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21st-level Monster Conversions

I love your monsters for this level!

But why not turn the cloud giant into a fog giant?

So fog giant and cloud titan (much like the hill giant and earth titan)

That eliminates the fog giant from the list.
 

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

This seems a bit too nasty, especially given the Effigy's possession power. Would 'plus save or take ongoing fire and necrotic damage (save ends)' be rather more reasonable? And there's no save against the initial possession.
 

This seems a bit too nasty, especially given the Effigy's possession power. Would 'plus save or take ongoing fire and necrotic damage (save ends)' be rather more reasonable? And there's no save against the initial possession.

Well, 4e never really has saves against the initial effects- instead, there are attacks vs. Will or what have you.

I'm happy to say that I now have my books out (or at least a lot of 'em), and I'm going to try to post a few new conversions tonight or tomorrow. Hurray, the Monster Project is back in session!
 


Tried to give you some more XP for this, but the boards say no!

Anyway these are great monsters, I particularly like the Effigies, but the Blazing Effigy might need a bump to to its Blazing Bolt power it seems a little low to me.
 

Iron Lich--- Level 21 Elite Soldier
An iron lich resembles some strange humanoid construct, save for the humanoid skull and brain encapsulated by a bubble of glassteel atop the monstrous body. Great clawed hands of metal serve as terrible weapons, and the creature collects shards of souls from its fallen foes in order to power its malefic abilities.

Source: Monsternomicon 3.5 by Privateer Press.

Large natural humanoid--- XP 6,400
Initiative +15; Senses Perception +20; darkvision
HP 392; Bloodied 196
AC 37; Fortitude 33; Reflex 33; Will 32
Immune disease; Resist 20 necrotic, 30 poison; Vulnerable 15 cold (when the iron lich takes cold damage, it is slowed until the end of its next turn)
Saving Throws +2
Speed 6
Action Points 1
:bmelee: Clawed Smash (standard; at-will)
+28 vs AC; 2d8 + 8 damage, and the target is marked until the end of its next turn.

:melee: Slicing Claws (standard; at-will)
+28 vs AC; 2d6 + 8 damage, and the target is grabbed (escape ends). While the grab is in effect, the target takes 10 points of damage at the start of its turn.

:close: Call of the Grave (standard; encounter) • Necrotic
Burst 3; +24 vs Fortitude; 4d6 + 8 necrotic damage, and the target is weakened (save ends).

:ranged: Cage Soul (standard; recharge 6) • Necrotic
Ranged 10; Only against a weakened or unconscious target; +26 vs Fortitude; 3d8 + 7 necrotic damage, and the target is immobilized (save ends). First failed save: the target is instead stunned (save ends). Second failed save: the target dies and the iron lich gains a soul shard.

Expend Soul Shard (minor; at-will) • Necrotic
The iron lich expends one soul shard and either makes a saving throw with a +5 power bonus, regains 50 hit points or teleports 10.

Soul Shards
As long as the iron lich has at least one soul shard, it may take two standard actions and a minor action on its turn. A typical iron lich begins with 2 soul shards.

Alignment
Unaligned; Languages
Skills Arcana +24, Insight +20
Str 29 (+19); Dex 17 (+13); Wis 20 (+15)
Con 20 (+15); Int 28 (+19); Cha 20 (+15)
 
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RAGEWIND
A ragewind is a terrifying whirlwind of blades- the embodied wrath of warriors who perished in useless battles. Also called sword spirits, ragewinds are extremely violent and are usually found at the sites of battles where massive numbers of combatants died.

Ragewind--- Level 21 Solo Soldier
Large shadow animate--- XP 16,000
Initiative +18;
Senses Perception +20; blindsight
Tornado of Swords aura 2; enemies that start their turn in the aura take 15 points of damage and slide 1 square.
HP 784; Bloodied 392
AC 37; Fortitude 34; Reflex 33; Will 32
Immune disease; poison; Resist 15 necrotic; Vulnerable radiant (when a ragewind takes radiant damage, it takes a -2 penalty to attacks with its close powers until the end of its next turn)
Saving Throws +5
Speed Fly 10 (hover)
Action Points 2
:bmelee: Enraged Sword (standard; at-will) • Weapon
Reach 2; +28 vs AC; 3d6 + 8 damage, and the target is marked until the end of its next turn.

