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<blockquote data-quote="the Jester" data-source="post: 6072763" data-attributes="member: 1210"><p>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!</p><p></p><p>Anyhow:</p><p></p><p><strong><span style="font-size: 18px">FISH</span> </strong></p><p><strong>Source:</strong> 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).</p><p> </p><p>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.</p><p></p><p><strong><span style="font-size: 15px">Quipper --- Level 2 Minion Brute </span></strong> </p><p>Tiny natural beast (aquatic, fish) --- XP 31 </p><p>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.</p><p>HP 1; a missed attack never damages a minion Initiative +5 </p><p>AC 14; Fortitude 13; Reflex 15; Will 14 Perception +2 </p><p>Speed swim 8</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>Blood Crazy</strong></p><p> If one or more bloodied creatures are within 8 squares of the quipper on its turn, it must attack the closest one.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +7 vs. AC.</p><p> Hit: 6 damage (8 if the target is bloodied).</p><p>---</p><p>Str 3 Dex 18 Wis 12 </p><p>Con 13 Int 2 Cha 10 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Quipper Swarm --- Level 3 Brute </span></strong> </p><p>Medium natural beast (aquatic, fish, swarm) --- XP 150 </p><p>HP 53; Bloodied 26 Initiative +5 </p><p>AC 15; Fortitude 15; Reflex 16; Will 15 Perception +3 </p><p>Speed swim 8</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks </p><p></p><p><strong>TRAITS </strong></p><p><strong>Swarm Attack * Aura 1</strong></p><p> Any enemy that starts its turn in the aura takes 5 damage (7 if bloodied).</p><p></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>Blood Crazy</strong></p><p> 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.</p><p></p><p><strong>Swarm</strong></p><p> 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.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(melee) Swarm of Bites * At Will </strong></p><p> Attack: Melee 1 (one creature); +7 vs. AC.</p><p> Hit: 1d12+4 damage.</p><p>---</p><p>Str 8 Dex 18 Wis 14 </p><p>Con 13 Int 2 Cha 10 </p><p>Alignment unaligned Languages -</p><p></p><p>Barracuda --- Level 5 Skirmisher </p><p>Medium natural beast (aquatic, fish) --- XP 200 </p><p>HP 58; Bloodied 29 Initiative +7 </p><p>AC 19; Fortitude 17; Reflex 19; Will 17 Perception +3 </p><p>Speed 9</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +10 vs. AC.</p><p> Hit: 1d12+7 damage.</p><p></p><p><strong>(melee) Darting Charge * At Will</strong></p><p> Effect: The barracuda charges, gaining a +5 bonus to speed and a +4 bonus to defenses against opportunity attacks triggered by this movement.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Dart Away * Encounter</strong> </p><p> Requirement: The barracuda must be bloodied.</p><p> Trigger: An attack hits the barracuda.</p><p> Effect (Immediate Interrupt): The barracuda shifts 4 squares.</p><p>---</p><p>Str 11 Dex 17 Wis 12 </p><p>Con 10 Int 1 Cha 6 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Giant Archer Fish --- Level 7 Artillery </span></strong> </p><p>Medium natural beast (aquatic, fish) --- XP 300 </p><p> 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.</p><p>HP 60; Bloodied 30 Initiative +7 </p><p>AC 19; Fortitude 19; Reflex 20; Will 18 Perception +4 </p><p>Speed swim 6</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(melee) Bite * At Will</strong></p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 2d6+4 damage.</p><p></p><p><strong>(ranged) Spit Water * At Will </strong></p><p> Attack: Ranged 10 (one creature); +12 vs. Reflex.</p><p> 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.</p><p>---</p><p>Str 15 Dex 19 Wis 12 </p><p>Con 12 Int 2 Cha 12 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Giant Gar --- Level 9 Soldier</span></strong> </p><p>Huge natural beast (aquatic, fish) --- XP 400 </p><p>HP 94; Bloodied 47 Initiative +9</p><p>AC 24; Fortitude 23; Reflex 21; Will 20 Perception +6 </p><p>Speed swim 10 </p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 2 (one creature); +14 vs. AC.</p><p> Hit: 2d8+8 damage, and the giant gar pulls the target 1 square.