3rd Level Monsters

the Jester

Legend
OK, here is the revised giant wasp, now with howler wasp and howler wasp queen (3.5 MM4).

I'll probably do a wasp swarm eventually (I think there might be some kind of fiendish wasp swarm in the FF?), but I have a long day tomorrow.
 

Attachments

  • Wasp.pdf
    100.2 KB · Views: 261

log in or register to remove this ad

the Jester

Legend
Here's the revised and expanded giant praying mantis. It comes with some campaign-specific flavor text (for the lvl 12 solo guy).

PRAYING MANTIS

The praying mantis is a insect that is harmless to humanoid life as long as it remains small enough. However, as is so often the case with seeminly-innocuous creatures, once it is enlarged to great size, a praying mantis becomes a terrible threat.

On the Feywild, praying mantises have a much greater variety than in the natural world, growing to truly incredible size or demonstrating strange fey powers; some even speak.

Giant Praying Mantis Level 3 Soldier
Large natural beast (insect) XP 150
HP 47; Bloodied 23 Initiative +3
AC 18; Fortitude 15; Reflex 17; Will 15 Perception +3
Speed 6, climb 4

STANDARD ACTIONS

(mbasic) Claw * At Will
Attack: Melee 2 (one creature); +8 vs. AC.
Hit: 1d6+4 damage.

Mantis Strike * At Will
Effect: The praying mantis uses claw twice against the same target. If both attacks hit, the target is dazed until the end of its next turn.

TRIGGERED ACTIONS

(melee) Blinding Speed * Encounter
Trigger: An enemy triggers an opportunity attack from the praying mantis.
Attack (Opportunity Action): Melee 1 (the triggering creature); +8 vs. AC.
Hit: The praying mantis shifts up to 2 squares, then pulls the target to a space adjacent to it.
---
Str 18 Dex 15 Wis 14
Con 15 Int 1 Cha 4
Alignment unaligned Languages -

Vision Mantis Level 7 Controller
Medium fey beast (insect) XP 300
A vision mantis is a preying mantis the size of a human from the Feywild whose claws inflict a poison that causes hallucinations and delirium. Although it rarely uses the ability, a vision mantis is capable of speech.
HP 77; Bloodied 38 Initiative +5
AC 21; Fortitude 18; Reflex 19; Will 20 Perception +5
Speed 6, climb 4

STANDARD ACTIONS

(mbasic) Claw * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 1d8+3 damage.

Double Claw * At Will
Effect: The vision mantis uses claw twice.

Vision Claw (psychic) * Recharge 5 6
Attack: Melee 1 (one creature); +11 vs. Will.
Hit: 1d8+3 damage plus 10 psychic damage and the vision mantis slides the target up to 2 squares and the target is dazed (save ends). Each time the target fails a save against this effect, the vision mantis may slide it up to 2 squares.

MOVE ACTIONS

(ranged) Vision Dance * At Will
Effect: The vision mantis shifts up to 2 squares.
Attack: Range 5 (one dazed creature); +11 vs. Will.
Hit: The vision mantis slides the target up to 2 squares.
---
Str 15 Dex 15 Wis 15
Con 13 Int 8 Cha 19
Alignment unaligned Languages Elven

Spitting Praying Mantis Level 7 Artillery
Medium fey beast (insect) XP 300
The spitting praying mantis is a dangerous hunter of the Feywild that uses its saliva to hunt prey. Even those that get close to it must contend with its deadly claw, although it is less proficient in melee than many other breeds of giant praying mantis.
HP 61; Bloodied 30 Initiative +7
AC 19; Fortitude 19; Reflex 20; Will 19 Perception +5
Speed 6, climb 4

STANDARD ACTIONS

(mbasic) Claw * At Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d6+4 damage.

(ranged) Fey Spit (acid, radiant) * At Will
Attack: Range 10 (one creature); +12 vs. Reflex.
Hit: 2d10+4 acid and radiant damage.

MOVE ACTIONS

Clumsy Flight * Encounter
Effect: The spitting praying mantis flies up to 6 squares.

TRIGGERED ACTIONS

Death Blow * Encounter
Trigger: The spitting praying mantis is reduced to 0 hit points.
Effect (No Action): The mantis uses claw at a random adjacent creature.
---
Str 16 Dex 19 Wis 15
Con 13 Int 3 Cha 11
Alignment unaligned Languages -

Spicewoods Elder Mantis Level 12 Solo Soldier
Huge natural beast (insect) XP 3,500
In the depths of the Spicewoods of Pesh are areas where the air is thick and humid and conditions are right for the growth of monstrously large creatures. Alongside the behemoths and giants of the forest, giant insects sometimes live and grow far past their normal size. The Spicewoods elder mantis is an example of such a monster- it has survived for over a century and become something of a legend to the people of Pesh. But it is real enough, and should adventurers ever slay it and bring out proof of their deed, they would gain a great deal of fame.
HP 488; Bloodied 244 Initiative +12
AC 28; Fortitude 24; Reflex 26; Will 24 Perception +10
Speed 8, climb 5
Immune immobilize, slow
Action Points 2; Saving Throws +5

TRAITS
Elder Beast
At the start of its turn, the mantis makes a saving throw against one condition that a save can end. If it is bloodied, it instead makes a saving throw against each condition that a save can end.

STANDARD ACTIONS

(mbasic) Claw * At Will
Requirement: The mantis may not have more than two creatures grabbed.
Attack: Melee 3 (one creature); +17 vs. AC.
Hit: 2d12+7 damage, and if the mantis has less than two creatures grabbed, it may grab the target (escape DC 20).

Flurry of Strikes * At Will
Effect: The Spicewoods elder mantis uses claw three times.

MINOR ACTIONS

(melee) Bite * At Will
Attack: Melee 2 (one grabbed creature); +17 vs. AC.
Hit: 3d6+10 damage.
Effect: The mantis may sustain the grab.

TRIGGERED ACTIONS

Frenzy * At Will
Requirement: The mantis must be bloodied.
Trigger: The mantis takes damage from an attack.
Effect (Free Action): The mantis makes a saving throw, then uses claw.
---
Skills Nature +15, Stealth +15
Str 23 Dex 18 Wis 18
Con 18 Int 3 Cha 13
Alignment unaligned Languages -
 

Attachments

  • Praying Mantis.pdf
    87.9 KB · Views: 227
Last edited:

the Jester

Legend
Here is the revised version of the assassin vine.

ASSASSIN VINE

Source:
3e Monster Manual.

An assassin vine is a long vine that grows both above and beneath the ground. It requires blood to survive, and is able to animate in an attempt to seize prey. The subterranean variety is darker in color than the aboveground.

