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	<title>Área Cinza &#187; Monstros</title>
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	<description>Notícias Sobre a Indústria do RPG e o Mundo Nerd em Geral</description>
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	<copyright>Copyright © Área Cinza 2011 </copyright>
	<managingEditor>rocha@areacinza.org (Área Cinza)</managingEditor>
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	<ttl>1440</ttl>
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		<title>Área Cinza</title>
		<link>http://www.areacinza.org</link>
		<width>144</width>
		<height>144</height>
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	<itunes:subtitle></itunes:subtitle>
	<itunes:summary>Notícias Sobre a Indústria do RPG e o Mundo Nerd em Geral</itunes:summary>
	<itunes:keywords></itunes:keywords>
	<itunes:category text="Society &#38; Culture" />
	<itunes:author>Área Cinza</itunes:author>
	<itunes:owner>
		<itunes:name>Área Cinza</itunes:name>
		<itunes:email>rocha@areacinza.org</itunes:email>
	</itunes:owner>
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		<item>
		<title>Depois do Draconomicon I, a capa do Monster Manual II</title>
		<link>http://www.areacinza.org/2008/09/depois-do-draconomicon-i-a-capa-do-monster-manual-ii/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=depois-do-draconomicon-i-a-capa-do-monster-manual-ii</link>
		<comments>http://www.areacinza.org/2008/09/depois-do-draconomicon-i-a-capa-do-monster-manual-ii/#comments</comments>
		<pubDate>Mon, 29 Sep 2008 20:26:40 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[Monstros]]></category>

		<guid isPermaLink="false">http://www.areacinza.org/?p=932</guid>
		<description><![CDATA[Depois do primeiro Draconomicon ter aparecido na Amazon semana passada, é a vez do seu primo básico, o Monster Manual 2 dar as caras com uma capa excelente &#8211; um ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.areacinza.org/wp-content/uploads/2008/09/51org3cwzl_ss500_11.jpg"><img class="size-medium wp-image-933 alignright" title="51org3cwzl_ss500_" src="http://www.areacinza.org/wp-content/uploads/2008/09/51org3cwzl_ss500_-221x300.jpg" alt="" width="221" height="300" /></a>Depois do <a href="http://www.areacinza.org/?p=905" target="_blank">primeiro <em>Draconomicon</em> ter aparecido na Amazon</a> semana passada, é a vez do seu primo básico, o <a href="http://www.amazon.com/Monster-Manual-4th-D-Supplement/dp/078695101X/ref=pd_bbs_sr_1?ie=UTF8&amp;s=books&amp;qid=1222630102&amp;sr=8-1" target="_blank">Monster Manual 2 dar as caras com uma capa excelente</a> &#8211; um Demogorgon!</p>
<p>No entanto quase nenhuma informação é dada sobre o livro, apenas que será lançado em Maio de 2009, com 224 páginas, 58 a menos que o <em>Monster Manual I</em> da 4ª edição, por $34,95 pratas (ou $23,07 com o desconto camarada/monopolista da Amazon), o mesmo preço do primeiro (e mais grosso) <em>MM</em>.</p>
<p>Quando tiver alguma informação sobre o conteúdo ou os autores pode saber que estarão aqui!</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Listas de monstros e rituais</title>
		<link>http://www.areacinza.org/2008/09/listas-de-monstros-e-rituais/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=listas-de-monstros-e-rituais</link>
		<comments>http://www.areacinza.org/2008/09/listas-de-monstros-e-rituais/#comments</comments>
		<pubDate>Mon, 08 Sep 2008 10:59:56 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[Monstros]]></category>
		<category><![CDATA[Rituais]]></category>
		<category><![CDATA[Útil!]]></category>

		<guid isPermaLink="false">http://www.areacinza.org/?p=559</guid>
		<description><![CDATA[O Jonathan do blog The Core Mechanic criou uma lista das criaturas apresentadas no Monster Manual, divididas por nível, papel, e a grande diferença para a lista no final do ...]]></description>
			<content:encoded><![CDATA[<p>O <span class="post-author vcard"><span class="fn">Jonathan</span></span> do blog <a href="http://thecoremechanic.blogspot.com" target="_blank">The Core Mechanic</a> criou <a href="http://spreadsheets.google.com/pub?key=p6th3bqNYPfmt_CdY8qDUZw&amp;gid=0" target="_blank">uma lista das criaturas apresentadas no <em>Monster Manual</em></a>, divididas por nível, papel, e a grande diferença para a lista no final do <em>MM</em> &#8211; com a divisão por habitat/terreno que existia na terceira edição. Dei uma testada rápida e gostei bastante, ótimo material de referência, principalmente para quem gosta de ficar pensando aventuras no trabalho sem os livros básicos por perto!</p>
<p>Outra criação bacana dele é a <a href="http://spreadsheets.google.com/pub?key=p6th3bqNYPflsFyxmZsAEcw" target="_blank">lista de rituais</a>, que inclui não só os apresentados no <em>Player&#8217;s Handbook</em>, mas também os publicados na <em>Dragon</em> e <em>Dungeon</em>, com o link de referência e tudo. Se ele continuar atualizando a lista, em breve ela será não apenas gigantesca, mas essencial para ter acesso rapidamente a todas as magias. Muito bom!</p>
<p><strong>UPDATE:</strong> Ele atualizou a listas de monstros com os que foram publicados na <em>Dungeon</em> #155 e <em>Dragon</em> #364. 61 novos monstros!</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Monstros!</title>
		<link>http://www.areacinza.org/2008/03/monstros/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=monstros</link>
		<comments>http://www.areacinza.org/2008/03/monstros/#comments</comments>
		<pubDate>Sat, 01 Mar 2008 12:41:21 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[D&D Experience]]></category>
		<category><![CDATA[ENWorld]]></category>
		<category><![CDATA[Monstros]]></category>

		<guid isPermaLink="false">http://www.seculargames.com/areacinza/?p=174</guid>
		<description><![CDATA[Em um esforço muito legal os caras do critical-hits.com e da ENWorld tiraram fotos das fichas de alguns monstros na D&#38;D Experience, e as estatísticas de alguns deles já foram ...]]></description>
			<content:encoded><![CDATA[<p>Em um esforço muito legal os caras do <a href="http://www.critical-hits.com/" target="_blank">critical-hits.com</a> e da <a href="http://www.enworld.org/" target="_blank">ENWorld</a> tiraram fotos das fichas de alguns monstros na D&amp;D Experience, e as estatísticas de alguns deles já foram decifrados!</p>
<p>Os primeiros vêm diretamente do <a href="http://www.critical-hits.com/2008/02/29/want-to-play-4e-dd-tonight/" target="_blank">critical-hits.com</a> e foram tirados das cartas da expansão <em>Dungeons of Dread</em> de D&amp;D Miniatures:</p>
<blockquote><p><strong> Chillborn<br />
Medium Natural Animate (Undead)</strong><br />
<strong>Level 6 Soldier</strong><br />
AC 22, FORT 21, REF 17, WILL 17, HP 48, Bloodied 24, Init +5, Spd 4<br />
<strong>Senses: </strong>Perception +3. Immune: Poison, Resist: cold 10, nec 10, wpn 10<br />
<strong>Weakness: </strong>Massive Dmg, Vuln rad 5<br />
<strong>Attacks: Melee Slam</strong> +14 vs AC; 1d6+6 AND Followup<br />
<strong>Followup</strong> +9 vs Fort; Immobilized 1 rd<br />
<strong>Ice Reaper</strong> +5 cold dmg to Immobilized or Stunned</p>
<p><strong>Abilities: Massive Damage:</strong> Destroyed by single atk of 24+ dmg<br />
<strong>Wintry Cloud:</strong> Creatures take 2 cold dmg at start of their turns for each chillborn within 5 (max 8 dmg)<br />
Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10), Cha +5 (15)</p>
<p><span id="more-1383"> </span></p>
<p><strong>Deathjump Spider<br />
Medium Natural Beast (Spider)<br />
Level 4 Skirmisher<br />
</strong>AC 18, Fort 14, Ref 17, Will 14, HP 38, Bloodied 19, Init +5, Spd 6, Clb 6, Jmp 6<br />
<strong>Senses</strong> darkvision, Perception +9<br />
<strong>Attacks: Melee Bite</strong> +11 vs AC; 1d10+4<br />
<strong>Limited Powers: Melee, Death from Above: </strong>Standard, jmp 6 AND bite +11 vs AC 2d10+4. Rchrg 6<br />
<strong>Prodigious Leap</strong>: Move, jmp 12, no opp attacks. Rchg 5.<br />
Str +4 (15), Con +4 (15), Dex +5 (16), Int -2 (2), Wis +4 (14), Cha +3 (13)</p>
<p><strong>Goblin Picador<br />
Small Natural Humanoid<br />
Level 2 Controller</strong><br />
AC 16, Fort 14, Ref 16, Will 10, HP 26, Bloodied 13, Init +9, Spd 6<br />
<strong>Senses:</strong> Perception +1<br />
<strong>Attacks: Melee:</strong> Harpoon +9 vs AC, 1d4+3 plus Harpooned (see text)<br />
<strong>Ranged:</strong> Thrown Harpoon Rg 5, +9 vs AC, 1d4+3 plus Harpooned (see text)<br />
<strong>Melee:</strong> Tug of War Standard, M or smaller Harpooned enemy; +4 vs Fort; pull 3 (pull 1 on miss).<br />
<strong>Abilities:</strong> <strong>Goblin Tactics </strong>Whenever a Melee attack against it misses, can immed shift away from attacker.<br />
