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<blockquote data-quote="Klaus" data-source="post: 4079414" data-attributes="member: 607"><p>Compiled from several sites and threads.</p><p></p><p>Monsters:</p><p></p><p>Kobold Minion Level 1 Minion</p><p>Small Natural Humanoid XP 25</p><p>Initiative +3 Senses Perception +1, darkvision</p><p>HP A minion dies when hit by an attack that deals damage.</p><p>AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense</p><p>Speed 6</p><p>m Spear (standard; at-will) • Weapon .</p><p>+5 vs. AC; 2 damage.</p><p>r Spear (standard; at-will) • Weapon .</p><p>Range 10/20; +5 vs. AC; 2 damage.</p><p>Shifty (minor, at will).</p><p>The kobold shifts 1 square as a minor action.</p><p>Trap Sense. </p><p>The kobold gains a +2 bonus to all defenses against traps.</p><p>Alignment Evil Languages Draconic.</p><p>Skills Stealth +5, Thievery +5.</p><p>Str 8 (-1) Dex 16 (+3) Wis 12 (+1).</p><p>Con 12 (+1) Int 9 (-1) Cha 10 (+0). </p><p>Equipment hide armor, light shield, 3 spears</p><p></p><p>Kobold Skirmisher Level 1 Skirmisher</p><p>Small Natural Humanoid XP 100</p><p>Initiative +5 Senses Perception +0, darkvision</p><p>HP 27; Bloodied 13.</p><p>AC 15; Fortitude 11, Reflex 14, Will 13; see also trap sense</p><p>Speed 6</p><p>m Spear (standard; at-will) • Weapon .</p><p>+6 vs. AC; 1d8 damage. See also mob attack</p><p>Combat Advantage</p><p>The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.</p><p>Mob Attack </p><p>The kobold skirmisher gains +1 bonus to attack rolls per kobold ally adjacent to the target.</p><p>Shifty (minor, at will).</p><p>The kobold shifts 1 square as a minor action.</p><p>Trap Sense. </p><p>The kobold gains a +2 bonus to all defenses against traps.</p><p>Alignment Evil Languages Draconic.</p><p>Skills Acrobatics +8, Stealth +10, Thievery +10.</p><p>Str 8 (-1) Dex 16 (+3) Wis 10 (+0).</p><p>Con 11 (+0) Int 6 (-2) Cha 15 (+2). </p><p>Equipment hide armor, light shield, spear</p><p></p><p>Kobold Wyrmpriest; Level 3 Artillery (Leader)</p><p>Small Natural Humanoid; XP 150</p><p>Initiative: +4 ; Senses: Perception+4, darkvision</p><p>HP 36; Bloodied 18</p><p>AC 17; Fortitude 13, Reflex 15, Will 15; see also trap sense</p><p>Speed 6</p><p>m Spear (standard; at-will) • Weapon</p><p>+7 vs. AC; 1d8 damage</p><p>a Energy Orb (standard; at will) + see text </p><p>Range 10; 16 vs. Reflex; 1d10 +3 damage of a chosen type (based on the dragon served).</p><p>b Incite Faith (minor; encounter) </p><p>Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square.</p><p>c Dragon Breath (standard; encounter) + see text </p><p>Close blast 3; +6 vs. Fortitude; 1d10 +3 damage of a chosen type (based on the dragon served). Miss: Half Damage.</p><p>Shifty (minor, at will)</p><p>The kobold shifts 1 square as a minor action.</p><p>Trap Sense</p><p>The kobold gains a +2 bonus to all defenses against traps.</p><p>Alignment: Evil; Languages: Draconic </p><p>Skills: Stealth +11, Thievery +11 </p><p>Str 9 (+0) Dex 16 (+3) Wis 17 (+4) </p><p>Con 12 (+2) Int 9 (+0) Cha 12 (+2) </p><p>Equipment: Hide armor, spear, bone mask.</p><p></p><p>Kobold Dragon Shield; Level 2 Soldier</p><p>Small Natural Humanoid; XP 125</p><p>Initiative +4 ;Senses: Perception+2, darkvision</p><p>HP 36; Bloodied 18</p><p>AC 18; Fortitude 14,Reflex 13,Will 13; see also trap sense</p><p>Speed 6</p><p>m Short Sword (standard; at-will) • Weapon </p><p>+7 vs. AC; 1d6+3 damage, and the target is marked until the end of the Kobold dragonshield’s next turn.</p><p>DragonShield Tactics (immediate reation, when an adjacent enemy shifts away or an enemy moves adjacent, at will) </p><p>The kobold dragonshield shifts 1 square.</p><p>Mob Attack </p><p>The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.</p><p>Shifty (minor, at will) </p><p>The kobold shifts 1 square as a minor action.</p><p>Trap Sense </p><p>The kobold gains a +2 bonus to all defenses against traps.</p><p>Alignment: Evil; Languages: Draconic </p><p>Skills: Acrobatics +8, stealth +10, Thievery +10 </p><p>Str 8 (-1) Dex 16 (+3) Wis 10 (+0) </p><p>Con 11 (+0) Int 6 (-2) Cha 15 (+2) </p><p>Equipment: Scale armor, heavy shield, short sword</p><p></p><p>Kobold Slinger; Level 1 Artillery</p><p>Small Natural Humanoid; XP 100</p><p>Initiative: +3; Senses: Perception+1, darkvision</p><p>HP 24; Bloodied 12</p><p>AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense</p><p>Speed 6</p><p>m Dagger (standard; at-will) • Weapon </p><p>+5 vs. AC; 1d4+3 damage.</p><p>r Sling (standard; at-will) • Weapon </p><p>Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot.</p><p>Special Shot </p><p>The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type.</p><p>· Stinkpot the target takes a -2 penalty to attack rolls (save ends)</p><p>· Firepot (Fire) The target taks ongoing 2 fire damage (save ends)</p><p>· Gluepot The target is immobilized (save ends)</p><p>Shifty (minor, at will) </p><p>The kobold shifts 1 square as a minor action.</p><p>Trap Sense</p><p>The kobold gains a +2 bonus to all defenses against traps.</p><p>Alignment: Evil; Languages: Draconic </p><p>Skills: Acrobatics +8, stealth +10, Thievery +10 </p><p>Str 9 (-1) Dex 17 (+3) Wis 12 (+1) </p><p>Con 11 (+1) Int 9 (-1) Cha 10 (+0) </p><p>Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above).</p><p></p><p>Kobold Archer; Level 2 Artillery</p><p>Small Natural Humanoid</p><p>Init: +9; Senses: Perception +2</p><p>HP 23; Bloodied 11</p><p>AC 16; Fortitude 11 Reflex 15 Will 13</p><p>Speed 6</p><p>m Dagger (Standard; at-will) * Weapon</p><p>+8 vs. AC; 1d3</p><p>r Shortbow (Standard; at-will) * Weapon</p><p>Range 10/20; +9 vs. AC; 1d4+4, see also Fragile Confidence</p><p>Easily Frightened</p><p>Fear effects get +2 attack against this creature</p><p>Fragile Confidence</p><p>Shorbow +5 attack untill attacked</p><p>Shifty (Minor; at-will)</p><p>Shift 1 square</p><p>Skills: Initiative +9</p><p>Str +0 Dex +4 Wis +2</p><p>Con +1 Int -1 Cha +0</p><p></p><p></p><p></p><p>Shadar-kai Chainfighter Level 6 Skirmisher</p><p>Medium shadow humanoid xp250</p><p>Initiative +9 Senses Perception +5; low-light vision</p><p>HP 54; Bloodied 27</p><p>AC 20; Fortitude 19, Reflex 19, Will 17</p><p>Speed 6; see also dance of death and shadow jaunt</p><p>m Spiked Chain (standard at will) * Weapon</p><p>Reach 2; +11 vs AC; 2d4+3 damage.