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Converting Elites to Solos
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<blockquote data-quote="keterys" data-source="post: 4369064" data-attributes="member: 43019"><p><strong>Solo-Elite Template</strong></p><p> This template is used when you wish to have a creature appear several levels before it normally does, but still retain much of its expected toughness. This is particularly useful when converting existing modules or when setting a progression of difficult with a creature showing up as solo early on and elite later on. Be aware that the DM’s Toolbox rules for raising and lowering levels may be adequate for your purposes by lowering the level of a creature without also making it a solo. While this does reduce the creature's level by 5 as part of turning it into a Solo (keeping the XP value the same), you can then raise or lower the creature's level as normal after the template is applied.</p><p> </p><p> <strong>Level</strong> -5</p><p> <strong>Attacks</strong> All -5</p><p> <strong>Defenses</strong> All -3</p><p> <strong>Saving Throws</strong> +5 Total</p><p> <strong>Action Points</strong> 2 Total</p><p> <strong>Hit Points</strong> (8 * (NewLevel + 1) + Con) * (4 if Heroic, otherwise 5)</p><p> </p><p> Reduce skill modifiers, ability check modifiers, and initiative by 2</p><p> Powers</p><p> <strong>Action Mastery</strong></p><p> When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.</p><p> </p><p> <strong>Bloodied Frenzy</strong> (when first bloodied)</p><p> The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery.</p><p> </p><p> Note that damage should not change from the base creature.</p><p> </p><p>Examples:</p><p> <strong>Manticore</strong></p><p> Level 5 Solo Skirmisher</p><p> Large natural magical beast (mount)</p><p> <strong>XP</strong> 1,000</p><p> </p><p><strong> Initiative</strong> +10<strong></strong></p><p><strong> Senses</strong> Perception +11</p><p> <strong>HP</strong> 260; <strong>Bloodied</strong> 130</p><p> <strong>AC</strong> 23; <strong>Fortitude</strong> 21, <strong>Reflex</strong> 21, <strong>Will</strong> 19; see also <em>action mastery</em></p><p> <strong>Saving Throws</strong> +5; see also <em>action mastery</em></p><p> <strong>Speed</strong> 6, fly 8, overland flight 10</p><p> <strong>Action Points</strong> 2; see also <em>action mastery and bloodied frenzy</em></p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Claw</strong> (standard; at-will) </p><p> +10 vs. AC; 2d6 + 5 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Spike</strong> (standard; at-will)</p><p> Ranged 10; +10 vs. AC (see also guided sniper); 1d8 + 5 damage. Hit or Miss: The Manticore shifts 3 squares after making the attack.</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" />/<img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Manticore’s Fury</strong> (standard; at-will)</p><p> The manticore makes a claw attack and a spike attack (in any order) and may shift 1 square between the two attacks.</p><p> <img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <strong>Spike Volley</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />)</p><p> Area burst 1 within 10; +10 vs. AC (see also guided sniper); 1d8 + 5 damage.</p><p> <strong>Guided Sniper</strong> (while mounted by a friendly rider of 10th level or higher; at-will)</p><p> A manticore with a rider gains a +2 bonus to attack rolls with its spike attack and spike volley power.</p><p> <strong>Action Mastery</strong></p><p> When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.<strong></strong></p><p><strong> Bloodied Frenzy</strong> (when first bloodied)</p><p> The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also <em>action mastery</em>.