23rd Level Monsters

the Jester

Legend
This is the 23rd level of the Monster Project, in which I convert old edition monsters that I love and miss into 4e.

There's a link to the main Monster Project thread in my sig. Below is the list I have for so far for 23rd level. I'd love suggestions for more! There is even a whole thread in General RPG Discussion where you can throw out ideas.

23rd Level Monsters on the List
Abyssal Ant Swarm (3e Fiend Folio)
Afanc (1e MM2)
Dao (strongly waffling on this one, since I believe they will be in MM3)
Demon, Cerebrilith (3.5e Expanded Psionics Handbook)
Gravecrawler (3e Fiend Folio) Converted in the 4e update to Elder Evils
Lavawight (3e Epic Level Handbook)
Spell Eater (3e Dragon Magic)
Squid, Shipcrusher (a specific take on the giant squid from 1e and later)
Winter-Wight (3e Epic Level Handbook)


23rd Level Variants I've Already Done
Dimension burrower portal chewer (level 23 artillery)
Shrieking sacrol (level 23 artillery)
Maulgoth terror (level 23 brute)
Mountain giant glutton (level 23 brute)
Ulgurstasta priest (level 23 controller)
Maulgoth rusher (level 23 skirmisher)
Expert nimblewright (level 23 soldier)
Skeleton warrior cassock (level 23 soldier) (L)
Xorn king (level 23 soldier) (L)

Higher-Level Monsters to be Converted
Beholderkin, Hive Mother [29th level]
Blackball [30th level]
Corpse Gatherer [25th level]
Corrupture [30th level]
Crawling Head [24th level]
Deepspawn [27th level]
Elder Brain [30th level]
Elemental, Omnimental [26th level]
Elemental, Tempest [25th level]
Fiendwurm [27th level]
Flesh Jelly [26th level]
Froghemoth [25th level]
Gargantuan, Devastation Spider [27th level]
Genius Loci [30th level]
Golem, Adamantine [30th level]
Golem, Mithril [26th level]
Hellwasp Swarm [26th level]
Infernal [30th level]
Juggernaut [28th level]
Ki-Rin [26th level]
Kraken [30th level]
Living Holocaust [27th level]
Marid [25th level]
Megalodon [24th level]
Nuckalavee [27th level]
Plague Spewer [25th level]
Planetar [28th level]
Plasm [24th level]
Plasm, Giant [26th level]
Ruin Chanter [24th level]
Scyllan [24th level]
Siege Beetle [27th level]
Sirrush [25th level]
Solar [30th level]
Ungulosin [24th level]
Uvudauum [25th level]
Zaratan [27th level]
 
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AFANC
An afanc is a dreaded fish of truly mind-boggling size, measuring fully 60' in length. In combat, it takes up three linked gargantuan spaces that share hit points and actions, representing its head, trunk and tail.

Afanc--- Level 23 Solo Brute
Gargantuan natural beast--- XP 25,500
Initiative +13; Senses Perception +16
HP 876; Bloodied 438
AC 35; Fortitude 36; Reflex 34; Will 35
Saving Throws +5
Speed Swim 9
Action Points 2

:bmelee: Enormous Bite (standard; at-will)
Targets a creature adjacent to the afanc's head section; +26 vs AC; 5d4 + 15 damage.

:bmelee: Tail Smash (standard; at-will)
Targets a creature within 3 squares of the afanc's tail section; +24 vs Fortitude; 3d6 + 8 damage, and the target is stunned until the end of the afanc's next turn.

:melee: Bite and Tail (standard; at-will)
The afanc makes an enormous bite attack and a tail smash attack.

:melee: Thrash (move; at-will)
The afanc shifts all of its body sections 3 squares in the same direction and attacks each creature whose space it enters; +22 vs Reflex; 2d6 + 8 damage. Effect: The afanc slides each target 5 squares to a space outside of its space.

Churn the Waters (move; at-will)
The afanc moves its speed and gains a churn point that lasts until used or until the end of the encounter. See Whirlpool.

