CREDITS

                                                                                                     Design                Art Director
                                             Rob Heinsoo (lead), Eytan Bernstein,                                          Mari Kolkowsky
                                  Greg Bilsland, Jesse Decker, N. Eric Heath,
                                 Peter Lee, Chris Sims, O w e n K.C. Stephens                                              Graphic Designer
                                                                                                                           Bob Jordan
                                                        Additional Design
                                 Logan Bonner, Greg Gorden Chris Lindsay,                                                  Cover Illustration
                                Mike Mearls, Matthew Sernett, Greg Stolze,
                                                                                                                          Jesper Ejsing (front), Ralph Horsley (back)
                                                                              Development
                                                                  Stephen Schubert (lead),                                 Interior Illustrations
                                                                  Peter Lee, Peter Schaefer                                Dave Allsop, Zoltan Boros & Gabor Szikszai, Christopher
                                                                                                                           Burdett, Chippy, Brian Despain, Steve Ellis, W a y n e
                                                                    Additional Development                                 England, Jason Engle, A d a m Gillespie, Tomas Giorello,
                                                           Stephen Radney-MacFarland                                       Lars Grant-West, Des Hanley, Ralph Horsley, Andrew
                                                                                                                           Hou, Jeremy Jarvis, Todd Lockwood, W a r r e n Mahy, J i m
                                                                                                     Editing               Nelson, W i l l i a m O'Connor, Steve Prescott, Vinod Rams,
                                                                              Julia Martin (lead),                         Chris Seaman, Matias Tapia, Mark Tedin, Francis Tsai,
                                                     Greg Bilsland, Jeremy Crawford,                                       Brian Valenzuela, Franz Vohwinkel, Eva W i d e r m a n n , Eric
                                           Paul Grasshoff, Scott Fitzgerald Gray,                                          Williams, Sam W o o d , Ben W o o t t e n
                                            M. Alexander Jurkat, Jessica Kristine,                                         D & D Brand Team
                                                       Bill McQuillan, Jeff Morgenroth                                     Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard,
                                                                                                                           Martin Durham
                                                                                  Managing Editing
                                                                Torah Cottrill, Kim Mohan                                  Publishing Production Specialist
                                                                                                                           Erin Dorries
                                    Director of D & D R & D and Book Publishing
                                                                                         Bill Slavicsek                    Prepress Manager
                                                                                                                          Jefferson Dunlap
                                                                       D & D Creative Manager
                                                                           Christopher Perkins                             Imaging Technician
                                                                                                                           Ashley Brock
                                                                              Senior Art Director
                                                                                 J o n Schindehette                        Production Manager
                                                                                                                           Cynda Callaway
                                                                         D & D Design Manager
                                                                                         James W y a t t                   Game rules based on the original D U N G E O N S & DRAGONS* rules                        0



                                                                                                                           created by E. Gary Gygax and Dave Arneson, and the later
                                         D & D Development and Editing Manager                                             editions by David " Z e b " Cook (2nd Edition); Jonathan Tweet,
                                                                                          Andy Collins                     Monte Cook, Skip W i l l i a m s , Richard Baker, and
                                                                                                                           Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
                                                                                                                           and James W y a t t (4th Edition).




   620-23966720-001 EN                                                U.S., C A N A D A , A S I A , P A C I F I C ,           EUROPEAN HEADQUARTERS                              W I Z A R D S OF THE COAST, B E L G I U M
        9 8 76 54 3 2 1                                               & LATIN A M E R I C A                                   Hasbro UK Ltd                                       Industrialaan 1
          First Printing'                ^^MMPSJPr                    Wizards of the Coast LLC                                Caswell W a y                                       1702 Groot Bijgaarden
                                                          7®          P.O. Box 707                                            Newport, G w e n t N P 9 0 Y H                     Belgium
            May    2009
                                                                      Renton W A 98057-0707                                   GREAT BRITAIN                                      +32.070.233.277
 I S B N : 978-0-7869-5101-7
                                                                      +1-800-324-6496                                         Please keep this address for your records


D U N G E O N S & D R A G O N S , D & D , d20, d20 S y s t e m , W I Z A R D S OF T H E C O A S T , Player's Handbook,   Dungeon   Master's Guide, Monster Manual, F O R G O T T E N R E A L M S , D & D Insider,       Adventurer's
Vault, Dragon Magic, Arcane Power, Inn Fighting, Martial Power, Open Grave: Secrets of the Undead, Three-Dragon                                    Ante, all other W i z a r d s of the Coast product names, and their
respective logos are trademarks of W i z a r d s of the Coast in the U.S.A. and other countries. All W i z a r d s characters, character names, and the distinctive likenesses thereof are
property of W i z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. A n y reproduction or unauthorized use of the material
or artwork contained herein is prohibited w i t h o u t the express w r i t t e n permission of W i z a r d s of the Coast LLC. A n y similarity to actual people, organizations, places, or events
included herein is purely coincidental. Printed in the U.S.A. © 2 0 0 9 W i z a r d s of the Coast LLC



                                                       VISIT O U R W E B S I T E AT                                      WWW.W1ZARDS.COM/DND
CONTENTS
  MONSTERS A TO Z                                            4           RACIAL TRAITS                                              220

  GLOSSARY                                                  216          MONSTERS BY LEVEL                                          221



A L P H A B E T I C A L LISTING O F                                     MONSTERS

  Abolethic skum (ooze)     172    Devas                           62   Herald of Hadar                    Scytheclaw drake               88
  Abyssal eviscerator              Diamondhide xorn               215      (star spawn)            196     Shadar-kai                 180
     (demon)                 51    Dimensional marauder           69    Heroslayer hydra           151     Shardstorm vortexes
  Abyssal marauder           48    Dire tiger                     199   Hobgoblin fleshcarver      132        (elemental)             101
  Abyssal rotfiend (demon)... 52   Direguard assassin        70         Horned drake                88     Shocktroop devil            67
  Adamantine dragon           75   Direguard deathbringer... 70         Humans                     144     Shrieking cultist
  Ambush vine               204    Djinns                          71   Ice troll                  202        of Demogorgon               50
  Angels                      8    Doom flayer                     49   Infernal armor                     Silver dragon                  85
  Ankheg                      11   Drakkoths                       90       animus (devil)          66     Skeletal steed             183
  Arbalester (homunculus).. .143   Dretch (demon)                  54   Iron dragon                 83     Slaad spawn                185
  Arctide runespiral               Duergars                        92   Iron golems                134     Slaughterstones            186
     demon                   60    Dust devil (elemental)          99   Kazrith (demon)             55     Son of the spirit wolf     211
  Aspect of Demogorgon       44    Dweomer eater                        Kazuul, exarch                     Sphinx mystery             188
  Assassin devil             64      (rust monster)               179      of Demogorgon            46     Spriggans                  192
  Barghests                  20    Earth archons                   14   Kenkus                     152     Steel predator             198
  Behirs                     22    Eladrin                         96   Krenshars                  155     Stone giants               124
  Beholders                  24    Eldritch giants                120   Lolthbound goblin          131     Stonefist defender
  Berserker prelate of             Erinyes (devil)                 64   Maruts                     162        (homunculus)            143
     Demogorgon              48    Fang of Yeenoghu                     Maw of Acamar                      Storm archons               15
  Black pudding (ooze)      172       (gnoll)                     126       (star spawn)           196     Storm shard                    34
  Bladerager troll          202    Fang titan drake                89   Misfortune devil             66    Stormstone fury
  Blood hawk                142    Fell taints                    104   Mud lasher (elemental)... 100         (elemental)             101
  Bloodseeker drake          88    Fey lingerer                   106   Myconids                   164     Tempest wisp
  Bloodseep demon            53    Firbolgs                       108   Needle demon                56        (elemental)             102
  Bloodthorn vine           205    Flame shard                     34   Neldrazu (demon)            56     Thrarak, exarch
  Bone golem                133    Flamespiker (elemental)... 99        Neogis                     166        of Demogorgon               47
  Bonecrusher skeleton      183    Fleshtearer shark         182        Nothics                    168     Tiger                      199
  Bristle spider            189    Fluxslaad                      184   Nycademon (demon)           57     Tomb spider                190
  Bugbear wardancer                Fomorians                      112   Nyfellar mammoth            161    Troglodytes                200
     (goblin)               130    Frost giants                   122   Oni                         170    Troll vinespeaker          203
  Bullywugs                  28    Frost hawk                     142   Phase spider                190    Umbral sprite swarm        194
  Centaurs                   30    Cenasi                         116   Phoelarchs                  174    Warforged                  206
  Centipede scuttler         33    Ceonid (elemental)              99   Phoera (phoelarch)          175    Water archons               18
  Chain golem               133    Ghost legionnaire              119   Pod demon                    58    Wereboar                   158
  Chaos hydra               151    Giant ants                      12   Podspawn (demon)             59    Weretiger                  159
  Chillfire destroyer              Gnaw demon                      54   Poisonscales (lizardfolk)... 156   Werewolf lord              160
     (elemental)             98    Gnolls                         126   Primordial colossus          37    Will-o'-wisp               209
  Clay golem                134    Gnomes                         128   Prismatic shard              35    Windfiend fury
  Cockatrice                 36    Goblin acolyte                       Razor hydra                 150       (elemental)             102
  Copper dragon              77       of Maglubiyet               131   Remorhaz                    176    Windstriker (elemental).. .103
  Couatl cloud serpent        38   Gold dragon                     80   Retriever                   177    Winter wolf                210
  Couatl star serpent         38   Goliaths                       136   Rime hound                  211    Winter wolf snowfang       210
  Coure of mischief                Gorechain devil                 65   Rockfist smasher                   Withering devil                68
     and strife               97   Gray ooze                      173      (elemental)              100    Witherlings                212
  Cyclopses                   40   Gray render                    137   Runespiral demon             59    W o o d woad               214
  Dagon                       45   Green slime (ooze)             173   Rupture demon                60    Xorn                       215
  Darkmantle                  41   Greenvise vine                 205   Rust monster                178    Yochlol tempter
  Death shard                 34   Half-elves                     138   Scion of Gibbeth                      (demon)                     61
  Demogorgon                  42   Half-ores                      140       (star spawn)            197
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
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.
A basic attack has a circle around its icon: m e l e e
                                                                           EEEECTS                                                           U
basic attack © or ranged basic attack © .
                                                                           Monster powers include m a n y o f the s a m e effects
                                                                                                                                             h
                                                                           that appear in P C powers, such as aftereffects, condi            <£

ACTION                                                                     tions, damage o f various types, ongoing damage, and
I f a power requires an action to use, that fact is noted                  secondary attacks.
                                                                                                                                             ;„<"
in the power's description. A n i m m e d i a t e action's                    A power's effects are instantaneous, unless other-             a:
trigger is noted right after the action type. Some                         wise noted. T h e effects o f some powers c a n be                lu

powers don't require an action to use; they simply                                                                                           i_
                                                                           sustained (indicated by Sustain and then whatever
                                                                                                                                             ./•
occur in response to a trigger.                                            action is required to sustain the effect).                         z
                                                                                                                                             C
REQUIREMENT                                                                ALIGNMENT                                                         2
Some powers are usable only i f a precondition is met.
                                                                           A monster's most typical alignment is noted in its
For example, a power might be usable only while a
                                                                           statistics block. Chapter 2 o f the Player's Handbook
monster is bloodied or only i f it is wielding a specific
                                                                           contains information on the various alignments.
weapon. A requirement is noted after a power's action
type, i f any.
                                                                           LANGUAGES
                                                                           A statistics block gives the languages that a monster
RECHARGE
                                                                           typically c a n speak and understand. An individual
A monster power is at-will, encounter, or daily, or it
                                                                           monster might know additional languages, like
recharges in certain c i r c u m s t a n c e s .
                                                                           C o m m o n or the languages of its companions. See the
     R e c h a r g e 0 0 LC] [x] 10]: T h e power has a
                                                                           Dungeon Master's Guide, page 1 7 1 , for more informa-
r a n d o m c h a n c e o f r e c h a r g i n g during e a c h round o f
                                                                           tion about the languages o f the D & D world.
c o m b a t . At the start o f e a c h o f the monster's t u r n s ,
roll a d 6 . I f the roll is one o f the die results shown
in the power description, t h e m o n s t e r regains the                  SKILLS
use o f that power. T h e power also r e c h a r g e s after a             T h e skills section o f a monster's statistics block
short rest.                                                                includes only trained skills or skills for which the
    R e c h a r g e s w h e n . . . : T h e power recharges in a           monster has an unusual modifier. A monster's Per-
specific c i r c u m s t a n c e , such as when the monster is             ception modifier isn't repeated here.
first bloodied during an encounter. T h e power also
recharges after a short rest.
                                                                           ABILITY SCORES
                                                                           A monster's six ability scores are included toward the
RANGE AND A R E A                                                          bottom o f its statistics block. Following each score
A melee power has a range o f 1, unless otherwise
                                                                           in parentheses is the adjusted ability score modifier,
noted. R a n g e d powers specify a range, and area
                                                                           including one-half the monster's level, which is useful
powers and close powers specify a range and an area
                                                                           whenever the monster needs to m a k e an untrained
of effect.
                                                                           skill c h e c k or an ability c h e c k .

TARGETS                                                                    EQUIPMENT
Some monster powers specify targets. An area attack
                                                                           A monster's " E q u i p m e n t " entry notes the weapons
or a close attack targets each creature within its area
                                                                           and implements the creature uses. I f a character
o f effect, unless otherwise noted.
                                                                           gains a monster's equipment, he or she c a n use it as
                                                                           n o r m a l equipment. A character does not gain the
ATTACK                                                                     powers that a monster uses through its equipment.
Unless an attack power hits automatically, its descrip-
tion includes an attack notation, which specifies the
monster's attack bonus for that power and which
                                                                           HEALING SURGES
defense it targets.                                                        Monsters have healing surges. However, few monsters
   H i t : T h e effect o f a power hitting is specified after             have powers that let t h e m spend healing surges. T h e
the attack notation.                                                       n u m b e r o f healing surges a monster has is based on
   M i s s : S o m e attack powers have an effect on a miss                its level: 1 - 1 0 , one healing surge; 1 1 - 2 0 , two healing
(indicated by Miss).                                                       surges; 21 or higher, three healing surges.
   E f f e c t : S o m e attack powers have an effect whether                 B e c a u s e they rarely c o m e into play, healing surges
or not the attack hits (indicated by Effect).                              are not included in a monster's statistics block.
ANGEL                                                                                  ENCOUNTER GROUPS
                                                                                       A n angel o f authority leads angels o f protection,
                                                                                       v e n g e a n c e , supremacy, battle, a n d valor. It also
 A N G E L S A R E DIVINE SERVANTS OF T H E GODS. Although                             a d m i n i s t e r s or d i r e c t s o t h e r servants o f a deity w h o
 c o m m o n in t h e A s t r a l S e a , t h e y c a n b e found any-                 are not angels.
 w h e r e acting on b e h a l f o f a deity or o t h e r force w h o s e
 goals align with t h e i r calling.                                                   Level 2 2 Encounter ( X P               21,400)
                                                                                       •    1 angel o f authority (level 2 2 controller)

 ANGEL OE AUTHORITY                                                                    •    2 angels o f v e n g e a n c e (level 1 9 elite b r u t e , MM 1 7 )
                                                                                       •    6 angels o f light (level 2 3 m i n i o n )
 A N ANGEL OF AUTHORITY IS T H E MOUTHPIECE o f a deity.
 T h i s angel governs other angels a n d servants o f a
 deity in a n d out o f c o m b a t .                                                  ANGEL OE RETRIEVAL
                                                                                       W H E N DEITIES R E Q U I R E T H E RECOVERY o f a stolen
                                                                                       object or a k i d n a p p e d c r e a t u r e , they send a squad
 Angel of Authority                       Level 22 Controller (Leader)
 Large immortal humanoid (angel)                                         XP 4,150      o f divine beings that includes a n e x p e r t t r a c k e r : t h e
 Initiative +17     Senses Perception +18                                              angel o f retrieval.
 HP 203; Bloodied 101
 AC 36; Fortitude 32, Reflex 34, W i l l 35
                                                                                       Angel of Retrieval                                  Level 2 2 Artillery
 Immune fear; Resist 15 radiant
                                                                                       Large immortal humanoid (angel)                                    XP 4,150
 Speed 8, fly 12 (hover)
                                                                                       Initiative +20           Senses Perception +22; blindsight
 © Quarterstaff (standard; at-will) • Radiant, Weapon
                                                                                       HP 162; Bloodied 81
    Reach 2; +27 vs. AC; 1d10 + 8 damage plus 1d10 radiant
                                                                                       AC 34; Fortitude 33, Reflex 35, W i l l 33
    damage.
                                                                                       Immune fear; Resist 15 radiant
 -T Lightning Bolt (standard; at-will) • Lightning
  *
                                                                                       Speed 8, fly 12 (hover), teleport 5
    Ranged 10; +26 vs. Fortitude; 2d10 + 8 lightning damage, and
                                                                                       © Short Sword (standard; at-will) • Radiant, Weapon
    the target is dazed until the end of the angel of authority's next
                                                                                           Reach 2; +27 vs. AC; 2d6 + 6 radiant damage.
    turn.
                                                                                       © Angelic Bow (standard; at-will) • Radiant, Weapon
 V Majestic Rally (standard; recharge                : : ) • Radiant, Thunder
                                                                                           Ranged 20/40; +27 vs. AC; 2d8 + 9 radiant damage, and each
    Close burst 5; targets enemies; +26 vs. Will; 1d10 + 8 radiant
                                                                                           enemy adjacent to the target takes 10 radiant damage.
    damage plus 1d10 thunder damage, and the target is weakened
                                                                                       4 Isolating Displacement (standard; at-will) • Radiant,
    (save ends). Miss: Half damage. Effect: Any angel within the burst
                                                                                           Teleportation
    gains a +2 bonus to attack rolls until the end of the angel of
    authority's next turn.                                                                 Reach 2; +27 vs. Reflex; 2d8 + 10 radiant damage, and the
                                                                                           angel of retrieval teleports the target 5 squares. The angel then
 Angelic Presence (while not bloodied)
                                                                                           teleports to a space adjacent to the target. The angel can choose
    Any attack against the angel of authority takes a -2 penalty to
                                                                                           to deal no damage with this attack. Miss: The angel teleports
    the attack roll.
                                                                                           5 squares.
 Alignment Unaligned                 Languages Supernal
                                                                                       -?2- Clear the W a y (standard; recharge [Xj [!]]) • Radiant
 Skills Insight +23, Religion +23
                                                                                           Area burst 3 within 10; +27 vs. Fortitude; 3d8 + 9 radiant
 Str20(+16)                 Dex22(+17)                 W i s 25 (+18)
                                                                                           damage, and the angel of retrieval slides the target 3 squares.
 Con19(+15)                 Int24(+18)                 Cha27(+19)
                                                                                           Miss: Half damage, and the angel slides the target 1 square.
 Equipment plate armor, quarterstaff
                                                                                       Hunt the Guilty (minor; encounter)
                                                                                           The angel of retrieval chooses one enemy within 10 squares of
 ANGEL OE AUTHORITY TACTICS                                                                it. Until the end of the encounter, the angel's attacks deal 1d10
 A n angel o f authority stays b e h i n d t h e lines, raining                            extra damage against that creature.

 down lightning         bolts a n d bolstering allies w i t h              majestic    Alignment Unaligned              Languages Supernal
                                                                                       Skills Arcana +28, Intimidate +29
 rally w h e n e v e r possible.
                                                                                       Str22(+17)               Dex28(+20)               W i s 23 (+17)
                                                                                       Con 24 (+18)             Int23(+17)               Cha24(+18)
 ANGEL OE AUTHORITY LORE                                                               Equipment plate armor, longbow, short sword
     R e l i g i o n D C 2 4 : A n angel o f authority is t h e
 herald o f a p a r t i c u l a r deity. T h e angel h a n d l e s t h e               ANGEL OE RETRIEVAL TACTICS
 m o s t i m p o r t a n t tasks c o n c e r n i n g t h e p r o t e c t i o n a n d
                                                                                       A n angel o f retrieval is often d i s p a t c h e d to c a p t u r e a
 well-being o f t h e deity's d o m i n i o n .
                                                                                       person or a thing. T h e angel uses hunt the guilty on t h e
                                                                                       individual to b e c a p t u r e d or t h e one holding a n item
                                                                                       to b e r e c o v e r e d . T h e angel uses clear the way to give its
                                                                                       allies m o r e space to m a n e u v e r . O t h e r w i s e , t h e angel
                                                                                       prefers to fight f r o m a d i s t a n c e w i t h its angelic      bow.
(Left to right) angei of authority, angel of light, and angel of supremacy


ANGEL OE RETRIEVAL LORE                                                ANGEL OE LIGHT
   R e l i g i o n D C 2 4 : An angel o f retrieval is best            M A D E PURELY OF DIVINE ENERGY, a n angel o f light exists
described as a bounty hunter from the Astral Sea.                      as a brilliant embodiment o f a deity's subconscious.
These angels are trained in rituals that allow t h e m
to hunt down creatures, such as Observe Crea-                          Angel of Light                    Level 2 3 Minion Skirmisher
ture (Players Handbook, page 3 0 9 ) and Planar                        Medium immortal humanoid angel)                               XP 1,275
Portal (Player's Handbook, page 3 1 1 ) .                              Initiative +19        Senses Perception +19
                                                                       H P 1; a missed attack never damages a minion; see also death
                                                                          burst.
ENCOUNTER GROUPS
                                                                       AC 37; Fortitude 34, Reflex 34, W i l l 36
An angel o f retrieval is assisted by other angels in
                                                                       Immune fear; Resist 15 radiant
interplanar hunting parties.                                           Speed 8, fly 12 (hover)
                                                                       © Angelic Glaive (standard; at-will) • Weapon
Level 2 3 E n c o u n t e r ( X P 2 1 , 4 0 0 )                           Reach 2; +28 vs. AC; 15 damage.
• 1 angel o f retrieval (level 2 2 artillery)                          <* Death Burst (when the angel of light drops to 0 hit points) •

• 2 angels o f supremacy (level 2 4 soldier)                              Radiant
                                                                          The angel of light explodes in a burst of radiant light: close burst
• 1 2 angel o f valor legionnaires (level 2 1 minion,




                                                                                                                                      •
                                                                          10; targets enemies; +26 vs. Fortitude. Effect: Angels in the
  M M 16)
                                                                          burst gain 10 temporary hit points.
                                                                       Alignment Unaligned           Languages Supernal
                                                                       Str 18 (+15)          Dex 23 (+17)           W i s 27 (+19)
                                                                       Con 2 3 (+17)          Int 15 (+13)          Cha 2 3 (+17)
                                                                       Equipment glaive


                                                                       ANGEL OE LIGHT TACTICS
                                                                       A squad o f angels o f light spreads out and tries to
                                                                       attack as m a n y targets as possible. They never retreat
                                                                       from battle.
ANGEL OE LIGHT LORE                                                      ANGEL OE SUPREMACY TACTICS
    R e l i g i o n D C 2 4 : A n angel o f l i g h t is the bound       A n angel o f supremacy positions itself at a chokepoint
form o f a deity's subconscious thoughts, appearing in                   or other tactically important location and uses astral
the Astral Sea as a m o t e o f pure energy until given                  brilliance. It targets a melee combatant with summons
direction by m o r e powerful angels. T h e thought that                 to justice, bringing the target within r e a c h o f its spear
originally formed it drives its actions eternally.                       and the radiant zone.
    R e l i g i o n D C 2 9 : Although directed by a deity's
thoughts, angels oflight c a n act independently to see                  ANGEL OF SUPREMACY LORE
those thoughts enacted. T h e r e have even b e e n rare                     R e l i g i o n D C 2 4 : Angels o f supremacy guard the
occasions w h e n angels oflight acted in ways contrary                  h o m e s o f gods and protect the gods' favored mortal
to their creators' ethos in zealous attempts to see                      servants. T h e y are also the b a c k b o n e o f strike force
those ideas m a d e real.                                                groups for a deity.


ENCOUNTER GROUPS                                                         ENCOUNTER GROUPS
Angels oflight are found with other angels or as                         A n angel of supremacy is the vanguard o f any strike
m e m b e r s o f a larger group enforcing a deity's will.               force sent by the gods.

Level 2 2 Encounter ( X P 2 4 , 5 5 0 )                                  Level 2 4 E n c o u n t e r ( X P 3 0 , 3 5 0 )
•   1 angel o f supremacy (level 2 4 soldier)                            •     3 angels o f supremacy (level 2 4 soldier)
•   8 angels oflight (level 2 3 minion)                                  •     1 deva fallen star (level 2 6 artillery)
•   1 m a r u t concordant (level 2 2 elite controller,                  •     1 tormenting ghost (level 2 1 controller, MM 1 1 7 )
    MM 8 5 )


ANGEL OE SUPREMACY                                                                             ARCHANGEL
A N G E L S OF S U P R E M A C Y A R E T H E STRONGEST o f the           The highest of all angels are the Archangels, powerful
angelic fighters.                                                        beings from the Astral Sea. An archangel is the ultimate
                                                                         authority in an astral dominion with the exception of the
Angel of Supremacy                               Level 2 4 Soldier       actual deity.
Large immortal humanoid (angel)                               XP 6,050        The archangel template can be applied to any angel.
Initiative +19          Senses Perception +18
HP 226; Bloodied 113                                                         Archangel                                        Elite Controller
AC 40; Fortitude 38, Reflex 36, W i l l 35                                   (angel)                                                   XP Elite
Immune fear; Resist 15 radiant
                                                                             Saving Throws +2
Speed 8, fly 12 (hover)
                                                                             Action Point 1
© Spear (standard; at-will) • Thunder, Weapon
                                                                             Hit Points +8 per level + Constitution score
    Reach 3; +31 vs. AC; 1 d10 + 9 damage plus 1 dl 0 thunder
                                                                             Powers
    damage.
                                                                             + Avenging Strike (when an ally within 5 squares of the
-y Light of Justice (standard; encounter) • Radiant                            archangel drops to 0 hit points; at-will)
    Ranged 10; +29 vs. Fortitude; 2d10 + 9 radiant damage. EJFect:             The archangel shifts 2 squares and makes a melee basic
    The target is marked until the end of the encounter.                       attack as a free action.
    Summons to Justice (minor 1/round; at-will)
                                                                               Overwhelming Presence (standard; encounter) • Radiant
    Ranged sight; targets creatures marked by the angel of
                                                                               Close burst 5, targets enemies; level + 4 vs. Will; 1d8 +
    supremacy; no attack roll; the angel of supremacy pulls the
                                                                               Wisdom modifier radiant damage, and the target is stunned
    target 1 square.
                                                                                until the end of the archangel's next turn.
    Astral Brilliance (standard; encounter) • Radiant, Zone
    Close burst 3; +29 vs. Reflex; 2d10 + 9 radiant damage. Effect
    The burst creates a zone of radiance that lasts until the end
    of the encounter. The angel of supremacy's spear attack deals
    1d10 extra radiant damage while the angel is within the zone.
Angelic Presence (while not bloodied)
    Any attack against the angel of supremacy takes a -2 penalty to
    the attack roll.
Threatening Reach
    An angel of supremacy can make opportunity attacks against all
    enemies in reach.
Alignment Unaligned            Languages Supernal
Skills Intimidate +21
Str 29 (+21)            Dex 21 (+17)         W i s 22 (+18)
Con26(+20)              hit 25 (+19)         Cha19(+16)
Equipment plate armor, heavy shield, spear
ANKHEG

 LOATHSOME INSECTS with a taste for bipedal prey,
 a n k h e g s b u r s t from hiding to seize t h e unwary.
 An a n k h e g moves with great stealth, but might b e
 detected by t h e faint w h i f f o f acid dripping from its
 twitching m a n d i b l e s .


 Ankheg                                        Level 3 Elite Lurker
 Large natural beast                                         XP300
 Initiative +10         Senses Perception +9; tremorsense 5
 HP 100; Bloodied 50
 AC 17; Fortitude 14, Reflex 16, W i l l 14
 Resist 5 acid
 Saving Throws +2
 Speed 8, burrow 4 (tunneling)
 Action Points 1
 © Claw (standard; at-will)
    +8 vs. AC; 1d8 + 5 damage.          ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
 • Mandible Grab (standard; usable only while the ankheg does not
  f
    have a creature grabbed; at-will)
    +8 vs. AC; 1d8 + 5 damage, and the target is grabbed; see also
    mandible   carry.
 I Gnaw and Scuttle (minor; at-will) • Acid
    Targets a creature grabbed by the ankheg; +8 vs. AC; 1d8 + 2
    damage, and ongoing 5 acid damage (save ends). The ankheg
    then shifts 2 squares and pulls the target to space adjacent to
    its new location.
 • * Acid Spray (standard; recharges when first bloodied) 4- Acid
  <
    Close blast 3; +8 vs. Reflex; 1d8 + 5 acid damage, and the target
    is slowed and takes ongoing 5 acid damage (save ends both).
 Mandible Carry                                                           ANKHEG TACTICS
    An ankheg can move at normal speed while carrying a creature          Adult a n k h e g s strike quickly, attempting to g r a b a n d
    that is Medium or smaller.                                            c a r r y away a v u l n e r a b l e target. A n a n k h e g broodling
 Alignment Unaligned             Languages -
                                                                          r e m a i n s in hiding until a n adult a n k h e g has brought
 Skills Stealth +11
                                                                          a grabbed victim near.
 Str15(+3)               Dex20(+6)             W i s 16 (+4)
 Con 18 (+5)             lnt2(-3)              Cha4(-2)
                                                                          ANKHEG LORE
 Ankheg Broodling                             Level 1 Minion Brute            N a t u r e D C 1 0 : A n k h e g s dig m a z e l i k e n e t w o r k s
 Small natural beast                                           XP 25      o f t u n n e l s , w h i c h might c o n t a i n o t h e r m o n s t e r s that
 Initiative +3          Senses Perception +1; tremorsense 5               have c l a i m e d p a r t o f t h e t u n n e l network as t h e i r o w n .
 HP 1; a missed attack never damages a minion.
                                                                              N a t u r e D C 1 5 : A n k h e g s a r e found in nesting
 AC 15; Fortitude 12, Reflex 14, W i l l 12
                                                                          pairs, t h e i r broodlings rarely e m e r g i n g from t h e
 Resist 5 acid
 Speed 6, burrow 2 (tunneling)                                            safety o f t h e i r t u n n e l s .
 © Claw (standard; at-will)
    +5 vs. AC; 4 damage,
 i Mandible Rip (standard; at-will) • Acid
                                                                          ENCOUNTER GROUPS
    +4 vs. AC; 6 damage. If the ankheg broodling makes a critical         A n k h e g s are n o r m a l l y e n c o u n t e r e d as pairs. Brood-
    hit against a target, each creature adjacent to that target takes 3   lings a r e occasionally controlled b y giant ants after
    acid damage.                                                          t h e ant hives drive away or kill t h e adult a n k h e g s .
 Brood Swarm
    An ankheg broodling gains a +4 bonus to attack rolls against
                                                                          Level 4 E n c o u n t e r ( X P 9 5 0 )
    targets that are grabbed by any ankheg.
                                                                          •    2 a n k h e g s (level 3 elite lurker)
 Alignment Unaligned             Languages -
 Skills Stealth +8                                                        •    6 a n k h e g broodlings (level 1 m i n i o n )

 Str 10 (+0)             Dex 16 (+3)           W i s 12 (+1)              •    1 rage drake (level 5 b r u t e , M M 9 2 )
 Con 13 (+1)             lnt1(-5)              Cha 2 (-4)
ANT, G I A N T                                                               HIVE SOLDIER
                                                                             H I V E SOLDIERS R E M A I N N E A R T H E H I V E unless driven
                                                                             to c o n q u e s t by t h e q u e e n .
  W A V E S OF SINGLE-MINDED GIANT ANTS c a n strip t h e
  l a n d s c a p e b a r e for m i l e s , overcoming any foe with
                                                                             Hive Soldier                                           Level 3 Soldier
  s h e e r n u m b e r s . T h e y have b e e n k n o w n to r e d u c e    Medium natural beast                                            XP150
  towns to b a r e e a r t h .                                               Initiative +6             Senses Perception +0; low-light vision,
                                                                                                       tremorsense 10

  HIVE W O R K E R                                                           HP 46; Bloodied 23; see also death convulsion
                                                                             AC 18; Fortitude 16, Reflex 15, W i l l 12
  W E A K E S T OF T H E GIANT ANTS, workers exist to fulfill                Speed 6, climb 6
  t h e f u n c t i o n a l needs o f t h e hive, providing little help      © Grasping Mandibles (standard; usable only while the hive
  in battle o t h e r t h a n t h e i r s w a r m i n g n u m b e r s .         soldier does not have a creature grabbed; at-will)
                                                                                +10 vs. AC; 1d8 + 3 damage, and the target is grabbed.
                                                                             • Acid Sting (standard; at-will) • Acid
                                                                              f
  Hive Worker                              Level 1 Minion Skirmisher
                                                                                Targets a creature grabbed by the hive soldier; +10 vs. AC; 1d6
  Medium natural beast                                         XP25
                                                                                + 3 acid damage, and ongoing 5 acid damage (save ends).
  Initiative +0             Senses Perception - 1 ; low-light vision,
                                                                             •i" Death Convulsion (when the hive soldier drops to 0 hit points)
                            tremorsense 10
                                                                                Close burst 1; targets enemies; +8 vs. Reflex; the target is
  HP 1; a missed attack never damages a minion.
                                                                                knocked prone.
  AC 15; Fortitude 13, Reflex 13, W i l l 10
                                                                             Hive Soldier Frenzy (when any giant ant within 10 squares of the
  Speed 6, climb 6, burrow 2 (tunneling)
                                                                                hive soldier drops to 0 hit points; at-will)
  © Bite (standard; at-will)
                                                                                The soldier gains a +2 bonus to attack rolls until the end of its
     +6 vs. AC; 4 damage.
                                                                                next turn.
  Hive Worker Frenzy (free, when any giant ant within 10 squares
                                                                             Alignment Unaligned                Languages -
     of the hive worker is reduced to 0 hit points; at-will)
                                                                             Str 17 (+4)               Dex 15 (+3)             W i s 9 (+0)
     The hive worker shifts 2 squares.
                                                                             Con 14 (+3)               Int 2 (-3)              Cha 4 (-2)
  Alignment Unaligned               Languages -
  Str17(+3)                 Dex15(+2)                 Wis9(-1)
  Con 14 (+2)               lnt2(-4)                  Cha4(-3)               WINGED DRONE
                                                                             W I N G E D DRONES FLOOD FROM T H E H I V E during m a t i n g
  HIVE W O R K E R TACTICS                                                   season, spreading far a n d wide on iridescent wings.
  A hive worker shows little initiative. It attacks any
  adjacent c r e a t u r e other t h a n those o f its o w n hive, or        Winged Drone                                      Level 4 Skirmisher
  moves to attack any c r e a t u r e that is in c o m b a t with a          Medium natural beast                                          XP175
  m e m b e r o f its hive.                                                  Initiative +6             Senses Perception +2; low-light vision,
                                                                                                       tremorsense 10
                                                                             HP 55; Bloodied 27
  HIVE WARRIOR                                                               AC 18; Fortitude 15, Reflex 17, W i l l 12
  A H I V E W A R R I O R ACTS AS AN E X P L O R E R a n d g u a r d i a n   Speed 8, climb 8, fly 8
  for t h e workers during t h e i r forays outside t h e hive.              © Acid Sting (standard; at-will) • Acid
                                                                                 +9 vs. AC; 1d6 + 2 acid damage, and ongoing 5 acid damage
                                                                                (save ends).
  Hive Warrior                                         Level 1 Skirmisher    + Hive Drone Frenzy (free, when any giant ant within 10 squares
  Medium natural beast                                           XP 125          of the winged drone drops to 0 hit points; at-will)
  Initiative +6             Senses Perception +0; low-light vision,             The drone shifts 2 squares and uses acid sting.
                            tremorsense 10
                                                                             4 Flyby Attack (standard; at-will)
  H P 36; Bloodied 18
                                                                                 The winged drone flies 8 squares and makes one acid sting at
  AC 16; Fortitude 14, Reflex 15, W i l l 11
                                                                                 any point during that movement. The drone doesn't provoke
  Speed 8, climb 8                                                               opportunity attacks when moving away from the target of the
  © Piercing Bite (standard; at-will) • Acid                                     attack.                                              _.
     +7 vs. AC; 1d8 + 4 damage. The hive warrior's attack deals 1d10
                                                                                 Shredding Wings (standard; usable only while bloodied;
     extra acid damage to any target that already has ongoing acid
                                                                                 encounter)
     damage.
                                                                                 Close blast 2; +8 vs. AC; 3d6 + 4 damage, and the winged drone
  Hive Warrior Frenzy (free, when any giant ant within 10 squares
                                                                                 loses its fly speed until the end of the encounter.
     of the hive warrior drops to 0 hit points; at-will)
                                                                             Alignment Unaligned                 Languages -
     The warrior is no longer marked or cursed, and it shifts 2 squares.
                                                                             Str 14 (+4)                Dex 18 (+6)            W i s 11 (+2)
  Alignment Unaligned                Languages -
                                                                              Con 15 (+4)               Int 2 (-2)             Cha4(-1)
  Str 14 (+3)               Dex 17 (+4)               W i s 9 (+0)
  Con 12 (+2)               Int 2 (-3)                Cha 4 (-2)
HIVE QUEEN
IN ADDITION TO BIRTHING F U T U R E GENERATIONS, the
hive queen directs the activities o f her brood with a
ruthless and single-minded purpose.


Hive Queen                   Level 5 Elite Controller (Leader)
Large natural beast                                          XP400
Initiative +6         Senses Perception +2; low-light vision,
                      tremorsense 10
In the Presence of the Queen aura 10; each giant ant within the
  aura gains a +2 bonus to attack rolls and damage rolls.
HP 132; Bloodied 66
AC 19; Fortitude 19, Reflex 16, W i l l 17
Immune fear
Speed 6, climb 2
Saving Throws +2
Action Points 1
© Bite (standard; at-will)
   110 vs. AC; 1d10 + 4 damage.
© Kick (minor; at-will)
   Reach 2; +9 vs. Reflex; 3 damage, and the hive queen pushes
  the target 3 squares.
• Hive Queen Frenzy (free, when any giant ant within 10 squares
 r                                                                     HIVE QUEEN TACTICS
  of the hive queen drops to 0 hit points; at-will)                    A hive queen aims her kick carefully, pushing
  The queen shifts 2 squares and uses kick.
                                                                       e n e m i e s into groups for an acidic blast attack or into
V Acidic Cloud (standard; encounter) • Acid, Zone
                                                                       swarming clusters o f her brood. In a desperate situa-
   Close burst 4; the burst creates a zone of caustic gas that lasts
   until the end of the encounter. Any enemy that starts its turn      tion, she calls a strategic retreat, sacrificing warriors
  within the zone takes 2 acid damage for each giant ant within        without concern while leading soldiers and drones to
  the zone. The zone is centered on the hive queen and moves           a more advantageous location. I f the entire brood is
  with her.                                                            eliminated, the q u e e n fights to the death.
-i'f Acidic Blast (standard; recharge':: K 11) • Acid
   Area burst 3 within 10; targets enemies; +7 vs. Will; 1d6 + 2
   acid damage, and the target is dazed (save ends). Miss: Half        GIANT ANT LORE
   damage.                                                                N a t u r e D C 7: Giant ants live in hives consisting of
Call to Arms (when first bloodied; encounter)                          hundreds of m e m b e r s . T h e majority o f these ants are
   Four new giant ant hive workers appear and act to defend their
                                                                       workers, but they all fight to defend the hive.
   queen. Each ant appears within 5 squares of the hive queen,
                                                                           N a t u r e D C 1 2 : Although they are not intelligent,
   and acts on the queen's initiative count.
Alignment Unaligned           Languages -
                                                                       giant ants use teamwork and simple yet effective tac-
                                                                       tics. Giant ants possess a social organization rivaling
                                                                       that o f the most efficient humanoids.
                                                                          N a t u r e D C 17: Giant ants c o m m u n i c a t e with
                                                                       nearby m e m b e r s o f the hive by using a complex
                                                                       combination o f pheromones. T h e s e pheromones are
                                                                       highly acidic, and the ants use t h e m to damage foes.


                                                                       ENCOUNTER GROUPS
                                                                       Giant ants are encountered with others o f their hive,
                                                                       since they generally consider anything else to be food.


                                                                       Level 1 Encounter ( X P 5 0 0 )
                                                                       • 1 hive soldier (level 3 soldier)
                                                                       • 2 hive warriors (level 2 skirmisher)
                                                                       • 4 hive workers (level 1 minion)
ARCHON                                                                             EARTH ARCHON
                                                                                   SEISMIC STRIKER
 P R I M O R D I A L S C R A F T E D ARCHONS to b e soldiers in t h e              A SEISMIC STRIKER FORMS T H E FOUNDATION o f a n
 c a t a c l y s m i c w a r against t h e i m m o r t a l s o f t h e Astral      a r c h o n a r m y in t h e E l e m e n t a l C h a o s . It s o m e t i m e s
 S e a . Now, t h e y act as servitors a n d m e r c e n a r i e s for             acts as a g u a r d for stone giants.
 powerful forces w i t h i n t h e E l e m e n t a l C h a o s , s u c h
 as giants, efreets, a n d d e m o n s . T h e s e c r e a t u r e s o f           Earth Archon Seismic Striker                              Level 1 6 Soldier
 energy e x e r t little will o f t h e i r own, instead further-                  Medium elemental humanoid (earth)

 ing t h e goals a n d a m b i t i o n s o f t h e i r m a s t e r s . T h e few   Initiative +16            Senses Perception +13; tremorsense 20
                                                                                   H P 160; Bloodied 80
 a r c h o n s that a r e i n d e p e n d e n t prowl t h e E l e m e n t a l
                                                                                   AC 32; Fortitude 29, Reflex 28, W i l l 27
 C h a o s , attacking c r e a t u r e s without e l e m e n t a l origins.
                                                                                   Immune disease, petrification, poison
                                                                                   Speed 6 (earth walk)
 EARTH ARCHON                                                                      © W a r Pick (standard; at-will) • Thunder, Weapon
                                                                                      +23 vs. AC; 2d8 + 7 damage plus 1d8 thunder damage (crit 4d8
 GROUND RAGER                                                                         + 23 damage plus 8 thunder damage).
 A N E A R T H ARCHON GROUND RAGER is d r a w n to regions                         © Stone Javelin (standard; at-will) • Weapon
                                                                                      Ranged 10/20; +23 vs. AC; 1d10 + 7 damage, and the target is
 o f geologic activity, s u c h as volcanoes, fault zones,
                                                                                      marked until the end of the earth archon seismic striker's next
 sink holes, or a r e a s prone to landslides.
                                                                                      turn.
                                                                                      Seismic Stomp (standard; recharge is i]) • Thunder
 Earth Archon Ground Rager                           Level 1 4 Controller             Close burst 3; +21 vs. Fortitude; 2d10 + 7 thunder damage, and
 Medium elemental humanoid (earth)                               XP 1.000             the target is knocked prone. Miss: Half damage, and the target is
 Initiative +9            Senses Perception +13; tremorsense 20                       knocked prone.
 Earth Liquefaction aura 5; each creature without the earth                        Ground Strike • Thunder
    keyword that ends its turn within the aura and did not move                       An earth archon seismic striker's attack deals an extra 1d8
    during its turn is slowed until the end of its next turn.                         thunder damage against any prone enemy.
 H P 143; Bloodied 71                                                              Combat Superiority
 AC 28; Fortitude 27, Reflex 25, W i l l 26                                           An earth archon seismic striker gains a +5 bonus to opportunity
 Immune disease, petrification, poison                                                attack rolls and immobilizes a creature that it hits with an
 Speed 6 (earth walk)                                                                 opportunity attack.
 © Slam (standard; at-will)                                                        Alignment Chaotic evil             Languages Primordial
    +19 vs. AC; 2d8 + 6 damage.                                                    Str 18 (+12)              Dex 22 (+14)               W i s 21 (+13)
 © Raging Earth (standard; at-will) • Thunder                                      Con 24 (+15)              Int 15 (+10)               Cha 17 (+11)
    Ranged 20; +17 (+20 against slowed creatures) vs. Reflex; 1d8 +                Equipment plate armor, heavy shield, war pick, 5 javelins
    6 thunder damage, and the target is immobilized (save ends).
 4 Shove (standard; at-will)
    +19 vs. AC; 1d10+6 damage, and the target is pushed 4 squares
                                                                                   EARTH ARCHON RUMBLER
    and knocked prone.                                                             E A R T H ARCHON RUMBLERS SERVE AS SHOCK TROOPS
 -5^ Ground Eruption (standard; recharge X j i ) • Thunder                         in t h e a r m i e s o f t h e E l e m e n t a l C h a o s , c r u s h i n g any
    Area burst 1 within 10 ; +18 vs. Reflex; 2d8 + 6 thunder                       e n e m i e s too slow to f l e e .
    damage, and the target is knocked prone. Miss: Half damage,
    and the target is knocked prone.
 Alignment Chaotic evil            Languages Primordial                            Earth Archon Rumbler                                        Level 17 Brute
 Str 20 (+12)              Dex 14 (+9)              W i s 2 3 (+13)                Medium elemental humanoid (earth)                                  XP 1,600

 Con 23 (+13)              Int 19 (+11)             Cha 17 (+10)                   Initiative +12            Senses Perception +13; tremorsense 20
 Equipment chainmail                                                               H P 204; Bloodied 102
                                                                                   AC 29; Fortitude 31, Reflex 28, W i l l 29
                                                                                   Immune disease, petrification, poison
                                                                                   Speed 6 (earth walk)
                                                                                   © Stone Warhammer (standard; at-will) • Weapon
                                                                                      +20 vs. AC; 2d10 + 9 damage.
                                                                                   'ir Avalanche Strike (standard; at-will)
                                                                                      Close burst 2; +18 vs. Reflex; 1d10 + 9 damage, and the target
                                                                                      is knocked prone.
                                                                                   Thundering Might • Thunder
                                                                                      An earth archon rumbler's attack deals 2d8 extra thunder
                                                                                      damage if the rumbler is adjacent to more than one enemy
                                                                                                                                           emy.
                                                                                   Alignment Chaotic evil              Languages Primordial
                                                                                   Str 24 (+15)               Dex 18 (+12)              W i s 21 (+13)
                                                                                   Con 24 (+15)               Int 15 (+10)              Cha 17 (+11)
                                                                                   Equipment warhammer
(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.
(Left to right) storm archon lightning walker, tempest weaver, and squallshield


Storm Archon Squallshield                       Level 17 Soldier
Medium elemental humanoid (air, water)                  XP 1,600
                                                                        STORM ARCHON
Initiative +15        Senses Perception +15                             SQUALLSHIELD TACTICS
Rain Wall aura 1; each enemy that starts its turn within the aura       A squallshield focuses its attacks on a w e a k target.
  must make a DC 22 Athletics check or Acrobatics check. An             It m a r k s t h e foe from range using snarling              lightning
  enemy that fails the check is knocked prone.                          a n d t h e n teleports n e x t to it using pursuing         storm.    The
HP 168; Bloodied 84
                                                                        squallshield t h e n attacks with its longsword, keeping
AC 33; Fortitude 30, Reflex 30, W i l l 26
                                                                        t h e target m a r k e d until t h e squallshield's other abili-
Immune disease, poison; Resist 15 lightning, 15 thunder
Speed fly 8 (hover)                                                     ties r e c h a r g e .
© Longsword (standard; at-will) • Weapon
  +23 vs. AC; 2d8 + 7 damage, and the target is marked until the        STORM ARCHON
  end of the storm archon squallshield's next turn.
• Snarling Lightning (standard; recharge [x] [H]) • Lightning
 V                                                                      LIGHTNING WALKER
  Ranged 10; +21 vs. Reflex; 2d8 + 7 lightning damage, and the
                                                                        A LIGHTNING W A L K E R CRACKLES w i t h intensity a n d
  target is marked (save ends). Each enemy adjacent to the target
                                                                        a r r o g a n c e , f l a s h i n g across t h e battlefield faster t h a n
  takes half damage and is marked (save ends).
                                                                        t h e eye c a n b l i n k .
Pursuing Storm (move; recharge [x] [n]) • Teleportation
  The storm archon squallshield teleports 7 squares to a space
  adjacent to a creature it has marked. The target grants combat         Storm Archon Lightning Walker                  Level 1 8 Skirmisher
  advantage to the squallshield until the end of the squallshield's      Medium elemental humanoid (air, water)                          XP 2,000
  turn.                                                                  Initiative +18           Senses Perception +16
Mark of the Tempest                                                      H P 171; Bloodied 85
  When a storm archon squallshield hits a creature marked by it         AC 32; Fortitude 29, Reflex 32, W i l l 29
  with a ranged or melee attack, that creature is slowed (save ends).    Immune disease, poison; Resist 15 lightning, 15 thunder
Alignment Chaotic evil       Languages Primordial                        Speed fly 8 (hover)
Str 19 (+12)          Dex 20 (+13)           W i s 15 (+10)              © Spear (standard; at-will) • Teleportation, Weapon
Con24(+15)            Int 17 (+11)           Cha17(+11)                    +23 vs. AC; 2d8 + 4 damage, and the storm archon lightning
Equipment plate armor, light shield, longsword                             walker teleports the target 2 squares. Effect: The lightning
                                                                           walker teleports 2 squares.
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
Saving Throws +2 against immobilized, restrained, and slowed
WATER ARCHON                                                             Speed 6, swim 8

SHOAL REAVER                                                             © Greatspear (standard; at-will) • Weapon
                                                                            Reach 2; +20 vs. AC; 2d10 + 4 damage.
A SHOAL R E A V E R IS A MERCILESS R A I D E R , happy to                •J- W a y of Water (standard; recharge ii ii)
dispatch any c r e a t u r e s in its way. It savages e n e m i e s        The water archon tide strider shifts 6 squares and makes one
with ruthless strikes o f its trident, pulling t h e m to t h e            greatspear attack against each enemy within reach at any point
water's edge.                                                              during the move.
                                                                         Combat Advantage
                                                                            Hits from a water archon tide strider's melee attacks knock
W a t e r Archon Shoal Reaver                      Level 13 Brute
                                                                            prone any target that is granting combat advantage to it.
Medium elemental humanoid (aquatic, water)                    XP 800
                                                                         Alignment Chaotic evil           Languages Primordial
Initiative +8         Senses Perception +7                               Str 17 (+10)             Dex 19 (+11)             W i s 14 (+9)
HP 159; Bloodied 79                                                      Con 16 (+10)             Int 15 (+9)              Cha 14 (+9)
AC 25; Fortitude 27, Reflex 25, W i l l 24                               Equipment scale armor, greatspear
Immune disease, forced movement, poison; Resist 10 acid;
  Vulnerable cold (a water archon shoal reaver that takes cold
  damage is slowed until the end of its next turn)                       WATER ARCHON
Saving Throws +2 against immobilized, restrained, and slowed
                                                                         TIDE STRIDER TACTICS
Speed 5, swim 7
                                                                         A tide strider waits until its allies engage a n e n e m y
©Trident(standard; at-will) • Weapon
  +16 vs. AC; 3d8 + 3 damage, and the target takes a -2 penalty          before attacking. It uses way of water at e a c h opportu-
  to AC until the end of its next turn.                                  nity, using c o m b a t advantage to k n o c k prone as m a n y
•f Water Harpoon (standard; recharge |_X| [i sj)                         e n e m i e s as possible.
   Ranged 5; +16 vs. AC; 4d8 + 5 damage, and the water archon
   shoal reaver pulls the target adjacent to it.
<* Whirlpool of Tines (standard; recharges when first bloodied)
                                                                         WATER ARCHON
   Close burst 1; targets enemies; +16 vs. AC; 2d8 + 5 damage,           WAVESHAPER
   and the target takes 2 damage for each square it moves on
   its turn (save ends). Miss: Half damage, and the target takes 1       M A N I P U L A T I N G T H E OCEAN with gestures o f its w a r
   damage for each square it moves on its turn (save ends).              fans, a waveshaper works tirelessly to see t h e world
Alignment Chaotic evil        Languages Primordial                       d r o w n e d by t h e c h u r n i n g waters o f t h e E l e m e n t a l
Str 18 (+10)           Dex 15 (+8)            W i s 13 (+7)              Chaos.
Con 19 (+10)           Int 12 (+7)            Cha 10 (+6)
Equipment scale armor, trident
                                                                         Water Archon Waveshaper Level 1 6 Controller (Leader)
                                                                         Medium elemental humanoid (aquatic, water)                        XP 1,400
WATER ARCHON                                                             Initiative +10           Senses Perception +12
                                                                         HP 157; Bloodied 78
SHOAL REAVER TACTICS
                                                                         AC 30; Fortitude 28, Reflex 27, W i l l 30
A shoal reaver uses its s w i m s p e e d to its advantage,
                                                                         Immune disease, forced movement, poison; Resist 10 acid;
assaulting e n e m i e s w h o venture into t h e water. Addi-              Vulnerable cold (a water archon waveshaper that takes cold
tionally, its liquid b o d y allows t h e creature-to move                  damage is slowed until the end of its next turn)
freely onto land. It employs water harvoon             to d r a w        Saving Throws +2 against immobilized, restrained, and slowed
e n e m i e s close before using whirlpool of tines, w h i c h it        Speed 6, swim 8
                                                                         © Waveshape (standard; at-will)
uses against at least two targets at a t i m e .
                                                                            +20 vs. Reflex; 2d6 + 5 damage, and the target is pushed 1
                                                                            square and knocked prone.
WATER ARCHON                                                             •f Dizzying Whirlpool (standard; at-will)
                                                                            Ranged 10; +19 vs. Fortitude; 2d8 + 7 damage, and the target
TIDE STRIDER                                                                cannot charge or shift (save ends).
T A C I T U R N A N D VIOLENT, a tide strider does its t a l k i n g         Geyser (standard; recharge jx] Jij)
with t h e e n d o f its deadly spear.                                      Area burst 2 within 10; +19 vs. Reflex; 2d8 + 4 damage, and the
                                                                            target is knocked prone and cannot use immediate actions until
                                                                            the end of its next turn.
W a t e r Archon Tide Strider                Level 1 5 Skirmisher
                                                                         Ocean Call (minor; recharges when bloodied)
Medium elemental humanoid (aquatic, water)                    XP 1,200      Each ally that is within 10 squares of the water archon
Initiative+13          Senses Perception+9                                  waveshaper and that has the water keyword or the aquatic
Body Torrent aura 1; each enemy within the aura that hits or                keyword shifts 3 squares as a free action and gains 10
   misses the water archon tide strider with an attack is pushed            temporary hit points.
   1 square.
                                                                         Alignment Chaotic evil            Languages Primordial
HP 144; Bloodied 72
                                                                         Skills Intimidate +16
AC 29; Fortitude 27, Reflex 28, W i l l 26
                                                                         Str 14 (+10)             Dex 19 (+12)              W i s 2 5 (+15)
Immune disease, forced movement, poison; Resist 10 acid;
                                                                         Con 21 (+13)              Int 15 (+10)             Cha 17 (+11)
   Vulnerable cold (a water archon tide strider that takes cold
                                                                         Equipment robes, 2 war fans
   damage is slowed until the end of its next turn)
(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.
Change Shape (minor 1/round; at-will) • Polymorph
BARGHEST                                                                                A barghest savager can alter its physical form to appear as a
                                                                                        wolf or a bugbear (see Change Shape, MM 280).
                                                                                    Alignment Evil            Languages Common, Goblin
 SAVAGE GOBLIN S H A P E S H I F T E R S , b a r g h e s t s seek power
                                                                                    Skills Stealth +9
 a n d i n f l u e n c e t h r o u g h violence a n d t r e a c h e r y . B a r -   Str 18 (+6)               Dex 15 (+4)               W i s 14 (+4)
 ghests c a n adopt t h e forms o f a variety o f c r e a t u r e s ,               Con 13 (+3)               Int 12 (+3)               Cha 11 (+2)
 including b u g b e a r s , h o b g o b l i n s , a n d wolves.                    Equipment battleaxe



 BARGHEST SAVAGER                                                                   BARGHEST SAVAGER TACTICS
                                                                                    R a r e is a savager that doesn't c h a r g e headlong into
 T H I S BUGBEAR BARGHEST lives for battle. A barghest
                                                                                    battle; subtlety is for o t h e r b e a s t s . It uses j u m p        strike
 savager tries to incite b u g b e a r s , goblins, a n d hobgob-
                                                                                    to hit defenders, t h e n b o u n d s away toward a party's
 lins to violence, a n d often leads raiding parties in
                                                                                    strikers a n d controllers to feed upon a useful power.
 slaughter a n d pillage.


 Barghest Savager                                              Level 4 Brute        BARGHEST BATTLE LORD
 Medium natural humanoid (shapechanger)                                   XP 175    A BATTLE LORD GAINS ITS NAME from its propensity for
 Initiative +4             Senses Perception +9; low-light vision                   t a k i n g control o f t h e flow o f c o m b a t , e a r n i n g r e s p e c t
 HP 63; Bloodied 31
                                                                                    a n d fear from friend a n d foe a l i k e .
 AC 16; Fortitude 17, Reflex 15. W i l l 15
 Speed 6 (8 in wolf form)
 @ Bite (standard; usable only in wolf form; at-will)                               Barghest Battle Lord                                  Level 7 Controller
    +7 vs. AC; 2d8 + 4 damage.                                                      Medium natural humanoid (shapechanger)                                 XP 300
 © Battleaxe (standard; usable only in bugbear form; at-will) •                     Initiative +5             Senses Perception +12; low-light vision
    Weapon                                                                          HP 82; Bloodied 41
    +7 vs. AC; 1d10 + 6 damage.                                                     AC 21; Fortitude 19, Reflex 19, W i l l 19
 4 Jump Strike (standard; recharge [xj Ti))                                         Resist 5 psychic
    The barghest savager shifts 3 squares before and after the                      Speed 6 (8 in wolf form)
    attack: +7 vs. AC; 3d8 + 5 damage.                                              © Bite (standard; usable only in wolf form; at-will)
 4 Power Feed (standard; usable only in wolf form; encounter) •                         +12 vs. AC; 2d6 + 4 damage, and the target is knocked prone.
    Psychic, Reliable                                                               © Greatsword (standard; usable only in hobgoblin form; at-will)
    +5 vs. Will; 2d6 + 5 psychic damage, and the barghest savager                       •   Weapon
    gains one use of an at-will or encounter attack power that it has                   +12 vs. AC; I d I O + 5 damage, and the barghest battle lord is
    seen the target use during this encounter.                                          invisible to the target until the end of the battle lord's next turn.
       The savager must use the gained power while in its bugbear                   ®    Psychic Howl (standard; at-will) • Fear, Psychic
    form and before the end of the encounter. The attack bonus for                      Ranged 10;+11 vs. Will; 1d8 + 5 psychic damage, and the target
    the power is +7 vs. AC and +5 vs. any other defense.                                is dazed until the end of the barghest battle lord's next turn.
                                                                                        Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Barghest battle lord in 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 )
B E H I R TACTICS
BEH1R                                                                      A b e h i r b e g i n s c o m b a t by attacking a weak-looking
                                                                           target with devour, even i f that m e a n s provoking
 T H E B E H I R IS A MULTILEGGED SERPENTINE HORROR                        opportunity attacks w h e n moving past o t h e r foes.
 k n o w n for its f e a r s o m e lightning-spitting attack.              W h i l e sustaining devour, it uses lightning               breath    and
 Clever a n d voracious predators, b e h i r s a r e deadly                thunderleg     stomp to target multiple foes, falling b a c k
 hunters from t h e t i m e t h e y a r e h a t c h e d .                  on bite a n d claw attacks i f pressed in m e l e e .


 BEHIR                                                                     B E H I R BOLTER W H E L P
 S H R E W D A N D DEADLY, a b e h i r is capable o f r u n n i n g        ALTHOUGH SMALL IN COMPARISON with adult b e h i r s , a
 down prey a n d swallowing it whole. A quick-witted                       b e h i r bolter whelp is large a n d fast enough to easily
 o p p o n e n t could try to reason with—or bribe—a b e h i r             c a p t u r e a n d c o n s u m e t h e c r e a t u r e s it preys upon.
 before b e c o m i n g its n e x t m e a l .

                                                                           Behir Bolter Whelp                                 Level 8 Solo Soldier
 Behir                                          Level 1 4 Solo Soldier     Large natural magical beast                                    XP 1.750
 Huge natural magical beast                                   X P J ,000   Initiative see lightning reflexes          Senses Perception +7;
 Initiative see lightning reflexes       Senses Perception +12;                                                       tremorsense 10
                                         tremorsense 10                    HP 352; Bloodied 176
 Lightning Storm aura 5; an enemy that starts its turn in the aura         AC 24; Fortitude 19, Reflex 21, W i l l 19
    takes S lightning damage.                                              Resist 10 lightning
 HP 564; Bloodied 282                                                      Saving Throws +5
 AC 30; Fortitude 27, Reflex 26, W i l l 26                                Speed 8, climb 5
 Resist 15 lightning                                                       Action Polnts2
 Saving Throws +5                                                          © Claw (standard; at-will)
 Speed 7, climb 5                                                             Reach 2; +15 vs. AC; 2d6 + 5 damage.
 Action Points 2                                                           4 Bite (standard; at-will) • Lightning
 © Claw (standard; at-will)                                                   Reach 2; +15 vs. AC; 1d6 + 5 damage plus 1d6 lightning damage.
    Reach 3; +21 vs. AC; 2d8 + 6 damage.                                   4 Knockdown Rush (minor; recharge [X] !x] (Hj)
 4 Bite (standard; at-will) • Lightning                                       The behir bolter whelp charges and makes the following attack:
    Reach 3; +21 vs. AC; 1d8 + 6 damage plus 1d8 lightning                    +16 vs. AC; 1d12 + 6 damage, and the target is knocked prone.
    damage.                                                                4 Rip-Claw Response (immediate reaction, when hit by a melee
 4 Devour (standard; recharges when no creature is affected by this           attack; at-will)
    power)                                                                    The behir bolter whelp makes a claw attack against the
    Reach 3; +19 vs. Reflex; 2d8 + 6 damage, and a Medium or                  triggering creature.
    smaller target is swallowed. A swallowed target is grabbed             <* Lightning Shock (standard; recharge [X] [ij] and when first
    and restrained. A swallowed creature has line of sight and line           bloodied) • Lightning
    of effect only to the behir, and no creature has line of sight or         Close burst 2; +13 vs. Reflex; 2d10 + 7 lightning damage. Miss:
    line of effect to it. A creature that escapes the grab is no longer       Half damage.
    swallowed and appears in a space adjacent to the behir. A behir        Lightning Reflexes
    can move normally while it has a target grabbed in this way.              The behir bolter whelp acts three times in a round, on initiative
    When the behir dies, the target can escape as a move action,              counts 20,15, and 5. It cannot delay or ready actions. On each
    appearing in the behir's former space. Sustain Minor: The behir           turn, it has a standard action instead of the normal allotment of
    sustains the grab, and the target takes 15 damage.                        actions. It can use one immediate action between each pair of
 «£• Lightning Breath (standard; recharge [X] (jj) • Lightning                turns.
    Close blast 5; +17 vs. Reflex; 3d10 + 6 lightning damage and the       Alignment Unaligned               Languages Common, Draconic
    target is dazed. Miss: Half damage.                                    Str 17 (+7)               Dex 20 (+9)               W i s 17 (+7)
    Thunderleg Stomp (standard; at-will)                                   Con 16 (+7)               Int 7 (+2)                Cha 11 (+4)
    Close burst 3; +17 vs. Fortitude; 1d8 + 6 damage, and the target
    is knocked prone.
 Lightning Reflexes
                                                                           B E H I R BOLTER W H E L P TACTICS
    The behir acts three times in a round, on initiative counts 30,        A bolter whelp moves swiftly into m e l e e a n d focuses
    20, and 10. It cannot delay or ready actions. On each turn, it has     on a single lightly a r m o r e d foe. It uses knockdown                       rush
    a standard action instead of the normal allotment of actions. It       before m a k i n g bite a n d c l a w attacks, a n d it uses jump-
    can use one immediate action between each pair of turns.               ing shock a n d rip-claw        response     against foes that move
 Alignment Unaligned              Languages Common, Draconic
                                                                           b e t w e e n it a n d its c h o s e n target.
 Str 2 3 (+13)             Dex 20 (+12)            W i s 21 (+12)
 Con 21 (+12)             Int 7 (+5)              Cha 13 (+8)
                                                                           B E H I R STORMSTEED
                                                                           T R A I N E D AS MOUNTS B Y STORM GIANTS, b e h i r storm-
                                                                           steeds focus t h e i r lightning b r e a t h into constant
                                                                           s t r e a m s o f a r c i n g e l e c t r i c i t y that they cling to a n d
                                                                           c l i m b upon with t h e i r m a n y legs.
Behir Stormsteed                                   Level 2 4 Soldier
 Huge natural magical beast                                  XP 6,050
 Initiative +21        Senses Perception +18; tremorsense 10
 HP 229; Bloodied 114
 AC 40; Fortitude 38, Reflex 36, W i l l 35
 Resist 15 lightning
 Speed 8, fly 8 (hover)
 © Bite (standard; at-will) • Lightning
    Reach 2; +31 vs. AC; 1d8 + 9 damage plus 1d8 lightning
    damage, and each creature within 3 squares of the target takes
    5 lightning damage.
 • * Lightning Breath (standard; recharge TTi (xl;! fj) • Lightning
  <
    Close burst 3; two creatures in burst; +29 vs. Reflex; 1d10 + 9
    lightning damage and the target is slowed until the end of the
   target's next turn.
 Ride the Lightning (while mounted by a friendly rider of 24th
    level or higher; at-will) • Mount
    The behir stormsteed can use its bite or lightning breath once
    per turn as a minor action. In addition, the rider gains a +2
    bonus to attacks with lightning powers.
 Alignment Unaligned            Languages Common, Draconic
 Str 27 (+20)           Dex 25 (+19)          W i s 23 (+18)
 Con 29 (+21)           Int 7 (+10)               Cha 15 (+14)


 B E H I R STORMSTEED TACTICS
 A stormsteed works with its rider to charge at tight
 groups o f enemies, using its attacks to spread damage
 among as m a n y targets as possible.


 BEHIR LORE
    N a t u r e D C 1 1 : A b e h i r is a c u n n i n g predator that
 spends its life apart from others o f its kind. B e h i r s
 eject their young from their lairs shortly after birth,
 forcing t h e m to fight to survive.
     N a t u r e D C 1 8 : Despite its bestial nature, a b e h i r
 is surprisingly intelligent. By virtue o f their ability to
 speak and understand C o m m o n , b e h i r s are sought
 out by creatures looking to entice one o f these preda-
 tors into their service. Such negotiations end badly i f
 the behir's t e r m s are not met.
     N a t u r e D C 2 3 : Stormsteeds c a n ride the lightning
  they generate, allowing t h e m to fly through the air and
  even hover. They are allies and mounts o f storm giants.


  ENCOUNTER GROUPS
  Behirs most often hunt and live alone. However, they
  are clever enough to work with other creatures when
  necessary, and even to recruit weaker creatures to
  serve t h e m .


  Level 1 0 E n c o u n t e r ( 2 , 5 0 0 X P )
  • 1 b e h i r bolter whelp (level 8 solo soldier)
  • 3 bugbear wardancers (level 6 skirmisher)


  Level 1 7 E n c o u n t e r ( 8 , 2 0 0 X P )
  • 1 b e h i r (level 14 solo soldier)
  • 1 medusa shroud o f zehir (level 1 8 skirmisher,
{   MM 1 8 7 )
i • 1 yuan-ti malison incanter (level 15 artillery,
|   MM 2 6 9 )
BEHOLDER                                                                   BEHOLDER E Y E OE EROST
                                                                           T H E E Y E OF FROST IS A HEARTLESS PREDATOR that
                                                                           hunts in frozen lands o f ice a n d snow. M o r e so t h a n
 W I T H T H E I R DEADLY E Y E RAYS and voracious n a t u r e ,
                                                                           o t h e r types o f b e h o l d e r s , t h e eye o f frost lives for t h e
 beholders a r e a m o n g t h e most powerful a n d m o s t
                                                                           twisted pleasures o f t h e m o m e n t , seldom c o n c e r n i n g
 feared o f m o n s t e r s .
                                                                           itself with long-term p l a n s .


 BEHOLDER GAUTH                                                            Beholder Eye of Frost                       Level 1 4 Elite Artillery
 T H E GAUTH IS T H E LEAST a m o n g b e h o l d e r k i n d , but it     Large aberrant magical beast                                XP 2,000

 uses t h e reputation o f its m o r e f e a r s o m e k i n to gain       Initiative +12       Senses Perception +16; all-around vision
                                                                                                darkvision
 power over w e a k e r c r e a t u r e s .
                                                                           HP 222; Bloodied 111; see also ice armor
                                                                           AC 26 (28 with ice armor); Fortitude 26 (28 with ice armor),
 Beholder Gauth                               Level 5 Elite Artillery        Reflex 26, Will 27
 Medium aberrant magical beast                                XP 400       Resist 15 cold
 Initiative +4        Senses Perception +10; all-around vision,            Saving Throws +2
                      darkvision                                           Speed fly 4 (hover)
 H P 102; Bloodied 51                                                      Action Points 1
 AC 17; Fortitude 16, Reflex 18, W i l l 19                                © Bite (standard; at-will)
 Saving Throws +2                                                            +21 vs. AC; 2d6 damage.
 Speed fly 6 (hover)                                                       ® Central Eye (minor 1/round; at-will)
 Action Points 1                                                              Ranged 8; +20 vs. Reflex; the target is weakened (save ends). If
 © Bite (standard; at-will)                                                   the target takes cold damage while weakened by this power, it
    +12 vs. AC; 2d4 damage.                                                   is immobilized until no longer weakened.
 @ Central Eye (minor; at-will)                                               Eyes of the Beholder (free, when an enemy starts its turn
    Ranged 5; +10 vs. Will; the target is immobilized until the end           within 5 squares of the beholder eye of frost; at-will)
    of the beholder gauth's next turn.                                        The eye of frost uses eye ray against the triggering enemy.
    Eye Rays (standard; at-will) • see text                                   While the eye of frost is bloodied, a creature it hits also gains
    The beholder gauth uses two eye ray powers chosen from the                vulnerable 5 cold until the end of the eye of frost's next turn.
    list below. Each eye ray must target a different creature. Using          Eye Rays (standard; at-will) • see text
    eye rays does not provoke opportunity attacks.                            The beholder eye of frost uses one eye ray power chosen from
    1-Fire Ray (Fire): Ranged 8; +10 vs. Reflex; 2d6 + 4 fire                 the list below. Using eye rays does not provoke opportunity
    damage.                                                                   attacks.
    2-Exhaustion Ray (Necrotic): Ranged 8; +10 vs. Fortitude; 1d8             1 -Freeze Ray (Cold): Ranged 10; +19 vs. Reflex; 2d8 + 7 cold
    + 4 necrotic damage, and the target is weakened (save ends).              damage.
    3-Sleep Ray (Sleep): Ranged 8; +10 vs. Fortitude; the target              2—Telekinesis Ray: Ranged 10; +19 vs. Fortitude; the eye of
    is slowed (save ends). First Failed Saving Throw: The target is           frost slides the target 6 squares.
    knocked unconscious (save ends).                                          3-lce Ray (Cold): Ranged 10;+19 vs. Reflex; 1d8 + 6 cold
    4—Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the beholder              damage, and the target takes ongoing 5 cold damage and is
    gauth slides the target 4 squares.                                        immobilized (save ends both).
 Alignment Evil         Languages Deep Speech                              Ice Armor (when first bloodied; encounter)




                                                                                                                                              •
 Str 12 (+3)            Dex 15 (+4)       W i s 16 (+5)                       The beholder eye of frost's AC and Fortitude increase by 2 until
 Con 15 (+4)              Int 18 (+6)           Cha 20 (+7)                   the end of the encounter.
                                                                           Alignment Evil       Languages Deep Speech
                                                                           Str 13 (+8)          Dex 21 (+12)           W i s 18 (+11)
 GAUTH TACTICS
                                                                           Con 21 (+12)             Int 12 (+8)              Cha 23 (+13)
 T h e gauth relies on allies a n d servants to k e e p
 e n e m i e s away while it attacks with its eye rays. I f
 confronted by a strong m e l e e c o m b a t a n t , it uses its
 telekinesis ray to push t h e c r e a t u r e w i t h i n range o f its
 allies. Spellcasters a n d ranged c o m b a t a n t s are t a k e n
 out o f t h e fight with t h e gauth's sleep ray or i m m o b i -
 lized by its central       eye.


 GAUTH LORE
     D u n g e o n e e r i n g D C 1 2 : T h o u g h less powerful
 t h a n its o t h e r b e h o l d e r kin, a gauth possesses deadly
 eye rays a n d a h u n g e r for power.
     D u n g e o n e e r i n g D C 1 7 : A gauth is a cowardly
 c r e a t u r e that relies on allies and slaves for protection.
 It is perfectly willing to sacrifice those allies to save
 its own life.
BEHOLDER E Y E OF CHAOS
                                                                              T H E E Y E OF CHAOS IS A SINGULAR ENGINE o f destruc-                  j~j




                                                                                                                                                      ffi
                                                                              tion, e s c h e w i n g tactics a n d r e a s o n in favor o f sowing   Q
                                                                              a m a x i m u m amount of mayhem and ruin.                              X
                                                                                                                                                      LU

                                                                              Beholder Eye of Chaos                   Level 2 5 Elite Artillery
                                                                              Large aberrant magical beast                              XP 14,000
                                                                              Initiative +20       Senses Perception +16; all-around vision,
                                                                                                   darkvision
                                                                              HP 364; Bloodied 182; see also ripple of chaos
                                                                              AC 37; Fortitude 37, Reflex 37, Will 38
                                                                              Saving Throws +2
                                                                              Speed fly 8 (hover)
                                                                              Action Points 1
                                                                              © Bite (standard; at-will)
                                                                                +32 vs. AC; 2d6 + 7 damage.
                                                                                Central Eye (minor 1/round; at-will)
                                                                                Ranged 20; +30 vs. Fortitude, and the target cannot use
                                                                                encounter attack powers or daily attack powers until the end of
                                                                                 the beholder eye of chaos's next turn,
                                                                              -y Eyes of the Beholder (free, when an enemy starts its turn
                                                                                within 5 squares of the beholder eye of chaos; at-will)
                                                                                The eye of chaos uses eye ray against the triggering enemy.
                                                                                Eye Rays (standard; at-will) • see text
                                                                                The beholder eye of chaos uses one eye ray power chosen from
                                                                                the list below. Using eye rays does not provoke opportunity
                                                                                attacks.
                                                                                 1-Telekinesis Ray: Ranged 10; +30 vs. Fortitude; 3d8 + 7
                                                                                 damage, and the eye of chaos slides the target 6 squares.
                                                                                 2-Blinding Ray: Ranged 10; +30 vs. Reflex; 3d8 + 7 damage,
                                                                                 and the target is blinded (save ends).
EYE OE FROST TACTICS                                                             3—Confounding Ray (Charm, Psychic): Ranged 10; +30 vs.
E a c h r o u n d , t h e eye o f frost targets t h e n e a r e s t foe          Will; 3d8 + 7 psychic damage, the eye of chaos slides the target
with its central eye followed by a n eye ray. It uses ice                        6 squares, and the target is dazed (save ends).
ray to i m m o b i l i z e m e l e e foes, employing its         telekine-       4-Maddening Ray (Charm, Psychic): Ranged 10; +30 vs. Will;
sis ray to slide targets w i t h i n range o f its eyes of the                   3d8 + 7 psychic damage, and the target is dominated until the
beholder e f f e c t .                                                           end of the eye of chaos's next turn.
                                                                                 5-Fear Ray (Fear, Psychic): Ranged 10; +30 vs. Will; 3d8 + 7
                                                                                 psychic damage, and the target moves its speed away from the
EYE OE FROST LORE                                                                eye of chaos by the safest route possible.
    D u n g e o n e e r i n g D C 1 8 : A n eye o f frost prefers to             6—Teleporting Ray (Teleportation): Ranged 10; +30 vs. Reflex;
dwell in cold lands w i t h i n t h e world a n d t h e E l e m e n -            3d8 + 7 damage, and the eye of chaos teleports the target 10
tal C h a o s , drifting high above t h e frozen l a n d s c a p e to            squares.
                                                                                 Ripple of Chaos (when first bloodied; encounter)
spy prey f r o m afar.
                                                                                 Each enemy within 5 squares of the beholder eye of chaos is
    D u n g e o n e e r i n g D C 2 3 : I c e a r c h o n s , frost giants,
                                                                                 targeted by a random eye ray power as a free action. The eye of
and oni employ eyes o f frost as hunters a n d guard-                            chaos then teleports 6 squares as a free action.
ians. T h e s e sadistic b e h o l d e r s often c h a f e u n d e r t h e    Alignment Chaotic evil      Languages Deep Speech
c o m m a n d o f s u c h c r e a t u r e s , but they obe y as long as       Str 18 (+16)          Dex 26 (+20)          W i s 18 (+16)
their m a s t e r s sate t h e i r appetite for cruelty.                      Con 26 (+20)           Int 21 (+17)           Cha 28 (+21)
E Y E OE CHAOS TACTICS                                                              BEHOLDER
T h e eye o f c h a o s targets a r a n d o m c r e a t u r e with its
central eye e a c h round while targeting a n o t h e r crea-
                                                                                    ULTIMATE TYRANT
                                                                                    T H E MOST HORRIBLE OF A L L BEHOLDERS, ultimate
t u r e with one o f its eye rays. W h e n bloodied, it uses
                                                                                    tyrants e m e r g e from t h e Far R e a l m to spread dark
ripple of chaos to attack t h e closest targets, then tele-
                                                                                    m a d n e s s in t h e i r w a k e .
ports to an easily defended location.


                                                                                    Beholder Ultimate Tyrant                    Level 2 9 Solo Artillery
EYE OE CHAOS L O R E                                                                Huge aberrant magical beast                               XP 75.000
    D u n g e o n e e r i n g D C 2 6 : Eyes o f c h a o s a r e
                                                                                    Initiative +20       Senses Perception +27; all-around vision,
associated with demons and other creatures o f the
                                                                                                         darkvision
E l e m e n t a l C h a o s , a l t h o u g h t h e y ally t h e m s e l v e s      HP 1,080; Bloodied 540; see also spasmodic rays
w i t h any c r e a t u r e i f doing so a d v a n c e s t h e i r r u i n o u s    AC 41; Fortitude 38, Reflex 40, Will 42
goals. L i k e a d e m o n , a n eye o f c h a o s s e e k s to sow                 Immune petrification
d e s t r u c t i o n a n d d i s c o r d , b u t its p l a n s a r e far m o r e   Saving Throws +5
                                                                                    Speed fly 8 (hover)
complex.
                                                                                    Action Points 2
    D u n g e o n e e r i n g D C 3 1 : Eyes o f c h a o s arose from
                                                                                    © Bite (standard; at-will)
a n a n c i e n t b e h o l d e r eye tyrant that sought to tap t h e                 +36 vs. AC; 3d8 + 10 damage.
power o f t h e shard o f pure evil that created the Abyss.                         •f Central Eye (minor 1/round; at-will)
Although it never found t h e shard, this eye tyrant                                   Ranged 30; +34 vs. Fortitude; the target is dazed and slowed
r e t u r n e d from t h e Abyss possessed o f great power                             (save ends both). First Failed Saving Throw: The target is stunned
                                                                                       (save ends). Miss: The target is slowed (save ends).
that w a r p e d it physically a n d mentally. None c a n say
                                                                                    •Y Eyes of the Beholder (free, when an enemy starts its turn
what secret goals drive t h e eyes o f c h a o s , but t h e i r
                                                                                       within 5 squares of the beholder; at-will)
actions m o r e often align with t h e interests o f d e m o n s
                                                                                       The ultimate tyrant uses eye ray against the triggering enemy.
t h a n with those o f o t h e r beholders.                                         < • Spasmodic Rays (when first bloodied and again when the
                                                                                     $
                                                                                       beholder ultimate tyrant drops to 0 hit points)
                                                                                       The ultimate tyrant uses a random eye ray attack against each
                                                                                       enemy within 10 squares.
                                                                                        Eye Ray (standard; at-will) • see text
                                                                                       The beholder ultimate tyrant uses two eye ray powers chosen
                                                                                       from the list below. The origin square of each area burst must
                                                                                       be centered on a different enemy. Using eye ray does not
                                                                                       provoke opportunity attacks.
                                                                                       1—Madness Ray (Charm, Psychic): Area burst 1 within 10; +32
                                                                                       vs. Will; 2d8 + 7 psychic damage, and the target must make a
                                                                                       basic attack against its nearest ally as a free action.
                                                                                       2—Unraveling Ray: Area burst 1 within 10; +32 vs. Fortitude;
                                                                                       2d6 + 7 damage, and the target takes ongoing 10 damage (save
                                                                                       ends). First Failed Saving Throw: The target takes 1 d10 damage.
                                                                                       Second Failed Saving Throw: The target takes 2d10 damage.
                                                                                       Third Failed Saving Throw: The target takes 3d10 damage, and
                                                                                       the ongoing damage from this power ends.
                                                                                       3—Withering Ray (Necrotic): Area burst 1 within 10; +32 vs.
                                                                                       Fortitude; 2d8 + 7 damage, and the target takes ongoing 10
                                                                                       necrotic damage (save ends). First Failed Saving Throw: The
                                                                                       target is weakened (save ends).
                                                                                       4-Burning Ray (Fire): Area burst 1 within 10; +32 vs. Reflex;
                                                                                       2d6 + 7 fire damage, and the target takes a -2 penalty to attack
                                                                                       rolls and ongoing 10 fire damage (save ends both).
                                                                                       5—Telekinesis Ray: Area burst 1 within 10; +32 vs. Fortitude;
                                                                                       the beholder slides the target 8 squares, and the target is
                                                                                       knocked prone.
                                                                                        6-Frost Ray (Cold): Area burst 1 within 10; +32 vs. Reflex; 2d8
                                                                                        + 7 cold damage, and the target takes a -2 penalty to saving
                                                                                        throws until the end of the beholder's next turn.
                                                                                        7—Petrifying Ray: Area burst 1 within 10; +32 vs. Fortitude;
                                                                                        the target is slowed (save ends). First Failed Saving Throw: The
                                                                                        target is immobilized instead of slowed (save ends). Second
                                                                                        Failed Saving Throw: The target is petrified.
                                                                                        8—Disintegrate Ray: Area burst 1 within 10; +32 vs. Fortitude;
                                                                                        2d10 + 7 damage, and the target takes ongoing 15 damage
                                                                                        (save ends). Aftereffect:    Ongoing 10 damage (save ends).
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 )
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.
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*
CENTAUR                                                               CENTAUR RAVAGER
                                                                      A RAVAGER DELIGHTS IN BATTLE a n d is o v e r c o m e b y a
                                                                      m i x t u r e o f ecstasy and rage w h e n fighting.
 P A R T HUMANOID A N D PART HORSE, c e n t a u r s a r e
 u n t a m e d warriors that revel in the glory o f battle a n d
                                                                      Centaur Ravager                                   Level 12 Brute
 the raw power o f nature.                                            Large fey humanoid                                            XP700
                                                                      Initiative +10        Senses Perception +9; low-light vision
 CENTAUR HUNTER                                                       HP 150; Bloodied 75; see also brash retaliation
                                                                      AC 24; Fortitude 26, Reflex 24, W i l l 23
 A CENTAUR H U N T E R E A R N S ITS NAME not from h u n t i n g
                                                                      Spfd8
 game but from tracking and dispatching foes.                         © Greatsword (standard; at-will) • Weapon
                                                                        +15 vs. AC; 1d10 + 6 damage, plus 1d10 damage when
 Centaur Hunter                                 Level 12 Artillery      charging.
 Large fey humanoid                                           XP700   • Quick Kick (immediate reaction, when a creature moves into a
                                                                       f

 Initiative +14        Senses Perception +14; low-light vision          space where it flanks the centaur ravager; at-will)

 HP 96; Bloodied 48                                                     Targets the triggering creature; +14 vs. AC; 1d6 + 6 damage.

 AC 25; Fortitude 24, Reflex 25, W i l l 23                           • Berserk Rush (standard; recharges when first bloodied) •
                                                                       !
                                                                       •
 Speed 8        . ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^                           Weapon
 © Bastard Sword (standard; at-will) • Weapon                           +15 vs. Fortitude; 2d10 + 6 damage (plus 1d10 damage when
   +17 vs. AC; 1d10 + 4 damage, plus 1d6 damage when charging,          charging), and the target is pushed 2 squares and knocked
 t Quick Kick (immediate reaction, when a creature moves into a          prone. Special: When charging, the centaur ravager can use this
   space where it flanks the centaur hunter; at-will)                    power in place of a melee basic attack.
   Targets the triggering creature; +17 vs. AC; 1d6 + 4 damage.       4 Brash Retaliation (free, when first bloodied; encounter) •
 » Y Lightning-Fast Shots (standard; at-will) • Weapon                  Weapon




                                                                                                                                   •
    Ranged 25/50; +19 vs. AC; 1d12 + 2 damage. Effect: Make the          +15 vs. AC; 3d10 + 6 damage, and the centaur ravager pushes
   attack one more time against the same target or a different one.      the target 2 squares.
 •Y Charger Arrow (standard; at-will) • Weapon                        Alignment Unaligned           Languages Elven
    Ranged 25/50; +19 vs. Fortitude; 1d12 + 5 damage, and the         Skills Athletics +17, Nature +14
   target is pushed 3 squares and knocked prone.                      Str 2 2 (+12)         Dex 18 (+10)           W i s 16 (+9)
 •f Triple Shot (standard; encounter) • Weapon                        Con 20 (+11)          Int 9 (+5)             Cha 10 (+6)
    Ranged 25/50; targets one, two, or three creatures; +19 vs. AC;   Equipment greatsword
    1d12 + 5 damage.
 Close-Combat Archer
                                                                      CENTAUR MYSTIC



                                                              •
   When making ranged attacks, a centaur hunter does not
    provoke opportunity attacks from the targets.                     A CENTAUR MYSTIC ADVISES ITS T R I B E about t h e ways
 Alignment Unaligned           Languages Elven                        of nature and about their duties to the spirits o f their
 Skills Athletics +15, Nature +14                                     ancestors. It possesses magic power that stems from
 Str 18 (+10)          Dex 20 (+11)           W i s 16 (+9)           both the wilderness and the spirit r e a l m .
 Con 18 (+10)          Int 10 (+6)            Cha 12 (+7)
 Equipment bastard sword, longbow, 40 arrows
                                                                      Centaur Mystic                     Level 13 Controller (Leader)
                                                                      Large fey humanoid                                            XP800
                                                                      Initiative +8         Senses Perception +16; low-light vision
                                                                      HP 132; Bloodied 66
                                                                      AC 27; Fortitude 26, Reflex 24, W i l l 26
                                                                      Sp«ed 8                             »«__»«_«_—
                                                                      © Quarterstaff (standard; at-will) • Weapon
                                                                         Reach 2; +16 vs. AC; 1 d8 + 6 damage, plus 1 d6 damage when
                                                                         charging.
                                                                      + Quick Kick (immediate reaction, when a creature moves into a
                                                                         space where it flanks the centaur mystic; at-will)
                                                                         Targets the triggering creature; +15 vs. AC; 1d6 + 4 damage,
                                                                      • Rootwhip Staff (standard; at-will) • Weapon
                                                                       f
                                                                         Reach 2; +15 vs. Reflex; 1d8 + 6 damage, the centaur mystic
                                                                         slides the target 3 squares, and the target is slowed (save ends).
                                                                         Ancestral Chargers (standard; recharges when a centaur
                                                                         within 10 squares of the centaur mystic drops to 0 hit points) •
                                                                         Psychic
                                                                         Close blast 5; targets enemies; +14 vs. Fortitude and Will (one
                                                                         attack roll against both defenses); 3d8 +5 psychic damage if the
                                                                         attack hits the target's Will; the target is pushed 2 squares and
                                                                         knocked prone if the attack hits the target's Fortitude.
Biting Earth (standard; recharges when first bloodied) • Zone
       Area burst 2 within 10; the burst creates a zone of biting earth
                                                                            CENTAUR CAMPAIGNER
       that lasts until the end of the centaur mystic's next turn. Any      A CAMPAIGNER BRINGS DECADES o f battle e x p e r i e n c e                    <
       enemy that ends its turn within the zone is immobilized (save        to e a c h c o n f l i c t , leading fellow c e n t a u r s with courage      2
       ends). As a free action, an enemy immobilized by the zone can        a n d skill.                                                                  m



       take 3d8 damage to save against the effect. Sustain Standard:
       The zone persists, and the mystic can move it 3 squares.
                                                                            Centaur Campaigner                         Level 2 5 Soldier (Leader)
  Mystic Resonance (minor; encounter) • Healing            
                                                                            Large fey humanoid                                                XP 7,000
       The centaur mystic and each ally it can see regain 10 hit points
                                                                            Initiative +20             Senses Perception +20; low-light vision
       and can make a saving throw against one effect.
                                                                            HP 230: Bloodied 115
  Alignment Unaligned              Languages Elven
                                                                            AC 42; Fortitude 38, Reflex 36, W i l l 36
  Skills Athletics +15, Heal +16, Insight +16, Nature +16
                                                                            Speed 8; see also light hoof and sky bound
  So-18 M O )             Dex 14 (+8)           W i s 21 (+11)
                                                                            © Longsword (standard; at-will) • Thunder, Weapon
  Con 20 (+11)            Int 16 (+9)           Cha 14 (+8)
                                                                               +32 vs. AC; 2d8 + 8 damage, plus 2d8 thunder damage when
  Equipment leather armor, quarterstaff
                                                                               charging.
                                                                            t Quick Kick (immediate reaction, when a creature moves into a
 CENTAUR F E Y CHARGER                                                         space where it flanks the centaur campaigner; at-will)
                                                                               Targets the triggering creature; +30 vs. AC; 1d6 + 8 damage.
 A F E Y C H A R G E R BRINGS T H E P O W E R OF STORMS to b e a r
                                                                            < • Hoofed Tornado (standard; recharges when first bloodied) •
                                                                             £
 against its e n e m i e s .                                                   Thunder, Weapon
                                                                               Close burst 1; targets enemies; +30 vs. AC; 3d8 + 8 damage
1 Centaur Fey Charger                                Level 1 8 Soldier         plus 1d6 + 4 thunder damage, and the target is knocked
                                                                 XP 2,000      prone. Effect: The target is marked until the end of the centaur
1 Large fey humanoid
  *iitiative +15     Senses Perception +16; low-light vision                   campaigner's next turn.
  -P 172: Bloodied 86                                                       Light Hoof
 AC 34; Fortitude 31, Reflex 29, W i l l 30                                    A centaur campaigner ignores difficult terrain.
  Soeed 8                                                                   Shock Trooper
      : Bastard Sword (standard; at-will) • Weapon                             When a centaur campaigner has more than one enemy adjacent
       -24 vs. AC; 1d10 + 6 damage, plus 1d6 damage when charging.             to it, its melee attacks deal 1d6 extra damage.
       Effect: The target is marked until the end of the centaur fey        Sky Bound (free; at-will)
       charger's next turn.                                                    The centaur campaigner gains a fly speed of 8 until the end of
  - Ciuick Kick (immediate reaction, when a creature moves into a              its turn. If the campaigner doesn't end its turn on the ground, it
       space where it flanks the centaur fey charger; at-will)                 floats to the ground at the end of its turn without taking falling
       Targets the triggering creature; +25 vs. AC; 1d6 + 6 damage.            damage.
  - storming Charge (standard; usable only in place of a melee              Three-Thunder Assault (free, when the campaigner hits with a
       -a sic attack when charging; encounter) • Lightning, Thunder,           charge attack; encounter) • Thunder
       Weapon                                                                  Two allies within 10 squares of the centaur campaigner make
       -24 vs. AC; 2d10 + 7 damage plus 2d6 lightning damage, and              charge attacks as free actions. Each ally's attack deals 6 extra
       the centaur fey charger makes a secondary attack. Secondary             thunder damage.
       Attack: Close burst 2 centered on the target; targets enemies;       Alignment Unaligned                  Languages Common, Elven
       -21 vs. Fortitude; 1d8 + 6 thunder damage, and the target is         Skills Athletics +23 Intimidate +23, Nature +20
       knocked prone and marked until the end of the fey charger's          Str 26 (+20)               Dex 23 (+18)          W i s 16 (+15)
       next turn.                                                           Con 22 (+18)               Int 12 (+13)          Cha 22 (+18)
  - Thunder Hooves (immediate reaction, when a creature marked              Equipment plate armor, light shield, longsword
       DY the centaur fey charger makes an attack that does not
       include the centaur fey charger) • Thunder
       Targets the triggering creature; +21 vs. Fortitude; 2d10 + 5
                                                                            CENTAUR LORE
       •hunder damage.                                                          N a t u r e D C 1 0 : C e n t a u r s are wild folk w i t h a
  >
       Stab of Lightning (standard; at-will) • Lightning                    love o f battle so powerful that t h e y sell t h e i r c o m b a t
       Ranged 10; +23 vs. Reflex; 1 d l 0 + 7 lightning damage.             services to other c r e a t u r e s , especially fey. Highly ter-
  AJignment Unaligned              Languages Elven
                                                                            ritorial, c e n t a u r s b r o o k no trespass a n d c h a l l e n g e
  Skills Athletics +20, Insight +16, Nature +16
                                                                            those w h o enter t h e i r lands. T h e i r h o m e s c o m m o n l y
  Ser23(+15)              Dex19(+13)            W i s 14 (+11)
  Con 20 (+14)                Int 11 (+9)         Cha 21 (+14)
                                                                            include stretches o f awe-inspiring steppes in t h e Fey-

  Equipment chainmail, light shield, bastard sword                          wild, b o r d e r e d by rough hills or m o u n t a i n s . W o r l d l y
                                                                            plains, p a r t i c u l a r l y n e a r elven lands, might also sup-
                                                                            port a t r i b e o f c e n t a u r s .
                                                                                C e n t a u r s build t h e i r villages a m o n g hills n e a r
                                                                            water a n d in n a t u r a l caves. T h e y do so for protection
                                                                            and a good view o f s u r r o u n d i n g territory. P e a c e -
                                                                            ful visitors to such s e t t l e m e n t s do well to loudly
                                                                            a n n o u n c e themselves a n d b r i n g friendship offerings
                                                                            o f food a n d strong d r i n k , a c o m m o n c e n t a u r c u s t o m .
(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.
UJ

CENTIPEDE

 T H E 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)
CHAOS SHARD                                                            DEATH SHARD
                                                                       T H E S E E E R I L Y GLOWING S H A R D S d r a i n t h e life from
                                                                       their e n e m i e s .
 A T T H E MAELSTROM THAT MARKS T H E BOUNDARIES o f
 the Abyss, t h e raging energy o f the Elemental Chaos
                                                                       Death Shard                                         Level 8 Artillery
 merges with a n all-pervasive evil. W h e r e these forces            Medium elemental magical beast                                   XP350
 coalesce, they give rise to chaos shards—intelligent
                                                                       Initiative +9           Senses Perception +7; darkvision
 and malevolent creatures o f living crystal.                          Death Shadow (Necrotic) aura 2; each enemy that ends its turn
                                                                          within the aura takes 4 necrotic damage. A slowed enemy

 STORM SHARD                                                              instead takes 6 necrotic damage.
                                                                       HP 71; Bloodied 35
 A STORM S H A R D PUMMELS ITS FOES with powerful                      AC 20; Fortitude 19, Reflex 21, W i l l 19
 blasts o f thunder and lightning.                                     Immune disease, poison; Resist 10 necrotic, 5 variable ( 1 /
                                                                          encounter); see also life to death
                                                                       Speed 3, fly 3 (hover)
 Storm Shard                                     Level 4 Artillery
                                                                       © Razor Shard (standard; at-will)
                                                              XP 175
                                                                          +13 vs. Reflex; 1d10 + 4 damage.
 Initiative +6         Senses Perception +4; darkvision
                                                                       > Death Bolt (standard; at-will) • Necrotic
                                                                        T
 Static Storm (Lightning, Thunder) aura 2; each enemy that ends
                                                                          Ranged 10; +13 vs. Fortitude; 2d6 + 5 necrotic damage, and the
   its turn within the aura takes 3 lightning and thunder damage.
                                                                          target is slowed (save ends).
   An immobilized enemy instead takes 5 lightning and thunder
                                                                          Critical Fracture (immediate reaction, when an enemy scores a
   damage.
                                                                          critical hit against the death shard; encounter) • Necrotic
 HP 44; Bloodied 22; see also storm shatter
                                                                          Close burst 2; targets enemies; +13 vs. Fortitude; 1d8 + 5
 AC 16; Fortitude 15, Reflex 17, W i l l 15
                                                                          necrotic damage, and the target is weakened until the end of its
 Immune disease, poison; Resist 5 variable (1/encounter)
                                                                          next turn.
 Speed 3, fly 3 (hover)
                                                                       Life to Death (whenever the death shard resists damage)
 © Thunder Strike (standard; at-will) • Thunder
                                                                          The death shard's attacks deal 1d8 extra damage until the end
   +9 vs. Fortitude; 1d6 + 4 thunder damage, and if the target is
                                                                          of its next turn.
   bloodied it is knocked prone.
                                                                       Alignment Chaotic evil          Languages Abyssal
   Shock Bolt (standard; at-will) • Lightning
                                                                       Skills Stealth +14
    Ranged 10; +9 vs. Fortitude; 1d6 + 4 lightning damage, and if
                                                                       Str 14 (+6)              Dex 20 (+9)             W i s 16 (+7)
   the target does not end its next turn at least 4 squares from
                                                                       Con 17 (+7)              Int 7 (+2)              Cha 14 (+6)
   where it started its turn, it takes 3d6 + 6 lightning damage.
   Storm Shatter (when the storm shard drops to 0 hit points) •
    Lightning, Thunder                                                 FLAME SHARD
   Close burst 3; +9 vs. Fortitude; 2d6 lightning and thunder
                                                                       F L A M E S H A R D S R A D I A T E H E A T a n d c a n target even
    damage, and the target is pushed 3 squares and deafened (save
    ends).                                                             distant creatures with gouts o f fire.
 Alignment Chaotic evil         Languages Abyssal
 Str 15 (+4)              Dex 18 (+6)         W i s 14 (+4)            Flame Shard                                        Level 12 Artillery
 Con14(+4)                lnt7(+0)            Cha 15 (+4)              Medium elemental magical beast                                   XP700
                                                                       Initiative +10           Senses Perception +8; darkvision
                                                                       Heat W a v e (Fire) aura 2; each enemy that ends its turn within the
                                                                          aura takes 5 fire damage and takes a -2 penalty to saving throws
                                                                          against ongoing fire damage during its current turn.
                                                                       HP 100; Bloodied 50; see also flame shatter
                                                                       AC 24; Fortitude 25, Reflex 23, W i l l 23
                                                                       Immune disease, poison; Resist 10 variable (2/encounter)
                                                                       Speed 4, fly 4 (hover)
                                                                       © Burning Shard (standard; at-will) • Fire
                                                                          +17 vs. Reflex; 1d8 + 5 fire damage.
                                                                       • • Flame Shatter (when the flame shard drops to 0 hit points) •
                                                                       <•
                                                                          Fire
                                                                          Close burst 2; +17 vs. Reflex; 1d8 + 5 fire damage, and the
                                                                          target takes ongoing 5 fire damage (save ends).
                                                                            Flame Burst (standard; at-will) • F i r e
                                                                          Area burst 2 within 20; +17 vs. Reflex; 1d8 + 5 fire damage.
                                                                       Alignment Chaotic evil          Languages Abyssal
                                                                       Str 19 (+10)             Dex 19 (+10)            W i s 15 (+8)
                                                                       Con 22 (+12)             Int 7 (+4)              Cha 18 (+10)
(Left to right)flame shard, 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 )
^   COCKATRICE LORE
COCKATRICE                                                                     N a t u r e D C 1 2 : T h e lair o f a cockatrice is filled
                                                                          with broken statues o f previous victims, w h i c h
 T H I S ODD-LOOKING C R E A T U R E terrifies even t h e brav-
                                                                          include various wild a n i m a l s . I n the wild, t h e soft
 est because o f its ability to turn flesh into stone.
                                                                          ground o f a cockatrice's lair is filled with short tun-
                                                                          nels and hollows that a c o c k a t r i c e c a n use w h e n
 Cockatrice                                      Level 5 Skirmisher       attacked.
 Small natural beast                                             XP 200
                                                                               N a t u r e D C 1 7 : F e a t h e r s freshly plucked from a
 initiative +8          Senses Perception +2; low-light vision
                                                                          c o c k a t r i c e c a n b e m i x e d with m u d to c r e a t e a poul-
 HP 63; Bloodied 31
                                                                          tice that reverses p e t r i f i c a t i o n w h e n spread over
 AC 19; Fortitude 17, Reflex 19, W i l l i S
 Immune petrification                                                     an affected creature. This method requires a D C
 Speed 4, fly 6 (clumsy)                                                  2 0 H e a l c h e c k and 3 0 m i n u t e s , and it is successful
 © Bite (standard; at-will)                                               only i f the poultice is applied w i t h i n twenty-four
   +10 vs. AC; 1d6 + 3 damage, and the cockatrice makes a                 hours o f the p e t r i f i c a t i o n . O n e c o c k a t r i c e provides
   secondary attack against the same target. Secondary Attack: +8
                                                                          enough feathers to c r e a t e a poultice for o n e petri-
   vs. Fortitude; the target is slowed (save ends). First Failed Saving
                                                                          fied c r e a t u r e .
   Throw: The target is immobilized instead of slowed (save ends).
   Second Failed Saving Throw: The target is petrified.
 • Buffeting Wings (immediate interrupt, when an enemy moves
  r                                                                       ENCOUNTER GROUPS
    adjacent to the cockatrice; recharge (TTj [X] {{ij)
                                                                          Reptilian and serpentine monsters such as yuan-ti,
   The cockatrice uses its bite against the triggering enemy and
    then shifts 3 squares.                                                lizardfolk, and medusas sometimes keep cockatrices
 Alignment Unaligned            Languages -                               as pets or guardians.
 Skills Stealth +11
                                                                mm,
 Str 9 (+1)              Dex 18 (+6)            W i s 11 (+2)             Level 3 Encounter ( X P 8 5 0 )
 Con 15 (+4)             Int 2 (-2)              Cha 4 (-1)               • 2 cockatrices (level 5 skirmisher)
                                                                          • 1 poisonscale collector (level 3 lurker)
 COCKATRICE TACTICS                                                       • 2 poisonscale myrmidons (level 3 soldier)
 Despite its fearsome reputation, a cockatrice is a
 cowardly foe. It engages one e n e m y at a t i m e , using
 its buffeting wings to bite and t h e n retreat.
COLOSSUS

 A COLOSSUS EXISTS 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                                                                 COUATL STAR SERPENT
                                                                            A COUATL STAR SERPENT RUSHES F E A R L E S S L Y into
                                                                            battle, constricting e n e m i e s in its coils.
      T H E ANCIENT RACE OF COUATLS h a s e a r n e d r e n o w n
      for selflessly opposing the evil o f d e m o n s and t h e
                                                                            Couatl Star Serpent          Level 1 5 Elite Controller (Leader)
      Abyss. However, the couatls' legendary virtue a n d
                                                                            Large immortal magical beast (reptile)                      XP 2.400
      benevolence c a n sometimes b e occluded by their                     Initiative +11        Senses Perception +18; low-light vision
      single-minded pursuit o f their goals.                                HP 286; Bloodied 143
                                                                            AC 29; Fortitude 27, Reflex 27, W i l l 28

      COUATL CLOUD SERPENT                                                  Saving Throws +2; see also twist free
                                                                            Speed 6,fly8 (hover)
      A COUATL CLOUD SERPENT ATTACKS FROM ABOVE, hurl-                      Action Points 1
      ing lightning at its foes.                                            © Bite (standard; at-will) • Poison, Radiant
                                                                              Reach 2; +20 vs. AC; 1d6 + 5 poison and radiant damage, and
                                                                              the target takes ongoing 5 poison and radiant damage and is
      Couatl Cloud Serpent                           Level 1 8 Artillery
                                                                              slowed (save ends both).
      Large immortal magical beast (reptile)                     XP 2.000
                                                                            4 Couatl Radiance (standard; encounter) • Fire, Healing, Radiant
      Initiative +13        Senses Perception +21
                                                                              The couatl star serpent gains insubstantial and phasing until the
      HP 135; Bloodied 67
                                                                              end of its turn, and moves 8 squares. The star serpent can move
      AC 30; Fortitude 29, Reflex 30, W i l l 31
                                                                              through enemies' spaces. If the star serpent moves through
      Saving Throws see twist free
                                                                               an ally's space, that ally regains 15 hit points and can spend a
      Speed 6,fly8 (hover)
                                                                               healing surge. If it passes through an enemy's space, the couatl
      © Bite (standard; at-will) • Poison, Radiant
                                                                               makes an attack against that enemy: +19 vs. Will; 1 d6 + 5 fire
        Reach 2; +25 vs. AC; 1d6 + 4 poison and radiant damage, and
                                                                               and radiant damage, and ongoing 10 fire and radiant damage
        ongoing 10 poison and radiant damage (save ends),
                                                                               (save ends). The star serpent can attack a target only once with
      • Hurtling Coils (minor 1/round; at-will)
       r
                                                                               each use of this power.
        Reach 2; +23 vs. Fortitude; the target is pushed 2 squares and
                                                                            •)• Righteous Coils (minor 1/round; at-will)
        knocked prone.
                                                                               Reach 2; +19 vs. Fortitude; 1d6 + 5 damage, and the target is
        Sky Bolt (standard; at-will) • Lightning, Radiant
                                                                               grabbed. A creature grabbed by the couatl star serpent grants
         Ranged 20; +23 vs. Reflex; 2d10 + 6 lightning and radiant
                                                                               combat advantage to the star serpent, and the star serpent can
        damage.
                                                                               move the grabbed creature without needing to make a Strength
      •ii- Snaking Arcs (standard; recharges when first bloodied) •
                                                                               attack.
         Lightning, Radiant
                                                                             Constrict (minor 1/round; at-will)
        Area burst 3 within 20; targets enemies; +23 vs. Reflex; 2d8 + 6
                                                                               Reach 2; targets a creature grabbed by the couatl star serpent;
         lightning and radiant damage.
                                                                               +19 vs. Fortitude; 2d6 + 5 damage, and the target is dazed until
      Radiant Absorption • Radiant
                                                                               the end of the couatl's next turn.
         If a couatl cloud serpent takes radiant damage, its attacks deal
                                                                            « » Purifying Scream (standard; encounter) • Psychic
                                                                             $
         5 extra radiant damage until the end of its next turn.
                                                                               Close burst 5; targets enemies; +18 vs. Will; 1d10 + 6 psychic
      Twist Free
                                                                               damage, and the target is dazed (save ends). If the target is
         A couatl cloud serpent makes saving throws against
                                                                               taking ongoing fire, poison, or radiant damage, it is also stunned
         immobilized and restrained conditions at the start of its turn
                                                                               until the end of the couatl star serpent's next turn.
         as well as at the end of its turn. In addition, a cloud serpent
                                                                            Radiant Absorption • Radiant
         can make saving throws against immobilized and restrained
                                                                               If a couatl star serpent takes radiant damage, its attacks deal 5
         conditions that do not allow saving throws and would normally
                                                                               extra radiant damage until the end of its next turn.
         end at the end of its turn or at the end of an enemy's turn.
      Alignment Unaligned            Languages Supernal                     Twist Free

      Skills Arcana +20, Diplomacy +19, Insight +21                            A couatl star serpent makes saving throws against immobilized

      Str 19 (+13)           Dex 18 (+13)           W i s 24 (+16)             and restrained conditions at the start of its turn as well as at
                                                                               the end of its turn. In addition, a star serpent can make saving
      Con 21 (+14)            Int 22 (+15)          Cha 20 (+14)
                                                                               throws against immobilized and restrained conditions that do
                                                                               not allow saving throws and would normally end at the end of
                                                                               its turn or at the end of an enemy's turn.
                                                                            Alignment Unaligned            Languages Supernal
                                                                            Skills Arcana +17, Diplomacy +17, Insight +18
                                                                            Str 20 (+12)           Dex 18 (+11)            W i s 22 (+13)
                                                                            Con15(+9)              Int20(+12)              Cha20(+12)




mi
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 ) .
Cyclops Feyblade                                    Level 21 Soldier
CYCLOPS                                                                       Large fey humanoid                                          XP 3,200
                                                                              Initiative +18          Senses Perception +21; truesight 6
                                                                              H P 200; Bloodied 100
 C Y C L O P S E S SERVE MORE P O W E R F U L c r e a t u r e s as war-
                                                                              AC 37; Fortitude 34, Reflex 32, W i l l 32
 riors a n d bodyguards. T h e i r evil eyes are legendary.                   Speed 8
                                                                              © Longsword (standard; at-will) • Weapon

 CYCLOPS CRUSHER                                                                  Reach 2; +28 vs. AC; 2d10 + 8 damage,
                                                                              • Wildstep (immediate interrupt, when the creature marked by
                                                                               r
 C R U S H E R S LOOM OVER T H E I R VICTIMS, swinging t h e i r                  the cyclops feyblade's evil eye makes an attack that does not
 clubs with brutal glee.                                                          include the feyblade; at-will)
                                                                                  The feyblade teleports 10 squares to a space adjacent to the
                                                                                  triggering creature and makes an attack: +28 vs. AC; 2d6 + 7
 Cyclops Crusher                                      Level 1 4 Brute
                                                                                  damage.
 Large fey humanoid                                          XP 1,000
                                                                              •Y Evil Eye (minor 1/round; at-will)
 Initiative +12         Senses Perception +16; truesight 6
                                                                                  Ranged 20; the target is marked until the end of the encounter or
 HP 171; Bloodied 85
                                                                                  until the cyclops feyblade uses evil eye against a different target.
 AC 26; Fortitude 27, Reflex 26, W i l l 25
                                                                              Alignment Unaligned             Languages Elven
 Speed 8
                                                                              Str 27 (+18)            Dex 23 (+16)            W i s 23 (+16)
 © Spiked Greatclub (standard; at-will) • Weapon
                                                                              Con24(+17)              Int 12 (+11)            Cha 13 (+11)
   Reach 2; +17 vs. AC; 2d10 + 8 damage.
                                                                              Equipment chainmail, longsword
 'f Evil Eye (minor 1/round; at-will)
    Ranged sight; targets a creature the C y c l o p s crusher has hit with
   a melee attack during this round; the target takes a -2 penalty            CYCLOPS LORE
   to attack rolls and all defenses until the end of the encounter o r
                                                                                  A r c a n a D C 2 0 : F o m o r i a n s employ c r u s h e r s as
   until the crusher uses evil eye against a different target.
 • * Tremor Smash (standard; recharge [X (IT]) • Weapon
  <                                                                           slave m i n d e r s , a n d t h e s e b r u t a l cyclopses t a k e great

   Close blast 2; +17 vs. AC; 2d12 + 8 damage, and the target is              pleasure in p u n i s h i n g those that step out o f l i n e .
    knocked prone.                                                                A r c a n a D C 2 5 : Cyclops feyblades are highly
 Alignment Unaligned            Languages Elven                               t r a i n e d bodyguards that rarely engage in m a n u a l
 Skills Athletics +18                                                         labor or m e n i a l tasks. T h e y lord t h e i r favored position
 Str 23 (+13)           Dex 20 (+12)            W i s 19 (+11)
                                                                              over other cyclopses w h e n e v e r they c a n .
 Con 21 (+12)            Int 10 (+7)            Cha 11 (+7)
 Equipment scale armor, greatclub
                                                                              ENCOUNTER GROUPS
 CYCLOPS FEYBLADE                                                             Cyclopses readily take orders f r o m m o r e powerful
                                                                              c r e a t u r e s such as firbolgs, f o m o r i a n s , a n d drow.
 M O R E S H R E W D AND AGILE THAN CRUSHERS, feyblades
 are a lethal combination o f strength, speed, and conceit.
                                                                              Level 1 3 E n c o u n t e r ( X P 4 , 2 0 0 )
                                                                              •    2 cyclops c r u s h e r s (level 1 4 brute)
                                                                              4- 2 eladrin bladesingers (level 1 1 s k i r m i s h e r )
                                                                              •    1 firbolg m o o n seer (level 1 4 controller)
Darkmantle Enveloper                               Level 8 Lurker
DARKMANTLE                                                                   Large shadow magical beast                                 XP350
                                                                             Initiative +12        Senses Perception +7; blindsight 8,
                                                                                                   darkvision
 STRANGE EMIGRES FROM T H E SHADOWFELE-, dark-                               Shadowy Field aura 5; bright light within the aura is reduced to
 mantles lurk in caverns, r u i n s , a n d o t h e r d a r k places.          dim light.
 They feed b y dropping on prey from above.                                  HP 76; Bloodied 38
                                                                             AC 21; Fortitude 22, Reflex 20, W i l l 19

 DARKMANTLE                                                                  Vulnerable 5 radiant (a darkmantle enveloper that takes radiant
                                                                               damage cannot use shadowy field until the end of its next turn)
 ENVELOPER TACTICS                                                           Speed 2, climb 2 (spider climb), fly 6; see also darkjump
                                                                             © Tentacle Lash (standard; at-will)
 A d a r k m a n t l e enveloper waits for a group to
                                                                               +13 vs. AC; 2d6 + 5 damage.
 approach. O n c e a few targets are near, it attacks with
                                                                             • Engulf (standard; usable only while the darkmantle enveloper
                                                                              r
 shadowcry     a n d t h e n i m m e d i a t e l y drops down to use           does not have a creature grabbed; at-will)
 engulf against a dazed foe.                                                   +11 vs. Reflex; 2d6 + 5 damage, and the target is grabbed.
                                                                               The target is blinded until the grab ends. Sustain Minor: The
 DARKMANTLE LORE                                                               enveloper sustains the grab, and the target takes 5 damage.
                                                                               Shadowcry (minor; encounter) • Thunder
     A r c a n a D C 1 4 : D a r k m a n t l e s are strange preda-            Close burst 3; targets enemies; +11 vs. Fortitude; 1d4 + 3
 tors from t h e Shadowfell. T h e enveloper clings to t h e                   thunder damage, and the target is dazed until the end of the
 ceiling a n d drops upon prey, using its size to e n g u l f                  darkmantle enveloper's next turn.
 a foe.                                                                      Darkjump (immediate reaction, when damaged by an attack;
     A r c a n a D C 1 9 : S h a d a r kai a n d cave dwellers use              recharge [X] [Til) • Teleportation

 d a r k m a n t l e s as g u a r d pets. D a r k m a n t l e s possess at     The darkmantle enveloper teleports 6 squares to a space that
                                                                                is in darkness or is illuminated by dim light. The enveloper
 least as m u c h intelligence as dogs.
                                                                                becomes invisible, and its shadowy field aura is deactivated until
                                                                               the start of its next turn.
 ENCOUNTER GROUPS                                                            Alignment Unaligned             Languages —
 Darkmantles often hunt in hanging packs. T h e y are                        Skills Stealth +13

 also used as living traps by n u m e r o u s humanoid tribes.               Str 19 (+8)            Dex 19 (+8)            W i s 16 (+7)
                                                                             Con 22 (+10)          Int 3 (+0)              Cha 5 (+1)

 Level 6 E n c o u n t e r ( X P      1,400)
 •   2 d a r k m a n t l e envelopers (level 8 lurker)
 •   2 duergar shock troopers (level 6 brute)
 •   1 duergar t h e u r g e (level 5 controller)
Demogorgon                               Level 3 4 Solo Controller
DEMOGORGON                                                                 Gargantuan elemental humanoid (aquatic, demon)             XP 195,000
                                                                           Initiative +24        Senses Perception +28; darkvision
                                                                           HP 1,260; Bloodied 630
 DEMOGORGON, P R I N C E OF D E M O N S , is a t w o - h e a d e d         AC 48; Fortitude 46, Reflex 43, Will 44
 monstrosity who c o m m a n d s the fear and respect o f                  Resist 30 variable (3/encounter)
                                                                           Saving Throws +5
 deities, devils, demons, and primordials alike. His
                                                                           Speed 8, teleport 10, swim 8
 followers e m b r a c e wanton destruction, and his wars
                                                                           Action Points 2
 against O r c u s and Graz'zt have raged across the                       © Tentacle Strike (standard; at-will)
 Abyss for eons. Only Demogorgon's two competing                             Reach 5: +39 vs. AC; 3d8 + 8 damage.
 minds keep his m a d ambitions in c h e c k .                             V Forked Tail (standard; at-will) • Necrotic
    T h e P r i n c e o f D e m o n s is c u n n i n g , cruel, envious,     Close blast 5; +35 vs. Reflex; 2d10 + 10 necrotic damage, and

 and ferocious even for a demon. H e sees both sides of                      the target is weakened (save ends).
                                                                           «c* Tentacle Blast (standard; at-will)
 every problem and has plenty o f attention to spare for
                                                                             Close blast 5; +35 vs. Fortitude; 2d8 + 8 damage, and ongoing
 his cosmos-spanning cult o f sadism and destruction.
                                                                              15 damage (save ends). If Demogorgon's attack deals ongoing
    Demogorgon's worshipers include troglodytes,                             damage to a creature that is already taking ongoing damage, the
 kuo-toa, and other humanoids that exult in mindless                         ongoing damage increases by 5.
 violence and destruction. I n times o f chaos, h u m a n s                  Inescapable Grasp (standard; at-will) • Teleportation
 and others f l o c k to Demogorgon's cult. Demogorgon's                      Ranged 50; +37 vs. Reflex; the target is teleported to a space
                                                                             within 5 squares of Demogorgon.
 priests teach that through savagery, strength, and
                                                                           <* Aameul's Gaze (minor 1/round; at-will) • Psychic, Gaze
 slaughter, followers thrive and multiply where others
                                                                              Close blast 5; targets enemies; +35 vs. Will; 2d10 + 10 psychic
 fade and die. W h e n w a r wracks the l a n d - p a r t i c u -             damage, and the target is dazed (save ends). If the target is
 larly w h e n hordes o f monsters sweep over bastions o f                    already dazed, it is instead dominated (save ends).
 civilization, leaving t h e m in ruin—Demogorgon's cult                   <- Hethradiah's Gaze (minor 1/round; at-will) • Psychic, Gaze
 grows strong.                                                                Close blast 5; +35 vs. Will; 1d12 + 10 psychic damage, and the
    Although Demogorgon's cult is small, it leaves a                          target uses an at-will attack power of Demogorgon's choice
                                                                              against a target of Demogorgon's choice as a free action.
 terrible swath of destruction across the land. D e m o -
                                                                           • * Dual Aspects of Demogorgon (standard; recharge : :j) •
                                                                            <
 gorgon's cultists organize themselves into crude
                                                                              Psychic
 war bands, relying on battle madness and wrath to
                                                                              Close blast 10; targets enemies; +35 vs. Will; 4d10 + 10 psychic
 overpower their e n e m i e s . T h e y w a n d e r from town to             damage, and the target is knocked unconscious (save ends).
 town, b u r n i n g and looting everything in their paths.                « • Gaze of Abyssal Might (free, when an enemy starts its turn
                                                                            <
 Like miniature aspects o f their lord's wrath, they                          within 10 squares of Demogorgon; at-will)
 destroy all they see.                                                        Close burst 10; targets the triggering creature; +37 vs. Will; the
                                                                              target is dazed until the end of its turn.
    No c o m m e n t a r y on Demogorgon is complete
                                                                           Double Actions
 without mention o f Dagon, a mighty demon lord who
                                                                              At the start of combat, Demogorgon makes two initiative
 prowls the deepest waters o f the Abyss. I f D e m o -                       checks. Each check corresponds to one of Demogorgon's
 gorgon is the m a c h i n e of destruction, Dagon is the                     heads-Aameul or Hethradiah-and Demogorgon takes a turn
 cool, calculating m i n d b e h i n d it, sowing chaos in                    on both initiative counts. Demogorgon has a full set of actions
 subtle, intricate ways. Dagon, Lord o f the Depths, is                       on each of these turns, and Demogorgon's ability to take an
 an oracle and sage among demons. Creatures o f the                           immediate action refreshes on each turn. Each of Demo
                                                                              gorgon's heads is unable to use the attack power named for
 Abyss, and those brave or foolish enough to seek his
                                                                              the other head.
 counsel, offer h i m powerful artifacts and favors in
                                                                           Dual Brain
 return for shares o f his knowledge.
                                                                              At the end of each of his turns, Demogorgon saves against
    T h e rough alliance b e t w e e n Dagon's intellect and                  dazed and stunned conditions and charm effects.
 Demogorgon's brute strength m a k e s their c o m b i n e d               Alignment Chaotic evil         Languages Abyssal, Common
 power formidable. Dagon whispers his knowledge                            Skills Arcana +27, Athletics +35, Diplomacy +33, Insight +28,
 into e a c h o f Demogorgon's heads—never both at the                        Intimidate +33
 same time—thus playing a significant role in the ten-                     Str 36 (+30)           Dex 25 (+24)             W i s 23 (+23)
                                                                           Con 35 (+29)           Int 30 (+27)             Cha 32 (+28)
 sion b e t w e e n Demogorgon's two m i n d s .


 DEMOGORGON TACTICS
 Demogorgon attempts to divide and conquer his
 enemies. H e uses inescapable grasv to pull individuals
 toward h i m , rips into his chosen targets with his ten-
 tacle attack, and uses Aameul's gaze and Hethradiah's
 gaze to k e e p other e n e m i e s at bay. I f sorely pressed,
 Demogorgon teleports away.
Aspect of Demogorgon                     Level 2 5 Elite Controller
DEMOGORGON LORE                                                 Huge elemental humanoid (aquatic, demon)                   XP 14,000
    A r c a n a D C 2 2 : Demogorgon's two heads are            Initiative +17        Senses Perception +2S; darkvision
n a m e d A a m e u l and Hethradiah. A a m e u l prefers       HP 476; Bloodied 238
deception, and Hethradiah favors destruction. Origi-            AC 39; Fortitude 37, Reflex 36, Will 37
nally, Demogorgon had one head and one m i n d . A              Resist 10 variable (3/encounter)
                                                                Saving Throws +2
mighty blow from the deity A m o t h split h i m nearly
                                                                Speed 6, teleport 6
in two before Demogorgon killed A m o t h . After he
                                                                Action Points 1
healed, Demogorgon's head r e m a i n e d split. T h e two      © Forked Tail (standard; at-will) • Necrotic
heads often disagree with one another but turn dis-               Reach 5; +29 vs. Reflex; 2d8 + 5 necrotic damage, and the
agreement to their mutual advantage. For instance,                target is weakened (save ends).
one head struck an alliance with a powerful lich                « • Tentacle Blast (standard; at-will)
                                                                 <
queen o f the deep Shadowfell, and the other killed               Close blast 3; +27 vs. Fortitude; 2d8 + S damage, and ongoing
                                                                  10 damage (save ends). If the aspect of Demogorgon's attack
her to steal her powers.
                                                                  deals ongoing damage to a creature that is already taking
    A r c a n a D C 3 2 : As comfortable in the seas as on        ongoing damage, the ongoing damage increases by 5.
the land, Demogorgon m a k e s his h o m e in a tropi-          •Y Inescapable Grasp (standard; at-will) • Psychic,
cal region o f the Abyss that is composed of dense                Teleportation
jungles, deep oceans, and vast stretches o f brine flats.         Ranged 10; +31 vs. Reflex; the target is teleported to a space
T h e mightiest of the demon princes, Demogorgon                  within 3 squares of the aspect of Demogorgon.

c o m m a n d s creatures from places as as varied as the       r Dominating Glare (standard; recharge I'.) • Psychic
                                                                  Close blast S; targets enemies; +29 vs. Will; 1d10 + 5 psychic
depths o f the Underdark and the decadent palaces
                                                                  damage, and the target is dominated (save ends).
o f civilization. Troglodytes worship h i m as a deity,
                                                                   Gaze of Abyssal Might (free, when an enemy starts its turn
 sparking endless battles against their Torog-worship-            within 10 squares of the aspect of Demogorgon; at-will)
ing kin. Colonies o f kuo-toas appeal to h i m for aid in         Close burst 10; targets the triggering creature; roll a d20; on a
 reclaiming their once-great empire.                               roll of 10 or higher, the target is slowed until the end of its turn.
   A r c a n a D C 3 7 : Twins born to cultists or kid-         Double Actions
napped and indoctrinated at a young age lead                      At the start of combat, an aspect of Demogorgon makes two
                                                                   initiative checks. Each check corresponds to one of the aspect's
Demogorgon's mightiest cults. E a c h twin serves one
                                                                   heads-Aameul or Hethradiah-and the aspect takes a turn
of Demogorgon's two personalities. Invariably, such a              on both initiative counts. The aspect has a full set of actions
cult falls to infighting as one high priest turns against          on each of these turns, and the aspect's ability to take an
the other, hindering m a n y a foul plot.                          immediate action refreshes on each turn.
   A r c a n a D C 3 9 : Temples to Demogorgon often            Dual Brain
reflect the dual nature o f the P r i n c e o f D e m o n s .     At the end of its turn, an aspect of Demogorgon saves against

Builders construct each temple symmetrically:                      dazed and stunned conditions and charm effects.
                                                                Alignment Chaotic evil        Languages Abyssal, Common
                                                                                                                    non
O n e h a l f is dedicated to Aameul, and the other to
                                                                Skills Athletics +27, Intimidate +21
Hethradiah. Priests, warriors, petitioners, and other
                                                                Str 31 (+22)           Dex20(+17)             W i s 18 (+16)
functionaries dwell in whichever side o f the temple            Con 30 (+22)           Int 28 (+21)           Cha 30 (+22;
better fits their personalities. A grand cathedral
unites the two halves at the center.
                                                                ASPECT OF DEMOGORGON TACTICS
                                                                An aspect o f Demogorgon uses tactics similar to
ASPECT OE DEMOGORGON                                            those o f the true demon lord. Lacking gaze attacks, it
'ft IF. RITUAL FOR SUMMONING AN ASPECT of DeillO-               instead uses dominating glare to turn several enemies
gorgon—a manifestation o f Demogorgon's form                    into allies and then focuses subsequent attacks on
and powers that is less potent t h a n the P r i n c e o f      those who avoid the effect.
Demons—involves " t w i n n i n g " to represent D e m o -
gorgon's two personalities. A cultist might split a sac-        ASPECT OE DEMOGORGON LORE
rifice in h a l f down the center.                                  A r c a n a D C 2 6 : T h e dark ritual to s u m m o n
    A n aspect o f Demogorgon acts more like one of             Demogorgon requires a sacrifice o f life. Only the
the demon's heads t h a n the other, being an unbal-            most faithful—thus, the most demented—of his follow-
anced version o f the demon. T h e aspect behaves               ers c a n successfully complete the ceremony.
like Demogorgon but does not c o m m u n e with either               A r c a n a D C 3 1 : Mortals cannot summon Demo-
of Demogorgon's m i n d s . It melts into a puddle o f          gorgon, but an a s p e c t o f h i m answers the ritual's
venom w h e n it completes the task for which it was            call. A t e m p o r a r y m a n i f e s t a t i o n o f power, t h e
summoned.                                                       a s p e c t has no psychic or spiritual c o n n e c t i o n to the
                                                                d e m o n lord.
DAGON
  DAGON W 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.
KAZUUL,                                                                 KAZUUL TACTICS
                                                                        Kazuul throws h i m s e l f into the fray like a m a d m a n ,
EXARCH OF DEMOGORGON                                                    shrieking a battle c r y and launching h i m s e l f at the
A s A CHAMPION OF GOOD w h o served Erathis, K a z u u l                nearest enemy. Only the sight o f a powerful magic
carved a swath o f order through savage lands. I n                      weapon c a n lure h i m from his battle madness. I f one
time, though, Kazuul c a m e to e m b r a c e destruction.              o f Kazuul's e n e m i e s uses a 28th-level or higher magic
H e b e c a m e a manifestation o f the forces o f chaos a n d          weapon, he focuses all his attacks on that enemy.
carnage and j o i n e d Demogorgon's faithful. Kazuul                       Kazuul once owned the mighty blade Gorgorin the
turned his b a c k on h u m a n i t y entirely and accepted             Shatterer but lost it in battle against H a i n a r d , e x a r c h
an investiture of demonic size and strength from the                    o f Pelor and leader o f that deity's W h i t e Guard.
demon lord. Now a n e x a r c h o f Demogorgon, h e fights              Kazuul b u r n s with desire to find a worthy replace-
for Hethradiah, the aspect of Demogorgon dedicated                      m e n t or to recover Gorgorin.
to savagery.
   Twice t h e size o f a mortal h u m a n , Kazuul has a
                                                                        KAZUUL LORE
heavily a r m o r e d body deformed b y demonic mus-
                                                                             A r c a n a D C 2 8 : Kazuul bears two weapons taken
culature. W i e l d i n g a sword and a n axe, he stalks
                                                                        from exarchs. O n e , the Tooth o f G r o m , is a longsword
the battlefields of the Abyss and beyond, herding a n
                                                                        forged from the tooth of a slain fire titan lord. Kazuul
army of demons before h i m and leaving desolation
                                                                        c l a i m e d the other weapon, a battleaxe called World
and gore i n his wake.
                                                                        Splitter, from Clangeddin Silverbeard, who still har-
                                                                        bors a grudge for its loss.
Kazuul                                       Level 2 8 Elite Soldier
                                                                              I n battle, Kazuul seeks out the e n e m y who bears
Large elemental humanoid (demon)                            XP 26,000
                                                                        the mightiest weapon. H e loves nothing m o r e t h a n
Initiative +20        Senses Perception +20; darkvision
HP 528; Bloodied 264                                                    pulling such a r m a m e n t s from his e n e m i e s ' shattered
AC 44; Fortitude 40, Reflex 37, W i l l 40                              corpses.
Resist 10 variable (3/encounter)                                             A r c a n a D C 3 3 : A n ancient prophecy uncovered
Saving Throws +2                                                        by the eladrin sage E l l a n n i a proclaims that w h e n
Speed 5, fly 5                                                          Kazuul reclaims t h e sword Gorgorin, h e will use it to
Action Points 1
                                                                        slay Demogorgon a n d will t h e n displace Yeenoghu as
© Tooth of Grom (standard; at-will) • Weapon
                                                                        lord o f the gnolls. T h e prophecy has spawned infight-
  Reach 2; +36 vs. AC; 1 dl 0 + 10 damage, and the target makes
  a melee basic attack against a target of Kazuul's choice as a free    ing and attempts to wrest it from its hiding places i n
  action.                                                               the Feywild and i n the world.
© World Splitter (standard; at-will) • Weapon
  Reach 2; +35 vs. AC; 1d12 + 10 damage, and the target takes a
  -4 penalty to AC (save ends),
                                                                        THRARAK,
• Wrath of Kazuul (standard; at-will)
 f                                                                      EXARCH OF DEMOGORGON
  Kazuul makes a tooth of Grom attack and a world splitter attack.
                                                                        DEMOGORGON'S C L A I M to t h e title " P r i n c e o f D e m o n s "
•it Vortex of Blades (standard; recharge jxiiiii) • Weapon
  Close burst 3; targets enemies; +33 vs. Reflex; 2d10 + 10             has long b e e n disputed, but n o being has defeated
  damage, and the target is stunned (save ends).                        h i m to c l a i m that n a m e . H e has fought dozens o f
• • Word of Doom (standard; encounter)
<•                                                                      would-be conquerors, b o t h fellow d e m o n lords a n d
  Close burst 3; +33 vs. Will; 6d6 + 15 damage, and Kazuul can          primordials eager to regain their lost might. O n e
  score a critical hit against the target on an attack roll of 15-20    such e n e m y was Storralk, a primordial o f stone a n d
  (save ends).
                                                                        e a r t h that fell upon Demogorgon soon after D e m o -
   Abyssal Flames (standard; at-will) • Fire
                                                                        gorgon's battle with A m o t h split Demogorgon's h e a d
  Area burst 3 within 20; +33 vs. Reflex; 4d6 + 8 fire damage.
Threatening Reach                                                       in two.
  Kazuul can make opportunity attacks against enemies within 2             Storralk, failing to recognize Demogorgon's rise
  squares of him.                                                       to power, foolishly challenged t h e demon lord to a
Alignment Chaotic evil       Languages Abyssal, Common                  battle. T h e shock waves o f that cataclysmic battle
Skills Athletics +29, Insight +25, Nature +25, Religion +24             were felt i n the depths o f the Abyss and across t h e
Str 33 (+25)          Dex 19 (+18)             W i s 22 (+20)
                                                                        Astral Sea.
Con 32 (+25)          Int 20 (+19)             Cha 25 (+21)
                                                                            Demogorgon tore his e n e m y to pieces. So great was
Equipment plate mail, Tooth of Grom (longsword). World Splitter
  (battleaxe)                                                           Demogorgon's wrath that h e used a powerful ritual
                                                                        given to h i m b y Dagon to extend Storralk's agony.
                                                                        W i t h that ritual, he called forth ettins from the blood
                                                                        Storralk spilled that day. E a c h ettin carries with it a
                                                                        small shard o f Storralk. Every t i m e a n ettin feels pain,
                                                                        Storralk's quivering, flayed corpse writhes with agony
                                                                        in his t o m b b e n e a t h Demogorgon's throne.
T h r a 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.
1
    ABYSSAL MARAUDER                                                     BERSERKER PRELATE
    DEMOGORGON'S A B Y S S A L M A R A U D E R S swoop upon              OF DEMOGORGON
    isolated villages and towns, slaughtering inhabitants,
                                                                         P R E L A T E S L E A D T H E CULT in prayers to D e m o g o r g o n ,
    carrying o f f treasure, and b u r n i n g buildings to t h e
                                                                         begging the P r i n c e o f D e m o n s to bring forth t h e
    ground. Marauders r o a m land and sea. O n land, they
                                                                         raging beasts that lurk within their hearts.
    travel i n loose w a r b a n d s . S e a b o r n e marauders use
    poorly m a i n t a i n e d ships that they barely k n o w how
                                                                         Berserker Prelate                    Level 8 Controller (Leader)
    to h a n d l e . Pirate captains recruit marauders as shock
                                                                           of Demogorgon
    troops, though only a powerful sea prince—or one
                                                                         Medium natural humanoid, human
    who supplies plenty o f loot and rum—can keep t h e m
                                                                         Initiative +4          Senses Perception +5
    in c h e c k b e t w e e n battles.                                  HP 86; Bloodied 43
                                                                         AC 22; Fortitude 20, Reflex 18, W i l l 20
    Abyssal Marauder                             Level 6 Skirmisher      Speed 5
    Medium natural humanoid, human                               XP250   © Greatclub (standard; at-will) • Weapon
    Initiative +8         Senses Perception +3                             +13 vs. AC; 1d10 + 7 damage, and the berserker prelate of
    HP 69; Bloodied 34                                                      Demogorgon pushes the target 1 square.
    AC 20; Fortitude 18, Reflex 18, W i l l 17                           © Abyssal Bolt (standard; at-will)
    Speed 6                                                                 Ranged 10; +12 vs. Will; 1d8 + 4 damage, and the berserker
    © Longspear (standard; at-will) • Weapon                                prelate of Demogorgon slides the target 2 squares.
      Reach 2; +11 vs. AC; 1d8 + 6 damage, and the abyssal marauder      <- Bloodletter's Call (standard; recharge X : : I • Psychic
      shifts 1 square.                                                      Close burst 3; targets enemies; +10 vs. Will; 2d6 + 5 psychic
    © T h r o w i n g Axe (standard; at-will) • Weapon                      damage, and the target is dazed until the end of the berserker
      Ranged 5/10; +11 vs. AC; 1d6 + 6 damage, and the abyssal              prelate of Demogorgon's next turn. Ejject: Any ally within the
      marauder shifts 1 square.                                             burst gains a +2 bonus to attack rolls until the end of its next
    •^Vt Howling Charge (standard; encounter)                               turn.
      The abyssal marauder makes a throwing axe attack and then          Death Fury (minor; usable only while bloodied; encounter)
      charges the target of that attack.                                    Until the end of the encounter, the berserker prelate of
    Death Fury                                                              Demogorgon can make two greatclub attacks as a standard
      While bloodied, an abyssal marauder can make two longspear            action, each with a -2 penalty to the attack roll. The prelate
      attacks as a standard action, each with a -2 penalty to the           cannot use abyssal bolt or bloodletter's call until the end of the
      attack roll. The marauder cannot use its throwing axe or howling      encounter.
      charge while it is bloodied.                                       Alignment Chaotic evil         Languages Common
    Alignment Chaotic evil        Languages Common                       Skills Diplomacy +12, Religion +11
    Skills Acrobatics +11, Athletics +11                                 Str 17 (+7)            Dex 11 (+4)             W i s 12 (+5)
    Str 16 (+6)           Dex 16 (+6)            W i s 11 (+3)           Con 14 (+6)            Int 14 (+6)             Cha 17 (+7)
    Con 13 (+4)            I nt 9 (+2)           Cha 10 (+3)             Equipment hide armor, greatclub, symbol of Demogorgon
    Equipment leather armor, longspear, 2 throwing axes

                                                                         BERSERKER PRELATE
    ABYSSAL MARAUDER TACTICS                                             OE DEMOGORGON TACTICS
    In battle, t h e abyssal marauder dances through                     Berserker prelates o f Demogorgon lead the faithful
    e n e m i e s ' ranks, shifting to dart out of reach after           into battle, fighting at the front. O t h e r d e m o n wor-
    attacking. Marauders fight alongside shrieking cult-                 shipers might prefer to sacrifice their followers to
    ists, using their comrades as living barriers. W h i l e             preserve their own lives, but Demogorgon's prelates
    the cultists' axes rise and fall, marauders dart i n to              exult in destruction.
    soften up or finish o f f the enemy.                                     At the start o f a fight, a prelate uses its abyssal bolt
                                                                         attack to force e n e m i e s apart. Bloodletter's call bogs
    ABYSSAL MARAUDER LORE                                                e n e m i e s down and improves the cult's attacks. O n c e
       A r c a n a D C 1 2 : Selfish and wrathful, abyssal               bloodied, the prelate wades a m i d e n e m i e s and uses
    marauders pledge themselves to Demogorgon and                        death fury, committing, at that point, to victory or
    adopt his savagery, b e c o m i n g his thralls.                     death in Demogorgon's n a m e .
       A r c a n a D C 17: Abyssal marauders r o a m land
    and sea. O n land, they travel i n war bands. O n t h e              BERSERKER PRELATE
    sea, they inexpertly sail r a m s h a c k l e ships from town
                                                                         OE DEMOGORGON LORE
    to town. Pirate captains recruit marauders to aid in
                                                                             N a t u r e D C 1 4 : Berserker prelates o f Demogorgon
    m a r i t i m e battles, luring t h e m with promises o f loot
                                                                         are mad prophets that lapse into trancelike states,
    and m a y h e m .
                                                                         babble about visions, and m a k e pronouncements.
                                                                         T h e y lead cults o f Demogorgon or act as spiritual
                                                                         mascots.
(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).
SHRIEKING CULTIST                                                       SHRIEKING CULTIST
OF DEMOGORGON                                                           OE DEMOGORGON LORE
                                                                             N a t u r e D C 1 4 : Shrieking cultists o f Demogorgon
DEMOGORGON'S CULTISTS D E S I R E ONLY TO LOQT, slay,
                                                                        give themselves over to the savage rage o f Hethra-
and destroy. Revolutions, war, f a m i n e , and other
                                                                        diah, one o f Demogorgon's heads. T h e y howl like
troubles bolster the cult's ranks, b e c a u s e D e m o -
                                                                        m a n i a c s in battle and paint themselves in blood.
gorgon's prelates preach that the best way to avoid
                                                                             N a t u r e D C 1 9 : Shrieking cultists yell and
suffering is to b e a m o n g the predators and brutal
                                                                        s c r e a m incoherently, but when m a n y o f t h e m gather,
killers who dole it out.
                                                                        anyone already on the path to madness might sense a
                                                                        demonic song buried in the cacophony.
Shrieking Cultist of Demogorgon                       Level 7 Brute
Medium natural humanoid, human                                 XP 300
Initiative +3          Senses Perception +4                             ENCOUNTER GROUPS
HP 94; Bloodied 47                                                      Demogorgon's cultists gather in small raiding parties
AC 18; Fortitude 19, Reflex 17, Will 18                                 that range far and wide. T h e y rally in large n u m b e r s
Speed 5
                                                                        only w h e n resisted by a town's fortifications.
© Greataxe (standard; at-will) • Weapon
   +10 vs. AC; 1d12 + 6 damage (crit 1d12 + 18).
                                                                        Level 7 E n c o u n t e r ( X P 1 , 5 0 0 )
© J a v e l i n (standard; at-will) 4 Weapon
                                     -
   Ranged 10/20; +10 vs. AC; 1d6 + 6 damage.                            •  1 abyssal marauder (level 6 skirmisher)
<C Death Wrath (standard; encounter) • Zone                             •  1 berserker prelate o f Demogorgon (level 8
   Close burst 1; +10 vs. AC; 1d12 + 6 damage. Effect: The burst          controller)
   creates a zone of horrible noise centered on the shrieking cultist   • 2 shrieking cultists o f Demogorgon (level 7 brute)
   of Demogorgon that lasts until the end of the cultist's next turn.
                                                                        • 1 tiefling darkblade (level 7 lurker, MM 2 5 0 )
   When the cultist moves, the zone moves with it, remaining
   centered on it. Any enemy that starts its turn in the zone takes
   5 damage.                                                            Level 7 E n c o u n t e r ( X P 1 , 6 5 0 )
   Howl of Fury (standard; encounter) • Psychic                         •   1   doom flayer (level 8 artillery)
   Close blast 3; +8 vs. Will; 1d8 + 4 psychic damage, and the          •   2   troglodyte thrashers (level 7 brute)
   target is immobilized until the end of the shrieking cultist of      •   2   abyssal marauders (level 6 skirmishers)
   Demogorgon's next turn.                                              •   1   gnaw demon (level 5 skirmisher)
Alignment Chaotic evil         Languages Common
Skills Athletics +11, Intimidate +8
                                                                        Level 2 4 E n c o u n t e r ( X P 3 4 , 4 0 0 )
Str 17 (+6)            Dex 11 (+3)             W i s 13 (+4)
Con 14 (+5)            Int 8 (+2)              Cha 10 (+3)
                                                                        •   1 aspect o f Demogorgon (level 2 5 elite controller)
Equipment chainmail, greataxe, 3 javelins                               •   2 glabrezus (level 2 3 elite brute, MM 5 4 )


                                                                        Level 2 5 E n c o u n t e r ( X P 3 5 , 3 0 0 )
SHRIEKING CULTIST
                                                                        • T h r a r a k (level 2 6 elite brute)
OE DEMOGORGON TACTICS                                                   4- 1 abyssal rotfiend (level 2 6 controller)
 Demogorgon's shrieking cultists fight with the                         4- 2 nycademons (level 2 2 skirmisher)
 vengeful fury o f the d a m n e d . As part o f their indoc-
 trination, they e m b r a c e nihilistic violence and rage.            Level 2 7 E n c o u n t e r ( X P 6 0 , 1 0 0 )
 In battle, they shriek like wild animals with howl of                  4- 1 kazuul (level 2 8 elite soldier)
fury and hack at their nearest enemies with greataxes                   4- 1 marilith (level 2 4 elite skirmisher, MM 5 7 )
 and death wrath.                                                       4- 1 balor (level 2 7 elite brute, MM 5 3 )


                                                                        Level 3 5 E n c o u n t e r ( X P 2 3 9 , 0 0 0 )
                                                                        4- 2 balors (level 2 7 elite brute, MM 5 3 )
                                                                        4- Demogorgon (level 3 4 solo controller)




    • I
Abyssal Eviscerator                                Level 1 4 Brute      Z
DEMON                                                                 Medium elemental humanoid (demon)                            XP 1,000   0
                                                                      Initiative +10         Senses Perception +9
                                                                      H P 173; Bloodied 86
 DEMONS A R E AMONG T H E OLDEST C R E A T U R E S in   the           AC 26; Fortitude 28, Reflex 2S, Will 24
 universe. At the birth o f the Abyss—the profane and                 Resist 15 variable (2/encounter)
 terrifying r e a l m in which demons dwell—only a few                Speed 6
 demons existed. T h e s e demon princes were weapons                 © Claw (standard; at-will)

 of unfettered destruction, intended for no other pur-                     +17 vs. AC; 2d10 + 6 damage.
                                                                      4 Crab (standard; at-will)
 pose than to bring the universe under the heel of the
                                                                           +15 vs. Reflex; 2d6 + 6 damage, and the target is grabbed.
 Chained God. As the Abyss grew, its evil spread into
                                                                      { Eviscerating Talons (minor 1/round, 3/round while bloodied;
 other elemental creatures, creating demons o f infinite                   at-will)
 variety and dreadful power. D e m o n s are scourges of                   Targets a creature grabbed by the abyssal eviscerator; no attack
 the universe, antagonists o f creation and order.                         roll; 6 damage.
                                                                      Alignment Chaotic evil         Languages Abyssal
                                                                       Skills Athletics+18
 ABYSSAL EVISCERATOR                                                   Str 23 (+13)          Dex 17 (+10)          W i s 15 (+9)
 A B Y S S A L EVISERATORS T E A R INTO ENEMIES, ripping out           Con 23 (+13)          Int 7 (+5)            Cha 11 (+7)
 their guts in a frenzy o f slaughter.                                                                    •••MM
                                                                       ENCOUNTER GROUPS
 ABYSSAL EVISCERATOR LORE                                              O t h e r demons understand that a hard-to-control evis-
    A r c a n a D C 1 8 : T h e dimwitted eviscerators often           cerator is still a powerful weapon.
 end up under the control of powerful, malign indi-
 viduals who use t h e m as guardians and muscle.                      Level 1 3 Encounter ( X P 4 , 9 0 0 )
                                                                       •    3 abyssal eviscerators (level 1 4 brute)
                                                                       •    1 arctide runespiral demon (level 1 2 artillery)
                                                                       •    1 immolith (level 15 controller, MM 5 6 )




                                         (Left to right) abyssal eviscerator and bloodseep demon
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).
L e v e 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.
DRETCH                                                                         DRETCH LORE
FOUL-SMELLING DRETCHES prefer to attack in large                                   A r c a n a D C 1 0 : Q u a r r e l s o m e a n d stupid, d r e t c h e s

n u m b e r s a n d o v e r w h e l m t h e i r foes.                          c a n b e t r i c k e d into fighting one a n o t h e r i f no leader is
                                                                               present.

Dretch                                                    Level 2 Brute
Small elemental humanoid (demon)                                 XP125         ENCOUNTER GROUPS
Initiative+3             Senses Perception+1; darkvision                       D e m o n s o f greater power a n d intelligence often use
Sickening Miasma: aura 1; each enemy within the aura takes 1
                                                                               d r e t c h e s as t h e first wave o f a n attack, b o t h to see
   damage whenever it takes a standard action or a move action.
                                                                               w h a t t h e i r e n e m i e s are capable o f a n d for t h e sheer
   Multiple sickening miasma auras deal cumulative damage, up to
                                                                               a m u s e m e n t o f watching t h e d r e t c h e s m e e t t h e i r
   5 damage.
H P 44; Bloodied 22; see also vile death                                       doom.
AC 14; Fortitude 14, Reflex 13, W i l l 11
Resist 10 variable (1/encounter)                                               Level 7 E n c o u n t e r ( X P        1,700)
Speed 5                                                                        •    1 b l o o d s e e p d e m o n (level 7 s k i r m i s h e r )
© Savage Claws (standard; at-will)                                             •    8 d r e t c h e s (level 2 brute)
   +5 vs. AC; 2d6 + 2 damage.
                                                                               •    2 g n a w d e m o n s (level 5 s k i r m i s h e r )
+ Frenzy of Claws (free, when first bloodied; encounter)
   The dretch attacks one or two creatures with savage              claws.
   Vile Death (when the dretch drops to 0 hit points) • Poison,                GNAW DEMON
   Zone
                                                                               G N A W DEMONS CONSUME EVERYTHING they c a n get
   Close burst 1; the burst creates a zone of poison centered
                                                                               t h e i r h a n d s on. Although t h e y c a n subsist on inani-
   on the dretch that lasts until what would be the start of the
   dretch's next turn. Any nondemon that enters the zone or starts             m a t e o b j e c t s , they prefer living flesh.
   its turn there takes 5 poison damage.
Alignment Chaotic evil            Languages Abyssal                            Gnaw Demon                                           Level 5 Skirmisher
Str 17 (+4)              Dex 14 (+3)               W i s 11 (+1)               Small elemental humanoid (demon)                                 XP200
Con 14 (+3)              Int 5 (-2)                Cha7(-1)                    Initiative +2             Senses Perception +3; darkvision
                                                                               Ankle Biter aura 1; each enemy that starts its turn within the aura
                                                                                   takes a -2 penalty to speed until the end of its turn.
DRETCH TACTICS
                                                                               HP 66; Bloodied 33
D r e t c h e s attack as a gang to c o m b i n e t h e i r        sickening
                                                                               AC 19; Fortitude 19, Reflex 14, W i l l 16
miasma      auras. A l t h o u g h they a r e i n c a p a b l e o f invent-    Resist 10 variable (1/encounter)
ing a n y other tactics, they c a n b e effectively d i r e c t e d            Speed 3, fly 5 (clumsy)
b y a leader.                                                                  © Bite (standard; at-will)
                                                                                   +10 vs. AC;1d8 + 6damage.
                                                                               Abyssal Hunger
                                                                                   A gnaw demon's melee attacks deal 1d8 extra damage against a
                                                                                   bloodied target.
                                                                               Hungry Teleport (move; at-will) • Teleportation
                                                                                   The gnaw demon teleports 10 squares into a square adjacent to
                                                                                   a bloodied enemy.
                                                                               Pain-Induced Teleport (free, when first bloodied; encounter) •
                                                                                   Teleportation
                                                                                   The gnaw demon teleports 10 squares.
                                                                               Alignment Chaotic evil             Languages Abyssal
                                                                               Skills Stealth +5
                                                                               Str 15 (+4)               Dex 7 (+0)                W i s 12 (+3)
                                                                               Con 18 (+6)               Int9(+1)                  Cha9(+1)


                                                                               GNAW DEMON TACTICS
                                                                               Slow a n d clumsy, g n a w d e m o n s k e e p to t h e edge o f
                                                                               t h e battlefield until a n e n e m y b e c o m e s bloodied.
                                                                               T h e n they use hungry teleport            to close w i t h that e n e m y
                                                                               a n d attack it.


                                                                               GNAW DEMON LORE
                                                                                    A r c a n a D C 1 2 : G n a w d e m o n s are cowardly
                                                                               d e m o n s that usually c h o o s e e s c a p e over destruction.
                                                                               Fleeing g n a w d e m o n s c a n b e c o m e distracted by a
                                                                               w e a k target, so c h a s i n g t h e m down is often as simple
                                                                               as locating t h e i r next likely v i c t i m .
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
A r c a n a DC 2 5 : Kazriths travel b e t w e e n bodies
                                                                          NEEDLE DEMON LORE
o f water by creating vast networks o f interconnect-
                                                                              A r c a n a DC 1 6 : Needle demons possess greater
ing flooded tunnels. T h e s e networks lie close to t h e
                                                                          c u n n i n g t h a n most give t h e m credit for, and they
surface so that the kazriths c a n sense prey overhead.
                                                                          are more patient t h a n m a n y other demons. T h i s
Although most kazriths dwell in t h e Elemental
                                                                          craftiness often puts needle demons in the role o f
Chaos, they sometimes find natural gates leading into
                                                                          advisors to more powerful demons and even as t h e
the world.
                                                                          true powers b e h i n d manipulated puppets. However,
                                                                          their hunger for watching foes fight one another often
ENCOUNTER GROUPS                                                          gets the better o f t h e m , and they are rarely capable o f
Kazriths a r e often found among other sinister aquatic                   more t h a n simple deceptions.
monsters.

                                                                          ENCOUNTER GROUPS
Level 1 8 Encounter ( X P 1 0 , 2 0 0 )
                                                                          Needle demons will j o i n any cause that brings
• 1 aboleth lasher (level 17 brute, MM 8 )
                                                                          destruction and bloodshed, but it is never long before
• 4 aboleth servitors (level 1 6 minion, MM 9 )
                                                                          they turn on their allies.
• 1 aboleth slime mage (level 17 artillery, MM 8)
• 2 kazriths (level 2 0 lurker)
                                                                          Level 9 E n c o u n t e r ( X P 2 , 1 0 0 )
                                                                          • 1 cacklefiend hyena (level 7 brute, MM 1 6 6 )
NEEDLE DEMON                                                              • 1 gnoll demonic scourge (level 8 brute, MM 1 3 2 )
N E E D L E DEMONS TURN E N E M I E S a g a i n s t o n e a n o t h e r   •    3 gnoll claw fighters (level 6 skirmisher, MM 1 3 2 )
by m a k i n g t h e m believe that their closest friends                 •    1 needle d e m o n (level 1 2 controller)
have betrayed t h e m . Needle d e m o n s w r e a k havoc
and d e s t r u c t i o n throughout t h e Abyss and t a k e              Level 1 2 Encounter ( X P 3 , 3 0 0 )
any opportunity to b r i n g that c h a o s to t h e m o r t a l          4- 1 drow a r a c h n o m a n c e r (level 1 3 artillery, MM 9 4 )
realms.                                                                   4 3 m e z z o d e m o n s (level 11 soldier, MM 5 8 )
                                                                          4 1 needle demon (level 1 2 controller)
Needle Demon                                  Level 12 Controller
Medium elemental humanoid (demon)
Initiative +10         Senses Perception +9; darkvision
                                                               XP 700
                                                                          NELDRAZU
H P 123; Bloodied 61                                                      N E L D R A Z U S H I D E IN T H E S H A D O W S on t h e edge o f a
AC 26; Fortitude 23, Reflex 23, W i l l 25                                battle, t h e n charge in to snatch e n e m i e s away. O n c e
Resist 15 variable (2/encounter)                                          a neldrazu gets its target alone, it tears into it with its
Speed 6                                                                   four savage claws.
© Claws (standard; at-will)
   +17 vs. AC; 2d6 + 5 damage.
4 Claws of Betrayal (standard; requires combat advantage against          Neldrazu                                                 Level 8 Lurker
  each target; at-will)                                                   Large elemental humanoid (demon)                                 XP 350
  The needle demon makes two claw attacks. If both attacks                Initiative +13         Senses Perception +7; darkvision
   hit the same target, the target takes ongoing 10 damage (save          HP 71; Bloodied 35; see also bloodied        abduction
   ends).                                                                 AC 22; Fortitude 20, Reflex 21, W i l l 19
4 Tail W h i p (immediate reaction, when an enemy moves into a            Resist 10 variable (1/encounter)
  square adjacent to the needle demon; at-will)                           Speed 8, climb 6 (spider climb)
   +17 vs. AC; 1d6 + 2 damage.                                            © Slashing Claw (standard; at-will)
<r Rage of the Betrayed (standard; recharge (Li]) • Charm                     Reach 2; +13 vs. AC; 2d6 + 5 damage.
   Close blast 5; targets enemies; +16 vs. Will; the target is            4 Abduct (move; recharge X] f::) 4 Teleportation
   dominated (save ends).                                                     Reach 2; +11 vs. Reflex; targets enemies only; the neldrazu
Alignment Chaotic evil         Languages Abyssal                              teleports the target 10 squares, and the neldrazu teleports to
Skills Bluff+17, Insight+14, Intimidate +17                                   a space adjacent to the target. Miss: The neldrazu teleports 10

Str 16 (+9)            Dex 19 (+10)           W i s 17 (+9)                   squares.

