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17th-level Monster Conversions


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ZORBO

Zorbos are strange beasts that are remarkably dangerous for their size. They are able to reflect the qualities of the terrain around them, and to some extent, their enemies. A zorbo is carnivorous, and favors the flesh of humanoids of all kinds.

A zorbo has a body similar to a koala, with an angry, wolverine-like head. When the zorbo engages in combat, its body changes appearance to resemble the terrain around it, whether earth, stone or whatever it may be.

ZORBO MAN-EATER--- Level 17 Brute
Small fey magical beast--- XP 1600
---
Initiative +8; Senses Perception +13; low-light vision
HP 198; Bloodied 99
AC 30; Fortitude 29; Reflex 31; Will 30 (see also reactive adaptation)
Resist 10 variable (2/encounter)
Speed 8, climb 6
---
[Melee basic] Claw (standard; at will): +20 vs. AC; 1d10+3 damage.

[Melee] Pair of Claws (standard; at will): The zorbo makes two claw attacks.

[Melee] Ferocious Attack (standard; recharge 4 5 6): The zorbo man-eater makes four claw attacks at one target.

Reactive Adaptation (immediate interrupt; when targeted by an attack; at will): The zorbo gets +4 to the defense that attack targets until the end of its next turn.
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Alignment unaligned; Languages -
Skills Athletics +16
Str 16; Dex 23; Wis 21
Con 18; Int 4; Cha 13



SPRINGING ZORBO--- Level 17 Skirmisher
Small fey magical beast--- XP 1600
---
Initiative +14; Senses Perception +13; low-light vision
HP 162; Bloodied 81
AC 31; Fortitude 27; Reflex 30; Will 29
Resist 10 variable (2/encounter)
Speed 8, climb 6
---
[Melee basic] Claw (standard; at will): +22 vs. AC; 1d10+3 damage.

[Melee] Springing Attack (standard; at will): The zorbo jumps, shifting 4 squares, and makes an attack: +22 vs. AC; 2d10+6 damage, and the target is knocked prone.

[Close] Furious Howl (standard; recharge 6) Thunder: Close burst 3; +20 vs. Fortitude; Hit: 3d10+6 thunder damage and target is deafened (save ends); Miss: target is deafened until the end of its next turn.

Reactive Adaptation (immediate interrupt; when targeted by an attack; at will): The zorbo gets +4 to the defense that attack targets until the end of its next turn.
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Alignment unaligned; Languages -
Skills
Str 16; Dex 23; Wis 21
Con 18; Int 4; Cha 13
 

PLAGUE BRUSH

”Plague brush” is a term that refers to a number of different species of plants from the astral domain known as Carceri. Though they do not actually carry the plague, these malevolent plants do have lingering effects on those that encounter them that resemble many diseases. Plague brushes have spread to other planes due to the actions of arrogant planar travelers who believed that they could cultivate them safely.


PLAGUE BRUSH TUMBLEWEED--- Level 17 Skirmisher
Huge immortal animate (blind, plant)--- XP 1600
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Initiative +13; Senses Perception +8; tremorsense 4
Greensickness (Poison) aura 4; any creature that enters or is within the aura at the start of its turn takes 15 points of poison damage; see also lingering greensickness
HP 164; Bloodied 82
AC 31; Fortitude 31; Reflex 29; Will 24
Resist 10 ranged
Speed 8
---
[Melee basic] Slam (standard; at will) : +22 vs. AC; 2d6+7 damage.

[Melee] Rolling Scoop (standard; at will): The plague brush tumbleweed moves at least 4 and up to 6. It can move through other creatures’ spaces during this move, and it ignores effects that would stop its movement (though not conditions such as slowed or immobilized). The plague brush tumbleweed makes an attack on each creature whose space it passes through: +18 vs. Reflex; 1d10+7 damage and target is restrained in the plague brush tumbleweed’s space (moving with it) and suffers ongoing 10 damage (escape ends both).