:close: Whirlpool (standard; recharges when first bloodied)
The afanc swims in place and spends a churn point, and a whirlpool forms around it. Burst 10 around each of the afanc's body sections; +25 vs Fortitude; 2d6 + 8 damage, and the target is pulled 4 and slowed (save ends). Sustain standard: The afanc spends a churn point and repeats the attack.

Head
Only attacks that hit the afanc's head section can daze or stun it. Once it is bloodied, an afanc cannot be dazed or stunned.

Trunk
Only attacks that hit the afanc's trunk section can weaken or inflict ongoing damage to it. Once it is bloodied, an afanc gains resist 10 against ongoing damage and automatically loses the weakened condition at the end of each of its turns.

Tail
Only attacks that hit the afanc's tail section can slow or immobilize it or prevent it from shifting. Once an afanc is bloodied, it automatically loses the slowed or immobilized condition at the end of each of its turns.

Alignment Unaligned; Languages
Str 21 (+16) Dex 14 (+13) Wis 21 (+16)
Con 27 (+19) Int 3 (+7) Cha 13 (+12)
 

Going by the afanc's size and all -- seems also to have a bit of influence from the one in The Scar. Maybe that's just me.

As an aside, how do you determine the level of monsters you convert? Based off of HD, CR, or just eyeballed?
 

Going by the afanc's size and all -- seems also to have a bit of influence from the one in The Scar. Maybe that's just me.

Err, what's The Scar? ;) I guess that answers that, eh?

As an aside, how do you determine the level of monsters you convert? Based off of HD, CR, or just eyeballed?

Mostly just eyeballed, with some thought as to how I'd like to use 'em. There's a general correlation with CR and HD, but it's nonspecific and arbitrary. :hmm:
 

Winter Wight--- Level 23 Soldier
Medium shadow humanoid--- XP 5,100
Initiative +20; Senses Perception +16; darkvision
Lifesapping Cold aura 2; a living creature that starts its turn in the aura takes 10 points of cold damage and is slowed until the end of its next turn
HP 178; Bloodied 89
AC 39; Fortitude 36; Reflex 35; Will 34
Immune cold; disease; Resist 25 necrotic, 15 poison; see Icy Hardness; Vulnerable 15 fire if the winter wight takes fire damage, its icy hardness does not function until the end of its next turn
Speed 9

:bmelee: Blightfire Rake (standard; at-will) • Necrotic, Cold, Fire
+30 vs AC; 1d12 + 8 necrotic damage, plus ongoing 10 cold, fire and necrotic damage (save ends). First failed save: Ongoing 15 cold, fire and necrotic damage (save ends). Second failed save: Ongoing 20 cold, fire and necrotic damage (save ends).

:close: Mark of Winter (minor; at-will) • Cold
Burst 2; +26 vs Will; the target is marked until the end of its next turn. While it is marked, it takes 10 points of cold damage each time it moves a square further away from the winter wight.

Icy Hardness (while not bloodied) • Cold
The winter wight's icy coating grants it resist all 5 (but see Vulnerabilities).

Alignment Chaotic Evil; Languages Common
Str 33 (+22) Dex 24 (+18) Wis 21 (+16)
Con 21 (+16) Int 10 (+11) Cha 21 (+16)



Winter Wight Toadie--- Level 29 Minion Soldier
Medium shadow humanoid --- XP 3,750
Initiative +24; Senses Perception +21; darkvision
Lifesapping Cold aura 2; a living creature that starts its turn in the aura takes 5 points of cold damage and is slowed until the end of its next turn
HP 1; a missed attack never damages a minion.
AC 45; Fortitude 42; Reflex 41; Will 40
Immune cold; disease; Resist 10 all
Speed 9

:bmelee: Blightfire Rake (standard; at-will) • Necrotic, Cold, Fire
+36 vs AC; 7 cold, fire and necrotic damage, plus ongoing 7 cold, fire and necrotic (save ends).

