7th level Monster Conversions!


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the Jester

Legend
Man, I wish I had known about this when I ran my 4E Dragonlance Age of Mortals game in the Temple of Hurim!

Glad you like them- but here's the updated to MM3 standards version. :) There are also a couple more variants for you.

If you're looking for monster conversions, see the link to the main thread of the Monster Project in my sig.

ARANEA
Source: 3e Monster Manual.

An aranea is a medium-sized spider with a pair of small humanoid arms that is able to change its shape into that of a female humanoid, usually a human or elf. Though they are rare, aranea have a distinct culture. They tend to dwell either in remote areas underground or in the forest, or secretly, hiding amongst their humanoid prey while disguised as one of them.

Creepy Reproduction: All aranea are female. To reproduce, an aranea must assume humanoid form and trick a male humanoid to mate with it. Later, it lays a clutch of already-fertilized eggs. When the eggs hatch, the aranea young devour each other until only a handful survive, growing more intelligent with each sister that they devour.

Spidery Viewpoint: An aranea's perspective is far more spider-like than humanoid in nature. They view humanoids primarily as prey and eat their mates. An aranea enjoys capturing a victim and storing it for later, so sometimes an aranea lair will have still-living creatures within it. An aranea has no problem staying hidden and still for hours while waiting for an opportunity to spring. Nonetheless, other creatures can sometimes strike temporary bargains with aranea with promises of live food or treasure.

Loose Alliances: Aranea do not prey on each other; instead, they coexist peacefully and sometimes even form loose alliances, but are not too prone to close association. However, an aranea does not form bonds of affection, nor does it feel any sense of love for its offspring. Instead, cold arachnid logic informs the relationships that an aranea forms. It is as likely to work with an evil human that promises it frequent live villagers to eat as it is another aranea.

Aranea Spy --- Level 7 Lurker
Medium fey magical beast (spider) --- XP 300
HP 64; Bloodied 32 Initiative +12
AC 20; Fortitude 18; Reflex 20; Will 19 Perception +9
Speed 6, climb 5 (spider climb) Low-light vision

STANDARD ACTIONS
(mbasic or rbasic) Dagger (poison, weapon) * At Will

Attack: Melee 1 or ranged 5/10 (one creature); +12 vs. AC.
Hit: 2d4+5 damage, plus ongoing 5 poison damage (save ends).

(mbasic) Bite (poison) * At Will
Requirement: The aranea must be in its spiderlike form.
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d6+7 damage, plus ongoing 5 poison damage (save ends).

(melee) Blinding Strike (weapon) * At Will
Attack: Melee 1 (one creature that is bloodied or taking ongoing poison damage); +12 vs. AC.
Hit: 3d4+12 damage, and the target is blinded (save ends).
Aftereffect: Until the end of the encounter, the target takes a -2 penalty to saving throws against poison effects.

MOVE ACTIONS
Shift into Shadow * At Will

Effect: The aranea spy shifts up to 3 squares and gains concealment until the end of its next turn.

MINOR ACTIONS
Change Shape (polymorph) * At Will

Effect: The aranea changes shape to become either a humanoid female of the aranea's choice or a spiderlike creature with a pair of small humanoid arms below its mandibles. This change lasts until the aranea uses this ability again (or until another power or effect changes its shape). The aranea's humanoid forms all share the same basic face, and the aranea cannot impersonate specific individuals. While in humanoid form, the aranea loses the magical beast type and gains the humanoid type.
---
Skills Bluff +11, Insight +9, Stealth +13
Str 11 Dex 20 Wis 12
Con 16 Int 15 Cha 16
Alignment chaotic evil Languages Aranea, Common, Elven
Equipment leather armor, 2 daggers

Aranea Webspinner --- Level 7 Controller
Medium fey magical beast (spider) --- XP 300
HP 77; Bloodied 38 Initiative +6
AC 21; Fortitude 17; Reflex 19; Will 21 Perception +5
Speed 6, climb 5 (spider climb) Low-light vision

STANDARD ACTIONS
(mbasic or rbasic) Dagger (weapon) * At Will

Attack: Melee 1 or ranged 5/10 (one creature); +12 vs. AC.
Hit: 1d4+5 damage.

