TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
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  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
   
   
   
   
   
   
   
  New Format Stat Blocks 
   
  A Living Greyhawk™ Explanatory Document 
  Version 1 
   
   
  by Creighton Broadhurst 
   
   
  Use the information in this document to create stat blocks for any Living Greyhawk adventure premiering in or after 
  January 2007. 
   
   
  
  New Format Stat Blocks 
   
  Page 2 
  DESIGNING STAT BLOCKS
  Use these notes to design your stat blocks. Refer to page 
  5 for a blank stat block template and page 6 for example 
  stat blocks. Feel free to use or modify the example stat 
  blocks for your adventure. 
   
  FORMATTING NOTES 
  Blank Sections: Delete any entries not relevant to the 
  creature. For example, if the creature has no spell-like 
  abilities delete that section. 
   
  Colon: The only uses of a colon are at the end of the 
  (CL xx) expression for spells and spell-like abilities. 
   
  Semicolon: Use a semicolon between headers of 
  equal weight in the same paragraph—for example, 
  between Init and Senses, hp and DR, Space and Reach. In 
  the Senses line, use a semicolon between any special 
  sensory abilities and the creature’s Listen and Spot 
  modifiers. Also, use a semicolon between spell levels in a 
  spellbook listing. 
   
  Text Styles 
  The new stat block uses four styles of text. Do not use or 
  invent any other styles in your stat blocks. The stat block 
  already includes the correct styles in the correct listings. 
   
  Stat Block Title: Use this style for the title of the 
  stat block. 
   
  Stat Block Text: This is the default style of the stat 
  block. 
   
  Stat Block Calculation: Use this style to show your 
  math. Such sections utilize hidden text to split this 
  information out from the normal parts of the stat block. 
  Delete any categories not relevant to the creature. For 
  example, if the creature does not have a synergy bonus 
  for a given skill, delete that section. 
   
  To view hidden text in Word click Tools > Options > 
  View tab > Hidden Text. To hide hidden text reverse the 
  procedure.  
   
  After inserting hidden text, check to make sure that 
  the stat block’s formatting is still correct. Sometimes 
  extra spaces creep in between normal and hidden text 
  which moves commas and such. Bare this in mind when 
  checking your formatting.  
   
  To print hidden text click File > Print > Options > 
  Hidden Text. 
   
  Stat Block Spell Style: Use this style when listing 
  prepared and memorized spells as well as spell-like 
  abilities. 
   
  WHAT GOES WHERE 
  Use these notes to determine where to list feats from 
  non-core sources. Always mentions feats in a given 
  section before listing any other entries.  
   
  Speed: Flyby Attack, Spring Attack, Ride-By Attack, 
  Shot on the Run, Run 
   
  AC: Dodge, Mobility, Deflect Arrows, Two-Weapon 
  Defense 
   
  Atk Options: Awesome Blow, Blind-Fight, Cleave, 
  Combat Reflexes, Far Shot, Great Cleave, Improved Bull 
  Rush, Improved Disarm, Improved Feint, Improved 
  Overrun, Improved Precise Shot, Improved Sunder, 
  Improved Trip, metamagic feats (if the creature can cast 
  spells spontaneously), Mounted Combat, Point Blank 
  Shot, Power Attack, Powerful Charge, Precise Shot, 
  Quick Draw, Rapid Reload, Spirited Charge, Stunning 
  Fist, Trample, Whirlwind Attack. 
   
  Special Actions: Snatch Arrows 
   
  IDENTIFICATION AND ENCOUNTER 
  The top section identifies the creature and gives the 
  information you need at the start of an encounter. 
   
  Name: This word or phrase identifies the creature. 
  If there is more than one of the creature include in 
  brackets how many of the creatures are encountered.  
   
  CR: This value is the Challenge Rating of an 
  individual creature of this kind. 
   
  Race, Class, and Level: Only provide this 
  information for characters with class levels. Use an 
  asterisk to denote non-core items. On the next line 
  indicate the class or race’s source; for example, *Complete 
  Arcane 6 
   
  Alignment: The one- or two-letter abbreviation 
  denotes the creature’s alignment. 
   
  Size and Type: The creature’s size category and its 
  type (and subtype or subtypes, if applicable) are given 
  here. Capitalize the size category of the creature (for 
  example, Large) but not the creature’s type or subtype. 
   
  Init: This value is the creature’s modifier on 
  initiative checks. 
   
  Senses: Alphabetically list whether the creature has 
  darkvision, 
  low-light 
  vision, 
  scent, 
  tremorsense, 
  blindsense, blindsight, or some other sensory special 
  quality. This information is followed by the creature’s 
  modifiers on Listen and Spot checks (even if the creature 
  has no ranks in those skills). 
   
