Here's some wandering monster tables I've done for a planned 4e Wilderlands campaign. They're designed to be easy to 'plug and play' and can be used for overland travel, wilderness exploration, monster lairs/delves, threat-of-the-night, or to hit the PCs with if they camp out in the dungeon. They're designed to take me 1st-3rd level, by which time I'll likely have used most of them. I've given minions hp=CON (1/2 CON if Small), ignore as desired.
WILDERLANDS WANDERING MONSTER ENCOUNTERS, EL 1-3
EL 1: 6 encounters
EL 2: 8 encounters
EL 3: 6 encounters
EL 1 - 1d6
1) City/Town Warrior Patrol, 8 -. 500 XP
1d4+4 or 6 lv 5 Human Warriors (above) (XP 50x4=200) HP: 14 14 14 14 14 14
2 lv 3 Human Guards (MM 162, XP 150x2=300) HP: 47 47
NB: Outside of town the patrol may be mounted on riding horses.
Treasure: 10gp & 20sp
2) Lesser Goblins, 11 - 500 XP
2d4+3 or 8 Goblin Cutters (MM136, XP 25x8=200) HP 6 6 6 6 6 6 6 6
2 Goblin Warriors (MM137, XP 100x2=200) HP 29 29
1 Goblin Blackblade (MM136, XP 100) HP 25
Treasure: 20gp & 80sp between them.
3) Great Goblins, 4 – 525 XP
3 lv 2 Goblin Sharpshooters (MM137, XP 125x3=375) HP 31 31 31
1 lv 3 Goblin Skullcrusher (MM137, XP 150) HP 53
Treasure: Skullcrusher has potion of healing & 10gp
4) Goblinoids, 4 – 500 XP
1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47
2 lv 2 Goblin Sharpshooters (MM137, XP 125x2=250) HP 31 31
1 lv 1 Goblin Blackblade (MM136, XP 100) HP 36
Treasure: Soldier has pouch of 10 10gp gemstones, & 200sp between them
5) Hobgoblins, 8 – 525 XP
1d4+4 or 6 lv 3 Hobgoblin Grunts (MM 138, XP 38x6=225) HP 15 15 15 15 15 15
1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39
1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47
Treasure: Soldier has a lv 4 Orb of Fickle Fate, AV 93 in his pouch, 24sp
6) Human Berserkers, 3 – 525 XP
3 lv 4 Berserkers (MM 163, XP 175x3=525) HP: 66 66 66
Treasure: 1 Berserker has solid gold torc worth 120gp, another has a lv 3 Reckless +1 greatsword, AV 76
EL 2 - 1d8
1) Barbarian or Viking Hunting Party, 8 - 675 XP
1d4+4 or 6 lv 5 Human Barbarians (above) (XP50x6=300) HP: 13 13 13 13 13 13
1 lv 4 Berserker (MM 163, XP 175) HP: 66
1 lv 5 Barbarian Reaver (XP 200) HP: 62
Viking War Party: As Barbarian Hunting Party, but use Human Warrior instead of Human Barbarian
Treasure: 24gp in coin
2) Orcs, 4 – 625 XP
3 lv 3 Orc Raiders (MM 203, XP 150x3=450) HP 46 46 46
1 lv 4 Orc Berserker (MM 203, XP 175) HP 66
Treasure: Berserker has 2 50gp pearls, 70gp in coin
3) Orcs & Goblins, 5 – 600 XP
2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46
3 lv 1 Goblin Warriors (MM 137, XP 100x3=300) HP 29 29 29
Treasure: 36gp in coin
4) Bandit Mage, 5 – 700 XP
1 lv 4 Human Mage (MM 163, XP 175) HP 42 – shoots 'ice bolts'
1 lv 3 Human Guard (MM 162, XP 150) HP 47
3 lv 2 Human Bandits (MM 162, XP 125x3=375) HP 37 37 37
Treasure: Mage has a lv 3 Wand of Cold +1 (AV 111)
5) Bugbears, 3 – 650 XP
2 lv 5 Bugbear Warrior (MM 135, XP 200x2=400) HP 76 76
1 lv 6 Bugbear Wardancer (MM2 130, XP 250) HP 70
Treasure: 90gp in coin
6) Ogres, 2 – 700 XP
2 lv 8 Ogre Savage (MM 199, XP 350x2=700) HP 111 111
Treasure: 250gp gold filigree tiara, 10gp in coin
7) Hill Giant, 1 – 600 XP
1 lv 11 Hill Giant Smasher (MM3 100, 600 XP) HP 137
Treasure: 2 100gp diamonds, 90gp
8) Troll & Goblins – 3 – 600 XP
1 lv 9 Troll (MM 254, XP 400) HP 100
2 lv 1 Goblin Blackblades (MM136, XP 100x2=200) HP 36 36
Treasure: Troll wears jet & gold lv 6 Bracers of Mental Might (AV 115)
EL 3 - 1d6
1) Bandits, 11 - 750 XP
2d4+3 or 8 lv 2 Bandit Minions (MM162, XP 31x8=250) HP 13 13 13 13 13 13 13 13
2 lv 2 Bandits (MM 162, XP 125x2=250) HP 37 37
1 lv 6 Half Elf Bandit Captain (MM2 138, XP 250) HP 69
Treasure: The Captain has a lv 6 +2 longsword. 225 gp in assorted coin.
