4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
Other Suggestions:
Cave Fisher Done at level 3
Chitine maybe on the next round
Nilbog I'll get back to this guy; I need to really think on how I want to convert him!
VARGOUILLE BITER--- Level 2 Skirmisher
Small shadow animate (undead)--- XP 125
---
Initiative +3; Senses Perception +x, special senses
HP 36; Bloodied 18
AC 16; Fortitude 11; Reflex 13; Will 13
Speed fly 6; hover
--- [Melee basic] Bite (standard; at will) Poison: +7 vs. AC; 2d4 damage plus ongoing 5 poison and target is slowed (save ends both).
Terrifying Shriek (minor; recharge 5 6) Fear: Close burst 4; +3 vs. Will; target is immobilized (save ends).
---
Alignment evil; Languages Supernal
Str 10; Dex 13; Wis 12
Con 12; Int 5; Cha 8
VARGOUILLE LOVER--- Level 4 Lurker
Small shadow animate (undead); XP 175
---
Initiative +6; Senses Perception +4
HP 43; Bloodied 21
AC 18; Fortitude 15; Reflex 16; Will 15
Resist necrotic 5; Vulnerable radiant 5
Speed fly 6 (hover)
--- [Melee basic] Bite (standard; at will) Poison: +9 vs. AC; 2d4+3 damage plus ongoing 5 poison (save ends).
[Melee] Vargouille’s Kiss (standard; only when the vargouille lover has combat advantage) Necrotic: +7 vs. Fortitude; 2d8+4 necrotic damage and target is stunned and immobilized (save ends both). If the target is killed by this damage, its head detaches as a new vargouille (of a type of the dm’s choice) in 1d6 hours.
Terrifying Shriek (minor; recharge 5 6) Fear: Close burst 4; +3 vs. Will; target is immobilized (save ends).
---
Alignment evil; Languages Supernal
Skills Stealth +9
Str 14; Dex 15; Wis 14
Con 13; Int 7; Cha 13
APE--- Level 2 Soldier
Medium natural beast--- XP 125
---
Initiative +5; Senses Perception +x, special senses
HP 40; Bloodied 20
AC 16; Fortitude 16; Reflex 14; Will 12
Speed 5, climb 4
--- [Melee basic] Claw (standard; at will): +9 vs. AC; 1d10+3 damage.
Invigorating Roar (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A normal ape has one healing surge and regains 1d6+10 hit points when it uses this ability.)
---
Alignment unaligned; Languages Ape
Skills Athletics +10
Str 18; Dex 15; Wis 12
Con 16; Int 4; Cha 9
CARNIVOROUS APE--- Level 5 Brute
Medium natural beast--- XP 200
---
Initiative +5; Senses Perception +3
HP 76; Bloodied 38
AC 15; Fortitude 19; Reflex 17; Will 15
Speed 6
--- [Melee basic] Bite (standard; at will): +8 vs. AC; 1d8+4 damage.
[Melee] Wild Rend (standard; at will): The carnivorous ape lashes out with a flurry of claws and bites. +8 vs. AC; 2d8+4 damage and target slides 1 square.
Invigorating Roar (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A normal ape has one healing surge and regains 1d6+19 hit points when it uses this ability.)
---
Alignment unaligned; Languages Ape
Skills Athletics +10
Str 20; Dex 16; Wis 12
Con 16; Int 4; Cha 12
CAVE APE--- Level 8 Lurker
Medium natural beast--- XP 350
---
Initiative +9; Senses Perception +11, darkvision
HP 72; Bloodied 36
AC 20; Fortitude 22; Reflex 22; Will 18
Speed 7
--- [Melee basic] Claw (standard; at will): +15 vs. AC; 2d8+5 damage. If the cave ape has combat advantage, it deals an extra 1d6 points of damage.
Cave Sneak (move; at will; when no creatures have line of sight to the cave ape): The cave ape shifts 3 squares and gains +2 to AC and Reflex defenses until the start of its next turn.
