Tequila Sunrise
2009-09-13, 10:53 AM
That's right, I'll be using 4e D&D rules to run Exalted!
*Waits for gasping, muttering and jeering to die down.*
Now I'm not an Exalted expert, and this conversion isn't intended to reflect all the canonical details of the Exalted universe. So if it helps, just think of this as a generic D&D homebrew project. Feel free to critique, use the material for inspiration in your own game, or just lurk. To see the pdf version, click here (http://lukebuchanan.com/TS_Exalted_4e.pdf).
Relevant House Rules:
1. Being solar exalts, each PC has an anima banner on their forehead. Normally it's invisible, but when a PC uses an encounter power it creates dim light as a burst 5. When a PC uses a daily power it creates bright light as a burst 10. (Unlike in standard Exalted games, I don't want this to severely hamper stealth so I think I'll make exceptions when a PC uses explicitly stealthy powers.) PCs can also "turn on" their anima banners at will in order to create light as if they were using an encounter or daily power.
2. I don't use ability scores; players will start with the +0, +0, +1, +1, +2, +3 array to assign to their abilities. Racial modifiers are +1 instead of +2.
3. As a human-centric game, only humans are allowed as a PC race. Humans get a second +1 stat boost; you can't stack them to get a +2. Each PC knows Common plus one regional language.
4. Ignore power source fluff; as solar exalts, PCs draw their awesome powers from their own personal essence channeled through their animas.
5. Superior weapons are encouraged. I don't have an actual rule about this; I'll just point out how awesome they are to my players. Exalted is partly anime-inspired, so wacky weapons fit in perfectly!
6. The 1/2 level standard will be replaced with the following rules, in regards to combat stats but not skills. At most levels beyond 1st, PCs get +1 to all attacks and defenses. Exceptions include 6th, 16th and 26th, when PCs add +1 to two abilities of their choice, and 11th and 21st, when PCs add +1 to all their abilities. At those five levels, PCs only get +1 AC if they wear heavy armor. (This rule is to make up for the fact that enhancement bonuses don't exist in my game, and to fix the game's math glitch.)
Okay, on to the "monsters":
The Mortals: These guys exist only in the heroic tier.
Soldier, level 1 minion soldier
Medium Mortal
Initiative +3
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 17; Fortitude 15; Reflex 11; Will 13
Speed 5
Long Spear (standard; at-will)
Reach 2; +8 vs. AC; 4 damage.
Alignment Unaligned
Languages Common
Str +5 Dex +1 Wis +3
Con +0 Int +0 Cha +0
Equipment Long Spear, Scale Armor
Captain, level 6 minion soldier
Medium Mortal
Initiative +6
Senses Perception +7
Hit Points 1; a missed attack never damages a minion
AC 22; Fortitude 20; Reflex 15; Will 18
Speed 5
Great Spear (standard; at-will)
Reach 2; +13 vs. AC; 6 damage.
Alignment Unaligned
Languages Common
Str +6 Dex +1 Wis +4
Con +0 Int +0 Cha +0
Equipment Great Spear, Scale Armor
Archer, level 1 minion artillery
Medium Mortal
Initiative +5
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 13; Fortitude 11; Reflex 15; Will 13
Speed 6
Long Bow (standard; at-will)
Ranged 20/40; +8 vs. AC; 4 damage.
Short Sword (standard; at-will)
+6 vs. AC; 3 damage.
Alignment Unaligned
Languages Common
Str +1 Dex +5 Wis +3
Con +0 Int +0 Cha +0
Equipment Long Bow, Short Sword, Leather Armor
Expert Archer, level 6 minion artillery
Medium Mortal
Initiative +9
Senses Perception +7
Hit Points 1; a missed attack never damages a minion
AC 18; Fortitude 15; Reflex 20; Will 18
Speed 6
Great Bow (standard; at-will)
Ranged 25/50; +13 vs. AC; 6 damage.
Short Sword (standard; at-will)
+11 vs. AC; 4 damage.
