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13th Level Monster Conversions

EDIT: There's an official version of the behir, so unless someone asks, I won't update this one.

BEHIR

A behir is a large, dangerous, dragon-like beast. It has a serpentine body with a plethora of short, scrabbling legs, a massive maw full of razor-sharp teeth and a vicious breath weapon. Moreover, behirs are intelligent and cunning; in short, they are extremely dangerous.

BEHIR CRUSHER--- Level 13 Brute
Huge natural beast (lightning)--- XP 800
---
Initiative +9; Senses Perception +13; darkvision
HP 160; Bloodied 80
AC 25; Fortitude 27; Reflex 24; Will 23
Resist lightning 15
Speed 6
---
[Melee basic] Bite (standard; at will): Reach 2; +16 vs. AC; 3d6+6 damage.

[Melee] Clutch (standard; at will): +14 vs. Reflex; 2d6+6 damage and target is grabbed (until escape).

[Melee] Scratching Crush (standard; only against a grabbed target; at will): The behir crusher uses a combination of its many claws and constriction to destroy an enemy that has fallen into its clutch. +14 vs. Fortitude; 3d10+6 damage.

[Ranged] Breath Weapon (standard; encounter) Lightning: Range 8; +14 vs. Reflex; 3d8+6 lightning damage.

---
Alignment evil; Languages Draconic
Skills Athletics +17
Str 23; Dex 17; Wis 15
Con 20; Int 15; Cha 15


BEHIR RUNNER--- Level 13 Skirmisher
Huge natural beast (lightning) --- XP 800
---
Initiative +12; Senses Perception +8; darkvision
HP 130; Bloodied 65
AC 27; Fortitude 26; Reflex 25; Will 23
Resist lightning 15
Speed 8
---
[Melee basic] Bite (standard; at will): Reach 2; +18 vs. AC; 1d10+6 damage.

[Melee] Lightning Rush (standard; encounter) Lightning: The behir runner moves at least 5 and up to 8 squares and makes an attack: reach 2; +16 vs. Reflex; 1d10+6 damage plus 3d6 lightning damage.

[Ranged] Breath Weapon (standard; encounter) Lightning: Range 8; +14 vs. Reflex; 3d6+6 lightning damage and the target is pushed 2 squares.

Serpent Run
(move; at will): The behir runner shifts 2, then moves 6.
---
Alignment evil; Languages Draconic
Skills Athletics +17
Str 22; Dex 19; Wis 15
Con 18; Int 15; Cha 15


CUNNING ELDER BEHIR--- Level 24 Artillery
Huge natural beast (lightning) --- XP 6050
---
Initiative +21; Senses Perception +21; darkvision
HP 166; Bloodied 83
AC 36; Fortitude 36; Reflex 38; Will 38
Resist lightning 30
Speed 8
---
[Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 2d8+8 damage.

[Ranged] Breath Weapon (standard; recharge 4 5 6) Lightning: Range 16; +29 vs. Reflex; Hit: 4d12+8 lightning damage and the target is pushed 2 squares, plus make a secondary attack on another target within 4 squares (+25 vs. Reflex; Hit: 2d12+8 lightning damage; Effect: target is pushed 1 square); Miss: half damage, target is pushed 1 square and no secondary attack.

[Ranged] Frightful Whispers (standard; recharge 1 2 3) Fear: The cunning elder behir whispers frightful secret lore in long-lost tongues, provoking a primal fear reaction from the target. +29 vs. Will; Hit: 3d6+8 damage and the target is weakened

[Melee] Shocking Retort (immediate reaction; when hit by a melee attack; at will) Lightning: The cunning elder behir makes an attack on the creature that hit it. Reach 3; +29 vs. Reflex; 1d12+8 lightning damage.

Serpent Run (move; at will): The behir runner shifts 2, then moves 6.
---
Alignment evil; Languages Draconic
Skills Athletics +20, Diplomacy +21, Insight +26
Str 25; Dex 29; Wis 29
Con 16; Int 18; Cha 18
 
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CHARNEL BEASTS

Charnel beasts are undead monstrosities composed of a combination of multiple dead bodies, though in some cases, the living can be entombed within them to die a terrifying, suffocating death.

