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29th level monster conversions

the Jester

Legend
This thread is a continuation of the Monster Project.

29th level Monsters to Be Converted
Beholderkin, Hive Mother
Leshay
Titan, Classical
Valkyrie

Already Created 29th Level Monsters
Bile Lord sorcerer (level 28 elite artillery)
Kaijudrakken (level 29 elite artillery) gargantuan
Elder remorhaz (level 29 elite brute)
Moth kaiju larval (level 29 brute) gargantuan
Brain collector cerebral celebrant (level 29 controller)
Elder ulgurstasta (level 29 controller)
Winter-wight toadie (level 29 minion soldier)
Adult moth kaiju (level 29 elite skirmisher) gargantuan
Scylla (level 29 solo soldier)

Higher-Level Monsters to be Converted
Blackball [30th level]
Elder Brain [30th level]
Genius Loci [30th level]
Golem, Adamantine [30th level]
Infernal [30th level]
 
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VALKYRIE
Source:
3e Deities & Demigods.

A valkyrie is a warrior-spirit and handmaiden of death who helps the spirits of the greatest dead warriors reach an afterlife of eternal battle and glory. They are not associated with a specific deity or pantheon; instead, they serve as a reward for the mightiest warriors, regardless of credo or faith. Valkyries often appear mounted on great winged horses that are formidable themselves.

Handmaidens of Battle: All valkyries are female. They are rarely seen; most often when a valkyrie appears, mounted on its winged horse, it is above a great battle involving thousands of individuals and several great leaders or champions. A valkyrie does not usually take sides in such a battle, instead watching for signs of great heroism and leadership, seeking to find worthy souls for harvesting, should those souls die in the battle. A valkyrie is impressed by a warrior's skills, but more important is that warrior's heart. Is he or she heroic and unflinching in battle? Willing to lay his or her life down for her fellows? Does he or she follow the orders of officers and generals? Are the weapons he or she wields well-cared for and worn from much use? Does the battle make his or her blood sing? These are amongst the traits that the valkyrior seek from those they would bring to their halls.

The Fields of Valhalla: The battleground that the valkyries take spirits to is a hidden realm deep in the Astral Sea. The few living adventurers to visit it and return report that it is called Valhalla, with a great series of feast-halls overlooking a massive battlefield. Every day, the souls of Valhalla issue forth in different groupings and make war against one another, reveling in the glory of battle. At night, when they return to the feast-halls, the slain and wounded are returned to life and healed, to fight again the next day.

The Great Army: With an army composed of many millions of history's greatest warriors, the valkyries have significant potential power. They have never used that power for any purpose other than defending their own realm; however, the armies of Valhalla continue to swell ever greater over time. What hidden purpose the valkyries might have for building such a massive force has caused many sages to study the question, but if there is a secret valkyrie agenda, they have been unable to discern it.

Valkyrie Shieldmaiden --- Level 29 Soldier (Leader)
Medium immortal humanoid --- XP 15,000
HP 270; Bloodied 135 Initiative +23
AC 45; Fortitude 41; Reflex 39; Will 43 Perception +30
Speed 5 Lowlight vision
Immune fear

TRAITS
Shieldmaiden * Aura 1

Allies in the aura gain a +2 bonus to AC and Reflex. Multiple shieldmaiden auras do not stack.

STANDARD ACTIONS

(mbasic) Longsword (weapon) * At Will

Attack: Melee 1 (one creature); +34 vs. AC.
Hit: 4d8+19 damage, and the valkyrie marks the target until the end of the valkyrie's next turn.

Bolstering Shout * Encounter
Effect: Each ally in a close burst 3 gains 50 temporary hit points.

TRIGGERED ACTIONS

I Am Your Foe * Encounter

Trigger: A creature marked by the shieldmaiden makes an attack against a target other than the shieldmaiden.
Attack (Immediate Interrupt): Close burst 3 (the triggering creature in burst); +32 vs. Will.
Hit: The target is weakened (save ends). This effect also ends if the target attacks the shieldmaiden on its turn.
---
Str 23 Dex 24 Wis 27
Con 30 Int 16 Cha 22
Alignment unaligned Languages Supernal
Equipment scale armor, heavy shield, longsword

Valkyrie Archer --- Level 29 Artillery
Medium immortal humanoid --- XP 15,000
HP 206; Bloodied 103 Initiative +23
AC 41; Fortitude 40; Reflex 43; Will 40 Perception +30
Speed 6 Lowlight vision
Immune fear

STANDARD ACTIONS

(mbasic) Longsword (weapon) * At Will

Attack: Melee 1 (one creature); +34 vs. AC.
Hit: 4d8+19 damage.

(rbasic) Longbow (weapon) * At Will
Attack: Ranged 40 (one creature); +35 vs. AC.
Hit: 4d10+15 damage.