Often Parasitic: An assassin vine often wraps itself around another tree, eventually crushing it much like ivy does. Others choose pillars, statues, or even walls as their host, but an assassin vine grows better and remains healthier without blood for a longer period if it can sap the life of another plant.

Heady Wine: The assassin vine produces purple berries that are widely believed to be poisonous. In any event, they are bitter and unnutritious. Nonetheless, a heady wine is made from these berries by some particularly brave tribes of goblins and gnomes.

Guardian Creature: Clever humanoids, hags and groups of druids occasionally plant assassin vines as guardians, since the vines prefer to remain at rest unless actively following retreating prey. By ensuring that the vines get enough to eat, such a group can maintain a guardian over an area.

Assassin Vine --- Level 3 Lurker
Large natural animate (blind, plant) --- XP 150
HP 38; Bloodied 19 Initiative +8
AC 16; Fortitude 17; Reflex 16; Will 15 Perception +3
Speed 4 Tremorsense 10
Vulnerable 5 fire

TRAITS
Lashing Foliage * Aura 3

Creatures other than plants must spend 1 extra square of movement to enter any space within the aura that the assassin vine has line of effect to. (This does not count as difficult terrain and stacks with the penalty for entering difficult terrain, but not with other lashing foliage auras.)

STANDARD ACTIONS

(mbasic) Vine Lash * At Will

Attack: Melee 3 (one creature); +8 vs. AC.
Hit: 2d6+4 damage.

(melee) Grasping Vine * At Will
Requirement: The assassin vine may not have more than three creatures grabbed.
Attack: Melee 3 (one or two creatures); +6 vs. Reflex.
Hit: The target is grabbed (escape DC 15) and the assassin vine pulls the target 1 square.
Sustain Minor: The assassin vine sustains all of its grabs.

(melee) Strangle * At Will
Attack: Melee 2 (one creature grabbed by the assassin vine); +6 vs. Fortitude.
Hit: 2d10+5 damage.
---
Str 18 Dex 16 Wis 14
Con 14 Int 1 Cha 5
Alignment unaligned Languages -

Assassin Vine Copse Guardian --- Level 15 Minion Soldier
Large natural animate (blind, plant) --- XP 300
HP 1; a missed attack never damages a minion Initiative +12
AC 30; Fortitude 28; Reflex 28; Will 26 Perception +9
Speed 4
Tremorsense 10

TRAITS

Lashing Foliage * Aura 3

Creatures other than plants must spend 1 extra square of movement to enter any space within the aura that the assassin vine has line of effect to. (This does not count as difficult terrain and stacks with the penalty for entering difficult terrain, but not with other lashing foliage auras.)

STANDARD ACTIONS

(mbasic) Strangling Vine * At Will

Attack: Melee 3 (one creature); +20 vs. AC.
Hit: 11 damage and the assassin vine grabs the target (escape DC 15).
Sustain Standard: The assassin vine makes the following secondary attack against the target.
Secondary Attack: Melee 3 (one grabbed creature); +20 vs. Fortitude.
Hit: 15 damage, and the assassin vine sustains the grab.
Miss: The target may make an escape attempt against the assassin vine's grab as an immediate reaction.
---
Str 18 Dex 16 Wis 14
Con 14 Int 1 Cha 5
Alignment unaligned Languages -
 

Attachments

  • Assassin Vine.pdf
    79.6 KB · Views: 350
Last edited:

the Jester

Legend
The bonesnapper, updated and revised to MM3 standards:

BONESNAPPER
Source:
1e Fiend Folio.

The bonesnapper is a descendant of the ancient, nearly-extinct reptile behemoths. Smaller than the kin from which they descended, bonesnappers are stupid and aggressive. A bonesnapper hunts voraciously and has an instinct for hoarding the bones of its victims.

Bonesnapper --- Level 3 Brute
Medium natural beast (reptile) --- XP 150
HP 60; Bloodied 30 Initiative +1
AC 15; Fortitude 18; Reflex 13; Will 14 Perception +2
Speed 6

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 3d6+4 damage.

(melee) Bone-Crushing Bite * At Will
Attack: Melee 1 (one creature); +6 vs. Fortitude.
Hit: 3d6+4 damage and the target takes a -2 penalty to attack rolls (save ends).

(melee) Bone-Cracking Bite * Encounter
Attack: Melee 1 (one creature); +6 vs. Fortitude.
Hit: 4d6+4 damage and the target takes a -2 penalty to attack rolls and Fortitude until it spends a healing surge.
---
Str 21 Dex 10 Wis 12
Con 20 Int 2 Cha 7
Alignment unaligned Languages -

Elder Bonesnapper --- Level 20 Brute
Large natural beast (reptile) XP 2,800
HP 240; Bloodied 120 Initiative +14
AC 32; Fortitude 35; Reflex 31; Will 31 Perception +16
Speed 7

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 2 (one creature); +25 vs. AC.
Hit: 4d8+22 damage.

(melee) Bone-Crushing Bite * At Will
Attack: Melee 1 (one creature); +23 vs. Fortitude.
Hit: 4d8+22 damage and the target takes a -2 penalty to attack rolls (save ends).

(melee) Bone-Cracking Bite * Encounter
Attack: Melee 1 (one creature); +23 vs. Fortitude.
Hit: 5d12+28 damage and the target takes a -2 penalty to attack rolls and Fortitude until it spends a healing surge.
---
Str 30 Dex 18 Wis 23
Con 30 Int 2 Cha 12
Alignment unaligned Languages -
 

Attachments

  • Bonesnapper.pdf
    68.1 KB · Views: 246

the Jester

Legend
Here's the revised bunyip.

BUNYIP

Source:
1e Fiend Folio.

A bunyip is an aquatic, seal-like beast known for its loud roar. Dwelling in sluggish rivers, swamps and lakes, the bunyip tends to have a curious, playful nature, but if attacked, a bunyip responds viciously. Bunyips are carnivores, primarily eating fish and water-dwelling mammals such as beavers. However, some take to the flavor of human, halfling or other sentient flesh, and some of these learn to attack boats in order to get at the (relatively) easy prey within.

Bunyip --- Level 3 Skirmisher
Medium natural beast (aquatic) --- XP 150
HP 47; Bloodied 23 Initiative +5
AC 17; Fortitude 17; Reflex 15; Will 15 Perception +3
Speed 6, swim 6 Low-light vision

TRAITS

Aquatic

The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d10+6 damage, or 1d10+8 if the target is in the water and does not have the aquatic keyword.

(melee) Underwater Attack * Recharge 4 5 6
Requirement: The target must be in the water and must not have the aquatic keyword.
Effect: The bunyip swims 4 squares underwater without provoking opportunity attacks.
Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d10+8 damage and the bunyip slides the target 1 square.

