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25th level monster conversions

the Jester

Legend
This thread is a continuation of the Monster Project. This thread is for converting old-skool monsters that I feel sit at 25th level. I welcome suggestions on these beasties (or other monster suggestions).

Here is the list of monsters to be converted, along with what I am using as a "primary source":

25th Level Monsters on the List
Corpse Gatherer [4e MM2]
Elemental, Tempest [2e Monstrous Manual]
[-]Froghemoth[/-] [Expedition to the Barrier Peaks, 1e MM2] Revised to level 17
Marid [1e MM2, ]
Plague Spewer [25th level]
Sirrush [25th level]
Uvudauum [25th level]

25th Level Variants of Monsters I've Already Statted Up
Dao granite guard (level 25 brute)
Deathjack sawyer (level 25 brute)
Dire disenchanter (level 25 brute)
Fire plasm (level 25 brute)
Goristro (level 25 brute) demon
Lavawight render (level 25 elite brute)
Lodestone render (level 25 elite brute)
Effigy puppeteer (level 25 controller)
Degenerate sacrol (level 25 minion controller)
Wind plasm (level 25 soldier)
Venomous octopus (level 25 soldier)

Higher Level Monsters to be Converted
Beholderkin, Hive Mother [29th level]
Blackball [30th level]
Corrupture [30th level]
Deepspawn [27th level]
Elder Brain [30th level]
Elemental, Omnimental [26th level]
Fiendwurm [27th level]
Flesh Jelly [26th 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]
Nuckalavee [27th level]
Planetar [28th level]
Plasm, Giant [26th level]
Siege Beetle [27th level]
Solar [30th level]
Zaratan [27th level]
 
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CORPSE GATHERER

Source: 3e Monster Manual 2.

A corpse gatherer is an entire graveyard animated and empowered by the powers of shadow. It seeks to devour more dead bodies to increase its size and power; ultimately, a corpse gatherer will kill and absorb everything as it seeks to increase the pall of death over the land.

A Lingering Taint: A corpse gatherer comes to be when malevolent, intelligent undead are buried in an unsanctified graveyard. Sometimes the essence of the undead seeps into the ground, gradually contaminating the bones resting and the earth around them. Once conditions are right, it only takes the intentional spilling of fresh blood from an innocent to cause the corpse gatherer to stir.

A Quick and Terrible Disaster: Once a corpse gatherer rises from the ground, it moves quickly to slay and absorb everything around it, rapidly leaving a devastated landscape and a trail of zombies behind it. Worse yet, once it has left enough animate bodies behind, they slowly gather to form another corpse gatherer. A single such monster can thus leave an entire continent depopulated and overrun by undead in mere weeks if not destroyed.

Profane Taint: One of the most terrible aspects of a corpse gatherer's appearance in an area is that its very presence might corrupt and sterilize the ground, making it impossible for plants to grow where it has lingered. The profane taint of the corpse gatherer is so strong that the tainted soil must be removed completely before new life can spring up. Some priests and sages claim that such tainted soil spreads into the surrounding earth like ivy, slowly poisoning all the land near the initial taint. The danger posed by a corpse gatherer thus sometimes outlasts the monster itself for years or decades.