(ranged) Precise Shot (weapon) * At Will

Attack: Ranged 20 (one creature); +34 vs. Reflex.
Hit: 4d10+15 damage.

(ranged) Leg Shot (weapon) * Encounter
Attack: Ranged 20 (one creature); +34 vs. Fortitude.
Hit: 4d10+30 damage, and the target is slowed (save ends).

(ranged) Artery Shot (weapon) * Encounter
Attack: Ranged 20 (one creature); +33 vs. Fortitude.
Hit: 4d10+15 damage and ongoing 15 damage (save ends).

MINOR ACTIONS

Tactical Adjustment

Effect: The valkyrie shifts 1 square.
---
Str 23 Dex 29 Wis 27
Con 26 Int 16 Cha 22
Alignment unaligned Languages Supernal
Equipment leather armor, longsword, longbow, 100 arrows

Valkyrie Spearmaiden --- Level 29 Brute
Medium immortal humanoid --- XP 15,000
HP 330; Bloodied 165 Initiative +21
AC 41; Fortitude 41; Reflex 41; Will 41 Perception +30
Speed 6 Lowlight vision
Immune fear

TRAITS
Threatening Reach

The spearmaiden can make opportunity attacks against creatures within 2 squares of it while it wields a spear.

STANDARD ACTIONS

(mbasic) Longspear (weapon) * At Will

Attack: Melee 2 (one creature); +34 vs. AC.
Hit: 4d12+20 damage (2d12+68 on a critical hit).

(close) Whirling Spear (weapon) * Encounter
Requirement: The spearmaiden must be wielding a spear.
Attack: Close burst 2 (each enemy in burst); +33 vs. AC.
Hit: 4d12+8 damage and the spearmaiden pushes the target 1 square.

TRIGGERED ACTIONS

(melee) A Worthy End (weapon) * Encounter

Trigger: A melee attack reduces the valkyrie to 0 hit points.
Attack (No Action): Melee 2 (the triggering attacker); +34 vs. AC.
Hit: 4d12+20 damage, and the target is impaled on the valkyrie's spear and immobilized (save ends). While immobilized, the target takes ongoing 20 damage.
---
Str 23 Dex 24 Wis 27
Con 30 Int 16 Cha 22
Alignment unaligned Languages Supernal
Equipment chain armor, longspear

Valkyrie Commander --- Level 31 Soldier (Leader )
Medium immortal humanoid --- XP 23,000
HP 286; Bloodied 143 Initiative +24
AC 45; Fortitude 41; Reflex 39; Will 43 Perception +31
Speed 5 Lowlight vision
Immune fear

TRAITS
Tactical Acumen

Any allies with line of sight to the valkyrie commander gain a +2 bonus to initiative. (Allies that roll initiative and then later gain line of sight to the commander do not get this bonus.)

Commanding Presence * Aura 3
The valkyrie commander's allies in the aura gain a +2 bonus to saving throws.

STANDARD ACTIONS

(mbasic) Battle Axe (weapon) * At Will

Attack: Melee 1 (one creature); +36 vs. AC.
Hit: 5d10+12 damage, and the valkyrie commander marks the target until the end of the commander's next turn.

(melee) Vicious Blow (weapon) * Recharges when a marked target attacks a creature other than the valkyrie commander
Attack: Melee 1 (one creature); +34 vs. Fortitude.
Hit: 5d10+12 damage, plus ongoing 15 damage (save ends).

(melee) Tactical Assault (weapon) * Recharges when first bloodied
Attack: Melee 1 (one creature); +36 vs. AC.
Hit: 5d10+7 damage, and the valkyrie commander slides the target up to 2 squares.
Effect: The valkyrie commander shifts up to 2 squares.

TRIGGERED ACTIONS

Have At Thee, Backstabber! * At Will

Trigger: An enemy moves in to flanking on the commander.
Effect: The commander makes an opportunity attack against the triggering enemy.
---
Str 26 Dex 25 Wis 27
Con 30 Int 18 Cha 26
Alignment unaligned Languages Supernal
Equipment scale armor, shield, battle axe

Valkyrie Winged Charger --- Level 29 Skirmisher
Large immortal beast (mount) --- XP 15,000
HP 270; Bloodied 135 Initiative +24
AC 43; Fortitude 42; Reflex 41; Will 40 Perception +21
Speed 8, fly 12 Lowlight vision
Immune slow

TRAITS
Mount of Heroes

If a valkyrie or other worthy rider rides a valkyrie winged charger, that creature may make one saving throw at the start of its turn against an effect a save can end.

STANDARD ACTIONS

(mbasic) Hooves * At Will

Attack: Melee 1 (one creature); +34 vs. AC.
Hit: 3d10+7 damage.

