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Police Raider
Level 4 Soldier
Medium humanoid
XP 175
Initiative +7; Senses Perception +9
HP 56; Bloodied 28
AC 21; Fortitude 20, Reflex 17, Will 19
Speed 6
Melee Basic 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)
Medium humanoid
XP 125
Initiative +3; Senses Perception +8
HP 28; Bloodied 14
AC 16; Fortitude 16, Reflex 16, Will 18
Speed 6
Melee Basic Axe (standard; at-will)
+5 vs. AC; 1d10+5 damage.
Close 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
Medium beast
XP 125
Initiative +3; Senses Perception +10
HP 24; Bloodied 12
AC 16; Fortitude 16, Reflex 16, Will 16
Speed 7
Melee Basic Bite (standard; at-will)
+6 vs. AC; 1d8+5 damage. Secondary attack; +3 vs. Reflex. The target is knocked prone.
Melee 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
Medium humanoid
XP 125
Initiative +3; Senses Perception +3
HP 24; Bloodied 12
AC 16; Fortitude 15, Reflex 14, Will 15
Speed 6
Melee Basic 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
Medium humanoid
XP 150
Initiative +4; Senses Perception +2
HP 24; Bloodied 12
AC 16; Fortitude 15, Reflex 17, Will 16
Speed 6
Ranged Basic Darts (standard; at-will)
Ranged 5; +7 vs. AC; 1d6+7 damage.
Area 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
Medium humanoid
XP 150
Initiative +2; Senses Perception +3
HP 42; Bloodied 21
AC 15; Fortitude 19, Reflex 14, Will 15
Speed 6
Melee Basic 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.
Ranged 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

Fishman
Level 3 Minion
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
Melee Basic Bite (standard; at-will)
+6 vs. AC; 1d8+5 damage.
Ranged 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
Melee Basic Tentacle (standard; at-will)
Reach 3; +13 vs. AC; 1d8+8 damage.
Close Rampage (standard; recharge 56)
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
Medium humanoid
XP 500
Initiative +7; Senses Perception +5
HP 192; Bloodied 96
AC 21; Fortitude 26, Reflex 19, Will 23
Speed 6
Action Points 1
Melee Basic Beatstick (standard; at-will) Lightning
+14 vs. AC; 1d10+11 lightning damage.
Melee Beatstick Fury (standard; encounter) Lightning
+12 vs. AC; 2d10+22 lightning damage.
Close Spinning Lariat (standard; recharge 3456) Lightning
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
Police Smasher
Level 6 Brute
Medium humanoid
XP 250
Initiative +8; Senses Perception +4
HP 102; Bloodied 51
AC 20; Fortitude 25, Reflex 19, Will 19
Speed 6
Melee Basic 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
Medium humanoid
XP 25
Initiative +2; Senses Perception +0
HP 1
AC 14; Fortitude 13, Reflex 13, Will 11
Speed 6
Melee Basic 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
Medium humanoid
XP 125
Initiative +5; Senses Perception +8
HP 16; Bloodied 8
AC 17; Fortitude 13, Reflex 18, Will 15
Speed 6
Melee Basic 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

Trash Golem
Level 4 Brute
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
Melee Basic Slam (standard; at-will)
+10 vs. AC; 1d8+10 damage.
Ranged Trash throw (standard; at-will)
Ranged 3; +9 vs. Reflex; 1d6+9 damage.
Close Stench (minor; recharge 56) Poison
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)
Medium humanoid
XP 150
Initiative +5; Senses Perception +8
HP 39; Bloodied 19
AC 19; Fortitude 15, Reflex 19, Will 16
Speed 6
Melee Basic Pool cue (standard; at-will)
Reach 2; +8 vs. AC; 1d6+6 damage.
Melee 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.
Melee 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
Medium humanoid
XP 350
Initiative +8; Senses Perception +9
HP 104; Bloodied 52
AC 22; Fortitude 21, Reflex 20, Will 20
Speed 6
Action Points 1
Melee Basic Cleave (standard; at-will)
+11 vs. AC; 1d10+9 damage and the lair boss deals 9 damage to any other adjacent target.
Close Ground Smash (standard; recharge 56)
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
Ranged Basic Poison bolt (standard; at-will) Poison
Ranged 10; +8 vs. AC; 1d10+3 poison damage and ongoing 5 poison damage (save ends).
Area Poison cloud (standard; recharge 56) Poison
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
Medium humanoid
XP 400
Initiative +11; Senses Perception +12, darkvision
HP 60; Bloodied 30
AC 23; Fortitude 19, Reflex 24, Will 22
Speed 6
Ranged Basic 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
Keep on the Shadowfell:
Campaign Info | Meet the Characters | Glossary | Session Summaries: 1 2 3 4 5
Thunderspire Labyrinth:
Campaign Info | Meet the Characters | Glossary | Session Summaries: 6 7 8 9 10
The Fall of Lucan:
Campaign Info | Meet the Characters | Glossary | Magic Items | Bestiary | Session Summaries: 1 2 3 4 5
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