D&D 4E Forked Thread: Al Qadim Monsters to 4e


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Thanks Jubelo, those tribesmen are great! Is there any flavor text or art that you have to go with them?

Actually, no. Or not yet for flavor and no for art. These were my first monsters I've made and were meant to be Furrowed Mountain Hill tribes, since they seemed to be used fairly often in the old AQ adventures.

On the tiger, I think it should be high heroic level, but can't pick one out:hmm:
 

Wheeee!!! AQ MC version 1 is up!!!

If you click this link
You will go to a Mediafire page where you can download the first release of MC 13A -- The Al-Qadim 4e Monstrous Compendium!

Please let me know what you think. I can't fix what I'm too dumb to realize is broken or missing...

And fixed the link!
 
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Creatures Great and Small (plus Crabmen for some reason...)

Code:
Baboon Skulker
Level 1 Skirmisher
Small Natural Beast
XP 100
Initiative +3
Senses Perception +1
HP 30; Bloodied 15
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6, climb 5
M Bite (Standard; at-will)
+6 vs. AC; 1d10 + 3 damage
Pack Assault
+1 to damage for every baboon attacking the same target, and within 2 spaces.
Ambush (encounter)
When attacking from surprise, the skulker gets a +2 to hit and damage.
Alignment Unaligned
Languages
Skills Nature +7 , Stealth +9
Str 12 (+1)
Dex 16 (+3)
Wis 13 (+1)
Con 14 (+2)
Int 7 (-2)
Cha 13 (+1)

Baboon Brawler
Level 2 Brute
Small Natural Beast
XP 125
Initiative +3
Senses Perception +2
HP 46; Bloodied 23
AC 14; Fortitude 15, Reflex 14, Will 14
Speed 6, climb 5
M Bite (Standard; at-will)
+5 vs. AC; 1d10 + 3 damage
m Pounce (Move; at-will)
The brawler leaps and tears at the target; charge does +1d6 damage target is grappled (escape ends); and +3 vs. For .; target is knocked Prone.
Pack Assault
+1 to damage for every baboon attacking the same target, and within 2 spaces.
Alignment Unaligned
Languages
Skills Nature +8 , Stealth +9
Str 14 (+3)
Dex 15 (+3)
Wis 13 (+2)
Con 16 (+4)
Int 7 (-1)
Cha 10 (+1)

Boar, Wild
Level 2 Elite Soldier
Medium Natural Beast
XP 250
Initiative +2
Senses Perception +1
HP 84; Bloodied 42
AC 20; Fortitude 18, Reflex 15, Will 12
Resist 5 poison
Saving Throws +2
Speed 7
Action Points 1
M Gore (Standard; at-will)
+9 vs. AC; 1d10 + 3 damage
m Brutal Charge (Move)
Charge; +11 vs. AC; 2d6 + 5 damage; Target is Dazed until end of boar's next turn.
Alignment Unaligned
Languages
Skills Stealth +9
Str 15 (+3)
Dex 12 (+2)
Wis 10 (+1)
Con 18 (+5)
Int 3 (-3)
Cha 10 (+1)

Boar, Dire
Level 15 Elite Brute
Large Natural Beast
XP 2,400
Initiative +10
Senses Perception +10
HP 360; Bloodied 180
AC 29; Fortitude 31, Reflex 27, Will 25
Immune poison; Resist 5 all weapons
Saving Throws +2
Speed 8
Action Points 1
M Gore (Standard; at-will)
+18 vs. AC; 2d8 + 6 damage
m Trample (Immediate Reaction; encounter) ♦ after successful charge
+16 vs. For.; 3d6 + 6 damage; Target is Stunned until end of boar's next turn.
Berserk (Immediate Reaction; daily) ♦ Bloodied
When Bloodied the boar gets +1 to saves, speed and to hit, + 3 to damage, 45 Temporary Hit Points, and -2 to all defenses
Alignment Unaligned
Languages
Skills Stealth +15
Str 24 (+14)
Dex 16 (+10)
Wis 16 (+10)
Con 20 (+12)
Int 4 (+4)
Cha 8 (+6)

Crabman Grazer
Level 5 Skirmisher
Large Natural Humanoid (aquatic)
XP 200
Initiative +4
Senses Perception +3
HP 64; Bloodied 32
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 4, swim 3
M Claw (Standard; at-will)
+10 vs. AC; 1d6 + 4 damage
m Dual Claw Strike (Standard; at-will)
Can attack twice with claw on single target
Alignment Unaligned
Languages Crabman
Skills Nature +6 , Stealth +9
Str 18 (+6)
Dex 15 (+4)
Wis 13 (+3)
Con 16 (+5)
Int 9 (+1)
Cha 10 (+2)

