Police Raider Level 4 Soldier
Initiative +7; Senses Perception +9
HP 56; Bloodied 28
AC 21; Fortitude 20, Reflex 17, Will 19
Speed 6
Beatstick (standard; at-will) Lightning
+10 vs. AC; 1d8+7 lightning nonlethal damage. If the target is bloodied, he is also slowed until the start of next turn.
Faceless Legion
Police raiders receive a cumulative +1 bonus to attacks against a target each time it is hit by a different police raider. This bonus resets to 0 at the end of the police raider's turn.
Alignment Unaligned; Languages Common
Skillz Athletics +10, Endurance +10, Perception +9, Streetwise +7
Feats Improved initiative
Str |
16 (+3/+5) |
Dex |
12 (+1/+3) |
Wis |
14 (+2/+4) |
Con |
16 (+3/+5) |
Int |
10 (+0/+2) |
Cha |
10 (+0/+2) |
Equipment Scalemail, heavy shield, beatstick
Street Thug Ringleader Level 2 Controller (Leader)
Initiative +3; Senses Perception +8
HP 28; Bloodied 14
AC 16; Fortitude 16, Reflex 16, Will 18
Speed 6
Axe (standard; at-will)
+5 vs. AC; 1d10+5 damage.
Cheese it! (minor; encounter)
Close burst 5; all friendly targets can shift their speed as a free action. Targets must end their movement further away from enemies.
Moral Support
All street thugs within visual range of a conscious street thug ringleader gain a +1 bonus to attack and damage rolls.
Alignment Chaotic Evil; Languages Common
Skillz Athletics +9, Perception +8, Streetwise +11
Feats Skill focus (streetwise)
Str |
16 (+3/+4) |
Dex |
12 (+1/+2) |
Wis |
14 (+2/+3) |
Con |
14 (+2/+3) |
Int |
10 (+0/+1) |
Cha |
14 (+2/+3) |
Equipment Leather armor, Axe
Street Thug Hound Level 2 Skirmisher
Initiative +3; Senses Perception +10
HP 24; Bloodied 12
AC 16; Fortitude 16, Reflex 16, Will 16
Speed 7
Bite (standard; at-will)
+6 vs. AC; 1d8+5 damage. Secondary attack; +3 vs. Reflex. The target is knocked prone.
Face Chomp (standard; at-will)
+6 vs. Reflex, 1d10+6 damage. This attack can only be used against prone targets.
Leap (move; encounter)
Shift 3 squares.
Alignment Unaligned; Languages -
Skillz Perception +10
Str |
16 (+3/+4) |
Dex |
14 (+2/+3) |
Wis |
14 (+2/+3) |
Con |
16 (+3/+4) |
Int |
2 (-4/-3) |
Cha |
6 (-2/-1) |
Lair Brawler Level 2 Soldier
Initiative +3; Senses Perception +3
HP 24; Bloodied 12
AC 16; Fortitude 15, Reflex 14, Will 15
Speed 6
Spiked greatclub (standard; at-will)
+6 vs. AC; 1d10+4 damage.
Alignment Chaotic Evil; Languages Common
Skillz Athletics +7, Streetwise +5
Str |
14 (+2/+2) |
Dex |
14 (+2/+3) |
Wis |
12 (+1/+2) |
Con |
14 (+2/+3) |
Int |
8 (-1/0) |
Cha |
10 (0/+1) |
Equipment Leather armor, spiked greatclub
Lair Darts Champ Level 3 Artillery
Initiative +4; Senses Perception +2
HP 24; Bloodied 12
AC 16; Fortitude 15, Reflex 17, Will 16
Speed 6
Darts (standard; at-will)
Ranged 5; +7 vs. AC; 1d6+7 damage.
Dartstorm (standard; at-will)
Area burst 1 within 5; Targets enemies; +7 vs. Reflex; 1d6+7 damage.
Alignment Chaotic Evil; Languages Common
Skillz Bluff +6, Streetwise +6
Str |
14 (+2/+3) |
Dex |
16 (+3/+4) |
Wis |
12 (+1/+2) |
Con |
14 (+2/+3) |
Int |
10 (+0/+1) |
Cha |
10 (+0/+1) |
Equipment Leather armor, darts
Lair Bouncer Level 3 Brute
Initiative +2; Senses Perception +3
HP 42; Bloodied 21
AC 15; Fortitude 19, Reflex 14, Will 15
Speed 6
Power Fist (standard; at-will)
+7 vs. AC; 1d10+9 damage and the target is pushed 2 squares. On a critical hit, the target is pushed 4 squares and is knocked prone.
Throw (standard; at-will)
Ranged 5; +6 vs. Reflex; 1d6+7 damage. The lair bouncer can throw any medium-sized object near him, including other combatants.
Alignment Chaotic Evil; Languages Common
Skillz Athletics +9, Insight +8, Streetwise +5
Str |
18 (+4/+5) |
Dex |
12 (+1/+2) |
Wis |
14 (+2/+3) |
Con |
16 (+3/+4) |
Int |
8 (-1/+0) |
Cha |
8 (-1/+0) |
Equipment Leather armor, power fist
Medium humanoid (aquatic) XP 38
Initiative +3; Senses Perception +1; darkvision; tremorsense 20 (water)
HP 1
AC 17; Fortitude 16, Reflex 16, Will 14
Immune poison
Speed 6; Swim 6
Bite (standard; at-will)
+6 vs. AC; 1d8+5 damage.
