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

As for 'Aberrent' vs. 'Natural'...the Magic Jar ability of the Skin Thief, and the ability to use any Magic item regardless of pre-reqs have a more off-worldly feel to them. Even in the original AQ the Yikkarians were treated as other-worldly spirits more then co-denizens of Zakhara.

While I would agree with you, the Rakshasa are Natural and not Immortal as they should have been according to previous editions (they come from the outer planes and are more akin to Devils), and they were pretty darn otherworldy before (demon souls trapped in flesh, immortal, and so on). So I second that the Yak Men might be Natural.

In any case, GREAT WORK so far and keep it coming!
 

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Desert Giants and Nasnas

Code:
Desert Giant Hunter 	Level 16 Skirmisher
Large Natural Humanoid 	XP 1,400
Initiative +13 	Senses Perception: +15
HP 157; Bloodied 78
AC 30; Fortitude 28, Reflex 26, Will 25
Speed 8
M Long Spear (Standard; at-will)
Reach 3; +24 vs. AC; 1d12+7 damage and the target is slowed
until the end of the desert giant’s next turn.
R Giant Short Bow (Standard; at-will)
Range 20/40; +21 vs. AC; 1d10 damage
Sniper
When a desert giant hunter makes a ranged attack from hiding and 
misses, it is still considered to be hiding.
Desert Blend (Standard; daily)
The desert giant hunter gains concealment until it attacks or moves.
Alignment Unaligned 	Languages Midani, Giant
Skills Stealth +16, Nature +15
Str 22 (+14) 	Dex 16 (+11) 	Wis 14 (+10)
Con 21 (+13) 	Int 10 (+8) 	Cha 10 (+8)
Equipment Giant Long Spear, Giant Short Bow, Leather

Desert Giant Sheikh 	Level 18 Soldier (Leader)
Large Natural Humanoid 	XP 2,000
Initiative +15 	Senses Perception +16
HP 174; Bloodied 87
AC 34; Fortitude 31, Reflex 28, Will 27
Speed 8
Basic Melee: Giant Scimitar (Standard; at-will)
+23 vs. AC; 1d10+7 damage
Basic Range: Giant Short Bow (Standard; at-will)
Range 20/40; +21 vs. AC; 1d10 damage
Close Burst 10: Preparatory Tactics (Standard; daily)
The sheikh gives all allies in the burst +2 to Hit, Damage, and AC
till the end of the encounter
Inspiring Commander (Bloodied)
When a desert giant sheikh makes an Melee attack while bloodied,
all allies gain a +1 to hit and +2 damage until the start of the sheikh's next turn.
Desert Blend (Standard; daily)
The desert giant sheikh gains concealment until it attacks or moves.
Directed Fire (Standard; at-will)
An ally of the Sheikh may make a ranged basic attack against a target 
of the sheikh's choice.
Alignment Unaligned 	Languages Midani, Giant
Skills Stealth +17, Nature +17, Diplomacy +16
Str 24 (+16) 	Dex 18 (+13) 	Wis 16 (+12)
Con 22 (+15) 	Int 14 (+11) 	Cha 16 (+12)
Equipment Giant Scimitar, Giant Short Bow, Chain Mail



Nasnas Thug 	Level 4 Brute
Medium Aberrant Humanoid 	XP 175
Initiative +4 	Senses Perception +4
Petrifying Calls (Thunder) aura 2; +5 vs.Will; Target's are 
Immobilized (save ends). This can only affect any one target 
once per encounter.
HP 64; Bloodied 32
AC 16; Fortitude 18, Reflex 16, Will 13
Immune Fear; Vulnerable Magic and Iron Weapons 5
Saving Throws +2
Speed 6
Basic Melee: Scimitar (Standard; at-will)
+7 vs. AC; 1d8+5 damage
Alignment Evil 	Languages Midani (cannot speak)
Str 20 (+7) 	Dex 15 (+4) 	Wis 9 (+1)
Con 14 (+4) 	Int 7 (+0) 	Cha 6 (+0)
Equipment Scimitar
 
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I noticed you gave sniper and desert blend to the sheikh as well - seems like a typo. ANd I might give the sheikh Diplomacy instead of Stealth. Oh, and the language is "Midani" not "Midari".

