
![]() |

For those who can't view it
Kobold Skirmisher; Level 1 Skirmisher
Small Natural Humanoid; XP 100
Initiative: +5 Senses Perception +0; darkvision
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13; see also trap sense
Speed 6
Spear(standard; at-will) - Weapon
+6 vs. AC; 1d8 damage; see also mob attack
Combat Advantage
The Kobold Skirmisher deals an extra 1d6 damage on melee and ranged attacks on any target it has combat advantage against.
Mob Attack
The Kobold Skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target
Shifty(minor; at-will)
The Kobold shifts 1 square as a minor action
Trap Sense
The Kobold gains +2 bonus to defense against all traps
Alightment Evil Languages Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 8(-1) Dex 16(+3) Wis 10(+0)
Con 11(+0) Int 6(-2) Cha 15(+2)
Equipment hide armor, light shield, spear

![]() |

Gut Reactions, more or less Stream of consciousness:
Joy of Joys, static XP value. Now, finally, our demigod-challenging superheroes can again level up by genocide of level 1 monsters.
I admit, the stat block is sexy in its brevity, and feels as if it has the "combat essentials" down.
No info on classes or other "screws" to adjust the monster. How would their leader look? Their king? Is there any way to extrapolate i am missing?
No Hit Dice(!) - more proof that its probably not adjustable at all. Damn... now i know why WotC is confident it can push Monster Manual 1278 successfully this time around.
Alignment: Evil. Great. Just f*cking great. Would a "usually" or "often" have hurt here? I thought Alignment was supposed to become less restrictive instead of more.
Weapon +6 against AC? Feels clunky, and somehow remains me of the THAC0 days of yore.

Timothy Mallory |
Weapon +6 against AC? Feels clunky, and somehow remains me of the THAC0 days of yore.
Uhh, how is that different than 3e? You roll a to hit roll against the target's AC.. Looks exactly the same.
As far as adjustable goes, there is supposed to be examples of different roles in the new MM. This is a kobold skirmisher, not "a kobold". Presumably the entry would also have "kobold super charged battle rager" or whatever seems appropriate.
Guess we'll have to see how that works in practice.

![]() |

TerraNova wrote:
Weapon +6 against AC? Feels clunky, and somehow remains me of the THAC0 days of yore.Uhh, how is that different than 3e? You roll a to hit roll against the target's AC.. Looks exactly the same.
No difference between melee and ranged (maybe it depends on equipment, though), no BAB as a general value to use as a reference, no grapple.
To me it doesn't look so different from a 3.X stat block for as specific (not MM generic) kind of kobold. This kind of stat block seemms directly evolved from a DDM mini card, referring to a specific kind of creature (as for equipment, core class/advancement, etc.) opposed to the generic creature stat block found in 3.X MMs... which leads to a smattering of manuals with varied stat blocks for the same creature, differentiated for various roles.
I can also see some influences from a more mini/skirmish oriented kind of game (the mob factor), which is not so bad, after all.
The static XP value sucks big time.
It strenghtens the feeling of a simplified, streamlined kind of game. Easier to run, less detailed, less flexible.

![]() |

First of all - I'm certainly no promoter of 4th. Ed. I do not plan to switch (and I really looked forward to 3rd. ed. back then and even the first announcements of 4th ed. made me anxious to see the new rules (I hoed they would be somewhat of a great update for 3.5 rules...sadly the upcoming news roved me wrong) but...
Gut Reactions, more or less Stream of consciousness:
Joy of Joys, static XP value. Now, finally, our demigod-challenging superheroes can again level up by genocide of level 1 monsters.
Back in 2nd. Edition, when there were static XP values rules stated clearly that encounters must be challenging to earn a heroe thos xp - sure that required thinking on part of the dm but from my exerience it worked - and so back then genocide of 1st level monsters sure did't get a high level character anywhere - unless he took the by the hundreds (I guess that would be challenging enough, regardless of the game edition). I'm quite certain that there will be rules considering this "problem"I admit, the stat block is sexy in its brevity, and feels as if it has the "combat essentials" down.
No info on classes or other "screws" to adjust the monster. How would their leader look? Their king? Is there any way to extrapolate i am missing?
Hmm - let's see - erhaps you are missing the fact that this stat block is probably not the whole entry that will appear in the book - and as far as I remember (actually as far as I looked it up) there were no informations on kobold leaders / kings in 2nd. or 3rd. edition MM - and only few informations on their society - I guess thats where published adventures or beloved books / articles about monsters ecologies come in handy.No Hit Dice(!) - more proof that its probably not adjustable at all. Damn... now i know why WotC is confident it can push Monster Manual 1278 successfully this time around.
I guess this is sad but true - but I can't really be sure without deeper knowledge of the mechanics.Alignment: Evil. Great. Just f*cking great. Would a "usually" or "often" have hurt here? I thought Alignment was supposed to become less restrictive instead of more.
Again, sad but true.Weapon +6 against AC? Feels clunky, and somehow remains me of the THAC0 days of yore.
Ahm - no. This only takes into account that there are now resistance classes (armor class, resitance values that take the place of saving throws) So Weapon attacks against AC, Poison Attacks against Resistance class - like that system or not - it is no more clumsy then the current system and certainly not the pain in the a.. (my personal opinion) that the THAC0 was.

Timothy Mallory |
Well, that's a different issue. They already told us that they weren't going to be making monsters follow the same kinds of rules as player characters. So the DM is more likely to make things up based on examples than tinker by adding classes and the like.
I was actually confused by his comment that it smelled of ThACO.. The basic idea is still the same as 3e.

