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