Con 19 (+10)           Int 14 (+8)            Cha 22 (+12)                4 Flaying Claws (standard; usable when only one enemy is within
                                                                              5 squares of the neldrazu; at-will)
                                                                              Reach 2; +13 vs. AC; 4d6 + 5 damage, and ongoing 5 damage
NEEDLE DEMON TACTICS                                                          (save ends).
A needle d e m o n uses rage of the betrayed on as m a n y                Bloodied Abduction (free, when first bloodied; encounter) 4
targets as possible. It t h e n moves around and looks                        Teleportation
for opportunities to attack with daws of betrayal. I f                        The neldrazu teleports an enemy adjacent to it 5 squares, and
                                                                              the neldrazu teleports to a space adjacent to the creature.
rage of the betrayed recharges, t h e needle d e m o n might
                                                                          Alignment Chaotic evil         Languages Abyssal
save its next use for escaping from a hopeless fight.
                                                                          Skills Stealth+14
                                                                          Str 15 (+6)            Dex 20 (+9)              W i s 16 (+7)
                                                                          Con 17 (+7)            Int 7 (+2)              Cha 11 (+4)
(Left to right) neldrazu, needle demon, and nycademon


NELDRAZU TACTICS                                                  NYCADEMON
The neldrazu looks for a lightly a r m o r e d e n e m y and      R I P P L I N G W I T H MUSCLES A N D THICK TENDONS, nyca-
uses abduct to bring it among the neldrazu's allies.              demons are winged terrors that soar over the c h a r r e d
Once the e n e m y is isolated, the neldrazu tears it apart       landscape o f the Abyss, searching for prey on the
with flaying claws. I f attacking in groups, neldrazus            open expanses. T h e s e predators harry ground crea-
teleport in different directions, spreading out their             tures for amusement, lifting their hapless victims
enemies as m u c h as possible.                                   high into the air and dropping t h e m .


NELDRAZU LORE                                                      Nycademon                                  Level 2 2 Skirmisher
   A r c a n a D C 1 4 : Although difficult to control,            large elemental humanoid (demon)                             XP 4,150
neldrazus m a k e excellent abductors for slavers or               Initiative +21          Senses Perception +17
kidnappers that don't m i n d i f their goods are slightly         HP 210; Bloodied 105
                                                                   AC 35; Fortitude 35, Reflex 35, Will 32
damaged.
                                                                   Resist 20 variable (2/encounter)
                                                                   Speed 6, fly 6 (hover)
ENCOUNTER GROUPS                                                   © Wicked Axe (standard; at-will)
Neldrazus are usually encountered with other                         Reach 2; +27 vs. AC; 2d8 + 5 damage (crit 3d8 + 21), and

demons, but take any opportunity to w r e a k havoc.                 ongoing 5 damage (save ends).
                                                                   4 Wicked Edges (standard; at-will)
They prefer being near places where they c a n keep
                                                                     The nycademon makes two wicked axe attacks.
their victims isolated, such as narrow ledges, steep
                                                                   4 Snatch (standard; at-will)
slopes, or pit traps.                                                Before or after the attack, the nycademon flies 6 squares. Reach
                                                                     2; +2 5 vs. Fortitude; the target is grabbed.
Level 7 E n c o u n t e r ( X P 1 , 6 5 0 )                        Strong Flyer
• 2 barlguras (level 8 brute, MM 5 3 )                               When a nycademon moves a grabbed target, it does not have to
• 2 neldrazus (level 8 lurker)                                       make a Strength attack. While bloodied, a nycademon can fly at
                                                                     full speed instead of half speed when moving a grabbed target.
• 1 tiefling heretic (level 6 artillery, MM 2 5 0 )
                                                                   Alignment Chaotic evil          Languages Abyssal, Common
                                                                   Skills Intimidate +21
                                                                   Str 25 (+18)             Dex 26 (+19)       W i s 13 (+12)
                                                                   Con 26 (+19)             Int 8 (+10)        Cha 21 (+16)
                                                                   Equipment 2 greataxes
NYCADEMON TACTICS                                                   ENCOUNTER GROUPS
A nycademon snatches a target a n d t h e n flies into              Nycademons a r e m e r c e n a r y enough to work with
the air, attacking the target with wicked edges until               almost any creature in the short term, but their supe-
the creature escapes. I f the c r e a t u r e proves particu-       riority complexes soon infuriate most allies.
larly dangerous, t h e nycademon drops the e n e m y
from a high altitude a n d returns to the battle to grab            Level 2 1 Encounter ( X P 1 7 , 2 5 0 )
n e w prey.                                                         4- 1 goristro (level 1 9 elite brute, MM 5 5 )
                                                                    4- 3 nycademons (level 2 2 skirmisher)
NYCADEMON LORE                                                      4 1 rot harbinger (level 2 2 artillery, MM 2 2 3 )
    A r c a n a DC 2 4 : Nycademons are n i c k n a m e d "sky
d e m o n s " for their tendency to swoop down and grab             POD DEMON
their e n e m i e s , carrying t h e m high into the sky a n d      T H E DISGUSTING AND DEMENTED pod d e m o n cre-
releasing t h e m to fall to their deaths.                          ates spawn that it uses to corner and terrorize other
    A r c a n a DC 2 9 : Nycademons put great stock in              creatures.
their physical superiority over their foes. T h i s b e l i e f
m a k e s t h e m overconfident w h e n facing e n e m i e s that
                                                                    Pod Demon                                 Level 1 5 Elite Artillery
don't immediately show signs of power a n d hesitant                Large elemental humanoid (demon)                               XP 2,400
w h e n facing e n e m i e s that show great strength.              Initiative +12        Senses Perception +10; darkvision
                                                                    HP 176; Bloodied 88
                                                                    AC 27; Fortitude 25, Reflex 27, W i l l 29
                                                                    Resist 15 variable (2/encounter)
                                                                    Saving Throws +2
                                                                    Speed 8
                                                                    Action Points 1
                                                                    © Slam (standard; at-will) 4 Poison
                                                                      +20 vs. AC; 1d6 + 5 damage, and ongoing 5 poison damage
                                                                      (save ends).
                                                                    • * Detonate Minion (minor 1/round; recharge _ ] [j]]) 4 Poison
                                                                     A
                                                                       Ranged 10; targets one podspawn; the podspawn explodes,
                                                                      dropping to 0 hit points and dealing 1 d8 + 3 poison damage to
                                                                      each creature adjacent to the podspawn.
                                                                    4* Spew Podspawn (standard; at-will) 4 Acid
                                                                       Close blast 3; +18 vs. Reflex; 2d6 + 5 acid damage.
                                                                       Generate Podspawn (standard; recharges when first bloodied)
                                                                       4 Poison
                                                                       Close burst 2; +18 vs. Reflex; 3d6 + 5 poison damage. Ejffect:
                                                                       If the pod demon has fewer than four podspawn, it spawns
                                                                       podspawn into unoccupied squares within the burst, bringing
                                                                       its total number of minions to four.
                                                                    -Or Fling Podspawn (standard; at-will) 4 Acid
                                                                      Area burst 1 within 10; +18 vs. Reflex; 2d6 + 5 acid damage.
                                                                    Combat Advantage
                                                                       A pod demon's attack deals 2d6 extra damage to any target
                                                                       granting combat advantage to it.
                                                                    Spawn
                                                                       If a pod demon has fewer than four podspawn at the start of its
                                                                       turn, it spawns one podspawn within 2 squares of it.
                                                                    Transfer Essence (move; at-will)
                                                                       The pod demon swaps positions with a podspawn within 10
                                                                       squares of it.
                                                                    Alignment Evil                Languages Abyssal, Common
                                                                    Str 17 (+10)           Dex 20 (+12)           W i s 16 (+10)
                                                                    Con 21 (+12)          Int 12 (+8)             Cha24(+14)
Podspawn                           Level 15 Minion Skirmisher
Small elemental humanoid (demon)        XP 300 or 0 if encountered
                                                  with pod demon
Initiative +14        Senses Perception +6; darkvision
HP 1; a missed attack never damages a minion.
AC 29; Fortitude 28, Reflex 28, W i l l 25
Resist The podspawn shares any resistances that its pod demon
  progenitor has.
Speed 8
   Corroding Slime (standard; at-will) • Acid
  -20 vs. AC; 12 acid damage.
Dangerous Proximity
  Any enemy adjacent to a podspawn grants combat advantage
  to It. '
Alignment Evil               Languages Abyssal, Common
Str 13 (+8)           Dex 20 (+12)           W i s 8 (+6)
Con 21 (+12)          Int 5 (+4)              Cha 15 (+9)


POD DEMOM TACTICS
A pod d e m o n prefers to enter combat with four min-
ions. It sends minions out to grant combat advantage
to itself and its allies. T h e n it uses detonate minion
before creating more minions, always attempting to
have four m i n i o n s alive at a time.


POD DEMON LORE
   A r c a n a D C 1 8 : Pod demons a r e d e m o n s o f mad-
ness that spawn tiny versions o f themselves from
their backs. A pod demon c a n psychically transfer its
consciousness to any o f its spawn, transforming that
spawn's body into a new pod demon while its former
body shrinks to podspawn form.
   A r c a n a D C 2 3 : T h e madness that possesses pod            RUNESPIRAL DEMON
demons seems related to the C h a i n e d G o d , and some           A R C A N E RUNES A R E CUT D E E P into t h e t h i c k shells o f
pod demons c a r r y or wrap themselves in c h a i n s as a          runespiral demons, c h a n n e l i n g deadly energy from
symbol o f their allegiance.                                         deep within the Abyss.


ENCOUNTER GROUPS                                                     Runespiral Demon                                Level 5 Artillery
Pod demons work with any demon that promises                         Small elemental magical beast (demon)                       XP 200

them the c h a n c e to terrorize the weak and fearful               Initiative +6         Senses Perception +5
                                                                     HP 51; Bloodied 25; see also bloodied shock
with their podspawn.
                                                                     AC 17; Fortitude 16, Reflex 18, Will 17
                                                                     Resist 10 variable (1/encounter)
Level 1 6 E n c o u n t e r ( X P 7 , 2 0 0 )                        Speed 7
• 1 immolith (level 1 5 controller, MM 5 6 )                         © Bite (standard; at-will)
• 1 pod d e m o n (level 1 5 elite artillery)                           +10 vs. AC; 1 d4 + 4 damage.
• 4 podspawn (level 1 5 m i n i o n skirmisher)                      •)• Arcane Arc (immediate interrupt, when an enemy moves

• 2 red slaads (level 1 5 soldier, MM 2 3 8 )                           adjacent to the runespiral demon; at-will) • Lightning
                                                                        +10 vs. Reflex; 1d6 + 4 lightning damage.
                                                                        Focused Strike (standard; at-will) • Lightning
                                                                        Ranged 10; +10 vs. Reflex; 2d6 + 4 lightning damage.
                                                                     «£• Bloodied Shock (free, when first bloodied; encounter) •
                                                                        Lightning
                                                                        Close burst 1; +8 vs. Reflex; 1d6 + 4 lightning damage, and the
                                                                        target is dazed (save ends).
                                                                         Lightning Burst (standard; at-will) • Lightning
                                                                        Area burst 2 within 10; +8 vs. Reflex; 1d6 + 4 lightning damage.
                                                                        The attack deals 1 extra lightning damage for each creature in
                                                                        the burst.
                                                                     Alignment Chaotic evil        Languages Abyssal
                                                                     Str 13 (+3)           Dex 19 (+6)           W i s 16 (+5)
                                                                     Con 15 (+4)           I nt 5 (-1)             Cha 12 (+3)
Arctide Runespiral Demon                       Level 12 Artillery
Large elemental magical beast (demon)                         XP 700
                                                                       RUPTURE DEMON
Initiative +12        Senses Perception +10                            SYMBIOTIC DEMONS COMPOSED OF EVIL SLUDGE, r u p t u r e
H P 97; Bloodied 48; see also bloodied shock                           demons slink through all layers o f the Abyss, follow-
AC 24; Fortitude 23, Reflex 25, W i l l 23                             ing b e h i n d more powerful demons and consuming
Resist 15 variable (2/encounter)                                       the r e m a i n s o f their kills.
Speed 7
© Bite (standard; at-will)
  +17 vs. AC; 1d6 + 5 damage.                                          Rupture Demon                            Level 5 Minion Soldier
4 Arcane Arc (immediate interrupt, when an enemy moves                 Small elemental magical beast (demon)                            XP 50
  adjacent to the arctide runespiral demon; at-will) • Lightning       Initiative +8           Senses Perception +4; low-light vision
  +17 vs. Reflex; 1d8 + 5 lightning damage.                            HP 1; a missed attack never damages a minion; see also demonic
•Y Focused Strike (standard; at-will) • Lightning                        infestation.
  Ranged 10; +19 vs. Reflex; 2d8 + 5 lightning damage.                 AC 20; Fortitude 16, Reflex 18, W i l l 16
  Bloodied Shock (free, when first bloodied; encounter) •              Speed 6, spider climb 3
  Lightning                                                            © Slimy Extrusion (standard; at-will)
  Close burst 1; +15 vs. Reflex; 1d8 + 5 lightning damage, and the       +12 vs. AC; 5 damage,
  target is dazed (save ends).                                         i Enveloping Embrace (standard; encounter)
-ifr Charged Lightning Burst (standard; at-will) • Lightning             No attack roll; the target is restrained (save ends), and the
  Area burst 2 within 10; +15 vs. Reflex; 1d8 + 5 lightning              rupture demon drops to 0 hit points.
  damage. The attack deals 1 extra lightning damage for each           Demonic Infestation (when the rupture demon drops to 0 hit
  creature in the burst. Each ally damaged by the attack gains           points) • Healing
  a +1 bonus to any recharge rolls at the start of its next turn.        The rupture demon erupts in a gory explosion of ichor and
  If the bonus causes a recharge roll to exceed 6, the result is         tentacles that latch on to a demon within 5 squares of the
  considered 6.                                                          rupture demon and of level 10 or lower. That demon regains
Alignment Chaotic evil       Languages Abyssal                            5 hit points and gains a +2 bonus to melee damage rolls until
Str 15 (+8)           Dex 23 (+12)           W i s 19 (+10)              the end of the encounter. This bonus is cumulative with other
                                                                         demonic infestation   bonuses (maximum +10).
Con 19 (+10)          Int 7 (+4)             Cha 12 (+7)
                                                                       Alignment Chaotic evil         Languages Abyssal
                                                                       Str 15 (+4)             Dex 18 (+6)          W i s 15 (+4)
RUNESPIRAL DEMON TACTICS                                               Con 11 (+2)             Int4(-1)             Cha4(-1)
A runespiral d e m o n circles the periphery o f a battle
field while attacking with/ocused strike and charged
                                                                       R U P T U R E DEMON TACTICS
lightning hurst. It shifts away from opponents to get the
                                                                       A rupture demon possesses little sense of self and
most out o f arcane arc.
                                                                       virtually no sense o f self-preservation. It wades into
                                                                       melee, attacking any creatures that attack it. It uses
RUNESPIRAL DEMON LORE                                                  enveloping embrace when it causes m a x i m u m destruc-
   A r c a n a D C 1 6 : A runespiral d e m o n has a thick            tion or when a more powerful or intelligent demon
shell carved deeply with a r c a n e runes that give it                demands it.
mastery over lightning energy.
   A r c a n a D C 2 1 : Although lightning-powered
                                                                       R U P T U R E DEMON LORE
runespiral d e m o n s are the most c o m m o n , those using
                                                                           A r c a n a D C 1 2 : Rupture demons are oily demons
other types o f energy exist, e a c h bearing a different
                                                                       m a d e o f liquefied evil. Barely sentient, rupture
style o f runes.
                                                                       demons never work for themselves or have their own
                                                                       plans. In any place where a rupture d e m o n is found,
ENCOUNTER GROUPS                                                       it's certain that a more powerful d e m o n lurks nearby.
O t h e r demons muster runespiral demons to their                         A r c a n a D C 17: Rupture demons are the weakest
cause with a m i x t u r e o f threats and promises o f                spawns o f juiblex, the d e m o n lord of ooze and slime.
carnage.                                                               Sages speculate that the rupture d e m o n s ' aiding o f
                                                                       other demons through their deaths must be part o f
Level 5 E n c o u n t e r ( X P 1 , 2 0 0 )                            some s c h e m e by the enigmatic demon lord.
• 2 evistros (level 6 brute, MM 5 4 )
• 1 h u m a n hexer (level 7 controller)
                                                                       ENCOUNTER GROUPS
• 2 runespiral demons (level 5 artillery)
                                                                       As servitors o f Juiblex, rupture demons are found
                                                                       among other slimes and oozes.


                                                                       Level 6 E n c o u n t e r ( X P 1 , 2 5 0 )
                                                                       • 1 black pudding (level 8 elite brute)
                                                                       • 1 evistro (level 6 brute, MM 5 4 )
                                                                       • 6 rupture demons (level 5 minion soldier)
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)
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).
>
                                                                                                                                                 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 )
treacherous servants or manipulate t h e m into giving
DEVIL                                                                      Asmodeus favorable information.


 D E V I L S R E B E L L E D AGAINST T H E GODS a n d w e r e b a n        ENCOUNTER GROUPS
 ished to the Nine Hells, where they forever bicker and                    Assassin devils prefer to work alone because other
 plot. Devious and nefarious, devils find no s c h e m e                   devils get in their way. W h e n they face a tough
 too convoluted.                                                           opponent, they rely on wa r devils and other m e l e e
                                                                           combatants to distract the e n e m y while they move in
 ASSASSIN DEVIL                                                            for the kill.

 M U R D E R LOOMS LARGE as a t a c t i c in t h e plots o f devils,
                                                                           Level 2 2 E n c o u n t e r ( X P 2 3 , 2 0 0 )
 and for the purpose o f murder, they have no better
                                                                           4- 2 assassin devils (level 2 4 lurker)
 tool t h a n the assassin devil. Shrouded in a cloak o f
                                                                           4 1 h u m a n diabolist (level 2 0 artillery)
 shadows, this devil is a c o n s u m m a t e killer.
                                                                           4- 2 war devils (level 2 2 brute, MM 6 7 )

 Assassin Devil                                    Level 2 4 Lurker
 Medium immortal humanoid (devil)                               XP 6,050   ERINYES
 Initiative +25         Senses Perception +23; darkvision                  F U R I E S OF VENGEANCE AND RAGE, erinyes exist for
 H P 167; Bloodied 83                                                      battle. Although they are not the most powerful war-
 AC 38; Fortitude 34, Reflex 38, Will 36
                                                                           riors in the Nine Hells, their combat skills inspire
 Resist 25 fire
                                                                           allies.
 Speed 12
 © Shadow Sword (standard; at-will) • Necrotic, Weapon
   +27 vs. Fortitude; 3d6 + 5 necrotic damage, and ongoing 5               Erinyes                               Level 13 Soldier (Leader!
   damage (save ends).                                                     Medium immortal humanoid (devil)                             XP 800
 -i<r Shadow Net (standard; recharges when the assassin devil uses         Initiative +10        Senses Perception +9; darkvision
   shadow cloak) 4 Necrotic                                                Blade Shield aura 3; each ally within the aura gains a +2 bonus
   Area burst 2 within 10; +26 vs. Reflex; the target is restrained,         to AC.
   is weakened, and takes ongoing 10 necrotic damage (save ends            H P 131; Bloodied 65; see also bloody spiral
   all). While a target is affected by shadow net, the assassin devil      AC 29; Fortitude 25, Reflex 23, W i l l 23
   cannot use its shadow cloak power.                                      Speed 5
 Dangerous Shadows                                                         © Compelling Strike (standard; at-will) 4 Weapon
   An assassin devil's shadow sword attack deals 4d6 extra necrotic          +20 vs. AC; 2d10 + 3 damage, and one ally within 5 squares of
   damage against any target granting combat advantage to it.                the erinyes gains 8 temporary hit points.
 Shadow Cloak (standard; recharges when no creatures are                   4 Flitting Blade (standard; at-will) 4 Weapon
   affected by shadow net) 4- Illusion                                       Targets one, two, or three creatures; +18 vs. AC; 1d10 + 3
   The assassin devil is invisible until it hits or misses with an           damage.
   attack.                                                                   Bloody Spiral (immediate reaction, when first bloodied;
 Alignment Evil                Languages Common, Supernal                    encounter) 4 Weapon
 Skills Stealth +27                                                          Close burst 1; +18 vs. Reflex; 5 damage, and the target is
 Str 21 (+17)           Dex 28 (+21)           W i s 25 (+19)                knocked prone. If two or more enemies are knocked prone,
 Con 17 (+15)           Int 17 (+15)          Cha 13 (+13)                   each ally within 5 squares of the erinyes gains 10 temporary hit
 Equipment leather armor, sword                                              points.
                                                                           Devastating Opportunist
                                                                             An erinyes gains a +3 bonus to attack rolls when making
 ASSASSIN DEVIL TACTICS                                                      opportunity attacks, and if an opportunity attack hits, it shifts 1
 A n assassin devil uses shadow net on as m a n y ene-                       square as a free action.
 mies as it can, and then attacks with shadow sword                        Alignment Evil               Languages Supernal
 amplified b y dangerous shadows. W h e n too m a n y                      Skills Diplomacy +15, Endurance +15, Intimidate +15
 unrestrained e n e m i e s threaten it, a n assassin devil                Str 22 (+12)          Dex 19 (+10)           W i s 16 (+9)

 uses its shadow cloak to hide and position itself for                     Con 19 (+10)          Int 14 (+8)            Cha 18 (+10)
                                                                           Equipment plate armor, light shield, bastard sword
 another shadow net attack.


 ASSASSIN DEVIL LORE                                                       ERINYES TACTICS
                                                                           A n erinyes starts combat with a compelling strifee. It
    R e l i g i o n D C 2 4 : Rarely the m a s t e r m i n d s o f any
                                                                           then attempts to engage as m a n y foes as possible
 plot, assassin devils fulfill the evil will o f others,
                                                                           using/lining blade. W h e n a n ally loses its temporary
 taking great pride in their lethal occupation.
                                                                           hit points, the erinyes switches b a c k to compelling
    R e l i g i o n D C 2 9 : M a n y assassin devils report
                                                                           strike. Multiple erinyes aid one another with posi-
 directly to Asmodeus, covertly feeding h i m t h e
                                                                           tioning, opting to h e m in and engage a group o f foes
 secrets of their patrons. Devils that discover this
                                                                           rather than moving to f l a n k t h e m .
 treachery rarely respond with accusations a n d
 attacks. Instead, they attempt to dispose o f the
(Left to right) infernal armor animus,
                                                                                           erinyes, and shocktroop devil




                                                                     Gorechain Devil                               Level 12 Elite Brute
ERINYES LORE                                                         Large immortal humanoid (devil)                                XP 1,400
    R e l i g i o n DC 1 8 : Masters o f sword and shield,
                                                                     Initiative+10         Senses Perception+8
erinyes inspire allies with t h e carnage they inflict.
                                                                     Grasping Chains aura 3; any enemy that starts its turn within the
Mortal warriors have b e e n known to sell their souls                 aura must make a DC 21 Athletics check or Acrobatics check
to train with these demons.                                            in order to leave the aura. If the check fails, the enemy cannot
    R e l i g i o n DC 2 3 : Erinyes a c t as arbiters o f justice     attempt to leave the aura again until the start of its next turn.
among the devils and on b e h a l f o f their interests.             HP 298; Bloodied 149
                                                                     AC 24; Fortitude 23, Reflex 21, W i l l 21
Those who b r e a k a contract with infernal powers
                                                                     Resist 10 fire
should not b e surprised to find a host o f erinyes on
                                                                     Saving Throws +2
their heels.                                                         Speed 5
                                                                     Action Points 1
ENCOUNTER GROUPS                                                     © Gorechain Strike (standard; at-will) • Weapon
                                                                       Reach 3; +1S vs. AC; 2d12 + 4 damage.
 J roups led by erinyes frequently include bearded
                                                                     + Gorechain Flail (standard; recharge _ ] )
devils, c h a i n devils, legion devil hellguards, and a
                                                                       The gorechain devil makes a gorechain      strike attack against each
wide variety o f mortal creatures.                                     enemy within reach,
                                                                     • Gorechain Takeover (standard; recharge [x] [::) • Charm
                                                                      f
Level 1 2 E n c o u n t e r ( X P 3 , 5 5 0 )                           Reach 3; +15 vs. Fortitude; 3d6 + 5 damage, and the target is
•   3 erinyes (level 1 3 soldier)                                      dominated (save ends). The dominated condition ends if the
•   2 chain devils (level 11 skirmisher, MM 6 2 )                      target is more than 3 squares away from the gorechain devil at
                                                                       the start of the target's turn.
•   5 legion devil hellguards (level 1 1 m i n i o n ,
                                                                     Alignment Evil                Languages Supernal
    MM 6 4 )
                                                                     Str 2 2 (+12)          Dex 19 (+10)            W i s 15 (+8)
                                                                     Con 19 (+10)           Int 15 (+8)            Cha 13 (+7)
GORECHAIN DEVIL
T H E S E SHAMBLING HULKS c a r e e n t h r o u g h t h e hells      GORECHAIN DEVIL TACTICS
i n d the world's hellish c h a r n e l fields, wrapping their       G o r e c h a i n devils a i m gorechain takeover attacks at
MJon-to-be-dead foes in gore-encrusted spiked c h a i n s            the strongest-looking targets while co n ce n t r at i n g
and controlling t h e m like puppets.                                their o t h e r attacks on e n e m i e s that look like control-
                                                                     lers or leaders.
GORECHAIN DEVIL LORE                                                   INTERNAL A R M O R ANIMUS LORE
     R e l i g i o n D C 1 6 : Larger and more powerful t h a n             R e l i g i o n D C 1 0 : Infernal a r m o r animuses are
c h a i n devils, gorechain devils use their c h a i n s to con-       mortal souls bound to suits o f a r m o r to serve as
trol their foes.                                                       caches o f life energy for devils.
     R e l i g i o n D C 2 1 : C h a i n devils act as jailers among        R e l i g i o n D C 1 5 : W h e n it dies, a n i n f e r n a l
devils; gorechain devils behave m o r e like bounty                    a r m o r a n i m u s heals a n e a r b y devil, so it is often t h e
hunters.                                                               best tactic to destroy all a n i m u s e s before attacking
                                                                       o t h e r devils.
ENCOUNTER GROUPS
G o r e c h a i n devils a r e more likely than other devils to        ENCOUNTER GROUPS
consort with undead.                                                   Infernal a r m o r animuses a r e most effective w h e n
                                                                       massed with more powerful devils.
Level 1 2 E n c o u n t e r ( X P 3 , 8 0 0 )
• 2 gorechain devils (level 1 2 elite brute)                           Level 5 E n c o u n t e r ( X P 1 , 0 5 4 )
• 1 skeleton t o m b guardian (level 1 0 brute, MM 2 3 5 )             •    8 infernal a r m o r animuses (level 3 m i n i o n soldier)
• 1 skull lord (level 10 artillery, MM 2 3 6 )                         •    2 spined devils (level 6 skirmisher, MM 6 6 )
                                                                       •    1 tiefling heretic (level 6 artillery, MM 2 5 0 )
INEERNAL ARMOR ANIMUS
THROUGH AN EVIL RITUAL, a devil c a n invest a suit o f                MISEORTUNE DEVIL
a r m o r with a mortal soul. T h e tortured spirit within             T H E MISFORTUNE D E V I L GATHERS SOULS for t h e Nine
provides military support for its devil overlords.                     Hells by enticing m o r t a l s . It lures m o r t a l s into
W h e n its physical form is ruined, the soul bursts free,             taking increasingly larger risks—risks that ultimately
only to b e c o n s u m e d by the nearest devil.                      lead to t h e m o m e n t w h e n t h e devil owns t h e mor-
     Although it doesn't speak, a n infernal a r m o r                 tals' souls.
a n i m u s understands C o m m o n and Supernal.
                                                                       Misfortune Devil                                Level 1 5 Artillery
Infernal Armor Animus                   Level 3 Minion Soldier         Medium immortal humanoid (devil)                               XP 1,200

Medium immortal animate (devil, undead)                      XP 38     Initiative +10         Senses Perception +12; darkvision,
Initiative +5         Senses Perception +1; darkvision                                        truesight 10
Bloodlust aura 2; each nonminion devil within the aura gains           HP 115; Bloodied 57
  a +1 bonus to damage rolls. Multiple bood/ust auras grant a          AC 27; Fortitude 26, Reflex 28, Will 27
  cumulative bonus.                                                    Speed 6, fly 6 (hover)
H P 1; a missed attack never damages a minion; see also essence        © Lucky Maneuver (standard; at-will) • Psychic, Teleportation
  trans/erence.                                                            +18 vs. Will; 1d8 + 7 psychic damage, and the misfortune devil
AC 19; Fortitude 16, Reflex 15, W i l l 14                                 teleports 4 squares.
Resist 5 fire                                                              Ray of Distortion (standard; recharge [X] _ ] )
Speed 6                                                                    Ranged 20; +18 vs. Reflex; 4d8 + 7 damage. The target can
© Short Sword (standard; at-will) • Weapon                                 choose to take 5 damage and redirect the damage of this attack
  +8 vs. AC; 5 damage.                                                     to the ally with the most current hit points. The full damage is
Essence Transference (when the infernal armor animus drops to              then rerolled and applied to that ally.
  0 hit points) • Healing                                              Roll the Bones (immediate interrupt, when the misfortune devil is
  The nearest nonminion devil within 5 squares of the animus               hit by a melee or ranged attack; encounter)
   regains 15 hit points.                                                  The triggering attack targets a creature of the devil's choice
Alignment Evil                Languages -                                  within 5 squares of the devil.
Str 19 (+5)           Dex 14 (+3)            W i s 10 (+1)             Alignment Evil                  Languages Supernal, Common

Con 15 (+3)           lnt8(+0)               Cha 11 (+1)               Skills Bluff+20, Diplomacy +20, Insight +22, Intimidate +20
Equipment heavy shield, short sword                                    Str 14 (+9)              Dex 17 (+10)         W i s 20 (+12)
                                                                       Con 19 (+11)             Int 23 (+13)         Cha 16 (+10)

INEERNAL A R M O R
                                                                       MISEORTUNE DEVIL TACTICS
ANIMUS TACTICS
                                                                       T h e misfortune devil lets its allies engage first and
Infernal a r m o r animuses hurl themselves into t h e
                                                                       then moves to the safest spot within range, attack-
fray, flanking foes when possible and moving to keep
                                                                       ing foes with ray of distortion. It saves roll the hones for
as m a n y powerful devils in their auras as they c a n .
                                                                       a dangerous or h a m p e r i n g attack, particularly one
                                                                       scoring a critical hit.
(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
SHOCKTROOP DEVIL TACTICS                                                  WITHERING DEVIL TACTICS
T h e shocktroop devil starts combat with its shocktroov                  A withering devil uses its draining ray on ranged
attack, using sword and shield whenever possible                          attackers, and then it closes the distance to keep such
to daze and push enemies out o f the way. Later in a                      attackers within its aura. W i t h e r i n g devils position
fight, if shocktroop devils have forces to screen for                     themselves near e n e m y melee combatants in order to
t h e m and the fight appears to be going against t h e m ,               affect t h e m with aura of exhaustion.
they might retreat. They then rest, regroup, and m a k e
a new lightning-fast assault.                                             WITHERING DEVIL LORE
                                                                              R e l i g i o n D C 1 8 : W i t h e r i n g devils tempt and trick
SHOCKTROOP DEVIL LORE                                                     others into not caring for each other or their duties.
   R e l i g i o n D C 2 0 : Shocktroop devils are front-                 They destroy individuals and groups by encouraging
line soldiers for hell's armies. T h e y b r e a k up e n e m y           apathy and the lack o f empathy.
charges, shatter enemy formations, and c a n single-                          R e l i g i o n D C 2 3 : Although their natural appear-
handedly slaughter a great n u m b e r of the enemy.                      a n c e is hideous, withering devils show extraordinary
   R e l i g i o n D C 2 5 : It is important to hurt shock-               aptitude at disguising themselves as other human-
troop devils as quickly as possible. A shocktroop devil                   oids. S o m e find and use magic to aid these attempts,
fighting at full strength is a terrible foe.                              but a heavy cloak and a dark room c a n prove just as
                                                                          effective.
ENCOUNTER GROUPS
Shocktroop devils work for anyone who promises                            ENCOUNTER GROUPS
incessant battle and threatens rigid discipline.                          W i t h e r i n g devils cooperate with those that have simi-
                                                                          lar goals, but won't hesitate to abandon their allies i f
Level 16 E n c o u n t e r ( X P 7 , 0 0 0 )                              the situation looks grim.
• 1 bone devil (level 17 controller, MM 6 2 )
• 1 misfortune devil (level 15 artillery)                                 Level 1 3 Encounter ( X P 4 , 0 0 0 )
•    3 shocktroop devils (level 1 6 soldier)                              4-   2 bearded devils (level 1 3 soldier, MM 6 0 )
                                                                          4    4 legion devil hellguards (level 11 minion, MM 5 6 )
WITHERING DEVIL                                                           •    1 withering devil (level 14 controller)
                                                                          •    1 yuan-ti malison sharp-eyes (level 13 artillery,
W I T H E R I N G D E V I L S H A R V E S T SOULS for the N i n e
                                                                               MM 2 6 9 )
Hells by sapping t h e vitality out o f all that they m e e t .
By tempting or tricking m o r t a l s into apathy a n d
                                                                          Level 15 Encounter ( X P 6 , 6 0 0 )
depression, w i t h e r i n g devils cause f a m i n e , plague,
                                                                          4- 1 shadow snake (level 1 6 skirmisher, MM 2 4 0 )
and strife.
                                                                          4 3 yuan-ti abominations (level 14 soldier, MM 2 7 0 )
                                                                          • 1 yuan-ti malison incanter (level 15 artillery,
Withering Devil                               Level 1 4 Controller
                                                                             MM 2 6 9 )
Medium immortal humanoid (devil)                               XP 1,000
                                                                          4 1 withering devil (level 14 controller)
Initiative +8          Senses Perception +8; darkvision
Aura of Exhaustion (Charm) aura 3; each enemy within the aura
    is weakened.
H P 138; Bloodied 69
Resist 15 fire
AC 28; Fortitude 24, Reflex 25, W i l l 26
Speed 6
© Staff of Weariness (standard; at-will) • Weapon
    +19 vs. AC; 2d8 + 6 damage.
•Y Draining Ray (standard; at-will) 4 Psychic
    Ranged 20; +18 vs. Reflex; 2d8 + 6 psychic damage, and the
    target is immobilized until the end of the withering devil's
    next turn.
**T Gaze of Apathy (minor; recharge _] [_) 4 Charm, Gaze
    Ranged 10; +17 vs. Will; the target is slowed (save ends).
Alignment Evil                 Languages Common, Supernal
Skills Bluff+18, Insight +13
Str 11 (+7)             Dex 12 (+8)            W i s 13 (+8)
Con 18 (+11)           Int 20 (+12)           Cha 23 (+13)
Equipment quarterstaff
DIMENSIONAL M A R 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 )
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)
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
                                                                          A DJINN STORMSWORD DEFENDS OTHER DJINNS, pulling
                                                                          e n e m i e s inexorably toward its deadly scimitar.


                                                                          Djinn Stormsword                                 Level 2 4 Soldier
                                                                          Large elemental humanoid (air)                                XP 6,050
                                                                          Initiative +21          Senses Perception +19; blindsight 10
                                                                          HP 222; Bloodied 111
                                                                          AC 40; Fortitude 38, Reflex 36, W i l l 36
                                                                          Immune disease, poison; Resist 15 lightning, 15 thunder
                                                                          Speed 6, fly 8 (hover)
                                                                          0   Scimitar (standard; at-will) • Weapon
                                                                              Reach 2; +31 vs. AC; 3d10 + 3 damage (crit 9d10 + 33), and
                                                                              the target is marked until the end of the djinn stormsword's
                                                                              next turn.
                                                                          • Come to Me (minor 1/round; at-will)
                                                                           Y
                                                                              Ranged 5; +27 vs. Fortitude; the djinn stormsword pulls the
                                                                              target 5 squares.
                                                                          • Spinning Vortex (standard; recharge _]) • Cold, Thunder
                                                                           Y
                                                                              Ranged 5; +27 vs. Reflex; 4d12 + 8 cold and thunder damage,
                                                                              and the target is immobilized (save ends).
                                                                          • * Whirlwind Dervish (standard; recharges when the djinn
                                                                           <
                                                                              stormsword is struck by a critical hit) • Lightning, Thunder
                                                                              Close burst 2; +29 vs. AC; 4d8 + 12 lightning and thunder
                                                                              damage.
                                                                          Alignment Unaligned             Languages Common, Primordial
                                                                          Skills Bluff+22, Insight +24
                                                                          Str 28 (+21)             Dex 25 (+19)        W i s 25 (+19)
                                                                          Con 22 (+18)             Int 19 (+16)        Cha 20 (+17)
                                                                          Equipment scimitar




DJINN WINDBOW
A DJINN W I N D B O W F I R E S A R R O W S o f whirling w i n d s at
its enemies.


Djinn Windbow                                Level 2 2 Skirmisher
Large elemental humanoid (air)                                XP4.150
Initiative +21         Senses Perception +15; blindsight 10
H P 204; Bloodied 102
AC 36; Fortitude 33, Reflex 34, W i l l 33
Immune disease, poison; Resist 15 thunder
Speed 6,fly8 (hover)
Action Points see     blowback
© Slash of Thunder (standard; at-will) • Thunder
    Reach 2; +27 vs. AC; 2d8 + 10 thunder damage.
®   Windbow (standard; at-will) • Weapon
    Ranged 10/20; +27 vs. AC; 3d8 + 6 damage.
«$* Blowback (free, when a critical hit damages the djinn windbow;
    encounter) • Thunder
    Close burst 2; +25 vs. Reflex; 4d8 + 8 thunder damage, and
    the windbow pushes the target 5 squares. Effect: The windbow
    gains 1 action point.
    Brutal Zephyr (standard; recharge [x][U]) • Thunder
    Ranged 30; +25 vs. Reflex; 2d8 + 13 thunder damage. Miss:
    The djinn windbow chooses another target within 10 squares
    of the first target, and rerolls the attack against the new target.
    If the second attack misses, the power ends.
Alignment Unaligned              Languages Common, Primordial
Skills Bluff+23, Insight +20
Str 24 (+18)           Dex 27 (+19)          W i s 19 (+15)
Con 20 (+16)           Int 22 (+17)          Cha 24 (+18)
Equipment longbow, 20 arrows
DJINN STORMSWORD TACTICS
Protection o 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
N a t u 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.
ADAMANTINE DRAGON                                                              Adult Adamantine Dragon
                                                                               Large natural magical beast (dragon)
                                                                                                                            Level 1 4 Solo Soldier
                                                                                                                                           XP 5,000
A D A M A N T I N E DRAGONS A R E TACTICIANS that supple-                      Initiative +14        Senses Perception +16; darkvision
m e n t t h e i r m e l e e abilities w i t h blasts o f t h u n d e r o u s   H P 564; Bloodied 282; see also bloodied breath
power. T h e y c a n b e found a n y w h e r e , b u t prefer to lair          AC 30; Fortitude 28, Reflex 27, W i l l 26
                                                                               Resist 20 thunder
in huge u n d e r g r o u n d caverns.
                                                                               Saving Throws +5
                                                                               Speed 8, fly 10 (hover), overland flight 15
ADAMANTINE DRAGON TACTICS                                                      Action Points 2
An a d a m a n t i n e dragon favors frontal assaults against                  © Bite (standard; at-will)
a single target that it c a n t a k e down quickly. W h e n                       Reach 2; +19 vs. Reflex; 2d6 + 6 damage, and ongoing 5
                                                                                 damage (save ends).
working w i t h a group o f allies, a n a d a m a n t i n e
                                                                               © Claw (standard; at-will)
dragon doesn't hesitate to b e a r the b r u n t o f e n e m i e s '
                                                                                  Reach 2; +19 vs. Reflex; 1d10 + 6 damage.
attacks. W h e n fighting alone, a n a d a m a n t i n e dragon
                                                                               4 Draconic Fury (standard; at-will)
attempts to isolate w e a k e r foes first a n d f i n i s h t h e m             The adult adamantine dragon makes three claw attacks and
off quickly.                                                                      then makes a bite attack against a different target.
                                                                               4 W i n g Buffet (immediate reaction, when an enemy enters or
                                                                                  leaves an adjacent square; at-will)
Young Adamantine Dragon                           Level 7 Solo Soldier
                                                                                  Reach 2; +19 vs. Fortitude; 1d8 + 6 damage, and the target is
Large natural magical beast (dragon)                               XP 1,500
                                                                                  knocked prone,
Initiative +8            Senses Perception +10; darkvision
                                                                               v Breath Weapon (standard; recharge :•: : : ) • Thunder
HP 332; Bloodied 166; see also bloodied breath
                                                                                  Close blast 5; +17 vs. Fortitude; 2d10 + 6 thunder damage,
AC 23; Fortitude 22, Reflex 20, W i l l 19
                                                                                  and the target is knocked prone. Miss: Half damage. Effect: At
Resist 15 thunder
                                                                                  the start of the adult adamantine dragon's next turn, it gives
Saving Throws +5
                                                                                  a thunderous roar: close burst 3; no attack roll; 15 thunder
Speed 6,fly8 (hover), overland flight 10
                                                                                  damage.
Action Points 2
                                                                               <• Bloodied Breath (free, when first bloodied; encounter)
D Bite (standard; at-will)
                                                                                  Breath weapon recharges, and the adult adamantine dragon
   Reach 2; +12 vs. Reflex; 1d10 + 6 damage.
                                                                                  uses it.
 7) Claw (standard; at-will)
                                                                               <? Frightful Presence (standard; encounter) • Fear
   Reach 2; +12 vs. Reflex ; 1d8 + 6 damage,
                                                                                  Close burst 5; targets enemies; +17 vs. Will; the target is
t Double Attack (standard; at-will)
                                                                                  stunned until the end of the adult adamantine dragon's next
   The young adamantine dragon makes two claw attacks.
                                                                                  turn. Aftereffect: The target takes a -2 penalty to attack rolls
• Wing Buffet (immediate reaction, when an enemy enters or
                                                                                  (save ends).
   leaves an adjacent square; at-will)
                                                                               Alignment Unaligned           Languages Common, Draconic
   Reach 2; +12 vs. Fortitude; 1d8 + 3 damage, and the target is
                                                                               Skills Insight +15, Intimidate +13
   knocked prone.
                                                                               Str 23 (+13)           Dex 21 (+12)            W i s 18 (+11)
•- Breath Weapon (standard; recharge               _ ] ) • Thunder
   Close blast 5; +10 vs. Fortitude; 2d6 + 3 thunder damage,                   Con 21 (+12)           Int 11 (+7)              Cha 12 (+8)
   and the target is knocked prone. Miss: Half damage. Effect: At
   the start of the young adamantine dragon's next turn, it gives
   a thunderous roar: close burst 3; no attack roll; 10 thunder
   damage.
<- Bloodied Breath (free, when first bloodied; encounter)
   Breath weapon recharges, and the young adamantine dragon
   uses it.
    Frightful Presence (standard; encounter) • Fear
   Close burst 5; targets enemies; +12 vs. Will; the target is
   stunned until the end of the young adamantine dragon's next
   turn. Aftereffect:   The target takes a -2 penalty to attack rolls
   (save ends).
 Alignment Unaligned              Languages Common, Draconic
 Skills Insight +10, Intimidate +9
 Str 20 (+8)              Dex 17 (+6)              W i s 14 (+5)
 Con 19 (+7)              Int 11 (+3)               Cha 12 (+4)
Elder Adamantine Dragon                    Level 21 Solo Soldier         Ancient Adamantine Dragon                         Level 2 8 Solo Soldier
Huge natural magical beast (dragon)                       XP 16,000      Gargantuan natural magical beast (dragon)                           XP 65,000
Initiative +17       Senses Perception +19; darkvision                   Initiative +21       Senses Perception +24; darkvision
H P 796; Bloodied 398; see also bloodied breath                          HP 1,020; Bloodied 510; see also bloodied breath
AC 37; Fortitude 36, Reflex 33, W i l l 32                               AC 44; Fortitude 42, Reflex 38, W i l l 38
Resist 25 thunder                                                        Resist 30 thunder; see also bloodied resilience
Saving Throws +5                                                         Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15                              Speed 8, fly 12 (hover), overland flight 15
Action Points 2                                                          Action Points 2
© Bite (standard; at-will)                                               © Bite (standard; at-will)
  Reach 2; +26 vs. Reflex; 2d8 + 8 damage, and ongoing 10                    Reach 4; +33 vs. Reflex; 2d10 + 9 damage, and ongoing 15
  damage (save ends).                                                      damage (save ends).
© Claw (standard; at-will)                                               © Claw (standard; at-will)
   Reach 2; +26 vs. Reflex; 1d12 + 8 damage.                                Reach 4; +33 vs. Reflex; 2d8 + 9 damage.
4 Draconic Fury (standard; at-will)                                      4 Draconic Fury (standard; at-will)
  The elder adamantine dragon makes four claw attacks and then               The ancient adamantine dragon makes four claw attacks and
   makes a bite attack against a different target.                          then makes a bite attack against a different target.
4 W i n g Buffet (immediate reaction, when an enemy enters or            4 W i n g Buffet (immediate reaction, when an enemy enters or
  leaves an adjacent square; at-will)                                       leaves an adjacent square; at-will)
   Reach 2; +26 vs. Fortitude; 1d10 + 8 damage, and the target is           Reach 2; +33 vs. Fortitude; 2d8 + 9 damage, and the target is
   knocked prone.                                                           knocked prone.
• Painful Resonance (minor; recharge _ ] ) • Thunder
 Y                                                                       • Painful Resonance (minor; recharge __) • Thunder
                                                                          Y
   Ranged 20; +26 vs. Fortitude; the target takes ongoing 10                Ranged 20; +33 vs. Fortitude; the target takes ongoing 15
   thunder damage and is dazed (save ends both).                            thunder damage and is dazed (save ends both).
   Breath Weapon (standard; recharge __ ii) • Thunder                       Breath Weapon (standard; recharge [x] __) ^ Thunder
   Close blast 5; +24 vs. Fortitude; 3d12 + 6 thunder damage,               Close blast 5; +31 vs. Reflex; 4d12 + 6 thunder damage, and
   and the target is knocked prone. Miss: Half damage. Effect: At           the target is knocked prone. Miss: Half damage. Ejffect: At the
   the start of the elder adamantine dragon's next turn, it gives           start of the ancient adamantine dragon's next turn, it gives
   a thunderous roar: close burst 3; no attack roll; 15 thunder             a thunderous roar: close burst 5; no attack roll; 20 thunder
   damage.                                                                  damage.
  Bloodied Breath (free, when first bloodied; encounter)                 < * Bloodied Breath (free, when first bloodied; encounter)
                                                                          c
  Breath weapon recharges, and the elder adamantine dragon                  Breath weapon recharges, and the ancient adamantine dragon
  uses it.                                                                  uses it.
  Frightful Presence (standard; encounter) • Fear                        V Frightful Presence (standard; encounter) • Fear
  Close burst 10; targets enemies; +24 vs. Will; the target is               Close burst 10; targets enemies; +31 vs. Will; the target is
  stunned until the end of the elder adamantine dragon's next                stunned until the end of the ancient adamantine dragon's next
  turn. Aftereffect: The target takes a -2 penalty to attack rolls           turn. Aftereffect: The target takes a -2 penalty to attack rolls
  (save ends).                                                               (save ends).
Alignment Unaligned           Languages Common, Draconic                 Bloodied Resilience (while bloodied)
Skills Insight +19, Intimidate +17                                           An ancient adamantine dragon gains resist 10 to all damage on
Str 26 (+18)            Dex 21 (+15)      W i s 18 (+14)                     the first attack that targets it in each round.
Con 23 (+16)          Int 13 (+11)              Cha 14 (+12)             Alignment Unaligned                Languages Common, Draconic
                                                                         Skills Insight +24, Intimidate +21
                                                                         Str 28 (+23)              Dex 21 (+19)               W i s 20 (+19)
ADAMANTINE DRAGON LORE                                                   Con 23 (+20)              Int 15 (+16)               Cha 14 (+16)
   N a t u r e D C 2 0 : T h e t e e t h and claws o f a d a m a n -
tine dragons c a n slice through the thickest a r m o r .
A d a m a n t i n e dragons b r e a t h e powerful blasts o f thun-
                                                                         ENCOUNTER GROUPS
                                                                         A d a m a n t i n e dragons gather allies that c a n b e s t sup-
der energy that produce powerful aftershocks.
                                                                         plement their m e l e e abilities. Tactically m i n d e d , they
   N a t u r e D C 2 5 : Haughty and imperious, ada-
                                                                         favor allies such as harpies, hags, and o t h e r c r e a t u r e s
m a n t i n e dragons a s s u m e leadership o f any c r e a t u r e s
                                                                         that c a n use m a g i c to control their e n e m i e s ' m i n d s .
in t h e i r territory. T h e y d e m a n d loyalty, tribute, and
respect, and in r e t u r n they take t h e responsibility o f
                                                                         Level 15 Encounter ( X P 6 , 4 0 0 )
protecting t h e i r c h a r g e s seriously.
                                                                         •    1 adult a d a m a n t i n e dragon (level 1 4 solo soldier)
                                                                         •    2 b a n s h r a e w a r r i o r s (level 1 2 s k i r m i s h e r ,
                                                                             MM 2 5 )
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.
Young Copper Dragon                    Level 6 Solo Skirmisher        Breath Weapon (standard; recharge [X] [IT)) • Acid
Large natural magical beast (dragon)                     XP 1,250     Close blast 5; +7 vs. Reflex; 1d10 + 4 acid damage, and the
Initiative +10       Senses Perception +10; darkvision                target is slowed (save ends). Miss: Half damage.
HP 296; Bloodied 148; see also bloodied breath                      «<* Bloodied Breath (free, when first bloodied; encounter)
AC 20; Fortitude 18, Reflex 19, W i l l 16                             Breath weapon recharges, and the young copper dragon uses it.
Resist 15 acid                                                      V Frightful Presence (standard; encounter) • Fear
Saving Throws +5                                                      Close burst 5; targets enemies; +7 vs. Will; the target is stunned
Speed 8, fly 10 (hover), overland flight 15                           until the end of the young copper dragon's next turn. Aftereffect:
Action Points 2                                                       The target takes a -2 penalty to attack rolls (save ends).
© Bite (standard; at-will) • Acid                                   Alignment Unaligned          Languages Common, Draconic
  The young copper dragon shifts 2 squares before and after         Skills Acrobatics +13, Bluff +9, Insight +10
  making the attack. Reach 2; +11 vs. AC; 1d10 + 4 damage plus      Str 16 (+6)           Dex 20 (+8)          W i s 14 (+5)
  1d6 acid damage.                                                  Con 18 (+7)           Int 12 (+4)          Cha 12 (+4)
© Claw (standard; at-will)
   Reach 2; +11 vs. AC; 1d8 + 4 damage.
                                                                    Adult Copper Dragon                  Level 13 Solo Skirmisher
4 Double Attack (standard; at-will)
                                                                    Large natural magical beast (dragon)                           XP 4,000
  The young copper dragon makes two claw attacks and then
   shifts 2 squares,                                                Initiative +15       Senses Perception +14; darkvision
• Flyby Attack (standard; at-will)
 f                                                                  HP 528; Bloodied 264; see also bloodied breath
                                                                    AC 27; Fortitude 25, Reflex 27, Will 23
  The young copper dragon flies 10 squares and makes one melee
                                                                    Resist 20 acid
  basic attack at any point during that movement. The dragon
                                                                    Saving Throws +5
  doesn't provoke opportunity attacks when moving away from
                                                                    Speed 9, fly 12 (hover), overland flight 15
  the target.
                                                                    Action Points 2
4 Cutwing Step (immediate reaction, when an enemy moves to a
                                                                    © Bite (standard; at-will) • Acid
   space where it flanks the young copper dragon; at-will)
                                                                      The adult copper dragon shifts 2 squares before and after
   Targets the triggering enemy; +11 vs. AC; 1d8 + 3 damage, and
                                                                      making the attack. Reach 2; +18 vs. AC; 2d6 + 6 damage plus
   the copper dragon shifts 2 squares.
                                                                      2d6 acid damage.
                                                                    © Claw (standard; at-will)
                                                                       Reach 2; +18 vs. AC; 1d10 + 6 damage.
                                                                    4 Double Attack (standard; at-will)
                                                                       The adult copper dragon makes two claw attacks and then
                                                                       shifts 3 squares.
                                                                    4 Flyby Attack (standard; at-will)
                                                                      The adult 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.
                                                                    4 Cutwing Step (immediate reaction, when an enemy moves to a
                                                                       space where it flanks the adult copper dragon; at-will)
                                                                       Targets the triggering enemy; +18 vs. AC; 1d10 + 6 damage, and
                                                                       the dragon shifts 2 squares.
                                                                    V* Breath Weapon (standard; recharge [Xj ::]) • Acid
                                                                      Close blast 5; +14 vs. Reflex; 2d10 + 6 acid damage, and the
                                                                      target is slowed (save ends). Miss: Half damage.
                                                                    «c* Bloodied Breath (free, when first bloodied; encounter)
                                                                      Breath weapon recharges, and the adult copper dragon uses it.
                                                                      Frightful Presence (standard; encounter) • Fear
                                                                      Close burst 5; targets enemies; +14 vs. Will; the target is
                                                                      stunned until the end of the adult copper dragon's next turn.
                                                                      Aftereffect: The target takes a -2 penalty to attack rolls (save
                                                                      ends).                                                           |
                                                                    Unfettered Wings
                                                                      An adult copper dragon makes saving throws against
                                                                      immobilized, slowed, and restrained conditions at the start of
                                                                      its turn as well as at the end of its turn.
                                                                    Alignment Unaligned          Languages Common, Draconic
                                                                    Skills Acrobatics +18, Bluff +14, Insight +14
                                                                    Str 18 (+10)          Dex 24 (+13)             W i s 16 (+9)
                                                                    Con 20 (+11)          Int 14 (+8)              Cha 16 (+9)
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)
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
z
                                                                                                                                                  :
                                                                                                                                                  •j
                                                                                                                                                  <
                                                                                                                                                  Q




Young Gold Dragon                      Level 9 Solo Controller          Adult Gold Dragon                      Level 17 Solo Controller
Large natural magical beast (dragon)                         XP 2,000   Large natural magical beast (dragon)                       XP 8,000
Initiative +7        Senses Perception +12; darkvision                  Initiative +12       Senses Perception +17; darkvision
HP 380; Bloodied 190; see also bloodied breath                          H P 652; Bloodied 326; see also bloodied breath
AC 23; Fortitude 21, Reflex 23, W i l l 21                              AC 31; Fortitude 29, Reflex 31, Will 29
Resist 15 fire                                                          Resist 20 fire
Saving Throws +5                                                        Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15                             Speed 8, fly 10 (hover), overland flight 15
Action Points 2                                                         Action Points 2
 : Bite (standard; at-will) • Fire                                      © Bite (standard; at-will) • Fire
   Reach 2; +14 vs. AC; 2d8 + 4 damage plus 2d6 fire damage.              Reach 2; +22 vs. AC; 2d8 + 7 damage plus 3d8 fire damage.
   Claw (standard; at-will)                                             © Claw (standard; at-will)
   Reach 2; +14 vs. AC; 2d6 + 4 damage.                                   Reach 2; +22 vs. AC; 2d8 + 7 damage.
• Double Attack (standard; at-will)                                     • Double Attack (standard; at-will)
                                                                         f
   The young gold dragon makes two claw attacks.                          The adult gold dragon makes two claw attacks.
- Fiery W i n g Riposte (immediate reaction, when the young gold        4 Fiery W i n g Riposte (immediate reaction, when the adult gold
  dragon is hit by a creature adjacent to it; at-will) • Fire              dragon is hit by a creature adjacent to it; at-will) • Fire
  +13 vs. Fortitude; the target is pushed 5 squares and takes              +21 vs. Fortitude; the target is pushed 5 squares and takes
  ongoing 5 fire damage (save ends).                                       ongoing 10 fire damage (save ends).
• - Breath Weapon (standard; recharge [X] [i jj) • Fire                 <• Breath Weapon (standard; recharge f:         !i j ) • Fire
  Close blast 5; +11 vs. Reflex; 2d6 + 5 fire damage, and the             Close blast 5; +19 vs. Reflex; 2d8 + 7 fire damage, and the
  target is weakened (save ends). Miss: Half damage.                      target is weakened (save ends). Miss: Half damage.
— Bloodied Breath (free, when first bloodied; encounter)                • * Bloodied Breath (free, when first bloodied; encounter)
                                                                         <
  Breath weapon recharges, and the young gold dragon uses it.              Breath weapon recharges, and the adult gold dragon uses it.
  Frightful Presence (standard; encounter) • Fear                          Frightful Presence (standard; encounter) • Fear
  Close burst 5; targets enemies; +11 vs. Will; the target is              Close burst 5; targets enemies; +19 vs. Will; the target is stunned
  stunned until the end of the young gold dragon's next turn.              until the end of the adult gold dragon's next turn. Aftereffect: The
  Aftereffect: The target takes a -2 penalty to attack rolls (save         target takes a -2 penalty to attack rolls (save ends).
  ends).                                                                •isr Burning Tomb (standard; recharge (FT)) • Fire, Zone
Alignment Unaligned          Languages Common, Draconic                    Area burst 1 within 20; +19 vs. Reflex; 2d8 + 8 damage, and
Skills Arcana +15, Athletics +13, Diplomacy +13, Insight +12,              the target is immobilized (save ends). Effect: The burst creates
   Intimidate +13                                                          a zone of fire that lasts until the end of the adult gold dragon's
Str 18 (+8)           Dex 16 (+7)            W i s 16 (+7)                 next turn. Each creature that starts its turn within the zone
Con 15 (+6)           Int 2 3 (+10)           Cha 18 (+8)                  takes 15 fire damage. Sustain Minor: The zone persists.
                                                                        Alignment Unaligned           Languages Common, Draconic
                                                                        Skills Arcana +21, Athletics +20, Diplomacy +19, Insight +17,
                                                                          Intimidate +19
                                                                        Str 25 (+15)           Dex 18 (+12)           W i s 18 (+12)
                                                                        Con 19 (+12)           Int 26 (+16)           Cha 22 (+14)
Elder Cold Dragon                      Level 2 4 Solo Controller        Ancient Gold Dragon                   Level 3 0 Solo Controller
Huge natural magical beast (dragon)                       XP 30,250     Gargantuan natural magical beast (dragon)                 XP 95,000
Initiative +18         Senses Perception +23; darkvision                Initiative +22          Senses Perception +28; darkvision
Weakening Flames (Fire) aura 2; each enemy that enters or starts        Weakening Flames (Fire) aura 5; each enemy that enters the aura
   its turn in the aura chooses either to take 15 fire damage or to        or starts its turn there chooses either to take 20 fire damage or
   be weakened until the start of its next turn.                           to be weakened until the start of its next turn.
HP 888; Bloodied 444; see also bloodied breath                          HP 1,088; Bloodied 544; see also bloodied breath
AC 38; Fortitude 36. Reflex 38, W i l l 36                              AC 44; Fortitude 42, Reflex 44, W i l l 42
Resist 2 5 fire                                                         Resist 30 fire
Saving Throws +5                                                        Saving Throws +5
Speed 8, fly 12 (hover), overland flight 15                             Speed 8, fly 12 (hover), overland flight 15
Action Points 2                                                         Action Points 2
© Bite (standard; at-will) • Fire                                       © Bite (standard; at-will) • Fire
  Reach 3; +29 vs. AC; 2d10 + 8 damage plus 3d10 fire damage.             Reach 4; +35 vs. AC; 3d10 + 9 damage plus 4d10 fire damage.
© Claw (standard; at-will)                                              © Claw (standard; at-will)
   Reach 3; +29 vs. AC; 2d10 + 8 damage.                                  Reach 4; +35 vs. AC; 3d10 + 9 damage.
4 Double Attack (standard; at-will)                                     4 Triple Attack (standard; at-will)
   The elder gold dragon makes two claw attacks.                          The ancient gold dragon makes three claw attacks.
4 Fiery W i n g Riposte (immediate reaction, when the elder gold        4 Fiery W i n g Riposte (immediate reaction, when the ancient gold
  dragon is hit by a creature adjacent to it; at-will) • Fire              dragon is hit by a creature adjacent to it; at-will) • Fire
  +28 vs. Fortitude; the target is pushed 5 squares and takes              +34 vs. Fortitude; the target is pushed 5 squares and takes
   ongoing 10 fire damage (save ends).                                     ongoing 20 fire damage (save ends).
4f Beguiling Glow (minor; recharge [xj _]) • Charm                      *C Ancient Radiance (standard; recharge p j ) • Radiant
  Close burst 8; targets enemies; +26 vs. Will; the target is pulled       Close burst 4; targets enemies; +32 vs. Fortitude; 3d10 + 9
  5 squares and dazed (save ends).                                         radiant damage, and the target is dazed until the end of the
<- Breath Weapon (standard; recharge [:Tj _ _ [ffj) • Fire                 ancient gold dragon's next turn. Aftereffect: The target gains
  Close blast 5; +26 vs. Reflex; 3d8 + 8 fire damage, and the              vulnerable 10 radiant (save ends).
  target is weakened (save ends). Miss: Half damage.                       Beguiling Glow (minor; recharge [x)|?JJ) • Charm
<C Bloodied Breath (free, when first bloodied; encounter)                  Close burst 8; targets enemies; +32 vs. Will; the target is pulled
   Breath weapon recharges, and the elder gold dragon uses it.             5 squares and dazed (save ends).
«<* Frightful Presence (standard; encounter) • Fear                     <* Breath Weapon (standard; recharge [TTJ[XJ[jj]) • Fire, Radiant
  Close burst 10; targets enemies; +26 vs. Will; the target is             Close blast 5; +32 vs. Reflex; 4d8 + 9 fire and radiant damage,
  stunned until the end of the elder gold dragon's next turn.              and the target is weakened (save ends). Miss: Half damage.
  Aftereffect: The target takes a -2 penalty to attack rolls (save      <~ Bloodied Breath (free, when first bloodied; encounter)
   ends).                                                                 Breath weapon recharges, and the ancient gold dragon uses it.
•i'f Burning Tomb (standard; at-will) • Fire, Zone                        Frightful Presence (standard; encounter) • Fear
   Area burst 1 within 20; +26 vs. Reflex; 3d8 + 8 damage, and            Close burst 10; targets enemies; +32 vs. Will; the target is
   the target is immobilized (save ends). Eject: The burst creates        stunned until the end of the ancient gold dragon's next turn.
   a zone of fire that lasts until the end of the elder gold dragon's     Aftereffect: The target takes a -2 penalty to attack rolls (save
   next turn. Each creature that starts its turn within the zone          ends).
   takes 15 fire damage. Sustain Minor: The zone persists.                  Burning Tomb (standard; at-will) • Fire, Zone
Alignment Unaligned            Languages Common, Draconic                  Area burst 1 within 20; +32 vs. Reflex; 4d8 + 13 damage, and
Skills Arcana +27, Athletics +25, Diplomacy +25, Insight +23,              the target is immobilized (save ends). Effect: The burst creates a
   Intimidate+25                                                           zone offirethat lasts until the end of the ancient gold dragon's
Str 27 (+20)          Dex 22 (+18)            W i s 23 (+18)               next turn. Each creature that starts its turn within the zone
Con 22 (+18)           Int 30 (+22)           Cha 26 (+20)                 takes 20 fire damage. Sustain Minor: The zone persists.
                                                                        Alignment Unaligned          Languages Common, Draconic
                                                                        Skills Arcana +33, Athletics +29, Diplomacy +29, History +33,
                                                                           Insight +28, Intimidate +29
                                                                        Str 28 (+24)          Dex 24 (+22)            W i s 26 (+23)
                                                                        Con 24 (+22)          Int 36 (+28)            Cha 28 (+24)
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.
Young Iron Dragon                             Level 5 Solo Lurker
Large natural magical beast (dragon)                        XP 1,000
Initiative +8        Senses Perception +8; darkvision
HP 268; Bloodied 134; see also bloodied breath
AC 19; Fortitude 19, Reflex 17, W i l l 16
Resist 15 lightning
Saving Throws +5
Speed 8, fly 8 (hover), overland flight 10
Action Points 2
© Bite (standard; at-will) • Lightning
  Reach 2; +10 vs. AC; 2d8 + 4 damage plus 1 d8 lightning damage.
© Claw (standard; at-will)
   Reach 2; +10 vs. AC; 1d10 + 4 damage.
4 Double Attack (standard; at-will)
   The young iron dragon makes two claw attacks.
4 W i n g Block (immediate interrupt, when the young iron dragon is
  hit by an attack; at-will)
   The dragon gains resist 5 to all damage of the triggering attack,
   and it makes an attack: +10 vs. AC; 1d6 + 4 damage.
• * Breath Weapon (standard; recharge :•: :: I • Lightning
 <
   Close blast 5; +6 vs. Reflex; 2d6 + 4 lightning damage, and the
   young iron dragon pulls the target 3 squares. Miss: Half damage.
   Bloodied Breath (free, when first bloodied; encounter)
   Breath weapon recharges, and the young iron dragon uses it.
   Frightful Presence (standard; encounter) • Fear
   Close burst 5; targets enemies; +6 vs. Will; the target is stunned
   until the end of the young iron dragon's next turn. Aftereffect:
   The target takes a -2 penalty to attack rolls (save ends).
Alignment Unaligned           Languages Common, Draconic
Skills Acrobatics +9, Athletics +8, Stealth +9
Str 13 (+3)            Dex 14 (+4)           W i s 12 (+3)
Con 19 (+6)            Int 12 (+3)            Cha 11 (+2)                 Elder Iron Dragon                            Level 1 9 Solo Lurker
                                                                          Huge natural magical beast (dragon)                       XP 12,000
                                                                          Initiative +19       Senses Perception +20; darkvision
Adult Iron Dragon                            Level 11 Solo Lurker
                                                                          HP 740; Bloodied 370; see also bloodied breath
Large natural magical beast (dragon)                        XP 3,000
                                                                          AC 33; Fortitude 32, Reflex 31, W i l l 31; see also iron wing defense
Initiative +13       Senses Perception +14; darkvision
                                                                          Resist 25 lightning
HP 472; Bloodied 236; see also bloodied breath
                                                                          Saving Throws +5
AC 25; Fortitude 25, Reflex 23, Will 23
                                                                          Speed 9, fly 9 (hover), overland flight 12
Resist 20 lightning
                                                                          Action Points 2
Saving Throws +5
                                                                          © Bite (standard; at-will) • Lightning
Speed 8, fly 8 (hover), overland flight 10
                                                                            Reach 2; +24 vs. AC; 2d8 + 6 damage plus 4d6 lightning damage.
Action Points 2
                                                                          © Claw (standard; at-will)
© Bite (standard; at-will) • Lightning
                                                                             Reach 2; +24 vs. AC; 2d6 + 6 damage.
  Reach 2; +16 vs. AC; 2d6 + 5 damage plus 2d6 lightning damage.
                                                                          4 Triple Attack (standard; at-will)
© Claw (standard; at-will)
                                                                             The elder iron dragon makes three claw attacks.
   Reach 2; +16 vs. AC; 1d10 + 5 damage.
                                                                          4 W i n g Block (immediate interrupt, when the elder iron dragon is
4 Double Attack (standard; at-will)
                                                                            hit by an attack; at-will)
   The adult iron dragon makes two claw attacks.
                                                                            The dragon gains resist 10 to all damage of the triggering
4 W i n g Block (immediate interrupt, when the adult iron dragon is
                                                                            attack, and it makes an attack: +24 vs. AC; 2d6 + 4 damage.
   hit by an attack; at-will)
                                                                          • * Breath Weapon (standard; recharge [FTJ _] __) • Lightning
                                                                           <
   The dragon gains resist 5 to all damage of the triggering attack,
                                                                             Close blast 5; +20 vs. Reflex; 3d10 + 7 lightning damage, and the
   and it makes an attack: +16 vs. AC; 1d10 + 3 damage.
                                                                             elder iron dragon pulls the target 3 squares. Miss: Half damage.
   Breath Weapon (standard; recharge [X] in]) • Lightning
                                                                             Bloodied Breath (free, when first bloodied; encounter)
   Close blast 5; +12 vs. Reflex; 3d6 + 6 lightning damage, and the
                                                                             Breath weapon recharges, and the elder iron dragon uses it.
   adult iron dragon pulls the target 3 squares. Miss: Half damage.
                                                                          < * Frightful Presence (standard; encounter) • Fear
                                                                           c
< * Bloodied Breath (free, when first bloodied; encounter)
 c
                                                                            Close burst 10; targets enemies; +20 vs. Will; the target is stunned
   Breath weapon recharges, and the adult iron dragon uses it.
                                                                            until the end of the elder iron dragon's next turn. Aftereffect The
• * Frightful Presence (standard; encounter) • Fear
 <
                                                                            target takes a -2 penalty to attack rolls (save ends).
   Close burst 5; targets enemies; +12 vs. Will; the target is stunned
                                                                          Iron W i n g Defense (minor; recharge [X] [f j])
   until the end of the adult iron dragon's next turn. Aftereffect: The
                                                                             The elder iron dragon gains a +2 bonus to all defenses until the
   target takes a -2 penalty to attack rolls (save ends).
                                                                             end of its next turn.
Alignment Unaligned            Languages Common, Draconic
                                                                          Alignment Unaligned           Languages Common, Draconic
Skills Acrobatics +14, Athletics +13, Stealth +14
                                                                          Skills Acrobatics +20, Athletics +18, Stealth +20
Str 16 (+8)            Dex 18 (+9)             W i s 19 (+9)
                                                                          Str 19 (+13)           Dex 23 (+15)           W i s 23 (+15)
Con 22 (+11)            Int 14 (+7)           Cha 11 (+5)
                                                                          Con 25 (+16)           Int 17 (+12)           Cha 19 (+13)
Ancient iron Dragon
Gargantuan natural 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)
Young Silver Dragon                            Level 8 Solo Brute       Threatening Reach
Large natural magical beast (dragon)                        XP 1,750      An adult silver dragon can make opportunity attacks against
Initiative +7         Senses Perception +10; darkvision                    enemies within its reach (2 squares).
HP 376; Bloodied 188; see also bloodied breath                          Alignment Unaligned           Languages Common, Draconic
AC 20; Fortitude 22, Reflex 19, W i l l 18                              Skills Athletics +21, Insight +13
Resist 15 cold                                                          Str 28 (+16)           Dex 22 (+13)       W i s 12 (+8)
Saving Throws +5                                                        Con 24 (+14)           Int 12 (+8)           Cha 20 (+12)
Speed 6, fly 6 (hover), overland flight 10
Action Points 2                                                         Elder Silver Dragon                          Level 22 Solo Brute
© Bite (standard; at-will)                                              Huge natural magical beast (dragon)                    XP 20,750
  Reach 2; +11 vs. AC; 2d8 + 5 damage.
                                                                        Initiative +14         Senses Perception +18; darkvision
© Claw (standard; at-will)
                                                                        H P 840; Bloodied 420; see also bloodied breath
   Reach 2; +11 vs. AC; 1d6 + 5 damage.
                                                                        AC 34; Fortitude 36, Reflex 33, W i l l 32
4 Dragon Onslaught (standard; at-will)
                                                                        Resist 25 cold
  The young silver dragon makes a claw attack against each
                                                                        Saving Throws +5
   enemy within reach,
                                                                        Speed 8, fly 8 (hover), overland flight 15
• W i n g Slice (immediate reaction, when an enemy attacks the
 f
                                                                        Action Points 2
  young silver dragon while flanking it; at-will)
                                                                        © Bite (standard; at-will)
   Reach 2; targets the triggering enemy and an enemy flanking
                                                                           Reach 2; +25 vs. AC; 3d8 + 8 damage.
   with the triggering enemy; +11 vs. AC; 1 d6 + 5 damage.
                                                                        © Claw (standard; at-will)
4? Breath Weapon (standard; recharge        Tj) • Cold
                                                                           Reach 2; +25 vs. AC; 2d8 + 8 damage.
  Close blast 5; +7 vs. Reflex; 1d8 + 5 cold damage, and the target
                                                                        «5* Tail Slam (standard; at-will)
   gains vulnerable 5 to all damage (save ends). Miss: Half damage.
                                                                          Close blast 5; +23 vs. AC; 4d6 + 8 damage, and the target is
«<• Bloodied Breath (free, when first bloodied; encounter)
                                                                          dazed (save ends).
   Breath weapon recharges, and the young silver dragon uses it.
                                                                        4 Furious Dragon Onslaught (standard; at-will)
• > Frightful Presence (standard; encounter) • Fear
<
                                                                          The elder silver dragon makes a claw attack against each enemy
  Close burst 5; targets enemies; +7 vs. Will; the target is stunned
                                                                          within reach. It also attacks one creature with a bite.
   until the end of the young silver dragon's next turn. Aftereffect:
                                                                        4 W i n g Slice (immediate reaction, when an enemy attacks the
   The target takes a -2 penalty to attack rolls (save ends).
                                                                          elder silver dragon while flanking it; at-will)
Alignment Unaligned           Languages Common, Draconic
                                                                           Reach 2; targets the triggering enemy and an enemy flanking
Skills Athletics +16, Insight +10
                                                                          with the triggering enemy; +25 vs. AC; 2d8 + 8 damage.
Str 24 (+11)           Dex 16 (+7)           W i s 12 (+5)
                                                                        • * Breath Weapon (standard; recharge [: i] [XJ TJ) • Cold
                                                                         <
Con 22 (+10)           Int 12 (+5)            Cha 13 (+5)
                                                                           Close blast 5; +21 vs. Reflex; 3d8 + 8 cold damage, and the
                                                                          target gains vulnerable 10 to all damage (save ends). Miss: Half
Adult Silver Dragon                           Level 1 5 Solo Brute         damage.
Large natural magical beast (dragon)                        XP 6,000    < • Bloodied Breath (free, when first bloodied; encounter)
                                                                         £
Initiative +10        Senses Perception +13; darkvision                    Breath weapon recharges, and the elder silver dragon uses it.
H P 608; Bloodied 304; see also bloodied breath                            Frightful Presence (standard; encounter) • Fear
AC 27; Fortitude 29, Reflex 26, W i l l 25                                 Close burst 10; targets enemies; +21 vs. Will; the target is
Resist 20 cold                                                             stunned until the end of the elder silver dragon's next turn.
Saving Throws +5                                                          Aftereffect: The target takes a -2 penalty to attack rolls (save
Speed 8, fly 8 (hover), overland flight 12                                ends).                                                             _1
Action Points 2                                                         Threatening Reach
© Bite (standard; at-will)                                                 An elder silver dragon can make opportunity attacks against all
  Reach 2; +18 vs. AC; 3d6 + 6 damage.                                     enemies within its reach (2 squares).
© Claw (standard; at-will)                                              Unstoppable
   Reach 2; +18 vs. AC; 2d6 + 6 damage.                                    An elder silver dragon makes saving throws against ongoing
4 Dragon Onslaught (standard; at-will)                                     damage at the start of its turn as well as at the end of its turn.
   The adult silver dragon makes a claw attack against each enemy       Alignment Unaligned           Languages Common, Draconic
   within reach. It also attacks one creature with a bite.              Skills Athletics +26, Insight +18
4 W i n g Slice (immediate reaction, when an enemy attacks the          Str 30 (+21)           Dex 24 (+18)           W i s 14 (+13)
   adult silver dragon while flanking it; at-will)                      Con 26 (+19)           Int 14 (+13)           Cha 22 (+17)
   Reach 2; targets the triggering enemy and an enemy flanking
   with the triggering enemy; +18 vs. AC; 1d8 + 9 damage.
< • Breath Weapon (standard; recharge [X| [STJ) • Cold
 $
   Close blast 5; +14 vs. Reflex; 2d8 + 7 cold damage, and the
   target gains vulnerable 5 to all damage (save ends). Miss: Half
   damage.
«<• Bloodied Breath (free, when first bloodied; encounter)
   Breath weapon recharges, and the adult silver dragon uses it.
• * Frightful Presence (standard; encounter) • Fear
 <
  Close burst 5; targets enemies; +14 vs. Will; the target is
  stunned until the end of the adult silver dragon's next turn.
  Aftereffect: The target takes a -2 penalty to attack rolls (save
  ends).
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.
Alignment Unaligned              Languages -
DRAKE                                                                             Str 18 (+6)             Dex 14 (+4)              W i s 12 (+3)
                                                                                  Con 15 (+4)             Int 2 (-2)                Cha 8 (+1)

 A G G R E S S I V E A N D W I L D R E P T I L E S , d r a k e s h u n t in all
 r e a c h e s o f t h e world. Enterprising individuals c a p t u r e
                                                                                  HORNED DRAKE LORE
                                                                                     N a t u r e D C 1 2 : H o r n e d d r a k e s spend t h e day
 a n d d o m e s t i c a t e d r a k e s , especially those that aren't
                                                                                  sleeping in t h e sun, p r e f e r r i n g to h u n t at night or in
 able to fly. C a p t u r e d d r a k e s c a n b e t r a i n e d , but they
                                                                                  t h e early hours o f m o r n i n g .
 always possess a wild side.


 BLOODSEEKER DRAKE                                                                SCYTHECLAW DRAKE
                                                                                  P R E D A T O R Y CUNNING m a k e s this d r a k e dangerous.
 A BLOODSEEKER D R A K E IS AN AGGRESSIVE H U N T E R that
                                                                                  Roving t h r o u g h forests a n d grasslands in small famil-
 enters a frenzy w h e n it smells b l o o d .
                                                                                  ial units, a s c y t h e c l a w d r a k e is a study in devious
                                                                                  p a c k hunting.
 Bloodseeker Drake                                          Level 4 Soldier
 Medium natural beast (reptile)                                      XP 175
 Initiative +8             Senses Perception +7 (+12 when tracking                Scytheclaw Drake                                Level 1 0 Skirmisher
                           bloodied creatures)                                    Medium natural beast (reptile)                                XP500

 HP 53; Bloodied 26                                                               Initiative +12          Senses Perception +12
 AC 20; Fortitude 15, Reflex 17, W i l l 15                                       H P 105; Bloodied 52
 Immune fear (while within 2 squares of an ally)                                  AC 24; Fortitude 21, Reflex 23, W i l l 20
 Speed 6                                                                          Speed 10                    _ _ ™ « _ ,
 © Bite (standard; at-will)                                                       © Scytheclaw (standard; at-will)
    +11 vs. AC; 1d10 + 4 damage.                                                     +15 vs. AC; 1d8 + 5 damage, and the target is knocked prone.
 Blood Frenzy                                                                        If the scytheclaw drake hits a prone target, it instead deals
    A bloodseeker drake can make an opportunity attack against                       2d8 + 5 damage, and ongoing 5 damage (save ends); see also
    any adjacent bloodied creature that shifts.                                      springing   step.
 Bloodthirsty                                                                     Overwhelming Attacker (opportunity, when an enemy adjacent
    A bloodseeker drake gains a +3 bonus to damage rolls against                     to the scytheclaw drake stands up; at-will)
    bloodied targets.                                                                The drake makes an opportunity attack against the triggering
 Alignment Unaligned                Languages -                                      enemy. On a hit, the attack deals no damage, and the enemy
 Skills Athletics +8                                                                 remains prone.
 Str 13 (+3)               Dex 19 (+6)               W i s 10 (+2)                Springing Step (free, when the scytheclaw drake hits with
 Con 13 (+3)               Int 2 (-2)                 Cha 13 (+3)                    scytheclaw attack; recharge        _}_])
                                                                                     The drake jumps 8 squares and uses scytheclaw. The jump
                                                                                     does not provoke an opportunity attack from the target of the
 BLOODSEEKER D R A K E LORE                                                          triggering attack.
     N a t u r e D C 1 2 : B l o o d s e e k e r d r a k e s a r e prized by      Alignment Unaligned              Languages -
 h u n t e r s a n d patrols for t h e i r t r a c k i n g abilities. T h e y     Skills Athletics +13, Stealth +15
 a r e h a r d to control, however, especially in conditions                      Str 16 (+8)              Dex 21 (+10)             W i s 15 (+7)

 t h i c k w i t h t h e s t e n c h o f blood.                                   Con 17 (+8)              Int3(+1)                 Cha 6 (+3)



 HORNED DRAKE                                                                     SCYTHECLAW D R A K E LORE
                                                                                      N a t u r e D C 1 6 : S c y t h e c l a w d r a k e s a r e m o r e intel-
 I N T H E W I L D , a p a c k o f h o r n e d d r a k e s c a n b r i n g down
                                                                                  ligent t h a n o t h e r d r a k e s , a n d they reveal it by using
 m u c h larger prey. A t r a i n e d h o r n e d d r a k e r e t a i n s t h e
                                                                                  tactics o f distraction. I f you c a n see one scytheclaw,
 i n s t i n c t to fight as a t e a m .
                                                                                  c h a n c e s a r e good that a n o t h e r two or t h r e e h i d e
                                                                                  nearby.
 Horned Drake                                         Level 5 Skirmisher
 Medium natural beast (reptile)                                   XP 200
 Initiative +6             Senses Perception +3; low-light vision
 HP 63: Bloodied 31
 AC 19; Fortitude 19, Reflex 17, W i l l 16
 Speed 6
 © Bite (standard; at-will)
    +10 vs. AC; 2d8 + 2 damage, and the horned drake shifts 2
    squares.
 •• Goring Horns (standard; at-will)
  )
    +11 vs. AC; 3d8 + 2 damage, and the target is knocked prone.
 Pack Movement (immediate reaction, when an enemy adjacent to
    the horned drake is hit by a melee attack; at-will)
    The drake shifts 2 squares.
(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)
Drakkoth Ambusher                             Level 1 3 Skirmisher
DRAKKOTH                                                               Medium natural humanoid (reptile)                               XP800
                                                                       Initiative +13        Senses Perception +15; low-light vision
                                                                       H P 131; Bloodied 65; see also drakkoth      rage
 STALKING T H E JUNGLES A N D FORESTS o f t h e world,
                                                                       AC 27; Fortitude 24, Reflex 25, W i l l 24
 drakkoths are draconic creatures that share t h e                     Speed 7
 intelligence and c u n n i n g o f their distant dragon kin.          © Glaive (standard; at-will) • Poison, Weapon
 D r a k k o t h s have adopted a culture and weaponry                   Reach 2; +18 vs. AC; 4d4 damage plus 5 poison damage.
 similar to those o f humanoid races. Fiercely devoted                 4 Sudden Rush (move; recharge (X [i:)
                                                                         The drakkoth ambusher shifts its speed and makes an attack
 to their own kind, drakkoths form warrior tribes that
                                                                         against each enemy it moves adjacent to during the move: +16
 aggressively defend their territories.
                                                                         vs. Reflex; the target is knocked prone.
                                                                       • * Venomous Hiss (minor; recharges when first bloodied) •
                                                                        <
 DRAKKOTH AMBUSHER                                                        Poison
                                                                         Close blast 2; +16 vs. Reflex; 3d6 + 5 poison damage, and the
 T H E DRAKKOTH A M B U S H E R FIGHTS IN CONCERT with
                                                                         target takes ongoing 5 poison damage (save ends).
 soldier and brute allies, m a k i n g surprise attacks                Combat Advantage
 whenever possible.                                                      A drakkoth ambusher deals 2d6 extra damage against any
                                                                         target granting combat advantage to it.
                                                                       Drakkoth Rage (while bloodied)
 DRAKKOTH AMBUSHER TACTICS
                                                                         Once per round when the drakkoth ambusher hits with an
 At the beginning o f combat, a n a m b u s h e r attempts to
                                                                         attack, it gains 10 temporary hit points.
 hit t h r e e or m o r e e n e m i e s with sudden rush. Through-     Alignment Unaligned           Languages Common, Draconic
 out combat, t h e a m b u s h e r prefers to attack with              Str 18 (+10)          Dex 20 (+11)             W i s 18 (+10)
 combat advantage and is constantly on the move,                       Con 19 (+10)          Int 12 (+7)              Cha 14 (+8)
 attacking with reach against prone targets while                      Equipment hide armor, glaive
 avoiding spaces adjacent to e n e m i e s .




                                         (Left to right) drakkoth ambusher, rager, and venomshot
DRAKKOTH RAGER                                                                                Drakkoth Venomshot
                                                                                              Medium natural humanoid (reptile)
                                                                                                                                                    Level 1 6 Artillery

A DRAKKOTH RAGER CHARGES INTO BATTLE, obliviOUS                                               Initiative+13           Senses Perception +13; low-light vision
to a t t a c k s a g a i n s t it i n its s i n g l e - m i n d e d f u r y .                 HP 125; Bloodied 63; see also drakkoth         rage
                                                                                              AC 28; Fortitude 29, Reflex 28, W i l l 28
                                                                                              Speed 7
DRAKKOTH RAGER TACTICS                                                                        © Longsword (standard; at-will) 4 Weapon
The d r a k k o t h rager c h a r g e s h a p h a z a r d l y into c o m b a t ,                 +23 vs. AC; 2d8 + 4 damage.
provoking opportunity attacks if necessary in order                                           © Longbow (standard; at-will) 4 Weapon
t o h i t t h r e e t a r g e t s w i t h raging cleave. T h e r a g e r u s e s                 Ranged 20/40; +23 vs. AC; 2d10 + 5 damage, and the target
venom hiss a s s o o n a s it c a n t a r g e t t w o o r m o r e c r e a -                     gains vulnerable 10 poison (save ends).
t u r e s . I f its f o e s a r e n o t c l u s t e r e d t o g e t h e r , t h e r a g e r      Venomshot Hiss (minor; recharges at the start of its turn while
                                                                                                 the drakkoth venomshot is bloodied) • Poison
f o c u s e s its a t t a c k s o n t h e b i g g e s t t h r e a t .
                                                                                                 Close blast 3; +21 vs. Reflex; 1d10 poison damage, and the
                                                                                                 target takes ongoing 5 poison damage (save ends).
Drakkoth Rager                                              Level 1 5 Elite Brute             Drakkoth Rage (while bloodied)
Medium natural humanoid (reptile)                                               XP 2,400         Once per round when the drakkoth venomshot hits with an
Initiative +12                Senses Perception +12; low-light vision                            attack, it gains 10 temporary hit points.
HP 366; Bloodied 183; see also drakkoth                     rage                              Alignment Unaligned              Languages Common, Draconic
AC 27; Fortitude 30, Reflex 29, W i l l 29                                                    Str20(+13)              Dex21(+13)               W i s 21 ( 1 1 )
Saving Throws +2                                                                              Con 23 (+14)             Int 15 (+10)             Cha 14 (+10)
Speed 7                                                                                       Equipment leather armor, longsword, longbow, 30 arrows
Action Points 1
D Battleaxe (standard; at-will) • Weapon
   +18 vs. AC; 2d10 + 8 damage.                                                               DRAKKOTH LORE
- Raging Cleave (standard; at-will) • Poison, Weapon                                             N a t u r e D C 1 8 : Drakkoths are a race of draconic
   Close burst 1; +18 vs. AC; 2d10 + 8 damage plus 5 poison                                   creatures sometimes called dracotaurs because o f
   damage.
                                                                                              their s i m i l a r i t y in f o r m to c e n t a u r s . U n l i k e dragons
   Venomous Hiss (minor; recharges when first bloodied) •
                                                                                              and d r a g o n s p a w n , b u t s i m i l a r to d r a g o n b o r n , drak-
    Poison
   Close blast 2; +16 vs. Reflex; 3d6 + 5 poison damage, and the                              koths have developed a n a d v a n c e d tribal c u l t u r e .
   target takes ongoing 5 poison damage (save ends).                                          D r a k k o t h s a r e n o m a d i c , and t h e shifting b o u n d -
Drakkoth Rage (while bloodied)                                                                aries o f t h e i r lands c a n e n c o m p a s s vast swaths o f
   The drakkoth rager gains a +2 bonus to attack rolls and a +5                               forest or j u n g l e .
    bonus to damage rolls. In addition, once per round when the                                  N a t u r e D C 2 3 : S o m e drakkoth tribes are devoted
    rager hits with an attack, it gains 10 temporary hit points.
                                                                                              to T i a m a t and serve h e r with a bloodthirsty devo-
Alignment Unaligned                     Languages Common, Draconic
Str 18 (+11)                   Dex 20 (+12)                  W i s 20 (+12)
                                                                                              tion. Others c a r e little for the god o f greed, choosing
Con 23 (+13)                   Int 12 (+8)                   Cha 14 (+9)                      instead to honor a dragon patron (most often a n elder
Equipment hide armor, battleaxe                                                               or ancient green). A dragon that knows o f this prac-
                                                                                              tice might seek drakkoth worshipers, inspiring (or

DRAKKOTH VENOMSHOT                                                                            tricking) a tribe into its service.

T H E DRAKKOTH VENOMSHOT SUPPORTS ITS A L L I E S f r o m
the edge o f the fray with longbow attacks.
                                                                                              ENCOUNTER GROUPS
                                                                                              D r a k k o t h s keep to themselves, although they
                                                                                              sometimes m a k e short-term alliances to challenge
DRAKKOTH VENOMSHOT TACTICS
                                                                                              powerful targets. Additionally, they train creatures to
I f a v e n o m s h o t h a s a c l e a r shot at a target engaged
                                                                                              serve t h e m as guards and hunters.
in m e l e e , it will use its longbow attack to e n h a n c e
its allies' poison attacks. O n c e b l o o d i e d , a venom-
                                                                                              Level 1 4 E n c o u n t e r ( X P 5 , 9 0 0 )
shot will shift away f r o m foes, t r y to h i t a n e a r b y
                                                                                              4- 1 d r a k k o t h rager (level 1 5 elite brute)
enemy w i t h its longbow, t h e n follow up w i t h a
                                                                                              4- 2 drakkoth venomshots (level 1 6 artillery)
venomshot hiss i n order to gain t e m p o r a r y hit points
                                                                                              4- 1 viscera devourer (level 1 2 controller, M M 6 8 )
from drakkoth rage.

                                                                                              Level 1 6 E n c o u n t e r ( X P 7 , 2 0 0 )
                                                                                              4- 3 drakkoth ambushers (level 1 3 skirmisher)
                                                                                              4- 2 d r a k k o t h venomshots (level 1 6 artillery)
                                                                                              4- 1 r o c (level 1 4 elite skirmisher, M M 2 2 0 )
Infernal Anger (minor; recharge (xj (TTj) 4 Fire
DUERGAR                                                                           Until the start of the duergar guard's next turn, its melee
                                                                                  attacks deal 4 extra fire damage, and if an enemy adjacent to
                                                                                  the guard moves, the guard shifts 1 square as an immediate
 D I S T A N T KIN TO D W A R V E S , duergar c a r r y t h e t a i n t           reaction.
 o f a long association with i n f e r n a l forces. Although                  Alignment Evil                     Languages Common, Deep Speech
 they s h a r e a love o f m i n i n g a n d m e t a l w o r k with                                               Dwarven
 t h e i r steadfast d w a r f cousins, duergar a r e u n i f o r m l y        Skills Dungeoneering+9
 treacherous and cruel.                                                        Str 14 (+4)               Dex 15 (+4)               W i s 15 (+4)
                                                                               Con 18 (+6)               Int 10 (+2)               Cha8(+1)
                                                                               Equipment chainmail, warhammer
 DUERGAR GUARD
 W I E L D I N G A F I E R Y W A R H A M M E R , a duergar guard               DUERGAR SCOUT
 flings poisoned quills at its e n e m i e s .
                                                                               A DUERGAR SCOUT ATTACKS FROM AMBUSH, Sniping
                                                                               w i t h its c r o s s b o w a s it m o v e s u n s e e n a m o n g its f o e s .
 Duergar Guard                                          Level 4 Soldier
 Medium natural humanoid, dwarf (devil)                             XP175
                                                                               Duergar Scout                                               Level 4 Lurker
 Initiative +6           Senses Perception +4; darkvision
                                                                               Medium natural humanoid, dwarf (devil)                                   XP 175
 HP 58; Bloodied 29
 AC 20; Fortitude 17, Reflex 15, W i l l 15                                    Initiative +8             Senses Perception +9; darkvision
 Resist 5 fire, 5 poison                                                       HP 48; Bloodied 24
 Speed 5                                                                       AC 18; Fortitude 18, Reflex 16, W i l l 16
 © Warhammer (standard; at-will) 4- Weapon                                     Resist 5 fire, 5 poison
    +11 vs. AC; I d I O + 3 damage.                                            Speed 5
 •f Infernal Quills (minor; encounter) 4 Poison                                © Warhammer (standard; at-will) 4 Weapon

    Ranged 3; +11 vs. AC; 1d8 + 3 damage, and the target takes                    +8 vs. AC; I d I O + 2 damage,

    ongoing 2 poison damage and a -2 penalty to attack rolls (save             •y Crossbow (standard; at-will) 4 Weapon

    ends both).                                                                   Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.




                                                (Left to right) duergar scout, shock trooper, and theurge
• Infernal Quills (minor; encounter) 4 Poison
 Y                                                                     Duergar Shock Trooper                                Level 6 Brute
  Ranged 3; +9 vs. AC; 1d8 + 3 damage, and the target takes            Medium natural humanoid, dwarf (devil)                          XP 250
  ongoing 2 poison damage and a -2 penalty to attack rolls (save       Initiative +6         Senses Perception +6; darkvision
  ends both).                                                          HP 84; Bloodied 42; see also expand
Shadow Attack                                                          AC 18; Fortitude 19, Reflex 18, W i l l 18
  A duergar scout's attacks deal 2d6 extra damage while the            Resist 5 fire, 5 poison
  scout is invisible.                                                  Speed 5
Underdark Sneak (minor; while in dim light or darkness and             © Maul (standard; at-will) • Weapon
  adjacent to an object or a wall that occupies at least 1 square;       +9 vs. AC; 2d6 + 6 damage.
  at-will)                                                             • Infernal Quills (minor; encounter) 4- Poison
                                                                        Y
  The duergar scout becomes invisible until the end of its next           Ranged 3; +9 vs. AC; 1d8 + 4 damage, and the target takes
  turn or until after it hits or misses with an attack.                  ongoing 2 poison damage and a -2 penalty to attack rolls (save
Alignment Evil                  Languages Common, Deep Speech,           ends both).
                                Dwarven                                Expand (when first bloodied; encounter) • Polymorph
Skills Dungeoneering +9, Stealth +9                                      The duergar shock trooper becomes Large, occupying 4 squares
Str 13 (+3)             Dex 15 (+4)          Wis14(+4)                    instead of 1. Creatures and objects in the squares that the
Con 18 (+6)             lnt10(+2)            Cha 8 (+1)                  shock trooper comes to occupy are pushed 1 square. The shock
Equipment chainmail, warhammer, crossbow, case with 10 bolts             trooper's reach becomes 2 and it gains a +5 bonus to damage
                                                                          rolls. This effect lasts until the end of the encounter.
                                                                       Alignment Evil                  Languages Common, Deep Speech,
DUERGAR THEURGE                                                                                        Dwarven
A DUERGAR THEURGE LAUNCHES A F I E R Y R A I N against                 Skills Dungeoneering +11

its foes. T h e approach o f a theurge c a n drain crea-               Str 19 (+7)            Dex 16 (+6)            W i s 16 (+6)
                                                                       Con 14 (+5)            lnt10(+3)              Cha 8 (+2)
tures of the will to fight.
                                                                       Equipment chainmail, maul

Duergar Theurge                                Level 5 Controller
Medium natural humanoid, dwarf (devil)                        XP 200
                                                                       DUERGAR FLESHTEARER
Initiative +3           Senses Perception +6; darkvision               A DUERGAR F L E S H T E A R E R USES ITS SMOKING CLAWS to
HP 63; Bloodied 31                                                     rip the life from its enemies.
AC 19; Fortitude 16, Reflex 16, W i l l 18
Resist 5 fire, 5 poison
Speed 5                                                                Duergar Fleshtearer                                Level 11 Lurker
 D Warhammer (standard; at-will) • Weapon                              Medium natural humanoid, dwarf (devil)                          XP 600
  +10 vs. AC; 1d10 + 1 damage.                                         Initiative +13         Senses Perception +9; darkvision
- Hellbolt (standard; at-will) • Fire
 V                                                                     HP 89; Bloodied 44
  Ranged 10; +9 vs. Reflex; I d I O + 4 fire damage.                   AC 26; Fortitude 25, Reflex 24, W i l l 24
• Infernal Quills (minor; encounter) • Poison
 Y                                                                     Resist 10 fire, 10 poison
  Ranged 3; +10 vs. AC; 1d8 + 3 damage, and the target takes           Speed 5
  ongoing 2 poison damage and a -2 penalty to attack rolls (save       © Claw (standard; at-will)
  ends both).                                                             +16 vs. AC; 1d8 + 3 damage, and ongoing 5 damage (save ends).
                                                                       T Quill Stab (standard; requires combat advantage against the
< Wave of Despair (standard; daily) • Psychic
 -
  Close blast 5; +9 vs. Will; 3d6 + 4 psychic damage, and the             target; recharges when the duergar fleshtearer hits with its

  target is slowed and dazed (save ends both).                            claw attack) 4 Poison
-5!- Brimstone Hail (standard; recharge :•: ;!«') • Fire                  +16 vs. AC; 1 d8 damage, and the target takes ongoing 5 poison

  Area burst 2 within 15; +9 vs. Reflex; 3d6 + 4 fire damage, and         damage and a -2 penalty to attack rolls (save ends both).

  the target is knocked prone.                                            Infernal Quilts (minor; encounter) 4 Poison

   Vile Fumes (standard; recharges when first bloodied) •                 Ranged 3; +16 vs. AC; 1d8 damage, and the target takes
   Poison                                                                 ongoing 5 poison damage and a -2 penalty to attack rolls (save

  Area burst 2 within 15; +9 vs. Fortitude; 3d6 + 4 poison                ends both).
  damage, and the target is blinded until the end of the duergar       Shadow Scourge
  theurge's next turn.                                                    While the duergar fleshtearer is invisible, its attacks deal twice
Alignment Evil                  Languages Common, Deep Speech,            the normal amount of ongoing damage.

                                Dwarven                                Underdark Sneak (minor; while in dim light or darkness and

Skills Arcana +9, Dungeoneering +11, Religion +9                          adjacent to an object or a wall that occupies at least 1 square;
Str 13 (+3)               Dex 12 (+3)         W i s 18 (+6)               at-will)
Con 15 (+4)               Int 15 (+4)         Cha 11 (+2)                 The duergar fleshtearer becomes invisible until the end of its

Equipment robes, warhammer                                                next turn or until after it hits or misses with an attack.
                                                                       Alignment Evil                  Languages Common, Deep Speech,
                                                                                                       Dwarven
DUERGAR SHOCK TROOPER                                                  Skills Bluff+10, Dungeoneering +14, Stealth +14
A L R E A D Y A FORMIDABLE OPPONENT, a shock trooper                   Str 21 (+10)              Dex 19 (+9)         W i s 18 (+9)
                                                                       Con 17 (+8)               Int 12 (+6)          Cha 10 (+5)
grows m o r e imposing w h e n bloodied—literally.
                                                                       Equipment leather armor
DUERGAR HELLCALLER                                                          •if Darkfire Mark (minor 1/round; at-will) • Fire, Necrotic
                                                                              Close burst 10; targets one enemy; until the end of the duergar
BRISTLING W I T H L E T H A L QUILLS, t h e h e l l c a l l e r c a n         blackguard's next turn, the target is marked and gains no
also s u m m o n a lesser devil to battle its foes.                           benefit from any concealment. In addition, if the target ends its
                                                                              next turn farther from the blackguard than it began the turn, or
Duergar Hellcaller                                Level 12 Artillery          if it does not make an attack roll against the blackguard during
Medium natural humanoid, dwarf (devil)                           XP700        its next turn, the target takes 10 fire and necrotic damage.
                                                                            <• Quill Burst (minor; recharge : : X : ! ) • Poison
Initiative +10         Senses Perception +13; darkvision
                                                                              Close burst 3; targets one enemy; +18 vs. AC; 1d8 + 4 damage,
HP 96; Bloodied 48
                                                                              and the target takes ongoing 5 poison damage and a -2 penalty
AC 24; Fortitude 23, Reflex 23, W i l l 25
                                                                              to attack rolls (save ends both).
Resist 10 fire, 10 poison
Speed 5                                                                     Infernal Footwork (immediate reaction, when an enemy adjacent
© Mace (standard; at-will) • Weapon                                           to the duergar blackguard moves or shifts away from it; at-will)
   +19 vs. AC; 1d8 + 5 damage.                                                The blackguard shifts 2 squares and must end the shift in a
• Infernal Quills (standard; at-will) • Fire, Poison
 Y                                                                            space adjacent to the triggering enemy. If the triggering enemy
                                                                              is marked by the duergar blackguard, the blackguard then uses
   Ranged 10; +19 vs. AC; 1d8 + 3 fire and poison damage, and the
                                                                              blighted warhammer     against the target as a free action.
  target takes ongoing 5 fire and poison damage and a -2 penalty
  to attack rolls (save ends both).                                         Alignment Evil                Languages Common, Deep Speech,
• Quick Quill Strike (minor; encounter)
 Y                                                                                                        Dwarven
  The duergar hellcaller makes an infernal quills attack.                   Skills Dungeoneering +15, Intimidate +15, Religion +13
< • Asmodeus's Ruby Curse (standard; encounter) • Fear,
 £                                                                          Str 22 (+12)           Dex 11 (+6)             W i s 14 (+8)
   Psychic                                                                  Con 18 (+10)           Int 19 (+10)           Cha 18 (+10)
   Close blast 5; targets enemies; +16 vs. Will; 3d8 + 5 psychic            Equipment plate armor, heavy shield, warhammer
   damage, and the duergar hellcaller slides the target to the
   nearest space outside the blast. This forced movement provokes
   opportunity attacks.
                                                                            DUERGAR BLASPHEMER
-i'? Quill Storm (standard; encounter) • Fire, Poison                       I N F E R N A L PRIESTS OF ASMODEUS, duergar b l a s p h e m e r s
   Area burst 2 within 10; +17 vs. Reflex; 1d8 fire and poison              punish unbelievers with poison and fire.
   damage, and the target takes ongoing 10 fire and poison
   damage and a -2 penalty to attack rolls (save ends both).                Duergar Blasphemer                 Level 1 4 Controller (Leader)
Devilish Sacrifice (immediate interrupt, when an enemy makes a              Medium natural humanoid, dwarf (devil)                         XP 1,000
   melee attack roll against the duergar hellcaller; encounter)
                                                                            Initiative +9          Senses Perception +13; darkvision
   The hellcaller shifts to the nearest space beyond the triggering
                                                                            Crush Nonbelievers (Fire, Poison) aura sight; the duergar
   enemy's reach. A legion devil hellguard (MM 64) appears in
                                                                              blasphemer and each ally within the aura can score critical hits
   the hellcaller's former space and becomes the target of the
                                                                              on rolls of 19-20 against prone targets and deal 10 extra fire
   enemy's attack. The devil acts immediately after the hellcaller's
                                                                              and poison damage on critical hits against prone targets.
   initiative count.
                                                                            HP 140: Bloodied 70
Alignment Evil                 Languages Common, Deep Speech,               AC 28; Fortitude 25, Reflex 25, W i l l 26
                                Dwarven                                     Resist 10 fire, 10 poison
Skills Arcana +11, Dungeoneering +13, Religion +11                          Speed 5
Str 14 (+8)             Dex 19 (+10)            W i s 14 (+8)               © Greatclub (standard; at-will) • Fire, Necrotic, Weapon
Con18(+10)              lnt11(+6)               Cha22(+12)                    +19 vs. AC; 2d4 + 3 damage, and ongoing 5 fire and necrotic
Equipment leather armor, mace                                                 damage (save ends).
                                                                            • Sinner's Slip (immediate interrupt, when an enemy marked
                                                                             r
DUERGAR BLACKGUARD                                                             by the duergar blasphemer makes an attack roll against it;
                                                                               encounter) • Psychic                    SHHHHHHRH
T H E HEAVILY ARMORED BLACKGUARD relentlessly pur-                            Targets the triggering enemy; +18 vs. Will; the enemy's attack
sues one e n e m y across the field o f battle, pounding it                    instead targets the ally of the attacker nearest to it. If no target
with repeated waraxe attacks.                                                  is available, the attacker is knocked prone and takes 3d6 + 6
                                                                               psychic damage.
                                                                            • Eyes of Asmodeus (standard; at-will)
                                                                             Y
Duergar Blackguard                           Level 1 3 Elite Soldier
                                                                               Ranged 10; +18 vs. Fortitude; the target is weakened and
Medium natural humanoid, dwarf (devil)                          XP 1,600
                                                                               marked until the end of the duergar blasphemer's next turn.
Initiative +8           Senses Perception +8; darkvision
                                                                              Aftereffect: The target is slowed (save ends). Miss: The target is
HP 260; Bloodied 130
                                                                               slowed (save ends).
AC 29; Fortitude 27, Reflex 25, W i l l 25
                                                                            • Infernal Quills (standard; at-will) • Fire, Poison
                                                                             Y
Resist 10 fire, 10 poison
                                                                               Ranged 10; +19 vs. AC; 1d8 + 4 fire and poison damage, and the
Saving Throws +2
                                                                               target takes ongoing 5 fire and poison damage and a -2 penalty
Speed 5
                                                                               to attack rolls (save ends both).
Action Points 1
                                                                            • Quick Quill Strike (minor; encounter)
                                                                             Y
© Blighted Warhammer (standard; at-will) • Poison, Weapon
                                                                               The duergar blasphemer makes an infernal quills attack.
   +20 vs. AC; 2d10 + 3 damage, and the duergar blackguard
                                                                               Preach Submission (minor 1/round; at-will)
   makes a secondary attack against the target. Secondary         Attack:
                                                                               Close burst 10; targets one creature; +19 vs. Will; the target
   +16 vs. Fortitude; the target takes ongoing 5 poison damage
                                                                               is marked (save ends). If the target is already marked by the
   and a -2 penalty to attack rolls (save ends both).
                                                                               duergar blasphemer, it is knocked prone.
(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
®   Scorching Arrows (standard; at-will) • Fire, Weapon
ELADRIN                                                                        Ranged 20/40; +10 vs. AC or Reflex (whichever is lower); 1d10
                                                                               damage plus 1d6 fire damage. Effect: The eladrin arcane archer
                                                                               makes the attack against the same target or a different one.
 S E L F - S T Y L E D PRINCES A N D NOBLES o f t h e Feywild,
                                                                           •# Eldritch Burst (standard; recharge rT _  fjj]) • Force
                                                                                                                  jJ
 eladrin live c h a r m e d lives full o f art and music.                      Area burst 1 within 20; +10 vs. Fortitude; I d I O + 5 force
 However, they are quick to anger when their wrath is                          damage, and the target is knocked prone.
 provoked; an eladrin b e a r s down upon its foes like a                  Fey Step (move; encounter) • Teleportation
 hurricane.                                                                    The eladrin arcane archer teleports 5 squares.
                                                                           Alignment Unaligned            Languages Common, Elven
                                                                           Str 12 (+3)            Dex 18 (+6)            W i s 11 (+2)
 ELADRIN ARCANE ARCHER                                                     Con 15 (+4)            Int 17 (+5)            Cha 15 (+4)
 A R C A N E A R C H E R S INFUSE T H E I R W E A P O N S with magi-       Equipment chainmail, longbow, 2 short swords
 cal force, the better to destroy their e n e m i e s .
                                                                           ELADRIN ARCANE ARCHER LORE
 Eladrin Arcane Archer                          Level 5 Artillery             A r c a n a D C 1 2 : Eladrin a r c a n e archers are highh
 Medium fey humanoid                                         XP200         skilled warriors that employ missiles o f magical fire
 Initiative +6         Senses Perception +7; low-light vision              against their e n e m i e s .
 HP 51; Bloodied 25
                                                                              A r c a n a D C 17: A r c a n e archery is m o r e t h a n just
 AC 17; Fortitude 16, Reflex 18, W i l l 16
                                                                           a combination of magic and skill at a r m s . It is a com-
 Saving Throws +5 against charm effects
                                                                           plete fusion o f two arts, its secrets k n o w n only to t h e
 Speed 6
 © Short Sword (standard; at-will) • Weapon                                eladrin.
   +12 vs. AC; 1d6 + 4 damage.




                              (Left to right) eladrin arcane archer, coure of mischief and strife, and hladesinger
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)
© Freezing Slam (standard; at-will) • Cold
ELEMENTAL                                                                      Reach 2; +17 vs. AC; 1d12 + 6 damage plus 1d12 cold damage.
                                                                            4 Trample (standard; at-will) • Cold
                                                                               The chillfire destroyer moves its speed and can move through
 E L E M E N T A L S ROIL ACROSS t h e E l e m e n t a l Chaps in infi
                                                                               enemies' spaces. The destroyer makes an attack: +15 vs. Reflex;
 nite variety. S o m e occupy roles in that plane's varied                     1d10 + 6 damage plus 1d10 cold damage, and the target is
 environments similar to those o f beasts in the world.                        knocked prone.
 Others pursue alien interests in their own societies.                      < * Firecore Breach (when the chillfire destroyer drops to 0 hit
                                                                             S
                                                                               points) • Fire

 CHILLFIRE DESTROYER                                                           The destroyer does not die until the start of its next turn. Until
                                                                               then, the destroyer can take no actions. At the start of the
 A C H I L L F I R E DESTROYER IS A MASS OF RAGING F I R E                     destroyer's next turn, it makes an attack: close burst 3; +15 vs.
 held i n c h e c k by a shell o f elemental ice. As t h e crea-               Reflex; 4d10 + 6 fire damage.
                                                                            Alignment Unaligned              Languages Primordial
 ture fights, t h e shell slowly weakens, exposing t h e
                                                                            Str 16 (+10)             Dex 20 (+12)             W i s 20 (+12)
 inferno within.
                                                                            Con 23 (+13)             Int 5 (+4)               Cha 12 (+8)

 Chillfire Destroyer                               Level 1 4 Brute
 Large elemental magical beast (cold, fire)                 XP 1,000
                                                                            CHILLFIRE DESTROYER LORE
 Initiative +12        Senses Perception +12                                     A r c a n a D C 1 8 : A c h i l l f i r e destroyer c o m b i n e s
 Leaking Firecore (Fire) aura 2; while the chillfire destroyer is           t h e power o f fire w i t h t h e strength o f e l e m e n t a l i c e .
   bloodied, each creature that starts its turn within the aura takes       T h i s d a n g e r o u s m i x results in a deadly explosion
   10 fire damage.                                                          w h e n t h e c r e a t u r e is slain. B o t h fire a r c h o n s a n d
 H P 173; Bloodied 86; see also firecore breach
                                                                            ice a r c h o n s s e e k to r e c r u i t c h i l l f i r e destroyers for
 AC 26; Fortitude 26, Reflex 25, W i l l 25
                                                                            their forces, s o m e t i m e s c o m i n g into c o n f l i c t as a
 Immune disease, poison; Resist 10 cold, 10 fire
 Speed 5                                                                    result.




                                         (Left to right) windstrtfeer, chillfire destroyer, andflamespiker
DUST DEVIL                                                                      FLAMESPIKER LORE
A LIVING MOTE OF ELEMENTAL A I R , a dust devil is a                                Arcana DC 12: A                flamespiker        is a living shell o f

destructive c r e a t u r e that sends its e n e m i e s        flying.         stone w i t h a hollow c o r e o f roiling flame. It blasts foes
                                                                                with b u r n i n g shards o f stone, r e n d e r i n g targets m o r e
                                                                                susceptible to s u b s e q u e n t fire-based attacks.
Dust Devil                                           Level 3 Skirmisher
Small elemental magical beast (air, earth)                           XP 150
nitiative +7            Senses Perception +0                                    GEONID
HP 47; Bloodied 23
                                                                                A N E L E M E N T A L OF ROCK A N D E A R T H , t h e g e o n i d lurks
AC 18; Fortitude 14, Reflex 16, W i l l 14 (-2 to all defenses while
                                                                                i n t h e U n d e r d a r k w a i t i n g for c r e a t u r e s to s t u m b l e
  slowed or immobilized)
 mmune disease, poison                                                          a c r o s s it. W h e n d o r m a n t , it looks l i k e a large boul-
Speed 8                                                                         der. O n l y w h e n prey d r a w s n e a r does it r e v e a l its
 - Grasping Winds (standard; at-will)                                           true form.
  ^8 VS. Reflex; I d I O + 3 damage, and the dust devil slides the
  target 2 squares.
                                                                                Geonid                                                       Level 6 Lurker
I Gale Blast (move; recharge X; is)
                                                                                Large elemental magical beast (earth)                                     XP 250
  The dust devil shifts 5 squares and attacks each enemy it moves
                                                                                Initiative +10             Senses Perception +11; darkvision
  adjacent to (one attack per creature): +8 vs. Fortitude; the target
                                                                                HP 56; Bloodied 28
   is knocked prone.
                                                                                AC 20; Fortitude 18, Reflex 17, W i l l 17
•- Stinging Sands (standard; encounter)
                                                                                Immune disease, petrification, poison
   Close burst 3; +8 vs. Fortitude; 3d6 + 3 damage, and the target
                                                                                Speed 4
   is blinded until the end of the dust devil's next turn.
                                                                                © Tentacle (standard; at-will)
Alignment Unaligned              Languages Primordial
                                                                                   Reach 2; +11 vs. AC; 2d6 + 4 damage.
Skills Stealth +10
                                                                                + Capturing Grab (standard; at-will)
Str8(+0)                Dex 18 (+5)              W i s 8 (+0)
                                                                                   Reach 2; +11 vs. AC; 1d6 + 4 damage. Eject: The geonid makes
Con 15 (+3)              Int 5 (-2)                  Cha 15 (+3)
                                                                                   one more attack against the same target. If both attacks hit, the
                                                                                   target is grabbed.
DUST DEVIL LORE                                                                 «c* Shell Slam (standard; at-will)
   A r c a n a D C 1 5 : A dust devil is a c r e a t u r e o f w i n d             Close burst 2; +9 vs. Fortitude; the target is knocked prone.
                                                                                   Ejflect: The geonid closes its shell. While the geonid's shell is
and e a r t h , flighty a n d impulsive. B e c a u s e o f its
                                                                                   closed, its speed is 0, it gains a +5 bonus to all defenses, and
dependence on m o v e m e n t , any attack that slows a
                                                                                   it does not have line of effect to any creature other than a
dust devil w e a k e n s it significantly.                                         creature it has grabbed. The geonid slides a creature it has
                                                                                   grabbed into its space. The grabbed creature has line of sight

FLAMESPIKER                                                                        and line of effect only to the geonid. The geonid does not
                                                                                   gain its bonus to defenses against the grabbed creature. If the
F O R M E D OF A I R , E A R T H , A N D F I R E ,    flamespikers        are      grabbed creature escapes, it appears in a space adjacent to the
front-line w a r r i o r s u n d e r t h e c o m m a n d o f m o r e               geonid. The geonid can open its shell as a minor action.
powerful b e i n g s o f t h e E l e m e n t a l C h a o s .                    Shell Form
                                                                                   A geonid with its shell closed resembles a boulder. A creature

Flamespiker                                              Level 5 Soldier            can recognize the geonid as a beast by succeeding on a DC 28
                                                                                    Perception check.
Medium elemental magical beast (air, earth, fire)                    XP 200
                                                                                Alignment Unaligned                 Languages Primordial
Initiative+6             Senses Perception+4
                                                                                Skills Stealth +11
HP 66; Bloodied 33
                                                                                Str 19 (+7)                 Dex 16 (+6)                W i s 17 (+6)
AC 21; Fortitude 18, Reflex 16, W i l l 16
                                                                                Con 14 (+5)                Int6(+1)                   Cha 9 (+2)
Immune disease, petrification, poison; Resist 10 fire
Speed 7
    Stonespike (standard; at-will) • Fire                                       GEONID LORE
   Reach 2; +12 vs. AC; 1d8 damage plus 1d6 fire damage, and the
                                                                                     A r c a n a D C 17: During the war between the
   target gains vulnerable 5 fire and is marked until the end of the
                                                                                gods a n d t h e p r i m o r d i a l s , geonids served as guard-
   flamespiker's next turn.
    Spikebolt (standard; at-will)                                               i a n s a n d w a t c h e r s along t h e h i d d e n pathways that
   Ranged 5/10;+12 vs. AC; 1d10+ 5 damage.                                      h o n e y c o m b e d t h e world. S e c r e t c a c h e s o f w e a p o n s ,
 - Thunderfire Thrust (immediate reaction, when an enemy within                 t r e a s u r e , a n d sleeping p r i m o r d i a l w a r b e a s t s still lurk
   2 squares of the flamespiker shifts; recharge X s i ) • Fire,                in such places, forgotten b y all but t h e geonids that
   Thunder
                                                                                still guard t h e m .
   The flamespiker uses stonespike against the triggering enemy.
   On a hit, the flamespiker makes a secondary attack against
   the same target. Secondary Attack: +10 vs. Fortitude; 5 thunder
   damage, and the target is stunned (save ends).
 Alignment Unaligned             Languages Primordial
 Str 13 (+3)             Dex 15 (+4)                 W i s 15 (+4)
 Con 18 (+6)             lnt6(+0)                    Cha8(+1)
(Left to right) mud lasher, dust devil,
                                                                                        tempest wisp, and stormstonefury




MUD LASHER                                                               M U D LASHER LORE
A CREATURE OF ELEMENTAL EARTH AND WATER, the                                A r c a n a D C 1 2 : A m u d lasher b u r i e s a v i c t i m in

m u d lasher is a vicious b r u t e that delights in drown-              shallow mud, t h e n rests atop this c r u d e grave to feast

ing its foes.                                                            on the slowly rotting c o r p s e . T h e s e c r e a t u r e s have no
                                                                         interest in gold, gems, and o t h e r riches, but t r e a s u r e
                                                                         is s o m e t i m e s interred with their v i c t i m s .
Mud Lasher                                         Level 4 Brute
Medium elemental magical beast (earth, water)           XP 175
Initiative +4     Senses Perception +9; low-light vision                 ROCKEIST SMASHER
H P 63; Bloodied 31
                                                                         ROCKFIST SMASHERS TAKE GREAT PLEASURE in knock-
AC 16; Fortitude 17, Reflex 15, Will 15
                                                                         ing foes to their k n e e s .
Immune disease, poison

© Slam (standard; at-will)                                             1 Rockfist Smasher                                     Level 1 0 Brute
  +7 vs. AC; 2d8 + 4 damage.                                           1 Large elemental magical beast (earth)                         XP500
• Drowning Slam (standard; encounter)
 f                                                                       Initiative +7       Senses Perception +11
  +5 vs. Fortitude; 2d8 + 4 damage, and ongoing 5 damage (save           HP 125; Bloodied 62; see also internal avalanche
  ends). Miss: Half damage.                                              AC 22; Fortitude 24, Reflex 21, Will 21
  Mud Ball (standard; at-will)                                           Immune disease, petrification, poison
  Ranged 10; +5 vs. Reflex; the target is slowed (save ends). If the     Speed 5
  target is already slowed, it is instead immobilized (save ends).       © Granite Punch (standard; at-will)
Amorphous Body (immediate reaction, when hit by a melee                     Reach 2; +13 vs. AC; 2d10 + 6 damage, and if the target is
  attack; encounter)                                                        bloodied, it is knocked prone.
  The mud lasher shifts 3 squares.                                       Internal Avalanche (when first bloodied; encounter)
Relentless Assault                                                          The rockfist smasher gains 20 temporary hit points. If it has
  A mud lasher gains a +2 bonus to attack rolls against slowed or           temporary hit points at the start of its next turn, it loses them
   immobilized creatures.                                                   and gains 1 action point that it must use during that turn.
Alignment Unaligned          Languages Primordial                        Alignment Unaligned          Languages Primordial
Skills Stealth +9                                                        Str 21 (+10)          Dex 15 (+7)             W i s 12 (+6)
Str 18 (+6)            Dex 15 (+4)          W i s 15 (+4)                Con 15 (+7)             Int 4 (+2)             Cha 15 (+7)
Con 13 (+3)            Int8(+1)             Cha 11 (+2)
Shardstorm Vortex                      Level 2 3 Minion Skirmisher
ROCKFIST SMASHER LORE
                                                                              Whirlwind
   A r c a n a D C 1 6 : C a p r i c i o u s a n d stupid, a rockfist
s m a s h e r fights its way across a battlefield at r a n d o m ,
                                                                           Medium elemental magical beast (air, earth)
                                                                           Initiative +21    Senses Perception +17
                                                                                                                                              XP 1,275
                                                                                                                                                         _
focusing on a s p e c i f i c target only after it bloodies                Sandblast aura 1; each enemy within the aura takes a -2 penalty
that foe.                                                                     to all defenses.
   A r c a n a D C 2 1 : M o r e intelligent c r e a t u r e s o f t h e   HP 1; a missed attack never damages a minion.
Elemental C h a o s often gather a n u m b e r o f rockfist                AC 37; Fortitude 35, Reflex 36, W i l l 34

smashers a n d k e e p t h e m in c h a m b e r s as traps.                Immune disease, poison
                                                                           Speed 0, fly 8 (hover)
                                                                           © Abrasive Slam (standard; at-will)
SHARDSTORM VORTEX                                                             +26 vs. Fortitude; 15 damage.

SHARDSTORMS A R I S E IN T H E E L E M E N T A L C H A O S like            Vortex Step (move; at-will)
                                                                              The shardstorm vortex whirlwind shifts 4 squares.
blizzards, hurling cutting slices o f stone instead o f
                                                                           Alignment Unaligned              Languages Primordial
snow. A m o n g t h e s e storms lurk shardstorm vortices.
                                                                           Str 12 (+12)             Dex 27 (+19)             W i s 22 (+17)
   T h e s h a r d s t o r m vortex is a scavenger, feeding on             Con 24 (+18)             Int 5 (+8)               Cha 6 (+9)
the destruction left b e h i n d by t h e battles o f its m o r e
powerful e l e m e n t a l kin.
                                                                           SHARDSTORM VORTEX LORE
                                                                               A r c a n a D C 1 4 : T h e shardstorm vortex is a scav-
Shardstorm Vortex                               Level 7 Skirmisher
                                                                           enger from t h e E l e m e n t a l C h a o s . T h o u g h it is rarely
Medium elemental magical beast (air, earth)                      XP 300
                                                                           t h e first c r e a t u r e to e n t e r a fight, its potent slam
Initiative +9          Senses Perception +6
                                                                           attack m a k e s it a dangerous foe.
Sandblast aura 1; each enemy within the aura takes a -2 penalty
  to all defenses.
HP 80; Bloodied 40                                                         STORMSTONE FURY
AC 21; Fortitude 19, Reflex 20, W i l l 19
                                                                           A STORMSTONE F U R Y IS A HULKING C R E A T U R E o f S t o n e
Immune disease, poison
Speed 0, fly 8 (hover)                                                     a n d thunder, both o f w h i c h it u n l e a s h e s at t h e slight-
 : Abrasive Slam (standard; at-will)                                       est t h r e a t .
  +10 vs. Fortitude; 2d8 + 2 damage.
  Whirling Blast (standard; recharge [X] Jlj)
                                                                           Stormstone Fury                                     ILevel 1 4 Artillery
  The shardstorm vortex shifts 4 squares and makes an attack:
                                                                           Medium elemental magical beast (air, earth)                    XP 1,000
  close burst 1; +10 vs. Reflex; 3d8 + 3 damage, and the vortex
                                                                           Initiative+12            Senses Perception+9
  pushes the target 1 square. Miss: Half damage.
                                                                           HP 113; Bloodied 56
Alignment Unaligned             Languages Primordial
                                                                           AC 26; Fortitude 26, Reflex 25, W i l l 25
Str 10 (+3)              Dex 19 (+7)           W i s 16 (+6)
                                                                           Immune disease, petrification, poison; Resist 10 thunder
Con 16 (+6)              lnt5(+0)              Cha6(+1)
                                                                           Speed 6
                                                                           © Grinding Stones (standard; at-will)
Shardstorm Vortex                     Level 13 Minion Skirmisher              +21 vs. AC; I d I O + 3 damage.
  Funnelcloud                                                              •f Hurtling Thunderstone (standard; at-will) • Thunder
                                                                              Ranged 20; +21 vs. AC; 2d8 + 6 damage. Miss: Half damage.
Medium elemental magical beast (air, earth)                      XP 200
Initiative +14    Senses Perception +10                                       Effect: One square the target currently occupies becomes the

Sandblast aura 1; each enemy within the aura takes a -2 penalty               origin square of a burst 2 attack that occurs at the start of the

  to all defenses.                                                            stormstone fury's next turn: +19 vs. Fortitude; 1d10 + 6 thunder

HP 1; a missed attack never damages a minion.                                 damage.

AC 27; Fortitude 24, Reflex 26, W i l l 24                                 V Shrapnel Burst (minor; recharge         jYTj [x] TJj) •   Thunder
Immune disease, poison                                                        Close burst 2; +21 vs. AC; 1d6 + 6 damage plus 1d6 thunder
Speed 0, fly 8 (hover)                                                        damage, and the stormstone fury pushes the target 2 squares.
 - Abrasive Slam (standard: at-will)                                       Meld to Ground (when first bloodied; requires the stormstone
   +16 vs. Fortitude; 12 damage.                                              fury to be on the ground; encounter) • Teleportation
Vortex Step (move; at-will)                                                   The fury disappears, and no creatures have line of sight or line
  The shardstorm vortex funnelcloud shifts 4 squares.                         of effect to it. At the start of its next turn, the fury appears
Alignment Unaligned             Languages Primordial                          within 10 squares of its previous space.
                                                                           Alignment Unaligned               Languages Primordial
Str 11 (+6)              Dex 22 (+12)           W i s 19 (+10)
                                                                           Str 16 (+10)             Dex 20 (+12)             W i s 15 (+9)
                                                                                                                                             m m
Con 19 (+10)             Int 5 (+3)            Cha 6 (+4)
                                                                           Con 23 (+13)              Int 6 (+5)               Cha 20 (+12)


                                                                           STORMSTONE FURY LORE
                                                                                A r c a n a D C 1 8 : S t o r m s t o n e furies are c r e a t u r e s
                                                                           o f stone a n d living t h u n d e r . A stormstone fury h a s no
                                                                           c o m p u n c t i o n about c a t c h i n g allies with its attacks, so
                                                                           t h e s e c r e a t u r e s fight best alongside those resistant to
thunder. D w a 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
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.
F E L L TAINT                                                                      FELL TAINT PULSAR
                                                                                   A F E L L TAINT P U L S A R IS AN A M B U S H H U N T E R that
                                                                                   attempts to disable its prey with a q u i c k attack.
 INSUBSTANTIAL ALIEN PREDATORS from a twisted
 r e a l m o f m a d n e s s , fell taints kill by generating insan-
                                                                                                                                       Level 1 Artillery
 ity a n d despair in t h e i r v i c t i m s . T h e s e u n n a t u r a l
                                                                                   Small aberrant magical beast                                      XP 100
 h o r r o r s slip b e t w e e n worlds w h e r e a n d w h e n the               Fell Taint Pulsar
                                                                                   Initiative +2       Senses Perception +8
 b o u n d a r i e s t h i n . T h e i r p r e s e n c e alone o p e n s any gap   HP 18; Bloodied 9
 a bit wider, allowing m o r e d r e a d f u l entities to pass                    AC 12; Fortitude 12, Reflex 13, W i l l 14
 through.                                                                          Resist insubstantial; Vulnerable 5 psychic
                                                                                   Speed 1,fly6 (hover)
                                                                                   © Tendril Caress (standard; at-will) • Psychic
 FELL TAINT LASHER                                                                   +4 vs. Reflex; 1d4 + 3 psychic damage.
 A TWISTING KNOT OF PREDATORY TENTACLES, a fell                                    @ Tendril Pulse (standard; at-will) • Psychic
 taint lasher seizes its prey to feed on t h e m a d n e s s it                       Ranged 20; +6 vs. Reflex; 2d4 + 3 psychic damage.
                                                                                   •Y Tendril Flurry (standard; recharge (Xj [fj) • Psychic
 inspires.
                                                                                      Ranged 10; targets one, two, or three creatures; +4 vs. Reflex;
                                                                                      2d4 + 1 psychic damage.
  Fell Taint Lasher                                         Level 1 Soldier        Fell Taint Feeding (standard; at-will) • Healing
  Small aberrant magical beast                                       XP100           Targets a helpless or unconscious creature; the fell taint pulsar
  Initiative +3            Senses Perception +8                                       loses insubstantial and itsflyspeed until the end of its next
  H P 20; Bloodied 10                                                                turn, and it makes a coup de grace against the target. If the
 AC 15; Fortitude 12, Reflex 12, W i l l 14                                           pulsar kills the target, it regains all of its hit points.
  Resist insubstantial; Vulnerable 5 psychic                                       Alignment Unaligned,            Languages-
  Speed 1,fly6 (hover)                                                             Skills Stealth +7
 © Tendril Caress (standard; at-will) • Psychic                                    Str 11 (+0)              Dex 14 (+2)             W i s 16 (+3)
    +5 vs. Reflex; 1d6 + 4 psychic damage.                                         Con 13 (+1)              Int 4 (-3)              Cha 10 (+0)
 •)• Tendrils of Stasis (standard; at-will) • Psychic
    +5 vs. Will; 1d4 + 4 psychic damage, and the target is
    immobilized until the end of the fell taint lasher's next turn.                FELL TAINT P U L S A R TACTICS
  Fell Taint Feeding (standard; at-will) • Healing                                 Fell taint pulsars start c o m b a t with tendril flurry,          from
    Targets a helpless or unconscious creature; the fell taint lasher              hiding i f possible. A f t e r w a r d , they prefer to use tendril
    loses insubstantial and itsflyspeed until the end of its next                  pulse until tendril/lurry r e c h a r g e s .
    turn, and it makes a coup de grace against the target. If the
    lasher kills the target, it regains all of its hit points.
  Flowing Tendrils (free, when the fell taint lasher makes an                      FELL TAINT THOUGHT EATER
    opportunity attack; at-will)                                                   T H E FELL TAINT THOUGHT E A T E R D O E S N T HESITATE to
    The lasher shifts 1 square.
                                                                                   t a k e on a group o f foes, using its ability to disorient its
  Alignment Unaligned               Languages -
                                                                                   opponents to target its next m e a l .
  Str 11 (+0)               Dex 12 (+1)               W i s 16 (+3)
  Con 13 (+1)              Int 4 (-3)                 Cha 10 (+0)
                                                                                   Fell Taint Thought Eater                          Level 2 Controller
                                                                                   Small aberrant magical beast                                 XP 12S
  F E L L TAINT LASHER TACTICS                                                     Initiative +2           Senses Perception +6
  A fell taint l a s h e r quickly closes a n d focuses on one                     HP 26; Bloodied 13
  v i c t i m . It b e g i n s with tendrils of stasis, hoping to use              AC 14; Fortitude 13, Reflex 13, W i l l 15
  its mind-ravaging tendrils on a target that h a s b e e n                        Resist insubstantial; Vulnerable 5 psychic
  i m m o b i l i z e d . It uses/lowing tendrils to gain a n d m a i n -          Speed 1, fly 6 (hover)
                                                                                   © Tendril Caress (standard; at-will) • Psychic
  tain flanking.
                                                                                      +6 vs. Reflex; 1d6 + 5 psychic damage.
                                                                                   •Y Spirit Haze (standard; at-will) • Psychic
                                                                                      Ranged 10; +6 vs. Will; 1 d4 + 5 psychic damage, and the target
                                                                                      is dazed until the end of the fell taint thought eater's next turn.
                                                                                      Thought Fog (standard; recharge (X](H]) • Psychic, Charm
                                                                                      Close blast 5; targets enemies; +5 vs. Will; the target is slowed
                                                                                      (save ends). First Failed Saving Throw: The target is immobilized
                                                                                      instead of slowed (save ends).
                                                                                   Fell Taint Feeding (standard; at-will) • Healing
                                                                                      Targets a helpless or unconscious creature; the fell taint thought
                                                                                      eater loses insubstantial and its fly speed until the end of its
                                                                                      next turn, and it makes a coup de grace against the target. If the
                                                                                      thought eater kills the target, it regains all of its hit points.
                                                                                   Alignment Unaligned             Languages -
                                                                                   Str 11 (+1)              Dex 12 (+2)              W i s 10 (+1)
                                                                                   Con 13 (+2)              I nt 5 (-1)              Cha 16 (+4)
FELL TAINT THOUGHT EATER 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-Knight Vestige                                            Level 1 6 Lurker
FEY LINGERER                                                                                   Medium fey humanoid (undead)                    XP 1,400 or 0 if encountered
                                                                                                                                                       after lingerer knight
                                                                                               Initiative +19              Senses Perception +11; darkvision
 T H E PASSIONS A N D OBSESSIONS o f some strong-willed                                        Spiraling Despair aura 3; each enemy within the aura takes a -2
 eladrin c a n drive t h e m even after death. W h e n their                                      penalty to damage rolls and saving throws.
 physical forms are ruined, their spirits lash out at                                          HP 75; Bloodied 37
 their slayers.                                                                                AC 30; Fortitude 30, Reflex 32, W i l l 29
                                                                                               Resist 15 necrotic, insubstantial; Vulnerable 10 radiant
                                                                                               Speed 6, fly 6 (hover), phasing
 LINGERER KNIGHT                                                                               © Ghostsword (standard; at-will) • Necrotic
 A LINGERER KNIGHT FIGHTS with dangerous despera-                                                 +19 vs. Fortitude; 1d8 + 5 necrotic damage, and the target
                                                                                                  grants combat advantage to the fey-knight vestige (save ends).
 tion, seeking to accomplish a task undone in life.
                                                                                               Combat Advantage • Necrotic
                                                                                                  The fey-knight vestige deals 2d8 extra necrotic damage to any
 Lingerer Knight                                        Level 1 6 Elite Soldier                   target granting combat advantage to it.
 Medium fey humanoid (undead)                                                 XP 2,800         Desperate Dash (move; recharge (xj 52)
 Initiative +17               Senses Perception +11; darkvision                                   The fey-knight vestige shifts 6 squares.
 Spiraling Despair aura 3; each enemy within the aura takes a -2                               Fey Step (move; encounter) • Teleportation
    penalty to damage rolls and saving throws.
 HP 152; Bloodied 76; see also spiritual despondence                    and vestige            Alignment Evil                       Languages Common, Elven
    transformation                                                                             Skills Stealth +20
 AC 32; Fortitude 30, Reflex 32, W i l l 29                                                    Str 21 (+13)                Dex 25 (+15)                W i s 17 (+11)
 Resist 10 necrotic; Vulnerable 5 radiant                                                      Con 16 (+11)                Int 17 (+11)                Cha 19 (+12)
 Saving Throws +2 (+5 against charm effects)
 Speed 6
 Action Points 1                                                                               LINGERER FELL INCANTER
 © Longsword (standard; at-will) • Necrotic                                                    S U R R O U N D E D B Y A M I A S M A OF DESPAIR, a l i n g e r e r fell
    +23 vs. AC; 1d8 + 5 necrotic damage, and ongoing 5 necrotic                                i n c a n t e r c h a n n e l s its h a t r e d t h r o u g h its m a g i c .
    damage (save ends).
 4 Double Attack (standard; at-will)
    The lingerer knight makes two longsword attacks.                                           Lingerer Fell Incanter                             Level 1 8 Elite Artillery
                                                                                               Medium fey humanoid (undead)                                              XP 4,000
 <C Desperate Challenge (standard; encounter) • Necrotic
    Ranged 10; the target is marked until the end of the encounter                             Initiative +14              Senses Perception +15; darkvision
    or until the lingerer knight transforms into a fey-knight vestige.                         Spiraling Despair aura 3; each enemy within the aura takes a -2
    While marked, the target takes 8 necrotic damage whenever it                                  penalty to damage rolls and saving throws.
    makes an attack that does not include the knight.                                          HP 130; Bloodied 65; see also vestige transformation
 '<T Spirit-Sword Circle (standard; recharge |x]51) • Necrotic                                 AC 30; Fortitude 30, Reflex 31, W i l l 31
    Close burst 1; +21 vs. Reflex; 2d8 + 7 necrotic damage, and                                Resist 10 necrotic; Vulnerable 5 radiant
    ongoing 5 necrotic damage (save ends).                                                     Saving Throws +2 (+5 against charm effects)
 • > Spiritual Despondence (when first bloodied) • Necrotic
 <                                                                                             Speed 6
    Close burst 3; targets enemies; no attack roll; 2d6 + 4 necrotic                           Action Points 1

    damage.                                                                                    © Quarterstaff (standard; at-will) • Necrotic
 Fey Step (move; encounter) • Teleportation                                                       +25 vs. AC; 1d8 + 5 necrotic damage, and ongoing 5 necrotic
    The lingerer knight teleports 5 squares.                                                      damage (save ends). The lingerer fell incanter also pushes the
 Vestige Transformation (when the lingerer knight drops to 0 hit                                  target 1 square.
    points)                                                                                    •Y Soul Bolt (standard; at-will) • Necrotic

    The knight becomes a fey-knight vestige. All effects and                                      Ranged 10; +23 vs. Fortitude; 2d8 + 6 necrotic damage, and the
    conditions on the knight end. The vestige acts on the knight's                                target is immobilized (save ends).
    initiative count.                                                                          •f Double Attack (standard; at-will)
 Alignment Evil                         Languages Common, Elven                                   The lingerer fell incanter makes two soul bolt attacks.
 Str 21 (+13)                 Dex25(+15)                    Wis17(+11)                         • * Soul Blast (standard; usable only while bloodied; recharge X
                                                                                                <
 Con 16 (+11)                 Int 17 (+11)                  Cha 19 (+12)                          !i!j) • Necrotic
 Equipment scale armor, longsword                                                                 Close blast 3; +21 vs. Fortitude; 2d8 + 8 necrotic damage,
                                                                                                  and the target is weakened until the end of the lingerer fell
                                                                                                  incanter's next turn.
 FEY-KNIGHT VESTIGE                                                                            Fey Step (move; encounter) • Teleportation
 A FEY-KNIGHT VESTIGE ENTERS A FRENZY OF RAGE, Stab-                                              The lingerer fell incanter teleports 5 squares.
                                                                                               Vestige Transformation (when the lingerer fell incanter drops to
 b i n g w i t h its g h o s t l y s w o r d t o i n f l i c t t e r r i b l e w o u n d s .
                                                                                                  0 hit points)
                                                                                                  The fell incanter becomes a fey-incanter vestige. All effects and
                                                                                                  conditions on the fell incanter end. The vestige acts on the fell
                                                                                                  incanter's initiative count.
                                                                                               Alignment Evil                        Languages Common, Elven
                                                                                               Str 13 (+10)                Dex 21 (+14)                 W i s 22 (+15)
                                                                                               Con 16 (+12)                Int 23 (+15)                 Cha20(+14)
                                                                                               Equipment quarterstaff
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
F1RBOLG                                                                      FIRBOLG HUNTER
                                                                             T H E FIRBOLG H U N T E R S P E C I A L I Z E S in stalking prey,
                                                                             leaping from hiding to attack after sturdier allies h a  r
 L A R G E , F I E R C E HUMANOIDS OF T H E F E Y W I L D , firbolgs
                                                                             engaged t h e enemy.
 live for t h e h u n t . T h e y value i n d e p e n d e n c e , courage,
 and t h e m i d d l e g r o u n d b e t w e e n good a n d evil. T h e y
                                                                             Firbolg Hunter                               Level 12 Skirmisher
 a r e agents o f destiny, death, and the unforgiving wild.
                                                                             Large fey humanoid                                             XP 70
                                                                             Initiative +14         Senses Perception +16; low-light vision
 FlRBOLG HOUNDER                                                             H P 123; Bloodied 61
                                                                             Regeneration 5
 A FlRBOLG HOUNDER OPENLY ATTACKS P R E Y to distract it
                                                                             AC 26; Fortitude 22, Reflex 25, W i l l 24
 from the threat posed by the rest o f its hunting b a n d .                 Vulnerable necrotic (if the firbolg hunter takes necrotic damage.
                                                                               its regeneration does not function on its next turn)
 Firbolg Hounder                                     Level 11 Soldier        Saving Throws +2 against charm effects, immobilized, restrained
 Large fey humanoid                                               XP 600       and slowed
 Initiative +11          Senses Perception +9; low-light vision              Speed 8
 HP 113; Bloodied 56                                                         © Spear (standard; at-will) • Weapon
 Regeneration 5                                                                 Reach 2; +17 vs. AC; 1d10 + 6 damage.
 AC 28; Fortitude 24, Reflex 23, W i l l 23                                  @ Javelin (standard; at-will) • Weapon
 Vulnerable necrotic (if the firbolg hounder takes necrotic damage,            Ranged 10/20; +18 vs. AC; 1 d8 + 7 damage.
    its regeneration does not function on its next turn)                     •/Y Crippling Strike (standard; recharges when first bloodied)
                                                                              f-
 Saving Throws +2 against charm effects, immobilized, restrained,              The firbolg hunter makes a spear attack or a javelin attack.
    and slowed                                                                 On a hit, the attack deals 2d6 extra damage, and the target is
 Speed 8                                                                       immobilized (save ends). Aftereffect: The target is slowed (save
 © Battleaxe (standard; at-will) • Weapon                                      ends).
    Reach 2; +18 vs. AC; 1d12 + 7 damage.                                    ^Pf Mobile Attack (standard; at-will)
 • Drive Prey (standard; recharges when first bloodied) • Fear,
  1                                                                            The firbolg hunter moves 8 squares and makes a spear attack
    Weapon                                                                     or a javelin attack at any point during the move. The hunter
    Reach 2; +17 vs. Fortitude; 2d8 + 7 damage, and the firbolg                doesn't provoke opportunity attacks when moving away from
    hounder slides the target 2 squares. The hounder makes a                    its target or when making the ranged attack.
    secondary attack. Secondary Attack: +15 vs. Will; the target             • Moonfire (minor 1/round; recharge [::] [ X Ijjl)
                                                                              Y
    must move or shift away from the hounder with its first action              Ranged 10; +16 vs. Will; until the end of the firbolg hunter's
    on its next turn or be dazed until the end of that turn.                    next turn, the hunter's attacks against the target deal 1d6
 { Hounding Strike (standard; at-will) • Weapon                                extra damage, and the target cannot benefit from invisibility or
    Reach 2; +18 vs. AC; 1d12 + 7 damage, and the firbolg hounder              concealment.
    slides the target 2 squares.                                             Hunter's Leap
 • Handaxe (standard; at-will) • Weapon
  Y                                                                            A firbolg hunter doesn't provoke opportunity attacks while
    Ranged 5/10; +17 vs. AC; 1d8 + 5 damage, and the target is                 jumping.
    knocked prone.                                                           Alignment Unaligned            Languages Common, Elven
 ^Y Moonfire (minor 1/round; recharge X X : i )                              Skills Athletics +15, Intimidate +12, Nature +16, Stealth+17
    Ranged 10; +16 vs. Will; until the end of the firbolg hounder's          Str 18 (+10)           Dex 22 (+12)           Wis20(+11)
    next turn, the target is marked and cannot benefit from                  Con 19 (+10)           Int 12 (+7)             Cha 13 (+7)
    invisibility or concealment.                                             Equipment leather armor, spear, 3 javelins
 Hunter's Leap
    A firbolg hounder doesn't provoke opportunity attacks while
                                                                             FIRBOLG HUNTER TACTICS
    jumping.
                                                                             T h e firbolg h u n t e r uses moonfire to e n h a n c e t h e effec-
 Alignment Unaligned             Languages Common, Elven
 Skills Athletics +15, Intimidate +11, Nature +14, Stealth +14               tiveness o f its crippling strike attack. It uses hunters
 Str 21 (+10)            Dex 18 (+9)              W i s 18 (+9)              leap to e s c a p e its e n e m i e s a n d m a n e u v e r for combat
 Con 17 (+8)             Int 11 (+5)              Cha 12 (+6)                advantage.
 Equipment scale armor, light shield, battleaxe, 3 handaxes


 FIRBOLG HOUNDER TACTICS
 O p e n i n g with moonfire, t h e firbolg uses drive prey to
 m a n e u v e r a foe into danger. It pursues t h e enemy,
 using hunter's leap i f necessary. T h e h o u n d e r t h e n
 keeps t h e battle moving a n d its allies in advantageous
 position using hounding strike. It t h r o w s a h a n d a x e
 only to bring down elusive prey. I f severely w o u n d e d ,
 t h e firbolg h o u n d e r might use drive prey to disengage
 and f l e e .
FIRBOLG MOON SEER                                                        FIRBOLG BLOODBEAR
  A HEN BATTLE is JOINED, t h e firbolg m o o n seer calls                W I T H T H E ABILITY TO TRANSFORM into t h e shape o f                       c
  down darkest fate on t h e enemy.                                       a f e a r s o m e b e a s t , t h e firbolg b l o o d b e a r is a reckless   cc
                                                                          a n d savage opponent.
  Firbolg Moon Seer                            Level 1 4 Controller
1 -arge fey humanoid                                      XP 1,000        Firbolg Bloodbear                                Level 1 5 Elite Brute
  — itiative +11         Senses Perception +18; low-light vision          Large fey humanoid                                            XP 2,400
 -P 141; Bloodied 70                                                      Initiative +12           Senses Perception +18; low-light vision
 Regeneration 5                                                           HP 240; Bloodied 120; see also bloodbear/orm
  KZ 28; Fortitude 26, Reflex 24, W i l l 27                              Regeneration 5 (10 while in bloodbear form)
  > jlnerable necrotic (if the firbolg moon seer takes necrotic           AC 27; Fortitude 28, Reflex 25, W i l l 28
    damage, its regeneration does not function on its next turn)          Vulnerable necrotic (if the firbolg bloodbear takes necrotic
 Saving Throws +2 against charm effects, immobilized, restrained,            damage, its regeneration does not function on its next turn
    and slowed                                                            Saving Throws +2 (+4 against charm effects, immobilized,
 Soeed 8                                                                     restrained, and slowed)
  : Moon Mace (standard; at-will) 4 Radiant, Weapon                       Speed 8
    Reach 2; +18 vs. Reflex; 1d10 + 7 radiant damage, and the             Action Points 1
    target is blinded until the start of its next turn.                   © Slam (standard; at-will)
 * Ban of the Raven (standard; encounter) 4 Necrotic, Radiant                Reach 2; +18 vs. AC; 2d8 + 9 damage.
    Ranged 10; +18 vs. Fortitude; 3d8 + 6 necrotic damage, attack         © Claw (standard; usable only while in bloodbear form; at-will)
    rolls against the target can score critical hits on rolls of 18-20,      Reach 2; +18 vs. AC; 2d12 + 9 damage.
    and the target takes 10 extra necrotic damage from a critical hit     4 Double Attack (standard; at-will)
     save ends both). Aftereffect: Attack rolls against the target can       The firbolg bloodbear makes two melee basic attacks. If the
    score critical hits on rolls of 19-20 (save ends).                       bloodbear hits with both attacks, it makes a secondary attack
    Moonfire (minor 1/round; recharge TTjiXjij)                              against the target. Secondary Attack: +17 vs. Fortitude; the
    Ranged 10; +18 vs. Will; until the end of the firbolg moon seer's        target is grabbed.
    next turn, the target grants combat advantage to the moon seer        4 Bloodbear Maul (standard; recharges when bloodied)
    and cannot benefit from invisibility or concealment.
                                                                             Reach 2; targets a creature grabbed by the firbolg bloodbear;
 — Moonstrike (standard; recharge       JH][n]) 4   Charm, Psychic           no attack roll; 4d10 + 9 damage, and if the bloodbear is in
    Close burst S; targets one enemy affected by moonjire; +18 vs.           bloodbear form, it makes a bite attack against the target as a
    Will; 2d8 + 6 psychic damage, and the target is dominated until          free action.
    the end of the firbolg moon seer's next turn.                         4 Bite (standard; usable only while in bloodbear form; at-will)
 — Spirit Hounds (standard; recharges when first bloodied)                   +18 vs. AC; 3d12 + 9 damage, and if the target is granting
    Close blast 5; targets enemies; +17 vs. Reflex; 2d6 + 6 damage,          combat advantage to the firbolg bloodbear, the target takes
    and the target is slowed and cannot teleport (save ends both).           ongoing 10 damage (save ends).
  Alignment Unaligned           Languages Common, Elven                   *Y Moonfire (minor; recharge __ |XJ __)
  Skills Arcana +14, Athletics +15, Nature +18, Religion +14                 Ranged 10; +15 vs. Will; until the end of the firbolg bloodbear's
 Str 17 (+10)           Dex 18 (+11)            W i s 23 (+13)               next turn, the target cannot benefit from invisibility or
 Con 21 (+12)            Int 14 (+9)            Cha 15 (+9)                  concealment.
  Equipment leather armor, mace, moon mask                                Bloodbear Form (when first bloodied; encounter) 4 Healing,
                                                                             Polymorph
                                                                             The firbolg bloodbear takes the form of a humanoid-bear
 FIRBOLG MOON SEER TACTICS
                                                                             hybrid. It regains all of its hit points, gains regeneration 10, and
 W h e n battle is j o i n e d , the firbolg m o o n seer targets
                                                                             gains bite and claw attacks. When the bloodbear is bloodied a
  :ne foe with moonfire, t h e n m a k e s that e n e m y m o r e            second time, it reverts to its normal form until the end of the
 vulnerable with ban of the raven. T h e m e m b e r s o f                   encounter.
  :he firbolg hunt focus m e l e e attacks on opponents                   Alignment Unaligned              Languages Common, Elven
  ."rected by ban of the raven. T h e moon seer targets                   Skills Athletics +19, Intimidate +13, Nature +18
                                                                          Str 24 (+14)             Dex 20 (+12)             W i s 22 (+13)
  :he largest n u m b e r o f e n e m i e s possible with a spirit
                                                                          Con 20 (+12)             Int 12 (+8)               Cha 13 (+8)
  -sands attack. It uses moonstrike late in battle—often
                                                                          Equipment hide armor, bear helmet
 no force t h e target to provide cover for t h e m o o n seer's
 escape.
                                                                          FIRBOLG BLOODBEAR TACTICS
                                                                          Diving into t h e middle o f c o m b a t , t h e firbolg blood-
                                                                          b e a r c o n c e n t r a t e s on one foe, attempting to grab that
                                                                          e n e m y for a bloodbear maul in t h e n e x t r o u n d . T h e
                                                                          firbolg is reckless until it c a n t r a n s f o r m into its blood-
                                                                          b e a r form. T h e n it acts like a b e r s e r k dire bear—only
                                                                          stronger a n d tougher—doing its best to use bloodbear
                                                                          maul again before it is forced out o f b l o o d b e a r form.
FIRBOLG GHOSTRAVEN                                                      FIRBOLG MASTER
FROM ON HIGH, this firbolg s h a p e c h a n g e r glides into
                                                                        OF THE WILD HUNT
battle in its terrifying s p e c t r a l form.
                                                                        T H E FIRBOLG M A S T E R OF T H E W I L D H U N T pursues one
                                                                        foe relentlessly across t h e field o f battle.
Firbolg Ghostraven                           Level 1 6 Elite Lurker
Large fey humanoid                                         XP 2,800
                                                                        Firbolg Master of the                        Level 2 2 Elite Skirmisher
Initiative +18        Senses Perception +18; low-light vision
HP 238; Bloodied 119                                                      Wild Hunt
Regeneration S                                                          Large fey humanoid                                                  XP 8,300
AC 30; Fortitude 28, Reflex 29, W i l l 28                              Initiative +22           Senses Perception +24; low-light vision
Vulnerable necrotic (if the firbolg ghostraven takes necrotic           HP 404; Bloodied 202
   damage, its regeneration does not function on its next turn)         Regeneration 10
Saving Throws +2 (+4 against charm effects, immobilized,                AC 36; Fortitude 33, Reflex 35, W i l l 34
   restrained, and slowed)                                              Vulnerable necrotic (if the firbolg master of the Wild Hunt takes
Speed 8                                                                    necrotic damage, its regeneration does not function on its next
Action Points 1                                                           turn)
© Heavy W a r Pick (standard; at-will) • Weapon                         Saving Throws +2 (+4 against charm effects, immobilized,
   Reach 2; +21 vs. AC; 1d12 + 7 damage (crit 2d12 + 19).                  restrained, and slowed)
• Double Attack (standard; at-will)
 1                                                                      Speed 8,fly8 (clumsy)
  The firbolg ghostraven makes two heavy war pick attacks. If the       Action Points 1
  ghostraven hits two targets with the attacks, one of the targets      © Spear of the Hunt (standard; at-will) • Weapon
   of the ghostraven's choice is blinded (save ends).                      Reach 2; +27 vs. AC; 2d10 + 7 damage.
• Moonfire (minor 1/round; recharge [: :j _] |: :j)
 Y                                                                      © Spear the Prey (standard; at-will) • Weapon
   Ranged 10; +19 vs. Will; until the end of the firbolg ghostraven's      Ranged 10/20; +27 vs. AC; 2d10 + 7 damage. Effect: The firbolg
   next turn, the target cannot benefit from invisibility or               master of the Wild Hunt's spear returns after the master makes
   concealment.                                                            the attack.
Ghostraven Form (minor; at-will) • Polymorph                            •)• Double Attack (standard; at-will)
   Until the firbolg ghostraven attacks, it gains insubstantial and       The firbolg master of the Wild Hunt makes two spear of the hunt
   phasing and gains a fly (clumsy) speed equal to its walk speed.         attacks.
   While in dim light or darkness, it has concealment while in this     l -Y Mortal Strike (standard; recharges when first bloodied)
  form.                                                                    The firbolg master of the Wild Hunt makes a spear of the hunt
Ghostraven Strike                                                          attack or a spear the prey attack against a bloodied enemy. On
   When the firbolg ghostraven hits a target that couldn't see the         a hit, the attack becomes a critical hit and deals 6d6 extra
   ghostraven at the start of the ghostraven's turn, the attack deals      damage. If the attack reduces the target to 0 hit points or fewer
   2d8 extra damage.                                                       the master gains 1 action point.
Hunter's Flight                                                         4? Moonfire (minor 1/round; at-will)
   A firbolg ghostraven doesn't provoke opportunity attacks while          Ranged 10; +25 vs. Will; until the end of the firbolg master of
  jumping or when moving at half speed while flying.                       the Wild Hunt's next turn, the target is marked, grants combat
Alignment Unaligned           Languages Common, Elven                      advantage to the master, and cannot benefit from invisibility or
Skills Athletics +18, Nature +18, Stealth +19                              concealment.
Str 20 (+13)           Dex 23 (+14)           W i s 21 (+13)            Moonhunter
Con 17 (+11)          Int 13 (+9)             Cha 15 (+10)                 A firbolg master of the Wild Hunt's attacks deal 2d6 extra
Equipment leather armor, raven helmet, heavy war pick                      damage to a creature affected by moon/Ire.
                                                                        Alignment Unaligned               Languages Common, Elven
                                                                        Skills Acrobatics +25, Athletics +23, Nature +24, Stealth +25
FIRBOLG GHOSTRAVEN TACTICS                                              Str 24 (+18)              Dex 28 (+20)             W i s 26 (+19)
T h e ghostraven employs double attack against two                      Con 18 (+15)              Int 15 (+13)             Cha 18 (+15)
foes, hoping to blind o n e . It a i m s at least o n e attack          Equipment light shield, stag helmet, longspear
per r o u n d at a b l i n d e d target in order to t a k e advan-
tage o f ghostraven strike. Failing that, it uses ghostraven
                                                                        FIRBOLG MASTER OE THE
form to retreat into hiding to p r e p a r e a n o t h e r stealthy
attack.
                                                                        W I L D HUNT TACTICS
                                                                        A firbolg m a s t e r o f t h e W i l d H u n t places moonfire
                                                                        upon a foe quickly so that it loses no c h a n c e to take
                                                                        advantage o f moonhunter.              It then d i r e c t s all efforts
                                                                        toward bloodying that foe in order to c r e a t e t h e
                                                                        opportunity for a mortal strike. A firbolg m a s t e r o f the
                                                                        W i l d H u n t c a n fly, a n d it does so mostly to avoid dan-
                                                                        gerous t e r r a i n a n d h a z a r d s .
(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.
•i'c Darksoul Mist (standard; recharge (fT| _} fJJ) • Zone
FOMORIAN                                                                       Area burst 2 within 10; +20 vs. Fortitude; 2d8 + 7 necrotic
                                                                                damage, and the target is slowed (save ends). Effect: The
                                                                                burst creates a zone of darkness that lasts until the end of
 W H E N T H E F E Y W I L D W A S YOUNG, it m i r r o r e d m a n y
                                                                                the encounter. The zone blocks line of sight for any creature
 a s p e c t s o f t h e world, b o t h foul a n d b e n i g n . Fomori-        without darkvision.
 a n s arose as dark r e f l e c t i o n s o f t h e massive titans. To      Alignment Evil                  Languages Elven
 this day, t h e s e twisted giants c o n t i n u e to i n h a b i t t h e   Str 13 (+9)             Dex 17 (+11)            W i s 15 (+10)
 U n d e r d a r k o f t h e Feywild. T h e i r beautiful c a v e r n s      Con 20 (+13)            Int 16 (+11)            Cha 24 (+15)
 h o u s e n u m e r o u s eladrin slaves, cyclops followers, a n d
 o t h e r fey that have b e e n t u r n e d to evil ways.                   FOMORIAN GHOST SHAMAN
                                                                             TACTICS
 FOMORIAN GHOST SHAMAN                                                       A f o m o r i a n ghost s h a m a n lurks j u s t b e h i n d t h e front-
 G E N E R A T I N G A MIST OF DARKNESS, t h e f o m o r i a n ghost         line warriors, using its evil eye on its foes a n d t h e n
 s h a m a n m a n i p u l a t e s its foes like puppets.                    d o m i n a t i n g t h e m with spirits of possession.