![]() |

Well, that's a different issue. They already told us that they weren't going to be making monsters follow the same kinds of rules as player characters. So the DM is more likely to make things up based on examples than tinker by adding classes and the like.
I was actually confused by his comment that it smelled of ThACO.. The basic idea is still the same as 3e.
I was merely confused and a bit amused by the extremely strange way of writing "attack bonus." Saying "Weapon +6 against AC" kind of implies there are weapons with plusses against something else then AC, or something along these lines

![]() |

Hmm - let's see - erhaps you are missing the fact that this stat block is probably not the whole entry that will appear in the book - and as far as I remember (actually as far as I looked it up) there were no informations on kobold leaders / kings in 2nd. or 3rd. edition MM - and only few informations on their society - I guess thats where published adventures or beloved books / articles about monsters ecologies come in handy.
Got you a Kobold King right here:
The Kobold King
Male Kobold fighter 15 / Broken Prestige Class 10
...
;) With the old system, you could take any monster, advance it a few levels and had your entire society nailed down. Now you can probably only wait for a new book to buy.

Timothy Mallory |
Oh, there is. Though I don't think kobolds get them. But you can get attacks vs the Reflex, Fortitude, or Will value as well. Kobolds default attack is a +6 to hit and has the target's AC as a target.
Unlike, say, a rogue's special attack of Crimson Edge which rolls to hit against the target's Fortitude defense.

![]() |

Oh, i see. So gone are the days of actually differentiating between a magical effect and a club. Not so sure i like this one, either. But then, i guess we could still have different saves against rods, petrification, breath, ...
I guess, however, it may be taking things a little too far if there is no more delineation between special abilities and default attacks. It just cheapens the special. (A bit like the reserve feats, come to think of it)

![]() |

feytharn wrote:
Hmm - let's see - erhaps you are missing the fact that this stat block is probably not the whole entry that will appear in the book - and as far as I remember (actually as far as I looked it up) there were no informations on kobold leaders / kings in 2nd. or 3rd. edition MM - and only few informations on their society - I guess thats where published adventures or beloved books / articles about monsters ecologies come in handy.Got you a Kobold King right here:
The Kobold King
Male Kobold fighter 15 / Broken Prestige Class 10
...Sorry - I do not own 3.5 MM (I guess it's in there, since it's not in my 3rd ed. MM)
;) With the old system, you could take any monster, advance it a few levels and had your entire society nailed down. Now you can probably only wait for a new book to buy.
I like the flexibility of the advancement / class level system - but I hardly think of it as a means to "nail down the entire society" but if you think of the means to give every member of this society game stats - you are certainly right and I just misunderstood you in the first place. Sorry about that.

Mr. Jason |

Wow. A KOBOLD has 27 hit points?
I feel traumatized. What happened to the days where you could kill a kobold in one swing? I mean, really, even though some kobolds do have levels now, it's still okay to give people that feeling of killing normal kobolds every so often.
Yeah, that's the first thing I noticed too. But I guess if the heroic PCs are really going to be throwing around a lot of dice, what with their extra abilities and special attacks, it won't matter as much.

Bryon_Kershaw |

Wow. A KOBOLD has 27 hit points?
I feel traumatized. What happened to the days where you could kill a kobold in one swing? I mean, really, even though some kobolds do have levels now, it's still okay to give people that feeling of killing normal kobolds every so often.
I imagine the party can still take the little fellas down pretty fast. I gotta say though, I remember the days when Kobolds had 4 hit points.

![]() |

I was merely confused and a bit amused by the extremely strange way of writing "attack bonus." Saying "Weapon +6 against AC" kind of implies there are weapons with plusses against something else then AC, or something along these lines
There are; the indications are that a rogue could sneak attack a heavily armoured (but low Dex, or flat-footed) foe by rolling an attack vs the enemy's Reflex value.
This kobold may not have that option, but a kobold rogue would, and that would be shown as an option. It may be part of the same line (eg "+6 vs AC or Reflex"), or he may need to keep the bonuses separate, in case he has modifiers that apply only to his sneak attack.

![]() |

Wow. A KOBOLD has 27 hit points?
I feel traumatized. What happened to the days where you could kill a kobold in one swing? I mean, really, even though some kobolds do have levels now, it's still okay to give people that feeling of killing normal kobolds every so often.
But is this definitely the bog-standard kobold?
They do call it a 'skirmisher', after all, which could imply these are the 'warriors' of the tribe, albeit skittery light infantry.There could still be millions of 'kobold peasants', with hp in the single digits...?

Razz |

I don't like it. I love the fact that 3e's monsters go by the same rules as PCs. It made things much easier for the DM and it was easy to tailor the creature however you like.
Now, 4E is differentiating between rules for PCs, rules for NPCs, and rules for monsters!? And 4E is supposed to be a more easier and streamlined game?
I love WotC's perspective on "ease of play". I think it's only easy to them.

