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21st-level Monster Conversions

the Jester

Legend
This thread is for conversions of existing monsters to 21st-level 4e critters. Here are the monsters on the list for conversion, as well as my existing 21st level monster conversions and the list of "still to do" monsters from higher levels. There is a thread in General Discussion asking for more suggestions as to what other good 21st level monsters I might be missing; please feel free to contribute ideas!

21st Level Monsters to be Converted
Dimension Burrower (homebrewed monster)
Dinosaur, Elasmosaur
Effigy
Giant, Cloud
Iron Lich from Monsternomicon 3.5 by Privateer Press
Magnesium Spirit
Nematodean (homebrewed monster)
Ragewind
Spell Weaver
Thorciasid
Ulitharid


Already Created 21st Level Monsters
Entombed cryomancer (level 21 artillery)
Hullathoin trampler (level 21 brute)
Avolakia master (level 21 controller) (L)
Shedu preacher (level 21 controller)
Verdant greenvise (level 21 controller)
Wand grisgol (level 21 controller)
Skeleton warrior lordling (level 21 soldier) (L)


Higher-Level Monsters to be Converted
Beholderkin, Hive Mother [29th level]
Blackball [30th level]
Dao [23rd level]
Deepspawn [27th level]
Elder Brain [30th level]
Elemental, Omnimental [26th level]
Elemental, Ruin [22nd level]
Elemental, Tempest [25th level]
Fiendwurm [27th level]
Froghemoth [25th level]
Gargantuan, Devastation Spider [27th level]
Genius Loci [30th level]
Golem, Adamantine [30th level]
Golem, Mithril [26th level]
Infernal [30th level]
Ki-Rin [26th level]
Lavawight [23rd level]
Living Holocaust [27th level]
Marid [25th level]
Neothillid [22nd level]
Planetar [28th level]
Ruin Chanter [24th level]
Scyllan [24th level]
Solar [30th level]
Squid, Shipcrusher [23rd level]
Uvudauum [25th level]
Winter-Wight [23rd level]
Zaratan [27th level]
 
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THORCIASID
Thorciasids are repulsive creatures that look like cockroaches with upright torsos and hands capable of fine manipulation. Thorciasid behavior is parasitic; they subsist off of the life energy of other creatures. However, their daunting intellect has made thorciasids extraordinarily tenacious and tough to root out of an area once they are established.


THORCIASID LEECH--- Level 21 Skirmisher
Medium natural magical beast--- XP 3200
---
Initiative +20; Senses Perception +19
HP 188; Bloodied 94
AC 35; Fortitude 33; Reflex 36; Will 32
Speed 8
---
[Melee basic] Draining Antennae (standard; recharges when the thorciasid leech moves or shifts) Healing, Necrotic: +24 vs. Reflex; Hit: 1d10+7 necrotic damage and the target is weakened (save ends). Each failed save: the thorciasid leech regains 10 hit points.

[Melee] Life Leech
(standard; encounter) Necrotic: +24 vs. Reflex; Hit: 3d10+7 necrotic damage plus the thorciasid leech regains 15 hit points and the target takes ongoing 10 necrotic (save ends). Each failed save: the thorciasid leech regains 10 hit points.

[Ranged] Spit Goo (standard; recharges when the thorciasid leech moves or shifts): Range 10; +24 vs. Reflex; Hit: target is slowed (save ends).

Scurry (minor; recharge 3 4 5 6): The thorciasid leech shifts 4.
---
Alignment unaligned; Languages Common, Thorciasid
Skills Acrobatics +23, Athletics +21, Stealth +23
Str 23; Dex 27; Wis 19
Con 20; Int 17; Cha 23


THORCIASID COCOONER--- Level 21 Controller
Medium natural magical beast--- XP 3200
---
Initiative +18; Senses Perception +20
HP 191; Bloodied 95
AC 35; Fortitude 33; Reflex 36; Will 32
Speed 8
---
[Melee basic] Draining Antennae (standard; recharges when the thorciasid leech moves or shifts) Healing, Necrotic: +24 vs. Reflex; Hit: 1d10+7 necrotic damage and the target is weakened (save ends).