</p><p></p><p><strong>(melee) Darting Bite * At Will</strong></p><p> Effect: The giant gar shifts 2 squares and makes the following attack.</p><p> Attack: Melee 2 (one creature); +14 vs. AC.</p><p> Hit: 2d8+8 damage. The giant gar shifts back to its starting space and pulls the target adjacent to it.</p><p> Miss: The giant gar shifts back to its starting space.</p><p></p><p><strong>(melee) Gobble Up * Recharge 5 6</strong></p><p> Attack: Melee 1 (one creature); +12 vs. Fortitude.</p><p> 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.</p><p> Sustain Standard: The target takes 20 damage.</p><p>---</p><p>Str 20 Dex 17 Wis 15</p><p>Con 14 Int 2 Cha 7 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Giant Pike --- Level 9 Skirmisher </span></strong> </p><p>Large natural beast (aquatic, fish) --- XP 400 </p><p>HP 97; Bloodied 48 Initiative +11 </p><p>AC 23; Fortitude 21; Reflex 23; Will 19 Perception +5 </p><p>Speed swim 12 </p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>Mottled Scales</strong></p><p> While underwater, a giant pike gains concealment from creatures at least 4 squares away.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +14 vs. AC.</p><p> Hit: 5d4+5 damage.</p><p></p><p><strong>(melee) Surprise Attack * At Will</strong></p><p> Requirement: The giant pike must have concealment from the target.</p><p> Effect: The giant pike shifts 5 squares and makes the following attack.</p><p> Attack: Melee 1 (one creature); +14 vs. AC.</p><p> Hit: 5d4+5 damage and the target is dazed (save ends).</p><p></p><p><strong>MOVE ACTIONS</strong> </p><p>Darting Movement * At Will</p><p> Effect: The giant pike shifts 4 squares.</p><p>---</p><p>Skills Stealth +14 </p><p>Str 15 Dex 21 Wis 13 </p><p>Con 17 Int 2 Cha 7 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Dire Barracuda --- Level 10 Skirmisher </span></strong> </p><p>Large natural beast (aquatic, fish) --- XP 500 </p><p>HP 106; Bloodied 53 Initiative +9 </p><p>AC 24; Fortitude 22; Reflex 24; Will 22 Perception +8 </p><p>Speed 9</p><p><strong></strong></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +15 vs. AC.</p><p> Hit: 2d12+5 damage.</p><p></p><p><strong>(melee) Darting Charge * At Will</strong></p><p> Effect: The dire barracuda charges, gaining a +5 bonus to speed and a +4 bonus to defenses against opportunity attacks triggered by this movement.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Dart Away * Encounter </strong></p><p> Requirement: The dire barracuda must be bloodied.</p><p> Trigger: An attack hits the barracuda.</p><p> Effect (Immediate Interrupt): The barracuda shifts 4 squares.</p><p>---</p><p>Str 21 Dex 15 Wis 16 </p><p>Con 18 Int 1 Cha 10 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Giant Anglerfish --- Level 11 Lurker </span></strong> </p><p>Large natural beast (aquatic, fish) --- XP 600 </p><p> 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.</p><p>HP 87; Bloodied 43 Initiative +10 </p><p>AC 25; Fortitude 23; Reflex 23; Will 23 Perception +8 </p><p>Speed swim 6</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>Distracting Lure</strong></p><p> A giant anglerfish can make Stealth checks to hide from dazed creatures without needing cover or concealment.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will</strong></p><p> Attack: Melee 1 (one creature); +16 vs. AC.</p><p> Hit: 3d6+5 damage.</p><p></p><p><strong>(melee) Opportunistic Attack * At Will</strong></p><p> Attack: Melee 1 (one dazed creature); +16 vs. AC.</p><p> Hit: 5d6+10 damage.</p><p></p><p><strong>(area) Lure * At Will </strong></p><p> Attack: Area burst 1 within 5 (each creature in burst); +12 vs. Will. This attack does not trigger opportunity attacks.</p><p> Hit: The giant anglerfish slides the target 2 squares, and the target is dazed (save ends).</p><p>---</p><p>Skills Stealth +11 (see also distracting camouflage)</p><p>Str 20 Dex 12 Wis 17 </p><p>Con 15 Int 2 Cha 13 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Giant Catfish --- Level 13 Soldier</span></strong> </p><p>Large natural beast (aquatic, fish) --- XP 800 </p><p> 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.