Flynnwd |
I was of the impression that under 4E, each monster level had a base attack bonus, hitpoints, etc., modified by the monster's role. The way they made it sound, if you want level 15 kobolds, you just go to the table, look up level 15 to get the base values, modify them for the monster's role, and poof, you are done. Tweaking can commence as you desire, adding an ability here or there as fits your adventure. It's less formalized than 3E, but this new process was essentially what you had to do before 3E, but with better support for the underlying math behind player-character creation and advancement.
Hope This Helps,
Flynn

CEBrown |
Balabanto wrote:Wow. A KOBOLD has 27 hit points?
I feel traumatized. What happened to the days where you could kill a kobold in one swing? I mean, really, even though some kobolds do have levels now, it's still okay to give people that feeling of killing normal kobolds every so often.
But is this definitely the bog-standard kobold?
They do call it a 'skirmisher', after all, which could imply these are the 'warriors' of the tribe, albeit skittery light infantry.There could still be millions of 'kobold peasants', with hp in the single digits...?
From what I heard from people at DDXP, this is a "middle level" Kobold; there's a "Kobold Mook" apparently that does a fixed 2 points of damage per hit and dies in droves too, and there's a Kobold Chieftan that can eat the Mooks and Skirmishers for breakfast...
Hit Points are now: CON score + Class Value + CON bonus at first level, and Class Value + CON Bonus at all subsequent levels.
Apparently Kobolds have high CON scores...

Bluenose |
From what I heard from people at DDXP, this is a "middle level" Kobold; there's a "Kobold Mook" apparently that does a fixed 2 points of damage per hit and dies in droves too, and there's a Kobold Chieftan that can eat the Mooks and Skirmishers for breakfast...
Hit Points are now: CON score + Class Value + CON bonus at first level, and Class Value + CON Bonus at all subsequent levels.
Apparently Kobolds have high CON scores...
I don't think the CON bonus adds in, does it?
I must admit it looks like a mob of these, and "ordinary" kobolds if they have similar rules, would be pretty dangerous for low level PCs.

![]() |

From what I heard from people at DDXP, this is a "middle level" Kobold; there's a "Kobold Mook" apparently that does a fixed 2 points of damage per hit and dies in droves too,
Back during the days of the hit point debate (to roll or not to roll) I had the thought that there would come a day when all weapons did a fixed amount of damage. I didn't mention the thought because I figured I was being reactionary. I guess that day however is not as far off as I thought.

CEBrown |
CEBrown wrote:From what I heard from people at DDXP, this is a "middle level" Kobold; there's a "Kobold Mook" apparently that does a fixed 2 points of damage per hit and dies in droves too, and there's a Kobold Chieftan that can eat the Mooks and Skirmishers for breakfast...
Hit Points are now: CON score + Class Value + CON bonus at first level, and Class Value + CON Bonus at all subsequent levels.
Apparently Kobolds have high CON scores...I don't think the CON bonus adds in, does it?
I must admit it looks like a mob of these, and "ordinary" kobolds if they have similar rules, would be pretty dangerous for low level PCs.
Adding the CON bonus MIGHT be a Racial Ability for the Dwarven Fighter - one guy who played it at DDXP stated the HP on his sheet = CON + CON Bonus + Class Value.
He also posted all the sheets, but I only scanned the dwarf and paladin and didn't check numbers.Sheets
CEBrown wrote:From what I heard from people at DDXP, this is a "middle level" Kobold; there's a "Kobold Mook" apparently that does a fixed 2 points of damage per hit and dies in droves too,Back during the days of the hit point debate (to roll or not to roll) I had the thought that there would come a day when all weapons did a fixed amount of damage. I didn't mention the thought because I figured I was being reactionary. I guess that day however is not as far off as I thought.
Believe it or not, TSR tried to do this for tournament play back in the early 80s - for monsters only. Players still rolled damage normally, but anything the monsters, any traps the PCs triggered, and any spells the bad guys tossed out had fixed values.
Lasted for most of a year before complaints made them change their minds (IIRC one of the classic modules - I THINK the original C2: Ghost Tower of Inverness - actually included "Does X damage in Tournament Play" notations in the encounters).
Antioch |

I don't like it. I love the fact that 3e's monsters go by the same rules as PCs. It made things much easier for the DM and it was easy to tailor the creature however you like.
Now, 4E is differentiating between rules for PCs, rules for NPCs, and rules for monsters!? And 4E is supposed to be a more easier and streamlined game?
I love WotC's perspective on "ease of play". I think it's only easy to them.
Monsters shouldnt follow the same rules as characters. Monsters should be built to perform the functions that you want them to. The sample kobold fills the skirmisher role, getting a kind of sneak attack ability, but it also gets a +1 to hit for every other kobold adjacent to you. Now, you could have built a Mob Fighting feat (or something like Swarmfighting), but its easier to just drop the mechanic into the stat block.
First, you dont have to reference another book, and if you didnt have the book with Swarmfighting, you would have had to bother inventing a feat to simulate this kind of thing.I think it will be much easier to built NPCs in this system. Say I am making a hobgoblin dread necromancer, and I want him to be a CR 16 guy. I have to build this sucker from the ground up over 16 levels, determining hit points, skill points, equipment, and spells. The progressions arent that bad, but to top it off I need to note his class features and other things as well. This leaves me with a gargantuan stat block that really isnt necessary for the NPC in question. I can file away the feats and almost EVERY spell on his list to make it more manageable (which is what I did).
Now, I can ideally just make a level 16 leader type and go from there. Much faster, and since 4E characters wont be so reliant on magic items I wont have to find some way to spend all of his presumed wealth.
Honestly the system appears to be divided into two ways: PCs make characters by accordance of the character creation rules, while everything else works in its own way. This allows for more steamlined and functional monsters, as you dont have to worry about all those monster HD pumping up everything else way higher than what you wanted, or having to pick a crapton of feats that you didnt need.

