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22nd Level Monsters

the Jester

Legend
This is the 22nd level of the Monster Project. What cool old monsters still need converting that would have a good 22nd level baseline?

There's a link to the main Monster Project thread in my sig. Below is the list I have for so far for 22nd level. I'd love suggestions for more!

22nd Level Monsters to be Converted
Century Worm Converted in the 4e update to Elder Evils
Elemental, Ruin
Garmorm
Giant, Mountain
Maulgoth
Megapede
Neothillid
Nightmare Beast
Sacrol
Scamille


Already Created 22nd Level Monsters
Blazing effigy (level 22 artillery)
Necronaut (level 22 brute)
Thorciasid roach (level 22 lurker)
Immoth agent (level 22 minion)
Korred laugher (level 22 minion)
Drowned pirate captain (level 22 soldier) (L)
Greater cadaver collector (level 22 soldier)
Lammasu paladin (level 22 soldier)


Higher-Level Monsters to be Converted
Beholderkin, Hive Mother [29th level]
Blackball [30th level]
Corpse Gatherer [25th level]
Crawling Head [24th level]
Dao [23rd level]
Deepspawn [27th level]
Elder Brain [30th level]
Elemental, Omnimental [26th 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]
Nuckalavee [27th level]
Planetar [28th level]
Plasm [24th level]
Plasm, Giant [26th 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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SACROL
Sacrol are undead entities of fearsome power and overwhelming hatred. They are spawned in sites of great death, and they exist solely to bring more living creatures into the realm of the dead. They aggressively attack almost any creatures unfortunate enough to encounter them.

A sacrol looks like an oversized skull surrounded by a constantly shifting, multihued bank of mist. Two long, ropelike tentacles are the sacrol’s killing appendages; though composed of mist, they are uncannily suggestive of entrails. The skull resembles that of one of the creatures whose death gave birth to the unholy beast.

A sacrol is a conglomerate spirit of the angry dead. It often pursues those responsible for the deaths that created it. A sacrol that slays all of its killers returns to the site of its mass death and haunts it forevermore.

RAVENOUS SACROL--- Level 22 Skirmisher
Small shadow animate (undead)--- XP 4,150
---
Initiative +20; Senses Perception +16; darkvision
HP 198; Bloodied 99
AC 36; Fortitude 33; Reflex 34; Will 36
Immune disease, poison; Resist necrotic 30; Vulnerable radiant 20
Speed Fly 8 (hover, maximum altitude 6)
---
[Melee basic] Tentacle Lash (standard; at will): Reach 2; +27 vs. AC; 1d8+8 damage.

[Melee] Flurry of Lashes (standard; at will): The ravenous sacrol makes two tentacle lash attacks with a -2 penalty. If both hit, the target is grabbed (escape ends).

[Melee] Foul Draining (standard; requires combat advantage; recharge 5 6) Necrotic: Reach 2; +25 vs. Fortitude; 3d8+8 necrotic damage and the target is dazed (save ends), and the ravenous sacrol regains 20 hit points.

Ravenous Step (move; when the ravenous sacrol has a target grabbed; encounter) Teleportation: The ravenous sacrol teleports 10, and the grabbed creature teleports to a square adjacent to it and grants combat advantage to the ravenous sacrol (save ends).
---
Alignment chaotic evil; Languages cannot speak (understands Common)
Str 23; Dex 24; Wis 21
Con 20; Int 7; Cha 27

SACROL STRANGLER--- Level 22 Lurker
Small shadow animate (undead)--- XP 4,150
---
Initiative +23; Senses Perception +16; darkvision
HP 158; Bloodied 79
AC 36; Fortitude 34; Reflex 36; Will 33
Immune disease, poison; Resist necrotic 30; Vulnerable radiant 20
Speed Fly 8 (hover, maximum altitude 6)
---
[Melee basic] Tentacle Lash (standard; at will): Reach 2; +27 vs. AC; 3d6+8 damage, and the target is grabbed (escape ends).