  Aura: Occasionally, a creature has a special ability 
  that takes effect anytime another creature comes 
  within a certain distance of it. Examples include a 
  blackguard’s aura of despair or a devil’s fear aura. Only list 
  auras that effect combat here; list all others in the SQ 
  section. 
   
  Languages: List alphabetically the languages the 
  creature speaks or understands, followed by any special 
  abilities relating to communication (such as telepathy or 
  tongues) that it possesses. Capitalize languages. 
   
  DEFENSIVE INFORMATION 
  This section provides the information you need when 
  characters are attacking the creature. 
   
  AC: This entry gives the creature’s Armor Class 
  against most regular attacks, followed by its touch and 
  flat-footed AC. If the creature has feats or other abilities 
  that modify its Armor Class under specific circumstances 
  
  New Format Stat Blocks 
   
  Page 3 
  (such as the Mobility feat), they are noted here as well as 
  in the Feats entry.  
   
  hp: This entry consists of the creature’s full normal 
  hit point total (assuming average rolls on each Hit Die), 
  followed by the creature’s Hit Dice in parentheses. If the 
  creature has fast healing, regeneration, damage reduction 
  (DR), or some other ability that affects the amount of 
  damage it takes or the rate at which it regains hit 
  points, that information also appears here. 
   
  Immune: List alphabetically any immunities the 
  creature has here. This includes immunity to specific 
  types of energy as well as specific immunities (such as 
  immunity to poison or to sleep effects). 
   
  Resist and SR: If the creature has resistance to 
  certain 
  kinds 
  of 
  attacks, 
  list 
  that 
  information 
  alphabetically here. Resistance to energy is shown first, as 
  the energy type and the number of points resisted per 
  attack (acid 10, for example). This information is 
  followed by any other resistances the creature has. The 
  creature’s spell resistance, if any, appears after the 
  other resistances on the same line. 
   
  Fort, Ref, Will: This entry gives the creature’s 
  saving throw modifiers.List modifiers applying to any 
  specific attack type after a semi-colon. For example, +2 
  against enchantment. 
   
  Weakness: This entry details (alphabetically) any 
  weaknesses or vulnerabilities the creature has, such as 
  light sensitivity or vulnerability to a type of energy. 
   
  OFFENSIVE INFORMATION 
  Refer to this section when it’s the creature’s turn to act 
  in combat. All its combat options—from melee attacks 
  to spells to potions it might drink—appear in this 
  section, even if they are not strictly offensive in nature. 
   
  Speed: This entry usually begins with the creature’s 
  base land speed, in feet and in squares on the battle grid. 
  If the creature is wearing armor that reduces its speed, 
  note that speed first and its base speed is given afterward. 
  Next come speeds for its other modes of movement, if 
  applicable. 
   
  Melee/Ranged: Typically, these entries give all 
  the physical attacks the creature can make when taking a 
  full attack action. The first attack described is the 
  creature’s preferred form of attack, usually a melee 
  attack of some sort but possibly (as in the example below) 
  a ranged attack. If the creature can make only a single 
  attack (for instance, when it is taking an attack action), use 
  the first indicated attack bonus. Occasionally, a creature 
  has separate options indicated for single attacks and for 
  full attacks. List Manyshot and Rapid Shot here along 
  with the effects they have on the creature’s attacks. For 
  example, a halfling ranger with the Manyshot and Rapid 
  Shot feats might have the following entries: 
   
  Ranged +1 longbow +8 (2d6+2/[ts]3) with Manyshot 
  or 
   
  Ranged +1 longbow +10/+10/+5 (1d6+1/[ts]3) with 
  Rapid Shot or 
   
  Melee mwk longsword +8/+3 (1d6/19–20) 
   
  Each set of attack routines is prefaced by a boldface 
  word indicating whether the attacks are melee or 
  ranged. Next comes the weapon used for the attack, the 
  modified attack bonus, the amount of damage the attack 
  deals, and information about critical hits. If the weapon 
  has the “default” critical hit characteristics (20/x2), this 
  portion of the entry is omitted. 
   
  Space: This entry defines how large a square the 
  creature takes up on the battle grid. Omit this 
  information for any creature that occupies a 5-foot 
  square. 
   
  Reach: The Reach entry defines how far the 
  creature’s natural reach extends, and it also gives 
  information about any reach weapons it might use. Omit 
  this information for any creature that has a reach of 5 
  feet. 
   
  Base Atk: The Base Atk entry gives the creature’s 
  base attack bonus without any modifiers. 
   
  Grp: This entry gives the creature’s grapple bonus 
  (base attack + size modifier + Str bonus + Improved 
  Grapple [if applicable]). 
   
  Atk Options: Special abilities that the creature 
  can employ to modify its normal attacks appear here. 
  Such abilities might include feats such as Power Attack 
  or Combat Expertise, or special abilities such as smite evil 
  or trip. List feats (alphabetically) before any other 
  abilities. 
   
