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I was converting an old adventure, UK7 Dark Clouds Gather, for use in my 4E game. It is based on characters of roughly 7th level. I noticed that towards the end, giants began to feature prominently in the encounters.

Now, giants are normally paragon-level standard monsters. However, a party of 7th level characters would get decimated by a paragon-level monster. So I looked at the encounter again, which only called for one giant. This seems to work well. Then I remembered this quote from the DM tips:

P.H. Dungeon wrote:
I'm starting this thread a place for 4E dms to post tips for other 4E dms based on their experience running 4E. ... Monster Stat Blocks Monster stat blocks should be considered as being relative to the party... Example 1: In heroic tier gaming you might have the stat the local militia of a town as level 3 skirmishers or soldiers. This is a good reflection of their capabilities relative to a heroic tier party. However, as the heroes advance this stat block becomes obsolete, so when they are at paragon tier if you had need of the town militia again, you might consider restating them as higher level minions...

So I figured I could convert the giants into heroic-tier solo monsters. This is an example of the above in reverse: paragon-tier standard monsters could be converted into heroic-tier elite or solo monsters.

I wish to post my work to both show examples of what I am talking about as well as to get feedback on my work. Let me know what you think.

Example One called for a frost giant and a winter wolf. I designed this encounter as a young adult frost giant hunting with his winter wolf pup.

Frost Giant Hunter Level 7 Solo Brute
Large elemental humanoid (cold, giant) XP 1500
Initiative +5 Senses Perception + 6
HP 392; Bloodied 196
AC 21; Fortitude 21, Reflex 17, Will 19
Resist 10 cold
Saving Throws +5
Speed 8 (icewalk)
Action Points 2
m Icy Greataxe (standard; at-will) * Cold, Weapon
Reach 2; +14 vs. AC; 2d8 + 5 damage plus 1d6 cold damage (crit: 2d8 + 21 damage plus 1d6 cold damage).
M Frenzied Slash (standard; at-will) * Cold, Weapon
The giant makes two icy greataxe attacks against a single target.
M Dying Swipe (when the giant is reduced to 0 hit points)
The giant makes an icy greataxe attack.
M Icy Whirlwind (standard; recharge 5+) * Cold, Weapon
Close burst 2; +12 vs. Reflex; 3d6 + 5 cold damage and the target is knocked prone..
r Icy Handaxe (standard; at-will) * Cold, Weapon
Range 5/10; +13 vs. AC; 1d8 + 5 cold damage.
R Twin Hurl (standard; at-will) * Cold, Weapon
The giant makes two icy handaxe attacks.
Icebound Footing
When an effect pulls, pushes, or slides the frost giant, the frost giant moves 2 squares less than the effect specifies. Also, a frost giant can make a saving throw to avoid being knocked prone.
Alignment Evil Languages Common, Giant
Skills Athletics +13
Str 20 (+8) Dex 14 (+5) Wis 17 (+6)
Con 18 (+7) Int 10 (+3) Cha 10 (+3)
Equipment: Hide armor, greataxe, 4 handaxes

Winter Wolf Pup Level 6 Skirmisher
Medium natural magical beast XP 250
Initiative +8 Senses Perception + 5; low-light vision
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 18, Will 16
Resist 10 cold
Speed 8 (ice walk)
m Bite (standard; at-will) * Cold
+11 vs. AC; 1d6 + 4 damage plus 1d6 cold damage, or 2d6 + 4 damage plus 1d6 cold damage vs. a prone target.
Combat Advantage
If the winter wolf pup has combat advantage against the target, the target is also knocked prone on a hit.
B Freezing Breath (standard; recharge when bloodied) * Cold
Close blast 3; +9 vs. Reflex; 1d10 + 4 cold damage. Miss: half.
Alignment Evil Languages Common, Giant
Str 18 (+7) Dex 17 (+6) Wis 14 (+5)
Con 16 (+6) Int 7 (+1) Cha 9 (+2)

Example Two is a hill giant.

