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D&D - 4ième édition Dernière nouvelle et discussion sur la 4ième édition de D&D prévue pour mai 2008

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Vieux 2008-02-07, 14h29   #1
MoonZar
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4th Edition - Fiche de monstre

Ice Archon
Medium Elemental Humanoid (Cold)
Init +21, Speed 6
Senses Perception +13
Resist cold 25
Attacks Warhammer +23 vs. AC 1d10+9 + 5 cold AND slowed 1 rd
Relentless Strike +4 Atk and +10 dmg to Slowed
Abilities Icy Ground Adj squares difficult terrain, cold creatures not affected
AC 36, Fort 33, Ref 31, Will 29, HP/Bloodied 117/58
Str +18 (28), Con +13 (18), Dex +16 (24), Int +10 (12), Wis +13 (18), Cha +10 (12)
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Vieux 2008-02-07, 14h31   #2
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Re: 4th Edition - Fiche de monstre

On remarque que le système de stats va être basé avec des modificateurs de (+) sur le chiffre de base 10.

Dans les points de vie on remarque qui a une nouvelle règle qui indique à combien de hp le monstre est considéré qui pisse le sang, probablement que c'est pour que le dm le décrive au joueur et probablement qu'un personnage ou monstre ensanglanté va avoir des pénalités (j'espère).
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Vieux 2008-02-08, 18h55   #3
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Re : 4th Edition - Fiche de monstre

Je ne sais pas ce que tu veux dire avec les stats ?? moi ce que je vois c'est ça!

0=+4
1=+4
2=+5
3=+5
4=+6
5=+6
6=+7
7=+7
8=+8
9=+8
10=+9
11=+9
12=+10
13=+10
14=+11
15=+11
16=+12
17=+12
18=+13
19=+13
20=+14
21=+14
22=+15
23=+15
24=+16
25=+16
26=+17
27=+17
28=+18
29=+18
30=+19
etc...

Bizarre ??? J'ai hate de voir ça pour mieux comprandre!
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Vieux 2008-02-08, 21h08   #4
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Re: 4th Edition - Fiche de monstre

Je viens de revoir ça et finalement je suis pu sur de comprendre moi même ha ha ha On va voir ça plus tard
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Vieux 2008-03-04, 13h03   #5
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Re : 4th Edition - Fiche de monstre

Pour les morts vivants*
Skeleton Warrior Level 3 Soldier
Medium natural animate (undead) xp 150
Initiative +6 Senses Perception +3; darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15 Reflex 16 Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Radiant
Speed 5
m Longsword (standard at-will) * Weapon
+10 vs AC; 1d8 +2 damage, and the target is marked until the end of the skeleton warrior's next turn; see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment: Unaligned Langages: -
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Equipment: chainmail, light shield, longsword

Blazing Skeleton Level 5 Artillery
Medium natural animate (undead) xp 200
Initiative +6 Senses Perception +4; darkvision
Fiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage.
HP 53; Bloodied 26
AC 19; Fortitude 15,Reflex 18,Will16
Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable 5 radiant
Speed 6
m Blazing Claw (standard; at-will) * Fire
+8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends).
R Flame Ord (standard; at-will) * Fire
Range 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends).
Alignment Unaligned Languages -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) Int 4 (-1) Cha 6 (0)
Equipment -


Boneshard Skeleton Level 5 Brute
Medium natural animate (undead) xp 200
Initiative SensesPerception +4 darkvision
HP 77 Bloodied38 see also boneshard burst
AC 17 Fortitude 16 Reflex 16 Will 15
Immune disease, poison Resist 10 necrotic Vulnerable 5 radiant
Speed 6
m Scimitar (standard; at-will) * Necrotic, Weapon
+9 vs AC; 1d8+3 damage (crit 1d8 +11) plus 5 necrotic damage.
m Boneshard (standard; at-will) * Necrotic
+9 vs AC; 1d4+3 damage; and ongoing 5 necrotic damage (save ends)
C Boneshard Burst (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit points) * Necrotic
Close burst 3; +8 vs Reflex; 2d6+3 necrotic damage
Alignment Unaligned Languages -
Str 16(+5) Dex 16(+5) Wis 14(+4)
Con 17(+5) Int 3(-2) Cha 3(-2)
Equipment scimitar