(area) Web * Recharge 4 5 6
Attack: Area burst 1 within 10 squares (each creature in burst); +10 vs. Reflex.
Hit: The target is restrained (escape DC 16).
Effect: The area of the burst becomes a zone of sticky webbing that persists for 1 hour. 10 points of fire damage to any creature or object in a square of the zone removes that square of the zone. The zone counts as difficult terrain, and any creature that ends its turn in the zone is immobilized (escape DC 11). Spiders are immune to the effects of the zone.

MINOR ACTIONS
(ranged) Spit Poison (poison) * At Will 1/round

Attack: Ranged 10 (one creature); +10 vs. Reflex.
Hit: 1d6+5 poison damage, plus ongoing 5 poison damage (save ends).

Change Shape (polymorph) * At Will
Effect: The aranea changes shape to become either a humanoid female of the aranea's choice or a spiderlike creature with a pair of small humanoid arms below its mandibles. This change lasts until the aranea uses this ability again (or until another power or effect changes its shape). The aranea's humanoid forms all share the same basic face, and the aranea cannot impersonate specific individuals. While in humanoid form, the aranea loses the magical beast type and gains the humanoid type.
---
Skills Arcana +10, Bluff +13
Str 11 Dex 17 Wis 14
Con 13 Int 15 Cha 20
Alignment chaotic evil Languages Aranea, Common, Elven
Equipment 2 daggers, totem

Aranea Youth --- Level 9 Minion Skirmisher
Medium fey magical beast (spider) --- XP 100
HP 1; a missed attack never damages a minion Initiative +10
AC 23; Fortitude 19; Reflex 23; Will 21 Perception +4
Speed 6, climb 5 (spider climb) Low-light vision

STANDARD ACTIONS
(mbasic or rbasic) Dagger (weapon) * At Will

Attack: Melee 1 or ranged 5/10 (one creature); +14 vs. AC.
Hit: 8 damage.

(melee) Bite (poison) * At Will
Requirement: The aranea must be in its spiderlike form.
Attack: Melee 1; +12 vs. Fortitude.
Hit: 5 damage, plus ongoing 5 poison damage (save ends). If the target is already taking ongoing poison damage, that poison damage increases by 2 instead.

MOVE ACTIONS
Scuttle * At Will

Effect: The aranea shifts up to 2 squares.
---
Str 11 Dex 18 Wis 10
Con 13 Int 15 Cha 15
Alignment chaotic evil Languages Aranea, Common, Elven
Equipment leather armor, 2 daggers

Aranea Witch --- Level 10 Elite Controller
Medium fey magical beast (spider) --- XP 1,000
HP 50; Bloodied 101 Initiative +7
AC 24; Fortitude 20; Reflex 21; Will 25 Perception +7
Speed 6, climb 5 (spider climb) Low-light vision
Saving Throws +2; Action Points 1

STANDARD ACTIONS
(mbasic or rbasic) Dagger (poison, weapon) * At Will

Attack: Melee 1 or ranged 5 (one creature); +15 vs. AC.
Hit: 2d4+3 damage, plus ongoing 10 poison damage (save ends).

(close) Witchy Words (charm, psychic) * At Will
Attack: Close burst 10 (one creature in burst); +13 vs. Will. Deafened creatures are immune to this attack.
Hit: 3d6+8 psychic damage.
Effect: The aranea witch slides the target up to 3 squares, and the target makes a basic attack as a free action at a target of the aranea's choice.

(close) Frightening Cackle (fear, psychic) * Encounter
Attack: Close burst 3 (each enemy in the burst); +12 vs. Will.
Hit: 4d10+5 psychic damage, and the aranea pushes the target up to 4 squares and the target suffers a -2 penalty to saving throws (save ends).

