Helleskrieg Flockling
Helleskrieg Flockling (CR 28)
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
<insert descriptive text here>
GENERAL
CR 28 Hit Dice 53
XP 4,920,000
<alignment> <size> <racial keyword>
Init +12; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +42
DEFENSE
AC 54, touch 30, flat-footed 34 (+20 dex, +24 armor <adjust as needed>)
hp 1010
Fort +28, Ref +23, Will +23 <swap as needed; only one strong save>
Special Defenses <copy from source>
OFFENSE
Speed 30 ft. <adjust as needed; list other movement types here also>
Single Melee <melee weapon> +43 (4d8+11/19-20x2)
- or: Single Melee Bite +43 (4d8+4/x2)
Full Melee 3x <melee weapon> +43 (4d8+11/19-20x2)
- or: Full Melee Bite +43 (4d8+4/x2), 2x Claws +43 (4d6+4/x2), Tail +43 (4d8+4/x2), 2x Wings +43 (4d6+4/x2)
Ranged <optional ranged attack> +43 (4d8+11/x2)
Special Attacks <copy from source; the save DC's for any such ability should be around 39. See below>
Action Points 0 <common monsters never have action points, named monsters often have one.>
STATISTICS
Str <###>, Dex <###>, Con <###>, Int <###>, Wis <###>, Cha <###> <copy from source>
Base Atk +28; CMB +51; CMD 67
Feats <pick one or two thematically relevant feats; avoid complicated ones.>
Skills <choose only if relevant, values around 1.5 x creature’s CR>
Languages <copy from source>
SPECIAL ABILITIES
Basic monsters typically have up to one special ability. Named monsters could have three to five special abilities.
Often, the converted creature's special abilities should just be carried forward, with the numeric values adjusted using the numbers above.
Be aware, however, that you don't actually need very many special abilities, even for complex uniques like Orcus. Your monsters probably won't live more than about three rounds. Some creatures you convert may have dozens of listed abilities in their source material. Just pick a few of the most interesting ones to make the fight memorable. Your named monsters should be able to do something interesting each round, though there's no rule it has to be a different interesting thing each round.
Named monsters can also have 1 or even 2 action points, even if they have no role. Note that you can never spend more than 1 action point in a single round.
Any special abilities which have a save DC should have the DC set to 39.
TREASURE
Assuming you're using the 'Medium XP' progression chart, each creature should drop loot with a sell value of approximately 2,825,000 gp at this CR.