Corpse Gatherer Level 25 Solo Soldier
Gargantuan shadow animate (undead) XP 35,000
HP 928; Bloodied 464 Initiative +17
AC 41; Fortitude 39; Reflex 36; Will 37 Perception +16
Speed 8, burrow 4 Darkvision
Immune disease, poison; Vulnerable 15 radiant
Saving Throws +5; Action Points 2
TRAITS
Profane Traint * Aura 10
No area in the aura is considered holy ground. Powers with the Healing keyword used within the aura heal half the normal amount of hit points.
Grow through Death
When the corpse gatherer takes necrotic damage or kills a living creature, it gains regeneration 15 (save continues).
STANDARD ACTIONS
(mbasic) Graveyard Slam (necrotic) * At Will
Attack: Melee 3 (one creature); +30 vs. AC.
Hit: 4d6+19 necrotic damage and the target is marked until the end of the corpse gatherer's next turn.
(melee) Clawing Mass of Gathered Limbs * At Will
Attack: Close blast 3 (each living creature in blast); +28 vs. AC.
Hit: 3d8+12 damage and the target is marked until the end of the corpse gatherer's next turn.
(melee) Consume (necrotic) * Recharge when the corpse gatherer hits with graveyard grasp
Attack: Melee 3 (each creature grabbed by the corpse gatherer); +26 vs. Fortitude.
Hit: 4d10+17 necrotic damage. If the target is at 0 or fewer hit points, it is consumed by the corpse gatherer (escape DC 28). While consumed, the target is removed from play. No creature has line of effect or line of sight to the target, nor does the target have line of effect or line of sight to any creature other than the corpse gatherer. At the start of its turn, the consumed creature takes 25 necrotic damage. If a creature dies within the corpse gatherer, its soul is bound and it cannot be returned to life until the corpse gatherer is destroyed.
MOVE ACTIONS
Trample * At Will
Effect: The corpse gatherer moves up to 4 squares and may move through other creatures' spaces. Any creature whose space it moves through takes 30 points of damage and is knocked prone. If the corpse gatherer ends its turn sharing its space with one or more creatures, it uses graveyard grasp against each creature in its space as a free action.
MINOR ACTIONS
Release Corpses * At Will 1/round
Requirement: There cannot be more than ten released corpses within 10 squares of the corpse gatherer.
Effect: Up to four released corpses appear adjacent to the corpse gatherer. The released corpses act immediately after the corpse gatherer.
FREE ACTIONS
Gather Corpse (healing) * At Will
Effect: The corpse gatherer destroys an adjacent undead minion of 22nd or higher level and ends one condition affecting it.
TRIGGERED ACTIONS
(melee) Graveyard Grasp * At Will
Requirement: The corpse gatherer may not have more than four creatures grabbed.
Trigger: An enemy marked by the corpse gatherer within 3 squares of it shifts or makes an attack that does not include it as a target.
Attack (Opportunity Action): Melee 3 (the triggering creature); +28 vs. Reflex.
Hit: The target is grabbed (escape DC 29).
---
Str 28 Dex 16 Wis 19
Con 24 Int 10 Cha 24
Alignment chaotic evil

Released Corpse Level 25 Minion Brute
Medium natural humanoid, zombie XP Value
HP 1; a missed attack never damages a minion Initiative +10
AC 37; Fortitude 40; Reflex 34; Will 37 Perception +12
Speed 4 Darkvision
Immune disease; Resist 20 necrotic, 30 poison
STANDARD ACTIONS
(mbasic) Slam * At Will
Attack: Melee 1 (one creature); +30 vs. AC.
Hit: 20 damage and the target loses resist necrotic, immunity to fear and immunity to necrotic (save ends all).
TRIGGERED ACTIONS
(melee) Death Grab * At Will
Trigger: An attack reduces the released corpse to 0 hit points.
Attack (No Action): Melee 1 (the attacking enemy); +28 vs. Reflex.
Hit: The target is grabbed by the dead zombie (save ends). If the target is already grabbed by a dead zombie, it instead takes a -1 penalty to saving throws and Acrobatics or Athletics checks until the death grab ends. This penalty stacks up to a maximum of -5. While grabbed by a dead zombie, the target is immobilized, but may spend a move action to make an Acrobatics or Athletics check, DC 29, to move half its speed.
---
Str 18 Dex 6 Wis 10
Con 28 Int 4 Cha 6
Alignment evil
 

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My take on the marid for 4e:

MARID
Highly individualistic and arrogant, marids are powerful elemental creatures with a strong affinity for water. They travel the planes seeking to amuse themselves. Many try to emulate the primordials that were their forebears, learning secrets of destruction and creation, while others amuse themselves by meddling in mortal or divine affairs.

Marids appear as ten foot tall humanoids with blue or green skin. Sometimes they appear naked; others are garbed in netting, shells, or even full sets of magnificent clothes.

Highly Factionalized: Marids rarely work well together. Each one tends to have its own goals and desires, and a group of marids is often undermined by all of its members from within. Marids are far more likely to have lackeys and servants than to work with equals, and in many cases an entire organization or secret society exists solely to support the marid who secretly manipulates it.

Complex and Long-Term Schemes: The combination of agelessness and intellectual prowess leads many marids to enjoy plots and schemes that take centuries or millenia to come to fruition. A marid might spend decades behind the scenes building an organization that it then manipulates into stealing and guarding a religious artifact in order to lure a group of adventurers into an attack on the organization that results in a massive schism between ethnic groups within a territory. The marid could then enjoy the spectacle of civil war for its amusement.

