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<blockquote data-quote="keterys" data-source="post: 4081008" data-attributes="member: 43019"><p>Posted some pics these earlier on some thread, but it's buried, so... have a couple Chokers, a couple Chuul that I've parsed out (there's a couple #s I'm slightly iffy on, but should be pretty darn close)... and four or so Gnolls I'm getting off the iphone now that I'll tack on in a little bit.</p><p></p><p>Cavern Choker Level 4 Lurker</p><p>Small natural humanoid XP 175</p><p>Initiative +9 Senses Perception +3, darkvision</p><p>HP 42; Bloodied 21</p><p>AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13</p><p>Speed 6, climb 6 (spider climb)</p><p>m Tentacle Claw (standard; at-will)</p><p> Reach 2; +9 vs AC; 1d8+3 damage and the target is grabbed </p><p> (until escape). A target trying to escape the grab takes a -4</p><p> penalty to the check.</p><p>M Choke (standard; at-will)</p><p> Grabbed target only. +9 vs Fortitude; 1d8+3 damage.</p><p>Chameleon Hide (minor; at-will)</p><p> The cavern choker gains concealment until the start of its next turn. </p><p> It can't use this power while grabbing or creature or while grabbed.</p><p>Body Shield (immediate interrupt, when targeted by a melee or a</p><p> ranged attack against Reflex or AC; recharge when the choker </p><p> makes a successful tentacle claw or choke attack)</p><p> The cavern choker makes its grabbed victim the target instead.</p><p> The choker cannot use this power to redirect attacks made by a </p><p> creature it is currently grabbing.</p><p>Alignment Unaligned Languages Common</p><p>Skills Stealth +10</p><p>Str 17 (+5) Dex 17 (+5) Wis 13 (+3)</p><p>Con 12 (+3) Int 6 (+0) Cha 6 (+0)</p><p></p><p>Feygrove Choker Level 12 Lurker </p><p>Medium fey humanoid XP 700</p><p>Initiative +14 Senses Perception +7; low-light vision</p><p>HP 91; Bloodied 45</p><p>AC 24; Fortitude 22, Reflex 22, Will 19</p><p>Speed 8 (forest walk), climb 8 (spider climb)</p><p>m Tentacle Claw (standard; at-will)</p><p> Reach 3; +17 vs AC; 2d6+4 damage, and the target is grabbed </p><p> (until escape). A target trying to escape the grab takes a -4</p><p> penalty to the check. The feygrove choker can grab up to 2</p><p> creatures at once.</p><p>M Choke (standard; at-will)</p><p> Up to 2 grabbed targets, +17 vs Fortitude; 2d8+4 damage. The</p><p> feygrove choker makes a separate attack against each grabbed </p><p> target.</p><p>A Vine Fetter (standard; recharge 3? )</p><p> Area burst 3 within 10; nearby vines animate and snare the</p><p> feygrove choker's enemies, +15 vs Reflex; the target is restrained</p><p> (save ends).</p><p>Body Shield (immediate interrupt, when targeted by a melee or a</p><p> ranged attack against Reflex or AC; recharges when the choker</p><p> makes a successful tentacle claw or choke attack)</p><p> The cavern choker makes its grabbed victim the target instead.</p><p> The choker cannot use this power to redirect attacks made by a</p><p> creature it is currently grabbing.</p><p>Chameleon Hide (minor; at-will)</p><p> The feygrove choker gains concealment until the start of its next</p><p> turn. It can't use this power while grabbing a creature or while</p><p> grabbed.</p><p>Alignment Unaligned Languages Elven</p><p>Skills Stealth +15</p><p>Str 19 (+10) Dex 18 (+10) Wis 13 (+7)</p><p>Con 13 (+7) Int 6 (+4) Cha 6 (+4)</p><p></p><p>Chuul Level 10 Soldier</p><p>Large aberrant magical beast (aquatic) XP 500</p><p>Initiative +10 Senses Perception +9; darkvision</p><p>HP 109; Bloodied 54</p><p>AC 27; Fortitude 26, Reflex 20, Will 21</p><p>Speed 6, swim 6</p><p>m Claw (standard; at-will)</p><p> Reach 2; +17 vs AC; 1d6+6 damage or 3d6+6 damage against</p><p> an immobilized creature</p><p>M Double Attack (standard; at-will) * Paralysis, Poison</p><p> The chuul makes two claw attacks. If both claw attacks hit</p><p> a single target, the chuul makes a secondary attack against</p><p> the same target with its tentacles. Secondary Attack: +14 vs</p><p> Fortitude; the target is immobilized (save ends).</p><p>Tentacle Net * Paralysis, Poison</p><p> A creature hit by a chuul's opportunity attack is immobilized</p><p> until the end of the chuul's next turn</p><p>Alignment Unaligned Languages Deep Speech</p><p>Str 22 (+11) Dex 16 (+8) Wis 18 (+9)</p><p>Con 21 (+10) Int 4 (+2) Cha 14 (+7)</p><p></p><p>Chuul Juggernaut Level 23 Elite Soldier</p><p>Huge aberrant magical beast (aquatic) XP 16,200</p><p>Initiative +17 Senses Perception +17; darkvision</p><p>Psychic Moan (Psychic) aura 1; a chuul juggernaut exudes a</p><p> constant hum of psychic energy. Enemies in the aura take a -2</p><p> penalty to Will defense and gain vulnerable 5 psychic.</p><p>HP 434; Bloodied 217</p><p>AC 39; Fortitude 32, Reflex 31, Will 33</p><p>Saving Throws +2</p><p>Speed 7, swim 7</p><p>Action Points 1</p><p>m Claw (standard; at-will)</p><p> Reach 3; +30 vs AC; 2d8+8 damage, or 5d8+8 damage against </p><p> an immobilized creature.