---
Alignment unaligned; Languages Ape
Skills Perception +11, Stealth +14
Str 20; Dex 21; Wis 15
Con 18; Int 6; Cha 12
WHITE APE--- Level 10 Soldier
Large natural beast--- XP 350
---
Initiative +10; Senses Perception +x, special senses
HP 106; Bloodied 53
AC 23; Fortitude 25; Reflex 22; Will 19
Speed 7
--- [Melee basic] Bite (standard; at will): +17 vs. AC; 1d8+5 damage.
[Melee] Rend (standard; at will): Reach 2; +17 vs. AC; 2d6+5 damage and target slides one square.
Invigorating Roar (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A white ape has one healing surge and regains 1d6+26 hit points when it uses this ability.)
---
Alignment unaligned; Languages Ape
Str 25; Dex 20; Wis 18
Con 18; Int 6; Cha 15
GIRALLON--- Level 19 Elite Soldier
Large natural magical beast--- XP 2400
---
Initiative +17; Senses Perception +15
HP 360; Bloodied 180
AC 35; Fortitude 35; Reflex 31; Will 31
Saving Throws +2
Speed 8
Action Points 1
--- [Melee basic] Smash (standard; at will): Reach 2; +35 vs. AC; 3d6+8 damage.
[Melee] Double Smash (standard; at will): The girallon makes two smash attacks.
[Melee] Rending Crush (standard; recharges when first bloodied): The girallon attempts to use all four of its arms in a combined rend and crush. Reach 2; +35 vs. AC; 4d10+7 damage and the target is stunned (save ends).
Invigorating Roar (minor; encounter): The ape roars and beasts its chest. It spends a healing surge and regains an extra 1d6 hit points. (A girallon has two healing surges and regains 1d6+90 hit points when it uses this ability.)
---
Alignment unaligned; Languages Ape
Str 30; Dex 22; Wis 22
Con 20; Int 9; Cha 10
GIANT FROG--- Level 2 Skirmisher
Medium natural beast--- XP 125
---
Initiative +7; Senses Perception +2
HP 36; Bloodied 18
AC 16; Fortitude 14; Reflex 16; Will 13
Speed 6 (plus see Incredible Hop)
--- [Melee basic] Bite (standard; at will): +7 vs. AC; 1d6+3 damage (1d6+8 against a grabbed target).
[Melee] Tongue (standard; at will): Reach 4; +5 vs. Reflex; 1d6+3 damage, plus target is grabbed. Followup attack: +5 vs. Fortitude; Hit: target is pulled 1 square. Effect: If target is adjacent to the giant frog, the frog makes a free basic attack.
Incredible Hop (move; recharge 6): The giant frog shifts 4 squares. If it has a target grabbed with its tongue, it makes an attack: +5 vs. Fortitude; Hit: target is pulled as many squares as the giant frog shifts; Miss: target escapes the giant frog’s grab.
---
Alignment unaligned; Languages -
Skills Athletics +14
Str 14; Dex 18; Wis 13
Con 12; Int 2; Cha 6
POISONOUS FROG--- Level 3 Soldier
Small natural beast--- XP 150
---
Initiative +6; Senses Perception +x, special senses
HP 50; Bloodied 25
AC 18; Fortitude 17; Reflex 16; Will 14
Vulnerable cold 5
Speed 6 (plus Incredible Hop)
--- [Melee basic] Bite (standard; at will) Poison: +9 vs. AC; 1d6+3 plus 1d6 poison plus ongoing 5 poison (save ends).
[Melee] Tongue (standard; at will): Reach 4; +7 vs. Reflex; 1d6+3 damage, plus target is grabbed. Followup attack: +7 vs. Fortitude; Hit: target is pulled 1 square. Effect: If target is adjacent to the poisonous frog, the frog makes a free basic attack.
Incredible Hop (move; recharge 6): The poisonous frog shifts 4 squares. If it has a target grabbed with its tongue, it makes an attack: +7 vs. Fortitude; Hit: target is pulled as many squares as the poisonous frog shifts; Miss: target escapes the frog’s grab.
---
Alignment unaligned; Languages -
Skills Athletics +12
Str 11; Dex 16; Wis 13
Con 18; Int 2; Cha 6
HUMUNGOUS FROG--- Level 15 Brute
Huge natural beast--- XP 1200
---
Initiative +12; Senses Perception +x, special senses
HP 180; Bloodied 98
AC 27; Fortitude 29; Reflex 27; Will 22
Speed 4 (plus Plodding Hop)
--- [Melee basic] Bite (standard; at will): +18 vs. AC; 3d6+6 damage, plus target is grabbed (and see Swallow).