  Special Actions: This entry lists alphabetically any 
  special attacks that the creature can use on its turn in 
  place of making its melee and ranged attacks. 
   
  Combat Gear: Possessions that the creature can 
  choose to employ on its turn as an action appear here. 
  Such items might include doses of poison (applied 
  poisons, not natural ones), scrolls, potions, wands, 
  staffs, rods, or wondrous items. Include the CL of an 
  item if it is not the minimum needed to craft the item. 
  All items that have charges, or that allow saves, should 
  contain the relevant information. List alphabetically.  
   
  Spells Prepared: Use this entry for wizards, clerics, 
  and members of other classes who prepare spells. It 
  begins with the character’s caster level for spells. If its 
  rolls to overcome spell resistance are based on a number 
  other than its caster level (because the creature has the 
  Spell Penetration feat, for example), its total modifier 
  appears after the expression “spell pen.” List spells from 
  highest level to 0-level. Included a bracketed attack 
  bonus and saving throw DC for appropriate spells. If the 
  character casts some spells at a different caster level than 
  others, include that information with the affected spells. 
   
  A cleric’s statistics block also includes the name of 
  his deity and the domains to which he has access. Each 
  domain spell he has prepared is marked with a 
  superscript D. The granted powers of his domains might 
  appear as combat options or resistances, or they might 
  not appear at all (if they only modify information 
  presented elsewhere).  
   
  List spells alphabetically (ignoring any metamagic 
  feats applied to the spell). Spell names should be 
  italicized and lower case except for an individual’s name 
  
  New Format Stat Blocks 
   
  Page 4 
  (for example, Bigby). Do not italicize the names of any 
  metamagic feats applied to a spell.   
   
  Spells Known: Use this entry for spellcasters, such 
  as sorcerers, who do not prepare spells. See “Spells 
  Prepared,” above for more information. 
   
  Spell-Like Abilities: Any spell-like abilities the 
  creature possesses appear here. The entry begins with 
  the creature’s caster level for these abilities. As with 
  spells, this entry includes attack bonuses and saving 
  throw DCs where appropriate. List from highest to 
  lowest spell level.  
   
  OTHER INFORMATION 
  Most of the information presented in this section is not 
  relevant during a combat encounter with the important 
  exception of explanatory text detailing special abilities 
  that appear elsewhere in the statistics block. 
   
  Abilities: The creature’s ability scores appear here in 
  the customary order (Str, Dex, Con, Int, Wis, Cha). 
   
  SQ: Any special qualities not presented earlier in the 
  statistics block appear here. 
   
  Feats: List the creature’s feats alphabetically, 
  including those that appear elsewhere in the statistics 
  block. Always capitalize feat names, except any portion 
  of the name appearing in parenthesis. Use the stat 
  block calculation text style to note at which level the 
  creature gained each feat. 
   
  Skills: This entry shows all the skill modifiers 
  for skills in which the creature has ranks. Modifiers are 
  also provided for skills to which racial modifiers, 
  bonuses from synergy, or other modifiers apply, whether 
  or not the creature has ranks in those skills. Use the stat 
  block calculation text style to list the bonuses to each 
  skill as laid out in the stat block template.  
   
  Possessions: This entry is simply a list of items that 
  the creature is wearing or carrying. The expression 
  “combat gear plus” appears first, when applicable, to 
  remind you of other possessions that are referenced 
  above. 
   
  Spellbook: This entry gives the spells in the 
  creature’s spellbook, if it has one. The notation “spells 
  prepared plus” indicates that the spells the creature has 
  prepared are part of this list, but are not reiterated here. 
   
  Special Abilities: The final portion of the statistics 
  block consists of paragraphs explaining special abilities 
  noted in the various entries above, in the order in which 
  they appear. 
   
  Skills Text that mentions a racial bonus on one or 
  more skill checks and explains any conditional bonuses 
  that might apply. This is the last boldface head in this 
  section of the stat block. 
  