Poison spit (standard; at-will) Poison
Ranged 5; +6 vs. AC; 1d8+5 poison damage.
Murky Waters
When a fishman moves by swimming, he does not provoke opportunity attacks.
Feeding Frenzy
When at least one enemy is in water, all fishmen gain a +2 bonus to swim speed and a +1 bonus to bite attacks against any enemy in water.
Alignment Evil; Languages -
Skillz Athletics +8
Str |
14 (+2/+3) |
Dex |
14 (+2/+3) |
Wis |
10 (+0/+0) |
Con |
14 (+2/+3) |
Int |
6 (-2/-1) |
Cha |
6 (-2/-1) |
Sewer Monster Level 5 Elite Brute
Large beast (aquatic) XP 400
Initiative +6; Senses Perception +6; darkvision; tremorsense 20 (water)
HP 170; Bloodied 85
AC 18; Fortitude 24, Reflex 16, Will 17
Immune poison
Vulnerable 5 electric
Speed 4; Swim 4
Action Points 1
Tentacle (standard; at-will)
Reach 3; +13 vs. AC; 1d8+8 damage.
Rampage (standard; recharge )
Close burst 3; The sewer monster makes a tentacle attack against all enemies in the burst.
Threatening Reach
This creature can make opportunity attacks against any opponents within its reach.
Alignment Unaligned; Languages -
Skillz Stealth +7
Str |
20 (+5/+7) |
Dex |
10 (+0/+2) |
Wis |
12 (+1/+3) |
Con |
20 (+5/+7) |
Int |
3 (-4/-2) |
Cha |
3 (-4/-2) |
Prison Warden Level 6 Elite Soldier
Initiative +7; Senses Perception +5
HP 192; Bloodied 96
AC 21; Fortitude 26, Reflex 19, Will 23
Speed 6
Action Points 1
Beatstick (standard; at-will) Lightning
+14 vs. AC; 1d10+11 lightning damage.
Beatstick Fury (standard; encounter) Lightning
+12 vs. AC; 2d10+22 lightning damage.
Close burst 1; Targets enemies; +14 vs. AC; 1d10+11 lightning damage.
Stalwart Recovery (standard; 2/encounter) Healing
The Prison Warden heals 48 HP.
Alignment Unaligned; Languages Common
Skillz Athletics +13, Endurance +12, Streetwise +6
Feats Improved initiative
Str |
20 (+5/+8) |
Dex |
10 (+0/+3) |
Wis |
14 (+2/+5) |
Con |
18 (+4/+7) |
Int |
10 (+0/+3) |
Cha |
6 (-2/+1) |
Equipment Leather armor, beatstick x2
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Police Smasher Level 6 Brute
Initiative +8; Senses Perception +4
HP 102; Bloodied 51
AC 20; Fortitude 25, Reflex 19, Will 19
Speed 6
Powered ram (standard; at-will)
+11 vs. AC; 1d12+11 damage and the target is pushed 2 squares and knocked prone.
Alignment Unaligned; Languages Common
Skillz Athletics +12, Endurance +12, Streetwise +6
Feats Improved initiative, power attack
Str |
18 (+4/+7) |
Dex |
12 (+1/+4) |
Wis |
12 (+1/+4) |
Con |
18 (+4/+7) |
Int |
8 (-1/+2) |
Cha |
6 (-2/+1) |
Equipment Hide armor, Powered ram
Street Thug Brawler Level 1 Minion
Initiative +2; Senses Perception +0
HP 1
AC 14; Fortitude 13, Reflex 13, Will 11
Speed 6
Knife (standard; at-will)
+4 vs. AC; 1d6+3 damage.
Alignment Chaotic Evil; Languages Common
Skillz Athletics +7, Streetwise +5
Str |
14 (+2/+2) |
Dex |
14 (+2/+2) |
Wis |
10 (+0/+0) |
Con |
14 (+2/+2) |
Int |
8 (-1/-1) |
Cha |
10 (+0/+0) |
Equipment Leather armor, knife
Street Thug Creep Level 2 Lurker
Initiative +5; Senses Perception +8
HP 16; Bloodied 8
AC 17; Fortitude 13, Reflex 18, Will 15
Speed 6
Knife (standard; at-will)
+7 vs. AC; 1d6+6 damage.
Sneak Attack
Street thug creeps deal an extra 1d6 damage to targets that grant combat advantage.
Alignment Chaotic Evil; Languages Common
Skillz Stealth +9, Perception +8, Streetwise +4
Str |
12 (+1/+2) |
Dex |
16 (+3/+4) |
Wis |
14 (+2/+3) |
Con |
12 (+1/+2) |
Int |
10 (+0/+1) |
Cha |
6 (-2/-1) |
Equipment Knife
Large animate (construct) XP 175
Initiative +2; Senses Perception +3
HP 68; Bloodied 34
AC 15; Fortitude 23, Reflex 15, Will 16
Speed 5
Actions Points 1
Slam (standard; at-will)
+10 vs. AC; 1d8+10 damage.
