Monster stat list


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keterys

First Post
These ones are a lot harder to read, so there'll be some errors...

Gnoll Huntmaster Level 5 Artillery
Medium natural humanoid XP 200
Initiative +6 Senses Perception +14, low light vision
HP 50; Bloodied 25
AC 19; Fortitude 16, Reflex 15, Will 14
Speed 7
m Handaxe (standard; at-will) * Weapon
+9 vs AC; 1d6+3 damage or 1d6+5 damage while bloodied;
see also pack attack.
r Longbow (standard; at-will) * Weapon
Range 20/40; +10 vs AC; 1d10+4 damage or 1d10+6 damage
while bloodied; see also pack attack
Pack Attack
The gnoll huntmaster deals an extra 5 damage on melee and
ranged attacks against an enemy who has two or more of the
huntmaster's allies adjacent to it.
Alignment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +7, Stealth +11
Str 16 (+5) Dex 19 (+6) Wis 14 (+4)
Con 14 (+4) Int 8 (+1) Cha 7 (+0)

Gnoll Marauder Level 6 Brute
Medium natural humanoid XP 250
Initiative +5 Senses Perception +7, low light vision
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 7
m Spear (standard; at-will) * Weapon
+10 vs AC; 1d8+6 damage or 1d8+8 while bloodied; see also
quick bite and pack attack
M Quick Bite (free; at-will)
After the gnoll marauder makes a successful melee attack
against a bloodied enemy, it takes a bite attack against the same
target: +7 vs AC; 1d6+2 damage or 1d6+4 damage while bloodied.
Pack Attack
The gnoll marauder deals an extra 5 damage on melee attacks
against an enemy that has two or more of the marauder's allies
adjacent to it.
Alignment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +3, Stealth +10
Str 20 (+8) Dex 14 (+5) Wis 14 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+3)
 


Lord Sessadore

Explorer
Noticed you didn't have the other two gnolls' stats. I typed them up for another thread , so I guess I'll cross-post them here.

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Gnoll Huntmaster, Level 5 Artillery (XP 200)
Medium natural humanoid

Initiative +6 Senses Perception +11; low-light vision
HP 50; Bloodied 25
AC 19; Fortitude 16, Reflex 17, Will 14
Speed 7

m Handaxe (standard; at-will) * Weapon
+9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while bloodied;
see also pack attack.
r Longbow (standard; at-will) * Weapon
Range 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6 damage
while bloodied; see also pack attack.
Pack Attack
The gnoll huntmaster deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
huntmaster's allies adjacent to it.

Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +7, Stealth +11
Str 16 (+5) Dex 19 (+6) Wis 14 (+4)
Con 14 (+4) Int 8 (+1) Cha 7 (+0)
Equipment leather armor, handaxe, longbow, quiver of 30 arrows

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Gnoll Claw Fighter, Level 6 Skirmisher (XP 250)
Medium natural humanoid

Initiative +7 Senses Perception +6; low-light vision
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 15
Speed 8; see also mobile attack

m Claw (standard; at-will)
+11 vs. AC; 1d6 + 4 damage, or 1d6+6 while bloodied; see also
pack attack below
m Clawing Charge (standard, when this creature charges; at-will)
The gnoll claw fighter makes two claw attacks against a single
target when it charges.
m Mobile Melee Attack (standard; at-will)
The gnoll claw fighter can move up to 4 squares and make one
melee basic attack at any point during that movement. The gnoll
doesn't provoke opportunity attacks when moving away from the
target of its attack
Pack Attack
The gnoll claw fighter deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
gnoll claw fighter's allies adjacent to it.

Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +3
Str 19 (+7) Dex 15 (+5) Wis 12 (+4)
Con 14 (+5) Int 9 (+2) Cha 7 (+1)
Equipment leather armor

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Gnoll Marauder, Level 6 Brute (XP 250)
Medium natural humanoid

Initiative +5 Senses Perception +7; low-light vision
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 7

m Spear (standard; at-will) * Weapon
+10 vs. AC; 1d8 + 6 damage, or 1d8 + 8 while bloodied; see also
quick bite and pack attack.
m Quick Bite (free; at-will)
After the gnoll marauder makes a successful melee attack
against a bloodied enemy, it makes a bite attack against the same
target: +7 vs. AC; 1d6 + 2 damage, or 1d6 + 4 while bloodied.
Pack Attack
The gnoll marauder deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
marauder's allies adjacent to it.

Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +3, Stealth +10
Str 20 (+8) Dex 14 (+5) Wis 14 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+1)
Equipment leather armor, light shield, spear

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Gnoll Demonic Scourge, Level 8 Brute (XP 350)
Medium natural humanoid

Initiative +6 Senses Perception +7; low-light vision
Leader of the Pack aura 5; allies in the aura gain +1 bonus to
attack rolls. While this creature is bloodied, the bonus increases
to +2.
HP 106; Bloodied 53
AC 20; Fortitude 21, Reflex 18, Will 18
Speed 6

m Heavy Flail (standard; at-will) * Weapon
+13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against
a bloodied enemy, this attack also knocks the target prone; see
also pack attack.
Bloodthirst
If the gnoll demonic scourge bloodies an enemy with a melee
attack, an ally adjacent to the struck enemy can make a melee
attack against that enemy as an immediate reaction.
Overwhelming Attack (free; encounter)
The gnoll demoic scourge applies its bloodthirst power to two
allies instead of one.
Pack Attack
The gnoll demonic scourge deals an extra 5 damage on melee and
ranged attacks against an enemy that has two or more of the
demonic scourge's allies adjacent to it.

Alignment Chaotic evil Languages Abyssal, Common
Skills Insight +10, Intimidate +13, Religion +10
Str 20 (+9) Dex 14 (+6) Wis 12 (+5(
Con 16 (+7) Int 13 (+5) Cha 15 (+6)
Equipment chainmail, heavy flail
 

lbporter

First Post
tiefling stuff

Mad Mac said:
Nice! Ooh, you've got the full Tiefling Racial write-up too...

here is the Transcribed Tiefling stuff, just the crunch as I cannot see all of the fluff.


Tiefling racial traits

Height: 5’6-6’
Weight: 140-230lb (might be 250)

Ability score adjustments :
+2 INT, +2 CHA
Speed :
6 squares
Fire Resistance :
5 +1/2 character level
Infernal Wrath :
You can use infernal wrath as an encounter power
Vision :
Low-light

Infernal Wrath
Tiefling racial power
Encounter
Minor action personal
Effect: you can channel you fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your CHA modifier as extra damage.

see for your self at http://picasaweb.google.com/kennon.bauman/CoreBookPages/photo#5173151953920643746
 

Baumi

Adventurer
I'm not sure if it is aprobiate for the Monster stat list, but since it was already brought up...

(from another threat)

TIEFLING
Heirs of a shattered empire who live in the shadows and do not fear the dark


RACIAL TRAITS
Average Height: 5’ 6” - 6’ 2”
Average Weight: 140-230 lb.

Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other
Skill Bonuses:: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.


TIEFLING RACIAL POWER
INFERNAL WRATH
You call upon your furious nature to improve your odds of harming your foe.
Encounter...Minor Action...Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and the tieflings were left to make their own way in a world that often fears and resents them.


Play a tiefling if you want...
• to be a hero who has a dark side to overcome.
• to be good at tricking, intimidating, or persuading others to do your will
• to be a member of a race that favors the warlock, warlord, and rogue classes.

PHYSICAL QUALITIES
Tieflings’ appearance testifies to their infernal bloodline. They have large horns, thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.

Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanquished empire.


PLAYING A TIEFLING
Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath’s grand capital was thrown down in ruin.
Tieflings are heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tained by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example. but their offspring are always tieflings.

Centuries of other races’ distrust and outright hatred have made tieflings self-reliant and often too willing to live up to the stereotypes imposed on them. As a race without a homeland, the tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick to trust anyone who claims to be a friend. However, when a tiefling’s companions demonstrate they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tieflling is a firm friend and ally for life.

Although the nobles of Bael Turath subjugated themselves to devils, most present-day tieflings give little thought to gods or patrons, preferring to look out for themselves. Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare.

Tieflings are not numerous. Sometimes a tiefling merhcant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, theives, or crime lords who care out a niche for themselves amid the squalor of their surroundings.

Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional.

Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran.

Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius, ???

Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, its a grim destiny.

Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary.


TIEFLING ADVENTURERS
Three same tiefling adventurers are described below.

Akmenos is a tiefling warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genuinely good. At the same time, he fears taht his soul is irretrievably tained by the touch of evil - both the evil in his blood and the sinister nature of his infernal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognise the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain.

Kallista is a tiefling warlord who prays daily that Bahamut will help her keep her commitment to live justly and honourably. She has no love for Bahamut’s priests and temples, but she feels a personal connection to the Platinum Dragon, which inspires her to acts of nobility and sacrifice. She leads a group of adventurers in strikes against evil forces but dreams of one day leading an army under Bahamut’s banner. In his name, she struggles to keep her violent temper and cruel streak under tight control.

Random is a tiefling rogue, a native of the streets and alleys of a human city and no strnager to poverty, mistrust, or prejudice. As far as he’s concerned, good and evil are a matter for priests and philosophers to discuss in their marble temples and universities. The reality of life on the street is survival, and he’s willing to do what’s necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn’t forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well.
 

Gort

Explorer
Man, these monsters are harsh! I can't wait to use some of these on my players! I especially like the "inspired by General Grevious (cartoon version)" Tomb Guardian who is just a rain of scimitar attacks.

Am I the only one thinking the 1st level adventurers had absolutely no chance against that dragon? AC 24 and every time you miss it it gets to whack you with its tail? Yowch.
 