Racial Enmity: Marids agree on very little, but they do agree that efreeti, djinni and dao are upstart imitators worthy of nothing but scorn or, at times, active sabotage or open warfare. Marids hate the efreeti penchant for enslaving other creatures, even though the marids themselves often coerce their own mortal servants with threats and violence. Likewise, the dao dourness and stolidity strikes marids as ridiculous and stupid; a true elemental prince moves freely without letting itself be bound to a specific area.

Marid Foamblade Level 25 Soldier
Large elemental humanoid (aquatic, water) XP 7,000
HP 219; Bloodied 109 Initiative +23
AC 41; Fortitude 37; Reflex 38; Will 37 Perception +17
Speed 6, swim 10 Low-light vision
TRAITS
Aquatic
The marid can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Wet
A marid never takes ongoing fire damage. If a wall or zone with the fire keyword shares a marid's space, the fire effect ends in the marid's space without affecting it.

STANDARD ACTIONS
(mbasic) Foaming Falchion * At Will
Attack: Melee 2 (one creature); +30 vs. AC.
Hit: 3d12+14 damage (3d12+50 on a critical hit) and the target is slowed until the end of its next turn.
(melee) Blinding Blow * Recharge 5 6
Attack: Melee 2 (one creature); +30 vs. AC.
Hit: 3d12+14 damage and the target is blinded until the end of its next turn.

MOVE ACTIONS
Wave Form * Encounter
Effect: The marid becomes insubstantial and shifts up to 10 squares. If any slowed creatures are adjacent to it at the start of this shift, it may make the following attack on each of them.
Attack: Melee 1 (the slowed creature); +26 vs. Reflex.
Hit: The marid pulls the target up to 10 squares to a square adjacent to it.
---
Skills Acrobatics +26
Str 25 Dex 28 Wis 20
Con 19 Int 21 Cha 24
Alignment unaligned Languages Common, Primordial

Marid Spumehurler Level 25 Artillery
Large elemental humanoid (aquatic, water) XP 7,000
HP 175; Bloodied 87 Initiative +21
AC 37; Fortitude 37; Reflex 39; Will 37 Perception +17
Speed 6, swim 10 Low-light vision
TRAITS
Aquatic
The marid can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Wet
A marid never takes ongoing fire damage. If a wall or zone with the fire keyword shares a marid's space, the fire effect ends in the marid's space without affecting it.

STANDARD ACTIONS
(mbasic) Fist * At Will
Attack: Melee 1 (one creature); +30 vs. AC.
Hit: 4d8+12 damage.
(ranged) Hurl Spume * At Will
Attack: Ranged 20 (one creature); +30 vs. Reflex.
Hit: 4d10+11 damage and the marid slides the target one square.

MOVE ACTIONS
Wave Form * Encounter
Effect: The marid becomes insubstantial and shifts up to 10 squares. If any slowed creatures are adjacent to it at the start of this shift, it may make the following attack on each of them.
Attack: Melee 1 (the slowed creature); +26 vs. Reflex.
Hit: The marid pulls the target up to 10 squares to a square adjacent to it.
---
Skills Acrobatics +26
Str 25 Dex 28 Wis 20
Con 19 Int 21 Cha 24
Alignment unaligned Languages Common, Primordial

Marid Hydromancer Level 26 Controller
Large elemental humanoid (aquatic, water) XP Value
HP 235; Bloodied 117 Initiative +20
AC 40; Fortitude 38; Reflex 38; Will 38 Perception +18
Speed 6, swim 10 Low-light vision
TRAITS
Swirling Waters * Aura 6
If a creature ends its turn underwater in the aura, the marid hydromancer may slide that creature up to 3 squares as a free action.
Aquatic
The marid can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.
Wet
A marid never takes ongoing fire damage. If a wall or zone with the fire keyword shares a marid's space, the fire effect ends in the marid's space without affecting it.

STANDARD ACTIONS
(mbasic) Water Trident * At Will
Attack: Melee 2 (one creature); +31 vs. AC.
Hit: 4d8+16 damage.
(ranged) Forceful Fountain * At Will
Attack: Range 20 (one creature); +29 vs. Reflex.
Hit: 4d10+12 damage and the marid pushes the target up to 4 squares.
(area) Wall of Water * Encounter
Effect (wall 10 within 20): The marid creates a wall of water up to 5 squares high. A creature without a swim speed must spend 6 squares of movement to enter a square of the wall. A creature that cannot breathe water that ends its turn in the wall takes 25 points of damage. The wall persists until the end of the marid's next turn.
Sustain Minor: The wall persists until the end of the marid's next turn.
---
Str 22 Dex 24 Wis 20
Con 19 Int 28 Cha 25
Alignment unaligned Languages Common, Primordial
 

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I'm thinking I'm going to downgrade the froghemoth to paragon level; I just can't see it as an epic-level threat, by which I mean one with global or larger implications.
 

