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26th Level Monster Conversions (Return of the Ki-Rin)

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 26th 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":

26th Level Monsters on the List
Elemental, Omnimental (3e MM3)
Flesh Jelly (3e FF) (I'm pretty sure there is an official version of this already)
Golem, Mithril (3e ELH)
Hellwasp Swarm (3e FF)
Ki-Rin (1e MM)

26th Level Variants of Monsters I've Already Statted Up
Crypt thing predator (level 26 artillery)
Mist master (level 26 artillery) Mist
Elder spawn of Juiblex (level 26 brute)
Great scamille (level 26 elite brute)
Marid hydromancer (level 26 controller)
Spell weaver professor (level 26 elite controller) (L)

Higher Level Monsters to be Converted
Beholderkin, Hive Mother [29th level]
Blackball [30th level]
Corrupture [30th level]
Deepspawn [27th level]
Elder Brain [30th level]
Fiendwurm [27th level]
Gargantuan, Devastation Spider [27th level]
Genius Loci [30th level]
Golem, Adamantine [30th level]
Infernal [30th level]
Juggernaut [28th level]
Kraken [30th level]
Living Holocaust [27th level]
Nuckalavee [27th level]
Planetar [28th level]
Siege Beetle [27th level]
Solar [30th level]
Zaratan [27th level]
 
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NOTE: The attached pdf is my current "Elemental" document, which has updated versions of (I believe) all the elementals I've written so far.

Omnimental Level 26 Solo Artillery
Gargantuan elemental animate (air, earth, fire, water) XP 45,000
An omnimental is an immense elemental composed of a mix of all four classical elements. The omnimentals are ancient creatures, old generals who fought under the Primordials in the Dawn War and led diverse groups of elemental and archon troops.
HP 376; Bloodied 188 (plus see death burst) Initiative +20
AC 38; Fortitude 38; Reflex 39; Will 38 Perception +20
Speed 6, fly 10 (hover), swim 10 Blindsight 10
Resist 15 fire, 15 lightning, 15 thunder; Vulnerable 10 cold (plus see Crystallize)
Saving Throws +5; Action Points 2

TRAITS
Crystallized by Cold
When the omnimental takes cold damage, it is slowed until the end of its next turn.

Multiple Spirits
If the omnimental is dazed, dominated or stunned, it loses one attack with its elemental barrage on its next turn, but never has less than two attacks when it uses elemental barrage.

Overwhelming Energies
While the omnimental is bloodied, it ignores energy resistance and immunity.

STANDARD ACTIONS

(mbasic) Crashing Stone * At Will
Attack: Melee 3 (one creature); +31 vs. AC.
Hit: 4d10+12 damage.

(mbasic) Touch of the Storm (fire, lightning, thunder) * At Will
Attack: Melee 3 (one creature); +31 vs. Reflex.
Hit: 4d10+12 fire, lightning and thunder damage.

(rbasic) Flaming Boulder (fire) * At Will
Attack: Ranged 10 (one creature); +33 vs. AC.
Hit: 4d6 damage, plus 20 fire damage and each creature adjacent to the target takes 10 fire damage.

(rbasic) Storm Bolt (lightning, thunder) * At Will
Attack: Ranged 20 (one creature); +31 vs. Reflex.
Hit: 5d8+8 lightning and thunder damage.
Miss: Half damage.

Elemental Barrage * At Will
Effect: The omnimental makes four basic attacks.

TRIGGERED ACTIONS

Death Burst * Encounter
Trigger: The omnimental dies.
Effect (No Action): One each air, earth, fire and water omnimental spawn appears within 3 squares of the omnimental's space. These monsters' xp values are included in the omnimental's xp value.
---
Str 30 Dex 25 Wis 25
Con 26 Int 10 Cha 17
Alignment unaligned Languages Primordial

Air Omnimental Spawn Level 26 Lurker
Medium elemental magical beast (air) XP -
Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal).
HP 89; Bloodied 44 Initiative +25
AC 40; Fortitude 37; Reflex 39; Will 38 Perception +16
Speed 0, fly 10 (hover)
Vulnerable 15 fire

TRAITS
Phantom on the Wind
The air spawn becomes invisible whenever it starts its turn without an enemy adjacent to it. The invisibility lasts until the end of its next turn or until it attacks.