  New Format Stat Blocks 
   
  Page 5 
  STAT BLOCK TEMPLATE 
  MONSTER NAME 
  CR XX 
  Gender race class level 
  *list non core race or class source 
  AL Size type (subtype) 
  Init +X; Senses Listen +X, Spot +X 
  Aura  
  Languages Common  
  AC XX, touch XX, flat-footed XX 
   (+/-X size, +/-X Dex, +X class, +X armor, +X shield, +X 
  deflection, +X insight, +X natural) 
  Miss Chance  
  hp XX (XX HD); regeneration/fast healing; DR  
  Immune  
  Resist ; SR XX 
  Fort +X (+x against poison), Ref +X, Will +X 
  Weakness  
  Speed xx ft. in armor type (xx squares), base movement xx ft., 
  other movement mode XX ft.  
  Melee weapon +X (damage) or/and 
  Ranged weapon +X (damage)  
  Space X ft.; Reach X ft. 
  Base Atk +X; Grp +X 
  Atk Options  
  Special Actions  
  Combat Gear  
  Class Spells Prepared (CL Xth): 
   9th— 
   8th— 
   7th— 
   6th— 
   5th— 
   4th— 
   3rd— 
   2nd— 
   1st— 
   0— 
  D: Domain spell. Deity: XX. Domains: Name, Name  
  OR 
  Class Spells Known (CL Xth):  
   9th (x/day)— 
   8th (x/day)— 
   7th (x/day)— 
   6th (x/day)— 
   5th (x/day)— 
   4th (x/day)— 
   3rd (x/day)— 
   2nd (x/day)— 
   1st (x/day)— 
   0 (x/day)— 
  �Already cast 
  Spell-Like Abilities (CL Xth): 
   3rd— 
   2nd— 
   1st— 
  �Already cast 
  Abilities Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX  
  SQ  
  Feats Feat, Feat, Feat, Feat, Feat  
  Skills Skill +#, Skill +#, Skill +#, Skill +#, 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0— 
  Special Attack/Quality (XX)  
  Special Attack/Quality (XX)  
  Special Attack/Quality (XX)  
  Skills  
  
  New Format Stat Blocks 
   
  Page 6 
  EXAMPLE STAT BLOCKS 
  CAPTAIN MAINWAR 
  CR 5 
  Male gnome fighter 5 
  LN Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +1, Spot +4 
  Languages Common, Goblin, Gnome 
  AC 17, touch 10, flat-footed 17; +4 against giant type opponents 
   (+1 size, -1 Dex, +6 armor, +1 shield) 
  hp 42 (5 HD) 
  Fort +7, Ref +0, Will +3; +2 against illusions  
  Speed 15 ft. in chainmail (3 squares), base speed 20 ft. 
  Melee +1 short sword +10 (1d4+5/x3) or 
  Melee halberd +8 (1d8+3/x3) 
  Ranged mwk composite shortbow +6 (1d4+2/x3) 
  Base Atk +5; Grp +3 
  Atk Options +1 on attack rolls against kobolds and goblinoids 
  Combat Gear potion of cure moderate wounds, potion of shield of 
  faith (+2) 
  Spell-Like Abilities (CL 1st):  
   
  1/day—dancing lights, ghost sound (DC 11), prestidigitation, 
  speak with animals 
  Abilities Str 14, Dex 8, Con 16, Int 13, Wis 10, Cha 12  
  SA +1 on attack rolls against kobolds and goblinoids 
  SQ gnome traits 
  Feats Blind Fight, Improved Initiative, Iron Will, Weapon 
  Focus (short sword), Weapon Specialization (short sword)  
  Skills Climb +2, Intimidate +9, Listen +1, Spot +4, Swim -3 
  Possessions combat gear plus +1 chainmail, light steel shield, +1 
  short sword, halberd, masterwork composite shortbow (+2 Str) 
  with 20 arrows 
   
  DIRE RAT (6) 
  CR 1 
  N Small animal 
  Init +3; Senses low-light vision, scent; Listen +5, Spot +5 
  AC 15, touch 14, flat-footed 12 
   
  (+1 size, +3 Dex, +1 natural) 
  hp 16 (3 HD) 
  Fort +4, Ref +6, Will +4 
  Speed 40 ft. (8 squares), climb 20 ft.  
  Melee bite +7 (1d4 plus disease) 
  Base Atk +2; Grp -2 
  Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4  
  SA disease 
  Feats Alertness, Weapon FinesseB, Weapon Focus (bite) 
  Skills Climb +11, Hide +8, Listen +5, Move Silently +4, Spot +5, 
  Swim +11 
  Disease (Ex) Filth fever—bite, Fortitude DC 12, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. 
  Skills Dire rats have a +8 racial bonus on Swim check and a +8 
  racial bonus on Climb checks (and can always take 10 on 
  Climb checks). They use their Dexterity modifier for Climb 
  and Swim checks. 
   