CHARNEL HOUND--- Level 13 Soldier
A charnel hound is a huge mass of corpses that have formed together in the shape of a great hound. Vicious and relentless, charnel hounds are eager to add more bodies to their own form- sometimes over-eager.

Huge natural animate (undead)--- XP 800
---
Initiative +12; Senses Perception +6; darkvision
HP 129; Bloodied 64
AC 29; Fortitude 27; Reflex 25; Will 24
Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10
Speed 8
---
[Melee basic] Bite (standard; at will): +20 vs. AC; 2d8+6 damage.

[Melee] Absorb Body (immediate interrupt; when the charnel hound drops an adjacent enemy to 0 hit points; at will) Healing, Necrotic: The charnel hound attempts to add the target to its own body. +18 vs. Fortitude; Hit: 2d6+6 necrotic damage, the charnel hound regains 20 hit points, the target is restrained in the charnel hound’s space and moves with it (escape ends), and it takes ongoing 10 necrotic (save ends). The target can be rescued by an adjacent ally that makes an Athletics check against the charnel hound’s Fortitude defense, or an Acrobatics check against its Reflex defense.
---
Alignment chaotic evil; Languages -
Str 23; Dex 19; Wis 11
Con 17; Int 3; Cha 18


CORPSE CHARGER --- Level 15 Skirmisher
A corpse charger is an animate undead horse composed of a multitude of different parts of corpses sewn grotesquely into shape. Corpse chargers are sometimes used as mounts by foul creatures, such as death knights and Drow.
Large natural animate (mount, undead)--- XP 1200
---
Initiative +16; Senses Perception +10
HP 146; Bloodied 73
AC 29; Fortitude 27; Reflex 29; Will 25
Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10
Speed 9
---
[Melee basic] Smashing Hooves (standard; at will): +20 vs. AC; 2d6+5 damage, plus the target is knocked prone.

[Melee] Frightful Charge (standard; while mounted by a friendly rider of 15th or higher level; at will) Fear, Mount: When the corpse charger’s rider makes a charge attack, any enemy struck is pushed 1 square and suffers a -2 to attack rolls (save ends) in addition to any other effects of the hit.
---
Alignment chaotic evil; Languages -
Skills Athletics +17, Endurance +16
Str 20; Dex 24; Wis 16
Con 18; Int 3; Cha 16


NECRONAUT--- Level 22 Brute
A necronaut is a small tower or ziggurat composed entirely of corpses. It moves quickly, carried by dozens of undead legs, and attacks with long, angular hands made from the bones and sinew of the constituent corpses that make up the necronaut.

Gargantuan shadow animate (undead)--- XP 4,150
---
Initiative +13; Senses Perception +15; blindsense 12
HP 254; Bloodied 127
AC 34; Fortitude 36; Reflex 29; Will 31
Immune disease, poison; Resist necrotic 20; Vulnerable radiant 15
Speed 8
---
[Melee basic] Rotting Blow (standard; at will) Necrotic: Reach 3; +25 vs. AC; 2d6+8 damage plus 2d6 necrotic damage.

[Melee] Corpse Trample (standard; recharge 5 6): The necronaut moves up to its speed and can move into enemy spaces. The movement provokes opportunity attacks, and the necronaut must end its move in unoccupied space. When it enters an enemy’s space, the necronaut makes an attack: +23 vs. Reflex; 4d10+8 damage, and the target is knocked prone.

Assimilate Corpse
(minor; at will) Healing, Necrotic: The necronaut adds an adjacent corpse to its substance and regains 30 hit points.
---
Alignment chaotic evil Languages Common
Str 28 Dex 14 Wis 18
Con 24 Int 8 Cha 16
 

I dislike that the Charnel Hound has just one ability until it kills someone. Also, when they died, didn't they fall apart into animated zombies?
 



XILL

Xill are strange, red-skinned, four-armed creatures that both travel the Astral Sea and roam the Elemental Chaos, but seem to be native to neither one. They have alien faces, and their motivations are inscrutable, but they seem to be angered by the use of arcane power. They are not always hostile, but they are rarely friendly.

An encounter with hostile xill often appears as they materialize seemingly from nowhere.


