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Shadowhunter Bat Level 3 Lurker Medium shadow beast XP 150 Initiative +9 Senses

Perception +7; darkvision HP 38; Bloodied 19 AC 17; Fortitude 14, Refl ex 17, Wi
ll 12 Speed 2 (clumsy), fl y 8; see also flyby attack m Tail Slash (standard; at
-will) +8 vs. AC; 1d6 + 4 damage. In dim light or darkness, a shadowhunter bat g
ains a +2 bonus to the attack roll and deals an extra 6 damage. M Flyby Attack (
standard; at-will) The shadowhunter bat fl ies up to 8 squares and makes one mel
ee basic attack at any point during that movement. The bat doesn t provoke oppor
tunity attacks when moving away from the target of the attack. Alignment Unalign
ed Languages Skills Stealth +10 Str 13 (+2) Dex 18 (+5) Wis 13 (+2) Con 14 (+3)
Int 2 ( 3) Cha 11 (+1) Shadowhunter Bat Tactics A shadowhunter bat uses flyby at
tack to dart out of the shadows, strike an opponent, and move back into the shad
ows without taking an opportunity attack. However, it prefers to catch prey in c
omplete darkness, where its attacks are more lethal.
Cave Bear Level 6 Elite Brute Medium natural beast XP 500 Initiative +4 Senses P
erception +5; darkvision HP 170; Bloodied 85 AC 20; Fortitude 21, Refl ex 17, Wi
ll 18 Saving Throws +2 Speed 8 Action Points 1 mClaw (standard; at-will) +10 vs.
AC; 1d8 + 5 damage. C Cave Bear Frenzy (standard; recharge ? ? ) Close burst 1;
targets enemies; +10 vs. AC; 1d8 + 5 damage. Alignment Unaligned Languages Str
20 (+8) Dex 13 (+4) Wis 14 (+5) Con 15 (+5) Int 2 ( 1) Cha 12 (+4) Cave Bear Tac
tics The cave bear wades into combat, often beginning with a charge. The creatur
e claws foes with reckless abandon, using cave bear frenzy if it s adjacent to t
wo or more targets.
Fire Beetle Level 1 Brute Small natural beast XP 100 Initiative +1 Senses Percep
tion +0 HP 32; Bloodied 16 AC 13; Fortitude 13, Refl ex 12, Will 11 Resist 10 fi
re Speed 6 m Bite (standard; at-will)

+5 vs. AC; 2d4 + 2 damage. C Fire Spray (standard; recharge ? ? ) ? Fire Close b
last 3; +4 vs. Refl ex; 3d6 fi re damage. Alignment Unaligned Languages Str 14 (
+2) Dex 12 (+1) Wis 10 (+0) Con 12 (+1) Int 1 ( 5) Cha 8 ( 1) Fire Beetle Tactic
s A fire beetle uses its fire spray power if several enemies clump together; oth
erwise, it relies on bite attacks. Visejaw Crocodile Level 4 Soldier Large natur
al beast (reptile) XP 175 Initiative +5 Senses Perception +3; low-light vision H
P 58; Bloodied 29 AC 20; Fortitude 19, Refl ex 14, Will 15 Speed 6, swim 8 mBite
(standard; at-will) +10 vs. AC; 1d8 + 4 damage, and the target is grabbed (unti
l escape). The visejaw crocodile cannot make bite attacks while grabbing a creat
ure, but it can use clamping jaws. M Clamping Jaws (standard; at-will) If a vise
jaw crocodile begins its turn with a target grabbed in its jaws, it makes an att
ack against the grabbed creature: +10 vs. AC; 2d8 + 4 damage. Miss: Half damage.
Alignment Unaligned Languages Skills Stealth +8 Str 18 (+6) Dex 12 (+3) Wis 13
(+3) Con 18 (+6) Int 2 ( 2) Cha 7 (+0)
Imp Level 3 Lurker Tiny immortal humanoid (devil) XP 150 Initiative +8 Senses Pe
rception +8; darkvision HP 40; Bloodied 20 AC 17; Fortitude 15, Refl ex 15, Will
15 Resist 15 fi re Speed 4, fl y 6 (hover) mBite (standard; at-will) +7 vs. AC;
1d6 + 1 damage. M Tail Sting (standard; recharges when the imp uses vanish) ? P
oison +8 vs. AC; 1d8 + 3 damage, and the imp makes a secondary attack against th
e same target. Secondary Attack: +5 vs. Fortitude; the target takes ongoing 5 po
ison damage and a 2 penalty to Will defense (save ends both). Vanish (standard;
at-will) ? Illusion The imp becomes invisible until the end of its next turn or
until it attacks. Alignment Evil Languages Common, Supernal Skills Arcana +9, Bl
uff +9, Stealth +9 Str 12 (+2) Dex 17 (+4) Wis 14 (+3) Con 16 (+4) Int 16 (+4) C
ha 16 (+4) Imp Tactics Imps are reluctant combatants. When forced to fight, an i
mp uses vanish to turn invisible and waits for an opponent to become distracted
before attacking with its tail sting. If the battle turns against the imp or its
allies, the imp doesn t hesitate to flee.