Nice work! Are you intending on doing any lore or just straight stat conversion?
 

All Desert Giants have skin that blends, chameleon-like, into the background of the sandy wastes. I gave the Sheikh Diplomacy as well in the edit, and fixed the languages.

As for flavor text, I'm more concerned about getting rough numbers down at this time. A re-do of Zakhara needs to be able to be a unified whole in terms of backstory and history, and as many of the creatures are very intelligent and often followers of the Lore, their interaction with the history needs to be taken into account. I could copy the original flavor text wholesale, but IMO a great deal of it seemed contrived and not organic with the glowing construction that is Al Qadim.
 

First of all, thanks for the hard work you've been putting into this thread. Al Qadim has always been one of my favorite settings to read (I live in a tiny town, so not much playing involved) and you've drawn me out of lurker mode. :)

Would you mind if I posted some Arabian Monsters in this thread at some point?

I also have some comments on the monsters posted recently.

I use the 4e Monster Math cruncher at Asmor.com to check my math.

For the Dragonne:

It seems to lack powers compared to other lvl 14 soldiers. Perhaps a double claw attack option? Or something like 'the target of the dragonne's charge attack is marked, make a secondary attack. Secondary attack: close burst 3, targets unmarked enemies +19 vs will : Fear the target is pushed x squares.

With the wisdom/charisma pair as low as it is, perhaps Will def should be lower, near 22?

I believe that Initiative should be 14 (+12 dex, +2 soldier).

Was the +5 on all saving throws purposeful? I don't recall another example that isn't a solo monster with that power.

For the Desert Giant Hunter

I think your Initiative score is a typo (+1) I calculated +13.

The stats seem low.. according to the book, they should average out to be about 21 except for the main pair at 24. I know it's exception based design, but was curious.

Damage also seems lower than normal for a monster of this level.

Thanks again,

Jon

Forgot to ask.. are you going to make Nasna minions as well? I thought they'd work well for that.
 
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If anyone wants to add to these monsters, go ahead!
The Dragonne was originally going to be a Solo, obviously I didn't check my work :) I was thinking about adding a Pounce attack to it as well, but that second suggestion of yours is excellent.

In regards to the Desert Giant stats, check out the Fire Giant in the MM, but the initiative is a typo.

The Nasnas should have more lasting power then a minion, as they are usually created in groups of only one to three.

Thank you very much for your comments and criticism!
 
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Giants and Ghul-Kin and Rocs Oh My!

Code:
Giant Ogre 	Level 14 Brute
Large Natural Humanoid 	XP 1,000
Initiative +7 	Senses Perception +12
HP 134; Bloodied 67
AC 22; Fortitude 25, Reflex 20, Will 19
Speed 8
Melee Basic: Massive Punch (Standard; at-will)
Reach 2; +13 vs. AC; 2d6+6 damage
Ranged: Hurl Boulder(Standard; at-will)
Ranged 8/16; +11 vs. Ref; 3d6+6 damage
Alignment Unaligned 	Languages Giant, Midani
Skills Athletics +19
Str 22 (+13) 	Dex 14 (+9) 	Wis 12 (+8)
Con 22 (+13) 	Int 9 (+6) 	Cha 6 (+5)

Island Giant Male 	Level 14 Brute
Large Natural Humanoid 	XP 1,000
Initiative +12 	Senses Perception +12
HP 170; Bloodied 85
AC 26; Fortitude 28, Reflex 21, Will 22
Speed 8
Melee Basic: Massive Punch (Standard; at-will)
Reach 2; +17 vs. AC; 3d6+6 damage
Melee: Crushing Grip (Immediate Reaction; at-will)
must have grappled; +15 vs. For; 3d10+6 damage 
and target dazed until end of island giant's next turn
Ranged: Hurl Boulder(Standard; at-will)
Ranged 10/20; +17 vs. AC; 1d10+6 damage
Alignment Chaotic Evil 	Languages Giant
Skills Athletics +19
Str 24 (+14) 	Dex 10 (+7) 	Wis 12 (+8)
Con 20 (+12) 	Int 9 (+6) 	Cha 6 (+5)