[Melee] Tongue (standard; at will): Reach 12; +16 vs. Reflex; 1d12+5 damage, plus target is grabbed. Followup attack: +16 vs. Fortitude; Hit: target is pulled 3 squares. Effect: If target is adjacent to the poisonous frog, the frog makes a free basic attack.
[Melee] Pull ‘Em In (standard; when the humungous frog has a nonadjacent target grabbed with its tongue): +16 vs. Reflex. Hit: the target is pulled 4 squares. Miss: the target is pulled 2 squares.
[Melee] Swallow (standard; at will): The humungous frog tries to swallow an adjacent bloodied medium or smaller creature that it is grabbing. +16 vs. Fortitude. Hit: the target is swallowed and restrained and takes 5 damage plus 5 acid damage on subsequent rounds at the start of the humungous frog’s turn. The swallowed creature can make melee basic attacks only, with natural weapons or one-handed weapon. If the frog dies, a swallowed creature can climb back out as a move action, ending that action in any square formerly occupied by the frog.
---
Alignment unaligned; Languages -
Skills Athletics +23
Str 24; Dex 20; Wis 11
Con 20; Int 2; Cha 8
NORKER WARRIOR--- Level 2 Soldier
Medium natural humanoid (goblinoid)--- XP 125
---
Initiative +5; Senses Perception +1; low-light vision
HP 39; Bloodied 19
AC 18; Fortitude 15; Reflex 14; Will 10
Speed 6
--- [Melee basic] Club (standard; at will) Weapon: +9 vs. AC; 1d6+3 damage.
[Melee] Norker Bite (minor; at will): Only when it hits its target with a melee attack; +9 vs. AC; 1d6+3 damage.
Norker Tactics (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy.
---
Alignment any; Languages Common, Goblin
Str 16; Dex 14; Wis 11
Con 15; Int 10; Cha 9
---
Equipment hide armor, shield, club
NORKER SLINGER--- Level 2 Artillery
Medium natural humanoid (goblinoid)--- XP 125
---
Initiative +5; Senses Perception +1, low-light vision
HP 33; Bloodied 16
AC 14; Fortitude 14; Reflex 16; Will 11
Speed 6
--- [Ranged basic] Sling (standard; reload minor) Weapon: Range 10/20; +10 vs. AC; 1d6+4 damage (1d6+7 if the target is adjacent to a norker).
[Melee basic] Bite (standard; at will): +8 vs. AC; 1d6+1 damage.
---
Alignment any; Languages Common, Goblin
Str 12; Dex 18; Wis 11
Con 15; Int 10; Cha 9
---
Equipment hide armor, club, sling
NORKER WITCH DOCTOR--- Level 3 Controller
Medium natural humanoid (goblinoid)--- XP 150
---
Initiative +2; Senses Perception +1; low-light vision
Howl of Doom (Fear) aura 10; all norkers in the howl gain +2 on attack rolls.
HP 47; Bloodied 23
AC 17; Fortitude 15; Reflex 15; Will 17
Speed 6
---
[Melee basic] Staff of Woe (standard; at will) Psychic, Weapon: +7 vs. Will; 1d10+4 psychic damage and target is pushed 3 squares.
[Area] Mortal Terror (standard, recharge 6) Fear, Psychic: Burst 3 within 8; +5 vs. Will; Hit: 3d8+3 psychic damage and target is pushed 3 squares; Miss: half damage and target is pushed 1 square.
---
Alignment Evil; Languages Common, Goblin
Str 12; Dex 14; Wis 11
Con 15; Int 10; Cha 19
---
Equipment hide armor, club, sling
NORKER RUSHER--- Level 5 Soldier
Medium natural humanoid (goblinoid)--- XP 200
---
Initiative +6; Senses Perception +4; low-light vision
HP 63; Bloodied 31
AC 21; Fortitude 18; Reflex 17; Will 16
Speed 6
--- [Melee basic] Club (standard; at will) Weapon: +12 vs. melee; 1d8+5 damage.
