mach1.9pants
Hero
..but I guess I'd be dreaming to see the 4E version monster stat blocks and damage updated as per MM3/July update?
<?xml version="1.0" encoding="utf-8"?>
<Monster xsi:type="Monster" xmlns:loader="http://www.wizards.com/listloader" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<AbilityScores>
<Values>
<AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="15">
<AdjustmentID>High</AdjustmentID>
<Name>Constitution</Name>
<ID>AB2</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>1</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AbilityScoreNumber>
<AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="17">
<Name>Strength</Name>
<ID>AB1</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AbilityScoreNumber>
<AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="13">
<Name>Dexterity</Name>
<ID>AB3</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>2</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AbilityScoreNumber>
<AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="12">
<Name>Intelligence</Name>
<ID>AB4</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>1</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AbilityScoreNumber>
<AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="14">
<Name>Wisdom</Name>
<ID>AB5</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>3</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AbilityScoreNumber>
<AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="12">
<Name>Charisma</Name>
<ID>AB6</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>1</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AbilityScoreNumber>
</Values>
</AbilityScores>
<Defenses>
<Values>
<SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="22">
<AdjustmentID>High</AdjustmentID>
<Name>AC</Name>
<ID>DE5</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SimpleAdjustableNumber>
<SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="19">
<AdjustmentID>High</AdjustmentID>
<Name>Fortitude</Name>
<ID>DE1</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SimpleAdjustableNumber>
<SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="14">
<Name>Reflex</Name>
<ID>DE2</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SimpleAdjustableNumber>
<SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="12">
<AdjustmentID>Low</AdjustmentID>
<Name>Will</Name>
<ID>DE3</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SimpleAdjustableNumber>
</Values>
</Defenses>
<AttackBonuses>
<Values>
<CalculatedNumber FinalValue="10">
<Name>Attack vs. AC</Name>
<ID>ADE5</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</CalculatedNumber>
<CalculatedNumber FinalValue="8">
<Name>Attack vs. Fortitude</Name>
<ID>ADE1</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</CalculatedNumber>
<CalculatedNumber FinalValue="8">
<Name>Attack vs. Reflex</Name>
<ID>ADE2</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</CalculatedNumber>
<CalculatedNumber FinalValue="8">
<Name>Attack vs. Will</Name>
<ID>ADE3</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</CalculatedNumber>
<CalculatedNumber FinalValue="8">
<Name>Attack vs. Any</Name>
<ID>ADE4</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</CalculatedNumber>
</Values>
</AttackBonuses>
<Skills>
<Values>
<SkillNumber xsi:type="SkillNumber" FinalValue="3">
<Trained>false</Trained>
<Name>Perception</Name>
<ID>SK17</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Acrobatics</Name>
<ID>SK1</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Arcana</Name>
<ID>SK2</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="9">
<Trained>true</Trained>
<Name>Athletics</Name>
<ID>SK27</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Bluff</Name>
<ID>SK3</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Diplomacy</Name>
<ID>SK6</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="3">
<Trained>false</Trained>
<Name>Dungeoneering</Name>
<ID>SK7</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="3">
<Trained>false</Trained>
<Name>Endurance</Name>
<ID>SK8</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="3">
<Trained>false</Trained>
<Name>Heal</Name>
<ID>SK9</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>History</Name>
<ID>SK11</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="3">
