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Bodak Reaver Level 18 Soldier
Medium shadow humanoid (undead) xp 2000
Initiative +16 Senses Perception +17; darkvision
Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 175 Bloodied 87
AC 31 Fortitude 31 Reflex30 Will 31
Immune disease, poison Resistm 20 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
Greataxe(standard; at-will) * Necrotic, Weapon
+23 vs AC: 1d12+6 damage (crit 2d12+18) plu 1d8 necrotic damage and the target is dazed and weakened (save ends both).
Death Gaze(standard; encounter) * Necrotic
Range 10: targets a living creature; +20 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Death Drinker * Healing
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points.
Alignment Evil Languages Common
Str 22(+15) Dex 21(+14) Wis 16(+12)
Con 23(+15) Int 10(+9) Cha 23(+15)
Equipmentplate armor, greataxe
Gnoll stats to come soon!

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The following is from Xath, one of EN World's moderators, and one of EN World's press representatives at D&D Experience
Running - You can run as a move action. Add 2 to your movement, but allies gain combat advantage against you until your next turn.
Running Jumps - If you can move 4 squares in a straight line before making your jump check, halve the jump DC.
Temporary Hit Points - Temporary hit points last until the end of an encounter. Temporary hit points from multiple sources do not stack. (That means that the Paladin's bolstering strike can only grant temp HP to the Paladin once - unless he's hit and loses them). Temporary hit points are still used before regular hit points.
Tumble - It's not something you can just do with an Athletics roll. If you want to tumble, you need to take the feat.
Coup de Gras - If you can coup de gras a helpless opponent, you do max weapon damage.
Lava - Proponents of "Fire and Brimstone" will love this one. In 4e, if you fall into lava you die. No save. According to Chris Perkins, "Fire & Brimstone" is a big hit at WotC headquarters.
The Bard - Is done! Apparently, it was one of the first classes completed, despite the fact that it will not appear in the PHB.
1. Common - Native tongue to Humans, Halflings, and Tieflings.
2. Supernal (sp?) - It's not the native tongue of Tieflings, but Chris Perkins let it slip that it's one of their favored tongues.
3. Elven
4. Goblin
5. Dwarven
6. Draconic
7. Abyssal (Thanks to Kavon for clarifying)
8-10?
We also have confirmed a few of the languages that have been eliminated. Halflings no longer have a native tongue. Celestial and the Elemental Tongues ( Auran, Aquan, Ignan, Terran) have also been eliminated. Chris Perkins wouldn't say whether the remaining 3 languages are from the 3.5 core, or if they are completely new.

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Once again, the following is from Xath, one of EN World's moderators, and one of EN World's press representatives at D&D Experience:
Liz (Queen Dopplepoppolis) and I had a fantastic interview with Chris Perkins and Sara Girard today at D&D XP. In it, they let a few tantalizing spoilers out about the three core books. I'll start with the Monster Manual, and Liz should have the PHB and DMG up shortly.
As we all have probably heard, the Monster Manual is packing a whopping 500 monsters into 288 pages. Now, don't get the impression that this going to give you 500 distinct critters to use in your game; each unique monster generally has 2-4 variants. For example, there's a basic Efreeti in the manual, but there will also be at least one variant monster under the Efreeti heading (And yes, he let slip that Efreeti are in the Monster Manual).
However, we do know that WotC has employed almost every artist they have ever used in the past to render. Story Design Manager Chris Perkins tells us that every unique monster in the Monster Manual will be rendered. He also estimates that across the scope of 4e, 95% of the art will be new.
The chapter format of the Monster Manual will be familiar to most. Monsters A-Z with several appendecies at the end. Perkins tells us that the monster entries are more concise, and that they've tried to make the layout more comprehendable. Each unique monster entry will start at the top of a page.
We got a few specifics about monster stats too. Every monster (and object) in D&D has a constitution score. Also, monsters no longer have feats. But don't let this fool you into thinking that monsters aren't customizable. Chris Perkins described monster adaptation and advancement in a vague way, but alluded to a system similar to point buy. Monsters are no longer restricted to a specific niche of abilities, but instead can specialize just as player characters can. Chris Perkins said that using the new system, a GM could even create an entirely new monster in about 10 minutes.
But now for the big news! One of the monster appendecies in the Monster Manual will be devoted to adapting monsters to become player races. The MM will include 12-20 monsters that will be pre-written for use by PCs. Chris Perkins was kind enough to let us know nine of those races!
Gnome
Bugbear
Minotaur
Shadar-Kai
Githyanki
Kobold
Warforged
Shifter
Doppleganger/Changeling (They are one and the same in 4e)

