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17th-level Monster Conversions

Wouldn't the Vermin Lord be better off as Ettercap type?

Like the Ettercap Vermin Lord.

As ettercaps also have good connections with spiders/vermin it would make sense.

Also the monster manual only shows some low level ettercaps, a higher level ettercap would be sweet. :)
 

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The vermin lord is an individual monster from, hmmm, I want to say MM3 or MM4 (3.5e). On the other hand, some other monsters have been rolled together like this- the mycanid gas spore comes to mind- so it would be viable to play it as an ettercap with just some minor reskinning.
 

Okey dokey, here's the first revision of the level to MM3/MV standards: the immoth (since I may be using these guys before too long in my campaign!).

Notes: These guys need more of a complete rewrite than most. I'm totally stealing someone else's version of Steal Power and Release Power for some of them and am adding a couple new versions to their entry.

I am not going to go into detail on my reasoning on each change on these guys, like I said, they don't do a great job of capturing the original flavor in my first version of them.
 

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Here's the revised-to-MM3/MV-standards bloodfiend locust swarm.

As a bonus, there's a lvl 13 version of the rapture locust swarm (from the 3e Fiend Folio).
 

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BABY DRAGONS
there are NO 1 year old or younger dragons in the monster manual so...
all are controller/damage dealer, they do large amounts of damage but do no last long, may be near older dragons as they have not yet come of age to leave the nest.

(note i am not sure about anything other than hp and moves-I am not evenm sure about hit rolls SO YOU GET TO CHOOSE WHAT THEY ARE - this is basically a "template" so tweak as you see fit)

NEWBORN BABY DRAGON
5 hp - level 1
breath weapon
does 1d6 damage in blast 3
clawing
does 1d8 to adjacent enemy

WEAK BABY DRAGON
15 hp lv 5
breath weapon
does 1d6+2 damage in blast 3
clawing
does 1d8+ 4 to adjacent enemy

BABY DRAGON
20 hp lv 10
breath weapon
does 1d8 + 4 damage in blast 3
clawing
does 1d10+ 6 to adjacent enemy

strong BABY DRAGON
25 hp lv 15
breath weapon
does 1d8 + 8 damage in blast 3
clawing
does 1d12+ 10 to adjacent enemy

powerful BABY DRAGON
35 hp lv 20
breath weapon
does 2d8 + 10 damage in blast 3
clawing
does 3d6+ 12 to adjacent enemy

genious BABY DRAGON
40 hp lv 25
breath weapon
does 3d8 + 12 damage in blast 3
clawing
does 4d8+ 14 to adjacent enemy

epic BABY DRAGON
50 hp lv 30
breath weapon
does 3d10 + 14 damage in blast 3
clawing
does 4d10+ 16 to adjacent enemy
 

Hey [MENTION=6673412]Doombybbr[/MENTION], thanks for contributing!

Just so you know, I actually have a different thread for each level of monster that I've done/started on. The "Monster Project" link in my sig takes you to the master thread.

As far as baby dragons go, the first Draconomicon had stats for the chromatic hatchlings, if you have access. Not sure about Draconomicon 2- I never picked it up.
 

FROGHEMOTH

Source: S3- Expedition to the Barrier Peaks.

Few things that fall from the stars are good for the natural world. Meteors might contain fragments of ore that can be forged into amazingly strong metals, but they might also contain doppelganger plant spores, strange radiations, mutant diseases or other hazards. Sometimes even stranger, more dangerous things crash from between the stars- star spawn, strange energy beings or even ships capable of navigating the outer dark.

Froghemoths came to the world aboard such a ship. Originally part of a menagerie of alien fauna, the crashed ship's radioactive environment encouraged the gradual mutation of what had been a species of harmless amphibian. Stronger, larger and more voracious with each generation, the frog-like creatures grew and grew until they finally escaped their shipborn prison into the wilds. Now known as froghemoths, even a single one of these beasts can threaten a huge area with its ceaseless appetite and near-mindless destructiveness, tearing down trees and devouring every living thing it comes across.

