1st-Level Monster Conversions

EDIT: Since there is an official 4e conversion, I shan't be updating these guys to MM3 standards. Unless someone really wants me to.

KAORTI DISSECTOR--- Level 10 Lurker
Large aberrant humanoid--- XP 400
---
Initiative +12; Senses Perception +9
HP 84; Bloodied 42
AC 24; Fortitude 22; Reflex 25; Will 22
Speed 6
---
[Melee basic] Ribbon Lash (standard; at will) Weapon: Requires ribbon dagger; reach 2; +15 vs. AC; 2d6+5 damage, plus target is dazed (save ends).

[Melee] Dissecting Slice
(standard; at will; only when the kaorti dissector has combat advantage) Weapon: Requires ribbon dagger; reach 2; +15 vs. AC; 2d6+5 damage, plus ongoing 10 damage (save ends).

Slip Between the Spaces (move; recharges when the kaorti dissector hits with a dissecting slice) Teleportation: The kaorti dissector teleports up to 10 squares.

Reality Burn: A kaorti in the material world that is not protected by a resin suit suffers 1d10 points of necrotic damage per hour and cannot regain hit points or gain temporary hit points.
---
Alignment unaligned; Languages Kaorti
Skills Arcana, Heal
Str 14; Dex 16; Wis 18
Con 18; Int 24; Cha 18
---
Equipment resin suit, ribbon dagger


KAORTI THRALLS--- Level 6 Minions
Large aberrant humanoid--- XP 63
---
Initiative +6; Senses Perception +x, special senses
HP 1; a missed attack never damages a minion
AC 21; Fortitude 17; Reflex 18; Will 17
Speed 6
---
[Melee basic] Ribbon Lash (standard; at will) Weapon: Requires ribbon dagger; reach 2; +13 vs. AC; 6 damage, plus target is dazed (save ends).

[Ranged] Ray of Unreality (standard; at will): Range 6; +11 vs. Reflex; 1d10+4 damage.

Reality Burn: A kaorti in the material world that is not protected by a resin suit suffers 1d10 points of necrotic damage per hour and cannot regain hit points or gain temporary hit points.
---
Alignment unaligned; Languages Kaorti
Skills Arcana +10, Intimidate +10
Str 7; Dex 17; Wis 11
Con 14; Int 14; Cha 15
---
Equipment resin suit, ribbon dagger
 
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About those elementals...

Since 4e doesn't really have the classical "small air elemental, etc.", can anyone think of any specific 1st-level appropriate elemental creatures?

I'm coming up with the stone spike and the dust devil, but I'm drawing a blank for fire and water. And really, the stone spike and dust devil might both be better at 2nd level anyhow.

Anyway, I'm hoping everyone's liking this project so far- it's been really fun for me, and it's eye opening how fast monster conversion/creation is. DAMN!!! If I have a favorite thing about 4e so far, that is it. :) I may get crazy enough to do this all the way up to level 30... but I doubt it. :)
 

the Jester said:
About those elementals...

Since 4e doesn't really have the classical "small air elemental, etc.", can anyone think of any specific 1st-level appropriate elemental creatures?

I'm coming up with the stone spike and the dust devil, but I'm drawing a blank for fire and water. And really, the stone spike and dust devil might both be better at 2nd level anyhow.

Anyway, I'm hoping everyone's liking this project so far- it's been really fun for me, and it's eye opening how fast monster conversion/creation is. DAMN!!! If I have a favorite thing about 4e so far, that is it. :) I may get crazy enough to do this all the way up to level 30... but I doubt it. :)

Lower level fire bat? I think it was only 2 HD in 1e MM2.

The Grues from 1e MM2? Though I think those guys were higher level than 1 or 2 (more like 4 or so I think). So perhaps scratch that :)

Yeah- monster creation/conversion, even on a redesign, is blazingly fast compared to 3.x. Tried NPC creation yet? Just the same as 4e monster creation. :)
 
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NOTE: This is revised to MM3 standards and heavily rewritten later in this thread.

BADGER--- Level 1 Soldier
Small natural beast--- XP 100
---
Initiative +5; Senses Perception +6, low-light vision
HP 31; Bloodied 15 (and see Berserk Rage)
AC 16; Fortitude 14; Reflex 15; Will 13
Speed 6, burrow 3
---
[Melee basic] Claws (standard; at will): +6 vs. AC; 1d6+3 damage.