Young Black Dragon Level 4 Solo Lurker Large natural magical beast (aquatic, dra
gon) XP 875 Initiative +11 Senses Perception +9; darkvision HP 224; Bloodied 112
; see also bloodied breath AC 22; Fortitude 18, Refl ex 20, Will 17 Resist 15 ac
id Saving Throws +5 Speed 7, fl y 7 (clumsy), overland fl ight 10, swim 7 Action
Points 2 mBite (standard; at-will) ? Acid Reach 2; +10 vs. AC; 1d6 + 3 damage,
and ongoing 5 acid damage (save ends). m Claw (standard; at-will) Reach 2; +8 vs
. AC; 1d4 + 3 damage. M Double Attack (standard; at-will) The dragon makes two c
law attacks. M Tail Slash (immediate reaction, when a melee attack misses the dr
agon; at-will) The dragon uses its tail to attack the enemy that missed it: reac
h 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square. C Breath Weap
on (standard; recharge ? ? ) ? Acid Close blast 5; +7 vs. Refl ex; 1d12 + 3 acid
damage, and the target takes ongoing 5 acid damage and takes a 4 penalty to AC
(save ends both). C Bloodied Breath (free, when first bloodied; encounter) ? Aci
d The dragon s breath weapon recharges, and the dragon uses it immediately. C Cl
oud of Darkness (standard; sustain minor; recharge ? ? ? ) ? Zone Close burst 2;
this power creates a zone of darkness that remains in place until the end of th
e dragon s next turn. The zone blocks line of sight for all creatures except the
dragon. Any creature entirely within the area (except the dragon) is blinded. C
Frightful Presence (standard; encounter) ? Fear Close burst 5; targets enemies;
+5 vs. Will; the target is stunned until the end of the dragon s next turn. Aft
ereff ect: The target takes a 2 penalty to attack rolls (save ends). Alignment E
vil Languages Common, Draconic Skills Nature +9, Stealth +17 Str 16 (+5) Dex 20
(+7) Wis 15 (+4) Con 16 (+5) Int 12 (+3) Cha 10 (+2)
Young Green Dragon Level 5 Solo Skirmisher Large natural magical beast (dragon)
XP 1,000 Initiative +7 Senses Perception +10; darkvision HP 260; Bloodied 130; s
ee also bloodied breath AC 21; Fortitude 17, Refl ex 19, Will 17 Resist 15 poiso
n Saving Throws +5 Speed 8, fl y 10 (hover), overland fl ight 15; see also flyby
attack Action Points 2 mBite (standard; at-will) ? Poison Reach 2; +10 vs. AC;
1d8 + 5 damage, and ongoing 5 poison damage (save ends). m Claw (standard; at-wi
ll) Reach 2; +10 vs. AC; 1d6 + 5 damage.