[Melee] Norker Bite (minor; at will): Only when it hits its target with a melee attack; +12 vs. AC; 1d6+4 damage.
[Melee] Norker Charge (standard; encounter) Weapon: The norker moves up to its speed and attacks. +13 vs. melee; 3d8+4 damage and target is pushed one square.
Norker Tactics (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy.
---
Alignment any; Languages Common, Goblin
Str 18; Dex 15; Wis 14
Con 15; Int 10; Cha 8
---
Equipment hide armor, shield, club
NORKER ARCHER--- Level 5 Artillery
Medium natural humanoid (goblinoid)--- XP 200
---
Initiative +7; Senses Perception +4; low-light vision
HP 48; Bloodied 24
AC 17; Fortitude 17; Reflex 19; Will 17
Speed 6
--- [Melee basic] Bite (standard; at will): +10 vs. AC; 1d6+2 damage.
[Ranged basic] Longbow (standard; at will) Weapon: Range 20/40, +13 vs. AC; 1d10+4 damage (1d10+7 if target is adjacent to a norker).
[Ranged] Vicious Shot (standard; encounter) Weapon: Only when the norker ends its turn closer to the target than it began it; range 10; +12 vs. AC; 3d8+4 damage and target is dazed (save ends).
[Ranged] Followup Shot (immediate reaction; when an enemy in range takes damage from another norker; encounter) Weapon: Range 5; targets the enemy that triggered the power; +12 vs. AC; 2d8+4 damage.
---
Alignment any; Languages Common, Goblin
Str 15; Dex 20; Wis 15
Con 12; Int 9; Cha 8
---
Equipment hide armor, shield, longbow, 20 arrows
NORKER BULLY--- Level 10 Brute
Medium natural humanoid (goblinoid)--- XP 2000
---
Initiative +8; Senses Perception +7; low-light vision
HP 128; Bloodied 64
AC 22; Fortitude 25; Reflex 21; Will 20
Speed 6
--- [Melee basic] Greatclub (standard; at will) Weapon: +13 vs. AC; 2d4+7 damage.
[Melee] Norker Bite (minor; at will): Only when it hits its target with a melee attack; +13 vs. AC; 1d6+7 damage.
[Melee] Great Smash (standard; at will) Weapon: Requires greatclub; +13 vs. AC; 2d4+7 damage and followup attack: +11 vs. Fortitude; Hit: target is knocked prone; Miss: target is dazed until the beginning of the norker bully’s next turn.
Norker Tactics (free; at will): When it shifts, the norker may shift one extra square if it ends adjacent to an enemy.
---
Alignment any; Languages Common, Goblin
Skills Athletics, Intimidate
Str 24; Dex 16; Wis 14
Con 18; Int 6; Cha 11
---
Equipment bone armor, shield, greatclub
(What do you think? What level is the nilbog in 4e terms?)
IIRC, in 1e (FF) it had 1-1 HD. So, maybe Level 1 or 2 for starters.
Heck, since they're basically diseased goblins (with that lovely spatio-temporal thing), could just stat 'em up across a large range (like goblins)
And...with the whole "healing when struck" and can only be damaged by healing....and since 4e is all about exception-based design....let PCs blow healing surges during the encounter. It goes off in a "close blast 1" and deals XXX damage to the nilbog. Or something like that
These guys are obscure enough that I felt the need to put in a little bit of flavor text for them. Most of the things that I've been converting have no such need.
CHAGMAT
The chagmat are a race of hideous creatures that resemble upright spiders, with near-humanoid form. These terrifying monsters have warred on mammalian races, from orc to elf to human, and are known to suck the blood out of captive or slain humanoids. These terrifying creatures are without scruples or mercy; only by agreeing to help them gather more “food” can mammals hope to survive in an area ruled by chagmat.
CHAGMAT WARRIOR--- Level 2 Soldier
Medium natural magical beast--- XP 125
---
Initiative +5; Senses Perception +2
HP 37; Bloodied 18
AC 18; Fortitude 14; Reflex 14; Will 13
Resist poison 5
Speed 6, climb 4 (spider climb)
--- [Melee basic] Longsword (standard; at will) Weapon: +8 vs. AC; 1d8+2 damage.