</p><p> </p><p><strong> Alignment</strong> Chaotic Evil</p><p> <strong>Languages</strong> Common</p><p> <strong>Skills</strong> Stealth +13</p><p> <strong>Str</strong> 21 (+8) <strong>Dex</strong> 20 (+8) <strong>Wis</strong> 17 (+5)</p><p> <strong>Con</strong> 17 (+6) <strong>Int</strong> 4 (+2) <strong>Cha</strong> 12 (+4)</p><p> </p><p>Note: It'd be reasonable to lower the level requirement on Guided Sniper.</p><p> </p><p><strong>Grell Philosopher</strong></p><p> Level 6 Solo Controller</p><p> Large natural magical beast</p><p> <strong>XP</strong> 1,200</p><p> <strong>Initiative</strong> +8<strong></strong></p><p><strong> Senses</strong> Perception +10; blindsight 12</p><p><strong>HP</strong> 288; <strong>Bloodied</strong> 144; see also <em>bloodied frenzy</em></p><p> <strong>AC</strong> 24; <strong>Fortitude </strong>18, <strong>Reflex</strong> 21, <strong>Will</strong> 20; see also <em>action mastery</em><strong></strong></p><p><strong>Immune</strong> gaze; <strong>Resist </strong>20 lightning<strong></strong></p><p><strong>Saving Throws</strong> +5; see also <em>action mastery</em><strong></strong></p><p><strong>Speed</strong> 1 (clumsy), fly 6 (hover)</p><p><strong>Action Points</strong> 2; see also <em>action mastery and bloodied frenzy</em></p><p> </p><p> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Tentacle Rake</strong> (standard; at-will) * <strong>Poison</strong></p><p>Reach 2; +12 vs. AC; 3d8 + 5 damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Lightning Lance</strong> (standard; at-will) * <strong>Lightning</strong></p><p>Ranged 10; +9 vs. Reflex; 3d6 + 6 lightning damage, and the target is blinded (save ends).</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <strong>Psychic Storm</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) * <strong>Psychic, Zone</strong></p><p>Area burst 2 within 10; +9 vs. Will; 3d8 + 3 psychic damage, and the target is dazed (save ends). The psychic storm is a zone that lasts until the end of the encounter. Any creature entering the zone is dazed (save ends).</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> <strong>Venomous Mind</strong> (standard; at-will) * <strong>Psychic</strong></p><p>Close burst 3; targets enemies; +10 vs. Will; 2d8 + 5 psychic damage and the target must choose a random target for any melee attacks it makes (save ends).</p><p><strong> Action Mastery</strong></p><p>When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.</p><p> <strong>Bloodied Frenzy</strong> (when first bloodied)</p><p>The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery.</p><p> </p><p> <strong>Alignment </strong>Evil</p><p> <strong>Languages</strong> Deep Speech</p><p> <strong> Skills</strong> Arcana +11, Stealth +18</p><p> <strong>Str</strong> 14 (+5) <strong>Dex</strong> 21 (+8) <strong>Wis</strong> 14 (+5)</p><p> <strong>Con</strong> 16 (+6) <strong>Int</strong> 16 (+6) <strong>Cha</strong> 13 (+4)</p></blockquote><p></p>
[QUOTE="keterys, post: 4369064, member: 43019"] [B]Solo-Elite Template[/B] This template is used when you wish to have a creature appear several levels before it normally does, but still retain much of its expected toughness. This is particularly useful when converting existing modules or when setting a progression of difficult with a creature showing up as solo early on and elite later on. Be aware that the DM’s Toolbox rules for raising and lowering levels may be adequate for your purposes by lowering the level of a creature without also making it a solo. While this does reduce the creature's level by 5 as part of turning it into a Solo (keeping the XP value the same), you can then raise or lower the creature's level as normal after the template is applied. [B]Level[/B] -5 [B]Attacks[/B] All -5 [B]Defenses[/B] All -3 [B]Saving Throws[/B] +5 Total [B]Action Points[/B] 2 Total [B]Hit Points[/B] (8 * (NewLevel + 1) + Con) * (4 if Heroic, otherwise 5) Reduce skill