[Melee] Berserk Rage (minor; only when bloodied; at will): The badger gains 5 hit points. Until the end of its next turn, it deals an extra 5 points of damage when it hits with its claws.
---
Alignment unaligned; Languages -
Skills Perception +6
Str 8; Dex 17; Wis 12
Con 15; Int 2; Cha 6



DIRE BADGER--- Level 7 Brute

Medium natural beast--- XP 300
---
Initiative +7--- Senses Perception +11, low-light vision
HP 97; Bloodied 48
AC 19; Fortitude 20; Reflex 19; Will 18
Speed 6, burrow 3
---
[Melee basic] Claws (standard; at will): +6 vs. AC; 2d8+5 damage.

[Melee] Berserk Rage
(minor; only when bloodied; at will): The dire badger gains 10 hit points. Until the end of its next turn, it deals an extra 5 points of damage when it hits with its claws.

Second Wind (standard; encounter): The dire badger spends a healing surge and heals 24 hit points.
---
Alignment unaligned; Languages -
Skills Perception +11
Str 19; Dex 18; Wis 16
Con 17; Int 2; Cha 10
 
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Jester, all I can say is compile all these and drop them in the 4e houserule/homebrew forum. Easiest way for ust o follow this good stuff!
 


Rechan said:
Jester, all I can say is compile all these and drop them in the 4e houserule/homebrew forum. Easiest way for ust o follow this good stuff!

Maybe we can get this slid over...

I'll prolly start a thread for each monster level in general, since it relates directly to older editions, and then see if a mod can slide it over for me after it has gathered however many monster ideas I can glean from the general populace. Assuming this is ok with the mods.
 
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Ashrem Bayle said:
Very cool.

Still rooting for that Ankheg though. ;)

EDIT: Since there is an official 4e conversion, I shan't be updating these guys to MM3 standards. Unless someone really wants me to.

Sorry- but I promise I'll do him up at 4th level, with multiple variations! :)

In the meantime, here's my version of the myconid.

MYCONID SPORELING--- Level 1 Minion
Small natural animate (plant)--- XP Value 25
---
Initiative +4; Senses Perception +1; darkvision
Spore Cloud (Poison) aura 4; effect: the myconid can communicate telepathically with any creature in the spore cloud
HP 1; a miss never damages a minion
AC 17; Fortitude 12; Reflex 14; Will 13
Speed 5
---
[Melee basic] Slam (standard; at will) Poison: +6 vs. AC; 3 damage plus ongoing 2 poison (save ends)

[Area] Spore Burst (minor; encounter) Poison: Close burst 3; +6 vs. Will; target is dazed and slowed (save ends both). Miss: target is slowed until the end of the myconid’s next turn.
---
Alignment unaligned; Languages telepathy (see Spore Cloud)
Skills Nature +5
Str 8; Dex 15; Wis 12
Con 11; Int 9; Cha 12


MYCONID WORKER--- Level 1 Brute
Medium natural animate (plant)--- XP Value 100
---
Initiative +2; Senses Perception +1; darkvision
Spore Cloud (Poison) aura 8; effect: the myconid can communicate telepathically with any creature in the spore cloud
HP 36; Bloodied 18
AC 13; Fortitude 14; Reflex 14; Will 13
Speed 5
---
[Melee basic] Slam (standard; at will) Poison: +6 vs. AC; 1d6+3 plus 1d6 poison, plus ongoing 5 poison (save ends)

[Area] Spore Burst (minor; encounter) Poison: Close burst 3; +2 vs. Will; target is dazed and slowed (save ends both). Miss: target is slowed until the end of the myconid’s next turn.
---
Alignment unaligned; Languages telepathy (see Spore Cloud)
Skills Athletics +6, Nature +5
Str 13; Dex 15; Wis 12
Con 16; Int 9; Cha 12


MYCONID GUARD--- Level 3 Artillery
Medium natural animate (plant)--- XP Value 150
---
Initiative +4; Senses Perception +8; darkvision
Spore Cloud (Poison) aura 12; effect: the myconid can communicate telepathically with any creature in the spore cloud
HP 40; Bloodied 20
AC 15; Fortitude 14; Reflex 14; Will 12
Speed 4
---
[Melee basic] Slam (standard; at will) Poison: +10 vs. AC; 1d6+3 plus ongoing 5 poison (save ends)

[Ranged basic] Spore Jet (standard; at will) Poison: +8 vs. Reflex; 2d6+3 poison damage plus target is slowed (save ends).