[Melee] Choke (standard; only against a grabbed target; recharges when no creature has line of sight to the sacrol strangler): Reach 2; +25 vs. Fortitude; 4d8+8 damage, and the target loses a healing surge.

Phase Out (move; at will): The sacrol strangler gains insubstantial and phasing and moves 8. It loses insubstantial and phasing at the end of this move.
---
Alignment chaotic evil; Languages cannot speak (understands Common)
Skills Stealth +24
Str 25; Dex 27; Wis 21
Con 20; Int 7; Cha 23


SHRIEKING SACROL--- Level 23 Artillery
Small shadow animate (undead)--- XP 5,100
---
Initiative +18; Senses Perception +16; darkvision
HP 164; Bloodied 82
AC 35; Fortitude 35; Reflex 35; Will 36
Immune disease, poison; Resist necrotic 30; Vulnerable radiant 20
Speed Fly 8 (hover, maximum altitude 6)
---
[Melee basic] Tentacle Lash (standard; at will): Reach 2; +30 vs. AC; 3d6+8 damage, and the target is grabbed (escape ends).

[Ranged] Whispers of Doom (standard; at will) Psychic: Ranged 10; +28 vs. Fortitude; Hit: 4d6+8 psychic damage; Miss: half damage.

[Close] Shriek of Death (standard; encounter) Necrotic, Thunder: Blast 5; targets enemies; +26 vs. Fortitude; 2d6+8 necrotic and thunder damage.

[Close] Terrifying Scream (standard; recharge 5 6) Fear: Close burst 5; +26 vs. Will; the target moves its speed away from the shrieking sacrol by the safest path, triggering opportunity attacks normally.
---
Alignment chaotic evil; Languages cannot speak (understands Common)
Str 25; Dex 25; Wis 21
Con 20; Int 7; Cha 28


DEGENERATE SACROL--- Level 25 Minion Controller
Small shadow animate (undead)--- XP 1,750
---
Initiative +19; Senses Perception +17
HP 1; a missed attack never damages a minion
AC 39; Fortitude 37; Reflex 37; Will 37
Immune disease, poison; Resist necrotic 30
Speed Fly 8 (hover, maximum altitude 6)
---
[Melee basic] Tentacle Lash (standard; at will): Reach 2; +30 vs. AC; 11 damage, and the target is grabbed (escape ends).

Threatening Reach: The degenerate sacrol can make opportunity attacks on enemies within 2 squares of itself.
---
Alignment chaotic evil; Languages cannot speak (understands Common)
Str 25; Dex 25; Wis 21
Con 20; Int 7; Cha 25
 

SCAMILLE
A scamille is an amorphous, amoeba-like creature of surprising intelligence. Though not always hostile, their ways are very alien to most creatures with a less fluid nature, and it is easy to accidentally trespass against scamille taboos. While they are not especially aggressive, scamilles will not shy from a fight.

SCAMILLE STICKER--- Level 22 Elite Controller
Medium natural beast (blind, ooze)--- XP 8,300
---
Initiative +9; Senses Perception +18; blindsense 20
HP 414; Bloodied 207
AC 36; Fortitude 36; Reflex 30; Will 36
Saving Throws +2
Speed 4
Action Points 1
---
[Melee basic] Pseudopod (standard; at will): +27 vs. AC; 3d6+8 damage.

[Melee] Lashing Pseudopods (standard; at will): The scamille sticker makes two pseudopod attacks at different targets.

[Melee] Thrashing Pseudopods (standard; only while bloodied; at will): The scamille sticker makes three pseudopod attacks at different targets.

[Melee] Sticky Smash (standard; recharge 4 5 6): +27 vs. AC; 3d6+8 damage, and the target is grabbed (escape ends). The scamille sticker may only have one creature grabbed at a time.

[Melee] Brutal Bludgeon (minor 1/round; only against a target that the scamille has grabbed at the start of its turn; at will): +26 vs. Fortitude; 4d8+8 damage.