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Feygrove Choker, Level 12 Lurker (XP 700)
Medium Fey Humanoid
Initiative +13; Senses Perception +7; low-light vision
HP 91; Bloodied 45
AC 24; Fortitude 22, Reflex 22, Will 19
Speed 8 (forest walk), climb 8 (spider climb)
Tentacle Claw (standard; at-will)
Reach 3; +17 vs. AC; 2d6+4 damage, and the garget is grabbed (until escape). A target trying to escape the grab takes a -4 penalty to the check. The feygrove choker can grab up to 2 creatures at once.
Choke (standard; at-will)
Up to 2 grabbed targets; +17 vs. Fortitude; 2d8+4 damage. The feygrove choker makes a separate attack against each grabbed target.
Vine Fester (standard; recharge 6)
Area burst 3 within 10, nearby vines animate and snate the feygrove choker's enemies; +15 vs. Reflex; the target is restrained (save ends)
Body Shield (immediate interrupt, when targeted by a melee or ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw attack)
The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The feygrove choker gains concealment until the start of its next turn. It can't use this power while grabbing a creature or while grabbed.
Alignment Unaligned; Languages Elven
Skills Stealth +15
Str 19 (+10) Dex 18 (+10) Wis 13 (+7)
Con 13 (+7) Int 6 (+4) Cha 6 (+4)
Chuul, Level 10 Soldier (XP 500)
Large aberrant magical beast (aquatic)
Initiative +10; Senses Perception +9; darkvision
HP 109; Bloodied 54
AC 27; Fortitude 26, Reflex 20, Will 21
Speed 6, swim 6
m Claw (standard; at-will)
Reach 2; +17 vs. AC; 1d6+6 damage, or 3d6+6 damage against an immobilized creature
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul makes two claw attacks. If both attacks hit a single target, the chuul makes a secondary attack against the same target with its tentacles. Secondary Attack: +14 vs. Fortitude; the target is immobilized (save ends)
Tentacle Net * Paralysis, Poison
A creature hit by a chuul's opportunity attack is immobilized until the end of the chuul's next turn.
Alignment Unaligned; Languages Deep Speech
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 14 (+7)
Chuul Juggernaut, Level 23 Elite Soldier (XP 10,700)
Huge aberrant magical beast (aquatic)
Initiative +17; Senses Perception +17; darkvision
Psychic Moan (psychic) aura 1; a chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic.
HP 434; Bloodied 217
AC 39; Fortitude 37 Reflex 31 Will 33
Saving Throws +2
Speed 7, swim 7
Action Points 1
Claw (standard; at-will)
Reach 3; +30 vs. AC; 2d8+8 damage, or 5d8+8 damage against an immobilized creature.
Double Attack (standard; at-will) * Paralysis, Poison
The chuul juggernaut makes two claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +28 vs. Fortitude; the target is immobilized (save ends).
Psychic Lure (standard; at-will) * Psychic
Range 10; +29 vs. Will; 2d10+3 psychic damage, and the target is pulled 5 squares.
Tentacle Net * Paralysis, Poison
A creature hit by a chuul juggernaut's opportunity attack is immobilized until the end of the juggernaut's next turn.
Alignment Unaligned; [b]Languages Deep Speech
[b]Str 27 (+19) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 4 (+8) Cha 16 (+14)
The first creature I've seen so far to have action points

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Tiefling info:
RACIAL TRAITS
Average Height: 5’ 6” - 6’ 2”
Average Weight: 140-230 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses:: +2 Bluff, +2 Stealth
Bloodhunt: You gain a1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.
Internal Wrath...Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Ecnounter
Minor Action...Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.
Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and the tieflings were left to make their own way in a world that often fears and resents them.
Play a tiefling if you want...
* to be a hero who has a dark side to overcome.
* to be good at tricking, intimidating, or persuading others to do your will
* to be a member of a race that favors the warlock, warlord, and rogue classes.
PHYSICAL QUALITIES
Tieflings’ appearance testifies to their infernal bloodline. They have large horns, thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.
Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanquished empire.
PLAYING A TIEFLING
Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath’s grand capital was thrown down in ruin.
Tieflings are heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tained by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example. but their offspring are always tieflings.
Centuries of other races’ distrust and outright hatred have made tieflings self-reliant and often too willing to live up to the stereotypes imposed on them. As a race without a homeland, the tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick ot trust anyone who claiims to be a friend. However, when a tiefling’s companions demonstrate they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tieflling is a firm friend and ally for life.
Although the nobles of Bael Turath subjugated themselves to devils, most present-day tieflings give little thought to gods or patrons, preferring to look out for themselves. Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare.
Tieflings are not numerous. Sometimes a tiefling merhcant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, theives, or crime lords who care out a niche for themselves amid the squalor of their surroundings.
Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional.
Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran.
Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius, ???
Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, its a grim destiny.
Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary.
TIEFLING ADVENTURERS
Three same tiefling adventurers are described bleow.
Akmenos is a tiefling warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genuinely good. At the same time, he fears taht his soul is irretrievably tained by the touch of evil - both the evil in his blood and the sinister nature of his infernal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognise the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain.
Kallista is a tiefling warlord who prays daily that Bahamut will help her keep her commitment to live justly and honourably. She has no love for Bahamut’s priests and temples, but she feels a personal connection to the Platinum Dragon, which inspires her to acts of nobility and sacrifice. She leads a group of adventurers in strikes against evil forces but dreams of one day leading an army under Bahamut’s banner. In his name, she struggles to keep her violent temper and cruel streak under tight control.
Random is a tiefling rogue, a native of the streets and alleys of a human city and no strnager to poverty, mistrust, or prejudice. As far as he’s concerned, good and evil are a matter for priests and philosophers to discuss in their marble temples and universities. The reality of life on the street is survival, and he’s willing to do what’s necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn’t forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well.

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Gnoll time! And for those who can't see the pics:
Gnoll Huntsmaster; Level 5 Atrillery
Medium Natural Humanoid; XP 200
Initiative: +6 Senses Perception +11; Low-light vision
HP 50; Bloodied 25
AC 19; Fortitude 16, Reflex 17, Will 14
Speed 7
Handaxe(standard; at-will) - Weapon
+9 vs. AC; 1d6+3 damage, or 1d6+5 damage while bloodied; see also pack attack
Longbow (standard; at-will) - Weapon
Range 20/40; +10 vs. AC; 1d10+4 damage, or 1d10+6 while bloodied; see also pack attack.
Pack Attack
The gnoll huntsmaster deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the huntsmaster's allies adjacent to it.
Alightment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +7, Stealth +11
Str 16(+5) Dex 19(+6) Wis 14(+4)
Con 14(+4) Int 8(+1) Cha 7(+0)
Equipment leather armor, handaxe, longbow, quiver of 30 arrows
Gnoll Claw Fighter; Level 6 Skirmisher
Medium Natural Humanoid; XP 250
Initiative: +7 Senses Perception +6; Low-light vision
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 15
Speed 8; see also mobile melee attack
Claw(standard; at-will)
+11 vs. AC; 1d6+4 damage, or 1d6+6 damage while bloodied; see also pack attack
Clawing Charge(standard, when this creture is charges; at-will)
The gnoll claw fight makes two claw attacks against a single target then is charges.
Mobile Claw Attack(standard; at-will)
The gnoll claw fighter can move up to 4 squares and make on melee basic attack at any point during the movement. The gnoll doesn't provoke oppurtunity attacks when moving away from the target of its attack
Pack Attack
The gnoll claw fighter deals an extra 5 damage on melee atteacks against an enemy that has two or more of the gnoll claw fighter's allies adjacent to it.
Alightment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +3
Str 19(+7) Dex 15(+5) Wis 12(+4)
Con 14(+5) Int 9(+2) Cha 7(+1)
Equipment leather armor