Alignment Unaligned
Languages Common
Str +1 Dex +6 Wis +4
Con +0 Int +0 Cha +0
Equipment Great Bow, Short Sword, Leather Armor
Priest, level 1 minion controller
Medium Mortal
Initiative +0
Senses Perception +0
Hit Points 1; a missed attack never damages a minion
AC 15; Fortitude 11; Reflex 13; Will 15
Speed 6
Staff (standard; at-will)
+6 vs. AC; 4 damage.
Dragon’s Curse (standard; at-will)
Ranged 10; +4 vs. Will; the target takes a -2 penalty to defenses until the end of the priest’s next turn.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +1 Int +3 Cha +5
Equipment Staff
Bishop, level 6 minion controller
Medium Mortal
Initiative +3
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 20; Fortitude 15; Reflex 18; Will 20
Speed 6
Staff (standard; at-will)
+6 vs. AC; 6 damage.
Dragon’s Curse (standard; at-will)
Ranged 10; +9 vs. Will; the target takes a -2 penalty to defenses until the end of the bishop’s next turn.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +1 Int +4 Cha +6
Equipment Staff
Bandit, level 1 minion skirmisher
Medium Mortal
Initiative +7
Senses Perception +0
Hit Points 1; a missed attack never damages a minion
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6
Short Bow (standard; at-will)
Ranged 15/30; +6 vs. AC; 4 damage.
Short Sword (standard; at-will)
+6 vs. AC; 4 damage.
Shifty (minor; at-will)
The bandit shifts 1 square.
Alignment Unaligned
Languages Common
Str +3 Dex +5 Wis +0
Con +0 Int +0 Cha +1
Equipment Short Bow, Short Sword, Leather Armor
Bandit Warlord, level 6 minion skirmisher
Medium Mortal
Initiative +11
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 20; Fortitude 18; Reflex 20; Will 15
Speed 6
Long Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Long Sword (standard; at-will)
+11 vs. AC; 6 damage.
Shifty (minor; at-will)
The bandit shifts 1 square.
Alignment Unaligned
Languages Common
Str +4 Dex +6 Wis +0
Con +0 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
The Dragon-Bloods: For those of you not familiar with Exalted, these guys aren't actually dragon-like at all; they're just elementally-themed. Anyway I invented a new type of monster, the goon, for these guys because they're supposed to be more powerful than mortals but much less powerful than solar exalts [PCs]. Goons are worth half the XP of a standard monster; they have half HP, deal minion damage, have no encounter powers, but have slightly better effects than minions. In the case of dragon-bloods, I gave them each an ally-boosting aura.
Young Fire-Blood, level 1 goon artillery
Medium Exalt
Initiative +0
Senses Perception +0
Flame Aura aura 2; the fire-blood and its allies within the aura deal 2 fire damage with each attack.
Hit Points 11; Bloodied 5
AC 13; Fortitude 11; Reflex 15; Will 13
Resist fire 15
Speed 6
Flame Arrow (standard; at-will)
Ranged 25/50; +8 vs. AC; 4 damage and 2 fire damage.
Short Sword (standard; at-will)
+6 vs. AC; 3 damage and 2 fire damage.
Alignment Unaligned
Languages Common
Str +1 Dex +0 Wis +0
Con +0 Int +5 Cha +3
Equipment Great Bow, Long Sword, Leather Armor
Mature Fire-Blood, level 6 goon artillery
Medium Exalt
Initiative +3
Senses Perception +3
Flame Aura aura 2; the fire-blood and its allies within the aura deal 4 fire damage with each attack.
Hit Points 26; Bloodied 13
AC 18; Fortitude 15; Reflex 20; Will 18
Resist fire 20
Speed 6
Flame Arrow (standard; at-will)
Ranged 25/50; +13 vs. AC; 6 damage and 4 fire damage.
Long Sword (standard; at-will)
+11 vs. AC; 4 damage and 4 fire damage.
Alignment Unaligned
Languages Common
Str +1 Dex +0 Wis +0
Con +0 Int +6 Cha +4
Equipment Great Bow, Long Sword, Leather Armor
Young Air-Blood, level 1 goon skirmisher
Medium Exalt
Initiative +7
Senses Perception +0
Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
Hit Points 16; Bloodied 8
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6
Wind Blade (standard; at-will)
+6 vs. AC; 4 damage.