</p><p>M Dance of Death (standard; recharge 6) * Necrotic, Weapon</p><p>The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.</p><p>Shadow Jaunt (move encounter) * Teleportation</p><p>The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.</p><p>Alignment: Unaligned Langages: Common</p><p>Skills Acrobatics +14 Stealth +14</p><p>Str 17 (+6) Dex 18 (+7) Wis 14 (+5)</p><p>Con 13 (+4) Int 10 (+3) Cha 11 (+3)</p><p>Equipment: leather armor, spiked chain</p><p></p><p></p><p></p><p>Human Guard Level 1 Solider</p><p>Medium natural Humanoid xp 100</p><p>Initiative +4 Senses Perception +5</p><p>HP 31 Bloodied 15</p><p>AC 16 Fortitude 14 Reflex 13 Will 12</p><p>Speed 5</p><p>m Halberd (standard at will) * Weapon</p><p>Reach 2: +8 vs AC 1d10+2 damage and the target is markes until the end of the human guards next turn.</p><p>M Powerful Strike (standard recharge 5,6) * Weapon</p><p>Requires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the target is knocked prone.</p><p>R Crossbow (standard at will) * Weapon</p><p>Range 15/30; +7 vs AC; 1d8+1 damage</p><p>Alignment Any Languages Common</p><p>Skills Streetwise +6</p><p>Str 15 (+2) Dex 14 (+2) Wis 11 (+0)</p><p>Con 15 (+2) Int 10 (+0) Cha 12 (+1)</p><p>Equipment chainmail, halberd, crossbow with 20 bolts.</p><p></p><p>Human Bandit Level 2 Skirmisher</p><p>Medium natural Humanoid xp 125</p><p>Initiative +6 Senses Perception +1</p><p>HP 30 Bloodied 15</p><p>AC 16 Fortitude 12 Reflex 14 Will 12</p><p>Speed 6</p><p>m Mace (standard at will) * Weapon</p><p>+4 vs AC 1d8+1 damage and the human bandit shifts 1 square.</p><p>r Dagger (standard at will) * Weapon</p><p>Range 5/10; +6 vs AC; 1d6+1damage.</p><p>m Dazling Strike (standard encoutner) * Weapon</p><p>Requires mace; +4 vs AC; 1d8+1 damage, the target is dazed until the end of the human bandit's next turn, and the human bandit ***** 1 square.</p><p>Combat Advantage</p><p>The human bandit deals an extra 1d6 damage on melee and ranged attackes against any target it has combat advantage against.</p><p>Alignment Any Languages Common</p><p>Skills Stealth +9 Streetwise +7 Thievery +9</p><p>Str 12 (+2) Dex 17 (+4) Wis 11 (+1)</p><p>Con 13 (+2) Int 10 (+1) Cha 12 (+2)</p><p>Equipment leather armor, mace, 5 daggers</p><p></p><p>Human Berserker Level 3 Brute</p><p>Medium natural Humanoid xp 150</p><p>Initiative +2 Senses Perception +1</p><p>HP 56 Bloodied 28 see also battle fury</p><p>AC 14 Fortitude 14 Reflex 13 Will 13</p><p>Speed 7</p><p>m Greataxe (standard at will) * Weapon</p><p>+6 vs AC; 1d12+4 damage (crit 1d12+16)</p><p>M Battle Fury (Immediate reaction, when first bloodied; encounter)</p><p>The human berserker makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.</p><p>R Handaxe (standard at will) * Weapon</p><p>Range 5/10; +4 vs AC; 1d6 +3 damage.</p><p>Alignment Any Languages Common</p><p>Skills Athletics +9 Endurance +9</p><p>Str 17 (+4) Dex 12 (+2) Wis 11 (+1)</p><p>Con 16 (+4) Int 10 (+1) Cha 12 (+2)</p><p>Equipment leather armor, greataxe, 2 handaxes</p><p></p><p>Human Mage Level 4 Artillery (Leader)</p><p>Medium natural Humanoid xp 175</p><p>Initiative +4 Senses Perception +5</p><p>HP 42 Bloodied 21</p><p>AC 17 Fortitude 13 Reflex 14 Will 15</p><p>Speed 6</p><p>m Quaterstaff (standard at will) * Weapon</p><p>+4 vs AC; 1d8 damage.</p><p>r Magic Missile (standard at will) * Force</p><p>Range 20; +7 vs Reflex; 2d4 +4 force damage.</p><p>R Dancing Lightning (standard encoutner) * Lightning</p><p>The mage makes a seperate attack against 3 different targets; range 10; +7 vs Reflexes; 1d6 +4 lightning damage.</p><p>A Thunder Burst (standard encounter) * Thunder</p><p>Area burst; 1 within 10; +7 vs Fortitude; 1d8 +4 thunder damage, and the target is dazed (save ends).</p><p>Alignment Any Languages Common</p><p>Skills Arcana +11</p><p>Str 10 (+2) Dex 14 (+4) Wis 17 (+5)</p><p>Con 12 (+3) Int 18 (+6) Cha 12 (+3)</p><p>Equipment robes,quaterstaff, wand</p><p></p><p></p><p></p><p>Skeleton Warrior Level 3 Soldier</p><p>Medium natural animate (undead) xp 150</p><p>Initiative +6 Senses Perception +3; darkvision</p><p>HP 45; Bloodied 22</p><p>AC 18; Fortitude 15 Reflex 16 Will 15</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Radiant</p><p>Speed 5</p><p>m Longsword (standard at-will) * Weapon</p><p>+10 vs AC; 1d8 +2 damage, and the target is marked until the end of the skeleton warrior's next turn; see also speed of the dead.</p><p>Speed of the Dead</p><p>When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.</p><p>Alignment: Unaligned Langages: -</p><p>Str 15 (+3) Dex 17 (+4) Wis 14 (+3)</p><p>Con 13 (+2) Int 3 (-3) Cha 3 (-3)</p><p>Equipment: chainmail, light shield, longsword</p><p></p><p>Blazing Skeleton Level 5 Artillery</p><p>Medium natural animate (undead) xp 200</p><p>Initiative +6 Senses Perception +4; darkvision</p><p>Fiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage.</p><p>HP 53; Bloodied 26</p><p>AC 19; Fortitude 15,Reflex 18,Will16</p><p>Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable 5 radiant</p><p>Speed 6</p><p>m Blazing Claw (standard; at-will) * Fire</p><p>+8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends).</p><p>R Flame Orb (standard; at-will) * Fire</p><p>Range 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends).</p><p>Alignment Unaligned Languages -</p><p>Str 13 (+3) Dex 18 (+6) Wis 15 (+4)</p><p>Con 17 (+5) Int 4 (-1) Cha 6 (0)</p><p>Equipment –</p><p></p><p>Boneshard Skeleton Level 5 Brute</p><p>Medium natural animate (undead) xp 200</p><p>Initiative SensesPerception +4 darkvision</p><p>HP 77 Bloodied38 see also boneshard burst</p><p>AC 17 Fortitude 16 Reflex 16 Will 15</p><p>Immune disease, poison Resist 10 necrotic Vulnerable 5 radiant</p><p>Speed 6</p><p>m Scimitar (standard; at-will) * Necrotic, Weapon</p><p>+9 vs AC; 1d8+3 damage (crit 1d8 +11) plus 5 necrotic damage.</p><p>m Boneshard (standard; at-will) * Necrotic</p><p>+9 vs AC; 1d4+3 damage; and ongoing 5 necrotic damage (save ends)</p><p>C Boneshard Burst (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit points) * Necrotic</p><p>Close burst 3; +8 vs Reflex; 2d6+3 necrotic damage</p><p>Alignment Unaligned Languages -</p><p>Str 16(+5) Dex 16(+5) Wis 14(+4)</p><p>Con 17(+5) Int 3(-2) Cha 3(-2)</p><p>Equipmentscimitar</p><p></p><p></p><p></p><p>Bodak Skulk Level 16 Lurker</p><p>Medium shadow humanoid (undead) xp 1,400</p><p>Initiative +16 Senses Perception +10; darkvision</p><p>Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.