<Trained>false</Trained>
<Name>Insight</Name>
<ID>SK13</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="7">
<Trained>true</Trained>
<Name>Intimidate</Name>
<ID>SK14</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="3">
<Trained>false</Trained>
<Name>Nature</Name>
<ID>SK16</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Religion</Name>
<ID>SK18</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Stealth</Name>
<ID>SK20</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Streetwise</Name>
<ID>SK21</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
<SkillNumber xsi:type="SkillNumber" FinalValue="2">
<Trained>false</Trained>
<Name>Thievery</Name>
<ID>SK23</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</SkillNumber>
</Values>
</Skills>
<Size id="3">
<ReferencedObject>
<ID>3</ID>
<Name>Medium</Name>
</ReferencedObject>
</Size>
<Origin id="6">
<ReferencedObject>
<ID>6</ID>
<Name>Natural</Name>
<Description>Natural creatures are native to the natural world.</Description>
</ReferencedObject>
</Origin>
<Type id="39">
<ReferencedObject>
<ID>39</ID>
<Name>Humanoid</Name>
<Description>Humanoid creatures vary greatly in how much they resemble humans. Most are bipedal. They include humans as well as monstrous humanoids such as yuan-ti.</Description>
</ReferencedObject>
</Type>
<IsLeader>false</IsLeader>
<GroupRole id="GR4">
<ReferencedObject>
<Name>Solo</Name>
</ReferencedObject>
</GroupRole>
<Items />
<Languages>
<ObjectReference id="1">
<ReferencedObject>
<ID>1</ID>
<Name>Common</Name>
<Description>Common is a debased form of Supernal, in the way that humans and halflings heard the first language.</Description>
</ReferencedObject>
</ObjectReference>
<ObjectReference id="19">
<ReferencedObject>
<ID>19</ID>
<Name>Giant</Name>
<Description>The titans and giants adopted a debased version of Primordial for their own tongue.</Description>
</ReferencedObject>
</ObjectReference>
</Languages>
<Alignment id="4">
<ReferencedObject>
<ID>4</ID>
<Name>Evil</Name>
</ReferencedObject>
</Alignment>
<Senses />
<Regeneration FinalValue="0">
<Name>Regeneration</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</Regeneration>
<Keywords />
<Powers>
<MonsterPower xsi:type="MonsterPower">
<Action>Standard</Action>
<Usage>At-Will</Usage>
<Attacks>
<MonsterAttack>
<Hit>
<Name>Hit</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="10">
<Type>Normal</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>1</DiceQuantity>
<DamageConstant FinalValue="4.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>10</DiceSides>
<Expression>1d10 + 5</Expression>
</Damage>
<Attacks />
<FailedSavingThrows />
</Hit>
<Miss>
<Name>Miss</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Miss>
<Effect>
<Name>Effect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Effect>
<AttackBonuses>
<MonsterPowerAttackNumber FinalValue="10">
<Defense id="ADE5">
<ReferencedObject>
<DefenseName>AC</DefenseName>
<ID>ADE5</ID>
<RoundToNearest>true</RoundToNearest>
<Name>Attack vs. AC</Name>
</ReferencedObject>
</Defense>
<Name>AttackBonus</Name>
<ID>AttackBonus</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</MonsterPowerAttackNumber>
</AttackBonuses>
</MonsterAttack>
</Attacks>
<Name>Battleaxe</Name>
<Type>Melee</Type>
<IsBasic>true</IsBasic>
<Keywords>
<ObjectReference id="89">
<ReferencedObject>
<ID>89</ID>
<Name>Weapon</Name>
<Description>The weapon keyword identifies a power that is used with a weapon, including an improvised weapon such as an unarmed strike. The range and the damage of a weapon power is usually determined by the weapon you use with it. A [W] in a power’s damage expression stands for your weapon’s damage dice.
If you use a weapon power with a weapon with which you have proficiency, you add the weapon’s proficiency bonus to the attack rolls of that power. Your class and feats determine your weapon proficiencies.
Magic Weapons: If you use a weapon power with a magic weapon, you can add the magic weapon’s enhancement bonus to the power’s attack rolls and damage rolls.
Using an Implement as a Weapon: Most implements cannot be used as weapons. However, a few implements, like staffs, are expressly usable as both implements and weapons. When you wield such an implement as a weapon, you follow the normal rules for using a weapon.