Wind Bow (standard; at-will)
Ranged 20/40; +6 vs. AC; 4 damage.
Wind Step (standard; at-will)
The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesn’t provoke opportunity attacks when moving away from the target.
Languages Common
Str +0 Dex +5 Wis +0
Con +3 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
Mature Air-Blood, level 6 goon skirmisher
Medium Exalt
Initiative +11
Senses Perception +3
Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
Hit Points 37; Bloodied 18
AC 20; Fortitude 18; Reflex 20; Will 15
Speed 6
Wind Blade (standard; at-will)
+11 vs. AC; 6 damage.
Wind Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Wind Step (standard; at-will)
The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesn’t provoke opportunity attacks when moving away from the target.
Languages Common
Str +0 Dex +6 Wis +0
Con +4 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
Young Earth-Blood, level 1 goon brute
Medium Exalt
Initiative +0
Senses Perception +0
Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 2.
Hit Points 20; Bloodied 10
AC 13; Fortitude 15; Reflex 11; Will 13
Resist 2 to all damage
Speed 5
Stone Maul (standard; at-will)
+4 vs. AC; 5 damage.
Stone Hammer (standard; at-will)
Ranged 5/10; +4 vs. AC; 5 damage.
Languages Common
Str +0 Dex +0 Wis +0
Con +5 Int +1 Cha +3
Equipment Mordenkrad, Throwing Hammers, Scale Armor
Mature Earth-Blood, level 6 goon brute
Medium Exalt
Initiative +3
Senses Perception +3
Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 4.
Hit Points 46; Bloodied 23
AC 18; Fortitude 20; Reflex 15; Will 18
Resist 4 to all damage
Speed 5
Stone Maul (standard; at-will)
+9 vs. AC; 8 damage.
Stone Hammer (standard; at-will)
Ranged 5/10; +9 vs. AC; 8 damage.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +6 Int +1 Cha +4
Equipment Mordenkrad, Throwing Hammers, Scale Armor
Young Wood-Blood, level 1 goon soldier
Medium Exalt
Initiative +5
Senses Perception +0
Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
Hit Points 13; Bloodied 6
AC 18; Fortitude 15; Reflex 13; Will 11
Speed 5
Thorn Spear (standard; at-will)
+8 vs. AC; 4 damage and target is marked until the end of the wood-blood’s next turn.
Vine Javelin (standard; at-will)
Ranged 10/20; +8 vs. AC; 4 damage.
Languages Common
Str +5 Dex +3 Wis +0
Con +0 Int +0 Cha +1
Equipment Great Spear, Javelins, Scale Armor
Mature Wood-Blood, level 6 goon soldier
Medium Exalt
Initiative +9
Senses Perception +3
Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
Hit Points 33; Bloodied 16
AC 23; Fortitude 20; Reflex 18; Will 15
Speed 5
Thorn Spear (standard; at-will)
+13 vs. AC; 6 damage and target is marked until the end of the wood-blood’s next turn.
Vine Javelin (standard; at-will)
Ranged 10/20; +13 vs. AC; 6 damage.
Languages Common
Str +6 Dex +4 Wis +0
Con +0 Int +0 Cha +1
Equipment Great Spear, Javelins, Scale Armor
Young Water-Blood, level 1 goon controller
Medium Exalt
Initiative +3
Senses Perception +0
Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
Hit Points 18; Bloodied 9
AC 15; Fortitude 16; Reflex 14; Will 12
Speed 6
Water Blast (standard; at-will)
Ranged 10; +4 vs. Fortitude; 4 damage and the target is pushed 3 squares.
Long Sword (standard; at-will)
+6 vs. AC; 4 damage.
Long Bow (standard; at-will)
Ranged 20/40; +6 vs. AC; 4 damage.
Languages Common
Str +0 Dex +3 Wis +0
Con +5 Int +0 Cha +1
Equipment Long Sword, Long Bow, Leather Armor
Mature Water-Blood, level 6 goon controller
Medium Exalt
Initiative +7
Senses Perception +3
Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
Hit Points 39; Bloodied 19
AC 20; Fortitude 21; Reflex 19; Will 16
Speed 6
Water Blast (standard; at-will)
Blast 3; +9 vs. Fortitude; 6 damage and the target is pushed 4 squares.