<strong>Harpooned </strong>Can’t move more than 5 from this creature. Remove standard; Str vs Fort.<br />
Str +4 (16), Con +2 (13), Dex +5 (18), Int +0 (8), Wis +1 (10), Cha +0 (8)</p>
<p><strong>Defiant Rake<br />
Medium Natural Humanoid<br />
Level 5 Skirmisher</strong><br />
AC 21, Fort 13, Ref 17, Will 16, HP 45, Bloodied 22, Init +7, Spd 6<br />
<strong>Senses:</strong> Perception +2<br />
<strong>Attacks: Melee: </strong>Rapier +11 vs AC; 1d8+5<br />
<strong>Ranged:</strong> Hand Crossbow Rg 10/20; +11 vs AC; 1d6+5<br />
<strong>Sneak Attack</strong> +2d6 dmg with cbt adv<br />
<strong>Limited Powers: Snap Shot</strong> Minor; hand scross bow atk. Rchg 5.<br />
<strong>Wicked Dodge</strong> Reaction, when target of melee atk; +9 vs Will; atk automatically misses OR instead targets any other creature within attacker’s reach (your choice). Rchg 5.<br />
<strong>Skills:</strong> Bluff +11, Stealth +12, Thievery +12<br />
Str +2 (10), Con +3 (12), Dex +7 (20), Int +3 (12), Wis +2 (10), Cha +6 (18)</p>
<p><strong>Vampire Spawn<br />
Medium Natural Humanoid (Undead)<br />
Level 6 Minion (Brute)</strong><br />
AC 18, Fort 15, Ref 16, Will 15, HP 10, Bloodied 5, Init +11, Spd 7<br />
<strong>Senses</strong> darkvision; Perception +4<br />
<strong>Immune </strong>poison, <strong>Resist </strong>nec 10, <strong>Weakness </strong>vuln rad 5<br />
<strong>Attacks: Melee</strong> Claw +11 vs AC; 3 (5 to Bloodied)<br />
<strong>Group Attack</strong> +3 dmg per additional vampire spawn (+5 to Bloodied)<br />
<strong>Abilities</strong>: Regenerate 3<br />
<strong>Skills</strong>: Stealth +11<br />
Str +5 (14), Con +5 (14), Dex +6 (16), Int +3 (10), Wis +4 (12), Cha +5 (14)</p></blockquote>
<p>Os outros foram retirados das <a href="http://picasaweb.google.com/gertiebarden/MonsterStats" target="_blank">fotos que o usuário Xath postou na ENWorld</a>:</p>
<blockquote><p><strong> HUMANOIDS</strong></p>
<p><strong>Human Guard<br />
Level 1 Soldier</strong><br />
Medium natural humanoid<br />
XP 100<br />
Initiative + 4<br />
<strong> Senses</strong> Perception +5<br />
HP 31; Bloodied 15<br />
AC 16; Fortitude 14, Reflex 13, Will 12<br />
Speed 5<br />
<strong> Halberd</strong> (standard; at will) • Weapon<br />
Reach 2; +8 vs. AC; 1d10+2 damage, and the target is marked until the end of the human guard’s next turn.<br />
<strong> Powerful Strike </strong>(standard, recharge 5,6) • Weapon<br />
Requires Halberd; Reach 2; +8 vs. AC; 1d10+6 damage, and the target is knocked prone.<br />
<strong> Crossbow </strong>(standard; at will) • Weapon<br />
Range  15/30; +7 vs. AC 1d8+1 damage<br />
Alignment Any	Languages Common<br />
<strong> Skills:</strong> Streetwise +5<br />
Str 15 (+2)	Dex  14 (+2)	Wis 11 (+0)<br />
Con 15 (+2)	Int 10 (+0)	Cha 12 (+1)<br />
<strong> Equipment</strong> chainmail, crossbow, halberd, 20 bolts</p>
<p><strong> Human Bandit<br />
Level 1 Skirmisher</strong><br />
Medium natural humanoid<br />
XP 100<br />
Initiative +6<br />
<strong> Senses</strong> Perception +1<br />
HP 30; Bloodied 15<br />
AC 16; Fortitude 12, Reflex 14, Will 12<br />
Speed 6<br />
<strong> Mace</strong> (standard; at will) • Weapon<br />
+4 vs. AC; 1d8+1 damage, and human bandit shifts 1 square.<br />
<strong> Dagger</strong> (standard; at will) • Weapon<br />
Range 5/10; +5 vs. AC; 1d4+1 damage<br />
<strong> ????? </strong>(standard, encounter) • Weapon<br />
Requires Mace; +4 vs. AC; 1d8+1 damage, the target is dazed until the end of the human bandit’s next turn, and the human bandit shifts 1 square.<br />
Alignment Any	Languages Common<br />
<strong> Skills:</strong> Stealth +5, Streetwise +7, Thievery +5<br />
Str 12 (+1)	Dex  17 (+3)	Wis 11 (+0)<br />
Con 13 (+1)	Int 10 (+0)	Cha 12 (+1)<br />
<strong> Equipment</strong> leather armor, mace, 4 daggers</p>
<p><strong> Human Berserker<br />
Level 3 Brute</strong><br />
Medium natural humanoid<br />
XP 150<br />
Initiative +2<br />
<strong> Senses</strong> Perception +1<br />
HP 56; Bloodied28; see also battle fury<br />
AC 14; Fortitude 14, Reflex 13, Will 13<br />
Speed 7<br />
<strong> Greataxe</strong> (standard; at will) • Weapon<br />
+6 vs. AC; 1d12+4 damage (crit 1d12+16).<br />
<strong> Battle Fury</strong> (immediate reaction, when first bloodied; encounter)<br />
The human berserker makes a melee basic attack with a +4 bonus to the attack and deals an extra 1d6 damage on a hit.<br />
<strong> Handaxe </strong>(standard; at will) • Weapon<br />
Range 5/10; +4 vs. AC; 1d6+3 damage.<br />
Alignment Any	Languages Common<br />
<strong> Skills:</strong> Athletics  +9, Endurance +9<br />
Str 17 (+4)	Dex  12 (+2)	Wis 11 (+0)<br />
Con 16 (+4)	Int 10 (+1)	Cha 12 (+1)<br />
<strong> Equipment</strong> leather armor, greataxe, 2 handaxes</p>
<p><strong> Human Mage<br />
Level 4 Artillery (leader)</strong><br />
Medium natural humanoid<br />
XP 175<br />
Initiative +4<br />
<strong> Senses</strong> Perception +5<br />
HP 42; Bloodied 21<br />
AC 17; Fortitude+13, Reflex+14, Will +15<br />
Speed 6<br />
<strong> Quarterstaff </strong>(standard; at will) • Weapon<br />
+4 vs. AC 1d8 damage.<br />
<strong> Magic Missile</strong> (standard; at will) • Force<br />
Range 20; +7 vs. Reflex; 2d4+4 force damage.<br />
<strong> Dancing Lightning</strong> (standard; encounter) • Lightning<br />
The mage makes a separate attack against 3 different targets range 10; +7 vs. Reflex; 1d6+4 lightning damage.<br />
<strong> Thunder Burst</strong> (standard; encounter) • Thunder<br />
Area burst 1 within 10; +7 vs. Fortitude; 1d8+4 thunder damage, and the target is dazed (save ends).<br />
Alignment Any	Languages Common<br />
<strong> Skills: </strong>Arcana +11<br />
Str 10 (+2)	Dex  14 (+4)	Wis 17 (+5)<br />
Con 12 (+3)	Int 18(+6)	Cha 12 (+3)<br />
<strong> Equipment </strong>robes, great staff, wand</p>
<p><strong> Shadar-kai Chainfighter<br />
Level 6 Skirmisher</strong><br />
Medium shadow humanoid<br />
XP 250<br />
Initiative +9<br />
<strong> Senses</strong> Perception +5; low-light vision<br />
HP 54; Bloodied 27<br />
AC 20; Fortitude 19, Reflex19, Will 17<br />
Speed 6; see also dance of death and shadow jaunt<br />
<strong> Spiked Chain</strong> (standard; at will) • Weapon<br />
Reach 2; +11 vs. AC; 2d4+3 damage.<br />
<strong> Dance of Death </strong>(standard, recharge 6) • Necrotic Weapon<br />
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.<br />
<strong> Shadow Jaunt </strong>(move; encounter) • Teleportation<br />
The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.<br />
Alignment Unaligned	Languages Common<br />
<strong> Skills:</strong> Acrobatics +14, Stealth +14<br />
Str 17 (+6)	Dex  18 (+7)	Wis 14 (+5)<br />
Con 12 (+4)	Int 10 (+3)	Cha 11 (+3)<br />
<strong> Equipment</strong> leather armor, spiked chain</p>
<p><strong>Orc Raider &#8211; Level 3 Soldier</strong><br />
Medium Natural Humanoid (Orc)<br />
Init +2; <strong>Senses</strong> low-light vision; Perception +2<br />
HP 32; Bloodied 16, see also Pain Rage<br />
AC 19; Fortitude 17 Reflex 14 Will 11<br />
Speed 6, Rapic Charge<br />
m <strong>Battleaxe </strong>(Standard; at-will) * Weapon<br />
+10 vs. AC; 1d12+4<br />
M <strong>Bloody Opportunist </strong>(Immediate, when an adjacent bloodied opponent misses with an melee attack; at will) * Weapon<br />
The Orc Raider can make a basic melee attack against that target<br />
<strong>Pain Rage</strong><br />
While Bloodied, the Orc Raider gets +2 atk/Def, +5 damage<br />
<strong>Rapid Charge</strong><br />
+2 Speed charging<br />
<strong>Skills:</strong> Endurance +8<br />
Str +5 Dex +2 Wis +2<br />
Con +3 Int +0 Cha +0</p>
<p><strong>Troglodyte Bonecrusher &#8211; Level 6 Soldier</strong><br />
Medium Natural Humanoid<br />
Init +4; <strong>Senses</strong> darkvision; Perception +5<br />
HP 51; Bloodied 25<br />
AC 21; Fortitude 21 Reflex 18 Will 17<br />
Speed 5<br />
m <strong>Greatclub </strong>(Standard; at-will) * Weapon<br />
+14 vs. AC; 2d4+4<br />
C <strong>Stench </strong>(Minor, at-will)<br />
Close burst 1; +10 vs. Fort; Slowed AND -2 atk/Def for the rest of the encounter. Troglodytes immune.<br />
<strong>Skills:</strong> Climb +12, Stealh +9<br />
Str +7 Dex +4 Wis +5<br />
Con +7 Int +3 Cha +4</p>
<p><strong>Bugbear Headreaver, Level 7 Brute</strong><br />
Medium Natural Humanoid<br />
Init +3; <strong>Senses</strong> Perception +3<br />
HP 62; Bloodied 31<br />
AC 20; Fortitude 17 Reflex 13 Will 14<br />
Speed 6<br />
m <strong>Large Greataxe </strong>(Standard; at-will) * Weapon<br />
+12 vs. AC; 2d10+4<br />
<strong>Reaver&#8217;s Prize </strong>(Minor; Recharge 6)<br />
When a melee attack reduces enemy to 0hp, it loses 1d6+5 hp AND this creature gains an extra standard action this turn<br />