SIRRUSH
Source: 3e Epic Level Handbook.

In the early days of the cosmos, when the world was still in a constant flux of creation and destruction, the primal spirits were barely-formed prototypes of what they would become. As places of great primal power were created and destroyed, many of the spirits were formed and re-formed over and over again. Most eventually fell into a fairly permanent state when creation stabilized, but there were a few exceptions. The tulgar (MM3 197) are one example; the sirrush are another.

One common theme that ran through each iteration of the world as it was made and unmade over and over was that of the hunt: the relationship between predator and prey. Though the beings that filled each role were different each time life was sparked anew, the hunt itself remained the same. However, each time the primordials destroyed the world to build it again, the hunt ended and the spirits that embodied it suffered tremendously. Each time they dwindled away, almost perishing before the renewal of life and the hunt strengthened them.

This process, repeated over and over, annealed the spirits of the hunt. Soon they discovered that taking physical form allowed them to keep more of their strength when the hunt ebbed. However, while they managed to preserve more of their raw power this way, they found themselves less able to return to their original, nonphysical forms with each cycle. Now the sirrush are a race of spirits forced to live a corporeal life.

A sirrush is vaguely feline in form, but with thick dragon-like scales instead of fur. Its head has a mane-like protective plate of scaled bone which helps to shield it from lethal blows. Sirrush are a mottled mix of silver, black and grey in color and weigh in at around 650 lbs. Huge, razor-sharp incisors project from its oversized mouth, and its talon-like claws are each as long as a human's entire hand.

Consummate Hunters: Though they are no longer true spirits, the sirrush remain devoted to the hunt with a degree of commitment most mortal creatures cannot comprehend. Most sirrush need to eat, but even those that do not live to chase their prey. Once a sirrush has chosen a creature as its quarry, it will hunt that creature across the entire world, and a sirrush prefers prey that can challenge it. Some have hunted entities as powerful as demon princes and godlings with various degrees of success. Others take it upon themselves to interfere with the Wild Hunt or other creatures that fancy themselves to epitomize predation.

Of Two Natures: Sirrush are caught between life as a true mortal creature, with mortal needs such as food and sleep, and existence as a primal spirit. Each sirrush is at a different point on the path between the two existences, and each seeks to find its own balance between the two. While most sirrush must fulfill their mortal requirements, some particularly spiritual individuals do not need to eat or even breathe.

Sirrush Hunter Level 25 Skirmisher
Large natural magical beast XP 7,000
HP 230; Bloodied 115 Initiative +24
AC 39; Fortitude 36; Reflex 42; Will 35 Perception +25
Speed 15 Darkvision, low-light vision

TRAITS
Bone Shield
A sirrush does not take maximum damage from critical hits. (Other critical effects apply normally.)
Evasion
If a close or area attack misses the sirrush hunter, it has no effect on the sirrush.

STANDARD ACTIONS

(mbasic) Claw * At Will
Attack: Melee 2 (one creature); +30 vs. AC.
Hit: 2d6+10 damage.
(melee) Flurry of Claws * At Will
Effect: The sirrush uses claw twice.
(close) Stunning Roar (thunder) * Encounter
Attack: Close blast 5 (each creature in blast); +26 vs. Fortitude.
Hit: The target is stunned (save ends).

MOVE ACTIONS

Sudden Sprint * At Will
Effect: The sirrush shifts up to 6 squares.
Blinding Speed * Encounter
Effect: The sirrush becomes invisible until the beginning of its next turn and shifts up to 10 squares.
---
Skills Acrobatics +30, Nature +25
Str 25 Dex 30 Wis 26
Con 22 Int 25 Cha 19
Alignment unaligned Languages Common, Draconic

Sirrush Stalker Level 25 Lurker
Large natural magical beast XP 7,000
HP 178; Bloodied 89 Initiative +26
AC 39; Fortitude 36; Reflex 42; Will 35 Perception +25
Speed 15 Darkvision, low-light vision

TRAITS
Bone Shield
A sirrush does not take maximum damage from critical hits. (Other critical effects apply normally.)
Evasion
If a close or area attack misses the sirrush hunter, it has no effect on the sirrush.