MINOR ACTIONS
Change Shape (polymorph) * At Will

Effect: The aranea changes shape to become either a humanoid female of the aranea's choice or a spiderlike creature with a pair of small humanoid arms below its mandibles. This change lasts until the aranea uses this ability again (or until another power or effect changes its shape). The aranea's humanoid forms all share the same basic face, and the aranea cannot impersonate specific individuals. While in humanoid form, the aranea loses the magical beast type and gains the humanoid type.
---
Skills Arcana +13, Bluff +15
Str 11 Dex 15 Wis 14
Con 13 Int 17 Cha 21
Alignment chaotic evil Languages Aranea, Common, Elven
Equipment 2 daggers, totem
 

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the Jester

Legend
MARRASH
Source:
3e Monster Manual 2.

The marrashi are a race of plague-bearing fiends of infernal origin. A marrash resembles a relatively short gnoll with taloned hands and feet and double-jointed, bird-like legs. It has great feathered wings capable of carrying it through the air with ease, and it favors combat on the wing. Marrashi sometimes offer their services to Yeenoghu; even though the demon lord of gnolls is far more brutal and less subtle than they are, their resemblance to his favored people often serves both fiends well, and can provide a deadly surprise to enemies of a gnollish tribe.

Marrash Archer---Level 7 Artillery
Medium immortal humanoid --- XP 300
HP 61; Bloodied 30 Initiative +7
AC 19; Fortitude 17; Reflex 20; Will 19 Perception +6
Speed 6, fly 8
Immune disease

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d8+5 damage.

(rbasic) Longbow (weapon) * At Will

Attack: Ranged 20 (one creature); +14 vs. AC.
Hit: 1d10+4 damage.

Double Shot * At Will
Effect: The marrash uses longbow twice, taking a -2 penalty to each attack.

(ranged) Taklif Arrow (disease, weapon) * Encounter
Requirement: The marrash must be wielding a longbow.
Attack: Ranged 20 (one creature); +14 vs. AC.
Hit: 3d10+6 damage and the target contracts stage 1 lesser otyugh filth fever (MV 231). If the target dies of the disease, a new marrash is birthed from the reconstituted corpse one week later at midnight and the victim's soul is devoured forever.
---
Str 13 Dex 19 Wis 16
Con 13 Int 9 Cha 11
Alignment evil Languages Supernal
Equipment longbow, 30 arrows, 1 taklif arrow

Raving Marrash --- Level 8 Brute
Medium immortal humanoid --- XP 350
HP 106; Bloodied 53 Initiative +7
AC 20; Fortitude 22; Reflex 20; Will 19 Perception +7
Speed 6, fly 8
Immune disease

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 1d10+9 damage.

(melee) Bite * At Will
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 2d4+4 damage.

Frenzied Attack (disease) * At Will
Effect: The raving marrash uses claw and bite against the same target. If both attacks hit, the target contracts stage 1 lesser otyugh fever (MV 231). If the target dies of the disease, a new marrash is birthed from the reconstituted corpse one week later at midnight and the victim's soul is devoured forever.

TRIGGERED ACTIONS
(close) Diseased Blood (disease, poison) * Encounter

Trigger: The raving marrash becomes bloodied.
Attack (Immediate Reaction): Close burst 1 (the triggering creature); +11 vs. Reflex.
Hit: 2d8+11 poison damage, and the target contracts stage 1 lesser otyugh fever (MV 231). If the target dies of the disease, a new marrash is birthed from the reconstituted corpse one week later at midnight and the victim's soul is devoured forever.
---
Str 20 Dex 17 Wis 16
Con 16 Int 6 Cha 8
Alignment evil Languages Supernal

Marrash Sharpshooter --- Level 15 Minion Artillery
Medium immortal humanoid --- XP Value
HP 1; a missed attack never damages a minion Initiative +11
AC 27; Fortitude 25; Reflex 28; Will 27 Perception +10
Speed 6, fly 8
Immune disease

STANDARD ACTIONS
(mbasic) Claw * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 10 damage.

(rbasic) Longbow (weapon) * At Will
Attack: Ranged 20 (one creature); +22 vs. AC.
Hit: 12 damage.

