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  1. #11
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    The Grand Druid (Lvl 20)

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    EDIT: Revised to MM3 standards and expanded here.

    FIRENEWT BRAVO--- Level 3 Soldier
    Medium natural humanoid (fire, reptile)--- XP 150
    ---
    Initiative +5; Senses Perception +3
    HP 47; Bloodied 23
    AC 19; Fortitude 18; Reflex 15; Will 15
    Resist fire 5; Vulnerable cold 5
    Speed 6
    ---
    [Melee basic] Broadsword (standard; at will) Weapon: +10 vs. AC; 1d8+3 damage, plus target is marked until the end of the firenewt bravo’s next turn.

    Fire Breath
    (minor; encounter) Fire: Close blast 3; +8 vs. Reflex; 1d6+3 fire damage plus ongoing 5 fire.
    ---
    Alignment evil; Languages Draconic
    Skills Athletics +10, Intimidate +6
    Str 19; Dex 14; Wis 14
    Con 15; Int 13; Cha 10
    ---
    Equipment chain armor, broadsword


    FIRENEWT PYROMANCER--- Level 3 Artillery

    Medium natural humanoid (fire, reptile)--- XP 150
    ---
    Initiative +3; Senses Perception +x, special senses
    HP 39; Bloodied 19
    AC 19; Fortitude 20; Reflex 19; Will 21
    Resist fire 5; Vulnerable cold 5
    Speed 6
    ---
    [Melee basic] Staff (standard; at will) Weapon: +10 vs. AC: 1d6+2 damage.

    [Ranged] Pyroclastic Blast (standard; at will) Fire: Range 6; +8 vs. Reflex; 1d6+3 damage plus 1d6 fire.

    Immolate (standard; encounter) Fire: Burst 2 within 10; +6 vs. Reflex; 3d6 fire damage, plus 5 ongoing fire.

    Fire Breath (minor; encounter) Fire: Close blast 3; +8 vs. Reflex; 1d6+3 fire damage plus ongoing 5 fire.
    ---
    Alignment evil; Languages Draconic
    Skills Athletics +10, Intimidate +6
    Str 14; Dex 14; Wis 14
    Con 15; Int 13; Cha 18
    ---
    Equipment armor, shield, weapon, other gear



    FIRENEWT CAVALIER--- Level 4 Skirmisher

    Medium natural humanoid (fire, reptile)--- XP 175
    ---
    Initiative +5; Senses Perception +x, special senses
    HP 58; Bloodied 29
    AC 18; Fortitude 18; Reflex 14; Will 15
    Resist fire 10; Vulnerable cold 5
    Speed 6
    ---
    [Melee basic] Lance (standard; at will) Weapon: Reach 2; +9 vs. AC; 1d10+3 damage.

    [Melee] Spirited Charge (standard; at will) Weapon: Only when making a mounted charge; requires lance; +10 vs. AC; 1d10+5 damage, and target is pushed 1 square.

    Spur Mount (minor; recharge 5 6): Only when mounted; the firenewt’s mount gains +2 speed until bloodied or the end of the encounter.

    Fire Breath (minor; encounter) Fire: Close blast 3; +8 vs. Reflex; 2d6+3 fire damage plus ongoing 5 fire.
    ---
    Alignment evil; Languages Draconic
    Skills Athletics +10, Intimidate +6
    Str 20; Dex 12; Wis 15
    Con 18; Int 12; Cha 10
    ---
    Equipment chain armor, broadsword
    Last edited by the Jester; Saturday, 12th January, 2013 at 05:24 PM.
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  • #12
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    The Grand Druid (Lvl 20)

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    EDIT: Revised to MM3 standards and format here.

    GIANT STRIDER--- Level 3 Skirmisher (Mount)
    Large natural beast--- XP 150
    ---
    Initiative +5; Senses Perception +3
    HP 54; Bloodied 27
    AC 16; Fortitude 18; Reflex 16; Will 15
    Resist fire 10
    Speed 10
    ---
    [Melee basic] Bite (standard; at will): +8 vs. AC; 1d10+2 damage, and target is pushed one square.

