D&D 4th Edition Monsters
Here is a list of all the monsters we know about in D&D 4th Edition. New monsters will be added as they become available.
Human Guard; Level 1 Soldier
Medium Natural Humanoid XP 100
Initiative +4 Senses Perception +5
HP 31; Bloodied 15
AC 16, Fortitude 14, Reflex 13, Will 12
Speed 5
M Halberd (standard, at-will) * Weapon
Reach 2; +8 vs. AC; 1d10+2 damage, and the target is marked until the human guard’s next turn.
M Powerful strike (standard, recharge 5, 6) * Weapon
Requires Halberd; Reach 2; +8 vs. AC; 1d10+6 damage, and the target is knocked prone.
R Crossbow (standard, at will) * Weapon
Range 15/30; +7 vs. AC; 1d8+1 damage
Alignment: Any; Languages: Common
Skills: Streetwise +6
Str 15 (+2), Con 15 (+2), Dex 14 (+2) Int 10 (+0), Wis 11 (+0), Cha 12 (+1)
Equipment: Chainmail, Halberd, Crossbow w/ 20 bolts
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Human Bandit Level 1 Skirmisher
Medium natural humanoid XP 135
Initiative +6 Senses Perception +1
HP 30; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6
M Mace (standard, at will) * Weapon
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1 square
R Dagger (standard, at will) * Weapon
Range 5/10; +6 vs. AC; 1d4 + 1 damage
B Dashing Strike (standard, at will) * Weapon
Requires mace; +4 vs. AC; 1d8 + 1 damage, the target is dazed until
the end of the human bandit’s next turn, and the human bandit shifts
1 square
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and ranged
attacks against any target it has combat advantage against.
Alignment: Any Languages: Common
Skills: Stealth +5, Streetwise +7, Thievery +9
Str 12 (+2), Dex 17 (+4), Wis 11 (+0), Con 13 (+2), Int 12 (+1), Cha 13 (+2)
Equipment: leather armor, mace, 4 daggers
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Human Berserker, Level 3 Brute
Medium Natural Humanoid XP 150
Initiative +2; Senses Perception +1
HP 56; Bloodied 28, see also Battle Fury
AC 14; Fortitude 14, Reflex 13, Will 13
Speed 7
M Greataxe (standard, at-will) * Weapon
+6 vs. AC; 1d12+4 damage (crit 1d12+16)
M Battle Fury (immediate, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4 attack bonus and that deals an extra 1d6 damage on a hit.
R Handaxe (standard, at-will) * Weapon
Range 5/10; +4 vs. AC; damage 1d6+3 damage.
Alignment: Any; Languages: Common
Skills: Athletics +9, Endurance +9
Str 17 (+4), Con 16 (+4), Dex 12 (+2), Int 10 (+1), Wis 11 (+1), Cha 12 (+2)
Equipment: leather armor, greataxe, 2 handaxes
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Human Mage, Level 4 Artillery (leader)
Medium Natural Humanoid XP 175
Initiative +4; Senses Perception +5
HP 42; Bloodied 21
AC 17; Fortitude 13, Reflex 14, Will 15
Speed 6
M Quarterstaff (standard, at-will) * Weapon
+4 vs. AC; 1d8 damage
R Magic Missile (standard, at-will) * Force
Range 20; +7 vs. Reflex; 2d4+4 force damage
R Dancing Lightning (standard, encounter) * Lightning
The mage makes a separate attack against 3 different targets; Range 10; +7 vs. Reflex; 1d6+4 lightning damage.
A Thunder Burst (standard, encounter) * Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8+4 thunder damage and the target is dazed (save ends).
Alignment Any; Languages Common
Skills Arcana +11
Str 10 (+2), Con 12 (+3), Dex 14 (+4), Int 18 (+6), Wis 17 (+5), Cha 12 (+3)
Equipment: Robes, Quarterstaff, Wand
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Defiant Rake, Level 5 Skirmisher
Medium Natural Humanoid
AC 21, Fort 13, Ref 17, Will 16, HP 45, Bloodied 22, Init +7, Spd 6
Senses: Perception +2
Attacks: Melee: Rapier +11 vs AC; 1d8+5
Ranged: Hand Crossbow Rg 10/20; +11 vs AC; 1d6+5
Sneak Attack +2d6 damage with combat advantage
Limited Powers: Snap Shot Minor; hand crossbow attack. Recharge 5, 6.
Wicked Dodge Reaction, when target of melee attack; +9 vs Will; attack automatically misses OR instead targets any other creature within attacker’s reach (your choice). Recharge 5, 6.
Skills: Bluff +11, Stealth +12, Thievery +12
Str +2 (10), Con +3 (12), Dex +7 (20), Int +3 (12), Wis +2 (10), Cha +6 (18)
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Shadar-Kai Chainfighter, Level 6 Skirmisher
Medium shadow humanoid XP 250
Initiative +9; Senses Perception +5, low-light vision
HP 54; Blooded 27
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6; See also Dance of Death and Shadow Jaunt
M Spiked Chain (standard, at-will) * Weapon
Reach 2; +11 vs. AC; 2d4+3 damage
M Dance of Death (standard, recharge 6) * Weapon, Necrotic
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each hit.
Shadow Jaunt (move, encounter) * Teleportation
The Shadar-Kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.
Alignment unaligned; Languages Common
Skills Acrobatics +14, Stealth +14
Str 17 (+6), Con 12 (+4), Dex 18 (+7), Int 10 (+3), Wis 14 (+5), Cha 11 (+3)
Equipment: Leather armor, spiked chain.
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Crushing Rock; Level 2
Blaster Trap XP 125
A giant boulder follows the route indicated on the map.
Perception: No check necessary to notice the crushing rock.
Trigger: Initiative +5
The trap rolls initiative when combat begins. It has speed 6.
Attack: Standard Action- Melee
Target: All creatures in the same space as the rock.
Attack: +7 vs. Reflex
Hit: 2d6 damage, knock prone, and move that creature to the nearest open space of its choice.
Countermeasures:
A creature who makes an Athletics check (DC 10, or DC 20 without a running start) can jump over its square.
A character adjacent to the rock who makes a successful Strength test (DC 19), the rock’s Speed is reduced by 2. If the rock is reduced to 0 speed, it is disabled.
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Kobold Minion; Level 1 Minion
Small Natural Humanoid XP 25
Initiative +3 Senses Perception +1, darkvision
HP A minion dies when hit by an attack that deals damage.
AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense
Speed 6
m Spear (standard; at-will) * Weapon
+5 vs. AC; 2 damage.
r Spear (standard; at-will) * Weapon
Range 10/20; +5 vs. AC; 2 damage.
Shifty (minor, at will).
The kobold shifts 1 square as a minor action.
Trap Sense.
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil Languages Draconic.
Skills: Stealth +5, Thievery +5.
Str 8 (-1), Dex 16 (+3), Wis 12 (+1), Con 12 (+1), Int 9 (-1), Cha 10 (+0)
Equipment: hide armor, light shield, 3 spears
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Kobold Wyrmpriest; Level 3 Artillery (Leader)
Small Natural Humanoid; XP 150
Initiative: +4 ; Senses: Perception+4, darkvision
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15; see also trap sense
Speed 6
m Spear (standard; at-will) • Weapon
+7 vs. AC; 1d8 damage
a Energy Orb (standard; at will) + see text
Range 10; 16 vs. Reflex; 1d10 +3 damage of a chosen type (based on the dragon served).
b Incite Faith (minor; encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square.
c Dragon Breath (standard; encounter) + see text
Close blast 3; +6 vs. Fortitude; 1d10 +3 damage of a chosen type (based on the dragon served). Miss: Half Damage.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Stealth +11, Thievery +11
Str 9 (+0) Dex 16 (+3) Wis 17 (+4)
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
Equipment: Hide armor, spear, bone mask.