 Fomorian Ghost Shaman                    Level 1 6 Elite Controller         FOMORIAN CACKLER
 Huge fey humanoid (giant)                                 XP 2,800
                                                                             A FOMORIAN CACKLER IS A SLY ASSASSIN that finds evil
 Initiative +11          Senses Perception +10; darkvision,
                                                                             glee in sinking its daggers into an enemy's h e a r t .
       truesight 6
 Aura of Eyes aura 3; each enemy within the aura takes a -3
    penalty to attack rolls against the fomorian ghost shaman and            Fomorian Cackler                              Level 17 Elite Lurker
    cannot shift or charge.                                                  Huge fey humanoid (giant)                                  XP 3,200
 HP 312; Bloodied 156                                                        Initiative +17          Senses Perception +17; truesight 6
 AC 30; Fortitude 28, Reflex 26, W i l l 30                                  Cackling Depravity aura 1; each enemy within the aura takes a -2
 Saving Throws +2                                                               penalty to Will.
 Speed 8                                                                     HP 262; Bloodied 131
 Action Points 1                                                             AC 31; Fortitude 30, Reflex 28, W i l l 27
 © Death's Touch (standard; at-will)                                         Saving Throws +2
    Reach 3; +20 vs. Fortitude; 4d4 + 5 necrotic damage, and the             Speed 8
    target is slowed (save ends).                                            Action Points 1
    Evil Eye (minor 1/round; at-will)                                        © Disembowel (standard; at-will) • Weapon
    Ranged 5; +20 vs. Reflex; the target gains ongoing 10 necrotic              Reach 3; +22 vs. AC; 2d8 + 7 damage.
    damage (save ends).                                                      •Y Evil Eye (minor; at-will)
 < * Spirits of Possession (standard; at-will) • Charm
  c                                                                             Ranged 5; +20 vs. Will; the target treats the fomorian cackler as
    Close blast 3; targets creatures that have ongoing necrotic                 invisible (save ends).
    damage; +20 vs. Will; the target is dominated (save ends).
' Heartseeking Daggers (standard; at-will) • Weapon                           Fomorian Totemist                    Level 1 8 Elite Skirmisher
  Ranged 10; targets one or two creatures; +22 vs. AC; 2d8 + 7                Huge fey humanoid (giant, undead)                           XP 4,000
  damage. Effect: The daggers return to the fomorian cackler after            Initiative +17        Senses Perception +14; truesight 6
  it makes the attack.                                                        HP 352; Bloodied 176
                                                                              AC 32; Fortitude 31, Reflex 29, W i l l 29
  A fomorian cackler's attacks deal 4d6 extra damage against a                Saving Throws +2
  creature that cannot see the cackler.                                       Speed 8
5 ze Alteration (minor; at-will)                                              Action Points 1
  The fomorian cackler changes its size to Medium and the                     © Chain of Skulls (standard; at-will) • Weapon
  cackler's reach for disembowel becomes 1. The cackler can                     Reach 4; +23 vs. AC; 2d8 + 3 damage, and ongoing 5 necrotic
  use a minor action to return to its normal size and regain its                damage (save ends).
  normal reach.                                                               + Voodoo (minor 1/round; at-will)                          JlHHHI
Alignment Evil                 Languages Elven                                  Reach 4; +21 vs. Will; 2d6 psychic damage, and the fomorian
Skills Bluff+14, Stealth +18                                                    totemist chooses one of the following three effects.
Str 24 (+1S)            Dex 21 (+13)            W i s 19 (+12)                  Glorious Head: The target is blinded (save ends).
Con 23 (+14)            Int I S (+10)           Cha 13 (+9)                     Wasting Head: The target is weakened (save ends).
Equipment 2 daggers                                                              Bewildering Head: The target must make a melee basic attack
                                                                                against an ally adjacent to it.
                                                                                Effect: The totemist shifts 1 square after the attack.
FOMORIAN CACKLER TACTICS
                                                                                Evil Eye (minor; at-will)
A fomorian c a c k l e r prefers to a m b u s h e n e m i e s f r o m
                                                                                 Ranged 5; +21 vs. Will; 10 necrotic damage, and the target
places w h e r e a f o m o r i a n could not n o r m a l l y fit. It            takes a -2 penalty to saving throws until the end of the fomorian
uses evil eye to r e n d e r i t s e l f invisible to one or two                 totemist's next turn.
targets, t h e n c o n c e n t r a t e s its attacks on t h o s e foes to     Fresh Rage
take advantage o f invisible mania.                                              A fomorian totemist's first successful attack during its turn deals
                                                                                 5 extra damage.                                               .
                                                                              Alignment Evil                Languages Elven
FOMORIAN FOTEMIST                                                             Str 27 (+17)          Dex 22 (+15)           W i s 21 (+14)
FESTOONED W I T H A C H A I N OF S E V E R E D H E A D S , a fomo-            Con24(+16)            Int 15 (+11)           Cha 23 (+15)
                                                                              Equipment chain strung with skulls
rian totemist wields evil m a g i c on t h e battlefield.




                                                      (Left to right)fomorian butcher and cackler
FOMORIAN TOTEMIST TACTICS
A f o m o r i a n totemist never stays still. It uses evil eye on
t h e most c a p a b l e foes, to prevent t h e m from saving
against its voodoo a t t a c k s . I f any fey are a m o n g its
opponents, it focuses its attacks on t h e m .



FOMORIAN BLINDER
T H E FOMORIAN BLINDER USES T H E P O W E R o f its evil eve
to debilitate its foes.


Fomorian Blinder                           Level 2 0 Elite Artillery
Huge fey humanoid (giant)                                        XP 5,600
Initiative +11         Senses Perception +18; truesight 6
HP 296; Bloodied 148
AC 32; Fortitude 31, Reflex 33, W i l l 31
Saving Throws +2
Speed 8
Action Points 1
© Quarterstaff (standard; at-will) • Weapon
   Reach 3;+27 vs. AC; 1d12 + 10 damage.
• Evil Eye (minor; at-will)
 Y
   Ranged 10; +25 vs. Fortitude; the target is affected by the
  fomorian's evil eye (save ends). While the target is affected by
  evil eye, whenever the fomorian blinder's attack damages a
   creature other than the target, the target takes an equal amoun:
   of damage. The effect ends if the blinder uses evil eye against a
   different target.
• Acid Eye (standard; at-will) • Acid, Necrotic
 Y
   Ranged 10; targets one or two creatures; +25 vs. Reflex; 2d8
  + 9 acid and necrotic damage, and the target cannot use
   encounter or daily attack powers until the end of the target's
   next turn.
- i Shower of Ichor (minor; encounter) • Acid, Necrotic
 $>
  Area burst 2 within 10; +23 vs. Reflex; 2d8 + 9 acid and
   necrotic damage, and ongoing 10 acid and necrotic damage
   (save ends).
Alignment Evil                 Languages Elven
Str 23 (+16)            Dex 12 (+11)            W i s 16 (+13)
Con 22 (+16)            Int 26 (+18)            Cha 23 (+16)
Equipment quarterstaff



FOMORIAN BLINDER TACTICS
A f o m o r i a n b l i n d e r uses evil eye against foes it t h i n k s
a r e most likely to attack it, especially spellcasters. It
uses acid eye every r o u n d , spending an action point to
c a t c h bloodied foes w i t h i n shower of ichor.



FOMORIAN BUTCHER
B R U T A L A N D RELENTLESS, a f o m o r i a n b u t c h e r fixates
on one opponent, trying to h a c k t h e c r e a t u r e to death
with its falchion.
Fomorian Butcher                           Level 2 2 E l i t e B r u t e   victims years before coming to claim their heads,
Huge fey humanoid (giant)                                   XP 8,300       patiently waiting for their chosen targets to " m a t u r e "
Initiative +15        Senses Perception +16; truesight 6                   and adopt the appearance they c a n see with their
H P 514; Bloodied 257
                                                                           prescient evil eyes.
AC 34; Fortitude 36, Reflex 32, W i l l 33
                                                                               Cacklers laugh like m a d fools almost constantly,
Saving Throws +2
Speed 8                                                                    but a cackler's m a n i c air belies its fiendish m i n d .
Action Points 1                                                            Cacklers are silent only w h e n they seek to be hidden,
© Falchion (standard; at-will) 4 Weapon                                    and they have extraordinary stealth for their mas
   Reach 3; +25 vs. AC; 4d4 + 14(crit 12d4 + 24) damage.                   sive height and weight. Due to their ability to change
'Y Evil Eye (minor; at-will)
                                                                           size, cacklers sometimes adopt magic disguises to
  Ranged 5; +23 vs. Will; the target is restrained (save ends).
                                                                           travel a m o n g lesser creatures. W h e n they adopt the
  The effect ends if the fomorian butcher uses evil eye against a
                                                                           disguise o f another creature, they easily take on its
  different target.
Fomorian Brutality                                                         m a n n e r i s m s . T h e i r madness allows them to assume
  When the fomorian butcher scores a critical hit against a target         these other personalities with ease. However, such
  affected by its evil eye, it makes a falchion attack against the         personalities r e m a i n with the cackler and sometimes
  same target as a free action.                                            emerge unbidden at later times.
Fomorian Butchery                                                              Foul formorian blinders take the eyes o f other
  A fomorian butcher's falchion attack deals 2d12 + 11 extra
                                                                           creatures and use t h e m to attack foes. They delight in
  damage against a creature that the butcher has hit since the
                                                                           carrying these tiny trophies o f their victims. Blinders
   start of the butcher's last turn.
Alignment Evil                 Languages Elven                             know the most about fomorians and their culture,
Str 27 (+20)          Dex 19 (+15)          W i s 10 (+11)                 acting as the sages and scholars o f their race. It's said
Con 27 (+20)          Int 11 (+11)          Cha20(+16)                     that i f any possess the secret to a defense against the
Equipment hide armor, falchion                                             evil eye, a blinder surely knows it.
                                                                               A r c a n a D C 2 7 : Fomorian butchers are the most
FOMORIAN BUTCHER TACTICS                                                   sadistic among fomorians and have b e e n known to
A fomorian butcher charges the most physically                             cut slaves in h a l f simply for the j o y o f it. T h e i r simple-
dangerous-looking foe, hewing wildly with its massive                      m i n d e d pleasure in slaughter m a k e s t h e m frequent
falchion. It then uses its evil eye to prevent the enemy                   targets for recruitment and manipulation by other
from escaping. It spends an action point to make                           creatures. Fomorian butchers often work with devils,
another falchion attack when that opponent b e c o m e s                   greedily trading their souls and some mysterious
bloodied. It concentrates on one foe, trying to do as                      afterlife for the power they desire in the Feywild and
much damage as possible with/omortan butchery.                             beyond.


FOMORIAN LORE                                                              ENCOUNTER GROUPS
    A r c a n a D C 1 4 : F o m o r i a n s have a peculiar obses-         T h e fomorians work with other sinister forces o f the
sion with the other denizens o f the Feywild. They                         Feywild, and with the drow.
loathe t h e m passionately, but desire their subjugation,
not their destruction. In their minds, the ideal Fey-                      Level 1 5 Encounter ( X P 6 , 6 0 0 )
wild is one in w h i c h each fomorian lives as royalty,                   • 1 drow a r a c h n o m a n c e r (level 13 artillery, MM 9 4 )
ruling over all other creatures. For this reason, they                     • 1 drow blademaster (level 1 3 elite skirmisher,
wage an eternal war with the eladrin and other fey,                           MM 9 4 )
forever seeking to achieve this impossible goal.                           • 1 fomorian ghost s h a m a n (level 1 6 elite controller)
    A r c a n a D C 2 2 : Ghost s h a m a n s enslave the spirits          4- 8 Lolthbound goblin slaves (level 1 2 m i n i o n
o f those they kill. They use these spirits in combat,                         skirmisher)
but also keep t h e m as sources of a m u s e m e n t , forc-
ing t h e m to dance or play out haunting shadow                           Level 2 1 E n c o u n t e r ( X P 1 6 , 3 0 0 )
plays. T h e s e evil giants m a k e frequent forays into the              4 1 fomorian butcher (level 2 2 elite brute)
Shadowfell to discover its secrets.                                        • 1 fomorian cackler (level 17 elite lurker)
   T h e totemist takes heads from those it slays and                      • 1 fomorian painbringer (level 1 9 elite controller,
adds t h e m to its c h a i n o f heads. O n c e it imbues the               MM 1 1 0 )
heads with n e c r o m a n t i c power, its attacks with the
chain o f heads c a n have a different result depending                    Level 2 2 E n c o u n t e r ( X P 2 3 , 2 0 0 )
on which head strikes the foe. Fomorian totemists                          • 1 fomorian blinder (level 2 0 elite artillery)
often prefer a certain type o f head and c a n b e c o m e                 • 2 fomorian totemists (level 18 elite skirmisher)
obsessive about their collections. O n e might favor                       -4 3 fomorian warriors (level 17 elite soldier,
eladrin heads, while another might prefer dwarves                              MM 1 1 0 )
for their long beards. S o m e totemists select future
GENASI                                                                          GENASI ELEMENTAL
                                                                                DERVISH TACTICS
                                                                                T h e genasi e l e m e n t a l dervish adapts to its e n e m i e s '
 A PROUD RACE OF HUMANOIDS infused with t h e energy
                                                                                vulnerabilities. It uses promise of storm a n d lightning
 o f t h e E l e m e n t a l C h a o s , genasi vary in a p p e a r a n c e
                                                                                cut against defenders, a n d it employs earth shock
 and personality. At h o m e strolling t h r o u g h t h e corri-
                                                                                against strikers or m o b i l e foes.
 dors o f c h u r n i n g energy o f t h e E l e m e n t a l C h a o s , they
 also delight in t h e verdant forests o f t h e Feywild a n d
 t h e quaint cities o f the world. A m o n g t h e genasi are
                                                                                GENASI FIREBLADE
 hot-blooded fireblades, adventuring skyspies, t a c i t u r n                  T H E GENASI F I R E B L A D E RUSHES INTO COMBAT, swing-

 stoneshields, a n d e l e m e n t a l dervishes, w h i c h tap t h e           ing its f l a m i n g blade at t h e nearest e n e m i e s .

 energy o f t h e i r e l e m e n t a l heritage.
                                                                                Genasi Fireblade                                          Level 11 Brute
                                                                                Medium elemental humanoid (fire)                                  XP600
 GENASI                                                                         Initiative +6             Senses Perception +7
 ELEMENTAL DERVISH                                                              H P 139; B l o o d i e d 69
                                                                                A C 23; Fortitude 25, Reflex 22, W i l l 21
 A GRACEFUL M A S T E R OF T H E DOUBLE SWORD, a genasi
                                                                                Resist 10 fire
 e l e m e n t a l dervish is equally capable o f r e a c h i n g a foe         Speed 6
 on land, through water, or in t h e air.                                       © Falchion (standard; at-will) • Fire, W e a p o n
                                                                                   +14 vs. AC; 2d4 + 6 damage (crit 4d4 + 14), and ongoing 5 fire
                                                                                   damage (save ends).
 Genasi Elemental Dervish         Level 1 8 Elite Skirmisher
 Medium elemental humanoid (air, earth, fire, water) XP 4,000                   4 Fiery Riposte (immediate reaction, when the genasi fireblade is
                                                                                   hit by an enemy adjacent to it; at-will) • Fire
 Initiative +17               Senses Perception +13
                                                                                   Targets the attacker; +13 vs. Reflex; the target takes ongoing 5
 H P 344; B l o o d i e d 172
                                                                                   fire damage (save ends). If the target is already taking ongoing
 A C 32; Fortitude 30, Reflex 32, W i l l 30
                                                                                   fire damage, that damage increases by 5.
 Resist 10 cold, 10 fire, 10 lightning
                                                                                <? Fan t h e F l a m e s (standard; recharge ____) • Fire
 S a v i n g T h r o w s +3
                                                                                   Close burst 1; +12 vs. Reflex; the target takes ongoing 5 fire
 S p e e d 6, fly 6 (hover), swim 6
                                                                                   damage (save ends), and the target takes a -2 penalty to
 Action Points 1
                                                                                   saving throws against ongoing fire damage until the end of the
 © D o u b l e S w o r d (standard; at-will) 4- W e a p o n ; V a r i e s
                                                                                   encounter.
    +23 vs. AC; 1d8 + 7 damage, and ongoing 5 damage (save ends)
                                                                                A l i g n m e n t Unaligned       Languages Common, Primordial
    of the type determined by elemental mani/estation.
                                                                                Skills Endurance +18, Intimidate +10
 • D o u b l e A t t a c k (standard; at-will)
  1
                                                                                Str 22 (+11)              D e x 13 (+6)            W i s 15 (+7)
    The genasi elemental dervish makes two double sword attacks.
                                                                                C o n 19 (+9)             Int 17 (+8)              C h a 11 (+5)
 4 Fiery Riposte (immediate reaction, when the genasi elemental
                                                                                E q u i p m e n t hide armor, falchion
    dervish is hit by an enemy adjacent to it; at-will) • Fire
    Targets the triggering enemy; +21 vs. Reflex; the target takes
    ongoing 10 fire damage (save ends). If the target is already                GENASI FIREBLADE TACTICS
    taking ongoing fire damage, that damage increases by 10.
                                                                                T h e genasi fireblade positions itself a m o n g several
 •I P r i m o r d i a l S t o r m (standard; recharge [X](sT)) • W e a p o n
                                                                                e n e m i e s a n d uses/an the flames         to give e n e m i e s pen-
    The genasi elemental dervish shifts 6 squares and can move
                                                                                alties to saving throws against fire. It uses fiery                   riposte
    through enemies' spaces. During its movement, the dervish
    makes the following three attacks in order, each against a                  at e a c h opportunity. I f an e n e m y has r e s i s t a n c e to
    different target.                                                           fire, t h e genasi fireblade seeks other, m o r e suscep-
    P r o m i s e of S t o r m (Thunder): +21 vs. Fortitude; 1d8 + 5 thunder    tible targets.
    damage, and the target gains vulnerable 5 thunder (save ends).
    E a r t h S h o c k : +21 vs. Fortitude; 1d8 + 5 damage, and the target
    is dazed until the end of its next turn.
                                                                                GENASI HYDROMANCER
    Lightning Cut (Lightning): +21 vs. Reflex; 1d8 + 5 lightning                T H E GENASI S H A R E A BOND with t h e e s s e n c e o f
    damage, and the target gains ongoing 10 lightning damage (save              e l e m e n t a l matter. T h e h y d r o m a n c e r l e a r n s to m a n i p -
    ends).                                                                      ulate that b o n d , using m a g i c to t r a n s f o r m itself into a
 Elemental Manifestation
                                                                                being o f p u r e water a n d t h e n b a c k to solid form.
    At the start of a genasi elemental dervish's turn, it chooses
    fire, lightning, or thunder damage. The dervish's double sword
    attack deals that type of damage until the start of its next turn,
    when it can choose a different damage type.
 A l i g n m e n t Unaligned          Languages Common, Primordial
 Skills Acrobatics +20, Athletics +21, Endurance +21, Intimidate
    +16, Nature +20
 Str 19 (+13)                 D e x 24 (+16)           W i s 18 (+13)
 C o n 20 (+14)               Int 16 (+12)              C h a I S (+11)
 E q u i p m e n t hide armor, double sword
Genasi Hydromancer                             Level 8 Controller       4 Swiftwind Strike (standard; requires combat advantage against
Medium elemental humanoid (water)                              XP350      the target; at-will)                                                    <
Initiative +7         Senses Perception +5                                The genasi skyspy makes two short sword attacks against one             ^
HP 91; Bloodied 45                                                         target.
AC 22; Fortitude 21, Reflex 20, W i l l 20                              <r Manifest Whirlwind (standard; encounter)
Speed 6, swim 8                                                            Close burst 2; +10 vs. Reflex; 2d6 + 3 damage, and the target is
Saving Throws +2 against ongoing damage                                    pushed 1 square and knocked prone.
© Scimitar (standard; at-will) • Weapon                                 Feather-Footed
  ^13 vs. AC; 2d8 + 4 damage (crit 1d8 + 20).                              A genasi skyspy has a +2 bonus to AC against opportunity
© Wave Bolt (standard; at-will)                                            attacks.
   Ranged 5; +13 vs. AC; 2d6 + 4 damage, and the genasi                 Sky Jaunt (minor; recharge _ ] [_ _ ] )
  hydromancer slides the target 3 squares.                                 Until the end of its turn, the genasi skyspy gains a fly speed
4 Drowning Touch (standard; recharges when the target saves                equal to its speed and can hover.
  against this attack's ongoing damage or when it drops to 0 hit        Alignment Unaligned            Languages Common, Primordial
   points or fewer)
  +12 vs. Fortitude; the target is dazed and takes ongoing 10
   damage (save ends both).
   Whirling Vortex (standard; recharge         : i)
   Close burst 2; targets enemies; +12 vs. Reflex; 2d8 + 6 damage,
                                                                        Skills Acrobatics +12, Endurance +7, Nature +6, Stealth +12
                                                                        Str 17 (+6)
                                                                        Con 14 (+5)
                                                                                                 Dex 18 (+7)
                                                                                                 Int 13 (+4)
                                                                        Equipment leather armor, 2 short swords
                                                                                                                       W i s 12 (+4)
                                                                                                                       Cha 11 (+3)         I
   and the genasi hydromancer slides the target 3 squares.
Liquid Body (immediate interrupt, when hit by an enemy's attack;
                                                                        GENASI SKYSPY TACTICS
   recharges when first bloodied)                                       T h e genasi skyspy engages targets a n d t h e n retreats

   The genasi hydromancer takes half damage from the triggering         before b e c o m i n g m i r e d in c o m b a t . It capitalizes on
   attack.                                                              c o m b a t advantage by moving in a n d striking t w i c e
Swift Current (move; encounter)                                         with its short swords before shifting away. A skyspy
   The genasi hydromancer shifts 6 squares. During its movement,        that b e c o m e s l o c k e d in c o m b a t uses manifest whirl-
   the hydromancer can move through enemy-ocupied spaces,
                                                                        wind to k n o c k e n e m i e s b a c k , c r e a t i n g opportunities
   move across liquid, and ignore difficult terrain and hazardous
                                                                        for e s c a p e .
   terrain effects.
Alignment Unaligned           Languages Common, Primordial
Skills Acrobatics +12, Arcana +10, Stealth +12                          GENASI STONESHIELD
Str 14 (+6)            Dex 16 (+7)            W i s 13 (+5)
                                                                        IMMOVABLE DEFENDER OF ITS A L L I E S , t h e genasi
Con 19 (+8)            Int 13 (+5)            Cha 17 (+7)
                                                                        stoneshield strides a m o n g its e n e m i e s , dealing blows
Equipment robes, scimitar
                                                                        with its heavy w a r pick.

GENASI HYDROMANCER TACTICS
                                                                        Genasi Stoneshield                                 Level 1 0 Soldier
G e n a s i hydrotnancers rely on swift current a n d liquid
                                                                        Medium elemental humanoid (earth)                            XP500
body to allow t h e m to dart into t h e middle o f a group
                                                                        Initiative +8            Senses Perception +6
o f e n e m i e s before u n l e a s h i n g whirling vortex to scat-   HP 106; Bloodied 53
ter foes. T h e h y d r o m a n c e r saves drowning touch for its      AC 26; Fortitude 24, Reflex 21, W i l l 20
deadliest foe, c h a n n e l i n g water into t h e target's lungs      Saving Throws +1
to slay h i m or her.                                                   Speed 5
                                                                        © Heavy W a r Pick (standard; at-will) • Weapon
                                                                           +17 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), and the target is
GENASI SKYSPY                                                              marked (save ends). While marked by the genasi stoneshield,
A GENASI SKYSPY USES ITS A B I L I T Y TO FLY for short                    the target takes a -5 penalty to damage rolls against the
                                                                           stoneshield's allies.
distances to engage in hit-and-run attacks, doing as
                                                                        4 Mighty Bull Rush (standard; at-will)
m u c h d a m a g e as possible with its short swords before
                                                                           +14 vs. Fortitude; 2d6 + 5 damage, the genasi stoneshield
retreating to attack again e l s e w h e r e .
                                                                           pushes the target 1 square and shifts into the space the target
                                                                           left    .        .
Genasi Skyspy                                  Level 7 Skirmisher          Earth Shock (minor; encounter)
Medium elemental humanoid (air)                                XP300       Close burst 2; targets enemies; +12 vs. Fortitude; the target is
Initiative +9          Senses Perception +9                                knocked prone.
HP 78; Bloodied 39                                                      Stone Roots
AC 20; Fortitude 19, Reflex 20, W i l l 17                                 When an effect pulls, pushes, or slides a genasi stoneshield, the
Resist 5 cold                                                              stoneshield moves 1 square less than the effect specifies. Also, a
Speed 6; see also sky jaunt                                                stoneshield cannot be knocked prone.
© Short Sword (standard; at-will) • Weapon                              Alignment Unaligned             Languages Common, Primordial
   +12 vs. AC; 1 d6 + 4 damage, and the genasi skyspy shifts 1          Skills Athletics +15, Endurance +16, Intimidate +11, Nature +6
   square.                                                              Str 20 (+10)             Dex 12 (+6)            W i s 12 (+6)
                                                                        Con 18 (+9)              Int 14 (+7)            Cha 13 (+6)
                                                                        Equipment plate armor, heavy war pick
(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
Ghost Legionnaire                                Level 13 Soldier       _
GHOST LEGIONNAIRE                                                  Medium natural humanoid (undead)                              XP800     r
                                                                   Initiative +13         Senses Perception +6
                                                                                                                                           Z
 S L A I N IN LONG-AGO BATTLES, t h e s e soldiers'fight for
                                                                   HP 100; Bloodied 50; see also soul /ink
                                                                   AC 30; Fortitude 28, Reflex 26, W i l l 27
                                                                                                                                           Z
 forgotten causes, distant m e m o r i e s , or a fierce loyalty   Resist 10 necrotic                                                      2
 to e a c h other. Although they appear as separate sol-           Speed 6                                                                 3
                                                                                                                                           ._.
 diers, their spirits have fused into a single entity that         © Devastating Cut (standard; at-will)                                   _i
 lives and dies as a single soul. E n e m i e s that know o f          +19 vs. AC; 2d8 + 6 damage.
                                                                   ®   Ghost Arrow (standard; at-will) 4- Necrotic                         if
 the battles ghost legionnaires once fought c a n use
                                                                       Ranged 10/20;+17 vs. AC; 1d10 + 6 necrotic damage.                  o
 that knowledge to their own advantage.
                                                                   • Battle Visions (standard; encounter) • Psychic, Reliable
                                                                    Y                                                                      z
                                                                       Ranged 10/20; +16 vs. W i l l ; 2d8 + 6 psychic damage, and the
                                                                                                                                           z
 GHOST LEGIONNAIRE LORE                                                target is deafened and dominated (save ends both). While
                                                                       the target is dominated, the ghost legionnaire merges with
    R e l i g i o n D C 1 8 : T h e ghost legionnaire has the          the target, disappearing from sight. The legionnaire cannot
 power to possess others and force t h e m to relive                   attack or be attacked during this time. W h e n the target saves,
 the ghost's last few m o m e n t s on the battlefield.                the legionnaire appears in a square adjacent to the target.
 W h i l e possessed, t h e target c a n see, hear, and feel           Until the end of the encounter, the target gains a +5 bonus to
 everything the ghost legionnaire e x p e r i e n c e d . T h e        History checks for call of history.

 possessed creature even appears to have t h e same                Soul Link
                                                                       At the start of the encounter, ghost legionnaires' hit points
 wounds that the ghost legionnaire suffered.
                                                                       combine into one sum. Damage to a legionnaire deducts from
    R e l i g i o n D C 2 3 : W h e n wounded, legionnaires            that total. When that total is reduced to 0, all legionnaires are
 display wounds and battle damage from the fight that                  destroyed simultaneously.
 killed t h e m originally, no matter what type o f damage         Call of History
 they currently take.                                                  Any character can make a DC 25 History check as a minor
                                                                       action to attempt to learn more about the ghost legionnaire. If
                                                                       the check succeeds, the legionnaire gains vulnerable 10 to that
 ENCOUNTER GROUPS                                                      character's next attack.
 Ghost legionnaires are occasionally recruited by other            Alignment Unaligned            Languages Common
 undead, particularly if they fell in the same battle.             Skills Acrobatics +16, Athletics +18
                                                                   Str 25 (+13)            Dex 21 (+11)          W i s 11 (+6)
                                                                   Con 18 (+10)            Int 11 (+6)           Cha 26 (+14)
 Level 1 5 E n c o u n t e r ( X P 6 , 0 0 0 )
 •   5 ghost legionnaires (level 1 3 soldier)
 •   1 h u m a n lich wizard (level 14 elite controller,
     MM 1 7 6 )
GIANT                                                                             ELDRITCH GIANT TACTICS
                                                                                  W h e n c o m b a t b e g i n s , t h e eldritch giant creates its
                                                                                  eldritch blade—a sword o f p u r e force—as a free action.
 G I A N T S I N H A B I T T H E VARIOUS CLIMATES o f t h e world                 T h e giant c h a r g e s in with sweeping sword, t h e r e a f t e r
 and e l s e w h e r e . F r o m t h e tallest p e a k to t h e frozen            teleporting about t h e battlefield. It tries to m a k e
 t u n d r a , from t h e Feywild to t h e Shadowfell, t h e s e                  every attack w i t h c o m b a t advantage, resorting to force
 h u l k i n g c r e a t u r e s thrive.                                          missile only against those w h o evade it in m e l e e .


 ELDRITCH GIANT                                                                   Eldritch Titan                        Level 21 Elite Skirmisher
                                                                                  Huge fey humanoid (giant)                               XP 6,400
 E L D R I T C H GIANTS COME FROM A D I F F E R E N T TIME—an
                                                                                  Initiative +12      Senses Perception +22; low-light vision
 earlier age w h e n t h e p r i m o r d i a l s m a d e t h e world.
                                                                                  HP 394; Bloodied 197
 Although fashioned from fire, stone, and storm, t h e
                                                                                  AC 35; Fortitude 32, Reflex 34, W i l l 36
 p r i m o r d i a l s ' wondrous c r e a t i o n was heavily invested            Resist 10 force
 with magic, a n d t h e eldritch giants aided t h e i r pri-                     Saving Throws +2 (+7 against charm effects)
 m o r d i a l lords i n t h e world's formation. Although                        Speed 8, teleport 6
 t h e i r powers have e b b e d since those days, eldritch                       Action Points 1
                                                                                  © Eldritch Hammer (standard; at-will) • Force, Weapon
 giants r e m e m b e r t h e i r a n c i e n t m a s t e r y o f m a g i c and
                                                                                      Reach 3; +26 vs. AC; 3d8 + 7 force damage.
 forever seek to regain it.
                                                                                  ®    Force Ram (standard; at-will) 4 Force
                                                                                      Ranged 20; +24 vs. Reflex; 2d8 + 8 force damage, and the
 Eldritch Giant                                   Level 1 8 Skirmisher               eldritch titan pushes the target 5 squares,
 Large fey humanoid (giant)                                    XP 2.000           • Eldritch Fury (standard; at-will)
                                                                                   f
 Initiative +12       Senses Perception +20; low-light vision                         The eldritch titan makes two eldritch hammer attacks. Special:
 HP 171; Bloodied 85                                                                  When charging, the titan can use this power in place of a melee
 AC 32; Fortitude 29, Reflex 31, W i l l 33                                           basic attack.
 Resist 10 force                                                                  < * Force Hammer (standard; encounter) • Force, Weapon
                                                                                   c
 Saving Throws +5 against charm effects                                               Close blast 3; +24 vs. Fortitude; 3d8 + 8 force damage, and
 Speed 8, teleport 6                                                                  the target is pushed 3 squares and knocked prone. Miss: Half
 © Eldritch Blade (standard; at-will) 4 Force, Weapon                                 damage, and eldritch titan pushes the target 3 squares.
    Reach 2; +21 vs. Reflex; 3d6 + 7 force damage.                                Consume Magic (minor 1/round; at-will)
 © Force Missile (standard; at-will) 4 Force                                        Targets an adjacent conjuration or zone created by an enemy;
   Ranged 20; +21 vs. Reflex; 2d6 + 7 force damage.                                 +21 vs. the Will of the creator of the conjuration or zone;
 4? Sweeping Sword (standard; encounter) • Force, Weapon                            the conjuration or zone is destroyed, and its effects end. The
    Close blast 2; +21 vs. AC; 3d6 + 7 force damage, and the target                 eldritch titan's attacks deal 3d8 extra force damage until the
    is knocked prone. Special: When charging, the eldritch giant can                end of its next turn.
    use this power in place of a melee basic attack.                              Eldritch Field (minor; recharge [_ [i)]) 4 Zone
 Consume Magic (minor 1/round; at-will)                                              Close blast 5; the blast creates a zone of rippling magic that
    Targets an adjacent conjuration or zone created by an enemy;                     lasts until the end of the encounter or until the eldritch titan
    +21 vs. the Will of the creator of the conjuration or zone;                      uses this power again. The zone is difficult terrain, and the
    the conjuration or zone is destroyed, and its effects end. The                   giant's attacks deal 1d8 extra force damage against creatures
    eldritch giant's attacks deal 3d6 extra force damage until the                   within the zone.
    end of its next turn.                                                         Alignment Evil               Languages Elven, Giant
 Eldritch Field (minor; recharge [X] __) 4 Zone                                   Skills Arcana +23, Insight +22
    Close blast 5; the blast creates a zone of rippling magic that                Str 2 3 (+16)         Dex 10 (+10)        W i s 24 (+17)
    lasts until the end of the encounter or until the eldritch giant              Con 21 (+15)     Int 26 (+18)                  Cha 16 (+13)
    uses this power again. The zone is difficult terrain, and the                 Equipment warhammer
    giant's attacks deal 1d6 extra force damage against creatures
    within the zone.
 Alignment Evil                      Languages Elven, Giant
                                                                                  ELDRITCH TITAN TACTICS
 Skills Arcana +21, Insight +20                                                   A n eldritch titan b a t h e s a n a r e a in eldritch/ield at t h e
 Str 21 (+14)                Dex 12 (+10)           W i s 22 (+15)                start o f a fight, t h e n m a k e s a force hammer attack to
 Con 19 (+13)               I nt 24 (+16)           Cha 13 (+10)                  k n o c k as m a n y o f its foes prone as it c a n . It uses its
                                                                                  eldritch fury attacks as often as possible.
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 )
FROST GIANT                                                                     + Chilling Strike (standard; recharge ( S ([j]) • Cold, Weapon
                                                                                  Reach 2; +20 vs. AC; 2d6 + 7 cold damage, and the target gains
F R O S T GIANTS L I V E IN BITTER NORTHERN L A N D S a n d
                                                                                  vulnerable 10 cold (save ends).
a m o n g frigid m o u n t a i n s w h e r e t h e y subsist b y                  Icy Handaxe (standard; at-will) • Cold, Weapon
h u n t i n g a n d raiding. T h e y a r e b r u t a l , superstitious,           Ranged 5/10; +20 vs. AC; 2d8 + 7 cold damage.
and m u r d e r o u s c r e a t u r e s a m o n g w h o m only m i g h t        Icebound Footing
m a k e s right.                                                                  When an effect pulls, pushes, or slides a frost giant, the giant
                                                                                  moves 2 squares less than the effect specifies. Also, a frost giant
                                                                                  can make a saving throw to avoid being knocked prone.
Frost G i a n t                                        L e v e l 17 B r u t e
                                                                                Alignment Evil               Languages Giant
Large elemental humanoid (cold, giant)                           XP 1,600       Skills Athletics +19
Initiative +11         Senses Perception +13                                    Str 23 (+14)           Dex 16 (+11)         W i s 20 (+13)
HP 201; Bloodied 100; see also dying swipe
                                                                                Con 21 (+13)           Int 10 (+8)          Cha 12 (+9)
AC 29; Fortitude 32, Reflex 27, W i l l 28
                                                                                Equipment hide armor, greataxe, 3 handaxes
Resist 15 cold
Speed 8 (ice walk)
© Icy Greataxe (standard; at-will) • Cold, Weapon                               FROST GIANT TACTICS
   Reach 2; +20 vs. AC; 4d6 + 7 (crit 8d6 + 31 cold damage.                     A frost giant prefers to charge into m e l e e with a n icy
4 Dying Swipe (when the frost giant drops to 0 hit points)                      greataxe attack. It follows up with chilling strike. It throws
  The frost giant makes an icy greataxe      attack.
                                                                                an icy handaxe only w h e n it has no other options.




                                          (Left to right) frost giant ice shaver, frost titan, and frost giant
Frost Giant Ice Shaper               Level 1 9 Controller (Leader)            4 Cold-Blooded Kick (minor 1/round; at-will
Large elemental humanoid (cold, giant)                          XP 2,400         Reach 3; +21 vs. Reflex; 1d8 + 9 damage, and the target is
Initiative +12       Senses Perception +16                                       pushed 2 squares and knocked prone.
HP 182; Bloodied 91                                                           •Y Ice Bolts (standard; recharge X i i )
AC 32; Fortitude 32, Reflex 29, Will 33                                          Ranged 20; targets one or two creatures; +21 vs. Fortitude; 1d8
Resist 15 cold                                                                   + 9 cold damage, and the target is slowed (save ends).
Speed 8 (ice walk)                                                               Blast of Winter (standard; encounter)
© Freezing Flail (standard; at-will) • Cold, Weapon                               Close blast 5; +21 vs. Reflex; 3d8 + 6 cold damage, ongoing 10
  Reach 2; +24 vs. AC; 2d12 + 4 cold damage.                                      cold damage (save ends), and the target is immobilized until the
• Freezing Bolt (standard; at-will) • Cold
 Y                                                                                end of the frost titan's next turn. Miss: Half damage.
  Ranged 20; +22 vs. Reflex; 2d12 + 4 cold damage, and the                    Glacial Footing
  target is immobilized (save ends).                                            When an effect pulls, pushes, or slides a frost titan, the titan
• Ice Slide (minor 1/round; at-will)
 Y                                                                              moves 4 squares less than the effect specifies. Also, a frost titan
  Ranged 10; +22 vs. Fortitude; the frost giant ice shaper slides               can make a saving throw to avoid being knocked prone.
  the target 3 squares.                                                       Alignment Evil                      Languages Giant, Primordial
-5J- W a l l of Frost (standard; recharge : : ) 4 Cold, Conjuration           Skills Athletics +24
    Area wall 12 within 10; the frost giant ice shaper conjures a wall        Str 28 (+19)               Dex 19 (+14)                W i s 2 3 (+16)
    of swirling snow that lasts until the end of the ice shaper's next        Con 23 (+16)       Int 12 (+11)                        Cha 16 (+13)
    turn. The wall is 6 squares high and blocks line of sight. The            Equipment greataxe
    wall's space is lightly obscured and is difficult terrain. A creature
    that starts its turn adjacent to the wall takes 5 cold damage,
    and a creature that enters a square of the wall or starts its turn        FROST TITAN TACTICS
    there takes 15 cold damage. Sustain Minor. The wall persists.             Initially, a frost titan u n l e a s h e s blast of winter. It t h e n
Ice Armor (standard; recharge     I'.-'.I   jTT])                             uses cold-blooded kick a n d icy greataxe                  attacks to drive
  One ally within 10 squares of the frost giant ice shaper gains              foes before it. A frost titan prefers m e l e e , a n d it uses
  resist 10 to all damage until the end of the ice shaper's next              ice bolts a n d its Fimbulwinter            breath a u r a to prevent foes
  turn.                  •
                                                                              from escaping.
Icebound Footing
  When an effect pulls, pushes, or slides a frost giant ice shaper,
  the ice shaper moves 2 squares less than the effect specifies.              FROST GIANT LORE
  Also, an ice shaper can make a saving throw to avoid being
                                                                                  A r c a n a D C 2 2 : I n t h e i r a r c t i c lands, frost giants
  knocked prone.
                                                                              dwell i n glacial caves or c r u d e fortresses c a r v e d o f
Alignment Evil                Languages Giant, Primordial
Skills Arcana +14, Heal +21, Intimidate +20                                   stone a n d i c e . F r o m t h e s e holds, frost giants hunt
Str 21 (+14)         Dex 16 (+12)          W i s 25 (+16)                     g a m e a n d raid for slaves and plunder. T h e mightiest
Con 22 (+15)           Int 10 (+9)                  Cha 22 (+15)              frost giant i n a c l a n , c a l l e d a j a r l , leads w e a k e r giants
Equipment chainmail, flail                                                    though intimidation a n d violence.
                                                                                   I c e shapers, t h e frost giants' seers, gain r e s p e c t
FROST GIANT ICE SHAPER TACTICS                                                from t h e i r k i n d for t h e i r augeries a n d wisdom. T h e y
A frost giant ice shaper uses wail of frost               to divide the       e n g e n d e r fear w i t h t h e i r cruelty a n d ferocity.
battlefield favorably. It t h e n uses ice slide a n d             freezing        A r c a n a D C 2 7 : A few frost giants have m a g i c a l
bolt attacks to move its e n e m i e s into advantageous                      powers a n d c a n use r u n e s , sorcery, a n d foul rituals.
positions a n d k e e p t h e m t h e r e . T h e ice shaper uses ice         S u c h powers give a giant i n f l u e n c e i n its clan, i f not
armor   on w h i c h e v e r ally provides t h e m o s t protection.          outright leadership.


Frost Titan                                         Level 2 0 Elite Brute     ENCOUNTER GROUPS
Huge elemental humanoid (cold, giant)                            XP 5,600
                                                                              Frost giants enslave or ally with o t h e r c r e a t u r e s that
Initiative+14            Senses Perception+16
                                                                              prefer t h e cold. W h e n t h e y raid m o r e temperate
Fimbulwinter Breath (Cold) aura 2; enemies treat the aura's area
                                                                              c l i m e s , t h e y c o m e by o t h e r sorts o f slaves. M a m -
   as difficult terrain. Each enemy that starts its turn within the
   aura takes 5 cold damage.                                                  m o t h s , r e m o r h a z e s , white dragons, a n d similar
HP 466; Bloodied 233; see also/urious swipe                                   c r e a t u r e s a r e found w i t h frost giants.
AC 32; Fortitude 34, Reflex 29, W i l l 33
Resist 15 cold                                                                Level 1 9 E n c o u n t e r ( X P           12,000)
Saving Throws +2
                                                                              •    2 frost giants (level 17 brute)
Speed 8 (ice walk)
                                                                              •    1 frost giant ice shaper (level 1 9 controller)
Action Points 1
© Icy Greataxe (standard; at-will) • Cold, Weapon                             4- 1 r e m o r h a z (level 2 1 elite brute)
   Reach 3; +23 vs. AC; 2d8 + 9 (crit 4d8 + 25) cold damage, and
   ongoing 10 cold damage (save ends).                                        Level 2 1 E n c o u n t e r ( X P           19,200)
4 Furious Swipe (free, when first bloodied and again when the                 •    2 frost titans (level 2 0 elite brute)
   frost titan drops to 0 hit points)
                                                                              •    2 i c e a r c h o n f r o s t s h a p e r s (level 2 0 c o n t r o l l e r ,
   The titan makes an icy greataxe attack.
                                                                                   MM 21)
                                                                              4- 1 ice a r c h o n r i m e h a m m e r (level 1 9 soldier, M M 2 0 )
(Left to right) stone giant, stone titan, and stone giant runecarver


STONE GIANT                                                            surfaces. W i t h these spells set in stone, they smite
                                                                       foes. T h e art o f r u n e magic might have originated
A T O P FORBIDDING PEAKS and in t h e deep r e a c h e s o f
                                                                       with ancient stone giants, although d w a r f artificers
mountain ranges dwell stone giants. These rockbound
                                                                       surely disagree.
beings show little concern for smaller creatures, and
they distrust strangers. A stone giant aroused to vio-
lence c a n b e as startling and pitiless as a n avalanche.
                                                                       STONE GIANT TACTICS
                                                                       A stone giant hides among the cliffs a n d ambushes
                                                                       approaching enemies with hurled rocks. It then
STONE GIANT LORE                                                       rushes in with staggering sweep to drive foes back. It
     A r c a n a D C 2 5 : Stone giants move slowly and                stays in m e l e e until opponents retreat, then goes b a c k
quietly among the mountains and within their rocky                     to hurling rocks until any threat is out o f range.
cave homes, blending with the terrain so well that
they c a n easily waylay foes or go unnoticed. Brooding                Stone Giant                                        Level 1 4 Soldier
and contemplative, stone giants c a n rest in thought                  Large elemental humanoid (earth, giant)                    XP 1,000
for years, sitting like statues. W i t h weapons a n d                 Initiative +12         Senses Perception +12; low-light vision
t h r o w n stones, they are expert hunters. W h e n roused            HP 140; Bloodied 70
to anger, a stone giant is able to move its bulk with                  AC 30; Fortitude 27, Reflex 24, W i l l 26
                                                                       Immune petrification
precision and quickness.
                                                                       Speed 8 (earth walk)
   Particularly at night and during thunderstorms,
                                                                       © Stone Greatclub (standard; at-will) • Weapon
stone giants play by throwing rocks at each other—                        Reach 2; +21 vs. AC; 2d10 + 4 damage, and the target is marked
the losing side is the one hit m o r e often. D u r i n g such            until the end of the stone giant's next turn.
contests, t h e giants seldom watch out for u n e x p e c t e d        • Hardened Threat (opportunity, when a creature marked by the
                                                                        I
passersby. Such heedless "games" give stone giants a                      stone giant and within its reach moves or shifts; at-will)
rougher reputation t h a n they might deserve.                            The giant makes a stone greatclub attack against the triggering
                                                                          creature.
   A r c a n a D C 3 0 : Stone giants a r e artistic a n d
                                                                       *Y Hurl Rock (standard; at-will)
craft-oriented, especially with stone. R u n e c a r v e r s
                                                                          Ranged 20; +21 vs. AC; 2d8 + 6 damage.
use a r c a n e lore to craft runes o f ancient magic upon
•C Staggering Sweep (standard; recharges when first bloodied) •            toss boulders until e n e m i e s c o m e close enough for
   Weapon                                                                  a quick rush into m e l e e . Next, t h e titan moves to
  Close blast 2; +19 vs. AC; 2d10 + 4 damage, and the target is            catch n u m e r o u s foes with a n avalanche stomp          attack.
  pushed 2 squares and marked until the end of the stone giant's           It t h e n lays about with its massive fists until it has a
  next turn. Effect: The giant shifts 2 squares but must remain
                                                                           c h a n c e to use launch quakestone      again. T h e stone titan
  within 2 squares of any creatures marked by it.
                                                                           continues to l a u n c h r a n g e d attacks against retreating
Stone Bones (immediate interrupt, when the stone giant is hit by
  an attack; not usable while bloodied; at-will)                           adversaries until those foes are out o f range.
  The giant gains resist 5 to all damage against the triggering
  attack.                                                                  Stone Titan                                Level 1 8 Elite Soldier
Alignment Unaligned           Languages Giant                              Huge elemental humanoid (earth, giant)                       XP 4,000
Skills Athletics +18, Stealth +15                                          Initiative +15       Senses Perception +15; low-light vision
Str 22 (+13)          Dex 16 (+10)            W i s 20 (+12)               Slipstone Distortion aura 1; each enemy that starts its turn within
Con 20 (+12)          Int 10 (+7)             Cha 11 (+7)                     the aura is marked until the end of the stone titan's next turn.
Equipment greatclub                                                        HP 348; Bloodied 174
                                                                           AC 34; Fortitude 33, Reflex 28, Will 30
                                                                           Immune petrification
STONE GIANT RUNECARVER TACTICS
                                                                           Saving Throws +2
T h e stone giant r u n e c a r v e r attacks from range, using
                                                                           Speed 8 (earth walk)
rocks with specially i n s c r i b e d r u n e s . It starts with          Action Points 1
rune of stony sleep a n d follows with rune of           thundering        © Slam (standard; at-will)
echo. It focuses its m e l e e attacks on slowed opponents                     Reach 3; +25 vs. AC; 3d6 + 7 damage, and marked targets take
to take advantage o f its grasping        stone power.                         an extra 2d6 damage.
                                                                           • Hardened Threat (opportunity, when a creature marked by the
                                                                            1
                                                                              stone titan and within its reach moves or shifts; at-will)
Stone Giant Runecarver             Level 1 6 Controller (Leader)
                                                                              The titan makes a slam attack against the triggering creature.
Large elemental humanoid (earth, giant)                        XP 1,400
                                                                           © Launch Boulder (standard; at-will)
Initiative +9          Senses Perception +14; low-light vision                 Ranged 20; +23 vs. AC; 2d10 + 7 damage.
Hardened Focus aura 5; each petrified enemy within the aura                    Avalanche Stomp (standard; encounter)
   loses all resistances and gains vulnerable 5 to all damage.                 Close burst 3; +21 vs. Fortitude; 3d10 + 7 damage, and the
HP 155; Bloodied 77
                                                                               target is grabbed by earth and stone. The stone titan does not
AC 30; Fortitude 28, Reflex 27, Will 29
                                                                               need to use an action to sustain the grab. The earth and stone
Immune petrification
                                                                               has a Fortitude and Reflex of 28 against escape attempts. Miss:
Speed 8 (earth walk)
                                                                               Half damage.
© Enruned W a r Pick (standard; at-will) • Weapon
  Reach 2; +21 vs. AC; 2d8 + 9 (crit 4d8 + 25) damage, and the
                                                                               Launch Quakestone (standard; recharge [XJ [Hj)
  target is slowed (save ends).
                                                                              Area burst 1 within 20; +23 vs. AC; 1d10 + 7 damage, and
-i'c Rune of Stony Sleep (standard; recharge [ii]) • Zone
                                                                              the target is knocked prone and dazed (save ends). Miss: Half
    Area burst 1 within 10; +21 vs. Fortitude; 2d8 + 6 damage, and
                                                                              damage, and the target is knocked prone.
    the target is slowed (save ends). First Failed Saving Throw: The
                                                                           Stone Bones (immediate interrupt, when the stone titan is hit by
    target is petrified instead of slowed (save ends). EjjFect:The burst
                                                                              an attack; not usable while bloodied; at-will)
    creates a zone of magical runes that lasts until the end of the
                                                                              The titan gains resist 5 to all damage against the triggering attack.
    encounter. Each enemy that starts its turn within the zone takes
                                                                           Alignment Unaligned             Languages Giant, Primordial
    a -2 penalty to saving throws against slowed and immobilized.
                                                                           Skills Arcana +16, Athletics +21, Stealth +18
-itr Rune of Thundering Echo (standard; recharge [x][H])
                                                                           Str 26 (+17)            Dex 18 (+13)          W i s 22 (+15)
   Area burst 1 within 10; +21 vs. Fortitude; 2d8 + 6 thunder
                                                                           Con 22 (+15)            Int 14 (+11)          Cha 16 (+12)
    damage. If the target is slowed or immobilized, it takes ongoing
    10 thunder damage (save ends).                                         ENCOUNTER GROUPS
Grasping Stone
                                                                           Stone giants k e e p pets a n d , r a r e a m o n g their kin,
  When a stone giant runecarver hits a slowed creature with an
                                                                           have ties other than those o f master and slave with
  attack that would cause the creature to become slowed, that
  creature is immobilized until the end of the runecarver's next turn.     galeb d u h r s a n d azers. S o m e t i m e s giants with non-
Stone Bones (immediate interrupt, when the stone giant                     evil ways c a n be found a m o n g stone giants. Evil stone
   runecarver is hit by an attack; not usable while bloodied; at-will)     giants might ally with other evil giants.
  The runecarver gains resist 5 to all damage against the
  triggering attack.                                                       Level 1 5 E n c o u n t e r ( X P    6,400)
Alignment Unaligned           Languages Giant, Primordial
                                                                           •    3 stone giants (level 14 soldier)
Skills Arcana +17, Athletics +18, Stealth +17
                                                                           •    1 stone giant r u n e c a r v e r (level 1 6 controller)
Str 21 (+13)          Dex 12 (+9)           W i s 23 (+14)
Con 19 (+12)           Int 18 (+12)           Cha 15 (+10)                 •    1 nabassu gargoyle (level 1 8 lurker, MM 1 1 5 )
Equipment warhammer
                                                                           Level 1 8 E n c o u n t e r ( X P    11,200)
                                                                           •    2 stone titans (level 1 8 elite soldier)
STONE TITAN TACTICS
                                                                           •    1 azer t a s k m a s t e r (level 17 controller, MM 2 3 )
Displaying speed, agility, and stealth, a stone titan
                                                                           •    4 azer warriors (level 17 m i n i o n , MM 2 2 )
uses launch quakestone        from hiding, c o n t i n u i n g to
GNOLL                                                                                    FANG OF YLTNOGHU
                                                                                         GNOLLS A R E KNOWN FOR T H E I R RITUALS h o n o r i n g t h e
                                                                                         d e m o n lord Y e e n o g h u . T h e fangs o f Y e e n o g h u are t h e
 GNOLLS HONOR CHAOS A N D CARNAGE above a l l else.
                                                                                         s h a m a n s that lead t h e s e rites.
 T h e i r devotion to t h e d e m o n lord Y e e n o g h u drives
 t h e m to c o m m i t acts o f butchery.
                                                                                         Fang of Yeenoghu                        Level 7 Skirmisher (Leader)
                                                                                         Medium natural humanoid                                             XP 300
 DEATHPLEDGED GNOLL                                                                      Initiative +9             Senses Perception +3; low-light vision
                                                                                         H P 77; Bloodied 38
 A D E A T H P L E D G E D GNOLL v o w s TO DIE destroying t h e
                                                                                         AC 21; Fortitude 18, Reflex 19, W i l l 18
 e n e m i e s o f Y e e n o g h u . Its d a r k oath a n d a thirst for
                                                                                         Speed 8
 blood m a k e this c r e a t u r e a frightful foe.                                     © Cudgel of Bloody Teeth (standard; at-will) • Disease,
                                                                                           Weapon
 Deathpledged Gnoll                                            Level 5 Brute                +12 vs. AC; 1d10 + 6 damage (1d10 + 8 while bloodied), and
 Medium natural humanoid                                                 XP 200             the fang of Yeenoghu makes a secondary attack against the
 Initiative +4             Senses Perception +4; low-light vision                           same target. Secondary Attack: +10 vs. Fortitude; the target is
 H P 74; Bloodied 37; see also claws of Yeenoghu                                            exposed to level 6 slavering canker (see below).
 AC 18; Fortitude 18, Reflex 16, W i l l 16                                              { Relentless Push (standard; at-will) • Weapon
 Resist see claws of Yeenoghu                                                               The fang of Yeenoghu shifts 2 squares before the attack: +12
 Speed 7                                                                                    vs. AC; 1d10 + 6 damage ( I d I O + 8 while bloodied), and the
 Action Points see claws of Yeenoghu                                                        fang ofYeenoghu pushes the target 1 square. Effect: One ally
 © Bone Claw (standard; at-will) • Weapon                                                   within 5 squares of the fang ofYeenoghu shifts 1 square as a
    +8 vs. AC; 2d6 + 9 damage (2d6 + 11 damage while bloodied).                            free action.
 Claws of Yeenoghu (when the deathpledged gnoll first drops to 0                         4* Howl of the Demon (standard; recharge [jfl])
    hit points) • Healing                                                                     Close burst 5; targets each ally of level 10 or lower in the burst;
    The deathpledged regains 5 hit points, gains 1 action point, and                          the target makes a melee basic attack as a free action.
    gains resist 15 to all damage. At the end of its next turn, the                      Pack Attack
    deathpledged drops to 0 hit points.                                                     A fang of Yeenoghu's melee attacks deal 5 extra damage against
 Pack Attack                                                                                  an enemy that has two or more gnoll allies adjacent to it.
    A deathpledged gnoll's melee attacks deal 5 extra damage                             Alignment Chaotic evil            Languages Abyssal, Common
    against an enemy that has two or more gnoll allies adjacent to it.                   Skills Insight +8, Intimidate +11, Religion +8
 Alignment Chaotic evil             Languages Abyssal, Common                            Str 16 (+6)               Dex 19 (+7)             W i s 11 (+3)
 Skills Intimidate +5                                                                    Con 13 (+4)               Int 10 (+3)             Cha 16 (+6)
 Str 18 (+6)               Dex 15 (+4)                W i s 15 (+4)                      Equipment hide armor, cudgel of bloody teeth (greatclub)
 Con 14 (+4)               Int 9 (+1)                 Cha 7 (+0)
 Equipment leather armor, bone claws (spiked gauntlets)
                                                                                         FANG OE YEENOGHU LORE
                                                                                               N a t u r e D C 1 4 : Fangs o f Y e e n o g h u e a r n t h e i r
 DEATHPLEDGED GNOLL LORE                                                                 place in t h e d e m o n lord's r a n k s by c a p t u r i n g slaves
     N a t u r e D C 1 2 : I n r e t u r n for its vow to its d e m o n                  a n d sending t h e m to serve Y e e n o g h u in t h e Abyss.
 lord Y e e n o g h u , a d e a t h p l e d g e d gnoll c a n t e m p o r a r -                N a t u r e D C 1 9 : A cudgel o f bloody t e e t h is a grue-
 ily s h r u g o f f d e a t h w i t h p o t e n t d e m o n i c p o w e r s .           some g r e a t c l u b studded with t e e t h a n d c r u s t e d w i t h
                                                                                         b l o o d . W h i l e a fang o f Y e e n o g h u fights, its cudgel
                                                                                         o f bloody t e e t h c o n t i n u a l l y oozes fresh blood a n d
                                                                                         spittle. O n c e its wielder is killed, t h e cudgel q u i c k l y
                                                                                         rots away.
                                                                                               N a t u r e D C 2 1 : T h o s e gnolls that serve as fodder
                                                                                         for t h e gnoll gorger a r e r e w a r d e d for t h e i r sacrifice by
                                                                                         t h e fang o f Y e e n o g h u . A gnoll slain b y a gorger has its
                                                                                         t e e t h added to t h e cudgel o f bloody teeth, allowing it
                                                                                         to taste t h e blood o f its e n e m i e s even in death.


   Slavering Canker                     Level 6 Disease                          Endurance improve D C 23, maintain D C 19, worsen D C 18 or lower

  The target       Q    Initial Effect: The target          ri3       The target takes a -2 penalty to             Final State: The target is weakened, and
  is cured.             takes a -1 penalty to                         attack rolls and damage rolls,               must rest for twice as long as normal
                        attack rolls and damage                       and regains 5 fewer than the                 to gain the benefit of a short rest or an
                        rolls.                                        normal number of hit points                  extended rest.
                                                                      from healing effects.
GNOLL GORGER                                                                 GNOLL GORGER LORE
A L L GNOLLS DEVOUR T H E F L E S H OF SENTIENTS, but                           N a t u r e D C 1 4 : Gnoll gorgers draw strength from
gorgers gain strength in battle by feasting on their                         the blood o f their kin. T h e y feast on the flesh o f allies
own kind.                                                                    in combat to restore vigor, inspiring themselves to
                                                                             greater savagery.

Gnoil Gorger                                          Level 7 B r u t e
Medium natural humanoid                                       XP300          ENCOUNTER GROUPS
Initiative +6         Senses Perception +3; low-light vision                 Gnoll packs often include demons, slave troops, and
HP 96; Bloodied 48
                                                                             beasts trained for war. Gnolls are sometimes encoun-
AC 19; Fortitude 20, Reflex 18, W i l l 18
Speed 7
                                                                             tered in the service o f others, acting as shock troops
© Bite (standard; at-will)                                                   for giants and other powerful monsters.
  +10 vs. AC; 2d6 + 8 damage (2d6 + 10 while bloodied).
Gorge (minor 1/round; at-will) • Healing                                     Level 4 E n c o u n t e r ( X P 9 2 5 )
  The gnoll gorger feeds upon an ally adjacent to it. The ally takes         • 2 deathpledged gnolls (level 5 brute)
  5 damage, and the gorger regains 10 hit points.
                                                                             • 1 corruption corpse (level 4 artillery, MM 2 7 4 )
Pack Attack
                                                                             • 1 gnoll demonic scourge (level 8 brute, M M 1 3 2 )
  A gnoll gorgers melee attacks deal 5 extra damage against an
  enemy that has two or more gnoll allies adjacent to it.
Alignment Chaotic evil        Languages Abyssal, Common                      Level 7 E n c o u n t e r ( X P 1 , 6 0 0 )
Skills Intimidate +11, Stealth +11                                           •   1 fang o f Y e e n o g h u (level 7 skirmisher)
Str 20 (+8)           Dex 17 (+6)              W i s 11(^3)                  •   3 gnoll gorgers (level 7 brute)
Con 16 (+6)           Int 9 (+2)               Cha 17 (+6)                   •   1 beholder gauth (level 5 elite artillery)
Equipment leather armor


GNOLL GORGER TACTICS
A gnoll gorger recklessly charges into combat, laying
into foes with its bite attack. It uses its gorge power
each round, focusing on the most robust allies
available.




                                             (Left to right) gnoll gorger, deathpledged, fang ofYeenoghu
GNOME                                                                                 GNOME ENTROPIST
                                                                                      GNOME ENTROPISTS S E E T H E POTENTIAL for c h a n g e in
                                                                                      all things, a n d they use t h e power o f c h a o s to h i n d e r
 A L L GNOMES S H A R E A CONNECTION TO T H E F E Y , W I L D ,
                                                                                      a n d debilitate t h e i r foes.
 but that c o n n e c t i o n c a n m a n i f e s t itself i n starkly
 different ways. S o m e g n o m e s a r e naturally adept at
                                                                                      Gnome Entropist                                      Level 8 Artillery
 c h a n n e l i n g a r c a n e c u r r e n t s , w h i l e others use t h e
                                                                                      Small fey humanoid                                                 XP 350
 power o f the beast within them.
                                                                                      Initiative+7            Senses Perception+3; low-light vision
                                                                                      HP 71; Bloodied 35
 GNOME MISTWALKER                                                                     AC 20; Fortitude 19, Reflex 19, W i l l 21 (+2 to all defenses against
                                                                                        ranged attacks)
 GNOMES A R E MASTERS OF ILLUSION M A G I C A mist-                                   Speed 5
 w a l k e r c o m b i n e s this e x p e r t i s e with m e l e e prowess            © Acid Dagger (standard; at-will) • Acid, Weapon
 to a m b u s h or h a r a s s e n e m i e s .                                          +15 vs. AC; 1d4 damage plus 1d6 + 4 acid damage.
                                                                                      «Y Entropic Arc (standard; at-will)
                                                                                         Ranged 10; +13 vs. Reflex; 2d8 + 4 damage (crit 2d8 + 20).
 Gnome Mistwalker                                            Level 5 Lurker
                                                                                      4* Primordial Yell (standard; recharges when first bloodied) •
 Small fey humanoid                                                  XP 200
                                                                                        Thunder
 Initiative +9             Senses Perception +3; low-light vision
                                                                                         Close blast 3; +13 vs. Fortitude; 2d10 + 4 thunder damage,
 H P 51; Bloodied 25
                                                                                         and the target is deafened and cannot take immediate actions
 AC 20; Fortitude 16, Reflex 17, W i l l 16
                                                                                         or opportunity actions until the end of the gnome entropist's
 Speed 5
 © W a r Pick (standard; at-will) • Weapon
                                                                                        watt turn.                                                               I
                                                                                      •iJ- Chaos Flare (standard; encounter)
    +10 vs. AC; 1d8 + 4 damage (crit 1d8 + 12).
                                                                                         Area burst 1 within 15; +13 vs. Will; 3d8 + 5 damage, and the
 •j-Mistwalker's Strike (standard; recharge : : X j j J • Illusion
                                                                                         target is blinded (save ends).
    The gnome mistwalker becomes invisible until the end of its
                                                                                      Fade Away (immediate reaction, when the gnome entropist takes
    next turn. In addition, it shifts 2 squares and makes a war pick
                                                                                         damage; encounter) • Illusion
    attack.
                                                                                        The entropist becomes invisible until after it hits or misses with
 Combat Advantage
                                                                                         an attack or until the end of its next turn.
    A gnome mistwalker deals 1d6 extra damage against any
                                                                                      Reactive Stealth
    creature granting combat advantage to it.
                                                                                         If the gnome entropist has cover or concealment when it rolls
 Fade Away (immediate reaction, when the gnome mistwalker
                                                                                         initiative at the start of an encounter, it can make a Stealth
    takes damage; encounter) • Illusion
                                                                                         check to become hidden.
    The gnome mistwalker becomes invisible until after it hits or
                                                                                      Alignment Unaligned             Languages Common, Elven
    misses with an attack or until the end of its next turn.
                                                                                      Skills Arcana +10, Bluff+14, Stealth +12
 Reactive Stealth
                                                                                      Str 10 (+4)             Dex 17 (+7)              W i s 8 (+3)
    If the gnome mistwalker has cover or concealment when it
                                                                                      Con 17 (+7)              Int 12 (+5)              Cha 20 (+9)
    rolls initiative at the start of an encounter, it can make a Stealth
                                                                                      Equipment dagger, robes
    check to become hidden.
 Blur of Movement (immediate reaction, when the gnome
    mistwalker is hit by an enemy; at-will) • Teleportation                           GNOME ENTROPIST TACTICS
    The mistwalker teleports 1 square.                                                A g n o m e entropist a n n o u n c e s its p r e s e n c e to e n e m i e s
 Alignment Unaligned                Languages Common, Elven
                                                                                      with a chaos flare,      t h e n stays on t h e fringe o f c o m b a t
 Skills Stealth +10
                                                                                      m a k i n g entropic   arc attacks. It uses primordial           yell to
 Str 10 (+2)                Dex 16 (+5)               W i s 13 (+3)
 Con 15 (+4)                Int 11 (+2)                Cha 14 (+4)                    elude foes trying to force it into close c o m b a t , falling
 Equipment hide armor, war pick                                                       b a c k on acid dagger      attacks only i f c o r n e r e d .



 GNOME MISTWALKER TACTICS                                                             GNOME ENTROPIST LORE
 M i s t w a l k e r s flash across t h e battlefield to i m p a l e                      N a t u r e D C 1 4 : G n o m e entropists target t h e i r foes

 foes upon their picks. T h e y rely on blur of movement                         to   w i t h power c h a n n e l e d from t h e E l e m e n t a l C h a o s .

 e s c a p e t h e i r e n e m i e s a n d to use mistwalker        s strike.         T h e i r innate ties to t h e m a g i c o f t h e Feywild interfere
                                                                                      with this e x t r a p l a n a r power, driving some m a d .

 GNOME MISTWALKER LORE
     N a t u r e D C 1 2 : M i s t w a l k e r s are g n o m e warrior-
 m a g e s a n d b r i g a n d s . T h e s e r o b b e r s build w a r r e n s
 o f t u n n e l s a r o u n d forest roads, c l o a k t h e m with illu-
 sions, a n d use t h e m to a m b u s h c a r a v a n s laden with
 goods useful to spellcasters.
GNOME WOLVERINE
THOUGH SMALL IN STATURE, a g n o m e wolverine is as
fierce in c o m b a t as its n a m e s a k e .


Gnome Wolverine                                  Level 9 Skirmisher
Small fey humanoid
Initiative +9          Senses Perception +10; low-light vision
HP 95; Bloodied 47
AC 23 (26 against opportunity attacks); Fortitude 22, Reflex 20,
   W i l l 20
Speed 5 (7 when charging)
© Waraxe (standard; at-will) • Weapon
   +14 vs. AC; 1d12 + 6 damage.
{ Shrieking Strike (standard; recharges when first bloodied) •
   Weapon
   +14 vs. AC; 2d12 + 5 damage, and one enemy adjacent to the
   target takes 1d12 damage. Ejffect: The gnome wolverine gains a
   +3 bonus to all defenses until the start of its next turn. Special:
   When charging, the wolverine can use this power in place of a
   melee basic attack.
• Unbalancing Swipe (standard; at-will) • Weapon
 1
   +12 vs. Reflex; 1d12 + 6 damage, and the gnome wolverine
   slides the target 2 squares. On a critical hit, the target is also
   knocked prone.
Fade Away (immediate reaction, when the gnome wolverine takes
   damage; encounter) • Illusion
   The wolverine becomes invisible until after it hits or misses
   with an attack or until the end of its next turn.
Reactive Stealth
   If a gnome wolverine has cover or concealment when it rolls
   initiative at the start of an encounter, it can make a Stealth
   check to become hidden.
Vicious Fury (when the gnome wolverine bloodies an enemy or
   reduces an enemy to 0 hit points or fewer; at-will)
   The wolverine shifts 5 squares and gains a +3 bonus to damage
   rolls until the end of its next turn.
Alignment Unaligned            Languages Common, Elven
Skills Athletics +14, Intimidate +12, Stealth +12
Str 20 (+9)             Dex 17 (+7)              W i s 12 (+5)
Con 15 (+6)             Int 10 (+4)              Cha 17 (+7)
Equipment hide armor, waraxe

                                                                                 (Top to bottom) gnome entropist and wolverine
GNOME WOLVERINE TACTICS
T h e g n o m e wolverine throws itself into battle with
shrieking strike, then wades through foes with unbal-
                                                                         ENCOUNTER GROUPS
ancing swive attacks. It reserves/ade away to reposition                 G n o m e s most often work with their own kind a n d
itself if cornered, or to set up another shrieking strike                with other creatures o f the Feywild. However, a
attack once it is bloodied.                                              gnome's capricious nature m e a n s that such alliances
                                                                         are typically brief.

GNOME WOLVERINE LORE
                                                                         Level 8 Encounter ( X P 1,850)
   N a t u r e D C 1 4 : A g n o m e wolverine has a fierce-
                                                                         • 1 g n o m e entropist (level 8 artillery)
ness that belies the stature and reputation o f its race.
                                                                         • 2 g n o m e wolverines (level 9 skirmisher)
A berserker fury drives a wolverine i n battle, and its
                                                                         4- 2 spriggan giantsouls (level 8 brute)
power increases with e a c h foe it drops.

                                                                         Level 1 0 Encounter ( X P 2 , 6 0 0 )
                                                                         •   3 g n o m e entropists (level 8 artillery)
                                                                         •   2 phase spiders (level 8 skirmisher)
                                                                         •   1 satyr piper (level 8 controller, M M 2 2 8 )
                                                                         •   1 will-o'-wisp (level 1 0 lurker)
N a t u r e DC 1 7 : W a r d a n c e r s dedicate themselves
GOBLIN                                                                  to p a r t i c u l a r e x a r c h s o f B a n e , forming small sects
                                                                        whose m e m b e r s create t h e i r own rival forms o f
 G O B L I N S A R E OFTEN SUBSERVIENT to t h e devotees o f            battle d a n c e .
 dark gods and other powerful masters. Such leaders                          N a t u r e DC 1 9 : More intelligent goblins who lead
 appeal to the goblins' hostile and barbarous natures.                  bugbear wardancers train t h e m thoroughly, teaching
                                                                        t h e m how to avoid h a r m i n g their allies i n combat.
                                                                        Through strict conditioning, hobgoblins sometimes
 BUGBEAR WARDATMCER                                                     plant c o m m a n d words in wardancers' minds to con-
 L I K E A L L BUGBEARS, T H E W A R D A N C E R is full o f blus-      trol t h e m when they get out o f hand.
 ter and purpose. T h e s e warriors are a force to be
 reckoned with as they sow destruction across t h e                     Bugbear Wardancer                            Level 6 Skirmisher
 battlefield.                                                           Medium natural humanoid                                       XP250
                                                                        Initiative +9          Senses Perception +5; low-light vision
 BUGBEAR WARDANCER TACTICS                                              HP 70; Bloodied 35
                                                                        AC 20; Fortitude 18, Reflex 19, W i l l 18
 A bugbear w a r d a n c e r relishes punishing as m a n y
                                                                        Speed 7
 e n e m i e s as possible, and so prefers to choose a dif-
                                                                        © Flail Dance (standard; at-will) • Weapon
 ferent target e a c h round. It will attack a foe within                  +9 vs. Fortitude; 2d6 + 4 damage, the target is pushed 2 squares
 reach first, and i f it hits it uses its move action to get               and knocked prone, and the bugbear wardancer shifts 1 square.
 into position to attack a new foe, setting up a flanking                  Flail Barrier (standard; recharge (xj __) • Weapon
 position with a n ally that c a n then attack and simi-                   Close burst 2; targets enemies; no attack roll; 5 damage, and
                                                                           the bugbear wardancer takes half damage from weapon attacks
 larly move.
                                                                           until the end of its next turn.
                                                                           Flail Assault (standard; encounter) 4- Weapon
 BUGBEAR WARDANCER LORE                                                    Close burst 2; +9 vs. Reflex; 2d6 damage, and the target is
     N a t u r e DC 1 2 : A bugbear w a r d a n c e r leaps and            pushed 2 squares and knocked prone.

 howls as it arcs its vicious flail through t h e ranks o f             Combat Advantage

 its foes. Its wide-reaching attacks and single-minded                     A bugbear wardancer deals 1d6 extra damage against any
                                                                           creature granting combat advantage to it.
 fury m a k e it a dangerous foe.
                                                                        Alignment Evil                Languages Common, Goblin
                                                                        Str 16 (+6)            Dex 19 (+7)           W i s 14 (+5)
                                                                        Con 14 (+5)            Int 11 (+3)            Cha 16 (+6)
                                                                        Equipment hide armor, heavy flail




                           (Left to right) gohlin acolyte of Magluhiyet, bugbear wardancer, and Lolthbound goblin
GOBLIN ACOLYTE                                                                 LOLTHBOUND GOBLIN
OF MAGLUBIYET                                                                  C E N T U R I E S SPENT AS SLAVES TO T H E DROW have driven             „
                                                                               s o m e goblins to a m a d devotion to t h e dark elves a n d           0
M A G L U B I Y E T , GOBLIN E X A R C H OF B A N E , inspires t h e
                                                                               their demon queen.
radical devotion o f a s e c t o f c o m b a t a n t s seeking to
mold themselves i n his i m a g e .
                                                                               Lolthbound Goblin                                 Level 3 Soldier
                                                                               Small natural humanoid                                     XP150
Goblin Acolyte of Maglubiyet                         Level 1 Controller
                                                                               Initiative +6         Senses Perception +3; darkvision
Small natural humanoid                                          XP 100
                                                                               HP 45; Bloodied 22
Initiative +0            Senses Perception +3; low-light vision                AC 19; Fortitude 15, Reflex 16, W i l l 15; see also drow inspiration
Life Scourge aura 2; each creature within the aura cannot regain               Speed 6
   hit points.                                                                 © W a r Pick (standard; at-will) • Weapon
H P 29; Bloodied 14                                                              +10 vs. AC; 1d8 + 5 damage (crit 1d8 + 13), and the target is
AC 15; Fortitude 12, Reflex 12, W i l l 14                                       marked until the end of the Lolthbound goblin's next turn.
Speed 6                                                                        + Stinging Blow (standard; encounter) • Poison, Weapon
© Slashing Shroud (standard; at-will) • Illusion, Weapon                         +10 vs. AC; 1d8 + 5 poison damage (crit 1d8 + 13), and if the
   +6 vs. AC; I d I O + 3 damage, and the goblin acolyte of                      target is taking ongoing poison damage, that ongoing damage
   Maglubiyet becomes invisible to the target until the end of the                increases by 5.
   acolyte's next turn.                                                        «£• Lolthbound Shriek (standard; encounter) • Thunder
   Hand of Maglubiyet (standard; at-will) • Force                                Close blast 5; targets creatures that are not drow, spiders, or
   Ranged 10; +5 vs. Fortitude; 1d6 + 5 force damage, and the                    goblins; +8 vs. Fortitude; 2d10 thunder damage.
   goblin acolyte of Maglubiyet chooses either to slide the target 3           Drow Inspiration (while within 5 squares of a drow ally)
   squares or to immobilize the target until the end of the acolyte's            The Lolthbound goblin gains a +2 bonus to attack rolls and all
   next turn.                                                                     defenses.
2f Maglubiyet's Fists (standard; recharge [_ __)                               Drow Protector (immediate interrupt, when a drow ally adjacent
   The goblin acolyte of Maglubiyet makes two hand of Maglubiyet                 to the Lolthbound goblin is targeted by an attack; at-will)
   attacks, each against a different target.                                     The triggering attack targets the goblin instead.
Goblin Tactics (immediate reaction, when the goblin acolyte of                 Goblin Tactics (immediate reaction, when the Lolthbound goblin
   Maglubiyet is missed by a melee attack; at-will)                               is missed by a melee attack; at-will)
                                                                                  The goblin shifts 1 square.
Alignment Evil                    Languages Common, Goblin                     Alignment Evil                Languages Common, Elven, Goblin
Skills Diplomacy i-6, Intimidate +6                                            Str 14 (+3)           Dex 17 (+4)            W i s 14 (+3)
Str 11 (+0)              Dex 10 (+0)               W i s 16 (+3)               Con 13 (+2)           lnt8(+0)               Cha 9 (+0)
Con 13 (+1)              Int 13 (+1)               Cha 13 (+1)                 Equipment leather armor, war pick
Equipment battleaxe

                                                                               Lolthbound Goblin Slave             Level 12 Minion Skirmisher
GOBLIN ACOLYTE                                                                 Small natural humanoid (goblin)                                XP 175

OE MAGLUBIYET TACTICS                                                          Initiative +13        Senses Perception +10; darkvision
                                                                               HP 1; a missed attack never damages a minion.
A goblin acolyte moves freely across t h e battlefield,
                                                                               AC 26; Fortitude 24, Reflex 25, W i l l 24; see also drow inspiration
using hand of Maglubiyet            to k e e p foes away from its
                                                                               Speed 6
allies or to hold m o r e powerful c o m b a t a n t s in place.               © Stinging Pick (standard; at-will) • Poison, Weapon
It m a k e s slashing shroud       attacks with a b a n d o n , stick-            +17 vs. AC; 7 poison damage, and if the target is affected by
ing close to badly wounded foes so that its life                     scourge      ongoing poison damage, that ongoing damage increases by 5.
aura prevents t h e m from healing.                                            © Hand Crossbow (standard; at-will) • Weapon
                                                                                  Ranged 10/20; +17 vs. AC; 5 damage (7 if the Lolthbound
                                                                                  goblin slave moved 3 or more squares during its turn).
GOBLIN ACOLYTE                                                                 Drow Inspiration (while within 5 squares of a drow ally)
OE MAGLUBIYET L O R E                                                             The Lolthbound goblin slave gains a +2 bonus to attack rolls and
                                                                                  all defenses.
    N a t u r e D C 5 : A c o l y t e s o f Maglubiyet devote
                                                                               Goblin Tactics (immediate reaction, when missed by a melee
t h e i r lives to t h e goblin e x a r c h o f B a n e , m o d e l i n g
                                                                                  attack; at-will)
t h e m s e l v e s in h i s i m a g e a n d d r a w i n g p o w e r f r o m
                                                                                  The Lolthbound goblin slave shifts 1 square.
t h e i r faith.                                                               Alignment Evil                Languages Common, Elven, Goblin
    N a t u r e D C 1 0 : A n acolyte o f Maglubiyet seeks                     Str 19 (+10)           Dex 21 (+11)           W i s 19 (+10)
signs o f its patron's favor in all it does, such as thun-                     Con 14 (+8)            Int 8 (+5)            Cha 9 (+5)
der rolling at a n auspicious m o m e n t or a bird o f prey                   Equipment leather armor, war pick, hand crossbow, case with 10

landing on a n e a r b y t r e e . S u c h symbols c a n drive                    bolts

superstitious acolytes to fight against impossible odds,
a n d a n unfavorable sign c a n j u s t as easily m a k e t h e m
flee a fight before it even b e g i n s .
LOLTHBOUND GOBLIN TACTICS                                                   HOBGOBLIN FLESHCARVER TACTICS
Lolthbound goblins are dedicated to protecting their                        A fleshcarver uses its glaive flurry for multiple pur-
drow masters, fighting close to t h e m to take advan-                      poses: to knock enemies b a c k toward groups of allies,
tage o f drow inspiration and drow protector powers. A                      to drive foes into positions where they are flanked, or
Lolthbound goblin uses stinging blow to m a x i m i z e                     pull foes back i f they try to get away. Until it becomes
ongoing poison damage dealt by allies, reserving its                        bloodied, a fleshcarver is aggressive and keeps ene-
Lolthbound shriek until surrounded.                                         mies near it i f possible. It becomes more defensive once
                                                                            bloodied and uses its dart powers more frequently.
LOLTHBOUND GOBLIN SLAVE LORE                                                    Hobgoblin fleshcarvers aren't afraid to call a
   N a t u r e D C 1 6 : Lolthbound goblin slaves are                       retreat when a battle appears unwinnable. They coor-
goblins brutalized by the drow. They are granted the                        dinate their movement so that they stay adjacent to
power to fight in the n a m e o f the Spider Queen, but                     allies as they retreat, to benefit from phalanx soldier.
                                                                            By using toxic dart, they try to keep enemies from pur-
they have no will o f their own.
                                                                            suing t h e m at full speed.

HOBGOBLIN FLESHCARVER
                                                                            HOBGOBLIN FLESHCARVER LORE
D E F I N E D B Y ITS S P E C I A L I Z E D W E A P O N S , the hobgoblin
                                                                               N a t u r e D C 1 2 : A hobgoblin fleshcarver carries a
fleshcarver is dedicated to perfecting the art o f battle.
                                                                            jagged glaive and poisoned darts. Each glaive is crafted
                                                                            by a fleshcarver and perfectly shaped and weighted to
Hobgoblin Fleshcarver                      Level 6 Elite Controller
                                                                            match that hobgoblin's fighting style. T h e poison used
Medium natural humanoid                                        XP 500
                                                                             on the fleshcarver's darts is harvested from serpents
Initiative +7          Senses Perception +4; low-light vision
Fleshcarver's Trap aura 2; each enemy that starts its turn within           the fleshcarver hunts as a part of its training.
  the aura takes 5 damage the first time it moves during that turn.            N a t u r e D C 17: Fleshcarvers pride themselves on
HP 146; Bloodied 73                                                         their m a r t i a l ability, and welcome challenges from
AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, W i l l 18         other weapon users. Still, pride won't draw a flesh-
Saving Throws +2                                                             carver away from the thick o f combat.
Speed 6
Action Points 1
© Glaive (standard; at-will) • Weapon                                       GOBLIN
   Reach 2; +11 vs. AC; 2d4 + 4 damage.
• Toxic Dart (standard; at-will) 4 Poison, Weapon
 Y
                                                                            ENCOUNTER GROUPS
   Ranged 6/12; +11 vs. AC; 1d6 + 4 poison damage, and the                  Goblins c a n be encountered in almost any context:
  target is slowed (save ends). If the target was already slowed, it        as an invading horde, m e r c e n a r i e s in the pay o f other
   is instead immobilized (save ends).                                      villains, or slaves beholden to dangerous masters.
• Defensive Dart (immediate reaction, when the hobgoblin
 Y
  fleshcarver is hit by an enemy's melee attack; recharge _}       [FT])
  The fleshcarver shifts 2 squares and uses toxic dart against the          Level 1 Encounter ( X P 5 5 0 )
   triggering enemy.                                                        • 1 goblin acolyte o f Maglubiyet (level 1 controller)
   Glaive Flurry (standard; at-will) • Weapon                               • 3 goblin warriors (level 1 skirmisher, MM 1 3 7 )
   Close burst 2; targets enemies; +11 vs. AC; 3d4 + 4 damage,              • 1 Lolthbound goblin (level 3 soldier)
   and the hobgoblin fleshcarver slides the target 2 squares. The
   target must end the slide within 3 squares of the fleshcarver.
                                                                            Level 6 Encounter ( X P 1 , 2 0 0 )
Hobgoblin Resilience (immediate reaction, when the hobgoblin
                                                                            • 2 bugbear wardancers (level 6 skirmisher)
   fleshcarver becomes subject to an effect; encounter)
   The fleshcarver rolls a saving throw against the triggering effect.      •   2 bugbear warriors (level 5 brute, MM 1 3 5 )
Phalanx Soldier                                                             •   1 barghest battle lord (level 7 controller)
   A hobgoblin fleshcarver gains a +2 bonus to AC while at least
   one hobgoblin ally is adjacent to it.                                    Level 6 Encounter ( X P 1 , 3 5 0 )
Alignment Evil                 Languages Common, Goblin                     4- 1 hobgoblin fleshcarver (level 6 elite controller)
Str 14 (+5)            Dex 19 (+7)             W i s 12 (+4)                • 3 hobgoblin soldiers (level 3 soldier, MM 1 3 9 )
Con 17 (+6)            Int 12 (+4)             Cha 16 (+6)
                                                                            • 2 dire wolves (level 5 skirmisher, MM 2 6 4 )
Equipment chain armor, glaive, 10 poisoned darts

                                                                            Level 1 3 E n c o u n t e r ( X P 4 , 1 0 0 )
                                                                            • 4 Lolthbound goblin slaves (level 1 2 m i n i o n
                                                                              skirmisher)
                                                                            4- 1 drow priest (level 15 controller, MM 9 5 )
                                                                            4- 2 blade spiders (level 10 brute, MM 2 4 6 )
                                                                            4- 2 drow warriors (level 11 lurker, MM 9 4 )
GOLEM                                                                           CHAIN GOLEM
                                                                                I M B U E D W I T H MAGIC, t h e s e h u m a n o i d conglomera-
                                                                                tions o f m e t a l l i n k s e n w r a p foes i n c r u s h i n g c h a i n s .
 C R E A T E D TO GUARD T H E I R MASTERS a n d t h e i r m a s t e r s '
                                                                                T h e y specialize in p o u n d i n g e n e m i e s , pulling t h e m
 secrets, golems have n o sense o f s e l f a n d follow orders
                                                                                close, a n d i m m o b i l i z i n g t h e m .
 without question.

                                                                                Chain Golem                                        Level 2 2 Elite Soldier
 BONE GOLEM                                                                     Huge natural animate (construct)                                        XP 8,300
 B U I L T FROM T H E BONES OF M A N Y C R E A T U R E S , t h e s e            Initiative +19             Senses Perception +19; darkvision
                                                                                Entangling Chains aura 3; each enemy that starts its turn within
 massive conglomerations stab t h e i r foes with
                                                                                   the aura is slowed until the end of its turn.
 s h a r p e n e d b o n e . T h e y serve well t h o s e w h o seek to
                                                                                HP 418; Bloodied 209
 disorient t h e i r e n e m i e s t h r o u g h pain, or t h o s e w h o       AC 38; Fortitude 35, Reflex 32, W i l l 34
 are partial to m a c a b r e trappings.                                        Immune disease, poison, sleep
                                                                                Saving Throws +2
 Bone Golem                                       Level 12 Elite Brute          Speed 8 (cannot shift)
 Large natural animate (construct)                            XP 1,400          Action Points 1
                                                                                © Chain (standard; at-will)
 Initiative +11      Senses Perception +9; darkvision
 Bone Spikes aura 1; each enemy that enters the aura takes 5                       Reach 3; +29 vs. AC; 2d8 + 9 damage, and the chain golem pulls
     damage.                                                                       the target 2 squares.
 HP 302; Bloodied 151; see also bone death                                      4 Berserk Attack (immediate reaction, when the chain golem is
 AC 24; Fortitude 25, Reflex 24, W i l l 22                                        damaged by an attack while bloodied; at-will)
 Immune disease, poison, sleep                                                     The golem makes a chain attack against a target adjacent to it.
 Saving Throws +2                                                               4 Chain Smash (standard; at-will)
 Speed 6 (cannot shift)                                                            The chain golem makes two chain attacks, each against a
 Action Points 1                                                                   different target.

 © Bone Spur (standard; at-will)                                                4? Chain Grab (standard; at-will)

     Reach 2; +15 vs. AC; 2d8 + 9 damage.                                          Close burst 2; +27 vs. Reflex; 2d8 + 9 damage, and the target is
 4 Double Spurs (standard; at-will)                                                pulled 1 square and grabbed. While the target is grabbed by the

     The bone golem makes two bone spur attacks, each against a                    chain golem, the golem can move away from the target without
     different target. If both attacks hit, the targets are dazed until            ending the grab. When the golem ends its move, it must slide
     the end of the golem's next turn.                                             the target into a space adjacent to it or the grab ends.
 • * Bone Volley (standard; recharge i ii)
  <                                                                             Stable Footing

     Close burst 3; +13 vs. Reflex; 4d8 + 6 damage, and the target is              A chain golem ignores difficult terrain.

     dazed (save ends).                                                         Alignment Unaligned                 Languages -

      Bone Death (free, when first bloodied and again when the                  Str 28 (+20)               Dex 22 (+17)               W i s 26 (+19)

     bone golem drops to 0 hit points)                                          Con 25 (+18)               Int 3 (+7)                  Cha 3 (+7)
     The golem uses bone volley if the power is not expended;
     otherwise, it makes a bone spur attack.                                    CHAIN GOLEM TACTICS
 Osseous Retaliation
                                                                                T h e job o f the c h a i n golem is to k e e p m e l e e combat
     A creature that makes an opportunity attack against a bone
                                                                                ants a n d s k i r m i s h i n g c h a r a c t e r s o c c u p i e d at t h e
     golem takes 2d6 damage.
                                                                                c e n t e r o f t h e battlefield. It accomplishes this goal
 Alignment Evil                   Languages -
 Str 22 (+12)             Dex 20 (+11)            W i s 17 (+9)                 with its c h a i n a n d chain grab attacks, t h e n lays about
 Con 21 (+11)             Int 3 (+2)               Cha 3 (+2)                   with chain smash.


 BONE GOLEM L O R E                                                             CHAIN GOLEM LORE
      A r c a n a o r N a t u r e D C 2 1 : B o n e golems are con-                 A r c a n a o r N a t u r e D C 2 1 : M o d e l e d after c h a i n
 structs c r e a t e d b y d a r k - h e a r t e d m a g e s a n d priests to   devils, c h a i n golems often act as g u a r d i a n s over pris-
 serve as g u a r d i a n s . A l t h o u g h they look like u n d e a d ,      oners. C h a i n golems d r a w t h e i r foes in by wrapping
 they are m e r e l y a n i m a t e d matter.                                   t h e m in c h a i n s , t h e n p u m m e l t h e m mercilessly.


 ENCOUNTER GROUPS
 Like m a n y golems, b o n e golems are c o n s t r u c t e d by
 a r c a n e m a g i c wielders for protection or e n f o r c e m e n t .


 Level 1 3 E n c o u n t e r ( X P 4 , 2 0 0 )
 •    1 b o n e golem (level 1 2 elite brute)
 •    4 horde ghouls (level 1 3 m i n i o n )
 •    1 h u m a n l i c h w i z a r d (level 1 4 elite controller,
      MM 176)
CLAY GOLEM                                                                         IRON GOLEM
T H E PONDEROUS-LOOKING CLAY GOLEM h a s surprising                                I N F U S E D W I T H POTENT TOXINS, iron golems t h u n d e r
speed. T h e s e b r u t e s a r e favored by those w h o s e e k to               toward foes a n d b a s h t h e m into m u s h .
i n f l i c t significant, s o m e t i m e s u n m e n d a b l e , d a m a g e .
                                                                                   Iron Golem                                   Level 2 0 Elite Soldier
Clay Golem                                          Level 1 5 Elite Brute          Large natural animate (construct)                           XP 5,600
Large natural animate (construct)                                XP 2,400          Initiative +14        Senses Perception +10; darkvision
Initiative +15; see also hasty reaction             Senses Perception +11;         Noxious Fumes (Poison) aura 2; while the iron golem is bloodied,
                                                    darkvision                       each creature that enters the aura or starts its turn there takes
Aura of Misjudgment aura 3; each enemy within the aura cannot                        5 poison damage.
    shift.                                                                         HP 386; Bloodied 193; see also toxic death
HP 368; Bloodied 184                                                               AC 36; Fortitude 36, Reflex 30, W i l l 28
AC 27; Fortitude 31, Reflex 25, W i l l 27                                         Immune disease, poison, sleep
Immune disease, poison, sleep                                                      Saving Throws +2
Saving Throws +2                                                                   Speed 6 (cannot shift)
Speed 6 (cannot shift)                                                             Action Points 1
Action Points 1                                                                    © Iron Blade (standard; at-will)
© Slam (standard; at-will)                                                           Reach 2; +27 vs. AC; 2d10 + 3 damage, and the target is marked
    Reach 2; +19 vs. AC; 3d8 + 7 damage, and the target cannot                       (save ends).
    regain hit points (save ends).                                                 4 Cleave (standard; at-will)
4 Clay Smash (standard; at-will)                                                     The iron golem makes two iron blade attacks, each against a
    The clay golem makes two slam attacks, each against a different                  different target.
    target.                                                                        4 Dazing Fist (immediate interrupt, when a creature marked by
4 Berserk Attack (immediate reaction, when the clay golem is                         the iron golem and within its reach moves or shifts; at-will)
    damaged by an attack while bloodied; at-will)                                    Reach 2; targets the triggering creature; +25 vs. Fortitude; the
    The golem makes a slam attack against a creature adjacent to it.                 target is dazed (save ends).
Hasty Reaction                                                                     • * Breath Weapon (standard; recharge _ } l i]) • Poison
                                                                                    <
    A clay golem rolls initiative twice, taking the higher of the two                Close blast 3; +25 vs. Fortitude; 3d8 + 9 poison damage, and
    results.                                                                         ongoing 5 poison damage (save ends).
Unstoppable (move; encounter)                                                        Toxic Death (when first bloodied and again when the iron
    The clay golem moves 8 squares and can move through                              golem drops to 0 hit points) • Poison
    enemies' spaces. Opportunity attacks against the golem                           Close burst 3; +25 vs. Fortitude; 2d8 + 6 poison damage, and
    triggered by this movement take a -10 penalty to damage rolls.                   ongoing 10 poison damage (save ends).
Alignment Unaligned                Languages -                                     Alignment Unaligned            Languages —
Str 26 (+15)              Dex14(+9)                 W i s 18 (+11)                 Str 2 7 (+18)         Dex 15 (+12)             W i s 11 (+10)
Con 24 (+14)              Int 3 (+3)                Cha 3 (+3)                     Con 25 (+17)          Int 3 (+6)               Cha 3 (+6)
                                                                                   Equipment longsword

CLAY GOLEM LORE
     A r c a n a o r N a t u r e D C 2 3 : A clay golem's partially
m e l t e d form looks slow, but that a p p e a r a n c e is decep-
tive. Clay golems b e a r a c u r s e f r o m t h e i r c r e a t i o n that
s o m e t i m e s prevents foes' wounds from healing.


ENCOUNTER GROUPS
Like all golems, clay golems serve
t h e i r m a s t e r s regardless o f intent or
motivation.


Level 15 E n c o u n t e r ( X P          6,200)
•    1 clay golem (level 1 5 elite brute)
•    1 shadar-kai gloom lord (level 1 4
     artillery)
•    2 shadow s n a k e s (level 1 6 skirmisher,
     MM 2 4 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)
Warrior's Leap
GOLIATH                                                                     A goliath guardian can jump without provoking opportunity
                                                                            attacks.
                                                                          Alignment Unaligned            Languages Common
 A RECLUSIVE A N D NOMADIC R A C E , towering goliaths                    Skills Athletics +13, Insight +12, Nature +12
 prefer high m o u n t a i n s to civilized lowlands. D a r i n g         Str 19 (+8)            Dex 14 (+6)             W i s 16 (+7)
 competitors, goliaths enjoy testing t h e m s e l v e s .                Con 16 (+7)            Int 10 (+4)             Cha 10 (+4)
                                                                          Equipment scale armor, light shield, bastard sword

 Goliath Sunspeaker                               Level 7 Artillery
 Medium natural humanoid                                    XP 300        ENCOUNTER GROUPS
 Initiative +5          Senses Perception +9
                                                                          G o l i a t h s k e e p sturdy pets a n d t h e c o m p a n y o f brave
 HP 64; Bloodied 32
                                                                          c r e a t u r e s . However, a goliath might also c h o o s e to
 AC 19; Fortitude 19, Reflex 18, W i l l 20
 Speed 6                                                                  work with dwarves, galeb d u h r s , or goblins.

 © Sunspeaker's Hand (standard; at-will) • Radiant
   +12 vs. Reflex; 1d8 + 3 radiant damage.                                Level 9 Encounter ( X P            2,100)
 •Y Solar Sphere (standard; at-will) 4 Implement, Radiant                 4- 1 galeb d u h r r o c k c a l l e r (level 11 controller,
   Ranged 20; +12 vs. Reflex; 2d8 + 3 radiant damage.                        MM 114)
 •f Sun Rays (standard; recharge __ _} [fj) 4 Fire or Radian
                                                                          4- 3 goliath g u a r d i a n s (level 9 soldier)
   Implement
                                                                          4- 1 goliath s u n s p e a k e r (level 7 artillery)
   Ranged 10; targets one or two creatures; +12 vs. Reflex; 1 d8 + 3
   fire or radiant damage, and ongoing 5 damage of the type dealt
   to the target (save ends).
                                                                                                                               >
    Flaring Leap (move; encounter) 4 Fire
   The goliath sunspeaker jumps 3 squares and then moves its
   remaining speed. During this movement, the sunspeaker gains
   a +4 bonus to all defenses. The square in which the sunspeaker
   began its move erupts with fire 2 squares high. A creature that
   starts its turn adjacent to the fire takes 1d6 + 3 fire damage. A
   creature that enters the square or starts its turn there takes 2d6
   + 3 fire damage. The fire blocks line of sight and lasts until the
   end of the sunspeaker's next turn. Sustain Minor: The fire persists.
    Call Down the Sun (standard; encounter) 4 Implement,
    Radiant
   Area burst 3 within 20; +11 vs. Reflex; 2d6 + 3 radiant damage.
   Miss: Half damage.
 Stone's Endurance (minor; encounter)
   The goliath sunspeaker gains resist S to all damage until the end
    of its next turn.
 Alignment Unaligned            Languages Common
 Skills Arcana +8, Athletics +10, Insight +9, Nature +9
 Str14(+5)              Dex 15 (+5)           W i s 12 (+4)
 Con 16 (+6)            Int 10 (+3)            Cha 17 (+6)
 Equipment leather armor, orb


 Goliath Guardian                                   Level 9 Soldier
 Medium natural humanoid                                    XP400
 Initiative +8          Senses Perception +7
 H P 96; Bloodied 48
 AC 25; Fortitude 22, Reflex 20, W i l l 22
 Speed 6
 © Bastard Sword (standard; at-will) 4 Weapon
    +16 vs. AC; 1d10 + 7 damage, and the target is marked until the
    end of the goliath guardian's next turn. If the target is prone, it
    cannot stand up until the end of the guardian's next turn.
 4 Ram's Charge (standard; recharge X| i) 4 Weapon
  -
    +14 vs. Fortitude; 1d6 + 3 damage, the target is pushed 2
    squares and knocked prone, and the goliath guardian shifts 2
    squares and makes a bastard sword attack against the target.
    Special: When charging, the guardian can use this power in
    place of a melee basic attack.
 Stone's Endurance (minor; encounter)
    The goliath guardian gains resist 5 to all damage until the end of
    its next turn.
GRAY R E N 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 )
HALF-ELF                                                                H A L E - E L F CON ARTIST
                                                                        M A N Y HALF-ELVES A R E DIPLOMATS a n d peacemakers,
                                                                        capable of finding the common ground between any
 COMBINING T H E BEST OF TWO PROUD LINEAGES, half-
                                                                        two groups. Others use their talents for their own inter-
 elves are adaptable and diplomatic. They often travel
                                                                        ests. They c a n find the c o m m o n ground between their
 widely and seek out n e w experiences. Naturally gifted
                                                                        hands and your money pouch with disconcerting ease.
 leaders, they frequently b e c o m e quite powerful.
                                                                            T h e half-elf con artist m i x e s audacity with per-
                                                                        sonal ma g n e t i s m to achieve astounding results. A few
 H A L F - E L F LORE                                                   honeyed words or a smile and a shrug c a n set foes to
    N a t u r e DC 1 2 : Half-elves c o m b i n e the grace o f         fighting one another or give a n e n e m y reason to hesi-
 elves with the drive of h u m a n s , adding their own                 tate. Yet the con artist wounds with m o r e t h a n words.
 stunning c h a r i s m a to the m i x . Keen-witted and free-          T h e con artist's sleight o f h a n d has put a blade in t h e
 spirited, half-elves follow their hearts wherever they                 back o f m a n y a n erstwhile ally.
 lead—along bright paths or down dark roads.
                                                                        Half Elf Con Artist                              Level 7 Controller
                                                                        Medium natural humanoid                                        X P 300
 H A L F - E L F BANDIT CAPTAIN                                         Initiative +6         Senses Perception +2; low-light vision
 W I T H A F L A I R FOR T H E DRAMATIC to a c c o m p a n y a          HP 77; Bloodied 38
 mastery of blades, the half-elf bandit captain is flam-                AC 20; Fortitude 17, Reflex 20, W i l l 20
 boyant in everything it does. Bold and self-reliant, a                 Speed 6

 half-elf bandit captain leads through c h a r i s m a and              © Dagger (standard; at-will) 4 Weapon
                                                                          +12 vs. AC; 1d4 + 4 damage.
 r e m a i n s vigilant against treachery. T h e bandit cap-
                                                                        • Deceptive Maneuver (standard; at-will) 4 Charm
                                                                         1
 tain takes enough risks in pursuit o f gold; trust is one
                                                                          +10 vs. Will; the target makes a basic attack against one of its
 gamble too many.                                                         allies of the half-elf con artist's choice.
                                                                        •Y Silver Deception (standard; recharge [x]((!)) 4 Charm
 Half-Elf Bandit Captain                Level 6 Skirmisher (Leader)       Ranged 10; +10 vs. Will; the target is dominated until the end
 Medium natural humanoid                                        XP250     of the half-elf con artist's next turn.
 Initiative +9            Senses Perception +8; low-light vision        < * Pathetic Appeal (standard; encounter) 4 Charm
                                                                         c
 HP 69; Bloodied 34                                                       Close burst 5; +10 vs. Will; targets enemies; the target cannot
 AC 20; Fortitude 18, Reflex 19, W i l l 18                               attack the half-elf con artist (save ends). If the con artist makes
 Speed 6                                                                  an attack roll against the target, that target makes a saving
 © Longsword (standard; at-will) 4 Weapon                                 throw against this effect.
   +11 vs. AC; 1d8 + 4 damage, and the half-elf bandit captain          Combat Advantage
   shifts 1 square.                                                       A half-elf con artist deals 2d6 extra damage against any
 © " Sg
      a    e r
                 (standard; at-will) 4 Weapon                             creature granting combat advantage to it.
   Ranged 5/10; +11 vs. AC; 1d4 + 4 damage.                             Grifter's Flight (move; encounter)
 +/>T Slash and Dash (standard; recharge [X]|X]|n))                       The half-elf con artist shifts 6 squares and can make a Stealth
   The half-elf bandit captain makes a longsword attack, shifts 2         check without a penalty for moving.
   squares, and makes a dagger attack,                                  Alignment Unaligned            Languages Common, Elven
 • Triggering Slash (standard; recharge (xj _]) 4 Weapon
  f                                                                     Skills Bluff +12, Insight +7, Stealth +11, Thievery +11
   +11 vs. AC; 1d8 + 4 damage, and one ally shifts 1 square and         Str 10 (+3)            Dex 17 (+6)              W i s 9 (+2)
   makes a melee basic attack as a free action.                         Con 13 (+4)            Int 12 (+4)              Cha 19 (+7)
 Alignment Unaligned             Languages Common, Elven                Equipment fine clothes, dagger
 Skills Athletics +11, Diplomacy +11, Insight +8, Stealth +12
 Str 16 (+6)              Dex 19 (+7)           W i s 11 (+3)
                                                                        H A L F - E L F CON ARTIST TACTICS
 Con 13 (+4)              Int 10 (+3)           Cha 16 (+6)
                                                                        A half-elf con artist usually prefers to avoid a fight,
 Equipment leather armor, longsword, 6 daggers
                                                                        although sometimes its s c h e m e s put it at the wrong
                                                                        end of a sword. I f a con artist does stand and fight, it
 H A L F - E L F BANDIT CAPTAIN TACTICS                                 uses deceptive maneuver to force e n e m i e s into attack-
 T h e half-elf bandit captain leads with slash and dash,
                                                                        ing e a ch other. T h e con artist relies on pathetic appeal
 then uses triggering slash to enable an ally to move
                                                                        and grifter's flight to save itself when cornered.
 into flanking position.

                                                                        H A L F - E L F CON ARTIST LORE
 H A L F - E L F BANDIT CAPTAIN LORE                                       N a t u r e DC 1 4 : T h e i r natural c h a r m grants
      N a t u r e DC 1 2 : Half-elf leaders tend to rely on
                                                                        half-elves an advantage in con games and elaborate
 c h a r i s m a to keep followers in line, and half-elf bandit
                                                                        swindles, drawing m a n y to use their c h a r i s m a for
 captains are no different. That c h a r m c a n b e a liabil-
                                                                        selfish reasons. Half-elves with long practice at such
 ity, though, i f followers believe it's b e e n used to lie to
                                                                        sleight o f tongue develop an almost magical ability to
 them.
                                                                        fool foes and use friends.
HALF-ELF                                                                     H A L F - E L F BALEFUL THAUMATURGE
                                                                                                                                                   yj
BALEFUL THAUMATURGE                                                          LORE
                                                                                 N a t u r e o r A r c a n a D C 2 4 : T h e path to t h e power
T H E W I E L D E R OF D R E A D F U L MAGIC, a h a l f - e l f bale-
                                                                             that a baleful thaumaturge follows presents no end o f
ful thaumaturge c a n m a k e a battlefield a place o f
                                                                             difficulties a n d sacrifice, but thaumaturges who per-
horror for e n e m i e s . Intelligent and wary, t h e half-elf
                                                                             severe achieve power u n t h i n k a b l e to most mortals.
thaumaturge h a s labored long to gain power a n d has
                                                                             Blood sacrifices, b o t h their own a n d that o f others,
gained m u c h as a result. O f course, even with such
                                                                             give baleful thaumaturges access to dark forces with
vast powers, there are always m o r e to b e gained.
                                                                             w h i c h t h e thaumaturge must cajole and bargain
                                                                             (something at w h i c h half-elves excel).
Half-Elf Baleful Thaumaturge                      Level 2 4 Artillery
Medium natural humanoid                                           XP 6,050
Initiative +15          Senses Perception +14; low-light vision              ENCOUNTER GROUPS
HP 169; Bloodied 84                                                          Half-elves travel throughout t h e world a n d a r e
AC 36; Fortitude 32, Reflex 35, W i l l 38                                   c o m m o n l y found beyond its borders as well. T h e y
Speed 6                                  _________
                                                                             associate with a vast array o f peoples a n d creatures.
© Infernal Slam (standard; at-will) • Teleportation
   +29 vs. Will; 2d6 + 10 damage, and the half-elf baleful
                                                                             Level 7 Encounter ( X P 1 , 5 0 0 )
   thaumaturge slides the target 3 squares and then teleports 3
   squares.                                                                  •   1 half-elf bandit captain (level 6 skirmisher)
© Soul Bite (standard; at-will) • Implement                                  •   2 halfling prowlers (level 6 lurker, M M 1 5 3 )
   Ranged 10; + 29 vs. Reflex; 2d8 + 10 damage, and the half-elf             •   6 h u m a n bandits (level 2 skirmisher, M M 1 6 2 )
   baleful thaumaturge gains 10 temporary hit points.
•<r Mouths of Hell (standard; encounter) • Implement, Psychic,
                                                                             Level 2 5 E n c o u n t e r ( X P 3 8 , 2 0 0 )
   Zone
                                                                             •   1 eladrin lich wizard (level 2 4 elite controller,
   Close blast 5; +27 vs. Will; 3d12 + 9 psychic damage, and the
   half-elf baleful thaumaturge gains 10 temporary hit points.                 MM 176)
   Effect: The blast creates a zone filled with ghostly maws                 • 2 half-elf baleful thaumaturges (level 2 4 artillery)
   that lasts until the end of the encounter. Each creature that             •   2 slaughterstone h a m m e r e r s (level 2 5 soldier)
   starts its turn within the zone takes 15 psychic damage. The
   thaumaturge gains 5 temporary hit points whenever the zone
   damages a creature.
-52- Wall of Shadow Teeth (standard: recharge X !I5) •
   Conjuration, Implement, Necrotic
   Area wall 8 within 10; the half-elf baleful thaumaturge
   conjures a wall of shadow teeth that lasts until the end of the
   thaumaturge's next turn. The wall is 2 squares high and attacks
   each creature that starts its turn within the wall or adjacent to
   it: +27 vs. Fortitude; 3d8 + 9 necrotic damage, and the target is
   immobilized (save ends). Sustain Minor: The wall persists.
Bloody Step (minor; usable only when the half-elf baleful
   thaumaturge has 5 or more temporary hit points; at-will) •
   Teleportation
   The thaumaturge loses 5 temporary hit points and teleports 8
   squares.
Alignment Unaligned              Languages Common, Elven
Skills Arcana +24, Bluff+27, Streetwise +27
Str14(+14)               Dex 16 (+15)            W i s 15 (+14)
Con 19 (+16)             Int 25 (+19)            Cha 30 (+22)
Equipment wand


H A L F - E L F BALEFUL
THAUMATURGE TACTICS
T h e baleful thaumaturge opens with wall of                      shadow
teeth, hoping to keep a few e n e m i e s immobilized, a n d
t h e n uses mouths of hell. I f engaged in m e l e e , t h e half-
 e l f uses infernal slam to move e n e m i e s into t h e a r e a o f
 mouths of hell. O t h e r w i s e t h e half-elf uses soul bite a n d
 attempts to stay out o f m e l e e .



                                                                                               alf-elf bandit captain and baleful thaumaturge
HALF-ORC                                                                            H A L F - O R C DEATH MAGE
                                                                                    SOME HALF-ORCS A R E DRAWN to t h e service o f
                                                                                    Y u r t r u s , a n e x a r c h o f G r u u m s h w h o is a m a s t e r o f
 B O L D AND B R A S H , h a l f - o r e s c o m b i n e t h e p h y s i c a l
                                                                                    disease, misery, a n d death. T h e s e half-ores m a s t e r
 strength of ores w i t h the resourcefulness of h u m a n s .
                                                                                    s e c r e t rites o f Y u r t r u s . In battle, they w e a r white
 T h e s e c u n n i n g w a r r i o r s a r e at h o m e b o t h i n t h e city
                                                                                    robes a n d c a r r y staffs o f b l a c k wood.
 and i n the wild.

                                                                                    Half-Orc Death Mage                                   Level 6 Controller
 H A L F - O R C HUNTER                                                             Medium natural humanoid                                                XP250

 T H E HALF-ORC H U N T E R IS A SKILLED T R A C K E R a n d a                      Initiative +7            Senses Perception +6; low-light vision
                                                                                    HP 66; Bloodied 33
 b r a s h fighter, r u s h i n g into battle w i t h little r e g a r d for
                                                                                    AC 19; Fortitude 17, Reflex 19, W i l l 18
 its o w n safety.
                                                                                    Speed 6
                                                                                    ©Quarterstaff (standard; at-will) • Weapon
 Half-Ore Hunter                                       Level 5 Skirmisher              +11 vs. AC; 1d8 + 5 damage.
 Medium natural humanoid                                           XP200             Rotting Touch (standard; at-will) • Necrotic
 Initiative +7              Senses Perception +8; low-light vision                     +10 vs. Fortitude; 1d6 + 4 necrotic damage, and the target loses
 HP 62; Bloodied 31                                                                    necrotic resistance or immunity and takes ongoing S necrotic
 AC 19; Fortitude 18, Reflex 18, W i l l 16                                            damage (save ends both).
 Speed 6 (8 when charging)                                                          • Bolt of Putrescence (standard; recharge
                                                                                     Y                                                      _ ] ) • Implement
 © Battleaxe (standard; at-will) • Weapon                                              Ranged 10; +10 vs. Reflex; 2d8 + 5 damage, and the target
    +10 vs. AC; I d I O + 5 damage.                                                    takes a -5 penalty to all defenses until the end of the half-ore
 © Longbow (standard; at-will) • Weapon                                                death mage's next turn.
    Ranged 20/40; +10 vs. AC; I d I O + S damage.                                   •ib Swarm of Flies (standard; encounter) • Implement, Zone
  Evasive Chop (standard; at-will) • Weapon                                           Area burst 1 within 10; +10 vs. Fortitude; 2d6 + 5 damage, and
    The half-ore hunter shifts 1 square before and after the attack;                   the burst creates a zone of swarming flies that lasts until the
    +10 vs. AC; 1 dl 0 + 5 damage.                                                     end of the encounter. Each creature that starts its turn within
 Draw First Blood                                                                      the zone takes S damage and does not have line of sight to
    A half-ore hunter's melee attacks deal I d I O extra damage                        squares more than 3 squares away from it. As a minor action,
    against any creature that has not yet taken damage during the                      the half-ore death mage can move the zone 2 squares.
    encounter.                                                                      Furious Assault (free, when the half-ore death mage damages an
 Furious Assault (free, when the half-ore hunter damages an                            enemy; encounter)
    enemy; encounter)                                                                  The death mage's attack deals 1d10 extra damage.
    The hunter's attack deals 1d10 extra damage.                                    Death Mark (when an enemy reduces the half-ore death mage to
 Alignment Unaligned                 Languages Common, Giant                           0 hit points) • Necrotic
 Skills Endurance +9, Nature +8                                                        The triggering enemy takes 2d10 + 5 necrotic damage.
 Str 16 (+5)                Dex17(+S)                  W i s 13 (+3)                Alignment Evil                    Languages Common, Giant
 Con 14 (+4)                Int 10 (+2)                Cha 8 (+1)                   Skills Arcana +9, Intimidate +8, Religion +9
 Equipment leather armor, battleaxe, longbow, 20 arrows                             Str 15 (+5)               Dex 18 (+7)               W i s 17 (+6)
                                                                                    Con10(+3)                 Int 13 (+4)               Cha10(+3)
                                                                                    Equipment robes, quarterstaff
 H A L F - O R C HUMTER TACTICS
 T h e half-ore h u n t e r tears into u n w o u n d e d foes to
 benefit from draw first blood, often also using/urious                             H A L F - O R C DEATH MAGE TACTICS
 assault on its first successful strike. T h e h u n t e r t h e n                  A death m a g e r e m a i n s at t h e r e a r o f battle. F r o m

 moves onto t h e n e x t u n h u r t target, trusting its allies                   t h e r e , it c a n rain its spells upon its foes without fear

 to finish o f f t h e w o u n d e d . W h e n no e n e m i e s are                 o f reprisal. It uses swarm          of flies   to force its e n e m i e s

 u n w o u n d e d , a h u n t e r b a c k s o f f to c o n c e n t r a t e b o w   to b r e a k up, leaving t h e m isolated a n d v u l n e r a b l e to

 fire on t h e softest targets.                                                     its ore allies. Bolt of putrescence             is useful against heav-
                                                                                    ily a r m o r e d targets. U n l i k e m a n y evil c r e a t u r e s , t h e
                                                                                    death m a g e h a s no fear o f dying for its master. I f t h e
                                                                                    battle goes poorly, it strides into m e l e e to use                 rotting
                                                                                    touch a n d eventually death              mark.
H A L F - O R C SCARTHANE                                           H A L F - O R C LORE
A s ITS RITUAL SCARS TESTIFY, a half-ore s c a r t h a n e is a         N a t u r e D C 1 2 : Half-ores c o m b i n e t h e daring
terrifying fury on the battlefield.                                 o f h u m a n s and t h e ferocity o f ores. Proud of their
                                                                    strength and decisiveness, half-ores are often impoli-
Half-Orc Scarthane                                 Level 7 Brute    tic in social situations.
Medium natural humanoid                                    XP 300      T h e origins o f half-ores a r e mysterious. S o m e say
Initiative +6        Senses Perception +3; low-light vision         they are t h e product o f crossbreeding between savage
HP 96; Bloodied 48; see also wounded retaliation                    tribes. Others point to a n ancient program to create
AC 20; Fortitude 22, Reflex 20, Will 17                             the ultimate warrior. Still others say their origins a r e
Speed 6 (8 when charging)
                                                                    divine. All or none o f these explanations might b e
© Greataxe (standard; at-will) • Weapon
  +10 vs. AC; 1d12 + 8 (crit 1d12 + 20) damage.
                                                                    true.
 Wounded Retaliation (immediate reaction, when first bloodied;        Half-ore hunters a r e found a m o n g m a n y com-
  encounter)                                                        munities. Half-ore scarthanes are most often found
  The half-ore scarthane makes a greataxe attack.                   living savage lives alongside full-blooded ores,
 Bloodfury Attack (standard; usable only while bloodied;           bearing ritual scars that prove their ferocity and
  encounter) 4 Healing, Weapon
                                                                    worthiness.
  +10 vs. AC; 2d12 + 2 damage, and the half-ore scarthane
  regains 10 hit points.
Blood for Blood 4 Healing                                           ENCOUNTER GROUPS
  When the half-ore scarthane hits a bloodied target, the attack
                                                                    Half-ores exist between two cultures, and they often
  deals 1d6 extra damage, and the scarthane regains 5 hit points.
                                                                    walk the line b e t w e e n wilderness and settled lands.
Furious Assault (free, when the half-ore scarthane damages an
  enemy; encounter)                                                 Thus, they're adaptable to a wide range o f associates.
  The scarthane's attack deals 1d10 extra damage.
Alignment Unaligned         Languages Common, Giant                 Level 6 Encounter ( X P 1 , 4 0 0 )
Skills Athletics +13, Endurance +11, Intimidate +7                  • 2 half-ore hunters (level 5 skirmisher)
Str 21 (+8)           Dex 17 (+6)          W i s 11 (+3)            • 1 h u m a n hexer (level 7 controller)
Con 16 (+6)           Int 10 (+3)         Cha 8 (+2)
                                                                    4- 4 h u m a n berserkers (level 4 brute, MM 1 6 3 )
Equipment greataxe

                                                                    Level 9 Encounter ( X P 2 , 1 0 0 )
H A L F - O R C SCARTHANE TACTICS                                   4- 4 half-ore scarthanes (level 7 brute)
T h e half-ore s c a r t h a n e focuses attacks on one crea-       4 1 ore chieftain (level 8 elite brute, MM 2 0 4 )
ture i f possible to get the foe to a bloodied state as             4- 1 ore eye o f G r u u m s h (level 5 controller, MM 2 0 4 )
quickly as possible, taking advantage of blood for blood.
T h e s c a r t h a n e uses bloodfury attack at the first pos-
sible c h a n c e .
HAWK

 W H E N T H E S E F E A T H E R E D PREDATORS a r e on t h e hunt,
 the silent skies b e c o m e a dangerous battleground.


 BLOOD HAWK
 B L O O D H A W K S A R E AGGRESSIVE HUNTERS that use
 their razor-sharp claws to deal grievous wounds.


 Blood Hawk                                       Level 1 Skirmisher
 Small natural beast                                                XP100
 Initiative +5           Senses Perception +1
 HP 27; Bloodied 13
 AC 15; Fortitude 12, Reflex 14, W i l l 12
 Speed 2 (clumsy),fly6
 © Claw Rake (standard; at-will)
   +6 vs. AC; 1d6 + 5 damage, and the target takes ongoing 2
   damage, or ongoing 5 damage if the blood hawk is bloodied
   (save ends).
 • Flyby Attack (standard; at-will)
  f
   The blood hawk flies 6 squares and makes a daw rake attack
   at any point during that movement. The blood hawk doesn't
    provoke opportunity attacks when moving away from the
   target.
 Alignment Unaligned             Languages -
 Str 13 (+1)             Dex 16 (+3)             W i s 13 (+1)
 Con 11 (+0)             Int 2 (-4)               Cha 7 (-2)


 FROST HAWK
 N A T I V E TO T H E E L E M E N T A L C H A O S , t h e frost h a w k is
 a fearsome aerial hunter often found in t h e world in                      HAWK LORE
 search o f prey.                                                               A r c a n a D C 1 9 : Although they originate in t h e
                                                                             Elemental Chaos, frost hawks c a n b e found in t h e
 Frost Hawk                                       Level 7 Skirmisher         high places and cold regions o f the world. A frost
 Small elemental beast (cold)                                      XP300     hawk's s c r e e c h c a n hinder the movement o f oppo-
 Initiative +9           Senses Perception +6                                nents, m a k i n g t h e m more vulnerable to its attacks.
 H P 80; Bloodied 40
                                                                                N a t u r e D C 1 0 : Blood hawks a r e deadly raptors
 AC 2 1 ; Fortitude 19, Reflex 20, W i l l 19
                                                                             trained as hunters b y m a n y races. T h e i r lethal claws
 Immune disease, poison; Resist 10 cold
 Speed 2 (clumsy),fly8                                                       deal wounds that continue to bleed, and their flying
 © Ice Talons (standard; at-will) • Cold                                     attacks m a k e t h e m difficult to engage.
    +12 vs. AC; 1d6 + 5 damage plus 1d6 cold damage.
 • Flyby Attack (standard; at-will)
  f
   The frost hawk flies 8 squares and makes an ice talons attack
                                                                             ENCOUNTER GROUPS
    at any point during that movement. The frost hawk doesn't                Like most raptors, blood hawks and frost hawks c a n
    provoke opportunity attacks when moving away from the                    b e encountered among their own kind or as hunting
    target.                                                                  birds trained b y other creatures.
 <* Freezing Screech (standard; at-will) • Cold
    Close blast 3; +10 vs. Fortitude; 1d8 + 5 cold damage, and the
                                                                             Level 2 Encounter ( X P 7 2 5 )
    target is slowed (save ends).
                                                                             • 3 blood hawks (level 1 skirmisher)
 Shattering Strike




                                                                 •
    A frost hawk's melee attacks deal 2d6 extra cold damage                  • 1 bloodseeker drake (level 4 soldier)
    against a slowed creature.                                               • 2 e l f archers (level 2 artillery, MM 1 0 6 )
 Alignment Unaligned             Languages —
 Str 14 (+5)             Dex 19 (+7)             W i s 16 (+6)               Level 6 Encounter ( X P 1 , 4 0 0 )
 Con 16 (+6)             Int2(-1)                Cha 8 (+2)                  • 2 frost hawks (level 7 skirmisher)
                                                                             4- 1 ore bloodrager (level 7 elite brute, MM 2 0 4 )
                                                                             4 1 ore eye o f G r u u m s h (level 5 controller, MM 2 0 4 )
HOMUNCULUS                                                                ARBALESTER
                                                                          A N A R B A L E S T E R IS A DEADLY RANGED ATTACKER,
                                                                          lobbing volleys o f bolts at i n t r u d e r s i n t h e a r e a it
 H O M U N C U L I ACT AS T I R E L E S S GUARDIANS for S p e c i f i c
                                                                          guards.
 locations, relics, or creatures. T h e i r creators i m b u e
 these constructs with a singular purpose, but m a n y
                                                                          Arbalester                                        Level 4 Artillery
 h o m u n c u l i have outlived their original masters.                  Medium natural animate (construct, homunculus)                  XP 175
                                                                          Initiative +6          Senses Perception +9; darkvision
 STONEFIST DEFENDER                                                       HP 43; Bloodied 21
                                                                          AC 16; Fortitude 15, Reflex 17, W i l l 15
 A DRIVEN A N D DEADLY FOE, a stonefist defender serves
                                                                          Immune disease, poison
 a designated creature as a bodyguard and c o m b a t                     Speed 6                                                       _ _ _ _ _ _
 partner.                                                                 © Slam (standard; at-will)
                                                                             +11 vs. AC; 1 d6 + 4 damage.
 Stonefist Defender                             Level 2 Skirmisher        © Bolt (standard; at-will)
 Small natural animate (construct, homunculus)                   XP 125      Ranged 20/40; +11 vs. AC; 1d10 + 4 damage.
 Initiative +6          Senses Perception +4; darkvision                  • Double Shot (standard; recharge : : X fl))
                                                                           Y
 HP 38; Bloodied 19                                                          The arbalester makes two bolt attacks, each against a different
 AC 16; Fortitude 13, Reflex 14, W i l l 14                                  target. The targets must be within 5 squares of each other.
 Immune disease, poison                                                   Guard Area
 Speed 8                                                                     If an enemy is within an arbalester's guarded area (see the

 © Spiked Fist (standard; at-will)                                           "Guard" sidebar) at the start of the arbalester's turn, the
                                                                             arbalester recharges double shot.
    +7 vs. AC; 1d8 + 5 damage.
                                                                          Alignment Unaligned            Languages -
 Guard Creature
                                                                          Str 15 (+4)            Dex 18 (+6)            W i s 15 (+4)
    A stonefist defender gains a +2 bonus to attack rolls against any
    enemy adjacent to its guarded creature (see the "Guard" sidebar).     Con 13 (+3)            Int5(-1)               Cha8(+1)

 Synchronized Flank
    While a stonefist defender is flanking an enemy with its              ENCOUNTER GROUPS
    guarded creature, its attacks deal 1d6 extra damage against the
    flanked enemy.                                                        H o m u n c u l i c a n b e found as servants and c o m p a n i o n s
 Tumble (move; at-will)                                                   to spellcasters, or as tireless guards in ancient tombs
    The stonefist defender shifts 3 squares.                              and treasure vaults.
 Alignment Unaligned            Languages -
 Skills Acrobatics +9                                                     Level 3 E n c o u n t e r ( X P 7 5 0 )
 Str 12 (+2)             Dex 17 (+4)            W i s 17 (+4)
                                                                          4- 3 stonefist defenders (level 2 skirmisher)
 Con 14 (+3)            Int 11 (+1)             Cha 7 (-1)
                                                                          • 1 arbalester (level 4 artillery)
                                                                          4- 1 d w a r f h a m m e r e r (level 5 soldier, M M 9 7 )


                                                                                                       GUARD
                                                                          A homunculus can be attuned to a specific area or crea-
                                                                          ture. Attuning the homunculus takes 1 minute and can be
                                                                          done only by the homunculus's creator or its new owner
                                                                          (as designated by its creator). The homunculus gains cer-
                                                                          tain powers and benefits in this guard role.
                                                                             Guarded Area: An area up t o 5 squares on a side.
                                                                             Guarded Creature: A creature, typically t h e homun-
                                                                          culus's creator.
HUMAN

 D I V E R S E A N D MULTIFACETED, h u m a n s possess t h e
 potential for both greatness and villainy.


 HUMAN CAVALIER
 M O U N T E D ON A W A R H O R S E , a h u m a n cavalier w e a r s
 its e n e m i e s down with lance and broadsword.


 Human Cavalier                           Level 7 Soldier (Leader)
 Medium natural humanoid                                         XP300
 Initiative +8          Senses Perception +9
 Battle Acumen aura sight; each ally within the aura gains a +2
     bonus to initiative.
 H P 78; Bloodied 39
 AC 23; Fortitude 20, Reflex 18, W i l l 19
 Speed 5
 © Broadsword (standard; at-will) • Weapon
     +14 vs. AC; I d I O + 5 damage, and the target is marked until the
     end of the human cavalier's next turn.
 } Champion's Retort (immediate interrupt, when an enemy
     marked by the human cavalier makes a melee attack against an
     ally adjacent to it; at-will) • Weapon
     Targets the triggering enemy; +13 vs. AC; 1d6 + 5 damage,
 t Lancer (standard; usable only while mounted; at-will) •
     Weapon
     +14 vs. AC; 1d10 + 5 damage, and the target is knocked prone.
 Hasty Parry (immediate interrupt, when an enemy marked by the
     human cavalier makes a melee attack against an ally adjacent to
     it; encounter)
     The triggering enemy's attack targets the cavalier instead of the     • Sulfurous Flash (standard; at-will) • Fire, Implement
                                                                            Y
     ally, and the cavalier gains a +3 bonus to AC against that attack.      Ranged 5; +27 vs. Fortitude; 2d4 + 6 fire damage, and the
 Alignment Unaligned              Languages Common                           human diabolist has concealment against the target until the
 Skills Athletics +12, Diplomacy +11                                         end of the diabolist's next turn.
 Str 19 (+7)                Dex 13 (+4)         W i s 12 (+4)                 Darkfire Storm (standard; encounter) • Fire, Implement,
 Con 14 (+5)                Int 10 (+3)         Cha 16 (+6)                HH-MHHHHH_-BHHMHMMRHHHr^H_BBnHI
 Equipment heavy shield, plate armor, broadsword, longspear                  Area burst 2 within 20; +25 vs. Reflex; 2d6 + 7 fire and necrotic
                                                                             damage, and ongoing 10 fire and necrotic damage (save ends).

 HUMAN DIABOLIST                                                           Infernal Deflection (immediate interrupt, when the human
                                                                             diabolist is hit by a melee or ranged attack; recharge fx] [i i ) •
 T H E H U M A N DIABOLIST IS A PRACTITIONER o f evil                        Fire
 magic. A diabolist wields fire as its favored weapon.                       The diabolist takes half damage from the triggering attack, and
                                                                             the attacker takes 15 fire damage.
                                                                           Life from Fire
 Human Diabolist                                    Level 2 0 Artillery
                                                                             Whenever a human diabolist takes fire damage, it gains 10
 Medium natural humanoid                                        XP 2,800
                                                                             temporary hit points.
 Initiative +14             Senses Perception +10
                                                                           Alignment Evil               Languages Common
 HP 147; Bloodied 73
                                                                           Skills Arcana +19, Bluff +21, Stealth +19
 AC 32; Fortitude 32, Reflex 31, W i l l 33
                                                                           Str 10 (+10)          Dex 18 (+14)           W i s 11 (+10)
 Speed 6
                                                                           Con 21 (+15)          Int 11 (+10)            Cha 23 (+16)
 © Kukri (standard; at-will) • Fire, Weapon
                                                                           Equipment leather armor, kukri, rod
     +25 vs. AC; 1d6 + 4 damage plus 2d6 fire damage. The human
     diabolist rerolls any damage die result of 1 until the result is
     greater than 1.
 ®    Dark Fire (standard; at-will) • Fire, Implement, Necrotic
     Ranged 15; +27 vs. Reflex; 2d10 + 7 fire and necrotic damage.
 • Hell Blight (minor; at-will) • Implement
  Y
     Ranged sight; no attack roll; the target is hell-blighted (save
     ends). A hell-blighted target that takes fire damage from the
     human diabolist cannot spend a healing surge until the end of
     the diabolist's next turn. If the diabolist uses this power on a
     new target, the previous target is no longer hell-blighted.
HUMAN                                                                            HUMAN GLADIATOR                                                        2
                                                                                                                                                        <
D I R E BEAST HUNTER                                                             A CONSUMMATE A T H L E T E , t h e h u m a n gladiator knows           15
                                                                                                                                                        ::
                                                                                 all the tricks o f close combat.
T H E H U M A N DIRE BEAST H U N T E R W A I T S IN A M B U S H for                                                                                     II
prey, a r m e d w i t h spear, net, and poison.
                                                                                 Human Gladiator                              Level 1 4 Elite Soldier

Human Dire Beast Hunter                         Level 9 Artillery                Initiative +12        Senses Perception +9
Medium natural humanoid                                          XP 400
                                                                                 Fighting Focus aura 1; each enemy that starts its turn within the
Initiative+8          Senses Perception+12                                         aura is marked until the start of its next turn.
HP 76; Bloodied 38                                                               HP 276; Bloodied 138
AC 22; Fortitude 21, Reflex 22, W i l l 21                                       AC 30; Fortitude 26, Reflex 26, W i l l 24
Speed 6                                                                          Saving Throws +2
© Spear (standard; at-will) • Weapon                                             Speed 6
   +16 vs. AC; 2d8 +5 damage.                                                    Action Points 1
© Poisoned Crossbow (standard; at-will) • Poison, Weapon                         © Gladius (standard; at-will) • Weapon
   Ranged 1S/30; +16 vs. AC; 2d8 + 3 damage, and ongoing 5                         +21 vs. AC; 2d8 + 6 damage.
   poison damage (save ends).                                                    4 Knock to the Dirt (minor; encounter)
• Trapping Net (standard; requires a net; encounter)
 Y                                                                                 +19 vs. Fortitude; the target is knocked prone.
   Ranged 3; +16 vs. Reflex; the target is restrained (save ends).               4 Well-Placed Kick (minor; recharge X : : )
Alignment Unaligned           Languages Common                                      +19 vs. Reflex; the target is dazed and slowed (save ends both)
Skills Acrobatics +13, Athletics +11, Endurance +12                              4 Sand in the Eyes (minor; encounter)
Str 14 (+6)           Dex 19 (+8)            W i s 17 (+7)                          +19 vs. Fortitude; the target is blinded (save ends).
Con 16 (+7)           Int 16 (+7)            Cha 11 (+4)                         • • Gladius Display (standard; at-will) • Weapon
                                                                                  <
Equipment crossbow with 40 poisoned bolts, spear, net                               Close burst 1; targets enemies; +19 vs. Reflex; 2d8 + 6 damage
                                                                                                                                                ,S'-
                                                                                 Alignment Unaligned           Languages Common

HUMAN D R E A D ASSASSIN                                                         Skills Acrobatics +15, Athletics +18
                                                                                 Str 22 (+13)          Dex 16 (+10)             Wis14(+9)
A H U M A N D R E A D ASSASSIN H A S ONE M A R K . T h e assas-                  Con 18 (+11)          Int 12 (+8)              Cha 17 (+10)
sin's goal is to kill that m a r k , n o matter the cost.                        Equipment light shield, scale armor, gladius (short sword)


Human Dread Assassin                              Level 2 2 Lurker
Medium natural humanoid                                          XP4.150
Initiative +23        Senses Perception +22
H P 161; Bloodied 80; see also assassin's determination
AC 36; Fortitude 32, Reflex 34, W i l l 32
Speed 7                                         ,,„„„.„. , „ , ^ ^ . „ ^ , „ ,
                                                             J



© Zealot's Scimitar (standard; at-will) • Necrotic, Poison,
   Weapon
   +26 vs. AC; 1d8 + 5 damage (crit 2d8 + 13), and ongoing 10
   poison and necrotic damage (save ends).            ___________
Cloak of Zeal (move 1/round; at-will)
   The human dread assassin gains concealment until the end of
   its next turn and shifts 3 squares.
Deadly Blade (minor; usable while the human dread assassin has
   cover or concealment; recharge XjliTi)
   The target of the assassin's next attack grants combat
   advantage to it, and the assassin's attack deals 5d6 extra
   damage on a hit.
Assassin's Determination (when first bloodied; encounter)
   The human dread assassin recharges deadly blade. If it is already
   recharged, the assassin regains 20 hit points.




                                                                 H
 Alignment Unaligned          Languages Common
 Skills Intimidate +22, Stealth +24
 Str 17 (+14)          Dex 26 (+19)          W i s 13 (+12)
 Con 23 (+17)          Int 18 (+15)          Cha 22 (+17)
 Equipment scimitar
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
HUMAN JAVELIN DANCER                                                              HUMAN MYSTAGOGUE                                                                      Z
RANGING OVER T H E B A T T L E F I E L D , t h e h u m a n j a v e l i n                                                                                                <
d a n c e r is a s t u d y i n d e a d l y g r a c e .                            S P E A K I N G A S U P E R N A L W O R D OF P O W E R , t h e h u m a n              2
                                                                                  m y s t a g o g u e m a n i p u l a t e s b o t h its e n e m i e s ' p e r c e p -
Human javelin Dancer                                     Level 6 Skirmisher       tions a n d t h e battle's direction.
Medium natural humanoid                                                  XP 250   Human Mystagogue                            Level 2 0 Controller (Leader)
Initiative +8               Senses Perception +4                                  Medium natural humanoid                                                    XP 2,800
HP 70; Bloodied 35                                                                Initiative +11    Senses Perception +22
AC 20; Fortitude 18, Reflex 19, W i l l 17                                        Shared Clarity aura 10; each ally within the aura gains a +2 bonus
Speed 6                                                                              to saving throws.
© Spear (standard; at-will) 4 Weapon                                              HP 188; Bloodied 94
   +11 vs. AC; 1 d8 + 3 damage.                                                   AC 33; Fortitude 31, Reflex 32, W i l l 33
 Mobile Attack (standard; at-will)                                               Speed 6        _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
   The human javelin dancer shifts 3 squares and makes one spear                  © Mystery's Touch (standard; at-will) 4 Implement, Psychic
   attack during the move.                                                           +24 vs. Reflex; 2d8 + 7 psychic damage, and the target takes a
•f Javelin (standard; at-will) • Weapon                                              -2 penalty to attack rolls against the human mystagogue until
   Ranged 10/20; +12 vs. AC; 1d6 + 3 damage.                                         the end of the mystagogue's next turn.
Adept Retreat                                                                     •Y Bend Perception (standard; at-will) 4 Illusion, Implement,
   A human javelin dancer does not grant combat advantage from                       Psychic
   running.                                                                          Ranged 20; +22 vs. Will; 2d6 + 7 psychic damage, and until the
Skirmish                                                                             end of the human mystagogue's next turn, the target is slowed
    If a human javelin dancer ends its move at least 4 squares from                  and takes a -2 penalty to attack rolls and saving throws.
   the square where it started the move, its attacks deal 1 d6 extra              <• Awestrike (standard; recharge :•: i i ) 4 Healing. Implement.
   damage until the start of its next turn.                                          Psychic
Alignment Unaligned                  Languages Common                                Close burst 5; targets enemies; +22 vs. Will; 2d6 + 7 psychic
Skills Athletics +10                                                                 damage, the human mystagogue slides the target 6 squares,
Str 15 (+5)                  Dex 16 (+6)                 W i s 13 (+4)               and the target is dazed (save ends). Effect: The mystagogue
Con 14 (+5)                 Int 10 (+3)                  Cha 10 (+3)                 slides one ally in the burst 6 squares, and that ally regains 10
Equipment leather armor, light shield, 4 javelins, spear                              hit points.
                                                                                  Veil of Inscrutability (immediate reaction, when the human
                                                                                      mystagogue is missed by a melee or ranged attack; at-will)
HUMAN KNIEE FIGHTER                                                                  The mystagogue shifts 2 squares and gains a +2 bonus to AC
T H E H U M A N KNIFE F I G H T E R M A K E S A BLOODY MESS o f                       and Reflex until the end of its next turn.
enemies' ranks, popping up, knife in h a n d , where                              Alignment Unaligned                   Languages Common, Supernal
least e x p e c t e d .                                                           Skills Arcana +21, Insight +22, Religion +21
                                                                                  Str 12 (+11)                Dex 12 (+11)                 Wis24(+17)
                                                                                  Con 20 (+15)                 Int 22 (+16)                Cha 15 (+12)
Human Knife Fighter                              Level 7 Elite Skirmisher
                                                                                  Equipment robes, holy symbol
Medium natural humanoid                                                  XP 600
Initiative+8                Senses Perception+14
H P 162; Bloodied 81
AC 21; Fortitude 19, Reflex 19, W i l l 19
Saving Throws +2
Speed 7
Action Points 1
© Wounding Dagger (standard; at-will) 4 Weapon
    +12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) and
    ongoing 5 damage (save ends).
+ Dance of the Knife (standard; at-will) 4 Weapon
    +12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect:
    The human knife fighter shifts 2 squares after the attack and
    makes one more attack against the same target or a different
    one. The knife fighter then shifts 2 squares.
 Peerless Tumbler (move; recharge :X ji:])
    The human knife fighter shifts 4 squares, ignoring difficult
    terrain.
Combat Advantage                                ' V H H H H H H H H H H
    A human knife fighter deals 2d6 extra damage against any
    target granting combat advantage to it.
Alignment Unaligned                   Languages Common
 Skills Stealth +11
 Str 15 (+5)                 Dex 17 (+6)                 W i s 16 (+6)
 Con 17 (+6)                 Int 13 (+4)                 Cha 12 (+4)
 Equipment dagger, net
HUMAN NOBLE
W I T H SILVER TONGUES, h u m a n nobles r e m i n d assail-
ants o f the lethal price o f h a r m i n g the gentry.


Human Noble                          Level 5 Controller (Leader)
Medium natural humanoid                                          XP200
Initiative +3         Senses Perception +3
HP 60; Bloodied 30
AC 19; Fortitude 17, Reflex 17, W i l l 18; see also protected
Speed 5
© Longsword (standard; at-will) • Weapon
  +10 vs. AC; 1d8 + 3 damage.
<- Appoint Champion (standard; at-will)
  Close burst 10; targets one ally; the target makes a basic attack
  as a free action and shifts 1 square before or after the attack.
«<• Inspirational Authority (standard; encounter)
  Close burst 10; targets one ally; the target uses an at-will,
  encounter, or recharge attack power as a free action.
• * Urge Hesitation (standard; encounter) • Charm
 <
  Close burst 5; targets enemies; +9 vs. Will; the target cannot
   use a standard action during its next turn.
Protected
  A human noble gains a +2 bonus to all defenses while an ally is
  adjacent to it.
Alignment Unaligned           Languages Common
Skills Diplomacy +10, Insight +8, Intimidate +10
Str 15 (+4)            Dex 12 (+3)            W i s 12 (+3)
Con 12 (+3)            Int 14 (+4)            Cha 16 (+5)
Equipment chainmail, light shield, longsword


HUMAN PIRATE
H U M A N P I R A T E S A R E BANDITS OF T H E S E A , raiding
ships a n d seaports.
                                                                         HUMAN PIRATE CAPTAIN
                                                                         A H U M A N P I R A T E C A P T A I N W A D E S INTO BATTLE, swing-

Human Pirate                                  Level 9 Skirmisher         ing a cutlass and taunting its e n e m i e s .
                                                                 XP400
Initiative +8         Senses Perception +5                               Human Pirate Captain                   Level 1 0 Soldier (Leader)
HP 95; Bloodied 47                                                       Medium natural humanoid                                      XP 500
AC 23; Fortitude 21, Reflex 21, W i l l 20                               Initiative +10        Senses Perception +12
Speed 7                                                                  HP 104; Bloodied 52
© Cutlass (standard; at-will) • Weapon                                   AC 26; Fortitude 22, Reflex 22, W i l l 22
   +14 vs. AC; 2d6 + 5 damage.                                           Speed 7
Rigging Monkey (minor; encounter)                                        © Cutlass (standard; at-will) • Weapon
  The human pirate gains a climb speed of 7 until the end of its           +16 vs. AC; 2d6 + 6 damage, and the target is slowed (save
   next turn.                                                              ends).
Scurvy Dog's Flank                                                         Call to Arms (when first bloodied; encounter)
   A human pirate gains a +1 bonus to attack rolls against an              Close burst 10; targets allies; the target makes a melee basic
   enemy it is flanking, and its attacks deal 2d6 extra damage to          attack or shifts 3 squares as a free action.
   that creature.                                                        4? Vicious Mockery (minor; recharge [ J
                                                                                                             M)
Alignment Unaligned           Languages Common                             Close burst 5; targets one enemy; the target provokes an
Skills Acrobatics +11, Athletics +11                                       opportunity attack from each enemy that is adjacent to it.
Str 14 (+6)            Dex 15 (+6)            W i s 12 (+5)              Rigging Monkey (minor; encounter)
Con 15 (+6)            Int 9 (+3)             Cha 11 (+4)                  The human pirate captain gains a climb speed of 7 until the end
Equipment cutlass (short sword)                                            of its next turn.
                                                                         Scurvy Dog s Flank
                                                                           A human pirate captain gains a +1 bonus to attack rolls against
HUMAN PIRATE TACTICS                                                       an enemy it is flanking, and its attacks deal 2d6 extra damage
H u m a n pirates c l i m b in the rigging o f ships, using                to that creature.
rigging monkey to keep e n e m i e s on their toes. Pirates              Alignment Unaligned          Languages Common
stay n e a r the water. I f on a boat, they stay n e a r t h e           Skills Acrobatics +13, Athletics +13
edge o f the boat.                                                       Str 16 (+8)           Dex 16 (+8)            W i s 14 (+7)
                                                                         Con 16 (+8)           Int 13 (+6)            Cha 16 (+8)
                                                                         Equipment cutlass (short sword)
HUMAN SLAVER                                                                 H u m a n knife fighters, trained for battle in alley
                                                                         fights and tavern brawls, tumble around the battle-
A HUMAN SLAVER RELIES ON MACE AND SCOURGE to
                                                                         field to slip blades into just the right places.
subdue and capture its victims.
                                                                              H u m a n mystagogues are often found at the centers
                                                                         of cults.
Human Slaver                                       Level 8 Brute              N a t u r e D C 2 0 : H u m a n dire beast hunters c a n b e
Medium natural humanoid                                     XP350
                                                                         bounty hunters seeking to capture exotic creatures
Initiative +7         Senses Perception +4
                                                                         and sell t h e m to the highest bidder, or they c a n b e
HP 102; Bloodied 51
                                                                         pompous nobles seeking to one-up other m e m b e r s
AC 20; Fortitude 20, Reflex 20, Will 19
Speed 6                                                                  o f the nobility by mounting bigger and more exotic
© Thump and Lash (standard; at-will) • Weapon                            heads in their great rooms.
   +11 vs. AC; 2d8 + 6 damage, and the target takes a -2 penalty            H u m a n hexers practice a m i x t u r e o f a r c a n e and
   to melee attack rolls until the end of its next turn.                 primal magic. W h i l e some work in h a r m o n y with
•• Slaver's Tangle (standard; requires a scourge; recharge
 (                                                              ii !])   nature, others pervert primal magic to c o m m a n d the
   • Weapon
                                                                         spirits o f the earth against their will.
   +11 vs. AC; 2d8 + 6 damage, and the target is immobilized
   and takes a -2 penalty to melee attack rolls until the end of
   its next turn.                                                        ENCOUNTER GROUPS
Alignment Evil                Languages Common
                                                                         H u m a n s are versatile and familiar. T h e y have a
Skills Intimidate +11
Str 17 (+7)             Dex 16 (+7)         W i s 10 (+4)                k n a c k for turning up nearly everywhere.
Con 12 (+5)         Int 10 (+4)         Cha 14 (+6)
Equipment leather armor, mace, scourge (whip)                            Level 6 Encounter ( X P 1,350)
                                                                         • 2 half-ore hunters (level 5 skirmisher)
HUMAN SLAVER TACTICS                                                     • 8 h u m a n lackeys (level 7 minion, M M 1 6 2 )
T h e h u m a n slaver focuses on a single target with sla-              4- 1 h u m a n slaver (level 8 brute)
ver's tangle. T h e slaver then either moves on to other
enemies or delivers punishing mace-and-scourge                           Level 7 Encounter ( X P 1 , 5 0 0 )
combos to immobilized victims with thump and lash.                       • 1 cacklefiend hyena (level 7 brute, MM 1 6 6 )
                                                                         • 1 h u m a n hexer (level 7 controller)
                                                                         • 1 h u m a n knife fighter (level 7 elite skirmisher)
HUMAN LORE                                                               •   4 h u m a n lackeys (level 7 minion, M M 1 6 2 )
   N a t u r e D C 1 0 : H u m a n cavaliers ride horses or
griffons. Cavaliers are prized as battle leaders, and                    Level 7 Encounter ( X P 1,700)
they are often hired to lead n o n h u m a n troops.                     • 3 h u m a n cavaliers (level 7 soldier)
   H u m a n gladiators are accustomed to fighting a                     • 1 h u m a n noble (level 5 controller)
wide array o f combatants. Although some gladiators                      • 4 warhorses (level 3 brute, M M 1 5 9 )
are kept as slaves, others b e c o m e wealthy by defeat-
ing foes in a r e n a matches.                                           Level 9 Encounter ( X P 2 , 0 5 0 )
   H u m a n nobles claim that their families' status                    4- 1 h u m a n pirate captain (level 1 0 soldier)
grants t h e m leadership skills. However, once in                       • 3 h u m a n pirates (level 9 skirmisher)
combat some nobles find that they are unable to cope                     4- 1 h u m a n slaver (level 8 brute)
with bloodshed, and freeze up or r u n away.
     Pirate captains k e e p their rowdy crews in line with              Level 19 Encounter ( X P 1 3 , 2 0 0 )
a m i x t u r e o f threats and bribes. H u m a n s who have             4- 1 goristro (level 1 9 elite brute, M M 5 5 )
r u n afoul o f the law b e c o m e pirates to avoid capture             4- 2 h u m a n diabolists (level 2 0 artillery)
and to satisfy the h u m a n n e e d for new experiences                 4- 1 h u m a n mystagogue (level 2 0 controller)
and adventures.
    H u m a n slavers are themselves slaves to greed and                 Level 2 1 Encounter ( X P 1 6 , 6 5 0 )
power. They have great influence over their slaves, but                  4- 1 half-elf baleful thaumaturge (level 2 4 artillery)
the promise o f freedom sometimes causes those slaves                    4- 1 h u m a n dread assassin (level 2 2 lurker)
to revolt and remove the slaver from the picture—by                      4- 1 h u m a n insane noble (level 2 3 elite skirmisher)
any m e a n s necessary.
   N a t u r e D C 1 5 : H u m a n diabolists trade their
souls for power. B o t h h u m a n s and devils share a lust
for power, and m a n y o f a diabolist's other traits might
be considered infernal.
   H u m a n javelin dancers dance around foes, hurling
javelins like thunderbolts with u n c a n n y accuracy.
• Hydra Fury (standard; at-will)
                                                                                 r
HYDRA                                                                              The razor hydra makes four bite attacks, plus an additional
                                                                                   attack for each head it has grown (see regenerating     heads).
                                                                                4 Ferocity (when the razor hydra drops to 0 hit points)
 LEGENDARY FOR T H E I R DEADLY H E A D S and strange
                                                                                   The hydra makes a hydra fury attack.
 powers, hydras give any group o f h e r o e s pause.
                                                                                Blood-Hungry
 D r i v e n by hunger, hydras lurk at t h e edges o f civiliza-                   A razor hydra gains a +2 bonus to attack rolls against bloodied
 tion, plaguing b o r d e r c o m m u n i t i e s .                                creatures and creatures taking untyped ongoing damage.
                                                                                Many-Headed
                                                                                   Each time a razor hydra would become dazed or stunned, it
 R A Z O R HYDRA                                                                   instead loses one attack while using hydra fury during its next
 T H E RAZOR H Y D R A GLITTERS with m e t a l growing from                        turn. The hydra can be dazed or stunned multiple times.
 its scales.                                                                    Regenerating Heads
                                                                                   When a razor hydra first reaches 480, 320, and 160 hit points,
                                                                                   a head is destroyed. At the start of the hydra's next turn after a
 Razor Hydra                                     Level 1 6 Solo Brute
                                                                                   head is destroyed, two heads grow in the lost head's place, and
 Large natural beast (reptile)                                XP 7,000
                                                                                   the hydra gains an additional bite attack with hydra fury.
 Initiative +13          Senses Perception +17; all-around vision               Threatening Reach
 HP 640; Bloodied 320; see also regenerating          heads and ferocity
                                                                                   A razor hydra can make opportunity attacks against all enemies
 AC 28; Fortitude 29, Reflex 27, W i l l 26
                                                                                   within its reach (2 squares).
 Saving Throws +S
                                                                                Alignment Unaligned           Languages -
 Speed 7
                                                                                Str 21 (+13)           Dex 20 (+13)           W i s 18 (+12)
 Action Points 2
                                                                                Con 24 (+15)           Int 2 (+4)             Cha 8 (+7)
 © Bite (standard; at-will)
    Reach 2; +19 vs. AC; 1d8 + 4 damage, and the target takes
    ongoing 5 damage (save ends). If the razor hydra hits a target              HEROSLAYER HYDRA
    that is already taking untyped ongoing damage, that target's
                                                                                A C R E A T U R E OUT OF LEGEND, t h e heroslayer hydra
    ongoing damage increases by 5.
                                                                                e a r n e d its n a m e from t h e h e r o e s w h o fell to its fangs.




