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15th-level Monster Conversions

the Jester

Legend
By now y'all know what's up with these threads. These are monsters from older editions of dnd that I'm converting, with a baseline of 15th level.

15th-level Monsters to be Converted

Black Pudding
Chaos Beast
Deathjack
Excruciator
Flailing Dreadnought
Korred
Lurker Above
Snake, Amphisbaena

Higher Level Monsters On the List

Aag [18th level]
Ascallion (fish) [17th level]
Beholderkin, Hive Mother [29th level]
Beholderkin, Overseer [20th level]
Bile Beast [19th level]
Boneyard [17th level]
Caller from Below [18th level]
Caller in Darkness [21st level]
Chilblain [18th level]
Dharculus [17th level]
Elemental, Ruin [22nd level]
Giant, Cloud [21st level]
Giant, Frost [16th level]
Iron Lich [21st level]
Ragewalker [20th level]
Ruin Chanter [24th level]
Scyllan [24th level]
Spell Weaver [21st level]
Steel Predator [16th level]
Teratomorph [19th level]
Trapper [18th level?]
Winter-Wight [23rd level]
 
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LURKERS

Lurkers (not to be confused with the lurker monster role) are a group of dungeon-dwelling monsters that trap prey by masquerading as part of a room or hallway, and then usually attempting to crush their victims within their bodies.

Some lurkers lack basic attacks, and can therefore not make opportunity attacks.

LURKER ABOVE--- Level 15 Solo Lurker
A lurker above disguises itself as part of the ceiling, covering up to a 30’ square when flattened out. It attacks by attempting to drop and close around its victims, crushing them to death if possible.

Huge natural magical beast--- XP 6000
---
Initiative +10; Senses Perception +12; tremorsense 12
HP 555; Bloodied 277
AC 31; Fortitude 32; Reflex 21; Will 27
Saving Throws +5
Speed 1, fly 5 (clumsy) (maximum altitude 6)
Action Points 2
---
[Melee] Gripping Body (standard; at will): Targets up to four medium or two large enemies adjacent to the lurker above; +16 vs. Reflex; 1d10+8 damage and target is grabbed (until escape). A lurker above can have up to four medium or two large creatures grabbed at once.

[Melee] Body Crush (standard; at will): Attacks each grabbed or restrained creature; +16 vs. Fortitude; 3d6+8 damage.

[Melee] Firm Grip (minor; at will): Attacks each grabbed creature; +18 vs. Reflex; Hit: the target is restrained, takes -2 on escape attempts and cannot escape unless the lurker above is bloodied.

[Melee] Crushing Spasm (minor; at will): Attacks each grabbed or restrained creature; +16 vs. Fortitude; 1d6+4 damage.

Vulnerable Victim (immediate interrupt; when hit by an attack while grabbing at least one creature; at will): The lurker takes half damage from the attack, and a random grabbed or restrained creature takes the other half.

Lurk Above: When a lurker above is lurking on a ceiling, it requires a Dungeoneering or Perception check, DC 26, to notice it before it attacks.
---
Alignment unaligned; Languages -
Str 26; Dex 8; Wis 20
Con 15; Int 2; Cha 8


TRAPPER--- Level 18 Solo Lurker
Trappers usually appear to be part of the floor, and sometimes part of the walls in a smaller chamber. Trappers have a ‘lure’ organ that is shaped a great deal like an old box or chest, so a party of adventurers might think that they have opened the door to a room with an unguarded treasure, while the truth is far more dangerous. When flattened, a typical trapper can cover a square 40’ on a side, with older, bigger trappers getting to truly incredible sizes in some deep dungeons and Underdark areas.

Gargantuan natural magical beast--- XP 10,000
---
Initiative +14; Senses Perception +15; tremorsense 12
HP 660; Bloodied 330
AC 34; Fortitude 35; Reflex 25; Will 30
Saving Throws +5
Speed 2
Action Points 2
---
[Melee] Gripping Body (standard; at will): Targets up to four medium or two large enemies adjacent to the trapper; +19 vs. Reflex; 1d10+8 damage and target is grabbed (until escape). A trapper can have up to eight medium or four large enemies grabbed at once.

[Melee] Body Crush (standard; at will): Attacks each grabbed or restrained creature; +19 vs. Fortitude; 3d8+8 damage.

