This document provides credits and legal information for Monster Manual 2. It lists designers, developers, editors and other contributors to the book. It also provides copyright information and publishing details.
THE SECOND c o m p e n d ium o f monsters for the
DUNGEONS & DRAGONS® g a m e , Monster Manual® 2 is
filled with a n e w assortment o f creatures designed to
challenge and terrify adventurers o f all levels.
T h e monsters i n these pages offer threats of every
level and include b r a n d new monsters, such as fir-
bolgs and djinns, as well as new versions o f familiar
monsters like giants and demons. Monster Manual 2
also introduces the metallic dragons, w h i c h j o i n their
c h r o m a t i c k i n in the g a m e .
T h e rest o f this introduction explains how to read a
monster's statistics block and assumes you're familiar
with the power and combat rules in the Player's Hand-
book®. T h e glossary, starting on page 2 1 6 , defines
m a n y o f the terms used i n the book, and the list o f
monsters b y level, starting on page 2 2 1 , is m e a n t to
assist you i n tailoring encounters for your player char-
acters (PCs).
THE STATISTICS BLOCK
A monster's statistics a r e presented in a format m e a n t
to b e used i n play. A typical statistics block is format-
ted as follows.
Monster Name Level and Role
Size, origin, and type (keywords) XP value
Initiative modifier Senses Perception modifier; special senses
Aura name (keywords) aura size; effect.
H P maximum; Bloodied value
Regeneration
AC; Fortitude, Reflex, W i l l
Immune effects; Resist effects; Vulnerable effects
Saving Throws modifier
Speed
Action Points
[Power icon[ Power name (action; requirement; recharge) •
Keywords
Range and area; targets; attack bonus vs. defense; effect on a
hit. Miss: Result (if any). Other effects.
Alignment Languages
Skills skill modifiers
Str score (modifier) Dex score (modifier) W i s score (modifier)
Con score (modifier) Int score (modifier) Cha score (modifier)
Equipment armor, shield, weapons, other equipment
6.
LEVEL AND ROLE TYPE
A monster's level and role are tools for the D M to use A creature's type s u m m a r i z e s some basic things
when building an encounter. Chapter 4 of the Dungeon about its appearance and behavior. Types are ani-
Master's Guide explains how to use these tools. mate, beast, humanoid, and magical beast. See the
L e v e l : A monster's level s u m m a r i z e s how tough it glossary for information about e a c h type.
is in an encounter. Level determines most o f the mon-
ster's statistics as well as the experience point ( X P ) KEYWORDS
award the P C s e a r n for defeating it (Dungeon Master's Some monsters have keywords that further define
Guide, pages 5 6 - 5 7 ) . t h e m . T h e s e keywords represent groups o f monsters,
R o l e : A monster's role describes its preferred such as angel, demon, devil, dragon, and undead. See
combat tactics, much as a character class's role sug- the glossary for definitions o f a monster's keywords.
gests tactics for P C s . Monster roles are artillery, brute,
controller, lurker, skirmisher, and soldier (Dungeon
Master's Guide, pages 5 4 - 5 5 ) .
SENSES
A monster might have a second role: elite, solo, Every monster has a Perception modifier. Some mon-
or m i n i o n . Elite monsters and solo monsters are sters also have special senses, such as darkvision or
tougher t h a n standard monsters, and m i n i o n s are tremorsense, which are noted in the " S e n s e s " entry.
weaker. For t h e purpose o f encounter building, an
elite m o n s t e r counts as two standard monsters o f its AURA
level, a solo monster counts as five, and four m i n i o n s I f a monster has an aura, that is noted near the top of
count as o n e . its statistics block. A n aura is a continuous effect that
In addition, a monster might have the leader sub- emanates from the monster. See the glossary for m o r e
role, indicating that it grants some sort o f boon to its about auras.
allies, such as a beneficial aura.
REGENERATION
SIZE S o m e monsters have regeneration. At the start o f each
A creature's size determines its space as well as its of its turns, a monster that has regeneration regains a
reach. specific n u m b e r o f hit points, as long as the monster
has at least 1 hit point.
Monster Size Space Reach T h e regeneration o f some monsters c a n b e sup-
Tiny 1/2 x 1/2 0 pressed by certain types o f damage or by specific
Small 1 x1 1 c i r c u m s t a n c e s , and some creatures c a n use regenera-
Medium 1 x 1 WSM tion only under specific c i r c u m s t a n c e s (for example,
Large 2x2 1 or 2 only while bloodied).
Huge 3x3 2 or 3
Gargantuan 4 x 4 or larger 3 or 4
SPEED
S p a c e : This is the area (measured in squares) that I f a monster has alternative movement modes, such
a creature occupies on the battle grid. as fly, climb, or swim, that fact is noted in its speed
R e a c h : I f a creature's r e a c h is greater t h a n 1, entry.
the r e a c h is noted in any m e l e e power the creature
has that uses that reach. Even i f a creature's reach is ACTION POINTS
greater t h a n 1, the creature can't m a k e opportunity Elite and solo monsters have action points they c a n
attacks against targets that aren't adjacent to it unless spend to take extra actions, just as P C s do. Unlike
it has threatening reach. P C s , a monster c a n spend more t h a n 1 action point in
A creature that has reach 0 c a n n o t normally m a k e an encounter, but only 1 per round.
m e l e e attacks outside its own space.
POWERS
ORIGIN A monster's powers are presented so that its basic
A monster's origin s u m m a r i z e s its place in the D & D attacks appear first, followed by its other powers.
cosmology. Origins are aberrant, elemental, fey,
i m m o r t a l , natural, and shadow. See the glossary for
TYPE
information about e a c h origin.
E a c h power has an icon that represents its type:
m e l e e (I), ranged (pf), close (<•), or area (•#). I f a power
doesn't have an icon, it's a personal power.
(Left to right)earth archon seismic striker, ground rager, and rumbler
EARTH ARCHON LORE ENCOUNTER GROUPS
A r c a n a D C 1 3 : E a r t h archons prefer a slow, E a r t h archons c a n be found with any type o f elemen-
inexorable advance toward conquest, and they are tal creature, eager to crush any e n e m y i n their path.
excellent strategists. T h e y prefer to take, hold, and
fortify positions, unlike the rapid a n d destructive Level 1 4 E n c o u n t e r ( X P 5 , 2 0 0 )
blazes o f fire archons. I n this regard e a r t h archons • 1 e a r t h a r c h o n ground rager (level 1 4 controller)
are similar to ice archons and work well with t h e m . • 1 e a r t h archon seismic striker (level 1 6 soldier)
A r a n a D C 2 0 : T h e greatest fortress o f e a r t h • 2 fire archon emberguards (level 1 2 brute, M M 18)
archons in the Elemental Chaos is Thrak-Harda, • 1 ice archon hailscourge (level 1 6 artillery,
ruled by a stone titan n a m e d King B r a k k a m u l . This MM 20)
sprawling fortification guards a huge g e m called the
D i a m o n d o f Despair. Level 1 8 E n c o u n t e r ( X P 1 0 , 4 0 0 )
A r c a n a D C 2 5 : R u m o r s say that the fortifica- • 1 c a m b i o n hellfire magus (level 1 8 artillery,
tions a r o u n d the D i a m o n d o f D e s p a i r are intended MM 39)
to protect others from it rather t h a n to protect it • 1 e a r t h archon ground rager (level 1 4 controller)
from thieves. W h a t danger it presents is a m a t t e r • 3 e a r t h archon seismic strikers (level 1 6 soldier)
of speculation, and the D i a m o n d has long b e e n • 2 e a r t h archon rumblers (level 17 brute)
an obsession o f t h e dao, mysterious cousins o f t h e
djinns a n d efreets. STORM ARCHON
SQUALLSHIELD
A s TEMPESTUOUS A S A H U R R I C A N E , a storm a r c h o n
squallshield is always spoiling for a fight. It serves as
versatile infantry to more powerful elemental lords,
and goes out o f its way to cause panic and suffering.
t Booming Retort(immediate reaction, when an enemy enters a STORM ARCHON
square adjacent to the storm archon lightning walker; recharge
: X] [fjj) • Lightning, Thunder TEMPEST W E A V E R TACTICS
The triggering enemy takes ongoing 5 lightning and thunder Unlike most artillery, a tempest weaver is willing
damage (save ends), and the lightning walker shifts 2 squares. to move close in c o m b a t . It begins with heart of the ^
<- Lightning Pulse (standard; encounter) • Lightning, tempest, incapacitating as m a n y c r e a t u r e s as pos-
Teleportation
sible and r e a r r a n g i n g the battlefield to its advantage
Close burst 2; targets enemies; +21 vs. Reflex; 3d6 + 6 lightning
before closing i n to use storm touch. T h e t e m p e s t
damage. Effect: The storm archon lightning walker teleports 10
squares.
weaver t h e n withdraws, using its fly speed to put
Alignment Chaotic evil Languages Primordial d i s t a n c e b e t w e e n itself and attackers.
Str 17 (+12) Dex 24 (+16) W i s 15 (+11)
Con 19 (+13) Int 15 (+11) Cha 18 (+13) STORM ARCHON LORE
Equipment scale armor, spear
A r c a n a D C 1 6 : S t o r m a r c h o n s live i n float-
ing storm cities t h a t c r u i s e t h r o u g h the E l e m e n t a l
STORM ARCHON C h a o s . Always on the move, these cities drift over-
LIGHTNING WALKER TACTICS h e a d , indifferent to what h a p p e n s b e n e a t h t h e m .
A lightning walker is in constant motion on the However, storm a r c h o n s strike without provocation
battlefield, vanishing in a flash after every attack i f they grow b o r e d .
and reappearing a short distance away. T h e archon A r c a n a D C 2 4 : Storm a r c h o n s c a n b e found in
reserves lightning pulse for situations w h e n it finds the company o f storm giants, especially during the
itself surrounded or f l a n k e d . howling black tempests that rise up from the Abyss.
Storm archons a n d storm giants ride these evil winds
STORM ARCHON as they swirl through the layers o f the Elemental
Chaos, spilling out into planes beyond to cause torna-
TEMPEST W E A V E R does and hurricanes.
RIDING T H E T U R B U L E N T W I N D S a n d s t o r m s raging A r c a n a D C 2 9 : Storm a r c h o n s and storm giants
across the Elemental Chaos, a tempest weaver hurls are at their worst when they ride a black tempest's
down lightning at its foes with capricious zeal. winds. W h i l e flying upon a tempest, they c a n attract
demons to follow or fight alongside t h e m .
Storm Archon Tempest Weaver Level 21 Artillery
Medium elemental humanoid (air, water) XP 3,200
ENCOUNTER GROUPS
Initiative +12 Senses Perception +14
HP 155; Bloodied 77 T e a m s o f storm a r c h o n s patrol their masters' domains
AC 33 (35 with defensive squall); Fortitude 32, Reflex 33 (35 with within the Elemental Chaos. Storm archons often
defensive squall), W i l l 33 serve storm giants and their elemental comrades.
Immune disease, poison; Resist 15 lightning, 15 thunder
Speed 6, fly 8 (hover)
Level 1 8 E n c o u n t e r ( X P 1 0 , 4 0 0 )
i Storm Touch (standard; at-will) • Lightning
• 2 storm archon squallshields (level 17 soldier)
-26 vs. Fortitude; 2d10 + 4 lightning damage.
Resounding Bolt (standard; at-will) • Lightning, Thunder • 2 storm archon lightning walkers (level 1 8
Ranged 10; +26 vs. Fortitude; 1 d10 + 5 thunder damage, and skirmisher)
ongoing 10 lightning damage (save ends), • 1 storm archon tempest weaver (level 2 1 artillery)
v* Lightning Blast (standard; recharges when first bloodied) •
Lightning
Level 1 8 E n c o u n t e r ( X P 1 1 , 6 0 0 )
Close burst 2; +24 vs. Reflex; 2d8 + 5 lightning damage, and
• 2 fire a r c h o n blazesteels (level 1 9 soldier, MM 1 9 )
the target is blinded until the end of the storm archon tempest
• 1 ice archon frostshaper (level 2 0 controller,
weaver's next turn.
•i'r Heart of the Tempest (standard; encounter) • Lightning, MM 2 1 )
Thunder • 2 storm archon lightning walkers (level 1 8
Area burst 3 within 20; targets enemies; +24 vs. Reflex; the skirmisher)
target slides 3 squares, takes ongoing 10 lightning damage and
ongoing 10 thunder damage, and is restrained (save ends all). Level 2 2 E n c o u n t e r ( X P 2 0 , 7 5 0 )
Defensive Squall
• 2 storm archon tempest weavers (level 2 1 artillery)
A storm archon tempest weaver gains a +2 bonus to its AC and
• 1 storm giant (level 2 4 controller, MM 2 4 )
Reflex against ranged attacks.
Alignment Chaotic evil Languages Primordial • 1 thunderhawk (level 2 2 elite soldier, MM 2 2 1 )
Skills Intimidate +20
Str 14 (+12) Dex 15 (+12) W i s 18 (+14)
Con 23 (+16) Int 25 (+17) Cha 25 (+16)
Equipment robes
(left to right)water archon waveshaper, shoal reaver, and tide strider
WATER ARCHON ENCOUNTER GROUPS
WAVESHAPER TACTICS W a t e r archons typically find themselves in the ser-
A waveshaper is content to linger at the edge o f battle, vice o f masters as m e r c u r i a l and destructive as the
just within the limits o f its ranged powers. F r o m this sea itself. They are loyal as long as they are not sent
location, the waveshaper alternates b e t w e e n using too far from water and are given frequent opportuni
dizzying whirlpool and geyser, using the first while the ties to spread misery and woe.
second recharges. A waveshaper uses ocean call early
in combat, once its allies have engaged their enemies. Level 1 2 E n c o u n t e r ( X P 3 , 5 0 0 )
• 1 h u m a n pirate captain (level 10 soldier)
WATER ARCHON LORE • 2 windfiend furies (level 1 2 controller)
• 2 water archon shoal reavers (level 13 brute)
A r c a n a D C 1 8 : W a t e r archons don't limit
themselves to seas. T h e y use rivers and streams as
Level 14 Encounter ( X P 5 , 2 0 0 )
highways, setting up outposts in swamps or lakes.
• 1 aboleth slime mage (level 17 artillery, MM 8)
Water archons prefer to r e m a i n near water, but use
• 3 water archon shoal reavers (level 1 3 brute)
land-based attacks as a surprise tactic.
• 1 water archon waveshaper (level 15 controller)
A r c a n a D C 2 3 : W a t e r archons prowl water-
ways in great ships o f water crafted by waveshapers.
These strange aquatic masses have a semisolid state
that allows t h e m to rise and submerge as the water
archons wish. T h e s e ships have given water archons a
reputation as planar pirates.
Barghest battle lordin hobgoblin/orm and in wolf form
•c Life Feed (standard; usable only in wolf form; encounter) • other evil creatures. Barghests are born at r a n d o m
Healing, Necrotic a m o n g goblins, which is viewed by parents as a bless-
Close blast 5; +11 vs. Fortitude; 1d8 + 1 necrotic damage, and ing from Bane.
ongoing 5 necrotic damage (save ends). When a target takes the N a t u r e D C 1 2 : Barghests gain energy by feeding
ongoing damage, the barghest battle lord regains S hit points.
on their foes' will. S o m e steal powers; others use their
Change Shape (minor 1/round; at-will) • Polymorph
foes' strength to heal their own wounds.
A barghest battle lord can alter its physical form to appear as a
wolf or a hobgoblin (see Change Shape, MM 280). N a t u r e D C 1 7 : B a r g h e s t s have u n u s u a l features
Get Some Distance (immediate reaction, when hit by a melee that indicate their special n a t u r e even in goblin
attack; encounter) form; a s h o c k o f white h a i r or a discolored eye is a
The barghest battle lord shifts 2 squares. c o m m o n sign.
Alignment Evil Languages Common, Goblin
Skills Intimidate +11
Str 16 (+6) Dex 15 (+5) W i s 18 (+7) ENCOUNTER GROUPS
Con 18 (+7) Int 19 (+7) Cha 16 (+6) Barghests c a n be found terrorizing prey alongside
Equipment greatsword all types o f goblins, which they almost always lead
through brute force or intimidation.
BARGHEST BATTLE LORD TACTICS
A barghest battle lord keeps its distance, prefer Level 3 E n c o u n t e r ( X P 8 2 5 )
ring to let other creatures rush into melee. It allows • 1 barghest savager (level 4 brute)
itself to be surrounded in order to use life feed to best • 2 goblin sharpshooters (level 2 artillery, MM 1 3 7 )
effect, afterward putting distance between itself and • 4 goblin warriors (level 1 skirmisher, M M 1 3 7 )
enemies.
Level 6 Encounter ( X P 1 , 3 5 0 )
BARGHEST LORE • 1 barghest battle lord (level 7 controller)
• 2 barghest savagers (level 4 brute)
N a t u r e D C 7: Although barghests are shapeshift-
• 2 bugbear stranglers (level 6 lurker, MM 1 3 6 )
ers of the goblin race, they c a n also be found with
• 1 hobgoblin c o m m a n d e r (level 5 soldier, MM 1 4 0 )
9-Ray of Attraction:Area burst 1 within 10; +32 vs. Reflex;
the target takes a -5 penalty to all defenses, and at the start
of the target's turn the beholder pulls it 2 squares (save ends
both). Aftereffect: The target takes a -2 penalty to all defenses
(save ends).
10-Ray of Repulsion: Area burst 1 within 10; +32 vs. Reflex;
the target takes a -2 penalty to Reflex, and at the start of the
target's turn the ultimate tyrant pushes it 6 squares (save ends
both). Aftereffect: The target is pushed 3 squares at the start of
its turn (save ends).
Antimagic Field
A beholder ultimate tyrant takes no damage from zone effects.
AI ignment Evil Languages Deep Speech
Str 22 (+20) Dex 22 (+20) W i s 27 (+22)
Con 30 (+24) Int 34 (+26) Cha 38 (+28)
ULTIMATE TYRANT TACTICS
T h e ultimate tyrant focuses its central eye attacks on
the strongest-looking m e l e e combatants, hoping to
keep t h e m out o f the fray. It hovers above foes on the
ground, keeping out o f m e l e e as it assaults the closest
targets with its eye ray powers. However, it stays near
enemies in order to m a x i m i z e the effect o f its spas-
modic rays.
ULTIMATE TYRANT LORE
D u n g e o n e e r i n g D C 2 8 : T h e ultimate tyrant
is the pinnacle o f beholderkind. T h e s e creatures
originate in the Far R e a l m , drawing power from the
madness o f that unknowable place.
D u n g e o n e e r i n g D C 3 3 : Ultimate tyrants com-
mand the allegiance o f lesser beholders. Even the
willful and unpredictable eye o f chaos bows to the
leadership o f an ultimate tyrant.
Level 1 3 E n c o u n t e r ( 4 , 0 0 0 X P )
ENCOUNTER GROUPS • 1 beholder eye o f frost (level 14 elite artillery)
Beholders c o m m a n d a wide range o f forces, typi- • 1 oni mage (level 1 0 elite lurker, MM 2 0 1 )
cally consisting o f servants willing to stand b e t w e e n • 2 wyverns (level 1 0 skirmisher, M M 2 6 8 )
them and their foes. M a n y beholders recruit flying
creatures to their service, creating a deadly airborne Level 2 4 Encounter ( 3 4 , 7 5 0 X P )
strike force. • 1 beholder eye o f chaos (level 2 5 elite artillery)
• 1 chaos hydra (level 2 2 solo brute)
level 5 Encounter (1,100 X P )
• 1 beholder gauth (level 5 elite artillery) Level 2 9 E n c o u n t e r ( 8 9 , 0 0 0 X P )
• 2 barghest savagers (level 4 brute) • 1 beholder ultimate tyrant (level 2 9 solo artillery)
• 1 goblin underboss (level 4 elite controller, • 2 slaughterstone h a m m e r e r s (level 2 5 soldier)
MM 1 3 8 )
28.
BULLYWUG BULLYWUG TWITCHER
A B U L L Y W U G T W I T C H E R SPASMS a r o u n d t h e battlefield
erratically, m a k i n g it h a r d to k n o w w h e r e its j a v e l i n s
N A S T Y A N D NOISOME, b u l l y w u g s t u r n any s w a m p
will land.
t h e y i n h a b i t into a d i s m a l e c h o o f t h e l a n d it o n c e
was, so m u c h so t h a t even t h e y view t h e i r e x i s t e n c e
Bullywug Twitcher Level 1 Skirmisher
as i n n a t e l y askew. B u l l y w u g s sense t h i s " w r o n g n e s s " Medium natural humanoid (aquatic)
as a h e i g h t e n e d p a r a n o i a , a feeling t h a t everyone
Initiative +7 Senses Perception +3
is out to kill t h e m . A n d it's t r u e - c r e a t u r e s that Rancid Air (Poison) aura 2; each enemy that spends a healing
a t t a c k a b u l l y w u g w i t h e x t r e m e p o w e r or preci- surge within the aura is weakened until the end of its next turn.
sion f i n d t h e m s e l v e s b l e s s e d b y a m o m e n t o f c l a r i t y HP 34, Bloodied 17
a n d r e n e w e d s t r e n g t h , as i f t h e n a t u r a l world w e r e AC 16; Fortitude 13, Reflex 14, W i l l 13
Speed 7 (swamp walk), swim 5
thanking them.
0Javelin (standard; at-will) • Weapon
+6 vs. AC; 1d6 + 3 damage.
BULLYWUG MUCKER ® Javelin (standard; at-will) • Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
STRONG A N D STOUT, a b u l l y w u g m u c k e r leaps into
Spasmodic Hop (standard; encounter) 4 Reliable, Weapon
-
c o m b a t to k n o c k foes prone.
Marks on the bullywug twitcher end, and it shifts 4 squares
before the attack: +7 vs. AC; 2d6 + 3 damage, and the target
Bullywug Mucker Level 1 Brute takes a -4 penalty to attack rolls against the twitcher until the
Medium natural humanoid (aquatic) XP100 end of the twitcher's next turn.
Initiative +2 Senses Perception +0 Nature's Release • Healing TTSFTBSHHI
Rancid Air (Poison) aura 2; each enemy that spends a healing Any attacker who scores a critical hit against a bullywug
surge within the aura is weakened until the end of its next turn. twitcher regains 4 hit points.
H P 34; Bloodied 17 Alignment Chaotic evil Languages Primordial
AC 12; Fortitude 12, Reflex 12, W i l l 10 Skills Athletics+8
Speed 6 (swamp walk), swim 4 ;tr14(+3) Dex 18 (+5) W i s 14 (+3)
0 Spear (standard; at-will) • Weapon Con 10 (+1) Int 10 (+1) Cha 8 (+0)
+4 vs. AC; 1d8 + 3 damage. Equipment 5 javelins
4 Bullywug Rush (standard; usable only in place of a melee basic
attack when charging; recharge |X] [Q])
+5 vs. Fortitude; 2d6 + 4 damage, and the target is knocked
BULLYWUG CROAKER
prone. Miss: The bullywug mucker takes 3 damage and is W E A K A N D F L A B B Y , a c r o a k e r b e l c h e s foul gas in loud
knocked prone. croaks.
Bully
A bullywug mucker's attack deals 1d6 extra damage against
Bullywug Croaker Level 3 Minion Brute
prone targets.
Medium natural humanoid (aquatic) XP 38
Nature's Release • Healing
Initiative +3 Senses Perception +0
Any attacker who scores a critical hit against a bullywug mucker
Rancid Air (Poison) aura 2; each enemy that spends a healing
regains 3 hit points.
surge within the aura is weakened until the end of its next turn.
Alignment Chaotic evil Languages Primordial
H P 1; a missed attack never damages a minion.
Skills Athletics+8
AC 14; Fortitude 12, Reflex 14, W i l l 12
Str 16 (+3) Dex 14 (+2) W i s 10 (+0)
Resist 5 poison
Con 14 (+2) Int 6 (-2) Cha 8 (-1)
Speed 6 (swamp walk), swim 4
Equipment leather armor, spear
0 Claw (standard; at-will)
+6 vs. AC; 7 damage.
Foul Croak (standard; at-will) • Poison
Close blast 2; +4 vs. Fortitude; 4 poison damage.
Nature's Release • Healing
Any attacker who scores a critical hit against a bullywug croaker
regains 3 hit points.
Alignment Chaotic evil Languages Primordial
Skills Athletics+6
Str 10 (+1) Dex 14 (+3) W i s 10 (+1)
Con 14 (+3) Int 6 (-1) Cha 5 (-2)
BULLYWUG M U D LORD
A MUD LORD POSSESSES GREATER INTELLIGENCE t h a n
others o f its k i n d . It prefers to k e e p out o f h a r m ' s
way, a n d h a s no c o m p u n c t i o n s about sacrificing
underlings.
29.
Bullywug Mud Lord Level 3 Artillery
I natural humanoid (aquatic) XP 150
BULLYWUG LORE
initiative+2 Senses Perception+9 N a t u r e D C 1 0 : Bullywugs say they were created
Rancid Air (Poison) aura 2; each enemy that spends a healing by the original primordials, not by the gods. T h e i r
surge within the aura is weakened until the end of its next turn. primitive societies are among the pettiest and most
HP 39; Bloodied 19 mindlessly destructive o f all h u m a n o i d societies. z
AC 16; Fortitude 14, Reflex 14, Will 16
'1
N a t u r e D C 1 5 : By amassing legacies o f savagery,
Speed 6 (swamp walk), swim 4
the c r u d e s t bullywugs imagine that they will one
; Quarterstaff (standard; at-will) 4 Weapon
+8 vs. AC; 1d8 + 1 damage. day be reborn as slaads. Bullywug tribes that have
— Electric Reflux (standard; recharge (nj) • Cold, Lightning exhausted a swamp's resources have b e e n known to
Close blast 3; +6 (+8 with necessary sacrifices) vs. Reflex; 2d6 + 4 resort to c a n n i b a l i s m ; others are c a n n i b a l s by choice.
cold and lightning damage, and the target is dazed until the end
: f the bullywug mud lord's next turn. Miss: Half damage,
>
-ii- Fiery Croak (standard; at-will) • Fire, Thunder
ENCOUNTER GROUPS
Area burst 1 within 20; +6 (+8 with necessary sacrifices) vs. Bullywugs have a hard time teaming up with any
Reflex; 1d10 + 4fireand thunder damage. other creatures, but when they do it is with the foul,
Secessary Sacrifices the chaotic, and the feral.
i f a bullywug mud lord includes at least one ally in the area of its
area or close attacks, each of its rolls with that attack gains a +2
Level 1 E n c o u n t e r ( X P 5 2 4 )
power bonus,
'oture's Release • Healing • 1 bloodthorn vine (level 2 soldier)
Any attacker who scores a critical hit against a bullywug mud • 2 bullywug croakers (level 3 minion)
brd regains 5 hit points. 4 2 bullywug muckers (level 1 brute)
-
Alignment Chaotic evil Languages Primordial • 1 bullywug twitcher (level 2 skirmisher)
Skills Arcana +6, Nature +9
Str 12 (+2) Dex 14 (+2) W i s 16 (+4)
Level 6 E n c o u n t e r ( X P 1 , 2 5 0 )
Con 15 (+3) Int 11 (+1) Cha10(+1)
• 1 bullywug mud lord (level 3 artillery)
Equipment quarterstaff
4 3 bullywug twitchers (level 2 skirmisher)
4 3 ettercap fang guards (level 4 soldier)
4 1 ettercap webspinner (level 5 controller)
(Left to right) bullywug croaker, twitcher, mud lord, and mucker
J*
(Left to right)centaur hunter, ravager, and mystic
N a t u r e D C 1 6 : Centaurs revere the wild forces
ENCOUNTER GROUPS
represented by Kord and Melora, rather t h a n those
Centaurs have strong ties with elves, eladrin,
of the fey god Corellon. Thus, they love the wild, and
gnomes, and satyrs. M a n y adventurous centaurs live
they fiercely protect pure lands from despoiling inter-
a m o n g other fey a n d explore the wider cosmos. Fey
lopers and monsters. They see combat and athletic
chargers, for e x a m p l e , have b e e n seen as " k n i g h t s "
contests as paths to renown, and they do not fear
in eladrin courts. Exiled centaurs do the same,
death in battle. T h e i r celebrations after successful
although these outcasts are m o r e likely to be evil. A
battles, hunts, or births are unruly and long, full of
few centaurs, often c a m p a i g n e r s , venture far afield
boasting, sport, and drink.
as m e r c e n a r i e s .