Donovan Vig |

I don't like it. I love the fact that 3e's monsters go by the same rules as PCs. It made things much easier for the DM and it was easy to tailor the creature however you like.
Now, 4E is differentiating between rules for PCs, rules for NPCs, and rules for monsters!? And 4E is supposed to be a more easier and streamlined game?
I love WotC's perspective on "ease of play". I think it's only easy to them.
remeber the design philosophy at WotC. Monsters with the same abilities as PC's are a broken mechanic.
Personally, I thought class levels for monsters was great too. Now we will have 15 different stat blocks in the MM for all the relevant niches in kobold society. Dunno. The simplicity inherent seems like a good idea...I just cant help but feel spoon fed, ya know?

Majuba |

Bluenose wrote:CEBrown wrote:Hit Points are now: CON score + Class Value + CON bonus at first level, and Class Value + CON Bonus at all subsequent levels.
Apparently Kobolds have high CON scores...I don't think the CON bonus adds in, does it?
I must admit it looks like a mob of these, and "ordinary" kobolds if they have similar rules, would be pretty dangerous for low level PCs.
Adding the CON bonus MIGHT be a Racial Ability for the Dwarven Fighter - one guy who played it at DDXP stated the HP on his sheet = CON + CON Bonus + Class Value.
He also posted all the sheets, but I only scanned the dwarf and paladin and didn't check numbers.
Sheets
I checked the sheets, plus referencing the Rogue class that was released, and No, Con Mod is not added in.
The Dwarf Fighter sheet has 15+con hp, as does the paladin. The cleric and warlock both have 12+con hp. Unless they are scaling them by 1's, and clerics get more hp than fighters, there is no con mod added to hit points per level.
Let the hilarity ensue.
Edit: What the Hell!? Dwarf Fighter gets 13 Healing surges per day? For 8 points each? On top of 33 hp that's up to 137 hp PER DAY>? No cleric required, at first level.
Can't make out a formula yet - I know it's class based.
FYI:
dwarf fighter, 18 con, 13 surges/day
human cleric, 12 con, 8 surges/day
halfling paladin, 12 con, 11 surges/day
halfelf warlock, 16 con, 9 surges/day
and oddly, Eladrin Ranger, 11 con, 6 surges/day

![]() |

Monsters shouldnt follow the same rules as characters. Monsters should be built to perform the functions that you want them to.
Your first statement and second have no bearing on each other.
I agree that monsters should be built to perform the functions that you want them to. However, the system is the tool you use to make the monster. 3.x uses universal building blocks. 4ed...well, it sound like the old "scalable" NPC encounter tables from 1ed or OD&D.
In 3.x, you are given a tabula rasi, and can take that core monster, and modify it with templates, classes, etc... into any of an infinite number of combinations. Since it follows the same rules as a PC, the knowledge to build a kick-ass kobald dueslist/assassin completely overlaps with PC design. This synergy makes the whole system clear and logical, and design ideas for villains pop up from players and yoru own pcs.
So to claim that monsters and PC shouldn't follow the same rules is a fallacy. You can prefer that they don't, but it is more logical (and elegant) that they do.
Of course, YMMV.

Amardolem |

not sure, but that could be stat block for the 4.0 minis game also, although in the old game hp are divible by 5, alot of the "fodder" monsters got huger hp totals (usually with a fiendish tag or someother)
(they did give the 4.0 minis rules out as a free download, but my printer ran out ink after about 10 of 40 pages so I guess I'll never know...)

![]() |

Can't make out a formula yet - I know it's class based.
FYI:
dwarf fighter, 18 con, 13 surges/day
human cleric, 12 con, 8 surges/day
halfling paladin, 12 con, 11 surges/day
halfelf warlock, 16 con, 9 surges/day
and oddly, Eladrin Ranger, 11 con, 6 surges/day
[/ooc]
If this is the actual frequency of these "surges" this is kinda ridiculous. And while i'm on the topic, I'm more than a little sick of being told that 3.x suffers from '3rooms and home for the night'. I've been playing 3.x since its inception, and I have never seen this problem with good roleplayers. You approach problems strategically, and use your resources judiciously. We have a hard and fast rule that you can't rest unless you've been awake and active for more than 8 hours. in fact, I often have the monsters pursue the PCs if they even try to pull '3 rooms and home'.
With 13 surges at 1st level, why would strategy even matter? Who will care about smart play when you can Diablo everything? If this style floats your boat, that's great, but I unfortunately see many of my fears being confirmed.
I give this a resounding meh.

