Don't pay any mind my formatting here.. a couple 'quick conversions' using the guidelines..
Living Darkness {Eberron setting}
*edit: capped defenses at MDP * 4
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Living Darkness
Large sentient Spirit (Living Spell) (6d6)
STR 9 (3d6) AGI 16 (5d6) END 9 (3d6)
INT 9 (3d6) LOG 2 (1d6) WIL 9 (3d6) CHA 5 (2d6) LUC 0 (0d6) REP 0 (0d6)
HEALTH 29
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 12
Living Spells are immune to physical weapons unless they have been imbued with Evoke enhancements.
SOAK 0; VULN: 10 Evoke Light
STATUS IMMUNITIES - Poison, Bleeding, Intoxication, Mobility
INITIATIVE 3d6
PERCEPTION 3d6 Superior darksight, lifesense 45' (9 squares)
SPEED Fly+ 18 (Hover);
CARRY 324lb
ACTIONS 2
NATURAL DAMAGE 2d6+3
REACH 5'
Slam 6d6 (2d6+5 Radiation damage)
Engulf
Skills Stealth 10 (5d6), Slam 6(3d6), Dodge 3(2d6)
Gear None
Engulf (costs 2d6). The creature grabs its target medium or smaller target and draws it into its space. It can only engulf one Medium target or two Small targets or equivalent, at a time. The Living Darkness deals its Slam damage to any engulfed targets as a free action at the start of its round. The Darkeness' movement is halved and it can chose to eject an engulfed creature as a move action.
The engulfed target is blinded and cannot leave the attacking creature's square or use weapons larger than size small. To escape, it takes a STR or AGI attack action versus the Engulf roll to escape.
Amorphous. The creature is morphic and possesses no vital organs. It is immune to exploits such as Deadly Strike or Achilles Heel which require striking precise locations. It can pass through any barrier as long as there is a crack or fissure.
Aura. The creature has an aura (10', 2D6 Radiation).
All-round sight. The creature is not affected by crossfire or flanking.
=================
Living Spells. Spirits have the following qualities.
Living Spells tend to be incorporeal. This makes them immune to physical weapons unless they do Evoke-enhanced damage; they can pass through physical barriers
Living Spells are un-killable; reducing them to 0 HEALTH simply disperses them for one day. To be destroyed a Living Spell must be Dispelled.
Special: Dispel Magic against a Living Spell deals 1D6 damage per MP spent beyond the range/area of affect. If this damage reduces the Living Spell below zero Health, it is permanently dispelled.
Living Spells tend to have an aura.
Living Spells natural damage is based on their base spell.
Living Spells can freely fly, although many are locked into old habits and do not.
Living Spells have superior darksight and lifesense to a distance of 5' per point of INT.
Living Spells are usually immune to the Bleeding, Intoxication, Mobility, and Poison status tracks.
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Dolgim Warrior
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Dolgrim Warriors
Small sentient Humanoid (4d6)
An amalgamation of two goblins, the Dolgim stand on two legs, has 4 arms and two heads.
STR 15 (5d6) AGI 11 (4d6) END 9 (3d6)
INT 9 (3d6) LOG 4 (2d6) WIL 9 (3d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6)
HEALTH 14
MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 12
SOAK 4 (leather vest); VULN - 5 Physic
STATUS IMMUNITIES -
INITIATIVE 3d6
PERCEPTION 3d6 low-light vision
SPEED 8; CLIMB+ 4; JUMP 13'/9'
CARRY 264lb
ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'
Club 5d6 (2d6+5 blunt damage)
Crossbow: 4d6 (1d6+2 piercing damage)
Skills club 4 (2d6), crossbow 4(2d6), armor 2 (2d6)
Gear two clubs, one crossbow, 20 bolts, tattered leather armor
Aim: Spend an action to gain +1d6 on next ranged attack
Trip: For 2d6, the target is knocked prone. If you are one size smaller than your target, you may use this exploit for only 1d6.
Dual Creature: The Dolgaunt rolls two initiative checks and takes a full set of actions on each turn.
Pack attack. Cultists work together well. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more cultists are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step along the Tiredness status track at the beginning of their turn.