Long Sword (standard; at-will)
+11 vs. AC; 6 damage.
Long Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Languages Common
Str +0 Dex +4 Wis +0
Con +6 Int +0 Cha +1
Equipment Long Sword, Long Bow, Leather Armor
The Death Knights
Young Death Knight, level 1 lurker
Medium Exalt
Initiative +9
Senses Perception +0; darkvision
Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
Hit Points 22; Bloodied 11
AC 15; Fortitude 13; Reflex 15; Will 11
Resist necrotic 15
Speed 6; shadow teleport 6
Sly Blade (standard; at-will)
+6 vs. AC; 1d4+4 damage.
Sly Blade (standard; at-will)
Ranged 5/10; +6 vs. AC; 1d4+4 damage.
Hungry Blade (standard; encounter)
+6 vs. AC; 1d6+8 damage and ongoing 5 necrotic damage (save ends).
Combat Advantage
The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
Alignment Evil
Languages Common
Skills Stealth +10
Str +3 Dex +5 Wis +0
Con +0 Int +0 Cha +1
Equipment Jagged Blade, Leather Armor
Mature Death Knight, level 6 lurker
Medium Exalt
Initiative +13
Senses Perception +3; darkvision
Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
Hit Points 52; Bloodied 26
AC 15; Fortitude 18; Reflex 20; Will 15
Resist necrotic 20
Speed 6; shadow teleport 6
Sly Blade (standard; at-will)
+6 vs. AC; 2d4+5 damage.
Sly Blade (standard; at-will)
Ranged 5/10; +6 vs. AC; 2d4+5 damage.
Hungry Blade (standard; encounter)
+6 vs. AC; 2d6+10 damage and ongoing 5 necrotic damage (save ends).
Combat Advantage
The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
Alignment Evil
Languages Common
Skills Stealth +14
Str +4 Dex +6 Wis +0
Con +0 Int +0 Cha +1
Equipment Jagged Blade, Leather Armor
*Waits for gasping, muttering and jeering to die down.*
Now I'm not an Exalted expert, and this conversion isn't intended to reflect all the canonical details of the Exalted universe. So if it helps, just think of this as a generic D&D homebrew project. Feel free to critique, use the material for inspiration in your own game, or just lurk. To see the pdf version, click here (http://lukebuchanan.com/TS_Exalted_4e.pdf).
Relevant House Rules:
1. Being solar exalts, each PC has an anima banner on their forehead. Normally it's invisible, but when a PC uses an encounter power it creates dim light as a burst 5. When a PC uses a daily power it creates bright light as a burst 10. (Unlike in standard Exalted games, I don't want this to severely hamper stealth so I think I'll make exceptions when a PC uses explicitly stealthy powers.) PCs can also "turn on" their anima banners at will in order to create light as if they were using an encounter or daily power.
2. I don't use ability scores; players will start with the +0, +0, +1, +1, +2, +3 array to assign to their abilities. Racial modifiers are +1 instead of +2.
3. As a human-centric game, only humans are allowed as a PC race. Humans get a second +1 stat boost; you can't stack them to get a +2. Each PC knows Common plus one regional language.
4. Ignore power source fluff; as solar exalts, PCs draw their awesome powers from their own personal essence channeled through their animas.
5. Superior weapons are encouraged. I don't have an actual rule about this; I'll just point out how awesome they are to my players. Exalted is partly anime-inspired, so wacky weapons fit in perfectly!
6. The 1/2 level standard will be replaced with the following rules, in regards to combat stats but not skills. At most levels beyond 1st, PCs get +1 to all attacks and defenses. Exceptions include 6th, 16th and 26th, when PCs add +1 to two abilities of their choice, and 11th and 21st, when PCs add +1 to all their abilities. At those five levels, PCs only get +1 AC if they wear heavy armor. (This rule is to make up for the fact that enhancement bonuses don't exist in my game, and to fix the game's math glitch.)