STANDARD ACTIONS

(mbasic) Slam * At Will
Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 4d10+8 damage.

(melee) Engulfing Winds * At Will
Attack: Melee 2 (one creature that can't see the elemental); +29 vs. Fortitude.
Hit: The elemental slides the target up to 2 squares into the elemental's space, and the target is grabbed. Until the grab ends, the target is dazed and takes ongoing 30 damage. When the air spawn moves, the grabbed creature moves with it, remaining in the air spawn's space. The air spawn moves at full speed when it has a creature grabbed, and it need not spend a standard action or make an attack roll to move a grabbed creature.
---
Skills Stealth +26
Str 20 Dex 27 Wis 17
Con 17 Int 5 Cha 8
Alignment unaligned Languages Primordial

Earth Omnimental Spawn Level 26 Soldier
Medium elemental magical beast (earth) XP -
Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal).
HP 119; Bloodied 59 Initiative +13
AC 41; Fortitude 39; Reflex 36; Will 37 Perception +16
Speed 7, burrow 7 Tremorsense 5
Vulnerable thunder (see brittle skin)

TRAITS
Earth Glide
The earth spawn can pass through earth and rock as if it were phasing.

Brittle Skin
Whenever the earth spawn takes thunder damage, it takes a -2 penalty to all defenses until the end of its next turn.

STANDARD ACTIONS

(mbasic) Slam * At Will
Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 5d8+12 damage, and the target cannot shift until the end of the earth spawn's next turn.

(melee) Flattening Stomp * Encounter
Attack: Melee 1 (one creature); +29 vs. Reflex.
Hit: 5d8+24 damage.
Effect: The target and each enemy within 2 squares of it falls prone.
---
Str 23 Dex 6 Wis 17
Con 23 Int 5 Cha 6
Alignment unaligned Languages Primordial

Fire Omnimental Spawn Level 26 Skirmisher
Medium elemental magical beast (fire) XP -
Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal).
HP 113; Bloodied 56 Initiative +24
AC 39; Fortitude 37; Reflex 39; Will 38 Perception +16
Speed 12, fly 8
Resist 10 fire; Vulnerable cold (see frozen in place)

TRAITS
Frozen in Place
Whenenver the fire spawn takes cold damage, it cannot shift until the end of its next turn.

STANDARD ACTIONS

(mbasic) Slam (fire) * At Will
Attack: Melee 1 (one creature); +29 vs. Reflex.
Hit: Ongoing 20 fire damage (save ends).

MINOR ACTIONS

Flickering Flame * At Will
Effect: The fire spawn shifts up to 6 squares.

TRIGGERED ACTIONS


(close) Hungry Flames (fire) * At Will
Trigger: An enemy attacks the fire spawn.
Attack (Immediate Reaction): Close burst 3 (enemies in burst); +29 vs. Reflex.
Hit: 3d6+3 fire damage.
---
Str 10 Dex 29 Wis 17
Con 11 Int 5 Cha 6
Alignment unaligned Languages Primordial

Water Omnimental Spawn Level 26 Controller
Medium elemental magical beast (aquatic, water) XP -
Note: An omnimental spawn encountered alone is worth approximately 5,625 xp (its hit points are half normal).
HP 116; Bloodied 58 Initiative +18
AC 40; Fortitude 39; Reflex 38; Will 37 Perception +16
Speed 8, swim 8
Vulnerable cold (see sensitive to cold)

TRAITS
Aquatic
The water spawn can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls agsint nonaquatic creatures.

Sensitive to Cold
Whenever the water spawn takes cold damage, it gains vulnerable 10 against the next attack that hits it before the end of its next turn.