                                                      (Back to front) heroslayer hydra and razor hydra
Heroslayer Hydra                               Level 2 0 Solo Brute        4 Mind Bite (standard; at-will)
Huge natural beast (reptile)                              XP 14,000            Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is dazed
Initiative +14         Senses Perception +19; all-around vision                (save ends).
HP 776; Bloodied 388; see also regenerating        heads                   4 Paralyzing Fang (standard; at-will)
AC 32; Fortitude 34, Reflex 30, W i l l 30                                     Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is
Saving Throws +5                                                               immobilized and takes a -2 penalty to all defenses (save ends
Speed 6                                                                        both).
Action Points 2                                                            4 Venom Tooth (standard; at-will) • Poison
© Bite (standard; at-will)                                                     Reach 3; +2 5 vs. AC; 1 d8 +5 damage, and ongoing 10 poison
   Reach 3; +25 vs. AC; I d I O + 8 damage.                                    damage (save ends).
4 Hydra Fury (standard; at-will)                                           Chaosborn
  The heroslayer hydra makes five bite attacks, plus an additional             A chaos hydra starts with two heads. When the hydra first
  attack for each head it has grown (see regenerating       heads). A          reaches 636, 424, and 212 hit points, it grows an additional
  target hit by more than one bite attack in a round takes 10                  head. Roll a d4 at each increment to determine which attack
  extra damage.                                                                the new head makes:
4 Rampage (standard; recharges when a critical hit is scored                   1-Crushing Maw, 2-Mind Bite, 3-Paralyzing        Fang, or 4-Venom
   against the heroslayer hydra)                                               Tooth. A hydra can gain the same attack multiple times through
  The hydra makes one bite attack against each enemy within                    this effect.
   reach. On a hit, the target takes ongoing 10 damage (save ends).        Many-Headed
Heroslayer                                                                     Each time a chaos hydra would become dazed or stunned, it
   While a heroslayer hydra is marked, it gains a +2 bonus to                  instead loses one attack, determined randomly, while using
   attack rolls and a +5 bonus to damage rolls against the creature            hydra fury during its next turn. The hydra can be dazed or
   that marked it.                                                             stunned multiple times.
Many-Headed                                                                Threatening Reach
   Each time a heroslayer hydra would become dazed or stunned,                 A chaos hydra can make opportunity attacks against all enemies
   it instead loses one attack while using hydra fury during its next          within its reach (3 squares).
   turn. The hydra can be dazed or stunned multiple times.                 Alignment Chaotic evil          Languages -
Regenerating Heads                                                         Str 26 (+19)            Dex 20 (+16)            W i s 19 (+15)
   When a heroslayer hydra first reaches 582, 388, and 194 hit             Con 28 (+20)            Int 2 (+7)              Cha 10 (+11)
   points, a head is destroyed. At the start of the hydra's next turn
   after a head is destroyed, two heads grow in the lost head's place,
   and the hydra gains an additional bite attack with hydra fury.          HYDRA LORE
Threatening Reach                                                               A r c a n a D C 2 2 : Originally a native o f t h e Klemcn
   A heroslayer hydra can make opportunity attacks against all             tal C h a o s , the c h a o s hydra has filtered into t h e other
   enemies within its reach (3 squares).
                                                                           planes. A c h a o s hydra's two heads contain e l e m e n t a l
Alignment Chaotic evil         Languages -
                                                                           energy, which its bite u n l e a s h e s on e n e m i e s .
Str 2 3 (+16)           Dex 19 (+14)            W i s 18 (+14)
Con 26 (+18)           Int 2 (+6)               Cha 9 (+9)                      A r c a n a D C 2 7 : As a c h a o s hydra is hurt, its body
                                                                           generates m o r e heads. T h e bite attack o f a generated
                                                                           h e a d c a n v a r y randomly.
CHAOS HYDRA                                                                     N a t u r e D C 2 2 : W h e n one h e a d o f a razor hydra
H A I L I N G FROM T H E E L E M E N T A L C H A O S , t h e chaos hydra   sinks its fangs into a n enemy, t h e o t h e r h e a d s b e c o m e
draws upon e l e m e n t a l energy. A s the chaos hydra gen-              obsessed with t h e taste o f that enemy's blood. R a z o r
erates m o r e heads, it b e c o m e s m o r e c u n n i n g .             hydras a r e also k n o w n as blood hydras for t h e i r abil-
                                                                           ity to d e t e c t t h e scent o f blood.
Chaos Hydra                                    Level 2 2 Solo Brute             N a t u r e D C 2 7 : Heroslayer hydras dwell in m o u n -
Huge elemental beast (reptile)                            XP 20,750
                                                                           tain caves. I n early t i m e s , h u m a n o i d s stalked razor
Initiative +16          Senses Perception +20; all-around vision           hydras to collect t h e hydras' serrated teeth, w h i c h
HP 848; Bloodied 424; see also chaosborn
                                                                           were valued as w e a p o n s b e c a u s e t h e y cause v i c t i m s
AC 34; Fortitude 36, Reflex 32, W i l l 31
                                                                           to b l e e d long after receiving w o u n d s .
Resist 20 variable (2/encounter)
Saving Throws +5
Speed 7                                                                    ENCOUNTER GROUPS
Action Points 2
© Frostfire Bite (standard; at-will) • Cold, Fire                          O p p o r t u n i s t i c scavengers, such as c a r r i o n crawlers

   Reach 3; +25 vs. AC; 3d8 + 5 cold and fire damage.                      a n d s h a r d s t o r m vortex whirlwinds, follow r a m p a g i n g
© Storm Bite (standard; at-will) • Lightning, Thunder                      hydras. A powerful c r e a t u r e s u c h as a m i n o t a u r caba-
   Reach 3; +25 vs. AC; 3d8 + 5 lightning and thunder damage.              list occasionally c a p t u r e s a hydra to g u a r d its lair.
4 Hydra Fury (standard; at-will)
   The chaos hydra makes a storm bite attack, a frostfire bite attack,
                                                                           Level 1 6 E n c o u n t e r ( X P      7,800)
   and each additional attack it has gained through the growth of a
                                                                           •     1 m i n o t a u r c a b a l i s t (level 1 3 controller, M M 1 9 0 )
   head (see chaosborn).
4 Crushing Maw (standard; at-will)                                         •     1 razor hydra (level 1 6 solo brute)

   Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is slowed
   and takes ongoing 10 damage (save ends both).
Flock Effect
KENKU                                                                              A kenku warrior gains a +3 bonus instead of+2 while flanking,
                                                                                 and it grants a +3 bonus instead of+2 while aiding another.
                                                                               Mimicry
 SLY A N D SECRETIVE, KENKUS thrive in t h e u n d e r b e l l y                   A kenku warrior can mimic sounds and voices. A succ essful
 o f t h e civilized world. Like t h e ravens t h e y r e s e m b l e ,            Insight check opposed by the warrior's Bluff check al ows a
 t h e s e avian h u m a n o i d s are opportunistic. T h e y do                   listener to determine that the effect is faked.
 not allow laws or m o r a l i t y to stand in t h e i r way.                  Alignment Unaligned                 Languages Common
                                                                               Str 14 (+3)                Dex 17 (+4)               W i s 14 (+3)
                                                                               Con 12 (+2)                Int 9 (+0)                Cha 11 (+1)
 KENKU RUFFIAN                                                                 Equipment leather armor, 6 daggers
 K E N K U R U F F I A N S RELY ON N U M B E R S . T h e y f l o c k
 a r o u n d t h e i r foes to t a k e t h e m down.                           KENKU W A R R I O R TACTICS
                                                                               T h e k e n k u w a r r i o r uses its mobility and/lutterin#
 Kenku Ruffian                          Level 3 Minion Skirmisher              attack     to k e e p itself a n d its f l o c k m a t e s in f l a n k i n g
 Medium natural humanoid                                    XP38               positions. T h e c o m b i n a t i o n o f c o m b a t advantage a n d
 Initiative +4           Senses Perception +3; low-light vision                flock    effect t h e n m e t e s out t h e d a m a g e .
 HP 1; a missed attack never damages a minion.
 AC 17; Fortitude 15, Reflex 16, W i l l 15
 Speed 6                                                                       KENKU RINGLEADER
 © Club (standard; at-will) • Weapon                                           K E N K U RINGLEADERS L E A D SMALL KENKU BANDS on
     +8 vs. AC; 5 damage.
                                                                               raids or heists, acting as m u s c l e w h e n stealth a n d
 Flock Effect
                                                                               t r i c k e r y fail. I f t h e city watch or a rival gang shows
     A kenku ruffian gains a +3 bonus instead of+2 while flanking,
     and it grants a +3 bonus instead of +2 while aiding another.              up, t h e ringleader signals t h e crew's retreat.
 Mimicry
     A kenku ruffian can mimic sounds and voices. A successful                 Kenku Ringleader                                Level 4 Soldier (Leader)
     Insight check opposed by the ruffian's Bluff check allows a               Medium natural humanoid                                           XP175
     listener to determine that the effect is faked.                           Initiative +8              Senses Perception +3; low-light vision
 Alignment Unaligned              Languages Common                             H P 54; Bloodied 27
 Skills Stealth +9                                                             AC 20; Fortitude 16, Reflex 16, W i l l 15
 Str 12 (+2)             Dex 17 (+4)              W i s 14 (+3)                Speed 6
 Con 14 (+3)             lnt9(+0)                 Cha 11 (+1)                  © Spiked Chain (standard; at-will) • Weapon
 Equipment leather armor, club                                                     Reach 2; +11 vs. AC; 2d4 + 5 damage, and the target is marked
                                                                                   until the end of the kenku ringleader's next turn.
                                                                               ®   Sling (standard; at-will) • Weapon
 KENKU RUEEIAN TACTICS
                                                                                   Ranged 10/20; +11 vs. AC; 1d6 + 5 damage.
 Before c o m b a t b e g i n s , one or two k e n k u r u f f i a n s go
                                                                               4 Press the Attack (standard; at-will) • Weapon
 to get help. O n c e t h e fighting starts, r u f f i a n s use       flock       Reach 2; targets an enemy marked by the kenku; +11 vs. AC;
 effect to boost t h e i r leaders' attacks a n d to m a k e accu-                 2d4 + 5 damage, and the target is knocked prone.
 rate attacks together.                                                            Flock Reaction (minor; recharge [fT] (x) QT|)
                                                                                   Close burst 3; targets kenkus; the target shifts 1 square as a free

 KENKU WARRIOR                                                                     action.
                                                                               Flock Effect
 T H E KENKU W A R R I O R PRACTICES a flitting m a r t i a l art,                 A kenku ringleader gains a +3 bonus instead of+2 while flanking,
 dodging s e e m i n g l y at r a n d o m toward a n d away from                   and it grants a +3 bonus instead of+2 while aiding another.
 foes.
                                                                                   A kenku ringleader can mimic sounds and voices. A successful
                                                                                   Insight check opposed by the ringleader's Bluff check allows a
 Kenku Warrior                                     Level 3 Skirmisher
                                                                                   listener to determine that the effect is faked.
 Medium natural humanoid                                       XP150
                                                                               Alignment Unaligned                 Languages Common
 Initiative +6           Senses Perception +3; low-light vision                Skills Bluff+10, Intimidate +10
 H P 44; Bloodied 22                                                           Str 13 (+3)                 Dex 18 (+6)               W i s 12 (+3)
 AC 17; Fortitude 14, Reflex I S , W i l l 14                                  Con 14 (+4)                 Int 10 (+2)               Cha 16 (+5)
 Speed 6                                                                       Equipment leather armor, sling, spiked chain
 © Dagger (standard; at-will) • Weapon
     +8 vs. AC; 1d4 + 6 damage. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
 ®   Dagger (standard; at-will) • Weapon                                       KENKU RINGLEADER TACTICS
     Ranged 5/10; +8 vs. AC; 1d4 + 6 damage.                                   A k e n k u ringleader first advances upon a n d attacks the
 • Fluttering Attack (standard; at-will)
  1                                                                            most dangerous-looking enemies. It then directs allies
     The kenku warrior shifts 4 squares and makes a basic attack               into flanking positions using the shifting ability granted
     during that movement.
                                                                               by flock     reaction.   It uses press the attack at every c h a n c e .
 Combat Advantage
     A kenku warrior deals 1d6 extra damage on melee attacks
     against any target granting combat advantage to it.
Aware o f t h e details o f any situation, a ringleader
                                                                      KENKU SNEAK TACTICS
withdraws i f a battle goes badly for its crew. It does
                                                                      T h e k e n k u s n e a k u s e s disappear   into the flock    and
not s u r r e n d e r unless it m u s t do so to survive.
                                                                      f o c u s e s on e n e m i e s n o t in t h e m a i n m e l e e group
                                                                      that a r e close e n o u g h for t h e s n e a k to r e a c h w h i l e
KENKU SNEAK                                                           hidden.

T H E KENKU SNEAK LURKS IN HIDING a n d strikes f r o m
t h e shadows.                                                        KENKU W I N G MAGE
                                                                      T H E KENKU W I N G MAGE USES A I R MAGIC a n d glowing
Kenku Sneak                                          Level 4 Lurker   feathers o f force to h a r m a n d h a m p e r foes.
Medium natural humanoid                                      XP 175
Initiative +10        Senses Perception +4; low-light vision
                                                                      Kenku Wing Mage                                     Level S Artillery
HP 42; Bloodied 21
                                                                                                                                    XP200
AC 18; Fortitude 15, Reflex 17, Will 15
Speed 7 (4 while invisible)                                           Initiative +3           Senses Perception +3; low-light vision

© Dagger (standard; at-will) • Weapon                                 HP 50; Bloodied 25
                                                                      AC 17; Fortitude 15, Reflex 17, Will 18
  +9 vs. AC; 1d4 + 6 damage.
                                                                      Speed 6; see wings of the flock
® Dagger (standard; at-will) • Weapon
                                                                      © Dagger (standard; at-will) 4- Weapon
   Ranged 5/10; +9 vs. AC: 1d4 + 6 damage.             _ _ _ _ _
Disappear into the Flock                                                 +9 vs. AC; 1d4 + 3 damage.

  While it has cover from other kenkus, a kenku sneak can make a      © Murder of Crows (standard; at-will) • Force, Implement

   Stealth check to become hidden.                                       Ranged 20; +10 vs. Reflex; 1d6 + 4 force damage, and the target

Flock Effect                                                             grants combat advantage to the kenku wing mage (save ends).

  A kenku sneak gains a +3 bonus instead of+2 while flanking,         <• Hurricane Blast (standard; recharge [x] __) • Force,

   and it grants a +3 bonus instead of+2 while aiding another.           Implement
Hidden Strike                                                            Close blast 3; +8 vs. Fortitude; 1d6 + 6 force damage, and the
                                                                         kenku wing mage slides the target 3 squares.
   A kenku sneak deals 2d4 + 4 extra damage against any target
                                                                          Death Flock (standard; encounter) • Force, Implement
  from which it is hidden.
                                                                         Area burst 1 within 20; +8 vs. Reflex; 1d6 + 6 force damage,
Mimicry
                                                                         and the target is dazed (save ends).
   A kenku sneak can mimic sounds and voices. A successful
                                                                      Flock Effect
   Insight check opposed by the sneak's Bluff check allows a
   listener to determine that the effect is faked.                       A kenku wing mage gains a +3 bonus instead of+2 while flanking,
Sniper                                                                   and it grants a +3 bonus instead of +2 while aiding another.
                                                                      Mimicry
   A hidden kenku sneak that misses with a ranged attack remains
   hidden.                                                               A kenku wing mage can mimic sounds and voices. A successful

Alignment Unaligned           Languages Common                           Insight check opposed by the wing mage's Bluff check allows a

Skills Bluff +8, Stealth +11, Thievery +11                               listener to determine that the effect is faked.
Str 15 (+4)           Dex 18 (+6)            Wis 14 (+4)              Wings of the Flock (minor; encounter) 4- Force

Con 12 (+3)           Int 13 (+3)            Cha 13 (+3)                 The kenku wing mage gains fly 6 (hover; altitude limit 4) until

Equipment leather armor, 6 daggers                                       the end of the encounter.
                                                                      Alignment Unaligned              Languages Common
                                                                      Skills Stealth +8
                                                                      Str9(+1)                Dex 13 (+3)             Wis 13 (+3)
                                                                      Con 14 (+4)             int 18 (+6)             Cha 15 (+4)
                                                                      Equipment robes, dagger, orb


                                                                      KENKU W I N G MAGE TACTICS
                                                                      T h e k e n k u wing m a g e uses wings of the flock           to move
                                                                      to a place with cover from w h e r e it c a n rain destruc-
                                                                      tion upon its e n e m i e s with murder         of crows,      hurricane
                                                                      blast, a n d deathflock.      Rooftops a n d t r e e b r a n c h e s are
                                                                      ideal locations.
KENKU ASSASSIN                                                       KENKU LORE
SLY AND DECEITFUL, a k e n k u assassin favors poison.                   N a t u r e D C 1 2 : T h e s e opportunistic avians live in
Unlike other kenkus, assassins rarely surrender.                     tightly knit clans called flocks. Flocks are suspicious
                                                                     of outsiders, even other k e n k u s . T h e y move in groups
Kenku Assassin                         Level 5 Elite Skirmisher      and are exceptionally good at working together.
Medium natural humanoid                                     XP400        N a t u r e D C 17: K e n k u s live predominantly
Initiative +8         Senses Perception +6; low-light vision         in civilized regions but c a n be found throughout
HP 126; Bloodied 63                                                  the world. Flocks live in or n e a r major cities, often
AC 19; Fortitude 16, Reflex 17, W i l l 16
                                                                     secretly. Flocks run a wide variety o f c r i m i n a l enter-
Saving Throws +2
                                                                     prises, favoring s c h e m e s and cons. T h e y frequently
Speed 6
Action Points 1
                                                                     use their ability to m i m i c sounds and voices. Violence
© Venomous Stab (standard; at-will) • Poison, Weapon                 is not their first choice, but kenkus c a n be formidable
  +10 vs. AC; 1d6 + 5 damage, and the target is slowed (save ends)   adversaries once steel is drawn.
© Venomous Shot (standard; at-will) • Poison, Weapon
  Ranged 15/30; +10 vs. AC; 1 d8 + 4 poison damage, and the
  target is slowed (save ends).
                                                                     ENCOUNTER GROUPS
4 Fluttering Attack (standard; at-will)                              K e n k u flocks keep a wide variety o f monsters as
  The kenku assassin shifts 4 squares and uses venomous      stab    short-term company. Only those who overcome the
  during that move.                                                  kenkus' naturally suspicious nature r e m a i n part o f a
4 Gouging Talons (immediate reaction, when an enemy attacks
                                                                     flock for long.
  the kenku assassin; at-will)
  Targets the triggering enemy; +10 vs. AC; 1d6 + 2 damage.
  Feather Burst (minor; encounter)                                   Level 2 E n c o u n t e r ( X P 7 0 0 )
  Close burst 2; targets enemies; no attack roll; the target is      • 2 bloodseeker drakes (level 4 soldier)
  blinded until the end of the kenku assassin's turn.                • 2 k e n k u warriors (level 3 skirmisher)
Flock Effect                                                         • 1 pseudodragon (level 3 lurker, M M 9 1 )
  A kenku assassin gains a +3 bonus instead of+2 while flanking,
  and it grants a +3 bonus instead of +2 while aiding another.
                                                                     Level 3 E n c o u n t e r ( X P 7 7 9 )
Mimicry
                                                                     • 1 k e n k u ringleader (level 4 soldier)
  A kenku assassin can mimic sounds and voices. A successful
   Insight check opposed by the assassin's Bluff check allows a      •   8 k e n k u ruffians (level 3 minion)
   listener to determine that the effect is faked.                   •   2 k e n k u warriors (level 3 skirmisher)
Alignment Unaligned           Languages Common
Skills Bluff+9, Stealth +11, Thievery +11                            Level 3 E n c o u n t e r ( X P 8 2 4 )
Str 13 (+3)            Dex 18 (+6)           W i s 9 (+1)
                                                                     • 2 blood hawks (level 1 skirmisher)
Con 15 (+4)            Int 13 (+3)           Cha 15 (+4)
                                                                     • 4 k e n k u ruffians (level 3 m i n i o n skirmisher)
Equipment leather armor, shortbow, short sword, 20 arrows
                                                                     • 1 k e n k u sneak (level 4 lurker)
                                                                     • 3 spiretop drakes (level 1 skirmisher)
KENKU ASSASSIN TACTICS
T h e k e n k u assassin avoids melee until it hits at least         Level 4 E n c o u n t e r ( X P 9 2 2 )
one enemy with a venomous shot T h e n it uses/lutter-               •   1   h u m a n berserker (level 4 brute, M M 1 6 3 )
ing attack to poison more e n e m i e s . W h e n necessary,         •   1   k e n k u ringleader (level 4 soldier)
the assassin uses/eather hurst to extricate itself, and              •   6   k e n k u ruffians (level 3 m i n i o n skirmisher)
possibly its allies, from m e l e e . K e n k u assassins fight      •   2   k e n k u sneaks (level 4 lurker)
to the death i f escape is not possible.
                                                                     Level 5 E n c o u n t e r ( X P 1 , 2 0 0 )
                                                                     • 1 half-elf bandit captain (level 6 skirmisher)
                                                                     • 2 h u m a n berserkers (level 4 brute, M M 1 6 3 )
                                                                     •   1 k e n k u assassin (level 5 elite skirmisher)
                                                                     •   1 k e n k u wing mage (level 5 artillery)
KRENSHAR                                                                              KRENSHAR LORE                                                     2i
                                                                                                                                                        <

                                                                                         N a t u r e D C 1 2 : Krenshars r o a m hills, plains, a n d   ::
                                                                                      forests in small prides. Krenshars born with blood
 K R E N S H A R S A R E P O W E R F U L , CATLIKE C R E A T U R E S with                                                                               z
                                                                                      red spots on their hides b e c o m e guardians o f the
 faces that peel b a c k to expose t h e bones and muscles                                                                                              _
                                                                                      pride. O t h e r krenshars act as hunters and caregivers
 o f their skulls. T h i s hideous sight, c o m b i n e d with a
                                                                                      to young.
 k r e n s h a r s savage roars, freezes its foes in terror.
                                                                                         N a t u r e D C 1 7 : Gnolls, hobgoblins, and h u m a n s
                                                                                      trap and domesticate krenshars. Trainers a r e often
 Krenshar                                              Level 4 Controller             injured or killed while taming t h e m , because repress-
 Medium natural beast                                                        XP 175
                                                                                      ing a stressed krenshar's instinct to reveal its skull is
 Initiative +5          Senses Perception +7; low-light vision
                                                                                      difficult.
 Fearsome Visage aura 5; each enemy within the aura takes a -2
    penalty to saving throws against fear effects.
 HP 55; Bloodied 27                                                                   KRENSHAR
 AC 18; Fortitude 16, Reflex 16, Will 14
 Speed 8                                                                              ENCOUNTER GROUPS
 © Hooking Swipe (standard; at-will)                                                  Krenshars are usually encountered with m e m b e r s o f
    +8 vs. AC; 1d6 + 4 damage, and the target is knocked prone.
                                                                                      their pride or with humanoids that have t a m e d t h e m .
                               "                  b                      r
 <- Roaring Skull (standard; recharge _ _ _ _ •          F e a r
                                                                   - Thunder
    Close blast 5; +7 vs. Will; 1d8 + 4 thunder damage, and the                       Level 5 Encounter ( X P 1,125)
    target is dazed (save ends). If the target was already dazed, it is               • 2 deathpledged gnolls (level 5 brute)
    also weakened as long as it remains dazed.                                        • 3 krenshars (level 4 controller)
 • * Unnerving Skull (minor 1/round; at-will) • Fear, Gaze
  <                                                                                   • 1 k r e n s h a r blood slayer (level 5 brute)
    Close burst 5; targets one creature; +8 vs. Will; the target takes
    a -2 penalty to attack rolls (save ends).
                                                                                      Level 6 Encounter ( X P 1,450)
 Alignment Unaligned               Languages -
 Skills Intimidate +5, Stealth +9                                                     4- 2 h u m a n javelin dancers (level 6 skirmisher)
 Str 17 (+5)            Dex 17 (+5)                   W i s 10 (+2)                   • 1 h u m a n slaver (level 8 brute)
 Con 15 (+4)            Int 2 (-2)                    Cha 12 (+3)                     • 3 k r e n s h a r blood slayers (level 5 brute)

 KRENSHAR BLOOD SLAYER
 K R E N S H A R BLOOD SLAYERS A R E SLIGHTLY LARGER t h a n
 their more c o m m o n cousins. T h e y lead krenshar
 prides, tracking prey with their u n c a n n y ability to
 smell blood.


 Krenshar Blood Slayer                                             Level 5 Brute
 Medium natural beast                                                        XP 200
 Initiative +5          Senses Perception +7; low-light vision
 Fearsome Visage aura 5; each enemy within the aura takes a -2
    penalty to saving throws against fear effects.
 HP 75; Bloodied 37
 AC 17; Fortitude 18, Reflex 17, W i l l 15
 Speed 8
 © Claw (standard; at-will)
    +8 vs. AC; 1d6 + 4 damage.
 I Grabbing Claws (standard; at-will)
    The krenshar blood slayer makes two claw attacks. If both
    attacks hit the same target, that target is grabbed.
 •• Bite (standard; at-will)
  )
    Targets a creature grabbed by the krenshar blood slayer; no
    attack roll; 2d6 + 8 damage.
 • * Unnerving Skull (minor 1/round; at-will) • Fear, Gaze
  <
    Close burst 5; targets one creature; +8 vs. Will; the target takes
    a -~
 Alignment Unaligned               Languages --
 Skills Intimidate +5
 Str 18 (+6)             Dex 16 (+5)              W i s 10 (+2)
 Con 15 (+4)             Int 2 (-2)               Cha 13 (+3)
-J   Alignment Unaligned           Languages Draconic
L1ZARDFOLK                                                                      Skills Athletics +8, Stealth +9
                                                                                Str 14 (+3)           Dex 17 (+4)          Wis 12 (+2)
                                                                                Con 12 (+2)           lnt8(+0)             Cha 8 (+0)
 POISONSCALE LIZARDFOLK FAVOR CRUEL TOXINS a n d                                Equipment spear, 2 javelins
 relentless hit-and-run t a c t i c s . S w a m p s a n d j u n g l e s a r e
 t h e favored h o m e s o f t h e varied tribes o f t h e s e s c a l e d
                                                                                POISONSCALE SAVAGE
 humanoids.
                                                                                T H E POISONSCALE SAVAGE W A D E S CONFIDENTLY into
                                                                                c o m b a t w i t h a huge club, its tail dripping toxic sweat.
 POISONSCALE MAGUS
 T H E POISONSCALE MAGUS USES TOXIC MAGIC to hurl                               Poisonscale Savage                                 Level 2 Brute
 death from a d i s t a n c e .                                                 Medium natural humanoid (reptile)                         XP 125
                                                                                Initiative +3         Senses Perception +2
 Poisonscale Magus                                   Level 2 Artillery          Aura of Poison aura 1; each enemy within the aura takes a -2
 Medium natural humanoid (reptile)                                 XP12S           penalty to saving throws against ongoing poison damage.
                                                                                HP 45; Bloodied 22
 Initiative +2           Senses Perception +8
                                                                                AC 13; Fortitude 16, Reflex 15, Will 14
 HP 32; Bloodied 16
                                                                                Speed 6 (swamp walk)
 AC 14; Fortitude 14, Reflex 16, Will 16
                                                                                © Greatclub (standard; at-will) • Weapon
 Speed 6 (swamp walk)
                                                                                  +5 vs. AC; 2d6 + 3 damage.
 © Dagger (standard; at-will) • Weapon
                                                                                © Poison Tail (minor; at-will) • Poison
    +6 vs. AC; 1d6 + 3 damage.
 ^Y Poison Blood (standard; at-will) • Poison                                      +4 vs. AC; the target takes ongoing 5 poison damage (save

    Ranged 10/20; +7 vs. Fortitude; 1d6 + 3 poison damage, and                     ends).
    ongoing 5 poison damage (save ends).                                        • Javelin (standard; encounter) • Poison, Weapon
                                                                                 Y
 • Corrupt Poison (minor; at-will) • Poison
  Y                                                                                Ranged 10/20; +5 vs. AC; 1d6 + 3 damage, and ongoing 5
                                                                                   poison damage (save ends).
    Ranged 10/20; targets a creature taking ongoing poison
    damage; +7 vs. Fortitude; the poisonscale magus slides the                  Alignment Unaligned           Languages Draconic

    target 3 squares, and the target is slowed (save ends).                     Skills Athletics +9
 -itr Poison Barrage (standard; encounter) • Poison                             Str 17 (+4)           Dex 14 (+3)          Wis 12 (+2)

    Area burst 3 within 10; +5 vs. Fortitude; 1d6 + 3 poison                    Con 15 (+3)           Int 8 (+0)           Cha 8 (+0)

    damage, and the target gains vulnerable S poison (save ends).               Equipment greatclub, javelin

    Miss: Half damage, and the target gains vulnerable 5 poison
    until the end of its next turn.
                                                                                POISONSCALE COLLECTOR
 Alignment Unaligned              Languages Draconic
 Skills Athletics +7, Arcana +9                                                 T H E POISONSCALE COLLECTOR uses b l i n d i n g poison to

 Str 12 (+2)             Dex 12 (+2)             Wis 14 (+3)                    incapacitate a n d kill foes.
 Con 14 (+3)             Int 15 (+3)             Cha 8 (+0)
 Equipment dagger                                                               Poisonscale Collector                             Level 3 Lurker
                                                                                Medium natural humanoid (reptile)                          XP 150

 POISONSCALE SLITHERER                                                          Initiative +8         Senses Perception +8
                                                                                HP 36; Bloodied 18
 AMONG T H E W E A K E S T OF LIZARDFOLK, t h e cowardly                        AC 18; Fortitude 14, Reflex 16, Will 15
 poisonscale slitherers prefer to fight alongside t h e i r                     Speed 6 (swamp walk)
 stronger k i n .                                                               © Dagger (standard; at-will) • Poison, Weapon
                                                                                   +8 vs. AC; 1d6 + 2 damage, and ongoing 5 poison damage (save
                                                                                   ends).
 Poisonscale Slitherer                                  Level 2 Soldier
                                                                                I Blinding Poison (standard; at-will)
 Medium natural humanoid (reptile)                                  XP 125
                                                                                   Targets a creature taking ongoing poison damage; +6 vs.
 Initiative +6           Senses Perception +7
                                                                                   Fortitude; 1d6 + 3 damage, and the target is blinded save
 H P 36; Bloodied 18
                                                                                   ends).
 AC 17; Fortitude 14, Reflex 15, W i l l 13
                                                                                4 End Strike (standard; at-will)
 Speed 5 (swamp walk)
                                                                                   Targets a creature that cannot see the poisonscale co Hector; +8
 © Spear (standard; at-will) • Weapon
                                                                                   vs. AC; 2d6 + 3 damage.
    +8 vs. AC; 1d10 + 3 damage.
                                                                                Poison Strike
 • Javelin (standard; encounter) • Poison, Weapon
  Y
                                                                                   A poisonscale collector gains a +2 bonus to damage rolls against
    Ranged 10/20; +6 vs. AC; 1d6 + 3 damage, and the poisonscale
                                                                                   any enemy taking ongoing poison damage.
    slitherer makes a secondary attack against the same target.
                                                                                Alignment Unaligned           Languages Draconic
    Secondary Attack: +4 vs. Fortitude; 2d6 + 3 poison damage.
                                                                                Skills Athletics +7, Stealth +9
 Slitherer Bravery
                                                                                Str 13 (+2)           Dex 17 (+4)            Wis 14 (+3)
    A poisonscale slitherer gains a +2 bonus to attack rolls while it
                                                                                Con 12 (+2)           Int 10 (+1)          Cha 8 (+0)
    is adjacent to at least one ally.
                                                                                Equipment dagger
 Slitherer Stability
    A poisonscale slitherer cannot be knocked prone and ignores
    forced movement.
(Left to right) poisonscale myrmidon, savage, and magus


POISONSCALE MYRMIDON                                                    POISONSCALE LORE
C O M P A R E D W I T H OTHER LIZARDFOLK, the            poison-           N a t u r e D C 1 0 : Although poisonscale slitherers
scale m y r m i d o n wielding a club is a disciplined                  are less hale t h a n other lizardfolk, they have power-
combatant.                                                              ful tails that stabilize t h e m in battle.
                                                                           Poisonscale collectors are specially trained hunters
Poisonscale Myrmidon                                 Level 3 Soldier    with two important duties: collecting the toxic plants
Medium natural humanoid (reptile)                            XP 150     and creatures that poisonscales eat to produce their
Initiative +5         Senses Perception +2                              poison, and taking captives for slavery or sacrifice.
HP 47; Bloodied 23                                                         A m o n g poisonscales, magi are honored advisors.
AC 20: Fortitude 15, Reflex 14, Will 13
                                                                        B e c a u s e o f their toxic magic, they live short lives.
Speed 6 (swamp walk)
                                                                            Poisonscale myrmidons lack other poisonscales'
© Club (standard; at-will) • Weapon
  +10 vs. AC; 1d10 + 3 damage, and the target is marked until the       ability to produce poison, but they m a k e up for it with
  end of the poisonscale myrmidon's next turn.                          greater strength and thicker scales.
Poison Strike                                                               Poisonscale savages enjoy "counting coup" by
  A poisonscale myrmidon gains a +2 bonus to damage rolls               touching enemies with their tails. W h e n they defeat
  against any enemy taking ongoing poison damage.                       their enemies, they take trophies from the bodies.
Alignment Unaligned          Languages Draconic
Skills Athletics +9
Str 17 (+4)           Dex 15 (+3)           W i s 12 (+2)               ENCOUNTER GROUPS
Con 15 (+3)           Int 10 (+1)           Cha 8 (+0)                  Lizardfolk hunt in m i x e d groups, taking roles in hunt-
Equipment club, turtle shell shield (light shield)
                                                                        ing parties according to their diverse talents.


                                                                        Level 3 Encounter ( X P 8 5 0 )
                                                                        • 1 greenscale darter (level 5 lurker, MM 1 7 8 )
                                                                        • 2 greenscale hunters (level 4 skirmisher, MM 178)
                                                                        • 2 poisonscale collectors (level 3 lurker)




                                                                            1
Wereboar                                               Level 6 Brute
LYCANTHROPE                                                                               Large natural humanoid (shapechanger)                           XP 250
                                                                                          Initiative +3          Senses Perception +4
                                                                                          HP 61; Bloodied 33; see also bloodied resilience and death strike
 H E R E D I T A R Y S H A P E S H I F T E R S , l y c a n t h r o p e s a r e feared
                                                                                          Regeneration 5
 in c o m m u n i t i e s b o t h large a n d s m a l l . I n its n a t u r a l           AC 17; Fortitude 21, Reflex 16, W i l l 17
 form, a l y c a n t h r o p e appears as a b l e n d o f h u m a n o i d                 Immune moontusk fever; Vulnerable silver (if the wereboar
 a n d b e a s t , but it c a n c h o o s e to w e a r a h u m a n o i d dis-               takes damage from a silver weapon, its regeneration does not
 guise or a n a n i m a l s h a p e .                                                       function on its next turn)
                                                                                          Speed 6 (8 in boar form)
                                                                                          © Maul (standard; usable only while in humanoid form; at-will) •
 WEREBOAR                                                                                   Weapon
 W E R E B O A R S A R E BRUTISH HUMANOIDS t h a t a r e easily                             +9 vs. AC; 2d6 + 6 damage.
                                                                                          © Gore (standard; usable only while in boar form; at-will) •
 a n g e r e d a n d that t r a n s f o r m into l y c a n t h r o p i c form
                                                                                            Disease
 w h e n incited. A w e r e b o a r is a provocateur, a n d seeks
                                                                                            +9 vs. AC; 1d8 + 6 damage, ongoing 5 damage (save ends), and
 out fights in taverns a n d on city streets, w h e r e it c a n                            the target is exposed to moontusk fever (see below).
 use its size a n d s t r e n g t h in close q u a r t e r s .                            • Death Strike (when the werebear drops to 0 hit points)
                                                                                           f
                                                                                            The wereboar makes a gore or a maul attack.
                                                                                          Bloodied Resilience (while bloodied)
                                                                                            The wereboar gains a +2 bonus to all defenses and deals
                                                                                            ongoing 10 damage with its gore attack instead of ongoing 5
                                                                                            damage.
                                                                                          Change Shape (minor; at-will) • Polymorph
                                                                                            A wereboar can alter its physical form to appear as a dire boar
                                                                                            (MM 35) or a unique humanoid (see "Change Shape," page 216).
                                                                                          Alignment Evil                 Languages Common
                                                                                          Skills Athletics +13, Endurance +11, Intimidate +8
                                                                                          Str 20 (+8)            Dex 10 (+3)              W i s 12 (+4)
                                                                                          Con16(+6)              lnt10(+3)                Cha 11 (+3)
                                                                                          Equipment hide armor, maul



                                                                                          W E R E B O A R TACTICS
                                                                                          A w e r e b o a r looks for any o p p o r t u n i t y to utilize its
                                                                                          b o a r f o r m . It engages in battle w i t h m i n i m a l cause,
                                                                                          c h a r g i n g opponents a n d using its gore attack.




   Moontusk Fever                           Level 6 Disease                       Endurance improve D C 17, maintain D C 12, worsen D C 11 or lower

  The            _ Initial Effect: The _ _            W h i l e bloodied, the target can roll only one saving                 Final State: W h e n the subject
  target is         target takes a -2                  throw at the end of its turn, even if it is affected by                 rolls a saving throw while
  cured.             penalty to saving                 multiple effects.                                                       bloodied, it rolls two dice and
                    throws while                                                                                               takes the lower of the two
                     bloodied.                                                                                                 results.
WERETIGER
W E R E T I G E R S A R E CAUTIOUS COMBATANTS. A weretiger
uses stealth to stalk a n enemy, waiting for the oppor-
tune m o m e n t to strike.


Weretiger                               Level 11 Elite Skirmisher
Large natural humanoid (shapechanger)                          XP 1,200
Initiative +9            Senses Perception +12; low-light vision
HP 172; Bloodied 86
Regeneration 10
AC 25: Fortitude 23, Reflex 22, W i l l 22
Immune moon rage; Vulnerable silver (if the weretiger takes
  damage from a silver weapon, its regeneration does not
  function on its next turn)
Saving Throws +2
Speed 6 (8 in tiger form)
Action Points 1
© Katar (standard; usable only while in humanoid form; at-will)
  •    Weapon
  +16 vs. AC; 2d6 + 6 damage (crit 4d6 + 18).
© Bite (standard; usable only while in tiger form; at-will) •
  Disease
  +16 vs. AC; 1d8 + 5 damage, and the target is exposed to moon
   rage (see below).
4 Feline Fury (standard; at-will)
  The weretiger makes two melee basic attacks. It shifts 1 square
   between the attacks.
4 Pounce (standard; usable only when charging; recharge [x] _])
 *
   +16 vs. AC; 2d8 + 5 damage, and the target is pushed 1 square
   and knocked prone. The weretiger then shifts into the target's            WERETIGER TACTICS
  vacated space.                                                             A weretiger prefers to focus on one adversary at a
4 Slashing Recoil (immediate reaction, when an attack misses the
                                                                             time using/eline/ury and retreats i f engaged b y a
   weretiger; at-will)
                                                                             second opponent. I f this happens, the weretiger
  The weretiger makes a melee basic attack and shifts 2 squares.
Change Shape (minor; at-will) • Polymorph                                    charges with pounce to reengage.
   A weretiger can alter its physical form to appear as a dire tiger
   or a unique humanoid (see "Change Shape," page 216).
Alignment Evil                  Languages Common
Skills Acrobatics +12, Bluff +11, Insight +12, Stealth +12
Str 17 (+8)              Dex 14 (+7)           W i s 14 (+7)
Con 15 (+7)              Int 12 (+6)           Cha 13 (+6)
Equipment leather armor, 2 katars




                                       Level 1 1 Disease             Endurance improve D C 2 1 , maintain D C 16, worsen D C 15 or lower

 The          Q   Initial Effect: The C I 3 The target gains a Strength-based claw attack that        Q    Final State: The target's
 target is        target takes a-2             deals 1 d6 damage. The target can no longer wield           predatory instincts take over.
 cured.           penalty to attack           weapons or hold implements. This effect remains as           W h e n the target attacks a
                  rolls as its hands           long as the subject is diseased.                            creature in combat, it can
                  begin to grow fur                                                                        attack no other creatures until
                  and claws.                                                                               that target is dead or until the
                                                                                                           end of the encounter.
W E R E W O L F LORD                                                          LYCANTHROPE LORE
A T T H E CENTER OF M A N Y LYCANTHROPIC CLANS, a were-                             N a t u r e D C 1 6 : Lycanthropy is hereditary, and
wolf lord calls the shots. T h e most feared o f its kind,                     lycanthropes mate with other lycanthropes to pro-
the werewolf lord is larger, stronger, and s m a r t e r                       duce lycanthropic offspring. S o m e lycanthropes can
t h a n a werewolf and is a vicious adversary.                                 also mate with humanoids, producing lycanthropic
                                                                               children. However, the blood is diluted in this way,
Werewolf Lord                       Level 13 Elite Brute (Leader)              and such children never c h a n g e forms or instead
Largo natural humanoid (shapechanger)                           XP 1.600       b e c o m e shifters.
Initiative +7          Senses Perception +8; low-light vision                      N a t u r e D C 2 1 : Legend says that Melora created
Blood Moon aura 5; the werewolf lord and any ally within the aura              lycanthropes, and they are affected by the full m o o n
  gain a +2 bonus to attack rolls and a +5 bonus to damage rolls               and silver b e c a u s e o f a feud between Melora and
  against bloodied targets.
                                                                               S e h a n i n e . Lycanthropes are most active on nights
HP 264; Bloodied 132
                                                                               with a full moon. Silver, the m o o n metal, cuts t h e m to
Regeneration 10
AC 25; Fortitude 27, Reflex 22, W i l l 24                                     the quick.
Immune greater moon fever; Vulnerable silver (if the werewolf
  lord takes damage from a silver weapon, its regeneration does
  not function on its next turn)
                                                                               ENCOUNTER GROUPS
Saving Throws +2                                                               As shapechangers, lycanthropes c a n b e found with
Speed 6 (8 in wolf form)                                                       a wide variety o f creatures. But only those who c a n
Action Points 1                                                                keep up with the bestial fury o f lycanthropes r e m a i n
(J) Falchion (standard; usable only while in humanoid form; at-will)           c o n n e c t e d to t h e m for long.
   • Weapon
   +16 vs. AC; 4d4 + 6 damage (crit 8d4 + 22).
                                                                               Level 6 E n c o u n t e r ( X P 1 , 2 0 0 )
© Bite (standard; usable only while in wolf form; at-will) •
   Disease                                                                     • 2 half-ore hunters (level 5 skirmisher)
   +16 vs. AC; 2d12 + 3 damage, and the target is exposed to                   • 1 h u m a n hexer (level 7 controller)
  greater moon frenzy (see below).                                             • 2 wereboars (level 6 brute)
• Canine Fury (standard; at-will)
 1
  The werewolf lord makes two melee basic attacks.                             Level 1 2 E n c o u n t e r ( X P 3 , 5 0 0 )
4 Speed of the Wolf (standard; usable only in wolf form; recharge
 -
                                                                               • 1 eladrin bladesinger (level 11 skirmisher)
                                                                               •   2 weretigers (level 11 elite skirmisher)
  The werewolf lord shifts 6 squares and makes a bite attack.
   Savage Howl (minor; encounter)                                              •   1 will-o'-wisp (level 1 0 lurker)
   Close burst 10; each ally in the burst gains 15 temporary hit
   points. In addition, each ally that has a bite attack makes a bite          Level 1 3 E n c o u n t e r ( X P 4 , 2 5 0 )
   attack as a free action.                                                    • 1 werewolf pack lord (level 1 3 elite brute)
Change Shape (minor; at-will) 4- Polymorph                                     • 3 werewolves (level 8 brute, M M 1 8 1 )
   A werewolf lord can alter its physical form to appear as a dire
                                                                               •   4 worgs (level 9 brute, MM 2 6 5 )
   wolf (MM 264) or a unique humanoid (see "Change Shape,"
   page 216).
Alignment Evil                  Languages Common
Skills Athletics +17, Bluff +14, Endurance +14, Intimidate +14
Str 22 (+12)            Dex 12 (+7)             W i s 15 (+8)
Con 17 (+9)             Int 13 (+7)             Cha 16 (+9)
Equipment chain armor, falchion


W E R E W O L F LORD TACTICS
T h e impressive physique o f a werewolf lord often
leads foes to underestimate its cunning. A werewolf
lord guides the attacks o f its group, inspiring its allies
to greater ferocity with its savage howl and its blood
moon aura.


  Greater Moon Frenzy                   Level 1 3 Disease             Endurance improve D C 23, maintain D C 18, worsen D C 17 or lower

 The         •   Initial Effect: The            W h i l e bloodied, the target must make a saving throw   Q   Final State: The target attacks
 target is       target takes a -2              at the end of each turn. If the saving throw fails, the       the nearest creature in its line
 cured.          penalty to W i l l .           target makes a melee attack on its next turn against a        of sight. If it cannot see any
                                                random target within 5 squares of it. If no targets are       other creatures, it does nothing
                                                within 5 squares, the target does nothing but move in a       but move in a randomly chosen
                                                randomly chosen direction.                                    direction.
MAMMOTH

 M A M M O T H S A R E FURRY, E L E P H A N T L I K E C R E A T U R E S
 that r o a m t h e freezing steppes. T h e furious Nyfellar
 m a m m o t h , a c r e a t u r e m a d e partially o f ice, hits foes
 like a n a v a l a n c h e .


 Nyfellar Mammoth                                          Level 17 Brute
 Huge elemental beast (mount)                                     XP 1,600
 Initiative+6              Senses Perception+10
 HP 202; Bloodied 101
 AC 29; Fortitude 33, Reflex 24, W i l l 28
 Resist 10 cold
 Speed 8 (ice walk)
 © Gore (standard; at-will)
    Reach 2; +20 vs. AC; 2d10 + 10 damage.
 • Stamp (standard; at-will) • Cold
  r
    +18 vs. Fortitude; 2d6 + 10 damage plus 1d6 cold damage, and
    the target is knocked prone.
 • Blizzard Trample (standard; recharges when the Nyfellar
  f
    mammoth is first bloodied or when it takes cold damage)
    The Nyfellar mammoth moves 8 squares and can move through
    enemy-occupied spaces, making one stamp attack against each
    of those enemies.
 f Tusk Toss (standard; rechargeftTj [X, ft!)
    Reach 2; +18 vs. Fortitude; I d I O + 5 damage, and the
    mammoth slides the target 5 squares. The target falls from a
    height of up to 30 feet (6 squares) into the space where it ends
    the slide and takes falling damage, if applicable.                       MAMMOTH LORE
 Bitterwind Charge (while mounted by a friendly rider of 17th                    A r c a n a D C 2 0 : T h e massive Nyfellar m a m -
    level or higher; at-will) • Mount                                        m o t h s have t h e i r o r i g i n s in Nyfell, t h e f r o z e n l a n d
    When charging, the Nyfellar mammoth can use blizzard
                                                                             in t h e E l e m e n t a l C h a o s f r o m w h i c h frost g i a n t s
    trample or tusk toss instead of a melee basic attack. After the
                                                                             h a i l . F r o s t g i a n t s b r o u g h t t h e s e b e a s t s to t h e world.
    mammoth's attack, its rider makes a melee basic attack as a
    free action.                                                             B e c a u s e N y f e l l a r m a m m o t h s c a n subsist on a vari-
 Icebound Footing                                                            ety o f food a n d i c e , t h e y c a n live i n i n h o s p i t a b l e
    When an effect pulls, pushes, or slides the Nyfellar mammoth,            frozen regions.
    the mammoth moves 2 squares less than the effect specifies.
    The mammoth can make a saving throw to avoid being
    knocked prone.
                                                                             ENCOUNTER GROUPS
 Alignment Unaligned               Languages -                               Frost giants use Nyfellar m a m m o t h s for w a r f a r e a n d
 Str 30 (+18)               Dex 10 (+8)               W i s 18 (+12)         raids. A favorite frost giant t a c t i c is to ready a n attack
 Con 22 (+14)               Int 2 (+4)                Cha 9 (+7)             against t h e v i c t i m o f a tusk toss.


 NYFELLAR MAMMOTH TACTICS                                                    Level 17 Encounter ( X P                   9,200)
 T h e Nyfellar m a m m o t h c h a r g e s e n e m i e s w i t h a          •    2 frost giants (level 1 7 brute)
 s t a m p a n d t h e n uses tusk toss. It fights until those               4- 2 Nyfellar m a m m o t h s (level 1 7 brute)
 t h r e a t e n i n g it f l e e or until it dies.                          •    1 r i m e f i r e griffon (level 2 0 skirmisher, M M 1 4 7 )
4* Sigil of Indictment (minor; usable only when no creature is
MARUT                                                                         affected by this power; at-will) • Psychic
                                                                              Close burst 10; targets one enemy; +25 vs. Will; until the end
                                                                              of the marut prosecutor's next turn, the target grants combat
 V A L U I N G ORDER A N D OATHS OF SERVICE, a m a r u t
                                                                              advantage to the prosecutor, and the prosecutor and its allies
 hones its skills for a p a r t i c u l a r purpose. M a r u t s serve        deal 5 extra psychic damage against the creature. Sustain Minor:
 other entities as m e r c e n a r i e s or serve t h e i r own mys-          The effect persists.
 terious ends.                                                              Justice Restrained
                                                                              A slowed, immobilized, or restrained creature takes a -2 penalty
                                                                              to attack rolls against a marut prosecutor.
 MARUT CASTIGATOR                                                           Alignment Unaligned            Languages Supernal
 M A R U T CASTIGATORS IDENTIFY THOSE w h o violate t h e                   Skills Insight +21, Intimidate +22
 law, subduing t h e m for j u d g m e n t .                                Str 18 (+14)          Dex 16 (+13)           W i s 2 3 (+16)
                                                                            Con 21 (+15)          Int 23 (+16)           Cha24(+17)

 Marut Castigator                             Level 21 Skirmisher
 Medium immortal humanoid                                       X P 3,200   MARUT PROSECUTOR TACTICS
 Initiative +19        Senses Perception +21; truesight 10                  T h e prosecutor singles out one enemy—preferably one
 HP 146; Bloodied 73                                                        who has violated the marut's creed—and places a sigil
 Regeneration 10
                                                                            of indictment on it. T h e prosecutor t h e n uses dictum
 AC 35; Fortitude 33, Reflex 34, W i l l 33
                                                                            to prevent escape and biting testimony to b r e a k t h e
 Immune sleep; Resist 10 thunder
 Speed 8,fly4 (hover), teleport 4                                           enemy's spirit b y shouting out the enemy's c r i m e s ,
 © Double Sword (standard; at-will) • Lightning, Weapon                     failures, or flaws.
   +26 vs. AC; 3d8 + 5 damage. The marut castigator can choose
   to have the attack deal lightning damage.
 4 Double Attack (standard; recharge [jj] _ } _ } )
                                                                            MARUT EXECUTIONER
   The marut castigator makes two double sword attacks.                     T H E MARUT EXECUTIONER SLAYS t h o s e w h o oppose
 4 Punisher's Lash (standard; at-will) • Lightning                          marut actions or who do not repay m a r u t s for aid.
    Reach 2; +23 vs. Reflex; 2d6 + 7 lightning damage, and the
   target is slowed and cannot teleport until the end of the marut
                                                                            Marut Executioner                                    Level 2 2 Brute
   castigators next turn.                                                                                                                  X P 4,150
 4 Thunderbolt Strike (standard; recharges when both attacks of
                                                                            Initiative +17        Senses Perception +13; truesight 10
   double attack hit) • Teleportation, Thunder
                                                                            HP 205; Bloodied 102
   The marut castigator teleports 4 squares and makes a double
                                                                            Regeneration 10
    sword attack that deals 2d6 extra thunder damage.
                                                                            AC 34; Fortitude 34, Reflex 33, W i l l 34
 Alignment Unaligned           Languages Supernal
                                                                            Immune sleep; Resist 10 thunder
 Skills Acrobatics +22
                                                                            Speed 8,fly4 (hover), teleport 4
 Str 22 (+16)           Dex 25 (+17)           W i s 22 (+16)
                                                                            © Double Axe (standard; at-will) • Thunder, Weapon
 Con 20 (+15)            Int 14 (+12)          Cha 15 (+12)
                                                                              +25 vs. AC; 2d10 + 4 damage plus 2d8 thunder damage. On a
 Equipment double sword
                                                                              critical hit, the target is also knocked prone.
                                                                            4 Warranted Stroke (standard; recharges when first bloodied) •
 MARUT PROSECUTOR                                                             Thunder
                                                                              Targets a bloodied creature; +27 vs. AC; 4d6 + 8 damage plus
 A MARUT PROSECUTOR'S W O R D is m a r u t law. W o e to
                                                                               2d8 thunder damage, and the target is knocked prone. If this
 any who fail to obey that law when a marut is near.                           attack reduces the target to 0 hit points or fewer, the marut
                                                                               executioner gains 1 action point.
 Marut Prosecutor                   Level 21 Controller (Leader)            4? Execution's Call (standard; encounter) • Thunder
 Medium immortal humanoid                                       X P 3,200      Close blast 5; targets enemies; +23 vs. Fortitude; 2d6 + 7
 Initiative +13          Senses Perception +21; truesight 10                   thunder damage, and the marut executioner pulls the target
 H P 147; Bloodied 73                                                          into a space adjacent to it. Miss: Half damage.
 Regeneration 10                                                            4r Slayer's Fury (standard; encounter) • Thunder, Weapon
 AC 35; Fortitude 32, Reflex 33, W i l l 33                                    Close burst 1; targets enemies; +23 vs. AC; 2d10 + 4 damage
 Immune sleep; Resist 10 thunder                                               plus 2d8 thunder damage. On a critical hit, the target is also
 Speed 8,fly4 (hover), teleport 4                                              knocked prone.
 © Slam (standard; at-will) • Thunder                                       Alignment Unaligned            Languages Supernal
    +26 vs. AC; 1d10 + 4 damage plus 1d6 thunder damage, and                Skills Endurance +23, Intimidate +23
    the target is slowed (save ends).                                       Str 26 (+19)             Dex 23 (+17)        W i s 15 (+13)
 • Dictum (minor; at-will)
  Y                                                                         Con 25 (+18)             Int 14 (+13)        Cha 24 (+18)
    Ranged 10; +22 vs. Fortitude; the target is immobilized (save           Equipment double axe
    ends).
 4? Biting Testimony (standard; at-will) • Psychic
    Close burst 10; targets one enemy; +25 vs. Will; 3d6 + 7
    psychic damage, and the target takes a -2 penalty to attack
    rolls, skill checks, and ability checks (save ends).
(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.
MYCONID                                                                     MYCONID SOVEREIGN
                                                                            T H E MYCONID SOVEREIGN COMMANDS t h e a l l e g i a n c e
                                                                            o f its colony. T h i s towering fungal leader holds silent
 INSIDIOUS FUNGAL MENACES from Feywild c a v e r n s
                                                                            c o u r t over its underlings.
 polluted by t h e fomorians, myconids strive only to
 spread across t h e i r territories, c o n t a m i n a t i n g t h o s e
                                                                            Myconid Sovereign                    Level 4 Controller (Leader)
 places with t h e i r p r e s e n c e .
                                                                            Large fey humanoid (plant)                                XP 175
                                                                            Initiative +2         Senses Perception +0; tremorsense 10
 MYCONID ROTPRIEST                                                          HP 58; Bloodied 29
                                                                            AC 18; Fortitude 18, Reflex 14, W i l l 15
 T H E MYCONID ROTPRIEST IS T H E COLONY'S H E A L E R a n d
                                                                            Speed 6
 scapegoat, t a k i n g t h e d a m a g e o f others so that t h e
                                                                            © Slam (standard; at-will)
 colony as a whole c a n survive.                                             +9 vs. AC; 2d6 + 3 damage.
                                                                              Spore Burst (standard; recharge __ __ _]) • Poison
 Myconid Rotpriest                            Level 3 Brute (Leader)          Close blast 3; targets nonplants; +8 vs. Will; 1d8 + 3 poison
 Medium fey humanoid (plant)                                  XP 150          damage, and the target is dazed until the end of the myconid
                                                                              sovereign's next turn.
 Initiative +2            Senses Perception +3; tremorsense 10
                                                                            <^ Commanding Spores (standard; at-will)
 H P 48; Bloodied 24; see also life burst
                                                                              Close burst 5; targets one plant ally in burst; the target shifts 1
 Regeneration 5
                                                                              square.
 AC 15; Fortitude 16, Reflex 13, W i l l 16
 Vulnerable radiant (if the myconid rotpriest takes radiant                 Roots of the Colony (free, when the myconid sovereign is hit by an
    damage, its regeneration does not function until the end of the           attack while a myconid ally is within 5 squares of it; at-will)
    rotpriest's next turn)                                                    The myconid sovereign takes half of the damage from the
 Speed 5                                                                      attack, and the myconid ally takes the same amount of damage.
                                                                            Alignment Unaligned           Languages telepathy 5
 © Stipe Staff (standard; at-will) • Weapon
                                                                            Str 7 (+0)             Dex 11 (+2)            W i s 8 (+1)
    +6 vs. AC; 2d10 + 3 damage.
    Decomposing Spray (standard; at-will) • Necrotic                        Con 18 (+6)           lnt7(+0)               Cha 12 (+3)
    Close burst 3; +6 vs. Fortitude; 1d10 + 3 necrotic damage.
 < * Life Burst (when reduced to 0 hit points) • Healing
  c
                                                                            MYCONID SOVEREIGN TACTICS
    Close burst 1; targets living creatures; the target regains 10 hit
                                                                            A myconid sovereign fights b e h i n d o t h e r myconids,
    points.
                                                                            relying on t h e m for protection. It uses           commanding
 Roots of the Colony (free, when the myconid rotpriest is hit by an
    attack while a myconid ally is within 5 squares of it; at-will)         spores to c r e a t e a defensive wall o f myconids. B e c a u s e
    The rotpriest takes half damage from the attack, and the                o t h e r myconids are i m m u n e to spore hurst, t h e sov-
    myconid ally takes the same amount of damage.                           ereign uses that attack against e n e m i e s that are
 Sacrifice for the Colony (free, when a myconid ally uses roots of          engaged in m e l e e with its allies.
    the colony to deal damage to the myconid rotpriest; at-will)
    The rotpriest takes the damage dealt to the ally, and the ally
    takes none.                                                             MYCONID GUARD
 Alignment Unaligned              Languages -                               M Y C O N I D GUARDS A R E A COLONY'S PROTECTORS a n d
 Str10(+1)                Dex 12 (+2)            W i s 15 (+3)
                                                                            s h o c k troops.
 Con 18 (+5)              Int10(+1)              Cha 18 (+5)
 Equipment quarterstaff
                                                                            Myconid Guard                                      Level 4 Soldier
                                                                            Medium fey humanoid (plant)                                 XP175
 MYCONID ROTPRIEST TACTICS                                                  Initiative +5         Senses Perception +3; tremorsense 10
 A rotpriest positions itself a m o n g allies in c o m b a t ,             HP 56; Bloodied 28
 absorbing t h e i r d a m a g e with roots of the colony          and      AC 18; Fortitude 17, Reflex 16, W i l l 14
 sacrifice for the colony a n d t h e n regenerating. It uses               Speed 6
                                                                            © Spiny Strike (standard; at-will)
 decomposing       spray w h e n it c a n hit multiple targets.
                                                                               +11 vs. AC; 2d6 + 3 damage.
 O t h e r w i s e , it uses its stipe staff to bludgeon e n e m i e s
                                                                            •ir Pacification Spores (standard; encounter) • Poison
 into submission.                                                              Close burst 1; +9 vs. Will; 1d6 + 3 poison damage, and the
                                                                               target cannot take a standard action until the end of the
                                                                               myconid guard's next turn.
                                                                            Roots of the Colony (free, when the myconid guard is hit by an
                                                                               attack while a myconid ally is within 5 squares of it; at-will)
                                                                               The myconid guard takes half damage from the attack, and the
                                                                               myconid ally takes the same amount of damage.
                                                                            Alignment Unaligned           Languages -
                                                                            Str 18 (+6)            Dex 16 (+5)            W i s 12 (+3)
                                                                            Con 16 (+5)           Int8(+1)               Cha 10 (+2)
(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
Immune dazed; Resist half damage from melee and ranged
NEOGI                                                                                attacks; Vulnerable 10 against close and area attacks
                                                                                  Speed 6, climb 6 (spider climb)
                                                                                  © Bite (standard; at-will) • Poison
 N E O G I SEE T H E WORLD in t e r m s o f ownership. T h e                         +13 vs. AC; 2d6 + 4 damage, and ongoing 5 poison damage
 strong rule a n d possess t h e w e a k . Slavery a n d trade                       (save ends). First Failed Saving Throw: The target is also slowed
 form t h e foundations o f neogi c u l t u r e , m a k i n g neogi                  (save ends).
 reliable m e r c h a n t s to devils, giants, drow, a n d other                  4? Psychic Scream (when first bloodied and again when the neogi
                                                                                     spawn swarm drops to 0 hit points) • Psychic
 d a r k forces.
                                                                                     Close burst 1; targets enemies; +11 vs. Will; 2d6 + 2 psychic
                                                                                     damage, and the target is dazed (save ends).
 NEOGI SLAVER                                                                     Alignment Evil                     Languages Deep Speech
                                                                                  Str 18 (+9)                Dex 19 (+9)               W i s 17 (+8)
 T H E NEOGI SLAVER SEEKS to bring foes to t h e i r k n e e s
                                                                                  Con 21 (+10)               Int 5 (+2)                 Cha 21 (+10)
 r a t h e r t h a n kill t h e m . D e a d slaves aren't w o r t h m u c h
 on t h e m a r k e t .
                                                                                  NEOGI SPAWN SWARM TACTICS
                                                                                  T h e s e p a r t i a l l y f o r m e d slugs have no h i g h e r goal
 Neogi Slaver                              Level 1 0 Controller (Leader)
 Medium aberrant magical beast                                        XP 500      t h a n to sate t h e i r e n d l e s s h u n g e r a n d n o t a c t i c a l

 Initiative +7               Senses Perception +8; darkvision                     plans beyond consuming the flesh o f any creature
 HP 106; Bloodied 53                                                              present.
 AC 24; Fortitude 21, Reflex 22, W i l l 23
 Immune dazed
 Speed 8, climb 6 (spider climb)
                                                                                  NEOGI GREAT OLD MASTER
 © Bite (standard; at-will) • Poison                                              UNQUESTIONED RULERS OF T H E I R T R A D E CLANS, great
    +14 vs. AC; 1d6 + 3 damage, and ongoing 5 poison damage                       old m a s t e r s a r e living b r o o d nests. E a c h c a r r i e s
    (save ends). First Failed Saving Throw: The target is slowed                  w i t h i n itself t h e fertile eggs o f a whole neogi clan, as
    (save ends).
                                                                                  well as larval m a s s e s developing into neogi spawn.
 • Charm Bolt (standard; at-will) • Charm
  Y
    Ranged 12; +15 vs. Will; the target takes a -2 penalty to attack
    rolls on attacks that include the neogi slaver as a target (save              Neogi Great Old Master                               Level 1 6 Controller
    ends). First Foiled Saving Throw: The target treats the slaver as             Large aberrant magical beast                                          XP 1,400
    invisible (save ends).                                                        Initiative +10            Senses Perception +12; darkvision
 4r Psychic Shackle (standard; recharge _ ] _ ] ) • Psychic                       Thrall Field aura 1; each enemy within the aura takes a -4 penalty
    Close blast 3; +15 vs. Will; 3d6 + 2 psychic damage, and the                     to saving throws.
    target is dazed until the start of the neogi slaver's next turn.              HP 157; Bloodied 78; see also larva burst
 4? Thrall Goad (minor; encounter)                                                AC 30; Fortitude 27, Reflex 28, W i l l 29
    Close burst 6; targets allies; the target makes a saving throw                Immune dazed
    with a +5 bonus.                                                              Speed 6, climb 4 (spider climb)
 Alignment Evil                      Languages Common, Deep Speech,               © Scythe Claw (standard; at-will)
                                     telepathy 12                                    Reach 3; +21 vs. AC; 2d8 + 7 damage, and the target is knocked
 Skills Bluff+20, Diplomacy +20, Insight +18, Intimidate +20                         prone.
 Str 11 (+5)                  Dex 14 (+7)             W i s 17 (+8)               •f Enslaving Bolt (standard; at-will) • Charm, Psychic
 Con 18 (+9)                 Int 19 (+9)             Cha 21 (+10)                    Ranged 12; +20 vs. Will; 2d6 + 7 psychic damage, and the
                                                                                     target is slowed (save ends). First Failed Saving Throw: The
                                                                                     target takes a -2 penalty to attack rolls on attacks that include
 NEOGI SLAVER TACTICS                                                                the neogi great old master as a target. Second Failed Saving
 T h e neogi slaver fights j u s t b e h i n d t h e front line,                     Throw: The target is dominated (save ends). Third Failed Saving
 using charm           bolt to r e d u c e t h e t h r e a t from any e n e m y      Throw: If the target is bloodied, it is dominated until it takes an
 targeting it. Psychic shackle softens groups o f e n e m i e s                      extended rest.

 for c a p t u r e .                                                              4* Larva Burst (when first bloodied; encounter) • Zone
                                                                                     Close burst 2; targets enemies; +20 vs. Reflex; 2d10 + 5
                                                                                     damage, and the target is slowed (save ends). Effect: The burst
 NEOGI SPAWN SWARM                                                                   creates a zone of squirming grubs and larvae that lasts until the
                                                                                     end of the encounter. The zone is difficult terrain.
 A S W A R M OF NEOGI SPAWN moves toward a n y t h i n g
                                                                                  4r Psychic Shackle (standard; recharge (TT] X [ii]) • Psychic
 that is n e i t h e r neogi nor m a r k e d as t h e slave o f one,
                                                                                     Close blast 4; +20 vs. Will; 3d6 + 7 psychic damage, and the
 a n d t h e n tries to eat it.
                                                                                     target is dazed until the start of the neogi great old master's
                                                                                     next turn.
 Neogi Spawn Swarm                                         Level 1 0 Brute        Alignment Evil                     Languages Common, Deep Speech,
 Medium aberrant magical beast (swarm)                                XP 500                                         telepathy 12
 Initiative +9               Senses Perception +8; darkvision                     Skills Bluff+20, Diplomacy +20, Insight +18, Intimidate +20
 Swarm Attack aura 1; each enemy that starts its turn within the                  Str 20 (+13)               Dex 14 (+10)              W i s 18 (+12)
   aura takes 5 poison damage.                                                    Con 21 (+13)               Int 22 (+14)               Cha 24 (+15)
 H P 131; Bloodied 65; see also psychic          scream
 AC 23; Fortitude 22, Reflex 21, W i l l 22
NEOGI GREAT O L 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
Maddening Cackle (standard; recharge (_____) • Fear, Psychic
NOTHIC                                                                         Close burst 3; targets enemies; +18 vs. Will; 2d8 + 6 psychic
                                                                               damage, and the nothic cackler pushes the target 2 squares.
                                                                               At the start of the target's next turn, the cackler slides the
 A B E R R A N T C R E A T U R E S C A R R I E D TO T H E P L A N E S on
                                                                               target 2 squares.
 drifting pieces o f t h e F a r R e a l m , n o t h i c s have frag-        Distorted Visage
 m e n t e d intellects strung together by tenuous sanity.                     When a nothic cackler moves at least 4 squares during its
 Typically controlled by a m o r e powerful master, a                          turn, it gains a +2 bonus to AC and Reflex until the end of its
 nothic's propensity for r a n d o m , s e e m i n g l y i n s a n e           next turn.

 a c t i o n s m a k e s it m o r e like a n a m u s i n g pet t h a n a     Alignment Unaligned          Languages Deep Speech
                                                                             Skills Stealth +16
 servitor.
                                                                             Str 19 (+11)          Dex 19 (+11)             W i s 14 (+9)
                                                                             Con 20 (+12)          Int 9 (+6)               Cha 10 (+7)
 NOTHIC CACKLER
 T H E NOTHIC CACKLER GIBBERS a n d c a p e r s madly                        NOTHIC MIMDBLIGHT
 about, hardly s e e m i n g to c a r e about foes even in t h e
                                                                             A s MOROSE A N D SEDENTARY as t h e n o t h i c c a c k l e r is
 midst o f c o m b a t .
                                                                             c r a z e d , t h e n o t h i c mindblight uses t h e dizzying effect
                                                                             o f its single eye to disorient e n e m i e s a n d sow c h a o s
 Nothic Cackler                                      Level 1 5 Artillery     among their ranks.
 Medium aberrant humanoid                                         XP 1,200
 Initiative +11            Senses Perception +9; darkvision,
                                                                             Nothic Mindblight                              Level 1 9 Controller
                           truesight 10
                                                                             Medium aberrant humanoid                                  XP 2,400
 H P 116; Bloodied 58
 AC 27; Fortitude 28, Reflex 29, W i l l 25                                  Initiative +14        Senses Perception +11; darkvision,
 Speed 6                                                                                           truesight 10
 © Claw (standard; at-will)                                                  Eye Lure aura 3; the nothic mindblight slides each creature that
    +21 vs. AC; 1d6 + 5 damage.                                                starts its turn within the aura 2 squares.
 «jf Mind Rot (standard; at-will) • Charm, Psychic                           HP 180; Bloodied 90
    Ranged 10; +20 vs. Will; 2d6 + 3 psychic damage, and the nothic          AC 32; Fortitude 32, Reflex 32, W i l l 29
    cackler slides the target 6 squares. The target then makes a             Speed 6
    melee basic attack against a target of the cackler's choice.             © Claw (standard; at-will) • Necrotic
    Rotting Gaze (standard; at-will) • Necrotic                                +24 vs. AC; 2d6 + 3 damage, and ongoing 5 necrotic damage
    Ranged 10; targets one, two, or three enemies; +18 vs.                     (save ends).
    Fortitude; 2d6 + 5 necrotic damage, and the target takes a -2             .f Eye of Insanity (standard; recharges when no creature is
    penalty to all defenses (save ends).                                       dominated by the nothic mindblight) • Fear
                                                                               Ranged 5; +23 vs. Will; the target is dominated (save ends).
                                                                               Aftereffect: The target is dazed until the end of its next turn.
                                                                             < * Necrotic Eye (standard; at-will) • Necrotic
                                                                              c
                                                                               Close blast 5; +23 vs. Fortitude; the target takes ongoing 10
                                                                               necrotic damage (save ends).
                                                                                Mesmerizing Visage (standard; recharge _} (Tjj) • Charm,
                                                                               Psychic
                                                                               Area burst 2 within 10; targets enemies; +2 3 vs. Will; 2d8 +
                                                                               6 psychic damage, and the target takes a -1 penalty to saving
                                                                               throws (save ends). First Failed Saving Throw: The target takes a
                                                                               -3 penalty to saving throws instead of -1 (save ends).
                                                                             Alignment Unaligned           Languages Deep Speech
                                                                             Skills Stealth +19
                                                                             Str 21 (+14)           Dex 20 (+14)            W i s 15 (+11)
                                                                             Con 20 (+14)          Int 10 (+9)              Cha 12 (+10)
NOTHIC EYE OE VECMA
E Y E S OF V E C N A HAVE STRONG CONNECTIONS to V e c n a ,                                                                           i_
and their powers c a n inflict withering attacks upon
enemies, rotting the flesh.
                                                                                                                                      :
                                                                                                                                      z
Nothic Eye of Vecna                    Level 2 2 Lurker (Leader)
Medium aberrant humanoid                                     XP4.150
Initiative +23          Senses Perception +15; darkvision,
                        truesight 10
Soul Decay aura 3; each undead ally within the aura at the start
  of the nothic eye of Vecna's turn makes a melee basic attack
  against an enemy as a free action.
HP 162; Bloodied 81
AC 36; Fortitude 34, Reflex 36, Will 32
Speed 6
© Claw (standard; at-will) • Necrotic
  +27 vs. AC; 2d12 + 6 necrotic damage, and the target is
  immobilized and takes a -2 penalty to saving throws (save ends
  both).
+ Mobile Melee Attack (standard; at-will)
  The nothic eye of Vecna moves its speed and makes a claw
  attack during the move. The eye of Vecna does not provoke
  opportunity attacks while moving away from the target of this
  attack.
4* Eye Rot (minor; recharges when the nothic eye of Vecna is not
  invisible to any creature)
  Close burst 10; targets enemies; only one attack roll against all
  enemies; +28 vs. Fortitude; the eye of Vecna is invisible to the
  target (save ends).
Invisible Advantage
  When a nothic eye of Vecna hits a creature that cannot see it,
  one ally adjacent to the target makes an opportunity attack
  against the target.
                                                                       ENCOUNTER GROUPS
Alignment Unaligned            Languages Deep Speech                   T h e typical nothic is a cross b e t w e e n a court jester
Skills Stealth +24                                                     and a torturer in the court o f a powerful evil creature.
Str 23 (+17)            Dex 26 (+19)        W i s 18 (+15)             Barely sane, nothics perform functions other crea-
Con 24 (+18)            Int 12 (+12)        Cha 14 (+13)               tures might not consider.


NOTHIC LORE                                                            Level 1 4 Encounter ( X P 5 , 4 0 0 )
    D u n g e o n e e r i n g D C 1 8 : Nothics are aberrant           • 1 m i n d flayer infiltrator (level 14 lurker, MM 1 8 8 )
creatures that have drifted into the world and into                    • 2 nothic cacklers (level 15 artillery)
other planes from the Far R e a l m . T h e y have a sem-              •   2 war trolls (level 14 soldier, MM 2 5 4 )
blance of intellect, but their hold on sanity is tenuous.
A nothic c a n be identified by its awkward gait and                   Level 1 8 E n c o u n t e r ( X P 1 0 , 0 0 0 )
its single eye, w h i c h c a n afflict e n e m i e s with various     • 2 aboleth lashers (level 17 brute, MM 8 )
conditions. Nothics cackle maddeningly for no appar-                   • 1 death hag (level 18 soldier, MM 1 5 1 )
ent reason.                                                            • 2 nothic mindblights (level 1 9 controller)
    D u n g e o n e e r i n g D C 2 3 : Nothics serve powerful
creatures that enjoy their erratic and amusing behav-                  Level 2 1 E n c o u n t e r ( X P 1 6 , 5 5 0 )
ior. Nothic are also vicious combatants; they defend                   • 3 b o d a k reavers (level 18 soldier, MM 3 6 )
their masters with devotion.                                           4- 1 dark naga (level 21 elite controller, MM 1 9 4 )
   D u n g e o n e e r i n g D C 2 5 : Nothics live among the          • 1 nothic eye o f V e c n a (level 2 2 lurker)
undead and in cults o f Vecna, serving as guardians
and jesters. Nothics in V e c n a cults develop terrible
gifts granted by the god o f secrets. T h e i r strong psy-
chic connections to the M a i m e d G o d allow V e c n a to
see through the eye o f any such nothic upon w h i c h he
focuses attention, allowing h i m to gather secrets and
keep tabs on those in his service.
Deceptive Veil (minor; at-will) • Illusion
ONI                                                                      The oni devourer can disguise itself to appear as any Medium
                                                                         natural humanoid. A creature can see through the disguise with
                                                                         a successful Insight check versus the devourer's Bluff check.
 D E C E P T I V E HUMANOIDS IMBUED with s u p e r n a t u r a l
                                                                       Alignment Evil                 Languages Common, Giant
 powers, oni d o m i n a t e t h e i r surroundings, b e c o m i n g   Skills Bluff+13, Stealth +11
 leaders to b e r e c k o n e d with.                                  Str 17 (+6)            Dex 17 (+6)            W i s 11 (+3)
                                                                       Con 14 (+5)            Int 10 (+3)            Cha 14 (+5)

 ONI DEVOURER
 O N I DEVOURERS COMMONLY SERVE m o r e powerful,
                                                                       ONI OVERLORD
 evil spellcasters. By day, they disguise themselves as                B R U T A L T H U G S DEVOTED to avarice a n d bloodshed,
 ascetics, beggars, a n d priests. At night, they b e c o m e          oni overlords c o m m a n d groups o f violent c r o n i e s . O n i
 ghoulish monstrosities hunting h u m a n o i d s for food.            overlords aren't as subtle as t h e i r b r e t h r e n , a n d t h e y
                                                                       m a k e ostentatious displays o f wealth a n d power.

 Oni Devourer                                     Level 7 Soldier
 Medium natural humanoid                                  XP300        Oni Overlord                         Level 12 Elite Brute (Leader)
 Initiative +8          Senses Perception +3; darkvision               Large natural humanoid                                    XP 1,400
 H P 78; Bloodied 39                                                   Initiative +7          Senses Perception +8; darkvision
 AC 23; Fortitude 19, Reflex 19, W i l l 18                            Threatening Leader (Psychic) aura 5; each ally within the aura
 Speed 6, climb 4                                                        gains a +5 bonus to damage rolls and takes 5 psychic damage if
 © Claws (standard; at-will)                                              it misses all targets with an attack.
   +14 vs. AC; 1d6 + 3 damage, and the target is slowed (save ends).   HP 296; Bloodied 148
 + Devour (standard; recharge _] (FJ)                                  AC 24; Fortitude 25, Reflex 24, W i l l 26
   +14 vs. AC; 2d6 + 3 damage, and the target takes a -5 penalty       Saving Throws +2
   to saving throws (save ends).                                       Speed 7, fly 8 (clumsy)
 •f Hypnotic Glare (standard; encounter) • Charm, Gaze                 Action Points 1
    Ranged 10; +12 vs. Will; the target is pulled 5 squares and        © Greatclub (standard; at-will) • Weapon
   dazed (save ends).                                                     Reach 2; +15 vs. AC; 4d4 + 6 damage, and each creature
                                                                         adjacent to the target takes 5 damage.
                                                                       • Overlord's Smash (standard; at-will)
                                                                        r
                                                                         The oni overlord makes a greatclub attack, shifts 1 square, and
                                                                         then makes a second greatclub attack against a different target.
                                                                       '<? Overlord's Blast (standard; recharges when first bloodied) •
                                                                          Necrotic, Poison
                                                                          Close blast 5; +16 vs. Fortitude; 5d6 + 5 necrotic and poison
                                                                          damage, and the target gains vulnerable 5 necrotic and
                                                                         vulnerable 5 poison until the end of the oni overlord's next turn.
                                                                       • * Crush the W i l l (free, when the oni overlord damages an enemy;
                                                                        <
                                                                          recharge     _ ] ) • Fear
                                                                          Close burst 5; targets enemies; +15 vs. Will; the target grants
                                                                          combat advantage to the overlord until the end of the overlord's
                                                                          next turn.
                                                                       Violent Reward (immediate reaction, when an ally within 10
                                                                          squares of the oni overlord damages an enemy; at-will)
                                                                          The triggering ally gains 5 temporary hit points.
                                                                       Deceptive Veil (minor; at-will) • Illusion
                                                                         The oni overlord can disguise itself to appear as any Medium or
                                                                          Large humanoid. A creature can see through the disguise with a
                                                                          successful Insight check versus the overlord's Bluff check.
                                                                       Alignment Evil                 Languages Common, Giant
                                                                       Skills Arcana+15, Insight+13, Intimidate+17
                                                                       Str 21 (+11)            Dex 12 (+7)            W i s 14 (+8)
                                                                       Con 18 (+10)           Int 18 (+10)           Cha 22 (+12)
                                                                       Equipment hide armor, greatclub
ONI THUNDERER                                                               u n d e a d . T h e y c o m m a n d r e s p e c t from their mas-
                                                                            ters, leaving employers at i n o p p o r t u n e m o m e n t s i f
O N I T H U N D E R E R S DELIGHT in t h e p u r e m a y h e m o f
                                                                            slighted.
battle. An oni thunderer whips itself into a frenzy as it
spins, and then lashes out at its enemies. '
                                                                            ENCOUNTER GROUPS
                                             Level 11 Skirmisher            Oni keep packs o f shadow hounds or trolls as pets
Large natural humanoid                                         XP4.1S0      or guardians. They fight alongside death giants and
Oni Thunderer
Initiative +21        Senses Perception +21; darkvision                     titans, and serve powerful dragons or balor demons.
H P 206; Bloodied 103
AC 36; Fortitude 33, Reflex 35, W i l l 34                                  Level 7 E n c o u n t e r ( X P 1 , 7 0 0 )
Speed 8, teleport 8                                                         4- 2 oni devourers (level 7 soldier)
© Spiked Chain (standard; at-will) • Thunder, Weapon
                                                                            • 1 oni night haunter (level 8 elite controller,
   Reach 3; +28 vs. AC; 1d12 + 5 damage plus 1d8 thunder
   damage, and the target is grabbed and pulled into a space
                                                                               MM 2 0 0 )
   adjacent to the oni.                                                     • 1 troll (level 9 brute, MM 2 5 4 )
V Thunderclap Portal (standard: recharge :: X _ ] ) •
   Teleportation, Thunder                                                   Level 1 2 Encounter ( X P 3 , 9 0 0 )
   The oni thunderer teleports 8 squares before or after the                • 1 oni overlord (level 1 2 elite brute)
   attack: close burst 2; targets enemies; +25 vs. Reflex; 2d12 +
                                                                            • 3 minotaur warriors (level 1 0 soldier, MM 1 9 0 )
   8 thunder damage, and the oni thunderer pushes the target
                                                                            4- 2 scytheclaw drakes (level 1 0 skirmisher)
   2 squares. If the thunderer has the target grabbed, the attack
   deals 2d12 extra damage to the grabbed creature, and the
   grab ends.                                                               Level 2 2 E n c o u n t e r ( X P 2 0 , 7 5 0 )
Chain Dance (immediate reaction, when the oni thunderer is hit              •   2 death giants (level 2 2 brute, MM 1 2 0 )
   by an attack; at-will) • Teleportation                                   •   3 oni thunderers (level 2 2 skirmisher)
   The thunderer teleports 3 squares.
Deceptive Veil (minor, at-will) • Illusion
   The oni thunderer can disguise itself to appear as any
   Medium or Large humanoid. A creature can see through the
   disguise with a successful Insight check versus the thunderer's
   Bluff check.
Alignment Chaotic evil         Languages Common, Giant
Skills Acrobatics +24, Athletics +23, Bluff+23, Stealth +24
Str 23 (+17)           Dex 27 (+19)           W i s 20 (+16)
Con 22 (+17)           Int 16 (+14)           Cha 24 (+18)
Equipment leather armor, spiked chain



ONI LORE
   N a t u r e D C 1 6 : O n i devourers disguise them-
selves by day, attacking and eating victims at night.
   Oni overlords are tyrants that rule over a n orga-
nization o f lackeys. They seek wealth, power, and
control, and don't care who they step on to get it.
    N a t u r e D C 2 1 : O n i devourers serve a variety o f
m a s t e r s , including oni, v a m p i r e s , hags, a n d cultists
o f Zehir. I n isolated a r e a s o f the world, large groups
o f devourers infiltrate a n d t a k e over m o n a s t e r i e s ,
s m a l l towns, a n d trading outposts, using such loca-
tions' i n n o c e n t a p p e a r a n c e s as a cover. I n one case,
a group o f oni devourers o c c u p i e d a m o u n t a i n t o p
m o n a s t e r y for a l m o s t t h i r t y years b e f o r e adventur-
ers l i n k e d t h e m to c a s e s o f missing p i l g r i m s a n d
petitioners.
     Although they love combat and bloodshed, oni
overlords sometimes negotiate with potential victims
i f they c a n see a n easy benefit. They take on a h u m a n
appearance w h e n they do so, but are usually identifi-
able by their excessive jewelry.
     N a t u r e D C 2 6 : O n i t h u n d e r e r s serve powerful
c r e a t u r e s , including dragons, d e m o n s , and even
OOZE                                                                            ABOLETHIC SKUM TACTICS
                                                                                An a b o l e t h i c s k u m likes to fight in its e l e m e n t , slam-
                                                                                m i n g e n e m i e s into n e a r b y water. W i t h o u t water
 T H E ONLY P U R P O S E OOZES SERVE in t h e world is to                      nearby, or i f a c c o m p a n i e d b y a m a s t e r that has psy-
 wipe c l e a n t h e dilapidated, forgotten, a n d r u i n e d                 c h i c attack powers, t h e s k u m keeps e n e m i e s close
 places a n d free t h e m o f v e r m i n , refuse, a n d                      a n d slowed.
 adventurers.

                                                                                BLACK PUDDING
 ABOLETH i c SKUM                                                               T H I S M E R C U R I A L OOZE SLITHERS on t h e g r o u n d like
 S O M E T I M E S AN ABOLETH'S ENSLAVEMENT o f a                               a massive pool o f tar, waiting to t u r n a n y t h i n g it
 h u m a n o i d foe goes w r o n g a n d t h e foe b e c o m e s a             e n c o u n t e r s into sludge.
 b a r e l y sentient pile o f a q u e o u s sludge. Out o f its
 r e m n a n t s o f fear a n d s h a m e , t h e a b o l e t h i c s k u m     Black Pudding                                     Level 8 Elite Brute
 h u n g e r s to destroy a n y t h i n g t h a t r e m i n d s it o f what     Large natural beast (blind, ooze)                              XP 700
 it o n c e was.                                                                Initiative +6          Senses Perception +4; blindsight 10,
                                                                                                       tremorsense 10
                                                                                HP 163; Bloodied 86
 Abolethic Skum                                 Level 1 8 Minion Brute
                                                                                AC 20; Fortitude 22, Reflex 20, W i l l 18
 Medium aberrant beast (aquatic, blind, ooze)                          XP 500
                                                                                Immune gaze; Resist 15 acid
 Initiative +13           Senses Perception +14; blindsight 10,
                                                                                Saving Throws +2
                          tremorsense 10
                                                                                Speed 4, climb 3
 Psychic Dissonance aura 1; each creature within the aura gains
                                                                                Action Points 1
    vulnerable 5 psychic damage.
                                                                                © Slam (standard; at-will) • Acid
 HP 1; a missed attack never damages a minion.
                                                                                   +9 vs. Fortitude; 2d6 + 4 acid damage, and ongoing 5 acid
 AC 30; Fortitude 32, Reflex 30, W i l l 26
                                                                                   damage (save ends).
 Immune gaze; Resist 20 acid
                                                                                • * Engulf (standard; at-will) • Acid
                                                                                 <
 Speed 2, swim 8
 © Slam (standard; at-will)                                                        Close blast 3; +9 vs. Fortitude; 2d6 + 4 acid damage, and the
                                                                                   target is grabbed. Sustain Standard: The black pudding sustains
    +20 vs. Fortitude; 16 damage, and the target is pushed 1 square
                                                                                   the grab, and the target takes 2d6 acid damage and loses a
    or slowed until the end of the abolethic skum's next turn.
                                                                                   healing surge. A target that has no healing surges instead takes
 Aqueous Form
                                                                                   damage equal to its level.
    An abolethic skum is invisible while in water.
                                                                                Mercurial Body
 Alignment Unaligned               Languages -
                                                                                   A black pudding ignores difficult terrain and does not provoke
 Str 16 (+12)             Dex 19 (+13)              W i s 11 (+9)
                                                                                   opportunity attacks by moving.
 Con 23 (+15)             Int 4 (+6)                Cha 4 (+6)
                                                                                Split (when the black pudding is hit by a weapon attack; at-will)
                                                                                   A black pudding spawn appears in a square adjacent to the
                                                                                   black pudding or in the nearest unoccupied square.
                                                                                Alignment Unaligned                Languages -
                                                                                Str 15 (+6)             Dex14(+6)                W i s 11 (+4)
                                                                                Con 19 (+8)             Int 1 (-1)               Cha 1 (-1)


                                                                                Black Pudding Spawn                          Level 8 Minion Brute
                                                                                Medium natural beast (blind, ooze)                          XP88
                                                                                Initiative +6           Senses Perception +4; blindsight 10,
                                                                                                       tremorsense 10
                                                                                HP 1; a missed attack never damages a minion.
                                                                                AC 22; Fortitude 24, Reflex 22, W i l l 20
                                                                                Immune gaze; Resist 15 acid
                                                                                Speed 4, climb 3
                                                                                © Slam (standard; at-will) • Acid
                                                                                   +9 vs. Fortitude; 10 acid damage.
                                                                                Mercurial Body
                                                                                   A black pudding spawn ignores difficult terrain and does not
                                                                                   provoke opportunity attacks by moving.
                                                                                Alignment Unaligned                Languages -
                                                                                Str 15 (+6)             Dex 14 (+6)              W i s 11 (+4)
                                                                                Con 19 (+8)             Int1(-1)                 Cha1(-1)


                                                                                BLACK PUDDIMG TACTICS
                                                                                A b l a c k pudding has n o discernible tactics, seeking
                                                                                only to eat t h e closest targets. It has no sense o f self-
                                                                                preservation.
GRAY OOZE                                                                GREEN SLIME TACTICS                                              N
                                                                         In battle, a green slime attacks t h e nearest creature          Z
W R E T C H E D PILES OF STINKING PUS, gray oozes seek
to dissolve t h e bones o f other creatures into slime,                  and uses rapid dissolution to dissolve t h e creature into
which they use to increase their bulk.                                   slime.


Gray Ooze                                      Level 2 Skirmisher        OOZE LORE
Small natural beast (blind, ooze)                               XP 125
                                                                            N a t u r e D C 1 0 : Gray oozes are major nuisances
Initiative +5            Senses Perception +2; blindsight 10,            in archaeological expeditions. Having fed on buried
                         tremorsense 10
                                                                         bones, they seek fresher targets among excavators
Stench aura 2; each creature within the aura takes a -2 penalty to
                                                                         and adventurers.
    attack rolls.
HP 43; Bloodied 21                                                          Dwarves consider green slime to b e among the
AC 15; Fortitude 13, Reflex 15, W i l l 13                               greatest nuisances hindering mining. T h e best way to
Immune gaze; Resist 5 acid                                               destroy green slime is with fire or light.
Speed 5, climb 3                                                              N a t u r e D C 1 4 : Black puddings a r e dungeon-
0   Bone Melt (standard; at-will) • Acid
                                                                         scavenging oozes covered in t h i c k coatings o f tarlike
    +5 vs. Fortitude; 1d6 + 5 acid damage, and the target takes a
                                                                         acid that eats away at everything, including rock,
Slimy (minor; at-will)                                                   bone, and metal.
    The gray ooze shifts 2 squares.                                           N a t u r e D C 1 5 : Gray oozes a r e especially danger-
Alignment Unaligned             Languages -                              ous in n u m b e r s or in close proximity to monsters that
Skills Stealth +12                                                       c a n take advantage of their bone-softening threat.
Str 11 (+1)              Dex 15 (+3)           W i s 11 (+1)                 N a t u r e D C 2 0 : Abolethic skums are t h e results
Con 19 (+5)              lnt1(-4)              Cha 1 (-4)
                                                                         o f failed attempts by aboleths to t u r n humanoids into
                                                                         servitors.
GRAY OOZE TACTICS                                                             N a t u r e D C 2 5 : Aboleths and other psychic mon-
Gray oozes attack in groups, softening up e n e m i e s                  sters use a n abolethic skum's j a r r i n g psychic presence
with bone melt so their attacks are increasingly likely                  to soften up e n e m i e s for psychic attacks.
to hit.

                                                                         ENCOUNTER GROUPS
GREEN SLIME                                                              Oozes show up everywhere, regardless o f w h e t h e r
T H E GREEN SLIME SLITHERS up cavern walls a n d waits                   other denizens o f their environs want t h e m or not.
to drop on sources o f heat. It devours flesh, bone, and
metal with equal aplomb.                                                 Level 4 E n c o u n t e r ( X P 9 0 0 )
                                                                         • 1 ankheg (level 3 elite lurker)
Green Slime                                          Level 4 Lurker      • 2 green slimes (level 4 lurker)
Medium natural beast (blind, ooze)                              XP175    •   2 gray oozes (level 2 skirmisher)
Initiative +9            Senses Perception +2; blindsight 10,
                         tremorsense 10                                  Level 8 E n c o u n t e r ( X P 1 , 7 5 0 )
HP 47; Bloodied 23
                                                                         • 2 black puddings (level 8 elite brute)
AC 20; Fortitude 23, Reflex 17, Will 20
                                                                         • 1 d a r k m a n t l e enveloper (level 8 lurker)
Immune gaze; Resist 5 acid; Vulnerability 5 fire, 5 radiant
Speed 4, climb 4
© Engulf (standard; at-will) • Acid                                      Level 1 9 E n c o u n t e r ( X P 1 2 , 2 0 0 )
    +7 vs. Reflex; 1d6 + 3 acid damage, and the target is engulfed       4 - 1 0 abolethic s k u m s (level 1 8 m i n i o n brute)
    (save ends). While engulfed, the target takes ongoing 5 acid         • 2 aboleth lashers (level 17 brute, MM 8)
    damage and is restrained. While a target is engulfed, attacks
                                                                         • 1 aboleth overseer (level 1 8 elite controller, MM 8)
    that target the green slime deal half damage to the slime and
    half damage to the engulfed creature. While it has a creature
    engulfed, the slime can make attacks only against the engulfed
    creature.
Rapid Dissolution
    A green slime's attacks deal 1d6 extra acid damage to a


Alignment Unaligned              Languages -
Skills Stealth +11
Str 11 (+2)               Dex 16 (+5)          W i s 11 (+2)
Con 17 (+5)              Int 3 (-2)            Cha 1 (-3)




                                                                                                                                              3

                                                                             1
PHOELARCH                                                              PHOELARCH WARRIOR
                                                                       P H O E L A R C H W A R R I O R S A R E BRAVE in t h e face o f
                                                                       danger, often flitting among t h e blades o f their ene-
 T H E PLUMED HUMANOID P H O E L A R C H a n d t h e bird-
                                                                       mies a n d responding with fire.
 like phoera represent two forms o f one creature, h a l f
 natural and h a l f elemental. Phoelarchs a r e h u m a n o i d
 creatures with f l a m e s rippling over their skin. T h e y
                                                                       PHOELARCH W A R R I O R TACTICS
 seek freedom a n d adventure. W h e n the phoelarch is                T h e p h o e l a r c h warrior takes risks, deliberately

 slain, it is c o n s u m e d in a burst o f fire and t h e phoera     provoking opportunity attacks to test a n enemy's will-

 explodes into being from t h e Elemental Chaos, intent                ingness to b e h a r m e d b y burning       step.

 on revenge.
                                                                       Phoelarch Warrior                            Level 12 Skirmisher
                                                                       Medium natural humanoid (fire)                                XP350
 PHOELARCH MAGE                                                        Initiative +14        Senses Perception +8
 P H O E L A R C H MAGES H A R B O R SOULS OF F I R E that b u r n     Phoenix Heat (Fire) aura 1; each creature that enters the aura or
 with t h e desire for freedom.                                           starts its turn there takes 5 fire damage.
                                                                       HP 114; Bloodied 57; see also rise from the ashes
                                                                       AC 26; Fortitude 23, Reflex 25, W i l l 25
 PHOELARCH MAGE TACTICS                                                Resist 10 fire; Vulnerable 5 cold
 A phoelarch mage prefers to h a n g back, using its                   Sp—d 7
 potent ranged a n d area attacks.                                     © Burning Falchion (standard; at-will) • Fire, Weapon
                                                                          +17 vs. AC; 2d4 + 6 fire damage (crit 4d4 +14 fire damage).
                                                                       «<• Rise from the Ashes (when the phoelarch warrior drops to 0 hit
 Phoelarch Mage                                  Level 12 Artillery
                                                                          points) • Fire, Zone
 Medium natural humanoid                                       XP350
                                                                          Close burst 2; +13 vs. Reflex; 3d8 + 5 fire damage. Effect: The burst
 Initiative +10        Senses Perception +12
                                                                          creates a zone offirethat lasts until the end of the encounter.
 Phoenix Heat (Fire) aura 1; each creature that enters the aura or
                                                                          Each creature that enters the zone or starts its turn there takes 5
   starts its turn there takes 5 fire damage.
                                                                          fire damage. In addition, when the phoelarch warrior's next turn
 HP 93; Bloodied 46; see also rise from the ashes
                                                                          would occur, a phoera appears within the zone.
 AC 24; Fortitude 23, Reflex 23, W i l l 25
                                                                       Burning Step • Fire
 Resist 10 fire; Vulnerable 5 cold
                                                                          Any creature that hits the phoelarch warrior with an
 Speed 6
                                                                          opportunity attack takes 3d6 fire damage.
 © Burning Dagger (standard; at-will) • Fire, Weapon
                                                                       Alignment Unaligned           Languages Common, Primordial
   +16 vs. AC; 1d4 + 6 fire damage.
                                                                       Skills Acrobatics +17, Athletics +12
 © Phoenix Ray (standard; at-will) 4-Fire
                                                                       Str 13 (+7)            Dex23(+12)               Wis14(+8)
   Ranged 20; +17 vs. Reflex; 2d8 + 5 fire damage.
                                                                       Con 10 (+6)            Int 10 (+6)            Cha 18 (+10)
   Rise from the Ashes (when the phoelarch mage drops to 0 hit
                                                                       Equipment falchion
   points) • Fire, Zone
   Close burst 2; +13 vs. Reflex; 3d8 + 5 fire damage. Effect:
   The burst creates a zone offirethat lasts until the end of the      PHOELARCH W A R R I O R LORE
   encounter. Each creature that enters the zone or starts its turn        N a t u r e D C 1 6 : P h o e l a r c h warriors a r e seldom
   there takes 5 fire damage. In addition, when the phoelarch
                                                                       found in a r m i e s , preferring t h e f r e e d o m o f merce-
   mage's next turn would occur, a phoera appears within the zone.
                                                                       nary work. As creatures that value liberty, all but t h e
    Flames of the Phoenix (standard; recharge [x] (FFj) • Fire
   Area burst 2 within 20; +15 vs. Reflex; 1d8 + 5 fire damage, and    most unscrupulous p h o e l a r c h warriors refuse to work
   ongoing 5 fire damage (save ends).                                  for those that keep slaves.
 Alignment Unaligned          Languages Common, Primordial
 Skills Insight+17, Diplomacy+15                                       PHOERA
 Str 13 (+7)           Dex 19 (+10)           W i s 22 (+12)
 Con 15 (+8)           Int 16 (+9)              Cha 18 (+10)           P H O E R A S SOAR THROUGH T H E E L E M E N T A L C H A O S with
 Equipment dagger                                                      c o n c e r n s alien to their phoelarch counterparts.


 PHOELARCH MAGE LORE                                                   PHOERA TACTICS
    N a t u r e D C 1 6 : P h o e l a r c h mages harness their        A phoera fights in a violent rage a n d often h a r m s
 innate c o m m a n d o f fire. T h e y prefer adventuring             allies as well as e n e m i e s with its close attacks. It
 with mentors to researching ancient knowledge.                        starts c o m b a t by using/eathers of flame,        preferably on
 S o m e mages search for their phoera counterparts in                 multiple e n e m i e s . T h e n it focuses its claw attacks on
 the hope o f improving their magic.                                   a target that seems susceptible to fire damage, using
                                                                       feathers   of flame   again whenever t h e power recharges.
                                                                       W h e n pressed by multiple foes, t h e phoera uses flyby
                                                                       attack to reposition itself.
I
                                                                                                                                              U
                                                                                                                                              <
                                                                                                                                              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)
REMORHAZ

 R E M O R H A Z E S USE T H E I R INTENSE INTERNAL HEAT
 to b u r r o w t h r o u g h t h e ice a n d r o c k o f t h e i r a r c t i c
 h o m e s , preying on any c r e a t u r e s t h e y c o m e across,
 even giants a n d dragons.


 Remorhaz                                             Level 21 Elite Brute
 Huge elemental beast                                             XP 6,400
 Initiative +18             Senses Perception +15; low-light vision
 Blistering Heat (Fire) aura 2; each creature that starts its turn
    within the aura takes 10firedamage.
 H P 480; Bloodied 240
 AC 33; Fortitude 33, Reflex 34, W i l l 32
 Saving Throws +2
 Speed 6, burrow 4 (tunneling)
 Action Points 1
 © Bite (standard; at-will)
    Reach 2; +24 vs. AC; 2d12 + 10 damage, and the target is
    grabbed.
  Swallow (minor; at-will) • Fire
    Reach 2; targets a creature grabbed by the remorhaz; +24 vs.
    Fortitude; the target is swallowed and is no longer grabbed.                  REMORHAZ TACTICS
    While swallowed, the target is restrained and takes 10 damage
                                                                                  A r e m o r h a z b u r r o w s to r e a c h a n isolated e n e m y a n d
    plus 10 fire damage at the start of the remorhaz's turn. The
    swallowed creature has line of sight and line of effect only to               grabs it with its bite attack, t h e n attempts to swallow
    the remorhaz, and no creature has line of sight or line of effect             it whole.
    to the target. The swallowed creature can make only melee or
    close attacks. If the swallowed creature deals 30 damage to
    the remorhaz with an attack, the remorhaz regurgitates the
                                                                                  REMORHAZ LORE
    creature into an adjacent square, and the creature is no longer                   A r c a n a D C 2 2 : A r e m o r h a z generates i n t e n s e
    swallowed. When the remorhaz dies, the target is no longer                    heat, especially w h e n e n r a g e d . R e m o r h a z e s are infa-
    swallowed and can escape as a move action, appearing in the
                                                                                  mous for swallowing t h e i r prey whole, t h o u g h they
    remorhaz's former space.
                                                                                  dislike trying to digest m e a l s that are also causing
 I Trample (standard; at-will)
                                                                                  them damage.
    The remorhaz moves its speed and can enter enemies' spaces.
                                                                                      A r c a n a D C 2 7 : R e m o r h a z e s are wild c r e a t u r e s ,
    The remorhaz makes an attack against each enemy whose
    space it enters: +22 vs. Reflex; 2d10 + 5 damage, and the target              but they a r e s o m e t i m e s t r a i n e d by frost giants for use
    is knocked prone.                                                             as g u a r d i a n s .
    Immolating Carapace (standard; recharge (fjj) • Fire
    Close burst 1; +24 vs. Reflex; 3d10 + S fire damage, and the
    target takes ongoing 10 fire damage until it ends its turn in a
                                                                                  ENCOUNTER GROUPS
    space that is not adjacent to the remorhaz.                                   Frost giants are a m o n g t h e few c r e a t u r e s that have
 Enraged Heat (immediate reaction, when a creature hits the                       b e e n k n o w n to risk t r a i n i n g r e m o r h a z e s .
    remorhaz with a melee attack; usable only while bloodied;
    at-will) • Fire
                                                                                  Level 1 8 E n c o u n t e r ( X P         11,200)
    The triggering creature takes 10 fire damage.
                                                                                  •    1 frost giant (level 17 brute)
 Alignment Unaligned                 Languages -
                                                                                  •    1 r e m o r h a z (level 2 1 elite brute)
 Str 23 (+16)               Dex 26 (+18)               W i s 21 (+15)
 Con 20 (+15)               Int 5 (+7)                 Cha 10 (+10)               •    1 r i m e h o u n d (level 17 elite s k i r m i s h e r )
x
RETRIEVER                                                                                                                                                        _
                                                                                                                                                                 >
                                                                                                                                                                 _
 R E T R I E V E R S A R E ARACHNOID MONSTROSITEES c r e a t e d                                                                                                 -
                                                                                                                                                                 _,
 by the primordials to seek out their foes with unerr-
                                                                                                                                                                 ::::
 ing accuracy. As constructs, they are built to follow
 the directions o f powerful creatures.


 Retriever                                       Level 2 7 Soldier
 Huge elemental animate                                         XP 11,000
 Initiative +24        Senses Perception +20; darkvision,
                       truesight 10
 HP 248; Bloodied 124
 AC 43; Fortitude 39, Reflex 40, W i l l 38
 Immune charm, fear; Resist 5 to all damage
 Speed S                                           ,   a   m   ^^   m   m   ^   m   ^.
 © Claws (standard; at-will)
   Reach 3; +34 vs. AC; 2d8 + 8 damage.
 © Retrieve (standard; usable only while the retriever does not
   have a creature grabbed; at-will)
    Reach 3; +30 vs. Fortitude; 2d8 + 8 damage, and the target
    is grabbed. The retriever can move a creature it has grabbed
    without making a Strength attack.
 •f Eye Rays (standard; one ray recharges each round-roll a d4 to
    determine which) • Acid, Cold, Fire, Thunder
    The retriever fires all the rays as a single standard action, but
    each must target a different creature: ranged 10; +32 vs. Reflex.
    1—Acid Ray: 2d10 + 9 acid damage, and the target is blinded
    (save ends).
    2—Cold Ray: 2d10 + 9 cold damage, and the target is
    immobilized (save ends).
    3—Fire Ray: 2d10 + 9 fire damage, and ongoing 15 fire damage
    (save ends).
   4—Thunder Ray: 2d10 + 9 thunder damage, and the target is
                                                                                         RETRIEVER LORE
    stunned (save ends).                                                                     A r c a n a D C 2 6 : Retrievers are unrivaled assassins
 Self-Repair (standard; recharges when first bloodied) • Healing                         and kidnappers that have the ability to find a desig-
   The retriever regains 20 hit points and gains a +4 bonus to AC                        nated target even across interplanar distances. T h e i r
    until the start of its next turn.
                                                                                         eye rays c a n easily destroy or neutralize targets.
 Unerring Accuracy (standard; daily) • Teleportation
                                                                                             A r c a n a D C 3 1 : Retrievers have a single m i n d e d
    The retriever senses the general location of the target or nearest
    creature of the type it was commanded to locate. The retriever                       intellect, and in t h e eons since t h e cosmic war they
    teleports to a space that is within 10 squares of the target. The                    have continued tirelessly to pursue whatever tasks
    target need not be on the same plane as the retriever when it                        they were given before being separated from their
    uses this power.                                                                     primordial masters.
 Alignment Unaligned           Languages -
                                                                                             D e m o n s have l e a r n e d the secret o f c o m m a n d i n g
 Str 26 (+21)          Dex 29 (+22)          W i s 25 (+20)
                                                                                         retrievers, turning these constructs into a n o t h e r tool
 Con 24 (+20)          Int 2 (+9)             Cha 10 (+13)
                                                                                         for their destructive impulses.

 RETRIEVER TACTICS                                                                       ENCOUNTER GROUPS
 A retriever uses eye rays whenever possible. I n any
                                                                                         I f they aren't acting alone on some ancient mission,
 round w h e n the retriever has access to at least two
                                                                                         retrievers are seen alongside d e m o n s that have taken
 rays, it fires t h e m , even i f doing this provokes oppor-
                                                                                         control o f t h e m .
 tunity attacks. I f it does not, it savages foes with its
 claws. W h e n directed to find a target, a retriever con-
                                                                                         Level 2 6 Encounter ( X P 4 3 , 1 0 0 )
 centrates its attacks on that c r e a t u r e until it c a n grab
                                                                                         •   1 abyssal rotfiend (level 2 6 controller)
 the target using       retrieve.
                                                                                         •   1 marilith (level 2 4 elite skirmisher, M M 5 7 )
                                                                                         •   2 retrievers (level 2 7 soldier)
RUST MONSTER

 R U S T MONSTERS ROAM CAVERNS A N D DUNGEONS seek-
 ing m e t a l s to devour, m a k i n g t h e m a n i g h t m a r e for
 any civilized c r e a t u r e dwelling u n d e r g r o u n d .



 RUST MONSTER
 A RUST MONSTER T Y P I C A L L Y ATTACKS t h e n e a r e s t large
 source o f m e t a l , so t h e most heavily a r m o r e d e n e m y
 is often its target.


 Rust Monster                                    Level 6 Skirmisher
 Medium natural beast                                             XP 250
 Initiative +10         Senses Perception +5; low-light vision
 HP 66; Bloodied 33
 AC 20; Fortitude 16, Reflex 21, W i l l 17
 Speed 8
 © Bite (standard; at-will)
    +11 vs. AC; 1d10 + 5 damage, and if the target is wearing heavy
    armor, the armor is rusting until the end of the encounter.
    While the armor is rusting, the target takes a cumulative -1
    penalty to AC, to a maximum penalty of -5.
 4 Dissolve Metal (standard; encounter) • Reliable
    Targets a creature wearing or wielding a rusting magic item of
    10th level or lower or any non-magic rusting item; +9 vs. Reflex;
    the rusting item is destroyed.
 Rusting Defense (when the rust monster is hit by a weapon
    attack; at-will)
    The weapon used in the triggering attack is rusting until the end
    of the encounter. While the weapon is rusting, the target takes
    a cumulative -1 penalty to damage rolls on attacks that use the        YOUNG RUST
    weapon, to a maximum penalty of -5.
 Residuum Recovery                                                         MONSTER SWARM
    A rust monster consumes any item it destroys. The residuum             YOUNG RUST MONSTER S W A R M S S W I R L a r o u n d m a n y
    from any magic items the monster has destroyed can be                  foes, seeking a taste o f all t h e m e t a l s they c a n see.
    retrieved from its stomach. The residuum is worth the market
    value of the item (not one-fifth the value).
 Alignment Unaligned            Languages —                                Young Rust Monster Swarm                            Level 9 Soldier
 Str 8 (+2)              Dex 20 (+8)            W i s 15 (+5)              Medium natural beast (swarm)                                 XP400

 Con 10 (+3)             Int 2 (-1)             Cha 12 (+4)                Initiative +12     Senses Perception +5; low-light vision
                                                                           Swarm Attack aura 1; each enemy that starts its turn within the
                                                                             aura takes 3 damage. If the enemy has a rusting item, that
 RUST MONSTER TACTICS                                                        enemy is also slowed until the end of its turn.
 A h u n g e r for m e t a l drives t h e rust monster, a n d it           HP 92; Bloodied 46
                                                                           AC 25; Fortitude 19, Reflex 24, W i l l 19
 h e a d s straight for t h e closest e n e m y w e a r i n g m e t a l
                                                                           Resist half damage from melee and ranged attacks; Vulnerable 10
 a r m o r or b r a n d i s h i n g a m e t a l m e l e e weapon. A rust
                                                                             against close and area attacks
 m o n s t e r isn't clever, a n d often provokes opportunity              Speed 6
 attacks as it t u r n s to its n e x t target. Usually, after a           © Swarm of Teeth (standard; at-will)
 rust m o n s t e r dissolves a suit o f a r m o r or a few weap-            +14 vs. Reflex; 2d8 + 1 damage, and if the target is wearing
 ons, it retreats, content with its belly full o f rust.                     heavy armor, the armor is rusting until the end of the encounter.
                                                                             While the armor is rusting, the target takes a cumulative -1
                                                                             penalty to AC, to maximum penalty of -5.
                                                                           Rusting Defense (when the rust monster swarm is hit by a
                                                                             weapon attack; at-will)
                                                                             The weapon used in the triggering attack is rusting until the end
                                                                             of the encounter. While the weapon is rusting, the target takes
                                                                             a cumulative -1 penalty to damage rolls on attacks that use the
                                                                             weapon, to a maximum penalty of -5.
                                                                           Alignment Unaligned          Languages-
                                                                           Str 8 (+3)            Dex 22 (+10)           W i s 13 (+5)
                                                                           Con 12 (+5)           lnt2(+0)               Cha 12 (+5)
DWEOMER EATER                                                         RUST MONSTER LORE
SOME RUST MONSTERS DEVELOP A TASTE FOR MAGIC and                           N a t u r e D C 1 4 : Rust monsters devour metals to
eat items infused with a r c a n e energy in order to grow            survive. Most spend their lives leaching m i n e r a l s
larger and stronger.                                                  from stone, but purer m a n u f a c t u r e d metals draw
                                                                      t h e m like blood draws sharks.
Dweomer Eater                                Level 11 Skirmisher           Since their food is scarce, rust monsters typically
Large natural beast                                           XP600   have only one or two young per brood. In places where          D
Initiative +13        Senses Perception +9; low-light vision          food is plentiful, such as near a lode o f metal ore, a pair   ^
H P 110; Bloodied 55                                                  o f rust monsters c a n have dozens o f offspring.
AC 25; Fortitude 20, Reflex 25, W i l l 23                               N a t u r e D C 1 9 : A rust monster that feeds on resid-
Speed 8
© Bite (standard; at-will)     j|l_fi                                 uum retains it within its body. T h e residuum c a n b e
                                                                      retrieved after its death. Those that have eaten a large
  +16 vs. AC; 2d6 + 6 damage, and if the target is wearing magic
  armor, the armor is decaying until the end of the encounter.        a m o u n t o f residuum, called dweomer eaters, eventu-
  While the armor is decaying, the armor's enhancement bonus          ally absorb it, growing in size and b e c o m i n g hungry
  takes a cumulative -1 penalty, to the maximum of the armor's        for m o r e magic.
  enhancement bonus.
4 Dissolve Item (standard; recharge (Ii)) • Reliable
  Targets a creature wearing or wielding a decaying magic item of     ENCOUNTER GROUPS
   15th level or lower; +14 vs. Reflex; the decaying magic item is    Rust monsters are creatures o f opportunity, so their
   destroyed.                                                         allies often avoid using metal tools or weapons.
Magic Consumption (when the dweomer eater is hit by an attack
                                                                      Lizardfolk sometimes use rust monsters to help even
  that uses a magic implement or weapon; at-will)
                                                                      the odds against well-armed e n e m i e s .
  The implement or weapon used in the triggering attack is
   decaying until the end of the encounter. While the implement
   or weapon is decaying, the target takes a cumulative -1 penalty    Level 6 Encounter ( X P 1,250)
   to that implement's or weapon's enhancement bonus, to a            • 2 blackscale bruiser lizardfolk (level 6 brute,
   maximum penalty equal to the item's enhancement bonus.               MM 1 7 9 )
Residuum Recovery
                                                                      • 1 greenscale m a r s h mystic lizardfolk (level 6 con-
   A dweomer eater consumes any item it destroys. The residuum
                                                                        troller, MM 1 7 9 )
   from any magic items the dweomer eater has destroyed can be
                                                                      •   2 rust monsters (level 6 skirmisher)
   retrieved from its stomach. The residuum is worth the market
   value of the item (not one-fifth the value).
Alignment Unaligned           Languages -                             Level 8 Encounter ( X P 1,750)
Str 12 (+6)            Dex 2 3 (+11)          W i s 18 (+9)           • 1 dweomer eater (level 11 skirmisher)
Con14(+7)              Int2(+1)               Cha 13 (+6)
                                                        >             • 1 spriggan witherer (level 8 artillery)
                                                                      • 2 young rust monster swarms (level 9 soldier)



                                  A GUIDE T O USING R U S T                      MONSTERS
For a PC, the threat of losing gear can be greater than the           an encounter, think about ways to allow the PCs to carry
threat of being reduced to 0 hp. Because of this fact, rust           on, with perhaps less optimal gear. For example, the
monsters can be more terrifying for players to face than              PCs might have had a previous encounter that provided
a rampaging red dragon. A character who loses his or her              armor or weapons that they wouldn't normally use, or
armor becomes extremely vulnerable, and a character                   the PCs might be able to fashion clubs or other simple
who has lost a magic weapon won't be as effective in                  weapons out of nearby materials.
later encounters. W h e n a rust monster consumes a PC's                  Eventually, though, the PCs should have an opportu-
weapon, it effectively gives that PC a significant penalty            nity to regain their lost equipment by using the residuum
on attack and damage rolls until he or she can find a                 found in the monster. Although a PC might lose an item,
suitable replacement weapon. A PC who loses armor to                  it is intended that the loss be only temporary, which is
a rust monster suffers an even more dramatic reduction in             why the residuum recovered from a rust monster is equal
AC unless replacement armor can be found.                             to the full value of the destroyed item. How the PCs deal
   The possibility of recovering residuum   from a rust               with the loss is what makes the rust monster fun. Be wary
monster or a dweomer eater alleviates this disadvantage               of PCs who try to abuse a rust monster's powers to their
to some degree, but the PCs will still need to find time              advantage by using rust monsters to consume items the
to rest and use the Create Magic Item ritual, and they                PCs would otherwise sell for one-fifth value. In such cases,
might even need to "head back to t o w n " to find a way              you should reduce the resulting residuum to one-fifth value,
to replace the item. But you don't want an encounter                  effectively making the rust monster a free Disenchant
with a rust monster to be one that forces the PCs to                  Magic Item ritual.
stop adventuring. W h e n you include a rust monster in
Shadar-Kai Dawnkiller
SHADAR-KAI                                                                          Medium shadow humanoid
                                                                                                                                         Level 1 4 Lurker
                                                                                                                                                      X P 1,000
                                                                                    Initiative +18         Senses Perception +16; low-light vision
                                                                                    HP 106; Bloodied 53
 T H E S E S H A D O W Y HUMANOIDS pursue p l e a s u r e ' a n d                   AC 28; Fortitude 26, Reflex 28, W i l l 25
 pain, depravity a n d hedonistic excess—any rush o f                               Speed 7
 sensation to forestall t h e Shadowfell's gloom.                                   © Kukri (standard; at-will) • Weapon
                                                                                      +19 vs. AC; 2d6 + 6 damage, and the target is shrouded in
                                                                                      gloom (save ends).
 SHADAR-KAI LORE                                                                    4 Shade Strike (standard; at-will) • Necrotic
     A r c a n a D C 1 8 : Shadar-kai seek new e x p e r i e n c e s                  +19 vs. AC; targets an enemy shrouded in gloom; 2d8 + 6
 a n d a rush o f sensation. C h a r a c t e r s who risk bargain-                    necrotic damage, and the target is blinded (save ends).
                                                                                    Shadow Jaunt (move; encounter) • Teleportation
 ing with the shadar-kai should offer a n intense or
                                                                                      The shadar-kai dawnkiller teleports 3 squares and becomes
 diverting e x p e r i e n c e as t h e i r p a r t in t h e deal.
                                                                                      insubstantial until the start of its next turn.
     A r c a n a D C 2 3 : Long ago, t h e shadar-kai b o u n d                     Shadows of the Raven Queen • Necrotic
 t h e m s e l v e s by oath a n d blood to t h e service o f t h e                   The shadar-kai dawnkiller's melee attacks deal 2d6 extra
 R a v e n Q u e e n . However, t h e y found t h e i r e x t e n d e d               necrotic damage against a target that cannot see the dawnkiller.
 lives t h r e a t e n e d by t h e o m n i p r e s e n t m a l a i s e o f t h e   Shrouded in Gloom
 Shadowfell. R e a l i z i n g that sensation, even pain, was                         While shrouded in gloom, a creature takes a -2 penalty to
                                                                                      attack rolls and gains only half the benefit of healing effects.
 t h e only way to forestall t h e i r home's soul-draining
                                                                                    Alignment Unaligned            Languages Common
 gloom, t h e shadar-kai b e c a m e a race o f e x t r e m e s .
                                                                                    Skills Acrobatics +19, Stealth +19
                                                                                    Str 20 (+12)           Dex 24 (+14)              W i s 18 (+11)
 SHADAR-KAI BLACKSOUL                                                               Con16(+10)             lnt14(+9)                 Cha 11 (+7)
                                                                                    Equipment leather armor, 2 kukris
 A S H A D A R - K A I BLACKSOUL KILLS FROM A DISTANCE, tar-
 geting foes with bolts o f n e c r o t i c energy.
                                                                                    SHADAR-KAI GLOOM LORD
 Shadar-Kai Blacksoul                                  Level 1 4 Controller         S H A D A R - K A I GLOOM LORDS COMMAND T H E S H A D O W S
 Medium shadow humanoid                                           X P 1,000         a n d c o n s t r u c t prisons from t h e m .
 Initiative +10             Senses Perception +8; low-light vision
 HP 138; Bloodied 69                                                                                                                   Level 1 4 Artillery
                                                                                    Shadar-Kai Gloom Lord
 AC 26; Fortitude 25, Reflex 28, W i l l 28                                         Medium shadow humanoid                                            X P 1,000
 Speed 7
                                                                                    Initiative +10         Senses Perception +8; low-light vision
 © Corrupting Blackfire (standard; at-will) • Fire, Necrotic
                                                                                    HP 108; Bloodied 54
     +19 vs. AC; I d I O + 6 fire and necrotic damage, and the target is
                                                                                    AC 26; Fortitude 25, Reflex 28, W i l l 26
     shrouded in gloom (save ends).
                                                                                    Speed 7
 ®   Shadowbolt (standard; at-will) • Necrotic
                                                                                    © Corrupting Blackfire (standard; at-will) • Fire, Necrotic
     Ranged 10; +18 vs. Reflex; 3d6 + 6 necrotic damage, and the
                                                                                      +19 vs. AC; 2d8 + 6 fire and necrotic damage, and the target is
     target is shrouded in gloom (save ends).
                                                                                      shrouded in gloom (save ends).
 • Corrupt Soul (standard; at-will) • Charm
  Y
                                                                                    © Shadowbolt (standard; at-will) • Necrotic
     Ranged 10; targets a creature shrouded in gloom; +18 vs. Will;
                                                                                      Ranged 10; +19 vs. Reflex; 2d8 + 6 necrotic damage, and the
     the target is dominated (save ends).
                                                                                      target is shrouded in gloom (save ends).
 •ft Shadowburst (standard; recharge jjj) • Necrotic
                                                                                    © Shadowcage (standard; at-will) • Necrotic
     Area burst 3 within 10; targets enemies; +16 vs. Reflex; I d I O
                                                                                       Ranged 10; targets a creature shrouded in gloom; +19 vs.
     + 6 necrotic damage, and the target is shrouded in gloom (save
                                                                                       Reflex; 3d6 + 6 necrotic damage, and the target is restrained
     ends). Miss: Half damage.
                                                                                      and cannot see creatures more than 2 squares away from it
 Shadow Jaunt (move; encounter) • Teleportation
                                                                                      (save ends both).
     The shadar-kai blacksoul teleports 3 squares and becomes
                                                                                    Shadow Jaunt (move; encounter) • Teleportation
     insubstantial until the start of its next turn.
                                                                                      The shadar-kai gloom lord teleports 3 squares and becomes
 Shrouded in Gloom
                                                                                       insubstantial until the start of its next turn.
     While shrouded in gloom, a creature takes a -2 penalty to
                                                                                    Shrouded in Gloom
     attack rolls and gains only half the benefit of healing effects.
                                                                                      While shrouded in gloom, a creature takes a -2 penalty to
 Alignment Unaligned                 Languages Common
                                                                                      attack rolls and gains only half the benefit of healing effects.
 Skills Arcana +19, Stealth +15
                                                                                    Alignment Unaligned            Languages Common
 Str 12 (+8)                Dex 16 (+10)               W i s 12 (+8)
                                                                                    Skills Arcana +19, Stealth +15
 Con 18(+11)                Int24(+14)                 Cha 20(+12)
                                                                                    Str 12 (+8)            Dex 16 (+10)              W i s 12 (+8)
 Equipment leather armor
                                                                                    Con 18 (+11)           Int 24 (+14)              Cha 20 (+12)
                                                                                    Equipment leather armor
 SHADAR-KAI DAWNKILLER
 A S H A D A R - K A I D A W N K I L L E R USES STEALTH and mobil-
 ity to r e m a i n u n s e e n , slicing its e n e m i e s with lethal
 c u r v e d knives.
(Left to right) shadar-kai painhearer, gloom lord, dawnkiller, and blacksoul


SHADAR-KAI PAINBEARER                                                     Shadowjaunt (move; encounter) • Teleportation
                                                                              The shadar-kai painbearer teleports 3 squares and becomes
G R A C E F U L DANCERS OF DEATH, shadar-kai p a i n b e a r e r s            insubstantial until the start of its next turn.
e a r n e d t h e i r n a m e from the spiked c h a i n s they wield.     Shrouded in Gloom
                                                                              While shrouded in gloom, a creature takes a -2 penalty to
                                                                              attack rolls and gains only half the benefit of healing effects.
Shadar-Kai Painbearer             Level 1 5 Skirmisher (leader)
                                                                          Alignment Unaligned             Languages Common
Medium shadow humanoid                                     XP 1,200
                                                                          Skills Acrobatics +19, Stealth +19
Initiative +16         Senses Perception +11; low-light vision
                                                                          Str 20 (+12)            Dex 24 (+14)             W i s 18 (+11)
Shadow weft aura 5; each shadar-kai ally within the aura shifts 1
                                                                          Con 16 (+10)             Int 14 (+9)              Cha 11 (+7)
  square as a free action after it hits with a melee attack.
                                                                          Equipment leather armor, spiked chain
H P 144; Bloodied 72
AC 29; Fortitude 27, Reflex 29, W i l l 27
Speed 7                                                                   ENCOUNTER GROUPS
© Shadow Chain (standard; at-will) • Weapon
                                                                          S h a d a r - k a i frequently ally with o t h e r c r e a t u r e s o f
   Reach 2; +20 vs. AC; 2d8 + 6 damage, and the target is
  shrouded in gloom (save ends).                                          t h e Shadowfell, such as b o d a k s , b o n e c l a w s , a n d dark

+ Shadow Dance (standard; recharge [xl III]) • Necrotic                   o n e s . Powerful shadar-kai favor n i g h t m a r e s as steeds.
  The shadar-kai painbearer shifts 7 squares and makes three
  shadow chain attacks during the move, each against a different          Level 1 3 Encounter ( X P 4 , 6 0 0 )
  target. The painbearer's second and third attacks deal 2d6              •    1 b o d a k skulk (level 1 6 lurker, M M 3 6 )
   extra necrotic damage for each prior attack that has hit. A            •    2 shadar-kai d a w n k i l l e r s (level 1 4 lurker)
   creature that is shrouded in gloom and is hit by an attack is
                                                                          •    1 shadar-kai p a i n b e a r e r (level 1 5 s k i r m i s h e r )
   blinded (save ends).
Shadow Boon (immediate reaction, when an ally within 10                   Level 14 Encounter ( X P 5 , 4 0 0 )
   squares of the shadar-kai painbearer misses with an attack;            •    1 shadar-kai blacksoul (level 14 controller)
   encounter)                                                             •    2 shadar-kai gloom lords (level 1 4 artillery)
   The triggering ally rerolls the attack roll.
                                                                          •    2 shadar-kai p a i n b e a r e r s (level 15 s k i r m i s h e r )
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.
SKELETON

 SKELETONS R A R E L Y E X I S T W I T H O U T P U R P O S E . W h e t h e r
 c r a f t e d t h r o u g h n e c r o m a n t i c ritual or raised from a
 tomb, t h e y relentlessly attack w h e n c o m p e l l e d to kill.


 BONECRUSHER SKELETON
 S W I F T BONECRUSHER SKELETONS leap into c o m b a t fear-
 lessly a n d wield greatclubs with whiplike s p e e d .


 Bonecrusher Skeleton                                  Level 7 Soldier
 Large natural animate (undead), minotaur                          XP 300
 Initiative +10          Senses Perception +6; darkvision
 HP 80; Bloodied 40
 AC 22; Fortitude 21, Reflex 21, W i l l 19
 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
 Speed 8
 0   Greatclub (standard; at-will) • Weapon
     Reach 2; +13 vs. AC; 1 d l 0 + 5 damage.
 4 Crushing Blow (standard; recharge (fT) • Weapon
     Reach 2; +13 vs. AC; 2d10 + 5 damage, and the target is
     knocked prone.
 Threatening Reach
     A bonecrusher skeleton can make opportunity attacks against
     all enemies within its reach (2 squares).
 Alignment Unaligned             Languages -
 Str 20 (+8)             Dex 21 (+8)              W i s 16 (+6)
 Con 16 (+6)             Int 3 (-1)               Cha 3 (-1)
 Equipment greatclub                                                           SKELETON LORE
                                                                                   R e l i g i o n D C 1 2 : B o n e c r u s h e r skeletons arise

 SKELETAL STEED                                                                from t h e b o n e s o f ogres, m i n o t a u r s , oni, giants, a n d
                                                                               o t h e r large c r e a t u r e s .
 A SKELETAL STEED W I T H A SKELETAL R I D E R is t h e b a s k
                                                                                   Skeletal steeds rarely arise alone; they awaken
 m o u n t e d unit o f a n u n d e a d army.
                                                                               from d e a t h with t h e i r riders or a r e c r e a t e d by rituals
                                                                               as m o u n t s . W i t h o u t n e e d o f rest or s u s t e n a n c e , t h e s e
 Skeletal Steed                                   Level 3 Skirmisher
                                                                               c r e a t u r e s provide tireless service to any warrior.
 Large natural animate (mount, undead)                        XP150
 Initiative +6           Senses Perception +2; darkvision
 HP 47; Bloodied 23                                                            ENCOUNTER GROUPS
 AC 17; Fortitude 15, Reflex 16, W i l l 14
                                                                               Skeletons do little o f t h e i r o w n volition, so b o n e
 Immune disease, poison
                                                                               c r u s h e r skeletons are often found as guards a n d
 Speed 8
 © Kick (standard; at-will)                                                    skeletal steeds as m o u n t s .

     +8 vs. AC; 1d8 + 2 damage.
 4 Mobile Melee Attack (standard; at-will)                                     Level 5 Encounter ( X P                 1,025)
     The skeletal steed moves its speed and makes a kick attack                •    1 d e a t h l o c k wight (level 4 controller, MM 2 6 2 )
     during the move. The steed does not provoke opportunity                   •    3 skeletal steeds (level 3 s k i r m i s h e r )
     attacks while moving away from the target of this attack.
                                                                               •    2 wights (level 5 skirmisher, M M 2 6 2 )
 • * Death Shriek (minor; recharge [x][Tj]) • Fear
  <
     Close burst 3; targets enemies; +6 vs. Will; the target takes a -2
     penalty to attack rolls (save ends).                                      Level 6 Encounter ( X P                  1,450)

 Mount of the Dead (while mounted by a friendly rider of 3rd level             •    3 b o n e c r u s h e r skeletons (level 7 soldier)
     or higher) • Mount                                                        •    1 ore eye o f G r u u m s h (level 5 controller, MM 2 0 4 )
     When the skeletal steed uses mobile melee attack, the rider               •    1 z o m b i e h u l k (level 8 brute, M M 2 7 5 )
     makes a melee basic attack during the move as a free action.
     The rider can choose to forego its basic attack and the steed's
     attack to instead use one of the rider's melee attack powers
     during the move.
 Alignment Unaligned              Languages -
 Str 12 (+2)              Dex 17 (+4)             W i s 13 (+2)
 Con 15 (+3)              Int 3 (-3)              Cha 3 (-3)
it
                                                                         Flux Slaad                                          Level 9 Skirmisher
SLAAD                                                                    Medium elemental humanoid                                         XP400
                                                                         Initiative +8          Senses Perception +10; low-light vision
                                                                         H P 98; Bloodied 49
 THROUGH A H A Z E OF MADNESS, slaads see a world with
                                                                         AC 23; Fortitude 23, Reflex 21, W i l l 21
 too m u c h order and too m a n y constraints. T h e i r dis-           Resist 5 variable (see also slaad vulnerability     shift); Vulnerable 10
 ruptive attacks create disorder, but rarely on a large                    variable (see also slaad vulnerability   shift)
 scale; their chaotic nature deters t h e m from banding                 Speed 7, teleport 2
 into effective armies.                                                  © Claw Slash (standard; at-will)
                                                                           +14 vs. AC; 2d8 + 3 damage.
                                                                          Flux Rage (standard; recharges when first bloodied)
 F L U X SLAAD                                                             The flux slaad shifts 2 squares and makes one claw slash attack
                                                                           against each creature it moves adjacent to during the shift.
 M U T A B L E F L U X SLAADS alter t h e i r defenses a n d vul-
                                                                         Piercing Reaction (immediate reaction, when the flux slaad takes
 nerabilities in response to e n e m y attacks.
                                                                           damage from an attack; at-will)
                                                                           The slaad shifts 1 square.
 F L U X SLAAD TACTICS                                                   Slaad Vulnerability Shift
 A flux slaad goes into flux rage early in a fight, throw-                 A flux slaad starts the encounter with vulnerable 10 to one

 ing itself into the midst o f its e n e m i e s and trying to             of the following six damage types, randomly determined:
                                                                            1-cold, 2-fire, 3-lightning, 4-necrotic, 5-psychic, or
 slash down as m a n y as possible. It then uses claw slash
                                                                            6-thunder. It has resist 5 to the other five types. When the
 and shifts using piercing reaction to move into flanking                  slaad takes damage of the type to which it's vulnerable, its
 position or out o f harm's way.                                           vulnerability changes to one of the other five damage types,
                                                                            randomly determined, and it gains resistance to the type it was
                                                                            previously vulnerable to.
                                                                         Alignment Unaligned            Languages Common, Primordial
                                                                         Str 16 (+7)            Dex 15 (+6)                W i s 13 (+5)
                                                                         Con 18 (+8)            Int 7 (+2)                 Cha 14 (+6)



                                                                         F L U X SLAAD LORE
                                                                             A r c a n a DC 19: Flux slaads sometimes acciden-
                                                                         tally slip through weak points b e t w e e n the planes;
                                                                         this c o m m o n l y occurs near gatherings o f bullywugs.
                                                                         T h e flux slaads often end up ruling tribes o f bully-
                                                                         wugs, w h i c h revere t h e m as demon lords.
                                                                             A r c a n a DC 21: Flux slaads garner little respect
                                                                         from their m o r e deadly kin. I n addition to being
                                                                         smaller and weaker t h a n most, they are incapable o f
                                                                         spawning. M a n y flux salads thus lord over what crea-
                                                                         tures they may, often showing surprising restraint in
                                                                         their violent and unpredictable rages.


                                                                         SLAAD SPAWN
                                                                         S L A A D SPAWN A R E NOT S E L F - A W A R E . T h e y desire only
                                                                         to cause chaos and carnage, with n o c a r e for their
                                                                         own or their allies' safety.


                                                                         SLAAD SPAWN TACTICS
                                                                         A slaad spawn prefers to use chaotic slam on the clos-
                                                                         est opponent, especially w h e n the opponent is close
                                                                         to other e n e m i e s .
A r c a n a D C 2 5 : Not all slaads reproduce through Q
                                                                    the implantation o f chaos phage. S o m e are them-        <
                                                                    selves infected with a n aberrant form of chaos phage. _
                                                                    T h e s e slaads grow embryos within their own bodies.              , J )



                                                                    This painful experience causes blood- and pus-filled
                                                                    boils on a slaad's body. Only injury releases the young
                                                                    slaads. This damage, and the dangerous nature o f the
                                                                    spawn, cause m a n y slaad spawners to avoid unleash-
                                                                    ing the spawn from their flesh.


                                                                    ENCOUNTER GROUPS
                                                                    Slaads usually fight alongside other slaads, b e c a u s e
                                                                    their motives are inscrutable to most others.


                                                                    Level 8 Encounter ( X P 1 , 9 5 0 )
                                                                    • 1 death shard (level 8 artillery)
                                                                    • 3 flux slaads (level 9 skirmisher)
                                                                    4 2 slaad tadpoles (level 5 lurker, M M 2 3 7 )


                                                                    Level 17 E n c o u n t e r ( X P 8 , 4 0 0 )
                                                                    4 2 blue slaads (level 17 brute, MM 2 3 8 )
                                                                    4 1 g r e e n slaad (level 1 8 controller, MM 2 3 8 )
                                                                    4 8 slaad spawns (level 17 minion)



                                                                                  SLAAD SPAWNER
                                                                    Some slaads can reproduce through budding. A slaad
                                                                    spawner is covered in bulbous, quivering boils that rup-
                                                                    ture when the spawner is attacked, revealing small slaad
                                                                    spawns.
                                                                       Slaad spawner is a template you can apply to any large
Slaad Spawn                     Level 17 Minion Skirmisher
                                                                    slaad monster.
Small elemental humanoid                                    XP400
Initiative +17        Senses Perception +10; low-light vision
                                                                    Prerequisite: Large slaad, level 1 5
H P 1; a missed attack never damages a minion.
AC 31; Fortitude 30, Reflex 31, W i l l 26                            Slaad Spawner                                Elite Controller
Speed 5, teleport 3                                                   Humanoid                                               XP Elite
© Bite (standard; at-will)                                            Saving Throws +2
  +22 vs. AC; 13 damage.                                              Action Points 1
f Chaotic Slam (standard; at-will)                                    Hit Points None additional
  The slaad spawn jumps a distance up to its speed and then           Powers
  attacks an adjacent enemy: +2 2 vs AC; 12 damage and the            Spawn Slaad (immediate reaction, when the slaad spawner is
  target is knocked prone. Miss: The slaad spawn explodes and is        hit by an attack; at-will)
  reduced to 0 hit points. The spawn then makes the following           A slaad spawn appears in a space adjacent to the slaad
  close burst 1 attack: +20 vs Reflex; 9 damage.                        spawner. It takes its turn in the initiative order after the
Alignment Chaotic evil       Languages -                                slaad spawner. PCs do not earn experience points for killing
Str 17 (+11)          Dex 24 (+15)         W i s 14 (+10)               slaad spawns created by this power.
Con 22 (+14)          Int 3 (+4)           Cha 7 (+6)


SLAAD SPAWM L O R E
   A r c a n a D C 2 0 : F r o m the m o m e n t o f its gory
birth from a living host, a young slaad presents a
threat to all around it. Dim-witted and voracious, the
slaad spawn must eat swiftly and well, or the chaotic
energies contained within its body b e c o m e unstable
and explode. Assuming it survives those first bloody
m o m e n t s o f life, the young slaad grows swiftly and,
after just a few days, begins to display the appearance
and powers that will define it in adulthood.
SLAUGHTERSTONE CONSTRUCT

 T H E S E DEADLY AUTOMATONS were originally designed
                                                                     SLAUGHTERSTONE
 by dwarves for use as guardians o f underground
 fortresses. T h e secret o f their construction has since           EVISCERATOR TACTICS
 been stolen or duplicated by m a n y others.                        Though it is quite capable o f fighting in confined
                                                                     spaces, t h e slaughterstone eviscerator is best
                                                                     employed w h e n it is allowed to wade into a mass o f
 SLAUGHTERSTONE                                                      opponents to use its whirling bladestorm attack against
 EVISCERATOR                                                         several opponents at once.
 T H I S GREAT STONE INSECTILE CONSTRUCT is capable o f
 tearing through hordes o f e n e m i e s in very little time        SLAUGHTERSTONE
 with its whirling serrated blades.
                                                                     HAMMERER
                                                                     POUNDING STONE H A M M E R S m o u n t t h e sides o f this
 Slaughterstone Eviscerator                      Level 1 8 Brute
                                                                     great construct whose every step is like thunder.
 Large natural animate (construct)                        XP 2,000
 Initiative +15        Senses Perception +9; darkvision
                                                                     T h e s e automatons lay waste to all in their path with
 Whirling Blades aura 2; each creature that starts its turn within   uncaring precision.
   the aura takes 10 damage.
 HP 212; Bloodied 106                                                Slaughterstone Hammerer                          Level 2 5 Soldier
 AC 30; Fortitude 31, Reflex 30, W i l l 28
                                                                     Large natural animate (construct)                             XP 7,000
 Immune disease, poison, sleep
                                                                     Initiative +14         Senses Perception +12; darkvision
 Speed 6
                                                                     Thunder Step aura 2; each creature that starts its turn within the
 (T) Eviscerating Blade (standard; at-will)                            aura is slowed until the start of its next turn.
    Reach 2; +21 vs. AC; 2d12 + 8 damage (crit 4d12 + 32).           HP 233; Bloodied 116
 •<T Whirling Bladestorm (standard; recharge [Fi])                   AC 41; Fortitude 40, Reflex 35, W i l l 35
   Close burst 2; +21 vs. AC; 1d12 + 8 damage (crit 2d12 +20).       Immune disease, poison, sleep
 Tunnel Fighting                                                     Speed 6
   A slaughterstone eviscerator takes no penalty to attack rolls     © Slam (standard; at-will)
   while squeezing and does not grant combat advantage while           Reach 2; +32 vs. AC; 2d8 + 10 damage, and the target is
   squeezing.                                                          knocked prone.
                                                                     4 Hammerstrike (standard; at-will)
                                                                       Reach 2; +28 vs. Fortitude; 2d8 + 10 damage, and the target is
                                                                       dazed (save ends).
                                                                     Tunnel Fighting
                                                                       A slaughterstone hammerer takes no penalty to attack rolls
                                                                       while squeezing and does not grant combat advantage while
                                                                       squeezing.
                                                                     Alignment Unaligned          Languages -
                                                                     Str 28 (+21)           Dex 11 (+12)          W i s 10 (+12)
                                                                     Con 25 (+19)           lnt1(+7)              Cha 3 (+8)


                                                                     SLAUGHTERSTONE
                                                                     HAMMERER TACTICS
                                                                     T h e slaughterstone h a m m e r e r strides forward, strik-
                                                                     ing down all who oppose it. It uses hammerstrike
                                                                     against a particularly tough opponent that survives
                                                                     one or m o r e slam attacks.
SLAUGHTERSTONE SLICER
C R A 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.
SPHINX

 SOME SAY T H E GODS C R E A T E D S P H I N X E S to test t h e
 m e t t l e o f h e r o e s or to protect sacred locations;
 others say they a r e primordials b i r t h e d in a t i m e
 before gods.


 SPHINX MYSTERY
 T H E S E C R E A T U R E S AMUSE THEMSELVES by asking t h e i r
 prey for answers to riddles or for obscure bits o f lore
 and interpretations o f prophecy.


 Sphinx Mystery                                     Level 1 9 Brute
 Large immortal magical beast                                  XP 2,400
 Initiative +15         Senses Perception +23; low-light vision
 HP 224; Bloodied 112
 AC 31; Fortitude 30, Reflex 31, W i l l 32
 Speed 6,fly6
 Action Points 1
 0   Ancient Claws (standard; at-will)
     Reach 2; + 22 vs. AC; 3d10 + 5 damage.
 © Bite of Ages (standard; at-will)
     Reach 2; + 22 vs. AC; 1 d10 + 5 damage, and the target is
     knocked prone and immobilized (save ends).
 © Riddle Me This (minor; at-will) • Psychic
     Ranged 10; the sphinx mystery compels the target to
     contemplate a riddle. The target is dazed until the end of the
     encounter or until it answers the riddle. To determine the
     answer, a creature must spend a minor action and succeed at a
     DC 25 History check. A target that does not attempt to answer
     the riddle during its turn takes 2d8 psychic damage at the end
                                                                          SPHINX MYSTERY LORE
     of its turn. An ally can provide the answer and end the effect. If      A r c a n a D C 2 7 : Sphinxes love toying with their
     an ally ends the effect, the target takes 2d8 psychic damage.        prey. I f the victim plays along with the riddles, a
 • Corrective Mauling (standard; recharges when an enemy fails
  f                                                                       sphinx might continue to ask riddles rather t h a n
     the History check for ridd/e me this)                                attack outright.
     Reach 2; +22 vs. AC; 4d10 + 10 damage, and the target is
     knocked prone.
 4* Great Roar (standard; encounter) • Thunder                            ENCOUNTER GROUPS
     Close blast 5; +22 vs. Fortitude; 3d10 + 10 thunder damage,          Sphinxes cooperate with other creatures that c a n tol-
     and the target is pushed 5 squares and knocked prone.
                                                                          erate t h e way they toy with their prey. T h e i r need to
 Alignment Unaligned            Languages Common, Dwarven,
                                                                          pose riddles and questions often trumps tactical reali-
                                Elven, Primordial, Supernal
 Skills Insight+26                                                        ties in combat, m a k i n g t h e m precarious allies.
 Str 25 (+16)           Dex23(+15)            W i s 28 (+18)
 Con24(+16)             Int27(+17)            Cha 28 (+18)                Level 1 6 E n c o u n t e r ( X P 7 , 6 0 0 )
                                                                          • 2 nothic cacklers (level 1 5 artillery)
 SPHINX MYSTERY TACTICS                                                   • 2 savage minotaurs (level 1 6 brute, MM 1 9 1 )
                                                                          • 1 sphinx mystery (level 1 9 brute)
 T h e sphinx mystery prefers to toy with its victims by
 presenting riddles and enigmas before pouncing. It
 uses riddle me this repeatedly to get the question g a m e
 going.
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.
PHASE SPIDER                                                           TOMB SPIDER
T H E S E CUNNING F E Y W I L D PREDATORS have b e e n                 T H E S E VORACIOUS K I L L E R S a r e t r u e c r e a t u r e s o f
k n o w n to cross into the world in search o f prey. Like             the Shadowfell insofar as they c r e a t e u n d e a d as
their natural cousins, they c a n b e found in nearly any              a p a r t o f t h e i r life cycle. T o m b spiders constantly
environment.                                                           look for o p p o r t u n i t i e s to cross over into t h e world,
                                                                       frequently m a k i n g t h e i r lairs in graveyards or cata-
Phase Spider                                  Level 8 Skirmisher       c o m b s w h e r e they c a n find dead b o d i e s i n w h i c h to
Large fey beast (spider)                                      XP 350   lay t h e i r eggs.
Initiative +11        Senses Perception +7; tremorsense 10
H P 87; Bloodied 43                                                    Tomb Spider                               Level 11 Elite Controller
AC 22; Fortitude 19, Reflex 21, Will 18                                Large shadow beast (spider)                                      XP 1,200
Speed 6, climb 6 (spider climb), teleport 6
                                                                       Initiative +9           Senses Perception +12; tremorsense 10
© Bite (standard; at-will) • Poison, Sleep
                                                                       HP 226; Bloodied 113
  +13 vs. AC; 1d8 + 5 damage, and the target is slowed
                                                                       AC 25; Fortitude 23, Reflex 22, Will 22
  (save ends). First Failed Saving Throw: The target is knocked
                                                                       Resist 10 necrotic
  unconscious instead of slowed (save ends),
                                                                       Saving Throws +2
• Ethereal Bite (standard; recharge [_ _ ] ) • Teleportation
 f
                                                                       Speed 6, climb 6 (spider climb)
  The phase spider teleports 10 squares and makes a bite attack.
                                                                       Action Points 1
• Ethereal Repulsion (immediate interrupt, when an enemy
1
                                                                       © Bite (standard; at-will) • Necrotic, Poison
  moves adjacent to the phase spider; at-will) • Teleportation
                                                                          +16 vs. AC; 1d8 + 5 damage, and the target is dazed and takes
  Targets the triggering enemy; +11 vs. Will; the spider teleports
                                                                          ongoing 10 necrotic and poison damage (save ends both). In
  the target 4 squares.
                                                                          addition, the target cannot use second wind until the end of the
Alignment Unaligned          Languages-
                                                                          encounter.
Skills Stealth +14
                                                                       -Y W e b Net (minor 1/round; at-will)
Str 17 (+7)           Dex 20 (+9)             W i s 17 (+7)
                                                                          Ranged 10; +15 vs. Reflex; the target is restrained and gains
Con 15 (+6)           Int 5 (+1)              Cha 10 (+4)
                                                                          vulnerable 5 necrotic (save ends both).
                                                                           Webbed Terrain (standard; recharge [:•:] (fj) • Zone
P H A S E SPIDER TACTICS                                                  Area burst 3 within 10; +15 vs. Reflex; the target is
                                                                          immobilized (save ends). Effect: The burst creates a zone of
A phase spider prefers to surprise its prey, using its
                                                                          spider webs that lasts until the end of the encounter. The
ethereal bite attack to teleport in, bite a n enemy, a n d
                                                                          zone is difficult terrain.
t h e n teleport out o f harm's way. Possessing superior
                                                                       W e b Walker
mobility through their natural ability to teleport,                       A tomb spider ignores the effects of spider webs and spider
phase spiders rarely engage a single e n e m y for longer                 swarms.
t h a n a round or two before moving on to another                     Alignment Evil                  Languages -
opponent.                                                              Skills Athletics +15 (+25 when jumping), Stealth +13
     Phase spiders use hit-and-run tactics in order to                 Str 21 (+10)             Dex 18 (+9)             W i s 15 (+7)
                                                                       Con 17 (+8)              Int 3 (+1)              Cha 18 (+9)
wear down their prey.


P H A S E SPIDER LORE                                                  TOMB SPIDER TACTICS
                                                                       A t o m b spider uses its webbed terrain attack to divide
    A r c a n a DC 2 0 : Though able to sustain them-
                                                                       the field o f battle. It uses web net to restrain as m a n y
selves on the blood o f any living creature, phase
                                                                       opponents as possible, biting t h e m as opportunity
spiders prefer to dine on fey victims. They have b e e n
                                                                       allows. I f it b e c o m e s bloodied, t h e tomb spider uses
k n o w n to divert their attention away from easier prey
                                                                       its considerable j u m p i n g and climbing abilities to
in order to attack such creatures.
                                                                       escape, allowing it to return later to renew the fight.
    A r c a n a DC 2 5 : Phase spiders a r e t h e result o f
ancient magical experimentation by the eladrin, done
in a n effort to create a creature that c a n b e trained to           TOMB SPIDER LORE
infiltrate the dark halls of the drow.                                     A r c a n a D C 1 6 : A tomb spider lays its eggs in a
                                                                       h u m a n o i d corpse, creating an animate m u m m y in
ENCOUNTER GROUPS                                                       which hundreds of tiny tomb spiders reside until t h e
P has e spiders hunt both alone and in packs. T h e y                  creature splits open. Tomb spiders are frequently
have also b e e n k n o w n to work alongside other power-             employed b y followers of Orcus, w h i c h delight in
ful fey creatures, particularly eladrin.                               their natural ability to create undead as part o f their
                                                                       reproductive cycle.
Level 7 Encounter ( X P 1,650)
• 2 eladrin fey knights (level 7 soldier, M M 1 0 2 )
• 3 phase spiders (level 8 skirmisher)
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)
Blood Slide
SPRIGGAN                                                                         A spriggan powrie does not provoke opportunity attacks for
                                                                                 moving out of a space adjacent to a bloodied creature or a
                                                                                 creature that is taking ongoing damage.
 SPRIGGANS A R E GNOMES A L T E R E D b y f o m o r i a n m a g i c .          Combat Advantage
 T h e s e perverse fey now w a n d e r the rough country                        When a spriggan powrie hits a creature that is taking ongoing
 of the Feywild and t h e world, pillaging for food a n d                        damage and is granting combat advantage to the powrie, the
 riches and delighting in the slaying o f foes.                                  powrie's attack increases the ongoing damage by 5.
                                                                               Redcap Zeal (when the spriggan powrie bloodies an enemy or
                                                                                 reduces an enemy to 0 hit points or fewer; encounter)
 SPRIGGAN GIATSITSOUL                                                            The powrie gains 1d8 + 2 temporary hit points.
                                                                               Alignment Evil                Languages Elven
 G I A N T S O U L S BUILD UPON T H E E V I L t h e y i n h e r i t e d from
                                                                               Skills Athletics +11, Stealth +14, Thievery +12
 fomorian domination, gaining strength as well as t h e
                                                                               Str 16 (+6)           Dex 18 (+7)            W i s 12 (+4)
 ability to stretch their a r m s to a giant's r e a c h .
                                                                               Con 15 (+5)           Int 10 (+3)            Cha 15 (+5)
                                                                               Equipment leather armor, 2 sickles, iron-shod boots
 Spriggan Giantsoul                                      Level 8 Brute
 Small fey humanoid                                               XP350
 Initiative +6          Senses Perception +7; low-light vision
                                                                               SPRIGGAN THORN
 H P 106; Bloodied 53                                                          A SPRIGGAN THORN C A R R I E S A CURSE OF B R A M B L E S ,
 AC 20; Fortitude 21, Reflex 19, W i l l 20                                    which it c a n lay upon a n e n e m y with a glance.
 Speed 6
 © Slam (standard; at-will)
                                                                               Spriggan Thorn                                      Level 6 Soldier
   +11 vs. AC; 2d6 + 5 damage, or 2d6 + 9 damage while the
                                                                               Small fey humanoid                                             XP250
   spriggan giantsoul is bloodied.
 • Giantsoul Slam (standard; recharge _ } _ ] _ ] )
  1                                                                            Initiative +7         Senses Perception +9; low-light vision
                                                                               HP 71; Bloodied 35
    Reach 2; +13 vs. AC; 2d6 + 5 damage, and the target is knocked
                                                                               AC 22; Fortitude 18, Reflex 17, W i l l 19
    prone. While the spriggan giantsoul is bloodied, the damage
                                                                               Speed 5
    increases to 2d6 + 9.
                                                                               © Short Sword (standard; at-will) • Weapon
 4 Surprise Slam (immediate interrupt, when an enemy within 2
                                                                                 +13 vs. AC; 1d6 + 3 damage, and ongoing 5 damage (save ends).
    squares of the spriggan giantsoul attacks an ally; encounter)
                                                                                 Mark of Thorns (standard; encounter)
    Giantsoul slam recharges, and the giantsoul uses it against the
                                                                                 Close burst 5; targets one enemy; the target is affected by the
   triggering enemy.
                                                                                 mark of thorns until the end of the encounter. While affected by
 Redcap Zeal (when the spriggan giantsoul bloodies an enemy or
                                                                                 the mark of thorns, the target cannot make opportunity attacks
    reduces an enemy to 0 hit points or fewer; encounter)
                                                                                 against the spriggan thorn, and the target takes 4 damage at the
   The giantsoul gains I d I O + 3 temporary hit points.
                                                                                 end of any turn in which it did not attack the thorn. In addition,
 Alignment Evil                  Languages Elven
                                                                                 at the start of the target's turn, each of the target's allies
 Skills Athletics +14, Intimidate +10, Stealth +12
                                                                                 adjacent to the target takes 4 damage.
 Str 18 (+8)             Dex 15 (+6)            W i s 17 (+7)
                                                                               Drowsing Puncture (minor; recharges when first bloodied)
 Con 16 (+7)             Int 10 (+4)             Cha 12 (+5)
                                                                                  If the spriggan thorn hits with its next short sword attack, the
 Equipment hide armor, iron-shod boots
                                                                                 target of the attack is dazed until the end of the thorn's next
                                                                                 turn and is knocked prone.
 SPRIGGAN P O W R I E                                                          Redcap Zeal (when the spriggan thorn bloodies an enemy or
                                                                                  reduces an enemy to 0 hit points or fewer; encounter)
 C A P E R I N G IN IRON-SHOD BOOTS, powries seek to splash
                                                                                 The thorn gains 1d8 + 2 temporary hit points.
 their feet in the blood o f foes.
                                                                               Alignment Evil                Languages Elven
                                                                               Skills Athletics +12, Stealth +11
 Spriggan Powrie                                 Level 7 Skirmisher            Str 17 (+6)           Dex 15 (+5)             W i s 12 (+4)
 Small fey humanoid                                               XP300        Con 15 (+5)           Int 10 (+3)             Cha 18 (+7)
 Initiative +9           Senses Perception +9; low-light vision                Equipment chainmail, light shield, short sword, iron-shod boots
 H P 79; Bloodied 39
 AC 21 (23 against opportunity attacks); Fortitude 19, Reflex 20,
    W i l l 18
 Speed 6
 © Sickle (standard; at-will) • Weapon
    +12 vs. AC; 1d6 + 3 damage, and ongoing 5 damage (save ends).
 4 Hamstring (standard; recharges when first bloodied) • Weapon
    +12 vs. AC; 1d6 + 3 damage, and the target is knocked prone,
    is slowed until the end of the spriggan powrie's next turn, and
    takes ongoing 5 damage (save ends).
 4 Punt the Fallen (minor 1/round; at-will)
    Targets a prone creature; +12 vs. Fortitude; 1d6 + 3 damage,
    and the spriggan powrie pushes the target 3 squares.
(Left to right) spriggan powrie, spriggan giantsoul, and spriggan thorn


SPRIGGAN W I T H E R E R                                                 SPRIGGAN LORE
SPRIGGAN W I T H E R E R S USE T H E I R MAGIC to c o m m a n d             A r c a n a D C 1 4 : Spriggans, also k n o w n also as red-
the weather and to soak the e a r t h in the blood of                    caps for their habit o f dipping their hats and clothing
their foes.                                                              in blood, prefer to live in dark burrows under rugged
                                                                         terrain. T h e y supplement their stores by raiding and
Spriggan Witherer                    Level 8 Artillery (Leader)          extorting tribute from weaker creatures.
Small fey humanoid                                          XP 350          A r c a n a D C 1 9 : G n o m e s were once fomorian
Initiative +8        Senses Perception +10; low-light vision             slaves, and m a n y fled to the world to elude their
HP 70; Bloodied 35                                                       oppressors. Those that did not m a k e their way to free-
AC 21; Fortitude 19, Reflex 18, Will 20
                                                                         dom were twisted into spriggans.
Speed 6                                      ________
© Withering Touch (standard; at-will) • Necrotic
  +11 vs. Reflex; 1d8 + 4 necrotic damage.                               ENCOUNTER GROUPS
• Sun Scorch (standard; at-will) • Fire, Radiant
 Y
                                                                         Spriggans ally w i t h creatures willing to tolerate
  Ranged 10; +13 vs. Reflex; 2d6 + 5 fire and radiant damage.
                                                                         their bloody ways. T h e y keep dangerous plants and
      Flattening W i n d (standard; recharges when first bloodied)
  Area burst 3 within 10 or close blast 3; +12 vs. Fortitude; 2d6 + 4    a n i m a l s n e a r their h o m e s to dissuade intruders.
  damage, and the target is pushed 2 squares and knocked prone.          F o m o r i a n s and evil eladrin use spriggans as spies
-?f Blood for the Earth (standard, usable only while bloodied;           and scouts.
  at-will)
  Area burst 2 within 10; targets enemies; +12 vs. Fortitude; 1d6        Level 9 Encounter ( X P 2 , 1 5 0 )
  + 4 damage, and ongoing 5 damage (save ends). Effect: Each ally
                                                                         • 1 eladrin twilight i n ca n t e r (level 8 controller,
  within the burst gains 5 temporary hit points.
                                                                           MM 102)
Redcap Zeal (when the spriggan witherer bloodies an enemy or
  reduces an enemy to 0 hit points or fewer; encounter)                  • 1 shambling m o u n d (level 9 brute, M M 2 3 2 )
  The witherer gains 1d6 + 3 temporary hit points.                       • 2 spriggan giantsouls (level 8 brute)
Alignment Evil               Languages Elven                             • 2 spriggan witherers (level 8 artillery)
Skills Arcana +8, Athletics +11, Stealth +12
Str 12 (+5)          Dex 15 (+6)            W i s 12 (+5)
Con 16 (+7)          Int 10 (+4)            Cha 18 (+8)
Equipment leather armor, iron-shod boots
S P R I T E SWARM

  S P R I T E S E X I S T IN GREAT VARIETY in t h e Feywild a n d
  are as c o m m o n as birds. Most present no threat
  beyond twittering laughter in the shadows, but some
  gather in dangerous swarms.


