Monster Manual Pages

keterys

First Post
Posted some pics these earlier on some thread, but it's buried, so... have a couple Chokers, a couple Chuul that I've parsed out (there's a couple #s I'm slightly iffy on, but should be pretty darn close)... and four or so Gnolls I'm getting off the iphone now that I'll tack on in a little bit.

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)

Chuul Level 10 Soldier
Large aberrant magical beast (aquatic) XP 500
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 claw 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
Huge aberrant magical beast (aquatic) XP 16,200
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 32, 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 tow 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)
 

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Hmm, looks like Mike had posted pics of the gnolls so those at least have been up. I'll decipher their stats later if no one else has/does, but here's another copy. It appears to be a bit fuzzier than the others :(
 

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