![]() |

More images from DDxp. For those who can't see the pics
Bodak Skulk; Level 16 Lurker
Medium Shadow Humanoid (Undead); XP 1,400
Initiative: +16 Senses Perception +10; darkvision
Agonizing Gaze(Fear, Necrotic)aura 5; a creature in the aura that makes a melee or ranged against the bodak skulk takes 5 necrotic damage before the damage roll is made and takes a -2 penalty to the attak roll.
HP 124; Bloodied 62
AC 29; Fortitude 29, Reflex 27, Will 29
Immune to disease poison: Resist 15 necrotic; Vunerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
Slam(standard; at-will) - Necrotic
+21 vs. AC; 1d6+5 damage plus 2d6 necrotic damage, and the target is weaken until end of the bodak skulks next turn.
Death Gaze(standard; encounter) - Necrotic
Range 10; targets a living creature; +19 vs. Fortitude; If the target is weakened it is reduced to 0 hit points; otherwise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Spectral Form(standard; at-will)
The bodak skulk turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
e on melee and ranged attacks on any target it has combat advantage against.
Alightment Evil Languages Common
Str 21(+13) Dex 19(+12) Wis 15(+10)
Con 22(+14) Int 6(+6) Cha 23(+14)
Young Black Dragon;\ Level 4 Solo Lurker
Large natural magical beast (aquatic, dragon) -- XP: 875
Initiative +11 Senses Perception +9; darkvision
HP 280; Bloodied 140; see also bloodied breath
AC 24; Fortitude 19, Reflex 21, Will 18
Resist 15 acid
Saving Throws +5
Speed 7, fly 7 (clumsy), overland flight 10, swim 7
Action Points 2
Bite (standard; at-will) * Acid
Reach 2; +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends).
Claw (standard; at-will)
Reach 2; +8 vs. AC; 1d4 + 3 damage.
Double Attack (standard; at-will)
The dragon makes two claw attacks.
Tail Slash (immediate reaction, when a melee attack misses the dragon; at-will)
The dragon uses its tail to attack the enemy that missed it; reach 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square.
Breath Weapon (standard; recharge 5 6) * Acid
Close blast 5; +7 vs. Reflex; 1d12 + 3 damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).
Bloodied Breath (immediate reaction, when first bloodied; encounter) * Acid
The dragon's breath weapon recharges automatically, and the dragon uses it immediately.
Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the 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.
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. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Alignment Evil Languages Draconic
Skills Nature +9, Stealth +17
Str 16 (+5), Dex 20 (+7), Wis 15 (+4)
Con 16 (+5), Int 12 (+3), Cha 10 (+2)

![]() |

Boneclaw; Level 14 Soldier
Medium Shadow Humanoid (Undead); XP 1,400
Initiative: +15 Senses Perception +13; darkvision
HP 136; Bloodied 68; see also necrotic pulse
AC 30; Fortitude 24, Reflex 27, Will 25
Immune to disease poison: Resist 20 necrotic; Vunerable 5 radiant;
Speed 8
Claw(standard; at-will)
Reach 3;+20 vs. AC; 1d12+6damage.
Necrotic Pulse(Immediate reaction, when first bloodied; encounter) - Healing, Necrotic
Close burst 10; undead allies in the burst gain 10 hit points, and enemies in the burst take 10 points necrotic damage.
Relentless Oppurtunist
If the boneclaw hits with an oppurtunuty attack, it makes another one against the same target the next time it provokes during its current turn.
Threating Reach
The boneclaw can make oppurtunity attacks against all enemies within its reach (3 squares)
Alightment Evil Languages Common
Skills; Intimidate +16, Stealth +18
Str 17(+10) Dex 23(+13) Wis 12(+8)
Con 16(+10) Int 10(+7) Cha 18(+11)

![]() |

Bodak Skulk; Level 16 Lurker
Medium Shadow Humanoid (Undead); XP 1,400
Initiative: +16 Senses Perception +10; darkvision
Agonizing Gaze(Fear, Necrotic)aura 5; a creature in the aura that makes a melee or ranged against the bodak skulk takes 5 necrotic damage before the damage roll is made and takes a -2 penalty to the attak roll.
HP 124; Bloodied 62
AC 29; Fortitude 29, Reflex 27, Will 29
Immune to disease poison: Resist 15 necrotic; Vunerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
Slam(standard; at-will) - Necrotic
+21 vs. AC; 1d6+5 damage plus 2d6 necrotic damage, and the target is weaken until end of the bodak skulks next turn.
Death Gaze(standard; encounter) - Necrotic
Range 10; targets a living creature; +19 vs. Fortitude; If the target is weakened it is reduced to 0 hit points; otherwise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Spectral Form(standard; at-will)
The bodak skulk turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
e on melee and ranged attacks on any target it has combat advantage against.
Alightment Evil Languages Common
Str 21(+13) Dex 19(+12) Wis 15(+10)
Con 22(+14) Int 6(+6) Cha 23(+14)
Young Black Dragon;\ Level 4 Solo Lurker
Large natural magical beast (aquatic, dragon) -- XP: 875
Initiative +11 Senses Perception +9; darkvision
HP 280; Bloodied 140; see also bloodied breath
AC 24; Fortitude 19, Reflex 21, Will 18
Resist 15 acid
Saving Throws +5
Speed 7, fly 7 (clumsy), overland flight 10, swim 7
Action Points 2
Bite (standard; at-will) * Acid
Reach 2; +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends).
Claw (standard; at-will)
Reach 2; +8 vs. AC; 1d4 + 3 damage.
Double Attack (standard; at-will)
The dragon makes two claw attacks.
Tail Slash (immediate reaction, when a melee attack misses the dragon; at-will)
The dragon uses its tail to attack the enemy that missed it; reach 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square.
Breath Weapon (standard; recharge 5 6) * Acid
Close blast 5; +7 vs. Reflex; 1d12 + 3 damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).
Bloodied Breath (immediate reaction, when first bloodied; encounter) * Acid
The dragon's breath weapon recharges automatically, and the dragon uses it immediately.
Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the 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.
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. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Alignment Evil Languages Draconic
Skills Nature +9, Stealth +17
Str 16 (+5), Dex 20 (+7), Wis 15 (+4)
Con 16 (+5), Int 12 (+3), Cha 10 (+2)
Boneclaw; Level 14 Soldier
Large Shadow Animate (Undead); XP 1,000
Initiative: +15 Senses Perception +13; darkvision
HP 136; Bloodied 68; see also necrotic pulse
AC 30; Fortitude 24, Reflex 27, Will 25
Immune to disease poison: Resist 20 necrotic; Vunerable 5 radiant;
Speed 8
Claw(standard; at-will)
Reach 3;+20 vs. AC; 1d12+6damage.
Necrotic Pulse(Immediate reaction, when first bloodied; encounter) - Healing, Necrotic
Close burst 10; undead allies in the burst gain 10 hit points, and enemies in the burst take 10 points necrotic damage.
Relentless Oppurtunist
If the boneclaw hits with an oppurtunuty attack, it makes another one against the same target the next time it provokes during its current turn.
Threating Reach
The boneclaw can make oppurtunity attacks against all enemies within its reach (3 squares)
Alightment Evil Languages Common
Skills; Intimidate +16, Stealth +18
Str 17(+10) Dex 23(+13) Wis 12(+8)
Con 16(+10) Int 10(+7) Cha 18(+11)