  GNOLL BARBARIAN 
  CR 2 
  Male gnoll barbarian 1 
  CE Medium humanoid (gnoll) 
  Init +5; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages Gnoll  
  AC 14, touch 9, flat-footed 13 
   (+1 Dex, -2 class, +4 armor, +1 natural) 
  hp 34 (3 HD) 
  Fort +10, Ref +1, Will +2  
  Speed 40 ft. (8 squares)  
  Melee mwk battleaxe +9(1d8+9/x3)  
  Ranged composite longbow +3 (1d8+4/x3)  
  Base Atk +2; Grp +8  
  Atk Options Power Attack, rage 1/day (8 rounds) 
  Combat Gear potion of shield of faith (+2) 
  Abilities Str 22, Dex 13, Con 21, Int 10, Wis 10, Cha 6  
  SQ fast movement, gnoll traits, illiteracy 
  Feats Improved Initiative, Power Attack  
  Skills Climb +7, Jump +11, Listen +5, Spot +5 
  Possessions combat gear plus chain shirt, masterwork 
  battelaxe, daggers (3), composite longbow (+4 Str), 20 arrows, 
  backpack, waterskin, flint & steel, bedroll.  
   
  When not raging, the gnoll barbarian has the following 
  changed statistics: 
  AC 16, touch 11, flat-footed 15 
  hp 28 (3 HD) 
  Fort +8, Will +0 
  Melee mwk battleaxe +7(1d8+6/x3)  
  Grp +6 
  Abilities Str 18, Con 17 
  Skills Climb +5, Jump +9 
   
  GNOLL PRIEST 
  CR 2 
  Female gnoll cleric 2 
  CE Medium humanoid (gnoll) 
  Init -1; Senses Listen +7, Spot +8 
  Languages Gnoll  
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +4 armor, +2 shield, +1 natural) 
  hp 30 (4 HD) 
  Fort +9, Ref +1, Will +6 
  Speed 30 ft. in (6 squares) 
  Melee mwk morningstar +7 (1d8+3)  
  Ranged shortbow +1 (1d6/x3)  
  Base Atk +2; Grp +5 
  Special Actions spontaneous casting, rebuke undead 3/day (+0, 
  2d6+2, 2nd) 
  Combat Gear necklace of fireballs (2x 3d6, 1x 5d6), scroll of cure 
  light wounds, longstrider, cure moderate wounds, and remove 
  paralysis 
  Cleric Spells Prepared (CL 2nd): 
   1st—bless, command (DC 14), magic weapon, protection from 
  goodD 
   0—cure minor wounds (2), detect magic, guidance 
  D: Domain spell. Deity: Erythnul. Domains: Evil, War  
  Abilities Str 17, Dex 8, Con 16, Int 8, Wis 16, Cha 10  
  SQ spontaneous casting, rebuke undead 3/day (+0, 2d6+2, 2nd) 
  Feats 
  Lightning 
  Reflexes, 
  Alertness, 
  Weapon 
  Focus 
  (morningstar)B 
  Skills Knowledge (religion) +0, Listen +7, Spot +8, Spellcraft +0 
  Possessions combat gear plus chain shirt, heavy steel shield, 
  masterwork morningstar, shortbow with 20 arrows, 50 gp 
   
  GNOME MERCENARY 
  CR 1 
  Male gnome warrior 2 
  LN Small humanoid (gnome) 
  Init +0; Senses low-light vision; Listen +1, Spot -1 
  Languages Common, Gnome 
  AC 17, touch 10, flat-footed 17; +4 against giant type opponents 
   (+1 size, +5 armor, +1 shield) 
  
  New Format Stat Blocks 
   
  Page 7 
  hp 13 (2 HD) 
  Fort +5, Ref +0, Will -1; +2 against illusions 
  Speed 15 ft. in chainmail (3 squares), base speed 20 ft. 
  Melee short sword +3 (1d4/19-20) or 
  Melee halberd +3 (1d8/x3) 
  Ranged shortbow +4 (1d4/x3)  
  Base Atk +2; Grp -2  
  Atk Options +1 on attack rolls against kobolds and goblinoids 
  Spell-Like Abilities (CL 1st):  
   
  1/day—dancing lights, ghost sound (DC 10), prestidigitation, 
  speak with animals 
  Abilities Str 11, Dex 11, Con 14, Int 9, Wis 8, Cha 10  
  SA +1 on attack rolls against kobolds and goblinoids 
  SQ gnome traits 
  Feats Weapon Focus (shortbow) 
  Skills Hide +1, Jump -8, Listen +1, Spot -1, Ride +2, Swim -4 
  Possessions combat gear plus chainmail, light metal shield, 
  short sword, shortbow with 20 arrows 
   
  GNOME MERCENARY SERGEANT 
  CR 3 
  Male gnome warrior 4 
  LN Small humanoid (gnome) 
  Init +1; Senses low-light vision; Listen +2, Spot -1 
  Languages Common, Gnome 
  AC 18, touch 11, flat-footed 17; +4 against giant type opponents 
   (+1 size, +1 Dex, +5 armor, +1 shield) 
  hp 26 (2 HD) 
  Fort +6, Ref +1, Will +0; +2 against illusions 
  Speed 15 ft. in chainmail (3 squares), base speed 20 ft. 
  Melee mwk short sword +6 (1d4/19-20) or 
  Melee halberd +5 (1d8/x3) 
  Ranged mwk shortbow +8 (1d4/x3)  
  Base Atk +4; Grp +0 
  Atk Options +1 on attack rolls against kobolds and goblinoids 
  Combat Gear 2 potions of cure light wounds 
  Spell-Like Abilities (CL 1st):  
   