Trash throw (standard; at-will)
Ranged 3; +9 vs. Reflex; 1d6+9 damage.
Close burst 3; +10 vs. Fortitude; Targets take a -2 penalty on all attacks (save ends).
Trashwalk
Trash golems can move through trash and dumpsters without penalty and gain a +3 bonus to Stealth while hiding in trash.
Alignment Unaligned; Languages -
Skillz Stealth +7
Str |
20 (+5/+7) |
Dex |
10 (+0/+2) |
Wis |
12 (+1/+3) |
Con |
20 (+5/+7) |
Int |
- |
Cha |
- |
Lair Pool Shark Level 3 Skirmisher (Leader)
Initiative +5; Senses Perception +8
HP 39; Bloodied 19
AC 19; Fortitude 15, Reflex 19, Will 16
Speed 6
Pool cue (standard; at-will)
Reach 2; +8 vs. AC; 1d6+6 damage.
Stretch attack (standard; at-will)
Reach 3; +8 vs. AC; 1d6+6 damage.
Ready for X-Strike (minor; encounter)
The lair pool shark readies for an x-strike attack.
X-Strike (standard; encounter)
+8 vs. Reflex; 2d6+12 damage. At least one other lair pool shark must have used "Ready for X-Strike" this turn and must be the same distance from the target. Both pool sharks teleport to opposite corners of the target in an "x" shape.
Alignment Chaotic Evil; Languages Common
Skillz Acrobatics +10, Bluff +6, Perception +8, Streetwise +6
Str |
12 (+1/+2) |
Dex |
18 (+4/+5) |
Wis |
14 (+2/+3) |
Con |
10 (+0/+1) |
Int |
14 (+2/+3) |
Cha |
10 (+0/+1) |
Equipment Pool cue
Lair Boss Level 4 Elite Soldier
Initiative +8; Senses Perception +9
HP 104; Bloodied 52
AC 22; Fortitude 21, Reflex 20, Will 20
Speed 6
Action Points 1
Cleave (standard; at-will)
+11 vs. AC; 1d10+9 damage and the lair boss deals 9 damage to any other adjacent target.
Ground Smash (standard; recharge )
Close burst 10; Targets enemies; +9 vs. Reflex; 1d6+5 damage and the target is knocked prone.
Alignment Chaotic Evil; Languages Common
Skillz Athletics +9, Bluff +8, Diplomacy +8, Endurance +9, Insight +8, Streetwise +8
Str |
16 (+3/+5) |
Dex |
16 (+3/+5) |
Wis |
14 (+2/+4) |
Con |
16 (+3/+5) |
Int |
10 (+0/+2) |
Cha |
14 (+2/+4) |
Equipment Leather armor, heavy flail
Fishman Shaman Level 4 Controller
Medium humanoid (aquatic) XP 175
Initiative +3; Senses Perception +6; darkvision; tremorsense 20 (water)
HP 40; Bloodied 20
AC 17; Fortitude 16, Reflex 17, Will 22
Immune poison
Speed 6; Swim 6
Poison bolt (standard; at-will) Poison
Ranged 10; +8 vs. AC; 1d10+3 poison damage and ongoing 5 poison damage (save ends).
Area burst 2 within 10; +8 vs. Fortitude; Ongoing 5 poison damage (save ends).
Poison Overload
If a Fishman Shaman inflicts ongoing poison damage to a target and the target is already taking ongoing poison damage, instead, the target’s existing ongoing poison damage is increased by the same amount.
Alignment Evil; Languages -
Skillz Athletics +7, Nature +11
Str |
10 (+0/+2) |
Dex |
12 (+1/+3) |
Wis |
18 (+4/+6) |
Con |
12 (+1/+3) |
Int |
10 (0/+2) |
Cha |
14 (+2/+4) |
Police Sniper Level 5 Elite Artillery
Initiative +11; Senses Perception +12, darkvision
HP 60; Bloodied 30
AC 23; Fortitude 19, Reflex 24, Will 22
Speed 6
Crossbow (standard; at-will)
Ranged 20; +15 vs. AC; 1d10+13 damage (crit on 19-20).
Hidden Accuracy
Police snipers gain a +4 bonus on attacks against and deal an extra 2d6 damage to targets that grant combat advantage.
Headshot
Police Snipers deal an extra 2d6 damage on a critical hit.
Combat Stealth
Each time a police sniper attacks, he may automatically make a new stealth roll to attempt to stay hidden during combat.
Alignment Unaligned; Languages Common
Skillz Perception +12, Stealth +15
Feats Improved initiative, skill focus (stealth), weapon expertise (crossbow)
Str |
12 (+1/+3) |
Dex |
20 (+5/+7) |
Wis |
14 (+2/+4) |
Con |
12 (+1/+3) |
Int |
12 (+1/+3) |
Cha |
8 (-1/+1) |
Equipment Superior crossbow
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