<strong>Skills:</strong> Stealth +8<br />
Str +7 Dex +3 Wis +3<br />
Con +6 Int +1 Cha +4</p>
<p><strong>Gargoyle, Level 9 Lurker</strong><br />
Medium Elemental Humanoid (Earth)<br />
Init +7; <strong>Senses</strong> Perception +12<br />
HP 46; Bloodied 23<br />
AC 24; Fortitude 22 Reflex 19 Will 19<br />
Speed 5, Fly 7<br />
m <strong>Claw </strong>(Standard; at-will)<br />
+15 vs. AC; 1d10+6<br />
M <strong>Earthpower Ram </strong>(Standard; at-will)<br />
Must leave Stone Form on the same turn first; Shift (fly) 7 squares in a straight line and make a claw attack against each creature within reach during move<br />
<strong>Stone Form </strong>(Standard; at-will)<br />
Statue (Resist 25 all, no actions except Minor to leave stone form)<br />
<strong>Skills:</strong> Stealth +12<br />
Str +9 Dex +7 Wis +7<br />
Con +7 Int +3 Cha +4</p>
<p><strong>Dwarf Warlord, Level 12 Soldier (Leader)</strong><br />
Medium Natural Humanoid<br />
Init<strong> </strong>+11; <strong>Senses</strong> perception +11<br />
HP 83; Bloodied 41<br />
AC 28; Fortitude 23 Reflex 21 Will 17<br />
Speed 5<br />
m <strong>+3 Battleaxe </strong>(Standard; at-will) * Weapon<br />
+17 vs. AC; 1d12+8<br />
r <strong>+3 Crossbow </strong>(Standard; at-will) * Weapon<br />
Range 15/30; +15 vs. AC; 1d8+3<br />
M <strong>Drive into Peril </strong>(Standard; Recharge 5) * Weapon<br />
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it<br />
C <strong>Hold the line </strong>(Standard; Recharge 6)<br />
Close burst 5; Allies get +4 AC untill end of this creature&#8217;s next turn.<br />
<strong>Rally the Troops </strong>(Immediate; Recharge 4)<br />
Range 5; target ally can use a healing surge<br />
<strong>Skills:</strong> Endurance +10, Perception +11<br />
Str +11 Dex +6 Wis +6<br />
Con +8 Int +9 Cha +7</p>
<p><strong>GOBLINOIDS</strong></p>
<p><strong> Hobgoblin Warcaster<br />
Level 3 Controller (Leader)</strong><br />
Medium natural humanoid (goblin)<br />
XP 150<br />
Initiative: +5<br />
<strong> Senses:</strong> Perception +4; low-light vision<br />
HP 46; Bloodied 23<br />
AC 17; Fortitude 13, Reflex 15, Will 14<br />
Speed 6<br />
<strong> Staff</strong> (Standard; at will) • Weapon<br />
+8 vs. AC; 1d8+1 damage<br />
<strong> Shock Staff</strong> (Standard; recharge 4,5,6) • Lightning, Weapon<br />
+8 vs. AC; 2d10+4 lightning damage, and target is dazed until the end of goblin warcaster’s next turn.<br />
<strong> Force Lance</strong> (standard, recharge 4,5,6) • Force<br />
Range 5; +7 vs. Fortitude; 2d6+4 force damage, and the target slides 3 squares<br />
<strong> Force Pulse</strong> (standard, recharge 4,5,6) • Force<br />
Close Blast 5; +7 vs. Reflex; 2d8+4 force damage, and the target is pushed 1 square and knocked prone. Miss half damage, and the target is neither pushed nor knocked prone.<br />
<strong> Hobgoblin Resilience </strong>(immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin warcaster makes an immediate save against the effect.<br />
Alignment Evil	Languages Common, Goblin<br />
<strong> Skills:</strong> Arcana +10, Athletics +4, Stealth +10<br />
Str 13 (+2)	Dex  14 (+3)	Wis 16 (+4)<br />
Con 14 (+3)	Int 19 (+5)	Cha 13 (+2)<br />
<strong> Equipment</strong> Robes, Staff</p>
<p><strong> Hobgoblin Soldier<br />
Level 3 Soldier</strong><br />
Medium natural humanoid (goblin)<br />
XP 150<br />
Initiative: +7<br />
Senses<br />
HP 47; Bloodied 23<br />
AC 20 (22 with Phalanx Soldier);<br />
Fortitude 18, Reflex 16, Will 16<br />
Speed 5<br />
<strong> Flail </strong>(standard; at will) • Weapon<br />
+7 vs. AC; 1d10+4 damage, the target is slowed until the end of the hobgoblin soldier’s next turn, and the target is marked until the end of the hobgoblin soldier’s next turn.<br />
<strong> Formation Strike</strong> (standard; at will) • Weapon<br />
Requires Flail; +7 vs. AC; 1d10+4 damage, and the hobgoblin soldier shifts one square provided it ends in a space adjacent to another hobgoblin.<br />
<strong> Hobgoblin Resilience </strong>(immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin soldier makes an immediate save against the effect.<br />
Phalanx Soldier<br />
The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it Alignment Evil Languages Common, Goblin<br />
<strong> Skills:</strong> Athletics +12,  Stealth +10<br />
Str 19 (+5)	Dex  14 (+3)	Wis 14 (+3)<br />
Con 15 (+3)	Int 11 (+1)	Cha 10 (+1)<br />
<strong> Equipment</strong> Scale armor, heavy shield, flail</p>
<p><strong> Hobgoblin Archer<br />
Level 3 Artillery</strong><br />
Medium natural humanoid (goblin)<br />
XP 150<br />
Initiative +7<br />
<strong> Senses</strong> Perception +8; low-light vision<br />
HP 39; Bloodied 19<br />
AC 17; Fortitude 13, Reflex 15, Will 13<br />
Speed 6<br />
<strong> Longsword </strong>(standard; at will) • Weapon<br />
+6 vs. AC; 1d8+2 damage<br />
<strong> Longbow </strong>(standard; at will) • Weapon<br />
Range 20/40; +9 vs. AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the target.<br />
<strong> Hobgoblin Resilience</strong> (immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin soldier makes an immediate save against the effect.<br />
Alignment Evil	Languages Common, Goblin<br />
<strong> Skills: </strong>Athletics +5,  Stealth +12<br />
Str 14 (+3)	Dex  19 (+5)	Wis 14 (+3)<br />
Con 15 (+3)	Int 11 (+1)	Cha 10 (+1)<br />
<strong> Equipment</strong> leather armor, longsword, longbow, quiver of 30 arrows</p>
<p><strong>Kobold Archer, Level 2 Artillery</strong><br />
Small Natural Humanoid<br />
Init +9; <strong>Senses</strong> Perception +2<br />
HP 23; Bloodied 11<br />
AC 16; Fortitude 11 Reflex 15 Will 13<br />
Speed 6<br />
m <strong>Dagger </strong>(Standard; at-will) * Weapon<br />
+8 vs. AC; 1d3<br />
r <strong>Shortbow </strong>(Standard; at-will) * Weapon<br />
Range 10/20; +9 vs. AC; 1d4+4, see also Fragile Confidence<br />
<strong>Easily Frightened</strong><br />
Fear effects get +2 attack against this creature<br />
<strong>Fragile Confidence</strong><br />
Shorbow +5 attack untill attacked<br />
<strong>Shifty </strong>(Minor; at-will)<br />
Shift 1 square<br />
<strong>Skills:</strong> Initiative +9<br />
Str +0 Dex +4 Wis +2<br />
Con +1 Int -1 Cha +0</p>
<p><strong> UNDEADS</strong></p>
<p><strong>Skeleton Warrior<br />
Level 3 Soldier</strong><br />
Medium natural animate (undead)<br />
XP 150<br />
Initiative +6<br />
<strong> Senses</strong> Perception +3; darkvision<br />
HP 45; Bloodied 22<br />
AC 18; Fortitude 15, Reflex 16; Will 15<br />
<strong> Immune</strong> disease, poison<br />
<strong> Resist</strong> 10 necrotic<br />
<strong> Vulnerable</strong> 5 radiant<br />
Speed 5<br />
<strong> Longsword</strong> (standard; at will) • Weapon<br />
+10 vs. AC; 1d8+2, and the target is marked until the end of the skeleton warrior’s next turn, see also speed of the dead.<br />
<strong> Speed of the Dead</strong><br />
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.<br />
Alignment Unaligned	Languages -<br />
Str 15 (+3)	Dex  17 (+4)	Wis 14 (+3)<br />
Con 13 (+2)	Int 3 (-3)	Cha 3 (-3)<br />
<strong> Equipment</strong> chainmail, light shield, longsword</p>
<p><strong> Blazing Skeleton<br />
Level 5 Artillery</strong><br />
Medium natural animate (undead)<br />
XP 200<br />
Initiative +6<br />
<strong> Senses</strong> Perception +4; darkvision<br />
<strong> Fiery Aura</strong> (Fire) aura 1; any creature starts its turn in the area takes 5 fire damage.<br />
HP 53; Bloodied 26<br />
AC 19; Fortitude 15, Reflex 18, Will16<br />
<strong> Immune</strong> disease, poison<br />
<strong> Resist</strong> 10 fire, 10 necrotic<br />
<strong> Vulnerable</strong> 5 radiant<br />
Speed 6<br />
<strong> Blazing Claw</strong> (standard; at will) • Fire<br />
+8 vs. AC; 1d4+1 damage, and ongoing 5 fire damage (save ends)<br />
<strong> Flame Orb</strong> (standard; at will) • Fire<br />
Range 10; +8 vs. Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends)<br />
Alignment Unaligned	Languages -<br />
Str 13 (+3)	Dex  18 (+6)	Wis 15 (+4)<br />
Con 17 (+5)	Int 4 (-1)	Cha 6 (-0)</p>
<p><strong> Boneshard Skeleton<br />
Level 5 Brute</strong><br />
Medium natural animate (undead)<br />
Initiative +5<br />
<strong> Senses</strong> Perception +4; darkvision<br />
HP 77; Bloodied 38, seen boneshard burst<br />
AC17; Fortitude 16, Reflex 16, Will 15<br />
<strong> Immune</strong> disease, poison<br />
<strong> Resist</strong> 10 necrotic<br />
<strong> Vulnerable</strong> 5 radiant<br />
Speed 6<br />
<strong> Scimitar</strong> (standard; at will) • Necrotic, Weapon<br />
+9 vs. AC; 1d8+3 damage (crit 1d8+11) plus 5 necrotic damage (save ends).<br />
<strong> Boneshard</strong> (standard; at will) • Necrotic<br />