[Area] Sticky Burst (standard; encounter): Burst 2 within 10; +24 vs. Reflex; Hit: target is immobilized; Aftereffect: target is slowed (save ends); Miss: target is slowed (save ends).
---
Alignment unaligned; Languages Common
Str 27; Dex 7; Wis 24
Con 23; Int 8; Cha 14


MANY-LIMBED SCAMILLE--- Level 22 Elite Brute
Medium natural beast (blind, ooze)--- XP 8,300
---
Initiative +9; Senses Perception +18; blindsense 20
HP 506; Bloodied 253
AC 34; Fortitude 36; Reflex 30; Will 34 (see also burst of speed)
Saving Throws +2
Speed 4
Action Points 1
---
[Melee basic] Pseudopod (standard; at will): +25 vs. AC; 2d8+4 damage.

[Melee] Many-Limbed Blow (standard; at will): The many-limbed scamille makes up to six pseudopod attacks with a -2 penalty, no more than two against any one target.

[Close] Extrusion of Blows
(standard; recharge 5 6): Close burst 1; +23 vs. AC; 4d10+8 damage, and the target is pushed 2.

Protective Deformation (immediate reaction; when the many-limbed scamille is damaged; recharges when first bloodied): The many-limbed scamille gains resist 10 all until the end of its next turn.

Burst of Speed (move; recharge 5 6): The many-limbed scamille moves 8 and suffers a -2 penalty to all defenses until the end of its next turn.

Bloodied Rage (while bloodied): The many-limbed scamille gains a +5 bonus to damage with its pseudopod attacks.
---
Alignment unaligned; Languages Common
Str 27; Dex 7; Wis 24
Con 23; Int 8; Cha 14


GREAT SCAMILLE--- Level 26 Elite Brute
Large natural beast (blind, ooze)--- XP 18,000
---
Initiative +11; Senses Perception +22; blindsense 40
HP 586; Bloodied 293
AC 38; Fortitude 40; Reflex 32; Will 38 (see also burst of speed)
Saving Throws +2
Speed 4
Action Points 1
---
[Melee basic] Pseudopod (standard; at will): Reach 2; +29 vs. AC; 3d6+4 damage.

[Melee] Many-Limbed Blow (standard; at will): The many-limbed scamille makes up to six pseudopod attacks with a -2 penalty, no more than two against any one target.

[Melee] Monstrous Strike
(standard; recharges when first bloodied; encounter): Reach 2; +29 vs. AC; 5d10+9 damage and the target is stunned until the end of its next turn. Critical: the target is instead stunned (save ends).

[Close] Extrusion of Blows (standard; recharge 5 6): Close burst 2; +27 vs. AC; 4d10+9 damage, and the target is pushed 5 and knocked prone.

Burst of Speed
(move; at will): The great scamille moves 8 and suffers a -2 penalty to all defenses until the end of its next turn.
---
Alignment unaligned; Languages Common
Str 29; Dex 7; Wis 26
Con 23; Int 8; Cha 14
 

GARMORM
A garmorm is a strange creature that swims the Astral Sea. A garmorm looks like a 12’ long thick worm with faces pressing at it from within, singing the infamous and disturbing “Garmorm Song”, which incorporates the snapping of teeth extensively:

We are many (snap)
We are one
Now we live (snap)
Never done.

Sing of days (snap)
Sing of night
Long to sing (snap)
Show our might.

Join us in eternal song (snap)
Live with us forever strong (snap)
Our choir seeks more of your kind (snap)
Our power grows with each new mind (snap).


Garmorms speak Supernal, but they only communicate via song. Usually, they don’t even do that, preferring to simply devour the creatures that they encounter.

GARMORM FACEWORM--- Level 22 Brute
Large immortal beast--- XP 4,150
---
Initiative +18; Senses Perception +16
Unnerving Song (psychic) aura 5; enemies within the aura suffer -2 on attacks
HP 249; Bloodied 124
AC 34; Fortitude 34; Reflex 34; Will 37
Speed fly 8 (hover)
---
[Melee basic] Snapping Bite (standard; at will): +25 vs. AC; 4d6+8 damage.