XILL NETHERSTRIKER--- Level 13 Soldier
Medium immortal humanoid--- XP 800
---
Initiative +14; Senses Perception +8
HP 127; Bloodied 63
AC 29; Fortitude 24; Reflex 27; Will 22
Speed 6
---
[Melee basic] Short Sword (standard; at will) Weapon: +20 vs. AC; 1d6+3 damage, and the target is marked until the end of the netherstriker’s next turn.

[Melee] Double Sword
(standard; at will) Weapon: Requires 2 shortswords; the xill netherstriker makes two short sword attacks.

Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.

---
Alignment evil; Languages Xill
Skills Arcana +12
Str 17; Dex 23; Wis 14
Con 15; Int 13; Cha 14
---
Equipment 2 shields, 2 shortswords


XILL INCUBATOR--- Level 14 Lurker
Medium immortal humanoid--- XP 1000
---
Initiative +18; Senses Perception +8
HP 105; Bloodied 52
AC 28; Fortitude 23; Reflex 28; Will 25
Speed 6
---
[Melee] Claw (standard; at will): +18 vs. AC; 1d6+1 damage.

[Melee] Implant (standard; only with combat advantage; encounter): +16 vs. Fortitude; Hit: 4d10+6 damage and the target is implanted with a xill egg (treat as chaos phage, MM 239, except that if the character dies, a baby xill bursts forth from within him or her).

Combat Advantage: The xill incubator deals an extra 2d6 damage when it has combat advantage.

Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.
---
Alignment evil; Languages Xill
Skills Stealth +19
Str 13; Dex 24; Wis 12
Con 15; Int 13; Cha 19
---
Equipment shield


XILL STORMBLADE--- Level 15 Soldier
Medium immortal humanoid--- XP 1200
---
Initiative +16; Senses Perception +8
HP 143; Bloodied 71
AC 31; Fortitude 24; Reflex 29; Will 26
Speed 6
---
[Melee basic] Short Sword (standard; at will) Weapon: +22 vs. AC; 1d6+3 damage, and the target is marked until the end of the netherstriker’s next turn.

[Melee] Double Sword (standard; at will) Weapon: Requires 2 shortswords; the xill netherstriker makes two short sword attacks.

[Close] Cloud of Blades (action; recharge) Weapon: Requires 2 shortswords; close burst 1; targets each enemy in burst; +20 vs. AC; 2d8+6 damage.

Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.
---
Alignment evil; Languages Xill
Skills Stealth +19
Str 16; Dex 24; Wis 12
Con 15; Int 13; Cha 19
---
Equipment 2 shields, 2 shortswords


XILL ARCANE HUNTER--- Level 15 Artillery
Medium immortal humanoid--- XP 1200
---
Initiative +12; Senses Perception +8
HP 105; Bloodied 52
AC 27; Fortitude 25; Reflex 27; Will 29
Speed 6
---
[Melee basic] Short Sword (standard; at will) Weapon: +21 vs. AC; 1d6+3 damage.

[Ranged] Ether Blast (standard; at will) Force: Range 10; +20 vs. Will; 2d8+6 force damage. If the target is of an arcane class, it is also stunned until the end of its next turn.

Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.
---
Alignment evil; Languages Xill
Skills Stealth +19
Str 16; Dex 20; Wis 12
Con 15; Int 13; Cha 23
---
Equipment 2 shortswords
 

Jester, just increasing damage for critical doesn't seem right for Nimblewrigth: his critical range used to be 12 - 20... I think at least 19-20 should be more appropriate.
 

Jester, just increasing damage for critical doesn't seem right for Nimblewrigth: his critical range used to be 12 - 20... I think at least 19-20 should be more appropriate.

This is a very good point. I actually debated that some myself, but went with the 'standard' enhanced crit in 4e- just more damage. But you certainly have a point!

Discussion?
 

NIGHT TWIST

A night twist is a large, black, leafless tree characterized by unnatural and unsettling shapes. It radiates gloom, sorrow and terror. Night twists subsist on the rotting corpses of those that succumb to their twisted powers, and often their victims don’t even know the source of their doom.


