Dungeons and Dragons 4th Edition - Monster Statistics - Gribbs
I love the collection of monster in new 4th Edition Monster Manual and I love the array of powers that the designers have given them. I know some people are lamenting the loss of certain creatures (centaurs, rust monsters, metallic dragons, etc.) but never having had an attachment to the D&D world of old I guess I’m just as happy with these things as without them.
There are several reasons for choosing the creatures they did, not least among them that they wanted to keep a few hold-outs for the Monster Manual 2. While some people will insist that this is a greedy move by the company I guess I personally would rather see a book have some “normal” monsters and some bizarre monsters rather than have the basic Monster Manual be all the boring stuff and then have the later MMs be full of ever more crazy creatures.
One problem I have with the Monster Manual is that there are very few options for introductory adventures. At about level five onward you have the option of sending lots of lower level creatures at a party (or perhaps “pumped up” versions of lower level creatures) but of course there are no lower level creatures for a starting party. It seems your basic options are either Kobolds or Goblins. I wanted to have another option so I created Gribbs.
Below you will find the full statistics for Gribbs. I’ve only included basic information about them, similar to the information provided about creatures in the MM. If you’re planning on playing in one of my games you might want to wait until your characters have out-leveled these guys before reading about them. Also remember this is just a first attempt, they may need some modification after play testing.
Gribbs
Gribbs are short stocky humanoids with long arms and wide faces with large eyes and gaping mouths. They stand between four and five feet tall and have dark hair that is usually messy. Tribal leaders keep their hair more neatly and the more powerful (spell casters, leaders, or champions) will have decorative items (bows, combs, jewelry etc) tied into pony tails or dreadlocks.
Gribb Lore
- 15: Gribbs are generally of low intelligence but have the unusual tendency to fall behind intelligent leaders rather than strictly strong leaders. Tribes of Gribbs will often war amongst each other and Gribbs are constantly battling Goblins and Kobolds for territory.
- 20: Gribb leaders can be identified by their hair. The more items that have been imbedded into their hair (and also the neater that hair is kept) the more important that individual is to the tribe.
- 25: Gribbs are fascinated by the dead. They will often collect dead bodies of both their fallen and of foes and “save” them in storage areas within their lairs. Some Gribb Witchdoctors have discovered ways to cause the dead to rise as zombies or skeletons.
Level Damage Estimates for Minions
- 1….2-4
- 2….4
- 3-6….5
- 7-11….6
- 12-16….7
- 17-21….8
- 22-25….9
- 26….9-10
Gribb Slamfist
Level 1 Minion
Medium Natural Humanoid XP 25
Initiative +1
Senses Perception +1; low-light vision
- Str 16 (+3)
- Con 15 (+2)
- Dex 12 (+1)
- Int 8 (-1)
- Wis 10 (+0)
- Cha 8 (-1)
HP 1, a missed attack never damages a minion
AC 16; Fortitude 14, Reflex 12, Will 12
Speed 6
Slam (standard; at will)
+5 vs. AC; 3 damage (4 damage when another Slamfist has struck the target in the same turn)
Wild Bound (standard; encounter)
The Slamfist shifts six squares, ignoring both Difficult Terrain and enemies, and then makes an attack against an enemy adjacent to where it lands. Attack +4 vs. AC; 5 damage
Skills Athletics +5, Endurance +5
Gribb Cruncher
Level 1 Skirmisher
Medium Natural Humanoid XP 100
Initiative +3
Senses Perception +1; low-light vision
- Str 16 (+3)
- Con 15 (+2)
- Dex 12 (+1)
- Int 8 (-1)
- Wis 10 (+0)
- Cha 8 (-1)
HP 33; Bloodied 16
AC 16; Fortitude 15, Reflex 13, Will 12