As fierce as they are, centaurs are gentle to one
another and to friends. T h e y have a strong mystical
Level 2 3 Encounter ( X P 2 5 , 5 0 0 )
tradition and wise leaders, most o f which are female.
• 1 centaur c a m p a i g n e r (level 2 5 soldier)
T h e i r laws are simple and very different from h u m a n
• 2 fell wyverns (level 2 4 skirmisher)
standards. T h e p u n i s h m e n t for serious c r i m e s is ban-
• 2 eladrin ghaeles o f winter (level 2 1 artillery,
ishment from the tribe. Such outlaws must leave the
MM 1 0 3 )
tribe's lands, and no other tribe m e m b e r c a n raise
hand or h o o f to help t h e m .
N a t u r e D C 2 1 : Devotion to Kord's creed and a
spiritual connection to nature is physically manifest
in these fey creatures; mystics among the centaurs
develop amazing powers over the natural world.
Centaurs devoted to battle, as well as centaur mages,
develop power over lightning and thunder.
33.
UJ
CENTIPEDE
T HE S E VORACIOUS NOCTURNAL PREDATORS-thrive in
dark conditions such as forest u n d e r g r o w t h and moist
caves. C e n t i p e d e s a r e q u i c k a n d silent hunters that
prey on a n y c r e a t u r e t h e y are able to eat.
CENTIPEDE SWARM
ALTHOUGH E A C H INDIVIDUAL IS JUST A FOOT LONG,
when groups o f centipedes s w a r m together t h e y c a n
kill and c o n s u m e far larger targets.
Centipede Swarm Level 2 Brute
Medium natural beast (swarm) XP 125
Initiative +4 Senses Perception +1; darkvision
Swarm Attack aura 1; each enemy that starts its turn within the
aura takes 3 damage plus 2 extra damage per centipede swarm
adjacent to the enemy.
HP 44; Bloodied 22
AC 14; Fortitude 14, Reflex 15. W i l l 10
Resist half damage from melee and ranged attacks; Vulnerable 10
against close and area attacks
Speed 6, climb 6 (spider climb)
i ) Swarm of Mandibles (standard; at-will) • Poison
+4 vs. Reflex; 1d6 damage, and ongoing 5 poison damage (save
ends); a creature already taking ongoing poison damage is also
weakened (save ends). The centipede swarm's attack deals 1
extra damage for each centipede swarm adjacent to it.
Survival Instinct (immediate reaction, when hit by an area or
close attack; at-will) S&WMHHKSHHHK
The centipede swarm shifts 3 squares.
Alignment Unali jned Languages -
CENTIPEDE LORE
Skills Stealth +9 N a t u r e D C 1 0 : C e n t i p e d e s are plentiful in wood-
Str 9 (+0) Dex 17 (+4) W i s 10 (+1) lands a n d caves, a n d t h e i r poison c a n d r a i n a victim's
Con 14 (+3) Int 1 (-4) Ch 6 ( 1 } strength.
N a t u r e D C 1 5 : C e n t i p e d e s a r e sacred to Torog,
CENTIPEDE SCUTTLER and his worshipers k e e p t h e m as pets.
T H I S ENORMOUS CENTIPEDE positions i t s e l f to a m b u s h
prey, s o m e t i m e s clinging overhead or lurking in ENCOUNTER GROUPS
debris. It relentlessly pursues one target. B e c a u s e they're wide-ranging a n d not s m a r t , centi-
p e d e s serve other forest a n d u n d e r g r o u n d c r e a t u r e s
Centipede Scuttler Level 4 Skirmisher
as pets or g u a r d i a n s .
Medium natural beast XP 175
Initiative +8 Senses Perception +2; darkvision
Level 4 E n c o u n t e r ( X P 8 0 0 )
HP 51; Bloodied 25
AC 18; Fortitude 16, Reflex 18, W i l l 14 • 1 a n k h e g (level 3 elite lurker)
Speed 8, climb 8 (spider climb); see also scuttle • 2 b l o o d t h o r n vines (level 2 soldier)
j) Bite (standard; at-will) • Poison • 2 c e n t i p e d e s w a r m s (level 2 brute)
+9 vs. AC; 1d6 + 2 damage, and ongoing 5 poison damage (save
ends); a creature already taking ongoing poison damage is also
Level 5 E n c o u n t e r ( X P 1 , 0 5 0 )
weakened (save ends).
• 2 centipede scuttlers (level 4 s k i r m i s h e r )
* Feed (standard; at-will)
Targets a weakened creature; +9 vs. AC; 3d6 + 2 damage. • 1 gnoll h u n t m a s t e r (level 5 artillery, M M 1 3 2 )
Scuttle (move; at-will) • 2 gnoll m a r a u d e r s (level 6 b r u t e , M M 1 3 2 )
The centipede scuttler shifts 4 squares. When it shifts into
an ally's space, that movement does not count toward the 4
squares the scuttler can shift.
Alignment Unaligned Languages -
Skills Stealth +11
Str 14 (+4) Dex 18 (+6) W i s 10 (+2)
Con 11 (+2) Int 2 (-2) Cha9(+1)
(Left to right)flameshard, death shard, storm shard, prismatic shard
PRISMATIC SHARD CHAOS SHARD LORE
LTIHUED CRYSTALLINE S H A P E S , p r i s m a t i c shards A r c a n a D C 1 0 : Chaos shards are sentient crystal
tzle their targets before killing t h e m . creatures formed in the maelstrom where the deepest
levels o f the Elemental Chaos b e c o m e the Abyss.
:
-rsmatic Shard Level 1 6 Artillery A r c a n a D C 1 6 : Chaos shards exist due to the
M u m elemental magical beast XP 1,400 influence o f the shard o f pure evil from which the
nriiative +13 Senses Perception +9; darkvision Abyss was created. Legends state that the most
*-rsmatic Corona (Radiant) aura 2; each enemy that ends its turn powerful o f the chaos shards are splinters o f this leg-
«. thin the aura takes 5 radiant damage and takes a -2 penalty
endary crystalline fragment.
•: saving throws during its current turn.
A r c a n a D C 2 1 : W i z a r d s and those that draw
mf 123: Bloodied 61; see also prismatic shatter
AC 28: Fortitude 27, Reflex 27, W i l l 29 power from the Elemental Chaos sometimes capture
tannine disease, poison, radiant; Resist 10 variable (4/encounter) chaos shards to use t h e m as sources o f power.
Speed 4, fly 4 (hover)
: Prism Flare (standard; at-will) • Radiant
vs. Reflex; 1d10 + 7 radiant damage.
ENCOUNTER GROUPS
'' • descent Bolt (standard; at-will) • Radiant Chaos shards travel together in small clusters, sowing
Ranged 20; +21 vs. Will; 2d8 + 7 radiant damage, and the target upheaval wherever they go. They are also highly
is blinded until the end of the prismatic shard's next turn. sought after by a r c a n e casters and creatures of the
*- Hashing Colors (minor; recharge (x| (FT])
Elemental Chaos, which use t h e m as powerful (if
- ose burst 3; targets enemies; +21 vs. Will; the target is dazed
unpredictable) guardians.
HFCWEENDS).
4- Prismatic Shatter (when the prismatic shard drops to 0 hit
:•: nts) • Radiant Level 7 E n c o u n t e r ( X P 1 , 5 0 0 )
I ose burst 2; +21 vs. Will; 2d8 + 7 radiant damage, and the • 2 death shards (level 8 artillery)
"3'get is blinded (save ends). • 1 bloodseep d e m o n (level 7 skirmisher)
.. I-ment Chaotic evil Languages Abyssal • 2 evistros (level 6 brute, MM 5 4 )
--12) Dex 20 (+13) W i s 13 (+9)
-•21 (+13) Int 7 (+6) Cha 24 (+15)
Level 17 E n c o u n t e r ( X P 8 , 2 0 0 )
• 1 prismatic shard (level 1 6 artillery)
• 3 blue slaads (level 17 brute, M M 2 3 8 )
• 1 green slaad (level 1 8 controller, MM 2 3 8 )
COLOSSUS
A COLOSSUSEXISTS TO F U L F I L L t h e will o f its creators,
but the creators o f the primordial colossi passed into
myth long ago.
Primordial Colossus Level 2 8 Elite Brute
Huge elemental animate (construct) XP 26,000
Initiative +21 Senses Perception +22
Elemental Presence (Acid, Cold, Fire, Lightning, Thunder) aura
5: each creature that starts its turn within the aura takes 15
acid, cold, fire, lightning, and thunder damage.
HP 640; Bloodied 320
AC 40; Fortitude 44, Reflex 37, W i l l 38
-nmune disease, fear, poison, sleep; Resist 15 variable (3/
encounter)
Saving Throws +2
Speed 10
Action Points 1
- Slam (standard; at-will)
-29 vs. AC; 3d10 + 14 damage.
- Colossal Slam (standard; at-will) • Acid, Cold, Fire,
Lightning, Thunder
Close blast 3; +29 vs. AC; 3d10 + 14 damage, and the
primordial colossus can make a secondary attack. Secondary
Attack: close blast 3;+28 vs. Fortitude; 3d8 acid, cold, fire,
ightning, and thunder damage, and the target is knocked prone.
- Reactive Kick (immediate reaction, when an enemy moves
adjacent to the primordial colossus; recharges when first
bloodied) • Acid, Cold, Fire, Lightning, Thunder
Targets the triggering creature; +30 vs. Fortitude; 3d8 + 7 acid,
cold, fire, lightning, and thunder damage, and the target is
pushed 4 squares and knocked prone.
>
Primordial Stone (standard; at-will) • Acid, Cold, Fire,
Lightning, Thunder
Ranged 20; +29 vs. Reflex; 3d6 + 14 damage, and the
primordial colossus can make a secondary attack that is a burst
5 centered on the target. Secondary Attack: +28 vs. Fortitude;
3d8 acid, cold, fire, lightning, and thunder damage, and the
secondary target is knocked prone.
Alignment Unaligned Languages -
Str 38 (+28) Dex 25 (+21) W i s 27 (+22)
Con 30 (+24) Int 3 (+10) Cha 15 (+16)
ENCOUNTER GROUPS
Though a primordial colossus c a n arise spontane-
ously, most o f these creatures are found in the ancient
COLOSSUS LORE ruins they were created to defend, fighting alongside
A r c a n a o r R e l i g i o n D C 2 8 : Originally crafted other i m m o r t a l guardians.
bv the primordials, primordial colossi now slumber
in crumbling ruins or move freely throughout the Level 2 6 Encounter ( X P 4 5 , 1 0 0 )
planes, seeking to fulfill t h e orders o f their long-gone • 1 primordial colossus (level 2 8 elite brute)
masters. S o m e primordial colossi appear to b e shat- • 2 great flameskulls (level 2 4 artillery, MM 1 0 9 )
tered statues, but rise in fury w h e n approached. • 1 slaughterstone h a m m e r e r (level 2 5 soldier)
A r c a n a o r R e l i g i o n D C 3 3 : Most primordial
colossi a r e as ageless as their original masters. How- Level 2 7 Encounter ( X P 6 1 , 0 0 0 )
ever, these powerful guardians c a n also b e created by • 1 primordial colossus (level 2 8 elite brute)
the death or awakening o f mighty elemental beings, 4- 1 primordial naga (level 2 5 solo artillery, MM 1 9 5 )
:n a buildup o f a r c a n e energy, or by t h e rituals o f
imighty wizards.
COUATL LORE
R e l i g i o n D C 1 1 : Couatls are benevolent celestial
serpents k n o w n for their hatred of demons and other
forces o f evil and chaos.
R e l i g i o n D C 1 8 : T h e couatls' benevolent reputa-
tion is only partly deserved. Although they are driven
in their hatred o f evil, couatls are single-minded
in their dedication to their specific plans, w h e t h e r
protecting a village, propelling a chosen creature
on a path o f destiny, or preventing a planar b r e a c h .
Creatures that stand opposed to a c o u a t l s p l a n s -
knowingly or otherwise—can easily find themselves
the object o f the creature's wrath.
R e l i g i o n D C 2 3 : Couatls were supposedly b o r n
of the first light in the world. Ancient lore speaks o f
great couatls fighting in the war b e t w e e n the gods
and the primordials, and o f h o w these creatures
bound mighty beings within the world or on other
planes. Free couatls and their followers work to m a k e
sure such sites r e m a i n forever undisturbed.
ENCOUNTER GROUPS
Couatls most often ally with other creatures that
share a desire to oppose malevolence or guard against
ancient evil. However, a couatl might fight on the side
of unaligned or even evil creatures i f doing so works
against a greater evil in the long term.
Level 1 4 E n c o u n t e r ( X P 5 , 6 0 0 )
• 1 couatl star serpent (level 15 elite controller)
• 3 deva knights-errant (level 11 soldier)
• 1 phoelarch warrior (level 1 2 elite skirmisher)
Level 2 0 E n c o u n t e r ( X P 1 5 , 5 0 0 )
• 2 couatl cloud serpents (level 18 artillery)
• 2 m a r u t executioners (level 2 2 brute)
• 1 m a r u t prosecutor (level 2 1 controller)
CROSSING B E T W E E N WORLDS
A couatl can cross from any plane to the Astral Sea by
taking 1 0 minutes to do so. It arrives at a random location
or at a teleportation circle it knows. If it chooses to, it can
make an Arcana check to leave a portal open behind it.
Such a portal's duration is the same as if the couatl had
created it using the Planar Portal ritual (PH 3 1 1 ) .
DAGON
DAGONW A S T H E FIRST DEMON LORD to a p p e a r in
the Abyss. None c a n say whether the C h a i n e d G o d
created the Abyss or opened the first passage to
its depths. W h e n the first primordials entered the
Abyss, they found Dagon already lurking deep within
its dark seas and hidden recesses.
Dagon Level 32 Solo Soldier
Gargantuan elemental magical beast (aquatic, demon) XP 135,000
initiative +25 Senses Perception +28; darkvision
Eye of the Abyss aura 10; an enemy that starts its turn in the aura
is pulled 5 squares.
HP 1,184; Bloodied 592
AC 48; Fortitude 44, Reflex 46, W i l l 42
Resist 10 variable (3/encounter)
Saving Throws +5
Speed 4, swim 8, teleport 8
Action Points 2
Tentacle Strike (standard; at-will)
Reach 5; +39 vs. AC; 3d8 + 8 damage and Dagon slides the
target 2 squares.
+ Grasping Tentacles (immediate interrupt, when an enemy
attacks Dagon; at-will)
Reach 5; targets the triggering enemy; +39 vs. AC; 1d10 + 10
damage, and the target is grabbed.
• - Claws of the Deep (standard; at-will)
Close burst 1; targets enemies; +35 vs. Reflex; 2d12 + 15
DAMAGE. ^_ _ _ _ _ _ _ _ _ _ _
•r Doom Drone (minor; recharge [X] [it) • Psychic
Close burst 10; targets enemies; +35 vs. Will; 2d6 + 8 psychic DAGON LORE
damage, Dagon pulls the target 5 squares, and the target is A r c a n a D C 2 0 : Dagon, the oldest o f the d e m o n
stunned (save ends). lords, possesses a treasure trove o f lost secrets and
•- Form of Madness (minor; recharge _ _ [Hj) • Psychic
blasphemous knowledge. He allied with Demogorgon
Close burst 10; targets enemies; +35 vs. Will; 2d6 + 4 psychic
soon after the Abyss formed, and since t h e n the two
damage, Dagon slides the target 5 squares, and the target is
dazed (save ends). d e m o n princes have fought O r c u s and Graz'zt for
•- Tentacle Blast (standard; at-will) domination. Although Dagon sends fewer demons
Close blast 5; +37 vs. AC; 3d8 + 8 damage, and Dagon slides and followers into these battles t h a n Demogorgon
the target 2 squares. does, his knowledge o f the Abyss and his keen m i n d
~,'<r Abyssal Tides (standard; at-will) • Force, Teleportation allow their c o m b i n e d m i n i o n forces to outmaneuver
Area burst 3 within 20; +35 vs. Reflex; 2d8 + 10 force damage,
their e n e m i e s .
and the target is immobilized (save ends). Effect: Dagon
A r c a n a D C 3 0 : Dagon's cultists reside in isolated
teleports 5 squares.
Threatening Reach seaside towns and villages. He c a n call up storms and
Dagon can make opportunity attacks against enemies within 5 tidal waves to punish those who defy h i m and send
squares of him. great schools o f fish to those who offer sacrifices to
Alignment Chaotic evil Languages Abyssal, Common h i m . Villages prone to the cult descend into savagery,
Skills Arcana +34, Diplomacy +30, History +34, Insight +28, because Dagon d e m a n d s greater and greater sacri-
Intimidate +28, Religion +34
fices o f intelligent humanoids in return for his favors.
Str 33 (+27) Dex 25 (+23) W i s 25 (+23)
A r c a n a D C 3 5 : W i z a r d s and sages willing to
Con 32 (+27) Int 36 (+29) Cha 28 (+25)
trade their sanity for a r c a n e lore seek Dagon's coun-
sel. A r c a n e casters lead m a n y o f his cults. Shadow
DAGON TACTICS wars between clerics o f V e c n a and followers o f Dagon
Dagon draws his e n e m i e s n e a r in battle, particularly
are c o m m o n .
warlocks, clerics, and other spellcasters who avoid
A r c a n a D C 3 7 : Dagon's temples are underwater,
close fighting. Dozens o f clawed tentacles constrict
although they include air-filled c h a m b e r s and cav-
and tear u n l u c k y captives to pieces. A calculating
erns for his terrestrial followers. Powerful currents
tactician, Dagon uses wrath of the deep to turn the area
sweep petitioners through water-filled tunnels and
within 5 squares of h i m into a killing zone. Dagon
deposit t h e m in deep sea caves to allow t h e m access
: uses doom drone and abyssal tides to keep his enemies
to Dagon's temples.
I within that area.
T h ra r a k was one o f t h e first ettins. S h e r e m a i n e d
THRARAK LORE
in Demogorgon's lair, c u r r y i n g favor at first by
A r c a n a D C 2 6 : T h r a r a k seeks out those a m o n g
alternately tending to Storralk's wounds and sawing
Demogorgon's enemies who have the potential to
through t h e w h i m p e r i n g primordial's flesh. Today,
b e c o m e threats, such as adventurers beginning on
she is t h e Flayed M a i d e n , a two-headed agent o f
their paths o f destiny. She hunts t h e m across the
vengeance dispatched by A a m e u l to visit agony
planes, killing t h e m before they c a n challenge the
upon Demogorgon's hated e n e m i e s . She b r e a k s her
Prince of Demons.
e n e m i e s ' m i n d s and bodies, leaving their gibbering
A r c a n a D C 3 1 : According to legend, T h r a r a k
husks as a w a r n i n g to those w h o would d a r e cross
possesses the key to freeing Storralk, the primordial
the P r i n c e o f D e m o n s .
of e a r t h and stone trapped b e n e a t h Demogorgon's
throne. I f T h r a r a k is slain and her heart b u r n e d upon
Thrarak Level 2 6 Elite Brute Demogorgon's throne, Storralk will b r e a k free o f the
Large elemental humanoid (giant) XP 18,000
endless torment he has suffered in Demogorgon's
Initiative +18 Senses Perception +25; darkvision
r e a l m . In a battle against Demogorgon, the primor-
HP 596; Bloodied 298
dial could prove a powerful ally.
AC 38; Fortitude 38, Reflex 35, W i l l 37
Saving Throws +2
Speed 8
Action Points 1
T) Lash of Ruin (standard; requires a whip; at-will) • Weapon
Reach 3; +28 vs. Reflex; 4d4 + 11 damage, and the target
is knocked prone. Also, the target is dazed until the end of
Thrarak's next turn.
V Howl of Madness (standard; encounter) • Psychic
Close blast 5; +28 vs. Will; 1d8 + 12 psychic damage, Thrarak
slides the target 3 squares, and the target makes a melee basic
attack against a target of Thrarak's choice as a free action.
• * Lashing Flurry (standard; requires a whip; recharge xj[I ?]) •
<
Weapon
Close burst 3; +28 vs. Reflex; 2d4 + 11 damage, and the target
is dazed (save ends).
Double Actions
At the start of combat, Thrarak makes two initiative checks.
Each check corresponds to one of her heads, and Thrarak takes
a turn on both initiative counts. Thrarak has a full set of actions
on each of her turns, and her ability to take an immediate action
refreshes on each turn.
Dual Brain
At the end of each of her turns, Thrarak saves against dazed and
stunned conditions and charm effects.
Alignment Chaotic evil Languages Abyssal, Common, Giant
Skills Athletics +28
Str 31 (+23) Dex 21 (+18) W i s 24 (+20)
Con 28 (+22) Int 16 (+16) Cha 26 (+21)
Equipment 2 whips
THRARAK TACTICS
As the e x a r c h o f A a m e u l , t h e head o f D e m o g o r g o n
that uses deception to destroy its e n e m i e s , T h r a -
rak fights using a s e e m i n g l y r a n d o m strategy. She
shrieks strange oaths a n d c u r s e s c o n t a i n i n g cryptic
riddles, c o s m i c t r u t h s , a n d forgotten lore.
I f on a mission for Demogorgon, T h r a r a k pur-
sues her designated target with relentless fury. She
5
forgoes attacking so that she c a n move close to her
enemy, even at the risk o f taking opportunity attacks.
I f not on a mission for Demogorgon, she selects a n
enemy at r a n d o m a n d focuses all her attacks on that
enemy, despite any attempts b y other e n e m i e s to dis-
tract her.
(Left to right)shrieking cvXtist of Demogorgon, abyssal marauder, and berserker prelate of Demogorgon
N a t u r e D C 1 9 : Prelates believe that, like D e m o •Y Doom Foretold (minor; encounter)
gorgon, they each possess two distinct minds. One Ranged 10; the target grants combat advantage until the end of
mind is a set o f shackles that restrains the other wild, the doom flayer's next turn.
impulsive mind, which exults in destruction and terror. •Or Churning Vortex (standard; encounter) • Implement
Area burst 1 within 10; +10 vs. Reflex; 2d8 + 5 damage, the
doom flayer slides the target 1 square, and the target is knocked
DOOM FLAYER prone. Miss: Half damage.
DOOM F L A Y E R S GAIN ACCESS to Dagon's secrets b y Alignment Chaotic evil Languages Abyssal, Common, Giant
Skills Arcana +13, History +13
offering sacrifices to h i m and dedicating their lives to
Str 8 (+3) Dex 12 (+5) W i s 15 (+6)
acquiring more knowledge to fuel his sprawling plots.
Con 11 (+4) Int 19 (+8) Cha 16 (+7)
They provide a r c a n e support in battle and lend their Equipment robes, dagger, staff, mask of Dagon
cunning to c h a n n e l cultists' brute strength.
DOOM FLAYER TACTICS
Doom Flayer Level 8 Artillery
D o o m flayers use force lash and grasping tentacles to
Medium natural humanoid, human XP 350
slow or immobilize e n e m i e s while allies such as abys-
Initiative +5 Senses Perception +11
sal marauders sweep in to attack and t h e n shift away.
HP 65; Bloodied 32
AC 20; Fortitude 18, Reflex 20, W i l l 21 A doom flayer saves doom foretold for a particularly
Speed 6 dangerous enemy.
Dagger (standard; at-will) • Weapon
+13 vs. AC; 1d4 + 3 damage.
DOOM FLAYER LORE
•Y Force Lash (standard; at-will) • Force, Implement
Ranged 10; +12 vs. Reflex; 1d6 + 6 force damage, and the target N a t u r e D C 1 4 : A doom flayer is a mage who wor-
is slowed until the end of the doom flayer's next turn. ships Dagon and hopes to learn his secrets.
Grasping Tentacles (standard; recharge __ [ITj) • Implement N a t u r e D C 1 9 : A doom flayer gains a n advan
Ranged 10; +12 vs. Fortitude; 1d8 + 4 damage, and the target tage over its e n e m y with spells that reveal disturbing
is immobilized (save ends). Until the target saves, any ally of the images o f a potential future.
target that starts its turn adjacent to the target is slowed (save
ends).
ABYSSAL ROTFIEND ABYSSAL ROTFIEND TACTICS
A B Y S S A L ROTFIENDS A R E DEMONS OF DESPAIR a n d T h e abyssal rotfiend u n l e a s h e s floating despair,
m a d n e s s , dark souls w r a p p e d in stitched-together moving t h e zone a r o u n d t h e battlefield to affect as
d e m o n a n d devil skins. m a n y e n e m i e s as possible. It uses its aura and conjure
abscess on c r e a t u r e s inside its floating despair zone,
Abyssal Rotfiend Level 2 6 Controller h i n d e r i n g t h e i r e s c a p e . T h e rotfiend relishes inflict-
Large elemental humanoid (demon, undead) XP 9,000 ing pain on as m a n y targets as possible, a n d so it
Initiative +20 Senses Perception +20; truesight 20 prefers to attack u n i n j u r e d or u n b l o o d i e d targets over
Abyssal Fields aura 5; each enemy within the aura cannot those that a r e bloodied or injured.
teleport.
HP 245; Bloodied 122
AC 40; Fortitude 38, Reflex 36, W i l l 40
ABYSSAL ROTFIEND LORE
Immune fear; Resist 20 fire, 10 necrotic, 20 variable (3/encounter) A r c a n a D C 2 6 : Abyssal rotfiends are d e m o n i c
Speed 6, fly 6 (hover) u n d e a d c o n t a i n e d by d e m o n a n d devil flesh. T h e
0 Skullsplitter (standard; at-will) 4- Psychic spirit within a rotfiend is often a d e m o n soul,
Reach 2; +28 vs. Reflex; 3d8 + 8 psychic damage, or 2d8 + 8 although it c a n c o m e from any evil c r e a t u r e .
psychic damage against a bloodied target.
