D&D 4th Edition 3rd Level Monsters - Page 3




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  1. #21
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    Waghalter (Lvl 7)

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    Similarly it would seem to me that the shadow has been subsumed into the regular wraith, as wraiths now inflict the weakened condition.

 

  • #22
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    The Great Druid (Lvl 17)



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    Then, what does this mean? Take the shadow or allip, and do something new with it!

    Allip: Possess targets and do self-destructive things? (They are, after all, insane or suicide victims).

    Shadow: Hide in the target's own shadow, and "Leech" from them?

  • #23
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    Quote Originally Posted by IanB
    Similarly it would seem to me that the shadow has been subsumed into the regular wraith, as wraiths now inflict the weakened condition.
    Nah, that one I don't agree with. They eliminated energy drain, so they had to do something with the wraith. I looked at the wraith pretty closely when I did the shadow earlier, and tried to make 'em distinct enough that they were worth having as a separate monster without straying too far from the original.

    I think I'll leave the allip alone, though; the mad wraith is a pretty dead perfect conversion imho.
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  • #24
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    You know, all the monsters you've made Jester would be great for a Cave adventure.

    I can just see the ground crumbling beneath the PCs, dropping them into a deep cavern complex, filled with darkmantles, bat swarms, centipedes and scorpions, cave fishers...

  • #25
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    EDIT: As there is an official version of these things, I shan't update to MM3 standards.

    CAVE FISHER--- Level 3 Lurker
    Medium natural beast--- XP 150
    ---
    Initiative +5; Senses Perception +3, tremorsense 6
    HP 36; Bloodied 18
    AC 17; Fortitude17; Reflex 13; Will 15
    Speed 6, climb 4
    ---
    [Melee basic] Claw (standard; at will): +8 vs. AC; 1d10+3 damage and target is grabbed (until escape).

    [Ranged] Strand (standard; recharge 4 5 6): The cave fisher fires a sticky strand that it uses to reel a foe in to it. Only one strand at a time; minor action to retract if it has no prey on it; range 16; +6 vs. Reflex; target is stuck to the strand (Athletics or Acrobatics, DC 22, to escape).

    A cave fisher may also leave its strand in place, hoping prey will walk into it (it is nearly impossible to see, requiring a DC 20 Perception check to detect it before walking into it (consider this an automatic hit by the strand).

    Reel In
    (minor; at will): Only when a target is stuck to its strand; +6 vs. Fortitude; Hit: target is pulled 3; Miss: a medium or smaller target is pulled 1.
    ---
    Alignment unaligned; Languages -
    Skills Stealth +6
    Str 18; Dex 10; Wis 14
    Con 12; Int 1; Cha 6
    Last edited by the Jester; Friday, 28th December, 2012 at 10:27 PM.
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  • #26
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    EDIT: Revised to MM3 standards and format here.

    GREEN VISAGE--- Level 3 Controller

    A green visage is a tall plant with a large, melon-like bulb at the top. This bulb has the face of whatever creature’s grave the green visage has grown atop of, and the visage largely possesses the creature’s memories as well. Some green visages are cultivated by communities that do not want to lose the lore of a beloved leader or elder.

    Medium natural animate (plant)--- XP 150
    ---
    Initiative -1; Senses Perception +5
    HP 46; Bloodied 23
    AC 17; Fortitude 15; Reflex 15; Will 17
    Speed 3
    ---
    [Ranged] Destiny Dissonance (standard; at will) Psychic: Range 5; +7 vs. Will; 2d4+3 psychic damage and target slides 4 squares.

    [Close] Psychic Grumbling (standard; recharge 5 6) Psychic: Close burst 4; +5 vs. Will; Hit: 2d8+3 psychic damage and target is dazed (save ends); Miss: target is dazed (save ends).
    ---
    Alignment any; Languages any spoken by body the green visage is growing upon
    Skills any one knowledge skill +8
    Str 9; Dex 6; Wis 18
    Con 14; Int 14; Cha 16
    Last edited by the Jester; Saturday, 12th January, 2013 at 06:25 PM.
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  • #27
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    Deliiiicious lurkers.

    Lurkers are by far my favorite, I think. Though it's hard to use them on a regular basis without the PCs going "STOP AMBUSHING US!"

  • #28
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    EDIT: Fungi revised to MM3 standards and expanded here.

    VIOLET FUNGUS--- Level 3 Lurker
    Medium natural animate (plant)--- XP 150
    ---
    Initiative +2; Senses Perception +1; blind, tremorsense 6
    HP 42; Bloodied 21
    AC 17; Fortitude 17; Reflex 9; Will 12
    Immune poison
    Speed 3
    ---
    [Melee basic] Rotting Slam (standard; at will) Necrotic: Reach 2; +8 vs. AC; 1d8+3 damage plus ongoing 5 necrotic.