Kordeth

First Post
Gort said:
Man, these monsters are harsh! I can't wait to use some of these on my players! I especially like the "inspired by General Grevious (cartoon version)" Tomb Guardian who is just a rain of scimitar attacks.

Am I the only one thinking the 1st level adventurers had absolutely no chance against that dragon? AC 24 and every time you miss it it gets to whack you with its tail? Yowch.

Well, Mearls did say he put the level 4 solo critter in there to show people that characters can still get killed in 4E combats, so it was designed to be a pretty brutal "boss monster" fight.
 

keterys

First Post
Some more stats I posted in other threads.

Grick Level 7 Brute
Medium aberrant beast XP 300
Initiative +4 Senses Perception +10; darkvision
HP 96; Bloodied 48
AC 1; Fortitude 19, Reflex 14, Will 15
Resist 10 against effects that target AC
Speed 6, climb 4
m Tentacle Rake (standard; at-will)
+10 vs AC; 2d6 +4 damage, and ongoing 5 damage (save ends)
Expert Flanker
The grick gains a +2 bonus to attack rolls against an enemy it is
flanking.
Alignment Unaligned Languages -
Skills Endurance +13, Stealth +9
Str 18 (+7) Dex 13 (+4) Wis 14 (+5)
Con 16 (+6) Int 2 (-3) Cha 7 (+1)

Grick Alpha Level 9 Brute (Leader)
Large aberrant beast XP 400
Intiative +5 Senses Perception +11; darkvision
HP 116; Bloodied 58
AC 23; Fortitude 22, Reflex 17, Will 18
Resist 10 against effects that target AC
Speed 7, climb 4
m Tentacle Rake (standard; at-will)
Reach 2; +13 vs AC; 2d6 + 5 damage and the target is grabbed
(until escape) and takes ongoing 5 damage (save ends).
M Vicious Bite (standard; at-will)
Grabbed target only; automatic hit; 1d8 + 5 damage.
Expert Flanker
The grick alpha gains a +2 bonus to attack rolls against an enemy
it is flanking.
Pinning Grip
The grick alpha's allies gain a +2 bonus to attack rolls against an
enemy grabbed by this creature.
Alignment Unaligned Languages -
Skills Endurance +12, Stealth +10
Str 20 (+9) Dex 13 (+5) Wis 15 (+6)
Con 16 (+7) Int 2 (+0) Cha 7 (+2)


Grell Level 7 Elite Soldier
Medium aberrant magical beast XP 600
Initiative +9 Senses Perception +9; blindsight 12
HP 156; Bloodied 78
AC 22 (24 while the grell has an enemy grabbed); Fortitude 19,
Reflex 20, Will 17
Saving Throws +2
Speed 1 (clumsy) fly 6 (hover)
Action Points 1
m Tentacle Rake (standard; at-will) * Poison
Reach 2; +12 vs AC; 2d8 + 4 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both)
M Tentacle Grab (standard; at-will)
Reach 2; +12 vs Fortitude. 2d8 + 4 damage, and the target is
grabbed. The grell can grab only one creature at a time.
Venomous Bite (minor 1/round; at-will) * Poison
Grabbed target only; +12 vs AC; 1d8 + 4 damage, and the target
is stunned (save ends)
Alignment Evil Languages Deep Speech
Skills Stealth +17
Str 12 (+4) Dex 19 (+7) Wis 13 (+4)
Dex 14 (+5) Int 10 (+3) Cha 9 (+2)

Grell Philosopher Level 11 Elite Controller
Medium aberrant magical beast XP 1,200
Initiative +10 Senses Perception +12; blindsight 12
HP 224; Bloodied 112
AC 27; Fortitude 21, Reflex 24, Will 23
Resist 20 Lightning
Saving Throws +2
Speed 1 (clumsy); fly 6 (hover)
Action Points 1
m Tentacle Rake (standard; at-will) * Poison
Reach 2; +17 vs AC; 3d8+5 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both).
R Lightning Lance (standard; at-will) - Lightning
Range 10; +14 vs Reflex; 3d6+6 lightning damage, and the
target is blinded (save ends).
A Psychic Scream (standard; recharge 3+) * Psychic, Zone
Area burst 2 within 10; +14 vs Will; 3d8 + 3 psychic damage,
and the target is dazed (save ends). The psychic scream is a zone
that lasts until the end of the encounter. Any creature entering
the zone is dazed (save ends).
C Venomous Mind (standard; at-will) * Psychic
Close burst 3; targets enemies, +15 vs Will; 2d8 + 5 psychic
damage and the target must choose a random target for any
melee attacks it makes (save ends)
Alignment Evil Languages Deep Speech
Skills Arcana +13, Stealth +20
Str 14 (+7) Dex 21 (+10) Wis 14 (+7)
Con 16 (+8) Int 16 (+8) Cha 13 (+6)
 

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