NIGHT TWIST WEEPER--- Level 13 Lurker
Large fey animate (plant)--- XP 800
---
Initiative +7; Senses Perception +8; blindsight 12
Despair Song (thunder) aura 30; any creature in the aura at the start of the night twist weeper’s turn suffers a -2 penalty to defenses and is pulled 6; unless the character has a passive Nature or Perception of 21, it is unaware that it is being pulled; plants are immune.
HP 105; Bloodied 52
AC 27; Fortitude 26; Reflex 21; Will 27
Resist psychic 10
Speed 3
---
[Melee basic] Smashing Branch (standard; at will): Reach 2; +19 vs. AC; 1d10+6 damage.

[Close] Shivering Branches (standard; recharge 6): Burst 2; +17 vs. AC; 3d10+6 damage, plus target is knocked prone.

[Ranged] Lethal Terror (standard; at will) Fear, Psychic: Range 10; +17 vs. Will; 1d12+6 psychic damage (2d12+6 and target is dazed, save ends, if the night twist weeper has combat advantage).

Psychic Mist (minor; at will): The night twist gains concealment until the end of its next turn.

Dead Tree: The night tree resembles a dead tree until it moves or makes a melee or close attack. A Nature or Perception check, DC 21, is required to realize that a night twist is a danger before it makes its move.
---
Alignment evil; Languages understands Common and Elven
Str 21; Dex 6; Wis 14
Con 21; Int 12; Cha 24


NIGHT TWIST WINDCRIER--- Level 19 Controller
Huge fey animate (plant)--- XP 2400
---
Initiative +7; Senses Perception +11; blindsight 20
Despair Song (thunder) aura 30; suppressed while Screaming Winds is active; any creature in the aura at the start of the night twist windcrier’s turn suffers a -2 penalty to defenses and is pulled 6; unless the character has a passive Nature or Perception of 25 (or for some reason makes an active check, DC 25), it is unaware that it is being pulled; plants are immune.
HP 181; Bloodied 90
AC 33; Fortitude 32; Reflex 26; Will 34
Speed 3
---
[Melee basic] Smashing Branch (standard; at will): Reach 3; +23 vs. AC; 2d6+7 damage.

[Close] Screaming Winds (standard; sustain minor; encounter): Burst 12; +22 vs. Reflex; Hit: target is pushed 8 squares. While Screaming Winds is active, the night twist windcrier’s despair song is suppressed.

Dead Tree: The night tree resembles a dead tree until it makes a melee or close attack. A Nature or Perception check, DC 21, is required to spot a night twist for a danger before it moves or attacks.
---
Alignment evil; Languages understands Common and Elven
Str 24; Dex 6; Wis 14
Con 21; Int 12; Cha 28


ELDER NIGHT TWIST--- Level 30 Controller
Huge fey animate (plant)--- XP 19,000
---
Initiative +13; Senses Perception +17; blindsight 30
Despair Song (thunder) aura 100; suppressed while Screaming Winds is active; any creature in the aura at the start of the night twist weeper’s turn suffers a -2 penalty to defenses and is pulled 6; unless the character has a passive Nature or Perception of 29 (or for some reason makes an active check, DC 29), it is unaware that it is being pulled; plants are immune.
HP 269; Bloodied 134
AC 44; Fortitude 43; Reflex 37; Will 45
Speed 3
---
[Melee basic] Smashing Branch (standard; at will): Reach 2; +35 vs. AC; 2d8+10 damage.

[Ranged] Death Phantom (standard; recharge 6) Psychic: Range 16; +34 vs. Will; 4d10+9 psychic damage, plus target is immobilized (save ends).

[Close] Shivering Branches (standard; recharge 5 6): Burst 3; +33 vs. AC; 4d12+9 damage, plus target is knocked prone.

[Close] Screaming Winds (standard; sustain minor; encounter): Burst 20; +32 vs. Reflex; Hit: 3d6 damage and target is pushed 14 squares. While Screaming Winds is active, the night twist windcrier’s despair song is suppressed.

Dead Tree: The night tree resembles a dead tree until it makes a melee or close attack. A Nature or Perception check, DC 21, is required to spot a night twist for a danger before it moves or attacks.
---
Alignment evil; Languages Common, Elven
Str 30; Dex 6; Wis 14
Con 21; Int 19; Cha 34
 


Into the Woods

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