M Double Attack (standard; at-will) The dragon makes two claw attacks. M Flyby A
ttack (standard; recharge ? ? ) The dragon fl ies up to 10 squares and makes a b
ite attack at any point during the move without provoking an opportunity attack
from the target. M Tail Sweep (immediate reaction, if an adjacent enemy does not
move on its turn; at-will) +8 vs. Refl ex; 1d8 + 5 damage, and the target is kn
ocked prone. R Luring Glare (minor 1/round; at-will) ? Charm, Gaze Ranged 10; +8
vs. Will; the target slides 2 squares. C BreathWeapon (standard; recharge ? ? )
? Poison Close blast 5; +8 vs. Fortitude; 1d10 + 3 poison damage, and the targe
t takes ongoing 5 poison damage and is slowed (save ends both). Aftereff ect: Th
e target is slowed (save ends). C Bloodied Breath (free, when first bloodied; en
counter) ? Poison The dragon s breath weapon recharges, and the dragon uses it i
mmediately. C Frightful Presence (standard; encounter) ? Fear Close burst 5; tar
gets enemies; +8 vs. Will; the target is stunned until the end of the dragon s n
ext turn. Aftereff ect: The target takes a 2 penalty to attack rolls (save ends)
. Alignment Evil Languages Common, Draconic Skills Bluff +15, Diplomacy +10, Ins
ight +15, Intimidate +10 Str 15 (+4) Dex 20 (+7) Wis 16 (+5) Con 17 (+5) Int 15
(+4) Cha 17 (+5)
Spiretop Drake Level 1 Skirmisher Small natural beast (reptile) XP 100 Initiativ
e +6 Senses Perception +3 HP 29; Bloodied 14 AC 16; Fortitude 11, Refl ex 14, Wi
ll 13 Speed 4, fl y 8 (hover); see also flyby attack mBite (standard; at-will) +
6 vs. AC; 1d6 + 4 damage. mSnatch (standard; at-will) +4 vs. Refl ex; 1 damage,
and the spiretop drake steals a small object from the target, such as a vial, sc
roll, or coin. M Flyby Attack (standard; at-will) The spiretop drake fl ies up t
o 8 squares and makes one melee basic attack at any point during that movement.
The drake doesn t provoke opportunity attacks when moving away from the target o
f the attack. Alignment Unaligned Languages Str 11 (+0) Dex 18 (+4) Wis 16 (+3)
Con 13 (+1) Int 3 ( 4) Cha 11 (+0) Spiretop Drake Tactics A spiretop drake uses
flyby attack and its snatch power to steal a valuable trinket without provoking
opportunity attacks. If the snatch attack succeeds, the drake flies back to its
nest. If it is wounded, the spiretop drake bites enemies while using flyby attac
k. Guard Drake Level 2 Brute Small natural beast (reptile) XP 125 Initiative +3
Senses Perception +7 HP 48; Bloodied 24

