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Wandering Monsters - yea or nay?
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<blockquote data-quote="S'mon" data-source="post: 5481395" data-attributes="member: 463"><p>Here's some wandering monster tables I've done for a planned 4e Wilderlands campaign. They're designed to be easy to 'plug and play' and can be used for overland travel, wilderness exploration, monster lairs/delves, threat-of-the-night, or to hit the PCs with if they camp out in the dungeon. They're designed to take me 1st-3rd level, by which time I'll likely have used most of them. I've given minions hp=CON (1/2 CON if Small), ignore as desired.</p><p></p><p> WILDERLANDS WANDERING MONSTER ENCOUNTERS, EL 1-3</p><p></p><p>EL 1: 6 encounters</p><p>EL 2: 8 encounters</p><p>EL 3: 6 encounters</p><p></p><p>EL 1 - 1d6</p><p></p><p>1) City/Town Warrior Patrol, 8 -. 500 XP</p><p>1d4+4 or 6 lv 5 Human Warriors (above) (XP 50x4=200) HP: 14 14 14 14 14 14</p><p>2 lv 3 Human Guards (MM 162, XP 150x2=300) HP: 47 47</p><p>NB: Outside of town the patrol may be mounted on riding horses.</p><p>Treasure: 10gp & 20sp</p><p></p><p>2) Lesser Goblins, 11 - 500 XP</p><p>2d4+3 or 8 Goblin Cutters (MM136, XP 25x8=200) HP 6 6 6 6 6 6 6 6</p><p>2 Goblin Warriors (MM137, XP 100x2=200) HP 29 29</p><p>1 Goblin Blackblade (MM136, XP 100) HP 25</p><p>Treasure: 20gp & 80sp between them.</p><p></p><p>3) Great Goblins, 4 – 525 XP </p><p>3 lv 2 Goblin Sharpshooters (MM137, XP 125x3=375) HP 31 31 31</p><p>1 lv 3 Goblin Skullcrusher (MM137, XP 150) HP 53</p><p>Treasure: Skullcrusher has potion of healing & 10gp</p><p></p><p>4) Goblinoids, 4 – 500 XP</p><p>1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47</p><p>2 lv 2 Goblin Sharpshooters (MM137, XP 125x2=250) HP 31 31</p><p>1 lv 1 Goblin Blackblade (MM136, XP 100) HP 36</p><p>Treasure: Soldier has pouch of 10 10gp gemstones, & 200sp between them</p><p></p><p>5) Hobgoblins, 8 – 525 XP</p><p>1d4+4 or 6 lv 3 Hobgoblin Grunts (MM 138, XP 38x6=225) HP 15 15 15 15 15 15</p><p>1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39</p><p>1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47</p><p>Treasure: Soldier has a lv 4 Orb of Fickle Fate, AV 93 in his pouch, 24sp </p><p></p><p>6) Human Berserkers, 3 – 525 XP</p><p>3 lv 4 Berserkers (MM 163, XP 175x3=525) HP: 66 66 66</p><p>Treasure: 1 Berserker has solid gold torc worth 120gp, another has a lv 3 Reckless +1 greatsword, AV 76</p><p></p><p>EL 2 - 1d8</p><p></p><p>1) Barbarian or Viking Hunting Party, 8 - 675 XP</p><p>1d4+4 or 6 lv 5 Human Barbarians (above) (XP50x6=300) HP: 13 13 13 13 13 13 </p><p>1 lv 4 Berserker (MM 163, XP 175) HP: 66</p><p>1 lv 5 Barbarian Reaver (XP 200) HP: 62</p><p>Viking War Party: As Barbarian Hunting Party, but use Human Warrior instead of Human Barbarian</p><p>Treasure: 24gp in coin</p><p></p><p>2) Orcs, 4 – 625 XP</p><p>3 lv 3 Orc Raiders (MM 203, XP 150x3=450) HP 46 46 46</p><p>1 lv 4 Orc Berserker (MM 203, XP 175) HP 66</p><p>Treasure: Berserker has 2 50gp pearls, 70gp in coin </p><p></p><p>3) Orcs & Goblins, 5 – 600 XP</p><p>2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46 </p><p>3 lv 1 Goblin Warriors (MM 137, XP 100x3=300) HP 29 29 29</p><p>Treasure: 36gp in coin </p><p></p><p>4) Bandit Mage, 5 – 700 XP</p><p>1 lv 4 Human Mage (MM 163, XP 175) HP 42 – shoots 'ice bolts'</p><p>1 lv 3 Human Guard (MM 162, XP 150) HP 47</p><p>3 lv 2 Human Bandits (MM 162, XP 125x3=375) HP 37 37 37</p><p>Treasure: Mage has a lv 3 Wand of Cold +1 (AV 111)</p><p></p><p>5) Bugbears, 3 – 650 XP</p><p>2 lv 5 Bugbear Warrior (MM 135, XP 200x2=400) HP 76 76 </p><p>1 lv 6 Bugbear Wardancer (MM2 130, XP 250) HP 70</p><p>Treasure: 90gp in coin</p><p></p><p>6) Ogres, 