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

Adam, nice work on the monsters! (as usual) :cool:

Sea Wyrm & Afanc: How many creatures can they grab? After all, they are huge solo enemies.

Segaran: No swim speed for the crocodile people?

Crypt Servant: Weird immunities, I'd change it to all weapons. That's the crypt servant's schtick as a minion - "what the !$@$ can hurt this guy???"
I also like the idea of giving them an additional power called "Indominatable March of the Dead" (or something) which causes one target they move toward to become slowed (save ends), and if they move in a straight line the target loses a move action on their following turn.
 

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Sea Wyrm grab limits defined. Afanc doesn't grab more then one target at a time. Crypt Servant tweaked. Segarran's swim like all other humanoids(1/2 their regular move)
 
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State of the MM address

The state of the Al Qadim 4e Monster Manual is strong,,,<much applause>

At this time I have finished entering the creatures I converted, including flavor text, pictures, and various corrections, and am currently in the process of entering the creatures that Jester created in his Monster Project.

What's next you ask? I post the PDF of the AQMM Mk. 1, so as to receive howls of derision from all the lurkers, and constructive criticism from the rest. After weighing said criticism, I will make the changes (databases are spiffy that way) and re-upload wash-rinse-repeat... Also during that time, I will be continuing to add creatures.
If anybody wants to contribute:
  1. Please check out the list at the beginning of this thread.
  2. Select a vict...creature to convert.
  3. Convert said creature.
  4. Post conversion in this thread.
  5. ???
  6. Profit!!!

Thank you and Good Night.
 

On Tigers...

I have a quandary here.
Jester has a Tiger...

Tiger Level 7 Solo Soldier
Large natural beast XP 1500

Initiative +7; Senses Perception +11, low-light vision
HP 328; Bloodied 164
AC 26; Fortitude 25; Reflex 23; Will 19
Saving Throws +5
Speed 9
Action Points 2

Basic Melee: Bite (standard; at will)
+14 vs. AC; 2d6+5 damage.

Basic Melee: Claw (standard; at will)
+14 vs. AC; 1d8+5 damage, plus secondary attack: +12 vs. Fortitude; Hit: target is grabbed.

Melee: Pounce (standard; at will)
Only if the tiger moves at least 2 squares before it attacks; the tiger makes a bite attack and a claw attack.

Melee: Crush Throat (minor; at will)
Only against a grabbed target; +12 vs. Fortitude; 3d8+5 damage.

Amazing Leap (move; at will)
The tiger makes an Athletics check. It shifts a number of squares equal to its check result divided by 6 (round down, minimum of 1 square).

Alignment unaligned; Languages -
Skills Athletics +14, Perception +11
Str 23; Dex 18; Wis 17
Con 18; Int 2; Cha 11


as does keterys...

Tiger Level 6 Elite Skirmisher
Large natural beast XP 500
Initiative +8 Senses Perception +10
HP 146; Bloodied 73
AC 20; Fortitude 19, Reflex 19, Will 17
Saving Throws +2
Speed 8 (10 when charging)
Action Points 1

Basic Melee: Claw (standard; at-will)
+11 vs. AC; 1d6 + 5 damage.

Melee Bite (standard; at-will)
+11 vs. AC; 1d8 + 5 damage and the target is grabbed (escape
ends).

Melee: Double Claw (standard; at-will)
The tiger makes two claw attacks. If both claw attacks hit the same
target, the target is pushed 1 square.

Melee: Pouncing Charge (standard, must be a charge attack; recharge
5 6)
The tiger makes a claw and bite attack against the target. If both
attacks hit, then the target is knocked prone and takes 5 ongoing
damage (save ends).
Alignment Unaligned Languages -
Skills Athletics +15
Str 21 (+8) Dex 16 (+6) Wis 14 (+5)
Con 17 (+6) Int 2 (-1) Cha 11 (+3)
Tiger Tactics
The tiger begins with a pouncing charge, then uses double claw
until the target is killed or it can pouncing charge again. It will
generally use its action point to perform a pouncing charge after
a successful double claw.