STANDARD ACTIONS

(mbasic) Slam * At Will
Attack: Melee 1 (one creature); +29 vs. Reflex.
Hit: 4d6+6 damage, and ongoing 15 damage (save ends).

(close) Surging Waves * Recharges when first bloodied
Attack: Close blast 3 (enemies in blast); +29 vs. Fortitude.
Hit: 5d6+10 damage, and the water spawn slides the target up to 5 squares.

MINOR ACTIONS

Drowning Essence * At Will 1/round
Effect: The water spawn slides each creature that has ongoing damage from its slam up to 4 squares.
---
Str 20 Dex 20 Wis 17
Con 17 Int 5 Cha 8
Alignment unaligned Languages Primordial
 

Attachments


NOTE: Again, the pdf is simply my most-current 'wasp' file, which also now includes the phase wasp.

Hellwasp Swarm Level 26 Elite Skirmisher
Huge immortal magical beast (devil, insect, swarm) XP 18,000
Hellwasps are tiny wasp-shaped devils that love to bring desperation to an area by causing a famine, burning or eating all the area's food. Hellwasps congregate in the millions.
HP 464; Bloodied 232 Initiative +23
AC 40; Fortitude 36; Reflex 39; Will 39 Perception +17
Speed 3, fly 8 (hover) Darkvision
Resist 15 fire, 15 poison
Saving Throws +2; Action Points 1

TRAITS
Hellish Swarm (fire, poison) * Aura 1
Each creature that ends its turn in the aura takes 15 fire and poison damage.

Swarm
The hellwasp 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) Hell Swarm (fire, poison) * At Will
Attack: Melee 1 (one creature); +29 vs. Reflex.
Hit: 4d6+5 fire and poison damage, plus ongoing 15 fire damage (save ends).

(melee) Consuming Swarm (fire, poison, zone) * Recharges when first bloodied; while bloodied, 6
Effect: The hellwasp swarm flies up to its speed. Each square it exits during this turn becomes a zone of foul flames that lasts until the end of the swarm's next turn. Any creature that enters or ends its turn in a zone of the foul flames takes 40 points of fire and poison damage.

MOVE ACTIONS

Infernal Phase (fire) * At Will
Effect:The hellwasp swarm gains phasing and flies up to 5 squares. Each object that it phases through during this movement takes 40 fire damage.
---
Str 14 Dex 26 Wis 19
Con 16 Int 15 Cha 29
Alignment evil Languages Infernal
 

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The golems from the 3.5 ELH. The pdf has revised versions of all my golems so far.

Mithral Golem Level 26 Elite Soldier
Large natural animate (construct) XP 700
Large natural animate (construct) XP 18,000
HP 484; Bloodied 242 Initiative +22
AC 42; Fortitude 39; Reflex 39; Will 36 Perception +18
Speed 9 Darkvision
Immune See epic threat
Saving Throws +2; Action Points 1

TRAITS
Alacrity

The mithral golem may take an extra standard action on its turn.

Epic Threat
The mithral golem is immune to all damage from sources of less than 21st level.

STANDARD ACTIONS


(mbasic) Slam * At Will
Attack: Melee 2 (one creature); +31 vs. AC.
Hit: 4d10+12 damage, and if the creature takes damage again before the beginning of its next turn, it falls prone.

(melee) Crushing Stomp * Recharge 5 6
Attack: Melee 1 (one prone creature); +31 vs. AC.
Hit: 6d10+15 damage, and the target cannot stand up (save ends).