Island Giant Female (Giant Form) 	Level 14 Lurker
Large Natural Humanoid 	XP 1,000
Initiative +12 	Senses Perception +12
HP 110; Bloodied 55
AC 28; Fortitude 26, Reflex 22, Will 23
Speed 8
Melee Basic: Massive Punch (Standard; at-will)
Reach 2; +15 vs. AC; 3d6+5 damage
Ranged: Hurl Boulder(Standard; at-will)
Ranged 8/16; +15 vs. AC; 1d10+5 damage
Shapeshift to Human (Minor; at-will)
The giant can shapeshift into a beautiful human 
woman at will.
Alignment Chaotic Evil 	Languages Giant, Midani
Skills Athletics +19 Diplomacy +11
Str 20 (+12) 	Dex 12 (+8) 	Wis 14 (+9)
Con 20 (+12) 	Int 11 (+7) 	Cha 8 (+6)

Island Giant Female (Human Form) 	Level 14 Lurker
Medium Natural Humanoid 	XP 1,000
Initiative +12 	Senses Perception +12
HP 110; Bloodied 55
AC 28; Fortitude 26, Reflex 22, Will 24
Speed 6
Melee Basic: Club (Standard; at-will)
+12 vs. AC; 1d6+2 damage
Return to Giant Form (Minor; at-will)
The giant can return to her normal form at will.
Alignment Chaotic Evil 	Languages Giant, Midani
Skills Athletics +16 Diplomacy +15
Str 14 (+9) 	Dex 12 (+8) 	Wis 14 (+9)
Con 20 (+12) 	Int 11 (+7) 	Cha 16 (+10)
Equipment Club

Island Giant Child 	Level 7 Minion
Medium Natural Humanoid 	XP 75
Initiative +12 	Senses Perception +12
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18, Reflex 16, Will 15
Speed 6
Melee Basic: Punch (Standard; at-will)
+12 vs. AC; 1d6+2 damage
Breath Water
The giant child can breath water as well as air.
Alignment Chaotic Evil 	Languages Giant, Midani
Skills Athletics +16 Stealth +12
Str 14 (+5) 	Dex 10 (+3) 	Wis 8 (+2)
Con 14 (+5) 	Int 7 (+1) 	Cha 7 (+1)
Equipment Club

Ghul-Kin Soultaker	Level 13 Controller
Medium Natural Humanoid (undead) 	XP 800
Initiative +18 	Senses Perception +16
HP 134; Bloodied 67
AC 27; Fortitude 26, Reflex 24, Will 25
Immune Metal Weapons
Speed 12, Swim 8
Melee Basic: Claw (Standard; at-will)
+18 vs. AC; 1d10 + 6
Melee: Bite (Standard; at-will)
+18 vs. AC; 2d8 + 6 damage
Melee: Kiss of Possession (Standard; recharge 456)
must have grappled target; +17 vs. Will; Target 
is Dominated; Sustainable with a minor action.
Change Self (Standard; at-will)
the ghul-kin can change its appearance to that 
of any humanoid at will.
Invisibility (Standard; at-will)
The ghul-kin can turn itself invisible at will. The 
invisibility drops as soon as the ghul-kin attacks.
Alignment Unaligned 	Languages Midani, Djinn
Skills Stealth +14, History +15, Religion +15
Str 14 (+8) 	Dex 14 (+8) 	Wis 20 (+11)
Con 22 (+12) 	Int 16 (+9) 	Cha 20 (+11)

