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<blockquote data-quote="the Jester" data-source="post: 5748993" data-attributes="member: 1210"><p>Here's a revised stone guardian, along with two other creatures, under the new heading of "living statue". </p><p></p><p>Notes on changes to the stone guardian: Mostly math fixes (including to stats). However, I changed the stunning attack to an encounter ability- boy did I underestimate how powerful stunning was in the early days of 4e monster design!- and changed the other non-basic attack to "recharge 6".</p><p></p><p><strong>LIVING STATUES </strong> </p><p> <strong>Source (stone guardian):</strong> L1 The Secret of Bone Hill.</p><p> <strong>Source (caryatid column):</strong> 1e Fiend Folio.</p><p> <strong>Source (general inspiration): </strong>Mentzer Basic D&D.</p><p> </p><p>A living statue is a blanket term for a variety of constructs; as they are all animated rather than alive, the name is something of a misnomer. Living statues are similar in appearance to golems, but are animated by simpler magic rather than being driven by a bound elemental spirit. A living statue thus tends to be significantly less powerful than a true golem, and a living statue typically remains within a single chamber unless aroused, lacking any but the most rudimentary intellect.</p><p> </p><p><strong>Control Jewels:</strong> Each living statue is paired to an item of jewelry when it is created. The living statue paired to the jewelry will ignore the wearer, allowing him or her to pass through the area it is guarding. If a creature wearing the control jewelry attacks the living statue to which the jewelry is attuned, it gains a +5 bonus to its first attack and damage roll against the living statue, but the control jewel then shatters.</p><p> </p><p><strong>Myriad Forms:</strong> There are many different types of living statues, and specimens are often made of different materials and with different qualities. Generally speaking, however, living statues are of medium or smaller size; the ritual magic animating them cannot manipulate larger bodies. While most living statues resemble humanoids in form, others are designed as bulls, monsters or even, rarely, objects. Although many living statues appear to wield weapons, these are actually a part of the creature itself.</p><p> </p><p><strong>Eternal Guardians: </strong>Most living statues are created as tireless guardians by ritualists of moderate power. Since they need neither sleep nor food nor water, they are ideal for keeping a long-term watch over objects, areas or creatures best left forgotten or little used. Hidden escape routes, sealed crypts, treasuries and other such areas sometimes see living statue guards.</p><p></p><p><strong>Stone Guardian Level 7 Brute </strong> </p><p>Medium natural animate (construct) XP 300 </p><p>HP 98; Bloodied 49 Initiative +2</p><p>AC 19; Fortitude 22; Reflex 18; Will 19 Perception +3</p><p>Speed 5 Darkvision</p><p></p><p>STANDARD ACTIONS</p><p> </p><p>(mbasic) Heavy Fist * At Will</p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 3d8+7 damage.</p><p></p><p>(melee) Heavy Overhanded Blow * Recharge 6</p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 4d8+7 damage and the stone guardian knocks the target prone.</p><p></p><p>(melee) Stunning Underhand Blow * Encounter </p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 4d8+7 damage and the target is stunned (save ends).</p><p>---</p><p>Str 20 Dex 8 Wis 10</p><p>Con 18 Int 2 Cha 6</p><p>Alignment unaligned Languages understands the wearer of its control jewel</p><p></p><p><strong>Caryatid Column Level 7 Lurker </strong> </p><p>Medium natural animate (construct) XP 300 </p><p> </p><p>A caryatid column is a stone statue of a sword-wielding female humanoid. Typically found as a part of columns in the area that they are supposed to guard (and never found in an area without columns or pillars), caryatid columns have the advantage of being virtually undetectable until they attack.