This Monster Vault excerpt has a new stat block for a flesh golem and master vampire, as well as werewolf moon frenzy (complete with a different disease layout). One thing of note is that it looks like they're taking the lack of fluff thing from Monster Manual to heart, as flesh golems feature seven paragraphs of text dedicated to their creation methods, and lack of biological needs and social etiquette. Aside from that, here's the rundown of notable changes in the Monster Vault version.
- Hit points are unchanged
- Defenses are equal to or lower than the older version
- Resist 10 cold
- Fire attacks cause it to flee as a free action, and if it cannot move at least half its speed it grants combat advantage
- When it takes lightning damage it gets to make a basic melee attack
- Slam is slightly more accurate and deals a lot more damage (11 more points on average), and becomes more accurate when its bloodied
- Double attack also causes its attacks to prone targets that it hits
- Golem rampage is reworded, but basically does the same thing. The old version made it clear that it provokes opportunity attacks and attacks friend and foe alike, and while the new version uses the terms "move" and "creatures", I think it could be easily interpreted incorrectly
- Berserk attack is unchanged
Vampires get a similar treatment in the fluff department, but since there's no real cohesive vampire statblock it's kind of hard to make a direct comparison. For example, sunlight usually destroys minions instantly, but either doesnt do anything to other vampires, or just stops their regeneration. Some are vulnerable to radiant damage, some just dont give a fuck. In the case of this vampire, sunlight deals radiant damage, and all radiant damage stops their regeneration, making it super effective.
Unfortunately the only statblock is for the new werewolf moon frenzy disease. The differences are slight and only present in stages two and three; during stage 2 the victim only makes one attack when bloodied as opposed to making save each turn, and during stage 3 the victim makes a free attack each time she is struck instead of going for the closest target. To make matters worse, free attacks made in both stages are only against allies. Moon frenzy was already pretty annoying, a nice change from 3rd Edition when it could actually be quite advantageous, but now it's even worse.