lunes, 7 de junio de 2010

Humans

Human Rabble
Level 2 Minion
Medium natural humanoid XP 31
Initiative +0
Senses Perception +0

HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Refl ex 11, Will 11; see also mob rule
Speed 6
mClub (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage.
Mob Rule
The human rabble gains a +2 power bonus to all defenses while
at least two other human rabble are within 5 squares of it.

Alignment Any Languages Common
Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 12 (+1) Int 9 (–1) Cha 11 (+0)
Equipment club

Human Rabble Tactics
Human rabble don’t really have tactics, other than to gang up
on the nearest target. They are rarely inclined to fight to the
death.


Human Bandit
Level 2 Skirmisher
Medium natural humanoid XP 125
Initiative +6
Senses Perception +1

HP 37; Bloodied 18
AC 16; Fortitude 12, Refl ex 14, Will 12
Speed 6
m Mace (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1
square.
rDagger (standard; at-will) ✦ Weapon
Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
M Dazing Strike (standard; encounter) ✦ 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 shifts 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and
ranged attacks 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, 4 daggers

Human Bandit Tactics
Bandits prefer ambushes, making good use of available cover
to lie in wait. If they can’t surprise their targets, they try to
flank as many as possible, using dazing strike to help them
maneuver into position. They are usually cowardly and look to
retreat once bloodied.


Human Guard
Level 3 Soldier
Medium natural humanoid XP 150
Initiative +5
Senses Perception +6

HP 47; Bloodied 23
AC 18; Fortitude 16, Refl ex 15, Will 14
Speed 5
m Halberd (standard; at-will) ✦ Weapon
Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked
until the end of the human guard’s next turn.
M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon
Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the
target is knocked prone.
R Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.

Alignment Any Languages Common
Skills Streetwise +7
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Equipment chainmail, halberd, crossbow with 20 bolts

Human Guard Tactics
Human guards are determined foes. They fight well together,
standing close enough to protect their comrades. They use
powerful strike against mobile enemies and use their crossbows
only when foes are beyond their reach.


Human Berserker
Level 4 Brute
Medium natural humanoid XP 175
Initiative +3
Senses Perception +2

HP 66; Bloodied 33; see also battle fury
AC 15; Fortitude 15, Refl ex 14, Will 14
Speed 7
m Greataxe (standard; at-will) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
M Battle Fury (free, 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
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.

Alignment Any Languages Common
Skills Athletics +9, Endurance +9
Str 17 (+5) Dex 12 (+3) Wis 11 (+2)
Con 16 (+5) Int 10 (+2) Cha 12 (+3)
Equipment hide armor, greataxe, 2 handaxes

Human Berserker Tactics
Berserkers hurl themselves headlong into fights, eager to conquer
or die. Usually begin by throwing axes, and then charge
into melee. They use battle fury when first bloodied, hoping to
overwhelm enemies with their sudden burst of rage.


Human Mage
Level 4 Artillery
Medium natural humanoid XP 175
Initiative +4
Senses Perception +5

HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 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, quarterstaff , wand

Human Mage Tactics
A human mage prefers to fight at range, picking off enemies
with magic missile, dancing lightning, and thunder burst.

Goblins


Goblin Cutter
Level 1 Minion
Small natural humanoid XP 25
Initiative +3 Senses
Perception +1; low-light vision

HP 1; a missed attack never damages a minion.
AC 16; Fortitude 12, Refl ex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+5 vs. AC; 4 damage (5 damage if the goblin cutter has combat
advantage against the target).
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +5, Thievery +5
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, short sword

Goblin Cutter Tactics
Goblin cutters—like all goblins—don’t fight fair. They gang up
on a single enemy and quickly take advantage of goblin tactics
to achieve flanking positions. If it dawns on them that they’re
losing the battle, they flee, hoping to live to fight another day.