[Melee] Mindsucking Bite (standard; recharge 5 6) Psychic: +25 vs. AC; 2d8+8 damage plus 2d6 psychic damage and target is dazed (save ends).

[Close] Snapping Writhe (standard; at will): Close burst 1; +23 vs. AC; 2d10+8 damage.

[Close] Song of Pain (immediate reaction; when first bloodied; encounter) Psychic, Thunder: Close burst 3; targets each enemy in burst; +23 vs. Will; 4d10+8 psychic and thunder damage, and the target is pushed 4 and knocked prone.

Absorb Mind
(free; when an enemy is reduced to 0 hit points within 6 squares of the garmorm; recharge 6): The garmorm absorbs the triggering enemy’s body, which vanishes. The enemy dies and its face reappears, pressing out from inside the garmorm. A victim of this power may not be returned to life via the raise dead ritual until the garmorm is killed.

Astral Step (move; encounter) Teleportation: The garmorm faceworm teleports 10.
---
Alignment chaotic evil; Languages Supernal (communicates only in song)
Str 24; Dex 24; Wis 20
Con 19; Int 18; Cha 27


GARMORM MINDWORM--- Level 22 Controller
Large immortal beast--- XP 4,150
---
Initiative +18; Senses Perception +16
Unnerving Song (psychic) aura 5; enemies within the aura suffer -2 on attacks
HP 203; Bloodied 101
AC 36; Fortitude 34; Reflex 34; Will 36
Speed fly 8
---
[Melee basic] Snapping Bite (standard; at will): +27 vs. AC; 2d8+8 damage.

[Melee] Worm in the Mind (standard; recharge 5 6) Illusion, Psychic: +26 vs. Will; 2d8+8 damage, plus the target is immobilized and blinded (save ends both).

[Close] Snapping Writhe (standard; at will): Close burst 1; +25 vs. AC; 2d6+8 damage.

[Close] Wailing and Gnashing of Many Teeth (immediate reaction; when first bloodied; encounter) See below: The garmorm unleashes 2 close bursts simultaneously. Close burst 1: targets each creature in burst; +25 vs. AC; 2d10+8 damage. Close burst 5 (thunder): targets each creature in burst; +24 vs. Reflex; Hit: 3d12+8 thunder damage and the target is deafened (save ends) and stunned until the end of its next turn; Miss: half damage and the target is deafened and dazed until the end of its next turn.

Reeling Target: The garmorm mindworm deals an extra 1d10 damage with its snapping bite and snapping writhe attacks against blinded or deafened enemies.

Absorb Mind (free; when an enemy is reduced to 0 hit points within 6 squares of the garmorm; recharge 6): The garmorm absorbs the triggering enemy’s body, which vanishes. The enemy dies and its face reappears, pressing out from inside the garmorm. A victim of this power may not be returned to life via the raise dead ritual until the garmorm is killed.
---
Alignment chaotic evil; Languages Supernal (communicates only in song)
Str 24; Dex 24; Wis 20
Con 19; Int 18; Cha 27
 

Megapede--- Level 22 Skirmisher
Gargantuan fey beast--- XP 4,150
Initiative +21; Senses Perception +16; tremorsense
HP 205; Bloodied 102
AC 36; Fortitude 34; Reflex 34; Will 33
Speed 10 , Burrow 4

:bmelee: Envenomed Mandibles (standard; at-will) • Poison
+27 vs AC; 2d6 + 8 damage, plus ongoing 15 poison (save ends).

:melee: Churning Claws (standard; at-will)
Targets up to three adjacent enemies; +25 vs AC; 2d10 + 8 damage, and make a secondary attack: +24 vs. Fortitude; the target is knocked prone.

Scuttle (move; at-will)
The megapede shifts 5 squares.