(ranged) Taklif Arrow (disease, weapon) * Encounter
Requirement: The marrash must be wielding a longbow.
Attack: Ranged 20 (one creature); +22 vs. AC.
Hit: 16 damage and the target contracts stage 1 greater otyugh filth fever (MV 233). If the target dies of the disease, a new marrash is birthed from the reconstituted corpse one week later at midnight and the victim's soul is devoured forever.
---
Str 13 Dex 19 Wis 16
Con 13 Int 9 Cha 11
Alignment evil Languages Supernal
Equipment longbow, 30 arrows, 1 taklif arrow
 

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the Jester

Legend
The thoqqua, revised to MM3 standards.

Thoqqua --- Level 7 Soldier
Medium elemental beast (earth, fire) --- XP 300
HP 82; Bloodied 41 Initiative +8
AC 23; Fortitude 20; Reflex 19; Will 18 Perception +5
Speed 6, burrow 3 (see hot tunneling) Tremorsense 6
Resist 10 fire; Vulnerable 10 cold

TRAITS
Heat (fire) * Aura 2

Any creature that enters or ends its turn in the aura takes 5 fire damage once per round and is slowed until the end of its next turn. Creatures with the fire keyword are immune to the aura.

STANDARD ACTIONS
(mbasic) Flaming Slam (fire) * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d8+3 damage plus 5 fire damage.

(melee) Flaming Charge (fire) * Encounter
Effect: The thoqqua charges up to 8 squares and makes the following attack in place of a melee basic attack.
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d8+3 damage plus 10 fire damage and ongoing 5 fire damage (save ends), and the thoqqua pushes the target 3 squares and knocks it prone.
---
Str 20 Dex 16 Wis 14
Con 18 Int 3 Cha 9
Alignment unaligned Languages Primordial
 

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the Jester

Legend
TICK
Source:
1e Monster Manual.

Ticks are generally considered to be loathsome and disgusting parasites, but merely pests. Giant ticks are far worse, and when they visit an area in numbers, they can be a terrible plague, slaying humanoids, cattle and pets alike. Giant ticks typically have surprisingly tough exoskeletons, but when it feeds, a giant tick's abdomen swells up and bloats.

Giant Tick --- Level 7 Soldier
Small natural beast --- XP 300
HP 84; Bloodied 42 Initiative +5
AC 23; Fortitude 21; Reflex 16; Will 18 Perception +5
Speed 5

STANDARD ACTIONS
(mbasic) Bite * At Will

Requirement: The tick may not have a creature grabbed.
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d6+8 damage, and the tick grabs the target (escape DC 19).

MINOR ACTIONS
(melee) Drain Blood * At Will 1/round

Attack: Melee 1 (one creature grabbed by the tick); +12 vs. Fortitude.
Hit: 1d8+3 damage, and the as long as the target remains grabbed by the tick, it takes ongoing 5 damage. Additionally, the target is weakened (save ends).
Miss: Half damage, and as long as the target remains grabbed by the tick, it takes ongoing 5 damage.
---
Str 15 Dex 10 Wis 14
Con 20 Int 1 Cha 7
Alignment unaligned Languages -

Bloated Wood Tick --- Level 11 Soldier
Medium natural beast --- XP 600
HP 116; Bloodied 58 Initiative +7
AC 27; Fortitude 25; Reflex 19; Will 22 Perception +8
Speed 5

STANDARD ACTIONS
(mbasic) Bite * At Will

Requirement: The tick may not have a creature grabbed.
Attack: Melee 1 (one creature); +16 vs. AC.
Hit: 3d6+9 damage, and the tick grabs the target (escape DC 23).

MINOR ACTIONS
(melee) Drain Blood * At Will 1/round

Attack: Melee 1 (one creature grabbed by the tick); +16 vs. Fortitude.
Hit: 1d8+7 damage, and the as long as the target remains grabbed by the tick, it takes ongoing 5 damage. Additionally, the target is weakened (save ends).
Miss: Half damage, and as long as the target remains grabbed by the tick, it takes ongoing 5 damage.
---
Str 22 Dex 10 Wis 17
Con 20 Int 1 Cha 7
Alignment unaligned Languages -

Giant Forest Tick --- Level 13 Minion Soldier
Medium natural beast --- XP 200
HP 1; a missed attack never damages a minion Initiative +8
AC 29; Fortitude 27; Reflex 23; Will 25 Perception +9
Speed 5, climb 5 (spider climb)

STANDARD ACTIONS
(mbasic) Bite * At Will

Requirement: The tick may not have a creature grabbed.
Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 10 damage, and the tick grabs the target (escape DC 25).