</p><p>M Double Attack (standard; at-will) * Paralysis, Poison</p><p> The chuul juggernaut makes tow claw attacks. If both claw </p><p> attacks hit a single target, the chuul juggernaut makes a </p><p> secondary attack against the same target with its tentacles.</p><p> Secondary Attack: +28 vs Fortitude; the target is immobilized</p><p> (save ends).</p><p>R Psychic Lure (standard; at-will) * Psychic</p><p> Range 10; +29 vs Will; 2d10+3 psychic damage, and the target</p><p> is pulled 5 squares.</p><p>Tentacle Net * Paralysis, Poison</p><p> A creature hit by a chuul juggernaut's opportunity attack is</p><p> immobilized until the end of the juggernaut's next turn.</p><p>Alignment Unaligned Languages Deep Speech</p><p>Str 27 (+19) Dex 19 (+15) Wis 22 (+17)</p><p>Con 25 (+18) Int 4 (+8) Cha 16 (+14)</p></blockquote><p></p>
[QUOTE="keterys, post: 4081008, member: 43019"] Posted some pics these earlier on some thread, but it's buried, so... have a couple Chokers, a couple Chuul that I've parsed out (there's a couple #s I'm slightly iffy on, but should be pretty darn close)... and four or so Gnolls I'm getting off the iphone now that I'll tack on in a little bit. Cavern Choker Level 4 Lurker Small natural humanoid XP 175 Initiative +9 Senses Perception +3, darkvision HP 42; Bloodied 21 AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13 Speed 6, climb 6 (spider climb) m Tentacle Claw (standard; at-will) Reach 2; +9 vs AC; 1d8+3 damage and the target is grabbed (until escape). A target trying to escape the grab takes a -4 penalty to the check. M Choke (standard; at-will) Grabbed target only. +9 vs Fortitude; 1d8+3 damage. Chameleon Hide (minor; at-will) The cavern choker gains concealment until the start of its next turn. It can't use this power while grabbing or creature or while grabbed. Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharge when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing. Alignment Unaligned Languages Common Skills Stealth +10 Str 17 (+5) Dex 17 (+5) Wis 13 (+3) Con 12 (+3) Int 6 (+0) Cha 6 (+0) Feygrove Choker Level 12 Lurker Medium fey humanoid XP 700 Initiative +14 Senses Perception +7; low-light vision HP 91; Bloodied 45 AC 24; Fortitude 22, Reflex 22, Will 19 Speed 8 (forest walk), climb 8 (spider climb) m Tentacle Claw (standard; at-will) Reach 3; +17 vs AC; 2d6+4 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a -4 penalty to the check. The feygrove choker can grab up to 2 creatures at once. M Choke (standard; at-will) Up to 2 grabbed targets, +17 vs Fortitude; 2d8+4 damage. The feygrove choker makes a separate attack against each grabbed target. A Vine Fetter (standard; recharge 3? ) Area burst 3 within 10; nearby vines animate and snare the feygrove choker's enemies, +15 vs Reflex; the target is restrained (save ends). Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing. Chameleon Hide (minor; at-will) The feygrove choker gains concealment until the start of its next turn. It can't use this power while grabbing a creature or while grabbed. Alignment Unaligned Languages Elven Skills Stealth +15 Str 19 (+10) Dex 18 (+10) Wis 13 (+7) Con 13 (+7) Int 6 (+4) Cha 6 (+4) Chuul Level 10 Soldier Large aberrant magical beast (aquatic) XP 500 Initiative +10 Senses Perception +9; darkvision HP 109; Bloodied 54 AC 27; Fortitude 26, Reflex 20, Will 21 Speed 6, swim 6 m Claw (standard; at-will) Reach 2; +17 vs AC; 1d6+6 damage or 3d6+6 damage against an immobilized creature M Double Attack (standard; at-will) * Paralysis, Poison The chuul makes two claw attacks. If both claw attacks hit a single target, the chuul makes a secondary attack against the same target with its tentacles. Secondary Attack: +14 vs Fortitude; the target is immobilized (save ends). Tentacle Net * Paralysis, Poison A creature hit by a chuul's opportunity attack is immobilized until the end of the chuul's next turn Alignment Unaligned Languages Deep Speech Str 22 (+11) Dex 16 (+8) Wis 18 (+9) Con 21 (+10) Int 4 (+2) Cha 14 (+7) Chuul Juggernaut Level 23 Elite Soldier Huge aberrant magical beast (aquatic) XP 16,200 Initiative +17 Senses Perception +17; darkvision Psychic Moan (Psychic) aura 1; a chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic. HP 434; Bloodied 217 AC 39; Fortitude 32, Reflex 31, Will 33 Saving Throws +2 Speed 7, swim 7 Action Points 1 m Claw (standard; at-will) Reach 3; +30 vs AC; 2d8+8 damage, or 5d8+8 damage against an immobilized creature. M Double Attack (standard; at-will) * Paralysis, Poison The chuul juggernaut makes tow claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +28 vs Fortitude; the target is immobilized (save ends). R Psychic Lure (standard; at-will) * Psychic Range 10; +29 vs Will; 2d10+3 psychic damage, and the target is pulled 5 squares. Tentacle Net * Paralysis, Poison A creature hit by a chuul juggernaut's opportunity attack is immobilized until the end of the juggernaut's next turn. Alignment Unaligned Languages Deep Speech Str 27 (+19) Dex 19 (+15) Wis 22 (+17) Con 25 (+18) Int 4 (+8) Cha 16 (+14) [/QUOTE]
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