</p><p>HP 124 Bloodied 62</p><p>AC 29 Fortitude 29 Reflex27 Will 29</p><p>Immune disease, poison Resist 15 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.</p><p>Speed 6</p><p>m Slam (standard; at-will) * Necrotic</p><p>+21 vs AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk's next turn.</p><p>r Death Gaze(standar; encounter) * Necrotic</p><p>Range 10: targets a living creature; +19 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.</p><p>Spectral Form<strong> (standard; at-will)</strong></p><p><strong>The bodak turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.</strong></p><p><strong><strong>Alignment Evil Languages Common</strong></strong></p><p><strong><strong>Str 21(+13) Dex 19(+12) Wis 15(+10)</strong></strong></p><p><strong><strong>Con 22(+14) Int 6(+6) Cha 23(+14)</strong></strong></p><p><strong><strong>Equipment - </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Bodak Reaver Level 18 Soldier</strong></strong></p><p><strong><strong>Medium shadow humanoid (undead) xp 2000</strong></strong></p><p><strong><strong>Initiative +16 Senses Perception +17; darkvision</strong></strong></p><p><strong><strong>Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.</strong></strong></p><p><strong><strong>HP 175 Bloodied 87</strong></strong></p><p><strong><strong>AC 31 Fortitude 31 Reflex30 Will 31</strong></strong></p><p><strong><strong>Immune disease, poison Resistm 20 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.</strong></strong></p><p><strong><strong>Speed 5</strong></strong></p><p><strong><strong>m Greataxe(standard; at-will) * Necrotic, Weapon</strong></strong></p><p><strong><strong>+23 vs AC: 1d12+6 damage (crit 2d12+18) plu 1d8 necrotic damage and the target is dazed and weakened (save ends both).</strong></strong></p><p><strong><strong>r Death Gaze(standard; encounter) * Necrotic</strong></strong></p><p><strong><strong>Range 10: targets a living creature; +20 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.</strong></strong></p><p><strong><strong>Death Drinker * Healing</strong></strong></p><p><strong><strong>If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points.</strong></strong></p><p><strong><strong>Alignment Evil Languages Common</strong></strong></p><p><strong><strong>Str 22(+15) Dex 21(+14) Wis 16(+12)</strong></strong></p><p><strong><strong>Con 23(+15) Int 10(+9) Cha 23(+15)</strong></strong></p><p><strong><strong>Equipmentplate armor, greataxe</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Boneclaw Level 14 Soldier</strong></strong></p><p><strong><strong>Large shadow animate (undead) xp 1,000</strong></strong></p><p><strong><strong>Initiative +15 Senses Perception +13; darkvision</strong></strong></p><p><strong><strong>HP 136 Bloodied 68; se also necrotic pulse</strong></strong></p><p><strong><strong>AC 30 Fortitude 24 Reflex 27 Will 25</strong></strong></p><p><strong><strong>Immune disease, poison Resist 20 necrotic Vulnerable 5 radiant</strong></strong></p><p><strong><strong>Speed 8</strong></strong></p><p><strong><strong>m Claw(standard; at-will)</strong></strong></p><p><strong><strong>Reach 3; +20 vs AC; 1d12 +6 damage.</strong></strong></p><p><strong><strong>C Necrotic Pulse (immediate reaction, when first bloodied; encounter) * Healing, Necrotic</strong></strong></p><p><strong><strong>Close burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.</strong></strong></p><p><strong><strong>Relentless Opportunist</strong></strong></p><p><strong><strong>If the boneclaw hits win an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.</strong></strong></p><p><strong><strong>Threatening Reach</strong></strong></p><p><strong><strong>The boneclaw can make opportunity attacks against all enemies within its reach (3 squares).</strong></strong></p><p><strong><strong>Alignment Evil Languages Common</strong></strong></p><p><strong><strong>Skills Intimidate +16, Stealth +18</strong></strong></p><p><strong><strong>Str 17(+10) Dex 23(+13) Wis 12(+8)</strong></strong></p><p><strong><strong>Con 16(+10) Int 10(+7) Cha 18(+11)</strong></strong></p><p><strong><strong>Equipment-</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Hobgoblin Warcaster Level 3 Controller (Leader) </strong></strong></p><p><strong><strong>Medium natural humanoid (goblin) xp 150</strong></strong></p><p><strong><strong>Initiative +5 Senses Perception +4; low-light vision</strong></strong></p><p><strong><strong>HP 46 Bloodied 23</strong></strong></p><p><strong><strong>AC 17 Fortitude 13 Reflex 15 Will 14</strong></strong></p><p><strong><strong>Speed 6</strong></strong></p><p><strong><strong>m Staff(standard; at-will) * Weapon </strong></strong></p><p><strong><strong>+8 vs AC; 1d8+1 damage.</strong></strong></p><p><strong><strong>M Shock Staff (standard; recharge 4,5,6) * Lightning, Weapon</strong></strong></p><p><strong><strong>+8 vs AC; 2d10+4 lightning damage, and the target is dazed until the end of the hobgoblin warcaster's next turn.</strong></strong></p><p><strong><strong>R Force Lance (standard; recharge 5,6) * Force</strong></strong></p><p><strong><strong>Range 5; +7 vs Fortitude; 2d6 +4 force damage, and the target slides 3 squares.</strong></strong></p><p><strong><strong>C Force Pulse(standard; recharge 6) * Force </strong></strong></p><p><strong><strong>Close blast 5; +7 vs Reflex; 2d8 +4 force damage; and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone.</strong></strong></p><p><strong><strong>Hobgoblin Resilience (immediate reaction, when the hobgoblin warcaster suffers an effect that a save can end; encounter)</strong></strong></p><p><strong><strong>The hobgoblin warcaster makes a saving throw against the triggering effect.