Bodak Skulk Level 16 Lurker
Medium shadow humanoid (undead) xp 1,400
Initiative +16 Senses Perception +10; darkvision
Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 124 Bloodied 62
AC 29 Fortitude 29 Reflex27 Will 29
Immune disease, poison Resist 15 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
m Slam (standard; at-will) * Necrotic
+21 vs AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk's next turn.
r Death Gaze(standar; encounter) * Necrotic
Range 10: targets a living creature; +19 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Spectral Form (standard; at-will)
The bodak turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
Alignment Evil Languages Common
Str 21(+13) Dex 19(+12) Wis 15(+10)
Con 22(+14) Int 6(+6) Cha 23(+14)
Equipment -

Bodak Reaver Level 18 Soldier
Medium shadow humanoid (undead) xp 2000
Initiative +16 Senses Perception +17; darkvision
Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 175 Bloodied 87
AC 31 Fortitude 31 Reflex30 Will 31
Immune disease, poison Resistm 20 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
m Greataxe(standard; at-will) * Necrotic, Weapon
+23 vs AC: 1d12+6 damage (crit 2d12+18) plu 1d8 necrotic damage and the target is dazed and weakened (save ends both).
r Death Gaze(standard; encounter) * Necrotic
Range 10: targets a living creature; +20 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Death Drinker * Healing
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points.
Alignment Evil Languages Common
Str 22(+15) Dex 21(+14) Wis 16(+12)
Con 23(+15) Int 10(+9) Cha 23(+15)
Equipment plate armor, greataxe

Boneclaw Level 14 Soldier
Large shadow animate (undead) xp 1,000
Initiative +15 Senses Perception +13; darkvision
HP 136 Bloodied 68; se also necrotic pulse
AC 30 Fortitude 24 Reflex 27 Will 25
Immune disease, poison Resist 20 necrotic Vulnerable 5 radiant
Speed 8
m Claw(standard; at-will)
Reach 3; +20 vs AC; 1d12 +6 damage.
C Necrotic Pulse (immediate reaction, when first bloodied; encounter) * Healing, Necrotic
Close burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.
Relentless Opportunist
If the boneclaw hits win an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies within its reach (3 squares).
Alignment Evil Languages Common
Skills Intimidate +16, Stealth +18
Str 17(+10) Dex 23(+13) Wis 12(+8)
Con 16(+10) Int 10(+7) Cha 18(+11)
Equipment -
*http://forums.gleemax.com/showthread.php?t=998178
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Vieux 2008-03-04, 13h34   #6
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Re : 4th Edition - Fiche de monstre

Un kobold
Kobold Skirmisher; Level 1 Skirmisher
Small Natural Humanoid; XP 100

Initiative: +5 Senses Perception +0; darkvision
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13; see also trap sense
Speed 6

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 on 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 as a minor action

Trap Sense
The Kobold gains +2 bonus to defense against all traps

Alightment Evil Languages Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 8(-1) Dex 16(+3) Wis 10(+0)
Con 11(+0) Int 6(-2) Cha 15(+2)
Equipment hide armor, light shield, spear

26 HP... evil kobold arg
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Vieux 2008-03-04, 13h35   #7
Ekiel
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Re : 4th Edition - Fiche de monstre

We have stats for beasties from the Far Realms

Chuul, Level 10 Soldier (XP 500)
Large aberrant magical beast (aquatic)
Initiative +10; Senses Perception +9; darkvision
HP 109; Bloodied 54
AC 27; Fortitude 26, Reflex 20, Will 21
Speed 6, swim 6
m Claw (standard; at-will)
Reach 2; +17 vs. AC; 1d6+6 damage, or 3d6+6 damage against an immobilized creature
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul makes two claw attacks. If both attacks hit a single target, the chuul makes a secondary attack against the same target with its tentacles. Secondary Attack: +14 vs. Fortitude; the target is immobilized (save ends)
Tentacle Net * Paralysis, Poison
A creature hit by a chuul's opportunity attack is immobilized until the end of the chuul's next turn.
Alignment Unaligned; Languages Deep Speech
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 14 (+7)


Hook Horror, Level 13 Soldier
Large Aberrant Beast
Init +11; Senses darkvision; Perception +15
HP 150; Bloodied 75
AC 30; Fortitude 27 Reflex 24 Will 23
Speed 6
m Claw (Standard; at-will)
Reach 2; +21 vs. AC; 1d10+8 AND Followup
Followup: +19 vs. Fort; Large or smaller; pull 1 AND Restrained. Only 1 at a time
M Feast (Standard; at-will)
+21 vs. AC; Restrained only; 3d10+8
M Fling (Standard; at-will)
+21 vs. Fort; Restrained only; 2d10+8 AND push 4 AND knock prone
Lethal
+4 attack against bloodied targets
Str +14 Dex +11 Wis +10
Con +12 Int +3 Cha +7