Okay, on to the "monsters":
The Mortals: These guys exist only in the heroic tier.
Soldier, level 1 minion soldier
Medium Mortal
Initiative +3
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 17; Fortitude 15; Reflex 11; Will 13
Speed 5
Long Spear (standard; at-will)
Reach 2; +8 vs. AC; 4 damage.
Alignment Unaligned
Languages Common
Str +5 Dex +1 Wis +3
Con +0 Int +0 Cha +0
Equipment Long Spear, Scale Armor
Captain, level 6 minion soldier
Medium Mortal
Initiative +6
Senses Perception +7
Hit Points 1; a missed attack never damages a minion
AC 22; Fortitude 20; Reflex 15; Will 18
Speed 5
Great Spear (standard; at-will)
Reach 2; +13 vs. AC; 6 damage.
Alignment Unaligned
Languages Common
Str +6 Dex +1 Wis +4
Con +0 Int +0 Cha +0
Equipment Great Spear, Scale Armor
Archer, level 1 minion artillery
Medium Mortal
Initiative +5
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 13; Fortitude 11; Reflex 15; Will 13
Speed 6
Long Bow (standard; at-will)
Ranged 20/40; +8 vs. AC; 4 damage.
Short Sword (standard; at-will)
+6 vs. AC; 3 damage.
Alignment Unaligned
Languages Common
Str +1 Dex +5 Wis +3
Con +0 Int +0 Cha +0
Equipment Long Bow, Short Sword, Leather Armor
Expert Archer, level 6 minion artillery
Medium Mortal
Initiative +9
Senses Perception +7
Hit Points 1; a missed attack never damages a minion
AC 18; Fortitude 15; Reflex 20; Will 18
Speed 6
Great Bow (standard; at-will)
Ranged 25/50; +13 vs. AC; 6 damage.
Short Sword (standard; at-will)
+11 vs. AC; 4 damage.
Alignment Unaligned
Languages Common
Str +1 Dex +6 Wis +4
Con +0 Int +0 Cha +0
Equipment Great Bow, Short Sword, Leather Armor
Priest, level 1 minion controller
Medium Mortal
Initiative +0
Senses Perception +0
Hit Points 1; a missed attack never damages a minion
AC 15; Fortitude 11; Reflex 13; Will 15
Speed 6
Staff (standard; at-will)
+6 vs. AC; 4 damage.
Dragon’s Curse (standard; at-will)
Ranged 10; +4 vs. Will; the target takes a -2 penalty to defenses until the end of the priest’s next turn.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +1 Int +3 Cha +5
Equipment Staff
Bishop, level 6 minion controller
Medium Mortal
Initiative +3
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 20; Fortitude 15; Reflex 18; Will 20
Speed 6
Staff (standard; at-will)
+6 vs. AC; 6 damage.
Dragon’s Curse (standard; at-will)
Ranged 10; +9 vs. Will; the target takes a -2 penalty to defenses until the end of the bishop’s next turn.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +1 Int +4 Cha +6
Equipment Staff
Bandit, level 1 minion skirmisher
Medium Mortal
Initiative +7
Senses Perception +0
Hit Points 1; a missed attack never damages a minion
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6
Short Bow (standard; at-will)
Ranged 15/30; +6 vs. AC; 4 damage.
Short Sword (standard; at-will)
+6 vs. AC; 4 damage.
Shifty (minor; at-will)
The bandit shifts 1 square.
Alignment Unaligned
Languages Common
Str +3 Dex +5 Wis +0
Con +0 Int +0 Cha +1
Equipment Short Bow, Short Sword, Leather Armor
Bandit Warlord, level 6 minion skirmisher
Medium Mortal
Initiative +11
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 20; Fortitude 18; Reflex 20; Will 15
Speed 6
Long Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Long Sword (standard; at-will)
+11 vs. AC; 6 damage.
Shifty (minor; at-will)
The bandit shifts 1 square.