[Ranged] Spit Goo (standard; recharges when the thorciasid leech moves or shifts): Range 10; +24 vs. Reflex; Hit: target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends) with an aftereffect of slowed (save ends). If the target is already immobilized, it is instead restrained (save ends) with an aftereffect of immobilized (save ends) with an aftereffect of slowed (save ends). If the target is already restrained, it is rendered unconscious until the end of the encounter or until other creatures use 3 standard actions to bring the character back to slowed (save ends).

Scurry (minor; recharge 3 4 5 6): The thorciasid leech shifts 4.
---
Alignment unaligned; Languages Common, Thorciasid
Skills Acrobatics +23, Athletics +19, Stealth +23
Str 18; Dex 27; Wis 20
Con 23; Int 20; Cha 23


THORCIASID ROACH--- Level 22 Lurker
Medium natural magical beast--- XP 3600
---
Initiative +20; Senses Perception +19
HP 157; Bloodied 78
AC 36; Fortitude 32; Reflex 37; Will 34
Speed 9
---
[Melee basic] Draining Antennae (standard; at will) Healing, Necrotic: +24 vs. Reflex; Hit: 1d10+7 necrotic.

[Melee] Leech Vitality (standard; recharge 5 6) Necrotic: +24 vs. Reflex; Hit: 2d10+7 necrotic damage plus the thorciasid roach regains 5 hit points.

[Ranged] Spit Goo (standard; recharges when the thorciasid leech moves or shifts): Range 10; +24 vs. Reflex; Hit: target is slowed (save ends).

Scurry (minor; recharge 3 4 5 6): The thorciasid leech shifts 4.

Drain from the Shadows: When the thorciasid roach hits with an attack that deals necrotic damage while it has concealment or is hidden, it deals an extra 2d6 points of necrotic damage and regains an extra 10 hit points.
---
Alignment unaligned; Languages Common, Thorciasid
Skills Acrobatics +23, Athletics +21, Stealth +23
Str 24; Dex 28; Wis 17
Con 19; Int 20; Cha 24
 

EFFIGY
An effigy is a burning undead spirit that attempts to take possession of a victim and burn his body out. All effigies are very powerful and extremely malevolent.

EFFIGY WICKER--- Level 21 Brute
Medium shadow undead (fire)--- XP 3200
---
Initiative +22; Senses Perception +12
HP 242; Bloodied 121
AC 33; Fortitude 33; Reflex 36; Will 33
Resist fire 20, necrotic 20; Vulnerable cold 10, radiant (if the effigy wicker takes radiant damage, it cannot use wick of the candle until the end of its next turn)
Speed 8
---
[Melee basic] Flaming Caress (standard; at will) Fire, Necrotic: +22 vs. Reflex; 2d10+7 fire and necrotic damage.

[Melee] Dark Ignition (standard; at will) Fire, Necrotic: +22 vs. Reflex; 3d6+7 fire and necrotic damage, plus ongoing 10 fire and necrotic damage.

[Melee] Wick of the Candle (standard; only against a target suffering ongoing fire or necrotic damage; recharge 6) Fire, Necrotic: +22 vs. Fortitude; 3d8+7 fire and necrotic damage, and the effigy wicker moves into the victim’s square (triggering opportunity attacks normally) and the victim is possessed (save ends). While the victim is possessed, no creature has line of sight or line of effect on the effigy wicker, and the victim loses a healing surge at the start of its turn.

