic attack against the nearest non-fihyr creature as a free action.
---
Alignment chaotic evil; Languages understands Common
Skills Intimidate +12
Str 25; Dex 21; Wis 16
Con 22; Int 8; Cha 8


FIHYR KILLING DREAM--- Level 28 Brute
Large aberrant magical beast--- XP 13,000
---
Initiative +22; Senses Perception +19; darkvision
Frightful Presence (Fear) aura 3; each creature entering or starting its turn in the aura is attacked: +27 vs. Will; Hit: target is pushed 3 squares. Each creature can only be attacked by the aura once per turn.
HP 314; Bloodied 157
AC 40; Fortitude 42; Reflex 39; Will 36
Immune fear
Vulnerable radiant 10, sunlight 30
Speed 6
---
[Melee basic] Bite (standard; at will): +31 vs. AC; 3d10+10 damage.

[Melee] Frightful Bite (standard; at will) Fear: +31 vs. AC; 3d10+10 damage, and target is immobilized and has a -2 penalty to attacks (save ends both).

[Close] Wave of Hate (standard; encounter): Blast 6; attacks each creature in blast; +27 vs. Will; Hit: the target immediately makes a basic attack against the nearest non-fihyr creature as a free action.

Drink Despair (minor; when an enemy within 6 drops to 0 hit points; at will) Healing: The fihyr killing dream regains 10 hit points.
---
Alignment chaotic evil Languages understands Common
Skills Intimidate +22
Str 31 Dex 26 Wis 20
Con 24 Int 15 Cha 17
 


Shouldn't they shift 4, instead of move 4?

I strongly debated this, but I felt that making them suffer potential opportunity attacks was kind of cool; it makes it more of a tactical choice, and makes it almost a skirmisher-brute type of creature.

I dunno, I'd be happy to hear arguments for the shift instead. I was pretty up in the air about it.
 

I just wasn't seeing the point of spelling out a move power that just moves them two squares less than their regular speed. I guess the OA and -2 squares is worth the +2 to defenses. :)
 

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