zoroaster100
First Post
I'm doing a conversion of Sunless Citadel to run for the pregenerated 1st level characters from D&D Experience with fourth edition rules.
We already have kobolds aplenty, as well as goblins and hobgoblins. Maybe we could use a level 1 soldier goblin to supplement the sharpshooter and picador. We also have skeleton warriors already. We also have the bugbear headreaver to use in place of the bugbear hunter in the module. In place of the quasit, I was planning to use the spined devil stats, though that might be too powerful.
But in the absence of the Monster Manual, we need to fill out a few more of the creatures. Here are the ones I have created to use in the meantime so far:
Twig Blight, Level 1 Minion
Small Natural Plant
Initiative +3; Senses Perception +1
HP dies when damaged
AC 15; Fortitude 11, Reflex 12, Will 11
Immune poison, sleep, charm, stun
Speed 6
M Claw (standard; at-will)
+4 vs. AC; 2 damage AND Poison Sap
Poison Sap +4 vs. Fort; ongoing 1 poison damage (save ends).
Alignment Unaligned
Str 8 (-1) Dex 14 (+2) Wis 12 (+1)
Con 12 (+1) Int 5 (-3) Cha 5 (-3)
Feral Rat, Level 1 Minion
Small Natural Beast
Initiative +3; Senses Perception +1
HP dies when damaged
AC 14; Fortitude 11, Reflex 13, Will 9
Speed 5
M Bite (standard; at-will)
+5 vs. AC; 2 damage AND Diseased Bite also see Pack Hunter
Diseased Bite +1 vs. Fort; target diseased (target loses use of a healing surge per day until saves or until healed by Heal check DC 25 administered over a short rest, or with ritual to remove disease; save can be made only once per long rest (once per day); while a target is diseased, further Diseased Bites by feral rats have no cumulative effect).
Pack Hunter Combat advantage if ally adjacent to target.
Alignment Unaligned
Str 8 (-1) Dex 16 (+3) Wis 8 (-1)
Con 12 (+1) Int 3 (-4) Cha 9 (-1)
Guthash, Feral Rat Denmother, Level 2 Skirmisher
Medium Natural Beast
Initiative +5; Senses Perception +1
HP 36; Bloodied 13
AC 15; Fortitude 12, Reflex 14, Will 13
Speed 5
M Bite (standard; at-will)
+6 vs. AC; 1d8+1 damage AND Diseased Bite also see Pack Hunter
Diseased Bite +2 vs. Fort; target diseased (target loses use of a healing surge per day until saves or until healed by Heal check DC 25 administered over a short rest, or with ritual to remove disease; save can be made only once per long rest (once per day); while a target is diseased, further Diseased Bites by feral rats have no cumulative effect).
Pack Hunter Combat advantage if ally adjacent to target.
Alignment Unaligned
Str 12 (+1) Dex 16 (+3) Wis 10 (+0)
Con 12 (+1) Int 4 (-3) Cha 15 (+2)
Your comments and critiques are welcome. Is anyone else working on a Sunless Citadel conversion? Any ideas for the other monsters and NPCs in the adventure?
We already have kobolds aplenty, as well as goblins and hobgoblins. Maybe we could use a level 1 soldier goblin to supplement the sharpshooter and picador. We also have skeleton warriors already. We also have the bugbear headreaver to use in place of the bugbear hunter in the module. In place of the quasit, I was planning to use the spined devil stats, though that might be too powerful.
But in the absence of the Monster Manual, we need to fill out a few more of the creatures. Here are the ones I have created to use in the meantime so far:
Twig Blight, Level 1 Minion
Small Natural Plant
Initiative +3; Senses Perception +1
HP dies when damaged
AC 15; Fortitude 11, Reflex 12, Will 11
Immune poison, sleep, charm, stun
Speed 6
M Claw (standard; at-will)
+4 vs. AC; 2 damage AND Poison Sap
Poison Sap +4 vs. Fort; ongoing 1 poison damage (save ends).
Alignment Unaligned
Str 8 (-1) Dex 14 (+2) Wis 12 (+1)
Con 12 (+1) Int 5 (-3) Cha 5 (-3)
Feral Rat, Level 1 Minion
Small Natural Beast
Initiative +3; Senses Perception +1
HP dies when damaged
AC 14; Fortitude 11, Reflex 13, Will 9
Speed 5
M Bite (standard; at-will)
+5 vs. AC; 2 damage AND Diseased Bite also see Pack Hunter
Diseased Bite +1 vs. Fort; target diseased (target loses use of a healing surge per day until saves or until healed by Heal check DC 25 administered over a short rest, or with ritual to remove disease; save can be made only once per long rest (once per day); while a target is diseased, further Diseased Bites by feral rats have no cumulative effect).
Pack Hunter Combat advantage if ally adjacent to target.
Alignment Unaligned
Str 8 (-1) Dex 16 (+3) Wis 8 (-1)
Con 12 (+1) Int 3 (-4) Cha 9 (-1)
Guthash, Feral Rat Denmother, Level 2 Skirmisher
Medium Natural Beast
Initiative +5; Senses Perception +1
HP 36; Bloodied 13
AC 15; Fortitude 12, Reflex 14, Will 13
Speed 5
M Bite (standard; at-will)
+6 vs. AC; 1d8+1 damage AND Diseased Bite also see Pack Hunter
Diseased Bite +2 vs. Fort; target diseased (target loses use of a healing surge per day until saves or until healed by Heal check DC 25 administered over a short rest, or with ritual to remove disease; save can be made only once per long rest (once per day); while a target is diseased, further Diseased Bites by feral rats have no cumulative effect).
Pack Hunter Combat advantage if ally adjacent to target.
Alignment Unaligned
Str 12 (+1) Dex 16 (+3) Wis 10 (+0)
Con 12 (+1) Int 4 (-3) Cha 15 (+2)
Your comments and critiques are welcome. Is anyone else working on a Sunless Citadel conversion? Any ideas for the other monsters and NPCs in the adventure?