+9 vs. AC; 1d4+3 damage, and ongoing 5 necrotic damage (save ends)<br />
<strong> Boneshard Burst</strong> (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit point) • Necrotic<br />
Close burst 3; +8 vs. Reflex; 2d6+3 necrotic damage.<br />
Alignment Unaligned	Languages -<br />
Str 16 (+5)	Dex  16 (+5)	Wis 14 (+4)<br />
Con 17 (+5)	Int 3 (-2)	Cha 3 (-2)</p>
<p><strong>Skeletal Tomb Guardian, Level 10 Elite Brute</strong><br />
Medium Natural Animate (Undead)<br />
Init +9; <strong>Senses</strong> darkvision; Perception +12<br />
HP 112; Bloodied 56<br />
AC 23; Fortitude 22 Reflex 23 Will 20<br />
Speed 8<br />
m <strong>Scimitar </strong>(Standard; at-will) * Weapon<br />
+16 vs. AC; 1d8+6<br />
M <strong>Twin Scimitars </strong>(Standard; at-will) * Weapon<br />
Make two Scimitar attacks<br />
M <strong>Bloodletting </strong>(Immediate, when an enemy becomes bloodied by a melee attack; at-will) * Weapon<br />
A scimitar attack against that enemy<br />
M <strong>Cascade of Steel </strong>(Standard; at-will) * Weapon<br />
+16 vs. AC; 1d8+6 AND repeat. Maximum 4 attacks<br />
M <strong>Looming Threat </strong>(Reaction, when an adjacent enemy shifts; at-will) * Weapon<br />
A Scimitar attack against that enemy<br />
M <strong>Sudden Riposte </strong>(Immediate, when an adjacent enemy misses with a melee attack; at-will) * Weapon<br />
A scimitar attack against that enemy<br />
<strong>Multiple Threats</strong><br />
Adjacent enemies are flanked<br />
Str +6 Dex +11 Wis +7<br />
Con +8 Int +2 Cha +5</p>
<p><strong> Boneclaw<br />
Level 14 Soldier</strong><br />
Large shadow animus (undead)<br />
XP 1000<br />
Initiative +15<br />
<strong> Senses</strong> Perception +13; darkvision<br />
HP 136; Bloodied 68, see also necrotic pulse<br />
AC 30; Fortitude 24, Reflex 27, Will 25<br />
<strong> Immune</strong> disease, poison<br />
<strong> Resist</strong> 20 necrotic<br />
<strong> Vulnerable</strong> 5 radiant<br />
Speed 8<br />
<strong> Claw</strong> (standard; at will)<br />
Reach 3; +20 vs. AC; 1d12+6 damage.<br />
<strong> Necrotic Pulse</strong> (immediate reaction, when first bloodied; encounter) • Healing, Necrotic<br />
Close Burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.<br />
<strong> Relentless Opportunist</strong><br />
If the boneclaw hits with an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.<br />
<strong> Threatening Reach</strong><br />
The boneclaw can make opportunity attacks against all enemies within its reach (3 squares).<br />
Alignment Unaligned	Languages –<br />
<strong> Skills</strong> Intimidate +16, Stealth +18<br />
Str 17 (+10)	Dex  23 (+13)	Wis 12 (+8)<br />
Con 16 (+10)	Int 10 (+7)	Cha 18 (+11)</p>
<p><strong> Bodak Skulk<br />
Level 16 Lurker</strong><br />
Medium shadow humanoid (undead)<br />
XP 1400<br />
Initiative +16<br />
<strong> Senses</strong> Perception +10; darkvision<br />
<strong> Agonizing Gaze</strong> (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or 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.<br />
HP 124; Bloodied 62<br />
AC 29; Fortitude 29, Reflex 27, Will 29<br />
<strong> Immunity</strong> disease, posion<br />
<strong> Resist</strong> 15 necrotic<br />
<strong> Vulnerable</strong> 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.<br />
Speed  6<br />
<strong> Slam</strong> (standard; at will) • Necrotic<br />
+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.<br />
<strong> Death Gaze</strong> (standard; encounter) • Necrotic<br />
Range 10; targets a living creature; +19 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points, otherwise the target takes 1d6+6 necrotic damage and loses 1 healing surge.<br />
<strong> Spectral Form</strong> (standard; at will)<br />
The bodak skulk 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.<br />
Alignment Unaligned	Languages -<br />
Str 21 (+13)	Dex  19 (+12)	Wis 15 (+10)<br />
Con 22 (+14)	Int 6 (+6)	Cha 23 (+14)</p>
<p><strong> Bodak Reaver<br />
Level 18 Soldier</strong><br />
Medium shadow humanoid (undead)<br />
XP 2000<br />
Initiative +16<br />
<strong> Senses</strong> Perception +12; darkvision<br />
<strong> Agonizing Gaze</strong> (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or 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.<br />
HP 175 Bloodied 87<br />
AC 31; Fortitude 31, Reflex 30, Will 31<br />
<strong> Immunity</strong> disease, posion<br />
<strong> Resist</strong> 15 necrotic<br />
<strong> Vulnerable</strong> 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.<br />
Speed 5<br />
<strong> Greataxe</strong> (standard; at will) • Necrotic Weapon<br />
+23 vs AC; 1d12+6 damage (crit 2d12+18) plus 1d8 necrotic damage, and the target is dazed and weakened (save ends both).<br />
<strong> Death Gaze</strong> (standard; encounter) • Necrotic<br />
Range 10; targets a living creature; +20 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points, otherwise the target takes 1d6+6 necrotic damage and loses 1 healing surge.<br />
<strong> Death Drinker</strong> • Healing<br />
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points.<br />
Alignment Unaligned	Languages -<br />
Str 22 (+15)	Dex  21 (+14)	Wis 16 (+12)<br />
Con 23 (+15)	Int 10 (+9)	Cha 23 (+15)<br />
<strong> Equipment</strong> plate armor, greataxe</p>
<p><strong><br />
OTHERS</strong></p>
<p><strong>Spined Devil<br />
Medium Immortal Humanoid (Devil)</strong><br />
Level 6 Skirmisher<br />
XP ?????<br />
Initiative +5<br />
<strong> Senses</strong> Perception +5, Nethersight<br />
Speed 5 Fly 7<br />
HP 57; Bloodied 28<br />
AC 20; Fortitude 18, Reflex 18, Will 18<br />
<strong> Resist</strong> 20 Fire<br />
<strong> Claw</strong> (standard; at will)<br />
+9 vs. AC; 2d4+4 damage.<br />
<strong> Double Attack</strong> (standard; at will)<br />
The spined devil makes two claw attacks.<br />
<strong> Spine Rain</strong> (standard; at will)<br />
Range 10; +9 Dex vs. Ref; 1d6+2 plus 2d6 Fire, and the target takes ongoing 5 poison damage and is slowed. (save ends both)<br />
Alignment Evil	Languages Supernal<br />
<strong> Skills: </strong>Spot +10<br />
Str 19 (+7)	Dex  14 (+5)	Wis 14 (+5)<br />
Con 15 (+5)	Int 15 (+5)	Cha 15 (+5)</p>
<p><strong>Hook Horror, Level 13 Soldier</strong><br />
Large Aberrant Beast<br />
Init +11; <strong>Senses</strong> darkvision; Perception +15<br />
HP 150; Bloodied 75<br />
AC 30; Fortitude 27 Reflex 24 Will 23<br />
Speed 6<br />
m <strong>Claw </strong>(Standard; at-will)<br />
Reach 2; +21 vs. AC; 1d10+8 AND Followup<br />
<em>Followup:</em> +19 vs. Fort; Large or smaller; pull 1 AND Restrained. Only 1 at a time<br />
M <strong>Feast </strong>(Standard; at-will)<br />
+21 vs. AC; Restrained only; 3d10+8<br />
M <strong>Fling </strong>(Standard; at-will)<br />
+21 vs. Fort; Restrained only; 2d10+8 AND push 4 AND knock prone<br />
<strong>Lethal</strong><br />
+4 attack against bloodied targets<br />
Str +14 Dex +11 Wis +10<br />
Con +12 Int +3 Cha +7</p>
<p><strong> Young Black Dragon<br />
Level 4 Solo Lurker</strong><br />
Large natural magical beast (aquatic, dragon)<br />
XP 875<br />
Initiative +11<br />
<strong> Senses</strong> Perception +9; darkvsion<br />
HP 280; Bloodied 140; see also bloodied breath<br />
AC 24; Fortitude 19, Reflex 21, Will 18<br />
<strong> Resist</strong> 15 acid<br />
Saving Throws +5<br />
Speed 7; fly 7 (clumsy), overland flight 10, swim 7<br />
Action Points 2<br />
<strong> Bite</strong> (standard; at will) • Acid<br />
Reach 2; +10 vs. AC; 1d6+3 damage and ongoing 5 acid damage (save ends)<br />
<strong> Claw</strong> (standard; at will)<br />
Reach 2; +8 vs. AC; 1d4+3 damage.<br />
<strong> Double Attack</strong> (standard; at will)<br />
The dragon makes 2 claw attacks.<br />
<strong> Tail Slash</strong> (immediate reaction, when a melee attack misses the dragon; at will)<br />
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.<br />
<strong> Breath Weapon</strong> (standard, recharge 5,6) • Acid<br />
Close blast 5; +7 vs. Reflex; 1d12+3 acid damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).<br />
<strong> Bloodied Breath</strong> (immediate reaction, when first bloodied; encounter) • Acid<br />
The dragon’s breath weapon recharges automatically, and the dragon uses it immediately.<br />
<strong> Cloud of Darkness</strong> (standard; sustain minor; recharge 3,4,5,6) • Zone<br />
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.<br />
<strong> Frightful Presence </strong>(standard; encounter) • Fear<br />
Close burst 5; targets enemies; +5 vs. Will; the target is stunned until the end of the dragons’ next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends)<br />
Alignment Evil	Languages Draconic<br />