(close) Roar (fear) * Recharges when first bloodied
Attack: Close blast 5 (each creature in blast); +4 vs. Will.
Hit: The target is dazed (save ends).
Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn.

TRIGGERED ACTIONS

Underwater Escape * Encounter

Requirement: The bunyip must be in water.
Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack.
Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 5 against the triggering attack.
---
Str 18 Dex 15 Wis 15
Con 15 Int 6 Cha 13
Alignment unaligned Languages -

Giant Bunyip --- Level 15 Brute
Large natural beast (aquatic) --- XP 1,200
HP 175; Bloodied 87 Initiative +12
AC 27; Fortitude 29; Reflex 27; Will 27 Perception +12
Speed 6, swim 6 Low-light vision

TRAITS

Aquatic

The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 3d10+13 damage, or 4d10+13 if the target is in the water and does not have the aquatic keyword.

(close) Roar (fear, thunder) * Recharges when first bloodied
Attack: Close blast 5 (each creature in blast); +16 vs. Will.
Hit: 4d8+10 thunder damage, and the target is dazed (save ends).
Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn.

TRIGGERED ACTIONS

Underwater Escape * Encounter

Requirement: The bunyip must be in water.
Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack.
Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 15 against the triggering attack.
---
Str 25 Dex 20 Wis 20
Con 15 Int 9 Cha 18
Alignment unaligned Languages -

Dire Bunyip --- Level 15 Elite Brute
Large natural beast (aquatic) --- XP 2,400
HP 350; Bloodied 175 Initiative +12
AC 27; Fortitude 29; Reflex 27; Will 27 Perception +12
Speed 6, swim 6 Low-light vision

TRAITS

Aquatic

The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.

STANDARD ACTIONS

(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 3d10+13 damage, or 4d10+13 if the target is in the water and does not have the aquatic keyword.

(close) Roar (fear, thunder) * Recharges when first bloodied
Attack: Close blast 5 (each creature in blast); +16 vs. Will.
Hit: 4d8+10 thunder damage, and the target is dazed (save ends).
Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn.

(melee) Drowning Worry * Encounter
Requirement: The dire bunyip must be bloodied and in the water, and the target must not have the aquatic keyword.
Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 4d12+13 damage, and the dire bunyip grabs the target (escape DC 25). As long as the dire bunyip maintains the grab, the target takes 15 points of damage and loses a healing surge at the start of its turn. If it has no healing surges remaining, the creature instead falls unconscious (until healed).

TRIGGERED ACTIONS

Underwater Escape * Encounter

Requirement: The bunyip must be in water.
Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack.
Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 15 against the triggering attack.
---
Str 25 Dex 20 Wis 20
Con 15 Int 9 Cha 18
Alignment unaligned Languages -
 

Attachments

  • bunyip.pdf
    83.1 KB · Views: 244

the Jester

Legend
FIRENEWT

Source:
2e Monstrous Compendium: Forgotten Realms.

Firenewts, also sometimes called salamen, are distant relatives of lizardfolk. They are cruel marauders that roam hot regions. Mottled sepia on their dorsal side, firenewts have lighter undersides and white bellies. Though they have a superficial resemblance and similar capabilities to dragonfolk hey are a distinct species set apart by their primitive and bestial ways, their primitive fire worship and their inherent evil nature.

Firenewts live in a cruel, martial society dominated by priests of evil fire powers. Dwelling primarily in arid areas such as deserts and wastelands, some firenewts lair in caves or build (or conquer) small villages. Others maintain a nomadic existence, living by raiding other folk in their vicinity for food and slaves.

Vicious Captors: Firenewts delight in torturing other races with fire. As long as a firenewt group's food holds out, captives are usually kept alive for sport; however, once the tribe grows hungry, captives are devoured with relish. Even captive firenewts from rival tribes are eaten, and intertribal warfare tends to be all-out and genocidal.

Fire Worshipers: Firenewts usually worship a power that represents fire or manifests its anger in flames, often a primordial or other nondeity such as Imix, Mephistopheles or the primal spirit of fire. A given tribe of firenewts usually all worship the same god; power deviants are hunted and eaten, unless they can stage a revolution and slay the priests of the tribe's current god before.

Mounted Warriors: Firenewts keep and ride giant striders, showing a surprising degree of proficiency at mounted combat. Most tribes of firenewts keep large herds of striders, averaging about one giant strider per firenewt. In times of privation, these faithful beasts are devoured without a second thought.

Firenewt Bravo --- Level 3 Soldier
Medium natural humanoid (fire, reptile) --- XP 150
HP 47; Bloodied 23 Initiative +5
AC 19; Fortitude 17; Reflex 15; Will 15 Perception +3
Speed 6
Resist 5 fire; Vulnerable 5 cold

STANDARD ACTIONS
(mbasic) Broadsword (weapon) * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d10+5 damage, and the target is marked until the end of the firenewt's next turn.

MINOR ACTIONS
(close) Fire Breath (fire) * Encounter

Attack: Close blast 3 (each creature in blast); +4 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).

TRIGGERED ACTIONS
(melee) Not So Fast (weapon) * At Will

Trigger: An enemy marked by the firenewt makes an attack that does not include it as a target.
Attack (Immediate Interrupt): Melee 1 (the triggering enemy); +10 vs. AC.
Hit: 1d10+5 damage, and the target must attack the firenewt with the triggering attack.
---
Skills Intimidate +6
Str 17 Dex 14 Wis 14
Con 15 Int 7 Cha 10
Alignment evil Languages Draconic
Equipment chain armor, broadsword

Firenewt Pyromancer --- Level 3 Artillery
Medium natural humanoid (fire, reptile) XP 150
HP 39; Bloodied 19 Initiative +3
AC 15; Fortitude 15; Reflex 15; Will 17 Perception +3
Speed 6
Resist 5 fire; Vulnerable 5 cold

STANDARD ACTIONS
(mbasic) Staff (weapon) * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d6+4 damage.

(ranged) Pyroclastic Blast (fire) * At Will
Attack: Ranged 10 (one creature); +8 vs. Reflex.
Hit: 1d6+3 damage, plus 1d10 fire damage.

(area) Immolation (fire) * Encounter
Attack: Area burst 1 within 10 (each creature in burst); +6 vs. Reflex.
Hit: 2d6 fire damage and ongoing 5 fire damage (save ends).