Alignment Chaotic Evil Languages Common
Str 36 (+27) Dex 27 (+22) Wis 24 (+21)
Con 24 (+21) Int 13 (+15) Cha 24 (+21)


ENCOUNTER GROUPS
Winter-wights are sometimes controlled by more powerful undead, strange cults or other powerful evil entities or organizations. On the other hand, a lone winter-wight can assume the leadership of a group of evil cultists or lesser undead.

21st Level Encounter (16,000 xp)
1 winter wight (level 23 soldier)
1 deathpriest hierophant (MM 209; level 21 elite controller)
9 Abyssal ghoul hungerers (MM 119; level 18 minions)

30th Level Encounter (97,500 xp)
1 aspect of Vecna (OG 213; level 25 elite controller)
2 atropals (MM 11; level 28 elite brutes)
10 winter wight toadies (level 29 minion soldiers)
 
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Cerebrilith--- Level 23 Controller
Large elemental humanoid--- XP 5,100
Initiative +15; Senses Perception +16
HP 217; Bloodied 108
AC 37; Fortitude 36; Reflex 34; Will 35
Resist 10 psychic, 15 variable 3/encounter
Speed 6

:bmelee: Bite (standard; at-will) • Psychic
+28 vs AC; 3d6 + 8 damage, and the target gains vulnerable 10 psychic (save ends).

:ranged: Brain Lock (standard; at-will) • Psychic
Ranged 10; +27 vs Will; 1d10 + 8 psychic damage, and the target is immobilized (save ends).

:ranged: Mind Shock (standard; encounter) • Lightning, Psychic
Ranged 10; targets 3 creatures; +25 vs Will; 5d10 + 8 lightning and psychic damage, and at the end of each target's turn, each adjacent enemy takes 10 points of lightning and psychic damage (save ends).

Psychic Transport (move; recharge 6) • Teleportation
The cerebrilith teleports 5 squares. Each enemy adjacent to its starting and ending squares loses 1 psionic power point.

Alignment Unaligned; Languages Abyssal, Telepathy
Skills Arcana +18, Insight +21
Str 21 (+16) Dex 18 (+15) Wis 21 (+16)
Con 25 (+18) Int 15 (+13) Cha 22 (+17)
 

Giant Squid Shipcrusher--- Level 23 Elite Brute
Gargantuan natural beast--- XP 10,200
Initiative +9; Senses Perception +14
HP 530; Bloodied 265
AC 35; Fortitude 36; Reflex 31; Will 31
Saving Throws +2
Speed 6 , Swim 4
Action Points 1

:bmelee: Tentacle (standard; at-will)
Reach 4; +26 vs AC; 4d6 + 8 damage.

:melee: Flurry of Strikes (standard; recharge 5 6)
The squid makes three tentacle attacks.

:melee: Crush Ship (standard; sustain standard; encounter) • Reliable
The giant squid grasps a vehicle of up to gargantuan size, crushing it and damaging each creature on board. Reach 4; targets a ship; +24 vs Fortitude; 4d6 + 8 damage to the ship, and the giant squid shipcrusher makes a secondary attack against each creature on board: +22 vs. Reflex; Hit: 2d8+4 damage and knocked prone. Sustain standard: The giant squid shipcrusher repeats the attack. The giant squid shipcrusher cannot sustain this power if its attack against the ship misses.

Ink Cloud (move; recharge 6) • Zone
The squid can move 12 squares and at any point during that movement expel a cloud of ink (close burst 4). The cloud creates a zone of heavy obscured squares that lasts until the end of the encounter.

Alignment Evil; Languages Abyssal, Common
Skills Endurance +23
Str 27 (+19) Dex 6 (+9) Wis 16 (+14)
Con 25 (+18) Int 3 (+7) Cha 16 (+14)
 

Abyssal Ant Swarm--- Level 23 Skirmisher
Medium elemental beast--- XP 5,100
Initiative +21; Senses Perception +16; darkvision
Abyssal Swarm aura 1; each creature that enters or starts its turn in the aura gains vulnerable 10 acid and poison and suffers 10 points of damage
HP 213; Bloodied 106
AC 37; Fortitude 35; Reflex 36; Will 35
Resist 20 acid, half damage from melee and ranged attacks, 20 poison; Vulnerable 15 area and close attacks
Speed 9 , Climb 4 (spider climb)

:bmelee: Swarm of Demonic Ants (standard; at-will) • Acid, Poison
+26 vs Reflex; 2d8 + 8 acid and poison damage.