Crabman Chieftein
Level 5 Elite Soldier (Leader)
Large Natural Humanoid (aquatic)
XP 400
Initiative +4
Senses Perception +3
HP 132; Bloodied 66
AC 23; Fortitude 21, Reflex 19, Will 16
Saving Throws +2
Speed 4, swim 3
Action Points 1
M Claw (Standard; at-will)
+12 vs. AC; 1d10 + 4 damage
m Dual Claw Strike (Standard; at-will)
Can attack twice with claw on single target
Take it on the Shell (Immediate Reaction; daily) ♦ Bloodied
The first attack that would bloody the chieftein is ignored
Alignment Unaligned
Languages Crabman
Skills Nature +7 , Stealth +9
Str 20 (+7)
Dex 15 (+4)
Wis 13 (+3)
Con 18 (+6)
Int 10 (+2)
Cha 12 (+3)

Crocodile, Freshwater
Level 4 Lurker
Large Natural Beast (aquatic)
XP 175
Initiative +4
Senses Perception +4
HP 45; Bloodied 22
AC 18; Fortitude 17, Reflex 16, Will 16
Speed 7, swim 4
M Bite (Standard; at-will)
+9 vs. AC; +9 vs. AC; 2d8 + 4 damage; Secondary Attack Secondary Attack: +7 vs. Ref. Target is Grabbed
Crushing Jaws
The crocodile adds 5 to its For. and Ref. defenses in order to maintain a grab
Stealthy Killer (encounter)
The crocodile gains a +2 to hit if attacking from surprise.
Alignment Unaligned
Languages
Skills Stealth +8, Endurance +9
Str 18 (+6)
Dex 15 (+4)
Wis 15 (+4)
Con 15 (+4)
Int 2 (-2)
Cha 10 (+2)

Crocodile, Giant Saltwater
Level 12 Brute
Huge Natural Beast (aquatic)
XP 700
Initiative +8
Senses Perception +9
HP 150; Bloodied 75
AC 24; Fortitude 24, Reflex 22, Will 23
Speed 7, swim 5
M Bite (Standard; at-will)
+15 vs. AC; 3d6 + 5 damage; Secondary Attack Secondary Attack: +13 vs. Ref. Target is Grabbed
m Battering Charge (Move; encounter) ♦ charge
Must charge; +13 vs. For; 3d8 +5 target is Stunned until end of crocodile's next turn; Miss: Target is Dazed until end of crocodile's next turn.
Crushing Jaws
The crocodile adds 5 to its For. and Ref. defenses in order to maintain a grab
Alignment Unaligned
Languages
Skills Stealth +13, Endurance +16
Str 20 (+11)
Dex 14 (+8)
Wis 16 (+9)
Con 20 (+11)
Int 4 (+3)
Cha 12 (+7)

Dolphin
Level 6 Skirmisher
Large Natural Beast (aquatic)
XP 250
Initiative +6
Senses Perception +6, blindsight 30
HP 73; Bloodied 36
AC 20; Fortitude 19, Reflex 18, Will 18
Speed swim 8
M Bite (Standard; at-will)
+11 vs. AC; 1d6 + 4 damage
m Ram (Move; at-will) ♦ charge
Must charge; +11 vs. AC; 1d10+ 4 target is Dazed until end of dolphins's next turn
Alignment Unaligned
Languages
Skills Stealth +13, Endurance +16
Str 18 (+7)
Dex 16 (+6)
Wis 16 (+6)
Con 17 (+6)
Int 8 (+2)
Cha 14 (+5)

Eagle
Level 1 Skirmisher
Medium Natural Beast
XP 100
Initiative +2
Senses Perception +7
HP 29; Bloodied 14
AC 15; Fortitude 13, Reflex 13, Will 13
Speed 1, fly 8
M Clawing at the Face (Standard; at-will)
+6 vs. AC; 1d6 + 3 damage; Secondary Attack Secondary: +4 vs.Ref.; Target is Blinded until end of eagle's next action
m Stoop (Move; at-will) ♦ charge
Must charge; target must be size Small or smaller; +4 vs. Ref; 1d6 damage, and Target is Grabbed (escape ends) and Dazed (save ends); eagle may continue with any unused movement after attack.
Alignment Unaligned
Languages
Str 8 (-1)
Dex 14 (+2)
Wis 14 (+2)
Con 13 (+1)
Int 2 (-4)
Cha 8 (-1)
 


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