Hey guys. I'm running a paragon evil campaign, and in this next adventure I'm using a freelancer necromancer that the party has run across, so they're taking him out for their current, and his former, employer.

I wanted something different for this guy to use, and almost everyone in our group is a huge fan of L4D. So, I took a night off from schoowork to stat out these guys. Lemmee know what you think, and fast. These delicious mo fos make their debut tonight at 8:00 Eastern!

Thanks!

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Hunter Level 14 Lurker
(Medium natural animate, undead)
Initiative: +18 Senses: Perception +16; darkvision
HP 106; Bloodied: 53
AC 28; Fortitude 26, Reflex 28, Will 25
Immune: disease, poison; Resist 15 necrotic; Vulnerable 10 radiant
Speed 8 Climb 8
Claw(Standard, At-Will
+19 vs AC; 2d6 + 6 damage.
Double Claw(Standard, At-Will, can only be used against a pinned enemy.)
The Hunter makes two claw attacks.
Pounce:(Move; recharge 5, 6)
The Hunter shifts up to 8 squares. Then he makes the following attack: +19 vs Reflex; the target is grabbed, restrained, and prone(until escape). Both the Hunter and the target slides the remainder of the 8 squares.
Leap:(Move; recharge 4, 5, 6)
The Hunter shifts up to 8 squares.
Crouching Figure:
The Hunter has concealment when he is adjacent to 2 or more allies.
Skills: Acrobatics +19, Stealth +19
Str 20(+12) Dex 24(+14) Wis 18(+11)
Con 16(+10) Int 14(+9) Cha 11(+7)


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Smoker Level 14 Artillery
(Medium natural animate, undead)
Initiative: +10 Senses: Perception +8; darkvision
Smokerís Haze: Aura 2. Any allies, as well as the Smoker, within the Smokerís aura, gain concealment against enemies more than 5 squares away.
HP 106; Bloodied: 53
AC 26; Fortitude 25; Reflex 28, Will 26
Immune: disease, poison; Resist 15 necrotic; Vulnerable 10 radiant
Speed 6 Climb 6
Claw(Standard, At-Will)
+19 vs AC; 2d8 + 6 damage.
Tongue Lash:(Standard, Ranged 10, Recharge 5,6)
+17 vs Reflex; 2d8 + 6 damage and ongoing 5 acid damage, the target is restrained, and is pulled adjacent to the Smoker. It grants combat advantage to the Smoker and all of the Smokerís allies.
Sniper: When the Smoker makes a ranged attack from hiding and misses, it is still considered to be hiding.
Skills: Acrobatics +19, Stealth +19
Str 20(+12) Dex 24(+14) Wis 18(+11)
Con 16(+10) Int 14(+9) Cha 11(+7)


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Boomer Level 14 Controller
(Medium natural animate, undead)
Initiative: +10 Senses: Perception +8; darkvision
HP: 120 Bloodied: 60
AC 26; Fortitude 25; Reflex 28, Will 28
Immune: disease, poison; Resist 15 necrotic; Vulnerable 10 radiant
Speed 5 Climb 5
Slam:
+19 vs AC; 2d6+ 6 damage.
Vomit:(Standard; Close blast 3, targets enemies; Recharge 5,6) +17 vs Fortitude. The target is covered in green bile (save ends). An infected horde appears at the start of the next initiative round. The target is blinded while covered in green bile. Any other infected gain a +5 to damage rolls against targets covered in green bile.
Death Throes:
When the Boomer becomes bloodied, and also when it is reduced to 0 or less hit points, it instantly recharges and makes a Vomit attack that is close burst 3 instead of close blast 3.
Str 24(+17) Dex 11(+7) Wis 12(+8)
Con 20(+14) Int 11(+7) Cha 11(+7)

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Tank Level 14 Elite Brute
(Large natural animate, undead)
Initiative: +12 Senses: Perception + 12; darkvision
HP: 300 Bloodied 150
AC: 26; Fortititude 28; Reflex 22; Will 23
Immune: disease, poison; Resist 15 necrotic; Vulnerable 10 radiant
Saving Throws: +2
Speed 5 Climb 5
Action Points: 1
Slam(Standard; At-Will)
Reach 2; +17 vs AC; 2d8 + 9 damage and the target is pushed 1 square.
Double Attack(Standard; At-Will):
The Tank makes 2 slam attacks.
Rubble Toss(Standard; Recharge 4, 5, 6):
Ranged 10; +17 vs. AC; 1d10 + 9 damage, and the target is pushed 3 squares
Tank Smash:(Standard; Recharge 5, 6):
Reach 2; +17 vs AC; 4d10 + 9 damage, and the target is knocked prone. Miss: Half damage
Str 26(+18) Dex 11(+7) Wis 12(+8)
Con 24(+17) Int 11(+7) Cha 11(+7)

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Infected Level 14 Skirmisher Minion
(Medium natural animate, undead)
Initiative: +10 Senses: Perception +16; darkvision
HP 1 (a missed attack never damages a minion)
AC 28; Fortitude 26, Reflex 24, Will 25
Immune: disease, poison; Resist 15 necrotic; Vulnerable 10 radiant,20 critical hit.
Speed 6 Climb 6
Claw(Standard, At-Will)
+19 vs AC; 9 damage.
Infected Brutality:
Infected deal an extra 6 damage against targets they have combat advantage against.
Skills: Stealth +19, Acrobatics +19
Str 20(+12) Dex 20(+12) Wis 18(+11)
Con 16(+10) Int 14(+9) Cha 11(+7)

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Witch Level 14 Elite Skirmisher
(Medium natural animate, undead)
Initiative: +15 Senses: Perception + 8; darkvision
HP: 276 Bloodied 138
AC: 28(32 while sobbing); Fortititude 25(27); Reflex 27(29); Will 25(27) see Sobbing
Immune: disease, poison; Resist 15 necrotic; Vulnerable 10 radiant
Saving Throws: +2
Speed 12 Climb 6
Action Points: 1
Claw(Minor, At-Will):
+19 vs AC; 2d6 + 6 damage.
Frantic Lunge(Standard):
+19 vs AC; the witch must charge as part of this attack, 2d6 + 6 damage, and the target is knocked prone.
Sobbing:
When the Witch is first encountered, she is prone and sobbing hysterically. While sobbing, the Witch gains a +2 to all defenses. The Witch becomes startled when a radiant, lightning, fire, or thunder power is used within 10 squares of her, or a light source shines on her. After which she stands up as a move action on her turn, and beats the everliving **** outta the mo fo that startled her.
Unnatural Fury:
The Witch doesnít take opportunity attacks while charging.
Skills: Stealth +18
Str 20(+12) Dex 26(+18) Wis 12(+8)
Con 20(+12) Int 11(+7) Cha 11(+7)


Too powerful? They have an optimized Swordmage and Lightning Sorcerer. The players behind them are damn near geniuses too. But if you think there's no way five level 11s should EVER fight these, lemmee know.