Ghul-Kin Witherer	Level 16 Elite Skirmisher (Leader)
Large Natural Humanoid (undead) 	XP 2,800
Initiative +10 	Senses Perception +13
HP 316; Bloodied 158
AC 30; Fortitude 28, Reflex 28, Will 28
Immune Metal Weapons
Saving Throws +2
Speed 12, Swim 8
Action Points 1
Melee Basic: Claw (Standard; at-will)
+18 vs. AC; 1d10 + 8
Melee: Bite (Standard; at-will)
+18 vs. AC; 2d8 + 8 damage
Melee: Withering Touch (Standard; at-will)
+20 vs. Ref; 3d8 + 7 damage and target is 
Weakened (save ends); each subsequent 
touch increases the saving throw difficulty 
by 1.
Change Self (Standard; at-will)
The ghul-kin can change its appearance to 
that of any humanoid at will.
Invisibility (Standard; at-will)
The ghul-kin can turn itself invisible at will. 
The invisibility drops as soon as the ghul-kin attacks.
Alignment Unaligned 	Languages Midani, Djinn
Skills Stealth +14, History +15, Religion +15
Str 20 (+13) 	Dex 14 (+10) 	Wis 20 (+13)
Con 22 (+14) 	Int 22 (+14) 	Cha 20 (+13)

Roc, Great Zakharan 	Level 18 Elite Soldier
Gargantuan Natural Beast 	XP 4,000
Initiative +15 	Senses Perception +23
HP 360; Bloodied 180
AC 36; Fortitude 36, Reflex 27, Will 30
Saving Throws +2
Speed 6 Fly 15(clumsy), overland flight 22
Action Points 1
Melee Basic: Peck (Standard; at-will)
Reach 4; +25 vs. AC; 3d8+10 damage
Melee: Claw Snatch (Standard; at-will)
The roc moves up to its fly speed and makes 
an attack against a Large or smaller target at 
any point during its move; +23 vs. Reflex; 
1d10 + 10 damage, and the target is grabbed, 
carried the rest of the roc's move, released, 
and knocked prone in a space adjacent to the roc.
Alignment Unaligned 	Languages
Str 30 (+19) 	Dex 16 (+12) 	Wis 18 (+13)
Con 28 (+18) 	Int 6 (+7) 	Cha 14 (+11)

Roc, Two-Headed Zakharan 	Level 16 Elite Soldier
Huge Natural Beast 	XP 2,800
Initiative +13 	Senses Perception +15
HP 314; Bloodied 157
AC 34; Fortitude 31, Reflex 30, Will 27
Saving Throws +2
Speed 4 Fly 8(clumsy), overland flight 15
Action Points 1
Melee:  Claw Snatch (Standard; at-will)
The roc moves up to its fly speed and makes an 
attack against a Medium or smaller target at any 
point during its move; +18 vs. Reflex; 1d10 + 7 
damage, and the target is grabbed, carried the 
rest of the roc’s move, released, and knocked 
prone in a space adjacent to the roc.
Snapping Beaks (Standard; at-will)
Close Burst 2; +19 vs. AC; 2d6+7 damage
Alignment Unaligned 	Languages
Str 24 (+15) 	Dex 20 (+13) 	Wis 18 (+12)
Con 24 (+15) 	Int 6 (+6) 	Cha 12 (+9)
 
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More Ghuls, an undead, some camels, bugs, and a snake

Code:
Addazahr Swarm 	Level 3 Skirmisher
Medium Natural Beast (swarm) 	XP 150
Initiative +6 	Senses Perception -1
HP 38; Bloodied 19
AC 17; Fortitude 13, Reflex 18, Will 15
Resist half damage from non-fire melee and ranged attacks; 
Vulnerable 5 against close and area attacks
Speed 2, fly 4
Close: Stinging Cloud (Standard; at-will)
Close Burst 2; +6 vs. Ref; 2d6 + 3 damage and takes ongoing 
1 poison damage (save ends)
Alignment Unaligned 	Languages
Str 10 (+1) 	Dex 20 (+6) 	Wis 6 (-1)
Con 6 (-1) 	        Int 1 (-4) 	        Cha 14 (+3)