</p><p></p><p>HP 67; Bloodied 33 Initiative +9</p><p>AC 21; Fortitude 20; Reflex 19; Will 18 Perception +10</p><p>Speed 6 Darkvision</p><p></p><p>TRAITS </p><p>Clever Disguise</p><p> While the caryatid column is adjacent to or shares its space with a pillar or column, until it takes an action, it requires a Perception check (DC 23) to detect the caryatid column's presernce.</p><p></p><p>Weapon Breaker</p><p> When an attack with the Weapon keyword hits the caryatid column, the attacker must make a saving throw. If it fails, the weapon used for the attack gains a wear point. (One wear point represents cosmetic damage, two wear points give the weapon a -1 penalty to attack rolls and three wear points means that the weapon is destroyed. A magical item can withstand one extra wear point per tier without suffering anything more than cosmetic damage.)</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Slim Sword * At Will</p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 2d8+6 damage, or 3d8+6 if the caryatid column is hidden from the target.</p><p></p><p>Columnular Retreat</p><p> Effect: The caryatid column moves up to its speed to a square adjacent to a column or pillar, then makes a Stealth check to hide. </p><p>---</p><p>Skills Stealth +10 </p><p>Str 17 Dex 15 Wis 15</p><p>Con 19 Int 1 Cha 7</p><p>Alignment unaligned Languages understands the wearer of its control jewel</p><p></p><p><strong>Bronze Swordsman Level 8 Soldier </strong> </p><p>Medium natural animate (construct) XP 350 </p><p>HP 87; Bloodied 43 Initiative +6</p><p>AC 24; Fortitude 22; Reflex 19; Will 20 Perception +7</p><p>Speed 5 Darkvision</p><p></p><p>TRAITS </p><p>Deafening Clangor</p><p> If the bronze swordsman is pushed, pulled, slid or knocked prone, creatures adjacent to the bronze swordsman's ending square are deafened and grant combat advantage to the swordsman until the end of the bronze swordsman's next turn.</p><p></p><p>STANDARD ACTIONS </p><p>(mbasic) Bronze Sword * At Will</p><p> Attack: Melee 1 (one target); +13 vs. AC.</p><p> Hit: 2d10+5 damage and the bronze swordsman marks the target (save ends).</p><p></p><p>TRIGGERED ACTIONS </p><p>Parry * At Will</p><p> Trigger: A creature marked by the bronze swordsman makes an attack that does not include it as a target.</p><p> Effect (Immediate Interrupt): The triggering creature takes a -4 penalty to the attack. (This is in addition to the -2 penalty for being marked.)</p><p>---</p><p>Str 20 Dex 10 Wis 16</p><p>Con 15 Int 1 Cha 7</p><p>Alignment unaligned Languages understands the wearer of its control jewel</p></blockquote><p></p>
[QUOTE="the Jester, post: 5748993, member: 1210"] Here's a revised stone guardian, along with two other creatures, under the new heading of "living statue". Notes on changes to the stone guardian: Mostly math fixes (including to stats). However, I changed the stunning attack to an encounter ability- boy did I underestimate how powerful stunning was in the early days of 4e monster design!- and changed the other non-basic attack to "recharge 6". [B]LIVING STATUES [/B] [B]Source (stone guardian):[/B] L1 The Secret of Bone Hill. [B]Source (caryatid column):[/B] 1e Fiend Folio. [B]Source (general inspiration): [/B]Mentzer Basic D&D. A living statue is a blanket term for a variety of constructs; as they are all animated rather than alive, the name is something of a misnomer. Living statues are similar in appearance to golems, but are animated by simpler magic rather than being driven by a bound elemental spirit. A living statue thus tends to be significantly less powerful than a true golem, and a living statue typically remains within a single chamber unless aroused, lacking any but the most rudimentary intellect. [B]Control Jewels:[/B] Each living statue is paired to an item of jewelry when it is created. The living statue paired to the jewelry will ignore the wearer, allowing him or her to pass through the area it is guarding. If a creature wearing the control jewelry attacks the living statue to which the jewelry is attuned, it gains a +5 bonus to its first attack and damage roll against the living statue, but the control jewel then shatters. [B]Myriad Forms:[/B] There are many different types of living statues, and specimens are often made of different materials and with different