keterys
First Post
Desperately seeking a cooler name, but precocious, premature, and unseasonable all seemed a little ludicrous 
Elite-Normal Template
This template is used when you wish to have a creature appear several levels before it normally does, but still retain much of its expected toughness. This is particularly useful when converting existing modules or when setting a progression of difficult with a creature showing up as elite early on, normal several levels later, then eventually minions. Be aware that the DM’s Toolbox rules for raising and lowering levels may be adequate for your purposes by lowering the level of a creature without also making it an elite. While the template reduces level by 4, feel free to then apply the normal level up and down rules from the DM's Toolbox from there.
Level -4
Attacks All -4
Defenses All -2
Saving Throws +2
Action Point 1
Hit Points As appropriate for an elite of that level (see DMG p184)
Other Modifiers Reduce skill modifiers, ability check modifiers, and initiative by 2
Powers:
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.
Note that damage should not change from the base creature.
Examples:
Minotaur Warrior
Level 6 Elite Soldier
Medium natural humanoid
XP 500
Initiative +5
Senses Perception +12
HP 148; Bloodied 74; see also bloodied action
AC 24; Fortitude 25, Reflex 19, Will 21; see also action mastery
Saving Throws +2; see also action mastery
Speed 5
Action Point 1; see also bloodied action
Battleaxe (standard; at-will) * Weapon
+12 vs. AC; 1d10 + 6 damage, and the target is marked until the end of the minotaur warrior’s next turn.
Goring Charge (standard; at-will)
The minotaur warrior makes a charge attack: +13 vs. AC; 1d6 + 6 damage, and the target is knocked prone.
Ferocity (when reduced to 0 hit points)
The minotaur warrior makes a melee basic attack.
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.
Alignment Any
Languages Common
Skills Dungeoneering +10, Intimidate +9, Nature +7
Str 23 (+9) Dex 10 (+3) Wis 14 (+5)
Con 18 (+7) Int 9 (+2) Cha 13 (+4)
Worg
Level 5 Elite Brute
Large natural magical beast
XP 400
Initiative +5
Senses Perception +7; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a -1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.
HP 160; Bloodied 80; see also bloodied action
AC 18; Fortitude 18, Reflex 16, Will 16; see also action mastery
Saving Throws +2; see also action mastery
Speed 8
Action Point 1; see also bloodied action
Bite (standard; at-will)
+8 vs. AC; 2d6 + 5 damage, and ongoing 5 damage (save ends).
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.
Alignment Chaotic Evil
Languages Abyssal
Skills Stealth +10
Str 21 (+7) Dex 17 (+5) Wis 10 (+2)
Con 20 (+7) Int 7 (+0) Cha 16 (+5)

Elite-Normal Template
This template is used when you wish to have a creature appear several levels before it normally does, but still retain much of its expected toughness. This is particularly useful when converting existing modules or when setting a progression of difficult with a creature showing up as elite early on, normal several levels later, then eventually minions. Be aware that the DM’s Toolbox rules for raising and lowering levels may be adequate for your purposes by lowering the level of a creature without also making it an elite. While the template reduces level by 4, feel free to then apply the normal level up and down rules from the DM's Toolbox from there.
Level -4
Attacks All -4
Defenses All -2
Saving Throws +2
Action Point 1
Hit Points As appropriate for an elite of that level (see DMG p184)
Other Modifiers Reduce skill modifiers, ability check modifiers, and initiative by 2
Powers:
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.
Note that damage should not change from the base creature.
Examples:
Minotaur Warrior
Level 6 Elite Soldier
Medium natural humanoid
XP 500
Initiative +5
Senses Perception +12
HP 148; Bloodied 74; see also bloodied action
AC 24; Fortitude 25, Reflex 19, Will 21; see also action mastery
Saving Throws +2; see also action mastery
Speed 5
Action Point 1; see also bloodied action

+12 vs. AC; 1d10 + 6 damage, and the target is marked until the end of the minotaur warrior’s next turn.

The minotaur warrior makes a charge attack: +13 vs. AC; 1d6 + 6 damage, and the target is knocked prone.
Ferocity (when reduced to 0 hit points)
The minotaur warrior makes a melee basic attack.
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.
Alignment Any
Languages Common
Skills Dungeoneering +10, Intimidate +9, Nature +7
Str 23 (+9) Dex 10 (+3) Wis 14 (+5)
Con 18 (+7) Int 9 (+2) Cha 13 (+4)
Worg
Level 5 Elite Brute
Large natural magical beast
XP 400
Initiative +5
Senses Perception +7; darkvision
Frightful Growl (Fear) aura 3; enemies in the aura take a -1 penalty to attack rolls, and allies in the aura gain a +1 power bonus to attack rolls.
HP 160; Bloodied 80; see also bloodied action
AC 18; Fortitude 18, Reflex 16, Will 16; see also action mastery
Saving Throws +2; see also action mastery
Speed 8
Action Point 1; see also bloodied action

+8 vs. AC; 2d6 + 5 damage, and ongoing 5 damage (save ends).
Action Mastery
When the creature spends an action point, it gains a +4 bonus to any attack made during the action granted by that action point, may make a save against any harmful effects a save can remove as a free action, and gains a +2 bonus to all defenses until the end of its next turn.
Bloodied Action (Immediate Reaction, when bloodied)
The creature gains an action point and immediately uses it to gain a standard action. See also action mastery.
Alignment Chaotic Evil
Languages Abyssal
Skills Stealth +10
Str 21 (+7) Dex 17 (+5) Wis 10 (+2)
Con 20 (+7) Int 7 (+0) Cha 16 (+5)