Amiq Razol 	Level 12 Elite Lurker
Medium Shadow Humanoid (undead) 	XP 1,400
Initiative +11 	Senses Perception +8
HP 198; Bloodied 99
AC 28; Fortitude 27, Reflex 26, Will 22
Immune cold, immobilize, restrained, stunned; 
Resist 20 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed 12, swim 6
Action Points 1
Basic Melee: Claw (Standard; at-will)
+17 vs. AC; 3d6 + 5 damage
Basic Melee: Scimitar (Standard; at-will) ♦ weapon
+17 vs. AC; 1d8 +5 damage; High Crit
Melee: Corrupting Bite (Standard; at-will)
+17 vs. AC; 1d8 + 5 damage and Secondary attack 
Secondary Attack +15 vs. For 2d6 + 5 damage and 
Weakened (save ends)
Ranged: Lure of the Deep (Standard; daily) ♦ Charm
Ranged 5/10; +15 vs. Will; the target is Dominated 
until the end of the amiq razol's next action, unless 
the amiq razol spends a standard to maintain it.
Visage of the Living (at-will) ♦ illusion
The amiq razol can appear to be a normal living human 
to all non-magical senses.
Alignment Unaligned 	Languages Midani
Skills Stealth +16,
Str 20 (+11) 	Dex 20 (+11) 	Wis 14 (+8)
Con 21 (+11) 	Int 14 (+8) 	Cha 14 (+8)
Equipment Scimitar


Ghul, Great Warrior 	Level 10 Elite Soldier
Medium Elemental Humanoid (undead) 	XP 1,000
Initiative +9 	Senses Perception +7
HP 212; Bloodied 106
AC 28; Fortitude 24, Reflex 24, Will 21
Immune non-magic weapons, cold, immobilize, daze, 
stun; Vulnerable 10 radiant
Saving Throws +2
Speed 8, burrow 3, fly 10 (perfect)
Action Points 1
Basic Melee: Claw (Standard; at-will)
+17 vs. AC; 1d8+5 damage
Melee: Bite (Standard; at-will)
+17 vs. AC; 3d6+5 damage
Melee: Shocking Touch (Standard; at-will) ♦ Lightning
+15 vs. Ref.; 1d6 + 2 damage and target is dazed until 
the end of the ghul's next turn
Invisibility (Minor; at-will)
The ghul can turn itself invisible at will. The invisibility 
drops as soon as the ghul attacks.
Assume Other's Form (Minor; at-will) ♦ illusion
The ghul can disguise itself to appear as any Medium or 
Large humanoid. A successful Insight check (opposed by 
the ghul's Bluff check) pierces the disguise.
Alignment Evil 	Languages Midani, Djinn
Skills History +12, Religion +12, Bluff +13, Nature +12
Str 18 (+9) 	Dex 18 (+9) 	Wis 14 (+7)
Con 18 (+9) 	Int 14 (+7) 	Cha 16 (+8)

Ghul, Great - Arcanist 	Level 16 Elite Artillery (Leader)
Medium Elemental Humanoid (undead) 	XP 2,800
Initiative +12 	Senses Perception +13
HP 236; Bloodied 118
AC 30; Fortitude 26, Reflex 31, Will 30
Immune non-magic weapons, cold, immobilize, daze, 
stun; Vulnerable 10 radiant
Saving Throws +2
Speed 14, burrow 3, fly 10 (perfect)
Action Points 1
Basic Melee: Claw (Standard; at-will)
+22 vs. AC; 1d10 + 6 damage
Melee: Bite (Standard; at-will)
+17 vs. AC; 3d6+6 damage
Melee: Shocking Touch (Standard; at-will) ♦ Lightning
+15 vs. Ref.; 1d6 + 2 damage and target is dazed until 
the end of the ghul's next turn
Ranged: Shadow Bolt (Standard; at-will) ♦ necrotic
+22 vs. AC; 2d8 + 6 necrotic damage
Close: Paralyze with Terror (Standard; recharge 56) ♦ Fear
Close Burst 5; +20 vs. Will; Target is Immobilized until end of ghul's next turn
Area Chilling Sphere (Standard; daily) ♦ cold
Ranged Burst 4; +20 vs. Ref.; 3d10 + 6 cold damage and 
Weakened with 5 continuing cold damage and Weakened (save ends)
Invisibility (Minor; at-will)
The ghul can turn itself invisible at will. The invisibility 
drops as soon as the ghul attacks.
Assume Other's Form (Minor; at-will) ♦ illusion
The ghul can disguise itself to appear as any Medium 
or Large humanoid. A successful Insight check 
(opposed by the ghul's Bluff check) pierces the disguise.
Alignment Chaotic Evil 	Languages Midani, Djinn
Skills History +18, Religion +18, Bluff +17, Nature +18, 
Arcana +18
Str 16 (+11) 	Dex 18 (+12) 	Wis 20 (+13)
Con 16 (+11) 	Int 23 (+14) 	Cha 20 (+13)