MINOR ACTIONS
(close) Fire Breath (fire) * Encounter

Attack: Close blast 3 (each creature in blast); +4 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).
---
Skills Intimidate +10, Religion +7
Str 14 Dex 14 Wis 14
Con 15 Int 13 Cha 18
Alignment evil Languages Draconic
Equipment chain armor, staff

Firenewt Cavalier --- Level 4 Skirmisher
Medium natural humanoid (fire, reptile) XP 175
HP 58; Bloodied 29 Initiative +5
AC 18; Fortitude 17; Reflex 14; Will 16 Perception +4
Speed 6
Resist 5 fire; Vulnerable 5 cold

STANDARD ACTIONS
(mbasic) Lance (weapon) * At Will

Attack: Melee 2 (one creature); +8 vs. AC (+9 vs. AC while mounted).
Hit: 1d10+5 damage (1d10+9 while mounted).

(mbasic) Broadsword (weapon) * At Will
Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 1d8+8 damage.

(melee) Spirited Charge (weapon) * At Will
Requirement: The firenewt must be mounted and wielding a lance.
Effect: The firenewt makes a mounted charge and makes the following attack in place of a basic attack.
Attack: Melee 2 (one creature); +9 vs. AC.
Hit: 1d10+11 damage, and the firenewt pushes the target 1 square.

MINOR ACTIONS
(close) Fire Breath (fire) * Encounter

Attack: Close blast 3 (each creature in blast); +5 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).
---
Skills Athletics +11, Intimidate +7
Str 18 Dex 12 Wis 15
Con 18 Int 6 Cha 10
Alignment evil Languages Draconic
Equipment chain armor, lance, broadsword

Firenewt Priest --- Level 4 Controller (Leader)
Medium natural humanoid (fire, reptile) XP 175
HP 55; Bloodied 27 Initiative +4
AC 18; Fortitude 16; Reflex 15; Will 18 Perception +4
Speed 6
Resist 5 fire; Vulnerable 5 cold

TRAITS
Fear No Flame * Aura 5

The aura is brightly lit, and other firenewts in the aura increase their resist fire by 10. (Multiple fear no flame auras do not stack.)

STANDARD ACTIONS
(mbasic) Staff (fire, weapon) * At Will

Attack: Melee 1 (one creature); +7 vs. Reflex.
Hit: 1d6 damage plus 2d8 fire damage.

Priest's Command * At Will
Effect: One firenewt in a close burst 10 makes a basic attack.

Exhausting Heat (fire) * Recharges when the firenewt priest becomes flanked
Attack: Close burst 2 (each creature in burst); +6 vs. Fortitude.
Hit: 2d8 fire damage, and a creature that takes damage from this is slowed (save ends).

MINOR ACTIONS
(close) Fire Breath (fire) * Encounter

Attack: Close blast 3 (each creature in blast); +6 vs. Reflex.
Hit: 1d6+3 fire damage plus ongoing 5 fire damage (save ends).
---
Skills Intimidate +11, Religion +8
Str 14 Dex 14 Wis 15
Con 15 Int 13 Cha 18
Alignment evil Languages Draconic
Equipment chain armor, staff, holy symbol

Firenewt Overlord --- Level 5 Elite Brute
Medium natural humanoid (fire, reptile) XP 400
HP 152; Bloodied 76 Initiative +4
AC 17; Fortitude 18; Reflex 16; Will 16 Perception +1
Speed 6
Resist 10 fire; Vulnerable 5 cold
Saving Throws +2; Action Points 1

STANDARD ACTIONS
(mbasic) Greataxe (weapon) * At Will

Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 2d12+3 damage.

(melee) Cleaving Blow * At Will
Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 2d12+3 damage, and make a secondary attack.
Secondary Attack: Melee 1 (one creature other than the primary target); +10 vs. AC.
Hit: 2d12+3 damage.
Miss: Half damage.

(close) Enraged Frenzy * Encounter
Attack: Close burst 1 (each enemy in burst); +8 vs. AC.
Hit: 2d12+3 damage, the target falls prone and the firenewt overlord pushes the target 2 squares.

MINOR ACTIONS
(close) Fire Breath (fire) * Recharges when first bloodied

Attack: Close blast 3 (each creature in blast); +6 vs. Reflex.
Hit: 1d6+4 fire damage plus ongoing 5 fire damage (save ends).
---
Skills Athletics +11, Intimidate +9
Str 18 Dex 14 Wis 8
Con 16 Int 7 Cha 14
Alignment evil Languages Draconic
Equipment plate armor, greataxe

Firenewt Mercenary --- Level 15 Minion Brute
Medium natural humanoid (fire, reptile) XP 300
HP 1; a missed attack never damages a minion Initiative +9
AC 27; Fortitude 27; Reflex 25; Will 27 Perception +11
Speed 6
Resist 15 fire

STANDARD ACTIONS
(mbasic) Greatsword (weapon) * At Will

Attack: Melee 1 (one creature); +20 vs. AC.
Hit: 14 damage, or 17 against a target taking ongoing fire damage.

View attachment 55984
Attack: Close blast 3 (each creature in blast); +16 vs. Reflex.
Hit: 5 fire damage, plus ongoing 10 fire damage (save ends).
---
Skills Intimidate +12
Str 20 Dex 15 Wis 19
Con 18 Int 9 Cha 11
Alignment evil Languages Draconic
Equipment chain armor, greatsword
 

Attachments

  • Firenewt.pdf
    90.7 KB · Views: 352

the Jester

Legend
GIANT STRIDER
Source:
1e Fiend Folio.

A giant strider is a type of large, stupid, aggressive flightless bird. Related to the ostrich, a giant strider shows naked skin, for it grows only tiny, prickly feathers on its body. Its eyes glow red, as if it were full of lava. Giant striders dwell in rocky, desert or volcanic regions, enjoying the heat and vapors produced in that sort of terrain.

Firenewt Mounts: Few giant striders live independently in the wild. Instead, most are kept as domesticated herds by firenewts, who use them as mounts or, in times of privation, food. Giant striders have a reputation as balky, uncooperative mounts, but the firenewts seem to have no problem controlling, riding and fighting upon them.

Giant Strider --- Level 3 Skirmisher (Mount)
Large natural beast --- XP 150
HP 50; Bloodied 25 Initiative +5
AC 16; Fortitude 18; Reflex 15; Will 15 Perception +3
Speed 10
Resist 10 fire; Vulnerable 5 cold

TRAITS
Fire Healing

Whenever the giant strider is hit by a fire attack, it gains regeneration 5 (save continues).

Striding Mount (mount)
While ridden by a friendly creature of its level or higher, a giant strider may shift 1 additional square each time it shifts.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +8 vs. AC.
Hit: 1d8+6 damage.

(area) Spit Fireball (fire) * Encounter
Attack: Area burst 1 within 10 (each creature in burst); +1 vs. Reflex.
Hit: 2d6+5 fire damage.
Miss: Half damage.