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Kobold Skirmisher; Level 1 Skirmisher
Small natural humanoid; XP 100
Initiative: +5; Senses: Perception +0; darkvision
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will13; see also trap sense
Speed 6
Spear (standard; at will) • Weapon
+6 vs. AC; 1d8 damage; see also mob attack
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, Stealth +10, Thievery +10
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Equipment: Hide armor, light shield, spear
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Kobold Dragon Shield; Level 2 Soldier
Small Natural Humanoid; XP 125
Initiative +4 ;Senses: Perception+2, darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14,Reflex 13,Will 13; see also trap sense
Speed 6
m Short Sword (standard; at-will) • Weapon
+7 vs. AC; 1d6+3 damage, and the target is marked until the end of the Kobold dragonshield’s next turn.
DragonShield Tactics (immediate reation, when an adjacent enemy shifts away or an enemy moves adjacent, at will)
The kobold dragonshield shifts 1 square.
Mob Attack
The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Equipment: Scale armor, heavy shield, short sword
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Kobold Slinger; Level 1 Artillery
Small Natural Humanoid; XP 100
Initiative: +3; Senses: Perception+1, darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense
Speed 6
M Dagger (standard; at-will) • Weapon
+5 vs. AC; 1d4+3 damage.
R Sling (standard; at-will) • Weapon
Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type.
Stinkpot the target takes a -2 penalty to attack rolls (save ends)
Firepot (Fire) The target taks ongoing 2 fire damage (save ends)
Gluepot The target is immobilized (save ends)
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense: The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 11 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above).
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Kobold Archer; Level 2 Artillery
Small Natural Humanoid
Init: +9; Senses: Perception +2
HP 23; Bloodied 11
AC 16; Fortitude 11 Reflex 15 Will 13
Speed 6
M Dagger (Standard; at-will) * Weapon
+8 vs. AC; 1d3
R Shortbow (Standard; at-will) * Weapon
Range 10/20; +9 vs. AC; 1d4+4, see also Fragile Confidence
Easily Frightened
Fear effects get +2 attack against this creature
Fragile Confidence
Shortbow +5 attack until attacked
Shifty (Minor; at-will)
Shift 1 square
Skills: Initiative +9
Str 9 (+0) Dex 16 (+4) Wis 12 (+2)
Con 10 (+1) Int 6 (-1) Cha 8 (+0)
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Hobgoblin Soldier – Level 3 soldier
Medium natural humanoid (goblinoid) – XP 150
Initiative +7 – Senses Perception +3; low light vision
HP 47; Bloodied 23
AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16
Speed 5
M Flail (standard, at-will)-Weapon
+7 vs AC; 1d10 + 4 damage, the target is slowed until the end of the hobgoblin soldier’s next turn, and the target is marked until the end of the hobgoblin soldier’s next turn
M Formation Strike(standard, at-will)-Weapon
Requires flail; +7 vs AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin.
Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter)
The hobgoblin soldier makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin soldier gains +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil, Languages Common, Goblin
Skills Athletics +12, Stealth +10
Str 19(+5) Dex 14(+3) Wis 14(+3)
Con 15(+3) Int 11(+1) Cha 10(+1)
Equipment Scale armor, Heavy Shield, Flail
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Hobgoblin Archer – Level 3 Artillery
Medium Natural Humanoid (goblinoid) – XP 150
Initiative +7; Senses Perception +?, Lowlight Vision
HP 39, Bloodied 19
AC 17, Fortitude 13, Reflex 15, Will 13
M Longsword (standard, at-will) * Weapon
+6 vs. AC; 1d8+2 damage
R Longbow (standard, at-will) * Weapon
Range 20/40; +9 vs. AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus on ranged attack rolls against the same target.
Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter)
The hobgoblin soldier makes a saving throw against the triggering effect.
Skills Athletics +5, Stealth +12
Str 14(+3) Dex 19(+5) Wis 14(+3)
Con 15(+3) Int 11(+1) Cha 10(+1)
Equipment: Leather armor, longsword, longbow, quiver of 20 arrows
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Hobgoblin Warcaster – Level 3 Controller(leader)
Medium natural humanoid (goblinoid) – XP 150
Initiavive +5 – Senses Perception +4; low light vision
HP 46; Bloodied 23
AC 17; Fortitude 13, Reflex 15, Will 14
Speed 6
M Staff (standard,at-will) – Weapon
+8 vs AC;1d8+1 damage
M Shock Staff (standard; recharge 4 5 6) – Lightning, Weapon
+8 vs AC; 2d10 + 4 lightining damage, and the target is dazed until the
end of the hobigoblin warcaster´s next turn.
R Force Lore (standard; recharge 5 6) – Force
Range 5;+7 vs Fortitude; 2d6 + 4 force damage, and the target slides 3
squares.
C Force Pulse (standard; recharge 6) – Force
Close Blast 5;+7 vs Reflex; 2d8 + 4 force damage, and the target is
pushed 1 square and knocked prone. Miss Half damage, and the target is
neither pushed nor knocked prone.
Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier
suffers an effect that a save can end; encounter)
The hobgoblin soldier makes a saving throw against the triggering
effect.
Alightment Evil Languages Common, Goblin
Skills Arcane +10, Athletics +4, Stealth +10
Str 13(+2) Dex 14(+3) Wis 16(+4)
Con 14(+3) Int 19(+5) Cha 13(+2)
Equipment robes, staff
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Skeleton Warrior, Level 3 Soldier
Medium Natural Animate (undead) XP 150
Initiative +6; Senses Perception +3, darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15, Reflex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 5
M Longsword (standard, at-will) * Weapon
+10 vs. AC; 1d8+2 damage, and the target is marked until the Skeleton Warrior’s next turn; see also Speed of the Dead
Speed of the Dead
When making an opportunity attack, the Skeleton Warrior gains a +2 bonus to the attack roll, and deals an extra 1d6 damage.