Camel, Racing 	Level 2 Skirmisher
Large Natural Beast 	XP 125
Initiative +2 	Senses Perception +2
HP 44; Bloodied 22
AC 16; Fortitude 17, Reflex 13, Will 13
Speed 10
Basic Melee: Bite (Standard; at-will)
+4 vs.AC. 1d6 damage
Basic Ranged: Spit (Standard; at-will)
Ranged 2 +2 vs. Ref. Blinds until end of Camel's next turn.
Melee: Kick (Standard; at-will)
+4 vs. AC 1d6+3 damage
Alignment Unaligned 	Languages
Str 18 (+5) 	Dex 12 (+2) 	Wis 12 (+2)
Con 20 (+6) 	Int 2 (-3) 	Cha 7 (-1)

Camel, War 	Level 3 Brute
Large Natural Beast 	XP 150
Initiative +2 	Senses Perception +2
HP 60; Bloodied 30
AC 15; Fortitude 19, Reflex 14, Will 14
Speed 9
Basic Melee: Bite (Standard; at-will)
+6 vs.AC. 1d6 + 3 damage
Basic Ranged: Spit (Standard; at-will)
Ranged 2 +4 vs. Ref. Blinds until end of Camel's next turn.
Melee: Kick (Standard; at-will)
+6 vs. AC 1d10+3 damage
Alignment Unaligned 	Languages
Str 22 (+7) 	Dex 12 (+2) 	Wis 12 (+2)
Con 20 (+6) 	Int 2 (-3) 	Cha 8 (+0)

Heway 	Level 3 Controller
Medium Immortal Magical Beast 	XP 150
Initiative +3 	Senses Perception +2, low light vision
Taint Water (poison) aura 1; While swimming the heway 
poisons the water. Anyone drinking or contacting the 
poisoned water is attacked; +8 vs. For; 3d8 +3 damage 
and immobilized (save ends). The water remains 
contaminated for 1 hour for every turn the heway was 
in contact with it.
HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6, swim 3
Basic Melee: Bite (Standard; at-will)
+8 vs. AC; 1d6 + 3 damage
Basic Ranged: Hypnotic Gaze (Standard; at-will) ♦ charm
Ranged 1/2; +7 vs. Will; Target is dominated (save ends)
Alignment Evil 	Languages
Skills Stealth +8
Str 14 (+3) 	Dex 14 (+3) 	Wis 12 (+2)
Con 14 (+3) 	Int 6 (-1) 	Cha 18 (+5)
 
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Thanks hodag! Your work continues to be impressive. :)

The ghuls seems insanely fast. Speed 12 or 14? That's faster than a camel or horse!

Amiq Razol: The Lure of of the Deep ability seems very powerful...are there other MM monsters that can do a ranged dominate with just one roll?

Ghul Arcanist: How long does the immobilization from Paralyze with Terror last? I'm assuming it's "until the end of the ghul arcanist's next turn"? Ditto with weakened from Chilling Sphere
 

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