The article was pretty cool. Two of the monsters have some pretty odd abilities though.
Explosive Scythejaw
Clockwork Timer (when first bloodied; encounter)
While bloodied, at the end of each creature’s turn the explosive scythejaw takes damage equal to its healing surge value. Once it hits zero, it explodes.
The tactics text says: To make this monster fun, the PCs need to know that they’re facing a countdown.
I don't see how they would figure out that there is a countdown, as mechanically the countdown would be:
PC1 bloodies scythejaw, countdown begins (gems glow brightly on scythejaw)
PC2 takes turn, scythejaw loses 1/4 of hps, one gem goes out
PC3 takes turn, scythejaw loses 1/4 of hps and blows up.
I just dont think there are enough "OMG, the scythejaw is counting down to something clues" to have the PCs figure out it is going to blow up. Maybe if it lost 10 hps a creatures turn instead of a healing surge.
Phaseweb Trap
After a hit, on a failed saving throw, the target is weakened as long as it is restrained. But then the target immediately gets teleported, takes damage, and is no longer restrained. So, the weakened condition never comes into play, unless I am missing something.
Good article, though.