Monster stat list

nick012000

First Post
I've gone and compiled all the monster stats I could find on the various threads and previews here. I hope you guys like it, and that it comes in handy when you're making your own unofficial playtest adventures.

EDIT: Uploaded latest version.
 

Attachments

  • monsters.doc
    95 KB · Views: 961
Last edited:

log in or register to remove this ad





Baumi

Adventurer
THX!

Here are two more (found in other threats):

Chuul, Level 10 Soldier (XP 500)
Large aberrant magical beast (aquatic)
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)

Chuul Juggernaut, Level 23 Elite Soldier (XP 10,700)
Huge aberrant magical beast (aquatic)
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)
 

nick012000

First Post
Huh. Missed those. I also didn't include the Pit Fiend, but that was largely because we have no real way of having a party capable of fighting the thing at the moment.
 

keterys

First Post
Also:
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)

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)

There are four gnolls and you only have two - I don't know if that just means no one got a good enough pic of the other two, or what.
 

ThirdWizard

First Post
nick012000 said:
I've gone and compiled all the monster stats I could find on the various threads and previews here. I hope you guys like it, and that it comes in handy when you're making your own unofficial playtest adventures.

Hey! I'm really far along on a similar project. I hope you don't mind if I yoink some of your stat blocks for a pdf I'm working on (as well as some of the ones posted up in this thread). There have been an amazing number of monsters posted onto the internet, far more than I ever thought would be before June!
 


Remove ads

Top