DOLGRIM LORE
First formed by the merging of two goblins into a single body,
the dolgrims are twisted, wretched creatures spawned by
the daelkyr. They wear armor of ragged leather, beneath
which their skin is covered in a variety of repulsive, corpse-white
tattoos. A dolgrim’s stunted body boasts four arms
and a pair of twisted mouths that gibber and slather at the
front of its headless torso. On occasion, a dolgrim’s mouths
carry on demented conversations and arguments with one
another. Despite this, however, dolgrims possess only a
single sadistic and bloodthirsty personality.
A character knows the following information with a successful
skill check.
Dungeoneering DC 20: The daelkyr first created the
repulsive dolgrims by combining two tortured goblins into
a single body. The two brains of the dolgrim allow it to act
with astonishing speed and to resist charm effects, though
its shattered consciousness leaves it vulnerable to psychic
damage.
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Dolgaunt Acolyte
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Daulgaunt Acolyte (blind)
Once an orc, this Delkyr twisted creature is full of hate and madness
STR 9 (3d6) AGI 9 (3d6) END 10 (4d6)
INT 9 (3d6) LOG 9 (3d6) WIL 9 (3d6) CHA 16 (5d6) LUC 0 (0d6) REP 0 (0d6)
HEALTH 24
MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 17
SOAK 0 ; VULN -
STATUS IMMUNITIES - Gaze
INITIATIVE 3d6
PERCEPTION 3d6 ; blindsight 20
SPEED 6; CLIMB+ 3; JUMP 16'/8'
CARRY 266
ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'
Leaching Tentacle Melee: 3d6 (1d6+5, the Acolyte gains 5 Health) Reach 2
Warp Flesh: 5d6 Ranged (1d6+6 and the target moves one step on the Mobility track
Maddening Whispers (recharge 4): Evoke Madness, close blast 5, targets non-cultist creatures. 5d6 vs MENTAL 1d6+4 and the target moves one step on the Cognizance Track
Skills Acrobatics 2 (1d6) Athletics 2(1d6)
-1
-2
-3
-4
Cognizance Track (INT)
Normal
Dazed. The target becomes slightly
disoriented. No additional effect..
Disoriented. The target stumbles 5’ in a
randomly determined direction.
Addled. The target can take only one
action per round.
Stunned. The target can take no actions.
Shake it off; WIL
Mobility (AGI)
Normal
Hindered: The target suffers a -2 SPEED
penalty.
Slow: The target moves at half SPEED.
Immobilized: The target cannot voluntarily leave
its current location, but can otherwise act
normally.
Paralyzed: The target cannot take any
physical action..
Shake it off; END
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Cultist Warden
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Cult Warden
Medium sentient Humanoid {orc, human, or half-orc) (5d6)
Carries holy symbol
STR 16 (5d6) AGI 9 (3d6) END 11 (4d6)
INT 4 (2d6) LOG 10 (4d6) WIL 10 (4d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6)
HEALTH 49
MELEE DEFENSE 20; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 3 (hide armor); VULN -
STATUS IMMUNITIES -
INITIATIVE 3d6
PERCEPTION 3d6 ; dark sight
SPEED 10; CLIMB+ 5; JUMP 27'/27'
CARRY 540lb (max lift 150lb)
ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'
Great-Ax 5d6 (3d6+5 slashing damage)
Skills dagger 1 (1d6), appraisal 3 (2d6), stealth 3 (2d6), thievery 1 (1d6), scent 3 (2d6), climbing 4 (2d6), dodging 4 (2d6), brawling 2 (1d6)
Gear Glass Dagger, leather vests
Hardy
Deadly Strike: Drop 1 attack die to gain 1 damage die
Deep Cut: Sacrifice an action, if your target is damages by your ax attack, move them one step along the wounded track
-1
-2
-3
-4
Wounded
Normal
Bloodied: Visibly injured
Wounded;
Take 1 damage if you take 2 actions in a turn
Bleeding: Take 1 damage at the start of your turn
Hemorrhage: Take 1D6 damage at the start of your turn
Shake it off; END
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