AC 15; Fortitude 15, Refl ex 13, Will 12 Immune fear (while within 2 squares of
an ally) Speed 6 mBite (standard; at-will) +6 vs. AC; 1d10 + 3 damage, or 1d10 +
9 damage while within 2 squares of an ally. Alignment Unaligned Languages Str 1
6 (+4) Dex 15 (+3) Wis 12 (+2) Con 18 (+5) Int 3 ( 3) Cha 12 (+2) Guard Drake Ta
ctics A guard drake stays close to its allies so that it deals more damage with
its bite attack. It does not flee and defends the bodies of fallen allies. Needl
efang Drake Swarm Level 2 Soldier Medium natural beast (reptile, swarm) XP 125 I
nitiative +7 Senses Perception +7 Swarm Attack aura 1; the needlefang drake swar
m makes a basic attack as a free action against each enemy that begins its turn
in the aura. HP 38; Bloodied 19 AC 18; Fortitude 15, Refl ex 17, Will 14 Immune
fear; Resist half damage from melee and ranged attacks; Vulnerable 5 against clo
se and area attacks. Speed 7 m Swarm of Teeth (standard; at-will) +8 vs. AC; 1d1
0 + 4 damage, or 2d10 + 4 damage against a prone target. M Pull Down (minor; atwill) +7 vs. Fortitude; the target is knocked prone. Alignment Unaligned Languag
es Str 15 (+3) Dex 18 (+5) Wis 12 (+2) Con 14 (+3) Int 2 ( 3) Cha 10 (+1) Needle
fang Drake Tactics Incited by hunger, needlefang drakes fearlessly rush toward t
heir prey, knock it prone (using pull down), and use their swarm of teeth to fea
st upon it. Spitting Drake Level 3 Artillery Medium natural beast (reptile) XP 1
50 Initiative +5 Senses Perception +3 HP 38; Bloodied 19 AC 17; Fortitude 14, Re
fl ex 16, Will 14 Resist 10 acid Speed 7 mBite (standard; at-will) +6 vs. AC; 1d
6 + 2 damage. R Caustic Spit (standard; at-will) ? Acid Ranged 10; +8 vs. Refl e
x; 1d10 + 4 acid damage. Alignment Unaligned Languages Str 14 (+3) Dex 18 (+5) W
is 14 (+3) Con 14 (+3) Int 3 ( 3) Cha 12 (+2) Spitting Drake Tactics A spitting
drake uses its caustic spit to attack enemies at range. Despite their low intell
igence, multiple drakes gang up on a single target to take it down quickly.

Dwarf Bolter Level 4 Artillery Medium natural humanoid XP 175 Initiative +5 Sens
es Perception +8; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 16, Refl
ex 16, Will 14 Saving Throws +5 against poison eff ects Speed 5 mWarhammer (stan
dard; at-will) ? Weapon +8 vs. AC; 1d10 + 2 damage. R Crossbow (standard; at-wil
l) ? Weapon Ranged 15/30; +10 vs. AC; 1d8 + 3 damage. Aimed Shot The dwarf bolte
r gains a +2 bonus to attack rolls and deals an extra 1d6 damage with ranged att
acks against creatures that don t have cover. Stand Your Ground When an eff ect
forces a dwarf to move through a pull, a push, or a slide the dwarf moves 1 squa
re less than the eff ect specifi es. When an attack would knock the dwarf prone,
the dwarf can roll a saving throw to avoid falling prone. Alignment Unaligned L
anguages Common, Dwarven Skills Dungeoneering +10, Endurance +7 Str 14 (+4) Dex
16 (+5) Wis 12 (+3) Con 16 (+5) Int 11 (+2) Cha 10 (+2) Equipment chainmail, war
hammer, crossbow with 20 bolts Dwarf Bolter Tactics Dwarf bolters take up positi
ons in large halls or wide corridors where enemies can gain no cover and must fa
ce a barrage of aimed shot crossbow bolts as they approach. Dwarf Hammerer Level
5 Soldier Medium natural humanoid XP 200 Initiative +4 Senses Perception +4; lo
w-light vision HP 64; Bloodied 32 AC 23; Fortitude 18, Refl ex 15, Will 17 Savin
g Throws +5 against poison eff ects Speed 5 m Warhammer (standard; at-will) ? We
apon +11 vs. AC; 1d10 + 3 damage. M Shield Bash (minor; recharge ? ? ) +9 vs. Fo
rtitude; 2d6 + 3 damage, and the target is knocked prone or pushed 1 square (dwa
rf hammerer s choice). R Throwing Hammer (standard; at-will) ? Weapon Ranged 5/1
0; +10 vs. AC; 1d6 + 3 damage. Stubborn (immediate interrupt, when an enemy trie
s to push the dwarf hammerer or knock it prone; at-will) The hammerer makes a me
lee basic attack against the enemy. Stand Your Ground When an eff ect forces a d
warf to move through a pull, a push, or a slide the dwarf moves 1 square less th
an the eff ect specifi es. When an attack would knock the dwarf prone, the dwarf
can roll a saving throw to avoid falling prone. Alignment Any Languages Common,
Dwarven Skills Dungeoneering +11, Endurance +5 Str 17 (+5) Dex 10 (+2) Wis 14 (
+4) Con 16 (+5) Int 11 (+2) Cha 12 (+3) Equipment plate armor, heavy shield, war
hammer, 3 throwing hammers Dwarf Hammerer Tactics A dwarf hammerer uses shield b
ash whenever possible, pushing