Alignment: Unaligned; Languages: none
Str 15 (+3); Con 13 (+2); Dex 17 (+4); Int 3 (-3); Wis 14 (+3); Cha 3 (-3)
Equipment: Chainmail, large shield, longsword
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Blazing Skeleton, Level 5 Artillery
Medium Natural Animate (undead) XP 200
Initiative +6; Senses Perception +4, darkvision
Fiery Aura (fire): Aura 1; any creature that starts its turn in the aura takes 5 fire damage
HP 53; Bloodied 26
AC 19; Fortitude 15, Reflex 18, Will 16
Immune disease, poison; Resist 10 fire, 10 necrotic; Vulnerable 5 radiant
Speed 6
M Blazing Claw (standard, at-will) * Fire
+8 vs. AC; 1d4+1 damage, and ongoing 5 fire damage (save ends)
R Flame Orb (standard, at-will) * Fire
Range 10; +8 vs. Reflex; 2d4+4 fire damage and ongoing 5 fire damage (save ends)
Alignment: Unaligned; Languages: none
Str 13 (+3), Con 17 (+5), Dex 18 (+6), Int 4 (-1), Wis 15 (+4), Cha 6 (+0)
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Boneshard Skeleton, Level 5 Brute
Medium Natural Animate (undead) XP 200
Initiative +5; Senses Perception +4, darkvision
HP 77, Bloodied 38; see also Boneshard Burst
AC 17, Fortitude 16, Reflex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
M Scimitar (standard, at-will) * Necrotic, Weapon
+9 vs. AC; 1d8+3 damage (crit 1d8+11) +5 necrotic damage
M Boneshard (standard, at-will) * Necrotic
+9 vs. AC; 1d4+3 damage, plus 5 ongoing necrotic damage
C Boneshard Burst (immediate reaction, when first bloodied and when reduced to 0 HP)
Close Burst 3; +8 vs Reflex; 2d6+3 necrotic damage
Alignment: Unaligned; Languages: none
Str 16 (+5), Con 17 (+5), Dex 16 (+5), Int 3 (-2), Wis 14 (+4), Cha 3 (-2)
Equipment: Scimitar
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Chillborn
Medium Natural Animate (Undead)
Level 6 Soldier
AC 22, FORT 21, REF 17, WILL 17, HP 48, Bloodied 24, Init +5, Spd 4
Senses: Perception +3. Immune: Poison, Resist: cold 10, nec 10, wpn 10
Weakness: Massive Dmg, Vuln rad 5
Attacks: Melee Slam +14 vs AC; 1d6+6 AND Followup
Followup +9 vs Fort; Immobilized 1 rd
Ice Reaper: +5 cold dmg to Immobilized or Stunned
Abilities: Massive Damage: Destroyed by single atk of 24+ dmg
Wintry Cloud: Creatures take 2 cold dmg at start of their turns for each chillborn within 5 (max 8 dmg)
Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10), Cha +5 (15)
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Orc Raider, Level 3 Soldier
Medium Natural Humanoid
Init +2; Senses low-light vision; Perception +2
HP 32; Bloodied 16, see also Pain Rage
AC 19; Fortitude 17 Reflex 14 Will 11
Speed 6, Rapic Charge
m Battleaxe (Standard; at-will) * Weapon
+10 vs. AC; 1d12+4
M Bloody Opportunist (Immediate, when an adjacent bloodied opponent misses with an melee attack; at will) * Weapon
The Orc Raider can make a basic melee attack against that target
Pain Rage
While Bloodied, the Orc Raider gets +2 atk/Def, +5 damage
Rapid Charge
+2 Speed charging
Skills: Endurance +8
Str +5 Dex +2 Wis +2
Con +3 Int +0 Cha +0
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Cavern Choker Level 4 Lurker
Small natural humanoid XP 175
Initiative +9 Senses Perception +3, darkvision
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13
Speed 6, climb 6 (spider climb)
m Tentacle Claw (standard; at-will)
Reach 2; +9 vs AC; 1d8+3 damage and the target is grabbed
(until escape). A target trying to escape the grab takes a -4
penalty to the check.
M Choke (standard; at-will)
Grabbed target only. +9 vs Fortitude; 1d8+3 damage.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn.
It can’t use this power while grabbing or creature or while grabbed.
Body Shield (immediate interrupt, when targeted by a melee or a
ranged attack against Reflex or AC; recharge when the choker
makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target instead.
The choker cannot use this power to redirect attacks made by a
creature it is currently grabbing.
Alignment Unaligned Languages Common
Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
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Feygrove Choker Level 12 Lurker
Medium fey humanoid XP 700
Initiative +14 Senses Perception +7; low-light vision
HP 91; Bloodied 45
AC 24; Fortitude 22, Reflex 22, Will 19
Speed 8 (forest walk), climb 8 (spider climb)
m Tentacle Claw (standard; at-will)
Reach 3; +17 vs AC; 2d6+4 damage, and the target is grabbed
(until escape). A target trying to escape the grab takes a -4
penalty to the check. The feygrove choker can grab up to 2
creatures at once.
M Choke (standard; at-will)
Up to 2 grabbed targets, +17 vs Fortitude; 2d8+4 damage. The
feygrove choker makes a separate attack against each grabbed
target.
A Vine Fetter (standard; recharge 3? )
Area burst 3 within 10; nearby vines animate and snare the
feygrove choker’s enemies, +15 vs Reflex; the target is restrained
(save ends).
Body Shield (immediate interrupt, when targeted by a melee or a
ranged attack against Reflex or AC; recharges when the choker
makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target instead.
The choker cannot use this power to redirect attacks made by a
creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The feygrove choker gains concealment until the start of its next
turn. It can’t use this power while grabbing a creature or while
grabbed.
Alignment Unaligned Languages Elven
Skills Stealth +15
Str 19 (+10) Dex 18 (+10) Wis 13 (+7)
Con 13 (+7) Int 6 (+4) Cha 6 (+4)
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Troglodyte Bonecrusher, Level 6 Soldier
Medium Natural Humanoid
Init +4; Senses darkvision; Perception +5
HP 51; Bloodied 25
AC 21; Fortitude 21 Reflex 18 Will 17
Speed 5
m Greatclub (Standard; at-will) * Weapon
+14 vs. AC; 2d4+4
C Stench (Minor, at-will)
Close burst 1; +10 vs. Fort; Slowed AND -2 atk/Def for the rest of the encounter. Troglodytes immune.
Skills: Climb +12, Stealh +9
Str +7 Dex +4 Wis +5
Con +7 Int +3 Cha +4
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Deathjump Spider, Level 4 Skirmisher
Medium Natural Beast (Spider)
AC 18, Fort 14, Ref 17, Will 14, HP 38, Bloodied 19, Init +5, Speed 6, Climb 6, Jump 6
Senses darkvision, Perception +9
Attacks: Melee Bite +11 vs AC; 1d10+4
Limited Powers: Melee, Death from Above: Standard, jump 6 AND bite +11 vs AC 2d10+4. Recharge 6
Prodigious Leap: Move, jump 12, no opportunity attacks. Recharge 5, 6.
Str +4 (15), Con +4 (15), Dex +5 (16), Int -2 (2), Wis +4 (14), Cha +3 (13)
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Goblin Picador, Level 2 Controller
Small Natural Humanoid
AC 16, Fort 14, Ref 16, Will 10, HP 26, Bloodied 13, Init +9, Spd 6
Senses: Perception +1
Attacks: Melee: Harpoon +9 vs AC, 1d4+3 plus Harpooned (see text)
Ranged: Thrown Harpoon Rg 5, +9 vs AC, 1d4+3 plus Harpooned (see text)
Melee: Tug of War Standard, M or smaller Harpooned enemy; +4 vs Fort; pull 3 (pull 1 on miss).
Abilities: Goblin Tactics Whenever a Melee attack against it misses, can immediately shift away from attacker.
Harpooned Can’t move more than 5 from this creature. Remove standard; Str vs Fort.
Str +4 (16), Con +2 (13), Dex +5 (18), Int +0 (8), Wis +1 (10), Cha +0 (8)
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Goblin Sharpshooter; Level 2 Artillery
Small Natural Humanoid
Initiative +5; Senses: Perception +2, lowlight vision
HP ??; Bloodied ?? (probably about 23-26 HP)
AC 19; Fortitude 13, Reflex 17, Will 12
Speed 6
Goblin Tactics Whenever a Melee attack against it misses, can immediately shift away from attacker
M Short Sword (standard, at-will) * Weapon
+3 vs. AC, 1d6+2 damage
R Crossbow Attack (standard, at-will) * Weapon
Range 15/30, +5 vs AC, 1d8+2 damage
Combat Advantage: +2d6 damage
Sniper: A Goblin Sharpshooter that misses with a ranged attack remains hidden.