</strong></strong></p><p><strong><strong>Alignment Evil Languages Common, Goblin</strong></strong></p><p><strong><strong>Skills Arcana +10, Athletics +4, Stealth +10</strong></strong></p><p><strong><strong>Str 13(+2) Dex 14(+3) Wis 16(+4)</strong></strong></p><p><strong><strong>Con 14(+3) Int 19(+5) Cha 13(+2)</strong></strong></p><p><strong><strong>Equipment robes, staff</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Hobgoblin Soldier Level 3 Soldier</strong></strong></p><p><strong><strong>Medium natural humanoid (goblin) xp 150</strong></strong></p><p><strong><strong>Initiative +7 Senses Perception +3; low-light vision</strong></strong></p><p><strong><strong>HP 47 Bloodied 23</strong></strong></p><p><strong><strong>AC 20 (22 with phalanx soldier) Fortitude 18 Reflex 16 Will 16</strong></strong></p><p><strong><strong>Speed 5</strong></strong></p><p><strong><strong>m Flail(standard; at-will) * Weapon </strong></strong></p><p><strong><strong>+7 vs AC; 1d10+4 damage; the target is slowed until the end of the hobgoblin soldier's next turn, and the target is marked until the end of the hobgoblin soldier's next turn.</strong></strong></p><p><strong><strong>M Formation Strike (standard; at-will) * Weapon</strong></strong></p><p><strong><strong>Requires flail; +7 vs AC; 1d10+4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacen to another hobgoblin.</strong></strong></p><p><strong><strong>Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter)</strong></strong></p><p><strong><strong>The hobgoblin soldier makes a saving throw against the triggering effect.</strong></strong></p><p><strong><strong>Phalanx Soldier</strong></strong></p><p><strong><strong>The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</strong></strong></p><p><strong><strong>Alignment Evil Languages Common, Goblin</strong></strong></p><p><strong><strong>Skills Athletics +12, Stealth +10</strong></strong></p><p><strong><strong>Str 19(+5) Dex 14(+3) Wis 14(+3)</strong></strong></p><p><strong><strong>Con 15(+3) Int 11(+1) Cha 10(+1)</strong></strong></p><p><strong><strong>Equipment scale armor, heavy shield, flail</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Hobgoblin Archer Level 3 Artilery</strong></strong></p><p><strong><strong>Medium natural humanoid (goblin) xp 150</strong></strong></p><p><strong><strong>Initiative +7 Senses Perception +3; low-light vision</strong></strong></p><p><strong><strong>HP 39 Bloodied 19</strong></strong></p><p><strong><strong>AC 17 Fortitude 13 Reflex 15 Will 13</strong></strong></p><p><strong><strong>Speed 6</strong></strong></p><p><strong><strong>m Longsword (standard; at-will) * Weapon</strong></strong></p><p><strong><strong>+6 vs AC: 1d8 + 2 damage</strong></strong></p><p><strong><strong>r Longbow (standard; at-will) * Weapon</strong></strong></p><p><strong><strong>Range 20/40; +9 vs AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against same target.</strong></strong></p><p><strong><strong>Hobgoblin Archer (immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter)</strong></strong></p><p><strong><strong>The hobgoblin archer makes a saving throw against the triggering effect.</strong></strong></p><p><strong><strong>Alignment Evil Languages Common, Goblin</strong></strong></p><p><strong><strong>Skills Athletics +5</strong></strong></p><p><strong><strong>Str 14(+3) Dex 19(+5) Wis 14(+3)</strong></strong></p><p><strong><strong>Con 15(+3) Int 11(+1) Cha 10(+1)</strong></strong></p><p><strong><strong>Equipmentleather armor, longsword, longbow, quiver of 30 arrows</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Young Black Dragon Level 4 Solo Lurker</strong></strong></p><p><strong><strong>Large natural magical beast (aquatic, dragon) XP 875</strong></strong></p><p><strong><strong>Initiative: +11 Senses: Perception +9; darkvision</strong></strong></p><p><strong><strong>HP 280; Bloodied 140 See also bloodied breath</strong></strong></p><p><strong><strong>AC 24; Fortitude 19, Reflex 21, Will 18</strong></strong></p><p><strong><strong>Resist: 15 Acid</strong></strong></p><p><strong><strong>Saving Throws +5</strong></strong></p><p><strong><strong>Speed 7, fly 7 (clumsy), overland flight 10, swim 7</strong></strong></p><p><strong><strong>Action points 2</strong></strong></p><p><strong><strong>M Bite (standard; at will) * Acid</strong></strong></p><p><strong><strong>Reach 2: +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends)</strong></strong></p><p><strong><strong>M Claw (standard; at will)</strong></strong></p><p><strong><strong>Reach 2: +8 vs. AC; 1d4 +3 damage</strong></strong></p><p><strong><strong>Double attack (standard; at will)</strong></strong></p><p><strong><strong>The dragon makes 2 claw attacks</strong></strong></p><p><strong><strong>Tail slash (immediate reaction, when a melee attack misses the dragon; at will)</strong></strong></p><p><strong><strong>The dragon uses its tail to attack the enemy that missed it; reach 2: +8 vs AC; 1d6 + 4 damage and the target is pushed 1 square</strong></strong></p><p><strong><strong>Breath Weapon (standard; recharge 5 6) * Acid</strong></strong></p><p><strong><strong>Close blast 5; +7 vs Reflex; 1d12 + 3 acid damage and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).</strong></strong></p><p><strong><strong>Bloodied Breath (Immediate reaction, when first bloodied; encounter) * Acid</strong></strong></p><p><strong><strong>The dragon's breath weapon recharges automatically, and the dragon uses it immediately.</strong></strong></p><p><strong><strong>Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone</strong></strong></p><p><strong><strong>Close burst 2: this power creates a zone of darkness that remains in place until the end of the dragon's next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.</strong></strong></p><p><strong><strong>Frightful presence (standard, encounter) * Fear</strong></strong></p><p><strong><strong>Close burst 5; targets enemies: +5 vs. Will; the target is stunned until the end of the dragon's nest turn. </strong></strong></p><p><strong><strong>Aftereffect: the target takes a -2 penalty to attack rolls (save ends).