Saturday, December 27, 2025

4E of the World’s Greatest Roleplaying Game To Mothership Conversion

People frequently think of this is difficult but it’s not.

Take the HP and the Level, take the difference between 24 and the Level and divide the HP by the new Level and then by the monster type to get the HD, rounding up.
Minions are /4, Standards are /2, Elite are, as is and Solo are x2. Health is Bloodied/2. Which then has the Mothership Wound conversion applied to it. If the Monster is from MM1 and MM2, multiple the HP by 0.8 prior to dividing by Level. Bloodied Effects occur when at half Wounds or Less.

Combat is calculated slightly differently as we rely on Level and not HD, (Attack Bonus - Level) x 5 + 30

Divide Damage/2 and convert into d5, d10 and Wounds as according to convertor. Monsters from the MM1 need a damage bonus, so multiply damage before Mothership conversion by 1.5.

Divide AC by 2, rounding down to get the Ascending AC. Deduct 10 to get Mothership effective AP.

If speed is needed, multiple Squares x5 and that’s how many feet they walk, x3 that number for running and divide for metres as needed.

Any attacks that recharge randomly can only be used once per combat encounter. As are any which are explicitly once per encounter.

Traits and Triggering actions are always in effect, but assumed unless specified the monster can do one Standard/Encounter and one Minor action each turn. Skills/2 x10 as a percentage if Instinct isn’t higher.

+4 or higher situational modifiers convert to [+] and likewise do -4 or worse into [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this. Special attacks which target Ref need SPD or INT rolls to avoid effects, Will needs FEAR or SAN and For need BODY or STR.


Let's apply this to the Banderhobb Warder, one of the creepier 4E originals.

Things from the Shadowfell (equal parts alternative world, negative/shadow plane and purgatory) who steal people for their unseen master, either by swallow and regurgitating them or stuff them into a sack.

They teleport into shadows with the writing carved into the midsections, so clearly there is a guiding intelligence.



Banderhobb Warder
Large shadow magical beast
Level 16 Soldier XP 1400

HP 160; Bloodied 80Initiative +16
AC 32, Fortitude 30, Reflex 28, Will 26Perception+15
Speed 6, swim 6Darkvision

Standard Actions

(⚔) Longfinger Claw ✦ At-Will

Attack: Melee 2 (one creature); +21 vs. AC

Hit: 3d8 + 11 damage, and the target is marked until the end of the warder's next turn.

(➶) Lightning Tongue (lightning) ✦ At-Will

Attack: Ranged 5 (one creature); +19 vs. Reflex

Hit: 2d8 + 7 lightning damage, and the target falls prone.

⚔ Longfinger Clutch ✦ At-Will

Attack: Melee 2 (one or two creatures); +21 vs. AC

Hit: 2d8 + 7 damage, and the target is marked until the end of the warder's next turn.

Triggered Actions

⚔ Swallow ✦ At-Will

Trigger: A Large or smaller enemy marked by the warder makes an attack that does not include the warder as a target.

Effect (Immediate Reaction): The warder shifts 3 squares to a space adjacent to the triggering enemy and makes the following attack.

Attack: Melee 1 (the triggering enemy); +19 vs. Fortitude

Hit: The target is removed from play. Until the effect ends, the target takes ongoing 10 damage. The target can take actions as normal and can make melee and close attacks against the warder. The effect ends when the warder drops to 0 hit points or when the warder ends the effect as a free action. When the effect ends, the target appears in an unoccupied space of its choice adjacent to the warder.

No Escape (teleportation) ✦ Encounter

Trigger: An enemy marked by the warder ends its move.

Effect (Immediate Reaction): The warder teleports 10 squares to a space adjacent to the triggering enemy.

Skills Athletics +21
Str 26 (+16)                Dex 23 (+14)                Wis 24 (+15)
Con 24 (+15)                Int 22 (+14)                Cha 11 (+8)

Alignment evil       Languages understands Goblin

Published in Monster Manual 3, page(s) 18, Dungeon Magazine 180.

Level is 16 (it is match for a level 16 player and 5 of them is a statistically bland encounter for a party of 5). HP is 160.

24 and 16 has a difference of 8, 160/8 = 20, Standard monster means 20/2 = 10 HD, HP would be 40

Applying the conversion is:

It's got 10 Wounds to start with. Three goes into 10, 3 times, so the new Wounds are 10 - (2x3) = 4, HP 10

Let's flip that to be W2 HP 20

The extra Wound is added for W3 H20.

Combat is (21 or 19 - 16) x 5 + 30 = 5/3 x 5 + 30 = 55% or 45%

Instinct would be 75%, but the amazingly high Athletics is 21/2 x 10 = 100, Always capable of making the move

All attacks are either ranged 2 or 5, so 10 to 25 feet. So, they can hit a Close range due to the horrible long arms.

Longfinger Claw: 3d8+11/2 is 1.5d8+5.5, let's round that down to 1d8+5

1d8 is 2d10. But +5 is two lots of +2, in turn increasing the value to 4d10 and eventually 6d10. Becoming 1 Wound and 2d10 damage.

Lightning Tongue is 2d8+7/2 is 1d8+3.5

2d10 upgraded to 4d10 or 1 Wound

Causes people to be knocked over unless they make a SPD Roll to avoid it

Longfinger Clutch is 2d8+7/2 is 1d8+3.5, which is 4d10 or 1 wound but also Marks target

This then plays into the Banderhobb's Swallow and No Escape actions

Swallow does 10 damage/2 is 5 damage

AC is 32/2 = 16-10 = 6 AP

6 squares is 30 feet per round walking and swimming, about human speed.


Banderhobb

W3 H20

INS 75%, Always passes situations that would require athletic ability

COM All attacks Close Range

Claws 55%, 1W (Gore & Massive), each attack, the Banderhobb either does an addition 2d10 damage or marks a sigil

Lighting Tongue 45%, 1W (Fire & Explosives), causes people to be knocked over unless they make a SPD Roll to avoid it

Once in an encounter, the Banderhobb can teleport through a shadow to Marked target, so long as it is in Close Range (15m to be precise)

Swallow 45%, 5 damage per round on the target's turn

Should the Marked target be within Close Range and ignore the Banderhobb, it moves faster than its bulk suggests, swallowing the target whole. Fitting up to its own body mass in a single gulp and regurgitating at will. Those swallowed can still fight if they can get purchase.

AP6

As fast a a person on land and in the water

Can see in the Dark


UCR Memo

BLUF

We should determine the source of these creatures and moving to aggressively acquire the operation through any means necessary.


Details

Banderhobb are large creatures of the Outer Dark. Abducting targets for whatever master that inscribed the sigils onto them from dimensional rifts made of shadows. Several have been identified by size and ability, though whether they are individuals or types is unknown.

This is both a dire risk to the stability of the Company's operations in the Rim but also an opportunity. These Banderhobbs can perform the same role as a Hatchetman, with greater precision and infiltration ability. Obtaining knowledge and control of these creature should be a top priority for the branch. Specialists and contractors with the right combination of experience and expendability should be hired for this purpose. Leverage can be acquired by producing evidence that Banderhobbs are responsible for missing persons of interest to employees.

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