qualities. Generally speaking, however, living statues are of medium or smaller size; the ritual magic animating them cannot manipulate larger bodies. While most living statues resemble humanoids in form, others are designed as bulls, monsters or even, rarely, objects. Although many living statues appear to wield weapons, these are actually a part of the creature itself. [B]Eternal Guardians: [/B]Most living statues are created as tireless guardians by ritualists of moderate power. Since they need neither sleep nor food nor water, they are ideal for keeping a long-term watch over objects, areas or creatures best left forgotten or little used. Hidden escape routes, sealed crypts, treasuries and other such areas sometimes see living statue guards. [B]Stone Guardian Level 7 Brute [/B] Medium natural animate (construct) XP 300 HP 98; Bloodied 49 Initiative +2 AC 19; Fortitude 22; Reflex 18; Will 19 Perception +3 Speed 5 Darkvision STANDARD ACTIONS (mbasic) Heavy Fist * At Will Attack: Melee 1 (one creature); +12 vs. AC. Hit: 3d8+7 damage. (melee) Heavy Overhanded Blow * Recharge 6 Attack: Melee 1 (one creature); +12 vs. AC. Hit: 4d8+7 damage and the stone guardian knocks the target prone. (melee) Stunning Underhand Blow * Encounter Attack: Melee 1 (one creature); +12 vs. AC. Hit: 4d8+7 damage and the target is stunned (save ends). --- Str 20 Dex 8 Wis 10 Con 18 Int 2 Cha 6 Alignment unaligned Languages understands the wearer of its control jewel [B]Caryatid Column Level 7 Lurker [/B] Medium natural animate (construct) XP 300 A caryatid column is a stone statue of a sword-wielding female humanoid. Typically found as a part of columns in the area that they are supposed to guard (and never found in an area without columns or pillars), caryatid columns have the advantage of being virtually undetectable until they attack. HP 67; Bloodied 33 Initiative +9 AC 21; Fortitude 20; Reflex 19; Will 18 Perception +10 Speed 6 Darkvision TRAITS Clever Disguise While the caryatid column is adjacent to or shares its space with a pillar or column, until it takes an action, it requires a Perception check (DC 23) to detect the caryatid column's presernce. Weapon Breaker When an attack with the Weapon keyword hits the caryatid column, the attacker must make a saving throw. If it fails, the weapon used for the attack gains a wear point. (One wear point represents cosmetic damage, two wear points give the weapon a -1 penalty to attack rolls and three wear points means that the weapon is destroyed. A magical item can withstand one extra wear point per tier without suffering anything more than cosmetic damage.) STANDARD ACTIONS (mbasic) Slim Sword * At Will Attack: Melee 1 (one creature); +12 vs. AC. Hit: 2d8+6 damage, or 3d8+6 if the caryatid column is hidden from the target. Columnular Retreat Effect: The caryatid column moves up to its speed to a square adjacent to a column or pillar, then makes a Stealth check to hide. --- Skills Stealth +10 Str 17 Dex 15 Wis 15 Con 19 Int 1 Cha 7 Alignment unaligned Languages understands the wearer of its control jewel [B]Bronze Swordsman Level 8 Soldier [/B] Medium natural animate (construct) XP 350 HP 87; Bloodied 43 Initiative +6 AC 24; Fortitude 22; Reflex 19; Will 20 Perception +7 Speed 5 Darkvision TRAITS Deafening Clangor If the bronze swordsman is pushed, pulled, slid or knocked prone, creatures adjacent to the bronze swordsman's ending square are deafened and grant combat advantage to the swordsman until the end of the bronze swordsman's next turn. STANDARD ACTIONS (mbasic) Bronze Sword * At Will Attack: Melee 1 (one target); +13 vs. AC. Hit: 2d10+5 damage and the bronze swordsman marks the target (save ends). TRIGGERED ACTIONS Parry * At Will Trigger: A creature marked by the bronze swordsman makes an attack that does not include it as a target. Effect (Immediate Interrupt): The triggering creature takes a -4 penalty to the attack. (This is in addition to the -2 penalty for being marked.) --- Str 20 Dex 10 Wis 16 Con 15 Int 1 Cha 7 Alignment unaligned Languages understands the wearer of its control jewel [/QUOTE]
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