Alignment Unaligned
Languages Common
Str +4 Dex +6 Wis +0
Con +0 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
The Dragon-Bloods: For those of you not familiar with Exalted, these guys aren't actually dragon-like at all; they're just elementally-themed. Anyway I invented a new type of monster, the goon, for these guys because they're supposed to be more powerful than mortals but much less powerful than solar exalts [PCs]. Goons are worth half the XP of a standard monster; they have half HP, deal minion damage, have no encounter powers, but have slightly better effects than minions. In the case of dragon-bloods, I gave them each an ally-boosting aura.
Young Fire-Blood, level 1 goon artillery
Medium Exalt
Initiative +0
Senses Perception +0
Flame Aura aura 2; the fire-blood and its allies within the aura deal 2 fire damage with each attack.
Hit Points 11; Bloodied 5
AC 13; Fortitude 11; Reflex 15; Will 13
Resist fire 15
Speed 6
Flame Arrow (standard; at-will)
Ranged 25/50; +8 vs. AC; 4 damage and 2 fire damage.
Short Sword (standard; at-will)
+6 vs. AC; 3 damage and 2 fire damage.
Alignment Unaligned
Languages Common
Str +1 Dex +0 Wis +0
Con +0 Int +5 Cha +3
Equipment Great Bow, Long Sword, Leather Armor
Mature Fire-Blood, level 6 goon artillery
Medium Exalt
Initiative +3
Senses Perception +3
Flame Aura aura 2; the fire-blood and its allies within the aura deal 4 fire damage with each attack.
Hit Points 26; Bloodied 13
AC 18; Fortitude 15; Reflex 20; Will 18
Resist fire 20
Speed 6
Flame Arrow (standard; at-will)
Ranged 25/50; +13 vs. AC; 6 damage and 4 fire damage.
Long Sword (standard; at-will)
+11 vs. AC; 4 damage and 4 fire damage.
Alignment Unaligned
Languages Common
Str +1 Dex +0 Wis +0
Con +0 Int +6 Cha +4
Equipment Great Bow, Long Sword, Leather Armor
Young Air-Blood, level 1 goon skirmisher
Medium Exalt
Initiative +7
Senses Perception +0
Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
Hit Points 16; Bloodied 8
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6
Wind Blade (standard; at-will)
+6 vs. AC; 4 damage.
Wind Bow (standard; at-will)
Ranged 20/40; +6 vs. AC; 4 damage.
Wind Step (standard; at-will)
The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesn’t provoke opportunity attacks when moving away from the target.
Languages Common
Str +0 Dex +5 Wis +0
Con +3 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
Mature Air-Blood, level 6 goon skirmisher
Medium Exalt
Initiative +11
Senses Perception +3
Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
Hit Points 37; Bloodied 18
AC 20; Fortitude 18; Reflex 20; Will 15
Speed 6
Wind Blade (standard; at-will)
+11 vs. AC; 6 damage.
Wind Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Wind Step (standard; at-will)
The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesn’t provoke opportunity attacks when moving away from the target.
Languages Common
Str +0 Dex +6 Wis +0
Con +4 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
Young Earth-Blood, level 1 goon brute
Medium Exalt
Initiative +0
Senses Perception +0
Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 2.
Hit Points 20; Bloodied 10
AC 13; Fortitude 15; Reflex 11; Will 13
Resist 2 to all damage
Speed 5
Stone Maul (standard; at-will)
+4 vs. AC; 5 damage.
Stone Hammer (standard; at-will)
Ranged 5/10; +4 vs. AC; 5 damage.
Languages Common
Str +0 Dex +0 Wis +0
Con +5 Int +1 Cha +3
Equipment Mordenkrad, Throwing Hammers, Scale Armor
Mature Earth-Blood, level 6 goon brute
Medium Exalt
Initiative +3
Senses Perception +3
Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 4.
Hit Points 46; Bloodied 23
AC 18; Fortitude 20; Reflex 15; Will 18
Resist 4 to all damage
Speed 5
Stone Maul (standard; at-will)
+9 vs. AC; 8 damage.
Stone Hammer (standard; at-will)
Ranged 5/10; +9 vs. AC; 8 damage.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +6 Int +1 Cha +4
Equipment Mordenkrad, Throwing Hammers, Scale Armor
Young Wood-Blood, level 1 goon soldier
Medium Exalt
Initiative +5
Senses Perception +0
Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
Hit Points 13; Bloodied 6
AC 18; Fortitude 15; Reflex 13; Will 11
Speed 5
Thorn Spear (standard; at-will)
+8 vs. AC; 4 damage and target is marked until the end of the wood-blood’s next turn.