Leaping Flame (immediate reaction; when bloodied; encounter): The effigy wicker shifts 6.
---
Alignment chaotic evil; Languages Common
Str 16; Dex 27; Wis 15
Con 22; Int 12; Cha 19


BLAZING EFFIGY--- Level 22 Artillery
Medium shadow undead (fire)--- XP 3600
---
Initiative +23; Senses Perception +13
HP 160; Bloodied 80
AC 34; Fortitude 34; Reflex 37; Will 34
Resist fire 20, necrotic 20; Vulnerable cold 10, radiant (if the effigy wicker takes radiant damage, it cannot use burn out until the end of its next turn)
Speed 8
---
[Melee basic] Flaming Caress (standard; at will) Fire, Necrotic: +26 vs. Reflex; 2d6+7 fire and necrotic damage.

[Ranged] Blazing Bolt (standard; at will) Fire: Range 20; +27 vs. Reflex; 1d12+7 fire damage, plus ongoing 10 fire damage.

[Melee or Ranged] Burn Out (free reaction; when the blazing effigy bloodies an enemy within 5; at will) Fire, Necrotic: The blazing effigy attacks the bloodied enemy: +27 vs. Will; Hit: the target takes ongoing 15 fire and necrotic damage and is immobilized (save ends both).

[Area] Explosion of Dark Flame (standard; recharge 6) Fire, Necrotic: Burst 2 within 10; +25 vs. Reflex; Hit: 4d8+7 fire and necrotic damage, plus ongoing 5 fire and necrotic; Miss: half damage and no ongoing damage.
---
Alignment chaotic evil; Languages Common
Str 16; Dex 27; Wis 15
Con 22; Int 12; Cha 19



EFFIGY PUPPETEER--- Level 25 Controller
Medium shadow undead (fire)--- XP 7000
---
Initiative +24; Senses Perception +14
HP 231; Bloodied 115
AC 39; Fortitude 35; Reflex 40; Will 36
Resist fire 30, necrotic 30; Vulnerable cold 15, radiant (if the effigy wicker takes radiant damage, it cannot use flaming puppet until the end of its next turn)
Speed 8
---
[Melee basic] Flaming Caress (standard; at will) Fire, Necrotic: +26 vs. Reflex; 2d8+9 fire and necrotic damage.

[Melee] Dark Ignition (standard; at will) Fire, Necrotic: +26 vs. Reflex; 2d8+9 fire and necrotic damage, plus ongoing 10 fire and necrotic and the target is slowed (save ends both).

[Melee] Flaming Puppet
(standard; only against a target taking ongoing fire or necrotic damage; recharge 5 6) Charm, Fire, Necrotic: +26 vs. Will; 3d10+9 fire and necrotic damage, plus the effigy puppeteer moves into the target’s space (triggering opportunity attacks normally) and the target becomes a flaming puppet (save ends). While the target is a flaming puppet, no creature has line of sight or line of effect on the effigy puppeteer and the target is dominated and loses a healing surge at the start of its turn.

[Area] Wall of Dark Flame (standard; sustain standard; encounter) Fire, Necrotic, Wall: Wall 6 within 10. The effigy puppeteer creates a wall of red and black flames that blocks line of sight and line of effect and lasts until the end of the effigy puppeteer’s next turn. It takes 3 squares of movement to move through a square of the wall. Any creature entering or starting its turn in the wall takes 10 points of fire and necrotic damage and is weakened until the end of its next turn.
---
Alignment chaotic evil; Languages Common
Str 18; Dex 27; Wis 15
Con 23; Int 15; Cha 28
 

SPELL WEAVERS
Spell weavers are strange, alien creatures with six arms. Masters of the arcane arts, spell weavers are able to cast more than one spell at a time by weaving them together. Though physically imposing, they are not formidable in melee, but spell weavers are rarely encountered without some sort of minions as bodyguards.

SPELL WEAVER MAGE--- Level 21 Elite Artillery
Medium immortal humanoid--- XP 6400
---
Initiative +15; Senses Perception +16
HP 302; Bloodied 151
AC 33; Fortitude 31; Reflex 33; Will 36
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Force Touch (standard; at will) Force: +24 vs. Reflex; 2d4+3 force damage, and target is pushed 2.