2 – 700 XP</p><p>2 lv 8 Ogre Savage (MM 199, XP 350x2=700) HP 111 111</p><p>Treasure: 250gp gold filigree tiara, 10gp in coin</p><p></p><p>7) Hill Giant, 1 – 600 XP</p><p>1 lv 11 Hill Giant Smasher (MM3 100, 600 XP) HP 137</p><p>Treasure: 2 100gp diamonds, 90gp</p><p></p><p>8) Troll & Goblins – 3 – 600 XP</p><p>1 lv 9 Troll (MM 254, XP 400) HP 100</p><p>2 lv 1 Goblin Blackblades (MM136, XP 100x2=200) HP 36 36</p><p>Treasure: Troll wears jet & gold lv 6 Bracers of Mental Might (AV 115)</p><p></p><p>EL 3 - 1d6</p><p></p><p>1) Bandits, 11 - 750 XP</p><p>2d4+3 or 8 lv 2 Bandit Minions (MM162, XP 31x8=250) HP 13 13 13 13 13 13 13 13</p><p>2 lv 2 Bandits (MM 162, XP 125x2=250) HP 37 37</p><p>1 lv 6 Half Elf Bandit Captain (MM2 138, XP 250) HP 69</p><p>Treasure: The Captain has a lv 6 +2 longsword. 225 gp in assorted coin.</p><p></p><p>2) Gnolls, 3 – 750 XP</p><p>2 lv 6 Gnoll Claw Fighter (MM132, XP 250x2=500) HP 70 70 </p><p>1 lv 6 Gnoll Marauder (MM132, XP 250) HP 84</p><p>Treasure: 35gp in coin.</p><p></p><p>3) Hobgoblins, 8 - 750 XP</p><p>1d4+2 or 4 lv 3 Hobgoblin Grunts (MM 138, XP 38x4=150) HP 15 15 15 15</p><p>1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39</p><p>2 lv 3 Hobgoblin Soldier (MM 139, XP 150x2=300) HP 47 47</p><p>1 lv 3 Hobgoblin Warcaster (MM 140, XP 150) HP 46</p><p>Treasure: Warcaster has lv 4 Rod of the Shadow walker +1, AV 101, 60gp in coin</p><p></p><p>4) Orcs, 13 – 825 XP </p><p>2d4+5 or 10 lv 4 Orc Drudge minions (MM 203, XP 44x8=350) HP 15 15 15 15 15 15 15 15 15 15</p><p>2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46</p><p>1 lv 4 Orc Berserker (MM 203, XP 175) HP 66 </p><p>Treasure: 40gp in coin.</p><p></p><p>5) Bugbears & Goblin, 4 - 825 XP</p><p>1 lv 5 Bugbear Warrior (MM 135, XP 200) HP 76 </p><p>2 lv 6 Bugbear Wardancer (MM2 130, XP 250x2=500) HP 70 70</p><p>1 lv 2 Goblin Sharpshooter (MM 137, XP 125)</p><p>Treasure: 20gp in coin</p><p></p><p>6) Necromancer & undead, 6 – 800 XP</p><p>1 lv 5 Human Necromancer (qv, XP 200) HP 50</p><p>2 lv 3 Skeletons (MM 234, XP 150x2=300) HP 45 45</p><p>3 lv 2 Zombie (MM 274, XP 125x3=375) HP 40 40 40</p><p>Treasure: Necromancer has a lv 5 Skull Mask, AV 144 (gives him resist 5 necrotic), & 30gp in coin</p><p></p><p>MONSTER STATS</p><p></p><p>NPC Template</p><p></p><p>Level Role</p><p>Medium natural humanoid, XP </p><p>HP ; Bloodied </p><p>AC , Fortitude , Reflex , Will </p><p>Speed Initiative + Perception +</p><p>Traits</p><p>Weapon</p><p>Attack Hit: damage </p><p>Skills: </p><p>STR DEX CON INT WIS CHA </p><p>Alignment: Languages: Common, </p><p>Equipment: </p><p></p><p>MINIONS</p><p></p><p>HUMAN BARBARIAN</p><p>Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian</p><p>Medium natural humanoid, XP 50</p><p>HP 13; Bloodied 6</p><p>AC 19, Fortitude 17, Reflex 18, Will 17 </p><p>Speed 6 Initiative +6 Perception +2</p><p>Traits</p><p>The Skirmisher has Combat Advantage against any foes who have not yet acted.</p><p>The Skirmisher does +2 damage when attacking with Combat Advantage.</p><p>Weapon</p><p>Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage)</p><p>Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage)</p><p>Skills: Athletics +10, Endurance +8</p><p>STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3)</p><p>Alignment: Any Languages: Common, Altanian or Tharbrian</p><p>Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins</p><p></p><p>HUMAN WARRIOR</p><p>Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior</p><p>Medium natural humanoid, XP 50</p><p>HP 14; Bloodied 7</p><p>AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19)</p><p>Speed 5 Initiative +5 Perception +2</p><p>Traits</p><p>Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.