A r c a n a D C 3 1 : O r c u s c h a i n s abyssal rotfiends in
•Y Conjure Abscess (standard; at-will) 4 Psychic
t h e halls o f Everlost, using t h e m as g u a r d i a n s against
Ranged 10; +29 vs. Fortitude; 2d8 + 8 psychic damage, and if
intruders that c a n teleport.
the target moves more than 2 squares on its turn, it takes 2d8
extra damage (save ends). If the abyssal rotfiend is bloodied, the
target takes the damage for moving 1 or more squares. ENCOUNTER GROUPS
-Or Floating Despair (standard; encounter) 4 Psychic, Zone
T h e abyssal rotfiend favors d e m o n i c allies that a r e
Area burst 2 within 10; the burst creates a zone of dark miasma
m a n e u v e r a b l e enough to get b e t w e e n it a n d danger-
that lasts until the end of the abyssal rotfiend's next turn. Any
enemy that starts its turn within the zone takes 10 psychic ous adversaries.
damage and grants combat advantage to the rotfiend until the
end of its next turn. Sustain Minor: The zone persists, and the Level 2 4 E n c o u n t e r ( X P 31,300)
rotfiend can move it 5 squares. 4- 1 abyssal rotfiend (level 2 6 controller)
Alignment Chaotic evil Languages Abyssal, Common
4- 1 glabrezu (level 2 3 elite brute, M M 5 4 )
Str 26 (+21) Dex 25 (+20) W i s 25 (+20)
4- 1 m a r i l i t h (level 2 4 elite skirmisher, MM 5 7 )
Con 29 (+22) Int 20 (+18) Cha 32 (+24)
BEBILITH
ORIGINATING IN T H E W E B - S T R E W N R E A L M o f Lolth,
t h e spiderlike bebiliths crawl t h r o u g h the Abyss a n d
other planes, hunting a n d killing for t h e j o y o f it.
Bebilith Level 1 8 Solo Brute
Huge elemental magical beast (demon) XP 10,000
Initiative see dangersense Senses Perception +14; darkvision,
tremorsense 20
Spectral Death W e b aura 3; each enemy within the aura that is
hit by an attack loses all resistances until the end of its next
turn.
HP 696; Bloodied 348
AC 30; Fortitude 30, Reflex 31, W i l l 29
Resist 20 fire, 20 variable (2/encounter)
Saving Throws +5
Speed 12, climb 12 (spider climb)
Action Points 2
0 Reaving Claw (standard; at-will)
Reach 3; +21 vs. AC; 2d10 + 6 damage, and the target takes a
cumulative -1 penalty to AC each time it is hit until the end of
the encounter.
4 Flashing Claws (standard; at-will)
The bebilith makes two reaving clow attacks against two
different targets.
4 Venomous Bite (standard; usable only while bloodied; recharge
_J) 4 Poison
+21 vs. AC; 2d8 + 6 damage, and ongoing 10 poison damage
(save ends).
53.
L e ve l 20 E n c o u n t e r (XP 14,200) Z
• 1 bebilith (level 18 solo brute)
0
• 3 drider shadowspinners (level 14 skirmisher,
MM 9 3 ) ::
• 1 drow priest (level 15 controller, MM 9 5 )
BLOODSEEP DEMON
T H E BLOODSEEP DEMON'S POISON BLOOD w e e p s and
spurts from its translucent, cracking body, hastening
the death o f its e n e m i e s while healing its allies.
Bloodseep Demon Level 7 Skirmisher (Leader)
Medium elemental humanoid (demon) XP 300
Initiative +9 Senses Perception +8; darkvision
Weeping Poison (Healing, Poison) aura 2; each enemy that starts
its turn within the aura takes 5 poison damage. While the
bloodseep demon is bloodied, any demon that starts its turn
within the aura regains 5 hit points.
HP 79; Bloodied 39
AC 21; Fortitude 18, Reflex 20, Will 19
Resist 10 variable (1/encounter)
Speed 7, teleport 3
(D Claw (standard; at-will) • Poison
+12 vs. AC; 2d4 + 5 damage, and ongoing 5 poison damage
(save ends).
4 Poison Portal Strike (standard; recharge [X] [xj : : . : ; ) •
Teleportation
The bloodseep demon teleports 5 squares and makes a claw
•'- Flaming W e b (minor; recharge X ii i ) 4 Fire
attack. If the attack hits, the bloodseep demon teleports 5
Close blast 5; +19 vs. Reflex; 2d8 + 10 fire damage, and the
squares.
target is slowed and takes ongoing 10 fire damage (save ends
<? Poison Blast (minor; encounter) • Healing, Poison
both). First Failed Saving Throw: The target is restrained instead
Close blast 5; targets enemies; +10 vs. Fortitude; 1d4 + 5 poison
of slowed and takes ongoing 15 fire damage (save ends both).
damage. Effect: Each demon in the blast regains 1d4 + 5 hit
Hunter's Reflexes (immediate reaction, when an enemy moves
points.
into an adjacent space; recharge [x] _ } )
Alignment Chaotic evil Languages Abyssal, Common
The bebilith shifts 4 squares. This shift can move through
Str 15 (+5) Dex 19 (+7) W i s 11 (+3)
enemies' spaces.
Con 15 (+5) Int 11 (+3) Cha 17 (+6)
Dangersense
The bebilith acts two times in a round, on initiative counts 20
and 10. It cannot delay or ready actions. On each turn, it has a BLOODSEEP DEMON TACTICS
standard action instead of its normal allotment of actions. It can T h e bloodseep d e m o n teleports n e a r other demons so
use one immediate action between each pair of turns.
that its aura c a n affect t h e m . It uses poison blast or its
Alignment Chaotic evil Languages Abyssal
Str 22 (+15) Dex 25 (+16) W i s 20 (+14)
claw attack on e n e m i e s , but allows allies to do most of
:on22(+15) Int 5 (+6) Cha 19 (+13) the damage while it heals them.
BEBILITH TACTICS BLOODSEEP DEMON LORE
A bebilith moves around constantly during combat, A r c a n a DC 14: Bloodseep demons like to weaken
blowing foes with the b u r n i n g strands o f its flaming their foes before facing t h e m in combat, such as by
I tb. tainting enemy food sources.
BEBILITH LORE ENCOUNTER GROUPS
A r c a n a DC 20: Bebiliths often serve Lolth, but Bloodseep demons prefer grouping with other
:heir limited intellect makes t h e m poor participants demons, particularly those that enjoy standing toe-to-
in drow schemes. D r o w s u m m o n these demons as toe with e n e m i e s .
engines of destruction or entrap t h e m for use as
guardians. Level 7 E n c o u n t e r (XP 1,500)
• 2 barlguras (level 8 brute, MM 5 3 )
4- 1 bloodseep demon (level 7 skirmisher)
ENCOUNTER GROUPS
4 2 evistros (level 6 brute, MM 5 4 )
Lolth is fond o f bebiliths, so they're often found among
drow and other denizens o f the D e m o n w e b Pits.
KAZRITH TACTICS
T h e kazrith lurks underground and uses tremorsense c
to locate its e n e m i e s . O n c e it has chosen a target,
it surfaces and attacks, using acidic retreat after the
attack. It waits for the acid to r u n its course and t h e n
resurfaces to finish o f f the victim.
KAZRITH LORE
A r c a n a D C 2 2 : Kazrith demons are water-dwelling
predators o f the planes. They lurk in lakes, rivers, and
waterways, waiting for unwary prey to pass by. Kazriths
can also burrow. Acid sprays from a kazrith's pores,
aiding the demon's ability to burrow and leaving a
fountain of acid in its wake.
ENCOUNTER GROUPS
Gnaw demons work on the promise o f food.
Level 6 E n c o u n t e r ( X P 1 , 2 5 0 )
• 1 gnoll d e m o n i c scourge (level 8 brute, MM 1 3 2 )
• 1 gnoll fang o f Yeenoghu (level 7 skirmisher)
• 3 gnaw demons (level 5 skirmisher)
KAZRITH
KAZRITHS PROWL THE MURKY DEPTHS of lakes,
u n d e r g r o u n d waterways, a n d f l o o d e d t u n n e l s .
Kazrith Level 2 0 Lurker
Medium elemental magical beast (demon, water) XP 2,800
nitiative +22 Senses Perception +19; tremorsense 20
HP 146; Bloodied 73; see also acidic seepage
AC 34; Fortitude 32, Reflex 34, W i l l 30
mmune acid; Resist 20 variable (2/encounter)
Speed 6, burrow 6 (tunneling), swim 8
: Bite (standard; at-will) • Acid
+25 vs. AC; 2d6 + 4 damage, and ongoing 5 acid damage (save
ends).
~ Acidic Retreat (standard; recharge lx| [i i ) • Acid
Close burst 2; +23 vs. Reflex; 1d6 + 4 damage, and ongoing 10
acid damage (save ends). Effect: The kazrith burrows its speed.
Acidic Seepage (usable only while bloodied) • Acid
The kazrith gains a +4 bonus to its burrow speed, and at the
start of its turn creatures adjacent to it take 10 acid damage.
Slippery
A kazrith makes saving throws against immobilized, restrained,
and slowed conditions at the start of its turn as well as at the
end of its turn.
Alignment Chaotic evil Languages Abyssal, Primordial
Skills Stealth +23
Str 22 (+16) Dex 26 (+18) W i s 19 (+14)
Con 20 (+15) Int 14 (+12) Cha 12 (+11) Kazrith and rupture demon
YOCHLOL Z
z
YOCHLOLS A R E T H E H A N D M A I D E N S OF LOLTH, feared by
2
drow and other creatures as the Spider Queen's spies.
7 hese horrific fiends c o m b i n e the subtle cruelty o f
drow with the savagery o f demons.
Yochlol Tempter Level 17 Controller
Medium elemental humanoid (demon, shapechanger) XP 1,600
- tiative 14 Senses Perception+18; darkvision
H P 158: Bloodied 79
A C 31; Fortitude 27, Reflex 29, Will 30
insist 10 poison
Speed 6, climb 8 (spider climb)
Z'imon Form Powers
The yochlol tempter has the following powers in demon form.
: Tentacle (standard; at-will)
Reach 2; +22 vs. AC; 1d4 + 4 damage.
- Amorphous Flurry (standard; at-will)
The yochlol tempter makes four tentacle attacks. A target hit
DV two or more tentacle attacks takes a -4 penalty to Will (save
ends).
- Vjddening W e b ist.indard; rechaige : : X i i ! while bloodied)
• Psychic
Area burst 2 within 10; targets enemies; +21 vs. Reflex; the
target is immobilized and takes ongoing 5 psychic damage (save
ends both).
D-ow Shape (minor; at-will) • Polymorph
A yochlol tempter can alter its physical form to take on the
appearance of a unique female drow.
Drow Form Powers
he yochlol tempter has the following powers in drow form.
YOCHLOL LORE
• Spider Touch (standard; at-will) • Poison
-21 vs. Reflex; 1d6 + 5 damage, and ongoing 10 poison damage
A r c a n a D C 1 3 : Yochlols are a m o n g the most
save ends). favored o f Lolth's servants, and the Spider Q u e e n
' Venom Bolt (standard; at-will) • Poison sends h e r h a n d m a i d e n s to attend priests that have
•ranged 10; +21 vs. Reflex; 1d6 + 5 damage, and the target is gained h e r favor.
slowed and takes ongoing 5 poison damage (save ends both). A r c a n a D C 2 0 : A yochlol c a n adopt two forms. In
* Seductive Glare (minor 1/round; recharges when the target its true form, it is a strange, oozelike creature similar
saves) • Charm, Reliable
to a heap o f filth, with several tentacles and a red,
Ranged 10; +23 vs. Will; the target is dazed (save ends). First
baleful eye. In its other form, it appears as a n attrac-
- JILED Saving Throw: The target is stunned (save ends). Second
-ailed Saving Throw: The target is dominated (save ends). tive female drow.
Demon Shape (minor; at-will) • Polymorph A r c a n a D C 2 5 : Yochlols are so skilled at infiltrat-
A yochlol tempter can alter its physical form to resume its ing drow society that they might operate undetected for
:;mon form. years at a time, even attaining positions of great power.
Aignment Chaotic evil Languages Abyssal, Common, Elven
S M s Bluff+20, Intimidate +20, Religion +17, Stealth +19
5 » 18 (+12) Dex 23 (+14) W i s 21 (+13) ENCOUNTER GROUPS
Cms 14 (+10) Int 19 (+12) Cha 24 (+15) Yochlols work within drow societies, driving Lolth's
mortal servants to c o m m i t horrific acts of cruelty and
evil in the Spider Queen's n a m e . T h e y c a n usually be
OCHLOL TACTICS
found in the company o f Lolth's priests and templars.
fcpically starting a fight in drow form, a yochlol
I «-.:iis b e t w e e n its forms in battle, a n d it uses venom
Level 1 6 Encounter ( X P 7 , 6 0 0 )
Ifc.trand spider touch to w e a k e n its e n e m i e s . W h e n
• 2 drow a r a c h n o m a n c e r s (level 1 3 artillery, M M 9 4 )
I pressed into m e l e e , it adopts its true form a n d
• 1 drow blademaster (level 1 3 elite skirmisher,
^ • • J e a s h e s amorphous flurry. I f the flurry reduces a
MM 9 4 )
^ p e s W i l l , it shifts b a c k into drow form to use seduc-
• 1 drow priest (level 15 controller, MM 9 5 )
_Wglare.
4- 2 yochlol tempters (level 17 controller)
62.
DEVA DEVA ZEALOT
D E V A ZEALOTS W I E L D T H E I R B E L I E F as well as t h e i r
weapons in the battle against evil.
I N AGES LONG PAST, BENEVOLENT ANGELS took it upon
themselves to descend to t h e world in m o r t a l form.
Deva Zealot Level 1 4 Skirmisher
Now their spirits are perpetually r e i n c a r n a t e d as
Medium immortal humanoid XP 1,000
mortal devas, creatures driven to bring light to t h e
Initiative +15 Senses Perception +15
world—or corrupted b y material i n f l u e n c e s to oppose HP 135; Bloodied 67
the goals of their kind. AC 28; Fortitude 25, Reflex 27, W i l l 25 (+1 to all defenses against
bloodied enemies)
Resist 10 necrotic, 10 radiant
DEVA KNIGHT-ERRANT Speed 6
A DEVA KNIGHT-ERRANT TRAVELS T H E W O R L D as a 0 Falchion (standard; at-will) 4 Radiant, Weapon
c h a m p i o n o f holy causes. A knight-errant might +19 vs. AC; 4d4 + 5 damage (crit 8d4 + 21) plus 1d6 radiant
prove a worthy ally to a party o f adventurers. How- damage.
4 Path of Virtue (standard; encounter)
ever, a holy c h a m p i o n c a n b e a deadly adversary i f
The deva zealot shifts half its speed and makes one falchion
the party's motives a r e less t h a n pure.
attack against each enemy within reach during the move.
Dazzling Soul (minor; recharge _J _~' §1])
Deva Knight-Errant Level 11 Soldier (Leader) The deva zealot gains concealment until the start of its next
Medium immortal humanoid XP 600 turn, and any other square within 6 squares of the zealot is
Initiative +7 Senses Perception +8 illuminated by bright light. Any square within 12 squares of the
HP 111; Bloodied 55 zealot is illuminated by dim light.
AC 27; Fortitude 24, Reflex 22, W i l l 22 (+1 to all defenses against Radiant Retribution (free, when an enemy hits the deva zealot on
bloodied enemies) the zealot's turn; at-will) • Radiant
Resist 10 necrotic, 10 radiant The triggering enemy takes half the attack's damage as radiant
Speed 5 damage.
0 Broadsword (standard; at-will) • Weapon Memory of a Thousand Lifetimes (free, when the deva zealot
+18 vs. AC; 2d10 + 2 damage, and the target is marked until the makes an attack roll, a skill check, or an ability check and
end of the deva knight-errant's next turn. dislikes the result; encounter)
4 Rejuvenating Smite (standard; recharges after hitting with a The zealot adds 1d6 to the triggering roll.
broadsword attack) • Healing, Weapon Skirmish 4 Radiant
+18 vs. AC; 2d10 + 2 damage, and the deva knight-errant If a deva zealot ends its move at least 4 squares from the square
regains hit points equal to half the damage dealt. where it started the move, its attacks deal 1d6 extra radiant
<r Martyr's Cry (standard; recharge [it]) • Implement, Psychic damage until the start of its next turn.
Close burst 3; targets enemies; +16 vs. Will; 2d6 + 4 psychic Alignment Unaligned Languages Common
damage, and the target is marked (save ends). Skills Acrobatics +18, Religion +16, Stealth +18
Inner Radiance 4 Radiant Str 20 (+12) Dex 2 2 (+13) W i s 16 (+10)
Any attack a deva knight-errant makes can instead deal radiant Con 15 (+9) Int 14 (+9) Cha 20 (+12)
damage. In addition, a knight-errant can take a -2 penalty to an Equipment leather armor, falchion
attack roll to deal 4 extra radiant damage on the attack.
Health Transfer (minor; encounter) • Healing
The deva knight-errant takes up to 25 damage, and one ally
DEVA EALLEN STAR
within 10 squares of it regains the same number of hit points. A DEVA FALLEN STAR M A N I P U L A T E S T H E F I E L D o f
The knight-errant can then transfer one condition from the ally battle, reshaping fate to suit its corrupt plans.
to ttsetf.
Memory of a Thousand Lifetimes (free, when the deva knight-
Deva Fallen Star Level 2 6 Artillery
errant makes an attack roll, a skill check, or an ability check and
Medium immortal humanoid XP 9,000
dislikes the result; encounter)
The knight-errant adds 1d6 to the triggering roll. Initiative +15 Senses Perception +19
Alignment Good Languages Common HP 188; Bloodied 94; see also vile rebirth
Skills History +16, Insight +14, Religion +16 AC 38; Fortitude 37, Reflex 37, W i l l 38 (+1 to all defenses against
bloodied enemies)
Str 21 (+10) Dex 10 (+5) W i s 16 (+8)
Resist 15 necrotic, 15 radiant
Con 15 (+7) Int 18 (+9) Cha 18 (+9)
Speed 6, fly 8 (clumsy)
Equipment plate armor, heavy shield, broadsword, holy symbol
0 Rebuking Rod (standard; at-will) 4 Implement, Psychic,
Radiant
+31 vs. Will; 2d8 + 8 psychic and radiant damage, and the
deva fallen star makes a secondary attack against the target.
Secondary Attack: +31 vs. Fortitude; the fallen star gains total
concealment against the target (save ends).
63.
>
Z
(Left to right) deva zealot, deva knight- errant, and deva fallen star
-ateful Transposition (immediate interrupt, when an enemy DEVA LORE
attacks the deva fallen star; encounter) • Teleportation
Ranged 10; +31 vs. Will; the target swaps positions with R e l i g i o n D C 1 6 : A deva t r a n s f o r m s spon-
-.he deva fallen star. The triggering enemy's attack deals half taneously from bodiless soul to physical form,
damage to the fallen star, and the target takes damage equal to a w a k e n i n g as a n adult already in possession o f t h e
half the attack's damage. skills r e q u i r e d to defend the world against evil.
>
Forgetting Ray (standard; at-will) • Charm, Psychic W i t h strong ties to fate, devas t a k e t h e role o f b o r n
Ranged 20; +31 vs. Reflex; 3d6 + 8 psychic damage, and the
h e r o e s , l e a d e r s - o r villains.
"arget can use only basic attacks and at-will powers during its
R e l i g i o n D C 2 1 : T h e life cycle o f the deva paral-
next turn.
soul Scourge (standard; recharges when first bloodied) •
lels that o f the rakshasa (MM 217)—a spirit constantly
Secrotic, Radiant reincarnating to mortal form. W h e n a deva gives
Area burst 2 within 15; targets enemies; +31 vs. Will; 1d6 + in to iniquity to b e c o m e a fallen star, its soul is cor-
8 radiant damage, and the target takes ongoing 15 necrotic rupted. I f it dies in that state, it returns to combat as
damage (save ends), an undead; i f finally slain by radiant damage, it car-
-ite Manipulation (free; recharges when first bloodied)
ries its wickedness into its next life and b e c o m e s a
~ne deva fallen star adds 1d8 to or subtracts 1d8 from an attack
r a k s h a s a - a fate that even evil devas revile.
roll, ability check, or saving throw made by itself or any creature
within 10 squares of it.
e Rebirth (when the deva fallen star is reduced to 0 hit points ENCOUNTER GROUPS
: non-necrotic damage) • Healing
Deva zealots and knights-errant are most often found
The fallen star does not die and instead remains at 0 hit points
jntil the start of its next turn, when it regains 25 hit points,
leading or assisting creatures dedicated to a worthy
ses resistance to radiant damage, and gains the undead cause. However, evil devas can create alliances with
• ey word. This power recharges, and the triggering damage type even the foulest creatures.
:hanges to nonradiant damage.
».i|nment Evil Languages Common, Supernal Level 2 7 E n c o u n t e r ( X P 58,000)
Sklls Arcana +26, History +28, Insight +19, Religion +28
• 2 deva fallen stars (level 2 6 artillery)
|Wl4(-15) Dex 15 (+15) W i s 12 (+14)
4- 2 efreet karadjins (level 2 8 soldier, MM 1 0 0 )
Can 26 (-21) Int 26 (+21) Cha 29 (+22)
Equipment robes, rod • 2 efreet pyresingers (level 2 5 controller, MM 9 9 )
(Left to right)misfortune devil, withering devil, gorechain devil, and assassin devil
MISFORTUNE DEVIL LORE SHOCKTROOP DEVIL
R e l i g i o n D C 1 8 : Misfortune devils encourage SHOCKTROOP DEVILS SLAM INTO E N E M Y RANKS like
others to take unreasonable risks by preying on their metal battering r a m s , delivering brutal attacks that
m n e r desires. T h e y delight in promoting addictive throw their e n e m i e s o f f b a l a n c e .
habits and exhorting the passionate into folly.
R e l i g i o n D C 2 3 : Misfortune devils enjoy using
Shocktroop Devil Level 1 6 Soldier
their silver tongues to trick others into m a k i n g poor Large immortal humanoid (devil) XP 1,400
decisions. I f the physical appearance o f a misfortu- Initiative +15 Senses Perception +9; darkvision
nate devil would frighten away a prospective mark, HP 155; Bloodied 77
it uses underlings to deliver the message, or magic to AC 33; Fortitude 27, Reflex 26, Will 26; see also Asmodeus's shield
disguise itself in the form o f a trusted friend. Speed 6, fly 8
(D Sword and Shield (standard; at-will) • Weapon
Reach 2; +23 vs. AC; 2d8 + 6 damage, and the shocktroop devil
ENCOUNTER GROUPS makes a secondary attack. Secondary Attack: Reach 2; +20 vs.
-fortune devils tend to attach themselves to legions Fortitude; the target is pushed 2 squares and dazed until the
<X devils on some infernal errand, hoping to w a r p end of the shocktroop devil's next turn.
probability in Hell's favor. 4 Shocktroop Attack (standard; recharges when the shocktroop
devil has full hit points)
The devil makes three sword and shield attacks, each against a
[level 13 Encounter ( X P 4,750)
different target.
[ • 2 erinyes (level 1 3 soldier) Asmodeus's Shield
• 5 legion devil hellguards (level 11 minion, M M 6 4 ) While a shocktroop devil is not bloodied, it gains a +2 bonus
[ • 2 misfortune devils (level 15 artillery) to all defenses against divine attack powers. While bloodied, it
takes a -2 penalty to all defenses against divine attack powers.
Alignment Evil Languages Common, Supernal
Str 22 (+14) Dex 20 (+13) W i s 13 (+9)
Con19(+12) lnt10(+8) Cha20(+13)
Equipment plate armor, heavy shield, longsword
DIMENSIONAL M AR A U D E R
T H E S E CLEVER, SKULKING PREDATORS travel t h e p l a n e s
DIMENSIONAL
And the world i n search o f easy prey. T h e y are espe-
cially fond o f places w he r e mortals gather. MARAUDER TACTICS
D i m e n s i o n a l marauders are cowardly creatures that
D i me n si on al M a r a u d e r Level 4 Lurker prefer to lie in a m b u s h or stalk foes from the shad-
<
Medium aberrant magical beast XP 1 7 5
z
ows. A dimensional marauder waits until adversaries z
toitiative +10 Senses Perception +5; low-light vision are engaged in combat before moving in for opportu- f
MP 45; Bloodied 22 nistic bite attacks. It enters planephase form w h e n first
AC 18; Fortitude 15, Reflex 17, Will 16
hit in combat, t h e n strikes with reality warp to isolate
•. nerable psychic; a dimensional marauder that takes psychic
damage immediately ends planephase form.
an opponent.
2
Speed 7, teleport 3
: Bite (standard; at-will) DIMENSIONAL
-9 vs. AC; 2d6 + 3 damage.
- eality Warp (standard; usable only while insubstantial; at-will) MARAUDER LORE
• Teleportation
D u n g e o n e e r i n g D C 17: Dimensional maraud-
-7 vs. Reflex; 1d10 + 4 damage, and the dimensional marauder
ers have powers o f teleportation a n d phasing.
teleports the target 3 squares. The marauder then teleports 3
squares into a space adjacent to the target, S o m e d i m e n s i o n a l m a r a u d e r s s e e k easy prey, a n d
' a n a r Evasion (immediate reaction, when the dimensional c a n b e found n e a r cities and o t h e r areas o f high
-arauder is hit by a melee attack; recharge |:: ':•'.)['. !j) • population.
Teleportation
"he marauder teleports 3 squares.
Ptanephase Form (standard; at-will)
ENCOUNTER GROUPS
~ e dimensional marauder partially phases into another plane,
h M a n y extraplanar civilizations use dimensional
gaining insubstantial and phasing until the end of its next turn marauders as guards and hunters. However, these
:r until it hits or misses with an attack. Sustain Minor: The effect creatures' predatory instincts sometimes inspire
persists.
t h e m to j u m p into a battle simply because one side or
*. ignment Unaligned Languages Deep Speech
the other looks weak.
: * lis Stealth +11
Str 11 (-2) Dex 18 (+6) W i s 16 (+5)
••15 (+4) Int4(-1) Cha 12 (+3) Level 3 E n c o u n t e r ( X P 8 5 0 )
• 2 dimensional marauders (level 4 lurker)
• 2 ettercap fang guards (level 4 soldier, M M 1 0 7 )
• 1 gnome arcanist (level 3 controller, MM 1 3 4 )
70.
Direguard Deathbringer Level 8 Elite Artillery (Leader)
DIREGUARD Medium natural humanoid (undead) XP 700
Initiative +7 Senses Perception +11; darkvision,
truesight 10
T I R E L E S S A N D DRIVEN B Y DARK COVENANTS, undead Command Zone aura 4; each ally within the aura gains a +2 bonus
direguards possess powerful m a g i c a n d t h e skills o f to attack rolls.
battle r e t a i n e d from t h e i r past lives. HP 134; Bloodied 67; see also force armor
AC 20; Fortitude 20, Reflex 21, W i l l 22
Immune disease, poison
DIREGUARD LORE Saving Throws +2
R e l i g i o n D C 1 6 : A d i r e g u a r d is a s k e l e t a l Speed 7
u n d e a d i m b u e d w i t h p o w e r f u l m a g i c . Foul r i t u a l s Action Points 1
t r a n s f o r m w i l l i n g w a r r i o r s into d i r e g u a r d s , but at a 0 Blazing Bone Claw (standard; at-will) • Force
+15 vs. AC; 1d6 + 9 force damage.
p r i c e . I f a d i r e g u a r d d o e s not m e e t a s p e c i f i c q u o t a
•Y Force Blast (standard; at-will) • Force
o f k i l l i n g , it is d e s t r o y e d by t h e d a r k p a c t t h a t g r a n t s
Ranged 15; +13 vs. Reflex; 2d8 + 5 force damage, and the
its power. direguard deathbringer pushes the target 3 squares. Miss: The
R e l i g i o n D C 2 1 : Liches a n d death knights target is slowed until the end of the deathbringer's next turn.
p e r f o r m t h e ritual that t u r n s a living ally into a dire- • Frightful Force (standard; recharge _ ] __ [_)
V
g u a r d tied to t h e i r wills. A d e a t h b r i n g e r might b e The direguard deathbringer makes three force blast attacks,
assigned to kill a c e r t a i n n u m b e r o f sentient beings, each against a different target.
