Monster Design / Conversion Help


4th Edition


I'm hoping that this thread may be place for dms to discuss how they wish to build new monsters or convert monsters from previous editions to 4E.

I need some help. I'm running second darkness, and I want to convert the Feasting Damnation from Descent into Midnight into 4E. The monster is fairly complex and has some potent abilities including tentacles that can draw a wounded character from the material plane into the Abyss.

I know for sure that I plan to make this a solo monster. My main concern is trying to figure out how to recreate its ability to pull characters into the Abyss. None of my party members has any easy means of planar travel, so I'd like it to be possible for a character to have a means to get back to the material plane, but I want it to make sense.

I'm also considering having the tentacles have separate hit point totals so that characters can fight individual tentacles and either destroy them or be force them back into the Abyss. However, there is no real precedent for that sort of design in 4E monsters, so I'm not sure how well it would work.

I'm hoping that there are some fellow dms out there who are playing 4E but have the pathfinder books and can help me with this little project. I also need to do the Moldering Emperor from the same adventure, but I think that creature will be much more straightforward to design.


You can attack the tentacles of the dolgaunt, so its not completely unprecedented:

Quote:


Clutch of Death

A dolgaunt monk can grab with up to two tentacles at a time. While grabbing an enemy, it can act normally, but it can’t use that tentacle for another attack. Enemies can attack the tentacle. An attack that hits the tentacle doesn’t harm the dolgaunt monk, but it causes the tentacle to release the grab. The tentacle’s defenses are the same as those of the dolgaunt monk

I don't have a copy of the AP, but sending someone to the Abyss for the entire fight doesn't seem like it would work out too well in 4e. Personally, I would crib some of the Astral Dreadnaught's powers, but reflavor them so its more demonic/Abyssal.

Quote:


Swallow (Standard, at-will)

Targets a bloodied Large or smaller creature that the astral dreadnought has grabbed; +25 vs Fortitude; the target is swallowed. The target enters a demiplane that is 8 squares wide, 8 squares long, and 2 squares tall. The swallowed creature arrives in a square of the dreadnought’s choosing. A hovering eyeball occupies the center 4 squares of the demiplane.
Creatures in the demiplane can attack the eye. It shares the current hit points, defenses, immunities, resistances, and saving throws as the astral dreadnought, and it is also insubstantial. The eye can’t be knocked prone or teleported, and it is immune to forced movement. Creatures in the demiplane are not affected by the dreadnought’s aura.
Any damage or effects the eye takes are also applied to the astral dreadnought. When an astral dreadnought dies, the swallowed creatures are expelled into the space the creature formerly occupied.


The actual monster is on the Abyss and can pretty much reach through the planes to pull victims back into the Abyss so that it can devour them, so if a character were pulled into the Abyss he'd have plenty to keep him busy, but I see your point.


Look for compatible powers and put them together. Make the Body in the Abyss an Elite or Solo but make the tentacles different type of monsters (heck maybe even a "Tentacle Minion" the ones that are chopped off really quickly in all the shows!) You could have tentacle with different "role"-types as well so that some of them cause wierd effects such as controlling-effects while others are just brutes that slam things. It could be extremely interesting if you make it so and the great thing is that it would be a COMPLETE encounter with varies monsters but they are all part of the same "monster".


I'd make it a Level 17 solo brute.

Give it some attack powers as follows similar to the Astral Dreadnought that let it do melee reach 4 tentacle attacks that can grab and constrict PC's. If it bloodies a PC it has grabbed, it should then have another power than can pull it through the rift into the Abyss where it can attack him further with a bite or something.

Make it immune to poison, give it a couple resistances and you're done.

Oh, and the tentacle attacks come through the rifts, so ensure that you specify this in the tactics of the creature, so it's reach would be 4 squares from the rift locations.

This encounter would be totally awesome in 4E.


Thanks for the input. I've done some work on this critter and I'll post what I've got in the near future and maybe I can get some more feedback based on the stat block.


Here's what I have so far. I'm thinking of adding in some sort of swallow whole type ability for once it brings it's prey back to the Abyss...

Abyssal Harvester Level 17 Solo Lurker
Gargantuan Aberrant Magical Beast XP
Initiative +14 Senses Perception +21;
HP 600; Bloodied 300,
AC 31; Fortitude 35, Reflex 22 (main body) and 26 (tentacles), Will 31
Saving Throws +5, Action Points 2
Immune: poison, disease Resist: acid 10, cold 10, fire 10
Speed 4

Tentacled Horror: The harvester has 6 tentacles and each tentacle is capable of attacking once per round. On the Harvester’s turn each tentacle can make a tentacle swat or a tentacle grab or a debilitating constriction. Once in a round one of the tentacles can attempt a harvest attack if that power is charged. Each tentacle has 70 hit points. Track the hit points of each tentacle as a separate monster. Once a tentacle takes 70 damage that tentacle can no longer fight until it regenerates, so that it has at least 5 hit points. All damage done to tentacles is also subtracted from the Harvester’s total hit points.