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More gnolls!
Gnoll Marauder; Level 6 Brute
Medium Natural Humanoid; XP 250
Initiative: +5 Senses Perception +7; Low-light vision
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 7
Spear(standard; at-will) - Weapon
+10 vs. AC; 1d8+6 damage, or 1d8+8 damage while bloodied; see also quick bite and pack attack
Quick bite(free; at-will)
After the gnoll marauder makes a successful bite attack against a bloodied enemy it makes a bite attack against the same target; +7 vs. AC; 1d6+2 damage, or 1d6+4 while bloodied.
Pack Attack
The gnoll marauder deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the marauder's allies adjacent to it.
Alightment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +3, Stealth +10
Str 20(+8) Dex 14(+5) Wis 14(+5)
Con 14(+5) Int 9(+2) Cha 7(+1)
Equipment leather armor, lightshield, spear
Gnoll Demonic Scourge; Level 8 Brute
Medium Natural Humanoid; XP 350
Initiative: +6 Senses Perception +7; Low-light vision
Leader of the Pack aura 5; allies in the aura gain a +1 to attack rolls. While this creature is bloodied, the bonus increases to +2.
HP 106; Bloodied 53
AC 20; Fortitude 21, Reflex 18, Will 18
Speed 6
Heavy Flail(standard; at-will)
+13 vs. AC; 2d6+5 damage, or 2d6+7 damage while bloodied; against a bloodied enemy, this attack knocks them prone; see also pack attack
Blood Thirst
The gnoll demonic scourge bloodies an enemy with a melee attack, an ally adjacent to the struck enemy can make a melee attack against the enemy as an immediate reaction.
Overwhelming Attack(free; encounter)
The gnoll demonic scourge can apply its blood thirst power to two allies instead of one.
Pack Attack
The gnoll demonic scourge deals an extra 5 damage on melee atteacks against an enemy that has two or more of the demonic scourge's allies adjacent to it.
Alightment Chaotic Evil Languages Abyssal, Common
Skills Insight +10 Intimidate +10, Religion +10
Str 20(+9) Dex 14(+6) Wis 12(+5)
Con 16(+7) Int +13(+5) Cha 15(+6)
Equipment chainmail, heavy flail

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Time for more! And for those that can't see the pics:
Cavern Choker Level 4 Lurker
Small natural humanoid XP 175
Initiative +9 Senses Perception +3, darkvision
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13
Speed 6, climb 6 (spider climb)
Tentacle Claw (standard; at-will)
Reach 2; +9 vs AC; 1d8+3 damage and the target is grabbed
(until escape). A target trying to escape the grab takes a -4
penalty to the check.
Choke (standard; at-will)
Grabbed target only. +9 vs Fortitude; 1d8+3 damage.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn.
It can't use this power while grabbing or creature or while grabbed.
Body Shield (immediate interrupt, when targeted by a melee or a
ranged attack against Reflex or AC; recharge when the choker
makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target instead.
The choker cannot use this power to redirect attacks made by a
creature it is currently grabbing.
Alignment Unaligned Languages Common
Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
Chuul Juggernaut Level 23 Elite Soldier
Huge aberrant magical beast (aquatic) XP 16,200
Initiative +17 Senses Perception +17; darkvision
Psychic Moan (Psychic) aura 1; a chuul juggernaut exudes a
constant hum of psychic energy. Enemies in the aura take a -2
penalty to Will defense and gain vulnerable 5 psychic.
HP 434; Bloodied 217
AC 39; Fortitude 32, Reflex 31, Will 33
Saving Throws +2
Speed 7, swim 7
Action Points 1
Claw (standard; at-will)
Reach 3; +30 vs AC; 2d8+8 damage, or 5d8+8 damage against
an immobilized creature.
Double Attack (standard; at-will) * Paralysis, Poison
The chuul juggernaut makes tow claw attacks. If both claw
attacks hit a single target, the chuul juggernaut makes a
secondary attack against the same target with its tentacles.
Secondary Attack: +28 vs Fortitude; the target is immobilized
(save ends).
Psychic Lure (standard; at-will) * Psychic
Range 10; +29 vs Will; 2d10+3 psychic damage, and the target
is pulled 5 squares.
Tentacle Net * Paralysis, Poison
A creature hit by a chuul juggernaut's opportunity attack is
immobilized until the end of the juggernaut's next turn.
Alignment Unaligned Languages Deep Speech
Str 27 (+19) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 4 (+8) Cha 16 (+14)