Skills: Stealth +12
Alignment: Evil, Languages: Goblin
Str 14 (+3), Con 13 (+2), Dex 18 (+5), Int 8 (+0), Wis 13 (+2), Cha 8 (+0)
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Vampire Spawn Level 6 Minion (Brute)
Medium Natural Humanoid (Undead)
AC 18, Fort 15, Ref 16, Will 15, HP 10, Bloodied 5, Init +11, Spd 7
Senses darkvision; Perception +4
Immune poison, Resist nec 10, Weakness vulnerable radiant 5
Attacks: Melee Claw +11 vs AC; 3 (5 to Bloodied)
Group Attack +3 damage per additional vampire spawn (+5 to Bloodied)
Abilities: Regenerate 3
Skills: Stealth +11
Str +5 (14), Con +5 (14), Dex +6 (16), Int +3 (10), Wis +4 (12), Cha +5 (14)
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Elf Archer Level 2 Artillery
Medium Fey Humanoid
AC 15, Fort 12, Ref 15, Will 14, HP 20, Bloodied 10, Init +10, Spd 7
Senses Perception +12
Attacks: Melee Shortsword +7 vs AC; 1d6+2
Ranged Bow Rg 15/30; +9 vs AC; 1d8+4
Abilities: Archer’s Mobility If moves at least 4, +2 to ranged attack.
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Young Black Dragon Lvl 4 Solo Skirmisher
Large natural magical beast (aquatic, dragon) XP 875
Initiative +11 Senses Perception +9; darkvision
hp 280, bloodied 140 (bloodied breath)
AC 24; Fort 19, Ref 21, Will 18
Resist 15 acid
Saving throws +5
Speed 7, fly 7 (clumsy), overland flight 10, swim 7
Action Points 2
M Bite (standard, at-will) * Acid
Reach 2; +10 vs AC; 1d6+3 damage and ongoing 5 acid damage (save ends)
M Claw (standard, at-will)
Reach 2; +8 vs AC; 1d4+3 damage
M Double Attack (standard, at-will)
Makes two claw attacks
M Tail Slash (Immediate reaction, when a melee attack misses the dragon; at-will)
Uses tail to attack enemy that missed it, reach 2; +8 vs AC; 1d6+4 damage and push 1 square
C Breath Weapon (standard; recharge 5 6) * Acid
Close Blast 5; +7 vs Ref; 1d12+3 acid, and target takes ongoing 5 acid damage and -4 to AC (save ends both)
C Bloodied Breath (Immediate reaction; when first bloodied; encounter) * Acid
Breath weapon recharges automatically, and dragon uses it immediately
C Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Close burst 2; creates a zone of darkness that remains in place until end of dragon’s next turn. The zone blocks line of sight for every creature except the dragon. Any creature entirely within the area except the dragon is blinded.
C Frightful Presence (standard, encounter) * Fear
Close burst 5; targets enemies; +5 vs Will; the target is stunned until the end of the dragon’s next turn; Aftereffect: The target takes a -2 penalty to attack rolls (save ends)
Alignment Evil Languages Draconic
Skills Nature +9, Stealth +17
Str 16 (+5), Dex 20 (+7), Wis 15 (+4), Con 16 (+5), Int 12 (+3), Cha 10 (+2)
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Bugbear Headreaver, Level 7 Brute
Medium Natural Humanoid
Init +3; Senses Perception +3
HP 62; Bloodied 31
AC 20; Fortitude 17 Reflex 13 Will 14
Speed 6
m Large Greataxe (Standard; at-will) * Weapon
+12 vs. AC; 2d10+4
Reaver’s Prize (Minor; Recharge 6)
When a melee attack reduces enemy to 0hp, it loses 1d6+5 hp AND this creature gains an extra standard action this turn
Skills: Stealth +8
Str (+7), Dex (+3), Wis (+3), Con (+6) ,Int (+1), Cha (+4)
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Gargoyle, Level 9 Lurker
Medium Elemental Humanoid (Earth)
Init +7; Senses Perception +12
HP 46; Bloodied 23
AC 24; Fortitude 22 Reflex 19 Will 19
Speed 5, Fly 7
m Claw (Standard; at-will)
+15 vs. AC; 1d10+6
M Earthpower Ram (Standard; at-will)
Must leave Stone Form on the same turn first; Shift (fly) 7 squares in a straight line and make a claw attack against each creature within reach during move
Stone Form (Standard; at-will)
Statue (Resist 25 all, no actions except Minor to leave stone form)
Skills: Stealth +12
Str (+9), Dex (+7), Wis (+7), Con (+7), Int (+3), Cha (+4)
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Hook Horror, Level 13 Soldier
Large Aberrant Beast
Init +11; Senses darkvision; Perception +15
HP 150; Bloodied 75
AC 30; Fortitude 27 Reflex 24 Will 23
Speed 6
m Claw (Standard; at-will)
Reach 2; +21 vs. AC; 1d10+8 AND Followup
Followup: +19 vs. Fort; Large or smaller; pull 1 AND Restrained. Only 1 at a time
M Feast (Standard; at-will)
+21 vs. AC; Restrained only; 3d10+8
M Fling (Standard; at-will)
+21 vs. Fort; Restrained only; 2d10+8 AND push 4 AND knock prone
Lethal
+4 attack against bloodied targets
Str (+14), Dex (+11), Wis (+10), Con (+12), Int (+3), Cha (+7)
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Spined Devil, Level 6 Skirmisher
Medium Immortal Humanoid (Devil)
Init +5 Speed 5 Fly 7
Senses Nethersight, Perception +5
Resists Fire 20
AC 20 Fort 18 Ref 18 Will 18
HP/Blooded 47/23
ATTACKS
Melee 2 claws +9 vs AC each; 2d4+4
Spine Rain Standard, Ranged 10; +9 Dex vs. Ref; 1d6+2 + 2d6 Fire AND Poison 5, Slowed while Poisoned.
SKILLS Spot +10
Str 19 (+7), Dex 14 (+5), Con 15 (+5), Int 15 (+5), Wis 14 (+5), Cha 15 (+5)
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Gnoll Huntmaster, Level 5 Artillery
Medium natural humanoid XP 200
Initiative +6 Senses Perception +11; low-light vision
HP 50; Bloodied 25
AC 19; Fortitude 16, Reflex 17, Will 14
Speed 7
m Handaxe (standard; at-will) * Weapon
+9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while bloodied;
see also pack attack.
r Longbow (standard; at-will) * Weapon
Range 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6 damage
while bloodied; see also pack attack.
Pack Attack
The gnoll huntmaster deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
huntmaster’s allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +7, Stealth +11
Str 16 (+5), Dex 19 (+6) ,Wis 14 (+4), Con 14 (+4), Int 8 (+1), Cha 7 (+0)
Equipment leather armor, handaxe, longbow, quiver of 30 arrows
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Gnoll Marauder, Level 6 Brute
Medium natural humanoid XP 250
Initiative +5 Senses Perception +7; low-light vision
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 7
m Spear (standard; at-will) * Weapon
+10 vs. AC; 1d8 + 6 damage, or 1d8 + 8 while bloodied; see also
quick bite and pack attack.
m Quick Bite (free; at-will)
After the gnoll marauder makes a successful melee attack
against a bloodied enemy, it makes a bite attack against the same
target: +7 vs. AC; 1d6 + 2 damage, or 1d6 + 4 while bloodied.
Pack Attack
The gnoll marauder deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
marauder’s allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +3, Stealth +10
Str 20 (+8), Dex 14 (+5), Wis 14 (+5), Con 14 (+5), Int 9 (+2), Cha 7 (+1)
Equipment leather armor, light shield, spear
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Gnoll Claw Fighter Level 6 Skirmisher
Medium Natural Humanoid XP 250
Initiative: +7
Senses: Perception +6; low-light vision
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 15
Speed 8; see also mobile melee attack
M Claw (standard; at-will)
+11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below
M Clawing Charge (standard, when this creature charges; at-will)
The gnoll claw fighter makes two claw attacks against a single target when it charges.
M Mobile Melee Attack (standard; at-will)
The gnoll claw fighter can move up to 4 squares and make one melee basic attack at any point during that movement. The gnoll doesn’t provoke opportunity attacks when moving away from the target of its attack.
