D&D 4E Everything you Need to Demo 4E but Dice

Ipissimus

First Post
WOTC has graciously provided almost everything you'll need on their site. I figured that collecting these together into a page of links and re-posting assorted material from other threads would be useful to gather it all in one place for convenience.

Download the Quick Play rules from Here:
Quick Play Rules

Download Pregenerated Characters from Here:
Experience Characters

Download a map of your choice from Here:
Maps Archive


CREATING AN ENCOUNTER:
One level one character (eg any of the pregenerated characters) is equal to one level one monster (eg the kobald skirmisher given below). So 4 PCs = 400exp worth of monsters. Note, the Black Dragon is purposefully much harder than a 6 PC party could handle.


MONSTERS

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, Will 13; 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 on 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 +2 bonus to defense against all traps

Alightment 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

<Kobald Skirmisher cut and paste from Paizo message boards>


Young Black Dragon -- Level 4 Solo Lurker
Large natural magical beast (aquatic, dragon) -- XP: 875

Initiative +11 Senses Perception +9; darkvision
HP 280; Bloodied 140; see also bloodied breath
AC 24; Fortitude 19, Reflex 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)
The dragon makes two claw attacks.

M Tail Slash (immediate reaction, when a melee attack misses the dragon; at-will)
The dragon uses its tail to attack the enemy that missed it; reach 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square.

C Breath Weapon (standard; recharge 5 6) * Acid
Close blast 5; +7 vs. Reflex; 1d12 + 3 damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).

C Bloodied Breath (immediate reaction, when first bloodied; encounter) * Acid
The dragon's breath weapon recharges automatically, and the dragon uses it immediately.

C Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the dragon's next turn. The zone blocks line of sight for all creatures 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)

<Black Dragon cut and paste from these message boards>

If anyone else knows where to find more monsters, or if I've missed something, please post a link.
 

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Compiled from several sites and threads.

Monsters:

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

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, Will 13; see also trap sense
Speed 6
m 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 +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

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.

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

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).

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
Shorbow +5 attack untill attacked
Shifty (Minor; at-will)
Shift 1 square
Skills: Initiative +9
Str +0 Dex +4 Wis +2
Con +1 Int -1 Cha +0



Shadar-kai Chainfighter Level 6 Skirmisher
Medium shadow humanoid xp250
Initiative +9 Senses Perception +5; low-light vision
HP 54; Bloodied 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) * Necrotic, Weapon
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 successful 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 Langages: Common
Skills Acrobatics +14 Stealth +14
Str 17 (+6) Dex 18 (+7) Wis 14 (+5)
Con 13 (+4) Int 10 (+3) Cha 11 (+3)
Equipment: leather armor, spiked chain



Human Guard Level 1 Solider
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 markes until the end of the human guards 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) Dex 14 (+2) Wis 11 (+0)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)
Equipment chainmail, halberd, crossbow with 20 bolts.

Human Bandit Level 2 Skirmisher
Medium natural Humanoid xp 125
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; 1d6+1damage.
m Dazling Strike (standard encoutner) * 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 ***** 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and ranged attackes against any target it has combat advantage against.
Alignment Any Languages Common
Skills Stealth +9 Streetwise +7 Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 5 daggers

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 reaction, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
R Handaxe (standard at will) * Weapon
Range 5/10; +4 vs AC; 1d6 +3 damage.
Alignment Any Languages Common
Skills Athletics +9 Endurance +9
Str 17 (+4) Dex 12 (+2) Wis 11 (+1)
Con 16 (+4) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, greataxe, 2 handaxes

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 Quaterstaff (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 encoutner) * Lightning
The mage makes a seperate attack against 3 different targets; range 10; +7 vs Reflexes; 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) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment robes,quaterstaff, wand



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 end of 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 Langages: -
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Equipment: chainmail, light shield, longsword

Blazing Skeleton Level 5 Artillery
Medium natural animate (undead) xp 200
Initiative +6 Senses Perception +4; darkvision
Fiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage.
HP 53; Bloodied 26
AC 19; Fortitude 15,Reflex 18,Will16
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 -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) Int 4 (-1) Cha 6 (0)
Equipment –

