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| 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. | ||||||
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| Skills Stealth +10 (+18 while using spying eye) | ||||||
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| 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). | ||||||
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| 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) |
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| 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. | ||||||
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| Skills Stealth +12, Streetwise +9, Thievery +12 | ||||||
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| Equipment leather armor, mace, 4 daggers |
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| 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). | ||||||
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