Goblin Blackblade
Level 1 Lurker
Small natural humanoid XP 100
Initiative +7 Senses
Perception +1; low-light vision

HP 25; Bloodied 12
AC 16; Fortitude 12, Refl ex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+5 vs. AC; 1d6 + 2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any
target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space
occupied by an ally of its level or lower. The ally shifts into the
blackblade’s previous space as a free action.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, short sword

Goblin Blackblade Tactics
Goblin blackblades have more stomach for melee than most
goblins, preferring to flank a single enemy to gain combat
advantage. When bloodied, they use their sneaky power to
trade places with fresher goblins.


Goblin Warrior
Level 1 Skirmisher
Small natural humanoid XP 100
Initiative +5 Senses
Perception +1; low-light vision

HP 29; Bloodied 14
AC 17; Fortitude 13, Refl ex 15, Will 12
Speed 6; see also mobile ranged attack and goblin tactics
m Spear (standard; at-will) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
R Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
R Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point
during that movement, it makes one ranged attack without
provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares
away from its starting point, it deals an extra 1d6 damage on its
ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, spear, 5 javelins in sheaf

Goblin Warrior Tactics
Goblin warriors would rather fight at range, using great position to
deal more damage with their javelins. In melee combat, they use
goblin tactics to maneuver into flanking positions. Once bloodied
(or once they’ve seen several of their comrades cut down),
warriors tend to flee and leave allies to fend for themselves.

Goblin Sharpshooter
Level 2 Artillery
Small natural humanoid XP 125
Initiative +5 Senses
Perception +2; low-light vision

HP 31; Bloodied 15
AC 16; Fortitude 12, Refl ex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
r Hand Crossbow (standard; at-will) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
Sniper
When a goblin sharpshooter makes a ranged attack from hiding
and misses, it is still considered to be hiding.
Combat Advantage
The goblin sharpshooter deals an extra 1d6 damage against any
target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +12, Thievery +12
Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment leather armor, short sword, hand crossbow with 20
bolts

Goblin Sharpshooter Tactics
Sharpshooters prefer hit-and-run tactics—if an enemy swings
at a goblin and misses, the goblin usually skitters away to start
its next turn at a safe distance.


Goblin Hexer
Level 3 Controller (Leader)
Small natural humanoid XP 150
Initiative +3 Senses
Perception +2; low-light vision

HP 46; Bloodied 23
AC 17; Fortitude 14, Refl ex 15, Will 16; see also lead from the rear
Speed 6; see also goblin tactics
m Hexer Rod (standard; at-will) ✦ Weapon
+7 vs. AC; 1d6 + 1 damage.
R Blinding Hex (standard; at-will)
Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target is
blinded (save ends).
R Stinging Hex (standard; recharge ⚄ ⚅ )
Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it
moves during its turn (save ends).
A Vexing Cloud (standard; sustain minor; encounter) ✦ Zone
Area burst 3 within 10; automatic hit; all enemies within
the zone take a –2 penalty to attack rolls. The zone grants
concealment to the goblin hexer and its allies. The goblin hexer
can sustain the zone as a minor action, moving it up to 5 squares.
R Incite Bravery (immediate reaction, when an ally uses goblin
tactics; at-will)
Range 10; the targeted ally can shift 2 more squares and make
an attack.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a
ranged attack; at-will)
The goblin hexer can change the attack’s target to an adjacent
ally of its level or lower.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
Con 14 (+3) Int 9 (+0) Cha 18 (+5)
Equipment leather robes, hexer rod

Goblin Hexer Tactics
The goblin hexer uses lead from the rear to turn nearby allies
into meat shields while it casts vexing cloud around itself
and its closest allies and enemies. It then targets an enemy
defender with stinging hex and uses its blinding hex on foes
making ranged attacks. When another goblin within 10
squares uses goblin tactics, the goblin hexer uses incite bravery
to allow that goblin to make a free attack.


Goblin Skullcleaver
Level 3 Brute
Small natural humanoid XP 150
Initiative +3
Senses Perception +2; low-light vision

HP 53; Bloodied 26; see also bloodied rage
AC 16; Fortitude 15, Refl ex 14, Will 12
Speed 5; see also goblin tactics
mBattleaxe (standard; at-will) ✦ Weapon
+6 vs. AC; 1d10 + 5 damage, or 2d10 + 5 while bloodied.
Bloodied Rage (while bloodied)
The goblin skullcleaver loses the ability to use goblin tactics and
can do nothing but attack the nearest enemy, charging when
possible.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.

