I'm just popping into home before dashing to the library (Thomas Ligotti, M John Harrison and a Physics Textbook!), and I figured this to be an opportunity to expose my shameful descent into Type IV Dungeons & Dragons (...the bright side is that our gaming group pretty much hit rock bottom, got ourselves clean, and started playing healthy, old-tyme D&D).
So here's some rat-bastard-DM Sword & Sorcery monsters I made for my deceased-and-never-returning 4th edition campaign; once I'm done running about and taking care or chores I'll catch up with your emails and comments.
BOG ALLOSAUR
This  bipedal horse-sized dinosaur looks like a hybrid between an allosaur  and an alligator.  It has muscular forearms that end in fierce webbed  talons and a thick, long armor-plated tail.
 Bog  allosaurs are smallish carnosaurs found in tropical swamplands. They  are vicious and intelligent for dinosaurs, and play cat-and-mouse games  with their prey.
6th Level Elite Skirmisher 
 Large natural beast; XP 500 
Initiative +9 Senses Perception +8
HP 145; Bloodied 70
AC 22; Fortitude 22, Reflex 21, Will 16
Saving Throws  +2 
Speed 8 (swamp walk), swim 6, see also hop
Action Points 1 
 [melee basic] Bite (standard; at-will)
 Reach 2, +11 vs. AC; 2d6+4 damage.
 [melee basic] Tail Lash (move; at will)
Reach  2; +9 vs AC; 1d6+4 damage and the bog allosaur makes a secondary attack  against the target; +9 vs fortitude; the allosaur can push the target 1  square and the target is prone. 
 [melee] Talons (move; at-will)
  +11 vs AC; 1d8+4 damage.
Hop (move; the bog Allosaur cannot be 
 swimming; recharge 5-6)
 The allosaur shifts up to 8 squares. As a standard action this can be used as a Charge action.
Spring Upon Fallen (move; an enemy must be 
 prone and within 3 squares of the bog allosaur; recharge 6)
 The allosaur shifts up to 3 squares so that it is adjacent to or in a prone enemy’s square, then makes 2 talon attacks against it.
Predatory Lunge (immediate interrupt; when a prone 
 enemy within 2 squares of the bog Allosaur stands ups; recharge 6)
 The allosaur makes a bite attack against the enemy within 2 squares that is standing up.
Threatening Reach
 The allosaur can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned Languages -
Skills Stealth +12
Str 21(+8)              Dex 18 (+7)          Wis10 (+3)
Con 16 (+6)         Int 3 (-1)                Cha 12 (+4)
Tactics
 Bog allosaurs attempt to stalk their prey from the water. When they attack they will move or hop with range to use tail lash, using an action point to spring upon fallen is an enemy is knocked prone. Once in melee they will use bite and tail lash attacks in order to knock foes prone and use spring upon fallen and predatory lunge.
Lore
 A character knows the following information with a successful nature check:
DC 15: Bog allosaurs are fierce, cunning predators of the tropical swamps. They are known to cruelly toy with their prey.
Encounter Groups
 Bog  allosaurs usually hunt in pairs. Sometimes lizardfolk tribes  domesticate bog allosaurs and black dragons have been known to keep them  as guard beasts.
 
  
CARNIVOROUS FLYING MONKEY SWARM
Tiny monkeys, with fluffy gold and white fur, are thickly clustered on the tree branches. There must be hundreds of them!
 Fierce  predators that haunt tropical forests, their appearance is deceptive as  their jaws contain dozens of serrated blade-like teeth that shred the  flesh of their prey.
5th Level Elite Skirmisher 
 Large natural beast (swarm); XP 400 
Initiative +7 Senses Perception +7; low-light vision
Swarm Attack aura 1; the monkey 
 swarm makes a Swarm of Teeth as a free action against each enemy that begins its turn in or enters the aura.
HP 120; Bloodied 60
AC 21; Fortitude 16, Reflex 20, Will 15
Saving Throws  +2 
Resist Half damage from melee and ranged attacks 
Speed 6 (forest walk), climb 6, see also gliding flaps
Action Points 1 
[basic melee] Swarm of Teeth (standard; at-will)
 Reach 2, +10 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends).