[Melee] Double Sword (standard; at will) Weapons: The chagmat makes two longsword attacks at a single target or two adjacent targets.
---
Alignment evil; Languages Chagmat, Common
Str 15; Dex 14; Wis 13
Con 13; Int 11; Cha 11
---
Equipment studded leather armor, 2 shields, 2 longswords
CHAGMAT CAPTAIN--- Level 4 Soldier
Medium natural magical beast--- XP 175
---
Initiative +5; Senses Perception +2
HP 53; Bloodied 26
AC 20; Fortitude 17; Reflex 16; Will 16
Resist poison 5
Speed 6, climb 4 (spider climb)
--- [Melee basic] Longsword (standard; at will) Weapon: +11 vs. AC; 1d8+4 damage.
[Melee] Double Sword (standard; at will) Weapons: The chagmat makes two longsword attacks at a single target or two adjacent targets.
[Ranged] Spit Poison (minor; encounter) Poison: Range 4; +9 vs. Fortitude; 3d6+4 poison damage plus ongoing 5 poison.
---
Alignment evil; Languages Chagmat, Common
Str 18; Dex 14; Wis 15
Con 13; Int 11; Cha 11
---
Equipment studded leather armor, 2 shields, 2 longswords
CHAGMAT PRIEST--- Level 8 Controller (Leader)
Medium natural magical beast--- XP 175
---
Initiative +6; Senses Perception +x, special senses
HP 89; Bloodied 44
AC 22; Fortitude 20; Reflex 20; Will 20
Resist poison 10
Speed 8, climb 6 (spider climb)
--- [Melee basic] Mace (standard; at will) Weapon: +13 vs. AC; 1d8+5 damage.
[Melee] Poisonous Blow (standard; at will) Weapon: Requires mace; +13 vs. AC; 1d8+5 damage plus 1d6 poison damage.
[Area] Poison Web (standard; encounter) Implement, Poison: Burst 3 within 10; creates a zone of poisonous webs that persists for five minutes or until the end of the encounter. The area becomes difficult terrain, and a creature that ends its turn in the web becomes immobilized (save ends). And creature that starts its turn in the zone takes 10 points of poison damage.
[Ranged] Spit Poison (minor; recharges when first bloodied) Poison: Range 4; +9 vs. Fortitude; 3d8+5 poison damage plus ongoing 5 poison.
Spider’s Frenzy (minor; encounter): Close burst 5; all chagmat and spider allies slide 2 squares closer to the closest enemy to them.
---
Alignment evil; Languages Chagmat, Common
Str 16; Dex 14; Wis 21
Con 17; Int 13; Cha 18
---
Equipment studded leather armor, unholy spider symbol, mace
Elemental weirds are serpentine creatures composed of their element. The more intelligent ones tend to be prophets, but the smaller, savage weirds are simple predators. A weird is bound to its elemental pool.
SAVAGE WATER WEIRD--- Level 2 Lurker A savage water weird appears as a serpent in a pool, fountain or other body of water. It attempts to drag targets into its pool and drown them.
Small elemental animate (water)--- XP 125
---
Initiative +2; Senses Perception +3; tremorsense 4
HP 33; Bloodied 16 (but see Water Form)
AC 16; Fortitude 16; Reflex 14; Will 14
Resist fire 10, weapons 5
Speed swim 8
--- [Melee basic] Serpent’s Grab (standard; at will): Reach 3; +5 vs. Fortitude; 2d6+3 damage and target is grabbed (until escape).
[Melee] Pull of the Waters (minor; at will): Only when the water weird has a target grabbed; +5 vs. Fortitude; the target is pulled 1 square towards the pool. If it is pulled into the pool, the water weird may attempt to use it Drown ability.
[Melee] Drown (standard; at will): Only when the water weird has grabbed a target that is in its pool of water; +5 vs. Fortitude; Hit: target loses one healing surge, is immobilized underwater and must hold its breath (see DMG 159); if it has no remaining healing surges it loses hit points equal to its level; Miss: the target is immobilized underwater and must hold its breath.
Water Form (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action.
Threatening Reach: The water weird may make opportunity attacks against any creature within its reach (3 squares).