  1/day—dancing lights, ghost sound (DC 10), prestidigitation, 
  speak with animals 
  Abilities Str 11, Dex 12, Con 14, Int 9, Wis 8, Cha 10  
  SA +1 on attack rolls against kobolds and goblinoids 
  SQ gnome traits 
  Feats Weapon Focus (shortbow) 
  Skills Hide +1, Jump -8, Listen +2, Spot -1, Ride +2, Swim -4 
  Possessions combat gear plus chainmail, light metal shield, 
  masterwork short sword, masterwork shortbow with 20 
  arrows 
   
  HOBGOBLIN ELITE WARRIOR 
  CR 3 
  Male hobgoblin fighter 3 
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin 
  AC 22, touch 10, flat-footed 22; Combat Expertise 
   (+0 Dex, +8 armor, +4 shield) 
  hp 25 (3 HD) 
  Fort +6, Ref +3, Will +2 
  Speed 20 ft. in half-plate (4 squares), base movement 30 ft. 
  Melee mwk bastard sword +5 (1d10+2/19-20) or 
  Melee shortspear +3 (1d6+2) 
  Ranged shortspear +3 (1d6+2) 
  Base Atk +3; Grp +5 
  Atk Options Combat Expertise 
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds,  
  Abilities Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8 
  Feats Combat Expertise, Exotic Weapon Proficiency (bastard 
  sword), Improved Initiative, Weapon Focus (bastard sword) 
  Skills Intimidate +5, Listen +1, Ride +6, Spot +1, Swim -6 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  half-plate, 
  masterwork tower shield, shortspear 
   
  HOBGOBLIN BATTLE MASTER  
  CR 9 
  Male hobgoblin fighter 1/sorcerer 8 
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Listen +4, Spot +1 
  Languages Common, Goblin 
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +1 shield, +1 natural) 
  hp 52 (9 HD) 
  Fort +8, Ref +7, Will +5 
  Speed 30 ft. (6 squares) 
  Melee morningstar +6 (1d8+1) 
  Ranged light crossbow +7 (1d8/19-20) 
  Base Atk +5; Grp +6 
  Atk Options Still Spell 
  Special Actions  
  Combat Gear brooch of shielding, potion of cure moderate wounds, 
  lesser metamagic rod of enlarge spell, scroll of eagle’s splendor, 
  invisibility sphere, wand of dispel magic (10 charges) 
  Sorcerer Spells Known (CL 8th): 
   4th (3/day)—dimension door 
   3rd (6/day)—fireball (DC 16), fly 
   2nd (7/day)—false life, invisibility, scorching ray (+7 ranged 
  touch) 
   1st (7/day)—grease, magic missile, protection from good, ray of 
  enfeeblement (+7 ranged touch), true strike 
   0 (6/day)—dancing lights, detect magic, ghost sound (DC 13), 
  mage hand, message, prestidigitation, touch of fatigue, read magic 
  Abilities Str 12, Dex 15, Con 16, Int 10, Wis 8, Cha 17  
  SQ bat familiar, share spells, speak with bats 
  Feats AlertnessB (if familiar within 5 ft.), Eschew Materials, 
  Improved Initiative, Still Spell, Lightning Reflexes, Weapon 
  Focus (ray)  
  Skills Concentration +14,Listen +4, Move Silently +1, Spot +1, 
  Spellcraft +11, Ride +4 
  Possessions combat gear plus amulet of natural armor +1, cloak of 
  resistance +1, morningstar, light crossbow with 10 bolts, 
  masterwork full plate, masterwork buckler, spell component 
  pouch, 50 gp 
   
  HOBGOBLIN SOLDIER 
  CR 2 
  Male hobgoblin warrior 3 
  LE Medium humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, Goblin 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +2 shield) 
  hp 19 (3 HD) 
  Fort +5, Ref +2, Will +1 
  Speed 20 ft. in banded mail (4 squares), base movement 30 ft. 
  Melee mwk longsword +6 (1d8+1/19-20) 
  Ranged heavy crossbow +4 (1d10/19-20) 
  Base Atk +3; Grp +4 
  Combat Gear potion of cure light wounds 
  Abilities Str 13, Dex 13, Con 14, Int 9, Wis 10, Cha 8  
  Feats Alertness, Weapon Focus (longsword)  
  Skills Jump -7, Listen +2, Move Silently -4, Spot +2 
  