<strong> Skills</strong> Nature +9, Stealth +17<br />
Str 16 (+5)	Dex  20 (+7)	Wis 15 (+4)<br />
Con 16 (+5)	Int 12 (+3)	Cha 10 (+2)</p>
<p><strong>TRAPS</strong></p>
<p><strong> Crushing Rock<br />
Level 2 Blaster Trap</strong><br />
XP 125<br />
A giant boulder that follows the route indicated on the map.<br />
<strong> Perception</strong><br />
No check is necessary to notice the crushing rock.<br />
Trigger Initiative +5<br />
The trap rolls initiative when the encounter begins. It has a speed 6.<br />
<strong> Attack</strong><br />
Standard Action • Melee<br />
Target: All creatures in the same space as the rock.<br />
Attack +7 vs. Reflex<br />
Hit: 2d6 damage, knock prone, and move that creature to the nearest open space of its choice.<br />
<strong> Countermeasures</strong><br />
• A character who makes a successful Athletics check DC 10, or DC 20 without a running start, can jump over the rock’s square.<br />
• An adjacent character to the rock can make a successful Strength check DC 19 to reduce the rock’s speed by 2. If the rock is reduced to 0 speed, it is disabled.</p>
<p><strong>ENCOUNTERS</strong></p>
<p>These appear to be some of the encounters in the dungeon delve.</p>
<p><strong> Encounter 3: Unexpected Visitors</strong><br />
2 hobgoblin soldiers (level 3 soldiers)<br />
2 hobgoblin archers (level 3 artillery)<br />
1 hobgoblin warcaster (level 3 controller)</p>
<p><strong> Encounter 4: The Big Boss</strong><br />
Set Up (Encounter Level 4)<br />
2 kobold slingers (level 1 artillery)<br />
1 kobold wyrmpriest (level 3 artillery)<br />
2 kobold dragonshields (level 2 soldiers)<br />
4 kobold minions (level 1 minions)<br />
1 crushing rock (level 3 trap)</p>
<p><strong> Encounter 5: Almost There&#8230;</strong><br />
Set Up (Encounter Level 4)<br />
3 human berserkers (level 3 brutes)<br />
1 human mage (level 4 artillery)<br />
1 shadark-kai chainfighter (level 6 skirmisher)</p></blockquote>
<p>A formatação dos monstros está um pouco diferente pois as estatísticas foram tiradas de várias fontes (cartas de DDM, páginas fotografadas do Monster Manual, e aventuras da D&amp;D Exp).</p>
<p>Observações gerais:</p>
<ul>
<li>Pelo visto os mortos-vivos todos são imunes a veneno. Isso parece óbvio, mas  pra quem joga DDM 2.0 os mortos-vivos não tem nenhum tipo de imunidade. Deve ter sido um erro do livro de regras&#8230;</li>
</ul>
<ul>
<li>Rchrg #, ou seja recharge e um número qualquer &#8211; até agora vimos 5 e 6, significa que todo o turno a criatura rola um d6. Se sair o(s) número(s) indicado(s), a habilidade  em questão é recarregada.</li>
</ul>
<ul>
<li>Necrotic (nec) é o dano maligno dessa edição. Radiant (rad) por outro lado é um tipo de ataque alinhado com as forças do bem (ui).</li>
</ul>
<ul>
<li>Todos os hobgoblins possuem a habilidade Hobgoblin Resilience, que permite ao personagem fazer um teste de resistência imediato contra um efeito do tipo <em>save ends</em> (que normalmente só pode ser resistido após ter tido efeito por um turno).</li>
</ul>
<ul>
<li>Algumas criaturas possuem letras antes dos seus ataques. Segundo as regras de DDM elas significam : [b] Basic (melee) attack, [M] Melee attack, [R] Ranged attack, [C] Close attack, [A] Area Attack.</li>
</ul>
<p>E sobre alguns monstros específicos:</p>
<ul>
<li>A característica Massive Damage do Chillborn é muito legal! O bicho perde mais da metade de seus pontos de vida em um só golpe e morre automaticamente. Quero ver isso em outras criaturas mais fracas!</li>
</ul>
<ul>
<li>Sobre o Kobold Archer, a iniciativa dele (+9) não condiz com seu bônus de Destreza, e a questão da perícia Initiative ainda esta sendo discutida, mas parece ser a teoria mais provável.</li>
</ul>
<ul>
<li>É, o Shadar-kai Chainfighter trouxe a baranguinha corrente de cravos de volta, que continua com reach 2 e causando 2d4 de dano básico. Ah sim, vendo pela habilidade Dance of Death, é bem provável que ela vai continuar sendo a melhor amiga dos powergamers!</li>
</ul>
<ul>
<li>Todos os hobgoblins estão excelentes, com muitos bônus para ataques em grupo e formações . Muito bom, finalmente estamos vendo uma representação mecânica da raça como a mais militarista e organizada dentro dos goblinóides.</li>
</ul>
<ul>
<li>A habilidade Earthpower Ram dos Gárgolas é muito foda! Um <em>shift</em> voador de 7 quadrados em linha reta, com um ataque em cada criatura no caminho! Prevejo muitas estátuas perigosas nas minhas aventuras&#8230;</li>
</ul>
<ul>
<li>Finalmente um warlord! Drive Into Peril é uma habilidade legal não apenas por permitir mudar a configuração do campo de batalha, mas também dar um ataque extra para um aliado, e Hold the Line dá +4 de CA para os aliados por um turno, piorzinha, mas deve ter seus momentos. Rally the Troops me parece mais útil, permitindo um aliado à distância usar a <em>healing surge</em> como uma ação imediata. Ideal para aqueles momentos em que parece que o companheiro não vai durar até seu próximo turno.</li>
</ul>
<ul>
<li>O Boneclaw é digno de respeito com seu reach 3, ótima Classe de Armadura, possibilidade de dar mais de um ataque de oportunidade e o <em>necrotic pulse</em>.</li>
</ul>
<ul>
<li>O Skeletal Tomb Guardian está satânico! Enquanto acertar seus ataques (o que não deve ser difícil com +16) ele pode atacar novamente, até um máximo de 4 ataques!</li>
</ul>
<ul>
<li>A olhada mortal dos Bodaks deu uma enfraquecida como esperado, afinal sabíamos que ataques de <em>save or die</em> não teriam vez na 4ª edição. Agora se a olhada acertar, o alvo cai com 0 pontos de vida. E mesmo se errar, o cara ainda toma um daninho e perde uma <em>healing surge</em>. Interessante.</li>
</ul>
<ul>
<li>Mesmo sendo de apenas 4° nível, o dragão negro jovem parece bem durão, e não foi sem motivo que matou mais da metade dos grupos de 1º nível (duh!) na aventura da D&amp;D Experience. Tail Slash garante um ataque extra <strong>sempre</strong> que algum personagem errar um ataque contra ele, a Breath Weapon com d12 de dano também pode causar um belo estrago em uma rolagem de sorte e ainda dá uma penalidade de -4 na CA dos alvos, algo que combina perfeitamente com a habilidade de dar duas garradas todo turno, até porque elas são meio vesgas com apenas +8 para acertar. E sem falar nos 280 pontos de vida. Putz&#8230;</li>
</ul>
<ul>
<li>O mais legal da Crushing Rock, uma armadilha bem básica, são as Countermeasures que pemitem com testes de perícia e atributos afetar ou evitar os efeitos da armadilha. Muito interessante, quero ver nas armadilhas mais complexas, acho que vão ficar muito divertidas!</li>
</ul>
<p>E finalmente a Wizards colocou <a href="http://www.wizards.com/dnd/files/ExperienceCharacters.zip" target="_blank">as fichas dos seis personagens de primeiro nível em PDF no seu site</a>. Claro que elas estão mais leves, bonitas e legíveis que as minhas : )</p>
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		<title>D&amp;D Podcast: Monstros!</title>
		<link>http://www.areacinza.org/2007/10/dd-podcast-monstros/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dd-podcast-monstros</link>
		<comments>http://www.areacinza.org/2007/10/dd-podcast-monstros/#comments</comments>
		<pubDate>Fri, 05 Oct 2007 18:59:00 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[Monstros]]></category>
		<category><![CDATA[podcast]]></category>

		<guid isPermaLink="false">http://www.seculargames.com/areacinza/?p=124</guid>
		<description><![CDATA[Saiu hoje o D&#38;D Podcast #16, e como foi anunciado no #15, este fala exclusivamente sobre monstros. Para isso, Dave Noonan e Mike Mearls chamaram o James Wyatt, que esta ...]]></description>
			<content:encoded><![CDATA[<p align="justify">Saiu hoje o <a href="http://www.wizards.com/default.asp?x=dnd/4pod/20071005e16" target="_blank"><em>D&amp;D Podcast</em> #16</a>, e como foi anunciado no #15, este fala exclusivamente sobre monstros. Para isso, Dave Noonan e Mike Mearls chamaram o James Wyatt, que esta coordenando o trabalho no novo <em>Monster Manual</em> e fizeram uma série de perguntas pro cara. Os destaques seguem abaixo:</p>
<p align="justify">Aos 1:30 James Wyatt fala sobre o critério que eles usaram para limar os monstros, e ele diz que o primeiro <em>Monster Manual</em><em> </em>da quarta edição será composta por uma mistura de criaturas clássicas, outras surgidas durante a terceira edição e algumas inéditas. Alguns monstros foram deliberadamente deixados de fora, como os Gigantes de Gelo, para serem incluídos nos próximos <em>Monster Manuals &#8211; </em>segundo ele todos os <em>Monster Manuals </em>e<em> Player&#8217;s Handbooks </em>da quarta edição serão considerados &#8220;core&#8221;<em>.</em></p>