Acrid Scuttle (move; recharge 4 5 6) • Acid, Poison, Zone
The Abyssal ant swarm shifts 3 and leaves a zone of acid and poison in the squares that it travels through. This zone lasts until the start of its next turn. The zone is difficult terrain, and any creature that enters the zone takes 5 points of acid and poison damage.

Alignment Chaotic Evil; Languages Abyssal
Str 16 (+14) Dex 27 (+19) Wis 21 (+16)
Con 21 (+16) Int 7 (+9) Cha 13 (+12)

ENCOUNTER GROUPS
Abyssal ant swarms are usually encountered on the Abyss, where they are considered pests. However, when the opportunity arises, powerful demons will use them to attack intruding mortal creatures. Additionally, they are sometimes found on other planes, usually having migrated accidentally or summoned to randomly ravage an area.

Level 23 Encounter (26,800 xp)
2 Abyssal ant swarms (level 23 skirmishers)
2 nycademons (MM2; level 22 skirmishers)
2 death giants (MM; level 22 brutes)
 
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SPELL EATER
Spell eaters are the result of draconic tampering with the basic elements of magic and life. The original spell eaters were created in response to the rise of early humanoid spellcasters. Physciallyb resembling an armored dinosaur but possessing the intellect and racial background of dragons, spell eaters have evolved into several forms that consume a variety of attacks- in effect, they are no longer limited to arcane prey.

Spell Eater --- Level 23 Brute
Large natural magical beast--- XP 5,100
Initiative +15; Senses Perception +12
HP 265; Bloodied 132
AC 35; Fortitude 36; Reflex 34; Will 35
Speed 6

:bmelee: Bite (standard; at-will)
+26 vs AC; 5d4 + 8 damage.

:melee: Violent Suge (standard; encounter)
The spell eater makes two bite attacks at separate targets within 2 squares of each other.

Mighty Surge (minor; encounter)
The spell eater deals an extra 5d4 damage if it hits with its next bite attack before the end of its next turn. See also Devour Spell.

Restorative Surge (minor; encounter) • Healing
The spell eater regains 30 hit points. See also Devour Spell.

Devour Spell (immediate reaction; when missed by an arcane power; at-will)
The spell eater recharges an encounter power of its choice.

Alignment
Unaligned; Languages Draconic
Skills Athletics +24, Endurance +23
Str 27 (+19) Dex 18 (+15) Wis 12 (+12)
Con 25 (+18) Int 15 (+13) Cha 21 (+16)


Spell Eater Divine Siphon--- Level 23 Brute
Large natural magical beast--- XP 5,100
Initiative +15; Senses Perception +12
HP 265; Bloodied 132
AC 35; Fortitude 36; Reflex 34; Will 35
Speed 6

:bmelee: Bite (standard; at-will)
+26 vs AC; 5d4 + 8 damage.

Mighty Surge (minor; recharge 5 6)
The spell eater deals an extra 5d4 damage if it hits with its next bite attack before the end of its next turn.

Intercept Prayer (immediate reaction; when missed by a divine power; at-will)
The divine power has no effect, even it normally has a miss or effect entry.

Healing Thief (immediate reaction; when an enemy within 5 squares spends a healing surge; recharge 5 6) • Healing
The triggering enemy regains half as many hit points as normal, and the spell eater divine siphon regains an equal number of hit points.

Alignment Unaligned; Languages Draconic
Skills Athletics +24, Endurance +23
Str 27 (+19) Dex 18 (+15) Wis 12 (+12)
Con 25 (+18) Int 15 (+13) Cha 21 (+16)


Spell Eater Weaponcharged--- Level 24 Soldier
Large natural magical beast--- XP 6,050
Initiative +18; Senses Perception +13
HP 220; Bloodied 110
AC 40; Fortitude 37; Reflex 35; Will 36
Speed 6

:bmelee: Bite (standard; at-will)
+31 vs AC; 3d6 + 8 damage, and the target is marked until it starts a turn not adjacent to the spell eater weaponcharged.