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Thanks to TerraDave, over at ENWorld:
I am starting this thread to help bring a little organization to all the info pouring out of the con.
The Standard Modifier:Underlying Ability Modifier + 1/2 Level.
Underlying Ability Modifier: just like 3E.
Mike Mearls confirmed that this applies to:
-Attack Roles
-Skill Checks
-Ability ChecksStacking (from Rob Heinsoo): certain character building options do not stack. In play, unnamed bonuses (most of them) stack. Keeping track of stacking in play not supposed to matter (as) much. (Own observation: ongoing damage: this all seems to have a type, I hope it doesn’t stack).
Actions: There are standard, move, and minor actions. Shift--a 5' step--is a move action. To draw a weapon is a minor action. Some classes and races have lots of powers that are minor actions, some almost none.
Sustain minor: use a minor action to keep using a power. I see this as a replacement for concentrating to maintain a spell.
Action Points: Using an action point give you another action on your turn. Not a re-roll. (some other mechanics allow that, but I think there significant is overstated). You start the day with one action point. You can use one per encounter. You get more as you adventure in the day. Thats right. On average one every other encounter. If you don't use them, you loose them, as you only start the day with one.
Defenses:
Reflex=10+ better of (Dexterity or Intelligence Modifier)
Fortitude=10+ better of (Strength or Constitution Modifier)
Will=10+ better of (Wisdom or Charisma Modifier)Opportunity Attacks: You can make up to one of these per each opponents turn. Moving away or by an opponent, or using a ranged attack adjacent triggers them. A fighter power allows the fighter to make an opportunity attack against an enemy that shifts (takes a 5' step). Creatures with reach may still only make opportunity attack adjacent targets.
Weapon Damage: has an ability modifier applied that varies depending on attack type. A wizard will have an int based modifier for his spells, a warlock a cha based one for hers, and so on. (Edit: not 100% sure 1/2 level is added to this).
Thrown and ranged weapons: Some thrown and ranged weapons damage may be modified by dexterity (daggers seem to be either dex or str).
Weapon Proficiency: It varies by weapon, for most it is +2. Dagger +3. Starting spellcasters don't get this "proficiency bonus" with their spells.
Armor, size, and movement: heavier armor reduces speed 1. Halflings and dwarves (in heavier armor) move like anyone else.
Grab: It is a strength attack versus reflex to grap someone. Acrobatics vs endurance or athletics vs fortitude can be used to escape. This imobilizes the target.
Slowed: targets speed is reduced to 2
Imobilized: Speed 0 (but you can still act

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One more before I go into sleep mode...
Chillborn
Medium Natural Animate (Undead)
Level 6 Soldier
AC 22, FORT 21, REF 17, WILL 17, HP 48, Bloodied 24, Init +5, Spd 4
Senses: Perception +3. Immune: Poison, Resist: cold 10, nec 10, wpn 10
Weakness: Massive Dmg, Vuln rad 5
Attacks: Melee Slam +14 vs AC; 1d6+6 AND Followup
Followup +9 vs Fort; Immobilized 1 rd
Ice Reaper +5 cold dmg to Immobilized or Stunned
Abilities: Massive Damage: Destroyed by single atk of 24+ dmg
Wintry Cloud: Creatures take 2 cold dmg at start of their turns for each chillborn within 5 (max 8 dmg)
Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10), Cha +5 (15)
Deathjump Spider
Medium Natural Beast (Spider)
Level 4 Skirmisher
AC 18, Fort 14, Ref 17, Will 14, HP 38, Bloodied 19, Init +5, Spd 6, Clb 6, Jmp 6
Senses darkvision, Perception +9
Attacks: Melee Bite +11 vs AC; 1d10+4
Limited Powers: Melee, Death from Above: Standard, jmp 6 AND bite +11 vs AC 2d10+4. Rchrg 6
Prodigious Leap: Move, jmp 12, no opp attacks. Rchg 5.
Str +4 (15), Con +4 (15), Dex +5 (16), Int -2 (2), Wis +4 (14), Cha +3 (13)
Goblin Picador
Small Natural Humanoid
Level 2 Controller
AC 16, Fort 14, Ref 16, Will 10, HP 26, Bloodied 13, Init +9, Spd 6
Senses: Perception +1
Attacks: Melee: Harpoon +9 vs AC, 1d4+3 plus Harpooned (see text)
Ranged: Thrown Harpoon Rg 5, +9 vs AC, 1d4+3 plus Harpooned (see text)
Melee: Tug of War Standard, M or smaller Harpooned enemy; +4 vs Fort; pull 3 (pull 1 on miss).
Abilities: Goblin Tactics Whenever a Melee attack against it misses, can immed shift away from attacker.
Harpooned Can’t move more than 5 from this creature. Remove standard; Str vs Fort.
Str +4 (16), Con +2 (13), Dex +5 (18), Int +0 (8), Wis +1 (10), Cha +0 (8)
Defiant Rake
Medium Natural Humanoid
Level 5 Skirmisher
AC 21, Fort 13, Ref 17, Will 16, HP 45, Bloodied 22, Init +7, Spd 6
Senses: Perception +2
Attacks: Melee: Rapier +11 vs AC; 1d8+5
Ranged: Hand Crossbow Rg 10/20; +11 vs AC; 1d6+5
Sneak Attack +2d6 dmg with cbt adv
Limited Powers: Snap Shot Minor; hand scross bow atk. Rchg 5.
Wicked Dodge Reaction, when target of melee atk; +9 vs Will; atk automatically misses OR instead targets any other creature within attacker’s reach (your choice). Rchg 5.
Skills: Bluff +11, Stealth +12, Thievery +12
Str +2 (10), Con +3 (12), Dex +7 (20), Int +3 (12), Wis +2 (10), Cha +6 (18)
Vampire Spawn
Medium Natural Humanoid (Undead)
Level 6 Minion (Brute)
AC 18, Fort 15, Ref 16, Will 15, HP 10, Bloodied 5, Init +11, Spd 7
Senses darkvision; Perception +4
Immune poison, Resist nec 10, Weakness vuln rad 5
Attacks: Melee Claw +11 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), Wis +4 (12), Cha +5 (14)
Shadow Demon
Medium Elemental Humanoid (Demon)
Level 11 Skirmisher
AC 25, Fort 23, Ref 24, Will 22, HP 72, Bloodied 36, Init +8, Spd 2, Fly 8 (Hv)
Senses: darkvision; Perception +6
Attacks: Melee Claw +13 vs Ref; 2d6+4 AND shadow drain (save ends; see text)
Shadow Drain Ongoing nec 5; save -5 until ends turn at least 5 from this creature, shadow creatures, or others afflicted by shadow drain.
Limited Powers: Devouring Shadow Immed,when first Bloodied; tport adj to creature within 10 affected by shadow drain, 2d6+7 nec.
Abilities: Deathport Immed, when creature within 10 at 0 hp; tport to its square.
Skills Stealth +13
Balhannoth
Large Aberrant Magical Beast
Level 13 Skirmisher
AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40, Init +12, Spd 5, Clb 5
Senses darkvision, Perception +13
Attacks: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3
Sneak Attack +3d6 dmg with cbt adv
Limited Powers: Reality Distortion Move; tport 5 AND cbt adv against all adj after tport. Rchg 4.
Tentacle Flurry Standard; Melle atk against each in reach. Rchg 5.
Warp Attack Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Rchg 4.
Skills: Stealth +17.
Spectral Panther
Medium Shadow Beast
Level 9 Lurker
AC 24, Fort 21, Ref 23, Will 19, HP 46, Bloodied 23, Init +13, Spd 7
Senses Perception +7
Attacks: Melee Claw +17 vs AC, 1d8+5
Melee Shadow Pounce Requires cbt adv; +14 vs AC; 3d8+5; charge OK.
Abilities: Invisibility Standard, in spectral form only, invis 1 rd. Visible when leaves spectral form.
Spectral Form Standard; insubstantial, phasing, can’t atk. Free action to leave spectral form.
Skills: Stealth +12 (+17 in spectral form)
Elf Archer
Medium Fey Humanoid
Level 2 Artillery
AC 15, Fort 12, Ref 15, Will 14, HP 20, Bloodied 10, Init +10, Spd 7
Senses Perception +12
Attacks: Melee Shortsword +7 vs AC; 1d6+2
Ranged Bow Rg 15/30; +9 vs AC; 1d8+4
Abilities: Archer’s Mobility Ifmoves at least 4, +2 ranged atk.