</p><p>HP 127; Bloodied 63 Initiative +11 </p><p>AC 29; Fortitude 27; Reflex 25; Will 24 Perception +6 </p><p>Speed swim 6</p><p></p><p><strong>TRAITS </strong></p><p><strong>Poisonous Whiskers (poison) * Aura 1</strong></p><p> 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.</p><p></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +18 vs. AC.</p><p> Hit: 3d6+6 damage.</p><p><strong></strong></p><p><strong>(melee) Gulp Down * Recharges when the giant catfish has no small or larger creature swallowed</strong></p><p> Attack: Melee 1 (one creature); +18 vs. AC.</p><p> 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.</p><p>---</p><p>Str 22 Dex 16 Wis 10 </p><p>Con 15 Int 2 Cha 7 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Ascallion Young --- Level 17 Minion Lurker </span></strong> </p><p>Small natural beast (aquatic, fish) --- XP 400 </p><p> 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.</p><p>HP 1; a missed attack never damages a minion Initiative +18</p><p>AC 31; Fortitude 29; Reflex 28; Will 28 Perception +6</p><p>Speed swim 8</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>Ascallion Blend</strong></p><p> An ascallion young gains concealment when adjacent to a larger ascallion.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +22 vs. AC.</p><p> Hit: 12 damage.</p><p></p><p><strong>(melee) Darting Bite * At Will</strong></p><p> Requirement: The ascallion young must have concealment.</p><p> Effect: The ascallion young shifts 2 squares and then makes the following attack.</p><p> Attack: Melee 1 (one creature); +22 vs. AC.</p><p> Hit: 18 damage. </p><p>---</p><p>Str 18 Dex 22 Wis 6 </p><p>Con 16 Int 1 Cha 6 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Ascallion Female --- Level 17 Skirmisher</span></strong> </p><p>Huge natural beast (aquatic, fish) --- XP 1,600 </p><p> 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.</p><p>HP 157; Bloodied 78 Initiative +15 </p><p>AC 31; Fortitude 31; Reflex 29; Will 29 Perception +13 </p><p>Speed swim 7 </p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +22 vs. AC.</p><p> Hit: 2d10+14 damage.</p><p></p><p><strong>(melee) Darting Bite * At Will</strong></p><p> Effect: Either before or after the attack, the ascallion female shifts 4 squares.</p><p> Attack: Melee 1 (one creature); +22 vs. AC.</p><p> Hit: 2d10+14 damage.</p><p></p><p><strong>(melee) Mouth Full of Trouble * Encounter </strong></p><p> 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. </p><p></p><p><strong>(close) Ravenous Gobbling * Encounter</strong></p><p> Attack: Close burst 1 (each creature in burst); +20 vs. AC.</p><p> Hit: 4d10+6 damage.</p><p>---</p><p>Str 25 Dex 21 Wis 20 </p><p>Con 13 Int 2 Cha 14 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Ascallion Male --- Level 18 Soldier </span></strong> </p><p>Huge natural beast (aquatic, fish) --- XP 2,000 </p><p>HP 165; Bloodied 82 Initiative +17 </p><p>AC 34; Fortitude 32; Reflex 30; Will 29 Perception +14 </p><p>Speed swim 7 </p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic</strong> </p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +23 vs. AC.</p><p> Hit: 3d8+11 damage (3d8+15 if within 5 squares of another ascallion).</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Protective Instinct * Recharge 5 6 </strong></p><p> Trigger: An attack targets an ascallion ally within 2 squares.</p><p> Effect (Immediate Interrupt): The ascallion male changes places with the triggering ally. The triggering attack targets the ascallion male instead of the triggering ally.</p><p>---</p><p>Str 26 Dex 22 Wis 20 </p><p>Con 13 Int 2 Cha 14 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Afanc --- Level 23 Solo Brute </span></strong> </p><p>Gargantuan natural beast (aquatic, beast) --- XP 25,500 </p><p> 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.</p><p>HP 1,068; Bloodied 534 Initiative +13 </p><p>AC 35; Fortitude 36; Reflex 34; Will 35 Perception +16 </p><p>Speed 9</p><p>Saving Throws +5; Action Points 2</p><p></p><p><strong>TRAITS </strong></p><p><strong>Aquatic </strong></p><p> Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.</p><p></p><p><strong>Immense</strong></p><p> Because of the afanc's immense size, certain attack forms must target certain parts of its body. See head, tail and trunk.</p><p></p><p><strong>Head</strong></p><p> 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.)