Alignment Unaligned; Languages
Str 27 (+19) Dex 27 (+19) Wis 21 (+16)
Con 21 (+16) Int 3 (+7) Cha 5 (+8)
 

Neothelid--- Level 22 Solo Controller
A neothelid is a huge slime-covered worm with a clutch of tentacles at its front. Although it resembles a mauve carrion crawler, a neothelid is actually the result of the illithid reproductive cycle going horribly wrong: a mind flayer "tadpole" that never managed to implant, yet somehow survived the loss of its pool and slithered away to grow strong in the darkness.

Huge aberrant magical beast--- XP 20,750
Initiative +15; Senses Perception +16
HP 816; Bloodied 408
AC 36; Fortitude 34; Reflex 35; Will 34
Saving Throws +5
Speed 6
Action Points 2

:bmelee: Tentacle Rake (standard; at-will)
Reach 3; +29 vs AC; 2d6 + 8 damage, and the target is grabbed (escape ends).

:close: Lashing Tentacles (standard; at-will)
Blast 3; targets each enemy in blast; +28 vs AC; 2d6 + 8 damage.

:ranged: Telekinetic Grip (minor; at-will)
Ranged 10; does not trigger opportunity attacks; +26 vs Will; 2d6 + 8 damage, and the target slides 6.

:melee: Thrash and Crush (standard; recharge 5 6)
The neothelid shifts 2 and attacks up to four targets in reach; reach 3; +24 vs Fortitude; 4d6 + 8 damage, and the target is pushed 2 and knocked prone.

:close: Vomit Acid (standard; encounter; recharges when first bloodied) • Acid
Blast 5; +24 vs Reflex; 4d8 + 8 acid damage, and the target is slowed and takes ongoing 10 acid (save ends both). First failed save: the target takes an additional 20 points of acid damage.

:close: Dominating Defense (immediate interrupt; when an adjacent enemy makes a melee or ranged attack; at-will) • Charm
Targets the triggering enemy; +26 vs Will; 2d6 + 8 psychic damage, the target slides 3 and the neothelid chooses the triggering attack's targets.

:ranged: Mental Trap (immediate interrupt; when dazed, dominated or stunned; at-will) • Psychic
Ranged 5; targets one enemy in range; +26 vs Will; the target is dazed, dominated or stunned instead of the neothelid.

Alignment Evil; Languages Telepathy
Str 24 (+18) Dex 18 (+15) Wis 20 (+16)
Con 20 (+16) Int 27 (+19) Cha 24 (+18)
 

NIGHTMARE BEAST
Truly aptly named, a nightmare beast is a monstrous tusked quadruped standing about 20' tall. Its teeth are a full foot long and its thick hide is a splotched dark gray color. Its red eyes, each the size of a man's head, glow in the dark. Nightmare beasts have a disposition as nasty as their reputation.


Nightmare Beast--- Level 22 Controller
Huge shadow magical beast--- XP 4,150
Initiative +16; Senses Perception +16; darkvision
Nightmare Aura aura 10 miles; no living creature can take an extended rest in the aura; instead, the creature is filled with terrible nightmares and regains one healing surge, enough hit points to be at its bloodied value and gains the benefits of a short rest.
HP 208; Bloodied 104
AC 36; Fortitude 35; Reflex 34; Will 34
Vulnerable 5 radiant (when the nightmare beast takes radiant damage, it suffers a -2 penalty to attacks until the end of its next turn)
Speed 6

:bmelee: Mauling Tusks (standard; at-will)
+27 vs AC; 3d6 + 8 damage.

:melee: Nightmarish Assault (standard; at-will)
Scores a crit on an 18-20; +27 vs AC; 3d6 + 8 damage, and the target takes a -4 penalty on attack rolls until the end of its next turn.

:melee: Trample (standard; recharge 6)
Reach 2; targets 2 enemies; +26 vs Fortitude; 4d12 + 8 damage, and the target is knocked prone.

:close: Conjure Nightmares (standard; sustain minor; encounter) • Conjuration
The nightmare beast conjures four phantoms terrors in unoccupied squares in the burst. Enemies cannot move adjacent to a terror. If any attack hits a terror, it is destroyed. The terrors have the nightmare beast's defenses.

