You guys are too nice to me.
Here's more monkeys and their trained insects. I've been filling in the level range, so the Chimpanzees and their bugs are low level. Add Fire Beetles (Brute 1) from the MM as Domesticated Guard Beetles, and use the Centipede as a Domesticated Skirmisher 4. You shouldn't have trouble using the Gorilla Minions (level 5) for most groups even at low level; although they are hard to hit, they still only have 1 hp.
For the psychic Baboons and Gibbons, I took powers from the Psion class list and tried to replicate how psionic augmentation works, without getting too into power points.
I apologize for the awful formatting and spacing. I can't seem to get rid of the spacing between line breaks.
Chimpanzee Bug Wrangler (Controller 2)
Medium terrestrial humanoid
Level 2 Controller
XP 125
Initiative +3 Perception +5
HP 39 Bloodied 19
AC 16 Fortitude 12, Reflex 13, Will 14
Speed 6
Standard Actions
Pheromone Stick • At-Will
Attack: (melee 1) +7 vs AC
Hit: 1d8+5 damage and any Attack Beetles adjacent to the target may make a basic attack on it as a free action.
Minor Actions
Beetle Bait • At-Will
Requirement: The Bug Wrangler has less than four Attack Beetles present in the encounter.
Effect: The Bug Wrangler summons an Attack Beetle in a square within 5 and it takes a standard action. On future turns, the Attack Beetle acts on the Beetle Wrangler’s initiative and has a full set of actions. Player characters do not gain XP for defeating Attack Beetles summoned by the Bug Wrangler.
Skills Nature +8
Str 12 (+2) Dex 14 (+3) Wis 18 (+5)
Con 15 (+3) Int 15 (+3) Cha 12 (+2)
Gear: Beetle cages, clothing, pheromone stick
Attack Beetle (Skirmisher Minion 2)
Small terrestrial beast
Level 2 Skirmisher Minion
XP 31
Initiative +5 Perception +3
HP 1; a minion never takes damage from a missed attack
AC 16 Fortitude 14, Reflex 14, Will 12
Speed 5, climb 5
Traits
Feeding Frenzy
If an Attack Beetle is adjacent to another Attack Beetle or a Bug Handler with a pheromone stick, it does +2 damage.
Standard Actions
Mandibles • At-Will
Attack: +7 vs AC
Hit: 4 damage.
Str 8 (+0) Dex 18 (+5) Wis 15 (+3)
Con 15 (+3) Int 1 (-4) Cha 8 (+0)
Monkey Combat Engineering Team (Controller 3)
Large terrestrial beast (swarm)
Level 3 Controller
XP 150
Initiative +5 Perception +4
HP 44 Bloodied 22
AC 17 Fortitude 14, Reflex 15, Will 14
Resistance half damage from melee and ranged attacks, Vulnerable 5 to close and area attacks
Speed 8
Traits
Monkey Business • At-Will
Aura 1
An enemy which begins its turn adjacent to or within the Engineering Team is attacked by Dismantle.
Standard Actions
Dismantle • At-Will
Attack: Melee 1 (one creature) +8 vs AC
Hit: 1d6+5 damage and the target is –2 to AC until the end of the Engineering Team’s next turn
Quick Barricade • Encounter
Effect: The Engineering Team creates a wall 4 in its own or adjacent squares. Each square of the wall has 10 hit points.
Net Launcher • Encounter
Attack: close blast 1 (attacks creatures) +6 vs Ref
Hit: The target is restrained (save ends)
Detention Cell • Encounter
Effect: The Engineering Team creates a 2 x 2 zone which includes its own or adjacent squares. That zone is surrounded by a barrier with 50 hit points. Creatures of tiny size or less can ignore the barrier, all other creatures cannot pass through it until it is destroyed. The barrier provides cover to anyone using ranged attacks through it.
Move Actions
Scatter • Recharge 5 6
The Engineering Team is removed from the board. At the beginning of its next turn, it returns to the board within 8 of its original space.
Skills Acrobatics +10, Athletics +10, Science +8, Stealth +10
Str 8 (+0) Dex 19 (+5) Wis 16 (+4)
Con 12 (+2) Int 15 (+3) Cha 14 (+2)
Gear Construction materials, battery, cables, tools
Winged Monkey (Lurker 3)
Small terrestrial beast
Level 3 Lurker
XP 150
Initiative +9 Perception +7
HP 40 Bloodied 20
AC 17 Fortitude 14, Reflex 16, Will 15
Speed 6, fly 6
Standard Actions
Pistol Shot • At-Will
Attack: (ranged 10) +8 vs AC
Hit: 1d8+6 damage and the target is slowed
Big Teeth • At-Will
Attack: (melee 1) +8 vs AC
Hit: 1d8+6 damage
Gut Shot • Recharge 5 6
Attack: (ranged 10) +6 vs Fort
Hit: 1d8+6 damage and ongoing 5 damage (save ends)
Seize • At-Will
Attack: (melee 1) +6 vs Ref
Hit: The target is immobilized until the Winged Monkey is no longer adjacent to it. The target can escape from this effect with a successful Athletics check (DC 14) or Acrobatics check (DC 16). This escape attempt requires a move action and, if successful, the target may shift one square as part of the move action.
Move Action
Carry Off • At-Will
Requirement: A single Winged Monkey can use this power on a small or smaller target and the Winged Monkey must have that target immobilized with Seize. If two or more Winged Monkeys are adjacent to a medium size target and the target is Seized by one of them, they can both use Carry Off on that target. Winged Monkeys cannot use Carry Off on a large or larger foe.
