D&D 4th Edition 3rd Level Monsters




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  1. #1
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    The Grand Druid (Lvl 20)

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    3rd Level Monsters

    This is a continuation of the Monster Project.

    3rd level Monsters Index


    Allip
    Ankheg
    Ape, Dire Apes and variations are on the 2nd level monster list
    Assassin Vine
    Bat, Dire Bats and variants are on the 2nd level monster list
    Bear, Brown Bears and variants are on the 2nd level monster list
    Bonesnapper
    Bunyip
    Cave Fisher
    Cockatrice [move up to higher levels- 8ish?]
    Firenewt
    Fish
    Fungi
    Giant Strider
    Green Visage [this is a homebrewed monster]
    Praying Mantis, Giant
    Quipper Swarm
    Shadow
    Shark, Large Sharks and variations are on the 2nd level list
    Shocker Lizard
    Violet Fungus
    Wasp, Giant
    Last edited by the Jester; Saturday, 12th January, 2013 at 07:08 PM.
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  2. #2
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    EDIT: Revised to MM3 standards and included on the Lizard entry here.

    SHOCKER LIZARD--- Level 3 Artillery
    Small natural magical beast (reptile); XP 150
    ---
    Initiative +3; Senses Perception +2
    HP 37; Bloodied 18
    AC 15; Fortitude 14; Reflex 16; Will 14
    Resist lightning 10
    Speed 7, climb 4, swim 4
    ---
    [Melee basic] Bite (standard; at will): +6 vs. AC; 1d4 damage.

    [Ranged] Lightning Stroke (standard; at will) Lightning: Range 8; +8 vs. Reflex; 2d6+3 lightning damage and target is dazed until the end of its next turn.
    ---
    Alignment unaligned; Languages -
    Str 10; Dex 15; Wis 12
    Con 13; Int 2; Cha 6


    SHOCKER LIZARD SWARM--- Level 9 Controller
    This swarm consists of dozens of tiny little blue shocker lizard hatchlings, swarming with electrical energy.
    Medium natural magical beast (reptile, swarm)--- XP 400
    ---
    Initiative +6; Senses Perception +6
    Cloak of Electricity (Lightning) aura 3; at the start of the shocker lizard swarm’s turn, attack each target in the aura: +11 vs. Reflex; Hit: 1d8+5 lightning damage and target is slowed (save ends)
    HP 96; Bloodied 48
    AC 23; Fortitude 20; Reflex 20; Will 18
    Resist lightning 10
    Speed 7, climb 4, swim 4
    ---
    [Melee] Electric Bites (standard; at will) Lightning: The shocker lizard swarm makes three bite attacks against one, two or three adjacent opponents: +14 vs. AC; 1d8 lightning damage.

    [Area] Cooperative Bolt (standard; encounter) Lightning: Burst 4 within 16; +13 vs. Reflex; 3d8+5 damage and target is stunned (save ends).
    ---
    Alignment unaligned; Languages -
    Str 14; Dex 15; Wis 12
    Con 16; Int 2; Cha 6


    YELLOW SHOCKER LIZARD--- Level 12 Artillery
    Medium natural magical beast (reptile)--- XP 700
    ---
    Initiative +12; Senses Perception +x, special senses
    HP 97; Bloodied 48
    AC 24; Fortitude 24; Reflex 26; Will 21
    Resist lightning 10
    Speed 7, climb 4, swim 4
    ---
    [Melee basic] Bite (standard; at will): +15 vs. AC; 1d6+2 damage plus 5 lightning damage.

    [Ranged] Lightning Stroke (standard; at will) Lightning: Range 8; +17 vs. Reflex; 3d6+5 lightning damage and target is dazed until the end of its next turn.

    [Area] Shock Pulse (standard; encounter) Lightning: Close burst 4; +15 vs. Reflex; 3d8+5 lightning damage plus target is pushed 1 square and dazed (save ends).
    ---
    Alignment unaligned; Languages -
    Str 15; Dex 23; Wis 16
    Con 19; Int 2; Cha 6
    Last edited by the Jester; Saturday, 12th January, 2013 at 06:54 PM.
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  3. #3
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    Your yellow shocker lizard is missing his defenses.

    Other than that, the lizards look pretty good. I may put them to good use later in my game.
    Your skill in reading has increased by 1.

  4. #4
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    Quote Originally Posted by MortalPlague
    Your yellow shocker lizard is missing his defenses.
    Oops, cut & paste error... fixed it!

    Thanks for the heads up!
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  5. #5
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    Thanks, Jester! I love 'em. My players will hate you...

    Just need to throw in some wimpy level 5 minion shocker lizards who add an extra 2 lightning damage to each adjacent shocker lizzard's attacks, and there's an entire encounter, right there...
    "I took a risk... and I ended up in the bag of holding" -the player of Ian Whitefire (deceased)

  6. #6
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    EDIT: As there is an official version of the ankheg, I shan't bother updating these guys to MM3 standards.

    YOUNG ANKHEG--- Level 3 Artillery
    Medium natural beast--- XP 150
    ---
    Initiative +5; Senses Perception +8, tremorsense 12
    HP 38; Bloodied 19
    AC 15; Fortitude 15; Reflex 17; Will 15
    Resist acid 10
    Speed 6, burrow 4 (tunneling)
    ---
    [Melee basic] Bite (standard; at will) Acid: +10 vs. AC; 1d8+2 damage plus ongoing 5 acid (save ends).