Weird Mutations: Froghemoths are far removed from whatever their original form was. A froghemoth has a large, fatty body shaped much like an upright, two-legged frog would be, but any resemblence ends there. The monster's gaping maw has row after row of razor-sharp teeth and a lolling tongue that can extend for disconcerting distances. Where a frog's forelegs would be are a quartet of strong, rubbery tentacles. Finally, atop the monster's head is a long stalk topped with three independently-facing eyes, giving the monster the ability to see in all directions. However, not all froghemoths follow this plan. About 50% of all adult froghemoths show some form of mutation, from extra or missing limbs to strange coloration. In about 9 in 10 cases, the mutations are not beneficial, but some few froghemoths are even more powerful than the standard specimen.

Marsh Dwellers: Froghemoths prefer to live in wet environments, typically swamps and marshes. A few live in shallow lakes or seas. However, a froghemoth quickly destroys the local ecology, devouring every living thing that it can find, and most move frequently in search of food.

Driven by Hunger: The ceaseless hunger that motivates froghemoths prevents most attempts at controlling them from having any success. However, some adventurers and explorers have used that hunger to manipulate a froghemoth in very crude ways, such as diverting its attention while would-be victims flee. Unfortunately, since a froghemoth can devour a horse in seconds, such ploys are usually only a very short-term solution.

Frog-Like Life Cycle: Froghemoths reproduce by laying a clutch of wet eggs, each the size a watermelon. Like those of a frog, these eggs must stay wet in order to mature. When they hatch, the immature froghemoths- called tademoths for their similarity to tadpoles- appear fish-like in structure, with four fins that gradually lengthen into tentacles. Tadhemoths, like their adult form, are voracious. They consume anything living that they come across, including each other, attacking as if they are starving. Only about one froghemoth in a thousand matures to adulthood.

Froghemoth Level 17 Solo Soldier
Huge aberrant beast XP 8,000
HP 656; Bloodied 328 Initiative +17
AC 33; Fortitude 30; Reflex 28; Will 29 Perception +15
Speed 6, swim 10 Darkvision, low-light vision
Resist 15 fire
Saving Throws +5; Action Points 2

TRAITS
Aquatic
The froghemoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

Driven by Hunger
If the froghemoth is dazed, dominated or stunned at the start of its turn, it uses tongue snatch or bite as a free action. If it hits, the dazing, dominating or stunning condition ends.

Flinch from Fire
If the froghemoth takes fire damage, it must shift 1 square away from the controller of the fire effect as a free action if able.

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 2 (one creature); +22 vs. AC.
Hit: 3d8+12 damage.

(melee) Swallow Whole * At Will
Requirement: The froghemoth must not have more than one living creature swallowed.
Attack: Melee 1 (one grabbed creature); +22 vs. AC.
Hit: 4d10+12 damage and the target is swallowed (escape DC 25). While swallowed, the target takes ongoing 25 acid damage (ongoing 30 if the froghemoth is bloodied). It has line of sight and line of effect only to the froghemoth, and no other creature has line of sight or line of effect to the target. The target suffers a -5 penalty to attack rolls while swallowed. When the target escapes or the froghemoth dies, the target reappears in a space adjacent to the froghemoth.

(melee) Tentacle Flurry * At Will
Requirement: The froghemoth must not have more than three creatures grabbed.
Attack: Melee 8 (up to four creatures); +20 vs. Reflex.
Special: For each grabbed target, the froghemoth can make one less tentacle flurry attack.
Hit: 5d6+8 damage and the target is grabbed (escape DC 23) and pulled 5 squares. If a target ends this pull within 2 squares of the froghemoth, the froghemoth uses bite as a free action against one such target.

(melee) Tenderize * At Will
Attack: Melee 8 (each grabbed creature); +20 vs. Fortitude.
Hit: 3d12+6 damage.

MINOR ACTIONS

(melee) Tongue Snatch * At Will
Requirement: The froghemoth must not have more than four creatures grabbed.
Attack: Melee 6 (one creature); +20 vs. Reflex.
Hit: 1d10+5 damage, and the froghemoth grabs the target (escape DC 23) and pulls it up to 3 squares. If the target ends this pull within 2 squares of the froghemoth, the froghemoth uses bite as a free action.

Inexorable Pull * At Will
Requirement: The froghemoth must have at least one creature grabbed that is more than 2 squares from it.
Attack: Melee 8 (each grabbed creature); +20 vs. Fortitude.
Hit: The froghemoth pulls the target up to 2 squares. If one or more targets end this pull within 2 squares of the froghemoth, the froghemoth uses bite as a free action against one such target.