allies back or knocking them prone so that nearby allies gain combat advantage.
Elf Archer Level 2 Artillery Medium fey humanoid XP 125 Initiative +5 Senses Per
ception +11; low-light vision Group Awareness aura 5; non-elf allies in the aura
gain a +1 racial bonus to Perception checks. HP 32; Bloodied 16 AC 15; Fortitud
e 11, Refl ex 13, Will 12 Speed 7; see also wild step mShort Sword (standard; at
-will) ? Weapon +5 vs. AC; 1d6 + 4 damage. R Longbow (standard; at-will) ? Weapo
n Ranged 20/40; +7 vs. AC; 1d10 + 4 damage; see also archer s mobility. Archer s
Mobility If the elf archer moves at least 4 squares from its original position,
it gains a +2 bonus to ranged attack rolls until the start of its next turn. El
ven Accuracy (free; encounter) The elf can reroll an attack roll. It must use th
e second roll, even if it s lower. Not So Close (immediate reaction, when an ene
my makes a melee attack against the elf archer; encounter) The elf archer shifts
1 square and makes a ranged attack against the enemy. Wild Step The elf ignores
diffi cult terrain when it shifts. Alignment Any Languages Common, Elven Skills
Nature +11, Stealth +10 Str 13 (+2) Dex 18 (+5) Wis 16 (+4) Con 14 (+3) Int 12
(+2) Cha 11 (+1) Equipment leather armor, short sword, longbow, quiver of 30 arr
ows Elf Archer Tactics An elf archer attacks with his longbow and uses archer s
mobility between attacks. If an enemy engages the elf archer in melee, he uses n
ot so close and moves away on his next turn.
Elf Scout Level 2 Skirmisher Medium fey humanoid XP 125 Initiative +7 Senses Per
ception +10; low-light vision Group Awareness aura 5; non-elf allies in the aura
gain a +1 racial bonus to Perception checks. HP 39; Bloodied 19 AC 16; Fortitud
e 13, Refl ex 15, Will 13 Speed 6; see also wild step m Longsword (standard; atwill) ? Weapon +7 vs. AC; 1d8 + 4 damage. m Short Sword (standard; at-will) ? We
apon +7 vs. AC; 1d6 + 4 damage. M Two-Weapon Rend (standard; encounter) ? Weapon
The elf scout makes a longsword attack and a short sword attack against the sam
e target. If both attacks hit, the elf scout deals an additional 4 damage. Elven
Accuracy (free; encounter)

The elf can reroll an attack roll. It must use the second roll, even if it s low
er. Combat Advantage An elf scout that has combat advantage deals an extra 1d6 d
amage on it attacks. Wild Step The elf ignores diffi cult terrain when it shifts
. Alignment Any Languages Common, Elven Skills Nature +10, Stealth +9 Str 12 (+2
) Dex 18 (+5) Wis 14 (+3) Con 15 (+3) Int 10 (+1) Cha 12 (+2) Equipment chainmai
l, longsword, short sword Elf Scout Tactics An elf scout often tries to fight an
opponent in difficult terrain where she can shift but an enemy cannot. She trie
s to flank opponents to gain combat advantage.

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