Heck, even I have one...

Tiger Level 4 Elite Soldier
Large Natural Beast XP 350
Initiative +4 Senses Perception +9; low light vision
HP 116; Bloodied 58
AC 22; Fortitude 19, Reflex 18, Will 16
Saving Throws +2
Speed 8, swim 4
Action Points 1

Basic Melee: Swat (Standard; at-will)
+11 vs. AC; 1d10 + 4 damage

Melee: Bite (Standard; at-will)
+11 vs. AC; 2d8+4 damage

Melee: Pounce (Standard; at-will)
On a charge the tiger gains +1d6 damage to their Swat
and if successful the target is knocked prone and
Dazed (save ends).

Strike from Surprise (encounter)
The tiger gains an additional +2 to hit if they have
Combat Advantage

Camouflage
The tiger gains +5 to Stealth when in brush or jungle

Alignment Unaligned Languages
Skills Stealth +9/+14; Intimidate +8
Str 18 (+6) Dex 14 (+4) Wis 14 (+4)
Con 18 (+6) Int 2 (-2) Cha 12 (+3)


The question posted is...
Which one do people like best?
I like all of them, which is why the quandary...
 

First of the Hill Tribesmen

Hill Tribe Hunter Level 2 skirmisher
Medium Natural Humanoid XP 125

Initiative +6 Senses Perception +6
HP 38; Bloodied 19
AC 16 Fortitude 14 Reflex 15 Will 13
Speed 6

:bmelee: Spear (standard, at will) * weapon
+7 vs AC 1d8+4

:branged: Sling (standard, at will) * weapon
+7 vs AC 1d6+3 and the hunter may shift 2 squares

:ranged: Careful Shot (standard, recharge :5::6:)
Requires sling, +7 vs AC; 2d6 + 3, and the hunter makes a secondary attack against the same target. Secondary attack; +5 vs Fortitude the target is dazed until the end of the hunter's next turn.

Combat Advantage The hunter deals an additional 1d6 damage to ranged and melee attacks against targets it has combat advantage against.

Alignment any Languages Midani
Skills Nature +6 Stealth +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 14 (+3) Int 12 (+2) Cha 11 (+1)

Equipment leather armor, spear, sling and 20 bullets
 
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Hill Tribe Slinger Level 3 Artillery
Medium Natural Humanoid XP 150

Initiative 4 Senses Perception +1
HP 37; Bloodied 18
AC 15; Fortitude 15 Reflex 16 Will 14
Speed 6

:bmelee: Club (standard, at will) * weapon
+ 10 vs AC; 1d6 + 3

:branged: Sling (standard, at will) * weapon
Ranged 10/20; + 10 vs AC; 1d8 +3 and the slinger may shift one square

:ranged: Double Shot (standard, at will) * weapon
Ranged 10/20; + 10 vs AC; the slinger may make two Sling attacks without shifting.

:ranged: Crippling Shot (standard, encounter) * weapon
Ranged 10/20; requires sling; +10 vs AC 3d6+3 and the target is slowed (save ends)

Alignment any Languages Midani
Skills
Str 10 (+1) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 12 (+2) Cha 11 (+1)

Equipment Leather armor, club, sling and 20 bullets

Hill Tribe Champion Level 5 brute
Medium Natural Humanoid XP 200

Initiative 3 Senses Perception +3
HP 77; Bloodied 38
AC 17; Fortitude 19 Reflex 16 Will 17
Speed 6

:bmelee: Morning Star (standard, at will) * weapon
+8 vs AC; 2d10 +3

:branged: Javelin (standard, at will) * weapon
Ranged 10/20; +8 vs AC; 2d6+4

:melee: Staggering Blow (standard, encounter) * weapon
Requires morning star; +8 vs AC 3d8 + 4 and pushes target 1 square and knocked prone

Alignment any Languages Midani
Skills Intimidate +9
Str 19 (+6) Dex 12 (+3) Wis 13 (+3)
Con 17 (+5) Int 10 (+2) Cha 15 (+4)

Equipment Hide armor, Morning star, 2 javelins
 
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