3rd Level Monsters

the Jester

Legend
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
 
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the Jester

Legend
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
 
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the Jester

Legend
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 victim’s 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 victim’s body hatch and the larva devour it from within, killing it.
 

the Jester

Legend
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
 
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the Jester

Legend
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
 
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the Jester

Legend
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
 
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