TRIGGERED ACTIONS

(melee) No Escape * At Will

Trigger: An enemy within 2 squares enters a square further away from the golem.
Attack (Immediate Interrupt): Melee 2 (the triggering creature); +29 vs. Reflex.
Hit: 3d8+4 damage and the target falls prone.
---
Str 29 Dex 25 Wis 20
Con 26 Int 3 Cha 3
Alignment unaligned Languages -

Adamantine Golem Level 30 Solo Soldier
Large natural animate (construct) XP 95,000
HP 683; Bloodied 341 Initiative +19
AC 46; Fortitude 42; Reflex 42; Will 42 Perception +21
Speed 8 Darkvision
Immune disease
Saving Throws +5; Action Points 2

TRAITS
Adamant Toughness

Whenever the adamantine golem takes damage, it makes a saving throw. If it succeeds, it does not take damage. It gains a +5 bonus to this saving throw if it is dazed, dominated or stunned. If the adamantine golem takes cold and fire, cold and thunder, radiant and necrotic or acid and fire damage within the same round, it loses this trait (save ends).

STANDARD ACTIONS

(mbasic) Adamantine Fist * At Will

Attack: Melee 2 (one creature); +35 vs. AC.
Hit: 6d10+5 damage and the target falls prone.

Relentless Blows * At Will
Effect: The golem uses adamantine fist three times. If it is bloodied, it may use awesome blow in place of one adamantine fist attack if it is recharged.

(melee) Awesome Blow * Recharge 5 6 (4 5 6 while bloodied)
Attack: Melee 2 (one creature); +33 vs. Fortitude.
Hit: 6d10+17 damage and the golem pushes the target 10 squares and the target falls prone. The golem then makes a secondary attack against each creature adjacent to the target.
Secondary Attack: Melee 1 (each creature adjacent to the primary target).
Hit: 3d6+5 damage, and the target falls prone.

MOVE ACTIONS

(melee) Trample
* At Will
Effect: The golem moves up to its speed. It can enter enemies' spaces during this movement. It makes the following attack against each creature whose space it enters.
Attack: Melee 0 (each creature whose space the golem enters); +33 vs. Reflex.
Hit: 8d6+3 damage and the target falls prone.

FREE ACTIONS

Nothing Stops It!
* Recharges when first bloodied
Effect: The golem makes a saving throw and rolls to recharge awesome blow.
---
Str 35 Dex 15 Wis 22
Con 25 Int 3 Cha 8
Alignment unaligned Languages -
 

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KI-RIN
Source: 1e Monster Manual (ki-rin),

Ki-rin are a race of aerial creatures that resemble luminous golden bisons with a single spiraling horn, similar to that of a unicorn. As beautiful as a sunset, a ki-rin's mane and tail are a darker gold than the rest of its body, its horn and hooves are golden pink and its eyes are violet. The intact skin of a ki-rin is highly valuable to certain unsavory collectors.

Ki-rin are always male; the females, who are far more powerful and even more rare than the already extraordinarily rare ki-rin, are known as t'uen-rin.

A Response to Evil: When the shard of evil that created the Abyss was first plunged into the Elemental Chaos, it provoked a reaction from the plane itself. This reaction took many forms, one of which was the generation of the ki-rin. These creatures are wholly opposed to evil and especially to demons of all sorts.

Benevolent Helpers: When a ki-rin comes upon a person in need, it sometimes offers that person aid. Ki-rin might rescue a shipwreck victim, fight off attacking monsters, carry a lost individual back to its home, fetch food and drink for a caravan short on supplies or otherwise help the unfortunate. Ki-rin are good natured, and if one does not aid a person in need, it is almost always pursuing a more important and time-sensitive goal.

Lofty but Arrogant: Ki-rin are lofty creatures who usually consider themselves to be far above mortals. Thus, despite their good nature, they often disregard the wishes of “lesser” beings and may use humans or other short-lived natural beings as pawns with which to oppose the forces of evil- regardless of the danger to those pawns or their loved ones.

Fleet Ki-Rin Level 26 Skirmisher
Large elemental magical beast (air) XP 9,000
HP 232; Bloodied 116 Initiative +23
AC 40; Fortitude 36; Reflex 39; Will 40 Perception +27
Speed 9, fly 24 (hover) Low-light vision
Resist 15 lightning, 15 thunder

STANDARD ACTIONS

(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 2d12+10 damage (2d12+34 on a critical hit).