• - Vile Command (standard; recharge X]TFJ)
<
or an assassin to kill m e m b e r s o f a specific race.
Close blast 3; targets allies; the target shifts 2 squares and
makes a basic attack as a free action.
DIREGUARD DEATHBRINGER Force Armor (when first bloodied; encounter)
The direguard deathbringer gains a +4 power bonus to AC and
T H E SKELETAL DEATHBRINGER uses its blazing claws
Reflex until it is hit by an attack.
against its e n e m i e s as its force a r m o r d e f l e c t s attacks.
Alignment Evil Languages Common
Skills Bluff +12, Insight +11, Intimidate +12
Str 17 (+7) Dex 17 (+7) W i s 14 (+6)
Con 13 (+5) Int 19 (+8) Cha 20 (+9)
DIREGUARD ASSASSIN
A MYSTERIOUS FIGURE OF SMOKE AND SHADOW, t h e
d i r e g u a r d assassin wields a glowing red blade.
Direguard Assassin Level 11 Skirmisher
Medium natural humanoid (undead) XP 600
Initiative +12 Senses Perception +14; darkvision,
truesight 10
HP 111; Bloodied 55
AC 25; Fortitude 23, Reflex 24, W i l l 23
Immune disease, poison
Speed 8
0 Force Blade (standard; at-will) • Force
+16 vs. AC; 2d6 + 6 force damage.
Dire Blades (standard; encounter) • Force
Close burst 1; +16 vs. AC; 2d6 + 6 force damage.
Mist Walk (immediate reaction, when missed by a melee attack;
at-will)
The direguard assassin shifts 2 squares and gains insubstantial
and phasing until the end of its next turn.
Mobile Assault
If a direguard assassin ends its move at least 4 squares from
where it began its move, it gains a +2 bonus to melee attack
rolls until the end of its turn.
Alignment Evil Languages Common
Skills Stealth +15
Str 18 (+9) Dex 21 (+10) W i s 18 (+9)
Con 15 (+7) Int 16 (+8) Cha 17 (+8)
71.
0J1TMN
2
IXGENIOUS ENGINEERS OF T H E FABULOUS, djinnS
work with that most transitory o f elements—air—to
:reate effects m o r e enduring t h a n t h e life spans o f
3 i a n y worldly e m p i r e s . Carving gigantic floating
cities from the E l e m e n t a l C h a o s , djinns build shin-
ing palaces g l e a m i n g with treasures beyond m o r t a l
pagination.
Allying with the primordials in the struggle
i^ainst the gods, the djinns paid a high price for their
defeat. M a n y are still imprisoned in towers, mir-
I i w s , lamps, and other lowly relics, and the few that
roam free in the world possess only a fraction o f their
former power.
DJINN THUNDERER
T H I S ELEMENTAL S H A K E S T H E BATTLE w i t h blasts o f
I thunder, brandishing a j e w e l e d scepter.
Djinn Thunderer Level 2 0 Artillery
-jrge elemental humanoid (air) XP 2,800
taitiative +16 Senses Perception +16; blindsight 10
HP 146; Bloodied 73
AC 32; Fortitude 34, Reflex 32, W i l l 32
mmune disease, poison; Resist 15 thunder
Speed 6, fly 8 (hover)
Vtion Points see rage of storms
Scepter (standard; at-will) • Weapon
Reach 2; +27 vs. AC; 3d8 + 2 damage.
— Rage of Storms (free, when a critical hit damages the djinn
:iunderer; encounter) • Thunder
DJINN THUNDERER TACTICS
Close burst 2; +25 vs. Reflex; 3d8 + 12 thunder damage,
D j i n n thunderers have little stomach for melee, pre-
and the thunderer pushes the target 5 squares. Effect: The
thunderer gains 1 action point, ferring to use thunderburst and imperious thunder from
•si- Imperious Thunder (standard; encounter) • Thunder the edge o f the fray. I f pressed, a thunderer m a k e s a
Area burst 2 within 20; +25 vs. Reflex; 2d8 + 9 thunder damage, scepter attack, t h e n uses zephyr step to escape to the
and the target takes ongoing 10 thunder damage (save ends). other side o f the battlefield.
Vliss; The target takes ongoing 10 thunder damage (save ends).
Thunderburst (standard; at-will) • Thunder
Area burst 2 within 20; +25 vs. Fortitude; 2d8 + 9 thunder
aamage, and the target is dazed until the end of the djinn
blunderer's next turn.
I : rnyr Step (minor; recharge i1) • Teleportation
The djinn thunderer teleports 20 squares.
1
jnment Unaligned Languages Common, Primordial
Siills Insight +21
S«r26(+18) Dex 23 (+16) W i s 23 (+16)
Con 20 (+15) Int 21 (+15) Cha 19 (+14)
L-jipment scepter (mace)
DJINN STORMSWORD TACTICS
Protectiono f a r t i l l e r y a n d controllers is t h e d j i n n
stormsword's first priority. A s t o r m s w o r d uses come
to me every r o u n d to k e e p targets away from its
allies, p u n i s h i n g foes w i t h spinning vortex a n d scimi-
tar attacks.
DJINN SKYLORD
A DJINN SKYLORD DIRECTS ITS A L L I E S i n c o m b a t , con-
tusing its e n e m i e s with powerful storms.
Djinn Skylord Level 2 5 Controller (Leader)
Large elemental humanoid (air) XP 7,000
Initiative +17 Senses Perception +21; blindsight 10
HP 236; Bloodied 118
AC 39; Fortitude 38, Reflex 36, Will 36
Immune disease, poison; Resist 15 thunder
Speed 6, fly 8 (hover)
• Storm Staff (standard; at-will) 4 Weapon
_
Reach 2; +30 vs. AC; 3d10 + 4 damage, and the djinn skylord
either shifts 2 squares or makes an extra recharge roll for storm
shout.
v
Elemental Command (minor 1/round; at will)
Ranged 10; no attack roll; the djinn skylord slides the target 1
square.
>
Mystic Hail (standard; at-will) • Psychic
Ranged 20; +29 vs. Will; 2d8 + 8 psychic damage, and the
target grants combat advantage to the djinn skylord until the
target uses a standard action to clear its head of the mystic hail.
•- Sandstorm (standard; encounter) • Psychic, Zone
Close burst 5; +29 vs. Will; 4d8 + 8 damage. Effect: The burst
creates a zone of swirling sand that lasts until the end of
the djinn skylord's next turn. Each ally within the zone gains outposts o f their old empires, m a n y of which now lie
concealment. Each enemy that starts its turn within the zone in the world. Characters who aid a djinn in a quest to
is dazed until the start of its next turn. Sustain Minor. The zone
reclaim a cloud palace or locate a n artifact c a n expect
persists.
great reward. Creatures that oppose t h e ambition o f
• - Storm Shout (standard; recharge :: I • Thunder
Close blast 5; +29 vs. Will; 3d10 + 10 thunder damage, and the
the djinns are certain to e a r n their eternal enmity.
target is pushed 3 squares and knocked prone.
Alignment Unaligned Languages Common, Primordial ENCOUNTER GROUPS
Skills Diplomacy+24, Insight +21
Str 23 (+18) Dex 20 (+17) W i s 18 (+16) D j i n n s prefer to ally with their own kind, but they
Con 28 (+21) Int 25 (+19) Cha 25 (+19) c a n often b e found in the company o f other creatures
Equipment quarterstaff of the air. A djinn has n o interest in leading other
creatures, and all djinns rankle at the thought o f
DJINN SKYLORD TACTICS taking orders from lesser beings. As a result, any alli-
ance with a djinn is short-lived at best.
A djinn skylord tries to seize advantageous ground for
its allies, swooping to the center of the battlefield a n d
blasting foes with sandstorm. F r o m the edge o f the Level 2 2 Encounter ( 2 1 , 4 0 0 X P )
zone, it uses mystic hail and elemental command until it 4 1 djinn stormsword (level 2 4 soldier)
needs to defend itself with storm shout. 4- 2 djinn thunderers (level 2 0 artillery)
4- 1 djinn w i n d b o w (level 2 2 skirmisher)
4- 2 r i m e f i r e griffons (level 2 0 skirmisher, MM 1 4 7 )
DJINN LORE
A r c a n a DC 2 4 : D j i n n s are native to the Elemen- Level 2 6 Encounter ( 5 4 , 9 5 0 X P )
tal Chaos, but as p u n i s h m e n t for their role in t h e 4- 1 djinn skylord (level 2 5 controller)
war against the gods, they were scattered after their 4- 1 djinn thunderer (level 2 0 artillery)
defeat. M a n y djinns were imprisoned i n worldly 4- 3 djinn stormswords (level 2 4 soldier)
objects or had their powers severely curtailed. 4- 3 storm gorgons (level 2 6 skirmisher, MM 1 4 3 )
A r c a n a DC 2 9 : Those djinns that are free seek
to regain their lost might and reclaim the relics and
74.
N a tu r e D C 2 5 : Metallic dragons do not m a k e
DRAGON pacts with other groups o f creatures, but an indi-
vidual dragon is very likely to have gathered a wide
D R A G O N S A R E W I D E L Y R E N O W N E D as s o m e o f t h e m o s t variety o f lesser creatures around it. Metallic dragons
powerful monsters in the world. Metallic dragons treat such creatures as students and wards rather
give fealty to B a h a m u t in his role as the Platinum than as slaves. I n return, these creatures act as the
Dragon. However, even the most equitable o f these dragons' servants and guards, and are deeply loyal to
great creatures do not hesitate to use their might to their dragon lieges.
crush opponents.
Despite their relatively benign nature, m a n y METALLIC DRAGON
metallic dragons engage in cruelty. All metallic drag-
ons are fierce when protecting their treasures.
ENCOUNTERS
M a n y metallic dragons guard great works of magic or
METALLIC DRAGON LORE items o f historical significance. As a dragon ages and
grows in power, it gathers more precious objects. A
N a t u r e D C 1 5 : M e t a l l i c dragons love l e a r n e d metallic dragon is often found with a large n u m b e r o f
discourse, but they also have a k e e n sense o f insight lesser creatures, which help protect the dragon's lair
and are q u i c k to sense d e c e p t i o n . T h o s e w h o seek and the treasures the dragon guards.
to rob or deceive a m e t a l l i c dragon a r e s h o w n n o
mercy.
N a t u r e D C 2 0 : Metallic dragons c a n be found
in a wide range o f climes and locales, preferring to
sequester themselves inside ancient sites o f great
learning. They are as likely to b e found in the heart o f
a living city as in some ancient ruin.
COPPER DRAGON ENCOUNTER GROUPS
T H E MOST COVETOUS A N D MISERLY o f t h e m e t a l l i c drag-
Copper dragons recruit creatures as fast and agile
ons, copper dragons are nonetheless social creatures. as they are, allowing t h e m to conduct running skir-
They breathe destructive blasts of acid and m a k e mishes against their enemies. Hippogriffs, kenkus,
their lairs in dry, rocky uplands and mountains. rocs, and sphinxes are often found with copper drag-
ons. Copper dragons sometimes h i r e h u m a n and e l f
cavalry to help r u n down their enemies.
COPPER DRAGON TACTICS
Copper dragons lair in locations that let t h e m exploit
Level 8 Encounter ( X P 1,850)
their excellent mobility. A copper dragon favors
• 3 hippogriffs (level 5 skirmisher, MM 1 4 6 )
repeated/lyby attacks while maneuvering to m a k e the
• 1 young copper dragon (level 6 solo skirmisher)
greatest use of blocking terrain. It is careful to limit
its exposure to ranged attacks, and uses its breath
Level 1 4 Encounter ( X P 5 , 6 0 0 )
weapon against multiple foes. W i t h the right terrain
• 1 adult copper dragon (level 1 3 solo skirmisher)
and careful positioning, a copper dragon c a n avoid
4- 2 d r a g o n b o r n raiders (level 1 3 s k i r m i s h e r ,
most of its opponents' attacks.
MM 8 6 )
COPPER DRAGON LORE
N a t u r e D C 2 0 : C o p p e r dragons lair a m o n g dry
hills a n d m o u n t a i n s . T h e y are willing to engage
in prolonged battles, h a r r y i n g t h e i r prey over long
periods o f t i m e .
N a t u r e D C 2 5 : A copper dragon is covetous by
nature; despite its pleasant demeanor, it seldom leaves
a situation without gaining some benefit. Copper
iragons breathe streams o f acid and are among the
swiftest o f all dragons.
Elder Copper Dragon Level 2 0 Solo Skirmisher
Huge natural magical beast (dragon) XP 14,000
Initiative +20 Senses Perception +19; darkvision
HP 760; Bloodied 380; see also bloodied breath
AC 34; Fortitude 32, Reflex 34, W i l l 31
Resist 25 acid
Saving Throws +5
Speed 10, fly 14 (hover), overland flight 18
Action Points 2
£ Bite (standard; at-will) • Acid
Reach 2; +25 vs. AC; 2d8 + 8 damage plus 3d6 acid damage.
The elder copper dragon shifts 2 squares before and after
making the attack.
* Claw (standard; at-will)
Reach 2; +25 vs. AC; 2d6 + 8 damage.
- Double Attack (standard; at-will)
The elder copper dragon makes two claw attacks and then
shifts 3 squares.
- Flyby Attack (standard; at-will)
The elder copper dragon flies 14 squares and makes one melee
basic attack at any point during that movement. The dragon
doesn't provoke opportunity attacks when moving away from
the target.
- Cutwing Step (immediate reaction, when an enemy moves to a
space where it flanks the elder copper dragon; at-will)
Targets the triggering enemy; +25 vs. AC; 2d6 + 8 damage, and
the dragon shifts 3 squares.
• - Breath Weapon (standard; recharge X X Mi) • Acid
Close blast 5; +21 vs. Reflex; 3d10 + 6 acid damage, and the
target is slowed (save ends). Miss: Half damage.
< Bloodied Breath (free, when first bloodied; encounter)
-
Breath weapon recharges, and the elder copper dragon uses it.
<- Frightful Presence (standard; encounter) • Fear
Close burst 10; targets enemies; +21 vs. Will; the target is
stunned until the end of the elder copper dragon's next turn.
Aftereffect: The target takes a -2 penalty to attack rolls (save
ends).
Unfettered Wings
4 Double Flyby Attack (standard; at-will)
An elder copper dragon makes saving throws against
The ancient copper dragon flies 16 squares and makes a melee
immobilized, slowed, and restrained conditions at the start of
basic attack against each of two different targets at any point
its turn as well as at the end of its turn.
during that movement. The dragon doesn't provoke opportunity
Alignment Unaligned Languages Common, Draconic
attacks when moving away from the targets.
Skills Acrobatics +23, Bluff+20, Insight +19
4 Cutwing Step (immediate reaction, when an enemy moves to a
Str20(+15) Dex26(+18) Wis18(+14)
space where it flanks the ancient copper dragon; at-will)
Con 22 (+16) Int 16 (+13) Cha 20 (+15)
Targets the triggering enemy; +32 vs. AC; 2d8 + 9 damage, and
the dragon shifts 4 squares.
Ancient Copper Dragon Level 27 Solo Skirmisher Breath Weapon (standard; recharge j : : X i i ) • Acid
Huge natural magical beast (dragon) XP 55,000 Close blast 5; +28 vs. Reflex; 4d10 + 8 acid damage, and the
Initiative +25 Senses Perception +22; darkvision target is slowed (save ends). Miss: Half damage.
HP 1,000; Bloodied 500; see also bloodied breath Bloodied Breath (free, when first bloodied; encounter)
AC 41; Fortitude 39, Reflex 41, W i l l 37 Breath weapon recharges, and the ancient copper dragon uses it.
Resist 30 acid • * Frightful Presence (standard; encounter) • Fear
<
Saving Throws +5 Close burst 10; targets enemies; +28 vs. Will; the target is
Speed 10, fly 14 (hover), overland flight 18 stunned until the end of the ancient copper dragon's next
Action Points 2 turn. Aftereffect: The target takes a -2 penalty to attack rolls
4
Bite (standard; at-will) • Acid (save ends).
The ancient copper dragon shifts 2 squares before and after Unfettered Wings
making the attack. Reach 2; +32 vs. AC; 2d10 + 10 damage plus An ancient copper dragon makes saving throws against
4d6 acid damage. immobilized, slowed, and restrained conditions at the start of
; Claw (standard; at-will) its turn as well as at the end of its turn.
Reach 2; +32 vs. AC; 2d8 + 9 damage, Alignment Unaligned Languages Common, Draconic
f Double Attack (standard; at-will) Skills Acrobatics +28, Bluff+24, Insight +22
The ancient copper dragon makes two claw attacks and then Str 22 (+19) Dex 30 (+23) W i s 18 (+17)
shifts 3 squares. Con 26 (+21) Int 18 (+17) Cha 22 (+19)
80.
GOLD DRAGON dragon sometimes find themselves at the m e r c y o f its
long-term plans.
G O L D DRAGONS B R E A T H E TORRENTS OF F L A M E , and as
N a t u r e D C 3 0 : S o m e gold dragons k n o w a
they age, their scales grow bright with radiant energy.
ritual that allows t h e m to a s s u m e h u m a n o i d forms.
T h e y lair in a variety o f climes, favoring plains and
A gold dragon divests itself o f this disguise w h e n
rolling hills where they c a n easily survey the land.
threatened.
Gold dragons are renowned above all other children
o f Io, and few creatures dare to test the might o f the
oldest o f t h e m .
ENCOUNTER GROUPS
Gold dragons that have selfish or evil tendencies
recruit minotaurs, ogres, and trolls as disposable
GOLD DRAGON TACTICS shock troops. O t h e r gold dragons might b e defended
Gold dragons seek to control the flow o f battle. A
by m e m b e r s o f the societies they lead.
gold dragon opens battle by catching as m a n y foes as
possible with its breath weapon, then scattering t h e m
Level 1 0 E n c o u n t e r ( X P 2 , 7 0 0 )
using/rightful presence. O n c e its foes are separated,
• 2 angels o f valor (level 8 soldier, MM 16)
the gold dragon pounces on the weakest.
• 1 young gold dragon (level 9 solo controller)
GOLD DRAGON LORE Level 1 9 E n c o u n t e r ( X P 1 2 , 2 0 0 )
N a t u r e D C 2 0 : Gold dragons often lair in plains • 1 adult gold dragon (level 17 solo controller)
or hills, but their terrain preference is secondary to • 3 savage minotaurs (level 1 6 brute, MM 191)
the goal of influencing a society or protecting a magic
secret. Gold dragons often assume leadership o f a
group o f lesser creatures. Gold dragons breathe pow-
erful gouts o f f l a m e .
N a t u r e D C 2 5 : Gold dragons are usually honest
and forthright, but they show little interest in the
concerns o f other creatures. Societies led by a gold
IRON DRAGON ENCOUNTER GROUPS
Q U I C K A N D D E C E P T I V E B Y N A T U R E , iron dragons h u n t As befits their sly n a t u r e , iron dragons do not have
from the shadows, striking w h e n and where they allies so m u c h as dupes. T h e y lure dwarves, hob-
choose. Iron dragons prefer to lair in regions of low goblins, m i n o t a u r s , a n d other greedy h u m a n o i d s
hills and deep forests, or other environments that into working for t h e m in r e t u r n for a promise o f
offer good c o n c e a l m e n t for a large predator. easy loot. An iron dragon dispatches its " f r i e n d s "
to a m b u s h intruders. O n c e the fighting starts, the
dragon watches for a few m o m e n t s . I f its intercession
IRON DRAGON TACTICS
c a n w i n t h e battle, it attacks. I f its allies s e e m likely
Iron dragons prefer to strike from a m b u s h . A n iron
to b e defeated, a n iron dragon f l e e s rather t h a n risk
dragon's lair features an extensive series o f c h a m b e r s ,
its own hide.
each with multiple entrances and exits. T h e dragon
stations traps or minions in each o f these c h a m b e r s ,
Level 7 Encounter ( X P 1,600)
waiting until its foes are distracted by more obvious
• 3 d w a r f h a m m e r e r s (level 5 soldier, MM 9 7 )
threats before it strikes.
• 1 young iron dragon (level 5 solo lurker)
IRON DRAGON LORE Level 1 3 Encounter ( X P 4 , 0 0 0 )
N a t u r e D C 2 0 : Savage and surly, iron dragons • 1 adult iron dragon (level 11 solo lurker)
are reclusive and prefer to strike from ambush. Iron • 2 minotaur warriors (level 1 0 soldier, MM 1 9 0 )
dragons breathe blasts o f lightning.
N a t u r e D C 2 5 : As iron dragons age, they b e c o m e
more impervious to attack. A battle with a n older iron
dragon promises to b e a prolonged affair.
Ancient iron Dragon
Gargantuannatural magical beast (dragon)
Level 2 6 Solo Lurker
XP 45,000
SILVER DRAGON *
0
Initiative +25 Senses Perception +28; darkvision
SILVER DRAGONS A R E T H E KNIGHTS-ERRANT o f dragon- (j
HP 992; Bloodied 496; see also bloodied breath
kind, frequently traveling the world in order to be at ^
AC 40; Fortitude 40, Reflex 38, W i l l 38; see also iron wing defense
Resist 30 lightning the flashpoint o f interesting conflicts. Although they Q
Saving Throws +5 breathe cones o f icy destruction, they favor m e l e e
Speed 9, fly 10 (hover), overland flight 15 combat over the use o f their breath weapon.
Action Points 2
D Bite (standard; at-will) • Lightning SILVER DRAGON TACTICS
Reach 2; +31 vs. AC; 3d8 + 9 damage plus 4d8 lightning damage. Silver dragons are straightforward and enthusiastic
- Claw (standard; at-will) combatants. T h e y move directly to confront as m a n y
Reach 2; +31 vs. AC; 3d8 + 9 damage.
foes as possible, attacking with tooth, claw, and tail.
• Triple Attack (standard; at-will)
As they age, silver dragons b e c o m e even more capa-
The ancient iron dragon makes three claw attacks.
Predator's Response (immediate reaction, when the ancient ble o f shaking o f f hindering effects, and are among
iron dragon is hit by a melee or close attack; at-will) the most formidable o f the dragons in face-to-face
The dragon makes a claw attack against any enemy adjacent to confrontation.
it and shifts 2 squares.
1
W i n g Block (immediate interrupt, when the ancient iron dragon
is hit by an attack; at-will)
SILVER DRAGON LORE
The dragon gains resist 15 to all damage of the triggering N a t u r e D C 2 0 : Silver dragons travel widely, but
attack, and it makes an attack: +31 vs. AC; 3d8 + 9 damage. prefer to inhabit the cool heights o f m o u n t a i n s or
< Breath Weapon (standard; recharge (T7j _} _]) • Lightning
- cloud castles. Silver dragons breathe blasts o f cold,
Close blast 5; +27 vs. Reflex; 4d10 + 11 lightning damage, and and they also have significant m e l e e abilities.
the ancient iron dragon pulls the target 3 squares. Miss: Half
N a t u r e D C 2 5 : Silver dragons are susceptible to
damage.
flattery and are highly intolerant o f aggression or
Bloodied Breath (free, when first bloodied; encounter)
arrogance in others. T h e y are slower in the air t h a n
Breath weapon recharges, and the ancient iron dragon uses it.
- Frightful Presence (standard; encounter) • Fear most other dragons.
Close burst 10; targets enemies; +27 vs. Will; the target is
stunned until the end of the ancient iron dragon's next turn. ENCOUNTER GROUPS
Aftereffect: The target takes a -2 penalty to attack rolls (save
A silver dragon prefers to be in the front line of a
ends).
battle. A silver dragon's idealism and crusading
•'- Iron Wing Shroud (minor; recharge [fi|)
Close burst 3; +29 vs. AC; 2d10 + 9 damage. Effect: The dragon t e m p e r a m e n t lead it to recruit allies who share its
gains resist 15 to all damage until the start of its next turn, but sensibilities. Dwarves, dragonborn, angels, devas,
cannot make attacks until the start of its next turn. and any other creatures that place ideals above profit
Iron W i n g Defense (minor; recharge _} fij)) might be found fighting alongside silver dragons.
The ancient iron dragon gains a +2 bonus to all defenses until
the end of its next turn.
Level 1 0 Encounter ( X P 2 , 1 0 0 )
Alignment Unaligned Languages Common, Draconic
• 2 eladrin twilight incanters (level 8 controller,
Skills Acrobatics +26, Athletics +26, Stealth +26
Str 26 (+21) Dex 27 (+21) W i s 30 (+23) MM 1 0 2 )
Con 32 (+24) Int 23 (+19) Cha 21 (+18) • 1 young silver dragon (level 8 solo brute)
Level 17 E n c o u n t e r ( X P 8 , 0 0 0 )
• 1 adult silver dragon (level 15 solo brute)
4- 2 deva zealots (level 14 skirmisher)
Ancient Silver Dragon Level 2 9 Solo Brute < • Bloodied Breath (free, when first bloodied; encounter)
£
Gargantuan natural magical beast (dragon) XP 75,000 Breath weapon recharges, and the ancient silver dragon uses it.
I nitiative +17 Senses Perception +21; darkvision <* Frightful Presence (standard; encounter) • Fear
HP 1,072; Bloodied 536; see also bloodied breath Close burst 10; targets enemies; +28 vs. Will; the target is stunned
AC 41; Fortitude 43, Reflex 40, W i l l 39 until the end of the ancient silver dragon's next turn. Aftereffect
Resist 30 cold The target takes a -2 penalty to attack rolls (save ends).
Saving Throws +5 Threatening Reach
Speed 10, fly 10 (hover), overland flight 15 An ancient silver dragon can make opportunity attacks against
Action Points 2 all enemies in its reach (2 squares for its claw or wing, 3 squares
Bite (standard; at-will) for its bite).
Reach 3;+32 vs. AC; 3d12 + 11 damage. Unstoppable
Claw (standard; at-will) An ancient silver dragon makes saving throws against ongoing
Reach 2;+32 vs. AC; 2d12 + 11 damage. damage at the start of its turn as well as at the end of its turn.
•- Tail Slam (standard; at-will) Alignment Unaligned Languages Common, Draconic
Close blast 5; +30 vs. AC; 4d8 + 11 damage, and the target is Skills Athletics +30, Insight +21
dazed (save ends) and knocked prone. Str 32 (+25) Dex 26 (+22) W i s 14 (+16)
- Furious Dragon Onslaught (standard; at-will) Con 28 (+23) Int 16 (+17) Cha 24 (+21)
The ancient silver dragon makes a claw attack against each
enemy within reach. It also attacks one creature with a bite.
* Wing Slice (immediate reaction, when an enemy attacks the
ancient silver dragon while flanking it; at-will)
Reach 2; targets the triggering enemy and an enemy flanking
with the triggering enemy; +32 vs. AC; 2d12 + 11 damage.
•- Breath Weapon (standard; recharge (TJ [ii]) • Cold
Close blast 5; +28 vs. Reflex; 4d8 + 9 cold damage, and the
target gains vulnerable 15 to all damage (save ends). Miss: Half
da mage.
(Left to right)scytheclaw drake, fang titan drake, horned drake, and bloodseeker drake
FANG TITAN DRAKE EAMG TITAN D R A K E LORE
T H E MOST F E A R E D OF A L L D R A K E S , a fang titan stalks N a t u r e D C 2 0 : Although they are rare, fang titans
wild places uncontested. Few predatory creatures hunt in huge territories, killing or chasing out other
other t h a n dragons pose any threat to a fang titan. large predators. Creatures that c a n escape t h e drakes'
notice benefit from their unwitting protection.