Gliding Flaps (move; recharge 4- 6)
 The monkey swarm has a fly speed of 6 until the end of its turn and may immediately fly 6 squares as part of this action.
Swarm up the Haft (immediate reaction, when attacked 
 by a melee attack; at will)
 The monkey swarm makes a Swarm of Teeth attack against its attacker.
Alignment Unaligned Languages -
Skills Acrobatics +16
Str 10 (+2)             Dex 18 (+6)          Wis10 (+2)
Con 12 (+3)         Int 2 (-2)                Cha 15 (+4)
Tactics
 Carnivorous  Flying Monkey Swarms try to overtake their prey, attempting to devour  them alive. They will continue to attack unconscious enemies. A bloodied  swarm will flee.
Lore
 A character knows the following information with a successful Nature check:
DC 15:  Carnivorous flying monkeys, despite their name, do not actually fly but  instead glide on flaps of skin between their 'arms' and 'legs,' much  like the flying squirrel. 
DC 20: Stories tell of foul jungle cults that would train carnivorous flying monkeys to serve as guardians.
Encounter Groups
 In  the wild multiple swarms will occasionally hunt together. Sometimes a  swarm will form a symbiotic relationship with another predator. They  have been used as living traps in the menageries of decadent overlords.
 
GLOW MUTANT
Emanating  a sickly green glow is a manlike figure with rotting flesh, in some  places the yellowing bones are revealed. There is an unpleasant metallic  taste in your mouth and a ringing in your ears.
 In  some places, powerful radiations warp creatures that dwell therein.  Glow Mutants are the end result of generations of humanoids dwelling in  such lands. They are usually starving, as their glow and slow shamble  inhibits their ability to hunt, as well as the lack of forage in the  wastelands they inhabit. However, their metabolism allows them to  survive for decades on minimal amounts of food and water.
5th Level Elite Brute
 Medium aberrant humanoid; XP 400
Initiative +2; Senses Perception +2; tremorsense 10
Sickly Glow aura 5; provides dim light in the area 
 of  the aura; enemies that begin their turn or enter the aura takes 5 acid,  necrotic and poison damage. Aberrant creatures are immune to this  effect.
Sensory Interference  aura 20; enemies within the aura 
 have a -5 penalty to all perception checks, as well as passive perception. Aberrant creatures are immune to this effect.
HP 155; Bloodied 75
AC 17; Fortitude 22; Reflex 18; Will 19
Saving Throws +2
Immune Disease; Resist acid 10, cold 5, poison 10, lightning 
 5, fire 5, necrotic 10
Speed 4; unable to run or charge
Action Points 1
 [melee basic] Slam (standard; at will)
 +8 vs. AC; 1d8+4 damage and the Glow Mutant makes a secondary attack against its target; +6 vs.. fortitude; target falls prone.
 [melee] Groping Flailing Limb (standard, at-will)
 +6  Vs. reflex; 1d4+4 damage and the target is grabbed until escape. The  target is subject to a -5 penalty on efforts to escape the grab.
 [melee] Gnaw on Victim (standard, can be used on    
 targets that are immobilized, stunned or unconscious, at will) * Acid, Healing, Necrotic, Poison
 +8 Vs. AC; 2d6+4 damage plus ongoing 5 acid, necrotic and poison damage (save ends) and the Glow Mutant regains 10 hit points.
 [ranged] Throw Rubble (standard; recharge 6)
 Ranged  10; +6 Vs. Reflex; 1d8+4 damage and the Glow Mutant  makes a secondary  attack against the target; +6 vs.. fortitude; target falls prone.
 [close] Radioactive Vomit (minor; recharges when 
 bloodied) * Acid, Necrotic, Poison
 Close blast 2; +6 vs. reflex; the target takes ongoing 10 acid, necrotic and poison damage and is dazed (save ends both).
Alignment  Evil; Languages Telepathy 5
Skills Endurance +16
Str 18 (+6)             Dex 10 (+2)          Wis10 (+2)
Con 18 (+6)         Int 6 (0)                  Cha 3 (-2)
Tactics
 A Glow Mutant will Throw Rubble at enemies as they close. Once engaged it will use Radioactive Vomit before attempting to grab an enemy with Groping Flailing Limb and then using Gnaw on Victim to finish off its prey.