---
Alignment unaligned; Languages Primordial
Skills Athletics +10
Str 18; Dex 13; Wis 14
Con 15; Int 4; Cha 12
WATER WEIRD PROPHET--- Level 15 Controller Water weird prophets usually have prophecies relating to healing, hope or recovery. They offer new options to those seeking a better way. A water weird appears as a translucent blue female figure, or- when enraged- as a mighty serpent of water.
Medium elemental animate (water)--- XP 1200
---
Initiative +8; Senses Perception +14, tremorsense 10
Elemental Command (water) aura 10; at the start of the water weird prophet’s turn, attack all elementals with the water keyword: +17 vs. Will; Hit: the target is dominated until it leaves the aura.
HP 148; Bloodied 74
AC 29; Fortitude 27; Reflex 26; Will 29
Speed swim 10
--- [Melee basic] Water Strike (standard; at will) Water: Reach 2; +20 vs. AC; 1d12+6 damage and target is dazed until the end of its next turn.
[Area] Tidal Blast (standard; recharge 6) Water: Burst 4 within 10; +14 vs. Fortitude; 4d8+6 damage and target is pushed 3 squares away from the origin of the burst; Miss: half damage and target is pushed 1 square away from the origin of the burst.
[Ranged] Prophetic Gaze (minor; recharge 6) Psychic: Range 10; +16 vs. Will; 5d6+3 psychic damage and the weird chooses the target’s next standard action.
Water Form (minor action; at will): A water weird can vanish into its pool of water, becoming part of the fluid contained within. While in this state, it gains regeneration 3 and can take no actions, except to end its Water Form ability as a free action.
---
Alignment unaligned; Languages Primordial
Skills Arcana +16
Str 20; Dex 13; Wis 25
Con 20; Int 18; Cha 19
IXITXACHITL SCOUT--- Level 2 Skirmisher
Medium natural magical beast (aquatic)--- XP 125
---
Initiative +7; Senses Perception +7; low-light vision
HP 36; Bloodied 18
AC 16; Fortitude 14; Reflex 16; Will 13
Speed swim 9
--- [Melee basic] Bite (standard; at will): +7 vs. AC; 1d10+3 damage.
[Melee] Swimming Ravage (standard; at will): The ixitxachitl moves up to its swim speed. At any point along the path of its movement, it may make a single bite attack against an adjacent target. The ixitxachitl does not provoke opportunity attacks from the target of its swimming ravage via its movement this round.
---
Alignment chaotic evil; Languages Ixitxachitl
Skills Nature +7, Perception +7
Str 14; Dex 18; Wis 13
Con 12; Int 13; Cha 10
IXITXACHITL SAVAGER--- Level 2 Brute
Medium natural magical beast (aquatic) XP 125
---
Initiative +3; Senses Perception +1; low-light vision
HP 46; Bloodied 23
AC 14; Fortitude 16; Reflex 14; Will 12
Speed swim 6
--- [Melee basic] Bite (standard; at will): +5 vs. AC; 2d6+3 damage.
[Melee] Swimming Ravage (standard; at will): The ixitxachitl moves up to its swim speed. At any point along the path of its movement, it may make a single bite attack against an adjacent target. The ixitxachitl does not provoke opportunity attacks from the target of its swimming ravage via its movement this round.
[Melee] Savage Threshing (standard; encounter): The ixitxachitl shifts three squares, all of which must be adjacent to its target. +5 vs. AC; 2d10+3 damage and target is dazed (save ends).
---
Alignment chaotic evil; Languages Ixitxachitl
Skills Intimidate +6
Str 18; Dex 15; Wis 10
Con 16; Int 10; Cha 10
IXITXACHITL SHOCKER--- Level 2 Artillery
Medium natural magical beast (aquatic)--- XP 125
---
Initiative +5; Senses Perception +1; low-light vision
HP 33; Bloodied 16
AC 13; Fortitude 13; Reflex 15; Will 11
Speed swim 6
--- [Melee basic] Bite (standard; at will): +8 vs. AC; 1d6+3 damage.
[Melee] Swimming Ravage (standard; at will): The ixitxachitl moves up to its swim speed. At any point along the path of its movement, it may make a single bite attack against an adjacent target. The ixitxachitl does not provoke opportunity attacks from the target of its swimming ravage via its movement this round.