Alignment Evil Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 18 (+5) Dex 14 (+3) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment chainmail, battleaxe

Goblin Skullcleaver Tactics
Uncharacteristically brave, goblin skullcleavers charge boldly
(perhaps foolishly) into melee and use goblin tactics to move
into flanking positions. When bloodied, they fly into a savage
rage, attacking without concern for their own wellbeing.


Goblin Underboss
Level 4 Elite Controller (Leader)
Small natural humanoid XP 350
Initiative +4
Senses Perception +8; low-light vision

HP 110; Bloodied 55
AC 18; Fortitude 17, Refl ex 15, Will 16; see also survival instinct
Speed 5; see also superior goblin tactics
mShort Sword (standard; at-will) ✦ Weapon
+9 vs. AC; 1d6 + 4 damage. Miss: An adjacent ally makes a free
basic attack.
Superior Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
The goblin underboss and up to two allies within its line of sight
shift 1 square.
Survival Instinct
The goblin underboss gains a +3 bonus to defenses while
bloodied.

Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 18 (+6) Dex 14 (+4) Wis 13 (+3)
Con 15 (+4) Int 11 (+2) Cha 16 (+5)
Equipment chainmail, short sword

Goblin Underboss Tactics
The goblin underboss tries to stay adjacent to one or more
allies and uses superior goblin tactics to move its allies into
advantageous positions.


Goblin Lore
A character knows the following information with a successful
Nature check.
DC 15: Goblins are cowardly and tend to retreat or surrender
when outmatched. They are fond of taking slaves and
often become slaves themselves.
DC 20: Goblins sleep, eat, and spend leisure time in
shared living areas. Only a leader has private chambers. A
goblin lair is stinking and soiled, though easily defensible
and often riddled with simple traps designed to snare or kill
intruders.

Stormclaw Scorpions

Stormclaw Scorpion
Level 1 Soldier
Medium natural beast XP 100
Initiative +3 Senses
Perception +0; tremorsense 5

HP 32; Bloodied 16
AC 16; Fortitude 14, Refl ex 12, Will 11
Resist 10 lightning
Speed 6
m Claws (standard; at-will) ✦ Lightning
+8 vs. AC; 1d6 + 3 damage, and a Medium or smaller target
is grabbed (until escape). A grabbed target takes 5 lightning
damage at the start of the stormclaw scorpion’s turn.
M Sting (standard; at-will) ✦ Poison
+6 vs. Fortitude; 1d4 + 3 damage, and the target takes ongoing
5 poison damage and is immobilized (save ends both). The
stormclaw scorpion can use this attack against a target it has
grabbed.
M Reactive Sting (immediate reaction, when an enemy grabbed by
the scorpion escapes; at-will)
The stormclaw scorpion makes a sting attack against the enemy.

Alignment Unaligned Languages —
Str 16 (+3) Dex 12 (+1) Wis 11 (+0)
Con 12 (+1) Int 1 (–5) Cha 10 (+0)
Stormclaw Scorpion Tactics The stormclaw scorpion grabs with its claws. On subsequent rounds, it deals lightning damage and stings its prey. If its victim escapes, the scorpion makes a reactive sting attack.

Fire Beeatle

Fire Beetle
Level 1 Brute
Small natural beast XP 100
Initiative +1 Senses
Perception +0

HP 32; Bloodied 16
AC 13; Fortitude 13, Refl ex 12, Will 11
Resist 10 fi re
Speed 6
m Bite (standard; at-will)
+5 vs. AC; 2d4 + 2 damage.
C Fire Spray (standard; recharge [5] [6] ) ✦ Fire
Close blast 3; +4 vs. Refl ex; 3d6 fi re damage.

Alignment Unaligned Languages —
Str 14 (+2) Dex 12 (+1) Wis 10 (+0)
Con 12 (+1) Int 1 (–5) Cha 8 (–1)

Fire Beetle Tactics A fire beetle uses its fire spray power if several enemies clump together; otherwise, it relies on bite attacks.