(melee) Winged Rush * Recharge 5 6
Effect: The valkyrie winged charger flies at least 3 squares and up to its speed and makes the following attack. Each creature that makes an opportunity attack against it because of this movement falls prone after its opportunity attack resolves.
Attack: Melee 1 (one creature); +36 vs. AC.
Hit: 4d10+9 damage, and the target falls prone.

MINOR ACTIONS

(meleee) Bite * At Will 1/round

Attack: Melee 1 (one creature); +34 vs. AC.
Hit: 2d8+5 damage.
---
Skills Endurance +29
Str 28 Dex 26 Wis 25
Con 30 Int 12 Cha 18
Alignment unaligned Languages Supernal
Equipment scale barding

Warrior Spirit of Valhalla --- Level 29 Minion Soldier
Medium immortal humanoid --- XP 3,750
HP 1; a missed attack never damages a minion Initiative +25
AC 45; Fortitude 41; Reflex 41; Will 41 Perception +20
Speed 5
Immune fear; Resist 15 all

STANDARD ACTIONS

(mbasic) Longsword (weapon) * At Will

Attack: Melee 1 (one creature); +34 vs. AC.
Hit: 18 damage, and the spirit of Valhalla marks the target until the beginning of the spirit's next turn.
---
Str 26 Dex 24 Wis 23
Con 20 Int 10 Cha 20
Alignment unaligned Languages Supernal
Equipment chain armor, heavy shield, longsword
 

Attachments


LESHAY
Source:
3e Epic Level Handbook.

The leshay are a mysterious race of fey humanoids of exceptional power. They dwell in the deepest, most forbidding realms of the Feywild, emerging only rarely in order to carry out inscrutiable missions. Leshay disdain all of the Fey Courts and acknowledge no authority save their own.

Leshay are ageless and perish only if killed. The oldest leshay are truly ancient, possibly dating to the first days of the Feywild. It is thought that leshay no longer reproduce, and thus there are only a finite number of them remaining in the multiverse. It is known that there are at least three generations of them; they thus probably once bred. The youngest known leshay are still dozens of thousands of years old.

Progenitor Fey: The eldest and wisest of the sages of the Feywild assert that the leshay are the progenitor race of many of the fey races that exist today. The evidence to support this is scant and often in extremely remote areas of the Feywild; the theory is disavowed by all of the Fey Courts, but eladrin, elven and Drow scholars all agree that their three races all descend from leshay ancestors.

The Immaculate Villages: Though the enigmatic leshay rarely speak of their homelands, they do occasionally refer to villages nestled with perfect harmony into the wilds of the deep Feywild. No non-leshay is known to have visited any of these villages, but the leshay refer to them as “immaculate” and have found every settlement established by other creatures to be filthy garbage pits (and are not shy about voicing their opinions).

Leshay Weapons: Leshay create their weapons by manifesting them from their own life essence. When a leshay is defeated or disarmed, its weapons vanish and it can re-manifest them immediately. (This is a free action.)

Leshay Hunter --- Level 29 Skirmisher
Medium fey humanoid --- XP 15,000
HP 262; Bloodied 131 Initiative +26
AC 43; Fortitude 38; Reflex 43; Will 41 Perception +27
Speed 9 Lowlight vision
Immune disease

STANDARD ACTIONS

(mbasic) Longsword (weapon) * At Will
Attack: Melee 1 (one creature); +34 vs. AC.
Hit: 2d8+10 damage.

(rbasic) Longbow (weapon) * At Will
Attack: Ranged 40 (one creature); +34 vs. AC.
Hit: 2d10+8 damage.

Hunter's Attack * At Will
Effect: The leshay hunter makes a basic attack, shifts up to its speed, then makes another basic attack. One of these basic attacks must be a ranged attack and the other must be a melee attack.

Focused Attack * At Will
Attack: Melee 1 or ranged 40 (the hunter's quarry); +34 vs. Reflex.
Hit: 6d8+10 damage.

Heart Shot * Encounter
Attack: Ranged 40 (the hunter's quarry); +32 vs. Fortitude.
Hit: If the target is not bloodied and has at least 40 hit points, it is reduced to 1 hit point. Otherwise, the target is reduced to 0 hit points and must immediately roll three death saves.

MINOR ACTIONS

Designate Quarry * At Will

Effect: The leshay hunter designates one creature that it can see as its quarry until the quarry dies or until the end of the encounter. The hunter ignores cover and concealment, including total concealment and invisibility, when targeting its quarry.

(close) Beguiling Gaze (charm) * Recharge 6
Attack: Close blast 3 (one creature in blast); +32 vs. Will.
Hit: The target cannot make attacks that include the hunter as a target (save ends). The leshay hunter then shifts up to 2 squares.
---
Skills Nature +26
Str 26 Dex 30 Wis 27
Con 22 Int 25 Cha 25
Alignment unaligned Languages Elven
Equipment leather armor

Leshay Tempest Warrior --- Level 29 Soldier
Medium fey humanoid --- XP 15,000
HP 262; Bloodied 131 Initiative +26
AC 45; Fortitude 38; Reflex 43; Will 41 Perception +25
Speed 9 Lowlight vision
Immune disease

TRAITS

Whirlwind of Blades * Aura 1

Enemies in the aura cannot shift or make ranged attacks.