Balhannoth Level 13 Skirmisher
Large Aberrant Magical Beast
AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40,
Init +12, Spd 5, Clb 5
Senses darkvision, Perception +13
Attacks: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3
Sneak Attack +3d6 damage with combat adv
Limited Powers: Reality Distortion Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6.
Tentacle Flurry Standard; Melee attack against each in reach. Recharge 5 6.
Warp Attack Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6.
Skills: Stealth +17.


Chuul Juggernaut, Level 23 Elite Soldier (XP 10,700)
Huge aberrant magical beast (aquatic)
Initiative +17; Senses Perception +17; darkvision
Psychic Moan (psychic) aura 1; a chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic.
HP 434; Bloodied 217
AC 39; Fortitude 37 Reflex 31 Will 33
Saving Throws +2
Speed 7, swim 7
Action Points 1
m Claw (standard; at-will)
Reach 3; +30 vs. AC; 2d8+8 damage, or 5d8+8 damage against an immobilized creature.
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul juggernaut makes two claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +28 vs. Fortitude; the target is immobilized (save ends).
R Psychic Lure (standard; at-will) * Psychic
Range 10; +29 vs. Will; 2d10+3 psychic damage, and the target is pulled 5 squares.
Tentacle Net * Paralysis, Poison
A creature hit by a chuul juggernaut's opportunity attack is immobilized until the end of the juggernaut's next turn.
Alignment Unaligned; Languages Deep Speech
Str 27 (+19) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 4 (+8) Cha 16 (+14)
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Vieux 2008-03-04, 13h36   #8
Ekiel
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Re : 4th Edition - Fiche de monstre

Dragon noir
Young Black Dragon -- Level 4 Solo Lurker
Large natural magical beast (aquatic, dragon) -- XP: 875

Initiative +11 Senses Perception +9; darkvision
HP 280; Bloodied 140; see also bloodied breath
AC 24; Fortitude 19, Reflex 21, Will 18
Resist 15 acid
Saving Throws +5
Speed 7, fly 7 (clumsy), overland flight 10, swim 7
Action Points 2

m Bite (standard; at-will) * Acid
Reach 2; +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends).

m Claw (standard; at-will)
Reach 2; +8 vs. AC; 1d4 + 3 damage.

M Double Attack (standard; at-will)
The dragon makes two claw attacks.

M Tail Slash (immediate reaction, when a melee attack misses the dragon; at-will)
The dragon uses its tail to attack the enemy that missed it; reach 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square.

C Breath Weapon (standard; recharge 5 6) * Acid
Close blast 5; +7 vs. Reflex; 1d12 + 3 damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).

C Bloodied Breath (immediate reaction, when first bloodied; encounter) * Acid
The dragon's breath weapon recharges automatically, and the dragon uses it immediately.

C Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the dragon's next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.

C Frightful Presence (standard; encounter) * Fear
Close burst 5; targets enemies; +5 vs. Will; the target is stunned until the end of the dragon's next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).

Alignment Evil Languages Draconic
Skills Nature +9, Stealth +17
Str 16 (+5), Dex 20 (+7), Wis 15 (+4)
Con 16 (+5), Int 12 (+3), Cha 10 (+2)
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Vieux 2008-03-04, 14h29   #9
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Re : 4th Edition - Fiche de monstre

stats des goblins ??? C creatures si adorables ....
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Vieux 2008-03-04, 15h08   #10
Ekiel
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Re : 4th Edition - Fiche de monstre

lol pas encore! J'ai pris les statistiques directement du forum de wizard of the coast.
J'imagine que les Gobs auront comme les Kobs la faculté de faire de attaques de "mob". Sinon ils devraient être différent puisque les créateurs fond beaucoup d'effort pour que chaque créatures donne une expérience de combat différente (battre les gobs, pas même felling que battre les kobs).
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Vieux 2008-03-04, 16h00   #11
Ekiel
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Re : 4th Edition - Fiche de monstre

Trouvé les gobs
A couple more monsters but missing a little bit of info.

