Conversions for the Eyes of At'ar

Monster/NPC conversions for the adventure, "Eyes of At'ar," in Forgotten Realms: Adventures in Faerun.

From Monsters and More:

  • Commoner
  • Assassin
  • Bandit
  • Bandit Captain
Lvl 1 humanoid - Ranged
16
Choose one.
  • Shortsword.
  • Hunting Bow..

    (Range 16)

This is a generic block and can be either Small or Medium.

Lvl 7 large monstrosity
1070
Choose thrice.
  • Rend.
  • Tail Spike..

    (Range 8)

Lvl 8 humanoid - Melee
80
Teamwork.

Advantage on attacks against a Creature in melee of an ally engaged with it.

Choose one.
  • Warhammer (2x)..

    Push 2.

  • Heavy Crossbow (2x)..

    (Range 16)

This is a generic block and can be either Small or Medium.

1280
Disguise Magic.

Can choose to appear as a Large or Medium biped when first seen.

Leaper.

Can exchange up to 6 Move for Jump of equal amount.

Choose one.
  • Assaulting Claw (2x). Psychic.

    (ignores Defense) and Poisoned (magical healing ends).

  • Corrupting Touch.

    (A Creature Poisoned by Assaulting Claws) DC13 WIS save or 3d8+20 Psychic and Dazed for 1 minute (magical healing ends), half damage only on save.

Lvl 12 humanoid
M130
Parry.

Treat attacks against you that roll 2 as a miss.

Choose one.
  • Dipped Dagger (3x). Poison.

    (Reach 4) Crits on a 7 or 8.

  • Blinding Flash (1 use).

    (Range 8, 4x4 Area) DC14 DEX save or 3d8 and Blinded, half damage only on save.

  • Hold Person (1 use).

    (Range 8) DC14 WIL save or Restrained (Escape DC14)

This is a generic block and can be either Small or Medium.

Lvl 13 large aberration - Melee
82125
Magic Resilience.

Advantage on saves VS magical effects and spells. Gains Resistance to attacks from Creature's it has Poisoned.

Teleport 6, then choose thrice.
  • Dread Stinger. Poison.

    On Damage: Poisoned (magical healing ends)

  • Mindwarp Ray. Psychic.

    (ignores Defense), Poisoned until the start of the phaerimm's next Turn.

  • Synaptic Static (1 use).

    (Range 6, 6x6 Area) DC15 INT save or 3d6+20 Psychic and Poisoned until the start of the phaerimm's next Turn, half damage only on save. A Creature that fails the save has their Concentration broken.