Boneshard Skeleton Level 5 Brute
Medium natural animate (undead) xp 200
Initiative SensesPerception +4 darkvision
HP 77 Bloodied38 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) plus 5 necrotic damage.
m Boneshard (standard; at-will) * Necrotic
+9 vs AC; 1d4+3 damage; and ongoing 5 necrotic damage (save ends)
C Boneshard Burst (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit points) * Necrotic
Close burst 3; +8 vs Reflex; 2d6+3 necrotic damage
Alignment Unaligned Languages -
Str 16(+5) Dex 16(+5) Wis 14(+4)
Con 17(+5) Int 3(-2) Cha 3(-2)
Equipmentscimitar



Bodak Skulk Level 16 Lurker
Medium shadow humanoid (undead) xp 1,400
Initiative +16 Senses Perception +10; darkvision
Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a 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 Reflex27 Will 29
Immune disease, poison Resist 15 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
m 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.
r Death Gaze(standar; encounter) * Necrotic
Range 10: targets a living creature; +19 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Spectral Form (standard; at-will)
The bodak 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)
Equipment -

Bodak Reaver Level 18 Soldier
Medium shadow humanoid (undead) xp 2000
Initiative +16 Senses Perception +17; darkvision
Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a 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 Reflex30 Will 31
Immune disease, poison Resistm 20 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
m Greataxe(standard; at-will) * Necrotic, Weapon
+23 vs AC: 1d12+6 damage (crit 2d12+18) plu 1d8 necrotic damage and the target is dazed and weakened (save ends both).
r Death Gaze(standard; encounter) * Necrotic
Range 10: targets a living creature; +20 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, 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 its 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)
Equipmentplate armor, greataxe



Boneclaw Level 14 Soldier
Large shadow animate (undead) xp 1,000
Initiative +15 Senses Perception +13; darkvision
HP 136 Bloodied 68; se also necrotic pulse
AC 30 Fortitude 24 Reflex 27 Will 25
Immune disease, poison Resist 20 necrotic Vulnerable 5 radiant
Speed 8
m Claw(standard; at-will)
Reach 3; +20 vs AC; 1d12 +6 damage.
C 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 win 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 its 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)
Equipment-



Hobgoblin Warcaster Level 3 Controller (Leader)
Medium natural humanoid (goblin) xp 150
Initiative +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 lightning damage, and the target is dazed until the end of the hobgoblin warcaster's next turn.
R Force Lance (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 warcaster suffers an effect that a save can end; encounter)
The hobgoblin warcaster makes a saving throw against the triggering effect.
Alignment Evil Languages Common, Goblin
Skills Arcana +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

Hobgoblin Soldier Level 3 Soldier
Medium natural humanoid (goblin) 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 adjacen 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 a +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

Hobgoblin Archer Level 3 Artilery
Medium natural humanoid (goblin) xp 150
Initiative +7 Senses Perception +3; low-light vision
HP 39 Bloodied 19
AC 17 Fortitude 13 Reflex 15 Will 13
Speed 6
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 to its next ranged attack roll against same target.
Hobgoblin Archer (immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter)
The hobgoblin archer makes a saving throw against the triggering effect.
Alignment Evil Languages Common, Goblin
Skills Athletics +5
Str 14(+3) Dex 19(+5) Wis 14(+3)
Con 15(+3) Int 11(+1) Cha 10(+1)
Equipmentleather armor, longsword, longbow, quiver of 30 arrows



Young Black Dragon Level 4 Solo Lurker
Large natural magical beast (aquatic, dragon) XP 875
Initiative: +11 Senses: Perception +9; darkvision
HP 280; Bloodied 140 See also bloodied breath
AC 24; Fortitude 19, Reflex 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
Double attack (standard; at will)
The dragon makes 2 claw attacks
Tail slash (immediate reaction, when a melee attack misses the dragon; at will)
The dragon uses its tail to attack the enemy that missed it; reach 2: +8 vs AC; 1d6 + 4 damage and the target is pushed 1 square
Breath Weapon (standard; recharge 5 6) * Acid
Close blast 5; +7 vs Reflex; 1d12 + 3 acid damage and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).
Bloodied Breath (Immediate reaction, when first bloodied; encounter) * Acid
The dragon's breath weapon recharges automatically, and the dragon uses it immediately.
Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Close burst 2: this power creates a zone of darkness that remains in place until the end of the dragon's next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.
Frightful presence (standard, encounter) * Fear
Close burst 5; targets enemies: +5 vs. Will; the target is stunned until the end of the dragon's nest 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)