Goblin Picador Level 2 Controller
Small Natural Humanoid
AC 16, Fort 14, Ref 16, Will 10, HP 26, Bloodied 13,
Init +9, Spd 6
Senses: Perception +1
Attacks: Melee: Harpoon +9 vs AC, 1d4+3 plus Harpooned (see text)
Ranged: Thrown Harpoon Rg 5, +9 vs AC, 1d4+3 plus Harpooned (see text)
Melee: Tug of War Standard, M or smaller Harpooned enemy; +4 vs Fort; pull 3 (pull 1 on miss).
Abilities: Goblin Tactics Whenever a Melee attack against it misses, can immediately shift away from attacker.
Harpooned Can’t move more than 5 from this creature. Remove standard; Str vs Fort.
Str +4 (16), Con +2 (13), Dex +5 (18), Int +0 (8), Wis +1 (10), Cha +0 (8)


Goblin Sharpshooter Level 2 Artillery
Small Natural Humanoid
Initiative +5; Senses: Perception +2, lowlight vision
HP ??; Bloodied ?? (probably about 23-26 HP)
AC 19; Fortitude 13, Reflex 17, Will 12
Speed 6
Goblin Tactics Whenever a Melee attack against it misses, can immediately shift away from attacker
M Short Sword (standard, at-will) * Weapon
+3 vs. AC, 1d6+2 damage
R Crossbow Attack (standard, at-will) * Weapon
Range 15/30, +5 vs AC, 1d8+2 damage
Combat Advantage: +2d6 damage
Sniper: A Goblin Sharpshooter that misses with a ranged attack remains hidden.
Skills: Stealth +12
Alignment: Evil, Languages: Goblin
Str 14 (+3), Con 13 (+2), Dex 18 (+5), Int 8 (+0), Wis 13 (+2), Cha 8 (+0)


Gnoll Claw Fighter Level 6 Skirmisher * XP 250
Medium Natural Humanoid
Initiative: +7
Senses: Perception +6; low-light vision
HP 70; Bloodied 35
AC 20; Fortitude 18, Reflex 16, Will 15
Speed 8; see also mobile melee attack
M Claw (standard; at-will)
+11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below
M Clawing Charge (standard, when this creature charges; at-will)
The gnoll claw fighter makes two claw attacks against a single target when it charges.
M Mobile Melee Attack (standard; at-will)
The gnoll claw fighter can move up to 4 squares and make one melee basic attack at any point during that movement. The gnoll doesn't provoke opportunity attacks when moving away from the target of its attack.
Pack Attack
The gnoll claw fighter deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll claw fighter's allies adjacent to it.
Alignment: Chaotic evil Languages: Abyssal, Common
Skills: Intimidate +3
Str 19 (+7) Con 14 (+5) Dex 15 (+5) Int 9 (+2) Wis 12 (+4) Cha 7 (-1) Equipment: leather armor


Gnoll Demonic Scourge Level 8 Brute * XP 350
Medium Natural Humanoid
Initiative: +6
Senses: Perception +7; low-light vision
Leader of the Pack: Area 5; allies in the aura gain a +1 bonus to attack rolls. While this creature is bloodied, the bonus increases to +2.
HP 106; Bloodied 53
AC 20; Fortitude 21, Reflex 18, Will 18
Speed 6
M Heavy Flail (standard; at-will) * Weapon
+13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against a bloodied enemy, this attack also knocks the target prone; see also pack attack
Bloodthirst
If the gnoll demonic scourge bloodies an enemy with a melee attack, an ally adjacent to the struck enemy can make a melee attack against that enemy as an immediate reaction.
Overwhelming Attack (free, encounter)
The gnoll demonic scourge applies its bloodthirst power to two allies instead of one.
Pack Attack
The gnoll demonic scourge deals an extra 5 damage on melee attacks against an enemy that has two or more of the demonic scourge's allies adjacent to it.
Alignment: Chaotic evil Languages: Abyssal, Common
Skills: Insight +10, Intimidate +13, Religion +10
Str 20 (+9) Con 16 (+7) Dex 14 (+6) Int 13 (+5) Wis 12 (+5) Cha 15 (+6)
Equipment: chainmail, heavy flail
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Vieux 2008-03-05, 15h56   #12
GoblinSlave
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Re : 4th Edition - Fiche de monstre

et que dieu benisse tous les goblins du monde
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