Kobolds

Kobold Minion
Level 1 Minion
Small natural humanoid XP 25
Initiative +3
Senses Perception +1; darkvision

HP 1; a missed attack never damages a minion.
AC 15; Fortitude 11, Refl ex 13, Will 11; see also trap sense
Speed 6

mJavelin (standard; at-will) ✦ Weapon
+5 vs. AC; 4 damage.
rJavelin (standard; at-will) ✦ Weapon
Ranged 10/20; +5 vs. AC; 4 damage.
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil Languages Common, Draconic
Skills Stealth +4, Thievery +4
Str 8 (–1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment hide armor, light shield, 3 javelins

Kobold Minion Tactics
Kobold minions are fierce in packs, but cowardly when separated.
They can shift as a minor action each round to achieve
flanking positions.

Kobold Skirmisher
Level 1 Skirmisher
Small natural humanoid XP 100
Initiative +5
Senses Perception +0; darkvision

HP 27; Bloodied 13
AC 15; Fortitude 11, Refl ex 14, Will 13; see also trap sense
Speed 6
m 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 against 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.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil Languages Common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 8 (–1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (–2) Cha 15 (+2)
Equipment hide armor, spear

Kobold Skirmisher Tactics
Kobold skirmishers gang up on a single target to gain the
benefit of mob attack, shifting as a minor action to gain combat
advantage. They retreat when the fight turns against them,
leading pursuers through passages and rooms riddled with
traps, if possible.

Kobold Slinger
Level 1 Artillery
Small natural humanoid XP 100
Initiative +3 Senses
Perception +1; darkvision

HP 24; Bloodied 12
AC 13; Fortitude 12, Refl ex 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
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fi re special ammunition from its sling. It
typically carries 3 rounds of special shot, chosen from the types
listed below. A special shot attack that hits deals normal damage
and has an additional eff ect depending on its type:
Stinkpot: The target takes a –2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (–1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment leather armor, dagger, sling with 20 bullets and 3
rounds of special shot (see above)

Kobold Slinger Tactics
Kobold slingers avoid melee combat. They prefer to stay
behind cover and bombard foes with special shot and sling
stones.


Kobold Dragonshield
Level 2 Soldier
Small natural humanoid XP 125
Initiative +4 Senses
Perception +2; darkvision

HP 36; Bloodied 18
AC 18; Fortitude 14, Refl ex 13, Will 13; see also trap sense
Resist 5 (damage type of the dragon served)
Speed 5
mShort 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 reaction, 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.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil Languages Common, Draconic
Skills Acrobatics +5, Stealth +7, Thievery +7
Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
Con 12 (+2) Int 9 (+0) Cha 10 (+1)
Equipment scale armor, heavy shield, short sword

Kobold Dragonshield Tactics
Kobold dragonshields are capable frontline combatants, keeping
enemies away from their weaker kobold allies with their
swords and shields. They like to gang up on single targets.
A kobold dragonshield gains resist 5 against a specific
damage type based on the type of dragon it serves or reveres.
For example, a kobold dragonshield working for a blue dragon
has resist 5 lightning.

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, Refl ex 15, Will 15; see also trap sense
Speed 6
m Spear (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 damage.
R Energy Orb (standard; at-will) ✦ see text
Ranged 10; +6 vs. Refl ex; 1d10 + 3 damage of a chosen type
(based on the dragon served).
C 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.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil Languages Common, Draconic
Skills Stealth +10, Thievery +10
Str 9 (+0) Dex 16 (+4) Wis 17 (+4)
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
Equipment hide armor, spear, bone mask

Kobold Wyrmpriest Tactics
A wyrmpriest keeps lots of kobold underlings between it and
its enemies, using incite faith to embolden them. It prefers to
make ranged attacks using energy orb, and enemies that get too
close are blasted with dragon breath.
A wyrmpriest’s energy orb deals damage of a specific type
based on the type of dragon the wyrmpriest serves or reveres.
For example, a kobold wyrmpriest working for a black dragon
deals acid damage with its energy orb power.