TRIGGERED ACTIONS

(close) Bloodied Spew (acid) * Encounter
Trigger: The froghemoth becomes bloodied.
Attack (No Action): Close blast 4 (each creature in blast); +18 vs. Reflex.
Hit: 3d6+9 acid damage.
Effect: Each creature swallowed by the froghemoth reappears prone in an unoccupied square within the blast of the froghemoth's choice. If there are no unoccupied squares in the blast, the swallowed creature instead reappears in the nearest available unoccupied space.
---
Str 24 Dex 24 Wis 24
Con 20 Int 3 Cha 8
Alignment unaligned

Ravenous Tadhemoth Level 17 Minion Brute
Small aberrant beast (aquatic) XP Value
HP 1; a missed attack never damages a minion Initiative +15
AC 29; Fortitude 29; Reflex 31; Will 28 Perception +11
Speed swim 8 Darkvision, low-light vision

TRAITS
Aquatic
The tadhemoth can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

STANDARD ACTIONS

(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +20 vs. AC, or +22 vs. AC against a target suffering ongoing damage.
Hit: 10 damage plus ongoing 10 damage (save ends). If the target is suffering ongoing damage, it takes an additional 7 damage.
---
Str 20 Dex 25 Wis 16
Con 14 Int 2 Cha 3
Alignment unaligned
 

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OLIVE SLIME
Source:
1e Monster Manual 2.

Olive slime is a hideous variant of green slime. This hideous stuff strongly resembles an ooze, but unlike most oozes, it is actually a plant. Olive slime is terrifying to encounter in any of its forms.

Multiple Approaches to Predation: Olive slime is not always encountered as an animate mass; it sometimes appears in a more latent form, looking like a puddle of olive-colored semi-liquid with the consistency and appearance of sour cream. Creatures contacting the olive slime in this state are subject to olive slime infection.

Parasitic Life Cycle: Olive slime is a horrifying parasite. In order to reproduce, it slays a humanoid creature, then infects it with more slime, at which point the victim becomes an animate, shambling humanoid made of slime. After a few weeks of animation during which the slime creature cooperates with other slime creatures and the olive slime that spawned it, the slime creature collapses into a new olive slime.

Unclear Origins: Like so many of the world's monsters, the origins of olive slime are not entirely clear. Some sages suggest that the first olive slime was the result of exposing green slime to the radiations of the Far Realms, while others posit a connection with Juiblex. The wisest of druids claim that olive slime, while of worldly origin, is not a natural plant; someone or something definitely had a hand in its creation.

Olive Slime --- Level 17 Elite Controller
Small natural animate (blind, ooze, plant) --- XP 3,200
HP 338; Bloodied 169 Initiative +13
AC 30; Fortitude 31; Reflex 27; Will 29 Perception +8
Speed 4, swim 6 Tremorsense 10
Immune gaze, poison; Resist 5 weapons; Vulnerable 5 fire
Saving Throws +2; Action Points 1

TRAITS
Aquatic

Olive slime doesn't breathe and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Ooze
While squeezing, olive slime moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing. Olive slime cannot be knocked prone.

STANDARD ACTIONS
(mbasic) Olive Slam (poison) * At Will

Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 3d8+8 damage, and ongoing 10 poison damage (save ends).

Double Slam * At Will
Effect: The olive slime uses olive slam twice.

(melee) Symbiotic Attachment (charm) * Recharges when first bloodied
Requirement: The olive slime must have combat advantage against the target.
Effect: The olive slime moves into the target's space, provoking opportunity attacks normally, then makes the following attack.
Attack: Melee 0 (one creature); +21 vs. Will.
Hit: 4d10+15 damage, and the olive slime enters the target's body (save ends). While in the target's body, the slime is removed from play and the target is dominated. While within a creature's body, the olive slime takes half of any damage inflicted on that creature, and if that creature takes fire damage, it may make an immediate saving throw to end this effect. When the effect ends, the olive slime reappears in the nearest unoccupied space to the target of this power.
Miss: Half damage.

MOVE ACTIONS
Slimy Slither * At Will

Effect: The olive slime shifts 4 squares.