[Melee] Firm Grip (minor; at will): Attacks each grabbed creature; +21 vs. Reflex; Hit: the target is restrained, takes -2 on escape attempts and cannot escape unless the trapper is bloodied.

[Melee] Crushing Spasm (minor; at will): Attacks each grabbed or restrained creature; +19 vs. Fortitude; 2d4+4 damage.

Vulnerable Victim (immediate interrupt; when hit by an attack while grabbing at least one creature; at will): The trapper takes half damage from the attack, and a random grabbed or restrained creature takes the other half.

Blend with the Room: When a trapper is lurking as part of the room, it requires a Dungeoneering or Perception check, DC 29, to notice it before it attacks.
---
Alignment unaligned; Languages -
Str 26; Dex 12; Wis 22
Con 18; Int 2; Cha 8
 
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DEATHJACK

A deathjack is a strange, steam- and soul-driven mechanical nightmare. Its head is a horned helm that sits between massive pneumatic shoulders. It is an unholy fusion of machine and vile necromantic energy. Deathjacks burn souls to produce the necrotic steam that powers them. The designs of deathjacks vary, but all are designed as killing machines. Each deathjack has a soul furnace within it; this constantly belches flames and gives off thick, greasy clouds of smoke.

DEATHJACK SPIKER--- Level 15 Soldier
Deathjack spikers are built with a plenitude of spikes emerging from them. Two skulls adorn a spiker’s shoulders. The spiker’s furnace is in its belly.

Large shadow humanoid (construct)--- XP 1200
---
Initiative +12; Senses Perception +8; darkvision
HP 149; Bloodied 74
AC 31; Fortitude 29; Reflex 25; Will 27
Speed 6
---
[Melee basic] Spike Stab (standard; at will): +22 vs. AC; 3d6+6 damage and target is marked until the end of the deathjack spiker’s next turn.

[Melee] Consume (standard; only on a stunned or unconscious target; at will) Fire, Necrotic: +20 vs. Reflex; Hit: the target is grabbed, plus followup attack: +20 vs. Fortitude; Hit: the deathjack spiker transfers the target into its furnace. The target is restrained and suffers 2d8+5 fire and necrotic damage each round. It takes a -2 penalty to attempts to escape.

[Close] Skulls of Hate (standard; encounter) Necrotic: Burst 3; attacks each enemy in burst; +18 vs. Fortitude; Hit: 4d8+5 necrotic damage and target is weakened (save ends); Miss: half damage and target is not weakened.

[Close] Vent Ash (minor; sustain minor; recharges when it hits with Consume’s followup attack): Burst 2; the area is heavily obscured by smoke.
---
Alignment chaotic evil; Languages Common
Str 24; Dex 16; Wis 12
Con 21; Int 14; Cha 20


DEATHJACK ROLLER--- Level 17 Skirmisher
A deathjack roller’s head and long, powerful arms are mounted upon a wheeled, fast-moving chassis. A deathjack roller has long, spiked chains mounted to it, which allow it exceptional reach.

Large shadow humanoid (construct)--- XP 1600
---
Initiative +17; Senses Perception +10; darkvision
HP 160; Bloodied 80
AC 30; Fortitude 28; Reflex 33; Will 28
Speed 10
---
[Melee basic] Spiked Chain (standard; at will): Reach 3; +22 vs. AC; 2d8+7 damage.

[Melee] Tripping Blow (standard; encounter): Reach 3; +20 vs. Reflex; 2d8+7 damage and target is knocked prone.

[Melee] Rolling Attack (standard; at will): The deathjack roller shifts 6 in a straight line and makes an attack on any three creatures that come within its reach: +18 vs. Reflex; 1d10+7 damage.

[Melee] Consume (standard; only on a stunned or unconscious target; at will) Fire, Necrotic: +20 vs. Reflex; Hit: the target is grabbed, plus followup attack: +20 vs. Fortitude; Hit: the deathjack spiker transfers the target into its furnace. The target is restrained and suffers 2d10+3 fire and necrotic damage each round. It takes a -2 penalty to attempts to escape.