Speed 6
Slam (standard; at will)
+6 vs. AC; 1d8+3
Wild Bound (standard; recharge {5,6})
Leaping forward the Cruncher flails wildly. The Cruncher shifts six squares, ignoring both Difficult Terrain and enemies, then makes an attack against an enemy adjacent to where it lands. Attack +5 vs. AC; 1d10 +5 damage
Skills Athletics +5, Endurance +5
Gribb Bruiser
Level 2 Brute
Medium Natural Humanoid XP 125
Initiative +2
Senses Perception +1; low-light vision
- Str 18 (+4)
- Con 15 (+2)
- Dex 12 (+1)
- Int 8 (-1)
- Wis 10 (+0)
- Cha 8 (-1)
Hit Points 45; Bloodied 22
AC 14; Fortitude 14, Reflex 13, Will 12
Speed 6
Great Club (standard; at will) Weapon
+7 vs. AC; 2d4 +4
Great Smash (standard; recharge {5, 6})
The Bruiser raises its club above its head and then brings it down on its target with devastating force. +7 vs. AC; 4d4 +4
Skills Athletics +6, Endurance +6
Equipment Great Club
Gribb Rock Chucker
Level 3 Artillery
Medium Natural Humanoid XP 150
Initiative +2
Senses Perception +2; low-light vision
- Str 14 (+2)
- Con 15 (+2)
- Dex 14 (+2)
- Int 8 (-1)
- Wis 10 (+0)
- Cha 8 (-1)
Hit Points 39; Bloodied 19
AC 14; Fortitude 14, Reflex 14, Will 12
Speed 6
Slam (standard; at will)
+9 vs. AC; 1d8+3
Rocks (standard; at will) Weapon
Ranged 5/10; +9 vs. AC 1d8 +3
Double Chuck (standard; encounter) Weapon
The Chucker grabs a rock in each hand and lobs them at two different targets.
Ranged 5/10; +9 vs. AC 1d8 +3 against two targets
Big Chuck (standard; encounter) Weapon
The Chucker grabs a massive rock that it lifts in both hands and hurls at an enemy.
Ranged 5/10; +8 vs. AC 2d8 +3 and the target is knocked prone
Skills Athletics +6, Endurance +6
Equipment Bag of Rocks
Gribb Witchdoctor
Level 4 Controller (Leader)
Medium Natural Humanoid XP 175
Initiative +6
Senses Perception +5; low-light vision
- Str 14 (+2)
- Con 15 (+2)
- Dex 12 (+1)
- Int 10 (+0)
- Wis 14 (+2)
- Cha 8 (-1)
Hit Points 55; Bloodied 27
AC 18; Fortitude 18, Reflex 17, Will 16
Club (standard; at will) Weapon
+8 vs. AC 1d6 +2
Necrotic Dart (standard; at will)
Ranged 10 +8 vs. Fortitude 1d6 +2 necrotic damage + 5 necrotic damage each round (save ends)
Necrotic Ball (standard; recharge {5,6})
Area Burst 3 within 10, +8 vs. Fortitude 2d6 +2 necrotic damage
Desperate Raising (immediate, reaction when first bloodied)
The Gribb Witchdoctor shrieks and mutters a few frightened words. The corpses of both enemies and allies hear his call.
Area close 5, All dead bodies in area rise up as Zombie Rotters. (Note: No matter the outcome these corpses only have enough necrotic energy to stay undead till the end of this encounter.)
Necrotic Drain (standard; recharge {5,6}) Healing
Ranged 10 +8 vs. Fortitude 1d6 +2 necrotic damage and the Witchdoctor regains 15 Hit points
Tactical Opportunity (minor; encounter)
The Gribb Witchdoctor shouts out orders that cannot be disobeyed.
All Gribbs within 10 can shift one square.
Skills Athletics +6, Endurance +6
Equipment Club, Leather Robes
(Note: Besides their Desperate Raising power Grubb Witchdoctors have found ways to create Zombie Rotters and Decrepit Skeletons from the bodies that they collect.)
Let me know what you think. Again, this a first attempt and I would love to get some feedback!





20080614 07:11
Keithric has some done some really cool templating for 4th Edition Monsters. I’m going to have to steal it and put my monsters into his templates.
You can find the templates here.
20080630 15:43
I gave the Witch Doctor’s too many abilities. I guess I got kind of carried away while making them. It’s not that having that many abilities makes them too powerful, at least that’s not the major problem. I guess the real problem with having that many abilities is book keeping. Also when i added an elite template to the Witch Doctor to make the final boss of the dungeon it made things crazy since the template added even more powers.