TRIGGERED ACTIONS
(melee) Kick * At Will

Trigger: An enemy enters a square from which it flanks the giant strider.
Attack (Immediate Reaction): Melee 1 (one creature); +8 vs. AC.
Hit: 1d10+5 damage.
---
Str 15 Dex 14 Wis 14
Con 18 Int 5 Cha 7
Alignment unaligned Languages understands Draconic
 

Attachments

  • Giant Strider.pdf
    75.6 KB · Views: 247

the Jester

Legend
GREEN VISAGE
Source:
Homebrewed.

A green visage is a tall, sunflower-like plant that always grows above the grave of an intelligent humanoid. The green visage has a large melon-like bulb at the top that bears the face of whatever creature is buried beneath its roots. In addition, the green visage has many of the creature's memories and its personality bears a superficial resemblance to that of the creature upon whose remains it feeds, as well. A green visage's nature and demeanor both depend greatly upon the location and circumstances of its growth.

Limited Mobility: Although a green visage can move about, it must return to the body upon which it grows or else it will sicken and eventually die.

Community Elders: Some communities attempt to preserve the wisdom of their elders by planting a green visage on the grave of each elder. These green visage elders often serve their community willingly in return for meeting occasional demands for treasure, nourishment or entertainment. Some have strange preferences, demanding art, a nice house or wives.

Wild Hermits: Some green visages grow over the body of a creature that died far from others of its kind, in the wilderness. The humanoid elements of a green visage such as this will crave company, and may even go mad from loneliness. Such a green visage is highly unpredictable and more likely to act aggressively than a green visage with a community around it.

Green Visage --- Level 3 Controller
Medium natural animate (plant) --- XP 150
HP 46; Bloodied 23 Initiative -1
AC 17; Fortitude 15; Reflex 15; Will 17 Perception +5
Speed 3

STANDARD ACTIONS
(ranged) Destiny Dissonance (psychic) * At Will

Attack: Ranged 5 (one creature); +7 vs. Will.
Hit: 2d4+6 psychic damage and the green visage slides the target 4 squares.

(close) Psychic Grumbling (psychic) Recharge 5 6
Attack: Close burst 4 (each creature in burst); +5 vs. Will.
Hit: 2d8+3 psychic damage and the target is dazed (save ends).
Miss: The target is dazed until the end of its next turn.
---
Skills any one knowledge skill +8
Str 9 Dex 6 Wis 18
Con 14 Int 14 Cha 16
Alignment any Languages any spoken by the body beneath the green visage
 

Attachments

  • Green Visage.pdf
    71.4 KB · Views: 182

the Jester

Legend
This one might more properly go under 2nd level, since there is a lvl 2 individual quipper minion, but since the quipper swarm pre-existed at level 3 and I did the minion as a quipper variant, I'm going to keep this entry on the 3rd level level thread. I sure am capricious and inconsistent!

Anyhow:

FISH
Source:
1e Fiend Folio (quipper); 1e Monster Manual (giant gar, giant pike); 1e Monster Manual 2 (afanc, giant caftish); 2e Monstrous Compendium vol. 2 (ascallion); homebrew (giant anglerfish, giant archer fish).

There are many types of fish, including many dangerous types. For purposes of this entry, fish are considered distinct from sharks. Some fish are dangerous individually, others only in large schools. In some cases, giant versions of normally-harmless fish become dangerous carnivores themselves. Other giant versions become much more aggressive than their mundane versions.

Quipper --- Level 2 Minion Brute
Tiny natural beast (aquatic, fish) --- XP 31
A quipper is a pale-bodied piranha, usually found in cold or underground waters. They are easily aroused by the smell of blood. While they often school, individual quippers do sometimes swim alone when hunting.
HP 1; a missed attack never damages a minion Initiative +5
AC 14; Fortitude 13; Reflex 15; Will 14 Perception +2
Speed swim 8

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Blood Crazy
If one or more bloodied creatures are within 8 squares of the quipper on its turn, it must attack the closest one.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +7 vs. AC.
Hit: 6 damage (8 if the target is bloodied).
---
Str 3 Dex 18 Wis 12
Con 13 Int 2 Cha 10
Alignment unaligned Languages -

Quipper Swarm --- Level 3 Brute
Medium natural beast (aquatic, fish, swarm) --- XP 150
HP 53; Bloodied 26 Initiative +5
AC 15; Fortitude 15; Reflex 16; Will 15 Perception +3
Speed swim 8
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks

TRAITS
Swarm Attack * Aura 1

Any enemy that starts its turn in the aura takes 5 damage (7 if bloodied).

Aquatic
Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Blood Crazy
If one or more bloodied creatures are within 8 squares of the quipper swarm on its turn, it must attack the closest one. The swarm gets +1 to attack rolls and +4 to damage against bloodied creatures.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

STANDARD ACTIONS
(melee) Swarm of Bites * At Will

Attack: Melee 1 (one creature); +7 vs. AC.
Hit: 1d12+4 damage.
---
Str 8 Dex 18 Wis 14
Con 13 Int 2 Cha 10
Alignment unaligned Languages -

Barracuda --- Level 5 Skirmisher
Medium natural beast (aquatic, fish) --- XP 200
HP 58; Bloodied 29 Initiative +7
AC 19; Fortitude 17; Reflex 19; Will 17 Perception +3
Speed 9

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +10 vs. AC.
Hit: 1d12+7 damage.

(melee) Darting Charge * At Will
Effect: The barracuda charges, gaining a +5 bonus to speed and a +4 bonus to defenses against opportunity attacks triggered by this movement.

TRIGGERED ACTIONS
Dart Away * Encounter

Requirement: The barracuda must be bloodied.
Trigger: An attack hits the barracuda.
Effect (Immediate Interrupt): The barracuda shifts 4 squares.
---
Str 11 Dex 17 Wis 12
Con 10 Int 1 Cha 6
Alignment unaligned Languages -

Giant Archer Fish --- Level 7 Artillery
Medium natural beast (aquatic, fish) --- XP 300
Giant archer fish dwell near the surface of water, usually in rivers or lakes, and spit bullets of water at prey, hoping to knock them into the water where the archer fish can devour it.
HP 60; Bloodied 30 Initiative +7
AC 19; Fortitude 19; Reflex 20; Will 18 Perception +4
Speed swim 6

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(melee) Bite * At Will

Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d6+4 damage.