Lore
 A character will know the following information with a successful Arcana check:
DC 15:  Glow Mutants are degenerate, pitiful inhabitants of regions poisoned by strange energies.
DC 20:  Many times the blasted wastes that Glow Mutants haunt are the product of powerful weapons used by lost ancient races.
Encounter Groups
 Foulspawn  tribes will often allow Glow Mutants to join their ranks. As well,  powerful aberrant creatures are sometimes worshipped and served by Glow  Mutants.
 
MAN-EATING APE
 These brutal beasts are thought to be carnivorous relations of Gigantopithecus. As their name implies, Man-Eating Apes stalk and devour humans and humanoids. They lurk where settled lands abut fierce wilderness, foraying into civilized regions to hunt.
Man-Eating Hill Ape
This  man-sized ape matted orange-brown fur hanging from its back and its  unusually long arms, but otherwise has sparse hair, which exposes its  heavy wrinkled grayish hide. Boar-like tusks protrude from its drooling  jaws. 
 Man-Eating Hill Apes are found in rocky and hilly regions that border civilization.
4th Level Brute
 Large natural beast; XP 175
Initiative +4; Senses Perception +2; low-light vision
HP 70; Bloodied 35
AC 18; Fortitude 18; Reflex 15; Will 13
Speed 6; Climb 3 
 [melee basic] Talons (standard; at-will)
 Reach 2: +7 vs. AC; 1d8+4 damage.
 [melee basic] Tusked Jaws (standard; at will)
                 +7 vs. AC; 1d12+4 damage. See also 
 [melee]                 Limb From Limb (standard; at-will)
 The  hill ape makes 2 talon attacks. If both talons strike the hill ape will  pull a medium size or smaller target 1 square, unless the target is  already adjacent. If the target is now or already was adjacent to the  hill ape, it makes a tusked jaws attack against the target as a free action.
 [ranged] Hurl Rock Fragment (standard; recharge 6)
 Range 8/16; +7 vs. AC; 1d6+4 damage.
Threatening Reach
 The hill ape can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Unaligned; Languages -
Skills Athletics +11, Stealth +9
Str 19 (+6)             Dex 15 (+4)          Wis 11 (+2)
Con 18 (+6)         Int 4 ( +0)              Cha 10 (+2)
Tactics
 Man-Eating Hill Apes will hurl rock fragment, move within range of their talons and make limb from limb attacks, attempting to drag their prey towards them and use free tusked jaws attacks. They are fierce hunters and will fight to the death.
Lore
 With a successful Nature check a character will know the following information
DC 15:  Man-Eating Hill Apes are smaller than other Man-Eating Ape species, and  it is theorized that may be the result of such apes breeding with  apemen or orcs.
Encounter Groups
 As well as their own small family groups, hill apes are kept as guard beasts by apemen, cavemen, hobgoblins and oni.
 
Degenerate Man-Eating Ape
This  massive white ape is covered with long silky white fur except for its  leathery gray chest and head. It milky white eyes appear to be  sightless.
 In  ages past man-eating apes were trapped in subterranean regions, their  inbred blind descendants adapted to their sightless environment.  Degenerate Man-Eating Apes are found in deep caverns and underground  ruins.
6th Level Brute
 Large natural beast (blind); XP 250
Initiative +6; Senses Perception +3; tremorsense 5; 
 blindsense 20; see also Echolocation.
HP 90; Bloodied 45
AC 18; Fortitude 21; Reflex 18; Will 15
Speed 6; Climb 3 
 [melee basic] Talons (standard; at-will)
 Reach  2: +9 vs. AC; 2d8+4 damage and the target is subject to a secondary  attack; +7 vs. Reflex; target is grabbed until it escapes.
 [ranged] Hurl Rock Fragment (standard; recharge 6)
                 Range 8/16; +7 vs AC; 1d6+4 damage.
 [melee] Fling (standard; can only be used on 
 medium or smaller targets that the Degenerate Man Eating Ape has grabbed; recharge 5-6)
 +7 vs. Fortitude; target takes  3d8+4 damage, is pushed 3 squares and is prone.
Echolocation
 If the Degenerate Man-Eating Ape is deafened it loses its blindsense ability.
