NUMBERS BY LEVEL

DCs Damage Defenses Attacks vs. Hit Points Std. Item
Level Easy Med. Hard Minion Low Medium High Limited AC NADs AC NADs Low Med. High XP Price
1 81219 41d6+31d8+41d10+52d6+6 1513 64 242936 100 360
2 91320 51d6+41d8+52d6+52d6+8 1614 75 303746 125 520
3 91320 51d8+41d10+52d6+62d8+7 1715 86 364556 150 680
4 101421 61d8+42d6+52d6+82d8+9 1816 97 425467 175 840
5 101522 61d8+52d6+62d6+93d6+9 1917 108 486277 200 1,000
6 111523 71d10+52d6+72d8+83d6+10 2018 119 547087 250 1,800
7 111623 71d10+62d6+82d8+93d6+12 2119 1210 607897 300 2,600
8 121724 82d6+52d6+93d6+94d6+10 2220 1311 6687108 350 3,400
9 121725 82d6+62d8+83d6+104d6+11 2321 1412 7295118 400 4,200
10 131826 92d6+62d8+93d6+124d6+13 2422 1513 79103128 500 5,000
11 131927 92d6+73d6+83d6+134d6+14 2523 1614 85111138 600 9,000
12 142028 102d6+83d6+94d6+114d6+16 2624 1715 91120149 700 13,000
13 142028 102d6+93d6+104d6+124d6+17 2725 1816 97128159 800 17,000
14 152129 112d8+73d6+114d6+133d10+16 2826 1917 103136169 1,000 21,000
15 152230 112d8+83d6+124d6+144d8+16 2927 2018 109144179 1,200 25,000
16 162231 122d8+94d6+104d6+164d8+18 3028 2119 115153190 1,400 45,000
17 162331 123d6+84d6+114d6+174d8+19 3129 2220 121161200 1,600 65,000
18 172432 133d6+94d6+123d10+163d12+19 3230 2321 127169210 2,000 85,000
19 172433 133d6+104d6+133d10+173d12+21 3331 2422 133177220 2,400 105,000
20 182534 143d6+104d6+144d8+174d10+20 3432 2523 140186231 2,800 125,000
21 192635 143d6+114d6+154d8+184d10+21 3533 2624 146194241 3,200 225,000
22 202736 153d6+124d6+164d8+194d10+23 3634 2725 152202251 4,150 325,000
23 202736 153d6+134d6+174d8+204d10+24 3735 2826 158210261 5,100 425,000
24 212837 164d6+103d10+153d12+204d10+26 3836 2927 164219272 6,050 525,000
25 212938 164d6+113d10+164d10+194d12+23 3937 3028 170227282 7,000 625,000
26 222939 174d6+114d8+164d10+204d12+25 4038 3129 176235292 9,000 1,125,000
27 223039 174d6+124d8+174d10+214d12+26 4139 3230 182243302 11,000 1,625,000
28 233140 184d6+134d8+184d10+234d12+28 4240 3331 188252313 13,000 2,125,000
29 233141 184d6+144d8+194d10+244d12+29 4341 3432 194260323 15,000 2,625,000
30 243242 194d6+144d8+204d10+254d12+31 4442 3533 201268333 19,000 3,125,000

MONSTERS BY ROLE

Skirmisher Brute Soldier Lurker Controller Artillery
Initiative bonus +2 +2 +4
Hit points (Lvl + 1) x 8 + Con (Lvl + 1) x 10 + Con (Lvl + 1) x 8 + Con (Lvl + 1) x 6 + Con (Lvl + 1) x 8 + Con (Lvl + 1) x 6 + Con
AC Level + 14 Level + 12 Level + 16 Level + 14 Level + 14 Level + 12
NADs Level + 12 Level + 12 Level + 12 Level + 12 Level + 12 Level + 12
Attacks vs. AC Level + 5 Level + 5 Level + 5 Level + 5 Level + 5 Level + 5
Attacks. vs NADs Level + 3 Level + 3 Level + 3 Level + 3 Level + 3 Level + 3
Damage Med High Med High+ Low-med Med
Special High mobility (e.g. shifts farther, moves during attack, avoids OAs) Marks at-will; locks down enemy movement and/or draws their attacks. Can avoid damage (e.g. stealth, flee reactions); doesn't attack every round Inflicts conditions, penalties, or forced movement at-will +1 or 2 to ranged and area attack rolls