[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +26 vs. Reflex; 2d4+7 force damage.

[Ranged] Spark (minor; at will) Lightning: Range 10; +26 vs. Reflex; 1d8+7 lightning damage, plus the target is slowed until the end of its next turn.

[Ranged] Thunderbolt (standard; at will) Thunder: Range 10; targets one or two creatures; +26 vs. Fortitude; 1d10+7 thunder damage and target is deafened (save ends).

[Ranged] Ray of Weakness (standard; recharge 6) Necrotic: Range 10; +26 vs. Fortitude; target is weakened (save ends).

[Ranged] Ray of Exhaustion (standard; recharge 5) Sleep: Range 6; +25 vs. Will; target is slowed (save ends). First failed save: target is instead unconscious (save ends).

[Area] Brilliant Burst (standard; recharge 4) Radiant: Burst 3 within 10; +24 vs. Reflex; Hit: 2d6+7 radiant damage and target is blinded until the end of its next turn.

[Area] Fireball (standard; recharge 2 3) Fire: Burst 2 within 10; +24 vs. Reflex; Hit: 4d6+7 fire damage; Miss: half damage.

Weave Escape (move; encounter) Teleportation: The spell weaver mage teleports 10.

Spell Weaving: The spell weaver acts twice per round, on its normal initiative and ten initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
---
Alignment unaligned; Languages Common, Supernal
Skills Arcana +26
Str 10; Dex 21; Wis 22
Con 19; Int 26; Cha 15


SPELL WEAVER SPACEBENDER--- Level 21 Elite Controller
Medium immortal humanoid--- XP 6400
---
Initiative +15; Senses Perception +16
HP 392; Bloodied 196
AC 35; Fortitude 31; Reflex 33; Will 36
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Force Touch (standard; at will) Force: +24 vs. Reflex; 2d4+3 force damage, and target is pushed 2.

[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +26 vs. Reflex; 2d4+7 force damage.

[Ranged] Force Snap (minor; recharge 5 6) Force: Range 10; +26 vs. Fortitude; 1d6+7 force damage, and the target is dazed until the end of its next turn.

[Ranged] Thickspace (minor; recharge 4): Range 10; +26 vs. Will; 1d10+7 psychic damage, and the target is immobilized (save ends).

[Close] Spatial Distortion (standard; at will): Blast 4; +23 vs. Will; target slides 4.

[Area] Topographical Ripple (standard; sustain minor; recharge 3 4) Zone: Burst 2 within 10; creates a zone that lasts until the end of the spell weaver’s next turn. Any creature starting its turn in or entering the zone is slowed until the start of its next turn.

Wormhole Escape (immediate reaction; when the spell weaver spacebender takes damage; recharge 6) Teleportation: The spell weaver spacebender teleports 10.

Spell Weaving: The spell weaver acts twice per round, on its normal initiative and ten initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
---
Alignment unaligned; Languages Common, Supernal
Skills Arcana +26
Str 10; Dex 21; Wis 22
Con 19; Int 26; Cha 15


SPELL WEAVER PROFESSOR--- Level 26 Elite Controller (Leader)
Medium immortal humanoid--- XP 18,000
---
Initiative +20; Senses Perception +20
Professorial Command aura 5; allies in the aura gain +2 to their Will defense
HP 470; Bloodied 235
AC 38; Fortitude 35; Reflex 36; Will 41
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Force Touch (standard; at will) Force: +30 vs. Reflex; 2d6+3 force damage, and target is pushed 2.

[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +30 vs. Reflex; 2d6+7 force damage.

[Ranged] Arcane Strike (standard; recharge 4 5 6) Cold, Fire, Lightning: Range 20; +30 vs. Reflex; 1d12+9 cold, fire and lightning damage.