</strong></strong></p><p><strong><strong>Alignment: Evil Languages: Draconic</strong></strong></p><p><strong><strong>Skills: Nature +9, Stealth +17</strong></strong></p><p><strong><strong>Str 16 (+5) Dex 20 (+7) Wis 15 (+4)</strong></strong></p><p><strong><strong>Con 16 (+5) Int 12 (+3) Cha 10 (+2)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Items:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 Vicious Longbow (Level 2)</strong></strong></p><p><strong><strong>Enhancement: Attack rolls and damage rolls with weapon</strong></strong></p><p><strong><strong>Critical: +1d12 damage</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 Symbol of Life (Level 2)</strong></strong></p><p><strong><strong>Implement (Holy Symbol)</strong></strong></p><p><strong><strong>Enhancement: Attack rolls and damage rolls with implement</strong></strong></p><p><strong><strong>Critical: +1d6 damage</strong></strong></p><p><strong><strong>Power (Milestone): Free Action. Activate when you use a power that heals damage. Add +1d6 to the healing provided.</strong></strong></p><p><strong><strong>Recharge: Milestone</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 Dwarven Plate Armor (Level 2)</strong></strong></p><p><strong><strong>Enhancement: AC</strong></strong></p><p><strong><strong>Property: Gain a +1 item bonus to Endurance checks.</strong></strong></p><p><strong><strong>Power (Daily): Free Action. Regain hit points equal to your healing surge value. You don't spend a healing surge when you use this power.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 Cloak of Resistance (Level 2)</strong></strong></p><p><strong><strong>Body Slot: Neck</strong></strong></p><p><strong><strong>Enhancement: Fortitude, Reflex, and Will defenses</strong></strong></p><p><strong><strong>Power (Daily): Minor Action. Gain resist all 5 until the start of your next turn.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Belt of Vigor (Level 2)</strong></strong></p><p><strong><strong>Body Slot: Waist</strong></strong></p><p><strong><strong>Property: You gain a +1 item bonus to the healing provided by your healing surges.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 Heavy Shield of Protection (Level 3)</strong></strong></p><p><strong><strong>Body Slot: Arms</strong></strong></p><p><strong><strong>Enhancement: Armor Class and Reflex defense</strong></strong></p><p><strong><strong>Power (Encounter): Standard Action. You and an adjacent ally gain resist all 5 until the end of your next turn.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 FROST WARHAMMER [LEVEL 3]</strong></strong></p><p><strong><strong>This is a good weapon for a fighter to wield.</strong></strong></p><p><strong><strong>Enhancement: Attack rolls and damage rolls with weapon.</strong></strong></p><p><strong><strong>Critical: +1d6 cold damage.</strong></strong></p><p><strong><strong>Power (Encounter): Free action. Activate when you hit with this weapon. The target takes +1d10 cold damage and is slowed until the end of your next turn (Cold).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 STAFF OF THE WAR MAGE [LEVEL 3]</strong></strong></p><p><strong><strong>This is a perfect implement for a wizard.</strong></strong></p><p><strong><strong>Implement (Staff)</strong></strong></p><p><strong><strong>Enhancement: Attack rolls and damage rolls with implement.</strong></strong></p><p><strong><strong>Critical: +1d8 damage</strong></strong></p><p><strong><strong>Power (Daily): Free action. Activate when you use a power with a burst or blast effect. Increase the size of the burst or blast by 1.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 DELVER'S LEATHER ARMOR [LEVEL 3]</strong></strong></p><p><strong><strong>This armor is good for a character in light armor, such as a warlock.</strong></strong></p><p><strong><strong>Armor: Any</strong></strong></p><p><strong><strong>Enhancement: AC</strong></strong></p><p><strong><strong>Power (Encounter): Free action. Gain a +2 power bonus to a saving throw.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>+1 AMULET OF HEALTH [LEVEL 3]</strong></strong></p><p><strong><strong>This amulet is suitable for a character of any class.</strong></strong></p><p><strong><strong>Body Slot: Neck</strong></strong></p><p><strong><strong>Enhancement: Fortitude, Reflex, and Will defenses</strong></strong></p><p><strong><strong>Property: Gain resist poison 5.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>IRONSKIN BELT [LEVEL 5]</strong></strong></p><p><strong><strong>This belt is suitable for a character of any class.</strong></strong></p><p><strong><strong>Body Slot: Waist</strong></strong></p><p><strong><strong>Power (Encounter): Minor action. Gain resist weapons 5 until the end of your next turn.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>GAUNTLETS OF OGRE POWER [LEVEL 5]</strong></strong></p><p><strong><strong>These gauntlets are good for a fighter, ranger, or paladin.</strong></strong></p><p><strong><strong>Body Slot: Hands</strong></strong></p><p><strong><strong>Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).</strong></strong></p><p><strong><strong>Power (Daily): Free action. Activate when you hit with a melee attack. Add a +5 power bonus to the damage roll.</strong></strong></p></blockquote><p></p>
[QUOTE="Klaus, post: 4079414, member: 607"] Compiled from several sites and threads. Monsters: Kobold Minion Level 1 Minion Small Natural Humanoid XP 25 Initiative +3 Senses Perception +1, darkvision HP A minion dies when hit by an attack that deals damage. AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense Speed 6 m Spear (standard; at-will) • Weapon . +5 vs. AC; 2 damage. r Spear (standard; at-will) • Weapon . Range 10/20; +5 vs. AC; 2 damage. Shifty (minor, at will). The kobold shifts 1 square as a minor action. Trap Sense. The kobold gains a +2 bonus to all defenses against traps. Alignment Evil Languages Draconic. Skills Stealth +5, Thievery +5. Str 8 (-1) Dex 16 (+3) Wis 12 (+1). Con 12 (+1) Int 9 (-1) Cha 10 (+0). Equipment hide armor, light shield, 3 spears Kobold Skirmisher Level 1 Skirmisher Small Natural Humanoid XP 100 Initiative +5 Senses Perception +0, darkvision HP 27; Bloodied 13. AC 15; Fortitude 11, Reflex 14, Will 13; see also trap sense Speed 6 m Spear (standard; at-will) • Weapon . +6 vs. AC; 1d8 damage. See also mob attack Combat Advantage The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Mob Attack The kobold skirmisher gains +1 bonus to attack rolls per kobold ally adjacent to the target. Shifty (minor, at will). The kobold shifts 1 square as a minor action. Trap Sense. The kobold gains a +2 bonus to all defenses against traps. Alignment Evil Languages Draconic. Skills Acrobatics +8, Stealth +10, Thievery +10. Str 8 (-1) Dex 16 (+3) Wis 10 (+0). Con 11 (+0) Int 6 (-2) Cha 15 (+2). Equipment hide armor, light shield, spear Kobold Wyrmpriest; Level 3 Artillery (Leader) Small Natural Humanoid; XP 150 Initiative: +4 ; Senses: Perception+4, darkvision HP 36; Bloodied 18 AC 17; Fortitude 13, Reflex 15, Will 15; see also trap sense Speed 6 m Spear (standard; at-will) • Weapon +7 vs. AC; 1d8 damage a Energy Orb (standard; at will) + see text Range 10; 16 vs. Reflex; 1d10 +3 damage of a chosen type (based on the dragon served). b Incite Faith (minor; encounter) Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square. c Dragon Breath (standard; encounter) + see text Close blast 3; +6 vs. Fortitude; 1d10 +3 damage of a chosen type (based on the dragon served). Miss: Half Damage. Shifty (minor, at will) The kobold shifts 1 square as a minor action. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment: Evil; Languages: Draconic Skills: Stealth +11, Thievery +11 Str 9 (+0) Dex 16 (+3) Wis 17 (+4) Con 12 (+2) Int 9 (+0) Cha 12 (+2) Equipment: Hide armor, spear, bone mask. Kobold Dragon Shield; Level 2 Soldier Small Natural Humanoid; XP 125 Initiative +4 ;Senses: Perception+2, darkvision HP 36; Bloodied 18 AC 18; Fortitude 14,Reflex 13,Will 13; see also trap sense Speed 6 m Short Sword (standard; at-will) • Weapon +7 vs. AC; 1d6+3 damage, and the target is marked until the end of the Kobold dragonshield’s next turn. DragonShield Tactics (immediate reation, when an adjacent enemy shifts away or an enemy moves adjacent, at will) The kobold dragonshield shifts 1 square. Mob Attack The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target. Shifty (minor, at will) The kobold shifts 1 square as a minor action. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment: Evil; Languages: Draconic Skills: Acrobatics +8, stealth +10, Thievery +10 Str 8 (-1) Dex 16 (+3) Wis 10 (+0) Con 11 (+0) Int 6 (-2) Cha 15 (+2) Equipment: Scale armor, heavy shield, short sword Kobold Slinger; Level 1 Artillery Small Natural Humanoid; XP 100 Initiative: +3; Senses: Perception+1, darkvision HP 24; Bloodied 12 AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense Speed 6 m Dagger (standard; at-will) • Weapon +5 vs. AC; 1d4+3 damage. r Sling (standard; at-will) • Weapon Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot. Special Shot The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type. · Stinkpot the target takes a -2 penalty to attack rolls (save ends) · Firepot (Fire) The target taks ongoing 2 fire damage (save ends) · Gluepot The target is immobilized (save ends) Shifty (minor, at will) The kobold shifts 1 square as a minor action. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment: Evil; Languages: Draconic Skills: Acrobatics +8, stealth +10, Thievery +10 Str 9 (-1) Dex 17 (+3) Wis 12 (+1) Con 11 (+1) Int 9 (-1) Cha 10 (+0) Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above). Kobold Archer; Level 2 Artillery Small Natural Humanoid Init: +9; Senses: Perception +2 HP 23; Bloodied 11 AC 16; Fortitude 11 Reflex 15 Will 13 Speed 6 m Dagger (Standard; at-will) * Weapon +8 vs. AC; 1d3 r Shortbow (Standard; at-will) * Weapon Range 10/20; +9 vs. AC; 1d4+4, see also Fragile Confidence Easily Frightened Fear effects get +2 attack against this creature Fragile Confidence Shorbow +5 attack untill attacked Shifty (Minor; at-will) Shift 1 square Skills: Initiative +9 Str +0 Dex +4 Wis +2 Con +1 Int -1 Cha +0 Shadar-kai Chainfighter Level 6 Skirmisher Medium shadow humanoid xp250 Initiative +9 Senses Perception +5; low-light vision HP 54; Bloodied 27 AC 20; Fortitude 19, Reflex 19, Will 17 Speed 6; see also dance of death and shadow jaunt m Spiked Chain (standard at will) * Weapon Reach 2; +11 vs AC; 2d4+3 damage. M Dance of Death (standard; recharge 6) * Necrotic, Weapon The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit. Shadow Jaunt (move encounter) * Teleportation The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn. Alignment: Unaligned Langages: Common Skills Acrobatics +14 Stealth +14 Str 17 (+6) Dex 18 (+7) Wis 14 (+5) Con 13 (+4) Int 10 (+3) Cha 11 (+3) Equipment: leather armor, spiked chain Human Guard Level 1 Solider Medium natural Humanoid xp 100 Initiative +4 Senses Perception +5 HP 31 Bloodied 15 AC 16 Fortitude 14 Reflex 13 Will 12 Speed 5 m Halberd (standard at will) * Weapon Reach 2: +8 vs AC 1d10+2 damage and the target is markes until the end of the human guards next turn. M Powerful Strike (standard recharge 5,6) * Weapon Requires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the target is knocked prone. R Crossbow (standard at will) * Weapon Range 15/30; +7 vs AC; 1d8+1 damage Alignment Any Languages Common Skills Streetwise +6 Str 15 (+2) Dex 14 (+2) Wis 11 (+0) Con 15 (+2) Int 10 (+0) Cha 12 (+1) Equipment chainmail, halberd, crossbow with 20 bolts. Human Bandit Level 2 Skirmisher Medium natural Humanoid xp 125 Initiative +6 Senses Perception +1 HP 30 Bloodied 15 AC 16 Fortitude 12 Reflex 14 Will 12 Speed 6 m Mace (standard at will) * Weapon +4 vs AC 1d8+1 damage and the human bandit shifts 1 square. r Dagger (standard at will) * Weapon Range 5/10; +6 vs AC; 1d6+1damage. m Dazling Strike (standard encoutner) * Weapon Requires mace; +4 vs AC; 1d8+1 damage, the target is dazed until the end of the human bandit's next turn, and the human bandit ***** 1 square. Combat Advantage The human bandit deals an extra 1d6 damage on melee and ranged attackes against any target it has combat advantage against. Alignment Any Languages Common Skills Stealth +9 Streetwise +7 Thievery +9 Str 12 (+2) Dex 17 (+4) Wis 11 (+1) Con 13 (+2) Int 10 (+1) Cha 12 (+2) Equipment leather armor, mace, 5 daggers Human Berserker Level 3 Brute Medium natural Humanoid xp 150 Initiative +2 Senses Perception +1 HP 56 Bloodied 28 see also battle fury AC 14 Fortitude 14 Reflex 13 Will 13 Speed 7 m Greataxe (standard at will) * Weapon +6 vs AC; 1d12+4 damage (crit 1d12+16) M Battle Fury (Immediate reaction, when first bloodied; encounter) The human berserker makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit. R Handaxe (standard at will) * Weapon Range 5/10; +4 vs AC; 1d6 +3 damage. Alignment Any Languages Common Skills Athletics +9 Endurance +9 Str 17 (+4) Dex 12 (+2) Wis 11 (+1) Con 16 (+4) Int 10 (+1) Cha 12 (+2) Equipment leather armor, greataxe, 2 handaxes Human Mage Level 4 Artillery (Leader) Medium natural Humanoid xp 175 Initiative +4 Senses Perception +5 HP 42 Bloodied 21 AC 17 Fortitude 13 Reflex 14 Will 15 Speed 6 m Quaterstaff (standard at will) * Weapon +4 vs AC; 1d8 damage. r Magic Missile (standard at will) * Force Range 20; +7 vs Reflex; 2d4 +4 force damage. R Dancing Lightning (standard encoutner) * Lightning The mage makes a seperate attack against 3 different targets; range 10; +7 vs Reflexes; 1d6 +4 lightning damage. A Thunder Burst (standard encounter) * Thunder Area burst; 1 within 10; +7 vs Fortitude; 1d8 +4 thunder damage, and the target is dazed (save ends). Alignment Any Languages Common Skills Arcana +11 Str 10 (+2) Dex 14 (+4) Wis 17 (+5) Con 12 (+3) Int 18 (+6) Cha 12 (+3) Equipment robes,quaterstaff, wand Skeleton Warrior Level 3 Soldier Medium natural animate (undead) xp 150 Initiative +6 Senses Perception +3; darkvision HP 45; Bloodied 22 AC 18; Fortitude 15 Reflex 16 Will 15 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Radiant Speed 5 m Longsword (standard at-will) * Weapon +10 vs AC; 1d8 +2 damage, and the target is marked until the end of the skeleton warrior's next turn; see also speed of the dead. Speed of the Dead When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage. Alignment: Unaligned Langages: - Str 15 (+3) Dex 17 (+4) Wis 14 (+3) Con 13 (+2) Int 3 (-3) Cha 3 (-3) Equipment: chainmail, light shield, longsword Blazing Skeleton Level 5 Artillery Medium natural animate (undead) xp 200 Initiative +6 Senses Perception +4; darkvision Fiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage. HP 53; Bloodied 26 AC 19; Fortitude 15,Reflex 18,Will16 Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable 5 radiant Speed 6 m Blazing Claw (standard; at-will) * Fire +8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends). R Flame Orb (standard; at-will) * Fire Range 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends). Alignment Unaligned Languages - Str 13 (+3) Dex 18 (+6) Wis 15 (+4) Con 17 (+5) Int 4 (-1) Cha 6 (0) Equipment – Boneshard Skeleton Level 5 Brute Medium natural animate (undead) xp 200 Initiative SensesPerception +4 darkvision HP 77 Bloodied38 see also boneshard burst AC 17 Fortitude 16 Reflex 16 Will 15 Immune disease, poison Resist 10 necrotic Vulnerable 5 radiant Speed 6 m Scimitar (standard; at-will) * Necrotic, Weapon +9 vs AC; 1d8+3 damage (crit 1d8 +11) plus 5 necrotic damage. m Boneshard (standard; at-will) * Necrotic +9 vs AC; 1d4+3 damage; and ongoing 5 necrotic damage (save ends) C Boneshard Burst (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit points) * Necrotic Close burst 3; +8 vs Reflex; 2d6+3 necrotic damage Alignment Unaligned Languages - Str 16(+5) Dex 16(+5) Wis 14(+4) Con 17(+5) Int 3(-2) Cha 3(-2) Equipmentscimitar Bodak Skulk Level 16 Lurker Medium shadow humanoid (undead) xp 1,400 Initiative +16 Senses Perception +10; darkvision Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll. HP 124 Bloodied 62 AC 29 Fortitude 29 Reflex27 Will 29 Immune disease, poison Resist 15 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn. Speed 6 m Slam (standard; at-will) * Necrotic +21 vs AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk's next turn. r Death Gaze(standar; encounter) * Necrotic Range 10: targets a living creature; +19 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge. Spectral Form[b] (standard; at-will) The bodak turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action. [b]Alignment Evil Languages Common Str 21(+13) Dex 19(+12) Wis 15(+10) Con 22(+14) Int 6(+6) Cha 23(+14) Equipment - Bodak Reaver Level 18 Soldier Medium shadow humanoid (undead) xp 2000 Initiative +16 Senses Perception +17; darkvision Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll. HP 175 Bloodied 87 AC 31 Fortitude 31 Reflex30 Will 31 Immune disease, poison Resistm 20 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn. Speed 5 m Greataxe(standard; at-will) * Necrotic, Weapon +23 vs AC: 1d12+6 damage (crit 2d12+18) plu 1d8 necrotic damage and the target is dazed and weakened (save ends both). r Death Gaze(standard; encounter) * Necrotic Range 10: targets a living creature; +20 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge. Death Drinker * Healing If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points. Alignment Evil Languages Common Str 22(+15) Dex 21(+14) Wis 16(+12) Con 23(+15) Int 10(+9) Cha 23(+15) Equipmentplate armor, greataxe Boneclaw Level 14 Soldier Large shadow animate (undead) xp 1,000 Initiative +15 Senses Perception +13; darkvision HP 136 Bloodied 68; se also necrotic pulse AC 30 Fortitude 24 Reflex 27 Will 25 Immune disease, poison Resist 20 necrotic Vulnerable 5 radiant Speed 8 m Claw(standard; at-will) Reach 3; +20 vs AC; 1d12 +6 damage. C Necrotic Pulse (immediate reaction, when first bloodied; encounter) * Healing, Necrotic Close burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage. Relentless Opportunist If the boneclaw hits win an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn. Threatening Reach The boneclaw can make opportunity attacks against all enemies within its reach (3 squares). Alignment Evil Languages Common Skills Intimidate +16, Stealth +18 Str 17(+10) Dex 23(+13) Wis 12(+8) Con 16(+10) Int 10(+7) Cha 18(+11) Equipment- Hobgoblin Warcaster Level 3 Controller (Leader) Medium natural humanoid (goblin) xp 150 Initiative +5 Senses Perception +4; low-light vision HP 46 Bloodied 23 AC 17 Fortitude 13 Reflex 15 Will 14 Speed 6 m Staff(standard; at-will) * Weapon +8 vs AC; 1d8+1 damage. M Shock Staff (standard; recharge 4,5,6) * Lightning, Weapon +8 vs AC; 2d10+4 lightning damage, and the target is dazed until the end of the hobgoblin warcaster's next turn. R Force Lance (standard; recharge 5,6) * Force Range 5; +7 vs Fortitude; 2d6 +4 force damage, and the target slides 3 squares. C Force Pulse(standard; recharge 6) * Force Close blast 5; +7 vs Reflex; 2d8 +4 force damage; and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. Hobgoblin Resilience (immediate reaction, when the hobgoblin warcaster suffers an effect that a save can end; encounter) The hobgoblin warcaster makes a saving throw against the triggering effect. Alignment Evil Languages Common, Goblin Skills Arcana +10, Athletics +4, Stealth +10 Str 13(+2) Dex 14(+3) Wis 16(+4) Con 14(+3) Int 19(+5) Cha 13(+2) Equipment robes, staff Hobgoblin Soldier Level 3 Soldier Medium natural humanoid (goblin) xp 150 Initiative +7 Senses Perception +3; low-light vision HP 47 Bloodied 23 AC 20 (22 with phalanx soldier) Fortitude 18 Reflex 16 Will 16 Speed 5 m Flail(standard; at-will) * Weapon +7 vs AC; 1d10+4 damage; the target is slowed until the end of the hobgoblin soldier's next turn, and the target is marked until the end of the hobgoblin soldier's next turn. M Formation Strike (standard; at-will) * Weapon Requires flail; +7 vs AC; 1d10+4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacen to another hobgoblin. Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter) The hobgoblin soldier makes a saving throw against the triggering effect. Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +12, Stealth +10 Str 19(+5) Dex 14(+3) Wis 14(+3) Con 15(+3) Int 11(+1) Cha 10(+1) Equipment scale armor, heavy shield, flail Hobgoblin Archer Level 3 Artilery Medium natural humanoid (goblin) xp 150 Initiative +7 Senses Perception +3; low-light vision HP 39 Bloodied 19 AC 17 Fortitude 13 Reflex 15 Will 13 Speed 6 m Longsword (standard; at-will) * Weapon +6 vs AC: 1d8 + 2 damage r Longbow (standard; at-will) * Weapon Range 20/40; +9 vs AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against same target. Hobgoblin Archer (immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter) The hobgoblin archer makes a saving throw against the triggering effect. Alignment Evil Languages Common, Goblin Skills Athletics +5 Str 14(+3) Dex 19(+5) Wis 14(+3) Con 15(+3) Int 11(+1) Cha 10(+1) Equipmentleather armor, longsword, longbow, quiver of 30 arrows Young Black Dragon Level 4 Solo Lurker Large natural magical beast (aquatic, dragon) XP 875 Initiative: +11 Senses: Perception +9; darkvision HP 280; Bloodied 140 See also bloodied breath AC 24; Fortitude 19, Reflex 21, Will 18 Resist: 15 Acid Saving Throws +5 Speed 7, fly 7 (clumsy), overland flight 10, swim 7 Action points 2 M Bite (standard; at will) * Acid Reach 2: +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends) M Claw (standard; at will) Reach 2: +8 vs. AC; 1d4 +3 damage Double attack (standard; at will) The dragon makes 2 claw attacks Tail slash (immediate reaction, when a melee attack misses the dragon; at will) The dragon uses its tail to attack the enemy that missed it; reach 2: +8 vs AC; 1d6 + 4 damage and the target is pushed 1 square Breath Weapon (standard; recharge 5 6) * Acid Close blast 5; +7 vs Reflex; 1d12 + 3 acid damage and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both). Bloodied Breath (Immediate reaction, when first bloodied; encounter) * Acid The dragon's breath weapon recharges automatically, and the dragon uses it immediately. Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone Close burst 2: this power creates a zone of darkness that remains in place until the end of the dragon's next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded. Frightful presence (standard, encounter) * Fear Close burst 5; targets enemies: +5 vs. Will; the target is stunned until the end of the dragon's nest turn. Aftereffect: the target takes a -2 penalty to attack rolls (save ends). Alignment: Evil Languages: Draconic Skills: Nature +9, Stealth +17 Str 16 (+5) Dex 20 (+7) Wis 15 (+4) Con 16 (+5) Int 12 (+3) Cha 10 (+2) Items: +1 Vicious Longbow (Level 2) Enhancement: Attack rolls and damage rolls with weapon Critical: +1d12 damage +1 Symbol of Life (Level 2) Implement (Holy Symbol) Enhancement: Attack rolls and damage rolls with implement Critical: +1d6 damage Power (Milestone): Free Action. Activate when you use a power that heals damage. Add +1d6 to the healing provided. Recharge: Milestone +1 Dwarven Plate Armor (Level 2) Enhancement: AC Property: Gain a +1 item bonus to Endurance checks. Power (Daily): Free Action. Regain hit points equal to your healing surge value. You don't spend a healing surge when you use this power. +1 Cloak of Resistance (Level 2) Body Slot: Neck Enhancement: Fortitude, Reflex, and Will defenses Power (Daily): Minor Action. Gain resist all 5 until the start of your next turn. Belt of Vigor (Level 2) Body Slot: Waist Property: You gain a +1 item bonus to the healing provided by your healing surges. +1 Heavy Shield of Protection (Level 3) Body Slot: Arms Enhancement: Armor Class and Reflex defense Power (Encounter): Standard Action. You and an adjacent ally gain resist all 5 until the end of your next turn. +1 FROST WARHAMMER [LEVEL 3] This is a good weapon for a fighter to wield. Enhancement: Attack rolls and damage rolls with weapon. Critical: +1d6 cold damage. Power (Encounter): Free action. Activate when you hit with this weapon. The target takes +1d10 cold damage and is slowed until the end of your next turn (Cold). +1 STAFF OF THE WAR MAGE [LEVEL 3] This is a perfect implement for a wizard. Implement (Staff) Enhancement: Attack rolls and damage rolls with implement. Critical: +1d8 damage Power (Daily): Free action. Activate when you use a power with a burst or blast effect. Increase the size of the burst or blast by 1. +1 DELVER'S LEATHER ARMOR [LEVEL 3] This armor is good for a character in light armor, such as a warlock. Armor: Any Enhancement: AC Power (Encounter): Free action. Gain a +2 power bonus to a saving throw. +1 AMULET OF HEALTH [LEVEL 3] This amulet is suitable for a character of any class. Body Slot: Neck Enhancement: Fortitude, Reflex, and Will defenses Property: Gain resist poison 5. IRONSKIN BELT [LEVEL 5] This belt is suitable for a character of any class. Body Slot: Waist Power (Encounter): Minor action. Gain resist weapons 5 until the end of your next turn. GAUNTLETS OF OGRE POWER [LEVEL 5] These gauntlets are good for a fighter, ranger, or paladin. Body Slot: Hands Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). Power (Daily): Free action. Activate when you hit with a melee attack. Add a +5 power bonus to the damage roll.[/b][/b] [/QUOTE]
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