Alignment Unaligned; Languages -
Skills Athletics +14, Stealth +11
Str 22 (+9)             Dex 16 (+6)          Wis 10 (+3)
Con 19 (+7)         Int 3 (-1)                                Cha 8 (+2)
Tactics
 Degenerate Man-Eating Apes attempt to ambush their prey, once they lose the element to surprise, they Hurl Rock Fragments at their foes as the close in to grab and Fling their enemies. Once they are bloodied or lose half their number they generally will flee.
Lore
 A character will know the following with a successful Dungeoneering check:
DC 15: Degenerate Man-Eating Apes are blind subterranean predators. They use sound in order to “see” their surroundings.
Encounter Groups
 Degenerate  Man-Eating apes hunt in small family groups. They are sometimes  domesticated by Grimlocks or Drow, and Subghouls are known to join their  packs.
 
SUBGHOUL
Child-sized,  a pale and twisted stunted parody if the human form, bestial in aspect  with cracked fangs, broken talons and ropy mats of gray hair.
 These  loathsome beings are found in ruins and tombs as well as desolate  wastes. They ravenously hunger for flesh, especially that of humanoids.
1st Level Soldier
 Small natural humanoid (undead); XP 100
Initiative  +5; Senses Perception +0; darkvision
HP 30; Bloodied 15
AC 17; Fortitude 14; Reflex 16; Will 12; see also Swarming      
Mob
Immune:  disease, poison; Resist: 5 necrotic; Vulnerable 5              
 radiant
Speed 6; Climb 3
 (melee basic) Chilling Talons (standard; at will) * Fear
 +8  vs. AC; 1d6+2 damage and the target is slowed (save ends); if the  target is already slowed the target is then immobilized (save ends).
 (melee) Bestial Feasting (standard; at will; target must be 
 immobilized, stunned or unconscious) * Healing
 +6 vs. AC; 2d6+2 damage, the subghoul regains 5 hit points and the target is dazed (save ends).
Swarming Mob
 The subghoul gains +2 to all defenses if either itself or its attacker is adjacent to 2 additional allies.
Alignment Chaotic Evil; Languages -
Skills Stealth +9
Str 14 (+2)             Dex 17 (+3)          Wis 11 (+0)
Con 15 (+2)         Int 6 (-2)                                Cha 10 (+0)
Tactics
 Subghouls attempt to overwhelm their foes, trapping them with their Chilling Talons and then gorge themselves with Bestial Feasting. They generally will attempt to flee once half their number has been slain.
Lore
 A character will know the following with a successful skill check:
ReligionDC 15: Subghouls are thought to be either the twisted offspring of ghouls or the result of especially stunted beings becoming ghouls.
Arcana DC 20:  Certain vile arcanists have bound Subghouls to their service using ancient rituals. 
Encounter Groups
 Although  they often form their own packs, Subghouls can be found trailing after  ghouls, other undead as well degenerate man-eating apes packs.
 
YIG-YIG
Looking  much like short, sallow, wiry humans clad in loincloths and bone  jewelry, with their black hair in a ‘bowl-cut,’ closer examination  reveals the yellow eyes with the slit-pupils of a snake, serpentine  fangs and scattered patches of skin with a scaly texture.
 The  descendants of a pre-human race of serpent-worshippers, the Yig-Yigs  have bred with both their scaly gods and mankind over the eons, becoming  a race of deformed primitives. They live a tribal existence in  sweltering tropical jungles; those who are favored in the eyes of the  dark powers they serve are gifted with unnatural longevity and  supernatural powers.  These Elders retire to the Fang Temples where they  serve their deity for centuries. Under normal circumstances, yig-yigs  will try to render their enemies unconscious, taking them captive and  delivering them to their masters. 
Lore
 A character will know the following information with a successful Nature check:
DC 15: Jungle primitives that worship snakes and dark powers, Yig-Yigs have a fondness for poison.  
Encounter Groups
 Yig-Yigs  will serve Yuan-Ti and will sometimes ally themselves with Lizardfolk  tribes. Occasional Green Dragons will dominate Yig-Yigs tribes.
Yig-Yig Wretch
This  group is filthy and emaciated; their skin has a jaundiced hue and many  filthy sores. They clutch thigh bones and bronze daggers in their claw  like hands.
