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4th Edition Monster Conversions (v1.1)

The banshrae is a medium fey creature with poison immunity and the ability to make powerful unarmed strikes or poison blowgun attacks. The fey panther is a smaller fey creature that can teleport and has enhanced senses and leaping abilities. Quicklings are small fey that can take dash or disengage as bonus actions and make multiple shortsword attacks. Viscera devourers are undead that can grapple targets with visceral tendrils and drain life from grappled creatures. Larger variants like the soulspike devourer can impale multiple souls to enhance its and allies' saving throws.

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100% found this document useful (1 vote)
114 views4 pages

4th Edition Monster Conversions (v1.1)

The banshrae is a medium fey creature with poison immunity and the ability to make powerful unarmed strikes or poison blowgun attacks. The fey panther is a smaller fey creature that can teleport and has enhanced senses and leaping abilities. Quicklings are small fey that can take dash or disengage as bonus actions and make multiple shortsword attacks. Viscera devourers are undead that can grapple targets with visceral tendrils and drain life from grappled creatures. Larger variants like the soulspike devourer can impale multiple souls to enhance its and allies' saving throws.

Uploaded by

Chaeyeon Kim
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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4th Edition Monster Conversions

Fey Creatures
Banshrae

Fey Panther
Banshrae
Medium fey, neutral evil

Armor Class 15 (natural armor)


Hit Points 82 (11d8 + 33)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 16 (+3)
Fey Panther
Medium fey, unaligned
Saving Throws Dex +6, Cha +6
Skills Acrobatics +6, Deception +6, Stealth +6 Armor Class 13
Damage Immunities poison Hit Points 22(4d8 + 4)
Condition Immunities poisoned Speed 50 ft., climb 40 ft.
Senses darkvision 60 ft., passive Perception 10
Languages understands Sylvan but can't speak,
telepathy 30 ft. STR DEX CON INT WIS CHA
Challenge 5 (1 ,800 XP)
15 (+2) 17 (+3) 13 (+1) 3 (+-4) 12 (+1) 8 (-1)
Actions Skills Perception +3, Stealth +7
Multiattack. The banshrae make two attack with Senses darkvision 60 ft., passive Perception 11
either its slam or blowgun. Languages understands Sylvan but can't speak
Challenge 1 (200 XP)
Unarmed Strike. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit 8 (2d4 + 3) bludgeoning
damage and the target cannot make opportunity Keen Smell. The fey panther has advantage on
attacks against the banshrae this turn. Wisdom (Perception) checks that rely on smell.
Blowgun. Ranged Weapon Attack: +6 to hit, range Pounce. If the fey panther moves at least 20 feet
25 ft./10 ft., one target. Hit 4 piercing and the straight toward a creature and then hits it with a
target must succeed on a DC 13 Constitution claw attack on the same turn, that target must
saving throw or take 9 (2d6) poison damage and be succeed on a DC 12 Strength saving throw or be
poisoned until the end of the banshrae's next turn. knocked prone. If the target is prone, the fey
panther can make one bite attack against it as a
bonus action.
Running Leap. With a 10-foot running start, the fey
panther can long jump up to 20 feet.
Fey Step. The fey panther can teleport up to 30 feet
to an unoccupied space that it can see as a bonus
action.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target . Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target., Hit: 6 (1d6 + 3) slashing damage.
Undead
Quickling Devourers
Small Fey, chaotic evil

Armor Class 17 (natural armor)


Hit Points 98 (15d6 + 45)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 19 (+4) 17 (+3) 15 (+2) 17 (+3) 18 (+4)
Viscera Devourer
Saving Throws Dex +7 Medium undead, neutral evil
Skills Acrobatics +7, Deception +7, Stealth +7
Condition Immunities paralyzed Armor Class 14 (natural armor)
Senses darkvision 60 ft., passive Perception 4 Hit Points 82 (11d8 + 33)
Languages Sylvan Speed 30 ft.
Challenge 7 (2,900 XP)
STR DEX CON INT WIS CHA
Easy Escape. The quickling has advantage on saving
throws and ability checks against the grappled and 18 (+4) 13 (+1) 17 (+3) 3 (-4) 10 (+0) 4 (-3)
restrained conditions, and can attempt to escape
either of these conditions as a bonus action. Damage Resistances necrotic
Damage Immunities poison
Quick The quickling cannot have its speed by
Condition Immunities exhaustion, poisoned
magic, other than the wish spell.
Senses darkvision 60 ft., passive Perception 13
Languages Common
Actions Challenge 5 (523 XP)
Multiattack. The quickling can take the dash or
disengage action, make four shortsword attacks. Visceral Ward. the devourer has advantage on all
Constitution saving throws, while it has at least on
Shortsword. Melee Weapon Attack: +7 to hit, reach creature grappled with its viscera.
5 ft., one target. Hit 8 (1d6 + 4) slashing damage.
Actions
Quickling Multiattack. the devourer can make a claw attack
and either a hungry viscera attack, or use devour
viscera.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit 15 (2d10 + 4) slashing damage.
Hungry Viscera. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit 5 (1d8) necrotic damage
and the target is grappled by the devourer viscera.
(escape DC 14). The devourer can grapple a single
target with multiple viscera, a creature has
disadvantage on escape attempts when grappled by
multiple viscera.
Devour Viscera. Each target grappled by the
devourer's viscera takes 1d8 necrotic damage per
viscera grappling it, and the devour regains hit
points equal to the damage dealt.