</p><p>Weapon</p><p>Long Sword or Battle Axe: Attack +10 Hit: 6 damage</p><p>Skills: Athletics +10, Endurance +9</p><p>STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2)</p><p>Alignment: Any Languages: Common, Alryan or Skandik</p><p>Equipment: Scale armour, heavy shield, longsword or battleaxe</p><p></p><p> </p><p>STANDARD MONSTERS</p><p></p><p></p><p>HUMAN BARBARIAN REAVER</p><p>Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian</p><p>Medium natural humanoid, XP 200</p><p>HP 62; Bloodied 31</p><p>AC 19, Fortitude 18, Reflex 18, Will 17 </p><p>Speed 6 Initiative +6 Perception +2</p><p>Traits</p><p>The Skirmisher has Combat Advantage against any foes who have not yet acted.</p><p>The Skirmisher does +2d6 damage when attacking with Combat Advantage.</p><p>Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent.</p><p>Weapon</p><p>Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage)</p><p>Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage)</p><p>Skills: Athletics +10, Endurance +9</p><p>STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3)</p><p>Alignment: Any Languages: Common, Altanian or Tharbrian</p><p>Equipment: Hide armour, light shield, sword/axe, 3 javelins</p><p></p><p></p><p>HUMAN ASSASSIN</p><p>Level 5 Role: Lurker</p><p>Medium natural humanoid, XP 200 </p><p>HP 48; Bloodied 24 </p><p>AC 19, Fortitude 16, Reflex 17, Will 14 </p><p>Speed 6 Initiative +11 Perception +7</p><p>Traits</p><p>Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible.</p><p>First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted.</p><p>Sneak Attack: The Assassin does +2d6 damage with Combat Advantage. </p><p>Weapon</p><p>Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage </p><p>& with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage</p><p>Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage</p><p>Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12 </p><p>STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4) </p><p>Alignment: Evil Languages: Common, </p><p>Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools</p><p></p><p> </p><p>HUMAN NECROMANCER</p><p>Level 5 Role: Controller</p><p>Medium natural humanoid, XP 200 </p><p>HP 60; Bloodied 30 </p><p>AC 19 , Fortitude 16, Reflex 16, Will 19 </p><p>Speed 6 Initiative +4 Perception +6</p><p>Traits</p><p>Resist Energy (Necrotic) 5</p><p>Weapon</p><p>Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage</p><p>Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21) </p><p>Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone.</p><p>Skills: Arcana +8, Religion +8</p><p>STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3) </p><p>Alignment: Evil Languages: Common, Altanian, Abyssal</p><p>Equipment: Necromancer gear.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5481395, member: 463"] Here's some wandering monster tables I've done for a planned 4e Wilderlands campaign. They're designed to be easy to 'plug and play' and can be used for overland travel, wilderness exploration, monster lairs/delves, threat-of-the-night, or to hit the PCs with if they camp out in the dungeon. They're designed to take me 1st-3rd level, by which time I'll likely have used most of them. I've given minions hp=CON (1/2 CON if Small), ignore as desired. WILDERLANDS WANDERING MONSTER ENCOUNTERS, EL 1-3 EL 1: 6 encounters EL 2: 8 encounters EL 3: 6 encounters EL 1 - 1d6 1) City/Town Warrior Patrol, 8 -. 