[Area] Shocking Burst (standard; at will) Lightning: Burst 1 within 10; +5 vs. Reflex; 1d6+3 lightning damage.
---
Alignment chaotic evil; Languages Ixitxachitl
Skills Nature +6
Str 11; Dex 18; Wis 10
Con 14; Int 10; Cha 10
IXITXACHITL VAMPIRE--- Level 4 Soldier
Medium natural magical beast (aquatic)--- XP 175
---
Initiative +10; Senses Perception +2; darkvision
HP 54; Bloodied 27
AC 20; Fortitude 17; Reflex 16; Will 18
Resist necrotic 10; Vulnerable radiant 5
Speed swim 6
--- [Melee basic] Bite (standard; at will): +11 vs. AC; 1d12+4 damage and target is grabbed (until escape) (plus see Blood Drain).
[Melee] Blood Drain (standard; recharges when an adjacent creature becomes bloodied) Healing: Only against a creature that the ixitxachitl vampire has grabbed; +9 vs. Fortitude; 2d8+4 damage plus ongoing 5 necrotic damage (save ends) and the ixitxachitl vampire regains 13 hit points.
---
Alignment chaotic evil; Languages Ixitxachitl
Skills Nature +6
Str 17; Dex 16; Wis 10
Con 14; Int 15; Cha 19
VOICE OF DEMOGORGON--- Level 8 Elite Artillery (Leader)
Medium natural magical beast (aquatic)--- XP 700
---
Initiative +6; Senses Perception +7, darkvision
Demogorgon’s Favor aura 6; all allies in the aura get +3 on all damage rolls
HP 146; Bloodied 73
AC 22; Fortitude 22; Reflex 20; Will 21
Saving Throws +2
Speed swim 6
Action Points 1
--- [Melee basic] Bite (standard; at will): +15 vs. AC; 1d8+5.
[Ranged] Mental Scream (standard; at will) Necrotic, Psychic: Range 12; +13 vs. Will; 2d8+5 necrotic and psychic damage.
[Ranged] Bolt of Madness (standard; at will) Psychic: Range 8; +13 vs. Will; target is immobilized and dazed (save ends).
Dual Actions: Every round, the Voice of Demogorgon may take one extra standard action.
---
Alignment chaotic evil; Languages Ixitxachitl
Skills Religion +14
Str 21; Dex 15; Wis 16
Con 19; Int 20; Cha 18
BULL SHARK--- Level 2 Soldier
Medium natural beast--- XP 125
---
Initiative +5; Senses Perception +3; low-light vision
HP 40; Bloodied 20
AC 18; Fortitude 16; Reflex 14; Will 14
Speed swim 8
--- [Melee basic] Bite (standard; at will): +9 vs. AC; 2d6+3 damage.
[Melee] Aggressive Charge (standard; encounter): The bull shark moves up to 8 squares and attacks. +10 vs. AC, 3d6+3 damage.
---
Alignment unaligned; Languages -
Str 18; Dex 14; Wis 15
Con 16; Int 2; Cha 6
TIGER SHARK--- Level 4 Brute
Large natural beast--- XP 175
---
Initiative +4; Senses Perception +4; low-light vision
HP 66; Bloodied 33
AC 16; Fortitude 16; Reflex 13; Will 14
Speed swim 8
--- [Melee basic] Bite (standard; at will): +7 vs. AC; 2d8+4 damage.
[Melee] Aggressive Charge (standard; encounter): The tiger shark moves up to 8 squares and attacks. +8 vs. AC, 3d8+4 damage.
---
Alignment unaligned; Languages -
Str 20; Dex 14; Wis 15
Con 16; Int 2; Cha 6
THRESHER SHARK--- Level 5 Controller
Medium natural beast--- XP 200
---
Initiative +4; Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 16; Fortitude 16; Reflex 13; Will 14
Speed swim 8
--- [Melee basic] Bite (standard; at will): +10 vs. AC; 1d10+4 damage.
[Melee] Tail Thresh (standard; at will): +9 vs. Fortitude; 2d8+4 damage, and target is pushed one square and is dazed until the end of the thresher shark’s next turn.
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Alignment unaligned; Languages -
Str 15; Dex 19; Wis 15
Con 16; Int 2; Cha 6