(ranged) Spit Water * At Will
Attack: Ranged 10 (one creature); +12 vs. Reflex.
Hit: 2d10+4 damage, the target falls prone and the archer fish slides the target 2 squares. Until the end of the target's next turn, it gains a +5 bonus on saving throws against ongoing fire damage.
---
Str 15 Dex 19 Wis 12
Con 12 Int 2 Cha 12
Alignment unaligned Languages -

Giant Gar --- Level 9 Soldier
Huge natural beast (aquatic, fish) --- XP 400
HP 94; Bloodied 47 Initiative +9
AC 24; Fortitude 23; Reflex 21; Will 20 Perception +6
Speed swim 10

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 2d8+8 damage, and the giant gar pulls the target 1 square.

(melee) Darting Bite * At Will
Effect: The giant gar shifts 2 squares and makes the following attack.
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 2d8+8 damage. The giant gar shifts back to its starting space and pulls the target adjacent to it.
Miss: The giant gar shifts back to its starting space.

(melee) Gobble Up * Recharge 5 6
Attack: Melee 1 (one creature); +12 vs. Fortitude.
Hit: 3d8+8 damage, and the giant gar pulls the target into its space and gobbles it up (save ends). The target moves with the giant gar, but is otherwise immobilized.
Sustain Standard: The target takes 20 damage.
---
Str 20 Dex 17 Wis 15
Con 14 Int 2 Cha 7
Alignment unaligned Languages -

Giant Pike --- Level 9 Skirmisher
Large natural beast (aquatic, fish) --- XP 400
HP 97; Bloodied 48 Initiative +11
AC 23; Fortitude 21; Reflex 23; Will 19 Perception +5
Speed swim 12

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Mottled Scales
While underwater, a giant pike gains concealment from creatures at least 4 squares away.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 5d4+5 damage.

(melee) Surprise Attack * At Will
Requirement: The giant pike must have concealment from the target.
Effect: The giant pike shifts 5 squares and makes the following attack.
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 5d4+5 damage and the target is dazed (save ends).

MOVE ACTIONS
Darting Movement * At Will
Effect: The giant pike shifts 4 squares.
---
Skills Stealth +14
Str 15 Dex 21 Wis 13
Con 17 Int 2 Cha 7
Alignment unaligned Languages -

Dire Barracuda --- Level 10 Skirmisher
Large natural beast (aquatic, fish) --- XP 500
HP 106; Bloodied 53 Initiative +9
AC 24; Fortitude 22; Reflex 24; Will 22 Perception +8
Speed 9

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 2d12+5 damage.

(melee) Darting Charge * At Will
Effect: The dire barracuda charges, gaining a +5 bonus to speed and a +4 bonus to defenses against opportunity attacks triggered by this movement.

TRIGGERED ACTIONS
Dart Away * Encounter

Requirement: The dire barracuda must be bloodied.
Trigger: An attack hits the barracuda.
Effect (Immediate Interrupt): The barracuda shifts 4 squares.
---
Str 21 Dex 15 Wis 16
Con 18 Int 1 Cha 10
Alignment unaligned Languages -

Giant Anglerfish --- Level 11 Lurker
Large natural beast (aquatic, fish) --- XP 600
A giant anglerfish uses a long, fleshy lure to trick and confuse prey into coming close to where it lurks, disguised by its natural camouflage.
HP 87; Bloodied 43 Initiative +10
AC 25; Fortitude 23; Reflex 23; Will 23 Perception +8
Speed swim 6

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Distracting Lure
A giant anglerfish can make Stealth checks to hide from dazed creatures without needing cover or concealment.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +16 vs. AC.
Hit: 3d6+5 damage.

(melee) Opportunistic Attack * At Will
Attack: Melee 1 (one dazed creature); +16 vs. AC.
Hit: 5d6+10 damage.

(area) Lure * At Will
Attack: Area burst 1 within 5 (each creature in burst); +12 vs. Will. This attack does not trigger opportunity attacks.
Hit: The giant anglerfish slides the target 2 squares, and the target is dazed (save ends).
---
Skills Stealth +11 (see also distracting camouflage)
Str 20 Dex 12 Wis 17
Con 15 Int 2 Cha 13
Alignment unaligned Languages -

Giant Catfish --- Level 13 Soldier
Large natural beast (aquatic, fish) --- XP 800
Sometimes, a catfish survives for decades, growing larger and larger. In particularly rich hunting grounds, one sometimes grows into a giant catfish, between ten and sixteen feet in length. A giant catfish is principally a bottom-feeding scavenger, but it is aggressive enough to attack anything that it perceives as food.
HP 127; Bloodied 63 Initiative +11
AC 29; Fortitude 27; Reflex 25; Will 24 Perception +6
Speed swim 6

TRAITS
Poisonous Whiskers (poison) * Aura 1

A creature that enters the aura or leaves a square of the aura takes 5 poison damage. No creature in the aura has concealment from the giant catfish, even if it is invisible.

Aquatic
Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 3d6+6 damage.

(melee) Gulp Down * Recharges when the giant catfish has no small or larger creature swallowed

Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 3d6+6 damage, and the target makes a saving throw. If it fails, the catfish swallows it whole. While swallowed whole, the target is pulled into the catfish's space and immobilized there, moving with the giant catfish. It has line of sight and effect to no creature but the giant catfish, and no creature has line of sight or effect to it. The target takes ongoing 10 acid damage. A swallowed creature can make weapon attacks only with light weapons. It can escape by making an Acrobatics or Athletics check, DC 20, as a move action or by inflicting 30 points of damage on the catfish with a single attack. If the catfish dies, the creature can escape with a move action.
---
Str 22 Dex 16 Wis 10
Con 15 Int 2 Cha 7
Alignment unaligned Languages -

Ascallion Young --- Level 17 Minion Lurker
Small natural beast (aquatic, fish) --- XP 400
An ascallion is a huge predatory fish. It is relatively social and are fearless, attacking even prey that is larger than itself. A female ascallion holds its young in its mouth until close to its prey, then release them to attack. The male acts aggressively to defend its mate and the young.
HP 1; a missed attack never damages a minion Initiative +18
AC 31; Fortitude 29; Reflex 28; Will 28 Perception +6
Speed swim 8

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Ascallion Blend
An ascallion young gains concealment when adjacent to a larger ascallion.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 12 damage.

(melee) Darting Bite * At Will
Requirement: The ascallion young must have concealment.
Effect: The ascallion young shifts 2 squares and then makes the following attack.
Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 18 damage.
---
Str 18 Dex 22 Wis 6
Con 16 Int 1 Cha 6
Alignment unaligned Languages -

Ascallion Female --- Level 17 Skirmisher
Huge natural beast (aquatic, fish) --- XP 1,600
An ascallion is a huge predatory fish. It is relatively social and are fearless, attacking even prey that is larger than itself. A female ascallion holds its young in its mouth until close to its prey, then release them to attack.
HP 157; Bloodied 78 Initiative +15
AC 31; Fortitude 31; Reflex 29; Will 29 Perception +13
Speed swim 7

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 2d10+14 damage.