500 XP 1d4+4 or 6 lv 5 Human Warriors (above) (XP 50x4=200) HP: 14 14 14 14 14 14 2 lv 3 Human Guards (MM 162, XP 150x2=300) HP: 47 47 NB: Outside of town the patrol may be mounted on riding horses. Treasure: 10gp & 20sp 2) Lesser Goblins, 11 - 500 XP 2d4+3 or 8 Goblin Cutters (MM136, XP 25x8=200) HP 6 6 6 6 6 6 6 6 2 Goblin Warriors (MM137, XP 100x2=200) HP 29 29 1 Goblin Blackblade (MM136, XP 100) HP 25 Treasure: 20gp & 80sp between them. 3) Great Goblins, 4 – 525 XP 3 lv 2 Goblin Sharpshooters (MM137, XP 125x3=375) HP 31 31 31 1 lv 3 Goblin Skullcrusher (MM137, XP 150) HP 53 Treasure: Skullcrusher has potion of healing & 10gp 4) Goblinoids, 4 – 500 XP 1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47 2 lv 2 Goblin Sharpshooters (MM137, XP 125x2=250) HP 31 31 1 lv 1 Goblin Blackblade (MM136, XP 100) HP 36 Treasure: Soldier has pouch of 10 10gp gemstones, & 200sp between them 5) Hobgoblins, 8 – 525 XP 1d4+4 or 6 lv 3 Hobgoblin Grunts (MM 138, XP 38x6=225) HP 15 15 15 15 15 15 1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39 1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47 Treasure: Soldier has a lv 4 Orb of Fickle Fate, AV 93 in his pouch, 24sp 6) Human Berserkers, 3 – 525 XP 3 lv 4 Berserkers (MM 163, XP 175x3=525) HP: 66 66 66 Treasure: 1 Berserker has solid gold torc worth 120gp, another has a lv 3 Reckless +1 greatsword, AV 76 EL 2 - 1d8 1) Barbarian or Viking Hunting Party, 8 - 675 XP 1d4+4 or 6 lv 5 Human Barbarians (above) (XP50x6=300) HP: 13 13 13 13 13 13 1 lv 4 Berserker (MM 163, XP 175) HP: 66 1 lv 5 Barbarian Reaver (XP 200) HP: 62 Viking War Party: As Barbarian Hunting Party, but use Human Warrior instead of Human Barbarian Treasure: 24gp in coin 2) Orcs, 4 – 625 XP 3 lv 3 Orc Raiders (MM 203, XP 150x3=450) HP 46 46 46 1 lv 4 Orc Berserker (MM 203, XP 175) HP 66 Treasure: Berserker has 2 50gp pearls, 70gp in coin 3) Orcs & Goblins, 5 – 600 XP 2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46 3 lv 1 Goblin Warriors (MM 137, XP 100x3=300) HP 29 29 29 Treasure: 36gp in coin 4) Bandit Mage, 5 – 700 XP 1 lv 4 Human Mage (MM 163, XP 175) HP 42 – shoots 'ice bolts' 1 lv 3 Human Guard (MM 162, XP 150) HP 47 3 lv 2 Human Bandits (MM 162, XP 125x3=375) HP 37 37 37 Treasure: Mage has a lv 3 Wand of Cold +1 (AV 111) 5) Bugbears, 3 – 650 XP 2 lv 5 Bugbear Warrior (MM 135, XP 200x2=400) HP 76 76 1 lv 6 Bugbear Wardancer (MM2 130, XP 250) HP 70 Treasure: 90gp in coin 6) Ogres, 2 – 700 XP 2 lv 8 Ogre Savage (MM 199, XP 350x2=700) HP 111 111 Treasure: 250gp gold filigree tiara, 10gp in coin 7) Hill Giant, 1 – 600 XP 1 lv 11 Hill Giant Smasher (MM3 100, 600 XP) HP 137 Treasure: 2 100gp diamonds, 90gp 8) Troll & Goblins – 3 – 600 XP 1 lv 9 Troll (MM 254, XP 400) HP 100 2 lv 1 Goblin Blackblades (MM136, XP 100x2=200) HP 36 36 Treasure: Troll wears jet & gold lv 6 Bracers of Mental Might (AV 115) EL 3 - 1d6 1) Bandits, 11 - 750 XP 2d4+3 or 8 lv 2 Bandit Minions (MM162, XP 31x8=250) HP 13 13 13 13 13 13 13 13 2 lv 2 Bandits (MM 162, XP 125x2=250) HP 37 37 1 lv 6 Half Elf Bandit Captain (MM2 138, XP 250) HP 69 Treasure: The Captain has a lv 6 +2 longsword. 225 gp in assorted coin. 2) Gnolls, 3 – 750 XP 2 lv 6 Gnoll Claw Fighter (MM132, XP 250x2=500) HP 70 70 1 lv 6 Gnoll Marauder (MM132, XP 250) HP 84 Treasure: 35gp in coin. 3) Hobgoblins, 8 - 750 XP 1d4+2 or 4 lv 3 Hobgoblin Grunts (MM 138, XP 38x4=150) HP 15 15 15 15 1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39 2 lv 3 Hobgoblin Soldier (MM 139, XP 150x2=300) HP 47 47 1 lv 3 Hobgoblin Warcaster (MM 140, XP 150) HP 46 Treasure: Warcaster has lv 4 Rod of the Shadow walker +1, AV 101, 60gp in coin 4) Orcs, 13 – 825 XP 2d4+5 or 10 lv 4 Orc Drudge minions (MM 203, XP 44x8=350) HP 15 15 15 15 15 15 15 15 15 15 2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46 1 lv 4 Orc Berserker (MM 203, XP 175) HP 66 Treasure: 40gp in coin. 5) Bugbears & Goblin, 4 - 825 XP 1 lv 5 Bugbear Warrior (MM 135, XP 200) HP 76 2 lv 6 Bugbear Wardancer (MM2 130, XP 250x2=500) HP 70 70 1 lv 2 Goblin Sharpshooter (MM 137, XP 