:close: Blade Fury (standard; at-will) • Weapon
Burst 2; +26 vs AC; 3d6 + 8 damage, and the target is marked until the end of the ragewind's next turn.

:close: Whirlwind of Fury (standard; sustain standard; recharge 6)
Burst 2; +24 vs Reflex; 4d8 + 7 damage, and the target slides 4 to a square within the burst and is suspended by winds (save ends). While suspended by winds, the target is immobilized, suffers a -4 penalty to ranged and area attacks and takes ongoing 10 damage.

:melee: Dying Frenzy (immediate reaction; while bloodied; when hit by an attack; at will) • Weapon
Reach 2; targets the triggering creature; +28 vs AC; 3d6 + 8 damage.

Sudden Stillness (minor; recharge 5 6) • Illusion
The ragewind becomes invisible until immediately before it attacks or the end of its next turn.

Unstoppable Spirits
If a ragewind is stunned, dazed, immobilized or slowed, it makes a saving throw as a free action to end the effect.

Alignment Chaotic Evil; Languages Common
Str 26 (+18); Dex 23 (+16); Wis 20 (+15)
Con 20 (+15); Int 20 (+15); Cha 20 (+15)


Ragewind Follower--- Level 30 Minion Soldier
Large shadow animate--- XP 4,750
Initiative +26; Senses Perception +27; blindsight
Tornado of Swords aura 2; enemies that start their turn in the aura take 7 points of damage and slide 1 square.
HP 1; a missed attack never damages a minion.
AC 46; Fortitude 43; Reflex 42; Will 41
Immune disease; poison; Resist 15 necrotic
Speed Fly 10 (hover)
:bmelee: Enraged Sword (standard; at-will) • Weapon
Reach 2; +37 vs AC; 10 damage, and the target is marked until the end of its next turn.

:close: Blade Fury (standard; at-will) • Weapon
Burst 2; +35 vs AC; 10 damage, and the target is marked until the end of the ragewind's next turn.

:close: Whirlwind of Fury (standard; encounter)
Burst 2; +33 vs Reflex; 9 damage, and the target slides 4 to a square within the burst and is suspended by winds (save ends). While suspended by winds, the target is immobilized, suffers a -4 penalty to ranged and area attacks and takes ongoing 10 damage.

Alignment Chaotic Evil; Languages Common
Str 31 (+25); Dex 28 (+24); Wis 25 (+22)
Con 25 (+22); Int 25 (+22); Cha 25 (+22)
 

Mind Flayer Ulitharid--- Level 21 Elite Controller (Leader)

Medium aberrant humanoid--- XP 6,400
Initiative +13; Senses Perception +19; darkvision
Psychic Static aura 10; while the mind flayer ulitharid is not bloodied, enemies in the aura take a -2 penalty to Will defense.
HP 371; Bloodied 185
AC 36; Fortitude 36; Reflex 36; Will 38
Saving Throws +2
Speed 7
Action Points 1
:bmelee: Tentacles (standard; at-will)
Reach 3; +24 vs AC; 3d6 + 4 damage, and the target is grabbed (until escape)

:melee: Bore into Brain (standard; at-will) • See Text
Grabbed or stunned target only; +24 vs Fortitude; 4d10 + 3 damage, and the target is stunned (save ends). If this power reduces the target to 0 hit points or fewer, the mind flayer ulitharid can either devour its brain or turn it into a thrall (see below):
--Devour Brain (Healing): The mind flayer ulitharid devours the target’s brain. The target is killed instantly, and the mind flayer mastermind regains 40 hit points.
--Create Thrall (Charm): The target is dominated (no save) and regains enough hit points to restore it to its bloodied value. As a thrall, the target is immune to the mind blast power of mind flayers and gains a +5 bonus to its Will defense while within 10 squares of the controlling mind flayer ulithard. The target is no longer dominated and no longer a thrall once the controlling ulitharid dies.

