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27th level Monster Conversions
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<blockquote data-quote="the Jester" data-source="post: 5812515" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">FIENDWURM </span></strong></p><p><strong>Source:</strong> 2e Monster Manual II.</p><p></p><p> A fiendwurm is the immense, tortured result of demonic magic applied to an ordinary earthworm. This tormented monster is constantly wracked by unbearable pain from the portal to the Abyss embedded in its belly. Eating relieves the creature's pain for a short while, so it is constantly attempting to devour everything around it. </p><p> </p><p>A fiendwurm appears as a 40' long worm with a mottled pink and grey hide covered in sizzling, foul-smelling slime. Visible vapors carrying a great stench rise from the creature's maw. Its constant pain prods the fiendwurm to continual motion, and its undulations and writhings never cease. The pain is so great that fiendwurms are incapable of communicating or understanding attempts at communication, despite their intelligence.</p><p> </p><p><strong>Encounter Notes:</strong> Use fiendwurms with caution. An encounter with a solitary fiendwurm is far more dangerous than it appears. Instead of being a 22,000 xp encounter, it's actually probably going to become a 50,000 xp encounter before the end because of the fiendwurm's demonic vomit ability- and that still understates the danger, because the characters fighting it may well end up sucked into the Abyss at the end of the fight! You should treat a fiendwurm as if it were a solo monster for purposes of encounter design and your xp budget.</p><p></p><p><strong><span style="font-size: 15px">Fiendwurm Level 27 Elite Brute </span></strong> </p><p>Gargantuan natural elemental magical beast (demon) XP 22,000 </p><p>HP 612; Bloodied 306 Initiative +18</p><p>AC 39; Fortitude 40; Reflex 38; Will 39 Perception +20</p><p>Speed 10, burrow 8 (tunneling) Tremorsense 20</p><p>Immune acid</p><p>Saving Throws +2; Action Points 1</p><p></p><p><strong>TRAITS </strong></p><p><strong></strong></p><p><strong>Dual Origin</strong></p><p> The fiendwurm has both the elemental and natural origins.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Bite * At Will</strong></p><p> Attack: Melee 3 (one creature); +32 vs. AC.</p><p> Hit: 4d6+10 damage plus 3d10+4 acid damage.</p><p></p><p><strong>(close) Demonic Vomit (acid, summoning) * Recharges when first bloodied</strong></p><p> Attack: Close blast 5 (each creature in blast); +28 vs. Reflex.</p><p> Hit: 3d6+3 acid damge.</p><p> Effect: The fiendwurm vomits forth 14,000 xp worth of demons of its choice. The demons appear in any unoccupied spaces in the blast. The demons are of the standard role and are no higher than 26th level. They are worth full normal xp. If desired, roll on the following chart to determine the exact number and type of demons summoned: </p><p>01-25: 1 Abyssal rotfiend (lvl 26 controller) (MM2 52) and 1 jarrlak (lvl 22 controller) (Demonomicon 120) (13,150 xp)</p><p>26-50: 3 hezrou (lvl 22 brutes) (MV 48) (12,450 xp)</p><p>51-75: 2 nycademons (lvl 22 skirmishers) (MM2 57) and 2 armanite lancers (lvl 20 soldiers) (Demonomicon 104) (13,900 xp)</p><p>76-00: 2 vorcaliths (lvl 25 brutes) (Demonomoicon 151) (14,000 xp) </p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong> </strong></p><p><strong>(close) Fuming Belch (fire, poison) * Recharge 6; 5 6 while bloodied</strong></p><p> Attack: Close blast 3 (each creature in blast); +28 vs. Reflex.</p><p> Hit: 3d6+10 fire and poison damage and the target is blinded until the end of its next turn.</p><p></p><p><strong>FREE ACTIONS </strong></p><p><strong> </strong></p><p><strong>Goaded by Pain * Recharge 6</strong></p><p> Effect: The fiendwurm makes a saving throw. If it succeeds, it removes a condition or effect, even one that a saving throw does not normally end.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>(close) Death Rift * Encounter</strong></p><p> Trigger: The fiendwurm dies.</p><p> Attack (No Action): Close burst 3 (each creature in burst); +28 vs. Reflex.</p><p> Hit: The target falls prone and is sucked into the Abyss. If this attack hits more than one target, each target hit by this attack appears on the same layer of the Abyss within 3 squares of at least one other target.</p><p> Miss: The target falls prone.