<p align="justify">Aos seis minutos eles debatem as mudanças dos monstros, e o destaque entre elas é a diferenciação dos monstros humanóides, que nas edições anteriores eram muito parecidos, variando mais pelo seu Dado de Vida. Agora eles possuem estratégias e habilidades diferentes entre si &#8211; Gnolls lutam como uma matilha, hobgoblins são organizados como legionários, Goblins são esquivos e usam táticas de guerrilha. Os elementais também sofreram modificações, mas falaram pouco delas, provavelmente derivadas da fusão dos planos elementais.</p>
<p align="justify"><span style="font-weight: bold"></span>Logo depois, aos oito minutos, são comentados os papéis dos monstros nos combates, semelhantes aos dos personagens dos jogadores. São eles: <em>brutes</em> (aguentam muito dano mas não são necessariamente difíceis de acertar) ; <em>soldiers</em> (formam a linha de frente de proteção dos membros mais fracos); <em>controller</em>, <em>artillery</em> e <em>skirmirsh</em> ou <em>lurker</em> .</p>
<p align="justify">Aos 10 minutos James Wyatt respondeu sobre a adaptação dos monstros já existentes para a nova edição, e disse que muitos monstros estão mecanicamente bem diferentes, ainda que permaneçam fiéis a seu conceito original. Eles priorizaram a mesma lógica que sugeriram na adaptação de personagens para a nova edição: não se prendam aos números e habilidades, mas ao conceito central do personagem.</p>
<p align="justify"><span style="font-weight: bold"></span>Em 12:30 os três discutem que monstros têm um conceito interessante, masque foram mal desenvolvidos na terceira edição e Wyatt atira nos dragões! Segundo ele os dragões possuíam muitas habilidades e magias, mas eram difíceis de usar e geralmente não eram bons conjuradores. Parece que na nova edição os dragões não terão magia inata &#8211; a não ser é claro que adquiram níveis de classes conjuradoras.</p>
<p align="justify">Aos 18 minutos eles discutem as relações dos monstros entre si e com o mundo, e apontam para criaturas que na terceira edição teoricamente deveriam ser encontradas no mesmo habitat &#8211; como Azers e Gigantes do Fogo, mas que pela discrepância de seus CR um combate com as criaturas juntas era difícil de sair direito. Assim os Azers sofreram um upgrade, e terão CR que varia entre 14 e 17.</p>
<p align="justify">Aos 20 minutos James Wyatt da alguns exemplos de poderes e ataques de monstros interessantes<em>. </em>Ele cita três: Os dragões, que ao serem flanqueados ganham um ataque extra com a cauda como se fosse uma ação imediata; o Algoid, uma espécie de monstro formado por pequenas criaturas que muda de forma<span style="font-weight: bold"></span>; e a Briar Witch, uma espécie de Dríade que possui a habilidade de se teleportar até dez quadrados desde que termine e comece seu movimento próxima a uma árvore.</p>
<p align="justify">Finalmente Noonan e Mearls fazem um desafio para o James Wyatt e pedem para ele montar um encontro para determinado grupo e ambiente em menos de um minuto. Alguns saem meio sem pé nem cabeça&#8230;</p>
<p align="justify">Essa edição do <em>podcast</em> deixou um pouco a desejar se comparada com a última. Poucos monstros foram revelados, ou alguma outra noticia realmente nova.</p>
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		<title>Rich Baker não é um capeta (ou um demônio)</title>
		<link>http://www.areacinza.org/2007/10/rich-baker-nao-e-um-capeta-ou-um-demonio/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=rich-baker-nao-e-um-capeta-ou-um-demonio</link>
		<comments>http://www.areacinza.org/2007/10/rich-baker-nao-e-um-capeta-ou-um-demonio/#comments</comments>
		<pubDate>Thu, 04 Oct 2007 21:55:00 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[Demônios]]></category>
		<category><![CDATA[Monstros]]></category>

		<guid isPermaLink="false">http://www.seculargames.com/areacinza/?p=123</guid>
		<description><![CDATA[O agora mais legal e bacana do que nunca James Wyatt postou em seu blog uma longa explicação do porque Forgotten Realms não vai ter seu avanço na timeline (de ...]]></description>
			<content:encoded><![CDATA[<p align="justify">O <a href="http://www.areacinza.org/?p=127" target="_blank">agora mais legal e bacana do que nunca</a> James Wyatt <a href="http://forums.gleemax.com/showpost.php?p=13989886&amp;postcount=22" target="_blank">postou em seu blog uma longa explicação</a> do porque <em>Forgotten Realms </em>não vai ter seu avanço na timeline (de uns 100 anos eu acho) cancelado assim como seu irmão mais novo, e mais genial, <em>Eberron</em> teve ontem, e repudiando os ataques e ofensas ao Rich Baker &#8211; responsabilizado pelos fanáticos do cenário que não é tão legal como <em>Eberron</em> como principal causador da mudança.</p>
<p align="justify">
<blockquote><p>As I said yesterday, I was very pleased to be the one who got to make the announcement about our change in plans for Eberron. I&#8217;m disappointed, though, that it has resulted in my being lauded as a hero while Rich Baker is being raked over the coals on the FR boards and mailing lists.</p>
<p>Rich spends more time on FR stuff than I do, and I spend more time on Eberron stuff than he does. But he and I are part of the same team, and we&#8217;re on the same page with the decisions that are being made.</p>
<p>To start with, his post about demons and devils: That’s not entirely his doing. The idea of distinguishing demons from devils is something that goes back to the very first stages of Fourth Edition design. Rich is part of the story team I lead, and I was a part of, and supportive of, every decision about demons and devils he made.</p>
<p>Similarly, he&#8217;s not the sole architect of the changes to the Forgotten Realms. Over two years ago, Rich, Bruce Cordell, and Phil Athans from our book department sat down together and hashed out the plan that’s beginning now to bear fruit. At GenCon 2005, the authors who are writing the novels that describe these changes (including Ed Greenwood) came to a top-secret meeting to discuss them. And in the end, it was a plan that was formulated and executed by our whole department, all the way up to Bill Slavicsek, and in consultation with the D&amp;D Brand team.</p>
<p>The fact (unfortunate though it may be) is that Eberron and the Forgotten Realms are two different beasts.</p>
<p>Eberron is still a relatively new setting, and from the start it has taken a very PC-centered approach to events in the world. There aren’t a ton of high-level NPCs running around, doing the things that PCs should be doing. There haven&#8217;t been world-shattering events that altered the world and demanded timeline advancement. Its novel line has told stories within the context of the setting without dramatically altering the setting. And its lore consists of a campaign setting book and maybe a dozen sourcebooks.</p>
<p>The Forgotten Realms is steeped in tradition. The setting is nearly as old as D&amp;D is, and its lore consists of thousands of pages of printed material. We recently had the great pleasure of publishing a Grand History of the Realms that was compiled by a devoted fan, turning his hard work into a beautiful product that serves as an excellent compendium of much of that lore. That history includes the Time of Troubles, which served to explain the transition from First Edition AD&amp;D rules to Second Edition. Realms-shaking events have been a staple of the FR novel line, and we&#8217;ve worked hard in the past to make sure that events in novels and events in game product stay in sync with each other. (Judging by the fact that I still hear stories about <em>City of the Spider Queen</em> every time I go to GenCon, I have to figure that a lot of those efforts have been very successful.)</p>
<p>In the Forgotten Realms, we have to account for the fact that fans will get up in arms when the game changes how infravision (now darkvision) works, because it makes certain passages in the first Drizzt novels nonsensical. We have to consider how our changes to the cosmology will affect the story told in the War of the Spider Queen books.</p>
<p>And I&#8217;m not saying that’s a bad thing. We love FR—really, we do. And we&#8217;re making the changes we&#8217;re making <em>because</em> we love it.</p>
<p>FR fans, we do hear you, too.</p>
<p>Just last week, my team (me, Rich, Bruce, Chris Sims, and Chris Perkins, who&#8217;s my boss) had a long conversation about the changes we&#8217;re making to the Forgotten Realms. We asked ourselves some hard questions about the direction we&#8217;re taking, based on the questions you folks are raising. We discussed the directions that Rich and Bruce are exploring in the novels they&#8217;re writing now, and talked about making sure that the new FR still feels like the FR we all know and love.</p>