Alignment Unaligned; Languages Abyssal
Str 27 (+19) Dex 21 (+16) Wis 21 (+16)
Con 24 (+18) Int 12 (+12) Cha 14 (+13)


Nightmare Beast Soul Eater--- Level 27 Controller
Huge shadow magical beast--- XP 11,000
Initiative +19; Senses Perception +19; darkvision
Nightmare Aura aura 10 miles; no living creature can take an extended rest in the aura; instead, the creature is filled with terrible nightmares and regains one healing surge, enough hit points to be at its bloodied value and gains the benefits of a short rest.
HP 250; Bloodied 125
AC 41; Fortitude 40; Reflex 39; Will 39
Resist 15 psychic; Vulnerable 5 radiant (when the nightmare beast takes radiant damage, it suffers a -2 penalty to attacks until the end of its next turn)
Speed 6

:bmelee: Mauling Tusks (standard; at-will)
+32 vs AC; 3d8 + 9 damage.

:melee: Nightmarish Rend (standard; at-will) • Psychic
Scores a crit on an 18-20; +32 vs AC; 3d8 + 9 damage, and the target takes ongoing 10 psychic damage and is slowed (save ends both).

:melee: Trample (standard; recharge 6)
Reach 2; targets 2 enemies; +31 vs Fortitude; 5d10 + 9 damage, and the target is knocked prone and stunned until the end of its next turn.

:close: Conjure Nightmares (standard; sustain minor; encounter) • Conjuration
The nightmare beast soul eater conjures four phantoms terrors in unoccupied squares in the burst. Enemies cannot move adjacent to a terror. If any attack hits a terror, it is destroyed. The terrors have the nightmare beast's defenses.

Soul Devourer
Whenever the nightmare beast soul eater hits a creature that is dazed, stunned or unconscious, it deals an extra 3d6 necrotic damage and regains 40 hit points.
Alignment Unaligned; Languages Abyssal
Str 29 (+22) Dex 23 (+19) Wis 23 (+19)
Con 26 (+21) Int 14 (+15) Cha 16 (+16)
 

Mountain Giant--- Level 22 Brute
Gargantuan natural humanoid--- XP 4,150
Initiative +12; Senses Perception +14
HP 254; Bloodied 127
AC 34; Fortitude 36; Reflex 30; Will 32
Speed 8

:bmelee: Greatclub (standard; at-will) • Weapon
Reach 2; +24 vs AC; 4d8 + 7 damage.

:ranged: Hurl Rock (standard; at-will)
Ranged 8/16; +24 vs AC; 2d6 + 7 damage.

:melee: Crush (standard; recharge 5 6)
The mountain giant moves its speed. It may end its move with enemies in its space and makes the following attack at each enemy whose space it occupies: +23 vs Fortitude; Hit: ; 4d12 + 8 damage, and the target is knocked prone and immobilized (save ends), and while immobilized, the target cannot get up from prone; Miss: half damage, and the target slides to any space adjacent to the mountain giant. If the mountain giant moves, the immobilized condition caused by this power ends immediately.

Alignment Chaotic Evil; Languages Giant
Skills Athletics +24
Str 26 (+19) Dex 13 (+12) Wis 17 (+14)
Con 24 (+18) Int 12 (+12) Cha 14 (+13)
Equipment Hide Armor, Greatclub


Mountain Giant Glutton--- Level 23 Brute
Gargantuan natural humanoid--- XP 5,100
Initiative +12; Senses Perception +14
HP 264; Bloodied 132
AC 35; Fortitude 37; Reflex 31; Will 33
Speed 8

:bmelee: Greatclub (minor; at-will) • Weapon
Reach 4; +26 vs AC; 1d10 + 8 damage, and ongoing 10 damage (save ends).

:melee: Gluttonous Bite (minor; at-will)
Only against a bloodied target; +26 vs AC; 1d10 + 8 damage, and ongoing 10 damage (save ends).