Flying Attack * At Will
Requirement: The ki-rin may not have used hoof during this turn, and it may not use hoof after it uses this power until the beginning of its next turn.
Effect: The ki-rin flies up to 10 squares without provoking opportunity attacks. It uses horn once and hoof twice at any point during this movement.

(close) Golden Wind (cold, radiant) * Encounter
Attack: Close blast 4 (each enemy in blast); +27 vs. Reflex.
Hit: 4d10+15 cold and radiant damage, and the ki-rin slides the target up to 4 squares.
Miss: Half damage and the ki-rin slides the target 1 square.

MINOR ACTIONS

(melee) Hoof * At Will

Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 1d10+2 damage.

(close) Gust of Wind * At Will
Attack: Close burst 6 (one creature in burst); +29 vs. Reflex.
Hit: The target takes a -2 penalty to ranged and area attacks until the beginning of the ki-rin's next turn.
---
Str 26 Dex 26 Wis 29
Con 16 Int 23 Cha 25
Alignment lawful good Languages Common, Primordial

Ki-Rin Sage Level 26 Artillery (Leader)
Large elemental magical beast (air) XP 9,000
HP 178; Bloodied 89 Initiative +21
AC 38; Fortitude 36; Reflex 40; Will 40 Perception +22
Speed 9, fly 24 (hover) Low-light vision
Resist 15 lightning, 15 thunder

STANDARD ACTIONS

(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +31 vs. AC.
Hit: 3d12+11 damage.

Expose Weakness * At Will
Effect: Close burst 10 (one ally within the burst); the target makes a basic attack against an enemy of the ki-rin's choice. The ally gains a +2 bonus to its attack roll and a +5 bonus to damage if it hits with the attack.

Golden Storm (lightning, radiant, thunder) * Encounter
Attack: Area burst 2 within 20 (each creature in burst); +29 vs. Reflex.
Hit: 4d10+10 lightning, radiant and thunder damage, and the target is blinded and deafened until the start of its next turn.
Miss: Half damage.
---
Skills Arcana +24, Nature +27, Religion +24
Str 26 Dex 26 Wis 29
Con 16 Int 23 Cha 25
Alignment lawful good Languages Common, Dwarven, Elven, Giant, Primordial

T'uen-Rin Hero Level 28 Elite Skirmisher
Large elemental magical beast (air) XP 26,000
HP 502; Bloodied 251 Initiative +24
AC 42; Fortitude 38; Reflex 41; Will 42 Perception +24
Speed 9, fly 24 (hover) Low-light vision
Resist 15 lightning, 15 thunder
Saving Throws +2; Action Points 1

TRAITS
Masterful Charger

Charging does not end the tuen-rin hero's turn. The tuen-rin gains a +10 bonus to damage on charge attacks (+15 while bloodied).

STANDARD ACTIONS

(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +33 vs. AC.
Hit: 5d10+9 damage (5d10+59 on a critical hit).

(melee) Blinding Strike (radiant) * Recharges when first bloodied

Attack: Melee 1 (one creature); +33 vs. AC.
Hit: 5d10+9 radiant damage, and the target is blinded until the end of its next turn.

MOVE ACTIONS

Dash through the Sky * At Will

Effect: The tuen-rin flies up to 12 squares without provoking opportunity attacks.

TRIGGERED ACTIONS

Brilliant Flash (lightning, radiant) * At Will

Requirement: The tuen-rin must be bloodied.
Trigger: An enemy hits the tuen-rin with an opportunity attack.
Attack (Opportunity Action): Close blast 1 (the triggering enemy); +31 vs. Reflex.
Hit: The target is blinded until the end of its next turn.
---
Str 26 Dex 27 Wis 31
Con 19 Int 23 Cha 25
Alignment lawful good Languages Common, Primordial

Ki-Rin Lightning Rider Level 30 Skirmisher
Large elemental magical beast (air) XP 19,000
HP 273; Bloodied 136 Initiative +28
AC 44; Fortitude 40; Reflex 44; Will 42 Perception +22
Speed 9, fly 24 (hover) Low-light vision
Resist 20 lightning, 20 thunder

STANDARD ACTIONS

(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +35 vs. AC.
Hit: 2d12+9 damage (2d12+33 on a critical hit).