  UMBRAL SPRITE SWARM
  D A R K F E Y W I T H A TASTE FOR BLOOD and a p e n c h a n t
  for causing chaos, u m b r a l sprites gather in the rare
  pockets of shadow within the Feywild and hunt any
  creatures that step into their domain.


  Umbral Sprite Swarm                           Level 4 Controller
  Medium fey humanoid (swarm)                                     XP175
  Initiative +6         Senses Perception +8; blindsight 6
  Swarm Attack aura 1; each enemy that starts its turn within the
    aura takes 3 damage.
  HP 55; Bloodied 27
  AC 18; Fortitude 15, Reflex 17, W i l l 15
  Resist half damage from melee and ranged attacks; Vulnerable 5
    against close and area attacks
  Speed 4, fly 6 (hover)
  © Swarm of Fangs and Blades (standard; at-will)
     +10 vs. AC; 1d6 + 4 damage.
     Darkwave (standard; recharge        t i ) • Necrotic, Zone
     Close burst 3; +8 vs. Reflex; 2d8 + 4 necrotic damage. Effect:
    The burst creates a zone of darkness that lasts until the end
    of the umbral sprite swarm's next turn. The zone blocks line
    of sight.
  Fade Away (immediate reaction, when the umbral sprite swarm
    takes damage; encounter) • Illusion
    The umbral sprite swarm is invisible until after it hits or misses
    with an attack or until the end of its next turn.                     ENCOUNTER GROUPS
  Alignment Unaligned             Languages Elven                         Sprite swarms often fight alongside other fey crea-
  Skills Stealth +11
                                                                          tures. T h e y are generally not found n e a r large towns
  Str8(+1)                 Dex 18 (+6)         W i s 13 (+3)
                                                                          or cities, preferring more rural areas.
  Con 15 (+4)              Int 13 (+3)         Cha 15 (+4)

                                                                          Level 5 E n c o u n t e r ( X P 1 , 0 5 0 )
  UMBRAL SPRITE SWARM TACTICS                                             • 2 ettercap fang guards (level 4 soldier, MM 1 0 7 )
  T h e u m b r a l sprite s w a r m flies into the midst o f its
                                                                          • 2 fey panthers (level 4 skirmisher, MM 2 1 3 )
  opponents and uses its darkwave attack. T h e swarm
                                                                          • 2 u m b r a l sprite swarms (level 4 controller)
  then flits about to m a k e the most o f its swarm of fangs
  and blades until its darkwave attack recharges.


  UMBRAL SPRITE SWARM LORE
      A r c a n a D C 1 2 : Although umbral sprite swarms
  c o m e from the Feywild, those that m a k e their way
  into the world frequently gather in areas where
  they might b e able to cross over into the Shadowfell.
  G n o m e s and spriggans have b e e n known to employ
  u m b r a l sprite swarms as a diversion while they
  pursue goals too subtle for the sprites to aid directly.
wars, battles b e 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 .
Herald of Hadar                                        Level 1 5 Brute       Maw of Acamar                                Level 1 5 Controller
Medium aberrant humanoid                                          XP 1,200   Large aberrant humanoid                                  XP 1,200
Initiative +9           Senses Perception +11; darkvision                    Initiative +9         Senses Perception +11; darkvision
H P 180; Bloodied 90                                                         Hungry Star aura 5; each creature within the aura must spend
AC 27; Fortitude 27, Reflex 26, W i l l 27                                     3 extra squares of movement for each square it moves farther
Speed 6                                                                        away from the maw of Acamar.
© Hungry Claws (standard; at-will)                                           HP 145; Bloodied 77
  +18 vs. AC; 1d10 + S damage. EJfect: The herald of Hadar makes             AC 29; Fortitude 27, Reflex 26, W i l l 27
  one more hungry claws attack against the same target or a                  Speed 6
  different one.                                                             © Devouring Touch (standard; at-will)
• Feeding Frenzy (standard; encounter)
 f                                                                             Reach 2; +19 vs. Reflex; the target takes ongoing 15 damage
  +18 vs. AC; 1d10 + 5 damage. Ejject: The herald of Hadar makes               (save ends).
  three more hungry claws attacks against the same target or                 • • Corpse Star's Grip (minor; at-will)
                                                                             <•
  different ones. No more than two of the attacks can target the               Close burst 5; +19 vs. Fortitude; the maw of Acamar pulls the
  same creature.                                                               target 3 squares.
  Breath of a Dying Star (standard; encounter)                               V- Devouring Star (standard; at-will)
  Close blast 5; +18 vs. Reflex; 2d10 + 5 damage, and the target               Close burst 3; +19 vs. Fortitude; the target takes ongoing 10
  cannot spend healing surges or regain hit points (save ends).                damage (save ends).
Hadar's Hunger (immediate reaction, when a creature within 5                 Destroyer of Life
   squares of the herald of Hadar spends a healing surge; at-will)             When an enemy adjacent to the maw of Acamar succeeds on a
  The herald chooses one of the following options:                             saving throw against ongoing damage, the ongoing damage is
  The herald shifts 3 squares and must end the move closer to the              reduced by 5 instead of ending.
  triggering creature.                                                       Life Devourer (immediate reaction, when a creature within 2
  The herald uses a hungry claws attack.                                       squares of the maw of Acamar spends a healing surge; at-will)
  The herald regains the use of one of its encounter powers.                   The reach of devouring touch and the burst areas of corpse star's
  The herald gains a +2 bonus to attack rolls until the end of its             grip and devouring star increase by 2 until the end of the maw's
   next turn.                                                                   next turn.
Alignment Chaotic evil          Languages telepathy 10                       Alignment Chaotic evil       Languages telepathy 10
Str 17 (+10)            Dex 15 (+9)              W i s 18 (+11)              Str 20 (+12)          Dex 15 (+9)            W i s 19 (+11)
Con 20 (+12)            Int 10 (+7)              Cha 15 (+9)                 Con 17 (+10)          Int 11 (+7)            Cha 16 (+10)


HERALD OE HADAR LORE
    D u n g e o n e e r i n g D C 1 8 : A herald o f H a d a r is
s p a w n e d by its n a m e s a k e , a dying e m b e r o f a star.
T h e h e r a l d feasts on life energy, c h a n n e l i n g it b a c k to
its c r e a t o r in a n effort to avert its d e m i s e .


MAW OF ACAMAR
T H E STAR A C A M A R IS A CORPSE STAR, a dead star o f
utter i n k y n o t h i n g n e s s that devours o t h e r stars that
draw too close. T h e m a w o f A c a m a r is that star's
h u n g e r m a d e real, a n avatar o f devastation that eats
everything in its path.
    I n battle, t h e m a w o f A c a m a r strides a m i d its
foes, relying on t h e powerful m a g i c that surges from
its form to drag v i c t i m s to t h e i r d o o m . W i n d s howl
as A c a m a r draws t h e very air a r o u n d t h e m a w into
itself. C r e a t u r e s slain by t h e m a w are ripped a p a r t
a n d dragged away to d i s a p p e a r into A c a m a r ' s endless
d a r k n e s s . T h e m a w s are deadlier still w h e n encoun-
tered in n u m b e r s ; they crowd a r o u n d a foe a n d t e a r
h i m in h a l f as they pull h i m in several d i r e c t i o n s
at o n c e .
MAW OF ACAMAR LORE
    Dungeoneering D C 1 8 : A maw of Acamar
enters the world when t h e dark influence o f the star
A c a m a r is at its peak. T h e m a w wanders the world,
pulling living creatures into its destructive void to
feed A c a m a r , a dead star wracked by endless hunger.


SCION OF GIBBETH
G I B B E T H is A CURSED GREEN STAR, said to have at its
core an utterly unknowable being. Warlocks and other
arcane users say that Gibbeth shall show its face only
at the end of the world, when the very glare o f its eyes
and the monstrous aspect o f its being pushes all o f cre-
ation into inescapable madness. T h e scion o f Gibbeth
is a terrible shard of that green star, a herald o f Gib-
beth's curse and a forerunner o f what might come.
    W h e n the scion appears, no two observers can agree
on its actual appearance. Some see a green-skinned,
horned giant, while others report a red, spiderlike
creature with a child's face or a serpentine monstrosity
with dozens of gibbering mouths along its body. Sages                           SCION OE GIBBETH LORE
maintain that this outer appearance is merely an aspect                            D u n g e o n e e r i n g D C 2 0 : A scion o f Gibbeth wan-
projected by the shard that dwells within the scion.                            ders the world seemingly at random. Prophets, t h e
T h e mental strain of seeing even a shadow of Gibbeth's                        insane, and cultists a r e drawn to its presence. T h e
essence is such that mortal minds must conjure know-                            scion typically lashes out at any living creature that
able, though strange, images to contain it. Anyone who                          draws near, but it tolerates these worshipers.
sees the scion's true form is doomed to madness.                                   D u n g e o n e e r i n g D C 2 5 : T h e scion o f Gibbeth
                                                                                manifests in the world when Gibbeth is in conjunc-
S c i o n of G i b b e t h                   L e v e l 17 C o n t r o l l e r   tion with the star Allabar, a celestial object known
Large aberrant humanoid                                        XP 1,600         as the O p e n e r of the Way. Allabar wanders the sky
Initiative +11        Senses Perception +11; darkvision                         in a pattern unlike that of any other star. It follows
Aura of Revulsion aura 10; each creature within the aura cannot                 a seemingly random path, and w h e n it draws near
  target the scion of Gibbeth with melee or ranged attacks unless               one of the baleful stars, that star's spawn appear in
  the scion is the nearest enemy.
                                                                                the world. T h e wandering star avoids only A c a m a r ,
H P 163; Bloodied 81; see also revelation o/Gibbeth
                                                                                because that object's hunger is so great that it would
AC 31; Fortitude 29, Reflex 27, W i l l 29
Speed 6                                                                         destroy even the star that would open its path to t h e
© Slam (standard; at-will)                                                      world.
   Reach 2; +22 vs. AC; 2d10 + 5 damage.
• Mind-Splintering Gaze (standard; at-will) • Charm, Gaze,
 Y
   Psychic
                                                                                ENCOUNTER GROUPS
   Ranged 20; +21 vs. Will; 1d8 + 2 psychic damage, and the                     T h e i r malevolence runs rampant, but star spawn are
  target is dominated (save ends).                                              c u n n i n g and calculating enough to entertain alli-
• Gibbeth's Baleful Glare (opportunity, when an enemy targets
 Y                                                                              ances o f convenience.
  the scion of Gibbeth with a melee or ranged attack; at-will) •
  Charm, Psychic
                                                                                Level 1 3 E n c o u n t e r ( X P 4 , 2 0 0 )
   Ranged 20; targets the triggering enemy; +21 vs. Will; 1d8 + 2
                                                                                • 2 battle wight c o m m a n d e r s (level 1 2 soldier,
   psychic damage, and the scion slides the target 2 squares.
4? Revelation of Gibbeth (when the scion of Gibbeth drops to 0                    MM 2 6 2 )
   hit points) • Charm                                                          • 1 beholder eye o f f l a m e (level 1 3 elite artillery,
   Close burst 5; +21 vs. Will; the target is dazed and uses its                  MM 3 2 )
   standard action each turn to charge or to make a melee or                    • 1 herald of H a d a r (level 1 5 brute)
   ranged basic attack against its nearest ally (save ends).
Offering to Gibbeth (immediate reaction, when a creature within
                                                                                Level 1 3 Encounter ( X P 4 , 8 0 0 )
   2 squares of the scion of Gibbeth spends a healing surge; at-will)
  The scion gains a +2 bonus to attack rolls until the end of its
                                                                                •   2 hook horrors (level 1 3 soldier, MM 1 5 8 )
   next turn.                                                                   •   1 m a w o f A c a m a r (level 1 5 controller)
Alignment Chaotic evil        Languages telepathy 10                            •   2 m i n d flayer infiltrators (level 1 4 lurker, MM 1 8 8 )
Str 22 (+14)          Dex 16 (+11)           W i s 17 (+11)
Con 19 (+12)           Int 11 (+8)            Cha 19 (+12)
STEEL PREDATOR

 B O R N OF T H E MACHINATIONS OF B A N E , steel preda-
 tors a r e deadly planar creatures designed for war.
 Ranging through t h e Astral S e a and into the world,
 predators are relentless hunters, sometimes pursuing
 quarry for weeks and across planar boundaries. They
 delight in the consumption o f the residuum in magic
 items, and so t h e more richly endowed t h e target, t h e
 farther they will pursue it.


 Steel Predator                               Level 2 0 Elite Soldier
 Large immortal animate (living construct)
 Initiative +18         Senses Perception +16; darkvision
 H P 388; Bloodied 194
 AC 36; Fortitude 34, Reflex 32. W i l l 30
 Saving Throws +2 (+4 against ongoing damage)
 Speed 8
 Action Points 1                                                        STEEL PREDATOR LORE
 © Bite (standard; at-will)
                                                                           A r c a n a o r R e l i g i o n D C 1 4 : Created by B a n e to
    Reach 2; +27 vs. AC; 4d6 + 4 damage, and the target is marked
    until the end of the steel predator's next turn.                    track and slay the foes o f the god o f conquest, steel
  Snap J a w (standard; at-will)                                       predators a r e relentless hunters that pursue their
   The steel predator makes a bite attack. On a hit, the target is      prey even across the planes. T h u n d e r and lightning
    also knocked prone, and the predator makes another bite attack      attacks m a d e against a steel predator only increase
    against a different target.
                                                                        the creature's power.
 • Vicious Pounce (standard; at-will)
 |-
                                                                            A r c a n a o r R e l i g i o n D C 2 2 : Steel predators a r e
   The steel predator charges and makes the following attack in
                                                                        agile, graceful beasts. T h e s e metallic felines are often
    place of a bite attack: +25 vs. Fortitude; 2d12 + 5 damage, and
    the target is pushed 1 square and knocked prone. The predator       led by t e a m s o f bladelings in Chernoggar, where they
    moves into the space vacated by the target.                         are most frequently found.
 V Resonating Roar (standard; recharge _} [ill or when the steel            A r c a n a o r R e l i g i o n D C 2 7 : Steel predators have
    predator takes thunder or lightning damage) • Thunder               a taste for magic items. O n c e they have slain a foe,
    Close burst 3; +25 vs. Fortitude; 4d8 + 7 thunder damage, and
                                                                        they often c o n s u m e the entire body, including both
    the target is deafened and dazed (save ends both).
                                                                        flesh and magical items.
 Shifting Steel (immediate reaction, when a creature adjacent to
                                                                            A r c a n a o r R e l i g i o n D C 2 9 : A steel predator's
    the steel predator shifts; at-will)
    The predator shifts into the space vacated by the triggering        body contains residuum, w h i c h c a n b e extracted upon
    creature.                                                           its death. For this reason, m a n y planar creatures hunt
 Alignment Evil                   Languages Supernal                    steel predators for profit and sport.
 Skills Acrobatics +21, Athletics +21, Endurance +23, Stealth +21
 Str 22 (+16)           Dex 23 (+16)            W i s 23 (+16)
 Con 26 (+18)           Int 15 (+12)            Cha 12 (+11)
                                                                        ENCOUNTER GROUPS
                                                                        Steel predators c a n b e found anywhere t h e servants

 STEEL PREDATOR TACTICS                                                 o f B a n e do battle. T h e y serve faithfully with other
                                                                        creatures working toward c o m m o n goals, but c a n
 T h e steel predator stalks its prey patiently, entering
                                                                        quickly turn on those that betray Bane's ideals.
 combat only w h e n it t h i n k s it is assured o f victory. It
 begins with a vicious pounce, t h e n releases a resonating
                                                                        Level 2 1 Encounter ( X P 1 7 , 6 0 0 )
 roar in the midst o f its foes. W h i l e t h e steel predator
                                                                        •   2 steel predators (level 2 0 elite soldier)
 waits for that power to recharge, it m a k e s snap jaw
                                                                        •   2 marut castigators (level 21 skirmisher)
 attacks against the closest foes, using shifting steel to
 keep targets close.
TIGER                                                                      D I R E TIGER
                                                                           A M A S S I V E DIRE TIGER is a serious m e n a c e even in wil-
                                                                           dernesses filled with m o r e fantastic monsters.
 T I G E R S A R E P O W E R F U L A N D CUNNING P R E D A T O R S . A
 tiger looks for d i s t r a c t e d prey on t h e p e r i p h e r y o f
                                                                           Dire Tiger                                          Level 8 Soldier
 a battle.                                                                 Large natural beast                                            X P 350
                                                                           Initiative +8           Senses Perception +6; low-light vision
 Tiger                                           Level 6 Skirmisher        HP 89; Bloodied 44
 Large natural beast                                              XP 250   AC 24; Fortitude 22, Reflex 19, W i l l 19
 Initiative +9          Senses Perception +10; low-light vision            Speed 8, climb 4
 HP 73; Bloodied 36                                                        © Bite (standard; at-will)
 AC 20; Fortitude 19, Reflex 19, W i l l 17                                    +15 vs. AC; 2d6 + 5 damage.
 Speed 8, climb 4                                                          t Leaping Pounce (immediate reaction, when the tiger's quarry is
 © Bite (standard; at will)                                                    within 5 squares of the dire tiger and shifts; at-will)
    +11 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends).              The dire tiger shifts to the nearest space adjacent to its quarry
 Feral Surge (minor; encounter)                                                and makes a bite attack against it. While shifting, the tiger can
    The tiger takes a move action.                                             move through enemy-occupied spaces.
 Blur of Fur                                                               Feral Surge (minor; encounter)
    A tiger that moves 2 squares or more gains a +4 bonus to AC                The dire tiger takes a move action.
    against opportunity attacks until the start of its next turn.          Hunter's Instinct (minor 1/round; at-will)
 Charging Pounce                                                               The nearest enemy is designated as the dire tiger's quarry until
    When a tiger charges, its attack deals 1d8 extra damage, and               the end of the encounter or until the tiger designates another
    the charge does not end its turn.                                          quarry. The tiger's attacks deal 1d6 extra damage against its
 Alignment Unaligned             Languages -                                   quarry.
 Skills Acrobatics +12, Stealth +12                                        Alignment Unaligned             Languages -
 Str 18 (+7)             Dex 19 (+7)            W i s 15 (+5)              Skills Stealth+11
 Con 17 (+6)             Int2(-1)               Cha 11 (+3)                Str 20 (+9)             Dex 15 (+6)            W i s 15 (+6)
                                                                           Con 17 (+7)             lnt2(+0)               Cha 13 (+6)

 TIGER TACTICS
  A tiger uses its ability to continue moving after a                      D I R E TIGER TACTICS
  charging vounce to set up future charges, relying on                         N a t u r e D C 8 : Tigers are quick and agile hunters
 feral surge to move toward m o r e vulnerable targets.                    that are often found in rugged natural environments.
                                                                           T h e y are often trained as guards by ogres.
                                                                               N a t u r e D C 1 4 : D i r e tigers live i n dense forests or
                                                                           jungles. T h e y target lone, weaker foes. I f under t h e
                                                                           watchful eye o f a dire tiger, it is best to stand your
                                                                           ground—they are k n o w n to leap at slight movements.


                                                                           ENCOUNTER GROUPS
                                                                           Tigers hunt alone, but they c a n b e found in mated
                                                                           pairs, siblings, or with young (a single cub or pair
                                                                           of cubs). Tigers j o i n i n on others' combats to m a k e a
                                                                           quick m e a l o f the w e a k and the weary.


                                                                           Level 7 Encounter ( X P 1 5 0 0 )
                                                                           • 1 macetail b e h e m o t h (level 7 soldier, M M 3 1 )
                                                                           • 2 ogre savages (level 8 brute, M M 1 9 9 )
                                                                           •    2 tigers (level 6 skirmisher)


                                                                           Level 9 Encounter ( X P 2 2 5 0 )
                                                                           • 3 dire tigers (level 8 soldier)
                                                                           • 1 weretiger (level 11 elite skirmisher)
TROGLODYTE                                                                TROGLODYTE DEEPSCOURGE
                                                                          THROUGH T H E A L I E N A L C H E M Y o f t h e i r own bodies,
                                                                          troglodyte deepscourges learn to c h a n n e l their awful
 TROGLODYTES A R E T R I B A L C R E A T U R E S that dwell in
                                                                          stench into a multitude o f different attacks against
 the Underdark and raid c o m m u n i t i e s at the edge o f
                                                                          enemies.
 civilization. Highly territorial, troglodytes engage
 trespassers in c o m b a t without bothering to ask
                                                                          Troglodyte Deepscourge                Level 9 Artillery (Leader)
 questions.
                                                                          Medium natural humanoid (reptile)                               XP 400
                                                                          Initiative +7         Senses Perception +4; darkvision
 TROGLODYTE THRASHER                                                      Dizzying Stench aura 10; each troglodyte within the aura gains an
                                                                            increase of 1 to the size of its troglodyte stench aura.
 T H I S P R I M I T I V E SAVAGE lives to b a t h e itself in t h e
                                                                          Troglodyte Stench aura 2; each living enemy within the aura takes
 blood o f its foes. It cleaves through e n e m i e s , com-                a -2 penalty to attack rolls.
 pletely unaware o f its own mortality.                                   HP 78; Bloodied 39
                                                                          AC 22; Fortitude 22, Reflex 21, W i l l 19
 Troglodyte Thrasher                                    Level 7 Brute     Speed 5
 Medium natural humanoid (reptile)                                XP300   © Claw (standard; at-will)
                                                                            +17 vs. AC; 1d4+5 damage.
 Initiative +5          Senses Perception +6; darkvision
                                                                            Debilitating Ray (standard; at-will) • Implement
 Troglodyte Stench aura 1; each living enemy within the aura takes
                                                                            Ranged 10; 1d8 + 4 damage, and if the target is within a troglodyte
    a -2 penalty to attack rolls.
                                                                            stench aura, it is weakened until the end of its next turn.
 H P 100; Bloodied 50
 AC 19; Fortitude 19, Reflex 15, W i l l 17                               V Blinding Stench (immediate reaction, when hit by an attack;

 Speed 5                                                                    recharges when first bloodied)

 © Claw (standard; at-will)                                                 Close burst 2; targets nonreptiles; +13 vs. Fortitude; the target

    +10 vs. AC; 3d6 + 4 damage.                                              is blinded (save ends).
  Tooth and Claw (standard; at-will)                                     -{^ Rancid Cloud (standard; recharge [x] _])

    +10 vs. AC; 1d6 + 4 damage. If this attack bloodies the target,         Area burst 2 within 10; targets nonreptiles; +13 vs. Fortitude;
    the troglodyte thrasher makes a claw attack against the target           2d6 + 5 damage, and the target is weakened until the end of
    as a free action. Effect: Make one more attack against the same         the troglodyte deepscourge's next turn.
    target or a different one.                                            Alignment Chaotic evil        Languages Draconic
 Alignment Chaotic evil          Languages Draconic                       Skills Dungeoneering +9
 Str 18 (+7)             Dex 15 (+5)            W i s 16 (+6)             Str 12 (+5)           Dex 16 (+7)            W i s 11 (+4)

 Con 20 (+8)             Int 4 (+0)             Cha 11 (+3)               Con 18 (+8)           Int 12 (+5)            Cha 13 (+5)
                                                                          Equipment leather armor, staff

 TROGLODYTE THRASHER TACTICS
 A troglodyte thrasher enjoys going after the big-
 gest, toughest, or most physically dangerous-looking
 enemy. It tends to ignore ranged attackers, but attacks
 t h e m i f no other e n e m i e s r e m a i n . I f a thrasher is hit
 by a m e l e e attack, it usually focuses its attention on
 that attacker during its next t u r n .


 TROGLODYTE THRASHER LORE
      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 : Although
 truly intelligent m e m b e r s o f the troglodyte race do
 exist, t h e dimwitted hordes vastly o u t n u m b e r t h e m .
 Troglodyte thrashers posses only a beast's intellect.
 O t h e r troglodytes k e e p thrashers in cages to prevent
 t h e m from t u r n i n g on e a c h other or on their m o r e
 intelligent cousins.
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.
TROLL                                                                       BLADERAGER TROLL
                                                                            A BLADERAGER TROLL IS T H E RESULT o f m o d i f i c a t i o n to
                                                                            a n o r m a l troll.
 T H E S E MONSTROUS HUMANOIDS strike fear into t h e i r
 e n e m i e s with their strength and ravenous appetites.
                                                                            Bladerager Troll                                   Level 12 Brute
                                                                            Large natural humanoid                                        XP 700
 ICE TROLL                                                                  Initiative+10          Senses Perception+9

 ICE TROLLS A R E SKILLED ARMORERS a n d w e a p o n s m i t h s            H P 151; Bloodied 75; see also death burst
                                                                            Regeneration 10
 that c a n be found in the frozen north, the Frostfell,
                                                                            AC 24; Fortitude 26, Reflex 24, W i l l 23
 and anywhere that supernatural cold persists.                              Vulnerable acid or fire (if the bladerager troll takes acid or fire
                                                                               damage, its regeneration does not function until the end of its
 Ice Troll                                            Level 1 0 Soldier        next turn)
 Large natural humanoid                                            XP 500   Speed 7
 Initiative +9         Senses Perception +10                                © Claw (standard; at-will)
 Emanating Cold aura 1; each enemy that starts its turn in the aura            Reach 2; +15 vs. AC; 2d10 + 6 damage.
   is slowed until the start of its next turn.                              4 Bladerager Rend (standard; recharge [X)[H1)
 H P 109; Bloodied 54; see also troll healing                                  Reach 2; +15 vs. AC; 3d10 + 6 damage, and ongoing 5 damage
 Regeneration 10                                                               (save ends).
 AC 26; Fortitude 23, Reflex 19, Will 17                                    • * Death Burst (when the bladerager troll drops to 0 hit points)
                                                                             <
 Vulnerable acid or fire (if the ice troll takes acid or fire damage,         The troll explodes in a burst of shrapnel: close burst 2; +13 vs.
   its regeneration does not function until the end of its next turn)          Reflex; 2d6 + 5 damage.
 Speed 8                                                                    Alignment Chaotic evil        Languages Giant
 © Maul (standard; at-will) • Weapon                                        Skills Athletics +17, Endurance +16
   Reach 2; +17 vs. AC; 2d6 + 6 damage.                                     Str 23 (+12)           Dex 18 (+10)          W i s 16 (+9)
 4 Frenzied Strike (free, when the ice troll's attack bloodies an           Con 21 (+11)           Int 3 (+2)             Cha 10 (+6)
   enemy; at-will)
   The troll makes a maul attack.
                                                                            BLADERAGER TROLL TACTICS
 Troll Healing • Healing
                                                                            A bladerager troll attacks t h e most physically men-
    If the ice troll is reduced to 0 hit points by an attack that does
   not deal acid or fire damage, it falls prone and remains at 0            acing target, but quickly switches to the enemy that
    hit points until the start of its next turn, when it regains 10         appears to b e doing the most damage or hindering it
    hit points. If an attack deals acid or fire damage to the ice troll     the most. It doesn't employ concerted tactics beyond
   while it is at 0 hit points, it is destroyed.                            dealing as m u c h damage to its e n e m i e s as possible.
 Alignment Chaotic evil         Languages Giant
 Skills Athletics +16, Endurance +15
 Str 22 (+11)           Dex 15 (+7)                W i s 10 (+5)            BLADERAGER TROLL LORE
 Con 21 (+10)           Int 9 (+4)                 Cha 8 (+4)                    N a t u r e DC 16: Bladerager trolls are barely sen-
 Equipment scale armor, maul                                                tient berserker trolls. T h e y r u n at their foes, ripping
                                                                            t h e m limb from limb and devouring the pieces.
 ICE TROLL TACTICS                                                          Bladeragers a r e created in violent rituals that bind
 A n ice troll wades into combat and pounds its ene-                        weapons and metal shards with troll flesh. In con-
 mies with its powerful maul. It also knows full well                       stant pain, bladeragers survive because of their
 the effect its aura has on creatures not accustomed                        regenerative capabilities, but death breaks t h e bind-
 to supernatural cold, and it positions itself to include                   ing magic in a n explosion o f metal and blood.
 as m a n y o f its foes as possible in t h e aura.                              N a t u r e DC 21: Duergar, drow, and m i n d flayers
                                                                            c o m m o n l y capture trolls and enslave t h e m . O n t h e
                                                                            surface o f the world, bladerager trolls c a n b e found
 ICE TROLL LORE
                                                                            in the employ of oni and minotaurs. S o m e minotaur
     N a t u r e DC 16: Ice trolls inhabit the Frostfell,
                                                                            cabalists know the secret to binding magic weapons
 but they occasionally m a k e their way into less frigid
                                                                            and a r m o r into trolls, giving the trolls t h e properties
 regions. Ice trolls a r e more intelligent t h a n most
                                                                            of the metal items that cut their bodies. Such items
 other trolls, and they have learned to craft weapons.
                                                                            c a n often b e retrieved after the bladeragers' destruc-
 T h e y prefer to use such weapons in combat instead o f
                                                                            tive deaths.
 their claws.
TROLL VINESPEAKER                                                         ENCOUNTER GROUPS
TROLL V I N E S P E A K E R S FIGHT by calling upon a n                   Trolls work well with other creatures as long as t h e
ancient magic o f wild lands.                                             trolls' appetites are kept in c h e c k . Most trolls lack
                                                                          intelligence and are easy to manipulate.
Troll Vinespeaker                             Level 1 4 Controller
Large natural humanoid                                         XP 1,000   Level 1 0 E n c o u n t e r ( X P 2 , 8 0 0 )
Initiative +10        Senses Perception +13                               • 2 ice trolls (level 1 0 soldier)
HP 142; Bloodied 71; see also troll healing                               • 1 manticore (level 10 elite skirmisher, MM 1 8 4 )
Regeneration 10                                                           • 2 worg (level 9 brute, MM 2 6 5 )
AC 28; Fortitude 26, Reflex 23, W i l l 21
Vulnerable acid or fire (if the troll vinespeaker takes acid or fire
                                                                          Level 1 2 E n c o u n t e r ( X P 3 , 8 0 0 )
  damage, its regeneration does not function until the end of its
   next turn)                                                             •   3 bladerager trolls (level 1 2 brute)
Speed 8                                                                   •   1 duergar blasphemer (level 14 controller)
© Claw (standard; at-will)                                                •   1 duergar hellcaller (level 1 2 artillery)
   Reach 2; +19 vs. AC; 2d6 + 7 damage.
• Frenzied Strike (free, when the troll vinespeakers attack
 1
                                                                          Level 1 5 E n c o u n t e r ( X P 6 , 2 0 0 )
   bloodies an enemy; at-will)
                                                                          • 1 destrachan far voice (level 1 5 artillery, MM 5 9 )
  The vinespeaker makes a claw attack.
• Ray of Thorns (standard; at-will) • Implement
 Y
                                                                          • 1 troll vinespeaker (level 14 controller)
   Ranged 10; +18 vs. Reflex; 2d8 + 6 damage.                             • 4 wa r trolls (level 1 4 soldier, MM 2 5 4 )
   Chant of Power (standard; encounter) • Healing, Implement
   Close burst 5; targets allies; the target gains 10 temporary
   hit points and a +4 bonus to damage rolls while it has the
   temporary hit points.
Sir Thorny Burst (standard; at-will) • Implement, Zone
   Area burst 1 within 10; +18 vs. Reflex; 1d10 + 6 damage, and
   the target is immobilized (save ends). The burst creates a zone
   of thorns and brambles that lasts until the end of the encounter.
   The zone is difficult terrain, and each creature that enters the
   zone or starts its turn there takes 1d8 damage.
Troll Healing • Healing
   If the troll vinespeaker is reduced to 0 hit points by an attack
   that does not deal acid or fire damage, it falls prone and remains
   at 0 hit points until the start of its next turn, when it regains
   10 hit points. If an attack deals acid or fire damage to the
   vinespeaker while it is at 0 hit points, it is destroyed.
Alignment Chaotic evil         Languages Common, Giant
Skills Athletics +16, Endurance +15
Str 18 (+11)           Dex 16 (+10)           W i s 12 (+8)
Con 22 (+13)           Int 16 (+10)           Cha10(+7)
Equipment mantle of thorny vines, gnarled staff


TROLL VINESPEAKER TACTICS
Troll vinespeakers use thorny burst as m u c h as possi-
ble, switching to ray of thorns only w h e n a thorny burst
would inhibit the movement o f allies on the battle-
field. T h e y r e m a i n out o f m e l e e and allow others to
do the hand-to-hand fighting.


TROLL VINESPEAKER LORE
    N a t u r e D C 1 8 : T h e intelligent troll vinespeak
ers act as s h a m a n s and leaders in troll c o m m u n i t i e s .
T h e y c a n b e found among only the largest troll packs
and war bands. Draping themselves in mantles o f
thorny vines, vinespeakers use a nature magic that
gives the vines violent life.

                                                                                                           (Top to bottom) bladerager troll
                                                                                                                and troll vinespeaker
VINE, P R E D A T O R Y

  A M B U L A T O R Y CARNIVOROUS VINES t h r e a t e n wil-
  derness dwellers a n d travelers, a n d are often as
  dangerous as any predatory a n i m a l . T h e s e vines are
  s o m e t i m e s cultivated by dryads a n d vine horrors for
  use as g u a r d i a n s .



  AMBUSH VINE
  A M B U S H VINES HAVE VORACIOUS A P P E T I T E S , a n d find
  flesh to be particularly d e l e c t a b l e . T h e y h u n t both
  above a n d b e l o w t h e ground, and c a n even snake
  t h r o u g h the water to strike at s w i m m i n g prey.


  Ambush Vine                                 Level 1 6 Elite Controller
  Large fey beast (plant)                                      XP 1,400
  Initiative +15           Senses Perception +1S; tremorsense 20
  HP 308; Bloodied 154; see also rapid growth
  AC 30; Fortitude 28, Reflex 30, W i l l 25
  Saving Throws +2
  Speed 6 (forest walk), climb 6, burrow 6, swim 6
  Action Points 1
  (J) Poison Lash (standard; at-will) • Poison
     Reach 2; +20 vs. Reflex; 1d8 + 6 damage, and ongoing 5 poison
     damage (save ends).
  • Foot Snare (minor; at-will)
   !
   •
     Reach 4; +20 vs. Fortitude; 1d8 + 6 damage, and the target is
     knocked prone.
  4r Lashing Vines (standard; at-will) • Healing
     Close burst 4; targets enemies; +20 vs. Reflex; 2d8 + 6 damage.       AMBUSH VINE SHOOT
     If the target is immobilized, the attack deals 1d8 extra damage,      A M B U S H VINE SHOOTS A R E T H E IMMATURE FORM o f t h e
     and the ambush vine regains 5 hit points.                             vine, a n d c a n b e spawned b y a parent a m b u s h vine
  Rapid Growth (when first bloodied; encounter)
                                                                           during c o m b a t .
     The ambush vine spawns two ambush vine shoots in spaces
     within 4 squares of the ambush vine. The shoots act on the
     vine's initiative count, immediately after the vine.                  Ambush Vine Shoot                    Level 1 5 Minion Controller
  Sprout Vine (minor; at-will)                                             Medium fey beast (plant)                                         XP 300
     The ambush vine takes 10 damage and spawns an ambush vine             Initiative +14         Senses Perception +14; tremorsense 20
     shoot in a space within 4 squares of the vine. The shoot acts on      HP 1; a missed attack never damages a minion.
     the vine's initiative count, immediately after the vine.              AC 29; Fortitude 27, Reflex 30, W i l l 23
  Alignment Unaligned                 Languages —                          Speed 6, burrow 6
  Skills Athletics +18, Stealth +20 (+25 in undergrowth, trees, or         © Wrapping Vines (standard; at-will)
     swamp)                                                                  Reach 2; +20 vs. Fortitude; 12 damage, and the target is
  Str 21 (+13)                 Dex 25 (+15)         W i s 15 (+10)           restrained (save ends).
  Con 18 (+12)                 Int 2 (+4)           Cha 12 (+9)            Enwrap
                                                                             Each enemy adjacent to an ambush vine shoot takes a -2
                                                                             penalty to saving throws against immobilized and restrained.
                                                                           Alignment Unaligned            Languages -
                                                                           Skills Stealth +19 (+24 in undergrowth, trees, or swamp)
                                                                           Str 18 (+11)           Dex 25 (+14)            W i s 15 (+9)
                                                                           Con 16 (+10)           Int 2 (+3)              Cha 12 (+8)


                                                                           AMBUSH VINE LORE
                                                                              N a t u r e D C 2 0 : A m b u s h vines i n f e c t vast wilder-
                                                                           ness a r e a s in t h e Feywild. A l t h o u g h less c o m m o n
                                                                           in t h e world, they often blight t h e deepest r e a c h e s
                                                                           o f forests or swamps. T h e y c a n s w i m t h r o u g h water,
                                                                           b u r r o w through the e a r t h , a n d c l i m b t h r o u g h tree-
                                                                           tops to r e a c h prey.
N a t u r e D C 2 5 : A n a m bus h vine has unusual cun-
                                                                      BLOODTHORN VINE LORE
ning for a plant. It often hides b e n e a t h the ground or
                                                                         N a t u r e D C 1 0 : A bloodthorn vine attacks by
attempts to blend in with other plants.
                                                                      grabbing a foe and sucking its blood through a sharp,
     N a t u r e D C 2 7 : Occasionally, a blight .of ambush
                                                                      hollow thorn. W h e n a bloodthorn vine feeds, its pale
vines b e c o m e s so vast that it e n c r o a c h e s on civili-
                                                                      leaves turn the color o f its victim's blood.
zation. S o m e scholars speculate that widespread
o c c u r r e n c e s of a m b u s h vines in the former eladrin
empire o f C e n d r i a n e contributed to its downfall.
                                                                      GREENVISE VINE
                                                                      T H E ENORMOUS GREENVISE VINES SLOWLY PROWL for-
                                                                      ests, snaring any creature unwary enough to c o m e
BLOODTHORN VINE
                                                                      close.
D E A D L Y BLOODTHORN VINES C R E E P t h r o u g h forests
seeking the life fluids o f other creatures to draw up
                                                                      Greenvise Vine                                     Level 7 Soldier
through their hollow thorns.
                                                                      Large natural beast (plant)                                   XP 300
                                                                      Initiative +3           Senses Perception +5; blindsight 10
Bloodthorn Vine                                    Level 2 Soldier    HP 83; Bloodied 41
Medium natural beast (plant)                                  XP125   AC 23; Fortitude 21, Reflex 17, Will 19
Initiative +3         Senses Perception +3; blindsight 10             Speed 4 (forest walk)
H P 41; Bloodied 20                                                   © Striking Vine (standard; at-will)
AC 18; Fortitude 15, Reflex 12, W i l l 14                                +14 vs. AC; IdIO + 6 damage.
Speed 5 (forest walk)                                                 4 Ensnaring Vine (standard; at-will)
© Striking Vine (standard; at-will)                                       Reach 4; +10 vs. Reflex; 1d10 + 6 damage, and the target is
   +9 vs. AC; 1d8 + 5 damage.                                             grabbed.
•I Impaling Thorn (standard; recharges when the bloodthorn vine       4 Vise Bite (minor; recharges when no creature is affected by this
   doesn't have a creature grabbed) • Healing                             power)
   The vine impales the target's flesh with a thorn: +9 vs.               Targets a creature grabbed by the greenvise vine; +10 vs.
   Fortitude; 1d8 + 4 damage, and the target is grabbed. Sustain          Fortitude; 2d4 damage, and the target is restrained and takes
   Standard: The vine sustains the grab, the target takes 2d8 + 4         ongoing 5 damage (save ends both).
   damage, and the vine regains 5 hit points.                         Pulling Vines (minor; at-will)
Pulling Vines (minor; at-will)                                            The greenvise vine shifts 1 square, pulling any creature grabbed
   The bloodthorn vine shifts 1 square, pulling any creature              by it into a space adjacent to it.
   grabbed by it into a space adjacent to it.                         Alignment Unaligned             Languages -
Alignment Unaligned             Languages -                           Str 19 (+7)             Dex 10 (+3)           W i s 14 (+5)
Str 17 (+4)             Dex10(+1)             W i s 14 (+3)           Con 19 (+7)             Int 2 (-1)            Cha 6 (+1)
Con 17 (+4)             Int 2 (-3)            Cha6(-1)

                                                                      GREENVISE VINE LORE
                                                                         N a t u r e D C 1 4 : Greenvise vines a r e slow, oppor-
                                                                      tunistic eaters that feed on unwary a n i m a l s , but they
                                                                      aren't averse to attacking larger prey.


                                                                      ENCOUNTER GROUPS
                                                                      Fey creatures sometimes cultivate predatory vines as
                                                                      guardians near their homes. Stirges have b e e n k n o w n
                                                                      to lair n e a r these plants, drawn by the prospect o f
                                                                      finding easy prey among ensnared creatures.


                                                                      Level 2 E n c o u n t e r ( X P 6 7 5 )
                                                                      • 3 bloodthorn vines (level 2 soldier)
                                                                      •    3 stirges (level 1 lurker, M M 2 4 8 )

                                                                      Level 9 E n c o u n t e r ( X P 2 , 2 0 0 )
                                                                      • 2 greenvise vines (level 7 soldier)
                                                                      4 1 spectral panther (level 9 lurker, MM 2 1 3 )
                                                                      • 3 quickling runners (level 9 skirmisher, MM 2 1 5 )


                                                                      Level 17 Encounter ( X P 9 , 6 0 0 )
                                                                      • 1 a mb u s h vine (level 1 6 elite controller)
                                                                      • 1 lingerer fell incanter (level 1 8 elite artillery)
                                                                      • 1 lingerer knight (level 1 6 elite soldier)


                                                                                                                                      m
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.
(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-
tence in the world. 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.
WILL-O'-WISP

 T H E 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.
WINTER                WOLF                                              W I N T E R W O L E SNOWEANG
                                                                        W I N T E R WOLF SNOWFANGS A R E PATIENT, elusive foes
                                                                        that like to toy with their victims.
 SLY HUNTERS AND FEROCIOUS COMBATANTS, w i n t e r
 wolves have an evil intelligence and powers o f deadly
                                                                        Winter Wolf Snowfang                             Level 1 6 Lurker
 cold.
                                                                        Medium natural magical beast                               XP 1,400
                                                                        Initiative +19        Senses Perception +12; low-light vision
 Winter Wolf                                  Level 1 4 Skirmisher      HP 124; Bloodied 62
 Medium natural magical beast                                XP 1,000   AC 30; Fortitude 28, Reflex 29, W i l l 26
 Initiative +14        Senses Perception +10; low-light vision          Resist 20 cold
 HP 141; Bloodied 70                                                    Speed 8 (ice walk)
 AC 28; Fortitude 27, Reflex 26, W i l l 24                             © Bite (standard; at-will) • Cold
 Resist 20 cold                                                           +21 vs. AC; 1d10 + 5 damage plus 1d8 cold damage.
 Speed 8 (ice walk)                                                     •<* Frigid Breath (standard; recharge [x] [fjj) • Cold
 © Bite (standard; at-will) • Cold                                        Close blast 5; +19 vs. Reflex; 2d8 + 7 cold damage, and ongoing
   +19 vs. AC; I d I O + 6 damage plus 1d6 cold damage, or 2d10 +         5 cold damage (save ends). Miss: Half damage.
   6 damage plus 1d6 cold damage against a prone target,                Icy Rending • Cold
 • Takedown (standard; usable only when charging; at-will) • Cold
  f                                                                       The winter wolf snowfang deals 2d8 extra damage with its bite
   +19 vs. AC; 2d10 + 6 damage plus 1d6 cold damage, and the              attack against any creature that is taking ongoing cold damage.
   target is knocked prone.                                             Snow Zephyr (immediate reaction, when an attack damages the
 < * Freezing Breath (standard; recharge [X] !i
  c                                                • Cold                 winter wolf snowfang; at-will)
   Close blast 5; +17 vs. Reflex; 2d6 + 6 cold damage. Miss: Half         The winter wolf snowfang changes into a whirling zephyr of
   damage.                                                                snow. It gains insubstantial and shifts its speed as a move
 Drag (minor; usable only while adjacent to a prone enemy; at-will)       action. While in this form, the wolf can use only its /rigid breath
   The winter wolf shifts 1 square and pulls a prone target that is       attack. The wolf remains in this form until it uses/rigid breath or
   adjacent to it 1 square.                                                until it chooses to resume its normal form as a minor action.
 Alignment Evil                Languages Common, Giant                  Alignment Evil               Languages Common, Giant
 Str 23 (+13)          Dex 21 (+12)            W i s 17 (+10)           Skills Stealth +20 (+25 in snow or ice)
 Con 21 (+12)           Int 9 (+6)             Cha 10 (+7)              Str 21 (+13)           Dex 2 5 (+15)          W i s 18 (+12)
                                                                        Con 22 (+14)          Int 10 (+8)            Cha 11 (+8)
Son of the Spirit Wolf                  Level 2 6 Elite Skirmisher
W I N T E R W O L E SNOWEANG LORE
                                                                               Large elemental magical beast (cold)                           XP 18,000
    N a t u r e D C 2 0 : Snowfangs are clever a n d mali-
                                                                               Initiative +23           Senses Perception +20; low-light vision
cious killers that often serve m o r e powerful m o n s t e r s
                                                                               Everfrost Coat (cold) aura 1; each enemy that enters the aura
as sentries. I n w i n t e r w o l f p a c k s , snowfangs some-                   takes 10 cold damage. A creature that takes cold damage from
t i m e s wait in a m b u s h w h i l e t h e i r p a c k m a t e s drive          everfrost coat cannot make opportunity attacks until the end of
prey toward t h e m .                                                              the son of the spirit wolf's next turn.                                   2
                                                                               H P 486; Bloodied 243
                                                                               AC 40; Fortitude 39, Reflex 37, W i l l 36
RIME HOUND                                                                     Resist 30 cold
R I M E HOUNDS A R E GIFTS o f powerful p r i m o r d i a l s o f              Saving Throws +2
cold to t h e i r worshipers.                                                  Speed 8 (ice walk)
                                                                               Action Points 1
                                                                               © Bite (standard; at-will) • Cold
Rime Hound                        Level 17 Elite Skirmisher                        Reach 2; +31 vs. AC; 2d10 + 9 damage plus I d I O cold damage,
Huge elemental magical beast (earth, cold, mount)   XP 3,200
                                                                                   and the target is grabbed.
Initiative +16           Senses Perception +12; low-light vision               4 Terrible Rush (free; usable only after the son of the spirit wolf
H P 332; Bloodied 166                                                              makes a charge attack; encounter) • Cold
AC 31; Fortitude 30, Reflex 29, W i l l 27                                         Close burst 2; +29 vs. Fortitude; 2d10 cold damage, and the
Resist 20 cold                                                                     target is knocked prone.
Saving Throws +2                                                               • * Black Ice Breath (standard; recharges when first bloodied) •
                                                                                <
Speed 8 (ice walk)                                                                 Cold, Zone
Action Points 1                                                                    Close blast 5; +29 vs. Fortitude; 4d10 + 9 cold damage. Miss:
© Bite (standard; at-will) • Cold                                                  Half damage. Effect: The blast creates a zone of ice that lasts
   Reach 2; +22 vs. AC; 1d12 + 6 damage plus 1d6 cold damage, or                   until the son of the spirit wolf drops to 0 hit points. The zone is
   2d12 + 6 damage plus 1d6 cold damage against a prone target.                    difficult terrain.
 Ice Spikes (immediate reaction, when an enemy misses the rime                Rending jaws (minor; recharge _ } (ft])
   hound or a friendly rider of 17th level or higher with a melee                  Reach 2; targets a creature grabbed by the son of the spirit wolf;
   attack; at-will) • Mount                                                        +32 vs. AC; 3d10 + 9 damage, and ongoing 10 damage (save
   The icy spikes on the rime hound's body extend: targets the                     ends). The grab ends, and the son of the spirit wolf then pushes
   triggering enemy; +20 vs. Reflex; 1d12 + 6 damage plus 1d6                      the target 5 squares and knocks it prone.
   cold damage.                                                                Drag Away (move; at-will)
• Takedown (standard; usable only when charging; at-will) • Cold
 f                                                                                 The son of the spirit wolf shifts 1 square or moves its speed and
   Reach 2; +20 vs. AC; 2d12 + 6 damage plus 1d6 cold damage,                      pulls a creature it has grabbed into a space adjacent to it. This
   and the target is knocked prone.                                                movement does not end the grab.
4r Frost Storm (standard; recharge __ __) • Cold, Zone                         Alignment Evil                   Languages Common, Giant
   Close burst 3; +20 vs. Fortitude; 2d8 + 6 cold damage. Miss: Half           Skills Intimidate +21
   damage. Effect: The burst creates a zone of icy terrain that lasts          Str 30 (+23)             Dex 26 (+21)            W i s 25 (+20)
   until the end of the rime hound's next turn. The zone is difficult          Con 27 (+21)             Int 11 (+13)             Cha 16 (+16)
   terrain.
Drag (minor; usable only when adjacent to a prone enemy; at-will)
   The rime hound shifts 1 square, and pulls a prone target that is            SON OE THE SPIRIT W O L E LORE
   adjacent to it 1 square.                                                         A r c a n a D C 3 1 : S o n s o f t h e spirit w o l f are w i n t e r
Alignment Evil                    Languages Common, Giant                      wolves d e s c e n d e d from t h e p r i m a l spirit k n o w n as
Skills Intimidate +13                                                          t h e great spirit wolf. Driven by insatiable hunger, they
Str 24 (+15)              Dex 22 (+14)             W i s 19 (+12)
                                                                               greedily devour a n y source o f life t h e y e n c o u n t e r .
Con 22 (+14)              Int 10 (+8)              Cha 10 (+8)
                                                                               O n l y t h e m o s t powerful o f beings c a n hold sons o f t h e
                                                                               spirit w o l f in c h e c k .
R I M E HOUND LORE
    A r c a n a D C 2 5 : C e r t a i n p r i m o r d i a l s o f cold a r e
said to c r e a t e r i m e h o u n d s out o f t h e cold h e a r t o f
                                                                               ENCOUNTER GROUPS
                                                                               W i n t e r wolves m i x well with h u m a n o i d d e n i z e n s o f
e l e m e n t a l blizzards. T h e s e e n o r m o u s h o u n d s work
with frost giants as m o u n t s , or h u n t alongside frost                  colder c l i m e s , such as frost giants.

titans a n d s i m i l a r icy b e i n g s .
                                                                               Level 1 4 Encounter ( X P               5,000)
                                                                               •     1 b e h o l d e r eye o f frost (level 1 4 elite artillery)
SON OE THE SPIRIT W O L E                                                      •     1 c h i l l f i r e destroyer (level 1 4 brute)
A SON OF T H E SPIRIT W O L F USES ITS ICY B R E A T H to k e e p              •     2 w i n t e r wolves (level 14 skirmisher)
its victim's allies away w h i l e it c o n c e n t r a t e s on biting
 and r e n d i n g t h e hapless target to d e a t h .
WITHERLING                                                                       WITHERLING
                                                                                 DEATH SHRIEKER
 WlTHERLINGS ARE UNDEAD CREATURES C r e a t e d by                               A DEATH SHRIEKER IS A LARGER, MORE FEROCIOUS form
 gnolls to serve as shock troops and raiders. Gnoll                              o f witherling. Its blood-curdling shriek d r a i n s the life
 priests o f Y e e n o g h u use a ritual to fuse t h e essence                  from its e n e m i e s while granting strength and vitality
 o f a d e m o n with the body o f a foe slain in battle.                        to its u n d e a d c o m p a n i o n s .
 T h e result is a s h r u n k e n , e m a c i a t e d c r e a t u r e that
 has a ghoul's paralyzing t o u c h and a demon's                                Witherling Death Shrieker Level 5 Controller (Leader)
 relentless frenzy.                                                              Medium natural animate (undead)                            XP 200
                                                                                 Initiative +5        Senses Perception +4; low-light vision
                                                                                 HP 65; Bloodied 32
 WlTHERLING                                                                      AC 19; Fortitude 17, Reflex 17, W i l l 16
 A WlTHERLING IS THE ANIMATED CORPSE o f a S m a l l                             Speed 6
                                                                                 © Claws (standard; at-will)
 h u m a n o i d with the h e a d o f a hyena. It m e n a c e s its
                                                                                   +10 vs. AC; 1 d10 + 5 damage.
 v i c t i m s with claws m a d e o f s h a r p e n e d gazelle horns,
                                                                                    Death Shriek (standard; recharge [X i j]) • Healing
 w h i c h a r e sticky with poison.
                                                                                    Close blast 5; targets enemies; +9 vs. Fortitude; 2d6 + 4
                                                                                    damage, and any undead ally adjacent to the target regains 5 hit
 Witherling                                          Level 4 Skirmisher             points. An undead ally can regain hit points only once per round
 Small natural animate (undead)                                         XP 175      in this way.
 Initiative +8        Senses Perception +2; low-light vision                        Thunder Shriek (standard; at-will) • Thunder
 HP 56; Bloodied 28                                                                Close blast 5; targets enemies; +9 vs. Fortitude; 1d6 + 4
 AC 18; Fortitude 16, Reflex 17, W i l l 15                                        thunder damage, and the witherling death shrieker pushes the
 Speed 8, climb 6                                                                  target 2 squares.
 0 Claw (standard; at-will)                                                      Pack Attack
    +9 vs. AC; 1d6 + 2 damage, and the target is slowed (save ends).                A witherling death shrieker's melee attacks deal 2 extra damage
 + Double Attack (standard; usable only while bloodied; at-will)                    against any enemy that has two or more of the death shrieker's
    The witherling makes two claw attacks.                                          allies adjacent to it.
 Combat Advantage                                                                Alignment Evil               Languages Abyssal, Common  ion
    A witherling deals 1d6 extra damage on attacks against any                   Str 12 (+3)               Dex 16 (+5)      W i s 15 (+4)
    creature granting combat advantage to it.                                    Con 17 (+5)               Int 11 (+2)      Cha 12 (+3)
 Blood Dance (move; usable only while bloodied; at-will)
   The witherling shifts 2 squares.
 Pack Attack
    A witherling's melee attacks deal 2 extra damage against any
    enemy that has two or more of the witherling's allies adjacent
    to it.
 Sudden Leap (move; at-will)
    The witherling jumps 4 squares. During the jump, it gains a +5
    bonus to AC against opportunity attacks, and any enemy that
    misses the witherling with an opportunity attack grants combat
    advantage to it until the end of the witherling's turn.
 Alignment Evil                Languages Abyssal, Common
 Str 11 (+2)               Dex 19 (+6)               W i s 11 (+2)
 Con 16 (+5)               lnt7(+0)                 Cha 12 (+3)


 W l T H E R L I N G TACTICS
 A s befits undead c r e a t u r e s infused with the spirits o f
 d e m o n s , witherlings use simple m o b tactics to over-
 w h e l m their e n e m i e s . Gnolls use t h e m as a s c r e e n i n g
 force, sending t h e m a h e a d o f a gnoll p a c k to harass
 a n d slow the enemy, allowing pursuing gnolls to
 overrun their prey. W h e n a witherling closes with
 a foe, it uses sudden        leap in a n effort to gain c o m b a t
 advantage. It t h e n attacks the first foe to grant c o m b a t
 advantage to it.




   ________^
WITHERLING DEATH                                                     WlTHERLING RABBLE                                                                 u
SHRIEKER TACTICS                                                                                                                                       Z
A death shrieker causes chaos and terror among its                   W H E N GNOLLS OR NECROMANCERS c r e a t e witherlings,                           _

enemies with its devastating shrieks. Its death shriek               the process sometimes goes awry. T h e magic instead &
allows it to hurt its e n e m i e s while helping its allies. It     creates witherling rabble, inferior forms o f the
uses thunder shriek to create gaps in defensive lines for            creatures.                                           I—
agile skirmishers to penetrate.                                      Witherling Rabble                          Level 9 Minion Skirmisher
                                                                     Small natural animate (undead)                                            XP100

WITHERLING                                                           Initiative +10             Senses Perception +4; low-light vision
                                                                     HP 1; a missed attack never damages a minion.
HORNED TERROR                                                        AC 23; Fortitude 21, Reflex 22, W i l l 20
                                                                     Speed 8, climb 6
A HORNED TERROR is AN UNDEAD a b o m i n a t i o n c r e a t e d
                                                                     © Claw (standard; at-will)
from t h e specially preserved corpse o f a minotaur.                    +14 vs. AC; 9 damage.
Owing to Yeenoghu's long war against Baphomet, t h e                 Combat Advantage
gnolls have m a n y opportunities to produce these hor-                  A witherling rabble deals 2 extra damage on attacks against any
rors. Minotaurs loathe t h e m , viewing these undead as                 creature granting combat advantage to it.

a blasphemy against their kind.                                      Pack Attack
                                                                         A witherling rabble's melee attacks deal 2 extra damage against
                                                                         any enemy that has two or more of the rabble's allies adjacent
Witherling Horned Terror                           Level 8 Brute         toft
Large natural animate (undead)                               XP350
                                                                     Sudden Leap (move; at-will)
Initiative +6          Senses Perception +6; low-light vision            The witherling rabble jumps 4 squares. During the jump, it
HP 107; Bloodied 53                                                      gains a +5 bonus to AC against opportunity attacks, and any
AC 19; Fortitude 22, Reflex 18, W i l l 18                               enemy that misses the rabble with an opportunity attack grants
Speed 7                                                                  combat advantage to it until the end of the rabble's turn.
© Claws (standard; at-will)                                          Alignment Evil                      Languages Abyssal, Common
   Reach 2; +11 vs. AC; 2d10 + 3 damage.                             Str 11 (+4)                 Dex 19 (+8)                 W i s 11 (+4)
 Horns (standard; at-will)                                          Con 16 (+7)                Int 7 (+2)                  Cha 12 (+5)
   +9 vs. Fortitude; 2d6 + 5 damage, and the witherling horned
   terror pushes the target 2 squares.
• Rampaging Charge (standard; recharge [x] _])
 f                                                                   WlTHERLING LORE
   The witherling horned terror charges and makes the following         R e l i g i o n D C 1 4 : Yeenoghu recently imparted to
   attack in place of a melee basic attack: +11 vs. AC; 2d6 + 5
                                                                     the gnolls the knowledge o f the blasphemous process
   damage. Effect: Make a secondary attack against a different
                                                                     used to create witherlings. A war between Yeenoghu
   target. Secondory Attack: Reach 2; +11 vs. AC; 2d6 + 5 damage.
   EJfect: Make the same attack (without charging) two more times    and O r c u s is brewing, and the witherlings a r e but
   against different targets.                                        one o f several new weapons that the Prince o f Gnolls
Pack Attack                                                          has given to his children.
   A witherling horned terror's melee attacks deal 2 extra damage
   against any enemy that has two or more of the horned terror's
   allies adjacent to it.
                                                                     ENCOUNTER GROUPS
Alignment Evil                  Languages Abyssal, Common            Witherlings were first made by gnolls, but the secret
Str 22 (+10)           Dex 15 (+6)           W i s 15 (+6)           o f their creation has spread to n e c r o m a n c e r s o f
Con 17 (+7)             Int 6 (+2)           Cha 11 (+4)             other races.


WITHERLING HORNED                                                    Level 6 E n c o u n t e r ( X P 1 , 3 0 0 )
                                                                     •    2 d e a t h p l e d g e d gnolls (level 5 b r u t e )
TERROR TACTICS
                                                                     •     1 g n o l l h u n t m a s t e r (level 5 a r t i l l e r y , M M 1 3 2 )
A horned terror is as direct and unsubtle a warrior
                                                                     •    4 w i t h e r l i n g s (level 4 s k i r m i s h e r )
as it was in life. It uses rampaging charge as often as it
can, even provoking opportunity attacks in order to
                                                                     Level 8 E n c o u n t e r ( X P 1 , 8 0 0 )
run down as m a n y foes as possible.
                                                                     •     2 c a m b i o n h e l l s w o r d s ( l e v e l 8 b r u t e , MM 3 9 )
                                                                     •     1 f a n g o f Y e e n o g h u (level 7 skirmisher)
                                                                     •     8 w i t h e r l i n g rabble (level 9 minioFLskirrnisher)
WOOD WOAD

 W O O D WOADS SEEK VENGEANCE for e a c h t r e e that
 falls to the axe. A creature that intrudes into a forest
 protected by wood woads is held responsible for t h e
 actions o f all previous intruders.


 Wood Woad                                         Level 8 Soldier
 Medium fey humanoid (plant)                                  XP 350
 Initiative+5           Senses Perception+12
 HP 92; Bloodied 46
 AC 23; Fortitude 21, Reflex 18, W i l l 21
 Speed 5
 © Club (standard; at-will) • Weapon
   +16 vs. AC; 1d8 + 6 damage,
 • Nature's Judgment (standard; recharge (T j]) • Healing, Reliable,
  r
   Weapon
   +16 vs. AC; 2d8 + 6 damage, and the target is immobilized and
   takes ongoing 5 damage (save ends both). When the target
   takes the ongoing damage, the fey enemy or plant enemy
   nearest to the target regains an equal number of hit points.
   Nature's Mystery (minor; encounter) • Charm
   Close burst 2; targets one creature; no attack roll; the target
   takes a -2 penalty to attack rolls, all defenses, and saving throws
   (save ends). In addition, the target takes a -5 penalty to saving
   throws against this effect unless it succeeds on a DC 20 Nature
   check (a free action on the target's turn).
 Alignment Unaligned           Languages Common, Elven
 Skills Intimidate+11
 Str 18 (+8)            Dex 9 (+3)            W i s 16 (+7)
 Con 20 (+9)            Int 10 (+4)           Cha 10 (+4)
 Equipment small wooden shield, club

                                                                         ENCOUNTER GROUPS
 W O O D WOAD TACTICS                                                    W o o d woads gladly ally with other creatures that
 A wood woad uses nature's judgment as soon as it can,                   share their drive to protect the natural world. Cen-
 preferring to target a n e n e m y that relies on speed or              taurs and dryads fight alongside t h e m . Clever fey
 mobility rather t h a n a n e n e m y that wishes to hold a             creatures, particularly gnomes and eladrin, some-
 position. It stays n e a r allies in order to defend them.              times trick wood woads into allying with t h e m by
                                                                         creating a link b e t w e e n the fey's goal and t h e wood
 W O O D WOAD LORE                                                       woads' desires.
      N a t u r e DC 1 4 : Those who have extensive knowl-
 edge o f nature, such as rangers, druids, and wardens,                  Level 8 encounter ( X P 1 , 8 0 0 )
 c a n usually overcome a wood woad's magic more                         • 2 dryads (level 9 skirmisher, MM 9 6 )
 easily t h a n those who are not wise in the ways o f                   • 1 vine horror spellfiend (level 7 artillery, MM 2 6 0 )
 the woods.                                                              • 2 wood woads (level 8 soldier)
      N a t u r e DC 1 9 : W o o d woads and dryads share a
 c o m m o n heritage. Dryads are sometimes at peace,                    Level 9 encounter ( X P 2 , 1 5 0 )
 comforted by the presence o f their trees, but wood                     • 1 gnome entropist (level 8 artillery)
 woads are constantly enraged by slain forests.                          4- 1 satyr piper (level 8 controller, MM 2 2 8 )
                                                                         • 1 shambling m o u n d (level 9 brute, MM 2 3 2 )
                                                                         • 3 wood woads (level 8 soldier)
DlAMONDHIDE XORN                                                                  Z
                                                                                                                                                         :::::
                                                                       I n t h e d e e p recesses o f t h e E l e m e n t a l C h a o s a n d in         0
                                                                       stony r e a l m s across t h e planes, d i a m o n d h i d e xorns
                                                                                                                                                         x
B I Z A R R E SCAVENGERS originally from t h e E l e m e n t a l
                                                                       glide t h r o u g h t h e e a r t h in s e a r c h o f t h e rarest m i n e r -
C h a o s , xorns now inhabit t h e world's d e e p subterra-
                                                                       als. T h e a r m o r e d skin o f a d i a m o n d h i d e xorn glitters
n e a n t u n n e l s a n d r e m o t e m o u n t a i n caverns.
                                                                       with t h e r e m n a n t s o f m i n e r a l s it h a s ingested.


XORN                                                                   Diamondhide Xorn                                  Level 1 6 Skirmisher
X o r n s move t h r o u g h solid r o c k like fish t h r o u g h     Large elemental magical beast (earth)                               XP 1,400

water, seeking out rare m e t a l s a n d gems to devour.              Initiative +13           Senses Perception +12; all-around vision,
                                                                                                darkvision
                                                                       HP 160; Bloodied 80
Xorn                                             1.evel 9 Skirmisher
                                                                       AC 29; Fortitude 29, Reflex 25, W i l l 26
Medium elemental magical beast (earth)                        XP400
                                                                       Speed 5, burrow 5; see also earth glide
Initiative +8           Senses Perception +7; all-around vision        © Claw (standard; at-will)
                        darkvision                                          Reach 2; +21 vs. AC; 1d8 + 7 damage.
HP 102; Bloodied 51                                                    4 Triple Strike (standard; at-will)
AC 23; Fortitude 24, Reflex 19, W i l l 20                                  The diamondhide xorn makes three claw attacks, each against a
Speed 5, burrow 5; see also earth glide                                     different target.
© Claw (standard; at-will)                                             4 Earthy Maw (standard; at-will)
   +14 vs. AC; ld6 + 5 damage.                                              +21 vs. AC; 2d8 + 7 damage.
4 Triple Strike (standard; at-will)                                    4 Undermine (standard; recharge XJ jfi])
   The xorn makes three claw attacks, each against a different              The diamondhide xorn burrows its speed and attacks one
   target.                                                                  nonflying enemy whose space it passes under: +19 vs. Reflex;
4 Earthy Maw (standard; at-will)                                            4d8 + 7 damage, and the target is restrained (save ends).
   +14 vs. AC; 2d6 + 5 damage.                                         Earth Glide
Earth Glide                                                                 A diamondhide xorn can burrow through solid stone as if it
   A xorn can burrow through solid stone as if it were loose earth.         were loose earth.
Retreat (immediate reaction, when the xorn is missed by a melee        Retreat (immediate reaction, when missed by a melee attack;
   attack; at-will)                                                         at-will)
   The xorn burrows its speed.                                              The diamondhide xorn burrows its speed.
Submerge (minor; at-will)                                              Submerge (minor; at-will)
   The xorn sinks partially under the ground and gains a +2 bonus           The diamondhide xorn sinks partially under the ground and
   to AC until it moves.                                                    gains a +2 bonus to AC until it moves.
Alignment Unaligned              Languages Common, Primordial          Alignment Unaligned               Languages Common, Primordial
Str 20 (+9)              Dex 15 (+6)              W i s 17 (+7)        Str 22 (+14)              Dex 17 (+11)             W i s 19 (+12)
Con 22 (+10)             Int 12 (+5)              Cha 12 (+5)          Con 24 (+15)              Int 13 (+9)               Cha 13 (+9)



                                                                       XORN LORE
                                                                             D u n g e o n e e r i n g D C 2 3 : Xorns are creatures
                                                                       from t h e E l e m e n t a l C h a o s that feed on metal a n d
                                                                       m i n e r a l s . T h e i r appetite for r a r e gemstones m a k e s
                                                                       t h e m open to bargaining. However, they have b e e n
                                                                       k n o w n to engage in diplomacy w h i l e using t h e t i m e
                                                                       to set up a m b u s h e s .



                                                                       ENCOUNTER GROUPS
                                                                       X o r n s b a r g a i n t h e i r services across t h e planes
                                                                       in e x c h a n g e for precious m e t a l s a n d gemstones.
                                                                       T h e y c a n b e found aiding t h e m i n i n g or smelting
                                                                       operations o f duergar or fire giants, a n d some-
                                                                       t i m e s allied with galeb d u h r s or o t h e r c r e a t u r e s o f
                                                                       elemental earth.


                                                                       Level 10 Encounter ( X P                 2,400)
                                                                        •     1 duergar f l e s h t e a r e r (level 11 lurker)
                                                                        •    4 duergar shock troopers (level 6 brute)
                                                                        •    2 xorns (level 9 s k i r m i s h e r )
within a specified range, 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.
I f the power 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.
i m p l 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
difficult terrain. A swarm 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
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

MONSTERS BY LEVEL                                                     Human Noble
                                                                      Witherling Death Shrieker
                                                                                                        5 Controller (L)
                                                                                                        5 Controller
                                                                      Gnome Mistwalker                  5 Lurker
 Every monster in the book appears on t h i s i i s t , which         Young Iron Dragon                 5 Solo Lurker
                                                                      Cockatrice                        5 Skirmisher
 is sorted alphabetically by level and monster role.
                                                                      Gnaw Demon                        5 Skirmisher
 Monster leaders are indicated with an (L).                           Half-Orc Hunter                   5 Skirmisher
                                                                      Horned Drake                      5 Skirmisher
 Monster                              Level and Role           Page   Kenku Assassin                    5 Elite Skirmisher
 Fell Taint Pulsar                    1 Artillery               104   Flamespiker (Elemental)           5 Soldier
 Ankheg Broodling                     1   Minion Brute           11   Rupture Demon                     5 Minion Soldier
 Bullywug Mucker                      1   Brute                  28
 Goblin Acolyte of Maglubiyet         1   Controller            131   Warforged Resounder               6   Artillery
 Blood Hawk                           1   Skirmisher            142   Duergar Shock Trooper             6   Brute
 Fell Taint Lasher                    1   Soldier               104   Wereboar (Lycanthrope)            6   Brute
                                                                      Half-Orc Death Mage               6   Controller
 Poisonscale Magus (Lizardfolk)       2   Artillery             156   Hobgoblin Fleshcarver             6   Elite Controller
 Centipede Swarm                      2   Brute                  33   Geonid (Elemental)                6   Lurker
 Dretch (Demon)                       2   Brute                  54   Abyssal Marauder (Demogorgon)     6   Skirmisher
 Poisonscale Savage (Lizardfolk)      2   Brute                 156   Bugbear Wardancer (Goblin)        6   Skirmisher
 Fell Taint Thought Eater             2   Controller            104   Half-Elf Bandit Captain           6   Skirmisher (L)
 Bullywug Twitcher                    2   Skirmisher             28   Human Javelin Dancer              6   Skirmisher
 Gray Ooze                            2   Skirmisher            173   Rust Monster                      6   Skirmisher
 Hive Warrior (Ant)                   2   Skirmisher             12   Tiger                             6   Skirmisher
 Stonefist Defender (Homunculus)      2   Skirmisher            143   Young Copper Dragon               6   Solo Skirmisher
 Bloodthorn Vine                      2   Soldier               205   Spriggan Thorn                    6   Soldier
 Poisonscale Slitherer (Lizardfolk)   2   Soldier               156
                                                                      Goliath Sunspeaker                7   Artillery
 Bullywug Mud Lord                    3 Artillery                29   Gnoll Gorger                      7   Brute
 Bullywug Croaker                     3   Minion Brute           28   Half-Orc Scarthane                7   Brute
 Myconid Rotpriest                    3   Brute (L)             164   Shrieking Cultist of Demogorgon   7   Brute
 Ankheg                               3   Elite Lurker           11   Troglodyte Thrasher               7   Brute
 Poisonscale Collector (Lizardfolk)   3   Lurker                156   Warforged Savage                  7   Brute
 Dust Devil (Elemental)               3   Skirmisher             99   Barghest Battle Lord              7   Controller
 Kenku Ruffian                        3   Minion Skirmisher     152   Half-Elf Con Artist               7   Controller
 Kenku Warrior                        3   Skirmisher            152   Human Hexer                       7   Controller
 Skeletal Steed                       3   Skirmisher            183   Bloodseep Demon                   7   Skirmisher (L)
 Hive Soldier (Ant)                   3   Soldier                12   Fang ofYeenoghu (Gnoll)           7   Skirmisher (L)
 Infernal Armor Animus (Devil)        3   Minion Soldier         66   Frost Hawk                        7   Skirmisher
 Lolthbound Goblin                    3   Soldier               131   Genasi Skyspy                     7   Skirmisher
 Poisonscale Myrmidon (Lizardfolk)    3   Soldier               157   Human Knife Fighter               7   Elite Skirmisher
                                                                      Shardstorm Vortex (Elemental)     7   Skirmisher
 Arbalester (Homunculus)              4 Artillery               143   Spriggan Powrie                   7   Skirmisher
 Storm Shard                          4 Artillery                34   Bonecrusher Skeleton              7   Soldier
 Barghest Savager                     4   Brute                  20   Greenvise Vine                    7   Soldier
 Mud Lasher (Elemental)               4   Brute                 100   Human Cavalier                    7   Soldier (L)
 Fell Taint Warp Wender               4   Controller            105   Oni Devourer                      7   Soldier
 Krenshar                             4   Controller            155   Young Adamantine Dragon           7   Solo Soldier
 Myconid Sovereign                    4   Controller (L)        164
 Umbral Sprite Swarm                  4   Controller            194   Death Shard (Chaos Shard)         8 Artillery
 Dimensional Marauder                 4   Lurker                 69   Direguard Deathbringer            8 Elite Artillery (L)
 Duergar Scout                        4   Lurker                 92   Doom Flayer (Demogorgon)          8 Artillery
 Green Slime (Ooze)                   4   Lurker                171   Gnome Entropist                   8 Artillery
 Kenku Sneak                          4   Lurker                153   Spriggan Witherer                 8 Artillery (L)
 Centipede Scuttler                   4   Skirmisher             33   Black Pudding (Ooze)              8 Elite Brute
 Winged Drone (Ant)                   4   Skirmisher             12   Black Pudding Spawn (Ooze)        8 Minion Brute
 Witherling                           4   Skirmisher            212   Human Slaver                      8 Brute
 Bloodseeker Drake                    4   Soldier                88   Spriggan Giantsoul                8 Brute
 Duergar Guard                        4   Soldier                92   Witherling Horned Terror          8 Brute
 Kenku Ringleader                     4   Soldier (L)           152   Young Silver Dragon               8 Solo Brute
 Myconid Guard                        4   Soldier               164   Berserker Prelate of Demogorgon   8 Controller (L)
                                                                      Genasi Hydromancer                8 Controller
 Beholder Gauth                       S   Elite Artillery        24   Warforged Anvilpriest             8 Controller (L)
 Eladrin Arcane Archer                5   Artillery              96   Darkmantle Enveloper              8 Lurker
 Kenku W i n g Mage                   5   Artillery             153   Neldrazu (Demon)                  8 Lurker
 Runespiral Demon                     5   Artillery              60   Phase Spider                      8 Skirmisher
 Deathpledged Gnoll                   5   Brute                 126   Behir Bolter Whelp                8 Solo Soldier
 Krenshar Blood Slayer                5   Brute                 155   Dire Tiger                        8 Soldier
 Duergar Theurge                      5   Controller             93   Wood Woad                         8 Soldier
 Hive Queen (Ant)                     5 Elite Controller (L)     13
Monster                           Level and Role          Page   Monster                             Level and Role            Page
Human Dire Beast Hunter           9 Artillery              145   Duergar Blasphemer                  14 Controller (L)           94
Troglodyte Deepscourge            9 Artillery (L)          200   Earth Archon Ground Rager           14 Controller               14
Young Gold Dragon                 9 Solo Controller         81   Firbolg Moon Seer                   14 Controller              109
Windstriker (Elemental)           9 Lurker                 103   Shadar Kai Blacksoul                14 Controller              180
Flux Slaad                        9 Skirmisher             184   Troll Vinespeaker                   14 Controller              203
Gnome Wolverine                   9 Skirmisher             129   Withering Devil                     14 Controller               68
Human Pirate                      9 Skirmisher             148   Shadar-Kai Dawnkiller               14 Lurker                  180
Witherling Rabble                 9 Minion Skirmisher      213   Deva Zealot                         14 Skirmisher               62
Xorn                              9 Skirmisher             215   Winter Wolf                         14 Skirmisher              210
Goliath Guardian                  9 Soldier                136   Adult Adamantine Dragon             14 Solo Soldier             75
Troglodyte Temple Champion        9 Soldier                201   Behir                               14 Solo Soldier             22
Young Rust Monster Swarm          9 Soldier                178   Human Gladiator                     14 Elite Soldier           145
                                                                 Stone Giant                         14 Soldier                 124
Fleshtearer Shark                 10   Brute              182
Neogi Spawn Swarm                 10   Brute              166    Misfortune Devil                    15 Artillery               66
Rockfist Smasher (Elemental)      10   Brute              100    Nothic Cackler                      15 Artillery              168
Neogi Slaver                      10   Controller (L)     166    Pod Demon                           15 Elite Artillery         58
Tomb Spider Broodswarm            10   Lurker             191    Adult Silver Dragon                 15 Solo Brute              86
Will-o'-Wisp                      10   Lurker             209    Clay Golem                          15 Elite Brute            134
Scytheclaw Drake                  10   Skirmisher          88    Drakkoth Rager                      15 Elite Brute             91
Genasi Stoneshield                10   Soldier            117    Firbolg Bloodbear                   15 Elite Brute            109
Human Pirate Captain              10   Soldier (L)        148    Herald of Hadar (Star Spawn)        15 Brute                  196
Ice Troll                         10   Soldier            202    Ambush Vine Shoot                   15 Minion Controller      204
                                                                 Couad Star Serpent                  15 Elite Controller (L)    38
Genasi Fireblade                  11   Brute               116   Maw of Acamar (Star Spawn)          15 Controller             196
Slaughterstone Slicer             11   Elite Brute         187   Bristle Spider                      15 Elite Lurker           189
Tomb Spider                       11   Elite Controller    190   Podspawn (Demon)                    15 Minion Skirmisher       59
Adult Iron Dragon                 11   Solo Lurker          84   Shadar-Kai Painbearer               15 Skirmisher (L)         181
Duergar Fleshtearer               11   Lurker               93   Water Archon Tide Strider           15 Skirmisher              18
Direguard Assassin                11   Skirmisher           70
Dweomer Eater (Rust Monster)      11   Skirmisher          179   Drakkoth Venomshot                  16 Artillery               91
Eladrin Bladesinger               11   Skirmisher           97   Prismatic Shard (Chaos Shard)       16 Artillery               35
Weretiger (Lycanthrope)           11   Elite Skirmisher    159   Razor Hydra                         16 Solo Brute             150
Deva Knight-Errant                11   Soldier (L)          62   Ambush Vine                         16 Elite Controller       204
Firbolg Hounder                   11   Soldier             108   Fomorian Ghost Shaman               16 Elite Controller       112
                                                                 Neogi Great Old Master              16 Controller             166
Arctide Runespiral Demon          12 Artillery              60   Stone Giant Runecarver              16 Controller (L)         125
Centaur Hunter                    12 Artillery              30   Water Archon Waveshaper             16 Controller (L)          18
Duergar Hellcaller                12 Artillery              94   Fey-Knight Vestige (Fey Lingerer)   16 Lurker                 106
Flame Shard (Chaos Shard)         1 2 Artillery             34   Winter Wolf Snowfang                16 Lurker                 210
Phoelarch Mage                    12 Elite Artillery       174   Firbolg Ghostraven                  16 Elite Lurker           110
Bladerager Troll                  12 Brute                 202   Diamondhide Xorn                    16 Skirmisher             215
Bone Golem                        12 Elite Brute           133   Earth Archon Seismic Striker        16 Soldier                 14
Centaur Ravager                   12 Brute                  30   Lingerer Knight (Fey Lingerer)      16 Elite Soldier          106
Gorechain Devil                   12 Elite Brute            65   Shocktroop Devil                    16 Soldier                 67
Oni Overlord                      12 Elite Brute (L)       170
Needle Demon                      12 Controller             56   Earth Archon Rumbler                17 Brute                    14
Windfiend Fury (Elemental)        12 Controller            102   Frost Giant                         17 Brute                   122
Firbolg Hunter                    12 Skirmisher            108   Nyfellar Mammoth                    17 Brute                   161
Lolthbound Goblin Slave           12 Minion Skirmisher     131   Adult Gold Dragon                   17 Solo Controller          81
Phoelarch Warrior                 12 Elite Skirmisher      174   Scion of Gibbeth (Star Spawn)       17 Controller              197
Phoera (Phoelarch)                12 Elite Skirmisher      175   Yochlol Tempter (Demon)             1 7 Controller              61
                                                                 Coure of Mischief and Strife        17 Lurker                   97
Water Archon Shoal Reaver         13   Brute                18      (Eladrin)
Werewolf Lord (Lycanthrope)       13   Elite Brute (L)     160   Fomorian Cackler                    17   Elite Lurker          112
Centaur Mystic                    13   Controller (L)       30   Rime Hound (Winter Wolf)            17   Elite Skirmisher      211
Tempest Wisp (Elemental)          13   Controller          102   Slaad Spawn                         17   Minion Skirmisher     185
Adult Copper Dragon               13   Solo Skirmisher      78   Storm Archon Squallshield           17   Soldier                16
Drakkoth Ambusher                 13   Skirmisher           90
Shardstorm Vortex Funnelcloud                                    Couatl Cloud Serpent                18 Artillery                38
   (Elemental)                    13 Minion Skirmisher     101   Lingerer Fell Incanter              18 Elite Artillery         106
Duergar Blackguard                13 Elite Soldier (L)      94      (Fey Lingerer)
Erinyes (Devil)                   13 Soldier (L)            64   Abolethic Skum (Ooze)               18 Minion Brute            172
Ghost Legionnaire                 13 Soldier               119   Bebilith (Demon)                    18 Solo Brute               52
                                                                 Slaughterstone Eviscerator          18 Brute                   186
Beholder Eye of Frost             14 Elite Artillery        24   Fang Titan Drake                    18 Elite Controller         89
Shadar-Kai Gloom Lord             14 Artillery             180   Fey-incanter Vestige                18 Lurker                  107
Stormstone Fury (Elemental)       14 Artillery             101   Eldritch Giant                      1 8 Skirmisher             120
Abyssal Eviscerator (Demon)       14 Brute                  51   Fomorian Totemist                   18 Elite Skirmisher        113
Chillfire Destroyer (Elemental)   14 Brute                  98   Genasi Elemental Dervish            18 Elite Skirmisher        116
Cyclops Crusher                   14 Brute                  40
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.
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
                 S N 7 - - 8 95 0 -




                 Sug. R t i: U S $ 3 4 . 9 5 CAN $ 3 0
                       e al                       4.0
                 Pi t d in the USA
                   rne           . . .               239667200