    Striding Mount (while mounted; at will): The giant strider may shift one extra square whenever it shifts.
    ---
    Alignment unaligned; Languages Draconic
    Skills Athletics +8
    Str 15; Dex 14; Wis 14
    Con 22; Int 5; Cha 7
    Last edited by the Jester; Saturday, 12th January, 2013 at 06:17 PM.
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  • #13
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    The Grand Druid (Lvl 20)

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    GIANT WASP--- Level 3 Lurker
    Medium natural beast--- XP 150
    ---
    Initiative +7; Senses Perception +1
    HP 39; Bloodied 19
    AC 17; Fortitude 15; Reflex 17; Will 12
    Speed 3, fly 8
    ---
    [Melee basic] Sting (standard; at will): +8 vs. AC; 1d10+3 damage.

    [Melee] Paralyzing Sting
    (standard; recharge 5 6) Poison: Only with combat advantage; +8 vs. AC; 1d10+3 damage, plus followup attack: +6 vs. Fortitude; Hit: target is immobilized (save ends); Miss: target is slowed (save ends).

    Implant Eggs (standard; encounter): Only against an immobilized target; the giant wasp injects its eggs into the target; treat this as a disease that the victim is automatically infected with (see below).
    ---
    Alignment unaligned; Languages -
    Skills Stealth +10
    Str 15; Dex 19; Wis 10
    Con 15; Int 1; Cha 4


    GIANT WASP EGG INFESTATION--- Level 3 Disease

    Special Notes: Any attempt to use the Heal skill to replace a saving throw causes the victim to lose a healing surge after his extended rest is complete (because the techniques used to attempt to treat the eggs are necessarily invasive).

    Endurance improve DC 19, maintain DC 16, worsen DC 15 or lower

    Cured < Initial Effect < > Worsening Condition > Final State

    Cured: The victimĺs body breaks down any eggs or larva remaining in his system, and he is cured.

    Initial Effect: The victim is slowed (until cured) by the painful swelling of the eggs in its body and the toxins running through its system. It also loses a healing surge (until cured).

    Worsening Condition: The victim is immobilized by pain and venom. It loses all healing surges.

    Final State: The eggs inside the victimĺs body hatch and the larva devour it from within, killing it.
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  • #14
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    EDIT: Since there is an official version of the shadow for 4e, I'll let this particular conversion lie where it is without updating it.

    SHADOW--- Level 3 Lurker
    Medium shadow humanoid (undead)--- XP 150
    ---
    Initiative +9; Senses Perception +3, darkvision
    HP 38; Bloodied 19
    AC 15; Fortitude 15; Reflex 17; Will 15
    Immune disease, poison
    Resist insubstantial; Vulnerable radiant 10
    Speed 6
    ---
    [Melee basic] Draining Touch (standard; at will) Necrotic: +8 vs. Reflex; 1d8 necrotic damage and target is weakened (save ends).

    [Melee] Spring from the Shadows (standard; at will) Necrotic: Only with combat advantage; +10 vs. AC; 1d12 necrotic damage and target is weakened and immobilized; First save: target is weakened (second save ends).
    ---
    Alignment chaotic evil; Languages Common
    Skills Stealth +10
    Str 5; Dex 19; Wis 14
    Con 14; Int 7; Cha 14

    SLOW SHADOW--- Level 11 Controller
    Medium shadow humanoid (undead)
    ---
    Initiative +7; Senses Perception +7, darkvision
    HP 115; Bloodied 57
    AC 25; Fortitude 23; Reflex 25; Will 23
    Resist insubstantial; Vulnerable radiant 10
    Speed 6
    ---
    [Melee basic] Slowing Touch (standard; at will) Necrotic: +16 vs. AC; 1d12 necrotic damage and target is slowed (save ends).

    [Melee] Leaping Shadows (standard; encounter) Necrotic: The slow shadow shifts 6 squares and makes 2 slowing touch attacks at any points along the path of its shift.

    Freezing Burst (standard; recharge 6) Cold: Close burst 4; +13 vs. Reflex; 3d8+5 cold damage.
    ---
    Alignment chaotic evil; Languages Common
    Skills Stealth +10
    Str 8; Dex 22; Wis 14
    Con 19; Int 10; Cha 19
    Last edited by the Jester; Saturday, 12th January, 2013 at 06:51 PM.
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  • #15
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    EDIT: Revised version here.

