Converting Elites to Solos

keterys

First Post
Solo-Elite Template
This template is used when you wish to have a creature appear several levels before it normally does, but still retain much of its expected toughness. This is particularly useful when converting existing modules or when setting a progression of difficult with a creature showing up as solo early on and elite later on. Be aware that the DM’s Toolbox rules for raising and lowering levels may be adequate for your purposes by lowering the level of a creature without also making it a solo. While this does reduce the creature's level by 5 as part of turning it into a Solo (keeping the XP value the same), you can then raise or lower the creature's level as normal after the template is applied.

Level -5
Attacks All -5
Defenses All -3
Saving Throws +5 Total
Action Points 2 Total
Hit Points (8 * (NewLevel + 1) + Con) * (4 if Heroic, otherwise 5)

Reduce skill modifiers, ability check modifiers, and initiative by 2
Powers
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.

Bloodied Frenzy (when first bloodied)
The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery.

Note that damage should not change from the base creature.

Examples:
Manticore
Level 5 Solo Skirmisher
Large natural magical beast (mount)
XP 1,000

Initiative +10
Senses
Perception +11
HP 260; Bloodied 130
AC 23; Fortitude 21, Reflex 21, Will 19; see also action mastery
Saving Throws +5; see also action mastery
Speed 6, fly 8, overland flight 10
Action Points 2; see also action mastery and bloodied frenzy

:bmelee: Claw (standard; at-will)
+10 vs. AC; 2d6 + 5 damage.
:ranged: Spike (standard; at-will)
Ranged 10; +10 vs. AC (see also guided sniper); 1d8 + 5 damage. Hit or Miss: The Manticore shifts 3 squares after making the attack.
:melee:/:ranged: Manticore’s Fury (standard; at-will)
The manticore makes a claw attack and a spike attack (in any order) and may shift 1 square between the two attacks.
:area: Spike Volley (standard; recharge :3: :4: :5: :6:)
Area burst 1 within 10; +10 vs. AC (see also guided sniper); 1d8 + 5 damage.
Guided Sniper (while mounted by a friendly rider of 10th level or higher; at-will)
A manticore with a rider gains a +2 bonus to attack rolls with its spike attack and spike volley power.
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Frenzy
(when first bloodied)
The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery.

Alignment Chaotic Evil
Languages Common
Skills Stealth +13
Str 21 (+8) Dex 20 (+8) Wis 17 (+5)
Con 17 (+6) Int 4 (+2) Cha 12 (+4)

Note: It'd be reasonable to lower the level requirement on Guided Sniper.

Grell Philosopher
Level 6 Solo Controller
Large natural magical beast
XP 1,200
Initiative +8
Senses
Perception +10; blindsight 12
HP 288; Bloodied 144; see also bloodied frenzy
AC 24; Fortitude 18, Reflex 21, Will 20; see also action mastery
Immune
gaze; Resist 20 lightning
Saving Throws
+5; see also action mastery
Speed
1 (clumsy), fly 6 (hover)
Action Points 2; see also action mastery and bloodied frenzy

:bmelee: Tentacle Rake (standard; at-will) * Poison
Reach 2; +12 vs. AC; 3d8 + 5 damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
:ranged: Lightning Lance (standard; at-will) * Lightning
Ranged 10; +9 vs. Reflex; 3d6 + 6 lightning damage, and the target is blinded (save ends).
:area: Psychic Storm (standard; recharge :6:) * Psychic, Zone
Area burst 2 within 10; +9 vs. Will; 3d8 + 3 psychic damage, and the target is dazed (save ends). The psychic storm is a zone that lasts until the end of the encounter. Any creature entering the zone is dazed (save ends).
:close: Venomous Mind (standard; at-will) * Psychic
Close burst 3; targets enemies; +10 vs. Will; 2d8 + 5 psychic damage and the target must choose a random target for any melee attacks it makes (save ends).
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Frenzy (when first bloodied)
The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery.

Alignment Evil
Languages Deep Speech
Skills Arcana +11, Stealth +18
Str 14 (+5) Dex 21 (+8) Wis 14 (+5)
Con 16 (+6) Int 16 (+6) Cha 13 (+4)
 
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Note that damage should not change from the base creature.

Yikes.

SO it's still doing the damage output of a monster five levels above it.

One thing I noticed that is lacking from your templates is an ability to recharge any encounter powers, or bestowing any "Interrupt" powers. Granted, your bloodied frenzy and action mastery are nasty, but I'm just sayin'.
 

The damage output of a monster five levels higher is a few points more (the difference is not that great), so when converting from "2" to "5" monsters it _should_ work out, though I altered the owlbear I made. Honestly I'm not sure I'm happy with its damage just as an elite, but especially when I jumped down to 3 it was a bit much :)

Also, some elites have immediates already. The normal to solo conversion when I get around to posting it has to change the damage and give an immediate, but I was trying for something functional that DMs (like me!) can do on the fly for this one.

An example of an elite that already had an immediate, etc:

Orc Bloodrager
Level 2 Solo Brute
Medium natural humanoid
XP 625

Initiative +3
Senses Perception +1; low-light vision

HP 164; Bloodied 82; see also warrior's surge and bloodied frenzy
AC 18; Fortitude 19, Reflex 16, Will 14; see also action mastery
Saving Throws +5; see also action mastery
Speed 6 (8 while charging)
Action Points 2; see also action mastery and bloodied frenzy

:bmelee: Greataxe (standard; at-will) * Weapon
+6 vs. AC; 1d12+5 damage (crit 1d12+17); see also blood for blood and bloodied frenzy

:melee: Warrior's Surge (standard, usable only when bloodied; encounter) * Healing, Weapon
The orc bloodrager makes a melee basic attack and regains 41 hit points.

:melee: Wounded Retaliation (immediate reaction, when hit by an adjacent enemy; at-will)
The orc bloodrager makes a melee basic attack against the enemy.

Blood for Blood * Healing, Weapon
When it hits a bloodied enemy, the orc bloodrager deals an extra 5 damage and regains 10 hit points.

Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.

Bloodied Frenzy (when first bloodied)
The creature recharges all powers and gains a +2 to attack for the encounter. It also gains an action point and may immediately use it to gain a standard action. See also action mastery.

Str 20 (+6) Dex 15 (+3) Wis 11 (+1)
Con 17 (+4) Int 9 (+0) Cha 10 (+1)
 
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