STANDARD ACTIONS

(mbasic) Bastard Sword (weapon) * At Will

Attack: Melee 1 (one creature); +34 vs. AC.
Hit: 2d8+10 damage.

Tempest Attack * At Will
Effect: The tempest warrior uses bastard sword twice.

MINOR ACTIONS

(close) Beguiling Gaze (charm) * Recharge 6

Attack: Close blast 3 (each creature in blast); +32 vs. Will.
Hit: The target grants combat advantage (save ends).

TRIGGERED ACTIONS

(melee) Ignore Me At Your Peril (weapon) * At Will

Trigger: An adjacent enemy makes an attack that does not include the leshay tempest warrior as a target.
Effect (Opportunity Action): The tempest warrior uses bastard sword against the triggering opponent, gaining a +2 bonus to the attack and a +10 bonus to damage.
---
Skills Nature +25
Str 27 Dex 30 Wis 24
Con 22 Int 25 Cha 25
Alignment unaligned Languages Elven
Equipment leather armor

Elder Leshay Stag Warrior --- Level 30 Skirmisher
Medium fey humanoid --- XP 19,000
HP 268; Bloodied 134 Initiative +25
AC 44; Fortitude 42; Reflex 42; Will 42 Perception +30
Speed 9 Lowlight vision
Immune immobilized, slow

STANDARD ACTIONS

(mbasic) Longspear (weapon) * At Will

Requirement: The leshay may not be in stag form.
Attack: Melee 2 (one creature); +35 vs. AC.
Hit: 3d10+22 damage, and the leshay pushes the target 1 square.

(mbasic) Antlers * At Will
Requirement: The leshay must be in stag form.
Attack: Melee 1 (one creature); +35 vs. AC.
Hit: 4d12+12 damage.

(melee) Fury of Nature * Recharges when first bloodied
Attack: Melee 1 (stag form) or 2 (humanoid form); +35 vs. AC.
Hit: 6d10+15 damage and the target is stunned (save ends).

MOVE ACTIONS

Stag Form (polymorph) * At Will

Effect: The leshay polymorphs into a medium sized stag with a large rack of antlers and shifts up to 6 squares. While in stag form, its speed increases to 12, it gains a +2 bonus to defenses against opportunity attacks and it gains a +2 bonus to saving throws. The leshay remains in stag form until it spends another move action to change back.

Fey Step (teleportation) * Recharges when the leshay enters or leaves stag form
Effect: The leshay teleports up to 6 squares.

MINOR ACTIONS

(close) Beguiling Gaze (charm) * Recharge 6

Attack: Close blast 3 (each creature in blast); +32 vs. Will.
Hit: The leshay slides the target up to 6 squares and the target is dazed (save ends).
Miss: The target is dazed until the end of the leshay's next turn.
---
Skills Nature +29
Str 26 Dex 27 Wis 30
Con 20 Int 22 Cha 25
Alignment unaligned Languages Elven
Equipment leather armor
 

Attachments


TITAN, CLASSICAL
Source:
1e Deities & Demigods.

Note: This version of the classical titans tries to nod to the real-world mythology of the titans, the Gygaxian version of them in DDG and to the 4e cosmology, resulting in- in some cases- an interesting new blend unlike any of the sources. Coeus is a great example of this- in DDG, he is described as the greater titan of fear, but as far as I know, Greek myth refers to him as the bearer of the north and not as especially connected to fear. I have tried to mix the lores together like a smoothie, hopefully making a tasty new confection.


The classical titans are distinct from the elemental titans related to giants, and claim that their imitators were crafted by the Primordials to attempt to mimic some of the “true” titans' puissance. Most of the classical titans are disdainful of their elemental counterparts as well as of the gods themselves.

The titans claim to be the antecedants of the deities, but few other accounts agree that this is the case. Their own tales declare that they were born of the primal chaos before even the Elemental Chaos and Astral Sea pulled apart and that the timeline of the universe has changed multiple times, with the titans as the sole witnesses aware of such cataclysmic events. According to the titans, the integrity of time itself was long ago destroyed by one of their number, who has been lost to the entropy between timelines.

A classical titan appears as a gigantic humanoid. Though some of the multiverse's greatest craftsmen are titans, most go naked and rely on their own physical puissance to defend themselves from harm.

Claimers of Myth? The titans claim many roles in myth- the origin of many life forms, the gift of fire and other technologies to sentient creatures, fathering dieties and so forth- but it is impossible to know the truth of the matter, given their claims of a timeline rewritten over and over again. (Indeed, they even claim that entire worlds exist in some timelines and not in others.) Various scholars support or oppose the titans' claims, but none can truly be certain as to their veracity.