Tentacle Regeneration: Each tentacle regenerates 5 hit points per round. The hit points healed by each tentacle are also added to the hit point total of the Harvester.

Far Reaching (move; daily, special- 6 times per day) The harvester can extend its tentacles across the planes from its lair on the Abyss to the elemental chaos, astral sea or material plane. All tentacles must be injected into the same plane and appear within 4 squares of one another. It can sense its surrounding area via its tentacles and can use its attacks and abilities normally while in another plane, but cannot move from its current location. It can withdraw the tentacles as a move action and reinject them into the same plane or a new plane on its next turn. While using its far reaching ability a one way portal remains open at the harvester’s location. This portal leads from its plane (generally the abyss) to whatever plane it has chosen to send its tentacles to. The portal occupies a 3 by 3 square.

Tentacle Swat (standard; at-will, melee basic) * Reach 4
+22 vs AC; 3d6+10 damage

Tentacle Grab (standard; at-will) * Reach 4
+22 vs AC; 3d6+10 damage and the target is grabbed and immobilized.

Debilitating Constriction (Standard, at-will) Target: a creature grappled by a tentacle
Attack: +20 vs Fortitude, Hit: 4d6+10 damage and the target is restrained and weakened (save ends weakened condition). Miss: half damage.

Harvest (Standard, Recharge 5,6) Target: A creature grappled by an Abyssal harvester's tentacle while it is using far reaching and who is bloodied. Attack: +20 vs Will. Hit: 4d6+10 damage and the target is drawn through the planes to the harvester's lair in the Abyss. The target can roll a saving throw to resist being pulled through. If the target succeeds, it remains on the material plane and instead looses 2 healing surges. If an opponent is helpless it gets no saving throw to resist the harvest. The opponent remains grappled on arrival. Miss: half damage and the target looses a healing surge.

Threatening Reach: The harvester’s tentacles have threatening reach.

Str 30 (+18) Dex 15 (+10) Wis 20 (+13)
Con 26 (+16) Int 13 (+9) Cha 16 (+11)


My players are working through the last adventure of Second Darkness. I've been converting/changing the encounters of the final adventure. I've redone the Bloodforge portion of the adventure and decided to use some derro dwarves in it. When they were in Zinakayin they encountered a derro who specialized in controlling hook horrors with ceremonial sticks that it clacked together. I had decided that hook horrors communicate with each other using a primitive language that involves clacking their hooks together, and the derro was able to command them using a similar technique. I worked some of this into their stat blocks, and decided that derro savants usually have a pet hook horror at their command.

I've reduced their hp slightly and increased their damage from what you might see on a standard level 13 controller. This is because I've learned from playing 4E the past year that monsters tend to have too many hit points and don't do enough damage. As a general rule I've been reducing monster hit points by about 25% and increasing their damage by at least that amount.

Derro Savants (level 13 controller, xp 800)
Ini +9 Senses: Perception +12; darkvision, Speed 5
HP 80 Bloodied 40
Resist: Psychic 10
AC 24 Fort 23 Ref 24 Will 25

Attacks:
Shortsword (standard, at will) Reach 1, +18 vs AC/1d6+5

Mind Worms (standard, at will) 1 creature, Range 10, +18 vs Will/ 2d6+5 psychic damage and the target takes ongoing 5 psychic damage (save ends).

Mind Leech (standard, recharge 5,6) Enemies in a Close burst 5, +16 vs Will/3d8+8 psychic damage and the target falls prone and is dazed (save ends). Miss: half damage and the target falls prone.

Enslave (standard, encounter) 1 target in Range 10, +16 vs Will/2d6+5 psychic damage and the target is dominated (save ends). After Effect: the target is dazed (save ends).

Command Thrall (move, at will- requires ceremonial clacking sticks) The derro is able to issue a command to a creature it has dominated. The creature will obey this command on its next turn. If the derro does not issue the creature a command it will continue doing what it was doing the previous round or do nothing if it has completed that task.

Command Hook Horror (move action, at will- requires ceremonial clacking sticks)- the derro commands the actions of its pet hook horror for the round.

Attributes: Str 13 (+7) Dex 16 (+9) Con 15 (+8) Int 17 (+9) Wis 12 (+7) Cha 10 (+8)

Skills: Intimidate +16, Stealth +14, Perception +12

Languages: Dwarven, Deep Speech, Abyssal

Gear: leather armor, shortsword, ceremonial clacking sticks.


I've also been working on converting the intellect devourer, but I could use some help with this one. The 3E version gives it a power that lets it absorb itself into another creature, devour its brain and then masquerade as the creature (you can search Intellect Devourer on google and it will give you a link right to its stat block on the 3E SRD). I think this is a pretty cool power, and it kind of defines the name of the creature. However, it isn't a power that easily meshes with 4E design. I'm trying to figure out how to make it gel with the new system. Suggestions are appreciated. The Body Thief power isn't complete on the stat block because it's the part that deals with this issue and I haven't figured out how to do it yet.

