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RPG stats for all Dungeons of Dread minis

Merlin the Tuna said:
One of the cards on page 6 is "Emerald Orb Wizard." Emerald Frost got canned, then?

I suspected as much when someone revealled Golden Wyvern had been removed from the PH. A bit later on someone discussed a feat that granted +1 damage on cold and acid spells - and again no mention of Emerald Frost. I'd say it's likely it's canned.
 

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warlord powers

What is the most interesting to me is the dwarven warlord his powers ( which probably are warlord class powers)

Drive into Peril +17 vs AC; 1d12+8 AND
push 3 (no dmg, push 1 on miss). If enemy ends adj to ally
(not you), that ally can make immed m atk against it. Rchg 4.

Hold the Line Burst 5; allies get +4 AC until end of this creature’s next
turn. Rchg 6.

Rally the Troops Immed, ally within 5; healing surge. Rchg 4.

Maybe a fighter power :
HUMAN FIGHTER

Stern Reply Standard, only when Bloodied
or prone; stand up AND +13 vs AC; 4d6+5 AND Dazed 1 rd.

TIEFLING WARLOCK

Curse of the Lurking Serpent Minor;
+9 vs Will; 1d6+5 poison if ends turn closer to this creature (save ends). Rchg
5, only if no target aff ected.
 

The Hook horor seems to have too many HP for a non solo/elite monster...

to Derren: The halfling is a NPC, you don´t show the stats to your players... give him reroll as often as you like. If you want him to be a boss monster: build him as a PC, otherwise its not worth the effort.
 

I really wouldn't take these stats as being representative of the final ones in the MM, as it would appear they were printed quite some time before the MM was finished. Infact, as the Gnoll Maruader stats are quite different from the ones on the sample MM pages we got, this would seem very likely.

Also, there's an awful lack of 'save ends' on most of those ongoing damages.
 

Derren said:
Oh, sorry that I expect that a member of a race does possesses the characteristics of said race. I forgot that in 4E there is a distinction between halflings and HALFLINGS.

Heh, heh...

Some never get tired of this old argument.
 

Shiny. The Eye of Flame looks really neat. I hope there are sufficient numbers of beholderkin in the MM.

I find myself wondering how the Vampire Vizier's Dominating Gaze works.
Dominating Gaze Minor; rg 5; +13 vs Will; Dazed 1 rd. Continue: Stunned 1 rd. Conclude: Dominated (save –2 ends all). Only 1 at a time. Rchg 5.
Looks clear enough, but how does the Vizier "Continue" and "Conclude"? If he has to wait until the Gaze recharges, it seems very likely that the dominatee will make the save before the Vizier gets to fire three Gazes. I'd assume the Vizier gets to try his Gaze freely until the other guy shakes it off.
(On the other hand, the Vizier can then try it three times/round if he spends all his actions. Nasty.)

Oh, and have a look at the Everfrost Ranger. Based on melee abilities, with a backup bow. Looks like the Ranger doesn't have to be an archer. I bet they get to choose between archer abilities and melee abilities, like the 3.5 version.

Defiant Rake = some sort of Rogue? He gets Snap Shot (hand crossbow attack as a minor action) and Wicked Dodge (redirect an attack against you into someone else). Neato.

And how have we missed the Cleric of Pelor? He gets Hold (Person). :]
 

UngeheuerLich said:
to Derren: The halfling is a NPC, you don´t show the stats to your players... give him reroll as often as you like. If you want him to be a boss monster: build him as a PC, otherwise its not worth the effort.
I'm against DM "cheating", but I agree with the second part. I bet if there's an Elite or Solo Halfling, it gets rerolls.

(And Elite/Solo elves get rerolls to attacks, etc...)
 

Gargazon said:
I really wouldn't take these stats as being representative of the final ones in the MM, as it would appear they were printed quite some time before the MM was finished. Infact, as the Gnoll Maruader stats are quite different from the ones on the sample MM pages we got, this would seem very likely.
I really hope so. Many of the stats are nice - but i'm underwhelmed by the dragons in terms of "coolness". They use frenzies and breath some breath weapon. A bit lacking, I think.

Not that I want the spellcasting dragons back, but in a world where 1st level characters start to get short-range teleports and can push/pull enemies around, the iconic monster gets nothing like that and is a pure melee + breath monster?

Lame.

Cheers, LT.
 

Derren said:
No reroll ability for the halfling.
Was it left out on purpose or does that mean that NPCs halflings are not "halfling enough" for their racial abilities?