:melee: Avenging Surge (free; when first bloodied; encounter) • Healing
+31 vs AC; 4d12 + 8 damage, and the target is slowed (save ends). Effect: The spell eater weaponcharged regains 30 hit points.

Combative Surge
(immediate reaction; when missed by a weapon power; at-will)
The spell eater weaponcharged makes a saving throw.

Irony of Flawed Steel (free; when missed by a daily weapon power; at-will)
The spell eater weaponcharged marks the triggering creature (save ends).

Alignment Unaligned; Languages Draconic
Skills Athletics +27, Endurance +22
Str 31 (+22) Dex 19 (+16) Wis 13 (+13)
Con 20 (+17) Int 16 (+15) Cha 22 (+18)
 

Lavawight--- Level 23 Brute
Medium elemental humanoid--- XP 5,100
Initiative +19; Senses Perception +16; darkvision
HP 267; Bloodied 133
AC 35; Fortitude 35; Reflex 35; Will 34
Immune fire; disease; Resist 25 necrotic, 15 poison; Vulnerable 15 cold
Speed 6

:bmelee: Lava Rake (standard; at-will) • Fire, Necrotic
+26 vs AC; 4d6 + 5 damage, plus ongoing 10 fire and necrotic (save ends). First failed save: ongoing 15 fire and necrotic (save ends). Second failed save: ongoing 20 fire and necrotic (save ends).

:melee: Blazing Bully (standard; at-will) • Fire, Necrotic
+24 vs Fortitude; 4d6 + 8 fire and necrotic damage, and the target is pushed 2. Each enemy adjacent to the enemy takes 5 points of fire and necrotic damage.

:close: Blazefire Burst (standard; encounter; recharges when first bloodied) • Necrotic, Fire, Radiant
Burst 2; +22 vs Reflex; 4d10 + 8 fire, necrotic and radiant damage, plus ongoing 15 fire, necrotic and radiant and target is blinded (save ends both).

Alignment Unaligned; Languages Common, Abyssal
Str 21 (+16) Dex 27 (+19) Wis 21 (+16)
Con 27 (+19) Int 10 (+11) Cha 24 (+18)


Lavawight Render--- Level 25 Elite Brute
Medium elemental humanoid--- XP 14,000
Initiative +21; Senses Perception +18; darkvision
Wicked Blaze aura 3; Enemies in the aura gain vulnerable 10 fire.
HP 576; Bloodied 288
AC 37; Fortitude 37; Reflex 37; Will 36
Immune fire; disease; Resist 25 necrotic, 15 poison; Vulnerable 15 cold
Saving Throws +2
Speed 6
Action Points 1

:bmelee: Lava Rake (standard; at-will) • Fire, Necrotic
+28 vs AC; 4d6 + 6 damage, plus ongoing 10 fire and necrotic (save ends). First failed save: ongoing 15 fire and necrotic (save ends). Second failed save: ongoing 20 fire and necrotic (save ends).

:melee: Frenzy of Rakes (standard; at-will)
The lavawight render makes two lava rake attacks. If both hit the same target, it is grabbed.

:melee:
Lava Rend (standard; at-will) • Fire, Necrotic
Targets a grabbed creature; +28 vs Fortitude; 5d6 + 9 fire and necrotic damage, and the target loses any resistance or immunity to fire (save ends).

:close: Gout of Blazefire (free; when bloodied and when reduced to 0 hit points; encounter) • Fire, Necrotic
Burst 2; targets each creature in burst; +24 vs Reflex; 8d6 + 9 fire and necrotic damage; Miss: half damage.

Alignment Unaligned; Languages Common, Abyssal
Str 22 (+18) Dex 28 (+21) Wis 22 (+18)
Con 28 (+21) Int 11 (+12) Cha 25 (+19)
 

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