2nd Level Minion
 Medium Natural Humanoid; XP 31
Initiative +3; Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion
AC 14; Fortitude 13, Reflex 13, Will 12
Resist 5 poison
Speed 6 (8 while charging, forest walk)
 [melee basic] Bronze Dagger or Bone Club(standard, at will) * weapon
 +5 vs. AC; 4 damage; see also Overwhelming Mob.
 [ranged basic] Thrown Rock (standard, at-will) * weapon
 range 5/10; +5 vs. AC;  4 damage; see also Overwhelming Mob.
 [melee] Grasping Hands (move, at-will)
 +3 vs. Reflex; the target is grabbed until escape; see also Overwhelming Mob.
Overwhelming Mob
 The yig-yig wretch gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +6, Stealth +7
Str  12 (+2)             Dex 12 (+2)          Wis10 (+1)
Con 12 (+2)         Int 8 (+0)               Cha 8 (+0)
Equipment bronze dagger or bone club, 2 rocks
Tactics
 While some wretches Throw Rocks from a distance, others engage their foes, alternating weapon attacks and Grasping Hands to surround and pin down their foes.
 
Yig-Yig Fanatic
They  have shaved head, crude face paint and their eyes are flashing with  battle madness. Skull totems decorate their bodies and they bear cruel  bronze scimitars.
5th level Minion
 Medium natural humanoids; XP 50
Initiative +4; Senses Perception +2; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 16, Reflex 16, Will 14
Resist 10 poison
Speed 6 (8 while charging, forest walk)
 melee basic] Bronze Scimitar (standard; at-will) * Weapon
 +11 vs. AC; 5 damage; see also Overwhelming Mob.
 [melee] Hacking Fanatic(standard; recharge when the 
 yig-yig fanatic charges or bloodies an enemy; may be used as part of a charge action) * Weapon
 The yig-yig fanatic makes 2 Bronze Scimitar attacks against the same target.
Overwhelming Mob
 The yig-yig fanatic gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +10, Stealth +9
Str 16(+5)              Dex 14 (+4)          Wis 10 (+2)
Con 12 (+3)         Int 9 (+1)               Cha 11 (+2)
Equipment bronze scimitar, 3 javelins
Tactics
 Usually  fanatics use Stealth to hide until in prime position to ambush. If they  notice that a foe is bloodied, often fanatics that are combating other  enemies will shift away from their current adversary and charge to use Hacking Fanatic against the bloodied foe.
 
Yig-Yig Savage
Clad in a simple loinclout, it carries a club with a crude stone head and a bundle of feathered javelins. 
2nd Level Brute
 Medium natural humanoid, XP 125
Initiative +3; Senses Perception +1; low-light vision
HP 30; Bloodied 15
AC 14; Fortitude 15, Reflex 14, Will 13
Resist 5 poison
Speed 6 (8 while charging, forest walk)
 [melee basic] Stone Club (standard; at-will) * Weapon
 +7 vs. AC; 1d6 + 5 damage; see also overwhelming mob.
 [ranged] Javelin (standard; at-will) * Weapon
 Range 10/20; +5 vs. AC; 1d6 + 3 damage; see also overwhelming mob.
 [melee] Savage Fury(standard; recharges when 
 the yig-yig savage is bloodied, can be made as part of a charge action) * Weapon
 The yig-yig savage makes 2 Stone Club attacks against the same target.
Overwhelming Mob
 The yig-yig savage gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target
Alignment Evil; Languages Draconic
Skills Athletics +9, Stealth +7
Str 16 (+4)             Dex 12 (+2)          Wis 10 (+1)
Con 12 (+2)         Int 9 (+0)               Cha 11 (+1)
Equipment stone club, 3 javelins
Tactics
 A  group of yig-yig savages will use Stealth to hide in the dense jungle  foliage, launching an ambush with thrown javelins. They will then harass  their enemies, taking advantage of their forest walk ability and the  cover provided by vegetation to throw javelins before charging their  foes using Savage Fury. 
 
Yig-Yig Spearthrower
Your foe carries a bamboo spear in one hand and a feathered javelin in the other. More javelins are in a quiver on the hip.