[Ranged] Word of Command
(minor; recharge 1 2 3) Charm: Range 10; +31 vs. Will; Hit: the target takes a standard action of the spell weaver professor’s choice (including at will, but not encounter, daily or recharge powers); Miss: the target is dazed until the end of its next turn.

[Ranged] Point at the Target (minor; at will): Range 20; +31 vs. Will; Hit: the target grants combat advantage to the spell weaver professor and its allies (save ends); Miss: the target grants combat advantage to one ally of the spell weaver professor’s choice until the end of the target’s next turn.

[Ranged] Mind Overload (standard; recharge 5 6) Psychic: Range 10; +31 vs. Will; Hit: 2d6+9 psychic damage and target is dazed and takes ongoing 10 psychic (save ends both); Miss: target takes ongoing 5 psychic (save ends).

[Close] Exclamation of Contempt (minor; at will) Charm: Close burst 5; targets one creature in burst; +31 vs. Will; target is pushed 6.

Professor’s Retreat (immediate interrupt; when an attack targets the spell weaver professor’s AC; recharge 3 4 5 6) Teleportation: The spell weaver professor teleports 10.

Spell Weaving: The spell weaver acts twice per round, on its normal initiative and ten initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
---
Alignment unaligned; Languages Common, Supernal
Skills Arcana +31
Str 10; Dex 24; Wis 25
Con 19; Int 31; Cha 23


SPELL WEAVER STUDENT--- Level 27 Minion Artillery
Medium immortal humanoid--- XP 2750
---
Initiative +20; Senses Perception +20
HP 1; a missed attack never damages a minion
AC 38; Fortitude 35; Reflex 36; Will 39
Speed 6
---
[Melee basic] Force Touch (standard; at will) Force: +30 vs. Reflex; 10 force damage, and target is pushed 2.

[Ranged] Woven Spells (standard; at will) Force, Lightning, Thunder: Range 20; targets one, two or three creatures; +31 vs. Reflex; 12 points of force, lightning and thunder damage; if only one creature is targeted, it instead takes 14 force, lightning and thunder damage.

Student’s Escape (immediate interrupt; when damaged; at will) Teleportation: The spell weaver student makes a saving throw. If it succeeds, it teleports 3.
---
Alignment unaligned; Languages Common, Supernal
Skills Arcana +29
Str 10; Dex 24; Wis 25
Con 19; Int 29; Cha 23



SPELL WEAVER WORLDMASTER--- Level 31 Solo Artillery
Medium immortal humanoid--- XP 115,000
---
Initiative +26; Senses Perception +28
HP 852; Bloodied 426
AC 43; Fortitude 40; Reflex 41; Will 48
Saving Throws +5
Speed 6, teleport 10
Action Points 2
---
[Melee basic] Force Touch (standard; at will) Force: +35 vs. Reflex; 3d6+9 force damage, and target is pushed 4.

[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +35 vs. Reflex; targets one, two or three creatures; 2d6+11 force damage.

[Ranged] Dance of Lightning (standard; recharge 5 6) Lightning: Range 20; +33 vs. Reflex; targets one, two or three creatures; 3d8+11 lightning damage, plus target slides 3 at the start of its turn (save ends).

[Ranged] Polar Ray (minor; recharge 3 4 5) Cold: Range 20; +35 vs. Fortitude; Hit: 3d6+10 cold damage; Miss: half damage.

[Ranged] Dart of Confusion (minor; recharge 1 2): Range 10; +35 vs. Will; Hit: target slides 3 and makes a basic attack as a free action against a target of the spell weaver worldmaster’s choice, plus is dazed (save ends); Miss: target slides 1.

[Ranged] Slowing Ray (minor; recharge 2 3): Range 20; +35 vs. Will; target is slowed (save ends).

[Area] Flower of Devastation (standard; recharge 3 4) Fire, Force, Thunder: Burst 3 within 20; +33 vs. Reflex; 5d8+10 fire, force and thunder damage, and target gains vulnerable 10 all until the end of its next turn.