Items:

+1 Vicious Longbow (Level 2)
Enhancement: Attack rolls and damage rolls with weapon
Critical: +1d12 damage

+1 Symbol of Life (Level 2)
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls with implement
Critical: +1d6 damage
Power (Milestone): Free Action. Activate when you use a power that heals damage. Add +1d6 to the healing provided.
Recharge: Milestone

+1 Dwarven Plate Armor (Level 2)
Enhancement: AC
Property: Gain a +1 item bonus to Endurance checks.
Power (Daily): Free Action. Regain hit points equal to your healing surge value. You don't spend a healing surge when you use this power.

+1 Cloak of Resistance (Level 2)
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Power (Daily): Minor Action. Gain resist all 5 until the start of your next turn.

Belt of Vigor (Level 2)
Body Slot: Waist
Property: You gain a +1 item bonus to the healing provided by your healing surges.

+1 Heavy Shield of Protection (Level 3)
Body Slot: Arms
Enhancement: Armor Class and Reflex defense
Power (Encounter): Standard Action. You and an adjacent ally gain resist all 5 until the end of your next turn.

+1 FROST WARHAMMER [LEVEL 3]
This is a good weapon for a fighter to wield.
Enhancement: Attack rolls and damage rolls with weapon.
Critical: +1d6 cold damage.
Power (Encounter): Free action. Activate when you hit with this weapon. The target takes +1d10 cold damage and is slowed until the end of your next turn (Cold).

+1 STAFF OF THE WAR MAGE [LEVEL 3]
This is a perfect implement for a wizard.
Implement (Staff)
Enhancement: Attack rolls and damage rolls with implement.
Critical: +1d8 damage
Power (Daily): Free action. Activate when you use a power with a burst or blast effect. Increase the size of the burst or blast by 1.

+1 DELVER'S LEATHER ARMOR [LEVEL 3]
This armor is good for a character in light armor, such as a warlock.
Armor: Any
Enhancement: AC
Power (Encounter): Free action. Gain a +2 power bonus to a saving throw.

+1 AMULET OF HEALTH [LEVEL 3]
This amulet is suitable for a character of any class.
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Property: Gain resist poison 5.

IRONSKIN BELT [LEVEL 5]
This belt is suitable for a character of any class.
Body Slot: Waist
Power (Encounter): Minor action. Gain resist weapons 5 until the end of your next turn.

GAUNTLETS OF OGRE POWER [LEVEL 5]
These gauntlets are good for a fighter, ranger, or paladin.
Body Slot: Hands
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free action. Activate when you hit with a melee attack. Add a +5 power bonus to the damage roll.
 
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Huh...

Can anyone get a confirmation on what the close/burst/blast stuff on the Dragon and others means? I want to be able to work it's breath weapon if I'm going to do this.
 

WyzardWhately said:
Huh...

Can anyone get a confirmation on what the close/burst/blast stuff on the Dragon and others means? I want to be able to work it's breath weapon if I'm going to do this.
Close: effect must begin at an adjacent square.

Blast 5: line effect, 5 squares.

Burst: circular effect.
 



WyzardWhately said:
So, for example, a Close Burst 1 would be a 2x2 effect placed adjacent to the user?
I think so, centered on any of the corners of the user's square (I'm assuming that you still center a burst on an intersection).
 

Since WotC seems to be posting a lot of the stuff we've been seeing from the Con I wonder if they will go ahead and post one of the adventures, if not a couple of them, to complete the circle. Would be nice, but then there might be something in the mods they use they don't want released yet. Will keep fingers crossed.
 

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