[Close] Vent Ash (minor; sustain minor; recharges when it hits with Consume’s followup attack): Burst 2; the area is heavily obscured by smoke.
---
Alignment chaotic evil; Languages Common
Str 21; Dex 25; Wis 14
Con 16; Int 14; Cha 21



DEATHJACK SLUGTHROWER--- Level 19 Artillery
Slow and ponderous, deathjack slugthrowers are heavily-armored artillery devices. Mounted on a tracked chassis, a deathjack slugthrower bristles with exotic-looking ranged weapons.

Large shadow humanoid (construct)--- XP 2400
---
Initiative +17; Senses Perception +11; darkvision
HP 135; Bloodied 67
AC 31; Fortitude 31; Reflex 33; Will 31
Speed 4
---
[Melee basic] Spike Slash (standard; at will): Reach 2; +26 vs. AC; 2d6+6 damage.

[Ranged basic] Dart Launcher (standard; at will): Range 12; +26 vs. AC; 3d6+8 damage.

[Ranged] Suppressing Fire (standard; at will): Range 16; +24 vs. Reflex; Hit: 2d6+8 damage, and if target moves before the end of its next turn, it suffers an additional 10 points of damage.

[Ranged] Slugthrower (standard; recharge 5 6): Range 20; targets up to 3 enemies, no two of whom are more than 2 squares apart; +24 vs. AC; 4d8+8 damage.

[Melee] Consume (standard; only on a stunned or unconscious target; at will) Fire, Necrotic: +24 vs. Reflex; Hit: the target is grabbed, plus followup attack: +24 vs. Fortitude; Hit: the deathjack spiker transfers the target into its furnace. The target is restrained and suffers 2d10+3 fire and necrotic damage each round. It takes a -2 penalty to attempts to escape.

[Close] Vent Ash (minor; sustain minor; recharges when it hits with Consume’s followup attack): Burst 2; the area is heavily obscured by smoke.
---
Alignment chaotic evil; Languages Common
Str 22; Dex 26; Wis 14
Con 15; Int 14; Cha 22


DEATHJACK SAWYER--- Level 25 Brute
A deathjack sawyer has spinning circular saws mounted at the ends of its hands, on its elbows and on its knees. It is a terrifying opponent, fully capable of slicing through wood or even soft stone with its deadly blades. A deathjack sawyer has two slender metal tentacles that is uses to grab victims to consume.

Large shadow humanoid (construct)--- XP 7000
---
Initiative +17; Senses Perception +15; darkvision
HP 284; Bloodied 142
AC 37; Fortitude 39; Reflex 35; Will 37
Speed 6
---
[Melee basic] Saw Blade (standard; at will): Reach 2; +28 vs. AC; 3d6+9 damage.

[Melee] Whirling Slice (standard; at will): Reach 2; +28 vs. AC; 4d6+9 damage and target slides 1 square.

[Melee] Consume (standard; only on a stunned or unconscious target; at will) Fire, Necrotic: +26 vs. Reflex; Hit: the target is grabbed, plus followup attack: +26 vs. Fortitude; Hit: the deathjack spiker transfers the target into its furnace. The target is restrained and suffers 2d10+3 fire and necrotic damage each round. It takes a -2 penalty to attempts to escape.

[Ranged] Launch Saw Blade (standard; reload minor; at will): Range 10; +28 vs. AC; 2d8+9 damage and target is stunned until the end of its next turn.

[Close] Vent Ash (minor; sustain minor; recharges when it hits with Consume’s followup attack): Burst 2; the area is heavily obscured by smoke.
---
Alignment chaotic evil; Languages Common
Str 29; Dex 20; Wis 16
Con 24; Int 14; Cha 25
 
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AMPHISBAENA--- Level 15 Soldier
An amphisbaena is a snake with a head at either end of its body. Each head is able to function independently, but they act with one mind.

Large natural beast (snake)--- XP 1200
---
Initiative +14; Senses Perception +15
HP 145; Bloodied 72
AC 31; Fortitude 29; Reflex 27; Will 24
Speed 6
---
[Melee basic] Bite (standard; at will) Poison: +22 vs. AC; 1d12+3 damage, plus ongoing 10 poison (save ends).

[Melee] Double Bite (standard; at will) Poison: The amphisbaena makes one bite attack at each of two non-adjacent enemies.

Wheel Roll (move; at will): The amphisbaena locks its jaws together and rolls like a wheel. It moves 10 squares, but suffers a -2 to defenses against opportunity attacks caused by this movement.