2) Gnolls, 3 – 750 XP
2 lv 6 Gnoll Claw Fighter (MM132, XP 250x2=500) HP 70 70
1 lv 6 Gnoll Marauder (MM132, XP 250) HP 84
Treasure: 35gp in coin.
3) Hobgoblins, 8 - 750 XP
1d4+2 or 4 lv 3 Hobgoblin Grunts (MM 138, XP 38x4=150) HP 15 15 15 15
1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39
2 lv 3 Hobgoblin Soldier (MM 139, XP 150x2=300) HP 47 47
1 lv 3 Hobgoblin Warcaster (MM 140, XP 150) HP 46
Treasure: Warcaster has lv 4 Rod of the Shadow walker +1, AV 101, 60gp in coin
4) Orcs, 13 – 825 XP
2d4+5 or 10 lv 4 Orc Drudge minions (MM 203, XP 44x8=350) HP 15 15 15 15 15 15 15 15 15 15
2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46
1 lv 4 Orc Berserker (MM 203, XP 175) HP 66
Treasure: 40gp in coin.
5) Bugbears & Goblin, 4 - 825 XP
1 lv 5 Bugbear Warrior (MM 135, XP 200) HP 76
2 lv 6 Bugbear Wardancer (MM2 130, XP 250x2=500) HP 70 70
1 lv 2 Goblin Sharpshooter (MM 137, XP 125)
Treasure: 20gp in coin
6) Necromancer & undead, 6 – 800 XP
1 lv 5 Human Necromancer (qv, XP 200) HP 50
2 lv 3 Skeletons (MM 234, XP 150x2=300) HP 45 45
3 lv 2 Zombie (MM 274, XP 125x3=375) HP 40 40 40
Treasure: Necromancer has a lv 5 Skull Mask, AV 144 (gives him resist 5 necrotic), & 30gp in coin
MONSTER STATS
NPC Template
Level Role
Medium natural humanoid, XP
HP ; Bloodied
AC , Fortitude , Reflex , Will
Speed Initiative + Perception +
Traits
Weapon
Attack Hit: damage
Skills:
STR DEX CON INT WIS CHA
Alignment: Languages: Common,
Equipment:
MINIONS
HUMAN BARBARIAN
Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 50
HP 13; Bloodied 6
AC 19, Fortitude 17, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2 damage when attacking with Combat Advantage.
Weapon
Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage)
Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage)
Skills: Athletics +10, Endurance +8
STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins
HUMAN WARRIOR
Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior
Medium natural humanoid, XP 50
HP 14; Bloodied 7
AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19)
Speed 5 Initiative +5 Perception +2
Traits
Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.
Weapon
Long Sword or Battle Axe: Attack +10 Hit: 6 damage
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2)
Alignment: Any Languages: Common, Alryan or Skandik
Equipment: Scale armour, heavy shield, longsword or battleaxe
STANDARD MONSTERS
HUMAN BARBARIAN REAVER
Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 200
HP 62; Bloodied 31
AC 19, Fortitude 18, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2d6 damage when attacking with Combat Advantage.
Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent.
Weapon
Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage)
Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage)
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, sword/axe, 3 javelins
HUMAN ASSASSIN
Level 5 Role: Lurker
Medium natural humanoid, XP 200
HP 48; Bloodied 24
AC 19, Fortitude 16, Reflex 17, Will 14
Speed 6 Initiative +11 Perception +7
Traits
Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible.
First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted.
Sneak Attack: The Assassin does +2d6 damage with Combat Advantage.
Weapon
Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage
& with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage
Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage
Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12
STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4)
Alignment: Evil Languages: Common,
Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools
HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.