Unique Individuals: Each classical titan is unique, and they are all related in a great family. If any creature were to slay a titan, it would earn the instant and undying enmity of the rest of them (save those who might be the enemies of the killed titan). Only the mightiest entities can face one titan in battle, much less a group of them. The unnamed, generic classical titan stat block represents the younger offspring of the more powerful titans.

Classical Titan --- Level 29 Brute
Huge immortal humanoid --- XP 15,000
HP 325; Bloodied 162 Initiative +16
AC 41; Fortitude 45; Reflex 40; Will 41 Perception +20
Speed 8

STANDARD ACTIONS

(mbasic) Titanic Punch * At Will

Attack: Melee 3 (one creature); +34 vs. AC.
Hit: 4d12+20 damage.

(melee) Forceful Blow * At Will
Attack: Melee 3 (one creature); +34 vs. AC.
Hit: 4d12+20 damage, and the titan pushes the target up to 5 squares.

(melee) Stomp * Recharge 5 6
Attack: Melee 2 (one creature); +32 vs. Fortitude.
Hit: 6d12+20 damage and the target falls prone.

MOVE ACTIONS

Fade Away (teleportation) * Encounter

Requirement: The titan must be bloodied.
Effect: The titan turns invisible until the end of the encounter or until it attacks, then teleports up to 10 squares.

TRIGGERED ACTIONS

(close) Curse of Tarterus * Encounter

Trigger: The titan is reduced to 0 or fewer hit points by an enemy.
Attack (Immediate Interrupt): Close burst 10 (the triggering enemy); +32 vs. Will.
Hit: The target is subject to the curse of Tarterus. While subject to the curse, the target suffers a -5 penalty to escape checks and to saving throws against effects that include the immobilized, restrained or slowed condition. In addition, attempts to open locks that hold the subject of the curse, such as the lock on a cell door or manacles on the target, also suffer a -5 penalty. The curse lasts until removed by an appropriate ritual, such as remove affliction. The ritualist's skill check must meet a DC of 35 to end this curse.
---
Str 30 Dex 15 Wis 22
Con 25 Int 23 Cha 26
Alignment unaligned Languages Supernal

Epimetheus --- Level 30 Soldier
Gargantuan immortal humanoid --- XP 19,000
Also called Hindsight or Afterthought, Epimetheus is Prometheus' brother. Of all the titans, he is the one who is most foolish. In some mythologies that favor the titans' version of history, Epimetheus was responsible for giving good traits to all the animals, but when humanity's time came, he found that he had none left (leading his brother to grant them fire and innovation).
HP 273; Bloodied 136 Initiative +19
AC 46; Fortitude 43; Reflex 43; Will 39 Perception +13
Speed 8

STANDARD ACTIONS

(mbasic) Fist * At Will

Attack: Melee 3 (one creature); +38 vs. AC.
Hit: 3d10+22 damage.

Thoughtless Creation * Recharges when first bloodied
Effect: Epimetheus creates four creations of Epimetheus in unoccupied spaces within 10 squares of him. These monsters take their turns immediately after Empimetheus. These creations do not add to the xp value of the encounter.

MINOR ACTIONS

Threatening Grimace * At Will

Epimetheus marks each enemy within 2 squares of him.

TRIGGERED ACTIONS

(close) Curse of Tarterus * Encounter

Trigger: Epimmetheus is reduced to 0 or fewer hit points by an enemy.
Attack (Immediate Interrupt): Close burst 10 (the triggering enemy); +33 vs. Will.
Hit: The target is subject to the curse of Tarterus. While subject to the curse, the target suffers a -5 penalty to escape checks and to saving throws against effects that include the immobilized, restrained or slowed condition. In addition, attempts to open locks that hold the subject of the curse, such as the lock on a cell door or manacles on the target, also suffer a -5 penalty. The curse lasts until removed by an appropriate ritual, such as remove affliction. The ritualist's skill check must meet a DC of 36 to end this curse.
---
Str 31 Dex 15 Wis 7
Con 25 Int 25 Cha 26
Alignment unaligned Languages Supernal

Creation of Epimetheus --- Level 30 Minion Soldier
Medium immortal beast, magical beast or humanoid (construct) --- XP 4,750
Created by Epimetheus from lumps of clay, these creatures might resemble any normal beast or humanoid or be unique and strange looking. Sometimes Epimetheus grants his lumps of clay to favored mortals, but regardless of who creates the creature, there is a 60% chance that it will not treat its creator as an ally.
HP 1; a missed attack never damages a minion Initiative +25
AC 46; Fortitude 42; Reflex 42; Will 42 Perception +23
Speed 7 Darkvision

STANDARD ACTIONS

(mbasic) Basic Attack * At Will

Special: The creation of Epimetheus' basic attack may be a claw, bite, slam, weapon or other, depending on its form, but its mechanical effects are the same.
Attack: Melee 1 (one creature); +35 vs. AC.
Hit: 19 damage.