DAY LONG ACTIONS
Spawn Slime Creature * At Will

If an olive slime or slime creature kills a humanoid and an olive slime spends an uninterrupted 24 hours upon the corpse within 1 week, the body rises as a slime creature.
---
Str 14 Dex 20 Wis 10
Con 25 Int 1 Cha 10
Alignment unaligned Languages -

Small Slime Creature --- Level 17 Minion Skirmisher
Small natural humanoid (blind, ooze, plant) --- XP 400
HP 1; a missed attack never damages a minion Initiative +10
AC 31; Fortitude 29; Reflex 29; Will 29 Perception +13
Speed 7, swim 7 Tremorsense 10
Immune gaze, poison

TRAITS
Aquatic

The slime creature doesn't breathe and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Ooze
While squeezing, a slime creature moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing.

STANDARD ACTIONS
(mbasic) Slimy Blow (poison) * At Will

Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 8 damage plus 5 poison damage.
Effect: The small slime creature shifts 1 square.

TRIGGERED ACTIONS
(close) Decomposing Stench (poison) * Encounter

Trigger: The slime creature is reduced to 0 hit points.
Attack (No Action): Close burst 1 (each creature in burst); +20 vs. Fortitude.
Hit: 6 poison damage, and the target is dazed until the end of its next turn. In addition, if this damage bloodies the target, at the end of the encounter, the target must make a saving throw or contract stage 1 olive slime infection.
---
Str 14 Dex 15 Wis 21
Con 13 Int 5 Cha 7
Alignment unaligned Languages -

Medium Slime Creature --- Level 17 Minion Controller
Medium natural humanoid (blind, ooze, plant) --- XP 400
HP 1; a missed attack never damages a minion Initiative +8
AC 31; Fortitude 29; Reflex 27; Will 29 Perception +13
Speed 6, swim 6 Tremorsense 10
Immune gaze, poison

TRAITS
Aquatic

The slime creature doesn't breathe and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Ooze
While squeezing, a slime creature moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing.

STANDARD ACTIONS
(mbasic) Slimy Blow (poison) * At Will

Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 10 damage, plus ongoing 5 poison damage and the target takes a -2 penalty to Will defense (save ends both).

TRIGGERED ACTIONS
(close) Decomposing Stench (poison) * Encounter

Trigger: The slime creature is reduced to 0 hit points.
Attack (No Action): Close burst 1 (each creature in burst); +20 vs. Fortitude.
Hit: 6 poison damage, and the target is dazed until the end of its next turn. In addition, if this damage bloodies the target, at the end of the encounter, the target must make a saving throw or contract stage 1 olive slime infection.
---
Str 14 Dex 10 Wis 21
Con 16 Int 5 Cha 7
Alignment unaligned Languages -

Large Slime Creature --- Level 17 Minion Brute
Medium natural humanoid (blind, ooze, plant) --- XP 400
HP 1; a missed attack never damages a minion Initiative +6
AC 29; Fortitude 31; Reflex 26; Will 29 Perception +10
Speed 5, swim 6 Tremorsense 10
Immune gaze, poison

TRAITS
Aquatic

The slime creature doesn't breathe and gets a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Ooze
While squeezing, a slime creature moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing.

STANDARD ACTIONS
(mbasic) Slimy Blow (poison) * At Will

Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 15 poison damage.

TRIGGERED ACTIONS
(close) Decomposing Stench (poison) * Encounter

Trigger: The slime creature is reduced to 0 hit points.
Attack (No Action): Close burst 1 (each creature in burst); +20 vs. Fortitude.
Hit: 6 poison damage, and the target is dazed until the end of its next turn. In addition, if this damage bloodies the target, at the end of the encounter, the target must make a saving throw or contract stage 1 olive slime infection.
---
Str 24 Dex 6 Wis 15
Con 16 Int 5 Cha 7
Alignment unaligned Languages -

Olive Slime Infection --- Level 17 Disease
Persistent hunger and a growing desire to simply ensure that you are safe and fed run through you. Your thought processes seem slower than normal.

Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target feels a general numbness and lassitude. She takes a -2 penalty to Intelligence-based attacks and checks.
Stage 2: While affected by stage 2, the target also must consume twice the normal amount of food or lose 10% of its body weight each day. The target loses interest in most daily activities other than eating and must make a saving throw to undertake any other task.
Stage 3: The target's skin begins to turn green and she emanates an odor of rotting vegetation. At this point, the target is immobilized and helpless.
Stage 4: The target dies and rises as an olive slime creature of the appropriate size.

Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1, 2 or 3.
15 or less: The stage of the disease increases by 1.
16 to 23: No change.
24 or higher: The stage of the disease decreases by 1.
 

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