![]() |

The following is from the 4E WOTC forums so take it with a grain of salt.
Human Guard Level 1 Solider
Medium natural Humanoid xp 100
Initiative +4 Senses Perception +5
HP 31 Bloodied 15
AC 16 Fortitude 14 Reflex 13 Will 12
Speed 5
m Halberd (standard at will) * Weapon
Reach 2: +8 vs AC 1d10+2 damage and the target is markes until the end of the human guards next turn.
M Powerful Strike (standard recharge 5,6) * Weapon
Requires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the target is knocked prone.
R Crossbow (standard at will) * Weapon
Range 15/30; +7 vs AC; 1d8+1 damage
Alignment Any Languages Common
Skills Streetwise +6
Str 15 (+2) Dex 14 (+2) Wis 11 (+0)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)
Equipment chainmail, halberd, crossbow with 20 bolts.
Human Bandit Level 2 Skirmisher
Medium natural Humanoid xp 125
Initiative +6 Senses Perception +1
HP 30 Bloodied 15
AC 16 Fortitude 12 Reflex 14 Will 12
Speed 6
m Mace (standard at will) * Weapon
+4 vs AC 1d8+1 damage and the human bandit shifts 1 square.
r Dagger (standard at will) * Weapon
Range 5/10; +6 vs AC; 1d6+1damage.
m Dazling Strike (standard encoutner) * Weapon
Requires mace; +4 vs AC; 1d8+1 damage, the target is dazed until the end of the human bandit's next turn, and the human bandit ***** 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and ranged attackes against any target it has combat advantage against.
Alignment Any Languages Common
Skills Stealth +9 Streetwise +7 Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 5 daggers
Human Berserker Level 3 Brute
Medium natural Humanoid xp 150
Initiative +2 Senses Perception +1
HP 56 Bloodied 28 see also battle fury
AC 14 Fortitude 14 Reflex 13 Will 13
Speed 7
m Greataxe (standard at will) * Weapon
+6 vs AC; 1d12+4 damage (crit 1d12+16)
M Battle Fury (Immediate reaction, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
R Handaxe (standard at will) * Weapon
Range 5/10; +4 vs AC; 1d6 +3 damage.
Alignment Any Languages Common
Skills Athletics +9 Endurance +9
Str 17 (+4) Dex 12 (+2) Wis 11 (+1)
Con 16 (+4) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, greataxe, 2 handaxes
Human Mage Level 4 Artillery (Leader)
Medium natural Humanoid xp 175
Initiative +4 Senses Perception +5
HP 42 Bloodied 21
AC 17 Fortitude 13 Reflex 14 Will 15
Speed 6
m Quaterstaff (standard at will) * Weapon
+4 vs AC; 1d8 damage.
r Magic Missile (standard at will) * Force
Range 20; +7 vs Reflex; 2d4 +4 force damage.
R Dancing Lightning (standard encoutner) * Lightning
The mage makes a seperate attack against 3 different targets; range 10; +7 vs Reflexes; 1d6 +4 lightning damage.
A Thunder Burst (standard encounter) * Thunder
Area burst; 1 within 10; +7 vs Fortitude; 1d8 +4 thunder damage, and the target is dazed (save ends).
Alignment Any Languages Common
Skills Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment robes,quaterstaff, wand
Shadar-kai Chainfighter Level 6 Skirmisher
Medium shadow humanoid xp250
Initiative +9 Senses Perception +5; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6; see also dance of death and shadow jaunt
m Spiked Chain (standard at will) * Weapon
Reach 2; +11 vs AC; 2d4+3 damage.
M Dance of Death (standard; recharge 6) * Necrotic, Weapon
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.
Shadow Jaunt (move encounter) * Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.
Alignment: Unaligned Langages: Common
Skills Acrobatics +14 Stealth +14
Str 17 (+6) Dex 18 (+7) Wis 14 (+5)
Con 13 (+4) Int 10 (+3) Cha 11 (+3)

![]() |

Wow. A KOBOLD has 27 hit points?
I feel traumatized. What happened to the days where you could kill a kobold in one swing? I mean, really, even though some kobolds do have levels now, it's still okay to give people that feeling of killing normal kobolds every so often.
Don't worry, since a first level fighter does probably from 10 to 60 damage in one swordstrike not counting strength bonus, it's like in the old times when they had 1d4 hp. hp have been devalued you know, it's like the dollar due to inflation ...
BWHAHAHAHAHA !
No this is even worse than everything I could have imagined. So much for speedier game play.