Vine Javelin (standard; at-will)
Ranged 10/20; +8 vs. AC; 4 damage.
Languages Common
Str +5 Dex +3 Wis +0
Con +0 Int +0 Cha +1
Equipment Great Spear, Javelins, Scale Armor
Mature Wood-Blood, level 6 goon soldier
Medium Exalt
Initiative +9
Senses Perception +3
Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
Hit Points 33; Bloodied 16
AC 23; Fortitude 20; Reflex 18; Will 15
Speed 5
Thorn Spear (standard; at-will)
+13 vs. AC; 6 damage and target is marked until the end of the wood-blood’s next turn.
Vine Javelin (standard; at-will)
Ranged 10/20; +13 vs. AC; 6 damage.
Languages Common
Str +6 Dex +4 Wis +0
Con +0 Int +0 Cha +1
Equipment Great Spear, Javelins, Scale Armor
Young Water-Blood, level 1 goon controller
Medium Exalt
Initiative +3
Senses Perception +0
Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
Hit Points 18; Bloodied 9
AC 15; Fortitude 16; Reflex 14; Will 12
Speed 6
Water Blast (standard; at-will)
Ranged 10; +4 vs. Fortitude; 4 damage and the target is pushed 3 squares.
Long Sword (standard; at-will)
+6 vs. AC; 4 damage.
Long Bow (standard; at-will)
Ranged 20/40; +6 vs. AC; 4 damage.
Languages Common
Str +0 Dex +3 Wis +0
Con +5 Int +0 Cha +1
Equipment Long Sword, Long Bow, Leather Armor
Mature Water-Blood, level 6 goon controller
Medium Exalt
Initiative +7
Senses Perception +3
Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
Hit Points 39; Bloodied 19
AC 20; Fortitude 21; Reflex 19; Will 16
Speed 6
Water Blast (standard; at-will)
Blast 3; +9 vs. Fortitude; 6 damage and the target is pushed 4 squares.
Long Sword (standard; at-will)
+11 vs. AC; 6 damage.
Long Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Languages Common
Str +0 Dex +4 Wis +0
Con +6 Int +0 Cha +1
Equipment Long Sword, Long Bow, Leather Armor
The Death Knights
Young Death Knight, level 1 lurker
Medium Exalt
Initiative +9
Senses Perception +0; darkvision
Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
Hit Points 22; Bloodied 11
AC 15; Fortitude 13; Reflex 15; Will 11
Resist necrotic 15
Speed 6; shadow teleport 6
Sly Blade (standard; at-will)
+6 vs. AC; 1d4+4 damage.
Sly Blade (standard; at-will)
Ranged 5/10; +6 vs. AC; 1d4+4 damage.
Hungry Blade (standard; encounter)
+6 vs. AC; 1d6+8 damage and ongoing 5 necrotic damage (save ends).
Combat Advantage
The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
Alignment Evil
Languages Common
Skills Stealth +10
Str +3 Dex +5 Wis +0
Con +0 Int +0 Cha +1
Equipment Jagged Blade, Leather Armor
Mature Death Knight, level 6 lurker
Medium Exalt
Initiative +13
Senses Perception +3; darkvision
Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
Hit Points 52; Bloodied 26
AC 15; Fortitude 18; Reflex 20; Will 15
Resist necrotic 20
Speed 6; shadow teleport 6
Sly Blade (standard; at-will)
+6 vs. AC; 2d4+5 damage.
Sly Blade (standard; at-will)
Ranged 5/10; +6 vs. AC; 2d4+5 damage.
Hungry Blade (standard; encounter)
+6 vs. AC; 2d6+10 damage and ongoing 5 necrotic damage (save ends).
Combat Advantage
The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
Alignment Evil
Languages Common
Skills Stealth +14
Str +4 Dex +6 Wis +0
Con +0 Int +0 Cha +1
Equipment Jagged Blade, Leather Armor