    BONESNAPPER--- Level 3 Brute
    Medium natural beast (reptile)--- XP 150
    ---
    Initiative +1; Senses Perception +2
    HP 60; Bloodied 30
    AC 15; Fortitude 18; Reflex 13; Will 14
    Speed 6
    ---
    [Melee basic] Bite (standard; at will): +6 vs. AC; 2d6+3 damage.

    [Melee] Bone-Crushing Bite (standard; at will): +6 vs. AC; 2d6+3 damage and target takes a -2 penalty to attacks (save ends).

    [Melee] Bone-Cracking Bite
    (standard; encounter): +4 vs. Fortitude; 3d8+3 damage and target takes a -2 penalty to attacks and Fortitude defense (until it spends a healing surge).
    ---
    Alignment unaligned; Languages -
    Str 21; Dex 10; Wis 12
    Con 20; Int 2; Cha 7


    ELDER BONESNAPPER--- Level 20 Brute
    Large natural beast (reptile)--- XP 150
    ---
    Initiative +14; Senses Perception +16
    HP 240; Bloodied 120
    AC 32; Fortitude 35; Reflex 29; Will 32
    Speed 7
    ---
    [Melee basic] Bite (standard; at will): +23 vs. AC; 3d8+7 damage.

    [Melee] Bone-Crushing Bite
    (standard; at will): +23 vs. AC; 3d8+7 damage and target takes a -2 penalty to attacks (save ends).

    [Melee] Bone-Cracking Bite (standard; encounter): +21 vs. Fortitude; 4d12+7 damage and target takes a -2 penalty to attacks and Fortitude defense (until it spends a healing surge).
    ---
    Alignment unaligned; Languages -
    Str 30; Dex 18; Wis 23
    Con 30; Int 2; Cha 12
    Last edited by the Jester; Friday, 28th December, 2012 at 10:33 PM.
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  • #16
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    N.B. The "Mad Wraith" in the MM appears to be an allip conversion. I'll leave my version up here for posterity, but that one is better, to be honest. And in the Monster Manual to boot!

    EDIT: Which means I shan't bother to revise this guy to MM3 standards.

    ALLIP--- Level 3 Controller
    Medium shadow humanoid (undead)--- XP 150
    ---
    Initiative +3; Senses Perception +x, special senses
    Insane Muttering aura 6; attacks all living things in the aura at the start of the allip’s turn: +7 vs. Will; Hit: 1d6+3 psychic damage and Target takes a basic attack on its closest ally, if possible; Miss: half damage.
    HP 46; Bloodied 23
    AC 17; Fortitude 15; Reflex 15; Will 17
    Immune disease, poison; Resist insubstantial; necrotic 5, psychic 5; Vulnerable radiant 10
    Speed fly 6
    ---
    [Melee basic] Megrim Touch (standard; at will) Psychic: +7 vs. Reflex; 1d10+3 psychic damage.

    [Melee] Maddening Touch
    (standard; at will) Psychic: +7 vs. Will; 1d6+3 psychic damage plus followup attack: +7 vs. Will; Hit: target moves its speed and attacks its closest ally; Miss: target is dazed until the end of its next turn.
    ---
    Alignment Chaotic evil; Languages
    Str 4; Dex 15; Wis 3
    Con 14; Int 5; Cha 19
    Last edited by the Jester; Friday, 28th December, 2012 at 10:25 PM.
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  • #17
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    The Great Druid (Lvl 17)



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    ° Ignore Rechan
    The Allip should probably have some of aura or area effect attack, to simulate the continual whispers/etc.

  • #18
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    Quote Originally Posted by Rechan
    The Allip should probably have some of aura or area effect attack, to simulate the continual whispers/etc.
    You're right.

    *starts tinkering*
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  • #19
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    ° Ignore IanB
    Doesn't the allip already exist in 4e in the form of the mad wraith?

  • #20
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    Quote Originally Posted by IanB
    Doesn't the allip already exist in 4e in the form of the mad wraith?
    Heh, looks like you're right!

    Whoops!
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