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I'm not sure if this has been brought up yet.
Monster Roles in 4th Ed w/Chris Perkins and Mike Lescault:
Artillery:Not the best defense/best hit points. Most effective at range. Generally hard to get to. Normally have abilites to keep players at bay. (ex, Corruption Copse)
Brute:Tons of hit points. Not the best defense. Impressive amounts of damage; higher than normal. (ex, Hill Giant)
Hill Giant Level 13 Brute
Large natural humanoid (giant) XP 800
Initiative +5 Senses Perception +7
HP 159; Bloodied 79
AC 25; Fortitude 27, Reflex 21, Will 23
Speed 8
Greatclub (standard; at-will)
WeaponReach 2; +15 vs. AC; 1d10 + 5 damage.
Sweeping Club (standard; encounter)*Weapon
The hill giant makes a greatclub attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.
Hurl Rock (standard; at-will)
Ranged 8/16; +15 vs. AC; 2d6 + 5 damage.
Alignment Chaotic evil Languages Giant
Skills Athletics +16
Str 21 (+11) Dex 8 (+5) Wis 12 (+7) Con 19 (+10) Int 7 (+4) Cha 9 (+5) Equipment hide armor, greatclub
Control:Battle Field abilites. Good at boosting their allies. (ex, Mind Flayer)
Lurker:Good at striking from surprise. Good at sneaking. Fragile. Not a lot of hitpoints. (ex, The Wraith)
Minions:Cannon fodder. DM can throw as many as he wants and not worry about numbers, (ex, Vampire Spawn)
Vampire Spawn Bloodhunter Level 10 Minion
Medium natural humanoid(undead) XP125
Initiative +8 Senses Perception +6;darkvision
HP 1;a missed attack never damages a minion
AC 25; Fortitude 22 REflex 23 Will22
Immune disease and poison; Resist 10 necrotic
m Claws(Standard, at-will)*Necrotic
+16 vs. AC; 6 necrotic damage(8 necrotic damge against a bloodied target)
Destroyed by sunlight
A vampie spawn that begins its turn it direct sunlight can take only a single move action on its turn. If it ends its turn in direct sunllght, it burns to ash and is destroyed.
Alignment Evil Language Common
Str 14(+7)Dex 16(+8)Wis 12(+6)Con 14(+7)Int 10(+5)Cha 14(+7)
More to come....

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Skirmisher: A lot like the lurker. Very mobile. Average stats.
Dryad Level 9 Skirmisher
Medium fey humanoid(plant) XP 400
Intitiative +9 Senses Perception +12
HP 92; Bloodied 46
AC 23; Fortitutde 22 Reflex 21 Will 21
Speed 8(sorestwalk)
m Claws(standars, at-will)
+14 vs. AC; 1d8+4; 1d8+9 if the target is the only adjacent enemy to the Dryad.
Deceptive Veil(minor, at-will)*Illusion
The dryad can disguise itself as any Medium Hummanoid, usually a beautiful elf or eladrin. A successful Insight check(opposed by the dryads Bluff Check) pierces the disguise.
Treestride(minor,at-will)*Teleportation
The dryad can teleport 8 squares adjacent to a tree, a treant, or plant large size or bigger.
Alignment Unaligned Langauages Common
Str 19(+8)Dex 17(+7)Wis 17(+7)Con 12(+5)Int 10(+4)Cha 13(+5)
Soldier: Average hit points. Good defenses. Deflect most attacks. Good team players. Good at drawing aggro.(ex, Warforged Captain, Macetail Behemoth)
Monster Manual II is currently being worked on.
*Alot of the Stat Blocks I wasn't able to view, sorry.
Macetail Behemoth Level 7 Soldier
Large natureal besat(reptile) XP 300
Intitiative +8 Senses Perception +5
HP 82; Bloodied 41
AC 23; Fortitutde 23 Reflex 18 Will 18
Speed 5
m Tail Bludgeon(standars,at-will)
Reach 2;+14 vs. AC; 1d8+4;1d10+6, and the target is marked until the end of the macetail behemoths next turn.
Tail Sweep(standard,recharge 11?)
Close Burst 1;+12 vs. Reflex;1d10+6, and the target is knocked prone if medium sizee or smaller.
Alignment Unaligned Langauages -
Str 22(+9)Dex 16(+6)Wis 14(+5)Con 18(+7)Int 2(-1)Cha 6(+1)
*I wasn't able to see alot of the Stat Blocks, Sorry)

Krauser_Levyl |

Let's give a help to ol'buddy Lazaro:
Wraith - Level 5 Lurker
Medium shadow humanoid (undead) - XP 200
Initiative +10 - Senses Perception +2; darkvision
HP 37; Bloodied 18
Regeneration 5 - if the wraith takes radiant damage, regeneration is negated until the end of the wraith's next turn
AC 16, Fortitude 13, Reflex 16, Will 14
Immunities disease, poison; Resist 10 necrotic, unsubstantial
Vulnerable 5 radiant (see also regeneration above)
Speed fly 6 (hover), phasing; see also shadow glide
Melee Shadow Touch (standard; at will) - Necrotic
+8 vs. Reflex; 1d6+4 necrotic damage, and the target is weakened
Combat Advantage - Necrotic
The wraith deals an extra 1d6 necrotic damage against any target it has combat advantage against
Shadow Glide (minor; encounter)
The wraith shifts 6 squares
Spawn Wraith
Any humanoid killed by a wraith becomes a free willed wraith at the start of the creature's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith
Alignment Chaotic evil - Languages Common
Skills Stealth +11
Str 4 (-1), Dex 18 (+6), Wis 10 (+2)
Con 13 (+3), Int 6 (+0), Cha 15 (+4)

Krauser_Levyl |

Some interesting remarks about the wraith statblocks:
HP 37; Bloodied 18
The HP is different from the theorical formula for the Lurker type (it's 4*(level+1)+Con score, rather than 6*(level+1)+Con score).
This was likely done using the point-buy system for creating monsters mentioned by Mike Mearls. For those who were afraid that "all monsters of same role and level would have nearly identical stats", this shows that the system still has good space for customization.
Speed fly 6 (hover), phasing; see also shadow glide
Would "phasing" be the ability to pass through physical matter?
Combat Advantage - Necrotic
The wraith deals an extra 1d6 necrotic damage against any target it has combat advantage against
Not a big deal, but they could call the ability "Sneak Attack".
Spawn Wraith
Any humanoid killed by a wraith becomes a free willed wraith at the start of the creature's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith
This is very interesting, and although weird, it's in accordance with the description of "Undead" on Worlds & Monsters. On 4E, there is no negative/positive energy anymore; undead with low intelligence like wraiths possess the animus of the original creature (her instinct/bestiality/raw desire), but lack a soul, which lies in the Shadowfell. Only powerful and intelligent undead like death knights and liches maintain their souls, although the animus has predominance over the soul.
So, it makes sense that a creature is revived from the dead, but its undead counterpart still exists. That may be a great plot hook, fighting the incarnation of your darkest instincts and desires!