modifiers, ability check modifiers, and initiative by 2 Powers [B]Action Mastery[/B] When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn. [B]Bloodied Frenzy[/B] (when first bloodied) The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery. Note that damage should not change from the base creature. Examples: [B]Manticore[/B] Level 5 Solo Skirmisher Large natural magical beast (mount) [B]XP[/B] 1,000 [B] Initiative[/B] +10[B] Senses[/B] Perception +11 [B]HP[/B] 260; [B]Bloodied[/B] 130 [B]AC[/B] 23; [B]Fortitude[/B] 21, [B]Reflex[/B] 21, [B]Will[/B] 19; see also [I]action mastery[/I] [B]Saving Throws[/B] +5; see also [I]action mastery[/I] [B]Speed[/B] 6, fly 8, overland flight 10 [B]Action Points[/B] 2; see also [I]action mastery and bloodied frenzy[/I] :bmelee: [B]Claw[/B] (standard; at-will) +10 vs. AC; 2d6 + 5 damage. :ranged: [B]Spike[/B] (standard; at-will) Ranged 10; +10 vs. AC (see also guided sniper); 1d8 + 5 damage. Hit or Miss: The Manticore shifts 3 squares after making the attack. :melee:/:ranged: [B]Manticore’s Fury[/B] (standard; at-will) The manticore makes a claw attack and a spike attack (in any order) and may shift 1 square between the two attacks. :area: [B]Spike Volley[/B] (standard; recharge :3: :4: :5: :6:) Area burst 1 within 10; +10 vs. AC (see also guided sniper); 1d8 + 5 damage. [B]Guided Sniper[/B] (while mounted by a friendly rider of 10th level or higher; at-will) A manticore with a rider gains a +2 bonus to attack rolls with its spike attack and spike volley power. [B]Action Mastery[/B] When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.[B] Bloodied Frenzy[/B] (when first bloodied) The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also [I]action mastery[/I]. [B] Alignment[/B] Chaotic Evil [B]Languages[/B] Common [B]Skills[/B] Stealth +13 [B]Str[/B] 21 (+8) [B]Dex[/B] 20 (+8) [B]Wis[/B] 17 (+5) [B]Con[/B] 17 (+6) [B]Int[/B] 4 (+2) [B]Cha[/B] 12 (+4) Note: It'd be reasonable to lower the level requirement on Guided Sniper. [B]Grell Philosopher[/B] Level 6 Solo Controller Large natural magical beast [B]XP[/B] 1,200 [B]Initiative[/B] +8[B] Senses[/B] Perception +10; blindsight 12 [B]HP[/B] 288; [B]Bloodied[/B] 144; see also [I]bloodied frenzy[/I] [B]AC[/B] 24; [B]Fortitude [/B]18, [B]Reflex[/B] 21, [B]Will[/B] 20; see also [I]action mastery[/I][B] Immune[/B] gaze; [B]Resist [/B]20 lightning[B] Saving Throws[/B] +5; see also [I]action mastery[/I][B] Speed[/B] 1 (clumsy), fly 6 (hover) [B]Action Points[/B] 2; see also [I]action mastery and bloodied frenzy[/I] :bmelee: [B]Tentacle Rake[/B] (standard; at-will) * [B]Poison[/B] Reach 2; +12 vs. AC; 3d8 + 5 damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both). :ranged: [B]Lightning Lance[/B] (standard; at-will) * [B]Lightning[/B] Ranged 10; +9 vs. Reflex; 3d6 + 6 lightning damage, and the target is blinded (save ends). :area: [B]Psychic Storm[/B] (standard; recharge :6:) * [B]Psychic, Zone[/B] Area burst 2 within 10; +9 vs. Will; 3d8 + 3 psychic damage, and the target is dazed (save ends). The psychic storm is a zone that lasts until the end of the encounter. Any creature entering the zone is dazed (save ends). :close: [B]Venomous Mind[/B] (standard; at-will) * [B]Psychic[/B] Close burst 3; targets enemies; +10 vs. Will; 2d8 + 5 psychic damage and the target must choose a random target for any melee attacks it makes (save ends). [B] Action Mastery[/B] When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn. [B]Bloodied Frenzy[/B] (when first bloodied) The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery. [B]Alignment [/B]Evil [B]Languages[/B] Deep Speech [B] Skills[/B] Arcana +11, Stealth +18 [B]Str[/B] 14 (+5) [B]Dex[/B] 21 (+8) [B]Wis[/B] 14 (+5) [B]Con[/B] 16 (+6) [B]Int[/B] 16 (+6) [B]Cha[/B] 13 (+4) [/QUOTE]
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