<p>So we&#8217;re not ignoring you. We just have to respond to you in a different way than we responded to the Eberron fans.</p>
<p>Partly that&#8217;s because, quite frankly, we haven&#8217;t started work on the new Eberron campaign setting. We&#8217;ve had meetings with Keith to talk about new directions, and he and I have both explored some new directions in our novels, but Eberron has a fundamentally different approach to its novel lines. He and I can tell our stories and let you tell your stories, and nobody has to worry about whether they&#8217;re the same stories. We can change our tentative plans for the new Eberron book a lot more easily than we can change our FR plans.</p>
<p>For the Forgotten Realms, the decision has been made. It wasn&#8217;t made in a vacuum, it wasn&#8217;t made without any input from outside these walls, and it wasn&#8217;t made lightly. We expected that there would be some outcry, especially during this period between when the word got out and when you get to see the new setting. But we&#8217;re still confident that this was the right decision, and pretty excited for you to see what we&#8217;re doing.</p>
<p>Why? Because our goal from the start has been to create the best Forgotten Realms campaign guide we could—the best setting for your game. It&#8217;s a setting that new players can approach with wonder, enjoying what&#8217;s there without worrying about what used to be. And it&#8217;s a setting that you established fans can approach with a renewed sense of wonder, recognizing the Realms that you love so much in its newest incarnation. We think you folks will enjoy the story of the transitions, the fantastic events that have changed the face of the world—but not its heart.</p></blockquote>
<p align="justify">Hmm ok James, a gente entendeu que vocês são legais, mas não deixa de ser irônico &#8211; lembram que os fãs de <em>FR </em>comemoraram o lançamento do cenário como o primeiro da nova edição? Pois é, bacana demais, quero ver continuarem comemorando agora que o livro básico já esta parcialmente escrito e eles não vão voltar atrás na brilhante idéia de avançar a <em>timeline</em> em 100 anos e trucidar metade dos deuses. Eu prefiro que o <em>Eberron</em> saia em 2009 como eu gosto dele hoje, do que em 2008 patrocinado pelo <a href="http://en.wikipedia.org/wiki/Emmett_Brown" target="_blank">Dr. Emmett L. Brown</a> e seu DeLorean movido a plutônio.</p>
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		<title>Demônios e diabos</title>
		<link>http://www.areacinza.org/2007/09/demonios-e-diabos/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=demonios-e-diabos</link>
		<comments>http://www.areacinza.org/2007/09/demonios-e-diabos/#comments</comments>
		<pubDate>Tue, 25 Sep 2007 09:42:00 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[Demônios]]></category>
		<category><![CDATA[Monstros]]></category>

		<guid isPermaLink="false">http://www.seculargames.com/areacinza/?p=109</guid>
		<description><![CDATA[Na edição mais recente da Design e Development Chris Sims comenta sobre as mudanças entre os diabos e demônios e o que tem sido feito para acentuar as diferenças entre ...]]></description>
			<content:encoded><![CDATA[<p align="justify">Na edição mais recente da <a href="http://www.wizards.com/default.asp?x=dnd/drdd/20070924" target="_blank">Design e Development</a> <span class="bylinecenter">Chris Sims comenta sobre as mudanças entre os diabos e demônios e o que tem sido feito para acentuar as diferenças entre os dois tipos de monstros na quarta edição: </span></p>
<p align="justify">
<blockquote>
<p align="left"><img src="http://www.wizards.com/dnd/images/4e/20070924_drdd_barl.jpg" align="right" border="0" /></p>
<p align="left">In the real world, &#8220;demon&#8221; is synonymous with &#8220;devil.&#8221; &#8220;Abyss&#8221; and &#8220;hell&#8221; have a similar relationship. <strong>D&amp;D</strong> designers have struggled with these facts since 1977 when the <strong>Advanced Dungeons &amp; Dragons</strong> game depicted demons and devils, the Abyss and the Nine Hells. The original basis for the division was alignment. Aligned planes existed to provide a meaningful afterlife for similarly aligned characters, and a need to fill those planes with natives resulted in demons being distinct from devils. As the game evolved, the original division remained, but too many similarities persisted. The advent of 4th Edition lets us accentuate the differences between the two primary species of fiends.</p>
<p align="left">Throughout demons&#8217; and devils&#8217; existence in the <strong>D&amp;D</strong> game, resemblances between them have been stronger and more numerous than differences. Both species are extraplanar forces of evil that seek souls to supplement their numbers. Each breed has wretched and implike creatures at the bottom of the hierarchy and godlike archfiends at the top. Each member of both species has a wide array of similar (and often superfluous) supernatural powers. Most demons and devils are superior to members of typical PC races in every way, including incredible intelligence. Their purposes in the material world have always been similar.</p>
<p align="left">In the original <strong>AD&amp;D </strong><em>Monster Manual,</em> Gary Gygax admitted that devils “somewhat resemble the demons both in their characteristics and abilities.” <strong>AD&amp;D</strong> 2nd Edition kept the planar structure of the original game. Demons and devils became tanar’ri and baatezu, respectively, but little made them distinct other than their categorical names. Only a conflict called the Blood War kept them from overrunning the material world. However, this evil-on-evil fight didn’t expand the possibilities for typical <strong>D&amp;D</strong> play. On the contrary, the Blood War brought the motivations and hierarchy of demons and devils closer together. The 3rd Edition of <strong>D&amp;D</strong>retained so many of 2nd Edition’s concepts that it did little to clarify the situation until the release of Fiendish Codex I. Fourth Edition changes all that.</p>
<p align="left">In 4th Edition, the Nine Hells are an astral dominion among other deific abodes in the Astral Sea (more on that in an upcoming Design &amp; Development column). The resident deity is Asmodeus, who as an angel in primeval times, led an army of his fellows against his celestial master and murdered that god. Although Asmodeus gained divine might from his foul deed, he and his followers also suffered their victim’s dying curse. Under the power of that malediction, all the rebellious angels twisted in form and became devils. Worse still, the murdered god’s words transformed Asmodeus&#8217;s dominion into a nightmarish place and bound the newborn devils to it. To this day, devils plot to escape their prison, weaving lies and corruption to ensure their eventual freedom and to seize even greater power.<img src="http://www.wizards.com/dnd/images/4e/20070924_drdd_wardev.jpg" align="right" border="0" /></p>
<p align="left">Asmodeus rules Hell with despotic pride, and all devils conform to his strict hierarchy or face destruction. Within the chain of command, lesser devils use whatever power they have to mimic their ultimate leader. Devils work to gain influence in the cosmos, especially among mortals in the world. They eagerly respond to any summons and readily form cleverly worded pacts. They plan and build to meet their needs, making and using all sorts of devices, tools, and weapons. A devil might be supernaturally potent, and it might possess incredible magic items, but its greatest assets are its shrewdly calculating mind and eternal patience. Devils want to impose a sort of order &#8212; specifically theirs &#8212; on the cosmos.</p>
<p align="left">Not so with demons.</p>
<p align="left">In the Abyss, which gapes like a festering wound in the landscape of the Elemental Tempest, demons teem, eternally divided among themselves simply by their insatiable lust for ruin. Legend says that the Chained God, Tharizdun, found a seed of evil in the young cosmos, and during the gods’ war with the primordials, he threw that seed into the Elemental Tempest. There, the evil seed despoiled all that came into contact with it (some say it tainted Tharizdun himself) and created the Abyss as it burned a hole in the very structure of the plane. Elemental beings that came too close to the Abyss became trapped and warped. Any desire they have turns to the longing to obliterate the gods, creation, and even one another. They became demons.</p>