![]() |

And I'm back, found a few more stat blocks over at ENWorld.
Skeleton Warrior; Level 3 Soldier
Medium natural animate (undead) xp 150
Initiative +6 Senses Perception +3; darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15 Reflex 16 Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Radiant
Speed 5
Longsword (standard at-will) * Weapon
+10 vs AC; 1d8 +2 damage, and the target is marked until the end of the skeleton warrior's next turn; see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment: Unaligned Langages: -
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Equipment: chainmail, light shield, longsword
Blazing Skeleton; Level 5 Artillery
Medium natural animate (undead) xp 200
Initiative +6 Senses Perception +4; darkvision
Fiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage.
HP 53; Bloodied 26
AC 19; Fortitude 15,Reflex 18,Will16
Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable 5 radiant
Speed 6
Blazing Claw (standard; at-will) * Fire
+8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends).
Flame Orb (standard; at-will) * Fire
Range 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends).
Alignment Unaligned Languages -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) Int 4 (-1) Cha 6 (0)
Equipment -
Boneshard Skeleton; Level 5 Brute
Medium natural animate (undead) xp 200
Initiative SensesPerception +4; darkvision
HP 77 Bloodied38; see also boneshard burst
AC 17 Fortitude 16 Reflex 16 Will 15
Immune disease, poison Resist 10 necrotic Vulnerable 5 radiant
Speed 6
Scimitar (standard; at-will) * Necrotic, Weapon
+9 vs AC; 1d8+3 damage (crit 1d8 +11) plus 5 necrotic damage.
Boneshard (standard; at-will) * Necrotic
+9 vs AC; 1d4+3 damage; and ongoing 5 necrotic damage (save ends)
Boneshard Burst (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit points) * Necrotic
Close burst 3; +8 vs Reflex; 2d6+3 necrotic damage
Alignment Unaligned Languages -
Str 16(+5) Dex 16(+5) Wis 14(+4)
Con 17(+5) Int 3(-2) Cha 3(-2)
Equipmentscimitar

Daeglin |

Lazaro
Wow! Thanks for all the info. I'm starting to understand now why I keep hearing it will be easier to design encounters "on the fly". While the "world-builder" in me liked being able to detail my monsters and NPC's down to the last skill point (and I may really miss that), the practical no-time-to-spare-DM in me is excited that I may start spending more time playing rather than prepping. Can't wait to see more.

![]() |

Orginally posted at ENWorld
Weapons and Impleaments
1 Vicious Longbow (Level 2)
Enhancement: Attack rolls and damage rolls with weapon
Critical: +1d12 damage
+1 Symbol of Life (Level 2)
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls with implement
Critical: +1d6 damage
Power (Milestone): Free Action. Activate when you use a power that heals damage. Add +1d6 to the healing provided.
Recharge: Milestone
+1 Dwarven Plate Armor (Level 2)
Enhancement: AC
Property: Gain a +1 item bonus to Endurance checks.
Power (Daily): Free Action. Regain hit points equal to your healing surge value. You don't spend a healing surge when you use this power.
+1 Cloak of Resistance (Level 2)
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Power (Daily): Minor Action. Gain resist all 5 until the start of your next turn.
Belt of Vigor (Level 2)
Body Slot: Waist
Property: You gain a +1 item bonus to the healing provided by your healing surges.
+1 Heavy Shield of Protection (Level 3)
Body Slot: Arms
Enhancement: Armor Class and Reflex defense
Power (Encounter) Standard Action. You and an adjacent ally gain resist all 5 until the end of your next turn.

![]() |

More Kobolds!
Kobold Slinger; Level 1 Artillery
Small Natural Humanoid; XP 100
Initiative: +3; Senses: Perception+1, darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense
Speed 6
m Dagger (standard; at-will) • Weapon
+5 vs. AC; 1d4+3 damage.
r Sling (standard; at-will) • Weapon
Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type.
Stinkpot the target takes a -2 penalty to attack rolls (save ends)
Firepot (Fire) The target taks ongoing 2 fire damage (save ends)
Gluepot The target is immobilized (save ends)
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 11 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above).
Kobold Minion; Level 1 Minion
Small Natural Humanoid; XP 25
Initiative: +3 Senses; Perception: +1, darkvision
HP: A minion dies when hit by an attack that deals damage.
AC 15; Fortitude 11,Reflex 13,Will 11; see also trap sense
Speed 6
m Spear (standard; at-will) • Weapon
+5 vs. AC; 2 damage.
r Spear (standard; at-will) • Weapon
Range 10/20; +5 vs. AC; 2 damage.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic .
Skills: Stealth +5, Thievery +5
Str 8 (-1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: Hide armor, light shield, 3 spears
Kobold Dragon Shield; Level 2 Soldier
Small Natural Humanoid; XP 125
Initiative +4 ;Senses: Perception+2, darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14,Reflex 13,Will 13; see also trap sense
Speed 6
m Short Sword (standard; at-will) • Weapon
+7 vs. AC; 1d6+3 damage, and the target is marked until the end of the Kobold dragonshield’s next turn.
DragonShield Tactics (immediate reation, when an adjacent enemy shifts away or an enemy moves adjacent, at will)
The kobold dragonshield shifts 1 square.
Mob Attack
The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Equipment: Scale armor, heavy shield, short sword
Kobold Wyrmpriest; Level 3 Artillery (Leader)
Small Natural Humanoid; XP 150
Initiative: +4 ; Senses: Perception+4, darkvision
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15; see also trap sense
Speed 6
m Spear (standard; at-will) • Weapon
+7 vs. AC; 1d8 damage
a Energy Orb (standard; at will) + see text
Range 10; 16 vs. Reflex; 1d10 +3 damage of a chosen type (based on the dragon served).
b Incite Faith (minor; encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square.
c Dragon Breath (standard; encounter) + see text
Close blast 3; +6 vs. Fortitude; 1d10 +3 damage of a chosen type (based on the dragon served). Miss: Half Damage.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Stealth +11, Thievery +11
Str 9 (+0) Dex 16 (+3) Wis 17 (+4)
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
Equipment: Hide armor, spear, bone mask.