Fang Titan Drake Level 1 8 Elite Controller
Huge natural beast (reptile) XP 4,000 ENCOUNTER GROUPS
Initiative +12 Senses Perception +12 B e c a u s e they are wild hunters, it is rare to find these
HP 348; Bloodied 174
creatures working with creatures outside their own
AC 32; Fortitude 31, Reflex 28, W i l l 28
Saving Throws +2
species. Although domesticated drakes are c o m m o n ,
Speed 8 only the most powerful creatures c a n domesticate a
Action Points 1 fang titan.
Bite (standard; at-will)
Reach 2; targets one or two adjacent creatures; +23 vs. AC; 3d8 Level 3 E n c o u n t e r ( X P 7 5 0 )
+ 7 damage, and the target is dazed (save ends). The fang titan
• 2 bloodseeker drakes (level 4 brute)
drake also grabs one target,
• 2 poisonscale magi lizardfolk (level 2 artillery)
•c* Furious Roar (standard; encounter) • Fear
Close burst 10; targets enemies; +22 vs. Will; the target is stunned • 1 poisonscale collector lizardfolk (level 3 lurker)
until the end of the fang titan drake's next turn. Aftereffect: The
target takes a -2 penalty to attack rolls (save ends). Level 1 9 Encounter ( X P 1 2 , 0 0 0 )
Tail Sweep (standard; recharge (T: ,X] : ii) • 1 fang titan drake (level 1 8 elite controller)
Close burst 2; +22 vs. Reflex; 4d12 + 7 damage, and the target • 2 fire giants (level 1 8 soldier, M M 1 2 3 )
is knocked prone.
• 2 fire giant forgecallers (level 1 8 artillery,
Bloodied Roar (free, when first bloodied; encounter)
MM 1 2 3 )
Furious roar recharges, and the fang titan drake uses it.
Alignment Unaligned Languages-
Str 27 (+17) Dex 16 (+12) W i s 17 (+12)
Con 22 (+15) Int 2 (+5) Cha 7 (+7)
(Left to right)duergar fleshtearer, blackguard, and hellcaller
Alignment Evil Languages Common, Deep Speech, the slave that has outlived its usefulness or angered a
Dwarven capricious duergar master.
Skills Bluff+15, Dungeoneering +18, Religion +17
Str 14 (+9) Dex 15 (+9) W i s 23 (+13)
Con 20 H 2) Int 20 (+12) Cha 16 H 1 0 ) ENCOUNTER GROUPS
Equipment greatclub, robes Duergar raid, pillage, and take prisoners w h e n it suits
them, using captives as slave labor and sacrifices for
DUERGAR LORE their infernal altars. For their raiding parties, they
N a t u r e D C 1 0 : Duergar are kin to dwarves, but s u m m o n devils and employ troglodytes, ores, ogres,
their long association with infernal powers has given and other wicked races.
them strange abilities and a thirst for blood. T h e i r
devilish nature leads duergar to prefer volcanic areas Level 4 E n c o u n t e r ( X P 9 0 1 )
of the Underdark. • 2 duergar guards (level 4 soldier)
N a t u r e D C 1 6 : Long ago, duergar were m e m b e r s • 1 duergar scout (level 4 lurker)
of a great c l a n o f dwarves that delved deep into the • 1 duergar theurge (level 5 controller)
Underdark and fell to a m i n d flayer assault. They • 4 ore drudges (level 4 minion, M M 2 0 3 )
endured uncounted years as slaves before fighting
their way to freedom. Those duergar that escaped
gained a perverse education from their captivity,
becoming as corrupt as their former masters.
N a t u r e D C 2 1 : Believing that Moradin aban-
doned t h e m during their enslavement, the duergar
turned instead to the worship o f devils. Most now
take Asmodeus as their patron deity, and devilish
power flows in their veins. W i t h i n their settlements,
blood rites to infernal beings are c o m m o n . W o e to
ELADRIN BLADESINGER C O U R E OE M l S C H I E E 2
2
A W H I R L I N G BLUR IN BATTLE, a n eladrin bladesinger AND STRIEE z
forms a b o n d with allies a n d e n e m i e s alike, m a k i n g
T H I S W I N S O M E E L A D R I N keeps to t h e shadows, lips <
e a c h fight p e r s o n a l .
curled in a w i c k e d s m i l e .
Eladrin Bladesinger Level 11 Skirmisher
Coure of Mischief and Strife Level 17 Lurker
Medium fey humanoid XP600
Medium fey humanoid, eladrin XP 1.600
Initiative +12 Senses Perception +6; low-light vision
Initiative +19 Senses Perception +11; low-light vision
HP 114; Bloodied 57
HP 129; Bloodied 64
AC 25; Fortitude 23, Reflex 24, W i l l 23
AC 31; Fortitude 28, Reflex 30, W i l l 28
Saving Throws +5 against charm effects
Resist 20 radiant; Vulnerable necrotic (a coure of mischief and
Speed 8; see also wyvern strike
strife that takes necrotic damage is slowed until the end of its
T) Brilliant Blade (standard; at-will) • Radiant, Weapon
next turn)
+16 vs. AC; 2d8 + 3 radiant damage, and the target takes a -3
Saving Throws +5 against charm effects
penalty to attack rolls against the eladrin bladesinger until the
Speed 6, teleport 6
end of the bladesinger's next turn.
0 Rapier (standard; at-will) • Weapon
+ Crippling Strike (standard; encounter) • Weapon
+22 vs. AC; 2d8 + 6 damage.
The eladrin bladesinger shifts 3 squares before and after making
• Spark of Strife (standard; usable only while invisible; at-will) •
Y
the attack. +14 vs. Fortitude; the target is weakened and slowed
Charm, Psychic
(save ends both). Miss: The target is slowed (save ends).
Ranged 10; +20 vs. Will; 2d10 + 5 psychic damage, and the
I Dance of Brilliance (standard; at-will) • Radiant, Weapon
target is dazed until the end of its next turn. At the start of the
+16 vs. AC; 1d8 + 4 radiant damage, and the eladrin blade-
target's next turn, it charges its nearest ally or makes a basic
singer shifts 3 squares and uses brilliant blade against a
attack against its nearest ally as a free action. If the target's
different target.
attack hits, the coure of mischief and strife uses spark of strife
I Wyvern Strike (standard; encounter) • Poison, Weapon
against the attacked creature as a free action.
The eladrin bladesinger flies 8 squares and does not provoke
<* Winds of Luck's Mischief (standard; encounter)
c
opportunity attacks. At any point during the move, the
Close burst 3; +20 vs. Will; the target misses with an attack that
bladesinger makes an attack: +14 vs. Fortitude; 1d8 + 4
has an odd number on the attack roll (save ends).
damage, and ongoing 10 poison damage (save ends).
Invisibility (standard; at-will) • Illusion
Combat Shift (minor; requires combat advantage against a target
The coure of mischief and strife becomes invisible until it misses
adjacent to the eladrin bladesinger; at-will)
with an attack or takes damage.
The bladesinger shifts 1 square to a space adjacent to the target.
Fey Step (move; encounter) • Teleportation
Fey Step (move; encounter) • Teleportation
The coure of mischief and strife teleports 5 squares.
The eladrin bladesinger teleports 5 squares.
Alignment Unaligned Languages Common, Elven
Alignment Unaligned Languages Common, Elven
Skills Bluff+18, Insight +16, Stealth +20
Str 13 (+6) Dex 21 (+10) W i s 13 (+6)
Str 14 (+10) Dex 24 (+15) W i s 16 (+11)
Con 18 (+9) Int 15 (+7) Cha 18 (+9)
Con 21 (+13) Int 12 (+9) Cha 21 (+13)
Equipment chainmail, longsword
Equipment leather armor, rapier
ELADRIN BLADESINGER LORE
COURE OE MISCHIEE
A r c a n a D C 2 1 : E l a d r i n bladesingers are highly
skilled warriors equally versed in t h e arts o f m a g i c AND STRIEE LORE
and c o m b a t . Bladesingers epitomize grace on t h e A r c a n a D C 2 0 : Like " b r a l a n i " a n d "ghaele," t h e
battlefield, but they are e q u a l l y dedicated to honor. t e r m " c o u r e " is a title o f nobility. A n y r a n k associated
They treat foes with r e s p e c t , a n d they despise t h o s e with such a title varies a m o n g different eladrin lands
that would slaughter t h e helpless. a n d c l a n s . However, all eladrin that attain such r a n k s
adopt s p h e r e s o f i n f l u e n c e a n d a r e invested with
ENCOUNTER GROUPS powers p e r t a i n i n g to t h o s e spheres.
A r c a n a D C 2 5 : Noble r a n k in eladrin society is
Eladrin warriors such as t h e a r c a n e a r c h e r a n d t h e
rarely a m a t t e r o f i n h e r i t a n c e . E l a d r i n politics is a
bladesinger m o s t often seek t h e c o m p a n y o f other
c o m p l e x m i x o f popularity a n d m y s t i c i s m beyond t h e
eladrin. C o u r e s o f m i s c h i e f a n d strife c a n ally them-
c o m p r e h e n s i o n o f nonfey. E l a d r i n that attain t h e title
selves with any c r e a t u r e , although rarely for long.
o f c o u r e o f m i s c h i e f a n d strife a r e e x p e r t s in t h e i r
c h o s e n art o f discord.
Level 1 0 E n c o u n t e r ( X P 2,650)
• 3 eladrin bladesingers (level 11 s k i r m i s h e r )
• 1 eladrin twilight i n c a n t e r (level 8 controller,
MM 1 0 2 )
• 1 will-o'-wisp (level 1 0 lurker)
thunder. D wa r v e s covet t h u n d e r i n g w e a p o n s c r a f t e d
TEMPEST W I S P LORE
f r o m t h e stone o f a stormstone fury's body.
A r c a n a D C 1 8 : A t e m p e s t wisp b e c o m e s solid
w h e n bloodied. U n l i k e m a n y e l e m e n t a l s , t e m p e s t
TEMPEST W I S P wisps actively ally themselves with o t h e r c r e a t u r e s ,
A TEMPEST W I S P SEEKS OUT o t h e r c r e a t u r e s it c a n hoping to stay b e h i n d t h e m in battle.
c o e r c e to its side o f a fight, using t h e m as shields as it
targets w e a k e r foes. WlNDElETMD FURY
A CYCLONE OF MIST A N D LIGHTNING, t h e w i n d f i e n d
Tempest Wisp Level 1 3 Controller
fury arcs t h r o u g h t h e air like a predator.
Medium elemental magical beast (air) XP800
Initiative +10 Senses Perception +10
Windfiend Fury Level 12 Controller
H P 134; Bloodied 67
Large elemental magical beast (air, water) XP 700
AC 27; Fortitude 26, Reflex 24, W i l l 24
Immune disease, poison; Resist insubstantial while not bloodied Initiative +11 Senses Perception +10
Speed 0, fly 7 (hover) Forceful Zephyr aura 3; the windfiend fury slides each creature
0 Air Slash (standard; at-will) that starts its turn within the aura 1 square.
+16 vs. Reflex; 2d8 + S damage. HP 123; Bloodied 61
® Whistling W i n d (standard; at-will) AC 26; Fortitude 24, Reflex 25, W i l l 24
Ranged 10; +16 vs. Reflex; 2d10 + 3 damage, and the tempest Immune disease, poison; Resist 15 lightning, 15 thunder
wisp slides the target 1 square. Speed 0, fly 8 (hover)
•YTumbling Updraft(standard; recharge X i i ) 0 Flying Debris (standard; at-will)
Ranged 10; +20 vs. Fortitude; the target is lifted up 20 feet (4 Reach 2; +17 vs. AC; 2d8 + 5 damage.
squares) and restrained (save ends). Failed Saving Throw: The -Y Lightning Strike (standard; recharge (x) __) • Lightning
target is lifted up another 20 feet. Successful Saving Throw; The Ranged 10; +16 vs. Fortitude; 3d8 + 5 lightning damage, and the
target falls and takes falling damage, if applicable. target is dazed until the end of the windfiend fury's next turn.
Alignment Unaligned Languages Primordial • * Storm Burst (standard; at-will) • Teleportation, Thunder
<
Str 15 (+8) Dex 19 (+10) W i s 19 (+10) Close burst 2; +16 vs. Reflex; 1d10 + 5 thunder damage. Effect
Con 22 (+12) lnt9(+5) Cha14(+8) The windfiend fury teleports to any space adjacent to the
burst's area of effect.
(Left to right) geonid, rocfefist smasher, shardstorm vortex, and windfiend fury
103.
Alignment Unaligned
Str 17(+9)
Languages Primordial
Dex 21 (+11) W i s 19 (+10)
ENCOUNTER GROUPS
Con 19 (+10) Int 6 (+4) Cha 16 (+9) Elementals fight most c o m m o n l y alongside their own
kind, or with other creatures o f the Elemental Chaos.
WINDFIEND FURY LORE Outside that plane, elementals are found as guard-
A r c a n a D C 1 6 : As an opponent, the windfiend ians o f tombs and treasure-houses, or at locations
fury is difficult to pin down. I f surrounded in melee, where they have b e e n s u m m o n e d by powerful magic.
it explodes in a thunderous burst, then re-forms in
another place farther away from its foes. Level 4 E n c o u n t e r ( X P 8 7 5 )
A r c a n a D C 2 1 : W i n d f i e n d furies often acciden- • 2 clay scouts (level 2 lurker, MM 1 5 6 )
tally cross the b o u n d a r i e s b e t w e e n planes. Swept • 3 dust devils (level 3 skirmisher)
up into a great storm on one plane, a w i n d f i e n d • 1 h u m a n mage (level 4 artillery, MM 1 6 3 )
fury c a n be pulled into a dangerous t e m p e s t that
rages in a n o t h e r plane. S o m e a r c h o n s k n o w a way Level 6 E n c o u n t e r ( X P 1 , 2 7 5 )
to imprison windfiend furies within m a g i c vessels, 4 3 dust devils (level 3 skirmisher)
which they t h e n pilot to other planes using the ele- • 2 flamespikers (level 5 soldier)
mentals' power. • 1 geonid (level 6 lurker)
• 1 m u d lasher (level 4 brute)
WINDSTRIKER Level 7 E n c o u n t e r ( X P 1 , 5 0 0 )
A INDSTRIKKRS W H I R L OUT oi NOW HI Hi to h a m m e r 4- 4 flamespikers (level 5 soldier)
foes with potent blasts o f thunderous cold. • 1 imp (level 3 lurker, MM 6 3 )
T h e i r lethal fury comes in fits and starts as their • 2 m a g m a hurlers (level 4 artillery, MM 1 8 2 )
winds seek to enwrap targets before the windstrikers • 1 tiefling heretic (level 5 artillery, MM 2 5 0 )
blast t h e m .
Level 9 Encounter ( X P 2 , 1 0 0 )
Windstriker Level 9 Lurker • 3 shardstorm vortices (level 7 skirmisher)
Medium elemental magical beast (air) XP 400 • 4 shardstorm vortex funnelclouds (level 13 m i n i o n
Initiative+11 Senses Perception+9 skirmisher)
HP 56; Bloodied 28
• 1 windstriker (level 9 lurker)
AC 21; Fortitude 22, Reflex 20, W i l l 20
Immune disease, poison; Resist insubstantial
Speed 0, fly 8 (hover) Level 1 2 Encounter ( X P 3 , 7 0 0 )
Windstrike (standard; at-will) • Cold, Thunder • 2 rockfist smashers (level 10 brute)
Reach 2; +14 vs. AC; 1d8 + 2 cold and thunder damage. • 2 stormstone furies (level 14 artillery)
* Lethal Windstrike (standard; at-will) • Cold, Thunder • 1 windfiend fury (level 12 controller)
Reach 2; targets the windstriker's quarry (see searching wind);
+14 vs. AC; 2d12 + 5 cold and thunder damage, and the target
Level 1 5 E n c o u n t e r ( X P 6 , 4 0 0 )
is no longer designated as the windstriker's quarry.
Searching W i n d (standard; recharges when the windstriker hits 4- 2 chillfire destroyers (level 14 brute)
with lethal windstrike) 4 Cold, Thunder • 1 tempest wisp (level 1 3 controller)
Ranged 10; +12 vs. Will; 2d6 + 5 cold and thunder damage, and 4 1 beholder eye o f f l a m e (level 1 3 elite artillery,
the target is knocked prone. Effect: The target is designated as MM 3 2 )
the windstriker's quarry. 4 4 salamander firetails (level 14 skirmisher,
Shifting W i n d (immediate reaction, when the windstriker takes
MM 2 2 6 )
damage; at-will)
Until the end of its next turn, the windstriker does not provoke
opportunity attacks and can move through enemies' spaces.
Alignment Unaligned Languages Primordial
Str 14 (+6) Dex 17 (+7) W i s 10 (+4)
Con 20 (+9) Int5(+1) Cha 17 (+7)
WINDSTRIKER LORE
A r c a n a D C 1 4 : A windstriker targets a specific
toe with its attacks, trusting its defenses to protect
it from opportunity attacks as it whirls across the
battlefield.
FELL TAINT THOUGHTEATER TACTICS Fell taints c o m e in a variety o f types. Lashers
must close to attack. Pulsars LURK in the s h a d o w s o f
A fell taint thought eater closes and uses thoughtfog
high places, unleashing a flurry o f m i n d - w r e c k i n g
as many e n e m i e s as possible. T h e n it moves back
light rays from their eyes w h e n prey is near. Thought
and uses spirit haze until thought fog recharges.
eaters freeze their victims, c o n s u m i n g t h e m at their
leisure.
FELL TAINT WARP WENDER D u n g e o n e e r i n g D C 1 7 : Fell taints originate in
T H E FELL TAINT W A R P W E N D E R SHIFTS about the the alien F a r R e a l m . T h e r e they are relatively w e a k
battlefield, m a k i n g it difficult for foes to pin it down. predators, c o m p a r a b l e to foxes in t h e world. T h e y
slip through w e a k points in the p l a n a r b o u n d a r i e s ,
-.11 Taint Warp Wender Level 4 Controller seemingly finding t h e m through instinct. W h e n
Medium aberrant magical beast XP 175 they c o m e to the world or to other planes, they act
nitiative+5 Senses Perception+10 as b e a c o n s for m o r e deadly beings from their dread
H P 38; Bloodied 19 h o m e . T h e i r p r e s e n c e alone t h i n s t h e b a r r i e r s
AC 18; Fortitude 16, Reflex 16, W i l l 17 b e t w e e n planes.
Resist insubstantial; Vulnerable 5 psychic
Speed 1, fly 6 (hover)
- Tendril Caress (standard; at-will) • Psychic ENCOUNTER GROUPS
-8 vs. Reflex; 1d6 + 4 psychic damage.
Fell taints usually work only with their kind and
* Psychic Transposition (standard; at-will) 4 Psychic,
Teleportation other aberrant creatures o f the Far R e a l m . Occasion-
Ranged 10; +8 vs. Will; 1d4 + 4 psychic damage, and the target ally they are found with nonintelligent beings or
is dazed (save ends). First Failed Saving Throw: The fell taint warp undead. These alliances o f convenience feature little
wender swaps positions with the target. cooperation and no c o m m u n i c a t i o n .
Taint Feeding (standard; at-will) • Healing
Targets a helpless or unconscious creature; the fell taint warp Level 1 E n c o u n t e r ( X P 5 2 5 )
wender loses insubstantial and its fly speed until the end of its
• 1 fell taint thought eater (level 2 controller)
next turn, and it makes a coup de grace against the target. If the
warp wender kills the target, it regains all of its hit points.
4- 1 fell taint pulsar (level 1 artillery)
Alignment Unaligned Languages - 4- 3 fell taint lashers (level 1 soldier)
Str 11 (+2) Dex 16 (+5) W i s 17 (+5)
Con 15 (+4) Int 6 (+0) Cha 12 (+3) Level 3 E n c o u n t e r ( X P 7 5 0 )
4- 1 fell taint pulsar (level 1 artillery)
FELL TAINT 4- 1 fell taint thought eater (level 2 controller)
4- 3 phantom warriors (level 4 soldier, MM 1 1 6 )
W A R P W E N D E R TACTICS
A fell taint w a r p wender attacks foes with psychic
Level 4 E n c o u n t e r ( X P 9 2 5 )
^ansposition, keeping as m a n y dazed as possible. I f
4 2 fell taint pulsars (level 1 artillery)
sorely pressed, the w a r p wender uses a move action
4- 1 fell taint thought eater (level 2 controller)
:o fly up after dazing a foe, making for a bruising fall
• 2 o c h r e jellies (level 3 elite brute, MM 2 0 2 )
sor an enemy that fails its saving throw.
FELL TAINT
LORE
Dungeoneering DC 10:
Fell taints are strange, aberrant
predators that kill by inflict-
ng madness, feeding on the
thoughts and emotions they
steal from their foes.
Dungeoneering DC 15:
The alien fell taints are only
partially real. Although some
ispect o f t h e m exists in the
world, the rest is formed by the
minds o f those who view t h e m .
Fell taints c a n live indefi-
nitely without eating. They
simply go dormant until a pro-
spective m e a l comes near.
______
FEY-INCATMTER VESTIGE Alignment Evil
Skills Stealth +20
Languages Common, Elven
T H E FEY-INCANTER VESTIGE t h i n k s n o t h i n g o f its Str 13 (+10) Dex 22 (+15) W i s 22 (+15)
own survival, wishing only to torment those who Con 16 (+12) Int 26 (+17) Cha 20 (+14)
iestroyed its physical form.
FEY LINGERER LORE
Fey-lncanter Vestige Level 1 8 Lurker A r c a n a o r R e l i g i o n D C 2 0 : Fey lingerers are
Medium fey humanoid (undead) XP 2,000 or 0 if encountered
eladrin knights and wizards who refuse to die. T h e y
after lingerer fell incanter
are not the gracious and m a n n e r e d eladrin o f the fey
nitiative +17 Senses Perception +11; darkvision
Spiraling Despair aura 3; each enemy within the aura takes a -2 court, but are twisted and depraved, withdrawn from
penalty to attack rolls and saving throws. elven grace. W h e n younger, more vibrant foes chal-
-P 91; Bloodied 45 lenge t h e lingerers' strength, they retaliate furiously.
AC 30; Fortitude 28, Reflex 32, W i l l 30 A r c a n a o r R e l i g i o n D C 2 5 : Fey lingerer knights
-esist 15 necrotic, insubstantial; Vulnerable 10 radiant
pine to relive past glories; incanters seek to rediscover
Speed 6, fly 6 (hover), phasing
lost rituals and spells. W h e n they are destroyed, fey
Ray of Humility (standard; at-will) • Necrotic
Ranged 5; +21 vs. Will; 1d8 + 5 necrotic damage, ongoing 5 lingerers transform into vengeful incorporeal spirits.
necrotic damage, and the target must roll saving throws twice,
raking the lower of the two results (save ends both). ENCOUNTER GROUPS
^ Ray of Spring's Rejection (standard; recharge fx] (TJD •
Necrotic Fey lingerers are encountered with other undead,
Ranged 5; +21 vs. Will; 2d8 + 6 necrotic damage, and the target and even with living eladrin loyal to t h e m .
grants combat advantage to the fey-incanter vestige (save ends).
I : mbat Advantage • Necrotic Level 1 8 E n c o u n t e r ( X P 1 1 , 6 0 0 )
The fey-incanter vestige deals 2d8 extra necrotic damage to any • 2 lingerer knights (level 1 6 elite soldier)
:arget granting combat advantage to it.
• 1 lingerer fell i n ca n t e r (level 1 8 elite artillery)
:
f y Step (move; encounter) • Teleportation
• 1 bralani o f autumn winds (level 1 9 controller,
The fey-incanter vestige teleports 5 squares.
Maniacal Dash (move; recharge [X](H)) MM 1 0 2 )
The fey-incanter vestige shifts 6 squares.
in-. L
Lingerer knight and fell incanter
(Left to right)firbolg bloodbear, master of the Wild Hunt, and ghostraven
FIRBOLG LORE ENCOUNTER GROUPS
A r c a n a D C 2 0 : Firbolgs are hunters o f the Fey Firbolgs respect strength and forthrightness, endur-
wild, the creators and keepers o f the W i l d Hunt. Small ance and skill. Numerous firbolgs serve other fey and
settlements dot firbolg territory in the deep wilder- mighty nonfey. They also allow others to j o i n in W i l d
ness of the Feywild, perched on precarious heights, Hunts, w h i c h often include firbolg hounders, hunt-
dangerous terrain, or floating motes o f rock for ers, and moon seers. T h e most frightful W i l d Hunts
greater defensibility. are composed o f all sorts o f fey led by a master o f the
Firbolg society is m a d e up of clans led by the W i l d Hunt and his hounds.
mightiest warriors, usually masters of the W i l d Hunt.
Clan and family ties are strong among firbolgs. Level 1 3 E n c o u n t e r ( X P 4 , 3 0 0 )
A r c a n a D C 2 5 : T h e firbolgs' religion is centered • 2 centaur hunters (level 12 artillery)
:i three deities: the Maiden (Sehanine), the Mother • 2 firbolg hounders (level 11 soldier)
Melora), and the Crone (the Raven Queen). As a 4- 1 firbolg hunter (level 12 skirmisher)
people, they follow the Maiden's demands that they 4- 1 firbolg m o o n seer (level 14 controller)
walk a middle road b e t w e e n good and evil.
Firbolg priests, who are usually female, are called Level 2 2 E n c o u n t e r ( X P 2 2 , 7 0 0 )
moon seers and are treated with great respect. Seers 4 1 firbolg bloodbear (level 15 elite brute)
and elite warriors dedicated to the deities wear masks 4- 2 firbolg ghostravens (level 1 6 elite lurker)
• helmets that cover their features.
r 4- 1 firbolg master o f the W i l d Hunt (level 2 2 elite
A r c a n a D C 3 0 : Firbolgs love trophies and trea- skirmisher)
sure, but they value other creatures' promises more 4 2 W i l d Hunt hounds (level 2 1 skirmisher,
:han wealth. Firbolgs call a hunt to pursue oath MM 161)
breakers. It is said that a dark ritual c a n be used to
call firbolgs to the world to hunt one who has broken
a vow m a d e to the ritual's performer or those the per-
• inner represents.
(Left to right)genasi stoneshield, skyspy, elemental dervish, andfireblade
Elemental Chaos, m a n y genasi still serve primordi-
GENASI STONESHIELD TACTICS
als. D u r i n g the war between the deities and the
T h e genasi stoneshield enters combat with mighty hull
primordials, genasi rebelled and gained freedom. T h e
rush and then marks its e n e m i e s on subsequent turns
primordials created archons to replace t h e m .
with its heavy war pick attacks. T h e stoneshield pur-
sues fleeing enemies, or k n o c k s e n e m i e s down with
earth shock. ENCOUNTER GROUPS
Genasi sometimes accompany other natives o f the
GENASI LORE Elemental Chaos: archons, djinns, efreets, and ele-
mentals. Otherwise, they r o a m far and wide.
