Please take a look at these generic NPC stats for a 4e Wilderlands campaign I'm planning. You can ignore the minion hp=CON, which is a house rule. Do they look about right? Is the typical damage output reasonable for their role?
I was a bit unsure about giving the Human Barbarian Reaver Skirmisher-5 'Ambush Trick', but the likely damage looks more or less in line with MM3 standard, I think?
I've statted them at level 5 as I find this makes them useable across a broad range of levels, most of the Heroic Tier. At PC levels 1-2, a level standard 5 foe is a suitable BBEG, at levels 3-4 he's still tough, while at levels 5-7 he can still be part of a standard encounter group. Level 5 Minions are potentially useable across an even wider range, from 1st through to around 9th.
MINIONS
HUMAN BARBARIAN
Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 50
HP 13; Bloodied 6
AC 19, Fortitude 17, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2 damage when attacking with Combat Advantage.
Weapon
Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage)
Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage)
Skills: Athletics +10, Endurance +8
STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins
HUMAN WARRIOR
Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior
Medium natural humanoid, XP 50
HP 14; Bloodied 7
AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19)
Speed 5 Initiative +5 Perception +2
Traits
Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.
Weapon
Long Sword or Battle Axe: Attack +10 Hit: 6 damage
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2)
Alignment: Any Languages: Common, Alryan or Skandik
Equipment: Scale armour, heavy shield, longsword or battleaxe
STANDARD MONSTERS
HUMAN BARBARIAN REAVER
Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 200
HP 62; Bloodied 31
AC 19, Fortitude 18, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2d6 damage when attacking with Combat Advantage.
Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent.
Weapon
Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage)
Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage)
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, sword/axe, 3 javelins
HUMAN ASSASSIN
Level 5 Role: Lurker
Medium natural humanoid, XP 200
HP 48; Bloodied 24
AC 19, Fortitude 16, Reflex 17, Will 14
Speed 6 Initiative +11 Perception +7
Traits
Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible.
First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted.
Sneak Attack: The Assassin does +2d6 damage with Combat Advantage.
Weapon
Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage
& with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage
Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage
Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12
STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4)
Alignment: Evil Languages: Common,
Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools
HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.
I was a bit unsure about giving the Human Barbarian Reaver Skirmisher-5 'Ambush Trick', but the likely damage looks more or less in line with MM3 standard, I think?
I've statted them at level 5 as I find this makes them useable across a broad range of levels, most of the Heroic Tier. At PC levels 1-2, a level standard 5 foe is a suitable BBEG, at levels 3-4 he's still tough, while at levels 5-7 he can still be part of a standard encounter group. Level 5 Minions are potentially useable across an even wider range, from 1st through to around 9th.
MINIONS
HUMAN BARBARIAN
Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 50
HP 13; Bloodied 6
AC 19, Fortitude 17, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2 damage when attacking with Combat Advantage.
Weapon
Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage)
Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage)
Skills: Athletics +10, Endurance +8
STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins
HUMAN WARRIOR
Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior
Medium natural humanoid, XP 50
HP 14; Bloodied 7
AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19)
Speed 5 Initiative +5 Perception +2
Traits
Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.
Weapon
Long Sword or Battle Axe: Attack +10 Hit: 6 damage
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2)
Alignment: Any Languages: Common, Alryan or Skandik
Equipment: Scale armour, heavy shield, longsword or battleaxe
STANDARD MONSTERS
HUMAN BARBARIAN REAVER
Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 200
HP 62; Bloodied 31
AC 19, Fortitude 18, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2d6 damage when attacking with Combat Advantage.
Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent.
Weapon
Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage)
Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage)
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, sword/axe, 3 javelins
HUMAN ASSASSIN
Level 5 Role: Lurker
Medium natural humanoid, XP 200
HP 48; Bloodied 24
AC 19, Fortitude 16, Reflex 17, Will 14
Speed 6 Initiative +11 Perception +7
Traits
Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible.
First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted.
Sneak Attack: The Assassin does +2d6 damage with Combat Advantage.
Weapon
Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage
& with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage
Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage
Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12
STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4)
Alignment: Evil Languages: Common,
Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools
HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.