Who knows......


Either NPC halflings don't get it unless the DM decides they need it when statting them up, or they dont list it in the card block because all halflings get it. My guess is the former.
 

Tried to OCR some of them, complete Pain :D...

ETTIN ]ACK-OF-lRONS
LEVEL I0 ELITE BRUTE
LARGE NATURAL HUMANOID
INIT +6 SPD 6
Senses Perception +17
Resist save +2
HP/Bloodled 119/59
AC 25 FORT 22 REF 15 WILL 17
ATTACKS: Club Reach 2;+15 vs AC; 2d6+5
LIMITED POWERS: Action Point 1 , Swat Immed; opp attack against adj enemy that shifts. Rchg 5.
ABILITIES: Double Actions 2 turns per rd; can’t take more than 1 move action per turn, or more than 1 immed action or reaction per rd.
STR +10 (20) CON +11 (23) DEX +6 (12) INT +4 (8) WIS +7 (15) CHA +4(9)

VAMPIRE SPAWN
LEVEL 6 MINION (BRUTE)
MEDIUM NATURAL HUMANOID (UNDEAD)
INIT +11 SPD 7
AC 18 REF 16 FORT 15 WILL 15
HP/Bloodled 10/5
Senses darkvision; Perception +4
Immune poison Resist nec 10 Weakness vuln rad 5
ATTACKS: Claw +1 1 vs AC; 3 (5 to Bloodied),
Group Attack +3 dmg per additional vampire spawn (+5 to Bloodied).
ABILITIES: Regenerate 3
SKILLS: Stealth +11
STR +5 (14) CON +5 (14) DEX +6 (16) INT +3 (10) I WIS +4 (17) ICHA +5 (14)

GIANT CENTIPEDE
LEVEL4 SKIRMISHER
MEDIUM NATURAL BEAST
INIT +6 SPD 8 CLB 8
AC 18 FORT 14 REF 16 WILL 12
HP/Bloodled 34/17
Senses darkvision; Perception +2
ATTACKS Bite +11 vs AC; 1d10+2
ABILITIES: Scuttle Move; shift 3, must enter and leave ally’s square during move.
Unsteady If begins turn adj to enemy, must move before atk or get -2 Def 1 rd.
SKILLS: Stealth +11
STR +4 (14) CON +2 (11) DEX +6 (18) INT -2 (2) A WIS +2 (10) CHA +1 (9)

VAMPIRE VIZIER
Level 11 Elite Controller
MEDIUM NATURAL HUMANOID (UNDEAD)
INIT +12 SPD 6
AC 27 FORT 23 REF 24 WILL 27
HP/Bloodled 101/50
Senses darkvision; Perception +12
Immune poison Resist save +2 Weakness vuln rad 10; sunlight
ATTACKS: +1 greatsword +17 vs AC; 2d6+6
LIMITED POWERS: Action Point 1
Blood Drain Requires cbt adv; +1 3 vs Fort, living humanoid only; 2d12+2 AND Enervated (save ends) AND this creature gains 25 hp. Rchg 5.
Dominating Gaze Minor; rg 5;+13 vs Will; Dazed 1 rd. Continue: Stunned 1 rd. Conclude: Dominated (save -2 ends all). Only 1 at a time. Rch g 5.
ABILITIES: Blood Thirst +5 Idmg to Bloodied. Regen 11.Hurt By Sunlight Only 1 standard action per tum; no blood drain, dominating gaze, regenerate. 26 dmg each rd, destroyed at 0 hp. Mist Form Automatic at 0 hp; fly 12 to lair. Destroyed in sunlight. Scent of Blood Cbt adv against living Bloodied.
STR +9 (l9) CON +7 (l4) DEX +7 (14) INT +5 (11) WIS +7 (14) CHA +10 (20)

DIRE WOLF
LEVEL 5 SKIRMISHER
LARGE NATURAL BEAST
INIT +5 SPD 8
AC 19 FORT ll REF 14 WILL 14
HP/Bloodied: 47/23
Senses Perception +9
ATTACKS: Bite +12 (Str) vs AC; 1d10+4 AND Followup
Followup +7 vs Ref, requires cbt adv; knock prone
Gnaw +5 dmg to prone.
ABILITIES:Pack Hunter Cbt adv if ally adj to target
STR +6 (18) CON +6 (19) DEX +5 (16) INT -1 (5) WIS +4 (14) CHA +2 (11)
 
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