Intellect Devourer (level 13 artillery, xp 800)
Ini +11 Senses: Perception +12; blindsight 10, Speed 8
HP 80 Bloodied 40
AC 24 Fort 24 Ref 24 Will 27
Resist: Fire, Pyschic, and Electricity 15
Attacks:
Claws (melee basic, standard) Reach 1, +18 vs AC 1d6+5

Ego Whip (standard, at will) 1 creature, Range 10, +18 vs Will/ 2d6+8 psychic damage and the target suffers –2 to attack rolls and defenses (save ends)

Psychic Burst (standard, recharge 5,6) Enemies in a Close burst 5, +16 vs Will/3d8+8 psychic damage and the target is dazed (save ends). First Failed Save: target is stunned (save ends), Second Failed Save: target is unconscious (save ends –4 to save). After Effect: 1d12 psychic damage, Miss: half damage.

Rend Skull and Devourer Brains (standard, at-will, helpless creature only) Melee Reach 1, the target takes 30 damage and the Intellect devourer heals 15 hit points. This is considered a coup de grace. Once the devourer has slain a target in this manner, the devourer can then perform Body Thief on its next turn.

Body Thief (standard, daily- can only be performed on a creature whose brain it has devoured) The intellect devourer absorbs itself into the creature’s head an animates the corpse.

Attributes: Str 13 (+7) Dex 20 (+11) Con 15 (+8) Int 12 (+7) Wis 12 (+7) Cha 14 (+8)

Skills: Bluff +13, Stealth +16, Perception +12 Languages: telepathy


Here's how I would build an intellect devourer of the level you're asking for:

Intellect Devourer Level 13 Controller
Small aberrant magical beast (blind) XP 800
Initiative +11 Senses Perception +12; blindsight 12
Clouded Mind (Charm) aura 2; the intellect devourer gains concealment against any creature within its aura that is dazed, stunned, or taking ongoing psychic damage.
HP 127; Bloodied 63
AC 27; Fortitude 23; Reflex 25; Will 26; see also clouded mind
Immune gaze
Resist 10 psychic
Saving Throws +2 against charm and illusion effects
Speed 8; climb 4 (spider climb)
M Claw (standard; at-will) * Psychic
+18 vs AC; 1d4+4 damage and ongoing 5 psychic damage (save ends)
R Ego Whip (standard; at-will) * Charm, Psychic
Ranged 12; +17 vs Will; 2d6+6 psychic damage and the target takes a -2 penalty to its next attack roll, skill check, ability check, or saving throw.
r Body Thief (free action, when an enemy in range is reduced to 0 hit points or becomes helpless; encounter) * Charm, Reliable
Ranged 5; targets one dying or helpless enemy; +17 vs Will; the target is dominated (save ends), saving throws to end this effect take a -2 penalty, and a target who is not already dying is reduced to 0 hit points. While the target is dominated, the intellect devourer disappears into the target’s mind and is removed from play; as long as the target is dominated, the intellect devourer cannot be attacked. While dominated, the target does not make any death saving throws and cannot regain hit points. If the intellect devourer ends the effect (as a free action), the target dies, or if the target saves against the domination, the intellect devourer appears in a square of its choice adjacent to the target and the target falls prone and begins to make death saving throws (if applicable).
If the target is still dominated at the end of the encounter, the intellect devourer can sustain the effect for seven days (the target no longer makes saving throws to end the effect); at the end of this time, the target dies and the intellect devourer appears in a space of its choice adjacent to the target’s body. While dominated, the intellect devourer gains a +5 bonus to its Bluff checks while impersonating the target. During this time, a Remove Affliction ritual can be used on the target (if restrained or helpless) to end the domination. If the ritual succeeds, or if the target dies, the intellect devourer appears in a space of its choice adjacent to the target, while a dying target falls prone and begins making death saving throws.
Combat Advantage
When an intellect devourer hits a creature that is taking ongoing psychic damage and is granting combat advantage to the intellect devourer, the target is also dazed until the end of its next turn.
Alignment Chaotic Evil Languages Common, Deep Speech (cannot speak unless dominating a target); telepathy 12
Skills Stealth +16
Str 13 (+7) Dex 20 (+11) Wis 12 (+7)
Con 15 (+8) Int 12 (+7) Cha 22 (+12)


Cool stuff Shroomy. I like your take on the body thief power. The only thing I don't really like is that your intellect devourer has no real way to make a character helpless without bringing the character to 0 hp. I like the idea of having one power that has the potential to KO a character.


P.H. Dungeon wrote:
Cool stuff Shroomy. I like your take on the body thief power. The only thing I don't really like is that your intellect devourer has no real way to make a character helpless without bringing the character to 0 hp. I like the idea of having one power that has the potential to KO a character.

Thanks. To address your concern, I didn't give this version of the intellect devourer a power that renders PCs unconscious for two reasons. First, I was trying to remain as faithful as possible to the 3.5e version of the monster, and after checking the SRD, I didn't see a power that had this effect. Second, this version of the body thief power already reduces a helpless target to 0 hit points, so I thought that adding an additional power that makes the target helpless would be overpowering for a standard strength creature. I think that such a power would probably be more appropriate for an elite version of the intellect devourer.

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