Kobold Slyblade
Level 4 Lurker
Small natural humanoid XP 175
Initiative +10 Senses
Perception +3; darkvision

HP 42; Bloodied 21
AC 18; Fortitude 12, Refl ex 16, Will 14; see also trap sense
Speed 6
m Short Sword (standard; at-will) ✦ Weapon
+9 vs. AC; 1d6 damage.
M Twin Slash (standard; at-will) ✦ Weapon
Requires combat advantage; the kobold slyblade makes 2 short
sword attacks. If both attacks hit the same target, the target
takes ongoing 5 damage (save ends).
Combat Advantage
The kobold slyblade deals an extra 1d6 damage on melee attacks
against any target it has combat advantage against.
Sly Dodge (immediate interrupt, when targeted by a melee or a
ranged attack; at-will)
The kobold slyblade redirects the attack to an adjacent kobold
minion.
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil Languages Common, Draconic
Skills Acrobatics +11, Stealth +13, Thievery +13
Str 9 (+1) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 9 (+1) Cha 14 (+4)
Equipment leather armor, 2 short swords

Kobold Slyblade Tactics
The kobold slyblade stays close to other kobolds, using sly
dodge to turn them into living shields while it makes twin slash
attacks against foes. Whenever possible, it shifts as a minor
action, moves into a flanking position, and gains combat
advantage.

Kobold Lore
A character knows the following information with a successful
Nature check.
DC 15: Kobolds often dwell near a dragon’s lair, maintaining
a safe distance but bringing sacrificial offerings to their
“god.” Most dragons ignore kobolds, as a crocodile ignores the
birds that pick its teeth clean. Once in a great while, however,
a young dragon takes an interest in its kobold cult, which then
becomes a real menace to the dragon’s enemies.
DC 20: Kobolds are skilled at making traps, which they
use to capture prey and to acquire sacrifices for their dragon
lords.

Encounter Groups
Kobolds bully what few weaker creatures they can find and
are bullied by everything else.

Level 1 Encounter (XP 500)
✦ 2 kobold skirmishers (level 1 skirmisher)
✦ 2 fire beetles (level 1 brute)
✦ 1 stirge (level 1 lurker)

Level 1 Encounter (XP 500)
✦ 2 kobold slingers (level 1 artillery)
✦ 8 kobold minions (level 1 minion)
✦ 1 stormclaw scorpion (level 1 soldier)

Level 2 Encounter (XP 625)
✦ 2 kobold slingers (level 1 artillery)
✦ 4 kobold minions (level 1 minion)
✦ 2 dire rats (level 1 brute)
✦ 1 rat swarm (level 2 skirmisher)

Level 3 Encounter (XP 750)
✦ 1 kobold wyrmpriest (level 3 artillery)
✦ 2 kobold dragonshields (level 2 soldier)
✦ 4 kobold minions (level 1 minion)
✦ 2 guard drakes (level 2 brute)

Level 3 Encounter (XP 750)
✦ 1 kobold wyrmpriest (level 3 artillery)
✦ 2 kobold skirmishers (level 1 skirmisher)
✦ 6 kobold minions (level 1 minion)
✦ 2 needlefang drake swarms (level 2 soldier)

Level 3 Encounter (XP 750)
✦ 1 kobold wyrmpriest (level 3 artillery)
✦ 2 kobold skirmishers (level 1 skirmisher)
✦ 1 spitting drake (level 3 artillery)
✦ 6 kobold minions (level 1 minion)
✦ 4 fire beetles (level 1 brute)

Level 4 Encounter (XP 875)
✦ 1 kobold slyblade (level 4 lurker)
✦ 4 kobold dragonshields (level 2 skirmisher)

Level 6 Encounter (XP 1,250)
✦ 3 kobold dragonshields (level 2 soldier)
✦ 1 young black dragon (level 4 solo lurker)

White Dragon

Young White Dragon
Level 3 Solo Brute
Large natural magical beast (dragon) XP 750
Initiative +1
Senses Perception +7; darkvision