3rd Level Skirmisher
 Medium Natural Humanoid; XP 150
Initiative +5; Senses Perception +1; low-light vision
HP 45; Bloodied 20
AC 15; Fortitude 16, Reflex 15, Will 13
Resist  5 poison
Speed 6 (8 while charging, forest walk)
 [melee basic] Spear (standard; at-will) * Weapon
 +8 vs. AC; 1d8+4 damage; see also overwhelming mob.
 [ranged basic] Javelin (standard; at-will) * Weapon
 Range 10/20; +8 vs. AC; 1d6+4 damage; see also overwhelming mob.
 [ranged] Pointed Disengagement (standard; 
 recharge 5-6) * Weapon
 The yig-yig spearthrower makes a melee spear attack, shifts 6 squares and makes a javelin attack; see also overwhelming mob.
Overwhelming Mob
 The yig-yig spearthrower gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment Evil; Languages Draconic
Skills Athletics +9, Stealth +7
Str 17 (+4)             Dex 14 (+3)          Wis 10 (+1)
Con 13 (+2)         Int 9 (0)                  Cha 11 (+1)
Equipment spear, 5 javelins
Tactics
 Yig-Yig Spearthrowers will skirmish with their foes before attempting to flank their foes to fully benefit from Overwhelming Mob. Once bloodied they will use pointed disengagement to get out of melee and to a safe distance from which to throw javelins.
 
Yig-Yig Headhunter
Tiger-stripes  of black and green paint streak the body and face of the enemy that  darts out of the foliage holding a menacing bronze scimitar. Shrunken  human heads hang from its belt and a bundle of javelins are strapped to  its back.
4th Level Lurker
 Medium natural humanoid, XP 175
Initiative +7; Senses Perception +4; low-light vision
HP 45; Bloodied 20
AC 18; Fortitude 17, Reflex 17, Will 16; see also Confusing Mob
Resist 5 poison
Speed 6 (8 while charging, forest walk), climb 3
 [melee basic] Bronze Scimitar (standard; at-will) * Weapon
 +9 vs. AC; 1d8 + 4 damage (1d8+13 on a critical)
 [ranged] Poisoned Javelin (standard; at-will) * Weapon
 Range  10/20; +9 vs. AC; 1d6 + 4 damage, and the yig-yig headhunter makes a  secondary attack against the target. Secondary Attack: +7 vs..  Fortitude; the target takes ongoing 5 poison damage and is dazed (save  ends both). A target that is reduced to 0 HP by the poison damage of a Poisoned Javelin is not dying but unconscious.
 [melee] Decapitation Attempt(standard; when the Yig-Yig 
 Headhunter has combat advantage against a foe; at-will; can be used as part of a charge action) * Weapon
 The yig-yig headhunter makes 2 Bronze Scimitar attacks against the same target.
 [melee] Bloodthirsty (immediate reaction; when an 
 adjacent enemy is reduced to bloodied state; at-will) * Weapon
 The yig-yig headhunter makes a Bronze Scimitar attack against the bloodied foe.
Confusing Mob
 The yig-yig headhunter gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Sniper
 A hidden yig-yig headhunter that misses with a ranged attack remains hidden.
Alignment Evil; Languages Draconic
Skills Athletics +10, Stealth +10
Str 17 (+5)             Dex 17 (+5)          Wis 15 (+4)
Con 15 (+4)         Int 10 (+2)             Cha 12 (+3)
Equipment  bronze scimitar, 5 poisoned javelins
Tactics
 Yig-Yig  Headhunters hide in the dense underbrush or tree branches of the  jungle, throwing their javelins from the shadows as their allies attack,  charging when an opportunity to use decapitation attempt is presented. If a fight is going well they will disengage from melee and hurl Poisoned Javelins at badly injured enemies. 
 
Yig-Yig Witchdoctor
This  figure is garbed in colorful feathers and snake skins Human skulls and  shrunken heads hang from the belt and fetishes dangle from the spear and  blowpipe it carries.