[Close] Defensive Explosion (immediate reaction; only when bloodied; when hit by a melee or close attack; at will) Fire: Close burst 2; +33 vs. Reflex; 2d10+10 fire damage, plus ongoing 15 fire.

Superior Mind (immediate reaction; when the spell weaver worldmaster is dazed, stunned, or receives ongoing psychic damage; at will): The spell weaver worldmaster makes a saving throw against the triggering effect.

Spell Weaving: The spell weaver worldmaster acts three times per round, on its normal initiative, then ten and twenty initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
---
Alignment unaligned; Languages Common, Supernal
Skills Arcana +31
Str 10; Dex 25; Wis 27
Con 21; Int 33; Cha 25
 

NEMATODEAN--- Level 21 Solo Brute
Nematodeans are immense worms. Dumb brutes, they are exceptionally dangerous; a single nematodean can become a plague of vermin very easily, thanks to its ability to split. Nematodeans sleep for decades or centuries at a time, but when they awaken, they spell disaster.

Gargantuan natural beast--- XP 16,000
---
Initiative +10; Senses Perception +16; tremorsense 20
HP 726; Bloodied 363
Regeneration 10
AC 34; Fortitude 37; Reflex 29; Will 33 (see also Mindless)
Immune daze, stun; Vulnerable acid, fire (if the nematodean takes acid or fire damage, its regeneration does not function at the start of its next turn)
Saving Throws +5
Speed 4, burrow 3
---
[Melee basic] Crush (standard; at will): Reach 2; +22 vs. Fortitude; 3d8+7 damage and target is knocked prone.

[Melee] Crushing Surge (standard; at will): The nematodean moves its speed and attacks each creature whose space it moves through. It can end its square in occupied spaces. It attacks each creature whose space it passes through: +20 vs. Fortitude; Hit: 2d10+7 damage and target is knocked prone and restrained until the nematodean leaves its space (save ends); Miss: half damage and target is pushed to the closest square adjacent to the nematodean’s space (target’s choice if more than one are equidistant).

[Melee] Writhing Thrash (immediate reaction; when hit by a close or melee attack; recharge 5 6): Reach 2; +22 vs. Fortitude; 2d6+8 damage, and target is pushed 3.

Split (immediate reaction; upon first reaching 600 and 300 hit points): The nematodean splits into two adjacent nematodeans; if there is not enough space for the new one to appear, it immediately makes a crushing surge attack. Each nematodean has half of the hit points of the original +50. Each nematodean has all the abilities of the original, including this one. Up to three additional nematodeans are included in the xp value of the original nematodean.

Mindless: The nematodean gains +5 to its defenses against charm, fear or psychic effects.
---
Alignment unaligned; Languages -
Str 26; Dex 10; Wis 22
Con 24; Int 1; Cha 8
 

ELASMOSAUR (Thickbody Sea Behemoth)--- Level 21 Brute
Huge natural beast (reptile)--- XP 3200
---
Initiative +16; Senses Perception +17
HP 244; Bloodied 122
AC 33; Fortitude 35; Reflex 33; Will 30
Speed 4, swim 8
---
[Melee basic] Bite (standard; at will): Reach 2; +24 vs. AC; 3d8+7 damage.

[Melee] Tearing Lunge (standard; at will): Reach 3; +23 vs. AC; 2d10+7 damage, plus ongoing 10 damage (save ends).

[Melee] Grab and Shake (standard; encounter): Reach 2; +22 vs. Reflex; Hit: 1d10+8 damage, and the target slides 3 and is stunned (save ends).

Frenzy (when bloodied): The elasmosaur takes -2 to its defenses but deals an extra 1d10 points of damage on melee attacks.
---
Alignment unaligned; Languages -
Str 26; Dex 23; Wis 24
Con 24; Int 2; Cha 10
 

DIMENSION BURROWER
Dimension burrowers are dangerous, centipede-like creatures that are capable of burrowing through the barriers between planes. They are from an earlier epoch of the multiverse, when the structure of the cosmology was different, and some sages speculate that their burrowing may weaken the structure of the multiverse.