:close: Mind Blast (standard; recharge 5 6) • Psychic
Close blast 5; mind flayers and their thralls are immune; +24 vs Will; 3d8 + 7 psychic damage, and the target is dazed (save ends). If the target is already dazed, it is instead stunned (save ends). Miss: Half damage, and the target is not dazed

:ranged: Enslave (standard; recharge 5 6) • Charm
Ranged 10; +24 vs Will; 1 the target is dominated (save ends). While dominated, the target is immune to the mind blast power of mind flayers and gains a +5 bonus to its Will defense while within 10 squares of the controlling mind flayer ulitharid. The ulitharid can use enslave only on one creature at a time.

The Master Must Survive (immediate interrupt; when hit by a melee or ranged attack; at-will)
The triggering attack hits an adjacent ally instead.

Cradle of the Elder Brain (immediate interrupt, when attacked; recharge 4 5 6) • Teleportation
The mind flayer ulitharid teleports 20 squares.

Alignment Evil; Languages Deep Speech, telepathy 10
Skills Bluff +22, Arcana +19, Insight +19, Intimidate +22
Str 12 (+11); Dex 17 (+13); Wis 19 (+14)
Con 19 (+14); Int 19 (+14); Cha 25 (+17)
 

MAGNESIUM SPIRIT
Source:
1e Fiend Folio.

A magnesium spirit is a creature summoned from an unknown astral realm by means of a powerful ritual. The spirit's only goal is to return from whence it came, but to do so, it must burn out the airy shell containing it; this requires the life energy of mortal creatures.

A magnesium spirit manifests as a whirlwind of brilliant white flames that is so bright that it hurts to look directly at it.

Magnesium Spirit Level 21 Elite Soldier
Medium immortal animate (fire) XP 6,400
HP 388; Bloodied 194 Initiative +18 (see also blazing speed)
AC 37; Fortitude 32; Reflex 32; Will 35 Perception +13
Speed 8, fly 5 (hover) Blindsight 10
Immune fire, radiant; Vulnerable 15 cold
Saving Throws +2; Action Points 1

TRAITS

Blinding Radiance (radiant) * Aura 1
Nonblind creatures in the aura take a -2 penalty to attack rolls.

STANDARD ACTIONS

(mbasic) Blazing Blow (fire, radiant) * At Will
Attack: Melee 2 (one creature); +24 vs. Reflex.
Hit: 3d12+10 fire and radiant damage.

(melee) Magnesium Grasp (fire, radiant) * At Will
Attack: Melee 1 (one creature); +24 vs. Reflex.
Hit: 4d10+7 fire and radiant damage, and the magnesium spirit grabs the target (escape DC 26). While grabbed, the target takes ongoing 15 fire and radiant damage; when the grab ends, the target instead takes ongoing 10 fire and radiant damage (save ends).

(melee) Siphon Energy (necrotic, radiant) * At Will
Attack: Melee 1 (one grabbed creature); +26 vs. Fortitude.
Hit: 4d10+14 necrotic and radiant damage plus the target loses a healing surge and is weakened (save ends), and the magnesium spirit gains one soul point.
Miss: Half damage.

(close) Magnesium Flare (radiant) * Encounter
Attack: Close burst 3 (each creature in burst); +22 vs. Reflex.
Hit: 3d10+6 radiant damage and the target is blinded (save ends).

MOVE ACTIONS

Magnesium Exit (teleportation) * Encounter
Requirement: The magnesium spirit must have at least 3 soul points.
Effect: The magnesium spirt uses magnesium flare as a free action, then is removed from play, returning to its home plane.

TRIGGERED ACTIONS

Blazing Speed * Encounter
Trigger: The magnesium spirit becomes bloodied.
Effect (No Action): The magnesium spirit gains a +2 bonus to Reflex until the end of the encounter. It rolls a second initiative and gains a full complement of actions on each of its turns. Its ability to take an immediate action refreshes at the start of each of its turns.
---
Str 23 Dex 23 Wis 17
Con 18 Int 13 Cha 26
Alignment evil Languages Supernal
 

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