Higher Damage in Monster Manual 3

Okay, here's some more, from levels 17-19.

19th Level

19th level brutes
2d10+10

19th level controllers
2d6+10
3d8+9
2d10+16

19th level soldiers
4d8+9
4d6+6
3d8+14

19th level skirmishers
2d10+16
3d10+17

19th level artillery
3d10+11

19th level lurkers
3d8+10

19th level minions
skirmisher- 13

18th Level

18th level brutes
3d12+13
2d12+3

18th level controllers
2d10+15
3d8+13 (x2)

18th level soldiers
3d10+10 (x2)
3d8+6

18th level skirmishers
ongoing 10 acid
2d8+8

18th level artillery
2d8+12
2d10+15
2d8+6

18th level minions
soldier- 13

17th Level

17th level brutes
3d12+10

17th level controllers
3d8+6
4d6+11
2d10+4
4d6+10

17th level soldiers
2d10+14

17th level skirmishers
2d6+12
3d6+15
2d12+12
2d12+4

17th level artillery
3d6+10
3d8+12

17th level minions
controller- 12
 

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Minions keep getting better- now lots of them have cool things that aren't just "attack for negligible damage", and a lot have "cool stuff happens when I die" powers.
 


Just to add an anecdotal account:

I took an LFR adventure, and in one encounter, subtracted one level 8 controller and some level 7 (?) soldiers in favor of some MM3 counterparts.

So, out went a tiefling somethingoranother and some dwarven soldieryguys, and in came a Green Arcanian and two Dread Guards. (I think those are the right names, anyway.)

The players were absolutely appalled when the Arcanian was hitting them for 2d10+5 on a ranged attack... and the Guards were smacking them around for 2d8+6 or so, plus a mark that if violated could potentially trigger an fighter-like additional attack.

So, the point of this story is that the increased damage and effectiveness of the monsters was very noticeable.
 


I really like the MM3 monsters, with their improved damage and abilities. I just ran a combat during this evening's session with entirely MM3 bad guys.

Against my 16th level party:

3 Hill Giant Rockthrowers (L12 artillery)
2 Stone Thralls (L15 brute)
1 Earth Weird (L16 controller)

The fight went very well. The warlord went to step past one of the thralls, provoking an opportunity attack, and was absolutely floored to be hit for 4d8+6 (25 damage or so, if I recall). It really made the players immediately respect these giants for their damage output.

The earth weird managed to bury the tank in the rock once, and just missed a few more times; it made the fight that much scarier, having powers like that at-will.

One of the bigger surprises was the rockthrowers! Even at 4 levels below the party, they were hitting regularly and contributing to the combat in a major way. Their damage wasn't as high as their friends, but at 2d8+7, they were still doing a fair chunk. Add in the prone or push effects, and they were a force to be reckoned with.

So overall, I approve.
 


Please tell me that the monsters also have lower hit points as well. What 4E needs more than anything is monsters that have a lot less hit points and do a bit more damage. Then maybe 4E combat can be quicker and more exciting than the many snorefest, grindy combats I have experienced. If their hit points are reduced significantly, it would almost make me consider breaking my WotC boycott.
 

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