:ranged: Hurl Rock (standard; at-will)
Ranged 8/16; +25 vs AC; 2d6 + 7 damage.

Alignment Chaotic Evil; Languages Giant
Skills Athletics +24
Str 26 (+19) Dex 13 (+12) Wis 17 (+14)
Con 24 (+18) Int 12 (+12) Cha 14 (+13)
Equipment Hide Armor, Greatclub
 

MAULGOTH
Among the most dangerous terrors of the Underdark, maulgoths are solitary masters of stone, able to glide through it as easily as they move through air. A maulgoth looks like a weird agglomeration of stone and flesh, shaped something like a large malformed rhinoceros. Four spiked tentacles emerge from the beast's body, and its huge drooling maw is full of rocky teeth.


Maulgoth Ambusher--- Level 22 Lurker
Large elemental magical beast--- XP 4,150
Initiative +22; Senses Perception +19
HP 165; Bloodied 82
AC 36; Fortitude 35; Reflex 34; Will 33
Speed 10 , Burrow 10 (the maulgoth can pass through solid stone without disturbing it or leaving a tunnel behind)

:bmelee: Rocky Tentacle (standard; at-will)
Reach 2; +27 vs AC; 2d6 + 8 damage.

:bmelee: Stone Bite (standard; at-will)
+28 vs AC; 2d4 + 10 damage.

:melee: Flurry of Tentacles (standard; encounter)
Reach 2; +27 vs AC; 4d12 + 8 damage, and the target is grabbed (escape ends). While grabbed, the target takes 15 points of damage at the start of its turn.

:melee: Forced Phasing (standard; recharge 6)
Reach 2; +25 vs Will; 2d6 + 8 damage, and the target is forced into an incorporeal state (save ends). While in this state, the target deals half damage, suffers a -4 penalty on all attacks, and can phase through earth and stone at half speed.

Stone Ambusher
If a maulgoth ambusher has combat advantage and hits a creature that is adjacent to a stone wall, floor or ceiling, the maulgoth deals an extra 2d8 points of damage.

Alignment Unaligned; Languages Deep Speech
Skills Stealth +23
Str 27 (+19) Dex 25 (+18) Wis 16 (+14)
Con 27 (+19) Int 16 (+14) Cha 18 (+15)


Maulgoth Rusher--- Level 23 Skirmisher
Large elemental magical beast--- XP 5,100
Initiative +20; Senses Perception +19
HP 219; Bloodied 109
AC 37; Fortitude 36; Reflex 35; Will 34
Speed 10 , Burrow 10 (the maulgoth can pass through solid stone without disturbing it or leaving a tunnel behind)

:bmelee: Rocky Tentacle (standard; at-will)
Reach 2; +28 vs AC; 3d6 + 8 damage.

:bmelee: Stone Bite (standard; at-will)
+29 vs AC; 2d10 + 8 damage.

:melee: Grab and Run (standard; at-will)
Reach 2; +26 vs Reflex; 1d10 + 5 damage, and the target is grabbed. The maulgoth rusher then shifts 5 squares and slides the target to a square adjacent to it.

:melee: Forced Phasing (standard; recharge 6)
Reach 2; +26 vs Will; 2d6 + 8 damage, and the target is forced into an incorporeal state (save ends). While in this state, the target deals half damage, suffers a -4 penalty on all attacks, and can phase through earth and stone at half speed,

Alignment Unaligned; Languages Deep Speech
Skills Stealth +23
Str 27 (+19) Dex 25 (+18) Wis 16 (+14)
Con 27 (+19) Int 16 (+14) Cha 18 (+15)


Maulgoth Terror--- Level 23 Brute
Large elemental magical beast--- XP 5,100
Initiative +15; Senses Perception +19
HP 273; Bloodied 136
AC 35; Fortitude 36; Reflex 35; Will 35
Speed 10 , Burrow 10 (the maulgoth can pass through solid stone without disturbing it or leaving a tunnel behind)

:bmelee: Rocky Tentacle (standard; at-will)
Reach 2; +26 vs AC; 4d6 + 8 damage, and the target is pushed 1 square.