Monster Manual 2

  • 2.
    CREDITS Design Art Director Rob Heinsoo (lead), Eytan Bernstein, Mari Kolkowsky Greg Bilsland, Jesse Decker, N. Eric Heath, Peter Lee, Chris Sims, O w e n K.C. Stephens Graphic Designer Bob Jordan Additional Design Logan Bonner, Greg Gorden Chris Lindsay, Cover Illustration Mike Mearls, Matthew Sernett, Greg Stolze, Jesper Ejsing (front), Ralph Horsley (back) Development Stephen Schubert (lead), Interior Illustrations Peter Lee, Peter Schaefer Dave Allsop, Zoltan Boros & Gabor Szikszai, Christopher Burdett, Chippy, Brian Despain, Steve Ellis, W a y n e Additional Development England, Jason Engle, A d a m Gillespie, Tomas Giorello, Stephen Radney-MacFarland Lars Grant-West, Des Hanley, Ralph Horsley, Andrew Hou, Jeremy Jarvis, Todd Lockwood, W a r r e n Mahy, J i m Editing Nelson, W i l l i a m O'Connor, Steve Prescott, Vinod Rams, Julia Martin (lead), Chris Seaman, Matias Tapia, Mark Tedin, Francis Tsai, Greg Bilsland, Jeremy Crawford, Brian Valenzuela, Franz Vohwinkel, Eva W i d e r m a n n , Eric Paul Grasshoff, Scott Fitzgerald Gray, Williams, Sam W o o d , Ben W o o t t e n M. Alexander Jurkat, Jessica Kristine, D & D Brand Team Bill McQuillan, Jeff Morgenroth Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard, Martin Durham Managing Editing Torah Cottrill, Kim Mohan Publishing Production Specialist Erin Dorries Director of D & D R & D and Book Publishing Bill Slavicsek Prepress Manager Jefferson Dunlap D & D Creative Manager Christopher Perkins Imaging Technician Ashley Brock Senior Art Director J o n Schindehette Production Manager Cynda Callaway D & D Design Manager James W y a t t Game rules based on the original D U N G E O N S & DRAGONS* rules 0 created by E. Gary Gygax and Dave Arneson, and the later D & D Development and Editing Manager editions by David " Z e b " Cook (2nd Edition); Jonathan Tweet, Andy Collins Monte Cook, Skip W i l l i a m s , Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James W y a t t (4th Edition). 620-23966720-001 EN U.S., C A N A D A , A S I A , P A C I F I C , EUROPEAN HEADQUARTERS W I Z A R D S OF THE COAST, B E L G I U M 9 8 76 54 3 2 1 & LATIN A M E R I C A Hasbro UK Ltd Industrialaan 1 First Printing' ^^MMPSJPr Wizards of the Coast LLC Caswell W a y 1702 Groot Bijgaarden 7® P.O. Box 707 Newport, G w e n t N P 9 0 Y H Belgium May 2009 Renton W A 98057-0707 GREAT BRITAIN +32.070.233.277 I S B N : 978-0-7869-5101-7 +1-800-324-6496 Please keep this address for your records D U N G E O N S & D R A G O N S , D & D , d20, d20 S y s t e m , W I Z A R D S OF T H E C O A S T , Player's Handbook, Dungeon Master's Guide, Monster Manual, F O R G O T T E N R E A L M S , D & D Insider, Adventurer's Vault, Dragon Magic, Arcane Power, Inn Fighting, Martial Power, Open Grave: Secrets of the Undead, Three-Dragon Ante, all other W i z a r d s of the Coast product names, and their respective logos are trademarks of W i z a r d s of the Coast in the U.S.A. and other countries. All W i z a r d s characters, character names, and the distinctive likenesses thereof are property of W i z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. A n y reproduction or unauthorized use of the material or artwork contained herein is prohibited w i t h o u t the express w r i t t e n permission of W i z a r d s of the Coast LLC. A n y similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. © 2 0 0 9 W i z a r d s of the Coast LLC VISIT O U R W E B S I T E AT WWW.W1ZARDS.COM/DND
  • 3.
    CONTENTS MONSTERSA TO Z 4 RACIAL TRAITS 220 GLOSSARY 216 MONSTERS BY LEVEL 221 A L P H A B E T I C A L LISTING O F MONSTERS Abolethic skum (ooze) 172 Devas 62 Herald of Hadar Scytheclaw drake 88 Abyssal eviscerator Diamondhide xorn 215 (star spawn) 196 Shadar-kai 180 (demon) 51 Dimensional marauder 69 Heroslayer hydra 151 Shardstorm vortexes Abyssal marauder 48 Dire tiger 199 Hobgoblin fleshcarver 132 (elemental) 101 Abyssal rotfiend (demon)... 52 Direguard assassin 70 Horned drake 88 Shocktroop devil 67 Adamantine dragon 75 Direguard deathbringer... 70 Humans 144 Shrieking cultist Ambush vine 204 Djinns 71 Ice troll 202 of Demogorgon 50 Angels 8 Doom flayer 49 Infernal armor Silver dragon 85 Ankheg 11 Drakkoths 90 animus (devil) 66 Skeletal steed 183 Arbalester (homunculus).. .143 Dretch (demon) 54 Iron dragon 83 Slaad spawn 185 Arctide runespiral Duergars 92 Iron golems 134 Slaughterstones 186 demon 60 Dust devil (elemental) 99 Kazrith (demon) 55 Son of the spirit wolf 211 Aspect of Demogorgon 44 Dweomer eater Kazuul, exarch Sphinx mystery 188 Assassin devil 64 (rust monster) 179 of Demogorgon 46 Spriggans 192 Barghests 20 Earth archons 14 Kenkus 152 Steel predator 198 Behirs 22 Eladrin 96 Krenshars 155 Stone giants 124 Beholders 24 Eldritch giants 120 Lolthbound goblin 131 Stonefist defender Berserker prelate of Erinyes (devil) 64 Maruts 162 (homunculus) 143 Demogorgon 48 Fang of Yeenoghu Maw of Acamar Storm archons 15 Black pudding (ooze) 172 (gnoll) 126 (star spawn) 196 Storm shard 34 Bladerager troll 202 Fang titan drake 89 Misfortune devil 66 Stormstone fury Blood hawk 142 Fell taints 104 Mud lasher (elemental)... 100 (elemental) 101 Bloodseeker drake 88 Fey lingerer 106 Myconids 164 Tempest wisp Bloodseep demon 53 Firbolgs 108 Needle demon 56 (elemental) 102 Bloodthorn vine 205 Flame shard 34 Neldrazu (demon) 56 Thrarak, exarch Bone golem 133 Flamespiker (elemental)... 99 Neogis 166 of Demogorgon 47 Bonecrusher skeleton 183 Fleshtearer shark 182 Nothics 168 Tiger 199 Bristle spider 189 Fluxslaad 184 Nycademon (demon) 57 Tomb spider 190 Bugbear wardancer Fomorians 112 Nyfellar mammoth 161 Troglodytes 200 (goblin) 130 Frost giants 122 Oni 170 Troll vinespeaker 203 Bullywugs 28 Frost hawk 142 Phase spider 190 Umbral sprite swarm 194 Centaurs 30 Cenasi 116 Phoelarchs 174 Warforged 206 Centipede scuttler 33 Ceonid (elemental) 99 Phoera (phoelarch) 175 Water archons 18 Chain golem 133 Ghost legionnaire 119 Pod demon 58 Wereboar 158 Chaos hydra 151 Giant ants 12 Podspawn (demon) 59 Weretiger 159 Chillfire destroyer Gnaw demon 54 Poisonscales (lizardfolk)... 156 Werewolf lord 160 (elemental) 98 Gnolls 126 Primordial colossus 37 Will-o'-wisp 209 Clay golem 134 Gnomes 128 Prismatic shard 35 Windfiend fury Cockatrice 36 Goblin acolyte Razor hydra 150 (elemental) 102 Copper dragon 77 of Maglubiyet 131 Remorhaz 176 Windstriker (elemental).. .103 Couatl cloud serpent 38 Gold dragon 80 Retriever 177 Winter wolf 210 Couatl star serpent 38 Goliaths 136 Rime hound 211 Winter wolf snowfang 210 Coure of mischief Gorechain devil 65 Rockfist smasher Withering devil 68 and strife 97 Gray ooze 173 (elemental) 100 Witherlings 212 Cyclopses 40 Gray render 137 Runespiral demon 59 W o o d woad 214 Dagon 45 Green slime (ooze) 173 Rupture demon 60 Xorn 215 Darkmantle 41 Greenvise vine 205 Rust monster 178 Yochlol tempter Death shard 34 Half-elves 138 Scion of Gibbeth (demon) 61 Demogorgon 42 Half-ores 140 (star spawn) 197
  • 4.
    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.
  • 7.
    A basic attackhas a circle around its icon: m e l e e EEEECTS U basic attack © or ranged basic attack © . Monster powers include m a n y o f the s a m e effects h that appear in P C powers, such as aftereffects, condi <£ ACTION tions, damage o f various types, ongoing damage, and I f a power requires an action to use, that fact is noted secondary attacks. ;„<" in the power's description. A n i m m e d i a t e action's A power's effects are instantaneous, unless other- a: trigger is noted right after the action type. Some wise noted. T h e effects o f some powers c a n be lu powers don't require an action to use; they simply i_ sustained (indicated by Sustain and then whatever ./• occur in response to a trigger. action is required to sustain the effect). z C REQUIREMENT ALIGNMENT 2 Some powers are usable only i f a precondition is met. A monster's most typical alignment is noted in its For example, a power might be usable only while a statistics block. Chapter 2 o f the Player's Handbook monster is bloodied or only i f it is wielding a specific contains information on the various alignments. weapon. A requirement is noted after a power's action type, i f any. LANGUAGES A statistics block gives the languages that a monster RECHARGE typically c a n speak and understand. An individual A monster power is at-will, encounter, or daily, or it monster might know additional languages, like recharges in certain c i r c u m s t a n c e s . C o m m o n or the languages of its companions. See the R e c h a r g e 0 0 LC] [x] 10]: T h e power has a Dungeon Master's Guide, page 1 7 1 , for more informa- r a n d o m c h a n c e o f r e c h a r g i n g during e a c h round o f tion about the languages o f the D & D world. c o m b a t . At the start o f e a c h o f the monster's t u r n s , roll a d 6 . I f the roll is one o f the die results shown in the power description, t h e m o n s t e r regains the SKILLS use o f that power. T h e power also r e c h a r g e s after a T h e skills section o f a monster's statistics block short rest. includes only trained skills or skills for which the R e c h a r g e s w h e n . . . : T h e power recharges in a monster has an unusual modifier. A monster's Per- specific c i r c u m s t a n c e , such as when the monster is ception modifier isn't repeated here. first bloodied during an encounter. T h e power also recharges after a short rest. ABILITY SCORES A monster's six ability scores are included toward the RANGE AND A R E A bottom o f its statistics block. Following each score A melee power has a range o f 1, unless otherwise in parentheses is the adjusted ability score modifier, noted. R a n g e d powers specify a range, and area including one-half the monster's level, which is useful powers and close powers specify a range and an area whenever the monster needs to m a k e an untrained of effect. skill c h e c k or an ability c h e c k . TARGETS EQUIPMENT Some monster powers specify targets. An area attack A monster's " E q u i p m e n t " entry notes the weapons or a close attack targets each creature within its area and implements the creature uses. I f a character o f effect, unless otherwise noted. gains a monster's equipment, he or she c a n use it as n o r m a l equipment. A character does not gain the ATTACK powers that a monster uses through its equipment. Unless an attack power hits automatically, its descrip- tion includes an attack notation, which specifies the monster's attack bonus for that power and which HEALING SURGES defense it targets. Monsters have healing surges. However, few monsters H i t : T h e effect o f a power hitting is specified after have powers that let t h e m spend healing surges. T h e the attack notation. n u m b e r o f healing surges a monster has is based on M i s s : S o m e attack powers have an effect on a miss its level: 1 - 1 0 , one healing surge; 1 1 - 2 0 , two healing (indicated by Miss). surges; 21 or higher, three healing surges. E f f e c t : S o m e attack powers have an effect whether B e c a u s e they rarely c o m e into play, healing surges or not the attack hits (indicated by Effect). are not included in a monster's statistics block.
  • 8.
    ANGEL ENCOUNTER GROUPS A n angel o f authority leads angels o f protection, v e n g e a n c e , supremacy, battle, a n d valor. It also A N G E L S A R E DIVINE SERVANTS OF T H E GODS. Although a d m i n i s t e r s or d i r e c t s o t h e r servants o f a deity w h o c o m m o n in t h e A s t r a l S e a , t h e y c a n b e found any- are not angels. w h e r e acting on b e h a l f o f a deity or o t h e r force w h o s e goals align with t h e i r calling. Level 2 2 Encounter ( X P 21,400) • 1 angel o f authority (level 2 2 controller) ANGEL OE AUTHORITY • 2 angels o f v e n g e a n c e (level 1 9 elite b r u t e , MM 1 7 ) • 6 angels o f light (level 2 3 m i n i o n ) A N ANGEL OF AUTHORITY IS T H E MOUTHPIECE o f a deity. T h i s angel governs other angels a n d servants o f a deity in a n d out o f c o m b a t . ANGEL OE RETRIEVAL W H E N DEITIES R E Q U I R E T H E RECOVERY o f a stolen object or a k i d n a p p e d c r e a t u r e , they send a squad Angel of Authority Level 22 Controller (Leader) Large immortal humanoid (angel) XP 4,150 o f divine beings that includes a n e x p e r t t r a c k e r : t h e Initiative +17 Senses Perception +18 angel o f retrieval. HP 203; Bloodied 101 AC 36; Fortitude 32, Reflex 34, W i l l 35 Angel of Retrieval Level 2 2 Artillery Immune fear; Resist 15 radiant Large immortal humanoid (angel) XP 4,150 Speed 8, fly 12 (hover) Initiative +20 Senses Perception +22; blindsight © Quarterstaff (standard; at-will) • Radiant, Weapon HP 162; Bloodied 81 Reach 2; +27 vs. AC; 1d10 + 8 damage plus 1d10 radiant AC 34; Fortitude 33, Reflex 35, W i l l 33 damage. Immune fear; Resist 15 radiant -T Lightning Bolt (standard; at-will) • Lightning * Speed 8, fly 12 (hover), teleport 5 Ranged 10; +26 vs. Fortitude; 2d10 + 8 lightning damage, and © Short Sword (standard; at-will) • Radiant, Weapon the target is dazed until the end of the angel of authority's next Reach 2; +27 vs. AC; 2d6 + 6 radiant damage. turn. © Angelic Bow (standard; at-will) • Radiant, Weapon V Majestic Rally (standard; recharge : : ) • Radiant, Thunder Ranged 20/40; +27 vs. AC; 2d8 + 9 radiant damage, and each Close burst 5; targets enemies; +26 vs. Will; 1d10 + 8 radiant enemy adjacent to the target takes 10 radiant damage. damage plus 1d10 thunder damage, and the target is weakened 4 Isolating Displacement (standard; at-will) • Radiant, (save ends). Miss: Half damage. Effect: Any angel within the burst Teleportation gains a +2 bonus to attack rolls until the end of the angel of authority's next turn. Reach 2; +27 vs. Reflex; 2d8 + 10 radiant damage, and the angel of retrieval teleports the target 5 squares. The angel then Angelic Presence (while not bloodied) teleports to a space adjacent to the target. The angel can choose Any attack against the angel of authority takes a -2 penalty to to deal no damage with this attack. Miss: The angel teleports the attack roll. 5 squares. Alignment Unaligned Languages Supernal -?2- Clear the W a y (standard; recharge [Xj [!]]) • Radiant Skills Insight +23, Religion +23 Area burst 3 within 10; +27 vs. Fortitude; 3d8 + 9 radiant Str20(+16) Dex22(+17) W i s 25 (+18) damage, and the angel of retrieval slides the target 3 squares. Con19(+15) Int24(+18) Cha27(+19) Miss: Half damage, and the angel slides the target 1 square. Equipment plate armor, quarterstaff Hunt the Guilty (minor; encounter) The angel of retrieval chooses one enemy within 10 squares of ANGEL OE AUTHORITY TACTICS it. Until the end of the encounter, the angel's attacks deal 1d10 A n angel o f authority stays b e h i n d t h e lines, raining extra damage against that creature. down lightning bolts a n d bolstering allies w i t h majestic Alignment Unaligned Languages Supernal Skills Arcana +28, Intimidate +29 rally w h e n e v e r possible. Str22(+17) Dex28(+20) W i s 23 (+17) Con 24 (+18) Int23(+17) Cha24(+18) ANGEL OE AUTHORITY LORE Equipment plate armor, longbow, short sword R e l i g i o n D C 2 4 : A n angel o f authority is t h e herald o f a p a r t i c u l a r deity. T h e angel h a n d l e s t h e ANGEL OE RETRIEVAL TACTICS m o s t i m p o r t a n t tasks c o n c e r n i n g t h e p r o t e c t i o n a n d A n angel o f retrieval is often d i s p a t c h e d to c a p t u r e a well-being o f t h e deity's d o m i n i o n . person or a thing. T h e angel uses hunt the guilty on t h e individual to b e c a p t u r e d or t h e one holding a n item to b e r e c o v e r e d . T h e angel uses clear the way to give its allies m o r e space to m a n e u v e r . O t h e r w i s e , t h e angel prefers to fight f r o m a d i s t a n c e w i t h its angelic bow.
  • 9.
    (Left to right)angei of authority, angel of light, and angel of supremacy ANGEL OE RETRIEVAL LORE ANGEL OE LIGHT R e l i g i o n D C 2 4 : An angel o f retrieval is best M A D E PURELY OF DIVINE ENERGY, a n angel o f light exists described as a bounty hunter from the Astral Sea. as a brilliant embodiment o f a deity's subconscious. These angels are trained in rituals that allow t h e m to hunt down creatures, such as Observe Crea- Angel of Light Level 2 3 Minion Skirmisher ture (Players Handbook, page 3 0 9 ) and Planar Medium immortal humanoid angel) XP 1,275 Portal (Player's Handbook, page 3 1 1 ) . Initiative +19 Senses Perception +19 H P 1; a missed attack never damages a minion; see also death burst. ENCOUNTER GROUPS AC 37; Fortitude 34, Reflex 34, W i l l 36 An angel o f retrieval is assisted by other angels in Immune fear; Resist 15 radiant interplanar hunting parties. Speed 8, fly 12 (hover) © Angelic Glaive (standard; at-will) • Weapon Level 2 3 E n c o u n t e r ( X P 2 1 , 4 0 0 ) Reach 2; +28 vs. AC; 15 damage. • 1 angel o f retrieval (level 2 2 artillery) <* Death Burst (when the angel of light drops to 0 hit points) • • 2 angels o f supremacy (level 2 4 soldier) Radiant The angel of light explodes in a burst of radiant light: close burst • 1 2 angel o f valor legionnaires (level 2 1 minion, • 10; targets enemies; +26 vs. Fortitude. Effect: Angels in the M M 16) burst gain 10 temporary hit points. Alignment Unaligned Languages Supernal Str 18 (+15) Dex 23 (+17) W i s 27 (+19) Con 2 3 (+17) Int 15 (+13) Cha 2 3 (+17) Equipment glaive ANGEL OE LIGHT TACTICS A squad o f angels o f light spreads out and tries to attack as m a n y targets as possible. They never retreat from battle.
  • 10.
    ANGEL OE LIGHTLORE ANGEL OE SUPREMACY TACTICS R e l i g i o n D C 2 4 : A n angel o f l i g h t is the bound A n angel o f supremacy positions itself at a chokepoint form o f a deity's subconscious thoughts, appearing in or other tactically important location and uses astral the Astral Sea as a m o t e o f pure energy until given brilliance. It targets a melee combatant with summons direction by m o r e powerful angels. T h e thought that to justice, bringing the target within r e a c h o f its spear originally formed it drives its actions eternally. and the radiant zone. R e l i g i o n D C 2 9 : Although directed by a deity's thoughts, angels oflight c a n act independently to see ANGEL OF SUPREMACY LORE those thoughts enacted. T h e r e have even b e e n rare R e l i g i o n D C 2 4 : Angels o f supremacy guard the occasions w h e n angels oflight acted in ways contrary h o m e s o f gods and protect the gods' favored mortal to their creators' ethos in zealous attempts to see servants. T h e y are also the b a c k b o n e o f strike force those ideas m a d e real. groups for a deity. ENCOUNTER GROUPS ENCOUNTER GROUPS Angels oflight are found with other angels or as A n angel of supremacy is the vanguard o f any strike m e m b e r s o f a larger group enforcing a deity's will. force sent by the gods. Level 2 2 Encounter ( X P 2 4 , 5 5 0 ) Level 2 4 E n c o u n t e r ( X P 3 0 , 3 5 0 ) • 1 angel o f supremacy (level 2 4 soldier) • 3 angels o f supremacy (level 2 4 soldier) • 8 angels oflight (level 2 3 minion) • 1 deva fallen star (level 2 6 artillery) • 1 m a r u t concordant (level 2 2 elite controller, • 1 tormenting ghost (level 2 1 controller, MM 1 1 7 ) MM 8 5 ) ANGEL OE SUPREMACY ARCHANGEL A N G E L S OF S U P R E M A C Y A R E T H E STRONGEST o f the The highest of all angels are the Archangels, powerful angelic fighters. beings from the Astral Sea. An archangel is the ultimate authority in an astral dominion with the exception of the Angel of Supremacy Level 2 4 Soldier actual deity. Large immortal humanoid (angel) XP 6,050 The archangel template can be applied to any angel. Initiative +19 Senses Perception +18 HP 226; Bloodied 113 Archangel Elite Controller AC 40; Fortitude 38, Reflex 36, W i l l 35 (angel) XP Elite Immune fear; Resist 15 radiant Saving Throws +2 Speed 8, fly 12 (hover) Action Point 1 © Spear (standard; at-will) • Thunder, Weapon Hit Points +8 per level + Constitution score Reach 3; +31 vs. AC; 1 d10 + 9 damage plus 1 dl 0 thunder Powers damage. + Avenging Strike (when an ally within 5 squares of the -y Light of Justice (standard; encounter) • Radiant archangel drops to 0 hit points; at-will) Ranged 10; +29 vs. Fortitude; 2d10 + 9 radiant damage. EJFect: The archangel shifts 2 squares and makes a melee basic The target is marked until the end of the encounter. attack as a free action. Summons to Justice (minor 1/round; at-will) Overwhelming Presence (standard; encounter) • Radiant Ranged sight; targets creatures marked by the angel of Close burst 5, targets enemies; level + 4 vs. Will; 1d8 + supremacy; no attack roll; the angel of supremacy pulls the Wisdom modifier radiant damage, and the target is stunned target 1 square. until the end of the archangel's next turn. Astral Brilliance (standard; encounter) • Radiant, Zone Close burst 3; +29 vs. Reflex; 2d10 + 9 radiant damage. Effect The burst creates a zone of radiance that lasts until the end of the encounter. The angel of supremacy's spear attack deals 1d10 extra radiant damage while the angel is within the zone. Angelic Presence (while not bloodied) Any attack against the angel of supremacy takes a -2 penalty to the attack roll. Threatening Reach An angel of supremacy can make opportunity attacks against all enemies in reach. Alignment Unaligned Languages Supernal Skills Intimidate +21 Str 29 (+21) Dex 21 (+17) W i s 22 (+18) Con26(+20) hit 25 (+19) Cha19(+16) Equipment plate armor, heavy shield, spear
  • 11.
    ANKHEG LOATHSOME INSECTSwith a taste for bipedal prey, a n k h e g s b u r s t from hiding to seize t h e unwary. An a n k h e g moves with great stealth, but might b e detected by t h e faint w h i f f o f acid dripping from its twitching m a n d i b l e s . Ankheg Level 3 Elite Lurker Large natural beast XP300 Initiative +10 Senses Perception +9; tremorsense 5 HP 100; Bloodied 50 AC 17; Fortitude 14, Reflex 16, W i l l 14 Resist 5 acid Saving Throws +2 Speed 8, burrow 4 (tunneling) Action Points 1 © Claw (standard; at-will) +8 vs. AC; 1d8 + 5 damage. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ • Mandible Grab (standard; usable only while the ankheg does not f have a creature grabbed; at-will) +8 vs. AC; 1d8 + 5 damage, and the target is grabbed; see also mandible carry. I Gnaw and Scuttle (minor; at-will) • Acid Targets a creature grabbed by the ankheg; +8 vs. AC; 1d8 + 2 damage, and ongoing 5 acid damage (save ends). The ankheg then shifts 2 squares and pulls the target to space adjacent to its new location. • * Acid Spray (standard; recharges when first bloodied) 4- Acid < Close blast 3; +8 vs. Reflex; 1d8 + 5 acid damage, and the target is slowed and takes ongoing 5 acid damage (save ends both). Mandible Carry ANKHEG TACTICS An ankheg can move at normal speed while carrying a creature Adult a n k h e g s strike quickly, attempting to g r a b a n d that is Medium or smaller. c a r r y away a v u l n e r a b l e target. A n a n k h e g broodling Alignment Unaligned Languages - r e m a i n s in hiding until a n adult a n k h e g has brought Skills Stealth +11 a grabbed victim near. Str15(+3) Dex20(+6) W i s 16 (+4) Con 18 (+5) lnt2(-3) Cha4(-2) ANKHEG LORE Ankheg Broodling Level 1 Minion Brute N a t u r e D C 1 0 : A n k h e g s dig m a z e l i k e n e t w o r k s Small natural beast XP 25 o f t u n n e l s , w h i c h might c o n t a i n o t h e r m o n s t e r s that Initiative +3 Senses Perception +1; tremorsense 5 have c l a i m e d p a r t o f t h e t u n n e l network as t h e i r o w n . HP 1; a missed attack never damages a minion. N a t u r e D C 1 5 : A n k h e g s a r e found in nesting AC 15; Fortitude 12, Reflex 14, W i l l 12 pairs, t h e i r broodlings rarely e m e r g i n g from t h e Resist 5 acid Speed 6, burrow 2 (tunneling) safety o f t h e i r t u n n e l s . © Claw (standard; at-will) +5 vs. AC; 4 damage, i Mandible Rip (standard; at-will) • Acid ENCOUNTER GROUPS +4 vs. AC; 6 damage. If the ankheg broodling makes a critical A n k h e g s are n o r m a l l y e n c o u n t e r e d as pairs. Brood- hit against a target, each creature adjacent to that target takes 3 lings a r e occasionally controlled b y giant ants after acid damage. t h e ant hives drive away or kill t h e adult a n k h e g s . Brood Swarm An ankheg broodling gains a +4 bonus to attack rolls against Level 4 E n c o u n t e r ( X P 9 5 0 ) targets that are grabbed by any ankheg. • 2 a n k h e g s (level 3 elite lurker) Alignment Unaligned Languages - Skills Stealth +8 • 6 a n k h e g broodlings (level 1 m i n i o n ) Str 10 (+0) Dex 16 (+3) W i s 12 (+1) • 1 rage drake (level 5 b r u t e , M M 9 2 ) Con 13 (+1) lnt1(-5) Cha 2 (-4)
  • 12.
    ANT, G IA N T HIVE SOLDIER H I V E SOLDIERS R E M A I N N E A R T H E H I V E unless driven to c o n q u e s t by t h e q u e e n . W A V E S OF SINGLE-MINDED GIANT ANTS c a n strip t h e l a n d s c a p e b a r e for m i l e s , overcoming any foe with Hive Soldier Level 3 Soldier s h e e r n u m b e r s . T h e y have b e e n k n o w n to r e d u c e Medium natural beast XP150 towns to b a r e e a r t h . Initiative +6 Senses Perception +0; low-light vision, tremorsense 10 HIVE W O R K E R HP 46; Bloodied 23; see also death convulsion AC 18; Fortitude 16, Reflex 15, W i l l 12 W E A K E S T OF T H E GIANT ANTS, workers exist to fulfill Speed 6, climb 6 t h e f u n c t i o n a l needs o f t h e hive, providing little help © Grasping Mandibles (standard; usable only while the hive in battle o t h e r t h a n t h e i r s w a r m i n g n u m b e r s . soldier does not have a creature grabbed; at-will) +10 vs. AC; 1d8 + 3 damage, and the target is grabbed. • Acid Sting (standard; at-will) • Acid f Hive Worker Level 1 Minion Skirmisher Targets a creature grabbed by the hive soldier; +10 vs. AC; 1d6 Medium natural beast XP25 + 3 acid damage, and ongoing 5 acid damage (save ends). Initiative +0 Senses Perception - 1 ; low-light vision, •i" Death Convulsion (when the hive soldier drops to 0 hit points) tremorsense 10 Close burst 1; targets enemies; +8 vs. Reflex; the target is HP 1; a missed attack never damages a minion. knocked prone. AC 15; Fortitude 13, Reflex 13, W i l l 10 Hive Soldier Frenzy (when any giant ant within 10 squares of the Speed 6, climb 6, burrow 2 (tunneling) hive soldier drops to 0 hit points; at-will) © Bite (standard; at-will) The soldier gains a +2 bonus to attack rolls until the end of its +6 vs. AC; 4 damage. next turn. Hive Worker Frenzy (free, when any giant ant within 10 squares Alignment Unaligned Languages - of the hive worker is reduced to 0 hit points; at-will) Str 17 (+4) Dex 15 (+3) W i s 9 (+0) The hive worker shifts 2 squares. Con 14 (+3) Int 2 (-3) Cha 4 (-2) Alignment Unaligned Languages - Str17(+3) Dex15(+2) Wis9(-1) Con 14 (+2) lnt2(-4) Cha4(-3) WINGED DRONE W I N G E D DRONES FLOOD FROM T H E H I V E during m a t i n g HIVE W O R K E R TACTICS season, spreading far a n d wide on iridescent wings. A hive worker shows little initiative. It attacks any adjacent c r e a t u r e other t h a n those o f its o w n hive, or Winged Drone Level 4 Skirmisher moves to attack any c r e a t u r e that is in c o m b a t with a Medium natural beast XP175 m e m b e r o f its hive. Initiative +6 Senses Perception +2; low-light vision, tremorsense 10 HP 55; Bloodied 27 HIVE WARRIOR AC 18; Fortitude 15, Reflex 17, W i l l 12 A H I V E W A R R I O R ACTS AS AN E X P L O R E R a n d g u a r d i a n Speed 8, climb 8, fly 8 for t h e workers during t h e i r forays outside t h e hive. © Acid Sting (standard; at-will) • Acid +9 vs. AC; 1d6 + 2 acid damage, and ongoing 5 acid damage (save ends). Hive Warrior Level 1 Skirmisher + Hive Drone Frenzy (free, when any giant ant within 10 squares Medium natural beast XP 125 of the winged drone drops to 0 hit points; at-will) Initiative +6 Senses Perception +0; low-light vision, The drone shifts 2 squares and uses acid sting. tremorsense 10 4 Flyby Attack (standard; at-will) H P 36; Bloodied 18 The winged drone flies 8 squares and makes one acid sting at AC 16; Fortitude 14, Reflex 15, W i l l 11 any point during that movement. The drone doesn't provoke Speed 8, climb 8 opportunity attacks when moving away from the target of the © Piercing Bite (standard; at-will) • Acid attack. _. +7 vs. AC; 1d8 + 4 damage. The hive warrior's attack deals 1d10 Shredding Wings (standard; usable only while bloodied; extra acid damage to any target that already has ongoing acid encounter) damage. Close blast 2; +8 vs. AC; 3d6 + 4 damage, and the winged drone Hive Warrior Frenzy (free, when any giant ant within 10 squares loses its fly speed until the end of the encounter. of the hive warrior drops to 0 hit points; at-will) Alignment Unaligned Languages - The warrior is no longer marked or cursed, and it shifts 2 squares. Str 14 (+4) Dex 18 (+6) W i s 11 (+2) Alignment Unaligned Languages - Con 15 (+4) Int 2 (-2) Cha4(-1) Str 14 (+3) Dex 17 (+4) W i s 9 (+0) Con 12 (+2) Int 2 (-3) Cha 4 (-2)
  • 13.
    HIVE QUEEN IN ADDITIONTO BIRTHING F U T U R E GENERATIONS, the hive queen directs the activities o f her brood with a ruthless and single-minded purpose. Hive Queen Level 5 Elite Controller (Leader) Large natural beast XP400 Initiative +6 Senses Perception +2; low-light vision, tremorsense 10 In the Presence of the Queen aura 10; each giant ant within the aura gains a +2 bonus to attack rolls and damage rolls. HP 132; Bloodied 66 AC 19; Fortitude 19, Reflex 16, W i l l 17 Immune fear Speed 6, climb 2 Saving Throws +2 Action Points 1 © Bite (standard; at-will) 110 vs. AC; 1d10 + 4 damage. © Kick (minor; at-will) Reach 2; +9 vs. Reflex; 3 damage, and the hive queen pushes the target 3 squares. • Hive Queen Frenzy (free, when any giant ant within 10 squares r HIVE QUEEN TACTICS of the hive queen drops to 0 hit points; at-will) A hive queen aims her kick carefully, pushing The queen shifts 2 squares and uses kick. e n e m i e s into groups for an acidic blast attack or into V Acidic Cloud (standard; encounter) • Acid, Zone swarming clusters o f her brood. In a desperate situa- Close burst 4; the burst creates a zone of caustic gas that lasts until the end of the encounter. Any enemy that starts its turn tion, she calls a strategic retreat, sacrificing warriors within the zone takes 2 acid damage for each giant ant within without concern while leading soldiers and drones to the zone. The zone is centered on the hive queen and moves a more advantageous location. I f the entire brood is with her. eliminated, the q u e e n fights to the death. -i'f Acidic Blast (standard; recharge':: K 11) • Acid Area burst 3 within 10; targets enemies; +7 vs. Will; 1d6 + 2 acid damage, and the target is dazed (save ends). Miss: Half GIANT ANT LORE damage. N a t u r e D C 7: Giant ants live in hives consisting of Call to Arms (when first bloodied; encounter) hundreds of m e m b e r s . T h e majority o f these ants are Four new giant ant hive workers appear and act to defend their workers, but they all fight to defend the hive. queen. Each ant appears within 5 squares of the hive queen, N a t u r e D C 1 2 : Although they are not intelligent, and acts on the queen's initiative count. Alignment Unaligned Languages - giant ants use teamwork and simple yet effective tac- tics. Giant ants possess a social organization rivaling that o f the most efficient humanoids. N a t u r e D C 17: Giant ants c o m m u n i c a t e with nearby m e m b e r s o f the hive by using a complex combination o f pheromones. T h e s e pheromones are highly acidic, and the ants use t h e m to damage foes. ENCOUNTER GROUPS Giant ants are encountered with others o f their hive, since they generally consider anything else to be food. Level 1 Encounter ( X P 5 0 0 ) • 1 hive soldier (level 3 soldier) • 2 hive warriors (level 2 skirmisher) • 4 hive workers (level 1 minion)
  • 14.
    ARCHON EARTH ARCHON SEISMIC STRIKER P R I M O R D I A L S C R A F T E D ARCHONS to b e soldiers in t h e A SEISMIC STRIKER FORMS T H E FOUNDATION o f a n c a t a c l y s m i c w a r against t h e i m m o r t a l s o f t h e Astral a r c h o n a r m y in t h e E l e m e n t a l C h a o s . It s o m e t i m e s S e a . Now, t h e y act as servitors a n d m e r c e n a r i e s for acts as a g u a r d for stone giants. powerful forces w i t h i n t h e E l e m e n t a l C h a o s , s u c h as giants, efreets, a n d d e m o n s . T h e s e c r e a t u r e s o f Earth Archon Seismic Striker Level 1 6 Soldier energy e x e r t little will o f t h e i r own, instead further- Medium elemental humanoid (earth) ing t h e goals a n d a m b i t i o n s o f t h e i r m a s t e r s . T h e few Initiative +16 Senses Perception +13; tremorsense 20 H P 160; Bloodied 80 a r c h o n s that a r e i n d e p e n d e n t prowl t h e E l e m e n t a l AC 32; Fortitude 29, Reflex 28, W i l l 27 C h a o s , attacking c r e a t u r e s without e l e m e n t a l origins. Immune disease, petrification, poison Speed 6 (earth walk) EARTH ARCHON © W a r Pick (standard; at-will) • Thunder, Weapon +23 vs. AC; 2d8 + 7 damage plus 1d8 thunder damage (crit 4d8 GROUND RAGER + 23 damage plus 8 thunder damage). A N E A R T H ARCHON GROUND RAGER is d r a w n to regions © Stone Javelin (standard; at-will) • Weapon Ranged 10/20; +23 vs. AC; 1d10 + 7 damage, and the target is o f geologic activity, s u c h as volcanoes, fault zones, marked until the end of the earth archon seismic striker's next sink holes, or a r e a s prone to landslides. turn. Seismic Stomp (standard; recharge is i]) • Thunder Earth Archon Ground Rager Level 1 4 Controller Close burst 3; +21 vs. Fortitude; 2d10 + 7 thunder damage, and Medium elemental humanoid (earth) XP 1.000 the target is knocked prone. Miss: Half damage, and the target is Initiative +9 Senses Perception +13; tremorsense 20 knocked prone. Earth Liquefaction aura 5; each creature without the earth Ground Strike • Thunder keyword that ends its turn within the aura and did not move An earth archon seismic striker's attack deals an extra 1d8 during its turn is slowed until the end of its next turn. thunder damage against any prone enemy. H P 143; Bloodied 71 Combat Superiority AC 28; Fortitude 27, Reflex 25, W i l l 26 An earth archon seismic striker gains a +5 bonus to opportunity Immune disease, petrification, poison attack rolls and immobilizes a creature that it hits with an Speed 6 (earth walk) opportunity attack. © Slam (standard; at-will) Alignment Chaotic evil Languages Primordial +19 vs. AC; 2d8 + 6 damage. Str 18 (+12) Dex 22 (+14) W i s 21 (+13) © Raging Earth (standard; at-will) • Thunder Con 24 (+15) Int 15 (+10) Cha 17 (+11) Ranged 20; +17 (+20 against slowed creatures) vs. Reflex; 1d8 + Equipment plate armor, heavy shield, war pick, 5 javelins 6 thunder damage, and the target is immobilized (save ends). 4 Shove (standard; at-will) +19 vs. AC; 1d10+6 damage, and the target is pushed 4 squares EARTH ARCHON RUMBLER and knocked prone. E A R T H ARCHON RUMBLERS SERVE AS SHOCK TROOPS -5^ Ground Eruption (standard; recharge X j i ) • Thunder in t h e a r m i e s o f t h e E l e m e n t a l C h a o s , c r u s h i n g any Area burst 1 within 10 ; +18 vs. Reflex; 2d8 + 6 thunder e n e m i e s too slow to f l e e . damage, and the target is knocked prone. Miss: Half damage, and the target is knocked prone. Alignment Chaotic evil Languages Primordial Earth Archon Rumbler Level 17 Brute Str 20 (+12) Dex 14 (+9) W i s 2 3 (+13) Medium elemental humanoid (earth) XP 1,600 Con 23 (+13) Int 19 (+11) Cha 17 (+10) Initiative +12 Senses Perception +13; tremorsense 20 Equipment chainmail H P 204; Bloodied 102 AC 29; Fortitude 31, Reflex 28, W i l l 29 Immune disease, petrification, poison Speed 6 (earth walk) © Stone Warhammer (standard; at-will) • Weapon +20 vs. AC; 2d10 + 9 damage. 'ir Avalanche Strike (standard; at-will) Close burst 2; +18 vs. Reflex; 1d10 + 9 damage, and the target is knocked prone. Thundering Might • Thunder An earth archon rumbler's attack deals 2d8 extra thunder damage if the rumbler is adjacent to more than one enemy emy. Alignment Chaotic evil Languages Primordial Str 24 (+15) Dex 18 (+12) W i s 21 (+13) Con 24 (+15) Int 15 (+10) Cha 17 (+11) Equipment warhammer
  • 15.
    (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.
  • 16.
    (Left to right)storm archon lightning walker, tempest weaver, and squallshield Storm Archon Squallshield Level 17 Soldier Medium elemental humanoid (air, water) XP 1,600 STORM ARCHON Initiative +15 Senses Perception +15 SQUALLSHIELD TACTICS Rain Wall aura 1; each enemy that starts its turn within the aura A squallshield focuses its attacks on a w e a k target. must make a DC 22 Athletics check or Acrobatics check. An It m a r k s t h e foe from range using snarling lightning enemy that fails the check is knocked prone. a n d t h e n teleports n e x t to it using pursuing storm. The HP 168; Bloodied 84 squallshield t h e n attacks with its longsword, keeping AC 33; Fortitude 30, Reflex 30, W i l l 26 t h e target m a r k e d until t h e squallshield's other abili- Immune disease, poison; Resist 15 lightning, 15 thunder Speed fly 8 (hover) ties r e c h a r g e . © Longsword (standard; at-will) • Weapon +23 vs. AC; 2d8 + 7 damage, and the target is marked until the STORM ARCHON end of the storm archon squallshield's next turn. • Snarling Lightning (standard; recharge [x] [H]) • Lightning V LIGHTNING WALKER Ranged 10; +21 vs. Reflex; 2d8 + 7 lightning damage, and the A LIGHTNING W A L K E R CRACKLES w i t h intensity a n d target is marked (save ends). Each enemy adjacent to the target a r r o g a n c e , f l a s h i n g across t h e battlefield faster t h a n takes half damage and is marked (save ends). t h e eye c a n b l i n k . Pursuing Storm (move; recharge [x] [n]) • Teleportation The storm archon squallshield teleports 7 squares to a space adjacent to a creature it has marked. The target grants combat Storm Archon Lightning Walker Level 1 8 Skirmisher advantage to the squallshield until the end of the squallshield's Medium elemental humanoid (air, water) XP 2,000 turn. Initiative +18 Senses Perception +16 Mark of the Tempest H P 171; Bloodied 85 When a storm archon squallshield hits a creature marked by it AC 32; Fortitude 29, Reflex 32, W i l l 29 with a ranged or melee attack, that creature is slowed (save ends). Immune disease, poison; Resist 15 lightning, 15 thunder Alignment Chaotic evil Languages Primordial Speed fly 8 (hover) Str 19 (+12) Dex 20 (+13) W i s 15 (+10) © Spear (standard; at-will) • Teleportation, Weapon Con24(+15) Int 17 (+11) Cha17(+11) +23 vs. AC; 2d8 + 4 damage, and the storm archon lightning Equipment plate armor, light shield, longsword walker teleports the target 2 squares. Effect: The lightning walker teleports 2 squares.
  • 17.
    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
  • 18.
    Saving Throws +2against immobilized, restrained, and slowed WATER ARCHON Speed 6, swim 8 SHOAL REAVER © Greatspear (standard; at-will) • Weapon Reach 2; +20 vs. AC; 2d10 + 4 damage. A SHOAL R E A V E R IS A MERCILESS R A I D E R , happy to •J- W a y of Water (standard; recharge ii ii) dispatch any c r e a t u r e s in its way. It savages e n e m i e s The water archon tide strider shifts 6 squares and makes one with ruthless strikes o f its trident, pulling t h e m to t h e greatspear attack against each enemy within reach at any point water's edge. during the move. Combat Advantage Hits from a water archon tide strider's melee attacks knock W a t e r Archon Shoal Reaver Level 13 Brute prone any target that is granting combat advantage to it. Medium elemental humanoid (aquatic, water) XP 800 Alignment Chaotic evil Languages Primordial Initiative +8 Senses Perception +7 Str 17 (+10) Dex 19 (+11) W i s 14 (+9) HP 159; Bloodied 79 Con 16 (+10) Int 15 (+9) Cha 14 (+9) AC 25; Fortitude 27, Reflex 25, W i l l 24 Equipment scale armor, greatspear Immune disease, forced movement, poison; Resist 10 acid; Vulnerable cold (a water archon shoal reaver that takes cold damage is slowed until the end of its next turn) WATER ARCHON Saving Throws +2 against immobilized, restrained, and slowed TIDE STRIDER TACTICS Speed 5, swim 7 A tide strider waits until its allies engage a n e n e m y ©Trident(standard; at-will) • Weapon +16 vs. AC; 3d8 + 3 damage, and the target takes a -2 penalty before attacking. It uses way of water at e a c h opportu- to AC until the end of its next turn. nity, using c o m b a t advantage to k n o c k prone as m a n y •f Water Harpoon (standard; recharge |_X| [i sj) e n e m i e s as possible. Ranged 5; +16 vs. AC; 4d8 + 5 damage, and the water archon shoal reaver pulls the target adjacent to it. <* Whirlpool of Tines (standard; recharges when first bloodied) WATER ARCHON Close burst 1; targets enemies; +16 vs. AC; 2d8 + 5 damage, WAVESHAPER and the target takes 2 damage for each square it moves on its turn (save ends). Miss: Half damage, and the target takes 1 M A N I P U L A T I N G T H E OCEAN with gestures o f its w a r damage for each square it moves on its turn (save ends). fans, a waveshaper works tirelessly to see t h e world Alignment Chaotic evil Languages Primordial d r o w n e d by t h e c h u r n i n g waters o f t h e E l e m e n t a l Str 18 (+10) Dex 15 (+8) W i s 13 (+7) Chaos. Con 19 (+10) Int 12 (+7) Cha 10 (+6) Equipment scale armor, trident Water Archon Waveshaper Level 1 6 Controller (Leader) Medium elemental humanoid (aquatic, water) XP 1,400 WATER ARCHON Initiative +10 Senses Perception +12 HP 157; Bloodied 78 SHOAL REAVER TACTICS AC 30; Fortitude 28, Reflex 27, W i l l 30 A shoal reaver uses its s w i m s p e e d to its advantage, Immune disease, forced movement, poison; Resist 10 acid; assaulting e n e m i e s w h o venture into t h e water. Addi- Vulnerable cold (a water archon waveshaper that takes cold tionally, its liquid b o d y allows t h e creature-to move damage is slowed until the end of its next turn) freely onto land. It employs water harvoon to d r a w Saving Throws +2 against immobilized, restrained, and slowed e n e m i e s close before using whirlpool of tines, w h i c h it Speed 6, swim 8 © Waveshape (standard; at-will) uses against at least two targets at a t i m e . +20 vs. Reflex; 2d6 + 5 damage, and the target is pushed 1 square and knocked prone. WATER ARCHON •f Dizzying Whirlpool (standard; at-will) Ranged 10; +19 vs. Fortitude; 2d8 + 7 damage, and the target TIDE STRIDER cannot charge or shift (save ends). T A C I T U R N A N D VIOLENT, a tide strider does its t a l k i n g Geyser (standard; recharge jx] Jij) with t h e e n d o f its deadly spear. Area burst 2 within 10; +19 vs. Reflex; 2d8 + 4 damage, and the target is knocked prone and cannot use immediate actions until the end of its next turn. W a t e r Archon Tide Strider Level 1 5 Skirmisher Ocean Call (minor; recharges when bloodied) Medium elemental humanoid (aquatic, water) XP 1,200 Each ally that is within 10 squares of the water archon Initiative+13 Senses Perception+9 waveshaper and that has the water keyword or the aquatic Body Torrent aura 1; each enemy within the aura that hits or keyword shifts 3 squares as a free action and gains 10 misses the water archon tide strider with an attack is pushed temporary hit points. 1 square. Alignment Chaotic evil Languages Primordial HP 144; Bloodied 72 Skills Intimidate +16 AC 29; Fortitude 27, Reflex 28, W i l l 26 Str 14 (+10) Dex 19 (+12) W i s 2 5 (+15) Immune disease, forced movement, poison; Resist 10 acid; Con 21 (+13) Int 15 (+10) Cha 17 (+11) Vulnerable cold (a water archon tide strider that takes cold Equipment robes, 2 war fans damage is slowed until the end of its next turn)
  • 19.
    (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.
  • 20.
    Change Shape (minor1/round; at-will) • Polymorph BARGHEST A barghest savager can alter its physical form to appear as a wolf or a bugbear (see Change Shape, MM 280). Alignment Evil Languages Common, Goblin SAVAGE GOBLIN S H A P E S H I F T E R S , b a r g h e s t s seek power Skills Stealth +9 a n d i n f l u e n c e t h r o u g h violence a n d t r e a c h e r y . B a r - Str 18 (+6) Dex 15 (+4) W i s 14 (+4) ghests c a n adopt t h e forms o f a variety o f c r e a t u r e s , Con 13 (+3) Int 12 (+3) Cha 11 (+2) including b u g b e a r s , h o b g o b l i n s , a n d wolves. Equipment battleaxe BARGHEST SAVAGER BARGHEST SAVAGER TACTICS R a r e is a savager that doesn't c h a r g e headlong into T H I S BUGBEAR BARGHEST lives for battle. A barghest battle; subtlety is for o t h e r b e a s t s . It uses j u m p strike savager tries to incite b u g b e a r s , goblins, a n d hobgob- to hit defenders, t h e n b o u n d s away toward a party's lins to violence, a n d often leads raiding parties in strikers a n d controllers to feed upon a useful power. slaughter a n d pillage. Barghest Savager Level 4 Brute BARGHEST BATTLE LORD Medium natural humanoid (shapechanger) XP 175 A BATTLE LORD GAINS ITS NAME from its propensity for Initiative +4 Senses Perception +9; low-light vision t a k i n g control o f t h e flow o f c o m b a t , e a r n i n g r e s p e c t HP 63; Bloodied 31 a n d fear from friend a n d foe a l i k e . AC 16; Fortitude 17, Reflex 15. W i l l 15 Speed 6 (8 in wolf form) @ Bite (standard; usable only in wolf form; at-will) Barghest Battle Lord Level 7 Controller +7 vs. AC; 2d8 + 4 damage. Medium natural humanoid (shapechanger) XP 300 © Battleaxe (standard; usable only in bugbear form; at-will) • Initiative +5 Senses Perception +12; low-light vision Weapon HP 82; Bloodied 41 +7 vs. AC; 1d10 + 6 damage. AC 21; Fortitude 19, Reflex 19, W i l l 19 4 Jump Strike (standard; recharge [xj Ti)) Resist 5 psychic The barghest savager shifts 3 squares before and after the Speed 6 (8 in wolf form) attack: +7 vs. AC; 3d8 + 5 damage. © Bite (standard; usable only in wolf form; at-will) 4 Power Feed (standard; usable only in wolf form; encounter) • +12 vs. AC; 2d6 + 4 damage, and the target is knocked prone. Psychic, Reliable © Greatsword (standard; usable only in hobgoblin form; at-will) +5 vs. Will; 2d6 + 5 psychic damage, and the barghest savager • Weapon gains one use of an at-will or encounter attack power that it has +12 vs. AC; I d I O + 5 damage, and the barghest battle lord is seen the target use during this encounter. invisible to the target until the end of the battle lord's next turn. The savager must use the gained power while in its bugbear ® Psychic Howl (standard; at-will) • Fear, Psychic form and before the end of the encounter. The attack bonus for Ranged 10;+11 vs. Will; 1d8 + 5 psychic damage, and the target the power is +7 vs. AC and +5 vs. any other defense. is dazed until the end of the barghest battle lord's next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
  • 21.
    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 )
  • 22.
    B E HI R TACTICS BEH1R A b e h i r b e g i n s c o m b a t by attacking a weak-looking target with devour, even i f that m e a n s provoking T H E B E H I R IS A MULTILEGGED SERPENTINE HORROR opportunity attacks w h e n moving past o t h e r foes. k n o w n for its f e a r s o m e lightning-spitting attack. W h i l e sustaining devour, it uses lightning breath and Clever a n d voracious predators, b e h i r s a r e deadly thunderleg stomp to target multiple foes, falling b a c k hunters from t h e t i m e t h e y a r e h a t c h e d . on bite a n d claw attacks i f pressed in m e l e e . BEHIR B E H I R BOLTER W H E L P S H R E W D A N D DEADLY, a b e h i r is capable o f r u n n i n g ALTHOUGH SMALL IN COMPARISON with adult b e h i r s , a down prey a n d swallowing it whole. A quick-witted b e h i r bolter whelp is large a n d fast enough to easily o p p o n e n t could try to reason with—or bribe—a b e h i r c a p t u r e a n d c o n s u m e t h e c r e a t u r e s it preys upon. before b e c o m i n g its n e x t m e a l . Behir Bolter Whelp Level 8 Solo Soldier Behir Level 1 4 Solo Soldier Large natural magical beast XP 1.750 Huge natural magical beast X P J ,000 Initiative see lightning reflexes Senses Perception +7; Initiative see lightning reflexes Senses Perception +12; tremorsense 10 tremorsense 10 HP 352; Bloodied 176 Lightning Storm aura 5; an enemy that starts its turn in the aura AC 24; Fortitude 19, Reflex 21, W i l l 19 takes S lightning damage. Resist 10 lightning HP 564; Bloodied 282 Saving Throws +5 AC 30; Fortitude 27, Reflex 26, W i l l 26 Speed 8, climb 5 Resist 15 lightning Action Polnts2 Saving Throws +5 © Claw (standard; at-will) Speed 7, climb 5 Reach 2; +15 vs. AC; 2d6 + 5 damage. Action Points 2 4 Bite (standard; at-will) • Lightning © Claw (standard; at-will) Reach 2; +15 vs. AC; 1d6 + 5 damage plus 1d6 lightning damage. Reach 3; +21 vs. AC; 2d8 + 6 damage. 4 Knockdown Rush (minor; recharge [X] !x] (Hj) 4 Bite (standard; at-will) • Lightning The behir bolter whelp charges and makes the following attack: Reach 3; +21 vs. AC; 1d8 + 6 damage plus 1d8 lightning +16 vs. AC; 1d12 + 6 damage, and the target is knocked prone. damage. 4 Rip-Claw Response (immediate reaction, when hit by a melee 4 Devour (standard; recharges when no creature is affected by this attack; at-will) power) The behir bolter whelp makes a claw attack against the Reach 3; +19 vs. Reflex; 2d8 + 6 damage, and a Medium or triggering creature. smaller target is swallowed. A swallowed target is grabbed <* Lightning Shock (standard; recharge [X] [ij] and when first and restrained. A swallowed creature has line of sight and line bloodied) • Lightning of effect only to the behir, and no creature has line of sight or Close burst 2; +13 vs. Reflex; 2d10 + 7 lightning damage. Miss: line of effect to it. A creature that escapes the grab is no longer Half damage. swallowed and appears in a space adjacent to the behir. A behir Lightning Reflexes can move normally while it has a target grabbed in this way. The behir bolter whelp acts three times in a round, on initiative When the behir dies, the target can escape as a move action, counts 20,15, and 5. It cannot delay or ready actions. On each appearing in the behir's former space. Sustain Minor: The behir turn, it has a standard action instead of the normal allotment of sustains the grab, and the target takes 15 damage. actions. It can use one immediate action between each pair of «£• Lightning Breath (standard; recharge [X] (jj) • Lightning turns. Close blast 5; +17 vs. Reflex; 3d10 + 6 lightning damage and the Alignment Unaligned Languages Common, Draconic target is dazed. Miss: Half damage. Str 17 (+7) Dex 20 (+9) W i s 17 (+7) Thunderleg Stomp (standard; at-will) Con 16 (+7) Int 7 (+2) Cha 11 (+4) Close burst 3; +17 vs. Fortitude; 1d8 + 6 damage, and the target is knocked prone. Lightning Reflexes B E H I R BOLTER W H E L P TACTICS The behir acts three times in a round, on initiative counts 30, A bolter whelp moves swiftly into m e l e e a n d focuses 20, and 10. It cannot delay or ready actions. On each turn, it has on a single lightly a r m o r e d foe. It uses knockdown rush a standard action instead of the normal allotment of actions. It before m a k i n g bite a n d c l a w attacks, a n d it uses jump- can use one immediate action between each pair of turns. ing shock a n d rip-claw response against foes that move Alignment Unaligned Languages Common, Draconic b e t w e e n it a n d its c h o s e n target. Str 2 3 (+13) Dex 20 (+12) W i s 21 (+12) Con 21 (+12) Int 7 (+5) Cha 13 (+8) B E H I R STORMSTEED T R A I N E D AS MOUNTS B Y STORM GIANTS, b e h i r storm- steeds focus t h e i r lightning b r e a t h into constant s t r e a m s o f a r c i n g e l e c t r i c i t y that they cling to a n d c l i m b upon with t h e i r m a n y legs.
  • 23.
    Behir Stormsteed Level 2 4 Soldier Huge natural magical beast XP 6,050 Initiative +21 Senses Perception +18; tremorsense 10 HP 229; Bloodied 114 AC 40; Fortitude 38, Reflex 36, W i l l 35 Resist 15 lightning Speed 8, fly 8 (hover) © Bite (standard; at-will) • Lightning Reach 2; +31 vs. AC; 1d8 + 9 damage plus 1d8 lightning damage, and each creature within 3 squares of the target takes 5 lightning damage. • * Lightning Breath (standard; recharge TTi (xl;! fj) • Lightning < Close burst 3; two creatures in burst; +29 vs. Reflex; 1d10 + 9 lightning damage and the target is slowed until the end of the target's next turn. Ride the Lightning (while mounted by a friendly rider of 24th level or higher; at-will) • Mount The behir stormsteed can use its bite or lightning breath once per turn as a minor action. In addition, the rider gains a +2 bonus to attacks with lightning powers. Alignment Unaligned Languages Common, Draconic Str 27 (+20) Dex 25 (+19) W i s 23 (+18) Con 29 (+21) Int 7 (+10) Cha 15 (+14) B E H I R STORMSTEED TACTICS A stormsteed works with its rider to charge at tight groups o f enemies, using its attacks to spread damage among as m a n y targets as possible. BEHIR LORE N a t u r e D C 1 1 : A b e h i r is a c u n n i n g predator that spends its life apart from others o f its kind. B e h i r s eject their young from their lairs shortly after birth, forcing t h e m to fight to survive. N a t u r e D C 1 8 : Despite its bestial nature, a b e h i r is surprisingly intelligent. By virtue o f their ability to speak and understand C o m m o n , b e h i r s are sought out by creatures looking to entice one o f these preda- tors into their service. Such negotiations end badly i f the behir's t e r m s are not met. N a t u r e D C 2 3 : Stormsteeds c a n ride the lightning they generate, allowing t h e m to fly through the air and even hover. They are allies and mounts o f storm giants. ENCOUNTER GROUPS Behirs most often hunt and live alone. However, they are clever enough to work with other creatures when necessary, and even to recruit weaker creatures to serve t h e m . Level 1 0 E n c o u n t e r ( 2 , 5 0 0 X P ) • 1 b e h i r bolter whelp (level 8 solo soldier) • 3 bugbear wardancers (level 6 skirmisher) Level 1 7 E n c o u n t e r ( 8 , 2 0 0 X P ) • 1 b e h i r (level 14 solo soldier) • 1 medusa shroud o f zehir (level 1 8 skirmisher, { MM 1 8 7 ) i • 1 yuan-ti malison incanter (level 15 artillery, | MM 2 6 9 )
  • 24.
    BEHOLDER BEHOLDER E Y E OE EROST T H E E Y E OF FROST IS A HEARTLESS PREDATOR that hunts in frozen lands o f ice a n d snow. M o r e so t h a n W I T H T H E I R DEADLY E Y E RAYS and voracious n a t u r e , o t h e r types o f b e h o l d e r s , t h e eye o f frost lives for t h e beholders a r e a m o n g t h e most powerful a n d m o s t twisted pleasures o f t h e m o m e n t , seldom c o n c e r n i n g feared o f m o n s t e r s . itself with long-term p l a n s . BEHOLDER GAUTH Beholder Eye of Frost Level 1 4 Elite Artillery T H E GAUTH IS T H E LEAST a m o n g b e h o l d e r k i n d , but it Large aberrant magical beast XP 2,000 uses t h e reputation o f its m o r e f e a r s o m e k i n to gain Initiative +12 Senses Perception +16; all-around vision darkvision power over w e a k e r c r e a t u r e s . HP 222; Bloodied 111; see also ice armor AC 26 (28 with ice armor); Fortitude 26 (28 with ice armor), Beholder Gauth Level 5 Elite Artillery Reflex 26, Will 27 Medium aberrant magical beast XP 400 Resist 15 cold Initiative +4 Senses Perception +10; all-around vision, Saving Throws +2 darkvision Speed fly 4 (hover) H P 102; Bloodied 51 Action Points 1 AC 17; Fortitude 16, Reflex 18, W i l l 19 © Bite (standard; at-will) Saving Throws +2 +21 vs. AC; 2d6 damage. Speed fly 6 (hover) ® Central Eye (minor 1/round; at-will) Action Points 1 Ranged 8; +20 vs. Reflex; the target is weakened (save ends). If © Bite (standard; at-will) the target takes cold damage while weakened by this power, it +12 vs. AC; 2d4 damage. is immobilized until no longer weakened. @ Central Eye (minor; at-will) Eyes of the Beholder (free, when an enemy starts its turn Ranged 5; +10 vs. Will; the target is immobilized until the end within 5 squares of the beholder eye of frost; at-will) of the beholder gauth's next turn. The eye of frost uses eye ray against the triggering enemy. Eye Rays (standard; at-will) • see text While the eye of frost is bloodied, a creature it hits also gains The beholder gauth uses two eye ray powers chosen from the vulnerable 5 cold until the end of the eye of frost's next turn. list below. Each eye ray must target a different creature. Using Eye Rays (standard; at-will) • see text eye rays does not provoke opportunity attacks. The beholder eye of frost uses one eye ray power chosen from 1-Fire Ray (Fire): Ranged 8; +10 vs. Reflex; 2d6 + 4 fire the list below. Using eye rays does not provoke opportunity damage. attacks. 2-Exhaustion Ray (Necrotic): Ranged 8; +10 vs. Fortitude; 1d8 1 -Freeze Ray (Cold): Ranged 10; +19 vs. Reflex; 2d8 + 7 cold + 4 necrotic damage, and the target is weakened (save ends). damage. 3-Sleep Ray (Sleep): Ranged 8; +10 vs. Fortitude; the target 2—Telekinesis Ray: Ranged 10; +19 vs. Fortitude; the eye of is slowed (save ends). First Failed Saving Throw: The target is frost slides the target 6 squares. knocked unconscious (save ends). 3-lce Ray (Cold): Ranged 10;+19 vs. Reflex; 1d8 + 6 cold 4—Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the beholder damage, and the target takes ongoing 5 cold damage and is gauth slides the target 4 squares. immobilized (save ends both). Alignment Evil Languages Deep Speech Ice Armor (when first bloodied; encounter) • Str 12 (+3) Dex 15 (+4) W i s 16 (+5) The beholder eye of frost's AC and Fortitude increase by 2 until Con 15 (+4) Int 18 (+6) Cha 20 (+7) the end of the encounter. Alignment Evil Languages Deep Speech Str 13 (+8) Dex 21 (+12) W i s 18 (+11) GAUTH TACTICS Con 21 (+12) Int 12 (+8) Cha 23 (+13) T h e gauth relies on allies a n d servants to k e e p e n e m i e s away while it attacks with its eye rays. I f confronted by a strong m e l e e c o m b a t a n t , it uses its telekinesis ray to push t h e c r e a t u r e w i t h i n range o f its allies. Spellcasters a n d ranged c o m b a t a n t s are t a k e n out o f t h e fight with t h e gauth's sleep ray or i m m o b i - lized by its central eye. GAUTH LORE D u n g e o n e e r i n g D C 1 2 : T h o u g h less powerful t h a n its o t h e r b e h o l d e r kin, a gauth possesses deadly eye rays a n d a h u n g e r for power. D u n g e o n e e r i n g D C 1 7 : A gauth is a cowardly c r e a t u r e that relies on allies and slaves for protection. It is perfectly willing to sacrifice those allies to save its own life.
  • 25.
    BEHOLDER E YE OF CHAOS T H E E Y E OF CHAOS IS A SINGULAR ENGINE o f destruc- j~j ffi tion, e s c h e w i n g tactics a n d r e a s o n in favor o f sowing Q a m a x i m u m amount of mayhem and ruin. X LU Beholder Eye of Chaos Level 2 5 Elite Artillery Large aberrant magical beast XP 14,000 Initiative +20 Senses Perception +16; all-around vision, darkvision HP 364; Bloodied 182; see also ripple of chaos AC 37; Fortitude 37, Reflex 37, Will 38 Saving Throws +2 Speed fly 8 (hover) Action Points 1 © Bite (standard; at-will) +32 vs. AC; 2d6 + 7 damage. Central Eye (minor 1/round; at-will) Ranged 20; +30 vs. Fortitude, and the target cannot use encounter attack powers or daily attack powers until the end of the beholder eye of chaos's next turn, -y Eyes of the Beholder (free, when an enemy starts its turn within 5 squares of the beholder eye of chaos; at-will) The eye of chaos uses eye ray against the triggering enemy. Eye Rays (standard; at-will) • see text The beholder eye of chaos uses one eye ray power chosen from the list below. Using eye rays does not provoke opportunity attacks. 1-Telekinesis Ray: Ranged 10; +30 vs. Fortitude; 3d8 + 7 damage, and the eye of chaos slides the target 6 squares. 2-Blinding Ray: Ranged 10; +30 vs. Reflex; 3d8 + 7 damage, and the target is blinded (save ends). EYE OE FROST TACTICS 3—Confounding Ray (Charm, Psychic): Ranged 10; +30 vs. E a c h r o u n d , t h e eye o f frost targets t h e n e a r e s t foe Will; 3d8 + 7 psychic damage, the eye of chaos slides the target with its central eye followed by a n eye ray. It uses ice 6 squares, and the target is dazed (save ends). ray to i m m o b i l i z e m e l e e foes, employing its telekine- 4-Maddening Ray (Charm, Psychic): Ranged 10; +30 vs. Will; sis ray to slide targets w i t h i n range o f its eyes of the 3d8 + 7 psychic damage, and the target is dominated until the beholder e f f e c t . end of the eye of chaos's next turn. 5-Fear Ray (Fear, Psychic): Ranged 10; +30 vs. Will; 3d8 + 7 psychic damage, and the target moves its speed away from the EYE OE FROST LORE eye of chaos by the safest route possible. D u n g e o n e e r i n g D C 1 8 : A n eye o f frost prefers to 6—Teleporting Ray (Teleportation): Ranged 10; +30 vs. Reflex; dwell in cold lands w i t h i n t h e world a n d t h e E l e m e n - 3d8 + 7 damage, and the eye of chaos teleports the target 10 tal C h a o s , drifting high above t h e frozen l a n d s c a p e to squares. Ripple of Chaos (when first bloodied; encounter) spy prey f r o m afar. Each enemy within 5 squares of the beholder eye of chaos is D u n g e o n e e r i n g D C 2 3 : I c e a r c h o n s , frost giants, targeted by a random eye ray power as a free action. The eye of and oni employ eyes o f frost as hunters a n d guard- chaos then teleports 6 squares as a free action. ians. T h e s e sadistic b e h o l d e r s often c h a f e u n d e r t h e Alignment Chaotic evil Languages Deep Speech c o m m a n d o f s u c h c r e a t u r e s , but they obe y as long as Str 18 (+16) Dex 26 (+20) W i s 18 (+16) their m a s t e r s sate t h e i r appetite for cruelty. Con 26 (+20) Int 21 (+17) Cha 28 (+21)
  • 26.
    E Y EOE CHAOS TACTICS BEHOLDER T h e eye o f c h a o s targets a r a n d o m c r e a t u r e with its central eye e a c h round while targeting a n o t h e r crea- ULTIMATE TYRANT T H E MOST HORRIBLE OF A L L BEHOLDERS, ultimate t u r e with one o f its eye rays. W h e n bloodied, it uses tyrants e m e r g e from t h e Far R e a l m to spread dark ripple of chaos to attack t h e closest targets, then tele- m a d n e s s in t h e i r w a k e . ports to an easily defended location. Beholder Ultimate Tyrant Level 2 9 Solo Artillery EYE OE CHAOS L O R E Huge aberrant magical beast XP 75.000 D u n g e o n e e r i n g D C 2 6 : Eyes o f c h a o s a r e Initiative +20 Senses Perception +27; all-around vision, associated with demons and other creatures o f the darkvision E l e m e n t a l C h a o s , a l t h o u g h t h e y ally t h e m s e l v e s HP 1,080; Bloodied 540; see also spasmodic rays w i t h any c r e a t u r e i f doing so a d v a n c e s t h e i r r u i n o u s AC 41; Fortitude 38, Reflex 40, Will 42 goals. L i k e a d e m o n , a n eye o f c h a o s s e e k s to sow Immune petrification d e s t r u c t i o n a n d d i s c o r d , b u t its p l a n s a r e far m o r e Saving Throws +5 Speed fly 8 (hover) complex. Action Points 2 D u n g e o n e e r i n g D C 3 1 : Eyes o f c h a o s arose from © Bite (standard; at-will) a n a n c i e n t b e h o l d e r eye tyrant that sought to tap t h e +36 vs. AC; 3d8 + 10 damage. power o f t h e shard o f pure evil that created the Abyss. •f Central Eye (minor 1/round; at-will) Although it never found t h e shard, this eye tyrant Ranged 30; +34 vs. Fortitude; the target is dazed and slowed r e t u r n e d from t h e Abyss possessed o f great power (save ends both). First Failed Saving Throw: The target is stunned (save ends). Miss: The target is slowed (save ends). that w a r p e d it physically a n d mentally. None c a n say •Y Eyes of the Beholder (free, when an enemy starts its turn what secret goals drive t h e eyes o f c h a o s , but t h e i r within 5 squares of the beholder; at-will) actions m o r e often align with t h e interests o f d e m o n s The ultimate tyrant uses eye ray against the triggering enemy. t h a n with those o f o t h e r beholders. < • Spasmodic Rays (when first bloodied and again when the $ beholder ultimate tyrant drops to 0 hit points) The ultimate tyrant uses a random eye ray attack against each enemy within 10 squares. Eye Ray (standard; at-will) • see text The beholder ultimate tyrant uses two eye ray powers chosen from the list below. The origin square of each area burst must be centered on a different enemy. Using eye ray does not provoke opportunity attacks. 1—Madness Ray (Charm, Psychic): Area burst 1 within 10; +32 vs. Will; 2d8 + 7 psychic damage, and the target must make a basic attack against its nearest ally as a free action. 2—Unraveling Ray: Area burst 1 within 10; +32 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 10 damage (save ends). First Failed Saving Throw: The target takes 1 d10 damage. Second Failed Saving Throw: The target takes 2d10 damage. Third Failed Saving Throw: The target takes 3d10 damage, and the ongoing damage from this power ends. 3—Withering Ray (Necrotic): Area burst 1 within 10; +32 vs. Fortitude; 2d8 + 7 damage, and the target takes ongoing 10 necrotic damage (save ends). First Failed Saving Throw: The target is weakened (save ends). 4-Burning Ray (Fire): Area burst 1 within 10; +32 vs. Reflex; 2d6 + 7 fire damage, and the target takes a -2 penalty to attack rolls and ongoing 10 fire damage (save ends both). 5—Telekinesis Ray: Area burst 1 within 10; +32 vs. Fortitude; the beholder slides the target 8 squares, and the target is knocked prone. 6-Frost Ray (Cold): Area burst 1 within 10; +32 vs. Reflex; 2d8 + 7 cold damage, and the target takes a -2 penalty to saving throws until the end of the beholder's next turn. 7—Petrifying Ray: Area burst 1 within 10; +32 vs. Fortitude; the target is slowed (save ends). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target is petrified. 8—Disintegrate Ray: Area burst 1 within 10; +32 vs. Fortitude; 2d10 + 7 damage, and the target takes ongoing 15 damage (save ends). Aftereffect: Ongoing 10 damage (save ends).
  • 27.
    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*
  • 30.
    CENTAUR CENTAUR RAVAGER A RAVAGER DELIGHTS IN BATTLE a n d is o v e r c o m e b y a m i x t u r e o f ecstasy and rage w h e n fighting. P A R T HUMANOID A N D PART HORSE, c e n t a u r s a r e u n t a m e d warriors that revel in the glory o f battle a n d Centaur Ravager Level 12 Brute the raw power o f nature. Large fey humanoid XP700 Initiative +10 Senses Perception +9; low-light vision CENTAUR HUNTER HP 150; Bloodied 75; see also brash retaliation AC 24; Fortitude 26, Reflex 24, W i l l 23 A CENTAUR H U N T E R E A R N S ITS NAME not from h u n t i n g Spfd8 game but from tracking and dispatching foes. © Greatsword (standard; at-will) • Weapon +15 vs. AC; 1d10 + 6 damage, plus 1d10 damage when Centaur Hunter Level 12 Artillery charging. Large fey humanoid XP700 • Quick Kick (immediate reaction, when a creature moves into a f Initiative +14 Senses Perception +14; low-light vision space where it flanks the centaur ravager; at-will) HP 96; Bloodied 48 Targets the triggering creature; +14 vs. AC; 1d6 + 6 damage. AC 25; Fortitude 24, Reflex 25, W i l l 23 • Berserk Rush (standard; recharges when first bloodied) • ! • Speed 8 . ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ Weapon © Bastard Sword (standard; at-will) • Weapon +15 vs. Fortitude; 2d10 + 6 damage (plus 1d10 damage when +17 vs. AC; 1d10 + 4 damage, plus 1d6 damage when charging, charging), and the target is pushed 2 squares and knocked t Quick Kick (immediate reaction, when a creature moves into a prone. Special: When charging, the centaur ravager can use this space where it flanks the centaur hunter; at-will) power in place of a melee basic attack. Targets the triggering creature; +17 vs. AC; 1d6 + 4 damage. 4 Brash Retaliation (free, when first bloodied; encounter) • » Y Lightning-Fast Shots (standard; at-will) • Weapon Weapon • Ranged 25/50; +19 vs. AC; 1d12 + 2 damage. Effect: Make the +15 vs. AC; 3d10 + 6 damage, and the centaur ravager pushes attack one more time against the same target or a different one. the target 2 squares. •Y Charger Arrow (standard; at-will) • Weapon Alignment Unaligned Languages Elven Ranged 25/50; +19 vs. Fortitude; 1d12 + 5 damage, and the Skills Athletics +17, Nature +14 target is pushed 3 squares and knocked prone. Str 2 2 (+12) Dex 18 (+10) W i s 16 (+9) •f Triple Shot (standard; encounter) • Weapon Con 20 (+11) Int 9 (+5) Cha 10 (+6) Ranged 25/50; targets one, two, or three creatures; +19 vs. AC; Equipment greatsword 1d12 + 5 damage. Close-Combat Archer CENTAUR MYSTIC • When making ranged attacks, a centaur hunter does not provoke opportunity attacks from the targets. A CENTAUR MYSTIC ADVISES ITS T R I B E about t h e ways Alignment Unaligned Languages Elven of nature and about their duties to the spirits o f their Skills Athletics +15, Nature +14 ancestors. It possesses magic power that stems from Str 18 (+10) Dex 20 (+11) W i s 16 (+9) both the wilderness and the spirit r e a l m . Con 18 (+10) Int 10 (+6) Cha 12 (+7) Equipment bastard sword, longbow, 40 arrows Centaur Mystic Level 13 Controller (Leader) Large fey humanoid XP800 Initiative +8 Senses Perception +16; low-light vision HP 132; Bloodied 66 AC 27; Fortitude 26, Reflex 24, W i l l 26 Sp«ed 8 »«__»«_«_— © Quarterstaff (standard; at-will) • Weapon Reach 2; +16 vs. AC; 1 d8 + 6 damage, plus 1 d6 damage when charging. + Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur mystic; at-will) Targets the triggering creature; +15 vs. AC; 1d6 + 4 damage, • Rootwhip Staff (standard; at-will) • Weapon f Reach 2; +15 vs. Reflex; 1d8 + 6 damage, the centaur mystic slides the target 3 squares, and the target is slowed (save ends). Ancestral Chargers (standard; recharges when a centaur within 10 squares of the centaur mystic drops to 0 hit points) • Psychic Close blast 5; targets enemies; +14 vs. Fortitude and Will (one attack roll against both defenses); 3d8 +5 psychic damage if the attack hits the target's Will; the target is pushed 2 squares and knocked prone if the attack hits the target's Fortitude.
  • 31.
    Biting Earth (standard;recharges when first bloodied) • Zone Area burst 2 within 10; the burst creates a zone of biting earth CENTAUR CAMPAIGNER that lasts until the end of the centaur mystic's next turn. Any A CAMPAIGNER BRINGS DECADES o f battle e x p e r i e n c e < enemy that ends its turn within the zone is immobilized (save to e a c h c o n f l i c t , leading fellow c e n t a u r s with courage 2 ends). As a free action, an enemy immobilized by the zone can a n d skill. m take 3d8 damage to save against the effect. Sustain Standard: The zone persists, and the mystic can move it 3 squares. Centaur Campaigner Level 2 5 Soldier (Leader) Mystic Resonance (minor; encounter) • Healing Large fey humanoid XP 7,000 The centaur mystic and each ally it can see regain 10 hit points Initiative +20 Senses Perception +20; low-light vision and can make a saving throw against one effect. HP 230: Bloodied 115 Alignment Unaligned Languages Elven AC 42; Fortitude 38, Reflex 36, W i l l 36 Skills Athletics +15, Heal +16, Insight +16, Nature +16 Speed 8; see also light hoof and sky bound So-18 M O ) Dex 14 (+8) W i s 21 (+11) © Longsword (standard; at-will) • Thunder, Weapon Con 20 (+11) Int 16 (+9) Cha 14 (+8) +32 vs. AC; 2d8 + 8 damage, plus 2d8 thunder damage when Equipment leather armor, quarterstaff charging. t Quick Kick (immediate reaction, when a creature moves into a CENTAUR F E Y CHARGER space where it flanks the centaur campaigner; at-will) Targets the triggering creature; +30 vs. AC; 1d6 + 8 damage. A F E Y C H A R G E R BRINGS T H E P O W E R OF STORMS to b e a r < • Hoofed Tornado (standard; recharges when first bloodied) • £ against its e n e m i e s . Thunder, Weapon Close burst 1; targets enemies; +30 vs. AC; 3d8 + 8 damage 1 Centaur Fey Charger Level 1 8 Soldier plus 1d6 + 4 thunder damage, and the target is knocked XP 2,000 prone. Effect: The target is marked until the end of the centaur 1 Large fey humanoid *iitiative +15 Senses Perception +16; low-light vision campaigner's next turn. -P 172: Bloodied 86 Light Hoof AC 34; Fortitude 31, Reflex 29, W i l l 30 A centaur campaigner ignores difficult terrain. Soeed 8 Shock Trooper : Bastard Sword (standard; at-will) • Weapon When a centaur campaigner has more than one enemy adjacent -24 vs. AC; 1d10 + 6 damage, plus 1d6 damage when charging. to it, its melee attacks deal 1d6 extra damage. Effect: The target is marked until the end of the centaur fey Sky Bound (free; at-will) charger's next turn. The centaur campaigner gains a fly speed of 8 until the end of - Ciuick Kick (immediate reaction, when a creature moves into a its turn. If the campaigner doesn't end its turn on the ground, it space where it flanks the centaur fey charger; at-will) floats to the ground at the end of its turn without taking falling Targets the triggering creature; +25 vs. AC; 1d6 + 6 damage. damage. - storming Charge (standard; usable only in place of a melee Three-Thunder Assault (free, when the campaigner hits with a -a sic attack when charging; encounter) • Lightning, Thunder, charge attack; encounter) • Thunder Weapon Two allies within 10 squares of the centaur campaigner make -24 vs. AC; 2d10 + 7 damage plus 2d6 lightning damage, and charge attacks as free actions. Each ally's attack deals 6 extra the centaur fey charger makes a secondary attack. Secondary thunder damage. Attack: Close burst 2 centered on the target; targets enemies; Alignment Unaligned Languages Common, Elven -21 vs. Fortitude; 1d8 + 6 thunder damage, and the target is Skills Athletics +23 Intimidate +23, Nature +20 knocked prone and marked until the end of the fey charger's Str 26 (+20) Dex 23 (+18) W i s 16 (+15) next turn. Con 22 (+18) Int 12 (+13) Cha 22 (+18) - Thunder Hooves (immediate reaction, when a creature marked Equipment plate armor, light shield, longsword DY the centaur fey charger makes an attack that does not include the centaur fey charger) • Thunder Targets the triggering creature; +21 vs. Fortitude; 2d10 + 5 CENTAUR LORE •hunder damage. N a t u r e D C 1 0 : C e n t a u r s are wild folk w i t h a > Stab of Lightning (standard; at-will) • Lightning love o f battle so powerful that t h e y sell t h e i r c o m b a t Ranged 10; +23 vs. Reflex; 1 d l 0 + 7 lightning damage. services to other c r e a t u r e s , especially fey. Highly ter- AJignment Unaligned Languages Elven ritorial, c e n t a u r s b r o o k no trespass a n d c h a l l e n g e Skills Athletics +20, Insight +16, Nature +16 those w h o enter t h e i r lands. T h e i r h o m e s c o m m o n l y Ser23(+15) Dex19(+13) W i s 14 (+11) Con 20 (+14) Int 11 (+9) Cha 21 (+14) include stretches o f awe-inspiring steppes in t h e Fey- Equipment chainmail, light shield, bastard sword wild, b o r d e r e d by rough hills or m o u n t a i n s . W o r l d l y plains, p a r t i c u l a r l y n e a r elven lands, might also sup- port a t r i b e o f c e n t a u r s . C e n t a u r s build t h e i r villages a m o n g hills n e a r water a n d in n a t u r a l caves. T h e y do so for protection and a good view o f s u r r o u n d i n g territory. P e a c e - ful visitors to such s e t t l e m e n t s do well to loudly a n n o u n c e themselves a n d b r i n g friendship offerings o f food a n d strong d r i n k , a c o m m o n c e n t a u r c u s t o m .
  • 32.
    (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)
  • 34.
    CHAOS SHARD DEATH SHARD T H E S E E E R I L Y GLOWING S H A R D S d r a i n t h e life from their e n e m i e s . A T T H E MAELSTROM THAT MARKS T H E BOUNDARIES o f the Abyss, t h e raging energy o f the Elemental Chaos Death Shard Level 8 Artillery merges with a n all-pervasive evil. W h e r e these forces Medium elemental magical beast XP350 coalesce, they give rise to chaos shards—intelligent Initiative +9 Senses Perception +7; darkvision and malevolent creatures o f living crystal. Death Shadow (Necrotic) aura 2; each enemy that ends its turn within the aura takes 4 necrotic damage. A slowed enemy STORM SHARD instead takes 6 necrotic damage. HP 71; Bloodied 35 A STORM S H A R D PUMMELS ITS FOES with powerful AC 20; Fortitude 19, Reflex 21, W i l l 19 blasts o f thunder and lightning. Immune disease, poison; Resist 10 necrotic, 5 variable ( 1 / encounter); see also life to death Speed 3, fly 3 (hover) Storm Shard Level 4 Artillery © Razor Shard (standard; at-will) XP 175 +13 vs. Reflex; 1d10 + 4 damage. Initiative +6 Senses Perception +4; darkvision > Death Bolt (standard; at-will) • Necrotic T Static Storm (Lightning, Thunder) aura 2; each enemy that ends Ranged 10; +13 vs. Fortitude; 2d6 + 5 necrotic damage, and the its turn within the aura takes 3 lightning and thunder damage. target is slowed (save ends). An immobilized enemy instead takes 5 lightning and thunder Critical Fracture (immediate reaction, when an enemy scores a damage. critical hit against the death shard; encounter) • Necrotic HP 44; Bloodied 22; see also storm shatter Close burst 2; targets enemies; +13 vs. Fortitude; 1d8 + 5 AC 16; Fortitude 15, Reflex 17, W i l l 15 necrotic damage, and the target is weakened until the end of its Immune disease, poison; Resist 5 variable (1/encounter) next turn. Speed 3, fly 3 (hover) Life to Death (whenever the death shard resists damage) © Thunder Strike (standard; at-will) • Thunder The death shard's attacks deal 1d8 extra damage until the end +9 vs. Fortitude; 1d6 + 4 thunder damage, and if the target is of its next turn. bloodied it is knocked prone. Alignment Chaotic evil Languages Abyssal Shock Bolt (standard; at-will) • Lightning Skills Stealth +14 Ranged 10; +9 vs. Fortitude; 1d6 + 4 lightning damage, and if Str 14 (+6) Dex 20 (+9) W i s 16 (+7) the target does not end its next turn at least 4 squares from Con 17 (+7) Int 7 (+2) Cha 14 (+6) where it started its turn, it takes 3d6 + 6 lightning damage. Storm Shatter (when the storm shard drops to 0 hit points) • Lightning, Thunder FLAME SHARD Close burst 3; +9 vs. Fortitude; 2d6 lightning and thunder F L A M E S H A R D S R A D I A T E H E A T a n d c a n target even damage, and the target is pushed 3 squares and deafened (save ends). distant creatures with gouts o f fire. Alignment Chaotic evil Languages Abyssal Str 15 (+4) Dex 18 (+6) W i s 14 (+4) Flame Shard Level 12 Artillery Con14(+4) lnt7(+0) Cha 15 (+4) Medium elemental magical beast XP700 Initiative +10 Senses Perception +8; darkvision Heat W a v e (Fire) aura 2; each enemy that ends its turn within the aura takes 5 fire damage and takes a -2 penalty to saving throws against ongoing fire damage during its current turn. HP 100; Bloodied 50; see also flame shatter AC 24; Fortitude 25, Reflex 23, W i l l 23 Immune disease, poison; Resist 10 variable (2/encounter) Speed 4, fly 4 (hover) © Burning Shard (standard; at-will) • Fire +17 vs. Reflex; 1d8 + 5 fire damage. • • Flame Shatter (when the flame shard drops to 0 hit points) • <• Fire Close burst 2; +17 vs. Reflex; 1d8 + 5 fire damage, and the target takes ongoing 5 fire damage (save ends). Flame Burst (standard; at-will) • F i r e Area burst 2 within 20; +17 vs. Reflex; 1d8 + 5 fire damage. Alignment Chaotic evil Languages Abyssal Str 19 (+10) Dex 19 (+10) W i s 15 (+8) Con 22 (+12) Int 7 (+4) Cha 18 (+10)
  • 35.
    (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 )
  • 36.
    ^ COCKATRICE LORE COCKATRICE N a t u r e D C 1 2 : T h e lair o f a cockatrice is filled with broken statues o f previous victims, w h i c h T H I S ODD-LOOKING C R E A T U R E terrifies even t h e brav- include various wild a n i m a l s . I n the wild, t h e soft est because o f its ability to turn flesh into stone. ground o f a cockatrice's lair is filled with short tun- nels and hollows that a c o c k a t r i c e c a n use w h e n Cockatrice Level 5 Skirmisher attacked. Small natural beast XP 200 N a t u r e D C 1 7 : F e a t h e r s freshly plucked from a initiative +8 Senses Perception +2; low-light vision c o c k a t r i c e c a n b e m i x e d with m u d to c r e a t e a poul- HP 63; Bloodied 31 tice that reverses p e t r i f i c a t i o n w h e n spread over AC 19; Fortitude 17, Reflex 19, W i l l i S Immune petrification an affected creature. This method requires a D C Speed 4, fly 6 (clumsy) 2 0 H e a l c h e c k and 3 0 m i n u t e s , and it is successful © Bite (standard; at-will) only i f the poultice is applied w i t h i n twenty-four +10 vs. AC; 1d6 + 3 damage, and the cockatrice makes a hours o f the p e t r i f i c a t i o n . O n e c o c k a t r i c e provides secondary attack against the same target. Secondary Attack: +8 enough feathers to c r e a t e a poultice for o n e petri- vs. Fortitude; the target is slowed (save ends). First Failed Saving fied c r e a t u r e . Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target is petrified. • Buffeting Wings (immediate interrupt, when an enemy moves r ENCOUNTER GROUPS adjacent to the cockatrice; recharge (TTj [X] {{ij) Reptilian and serpentine monsters such as yuan-ti, The cockatrice uses its bite against the triggering enemy and then shifts 3 squares. lizardfolk, and medusas sometimes keep cockatrices Alignment Unaligned Languages - as pets or guardians. Skills Stealth +11 mm, Str 9 (+1) Dex 18 (+6) W i s 11 (+2) Level 3 Encounter ( X P 8 5 0 ) Con 15 (+4) Int 2 (-2) Cha 4 (-1) • 2 cockatrices (level 5 skirmisher) • 1 poisonscale collector (level 3 lurker) COCKATRICE TACTICS • 2 poisonscale myrmidons (level 3 soldier) Despite its fearsome reputation, a cockatrice is a cowardly foe. It engages one e n e m y at a t i m e , using its buffeting wings to bite and t h e n retreat.
  • 37.
    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.
  • 38.
    COUATL COUATL STAR SERPENT A COUATL STAR SERPENT RUSHES F E A R L E S S L Y into battle, constricting e n e m i e s in its coils. T H E ANCIENT RACE OF COUATLS h a s e a r n e d r e n o w n for selflessly opposing the evil o f d e m o n s and t h e Couatl Star Serpent Level 1 5 Elite Controller (Leader) Abyss. However, the couatls' legendary virtue a n d Large immortal magical beast (reptile) XP 2.400 benevolence c a n sometimes b e occluded by their Initiative +11 Senses Perception +18; low-light vision single-minded pursuit o f their goals. HP 286; Bloodied 143 AC 29; Fortitude 27, Reflex 27, W i l l 28 COUATL CLOUD SERPENT Saving Throws +2; see also twist free Speed 6,fly8 (hover) A COUATL CLOUD SERPENT ATTACKS FROM ABOVE, hurl- Action Points 1 ing lightning at its foes. © Bite (standard; at-will) • Poison, Radiant Reach 2; +20 vs. AC; 1d6 + 5 poison and radiant damage, and the target takes ongoing 5 poison and radiant damage and is Couatl Cloud Serpent Level 1 8 Artillery slowed (save ends both). Large immortal magical beast (reptile) XP 2.000 4 Couatl Radiance (standard; encounter) • Fire, Healing, Radiant Initiative +13 Senses Perception +21 The couatl star serpent gains insubstantial and phasing until the HP 135; Bloodied 67 end of its turn, and moves 8 squares. The star serpent can move AC 30; Fortitude 29, Reflex 30, W i l l 31 through enemies' spaces. If the star serpent moves through Saving Throws see twist free an ally's space, that ally regains 15 hit points and can spend a Speed 6,fly8 (hover) healing surge. If it passes through an enemy's space, the couatl © Bite (standard; at-will) • Poison, Radiant makes an attack against that enemy: +19 vs. Will; 1 d6 + 5 fire Reach 2; +25 vs. AC; 1d6 + 4 poison and radiant damage, and and radiant damage, and ongoing 10 fire and radiant damage ongoing 10 poison and radiant damage (save ends), (save ends). The star serpent can attack a target only once with • Hurtling Coils (minor 1/round; at-will) r each use of this power. Reach 2; +23 vs. Fortitude; the target is pushed 2 squares and •)• Righteous Coils (minor 1/round; at-will) knocked prone. Reach 2; +19 vs. Fortitude; 1d6 + 5 damage, and the target is Sky Bolt (standard; at-will) • Lightning, Radiant grabbed. A creature grabbed by the couatl star serpent grants Ranged 20; +23 vs. Reflex; 2d10 + 6 lightning and radiant combat advantage to the star serpent, and the star serpent can damage. move the grabbed creature without needing to make a Strength •ii- Snaking Arcs (standard; recharges when first bloodied) • attack. Lightning, Radiant Constrict (minor 1/round; at-will) Area burst 3 within 20; targets enemies; +23 vs. Reflex; 2d8 + 6 Reach 2; targets a creature grabbed by the couatl star serpent; lightning and radiant damage. +19 vs. Fortitude; 2d6 + 5 damage, and the target is dazed until Radiant Absorption • Radiant the end of the couatl's next turn. If a couatl cloud serpent takes radiant damage, its attacks deal « » Purifying Scream (standard; encounter) • Psychic $ 5 extra radiant damage until the end of its next turn. Close burst 5; targets enemies; +18 vs. Will; 1d10 + 6 psychic Twist Free damage, and the target is dazed (save ends). If the target is A couatl cloud serpent makes saving throws against taking ongoing fire, poison, or radiant damage, it is also stunned immobilized and restrained conditions at the start of its turn until the end of the couatl star serpent's next turn. as well as at the end of its turn. In addition, a cloud serpent Radiant Absorption • Radiant can make saving throws against immobilized and restrained If a couatl star serpent takes radiant damage, its attacks deal 5 conditions that do not allow saving throws and would normally extra radiant damage until the end of its next turn. end at the end of its turn or at the end of an enemy's turn. Alignment Unaligned Languages Supernal Twist Free Skills Arcana +20, Diplomacy +19, Insight +21 A couatl star serpent makes saving throws against immobilized Str 19 (+13) Dex 18 (+13) W i s 24 (+16) and restrained conditions at the start of its turn as well as at the end of its turn. In addition, a star serpent can make saving Con 21 (+14) Int 22 (+15) Cha 20 (+14) throws against immobilized and restrained conditions that do not allow saving throws and would normally end at the end of its turn or at the end of an enemy's turn. Alignment Unaligned Languages Supernal Skills Arcana +17, Diplomacy +17, Insight +18 Str 20 (+12) Dex 18 (+11) W i s 22 (+13) Con15(+9) Int20(+12) Cha20(+12) mi
  • 39.
    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 ) .
  • 40.
    Cyclops Feyblade Level 21 Soldier CYCLOPS Large fey humanoid XP 3,200 Initiative +18 Senses Perception +21; truesight 6 H P 200; Bloodied 100 C Y C L O P S E S SERVE MORE P O W E R F U L c r e a t u r e s as war- AC 37; Fortitude 34, Reflex 32, W i l l 32 riors a n d bodyguards. T h e i r evil eyes are legendary. Speed 8 © Longsword (standard; at-will) • Weapon CYCLOPS CRUSHER Reach 2; +28 vs. AC; 2d10 + 8 damage, • Wildstep (immediate interrupt, when the creature marked by r C R U S H E R S LOOM OVER T H E I R VICTIMS, swinging t h e i r the cyclops feyblade's evil eye makes an attack that does not clubs with brutal glee. include the feyblade; at-will) The feyblade teleports 10 squares to a space adjacent to the triggering creature and makes an attack: +28 vs. AC; 2d6 + 7 Cyclops Crusher Level 1 4 Brute damage. Large fey humanoid XP 1,000 •Y Evil Eye (minor 1/round; at-will) Initiative +12 Senses Perception +16; truesight 6 Ranged 20; the target is marked until the end of the encounter or HP 171; Bloodied 85 until the cyclops feyblade uses evil eye against a different target. AC 26; Fortitude 27, Reflex 26, W i l l 25 Alignment Unaligned Languages Elven Speed 8 Str 27 (+18) Dex 23 (+16) W i s 23 (+16) © Spiked Greatclub (standard; at-will) • Weapon Con24(+17) Int 12 (+11) Cha 13 (+11) Reach 2; +17 vs. AC; 2d10 + 8 damage. Equipment chainmail, longsword 'f Evil Eye (minor 1/round; at-will) Ranged sight; targets a creature the C y c l o p s crusher has hit with a melee attack during this round; the target takes a -2 penalty CYCLOPS LORE to attack rolls and all defenses until the end of the encounter o r A r c a n a D C 2 0 : F o m o r i a n s employ c r u s h e r s as until the crusher uses evil eye against a different target. • * Tremor Smash (standard; recharge [X (IT]) • Weapon < slave m i n d e r s , a n d t h e s e b r u t a l cyclopses t a k e great Close blast 2; +17 vs. AC; 2d12 + 8 damage, and the target is pleasure in p u n i s h i n g those that step out o f l i n e . knocked prone. A r c a n a D C 2 5 : Cyclops feyblades are highly Alignment Unaligned Languages Elven t r a i n e d bodyguards that rarely engage in m a n u a l Skills Athletics +18 labor or m e n i a l tasks. T h e y lord t h e i r favored position Str 23 (+13) Dex 20 (+12) W i s 19 (+11) over other cyclopses w h e n e v e r they c a n . Con 21 (+12) Int 10 (+7) Cha 11 (+7) Equipment scale armor, greatclub ENCOUNTER GROUPS CYCLOPS FEYBLADE Cyclopses readily take orders f r o m m o r e powerful c r e a t u r e s such as firbolgs, f o m o r i a n s , a n d drow. M O R E S H R E W D AND AGILE THAN CRUSHERS, feyblades are a lethal combination o f strength, speed, and conceit. Level 1 3 E n c o u n t e r ( X P 4 , 2 0 0 ) • 2 cyclops c r u s h e r s (level 1 4 brute) 4- 2 eladrin bladesingers (level 1 1 s k i r m i s h e r ) • 1 firbolg m o o n seer (level 1 4 controller)
  • 41.
    Darkmantle Enveloper Level 8 Lurker DARKMANTLE Large shadow magical beast XP350 Initiative +12 Senses Perception +7; blindsight 8, darkvision STRANGE EMIGRES FROM T H E SHADOWFELE-, dark- Shadowy Field aura 5; bright light within the aura is reduced to mantles lurk in caverns, r u i n s , a n d o t h e r d a r k places. dim light. They feed b y dropping on prey from above. HP 76; Bloodied 38 AC 21; Fortitude 22, Reflex 20, W i l l 19 DARKMANTLE Vulnerable 5 radiant (a darkmantle enveloper that takes radiant damage cannot use shadowy field until the end of its next turn) ENVELOPER TACTICS Speed 2, climb 2 (spider climb), fly 6; see also darkjump © Tentacle Lash (standard; at-will) A d a r k m a n t l e enveloper waits for a group to +13 vs. AC; 2d6 + 5 damage. approach. O n c e a few targets are near, it attacks with • Engulf (standard; usable only while the darkmantle enveloper r shadowcry a n d t h e n i m m e d i a t e l y drops down to use does not have a creature grabbed; at-will) engulf against a dazed foe. +11 vs. Reflex; 2d6 + 5 damage, and the target is grabbed. The target is blinded until the grab ends. Sustain Minor: The DARKMANTLE LORE enveloper sustains the grab, and the target takes 5 damage. Shadowcry (minor; encounter) • Thunder A r c a n a D C 1 4 : D a r k m a n t l e s are strange preda- Close burst 3; targets enemies; +11 vs. Fortitude; 1d4 + 3 tors from t h e Shadowfell. T h e enveloper clings to t h e thunder damage, and the target is dazed until the end of the ceiling a n d drops upon prey, using its size to e n g u l f darkmantle enveloper's next turn. a foe. Darkjump (immediate reaction, when damaged by an attack; A r c a n a D C 1 9 : S h a d a r kai a n d cave dwellers use recharge [X] [Til) • Teleportation d a r k m a n t l e s as g u a r d pets. D a r k m a n t l e s possess at The darkmantle enveloper teleports 6 squares to a space that is in darkness or is illuminated by dim light. The enveloper least as m u c h intelligence as dogs. becomes invisible, and its shadowy field aura is deactivated until the start of its next turn. ENCOUNTER GROUPS Alignment Unaligned Languages — Darkmantles often hunt in hanging packs. T h e y are Skills Stealth +13 also used as living traps by n u m e r o u s humanoid tribes. Str 19 (+8) Dex 19 (+8) W i s 16 (+7) Con 22 (+10) Int 3 (+0) Cha 5 (+1) Level 6 E n c o u n t e r ( X P 1,400) • 2 d a r k m a n t l e envelopers (level 8 lurker) • 2 duergar shock troopers (level 6 brute) • 1 duergar t h e u r g e (level 5 controller)
  • 42.
    Demogorgon Level 3 4 Solo Controller DEMOGORGON Gargantuan elemental humanoid (aquatic, demon) XP 195,000 Initiative +24 Senses Perception +28; darkvision HP 1,260; Bloodied 630 DEMOGORGON, P R I N C E OF D E M O N S , is a t w o - h e a d e d AC 48; Fortitude 46, Reflex 43, Will 44 monstrosity who c o m m a n d s the fear and respect o f Resist 30 variable (3/encounter) Saving Throws +5 deities, devils, demons, and primordials alike. His Speed 8, teleport 10, swim 8 followers e m b r a c e wanton destruction, and his wars Action Points 2 against O r c u s and Graz'zt have raged across the © Tentacle Strike (standard; at-will) Abyss for eons. Only Demogorgon's two competing Reach 5: +39 vs. AC; 3d8 + 8 damage. minds keep his m a d ambitions in c h e c k . V Forked Tail (standard; at-will) • Necrotic T h e P r i n c e o f D e m o n s is c u n n i n g , cruel, envious, Close blast 5; +35 vs. Reflex; 2d10 + 10 necrotic damage, and and ferocious even for a demon. H e sees both sides of the target is weakened (save ends). «c* Tentacle Blast (standard; at-will) every problem and has plenty o f attention to spare for Close blast 5; +35 vs. Fortitude; 2d8 + 8 damage, and ongoing his cosmos-spanning cult o f sadism and destruction. 15 damage (save ends). If Demogorgon's attack deals ongoing Demogorgon's worshipers include troglodytes, damage to a creature that is already taking ongoing damage, the kuo-toa, and other humanoids that exult in mindless ongoing damage increases by 5. violence and destruction. I n times o f chaos, h u m a n s Inescapable Grasp (standard; at-will) • Teleportation and others f l o c k to Demogorgon's cult. Demogorgon's Ranged 50; +37 vs. Reflex; the target is teleported to a space within 5 squares of Demogorgon. priests teach that through savagery, strength, and <* Aameul's Gaze (minor 1/round; at-will) • Psychic, Gaze slaughter, followers thrive and multiply where others Close blast 5; targets enemies; +35 vs. Will; 2d10 + 10 psychic fade and die. W h e n w a r wracks the l a n d - p a r t i c u - damage, and the target is dazed (save ends). If the target is larly w h e n hordes o f monsters sweep over bastions o f already dazed, it is instead dominated (save ends). civilization, leaving t h e m in ruin—Demogorgon's cult <- Hethradiah's Gaze (minor 1/round; at-will) • Psychic, Gaze grows strong. Close blast 5; +35 vs. Will; 1d12 + 10 psychic damage, and the Although Demogorgon's cult is small, it leaves a target uses an at-will attack power of Demogorgon's choice against a target of Demogorgon's choice as a free action. terrible swath of destruction across the land. D e m o - • * Dual Aspects of Demogorgon (standard; recharge : :j) • < gorgon's cultists organize themselves into crude Psychic war bands, relying on battle madness and wrath to Close blast 10; targets enemies; +35 vs. Will; 4d10 + 10 psychic overpower their e n e m i e s . T h e y w a n d e r from town to damage, and the target is knocked unconscious (save ends). town, b u r n i n g and looting everything in their paths. « • Gaze of Abyssal Might (free, when an enemy starts its turn < Like miniature aspects o f their lord's wrath, they within 10 squares of Demogorgon; at-will) destroy all they see. Close burst 10; targets the triggering creature; +37 vs. Will; the target is dazed until the end of its turn. No c o m m e n t a r y on Demogorgon is complete Double Actions without mention o f Dagon, a mighty demon lord who At the start of combat, Demogorgon makes two initiative prowls the deepest waters o f the Abyss. I f D e m o - checks. Each check corresponds to one of Demogorgon's gorgon is the m a c h i n e of destruction, Dagon is the heads-Aameul or Hethradiah-and Demogorgon takes a turn cool, calculating m i n d b e h i n d it, sowing chaos in on both initiative counts. Demogorgon has a full set of actions subtle, intricate ways. Dagon, Lord o f the Depths, is on each of these turns, and Demogorgon's ability to take an an oracle and sage among demons. Creatures o f the immediate action refreshes on each turn. Each of Demo gorgon's heads is unable to use the attack power named for Abyss, and those brave or foolish enough to seek his the other head. counsel, offer h i m powerful artifacts and favors in Dual Brain return for shares o f his knowledge. At the end of each of his turns, Demogorgon saves against T h e rough alliance b e t w e e n Dagon's intellect and dazed and stunned conditions and charm effects. Demogorgon's brute strength m a k e s their c o m b i n e d Alignment Chaotic evil Languages Abyssal, Common power formidable. Dagon whispers his knowledge Skills Arcana +27, Athletics +35, Diplomacy +33, Insight +28, into e a c h o f Demogorgon's heads—never both at the Intimidate +33 same time—thus playing a significant role in the ten- Str 36 (+30) Dex 25 (+24) W i s 23 (+23) Con 35 (+29) Int 30 (+27) Cha 32 (+28) sion b e t w e e n Demogorgon's two m i n d s . DEMOGORGON TACTICS Demogorgon attempts to divide and conquer his enemies. H e uses inescapable grasv to pull individuals toward h i m , rips into his chosen targets with his ten- tacle attack, and uses Aameul's gaze and Hethradiah's gaze to k e e p other e n e m i e s at bay. I f sorely pressed, Demogorgon teleports away.
  • 44.
    Aspect of Demogorgon Level 2 5 Elite Controller DEMOGORGON LORE Huge elemental humanoid (aquatic, demon) XP 14,000 A r c a n a D C 2 2 : Demogorgon's two heads are Initiative +17 Senses Perception +2S; darkvision n a m e d A a m e u l and Hethradiah. A a m e u l prefers HP 476; Bloodied 238 deception, and Hethradiah favors destruction. Origi- AC 39; Fortitude 37, Reflex 36, Will 37 nally, Demogorgon had one head and one m i n d . A Resist 10 variable (3/encounter) Saving Throws +2 mighty blow from the deity A m o t h split h i m nearly Speed 6, teleport 6 in two before Demogorgon killed A m o t h . After he Action Points 1 healed, Demogorgon's head r e m a i n e d split. T h e two © Forked Tail (standard; at-will) • Necrotic heads often disagree with one another but turn dis- Reach 5; +29 vs. Reflex; 2d8 + 5 necrotic damage, and the agreement to their mutual advantage. For instance, target is weakened (save ends). one head struck an alliance with a powerful lich « • Tentacle Blast (standard; at-will) < queen o f the deep Shadowfell, and the other killed Close blast 3; +27 vs. Fortitude; 2d8 + S damage, and ongoing 10 damage (save ends). If the aspect of Demogorgon's attack her to steal her powers. deals ongoing damage to a creature that is already taking A r c a n a D C 3 2 : As comfortable in the seas as on ongoing damage, the ongoing damage increases by 5. the land, Demogorgon m a k e s his h o m e in a tropi- •Y Inescapable Grasp (standard; at-will) • Psychic, cal region o f the Abyss that is composed of dense Teleportation jungles, deep oceans, and vast stretches o f brine flats. Ranged 10; +31 vs. Reflex; the target is teleported to a space T h e mightiest of the demon princes, Demogorgon within 3 squares of the aspect of Demogorgon. c o m m a n d s creatures from places as as varied as the r Dominating Glare (standard; recharge I'.) • Psychic Close blast S; targets enemies; +29 vs. Will; 1d10 + 5 psychic depths o f the Underdark and the decadent palaces damage, and the target is dominated (save ends). o f civilization. Troglodytes worship h i m as a deity, Gaze of Abyssal Might (free, when an enemy starts its turn sparking endless battles against their Torog-worship- within 10 squares of the aspect of Demogorgon; at-will) ing kin. Colonies o f kuo-toas appeal to h i m for aid in Close burst 10; targets the triggering creature; roll a d20; on a reclaiming their once-great empire. roll of 10 or higher, the target is slowed until the end of its turn. A r c a n a D C 3 7 : Twins born to cultists or kid- Double Actions napped and indoctrinated at a young age lead At the start of combat, an aspect of Demogorgon makes two initiative checks. Each check corresponds to one of the aspect's Demogorgon's mightiest cults. E a c h twin serves one heads-Aameul or Hethradiah-and the aspect takes a turn of Demogorgon's two personalities. Invariably, such a on both initiative counts. The aspect has a full set of actions cult falls to infighting as one high priest turns against on each of these turns, and the aspect's ability to take an the other, hindering m a n y a foul plot. immediate action refreshes on each turn. A r c a n a D C 3 9 : Temples to Demogorgon often Dual Brain reflect the dual nature o f the P r i n c e o f D e m o n s . At the end of its turn, an aspect of Demogorgon saves against Builders construct each temple symmetrically: dazed and stunned conditions and charm effects. Alignment Chaotic evil Languages Abyssal, Common non O n e h a l f is dedicated to Aameul, and the other to Skills Athletics +27, Intimidate +21 Hethradiah. Priests, warriors, petitioners, and other Str 31 (+22) Dex20(+17) W i s 18 (+16) functionaries dwell in whichever side o f the temple Con 30 (+22) Int 28 (+21) Cha 30 (+22; better fits their personalities. A grand cathedral unites the two halves at the center. ASPECT OF DEMOGORGON TACTICS An aspect o f Demogorgon uses tactics similar to ASPECT OE DEMOGORGON those o f the true demon lord. Lacking gaze attacks, it 'ft IF. RITUAL FOR SUMMONING AN ASPECT of DeillO- instead uses dominating glare to turn several enemies gorgon—a manifestation o f Demogorgon's form into allies and then focuses subsequent attacks on and powers that is less potent t h a n the P r i n c e o f those who avoid the effect. Demons—involves " t w i n n i n g " to represent D e m o - gorgon's two personalities. A cultist might split a sac- ASPECT OE DEMOGORGON LORE rifice in h a l f down the center. A r c a n a D C 2 6 : T h e dark ritual to s u m m o n A n aspect o f Demogorgon acts more like one of Demogorgon requires a sacrifice o f life. Only the the demon's heads t h a n the other, being an unbal- most faithful—thus, the most demented—of his follow- anced version o f the demon. T h e aspect behaves ers c a n successfully complete the ceremony. like Demogorgon but does not c o m m u n e with either A r c a n a D C 3 1 : Mortals cannot summon Demo- of Demogorgon's m i n d s . It melts into a puddle o f gorgon, but an a s p e c t o f h i m answers the ritual's venom w h e n it completes the task for which it was call. A t e m p o r a r y m a n i f e s t a t i o n o f power, t h e summoned. a s p e c t has no psychic or spiritual c o n n e c t i o n to the d e m o n lord.
  • 45.
    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.
  • 46.
    KAZUUL, KAZUUL TACTICS Kazuul throws h i m s e l f into the fray like a m a d m a n , EXARCH OF DEMOGORGON shrieking a battle c r y and launching h i m s e l f at the A s A CHAMPION OF GOOD w h o served Erathis, K a z u u l nearest enemy. Only the sight o f a powerful magic carved a swath o f order through savage lands. I n weapon c a n lure h i m from his battle madness. I f one time, though, Kazuul c a m e to e m b r a c e destruction. o f Kazuul's e n e m i e s uses a 28th-level or higher magic H e b e c a m e a manifestation o f the forces o f chaos a n d weapon, he focuses all his attacks on that enemy. carnage and j o i n e d Demogorgon's faithful. Kazuul Kazuul once owned the mighty blade Gorgorin the turned his b a c k on h u m a n i t y entirely and accepted Shatterer but lost it in battle against H a i n a r d , e x a r c h an investiture of demonic size and strength from the o f Pelor and leader o f that deity's W h i t e Guard. demon lord. Now a n e x a r c h o f Demogorgon, h e fights Kazuul b u r n s with desire to find a worthy replace- for Hethradiah, the aspect of Demogorgon dedicated m e n t or to recover Gorgorin. to savagery. Twice t h e size o f a mortal h u m a n , Kazuul has a KAZUUL LORE heavily a r m o r e d body deformed b y demonic mus- A r c a n a D C 2 8 : Kazuul bears two weapons taken culature. W i e l d i n g a sword and a n axe, he stalks from exarchs. O n e , the Tooth o f G r o m , is a longsword the battlefields of the Abyss and beyond, herding a n forged from the tooth of a slain fire titan lord. Kazuul army of demons before h i m and leaving desolation c l a i m e d the other weapon, a battleaxe called World and gore i n his wake. Splitter, from Clangeddin Silverbeard, who still har- bors a grudge for its loss. Kazuul Level 2 8 Elite Soldier I n battle, Kazuul seeks out the e n e m y who bears Large elemental humanoid (demon) XP 26,000 the mightiest weapon. H e loves nothing m o r e t h a n Initiative +20 Senses Perception +20; darkvision HP 528; Bloodied 264 pulling such a r m a m e n t s from his e n e m i e s ' shattered AC 44; Fortitude 40, Reflex 37, W i l l 40 corpses. Resist 10 variable (3/encounter) A r c a n a D C 3 3 : A n ancient prophecy uncovered Saving Throws +2 by the eladrin sage E l l a n n i a proclaims that w h e n Speed 5, fly 5 Kazuul reclaims t h e sword Gorgorin, h e will use it to Action Points 1 slay Demogorgon a n d will t h e n displace Yeenoghu as © Tooth of Grom (standard; at-will) • Weapon lord o f the gnolls. T h e prophecy has spawned infight- Reach 2; +36 vs. AC; 1 dl 0 + 10 damage, and the target makes a melee basic attack against a target of Kazuul's choice as a free ing and attempts to wrest it from its hiding places i n action. the Feywild and i n the world. © World Splitter (standard; at-will) • Weapon Reach 2; +35 vs. AC; 1d12 + 10 damage, and the target takes a -4 penalty to AC (save ends), THRARAK, • Wrath of Kazuul (standard; at-will) f EXARCH OF DEMOGORGON Kazuul makes a tooth of Grom attack and a world splitter attack. DEMOGORGON'S C L A I M to t h e title " P r i n c e o f D e m o n s " •it Vortex of Blades (standard; recharge jxiiiii) • Weapon Close burst 3; targets enemies; +33 vs. Reflex; 2d10 + 10 has long b e e n disputed, but n o being has defeated damage, and the target is stunned (save ends). h i m to c l a i m that n a m e . H e has fought dozens o f • • Word of Doom (standard; encounter) <• would-be conquerors, b o t h fellow d e m o n lords a n d Close burst 3; +33 vs. Will; 6d6 + 15 damage, and Kazuul can primordials eager to regain their lost might. O n e score a critical hit against the target on an attack roll of 15-20 such e n e m y was Storralk, a primordial o f stone a n d (save ends). e a r t h that fell upon Demogorgon soon after D e m o - Abyssal Flames (standard; at-will) • Fire gorgon's battle with A m o t h split Demogorgon's h e a d Area burst 3 within 20; +33 vs. Reflex; 4d6 + 8 fire damage. Threatening Reach in two. Kazuul can make opportunity attacks against enemies within 2 Storralk, failing to recognize Demogorgon's rise squares of him. to power, foolishly challenged t h e demon lord to a Alignment Chaotic evil Languages Abyssal, Common battle. T h e shock waves o f that cataclysmic battle Skills Athletics +29, Insight +25, Nature +25, Religion +24 were felt i n the depths o f the Abyss and across t h e Str 33 (+25) Dex 19 (+18) W i s 22 (+20) Astral Sea. Con 32 (+25) Int 20 (+19) Cha 25 (+21) Demogorgon tore his e n e m y to pieces. So great was Equipment plate mail, Tooth of Grom (longsword). World Splitter (battleaxe) Demogorgon's wrath that h e used a powerful ritual given to h i m b y Dagon to extend Storralk's agony. W i t h that ritual, he called forth ettins from the blood Storralk spilled that day. E a c h ettin carries with it a small shard o f Storralk. Every t i m e a n ettin feels pain, Storralk's quivering, flayed corpse writhes with agony in his t o m b b e n e a t h Demogorgon's throne.
  • 47.
    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.
  • 48.
    1 ABYSSAL MARAUDER BERSERKER PRELATE DEMOGORGON'S A B Y S S A L M A R A U D E R S swoop upon OF DEMOGORGON isolated villages and towns, slaughtering inhabitants, P R E L A T E S L E A D T H E CULT in prayers to D e m o g o r g o n , carrying o f f treasure, and b u r n i n g buildings to t h e begging the P r i n c e o f D e m o n s to bring forth t h e ground. Marauders r o a m land and sea. O n land, they raging beasts that lurk within their hearts. travel i n loose w a r b a n d s . S e a b o r n e marauders use poorly m a i n t a i n e d ships that they barely k n o w how Berserker Prelate Level 8 Controller (Leader) to h a n d l e . Pirate captains recruit marauders as shock of Demogorgon troops, though only a powerful sea prince—or one Medium natural humanoid, human who supplies plenty o f loot and rum—can keep t h e m Initiative +4 Senses Perception +5 in c h e c k b e t w e e n battles. HP 86; Bloodied 43 AC 22; Fortitude 20, Reflex 18, W i l l 20 Abyssal Marauder Level 6 Skirmisher Speed 5 Medium natural humanoid, human XP250 © Greatclub (standard; at-will) • Weapon Initiative +8 Senses Perception +3 +13 vs. AC; 1d10 + 7 damage, and the berserker prelate of HP 69; Bloodied 34 Demogorgon pushes the target 1 square. AC 20; Fortitude 18, Reflex 18, W i l l 17 © Abyssal Bolt (standard; at-will) Speed 6 Ranged 10; +12 vs. Will; 1d8 + 4 damage, and the berserker © Longspear (standard; at-will) • Weapon prelate of Demogorgon slides the target 2 squares. Reach 2; +11 vs. AC; 1d8 + 6 damage, and the abyssal marauder <- Bloodletter's Call (standard; recharge X : : I • Psychic shifts 1 square. Close burst 3; targets enemies; +10 vs. Will; 2d6 + 5 psychic © T h r o w i n g Axe (standard; at-will) • Weapon damage, and the target is dazed until the end of the berserker Ranged 5/10; +11 vs. AC; 1d6 + 6 damage, and the abyssal prelate of Demogorgon's next turn. Ejject: Any ally within the marauder shifts 1 square. burst gains a +2 bonus to attack rolls until the end of its next •^Vt Howling Charge (standard; encounter) turn. The abyssal marauder makes a throwing axe attack and then Death Fury (minor; usable only while bloodied; encounter) charges the target of that attack. Until the end of the encounter, the berserker prelate of Death Fury Demogorgon can make two greatclub attacks as a standard While bloodied, an abyssal marauder can make two longspear action, each with a -2 penalty to the attack roll. The prelate attacks as a standard action, each with a -2 penalty to the cannot use abyssal bolt or bloodletter's call until the end of the attack roll. The marauder cannot use its throwing axe or howling encounter. charge while it is bloodied. Alignment Chaotic evil Languages Common Alignment Chaotic evil Languages Common Skills Diplomacy +12, Religion +11 Skills Acrobatics +11, Athletics +11 Str 17 (+7) Dex 11 (+4) W i s 12 (+5) Str 16 (+6) Dex 16 (+6) W i s 11 (+3) Con 14 (+6) Int 14 (+6) Cha 17 (+7) Con 13 (+4) I nt 9 (+2) Cha 10 (+3) Equipment hide armor, greatclub, symbol of Demogorgon Equipment leather armor, longspear, 2 throwing axes BERSERKER PRELATE ABYSSAL MARAUDER TACTICS OE DEMOGORGON TACTICS In battle, t h e abyssal marauder dances through Berserker prelates o f Demogorgon lead the faithful e n e m i e s ' ranks, shifting to dart out of reach after into battle, fighting at the front. O t h e r d e m o n wor- attacking. Marauders fight alongside shrieking cult- shipers might prefer to sacrifice their followers to ists, using their comrades as living barriers. W h i l e preserve their own lives, but Demogorgon's prelates the cultists' axes rise and fall, marauders dart i n to exult in destruction. soften up or finish o f f the enemy. At the start o f a fight, a prelate uses its abyssal bolt attack to force e n e m i e s apart. Bloodletter's call bogs ABYSSAL MARAUDER LORE e n e m i e s down and improves the cult's attacks. O n c e A r c a n a D C 1 2 : Selfish and wrathful, abyssal bloodied, the prelate wades a m i d e n e m i e s and uses marauders pledge themselves to Demogorgon and death fury, committing, at that point, to victory or adopt his savagery, b e c o m i n g his thralls. death in Demogorgon's n a m e . A r c a n a D C 17: Abyssal marauders r o a m land and sea. O n land, they travel i n war bands. O n t h e BERSERKER PRELATE sea, they inexpertly sail r a m s h a c k l e ships from town OE DEMOGORGON LORE to town. Pirate captains recruit marauders to aid in N a t u r e D C 1 4 : Berserker prelates o f Demogorgon m a r i t i m e battles, luring t h e m with promises o f loot are mad prophets that lapse into trancelike states, and m a y h e m . babble about visions, and m a k e pronouncements. T h e y lead cults o f Demogorgon or act as spiritual mascots.
  • 49.
    (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).
  • 50.
    SHRIEKING CULTIST SHRIEKING CULTIST OF DEMOGORGON OE DEMOGORGON LORE N a t u r e D C 1 4 : Shrieking cultists o f Demogorgon DEMOGORGON'S CULTISTS D E S I R E ONLY TO LOQT, slay, give themselves over to the savage rage o f Hethra- and destroy. Revolutions, war, f a m i n e , and other diah, one o f Demogorgon's heads. T h e y howl like troubles bolster the cult's ranks, b e c a u s e D e m o - m a n i a c s in battle and paint themselves in blood. gorgon's prelates preach that the best way to avoid N a t u r e D C 1 9 : Shrieking cultists yell and suffering is to b e a m o n g the predators and brutal s c r e a m incoherently, but when m a n y o f t h e m gather, killers who dole it out. anyone already on the path to madness might sense a demonic song buried in the cacophony. Shrieking Cultist of Demogorgon Level 7 Brute Medium natural humanoid, human XP 300 Initiative +3 Senses Perception +4 ENCOUNTER GROUPS HP 94; Bloodied 47 Demogorgon's cultists gather in small raiding parties AC 18; Fortitude 19, Reflex 17, Will 18 that range far and wide. T h e y rally in large n u m b e r s Speed 5 only w h e n resisted by a town's fortifications. © Greataxe (standard; at-will) • Weapon +10 vs. AC; 1d12 + 6 damage (crit 1d12 + 18). Level 7 E n c o u n t e r ( X P 1 , 5 0 0 ) © J a v e l i n (standard; at-will) 4 Weapon - Ranged 10/20; +10 vs. AC; 1d6 + 6 damage. • 1 abyssal marauder (level 6 skirmisher) <C Death Wrath (standard; encounter) • Zone • 1 berserker prelate o f Demogorgon (level 8 Close burst 1; +10 vs. AC; 1d12 + 6 damage. Effect: The burst controller) creates a zone of horrible noise centered on the shrieking cultist • 2 shrieking cultists o f Demogorgon (level 7 brute) of Demogorgon that lasts until the end of the cultist's next turn. • 1 tiefling darkblade (level 7 lurker, MM 2 5 0 ) When the cultist moves, the zone moves with it, remaining centered on it. Any enemy that starts its turn in the zone takes 5 damage. Level 7 E n c o u n t e r ( X P 1 , 6 5 0 ) Howl of Fury (standard; encounter) • Psychic • 1 doom flayer (level 8 artillery) Close blast 3; +8 vs. Will; 1d8 + 4 psychic damage, and the • 2 troglodyte thrashers (level 7 brute) target is immobilized until the end of the shrieking cultist of • 2 abyssal marauders (level 6 skirmishers) Demogorgon's next turn. • 1 gnaw demon (level 5 skirmisher) Alignment Chaotic evil Languages Common Skills Athletics +11, Intimidate +8 Level 2 4 E n c o u n t e r ( X P 3 4 , 4 0 0 ) Str 17 (+6) Dex 11 (+3) W i s 13 (+4) Con 14 (+5) Int 8 (+2) Cha 10 (+3) • 1 aspect o f Demogorgon (level 2 5 elite controller) Equipment chainmail, greataxe, 3 javelins • 2 glabrezus (level 2 3 elite brute, MM 5 4 ) Level 2 5 E n c o u n t e r ( X P 3 5 , 3 0 0 ) SHRIEKING CULTIST • T h r a r a k (level 2 6 elite brute) OE DEMOGORGON TACTICS 4- 1 abyssal rotfiend (level 2 6 controller) Demogorgon's shrieking cultists fight with the 4- 2 nycademons (level 2 2 skirmisher) vengeful fury o f the d a m n e d . As part o f their indoc- trination, they e m b r a c e nihilistic violence and rage. Level 2 7 E n c o u n t e r ( X P 6 0 , 1 0 0 ) In battle, they shriek like wild animals with howl of 4- 1 kazuul (level 2 8 elite soldier) fury and hack at their nearest enemies with greataxes 4- 1 marilith (level 2 4 elite skirmisher, MM 5 7 ) and death wrath. 4- 1 balor (level 2 7 elite brute, MM 5 3 ) Level 3 5 E n c o u n t e r ( X P 2 3 9 , 0 0 0 ) 4- 2 balors (level 2 7 elite brute, MM 5 3 ) 4- Demogorgon (level 3 4 solo controller) • I
  • 51.
    Abyssal Eviscerator Level 1 4 Brute Z DEMON Medium elemental humanoid (demon) XP 1,000 0 Initiative +10 Senses Perception +9 H P 173; Bloodied 86 DEMONS A R E AMONG T H E OLDEST C R E A T U R E S in the AC 26; Fortitude 28, Reflex 2S, Will 24 universe. At the birth o f the Abyss—the profane and Resist 15 variable (2/encounter) terrifying r e a l m in which demons dwell—only a few Speed 6 demons existed. T h e s e demon princes were weapons © Claw (standard; at-will) of unfettered destruction, intended for no other pur- +17 vs. AC; 2d10 + 6 damage. 4 Crab (standard; at-will) pose than to bring the universe under the heel of the +15 vs. Reflex; 2d6 + 6 damage, and the target is grabbed. Chained God. As the Abyss grew, its evil spread into { Eviscerating Talons (minor 1/round, 3/round while bloodied; other elemental creatures, creating demons o f infinite at-will) variety and dreadful power. D e m o n s are scourges of Targets a creature grabbed by the abyssal eviscerator; no attack the universe, antagonists o f creation and order. roll; 6 damage. Alignment Chaotic evil Languages Abyssal Skills Athletics+18 ABYSSAL EVISCERATOR Str 23 (+13) Dex 17 (+10) W i s 15 (+9) A B Y S S A L EVISERATORS T E A R INTO ENEMIES, ripping out Con 23 (+13) Int 7 (+5) Cha 11 (+7) their guts in a frenzy o f slaughter. •••MM ENCOUNTER GROUPS ABYSSAL EVISCERATOR LORE O t h e r demons understand that a hard-to-control evis- A r c a n a D C 1 8 : T h e dimwitted eviscerators often cerator is still a powerful weapon. end up under the control of powerful, malign indi- viduals who use t h e m as guardians and muscle. Level 1 3 Encounter ( X P 4 , 9 0 0 ) • 3 abyssal eviscerators (level 1 4 brute) • 1 arctide runespiral demon (level 1 2 artillery) • 1 immolith (level 15 controller, MM 5 6 ) (Left to right) abyssal eviscerator and bloodseep demon
  • 52.
    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.
  • 54.
    DRETCH DRETCH LORE FOUL-SMELLING DRETCHES prefer to attack in large A r c a n a D C 1 0 : Q u a r r e l s o m e a n d stupid, d r e t c h e s n u m b e r s a n d o v e r w h e l m t h e i r foes. c a n b e t r i c k e d into fighting one a n o t h e r i f no leader is present. Dretch Level 2 Brute Small elemental humanoid (demon) XP125 ENCOUNTER GROUPS Initiative+3 Senses Perception+1; darkvision D e m o n s o f greater power a n d intelligence often use Sickening Miasma: aura 1; each enemy within the aura takes 1 d r e t c h e s as t h e first wave o f a n attack, b o t h to see damage whenever it takes a standard action or a move action. w h a t t h e i r e n e m i e s are capable o f a n d for t h e sheer Multiple sickening miasma auras deal cumulative damage, up to a m u s e m e n t o f watching t h e d r e t c h e s m e e t t h e i r 5 damage. H P 44; Bloodied 22; see also vile death doom. AC 14; Fortitude 14, Reflex 13, W i l l 11 Resist 10 variable (1/encounter) Level 7 E n c o u n t e r ( X P 1,700) Speed 5 • 1 b l o o d s e e p d e m o n (level 7 s k i r m i s h e r ) © Savage Claws (standard; at-will) • 8 d r e t c h e s (level 2 brute) +5 vs. AC; 2d6 + 2 damage. • 2 g n a w d e m o n s (level 5 s k i r m i s h e r ) + Frenzy of Claws (free, when first bloodied; encounter) The dretch attacks one or two creatures with savage claws. Vile Death (when the dretch drops to 0 hit points) • Poison, GNAW DEMON Zone G N A W DEMONS CONSUME EVERYTHING they c a n get Close burst 1; the burst creates a zone of poison centered t h e i r h a n d s on. Although t h e y c a n subsist on inani- on the dretch that lasts until what would be the start of the dretch's next turn. Any nondemon that enters the zone or starts m a t e o b j e c t s , they prefer living flesh. its turn there takes 5 poison damage. Alignment Chaotic evil Languages Abyssal Gnaw Demon Level 5 Skirmisher Str 17 (+4) Dex 14 (+3) W i s 11 (+1) Small elemental humanoid (demon) XP200 Con 14 (+3) Int 5 (-2) Cha7(-1) Initiative +2 Senses Perception +3; darkvision Ankle Biter aura 1; each enemy that starts its turn within the aura takes a -2 penalty to speed until the end of its turn. DRETCH TACTICS HP 66; Bloodied 33 D r e t c h e s attack as a gang to c o m b i n e t h e i r sickening AC 19; Fortitude 19, Reflex 14, W i l l 16 miasma auras. A l t h o u g h they a r e i n c a p a b l e o f invent- Resist 10 variable (1/encounter) ing a n y other tactics, they c a n b e effectively d i r e c t e d Speed 3, fly 5 (clumsy) b y a leader. © Bite (standard; at-will) +10 vs. AC;1d8 + 6damage. Abyssal Hunger A gnaw demon's melee attacks deal 1d8 extra damage against a bloodied target. Hungry Teleport (move; at-will) • Teleportation The gnaw demon teleports 10 squares into a square adjacent to a bloodied enemy. Pain-Induced Teleport (free, when first bloodied; encounter) • Teleportation The gnaw demon teleports 10 squares. Alignment Chaotic evil Languages Abyssal Skills Stealth +5 Str 15 (+4) Dex 7 (+0) W i s 12 (+3) Con 18 (+6) Int9(+1) Cha9(+1) GNAW DEMON TACTICS Slow a n d clumsy, g n a w d e m o n s k e e p to t h e edge o f t h e battlefield until a n e n e m y b e c o m e s bloodied. T h e n they use hungry teleport to close w i t h that e n e m y a n d attack it. GNAW DEMON LORE A r c a n a D C 1 2 : G n a w d e m o n s are cowardly d e m o n s that usually c h o o s e e s c a p e over destruction. Fleeing g n a w d e m o n s c a n b e c o m e distracted by a w e a k target, so c h a s i n g t h e m down is often as simple as locating t h e i r next likely v i c t i m .
  • 55.
    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
  • 56.
    A r ca n a DC 2 5 : Kazriths travel b e t w e e n bodies NEEDLE DEMON LORE o f water by creating vast networks o f interconnect- A r c a n a DC 1 6 : Needle demons possess greater ing flooded tunnels. T h e s e networks lie close to t h e c u n n i n g t h a n most give t h e m credit for, and they surface so that the kazriths c a n sense prey overhead. are more patient t h a n m a n y other demons. T h i s Although most kazriths dwell in t h e Elemental craftiness often puts needle demons in the role o f Chaos, they sometimes find natural gates leading into advisors to more powerful demons and even as t h e the world. true powers b e h i n d manipulated puppets. However, their hunger for watching foes fight one another often ENCOUNTER GROUPS gets the better o f t h e m , and they are rarely capable o f Kazriths a r e often found among other sinister aquatic more t h a n simple deceptions. monsters. ENCOUNTER GROUPS Level 1 8 Encounter ( X P 1 0 , 2 0 0 ) Needle demons will j o i n any cause that brings • 1 aboleth lasher (level 17 brute, MM 8 ) destruction and bloodshed, but it is never long before • 4 aboleth servitors (level 1 6 minion, MM 9 ) they turn on their allies. • 1 aboleth slime mage (level 17 artillery, MM 8) • 2 kazriths (level 2 0 lurker) Level 9 E n c o u n t e r ( X P 2 , 1 0 0 ) • 1 cacklefiend hyena (level 7 brute, MM 1 6 6 ) NEEDLE DEMON • 1 gnoll demonic scourge (level 8 brute, MM 1 3 2 ) N E E D L E DEMONS TURN E N E M I E S a g a i n s t o n e a n o t h e r • 3 gnoll claw fighters (level 6 skirmisher, MM 1 3 2 ) by m a k i n g t h e m believe that their closest friends • 1 needle d e m o n (level 1 2 controller) have betrayed t h e m . Needle d e m o n s w r e a k havoc and d e s t r u c t i o n throughout t h e Abyss and t a k e Level 1 2 Encounter ( X P 3 , 3 0 0 ) any opportunity to b r i n g that c h a o s to t h e m o r t a l 4- 1 drow a r a c h n o m a n c e r (level 1 3 artillery, MM 9 4 ) realms. 4 3 m e z z o d e m o n s (level 11 soldier, MM 5 8 ) 4 1 needle demon (level 1 2 controller) Needle Demon Level 12 Controller Medium elemental humanoid (demon) Initiative +10 Senses Perception +9; darkvision XP 700 NELDRAZU H P 123; Bloodied 61 N E L D R A Z U S H I D E IN T H E S H A D O W S on t h e edge o f a AC 26; Fortitude 23, Reflex 23, W i l l 25 battle, t h e n charge in to snatch e n e m i e s away. O n c e Resist 15 variable (2/encounter) a neldrazu gets its target alone, it tears into it with its Speed 6 four savage claws. © Claws (standard; at-will) +17 vs. AC; 2d6 + 5 damage. 4 Claws of Betrayal (standard; requires combat advantage against Neldrazu Level 8 Lurker each target; at-will) Large elemental humanoid (demon) XP 350 The needle demon makes two claw attacks. If both attacks Initiative +13 Senses Perception +7; darkvision hit the same target, the target takes ongoing 10 damage (save HP 71; Bloodied 35; see also bloodied abduction ends). AC 22; Fortitude 20, Reflex 21, W i l l 19 4 Tail W h i p (immediate reaction, when an enemy moves into a Resist 10 variable (1/encounter) square adjacent to the needle demon; at-will) Speed 8, climb 6 (spider climb) +17 vs. AC; 1d6 + 2 damage. © Slashing Claw (standard; at-will) <r Rage of the Betrayed (standard; recharge (Li]) • Charm Reach 2; +13 vs. AC; 2d6 + 5 damage. Close blast 5; targets enemies; +16 vs. Will; the target is 4 Abduct (move; recharge X] f::) 4 Teleportation dominated (save ends). Reach 2; +11 vs. Reflex; targets enemies only; the neldrazu Alignment Chaotic evil Languages Abyssal teleports the target 10 squares, and the neldrazu teleports to Skills Bluff+17, Insight+14, Intimidate +17 a space adjacent to the target. Miss: The neldrazu teleports 10 Str 16 (+9) Dex 19 (+10) W i s 17 (+9) squares. Con 19 (+10) Int 14 (+8) Cha 22 (+12) 4 Flaying Claws (standard; usable when only one enemy is within 5 squares of the neldrazu; at-will) Reach 2; +13 vs. AC; 4d6 + 5 damage, and ongoing 5 damage NEEDLE DEMON TACTICS (save ends). A needle d e m o n uses rage of the betrayed on as m a n y Bloodied Abduction (free, when first bloodied; encounter) 4 targets as possible. It t h e n moves around and looks Teleportation for opportunities to attack with daws of betrayal. I f The neldrazu teleports an enemy adjacent to it 5 squares, and the neldrazu teleports to a space adjacent to the creature. rage of the betrayed recharges, t h e needle d e m o n might Alignment Chaotic evil Languages Abyssal save its next use for escaping from a hopeless fight. Skills Stealth+14 Str 15 (+6) Dex 20 (+9) W i s 16 (+7) Con 17 (+7) Int 7 (+2) Cha 11 (+4)
  • 57.
    (Left to right)neldrazu, needle demon, and nycademon NELDRAZU TACTICS NYCADEMON The neldrazu looks for a lightly a r m o r e d e n e m y and R I P P L I N G W I T H MUSCLES A N D THICK TENDONS, nyca- uses abduct to bring it among the neldrazu's allies. demons are winged terrors that soar over the c h a r r e d Once the e n e m y is isolated, the neldrazu tears it apart landscape o f the Abyss, searching for prey on the with flaying claws. I f attacking in groups, neldrazus open expanses. T h e s e predators harry ground crea- teleport in different directions, spreading out their tures for amusement, lifting their hapless victims enemies as m u c h as possible. high into the air and dropping t h e m . NELDRAZU LORE Nycademon Level 2 2 Skirmisher A r c a n a D C 1 4 : Although difficult to control, large elemental humanoid (demon) XP 4,150 neldrazus m a k e excellent abductors for slavers or Initiative +21 Senses Perception +17 kidnappers that don't m i n d i f their goods are slightly HP 210; Bloodied 105 AC 35; Fortitude 35, Reflex 35, Will 32 damaged. Resist 20 variable (2/encounter) Speed 6, fly 6 (hover) ENCOUNTER GROUPS © Wicked Axe (standard; at-will) Neldrazus are usually encountered with other Reach 2; +27 vs. AC; 2d8 + 5 damage (crit 3d8 + 21), and demons, but take any opportunity to w r e a k havoc. ongoing 5 damage (save ends). 4 Wicked Edges (standard; at-will) They prefer being near places where they c a n keep The nycademon makes two wicked axe attacks. their victims isolated, such as narrow ledges, steep 4 Snatch (standard; at-will) slopes, or pit traps. Before or after the attack, the nycademon flies 6 squares. Reach 2; +2 5 vs. Fortitude; the target is grabbed. Level 7 E n c o u n t e r ( X P 1 , 6 5 0 ) Strong Flyer • 2 barlguras (level 8 brute, MM 5 3 ) When a nycademon moves a grabbed target, it does not have to • 2 neldrazus (level 8 lurker) make a Strength attack. While bloodied, a nycademon can fly at full speed instead of half speed when moving a grabbed target. • 1 tiefling heretic (level 6 artillery, MM 2 5 0 ) Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +21 Str 25 (+18) Dex 26 (+19) W i s 13 (+12) Con 26 (+19) Int 8 (+10) Cha 21 (+16) Equipment 2 greataxes
  • 58.
    NYCADEMON TACTICS ENCOUNTER GROUPS A nycademon snatches a target a n d t h e n flies into Nycademons a r e m e r c e n a r y enough to work with the air, attacking the target with wicked edges until almost any creature in the short term, but their supe- the creature escapes. I f the c r e a t u r e proves particu- riority complexes soon infuriate most allies. larly dangerous, t h e nycademon drops the e n e m y from a high altitude a n d returns to the battle to grab Level 2 1 Encounter ( X P 1 7 , 2 5 0 ) n e w prey. 4- 1 goristro (level 1 9 elite brute, MM 5 5 ) 4- 3 nycademons (level 2 2 skirmisher) NYCADEMON LORE 4 1 rot harbinger (level 2 2 artillery, MM 2 2 3 ) A r c a n a DC 2 4 : Nycademons are n i c k n a m e d "sky d e m o n s " for their tendency to swoop down and grab POD DEMON their e n e m i e s , carrying t h e m high into the sky a n d T H E DISGUSTING AND DEMENTED pod d e m o n cre- releasing t h e m to fall to their deaths. ates spawn that it uses to corner and terrorize other A r c a n a DC 2 9 : Nycademons put great stock in creatures. their physical superiority over their foes. T h i s b e l i e f m a k e s t h e m overconfident w h e n facing e n e m i e s that Pod Demon Level 1 5 Elite Artillery don't immediately show signs of power a n d hesitant Large elemental humanoid (demon) XP 2,400 w h e n facing e n e m i e s that show great strength. Initiative +12 Senses Perception +10; darkvision HP 176; Bloodied 88 AC 27; Fortitude 25, Reflex 27, W i l l 29 Resist 15 variable (2/encounter) Saving Throws +2 Speed 8 Action Points 1 © Slam (standard; at-will) 4 Poison +20 vs. AC; 1d6 + 5 damage, and ongoing 5 poison damage (save ends). • * Detonate Minion (minor 1/round; recharge _ ] [j]]) 4 Poison A Ranged 10; targets one podspawn; the podspawn explodes, dropping to 0 hit points and dealing 1 d8 + 3 poison damage to each creature adjacent to the podspawn. 4* Spew Podspawn (standard; at-will) 4 Acid Close blast 3; +18 vs. Reflex; 2d6 + 5 acid damage. Generate Podspawn (standard; recharges when first bloodied) 4 Poison Close burst 2; +18 vs. Reflex; 3d6 + 5 poison damage. Ejffect: If the pod demon has fewer than four podspawn, it spawns podspawn into unoccupied squares within the burst, bringing its total number of minions to four. -Or Fling Podspawn (standard; at-will) 4 Acid Area burst 1 within 10; +18 vs. Reflex; 2d6 + 5 acid damage. Combat Advantage A pod demon's attack deals 2d6 extra damage to any target granting combat advantage to it. Spawn If a pod demon has fewer than four podspawn at the start of its turn, it spawns one podspawn within 2 squares of it. Transfer Essence (move; at-will) The pod demon swaps positions with a podspawn within 10 squares of it. Alignment Evil Languages Abyssal, Common Str 17 (+10) Dex 20 (+12) W i s 16 (+10) Con 21 (+12) Int 12 (+8) Cha24(+14)
  • 59.
    Podspawn Level 15 Minion Skirmisher Small elemental humanoid (demon) XP 300 or 0 if encountered with pod demon Initiative +14 Senses Perception +6; darkvision HP 1; a missed attack never damages a minion. AC 29; Fortitude 28, Reflex 28, W i l l 25 Resist The podspawn shares any resistances that its pod demon progenitor has. Speed 8 Corroding Slime (standard; at-will) • Acid -20 vs. AC; 12 acid damage. Dangerous Proximity Any enemy adjacent to a podspawn grants combat advantage to It. ' Alignment Evil Languages Abyssal, Common Str 13 (+8) Dex 20 (+12) W i s 8 (+6) Con 21 (+12) Int 5 (+4) Cha 15 (+9) POD DEMOM TACTICS A pod d e m o n prefers to enter combat with four min- ions. It sends minions out to grant combat advantage to itself and its allies. T h e n it uses detonate minion before creating more minions, always attempting to have four m i n i o n s alive at a time. POD DEMON LORE A r c a n a D C 1 8 : Pod demons a r e d e m o n s o f mad- ness that spawn tiny versions o f themselves from their backs. A pod demon c a n psychically transfer its consciousness to any o f its spawn, transforming that spawn's body into a new pod demon while its former body shrinks to podspawn form. A r c a n a D C 2 3 : T h e madness that possesses pod RUNESPIRAL DEMON demons seems related to the C h a i n e d G o d , and some A R C A N E RUNES A R E CUT D E E P into t h e t h i c k shells o f pod demons c a r r y or wrap themselves in c h a i n s as a runespiral demons, c h a n n e l i n g deadly energy from symbol o f their allegiance. deep within the Abyss. ENCOUNTER GROUPS Runespiral Demon Level 5 Artillery Pod demons work with any demon that promises Small elemental magical beast (demon) XP 200 them the c h a n c e to terrorize the weak and fearful Initiative +6 Senses Perception +5 HP 51; Bloodied 25; see also bloodied shock with their podspawn. AC 17; Fortitude 16, Reflex 18, Will 17 Resist 10 variable (1/encounter) Level 1 6 E n c o u n t e r ( X P 7 , 2 0 0 ) Speed 7 • 1 immolith (level 1 5 controller, MM 5 6 ) © Bite (standard; at-will) • 1 pod d e m o n (level 1 5 elite artillery) +10 vs. AC; 1 d4 + 4 damage. • 4 podspawn (level 1 5 m i n i o n skirmisher) •)• Arcane Arc (immediate interrupt, when an enemy moves • 2 red slaads (level 1 5 soldier, MM 2 3 8 ) adjacent to the runespiral demon; at-will) • Lightning +10 vs. Reflex; 1d6 + 4 lightning damage. Focused Strike (standard; at-will) • Lightning Ranged 10; +10 vs. Reflex; 2d6 + 4 lightning damage. «£• Bloodied Shock (free, when first bloodied; encounter) • Lightning Close burst 1; +8 vs. Reflex; 1d6 + 4 lightning damage, and the target is dazed (save ends). Lightning Burst (standard; at-will) • Lightning Area burst 2 within 10; +8 vs. Reflex; 1d6 + 4 lightning damage. The attack deals 1 extra lightning damage for each creature in the burst. Alignment Chaotic evil Languages Abyssal Str 13 (+3) Dex 19 (+6) W i s 16 (+5) Con 15 (+4) I nt 5 (-1) Cha 12 (+3)
  • 60.
    Arctide Runespiral Demon Level 12 Artillery Large elemental magical beast (demon) XP 700 RUPTURE DEMON Initiative +12 Senses Perception +10 SYMBIOTIC DEMONS COMPOSED OF EVIL SLUDGE, r u p t u r e H P 97; Bloodied 48; see also bloodied shock demons slink through all layers o f the Abyss, follow- AC 24; Fortitude 23, Reflex 25, W i l l 23 ing b e h i n d more powerful demons and consuming Resist 15 variable (2/encounter) the r e m a i n s o f their kills. Speed 7 © Bite (standard; at-will) +17 vs. AC; 1d6 + 5 damage. Rupture Demon Level 5 Minion Soldier 4 Arcane Arc (immediate interrupt, when an enemy moves Small elemental magical beast (demon) XP 50 adjacent to the arctide runespiral demon; at-will) • Lightning Initiative +8 Senses Perception +4; low-light vision +17 vs. Reflex; 1d8 + 5 lightning damage. HP 1; a missed attack never damages a minion; see also demonic •Y Focused Strike (standard; at-will) • Lightning infestation. Ranged 10; +19 vs. Reflex; 2d8 + 5 lightning damage. AC 20; Fortitude 16, Reflex 18, W i l l 16 Bloodied Shock (free, when first bloodied; encounter) • Speed 6, spider climb 3 Lightning © Slimy Extrusion (standard; at-will) Close burst 1; +15 vs. Reflex; 1d8 + 5 lightning damage, and the +12 vs. AC; 5 damage, target is dazed (save ends). i Enveloping Embrace (standard; encounter) -ifr Charged Lightning Burst (standard; at-will) • Lightning No attack roll; the target is restrained (save ends), and the Area burst 2 within 10; +15 vs. Reflex; 1d8 + 5 lightning rupture demon drops to 0 hit points. damage. The attack deals 1 extra lightning damage for each Demonic Infestation (when the rupture demon drops to 0 hit creature in the burst. Each ally damaged by the attack gains points) • Healing a +1 bonus to any recharge rolls at the start of its next turn. The rupture demon erupts in a gory explosion of ichor and If the bonus causes a recharge roll to exceed 6, the result is tentacles that latch on to a demon within 5 squares of the considered 6. rupture demon and of level 10 or lower. That demon regains Alignment Chaotic evil Languages Abyssal 5 hit points and gains a +2 bonus to melee damage rolls until Str 15 (+8) Dex 23 (+12) W i s 19 (+10) the end of the encounter. This bonus is cumulative with other demonic infestation bonuses (maximum +10). Con 19 (+10) Int 7 (+4) Cha 12 (+7) Alignment Chaotic evil Languages Abyssal Str 15 (+4) Dex 18 (+6) W i s 15 (+4) RUNESPIRAL DEMON TACTICS Con 11 (+2) Int4(-1) Cha4(-1) A runespiral d e m o n circles the periphery o f a battle field while attacking with/ocused strike and charged R U P T U R E DEMON TACTICS lightning hurst. It shifts away from opponents to get the A rupture demon possesses little sense of self and most out o f arcane arc. virtually no sense o f self-preservation. It wades into melee, attacking any creatures that attack it. It uses RUNESPIRAL DEMON LORE enveloping embrace when it causes m a x i m u m destruc- A r c a n a D C 1 6 : A runespiral d e m o n has a thick tion or when a more powerful or intelligent demon shell carved deeply with a r c a n e runes that give it demands it. mastery over lightning energy. A r c a n a D C 2 1 : Although lightning-powered R U P T U R E DEMON LORE runespiral d e m o n s are the most c o m m o n , those using A r c a n a D C 1 2 : Rupture demons are oily demons other types o f energy exist, e a c h bearing a different m a d e o f liquefied evil. Barely sentient, rupture style o f runes. demons never work for themselves or have their own plans. In any place where a rupture d e m o n is found, ENCOUNTER GROUPS it's certain that a more powerful d e m o n lurks nearby. O t h e r demons muster runespiral demons to their A r c a n a D C 17: Rupture demons are the weakest cause with a m i x t u r e o f threats and promises o f spawns o f juiblex, the d e m o n lord of ooze and slime. carnage. Sages speculate that the rupture d e m o n s ' aiding o f other demons through their deaths must be part o f Level 5 E n c o u n t e r ( X P 1 , 2 0 0 ) some s c h e m e by the enigmatic demon lord. • 2 evistros (level 6 brute, MM 5 4 ) • 1 h u m a n hexer (level 7 controller) ENCOUNTER GROUPS • 2 runespiral demons (level 5 artillery) As servitors o f Juiblex, rupture demons are found among other slimes and oozes. Level 6 E n c o u n t e r ( X P 1 , 2 5 0 ) • 1 black pudding (level 8 elite brute) • 1 evistro (level 6 brute, MM 5 4 ) • 6 rupture demons (level 5 minion soldier)
  • 61.
    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 )
  • 64.
    treacherous servants ormanipulate t h e m into giving DEVIL Asmodeus favorable information. D E V I L S R E B E L L E D AGAINST T H E GODS a n d w e r e b a n ENCOUNTER GROUPS ished to the Nine Hells, where they forever bicker and Assassin devils prefer to work alone because other plot. Devious and nefarious, devils find no s c h e m e devils get in their way. W h e n they face a tough too convoluted. opponent, they rely on wa r devils and other m e l e e combatants to distract the e n e m y while they move in ASSASSIN DEVIL for the kill. M U R D E R LOOMS LARGE as a t a c t i c in t h e plots o f devils, Level 2 2 E n c o u n t e r ( X P 2 3 , 2 0 0 ) and for the purpose o f murder, they have no better 4- 2 assassin devils (level 2 4 lurker) tool t h a n the assassin devil. Shrouded in a cloak o f 4 1 h u m a n diabolist (level 2 0 artillery) shadows, this devil is a c o n s u m m a t e killer. 4- 2 war devils (level 2 2 brute, MM 6 7 ) Assassin Devil Level 2 4 Lurker Medium immortal humanoid (devil) XP 6,050 ERINYES Initiative +25 Senses Perception +23; darkvision F U R I E S OF VENGEANCE AND RAGE, erinyes exist for H P 167; Bloodied 83 battle. Although they are not the most powerful war- AC 38; Fortitude 34, Reflex 38, Will 36 riors in the Nine Hells, their combat skills inspire Resist 25 fire allies. Speed 12 © Shadow Sword (standard; at-will) • Necrotic, Weapon +27 vs. Fortitude; 3d6 + 5 necrotic damage, and ongoing 5 Erinyes Level 13 Soldier (Leader! damage (save ends). Medium immortal humanoid (devil) XP 800 -i<r Shadow Net (standard; recharges when the assassin devil uses Initiative +10 Senses Perception +9; darkvision shadow cloak) 4 Necrotic Blade Shield aura 3; each ally within the aura gains a +2 bonus Area burst 2 within 10; +26 vs. Reflex; the target is restrained, to AC. is weakened, and takes ongoing 10 necrotic damage (save ends H P 131; Bloodied 65; see also bloody spiral all). While a target is affected by shadow net, the assassin devil AC 29; Fortitude 25, Reflex 23, W i l l 23 cannot use its shadow cloak power. Speed 5 Dangerous Shadows © Compelling Strike (standard; at-will) 4 Weapon An assassin devil's shadow sword attack deals 4d6 extra necrotic +20 vs. AC; 2d10 + 3 damage, and one ally within 5 squares of damage against any target granting combat advantage to it. the erinyes gains 8 temporary hit points. Shadow Cloak (standard; recharges when no creatures are 4 Flitting Blade (standard; at-will) 4 Weapon affected by shadow net) 4- Illusion Targets one, two, or three creatures; +18 vs. AC; 1d10 + 3 The assassin devil is invisible until it hits or misses with an damage. attack. Bloody Spiral (immediate reaction, when first bloodied; Alignment Evil Languages Common, Supernal encounter) 4 Weapon Skills Stealth +27 Close burst 1; +18 vs. Reflex; 5 damage, and the target is Str 21 (+17) Dex 28 (+21) W i s 25 (+19) knocked prone. If two or more enemies are knocked prone, Con 17 (+15) Int 17 (+15) Cha 13 (+13) each ally within 5 squares of the erinyes gains 10 temporary hit Equipment leather armor, sword points. Devastating Opportunist An erinyes gains a +3 bonus to attack rolls when making ASSASSIN DEVIL TACTICS opportunity attacks, and if an opportunity attack hits, it shifts 1 A n assassin devil uses shadow net on as m a n y ene- square as a free action. mies as it can, and then attacks with shadow sword Alignment Evil Languages Supernal amplified b y dangerous shadows. W h e n too m a n y Skills Diplomacy +15, Endurance +15, Intimidate +15 unrestrained e n e m i e s threaten it, a n assassin devil Str 22 (+12) Dex 19 (+10) W i s 16 (+9) uses its shadow cloak to hide and position itself for Con 19 (+10) Int 14 (+8) Cha 18 (+10) Equipment plate armor, light shield, bastard sword another shadow net attack. ASSASSIN DEVIL LORE ERINYES TACTICS A n erinyes starts combat with a compelling strifee. It R e l i g i o n D C 2 4 : Rarely the m a s t e r m i n d s o f any then attempts to engage as m a n y foes as possible plot, assassin devils fulfill the evil will o f others, using/lining blade. W h e n a n ally loses its temporary taking great pride in their lethal occupation. hit points, the erinyes switches b a c k to compelling R e l i g i o n D C 2 9 : M a n y assassin devils report strike. Multiple erinyes aid one another with posi- directly to Asmodeus, covertly feeding h i m t h e tioning, opting to h e m in and engage a group o f foes secrets of their patrons. Devils that discover this rather than moving to f l a n k t h e m . treachery rarely respond with accusations a n d attacks. Instead, they attempt to dispose o f the
  • 65.
    (Left to right)infernal armor animus, erinyes, and shocktroop devil Gorechain Devil Level 12 Elite Brute ERINYES LORE Large immortal humanoid (devil) XP 1,400 R e l i g i o n DC 1 8 : Masters o f sword and shield, Initiative+10 Senses Perception+8 erinyes inspire allies with t h e carnage they inflict. Grasping Chains aura 3; any enemy that starts its turn within the Mortal warriors have b e e n known to sell their souls aura must make a DC 21 Athletics check or Acrobatics check to train with these demons. in order to leave the aura. If the check fails, the enemy cannot R e l i g i o n DC 2 3 : Erinyes a c t as arbiters o f justice attempt to leave the aura again until the start of its next turn. among the devils and on b e h a l f o f their interests. HP 298; Bloodied 149 AC 24; Fortitude 23, Reflex 21, W i l l 21 Those who b r e a k a contract with infernal powers Resist 10 fire should not b e surprised to find a host o f erinyes on Saving Throws +2 their heels. Speed 5 Action Points 1 ENCOUNTER GROUPS © Gorechain Strike (standard; at-will) • Weapon Reach 3; +1S vs. AC; 2d12 + 4 damage. J roups led by erinyes frequently include bearded + Gorechain Flail (standard; recharge _ ] ) devils, c h a i n devils, legion devil hellguards, and a The gorechain devil makes a gorechain strike attack against each wide variety o f mortal creatures. enemy within reach, • Gorechain Takeover (standard; recharge [x] [::) • Charm f Level 1 2 E n c o u n t e r ( X P 3 , 5 5 0 ) Reach 3; +15 vs. Fortitude; 3d6 + 5 damage, and the target is • 3 erinyes (level 1 3 soldier) dominated (save ends). The dominated condition ends if the • 2 chain devils (level 11 skirmisher, MM 6 2 ) target is more than 3 squares away from the gorechain devil at the start of the target's turn. • 5 legion devil hellguards (level 1 1 m i n i o n , Alignment Evil Languages Supernal MM 6 4 ) Str 2 2 (+12) Dex 19 (+10) W i s 15 (+8) Con 19 (+10) Int 15 (+8) Cha 13 (+7) GORECHAIN DEVIL T H E S E SHAMBLING HULKS c a r e e n t h r o u g h t h e hells GORECHAIN DEVIL TACTICS i n d the world's hellish c h a r n e l fields, wrapping their G o r e c h a i n devils a i m gorechain takeover attacks at MJon-to-be-dead foes in gore-encrusted spiked c h a i n s the strongest-looking targets while co n ce n t r at i n g and controlling t h e m like puppets. their o t h e r attacks on e n e m i e s that look like control- lers or leaders.
  • 66.
    GORECHAIN DEVIL LORE INTERNAL A R M O R ANIMUS LORE R e l i g i o n D C 1 6 : Larger and more powerful t h a n R e l i g i o n D C 1 0 : Infernal a r m o r animuses are c h a i n devils, gorechain devils use their c h a i n s to con- mortal souls bound to suits o f a r m o r to serve as trol their foes. caches o f life energy for devils. R e l i g i o n D C 2 1 : C h a i n devils act as jailers among R e l i g i o n D C 1 5 : W h e n it dies, a n i n f e r n a l devils; gorechain devils behave m o r e like bounty a r m o r a n i m u s heals a n e a r b y devil, so it is often t h e hunters. best tactic to destroy all a n i m u s e s before attacking o t h e r devils. ENCOUNTER GROUPS G o r e c h a i n devils a r e more likely than other devils to ENCOUNTER GROUPS consort with undead. Infernal a r m o r animuses a r e most effective w h e n massed with more powerful devils. Level 1 2 E n c o u n t e r ( X P 3 , 8 0 0 ) • 2 gorechain devils (level 1 2 elite brute) Level 5 E n c o u n t e r ( X P 1 , 0 5 4 ) • 1 skeleton t o m b guardian (level 1 0 brute, MM 2 3 5 ) • 8 infernal a r m o r animuses (level 3 m i n i o n soldier) • 1 skull lord (level 10 artillery, MM 2 3 6 ) • 2 spined devils (level 6 skirmisher, MM 6 6 ) • 1 tiefling heretic (level 6 artillery, MM 2 5 0 ) INEERNAL ARMOR ANIMUS THROUGH AN EVIL RITUAL, a devil c a n invest a suit o f MISEORTUNE DEVIL a r m o r with a mortal soul. T h e tortured spirit within T H E MISFORTUNE D E V I L GATHERS SOULS for t h e Nine provides military support for its devil overlords. Hells by enticing m o r t a l s . It lures m o r t a l s into W h e n its physical form is ruined, the soul bursts free, taking increasingly larger risks—risks that ultimately only to b e c o n s u m e d by the nearest devil. lead to t h e m o m e n t w h e n t h e devil owns t h e mor- Although it doesn't speak, a n infernal a r m o r tals' souls. a n i m u s understands C o m m o n and Supernal. Misfortune Devil Level 1 5 Artillery Infernal Armor Animus Level 3 Minion Soldier Medium immortal humanoid (devil) XP 1,200 Medium immortal animate (devil, undead) XP 38 Initiative +10 Senses Perception +12; darkvision, Initiative +5 Senses Perception +1; darkvision truesight 10 Bloodlust aura 2; each nonminion devil within the aura gains HP 115; Bloodied 57 a +1 bonus to damage rolls. Multiple bood/ust auras grant a AC 27; Fortitude 26, Reflex 28, Will 27 cumulative bonus. Speed 6, fly 6 (hover) H P 1; a missed attack never damages a minion; see also essence © Lucky Maneuver (standard; at-will) • Psychic, Teleportation trans/erence. +18 vs. Will; 1d8 + 7 psychic damage, and the misfortune devil AC 19; Fortitude 16, Reflex 15, W i l l 14 teleports 4 squares. Resist 5 fire Ray of Distortion (standard; recharge [X] _ ] ) Speed 6 Ranged 20; +18 vs. Reflex; 4d8 + 7 damage. The target can © Short Sword (standard; at-will) • Weapon choose to take 5 damage and redirect the damage of this attack +8 vs. AC; 5 damage. to the ally with the most current hit points. The full damage is Essence Transference (when the infernal armor animus drops to then rerolled and applied to that ally. 0 hit points) • Healing Roll the Bones (immediate interrupt, when the misfortune devil is The nearest nonminion devil within 5 squares of the animus hit by a melee or ranged attack; encounter) regains 15 hit points. The triggering attack targets a creature of the devil's choice Alignment Evil Languages - within 5 squares of the devil. Str 19 (+5) Dex 14 (+3) W i s 10 (+1) Alignment Evil Languages Supernal, Common Con 15 (+3) lnt8(+0) Cha 11 (+1) Skills Bluff+20, Diplomacy +20, Insight +22, Intimidate +20 Equipment heavy shield, short sword Str 14 (+9) Dex 17 (+10) W i s 20 (+12) Con 19 (+11) Int 23 (+13) Cha 16 (+10) INEERNAL A R M O R MISEORTUNE DEVIL TACTICS ANIMUS TACTICS T h e misfortune devil lets its allies engage first and Infernal a r m o r animuses hurl themselves into t h e then moves to the safest spot within range, attack- fray, flanking foes when possible and moving to keep ing foes with ray of distortion. It saves roll the hones for as m a n y powerful devils in their auras as they c a n . a dangerous or h a m p e r i n g attack, particularly one scoring a critical hit.
  • 67.
    (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
  • 68.
    SHOCKTROOP DEVIL TACTICS WITHERING DEVIL TACTICS T h e shocktroop devil starts combat with its shocktroov A withering devil uses its draining ray on ranged attack, using sword and shield whenever possible attackers, and then it closes the distance to keep such to daze and push enemies out o f the way. Later in a attackers within its aura. W i t h e r i n g devils position fight, if shocktroop devils have forces to screen for themselves near e n e m y melee combatants in order to t h e m and the fight appears to be going against t h e m , affect t h e m with aura of exhaustion. they might retreat. They then rest, regroup, and m a k e a new lightning-fast assault. WITHERING DEVIL LORE R e l i g i o n D C 1 8 : W i t h e r i n g devils tempt and trick SHOCKTROOP DEVIL LORE others into not caring for each other or their duties. R e l i g i o n D C 2 0 : Shocktroop devils are front- They destroy individuals and groups by encouraging line soldiers for hell's armies. T h e y b r e a k up e n e m y apathy and the lack o f empathy. charges, shatter enemy formations, and c a n single- R e l i g i o n D C 2 3 : Although their natural appear- handedly slaughter a great n u m b e r of the enemy. a n c e is hideous, withering devils show extraordinary R e l i g i o n D C 2 5 : It is important to hurt shock- aptitude at disguising themselves as other human- troop devils as quickly as possible. A shocktroop devil oids. S o m e find and use magic to aid these attempts, fighting at full strength is a terrible foe. but a heavy cloak and a dark room c a n prove just as effective. ENCOUNTER GROUPS Shocktroop devils work for anyone who promises ENCOUNTER GROUPS incessant battle and threatens rigid discipline. W i t h e r i n g devils cooperate with those that have simi- lar goals, but won't hesitate to abandon their allies i f Level 16 E n c o u n t e r ( X P 7 , 0 0 0 ) the situation looks grim. • 1 bone devil (level 17 controller, MM 6 2 ) • 1 misfortune devil (level 15 artillery) Level 1 3 Encounter ( X P 4 , 0 0 0 ) • 3 shocktroop devils (level 1 6 soldier) 4- 2 bearded devils (level 1 3 soldier, MM 6 0 ) 4 4 legion devil hellguards (level 11 minion, MM 5 6 ) WITHERING DEVIL • 1 withering devil (level 14 controller) • 1 yuan-ti malison sharp-eyes (level 13 artillery, W I T H E R I N G D E V I L S H A R V E S T SOULS for the N i n e MM 2 6 9 ) Hells by sapping t h e vitality out o f all that they m e e t . By tempting or tricking m o r t a l s into apathy a n d Level 15 Encounter ( X P 6 , 6 0 0 ) depression, w i t h e r i n g devils cause f a m i n e , plague, 4- 1 shadow snake (level 1 6 skirmisher, MM 2 4 0 ) and strife. 4 3 yuan-ti abominations (level 14 soldier, MM 2 7 0 ) • 1 yuan-ti malison incanter (level 15 artillery, Withering Devil Level 1 4 Controller MM 2 6 9 ) Medium immortal humanoid (devil) XP 1,000 4 1 withering devil (level 14 controller) Initiative +8 Senses Perception +8; darkvision Aura of Exhaustion (Charm) aura 3; each enemy within the aura is weakened. H P 138; Bloodied 69 Resist 15 fire AC 28; Fortitude 24, Reflex 25, W i l l 26 Speed 6 © Staff of Weariness (standard; at-will) • Weapon +19 vs. AC; 2d8 + 6 damage. •Y Draining Ray (standard; at-will) 4 Psychic Ranged 20; +18 vs. Reflex; 2d8 + 6 psychic damage, and the target is immobilized until the end of the withering devil's next turn. **T Gaze of Apathy (minor; recharge _] [_) 4 Charm, Gaze Ranged 10; +17 vs. Will; the target is slowed (save ends). Alignment Evil Languages Common, Supernal Skills Bluff+18, Insight +13 Str 11 (+7) Dex 12 (+8) W i s 13 (+8) Con 18 (+11) Int 20 (+12) Cha 23 (+13) Equipment quarterstaff
  • 69.
    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)
  • 72.
    DJINN STORMSWORD A DJINN STORMSWORD DEFENDS OTHER DJINNS, pulling e n e m i e s inexorably toward its deadly scimitar. Djinn Stormsword Level 2 4 Soldier Large elemental humanoid (air) XP 6,050 Initiative +21 Senses Perception +19; blindsight 10 HP 222; Bloodied 111 AC 40; Fortitude 38, Reflex 36, W i l l 36 Immune disease, poison; Resist 15 lightning, 15 thunder Speed 6, fly 8 (hover) 0 Scimitar (standard; at-will) • Weapon Reach 2; +31 vs. AC; 3d10 + 3 damage (crit 9d10 + 33), and the target is marked until the end of the djinn stormsword's next turn. • Come to Me (minor 1/round; at-will) Y Ranged 5; +27 vs. Fortitude; the djinn stormsword pulls the target 5 squares. • Spinning Vortex (standard; recharge _]) • Cold, Thunder Y Ranged 5; +27 vs. Reflex; 4d12 + 8 cold and thunder damage, and the target is immobilized (save ends). • * Whirlwind Dervish (standard; recharges when the djinn < stormsword is struck by a critical hit) • Lightning, Thunder Close burst 2; +29 vs. AC; 4d8 + 12 lightning and thunder damage. Alignment Unaligned Languages Common, Primordial Skills Bluff+22, Insight +24 Str 28 (+21) Dex 25 (+19) W i s 25 (+19) Con 22 (+18) Int 19 (+16) Cha 20 (+17) Equipment scimitar DJINN WINDBOW A DJINN W I N D B O W F I R E S A R R O W S o f whirling w i n d s at its enemies. Djinn Windbow Level 2 2 Skirmisher Large elemental humanoid (air) XP4.150 Initiative +21 Senses Perception +15; blindsight 10 H P 204; Bloodied 102 AC 36; Fortitude 33, Reflex 34, W i l l 33 Immune disease, poison; Resist 15 thunder Speed 6,fly8 (hover) Action Points see blowback © Slash of Thunder (standard; at-will) • Thunder Reach 2; +27 vs. AC; 2d8 + 10 thunder damage. ® Windbow (standard; at-will) • Weapon Ranged 10/20; +27 vs. AC; 3d8 + 6 damage. «$* Blowback (free, when a critical hit damages the djinn windbow; encounter) • Thunder Close burst 2; +25 vs. Reflex; 4d8 + 8 thunder damage, and the windbow pushes the target 5 squares. Effect: The windbow gains 1 action point. Brutal Zephyr (standard; recharge [x][U]) • Thunder Ranged 30; +25 vs. Reflex; 2d8 + 13 thunder damage. Miss: The djinn windbow chooses another target within 10 squares of the first target, and rerolls the attack against the new target. If the second attack misses, the power ends. Alignment Unaligned Languages Common, Primordial Skills Bluff+23, Insight +20 Str 24 (+18) Dex 27 (+19) W i s 19 (+15) Con 20 (+16) Int 22 (+17) Cha 24 (+18) Equipment longbow, 20 arrows
  • 73.
    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.
  • 75.
    ADAMANTINE DRAGON Adult Adamantine Dragon Large natural magical beast (dragon) Level 1 4 Solo Soldier XP 5,000 A D A M A N T I N E DRAGONS A R E TACTICIANS that supple- Initiative +14 Senses Perception +16; darkvision m e n t t h e i r m e l e e abilities w i t h blasts o f t h u n d e r o u s H P 564; Bloodied 282; see also bloodied breath power. T h e y c a n b e found a n y w h e r e , b u t prefer to lair AC 30; Fortitude 28, Reflex 27, W i l l 26 Resist 20 thunder in huge u n d e r g r o u n d caverns. Saving Throws +5 Speed 8, fly 10 (hover), overland flight 15 ADAMANTINE DRAGON TACTICS Action Points 2 An a d a m a n t i n e dragon favors frontal assaults against © Bite (standard; at-will) a single target that it c a n t a k e down quickly. W h e n Reach 2; +19 vs. Reflex; 2d6 + 6 damage, and ongoing 5 damage (save ends). working w i t h a group o f allies, a n a d a m a n t i n e © Claw (standard; at-will) dragon doesn't hesitate to b e a r the b r u n t o f e n e m i e s ' Reach 2; +19 vs. Reflex; 1d10 + 6 damage. attacks. W h e n fighting alone, a n a d a m a n t i n e dragon 4 Draconic Fury (standard; at-will) attempts to isolate w e a k e r foes first a n d f i n i s h t h e m The adult adamantine dragon makes three claw attacks and off quickly. then makes a bite attack against a different target. 4 W i n g Buffet (immediate reaction, when an enemy enters or leaves an adjacent square; at-will) Young Adamantine Dragon Level 7 Solo Soldier Reach 2; +19 vs. Fortitude; 1d8 + 6 damage, and the target is Large natural magical beast (dragon) XP 1,500 knocked prone, Initiative +8 Senses Perception +10; darkvision v Breath Weapon (standard; recharge :•: : : ) • Thunder HP 332; Bloodied 166; see also bloodied breath Close blast 5; +17 vs. Fortitude; 2d10 + 6 thunder damage, AC 23; Fortitude 22, Reflex 20, W i l l 19 and the target is knocked prone. Miss: Half damage. Effect: At Resist 15 thunder the start of the adult adamantine dragon's next turn, it gives Saving Throws +5 a thunderous roar: close burst 3; no attack roll; 15 thunder Speed 6,fly8 (hover), overland flight 10 damage. Action Points 2 <• Bloodied Breath (free, when first bloodied; encounter) D Bite (standard; at-will) Breath weapon recharges, and the adult adamantine dragon Reach 2; +12 vs. Reflex; 1d10 + 6 damage. uses it. 7) Claw (standard; at-will) <? Frightful Presence (standard; encounter) • Fear Reach 2; +12 vs. Reflex ; 1d8 + 6 damage, Close burst 5; targets enemies; +17 vs. Will; the target is t Double Attack (standard; at-will) stunned until the end of the adult adamantine dragon's next The young adamantine dragon makes two claw attacks. turn. Aftereffect: The target takes a -2 penalty to attack rolls • Wing Buffet (immediate reaction, when an enemy enters or (save ends). leaves an adjacent square; at-will) Alignment Unaligned Languages Common, Draconic Reach 2; +12 vs. Fortitude; 1d8 + 3 damage, and the target is Skills Insight +15, Intimidate +13 knocked prone. Str 23 (+13) Dex 21 (+12) W i s 18 (+11) •- Breath Weapon (standard; recharge _ ] ) • Thunder Close blast 5; +10 vs. Fortitude; 2d6 + 3 thunder damage, Con 21 (+12) Int 11 (+7) Cha 12 (+8) and the target is knocked prone. Miss: Half damage. Effect: At the start of the young adamantine dragon's next turn, it gives a thunderous roar: close burst 3; no attack roll; 10 thunder damage. <- Bloodied Breath (free, when first bloodied; encounter) Breath weapon recharges, and the young adamantine dragon uses it. Frightful Presence (standard; encounter) • Fear Close burst 5; targets enemies; +12 vs. Will; the target is stunned until the end of the young adamantine dragon's next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). Alignment Unaligned Languages Common, Draconic Skills Insight +10, Intimidate +9 Str 20 (+8) Dex 17 (+6) W i s 14 (+5) Con 19 (+7) Int 11 (+3) Cha 12 (+4)
  • 76.
    Elder Adamantine Dragon Level 21 Solo Soldier Ancient Adamantine Dragon Level 2 8 Solo Soldier Huge natural magical beast (dragon) XP 16,000 Gargantuan natural magical beast (dragon) XP 65,000 Initiative +17 Senses Perception +19; darkvision Initiative +21 Senses Perception +24; darkvision H P 796; Bloodied 398; see also bloodied breath HP 1,020; Bloodied 510; see also bloodied breath AC 37; Fortitude 36, Reflex 33, W i l l 32 AC 44; Fortitude 42, Reflex 38, W i l l 38 Resist 25 thunder Resist 30 thunder; see also bloodied resilience Saving Throws +5 Saving Throws +5 Speed 8, fly 10 (hover), overland flight 15 Speed 8, fly 12 (hover), overland flight 15 Action Points 2 Action Points 2 © Bite (standard; at-will) © Bite (standard; at-will) Reach 2; +26 vs. Reflex; 2d8 + 8 damage, and ongoing 10 Reach 4; +33 vs. Reflex; 2d10 + 9 damage, and ongoing 15 damage (save ends). damage (save ends). © Claw (standard; at-will) © Claw (standard; at-will) Reach 2; +26 vs. Reflex; 1d12 + 8 damage. Reach 4; +33 vs. Reflex; 2d8 + 9 damage. 4 Draconic Fury (standard; at-will) 4 Draconic Fury (standard; at-will) The elder adamantine dragon makes four claw attacks and then The ancient adamantine dragon makes four claw attacks and makes a bite attack against a different target. then makes a bite attack against a different target. 4 W i n g Buffet (immediate reaction, when an enemy enters or 4 W i n g Buffet (immediate reaction, when an enemy enters or leaves an adjacent square; at-will) leaves an adjacent square; at-will) Reach 2; +26 vs. Fortitude; 1d10 + 8 damage, and the target is Reach 2; +33 vs. Fortitude; 2d8 + 9 damage, and the target is knocked prone. knocked prone. • Painful Resonance (minor; recharge _ ] ) • Thunder Y • Painful Resonance (minor; recharge __) • Thunder Y Ranged 20; +26 vs. Fortitude; the target takes ongoing 10 Ranged 20; +33 vs. Fortitude; the target takes ongoing 15 thunder damage and is dazed (save ends both). thunder damage and is dazed (save ends both). Breath Weapon (standard; recharge __ ii) • Thunder Breath Weapon (standard; recharge [x] __) ^ Thunder Close blast 5; +24 vs. Fortitude; 3d12 + 6 thunder damage, Close blast 5; +31 vs. Reflex; 4d12 + 6 thunder damage, and and the target is knocked prone. Miss: Half damage. Effect: At the target is knocked prone. Miss: Half damage. Ejffect: At the the start of the elder adamantine dragon's next turn, it gives start of the ancient adamantine dragon's next turn, it gives a thunderous roar: close burst 3; no attack roll; 15 thunder a thunderous roar: close burst 5; no attack roll; 20 thunder damage. damage. Bloodied Breath (free, when first bloodied; encounter) < * Bloodied Breath (free, when first bloodied; encounter) c Breath weapon recharges, and the elder adamantine dragon Breath weapon recharges, and the ancient adamantine dragon uses it. uses it. Frightful Presence (standard; encounter) • Fear V Frightful Presence (standard; encounter) • Fear Close burst 10; targets enemies; +24 vs. Will; the target is Close burst 10; targets enemies; +31 vs. Will; the target is stunned until the end of the elder adamantine dragon's next stunned until the end of the ancient adamantine dragon's next turn. Aftereffect: The target takes a -2 penalty to attack rolls turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). (save ends). Alignment Unaligned Languages Common, Draconic Bloodied Resilience (while bloodied) Skills Insight +19, Intimidate +17 An ancient adamantine dragon gains resist 10 to all damage on Str 26 (+18) Dex 21 (+15) W i s 18 (+14) the first attack that targets it in each round. Con 23 (+16) Int 13 (+11) Cha 14 (+12) Alignment Unaligned Languages Common, Draconic Skills Insight +24, Intimidate +21 Str 28 (+23) Dex 21 (+19) W i s 20 (+19) ADAMANTINE DRAGON LORE Con 23 (+20) Int 15 (+16) Cha 14 (+16) N a t u r e D C 2 0 : T h e t e e t h and claws o f a d a m a n - tine dragons c a n slice through the thickest a r m o r . A d a m a n t i n e dragons b r e a t h e powerful blasts o f thun- ENCOUNTER GROUPS A d a m a n t i n e dragons gather allies that c a n b e s t sup- der energy that produce powerful aftershocks. plement their m e l e e abilities. Tactically m i n d e d , they N a t u r e D C 2 5 : Haughty and imperious, ada- favor allies such as harpies, hags, and o t h e r c r e a t u r e s m a n t i n e dragons a s s u m e leadership o f any c r e a t u r e s that c a n use m a g i c to control their e n e m i e s ' m i n d s . in t h e i r territory. T h e y d e m a n d loyalty, tribute, and respect, and in r e t u r n they take t h e responsibility o f Level 15 Encounter ( X P 6 , 4 0 0 ) protecting t h e i r c h a r g e s seriously. • 1 adult a d a m a n t i n e dragon (level 1 4 solo soldier) • 2 b a n s h r a e w a r r i o r s (level 1 2 s k i r m i s h e r , MM 2 5 )