STANDARD ACTIONS

(mbasic) Claw * At Will
Attack: Melee 2 (one creature); +30 vs. AC.
Hit: 2d6+10 damage. If the sirrush stalker is invisible, it deals an extra 2d6 damage.
(melee) Flurry of Claws * At Will
Effect: The sirrush uses claw twice.
Blinding Sprint * At Will
Effect: The sirrush turns invisible until the end of its next turn and shifts up to 5 squares. If it ends its turn adjacent to an enemy, its invisibility ends.

MOVE ACTIONS

Sudden Leap * Recharge when the sirrush uses blinding sprint
Effect: The sirrush jumps up to 8 squares without triggering opportunity attacks.
---
Skills Acrobatics +30, Nature +25
Str 25 Dex 30 Wis 26
Con 22 Int 25 Cha 19
Alignment unaligned Languages Common, Draconic

Sirrush Pack Hunter Level 30 Minion Skirmisher
Large natural beast XP 4,750
HP 1; a missed attack never damages a minion Initiative +27
AC 44; Fortitude 41; Reflex 47; Will 40 Perception +28
Speed 15 Darkvision, low-light vision

STANDARD ACTIONS

(mbasic) Claws * At Will
Attack: Melee 1 (one creature); +35 vs. AC.
Hit: 19 damage.

MOVE ACTIONS

Sudden Sprint * At Will
Effect: The sirrush shifts up to 6 squares.
---
Skills Acrobatics +33, Nature +28
Str 25 Dex 30 Wis 26
Con 22 Int 25 Cha 19
Alignment unaligned Languages Common, Draconic
 

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PLAGUE SPEWER

Source: 3.5e Monster Manual 3.

Very few creatures can cause devastation over a huge, widespread area even long after they are dead. Unfortunately for natural creatures, plague spewers, with their ability to spread plague, are an exception. Indeed, the appearance of spew plague often precedes the arrival of a plague spewer by months or years, as does a massive increase in the native rat population.

A plague spewer appears to be a gigantic humanoid composed of rotting flesh. Boils and pustules pockmark its body, and rats, flies and other vermin accompany it everywhere. A constant stream of vomit and bile drools from its gaping mouth. Lumps beneath its rancid skin squirm and move.

A typical encounter with a plague spewer might begin with the monster and a single plague vermin swarm, but by the end of it the monster will have two more swarm allies due to its vomit plague vermin swarm ability.

The Dangers of Disease: The plague spewer, while a powerful opponent, is most dangerous due to its ability to spread disease far and wide. Entire cities have died of the festering sicknesses spread by the plague spewer and its vermin, and there are empty continents covered in sparse ruins whose former inhabitants all perished. Indeed, when such a crisis occurs, the plague devastating the land spreads quickly as refugees flee the cities, taking it with them to other lands, islands and communities. Because spew plague is highly communicable even before its symptoms manifest, its spread is extremely difficult to prevent, and fully curing it is likewise extraordinarily difficult. In addition to the disease itself, a plague spewer also spreads panic, potentially over a huge area. Thus, a plague spewer poses a threat far greater than the physical damage it can cause.

Vermin Everywhere: A plague spewer brings with it hordes of rats, roaches, flies, fleas and other vermin, some of which stay behind wherever it goes, spreading spew plague. Although a great increase in the number of vermin in an area can be an indicator of the coming of a plague spewer, there is rarely much that can be done about it. Exterminating all the vermin in a town or village is virtually impossible.

Plague Spewer Level 25 Elite Brute
Huge shadow humanoid (undead) XP 14,000
HP 580; Bloodied 290 Initiative +19
AC 37; Fortitude 39; Reflex 37; Will 35 Perception +17
Speed 7 Darkvision
Immune disease, poison
Saving Throws +2; Action Points 1

TRAITS
Inexorable Plague * Aura 4
A creature with immunity to disease that is exposed to spew plague while in the aura must make a saving throw at the end of the encounter. If it fails, it loses immunity to disease and contracts spew plague (stage 1). When its spew plague is cured, it regains immunity to disease if it would normally have it.

Burn it Out
When the plague spewer takes fire or radiant damage, its aura is suppressed until the start of its next turn.

Growth of Disease
When the plague spewer takes necrotic damage, each creature within 4 squares of it must make a saving throw at the end of the encounter. If it fails, it contracts spew plague (stage 1).