[Area] Spore Burst (minor; encounter) Poison: Close burst 3; +2 vs. Will; target is dazed and slowed (save ends both). Miss: target is slowed until the end of the myconid’s next turn.

Sacrificial Strength (minor; encounter): The myconid gains hit points equal to its Con score. At the end of the encounter, it loses an equal number of hit points.
---
Alignment unaligned; Languages telepathy (see Spore Cloud)
Skills Perception +8
Str 10; Dex 17; Wis 14
Con 16; Int 9; Cha 12



MYCONID CIRCLE LEADER--- Level 7 Controller (Leader)
Medium natural animate (plant)--- XP Value 300
---
Initiative +6; Senses Perception +12, darkvision
Spore Cloud (Poison) aura 20; effect: the myconid can communicate telepathically with any creature in the spore cloud
Direct the Meld aura 5; any lower level myconid with line of sight to the circle leader gets +2 on attack rolls and to its Will defense
HP 80; Bloodied 40
AC 21; Fortitude 19; Reflex 19; Will 20
Speed 5
---
[Melee basic] Slam (standard; at will) Poison: +12 vs. AC; 2d4+5 plus ongoing 5 poison (save ends)

[Ranged basic] Spore Jet (standard; at will) Poison: +11 vs. Reflex; 2d6+5 poison damage plus ongoing 5 poison damage and target is slowed (save ends).

[Area] Spore Burst (minor; recharge 5 6) Poison: Burst 4 within 8; +9 vs. Will; Hit: 3d10+5 poison damage and target is stunned and takes ongoing 5 poison damage. First save: target takes ongoing 5 poison damage (save ends). Miss: target is slowed (save ends).

Fecund Growth
(minor; encounter): Burst 3 within 8. Fungi grows abundantly in the area; it becomes difficult terrain.
---
Alignment unaligned; Languages telepathy (see Spore Cloud)
Skills Diplomacy +11, Insight +12, Perception +12
Str 10; Dex 17; Wis 18
Con 16; Int 16; Cha 16



MYCONID KING--- Level 13 Elite Controller (Leader)
Large natural animate (plant)--- XP Value 300
---
Initiative +8; Senses Perception +15; darkvision
Spore Cloud (Poison) aura 20; effect: the myconid can communicate telepathically with any creature in the spore cloud.
Direct the Meld aura 5; any lower level myconid with line of sight to the myconid king gets +2 on attack rolls and to its Will defense.
HP 262; Bloodied 131
AC 29; Fortitude 31; Reflex 22; Will 28
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Spore-Laden Blow (standard; at will) Poison:: Reach 2; +18 vs. AC; 2d8+6 plus ongoing 10 poison and target is slowed (save ends both). Effect: a puff of spores emanates from the king’s bludgeoning appendage; burst 1 centered on original target; +15 vs. Fortitude; 1d10+5 poison damage and target is slowed (plants are immune).

[Ranged] Spore Blast (standard; recharge 4 5 6) Poison: Close blast 6; +15 vs. Fortitude; 4d10+6 poison damage and target is dazed and slowed (save ends both).

[Ranged] Psychedelic Blast (minor; recharge 6) Poison: +25 vs. Will; target is stunned and immobilized. First save: target is dazed and slowed (save ends). Miss: Target is dazed (save ends).

Fecund Growth (minor; encounter): Burst 3 within 8. Fungi grows abundantly in the area; it becomes difficult terrain.

Fungal Regeneration (standard; at will): The myconid king spends a healing surge and regains 85 hit points. (A myconid king has 2 healing surges.) It then shifts up to 3 squares.
---
Alignment unaligned; Languages telepathy (see Spore Cloud)
Skills Diplomacy +16, Insight +15, Perception +15
Str 23; Dex 14; Wis 18
Con 19; Int 19; Cha 21
 
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I want to say a minion shouldn't have an encounter power, an encounter power area attack at that. Considering that you can get 4 for the price of one monster, you just get the minions to all just start popping that power on their turn before they get whacked.
 

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