A r c a n a D C 1 0 : Genasi have five types o f manifes-
tation: airsoul, earthsoul, firesoul, thundersoul, and
Level 8 E n c o u n t e r ( X P 1 , 8 0 0 )
watersoul. A genasi c a n usually manifest only one
type. E a c h manifestation bestows different powers • 3 genasi skyspies (level 7 skirmisher)
and resistances. 4- 3 hippogriff dreadmounts (level 5 soldier, MM 1 4 6 )
Genasi share personality traits based on their 4 1 shardstorm vortex (level 7 skirmisher)
manifestations. Typically, airsouls are fickle and capri-
cious, earthsouls are stoic and cautious, firesouls are Level 10 E n c o u n t e r ( X P 2 , 7 0 0 )
temperamental and impulsive, thundersouls are bold 4- 2 genasi fireblades (level 11 brute)
and proud, and watersouls are amenable and friendly. 4- 2 genasi stoneshields (level 10 soldier)
4 1 m a g m a strider (level 10 skirmisher, MM 1 8 2 )
A r c a n a D C 1 6 : S o m e genasi c a n change their ele-
mental manifestations or manifest multiple elements.
Level 1 9 E n c o u n t e r ( X P 1 2 , 8 0 0 )
G e n a s i c a n c h a n n e l their elemental manifestations
through their weapons, creating blades o f fire, ice, or 4- 2 genasi elemental dervishes (level 1 8 elite
lightning. skirmisher)
A r c a n a D C 2 1 : Genasi were originally servants 4- 1 storm archon squallshield (level 17 soldier)
o f djinns, efreets, and other primordials. In the 4 1 storm a r c h o n tempest weaver (level 21 artillery) *
l b
ELDRITCH GIANT LORE ENCOUNTER GROUPS
A r c a n a D C 2 0 : Eldritch giants dwell near fonts Eldritch giants c a n occasionally be found with other
of magical power. They guard such places jealously, magic users, but they are unreliable allies. T h e y
leaving t h e m only to seek out more magical power, prefer magical servants and delight in enslaving
such as an artifact or a piece o f lost knowledge. weaker creatures.
Eldritch titans lord over their lesser kin, jealously
guarding the greatest items and secrets o f magic for Level 18 Encounter ( X P 1 0 , 6 0 0 )
themselves. • 3 eldritch giants (level 18 skirmisher)
A r c a n a D C 2 5 : An eldritch giant's skin is tattooed • 1 prismatic chaos shard (level 1 6 artillery)
with magical patterns that protect it and allow it to • 2 blue slaads (level 17 brute, MM 2 3 8 )
absorb conjurations and zones to bolster its attacks.
T h e s e patterns also grant the giant the ability to tele- Level 2 3 Encounter ( X P 2 5 , 9 0 0 )
port on flows o f a r c a n e energy. A particular eldritch • 2 eldritch titans (level 2 1 elite skirmisher)
giant or titan might have access to other magical • 2 nothic eyes o f V e c n a (level 2 2 lurker)
powers, as well as rituals and magic items. • 1 p h o e n i x (level 1 9 elite brute, MM 2 2 0 )
Iron Golem Juggernaut Level 2 6 Elite Soldier
Huge natural animate (construct) XP 18,000
Initiative +19 Senses Perception +15; darkvision
Noxious Fumes aura 3; while the iron golem juggernaut is
bloodied, any creature that enters the aura or starts its turn
there takes 10 poison damage.
HP 488; Bloodied 244; see also toxic death
AC 42; Fortitude 43, Reflex 38, W i l l 36
Immune disease, poison, sleep
Saving Throws +2
Speed 6 (cannot shift)
Action Points 1
(D Iron Blade (standard; at-will)
Reach 3; +33 vs. AC; 3d10 + 5 damage, and the target is marked
(save ends).
4 Cleave (standard; at will)
The iron golem juggernaut makes two iron blade attacks, each
against a different target.
4 Dazing Fist (immediate interrupt, when a creature marked by
the iron golem juggernaut and within its reach moves or shifts;
at-will)
Reach 3; targets the triggering creature; +31 vs. Fortitude; the
target is dazed (save ends).
Breath Weapon (standard; recharge [xJfTJ) • Poison
Close blast 5; +31 vs. Fortitude; 4d8 + 9 poison damage, and
ongoing 5 poison damage (save ends).
«C Toxic Death (when first bloodied and again when the iron
golem juggernaut drops to 0 hit points) • Poison
Close burst 5; +31 vs. Fortitude; 3d10 + 6 poison damage, and
ongoing 10 poison damage (save ends).
Alignment Unaligned Languages -
Str 30 (+23) Dex 18 (+17) W i s 14 (+15)
Con 28 (+22) Int 3 (+9) Cha 3 (+9)
Equipment longsword
ENCOUNTER GROUPS
IRON GOLEM LORE
Some golems r e m a i n undisturbed for centuries. Adven-
A r c a n a o r N a t u r e D C 2 7 : I r o n golems a r e art-
turers would b e hard-pressed to guess their orders,
fully c r a f t e d giant m e t a l warriors. Potent toxins l e a k
much less who gave those orders in the first place.
from holes i n t h e i r exteriors.
Level 2 1 E n c o u n t e r ( X P 2 0 , 3 0 0 )
ENCOUNTER GROUPS • 1 c h a i n golem (level 2 2 elite soldier)
Although m o s t golems b e g i n t h e i r s e m b l a n c e o f life at
• 1 dark naga (level 2 1 elite controller, M M 1 9 4 )
the h a n d s o f a spellcaster, they c a n pass t h r o u g h the
• 1 iron golem (level 2 0 elite soldier)
h a n d s o f several owners during t h e i r life spans.
Level 2 4 Encounter ( X P 34,000)
• 1 iron golem j u g g e r n a u t (level 2 6 elite soldier)
• 1 storm gorgon (level 2 6 skirmisher, M M 1 4 3 )
• 1 djinn skylord (level 2 5 controller)
GRAY R EN D E R
W I D E L Y F E A R E D THROUGHOUT T H E WORLD? a gray
render kills everything in its path. T h i s creature
feeds upon flesh and terror alike, working itself into a
mindless rampage.
Cray Render L e v e l 19 E l i t e B r u t e
Large natural humanoid XP 4,800
Initiative +10 Senses Perception +15; blindsight 10
HP 452; Bloodied 226; see also rampage
AC 31; Fortitude 34, Reflex 27, W i l l 28
Saving Throws +2
Speed 8
Action Points 1
(£) Claw (standard; at-will)
Reach 2; +22 vs. AC; 1d12 + 8 damage, and the target is
grabbed.
4 Double Attack (standard; at-will)
The gray render makes two claw attacks. If both attacks hit the
same target, the target takes ongoing 10 damage (save ends).
4 Body Sweep (immediate reaction, when the gray render is hit by
an enemy's melee attack while the gray render has a creature
grabbed; requires a grabbed creature; at-will) • Weapon
The gray render uses the grabbed creature as a weapon; +22 vs.
Reflex; targets the triggering enemy; 2d12 + 8 damage, and the
grey render pushes the target 4 squares. The grabbed creature
takes half the damage dealt by this attack.
4 Dismembering Bite (standard; encounter)
Targets a creature grabbed by the gray render; +20 vs.
Fortitude; 3d12 + 8 damage, and the target is dazed (save ends).
Rampage (while bloodied) GRAY RENDER LORE
The gray render's claw attack also knocks a target prone.
N a t u r e D C 2 2 : Although gray renders are natural
Alignment Chaotic evil Languages -
creatures that mostly inhabit the world, m a n y schol-
Skills Athletics +23
Str 27 (+17) Dex 13 (+10) W i s 15 (+11) ars have c o m e to believe that their roots c a n be traced
Con 26 (+17) Int 2 (+5) Cha 10 (+9) b a c k to the Elemental Chaos, wh e re they gained their
chaotic, destructive impulses.
GRAY RENDER TACTICS N a t u r e D C 2 7 : Entropy is bound within the exis-
tence o f gray renders, causing t h e m to leave a path o f
A gray r e n d e r a p p r o a c h e s battle m i n d l e s s l y and
wanton devastation in their wake. Renders are drawn
fearlessly. It moves to w a r d t h e n e a r e s t opponent,
toward footholds o f civilization, such as homesteads
attacking in a fury a n d attempting to grab it. O n c e
and outlying settlements, where they u n l e a s h their
the r e n d e r has a c r e a t u r e g r a b b e d , it uses dismem-
destructive urges.
bering bite a n d body sweep at t h e first opportunity.
T h e gray r e n d e r flies into a destructive rage w h e n
bloodied, m i n d l e s s l y c l a w i n g a n d k n o c k i n g oppo-
ENCOUNTER GROUPS
nents about until it is k i l l e d or until it destroys its Gray renders are too instinctively chaotic and vicious
enemies. to b a n d with other creatures for long, but predators
and scavengers follow in the wake o f gray renders to
exploit the destruction they cause.
Level 1 8 Encounter ( X P 1 1 , 8 0 0 )
• 1 b o d a k skulk (level 1 6 lurker)
• 1 gray render (level 1 9 elite brute)
• 2 guulvorg worgs (level 1 6 elite brute, M M 2 6 5 )
Level 2 0 E n c o u n t e r ( X P 1 4 , 8 0 0 )
• 1 dire bulette (level 1 8 elite skirmisher, M M 3 8 )
• 1 gray render (level 1 9 elite brute)
• 3 nabassu gargoyles (level 1 8 lurker, MM 1 1 5 )
HUMAN INSANE NOBLE
A HUMAN INSANE NOBLE RUSHES around the battlefield,
making attacks at a maddening pace. Insane nobles
are reckless, with no regard for their own safety.
Human Insane Noble Level 2 3 Elite Skirmisher
Medium natural humanoid XP 10.200
Initiative +19 Senses Perception +11
HP 428; Bloodied 214; see also ignoble fury
AC 37; Fortitude 35. Reflex 35, W i l l 36
Saving Throws +2
Speed 6
Action Points 1
(D Scepter (standard; at-will) • Weapon
+28 vs. AC; 3d8 + 6 damage.
4 Flurry of Madness (standard; at-will)
The insane noble shifts 6 squares and makes one scepter attack
against each enemy it moves adjacent to.
4 Ignoble Fury (immediate reaction, when first bloodied) •
Weapon
Close burst 1; targets enemies; +26 vs. AC; 3d8 + 6 damage
and the target is knocked prone.
Sheer Madness
An insane noble does not provoke opportunity attacks.
Alignment Chaotic evil Languages Common
Skills Endurance +23
Str 16 (+14) Dex 22 (+17) Wis11(+11)
Con 22 (+17) Int 15 (+13) Cha 24 (+18)
Equipment scepter (mace)
HUMAN H E X E R
C E R E M O N I A L STAFF IN H A N D , t h e h u m a n h e x e r has a n
array o f spells to c h a n g e t h e course o f a battle.
Human Hexer Level 7 Controller
Medium natural humanoid XP 300
Initiative +3 Senses Perception +16
H P 77; Bloodied 38
AC 20; Fortitude 17, Reflex 18, W i l l 19
Speed 6
(?) Staff (standard; at-will) • Weapon
+12 vs. AC; 1 d6 + 1 damage.
• Beast Curse (standard; recharge
Y __) • Polymorph
Ranged 10; targets a hexed enemy; +11 vs. Fortitude; until the
end of the human hexer's next turn, the target becomes a Tiny
animal. While in this form, the target cannot use powers.
4? Hex (minor; at-will) • Charm, Implement
Close burst 10; targets enemies; +11 vs. Will; the target is hexed
(save ends). While the target is hexed, it takes a -2 penalty to
attack rolls and damage rolls against the human hexer.
Capricious Earth (standard; encounter) • Charm, Implement
Area burst 3 within 10; targets hexed creatures; +11 vs. Will;
1d10 + 3 damage, and the human hexer slides the target 3
squares and the target is knocked prone.
Hex Jump (move; encounter) • Teleportation
The human hexer either teleports 5 squares or swaps positions
with one hexed creature within 5 squares of it.
Alignment Unaligned Languages Common
Skills Arcana +10, Nature +11
Str 10 (+3) Dex 11 (+3) W i s 17 (+6)
Con 13 (+4) Int 15 (+5) Cha 14 (+5)
Equipment robes, staff
(Left to right)marut castigator, executioner, and prosecutor
MARUT LORE R e l i g i o n D C 2 9 : Maruts favor strict interpreta
tion o f laws and contracts and the upholding o f oaths.
R e l i g i o n D C 2 2 : Maruts require no sustenance.
T h e love o f order and battle they share with angels is
Maruts take no slaves, but they sometimes have
more t h a n coincidental. Maruts consider themselves
mortal servitors in their astral fortresses. T h e y do
to b e astral spirits o f the air, despite the fact that they
accept or request services as payment for completed
appear to be made o f solid stone a n d to b e clad in
tasks—so maruts might accept indentured servitude
metal. T h e designation m a k e s sense. Maruts fly with-
or other compulsory services. Although maruts rarely
out wings, and they live and r o a m about in mobile
mistreat their servants, they are strict a n d uncompas-
fortresses floating on the Astral Sea.
sionate taskmasters.
R e l i g i o n D C 2 7 : Although maruts are thought of
as a unified race, they divide themselves along ethi- ENCOUNTER GROUPS
cal and militaristic lines into units they call cadres. Maruts o f various cadres work together and with
Marut cadres dedicated to philosophies other t h a n the other races w h e n a task furthers their overarching
upholding o f oaths and the fair dispensing of justice beliefs. T h e y do so under contract.
also exist. A few cadres serve the Raven Q u e e n .
Level 2 1 E n c o u n t e r ( X P 1 7 , 5 0 0 )
• 1 djinn vizier (level 2 0 artillery)
BARGAINING WITH MARUTS • 2 m a r u t castigators (level 2 1 skirmisher)
A marut is an inscrutable being of cosmic balance. It • 2 m a r u t executioners (level 2 2 brute)
is insightful and careful, but it is fallible. While under
contract, a marut acts in its employer's interests. Only a Level 2 3 E n c o u n t e r ( X P 2 7 , 7 5 0 )
reasoned appeal to a marut's beliefs, proof that a contract • 2 m a r u t castigators (level 2 1 skirmisher)
contains falsehood, or a mission of greater importance • 1 m a r u t prosecutor (level 2 1 controller)
can cause a marut to abandon its task. Maruts might • 3 rakshasa dread knights (level 2 4 soldier,
u n d e r t a k e tasks t h a t support their beliefs without MM 218)
requesting payment.
(Left toright)myconid guard,rotpriest, sovereign, and guard
raw emotions such as fear, satisfaction, and desire. A
MYCONID GUARD TACTICS
colony's sovereign is the only myconid that c a n com-
W h e n a colony comes under attack, myconid guards
municate with other types o f creatures, w h i c h it does
charge into combat. They use pacification spores to
by using its telepathy.
incapacitate enemies, and they attempt to subdue
other enemies with spiny strike attacks.
ENCOUNTER GROUPS
MYCONID LORE Shadowfell- and Underdark-dwelling civilizations
co-opt myconid colonies. Myconids c a n thrive in a
A r c a n a DC 1 2 : Myconids are plant creatures
wide range o f places, including forest glades, deep
touched by the madness o f the fomorians. Although
dungeons, and the strange landscapes o f the Feywild.
not necessarily evil, myconids strive to e x p a n d their
territory and numbers, w h i c h pits t h e m against
Level 3 Encounter ( X P 8 5 0 )
other creatures competing for the same resources.
• 1 deathjump spider (level 4 skirmisher)
Myconids like dark places and often prefer the
• 2 myconid guards (level 4 soldier)
Underdark and the Shadowdark to their h o m e plane.
• 1 myconid rotpriest (level 3 brute)
Because o f the inherent resilience o f a colony o f
• 1 myconid sovereign (level 4 controller)
myconids, other races cultivate t h e m for cheap labor
or enslave t h e m . Drow, fomorians, and shadar-kai
Level 4 E n c o u n t e r ( X P 8 7 5 )
c o m m a n d myconids in great n u m b e r s .
4 2 arbalesters (level 4 artillery)
A r c a n a DC 17: Vast m u s h r o o m forests sprawl
• 1 green slime (level 4 lurker)
over tracts o f the Feywild and areas o f the Underdark
• 2 myconid guards (level 4 soldier)
and the Shadowdark, providing myconids with ideal
conditions under w h i c h to thrive and to multiply.
Level 5 E n c o u n t e r ( X P 1 , 1 0 0 )
Other fungal creatures represent a full range o f pred-
4 1 geonid (level 6 lurker)
ators o f and prey for myconids.
4- 2 myconid rotpriests (level 4 brute)
A r c a n a DC 1 9 : Myconids c o m m u n i c a t e with
4 2 rust monsters (level 6 skirmisher)
each other by releasing spores. T h e s e spores convey
NEOGI GREAT OL D MASTER TACTICS Neogi spawn are adolescents with small brains
to m a t c h their relatively tiny bodies. They tumble
W h e n forced into battle as the leader o f its clan, a
about neogi colonies under the watchful eyes o f their UJ
neogi great old master moves to the center o f conflict,
guardians.
uses its long, scythelike legs for scythe claw-attacks,
and uses enslaving bolt to dominate its enemies.
ENCOUNTER GROUPS
NEOGI LORE Neogi rarely appear without slaves in tow. Some
slaves fall so fully under neogi control that the slaves
D u n g e o n e e r i n g D C 1 6 : Neogi see everything in
willingly aid their masters in combat.
terms o f ownership and lay claim to everything not
already c l a i m e d by a creature more powerful t h a n
Level 1 3 E n c o u n t e r ( 4 , 8 0 0 X P )
they are. Travelers of dark lands and strange realms,
• 3 neogi slavers (level 10 controller)
neogi e m b a r k on trade missions to barter with pow-
• 1 neogi spawn s w a r m (level 10 brute)
erful evil creatures. They buy and sell slaves, exotic
• 2 u m b e r hulks (level 12 elite soldier, MM 2 5 6 )
goods, and odd magic baubles.
D u n g e o n e e r i n g D C 2 1 : Neogi originate in the
Level 15 E n c o u n t e r ( 6 , 1 5 0 X P )
Far R e a l m . They avoid the deadly m i n d flayers. O n c e
4- 5 kuo-toa guards (level 16 minion, MM 1 7 2 )
owned by illithidlike beings in the Far R e a l m , neogi
• 2 kuo-toa harpooners (level 14 soldier, MM 1 7 2 )
also avoid entanglements with illithids in the world.
• 1 neogi great old master (level 1 6 controller)
Great old masters rule every neogi trade clan.
• 2 neogi slavers (level 10 controller)
Drooling horrors, they b r i m with vile intellect and
the u n b o r n spawn o f their clans.
(Back to front) neogi great old master and neogi slaver
I
U
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C
1
(Left to right) phoelarch warrior, phoera, and phoelarch mage
Phoera
Medium elemental magical beast (fire)
Level 12 Skirmisher
XP 350
PHOELARCH LORE
Initiative+14 Senses Perception+8 A r c a n a D C 1 6 : Phoeras are birdlike creatures
Phoenix Heat (Fire) aura 2; each creature that enters the aura or that fly through the skies o f the Elemental Chaos.
starts its turn there takes 5 fire damage. W h e n angered, a phoera fights viciously.
HP 114; Bloodied 57; see also death burst A r c a n a o r N a t u r e D C 2 1 : Each phoelarch shares
AC 26; Fortitude 23, Reflex 25, W i l l 25
a soul with a phoera. T h e two are inextricably linked,
Resist 15 fire; Vulnerable 5 cold
and the death o f one s u m m o n s the angry form o f the
Speed 6, fly 10
Action Points 1 other. As long as its other h a l f survives, a slain phoe-
0 Claw (standard; at-will) • Fire larch or phoera eventually returns to life. A phoera
+17 vs. AC; 1d4 + 5 damage, and ongoing 5 fire damage (save and phoelarch that share a soul c a n differ as m u c h as
ends). any two creatures. E a c h h a l f has only a vague sense of
• * Feathers of Flame (standard; recharge
< [>:] (: i]) • Fire the other's personality and emotions.
Close blast 4; +15 vs. Reflex; 3d6 + 5 fire damage.
••• * Flyby Attack (standard; encounter) • Fire
}/<
The phoera flies its speed without provoking opportunity ENCOUNTER GROUPS
attacks, and it makes a claw attack or a feathers of flame attack Phoelarchs prefer to ally with free-spirited creatures.
at any point during the move.
T h e i r wanderlust leads t h e m to travel to m a n y distant
4? Death Burst (when the phoera drops to 0 hit points) • Fire,
lands; they c a n b e found almost anywhere.
Zone
Close burst 2; +13 vs. Reflex; 3d8 + 5 fire damage. EJfect:
The burst creates a zone of fire that lasts until the end of the Level 1 2 Encounter ( X P 3 , 7 0 0 )
encounter. Each creature that enters the zone or starts its turn • 1 briar witch dryad (level 13 elite controller,
there takes 5 fire damage. MM 9 6 )
Alignment Unaligned Languages Common, Primordial
• 1 phoelarch warrior (level 12 elite skirmisher)
Str 13 (+7) Dex 23 (+12) W i s 14 (+8)
• 4 snaketongue zealots (level 12 minion, MM 2 7 2 )
Con 10 (+6) Int 10 (+6) Cha 18 (+10)
SHARK ELESHTEARER SHARK LORE
N a t u r e D C 1 0 : Fleshtearer sharks are not con-
fined to t h e open ocean. T h e y also prowl rivers
To SAHUAGIN A N D OTHER U N D E R S E A PREDATORS, t h e and underground lakes in their search for prey. A
shark is a totemic inspiration, a creature o f blood fleshtearer shark feeds constantly, making it a threat
frenzy and relentless hunger. To creatures that live to any visitor to or inhabitant o f the aquatic realm. Its
above the waves, t h e sight o f a shark's fin cutting t h e teeth cause bleeding wounds.
surface heralds doom. N a t u r e D C 1 6 : Formidable aquatic creatures
such as kuo-toas and sahuagin usually give t h e
FLESHTEARER SHARK fleshtearer shark a wide berth, although some have
managed to t a m e the beasts. They use t h e creatures
T H E F L E S H T E A R E R S H A R K LOOKS like a c r e a t u r e from
as weapons on raids o f large ships, ensuring that any
another age. For thousands o f years, these sharks
sailors who fall overboard m e e t a quick end.
have hunted in o c e a n s and lakes. M a r i n e r s greatly
N a t u r e D C 2 1 : I n the deepest watery caverns
fear the fleshtearer, for even the sturdy hulls o f ships
of the Underdark and i n the farthest reaches of the
c a n n o t always withstand t h e rending teeth o f this
oceans, fleshtearer sharks sometimes live for hun-
voracious beast.
dreds o f years, growing to massive size. Vast swaths o f
water b e c o m e uninhabitable because o f the presence
Fleshtearer Shark Level 1 0 Brute
o f such a beastly predator.
Large natural beast (aquatic) XP 500
Initiative +8 Senses Perception +9; low-light vision
HP 128; Bloodied 64 ENCOUNTER GROUPS
AC 22; Fortitude 23, Reflex 21, Will 22
Sharks often ally with sahuagin, kuo-toas, and other
Speed 1 (clumsy), swim 8
0 Bite (standard; at-will) underwater denizens.
+13 vs. AC: 2d8 + 7 damage.
•j- Lockjaw Charge (standard; usable only while the fleshtearer Level 1 0 E n c o u n t e r ( X P 2 , 7 0 0 )
shark is not grabbing a creature; at-will) • 2 fleshtearer sharks (level 10 brute)
The shark charges and makes the following attack in place of a • 1 sahuagin baron (level 10 elite brute, MM 2 2 4 )
melee basic attack: +14 vs. AC; 2d8 + 7 damage, and the target
• 2 sahuagin priests (level 8 artillery, M M 2 2 4 )
is grabbed. When the grab ends, the target takes ongoing 5
damage (save ends).
4 Shredding Teeth (standard; at-will)
Targets a creature grabbed by the fleshtearer shark; no attack
roll; 3d8 + 7 damage.
Feeding Frenzy (when the fleshtearer shark starts its turn within
5 squares of a bloodied creature; at-will)
The shark must make a bite attack against a creature adjacent
to it. If the shark is grabbing a creature, the grab ends.
Waterborne
While in water, a fleshtearer shark gains a +2 bonus to damage
rolls against any creature without a swim speed.
Alignment Unaligned Languages -
Str 21 (+10) Dex 16 (+8) W i s 18 (+9)
Con 18 (+9) Int 2 (+1) Cha 15 (+7)
ELESHTEARER SHARK TACTICS
Unless spurred into combat b y its master or another
beast, a fleshtearer shark lurks j u s t outside its prey's
sight. T h e fleshtearer shark charges into battle using
lockjaw charge, and it continues using lockjaw charge to
attempt to grab nearby foes even i f doing that m e a n s
provoking opportunity attacks w h e n moving away
from adjacent enemies. Even w h e n facing formi-
dable prey, a fleshtearer shark does not flee, fighting
fiercely to the death.
SLAUGHTERSTONE SLICER
C RA F T I N G SUCH P O W E R F U L CONSTRUCTS r e q u i r e d
dwarves o f epic skill. W h e n such legendary masters
could not b e found, others m i m i c k e d their work
with less reliable results. A slaughterstone slicer is
similar to an eviscerator, but it lacks the eviscerator's
supreme defenses and accuracy.
Slaughterstone Slicer Level 11 Elite Brute
Large natural animate (construct) XP 1,200
Initiative +11 Senses Perception +5; darkvision
Whirling Blades aura 2; each creature that starts its turn within
the aura takes 5 damage.
HP 276; Bloodied 138
AC 23; Fortitude 24, Reflex 23, W i l l 19
Immune disease, poison, sleep
Saving Throws +2
Speed 6
Action Points 1
0 Slicing Blade (standard; at-will)
Reach 2; +14 vs. AC; 2d8 + 6 damage (crit 4d8 + 22).
<* Whirling Bladestorm (standard; at-will)
Close burst 2; +14 vs. AC; 2d8 + 6 damage (crit 4d8 + 22).
Bloodied Bladestorm (free, when first bloodied; encounter)
Whirling bladestorm recharges, and the slaughterstone slicer
uses it.
Critical Malfunction (when the slaughterstone slicer scores a
critical hit or is subject to a critical hit)
The slicer is dazed until the end of its next turn. ENCOUNTER GROUPS
Tunnel Fighting
Slaughterstone constructs c a n b e found alongside the
A slaughterstone slicer takes no penalty to attack rolls while
squeezing and does not grant combat advantage while fighting forces o f nearly every intelligent race that has
squeezing. the will to use such monstrosities in battle.
Alignment Unaligned Languages -
Str 22 (+11) Dex 18 (+9) W i s 10 (+5) Level 1 1 E n c o u n t e r ( X P 3 , 4 0 0 )
Con 18 (+9) Int 1 (+0) Cha 3 (+1) • 1 duergar blasphemer (level 14 controller)
• 2 duergar fleshtearers (level 11 lurker)
SLAUGHTERSTONE SLICER TACTICS • 1 slaughterstone slicer (level 11 elite brute)
A slaughterstone slicer fights like a n eviscerator, but
its tendency to m a l f u n c t i o n m a k e s it a less reliable Level 1 8 E n c o u n t e r ( X P 1 0 , 4 0 0 )
combatant. It stays close to several e n e m i e s at once 4- 2 eldritch giants (level 18 skirmisher)
to increase the damage from slicing blade and whirling 4- 1 nothic mindblight (level 1 9 controller)
bladestorm. 4 2 slaughterstone eviscerators (level 18 brute)
SLAUGHTERSTONE Level 2 5 E n c o u n t e r ( X P 3 9 , 1 5 0 )
4 1 beholder eye o f chaos (level 2 5 elite artillery)
CONSTRUCT LORE 4 1 oni t h u n d e r e r (level 2 2 skirmisher)
A r c a n a o r N a t u r e D C 2 5 : T h e creation o f a 4 3 slaughterstone h a m m e r e r s (level 2 5 soldier)
slaughterstone construct requires the secrets o f leg-
endary dwarven craft and a solid block o f stone upon
which heroes have shed blood.