Shake it Off (immediate reaction; when dazed or stunned; at will): The amphisbaena gains an immediate saving throw to remove the dazed or stunned condition.
---
Alignment unaligned; Languages -
Skills Perception +15
Str 24; Dex 20; Wis 16
Con 17; Int 2; Cha 10
 

CHAOS BEAST--- Level 15 Solo Soldier
A chaos beast is a thing of pure chaos. It has no set form, instead constantly shifting and melting. Its touch can have dreadful effects on living creatures and nonliving objects, causing them to lose their stable shape and form and start to melt and shift into formless goo.

Large immortal magical beast--- XP 1200
---
Initiative +14; Senses Perception +7
Chaotic Terrain aura 2; the terrain within the aura is constantly changing, making it difficult terrain (including for flying creatures).
HP 760; Bloodied 380
AC 33; Fortitude 33; Reflex 31; Will 24
Immune polymorph
Saving Throws +5
Speed 4
Action Points 2
---
[Melee basic] Chaos Claw (standard; at will) Polymorph: Reach 2; +22 vs. AC; 2d8+7 damage, plus followup attack: +20 vs. Will; Hit: target is stunned and immobilized and takes ongoing 10 damage as its form melts away (save ends); Miss: target is dazed (save ends).

[Melee] Reactive Entropy (immediate reaction; when hit by a melee attack; at will) Polymorph: The chaos beast makes an attack on the creature that hit it. Reach 2; +22 vs. AC; 2d8+7 damage, plus ongoing 5 damage (save ends).

[Close] Explosive Belch of Chaos (free; when bloodied; encounter) Acid, Fire, Lightning: The chaos beast belches out an explosion of chaotic energies and substances. Burst 2; +18 vs. Reflex; 4d10+6 acid, fire and lightning damage.

Sudden Swiftness (move; recharge 5 6) Polymorph: The chaos beast shifts into a surprisingly mobile form and moves 12.
---
Alignment unaligned; Languages -
Str 14; Dex 20; Wis 10
Con 24; Int 13; Cha 10
 

KORRED
Korred are a race of goat-legged creatures from the Feywild. They have long, tangled beards and their hair is always in dreadlocks. They are wild, given to extremes of both emotion and violence, and are very unpredictable. Each week, the korred hold a holiday that is replete with dancing.


KORRED MASON--- Level 15 Controller
Small fey humanoid--- XP 1200
---
Initiative +12; Senses Perception +8
HP 148; Bloodied 74
AC 29; Fortitude 27; Reflex 27; Will 29
Speed 6
---
[Melee basic] Cudgel (standard; at will) Weapon: +20 vs. AC; 2d4+2 damage.

[Melee basic] Shears (standard; at will) Weapon: +20 vs. AC; 1d6+2 damage, plus ongoing 5 damage (save ends).

[Ranged] Mudfoot (minor; recharge 5 6): The ground beneath the target’s feet softens and sucks at his legs. Range 10; +19 vs. Will; target is slowed (save ends).

[Area] Hail of Stones (standard; recharge 5 6): Burst 1 within 10; +17 vs. Reflex; Hit: 4d8+6 damage; Miss: half damage; Effect: the area of the burst is considered difficult terrain until cleared.

Shield of Earth (immediate interrupt; when hit by a melee attack; encounter): The ground rises up to intercept the blow. The korred mason gets +4 to his defenses to resist the attack.
---
Alignment any; Languages Elven
Skills Bluff +19, Nature +13
Str 15; Dex 20; Wis 13
Con 20; Int 15; Cha 24
---
Equipment shears, cudgel


KORRED SCOWLER--- Level 16 Controller
Small fey humanoid--- XP 1400
---
Initiative +13; Senses Perception +9
HP 157; Bloodied 78
AC 30; Fortitude 28; Reflex 28; Will 30
Speed 6
---
[Melee basic] Cudgel (standard; at will) Weapon: +21 vs. AC; 2d4+2 damage.

[Melee basic] Shears (standard; at will) Weapon: +21 vs. AC; 1d6+2 damage, plus ongoing 5 damage (save ends).

[Melee] Cut Your Face
(standard; at will) Weapon: Requires shears; +21 vs. AC; 3d6+2 damage and target is blinded (save ends).