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  Possessions combat gear plus banded mail, heavy steel shield, 
  masterwork longsword, heavy crossbow with 20 bolts, 10 gp 
   
  MONK BODYGUARD 
  CR 5 
  Male human monk 5 
  LN Medium humanoid (human) 
  Init +7; Senses Listen +10, Spot +10 
  Languages Common  
  AC 18, touch 17, flat-footed 15 
   (+3 Dex, +3 class, +1 deflection, +1 natural) 
  hp 27 (5 HD)  
  Immune normal diseases 
  Resist evasion 
  Fort +5, Ref +7, Will +6 (+8 against enchantment spells and 
  effects)  
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +5 (1d8+1) or 
  Melee unarmed strike 4/+4 (1d8+1) with flurry of blows 
  Ranged light crossbow +6 (1d8/19-20) 
  Base Atk +3; Grp +8 
  Atk Options Stunning Fist 6/day (DC 14), flurry of blows, ki 
  strike (magic) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 13, Dex 16, Con 12, Int 10, Wis 14, Cha 8  
  SA flurry of blows, ki strike (magic), Stunning Fist 
  SQ slow fall 20 ft. 
  Feats Deflect Arrows, Improved Grapple, Improved Intiative, 
  Stunning Fist, Weapon Focus (unarmed strike) 
  Skills: Balance +8, Climb +4, Jump +12[, Listen +10, Sense 
  Motive +7, Spot +10, Tumble +13 
  Possessions combat gear plus amulet of natural armor +1, ring of 
  protection +1, light crossbow with 10 bolts 
   
  OGRE SHOCK TROOPS 
  CR 5 
  Male ogre fighter 2 
  CE Large giant 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +3 
  Languages Common, Giant  
  AC 22, touch 10, flat-footed 21 
   (-1 size, +1 Dex, +6 armor, +1 shield, +5 natural) 
  hp 53 (6 HD) 
  Fort +11, Ref +2, Will +1 
  Speed 30 ft. in banded mail (6 squares), base movement 40 ft. 
  Melee mwk greatsword +12 (3d6+10) 
  Ranged javelin +5 (1d8+7) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +5; Grp +16 
  Atk Options Improved Bull Rush (+15), Improved Overrun 
  (+15), Power Attack 
  Abilities Str 25, Dex 12, Con 18, Int 8, Wis 10, Cha 4  
  Feats Improved Bull Rush, Improved Overrun, Power Attack, 
  Weapon Focus (greatsword) 
  Skills: Climb +2, Listen +2, Spot +3, Swim -3 
  Possessions combat gear plus masterwork banded mail, 
  buckler, masterwork greatsword, 2 javelins 
   
  SHALFEY 
  CR 12 
  Human male abjurer 7/loremaster 5 
  N Medium humanoid (human) 
  Init +1; Senses arcane sight, darkvision 60 ft., see invisibility; 
  Listen +4, Spot +4 
  Languages Abyssal, Celestial, Common, Draconic, Flan, 
  Infernal, permanent comprehend languages, read magic, tongues 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 30 (12 HD) 
  Fort +6, Ref +7, Will +14 
  Speed 30 ft. 
  Melee mwk dagger +6 (1d4-1/19-20) 
  Base Atk +5; Grp +4 
  Combat Gear potion of cure moderate wounds (2), potion of cure 
  serious wounds, staff of abjuration (5 charges), wand of stoneskin 
  (5 charges) 
  Wizard Spells Prepared (CL 12th): 
   6th—analyze dweomer (DC 22), globe of invulnerability, greater 
  dispel magic, true seeing 
   5th—break enchantment, Mordenkainen’s private sanctum�, 
  Rary’s telepathic bond, teleport, wall of stone 
   4th—detect scrying�, dimension door, fly, scrying (2), stoneskin 
   3rd—clairvoyance/clairaudience, hold person (2), magic circle 
  against evil, protection from energy (2) 
   2nd—blur, detect thoughts (DC 18), invisibility, mirror image, 
  protection from arrows, see invisibility, touch of idiocy 
   1st—charm person, expeditious retreat, mage armor�(2), obscuring 
  mist, shield (2) 
   0—detect poison (2), message, prestidigitation, resistance 
  �Already cast 
  Abilities Str 8, Dex 12, Con 10, Int 22, Wis 14, Cha 13 
  SQ lore (+11), lore of true stamina, permanent resistance, secret 
  knowledge of avoidance, secrets of inner strength 
  Feats Brew Potion, Craft Wand, Craft Staff, Craft Wondrous 
  Item, Magical Aptitude, Scribe Scroll, Skill Focus 
  (Knowledge [arcana]), 
  Skills Concentration +15, Craft (alchemy) +14, Knowledge 
  (arcana) +23, Knowledge (architecture and engineering) +7, 
  Knowledge (dungeoneering) +7, Knowledge (geography) +7, 
  Knowledge (history) +11, Knowledge (local) +8, Knowledge 
  (nature) +7, Knowledge (nobility and royalty) +7, Knowledge 
  (religion) +7, Knowledge (the planes) +21, Listen +4, 
  Profession (astronomer) +17, Spellcraft +25, Spot +4, Use 
  Magic Device +4 
  Possessions combat gear plus headband of intellect +4, spell 
  component pouch, dagger 
  Spellbook (bared schools evocation and necromancy) Shalfey 
  has access to an extensive library containing all 0-6th-level 
  spells from the PH 
   