STANDARD ACTIONS

(mbasic) Diseased Slam (disease) * At Will
Attack: Melee 2 (one creature); +30 vs. AC.
Hit: 4d12+17 damage, and the target must make a saving throw at the end of the encounter. If it fails, it contracts spew plague (stage 1).

Double Slam * At Will
Effect: The plague spewer makes two diseased slam attacks.

TRIGGERED ACTIONS

Vomit Plague Swarm * Recharge when the plague spewer is first bloodied
Trigger: The plague spewer takes damage.
Effect: A plague vermin swarm appears adjacent to the plague spewer. It rolls for initiative immediately and takes its turn normally. The plague vermin swarm adds xp to the encounter normally.
---
Skills Endurance +30
Str 25 Dex 24 Wis 20
Con 30 Int 6 Cha 16
Alignment chaotic evil Languages Common

Plague Vermin Swarm Level 25 Skirmisher
Large natural beast (swarm) XP 7,000
A plague vermin swarm is composed of a mix of vermin including rats, fleas, bedbugs, ticks, flies, cockroaches and more.
HP 231; Bloodied 115 Initiative +23
AC 39; Fortitude 37; Reflex 39; Will 35 Perception +17
Speed 6, climb 4, swim 6 Low-light vision
Resist half damage from melee and ranged attacks; Vulnerable 15 to close and area attacks

TRAITS
Diseased Swarm Attack (disease) * Aura 1
Any enemy that ends its turn in the swarm takes 10 damage and must make a saving throw at the end of the encounter. If it fails, it contracts spew plague (stage 1).

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

STANDARD ACTIONS

(mbasic) Filthy Vermin (disease) * At Will
Attack: Melee 1 (one creature); +30 vs. AC.
Hit: 4d6+19 damage and the target must make a saving throw at the end of the encounter. If it fails, it contracts spew plague (stage 1).
---
Str 12 Dex 28 Wis 21
Con 23 Int 1 Cha 7
Alignment unaligned Languages -


Spew Plague Level 25 Disease
Individuals unfortunate enough to show the signs of spew plague vomit prolifically and have trouble keeping food down. Fever grips it and it is overcome with head and body aches.

Stage 0: The target recovers from the disease.
Stage 1: The target shows no signs of the disease. Each creature that the target becomes adjacent to must make a saving throw after five minutes or catch stage 1 of spew plague.
Stage 2: The target is feverish, achy and nauseous. It suffers a -2 penalty on attacks, skill checks, initiative and defenses. A tiny target loses 1d4 ounces in weight, a small target loses 1d2 lbs, a medium target loses 1d4 lbs, a large target loses 1d8 lbs, a huge target loses 2d6 lbs or a gargantuan target loses 3d8 lbs.
Stage 3: The target vomits and retches frequently, especially when moving quickly or exerting itself. It retains the -2 penalty from stage 2; additionally, at the start of each turn in combat or similar circumstances, the target must make a saving throw or spend a move action vomiting. A tiny target loses 2d3 ounces in weight, a small target loses 1d4 lbs, a medium target loses 2d4 lbs, a large target loses 2d6 lbs, a huge target loses 3d8 lbs or a gargantuan target loses 6d6 lbs.
Stage 4: The target dies.

Check: At the end of each extended rest, the target makes an Endurance check.
20 or lower: The target gains a spew point. If it has more spew points than 2 + the disease's current stage, the stage of the disease also increases by 1.
21 to 28: No change.
29 or higher: The target loses a spew point. If the disease is at higher than stage 1, the stage of the disease decreases by 1. If the target's spew points are reduced to 0 or lower, the stage of the disease decreases to 0.
Special: Spew plague is very contagious and extremely difficult to cure. Rituals and powers that normally cure disease instead reduce the victim's number of spew points by 3.
 

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Elemental Tempest Level 25 Artillery
Source: 2e Monstrous Manual
Gargantuan elemental animate (air) XP 7,000
An elemental tempest is a rolling stormcloud dancing with electricity. Constant silver paths of lightning flow within it and the sound of thunder accompanies it everywhere.
HP 180; Bloodied 90 Initiative +21
AC 37; Fortitude 37; Reflex 39; Will 36 Perception +18
Speed fly 8 (hover)

TRAITS
Feed on the Storm
If an elemental tempest takes lightning or thunder damage, it also gains 25 temporary hit points and an action point that it must spend before the end of its next turn.