When you use a magic version of the implement as a weapon, you can use the magic implement’s enhancement bonus and critical hit effects. To use its properties and powers, you must be able to wield it as an implement (see “Implement” above). Also, some magic implements have properties and powers that are worded in such a way that they work only with implement attacks.</Description>
</ReferencedObject>
</ObjectReference>
</Keywords>
<Tier>0</Tier>
<TemplateID>e047160e-a7e5-4d87-a3d4-68c4ae6cab2a</TemplateID>
</MonsterPower>
<MonsterPower xsi:type="MonsterPower">
<Action>Standard</Action>
<Usage>At-Will</Usage>
<Attacks>
<MonsterAttack>
<Range>5 / 10</Range>
<Hit>
<Name>Hit</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="8">
<Type>Normal</Type>
<Modifier>High</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>-3.5</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>1</DiceQuantity>
<DamageConstant FinalValue="4.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0.5</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>6</DiceSides>
<Expression>1d6 + 5</Expression>
</Damage>
<Attacks />
<FailedSavingThrows />
</Hit>
<Miss>
<Name>Miss</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Miss>
<Effect>
<Name>Effect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Effect>
<AttackBonuses>
<MonsterPowerAttackNumber FinalValue="10">
<Defense id="ADE5">
<ReferencedObject>
<DefenseName>AC</DefenseName>
<ID>ADE5</ID>
<RoundToNearest>true</RoundToNearest>
<Name>Attack vs. AC</Name>
</ReferencedObject>
</Defense>
<Name>AttackBonus</Name>
<ID>AttackBonus</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</MonsterPowerAttackNumber>
</AttackBonuses>
</MonsterAttack>
</Attacks>
<Name>Handaxe</Name>
<Type>Ranged</Type>
<IsBasic>true</IsBasic>
<Keywords>
<ObjectReference id="89">
<ReferencedObject>
<ID>89</ID>
<Name>Weapon</Name>
<Description>The weapon keyword identifies a power that is used with a weapon, including an improvised weapon such as an unarmed strike. The range and the damage of a weapon power is usually determined by the weapon you use with it. A [W] in a power’s damage expression stands for your weapon’s damage dice.
If you use a weapon power with a weapon with which you have proficiency, you add the weapon’s proficiency bonus to the attack rolls of that power. Your class and feats determine your weapon proficiencies.
Magic Weapons: If you use a weapon power with a magic weapon, you can add the magic weapon’s enhancement bonus to the power’s attack rolls and damage rolls.
Using an Implement as a Weapon: Most implements cannot be used as weapons. However, a few implements, like staffs, are expressly usable as both implements and weapons. When you wield such an implement as a weapon, you follow the normal rules for using a weapon.
When you use a magic version of the implement as a weapon, you can use the magic implement’s enhancement bonus and critical hit effects. To use its properties and powers, you must be able to wield it as an implement (see “Implement” above). Also, some magic implements have properties and powers that are worded in such a way that they work only with implement attacks.</Description>
</ReferencedObject>
</ObjectReference>
</Keywords>
<Tier>0</Tier>
<TemplateID>e047160e-a7e5-4d87-a3d4-68c4ae6cab2a</TemplateID>
</MonsterPower>
<MonsterPower xsi:type="MonsterPower">
<Action>Standard</Action>
<Usage>At-Will</Usage>
<Attacks>
<MonsterAttack>
<Description>Flaganus makes two Battleaxe attacks</Description>
<Hit>
<Name>Hit</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="10">
<Type>Normal</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>0</DiceQuantity>
<DamageConstant FinalValue="3.75">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>10</DiceSides>
<Expression>1d10 + 5</Expression>
</Damage>
<Attacks />
<FailedSavingThrows />
</Hit>
<Miss>
<Name>Miss</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>0</DiceQuantity>
<DamageConstant FinalValue="3.75">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Miss>
<Effect>
<Name>Effect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Effect>
<AttackBonuses />
</MonsterAttack>
</Attacks>
<Name>Double Attack</Name>
<Type>Melee</Type>
<IsBasic>false</IsBasic>
<Keywords>
<ObjectReference id="89">
<ReferencedObject>
<ID>89</ID>
<Name>Weapon</Name>
<Description>The weapon keyword identifies a power that is used with a weapon, including an improvised weapon such as an unarmed strike. The range and the damage of a weapon power is usually determined by the weapon you use with it. A [W] in a power’s damage expression stands for your weapon’s damage dice.
