Otyugh Level 7 Soldier
Large Natural Beast XP 300
Initiative +5 Senses Perception +11; darkvision
Otyugh Stench aura 1; living enemies in the aura take a -2 penalty to attack rolls.
HP 170; Bloodied 85
AC 23; Fortitude 20, Reflex 18, Will 19
Immune disease
Speed 5, swim 5
M Tentacle (Standard; at-will)
Reach 3; +14 vs. AC; 1d6 + 6 (1d6 + 10 vs. bloodied) damage, pulled adjacent and grabbed (until escape, at a -2 penalty).
m Diseased Bite (Standard; at-will) ♦ Disease
+12 vs. Fortitude; 1d6 + 6 (1d6 + 10 vs. bloodied) damage and the target is dazed (save ends) and contracts filth fever.
r Fling Filth (Standard; at-will) ♦ Disease
Range 10; +10 vs. Fortitude; the target is dazed (save ends) and contracts filth fever.
Spying Eye
An otyugh can hide beneath murky water or refuse, leaving only its eyestalk exposed. While doing so, it gains a +8 bonus to Stealth checks but is immobilized.
Alignment Unaligned Languages -
Skills Stealth +10 (+18 while using spying eye)
Str 22 (+9) Dex 15 (+5) Wis 16 (+6)
Con 18 (+7) Int 1 (-2) Cha 5 (+0)

Cave Bear Level 6 Elite Brute
Medium Natural Beast XP 500
Initiative +8 Senses Perception +5; darkvision
HP 170; Bloodied 85; see cave bear frenzy
AC 20; Fortitude 21, Reflex 19, Will 20
Saving Throws +2
Speed 8
Action Points 1
M Claw (Standard; at-will)
+9 vs. AC; 2d8 + 5 damage.
m Maul (Standard; at-will)
This attack may be used on charges. The bear makes two claw attacks on a single target. If either hit, the target is pushed 2 squares. If both hit, the target is also knocked prone.
c Cave Bear Frenzy (Standard, While bloodied only; at-will)
Close burst 1; +9 vs. AC; 2d8 + 5 damage and the target is pushed 2, and knocked prone. Miss: Half damage and pushed 1.
c Defiant Roar (Standard; encounter) ♦ Fear
The bear heals 30 hp and loses the dazed, immobilized, marked, restrained, and slowed conditions and successfully saves against all effects; Close blast 5, enemies only; +7 vs. Will; the target is immobilized and takes a -2 penalty to attack rolls (save ends both).
Alignment Unaligned Languages -
Str 20 (+8) Dex 13 (+4) Wis 14 (+5)
Con 15 (+5) Int 2 (-1) Cha 12 (+4)

Human Ambusher Level 7 Skirmisher
Medium Natural Humanoid XP 300
Initiative +11 Senses Perception +5
HP 78; Bloodied 39; see fragile morale
AC 21; Fortitude 20, Reflex 21, Will 19
Speed 6
M Mace (Standard; at-will) ♦ Weapon
The bandit shifts 1 square before or after making the attack;
+9 vs. AC; 1d8 + 3 damage (1d8 + 9 with combat advantage)
R Dagger (Standard; at-will) ♦ Weapon
Range 5/10; +9 vs. AC; 1d4 + 5 damage (1d4 + 11 with combat advantage)
Dazing Strike (Free, when the bandit hits with its mace; encounter)
The attack's target is dazed until the end of the bandit's next turn.
Fragile Morale (While bloodied)
The human bandit is at -2 to attack rolls, and -5 to all defenses against fear effects and Intimidate checks.
Alignment Unaligned Languages Common
Skills Stealth +12, Streetwise +9, Thievery +12
Str 12 (+4) Dex 18 (+7) Wis 11 (+3)
Con 14 (+5) Int 10 (+3) Cha 12 (+4)
Equipment leather armor, mace, 4 daggers

Chillborn Zombie Level 6 Soldier
Medium Natural Animate (cold, undead) XP 250
Initiative +5 Senses Perception +3; darkvision
Chillborn Aura (Cold) aura 2; enemies who end their turn in the aura take 5 cold damage and are slowed (save ends).
HP 71; Bloodied 35; see death burst
AC 22; Fortitude 19, Reflex 17, Will 18
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4
M Slam (Standard; at-will) ♦ Cold
+13 vs. AC; 1d6 + 4 damage and immobilized (save ends).
m Ice Reaper (Standard; at-will) ♦ Cold
+11 vs. Fortitude, immobilized enemy; 2d6 + 4 cold, ongoing 5 cold, and a -2 penalty to attack rolls (save ends both).
r Frozen Grasp (Standard; at-will) ♦ Cold
Range 10; +11 vs. Fortitude; ongoing 5 cold damage and the target is immobilized (save ends both).
c Death Burst (when reduced to 0 hp) ♦ Cold
Close burst 2; +11 vs. Reflex; 3d6 + 4 cold and slowed (save ends).
Alignment Unaligned Languages -
Str 19 (+7) Dex 10 (+3) Wis 10 (+3)
Con 15 (+5) Int 2 (-1) Cha 6 (+1)