Lingering Greensickness * Poison: A creature that takes damage from the greensickness recovers only half of his healing surges during his next extended rest.
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Alignment unaligned; Languages -
Str 25; Dex 21; Wis 11
Con 20; Int 1; Cha 10

PLAGUE BRUSH THICKET LASHER--- Level 20 Brute
Huge immortal animate (blind, plant)--- XP 2800
---
Initiative +15; Senses Perception +16; tremorsense 12
Greensickness (Poison) aura 4; any creature that enters or is within the aura at the start of its turn takes 15 points of poison damage; see also lingering greensickness
HP 230; Bloodied 115
AC 33; Fortitude 34; Reflex 30; Will 31
Speed 4
---
[Melee basic] Vine Lash (standard; at will): Reach 5; +23 vs. AC; 1d10+10 damage.

[Ranged] Poison Thorns (standard; at will) Poison: Range 10; +21 vs. Fortitude; 2d8+5 damage and target is slowed (save ends).

[Close] The Thicket Comes Alive (standard; recharge 4 5 6): Close burst 3; targets each creature in burst; +21 vs. AC; 1d6+10 damage.

Lingering Greensickness * Poison: A creature that takes damage from the greensickness recovers only half of his healing surges during his next extended rest.
---
Alignment unaligned; Languages -
Str 30; Dex 21; Wis 23
Con 20; Int 1; Cha 10
 

VERMIN LORD

Vermin lords are tall creatures with an appearance that marries humanoid with insect features. A scorpion-like tail arches over its back; it has two scorpion-like claws, a mandibled mouth, hard chitin that protects it, and a second pair of hands that have opposable thumbs and are quite capable of using tools or wielding weapons. Vermin lords see themselves as natural leaders, and believe that all other creatures belong to them as their slaves. They tend to be very jealous of other vermin lords and always seek to assert their dominance over all other creatures. Despite this, not all vermin lords are evil; indeed, many of them feel that enslavement to a vermin lord is a far better existence than freedom under a human, elven or dwarven king.

VERMIN LORD--- Level 17 Soldier
Large natural magical beast (insect)--- XP 1700
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Initiative +13; Senses Perception +14
Vermin Cloud (poison) aura 1; the vermin lord has concealment from creatures outside the aura, and any creature that enters or starts its turn within the vermin cloud takes ongoing 10 poison damage.
HP 166; Bloodied 83
AC 33; Fortitude 31; Reflex 29; Will 27
Speed 10, climb 6 (spider climb), fly 4 (clumsy)
---
[Melee basic] Bite (standard; at will) Poison: +24 vs. AC; 1d6+7 damage, plus 10 points of poison damage.

[Melee] Sting (standard; at will) Poison: +24 vs. AC; 1d12+7 damage, plus ongoing 10 poison (save ends).

[Melee] Claws (standard; at will): +24 vs. AC; 2d6+7 damage and target is grabbed.

[Close] Swarm of Vermin (standard; recharge 5 6) Poison: Close burst 2; +20 vs. Fortitude; 3d6+7 poison damage, and target is slowed and takes ongoing 5 poison (save ends both).
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Alignment any; Languages Common, Deep Speech, telepathy with insects and spiders
Skills Nature +17, Perception +14, Stealth +18
Str 25; Dex 21; Wis 13
Con 22; Int 18; Cha 17
 

HULLATHOIN

A hullathoin is a terrifying monstrosity as big as a small house. 20’ high at the shoulder, a hullathoin is shaped like an enormous lizard, with rotting flesh that buzzes with insects. Angry red sores, filled with nauseating pus, cover its putrescent flesh. Most lower-level undead instinctively follow and obey hullathoins, so a hullathoin is rarely found alone. Many have bloodfiend locust swarms that nest inside their bodies; when the hullathoin is attacked, the swarm flies out to join the defense of its gruesome home.

HULLATHOIN MALBRED--- Level 17 Brute
Huge shadow magical beast (undead)--- XP 1600
---
Initiative +7; Senses Perception +11; darkvision
Despoiling Aura aura 4; undead other than the hullathoin in the aura gain +2 to attacks and damage and resist 10 radiant
HP 205; Bloodied 122
AC 28; Fortitude 32; Reflex 24; Will 28
Immune disease, necrotic; Resist poison 10; Vulnerable radiant 15Speed 10
---
[Melee basic] Stamp (standard; at will): Reach 2; +18 vs. Fortitude; 2d10+10 damage, and target is knocked prone.

