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4e Monster List - Dwarven Nosepicker & Elven Butt Scratcher
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<blockquote data-quote="AllisterH" data-source="post: 4105013" data-attributes="member: 51325"><p>I tend to disagree. From playing around with the monsters in 4E with the playtest characters, they really do play differently. Moreso than simply adding a feat to the 3E version.</p><p></p><p>Example:</p><p><strong><em><u>Gnoll Claw Fighter </u> </em> </strong> Level 6 Skirmisher * XP 250</p><p>Medium Natural Humanoid</p><p><strong>Initiative</strong>: +7</p><p><strong>Senses</strong>: <em>Perception</em> +6; <em>low-light vision</em></p><p><strong>HP</strong> 70; Bloodied 35</p><p>AC 20; Fortitude 18, Reflex 16, Will 15</p><p><strong>Speed</strong> 8; see also mobile melee attack</p><p><strong><u>M</u></strong> <em>Claw</em> (standard; at-will)</p><p>+11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below</p><p><strong><u>M</u></strong> <em>Clawing Charge</em> (standard, when this creature charges; at-will)</p><p>The gnoll claw fighter makes two claw attacks against a single target when it charges.</p><p><strong><u>M</u></strong> <em>Mobile Melee Attack</em> (standard; at-will)</p><p>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.</p><p><em>Pack Attack</em></p><p>The gnoll claw fighter deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll claw fighter's allies adjacent to it.</p><p>Alignment: Chaotic evil Languages: Abyssal, Common</p><p>Skills: Intimidate +3</p><p>Str 19 (+7) Con 14 (+5) Dex 15 (+5) Int 9 (+2) Wis 12 (+4) Cha 7 (-1) Equipment: leather armor</p><p></p><p></p><p>VS</p><p></p><p><strong><em><u>Gnoll Marauder</u></em></strong> Level 6 Brute</p><p>Medium natural humanoid XP 250</p><p><strong>Initiative </strong> +5 </p><p><strong>Senses</strong> <em>Perception</em> +7, <em>low light vision</em></p><p><strong>HP</strong> 84; Bloodied 42</p><p>AC 18; Fortitude 18, Reflex 15, Will 15</p><p>Speed 7</p><p><strong><u>m</u></strong> <em>Spear </em> (standard; at-will) * Weapon</p><p>+10 vs AC; 1d8+6 damage or 1d8+8 while bloodied; see also</p><p>quick bite and pack attack</p><p><strong><u>M</u></strong> <em>Quick Bite</em> (free; at-will)</p><p>After the gnoll marauder makes a successful melee attack</p><p>against a bloodied enemy, it takes a bite attack against the same</p><p>target: +7 vs AC; 1d6+2 damage or 1d6+4 damage while bloodied.</p><p><em>Pack Attack</em></p><p>The gnoll marauder deals an extra 5 damage on melee attacks</p><p>against an enemy that has two or more of the marauder's allies</p><p>adjacent to it.</p><p>Alignment Chaotic Evil Languages Abyssal, Common</p><p>Skills Intimidate +3, Stealth +10</p><p>Str 20 (+8) Dex 14 (+5) Wis 14 (+5)</p><p>Con 14 (+5) Int 9 (+2) Cha 7 (+3)</p><p></p><p>These are both Gnolls yet in play, they act differently moreso than simply giving one gnoll a bow and another gnoll a sword. Its more than just adding a feat which I agree anyone could do, but actually rejigging the monster to best utilize that feat which is what I tended to have a problem with or simply forget in 3.x. The gnoll in 3.x only has a DEX of 10 meaning if I just ignore DEX requirements for feats, the fact that the std creature is designed for one style of combat, it is really hard to change it for a differnt style.</p><p></p><p>I like this. I like that the common monsters (the ones you meet multiples of) have different members of their society so my players always will have a different feel for combat.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4105013, member: 51325"] I tend to disagree. From playing around with the monsters in 4E with the playtest characters, they really do play differently. Moreso than simply adding a feat to the 3E version. Example: [B][I][U]Gnoll Claw Fighter [/U] [/I] [/B] Level 6 Skirmisher * XP 250 Medium Natural Humanoid [B]Initiative[/B]: +7 [B]Senses[/B]: [I]Perception[/I] +6; [I]low-light vision[/I] [B]HP[/B] 70; Bloodied 35 AC 20; Fortitude 18, Reflex 16, Will 15 [B]Speed[/B] 8; see also mobile melee attack [B][U]M[/U][/B] [I]Claw[/I] (standard; at-will) +11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below [B][U]M[/U][/B] [I]Clawing Charge[/I] (standard, when this creature charges; at-will) The gnoll claw fighter makes two claw attacks against a single target when it charges. [B][U]M[/U][/B] [I]Mobile Melee Attack[/I] (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. [I]Pack Attack[/I] The gnoll claw fighter deals an extra 5 damage on melee 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) Con 14 (+5) Dex 15 (+5) Int 9 (+2) Wis 12 (+4) Cha 7 (-1) Equipment: leather armor VS [B][I][U]Gnoll Marauder[/U][/I][/B] Level 6 Brute Medium natural humanoid XP 250 [B]Initiative [/B] +5 [B]Senses[/B] [I]Perception[/I] +7, [I]low light vision[/I] [B]HP[/B] 84; Bloodied 42 AC 18; Fortitude 18, Reflex 15, Will 15 Speed 7 [B][U]m[/U][/B] [I]Spear [/I] (standard; at-will) * Weapon +10 vs AC; 1d8+6 damage or 1d8+8 while bloodied; see also quick bite and pack attack [B][U]M[/U][/B] [I]Quick Bite[/I] (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. [I]Pack Attack[/I] 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) These are both Gnolls yet in play, they act differently moreso than simply giving one gnoll a bow and another gnoll a sword. Its more than just adding a feat which I agree anyone could do, but actually rejigging the monster to best utilize that feat which is what I tended to have a problem with or simply forget in 3.x. The gnoll in 3.x only has a DEX of 10 meaning if I just ignore DEX requirements for feats, the fact that the std creature is designed for one style of combat, it is really hard to change it for a differnt style. I like this. I like that the common monsters (the ones you meet multiples of) have different members of their society so my players always will have a different feel for combat. [/QUOTE]
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