</p><p></p><p><strong>Tail</strong></p><p> 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.)</p><p></p><p><strong>Trunk</strong></p><p> 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.)</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Enormous Bite * At Will </strong></p><p> Attack: Melee 1 (one creature adjacent to the afanc's head section); +28 vs. AC.</p><p> Hit: 5d8+9 damage.</p><p></p><p><strong>(melee) Tail Smash * At Will</strong></p><p> Attack: Melee 3 (one creature within 3 squares of the afanc's tail section); +26 vs. Fortitude.</p><p> Hit: 4d10+9 damage, and the target is stunned until the end of the afanc's next turn.</p><p></p><p><strong>Bite and Tail * At Will</strong></p><p> Effect: The afanc uses enormous bite and tail smash.</p><p></p><p><strong>(close) Whirlpool * Recharges when first bloodied</strong></p><p> Effect: The afanc spends a churn point and is immobilized until the start of its next turn.</p><p> Attack: Close burst 10 (each creature in burst); +24 vs. Fortitude. </p><p> Hit: 5d12+7 damage, the afanc pulls the target 4 squares and the target is slowed (save ends). </p><p> Miss: The afanc pulls the target 2 squares.</p><p> Sustain Standard: The afanc spends a churn point and repeats the attack. It is immobilized until the start of its next turn.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>(melee) Churn * At Will </strong></p><p> Effect: The afanc shifts 3 squares. It can enter other creatures' space during this shift. It then makes the following attack.</p><p> Attack: Melee 1 (each creature whose space the afanc entered); +24 vs. Reflex.</p><p> Hit: 4d8+5 damage.</p><p> Effect: The afanc slides each target 5 squares to a space outside of the afanc's space.</p><p></p><p><strong>Churn the Waters * At Will</strong></p><p> Effect: The afanc moves its speed and gains a churn point that lasts until the end of the encounter or until used. (See whirlpool.)</p><p>---</p><p>Str 21 Dex 14 Wis 21 </p><p>Con 27 Int 3 Cha 13 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 6072763, member: 1210"] 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: [B][SIZE=5]FISH[/SIZE] Source:[/B] 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. [B][SIZE=4]Quipper --- Level 2 Minion Brute [/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]Blood Crazy[/B] If one or more bloodied creatures are within 8 squares of the quipper on its turn, it must attack the closest one. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] 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 - [B][SIZE=4]Quipper Swarm --- Level 3 Brute [/SIZE][/B] 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 [B]TRAITS Swarm Attack * Aura 1[/B] Any enemy that starts its turn in the aura takes 5 damage (7 if bloodied). [B]Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]Blood Crazy[/B] 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. [B]Swarm[/B] 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. [B]STANDARD ACTIONS (melee) Swarm of Bites * At Will [/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +10 vs. AC. Hit: 1d12+7 damage. [B](melee) Darting Charge * At Will[/B] Effect: The barracuda charges, gaining a +5 bonus to speed and a +4 bonus to defenses against opportunity attacks triggered by this movement. [B]TRIGGERED ACTIONS Dart Away * Encounter[/B] 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 - [B][SIZE=4]Giant Archer Fish --- Level 7 Artillery [/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]STANDARD ACTIONS (melee) Bite * At Will[/B] Attack: Melee 1 (one creature); +12 vs. AC. Hit: 2d6+4 damage. [B](ranged) Spit Water * At Will [/B] 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 - [B][SIZE=4]Giant Gar --- Level 9 Soldier[/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 2 (one creature); +14 vs. AC. Hit: 2d8+8 damage, and the giant gar pulls the target 1 square. [B](melee) Darting Bite * At Will[/B] 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. [B](melee) Gobble Up * Recharge 5 6[/B] 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 - [B][SIZE=4]Giant Pike --- Level 9 Skirmisher [/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]Mottled Scales[/B] While underwater, a giant pike gains concealment from creatures at least 4 squares away. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +14 vs. AC. Hit: 5d4+5 damage. [B](melee) Surprise Attack * At Will[/B] 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). [B]MOVE ACTIONS[/B] 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 - [B][SIZE=4]Dire Barracuda --- Level 10 Skirmisher [/SIZE][/B] 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 [B] TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +15 vs. AC. Hit: 2d12+5 damage. [B](melee) Darting Charge * At Will[/B] Effect: The dire barracuda charges, gaining a +5 bonus to speed and a +4 bonus to defenses against opportunity attacks triggered by this movement. [B]TRIGGERED ACTIONS Dart Away * Encounter [/B] 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 - [B][SIZE=4]Giant Anglerfish --- Level 11 Lurker [/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]Distracting Lure[/B] A giant anglerfish can make Stealth checks to hide from dazed creatures without needing cover or concealment. [B]STANDARD ACTIONS (mbasic) Bite * At Will[/B] Attack: Melee 1 (one creature); +16 vs. AC. Hit: 3d6+5 damage. [B](melee) Opportunistic Attack * At Will[/B] Attack: Melee 1 (one dazed creature); +16 vs. AC. Hit: 5d6+10 damage. [B](area) Lure * At Will [/B] 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 - [B][SIZE=4]Giant Catfish --- Level 13 Soldier[/SIZE][/B] 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 [B]TRAITS Poisonous Whiskers (poison) * Aura 1[/B] 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. [B]Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +18 vs. AC. Hit: 3d6+6 damage. [B] (melee) Gulp Down * Recharges when the giant catfish has no small or larger creature swallowed[/B] 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 - [B][SIZE=4]Ascallion Young --- Level 17 Minion Lurker [/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]Ascallion Blend[/B] An ascallion young gains concealment when adjacent to a larger ascallion. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +22 vs. AC. Hit: 12 damage. [B](melee) Darting Bite * At Will[/B] 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 - [B][SIZE=4]Ascallion Female --- Level 17 Skirmisher[/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +22 vs. AC. Hit: 2d10+14 damage. [B](melee) Darting Bite * At Will[/B] 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. [B](melee) Mouth Full of Trouble * Encounter [/B] 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. [B](close) Ravenous Gobbling * Encounter[/B] 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 - [B][SIZE=4]Ascallion Male --- Level 18 Soldier [/SIZE][/B] 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 [B]TRAITS Aquatic[/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +23 vs. AC. Hit: 3d8+11 damage (3d8+15 if within 5 squares of another ascallion). [B]TRIGGERED ACTIONS Protective Instinct * Recharge 5 6 [/B] 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 - [B][SIZE=4]Afanc --- Level 23 Solo Brute [/SIZE][/B] 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 [B]TRAITS Aquatic [/B] Fish can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat. [B]Immense[/B] Because of the afanc's immense size, certain attack forms must target certain parts of its body. See head, tail and trunk. [B]Head[/B] 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.) [B]Tail[/B] 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.) [B]Trunk[/B] 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.) [B]STANDARD ACTIONS (mbasic) Enormous Bite * At Will [/B] Attack: Melee 1 (one creature adjacent to the afanc's head section); +28 vs. AC. Hit: 5d8+9 damage. [B](melee) Tail Smash * At Will[/B] 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. [B]Bite and Tail * At Will[/B] Effect: The afanc uses enormous bite and tail smash. [B](close) Whirlpool * Recharges when first bloodied[/B] 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. [B]MOVE ACTIONS (melee) Churn * At Will [/B] 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. [B]Churn the Waters * At Will[/B] 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 - [/QUOTE]
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