(close) Thunderclap (force, thunder) * Encounter
Attack: Close blast 4 (each creature in blast); +31 vs. Fortitude.
Hit: 3d10+13 force and thunder damage, the target falls prone and the ki-rin pushes the target 3 squares.
Miss: Half damage and the ki-rin pushes the target 1 square.

MOVE ACTIONS

Ride the Lightning (lightning, teleportation) * At Will

Effect: The ki-rin teleports up to 12 squares and makes the following attack.
Attack: Close burst 1 (each creature in burst); +31 vs. Reflex.
Hit: 2d6+10 lightning damage.
---
Str 23 Dex 33 Wis 24
Con 25 Int 24 Cha 27
Alignment lawful good Languages Common, Primordial

T'uen-Rin Aeromancer Level 31 Controller
Large elemental magical beast (air) XP 23,000
HP 273; Bloodied 136 Initiative +23
AC 45; Fortitude 41; Reflex 44; Will 45 Perception +22
Speed 9, fly 24 (hover) Low-light vision
Resist 20 lightning, 20 thunder

TRAITS
Protective Winds * Aura 3

Creatures within the aura suffer a -2 penalty to ranged attacks against the t'uen-rin.

STANDARD ACTIONS

(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +36 vs. AC.
Hit: 4d12+9 damage (4d12+57 on a critical hit).

(close) Twisting Winds * At Will

Attack: Close burst 5 (one or two creatures in burst); +33 vs. Reflex.
Hit: 4d8+14 damage, and the target is immobilized (save ends).
(close) Silvery Storm (cold, lighting, radiant, thunder) * Recharges when first bloodied
Effect: Close burst 3 (each enemy in burst); the target takes 20 points of cold, lightning, radiant and thunder damage.

TRIGGERED ACTIONS

Mist Form (polymorph) * Encounter

Trigger: The t'uen-rin becomes bloodied.
Effect (Immediate Reaction): The t'uen-rin assumes mist form and flies up to 12 squares. It gains insubstantial and phasing during this move.
---
Skills Arcana +31, Nature +27
Str 23 Dex 26 Wis 24
Con 25 Int 32 Cha 27
Alignment lawful good Languages Common, Primordial

Ki-Rin Defender Level 32 Minion Soldier
Large elemental magical beast (air) XP 6,750
HP 1; a missed attack never damages a minion Initiative +27
AC 48; Fortitude 44; Reflex 44; Will 44 Perception +24
Speed 9, fly 24 (hover) Low-light vision
Resist 20 lightning, 20 thunder

STANDARD ACTIONS

(mbasic) Horn * At Will

Attack: Melee 1 (one creature); +37 vs. AC.
Hit: 20 damage.

TRIGGERED ACTIONS

Defend Ally * At Will

Trigger: An ally within 4 squares is the target of an attack.
Effect (Immediate Interrupt): The ki-rin slides the triggering creature up to 2 squares, then shifts up to 6 squares into the space it occupied. The triggering attack targets the ki-rin instead of the ki-rin's ally. If the attack misses the ki-rin, it uses horn against the attacker as a free action.
---
Str 32 Dex 28 Wis 26
Con 25 Int 25 Cha 24
Alignment lawful good Languages Common, Primordial