Pack Attack
The gnoll claw fighter deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll claw fighter’s allies adjacent to it.
Alignment: Chaotic evil Languages: Abyssal, Common
Skills: Intimidate +3
Equipment: leather armor
Str 19 (+7), Con 14 (+5), Dex 15 (+5), Int 9 (+2), Wis 12 (+4), Cha 7 (-1),
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Gnoll Demonic Scourge Level 8 Brute
Medium Natural Humanoid XP 350
Initiative: +6
Senses: Perception +7; low-light vision
Leader of the Pack: Area 5; allies in the aura gain a +1 bonus to attack rolls. While this creature is bloodied, the bonus increases to +2.
HP 106; Bloodied 53
AC 20; Fortitude 21, Reflex 18, Will 18
Speed 6
M Heavy Flail (standard; at-will) * Weapon
+13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against a bloodied enemy, this attack also knocks the target prone; see also pack attack
Bloodthirst
If the gnoll demonic scourge bloodies an enemy with a melee attack, an ally adjacent to the struck enemy can make a melee attack against that enemy as an immediate reaction.
Overwhelming Attack (free, encounter)
The gnoll demonic scourge applies its bloodthirst power to two allies instead of one.
Pack Attack
The gnoll demonic scourge deals an extra 5 damage on melee attacks against an enemy that has two or more of the demonic scourge’s allies adjacent to it.
Alignment: Chaotic evil Languages: Abyssal, Common
Skills: Insight +10, Intimidate +13, Religion +10
Equipment: chainmail, heavy flail
Str 20 (+9), Con 16 (+7), Dex 14 (+6), Int 13 (+5), Wis 12 (+5), Cha 15 (+6)
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Grick Level 7 Brute
Medium aberrant beast XP 300
Initiative +4 Senses Perception +10; darkvision
HP 96; Bloodied 48
AC 19; Fortitude 19, Reflex 14, Will 15
Resist 10 against effects that target AC
Speed 6, climb 4
m Tentacle Rake (standard; at-will)
+10 vs AC; 2d6 +4 damage, and ongoing 5 damage (save ends)
Expert Flanker
The grick gains a +2 bonus to attack rolls against an enemy it is
flanking.
Alignment Unaligned Languages –
Skills Endurance +13, Stealth +9
Str 18 (+7), Dex 13 (+4), Wis 14 (+5), Con 16 (+6), Int 2 (-3), Cha 7 (+1)
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Grick Alpha Level 9 Brute (Leader)
Large aberrant beast XP 400
Intiative +5 Senses Perception +11; darkvision
HP 116; Bloodied 58
AC 23; Fortitude 22, Reflex 17, Will 18
Resist 10 against effects that target AC
Speed 7, climb 4
m Tentacle Rake (standard; at-will)
Reach 2; +13 vs AC; 2d6 + 5 damage and the target is grabbed
(until escape) and takes ongoing 5 damage (save ends).
M Vicious Bite (standard; at-will)
Grabbed target only; automatic hit; 1d8 + 5 damage.
Expert Flanker
The grick alpha gains a +2 bonus to attack rolls against an enemy
it is flanking.
Pinning Grip
The grick alpha’s allies gain a +2 bonus to attack rolls against an
enemy grabbed by this creature.
Alignment Unaligned Languages –
Skills Endurance +12, Stealth +10
Str 20 (+9), Dex 13 (+5), Wis 15 (+6), Con 16 (+7), Int 2 (+0), Cha 7 (+2)
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Grell Level 7 Elite Soldier
Medium aberrant magical beast XP 600
Initiative +9 Senses Perception +9; blindsight 12
HP 156; Bloodied 78
AC 22 (24 while the grell has an enemy grabbed); Fortitude 19,
Reflex 20, Will 17
Saving Throws +2
Speed 1 (clumsy) fly 6 (hover)
Action Points 1
m Tentacle Rake (standard; at-will) * Poison
Reach 2; +12 vs AC; 2d8 + 4 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both)
M Tentacle Grab (standard; at-will)
Reach 2; +12 vs Fortitude. 2d8 + 4 damage, and the target is
grabbed. The grell can grab only one creature at a time.
Venomous Bite (minor 1/round; at-will) * Poison
Grabbed target only; +12 vs AC; 1d8 + 4 damage, and the target
is stunned (save ends)
Alignment Evil Languages Deep Speech
Skills Stealth +17
Str 12 (+4), Dex 19 (+7), Wis 13 (+4), Dex 14 (+5), Int 10 (+3), Cha 9 (+2)
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Grell Philosopher Level 11 Elite Controller
Medium aberrant magical beast XP 1,200
Initiative +10 Senses Perception +12; blindsight 12
HP 224; Bloodied 112
AC 27; Fortitude 21, Reflex 24, Will 23
Resist 20 Lightning
Saving Throws +2
Speed 1 (clumsy); fly 6 (hover)
Action Points 1
m Tentacle Rake (standard; at-will) * Poison
Reach 2; +17 vs AC; 3d8+5 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both).
R Lightning Lance (standard; at-will) – Lightning
Range 10; +14 vs Reflex; 3d6+6 lightning damage, and the
target is blinded (save ends).
A Psychic Scream (standard; recharge 3+) * Psychic, Zone
Area burst 2 within 10; +14 vs Will; 3d8 + 3 psychic damage,
and the target is dazed (save ends). The psychic scream is a zone
that lasts until the end of the encounter. Any creature entering
the zone is dazed (save ends).
C Venomous Mind (standard; at-will) * Psychic
Close burst 3; targets enemies, +15 vs Will; 2d8 + 5 psychic
damage and the target must choose a random target for any
melee attacks it makes (save ends)
Alignment Evil Languages Deep Speech
Skills Arcana +13, Stealth +20
Str 14 (+7), Dex 21 (+10), Wis 14 (+7), Con 16 (+8), Int 16 (+8), Cha 13 (+6)
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Skeletal Tomb Guardian, Level 10 Elite Brute
Medium Natural Animate (Undead)
Init +9; Senses darkvision; Perception +12
HP 112; Bloodied 56
AC 23; Fortitude 22 Reflex 23 Will 20
Speed 8
m Scimitar (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6
M Twin Scimitars (Standard; at-will) * Weapon
Make two Scimitar attacks
M Bloodletting (Immediate, when an enemy becomes bloodied by a melee attack; at-will) * Weapon
A scimitar attack against that enemy
M Cascade of Steel (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6 AND repeat. Maximum 4 attacks
M Looming Threat (Reaction, when an adjacent enemy shifts; at-will) * Weapon
A Scimitar attack against that enemy
M Sudden Riposte (Immediate, when an adjacent enemy misses with a melee attack; at-will) * Weapon
A scimitar attack against that enemy
Multiple Threats
Adjacent enemies are flanked
Str 12 (+6), Dex 22 (+11), Wis 14 (+7), Con 16 (+8), Int 4 (+2), Cha 10 (+5)
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Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
m +3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
r +3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
M Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
C Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature’s next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7
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Shadow Demon Level 11 Skirmisher
Medium Elemental Humanoid (Demon)
AC 25, Fort 23, Ref 24, Will 22, HP 72, Bloodied 36, Init +8, Spd 2, Fly 8 (Hv)
Senses: darkvision; Perception +6
Attacks: Melee Claw +13 vs Ref; 2d6+4 AND shadow drain (save ends; see text)
Shadow Drain Ongoing necrotic 5; save -5 until ends turn at least 5 from this creature, shadow creatures, or others afflicted by shadow drain.
Limited Powers: Devouring Shadow Immediate, when first Bloodied; teleport adjacent to creature within 10 affected by shadow drain, 2d6+7 necrotic.