DIMENSION BURROWER RAMBLER--- Level 21 Skirmisher
Large elemental beast--- XP 3200
---
Initiative +18; Senses Perception +16
HP 197; Bloodied 98
AC 35; Fortitude 35; Reflex 33; Will 33
Speed 7, climb 7
---
[Melee basic] Bite (standard; at will): +26 vs. AC; 2d8+8 damage.

[Melee] Dimension Strike (standard; recharge 5 6) Teleportation: +26 vs. AC; 4d8+8 damage and target teleports 5.

[Melee] Anticipate Teleport (immediate reaction; when an enemy teleports into a square adjacent to the dimension burrower rambler; at will): The dimension burrower makes a dimension strike attack at the triggering enemy.

Dimension Burrow (move; at will) Teleportation: The dimension burrower teleports 7 and gains combat advantage against any creatures that it ends adjacent to until the end of its next turn.
---
Alignment unaligned; Languages Primordial
Str 26; Dex 23; Wis 23
Con 21; Int 6; Cha 21


DIMENSION BURROWER PORTAL CHEWER--- Level 23 Artillery
Large elemental beast--- XP 5100
---
Initiative +18; Senses Perception +18
HP 165; Bloodied 82
AC 35; Fortitude 36; Reflex 36; Will 34
Speed 7, climb 7
---
[Melee basic] Bite (standard; at will): +30 vs. AC; 2d8+8 damage.

[Melee] Anchoring Bite (standard; at will): +30 vs. AC; 2d8+8 damage and make a secondary attack: +28 vs. Will; target cannot activate any powers with the teleport keyword (save ends).

[Ranged] Lasting Portal (immediate reaction; when first bloodied; sustain minor; encounter) Acid, Cold, Conjuration, Fire, Lightning Thunder: Range 5; the dimension burrower conjures a lasting portal in one square within range. This portal lasts until the end of the dimension burrower portal chewer’s next turn. The portal is the source of a zone in a close burst 2 around it that deals 15 points of acid, cold, fire, lightning or thunder damage to any creature that enters the zone or starts its turn in it (the energy type is chosen when the dimension burrower portal chewer uses this power). Sustain minor: The portal persists, and the dimension burrower portal chewer may change the type of energy damage that it deals.

[Close] Portal Chew (standard; at will) Acid, Cold, Fire, Lightning, Thunder: Close blast 2; targets each creature in blast; +26 vs. Reflex; 3d6+8 acid, cold, fire, lightning or thunder damage.

Dimension Burrow (move; recharge 4 5 6) Teleportation: The dimension burrower teleports 7 and gains combat advantage against any creatures that it ends adjacent to until the end of its next turn.
---
Alignment unaligned; Languages Primordial
Str 27; Dex 24; Wis 24
Con 21; Int 12; Cha 21
 

Revised version- mostly the math, with a tweak here or there- is later in the thread, here.

MAGNESIUM SPIRIT--- Level 21 Elite Soldier
A magnesium spirit is a whirlwind of brilliant white flame, summoned from an unknown astral realm by means of a powerful ritual. The spirit’s only goal is to return home, but it requires the life energy of other creatures to do so.

Medium immortal animate--- XP 6400
---
Initiative +18 (see also blazing speed); Senses Perception +13
Blinding Radiance (Radiant) aura 1; any creature in the aura suffers a -2 to attacks
HP 388; Bloodied 194
AC 37; Fortitude 33; Reflex 33; Will 35 (see also blazing speed)
Saving Throws +2
Speed 8
Action Points 1
---
[Melee basic] Blazing Blow (standard; at will) Fire, Radiant: +26 vs. Reflex; 1d12+8 fire and radiant damage.