(melee) Darting Bite * At Will
Effect: Either before or after the attack, the ascallion female shifts 4 squares.
Attack: Melee 1 (one creature); +22 vs. AC.
Hit: 2d10+14 damage.

(melee) Mouth Full of Trouble * Encounter
Effect: The ascallion female uses darting bite, then releases four ascallion young, who appear adjacent to the female. Each of the young makes a melee basic attack against the target of the ascallion female's bite as a free action. These ascallions count normally for determining the encounter's xp value.

(close) Ravenous Gobbling * Encounter
Attack: Close burst 1 (each creature in burst); +20 vs. AC.
Hit: 4d10+6 damage.
---
Str 25 Dex 21 Wis 20
Con 13 Int 2 Cha 14
Alignment unaligned Languages -

Ascallion Male --- Level 18 Soldier
Huge natural beast (aquatic, fish) --- XP 2,000
HP 165; Bloodied 82 Initiative +17
AC 34; Fortitude 32; Reflex 30; Will 29 Perception +14
Speed swim 7

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +23 vs. AC.
Hit: 3d8+11 damage (3d8+15 if within 5 squares of another ascallion).

TRIGGERED ACTIONS
Protective Instinct * Recharge 5 6

Trigger: An attack targets an ascallion ally within 2 squares.
Effect (Immediate Interrupt): The ascallion male changes places with the triggering ally. The triggering attack targets the ascallion male instead of the triggering ally.
---
Str 26 Dex 22 Wis 20
Con 13 Int 2 Cha 14
Alignment unaligned Languages -

Afanc --- Level 23 Solo Brute
Gargantuan natural beast (aquatic, beast) --- XP 25,500
An afanc is a dreaded fish of truly mind-boggling size. In combat, an afanc takes up three linked gargantuan (4x4) spaces, sharing one pool of hit points and actions. The three sections represent the afanc's head, trunk and tail, and must remain adjacent to one another and in sequence. The afanc still moves as one creature.
HP 1,068; Bloodied 534 Initiative +13
AC 35; Fortitude 36; Reflex 34; Will 35 Perception +16
Speed 9
Saving Throws +5; Action Points 2

TRAITS
Aquatic

Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.

Immense
Because of the afanc's immense size, certain attack forms must target certain parts of its body. See head, tail and trunk.

Head
Only attacks that hit an afanc's head section can daze, dominate or stun it. Once it is bloodied, it can no longer be dazed, dominated or stunned. (Neither a miss nor an effect line can apply any of these conditions to it.)

Tail
Only attacks that hit an afanc's tail section can slow, immobilize or restrain it, or prevent it from shifting. Once an afanc is bloodied, it automatically loses the slowed or immobilized condition at the end of its turn. (Neither a miss nor an effect line can apply any of these conditions to it.)

Trunk
Only attacks that hit the afanc's trunk section can weaken or inflict ongoing damage to it. Once it is bloodied, an afanc gains resist 10 against ongoing damage and automatically loses the weakened condition at the end of its turn. (Neither a miss nor an effect line can apply any of these conditions to it.)

STANDARD ACTIONS
(mbasic) Enormous Bite * At Will

Attack: Melee 1 (one creature adjacent to the afanc's head section); +28 vs. AC.
Hit: 5d8+9 damage.

(melee) Tail Smash * At Will
Attack: Melee 3 (one creature within 3 squares of the afanc's tail section); +26 vs. Fortitude.
Hit: 4d10+9 damage, and the target is stunned until the end of the afanc's next turn.

Bite and Tail * At Will
Effect: The afanc uses enormous bite and tail smash.

(close) Whirlpool * Recharges when first bloodied
Effect: The afanc spends a churn point and is immobilized until the start of its next turn.
Attack: Close burst 10 (each creature in burst); +24 vs. Fortitude.
Hit: 5d12+7 damage, the afanc pulls the target 4 squares and the target is slowed (save ends).
Miss: The afanc pulls the target 2 squares.
Sustain Standard: The afanc spends a churn point and repeats the attack. It is immobilized until the start of its next turn.

MOVE ACTIONS
(melee) Churn * At Will

Effect: The afanc shifts 3 squares. It can enter other creatures' space during this shift. It then makes the following attack.
Attack: Melee 1 (each creature whose space the afanc entered); +24 vs. Reflex.
Hit: 4d8+5 damage.
Effect: The afanc slides each target 5 squares to a space outside of the afanc's space.

Churn the Waters * At Will
Effect: The afanc moves its speed and gains a churn point that lasts until the end of the encounter or until used. (See whirlpool.)
---
Str 21 Dex 14 Wis 21
Con 27 Int 3 Cha 13
Alignment unaligned Languages -
 

Attachments

  • Fish.pdf
    112.2 KB · Views: 371
Last edited:

the Jester

Legend
Here is the revised violet fungus, along with other fungi types.

FUNGUS
Source:
1e Monster Manual (violet fungus), 3e Monster Manual (phantom fungus), online Creature Catalogue (fungus hulk)

There are an abundance of dangerous fungi to be found in the caverns and dungeons of the world, with a great range of forms and nature. Whle many types of fungus can be harvested for food, poison or drugs, the ones here are as likely to eat a dwarf or goblin as the other way around.

Other noteworthy types of fungal monsters or hazards that appear elsewhere include myconids (Monster Manual 2, Underdark), phycomids (P2: Demon Queen's Enclave), and some traps, hazards and terrain features.

Violet Fungus --- Level 3 Lurker
Medium natural animate (blind, plant) --- XP 150
HP 42; Bloodied 21 Initiative +2
AC 17; Fortitude 17; Reflex 11; Will 15 Perception +1
Speed 3 Tremorsense 6 (blind)
Immune poison

TRAITS
Camouflage

The violet fungus resembles an inoffensive (albeit large) cave mushroom and always appears mixed in with other, similar fungi. It requires a Dungeoneering check, DC 16, or a Perception check, DC 21, to spot a violet fungus before it attacks.

STANDARD ACTIONS
(mbasic) Rotting Slam (necrotic) * At Will

Attack: Melee 2 (one creature); +8 vs. AC.
Hit: 1d8+5 damage. If the target cannot see the violet fungus, the target also takes ongoing 5 necrotic damage (save ends).

Blend In * At Will
Effect: The violet fungus shifts up to 2 squares and regains its camouflage.