HP 200; Bloodied 100; see also bloodied breath
AC 18; Fortitude 20, Refl ex 16, Will 17
Resist 15 cold
Saving Throws +5
Speed 6 (ice walk), fl y 6 (hover), overland fl ight 10
Action Points 2

mBite (standard; at-will) ✦ Cold
Reach 2; +6 vs. AC; 1d8 + 4 plus 1d6 cold damage (plus an extra
1d6 cold damage on a successful opportunity attack).
m Claw (standard; at-will)
Reach 2; +6 vs. AC; 1d8 + 4 damage.
M Dragon’s Fury (standard; at-will)
The dragon makes two claw attacks. If the dragon hits a single
target with both claws, it makes a bite attack against the same
target.
C Breath Weapon (standard; recharge [5] [6] ) ✦ Cold
Close blast 5; +4 vs. Refl ex; 3d6 + 4 cold damage, and the target
is slowed and weakened (save ends both).
C Bloodied Breath (free, when first bloodied; encounter) ✦ Cold
The dragon’s breath weapon recharges, and the dragon uses it
immediately.
C Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +4 vs. Will; the target is stunned
until the end of the dragon’s next turn. Aftereff ect: The target
takes a –2 penalty to attack rolls (save ends).

Alignment Evil Languages Draconic
Skills Athletics +15
Str 18 (+5) Dex 10 (+1) Wis 12 (+2)
Con 18 (+5) Int 10 (+1) Cha 8 (+0)


White Dragon Tactics
White dragons like to swoop down on their enemies from
above or spring up from a hiding place beneath snow or ice.
A white dragon uses its frightful presence first and spends
an action point to unleash its breath weapon. Thereafter, the
dragon uses dragon’s fury until its breath weapon recharges
(spending its second action point so that it can use its breath
while also making claw attacks).
An elder or ancient dragon alternates between using icy tomb
and its breath weapon but otherwise fights as described above.
White dragons usually fight until slain.

White Dragon Lore
A character knows the following information about white
dragons with a successful Nature check.
DC 15: White dragons are highly adaptable but prefer to
dwell in cold places such as glacial rifts, cold mountain peaks,
and icy caves linked to the Elemental Chaos. A white dragon’s
breath weapon is a bone-numbing blast of elemental frost.
DC 20: White dragons are easy to bribe with gifts of gems,
especially diamonds, but they are even more responsive if the
proffered gift also includes meat.

domingo, 6 de junio de 2010

Poderes 4E

Clerigo

Poderes a voluntad

Lanza de fe Clérigo ataque 1
Un brillante rayo de luz abrasa a tu enemigo con una radiación dorada.
Tras ello, algunos destellos de luz permanecen en torno al objetivo,
guiando el ataque de tu aliado.
A voluntad • Divino, radiante, utensilio
Acción estándar A distancia 5
Objetivo: una criatura
Ataque: Sabiduría contra Reflejos
Impacto: 1 d8 + modificador de Sabiduría de daño radiante, y un
aliado al que puedas ver gana un bonificador +2 de poder a su
siguiente tirada de ataque contra ese objetivo.
Aumenta el daño a 2d8 + el modificador de Sabiduría a nivel 21.°.

Llama sagrada Clérigo ataque 1
Una luz sagrada desciende desde las alturas, abrasando a un único
enemigo con su radiación, al tiempo que ayuda a un aliado con su
poder benéfico.
A voluntad • Divino, radiante, utensilio
Acción estándar A distancia 5
Objetivo: una criatura
Ataque: Sabiduría contra Reflejos
Impacto: 1 d6 + modificador de Sabiduría de daño radiante,
y un aliado al que puedas ver o bien gana puntos de golpe
temporales iguales a tu modificador de Carisma + la mitad de
tu nivel, o lo aplica para hacer una tirada de salvación.
Aumenta el daño a 2d6 + modificador de Sabiduría al nivel 21.°

Escudo del Sacerdote Clérigo ataque 1
Pronuncias una plegaria defensiva menor al tiempo que atacas con
tu arma
A voluntad • Arma, divino
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 1 [A] + modificador de Fuerza de daño, y tú y un aliado
adyacente ganáis un bonificador +1 de poder a la CA hasta el
final de tu siguiente turno.
Aumenta el daño a 2 [A] + modificador de Fuerza al nivel 21.°.