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First trap i've seen
Crushing Rock; Level 2 Blaster Trap XP 125
A giant boulder follows the route indicated on the map.
Perception: No check necessary to notice the crushing rock.
Trigger: Initiative +5
The trap rolls initiative when combat begins. It has speed 6.
Attack: Standard Action- Melee
Target: All creatures in the same space as the rock.
Attack: +7 vs. Reflex
Hit: 2d6 damage, knock prone, and move that creature to the nearest open space of its choice.
Countermeasures:
A creature who makes an Athletics check (DC 10, or DC 20 without a running start) can jump over its square.
A character adjacent to the rock who makes a successful Strength test (DC 19), the rock’s Speed is reduced by 2. If the rock is reduced to 0 speed, it is disabled.
Orc Raider, Level 3 Soldier
Medium Natural Humanoid
Init +2; Senses low-light vision; Perception +2
HP 32; Bloodied 16, see also Pain Rage
AC 19; Fortitude 17 Reflex 14 Will 11
Speed 6, Rapic Charge
Battleaxe (Standard; at-will) * Weapon
+10 vs. AC; 1d12+4
Bloody Opportunist (Immediate, when an adjacent bloodied opponent misses with an melee attack; at will) * Weapon
The Orc Raider can make a basic melee attack against that target
Pain RageWhile Bloodied, the Orc Raider gets +2 atk/Def, +5 damage
Rapid Charge
+2 Speed charging
Skills: Endurance +8
Str +5 Dex +2 Wis +2
Con +3 Int +0 Cha +0
Troglodyte Bonecrusher, Level 6 Soldier
Medium Natural Humanoid
Init +4; Senses darkvision; Perception +5
HP 51; Bloodied 25
AC 21; Fortitude 21 Reflex 18 Will 17
Speed 5
Greatclub (Standard; at-will) * Weapon
+14 vs. AC; 2d4+4
Stench (Minor, at-will)
Close burst 1; +10 vs. Fort; Slowed AND -2 atk/Def for the rest of the encounter. Troglodytes immune.
Skills: Climb +12, Stealh +9
Str +7 Dex +4 Wis +5
Con +7 Int +3 Cha +4
Deathjump Spider
Medium Natural Beast (Spider) Level 4 Skirmisher
AC 18, Fort 14, Ref 17, Will 14, HP 38, Bloodied 19, Init +5, Speed 6, Climb 6, Jump 6
Senses darkvision, Perception +9
Attacks: Melee Bite +11 vs AC; 1d10+4
Limited Powers: Melee, Death from Above: Standard, jump 6 AND bite +11 vs AC 2d10+4. Recharge 6
Prodigious Leap: Move, jump 12, no opportunity attacks. Recharge 5, 6.
Str +4 (15), Con +4 (15), Dex +5 (16), Int -2 (2), Wis +4 (14), Cha +3 (13)
Goblin Picador
Small Natural Humanoid
Level 2 Controller
AC 16, Fort 14, Ref 16, Will 10, HP 26, Bloodied 13, Init +9, Spd 6
Senses: Perception +1
Attacks: Melee: Harpoon +9 vs AC, 1d4+3 plus Harpooned (see text)
Ranged: Thrown Harpoon Rg 5, +9 vs AC, 1d4+3 plus Harpooned (see text)
Melee: Tug of War Standard, M or smaller Harpooned enemy; +4 vs Fort; pull 3 (pull 1 on miss).
Abilities: Goblin Tactics Whenever a Melee attack against it misses, can immediately shift away from attacker.
Harpooned Can’t move more than 5 from this creature. Remove standard; Str vs Fort.
Str +4 (16), Con +2 (13), Dex +5 (18), Int +0 (8), Wis +1 (10), Cha +0 (8)
Goblin Sharpshooter; Level 2 Artillery
Small Natural Humanoid
Initiative +5; Senses: Perception +2, lowlight vision
HP ??; Bloodied ?? (probably about 23-26 HP)
AC 19; Fortitude 13, Reflex 17, Will 12
Speed 6
Goblin Tactics Whenever a Melee attack against it misses, can immediately shift away from attacker
M Short Sword (standard, at-will) * Weapon
+3 vs. AC, 1d6+2 damage
R Crossbow Attack (standard, at-will) * Weapon
Range 15/30, +5 vs AC, 1d8+2 damage
Combat Advantage: +2d6 damage
Sniper: A Goblin Sharpshooter that misses with a ranged attack remains hidden.
Skills: Stealth +12
Alignment: Evil, Languages: Goblin
Str 14 (+3), Con 13 (+2), Dex 18 (+5), Int 8 (+0), Wis 13 (+2), Cha 8 (+0)
Vampire Spawn
Medium Natural Humanoid (Undead)
Level 6 Minion (Brute)
AC 18, Fort 15, Ref 16, Will 15, HP 10, Bloodied 5, Init +11, Spd 7
Senses darkvision; Perception +4
Immune poison, Resist nec 10, Weakness vulnerable radiant 5
Attacks: Melee Claw +11 vs AC; 3 (5 to Bloodied)
Group Attack +3 damage 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), Wis +4 (12), Cha +5 (14)