![]() |

Hobgoblin Warcaster Level 3 Controller (Leader)
Medium natural humanoid (goblin) xp 150
Initiative +5 Senses Perception +4; low-light vision
HP 46 Bloodied 23
AC 17 Fortitude 13 Reflex 15 Will 14
Speed 6
m Staff(standard; at-will) * Weapon
+8 vs AC; 1d8+1 damage.
M Shock Staff (standard; recharge 4,5,6) * Lightning, Weapon
+8 vs AC; 2d10+4 lightning damage, and the target is dazed until the end of the hobgoblin warcaster's next turn.
R Force Lance (standard; recharge 5,6) * Force
Range 5; +7 vs Fortitude; 2d6 +4 force damage, and the target slides 3 squares.
C Force Pulse(standard; recharge 6) * Force
Close blast 5; +7 vs Reflex; 2d8 +4 force damage; and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone.
Hobgoblin Resilience (immediate reaction, when the hobgoblin warcaster suffers an effect that a save can end; encounter)
The hobgoblin warcaster makes a saving throw against the triggering effect.
Alignment Evil Languages Common, Goblin
Skills Arcana +10, Athletics +4, Stealth +10
Str 13(+2) Dex 14(+3) Wis 16(+4)
Con 14(+3) Int 19(+5) Cha 13(+2)
Equipmentrobes, staff
Hobgoblin Soldier Level 3 Soldier
Medium natural humanoid (goblin) xp 150
Initiative +7 Senses Perception +3; low-light vision
HP 47 Bloodied 23
AC 20 (22 with phalanx soldier) Fortitude 18 Reflex 16 Will 16
Speed 5
m Flail(standard; at-will) * Weapon
+7 vs AC; 1d10+4 damage; the target is slowed until the end of the hobgoblin soldier's next turn, and the target is marked until the end of the hobgoblin soldier's next turn.
M Formation Strike (standard; at-will) * Weapon
Requires flail; +7 vs AC; 1d10+4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacen to another hobgoblin.
Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter)
The hobgoblin soldier makes a saving throw against the triggering effect.
Phalanx Soldier
The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, Stealth +10
Str 19(+5) Dex 14(+3) Wis 14(+3)
Con 15(+3) Int 11(+1) Cha 10(+1)
Equipment scale armor, heavy shield, flail
Hobgoblin Archer Level 3 Artilery
Medium natural humanoid (goblin) xp 150
Initiative +7 Senses Perception +3; low-light vision
HP 39 Bloodied 19
AC 17 Fortitude 13 Reflex 15 Will 13
Speed 6
m Longsword (standard; at-will) * Weapon
+6 vs AC: 1d8 + 2 damage
r Longbow (standard; at-will) * Weapon
Range 20/40; +9 vs AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against same target.
Hobgoblin Archer (immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter)
The hobgoblin archer makes a saving throw against the triggering effect.
Alignment Evil Languages Common, Goblin
Skills Athletics +5
Str 14(+3) Dex 19(+5) Wis 14(+3)
Con 15(+3) Int 11(+1) Cha 10(+1)
Equipmentleather armor, longsword, longbow, quiver of 30 arrows

![]() |

More items:
+1 Frost Warhammer (Level 3)
"This is a good weapon for a fighter to wield."
Enhancement: Attack rolls and damage rolls with weapon.
Critical: +1d6 cold damage.
Power (Encounter): Free action. Activate when you hit with this weapon. The target takes +1d10 cold damage and is slowed until the end of your next turn (Cold).
+1 Staff of the War Mage (Level 3)
"This is a perfect implement for a wizard."
Implement (Staff)
Enhancement: Attack rolls and damage rolls with implement.
Critical: +1d8 damage
Power (Daily): Free action. Activate when you use a power with a burst or blast effect. Increase the size of the burst or blast by 1.
+1 Delver's Leather Armor (Level 3)
"This armor is good for a character in light armor, such as a warlock."
Armor: Any
Enhancement: AC
Power (Encounter): Free action. Gain a +2 power bonus to a saving throw.
+1 Amulet of Health (Level 3)
"This amulet is suitable for a character of any class."
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Property: Gain resist poison 5.
Ironskin Belt (Level 5)
"This belt is suitable for a character of any class."
Body Slot: Waist
Power (Encounter): Minor action. Gain resist weapons 5 until the end of your next turn.
Gauntlets of Ogre Power (Level 5)
"These gauntlets are good for a fighter, ranger, or paladin."
Body Slot: Hands
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free action. Activate when you hit with a melee attack. Add a +5 power bonus to the damage roll.

Shroomy |

STOP! STOP! it burns! it buuuurrrnnnssss!!!
Really though, anyone know if there are going to be template mechanics? I can't see a world without fiendish creatures ;)
There are confirmed templates in the DMG (either 20 or 24, I've seen both numbers); mechanically, they change a monster from standard to elite, but beyond that, I'm not sure how they are implemented. I know that lich and death knight are examples.