If you use a weapon power with a weapon with which you have proficiency, you add the weapon’s proficiency bonus to the attack rolls of that power. Your class and feats determine your weapon proficiencies.
Magic Weapons: If you use a weapon power with a magic weapon, you can add the magic weapon’s enhancement bonus to the power’s attack rolls and damage rolls.
Using an Implement as a Weapon: Most implements cannot be used as weapons. However, a few implements, like staffs, are expressly usable as both implements and weapons. When you wield such an implement as a weapon, you follow the normal rules for using a weapon.
When you use a magic version of the implement as a weapon, you can use the magic implement’s enhancement bonus and critical hit effects. To use its properties and powers, you must be able to wield it as an implement (see “Implement” above). Also, some magic implements have properties and powers that are worded in such a way that they work only with implement attacks.</Description>
</ReferencedObject>
</ObjectReference>
</Keywords>
<Tier>0</Tier>
<TemplateID>e047160e-a7e5-4d87-a3d4-68c4ae6cab2a</TemplateID>
</MonsterPower>
<MonsterPower xsi:type="MonsterPower">
<Action>Standard</Action>
<Usage>Recharge</Usage>
<Attacks>
<MonsterAttack>
<Hit>
<Name>Hit</Name>
<Aftereffects>
<MonsterAttackEntry>
<Name>Aftereffect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Description>target is stunned until the end of Flaganus' next turn</Description>
<Attacks />
<FailedSavingThrows />
</MonsterAttackEntry>
</Aftereffects>
<Sustains />
<Damage>
<AverageDamage FinalValue="19">
<Type>Limited Use</Type>
<Modifier>High</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>3</DiceQuantity>
<DamageConstant FinalValue="2.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>10</DiceSides>
<Expression>3d10 + 3</Expression>
</Damage>
<Attacks />
<FailedSavingThrows />
</Hit>
<Miss>
<Name>Miss</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Miss>
<Effect>
<Name>Effect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Effect>
<AttackBonuses>
<MonsterPowerAttackNumber FinalValue="10">
<Defense id="ADE5">
<ReferencedObject>
<DefenseName>AC</DefenseName>
<ID>ADE5</ID>
<RoundToNearest>true</RoundToNearest>
<Name>Attack vs. AC</Name>
</ReferencedObject>
</Defense>
<Name>AttackBonus</Name>
<ID>AttackBonus</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</MonsterPowerAttackNumber>
</AttackBonuses>
</MonsterAttack>
</Attacks>
<Name>Concentrated Force</Name>
<Type>None</Type>
<IsBasic>false</IsBasic>
<Keywords>
<ObjectReference id="89">
<ReferencedObject>
<ID>89</ID>
<Name>Weapon</Name>
<Description>The weapon keyword identifies a power that is used with a weapon, including an improvised weapon such as an unarmed strike. The range and the damage of a weapon power is usually determined by the weapon you use with it. A [W] in a power’s damage expression stands for your weapon’s damage dice.
If you use a weapon power with a weapon with which you have proficiency, you add the weapon’s proficiency bonus to the attack rolls of that power. Your class and feats determine your weapon proficiencies.
Magic Weapons: If you use a weapon power with a magic weapon, you can add the magic weapon’s enhancement bonus to the power’s attack rolls and damage rolls.
Using an Implement as a Weapon: Most implements cannot be used as weapons. However, a few implements, like staffs, are expressly usable as both implements and weapons. When you wield such an implement as a weapon, you follow the normal rules for using a weapon.