TRIGGERED ACTIONS

(melee) Creator's Advantage * At Will

Trigger: A creature marked by the creation of Epimetheus' creator makes an attack that does not include the creator as a target.
Attack (Immediate Interrupt): Melee 1 (the triggering creature); +37 vs. AC.
Hit: 19 damage.
---
Str 27 Dex 27 Wis 27
Con 20 Int 2 Cha 10
Alignment unaligned Languages understands creator

Coeus, the Fear from the North --- Level 31 Artillery
Gargantuan immortal humanoid --- XP 23,000
Coeus, the Fear from the North, is known for both exploring forbidden lore and for gifting it to ambitious members of irresponsible lesser races. In mythologies that revere the titans, he represents the north and the search for knowledge; in those that have suffered the scourge of his “gifts,” he is the Bearer of Forbidden Lore, the Hermit Who Teaches Poison and the Fear from the North.
HP 214; Bloodied 107 Initiative +x
AC 43; Fortitude 42; Reflex 43; Will 45 Perception +x
Speed 8

TRAITS

Terrible Power * Aura 5

Creatures in the aura lose immunity to fear.

STANDARD ACTIONS

(mbasic) Bastard Sword (weapon) * At Will

Attack: Melee 3 (one creature); +36 vs. AC.
Hit: 4d10+17 damage.

(close) Terrifying Visage (fear, psychic) * At Will
Attack: Close blast 5 (each enemy in blast); +36 vs. Will.
Hit: 4d10+7 psychic damage and Coeus pushes the target up to 6 squares.

(ranged) Mortal Terror (fear) * Encounter
Attack: Ranged 20 (one bloodied creature); +36 vs. Will.
Hit: The target falls to 0 hit points.

MOVE ACTIONS

Fade Away (teleportation) * Recharges when Coeus is first bloodied

Effect: Coeus turns invisible until the end of the encounter or until he attacks, then teleports up to 10 squares.

TRIGGERED ACTIONS

(close) Curse of Tarterus * Encounter

Trigger: Coeus is reduced to 0 or fewer hit points by an enemy.
Attack (Immediate Interrupt): Close burst 10 (the triggering enemy); +32 vs. Will.
Hit: The target is subject to the curse of Tarterus. While subject to the curse, the target suffers a -5 penalty to escape checks and to saving throws against effects that include the immobilized, restrained or slowed condition. In addition, attempts to open locks that hold the subject of the curse, such as the lock on a cell door or manacles on the target, also suffer a -5 penalty. The curse lasts until removed by an appropriate ritual, such as remove affliction. The ritualist's skill check must meet a DC of 38 to end this curse.
---
Skills Arcana +31, History +31, Nature +30, Religion +31
Str 29 Dex 14 Wis 31
Con 22 Int 32 Cha 22
Alignment unaligned Languages Supernal
Equipment bastard sword

Prometheus --- Level 32 Controller
Gargantuan immortal humanoid --- XP 27,000
Prometheus is the brother of Epimetheus. In contrast to his brother, one of Prometheus' titles is Forethought. Prometheus claims that it was he who gave many technologies to the civilized humanoid races, including fire, the domestication of animals, medical lore and the cultivation of plants.
HP 288; Bloodied 144 Initiative +19
AC 46; Fortitude 44; Reflex 44; Will 46 Perception +27
Speed 8

STANDARD ACTIONS

(mbasic) Fist of Prometheus * At Will

Attack: Melee 3 (one creature); +37 vs. AC.
Hit: 4d10+18 damage.

(close) The Gift of Fire (fire) * Recharge 5 6
Attack: Close blast 5 (each creature in blast); +35 vs. Reflex.
Hit: 3d8+12 fire damage and ongoing 20 fire (save ends).

Life from Clay * Recharges when first bloodied

Effect: Prometheus creates four creations of Prometheus in unoccupied spaces within 10 squares of him. These monsters take their turns immediately after Prometheus. These creations do not add to the xp value of the encounter.