4th level Controller
 Medium natural humanoid; XP 175
Initiative +2; Senses Perception +11, low-light vision
HP 55; Bloodied 25
AC 17; Fortitude 14, Reflex 15, Will 17; see also Confusing Mob
Resist 5 poison
Speed 6 (forest walk)
 [melee basic] Poisoned Spear (standard; at-1ill) * Poison, 
Weapon
 +9  vs. AC; 1d8+2 damage and the target and the target is subject to a  secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the  target is dazed.(save ends both). A target that is reduced to 0 HP by  the poison damage of a Poisoned Spear is not dying but unconscious.
 [ranged] Blowpipe (standard; at-will) * Poison, Weapon
 Range  5/10; +9 vs. AC; 1 damage and the target is subject to a secondary  attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is  dazed(save ends both). A target that is reduced to 0 HP by the poison  damage of a Blowpipe is not dying but unconscious.
 [ranged] Juju Eye (standard; recharge 5-6) * Fear, Gaze, 
Psychic
 Range  20; +8 vs. Will; 2d6+4 psychic damage, the target is stunned (save  ends) and the Yig-Yig Witchdoctor regains 10 hit points.
 [area] Phantom Serpents (standard; recharge 5-6) *
poison, zone
 Range  10; burst 1; the area of the burst becomes a zone that lasts until the  end of the encounter; enemies treat the area of the zone as difficult  terrain; enemies that begin or enter their turn in the zone are subject  to an attack; +8 vs. Reflex;; 2d4 damage and the target is subject to a  secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the  target is dazed. dazed (save ends both). A target that is reduced to 0  HP by the poison damage of Phantom Serpents is not dying but unconscious.
 [close] Battle Chant (move; at-will) * Fear
 Close  burst 10; creatures that are deafened are immune; all enemies in area  take -2 on their attacks until the beginning of the Yig-Yig  Witchdoctor’s Next Turn.
Confusing Mob
 The Yig-Yig Witchdoctor gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Alignment Evil; Languages Draconic, Common
Skills  Intimidate +10
Str 10 (+2)             Dex 12 (+3)          Wis 19 (+6)
Con 12 (+3)         Int 15 (+4)             Cha 16 (+5)
Equipment poisoned spear, blowpipe and 5 poisoned darts
Tactics
 A Yig-Yig Witchdoctor will use Phantom Serpents and Battle Chant as soon as its enemies are in range.  It will continue to use Battle Chant while alternating  between Phantom Serpent and Blowpipe attacks. While injured the witchdoctor will use Juju Eye as much as possible.
Oh those poor creatures! I just want to grab a machete and cut them free of those encumbering masses of numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers.
ReplyDelete"It's ok. No one's going to do that to you again. Here, have an adventurer to chew. That good? Yes? Who's a good Degenerate Man-Eating Ape?"
Wow, just looking at those stat blocks makes me wince in pain.
ReplyDeleteI don't even know what half those stats are. So that's D&D now. Huh.
ReplyDeleteGreat concepts there though. I want to make a Gonzo Monster Manual some day...
I have no idea what any of this means, except that "CARNIVOROUS FLYING MONKEY SWARM" sounds good.
ReplyDeleteThose stat blocks pale in comparison to 3.X edition D&D. I will have to borrow some of these some time for my 4E game.
ReplyDeleteHurts....my....brain....
ReplyDeleteHere's my Sham-style Sanitized for 0E conversion sheet:
Sanitized for OE consumption:
Bog Allosaur:
HD 18 AC 0
Swarm o'Flying Monkeys
HD 15 AC 1
Glow Mutants
HD 19 AC 3
Man Eating Ape
HD 8 AC 2
Degen. Man Eating Ape
HD 11 AC 2
Sub Ghoul
HD 3 AC 3
YIG YIG Wretch
HD 1 (1 HP) AC 6
Fanatic
HD 1/1HP AC 4
Savage
HD 3 AC 6
Spearthrower
HD 5 AC 5
Headhunter
HD 5 AC 2
Witchdoctor
HD 6 AC 3
Obviously I have no idea how 4E works, so those numbers may be way off from how one would actually convert 'em, but whatevs yo.
@ Pat: That would be awesome!
ReplyDelete@ Erin: good times for the DM perhaps...
@ Greg: True, but I do dig how 3.x stats are more easily converted to oldschool D&D. Glad that they might be some use...ler me know how it goes if you end up using any :)
@ JJ: You forgot the movement rates :D