    [Close] Violet Burst (standard; encounter) Poison: Close burst 3; targets living creatures in the burst; +4 vs. Fortitude; Hit: target is slowed and blinded (save ends both); Miss: target is blinded until the beginning of its next turn.
    ---
    Alignment unaligned; Languages -
    Str 13; Dex 5; Wis 10
    Con 18; Int 1; Cha 3


    ASCOMOID--- Level 4 Skirmisher
    Medium natural animate (plant)--- XP 175
    ---
    Initiative +4; Senses Perception +2; blind, tremorsense 12
    HP 56; Bloodied 28
    AC 18; Fortitude 17; Reflex 12; Will 12
    Speed 6 (and see gather momentum)
    ---
    [Melee basic] Rolling Attack (standard; at will): Only when the ascomoid first moves at least 1 square; +9 vs. AC; 2d8+4 damage.

    [Ranged] Spore Jet (standard; at will) Poison: Range 4; +7 vs. Fortitude; 1d10+4 poison damage.

    Gather Momentum (free; at will): When the ascomoid takes a double move, charges or runs, its speed increases by 2.
    ---
    Alignment unaligned; Languages -
    Str 19; Dex 10; Wis 10
    Con 16; Int 1; Cha 3
    Last edited by the Jester; Saturday, 12th January, 2013 at 07:08 PM.
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  • #29
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    EDIT: Revised to MM3 standards (and dire bunyip added) here.

    BUNYIP--- Level 3 Skirmisher
    Medium natural beast (aquatic)--- XP 150
    ---
    Initiative +5; Senses Perception +3, low-light vision
    HP 47; Bloodied 23
    AC 17; Fortitude 17; Reflex 15; Will 15
    Speed 6, swim 6
    ---
    [Melee basic] Bite (standard; at will): +8 vs. AC; 1d10+3 damage (1d10+8 if target is in the water and does not have the aquatic keyword).

    [Melee] Underwater Attack (standard; recharge 4 5 6): Only against a creature without the aquatic keyword that is in the water. The bunyip swims 4 squares underwater and attacks: +10 vs. AC; 1d10+3 damage and target slides 2 squares.

    [Close] Roar (standard; recharges when first bloodied) Fear, Thunder: Close burst 6; attacks living enemies; +4 vs. Will; Hit: target is dazed (save ends); Miss: target suffers -1 on attack rolls until the end of its next turn.

    Underwater Escape (immediate interrupt; when a creature without the aquatic keyword that is in the water hits the bunyip with a melee, close or area attack; encounter): The bunyip ducks under the water and gains Resist 5 against the triggering attack.
    ---
    Alignment unaligned; Languages Bunyip
    Skills Athletics +10, Stealth +8
    Str 18; Dex 15; Wis 15
    Con 15; Int 6; Cha 13


    GIANT BUNYIP--- Level 15 Brute
    Large natural beast (aquatic)--- XP 1200
    ---
    Initiative +12; Senses Perception +12, low-light vision
    HP 175; Bloodied 87
    AC 27; Fortitude 29; Reflex 27; Will 27
    Speed 6, swim 6
    ---
    [Melee basic] Savage Bite (standard; at will): +18 vs. AC; 2d8+6 damage (2d8+11 if target is in the water and does not have the aquatic keyword).

    [Close] Roar (standard; recharges when first bloodied) Fear, Thunder: Close burst 6; attacks living enemies; +14 vs. Will; Hit: target is dazed (save ends); Miss: target suffers -1 on attack rolls until the end of its next turn.

    Underwater Escape (immediate interrupt; when a creature without the aquatic keyword that is in the water hits the bunyip with a melee, close or area attack; recharges when first bloodied): The bunyip ducks under the water and gains Resist 10 against the triggering attack.
    ---
    Alignment unaligned; Languages Bunyip
    Skills Athletics +19, Stealth +12
    Str 25; Dex 20; Wis 20
    Con 15; Int 9; Cha 18
    Last edited by the Jester; Thursday, 10th January, 2013 at 12:01 AM.
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  • #30
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    EDIT: Revised later in the thread here. This version saved only for the sake of posterity. The new entry includes a high level minion version.

    ASSASSIN VINE--- Level 3 Lurker
    Large natural animate (plant)--- XP 150
    ---
    Initiative +4; Senses Perception 3x, blind, tremorsense 10
    Lashing Foliage aura 3; at the start of the assassin vines turn, it makes a basic melee attack against each target in the aura.
    HP 38; Bloodied 19
    AC 16; Fortitude 17; Reflex 16; Will 15
    Vulnerable fire 5
    Speed 4
    ---
    [Melee basic] Vine Lash (standard; at will): Reach 2; +8 vs. AC; 1d6+3 damage.

    [Melee] Grasping Vine (standard; at will): Reach 2; +8 vs. AC; 1d6+3 damage, plus target is grabbed (escape ends).

    [Melee] Strangle (standard; recharge 5 6): Only against a grabbed target; +6 vs. Fortitude; 2d10+3 damage
    ---
    Alignment unaligned; Languages -
    Str 18; Dex 16; Wis 14
    Con 14; Int 1; Cha 8
    Last edited by the Jester; Monday, 26th November, 2012 at 06:45 PM.
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