[Melee] Magnesium Blow (standard; at will) Fire, Radiant: +26 vs. Reflex; 1d12+8 fire and radiant damage, plus the target is grabbed (escape ends) and takes ongoing 10 fire (save ends).

[Melee] Siphon Energy
(standard; only against a grabbed target; at will) Necrotic, Radiant: +26 vs. Fortitude; 3d6+7 necrotic and radiant damage, the magnesium spirit gains one soul point, and the target loses a healing surge and is weakened (save ends). See also magnesium exit.

[Close] Magnesium Flare (standard; encounter) Radiant: Close burst 5; +26 vs. Reflex; Hit: 3d10+7 radiant damage and the target is blinded (save ends); Miss: half damage and target suffers -2 on attack rolls (save ends).

Blazing Speed (free; when first bloodied; encounter): The magnesium spirit gains a +2 bonus to Reflex, and it rolls a second initiative, acting normally on both of its turns. If the magnesium spirit is no longer bloodied, it loses both the bonus to Reflex and the second initiative.

Magnesium Exit (standard; when the magnesium spirit has 3 soul points; encounter) Teleportation: The magnesium spirit vanishes, returning to its home plane, and leaves the encounter.
---
Alignment evil; Languages -
Str 23; Dex 23; Wis 17
Con 18; Int 13; Cha 26
 
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CLOUD GIANT--- Level 21 Soldier
Large elemental humanoid (air, giant)--- XP 3200
---
Initiative +12; Senses Perception +16
Fog aura 10; any creature in the aura gains concealment from non-cloud giants more than 3 squares away that are also in the aura, and gains total concealment from those more than 6 squares away that are also in the aura
HP 196; Bloodied 98
AC 36; Fortitude 35; Reflex 32; Will 33
Speed 8, fly 8
---
[Melee basic] Massive Hammer (standard; at will) Weapon: Reach 2; +28 vs. AC; 2d10+8 damage.

[Melee] Hammer Press (standard; at will) Weapon: Reach 2; +28 vs. AC; 2d10+8 damage, and the target is pushed 2.

[Melee] Overextended Blow (standard; at will) Weapon: Reach 3; +26 vs. AC; 2d6+8 damage.

[Close] Spinning Swing
(standard; encounter) Weapon: Close burst 2; +26 vs. AC; 4d10+7 damage, plus the target is knocked prone.
---
Alignment unaligned; Languages Giant
Skills Diplomacy +18
Str 26; Dex 11; Wis 22
Con 20; Int 22; Cha 16
---
Equipment massive hammer


CLOUD TITAN--- Level 24 Elite Soldier
Huge elemental humanoid (air, giant)--- XP 12,100
---
Initiative +14; Senses Perception +19
Fog aura 10; any creature in the aura gains concealment from non-cloud giants more than 3 squares away that are also in the aura, and gains total concealment from those more than 6 squares away that are also in the aura
HP 442; Bloodied 221
AC 39; Fortitude 38; Reflex 35; Will 36
Speed 8, fly 8
---
[Melee basic] Massive Hammer (standard; at will) Weapon: Reach 3; +31 vs. AC; 2d10+9 damage.

[Melee] Hammer Press (standard; at will) Weapon: Reach 3; +31 vs. AC; 2d10+9 damage, and the target is pushed 4.

[Melee] Hammer to the Dome (standard; encounter) Weapon: Reach 3; +31 vs. AC; 4d10+8 damage, and the target is dazed (save ends).

[Area] Thunder Burst (standard; recharge 3 4 5 6) Thunder: Burst 2 within 20; +27 vs. Fortitude; 3d6+8 thunder damage.
---
Alignment unaligned; Languages Giant
Skills Diplomacy +20
Str 29; Dex 11; Wis 24
Con 21; Int 24; Cha 17
---
Equipment massive hammer
 

Hmm, I am afraid that I'm at the point at which I need to get access to my books before I can finish this level. Time to move on for the moment.
 

Into the Woods

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