STANDARD ACTIONS

(mbasic) Shocking Cloud (lightning) * At Will
Attack: Melee 2 (one creature); +28 vs. Reflex.
Hit: 4d10+6 lightning damage.
(ranged) Lightning Stroke (lightning) * At Will
Attack: Range 20 (one creature); +29 vs. Reflex.
Hit: 4d6+19 lightning damage.
(area) Whirlwind (zone) * Encounter
Attack: Area burst 1 within 20 (creatures in the burst); +28 vs. Reflex.
Hit: 3d8+12 damage and the target is caught by the whirlwind (save ends). While caught by the whirlwind, it is immbolized and the elemental tempest can slide it to any other square at the start of the target's turn.
Effect: The area of the burst becomes a whirlwind in a zone that persists until all creatures escape it. A creature that ends its turn in the zone is caught by the whirlwind (save ends), as above.

MOVE ACTIONS

Scudding Clouds * Encounter
Effect: The elemental tempest becomes incorporeal and weakened until the end of its turn and flies its speed.
---
Str 21 Dex 29 Wis 23
Con 24 Int 8 Cha 12
Alignment unaligned Languages Primordial
 

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UVUUDAUM

Source: 3e Epic Level Handbook.

The Far Realm is a space beyond the planes that is terrifyingly remote from standard planar geometries. Where it comes in contact with the natural world or the other conventional planes, reality warps, bringing strange distortions to the natural order. One of the most dangerous types of entities that might emerge from an opening into the Far Realm is the uvuudaum.

An uvuudaum is a powerful entity hailing from the Far Realm. Although some scholars have termed them lords of the Far Realm, it is likely that attempting to classify these monsters in any sort of hierarchical sense is meaningless. Even describing the form of an uvuudaum is an exercise in futility; some call them humanoid, others spider-like and others liken them to a hand. The monster's body is topped by a thick appendage with a black nail at its tip; midway down its trunk or torso are a pair of very human-like arms, and the lower body of an uvuudaum has three additional pairs of human arms that serve as legs but are set about it as if they were the fingers of a hand.

Inchoate and Alien: While a slaad might have no motivation at all, an uvuudaum has motivations that are incomprehensible to natural creatures. Their actions often seem simultaneously purposeful and nonsensical. When they communicate telepathically, the messages they send rarely make sense.

World Warpers: The mere presence of an uvuudaum in an area spreads insanity, warps the environment and sickens reality. This reality distortion grows in both extent and severity over time; an uvuudaum that persisted long enough in the natural world could see the entire plane absorbed into the Far Realm. Thus, the very existence of an uvuudaum is inimicable to reality itself.

False Form: Nobody knows what the true form of an uvuudaum is; however, the bodies they wear in the multiverse are a false form, somewhat equivalent to a deep sea diving suit for entry into conventional reality. As creatures like the kaorti show, the natural world blisters and harms Far Realm instrusions just as the Far Realm warps the natural world.

Uvuudaum Friend Level 25 Elite Controller
Large aberrant magical beast XP 14,000
HP 468; Bloodied 234 Initiative +19
AC 39; Fortitude 36; Reflex 37; Will 39 Perception +24
Speed 8, climb 4 Blindsight 20
Immune charm, fear; Resist 20 psychic
Saving Throws +2; Action Points 1

TRAITS
Relationship Twist (charm) * Aura 2
Enemies in the aura have no allies. While the uvuudaum friend is bloodied, it may treat each creature in the aura as an ally for purposes of determining flanking.

STANDARD ACTIONS

(mbasic) Head Spike (charm) * At Will
Attack: Melee 3 (one creature); +29 vs. Will.
Hit: 7d6+9 damage. At the start of the target's next turn, it takes a standard action of the uvuudaum's choice as a free action. The only attacks the target can make are basic attacks. If the target uses this free action to charge, it does not end its turn.

(close) Psychic Bore (psychic) * Encounter
Attack: Close blast 3 (one, two or three creatures in blast); +26 vs. Will.
Hit: 5d8+9 psychic damage and the target is dazed (save ends).
Miss: The target is dazed until the end of its next turn.