<p align="left">Most demons are savage and fearless engines of annihilation. Although sometimes driven by unspeakable yearning or by horrifying demon lords to gather in groups, demons have no real organization and no singular aim. Demons don’t negotiate, and they build nothing lasting. Most use tooth and claw rather than artificial weapons. They care little or nothing for souls. Even the mightiest demon lords manipulate other demons by using threats, direct violence, or the promise of more destruction through affiliation. Although the lords of the Abyss that veteran <strong>D&amp;D</strong> players know and love to hate still exist, no monolithic hierarchy supports any demon’s influence. Although a demon might want to destroy another creature and take that creature’s power, success only results in the winning demon using and squandering what it has seized. Demons have no regard for the responsibilities of authority, and they care little for keeping what they acquire. They’re forces of unmaking, and a universe under them would reflect the horror that is the Abyss, if that universe survived at all.</p>
<p align="left">What does a clearer distinction between the two major species of fiends mean for your game? If you need a devious fiend that cares about souls and works on long-term schemes, use a devil. However, wholesale slaughter, pointless suffering, and terrifying devastation call for a demon. A villain or even a player character might bargain with devils, but those who conjure demons do so only to wreak havoc on their enemies. In short, the unambiguous division of the fiends is another way 4th Edition makes the game easier to design for and to play.</p>
</blockquote>
<p align="justify">Acho interessante essa simplificação dos dois monstros, algo no estilo de uma volta ao básico. Os diabos são calculistas, pacientes, manipuladores, ordeiros e tentam fugir de seu plano amaldiçoado. Já os demônios são caóticos, brutais, furiosos e querem destruir tudo que vêm pela frente. Para um primeiro <em>Monster Manual</em> acho que está de ótimo tamanho, e é claro que logo esse conceito será expandido em suplementos, como os <em>Fiendish Codex</em> citados no artigo, já que muitas pontas interessantes podem ser puxadas deste conceito inicial.</p>
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		<title>Turma dos Monstros</title>
		<link>http://www.areacinza.org/2007/09/turma-dos-monstros/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=turma-dos-monstros</link>
		<comments>http://www.areacinza.org/2007/09/turma-dos-monstros/#comments</comments>
		<pubDate>Fri, 21 Sep 2007 01:28:00 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[Monstros]]></category>

		<guid isPermaLink="false">http://www.seculargames.com/areacinza/?p=105</guid>
		<description><![CDATA[Andy Collins postou em seu blog falando do apêndice que está escrevendo para o Monster Manual da nova edição, que trata de como jogar com personagens que pertençam as raças ...]]></description>
			<content:encoded><![CDATA[<p align="justify"><a href="http://forums.gleemax.com/showpost.php?p=13850918&amp;postcount=12" target="_blank">Andy Collins postou em seu blog</a> falando do apêndice que está escrevendo para o <em>Monster Manual</em> da nova edição, que trata de como jogar com personagens que pertençam as raças deixadas fora do <em>Player&#8217;s Handbook</em>.</p>
<p align="justify">
<blockquote><p>And now I&#8217;ll just mention that I&#8217;m working on an appendix for the Monster Manual that provides the basics on how to play some of the non-PH races appearing in the MM as PCs.</p>
<p>Which ones, you ask? Well, the final list is still under quite a bit of discussion, but <em>options</em> that have been floated ranged from aasimar (or as I like to call &#8216;em, the Awesomer) to warforged.</p>
<p>Goblins? Orcs? Kobolds? Hogboblins? Githyanki? Drow?</p>
<p>Maybe, maybe, maybe, I think you mean hobgoblins, maybe, and maybe.</p>
<p>(OK, probably yes on that last one. But don&#8217;t make them any promises&#8230;you know how vengeful those dark elves can be when they don&#8217;t get their way.)</p>
<p>Did somebody say minotaurs? Could be, could be, but we&#8217;d have to solve that pesky HD/LA problem first. Wait, my team&#8217;s been telling me they have a way to slice that particular Gordian knot. What good news for Andrew &#8220;Bullheaded&#8221; Finch!</p></blockquote>
<p align="justify">Ok, eu sei que isso são opções e nada ainda está definitivamente fechado, mas por favor continuem no caminho certo e deixem os warforgeds e drows fora do maldito <em>Player&#8217;s Handbook</em>!!!</p>
<p align="justify">&nbsp;</p>
<p align="justify">&nbsp;</p>
<p align="justify">&nbsp;</p>
<p align="justify">&nbsp;</p>
<p align="justify">Alias, se quiserem deixar os drows <strong>totalmente</strong> fora da nova edição eu vou achar massa!</p>
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		<title>D de Diabo e T de Troll</title>
		<link>http://www.areacinza.org/2007/09/d-de-diabo-e-t-de-troll/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=d-de-diabo-e-t-de-troll</link>
		<comments>http://www.areacinza.org/2007/09/d-de-diabo-e-t-de-troll/#comments</comments>
		<pubDate>Wed, 19 Sep 2007 00:49:00 +0000</pubDate>
		<dc:creator>Rocha</dc:creator>
				<category><![CDATA[Notícias]]></category>
		<category><![CDATA[D&D 4ª edição]]></category>
		<category><![CDATA[Monstros]]></category>

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		<description><![CDATA[Stephen Schubert fez um post sobre a letra D do Monster Manual - uma letra obviamente importante com todos os demônios, diabos e claro, dragões! Monday was hell. Or at ...]]></description>
			<content:encoded><![CDATA[<p align="justify"><a href="http://forums.gleemax.com/showpost.php?p=13828495&amp;postcount=14" target="_blank">Stephen Schubert fez um post sobre a letra D do </a><em><a href="http://forums.gleemax.com/showpost.php?p=13828495&amp;postcount=14" target="_blank">Monster Manual</a> </em>- uma letra obviamente importante com todos os demônios, diabos e claro, dragões!</p>
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<blockquote><p>Monday was hell.</p>
<p>Or at least the monsters were. Or they were from there. We&#8217;re deep into the D&#8217;s now, and Monday was devil-day. D, by the way, is I think the most represented letter in the Monster Manual (while X and J continue to show why they are high-point Scrabble letters). It&#8217;s obvious, when you think about it: Demons, Devils, Drow, and, of course, Dragons.</p>
<p>But devils were hella fun to develop, and I&#8217;m pretty sure when your PCs fight devils like the Ice Devil or Chain Devil that it will be a memorable encounter. And the Pit Fiend truly lives up to his title of baddest devil of them all, at least in this Monster Manual. The fun part of demons and devils was massaging the monsters&#8217; various powers to provide themes that run through the groups of monsters. When you fight demons, it&#8217;ll feel like a different fight than when you fight devils.</p>
<p>I found myself appreciating this work environment yesterday &#8212; where else can you call a meeting to ask how hot hell really is? (is it 5/round hot, 4d6 hot, or just 125 in the shade hot &#8211; the answer as it turns out, is &#8220;it depends&#8221;, and sometimes it&#8217;s even frozen) Hell is like an onion, see&#8230; or was that a layer cake? mm&#8230; cake&#8230;</p>
<p>Today is Dragon day. or at least the first Dragon day, as it is evident that there will be more dragons to deal with than we can slay in just one day. That&#8217;s a good thing, really.</p></blockquote>
<p align="justify">Nem tem muito o que falar. Os demônios e diabos já são oponentes que me dão um bocado de medo, e em uma das últimas sessões que joguei um Pit Fiend já deu muito trabalho sem sequer estar muito interessado em matar o grupo! E de brinde o <a href="http://forums.gleemax.com/showpost.php?p=13828091&amp;postcount=10" target="_blank">Bruce Cordell fala um pouco da letra T</a> e da primeira aventura da quarta edição <em>Keep on the Shadowfell</em>:</p>
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<blockquote><p>A few MM entries yet linger&#8211;James has parceled them out among the writing team. I&#8217;ve got 4, including Treant and Troll. I&#8217;m done with all but the troll. Looks like the troll and its variants will garner a 2 page spread in the MM.</p>
<p>Of course, I am still moving forward on Keep on the Shadowfell, too. Today I put together an encounter involving a wide crater, where someone&#8217;s excavation now reveals fossilized remains of something nasty. The PCs are on the scene, looking for something they&#8217;ve lost.</p></blockquote>
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