</p><p><strong></strong></p><p><strong>(close) Demonic Acid (acid) * At Will</strong></p><p> Trigger: A creature hits the fiendwurm with a melee attack.</p><p> Attack (Immediate Reaction): Close blast 2 (the triggering creature); +30 vs. Reflex.</p><p> Hit: 6d10+11 acid damage.</p><p>---</p><p>Str 30 Dex 21 Wis 25</p><p>Con 26 Int 7 Cha 8 </p><p>Alignment chaotic evil Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 5812515, member: 1210"] [B][SIZE="5"]FIENDWURM [/size] Source:[/B] 2e Monster Manual II. A fiendwurm is the immense, tortured result of demonic magic applied to an ordinary earthworm. This tormented monster is constantly wracked by unbearable pain from the portal to the Abyss embedded in its belly. Eating relieves the creature's pain for a short while, so it is constantly attempting to devour everything around it. A fiendwurm appears as a 40' long worm with a mottled pink and grey hide covered in sizzling, foul-smelling slime. Visible vapors carrying a great stench rise from the creature's maw. Its constant pain prods the fiendwurm to continual motion, and its undulations and writhings never cease. The pain is so great that fiendwurms are incapable of communicating or understanding attempts at communication, despite their intelligence. [B]Encounter Notes:[/B] Use fiendwurms with caution. An encounter with a solitary fiendwurm is far more dangerous than it appears. Instead of being a 22,000 xp encounter, it's actually probably going to become a 50,000 xp encounter before the end because of the fiendwurm's demonic vomit ability- and that still understates the danger, because the characters fighting it may well end up sucked into the Abyss at the end of the fight! You should treat a fiendwurm as if it were a solo monster for purposes of encounter design and your xp budget. [B][SIZE="4"]Fiendwurm Level 27 Elite Brute [/SIZE][/B] Gargantuan natural elemental magical beast (demon) XP 22,000 HP 612; Bloodied 306 Initiative +18 AC 39; Fortitude 40; Reflex 38; Will 39 Perception +20 Speed 10, burrow 8 (tunneling) Tremorsense 20 Immune acid Saving Throws +2; Action Points 1 [B]TRAITS Dual Origin[/B] The fiendwurm has both the elemental and natural origins. [B]STANDARD ACTIONS (mbasic) Bite * At Will[/B] Attack: Melee 3 (one creature); +32 vs. AC. Hit: 4d6+10 damage plus 3d10+4 acid damage. [B](close) Demonic Vomit (acid, summoning) * Recharges when first bloodied[/B] Attack: Close blast 5 (each creature in blast); +28 vs. Reflex. Hit: 3d6+3 acid damge. Effect: The fiendwurm vomits forth 14,000 xp worth of demons of its choice. The demons appear in any unoccupied spaces in the blast. The demons are of the standard role and are no higher than 26th level. They are worth full normal xp. If desired, roll on the following chart to determine the exact number and type of demons summoned: 01-25: 1 Abyssal rotfiend (lvl 26 controller) (MM2 52) and 1 jarrlak (lvl 22 controller) (Demonomicon 120) (13,150 xp) 26-50: 3 hezrou (lvl 22 brutes) (MV 48) (12,450 xp) 51-75: 2 nycademons (lvl 22 skirmishers) (MM2 57) and 2 armanite lancers (lvl 20 soldiers) (Demonomicon 104) (13,900 xp) 76-00: 2 vorcaliths (lvl 25 brutes) (Demonomoicon 151) (14,000 xp) [B]MINOR ACTIONS (close) Fuming Belch (fire, poison) * Recharge 6; 5 6 while bloodied[/B] Attack: Close blast 3 (each creature in blast); +28 vs. Reflex. Hit: 3d6+10 fire and poison damage and the target is blinded until the end of its next turn. [B]FREE ACTIONS Goaded by Pain * Recharge 6[/B] Effect: The fiendwurm makes a saving throw. If it succeeds, it removes a condition or effect, even one that a saving throw does not normally end. [B]TRIGGERED ACTIONS (close) Death Rift * Encounter[/B] Trigger: The fiendwurm dies. Attack (No Action): Close burst 3 (each creature in burst); +28 vs. Reflex. Hit: The target falls prone and is sucked into the Abyss. If this attack hits more than one target, each target hit by this attack appears on the same layer of the Abyss within 3 squares of at least one other target. Miss: The target falls prone. [B] (close) Demonic Acid (acid) * At Will[/B] Trigger: A creature hits the fiendwurm with a melee attack. Attack (Immediate Reaction): Close blast 2 (the triggering creature); +30 vs. Reflex. Hit: 6d10+11 acid damage. --- Str 30 Dex 21 Wis 25 Con 26 Int 7 Cha 8 Alignment chaotic evil Languages - [/QUOTE]
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