When you use a magic version of the implement as a weapon, you can use the magic implement’s enhancement bonus and critical hit effects. To use its properties and powers, you must be able to wield it as an implement (see “Implement” above). Also, some magic implements have properties and powers that are worded in such a way that they work only with implement attacks.</Description>
</ReferencedObject>
</ObjectReference>
</Keywords>
<Tier>0</Tier>
<TemplateID>e047160e-a7e5-4d87-a3d4-68c4ae6cab2a</TemplateID>
</MonsterPower>
<MonsterPower xsi:type="MonsterPower">
<Action>Standard</Action>
<Usage>Recharge</Usage>
<Attacks>
<MonsterAttack>
<Range>Close Burst 1</Range>
<Targets>Enemies in Burst</Targets>
<Hit>
<Name>Hit</Name>
<Aftereffects>
<MonsterAttackEntry>
<Name>Aftereffect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Description>target is pushed 1 square and knocked prone</Description>
<Attacks />
<FailedSavingThrows />
</MonsterAttackEntry>
</Aftereffects>
<Sustains />
<Damage>
<AverageDamage FinalValue="10">
<Type>Normal</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0.5</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>1</DiceQuantity>
<DamageConstant FinalValue="4.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0.5</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>10</DiceSides>
<Expression>1d10 + 5</Expression>
</Damage>
<Attacks />
<FailedSavingThrows />
</Hit>
<Miss>
<Name>Miss</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Miss>
<Effect>
<Name>Effect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Effect>
<AttackBonuses>
<MonsterPowerAttackNumber FinalValue="8">
<Defense id="ADE5">
<ReferencedObject>
<DefenseName>AC</DefenseName>
<ID>ADE5</ID>
<RoundToNearest>true</RoundToNearest>
<Name>Attack vs. AC</Name>
</ReferencedObject>
</Defense>
<Name>AttackBonus</Name>
<ID>AttackBonus</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>-2</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</MonsterPowerAttackNumber>
</AttackBonuses>
</MonsterAttack>
</Attacks>
<Name>Ragesian Scythe</Name>
<Type>Close Burst</Type>
<IsBasic>false</IsBasic>
<Keywords>
<ObjectReference id="89">
<ReferencedObject>
<ID>89</ID>
<Name>Weapon</Name>
<Description>The weapon keyword identifies a power that is used with a weapon, including an improvised weapon such as an unarmed strike. The range and the damage of a weapon power is usually determined by the weapon you use with it. A [W] in a power’s damage expression stands for your weapon’s damage dice.
If you use a weapon power with a weapon with which you have proficiency, you add the weapon’s proficiency bonus to the attack rolls of that power. Your class and feats determine your weapon proficiencies.
Magic Weapons: If you use a weapon power with a magic weapon, you can add the magic weapon’s enhancement bonus to the power’s attack rolls and damage rolls.
Using an Implement as a Weapon: Most implements cannot be used as weapons. However, a few implements, like staffs, are expressly usable as both implements and weapons. When you wield such an implement as a weapon, you follow the normal rules for using a weapon.
When you use a magic version of the implement as a weapon, you can use the magic implement’s enhancement bonus and critical hit effects. To use its properties and powers, you must be able to wield it as an implement (see “Implement” above). Also, some magic implements have properties and powers that are worded in such a way that they work only with implement attacks.</Description>
</ReferencedObject>
</ObjectReference>
</Keywords>
<Tier>0</Tier>
<TemplateID>e047160e-a7e5-4d87-a3d4-68c4ae6cab2a</TemplateID>
</MonsterPower>
<MonsterPower xsi:type="MonsterPower">
<Action>Immediate Reaction</Action>
<Usage>Recharge</Usage>
<Attacks>
<MonsterAttack>
<Description>Flaganus rolls a saving throw against the triggering effect and may shift two squares</Description>
<Hit>
<Name>Hit</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="10">
<Type>Normal</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>0</DiceQuantity>
<DamageConstant FinalValue="3.75">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>10</DiceSides>