Bristle Spider Level 1 5 Elite Lurker
Huge natural beast (spider) XP 2,400
Initiative +18 Senses Perception +8; tremorsense 10
HP 232; Bloodied 116
G I A N T A R A C H N I D S C R A W L e v e r y w h e r e i r r t h e world
AC 29; Fortitude 27, Reflex 29, Will 23
and in the planes beyond. T h e i r webs c a n b e found Saving Throws +2
strung in dark forests, ancient ruins, d a m p caverns, Speed 8, climb 6 (spider climb)
abandoned buildings, or s e w e r s - a n y w h e r e that prey Action Points 1
c a n b e caught and devoured. 0 Bite (standard; at-will) • Poison
Reach 2; +20 vs. AC; 1d10 + 6 damage, and the target is slowed
and takes ongoing 10 poison damage (save ends both).
BRISTLE SPIDER •i* Acidic Poison Spray (standard; at-will) • Acid, Poison
T H I S MASSIVE SPIDER hunts w i t h i n vast overgrown Close blast 5; +18 vs. Reflex; 2d8 + 6 acid and poison damage,
and the target is slowed and takes ongoing 10 acid and poison
jungles, wh e r e t h e plant life is large enough to afford
damage (save ends both).
numerous places from which it c a n surprise t h e
<• Bristle Blast (minor; recharge _} __ jfj)
unwary. Bristle spiders have also b e e n k n o w n to Close blast 5; +18 vs. Fortitude; the target is blinded and dazed
m a k e lairs underground, w he r e larger caverns a n d until the start of the bristle spider's next turn.
dungeon c h a m b e r s offer places in w h i c h they c a n W e b Walker
hide and stalk their prey. A bristle spider ignores the effects of spider webs and spider
swarms.
Alignment Unaligned Languages -
BRISTLE SPIDER TACTICS Skills Stealth +17
A bristle spider uses bristle blast to disorient its ene- Str 20 (+12) Dex 24 (+14) W i s 13 (+8)
mies, then acidic poison spray to slow t h e m . It uses its Con 20 (+12) Int 3 (+3) Cha 6 (+5)
action point to m a k e both attacks in t h e first round
of combat. T h e n it closes in to bite dazed or blinded ENCOUNTER GROUPS
enemies. These crafty predators hunt alone and in pairs. T h e y
are attracted by battle, and ally with drow or driders
BRISTLE SPIDER LORE to prey on their e n e m i e s .
N a t u r e DC 1 8 : Ettercaps and drow prize these
large a r a c h n i d s as c o m p a n i o n s and g u a r d i a n s . Level 1 4 Encounter ( X P 5 , 2 0 0 )
O t h e r races have b e e n k n o w n to employ a n d train • 1 bristle spider (level 15 elite lurker)
t h e m as well. • 1 drow blademaster (level 1 3 elite skirmisher,
N a t u r e DC 2 3 : Bristle spiders were long ago bred MM 9 4 )
by the oni to serve as mounts and servants in the vast • 1 drow priest (level 1 5 controller, MM 9 5 )
jungles o f the world.
TOMB SPIDER BROODSWARM TOMB SPIDER
A TOMB SPIDER BROODSWARM ISSUES FORTH from the BROODSWARM TACTICS
corpse in w h i c h it was laid. A t o m b spider b r o o d s w a r m attacks the nearest living
creature unless c o m m a n d e d to do otherwise by its
Tomb Spider Broodswarm Level 1 0 Lurker parent t o m b spider. T h e s e masses o f infant tomb spi-
Medium shadow beast (spider, swarm) XP 500 ders use shadow drift to move around living obstacles.
Initiative +14 Senses Perception +5; tremorsense 10
Swarm Attack aura 1; each enemy that starts its turn within the
aura is slowed until the start of its next turn.
ENCOUNTER GROUPS
HP 84; Bloodied 42 Tomb spiders usually establish lairs n e a r crypts or
AC 24; Fortitude 21, Reflex 22, W i l l 20 catacombs where humanoid corpses c a n b e found.
Resist half damage from melee and ranged attacks; Vulnerable 5 They have b e e n k n o w n to aid powerful undead crea-
against close and area attacks
tures as well as followers o f Orcus.
Speed 5, climb 5 (spider climb)
CD Dread Fangs (standard; at-will) • Necrotic, Poison
+13 vs. Reflex; 1d6 + 5 necrotic damage, and the target is Level 1 1 Encounter ( X P 3 , 3 0 0 )
immobilized and takes ongoing 5 necrotic and poison damage • 3 c r i m s o n acolytes (level 7 skirmisher, M M 2 1 0 )
(save ends both). • 1 deathpriest o f O r c u s (level 9 controller, M M 2 1 0 )
Shadow Drift (standard; recharge (Xj { _ ) • 1 tomb spider (level 11 elite controller)
The tomb spider broodswarm shifts 5 squares and gains a +4 • 2 battle wights (level 9 soldier, M M 2 6 2 )
bonus to all defenses until the start of its next turn.
W e b Walker
A tomb spider broodswarm ignores the effects of spider webs
and spider swarms.
Alignment Evil Languages -
Skills Stealth +15
Str 15 (+7) Dex 21 (+10) W i s 11 (+5)
Con 18 (+9) Int 1 (+0) Cha 18 (+9)
wars, battles be t w e e n divine beings, a n d t h e prepara- _
S T A R SPAWN tion o f mighty rituals, the spawn appear across t h e
land. T h e star called Allabar, a wandering object
W A R L O C K S AND SAGES KNOW that w h e n one looks up known as t h e O p e n e r o f the Way, courses across the ui
at t h e stars, some stars glare b a c k with hunger. W h e n sky, causing the spawn o f any stars it nears to mani- cc
a star hangs in t h e correct position in t h e sky a n d its fest upon t h e world. S o m e believe that Allabar is a
light strikes t h e world at precisely t h e right angle, the trickster star that merely spreads havoc b e t w e e n t h e m
star spawn walk t h e world. Star spawn are utterly world a n d its kin. Others claim that Allabar itself is
the greatest o f the stars, a strange being from beyond
malevolent beings.
the world, manipulating the other stars to its own
end. W h a t that e n d could b e , a n d t h e role played by
STAR SPAWN LORE the star spawn, none as yet c a n guess. Before his dis-
D u n g e o n e e r i n g D C 2 0 : T h e star spawn are appearance, the warlock Thulzar c l a i m e d that he had
creatures sent by the baleful stars o f the night sky, successfully c h a r t e d t h e incursions o f all star spawn
accursed celestial objects that gaze upon the world since the fall o f Bael Turath. His research showed a n
with a m i x t u r e o f hatred, anger, a n d hunger. T h e emerging pattern, but h e , his tower, a n d all his works
spawn a r e t h e avatars o f these stars, sent to w r e a k simply vanished one starless night, leaving b e h i n d
havoc. S o m e stars have only o n e spawn, but others only a smooth, glass-coated crater.
manifest a multitude o f creatures. T h e spawn o f a
particular star appear only once a year at most, but
sometimes a spawn b e c o m e s trapped in the world
HERALD OE HADAR
and continues its depredations until slain. H A D A R ' S D U L L R E D GLOW is b a r e l y visible i n t h e
D u n g e o n e e r i n g D C 2 5 : S o m e t i m e s cults form night sky, as t h e star slowly b u r n s down into a life-
around a star spawn. S o m e star spawn simply devour less, dead cinder. According to t h e Revelations o f
their worshipers, but others tolerate their presence M e l e c h , H a d a r w a s o n c e t h e brightest star i n t h e
and use t h e m as allies. W a r l o c k s who have the star sky, but during t h e c a l a m i t i e s that led to t h e fall
pact flock to star spawn. W h e t h e r they serve, study, o f B a e l Turath, it surged into a searing b r a n d o f
or slay t h e m depends on a particular warlock's goals light a n d t h e n faded into a blood-red e m b e r . H a d a r
and attitudes. now h a n g s on t h e edge o f a n n i h i l a t i o n . A h e r a l d o f
D u n g e o n e e r i n g D C 2 7 : Star spawn a r e known H a d a r is a n avatar o f Hadar's dying gasps, a fiend-
to appear before great tribulations a n d at the conver- ish m o n s t e r that grows stronger i n t h e p r e s e n c e o f
gence o f unparalleled levels o f power. D u r i n g great living c r e a t u r e s .
TROGLODYTE DEEPSCOURGE TROGLODYTE TEMPLE
TACTICS CHAMPION LORE
I n combat, a deepscourge r e m a i n s safely b e h i n d its D u n g e o n e e r i n g o r N a t u r e D C 1 4 : Hidden
brutish allies. I f attacked, it uses blinding'stench to away deep underground are foul troglodyte temples
incapacitate the e n e m y a n d cover its retreat. T h e dedicated to demons such as Demogorgon and deities
deepscourge coordinates with its allies in c o m b a t , such as Torog. T h e strongest troglodytes from nearby
ordering o t h e r troglodytes into formations w h e r e tribes rise to b e c o m e temple c h a m p i o n s .
their auras c a n have t h e most potency in conjunc- Temple champions fight to the death with fanatical
tion with the deepscourge's debilitating ray and devotion; anyone taken alive by a temple champion is
dizzying stench. quickly sacrificed in a nearby temple.
D u n g e o n e e r i n g o r N a t u r e D C 1 9 : D u e to the
TROGLODYTE DEEPSCOURGE LORE comprehension and patience required of a temple
D u n g e o n e e r i n g o r N a t u r e D C 1 4 : A troglodyte champion, the strongest warriors are often the smart-
est as well. I f temple champions leave their temples'
deepscourge often serves alongside a troglodyte curse
boundaries, they often do so at the behest o f their
c h a n t e r or in the curse chanter's stead as the leaders
leaders and as the head o f a larger force o f less intel-
o f a tribe. A deepscourge is a s h a m a n for a troglodyte
ligent troglodytes.
tribe. Troglodytes often rely on deepscourges for guid-
ance in ritual as well as in combat.
ENCOUNTER GROUPS
TROGLODYTE Troglodytes often use drakes and other reptilian
monsters to guard their lairs.
TEMPLE CHAMPION
A SAVAGE SOCIETY DRAWS TROGLODYTES tO W o r s h i p Level 7 E n c o u n t e r ( X P 1 , 6 0 0 )
brutal gods. It should b e no surprise that their dark • 2 horned drakes (level 5 skirmisher)
religions produce vicious c h a m p i o n s . 4- 1 troglodyte impaler (level 7 artillery, MM 2 5 2 )
• 3 troglodyte thrashers (level 7 brute)
Troglodyte Temple Champion Level 9 Soldier
Medium natural humanoid (reptile) XP400
Level 1 0 Encounter ( X P 2 , 6 5 0 )
Initiative +9 Senses Perception +6; darkvision 4 1 troglodyte curse c h a n t e r (level 8 controller,
Troglodyte Stench aura 1; each living enemy within the aura takes
MM 2 5 2 )
a -2 penalty to attack rolls.
HP 101; Bloodied SO • 2 troglodyte deepscourges (level 9 artillery)
AC 25; Fortitude 23, Reflex 21, W i l l 20 4 3 scytheclaw drakes (level 1 0 skirmisher)
Speed 5
0 Flail (standard; at will) • Weapon Level 11 Encounter ( X P 3 , 1 0 0 )
+16 vs. AC; I d I O + 7 damage. 4 1 b a l h a n n o t h (level 1 3 elite lurker, MM 2 4 )
® Javelin (standard; at-will) • Weapon
4 2 troglodyte temple c h a m p i o n s (level 9 soldier)
Ranged 10/20; +16 vs. AC; 1d6 + 6 damage.
4 4 troglodyte warriors (level 12 minion, MM 2 5 2 )
4 Sweeping Trip (standard; at-will) • Weapon
+14 vs. Reflex; 1 dS + 6 damage, and the target is knocked
prone. Level 1 2 E n c o u n t e r ( X P 3 , 7 5 0 )
Whirlwind Attack (standard; encounter) • Weapon 4 1 troglodyte curse c h a n t e r (level 8 controller,
Close burst 1; +16 vs. AC; 1d10 + 7 damage. MM 2 5 2 )
Alignment Chaotic evil Languages Draconic 4 2 troglodyte deepscourges (level 9 artillery)
Skills Athletics +13, Endurance +14
4 4 troglodyte thrashers (level 7 brute)
Str 19 (+8) Dex 17 (+7) W i s 14 (+6)
4 8 troglodyte warriors (level 12 minion, MM 2 5 2 )
Con 21 (+9) Int 10 (+4) Cha 12 (+5)
Equipment scale armor, flail, 2 javelins
TROGLODYTE TEMPLE
CHAMPION TACTICS
Troglodyte temple champions are not subtle; they
charge into combat as soon as possible, flinging
javelins when unable to attack in m e l e e . Temple
c h a m p i o n s use their sweeping trip attacks to stop
opponents from escaping.
WARFORGED WARFORGED SAVAGE
W A R F O R G E D SAVAGES GIVE THEMSELVES OVER to rage
in battle, b e c o m i n g vicious, c r a z e d killers.
W H E T H E R F R E S H FROM T H E CREATION FORGE OF
d e c a d e s old, warforged c a n b e m u c h m o r e t h a n m e r e
Warforged Savage Level 7 Brute
soldiers, but t h e y are all c r e a t u r e s o f war.
Medium natural humanoid (living construct)
Initiative +5 Senses Perception +4
WARFORGED RESOUTMDER HP 98; Bloodied 49
AC 20; Fortitude 21, Reflex 18, W i l l 19
T H E W A R F O R G E D RESOUNDER b r i n g s t h e force o f
Saving Throws +2 against ongoing damage
t h u n d e r to t h e m a e l s t r o m o f c o m b a t , b l a s t i n g foes
Speed 6
f r o m afar. 0 Scimitar (standard; at-will) • Weapon
+10 vs. AC; 1d8 + 6 damage (crit 1d8 + 14), and 4 damage to
Warforged Resounder Level 6 Artillery another enemy adjacent to the warforged savage.
Medium natural humanoid (living construct) 4 W i l d Charge (standard; recharges after the warforged savage
hits two or more targets with a savage sweep) • Weapon
Initiative +3 Senses Perception +5
The savage charges, gains a +3 bonus to AC during the charge,
H P 57; Bloodied 28
and makes the following attack in place of a melee basic attack:
AC 19; Fortitude 16, Reflex 18, W i l l 18
+11 vs. AC; 2d8 + 9 damage (crit 2d8 + 25).
Saving Throws +2 against ongoing damage
Speed 6 4} Savage Sweep (standard; recharge U ) • Weapon
(?) Quarterstaff (standard; at-will) • Weapon Close burst 1; +10 vs. AC; 1d8 + 6 damage (crit 1d8 + 14). Miss:
+10 vs. AC; 1 d8 + 1 damage. 4 damage.
4 Rumble Staff (standard; encounter) • Force, Implement Battlefield Tactics
+11 vs. Fortitude; 2d6 + 4 force damage, and the target is A warforged savage gains a +1 bonus to melee attack rolls while
pushed 1 square and knocked prone. an ally is adjacent to the target.
• Collision Bolt (standard; encounter) • Force, Implement
Y Savage Bloodlust
Ranged 10; +11 vs. Fortitude; 1d6 + 4 force damage, and the Whenever a warforged savage hits with a melee attack, it gains
warforged resounder makes a secondary attack against one or 4 temporary hit points.
two targets within 3 squares of the primary target. Secondary Warforged Resolve (minor; encounter) • Healing
Attack: +11 vs. Fortitude; 1d6 + 4 force damage, and the The warforged savage gains 6 temporary hit points and can
resounder slides the target 3 squares toward the primary target. make a saving throw against an ongoing damage effect. If it uses
Effect: After all attacks are resolved, any target hit by an attack this power while bloodied, it also regains 6 hit points.
I
is knocked prone if it is adjacent to another target. Alignment Unaligned Languages Common
• Thunder Orb (standard; at-will) • Implement, Thunder
Y Skills Endurance +12, Intimidate +11
Ranged 10; +11 vs. Reflex; 2d6 + 4 thunder damage, and the Str 20 (+8) Dex 15 (+5) W i s 12 (+4)
warforger resounder pushes the target 2 squares. Con 18 (+7) Int 10 (+3) Cha 16 (+6)
-i'f Resounding Sphere (standard: encounter) • Implement, Equipment hide armor, scimitar
Thunder
Area burst 3 within 10; +10 vs. Reflex; 2d8 + 4 thunder WARFORGED SAVAGE TACTICS
damage, and the target is knocked prone. Miss: Half damage.
At its first c h a n c e , t h e warforged savage m a k e s a
Warforged Resolve (minor; encounter) • Healing
wild charge. It might even do so i f already engaged, in
The warforged resounder gains 6 temporary hit points and can
make a saving throw against an ongoing damage effect. If it uses order to attack several e n e m i e s with savage sweep. T h e
this power while bloodied, it also regains 6 hit points. warforged savage t h e r e a f t e r m a k e s use o f savage sweep
Alignment Unaligned Languages Common w h e n e v e r t h e attack r e c h a r g e s , in order to c h a n g e
Skills Arcana +12, Nature +10 its tactical position or to deal as m u c h d a m a g e as
Str 12 (+4) Dex 11 (+3) W i s 15 (+5) possible.
Con 15 (+5) Int 18 (+7) Cha 12 (+4)
Equipment robes, quarterstaff
WARFORGED SAVAGE LORE
A r c a n a o r N a t u r e D C 1 4 : A w a r f o r g e d savage
WARFORGED RESOUNDER TACTICS
h a s far m o r e e m o t i o n t h a n m o s t o t h e r w a r f o r g e d ,
A warforged r e s o u n d e r prefers to open w i t h resound-
but t h a t e m o t i o n t e n d s to b e e x p r e s s e d as fury. Irri-
ing sphere against e n e m i e s not yet engaged in m e l e e .
table a n d q u i c k to d r a w b l a d e s , w a r f o r g e d savages
It saves collision bolt for later use against e n e m i e s in
m a k e u n c e r t a i n allies in p e a c e t i m e a n d deadly foes
close c o m b a t . T h e warforged r e s o u n d e r avoids m e l e e
d u r i n g war.
with t h e help o f rumble staff.
WARFORGED RESOUNDER LORE
A r c a n a o r N a t u r e D C 1 2 : R i n g i n g with t h e
power o f its creation, a warforged r e s o u n d e r focuses
t h e e c h o e s o f its forging into deadly attacks.
207.
(Left to right)warforged anvilpriest, warforged resounder, and warforged savage
WARFORGED ANVILPRIEST - £ Blunted Mind (standard; encounter) • Illusion, Implement,
5-
Psychic
A SOLDIERLY MINISTER, t h e warforged anvilpriest Area burst 3 within 10; targets enemies; +11 vs. Will; 2d6 + 4
b u r n s with t h e m e m o r i e s o f its creation, and it c a r r i e s psychic damage, and the target takes a -2 penalty to attack rolls
that fire into battle. and a -4 penalty to damage rolls (save ends both). Aftereffect:
The target takes a -2 penalty to damage rolls (save ends).
Warforged Resolve (minor; encounter) • Healing
Warforged Anvilpriest Level 8 Controller (Leader)
The warforged anvilpriest gains 7 temporary hit points and can
Medium natural humanoid (living construct) XP 350
make a saving throw against an ongoing damage effect. If it uses
Initiative +4 Senses Perception +8
this power while bloodied, it also regains 7 hit points.
HP 89; Bloodied 44
Alignment Unaligned Languages Common
AC 22; Fortitude 20, Reflex 20, W i l l 21
Skills Heal -13, Religion +12
Saving Throws +2 against ongoing damage
Str 14 (+6) Dex 10 (+4) W i s 19 (+8)
Speed 5
Con 17 (+7) Int 16 (+7) Cha 12 (+5)
(D Fiery Warhammer (standard; at-will) • Fire, Weapon
Equipment chainmail, warhammer, holy symbol
+13 vs. AC; 1d10 + 4 damage plus 1d6 fire damage, and the
target takes a -2 penalty to AC until the end of the warforged
anvilpriest's next turn. WARFORGED ANVILPRIEST TACTICS
• Heat of Battle (standard; recharge f::] _} _J) • Fire, Weapon
f T h e warforged anvilpriest first targets e n e m i e s with
+13 vs. AC; 1d10 + 4 damage plus 1d6 fire damage, and ongoing
blunted mind. It t h e n wades in a m o n g its e n e m i e s to
5 fire damage until the target ends its turn in a space that isn't
use its m e l e e attacks, starting with heat of battle. The
adjacent to the warforged anvilpriest.
Mending Flash Fire (standard; encounter) • Fire, Implement anvilpriest k e e p s an eye on its allies, using mending
Close burst 5; targets enemies; +11 vs. Reflex; 1d8 + 4 fire flashfire w h e n one or m o r e are bloodied.
damage. Effect: The warforged anvilpriest and each ally within
the burst gain 5 temporary hit points. Each warforged ally
WARFORGED ANVILPRIEST LORE
within the burst uses warforged resolve as an immediate
reaction. A r c a n a o r N a t u r e D C 1 4 : W a r f o r g e d anvilpriests
use t h e still-hot f l a m e s o f t h e i r creation, m a i n t a i n i n g
a l i n k to that formative m o m e n t despite years o f exis-
208.
tence in theworld. Although some are true
clerics devoted to a deity, other anvil-
priests care little for religion.
A r c a n a o r N a t u r e D C 1 9 : Only
a few anvilpriests fully live up to
their n a m e by venerating the cre-
ation forges. T h e s e strange and
often crazed warforged present
a threat to all who would k e e p
t h e m from the objects o f their
worship.
WARFORGED
TITAN
M A S S I V E WARFORGED TITANS
thunder over the battlefield,
swinging a r m s that end in
i m m e n s e weapons.
Warforged Titan Level 1 9 Elite Soldier
Huge natural humanoid (living construct) XP 4,800
Initiative +15 Senses Perception +13 WARFORGED TITAN LORE
HP 362; Bloodied 181 A r c a n a o r N a t u r e D C 2 2 : Among the first war-
AC 35; Fortitude 35, Reflex 30, W i l l 30 forged created, warforged titans are barely sentient,
Saving Throws +2 (+4 against ongoing damage) with just enough intelligence to follow changing com-
Speed 8
m a n d s in the heat o f battle.
Action Points 1
A r c a n a o r N a t u r e D C 2 7 : A warforged titan
0 Axe (standard; at-will)
Reach 3; +24 vs. AC; 2d10 + 9 damage, and 9 damage to one comprehends allegiance in simplistic terms. It often
enemy adjacent to the target. Effect: The target is marked until follows the c o m m a n d s o f someone that has a symbol
the end of the warforged titan's next turn. o f the titan's creator, regardless o f its creator's goals or
4 Hammer (minor 1/round; at-will) how much t i m e has passed since its creation.
Reach 3; +24 vs. AC; 2d8 + 9 damage, the warforged titan slides
the target 2 squares, and the target is knocked prone. Miss: 9
damage. ENCOUNTER GROUPS
Unstoppable Charger Free warforged fight for a variety o f c a u s e s - i n c l u d i n g
A warforged titan can take additional actions after it resolves its their own.
charge attack.
Threatening Reach
Level 7 Encounter ( X P 1 , 5 0 0 )
A warforged titan can make opportunity attacks against all
enemies within its reach (3 squares). • 1 warforged anvilpriest (level 8 controller)
Warforged Resolve (minor; encounter) • Healing • 1 warforged resounder (level 6 artillery)
The warforged titan gains 12 temporary hit points and can • 3 warforged savages (level 7 brute)
make a saving throw against an ongoing damage effect. If it uses
this power while bloodied, it also regains 12 hit points.
|
Level 1 9 E n c o u n t e r ( X P 1 2 , 4 0 0 )
Alignment Unaligned Languages Common
4- 1 c a m b i o n hellfire magus (level 1 8 artillery,
Str 28 (+18) Dex 18 (+13) W i s 18 (+13)
MM 39)
Con 21 (+14) Int 5 (+6) Cha 8 (+8)
• 1 steel predator (level 2 0 elite soldier)
• 1 warforged titan (level 1 9 elite soldier)
WARFORGED TITAN TACTICS
A warforged titan charges into m e l e e without hesita-
tion. W h e n possible, it makes a hammer attack to slide
one enemy adjacent to another. T h e warforged titan
then charges (or otherwise attacks) the enemy with
the lightest a r m o r with an axe attack, cleaving into
both enemies.
209.
WILL-O'-WISP
T HE S E CRUEL F E Y C R E A T U R E S feed on powerful e m o -
tions such as horror, despair, and anguish.
Will o' Wisp Level 1 0 Lurker
Small fey magical beast XP soo
Initiative +15 Senses Perception +11; low-light vision
HP 57; Bloodied 28
AC 22; Fortitude 19, Reflex 24, W i l l 22
Resist insubstantial
Speed fly 6 (hover; altitude limit 2)
(£) Glimmer Wisp (standard; at-will) • Radiant
Reach 2; +13 vs. Reflex; 2d6 + 6 radiant damage.
•)• Spirit Drain (standard; usable only while illuminated; see fey
light; encounter) • Healing, Psychic
Reach 3; targets a bloodied creature; +12 vs. Fortitude; 2d8 +
3 psychic damage, and the target is weakened (save ends). The
will-o'-wisp regains 14 hit points.
<* Luring Glow (standard; usable only while illuminated; see fey
light; at-will)
Close burst 20; targets one creature that is not blinded; +13 vs.
Will; the target is pulled 3 squares and dazed (save ends).
Blink Out (immediate reaction, when the will-o'-wisp is missed by
an attack; at-will) • Teleportation
The will-o'-wisp darkens and teleports 5 squares (see fey light).
Fey Light (free 1/round; at-will)
A will-o'-wisp illuminates or darkens its light. The will-o'-wisp's
light is equivalent to that of a torch. The will-o'-wisp must be
illuminated to attack. While darkened, the will-o'-wisp has
concealment and can make a Stealth check to become hidden.
Alignment Evil Languages Elven
Skills Stealth+16
Str4(+2) Dex22(+11) W i s 12 (+6)
Con 13 (+6) Int 8 (+4) Cha 18 (+9)
ENCOUNTER GROUPS
W i L L - o - W i s p TACTICS Fey creatures, undead, and predators o f m a n y kinds
A will-o'-wisp prefers distracted prey. It uses fey light take advantage o f will-o'-wisps as lures. Will-o'-wisps
w h e n it wishes to b e seen, or to draw prey in with are attracted to the sounds o f travel or battle.
luring glow. As soon as it is aware o f bloodied prey, it
closes to employ spirit drain. It douses its fey light and Level 9 E n c o u n t e r ( X P 2 , 1 0 0 )
uses Stealth to move to the bloodied target and attack • 2 spriggan powries (level 7 skirmisher)
with combat advantage. • 2 spriggan thorns (level 6 soldier)
• 2 will-o'-wisps (level 1 0 lurker)
W I L L - O - W I S P LORE
A r c a n a D C 1 6 : Will-o'-wisps lurk in marshlands,
where mists and swamp lights provide hiding places.
T h e y gather near natural dangers, such as quicksand
or other monsters. Will-o'-wisps use their lights to
draw u n w a r y travelers into peril.