Poderes de encuentro

Golpe curador Clérigo ataque 1
Una radiación divina surge de tu arma. Cuando golpeas a tu enemigo,
tu dios concede una bendición menor en forma de curación a uno
de tus aliados.
Encuentro • Arma, curación, divino, radiante,
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 2 [A] + modificador de Fuerza de daño radiante, y
el objetivo queda marcado hasta el final del siguiente turno.
Además, tú o un aliado en un radio de 5 casillas de ti puede
gastar un esfuerzo de curación.

Poderes diarios

Faro de esperanza Clérigo ataque 1
Una explosión de energía divina daña a tus enemigos y cura a tus
aliados. La energía radiante permanece en torno a tu símbolo sagrado
y mejora tus poderes de curación durante el resto de la batalla.
Diario • Curación, divino, utensilio
Acción estándar Cercano explosión 3
Objetivo: todos los enemigos en la explosión
Ataque: Sabiduría contra Voluntad
Impacto: el objetivo queda debilitado hasta el final de su siguiente
turno.
Efecto: tus aliados en el radio de la explosión, incluido tú mismo,
recuperáis 5 puntos de golpe, y tus poderes curativos restauran
+5 puntos de golpe hasta el final del encuentro.


Guerrero

Poderes a voluntad

Hendedura Guerrero ataque 1
Golpeas a un enemigo, y para después lanzarte sobre otro.
A voluntad • Arma, marcial
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 1 [A] + modificador de Fuerza de daño, y un enemigo
adyacente a ti sufre daño igual a tu modificador de Fuerza.
Aumenta el daño a 2[A] + modificador de Fuerza a nivel 21°.

Impacto segador Guerrero ataque 1
Alternas tus ataques segadores con crueles pinchazos y pequeños
cortes que se deslizan a través de las defensas de tu enemigo.
A voluntad • Arma, marcial
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 1 [A] + modificador de Fuerza de daño.
Aumenta el daño a 2[A] + modificador de Fuerza a nivel 21.°.
Fallo: la mitad del modificador de Fuerza de daño. Si estás esgrimiendo
un arma a dos manos, infliges daño igual a tu modificador
de Fuerza.

Poderes de encuentro

Impacto de la serpiente de acero Guerrero ataque 1
Apuñalas cruelmente la rodilla o el pie de tu enemigo para ralentizarlo.
No importa lo duro que sea, esa pierna le va a doler bastante.
Encuentro • Arma, marcial
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 2[A] + modif. de Fuerza de daño, y el objetivo queda ralentizado
y no puede desplazarse hasta el final de tu siguiente turno.

Poderes diarios

Impacto bruto Guerrero ataque 1
Aplastas armadura y huesos por igual con un golpe atronador.
Diario • Arma, fiable, marcial
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 3[A] + modificador de Fuerza de daño.


Paladin

Poderes a voluntad

Impacto debilitador Paladín ataque 1
Tu brutal ataque con tu arma deja a tu enemigo debilitado.
A voluntad • Arma, divino
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Carisma contra CA
Impacto: 1 [A] + modificador de Fuerza de daño. Si señalaste al
objetivo, sufre un penalizador -2 a los ataques hasta el final de
tu siguiente turno.
Aumenta el daño a 2[A] + modificador de Fuerza a nivel 21.°.

Impacto sagrado Paladín ataque 1
Impactos a un enemigo con tu arma, que comienza a arder con luz
sagrada.
A voluntad • Arma, divino, radiante
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 1 [A] + modificador de Fuerza de daño radiante. Si señalaste
al objetivo, obtienes un bonificador a la tirada de daño
igual a tu modificador de Sabiduría.
Aumenta el daño a 2[A] + modificador de Fuerza a nivel 21.°.

Impacto valeroso Paladín ataque 1
Mientras sostienes tu arma, las dificultades que se alzan contra ti
añaden fuerza a tu ataque.
A voluntad • Arma, divino
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza +1 por enemigo adyacente a ti contra CA
Impacto: 1 [A] + modificador de Fuerza de daño.
Aumenta el daño a 2[A] + modificador de Fuerza a nivel 21.°.