[Ranged] Heart-Wrenching Scowl (standard; recharges when the korred takes damage): Range 6; +20 vs. Will; 3d8+7 damage.

[Close] Unpleasant Laugh (minor; recharge 6) Thunder: Burst 2; +18 vs. Will; Hit: target is stunned (save ends); Miss: target is dazed until the end of its next turn.
---
Alignment any; Languages Elven
Skills Bluff +20, Nature +14
Str 15; Dex 21; Wis 13
Con 21; Int 15; Cha 25
---
Equipment shears, cudgel


KORRED DANCER--- Level 17 Skirmisher
Small fey humanoid--- XP 1600
---
Initiative +12; Senses Perception +8
HP 148; Bloodied 74
AC 29; Fortitude 27; Reflex 27; Will 29
Speed 6
---
[Melee basic] Cudgel (standard; at will) Weapon: +22 vs. AC; 2d4+7 damage.

[Melee basic] Shears (standard; at will) Weapon: +22 vs. AC; 1d6+7 damage, plus ongoing 5 damage (save ends).

[Melee] Korred Dance (standard; at will): The korred shifts 6. It makes a basic attack against an adjacent target at the beginning of this shift, and another basic attack against a different adjacent target at the end of this shift.

[Ranged] Hair Snare (standard; recharge 4 5 6): The korred uses its hair to snare an enemy. Range 4; +20 vs. Reflex; 1d10+7 damage and target is pulled 2 and knocked prone.
---
Alignment any; Languages Elven
Skills Bluff +19, Nature +13
Str 15; Dex 25; Wis 13
Con 20; Int 15; Cha 24
---
Equipment shears, cudgel



KORRED LAUGHER--- Level 22 Minion
Small fey humanoid--- XP 1038
---
Initiative +12; Senses Perception +8
HP 1; a missed attack never damages a minion
AC 36; Fortitude 31; Reflex 34; Will 36
Speed 6
---
[Melee basic] Cudgel (standard; at will) Weapon: +27 vs. AC; 8 damage.

[Melee basic] Shears (standard; at will) Weapon: +27 vs. AC; 6 damage, plus ongoing 5 damage (save ends).

[Ranged] Booming Laugh (standard; at will) Thunder: +25 vs. Fortitude; 7 thunder damage, and target is deafened (save ends).

[Ranged] Hair Snare (standard; encounter): The korred laugher uses its hair to snare an enemy. Range 4; +25 vs. Reflex; 7 damage and target is pulled 2 and knocked prone.
---
Alignment any; Languages Elven
Skills Bluff +19, Nature +13
Str 15; Dex 25; Wis 13
Con 20; Int 15; Cha 28
---
Equipment shears, cudgel
 

BLACK PUDDING--- Level 15 Elite Brute
Huge natural beast (ooze)--- XP 2400
---
Initiative +5; Senses Perception +11; blindsight 10, tremorsense 10
HP 368; Bloodied 184
AC 27; Fortitude 29; Reflex 20; Will 26
Immune gaze; Resist 10 acid
Saving Throws +2
Speed 5
Action Points 1
---
[Melee basic] Slam (standard; at will) Acid: Reach 2; +18 vs. AC; 3d6+5 damage, plus ongoing 5 acid damage.

Acid Body (immediate reaction; when struck by a metal or wood weapon) Acid: The black pudding makes an immediate attack on the target: +16 vs. Reflex; Hit: 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, shield or armor is magic, it can receive one additional wear point without harm per tier.

Flowing Form (move; at will): The black pudding shifts 5 squares.

Split (when first bloodied; encounter): The black pudding splits into two, each with hit points equal to half the original’s current hit points. Effects applied to the original black pudding do not apply to the second one. A black pudding can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two pieces recombine into a single creature at the end of the encounter.
---
Alignment unaligned; Languages -
Str 20; Dex 6; Wis 18
Con 24; Int 1; Cha 1


FIENDISH BLACK PUDDING--- Level 28 Elite Brute
Huge natural beast (ooze)--- XP 26,000
---
Initiative +15; Senses Perception +21; blindsight 10, tremorsense 10
HP 640; Bloodied 320
AC 40; Fortitude 42; Reflex 33; Will 39
Immune gaze; Resist 20 acid, 20 fire
Saving Throws +2
Speed 5
Action Points 1
---
[Melee basic] Slam (standard; at will) Acid, Fire: Reach 2; +31 vs. AC; 4d8+10 damage, plus ongoing 10 acid and fire damage.