Abilities: Deathport Immediate, when creature within 10 at 0 hp; teleport to its square.
Skills Stealth +13
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Balhannoth Level 13 Skirmisher
Large Aberrant Magical Beast
AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40, Init +12, Spd 5, Clb 5
Senses darkvision, Perception +13
Attacks: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3
Sneak Attack +3d6 damage with combat adv
Limited Powers: Reality Distortion Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6.
Tentacle Flurry Standard; Melee attack against each in reach. Recharge 5 6.
Warp Attack Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6.
Skills: Stealth +17.
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Spectral Panther Level 9 Lurker
Medium Shadow Beast
AC 24, Fort 21, Ref 23, Will 19, HP 46, Bloodied 23, Init +13, Spd 7
Senses Perception +7
Attacks: Melee Claw +17 vs AC, 1d8+5
Melee Shadow Pounce Requires combat advantage; +14 vs AC; 3d8+5; charge OK.
Abilities: Invisibility Standard, in spectral form only, invisibility 1 rd. Visible when leaves spectral form.
Spectral Form Standard; insubstantial, phasing, can’t attack. Free action to leave spectral form.
Skills: Stealth +12 (+17 in spectral form)
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Bodak Skulk
Bodaks are heartless creatures that kill for the sake of killing, serving their own desires or the desires of an even crueler master.
Medium shadow humanoid (undead)
Level 16 Lurker
XP 1,400
Initiative +16
Senses Perception +10; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 124; Bloodied 62
AC 29, Fortitude 29, Reflex 27, Will 29
Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
Slam (standard; at-will) * Necrotic
+21 vs. AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk’s next turn.
Death Gaze (standard; encounter) * Necrotic
Range 10; targets a living creature; +19 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points; otherwise, the target takes 1d6 + 6 necrotic damage and loses 1 healing surge.
Spectral Form (standard; at-will)
The bodak skulk turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
Alignment Evil
Languages Common
Str 21 (+13) Dex 19 (+12) Wis 15 (+10)
Con 22 (+14) Int 6 (+6) Cha 23 (+14)
Tactics: The bodak skulk approaches undetected using spectral form and then waits for an opportunity to gain combat advantage. When it’s poised to attack, the bodak reverts to normal form and attempts to weaken a foe with its slam attack. It fixes its death gaze on the first enemy it weakens.
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Bodak Reaver
Medium shadow humanoid (undead)
Level 18 Soldier
XP 2,000
Initiative +16
Senses Perception +17; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 175; Bloodied 87
AC 31, Fortitude 31, Reflex 30, Will 31
Immune disease, poison; Resist 20 necrotic; Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
Greataxe (standard; at-will) * Necrotic, Weapon
+23 vs. AC; 1d12 + 6 damage (crit 2d12 + 18) plus 1d8 necrotic damage, and the target is dazed and weakened (save ends both).
Death Gaze (standard; encounter) * Necrotic
Range 10; targets a living creature; +20 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points; otherwise, the target takes 1d6 + 6 necrotic damage and loses 1 healing surge.
Death Drinker * Healing
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of it’s next turn as well as 15 temporary hit points.
Alignment Evil
Languages Common
Str 22 (+15) Dex 21 (+14) Wis 16 (+12)
Con 23 (+15) Int 10 (+9) Cha 23 (+15)
Tactics: This bodak reaver wades into combat wielding its greataxe and taking advantage of its agonizing gaze. A bodak reaver will sometimes slay an allied minions to reap the benefits of its death drinker power.
Bodak Lore: A character knows the following information with a successful Religion check.
DC 20: Bodaks are undead humanoids with strong ties to the Shadowfell. Its visage is so ghastly that it can kill with a look.
DC 30: When a nightwalker slays a humanoid, that nightwalker can ritually transform the slain creature’s body and spirit into a bodak. The bodak then acts at the nightwalker’s behest, serving whomever its master dictates.
Encounter Groups: An enslaved bodak collaborates with other shadow or undead creatures.
Level 18 Encounter (XP 10,000)
2 bodak reavers (level 18 soldier)
1 cambion hellfire magus (level 18 artillery)
2 slaughter wights (level 18 brute)
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Boneclaw
Boneclaws are magically constructed undead built to hunt and slay the living. Liches, deathpriests of Orcus, shadar-kai necromancers, and other vile individuals use them as guards and agents. Their skewerlike claws contract and extend from moment to moment, sometimes instantly reaching a length of 10 feet or more before slowly contracting.
Large shadow animate (undead)
Level 14 Soldier
XP 1,000
Initiative +15
Senses Perception +13; darkvision
HP 136; Bloodied 68; see also necrotic pulse
AC 30, Fortitude 24, Reflex 27, Will 25
Immune disease, poison; Resist 20 necrotic; Vulnerable 5 radiant
Speed 8
Claw (standard; at-will)
Reach 3; +20 vs. AC; 1d12 + 6 damage.
Necrotic Pulse (immediate reaction, when first bloodied; encounter) * Healing, Necrotic
Close burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.
Relentless Opportunist
If the boneclaw hits with an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies within reach (3 squares).
Alignment Evil
Languages Common
Skills Intimidate +16, Stealth +18
Str 17 (+10) Dex 23 (+13) Wis 12 (+8)
Con 16 (+10) Int 10 (+7) Cha 18 (+11)
Tactics: A boneclaw impales foes with its claws, relying on its threatening reach to discourage enemies from fleeing.
Lore: A character knows the following information with a successful Religion check.
DC 20: Boneclaws are intelligent undead constructs that enjoy hunting and slaying living creatures.
DC 25: One creates a boneclaw by means of a dark ritual that binds a powerful evil soul to a specially prepared amalgamation of undead flesh and bone. The exact ritual is a closely guarded secret known only to a handful of liches and necromancers. Cabals that wish to possess the knowledge of boneclaw creation have resorted to diplomacy, theft, and clandestine warfare to acquire the ritual.
DC 30: Although rumor holds that the first boneclaws were created by a powerful lich in the service of Vecna, the truth is that a coven of hags led by a powerful night hag named Grigwartha created the first boneclaw over a century ago. They invented a ritual that combines the flesh and bones from ogres along with the trapped soul of an oni. Although the materials can vary, the ritual is the same among those who know it.
DC 35: Grigwartha trades her knowledge of the boneclaw creation ritual for favors she can later call upon. As such, she has a vast network of individuals and creatures that owe her a debt for the ritual.
Encounter Groups: Boneclaws can appear in any setting, always serving evil. They act as guardians, soldiers, and even assassins.
Level 14 Encounter (XP 5,000)
2 boneclaws (level 14 soldier)
1 lich (level 14 elite controller)
1 shield guardian (level 14 soldier)
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Chuul, Level 10 Soldier
Large aberrant magical beast (aquatic) XP 500
Initiative +10; Senses Perception +9; darkvision
HP 109; Bloodied 54
AC 27; Fortitude 26, Reflex 20, Will 21
Speed 6, swim 6
m Claw (standard; at-will)
Reach 2; +17 vs. AC; 1d6+6 damage, or 3d6+6 damage against an immobilized creature
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul makes two claw attacks. If both attacks hit a single target, the chuul makes a secondary attack against the same target with its tentacles. Secondary Attack: +14 vs. Fortitude; the target is immobilized (save ends)
Tentacle Net * Paralysis, Poison
A creature hit by a chuul’s opportunity attack is immobilized until the end of the chuul’s next turn.
Alignment Unaligned; Languages Deep Speech
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 14 (+7)
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Chuul Juggernaut, Level 23 Elite Soldier
Huge aberrant magical beast (aquatic) XP 10,700
Initiative +17; Senses Perception +17; darkvision
Psychic Moan (psychic) aura 1; a chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic.