<Expression>1d10 + 5</Expression>
</Damage>
<Attacks />
<FailedSavingThrows />
</Hit>
<Miss>
<Name>Miss</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>0</DiceQuantity>
<DamageConstant FinalValue="3.75">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Miss>
<Effect>
<Name>Effect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Effect>
<AttackBonuses />
</MonsterAttack>
</Attacks>
<Name>Ragesian Resolve</Name>
<Type>None</Type>
<IsBasic>false</IsBasic>
<Keywords />
<Tier>0</Tier>
<TemplateID>a234a0c1-7173-4016-9ea6-86b32f0bf79c</TemplateID>
</MonsterPower>
<MonsterPower xsi:type="MonsterPower">
<Action>Minor</Action>
<Usage>Daily</Usage>
<Attacks>
<MonsterAttack>
<Description>Flaganus gains 2d6+2 temporary hp</Description>
<Hit>
<Name>Hit</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="10">
<Type>Normal</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>0</DiceQuantity>
<DamageConstant FinalValue="3.75">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>10</DiceSides>
<Expression>1d10 + 5</Expression>
</Damage>
<Attacks />
<FailedSavingThrows />
</Hit>
<Miss>
<Name>Miss</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>0</DiceQuantity>
<DamageConstant FinalValue="3.75">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Miss>
<Effect>
<Name>Effect</Name>
<Aftereffects />
<Sustains />
<Damage>
<AverageDamage FinalValue="1">
<Type>None</Type>
<Modifier>Medium</Modifier>
<Name>AverageDamage</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</AverageDamage>
<DiceQuantity>2</DiceQuantity>
<DamageConstant FinalValue="0.5">
<Name>DamageConstant</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</DamageConstant>
<DiceSides>0</DiceSides>
</Damage>
<Attacks />
<FailedSavingThrows />
</Effect>
<AttackBonuses />
</MonsterAttack>
</Attacks>
<Name>Unbeatable</Name>
<Type>None</Type>
<IsBasic>false</IsBasic>
<Keywords />
<Tier>0</Tier>
<TemplateID>5921f8db-3608-46ae-982e-e4348d8a92df</TemplateID>
</MonsterPower>
</Powers>
<Initiative xsi:type="SimpleAdjustableNumber" FinalValue="4">
<Name>Initiative</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</Initiative>
<HitPoints xsi:type="SimpleAdjustableNumber" FinalValue="188">
<Name>HitPoints</Name>
<DefaultBonus xsi:type="PercentageNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</HitPoints>
<ActionPoints FinalValue="2">
<Name>ActionPoints</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</ActionPoints>
<LandSpeed id="SPLand">
<ReferencedObject>
<ID>SPLand</ID>
<Name>Land</Name>
</ReferencedObject>
<Speed FinalValue="5">
<Name>Speed</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>-1</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</Speed>
</LandSpeed>
<Speeds />
<SavingThrows>
<MonsterSavingThrow FinalValue="5">
<Name>SavingThrow</Name>
<ID>SavingThrow</ID>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</MonsterSavingThrow>
</SavingThrows>
<Weaknesses />
<Immunities />
<Resistances>
<CreatureSusceptibility id="197">
<ReferencedObject>
<ID>197</ID>
<Name>Fire</Name>
<Description>Explosive bursts, fiery rays, or simple ignition.</Description>
</ReferencedObject>
<Amount FinalValue="5">
<Name>Resistance</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</Amount>
</CreatureSusceptibility>
<CreatureSusceptibility id="73">
<ReferencedObject>
<ID>73</ID>
<Name>Necrotic</Name>
<Description>Purple-black energy that deadens flesh and wounds the soul.</Description>
</ReferencedObject>
<Amount FinalValue="5">
<Name>Resistance</Name>
<DefaultBonus xsi:type="AddNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</Amount>
<Details>(from Black Iron Plate Armor +1)</Details>
</CreatureSusceptibility>
</Resistances>
<Level>3</Level>
<Experience FinalValue="750">
<Name>Experience</Name>
<DefaultBonus xsi:type="PercentageNumberBonus">
<Name>Ad hoc</Name>
<Value>0</Value>
<ID>Ad hoc</ID>
</DefaultBonus>
</Experience>
<Role xsi:type="ObjectReference" id="1">
<ReferencedObject>
<Name>Soldier</Name>
</ReferencedObject>
</Role>
<ID>5c79794f-354f-42e6-9769-6e0438b30ff7</ID>
<Name>Flaganus Mortus</Name>
</Monster>
THat is a good idea, but can we post either the xml text in a sblock or attach the xml file?