TRIGGERED ACTIONS

(close) Oh My Friends (charm) * Encounter
Trigger: The uvuudaum friend becomes bloodied.
Attack (Free Action): Close burst 5 (each creature in burst); +26 vs. Will.
Hit: The target makes a basic attack against itself.
---
Str 25 Dex 24 Wis 24
Con 26 Int 27 Cha 29
Alignment chaotic evil Languages telepathy 20

Uvuudaum Yellow Level 25 Elite Soldier
Large aberrant magical beast XP 14,000
HP 468; Bloodied 234 Initiative +21
AC 41; Fortitude 38; Reflex 35; Will 38 Perception +24
Speed 8, climb 4 Blindsight 20
Immune charm, fear; Resist 20 psychic
Saving Throws +2; Action Points 1

TRAITS

Weird Geometry * Aura 10
When moving within the aura, moving diagonally into a square cost 1 extra square of movement. When measuring range, each diagonal square counts as 2 squares.

STANDARD ACTIONS

(mbasic) Head Spike * At Will
Attack: Melee 3 (one creature); +30 vs. AC.
Hit: 7d6+9 damage.

MINOR ACTIONS

(melee) Freakish Grasp * At Will 1/round
Requirement: The uvuudaum must not have a creature grabbed.
Attack: Melee 1 (one or two creatures); +28 vs. AC.
Hit: 3d8+12 damage and the target is grabbed until the start of the uvuudaum yellow's next turn.

TRIGGERED ACTIONS

(ranged) Moebius Space (teleportation) * At Will
Trigger: An enemy completes an action that ends with it further from the uvuudaum yellow than it began.
Attack (Opportunity Action): Range 10 (the triggering creature); +28 vs. Will. This attack does not trigger opportunity attacks.
Hit: The uvuudaum yellow teleports the target to a square adjacent to the uvuudaum.
---
Str 25 Dex 24 Wis 24
Con 26 Int 27 Cha 29
Alignment chaotic evil Languages telepathy 20


Uvuudaum Haiku Level 27 Controller
Large aberrant magical beast XP 11,000
HP 251; Bloodied 125 Initiative +20
AC 41; Fortitude 38; Reflex 38; Will 41 Perception +20
Speed 8, climb 4 Blindsight 20
Immune charm, fear; Resist 20 psychic

TRAITS
Noncontiguous Space * Aura 5
When a creature uses a close or area power whose effect includes squares within the aura, the uvuudaum haiku may choose two squares in the aura to exempt from its effects and two additional squares in the aura to be affected by the close or area power.

STANDARD ACTIONS

(mbasic) Head Spike (teleportation) * At Will
Attack: Melee 3 (one creature); +32 vs. AC.
Hit: 6d8+8 damage and the uvuudaum teleports the target up to 4 squares.

(ranged) Far Exile * Encounter
Attack: Range 10 (one creature); +30 vs. Will.
Hit: The target is exiled to the Far Realm (save ends). While exiled, the target is removed from play and takes ongoing 40 psychic damage (save ends).

MOVE ACTIONS

Far Step (psychic, teleportation) * Recharges when first bloodied
Effect: The uvuudaum teleports up to 10 squares and makes the following attack.
Attack: Close burst 1 (each creature in the burst); +28 vs. Will.
Hit: The target is blinded, dazed and takes ongoing 20 psychic damage (save ends all).
---
Str 25 Dex 24 Wis 25
Con 27 Int 28 Cha 30
Alignment chaotic evil Languages telepathy 20
 

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I love your use of their auras - Relationship Twist, Wierd Geometry and Noncontiguous Space have mechanics that really catch the wierdness of the creatures.

Though, wouldn't counting non-diagonally be wierder - as counting diagonal squares as 2 is actually no more strange than counting them as one. 4e's measuring of diagonals uses a strange non-Ecludian geometry, which is why we have square fireballs.

As well, for Moebius Space, wouldn't it make more sense to make it an aura or a close burst (one target in burst) rather than a ranged (does not provoke)?

Anyway, great job on these.
 
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I love your use of their auras - Relationship Twist, Wierd Geometry and Noncontiguous Space have mechanics that really catch the wierdness of the creatures.

Though, wouldn't counting non-diagonally be wierder - as counting diagonal squares as 2 is actually no more strange than counting them as one. 4e's measuring of diagonals uses a strange non-Ecludian geometry, which is why we have square fireballs.

Ahh, but it becomes strange in non-Euclidian land!

I actually tried pretty hard to come up with a mechanic that I liked better, but in the end stuck with this one.

As well, for Moebius Space, wouldn't it make more sense to make it an aura or a close burst (one target in burst) rather than a ranged (does not provoke)?

It's rare that I write a power like that; when I do I have a vague notion of it being related to how it interacts with other powers (e.g. an interrupt that triggers against a ranged attack).
 

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