125) Treasure: 20gp in coin 6) Necromancer & undead, 6 – 800 XP 1 lv 5 Human Necromancer (qv, XP 200) HP 50 2 lv 3 Skeletons (MM 234, XP 150x2=300) HP 45 45 3 lv 2 Zombie (MM 274, XP 125x3=375) HP 40 40 40 Treasure: Necromancer has a lv 5 Skull Mask, AV 144 (gives him resist 5 necrotic), & 30gp in coin MONSTER STATS NPC Template Level Role Medium natural humanoid, XP HP ; Bloodied AC , Fortitude , Reflex , Will Speed Initiative + Perception + Traits Weapon Attack Hit: damage Skills: STR DEX CON INT WIS CHA Alignment: Languages: Common, Equipment: MINIONS HUMAN BARBARIAN Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian Medium natural humanoid, XP 50 HP 13; Bloodied 6 AC 19, Fortitude 17, Reflex 18, Will 17 Speed 6 Initiative +6 Perception +2 Traits The Skirmisher has Combat Advantage against any foes who have not yet acted. The Skirmisher does +2 damage when attacking with Combat Advantage. Weapon Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage) Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage) Skills: Athletics +10, Endurance +8 STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3) Alignment: Any Languages: Common, Altanian or Tharbrian Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins HUMAN WARRIOR Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior Medium natural humanoid, XP 50 HP 14; Bloodied 7 AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19) Speed 5 Initiative +5 Perception +2 Traits Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent. Weapon Long Sword or Battle Axe: Attack +10 Hit: 6 damage Skills: Athletics +10, Endurance +9 STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2) Alignment: Any Languages: Common, Alryan or Skandik Equipment: Scale armour, heavy shield, longsword or battleaxe STANDARD MONSTERS HUMAN BARBARIAN REAVER Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian Medium natural humanoid, XP 200 HP 62; Bloodied 31 AC 19, Fortitude 18, Reflex 18, Will 17 Speed 6 Initiative +6 Perception +2 Traits The Skirmisher has Combat Advantage against any foes who have not yet acted. The Skirmisher does +2d6 damage when attacking with Combat Advantage. Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent. Weapon Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage) Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage) Skills: Athletics +10, Endurance +9 STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3) Alignment: Any Languages: Common, Altanian or Tharbrian Equipment: Hide armour, light shield, sword/axe, 3 javelins HUMAN ASSASSIN Level 5 Role: Lurker Medium natural humanoid, XP 200 HP 48; Bloodied 24 AC 19, Fortitude 16, Reflex 17, Will 14 Speed 6 Initiative +11 Perception +7 Traits Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible. First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted. Sneak Attack: The Assassin does +2d6 damage with Combat Advantage. Weapon Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage & with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12 STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4) Alignment: Evil Languages: Common, Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools HUMAN NECROMANCER Level 5 Role: Controller Medium natural humanoid, XP 200 HP 60; Bloodied 30 AC 19 , Fortitude 16, Reflex 16, Will 19 Speed 6 Initiative +4 Perception +6 Traits Resist Energy (Necrotic) 5 Weapon Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21) Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone. Skills: Arcana +8, Religion +8 STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3) Alignment: Evil Languages: Common, Altanian, Abyssal Equipment: Necromancer gear. [/QUOTE]
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