Viscera Devourer
Spirit Devourer
Soulspike Devourer
Huge undead, neutral evil

Armor Class 18 (natural armor)


Hit Points 184 (16d10 + 96)
Speed 30 ft.

Spirit Devourer STR DEX CON INT WIS CHA


Large undead, neutral evil
21 (+5) 10 (+0) 22 (+6) 12 (+1) 19 (+4) 15 (+2)
Armor Class 15 (natural armor)
Hit Points 123 (13d10 + 52) Saving Throws Con +11, Cha + 7
Speed 30 ft. Damage Resistances necrotic; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities poison
STR DEX CON INT WIS CHA Condition Immunities exhaustion, poisoned
18 (+4) 8 (-1) 17 (+3) 7 (-2) 10 (+0) 3 (-4) Senses darkvision 60 ft., passive Perception 13
Languages None
Challenge 13 (10,000 XP)
Saving Throws X
Damage Resistances necrotic
Damage Immunities poison Soulspiked Spirit. A soulspike devourer normally has
Condition Immunities exhaustion, poisoned one soul impaled, and can impale up to four. An
Senses darkvision 60 ft., passive Perception 13 impaled creature is incapacitated. If an impaled
Languages Common creature escapes its body, alive or dead, appears
Challenge 9 (5,000 XP) adjacent to the devourer.
Soulspike Ward. The devourer and all of its allies
Radiant Vulnerability If the devourer takes radiant within 10 feet of it gain a bonus to all saving
damage while it has a creature trapped that creature throws equal to the number of souls the devourer
gains advantage on its next saving throw to escape. has impaled.

Actions Actions
Multiattack The devourer makes two claw attacks, if Multiattack. The devourer can make two claw
both hit the same target or it one is a critical hit, attacks.
the devourer can target the creature with trap spirit,
without using an action. Claw. Melee Weapon Attack: +10 to hit, reach 15
ft., one target. Hit 19 (3d8 + 5) slashing damage
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., plus 2d6 necrotic damage. Any creature reduced to
one target. Hit 11 (2d6 + 4) slashing damage. 0 hit points by this attack becomes a soulspike
spirit.
Trap Spirit. One creature within 10 ft. of the
devourer must succeed on a DC 15 Constitution Devour Spirit. The devourer kills its oldest impaled
saving throw or be trapped by the devourer. A spirit and regains 4d8 hit points.
trapped creature disappears into the devourer, is Soul Shatter. Each creature within 15 ft. of devourer
incapacitated, and does not have line of sight or must succeed on a DC 15 Constitution saving
effect to any creature. A trapped creature can throw or take 3d8 necrotic damage and be
repeat the saving throw at the end of each of its weakened until the end of the devourer next turn;
turn, and escapes to a empty space of their choice while weakened a creature's speed is halved and
adjacent to the devourer. The devourer can trap deals half damage with all attacks. After using this
only one creature at a time. feature the devourer cannot use it again until it
Spirit Rupture The devourer deals 2d6 necrotic used Devour Spirit.
damage to the creature trapped by it and either hit
points equal to the damage deal to the trapped
creature or makes the following attack. Each Soulspike Devourer
creature within 5 ft. of the devourer must succeed
on a DC 15 Wisdom saving throw or take necrotic
damage equal to the damage deal to the trapped
creature, and be frightened until the end of the
devourer next turn.
Larva Mage
Medium Undead, neutral evil

Armor Class 17 (natural armor)


Hit Points 104 (16d8 + 32)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3)

Saving Throws Dex +5, lnt +9, Wis +7, Cha +7


Skills Arcana +13, History +13, Religion +13
Damage Resistances necrotic; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhausted,
frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages common, telepathy 120 ft.
Challenge 12 (8,400 XP)

Magic Resistance. The larva mage has advantage on


on all saving throws against spells and other
magical effects.
Squeezing Swarm The larva mage can move through
any opening large enough for a Tiny larva.
Spellcasting. The larva mage is a 16th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks). The
larva mage has the following wizard spells prepared

Cantrips (at will): chill touch, fire bolt, mage hand,


prestidigitation
1st level (4 slots): burning hands, disguise self, ray
of sickness, sleep
2nd level (3 slots): blindness/deafness, cloud of
daggers, Melf's acid arrow, web
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, Otiluke’s resilient
sphere
5th level (2 slots): Bigby's hand, wall of stone
6th level (1 slots): disintegrate
7th level (1 slots): finger of death
8th level (1 slots): maze

Actions
Corrupting Touch. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit 19 (4d6 + 5) necrotic
damage.

Larva Mage

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