Koriel the Swift, King of the Ki-Rin
Level 33 Solo Skirmisher

Huge elemental magical beast (air) XP 155,000
Koriel the Swift is a ki-rin of immense size and power, and some say that he is the swiftest being in all the planes. Koriel is generally accorded respect and deference by other ki-rins, and some mortals even worship him as a god.
HP 1,184; Bloodied 592 Initiative see incredible swiftness
AC 47; Fortitude 43; Reflex 47; Will 46 Perception +24
Speed 12, fly 50 (hover) Low-light vision
Resist 40 lightning, 40 thunder
Saving Throws +5; Action Points 2

TRAITS
Incredible Swiftness

Koriel takes three full turns per round, on initiatives of 45, 40 and 30. When he is bloodied, he takes a fourth full turn each round at an initiative of 25. He can still only take one immediate action per round, and he cannot delay or ready actions.

Mental Discipline
If Koriel the Swift is stunned on his turn, he still takes a single standard action.

Uncanny Speed
Koriel ignores difficult terrain and never triggers opportunity attacks by moving.

STANDARD ACTIONS

(mbasic) Horn * At Will

Attack: Melee 2 (one creature); +38 vs. AC.
Hit: 5d12+9 damage (5d12+69 on a critical hit).
Effect: Koriel the Swift flies up to 4 squares.

(melee) Dance Like the Wind * At Will
Effect: Koriel the Swift flies up to 12 squares and makes the following attack once against each creature he moves adjacent to during this movement.
Attack: Melee 1 (the adjacent creature); +36 vs. AC.
Hit: 4d8+14 damage.

(close) Sudden Windstorm * Encounter
Attack: Close blast 5 (each creature in blast); +34 vs. Reflex.
Hit: Koriel the Swift slides the target up to 10 squares, and the target falls prone.

(ranged) Master of the Storm (lightning, thunder) * Recharge 6
Attack: Ranged 20 (one creature); +36 vs. Reflex.
Hit: 4d10+19 lightning and thunder damage, and the target is dazed (save ends).

MOVE ACTIONS

Elusive as the Wind * At Will

Effect: Koriel the Swift makes a saving throw against an effect that a save will end or that lasts until the end or beginning of a turn, then flies up to his speed.

TRIGGERED ACTIONS

Escape into the Sky * Recharges when a melee attack hits Koriel the Swift

Trigger: A melee attack targets Koriel the Swift.
Effect (Immediate Interrupt): Koriel the Swift flies up to 12 squares.
---
Skills Diplomacy +35, Insight +34, Nature +34
Str 26 Dex 36 Wis 27
Con 24 Int 26 Cha 28
Alignment lawful good Languages Common, Primordial
 

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FLESH JELLY
Source:
3e Monster Manual II.

The flesh jelly is a nauseating mass of stinking flesh that gorges itself on any creatures unfortunate enough to cross its path. Usually found in tropical regions, a flesh jelly looks like an immense blob of soft, fleshy tissue surrounded by a filthy membrane composed of skin, hair and fur. When it moves, a few of the loose bones within it press against the jelly's membrane, causing its disgusting body to bulge out here and there. The creature has no discernible features and exudes a horrid stench.

A Spreading Threat: Even a single flesh jelly poses a tremendous threat to the ecosystem of the entire continent it is on, and potentially even the entire world, for as it absorbs living tissue, it swells until it eventually buds off four to twenty ravenous, immature flesh jellies that move about mindlessly unless confronted by a threat. When these young jellies reach the ocean, they enter the water and swim tirelessly away until they find a new land mass. During its trip through the sea, each flesh jelly consumes massive amounts of fish, jellyfish, plankton and other aquatic life, and most are fully grown not long after reaching land.

Flesh Jelly Level 26 Brute
Gargantuan natural animate (blind, ooze) XP 45,000
HP 294; Bloodied 147 Initiative +12
AC 36; Fortitude 42; Reflex 36; Will 38 Perception +20
Speed 5 Blindsight 20
Immune disease

TRAITS
Horrid Stench * Aura 3
Creatures in the aura have a -2 penalty to Fortitude defense.