ATTACK MODIFIERS

Circumstance Mod
Combat advantage against target +2
Attacker is prone -2
Attacker is restrained -2
Target has cover -2
Target has superior cover -5
Target has concealment (melee and ranged only) -2
Target has total concealment (melee and ranged only) -5
Long range (weapon attacks only) -2
Charge attack (melee only) +1

TYPES OF ROLL

Attack roll
1d20 + 1/2 lvl + abil mod + enhancement + misc vs. AC or a NAD

Determines whether an attack hits. Weapon attacks are usually against AC; magic, unarmed (e.g. grab, bull rush), and improvised (e.g. drop a chandelier) attacks are usually against a NAD. Often followed by a damage roll.

Damage roll
Varying numbers of dice (d4s to d12s) + abil mod + enhancement + misc

Determines how hard an attack or effect hits.

Saving throw
1d20 + misc vs. 10

Roll at the end of your turn to determine if a (save ends) effect wears off.

Skill check
1d20 + 1/2 lvl + abil mod + 5 (if trained) + misc vs. easy/med/hard DC

Like an attack roll, but for noncombat situations and stunts. e.g. If you jump off of a ledge to attack an enemy below, you roll a skill check to pull off the leap correctly and an attack roll to actually hit the guy.

Ability check
1d20 + 1/2 lvl + abil mod vs. easy/med/hard DC

Like a skill check for situations where skill is irrelevant. e.g. breaking down a door is purely a matter of strength, not technique. I occasionally give a +5 bonus if the subject has massive natural talent; e.g. Huge creatures get +5 to many Str checks, computers get +5 to Int checks about quick computation.

Initiative roll
1d20 + 1/2 lvl + Dex mod + misc

Roll at the beginning of combat to determine turn order. Also works like an ability check for reaction time.

STANDARD ACTIONS

Action Description
Administer potionHelp an unconscious creature consume a potion
Aid anotherImprove an ally’s skill check or ability check by +2
Aid attackImprove an ally’s next attack roll by +2
Aid defenseImprove an ally’s defenses by +2 against the next attack
Basic attackMake a basic attack
Bull rushPush a target 1 square and shift into the vacated space
ChargeMove and then make a melee basic attack or a bull rush
Coup de graceMake a critical hit against a helpless enemy
GrabSeize and hold an enemy
Ready an actionReady an action to perform when a specified trigger occurs
Second windSpend a healing surge, and gain +2 to defenses until next turn (1/encounter)
Total defenseGain a +2 bonus to all defenses until next turn

MOVE ACTIONS

Action Description
CrawlWhile prone, move up to half speed
EscapeEscape a grab and shift 1 square
RunMove up to speed + 2; grant combat advantage until next turn and take a –5 penalty to attack rolls
Stand upStand up from prone. Shift 1 if your space is occupied by someone else.
ShiftMove 1 square without provoking opportunity attacks
SqueezeReduce size by one category, move up to half speed, and grant combat advantage
WalkMove up to walking speed

MINOR ACTIONS

Action Description
Draw or sheatheEquip or put away a weapon or shield
Drink a potionConsume a potion
Drop proneDrop down to lie on the ground
Load a crossbowLoad a bolt into a crossbow to fire it
Open or closeOpen or close a door or container that isn’t locked or stuck
Pick up an itemPick up an object in one’s space or in an unoccupied square within reach
Retrieve or stowRetrieve or stow an item on self

IMMEDIATE ACTIONS

Action Description
Readied actionTake readied action when its trigger occurs

OPPORTUNITY ACTIONS

Action Description
Opportunity attackMake a melee basic attack against an enemy that provokes an opportunity attack

FREE ACTIONS

Action Description
DelayPut off a turn until later in the initiative order
Drop held itemsDrop any items currently held
End a grabLet go of an enemy
Spend an action pointSpend an action point to take an extra action (1/encounter, not in a surprise round)
TalkSpeak a few sentences

CONDITIONS

BLINDED

  • You can't see (your targets have total concealment from you).
  • You take a -10 penalty to Perception checks.
  • You grant combat advantage.
  • You can't flank.