HP 434; Bloodied 217
AC 39; Fortitude 37 Reflex 31 Will 33
Saving Throws +2
Speed 7, swim 7
Action Points 1
m Claw (standard; at-will)
Reach 3; +30 vs. AC; 2d8+8 damage, or 5d8+8 damage against an immobilized creature.
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul juggernaut makes two claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +28 vs. Fortitude; the target is immobilized (save ends).
R Psychic Lure (standard; at-will) * Psychic
Range 10; +29 vs. Will; 2d10+3 psychic damage, and the target is pulled 5 squares.
Tentacle Net * Paralysis, Poison
A creature hit by a chuul juggernaut’s opportunity attack is immobilized until the end of the juggernaut’s next turn.
Alignment Unaligned; Languages Deep Speech
Str 27 (+19) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 4 (+8) Cha 16 (+14)
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Ice Archon, Level 19 Soldier
Medium Elemental Humanoid (Cold)
Init +21 Spd 6
AC 36 Fort 33 Ref 31 Will 29
HP 117/58
Senses Perception +13
Resist cold 25
Attacks Warhammer +23 vs AC; 1d10+9+5 cold AND Slowed 1 rd
Relentless Strike: +4 attack and +10 damage to Slowed
Abilities: Icy Ground Adjacent squares difficult terrain, cold creatures not affected
Str 28 (+18) Con 18 (+13) Dex 24 (+16) Int 12 (+10) Wis 18 (+13) Cha 12 (+10)
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Chuul, Level 10 Soldier
Large aberrant magical beast (aquatic) XP 500
Initiative +10; Senses Perception +9; darkvision
HP 109; Bloodied 54
AC 27; Fortitude 26, Reflex 20, Will 21
Speed 6, swim 6
m Claw (standard; at-will)
Reach 2; +17 vs. AC; 1d6+6 damage, or 3d6+6 damage against an immobilized creature
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul makes two claw attacks. If both attacks hit a single target, the chuul makes a secondary attack against the same target with its tentacles. Secondary Attack: +14 vs. Fortitude; the target is immobilized (save ends)
Tentacle Net * Paralysis, Poison
A creature hit by a chuul’s opportunity attack is immobilized until the end of the chuul’s next turn.
Alignment Unaligned; Languages Deep Speech
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 14 (+7)
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Chuul Juggernaut, Level 23 Elite Soldier
Huge aberrant magical beast (aquatic) XP 10,700
Initiative +17; Senses Perception +17; darkvision
Psychic Moan (psychic) aura 1; a chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic.
HP 434; Bloodied 217
AC 39; Fortitude 37 Reflex 31 Will 33
Saving Throws +2
Speed 7, swim 7
Action Points 1
m Claw (standard; at-will)
Reach 3; +30 vs. AC; 2d8+8 damage, or 5d8+8 damage against an immobilized creature.
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul juggernaut makes two claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +28 vs. Fortitude; the target is immobilized (save ends).
R Psychic Lure (standard; at-will) * Psychic
Range 10; +29 vs. Will; 2d10+3 psychic damage, and the target is pulled 5 squares.
Tentacle Net * Paralysis, Poison
A creature hit by a chuul juggernaut’s opportunity attack is immobilized until the end of the juggernaut’s next turn.
Alignment Unaligned; [b]Languages Deep Speech
[b]Str 27 (+19) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 4 (+8) Cha 16 (+14)
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Cavern Choker Level 4 Lurker
Small natural humanoid XP 175
Initiative +9 Senses Perception +3, darkvision
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13
Speed 6, climb 6 (spider climb)
m Tentacle Claw (standard; at-will)
Reach 2; +9 vs AC; 1d8+3 damage and the target is grabbed
(until escape). A target trying to escape the grab takes a -4
penalty to the check.
M Choke (standard; at-will)
Grabbed target only. +9 vs Fortitude; 1d8+3 damage.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn.
It can’t use this power while grabbing or creature or while grabbed.
Body Shield (immediate interrupt, when targeted by a melee or a
ranged attack against Reflex or AC; recharge when the choker
makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target instead.
The choker cannot use this power to redirect attacks made by a
creature it is currently grabbing.
Alignment Unaligned Languages Common
Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
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Feygrove Choker Level 12 Lurker
Medium fey humanoid XP 700
Initiative +14 Senses Perception +7; low-light vision
HP 91; Bloodied 45
AC 24; Fortitude 22, Reflex 22, Will 19
Speed 8 (forest walk), climb 8 (spider climb)
m Tentacle Claw (standard; at-will)
Reach 3; +17 vs AC; 2d6+4 damage, and the target is grabbed
(until escape). A target trying to escape the grab takes a -4
penalty to the check. The feygrove choker can grab up to 2
creatures at once.
M Choke (standard; at-will)
Up to 2 grabbed targets, +17 vs Fortitude; 2d8+4 damage. The
feygrove choker makes a separate attack against each grabbed
target.
A Vine Fetter (standard; recharge 3? )
Area burst 3 within 10; nearby vines animate and snare the
feygrove choker’s enemies, +15 vs Reflex; the target is restrained
(save ends).
Body Shield (immediate interrupt, when targeted by a melee or a
ranged attack against Reflex or AC; recharges when the choker
makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target instead.
The choker cannot use this power to redirect attacks made by a
creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The feygrove choker gains concealment until the start of its next
turn. It can’t use this power while grabbing a creature or while
grabbed.
Alignment Unaligned Languages Elven
Skills Stealth +15
Str 19 (+10) Dex 18 (+10) Wis 13 (+7)
Con 13 (+7) Int 6 (+4) Cha 6 (+4)
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Gnoll Huntmaster Level 5 Artillery
Medium natural humanoid XP 200
Initiative +6 Senses Perception +14, low light vision
HP 50; Bloodied 25
AC 19; Fortitude 16, Reflex 15, Will 14
Speed 7
m Handaxe (standard; at-will) * Weapon
+9 vs AC; 1d6+3 damage or 1d6+5 damage while bloodied;
see also pack attack.
r Longbow (standard; at-will) * Weapon
Range 20/40; +10 vs AC; 1d10+4 damage or 1d10+6 damage
while bloodied; see also pack attack
Pack Attack
The gnoll huntmaster deals an extra 5 damage on melee and
ranged attacks against an enemy who has two or more of the
huntmaster’s allies adjacent to it.
Alignment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +7, Stealth +11
Str 16 (+5) Dex 19 (+6) Wis 14 (+4)
Con 14 (+4) Int 8 (+1) Cha 7 (+0)
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Gnoll Marauder Level 6 Brute
Medium natural humanoid XP 250
Initiative +5 Senses Perception +7, low light vision
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 7
m Spear (standard; at-will) * Weapon
+10 vs AC; 1d8+6 damage or 1d8+8 while bloodied; see also
quick bite and pack attack
m Quick Bite (free; at-will)
After the gnoll marauder makes a successful melee attack
against a bloodied enemy, it takes a bite attack against the same
target: +7 vs AC; 1d6+2 damage or 1d6+4 damage while bloodied.
Pack Attack
The gnoll marauder deals an extra 5 damage on melee attacks
against an enemy that has two or more of the marauder’s allies
adjacent to it.
Alignment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +3, Stealth +10
Str 20 (+8) Dex 14 (+5) Wis 14 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+3)
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Gnoll Huntmaster, Level 5 Artillery
Medium natural humanoid XP 200
Initiative +6 Senses Perception +11; low-light vision
HP 50; Bloodied 25
AC 19; Fortitude 16, Reflex 17, Will 14
Speed 7
m Handaxe (standard; at-will) * Weapon
+9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while bloodied;
see also pack attack.
r Longbow (standard; at-will) * Weapon
Range 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6 damage
while bloodied; see also pack attack.