Effect: The Winged Monkey flies its speed and carries the target with it.
Skills Stealth +10
Str 12 (+2) Dex 19 (+5) Wis 16 (+4)
Con 16 (+4) Int 13 (+2) Cha 12 (+2)
Gear Clothing, pistol, message case
Psychic Baboon (Artillery 4)
Small terrestrial humanoid
Level 4 artillery
XP 175
Initiative +5 Perception +8
HP 43 Bloodied 21
AC 16 Fortitude 14, Reflex 15, Will 16
Resist 10 psychic
Speed 6, climb 5
Standard Actions
Mind Thrust • At-Will
Attack: (ranged 10) +9 vs Will
Hit: 2d6+5 psychic damage and the target is –2 Will until the end of the Psychic Baboon’s next turn.
Bite • At-Will
Attack: (melee 1) +9 vs AC
Hit: 2d6+5 damage
Id Insinuation • At-Will
Attack: (area burst 1 within 10) +8 vs Will
Hit: 1d8+5 psychic damage and the target is –2 AC until the end of the Psychic Baboon’s next turn.
Minor Actions
Mind Shroud • Encounter
The Psychic Baboon gains superior cover and is slowed. Both conditions last until the end of its next turn.
Psychic Augmentation • Recharge when bloodied
The Psychic Baboon's next attack does +1d10 additional damage.
Str 17 (+5) Dex 16 (+5) Wis 13 (+3)
Con 13 (+3) Int 14 (+4) Cha 20 (+7)
Rookie Gorilla (Soldier Minion 5)
Medium terrestrial humanoid
Level 5 Soldier Minion
XP 50
Initiative +8 Perception +6
HP 1; a minion never takes damage from a missed attack
AC 21 Fortitude 17, Reflex 16, Will 15
Speed 5, climb 4
Traits
Swift Climber
The Gorilla Soldier does not provoke opportunity attacks by climbing.
Standard Actions
Truncheon • At-Will
Attack: (melee 1) +10 vs AC
Hit: 7 damage
Rifle • At-Will
Attack: (ranged 20) +8 vs Ref
Hit: 7 damage
Str 21 (+7) Dex 18 (+6) Wis 18 (+6)
Con 16 (+5) Int 10 (+2) Cha 14 (+4)
Gear heavy armor, rifle, flail
Gorilla Sniper (Lurker 6)
Medium terrestrial humanoid
Level 6 Lurker
XP
Initiative +12 Perception +12
HP 61 Bloodied 30
AC 20 Fortitude 18, Reflex 18, Will 17
Speed 6, climb 5
Traits
Dug In
If the Gorilla Sniper has partial cover, he is treated as having superior cover instead.
Standard Actions
Snipe • At-Will
Attack: (ranged 20) +11 vs AC
Hit: 2d6+7 damage and if the Gorilla Sniper has cover he can make a Stealth roll to become hidden.
Knife • At-Will
Attack: (melee 1) +11 vs AC
Hit: 2d6+7 damage
In the Crosshairs • Recharge 5 6
Requirement: The Gorilla Sniper cannot leave his square during his action
Attack: +9 vs Ref
Hit: 3d6+10 damage
Minor Actions
Take Aim • At-Will
Effect: The Gorilla Sniper ignores cover and concealment for his next attack
Skills Stealth +13
Str 18 (+7) Dex 21 (+8) Wis 19 (+7)
Con 19 (+7) Int 13 (+4) Cha 12 (+4)
Gear Sniper rifle, light armor, knife
Psychic Gibbon (Controller 8)
Medium terrestrial humanoid
Level 8 controller
XP
Initiative +9 Perception +15
HP 89 Bloodied 44
AC 22 Fortitude 19, Reflex 20, Will 21
Resist 10 psychic
Speed 6, climb 5
Standard Actions
Mind Break • At-Will
Attack: (ranged 10) +12 vs Will
Hit: 2d8+7 psychic damage and the target gains vulnerable psychic 10 until the end of the Psychic Gibbon’s next turn.
Flailing Claws • At-Will
Attack: (melee 1) +13 vs AC
Hit: 2d8+7 physical damage
Betrayal • At-Will
Attack: (ranged 10) +13 vs Will
Hit: The Psychic Gibbon slides the target 1 square to a square adjacent to an enemy. The target then makes a basic attack against that enemy with a +2 bonus to the attack roll.
Hypnotic Pulse • Encounter
Attack: (area burst 1 within 10, attacks enemies) +12 vs Will
Hit: 3d6+6 psychic damage and the target is dazed (save ends)
Miss: The target is dazed until the end of the Psychic Gibbon’s next turn
Triggered Actions
Mental Void
Encounter • Immediate Interrupt
Trigger: The Psychic Gibbon is attacked by a power that targets Will.
Effect: The Psychic Gibbon gets a +4 bonus to Will until the end of its next turn. If the triggering attack misses, the attacker grants combat advantage until the end of the Psychic Gibbon’s next turn.
Minor Actions
Psychic Augmentation • Recharge when bloodied
If the Psychic Gibbon attacks with Mind Break or Hypnotic Pulse before the end of this turn, the effect of that power lasts for an additional turn. If the Psychic Gibbon attacks with Betrayal before the end of this turn, he may choose to shift the enemy a number of squares equal to the enemy’s speed, instead of one square.
Str 21 (+9) Dex 21 (+9) Wis 22 (+10)
Con 17 (+7) Int 18 (+8) Cha 24 (+11)