  TARL 
  CR 5 
  Male human evoker 5 
  NG Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Ancient Suel, Common, Draconic, Flan, Gnome  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 22 (5 HD) 
  Fort +4, Ref +4, Will +6 
  Speed 30 ft. (6 squares) 
  Melee dagger +1 (1d4/19-20) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +1 
  Combat Gear potion of cure moderate wounds, potion of invisibility, 
  scroll of mage armor, eagle’s splendor, silversheen, wand of 
  fireball (10 charges) 
  Wizard Spells Prepared (CL 5th): 
   3rd—daylight, dispel magic, fireball (DC 18) 
   2nd—flaming sphere (DC 17), protection from arrows, scorching 
  ray (+3 ranged touch), see invisibility 
   1st—burning hands (DC 16), hold portal, mage armor�, magic 
  missile (2) 
  
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   0—detect magic, light, message (2), read magic 
  �Already cast 
  Abilities Str 9, Dex 13, Con 14, Int 16, Wis 12, Cha 10 
  SQ share spells, weasel familiar  
  Feats AlertnessB (if familiar within 5 ft.), Craft Wand, Greater 
  Spell Focus (evocation), Scribe Scroll, Skill Focus 
  (Concentration), Spell Focus (evocation) 
  Skills Concentration +13, Knowledge (arcana) +13, Knowledge 
  (architecture 
  and 
  engineering) 
  +4, 
  Knowledge 
  (dungeoneering) +4, Knowledge (geography) +4, Knowledge 
  (history) +8, Knowledge (local) +5, Knowledge (nature) +4, 
  Knowledge (nobility and royalty) +4, Knowledge (religion) 
  +4, Knowledge (the planes) +8, Listen +3, Spellcraft +13, Spot 
  +3 
  Possessions combat gear plus cloak of resistance +1, Quaal’s 
  feather token (swan boat), dagger, light crossbow with 10 bolts 
  Spellbook (barred schools: illusion, necromancy) spells 
  prepared plus 0—all; 1st—grease, identify, shocking grasp, 
  unseen servant, 2nd—eagle’s splendor, rope trick, spider climb; 
  3rd—blink, lightning bolt 
   
  WYVERN SKELETON 
  CR 5 
  NE Huge undead 
  Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0 
  AC 13, touch 10, flat-footed 13 
   (-2 size, +2 Dex, +3 natural) 
  hp 65 (10 HD); DR 5/bludgeoning 
  Immune cold, undead immunities 
  Fort +3, Ref +5, Will +5 
  Speed 20 ft. (4 squares) 
  Melee bite +7 (2d8+4) or 
  Melee bite +7 (2d8+4) and 
   
  sting +2 (1d6+4) and  
   
  2 wings each +2 (1d8+2) and  
   
  2 talons each +2 (2d6+4) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +5; Grp +17 
  Abilities Str 19, Dex 14, Con -, Int -, Wis 10, Cha 1  
  Feats Improved Initiative 
  SQ undead traits  
   
  HOBGOBLIN ELITE WARRIOR 
  CR 3 
  Male hobgoblin fighter 3 
  LE Medium humanoid (goblinoid) 
  Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin 
  AC 22, touch 10, flat-footed 22; Combat Expertise 
   (+0 Dex, +8 armor, +4 shield) 
  hp 25 (3 HD) 
  Fort +6, Ref +3, Will +2Speed 20 ft. in half-plate (4 squares), 
  base movement 30 ft. 
  Melee mwk bastard sword +5 (1d10+2/19-20) or 
  Melee shortspear +3 (1d6+2) 
  Ranged shortspear +3 (1d6+2) 
  Base Atk +3; Grp +5 
  Atk Options Combat Expertise 
  Combat Gear oil of magic weapon, potion of cure moderate wounds 
  Abilities Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8 
  Feats Combat Expertise, Exotic Weapon Proficiency (bastard 
  sword), Improved Initiative, Weapon Focus (bastard sword) 
  Skills Intimidate +5, Listen +1, Ride +6, Spot +1, Swim -6 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  half-plate, 
  masterwork tower shield, shortspear 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/Living Greyhawk - New Stat Block in Living Greyhawk.pdf