Poderes de encuentro

Castigo radiante Paladín ataque 1
Tu arma reluce con un brillo perlado. Los enemigos se encogen ante
esta luz pura, especialmente las criaturas de mal sobrenatural como
demonios y diablos.
Encuentro • Arma, divino, radiante
Acción estándar Cuerpo a cuerpo arma
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 2[A] + modificador de Fuerza de daño + modificador de
Sabiduría de daño radiante.

Poderes diarios

Juicio del paladín Paladín ataque 1
Tu ataque cuerpo a cuerpo castiga a tu enemigo y sana a un aliado.
Diario • Arma, curación, divino
Acción estándar A distancia 5
Objetivo: una criatura
Ataque: Fuerza contra CA
Impacto: 3 [A] + modificador de Fuerza de daño, y un aliado en
un radio de 5 casillas de ti puede gastar un esfuerzo curativo.
Fallo: un aliado en un radio de 5 casillas de ti puede gastar un
esfuerzo curativo.


Explorador

Poderes a voluntad

Ataque cuidadoso Explorador ataque 1
Estudias a tu enemigo, buscando un hueco en sus defensas. Sólo
cuando lo encuentras lanzas tu ataque.
A voluntad • Arma, marcial
Acción estándar Cuerpo a cuerpo o a distancia arma
Requisito: debes estar esgrimiendo dos armas cuerpo a cuerpo o
un arma a distancia
Objetivo: una criatura
Ataque: Fuerza +2 contra CA o Destreza +2 contra CA (a distancia)
Impacto: 1 [A] de daño (cuerpo a cuerpo) o 1 [A] de daño (a
distancia).
Aumenta el daño a 2[A] de daño (cuerpo a cuerpo) o 2[A] de daño
(a distancia) a nivel 21.°.

Impacto gemelo Explorador ataque 1
Si el primer ataque no lo mata, el segundo podrá hacerlo.
A voluntad • Arma, marcial
Acción estándar Cuerpo a cuerpo o a distancia arma
Requisito: debes estar esgrimiendo dos armas cuerpo a cuerpo o
un arma a distancia
Objetivo: una o dos criaturas
Ataque: Fuerza contra CA (cuerpo a cuerpo; arma principal y arma
de mano torpe) o Destreza contra CA (a distancia), dos ataques
Impacto: 1 [A] de daño por ataque
Aumenta el daño a 2[A] a nivel 21.°.

Poderes de encuentro

Impacto evasivo Explorador ataque 1
Confundes a fus enemigos entrecruzando el campo de batalla ileso
mientras haces tus ataques
Encuentro • Arma, marcial
Acción estándar Cuerpo a cuerpo o a distancia arma
Objetivo: una criatura
Especial: puedes desplazarte un número de casillas igual a 1 + tu
modificador de Sabiduría antes o después del ataque
Ataque: Fuerza contra CA (cuerpo a cuerpo) o Destreza contra CA
(a distancia)
Impacto: 2[A] + modificador de Fuerza de daño (cuerpo a cuerpo)
o 2[A] + modificador de Destreza de daño (a distancia)

Precisión élfica Poder racial de elfo
Con un instante de concentración, apuntas cuidadosamente a tu
enemigo y disparas con la legendaria precisión de los elfos.
Encuentro
Acción gratuita Personal
Efecto: vuelve a tirar una tirada de ataque. Utiliza el segundo
resultado, incluso aunque sea inferior.


Poderes diarios

Dividir el árbol Explorador ataque 1
Disparas dos flechas al mismo tiempo, que se separan en vuelo para
impactar a dos objetivos diferentes.
Diario • Arma, marcial
Acción estándar A distancia arma
Objetivo: dos criaturas a no más de 3 casillas entre sí
Ataque: Destreza contra CA. Realiza dos tiradas de ataque, elige el
resultado más alto y aplícalo a ambos objetivos.
Impacto: 2[A] + modificador de Destreza de daño.