TRIGGERED ACTIONS

(close) Curse of Prometheus * Encounter

Trigger: Prometheus is reduced to 0 or fewer hit points by an enemy.
Attack (Immediate Interrupt): Close burst 10 (the triggering enemy); +35 vs. Will.
Hit: The target is subject to the curse of Prometheus. While subject to the curse, the target gains vulnerable 30 fire, cannot gain immunity to fire and suffers a -10 penalty to saves against ongoing fire damage. The curse lasts until removed by an appropriate ritual, such as remove affliction. The ritualist's skill check must meet a DC of 38 to end this curse.
---
Skills Arcana +31, Nature +32
Str 30 Dex 16 Wis 33
Con 24 Int 30 Cha 27
Alignment good Languages Supernal

Creation of Prometheus --- Level 32 Minion Soldier
Medium immortal beast, magical beast or humanoid (construct) --- XP 6,750
Created by Prometheus from lumps of clay, these creatures might resemble any normal beast or humanoid or be unique and strange looking. Sometimes Prometheus grants companion creatures to especially faithful mortal followers.
HP 1; a missed attack never damages a minion Initiative +26
AC 48; Fortitude 44; Reflex 44; Will 44 Perception +23
Speed 7 Darkvision
Immune fire

TRAITS

Dangerous Enemy * Aura 2

An enemy that starts its turn in the aura is slowed until the start of its next turn.

STANDARD ACTIONS

(mbasic) Basic Attack * At Will

Special: The creation of Prometheus' basic attack may be a claw, bite, slam, weapon or other, depending on its form, but its mechanical effects are the same.
Attack: Melee 1 (one creature); +37 vs. AC.
Hit: 20 damage.
---
Str 27 Dex 27 Wis 27
Con 20 Int 2 Cha 10
Alignment unaligned Languages understands creator

Atlas, Strength Personafied --- Level 34 Elite Brute
Gargantuan immortal humanoid --- XP 78,000
Atlas is said to be so strong that there is nothing that he cannot lift, bend or break. Legends claim that he has even held up the world itself.
HP 760; Bloodied 380 Initiative +19
AC 46; Fortitude 50; Reflex 46; Will 46 Perception +31
Speed 8
Saving Throws +2; Action Points 1

STANDARD ACTIONS

(mbasic) Atlas' Fist * At Will

Attack: Melee 3 (one creature); +39 vs. AC.
Hit: 6d12+14 damage.

One-Two Punch * At Will
Effect: Atlas uses Atlas' fist twice.

(melee) Stunning Blow * Recharges when Atlas becomes bloodied
Attack: Melee 3 (one or two creatures); +37 vs. Fortitude.
Hit: 6d12+40 damage, and the target is stunned (save ends).

(melee) Hurl * Recharges when Atlas uses one-two punch

Attack: Melee 3 (one creature); +37 vs. Reflex.
Hit: 6d12+14 damage, and Atlas slides the target up to 30 squares. Then make the following secondary attack against each creature adjacent to the target.
Secondary Attack: +35 vs. Reflex.
Hit: 4d10+13 damage, and the target falls prone.

Feat of Strength * At Will
Effect: Atlas makes a strength or strength-based skill check with a +100 bonus.

MOVE ACTIONS

Fade Away (teleportation) * Encounter

Requirement: Atlas must have less than 150 hit points remaining.
Effect: Atlas turns invisible until the end of the encounter or until he attacks, then teleports up to 10 squares.

TRIGGERED ACTIONS

(close) Curse of Atlas * Encounter

Trigger: Atlas is reduced to 0 or fewer hit points by an enemy.
Attack (Immediate Interrupt): Close burst 10 (the triggering enemy); +37 vs. Will.
Hit: The target is subject to the curse of Atlas. While subject to the curse, the target suffers a -10 penalty to Strength-based ability and skill checks and to saving throws against effects that include the weakened condition. The curse lasts until removed by an appropriate ritual, such as remove affliction. The ritualist's skill check must meet a DC of 40 to end this curse.
---
Skills Athletics +45, Endurance +32
Str 50 Dex 14 Wis 29
Con 30 Int 29 Cha 26
Alignment unaligned Languages Supernal

Kronos, King of the Titans --- Level 37 Elite Controller
Gargantuan immortal humanoid --- XP 126,000
Kronos was once the king of the classical titans; some claim he remains their ruler, while other sources say that he has been overthrown by his descendants.
HP 668; Bloodied 334 Initiative +23
AC 51; Fortitude 50; Reflex 48; Will 51 Perception +28
Speed 8
Saving Throws +2; Action Points 1

STANDARD ACTIONS

(mbasic) Sickle of Kronos (weapon) * At Will

Attack: Melee 3 (one creature); +42 vs. AC.
Hit: 6d8+18 damage.

(melee) Titanic Blow * At Will
Attack: Melee 3 (one or two creatures); +40 vs. Fortitude.
Hit: 6d8+18 damage, and Kronos slides the target up to 5 squares and the target falls prone.

(ranged) Lava Ball (fire) * At Will
Attack: Ranged 20 (one creature); +40 vs. Reflex.
Hit: 4d10+13 damage, and the target is slowed and takes ongoing 20 fire damage (save ends both).

Volley of Lava * Encounter
Effect: Kronos uses lava ball three times.