DAZED

  • You don't get your normal complement of actions on your turn; you can take either a standard, a move, or a minor action. You can still take free actions.
  • You can't take immediate actions or opportunity actions.
  • You grant combat advantage.
  • You can't flank.
  • You can't delay.

DEAFENED

  • You can't hear anything.
  • You take a -10 penalty to Perception checks.

DOMINATED

  • You can't take actions voluntarily. Instead, the dominator chooses a single action for you to take on your turn: a standard, a move, a minor or a free action. The only powers and other game features it can make you use are ones that can be used at will, such as at-will powers.
  • You grant combat advantage.
  • You can't flank.

DYING

  • You're unconscious.
  • You're at 0 or negative hit points.
  • You must make death saving throws.
  • This condition ends immediately on you when you regain hit points.

GRABBED

  • You are immobilized.
  • Maintaining this condition on you occupies whatever appendage, object, or effect the grabber used to initiate the grab.
  • You are no longer grabbed if the grabber is prevented from taking actions, or if you end up outside the range of the grabbing power or effect.

HELPLESS

  • You grant combat advantage.
  • You can be the target of a coup de grace.
  • Enemies can enter your space and end their turn there.
Note: Usually you're helpless because you're unconscious.

IMMOBILIZED

  • You can't move from your space, unless you teleport or are pulled, pushed, or slid.
Note: You can still take your full complement of actions, such as standing up from prone.

MARKED

  • You take a -2 penalty to attack rolls for any attack that doesn't target the creature that marked you.
  • You can be subjected to only one mark at a time. A new mark overrides the previous one.
  • A mark ends immediately when its creator dies or falls unconscious.

PETRIFIED

  • You are unconscious.
  • You have resist 20 to all damage.
  • You don't age.
Note: Normally you fall prone when you become unconscious, but the DM may decide you remain upright, posed like a statue.

PRONE

  • You are lying down. If you are climbing or flying, you fall.
  • You can only move by crawling, teleporting, or being pulled, pushed, or slid.
  • You take a -2 penalty to attack rolls.
  • You grant combat advantage to attackers making melee attacks against you, but you gain +2 to all defenses against ranged attacks from non-adjacent attackers.
  • Allies can end their turn in your space.
Note: You can drop prone as a minor action.

REMOVED FROM PLAY

  • You can't take actions.
  • You have neither line of sight nor line of effect to anything. Nothing has line of sight or line of effect to you.
  • Despite being removed from play, your turns start and end as normal.

RESTRAINED

  • You can't move, unless you teleport. You can't be pulled, pushed, or slid.
  • You take a -2 penalty to attack rolls.
  • You grant combat advantage.

SLOWED

  • Your speed becomes 2 if it was higher than that. This speed applies to all your movement modes (walking, flying, etc.), but it does not apply to forced movement, teleportation, or any other movement that doesn't use your speed.
  • If you become slowed while you are moving, you stop moving if you have already moved 2 or more squares.
  • You can't increase your speed above 2, but you can take actions and use powers that allow you to move farther than your speed (e.g. running).

STUNNED

  • You can't take actions.
  • You grant combat advantage.
  • You can't flank.
  • You fall if you are flying, unless you can hover.

SURPRISED

  • You can't take actions.
  • You grant combat advantage.
  • You can't flank.

UNCONSCIOUS

  • You are helpless.
  • You can't take actions.
  • You take a -5 penalty to all defenses.
  • You are unaware of your surroundings.
  • You fall prone, if possible.
  • You can't flank.

WEAKENED

  • Your attacks deal half damage. Ongoing damage and damage that is not generated by an attack roll are not affected.