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Bugbear Headreaver, Level 7 Brute
Medium Natural Humanoid
Init +3; Senses Perception +3
HP 62; Bloodied 31
AC 20; Fortitude 17 Reflex 13 Will 14
Speed 6
m Large Greataxe (Standard; at-will) * Weapon
+12 vs. AC; 2d10+4
Reaver's Prize (Minor; Recharge 6)
When a melee attack reduces enemy to 0hp, it loses 1d6+5 hp AND this creature gains an extra standard action this turn
Skills: Stealth +8
Str +7 Dex +3 Wis +3
Con +6 Int +1 Cha +4
Gargoyle, Level 9 Lurker
Medium Elemental Humanoid (Earth)
Init +7; Senses Perception +12
HP 46; Bloodied 23
AC 24; Fortitude 22 Reflex 19 Will 19
Speed 5, Fly 7
m Claw (Standard; at-will)
+15 vs. AC; 1d10+6
M Earthpower Ram (Standard; at-will)
Must leave Stone Form on the same turn first; Shift (fly) 7 squares in a straight line and make a claw attack against each creature within reach during move
Stone Form (Standard; at-will)
Statue (Resist 25 all, no actions except Minor to leave stone form)
Skills: Stealth +12
Str +9 Dex +7 Wis +7
Con +7 Int +3 Cha +4
Hook Horror, Level 13 Soldier
Large Aberrant Beast
Init +11; Senses darkvision; Perception +15
HP 150; Bloodied 75
AC 30; Fortitude 27 Reflex 24 Will 23
Speed 6
m Claw (Standard; at-will)
Reach 2; +21 vs. AC; 1d10+8 AND Followup
Followup: +19 vs. Fort; Large or smaller; pull 1 AND Restrained. Only 1 at a time
M Feast (Standard; at-will)
+21 vs. AC; Restrained only; 3d10+8
M Fling (Standard; at-will)
+21 vs. Fort; Restrained only; 2d10+8 AND push 4 AND knock prone
Lethal
+4 attack against bloodied targets
Str +14 Dex +11 Wis +10
Con +12 Int +3 Cha +7

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Skeletal Tomb Guardian, Level 10 Elite Brute
Medium Natural Animate (Undead)
Init +9; Senses darkvision; Perception +12
HP 112; Bloodied 56
AC 23; Fortitude 22 Reflex 23 Will 20
Speed 8
Scimitar (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6
Twin Scimitars (Standard; at-will) * Weapon
Make two Scimitar attacks
Bloodletting (Immediate, when an enemy becomes bloodied by a melee attack; at-will) * Weapon
A scimitar attack against that enemy
Cascade of Steel (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6 AND repeat. Maximum 4 attacks
Looming Threat (Reaction, when an adjacent enemy shifts; at-will) * Weapon
A Scimitar attack against that enemy
Sudden Riposte (Immediate, when an adjacent enemy misses with a melee attack; at-will) * Weapon
A scimitar attack against that enemy
Multiple Threats
Adjacent enemies are flanked
Str +6 Dex +11 Wis +7
Con +8 Int +2 Cha +5
Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
+3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
+3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature's next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7

Jeremy Mac Donald |

Balabanto wrote: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.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.
4? They had a 1/2 HD, thats not 4 unless the little varmint got lucky.

Jeremy Mac Donald |

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.
I love 3rds ability to customize the monsters in the same way as PCs but I can't agree that that somehow makes it easier. I just finished statting up a Greater Mummy cleric 13th. Going to be the BBEG at the next game. My players will probably kill this guy in an hour, hour and a half max (though he has a bunch of really nasty touch spells, harm and slay living for example so he might win if they start blowing saves and such and he can kill them fast enough). I put aside an entire evening to stat up this guy. Literally come home from work and work on the BBEG until 11 in the evening. Making him took me probably two to three times as long as it will take for my group to kill him. Now, admittedly, Clerics are probably the hardest class to stat up and this system is phenomenally powerful but fast and easy its not. Certainly not compared to older editions.

