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Trap Door Spiders Don't Work

Neat - though, you may want to make the bugbear's stealth check also make its grabbed target hidden, otherwise its going to be pretty easy to find it.
 

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So, waiting for the session to start. Here's what I did.

Took the standard Bugbear Strangler, turned him into a level 4 elite, and made its Strangle at-will into a Reliable Encounter power that knocks prone and slides. Said bugbear also has a minor-action attack (1d8+4). I think he lacks anything to do, but again, I don't anticipate he'll survive too long (or he'll bolt).

The second bugbear is a Bugbear Shadow Walker, made a 4th level elite. He gets the same minor action attack as the Strangler, and his Blur of Movement recharges on a 4-6 and when first bloodied. I am tempted to give him Combat Advantage +1d6, just to be a bastard.

The field has a few snares (attack that restrain and dangle someone 20ft up), and a few maidens kiss minion traps.

Then there are the three Snow Sharks:

4th level Skirmisher; 50 HP; AC: 18, Fort/Ref: 16, Will: 15. Speed 8, Tremoresense. Bite: 1d6+4 (and +1d6 if the target is prone). If they charge, a target is knocked prone. Melee mobility (so move and attack), and a free IR charge if an enemy is bloodied within 5. If they have moved at the end of their turn, they have concealment.

I shall report how it goes.
 
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Ran my version of this on Saturday.

I adjusted the Bugbear Strangler into a Level 4 Ghoul Strangler to fit the undead theme of the current adventuring locale, and had the strangler target the torchbearer, plunging the rest of the party into near-darkness as they fought the rest of the ghouls ...

Great fun for the whole party, especially as Strangler and snared PC (playing her second game of D&D ever!) both wound up in a one-hit-kills scenario, which the PC won - awesome drama!

Thanks muchly for the inspiration, I'll post my Ghoul Strangler over in House Rules when I get a shot at it!
 

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