:bmelee: Stone Bite (standard; at-will)
+27 vs AC; 2d10 + 10 damage.

Rocky Toughness (immediate interrupt; when hit by an attack dealing non-energy damage; recharge 5 6)
The maulgoth terror gains resist 10 against the triggering attack.

Bloodied Frenzy (while bloodied)
The maulgoth gains a +2 bonus to its rocky tentacle attack and damage but takes a -4 penalty to all defenses.

Alignment Unaligned; Languages Deep Speech
Skills Stealth +20
Str 27 (+19) Dex 19 (+15) Wis 16 (+14)
Con 33 (+22) Int 16 (+14) Cha 18 (+15)


ENCOUNTER GROUPS
Maulgoths are vicious and territorial. If they voluntarily work with other creatures, it is almost certainly with some form of earth creature. Maulgoths usually ignore the nonliving, and thus sometimes coexist with golems or other constructs.

22nd Level Encounter (20,750 xp)
A chain golem guards a bridge in the Underdark. Three maulgoth ambushers lurk in the shadows below the bridge, ready to swim through the stone supports and emerge beneath prey.

3 maulgoth ambushers (level 22 lurkers)
1 chain golem (MM 2 133; level 22 elite soldier)

24th Level Encounter (30,600 xp)
On the Elemental Chaos, a group of dao has made a deal with three maulgoths, who serve as guardians of its treasure chamber. The anteroom holds a number of elementals; when combat breaks out with them, the maulgoths emerge through the walls.

3 maulgoth terrors (level 23 brutes)
2 earthwind ravagers (MM 104; level 23 controllers)
4 shardstorm vortex whilrwinds (MM2 101; level 23 minion skirmishers)
 
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Ruin Elemental--- Level 22 Brute
A ruin elemental is composed of various pieces of old ruins- stone blocks, fence posts, marble pillars and so on. Brought into being by the strange fey creatures known as ruin chanters, these elementals are sometimes found wandering on their own or protecting the area from which they were formed.

Large elemental animate--- XP 4,150
Initiative +16; Senses Perception +16
HP 257; Bloodied 128
AC 34; Fortitude 35; Reflex 34; Will 34
Speed 6

:bmelee: Ruin Slam (standard; at-will)
+25 vs AC; 4d6 + 8 damage.

:close: Shockwave (standard; recharge 5 6)
Blast 4; +21 vs Reflex; 6d6 + 8 damage, and the target is knocked prone. On a crit, the target is also stunned (save ends).

:ranged: Hurl Rubble (standard; cannot used while bloodied; at-will)
The ruin elemental hurls part of its body at the target. Ranged 10; +25 vs AC; 2d6 + 8 damage. Effect: the ruin elemental takes 10 points of damage.

:close: Falling Chunks (immediate reaction; when bloodied; encounter)
Heavy chunks of the ruin elemental are knocked free and rain around it. Burst 1; +23 vs Reflex; 3d6 + 8 damage, and the target is stunned until the end of its next turn.

Alignment Unaligned; Languages
Str 21 (+16) Dex 21 (+16) Wis 21 (+16)
Con 27 (+19) Int 21 (+16) Cha 21 (+16)


ENCOUNTER GROUPS
Ruin elementals are usually encountered with ruin chanters, but since I'll be getting to them for the 24th level list, I'll leave them out for now. These elementals are also known to work with the various inhabitants of the ruins that they dwell in.

20th level Encounter (28,350 xp)
In the remains of a city once ruled by a tyrannical dragon, a ruin elemental guards against intruders, accompanied by the undead remnants of the evil creatures that once lived there.

1 ruin elemental (level 22 brute)
1 rancid tide (Drac 206; level 23 elite artillery)
6 slaughter wights (MM 263; level 18 brutes)
4 dragonscale sloughs (OG 145; level 18 minions)
 

Into the Woods

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