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The Universe writes about his experience playing one of the longer 4E previews.
- Passive skills like Pereption and Insight take no actions (not a surprise), but actively searching or sensing motives is a Standard Action.
- Temporary Hit Points, such as those gained by the Paladin's bolstering strike, CAN exceed a character's max Hit Points. However, you can only have 1 pool of temporary HP at a time. If you have 3 temporary HP, and then use an ability to get 5 temporary HP, you have 5 extra, not 8.
- Normal Cover gives enemies a flat -2 penalty on attack rolls, and can prevent adjacent foes from "threatening" (for opportunity attack purposes). Total Cover (such as firing through an arrow slit) gives enemies a -5 penalty.
- Crawling is a move action. While crawling, a character moves at half its normal speed, and provokes opportunity attacks from adjacent enemies.
- When prone, characters' attacks suffer a -2 penalty.
- When Dazed, a character may take only 1 action, instead of the usual suite of Standard, Move, Minor, and Free.
- Skeletons no longer have Damage Reduction for certain kinds of weapons. Swords hurt them as much as maces and hammers.
- Everything has a consitution score.
- Spiked chains appeared in the preview adventure I played, and the DM confirmed that, as far as he knew, they were in the actual game.
- Threatening Reach ( the kind that provokes opportunity attacks if crossed, essentially reach as it was in 3.x) is a property of the monster or character, not a property of weapons. Human guards with halberds might not have threatening reach (and didn't, when we fought them), but a different monster wielding the same weapon might.
- The Social Encounter rules are generally designed to include a series of skill challenges, and apparently give a lot of leeway to the DM to determine the consequences of success and failure. In our case, after we miserably failed a combined Bluff and Diplomacy check, we still escaped a contingent of a Sembian City Guards. The DM just took the option to delay the consequences so that he could move the story along, something that, apparently, the rules specifically address. I heard others raving about how good these rules were all day Friday and Saturday (players, not just designers), and, while our DM did a passable job running a sequence where we alternately attempted to hide from or talk our way past the City Guards, I never got the sense that they were really anything revolutionary. That may have been because I was a player, and not the DM, but it didn't seem all that different from any 3.x social encounter I'd ever participated in from my side of the screen.
That's all for now!

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Grell Level 7 Elite Soldier
Medium aberrant magical beast XP 600
Initiative +9 Senses Perception +9; blindsight 12
HP 156; Bloodied 78
AC 22 (24 while the grell has an enemy grabbed); Fortitude 19,
Reflex 20, Will 17
Saving Throws +2
Speed 1 (clumsy) fly 6 (hover)
Action Points 1
Tentacle Rake (standard; at-will) * Poison
Reach 2; +12 vs AC; 2d8 + 4 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both)
Tentacle Grab (standard; at-will)
Reach 2; +12 vs Fortitude. 2d8 + 4 damage, and the target is
grabbed. The grell can grab only one creature at a time.
Venomous Bite (minor 1/round; at-will) * Poison
Grabbed target only; +12 vs AC; 1d8 + 4 damage, and the target
is stunned (save ends)
Alignment Evil Languages Deep Speech
Skills Stealth +17
Str 12 (+4) Dex 19 (+7) Wis 13 (+4)
Dex 14 (+5) Int 10 (+3) Cha 9 (+2)
Grell Philosopher Level 11 Elite Controller
Medium aberrant magical beast XP 1,200
Initiative +10 Senses Perception +12; blindsight 12
HP 224; Bloodied 112
AC 27; Fortitude 21, Reflex 24, Will 23
Resist 20 Lightning
Saving Throws +2
Speed 1 (clumsy); fly 6 (hover)
Action Points 1
Tentacle Rake (standard; at-will) * Poison
Reach 2; +17 vs AC; 3d8+5 damage, and the target is slowed
and takes a -2 penalty to attack rolls (save ends both).
Lightning Lance (standard; at-will) - Lightning
Range 10; +14 vs Reflex; 3d6+6 lightning damage, and the
target is blinded (save ends).
Psychic Scream (standard; recharge 3+) * Psychic, Zone
Area burst 2 within 10; +14 vs Will; 3d8 + 3 psychic damage,
and the target is dazed (save ends). The psychic scream is a zone
that lasts until the end of the encounter. Any creature entering
the zone is dazed (save ends).
Venomous Mind (standard; at-will) * Psychic
Close burst 3; targets enemies, +15 vs Will; 2d8 + 5 psychic
damage and the target must choose a random target for any
melee attacks it makes (save ends)
Alignment Evil Languages Deep Speech
Skills Arcana +13, Stealth +20
Str 14 (+7) Dex 21 (+10) Wis 14 (+7)
Con 16 (+8) Int 16 (+8) Cha 13 (+6)

fireinthedust |

Okay, I get it: there are monster classes, probably based on roles those monsters will play in combat.
Lurker, skirmisher, brute, soldier, artillery and controller.
They have levels, that'll be easy enough to level them up. If I'm a 15th level PC party, I'll fight 15th level monsters (or critters that add up to 15th level, or something). If we construct a kobold skirmisher as, like, a level 1 skirmisher with kobold abilities, I can just add a level of skirmisher.
This is better than standard construction, as a CR 20 monster might have 40hit dice; so hit dice aren't arbitrary like in 3.5, they fit with PC party and challenge level.
This also means it'll be relatively easy to just add a PC level, really.
Y'know, spells and weapon strikes are the same thing: powers per round; one power may be a strike, the other changes their state (unconscious, prone, etc.). That said, it'll be easy to sub in at-level abilities based on spells.
So increasing a level one skirmisher to a level two skirmisher, and gaining an ability every level, one can also make new powers for them based on PC spells, too. So even if they can't technically gain PC levels, the PC abilities can be pirated for new at-level monster abilities.

Shroomy |

so what makes a monster Elite? is that a template? Or just stat adjustments; like switching from NPC to PC classes (more feats, etc.)?
Its power level relative to the PC level (assuming equal monster and PC level):
Minion - 4 minions are a challenge for one PC.
Standard - One standard monster is a challenge for one PC.
Elite - One elite monster is a challenge for two PCs.
Solo - One solo monster is a challenge for five PCs.