(melee) Drain Blood * At Will
Attack: Melee 1 (one creature grabbed by the tick); +18 vs. Fortitude.
Hit: 13 damage, and as long as the target is grabbed by the tick, it is weakened.
---
Str 22 Dex 10 Wis 17
Con 20 Int 1 Cha 7
Alignment unaligned Languages -
 

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the Jester

Legend
TIGER
Source:
Real life.

A tiger is a great cat and is one of the rare natural animals that has no compunction about hunting humanoids for food. Tigers are fierce and swift predators, and where they dwell in numbers, they are near the top of the natural food chain.

Rarely, humanoids will come to have an uneasy alliance with tigers, feeding them or luring them into areas from which the tigers cannot escape in order to use them as guards. The wild elves of Gorel even sometimes have sufficient affinity with tigers to use them as mounts, but they are highly unreliable and sometimes turn on those bold enough to ride them.

Tiger --- Level 7 Solo Soldier
Large natural beast (cat) --- XP 1,500
HP 328; Bloodied 164 Initiative +9
AC 23; Fortitude 21; Reflex 21; Will 16 Perception +11
Speed 9 Low-light vision
Saving Throws +5; Action Points 2

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 3d6+5 damage.

(mbasic) Claw * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d8+5 damage, and if the tiger does not have a creature grabbed, it makes a secondary attack.
Secondary Attack: Melee 1 (the target of the primary attack); +12 vs. Fortitude.
Hit: The target is grabbed (escape DC 16).

Savage Attack * At Will

Effect: The tiger uses bite once and claw twice.

Pounce * At Will
Effect: The tiger shifts up to 2 squares, then uses bite once and claw once.

MOVE ACTIONS
Amazing Leap * At Will

Effect: The tiger makes an Athletics check, then jumps (shifts) a number of squares equal to its check result divided by 6 (minimum of 1 square).

MINOR ACTIONS
(melee) Crush Throat * At Will 1/round

Attack: Melee 1 (one creature grabbed by the tiger); +12 vs. Fortitude.
Hit: 4d8+4 damage.
---
Skills Athletics +14
Str 23 Dex 18 Wis 17
Con 18 Int 2 Cha 11
Alignment unaligned Languages -

Dire Tiger --- Level 15 Solo Soldier
Huge natural beast (cat, mount) --- XP 6,000
HP 592; Bloodied 296 Initiative +14
AC 31; Fortitude 29; Reflex 29; Will 24 Perception +15
Speed 10 Low-light vision
Saving Throws +5; Action Points 2

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 4d6+9 damage.

(mbasic) Claw * At Will
Attack: Melee 2 (one creature); +12 vs. AC.
Hit: 3d8+8 damage, and if the tiger does not have a creature grabbed, it makes a secondary attack.
Secondary Attack: Melee 1 (the target of the primary attack); +20 vs. Fortitude.
Hit: The target is grabbed (escape DC 22).

Savage Attack * At Will
Effect: The dire tiger uses bite once and claw twice.

Pounce * At Will
Effect: The dire tiger shifts up to 2 squares, then uses bite once and claw once.

Leaping Charge (mount) * At Will
Requirement: The dire tiger must be mounted by a friendly rider of 15th level or higher.
Effect: The dire tiger uses amazing leap, then it and its rider each make a melee basic attack against the same target. If both hit, the tiger pushes the target 1 square and the target falls prone.

MOVE ACTIONS
Amazing Leap * At Will

Effect: The dire tiger makes an Athletics check, then jumps (shifts) a number of squares equal to its check result divided by 6 (minimum of 1 square).

MINOR ACTIONS
(melee) Crush Throat * At Will 1/round

Attack: Melee 1 (one creature grabbed by the tiger); +20 vs. Fortitude.
Hit: 4d10+12 damage.
---
Skills Athletics +22
Str 27 Dex 21 Wis 18
Con 18 Int 2 Cha 11
Alignment unaligned Languages -
 

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