  • 77.
    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.
  • 78.
    Young Copper Dragon Level 6 Solo Skirmisher Breath Weapon (standard; recharge [X] [IT)) • Acid Large natural magical beast (dragon) XP 1,250 Close blast 5; +7 vs. Reflex; 1d10 + 4 acid damage, and the Initiative +10 Senses Perception +10; darkvision target is slowed (save ends). Miss: Half damage. HP 296; Bloodied 148; see also bloodied breath «<* Bloodied Breath (free, when first bloodied; encounter) AC 20; Fortitude 18, Reflex 19, W i l l 16 Breath weapon recharges, and the young copper dragon uses it. Resist 15 acid V Frightful Presence (standard; encounter) • Fear Saving Throws +5 Close burst 5; targets enemies; +7 vs. Will; the target is stunned Speed 8, fly 10 (hover), overland flight 15 until the end of the young copper dragon's next turn. Aftereffect: Action Points 2 The target takes a -2 penalty to attack rolls (save ends). © Bite (standard; at-will) • Acid Alignment Unaligned Languages Common, Draconic The young copper dragon shifts 2 squares before and after Skills Acrobatics +13, Bluff +9, Insight +10 making the attack. Reach 2; +11 vs. AC; 1d10 + 4 damage plus Str 16 (+6) Dex 20 (+8) W i s 14 (+5) 1d6 acid damage. Con 18 (+7) Int 12 (+4) Cha 12 (+4) © Claw (standard; at-will) Reach 2; +11 vs. AC; 1d8 + 4 damage. Adult Copper Dragon Level 13 Solo Skirmisher 4 Double Attack (standard; at-will) Large natural magical beast (dragon) XP 4,000 The young copper dragon makes two claw attacks and then shifts 2 squares, Initiative +15 Senses Perception +14; darkvision • Flyby Attack (standard; at-will) f HP 528; Bloodied 264; see also bloodied breath AC 27; Fortitude 25, Reflex 27, Will 23 The young copper dragon flies 10 squares and makes one melee Resist 20 acid basic attack at any point during that movement. The dragon Saving Throws +5 doesn't provoke opportunity attacks when moving away from Speed 9, fly 12 (hover), overland flight 15 the target. Action Points 2 4 Cutwing Step (immediate reaction, when an enemy moves to a © Bite (standard; at-will) • Acid space where it flanks the young copper dragon; at-will) The adult copper dragon shifts 2 squares before and after Targets the triggering enemy; +11 vs. AC; 1d8 + 3 damage, and making the attack. Reach 2; +18 vs. AC; 2d6 + 6 damage plus the copper dragon shifts 2 squares. 2d6 acid damage. © Claw (standard; at-will) Reach 2; +18 vs. AC; 1d10 + 6 damage. 4 Double Attack (standard; at-will) The adult copper dragon makes two claw attacks and then shifts 3 squares. 4 Flyby Attack (standard; at-will) The adult 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. 4 Cutwing Step (immediate reaction, when an enemy moves to a space where it flanks the adult copper dragon; at-will) Targets the triggering enemy; +18 vs. AC; 1d10 + 6 damage, and the dragon shifts 2 squares. V* Breath Weapon (standard; recharge [Xj ::]) • Acid Close blast 5; +14 vs. Reflex; 2d10 + 6 acid damage, and the target is slowed (save ends). Miss: Half damage. «c* Bloodied Breath (free, when first bloodied; encounter) Breath weapon recharges, and the adult copper dragon uses it. Frightful Presence (standard; encounter) • Fear Close burst 5; targets enemies; +14 vs. Will; the target is stunned until the end of the adult copper dragon's next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). | Unfettered Wings An adult copper dragon makes saving throws against immobilized, slowed, and restrained conditions at the start of its turn as well as at the end of its turn. Alignment Unaligned Languages Common, Draconic Skills Acrobatics +18, Bluff +14, Insight +14 Str 18 (+10) Dex 24 (+13) W i s 16 (+9) Con 20 (+11) Int 14 (+8) Cha 16 (+9)
  • 79.
    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
  • 81.
    z : •j < Q Young Gold Dragon Level 9 Solo Controller Adult Gold Dragon Level 17 Solo Controller Large natural magical beast (dragon) XP 2,000 Large natural magical beast (dragon) XP 8,000 Initiative +7 Senses Perception +12; darkvision Initiative +12 Senses Perception +17; darkvision HP 380; Bloodied 190; see also bloodied breath H P 652; Bloodied 326; see also bloodied breath AC 23; Fortitude 21, Reflex 23, W i l l 21 AC 31; Fortitude 29, Reflex 31, Will 29 Resist 15 fire Resist 20 fire Saving Throws +5 Saving Throws +5 Speed 8, fly 10 (hover), overland flight 15 Speed 8, fly 10 (hover), overland flight 15 Action Points 2 Action Points 2 : Bite (standard; at-will) • Fire © Bite (standard; at-will) • Fire Reach 2; +14 vs. AC; 2d8 + 4 damage plus 2d6 fire damage. Reach 2; +22 vs. AC; 2d8 + 7 damage plus 3d8 fire damage. Claw (standard; at-will) © Claw (standard; at-will) Reach 2; +14 vs. AC; 2d6 + 4 damage. Reach 2; +22 vs. AC; 2d8 + 7 damage. • Double Attack (standard; at-will) • Double Attack (standard; at-will) f The young gold dragon makes two claw attacks. The adult gold dragon makes two claw attacks. - Fiery W i n g Riposte (immediate reaction, when the young gold 4 Fiery W i n g Riposte (immediate reaction, when the adult gold dragon is hit by a creature adjacent to it; at-will) • Fire dragon is hit by a creature adjacent to it; at-will) • Fire +13 vs. Fortitude; the target is pushed 5 squares and takes +21 vs. Fortitude; the target is pushed 5 squares and takes ongoing 5 fire damage (save ends). ongoing 10 fire damage (save ends). • - Breath Weapon (standard; recharge [X] [i jj) • Fire <• Breath Weapon (standard; recharge f: !i j ) • Fire Close blast 5; +11 vs. Reflex; 2d6 + 5 fire damage, and the Close blast 5; +19 vs. Reflex; 2d8 + 7 fire damage, and the target is weakened (save ends). Miss: Half damage. target is weakened (save ends). Miss: Half damage. — Bloodied Breath (free, when first bloodied; encounter) • * Bloodied Breath (free, when first bloodied; encounter) < Breath weapon recharges, and the young gold dragon uses it. Breath weapon recharges, and the adult gold dragon uses it. Frightful Presence (standard; encounter) • Fear Frightful Presence (standard; encounter) • Fear Close burst 5; targets enemies; +11 vs. Will; the target is Close burst 5; targets enemies; +19 vs. Will; the target is stunned stunned until the end of the young gold dragon's next turn. until the end of the adult gold dragon's next turn. Aftereffect: The Aftereffect: The target takes a -2 penalty to attack rolls (save target takes a -2 penalty to attack rolls (save ends). ends). •isr Burning Tomb (standard; recharge (FT)) • Fire, Zone Alignment Unaligned Languages Common, Draconic Area burst 1 within 20; +19 vs. Reflex; 2d8 + 8 damage, and Skills Arcana +15, Athletics +13, Diplomacy +13, Insight +12, the target is immobilized (save ends). Effect: The burst creates Intimidate +13 a zone of fire that lasts until the end of the adult gold dragon's Str 18 (+8) Dex 16 (+7) W i s 16 (+7) next turn. Each creature that starts its turn within the zone Con 15 (+6) Int 2 3 (+10) Cha 18 (+8) takes 15 fire damage. Sustain Minor: The zone persists. Alignment Unaligned Languages Common, Draconic Skills Arcana +21, Athletics +20, Diplomacy +19, Insight +17, Intimidate +19 Str 25 (+15) Dex 18 (+12) W i s 18 (+12) Con 19 (+12) Int 26 (+16) Cha 22 (+14)
  • 82.
    Elder Cold Dragon Level 2 4 Solo Controller Ancient Gold Dragon Level 3 0 Solo Controller Huge natural magical beast (dragon) XP 30,250 Gargantuan natural magical beast (dragon) XP 95,000 Initiative +18 Senses Perception +23; darkvision Initiative +22 Senses Perception +28; darkvision Weakening Flames (Fire) aura 2; each enemy that enters or starts Weakening Flames (Fire) aura 5; each enemy that enters the aura its turn in the aura chooses either to take 15 fire damage or to or starts its turn there chooses either to take 20 fire damage or be weakened until the start of its next turn. to be weakened until the start of its next turn. HP 888; Bloodied 444; see also bloodied breath HP 1,088; Bloodied 544; see also bloodied breath AC 38; Fortitude 36. Reflex 38, W i l l 36 AC 44; Fortitude 42, Reflex 44, W i l l 42 Resist 2 5 fire Resist 30 fire Saving Throws +5 Saving Throws +5 Speed 8, fly 12 (hover), overland flight 15 Speed 8, fly 12 (hover), overland flight 15 Action Points 2 Action Points 2 © Bite (standard; at-will) • Fire © Bite (standard; at-will) • Fire Reach 3; +29 vs. AC; 2d10 + 8 damage plus 3d10 fire damage. Reach 4; +35 vs. AC; 3d10 + 9 damage plus 4d10 fire damage. © Claw (standard; at-will) © Claw (standard; at-will) Reach 3; +29 vs. AC; 2d10 + 8 damage. Reach 4; +35 vs. AC; 3d10 + 9 damage. 4 Double Attack (standard; at-will) 4 Triple Attack (standard; at-will) The elder gold dragon makes two claw attacks. The ancient gold dragon makes three claw attacks. 4 Fiery W i n g Riposte (immediate reaction, when the elder gold 4 Fiery W i n g Riposte (immediate reaction, when the ancient gold dragon is hit by a creature adjacent to it; at-will) • Fire dragon is hit by a creature adjacent to it; at-will) • Fire +28 vs. Fortitude; the target is pushed 5 squares and takes +34 vs. Fortitude; the target is pushed 5 squares and takes ongoing 10 fire damage (save ends). ongoing 20 fire damage (save ends). 4f Beguiling Glow (minor; recharge [xj _]) • Charm *C Ancient Radiance (standard; recharge p j ) • Radiant Close burst 8; targets enemies; +26 vs. Will; the target is pulled Close burst 4; targets enemies; +32 vs. Fortitude; 3d10 + 9 5 squares and dazed (save ends). radiant damage, and the target is dazed until the end of the <- Breath Weapon (standard; recharge [:Tj _ _ [ffj) • Fire ancient gold dragon's next turn. Aftereffect: The target gains Close blast 5; +26 vs. Reflex; 3d8 + 8 fire damage, and the vulnerable 10 radiant (save ends). target is weakened (save ends). Miss: Half damage. Beguiling Glow (minor; recharge [x)|?JJ) • Charm <C Bloodied Breath (free, when first bloodied; encounter) Close burst 8; targets enemies; +32 vs. Will; the target is pulled Breath weapon recharges, and the elder gold dragon uses it. 5 squares and dazed (save ends). «<* Frightful Presence (standard; encounter) • Fear <* Breath Weapon (standard; recharge [TTJ[XJ[jj]) • Fire, Radiant Close burst 10; targets enemies; +26 vs. Will; the target is Close blast 5; +32 vs. Reflex; 4d8 + 9 fire and radiant damage, stunned until the end of the elder gold dragon's next turn. and the target is weakened (save ends). Miss: Half damage. Aftereffect: The target takes a -2 penalty to attack rolls (save <~ Bloodied Breath (free, when first bloodied; encounter) ends). Breath weapon recharges, and the ancient gold dragon uses it. •i'f Burning Tomb (standard; at-will) • Fire, Zone Frightful Presence (standard; encounter) • Fear Area burst 1 within 20; +26 vs. Reflex; 3d8 + 8 damage, and Close burst 10; targets enemies; +32 vs. Will; the target is the target is immobilized (save ends). Eject: The burst creates stunned until the end of the ancient gold dragon's next turn. a zone of fire that lasts until the end of the elder gold dragon's Aftereffect: The target takes a -2 penalty to attack rolls (save next turn. Each creature that starts its turn within the zone ends). takes 15 fire damage. Sustain Minor: The zone persists. Burning Tomb (standard; at-will) • Fire, Zone Alignment Unaligned Languages Common, Draconic Area burst 1 within 20; +32 vs. Reflex; 4d8 + 13 damage, and Skills Arcana +27, Athletics +25, Diplomacy +25, Insight +23, the target is immobilized (save ends). Effect: The burst creates a Intimidate+25 zone offirethat lasts until the end of the ancient gold dragon's Str 27 (+20) Dex 22 (+18) W i s 23 (+18) next turn. Each creature that starts its turn within the zone Con 22 (+18) Int 30 (+22) Cha 26 (+20) takes 20 fire damage. Sustain Minor: The zone persists. Alignment Unaligned Languages Common, Draconic Skills Arcana +33, Athletics +29, Diplomacy +29, History +33, Insight +28, Intimidate +29 Str 28 (+24) Dex 24 (+22) W i s 26 (+23) Con 24 (+22) Int 36 (+28) Cha 28 (+24)
  • 83.
    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.
  • 84.
    Young Iron Dragon Level 5 Solo Lurker Large natural magical beast (dragon) XP 1,000 Initiative +8 Senses Perception +8; darkvision HP 268; Bloodied 134; see also bloodied breath AC 19; Fortitude 19, Reflex 17, W i l l 16 Resist 15 lightning Saving Throws +5 Speed 8, fly 8 (hover), overland flight 10 Action Points 2 © Bite (standard; at-will) • Lightning Reach 2; +10 vs. AC; 2d8 + 4 damage plus 1 d8 lightning damage. © Claw (standard; at-will) Reach 2; +10 vs. AC; 1d10 + 4 damage. 4 Double Attack (standard; at-will) The young iron dragon makes two claw attacks. 4 W i n g Block (immediate interrupt, when the young iron dragon is hit by an attack; at-will) The dragon gains resist 5 to all damage of the triggering attack, and it makes an attack: +10 vs. AC; 1d6 + 4 damage. • * Breath Weapon (standard; recharge :•: :: I • Lightning < Close blast 5; +6 vs. Reflex; 2d6 + 4 lightning damage, and the young iron dragon pulls the target 3 squares. Miss: Half damage. Bloodied Breath (free, when first bloodied; encounter) Breath weapon recharges, and the young iron dragon uses it. Frightful Presence (standard; encounter) • Fear Close burst 5; targets enemies; +6 vs. Will; the target is stunned until the end of the young iron dragon's next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). Alignment Unaligned Languages Common, Draconic Skills Acrobatics +9, Athletics +8, Stealth +9 Str 13 (+3) Dex 14 (+4) W i s 12 (+3) Con 19 (+6) Int 12 (+3) Cha 11 (+2) Elder Iron Dragon Level 1 9 Solo Lurker Huge natural magical beast (dragon) XP 12,000 Initiative +19 Senses Perception +20; darkvision Adult Iron Dragon Level 11 Solo Lurker HP 740; Bloodied 370; see also bloodied breath Large natural magical beast (dragon) XP 3,000 AC 33; Fortitude 32, Reflex 31, W i l l 31; see also iron wing defense Initiative +13 Senses Perception +14; darkvision Resist 25 lightning HP 472; Bloodied 236; see also bloodied breath Saving Throws +5 AC 25; Fortitude 25, Reflex 23, Will 23 Speed 9, fly 9 (hover), overland flight 12 Resist 20 lightning Action Points 2 Saving Throws +5 © Bite (standard; at-will) • Lightning Speed 8, fly 8 (hover), overland flight 10 Reach 2; +24 vs. AC; 2d8 + 6 damage plus 4d6 lightning damage. Action Points 2 © Claw (standard; at-will) © Bite (standard; at-will) • Lightning Reach 2; +24 vs. AC; 2d6 + 6 damage. Reach 2; +16 vs. AC; 2d6 + 5 damage plus 2d6 lightning damage. 4 Triple Attack (standard; at-will) © Claw (standard; at-will) The elder iron dragon makes three claw attacks. Reach 2; +16 vs. AC; 1d10 + 5 damage. 4 W i n g Block (immediate interrupt, when the elder iron dragon is 4 Double Attack (standard; at-will) hit by an attack; at-will) The adult iron dragon makes two claw attacks. The dragon gains resist 10 to all damage of the triggering 4 W i n g Block (immediate interrupt, when the adult iron dragon is attack, and it makes an attack: +24 vs. AC; 2d6 + 4 damage. hit by an attack; at-will) • * Breath Weapon (standard; recharge [FTJ _] __) • Lightning < The dragon gains resist 5 to all damage of the triggering attack, Close blast 5; +20 vs. Reflex; 3d10 + 7 lightning damage, and the and it makes an attack: +16 vs. AC; 1d10 + 3 damage. elder iron dragon pulls the target 3 squares. Miss: Half damage. Breath Weapon (standard; recharge [X] in]) • Lightning Bloodied Breath (free, when first bloodied; encounter) Close blast 5; +12 vs. Reflex; 3d6 + 6 lightning damage, and the Breath weapon recharges, and the elder iron dragon uses it. adult iron dragon pulls the target 3 squares. Miss: Half damage. < * Frightful Presence (standard; encounter) • Fear c < * Bloodied Breath (free, when first bloodied; encounter) c Close burst 10; targets enemies; +20 vs. Will; the target is stunned Breath weapon recharges, and the adult iron dragon uses it. until the end of the elder iron dragon's next turn. Aftereffect The • * Frightful Presence (standard; encounter) • Fear < target takes a -2 penalty to attack rolls (save ends). Close burst 5; targets enemies; +12 vs. Will; the target is stunned Iron W i n g Defense (minor; recharge [X] [f j]) until the end of the adult iron dragon's next turn. Aftereffect: The The elder iron dragon gains a +2 bonus to all defenses until the target takes a -2 penalty to attack rolls (save ends). end of its next turn. Alignment Unaligned Languages Common, Draconic Alignment Unaligned Languages Common, Draconic Skills Acrobatics +14, Athletics +13, Stealth +14 Skills Acrobatics +20, Athletics +18, Stealth +20 Str 16 (+8) Dex 18 (+9) W i s 19 (+9) Str 19 (+13) Dex 23 (+15) W i s 23 (+15) Con 22 (+11) Int 14 (+7) Cha 11 (+5) Con 25 (+16) Int 17 (+12) Cha 19 (+13)
  • 85.
    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)
  • 86.
    Young Silver Dragon Level 8 Solo Brute Threatening Reach Large natural magical beast (dragon) XP 1,750 An adult silver dragon can make opportunity attacks against Initiative +7 Senses Perception +10; darkvision enemies within its reach (2 squares). HP 376; Bloodied 188; see also bloodied breath Alignment Unaligned Languages Common, Draconic AC 20; Fortitude 22, Reflex 19, W i l l 18 Skills Athletics +21, Insight +13 Resist 15 cold Str 28 (+16) Dex 22 (+13) W i s 12 (+8) Saving Throws +5 Con 24 (+14) Int 12 (+8) Cha 20 (+12) Speed 6, fly 6 (hover), overland flight 10 Action Points 2 Elder Silver Dragon Level 22 Solo Brute © Bite (standard; at-will) Huge natural magical beast (dragon) XP 20,750 Reach 2; +11 vs. AC; 2d8 + 5 damage. Initiative +14 Senses Perception +18; darkvision © Claw (standard; at-will) H P 840; Bloodied 420; see also bloodied breath Reach 2; +11 vs. AC; 1d6 + 5 damage. AC 34; Fortitude 36, Reflex 33, W i l l 32 4 Dragon Onslaught (standard; at-will) Resist 25 cold The young silver dragon makes a claw attack against each Saving Throws +5 enemy within reach, Speed 8, fly 8 (hover), overland flight 15 • W i n g Slice (immediate reaction, when an enemy attacks the f Action Points 2 young silver dragon while flanking it; at-will) © Bite (standard; at-will) Reach 2; targets the triggering enemy and an enemy flanking Reach 2; +25 vs. AC; 3d8 + 8 damage. with the triggering enemy; +11 vs. AC; 1 d6 + 5 damage. © Claw (standard; at-will) 4? Breath Weapon (standard; recharge Tj) • Cold Reach 2; +25 vs. AC; 2d8 + 8 damage. Close blast 5; +7 vs. Reflex; 1d8 + 5 cold damage, and the target «5* Tail Slam (standard; at-will) gains vulnerable 5 to all damage (save ends). Miss: Half damage. Close blast 5; +23 vs. AC; 4d6 + 8 damage, and the target is «<• Bloodied Breath (free, when first bloodied; encounter) dazed (save ends). Breath weapon recharges, and the young silver dragon uses it. 4 Furious Dragon Onslaught (standard; at-will) • > Frightful Presence (standard; encounter) • Fear < The elder silver dragon makes a claw attack against each enemy Close burst 5; targets enemies; +7 vs. Will; the target is stunned within reach. It also attacks one creature with a bite. until the end of the young silver dragon's next turn. Aftereffect: 4 W i n g Slice (immediate reaction, when an enemy attacks the The target takes a -2 penalty to attack rolls (save ends). elder silver dragon while flanking it; at-will) Alignment Unaligned Languages Common, Draconic Reach 2; targets the triggering enemy and an enemy flanking Skills Athletics +16, Insight +10 with the triggering enemy; +25 vs. AC; 2d8 + 8 damage. Str 24 (+11) Dex 16 (+7) W i s 12 (+5) • * Breath Weapon (standard; recharge [: i] [XJ TJ) • Cold < Con 22 (+10) Int 12 (+5) Cha 13 (+5) Close blast 5; +21 vs. Reflex; 3d8 + 8 cold damage, and the target gains vulnerable 10 to all damage (save ends). Miss: Half Adult Silver Dragon Level 1 5 Solo Brute damage. Large natural magical beast (dragon) XP 6,000 < • Bloodied Breath (free, when first bloodied; encounter) £ Initiative +10 Senses Perception +13; darkvision Breath weapon recharges, and the elder silver dragon uses it. H P 608; Bloodied 304; see also bloodied breath Frightful Presence (standard; encounter) • Fear AC 27; Fortitude 29, Reflex 26, W i l l 25 Close burst 10; targets enemies; +21 vs. Will; the target is Resist 20 cold stunned until the end of the elder silver dragon's next turn. Saving Throws +5 Aftereffect: The target takes a -2 penalty to attack rolls (save Speed 8, fly 8 (hover), overland flight 12 ends). _1 Action Points 2 Threatening Reach © Bite (standard; at-will) An elder silver dragon can make opportunity attacks against all Reach 2; +18 vs. AC; 3d6 + 6 damage. enemies within its reach (2 squares). © Claw (standard; at-will) Unstoppable Reach 2; +18 vs. AC; 2d6 + 6 damage. An elder silver dragon makes saving throws against ongoing 4 Dragon Onslaught (standard; at-will) damage at the start of its turn as well as at the end of its turn. The adult silver dragon makes a claw attack against each enemy Alignment Unaligned Languages Common, Draconic within reach. It also attacks one creature with a bite. Skills Athletics +26, Insight +18 4 W i n g Slice (immediate reaction, when an enemy attacks the Str 30 (+21) Dex 24 (+18) W i s 14 (+13) adult silver dragon while flanking it; at-will) Con 26 (+19) Int 14 (+13) Cha 22 (+17) Reach 2; targets the triggering enemy and an enemy flanking with the triggering enemy; +18 vs. AC; 1d8 + 9 damage. < • Breath Weapon (standard; recharge [X| [STJ) • Cold $ Close blast 5; +14 vs. Reflex; 2d8 + 7 cold damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage. «<• Bloodied Breath (free, when first bloodied; encounter) Breath weapon recharges, and the adult silver dragon uses it. • * Frightful Presence (standard; encounter) • Fear < Close burst 5; targets enemies; +14 vs. Will; the target is stunned until the end of the adult silver dragon's next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
  • 87.
    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.
  • 88.
    Alignment Unaligned Languages - DRAKE Str 18 (+6) Dex 14 (+4) W i s 12 (+3) Con 15 (+4) Int 2 (-2) Cha 8 (+1) A G G R E S S I V E A N D W I L D R E P T I L E S , d r a k e s h u n t in all r e a c h e s o f t h e world. Enterprising individuals c a p t u r e HORNED DRAKE LORE N a t u r e D C 1 2 : H o r n e d d r a k e s spend t h e day a n d d o m e s t i c a t e d r a k e s , especially those that aren't sleeping in t h e sun, p r e f e r r i n g to h u n t at night or in able to fly. C a p t u r e d d r a k e s c a n b e t r a i n e d , but they t h e early hours o f m o r n i n g . always possess a wild side. BLOODSEEKER DRAKE SCYTHECLAW DRAKE P R E D A T O R Y CUNNING m a k e s this d r a k e dangerous. A BLOODSEEKER D R A K E IS AN AGGRESSIVE H U N T E R that Roving t h r o u g h forests a n d grasslands in small famil- enters a frenzy w h e n it smells b l o o d . ial units, a s c y t h e c l a w d r a k e is a study in devious p a c k hunting. Bloodseeker Drake Level 4 Soldier Medium natural beast (reptile) XP 175 Initiative +8 Senses Perception +7 (+12 when tracking Scytheclaw Drake Level 1 0 Skirmisher bloodied creatures) Medium natural beast (reptile) XP500 HP 53; Bloodied 26 Initiative +12 Senses Perception +12 AC 20; Fortitude 15, Reflex 17, W i l l 15 H P 105; Bloodied 52 Immune fear (while within 2 squares of an ally) AC 24; Fortitude 21, Reflex 23, W i l l 20 Speed 6 Speed 10 _ _ ™ « _ , © Bite (standard; at-will) © Scytheclaw (standard; at-will) +11 vs. AC; 1d10 + 4 damage. +15 vs. AC; 1d8 + 5 damage, and the target is knocked prone. Blood Frenzy If the scytheclaw drake hits a prone target, it instead deals A bloodseeker drake can make an opportunity attack against 2d8 + 5 damage, and ongoing 5 damage (save ends); see also any adjacent bloodied creature that shifts. springing step. Bloodthirsty Overwhelming Attacker (opportunity, when an enemy adjacent A bloodseeker drake gains a +3 bonus to damage rolls against to the scytheclaw drake stands up; at-will) bloodied targets. The drake makes an opportunity attack against the triggering Alignment Unaligned Languages - enemy. On a hit, the attack deals no damage, and the enemy Skills Athletics +8 remains prone. Str 13 (+3) Dex 19 (+6) W i s 10 (+2) Springing Step (free, when the scytheclaw drake hits with Con 13 (+3) Int 2 (-2) Cha 13 (+3) scytheclaw attack; recharge _}_]) The drake jumps 8 squares and uses scytheclaw. The jump does not provoke an opportunity attack from the target of the BLOODSEEKER D R A K E LORE triggering attack. N a t u r e D C 1 2 : B l o o d s e e k e r d r a k e s a r e prized by Alignment Unaligned Languages - h u n t e r s a n d patrols for t h e i r t r a c k i n g abilities. T h e y Skills Athletics +13, Stealth +15 a r e h a r d to control, however, especially in conditions Str 16 (+8) Dex 21 (+10) W i s 15 (+7) t h i c k w i t h t h e s t e n c h o f blood. Con 17 (+8) Int3(+1) Cha 6 (+3) HORNED DRAKE SCYTHECLAW D R A K E LORE N a t u r e D C 1 6 : S c y t h e c l a w d r a k e s a r e m o r e intel- I N T H E W I L D , a p a c k o f h o r n e d d r a k e s c a n b r i n g down ligent t h a n o t h e r d r a k e s , a n d they reveal it by using m u c h larger prey. A t r a i n e d h o r n e d d r a k e r e t a i n s t h e tactics o f distraction. I f you c a n see one scytheclaw, i n s t i n c t to fight as a t e a m . c h a n c e s a r e good that a n o t h e r two or t h r e e h i d e nearby. Horned Drake Level 5 Skirmisher Medium natural beast (reptile) XP 200 Initiative +6 Senses Perception +3; low-light vision HP 63: Bloodied 31 AC 19; Fortitude 19, Reflex 17, W i l l 16 Speed 6 © Bite (standard; at-will) +10 vs. AC; 2d8 + 2 damage, and the horned drake shifts 2 squares. •• Goring Horns (standard; at-will) ) +11 vs. AC; 3d8 + 2 damage, and the target is knocked prone. Pack Movement (immediate reaction, when an enemy adjacent to the horned drake is hit by a melee attack; at-will) The drake shifts 2 squares.
  • 89.
    (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)
  • 90.
    Drakkoth Ambusher Level 1 3 Skirmisher DRAKKOTH Medium natural humanoid (reptile) XP800 Initiative +13 Senses Perception +15; low-light vision H P 131; Bloodied 65; see also drakkoth rage STALKING T H E JUNGLES A N D FORESTS o f t h e world, AC 27; Fortitude 24, Reflex 25, W i l l 24 drakkoths are draconic creatures that share t h e Speed 7 intelligence and c u n n i n g o f their distant dragon kin. © Glaive (standard; at-will) • Poison, Weapon D r a k k o t h s have adopted a culture and weaponry Reach 2; +18 vs. AC; 4d4 damage plus 5 poison damage. similar to those o f humanoid races. Fiercely devoted 4 Sudden Rush (move; recharge (X [i:) The drakkoth ambusher shifts its speed and makes an attack to their own kind, drakkoths form warrior tribes that against each enemy it moves adjacent to during the move: +16 aggressively defend their territories. vs. Reflex; the target is knocked prone. • * Venomous Hiss (minor; recharges when first bloodied) • < DRAKKOTH AMBUSHER Poison Close blast 2; +16 vs. Reflex; 3d6 + 5 poison damage, and the T H E DRAKKOTH A M B U S H E R FIGHTS IN CONCERT with target takes ongoing 5 poison damage (save ends). soldier and brute allies, m a k i n g surprise attacks Combat Advantage whenever possible. A drakkoth ambusher deals 2d6 extra damage against any target granting combat advantage to it. Drakkoth Rage (while bloodied) DRAKKOTH AMBUSHER TACTICS Once per round when the drakkoth ambusher hits with an At the beginning o f combat, a n a m b u s h e r attempts to attack, it gains 10 temporary hit points. hit t h r e e or m o r e e n e m i e s with sudden rush. Through- Alignment Unaligned Languages Common, Draconic out combat, t h e a m b u s h e r prefers to attack with Str 18 (+10) Dex 20 (+11) W i s 18 (+10) combat advantage and is constantly on the move, Con 19 (+10) Int 12 (+7) Cha 14 (+8) attacking with reach against prone targets while Equipment hide armor, glaive avoiding spaces adjacent to e n e m i e s . (Left to right) drakkoth ambusher, rager, and venomshot
  • 91.
    DRAKKOTH RAGER Drakkoth Venomshot Medium natural humanoid (reptile) Level 1 6 Artillery A DRAKKOTH RAGER CHARGES INTO BATTLE, obliviOUS Initiative+13 Senses Perception +13; low-light vision to a t t a c k s a g a i n s t it i n its s i n g l e - m i n d e d f u r y . HP 125; Bloodied 63; see also drakkoth rage AC 28; Fortitude 29, Reflex 28, W i l l 28 Speed 7 DRAKKOTH RAGER TACTICS © Longsword (standard; at-will) 4 Weapon The d r a k k o t h rager c h a r g e s h a p h a z a r d l y into c o m b a t , +23 vs. AC; 2d8 + 4 damage. provoking opportunity attacks if necessary in order © Longbow (standard; at-will) 4 Weapon t o h i t t h r e e t a r g e t s w i t h raging cleave. T h e r a g e r u s e s Ranged 20/40; +23 vs. AC; 2d10 + 5 damage, and the target venom hiss a s s o o n a s it c a n t a r g e t t w o o r m o r e c r e a - gains vulnerable 10 poison (save ends). t u r e s . I f its f o e s a r e n o t c l u s t e r e d t o g e t h e r , t h e r a g e r Venomshot Hiss (minor; recharges at the start of its turn while the drakkoth venomshot is bloodied) • Poison f o c u s e s its a t t a c k s o n t h e b i g g e s t t h r e a t . Close blast 3; +21 vs. Reflex; 1d10 poison damage, and the target takes ongoing 5 poison damage (save ends). Drakkoth Rager Level 1 5 Elite Brute Drakkoth Rage (while bloodied) Medium natural humanoid (reptile) XP 2,400 Once per round when the drakkoth venomshot hits with an Initiative +12 Senses Perception +12; low-light vision attack, it gains 10 temporary hit points. HP 366; Bloodied 183; see also drakkoth rage Alignment Unaligned Languages Common, Draconic AC 27; Fortitude 30, Reflex 29, W i l l 29 Str20(+13) Dex21(+13) W i s 21 ( 1 1 ) Saving Throws +2 Con 23 (+14) Int 15 (+10) Cha 14 (+10) Speed 7 Equipment leather armor, longsword, longbow, 30 arrows Action Points 1 D Battleaxe (standard; at-will) • Weapon +18 vs. AC; 2d10 + 8 damage. DRAKKOTH LORE - Raging Cleave (standard; at-will) • Poison, Weapon N a t u r e D C 1 8 : Drakkoths are a race of draconic Close burst 1; +18 vs. AC; 2d10 + 8 damage plus 5 poison creatures sometimes called dracotaurs because o f damage. their s i m i l a r i t y in f o r m to c e n t a u r s . U n l i k e dragons Venomous Hiss (minor; recharges when first bloodied) • and d r a g o n s p a w n , b u t s i m i l a r to d r a g o n b o r n , drak- Poison Close blast 2; +16 vs. Reflex; 3d6 + 5 poison damage, and the koths have developed a n a d v a n c e d tribal c u l t u r e . target takes ongoing 5 poison damage (save ends). D r a k k o t h s a r e n o m a d i c , and t h e shifting b o u n d - Drakkoth Rage (while bloodied) aries o f t h e i r lands c a n e n c o m p a s s vast swaths o f The drakkoth rager gains a +2 bonus to attack rolls and a +5 forest or j u n g l e . bonus to damage rolls. In addition, once per round when the N a t u r e D C 2 3 : S o m e drakkoth tribes are devoted rager hits with an attack, it gains 10 temporary hit points. to T i a m a t and serve h e r with a bloodthirsty devo- Alignment Unaligned Languages Common, Draconic Str 18 (+11) Dex 20 (+12) W i s 20 (+12) tion. Others c a r e little for the god o f greed, choosing Con 23 (+13) Int 12 (+8) Cha 14 (+9) instead to honor a dragon patron (most often a n elder Equipment hide armor, battleaxe or ancient green). A dragon that knows o f this prac- tice might seek drakkoth worshipers, inspiring (or DRAKKOTH VENOMSHOT tricking) a tribe into its service. T H E DRAKKOTH VENOMSHOT SUPPORTS ITS A L L I E S f r o m the edge o f the fray with longbow attacks. ENCOUNTER GROUPS D r a k k o t h s keep to themselves, although they sometimes m a k e short-term alliances to challenge DRAKKOTH VENOMSHOT TACTICS powerful targets. Additionally, they train creatures to I f a v e n o m s h o t h a s a c l e a r shot at a target engaged serve t h e m as guards and hunters. in m e l e e , it will use its longbow attack to e n h a n c e its allies' poison attacks. O n c e b l o o d i e d , a venom- Level 1 4 E n c o u n t e r ( X P 5 , 9 0 0 ) shot will shift away f r o m foes, t r y to h i t a n e a r b y 4- 1 d r a k k o t h rager (level 1 5 elite brute) enemy w i t h its longbow, t h e n follow up w i t h a 4- 2 drakkoth venomshots (level 1 6 artillery) venomshot hiss i n order to gain t e m p o r a r y hit points 4- 1 viscera devourer (level 1 2 controller, M M 6 8 ) from drakkoth rage. Level 1 6 E n c o u n t e r ( X P 7 , 2 0 0 ) 4- 3 drakkoth ambushers (level 1 3 skirmisher) 4- 2 d r a k k o t h venomshots (level 1 6 artillery) 4- 1 r o c (level 1 4 elite skirmisher, M M 2 2 0 )
  • 92.
    Infernal Anger (minor;recharge (xj (TTj) 4 Fire DUERGAR Until the start of the duergar guard's next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard shifts 1 square as an immediate D I S T A N T KIN TO D W A R V E S , duergar c a r r y t h e t a i n t reaction. o f a long association with i n f e r n a l forces. Although Alignment Evil Languages Common, Deep Speech they s h a r e a love o f m i n i n g a n d m e t a l w o r k with Dwarven t h e i r steadfast d w a r f cousins, duergar a r e u n i f o r m l y Skills Dungeoneering+9 treacherous and cruel. Str 14 (+4) Dex 15 (+4) W i s 15 (+4) Con 18 (+6) Int 10 (+2) Cha8(+1) Equipment chainmail, warhammer DUERGAR GUARD W I E L D I N G A F I E R Y W A R H A M M E R , a duergar guard DUERGAR SCOUT flings poisoned quills at its e n e m i e s . A DUERGAR SCOUT ATTACKS FROM AMBUSH, Sniping w i t h its c r o s s b o w a s it m o v e s u n s e e n a m o n g its f o e s . Duergar Guard Level 4 Soldier Medium natural humanoid, dwarf (devil) XP175 Duergar Scout Level 4 Lurker Initiative +6 Senses Perception +4; darkvision Medium natural humanoid, dwarf (devil) XP 175 HP 58; Bloodied 29 AC 20; Fortitude 17, Reflex 15, W i l l 15 Initiative +8 Senses Perception +9; darkvision Resist 5 fire, 5 poison HP 48; Bloodied 24 Speed 5 AC 18; Fortitude 18, Reflex 16, W i l l 16 © Warhammer (standard; at-will) 4- Weapon Resist 5 fire, 5 poison +11 vs. AC; I d I O + 3 damage. Speed 5 •f Infernal Quills (minor; encounter) 4 Poison © Warhammer (standard; at-will) 4 Weapon Ranged 3; +11 vs. AC; 1d8 + 3 damage, and the target takes +8 vs. AC; I d I O + 2 damage, ongoing 2 poison damage and a -2 penalty to attack rolls (save •y Crossbow (standard; at-will) 4 Weapon ends both). Ranged 15/30; +9 vs. AC; 1d8 + 4 damage. (Left to right) duergar scout, shock trooper, and theurge
  • 93.
    • Infernal Quills(minor; encounter) 4 Poison Y Duergar Shock Trooper Level 6 Brute Ranged 3; +9 vs. AC; 1d8 + 3 damage, and the target takes Medium natural humanoid, dwarf (devil) XP 250 ongoing 2 poison damage and a -2 penalty to attack rolls (save Initiative +6 Senses Perception +6; darkvision ends both). HP 84; Bloodied 42; see also expand Shadow Attack AC 18; Fortitude 19, Reflex 18, W i l l 18 A duergar scout's attacks deal 2d6 extra damage while the Resist 5 fire, 5 poison scout is invisible. Speed 5 Underdark Sneak (minor; while in dim light or darkness and © Maul (standard; at-will) • Weapon adjacent to an object or a wall that occupies at least 1 square; +9 vs. AC; 2d6 + 6 damage. at-will) • Infernal Quills (minor; encounter) 4- Poison Y The duergar scout becomes invisible until the end of its next Ranged 3; +9 vs. AC; 1d8 + 4 damage, and the target takes turn or until after it hits or misses with an attack. ongoing 2 poison damage and a -2 penalty to attack rolls (save Alignment Evil Languages Common, Deep Speech, ends both). Dwarven Expand (when first bloodied; encounter) • Polymorph Skills Dungeoneering +9, Stealth +9 The duergar shock trooper becomes Large, occupying 4 squares Str 13 (+3) Dex 15 (+4) Wis14(+4) instead of 1. Creatures and objects in the squares that the Con 18 (+6) lnt10(+2) Cha 8 (+1) shock trooper comes to occupy are pushed 1 square. The shock Equipment chainmail, warhammer, crossbow, case with 10 bolts trooper's reach becomes 2 and it gains a +5 bonus to damage rolls. This effect lasts until the end of the encounter. Alignment Evil Languages Common, Deep Speech, DUERGAR THEURGE Dwarven A DUERGAR THEURGE LAUNCHES A F I E R Y R A I N against Skills Dungeoneering +11 its foes. T h e approach o f a theurge c a n drain crea- Str 19 (+7) Dex 16 (+6) W i s 16 (+6) Con 14 (+5) lnt10(+3) Cha 8 (+2) tures of the will to fight. Equipment chainmail, maul Duergar Theurge Level 5 Controller Medium natural humanoid, dwarf (devil) XP 200 DUERGAR FLESHTEARER Initiative +3 Senses Perception +6; darkvision A DUERGAR F L E S H T E A R E R USES ITS SMOKING CLAWS to HP 63; Bloodied 31 rip the life from its enemies. AC 19; Fortitude 16, Reflex 16, W i l l 18 Resist 5 fire, 5 poison Speed 5 Duergar Fleshtearer Level 11 Lurker D Warhammer (standard; at-will) • Weapon Medium natural humanoid, dwarf (devil) XP 600 +10 vs. AC; 1d10 + 1 damage. Initiative +13 Senses Perception +9; darkvision - Hellbolt (standard; at-will) • Fire V HP 89; Bloodied 44 Ranged 10; +9 vs. Reflex; I d I O + 4 fire damage. AC 26; Fortitude 25, Reflex 24, W i l l 24 • Infernal Quills (minor; encounter) • Poison Y Resist 10 fire, 10 poison Ranged 3; +10 vs. AC; 1d8 + 3 damage, and the target takes Speed 5 ongoing 2 poison damage and a -2 penalty to attack rolls (save © Claw (standard; at-will) ends both). +16 vs. AC; 1d8 + 3 damage, and ongoing 5 damage (save ends). T Quill Stab (standard; requires combat advantage against the < Wave of Despair (standard; daily) • Psychic - Close blast 5; +9 vs. Will; 3d6 + 4 psychic damage, and the target; recharges when the duergar fleshtearer hits with its target is slowed and dazed (save ends both). claw attack) 4 Poison -5!- Brimstone Hail (standard; recharge :•: ;!«') • Fire +16 vs. AC; 1 d8 damage, and the target takes ongoing 5 poison Area burst 2 within 15; +9 vs. Reflex; 3d6 + 4 fire damage, and damage and a -2 penalty to attack rolls (save ends both). the target is knocked prone. Infernal Quilts (minor; encounter) 4 Poison Vile Fumes (standard; recharges when first bloodied) • Ranged 3; +16 vs. AC; 1d8 damage, and the target takes Poison ongoing 5 poison damage and a -2 penalty to attack rolls (save Area burst 2 within 15; +9 vs. Fortitude; 3d6 + 4 poison ends both). damage, and the target is blinded until the end of the duergar Shadow Scourge theurge's next turn. While the duergar fleshtearer is invisible, its attacks deal twice Alignment Evil Languages Common, Deep Speech, the normal amount of ongoing damage. Dwarven Underdark Sneak (minor; while in dim light or darkness and Skills Arcana +9, Dungeoneering +11, Religion +9 adjacent to an object or a wall that occupies at least 1 square; Str 13 (+3) Dex 12 (+3) W i s 18 (+6) at-will) Con 15 (+4) Int 15 (+4) Cha 11 (+2) The duergar fleshtearer becomes invisible until the end of its Equipment robes, warhammer next turn or until after it hits or misses with an attack. Alignment Evil Languages Common, Deep Speech, Dwarven DUERGAR SHOCK TROOPER Skills Bluff+10, Dungeoneering +14, Stealth +14 A L R E A D Y A FORMIDABLE OPPONENT, a shock trooper Str 21 (+10) Dex 19 (+9) W i s 18 (+9) Con 17 (+8) Int 12 (+6) Cha 10 (+5) grows m o r e imposing w h e n bloodied—literally. Equipment leather armor
  • 94.
    DUERGAR HELLCALLER •if Darkfire Mark (minor 1/round; at-will) • Fire, Necrotic Close burst 10; targets one enemy; until the end of the duergar BRISTLING W I T H L E T H A L QUILLS, t h e h e l l c a l l e r c a n blackguard's next turn, the target is marked and gains no also s u m m o n a lesser devil to battle its foes. benefit from any concealment. In addition, if the target ends its next turn farther from the blackguard than it began the turn, or Duergar Hellcaller Level 12 Artillery if it does not make an attack roll against the blackguard during Medium natural humanoid, dwarf (devil) XP700 its next turn, the target takes 10 fire and necrotic damage. <• Quill Burst (minor; recharge : : X : ! ) • Poison Initiative +10 Senses Perception +13; darkvision Close burst 3; targets one enemy; +18 vs. AC; 1d8 + 4 damage, HP 96; Bloodied 48 and the target takes ongoing 5 poison damage and a -2 penalty AC 24; Fortitude 23, Reflex 23, W i l l 25 to attack rolls (save ends both). Resist 10 fire, 10 poison Speed 5 Infernal Footwork (immediate reaction, when an enemy adjacent © Mace (standard; at-will) • Weapon to the duergar blackguard moves or shifts away from it; at-will) +19 vs. AC; 1d8 + 5 damage. The blackguard shifts 2 squares and must end the shift in a • Infernal Quills (standard; at-will) • Fire, Poison Y space adjacent to the triggering enemy. If the triggering enemy is marked by the duergar blackguard, the blackguard then uses Ranged 10; +19 vs. AC; 1d8 + 3 fire and poison damage, and the blighted warhammer against the target as a free action. target takes ongoing 5 fire and poison damage and a -2 penalty to attack rolls (save ends both). Alignment Evil Languages Common, Deep Speech, • Quick Quill Strike (minor; encounter) Y Dwarven The duergar hellcaller makes an infernal quills attack. Skills Dungeoneering +15, Intimidate +15, Religion +13 < • Asmodeus's Ruby Curse (standard; encounter) • Fear, £ Str 22 (+12) Dex 11 (+6) W i s 14 (+8) Psychic Con 18 (+10) Int 19 (+10) Cha 18 (+10) Close blast 5; targets enemies; +16 vs. Will; 3d8 + 5 psychic Equipment plate armor, heavy shield, warhammer damage, and the duergar hellcaller slides the target to the nearest space outside the blast. This forced movement provokes opportunity attacks. DUERGAR BLASPHEMER -i'? Quill Storm (standard; encounter) • Fire, Poison I N F E R N A L PRIESTS OF ASMODEUS, duergar b l a s p h e m e r s Area burst 2 within 10; +17 vs. Reflex; 1d8 fire and poison punish unbelievers with poison and fire. damage, and the target takes ongoing 10 fire and poison damage and a -2 penalty to attack rolls (save ends both). Duergar Blasphemer Level 1 4 Controller (Leader) Devilish Sacrifice (immediate interrupt, when an enemy makes a Medium natural humanoid, dwarf (devil) XP 1,000 melee attack roll against the duergar hellcaller; encounter) Initiative +9 Senses Perception +13; darkvision The hellcaller shifts to the nearest space beyond the triggering Crush Nonbelievers (Fire, Poison) aura sight; the duergar enemy's reach. A legion devil hellguard (MM 64) appears in blasphemer and each ally within the aura can score critical hits the hellcaller's former space and becomes the target of the on rolls of 19-20 against prone targets and deal 10 extra fire enemy's attack. The devil acts immediately after the hellcaller's and poison damage on critical hits against prone targets. initiative count. HP 140: Bloodied 70 Alignment Evil Languages Common, Deep Speech, AC 28; Fortitude 25, Reflex 25, W i l l 26 Dwarven Resist 10 fire, 10 poison Skills Arcana +11, Dungeoneering +13, Religion +11 Speed 5 Str 14 (+8) Dex 19 (+10) W i s 14 (+8) © Greatclub (standard; at-will) • Fire, Necrotic, Weapon Con18(+10) lnt11(+6) Cha22(+12) +19 vs. AC; 2d4 + 3 damage, and ongoing 5 fire and necrotic Equipment leather armor, mace damage (save ends). • Sinner's Slip (immediate interrupt, when an enemy marked r DUERGAR BLACKGUARD by the duergar blasphemer makes an attack roll against it; encounter) • Psychic SHHHHHHRH T H E HEAVILY ARMORED BLACKGUARD relentlessly pur- Targets the triggering enemy; +18 vs. Will; the enemy's attack sues one e n e m y across the field o f battle, pounding it instead targets the ally of the attacker nearest to it. If no target with repeated waraxe attacks. is available, the attacker is knocked prone and takes 3d6 + 6 psychic damage. • Eyes of Asmodeus (standard; at-will) Y Duergar Blackguard Level 1 3 Elite Soldier Ranged 10; +18 vs. Fortitude; the target is weakened and Medium natural humanoid, dwarf (devil) XP 1,600 marked until the end of the duergar blasphemer's next turn. Initiative +8 Senses Perception +8; darkvision Aftereffect: The target is slowed (save ends). Miss: The target is HP 260; Bloodied 130 slowed (save ends). AC 29; Fortitude 27, Reflex 25, W i l l 25 • Infernal Quills (standard; at-will) • Fire, Poison Y Resist 10 fire, 10 poison Ranged 10; +19 vs. AC; 1d8 + 4 fire and poison damage, and the Saving Throws +2 target takes ongoing 5 fire and poison damage and a -2 penalty Speed 5 to attack rolls (save ends both). Action Points 1 • Quick Quill Strike (minor; encounter) Y © Blighted Warhammer (standard; at-will) • Poison, Weapon The duergar blasphemer makes an infernal quills attack. +20 vs. AC; 2d10 + 3 damage, and the duergar blackguard Preach Submission (minor 1/round; at-will) makes a secondary attack against the target. Secondary Attack: Close burst 10; targets one creature; +19 vs. Will; the target +16 vs. Fortitude; the target takes ongoing 5 poison damage is marked (save ends). If the target is already marked by the and a -2 penalty to attack rolls (save ends both). duergar blasphemer, it is knocked prone.
  • 95.
    (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
  • 96.
    ® Scorching Arrows (standard; at-will) • Fire, Weapon ELADRIN Ranged 20/40; +10 vs. AC or Reflex (whichever is lower); 1d10 damage plus 1d6 fire damage. Effect: The eladrin arcane archer makes the attack against the same target or a different one. S E L F - S T Y L E D PRINCES A N D NOBLES o f t h e Feywild, •# Eldritch Burst (standard; recharge rT _ fjj]) • Force jJ eladrin live c h a r m e d lives full o f art and music. Area burst 1 within 20; +10 vs. Fortitude; I d I O + 5 force However, they are quick to anger when their wrath is damage, and the target is knocked prone. provoked; an eladrin b e a r s down upon its foes like a Fey Step (move; encounter) • Teleportation hurricane. The eladrin arcane archer teleports 5 squares. Alignment Unaligned Languages Common, Elven Str 12 (+3) Dex 18 (+6) W i s 11 (+2) ELADRIN ARCANE ARCHER Con 15 (+4) Int 17 (+5) Cha 15 (+4) A R C A N E A R C H E R S INFUSE T H E I R W E A P O N S with magi- Equipment chainmail, longbow, 2 short swords cal force, the better to destroy their e n e m i e s . ELADRIN ARCANE ARCHER LORE Eladrin Arcane Archer Level 5 Artillery A r c a n a D C 1 2 : Eladrin a r c a n e archers are highh Medium fey humanoid XP200 skilled warriors that employ missiles o f magical fire Initiative +6 Senses Perception +7; low-light vision against their e n e m i e s . HP 51; Bloodied 25 A r c a n a D C 17: A r c a n e archery is m o r e t h a n just AC 17; Fortitude 16, Reflex 18, W i l l 16 a combination of magic and skill at a r m s . It is a com- Saving Throws +5 against charm effects plete fusion o f two arts, its secrets k n o w n only to t h e Speed 6 © Short Sword (standard; at-will) • Weapon eladrin. +12 vs. AC; 1d6 + 4 damage. (Left to right) eladrin arcane archer, coure of mischief and strife, and hladesinger
  • 97.
    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)
  • 98.
    © Freezing Slam(standard; at-will) • Cold ELEMENTAL Reach 2; +17 vs. AC; 1d12 + 6 damage plus 1d12 cold damage. 4 Trample (standard; at-will) • Cold The chillfire destroyer moves its speed and can move through E L E M E N T A L S ROIL ACROSS t h e E l e m e n t a l Chaps in infi enemies' spaces. The destroyer makes an attack: +15 vs. Reflex; nite variety. S o m e occupy roles in that plane's varied 1d10 + 6 damage plus 1d10 cold damage, and the target is environments similar to those o f beasts in the world. knocked prone. Others pursue alien interests in their own societies. < * Firecore Breach (when the chillfire destroyer drops to 0 hit S points) • Fire CHILLFIRE DESTROYER The destroyer does not die until the start of its next turn. Until then, the destroyer can take no actions. At the start of the A C H I L L F I R E DESTROYER IS A MASS OF RAGING F I R E destroyer's next turn, it makes an attack: close burst 3; +15 vs. held i n c h e c k by a shell o f elemental ice. As t h e crea- Reflex; 4d10 + 6 fire damage. Alignment Unaligned Languages Primordial ture fights, t h e shell slowly weakens, exposing t h e Str 16 (+10) Dex 20 (+12) W i s 20 (+12) inferno within. Con 23 (+13) Int 5 (+4) Cha 12 (+8) Chillfire Destroyer Level 1 4 Brute Large elemental magical beast (cold, fire) XP 1,000 CHILLFIRE DESTROYER LORE Initiative +12 Senses Perception +12 A r c a n a D C 1 8 : A c h i l l f i r e destroyer c o m b i n e s Leaking Firecore (Fire) aura 2; while the chillfire destroyer is t h e power o f fire w i t h t h e strength o f e l e m e n t a l i c e . bloodied, each creature that starts its turn within the aura takes T h i s d a n g e r o u s m i x results in a deadly explosion 10 fire damage. w h e n t h e c r e a t u r e is slain. B o t h fire a r c h o n s a n d H P 173; Bloodied 86; see also firecore breach ice a r c h o n s s e e k to r e c r u i t c h i l l f i r e destroyers for AC 26; Fortitude 26, Reflex 25, W i l l 25 their forces, s o m e t i m e s c o m i n g into c o n f l i c t as a Immune disease, poison; Resist 10 cold, 10 fire Speed 5 result. (Left to right) windstrtfeer, chillfire destroyer, andflamespiker
  • 99.
    DUST DEVIL FLAMESPIKER LORE A LIVING MOTE OF ELEMENTAL A I R , a dust devil is a Arcana DC 12: A flamespiker is a living shell o f destructive c r e a t u r e that sends its e n e m i e s flying. stone w i t h a hollow c o r e o f roiling flame. It blasts foes with b u r n i n g shards o f stone, r e n d e r i n g targets m o r e susceptible to s u b s e q u e n t fire-based attacks. Dust Devil Level 3 Skirmisher Small elemental magical beast (air, earth) XP 150 nitiative +7 Senses Perception +0 GEONID HP 47; Bloodied 23 A N E L E M E N T A L OF ROCK A N D E A R T H , t h e g e o n i d lurks AC 18; Fortitude 14, Reflex 16, W i l l 14 (-2 to all defenses while i n t h e U n d e r d a r k w a i t i n g for c r e a t u r e s to s t u m b l e slowed or immobilized) mmune disease, poison a c r o s s it. W h e n d o r m a n t , it looks l i k e a large boul- Speed 8 der. O n l y w h e n prey d r a w s n e a r does it r e v e a l its - Grasping Winds (standard; at-will) true form. ^8 VS. Reflex; I d I O + 3 damage, and the dust devil slides the target 2 squares. Geonid Level 6 Lurker I Gale Blast (move; recharge X; is) Large elemental magical beast (earth) XP 250 The dust devil shifts 5 squares and attacks each enemy it moves Initiative +10 Senses Perception +11; darkvision adjacent to (one attack per creature): +8 vs. Fortitude; the target HP 56; Bloodied 28 is knocked prone. AC 20; Fortitude 18, Reflex 17, W i l l 17 •- Stinging Sands (standard; encounter) Immune disease, petrification, poison Close burst 3; +8 vs. Fortitude; 3d6 + 3 damage, and the target Speed 4 is blinded until the end of the dust devil's next turn. © Tentacle (standard; at-will) Alignment Unaligned Languages Primordial Reach 2; +11 vs. AC; 2d6 + 4 damage. Skills Stealth +10 + Capturing Grab (standard; at-will) Str8(+0) Dex 18 (+5) W i s 8 (+0) Reach 2; +11 vs. AC; 1d6 + 4 damage. Eject: The geonid makes Con 15 (+3) Int 5 (-2) Cha 15 (+3) one more attack against the same target. If both attacks hit, the target is grabbed. DUST DEVIL LORE «c* Shell Slam (standard; at-will) A r c a n a D C 1 5 : A dust devil is a c r e a t u r e o f w i n d Close burst 2; +9 vs. Fortitude; the target is knocked prone. Ejflect: The geonid closes its shell. While the geonid's shell is and e a r t h , flighty a n d impulsive. B e c a u s e o f its closed, its speed is 0, it gains a +5 bonus to all defenses, and dependence on m o v e m e n t , any attack that slows a it does not have line of effect to any creature other than a dust devil w e a k e n s it significantly. creature it has grabbed. The geonid slides a creature it has grabbed into its space. The grabbed creature has line of sight FLAMESPIKER and line of effect only to the geonid. The geonid does not gain its bonus to defenses against the grabbed creature. If the F O R M E D OF A I R , E A R T H , A N D F I R E , flamespikers are grabbed creature escapes, it appears in a space adjacent to the front-line w a r r i o r s u n d e r t h e c o m m a n d o f m o r e geonid. The geonid can open its shell as a minor action. powerful b e i n g s o f t h e E l e m e n t a l C h a o s . Shell Form A geonid with its shell closed resembles a boulder. A creature Flamespiker Level 5 Soldier can recognize the geonid as a beast by succeeding on a DC 28 Perception check. Medium elemental magical beast (air, earth, fire) XP 200 Alignment Unaligned Languages Primordial Initiative+6 Senses Perception+4 Skills Stealth +11 HP 66; Bloodied 33 Str 19 (+7) Dex 16 (+6) W i s 17 (+6) AC 21; Fortitude 18, Reflex 16, W i l l 16 Con 14 (+5) Int6(+1) Cha 9 (+2) Immune disease, petrification, poison; Resist 10 fire Speed 7 Stonespike (standard; at-will) • Fire GEONID LORE Reach 2; +12 vs. AC; 1d8 damage plus 1d6 fire damage, and the A r c a n a D C 17: During the war between the target gains vulnerable 5 fire and is marked until the end of the gods a n d t h e p r i m o r d i a l s , geonids served as guard- flamespiker's next turn. Spikebolt (standard; at-will) i a n s a n d w a t c h e r s along t h e h i d d e n pathways that Ranged 5/10;+12 vs. AC; 1d10+ 5 damage. h o n e y c o m b e d t h e world. S e c r e t c a c h e s o f w e a p o n s , - Thunderfire Thrust (immediate reaction, when an enemy within t r e a s u r e , a n d sleeping p r i m o r d i a l w a r b e a s t s still lurk 2 squares of the flamespiker shifts; recharge X s i ) • Fire, in such places, forgotten b y all but t h e geonids that Thunder still guard t h e m . The flamespiker uses stonespike against the triggering enemy. On a hit, the flamespiker makes a secondary attack against the same target. Secondary Attack: +10 vs. Fortitude; 5 thunder damage, and the target is stunned (save ends). Alignment Unaligned Languages Primordial Str 13 (+3) Dex 15 (+4) W i s 15 (+4) Con 18 (+6) lnt6(+0) Cha8(+1)
  • 100.
    (Left to right)mud lasher, dust devil, tempest wisp, and stormstonefury MUD LASHER M U D LASHER LORE A CREATURE OF ELEMENTAL EARTH AND WATER, the A r c a n a D C 1 2 : A m u d lasher b u r i e s a v i c t i m in m u d lasher is a vicious b r u t e that delights in drown- shallow mud, t h e n rests atop this c r u d e grave to feast ing its foes. on the slowly rotting c o r p s e . T h e s e c r e a t u r e s have no interest in gold, gems, and o t h e r riches, but t r e a s u r e is s o m e t i m e s interred with their v i c t i m s . Mud Lasher Level 4 Brute Medium elemental magical beast (earth, water) XP 175 Initiative +4 Senses Perception +9; low-light vision ROCKEIST SMASHER H P 63; Bloodied 31 ROCKFIST SMASHERS TAKE GREAT PLEASURE in knock- AC 16; Fortitude 17, Reflex 15, Will 15 ing foes to their k n e e s . Immune disease, poison © Slam (standard; at-will) 1 Rockfist Smasher Level 1 0 Brute +7 vs. AC; 2d8 + 4 damage. 1 Large elemental magical beast (earth) XP500 • Drowning Slam (standard; encounter) f Initiative +7 Senses Perception +11 +5 vs. Fortitude; 2d8 + 4 damage, and ongoing 5 damage (save HP 125; Bloodied 62; see also internal avalanche ends). Miss: Half damage. AC 22; Fortitude 24, Reflex 21, Will 21 Mud Ball (standard; at-will) Immune disease, petrification, poison Ranged 10; +5 vs. Reflex; the target is slowed (save ends). If the Speed 5 target is already slowed, it is instead immobilized (save ends). © Granite Punch (standard; at-will) Amorphous Body (immediate reaction, when hit by a melee Reach 2; +13 vs. AC; 2d10 + 6 damage, and if the target is attack; encounter) bloodied, it is knocked prone. The mud lasher shifts 3 squares. Internal Avalanche (when first bloodied; encounter) Relentless Assault The rockfist smasher gains 20 temporary hit points. If it has A mud lasher gains a +2 bonus to attack rolls against slowed or temporary hit points at the start of its next turn, it loses them immobilized creatures. and gains 1 action point that it must use during that turn. Alignment Unaligned Languages Primordial Alignment Unaligned Languages Primordial Skills Stealth +9 Str 21 (+10) Dex 15 (+7) W i s 12 (+6) Str 18 (+6) Dex 15 (+4) W i s 15 (+4) Con 15 (+7) Int 4 (+2) Cha 15 (+7) Con 13 (+3) Int8(+1) Cha 11 (+2)
  • 101.
    Shardstorm Vortex Level 2 3 Minion Skirmisher ROCKFIST SMASHER LORE Whirlwind A r c a n a D C 1 6 : C a p r i c i o u s a n d stupid, a rockfist s m a s h e r fights its way across a battlefield at r a n d o m , Medium elemental magical beast (air, earth) Initiative +21 Senses Perception +17 XP 1,275 _ focusing on a s p e c i f i c target only after it bloodies Sandblast aura 1; each enemy within the aura takes a -2 penalty that foe. to all defenses. A r c a n a D C 2 1 : M o r e intelligent c r e a t u r e s o f t h e HP 1; a missed attack never damages a minion. Elemental C h a o s often gather a n u m b e r o f rockfist AC 37; Fortitude 35, Reflex 36, W i l l 34 smashers a n d k e e p t h e m in c h a m b e r s as traps. Immune disease, poison Speed 0, fly 8 (hover) © Abrasive Slam (standard; at-will) SHARDSTORM VORTEX +26 vs. Fortitude; 15 damage. SHARDSTORMS A R I S E IN T H E E L E M E N T A L C H A O S like Vortex Step (move; at-will) The shardstorm vortex whirlwind shifts 4 squares. blizzards, hurling cutting slices o f stone instead o f Alignment Unaligned Languages Primordial snow. A m o n g t h e s e storms lurk shardstorm vortices. Str 12 (+12) Dex 27 (+19) W i s 22 (+17) T h e s h a r d s t o r m vortex is a scavenger, feeding on Con 24 (+18) Int 5 (+8) Cha 6 (+9) the destruction left b e h i n d by t h e battles o f its m o r e powerful e l e m e n t a l kin. SHARDSTORM VORTEX LORE A r c a n a D C 1 4 : T h e shardstorm vortex is a scav- Shardstorm Vortex Level 7 Skirmisher enger from t h e E l e m e n t a l C h a o s . T h o u g h it is rarely Medium elemental magical beast (air, earth) XP 300 t h e first c r e a t u r e to e n t e r a fight, its potent slam Initiative +9 Senses Perception +6 attack m a k e s it a dangerous foe. Sandblast aura 1; each enemy within the aura takes a -2 penalty to all defenses. HP 80; Bloodied 40 STORMSTONE FURY AC 21; Fortitude 19, Reflex 20, W i l l 19 A STORMSTONE F U R Y IS A HULKING C R E A T U R E o f S t o n e Immune disease, poison Speed 0, fly 8 (hover) a n d thunder, both o f w h i c h it u n l e a s h e s at t h e slight- : Abrasive Slam (standard; at-will) est t h r e a t . +10 vs. Fortitude; 2d8 + 2 damage. Whirling Blast (standard; recharge [X] Jlj) Stormstone Fury ILevel 1 4 Artillery The shardstorm vortex shifts 4 squares and makes an attack: Medium elemental magical beast (air, earth) XP 1,000 close burst 1; +10 vs. Reflex; 3d8 + 3 damage, and the vortex Initiative+12 Senses Perception+9 pushes the target 1 square. Miss: Half damage. HP 113; Bloodied 56 Alignment Unaligned Languages Primordial AC 26; Fortitude 26, Reflex 25, W i l l 25 Str 10 (+3) Dex 19 (+7) W i s 16 (+6) Immune disease, petrification, poison; Resist 10 thunder Con 16 (+6) lnt5(+0) Cha6(+1) Speed 6 © Grinding Stones (standard; at-will) Shardstorm Vortex Level 13 Minion Skirmisher +21 vs. AC; I d I O + 3 damage. Funnelcloud •f Hurtling Thunderstone (standard; at-will) • Thunder Ranged 20; +21 vs. AC; 2d8 + 6 damage. Miss: Half damage. Medium elemental magical beast (air, earth) XP 200 Initiative +14 Senses Perception +10 Effect: One square the target currently occupies becomes the Sandblast aura 1; each enemy within the aura takes a -2 penalty origin square of a burst 2 attack that occurs at the start of the to all defenses. stormstone fury's next turn: +19 vs. Fortitude; 1d10 + 6 thunder HP 1; a missed attack never damages a minion. damage. AC 27; Fortitude 24, Reflex 26, W i l l 24 V Shrapnel Burst (minor; recharge jYTj [x] TJj) • Thunder Immune disease, poison Close burst 2; +21 vs. AC; 1d6 + 6 damage plus 1d6 thunder Speed 0, fly 8 (hover) damage, and the stormstone fury pushes the target 2 squares. - Abrasive Slam (standard: at-will) Meld to Ground (when first bloodied; requires the stormstone +16 vs. Fortitude; 12 damage. fury to be on the ground; encounter) • Teleportation Vortex Step (move; at-will) The fury disappears, and no creatures have line of sight or line The shardstorm vortex funnelcloud shifts 4 squares. of effect to it. At the start of its next turn, the fury appears Alignment Unaligned Languages Primordial within 10 squares of its previous space. Alignment Unaligned Languages Primordial Str 11 (+6) Dex 22 (+12) W i s 19 (+10) Str 16 (+10) Dex 20 (+12) W i s 15 (+9) m m Con 19 (+10) Int 5 (+3) Cha 6 (+4) Con 23 (+13) Int 6 (+5) Cha 20 (+12) STORMSTONE FURY LORE A r c a n a D C 1 8 : S t o r m s t o n e furies are c r e a t u r e s o f stone a n d living t h u n d e r . A stormstone fury h a s no c o m p u n c t i o n about c a t c h i n g allies with its attacks, so t h e s e c r e a t u r e s fight best alongside those resistant to
  • 102.
    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.
  • 104.
    F E LL TAINT FELL TAINT PULSAR A F E L L TAINT P U L S A R IS AN A M B U S H H U N T E R that attempts to disable its prey with a q u i c k attack. INSUBSTANTIAL ALIEN PREDATORS from a twisted r e a l m o f m a d n e s s , fell taints kill by generating insan- Level 1 Artillery ity a n d despair in t h e i r v i c t i m s . T h e s e u n n a t u r a l Small aberrant magical beast XP 100 h o r r o r s slip b e t w e e n worlds w h e r e a n d w h e n the Fell Taint Pulsar Initiative +2 Senses Perception +8 b o u n d a r i e s t h i n . T h e i r p r e s e n c e alone o p e n s any gap HP 18; Bloodied 9 a bit wider, allowing m o r e d r e a d f u l entities to pass AC 12; Fortitude 12, Reflex 13, W i l l 14 through. Resist insubstantial; Vulnerable 5 psychic Speed 1,fly6 (hover) © Tendril Caress (standard; at-will) • Psychic FELL TAINT LASHER +4 vs. Reflex; 1d4 + 3 psychic damage. A TWISTING KNOT OF PREDATORY TENTACLES, a fell @ Tendril Pulse (standard; at-will) • Psychic taint lasher seizes its prey to feed on t h e m a d n e s s it Ranged 20; +6 vs. Reflex; 2d4 + 3 psychic damage. •Y Tendril Flurry (standard; recharge (Xj [fj) • Psychic inspires. Ranged 10; targets one, two, or three creatures; +4 vs. Reflex; 2d4 + 1 psychic damage. Fell Taint Lasher Level 1 Soldier Fell Taint Feeding (standard; at-will) • Healing Small aberrant magical beast XP100 Targets a helpless or unconscious creature; the fell taint pulsar Initiative +3 Senses Perception +8 loses insubstantial and itsflyspeed until the end of its next H P 20; Bloodied 10 turn, and it makes a coup de grace against the target. If the AC 15; Fortitude 12, Reflex 12, W i l l 14 pulsar kills the target, it regains all of its hit points. Resist insubstantial; Vulnerable 5 psychic Alignment Unaligned, Languages- Speed 1,fly6 (hover) Skills Stealth +7 © Tendril Caress (standard; at-will) • Psychic Str 11 (+0) Dex 14 (+2) W i s 16 (+3) +5 vs. Reflex; 1d6 + 4 psychic damage. Con 13 (+1) Int 4 (-3) Cha 10 (+0) •)• Tendrils of Stasis (standard; at-will) • Psychic +5 vs. Will; 1d4 + 4 psychic damage, and the target is immobilized until the end of the fell taint lasher's next turn. FELL TAINT P U L S A R TACTICS Fell Taint Feeding (standard; at-will) • Healing Fell taint pulsars start c o m b a t with tendril flurry, from Targets a helpless or unconscious creature; the fell taint lasher hiding i f possible. A f t e r w a r d , they prefer to use tendril loses insubstantial and itsflyspeed until the end of its next pulse until tendril/lurry r e c h a r g e s . turn, and it makes a coup de grace against the target. If the lasher kills the target, it regains all of its hit points. Flowing Tendrils (free, when the fell taint lasher makes an FELL TAINT THOUGHT EATER opportunity attack; at-will) T H E FELL TAINT THOUGHT E A T E R D O E S N T HESITATE to The lasher shifts 1 square. t a k e on a group o f foes, using its ability to disorient its Alignment Unaligned Languages - opponents to target its next m e a l . Str 11 (+0) Dex 12 (+1) W i s 16 (+3) Con 13 (+1) Int 4 (-3) Cha 10 (+0) Fell Taint Thought Eater Level 2 Controller Small aberrant magical beast XP 12S F E L L TAINT LASHER TACTICS Initiative +2 Senses Perception +6 A fell taint l a s h e r quickly closes a n d focuses on one HP 26; Bloodied 13 v i c t i m . It b e g i n s with tendrils of stasis, hoping to use AC 14; Fortitude 13, Reflex 13, W i l l 15 its mind-ravaging tendrils on a target that h a s b e e n Resist insubstantial; Vulnerable 5 psychic i m m o b i l i z e d . It uses/lowing tendrils to gain a n d m a i n - Speed 1, fly 6 (hover) © Tendril Caress (standard; at-will) • Psychic tain flanking. +6 vs. Reflex; 1d6 + 5 psychic damage. •Y Spirit Haze (standard; at-will) • Psychic Ranged 10; +6 vs. Will; 1 d4 + 5 psychic damage, and the target is dazed until the end of the fell taint thought eater's next turn. Thought Fog (standard; recharge (X](H]) • Psychic, Charm Close blast 5; targets enemies; +5 vs. Will; the target is slowed (save ends). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Fell Taint Feeding (standard; at-will) • Healing Targets a helpless or unconscious creature; the fell taint thought eater loses insubstantial and its fly speed until the end of its next turn, and it makes a coup de grace against the target. If the thought eater kills the target, it regains all of its hit points. Alignment Unaligned Languages - Str 11 (+1) Dex 12 (+2) W i s 10 (+1) Con 13 (+2) I nt 5 (-1) Cha 16 (+4)
  • 105.
    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. ______
  • 106.
    Fey-Knight Vestige Level 1 6 Lurker FEY LINGERER Medium fey humanoid (undead) XP 1,400 or 0 if encountered after lingerer knight Initiative +19 Senses Perception +11; darkvision T H E PASSIONS A N D OBSESSIONS o f some strong-willed Spiraling Despair aura 3; each enemy within the aura takes a -2 eladrin c a n drive t h e m even after death. W h e n their penalty to damage rolls and saving throws. physical forms are ruined, their spirits lash out at HP 75; Bloodied 37 their slayers. AC 30; Fortitude 30, Reflex 32, W i l l 29 Resist 15 necrotic, insubstantial; Vulnerable 10 radiant Speed 6, fly 6 (hover), phasing LINGERER KNIGHT © Ghostsword (standard; at-will) • Necrotic A LINGERER KNIGHT FIGHTS with dangerous despera- +19 vs. Fortitude; 1d8 + 5 necrotic damage, and the target grants combat advantage to the fey-knight vestige (save ends). tion, seeking to accomplish a task undone in life. Combat Advantage • Necrotic The fey-knight vestige deals 2d8 extra necrotic damage to any Lingerer Knight Level 1 6 Elite Soldier target granting combat advantage to it. Medium fey humanoid (undead) XP 2,800 Desperate Dash (move; recharge (xj 52) Initiative +17 Senses Perception +11; darkvision The fey-knight vestige shifts 6 squares. Spiraling Despair aura 3; each enemy within the aura takes a -2 Fey Step (move; encounter) • Teleportation penalty to damage rolls and saving throws. HP 152; Bloodied 76; see also spiritual despondence and vestige Alignment Evil Languages Common, Elven transformation Skills Stealth +20 AC 32; Fortitude 30, Reflex 32, W i l l 29 Str 21 (+13) Dex 25 (+15) W i s 17 (+11) Resist 10 necrotic; Vulnerable 5 radiant Con 16 (+11) Int 17 (+11) Cha 19 (+12) Saving Throws +2 (+5 against charm effects) Speed 6 Action Points 1 LINGERER FELL INCANTER © Longsword (standard; at-will) • Necrotic S U R R O U N D E D B Y A M I A S M A OF DESPAIR, a l i n g e r e r fell +23 vs. AC; 1d8 + 5 necrotic damage, and ongoing 5 necrotic i n c a n t e r c h a n n e l s its h a t r e d t h r o u g h its m a g i c . damage (save ends). 4 Double Attack (standard; at-will) The lingerer knight makes two longsword attacks. Lingerer Fell Incanter Level 1 8 Elite Artillery Medium fey humanoid (undead) XP 4,000 <C Desperate Challenge (standard; encounter) • Necrotic Ranged 10; the target is marked until the end of the encounter Initiative +14 Senses Perception +15; darkvision or until the lingerer knight transforms into a fey-knight vestige. Spiraling Despair aura 3; each enemy within the aura takes a -2 While marked, the target takes 8 necrotic damage whenever it penalty to damage rolls and saving throws. makes an attack that does not include the knight. HP 130; Bloodied 65; see also vestige transformation '<T Spirit-Sword Circle (standard; recharge |x]51) • Necrotic AC 30; Fortitude 30, Reflex 31, W i l l 31 Close burst 1; +21 vs. Reflex; 2d8 + 7 necrotic damage, and Resist 10 necrotic; Vulnerable 5 radiant ongoing 5 necrotic damage (save ends). Saving Throws +2 (+5 against charm effects) • > Spiritual Despondence (when first bloodied) • Necrotic < Speed 6 Close burst 3; targets enemies; no attack roll; 2d6 + 4 necrotic Action Points 1 damage. © Quarterstaff (standard; at-will) • Necrotic Fey Step (move; encounter) • Teleportation +25 vs. AC; 1d8 + 5 necrotic damage, and ongoing 5 necrotic The lingerer knight teleports 5 squares. damage (save ends). The lingerer fell incanter also pushes the Vestige Transformation (when the lingerer knight drops to 0 hit target 1 square. points) •Y Soul Bolt (standard; at-will) • Necrotic The knight becomes a fey-knight vestige. All effects and Ranged 10; +23 vs. Fortitude; 2d8 + 6 necrotic damage, and the conditions on the knight end. The vestige acts on the knight's target is immobilized (save ends). initiative count. •f Double Attack (standard; at-will) Alignment Evil Languages Common, Elven The lingerer fell incanter makes two soul bolt attacks. Str 21 (+13) Dex25(+15) Wis17(+11) • * Soul Blast (standard; usable only while bloodied; recharge X < Con 16 (+11) Int 17 (+11) Cha 19 (+12) !i!j) • Necrotic Equipment scale armor, longsword Close blast 3; +21 vs. Fortitude; 2d8 + 8 necrotic damage, and the target is weakened until the end of the lingerer fell incanter's next turn. FEY-KNIGHT VESTIGE Fey Step (move; encounter) • Teleportation A FEY-KNIGHT VESTIGE ENTERS A FRENZY OF RAGE, Stab- The lingerer fell incanter teleports 5 squares. Vestige Transformation (when the lingerer fell incanter drops to b i n g w i t h its g h o s t l y s w o r d t o i n f l i c t t e r r i b l e w o u n d s . 0 hit points) The fell incanter becomes a fey-incanter vestige. All effects and conditions on the fell incanter end. The vestige acts on the fell incanter's initiative count. Alignment Evil Languages Common, Elven Str 13 (+10) Dex 21 (+14) W i s 22 (+15) Con 16 (+12) Int 23 (+15) Cha20(+14) Equipment quarterstaff
  • 107.
    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
  • 108.
    F1RBOLG FIRBOLG HUNTER T H E FIRBOLG H U N T E R S P E C I A L I Z E S in stalking prey, leaping from hiding to attack after sturdier allies h a r L A R G E , F I E R C E HUMANOIDS OF T H E F E Y W I L D , firbolgs engaged t h e enemy. live for t h e h u n t . T h e y value i n d e p e n d e n c e , courage, and t h e m i d d l e g r o u n d b e t w e e n good a n d evil. T h e y Firbolg Hunter Level 12 Skirmisher a r e agents o f destiny, death, and the unforgiving wild. Large fey humanoid XP 70 Initiative +14 Senses Perception +16; low-light vision FlRBOLG HOUNDER H P 123; Bloodied 61 Regeneration 5 A FlRBOLG HOUNDER OPENLY ATTACKS P R E Y to distract it AC 26; Fortitude 22, Reflex 25, W i l l 24 from the threat posed by the rest o f its hunting b a n d . Vulnerable necrotic (if the firbolg hunter takes necrotic damage. its regeneration does not function on its next turn) Firbolg Hounder Level 11 Soldier Saving Throws +2 against charm effects, immobilized, restrained Large fey humanoid XP 600 and slowed Initiative +11 Senses Perception +9; low-light vision Speed 8 HP 113; Bloodied 56 © Spear (standard; at-will) • Weapon Regeneration 5 Reach 2; +17 vs. AC; 1d10 + 6 damage. AC 28; Fortitude 24, Reflex 23, W i l l 23 @ Javelin (standard; at-will) • Weapon Vulnerable necrotic (if the firbolg hounder takes necrotic damage, Ranged 10/20; +18 vs. AC; 1 d8 + 7 damage. its regeneration does not function on its next turn) •/Y Crippling Strike (standard; recharges when first bloodied) f- Saving Throws +2 against charm effects, immobilized, restrained, The firbolg hunter makes a spear attack or a javelin attack. and slowed On a hit, the attack deals 2d6 extra damage, and the target is Speed 8 immobilized (save ends). Aftereffect: The target is slowed (save © Battleaxe (standard; at-will) • Weapon ends). Reach 2; +18 vs. AC; 1d12 + 7 damage. ^Pf Mobile Attack (standard; at-will) • Drive Prey (standard; recharges when first bloodied) • Fear, 1 The firbolg hunter moves 8 squares and makes a spear attack Weapon or a javelin attack at any point during the move. The hunter Reach 2; +17 vs. Fortitude; 2d8 + 7 damage, and the firbolg doesn't provoke opportunity attacks when moving away from hounder slides the target 2 squares. The hounder makes a its target or when making the ranged attack. secondary attack. Secondary Attack: +15 vs. Will; the target • Moonfire (minor 1/round; recharge [::] [ X Ijjl) Y must move or shift away from the hounder with its first action Ranged 10; +16 vs. Will; until the end of the firbolg hunter's on its next turn or be dazed until the end of that turn. next turn, the hunter's attacks against the target deal 1d6 { Hounding Strike (standard; at-will) • Weapon extra damage, and the target cannot benefit from invisibility or Reach 2; +18 vs. AC; 1d12 + 7 damage, and the firbolg hounder concealment. slides the target 2 squares. Hunter's Leap • Handaxe (standard; at-will) • Weapon Y A firbolg hunter doesn't provoke opportunity attacks while Ranged 5/10; +17 vs. AC; 1d8 + 5 damage, and the target is jumping. knocked prone. Alignment Unaligned Languages Common, Elven ^Y Moonfire (minor 1/round; recharge X X : i ) Skills Athletics +15, Intimidate +12, Nature +16, Stealth+17 Ranged 10; +16 vs. Will; until the end of the firbolg hounder's Str 18 (+10) Dex 22 (+12) Wis20(+11) next turn, the target is marked and cannot benefit from Con 19 (+10) Int 12 (+7) Cha 13 (+7) invisibility or concealment. Equipment leather armor, spear, 3 javelins Hunter's Leap A firbolg hounder doesn't provoke opportunity attacks while FIRBOLG HUNTER TACTICS jumping. T h e firbolg h u n t e r uses moonfire to e n h a n c e t h e effec- Alignment Unaligned Languages Common, Elven Skills Athletics +15, Intimidate +11, Nature +14, Stealth +14 tiveness o f its crippling strike attack. It uses hunters Str 21 (+10) Dex 18 (+9) W i s 18 (+9) leap to e s c a p e its e n e m i e s a n d m a n e u v e r for combat Con 17 (+8) Int 11 (+5) Cha 12 (+6) advantage. Equipment scale armor, light shield, battleaxe, 3 handaxes FIRBOLG HOUNDER TACTICS O p e n i n g with moonfire, t h e firbolg uses drive prey to m a n e u v e r a foe into danger. It pursues t h e enemy, using hunter's leap i f necessary. T h e h o u n d e r t h e n keeps t h e battle moving a n d its allies in advantageous position using hounding strike. It t h r o w s a h a n d a x e only to bring down elusive prey. I f severely w o u n d e d , t h e firbolg h o u n d e r might use drive prey to disengage and f l e e .
  • 109.
    FIRBOLG MOON SEER FIRBOLG BLOODBEAR A HEN BATTLE is JOINED, t h e firbolg m o o n seer calls W I T H T H E ABILITY TO TRANSFORM into t h e shape o f c down darkest fate on t h e enemy. a f e a r s o m e b e a s t , t h e firbolg b l o o d b e a r is a reckless cc a n d savage opponent. Firbolg Moon Seer Level 1 4 Controller 1 -arge fey humanoid XP 1,000 Firbolg Bloodbear Level 1 5 Elite Brute — itiative +11 Senses Perception +18; low-light vision Large fey humanoid XP 2,400 -P 141; Bloodied 70 Initiative +12 Senses Perception +18; low-light vision Regeneration 5 HP 240; Bloodied 120; see also bloodbear/orm KZ 28; Fortitude 26, Reflex 24, W i l l 27 Regeneration 5 (10 while in bloodbear form) > jlnerable necrotic (if the firbolg moon seer takes necrotic AC 27; Fortitude 28, Reflex 25, W i l l 28 damage, its regeneration does not function on its next turn) Vulnerable necrotic (if the firbolg bloodbear takes necrotic Saving Throws +2 against charm effects, immobilized, restrained, damage, its regeneration does not function on its next turn and slowed Saving Throws +2 (+4 against charm effects, immobilized, Soeed 8 restrained, and slowed) : Moon Mace (standard; at-will) 4 Radiant, Weapon Speed 8 Reach 2; +18 vs. Reflex; 1d10 + 7 radiant damage, and the Action Points 1 target is blinded until the start of its next turn. © Slam (standard; at-will) * Ban of the Raven (standard; encounter) 4 Necrotic, Radiant Reach 2; +18 vs. AC; 2d8 + 9 damage. Ranged 10; +18 vs. Fortitude; 3d8 + 6 necrotic damage, attack © Claw (standard; usable only while in bloodbear form; at-will) rolls against the target can score critical hits on rolls of 18-20, Reach 2; +18 vs. AC; 2d12 + 9 damage. and the target takes 10 extra necrotic damage from a critical hit 4 Double Attack (standard; at-will) save ends both). Aftereffect: Attack rolls against the target can The firbolg bloodbear makes two melee basic attacks. If the score critical hits on rolls of 19-20 (save ends). bloodbear hits with both attacks, it makes a secondary attack Moonfire (minor 1/round; recharge TTjiXjij) against the target. Secondary Attack: +17 vs. Fortitude; the Ranged 10; +18 vs. Will; until the end of the firbolg moon seer's target is grabbed. next turn, the target grants combat advantage to the moon seer 4 Bloodbear Maul (standard; recharges when bloodied) and cannot benefit from invisibility or concealment. Reach 2; targets a creature grabbed by the firbolg bloodbear; — Moonstrike (standard; recharge JH][n]) 4 Charm, Psychic no attack roll; 4d10 + 9 damage, and if the bloodbear is in Close burst S; targets one enemy affected by moonjire; +18 vs. bloodbear form, it makes a bite attack against the target as a Will; 2d8 + 6 psychic damage, and the target is dominated until free action. the end of the firbolg moon seer's next turn. 4 Bite (standard; usable only while in bloodbear form; at-will) — Spirit Hounds (standard; recharges when first bloodied) +18 vs. AC; 3d12 + 9 damage, and if the target is granting Close blast 5; targets enemies; +17 vs. Reflex; 2d6 + 6 damage, combat advantage to the firbolg bloodbear, the target takes and the target is slowed and cannot teleport (save ends both). ongoing 10 damage (save ends). Alignment Unaligned Languages Common, Elven *Y Moonfire (minor; recharge __ |XJ __) Skills Arcana +14, Athletics +15, Nature +18, Religion +14 Ranged 10; +15 vs. Will; until the end of the firbolg bloodbear's Str 17 (+10) Dex 18 (+11) W i s 23 (+13) next turn, the target cannot benefit from invisibility or Con 21 (+12) Int 14 (+9) Cha 15 (+9) concealment. Equipment leather armor, mace, moon mask Bloodbear Form (when first bloodied; encounter) 4 Healing, Polymorph The firbolg bloodbear takes the form of a humanoid-bear FIRBOLG MOON SEER TACTICS hybrid. It regains all of its hit points, gains regeneration 10, and W h e n battle is j o i n e d , the firbolg m o o n seer targets gains bite and claw attacks. When the bloodbear is bloodied a :ne foe with moonfire, t h e n m a k e s that e n e m y m o r e second time, it reverts to its normal form until the end of the vulnerable with ban of the raven. T h e m e m b e r s o f encounter. :he firbolg hunt focus m e l e e attacks on opponents Alignment Unaligned Languages Common, Elven ."rected by ban of the raven. T h e moon seer targets Skills Athletics +19, Intimidate +13, Nature +18 Str 24 (+14) Dex 20 (+12) W i s 22 (+13) :he largest n u m b e r o f e n e m i e s possible with a spirit Con 20 (+12) Int 12 (+8) Cha 13 (+8) -sands attack. It uses moonstrike late in battle—often Equipment hide armor, bear helmet no force t h e target to provide cover for t h e m o o n seer's escape. FIRBOLG BLOODBEAR TACTICS Diving into t h e middle o f c o m b a t , t h e firbolg blood- b e a r c o n c e n t r a t e s on one foe, attempting to grab that e n e m y for a bloodbear maul in t h e n e x t r o u n d . T h e firbolg is reckless until it c a n t r a n s f o r m into its blood- b e a r form. T h e n it acts like a b e r s e r k dire bear—only stronger a n d tougher—doing its best to use bloodbear maul again before it is forced out o f b l o o d b e a r form.
  • 110.
    FIRBOLG GHOSTRAVEN FIRBOLG MASTER FROM ON HIGH, this firbolg s h a p e c h a n g e r glides into OF THE WILD HUNT battle in its terrifying s p e c t r a l form. T H E FIRBOLG M A S T E R OF T H E W I L D H U N T pursues one foe relentlessly across t h e field o f battle. Firbolg Ghostraven Level 1 6 Elite Lurker Large fey humanoid XP 2,800 Firbolg Master of the Level 2 2 Elite Skirmisher Initiative +18 Senses Perception +18; low-light vision HP 238; Bloodied 119 Wild Hunt Regeneration S Large fey humanoid XP 8,300 AC 30; Fortitude 28, Reflex 29, W i l l 28 Initiative +22 Senses Perception +24; low-light vision Vulnerable necrotic (if the firbolg ghostraven takes necrotic HP 404; Bloodied 202 damage, its regeneration does not function on its next turn) Regeneration 10 Saving Throws +2 (+4 against charm effects, immobilized, AC 36; Fortitude 33, Reflex 35, W i l l 34 restrained, and slowed) Vulnerable necrotic (if the firbolg master of the Wild Hunt takes Speed 8 necrotic damage, its regeneration does not function on its next Action Points 1 turn) © Heavy W a r Pick (standard; at-will) • Weapon Saving Throws +2 (+4 against charm effects, immobilized, Reach 2; +21 vs. AC; 1d12 + 7 damage (crit 2d12 + 19). restrained, and slowed) • Double Attack (standard; at-will) 1 Speed 8,fly8 (clumsy) The firbolg ghostraven makes two heavy war pick attacks. If the Action Points 1 ghostraven hits two targets with the attacks, one of the targets © Spear of the Hunt (standard; at-will) • Weapon of the ghostraven's choice is blinded (save ends). Reach 2; +27 vs. AC; 2d10 + 7 damage. • Moonfire (minor 1/round; recharge [: :j _] |: :j) Y © Spear the Prey (standard; at-will) • Weapon Ranged 10; +19 vs. Will; until the end of the firbolg ghostraven's Ranged 10/20; +27 vs. AC; 2d10 + 7 damage. Effect: The firbolg next turn, the target cannot benefit from invisibility or master of the Wild Hunt's spear returns after the master makes concealment. the attack. Ghostraven Form (minor; at-will) • Polymorph •)• Double Attack (standard; at-will) Until the firbolg ghostraven attacks, it gains insubstantial and The firbolg master of the Wild Hunt makes two spear of the hunt phasing and gains a fly (clumsy) speed equal to its walk speed. attacks. While in dim light or darkness, it has concealment while in this l -Y Mortal Strike (standard; recharges when first bloodied) form. The firbolg master of the Wild Hunt makes a spear of the hunt Ghostraven Strike attack or a spear the prey attack against a bloodied enemy. On When the firbolg ghostraven hits a target that couldn't see the a hit, the attack becomes a critical hit and deals 6d6 extra ghostraven at the start of the ghostraven's turn, the attack deals damage. If the attack reduces the target to 0 hit points or fewer 2d8 extra damage. the master gains 1 action point. Hunter's Flight 4? Moonfire (minor 1/round; at-will) A firbolg ghostraven doesn't provoke opportunity attacks while Ranged 10; +25 vs. Will; until the end of the firbolg master of jumping or when moving at half speed while flying. the Wild Hunt's next turn, the target is marked, grants combat Alignment Unaligned Languages Common, Elven advantage to the master, and cannot benefit from invisibility or Skills Athletics +18, Nature +18, Stealth +19 concealment. Str 20 (+13) Dex 23 (+14) W i s 21 (+13) Moonhunter Con 17 (+11) Int 13 (+9) Cha 15 (+10) A firbolg master of the Wild Hunt's attacks deal 2d6 extra Equipment leather armor, raven helmet, heavy war pick damage to a creature affected by moon/Ire. Alignment Unaligned Languages Common, Elven Skills Acrobatics +25, Athletics +23, Nature +24, Stealth +25 FIRBOLG GHOSTRAVEN TACTICS Str 24 (+18) Dex 28 (+20) W i s 26 (+19) T h e ghostraven employs double attack against two Con 18 (+15) Int 15 (+13) Cha 18 (+15) foes, hoping to blind o n e . It a i m s at least o n e attack Equipment light shield, stag helmet, longspear per r o u n d at a b l i n d e d target in order to t a k e advan- tage o f ghostraven strike. Failing that, it uses ghostraven FIRBOLG MASTER OE THE form to retreat into hiding to p r e p a r e a n o t h e r stealthy attack. W I L D HUNT TACTICS A firbolg m a s t e r o f t h e W i l d H u n t places moonfire upon a foe quickly so that it loses no c h a n c e to take advantage o f moonhunter. It then d i r e c t s all efforts toward bloodying that foe in order to c r e a t e t h e opportunity for a mortal strike. A firbolg m a s t e r o f the W i l d H u n t c a n fly, a n d it does so mostly to avoid dan- gerous t e r r a i n a n d h a z a r d s .
  • 111.
    (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.
  • 112.
    •i'c Darksoul Mist(standard; recharge (fT| _} fJJ) • Zone FOMORIAN Area burst 2 within 10; +20 vs. Fortitude; 2d8 + 7 necrotic damage, and the target is slowed (save ends). Effect: The burst creates a zone of darkness that lasts until the end of W H E N T H E F E Y W I L D W A S YOUNG, it m i r r o r e d m a n y the encounter. The zone blocks line of sight for any creature a s p e c t s o f t h e world, b o t h foul a n d b e n i g n . Fomori- without darkvision. a n s arose as dark r e f l e c t i o n s o f t h e massive titans. To Alignment Evil Languages Elven this day, t h e s e twisted giants c o n t i n u e to i n h a b i t t h e Str 13 (+9) Dex 17 (+11) W i s 15 (+10) U n d e r d a r k o f t h e Feywild. T h e i r beautiful c a v e r n s Con 20 (+13) Int 16 (+11) Cha 24 (+15) h o u s e n u m e r o u s eladrin slaves, cyclops followers, a n d o t h e r fey that have b e e n t u r n e d to evil ways. FOMORIAN GHOST SHAMAN TACTICS FOMORIAN GHOST SHAMAN A f o m o r i a n ghost s h a m a n lurks j u s t b e h i n d t h e front- G E N E R A T I N G A MIST OF DARKNESS, t h e f o m o r i a n ghost line warriors, using its evil eye on its foes a n d t h e n s h a m a n m a n i p u l a t e s its foes like puppets. d o m i n a t i n g t h e m with spirits of possession. Fomorian Ghost Shaman Level 1 6 Elite Controller FOMORIAN CACKLER Huge fey humanoid (giant) XP 2,800 A FOMORIAN CACKLER IS A SLY ASSASSIN that finds evil Initiative +11 Senses Perception +10; darkvision, glee in sinking its daggers into an enemy's h e a r t . truesight 6 Aura of Eyes aura 3; each enemy within the aura takes a -3 penalty to attack rolls against the fomorian ghost shaman and Fomorian Cackler Level 17 Elite Lurker cannot shift or charge. Huge fey humanoid (giant) XP 3,200 HP 312; Bloodied 156 Initiative +17 Senses Perception +17; truesight 6 AC 30; Fortitude 28, Reflex 26, W i l l 30 Cackling Depravity aura 1; each enemy within the aura takes a -2 Saving Throws +2 penalty to Will. Speed 8 HP 262; Bloodied 131 Action Points 1 AC 31; Fortitude 30, Reflex 28, W i l l 27 © Death's Touch (standard; at-will) Saving Throws +2 Reach 3; +20 vs. Fortitude; 4d4 + 5 necrotic damage, and the Speed 8 target is slowed (save ends). Action Points 1 Evil Eye (minor 1/round; at-will) © Disembowel (standard; at-will) • Weapon Ranged 5; +20 vs. Reflex; the target gains ongoing 10 necrotic Reach 3; +22 vs. AC; 2d8 + 7 damage. damage (save ends). •Y Evil Eye (minor; at-will) < * Spirits of Possession (standard; at-will) • Charm c Ranged 5; +20 vs. Will; the target treats the fomorian cackler as Close blast 3; targets creatures that have ongoing necrotic invisible (save ends). damage; +20 vs. Will; the target is dominated (save ends).
  • 113.
    ' Heartseeking Daggers(standard; at-will) • Weapon Fomorian Totemist Level 1 8 Elite Skirmisher Ranged 10; targets one or two creatures; +22 vs. AC; 2d8 + 7 Huge fey humanoid (giant, undead) XP 4,000 damage. Effect: The daggers return to the fomorian cackler after Initiative +17 Senses Perception +14; truesight 6 it makes the attack. HP 352; Bloodied 176 AC 32; Fortitude 31, Reflex 29, W i l l 29 A fomorian cackler's attacks deal 4d6 extra damage against a Saving Throws +2 creature that cannot see the cackler. Speed 8 5 ze Alteration (minor; at-will) Action Points 1 The fomorian cackler changes its size to Medium and the © Chain of Skulls (standard; at-will) • Weapon cackler's reach for disembowel becomes 1. The cackler can Reach 4; +23 vs. AC; 2d8 + 3 damage, and ongoing 5 necrotic use a minor action to return to its normal size and regain its damage (save ends). normal reach. + Voodoo (minor 1/round; at-will) JlHHHI Alignment Evil Languages Elven Reach 4; +21 vs. Will; 2d6 psychic damage, and the fomorian Skills Bluff+14, Stealth +18 totemist chooses one of the following three effects. Str 24 (+1S) Dex 21 (+13) W i s 19 (+12) Glorious Head: The target is blinded (save ends). Con 23 (+14) Int I S (+10) Cha 13 (+9) Wasting Head: The target is weakened (save ends). Equipment 2 daggers Bewildering Head: The target must make a melee basic attack against an ally adjacent to it. Effect: The totemist shifts 1 square after the attack. FOMORIAN CACKLER TACTICS Evil Eye (minor; at-will) A fomorian c a c k l e r prefers to a m b u s h e n e m i e s f r o m Ranged 5; +21 vs. Will; 10 necrotic damage, and the target places w h e r e a f o m o r i a n could not n o r m a l l y fit. It takes a -2 penalty to saving throws until the end of the fomorian uses evil eye to r e n d e r i t s e l f invisible to one or two totemist's next turn. targets, t h e n c o n c e n t r a t e s its attacks on t h o s e foes to Fresh Rage take advantage o f invisible mania. A fomorian totemist's first successful attack during its turn deals 5 extra damage. . Alignment Evil Languages Elven FOMORIAN FOTEMIST Str 27 (+17) Dex 22 (+15) W i s 21 (+14) FESTOONED W I T H A C H A I N OF S E V E R E D H E A D S , a fomo- Con24(+16) Int 15 (+11) Cha 23 (+15) Equipment chain strung with skulls rian totemist wields evil m a g i c on t h e battlefield. (Left to right)fomorian butcher and cackler
  • 114.
    FOMORIAN TOTEMIST TACTICS Af o m o r i a n totemist never stays still. It uses evil eye on t h e most c a p a b l e foes, to prevent t h e m from saving against its voodoo a t t a c k s . I f any fey are a m o n g its opponents, it focuses its attacks on t h e m . FOMORIAN BLINDER T H E FOMORIAN BLINDER USES T H E P O W E R o f its evil eve to debilitate its foes. Fomorian Blinder Level 2 0 Elite Artillery Huge fey humanoid (giant) XP 5,600 Initiative +11 Senses Perception +18; truesight 6 HP 296; Bloodied 148 AC 32; Fortitude 31, Reflex 33, W i l l 31 Saving Throws +2 Speed 8 Action Points 1 © Quarterstaff (standard; at-will) • Weapon Reach 3;+27 vs. AC; 1d12 + 10 damage. • Evil Eye (minor; at-will) Y Ranged 10; +25 vs. Fortitude; the target is affected by the fomorian's evil eye (save ends). While the target is affected by evil eye, whenever the fomorian blinder's attack damages a creature other than the target, the target takes an equal amoun: of damage. The effect ends if the blinder uses evil eye against a different target. • Acid Eye (standard; at-will) • Acid, Necrotic Y Ranged 10; targets one or two creatures; +25 vs. Reflex; 2d8 + 9 acid and necrotic damage, and the target cannot use encounter or daily attack powers until the end of the target's next turn. - i Shower of Ichor (minor; encounter) • Acid, Necrotic $> Area burst 2 within 10; +23 vs. Reflex; 2d8 + 9 acid and necrotic damage, and ongoing 10 acid and necrotic damage (save ends). Alignment Evil Languages Elven Str 23 (+16) Dex 12 (+11) W i s 16 (+13) Con 22 (+16) Int 26 (+18) Cha 23 (+16) Equipment quarterstaff FOMORIAN BLINDER TACTICS A f o m o r i a n b l i n d e r uses evil eye against foes it t h i n k s a r e most likely to attack it, especially spellcasters. It uses acid eye every r o u n d , spending an action point to c a t c h bloodied foes w i t h i n shower of ichor. FOMORIAN BUTCHER B R U T A L A N D RELENTLESS, a f o m o r i a n b u t c h e r fixates on one opponent, trying to h a c k t h e c r e a t u r e to death with its falchion.
  • 115.
    Fomorian Butcher Level 2 2 E l i t e B r u t e victims years before coming to claim their heads, Huge fey humanoid (giant) XP 8,300 patiently waiting for their chosen targets to " m a t u r e " Initiative +15 Senses Perception +16; truesight 6 and adopt the appearance they c a n see with their H P 514; Bloodied 257 prescient evil eyes. AC 34; Fortitude 36, Reflex 32, W i l l 33 Cacklers laugh like m a d fools almost constantly, Saving Throws +2 Speed 8 but a cackler's m a n i c air belies its fiendish m i n d . Action Points 1 Cacklers are silent only w h e n they seek to be hidden, © Falchion (standard; at-will) 4 Weapon and they have extraordinary stealth for their mas Reach 3; +25 vs. AC; 4d4 + 14(crit 12d4 + 24) damage. sive height and weight. Due to their ability to change 'Y Evil Eye (minor; at-will) size, cacklers sometimes adopt magic disguises to Ranged 5; +23 vs. Will; the target is restrained (save ends). travel a m o n g lesser creatures. W h e n they adopt the The effect ends if the fomorian butcher uses evil eye against a disguise o f another creature, they easily take on its different target. Fomorian Brutality m a n n e r i s m s . T h e i r madness allows them to assume When the fomorian butcher scores a critical hit against a target these other personalities with ease. However, such affected by its evil eye, it makes a falchion attack against the personalities r e m a i n with the cackler and sometimes same target as a free action. emerge unbidden at later times. Fomorian Butchery Foul formorian blinders take the eyes o f other A fomorian butcher's falchion attack deals 2d12 + 11 extra creatures and use t h e m to attack foes. They delight in damage against a creature that the butcher has hit since the carrying these tiny trophies o f their victims. Blinders start of the butcher's last turn. Alignment Evil Languages Elven know the most about fomorians and their culture, Str 27 (+20) Dex 19 (+15) W i s 10 (+11) acting as the sages and scholars o f their race. It's said Con 27 (+20) Int 11 (+11) Cha20(+16) that i f any possess the secret to a defense against the Equipment hide armor, falchion evil eye, a blinder surely knows it. A r c a n a D C 2 7 : Fomorian butchers are the most FOMORIAN BUTCHER TACTICS sadistic among fomorians and have b e e n known to A fomorian butcher charges the most physically cut slaves in h a l f simply for the j o y o f it. T h e i r simple- dangerous-looking foe, hewing wildly with its massive m i n d e d pleasure in slaughter m a k e s t h e m frequent falchion. It then uses its evil eye to prevent the enemy targets for recruitment and manipulation by other from escaping. It spends an action point to make creatures. Fomorian butchers often work with devils, another falchion attack when that opponent b e c o m e s greedily trading their souls and some mysterious bloodied. It concentrates on one foe, trying to do as afterlife for the power they desire in the Feywild and much damage as possible with/omortan butchery. beyond. FOMORIAN LORE ENCOUNTER GROUPS A r c a n a D C 1 4 : F o m o r i a n s have a peculiar obses- T h e fomorians work with other sinister forces o f the sion with the other denizens o f the Feywild. They Feywild, and with the drow. loathe t h e m passionately, but desire their subjugation, not their destruction. In their minds, the ideal Fey- Level 1 5 Encounter ( X P 6 , 6 0 0 ) wild is one in w h i c h each fomorian lives as royalty, • 1 drow a r a c h n o m a n c e r (level 13 artillery, MM 9 4 ) ruling over all other creatures. For this reason, they • 1 drow blademaster (level 1 3 elite skirmisher, wage an eternal war with the eladrin and other fey, MM 9 4 ) forever seeking to achieve this impossible goal. • 1 fomorian ghost s h a m a n (level 1 6 elite controller) A r c a n a D C 2 2 : Ghost s h a m a n s enslave the spirits 4- 8 Lolthbound goblin slaves (level 1 2 m i n i o n o f those they kill. They use these spirits in combat, skirmisher) but also keep t h e m as sources of a m u s e m e n t , forc- ing t h e m to dance or play out haunting shadow Level 2 1 E n c o u n t e r ( X P 1 6 , 3 0 0 ) plays. T h e s e evil giants m a k e frequent forays into the 4 1 fomorian butcher (level 2 2 elite brute) Shadowfell to discover its secrets. • 1 fomorian cackler (level 17 elite lurker) T h e totemist takes heads from those it slays and • 1 fomorian painbringer (level 1 9 elite controller, adds t h e m to its c h a i n o f heads. O n c e it imbues the MM 1 1 0 ) heads with n e c r o m a n t i c power, its attacks with the chain o f heads c a n have a different result depending Level 2 2 E n c o u n t e r ( X P 2 3 , 2 0 0 ) on which head strikes the foe. Fomorian totemists • 1 fomorian blinder (level 2 0 elite artillery) often prefer a certain type o f head and c a n b e c o m e • 2 fomorian totemists (level 18 elite skirmisher) obsessive about their collections. O n e might favor -4 3 fomorian warriors (level 17 elite soldier, eladrin heads, while another might prefer dwarves MM 1 1 0 ) for their long beards. S o m e totemists select future
  • 116.
    GENASI GENASI ELEMENTAL DERVISH TACTICS T h e genasi e l e m e n t a l dervish adapts to its e n e m i e s ' A PROUD RACE OF HUMANOIDS infused with t h e energy vulnerabilities. It uses promise of storm a n d lightning o f t h e E l e m e n t a l C h a o s , genasi vary in a p p e a r a n c e cut against defenders, a n d it employs earth shock and personality. At h o m e strolling t h r o u g h t h e corri- against strikers or m o b i l e foes. dors o f c h u r n i n g energy o f t h e E l e m e n t a l C h a o s , they also delight in t h e verdant forests o f t h e Feywild a n d t h e quaint cities o f the world. A m o n g t h e genasi are GENASI FIREBLADE hot-blooded fireblades, adventuring skyspies, t a c i t u r n T H E GENASI F I R E B L A D E RUSHES INTO COMBAT, swing- stoneshields, a n d e l e m e n t a l dervishes, w h i c h tap t h e ing its f l a m i n g blade at t h e nearest e n e m i e s . energy o f t h e i r e l e m e n t a l heritage. Genasi Fireblade Level 11 Brute Medium elemental humanoid (fire) XP600 GENASI Initiative +6 Senses Perception +7 ELEMENTAL DERVISH H P 139; B l o o d i e d 69 A C 23; Fortitude 25, Reflex 22, W i l l 21 A GRACEFUL M A S T E R OF T H E DOUBLE SWORD, a genasi Resist 10 fire e l e m e n t a l dervish is equally capable o f r e a c h i n g a foe Speed 6 on land, through water, or in t h e air. © Falchion (standard; at-will) • Fire, W e a p o n +14 vs. AC; 2d4 + 6 damage (crit 4d4 + 14), and ongoing 5 fire damage (save ends). Genasi Elemental Dervish Level 1 8 Elite Skirmisher Medium elemental humanoid (air, earth, fire, water) XP 4,000 4 Fiery Riposte (immediate reaction, when the genasi fireblade is hit by an enemy adjacent to it; at-will) • Fire Initiative +17 Senses Perception +13 Targets the attacker; +13 vs. Reflex; the target takes ongoing 5 H P 344; B l o o d i e d 172 fire damage (save ends). If the target is already taking ongoing A C 32; Fortitude 30, Reflex 32, W i l l 30 fire damage, that damage increases by 5. Resist 10 cold, 10 fire, 10 lightning <? Fan t h e F l a m e s (standard; recharge ____) • Fire S a v i n g T h r o w s +3 Close burst 1; +12 vs. Reflex; the target takes ongoing 5 fire S p e e d 6, fly 6 (hover), swim 6 damage (save ends), and the target takes a -2 penalty to Action Points 1 saving throws against ongoing fire damage until the end of the © D o u b l e S w o r d (standard; at-will) 4- W e a p o n ; V a r i e s encounter. +23 vs. AC; 1d8 + 7 damage, and ongoing 5 damage (save ends) A l i g n m e n t Unaligned Languages Common, Primordial of the type determined by elemental mani/estation. Skills Endurance +18, Intimidate +10 • D o u b l e A t t a c k (standard; at-will) 1 Str 22 (+11) D e x 13 (+6) W i s 15 (+7) The genasi elemental dervish makes two double sword attacks. C o n 19 (+9) Int 17 (+8) C h a 11 (+5) 4 Fiery Riposte (immediate reaction, when the genasi elemental E q u i p m e n t hide armor, falchion dervish is hit by an enemy adjacent to it; at-will) • Fire Targets the triggering enemy; +21 vs. Reflex; the target takes ongoing 10 fire damage (save ends). If the target is already GENASI FIREBLADE TACTICS taking ongoing fire damage, that damage increases by 10. T h e genasi fireblade positions itself a m o n g several •I P r i m o r d i a l S t o r m (standard; recharge [X](sT)) • W e a p o n e n e m i e s a n d uses/an the flames to give e n e m i e s pen- The genasi elemental dervish shifts 6 squares and can move alties to saving throws against fire. It uses fiery riposte through enemies' spaces. During its movement, the dervish makes the following three attacks in order, each against a at e a c h opportunity. I f an e n e m y has r e s i s t a n c e to different target. fire, t h e genasi fireblade seeks other, m o r e suscep- P r o m i s e of S t o r m (Thunder): +21 vs. Fortitude; 1d8 + 5 thunder tible targets. damage, and the target gains vulnerable 5 thunder (save ends). E a r t h S h o c k : +21 vs. Fortitude; 1d8 + 5 damage, and the target is dazed until the end of its next turn. GENASI HYDROMANCER Lightning Cut (Lightning): +21 vs. Reflex; 1d8 + 5 lightning T H E GENASI S H A R E A BOND with t h e e s s e n c e o f damage, and the target gains ongoing 10 lightning damage (save e l e m e n t a l matter. T h e h y d r o m a n c e r l e a r n s to m a n i p - ends). ulate that b o n d , using m a g i c to t r a n s f o r m itself into a Elemental Manifestation being o f p u r e water a n d t h e n b a c k to solid form. At the start of a genasi elemental dervish's turn, it chooses fire, lightning, or thunder damage. The dervish's double sword attack deals that type of damage until the start of its next turn, when it can choose a different damage type. A l i g n m e n t Unaligned Languages Common, Primordial Skills Acrobatics +20, Athletics +21, Endurance +21, Intimidate +16, Nature +20 Str 19 (+13) D e x 24 (+16) W i s 18 (+13) C o n 20 (+14) Int 16 (+12) C h a I S (+11) E q u i p m e n t hide armor, double sword
  • 117.
    Genasi Hydromancer Level 8 Controller 4 Swiftwind Strike (standard; requires combat advantage against Medium elemental humanoid (water) XP350 the target; at-will) < Initiative +7 Senses Perception +5 The genasi skyspy makes two short sword attacks against one ^ HP 91; Bloodied 45 target. AC 22; Fortitude 21, Reflex 20, W i l l 20 <r Manifest Whirlwind (standard; encounter) Speed 6, swim 8 Close burst 2; +10 vs. Reflex; 2d6 + 3 damage, and the target is Saving Throws +2 against ongoing damage pushed 1 square and knocked prone. © Scimitar (standard; at-will) • Weapon Feather-Footed ^13 vs. AC; 2d8 + 4 damage (crit 1d8 + 20). A genasi skyspy has a +2 bonus to AC against opportunity © Wave Bolt (standard; at-will) attacks. Ranged 5; +13 vs. AC; 2d6 + 4 damage, and the genasi Sky Jaunt (minor; recharge _ ] [_ _ ] ) hydromancer slides the target 3 squares. Until the end of its turn, the genasi skyspy gains a fly speed 4 Drowning Touch (standard; recharges when the target saves equal to its speed and can hover. against this attack's ongoing damage or when it drops to 0 hit Alignment Unaligned Languages Common, Primordial points or fewer) +12 vs. Fortitude; the target is dazed and takes ongoing 10 damage (save ends both). Whirling Vortex (standard; recharge : i) Close burst 2; targets enemies; +12 vs. Reflex; 2d8 + 6 damage, Skills Acrobatics +12, Endurance +7, Nature +6, Stealth +12 Str 17 (+6) Con 14 (+5) Dex 18 (+7) Int 13 (+4) Equipment leather armor, 2 short swords W i s 12 (+4) Cha 11 (+3) I and the genasi hydromancer slides the target 3 squares. Liquid Body (immediate interrupt, when hit by an enemy's attack; GENASI SKYSPY TACTICS recharges when first bloodied) T h e genasi skyspy engages targets a n d t h e n retreats The genasi hydromancer takes half damage from the triggering before b e c o m i n g m i r e d in c o m b a t . It capitalizes on attack. c o m b a t advantage by moving in a n d striking t w i c e Swift Current (move; encounter) with its short swords before shifting away. A skyspy The genasi hydromancer shifts 6 squares. During its movement, that b e c o m e s l o c k e d in c o m b a t uses manifest whirl- the hydromancer can move through enemy-ocupied spaces, wind to k n o c k e n e m i e s b a c k , c r e a t i n g opportunities move across liquid, and ignore difficult terrain and hazardous for e s c a p e . terrain effects. Alignment Unaligned Languages Common, Primordial Skills Acrobatics +12, Arcana +10, Stealth +12 GENASI STONESHIELD Str 14 (+6) Dex 16 (+7) W i s 13 (+5) IMMOVABLE DEFENDER OF ITS A L L I E S , t h e genasi Con 19 (+8) Int 13 (+5) Cha 17 (+7) stoneshield strides a m o n g its e n e m i e s , dealing blows Equipment robes, scimitar with its heavy w a r pick. GENASI HYDROMANCER TACTICS Genasi Stoneshield Level 1 0 Soldier G e n a s i hydrotnancers rely on swift current a n d liquid Medium elemental humanoid (earth) XP500 body to allow t h e m to dart into t h e middle o f a group Initiative +8 Senses Perception +6 o f e n e m i e s before u n l e a s h i n g whirling vortex to scat- HP 106; Bloodied 53 ter foes. T h e h y d r o m a n c e r saves drowning touch for its AC 26; Fortitude 24, Reflex 21, W i l l 20 deadliest foe, c h a n n e l i n g water into t h e target's lungs Saving Throws +1 to slay h i m or her. Speed 5 © Heavy W a r Pick (standard; at-will) • Weapon +17 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), and the target is GENASI SKYSPY marked (save ends). While marked by the genasi stoneshield, A GENASI SKYSPY USES ITS A B I L I T Y TO FLY for short the target takes a -5 penalty to damage rolls against the stoneshield's allies. distances to engage in hit-and-run attacks, doing as 4 Mighty Bull Rush (standard; at-will) m u c h d a m a g e as possible with its short swords before +14 vs. Fortitude; 2d6 + 5 damage, the genasi stoneshield retreating to attack again e l s e w h e r e . pushes the target 1 square and shifts into the space the target left . . Genasi Skyspy Level 7 Skirmisher Earth Shock (minor; encounter) Medium elemental humanoid (air) XP300 Close burst 2; targets enemies; +12 vs. Fortitude; the target is Initiative +9 Senses Perception +9 knocked prone. HP 78; Bloodied 39 Stone Roots AC 20; Fortitude 19, Reflex 20, W i l l 17 When an effect pulls, pushes, or slides a genasi stoneshield, the Resist 5 cold stoneshield moves 1 square less than the effect specifies. Also, a Speed 6; see also sky jaunt stoneshield cannot be knocked prone. © Short Sword (standard; at-will) • Weapon Alignment Unaligned Languages Common, Primordial +12 vs. AC; 1 d6 + 4 damage, and the genasi skyspy shifts 1 Skills Athletics +15, Endurance +16, Intimidate +11, Nature +6 square. Str 20 (+10) Dex 12 (+6) W i s 12 (+6) Con 18 (+9) Int 14 (+7) Cha 13 (+6) Equipment plate armor, heavy war pick
  • 118.
    (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
  • 119.
    Ghost Legionnaire Level 13 Soldier _ GHOST LEGIONNAIRE Medium natural humanoid (undead) XP800 r Initiative +13 Senses Perception +6 Z S L A I N IN LONG-AGO BATTLES, t h e s e soldiers'fight for HP 100; Bloodied 50; see also soul /ink AC 30; Fortitude 28, Reflex 26, W i l l 27 Z forgotten causes, distant m e m o r i e s , or a fierce loyalty Resist 10 necrotic 2 to e a c h other. Although they appear as separate sol- Speed 6 3 ._. diers, their spirits have fused into a single entity that © Devastating Cut (standard; at-will) _i lives and dies as a single soul. E n e m i e s that know o f +19 vs. AC; 2d8 + 6 damage. ® Ghost Arrow (standard; at-will) 4- Necrotic if the battles ghost legionnaires once fought c a n use Ranged 10/20;+17 vs. AC; 1d10 + 6 necrotic damage. o that knowledge to their own advantage. • Battle Visions (standard; encounter) • Psychic, Reliable Y z Ranged 10/20; +16 vs. W i l l ; 2d8 + 6 psychic damage, and the z GHOST LEGIONNAIRE LORE target is deafened and dominated (save ends both). While the target is dominated, the ghost legionnaire merges with R e l i g i o n D C 1 8 : T h e ghost legionnaire has the the target, disappearing from sight. The legionnaire cannot power to possess others and force t h e m to relive attack or be attacked during this time. W h e n the target saves, the ghost's last few m o m e n t s on the battlefield. the legionnaire appears in a square adjacent to the target. W h i l e possessed, t h e target c a n see, hear, and feel Until the end of the encounter, the target gains a +5 bonus to everything the ghost legionnaire e x p e r i e n c e d . T h e History checks for call of history. possessed creature even appears to have t h e same Soul Link At the start of the encounter, ghost legionnaires' hit points wounds that the ghost legionnaire suffered. combine into one sum. Damage to a legionnaire deducts from R e l i g i o n D C 2 3 : W h e n wounded, legionnaires that total. When that total is reduced to 0, all legionnaires are display wounds and battle damage from the fight that destroyed simultaneously. killed t h e m originally, no matter what type o f damage Call of History they currently take. Any character can make a DC 25 History check as a minor action to attempt to learn more about the ghost legionnaire. If the check succeeds, the legionnaire gains vulnerable 10 to that ENCOUNTER GROUPS character's next attack. Ghost legionnaires are occasionally recruited by other Alignment Unaligned Languages Common undead, particularly if they fell in the same battle. Skills Acrobatics +16, Athletics +18 Str 25 (+13) Dex 21 (+11) W i s 11 (+6) Con 18 (+10) Int 11 (+6) Cha 26 (+14) Level 1 5 E n c o u n t e r ( X P 6 , 0 0 0 ) • 5 ghost legionnaires (level 1 3 soldier) • 1 h u m a n lich wizard (level 14 elite controller, MM 1 7 6 )
  • 120.
    GIANT ELDRITCH GIANT TACTICS W h e n c o m b a t b e g i n s , t h e eldritch giant creates its eldritch blade—a sword o f p u r e force—as a free action. G I A N T S I N H A B I T T H E VARIOUS CLIMATES o f t h e world T h e giant c h a r g e s in with sweeping sword, t h e r e a f t e r and e l s e w h e r e . F r o m t h e tallest p e a k to t h e frozen teleporting about t h e battlefield. It tries to m a k e t u n d r a , from t h e Feywild to t h e Shadowfell, t h e s e every attack w i t h c o m b a t advantage, resorting to force h u l k i n g c r e a t u r e s thrive. missile only against those w h o evade it in m e l e e . ELDRITCH GIANT Eldritch Titan Level 21 Elite Skirmisher Huge fey humanoid (giant) XP 6,400 E L D R I T C H GIANTS COME FROM A D I F F E R E N T TIME—an Initiative +12 Senses Perception +22; low-light vision earlier age w h e n t h e p r i m o r d i a l s m a d e t h e world. HP 394; Bloodied 197 Although fashioned from fire, stone, and storm, t h e AC 35; Fortitude 32, Reflex 34, W i l l 36 p r i m o r d i a l s ' wondrous c r e a t i o n was heavily invested Resist 10 force with magic, a n d t h e eldritch giants aided t h e i r pri- Saving Throws +2 (+7 against charm effects) m o r d i a l lords i n t h e world's formation. Although Speed 8, teleport 6 t h e i r powers have e b b e d since those days, eldritch Action Points 1 © Eldritch Hammer (standard; at-will) • Force, Weapon giants r e m e m b e r t h e i r a n c i e n t m a s t e r y o f m a g i c and Reach 3; +26 vs. AC; 3d8 + 7 force damage. forever seek to regain it. ® Force Ram (standard; at-will) 4 Force Ranged 20; +24 vs. Reflex; 2d8 + 8 force damage, and the Eldritch Giant Level 1 8 Skirmisher eldritch titan pushes the target 5 squares, Large fey humanoid (giant) XP 2.000 • Eldritch Fury (standard; at-will) f Initiative +12 Senses Perception +20; low-light vision The eldritch titan makes two eldritch hammer attacks. Special: HP 171; Bloodied 85 When charging, the titan can use this power in place of a melee AC 32; Fortitude 29, Reflex 31, W i l l 33 basic attack. Resist 10 force < * Force Hammer (standard; encounter) • Force, Weapon c Saving Throws +5 against charm effects Close blast 3; +24 vs. Fortitude; 3d8 + 8 force damage, and Speed 8, teleport 6 the target is pushed 3 squares and knocked prone. Miss: Half © Eldritch Blade (standard; at-will) 4 Force, Weapon damage, and eldritch titan pushes the target 3 squares. Reach 2; +21 vs. Reflex; 3d6 + 7 force damage. Consume Magic (minor 1/round; at-will) © Force Missile (standard; at-will) 4 Force Targets an adjacent conjuration or zone created by an enemy; Ranged 20; +21 vs. Reflex; 2d6 + 7 force damage. +21 vs. the Will of the creator of the conjuration or zone; 4? Sweeping Sword (standard; encounter) • Force, Weapon the conjuration or zone is destroyed, and its effects end. The Close blast 2; +21 vs. AC; 3d6 + 7 force damage, and the target eldritch titan's attacks deal 3d8 extra force damage until the is knocked prone. Special: When charging, the eldritch giant can end of its next turn. use this power in place of a melee basic attack. Eldritch Field (minor; recharge [_ [i)]) 4 Zone Consume Magic (minor 1/round; at-will) Close blast 5; the blast creates a zone of rippling magic that Targets an adjacent conjuration or zone created by an enemy; lasts until the end of the encounter or until the eldritch titan +21 vs. the Will of the creator of the conjuration or zone; uses this power again. The zone is difficult terrain, and the the conjuration or zone is destroyed, and its effects end. The giant's attacks deal 1d8 extra force damage against creatures eldritch giant's attacks deal 3d6 extra force damage until the within the zone. end of its next turn. Alignment Evil Languages Elven, Giant Eldritch Field (minor; recharge [X] __) 4 Zone Skills Arcana +23, Insight +22 Close blast 5; the blast creates a zone of rippling magic that Str 2 3 (+16) Dex 10 (+10) W i s 24 (+17) lasts until the end of the encounter or until the eldritch giant Con 21 (+15) Int 26 (+18) Cha 16 (+13) uses this power again. The zone is difficult terrain, and the Equipment warhammer giant's attacks deal 1d6 extra force damage against creatures within the zone. Alignment Evil Languages Elven, Giant ELDRITCH TITAN TACTICS Skills Arcana +21, Insight +20 A n eldritch titan b a t h e s a n a r e a in eldritch/ield at t h e Str 21 (+14) Dex 12 (+10) W i s 22 (+15) start o f a fight, t h e n m a k e s a force hammer attack to Con 19 (+13) I nt 24 (+16) Cha 13 (+10) k n o c k as m a n y o f its foes prone as it c a n . It uses its eldritch fury attacks as often as possible.
  • 121.
    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 )
  • 122.
    FROST GIANT + Chilling Strike (standard; recharge ( S ([j]) • Cold, Weapon Reach 2; +20 vs. AC; 2d6 + 7 cold damage, and the target gains F R O S T GIANTS L I V E IN BITTER NORTHERN L A N D S a n d vulnerable 10 cold (save ends). a m o n g frigid m o u n t a i n s w h e r e t h e y subsist b y Icy Handaxe (standard; at-will) • Cold, Weapon h u n t i n g a n d raiding. T h e y a r e b r u t a l , superstitious, Ranged 5/10; +20 vs. AC; 2d8 + 7 cold damage. and m u r d e r o u s c r e a t u r e s a m o n g w h o m only m i g h t Icebound Footing m a k e s right. When an effect pulls, pushes, or slides a frost giant, the giant moves 2 squares less than the effect specifies. Also, a frost giant can make a saving throw to avoid being knocked prone. Frost G i a n t L e v e l 17 B r u t e Alignment Evil Languages Giant Large elemental humanoid (cold, giant) XP 1,600 Skills Athletics +19 Initiative +11 Senses Perception +13 Str 23 (+14) Dex 16 (+11) W i s 20 (+13) HP 201; Bloodied 100; see also dying swipe Con 21 (+13) Int 10 (+8) Cha 12 (+9) AC 29; Fortitude 32, Reflex 27, W i l l 28 Equipment hide armor, greataxe, 3 handaxes Resist 15 cold Speed 8 (ice walk) © Icy Greataxe (standard; at-will) • Cold, Weapon FROST GIANT TACTICS Reach 2; +20 vs. AC; 4d6 + 7 (crit 8d6 + 31 cold damage. A frost giant prefers to charge into m e l e e with a n icy 4 Dying Swipe (when the frost giant drops to 0 hit points) greataxe attack. It follows up with chilling strike. It throws The frost giant makes an icy greataxe attack. an icy handaxe only w h e n it has no other options. (Left to right) frost giant ice shaver, frost titan, and frost giant
  • 123.
    Frost Giant IceShaper Level 1 9 Controller (Leader) 4 Cold-Blooded Kick (minor 1/round; at-will Large elemental humanoid (cold, giant) XP 2,400 Reach 3; +21 vs. Reflex; 1d8 + 9 damage, and the target is Initiative +12 Senses Perception +16 pushed 2 squares and knocked prone. HP 182; Bloodied 91 •Y Ice Bolts (standard; recharge X i i ) AC 32; Fortitude 32, Reflex 29, Will 33 Ranged 20; targets one or two creatures; +21 vs. Fortitude; 1d8 Resist 15 cold + 9 cold damage, and the target is slowed (save ends). Speed 8 (ice walk) Blast of Winter (standard; encounter) © Freezing Flail (standard; at-will) • Cold, Weapon Close blast 5; +21 vs. Reflex; 3d8 + 6 cold damage, ongoing 10 Reach 2; +24 vs. AC; 2d12 + 4 cold damage. cold damage (save ends), and the target is immobilized until the • Freezing Bolt (standard; at-will) • Cold Y end of the frost titan's next turn. Miss: Half damage. Ranged 20; +22 vs. Reflex; 2d12 + 4 cold damage, and the Glacial Footing target is immobilized (save ends). When an effect pulls, pushes, or slides a frost titan, the titan • Ice Slide (minor 1/round; at-will) Y moves 4 squares less than the effect specifies. Also, a frost titan Ranged 10; +22 vs. Fortitude; the frost giant ice shaper slides can make a saving throw to avoid being knocked prone. the target 3 squares. Alignment Evil Languages Giant, Primordial -5J- W a l l of Frost (standard; recharge : : ) 4 Cold, Conjuration Skills Athletics +24 Area wall 12 within 10; the frost giant ice shaper conjures a wall Str 28 (+19) Dex 19 (+14) W i s 2 3 (+16) of swirling snow that lasts until the end of the ice shaper's next Con 23 (+16) Int 12 (+11) Cha 16 (+13) turn. The wall is 6 squares high and blocks line of sight. The Equipment greataxe wall's space is lightly obscured and is difficult terrain. A creature that starts its turn adjacent to the wall takes 5 cold damage, and a creature that enters a square of the wall or starts its turn FROST TITAN TACTICS there takes 15 cold damage. Sustain Minor. The wall persists. Initially, a frost titan u n l e a s h e s blast of winter. It t h e n Ice Armor (standard; recharge I'.-'.I jTT]) uses cold-blooded kick a n d icy greataxe attacks to drive One ally within 10 squares of the frost giant ice shaper gains foes before it. A frost titan prefers m e l e e , a n d it uses resist 10 to all damage until the end of the ice shaper's next ice bolts a n d its Fimbulwinter breath a u r a to prevent foes turn. • from escaping. Icebound Footing When an effect pulls, pushes, or slides a frost giant ice shaper, the ice shaper moves 2 squares less than the effect specifies. FROST GIANT LORE Also, an ice shaper can make a saving throw to avoid being A r c a n a D C 2 2 : I n t h e i r a r c t i c lands, frost giants knocked prone. dwell i n glacial caves or c r u d e fortresses c a r v e d o f Alignment Evil Languages Giant, Primordial Skills Arcana +14, Heal +21, Intimidate +20 stone a n d i c e . F r o m t h e s e holds, frost giants hunt Str 21 (+14) Dex 16 (+12) W i s 25 (+16) g a m e a n d raid for slaves and plunder. T h e mightiest Con 22 (+15) Int 10 (+9) Cha 22 (+15) frost giant i n a c l a n , c a l l e d a j a r l , leads w e a k e r giants Equipment chainmail, flail though intimidation a n d violence. I c e shapers, t h e frost giants' seers, gain r e s p e c t FROST GIANT ICE SHAPER TACTICS from t h e i r k i n d for t h e i r augeries a n d wisdom. T h e y A frost giant ice shaper uses wail of frost to divide the e n g e n d e r fear w i t h t h e i r cruelty a n d ferocity. battlefield favorably. It t h e n uses ice slide a n d freezing A r c a n a D C 2 7 : A few frost giants have m a g i c a l bolt attacks to move its e n e m i e s into advantageous powers a n d c a n use r u n e s , sorcery, a n d foul rituals. positions a n d k e e p t h e m t h e r e . T h e ice shaper uses ice S u c h powers give a giant i n f l u e n c e i n its clan, i f not armor on w h i c h e v e r ally provides t h e m o s t protection. outright leadership. Frost Titan Level 2 0 Elite Brute ENCOUNTER GROUPS Huge elemental humanoid (cold, giant) XP 5,600 Frost giants enslave or ally with o t h e r c r e a t u r e s that Initiative+14 Senses Perception+16 prefer t h e cold. W h e n t h e y raid m o r e temperate Fimbulwinter Breath (Cold) aura 2; enemies treat the aura's area c l i m e s , t h e y c o m e by o t h e r sorts o f slaves. M a m - as difficult terrain. Each enemy that starts its turn within the aura takes 5 cold damage. m o t h s , r e m o r h a z e s , white dragons, a n d similar HP 466; Bloodied 233; see also/urious swipe c r e a t u r e s a r e found w i t h frost giants. AC 32; Fortitude 34, Reflex 29, W i l l 33 Resist 15 cold Level 1 9 E n c o u n t e r ( X P 12,000) Saving Throws +2 • 2 frost giants (level 17 brute) Speed 8 (ice walk) • 1 frost giant ice shaper (level 1 9 controller) Action Points 1 © Icy Greataxe (standard; at-will) • Cold, Weapon 4- 1 r e m o r h a z (level 2 1 elite brute) Reach 3; +23 vs. AC; 2d8 + 9 (crit 4d8 + 25) cold damage, and ongoing 10 cold damage (save ends). Level 2 1 E n c o u n t e r ( X P 19,200) 4 Furious Swipe (free, when first bloodied and again when the • 2 frost titans (level 2 0 elite brute) frost titan drops to 0 hit points) • 2 i c e a r c h o n f r o s t s h a p e r s (level 2 0 c o n t r o l l e r , The titan makes an icy greataxe attack. MM 21) 4- 1 ice a r c h o n r i m e h a m m e r (level 1 9 soldier, M M 2 0 )
  • 124.
    (Left to right)stone giant, stone titan, and stone giant runecarver STONE GIANT surfaces. W i t h these spells set in stone, they smite foes. T h e art o f r u n e magic might have originated A T O P FORBIDDING PEAKS and in t h e deep r e a c h e s o f with ancient stone giants, although d w a r f artificers mountain ranges dwell stone giants. These rockbound surely disagree. beings show little concern for smaller creatures, and they distrust strangers. A stone giant aroused to vio- lence c a n b e as startling and pitiless as a n avalanche. STONE GIANT TACTICS A stone giant hides among the cliffs a n d ambushes approaching enemies with hurled rocks. It then STONE GIANT LORE rushes in with staggering sweep to drive foes back. It A r c a n a D C 2 5 : Stone giants move slowly and stays in m e l e e until opponents retreat, then goes b a c k quietly among the mountains and within their rocky to hurling rocks until any threat is out o f range. cave homes, blending with the terrain so well that they c a n easily waylay foes or go unnoticed. Brooding Stone Giant Level 1 4 Soldier and contemplative, stone giants c a n rest in thought Large elemental humanoid (earth, giant) XP 1,000 for years, sitting like statues. W i t h weapons a n d Initiative +12 Senses Perception +12; low-light vision t h r o w n stones, they are expert hunters. W h e n roused HP 140; Bloodied 70 to anger, a stone giant is able to move its bulk with AC 30; Fortitude 27, Reflex 24, W i l l 26 Immune petrification precision and quickness. Speed 8 (earth walk) Particularly at night and during thunderstorms, © Stone Greatclub (standard; at-will) • Weapon stone giants play by throwing rocks at each other— Reach 2; +21 vs. AC; 2d10 + 4 damage, and the target is marked the losing side is the one hit m o r e often. D u r i n g such until the end of the stone giant's next turn. contests, t h e giants seldom watch out for u n e x p e c t e d • Hardened Threat (opportunity, when a creature marked by the I passersby. Such heedless "games" give stone giants a stone giant and within its reach moves or shifts; at-will) rougher reputation t h a n they might deserve. The giant makes a stone greatclub attack against the triggering creature. A r c a n a D C 3 0 : Stone giants a r e artistic a n d *Y Hurl Rock (standard; at-will) craft-oriented, especially with stone. R u n e c a r v e r s Ranged 20; +21 vs. AC; 2d8 + 6 damage. use a r c a n e lore to craft runes o f ancient magic upon
  • 125.
    •C Staggering Sweep(standard; recharges when first bloodied) • toss boulders until e n e m i e s c o m e close enough for Weapon a quick rush into m e l e e . Next, t h e titan moves to Close blast 2; +19 vs. AC; 2d10 + 4 damage, and the target is catch n u m e r o u s foes with a n avalanche stomp attack. pushed 2 squares and marked until the end of the stone giant's It t h e n lays about with its massive fists until it has a next turn. Effect: The giant shifts 2 squares but must remain c h a n c e to use launch quakestone again. T h e stone titan within 2 squares of any creatures marked by it. continues to l a u n c h r a n g e d attacks against retreating Stone Bones (immediate interrupt, when the stone giant is hit by an attack; not usable while bloodied; at-will) adversaries until those foes are out o f range. The giant gains resist 5 to all damage against the triggering attack. Stone Titan Level 1 8 Elite Soldier Alignment Unaligned Languages Giant Huge elemental humanoid (earth, giant) XP 4,000 Skills Athletics +18, Stealth +15 Initiative +15 Senses Perception +15; low-light vision Str 22 (+13) Dex 16 (+10) W i s 20 (+12) Slipstone Distortion aura 1; each enemy that starts its turn within Con 20 (+12) Int 10 (+7) Cha 11 (+7) the aura is marked until the end of the stone titan's next turn. Equipment greatclub HP 348; Bloodied 174 AC 34; Fortitude 33, Reflex 28, Will 30 Immune petrification STONE GIANT RUNECARVER TACTICS Saving Throws +2 T h e stone giant r u n e c a r v e r attacks from range, using Speed 8 (earth walk) rocks with specially i n s c r i b e d r u n e s . It starts with Action Points 1 rune of stony sleep a n d follows with rune of thundering © Slam (standard; at-will) echo. It focuses its m e l e e attacks on slowed opponents Reach 3; +25 vs. AC; 3d6 + 7 damage, and marked targets take to take advantage o f its grasping stone power. an extra 2d6 damage. • Hardened Threat (opportunity, when a creature marked by the 1 stone titan and within its reach moves or shifts; at-will) Stone Giant Runecarver Level 1 6 Controller (Leader) The titan makes a slam attack against the triggering creature. Large elemental humanoid (earth, giant) XP 1,400 © Launch Boulder (standard; at-will) Initiative +9 Senses Perception +14; low-light vision Ranged 20; +23 vs. AC; 2d10 + 7 damage. Hardened Focus aura 5; each petrified enemy within the aura Avalanche Stomp (standard; encounter) loses all resistances and gains vulnerable 5 to all damage. Close burst 3; +21 vs. Fortitude; 3d10 + 7 damage, and the HP 155; Bloodied 77 target is grabbed by earth and stone. The stone titan does not AC 30; Fortitude 28, Reflex 27, Will 29 need to use an action to sustain the grab. The earth and stone Immune petrification has a Fortitude and Reflex of 28 against escape attempts. Miss: Speed 8 (earth walk) Half damage. © Enruned W a r Pick (standard; at-will) • Weapon Reach 2; +21 vs. AC; 2d8 + 9 (crit 4d8 + 25) damage, and the Launch Quakestone (standard; recharge [XJ [Hj) target is slowed (save ends). Area burst 1 within 20; +23 vs. AC; 1d10 + 7 damage, and -i'c Rune of Stony Sleep (standard; recharge [ii]) • Zone the target is knocked prone and dazed (save ends). Miss: Half Area burst 1 within 10; +21 vs. Fortitude; 2d8 + 6 damage, and damage, and the target is knocked prone. the target is slowed (save ends). First Failed Saving Throw: The Stone Bones (immediate interrupt, when the stone titan is hit by target is petrified instead of slowed (save ends). EjjFect:The burst an attack; not usable while bloodied; at-will) creates a zone of magical runes that lasts until the end of the The titan gains resist 5 to all damage against the triggering attack. encounter. Each enemy that starts its turn within the zone takes Alignment Unaligned Languages Giant, Primordial a -2 penalty to saving throws against slowed and immobilized. Skills Arcana +16, Athletics +21, Stealth +18 -itr Rune of Thundering Echo (standard; recharge [x][H]) Str 26 (+17) Dex 18 (+13) W i s 22 (+15) Area burst 1 within 10; +21 vs. Fortitude; 2d8 + 6 thunder Con 22 (+15) Int 14 (+11) Cha 16 (+12) damage. If the target is slowed or immobilized, it takes ongoing 10 thunder damage (save ends). ENCOUNTER GROUPS Grasping Stone Stone giants k e e p pets a n d , r a r e a m o n g their kin, When a stone giant runecarver hits a slowed creature with an have ties other than those o f master and slave with attack that would cause the creature to become slowed, that creature is immobilized until the end of the runecarver's next turn. galeb d u h r s a n d azers. S o m e t i m e s giants with non- Stone Bones (immediate interrupt, when the stone giant evil ways c a n be found a m o n g stone giants. Evil stone runecarver is hit by an attack; not usable while bloodied; at-will) giants might ally with other evil giants. The runecarver gains resist 5 to all damage against the triggering attack. Level 1 5 E n c o u n t e r ( X P 6,400) Alignment Unaligned Languages Giant, Primordial • 3 stone giants (level 14 soldier) Skills Arcana +17, Athletics +18, Stealth +17 • 1 stone giant r u n e c a r v e r (level 1 6 controller) Str 21 (+13) Dex 12 (+9) W i s 23 (+14) Con 19 (+12) Int 18 (+12) Cha 15 (+10) • 1 nabassu gargoyle (level 1 8 lurker, MM 1 1 5 ) Equipment warhammer Level 1 8 E n c o u n t e r ( X P 11,200) • 2 stone titans (level 1 8 elite soldier) STONE TITAN TACTICS • 1 azer t a s k m a s t e r (level 17 controller, MM 2 3 ) Displaying speed, agility, and stealth, a stone titan • 4 azer warriors (level 17 m i n i o n , MM 2 2 ) uses launch quakestone from hiding, c o n t i n u i n g to
  • 126.
    GNOLL FANG OF YLTNOGHU GNOLLS A R E KNOWN FOR T H E I R RITUALS h o n o r i n g t h e d e m o n lord Y e e n o g h u . T h e fangs o f Y e e n o g h u are t h e GNOLLS HONOR CHAOS A N D CARNAGE above a l l else. s h a m a n s that lead t h e s e rites. T h e i r devotion to t h e d e m o n lord Y e e n o g h u drives t h e m to c o m m i t acts o f butchery. Fang of Yeenoghu Level 7 Skirmisher (Leader) Medium natural humanoid XP 300 DEATHPLEDGED GNOLL Initiative +9 Senses Perception +3; low-light vision H P 77; Bloodied 38 A D E A T H P L E D G E D GNOLL v o w s TO DIE destroying t h e AC 21; Fortitude 18, Reflex 19, W i l l 18 e n e m i e s o f Y e e n o g h u . Its d a r k oath a n d a thirst for Speed 8 blood m a k e this c r e a t u r e a frightful foe. © Cudgel of Bloody Teeth (standard; at-will) • Disease, Weapon Deathpledged Gnoll Level 5 Brute +12 vs. AC; 1d10 + 6 damage (1d10 + 8 while bloodied), and Medium natural humanoid XP 200 the fang of Yeenoghu makes a secondary attack against the Initiative +4 Senses Perception +4; low-light vision same target. Secondary Attack: +10 vs. Fortitude; the target is H P 74; Bloodied 37; see also claws of Yeenoghu exposed to level 6 slavering canker (see below). AC 18; Fortitude 18, Reflex 16, W i l l 16 { Relentless Push (standard; at-will) • Weapon Resist see claws of Yeenoghu The fang of Yeenoghu shifts 2 squares before the attack: +12 Speed 7 vs. AC; 1d10 + 6 damage ( I d I O + 8 while bloodied), and the Action Points see claws of Yeenoghu fang ofYeenoghu pushes the target 1 square. Effect: One ally © Bone Claw (standard; at-will) • Weapon within 5 squares of the fang ofYeenoghu shifts 1 square as a +8 vs. AC; 2d6 + 9 damage (2d6 + 11 damage while bloodied). free action. Claws of Yeenoghu (when the deathpledged gnoll first drops to 0 4* Howl of the Demon (standard; recharge [jfl]) hit points) • Healing Close burst 5; targets each ally of level 10 or lower in the burst; The deathpledged regains 5 hit points, gains 1 action point, and the target makes a melee basic attack as a free action. gains resist 15 to all damage. At the end of its next turn, the Pack Attack deathpledged drops to 0 hit points. A fang of Yeenoghu's melee attacks deal 5 extra damage against Pack Attack an enemy that has two or more gnoll allies adjacent to it. A deathpledged gnoll's melee attacks deal 5 extra damage Alignment Chaotic evil Languages Abyssal, Common against an enemy that has two or more gnoll allies adjacent to it. Skills Insight +8, Intimidate +11, Religion +8 Alignment Chaotic evil Languages Abyssal, Common Str 16 (+6) Dex 19 (+7) W i s 11 (+3) Skills Intimidate +5 Con 13 (+4) Int 10 (+3) Cha 16 (+6) Str 18 (+6) Dex 15 (+4) W i s 15 (+4) Equipment hide armor, cudgel of bloody teeth (greatclub) Con 14 (+4) Int 9 (+1) Cha 7 (+0) Equipment leather armor, bone claws (spiked gauntlets) FANG OE YEENOGHU LORE N a t u r e D C 1 4 : Fangs o f Y e e n o g h u e a r n t h e i r DEATHPLEDGED GNOLL LORE place in t h e d e m o n lord's r a n k s by c a p t u r i n g slaves N a t u r e D C 1 2 : I n r e t u r n for its vow to its d e m o n a n d sending t h e m to serve Y e e n o g h u in t h e Abyss. lord Y e e n o g h u , a d e a t h p l e d g e d gnoll c a n t e m p o r a r - N a t u r e D C 1 9 : A cudgel o f bloody t e e t h is a grue- ily s h r u g o f f d e a t h w i t h p o t e n t d e m o n i c p o w e r s . some g r e a t c l u b studded with t e e t h a n d c r u s t e d w i t h b l o o d . W h i l e a fang o f Y e e n o g h u fights, its cudgel o f bloody t e e t h c o n t i n u a l l y oozes fresh blood a n d spittle. O n c e its wielder is killed, t h e cudgel q u i c k l y rots away. N a t u r e D C 2 1 : T h o s e gnolls that serve as fodder for t h e gnoll gorger a r e r e w a r d e d for t h e i r sacrifice by t h e fang o f Y e e n o g h u . A gnoll slain b y a gorger has its t e e t h added to t h e cudgel o f bloody teeth, allowing it to taste t h e blood o f its e n e m i e s even in death. Slavering Canker Level 6 Disease Endurance improve D C 23, maintain D C 19, worsen D C 18 or lower The target Q Initial Effect: The target ri3 The target takes a -2 penalty to Final State: The target is weakened, and is cured. takes a -1 penalty to attack rolls and damage rolls, must rest for twice as long as normal attack rolls and damage and regains 5 fewer than the to gain the benefit of a short rest or an rolls. normal number of hit points extended rest. from healing effects.
  • 127.
    GNOLL GORGER GNOLL GORGER LORE A L L GNOLLS DEVOUR T H E F L E S H OF SENTIENTS, but N a t u r e D C 1 4 : Gnoll gorgers draw strength from gorgers gain strength in battle by feasting on their the blood o f their kin. T h e y feast on the flesh o f allies own kind. in combat to restore vigor, inspiring themselves to greater savagery. Gnoil Gorger Level 7 B r u t e Medium natural humanoid XP300 ENCOUNTER GROUPS Initiative +6 Senses Perception +3; low-light vision Gnoll packs often include demons, slave troops, and HP 96; Bloodied 48 beasts trained for war. Gnolls are sometimes encoun- AC 19; Fortitude 20, Reflex 18, W i l l 18 Speed 7 tered in the service o f others, acting as shock troops © Bite (standard; at-will) for giants and other powerful monsters. +10 vs. AC; 2d6 + 8 damage (2d6 + 10 while bloodied). Gorge (minor 1/round; at-will) • Healing Level 4 E n c o u n t e r ( X P 9 2 5 ) The gnoll gorger feeds upon an ally adjacent to it. The ally takes • 2 deathpledged gnolls (level 5 brute) 5 damage, and the gorger regains 10 hit points. • 1 corruption corpse (level 4 artillery, MM 2 7 4 ) Pack Attack • 1 gnoll demonic scourge (level 8 brute, M M 1 3 2 ) A gnoll gorgers melee attacks deal 5 extra damage against an enemy that has two or more gnoll allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Level 7 E n c o u n t e r ( X P 1 , 6 0 0 ) Skills Intimidate +11, Stealth +11 • 1 fang o f Y e e n o g h u (level 7 skirmisher) Str 20 (+8) Dex 17 (+6) W i s 11(^3) • 3 gnoll gorgers (level 7 brute) Con 16 (+6) Int 9 (+2) Cha 17 (+6) • 1 beholder gauth (level 5 elite artillery) Equipment leather armor GNOLL GORGER TACTICS A gnoll gorger recklessly charges into combat, laying into foes with its bite attack. It uses its gorge power each round, focusing on the most robust allies available. (Left to right) gnoll gorger, deathpledged, fang ofYeenoghu
  • 128.
    GNOME GNOME ENTROPIST GNOME ENTROPISTS S E E T H E POTENTIAL for c h a n g e in all things, a n d they use t h e power o f c h a o s to h i n d e r A L L GNOMES S H A R E A CONNECTION TO T H E F E Y , W I L D , a n d debilitate t h e i r foes. but that c o n n e c t i o n c a n m a n i f e s t itself i n starkly different ways. S o m e g n o m e s a r e naturally adept at Gnome Entropist Level 8 Artillery c h a n n e l i n g a r c a n e c u r r e n t s , w h i l e others use t h e Small fey humanoid XP 350 power o f the beast within them. Initiative+7 Senses Perception+3; low-light vision HP 71; Bloodied 35 GNOME MISTWALKER AC 20; Fortitude 19, Reflex 19, W i l l 21 (+2 to all defenses against ranged attacks) GNOMES A R E MASTERS OF ILLUSION M A G I C A mist- Speed 5 w a l k e r c o m b i n e s this e x p e r t i s e with m e l e e prowess © Acid Dagger (standard; at-will) • Acid, Weapon to a m b u s h or h a r a s s e n e m i e s . +15 vs. AC; 1d4 damage plus 1d6 + 4 acid damage. «Y Entropic Arc (standard; at-will) Ranged 10; +13 vs. Reflex; 2d8 + 4 damage (crit 2d8 + 20). Gnome Mistwalker Level 5 Lurker 4* Primordial Yell (standard; recharges when first bloodied) • Small fey humanoid XP 200 Thunder Initiative +9 Senses Perception +3; low-light vision Close blast 3; +13 vs. Fortitude; 2d10 + 4 thunder damage, H P 51; Bloodied 25 and the target is deafened and cannot take immediate actions AC 20; Fortitude 16, Reflex 17, W i l l 16 or opportunity actions until the end of the gnome entropist's Speed 5 © W a r Pick (standard; at-will) • Weapon watt turn. I •iJ- Chaos Flare (standard; encounter) +10 vs. AC; 1d8 + 4 damage (crit 1d8 + 12). Area burst 1 within 15; +13 vs. Will; 3d8 + 5 damage, and the •j-Mistwalker's Strike (standard; recharge : : X j j J • Illusion target is blinded (save ends). The gnome mistwalker becomes invisible until the end of its Fade Away (immediate reaction, when the gnome entropist takes next turn. In addition, it shifts 2 squares and makes a war pick damage; encounter) • Illusion attack. The entropist becomes invisible until after it hits or misses with Combat Advantage an attack or until the end of its next turn. A gnome mistwalker deals 1d6 extra damage against any Reactive Stealth creature granting combat advantage to it. If the gnome entropist has cover or concealment when it rolls Fade Away (immediate reaction, when the gnome mistwalker initiative at the start of an encounter, it can make a Stealth takes damage; encounter) • Illusion check to become hidden. The gnome mistwalker becomes invisible until after it hits or Alignment Unaligned Languages Common, Elven misses with an attack or until the end of its next turn. Skills Arcana +10, Bluff+14, Stealth +12 Reactive Stealth Str 10 (+4) Dex 17 (+7) W i s 8 (+3) If the gnome mistwalker has cover or concealment when it Con 17 (+7) Int 12 (+5) Cha 20 (+9) rolls initiative at the start of an encounter, it can make a Stealth Equipment dagger, robes check to become hidden. Blur of Movement (immediate reaction, when the gnome mistwalker is hit by an enemy; at-will) • Teleportation GNOME ENTROPIST TACTICS The mistwalker teleports 1 square. A g n o m e entropist a n n o u n c e s its p r e s e n c e to e n e m i e s Alignment Unaligned Languages Common, Elven with a chaos flare, t h e n stays on t h e fringe o f c o m b a t Skills Stealth +10 m a k i n g entropic arc attacks. It uses primordial yell to Str 10 (+2) Dex 16 (+5) W i s 13 (+3) Con 15 (+4) Int 11 (+2) Cha 14 (+4) elude foes trying to force it into close c o m b a t , falling Equipment hide armor, war pick b a c k on acid dagger attacks only i f c o r n e r e d . GNOME MISTWALKER TACTICS GNOME ENTROPIST LORE M i s t w a l k e r s flash across t h e battlefield to i m p a l e N a t u r e D C 1 4 : G n o m e entropists target t h e i r foes foes upon their picks. T h e y rely on blur of movement to w i t h power c h a n n e l e d from t h e E l e m e n t a l C h a o s . e s c a p e t h e i r e n e m i e s a n d to use mistwalker s strike. T h e i r innate ties to t h e m a g i c o f t h e Feywild interfere with this e x t r a p l a n a r power, driving some m a d . GNOME MISTWALKER LORE N a t u r e D C 1 2 : M i s t w a l k e r s are g n o m e warrior- m a g e s a n d b r i g a n d s . T h e s e r o b b e r s build w a r r e n s o f t u n n e l s a r o u n d forest roads, c l o a k t h e m with illu- sions, a n d use t h e m to a m b u s h c a r a v a n s laden with goods useful to spellcasters.
  • 129.
    GNOME WOLVERINE THOUGH SMALLIN STATURE, a g n o m e wolverine is as fierce in c o m b a t as its n a m e s a k e . Gnome Wolverine Level 9 Skirmisher Small fey humanoid Initiative +9 Senses Perception +10; low-light vision HP 95; Bloodied 47 AC 23 (26 against opportunity attacks); Fortitude 22, Reflex 20, W i l l 20 Speed 5 (7 when charging) © Waraxe (standard; at-will) • Weapon +14 vs. AC; 1d12 + 6 damage. { Shrieking Strike (standard; recharges when first bloodied) • Weapon +14 vs. AC; 2d12 + 5 damage, and one enemy adjacent to the target takes 1d12 damage. Ejffect: The gnome wolverine gains a +3 bonus to all defenses until the start of its next turn. Special: When charging, the wolverine can use this power in place of a melee basic attack. • Unbalancing Swipe (standard; at-will) • Weapon 1 +12 vs. Reflex; 1d12 + 6 damage, and the gnome wolverine slides the target 2 squares. On a critical hit, the target is also knocked prone. Fade Away (immediate reaction, when the gnome wolverine takes damage; encounter) • Illusion The wolverine becomes invisible until after it hits or misses with an attack or until the end of its next turn. Reactive Stealth If a gnome wolverine has cover or concealment when it rolls initiative at the start of an encounter, it can make a Stealth check to become hidden. Vicious Fury (when the gnome wolverine bloodies an enemy or reduces an enemy to 0 hit points or fewer; at-will) The wolverine shifts 5 squares and gains a +3 bonus to damage rolls until the end of its next turn. Alignment Unaligned Languages Common, Elven Skills Athletics +14, Intimidate +12, Stealth +12 Str 20 (+9) Dex 17 (+7) W i s 12 (+5) Con 15 (+6) Int 10 (+4) Cha 17 (+7) Equipment hide armor, waraxe (Top to bottom) gnome entropist and wolverine GNOME WOLVERINE TACTICS T h e g n o m e wolverine throws itself into battle with shrieking strike, then wades through foes with unbal- ENCOUNTER GROUPS ancing swive attacks. It reserves/ade away to reposition G n o m e s most often work with their own kind a n d itself if cornered, or to set up another shrieking strike with other creatures o f the Feywild. However, a attack once it is bloodied. gnome's capricious nature m e a n s that such alliances are typically brief. GNOME WOLVERINE LORE Level 8 Encounter ( X P 1,850) N a t u r e D C 1 4 : A g n o m e wolverine has a fierce- • 1 g n o m e entropist (level 8 artillery) ness that belies the stature and reputation o f its race. • 2 g n o m e wolverines (level 9 skirmisher) A berserker fury drives a wolverine i n battle, and its 4- 2 spriggan giantsouls (level 8 brute) power increases with e a c h foe it drops. Level 1 0 Encounter ( X P 2 , 6 0 0 ) • 3 g n o m e entropists (level 8 artillery) • 2 phase spiders (level 8 skirmisher) • 1 satyr piper (level 8 controller, M M 2 2 8 ) • 1 will-o'-wisp (level 1 0 lurker)
  • 130.
    N a tu r e DC 1 7 : W a r d a n c e r s dedicate themselves GOBLIN to p a r t i c u l a r e x a r c h s o f B a n e , forming small sects whose m e m b e r s create t h e i r own rival forms o f G O B L I N S A R E OFTEN SUBSERVIENT to t h e devotees o f battle d a n c e . dark gods and other powerful masters. Such leaders N a t u r e DC 1 9 : More intelligent goblins who lead appeal to the goblins' hostile and barbarous natures. bugbear wardancers train t h e m thoroughly, teaching t h e m how to avoid h a r m i n g their allies i n combat. Through strict conditioning, hobgoblins sometimes BUGBEAR WARDATMCER plant c o m m a n d words in wardancers' minds to con- L I K E A L L BUGBEARS, T H E W A R D A N C E R is full o f blus- trol t h e m when they get out o f hand. ter and purpose. T h e s e warriors are a force to be reckoned with as they sow destruction across t h e Bugbear Wardancer Level 6 Skirmisher battlefield. Medium natural humanoid XP250 Initiative +9 Senses Perception +5; low-light vision BUGBEAR WARDANCER TACTICS HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 19, W i l l 18 A bugbear w a r d a n c e r relishes punishing as m a n y Speed 7 e n e m i e s as possible, and so prefers to choose a dif- © Flail Dance (standard; at-will) • Weapon ferent target e a c h round. It will attack a foe within +9 vs. Fortitude; 2d6 + 4 damage, the target is pushed 2 squares reach first, and i f it hits it uses its move action to get and knocked prone, and the bugbear wardancer shifts 1 square. into position to attack a new foe, setting up a flanking Flail Barrier (standard; recharge (xj __) • Weapon position with a n ally that c a n then attack and simi- Close burst 2; targets enemies; no attack roll; 5 damage, and the bugbear wardancer takes half damage from weapon attacks larly move. until the end of its next turn. Flail Assault (standard; encounter) 4- Weapon BUGBEAR WARDANCER LORE Close burst 2; +9 vs. Reflex; 2d6 damage, and the target is N a t u r e DC 1 2 : A bugbear w a r d a n c e r leaps and pushed 2 squares and knocked prone. howls as it arcs its vicious flail through t h e ranks o f Combat Advantage its foes. Its wide-reaching attacks and single-minded A bugbear wardancer deals 1d6 extra damage against any creature granting combat advantage to it. fury m a k e it a dangerous foe. Alignment Evil Languages Common, Goblin Str 16 (+6) Dex 19 (+7) W i s 14 (+5) Con 14 (+5) Int 11 (+3) Cha 16 (+6) Equipment hide armor, heavy flail (Left to right) gohlin acolyte of Magluhiyet, bugbear wardancer, and Lolthbound goblin
  • 131.
    GOBLIN ACOLYTE LOLTHBOUND GOBLIN OF MAGLUBIYET C E N T U R I E S SPENT AS SLAVES TO T H E DROW have driven „ s o m e goblins to a m a d devotion to t h e dark elves a n d 0 M A G L U B I Y E T , GOBLIN E X A R C H OF B A N E , inspires t h e their demon queen. radical devotion o f a s e c t o f c o m b a t a n t s seeking to mold themselves i n his i m a g e . Lolthbound Goblin Level 3 Soldier Small natural humanoid XP150 Goblin Acolyte of Maglubiyet Level 1 Controller Initiative +6 Senses Perception +3; darkvision Small natural humanoid XP 100 HP 45; Bloodied 22 Initiative +0 Senses Perception +3; low-light vision AC 19; Fortitude 15, Reflex 16, W i l l 15; see also drow inspiration Life Scourge aura 2; each creature within the aura cannot regain Speed 6 hit points. © W a r Pick (standard; at-will) • Weapon H P 29; Bloodied 14 +10 vs. AC; 1d8 + 5 damage (crit 1d8 + 13), and the target is AC 15; Fortitude 12, Reflex 12, W i l l 14 marked until the end of the Lolthbound goblin's next turn. Speed 6 + Stinging Blow (standard; encounter) • Poison, Weapon © Slashing Shroud (standard; at-will) • Illusion, Weapon +10 vs. AC; 1d8 + 5 poison damage (crit 1d8 + 13), and if the +6 vs. AC; I d I O + 3 damage, and the goblin acolyte of target is taking ongoing poison damage, that ongoing damage Maglubiyet becomes invisible to the target until the end of the increases by 5. acolyte's next turn. «£• Lolthbound Shriek (standard; encounter) • Thunder Hand of Maglubiyet (standard; at-will) • Force Close blast 5; targets creatures that are not drow, spiders, or Ranged 10; +5 vs. Fortitude; 1d6 + 5 force damage, and the goblins; +8 vs. Fortitude; 2d10 thunder damage. goblin acolyte of Maglubiyet chooses either to slide the target 3 Drow Inspiration (while within 5 squares of a drow ally) squares or to immobilize the target until the end of the acolyte's The Lolthbound goblin gains a +2 bonus to attack rolls and all next turn. defenses. 2f Maglubiyet's Fists (standard; recharge [_ __) Drow Protector (immediate interrupt, when a drow ally adjacent The goblin acolyte of Maglubiyet makes two hand of Maglubiyet to the Lolthbound goblin is targeted by an attack; at-will) attacks, each against a different target. The triggering attack targets the goblin instead. Goblin Tactics (immediate reaction, when the goblin acolyte of Goblin Tactics (immediate reaction, when the Lolthbound goblin Maglubiyet is missed by a melee attack; at-will) is missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Alignment Evil Languages Common, Elven, Goblin Skills Diplomacy i-6, Intimidate +6 Str 14 (+3) Dex 17 (+4) W i s 14 (+3) Str 11 (+0) Dex 10 (+0) W i s 16 (+3) Con 13 (+2) lnt8(+0) Cha 9 (+0) Con 13 (+1) Int 13 (+1) Cha 13 (+1) Equipment leather armor, war pick Equipment battleaxe Lolthbound Goblin Slave Level 12 Minion Skirmisher GOBLIN ACOLYTE Small natural humanoid (goblin) XP 175 OE MAGLUBIYET TACTICS Initiative +13 Senses Perception +10; darkvision HP 1; a missed attack never damages a minion. A goblin acolyte moves freely across t h e battlefield, AC 26; Fortitude 24, Reflex 25, W i l l 24; see also drow inspiration using hand of Maglubiyet to k e e p foes away from its Speed 6 allies or to hold m o r e powerful c o m b a t a n t s in place. © Stinging Pick (standard; at-will) • Poison, Weapon It m a k e s slashing shroud attacks with a b a n d o n , stick- +17 vs. AC; 7 poison damage, and if the target is affected by ing close to badly wounded foes so that its life scourge ongoing poison damage, that ongoing damage increases by 5. aura prevents t h e m from healing. © Hand Crossbow (standard; at-will) • Weapon Ranged 10/20; +17 vs. AC; 5 damage (7 if the Lolthbound goblin slave moved 3 or more squares during its turn). GOBLIN ACOLYTE Drow Inspiration (while within 5 squares of a drow ally) OE MAGLUBIYET L O R E The Lolthbound goblin slave gains a +2 bonus to attack rolls and all defenses. N a t u r e D C 5 : A c o l y t e s o f Maglubiyet devote Goblin Tactics (immediate reaction, when missed by a melee t h e i r lives to t h e goblin e x a r c h o f B a n e , m o d e l i n g attack; at-will) t h e m s e l v e s in h i s i m a g e a n d d r a w i n g p o w e r f r o m The Lolthbound goblin slave shifts 1 square. t h e i r faith. Alignment Evil Languages Common, Elven, Goblin N a t u r e D C 1 0 : A n acolyte o f Maglubiyet seeks Str 19 (+10) Dex 21 (+11) W i s 19 (+10) signs o f its patron's favor in all it does, such as thun- Con 14 (+8) Int 8 (+5) Cha 9 (+5) der rolling at a n auspicious m o m e n t or a bird o f prey Equipment leather armor, war pick, hand crossbow, case with 10 landing on a n e a r b y t r e e . S u c h symbols c a n drive bolts superstitious acolytes to fight against impossible odds, a n d a n unfavorable sign c a n j u s t as easily m a k e t h e m flee a fight before it even b e g i n s .
  • 132.
    LOLTHBOUND GOBLIN TACTICS HOBGOBLIN FLESHCARVER TACTICS Lolthbound goblins are dedicated to protecting their A fleshcarver uses its glaive flurry for multiple pur- drow masters, fighting close to t h e m to take advan- poses: to knock enemies b a c k toward groups of allies, tage o f drow inspiration and drow protector powers. A to drive foes into positions where they are flanked, or Lolthbound goblin uses stinging blow to m a x i m i z e pull foes back i f they try to get away. Until it becomes ongoing poison damage dealt by allies, reserving its bloodied, a fleshcarver is aggressive and keeps ene- Lolthbound shriek until surrounded. mies near it i f possible. It becomes more defensive once bloodied and uses its dart powers more frequently. LOLTHBOUND GOBLIN SLAVE LORE Hobgoblin fleshcarvers aren't afraid to call a N a t u r e D C 1 6 : Lolthbound goblin slaves are retreat when a battle appears unwinnable. They coor- goblins brutalized by the drow. They are granted the dinate their movement so that they stay adjacent to power to fight in the n a m e o f the Spider Queen, but allies as they retreat, to benefit from phalanx soldier. By using toxic dart, they try to keep enemies from pur- they have no will o f their own. suing t h e m at full speed. HOBGOBLIN FLESHCARVER HOBGOBLIN FLESHCARVER LORE D E F I N E D B Y ITS S P E C I A L I Z E D W E A P O N S , the hobgoblin N a t u r e D C 1 2 : A hobgoblin fleshcarver carries a fleshcarver is dedicated to perfecting the art o f battle. jagged glaive and poisoned darts. Each glaive is crafted by a fleshcarver and perfectly shaped and weighted to Hobgoblin Fleshcarver Level 6 Elite Controller match that hobgoblin's fighting style. T h e poison used Medium natural humanoid XP 500 on the fleshcarver's darts is harvested from serpents Initiative +7 Senses Perception +4; low-light vision Fleshcarver's Trap aura 2; each enemy that starts its turn within the fleshcarver hunts as a part of its training. the aura takes 5 damage the first time it moves during that turn. N a t u r e D C 17: Fleshcarvers pride themselves on HP 146; Bloodied 73 their m a r t i a l ability, and welcome challenges from AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, W i l l 18 other weapon users. Still, pride won't draw a flesh- Saving Throws +2 carver away from the thick o f combat. Speed 6 Action Points 1 © Glaive (standard; at-will) • Weapon GOBLIN Reach 2; +11 vs. AC; 2d4 + 4 damage. • Toxic Dart (standard; at-will) 4 Poison, Weapon Y ENCOUNTER GROUPS Ranged 6/12; +11 vs. AC; 1d6 + 4 poison damage, and the Goblins c a n be encountered in almost any context: target is slowed (save ends). If the target was already slowed, it as an invading horde, m e r c e n a r i e s in the pay o f other is instead immobilized (save ends). villains, or slaves beholden to dangerous masters. • Defensive Dart (immediate reaction, when the hobgoblin Y fleshcarver is hit by an enemy's melee attack; recharge _} [FT]) The fleshcarver shifts 2 squares and uses toxic dart against the Level 1 Encounter ( X P 5 5 0 ) triggering enemy. • 1 goblin acolyte o f Maglubiyet (level 1 controller) Glaive Flurry (standard; at-will) • Weapon • 3 goblin warriors (level 1 skirmisher, MM 1 3 7 ) Close burst 2; targets enemies; +11 vs. AC; 3d4 + 4 damage, • 1 Lolthbound goblin (level 3 soldier) and the hobgoblin fleshcarver slides the target 2 squares. The target must end the slide within 3 squares of the fleshcarver. Level 6 Encounter ( X P 1 , 2 0 0 ) Hobgoblin Resilience (immediate reaction, when the hobgoblin • 2 bugbear wardancers (level 6 skirmisher) fleshcarver becomes subject to an effect; encounter) The fleshcarver rolls a saving throw against the triggering effect. • 2 bugbear warriors (level 5 brute, MM 1 3 5 ) Phalanx Soldier • 1 barghest battle lord (level 7 controller) A hobgoblin fleshcarver gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Level 6 Encounter ( X P 1 , 3 5 0 ) Alignment Evil Languages Common, Goblin 4- 1 hobgoblin fleshcarver (level 6 elite controller) Str 14 (+5) Dex 19 (+7) W i s 12 (+4) • 3 hobgoblin soldiers (level 3 soldier, MM 1 3 9 ) Con 17 (+6) Int 12 (+4) Cha 16 (+6) • 2 dire wolves (level 5 skirmisher, MM 2 6 4 ) Equipment chain armor, glaive, 10 poisoned darts Level 1 3 E n c o u n t e r ( X P 4 , 1 0 0 ) • 4 Lolthbound goblin slaves (level 1 2 m i n i o n skirmisher) 4- 1 drow priest (level 15 controller, MM 9 5 ) 4- 2 blade spiders (level 10 brute, MM 2 4 6 ) 4- 2 drow warriors (level 11 lurker, MM 9 4 )
  • 133.
    GOLEM CHAIN GOLEM I M B U E D W I T H MAGIC, t h e s e h u m a n o i d conglomera- tions o f m e t a l l i n k s e n w r a p foes i n c r u s h i n g c h a i n s . C R E A T E D TO GUARD T H E I R MASTERS a n d t h e i r m a s t e r s ' T h e y specialize in p o u n d i n g e n e m i e s , pulling t h e m secrets, golems have n o sense o f s e l f a n d follow orders close, a n d i m m o b i l i z i n g t h e m . without question. Chain Golem Level 2 2 Elite Soldier BONE GOLEM Huge natural animate (construct) XP 8,300 B U I L T FROM T H E BONES OF M A N Y C R E A T U R E S , t h e s e Initiative +19 Senses Perception +19; darkvision Entangling Chains aura 3; each enemy that starts its turn within massive conglomerations stab t h e i r foes with the aura is slowed until the end of its turn. s h a r p e n e d b o n e . T h e y serve well t h o s e w h o seek to HP 418; Bloodied 209 disorient t h e i r e n e m i e s t h r o u g h pain, or t h o s e w h o AC 38; Fortitude 35, Reflex 32, W i l l 34 are partial to m a c a b r e trappings. Immune disease, poison, sleep Saving Throws +2 Bone Golem Level 12 Elite Brute Speed 8 (cannot shift) Large natural animate (construct) XP 1,400 Action Points 1 © Chain (standard; at-will) Initiative +11 Senses Perception +9; darkvision Bone Spikes aura 1; each enemy that enters the aura takes 5 Reach 3; +29 vs. AC; 2d8 + 9 damage, and the chain golem pulls damage. the target 2 squares. HP 302; Bloodied 151; see also bone death 4 Berserk Attack (immediate reaction, when the chain golem is AC 24; Fortitude 25, Reflex 24, W i l l 22 damaged by an attack while bloodied; at-will) Immune disease, poison, sleep The golem makes a chain attack against a target adjacent to it. Saving Throws +2 4 Chain Smash (standard; at-will) Speed 6 (cannot shift) The chain golem makes two chain attacks, each against a Action Points 1 different target. © Bone Spur (standard; at-will) 4? Chain Grab (standard; at-will) Reach 2; +15 vs. AC; 2d8 + 9 damage. Close burst 2; +27 vs. Reflex; 2d8 + 9 damage, and the target is 4 Double Spurs (standard; at-will) pulled 1 square and grabbed. While the target is grabbed by the The bone golem makes two bone spur attacks, each against a chain golem, the golem can move away from the target without different target. If both attacks hit, the targets are dazed until ending the grab. When the golem ends its move, it must slide the end of the golem's next turn. the target into a space adjacent to it or the grab ends. • * Bone Volley (standard; recharge i ii) < Stable Footing Close burst 3; +13 vs. Reflex; 4d8 + 6 damage, and the target is A chain golem ignores difficult terrain. dazed (save ends). Alignment Unaligned Languages - Bone Death (free, when first bloodied and again when the Str 28 (+20) Dex 22 (+17) W i s 26 (+19) bone golem drops to 0 hit points) Con 25 (+18) Int 3 (+7) Cha 3 (+7) The golem uses bone volley if the power is not expended; otherwise, it makes a bone spur attack. CHAIN GOLEM TACTICS Osseous Retaliation T h e job o f the c h a i n golem is to k e e p m e l e e combat A creature that makes an opportunity attack against a bone ants a n d s k i r m i s h i n g c h a r a c t e r s o c c u p i e d at t h e golem takes 2d6 damage. c e n t e r o f t h e battlefield. It accomplishes this goal Alignment Evil Languages - Str 22 (+12) Dex 20 (+11) W i s 17 (+9) with its c h a i n a n d chain grab attacks, t h e n lays about Con 21 (+11) Int 3 (+2) Cha 3 (+2) with chain smash. BONE GOLEM L O R E CHAIN GOLEM LORE A r c a n a o r N a t u r e D C 2 1 : B o n e golems are con- A r c a n a o r N a t u r e D C 2 1 : M o d e l e d after c h a i n structs c r e a t e d b y d a r k - h e a r t e d m a g e s a n d priests to devils, c h a i n golems often act as g u a r d i a n s over pris- serve as g u a r d i a n s . A l t h o u g h they look like u n d e a d , oners. C h a i n golems d r a w t h e i r foes in by wrapping they are m e r e l y a n i m a t e d matter. t h e m in c h a i n s , t h e n p u m m e l t h e m mercilessly. ENCOUNTER GROUPS Like m a n y golems, b o n e golems are c o n s t r u c t e d by a r c a n e m a g i c wielders for protection or e n f o r c e m e n t . Level 1 3 E n c o u n t e r ( X P 4 , 2 0 0 ) • 1 b o n e golem (level 1 2 elite brute) • 4 horde ghouls (level 1 3 m i n i o n ) • 1 h u m a n l i c h w i z a r d (level 1 4 elite controller, MM 176)
  • 134.
    CLAY GOLEM IRON GOLEM T H E PONDEROUS-LOOKING CLAY GOLEM h a s surprising I N F U S E D W I T H POTENT TOXINS, iron golems t h u n d e r speed. T h e s e b r u t e s a r e favored by those w h o s e e k to toward foes a n d b a s h t h e m into m u s h . i n f l i c t significant, s o m e t i m e s u n m e n d a b l e , d a m a g e . Iron Golem Level 2 0 Elite Soldier Clay Golem Level 1 5 Elite Brute Large natural animate (construct) XP 5,600 Large natural animate (construct) XP 2,400 Initiative +14 Senses Perception +10; darkvision Initiative +15; see also hasty reaction Senses Perception +11; Noxious Fumes (Poison) aura 2; while the iron golem is bloodied, darkvision each creature that enters the aura or starts its turn there takes Aura of Misjudgment aura 3; each enemy within the aura cannot 5 poison damage. shift. HP 386; Bloodied 193; see also toxic death HP 368; Bloodied 184 AC 36; Fortitude 36, Reflex 30, W i l l 28 AC 27; Fortitude 31, Reflex 25, W i l l 27 Immune disease, poison, sleep Immune disease, poison, sleep Saving Throws +2 Saving Throws +2 Speed 6 (cannot shift) Speed 6 (cannot shift) Action Points 1 Action Points 1 © Iron Blade (standard; at-will) © Slam (standard; at-will) Reach 2; +27 vs. AC; 2d10 + 3 damage, and the target is marked Reach 2; +19 vs. AC; 3d8 + 7 damage, and the target cannot (save ends). regain hit points (save ends). 4 Cleave (standard; at-will) 4 Clay Smash (standard; at-will) The iron golem makes two iron blade attacks, each against a The clay golem makes two slam attacks, each against a different different target. target. 4 Dazing Fist (immediate interrupt, when a creature marked by 4 Berserk Attack (immediate reaction, when the clay golem is the iron golem and within its reach moves or shifts; at-will) damaged by an attack while bloodied; at-will) Reach 2; targets the triggering creature; +25 vs. Fortitude; the The golem makes a slam attack against a creature adjacent to it. target is dazed (save ends). Hasty Reaction • * Breath Weapon (standard; recharge _ } l i]) • Poison < A clay golem rolls initiative twice, taking the higher of the two Close blast 3; +25 vs. Fortitude; 3d8 + 9 poison damage, and results. ongoing 5 poison damage (save ends). Unstoppable (move; encounter) Toxic Death (when first bloodied and again when the iron The clay golem moves 8 squares and can move through golem drops to 0 hit points) • Poison enemies' spaces. Opportunity attacks against the golem Close burst 3; +25 vs. Fortitude; 2d8 + 6 poison damage, and triggered by this movement take a -10 penalty to damage rolls. ongoing 10 poison damage (save ends). Alignment Unaligned Languages - Alignment Unaligned Languages — Str 26 (+15) Dex14(+9) W i s 18 (+11) Str 2 7 (+18) Dex 15 (+12) W i s 11 (+10) Con 24 (+14) Int 3 (+3) Cha 3 (+3) Con 25 (+17) Int 3 (+6) Cha 3 (+6) Equipment longsword CLAY GOLEM LORE A r c a n a o r N a t u r e D C 2 3 : A clay golem's partially m e l t e d form looks slow, but that a p p e a r a n c e is decep- tive. Clay golems b e a r a c u r s e f r o m t h e i r c r e a t i o n that s o m e t i m e s prevents foes' wounds from healing. ENCOUNTER GROUPS Like all golems, clay golems serve t h e i r m a s t e r s regardless o f intent or motivation. Level 15 E n c o u n t e r ( X P 6,200) • 1 clay golem (level 1 5 elite brute) • 1 shadar-kai gloom lord (level 1 4 artillery) • 2 shadow s n a k e s (level 1 6 skirmisher, MM 2 4 0 )