Hellborn Body (immediate reaction; when struck by a metal or wood weapon; at will) Acid, Fire: The fiendish black pudding makes an immediate attack on the creature that hit it: +29 vs. Reflex; Hit: 2d8+5 acid and 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, shield or armor is magic, it can receive one additional wear point without harm per tier.

Flowing Form (move; at will): The fiendish black pudding shifts 5 squares.

Split
(when first bloodied; encounter): The fiendish black pudding splits into two, each with hit points equal to half the original’s current hit points. Effects applied to the original fiendish black pudding do not apply to the second one. A fiendish black pudding can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two pieces recombine into a single creature at the end of the encounter.
---
Alignment unaligned; Languages -
Str 31; Dex 12; Wis 25
Con 30; Int 1; Cha 1
 

EXCRUCIATOR
An excruciator is a cruel form of undead that feeds on pain. Because it wears a metal mask and often metal, blade- and hook-coated gauntlets, an excruciator is often mistaken for a construct.

Excruciators feed on pain and are masters of torture and sadism.


EXCRUCIATOR TORMENTER--- Level 15 Soldier
Medium shadow humanoid (undead)--- XP 1200
---
Initiative +14; Senses Perception +10
HP 147; Bloodied 73
AC 31; Fortitude 29; Reflex 27; Will 24
Immune disease; Resist necrotic 20, poison 20; Vulnerable radiant 10
Speed 6
---
[Melee basic] Painful Slash (standard; at will): +22 vs. melee; 2d8+6 damage, plus target suffers -2 to attacks (save ends).

[Close] Project Pain (standard; only when adjacent to a stunned or unconscious enemy; recharge 5 6): The excruciator tormenter inflicts a terrible wound on the stunned or unconscious enemy and transfers the pain to the other creatures in the burst. Burst 4; +18 vs. Fortitude; 3d10+6 damage and the target is slowed and weakened (save ends both).

Sadistic Surge (free; whenever the excruciator drops an enemy; at will) Healing: The excruciator regains 25 hit points.
---
Alignment evil; Languages Common
Skills Intimidate +15
Str 24; Dex 20; Wis 16
Con 19; Int 15; Cha 16
---
Equipment metal mask, torture implements


EXCRUCIATOR SADIST--- Level 20 Soldier
Size origin type (keywords)--- XP 2800
---
Initiative +18; Senses Perception +15
HP 187; Bloodied 93
AC 36; Fortitude 34; Reflex 32; Will 30
Immune disease; Resist necrotic 20, poison 20; Vulnerable radiant 10
Speed 6
---
[Melee basic] Painful Slash (standard; at will): +27 vs. melee; 2d6+8 damage, plus ongoing 5 damage (save ends).

[Melee] Sadistic Blow (standard; at will): +27 vs. melee; 3d6+8 damage, plus target slides 1 square and suffers -2 to attacks (save ends).

[Close] Project Pain (standard; only when adjacent to a stunned or unconscious enemy; recharge 5 6): The excruciator tormenter inflicts a terrible wound on the stunned or unconscious enemy and transfers the pain to the other creatures in the burst. Burst 4; +23 vs. Fortitude; 4d10+7 damage and the target is slowed and weakened (save ends both).

Sadistic Surge (free; whenever the excruciator drops an enemy; at will) Healing: The excruciator regains 35 hit points.
---
Alignment evil Languages Common
Skills Intimidate +18
Str 27 Dex 23 Wis 20
Con 19 Int 15 Cha 16
---
Equipment metal mask, torture implements
 

Someone's been productive!

How about the Hullathoin (FF)?

Also, if you're doing a Hive Mother at lvl 29, you must do an epic level Elder Brain.
 

Someone's been productive!

How about the Hullathoin (FF)?

Also, if you're doing a Hive Mother at lvl 29, you must do an epic level Elder Brain.

Yeah, the elder brain is already set for level 30... and the hullathoin sounds like a good one to add- I'll put it in the "what should I convert" thread for level 16, placed at about, hmmm, maybe 17th level?
 

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