Pack Attack
The gnoll huntmaster deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
huntmaster’s allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +7, Stealth +11
Str 16 (+5) Dex 19 (+6) Wis 14 (+4)
Con 14 (+4) Int 8 (+1) Cha 7 (+0)
Equipment leather armor, handaxe, longbow, quiver of 30 arrows
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Gnoll Claw Fighter, Level 6 Skirmisher
Medium natural humanoid XP 250
Initiative +7 Senses Perception +6; low-light vision
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 15
Speed 8; see also mobile attack
m Claw (standard; at-will)
+11 vs. AC; 1d6 + 4 damage, or 1d6+6 while bloodied; see also
pack attack below
m Clawing Charge (standard, when this creature charges; at-will)
The gnoll claw fighter makes two claw attacks against a single
target when it charges.
m Mobile Melee Attack (standard; at-will)
The gnoll claw fighter can move up to 4 squares and make one
melee basic attack at any point during that movement. The gnoll
doesn’t provoke opportunity attacks when moving away from the
target of its attack
Pack Attack
The gnoll claw fighter deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
gnoll claw fighter’s allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +3
Str 19 (+7) Dex 15 (+5) Wis 12 (+4)
Con 14 (+5) Int 9 (+2) Cha 7 (+1)
Equipment leather armor
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Gnoll Marauder, Level 6 Brute
Medium natural humanoid XP 250
Initiative +5 Senses Perception +7; low-light vision
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 7
m Spear (standard; at-will) * Weapon
+10 vs. AC; 1d8 + 6 damage, or 1d8 + 8 while bloodied; see also
quick bite and pack attack.
m Quick Bite (free; at-will)
After the gnoll marauder makes a successful melee attack
against a bloodied enemy, it makes a bite attack against the same
target: +7 vs. AC; 1d6 + 2 damage, or 1d6 + 4 while bloodied.
Pack Attack
The gnoll marauder deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
marauder’s allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +3, Stealth +10
Str 20 (+8) Dex 14 (+5) Wis 14 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+1)
Equipment leather armor, light shield, spear
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Gnoll Demonic Scourge, Level 8 Brute
Medium natural humanoid XP 350
Initiative +6 Senses Perception +7; low-light vision
Leader of the Pack aura 5; allies in the aura gain +1 bonus to
attack rolls. While this creature is bloodied, the bonus increases
to +2.
HP 106; Bloodied 53
AC 20; Fortitude 21, Reflex 18, Will 18
Speed 6
m Heavy Flail (standard; at-will) * Weapon
+13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against
a bloodied enemy, this attack also knocks the target prone; see
also pack attack.
Bloodthirst
If the gnoll demonic scourge bloodies an enemy with a melee
attack, an ally adjacent to the struck enemy can make a melee
attack against that enemy as an immediate reaction.
Overwhelming Attack (free; encounter)
The gnoll demoic scourge applies its bloodthirst power to two
allies instead of one.
Pack Attack
The gnoll demonic scourge deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
demonic scourge’s allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Insight +10, Intimidate +13, Religion +10
Str 20 (+9) Dex 14 (+6) Wis 12 (+5(
Con 16 (+7) Int 13 (+5) Cha 15 (+6)
Equipment chainmail, heavy flail
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Grick Level 7 Brute
Medium aberrant beast XP 300
Initiative +4 Senses Perception +10; darkvision
HP 96; Bloodied 48
AC 1; Fortitude 19, Reflex 14, Will 15
Resist 10 against effects that target AC
Speed 6, climb 4
m Tentacle Rake (standard; at-will)
+10 vs AC; 2d6 +4 damage, and ongoing 5 damage (save ends)
Expert Flanker
The grick gains a +2 bonus to attack rolls against an enemy it is
flanking.
Alignment Unaligned Languages –
Skills Endurance +13, Stealth +9
Str 18 (+7) Dex 13 (+4) Wis 14 (+5)
Con 16 (+6) Int 2 (-3) Cha 7 (+1)
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Grick Alpha Level 9 Brute (Leader)
Large aberrant beast XP 400
Intiative +5 Senses Perception +11; darkvision
HP 116; Bloodied 58
AC 23; Fortitude 22, Reflex 17, Will 18
Resist 10 against effects that target AC
Speed 7, climb 4
m Tentacle Rake (standard; at-will)
Reach 2; +13 vs AC; 2d6 + 5 damage and the target is grabbed
(until escape) and takes ongoing 5 damage (save ends).
M Vicious Bite (standard; at-will)
Grabbed target only; automatic hit; 1d8 + 5 damage.
Expert Flanker
The grick alpha gains a +2 bonus to attack rolls against an enemy
it is flanking.
Pinning Grip
The grick alpha’s allies gain a +2 bonus to attack rolls against an
enemy grabbed by this creature.
Alignment Unaligned Languages –
Skills Endurance +12, Stealth +10
Str 20 (+9) Dex 13 (+5) Wis 15 (+6)
Con 16 (+7) Int 2 (+0) Cha 7 (+2)
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Grell Level 7 Elite Soldier
Medium aberrant magical beast XP 600
Initiative +9 Senses Perception +9; blindsight 12
HP 156; Bloodied 78
AC 22 (24 while the grell has an enemy grabbed); Fortitude 19,
Reflex 20, Will 17
Saving Throws +2
Speed 1 (clumsy) fly 6 (hover)
Action Points 1
m Tentacle Rake (standard; at-will) * Poison
Reach 2; +12 vs AC; 2d8 + 4 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both)
M Tentacle Grab (standard; at-will)
Reach 2; +12 vs Fortitude. 2d8 + 4 damage, and the target is
grabbed. The grell can grab only one creature at a time.
Venomous Bite (minor 1/round; at-will) * Poison
Grabbed target only; +12 vs AC; 1d8 + 4 damage, and the target
is stunned (save ends)
Alignment Evil Languages Deep Speech
Skills Stealth +17
Str 12 (+4) Dex 19 (+7) Wis 13 (+4)
Dex 14 (+5) Int 10 (+3) Cha 9 (+2)
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Grell Philosopher Level 11 Elite Controller
Medium aberrant magical beast XP 1,200
Initiative +10 Senses Perception +12; blindsight 12
HP 224; Bloodied 112
AC 27; Fortitude 21, Reflex 24, Will 23
Resist 20 Lightning
Saving Throws +2
Speed 1 (clumsy); fly 6 (hover)
Action Points 1
m Tentacle Rake (standard; at-will) * Poison
Reach 2; +17 vs AC; 3d8+5 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both).
R Lightning Lance (standard; at-will) – Lightning
Range 10; +14 vs Reflex; 3d6+6 lightning damage, and the
target is blinded (save ends).
A Psychic Scream (standard; recharge 3+) * Psychic, Zone
Area burst 2 within 10; +14 vs Will; 3d8 + 3 psychic damage,
and the target is dazed (save ends). The psychic scream is a zone
that lasts until the end of the encounter. Any creature entering
the zone is dazed (save ends).
C Venomous Mind (standard; at-will) * Psychic
Close burst 3; targets enemies, +15 vs Will; 2d8 + 5 psychic
damage and the target must choose a random target for any
melee attacks it makes (save ends)
Alignment Evil Languages Deep Speech
Skills Arcana +13, Stealth +20
Str 14 (+7) Dex 21 (+10) Wis 14 (+7)
Con 16 (+8) Int 16 (+8) Cha 13 (+6)
I think they just ran out of books to print in 3.5.
Everyone that plays 4.0 should defiantly keep shurikins with them for those minion hoards.