Hill Giant Marauder Level 6 Solo Brute
Large elemental humanoid (giant) XP 1250
Initiative +2 Senses Perception + 4
HP 352; Bloodied 176
AC 20; Fortitude 20, Reflex 16, Will 18
Saving Throws +5
Speed 8
Action Points 2
m Greatclub (standard; at-will) * Weapon
Reach 2; +11 vs. AC; 2d10 + 5 damage.
m Meaty Fist (minor; at-will)
Reach 2; +11 vs. AC; 2d6 + 5 damage.
B Club Sweep (standard; recharge 5+) * Weapon
Close burst 2; +11 vs. AC; 2d10 + 5 damage and the target is pushed 2 squares and knocked prone.
R Rock Hurl (standard; at-will)
Ranged: 8/16; +11 vs. AC; 2d6 + 5 damage.
Alignment Chaotic Evil Languages Common, Giant
Skills Athletics +13
Str 20 (+8) Dex 8 (+2) Wis 12 (+4)
Con 18 (+7) Int 7 (+1) Cha 9 (+2)
Equipment: Hide armor, greatclub, rocks

Thoughts?


Just use the monster builder application from WotC, it will level any monster published in the game up or down any number of levels.

It can do elites, minions, and solos as well, although I found that it will not modify defenses for elites or solos as you have to choose which ones to add +2 to.

And you can edit the stat block anytime you want.


When I convert adventures from previous editions I don't hold to the same level band that the original adventure did. 4th Edition is based on a 1-30 range rather than a 1-20 range, but those 30 levels are designed to cover more or less the same scope of adventuring that the old 1-20 range did. As such, I usually multiply the original adventure's level band by 1.5 when converting. An adventure designed from 7th level characters in previous editions would thus see a conversion designed for 11th level characters in 4th Edition.

I haven't had a chance to look over your stat blocks, but in case you decide to bump your PCs' starting level to paragon tier, this encounter is basically done for you. The frost titan avalanche is a level 14 solo brute that appears in Dragon #377, and winter wolves are level 14 skirmishers from the Monster Manual 2. A party of 11th or 12th level will be challenged strongly by an encounter featuring these two, but can still probably pull through.


Scott Betts wrote:
When I convert adventures from previous editions I don't hold to the same level band that the original adventure did...

Two comments:

1. The current party will be 7th level when I am ready to run this, so I decided to stick with that level.

2. With first and second edition modules, they often mix monsters in the adventure that wouldn't necessarily work in 3E or 4E. For example, earlier in this adventure they fight small warbands of orcs and such, which is typical of middle heroic tier. However, later on there are giants and other creatures that are middle paragon tier. Thus I rarely convert modules straight across.

Instead I use the overall plot and adventure summary to drive the adventure, but I adjust the encounters towards the party level. Thankfully this adventure is much easier to convert than most I have in the past.


I did the same recently with a hill giant that I wanted a 2nd-level party to encounter. I basically wanted an uncoordinated sack of hit points so I went with a 4th-level solo brute. It was just right.

The other option is to use a higher level minion version of the same creature. Defences and hit points, IMO, are simply two sides of the same coin (which I why I never agreed with solos getting defence bumps when their hit points are a multiple of standard or elite creatures). So if you have a high level minion with high defences, chances are it can take quite a few attacks by a lower level party before that single hit point is removed.

The other advantage of the high level minion is that even if it hangs around for a few rounds longer than expected, it won't be dishing out too much damage. That said, it could be a bit boring but may be worth a try in certain circumstances.


Pop'N'Fresh wrote:
It can do elites, minions, and solos as well, although I found that it will not modify defenses for elites or solos as you have to choose which ones to add +2 to.

I believe the new monster design philosophy has moved away from that bonus, which was always a bad idea IMO. MM2 elites and solos don't seem to have that extra boost, because anti-flank powers are more useful and fun.


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