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The Grick
Grick Level 7 Brute
Medium aberrant beast XP 300
Initiative +4 Senses Perception +10; darkvision
HP 96; Bloodied 48
AC 19; Fortitude 19, Reflex 14, Will 15
Resist 10 against effects that target AC
Speed 6, climb 4
Tentacle Rake (standard; at-will)
+10 vs AC; 2d6 +4 damage, and ongoing 5 damage (save ends)
Expert Flanker
The grick gains a +2 bonus to attack rolls against an enemy it is
flanking.
Alignment Unaligned Languages -
Skills Endurance +13, Stealth +9
Str 18 (+7) Dex 13 (+4) Wis 14 (+5)
Con 16 (+6) Int 2 (-3) Cha 7 (+1)
Grick Alpha Level 9 Brute (Leader)
Large aberrant beast XP 400
Intiative +5 Senses Perception +11; darkvision
HP 116; Bloodied 58
AC 23; Fortitude 22, Reflex 17, Will 18
Resist 10 against effects that target AC
Speed 7, climb 4
Tentacle Rake (standard; at-will)
Reach 2; +13 vs AC; 2d6 + 5 damage and the target is grabbed
(until escape) and takes ongoing 5 damage (save ends).
Vicious Bite (standard; at-will)
Grabbed target only; automatic hit; 1d8 + 5 damage.
Expert Flanker
The grick alpha gains a +2 bonus to attack rolls against an enemy
it is flanking.
Pinning Grip
The grick alpha's allies gain a +2 bonus to attack rolls against an
enemy grabbed by this creature.
Alignment Unaligned Languages -
Skills Endurance +12, Stealth +10
Str 20 (+9) Dex 13 (+5) Wis 15 (+6)
Con 16 (+7) Int 2 (+0) Cha 7 (+2)

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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.
I'd like to start by saying that my new years resolution was to be more positive and that I've attempted to by trying to find things that I like about 4.0. The above, if true and accurate, makes this extremely hard to do.
While I understand that it's basically the same as 3.5, I think the format is throwing me off. Here's hoping thats it. Otherwise, I'm thinking that magical items have become a tad too simplified for me.

David Marks |

The items mostly look like 3E items with a changed format. Remember, though, that magical items will have less of an affect in 4E, so they'll probably be toned down in defining characteristics. That is, the crazy stuff you can do is supposed to come from your class/levels and not from your stuff. At least, thats how I think (and hope!) it's going to work! Cheers! :)

Donovan Vig |

I noticed the Kobolds were "chaotic evil". I was under the impression that alignments had been removed with 4E. Is this a typo? While I REALLY like having several different examples of a commonly used critter handy, I find I still have an issue with 4e. It just seems...Too simple. Maybe this is what has bothered me from the get go. Should I start referring to 3.x as "advanced" D&D?
This isn't a rant or an argument starter. I find mself liking some of the expedience factors. Having just statted a EL17 Half farspawn wizard for one of my current games. Still have to flesh out his 4 apprentices as well. 3.X definitely has it's warts, and character/NPC creation sucks. I kept hoping they would make a character generator that actually worked.
While it still seems really video gamey, I am finding things to like...despite myself.

Shroomy |

I noticed the Kobolds were "chaotic evil". I was under the impression that alignments had been removed with 4E. Is this a typo? While I REALLY like having several different examples of a commonly used critter handy, I find I still have an issue with 4e. It just seems...Too simple. Maybe this is what has bothered me from the get go. Should I start referring to 3.x as "advanced" D&D?
This isn't a rant or an argument starter. I find mself liking some of the expedience factors. Having just statted a EL17 Half farspawn wizard for one of my current games. Still have to flesh out his 4 apprentices as well. 3.X definitely has it's warts, and character/NPC creation sucks. I kept hoping they would make a character generator that actually worked.
While it still seems really video gamey, I am finding things to like...despite myself.
Alignment is still in the game, its just been mechanically de-emphasized. There is definitely a good, evil, and unaligned access. It also does appear that there is a law-chaos axis, but I've seen less examples.
Monster stat blocks are built around the purpose they serve during combat. My understanding is that you have a role, a level, and a power level (for lack of a better term, I'm referring to the minion, standard, elite, and solo set-up) and there is some sort of mechanic that works out the appropriate numbers. The monster are granted powers based on their role and these numbers.

David Marks |

I noticed the Kobolds were "chaotic evil". I was under the impression that alignments had been removed with 4E. Is this a typo? While I REALLY like having several different examples of a commonly used critter handy, I find I still have an issue with 4e. It just seems...Too simple. Maybe this is what has bothered me from the get go. Should I start referring to 3.x as "advanced" D&D?
This isn't a rant or an argument starter. I find mself liking some of the expedience factors. Having just statted a EL17 Half farspawn wizard for one of my current games. Still have to flesh out his 4 apprentices as well. 3.X definitely has it's warts, and character/NPC creation sucks. I kept hoping they would make a character generator that actually worked.
While it still seems really video gamey, I am finding things to like...despite myself.
Honestly, Don, I noticed that too, and it has me wondering as well. If you go read the Rogue preview they put up a few days ago it mentions "chaotic evil" Rogues worshiping Chaotic Evil Rogue deities. So I dunno what is up, but alignment is an area where very little has really beed said. It is possible that most of the mechnics interaction of alignment has been removed, but the concept remained behind? I really don't know.
Glad to hear you're coming over to the dark side though! We have cake! :P

Donovan Vig |

The chocolate side of the force? lol. Still undecided. Will definately wait until the first big reprint after a year or two's woth of real world playtesting, ala 4.5, but I have finally found some things I actually DO like.
Still am sad though...3.5 finally had it right! But It was too right...to the point of...anality? We're still missing huge amounts of information, I remain skeptical, but It's not all bad. Thanks for helping with the answers guys! Kudos and brownie points to you all.

David Marks |

The chocolate side of the force? lol. Still undecided. Will definately wait until the first big reprint after a year or two's woth of real world playtesting, ala 4.5, but I have finally found some things I actually DO like.
Still am sad though...3.5 finally had it right! But It was too right...to the point of...anality? We're still missing huge amounts of information, I remain skeptical, but It's not all bad. Thanks for helping with the answers guys! Kudos and brownie points to you all.
Chocolate is good but I prefer strawberries ... cover THOSE in chocolate though and watch out! :)