(close) Violet Burst (poison) * Encounter
Attack: Close burst 3 (each creature in the burst); +4 vs. Fortitude.
Hit: The target is blinded and slowed (save ends both).
Miss: The target is blinded until the beginning of its next turn.
---
Str 13 Dex 5 Wis 10
Con 18 Int 1 Cha 3
Alignment unaligned Languages -

Ascomoid --- Level 4 Skirmisher
Medium natural beast (blind, plant) --- XP 175
HP 56; Bloodied 28 Initiative +4
AC 18; Fortitude 16; Reflex 16; Will 16 Perception +2
Speed 4 (see also gather momentum) Tremorsense 12

STANDARD ACTIONS
(melee) Rolling Attack * At Will

Effect: The ascomoid moves at least half of its speed and up to its speed.
Attack: Melee 1 (one creature); +9 vs. AC.
Hit: 2d8+3 damage.

(ranged) Spore Jet (poison) * At Will
Attack: Ranged 4 (one creature); +7 vs. Fortitude.
Hit: 1d10+7 poison damage.

MOVE ACTIONS
Gather Momentum * At Will

Effect: The ascomoid moves its full speed. Starting at the beginning of its next turn, the ascomoid gains a +1 bonus to speed until it does not move its full speed on its turn or until the end of the encounter. This bonus stacks up to a maximum of +6.
---
Str 19 Dex 10 Wis 10
Con 16 Int 1 Cha 3
Alignment unaligned Languages -

Phantom Fungus --- Level 6 Lurker
Medium natural animate (plant) --- XP 250
HP 58; Bloodied 29 Initiative +10
AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3
Speed 6 Blindsight 6

TRAITS
Invisibility (illusion)

The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +11 vs. AC.
Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target.

Stalk * At Will
Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action.
---
Skills Stealth + 11
Str 14 Dex 16 Wis 11
Con 16 Int 2 Cha 9
Alignment unaligned Languages -

Phantom Fungus Stalker --- Level 6 Solo Lurker
Medium natural animate (plant) --- XP 1,250
HP 232; Bloodied 116 Initiative +10
AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3
Speed 6 Blindsight 6

TRAITS
Invisibility (illusion)

The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it.

STANDARD ACTIONS
(mbasic) Bite * At Will

Attack: Melee 1 (one creature); +11 vs. AC.
Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target.

Quick Bite * At Will
Effect: The phantom fungus stalker uses bite twice.

Stalk * At Will
Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action.

MINOR ACTIONS
(close) Vent Spores (poison) * At Will

Attack: Close burst 1 (each creature in burst); +7 vs. Fortitude.
Hit: 2d6+2 poison damage. On a critical hit, the target is also dazed (save ends).

TRIGGERED ACTIONS
Invisible Dodge * Recharge 5 6 while bloodied

Trigger: The phantom fungus is targeted by an attack.
Effect (Immediate Interrupt): The phantom fungus shifts 1 square.
---
Skills Stealth + 11
Str 14 Dex 16 Wis 11
Con 16 Int 2 Cha 9
Alignment unaligned Languages -

Ascomoid Flattener --- Level 13 Skirmisher
Medium natural beast (blind, plant) --- XP 600
HP 132; Bloodied 66 Initiative +10
AC 27; Fortitude 26; Reflex 26; Will 23 Perception +8
Speed 4 (see also gather momentum) Tremorsense 12

TRAITS
Rolling Movement

The ascomoid flattener gains a +4 bonus to defenses against opportunity attacks provoked by movement.

STANDARD ACTIONS
(melee) Rolling Attack * At Will

Effect: The ascomoid moves at least half of its speed and up to its speed.
Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 4d8+3 damage.

(melee) Flatten * At Will
Requirement: The ascomoid must have moved at least half its speed this turn.
Attack: Melee 1 (one creature); +16 vs. Fortitude.
Hit: 2d10+5 damage, the ascomoid pushes the target 1 square and the target falls prone.

(melee) Jetting Charge * Encounter
Effect: The ascomoid flattener charges and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +18 vs. AC.
Hit: 4d8+12 damage, the ascomoid pushes the target up to 4 squares and the target falls prone.

(ranged) Spore Jet (poison) * At Will
Attack: Ranged 4 (one creature); +16 vs. Fortitude.
Hit: 3d10+5 poison damage.

MOVE ACTIONS
Gather Momentum * At Will

Effect: The ascomoid moves its full speed. Starting at the beginning of its next turn, the ascomoid gains a +1 bonus to speed until it does not move its full speed on its turn or until the end of the encounter. This bonus stacks up to a maximum of +6.

TRIGGERED ACTIONS
(close) Reflexive Discharge (poison) * Encounter

Trigger: The ascomoid becomes bloodied.
Attack (Immediate Reaction): Close burst 1 (each creature in the burst); +14 vs. Fortitude.
Hit: 3d10+6 poison damage, plus ongoing 10 poison damage and the target is dazed (save ends both).
---
Str 23 Dex 15 Wis 15
Con 20 Int 1 Cha 3
Alignment unaligned Languages -

Fungus Hulk --- Level 14 Brute
Large natural humanoid (plant) --- XP 700
A fungus hulk is a mass of fungal matter with a giant puffball where a humanoid's head would be. If a cloak or blanket is thrown over the thing's body, a fungus hulk can easily be mistaken for an ogre or similar large humanoid in poor lighting.
HP 168; Bloodied 84 Initiative +12
AC 25; Fortitude 29; Reflex 26; Will 24 Perception +10
Speed 6 Low-light vision
Resist 20 fire

STANDARD ACTIONS
(mbasic) Violet Claw (acid, poison) * At Will

Attack: Melee 2 (one creature); +19 vs. AC.
Hit: 4d6+10 damage and the fungus hulk makes a secondary attack against the target.
Secondary Attack: Melee 2 (the primary target); +17 vs. Fortitude.
Hit: Ongoing 10 acid and poison damage (save ends). Plants are immune to this damage.

Violet Rend * Recharges when first bloodied
Effect: The fungus hulk uses violet claw twice against the same target. If both attacks hit, the target is weakened until the end of its next turn, and the secondary attack deals ongoing 15 acid and poison damage (save ends).

TRIGGERED ACTIONS
(close) Violet End (acid, poison) * At Will

Trigger: The fungus hulk drops to 0 hit points.
Attack (No Action): Close burst 2 (each creature in burst); +15 vs. Fortitude.
Hit: 3d10+7 acid and poison damage, plus ongoing 10 acid and poison damage (save ends).
Miss: Half damage, plus ongoing 5 acid and poison damage (save ends).
---
Str 24 Dex 20 Wis 16
Con 18 Int 6 Cha 7
Alignment unaligned Languages -
 

Attachments

  • fungus.pdf
    96.7 KB · Views: 204

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top