MOVE ACTIONS

Fade Away (teleportation) * Encounter

Requirement: Kronos must be bloodied.
Effect: Kronos turns invisible until the end of the encounter or until he attacks, then teleports up to 20 squares.

TRIGGERED ACTIONS

(ranged) Rightful Rulership (charm) * Encounter

Trigger: Kronos becomes bloodied.
Attack (Immediate Reaction): Close burst 10 (each creature in burst); +30 vs. Will.
Hit: The target is dominated (save ends).
Miss: The target is dazed (save ends).

(close) Curse of Tarterus * Encounter
Trigger: Kronos is reduced to 0 or fewer hit points by an enemy.
Attack (Immediate Interrupt): Close burst 20 (the triggering enemy); +40 vs. Will.
Hit: The target is subject to the curse of Tarterus. While subject to the curse, the target suffers a -20 penalty to escape checks and to saving throws against effects that include the immobilized, restrained or slowed condition. In addition, attempts to open locks that hold the subject of the curse, such as the lock on a cell door or manacles on the target, also suffer a -20 penalty. The curse lasts until removed by an appropriate ritual, such as remove affliction. The ritualist's skill check must meet a DC of 45 to end this curse.
---
Skills Bluff +36, Diplomacy +36, Intimidate +36
Str 32 Dex 21 Wis 30
Con 30 Int 30 Cha 37
Alignment unaligned Languages Supernal
Equipment sickle
 

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Hive Mother Beholder --- Level 29 Solo Artillery (Leader)
Gargantuan aberrant magical beast --- XP 75,000

A hive mother is a huge beholder whose central body has swollen, absorbing its lesser eyes' stalks into its body, so that it is ringed by eyes that bulge out from its body. A hive mother spawns other beholders and is always surrounded by many of its offspring, who work to keep it safe and well-fed.
HP 824; Bloodied 412 Initiative +23
AC 43; Fortitude 40; Reflex 41; Will 43 Perception +24
Speed 0, fly 6 (hover) All-around vision, darkvision
Saving Throws +5; Action Points 2

TRAITS
All-Around Vision

Enemies can't gain combat advantage by flanking the beholder.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 2 (one creature); +34 vs. AC.
Hit: 6d8+8 damage.

(ranged) Eye Rays * At Will
Effect: The hive mother uses two of the following eye rays, using each against a different target. This attack does not provoke opportunity attacks.
1. Withering Ray (necrotic): Ranged 20; +34 vs. Fortitude; 2d8+9 damage and ongoing 20 necrotic damage (save ends).
2. Sleep Ray: Ranged 20; +34 vs. Will; the target falls unconscious (save ends).
3. Telekinesis Ray: Ranged 20; +34 vs. Fortitude; the hive mother slides the target up to 6 squares.
4. Hold Ray: Ranged 20; +34 vs. Reflex; the target is restrained (save ends).
5. Confusion Ray (charm): Ranged 20; +34 vs. Will; the target uses a free action to charge the nearest ally it is able to charge.
6. Terror Ray (fear, psychic): Ranged 20; +34 vs. Will; 2d12+18 psychic damage, and the target moves its speed as a free action. If it does not end this movement at least 4 squares further from the beholder than it began, the target takes 2d12+18 psychic damage.
7. Petrifying Ray: Ranged 20; +34 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is restrained instead of slowed (save ends). Second Failed Save: The target is petrified.
8. Death Ray (necrotic): Ranged 20; +34 vs. Fortitude; 6d10+5 necrotic damage. If the target is bloodied before or after the attack, it is also dazed (save ends). First Failed Save: The target is dazed and weakened (save ends). Second Failed Save: The target dies.
9. Distintegrate Ray: Ranged 20; +34 vs. Foritude; 2d10+19 damage and ongoing 2d20 damage (save ends). Each Failed Save: The ongoing damage increases by 1d20.
10. Controlling Ray (charm): Ranged 20; +34 vs. Will; the target is dominated (save ends).

(ranged) Eye Ray Frenzy * Recharge 6
Requirement: The hive mother must be bloodied.
Effect: As eye rays, except the hive mother makes four eye ray attacks.

Hive Mother's Command * Recharge 5 6
Effect: Up to three lower level beholder allies within 10 squares each use a single eye ray as a free action.

MINOR ACTIONS

(close) Central Eye * At Will 1/round

Attack: Close blast 5 (enemies in the blast); +32 vs. Will.
Hit: The target cannot use encounter or daily attack powers until the end of its next turn.

TRIGGERED ACTIONS

(ranged) Random Eye Ray * At Will

Trigger: The hive mother is conscious and an enemy starts its turn within 10 squares of it.
Effect (No Action): The hive mother uses one random eye ray against the triggering enemy.
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Str 23 Dex 29 Wis 21
Con 26 Int 26 Cha 33
Alignment evil Languages Deep Speech
 

Attachments

Last edited:

Into the Woods

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