[Melee] Rotting Bite (standard; at will) Necrotic: Reach 2; +20 vs. AC; 1d12+10 damage, plus target is weakened until the end of its next turn and ongoing 10 necrotic (save ends).

[Close] Ring of Pus (immediate reaction; when first bloodied; encounter) Acid, Necrotic: Close burst 6; +16 vs. Fortitude; Hit: 4d10+7 acid and necrotic damage, and target is weakened (save ends); Miss: half damage, and target is not weakened.
---
Alignment evil; Languages Common, Draconic
Str 30; Dex 8; Wis 16
Con 25; Int 12; Cha 21


HULLATHOIN TRAMPLER--- Level 21 Brute
Huge shadow magical beast (undead)--- XP 3200
---
Initiative +9; Senses Perception +14; darkvision
Despoiling Aura aura 4; undead other than the hullathoin in the aura gain +2 to attacks and damage and resist 10 radiant
HP 247; Bloodied 123
AC 32; Fortitude 36; Reflex 26; Will 32
Immune disease, necrotic; Resist poison 10; Vulnerable radiant 15Speed 10
---
[Melee basic] Stamp (standard; at will): Reach 2; +24 vs. Fortitude; 2d8+7 damage, and target is knocked prone.

[Melee] Heavy Tread (standard; at will): The hullathoin trampler makes one stamp attack each at two different targets. If both hit, it may make another stamp attack at a prone creature in reach.

[Close] Ring of Pus (immediate reaction; when first bloodied; encounter) Acid, Necrotic: Close burst 6; +20 vs. Fortitude; Hit: 4d12+7 acid and necrotic damage, and target is weakened (save ends); Miss: half damage, and target is not weakened.
---
Alignment evil; Languages Common, Draconic
Str 32; Dex 8; Wis 19
Con 27; Int 12; Cha 24
 
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LOCUST
Locusts are small, grasshopper like insects that come in massive swarms. Though normal locusts are dangerous in swarms, the danger they pose comes in the form of famine. However, there are many forms of monstrous locusts that pose a real threat to life and limb.


BLOODFIEND LOCUST SWARM--- Level 17 Skirmisher
Large immortal beast (insect, swarm)-- XP 1600
---
Initiative +17; Senses Perception +13
Swarm Attack aura 1; any creature starting its turn in the aura is subject to a basic attack from the bloodfiend locust swarm
HP 160; Bloodied 80
AC 31; Fortitude 26; Reflex 31; Will 29
Speed 5, fly 5
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[Melee basic] Swarm of Bites (standard; at will) Necrotic: +20 vs. Reflex; 1d10+5 damage, and the target loses a healing surge.

[Melee] Swarming Mass (standard; recharges when the bloodfiend locust swarm moves at least 3 squares away from its starting position): Close burst 1; +19 vs. Reflex; 2d8+5 damage plus target loses a healing surge and is dazed (save ends).

Swarming Shift (move; at will): The bloodfiend locust swarm shifts 3.
---
Alignment unaligned; Languages -
Str 1; Dex 25; Wis 21
Con 16; Int 6; Cha 11
 

The Hullathoin seems a little boring. It's just a big stompy brute. Here I was anticipating it had things related to undead.

My suggestion would be to make it a Brute (Leader), with some sort of buffing aura for surrounding undead that grant regeneration/negate radiant vulnerability (I notice the Hull doesn't have resistances/vulnerabilities like other undead). Or, some sort of "bring the dead back"; a power that lets them bring back a killed undead monster at 1/4 HP.

Btw, Main page index is updated for these monsters.
 

The Hullathoin seems a little boring. It's just a big stompy brute. Here I was anticipating it had things related to undead.

My suggestion would be to make it a Brute (Leader), with some sort of buffing aura for surrounding undead that grant regeneration/negate radiant vulnerability (I notice the Hull doesn't have resistances/vulnerabilities like other undead). Or, some sort of "bring the dead back"; a power that lets them bring back a killed undead monster at 1/4 HP.

Great ideas, and thanks for catching the oversight re: resistances et al.

After work, I'll tweak the hullathoin- I didn't find it fully satisfying either, honestly. :( Too many of the abilities that it has in 3e just don't translate well into 4e...
 


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