    [Ranged] Spit Acid (standard; at will) Acid: Range 8; +8 vs. Reflex; 1d6+5 acid damage, plus ongoing 5 acid.
    ---
    Alignment unaligned; Languages -
    Skills Perception +8, Stealth +10
    Str 14; Dex 19; Wis 14
    Con 14; Int 2; Cha 7


    ANKHEG AMBUSHER--- Level 4 Lurker
    Medium natural beast--- XP 175
    ---
    Initiative +10; Senses Perception +9, tremorsense 12
    HP 44; Bloodied 22
    AC 18; Fortitude 16; Reflex 18; Will 15
    Resist acid 10
    Speed 6, burrow 4 (tunneling)
    ---
    [Melee basic] Bite (standard; at will) Acid: +8 vs. AC; 1d8+2 damage plus ongoing 5 acid (save ends).

    [Melee] Death from Below (standard; encounter) Acid: When the ankheg ambusher is lurking underground and senses a target directly above it; +8 vs. AC; 2d8+2 damage plus ongoing 5 acid, and target is pushed 1 square and knocked prone. The squares adjacent to the ankheg become difficult terrain (until cleared).
    ---
    Alignment unaligned; Languages -
    Skills Perception +9, Stealth +11
    Str 15; Dex 19; Wis 14
    Con 14; Int 2; Cha 7


    SEWER ANKHEG--- Level 7 Brute
    Medium natural beast; XP 300
    ---
    Initiative +5; Senses Perception +x, special senses
    HP 98; Bloodied 49
    AC 19; Fortitude 21; Reflex 18; Will 18
    Resist acid 10
    Speed 6, burrow 4 (tunneling)
    ---
    [Melee basic] Bite (standard; at will) Acid: +10 vs. AC; 1d8+5 damage plus ongoing 5 acid (save ends).

    [Ranged] Spit Acid
    (standard; encounter) Acid: Range 8; +8 vs. Reflex; 5d4 acid damage, plus ongoing 5 acid.
    ---
    Alignment unaligned; Languages -
    Str 20; Dex 15; Wis 14
    Con 18; Int 2; Cha 7


    ANKHEG EARTHSHAKER--- Level 15 Lurker
    Large natural beast--- XP 1200
    ---
    Initiative +10; Senses Perception +11, tremorsense 12
    HP 114; Bloodied 57
    AC 29; Fortitude 29; Reflex 25; Will 26
    Resist acid 10
    Speed 6, burrow 4 (tunneling)
    ---
    [Melee basic] Bite (standard; at will) Acid: +20 vs. AC; 1d8+6 damage plus ongoing 10 acid (save ends).

    [Ranged] Spit Acid (standard; encounter) Acid: Range 8; +18 vs. Reflex; 5d6 acid damage, plus ongoing 10 acid.

    [Melee] Death from Below
    (standard; encounter) Acid: When the ankheg earthshaker is lurking underground and senses a target directly above it; +20 vs. AC; 2d8+6 damage plus ongoing 10 acid, and target is pushed 1 square and knocked prone. The squares adjacent to the ankheg become difficult terrain (until cleared).

    Temblor Move (move; recharge 5 6): When the ankheg earthshaker is lurking underground; the ankheg burrows 4. The squares above its movement become difficult terrain and the ankheg makes an attack against each creature in at least one of those squares: +18 vs. Reflex; Hit: target is knocked prone.
    ---
    Alignment unaligned; Languages -
    Str 24; Dex 16; Wis 18
    Con 18; Int 2; Cha 7
    Last edited by the Jester; Friday, 28th December, 2012 at 10:26 PM.
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  7. #7
    Thanks for the Ankheg conversion. It's been my favorite critter since 2nd Edition.

  8. #8
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    EDIT: Revised version later in the thread, here, with multiple variants.

    GIANT PRAYING MANTIS--- Level 3 Soldier
    Large natural beast--- XP 150
    ---
    Initiative +3; Senses Perception +3
    HP 47; Bloodied 23
    AC 18; Fortitude 17; Reflex 16; Will 14
    Speed 5
    ---
    [Melee basic] Claw (standard; at will): Reach 2; +10 vs. AC; 1d6+3 damage.

    [Melee] Mantis Strike (standard; at will): The giant praying mantis makes two attacks on the same target: +8 vs. AC; 1d6+3 damage. If both attacks hit, the target is dazed until the end of its next turn.
    ---
    Alignment unaligned; Languages -
    Str 18; Dex 15; Wis 14
    Con 15; Int 1; Cha 4
    Last edited by the Jester; Tuesday, 27th December, 2011 at 04:13 AM.
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  9. #9
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    Ignore Rechan
    For a 7th level brute, the sewer ankheg seems a bit weak.

    The earthshaker is awesome. Makes me think of the movie Tremors.

    Though, hm. The Mantis, I'm thinking, could have a grab attack with a follow up bite. But as it stands, looks good. It should have a decent stealth (perhaps a clumsy fly speed).

  10. #10
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    Quote Originally Posted by Rechan
    For a 7th level brute, the sewer ankheg seems a bit weak.
    It's the ongoing 5 acid damage that made me turn down its normal damage, but you may be right. Since we've hardly played 4e so far, I'm not entirely proficient with tweaking the numbers yet.

    Quote Originally Posted by Rechan
    The earthshaker is awesome. Makes me think of the movie Tremors.
    Glad you like it! That one was my favorite of the ankhegs.

    Quote Originally Posted by Rechan
    Though, hm. The Mantis, I'm thinking, could have a grab attack with a follow up bite. But as it stands, looks good. It should have a decent stealth (perhaps a clumsy fly speed).
    Ooh, you're right, they fly- I forgot.

    I think I'll leave that off, though, based on increased size.

    I thought about the followup bite for the mantis, but decided to go with dazed until next turn instead. But I could prolly be easily persuaded to switch back (or make another variant!)
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