STANDARD ACTIONS

(mbasic) Slam * At Will

Attack: Melee 3 (one creature); +31 vs. AC.
Hit: 4d10+20 damage.

(melee) Sticky Grasp * At Will
Attack: Melee 3 (one creature); +31 vs. AC.
Hit: 4d10+16 damage, and the target is grabbed (escape DC 26).

(melee) Absorb (disease, healing) * At Will
Attack: Melee 3 (one grabbed creature); +29 vs. Fortitude.
Hit: 4d8+10 damage plus 20 acid damage and the target is pulled into the jelly's space (escape DC 29). While it is within the jelly, no creature has line of sight to the target, nor does the target have line of sight to any other creature except the jelly. It takes ongoing 50 acid damage while within the jelly. If the target deals 50 points of damage to the jelly with a single attack, the jelly expels the target in any square adjacent to the jelly. If the target dies within the jelly, the jelly regains 40 hit points.
Effect: At the end of the encounter, the target must make a saving throw or contract flesh jelly sepsis (stage 1). The target need only make one such saving throw, even if potentially exposed multiple times.

TRIGGERED ACTIONS

(close) Bursting Wound (disease) * Encounter

Trigger: The flesh jelly becomes bloodied.
Attack (No Action): Close blast 3 (each creature in the blast; if the jelly is bloodied by an attack, the blast must include the attacker if possible); +27 vs. Fortitude.
Hit: At the end of the encounter, the target must make a saving throw or contract flesh jelly sepsis (stage 1). The target need only make one such saving throw, even if potentially exposed multiple times.
---
Str 29 Dex 8 Wis 25
Con 24 Int 1 Cha 3
Alignment unaligned Languages -

Immature Flesh Jelly Level 26 Minion Brute
Large natural animate (blind, ooze) XP 2,250
HP 1; a missed attack never damages a minion Initiative +13
AC 36; Fortitude 42; Reflex 36; Will 38 Perception +18
Speed 6, swim 6 Blindsight 10
Immune disease

TRAITS
Horrid Stench * Aura 1

Creatures in the aura have a -2 penalty to Fortitude defense.

STANDARD ACTIONS

(mbasic) Slam * At Will

Attack: Melee 2 (one creature); +31 vs. AC.
Hit: 21 damage.

TRIGGERED ACTIONS

(close) Burst Open (disease) * Encounter

Trigger: The immature flesh jelly is reduced to 0 hit points.
Attack (No Action): Close blast 3 (each creature in the blast; if the jelly is reduced to 0 hit points by an attack, the blast must include the attacker if possible); +27 vs. Fortitude.
Hit: At the end of the encounter, the target must make a saving throw or contract flesh jelly sepsis (stage 1). The target need only make one such saving throw, even if potentially exposed multiple times.
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Str 26 Dex 10 Wis 20
Con 24 Int 1 Cha 5
Alignment unaligned Languages -



Flesh Jelly Sepsis Level 26 Disease
Slowly the victim's body becomes more and more disgusting, sprouting fur and sores that seep filth. Eventually, the victim completely liquifies.

Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target's body begins to sprout tufts of filthy fur and hair. The victim's Fortitude defense is reduced by 2.
Stage 2: While affected by stage 2, the target's body begins to reek as sores leaking filth begin to open all over it. In addition to the effect of stage 1, the victim gains a horrid stench aura 2; any creature within the aura suffers a -2 penalty to Fortitude, and the victim suffers a -5 penalty to Diplomacy, Endurance and Stealth checks. Creatures immune to disease ignore this aura.
Stage 3: The victim's body becomes rubbery, its bones softening and tissues starting to liquify. In addition to the effects of stages 1 and 2, the target gains vulnerable 10 all.
Stage 4: The victim dies. Over the course of 24 hours, its body melts into a puddle of greasy fat and half-molten bones.

Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1, 2 or 3.
21 or less: The stage of the disease increases by 1.
22 to 28: No change.
29 or higher: The stage of the disease decreases by 1.
 

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Into the Woods

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