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D&D 4E Chart for 4E monster damage, including elites & solos?

NewJeffCT

First Post
I've found some charts online that have the damage for standard monsters, as well as minions. However, how do you calculate elite & solo monster damage beyond that? Is elite damage output doubled from the standard, while a solo is quadrupled? or, something else?

Most of what I've seen online is like this - which is great.

http://slyflourish.com/master_dm_sheet.pdf
 

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As far as I'm aware the elites and solos do the same general damage per attack as the standard monsters, but solos do double the number of attacks and elites quadruple or x5. The WotC guidelines from 2011 are:

To make a standard monster an elite:
1. Adjust Role. The monster's level and role remain the same, but it is now an elite version.
2. Adjust Hit Points. An elite monster has hit points equal to twice the hit points of the standard monster.
3. Adjust Saving Throws. All elite monsters have a +2 bonus to saving throws.
4. Add 1 Action Point. All elite monsters have 1 action point.
5. Adjust Powers and Abilities. Although your elite creature represents two monsters in combat, it still only has one set of actions each turn. In effect, you're trading two sets of actions for one. Thus, an elite monster needs additional opportunities to attack, hinder, or otherwise react to the characters.
Recharge When First Bloodied: As a rule, elite monsters are more dangerous when the chips are down. To reflect this, select one of the creature's encounter powers. It gains another use of this power when it becomes bloodied for the first time in an encounter.
Immediate Actions. An elite monster typically has some way to interfere with or respond to the characters' actions. Many of the templates described in the Dungeon Master's Guide include powers that grant an immediate action, whether interrupt or reaction, to counter or respond to an opponent's attack or movement.
Additional Attacks. As an alternative to immediate actions, allow an elite creature to make an additional attack on its turn. This might be a special attack it can use as a minor action once during its turn, or simply a double attack using a standard action.

Solo:
1. Adjust Role. The monster's level and role remain the same, but it is now a solo version.
2. Adjust Hit Points. A solo has hit points equal to 8 times its level + 1, plus its Constitution score. Multiply that result by 4.
3. Adjust Saving Throws. All solo monsters have a +5 bonus to saving throws.
4. Add 2 Action Points. All solo monsters have 2 action points.
5. Adjust Powers and Abilities. A solo creature represents five monsters in combat, so it needs a number of ways to take additional actions. It also needs more ways to use powers on its own turn and to interfere with the characters.
More At-Will Powers. Select one of the creature's encounter powers. It can now use that power at will.
Additional Standard Action. The easiest way to let a solo take on an entire party at once is to give it an additional standard action on each of its turns. Thus, it can always make at least tow attacks on its turn, and can make a third when necessary by using an action point.
6. Better When Bloodied. When a solo monster is bloodied, it should become more dangerous and more mobile. Add a couple of abilities from the following list to reflect this advantage.
Free Recharge. Recharge one or more limited powers, and possibly use it right away.
Increased Damage. Gain an at-will attack that deals more damage, or deal more damage with all attacks while bloodied.
Extra Attack: Gain an extra attack per round (as a minor action, part of a multiple attack power, or a larger area or close power).
Aura: Gain a damaging aura.
Movement: Move after becoming bloodied, or gain a new movement power. Movement might include shifting, teleporting, flight, or phasing--anything to keep the fight from becoming static.
7. Action Recovery. All solo monsters should have some sort of way to act when stunned, dazed, or dominated, whether it's triggered attacks that activate even when so afflicted, or the ability to shake off the condition before its turn.
 

I've found some charts online that have the damage for standard monsters, as well as minions. However, how do you calculate elite & solo monster damage beyond that? Is elite damage output doubled from the standard, while a solo is quadrupled? or, something else?

Most of what I've seen online is like this - which is great.

http://slyflourish.com/master_dm_sheet.pdf

Don't multiply damage.

Elites generally have two at-will attacks per turn, each dealing regular damage. Often they have a double attack, or make a basic attack twice, or use an attack on a reaction that commonly comes up (eg when attacked, when hit, when missed, when damaged, etc). Some of the old elites (eg the original orc chieftain) fail at this and do not have an extra attack, turning them into a bag of hit points. A goblin boss in Keep on the Shadowfell, by contrast, did this correctly.

According to the official rules, solos get three at-wills per turn, but one at-will does +50% damage (as a recharge power), so they basically do 3.5 times the damage. However solo design is often poor, and there's numerous good solos out there too.

Solo dragons in the Monster Vault and later usually have a bite attack that deals +50% damage, and an option of two claw attacks (regular damage). There's usually an immediate reaction attack for if it's hit, flanked, or something like that. Finally, dragons have Instinctive Attack, which gives an extra attack (which if lost can remove a daze or stun effect). So the requisite 3.5x damage over a turn. Older dragons often could claw/claw/bite as a standard action and had an immediate reaction attack too. This wasn't strictly worse (except the damage values usually sucked) but newer dragons have Action Recovery and Instinctive Attack, both of which protect the dragon from action denial while the latter still gives the dragon an extra attack.

Many solos might have a double attack as a standard action plus two minor action attacks, but that means the solo lacks mobility. (The purple worm does something like this.) Cryonax, a super epic solo by the writer of Sly Flourish, has an at-will attack that simply dishes out five melee basic attacks. Ouch. As a solo is basically five monsters, that's a pretty popular way of handling a solo.

Some solos even have multiple turns per round (and a few elites too), so such a solo might have two attacks per turn, but that's basically four attacks per round. I've seen at least one monster that gets one turn per opponent per round. And let's not forget the beholder. It gets two attacks per turn, but one extra attack whenever an enemy starts near it even if the beholder is stunned! Against a typical party the beholder gets seven attacks per turn.
 



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