A r c a n a D C 2 1 : A will-o'-wisp c a n speak in a
ghostly voice. As it speaks, the creature brightens
and dims. Its actual body is a tiny orb o f diaphanous
material.
within a specifiedrange, beyond which the creature
GLOSSARY can't see. The creature is immune to gaze attacks and
cannot be blinded.
This glossary defines game terms used in this h o o k . blindsight: A creature that has blindsight can clearly
T h e glossary supersedes previous sources and incor- see creatures or objects within a specified range
porates clarifications and n e w rules. and within line of effect, even i f they are invisible or
obscured. The creature otherwise relies on its normal
a b e r r a n t [origin]: Aberrant creatures are native to or vision.
shaped by the Far Realm. b u r r o w s p e e d : A creature that has a burrow speed can
acid [keyword]: A damage type. move through loose earth at a specified speed, and
aftereffect: An aftereffect automatically occurs after the creature can move through solid stone at half
another effect ends. In a power description, an that speed. The creature can't shift or charge while
"Aftereffect" entry follows the effect it applies to. burrowing.
A target is sometimes subject to an aftereffect after c h a n g e shape: A creature that has the polymorph
a save. If that save occurs when the target is rolling power change shape can assume the form of another
multiple saving throws, the aftereffect takes effect creature. The power specifies the type and size of
after the target has rolled all of them. that form. The new form lasts until it is changed or
air [keyword]: An air creature is strongly connected to until the creature dies.
the element of air. The creature retains its statistics in its new form.
Its clothing, armor, and other possessions do not
all-around vision: Enemies can't gain combat advan-
change with the new form.
tage by flanking a creature that has all-around vision.
I f the creature can use change shape to assume the
altitude limit: I f a creature has a specified altitude form of an individual, the creature must have seen
limit, the creature crashes at the end of its turn if it is that individual. Other creatures can make an Insight
flying higher than that limit. See also fly speed. check (opposed by the creature's Bluff check with a
angel [keyword]: Angels are immortal creatures native +20 bonus) to discern that the form is a disguise. See
to the Astral Sea. They don't need to breathe, eat, or also polymorph.
sleep. c h a r m [keyword]: A charm power controls or influ-
a n i m a t e [type]: Animate creatures are given life ences a subject's actions.
through magic. They don't need to breathe, eat, climb s p e e d : A creature that has a climb speed moves
or sleep. on vertical surfaces at that speed without making
aquatic [keyword]: Aquatic creatures can breathe Athletics checks to climb. W h i l e climbing, the
underwater. In aquatic combat, an aquatic creature creature ignores difficult terrain and doesn't grant
gains a +2 bonus to attack rolls against nonaquatic combat advantage because of climbing.
creatures. See also "Aquatic Combat," Dungeon c l u m s y : Some creatures are clumsy while using a spe-
Master's Guide, page 4 5 . cific movement mode (noted next to that mode in
a u r a : An aura is a continuous effect that emanates from the creature's "Speed" entry), and others are clumsy
a creature. The aura affects each square within line while on the ground (noted next to the creature's
of effect and within a specified range of that crea- speed). W h i l e a creature is clumsy, it takes a - 4
ture's space. The aura does not affect that creature, penalty to attack rolls and all defenses.
unless otherwise noted, and is unaffected by terrain cold [keyword]: A damage type. A creature that has
or environmental phenomena. this keyword is at least partially composed of ice.
A creature can deactivate or reactivate its aura
conjuration [keyword]: A conjuration power creates
as a minor action. If the creature dies, the aura ends
a conjuration, which is an object or a creature of
immediately.
magical energy. A conjuration occupies no squares, is
I f auras overlap and impose penalties to the same
unaffected by the environment, does not need to be
roll or game statistic, a creature affected by the over-
supported by a solid surface, cannot be attacked or
lapping auras is subject to the worst penalty; the pen-
physically affected, and ends immediately when its
alties are not cumulative. Similarly, a creature in the
creator dies.
overlapping area takes damage only from the aura
I f a conjuration can be attacked or physically
that deals the most damage, regardless of damage
affected, it uses its creator's defenses. Unless an attack
type.
specifically targets conjurations, only the attack's
beast [type]: Beasts are either ordinary animals or damage (not including ongoing damage) affects the
creatures akin to them. They behave instinctively. conjuration. I f a conjuration can attack, its creator
blind [keyword]: A blind creature relies on special makes the attack, determining line of sight normally
senses, such as blindsight or tremorsense, to see but determining line of effect from the conjuration.
217.
I f thepower that creates a conjuration includes g a z e [keyword]: A type of attack. Blind or blinded >.
the ability to move it, the conjuration is considered a creatures are immune to gaze attacks, and a creature ~
movable conjuration. A movable conjuration ends at cannot make a gaze attack while blinded. 5/5
the end of its creator's turn if the creator is not within g i a n t [ k e y w o r d ] : Giants are Large or larger humanoid q
range of at least 1 square it's in (using the power's creatures. —
1
range) or i f the creator doesn't have line of effect to U
at least 1 square it's in. A conjuration can't be moved g r a b b e d : Being grabbed means a creature is immobi-
through a solid obstacle. lized. Unless otherwise noted, a grab lasts until the
end of the grabber's next turn, and the grabber can
c o n s t r u c t [ k e y w o r d ] : Constructs are not living crea-
sustain the grab as a minor action and end it as a free
tures, so effects that specifically target living crea-
action. Certain circumstances end a grab: i f the grab-
tures do not work against them. They don't need to
ber is affected by a condition that prevents it from
breathe, eat, or sleep.
taking opportunity actions, if either the grabber or
d a r k v i s i o n : A creature that has darkvision can see in the creature it's grabbing moves far enough away that
dim light and darkness without penalty. the grabbed creature is no longer in the grabber's
d e m o n [keyword]: Demons are chaotic evil elemental reach, or i f the grabbed creature escapes. See also
creatures native to the Abyss. They don't need to sleep. "Escape" and "Grab," Player's Handbook, pages 2 8 8
and 2 9 0 .
devil [ k e y w o r d ] : Devils are evil immortal creatures
native to the Nine Hells. They don't need to sleep. h a l f d a m a g e : W h e n a power or another effect deals
half damage, apply all modifiers to the damage,
d i s e a s e [ k e y w o r d ] : Some powers expose a target to a
including resistances and vulnerabilities, and then
disease. I f a creature is exposed to a disease one or
divide the damage in half.
more times during an encounter, it makes one saving
throw at the end of the encounter to determine if it h e a l i n g [keyword]: A healing power restores hit points.
contracts the disease. I f the saving throw fails, the h i d d e n : W h e n a creature is hidden from an enemy,
target is infected. See also "Disease," Dungeon Master's the creature is silent and invisible to that enemy.
Guide, page 4 9 . A creature normally uses the Stealth skill to become
dragon [keyword]: Dragons are reptilian creatures. Most hidden.
of them have wings as well as a breath weapon. h o m u n c u l u s [keyword]: Homunculi are animate con-
e a r t h [ k e y w o r d ] : An earth creature is strongly con- structs tasked with guarding a creature, an area, or
nected to the element of earth. an object.
e a r t h w a l k : A type of terrain walk. A creature that has hover: I f a creature can hover, it can remain in the air
earth walk ignores difficult terrain that is rubble, without moving during its turn. It can also shift and
uneven stone, or an earthen construction. make opportunity attacks while flying. See also f l y
speed.
e l e m e n t a l [origin]: Elemental creatures are native to
the Elemental Chaos. h u m a n o i d [type]: Humanoid creatures vary greatly in
how much they resemble humans. Most are bipedal.
e x t r a d a m a g e : Many powers and other effects grant the
They include humans as well as monstrous human-
ability to deal extra damage. Extra damage is always
oids such as yuan-ti.
in addition to other damage. This means an attack that
deals no damage can't deal extra damage. ice w a l k : A type of terrain walk. A creature that has ice
walk ignores difficult terrain that is ice or snow.
f e a r [keyword]: A fear power inspires fright.
illusion [keyword]: An illusion power deceives the
fey [origin]: Fey creatures are native to the Feywild.
mind or the senses.
f i r e [ k e y w o r d ] : A damage type. A fire creature is
i m m o r t a l [origin]: Immortal creatures are native
strongly connected to the element of fire.
to the Astral Sea. Unless they are killed, they live
f l y s p e e d : A creature that has a fly speed can fly a forever.
number of squares up to that speed as a move action.
i m m u n e : A creature that is immune to a damage type
To remain in the air, the creature must move at
(such as cold or fire), a condition (such as dazed or
least 2 squares during its turn, or it crashes at the
petrified), or another specific effect (such as disease
end of its turn. W h i l e flying, the creature can't shift
or forced movement) is not affected by it. A creature
or make opportunity attacks, and it crashes i f it's
that is immune to charm, fear, illusion, poison, or
knocked prone. See also "Flying," Dungeon Master's
sleep is not affected by the nondamaging effects of
Guide, page 47.
a power that has that keyword. A creature that is
force [ k e y w o r d ] : A damage type. immune to gaze is not affected by powers that have
forest w a l k : A type of terrain walk. A creature that has that keyword.
forest walk ignores difficult terrain that is part of a
tree, underbrush, or some other forest growth.
218.
i m pl e m e n t : The implement keyword identifies a power p o l y m o r p h [keyword]: Polymorph powers change a
that can be used through an implement. A monster's target's physical form. If a target is affected by more
statistics block notes the implements it uses. See than one polymorph power, only the most recent one
also "Adding Equipment," Dungeon Master's Guide, has any effect. The other powers' effects remain on the
page 174. target and their durations expire as normal, but those
insubstantial: W h e n a creature is insubstantial, it effects don't apply. However, when the most recent
takes half damage from any damage source, includ- effect ends, the next most recent one that is still active
applies to the target. If the target dies, polymorph
ing ongoing damage. Some creatures are inherently
effects end on it immediately.
insubstantial, which is noted in their "Resist" entries.
See also h a l f d a m a g e . I f a polymorph effect reduces a target's space, the
target doesn't provoke opportunity attacks for leaving
lightning [keyword]: A damage type.
squares as it shrinks. If a polymorph effect makes a
living c o n s t r u c t [keyword]: Unlike other constructs, target too large to fit in the available space, the effect
living constructs are living creatures. fails against the target, but the target is stunned
low-light vision: A creature that has low-light vision (save ends).
can see in dim light without penalty. p s y c h i c [keyword]: A damage type.
m a g i c a l beast [type]: Magical beasts resemble beasts r a d i a n t [ k e y w o r d ] : A damage type.
but often behave like people.
r e l i a b l e [ k e y w o r d ] : I f a creature misses every target
m a r k e d : W h e n a creature marks a target, that target when using a reliable power, the use of that power
takes a -2 penalty to attack rolls for any attack that isn't expended.
doesn't include the creature as a target. A creature
r e p t i l e [ k e y w o r d ] : Reptiles are cold-blooded creatures
can be subject to only one mark at a time, and a new
that have scaly skin.
mark supersedes an old one.
resist: A creature that has resistance takes less damage
m a x i m u m altitude: See altitude limit.
from a specific damage type. For example, a creature
m i n i o n : A minion is destroyed when it takes any that has resist 10 fire takes 10 less damage whenever
damage. I f a minion is missed by an attack that it takes fire damage.
deals damage on a miss, the minion doesn't take that Resistance doesn't reduce damage unless the
damage. target has resistance to each type of damage from the
m o u n t [keyword]: A creature that has the mount key- attack, and then only the weakest of the resistances
word has at least one mount power. A mount power applies. For example, a creature that has resist 10
is usable only when the creature's rider has the lightning and resist 5 thunder that takes 15 lightning
Mounted Combat feat. See also "Mounted Combat," and thunder damage takes 10 damage because the
Dungeon Master's Guide, page 4 6 . resistance value to the combined damage types is
n a t u r a l [origin]: Natural creatures are native to the limited by the lesser of the two resistances.
natural world. s h a d o w [origin]: Shadow creatures are native to the
n e c r o t i c [keyword]: A damage type. Shadowfell.
ooze [keyword]: Oozes are amorphous creatures. s h a p e c h a n g e r [keyword]: Shapechangers, such as
W h e n an ooze squeezes, it can move at full speed doppelgangers, have the ability to alter their form,
(rather than half speed), it doesn't take the -5 penalty whether freely or into specific forms.
to attack rolls, and it doesn't grant combat advantage sleep [ k e y w o r d ] : Sleep powers knock creatures
because of squeezing. unconscious.
overland flight: Overland flight works like a fly speed spider [ k e y w o r d ] : Spider creatures include spiders as
with one exception: A creature can take a move well as creatures that have spiderlike features: eight
action to use overland flight only if it has taken no legs, web spinning, and the like.
actions that turn, except free actions or move actions spider c l i m b : A creature that can spider climb can use
using overland flight. The creature can then take its climb speed to move across overhanging hori-
only those actions until the start of its next turn. zontal surfaces (such as ceilings) without making
See also fly speed. Athletics checks. See also c l i m b s p e e d .
phasing: W h i l e phasing, a creature ignores difficult s w a m p w a l k : A type of terrain walk. A creature that
terrain and can move through obstacles and other has swamp walk ignores difficult terrain that is mud
creatures, but it must end its movement in an unoc- or shallow water.
cupied space.
s w a r m [ k e y w o r d ] : A swarm is composed of multiple
plant [keyword]: Plant creatures are composed of veg- creatures but functions as a single creature. A swarm
etable matter. They don't need to sleep. can occupy the same space as another creature,
poison [keyword]: A damage and effect type. and an enemy can enter a swarm's space, which is
219.
difficult terrain. Aswarm cannot be pulled, pushed, through these tunnels, and larger creatures cannot
or slid by melee or ranged attacks. move through them at all. See also b u r r o w s p e e d .
A swarm can squeeze through any opening large
u n d e a d [keyword]: Undead are not living creatures,
enough for even one of its constituent creatures. so effects that specifically target living creatures do
For example, a swarm of bats can squeeze through not work against them. They don't need to breathe
any opening large enough for one of the bats to or sleep.
squeeze through.
v a r i a b l e r e s i s t a n c e : A creature that has variable
s w i m s p e e d : A creature that has a swim speed moves resistance can activate it a specified number of times
through water at that speed without making Athletics per encounter as a free action. W h e n the creature
checks to swim. activates variable resistance, it chooses a damage
telepathy: A creature that has telepathy can communi- type: acid, cold, fire, lightning, or thunder. (The
cate telepathically with any other creature that has a creature can't choose a damage type to which it is
language. The other creature must be within line of vulnerable.) Until the end of the encounter, the crea-
effect and within a specified range. Telepathy allows ture gains a specified amount of resistance to that
for two-way communication. damage type. This resistance replaces any resistance
t e l e p o r t a t i o n [ k e y w o r d ] : A teleportation power trans- the creature already had against that damage type.
ports creatures or objects instantaneously from one I f a creature can activate variable resistance more
location to another. A creature that uses a teleporta- than once per encounter, the creature can resist only
tion power must have line of sight to the destination one damage type at a time using variable resistance.
space, but neither that creature nor the target being See also resist.
teleported needs line of effect to that space. The des- v u l n e r a b l e : A creature that is vulnerable to a specified
tination must be a space that the target can occupy damage type usually takes a specific amount of extra
without squeezing. damage when it takes damage of that type, or it suf-
The target being teleported disappears and instan- fers a specific effect. For example, a creature that has
taneously appears in the destination space. The vulnerable 10 radiant takes 10 extra radiant damage
movement doesn't provoke opportunity attacks and when an attack deals radiant damage to it or when it
is unhindered by intervening creatures, objects, or takes ongoing radiant damage.
terrain. w a t e r [keyword]: A water creature is strongly con-
Being immobilized or restrained doesn't prevent nected to the element of water.
a creature from teleporting. I f a creature teleports
w e a p o n [ k e y w o r d ] : The weapon keyword identi-
away from a physical restraint, a monster's grasp, or
fies a power that is used with a weapon, which can
some other immobilizing effect that is located in a
be an unarmed strike. A monster's statistics block
specific space, the creature is no longer immobilized
notes the weapons it uses. Monster attacks don't use
or restrained. Otherwise, the creature teleports but
proficiency bonuses. See also "Adding Equipment,"
is still immobilized or restrained when it reaches the
Dungeon Master's Guide, page 174.
destination space.
z o n e [keyword]: A zone power creates a zone, a
t h r e a t e n i n g r e a c h : A creature that has threatening
magical area that lasts for a round or more. A zone
reach can make an opportunity attack against any
is formed by an area of effect and fills each square
enemy within its reach that provokes an opportunity
in the area that is within line of effect of the origin
attack.
square. A zone is unaffected by the environment,
t h u n d e r [ k e y w o r d ] : A damage type. cannot be attacked or physically affected, and ends
t r e m o r s e n s e : A creature that has tremorsense can immediately when its creator dies.
clearly see creatures or objects within a specified I f the power that creates a zone includes the abil-
range, even i f they are invisible, obscured, or outside ity to move it, the zone is considered a movable zone.
line of effect, but they and the creature must be in A movable zone ends at the end of its creator's turn
contact with the ground or the same substance, such i f the creator is not within range of at least 1 square
as water or a web. The creature otherwise relies on its of it (using the power's range) or if the creator doesn't
normal vision. have line of effect to at least 1 square of it. A zone
t r u e s i g h t : A creature that has truesight can see invis- can't be moved through a solid obstacle.
ible creatures and objects within a specified range as I f zones overlap and impose penalties to the same
long as they are also within line of sight. roll or game statistic, a creature affected by the
overlapping zones is subject to the worst penalty; the
t u n n e l i n g : A creature that has tunneling leaves tun-
penalties are not cumulative. Similarly, a creature
nels behind it as it burrows. The creature, as well as
in the overlapping area takes damage only from
smaller creatures, can move through these tunnels
the zone that deals the most damage, regardless of
without any reduction in speed. Creatures of the
damage type.
same size as the tunneling creature must squeeze
220.
Infernal Quills Duergar Racial Power
RACIAL TRAITS Y o u tense and send the quills projecting from your body into the
gaps inyourfoe's armor.
As in the Monster Manual, a few o f the monsters Encounter • Poison
in Monster Manual 2 have racial traits and powers Minor Action Ranged 3
similar to those o f the races presented in the Player's Target: One creature
Attack: Constitution + 2 vs. AC
Handbook and Player's Handbook 2.
Level 1 1 : Constitution + 4 vs. AC
These traits and powers are most useful to
Level 2 1 : Constitution + 6 vs. AC
D u n g e o n Masters interested in creating detailed non- Hit: 1 d8 + Constitution modifier damage, and the target
player characters (NPCs). T h e information c a n also takes a -2 penalty to attack rolls and ongoing 2 poison
b e used as guidelines for creating player character damage (save ends both).
( P C ) versions o f these creatures. B e aware that the Level 1 i: 2d8 + Constitution modifier damage, and the
traits and powers that follow a r e more in line with target takes a -2 penalty to attack rolls and ongoing 5
poison damage (save ends both).
monster powers t h a n with player character p o w e r s -
Level 21: 3d8 + Constitution modifier damage, and the
actual P C versions o f any o f the races published later target takes a -1 penalty to attack rolls and ongoing 8
would likely b e slightly different. poison damage (save ends both).
As a D M , you should carefully consider which, i f
any, o f the monster races you wish to include as P C
options in your campaign. KENKU
Average Height: 5 ' 0 " - 5 ' 6 "
BULLYWUG A v e r a g e W e i g h t : 1 1 0 - 1 5 0 lb.
Average Height: 5 ' 4 " - 6 ' 0 " A b i l i t y S c o r e s : +2 Dexterity, +2 C h a r i s m a
A v e r a g e W e i g h t : 1 5 0 - 2 4 0 lb. Size: M e d i u m
S p e e d : 6 squares
A b i l i t y S c o r e s : +2 Constitution, +2 Dexterity V i s i o n : Low-light
Size: Medium
S p e e d : 6 squares (swamp walk) Languages: Common
V i s i o n : Normal Skill B o n u s e s : +2 Bluff, +2 Stealth
F l o c k E f f e c t : You gain a +3 bonus to attack rolls
L a n g u a g e s : C o m m o n , Primordial against a creature you are flanking instead o f the
Skill B o n u s e s : +2 Athletics normal +2 bonus, and you grant a +3 bonus to
R a n c i d A i r ( P o i s o n ) a u r a 2 : Any enemy that spends attack rolls or skill c h e c k s when aiding another
a healing surge within the aura is w e a k e n e d until instead o f the n o r m a l +2 bonus.
the end o f its next turn. M i m i c r y : You c a n m i m i c sounds and voices. A suc-
cessful Insight c h e c k opposed by your B l u f f c h e c k
DUERGAR allows a listener to determine that the effect is
faked.
A v e r a g e H e i g h t : 4 ' 2" - 4 ' 8 "
A v e r a g e W e i g h t : 1 6 0 - 2 2 0 lb.
A b i l i t y S c o r e s : +2 Constitution, +2 W i s d o m
Size: Medium
S p e e d : 6 squares
V i s i o n : Darkvision
L a n g u a g e s : C o m m o n , D e e p Speech, Dwarven
Skill B o n u s e s : +2 Dungeoneering
I n f e r n a l Q u i l l s : You c a n use infernal quills as a n
encounter power.
Monster Level and Role Page Monster Level and Role Page
Storm Archon Lightning Walker 18 Skirmisher 16 Angel of Light 23 Minion Skirmisher 9
Centaur Fey Charger 18 Soldier 31 Human Insane Noble 23 Elite Skirmisher 146
Stone Titan (Giant) 18 Elite Soldier 125 Shardstorm Vortex Whirlwind 23 Minion Skirmisher 101
(Elemental)
Gray Render 19 Elite Brute 137
Sphinx Mystery 19 Brute 188 Half-Elf Baleful Thaumaturge 24 Artillery 139
Frost Giant Ice Shaper 19 Controller (L) 123 Elder Gold Dragon 24 Solo Controller 82
Nothic Mindblight 19 Controller 168 Assassin Devil 24 Lurker 64
Elder Iron Dragon 19 Solo Lurker 84 Angel of Supremacy 24 Soldier 10
Warforged Titan 19 Elite Soldier 208 Behir Stormsteed 24 Soldier 23
Djinn Stormsword 24 Soldier 72
Djinn Thunderer 20 Artillery 71
Fomorian Blinder 20 Elite Artillery 114 Beholder Eye of Chaos 25 Elite Artillery 25
Human Diabolist 20 Artillery 144 Aspect of Demogorgon 25 Elite Controller 44
Frost Titan (Giant) 20 Elite Brute 123 Djinn Skylord 25 Controller (L) 73
Heroslayer Hydra 20 Solo Brute 151 Centaur Campaigner 25 Soldier (L) 31
Human Mystagogue 20 Controller (L) 147 Slaughterstone Hammerer 25 Soldier 186
Kazrith (Demon) 20 Lurker 55
Elder Copper Dragon 20 Solo Skirmisher 79 Deva Fallen Star 26 Artillery 62
Iron Golem 20 Elite Soldier 134 Thrarak, Exarch of Demogorgon 26 Elite Brute 47
Steel Predator 20 Elite Soldier 198 Abyssal Rotfiend (Demon) 26 Controller 52
Ancient Iron Dragon 26 Solo Lurker 85
Storm Archon Tempest Weaver 21 Artillery 17 Son of the Spirit Wolf 26 Elite Skirmisher 211
Remorhaz 21 Elite Brute 176 (Winter Wolf)
Marut Prosecutor 21 Controller (L) 162 Iron Golem fuggernaut 26 Elite Soldier 135
Eldritch Titan (Giant) 21 Elite Skirmisher 120
Marut Castigator 21 Skirmisher 162 Ancient Copper Dragon 27 Solo Skirmisher 79
Cyclops Feyblade 21 Soldier 40 Retriever 27 Soldier 177
Elder Adamantine Dragon 21 Solo Soldier 76
Primordial Colossus 28 Elite Brute 37
Angel of Retrieval 22 Artillery 8 Ancient Adamantine Dragon 28 Solo Soldier 76
Chaos Hydra 22 Solo Brute 151 Kazuul, Exarch of Demogorgon 28 Elite Soldier 46
Elder Silver Dragon 22 Solo Brute 86
Fomorian Butcher 22 Elite Brute 115 Beholder Ultimate Tyrant 29 Solo Artillery 26
Marut Executioner 22 Brute 162 Ancient Silver Dragon 29 Solo Brute 87
Angel of Authority 22 Controller (L) 8
Human Dread Assassin 22 Lurker 145 Ancient Gold Dragon 30 Solo Controller 82
Nothic Eye of Vecna 22 Lurker (L) 169
Djinn Windbow 22 Skirmisher 72 Dagon 32 Solo Soldier 45
Firbolg Master of the Wild Hunt 22 Elite Skirmisher 110
Nycademon (Demon) 22 Skirmisher 57 Demogorgon 34 Solo Controller 42
Oni Thunderer 22 Skirmisher 171
Chain Golem 22 Elite Soldier 133
ABOUT T H E DESIGNERS
ROB HEINSOO D&D®
led the design of the 4th Edition N. ERIC HEATH has been making up stories, creatures,
Roleplaying Game. His 4th Edition design credits include and worlds for decades. Although Eric keeps his stuff in
Martial Power™ and the Forgotten REALMS* Player's Guide. Seattle, he is more likely to be found in various fantasy
His other game designs include Three-Dragon Ante™ and realms.
DUNGEONS & DRAGONS Inn Fighting™.
PETER LEE works as a game designer for Wizards of the
EYTAN BERNSTEIN is a freelance RPG designer hailing Coast, where he splits his time between RPG design and
from New York City. His many previous credits for Wiz- leading the design for D & D * Miniatures.
ards of the Coast include Adventurer's Vault™, Open Grave:
Secrets of the Undead™ and Arcane Power™. CHRIS SIMS works as a game designer and web special-
ist for Wizards of the Coast. His recent credits include
GREG BILSLAND is a game editor and designer at Wiz- the 4 t h Edition Monster Manual® and Dungeon Master's
ards of the Coast. His writing credits include the F R O TN
O G TE Guide , as well as the Forgotten Realms* Player's Guide.
16
RAM®
EL S Player's Guide, Divine Power™, and several D & D
Insider™ articles. O W E N K.C. STEPHENS is a freelance RPG writer whose
recent work for Wizards of the Coast includes Adventurer's
JESSE D E C K E R works as Director of Organized Play Vault™, Dragon Magic™, Scum and Villainy, and The Force
Operations at Wizards of the Coast. He's been working Unleashed Campaign Guide.
on D & D professionally for more than a decade, and still
needs more monsters to put in his campaign.
224.
D o You
Hear
Something?
Brave adventurers scour the dungeon in search of treasure, but
around the next dark corner something terrible and hungry
waits for them. What will it be this time?
This DUNGEONS & DRAGONS® core rulebook contains a horde
o f monsters to unleash upon your campaign world and its
greatest heroes. It includes monsters appropriate for all levels
o f play. Terrorize your players with such classic creatures as
silver dragons, frost giants, and rust monsters. Threaten t h e m
with new variants o f existing 4 t h Edition monsters, including
new beholders, demons, and lycanthropes. Surprise t h e m
with never-before-seen monsters such as the star spawn,
the witherling, and the chaos shard. Your D & D ® g a m e will
never b e the same!
For use with these 4th Edition DUNGEONS & D R A G O N S core products:
Player's Handbook®
Dungeon Master's G u i d e *
Monster Manual®
D&D Miniatures
e
D&D™ Dungeon Tiles
GET MORE AT
INSIDER"
www.dndinsider.com
I B : 9 807 6 - 1 17
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Sug. R t i: U S $ 3 4 . 9 5 CAN $ 3 0
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