Hey y'all. Love the thread. It's great to see people already taking this stuff on. There's no better way to learn new rules.
That said, I'm thinking about my first adventure and I decided on a little bit of a dungeon crawl that I'm calling "The Rise of the Monkey King." It features apes stealing fire from the PCs home city, including the Monkey King himself, who can use it with magic. Kind of out there, but I think the monsters are pretty cool. Posted below.
Couple notes: I listed these as "Natural Animals," even though they're not animal intelligence, but I don't know if that qualifies them as magical beasts, or what. I'll refine that when the MM is available. Hope you like'em.
Guardian Hyena Level 1 Soldier
Medium natural animal XP 100
Initiative +1 Senses Perception +6, Low-light vision
HP 32; Bloodied 16
AC 15; Fortitude 13, Reflex 14, Will 12
Speed 7
m Bite (standard; at-will)
+6 vs. AC; 1d6+2 damage.
Hideous Laugh (standard; recharge 5,6) • Psychic
Close Burst 1; Targets must have least one other Hyena adjacent to it.
+6 vs. Will; 1d4+2 psychic damage and victim targets randomly with any attacks made thereafter (save ends).
Pack Solidarity (minor; at will)
The Hyena shifts one square provided it ends in a space adjacent to another Hyena.
Alignment Unaligned Languages None
Str 15 (+2) Dex 12 (+1) Wis 10 (+0)
Con 14 (+2) Int 2 (-4) Cha 10 (+0)
Chimpanzee Hurlers Level 1 Artillery
Small Natural Animal XP 100
Initiative +4 Senses Perception +2
HP 22; Bloodied 11
AC 14, Fort 11, Ref 14, Will 11
Speed 5
r Thrown Rock (standard; at-will) • Weapon
Range 5/10; +5 vs. AC; 1d4+1 damage.
r Swift Throw (minor; recharge 5,6) • Weapon
Range 5/10; +3 vs. AC; 1d4 damage.
Heedless Flight (standard; recharge 5,6)
Chimp shifts 7 squares and gains +2 to all defenses until the beginning of its next turn.
Alignment Unaligned Languages None
Skills Athletics +9, Acrobatics +7
Str 12 (+1) Dex 16 (+3) Wis 15 (+2)
Con 11 (+0) Int 9 (-1) Cha 10 (+0)
Orangutan Devotee Level 2 Brute
Medium Natural Animal XP 125
Initiative +2 Senses Perception +7
HP 50; Bloodied 25
AC 13, Fort 13, Ref 13, Will 12
Speed 5
m Slam (standard; at-will)
+7 vs. AC; 1d10+3 damage.
m Throwdown (standard; recharge 4,5,6)
+7 vs. AC; 1d10+3 damage.
Followup: +5 vs. Reflex; Target knocked prone.
Bloodied Madness (immediate reaction, when adjacent enemy is knocked prone; encounter)
Requires bloodied, +5 vs. AC; 1d10+3; see also raining assault.
Raining Assault
The Orangutan deals +1d6 damage against prone targets.
Alignment Unaligned Languages None
Skills Athletics +9, Acrobatics +7
Str 17 (+4) Dex 10 (+1) Wis 12 (+2)
Con 14 (+2) Int 4 (-2) Cha 10 (+0)
The Monkey King Level 3 Artillery (Leader)
Medium natural animal XP 150
Initiative +6 Senses Perception +8, Insight +8
HP 36; Bloodied 18
AC 18, Fort 14, Ref 15, Will 16
Speed 6
m Staff (Standard; at will) • Weapon
+5 vs AC; 1d6+2 damage.
r Hurl Fire (Standard; at will) • Fire
Range 10; +7 vs reflex; 1d8+3 fire damage.
a Mankind’s Gift (Standard; recharge 6) • Fire
Area Burst 2 within 10; +5 vs reflex; 1d10+3 fire damage. Miss half damage.
Jungle Howl (Standard; encounter)
Close Burst 5; targets allies. All allies in range +2 AC and +2 speed until the beginning of the Monkey King’s next turn.
Loyal Subjects (Immediate interrupt, when targeted by a melee attack; encounter)
The Monkey King may shift up to 2 squares into the square of an ally, and slide that ally up to 2 squares into his previous position; the King and his ally switch places.
Alignment Evil Languages None
Skills Stealth +9, Intimidate +8
Str 9 (+0) Dex 16 (+4) Wis 15 (+3)
Con 10 (+1) Int 13 (+2) Cha 15 (+3)