I agree, actually. Much as I love and support all the other changes, I do wish this could've been dealt with as well. Sometimes, an adventure just needs an orc or a red dragon.
It's not even remotely a deal-breaker, though. (And it's not like there's no precedent, in gaming history, for modules that require you to flip open the MM now and again.) I don't find it to be that big of a deal; just a slight itch, really.
I understand why they did it.
They want to see creative development from 3rd party publishers.
You_can_apply the mathematical values for powers without reprinting the power verbatim, but some powers need to be reprinted to be fully understood. Those, you'll still have to refer to.
here's a sample statblock I_
think_is going to be just fine for my upcoming book: Scarrport, City of secrets.
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Talfordinate Wicking, Thunder Priest of Velun Level 16
Controller (Leader)
Medium Humanoid (Human) XP 1,400
Initiative +8
Senses: Perception +11
Aura of the Sky God Aura 5; all enemies in the aura gain vulnerable 5
thunder.
HP 131;
Bloodied 66
AC 28;
Fortitude 28,
Reflex 28,
Will 33
Resist 10 thunder
Speed 6
Action Points 1
m Mace (standard; at-will) +23 vs. AC; 1d8 + 6
r Holy Thunder (standard; at-will) * Thunder
Range 5; +27 vs. Reflex; 1d6 + 12 thunder damage and the target is pushed 5 squares.
R Plague of Doom (standard; encounter) Range 10; +27 vs. Fortitude; 3d8 + 12 damage; (Level 13 Cleric Encounter Attack Prayer; see the D&D 4E Player's Handbook); -3
R Thunderbreak (standard; encounter) * Thunder
Range 10; +27 vs. Will; 2d8 + 12 thunder damage, and the target is
deafened and dazed until the end of Wicking's next turn.
A Purifying Lightning (standard; daily) * Lightning
Area burst 2 within 10; +27 vs. Reflex; 3d10 + 12 lightning damage and
ongoing 10 lightning (save ends)(See the D&D 4E Player's Handbook.).
A Thunder Cloud (standard; daily) * Thunder
Area burst 2 within 10; +27 vs. Reflex; 2d10 + 12 thunder damage and
ongoing 5 thunder (save ends); Miss: half damage.
Divine Fortune (free; encounter)
(Cleric Class Feature; see the D&D 4E Player's Handbook)
C Healing Word (minor; twice per encounter)
Close Burst 10; (Cleric Class Feature; see the D&D 4E Player's
Handbook); +4d6
C Mass Cure Light Wounds (standard; daily)
Close Burst 5; (Level 10 Cleric Utility Prayer; see the D&D 4E
Player's Handbook); +3
M Cure Serious Wounds (standard; daily)
Melee touch; (Level 6 Cleric Utility Prayer; see the D&D 4E Player's
Handbook)
Alignment Good
Skills Religion +15, Insight +18, Diplomacy +16, History +15
Str 14 (+10)
Dex 11 (+8)
Wis 21 (+13)
Con 14 (+10)
Int 14 (+10)
Cha 16 (+11)
Equipment robe of thunderbolts +4, symbol of the storm +6