  • 135.
    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)
  • 136.
    Warrior's Leap GOLIATH A goliath guardian can jump without provoking opportunity attacks. Alignment Unaligned Languages Common A RECLUSIVE A N D NOMADIC R A C E , towering goliaths Skills Athletics +13, Insight +12, Nature +12 prefer high m o u n t a i n s to civilized lowlands. D a r i n g Str 19 (+8) Dex 14 (+6) W i s 16 (+7) competitors, goliaths enjoy testing t h e m s e l v e s . Con 16 (+7) Int 10 (+4) Cha 10 (+4) Equipment scale armor, light shield, bastard sword Goliath Sunspeaker Level 7 Artillery Medium natural humanoid XP 300 ENCOUNTER GROUPS Initiative +5 Senses Perception +9 G o l i a t h s k e e p sturdy pets a n d t h e c o m p a n y o f brave HP 64; Bloodied 32 c r e a t u r e s . However, a goliath might also c h o o s e to AC 19; Fortitude 19, Reflex 18, W i l l 20 Speed 6 work with dwarves, galeb d u h r s , or goblins. © Sunspeaker's Hand (standard; at-will) • Radiant +12 vs. Reflex; 1d8 + 3 radiant damage. Level 9 Encounter ( X P 2,100) •Y Solar Sphere (standard; at-will) 4 Implement, Radiant 4- 1 galeb d u h r r o c k c a l l e r (level 11 controller, Ranged 20; +12 vs. Reflex; 2d8 + 3 radiant damage. MM 114) •f Sun Rays (standard; recharge __ _} [fj) 4 Fire or Radian 4- 3 goliath g u a r d i a n s (level 9 soldier) Implement 4- 1 goliath s u n s p e a k e r (level 7 artillery) Ranged 10; targets one or two creatures; +12 vs. Reflex; 1 d8 + 3 fire or radiant damage, and ongoing 5 damage of the type dealt to the target (save ends). > Flaring Leap (move; encounter) 4 Fire The goliath sunspeaker jumps 3 squares and then moves its remaining speed. During this movement, the sunspeaker gains a +4 bonus to all defenses. The square in which the sunspeaker began its move erupts with fire 2 squares high. A creature that starts its turn adjacent to the fire takes 1d6 + 3 fire damage. A creature that enters the square or starts its turn there takes 2d6 + 3 fire damage. The fire blocks line of sight and lasts until the end of the sunspeaker's next turn. Sustain Minor: The fire persists. Call Down the Sun (standard; encounter) 4 Implement, Radiant Area burst 3 within 20; +11 vs. Reflex; 2d6 + 3 radiant damage. Miss: Half damage. Stone's Endurance (minor; encounter) The goliath sunspeaker gains resist S to all damage until the end of its next turn. Alignment Unaligned Languages Common Skills Arcana +8, Athletics +10, Insight +9, Nature +9 Str14(+5) Dex 15 (+5) W i s 12 (+4) Con 16 (+6) Int 10 (+3) Cha 17 (+6) Equipment leather armor, orb Goliath Guardian Level 9 Soldier Medium natural humanoid XP400 Initiative +8 Senses Perception +7 H P 96; Bloodied 48 AC 25; Fortitude 22, Reflex 20, W i l l 22 Speed 6 © Bastard Sword (standard; at-will) 4 Weapon +16 vs. AC; 1d10 + 7 damage, and the target is marked until the end of the goliath guardian's next turn. If the target is prone, it cannot stand up until the end of the guardian's next turn. 4 Ram's Charge (standard; recharge X| i) 4 Weapon - +14 vs. Fortitude; 1d6 + 3 damage, the target is pushed 2 squares and knocked prone, and the goliath guardian shifts 2 squares and makes a bastard sword attack against the target. Special: When charging, the guardian can use this power in place of a melee basic attack. Stone's Endurance (minor; encounter) The goliath guardian gains resist 5 to all damage until the end of its next turn.
  • 137.
    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 )
  • 138.
    HALF-ELF H A L E - E L F CON ARTIST M A N Y HALF-ELVES A R E DIPLOMATS a n d peacemakers, capable of finding the common ground between any COMBINING T H E BEST OF TWO PROUD LINEAGES, half- two groups. Others use their talents for their own inter- elves are adaptable and diplomatic. They often travel ests. They c a n find the c o m m o n ground between their widely and seek out n e w experiences. Naturally gifted hands and your money pouch with disconcerting ease. leaders, they frequently b e c o m e quite powerful. T h e half-elf con artist m i x e s audacity with per- sonal ma g n e t i s m to achieve astounding results. A few H A L F - E L F LORE honeyed words or a smile and a shrug c a n set foes to N a t u r e DC 1 2 : Half-elves c o m b i n e the grace o f fighting one another or give a n e n e m y reason to hesi- elves with the drive of h u m a n s , adding their own tate. Yet the con artist wounds with m o r e t h a n words. stunning c h a r i s m a to the m i x . Keen-witted and free- T h e con artist's sleight o f h a n d has put a blade in t h e spirited, half-elves follow their hearts wherever they back o f m a n y a n erstwhile ally. lead—along bright paths or down dark roads. Half Elf Con Artist Level 7 Controller Medium natural humanoid X P 300 H A L F - E L F BANDIT CAPTAIN Initiative +6 Senses Perception +2; low-light vision W I T H A F L A I R FOR T H E DRAMATIC to a c c o m p a n y a HP 77; Bloodied 38 mastery of blades, the half-elf bandit captain is flam- AC 20; Fortitude 17, Reflex 20, W i l l 20 boyant in everything it does. Bold and self-reliant, a Speed 6 half-elf bandit captain leads through c h a r i s m a and © Dagger (standard; at-will) 4 Weapon +12 vs. AC; 1d4 + 4 damage. r e m a i n s vigilant against treachery. T h e bandit cap- • Deceptive Maneuver (standard; at-will) 4 Charm 1 tain takes enough risks in pursuit o f gold; trust is one +10 vs. Will; the target makes a basic attack against one of its gamble too many. allies of the half-elf con artist's choice. •Y Silver Deception (standard; recharge [x]((!)) 4 Charm Half-Elf Bandit Captain Level 6 Skirmisher (Leader) Ranged 10; +10 vs. Will; the target is dominated until the end Medium natural humanoid XP250 of the half-elf con artist's next turn. Initiative +9 Senses Perception +8; low-light vision < * Pathetic Appeal (standard; encounter) 4 Charm c HP 69; Bloodied 34 Close burst 5; +10 vs. Will; targets enemies; the target cannot AC 20; Fortitude 18, Reflex 19, W i l l 18 attack the half-elf con artist (save ends). If the con artist makes Speed 6 an attack roll against the target, that target makes a saving © Longsword (standard; at-will) 4 Weapon throw against this effect. +11 vs. AC; 1d8 + 4 damage, and the half-elf bandit captain Combat Advantage shifts 1 square. A half-elf con artist deals 2d6 extra damage against any © " Sg a e r (standard; at-will) 4 Weapon creature granting combat advantage to it. Ranged 5/10; +11 vs. AC; 1d4 + 4 damage. Grifter's Flight (move; encounter) +/>T Slash and Dash (standard; recharge [X]|X]|n)) The half-elf con artist shifts 6 squares and can make a Stealth The half-elf bandit captain makes a longsword attack, shifts 2 check without a penalty for moving. squares, and makes a dagger attack, Alignment Unaligned Languages Common, Elven • Triggering Slash (standard; recharge (xj _]) 4 Weapon f Skills Bluff +12, Insight +7, Stealth +11, Thievery +11 +11 vs. AC; 1d8 + 4 damage, and one ally shifts 1 square and Str 10 (+3) Dex 17 (+6) W i s 9 (+2) makes a melee basic attack as a free action. Con 13 (+4) Int 12 (+4) Cha 19 (+7) Alignment Unaligned Languages Common, Elven Equipment fine clothes, dagger Skills Athletics +11, Diplomacy +11, Insight +8, Stealth +12 Str 16 (+6) Dex 19 (+7) W i s 11 (+3) H A L F - E L F CON ARTIST TACTICS Con 13 (+4) Int 10 (+3) Cha 16 (+6) A half-elf con artist usually prefers to avoid a fight, Equipment leather armor, longsword, 6 daggers although sometimes its s c h e m e s put it at the wrong end of a sword. I f a con artist does stand and fight, it H A L F - E L F BANDIT CAPTAIN TACTICS uses deceptive maneuver to force e n e m i e s into attack- T h e half-elf bandit captain leads with slash and dash, ing e a ch other. T h e con artist relies on pathetic appeal then uses triggering slash to enable an ally to move and grifter's flight to save itself when cornered. into flanking position. H A L F - E L F CON ARTIST LORE H A L F - E L F BANDIT CAPTAIN LORE N a t u r e DC 1 4 : T h e i r natural c h a r m grants N a t u r e DC 1 2 : Half-elf leaders tend to rely on half-elves an advantage in con games and elaborate c h a r i s m a to keep followers in line, and half-elf bandit swindles, drawing m a n y to use their c h a r i s m a for captains are no different. That c h a r m c a n b e a liabil- selfish reasons. Half-elves with long practice at such ity, though, i f followers believe it's b e e n used to lie to sleight o f tongue develop an almost magical ability to them. fool foes and use friends.
  • 139.
    HALF-ELF H A L F - E L F BALEFUL THAUMATURGE yj BALEFUL THAUMATURGE LORE N a t u r e o r A r c a n a D C 2 4 : T h e path to t h e power T H E W I E L D E R OF D R E A D F U L MAGIC, a h a l f - e l f bale- that a baleful thaumaturge follows presents no end o f ful thaumaturge c a n m a k e a battlefield a place o f difficulties a n d sacrifice, but thaumaturges who per- horror for e n e m i e s . Intelligent and wary, t h e half-elf severe achieve power u n t h i n k a b l e to most mortals. thaumaturge h a s labored long to gain power a n d has Blood sacrifices, b o t h their own a n d that o f others, gained m u c h as a result. O f course, even with such give baleful thaumaturges access to dark forces with vast powers, there are always m o r e to b e gained. w h i c h t h e thaumaturge must cajole and bargain (something at w h i c h half-elves excel). Half-Elf Baleful Thaumaturge Level 2 4 Artillery Medium natural humanoid XP 6,050 Initiative +15 Senses Perception +14; low-light vision ENCOUNTER GROUPS HP 169; Bloodied 84 Half-elves travel throughout t h e world a n d a r e AC 36; Fortitude 32, Reflex 35, W i l l 38 c o m m o n l y found beyond its borders as well. T h e y Speed 6 _________ associate with a vast array o f peoples a n d creatures. © Infernal Slam (standard; at-will) • Teleportation +29 vs. Will; 2d6 + 10 damage, and the half-elf baleful Level 7 Encounter ( X P 1 , 5 0 0 ) thaumaturge slides the target 3 squares and then teleports 3 squares. • 1 half-elf bandit captain (level 6 skirmisher) © Soul Bite (standard; at-will) • Implement • 2 halfling prowlers (level 6 lurker, M M 1 5 3 ) Ranged 10; + 29 vs. Reflex; 2d8 + 10 damage, and the half-elf • 6 h u m a n bandits (level 2 skirmisher, M M 1 6 2 ) baleful thaumaturge gains 10 temporary hit points. •<r Mouths of Hell (standard; encounter) • Implement, Psychic, Level 2 5 E n c o u n t e r ( X P 3 8 , 2 0 0 ) Zone • 1 eladrin lich wizard (level 2 4 elite controller, Close blast 5; +27 vs. Will; 3d12 + 9 psychic damage, and the half-elf baleful thaumaturge gains 10 temporary hit points. MM 176) Effect: The blast creates a zone filled with ghostly maws • 2 half-elf baleful thaumaturges (level 2 4 artillery) that lasts until the end of the encounter. Each creature that • 2 slaughterstone h a m m e r e r s (level 2 5 soldier) starts its turn within the zone takes 15 psychic damage. The thaumaturge gains 5 temporary hit points whenever the zone damages a creature. -52- Wall of Shadow Teeth (standard: recharge X !I5) • Conjuration, Implement, Necrotic Area wall 8 within 10; the half-elf baleful thaumaturge conjures a wall of shadow teeth that lasts until the end of the thaumaturge's next turn. The wall is 2 squares high and attacks each creature that starts its turn within the wall or adjacent to it: +27 vs. Fortitude; 3d8 + 9 necrotic damage, and the target is immobilized (save ends). Sustain Minor: The wall persists. Bloody Step (minor; usable only when the half-elf baleful thaumaturge has 5 or more temporary hit points; at-will) • Teleportation The thaumaturge loses 5 temporary hit points and teleports 8 squares. Alignment Unaligned Languages Common, Elven Skills Arcana +24, Bluff+27, Streetwise +27 Str14(+14) Dex 16 (+15) W i s 15 (+14) Con 19 (+16) Int 25 (+19) Cha 30 (+22) Equipment wand H A L F - E L F BALEFUL THAUMATURGE TACTICS T h e baleful thaumaturge opens with wall of shadow teeth, hoping to keep a few e n e m i e s immobilized, a n d t h e n uses mouths of hell. I f engaged in m e l e e , t h e half- e l f uses infernal slam to move e n e m i e s into t h e a r e a o f mouths of hell. O t h e r w i s e t h e half-elf uses soul bite a n d attempts to stay out o f m e l e e . alf-elf bandit captain and baleful thaumaturge
  • 140.
    HALF-ORC H A L F - O R C DEATH MAGE SOME HALF-ORCS A R E DRAWN to t h e service o f Y u r t r u s , a n e x a r c h o f G r u u m s h w h o is a m a s t e r o f B O L D AND B R A S H , h a l f - o r e s c o m b i n e t h e p h y s i c a l disease, misery, a n d death. T h e s e half-ores m a s t e r strength of ores w i t h the resourcefulness of h u m a n s . s e c r e t rites o f Y u r t r u s . In battle, they w e a r white T h e s e c u n n i n g w a r r i o r s a r e at h o m e b o t h i n t h e city robes a n d c a r r y staffs o f b l a c k wood. and i n the wild. Half-Orc Death Mage Level 6 Controller H A L F - O R C HUNTER Medium natural humanoid XP250 T H E HALF-ORC H U N T E R IS A SKILLED T R A C K E R a n d a Initiative +7 Senses Perception +6; low-light vision HP 66; Bloodied 33 b r a s h fighter, r u s h i n g into battle w i t h little r e g a r d for AC 19; Fortitude 17, Reflex 19, W i l l 18 its o w n safety. Speed 6 ©Quarterstaff (standard; at-will) • Weapon Half-Ore Hunter Level 5 Skirmisher +11 vs. AC; 1d8 + 5 damage. Medium natural humanoid XP200 Rotting Touch (standard; at-will) • Necrotic Initiative +7 Senses Perception +8; low-light vision +10 vs. Fortitude; 1d6 + 4 necrotic damage, and the target loses HP 62; Bloodied 31 necrotic resistance or immunity and takes ongoing S necrotic AC 19; Fortitude 18, Reflex 18, W i l l 16 damage (save ends both). Speed 6 (8 when charging) • Bolt of Putrescence (standard; recharge Y _ ] ) • Implement © Battleaxe (standard; at-will) • Weapon Ranged 10; +10 vs. Reflex; 2d8 + 5 damage, and the target +10 vs. AC; I d I O + 5 damage. takes a -5 penalty to all defenses until the end of the half-ore © Longbow (standard; at-will) • Weapon death mage's next turn. Ranged 20/40; +10 vs. AC; I d I O + S damage. •ib Swarm of Flies (standard; encounter) • Implement, Zone Evasive Chop (standard; at-will) • Weapon Area burst 1 within 10; +10 vs. Fortitude; 2d6 + 5 damage, and The half-ore hunter shifts 1 square before and after the attack; the burst creates a zone of swarming flies that lasts until the +10 vs. AC; 1 dl 0 + 5 damage. end of the encounter. Each creature that starts its turn within Draw First Blood the zone takes S damage and does not have line of sight to A half-ore hunter's melee attacks deal I d I O extra damage squares more than 3 squares away from it. As a minor action, against any creature that has not yet taken damage during the the half-ore death mage can move the zone 2 squares. encounter. Furious Assault (free, when the half-ore death mage damages an Furious Assault (free, when the half-ore hunter damages an enemy; encounter) enemy; encounter) The death mage's attack deals 1d10 extra damage. The hunter's attack deals 1d10 extra damage. Death Mark (when an enemy reduces the half-ore death mage to Alignment Unaligned Languages Common, Giant 0 hit points) • Necrotic Skills Endurance +9, Nature +8 The triggering enemy takes 2d10 + 5 necrotic damage. Str 16 (+5) Dex17(+S) W i s 13 (+3) Alignment Evil Languages Common, Giant Con 14 (+4) Int 10 (+2) Cha 8 (+1) Skills Arcana +9, Intimidate +8, Religion +9 Equipment leather armor, battleaxe, longbow, 20 arrows Str 15 (+5) Dex 18 (+7) W i s 17 (+6) Con10(+3) Int 13 (+4) Cha10(+3) Equipment robes, quarterstaff H A L F - O R C HUMTER TACTICS T h e half-ore h u n t e r tears into u n w o u n d e d foes to benefit from draw first blood, often also using/urious H A L F - O R C DEATH MAGE TACTICS assault on its first successful strike. T h e h u n t e r t h e n A death m a g e r e m a i n s at t h e r e a r o f battle. F r o m moves onto t h e n e x t u n h u r t target, trusting its allies t h e r e , it c a n rain its spells upon its foes without fear to finish o f f t h e w o u n d e d . W h e n no e n e m i e s are o f reprisal. It uses swarm of flies to force its e n e m i e s u n w o u n d e d , a h u n t e r b a c k s o f f to c o n c e n t r a t e b o w to b r e a k up, leaving t h e m isolated a n d v u l n e r a b l e to fire on t h e softest targets. its ore allies. Bolt of putrescence is useful against heav- ily a r m o r e d targets. U n l i k e m a n y evil c r e a t u r e s , t h e death m a g e h a s no fear o f dying for its master. I f t h e battle goes poorly, it strides into m e l e e to use rotting touch a n d eventually death mark.
  • 141.
    H A LF - O R C SCARTHANE H A L F - O R C LORE A s ITS RITUAL SCARS TESTIFY, a half-ore s c a r t h a n e is a N a t u r e D C 1 2 : Half-ores c o m b i n e t h e daring terrifying fury on the battlefield. o f h u m a n s and t h e ferocity o f ores. Proud of their strength and decisiveness, half-ores are often impoli- Half-Orc Scarthane Level 7 Brute tic in social situations. Medium natural humanoid XP 300 T h e origins o f half-ores a r e mysterious. S o m e say Initiative +6 Senses Perception +3; low-light vision they are t h e product o f crossbreeding between savage HP 96; Bloodied 48; see also wounded retaliation tribes. Others point to a n ancient program to create AC 20; Fortitude 22, Reflex 20, Will 17 the ultimate warrior. Still others say their origins a r e Speed 6 (8 when charging) divine. All or none o f these explanations might b e © Greataxe (standard; at-will) • Weapon +10 vs. AC; 1d12 + 8 (crit 1d12 + 20) damage. true. Wounded Retaliation (immediate reaction, when first bloodied; Half-ore hunters a r e found a m o n g m a n y com- encounter) munities. Half-ore scarthanes are most often found The half-ore scarthane makes a greataxe attack. living savage lives alongside full-blooded ores, Bloodfury Attack (standard; usable only while bloodied; bearing ritual scars that prove their ferocity and encounter) 4 Healing, Weapon worthiness. +10 vs. AC; 2d12 + 2 damage, and the half-ore scarthane regains 10 hit points. Blood for Blood 4 Healing ENCOUNTER GROUPS When the half-ore scarthane hits a bloodied target, the attack Half-ores exist between two cultures, and they often deals 1d6 extra damage, and the scarthane regains 5 hit points. walk the line b e t w e e n wilderness and settled lands. Furious Assault (free, when the half-ore scarthane damages an enemy; encounter) Thus, they're adaptable to a wide range o f associates. The scarthane's attack deals 1d10 extra damage. Alignment Unaligned Languages Common, Giant Level 6 Encounter ( X P 1 , 4 0 0 ) Skills Athletics +13, Endurance +11, Intimidate +7 • 2 half-ore hunters (level 5 skirmisher) Str 21 (+8) Dex 17 (+6) W i s 11 (+3) • 1 h u m a n hexer (level 7 controller) Con 16 (+6) Int 10 (+3) Cha 8 (+2) 4- 4 h u m a n berserkers (level 4 brute, MM 1 6 3 ) Equipment greataxe Level 9 Encounter ( X P 2 , 1 0 0 ) H A L F - O R C SCARTHANE TACTICS 4- 4 half-ore scarthanes (level 7 brute) T h e half-ore s c a r t h a n e focuses attacks on one crea- 4 1 ore chieftain (level 8 elite brute, MM 2 0 4 ) ture i f possible to get the foe to a bloodied state as 4- 1 ore eye o f G r u u m s h (level 5 controller, MM 2 0 4 ) quickly as possible, taking advantage of blood for blood. T h e s c a r t h a n e uses bloodfury attack at the first pos- sible c h a n c e .
  • 142.
    HAWK W HE N T H E S E F E A T H E R E D PREDATORS a r e on t h e hunt, the silent skies b e c o m e a dangerous battleground. BLOOD HAWK B L O O D H A W K S A R E AGGRESSIVE HUNTERS that use their razor-sharp claws to deal grievous wounds. Blood Hawk Level 1 Skirmisher Small natural beast XP100 Initiative +5 Senses Perception +1 HP 27; Bloodied 13 AC 15; Fortitude 12, Reflex 14, W i l l 12 Speed 2 (clumsy),fly6 © Claw Rake (standard; at-will) +6 vs. AC; 1d6 + 5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends). • Flyby Attack (standard; at-will) f The blood hawk flies 6 squares and makes a daw rake attack at any point during that movement. The blood hawk doesn't provoke opportunity attacks when moving away from the target. Alignment Unaligned Languages - Str 13 (+1) Dex 16 (+3) W i s 13 (+1) Con 11 (+0) Int 2 (-4) Cha 7 (-2) FROST HAWK N A T I V E TO T H E E L E M E N T A L C H A O S , t h e frost h a w k is a fearsome aerial hunter often found in t h e world in HAWK LORE search o f prey. A r c a n a D C 1 9 : Although they originate in t h e Elemental Chaos, frost hawks c a n b e found in t h e Frost Hawk Level 7 Skirmisher high places and cold regions o f the world. A frost Small elemental beast (cold) XP300 hawk's s c r e e c h c a n hinder the movement o f oppo- Initiative +9 Senses Perception +6 nents, m a k i n g t h e m more vulnerable to its attacks. H P 80; Bloodied 40 N a t u r e D C 1 0 : Blood hawks a r e deadly raptors AC 2 1 ; Fortitude 19, Reflex 20, W i l l 19 trained as hunters b y m a n y races. T h e i r lethal claws Immune disease, poison; Resist 10 cold Speed 2 (clumsy),fly8 deal wounds that continue to bleed, and their flying © Ice Talons (standard; at-will) • Cold attacks m a k e t h e m difficult to engage. +12 vs. AC; 1d6 + 5 damage plus 1d6 cold damage. • Flyby Attack (standard; at-will) f The frost hawk flies 8 squares and makes an ice talons attack ENCOUNTER GROUPS at any point during that movement. The frost hawk doesn't Like most raptors, blood hawks and frost hawks c a n provoke opportunity attacks when moving away from the b e encountered among their own kind or as hunting target. birds trained b y other creatures. <* Freezing Screech (standard; at-will) • Cold Close blast 3; +10 vs. Fortitude; 1d8 + 5 cold damage, and the Level 2 Encounter ( X P 7 2 5 ) target is slowed (save ends). • 3 blood hawks (level 1 skirmisher) Shattering Strike • A frost hawk's melee attacks deal 2d6 extra cold damage • 1 bloodseeker drake (level 4 soldier) against a slowed creature. • 2 e l f archers (level 2 artillery, MM 1 0 6 ) Alignment Unaligned Languages — Str 14 (+5) Dex 19 (+7) W i s 16 (+6) Level 6 Encounter ( X P 1 , 4 0 0 ) Con 16 (+6) Int2(-1) Cha 8 (+2) • 2 frost hawks (level 7 skirmisher) 4- 1 ore bloodrager (level 7 elite brute, MM 2 0 4 ) 4 1 ore eye o f G r u u m s h (level 5 controller, MM 2 0 4 )
  • 143.
    HOMUNCULUS ARBALESTER A N A R B A L E S T E R IS A DEADLY RANGED ATTACKER, lobbing volleys o f bolts at i n t r u d e r s i n t h e a r e a it H O M U N C U L I ACT AS T I R E L E S S GUARDIANS for S p e c i f i c guards. locations, relics, or creatures. T h e i r creators i m b u e these constructs with a singular purpose, but m a n y Arbalester Level 4 Artillery h o m u n c u l i have outlived their original masters. Medium natural animate (construct, homunculus) XP 175 Initiative +6 Senses Perception +9; darkvision STONEFIST DEFENDER HP 43; Bloodied 21 AC 16; Fortitude 15, Reflex 17, W i l l 15 A DRIVEN A N D DEADLY FOE, a stonefist defender serves Immune disease, poison a designated creature as a bodyguard and c o m b a t Speed 6 _ _ _ _ _ _ partner. © Slam (standard; at-will) +11 vs. AC; 1 d6 + 4 damage. Stonefist Defender Level 2 Skirmisher © Bolt (standard; at-will) Small natural animate (construct, homunculus) XP 125 Ranged 20/40; +11 vs. AC; 1d10 + 4 damage. Initiative +6 Senses Perception +4; darkvision • Double Shot (standard; recharge : : X fl)) Y HP 38; Bloodied 19 The arbalester makes two bolt attacks, each against a different AC 16; Fortitude 13, Reflex 14, W i l l 14 target. The targets must be within 5 squares of each other. Immune disease, poison Guard Area Speed 8 If an enemy is within an arbalester's guarded area (see the © Spiked Fist (standard; at-will) "Guard" sidebar) at the start of the arbalester's turn, the arbalester recharges double shot. +7 vs. AC; 1d8 + 5 damage. Alignment Unaligned Languages - Guard Creature Str 15 (+4) Dex 18 (+6) W i s 15 (+4) A stonefist defender gains a +2 bonus to attack rolls against any enemy adjacent to its guarded creature (see the "Guard" sidebar). Con 13 (+3) Int5(-1) Cha8(+1) Synchronized Flank While a stonefist defender is flanking an enemy with its ENCOUNTER GROUPS guarded creature, its attacks deal 1d6 extra damage against the flanked enemy. H o m u n c u l i c a n b e found as servants and c o m p a n i o n s Tumble (move; at-will) to spellcasters, or as tireless guards in ancient tombs The stonefist defender shifts 3 squares. and treasure vaults. Alignment Unaligned Languages - Skills Acrobatics +9 Level 3 E n c o u n t e r ( X P 7 5 0 ) Str 12 (+2) Dex 17 (+4) W i s 17 (+4) 4- 3 stonefist defenders (level 2 skirmisher) Con 14 (+3) Int 11 (+1) Cha 7 (-1) • 1 arbalester (level 4 artillery) 4- 1 d w a r f h a m m e r e r (level 5 soldier, M M 9 7 ) GUARD A homunculus can be attuned to a specific area or crea- ture. Attuning the homunculus takes 1 minute and can be done only by the homunculus's creator or its new owner (as designated by its creator). The homunculus gains cer- tain powers and benefits in this guard role. Guarded Area: An area up t o 5 squares on a side. Guarded Creature: A creature, typically t h e homun- culus's creator.
  • 144.
    HUMAN D IV E R S E A N D MULTIFACETED, h u m a n s possess t h e potential for both greatness and villainy. HUMAN CAVALIER M O U N T E D ON A W A R H O R S E , a h u m a n cavalier w e a r s its e n e m i e s down with lance and broadsword. Human Cavalier Level 7 Soldier (Leader) Medium natural humanoid XP300 Initiative +8 Senses Perception +9 Battle Acumen aura sight; each ally within the aura gains a +2 bonus to initiative. H P 78; Bloodied 39 AC 23; Fortitude 20, Reflex 18, W i l l 19 Speed 5 © Broadsword (standard; at-will) • Weapon +14 vs. AC; I d I O + 5 damage, and the target is marked until the end of the human cavalier's next turn. } Champion's Retort (immediate interrupt, when an enemy marked by the human cavalier makes a melee attack against an ally adjacent to it; at-will) • Weapon Targets the triggering enemy; +13 vs. AC; 1d6 + 5 damage, t Lancer (standard; usable only while mounted; at-will) • Weapon +14 vs. AC; 1d10 + 5 damage, and the target is knocked prone. Hasty Parry (immediate interrupt, when an enemy marked by the human cavalier makes a melee attack against an ally adjacent to it; encounter) The triggering enemy's attack targets the cavalier instead of the • Sulfurous Flash (standard; at-will) • Fire, Implement Y ally, and the cavalier gains a +3 bonus to AC against that attack. Ranged 5; +27 vs. Fortitude; 2d4 + 6 fire damage, and the Alignment Unaligned Languages Common human diabolist has concealment against the target until the Skills Athletics +12, Diplomacy +11 end of the diabolist's next turn. Str 19 (+7) Dex 13 (+4) W i s 12 (+4) Darkfire Storm (standard; encounter) • Fire, Implement, Con 14 (+5) Int 10 (+3) Cha 16 (+6) HH-MHHHHH_-BHHMHMMRHHHr^H_BBnHI Equipment heavy shield, plate armor, broadsword, longspear Area burst 2 within 20; +25 vs. Reflex; 2d6 + 7 fire and necrotic damage, and ongoing 10 fire and necrotic damage (save ends). HUMAN DIABOLIST Infernal Deflection (immediate interrupt, when the human diabolist is hit by a melee or ranged attack; recharge fx] [i i ) • T H E H U M A N DIABOLIST IS A PRACTITIONER o f evil Fire magic. A diabolist wields fire as its favored weapon. The diabolist takes half damage from the triggering attack, and the attacker takes 15 fire damage. Life from Fire Human Diabolist Level 2 0 Artillery Whenever a human diabolist takes fire damage, it gains 10 Medium natural humanoid XP 2,800 temporary hit points. Initiative +14 Senses Perception +10 Alignment Evil Languages Common HP 147; Bloodied 73 Skills Arcana +19, Bluff +21, Stealth +19 AC 32; Fortitude 32, Reflex 31, W i l l 33 Str 10 (+10) Dex 18 (+14) W i s 11 (+10) Speed 6 Con 21 (+15) Int 11 (+10) Cha 23 (+16) © Kukri (standard; at-will) • Fire, Weapon Equipment leather armor, kukri, rod +25 vs. AC; 1d6 + 4 damage plus 2d6 fire damage. The human diabolist rerolls any damage die result of 1 until the result is greater than 1. ® Dark Fire (standard; at-will) • Fire, Implement, Necrotic Ranged 15; +27 vs. Reflex; 2d10 + 7 fire and necrotic damage. • Hell Blight (minor; at-will) • Implement Y Ranged sight; no attack roll; the target is hell-blighted (save ends). A hell-blighted target that takes fire damage from the human diabolist cannot spend a healing surge until the end of the diabolist's next turn. If the diabolist uses this power on a new target, the previous target is no longer hell-blighted.
  • 145.
    HUMAN HUMAN GLADIATOR 2 < D I R E BEAST HUNTER A CONSUMMATE A T H L E T E , t h e h u m a n gladiator knows 15 :: all the tricks o f close combat. T H E H U M A N DIRE BEAST H U N T E R W A I T S IN A M B U S H for II prey, a r m e d w i t h spear, net, and poison. Human Gladiator Level 1 4 Elite Soldier Human Dire Beast Hunter Level 9 Artillery Initiative +12 Senses Perception +9 Medium natural humanoid XP 400 Fighting Focus aura 1; each enemy that starts its turn within the Initiative+8 Senses Perception+12 aura is marked until the start of its next turn. HP 76; Bloodied 38 HP 276; Bloodied 138 AC 22; Fortitude 21, Reflex 22, W i l l 21 AC 30; Fortitude 26, Reflex 26, W i l l 24 Speed 6 Saving Throws +2 © Spear (standard; at-will) • Weapon Speed 6 +16 vs. AC; 2d8 +5 damage. Action Points 1 © Poisoned Crossbow (standard; at-will) • Poison, Weapon © Gladius (standard; at-will) • Weapon Ranged 1S/30; +16 vs. AC; 2d8 + 3 damage, and ongoing 5 +21 vs. AC; 2d8 + 6 damage. poison damage (save ends). 4 Knock to the Dirt (minor; encounter) • Trapping Net (standard; requires a net; encounter) Y +19 vs. Fortitude; the target is knocked prone. Ranged 3; +16 vs. Reflex; the target is restrained (save ends). 4 Well-Placed Kick (minor; recharge X : : ) Alignment Unaligned Languages Common +19 vs. Reflex; the target is dazed and slowed (save ends both) Skills Acrobatics +13, Athletics +11, Endurance +12 4 Sand in the Eyes (minor; encounter) Str 14 (+6) Dex 19 (+8) W i s 17 (+7) +19 vs. Fortitude; the target is blinded (save ends). Con 16 (+7) Int 16 (+7) Cha 11 (+4) • • Gladius Display (standard; at-will) • Weapon < Equipment crossbow with 40 poisoned bolts, spear, net Close burst 1; targets enemies; +19 vs. Reflex; 2d8 + 6 damage ,S'- Alignment Unaligned Languages Common HUMAN D R E A D ASSASSIN Skills Acrobatics +15, Athletics +18 Str 22 (+13) Dex 16 (+10) Wis14(+9) A H U M A N D R E A D ASSASSIN H A S ONE M A R K . T h e assas- Con 18 (+11) Int 12 (+8) Cha 17 (+10) sin's goal is to kill that m a r k , n o matter the cost. Equipment light shield, scale armor, gladius (short sword) Human Dread Assassin Level 2 2 Lurker Medium natural humanoid XP4.150 Initiative +23 Senses Perception +22 H P 161; Bloodied 80; see also assassin's determination AC 36; Fortitude 32, Reflex 34, W i l l 32 Speed 7 ,,„„„.„. , „ , ^ ^ . „ ^ , „ , J © Zealot's Scimitar (standard; at-will) • Necrotic, Poison, Weapon +26 vs. AC; 1d8 + 5 damage (crit 2d8 + 13), and ongoing 10 poison and necrotic damage (save ends). ___________ Cloak of Zeal (move 1/round; at-will) The human dread assassin gains concealment until the end of its next turn and shifts 3 squares. Deadly Blade (minor; usable while the human dread assassin has cover or concealment; recharge XjliTi) The target of the assassin's next attack grants combat advantage to it, and the assassin's attack deals 5d6 extra damage on a hit. Assassin's Determination (when first bloodied; encounter) The human dread assassin recharges deadly blade. If it is already recharged, the assassin regains 20 hit points. H Alignment Unaligned Languages Common Skills Intimidate +22, Stealth +24 Str 17 (+14) Dex 26 (+19) W i s 13 (+12) Con 23 (+17) Int 18 (+15) Cha 22 (+17) Equipment scimitar
  • 146.
    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
  • 147.
    HUMAN JAVELIN DANCER HUMAN MYSTAGOGUE Z RANGING OVER T H E B A T T L E F I E L D , t h e h u m a n j a v e l i n < d a n c e r is a s t u d y i n d e a d l y g r a c e . S P E A K I N G A S U P E R N A L W O R D OF P O W E R , t h e h u m a n 2 m y s t a g o g u e m a n i p u l a t e s b o t h its e n e m i e s ' p e r c e p - Human javelin Dancer Level 6 Skirmisher tions a n d t h e battle's direction. Medium natural humanoid XP 250 Human Mystagogue Level 2 0 Controller (Leader) Initiative +8 Senses Perception +4 Medium natural humanoid XP 2,800 HP 70; Bloodied 35 Initiative +11 Senses Perception +22 AC 20; Fortitude 18, Reflex 19, W i l l 17 Shared Clarity aura 10; each ally within the aura gains a +2 bonus Speed 6 to saving throws. © Spear (standard; at-will) 4 Weapon HP 188; Bloodied 94 +11 vs. AC; 1 d8 + 3 damage. AC 33; Fortitude 31, Reflex 32, W i l l 33 Mobile Attack (standard; at-will) Speed 6 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ The human javelin dancer shifts 3 squares and makes one spear © Mystery's Touch (standard; at-will) 4 Implement, Psychic attack during the move. +24 vs. Reflex; 2d8 + 7 psychic damage, and the target takes a •f Javelin (standard; at-will) • Weapon -2 penalty to attack rolls against the human mystagogue until Ranged 10/20; +12 vs. AC; 1d6 + 3 damage. the end of the mystagogue's next turn. Adept Retreat •Y Bend Perception (standard; at-will) 4 Illusion, Implement, A human javelin dancer does not grant combat advantage from Psychic running. Ranged 20; +22 vs. Will; 2d6 + 7 psychic damage, and until the Skirmish end of the human mystagogue's next turn, the target is slowed If a human javelin dancer ends its move at least 4 squares from and takes a -2 penalty to attack rolls and saving throws. the square where it started the move, its attacks deal 1 d6 extra <• Awestrike (standard; recharge :•: i i ) 4 Healing. Implement. damage until the start of its next turn. Psychic Alignment Unaligned Languages Common Close burst 5; targets enemies; +22 vs. Will; 2d6 + 7 psychic Skills Athletics +10 damage, the human mystagogue slides the target 6 squares, Str 15 (+5) Dex 16 (+6) W i s 13 (+4) and the target is dazed (save ends). Effect: The mystagogue Con 14 (+5) Int 10 (+3) Cha 10 (+3) slides one ally in the burst 6 squares, and that ally regains 10 Equipment leather armor, light shield, 4 javelins, spear hit points. Veil of Inscrutability (immediate reaction, when the human mystagogue is missed by a melee or ranged attack; at-will) HUMAN KNIEE FIGHTER The mystagogue shifts 2 squares and gains a +2 bonus to AC T H E H U M A N KNIFE F I G H T E R M A K E S A BLOODY MESS o f and Reflex until the end of its next turn. enemies' ranks, popping up, knife in h a n d , where Alignment Unaligned Languages Common, Supernal least e x p e c t e d . Skills Arcana +21, Insight +22, Religion +21 Str 12 (+11) Dex 12 (+11) Wis24(+17) Con 20 (+15) Int 22 (+16) Cha 15 (+12) Human Knife Fighter Level 7 Elite Skirmisher Equipment robes, holy symbol Medium natural humanoid XP 600 Initiative+8 Senses Perception+14 H P 162; Bloodied 81 AC 21; Fortitude 19, Reflex 19, W i l l 19 Saving Throws +2 Speed 7 Action Points 1 © Wounding Dagger (standard; at-will) 4 Weapon +12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) and ongoing 5 damage (save ends). + Dance of the Knife (standard; at-will) 4 Weapon +12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect: The human knife fighter shifts 2 squares after the attack and makes one more attack against the same target or a different one. The knife fighter then shifts 2 squares. Peerless Tumbler (move; recharge :X ji:]) The human knife fighter shifts 4 squares, ignoring difficult terrain. Combat Advantage ' V H H H H H H H H H H A human knife fighter deals 2d6 extra damage against any target granting combat advantage to it. Alignment Unaligned Languages Common Skills Stealth +11 Str 15 (+5) Dex 17 (+6) W i s 16 (+6) Con 17 (+6) Int 13 (+4) Cha 12 (+4) Equipment dagger, net
  • 148.
    HUMAN NOBLE W IT H SILVER TONGUES, h u m a n nobles r e m i n d assail- ants o f the lethal price o f h a r m i n g the gentry. Human Noble Level 5 Controller (Leader) Medium natural humanoid XP200 Initiative +3 Senses Perception +3 HP 60; Bloodied 30 AC 19; Fortitude 17, Reflex 17, W i l l 18; see also protected Speed 5 © Longsword (standard; at-will) • Weapon +10 vs. AC; 1d8 + 3 damage. <- Appoint Champion (standard; at-will) Close burst 10; targets one ally; the target makes a basic attack as a free action and shifts 1 square before or after the attack. «<• Inspirational Authority (standard; encounter) Close burst 10; targets one ally; the target uses an at-will, encounter, or recharge attack power as a free action. • * Urge Hesitation (standard; encounter) • Charm < Close burst 5; targets enemies; +9 vs. Will; the target cannot use a standard action during its next turn. Protected A human noble gains a +2 bonus to all defenses while an ally is adjacent to it. Alignment Unaligned Languages Common Skills Diplomacy +10, Insight +8, Intimidate +10 Str 15 (+4) Dex 12 (+3) W i s 12 (+3) Con 12 (+3) Int 14 (+4) Cha 16 (+5) Equipment chainmail, light shield, longsword HUMAN PIRATE H U M A N P I R A T E S A R E BANDITS OF T H E S E A , raiding ships a n d seaports. HUMAN PIRATE CAPTAIN A H U M A N P I R A T E C A P T A I N W A D E S INTO BATTLE, swing- Human Pirate Level 9 Skirmisher ing a cutlass and taunting its e n e m i e s . XP400 Initiative +8 Senses Perception +5 Human Pirate Captain Level 1 0 Soldier (Leader) HP 95; Bloodied 47 Medium natural humanoid XP 500 AC 23; Fortitude 21, Reflex 21, W i l l 20 Initiative +10 Senses Perception +12 Speed 7 HP 104; Bloodied 52 © Cutlass (standard; at-will) • Weapon AC 26; Fortitude 22, Reflex 22, W i l l 22 +14 vs. AC; 2d6 + 5 damage. Speed 7 Rigging Monkey (minor; encounter) © Cutlass (standard; at-will) • Weapon The human pirate gains a climb speed of 7 until the end of its +16 vs. AC; 2d6 + 6 damage, and the target is slowed (save next turn. ends). Scurvy Dog's Flank Call to Arms (when first bloodied; encounter) A human pirate gains a +1 bonus to attack rolls against an Close burst 10; targets allies; the target makes a melee basic enemy it is flanking, and its attacks deal 2d6 extra damage to attack or shifts 3 squares as a free action. that creature. 4? Vicious Mockery (minor; recharge [ J M) Alignment Unaligned Languages Common Close burst 5; targets one enemy; the target provokes an Skills Acrobatics +11, Athletics +11 opportunity attack from each enemy that is adjacent to it. Str 14 (+6) Dex 15 (+6) W i s 12 (+5) Rigging Monkey (minor; encounter) Con 15 (+6) Int 9 (+3) Cha 11 (+4) The human pirate captain gains a climb speed of 7 until the end Equipment cutlass (short sword) of its next turn. Scurvy Dog s Flank A human pirate captain gains a +1 bonus to attack rolls against HUMAN PIRATE TACTICS an enemy it is flanking, and its attacks deal 2d6 extra damage H u m a n pirates c l i m b in the rigging o f ships, using to that creature. rigging monkey to keep e n e m i e s on their toes. Pirates Alignment Unaligned Languages Common stay n e a r the water. I f on a boat, they stay n e a r t h e Skills Acrobatics +13, Athletics +13 edge o f the boat. Str 16 (+8) Dex 16 (+8) W i s 14 (+7) Con 16 (+8) Int 13 (+6) Cha 16 (+8) Equipment cutlass (short sword)
  • 149.
    HUMAN SLAVER H u m a n knife fighters, trained for battle in alley fights and tavern brawls, tumble around the battle- A HUMAN SLAVER RELIES ON MACE AND SCOURGE to field to slip blades into just the right places. subdue and capture its victims. H u m a n mystagogues are often found at the centers of cults. Human Slaver Level 8 Brute N a t u r e D C 2 0 : H u m a n dire beast hunters c a n b e Medium natural humanoid XP350 bounty hunters seeking to capture exotic creatures Initiative +7 Senses Perception +4 and sell t h e m to the highest bidder, or they c a n b e HP 102; Bloodied 51 pompous nobles seeking to one-up other m e m b e r s AC 20; Fortitude 20, Reflex 20, Will 19 Speed 6 o f the nobility by mounting bigger and more exotic © Thump and Lash (standard; at-will) • Weapon heads in their great rooms. +11 vs. AC; 2d8 + 6 damage, and the target takes a -2 penalty H u m a n hexers practice a m i x t u r e o f a r c a n e and to melee attack rolls until the end of its next turn. primal magic. W h i l e some work in h a r m o n y with •• Slaver's Tangle (standard; requires a scourge; recharge ( ii !]) nature, others pervert primal magic to c o m m a n d the • Weapon spirits o f the earth against their will. +11 vs. AC; 2d8 + 6 damage, and the target is immobilized and takes a -2 penalty to melee attack rolls until the end of its next turn. ENCOUNTER GROUPS Alignment Evil Languages Common H u m a n s are versatile and familiar. T h e y have a Skills Intimidate +11 Str 17 (+7) Dex 16 (+7) W i s 10 (+4) k n a c k for turning up nearly everywhere. Con 12 (+5) Int 10 (+4) Cha 14 (+6) Equipment leather armor, mace, scourge (whip) Level 6 Encounter ( X P 1,350) • 2 half-ore hunters (level 5 skirmisher) HUMAN SLAVER TACTICS • 8 h u m a n lackeys (level 7 minion, M M 1 6 2 ) T h e h u m a n slaver focuses on a single target with sla- 4- 1 h u m a n slaver (level 8 brute) ver's tangle. T h e slaver then either moves on to other enemies or delivers punishing mace-and-scourge Level 7 Encounter ( X P 1 , 5 0 0 ) combos to immobilized victims with thump and lash. • 1 cacklefiend hyena (level 7 brute, MM 1 6 6 ) • 1 h u m a n hexer (level 7 controller) • 1 h u m a n knife fighter (level 7 elite skirmisher) HUMAN LORE • 4 h u m a n lackeys (level 7 minion, M M 1 6 2 ) N a t u r e D C 1 0 : H u m a n cavaliers ride horses or griffons. Cavaliers are prized as battle leaders, and Level 7 Encounter ( X P 1,700) they are often hired to lead n o n h u m a n troops. • 3 h u m a n cavaliers (level 7 soldier) H u m a n gladiators are accustomed to fighting a • 1 h u m a n noble (level 5 controller) wide array o f combatants. Although some gladiators • 4 warhorses (level 3 brute, M M 1 5 9 ) are kept as slaves, others b e c o m e wealthy by defeat- ing foes in a r e n a matches. Level 9 Encounter ( X P 2 , 0 5 0 ) H u m a n nobles claim that their families' status 4- 1 h u m a n pirate captain (level 1 0 soldier) grants t h e m leadership skills. However, once in • 3 h u m a n pirates (level 9 skirmisher) combat some nobles find that they are unable to cope 4- 1 h u m a n slaver (level 8 brute) with bloodshed, and freeze up or r u n away. Pirate captains k e e p their rowdy crews in line with Level 19 Encounter ( X P 1 3 , 2 0 0 ) a m i x t u r e o f threats and bribes. H u m a n s who have 4- 1 goristro (level 1 9 elite brute, M M 5 5 ) r u n afoul o f the law b e c o m e pirates to avoid capture 4- 2 h u m a n diabolists (level 2 0 artillery) and to satisfy the h u m a n n e e d for new experiences 4- 1 h u m a n mystagogue (level 2 0 controller) and adventures. H u m a n slavers are themselves slaves to greed and Level 2 1 Encounter ( X P 1 6 , 6 5 0 ) power. They have great influence over their slaves, but 4- 1 half-elf baleful thaumaturge (level 2 4 artillery) the promise o f freedom sometimes causes those slaves 4- 1 h u m a n dread assassin (level 2 2 lurker) to revolt and remove the slaver from the picture—by 4- 1 h u m a n insane noble (level 2 3 elite skirmisher) any m e a n s necessary. N a t u r e D C 1 5 : H u m a n diabolists trade their souls for power. B o t h h u m a n s and devils share a lust for power, and m a n y o f a diabolist's other traits might be considered infernal. H u m a n javelin dancers dance around foes, hurling javelins like thunderbolts with u n c a n n y accuracy.
  • 150.
    • Hydra Fury(standard; at-will) r HYDRA The razor hydra makes four bite attacks, plus an additional attack for each head it has grown (see regenerating heads). 4 Ferocity (when the razor hydra drops to 0 hit points) LEGENDARY FOR T H E I R DEADLY H E A D S and strange The hydra makes a hydra fury attack. powers, hydras give any group o f h e r o e s pause. Blood-Hungry D r i v e n by hunger, hydras lurk at t h e edges o f civiliza- A razor hydra gains a +2 bonus to attack rolls against bloodied tion, plaguing b o r d e r c o m m u n i t i e s . creatures and creatures taking untyped ongoing damage. Many-Headed Each time a razor hydra would become dazed or stunned, it R A Z O R HYDRA instead loses one attack while using hydra fury during its next T H E RAZOR H Y D R A GLITTERS with m e t a l growing from turn. The hydra can be dazed or stunned multiple times. its scales. Regenerating Heads When a razor hydra first reaches 480, 320, and 160 hit points, a head is destroyed. At the start of the hydra's next turn after a Razor Hydra Level 1 6 Solo Brute head is destroyed, two heads grow in the lost head's place, and Large natural beast (reptile) XP 7,000 the hydra gains an additional bite attack with hydra fury. Initiative +13 Senses Perception +17; all-around vision Threatening Reach HP 640; Bloodied 320; see also regenerating heads and ferocity A razor hydra can make opportunity attacks against all enemies AC 28; Fortitude 29, Reflex 27, W i l l 26 within its reach (2 squares). Saving Throws +S Alignment Unaligned Languages - Speed 7 Str 21 (+13) Dex 20 (+13) W i s 18 (+12) Action Points 2 Con 24 (+15) Int 2 (+4) Cha 8 (+7) © Bite (standard; at-will) Reach 2; +19 vs. AC; 1d8 + 4 damage, and the target takes ongoing 5 damage (save ends). If the razor hydra hits a target HEROSLAYER HYDRA that is already taking untyped ongoing damage, that target's A C R E A T U R E OUT OF LEGEND, t h e heroslayer hydra ongoing damage increases by 5. e a r n e d its n a m e from t h e h e r o e s w h o fell to its fangs. (Back to front) heroslayer hydra and razor hydra
  • 151.
    Heroslayer Hydra Level 2 0 Solo Brute 4 Mind Bite (standard; at-will) Huge natural beast (reptile) XP 14,000 Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is dazed Initiative +14 Senses Perception +19; all-around vision (save ends). HP 776; Bloodied 388; see also regenerating heads 4 Paralyzing Fang (standard; at-will) AC 32; Fortitude 34, Reflex 30, W i l l 30 Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is Saving Throws +5 immobilized and takes a -2 penalty to all defenses (save ends Speed 6 both). Action Points 2 4 Venom Tooth (standard; at-will) • Poison © Bite (standard; at-will) Reach 3; +2 5 vs. AC; 1 d8 +5 damage, and ongoing 10 poison Reach 3; +25 vs. AC; I d I O + 8 damage. damage (save ends). 4 Hydra Fury (standard; at-will) Chaosborn The heroslayer hydra makes five bite attacks, plus an additional A chaos hydra starts with two heads. When the hydra first attack for each head it has grown (see regenerating heads). A reaches 636, 424, and 212 hit points, it grows an additional target hit by more than one bite attack in a round takes 10 head. Roll a d4 at each increment to determine which attack extra damage. the new head makes: 4 Rampage (standard; recharges when a critical hit is scored 1-Crushing Maw, 2-Mind Bite, 3-Paralyzing Fang, or 4-Venom against the heroslayer hydra) Tooth. A hydra can gain the same attack multiple times through The hydra makes one bite attack against each enemy within this effect. reach. On a hit, the target takes ongoing 10 damage (save ends). Many-Headed Heroslayer Each time a chaos hydra would become dazed or stunned, it While a heroslayer hydra is marked, it gains a +2 bonus to instead loses one attack, determined randomly, while using attack rolls and a +5 bonus to damage rolls against the creature hydra fury during its next turn. The hydra can be dazed or that marked it. stunned multiple times. Many-Headed Threatening Reach Each time a heroslayer hydra would become dazed or stunned, A chaos hydra can make opportunity attacks against all enemies it instead loses one attack while using hydra fury during its next within its reach (3 squares). turn. The hydra can be dazed or stunned multiple times. Alignment Chaotic evil Languages - Regenerating Heads Str 26 (+19) Dex 20 (+16) W i s 19 (+15) When a heroslayer hydra first reaches 582, 388, and 194 hit Con 28 (+20) Int 2 (+7) Cha 10 (+11) points, a head is destroyed. At the start of the hydra's next turn after a head is destroyed, two heads grow in the lost head's place, and the hydra gains an additional bite attack with hydra fury. HYDRA LORE Threatening Reach A r c a n a D C 2 2 : Originally a native o f t h e Klemcn A heroslayer hydra can make opportunity attacks against all tal C h a o s , the c h a o s hydra has filtered into t h e other enemies within its reach (3 squares). planes. A c h a o s hydra's two heads contain e l e m e n t a l Alignment Chaotic evil Languages - energy, which its bite u n l e a s h e s on e n e m i e s . Str 2 3 (+16) Dex 19 (+14) W i s 18 (+14) Con 26 (+18) Int 2 (+6) Cha 9 (+9) A r c a n a D C 2 7 : As a c h a o s hydra is hurt, its body generates m o r e heads. T h e bite attack o f a generated h e a d c a n v a r y randomly. CHAOS HYDRA N a t u r e D C 2 2 : W h e n one h e a d o f a razor hydra H A I L I N G FROM T H E E L E M E N T A L C H A O S , t h e chaos hydra sinks its fangs into a n enemy, t h e o t h e r h e a d s b e c o m e draws upon e l e m e n t a l energy. A s the chaos hydra gen- obsessed with t h e taste o f that enemy's blood. R a z o r erates m o r e heads, it b e c o m e s m o r e c u n n i n g . hydras a r e also k n o w n as blood hydras for t h e i r abil- ity to d e t e c t t h e scent o f blood. Chaos Hydra Level 2 2 Solo Brute N a t u r e D C 2 7 : Heroslayer hydras dwell in m o u n - Huge elemental beast (reptile) XP 20,750 tain caves. I n early t i m e s , h u m a n o i d s stalked razor Initiative +16 Senses Perception +20; all-around vision hydras to collect t h e hydras' serrated teeth, w h i c h HP 848; Bloodied 424; see also chaosborn were valued as w e a p o n s b e c a u s e t h e y cause v i c t i m s AC 34; Fortitude 36, Reflex 32, W i l l 31 to b l e e d long after receiving w o u n d s . Resist 20 variable (2/encounter) Saving Throws +5 Speed 7 ENCOUNTER GROUPS Action Points 2 © Frostfire Bite (standard; at-will) • Cold, Fire O p p o r t u n i s t i c scavengers, such as c a r r i o n crawlers Reach 3; +25 vs. AC; 3d8 + 5 cold and fire damage. a n d s h a r d s t o r m vortex whirlwinds, follow r a m p a g i n g © Storm Bite (standard; at-will) • Lightning, Thunder hydras. A powerful c r e a t u r e s u c h as a m i n o t a u r caba- Reach 3; +25 vs. AC; 3d8 + 5 lightning and thunder damage. list occasionally c a p t u r e s a hydra to g u a r d its lair. 4 Hydra Fury (standard; at-will) The chaos hydra makes a storm bite attack, a frostfire bite attack, Level 1 6 E n c o u n t e r ( X P 7,800) and each additional attack it has gained through the growth of a • 1 m i n o t a u r c a b a l i s t (level 1 3 controller, M M 1 9 0 ) head (see chaosborn). 4 Crushing Maw (standard; at-will) • 1 razor hydra (level 1 6 solo brute) Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is slowed and takes ongoing 10 damage (save ends both).
  • 152.
    Flock Effect KENKU A kenku warrior gains a +3 bonus instead of+2 while flanking, and it grants a +3 bonus instead of+2 while aiding another. Mimicry SLY A N D SECRETIVE, KENKUS thrive in t h e u n d e r b e l l y A kenku warrior can mimic sounds and voices. A succ essful o f t h e civilized world. Like t h e ravens t h e y r e s e m b l e , Insight check opposed by the warrior's Bluff check al ows a t h e s e avian h u m a n o i d s are opportunistic. T h e y do listener to determine that the effect is faked. not allow laws or m o r a l i t y to stand in t h e i r way. Alignment Unaligned Languages Common Str 14 (+3) Dex 17 (+4) W i s 14 (+3) Con 12 (+2) Int 9 (+0) Cha 11 (+1) KENKU RUFFIAN Equipment leather armor, 6 daggers K E N K U R U F F I A N S RELY ON N U M B E R S . T h e y f l o c k a r o u n d t h e i r foes to t a k e t h e m down. KENKU W A R R I O R TACTICS T h e k e n k u w a r r i o r uses its mobility and/lutterin# Kenku Ruffian Level 3 Minion Skirmisher attack to k e e p itself a n d its f l o c k m a t e s in f l a n k i n g Medium natural humanoid XP38 positions. T h e c o m b i n a t i o n o f c o m b a t advantage a n d Initiative +4 Senses Perception +3; low-light vision flock effect t h e n m e t e s out t h e d a m a g e . HP 1; a missed attack never damages a minion. AC 17; Fortitude 15, Reflex 16, W i l l 15 Speed 6 KENKU RINGLEADER © Club (standard; at-will) • Weapon K E N K U RINGLEADERS L E A D SMALL KENKU BANDS on +8 vs. AC; 5 damage. raids or heists, acting as m u s c l e w h e n stealth a n d Flock Effect t r i c k e r y fail. I f t h e city watch or a rival gang shows A kenku ruffian gains a +3 bonus instead of+2 while flanking, and it grants a +3 bonus instead of +2 while aiding another. up, t h e ringleader signals t h e crew's retreat. Mimicry A kenku ruffian can mimic sounds and voices. A successful Kenku Ringleader Level 4 Soldier (Leader) Insight check opposed by the ruffian's Bluff check allows a Medium natural humanoid XP175 listener to determine that the effect is faked. Initiative +8 Senses Perception +3; low-light vision Alignment Unaligned Languages Common H P 54; Bloodied 27 Skills Stealth +9 AC 20; Fortitude 16, Reflex 16, W i l l 15 Str 12 (+2) Dex 17 (+4) W i s 14 (+3) Speed 6 Con 14 (+3) lnt9(+0) Cha 11 (+1) © Spiked Chain (standard; at-will) • Weapon Equipment leather armor, club Reach 2; +11 vs. AC; 2d4 + 5 damage, and the target is marked until the end of the kenku ringleader's next turn. ® Sling (standard; at-will) • Weapon KENKU RUEEIAN TACTICS Ranged 10/20; +11 vs. AC; 1d6 + 5 damage. Before c o m b a t b e g i n s , one or two k e n k u r u f f i a n s go 4 Press the Attack (standard; at-will) • Weapon to get help. O n c e t h e fighting starts, r u f f i a n s use flock Reach 2; targets an enemy marked by the kenku; +11 vs. AC; effect to boost t h e i r leaders' attacks a n d to m a k e accu- 2d4 + 5 damage, and the target is knocked prone. rate attacks together. Flock Reaction (minor; recharge [fT] (x) QT|) Close burst 3; targets kenkus; the target shifts 1 square as a free KENKU WARRIOR action. Flock Effect T H E KENKU W A R R I O R PRACTICES a flitting m a r t i a l art, A kenku ringleader gains a +3 bonus instead of+2 while flanking, dodging s e e m i n g l y at r a n d o m toward a n d away from and it grants a +3 bonus instead of+2 while aiding another. foes. A kenku ringleader can mimic sounds and voices. A successful Insight check opposed by the ringleader's Bluff check allows a Kenku Warrior Level 3 Skirmisher listener to determine that the effect is faked. Medium natural humanoid XP150 Alignment Unaligned Languages Common Initiative +6 Senses Perception +3; low-light vision Skills Bluff+10, Intimidate +10 H P 44; Bloodied 22 Str 13 (+3) Dex 18 (+6) W i s 12 (+3) AC 17; Fortitude 14, Reflex I S , W i l l 14 Con 14 (+4) Int 10 (+2) Cha 16 (+5) Speed 6 Equipment leather armor, sling, spiked chain © Dagger (standard; at-will) • Weapon +8 vs. AC; 1d4 + 6 damage. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ® Dagger (standard; at-will) • Weapon KENKU RINGLEADER TACTICS Ranged 5/10; +8 vs. AC; 1d4 + 6 damage. A k e n k u ringleader first advances upon a n d attacks the • Fluttering Attack (standard; at-will) 1 most dangerous-looking enemies. It then directs allies The kenku warrior shifts 4 squares and makes a basic attack into flanking positions using the shifting ability granted during that movement. by flock reaction. It uses press the attack at every c h a n c e . Combat Advantage A kenku warrior deals 1d6 extra damage on melee attacks against any target granting combat advantage to it.
  • 153.
    Aware o ft h e details o f any situation, a ringleader KENKU SNEAK TACTICS withdraws i f a battle goes badly for its crew. It does T h e k e n k u s n e a k u s e s disappear into the flock and not s u r r e n d e r unless it m u s t do so to survive. f o c u s e s on e n e m i e s n o t in t h e m a i n m e l e e group that a r e close e n o u g h for t h e s n e a k to r e a c h w h i l e KENKU SNEAK hidden. T H E KENKU SNEAK LURKS IN HIDING a n d strikes f r o m t h e shadows. KENKU W I N G MAGE T H E KENKU W I N G MAGE USES A I R MAGIC a n d glowing Kenku Sneak Level 4 Lurker feathers o f force to h a r m a n d h a m p e r foes. Medium natural humanoid XP 175 Initiative +10 Senses Perception +4; low-light vision Kenku Wing Mage Level S Artillery HP 42; Bloodied 21 XP200 AC 18; Fortitude 15, Reflex 17, Will 15 Speed 7 (4 while invisible) Initiative +3 Senses Perception +3; low-light vision © Dagger (standard; at-will) • Weapon HP 50; Bloodied 25 AC 17; Fortitude 15, Reflex 17, Will 18 +9 vs. AC; 1d4 + 6 damage. Speed 6; see wings of the flock ® Dagger (standard; at-will) • Weapon © Dagger (standard; at-will) 4- Weapon Ranged 5/10; +9 vs. AC: 1d4 + 6 damage. _ _ _ _ _ Disappear into the Flock +9 vs. AC; 1d4 + 3 damage. While it has cover from other kenkus, a kenku sneak can make a © Murder of Crows (standard; at-will) • Force, Implement Stealth check to become hidden. Ranged 20; +10 vs. Reflex; 1d6 + 4 force damage, and the target Flock Effect grants combat advantage to the kenku wing mage (save ends). A kenku sneak gains a +3 bonus instead of+2 while flanking, <• Hurricane Blast (standard; recharge [x] __) • Force, and it grants a +3 bonus instead of+2 while aiding another. Implement Hidden Strike Close blast 3; +8 vs. Fortitude; 1d6 + 6 force damage, and the kenku wing mage slides the target 3 squares. A kenku sneak deals 2d4 + 4 extra damage against any target Death Flock (standard; encounter) • Force, Implement from which it is hidden. Area burst 1 within 20; +8 vs. Reflex; 1d6 + 6 force damage, Mimicry and the target is dazed (save ends). A kenku sneak can mimic sounds and voices. A successful Flock Effect Insight check opposed by the sneak's Bluff check allows a listener to determine that the effect is faked. A kenku wing mage gains a +3 bonus instead of+2 while flanking, Sniper and it grants a +3 bonus instead of +2 while aiding another. Mimicry A hidden kenku sneak that misses with a ranged attack remains hidden. A kenku wing mage can mimic sounds and voices. A successful Alignment Unaligned Languages Common Insight check opposed by the wing mage's Bluff check allows a Skills Bluff +8, Stealth +11, Thievery +11 listener to determine that the effect is faked. Str 15 (+4) Dex 18 (+6) Wis 14 (+4) Wings of the Flock (minor; encounter) 4- Force Con 12 (+3) Int 13 (+3) Cha 13 (+3) The kenku wing mage gains fly 6 (hover; altitude limit 4) until Equipment leather armor, 6 daggers the end of the encounter. Alignment Unaligned Languages Common Skills Stealth +8 Str9(+1) Dex 13 (+3) Wis 13 (+3) Con 14 (+4) int 18 (+6) Cha 15 (+4) Equipment robes, dagger, orb KENKU W I N G MAGE TACTICS T h e k e n k u wing m a g e uses wings of the flock to move to a place with cover from w h e r e it c a n rain destruc- tion upon its e n e m i e s with murder of crows, hurricane blast, a n d deathflock. Rooftops a n d t r e e b r a n c h e s are ideal locations.
  • 154.
    KENKU ASSASSIN KENKU LORE SLY AND DECEITFUL, a k e n k u assassin favors poison. N a t u r e D C 1 2 : T h e s e opportunistic avians live in Unlike other kenkus, assassins rarely surrender. tightly knit clans called flocks. Flocks are suspicious of outsiders, even other k e n k u s . T h e y move in groups Kenku Assassin Level 5 Elite Skirmisher and are exceptionally good at working together. Medium natural humanoid XP400 N a t u r e D C 17: K e n k u s live predominantly Initiative +8 Senses Perception +6; low-light vision in civilized regions but c a n be found throughout HP 126; Bloodied 63 the world. Flocks live in or n e a r major cities, often AC 19; Fortitude 16, Reflex 17, W i l l 16 secretly. Flocks run a wide variety o f c r i m i n a l enter- Saving Throws +2 prises, favoring s c h e m e s and cons. T h e y frequently Speed 6 Action Points 1 use their ability to m i m i c sounds and voices. Violence © Venomous Stab (standard; at-will) • Poison, Weapon is not their first choice, but kenkus c a n be formidable +10 vs. AC; 1d6 + 5 damage, and the target is slowed (save ends) adversaries once steel is drawn. © Venomous Shot (standard; at-will) • Poison, Weapon Ranged 15/30; +10 vs. AC; 1 d8 + 4 poison damage, and the target is slowed (save ends). ENCOUNTER GROUPS 4 Fluttering Attack (standard; at-will) K e n k u flocks keep a wide variety o f monsters as The kenku assassin shifts 4 squares and uses venomous stab short-term company. Only those who overcome the during that move. kenkus' naturally suspicious nature r e m a i n part o f a 4 Gouging Talons (immediate reaction, when an enemy attacks flock for long. the kenku assassin; at-will) Targets the triggering enemy; +10 vs. AC; 1d6 + 2 damage. Feather Burst (minor; encounter) Level 2 E n c o u n t e r ( X P 7 0 0 ) Close burst 2; targets enemies; no attack roll; the target is • 2 bloodseeker drakes (level 4 soldier) blinded until the end of the kenku assassin's turn. • 2 k e n k u warriors (level 3 skirmisher) Flock Effect • 1 pseudodragon (level 3 lurker, M M 9 1 ) A kenku assassin gains a +3 bonus instead of+2 while flanking, and it grants a +3 bonus instead of +2 while aiding another. Level 3 E n c o u n t e r ( X P 7 7 9 ) Mimicry • 1 k e n k u ringleader (level 4 soldier) A kenku assassin can mimic sounds and voices. A successful Insight check opposed by the assassin's Bluff check allows a • 8 k e n k u ruffians (level 3 minion) listener to determine that the effect is faked. • 2 k e n k u warriors (level 3 skirmisher) Alignment Unaligned Languages Common Skills Bluff+9, Stealth +11, Thievery +11 Level 3 E n c o u n t e r ( X P 8 2 4 ) Str 13 (+3) Dex 18 (+6) W i s 9 (+1) • 2 blood hawks (level 1 skirmisher) Con 15 (+4) Int 13 (+3) Cha 15 (+4) • 4 k e n k u ruffians (level 3 m i n i o n skirmisher) Equipment leather armor, shortbow, short sword, 20 arrows • 1 k e n k u sneak (level 4 lurker) • 3 spiretop drakes (level 1 skirmisher) KENKU ASSASSIN TACTICS T h e k e n k u assassin avoids melee until it hits at least Level 4 E n c o u n t e r ( X P 9 2 2 ) one enemy with a venomous shot T h e n it uses/lutter- • 1 h u m a n berserker (level 4 brute, M M 1 6 3 ) ing attack to poison more e n e m i e s . W h e n necessary, • 1 k e n k u ringleader (level 4 soldier) the assassin uses/eather hurst to extricate itself, and • 6 k e n k u ruffians (level 3 m i n i o n skirmisher) possibly its allies, from m e l e e . K e n k u assassins fight • 2 k e n k u sneaks (level 4 lurker) to the death i f escape is not possible. Level 5 E n c o u n t e r ( X P 1 , 2 0 0 ) • 1 half-elf bandit captain (level 6 skirmisher) • 2 h u m a n berserkers (level 4 brute, M M 1 6 3 ) • 1 k e n k u assassin (level 5 elite skirmisher) • 1 k e n k u wing mage (level 5 artillery)
  • 155.
    KRENSHAR KRENSHAR LORE 2i < N a t u r e D C 1 2 : Krenshars r o a m hills, plains, a n d :: forests in small prides. Krenshars born with blood K R E N S H A R S A R E P O W E R F U L , CATLIKE C R E A T U R E S with z red spots on their hides b e c o m e guardians o f the faces that peel b a c k to expose t h e bones and muscles _ pride. O t h e r krenshars act as hunters and caregivers o f their skulls. T h i s hideous sight, c o m b i n e d with a to young. k r e n s h a r s savage roars, freezes its foes in terror. N a t u r e D C 1 7 : Gnolls, hobgoblins, and h u m a n s trap and domesticate krenshars. Trainers a r e often Krenshar Level 4 Controller injured or killed while taming t h e m , because repress- Medium natural beast XP 175 ing a stressed krenshar's instinct to reveal its skull is Initiative +5 Senses Perception +7; low-light vision difficult. Fearsome Visage aura 5; each enemy within the aura takes a -2 penalty to saving throws against fear effects. HP 55; Bloodied 27 KRENSHAR AC 18; Fortitude 16, Reflex 16, Will 14 Speed 8 ENCOUNTER GROUPS © Hooking Swipe (standard; at-will) Krenshars are usually encountered with m e m b e r s o f +8 vs. AC; 1d6 + 4 damage, and the target is knocked prone. their pride or with humanoids that have t a m e d t h e m . " b r <- Roaring Skull (standard; recharge _ _ _ _ • F e a r - Thunder Close blast 5; +7 vs. Will; 1d8 + 4 thunder damage, and the Level 5 Encounter ( X P 1,125) target is dazed (save ends). If the target was already dazed, it is • 2 deathpledged gnolls (level 5 brute) also weakened as long as it remains dazed. • 3 krenshars (level 4 controller) • * Unnerving Skull (minor 1/round; at-will) • Fear, Gaze < • 1 k r e n s h a r blood slayer (level 5 brute) Close burst 5; targets one creature; +8 vs. Will; the target takes a -2 penalty to attack rolls (save ends). Level 6 Encounter ( X P 1,450) Alignment Unaligned Languages - Skills Intimidate +5, Stealth +9 4- 2 h u m a n javelin dancers (level 6 skirmisher) Str 17 (+5) Dex 17 (+5) W i s 10 (+2) • 1 h u m a n slaver (level 8 brute) Con 15 (+4) Int 2 (-2) Cha 12 (+3) • 3 k r e n s h a r blood slayers (level 5 brute) KRENSHAR BLOOD SLAYER K R E N S H A R BLOOD SLAYERS A R E SLIGHTLY LARGER t h a n their more c o m m o n cousins. T h e y lead krenshar prides, tracking prey with their u n c a n n y ability to smell blood. Krenshar Blood Slayer Level 5 Brute Medium natural beast XP 200 Initiative +5 Senses Perception +7; low-light vision Fearsome Visage aura 5; each enemy within the aura takes a -2 penalty to saving throws against fear effects. HP 75; Bloodied 37 AC 17; Fortitude 18, Reflex 17, W i l l 15 Speed 8 © Claw (standard; at-will) +8 vs. AC; 1d6 + 4 damage. I Grabbing Claws (standard; at-will) The krenshar blood slayer makes two claw attacks. If both attacks hit the same target, that target is grabbed. •• Bite (standard; at-will) ) Targets a creature grabbed by the krenshar blood slayer; no attack roll; 2d6 + 8 damage. • * Unnerving Skull (minor 1/round; at-will) • Fear, Gaze < Close burst 5; targets one creature; +8 vs. Will; the target takes a -~ Alignment Unaligned Languages -- Skills Intimidate +5 Str 18 (+6) Dex 16 (+5) W i s 10 (+2) Con 15 (+4) Int 2 (-2) Cha 13 (+3)
  • 156.
    -J Alignment Unaligned Languages Draconic L1ZARDFOLK Skills Athletics +8, Stealth +9 Str 14 (+3) Dex 17 (+4) Wis 12 (+2) Con 12 (+2) lnt8(+0) Cha 8 (+0) POISONSCALE LIZARDFOLK FAVOR CRUEL TOXINS a n d Equipment spear, 2 javelins relentless hit-and-run t a c t i c s . S w a m p s a n d j u n g l e s a r e t h e favored h o m e s o f t h e varied tribes o f t h e s e s c a l e d POISONSCALE SAVAGE humanoids. T H E POISONSCALE SAVAGE W A D E S CONFIDENTLY into c o m b a t w i t h a huge club, its tail dripping toxic sweat. POISONSCALE MAGUS T H E POISONSCALE MAGUS USES TOXIC MAGIC to hurl Poisonscale Savage Level 2 Brute death from a d i s t a n c e . Medium natural humanoid (reptile) XP 125 Initiative +3 Senses Perception +2 Poisonscale Magus Level 2 Artillery Aura of Poison aura 1; each enemy within the aura takes a -2 Medium natural humanoid (reptile) XP12S penalty to saving throws against ongoing poison damage. HP 45; Bloodied 22 Initiative +2 Senses Perception +8 AC 13; Fortitude 16, Reflex 15, Will 14 HP 32; Bloodied 16 Speed 6 (swamp walk) AC 14; Fortitude 14, Reflex 16, Will 16 © Greatclub (standard; at-will) • Weapon Speed 6 (swamp walk) +5 vs. AC; 2d6 + 3 damage. © Dagger (standard; at-will) • Weapon © Poison Tail (minor; at-will) • Poison +6 vs. AC; 1d6 + 3 damage. ^Y Poison Blood (standard; at-will) • Poison +4 vs. AC; the target takes ongoing 5 poison damage (save Ranged 10/20; +7 vs. Fortitude; 1d6 + 3 poison damage, and ends). ongoing 5 poison damage (save ends). • Javelin (standard; encounter) • Poison, Weapon Y • Corrupt Poison (minor; at-will) • Poison Y Ranged 10/20; +5 vs. AC; 1d6 + 3 damage, and ongoing 5 poison damage (save ends). Ranged 10/20; targets a creature taking ongoing poison damage; +7 vs. Fortitude; the poisonscale magus slides the Alignment Unaligned Languages Draconic target 3 squares, and the target is slowed (save ends). Skills Athletics +9 -itr Poison Barrage (standard; encounter) • Poison Str 17 (+4) Dex 14 (+3) Wis 12 (+2) Area burst 3 within 10; +5 vs. Fortitude; 1d6 + 3 poison Con 15 (+3) Int 8 (+0) Cha 8 (+0) damage, and the target gains vulnerable S poison (save ends). Equipment greatclub, javelin Miss: Half damage, and the target gains vulnerable 5 poison until the end of its next turn. POISONSCALE COLLECTOR Alignment Unaligned Languages Draconic Skills Athletics +7, Arcana +9 T H E POISONSCALE COLLECTOR uses b l i n d i n g poison to Str 12 (+2) Dex 12 (+2) Wis 14 (+3) incapacitate a n d kill foes. Con 14 (+3) Int 15 (+3) Cha 8 (+0) Equipment dagger Poisonscale Collector Level 3 Lurker Medium natural humanoid (reptile) XP 150 POISONSCALE SLITHERER Initiative +8 Senses Perception +8 HP 36; Bloodied 18 AMONG T H E W E A K E S T OF LIZARDFOLK, t h e cowardly AC 18; Fortitude 14, Reflex 16, Will 15 poisonscale slitherers prefer to fight alongside t h e i r Speed 6 (swamp walk) stronger k i n . © Dagger (standard; at-will) • Poison, Weapon +8 vs. AC; 1d6 + 2 damage, and ongoing 5 poison damage (save ends). Poisonscale Slitherer Level 2 Soldier I Blinding Poison (standard; at-will) Medium natural humanoid (reptile) XP 125 Targets a creature taking ongoing poison damage; +6 vs. Initiative +6 Senses Perception +7 Fortitude; 1d6 + 3 damage, and the target is blinded save H P 36; Bloodied 18 ends). AC 17; Fortitude 14, Reflex 15, W i l l 13 4 End Strike (standard; at-will) Speed 5 (swamp walk) Targets a creature that cannot see the poisonscale co Hector; +8 © Spear (standard; at-will) • Weapon vs. AC; 2d6 + 3 damage. +8 vs. AC; 1d10 + 3 damage. Poison Strike • Javelin (standard; encounter) • Poison, Weapon Y A poisonscale collector gains a +2 bonus to damage rolls against Ranged 10/20; +6 vs. AC; 1d6 + 3 damage, and the poisonscale any enemy taking ongoing poison damage. slitherer makes a secondary attack against the same target. Alignment Unaligned Languages Draconic Secondary Attack: +4 vs. Fortitude; 2d6 + 3 poison damage. Skills Athletics +7, Stealth +9 Slitherer Bravery Str 13 (+2) Dex 17 (+4) Wis 14 (+3) A poisonscale slitherer gains a +2 bonus to attack rolls while it Con 12 (+2) Int 10 (+1) Cha 8 (+0) is adjacent to at least one ally. Equipment dagger Slitherer Stability A poisonscale slitherer cannot be knocked prone and ignores forced movement.
  • 157.
    (Left to right)poisonscale myrmidon, savage, and magus POISONSCALE MYRMIDON POISONSCALE LORE C O M P A R E D W I T H OTHER LIZARDFOLK, the poison- N a t u r e D C 1 0 : Although poisonscale slitherers scale m y r m i d o n wielding a club is a disciplined are less hale t h a n other lizardfolk, they have power- combatant. ful tails that stabilize t h e m in battle. Poisonscale collectors are specially trained hunters Poisonscale Myrmidon Level 3 Soldier with two important duties: collecting the toxic plants Medium natural humanoid (reptile) XP 150 and creatures that poisonscales eat to produce their Initiative +5 Senses Perception +2 poison, and taking captives for slavery or sacrifice. HP 47; Bloodied 23 A m o n g poisonscales, magi are honored advisors. AC 20: Fortitude 15, Reflex 14, Will 13 B e c a u s e o f their toxic magic, they live short lives. Speed 6 (swamp walk) Poisonscale myrmidons lack other poisonscales' © Club (standard; at-will) • Weapon +10 vs. AC; 1d10 + 3 damage, and the target is marked until the ability to produce poison, but they m a k e up for it with end of the poisonscale myrmidon's next turn. greater strength and thicker scales. Poison Strike Poisonscale savages enjoy "counting coup" by A poisonscale myrmidon gains a +2 bonus to damage rolls touching enemies with their tails. W h e n they defeat against any enemy taking ongoing poison damage. their enemies, they take trophies from the bodies. Alignment Unaligned Languages Draconic Skills Athletics +9 Str 17 (+4) Dex 15 (+3) W i s 12 (+2) ENCOUNTER GROUPS Con 15 (+3) Int 10 (+1) Cha 8 (+0) Lizardfolk hunt in m i x e d groups, taking roles in hunt- Equipment club, turtle shell shield (light shield) ing parties according to their diverse talents. Level 3 Encounter ( X P 8 5 0 ) • 1 greenscale darter (level 5 lurker, MM 1 7 8 ) • 2 greenscale hunters (level 4 skirmisher, MM 178) • 2 poisonscale collectors (level 3 lurker) 1
  • 158.
    Wereboar Level 6 Brute LYCANTHROPE Large natural humanoid (shapechanger) XP 250 Initiative +3 Senses Perception +4 HP 61; Bloodied 33; see also bloodied resilience and death strike H E R E D I T A R Y S H A P E S H I F T E R S , l y c a n t h r o p e s a r e feared Regeneration 5 in c o m m u n i t i e s b o t h large a n d s m a l l . I n its n a t u r a l AC 17; Fortitude 21, Reflex 16, W i l l 17 form, a l y c a n t h r o p e appears as a b l e n d o f h u m a n o i d Immune moontusk fever; Vulnerable silver (if the wereboar a n d b e a s t , but it c a n c h o o s e to w e a r a h u m a n o i d dis- takes damage from a silver weapon, its regeneration does not guise or a n a n i m a l s h a p e . function on its next turn) Speed 6 (8 in boar form) © Maul (standard; usable only while in humanoid form; at-will) • WEREBOAR Weapon W E R E B O A R S A R E BRUTISH HUMANOIDS t h a t a r e easily +9 vs. AC; 2d6 + 6 damage. © Gore (standard; usable only while in boar form; at-will) • a n g e r e d a n d that t r a n s f o r m into l y c a n t h r o p i c form Disease w h e n incited. A w e r e b o a r is a provocateur, a n d seeks +9 vs. AC; 1d8 + 6 damage, ongoing 5 damage (save ends), and out fights in taverns a n d on city streets, w h e r e it c a n the target is exposed to moontusk fever (see below). use its size a n d s t r e n g t h in close q u a r t e r s . • Death Strike (when the werebear drops to 0 hit points) f The wereboar makes a gore or a maul attack. Bloodied Resilience (while bloodied) The wereboar gains a +2 bonus to all defenses and deals ongoing 10 damage with its gore attack instead of ongoing 5 damage. Change Shape (minor; at-will) • Polymorph A wereboar can alter its physical form to appear as a dire boar (MM 35) or a unique humanoid (see "Change Shape," page 216). Alignment Evil Languages Common Skills Athletics +13, Endurance +11, Intimidate +8 Str 20 (+8) Dex 10 (+3) W i s 12 (+4) Con16(+6) lnt10(+3) Cha 11 (+3) Equipment hide armor, maul W E R E B O A R TACTICS A w e r e b o a r looks for any o p p o r t u n i t y to utilize its b o a r f o r m . It engages in battle w i t h m i n i m a l cause, c h a r g i n g opponents a n d using its gore attack. Moontusk Fever Level 6 Disease Endurance improve D C 17, maintain D C 12, worsen D C 11 or lower The _ Initial Effect: The _ _ W h i l e bloodied, the target can roll only one saving Final State: W h e n the subject target is target takes a -2 throw at the end of its turn, even if it is affected by rolls a saving throw while cured. penalty to saving multiple effects. bloodied, it rolls two dice and throws while takes the lower of the two bloodied. results.
  • 159.
    WERETIGER W E RE T I G E R S A R E CAUTIOUS COMBATANTS. A weretiger uses stealth to stalk a n enemy, waiting for the oppor- tune m o m e n t to strike. Weretiger Level 11 Elite Skirmisher Large natural humanoid (shapechanger) XP 1,200 Initiative +9 Senses Perception +12; low-light vision HP 172; Bloodied 86 Regeneration 10 AC 25: Fortitude 23, Reflex 22, W i l l 22 Immune moon rage; Vulnerable silver (if the weretiger takes damage from a silver weapon, its regeneration does not function on its next turn) Saving Throws +2 Speed 6 (8 in tiger form) Action Points 1 © Katar (standard; usable only while in humanoid form; at-will) • Weapon +16 vs. AC; 2d6 + 6 damage (crit 4d6 + 18). © Bite (standard; usable only while in tiger form; at-will) • Disease +16 vs. AC; 1d8 + 5 damage, and the target is exposed to moon rage (see below). 4 Feline Fury (standard; at-will) The weretiger makes two melee basic attacks. It shifts 1 square between the attacks. 4 Pounce (standard; usable only when charging; recharge [x] _]) * +16 vs. AC; 2d8 + 5 damage, and the target is pushed 1 square and knocked prone. The weretiger then shifts into the target's WERETIGER TACTICS vacated space. A weretiger prefers to focus on one adversary at a 4 Slashing Recoil (immediate reaction, when an attack misses the time using/eline/ury and retreats i f engaged b y a weretiger; at-will) second opponent. I f this happens, the weretiger The weretiger makes a melee basic attack and shifts 2 squares. Change Shape (minor; at-will) • Polymorph charges with pounce to reengage. A weretiger can alter its physical form to appear as a dire tiger or a unique humanoid (see "Change Shape," page 216). Alignment Evil Languages Common Skills Acrobatics +12, Bluff +11, Insight +12, Stealth +12 Str 17 (+8) Dex 14 (+7) W i s 14 (+7) Con 15 (+7) Int 12 (+6) Cha 13 (+6) Equipment leather armor, 2 katars Level 1 1 Disease Endurance improve D C 2 1 , maintain D C 16, worsen D C 15 or lower The Q Initial Effect: The C I 3 The target gains a Strength-based claw attack that Q Final State: The target's target is target takes a-2 deals 1 d6 damage. The target can no longer wield predatory instincts take over. cured. penalty to attack weapons or hold implements. This effect remains as W h e n the target attacks a rolls as its hands long as the subject is diseased. creature in combat, it can begin to grow fur attack no other creatures until and claws. that target is dead or until the end of the encounter.
  • 160.
    W E RE W O L F LORD LYCANTHROPE LORE A T T H E CENTER OF M A N Y LYCANTHROPIC CLANS, a were- N a t u r e D C 1 6 : Lycanthropy is hereditary, and wolf lord calls the shots. T h e most feared o f its kind, lycanthropes mate with other lycanthropes to pro- the werewolf lord is larger, stronger, and s m a r t e r duce lycanthropic offspring. S o m e lycanthropes can t h a n a werewolf and is a vicious adversary. also mate with humanoids, producing lycanthropic children. However, the blood is diluted in this way, Werewolf Lord Level 13 Elite Brute (Leader) and such children never c h a n g e forms or instead Largo natural humanoid (shapechanger) XP 1.600 b e c o m e shifters. Initiative +7 Senses Perception +8; low-light vision N a t u r e D C 2 1 : Legend says that Melora created Blood Moon aura 5; the werewolf lord and any ally within the aura lycanthropes, and they are affected by the full m o o n gain a +2 bonus to attack rolls and a +5 bonus to damage rolls and silver b e c a u s e o f a feud between Melora and against bloodied targets. S e h a n i n e . Lycanthropes are most active on nights HP 264; Bloodied 132 with a full moon. Silver, the m o o n metal, cuts t h e m to Regeneration 10 AC 25; Fortitude 27, Reflex 22, W i l l 24 the quick. Immune greater moon fever; Vulnerable silver (if the werewolf lord takes damage from a silver weapon, its regeneration does not function on its next turn) ENCOUNTER GROUPS Saving Throws +2 As shapechangers, lycanthropes c a n b e found with Speed 6 (8 in wolf form) a wide variety o f creatures. But only those who c a n Action Points 1 keep up with the bestial fury o f lycanthropes r e m a i n (J) Falchion (standard; usable only while in humanoid form; at-will) c o n n e c t e d to t h e m for long. • Weapon +16 vs. AC; 4d4 + 6 damage (crit 8d4 + 22). Level 6 E n c o u n t e r ( X P 1 , 2 0 0 ) © Bite (standard; usable only while in wolf form; at-will) • Disease • 2 half-ore hunters (level 5 skirmisher) +16 vs. AC; 2d12 + 3 damage, and the target is exposed to • 1 h u m a n hexer (level 7 controller) greater moon frenzy (see below). • 2 wereboars (level 6 brute) • Canine Fury (standard; at-will) 1 The werewolf lord makes two melee basic attacks. Level 1 2 E n c o u n t e r ( X P 3 , 5 0 0 ) 4 Speed of the Wolf (standard; usable only in wolf form; recharge - • 1 eladrin bladesinger (level 11 skirmisher) • 2 weretigers (level 11 elite skirmisher) The werewolf lord shifts 6 squares and makes a bite attack. Savage Howl (minor; encounter) • 1 will-o'-wisp (level 1 0 lurker) Close burst 10; each ally in the burst gains 15 temporary hit points. In addition, each ally that has a bite attack makes a bite Level 1 3 E n c o u n t e r ( X P 4 , 2 5 0 ) attack as a free action. • 1 werewolf pack lord (level 1 3 elite brute) Change Shape (minor; at-will) 4- Polymorph • 3 werewolves (level 8 brute, M M 1 8 1 ) A werewolf lord can alter its physical form to appear as a dire • 4 worgs (level 9 brute, MM 2 6 5 ) wolf (MM 264) or a unique humanoid (see "Change Shape," page 216). Alignment Evil Languages Common Skills Athletics +17, Bluff +14, Endurance +14, Intimidate +14 Str 22 (+12) Dex 12 (+7) W i s 15 (+8) Con 17 (+9) Int 13 (+7) Cha 16 (+9) Equipment chain armor, falchion W E R E W O L F LORD TACTICS T h e impressive physique o f a werewolf lord often leads foes to underestimate its cunning. A werewolf lord guides the attacks o f its group, inspiring its allies to greater ferocity with its savage howl and its blood moon aura. Greater Moon Frenzy Level 1 3 Disease Endurance improve D C 23, maintain D C 18, worsen D C 17 or lower The • Initial Effect: The W h i l e bloodied, the target must make a saving throw Q Final State: The target attacks target is target takes a -2 at the end of each turn. If the saving throw fails, the the nearest creature in its line cured. penalty to W i l l . target makes a melee attack on its next turn against a of sight. If it cannot see any random target within 5 squares of it. If no targets are other creatures, it does nothing within 5 squares, the target does nothing but move in a but move in a randomly chosen randomly chosen direction. direction.
  • 161.
    MAMMOTH M AM M O T H S A R E FURRY, E L E P H A N T L I K E C R E A T U R E S that r o a m t h e freezing steppes. T h e furious Nyfellar m a m m o t h , a c r e a t u r e m a d e partially o f ice, hits foes like a n a v a l a n c h e . Nyfellar Mammoth Level 17 Brute Huge elemental beast (mount) XP 1,600 Initiative+6 Senses Perception+10 HP 202; Bloodied 101 AC 29; Fortitude 33, Reflex 24, W i l l 28 Resist 10 cold Speed 8 (ice walk) © Gore (standard; at-will) Reach 2; +20 vs. AC; 2d10 + 10 damage. • Stamp (standard; at-will) • Cold r +18 vs. Fortitude; 2d6 + 10 damage plus 1d6 cold damage, and the target is knocked prone. • Blizzard Trample (standard; recharges when the Nyfellar f mammoth is first bloodied or when it takes cold damage) The Nyfellar mammoth moves 8 squares and can move through enemy-occupied spaces, making one stamp attack against each of those enemies. f Tusk Toss (standard; rechargeftTj [X, ft!) Reach 2; +18 vs. Fortitude; I d I O + 5 damage, and the mammoth slides the target 5 squares. The target falls from a height of up to 30 feet (6 squares) into the space where it ends the slide and takes falling damage, if applicable. MAMMOTH LORE Bitterwind Charge (while mounted by a friendly rider of 17th A r c a n a D C 2 0 : T h e massive Nyfellar m a m - level or higher; at-will) • Mount m o t h s have t h e i r o r i g i n s in Nyfell, t h e f r o z e n l a n d When charging, the Nyfellar mammoth can use blizzard in t h e E l e m e n t a l C h a o s f r o m w h i c h frost g i a n t s trample or tusk toss instead of a melee basic attack. After the h a i l . F r o s t g i a n t s b r o u g h t t h e s e b e a s t s to t h e world. mammoth's attack, its rider makes a melee basic attack as a free action. B e c a u s e N y f e l l a r m a m m o t h s c a n subsist on a vari- Icebound Footing ety o f food a n d i c e , t h e y c a n live i n i n h o s p i t a b l e When an effect pulls, pushes, or slides the Nyfellar mammoth, frozen regions. the mammoth moves 2 squares less than the effect specifies. The mammoth can make a saving throw to avoid being knocked prone. ENCOUNTER GROUPS Alignment Unaligned Languages - Frost giants use Nyfellar m a m m o t h s for w a r f a r e a n d Str 30 (+18) Dex 10 (+8) W i s 18 (+12) raids. A favorite frost giant t a c t i c is to ready a n attack Con 22 (+14) Int 2 (+4) Cha 9 (+7) against t h e v i c t i m o f a tusk toss. NYFELLAR MAMMOTH TACTICS Level 17 Encounter ( X P 9,200) T h e Nyfellar m a m m o t h c h a r g e s e n e m i e s w i t h a • 2 frost giants (level 1 7 brute) s t a m p a n d t h e n uses tusk toss. It fights until those 4- 2 Nyfellar m a m m o t h s (level 1 7 brute) t h r e a t e n i n g it f l e e or until it dies. • 1 r i m e f i r e griffon (level 2 0 skirmisher, M M 1 4 7 )
  • 162.
    4* Sigil ofIndictment (minor; usable only when no creature is MARUT affected by this power; at-will) • Psychic Close burst 10; targets one enemy; +25 vs. Will; until the end of the marut prosecutor's next turn, the target grants combat V A L U I N G ORDER A N D OATHS OF SERVICE, a m a r u t advantage to the prosecutor, and the prosecutor and its allies hones its skills for a p a r t i c u l a r purpose. M a r u t s serve deal 5 extra psychic damage against the creature. Sustain Minor: other entities as m e r c e n a r i e s or serve t h e i r own mys- The effect persists. terious ends. Justice Restrained A slowed, immobilized, or restrained creature takes a -2 penalty to attack rolls against a marut prosecutor. MARUT CASTIGATOR Alignment Unaligned Languages Supernal M A R U T CASTIGATORS IDENTIFY THOSE w h o violate t h e Skills Insight +21, Intimidate +22 law, subduing t h e m for j u d g m e n t . Str 18 (+14) Dex 16 (+13) W i s 2 3 (+16) Con 21 (+15) Int 23 (+16) Cha24(+17) Marut Castigator Level 21 Skirmisher Medium immortal humanoid X P 3,200 MARUT PROSECUTOR TACTICS Initiative +19 Senses Perception +21; truesight 10 T h e prosecutor singles out one enemy—preferably one HP 146; Bloodied 73 who has violated the marut's creed—and places a sigil Regeneration 10 of indictment on it. T h e prosecutor t h e n uses dictum AC 35; Fortitude 33, Reflex 34, W i l l 33 to prevent escape and biting testimony to b r e a k t h e Immune sleep; Resist 10 thunder Speed 8,fly4 (hover), teleport 4 enemy's spirit b y shouting out the enemy's c r i m e s , © Double Sword (standard; at-will) • Lightning, Weapon failures, or flaws. +26 vs. AC; 3d8 + 5 damage. The marut castigator can choose to have the attack deal lightning damage. 4 Double Attack (standard; recharge [jj] _ } _ } ) MARUT EXECUTIONER The marut castigator makes two double sword attacks. T H E MARUT EXECUTIONER SLAYS t h o s e w h o oppose 4 Punisher's Lash (standard; at-will) • Lightning marut actions or who do not repay m a r u t s for aid. Reach 2; +23 vs. Reflex; 2d6 + 7 lightning damage, and the target is slowed and cannot teleport until the end of the marut Marut Executioner Level 2 2 Brute castigators next turn. X P 4,150 4 Thunderbolt Strike (standard; recharges when both attacks of Initiative +17 Senses Perception +13; truesight 10 double attack hit) • Teleportation, Thunder HP 205; Bloodied 102 The marut castigator teleports 4 squares and makes a double Regeneration 10 sword attack that deals 2d6 extra thunder damage. AC 34; Fortitude 34, Reflex 33, W i l l 34 Alignment Unaligned Languages Supernal Immune sleep; Resist 10 thunder Skills Acrobatics +22 Speed 8,fly4 (hover), teleport 4 Str 22 (+16) Dex 25 (+17) W i s 22 (+16) © Double Axe (standard; at-will) • Thunder, Weapon Con 20 (+15) Int 14 (+12) Cha 15 (+12) +25 vs. AC; 2d10 + 4 damage plus 2d8 thunder damage. On a Equipment double sword critical hit, the target is also knocked prone. 4 Warranted Stroke (standard; recharges when first bloodied) • MARUT PROSECUTOR Thunder Targets a bloodied creature; +27 vs. AC; 4d6 + 8 damage plus A MARUT PROSECUTOR'S W O R D is m a r u t law. W o e to 2d8 thunder damage, and the target is knocked prone. If this any who fail to obey that law when a marut is near. attack reduces the target to 0 hit points or fewer, the marut executioner gains 1 action point. Marut Prosecutor Level 21 Controller (Leader) 4? Execution's Call (standard; encounter) • Thunder Medium immortal humanoid X P 3,200 Close blast 5; targets enemies; +23 vs. Fortitude; 2d6 + 7 Initiative +13 Senses Perception +21; truesight 10 thunder damage, and the marut executioner pulls the target H P 147; Bloodied 73 into a space adjacent to it. Miss: Half damage. Regeneration 10 4r Slayer's Fury (standard; encounter) • Thunder, Weapon AC 35; Fortitude 32, Reflex 33, W i l l 33 Close burst 1; targets enemies; +23 vs. AC; 2d10 + 4 damage Immune sleep; Resist 10 thunder plus 2d8 thunder damage. On a critical hit, the target is also Speed 8,fly4 (hover), teleport 4 knocked prone. © Slam (standard; at-will) • Thunder Alignment Unaligned Languages Supernal +26 vs. AC; 1d10 + 4 damage plus 1d6 thunder damage, and Skills Endurance +23, Intimidate +23 the target is slowed (save ends). Str 26 (+19) Dex 23 (+17) W i s 15 (+13) • Dictum (minor; at-will) Y Con 25 (+18) Int 14 (+13) Cha 24 (+18) Ranged 10; +22 vs. Fortitude; the target is immobilized (save Equipment double axe ends). 4? Biting Testimony (standard; at-will) • Psychic Close burst 10; targets one enemy; +25 vs. Will; 3d6 + 7 psychic damage, and the target takes a -2 penalty to attack rolls, skill checks, and ability checks (save ends).
  • 163.
    (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.
  • 164.
    MYCONID MYCONID SOVEREIGN T H E MYCONID SOVEREIGN COMMANDS t h e a l l e g i a n c e o f its colony. T h i s towering fungal leader holds silent INSIDIOUS FUNGAL MENACES from Feywild c a v e r n s c o u r t over its underlings. polluted by t h e fomorians, myconids strive only to spread across t h e i r territories, c o n t a m i n a t i n g t h o s e Myconid Sovereign Level 4 Controller (Leader) places with t h e i r p r e s e n c e . Large fey humanoid (plant) XP 175 Initiative +2 Senses Perception +0; tremorsense 10 MYCONID ROTPRIEST HP 58; Bloodied 29 AC 18; Fortitude 18, Reflex 14, W i l l 15 T H E MYCONID ROTPRIEST IS T H E COLONY'S H E A L E R a n d Speed 6 scapegoat, t a k i n g t h e d a m a g e o f others so that t h e © Slam (standard; at-will) colony as a whole c a n survive. +9 vs. AC; 2d6 + 3 damage. Spore Burst (standard; recharge __ __ _]) • Poison Myconid Rotpriest Level 3 Brute (Leader) Close blast 3; targets nonplants; +8 vs. Will; 1d8 + 3 poison Medium fey humanoid (plant) XP 150 damage, and the target is dazed until the end of the myconid sovereign's next turn. Initiative +2 Senses Perception +3; tremorsense 10 <^ Commanding Spores (standard; at-will) H P 48; Bloodied 24; see also life burst Close burst 5; targets one plant ally in burst; the target shifts 1 Regeneration 5 square. AC 15; Fortitude 16, Reflex 13, W i l l 16 Vulnerable radiant (if the myconid rotpriest takes radiant Roots of the Colony (free, when the myconid sovereign is hit by an damage, its regeneration does not function until the end of the attack while a myconid ally is within 5 squares of it; at-will) rotpriest's next turn) The myconid sovereign takes half of the damage from the Speed 5 attack, and the myconid ally takes the same amount of damage. Alignment Unaligned Languages telepathy 5 © Stipe Staff (standard; at-will) • Weapon Str 7 (+0) Dex 11 (+2) W i s 8 (+1) +6 vs. AC; 2d10 + 3 damage. Decomposing Spray (standard; at-will) • Necrotic Con 18 (+6) lnt7(+0) Cha 12 (+3) Close burst 3; +6 vs. Fortitude; 1d10 + 3 necrotic damage. < * Life Burst (when reduced to 0 hit points) • Healing c MYCONID SOVEREIGN TACTICS Close burst 1; targets living creatures; the target regains 10 hit A myconid sovereign fights b e h i n d o t h e r myconids, points. relying on t h e m for protection. It uses commanding Roots of the Colony (free, when the myconid rotpriest is hit by an attack while a myconid ally is within 5 squares of it; at-will) spores to c r e a t e a defensive wall o f myconids. B e c a u s e The rotpriest takes half damage from the attack, and the o t h e r myconids are i m m u n e to spore hurst, t h e sov- myconid ally takes the same amount of damage. ereign uses that attack against e n e m i e s that are Sacrifice for the Colony (free, when a myconid ally uses roots of engaged in m e l e e with its allies. the colony to deal damage to the myconid rotpriest; at-will) The rotpriest takes the damage dealt to the ally, and the ally takes none. MYCONID GUARD Alignment Unaligned Languages - M Y C O N I D GUARDS A R E A COLONY'S PROTECTORS a n d Str10(+1) Dex 12 (+2) W i s 15 (+3) s h o c k troops. Con 18 (+5) Int10(+1) Cha 18 (+5) Equipment quarterstaff Myconid Guard Level 4 Soldier Medium fey humanoid (plant) XP175 MYCONID ROTPRIEST TACTICS Initiative +5 Senses Perception +3; tremorsense 10 A rotpriest positions itself a m o n g allies in c o m b a t , HP 56; Bloodied 28 absorbing t h e i r d a m a g e with roots of the colony and AC 18; Fortitude 17, Reflex 16, W i l l 14 sacrifice for the colony a n d t h e n regenerating. It uses Speed 6 © Spiny Strike (standard; at-will) decomposing spray w h e n it c a n hit multiple targets. +11 vs. AC; 2d6 + 3 damage. O t h e r w i s e , it uses its stipe staff to bludgeon e n e m i e s •ir Pacification Spores (standard; encounter) • Poison into submission. Close burst 1; +9 vs. Will; 1d6 + 3 poison damage, and the target cannot take a standard action until the end of the myconid guard's next turn. Roots of the Colony (free, when the myconid guard is hit by an attack while a myconid ally is within 5 squares of it; at-will) The myconid guard takes half damage from the attack, and the myconid ally takes the same amount of damage. Alignment Unaligned Languages - Str 18 (+6) Dex 16 (+5) W i s 12 (+3) Con 16 (+5) Int8(+1) Cha 10 (+2)
  • 165.
    (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
  • 166.
    Immune dazed; Resisthalf damage from melee and ranged NEOGI attacks; Vulnerable 10 against close and area attacks Speed 6, climb 6 (spider climb) © Bite (standard; at-will) • Poison N E O G I SEE T H E WORLD in t e r m s o f ownership. T h e +13 vs. AC; 2d6 + 4 damage, and ongoing 5 poison damage strong rule a n d possess t h e w e a k . Slavery a n d trade (save ends). First Failed Saving Throw: The target is also slowed form t h e foundations o f neogi c u l t u r e , m a k i n g neogi (save ends). reliable m e r c h a n t s to devils, giants, drow, a n d other 4? Psychic Scream (when first bloodied and again when the neogi spawn swarm drops to 0 hit points) • Psychic d a r k forces. Close burst 1; targets enemies; +11 vs. Will; 2d6 + 2 psychic damage, and the target is dazed (save ends). NEOGI SLAVER Alignment Evil Languages Deep Speech Str 18 (+9) Dex 19 (+9) W i s 17 (+8) T H E NEOGI SLAVER SEEKS to bring foes to t h e i r k n e e s Con 21 (+10) Int 5 (+2) Cha 21 (+10) r a t h e r t h a n kill t h e m . D e a d slaves aren't w o r t h m u c h on t h e m a r k e t . NEOGI SPAWN SWARM TACTICS T h e s e p a r t i a l l y f o r m e d slugs have no h i g h e r goal Neogi Slaver Level 1 0 Controller (Leader) Medium aberrant magical beast XP 500 t h a n to sate t h e i r e n d l e s s h u n g e r a n d n o t a c t i c a l Initiative +7 Senses Perception +8; darkvision plans beyond consuming the flesh o f any creature HP 106; Bloodied 53 present. AC 24; Fortitude 21, Reflex 22, W i l l 23 Immune dazed Speed 8, climb 6 (spider climb) NEOGI GREAT OLD MASTER © Bite (standard; at-will) • Poison UNQUESTIONED RULERS OF T H E I R T R A D E CLANS, great +14 vs. AC; 1d6 + 3 damage, and ongoing 5 poison damage old m a s t e r s a r e living b r o o d nests. E a c h c a r r i e s (save ends). First Failed Saving Throw: The target is slowed w i t h i n itself t h e fertile eggs o f a whole neogi clan, as (save ends). well as larval m a s s e s developing into neogi spawn. • Charm Bolt (standard; at-will) • Charm Y Ranged 12; +15 vs. Will; the target takes a -2 penalty to attack rolls on attacks that include the neogi slaver as a target (save Neogi Great Old Master Level 1 6 Controller ends). First Foiled Saving Throw: The target treats the slaver as Large aberrant magical beast XP 1,400 invisible (save ends). Initiative +10 Senses Perception +12; darkvision 4r Psychic Shackle (standard; recharge _ ] _ ] ) • Psychic Thrall Field aura 1; each enemy within the aura takes a -4 penalty Close blast 3; +15 vs. Will; 3d6 + 2 psychic damage, and the to saving throws. target is dazed until the start of the neogi slaver's next turn. HP 157; Bloodied 78; see also larva burst 4? Thrall Goad (minor; encounter) AC 30; Fortitude 27, Reflex 28, W i l l 29 Close burst 6; targets allies; the target makes a saving throw Immune dazed with a +5 bonus. Speed 6, climb 4 (spider climb) Alignment Evil Languages Common, Deep Speech, © Scythe Claw (standard; at-will) telepathy 12 Reach 3; +21 vs. AC; 2d8 + 7 damage, and the target is knocked Skills Bluff+20, Diplomacy +20, Insight +18, Intimidate +20 prone. Str 11 (+5) Dex 14 (+7) W i s 17 (+8) •f Enslaving Bolt (standard; at-will) • Charm, Psychic Con 18 (+9) Int 19 (+9) Cha 21 (+10) Ranged 12; +20 vs. Will; 2d6 + 7 psychic damage, and the target is slowed (save ends). First Failed Saving Throw: The target takes a -2 penalty to attack rolls on attacks that include NEOGI SLAVER TACTICS the neogi great old master as a target. Second Failed Saving T h e neogi slaver fights j u s t b e h i n d t h e front line, Throw: The target is dominated (save ends). Third Failed Saving using charm bolt to r e d u c e t h e t h r e a t from any e n e m y Throw: If the target is bloodied, it is dominated until it takes an targeting it. Psychic shackle softens groups o f e n e m i e s extended rest. for c a p t u r e . 4* Larva Burst (when first bloodied; encounter) • Zone Close burst 2; targets enemies; +20 vs. Reflex; 2d10 + 5 damage, and the target is slowed (save ends). Effect: The burst NEOGI SPAWN SWARM creates a zone of squirming grubs and larvae that lasts until the end of the encounter. The zone is difficult terrain. A S W A R M OF NEOGI SPAWN moves toward a n y t h i n g 4r Psychic Shackle (standard; recharge (TT] X [ii]) • Psychic that is n e i t h e r neogi nor m a r k e d as t h e slave o f one, Close blast 4; +20 vs. Will; 3d6 + 7 psychic damage, and the a n d t h e n tries to eat it. target is dazed until the start of the neogi great old master's next turn. Neogi Spawn Swarm Level 1 0 Brute Alignment Evil Languages Common, Deep Speech, Medium aberrant magical beast (swarm) XP 500 telepathy 12 Initiative +9 Senses Perception +8; darkvision Skills Bluff+20, Diplomacy +20, Insight +18, Intimidate +20 Swarm Attack aura 1; each enemy that starts its turn within the Str 20 (+13) Dex 14 (+10) W i s 18 (+12) aura takes 5 poison damage. Con 21 (+13) Int 22 (+14) Cha 24 (+15) H P 131; Bloodied 65; see also psychic scream AC 23; Fortitude 22, Reflex 21, W i l l 22
  • 167.
    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
  • 168.
    Maddening Cackle (standard;recharge (_____) • Fear, Psychic NOTHIC Close burst 3; targets enemies; +18 vs. Will; 2d8 + 6 psychic damage, and the nothic cackler pushes the target 2 squares. At the start of the target's next turn, the cackler slides the A B E R R A N T C R E A T U R E S C A R R I E D TO T H E P L A N E S on target 2 squares. drifting pieces o f t h e F a r R e a l m , n o t h i c s have frag- Distorted Visage m e n t e d intellects strung together by tenuous sanity. When a nothic cackler moves at least 4 squares during its Typically controlled by a m o r e powerful master, a turn, it gains a +2 bonus to AC and Reflex until the end of its nothic's propensity for r a n d o m , s e e m i n g l y i n s a n e next turn. a c t i o n s m a k e s it m o r e like a n a m u s i n g pet t h a n a Alignment Unaligned Languages Deep Speech Skills Stealth +16 servitor. Str 19 (+11) Dex 19 (+11) W i s 14 (+9) Con 20 (+12) Int 9 (+6) Cha 10 (+7) NOTHIC CACKLER T H E NOTHIC CACKLER GIBBERS a n d c a p e r s madly NOTHIC MIMDBLIGHT about, hardly s e e m i n g to c a r e about foes even in t h e A s MOROSE A N D SEDENTARY as t h e n o t h i c c a c k l e r is midst o f c o m b a t . c r a z e d , t h e n o t h i c mindblight uses t h e dizzying effect o f its single eye to disorient e n e m i e s a n d sow c h a o s Nothic Cackler Level 1 5 Artillery among their ranks. Medium aberrant humanoid XP 1,200 Initiative +11 Senses Perception +9; darkvision, Nothic Mindblight Level 1 9 Controller truesight 10 Medium aberrant humanoid XP 2,400 H P 116; Bloodied 58 AC 27; Fortitude 28, Reflex 29, W i l l 25 Initiative +14 Senses Perception +11; darkvision, Speed 6 truesight 10 © Claw (standard; at-will) Eye Lure aura 3; the nothic mindblight slides each creature that +21 vs. AC; 1d6 + 5 damage. starts its turn within the aura 2 squares. «jf Mind Rot (standard; at-will) • Charm, Psychic HP 180; Bloodied 90 Ranged 10; +20 vs. Will; 2d6 + 3 psychic damage, and the nothic AC 32; Fortitude 32, Reflex 32, W i l l 29 cackler slides the target 6 squares. The target then makes a Speed 6 melee basic attack against a target of the cackler's choice. © Claw (standard; at-will) • Necrotic Rotting Gaze (standard; at-will) • Necrotic +24 vs. AC; 2d6 + 3 damage, and ongoing 5 necrotic damage Ranged 10; targets one, two, or three enemies; +18 vs. (save ends). Fortitude; 2d6 + 5 necrotic damage, and the target takes a -2 .f Eye of Insanity (standard; recharges when no creature is penalty to all defenses (save ends). dominated by the nothic mindblight) • Fear Ranged 5; +23 vs. Will; the target is dominated (save ends). Aftereffect: The target is dazed until the end of its next turn. < * Necrotic Eye (standard; at-will) • Necrotic c Close blast 5; +23 vs. Fortitude; the target takes ongoing 10 necrotic damage (save ends). Mesmerizing Visage (standard; recharge _} (Tjj) • Charm, Psychic Area burst 2 within 10; targets enemies; +2 3 vs. Will; 2d8 + 6 psychic damage, and the target takes a -1 penalty to saving throws (save ends). First Failed Saving Throw: The target takes a -3 penalty to saving throws instead of -1 (save ends). Alignment Unaligned Languages Deep Speech Skills Stealth +19 Str 21 (+14) Dex 20 (+14) W i s 15 (+11) Con 20 (+14) Int 10 (+9) Cha 12 (+10)
  • 169.
    NOTHIC EYE OEVECMA E Y E S OF V E C N A HAVE STRONG CONNECTIONS to V e c n a , i_ and their powers c a n inflict withering attacks upon enemies, rotting the flesh. : z Nothic Eye of Vecna Level 2 2 Lurker (Leader) Medium aberrant humanoid XP4.150 Initiative +23 Senses Perception +15; darkvision, truesight 10 Soul Decay aura 3; each undead ally within the aura at the start of the nothic eye of Vecna's turn makes a melee basic attack against an enemy as a free action. HP 162; Bloodied 81 AC 36; Fortitude 34, Reflex 36, Will 32 Speed 6 © Claw (standard; at-will) • Necrotic +27 vs. AC; 2d12 + 6 necrotic damage, and the target is immobilized and takes a -2 penalty to saving throws (save ends both). + Mobile Melee Attack (standard; at-will) The nothic eye of Vecna moves its speed and makes a claw attack during the move. The eye of Vecna does not provoke opportunity attacks while moving away from the target of this attack. 4* Eye Rot (minor; recharges when the nothic eye of Vecna is not invisible to any creature) Close burst 10; targets enemies; only one attack roll against all enemies; +28 vs. Fortitude; the eye of Vecna is invisible to the target (save ends). Invisible Advantage When a nothic eye of Vecna hits a creature that cannot see it, one ally adjacent to the target makes an opportunity attack against the target. ENCOUNTER GROUPS Alignment Unaligned Languages Deep Speech T h e typical nothic is a cross b e t w e e n a court jester Skills Stealth +24 and a torturer in the court o f a powerful evil creature. Str 23 (+17) Dex 26 (+19) W i s 18 (+15) Barely sane, nothics perform functions other crea- Con 24 (+18) Int 12 (+12) Cha 14 (+13) tures might not consider. NOTHIC LORE Level 1 4 Encounter ( X P 5 , 4 0 0 ) D u n g e o n e e r i n g D C 1 8 : Nothics are aberrant • 1 m i n d flayer infiltrator (level 14 lurker, MM 1 8 8 ) creatures that have drifted into the world and into • 2 nothic cacklers (level 15 artillery) other planes from the Far R e a l m . T h e y have a sem- • 2 war trolls (level 14 soldier, MM 2 5 4 ) blance of intellect, but their hold on sanity is tenuous. A nothic c a n be identified by its awkward gait and Level 1 8 E n c o u n t e r ( X P 1 0 , 0 0 0 ) its single eye, w h i c h c a n afflict e n e m i e s with various • 2 aboleth lashers (level 17 brute, MM 8 ) conditions. Nothics cackle maddeningly for no appar- • 1 death hag (level 18 soldier, MM 1 5 1 ) ent reason. • 2 nothic mindblights (level 1 9 controller) D u n g e o n e e r i n g D C 2 3 : Nothics serve powerful creatures that enjoy their erratic and amusing behav- Level 2 1 E n c o u n t e r ( X P 1 6 , 5 5 0 ) ior. Nothic are also vicious combatants; they defend • 3 b o d a k reavers (level 18 soldier, MM 3 6 ) their masters with devotion. 4- 1 dark naga (level 21 elite controller, MM 1 9 4 ) D u n g e o n e e r i n g D C 2 5 : Nothics live among the • 1 nothic eye o f V e c n a (level 2 2 lurker) undead and in cults o f Vecna, serving as guardians and jesters. Nothics in V e c n a cults develop terrible gifts granted by the god o f secrets. T h e i r strong psy- chic connections to the M a i m e d G o d allow V e c n a to see through the eye o f any such nothic upon w h i c h he focuses attention, allowing h i m to gather secrets and keep tabs on those in his service.
  • 170.
    Deceptive Veil (minor;at-will) • Illusion ONI The oni devourer can disguise itself to appear as any Medium natural humanoid. A creature can see through the disguise with a successful Insight check versus the devourer's Bluff check. D E C E P T I V E HUMANOIDS IMBUED with s u p e r n a t u r a l Alignment Evil Languages Common, Giant powers, oni d o m i n a t e t h e i r surroundings, b e c o m i n g Skills Bluff+13, Stealth +11 leaders to b e r e c k o n e d with. Str 17 (+6) Dex 17 (+6) W i s 11 (+3) Con 14 (+5) Int 10 (+3) Cha 14 (+5) ONI DEVOURER O N I DEVOURERS COMMONLY SERVE m o r e powerful, ONI OVERLORD evil spellcasters. By day, they disguise themselves as B R U T A L T H U G S DEVOTED to avarice a n d bloodshed, ascetics, beggars, a n d priests. At night, they b e c o m e oni overlords c o m m a n d groups o f violent c r o n i e s . O n i ghoulish monstrosities hunting h u m a n o i d s for food. overlords aren't as subtle as t h e i r b r e t h r e n , a n d t h e y m a k e ostentatious displays o f wealth a n d power. Oni Devourer Level 7 Soldier Medium natural humanoid XP300 Oni Overlord Level 12 Elite Brute (Leader) Initiative +8 Senses Perception +3; darkvision Large natural humanoid XP 1,400 H P 78; Bloodied 39 Initiative +7 Senses Perception +8; darkvision AC 23; Fortitude 19, Reflex 19, W i l l 18 Threatening Leader (Psychic) aura 5; each ally within the aura Speed 6, climb 4 gains a +5 bonus to damage rolls and takes 5 psychic damage if © Claws (standard; at-will) it misses all targets with an attack. +14 vs. AC; 1d6 + 3 damage, and the target is slowed (save ends). HP 296; Bloodied 148 + Devour (standard; recharge _] (FJ) AC 24; Fortitude 25, Reflex 24, W i l l 26 +14 vs. AC; 2d6 + 3 damage, and the target takes a -5 penalty Saving Throws +2 to saving throws (save ends). Speed 7, fly 8 (clumsy) •f Hypnotic Glare (standard; encounter) • Charm, Gaze Action Points 1 Ranged 10; +12 vs. Will; the target is pulled 5 squares and © Greatclub (standard; at-will) • Weapon dazed (save ends). Reach 2; +15 vs. AC; 4d4 + 6 damage, and each creature adjacent to the target takes 5 damage. • Overlord's Smash (standard; at-will) r The oni overlord makes a greatclub attack, shifts 1 square, and then makes a second greatclub attack against a different target. '<? Overlord's Blast (standard; recharges when first bloodied) • Necrotic, Poison Close blast 5; +16 vs. Fortitude; 5d6 + 5 necrotic and poison damage, and the target gains vulnerable 5 necrotic and vulnerable 5 poison until the end of the oni overlord's next turn. • * Crush the W i l l (free, when the oni overlord damages an enemy; < recharge _ ] ) • Fear Close burst 5; targets enemies; +15 vs. Will; the target grants combat advantage to the overlord until the end of the overlord's next turn. Violent Reward (immediate reaction, when an ally within 10 squares of the oni overlord damages an enemy; at-will) The triggering ally gains 5 temporary hit points. Deceptive Veil (minor; at-will) • Illusion The oni overlord can disguise itself to appear as any Medium or Large humanoid. A creature can see through the disguise with a successful Insight check versus the overlord's Bluff check. Alignment Evil Languages Common, Giant Skills Arcana+15, Insight+13, Intimidate+17 Str 21 (+11) Dex 12 (+7) W i s 14 (+8) Con 18 (+10) Int 18 (+10) Cha 22 (+12) Equipment hide armor, greatclub
  • 171.
    ONI THUNDERER u n d e a d . T h e y c o m m a n d r e s p e c t from their mas- ters, leaving employers at i n o p p o r t u n e m o m e n t s i f O N I T H U N D E R E R S DELIGHT in t h e p u r e m a y h e m o f slighted. battle. An oni thunderer whips itself into a frenzy as it spins, and then lashes out at its enemies. ' ENCOUNTER GROUPS Level 11 Skirmisher Oni keep packs o f shadow hounds or trolls as pets Large natural humanoid XP4.1S0 or guardians. They fight alongside death giants and Oni Thunderer Initiative +21 Senses Perception +21; darkvision titans, and serve powerful dragons or balor demons. H P 206; Bloodied 103 AC 36; Fortitude 33, Reflex 35, W i l l 34 Level 7 E n c o u n t e r ( X P 1 , 7 0 0 ) Speed 8, teleport 8 4- 2 oni devourers (level 7 soldier) © Spiked Chain (standard; at-will) • Thunder, Weapon • 1 oni night haunter (level 8 elite controller, Reach 3; +28 vs. AC; 1d12 + 5 damage plus 1d8 thunder damage, and the target is grabbed and pulled into a space MM 2 0 0 ) adjacent to the oni. • 1 troll (level 9 brute, MM 2 5 4 ) V Thunderclap Portal (standard: recharge :: X _ ] ) • Teleportation, Thunder Level 1 2 Encounter ( X P 3 , 9 0 0 ) The oni thunderer teleports 8 squares before or after the • 1 oni overlord (level 1 2 elite brute) attack: close burst 2; targets enemies; +25 vs. Reflex; 2d12 + • 3 minotaur warriors (level 1 0 soldier, MM 1 9 0 ) 8 thunder damage, and the oni thunderer pushes the target 4- 2 scytheclaw drakes (level 1 0 skirmisher) 2 squares. If the thunderer has the target grabbed, the attack deals 2d12 extra damage to the grabbed creature, and the grab ends. Level 2 2 E n c o u n t e r ( X P 2 0 , 7 5 0 ) Chain Dance (immediate reaction, when the oni thunderer is hit • 2 death giants (level 2 2 brute, MM 1 2 0 ) by an attack; at-will) • Teleportation • 3 oni thunderers (level 2 2 skirmisher) The thunderer teleports 3 squares. Deceptive Veil (minor, at-will) • Illusion The oni thunderer can disguise itself to appear as any Medium or Large humanoid. A creature can see through the disguise with a successful Insight check versus the thunderer's Bluff check. Alignment Chaotic evil Languages Common, Giant Skills Acrobatics +24, Athletics +23, Bluff+23, Stealth +24 Str 23 (+17) Dex 27 (+19) W i s 20 (+16) Con 22 (+17) Int 16 (+14) Cha 24 (+18) Equipment leather armor, spiked chain ONI LORE N a t u r e D C 1 6 : O n i devourers disguise them- selves by day, attacking and eating victims at night. Oni overlords are tyrants that rule over a n orga- nization o f lackeys. They seek wealth, power, and control, and don't care who they step on to get it. N a t u r e D C 2 1 : O n i devourers serve a variety o f m a s t e r s , including oni, v a m p i r e s , hags, a n d cultists o f Zehir. I n isolated a r e a s o f the world, large groups o f devourers infiltrate a n d t a k e over m o n a s t e r i e s , s m a l l towns, a n d trading outposts, using such loca- tions' i n n o c e n t a p p e a r a n c e s as a cover. I n one case, a group o f oni devourers o c c u p i e d a m o u n t a i n t o p m o n a s t e r y for a l m o s t t h i r t y years b e f o r e adventur- ers l i n k e d t h e m to c a s e s o f missing p i l g r i m s a n d petitioners. Although they love combat and bloodshed, oni overlords sometimes negotiate with potential victims i f they c a n see a n easy benefit. They take on a h u m a n appearance w h e n they do so, but are usually identifi- able by their excessive jewelry. N a t u r e D C 2 6 : O n i t h u n d e r e r s serve powerful c r e a t u r e s , including dragons, d e m o n s , and even
  • 172.
    OOZE ABOLETHIC SKUM TACTICS An a b o l e t h i c s k u m likes to fight in its e l e m e n t , slam- m i n g e n e m i e s into n e a r b y water. W i t h o u t water T H E ONLY P U R P O S E OOZES SERVE in t h e world is to nearby, or i f a c c o m p a n i e d b y a m a s t e r that has psy- wipe c l e a n t h e dilapidated, forgotten, a n d r u i n e d c h i c attack powers, t h e s k u m keeps e n e m i e s close places a n d free t h e m o f v e r m i n , refuse, a n d a n d slowed. adventurers. BLACK PUDDING ABOLETH i c SKUM T H I S M E R C U R I A L OOZE SLITHERS on t h e g r o u n d like S O M E T I M E S AN ABOLETH'S ENSLAVEMENT o f a a massive pool o f tar, waiting to t u r n a n y t h i n g it h u m a n o i d foe goes w r o n g a n d t h e foe b e c o m e s a e n c o u n t e r s into sludge. b a r e l y sentient pile o f a q u e o u s sludge. Out o f its r e m n a n t s o f fear a n d s h a m e , t h e a b o l e t h i c s k u m Black Pudding Level 8 Elite Brute h u n g e r s to destroy a n y t h i n g t h a t r e m i n d s it o f what Large natural beast (blind, ooze) XP 700 it o n c e was. Initiative +6 Senses Perception +4; blindsight 10, tremorsense 10 HP 163; Bloodied 86 Abolethic Skum Level 1 8 Minion Brute AC 20; Fortitude 22, Reflex 20, W i l l 18 Medium aberrant beast (aquatic, blind, ooze) XP 500 Immune gaze; Resist 15 acid Initiative +13 Senses Perception +14; blindsight 10, Saving Throws +2 tremorsense 10 Speed 4, climb 3 Psychic Dissonance aura 1; each creature within the aura gains Action Points 1 vulnerable 5 psychic damage. © Slam (standard; at-will) • Acid HP 1; a missed attack never damages a minion. +9 vs. Fortitude; 2d6 + 4 acid damage, and ongoing 5 acid AC 30; Fortitude 32, Reflex 30, W i l l 26 damage (save ends). Immune gaze; Resist 20 acid • * Engulf (standard; at-will) • Acid < Speed 2, swim 8 © Slam (standard; at-will) Close blast 3; +9 vs. Fortitude; 2d6 + 4 acid damage, and the target is grabbed. Sustain Standard: The black pudding sustains +20 vs. Fortitude; 16 damage, and the target is pushed 1 square the grab, and the target takes 2d6 acid damage and loses a or slowed until the end of the abolethic skum's next turn. healing surge. A target that has no healing surges instead takes Aqueous Form damage equal to its level. An abolethic skum is invisible while in water. Mercurial Body Alignment Unaligned Languages - A black pudding ignores difficult terrain and does not provoke Str 16 (+12) Dex 19 (+13) W i s 11 (+9) opportunity attacks by moving. Con 23 (+15) Int 4 (+6) Cha 4 (+6) Split (when the black pudding is hit by a weapon attack; at-will) A black pudding spawn appears in a square adjacent to the black pudding or in the nearest unoccupied square. Alignment Unaligned Languages - Str 15 (+6) Dex14(+6) W i s 11 (+4) Con 19 (+8) Int 1 (-1) Cha 1 (-1) Black Pudding Spawn Level 8 Minion Brute Medium natural beast (blind, ooze) XP88 Initiative +6 Senses Perception +4; blindsight 10, tremorsense 10 HP 1; a missed attack never damages a minion. AC 22; Fortitude 24, Reflex 22, W i l l 20 Immune gaze; Resist 15 acid Speed 4, climb 3 © Slam (standard; at-will) • Acid +9 vs. Fortitude; 10 acid damage. Mercurial Body A black pudding spawn ignores difficult terrain and does not provoke opportunity attacks by moving. Alignment Unaligned Languages - Str 15 (+6) Dex 14 (+6) W i s 11 (+4) Con 19 (+8) Int1(-1) Cha1(-1) BLACK PUDDIMG TACTICS A b l a c k pudding has n o discernible tactics, seeking only to eat t h e closest targets. It has no sense o f self- preservation.
  • 173.
    GRAY OOZE GREEN SLIME TACTICS N In battle, a green slime attacks t h e nearest creature Z W R E T C H E D PILES OF STINKING PUS, gray oozes seek to dissolve t h e bones o f other creatures into slime, and uses rapid dissolution to dissolve t h e creature into which they use to increase their bulk. slime. Gray Ooze Level 2 Skirmisher OOZE LORE Small natural beast (blind, ooze) XP 125 N a t u r e D C 1 0 : Gray oozes are major nuisances Initiative +5 Senses Perception +2; blindsight 10, in archaeological expeditions. Having fed on buried tremorsense 10 bones, they seek fresher targets among excavators Stench aura 2; each creature within the aura takes a -2 penalty to and adventurers. attack rolls. HP 43; Bloodied 21 Dwarves consider green slime to b e among the AC 15; Fortitude 13, Reflex 15, W i l l 13 greatest nuisances hindering mining. T h e best way to Immune gaze; Resist 5 acid destroy green slime is with fire or light. Speed 5, climb 3 N a t u r e D C 1 4 : Black puddings a r e dungeon- 0 Bone Melt (standard; at-will) • Acid scavenging oozes covered in t h i c k coatings o f tarlike +5 vs. Fortitude; 1d6 + 5 acid damage, and the target takes a acid that eats away at everything, including rock, Slimy (minor; at-will) bone, and metal. The gray ooze shifts 2 squares. N a t u r e D C 1 5 : Gray oozes a r e especially danger- Alignment Unaligned Languages - ous in n u m b e r s or in close proximity to monsters that Skills Stealth +12 c a n take advantage of their bone-softening threat. Str 11 (+1) Dex 15 (+3) W i s 11 (+1) N a t u r e D C 2 0 : Abolethic skums are t h e results Con 19 (+5) lnt1(-4) Cha 1 (-4) o f failed attempts by aboleths to t u r n humanoids into servitors. GRAY OOZE TACTICS N a t u r e D C 2 5 : Aboleths and other psychic mon- Gray oozes attack in groups, softening up e n e m i e s sters use a n abolethic skum's j a r r i n g psychic presence with bone melt so their attacks are increasingly likely to soften up e n e m i e s for psychic attacks. to hit. ENCOUNTER GROUPS GREEN SLIME Oozes show up everywhere, regardless o f w h e t h e r T H E GREEN SLIME SLITHERS up cavern walls a n d waits other denizens o f their environs want t h e m or not. to drop on sources o f heat. It devours flesh, bone, and metal with equal aplomb. Level 4 E n c o u n t e r ( X P 9 0 0 ) • 1 ankheg (level 3 elite lurker) Green Slime Level 4 Lurker • 2 green slimes (level 4 lurker) Medium natural beast (blind, ooze) XP175 • 2 gray oozes (level 2 skirmisher) Initiative +9 Senses Perception +2; blindsight 10, tremorsense 10 Level 8 E n c o u n t e r ( X P 1 , 7 5 0 ) HP 47; Bloodied 23 • 2 black puddings (level 8 elite brute) AC 20; Fortitude 23, Reflex 17, Will 20 • 1 d a r k m a n t l e enveloper (level 8 lurker) Immune gaze; Resist 5 acid; Vulnerability 5 fire, 5 radiant Speed 4, climb 4 © Engulf (standard; at-will) • Acid Level 1 9 E n c o u n t e r ( X P 1 2 , 2 0 0 ) +7 vs. Reflex; 1d6 + 3 acid damage, and the target is engulfed 4 - 1 0 abolethic s k u m s (level 1 8 m i n i o n brute) (save ends). While engulfed, the target takes ongoing 5 acid • 2 aboleth lashers (level 17 brute, MM 8) damage and is restrained. While a target is engulfed, attacks • 1 aboleth overseer (level 1 8 elite controller, MM 8) that target the green slime deal half damage to the slime and half damage to the engulfed creature. While it has a creature engulfed, the slime can make attacks only against the engulfed creature. Rapid Dissolution A green slime's attacks deal 1d6 extra acid damage to a Alignment Unaligned Languages - Skills Stealth +11 Str 11 (+2) Dex 16 (+5) W i s 11 (+2) Con 17 (+5) Int 3 (-2) Cha 1 (-3) 3 1
  • 174.
    PHOELARCH PHOELARCH WARRIOR P H O E L A R C H W A R R I O R S A R E BRAVE in t h e face o f danger, often flitting among t h e blades o f their ene- T H E PLUMED HUMANOID P H O E L A R C H a n d t h e bird- mies a n d responding with fire. like phoera represent two forms o f one creature, h a l f natural and h a l f elemental. Phoelarchs a r e h u m a n o i d creatures with f l a m e s rippling over their skin. T h e y PHOELARCH W A R R I O R TACTICS seek freedom a n d adventure. W h e n the phoelarch is T h e p h o e l a r c h warrior takes risks, deliberately slain, it is c o n s u m e d in a burst o f fire and t h e phoera provoking opportunity attacks to test a n enemy's will- explodes into being from t h e Elemental Chaos, intent ingness to b e h a r m e d b y burning step. on revenge. Phoelarch Warrior Level 12 Skirmisher Medium natural humanoid (fire) XP350 PHOELARCH MAGE Initiative +14 Senses Perception +8 P H O E L A R C H MAGES H A R B O R SOULS OF F I R E that b u r n Phoenix Heat (Fire) aura 1; each creature that enters the aura or with t h e desire for freedom. starts its turn there takes 5 fire damage. HP 114; Bloodied 57; see also rise from the ashes AC 26; Fortitude 23, Reflex 25, W i l l 25 PHOELARCH MAGE TACTICS Resist 10 fire; Vulnerable 5 cold A phoelarch mage prefers to h a n g back, using its Sp—d 7 potent ranged a n d area attacks. © Burning Falchion (standard; at-will) • Fire, Weapon +17 vs. AC; 2d4 + 6 fire damage (crit 4d4 +14 fire damage). «<• Rise from the Ashes (when the phoelarch warrior drops to 0 hit Phoelarch Mage Level 12 Artillery points) • Fire, Zone Medium natural humanoid XP350 Close burst 2; +13 vs. Reflex; 3d8 + 5 fire damage. Effect: The burst Initiative +10 Senses Perception +12 creates a zone offirethat lasts until the end of the encounter. Phoenix Heat (Fire) aura 1; each creature that enters the aura or Each creature that enters the zone or starts its turn there takes 5 starts its turn there takes 5 fire damage. fire damage. In addition, when the phoelarch warrior's next turn HP 93; Bloodied 46; see also rise from the ashes would occur, a phoera appears within the zone. AC 24; Fortitude 23, Reflex 23, W i l l 25 Burning Step • Fire Resist 10 fire; Vulnerable 5 cold Any creature that hits the phoelarch warrior with an Speed 6 opportunity attack takes 3d6 fire damage. © Burning Dagger (standard; at-will) • Fire, Weapon Alignment Unaligned Languages Common, Primordial +16 vs. AC; 1d4 + 6 fire damage. Skills Acrobatics +17, Athletics +12 © Phoenix Ray (standard; at-will) 4-Fire Str 13 (+7) Dex23(+12) Wis14(+8) Ranged 20; +17 vs. Reflex; 2d8 + 5 fire damage. Con 10 (+6) Int 10 (+6) Cha 18 (+10) Rise from the Ashes (when the phoelarch mage drops to 0 hit Equipment falchion points) • Fire, Zone Close burst 2; +13 vs. Reflex; 3d8 + 5 fire damage. Effect: The burst creates a zone offirethat lasts until the end of the PHOELARCH W A R R I O R LORE encounter. Each creature that enters the zone or starts its turn N a t u r e D C 1 6 : P h o e l a r c h warriors a r e seldom there takes 5 fire damage. In addition, when the phoelarch found in a r m i e s , preferring t h e f r e e d o m o f merce- mage's next turn would occur, a phoera appears within the zone. nary work. As creatures that value liberty, all but t h e Flames of the Phoenix (standard; recharge [x] (FFj) • Fire Area burst 2 within 20; +15 vs. Reflex; 1d8 + 5 fire damage, and most unscrupulous p h o e l a r c h warriors refuse to work ongoing 5 fire damage (save ends). for those that keep slaves. Alignment Unaligned Languages Common, Primordial Skills Insight+17, Diplomacy+15 PHOERA Str 13 (+7) Dex 19 (+10) W i s 22 (+12) Con 15 (+8) Int 16 (+9) Cha 18 (+10) P H O E R A S SOAR THROUGH T H E E L E M E N T A L C H A O S with Equipment dagger c o n c e r n s alien to their phoelarch counterparts. PHOELARCH MAGE LORE PHOERA TACTICS N a t u r e D C 1 6 : P h o e l a r c h mages harness their A phoera fights in a violent rage a n d often h a r m s innate c o m m a n d o f fire. T h e y prefer adventuring allies as well as e n e m i e s with its close attacks. It with mentors to researching ancient knowledge. starts c o m b a t by using/eathers of flame, preferably on S o m e mages search for their phoera counterparts in multiple e n e m i e s . T h e n it focuses its claw attacks on the hope o f improving their magic. a target that seems susceptible to fire damage, using feathers of flame again whenever t h e power recharges. W h e n pressed by multiple foes, t h e phoera uses flyby attack to reposition itself.
  • 175.
    I U < 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)
  • 176.
    REMORHAZ R EM O R H A Z E S USE T H E I R INTENSE INTERNAL HEAT to b u r r o w t h r o u g h t h e ice a n d r o c k o f t h e i r a r c t i c h o m e s , preying on any c r e a t u r e s t h e y c o m e across, even giants a n d dragons. Remorhaz Level 21 Elite Brute Huge elemental beast XP 6,400 Initiative +18 Senses Perception +15; low-light vision Blistering Heat (Fire) aura 2; each creature that starts its turn within the aura takes 10firedamage. H P 480; Bloodied 240 AC 33; Fortitude 33, Reflex 34, W i l l 32 Saving Throws +2 Speed 6, burrow 4 (tunneling) Action Points 1 © Bite (standard; at-will) Reach 2; +24 vs. AC; 2d12 + 10 damage, and the target is grabbed. Swallow (minor; at-will) • Fire Reach 2; targets a creature grabbed by the remorhaz; +24 vs. Fortitude; the target is swallowed and is no longer grabbed. REMORHAZ TACTICS While swallowed, the target is restrained and takes 10 damage A r e m o r h a z b u r r o w s to r e a c h a n isolated e n e m y a n d plus 10 fire damage at the start of the remorhaz's turn. The swallowed creature has line of sight and line of effect only to grabs it with its bite attack, t h e n attempts to swallow the remorhaz, and no creature has line of sight or line of effect it whole. to the target. The swallowed creature can make only melee or close attacks. If the swallowed creature deals 30 damage to the remorhaz with an attack, the remorhaz regurgitates the REMORHAZ LORE creature into an adjacent square, and the creature is no longer A r c a n a D C 2 2 : A r e m o r h a z generates i n t e n s e swallowed. When the remorhaz dies, the target is no longer heat, especially w h e n e n r a g e d . R e m o r h a z e s are infa- swallowed and can escape as a move action, appearing in the mous for swallowing t h e i r prey whole, t h o u g h they remorhaz's former space. dislike trying to digest m e a l s that are also causing I Trample (standard; at-will) them damage. The remorhaz moves its speed and can enter enemies' spaces. A r c a n a D C 2 7 : R e m o r h a z e s are wild c r e a t u r e s , The remorhaz makes an attack against each enemy whose space it enters: +22 vs. Reflex; 2d10 + 5 damage, and the target but they a r e s o m e t i m e s t r a i n e d by frost giants for use is knocked prone. as g u a r d i a n s . Immolating Carapace (standard; recharge (fjj) • Fire Close burst 1; +24 vs. Reflex; 3d10 + S fire damage, and the target takes ongoing 10 fire damage until it ends its turn in a ENCOUNTER GROUPS space that is not adjacent to the remorhaz. Frost giants are a m o n g t h e few c r e a t u r e s that have Enraged Heat (immediate reaction, when a creature hits the b e e n k n o w n to risk t r a i n i n g r e m o r h a z e s . remorhaz with a melee attack; usable only while bloodied; at-will) • Fire Level 1 8 E n c o u n t e r ( X P 11,200) The triggering creature takes 10 fire damage. • 1 frost giant (level 17 brute) Alignment Unaligned Languages - • 1 r e m o r h a z (level 2 1 elite brute) Str 23 (+16) Dex 26 (+18) W i s 21 (+15) Con 20 (+15) Int 5 (+7) Cha 10 (+10) • 1 r i m e h o u n d (level 17 elite s k i r m i s h e r )
  • 177.
    x RETRIEVER _ > _ R E T R I E V E R S A R E ARACHNOID MONSTROSITEES c r e a t e d - _, by the primordials to seek out their foes with unerr- :::: ing accuracy. As constructs, they are built to follow the directions o f powerful creatures. Retriever Level 2 7 Soldier Huge elemental animate XP 11,000 Initiative +24 Senses Perception +20; darkvision, truesight 10 HP 248; Bloodied 124 AC 43; Fortitude 39, Reflex 40, W i l l 38 Immune charm, fear; Resist 5 to all damage Speed S , a m ^^ m m ^ m ^. © Claws (standard; at-will) Reach 3; +34 vs. AC; 2d8 + 8 damage. © Retrieve (standard; usable only while the retriever does not have a creature grabbed; at-will) Reach 3; +30 vs. Fortitude; 2d8 + 8 damage, and the target is grabbed. The retriever can move a creature it has grabbed without making a Strength attack. •f Eye Rays (standard; one ray recharges each round-roll a d4 to determine which) • Acid, Cold, Fire, Thunder The retriever fires all the rays as a single standard action, but each must target a different creature: ranged 10; +32 vs. Reflex. 1—Acid Ray: 2d10 + 9 acid damage, and the target is blinded (save ends). 2—Cold Ray: 2d10 + 9 cold damage, and the target is immobilized (save ends). 3—Fire Ray: 2d10 + 9 fire damage, and ongoing 15 fire damage (save ends). 4—Thunder Ray: 2d10 + 9 thunder damage, and the target is RETRIEVER LORE stunned (save ends). A r c a n a D C 2 6 : Retrievers are unrivaled assassins Self-Repair (standard; recharges when first bloodied) • Healing and kidnappers that have the ability to find a desig- The retriever regains 20 hit points and gains a +4 bonus to AC nated target even across interplanar distances. T h e i r until the start of its next turn. eye rays c a n easily destroy or neutralize targets. Unerring Accuracy (standard; daily) • Teleportation A r c a n a D C 3 1 : Retrievers have a single m i n d e d The retriever senses the general location of the target or nearest creature of the type it was commanded to locate. The retriever intellect, and in t h e eons since t h e cosmic war they teleports to a space that is within 10 squares of the target. The have continued tirelessly to pursue whatever tasks target need not be on the same plane as the retriever when it they were given before being separated from their uses this power. primordial masters. Alignment Unaligned Languages - D e m o n s have l e a r n e d the secret o f c o m m a n d i n g Str 26 (+21) Dex 29 (+22) W i s 25 (+20) retrievers, turning these constructs into a n o t h e r tool Con 24 (+20) Int 2 (+9) Cha 10 (+13) for their destructive impulses. RETRIEVER TACTICS ENCOUNTER GROUPS A retriever uses eye rays whenever possible. I n any I f they aren't acting alone on some ancient mission, round w h e n the retriever has access to at least two retrievers are seen alongside d e m o n s that have taken rays, it fires t h e m , even i f doing this provokes oppor- control o f t h e m . tunity attacks. I f it does not, it savages foes with its claws. W h e n directed to find a target, a retriever con- Level 2 6 Encounter ( X P 4 3 , 1 0 0 ) centrates its attacks on that c r e a t u r e until it c a n grab • 1 abyssal rotfiend (level 2 6 controller) the target using retrieve. • 1 marilith (level 2 4 elite skirmisher, M M 5 7 ) • 2 retrievers (level 2 7 soldier)
  • 178.
    RUST MONSTER RU S T MONSTERS ROAM CAVERNS A N D DUNGEONS seek- ing m e t a l s to devour, m a k i n g t h e m a n i g h t m a r e for any civilized c r e a t u r e dwelling u n d e r g r o u n d . RUST MONSTER A RUST MONSTER T Y P I C A L L Y ATTACKS t h e n e a r e s t large source o f m e t a l , so t h e most heavily a r m o r e d e n e m y is often its target. Rust Monster Level 6 Skirmisher Medium natural beast XP 250 Initiative +10 Senses Perception +5; low-light vision HP 66; Bloodied 33 AC 20; Fortitude 16, Reflex 21, W i l l 17 Speed 8 © Bite (standard; at-will) +11 vs. AC; 1d10 + 5 damage, and if the target is wearing heavy armor, the armor is rusting until the end of the encounter. While the armor is rusting, the target takes a cumulative -1 penalty to AC, to a maximum penalty of -5. 4 Dissolve Metal (standard; encounter) • Reliable Targets a creature wearing or wielding a rusting magic item of 10th level or lower or any non-magic rusting item; +9 vs. Reflex; the rusting item is destroyed. Rusting Defense (when the rust monster is hit by a weapon attack; at-will) The weapon used in the triggering attack is rusting until the end of the encounter. While the weapon is rusting, the target takes a cumulative -1 penalty to damage rolls on attacks that use the YOUNG RUST weapon, to a maximum penalty of -5. Residuum Recovery MONSTER SWARM A rust monster consumes any item it destroys. The residuum YOUNG RUST MONSTER S W A R M S S W I R L a r o u n d m a n y from any magic items the monster has destroyed can be foes, seeking a taste o f all t h e m e t a l s they c a n see. retrieved from its stomach. The residuum is worth the market value of the item (not one-fifth the value). Alignment Unaligned Languages — Young Rust Monster Swarm Level 9 Soldier Str 8 (+2) Dex 20 (+8) W i s 15 (+5) Medium natural beast (swarm) XP400 Con 10 (+3) Int 2 (-1) Cha 12 (+4) Initiative +12 Senses Perception +5; low-light vision Swarm Attack aura 1; each enemy that starts its turn within the aura takes 3 damage. If the enemy has a rusting item, that RUST MONSTER TACTICS enemy is also slowed until the end of its turn. A h u n g e r for m e t a l drives t h e rust monster, a n d it HP 92; Bloodied 46 AC 25; Fortitude 19, Reflex 24, W i l l 19 h e a d s straight for t h e closest e n e m y w e a r i n g m e t a l Resist half damage from melee and ranged attacks; Vulnerable 10 a r m o r or b r a n d i s h i n g a m e t a l m e l e e weapon. A rust against close and area attacks m o n s t e r isn't clever, a n d often provokes opportunity Speed 6 attacks as it t u r n s to its n e x t target. Usually, after a © Swarm of Teeth (standard; at-will) rust m o n s t e r dissolves a suit o f a r m o r or a few weap- +14 vs. Reflex; 2d8 + 1 damage, and if the target is wearing ons, it retreats, content with its belly full o f rust. heavy armor, the armor is rusting until the end of the encounter. While the armor is rusting, the target takes a cumulative -1 penalty to AC, to maximum penalty of -5. Rusting Defense (when the rust monster swarm is hit by a weapon attack; at-will) The weapon used in the triggering attack is rusting until the end of the encounter. While the weapon is rusting, the target takes a cumulative -1 penalty to damage rolls on attacks that use the weapon, to a maximum penalty of -5. Alignment Unaligned Languages- Str 8 (+3) Dex 22 (+10) W i s 13 (+5) Con 12 (+5) lnt2(+0) Cha 12 (+5)
  • 179.
    DWEOMER EATER RUST MONSTER LORE SOME RUST MONSTERS DEVELOP A TASTE FOR MAGIC and N a t u r e D C 1 4 : Rust monsters devour metals to eat items infused with a r c a n e energy in order to grow survive. Most spend their lives leaching m i n e r a l s larger and stronger. from stone, but purer m a n u f a c t u r e d metals draw t h e m like blood draws sharks. Dweomer Eater Level 11 Skirmisher Since their food is scarce, rust monsters typically Large natural beast XP600 have only one or two young per brood. In places where D Initiative +13 Senses Perception +9; low-light vision food is plentiful, such as near a lode o f metal ore, a pair ^ H P 110; Bloodied 55 o f rust monsters c a n have dozens o f offspring. AC 25; Fortitude 20, Reflex 25, W i l l 23 N a t u r e D C 1 9 : A rust monster that feeds on resid- Speed 8 © Bite (standard; at-will) j|l_fi uum retains it within its body. T h e residuum c a n b e retrieved after its death. Those that have eaten a large +16 vs. AC; 2d6 + 6 damage, and if the target is wearing magic armor, the armor is decaying until the end of the encounter. a m o u n t o f residuum, called dweomer eaters, eventu- While the armor is decaying, the armor's enhancement bonus ally absorb it, growing in size and b e c o m i n g hungry takes a cumulative -1 penalty, to the maximum of the armor's for m o r e magic. enhancement bonus. 4 Dissolve Item (standard; recharge (Ii)) • Reliable Targets a creature wearing or wielding a decaying magic item of ENCOUNTER GROUPS 15th level or lower; +14 vs. Reflex; the decaying magic item is Rust monsters are creatures o f opportunity, so their destroyed. allies often avoid using metal tools or weapons. Magic Consumption (when the dweomer eater is hit by an attack Lizardfolk sometimes use rust monsters to help even that uses a magic implement or weapon; at-will) the odds against well-armed e n e m i e s . The implement or weapon used in the triggering attack is decaying until the end of the encounter. While the implement or weapon is decaying, the target takes a cumulative -1 penalty Level 6 Encounter ( X P 1,250) to that implement's or weapon's enhancement bonus, to a • 2 blackscale bruiser lizardfolk (level 6 brute, maximum penalty equal to the item's enhancement bonus. MM 1 7 9 ) Residuum Recovery • 1 greenscale m a r s h mystic lizardfolk (level 6 con- A dweomer eater consumes any item it destroys. The residuum troller, MM 1 7 9 ) from any magic items the dweomer eater has destroyed can be • 2 rust monsters (level 6 skirmisher) retrieved from its stomach. The residuum is worth the market value of the item (not one-fifth the value). Alignment Unaligned Languages - Level 8 Encounter ( X P 1,750) Str 12 (+6) Dex 2 3 (+11) W i s 18 (+9) • 1 dweomer eater (level 11 skirmisher) Con14(+7) Int2(+1) Cha 13 (+6) > • 1 spriggan witherer (level 8 artillery) • 2 young rust monster swarms (level 9 soldier) A GUIDE T O USING R U S T MONSTERS For a PC, the threat of losing gear can be greater than the an encounter, think about ways to allow the PCs to carry threat of being reduced to 0 hp. Because of this fact, rust on, with perhaps less optimal gear. For example, the monsters can be more terrifying for players to face than PCs might have had a previous encounter that provided a rampaging red dragon. A character who loses his or her armor or weapons that they wouldn't normally use, or armor becomes extremely vulnerable, and a character the PCs might be able to fashion clubs or other simple who has lost a magic weapon won't be as effective in weapons out of nearby materials. later encounters. W h e n a rust monster consumes a PC's Eventually, though, the PCs should have an opportu- weapon, it effectively gives that PC a significant penalty nity to regain their lost equipment by using the residuum on attack and damage rolls until he or she can find a found in the monster. Although a PC might lose an item, suitable replacement weapon. A PC who loses armor to it is intended that the loss be only temporary, which is a rust monster suffers an even more dramatic reduction in why the residuum recovered from a rust monster is equal AC unless replacement armor can be found. to the full value of the destroyed item. How the PCs deal The possibility of recovering residuum from a rust with the loss is what makes the rust monster fun. Be wary monster or a dweomer eater alleviates this disadvantage of PCs who try to abuse a rust monster's powers to their to some degree, but the PCs will still need to find time advantage by using rust monsters to consume items the to rest and use the Create Magic Item ritual, and they PCs would otherwise sell for one-fifth value. In such cases, might even need to "head back to t o w n " to find a way you should reduce the resulting residuum to one-fifth value, to replace the item. But you don't want an encounter effectively making the rust monster a free Disenchant with a rust monster to be one that forces the PCs to Magic Item ritual. stop adventuring. W h e n you include a rust monster in
  • 180.
    Shadar-Kai Dawnkiller SHADAR-KAI Medium shadow humanoid Level 1 4 Lurker X P 1,000 Initiative +18 Senses Perception +16; low-light vision HP 106; Bloodied 53 T H E S E S H A D O W Y HUMANOIDS pursue p l e a s u r e ' a n d AC 28; Fortitude 26, Reflex 28, W i l l 25 pain, depravity a n d hedonistic excess—any rush o f Speed 7 sensation to forestall t h e Shadowfell's gloom. © Kukri (standard; at-will) • Weapon +19 vs. AC; 2d6 + 6 damage, and the target is shrouded in gloom (save ends). SHADAR-KAI LORE 4 Shade Strike (standard; at-will) • Necrotic A r c a n a D C 1 8 : Shadar-kai seek new e x p e r i e n c e s +19 vs. AC; targets an enemy shrouded in gloom; 2d8 + 6 a n d a rush o f sensation. C h a r a c t e r s who risk bargain- necrotic damage, and the target is blinded (save ends). Shadow Jaunt (move; encounter) • Teleportation ing with the shadar-kai should offer a n intense or The shadar-kai dawnkiller teleports 3 squares and becomes diverting e x p e r i e n c e as t h e i r p a r t in t h e deal. insubstantial until the start of its next turn. A r c a n a D C 2 3 : Long ago, t h e shadar-kai b o u n d Shadows of the Raven Queen • Necrotic t h e m s e l v e s by oath a n d blood to t h e service o f t h e The shadar-kai dawnkiller's melee attacks deal 2d6 extra R a v e n Q u e e n . However, t h e y found t h e i r e x t e n d e d necrotic damage against a target that cannot see the dawnkiller. lives t h r e a t e n e d by t h e o m n i p r e s e n t m a l a i s e o f t h e Shrouded in Gloom Shadowfell. R e a l i z i n g that sensation, even pain, was While shrouded in gloom, a creature takes a -2 penalty to attack rolls and gains only half the benefit of healing effects. t h e only way to forestall t h e i r home's soul-draining Alignment Unaligned Languages Common gloom, t h e shadar-kai b e c a m e a race o f e x t r e m e s . Skills Acrobatics +19, Stealth +19 Str 20 (+12) Dex 24 (+14) W i s 18 (+11) SHADAR-KAI BLACKSOUL Con16(+10) lnt14(+9) Cha 11 (+7) Equipment leather armor, 2 kukris A S H A D A R - K A I BLACKSOUL KILLS FROM A DISTANCE, tar- geting foes with bolts o f n e c r o t i c energy. SHADAR-KAI GLOOM LORD Shadar-Kai Blacksoul Level 1 4 Controller S H A D A R - K A I GLOOM LORDS COMMAND T H E S H A D O W S Medium shadow humanoid X P 1,000 a n d c o n s t r u c t prisons from t h e m . Initiative +10 Senses Perception +8; low-light vision HP 138; Bloodied 69 Level 1 4 Artillery Shadar-Kai Gloom Lord AC 26; Fortitude 25, Reflex 28, W i l l 28 Medium shadow humanoid X P 1,000 Speed 7 Initiative +10 Senses Perception +8; low-light vision © Corrupting Blackfire (standard; at-will) • Fire, Necrotic HP 108; Bloodied 54 +19 vs. AC; I d I O + 6 fire and necrotic damage, and the target is AC 26; Fortitude 25, Reflex 28, W i l l 26 shrouded in gloom (save ends). Speed 7 ® Shadowbolt (standard; at-will) • Necrotic © Corrupting Blackfire (standard; at-will) • Fire, Necrotic Ranged 10; +18 vs. Reflex; 3d6 + 6 necrotic damage, and the +19 vs. AC; 2d8 + 6 fire and necrotic damage, and the target is target is shrouded in gloom (save ends). shrouded in gloom (save ends). • Corrupt Soul (standard; at-will) • Charm Y © Shadowbolt (standard; at-will) • Necrotic Ranged 10; targets a creature shrouded in gloom; +18 vs. Will; Ranged 10; +19 vs. Reflex; 2d8 + 6 necrotic damage, and the the target is dominated (save ends). target is shrouded in gloom (save ends). •ft Shadowburst (standard; recharge jjj) • Necrotic © Shadowcage (standard; at-will) • Necrotic Area burst 3 within 10; targets enemies; +16 vs. Reflex; I d I O Ranged 10; targets a creature shrouded in gloom; +19 vs. + 6 necrotic damage, and the target is shrouded in gloom (save Reflex; 3d6 + 6 necrotic damage, and the target is restrained ends). Miss: Half damage. and cannot see creatures more than 2 squares away from it Shadow Jaunt (move; encounter) • Teleportation (save ends both). The shadar-kai blacksoul teleports 3 squares and becomes Shadow Jaunt (move; encounter) • Teleportation insubstantial until the start of its next turn. The shadar-kai gloom lord teleports 3 squares and becomes Shrouded in Gloom insubstantial until the start of its next turn. While shrouded in gloom, a creature takes a -2 penalty to Shrouded in Gloom attack rolls and gains only half the benefit of healing effects. While shrouded in gloom, a creature takes a -2 penalty to Alignment Unaligned Languages Common attack rolls and gains only half the benefit of healing effects. Skills Arcana +19, Stealth +15 Alignment Unaligned Languages Common Str 12 (+8) Dex 16 (+10) W i s 12 (+8) Skills Arcana +19, Stealth +15 Con 18(+11) Int24(+14) Cha 20(+12) Str 12 (+8) Dex 16 (+10) W i s 12 (+8) Equipment leather armor Con 18 (+11) Int 24 (+14) Cha 20 (+12) Equipment leather armor SHADAR-KAI DAWNKILLER A S H A D A R - K A I D A W N K I L L E R USES STEALTH and mobil- ity to r e m a i n u n s e e n , slicing its e n e m i e s with lethal c u r v e d knives.
  • 181.
    (Left to right)shadar-kai painhearer, gloom lord, dawnkiller, and blacksoul SHADAR-KAI PAINBEARER Shadowjaunt (move; encounter) • Teleportation The shadar-kai painbearer teleports 3 squares and becomes G R A C E F U L DANCERS OF DEATH, shadar-kai p a i n b e a r e r s insubstantial until the start of its next turn. e a r n e d t h e i r n a m e from the spiked c h a i n s they wield. Shrouded in Gloom While shrouded in gloom, a creature takes a -2 penalty to attack rolls and gains only half the benefit of healing effects. Shadar-Kai Painbearer Level 1 5 Skirmisher (leader) Alignment Unaligned Languages Common Medium shadow humanoid XP 1,200 Skills Acrobatics +19, Stealth +19 Initiative +16 Senses Perception +11; low-light vision Str 20 (+12) Dex 24 (+14) W i s 18 (+11) Shadow weft aura 5; each shadar-kai ally within the aura shifts 1 Con 16 (+10) Int 14 (+9) Cha 11 (+7) square as a free action after it hits with a melee attack. Equipment leather armor, spiked chain H P 144; Bloodied 72 AC 29; Fortitude 27, Reflex 29, W i l l 27 Speed 7 ENCOUNTER GROUPS © Shadow Chain (standard; at-will) • Weapon S h a d a r - k a i frequently ally with o t h e r c r e a t u r e s o f Reach 2; +20 vs. AC; 2d8 + 6 damage, and the target is shrouded in gloom (save ends). t h e Shadowfell, such as b o d a k s , b o n e c l a w s , a n d dark + Shadow Dance (standard; recharge [xl III]) • Necrotic o n e s . Powerful shadar-kai favor n i g h t m a r e s as steeds. The shadar-kai painbearer shifts 7 squares and makes three shadow chain attacks during the move, each against a different Level 1 3 Encounter ( X P 4 , 6 0 0 ) target. The painbearer's second and third attacks deal 2d6 • 1 b o d a k skulk (level 1 6 lurker, M M 3 6 ) extra necrotic damage for each prior attack that has hit. A • 2 shadar-kai d a w n k i l l e r s (level 1 4 lurker) creature that is shrouded in gloom and is hit by an attack is • 1 shadar-kai p a i n b e a r e r (level 1 5 s k i r m i s h e r ) blinded (save ends). Shadow Boon (immediate reaction, when an ally within 10 Level 14 Encounter ( X P 5 , 4 0 0 ) squares of the shadar-kai painbearer misses with an attack; • 1 shadar-kai blacksoul (level 14 controller) encounter) • 2 shadar-kai gloom lords (level 1 4 artillery) The triggering ally rerolls the attack roll. • 2 shadar-kai p a i n b e a r e r s (level 15 s k i r m i s h e r )
  • 182.
    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.
  • 183.
    SKELETON SKELETONS RA R E L Y E X I S T W I T H O U T P U R P O S E . W h e t h e r c r a f t e d t h r o u g h n e c r o m a n t i c ritual or raised from a tomb, t h e y relentlessly attack w h e n c o m p e l l e d to kill. BONECRUSHER SKELETON S W I F T BONECRUSHER SKELETONS leap into c o m b a t fear- lessly a n d wield greatclubs with whiplike s p e e d . Bonecrusher Skeleton Level 7 Soldier Large natural animate (undead), minotaur XP 300 Initiative +10 Senses Perception +6; darkvision HP 80; Bloodied 40 AC 22; Fortitude 21, Reflex 21, W i l l 19 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 8 0 Greatclub (standard; at-will) • Weapon Reach 2; +13 vs. AC; 1 d l 0 + 5 damage. 4 Crushing Blow (standard; recharge (fT) • Weapon Reach 2; +13 vs. AC; 2d10 + 5 damage, and the target is knocked prone. Threatening Reach A bonecrusher skeleton can make opportunity attacks against all enemies within its reach (2 squares). Alignment Unaligned Languages - Str 20 (+8) Dex 21 (+8) W i s 16 (+6) Con 16 (+6) Int 3 (-1) Cha 3 (-1) Equipment greatclub SKELETON LORE R e l i g i o n D C 1 2 : B o n e c r u s h e r skeletons arise SKELETAL STEED from t h e b o n e s o f ogres, m i n o t a u r s , oni, giants, a n d o t h e r large c r e a t u r e s . A SKELETAL STEED W I T H A SKELETAL R I D E R is t h e b a s k Skeletal steeds rarely arise alone; they awaken m o u n t e d unit o f a n u n d e a d army. from d e a t h with t h e i r riders or a r e c r e a t e d by rituals as m o u n t s . W i t h o u t n e e d o f rest or s u s t e n a n c e , t h e s e Skeletal Steed Level 3 Skirmisher c r e a t u r e s provide tireless service to any warrior. Large natural animate (mount, undead) XP150 Initiative +6 Senses Perception +2; darkvision HP 47; Bloodied 23 ENCOUNTER GROUPS AC 17; Fortitude 15, Reflex 16, W i l l 14 Skeletons do little o f t h e i r o w n volition, so b o n e Immune disease, poison c r u s h e r skeletons are often found as guards a n d Speed 8 © Kick (standard; at-will) skeletal steeds as m o u n t s . +8 vs. AC; 1d8 + 2 damage. 4 Mobile Melee Attack (standard; at-will) Level 5 Encounter ( X P 1,025) The skeletal steed moves its speed and makes a kick attack • 1 d e a t h l o c k wight (level 4 controller, MM 2 6 2 ) during the move. The steed does not provoke opportunity • 3 skeletal steeds (level 3 s k i r m i s h e r ) attacks while moving away from the target of this attack. • 2 wights (level 5 skirmisher, M M 2 6 2 ) • * Death Shriek (minor; recharge [x][Tj]) • Fear < Close burst 3; targets enemies; +6 vs. Will; the target takes a -2 penalty to attack rolls (save ends). Level 6 Encounter ( X P 1,450) Mount of the Dead (while mounted by a friendly rider of 3rd level • 3 b o n e c r u s h e r skeletons (level 7 soldier) or higher) • Mount • 1 ore eye o f G r u u m s h (level 5 controller, MM 2 0 4 ) When the skeletal steed uses mobile melee attack, the rider • 1 z o m b i e h u l k (level 8 brute, M M 2 7 5 ) makes a melee basic attack during the move as a free action. The rider can choose to forego its basic attack and the steed's attack to instead use one of the rider's melee attack powers during the move. Alignment Unaligned Languages - Str 12 (+2) Dex 17 (+4) W i s 13 (+2) Con 15 (+3) Int 3 (-3) Cha 3 (-3)
  • 184.
    it Flux Slaad Level 9 Skirmisher SLAAD Medium elemental humanoid XP400 Initiative +8 Senses Perception +10; low-light vision H P 98; Bloodied 49 THROUGH A H A Z E OF MADNESS, slaads see a world with AC 23; Fortitude 23, Reflex 21, W i l l 21 too m u c h order and too m a n y constraints. T h e i r dis- Resist 5 variable (see also slaad vulnerability shift); Vulnerable 10 ruptive attacks create disorder, but rarely on a large variable (see also slaad vulnerability shift) scale; their chaotic nature deters t h e m from banding Speed 7, teleport 2 into effective armies. © Claw Slash (standard; at-will) +14 vs. AC; 2d8 + 3 damage. Flux Rage (standard; recharges when first bloodied) F L U X SLAAD The flux slaad shifts 2 squares and makes one claw slash attack against each creature it moves adjacent to during the shift. M U T A B L E F L U X SLAADS alter t h e i r defenses a n d vul- Piercing Reaction (immediate reaction, when the flux slaad takes nerabilities in response to e n e m y attacks. damage from an attack; at-will) The slaad shifts 1 square. F L U X SLAAD TACTICS Slaad Vulnerability Shift A flux slaad goes into flux rage early in a fight, throw- A flux slaad starts the encounter with vulnerable 10 to one ing itself into the midst o f its e n e m i e s and trying to of the following six damage types, randomly determined: 1-cold, 2-fire, 3-lightning, 4-necrotic, 5-psychic, or slash down as m a n y as possible. It then uses claw slash 6-thunder. It has resist 5 to the other five types. When the and shifts using piercing reaction to move into flanking slaad takes damage of the type to which it's vulnerable, its position or out o f harm's way. vulnerability changes to one of the other five damage types, randomly determined, and it gains resistance to the type it was previously vulnerable to. Alignment Unaligned Languages Common, Primordial Str 16 (+7) Dex 15 (+6) W i s 13 (+5) Con 18 (+8) Int 7 (+2) Cha 14 (+6) F L U X SLAAD LORE A r c a n a DC 19: Flux slaads sometimes acciden- tally slip through weak points b e t w e e n the planes; this c o m m o n l y occurs near gatherings o f bullywugs. T h e flux slaads often end up ruling tribes o f bully- wugs, w h i c h revere t h e m as demon lords. A r c a n a DC 21: Flux slaads garner little respect from their m o r e deadly kin. I n addition to being smaller and weaker t h a n most, they are incapable o f spawning. M a n y flux salads thus lord over what crea- tures they may, often showing surprising restraint in their violent and unpredictable rages. SLAAD SPAWN S L A A D SPAWN A R E NOT S E L F - A W A R E . T h e y desire only to cause chaos and carnage, with n o c a r e for their own or their allies' safety. SLAAD SPAWN TACTICS A slaad spawn prefers to use chaotic slam on the clos- est opponent, especially w h e n the opponent is close to other e n e m i e s .
  • 185.
    A r ca n a D C 2 5 : Not all slaads reproduce through Q the implantation o f chaos phage. S o m e are them- < selves infected with a n aberrant form of chaos phage. _ T h e s e slaads grow embryos within their own bodies. , J ) This painful experience causes blood- and pus-filled boils on a slaad's body. Only injury releases the young slaads. This damage, and the dangerous nature o f the spawn, cause m a n y slaad spawners to avoid unleash- ing the spawn from their flesh. ENCOUNTER GROUPS Slaads usually fight alongside other slaads, b e c a u s e their motives are inscrutable to most others. Level 8 Encounter ( X P 1 , 9 5 0 ) • 1 death shard (level 8 artillery) • 3 flux slaads (level 9 skirmisher) 4 2 slaad tadpoles (level 5 lurker, M M 2 3 7 ) Level 17 E n c o u n t e r ( X P 8 , 4 0 0 ) 4 2 blue slaads (level 17 brute, MM 2 3 8 ) 4 1 g r e e n slaad (level 1 8 controller, MM 2 3 8 ) 4 8 slaad spawns (level 17 minion) SLAAD SPAWNER Some slaads can reproduce through budding. A slaad spawner is covered in bulbous, quivering boils that rup- ture when the spawner is attacked, revealing small slaad spawns. Slaad spawner is a template you can apply to any large Slaad Spawn Level 17 Minion Skirmisher slaad monster. Small elemental humanoid XP400 Initiative +17 Senses Perception +10; low-light vision Prerequisite: Large slaad, level 1 5 H P 1; a missed attack never damages a minion. AC 31; Fortitude 30, Reflex 31, W i l l 26 Slaad Spawner Elite Controller Speed 5, teleport 3 Humanoid XP Elite © Bite (standard; at-will) Saving Throws +2 +22 vs. AC; 13 damage. Action Points 1 f Chaotic Slam (standard; at-will) Hit Points None additional The slaad spawn jumps a distance up to its speed and then Powers attacks an adjacent enemy: +2 2 vs AC; 12 damage and the Spawn Slaad (immediate reaction, when the slaad spawner is target is knocked prone. Miss: The slaad spawn explodes and is hit by an attack; at-will) reduced to 0 hit points. The spawn then makes the following A slaad spawn appears in a space adjacent to the slaad close burst 1 attack: +20 vs Reflex; 9 damage. spawner. It takes its turn in the initiative order after the Alignment Chaotic evil Languages - slaad spawner. PCs do not earn experience points for killing Str 17 (+11) Dex 24 (+15) W i s 14 (+10) slaad spawns created by this power. Con 22 (+14) Int 3 (+4) Cha 7 (+6) SLAAD SPAWM L O R E A r c a n a D C 2 0 : F r o m the m o m e n t o f its gory birth from a living host, a young slaad presents a threat to all around it. Dim-witted and voracious, the slaad spawn must eat swiftly and well, or the chaotic energies contained within its body b e c o m e unstable and explode. Assuming it survives those first bloody m o m e n t s o f life, the young slaad grows swiftly and, after just a few days, begins to display the appearance and powers that will define it in adulthood.
  • 186.
    SLAUGHTERSTONE CONSTRUCT TH E S E DEADLY AUTOMATONS were originally designed SLAUGHTERSTONE by dwarves for use as guardians o f underground fortresses. T h e secret o f their construction has since EVISCERATOR TACTICS been stolen or duplicated by m a n y others. Though it is quite capable o f fighting in confined spaces, t h e slaughterstone eviscerator is best employed w h e n it is allowed to wade into a mass o f SLAUGHTERSTONE opponents to use its whirling bladestorm attack against EVISCERATOR several opponents at once. T H I S GREAT STONE INSECTILE CONSTRUCT is capable o f tearing through hordes o f e n e m i e s in very little time SLAUGHTERSTONE with its whirling serrated blades. HAMMERER POUNDING STONE H A M M E R S m o u n t t h e sides o f this Slaughterstone Eviscerator Level 1 8 Brute great construct whose every step is like thunder. Large natural animate (construct) XP 2,000 Initiative +15 Senses Perception +9; darkvision T h e s e automatons lay waste to all in their path with Whirling Blades aura 2; each creature that starts its turn within uncaring precision. the aura takes 10 damage. HP 212; Bloodied 106 Slaughterstone Hammerer Level 2 5 Soldier AC 30; Fortitude 31, Reflex 30, W i l l 28 Large natural animate (construct) XP 7,000 Immune disease, poison, sleep Initiative +14 Senses Perception +12; darkvision Speed 6 Thunder Step aura 2; each creature that starts its turn within the (T) Eviscerating Blade (standard; at-will) aura is slowed until the start of its next turn. Reach 2; +21 vs. AC; 2d12 + 8 damage (crit 4d12 + 32). HP 233; Bloodied 116 •<T Whirling Bladestorm (standard; recharge [Fi]) AC 41; Fortitude 40, Reflex 35, W i l l 35 Close burst 2; +21 vs. AC; 1d12 + 8 damage (crit 2d12 +20). Immune disease, poison, sleep Tunnel Fighting Speed 6 A slaughterstone eviscerator takes no penalty to attack rolls © Slam (standard; at-will) while squeezing and does not grant combat advantage while Reach 2; +32 vs. AC; 2d8 + 10 damage, and the target is squeezing. knocked prone. 4 Hammerstrike (standard; at-will) Reach 2; +28 vs. Fortitude; 2d8 + 10 damage, and the target is dazed (save ends). Tunnel Fighting A slaughterstone hammerer takes no penalty to attack rolls while squeezing and does not grant combat advantage while squeezing. Alignment Unaligned Languages - Str 28 (+21) Dex 11 (+12) W i s 10 (+12) Con 25 (+19) lnt1(+7) Cha 3 (+8) SLAUGHTERSTONE HAMMERER TACTICS T h e slaughterstone h a m m e r e r strides forward, strik- ing down all who oppose it. It uses hammerstrike against a particularly tough opponent that survives one or m o r e slam attacks.
  • 187.
    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.
  • 188.
    SPHINX SOME SAYT H E GODS C R E A T E D S P H I N X E S to test t h e m e t t l e o f h e r o e s or to protect sacred locations; others say they a r e primordials b i r t h e d in a t i m e before gods. SPHINX MYSTERY T H E S E C R E A T U R E S AMUSE THEMSELVES by asking t h e i r prey for answers to riddles or for obscure bits o f lore and interpretations o f prophecy. Sphinx Mystery Level 1 9 Brute Large immortal magical beast XP 2,400 Initiative +15 Senses Perception +23; low-light vision HP 224; Bloodied 112 AC 31; Fortitude 30, Reflex 31, W i l l 32 Speed 6,fly6 Action Points 1 0 Ancient Claws (standard; at-will) Reach 2; + 22 vs. AC; 3d10 + 5 damage. © Bite of Ages (standard; at-will) Reach 2; + 22 vs. AC; 1 d10 + 5 damage, and the target is knocked prone and immobilized (save ends). © Riddle Me This (minor; at-will) • Psychic Ranged 10; the sphinx mystery compels the target to contemplate a riddle. The target is dazed until the end of the encounter or until it answers the riddle. To determine the answer, a creature must spend a minor action and succeed at a DC 25 History check. A target that does not attempt to answer the riddle during its turn takes 2d8 psychic damage at the end SPHINX MYSTERY LORE of its turn. An ally can provide the answer and end the effect. If A r c a n a D C 2 7 : Sphinxes love toying with their an ally ends the effect, the target takes 2d8 psychic damage. prey. I f the victim plays along with the riddles, a • Corrective Mauling (standard; recharges when an enemy fails f sphinx might continue to ask riddles rather t h a n the History check for ridd/e me this) attack outright. Reach 2; +22 vs. AC; 4d10 + 10 damage, and the target is knocked prone. 4* Great Roar (standard; encounter) • Thunder ENCOUNTER GROUPS Close blast 5; +22 vs. Fortitude; 3d10 + 10 thunder damage, Sphinxes cooperate with other creatures that c a n tol- and the target is pushed 5 squares and knocked prone. erate t h e way they toy with their prey. T h e i r need to Alignment Unaligned Languages Common, Dwarven, pose riddles and questions often trumps tactical reali- Elven, Primordial, Supernal Skills Insight+26 ties in combat, m a k i n g t h e m precarious allies. Str 25 (+16) Dex23(+15) W i s 28 (+18) Con24(+16) Int27(+17) Cha 28 (+18) Level 1 6 E n c o u n t e r ( X P 7 , 6 0 0 ) • 2 nothic cacklers (level 1 5 artillery) SPHINX MYSTERY TACTICS • 2 savage minotaurs (level 1 6 brute, MM 1 9 1 ) • 1 sphinx mystery (level 1 9 brute) T h e sphinx mystery prefers to toy with its victims by presenting riddles and enigmas before pouncing. It uses riddle me this repeatedly to get the question g a m e going.
  • 189.
    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.
  • 190.
    PHASE SPIDER TOMB SPIDER T H E S E CUNNING F E Y W I L D PREDATORS have b e e n T H E S E VORACIOUS K I L L E R S a r e t r u e c r e a t u r e s o f k n o w n to cross into the world in search o f prey. Like the Shadowfell insofar as they c r e a t e u n d e a d as their natural cousins, they c a n b e found in nearly any a p a r t o f t h e i r life cycle. T o m b spiders constantly environment. look for o p p o r t u n i t i e s to cross over into t h e world, frequently m a k i n g t h e i r lairs in graveyards or cata- Phase Spider Level 8 Skirmisher c o m b s w h e r e they c a n find dead b o d i e s i n w h i c h to Large fey beast (spider) XP 350 lay t h e i r eggs. Initiative +11 Senses Perception +7; tremorsense 10 H P 87; Bloodied 43 Tomb Spider Level 11 Elite Controller AC 22; Fortitude 19, Reflex 21, Will 18 Large shadow beast (spider) XP 1,200 Speed 6, climb 6 (spider climb), teleport 6 Initiative +9 Senses Perception +12; tremorsense 10 © Bite (standard; at-will) • Poison, Sleep HP 226; Bloodied 113 +13 vs. AC; 1d8 + 5 damage, and the target is slowed AC 25; Fortitude 23, Reflex 22, Will 22 (save ends). First Failed Saving Throw: The target is knocked Resist 10 necrotic unconscious instead of slowed (save ends), Saving Throws +2 • Ethereal Bite (standard; recharge [_ _ ] ) • Teleportation f Speed 6, climb 6 (spider climb) The phase spider teleports 10 squares and makes a bite attack. Action Points 1 • Ethereal Repulsion (immediate interrupt, when an enemy 1 © Bite (standard; at-will) • Necrotic, Poison moves adjacent to the phase spider; at-will) • Teleportation +16 vs. AC; 1d8 + 5 damage, and the target is dazed and takes Targets the triggering enemy; +11 vs. Will; the spider teleports ongoing 10 necrotic and poison damage (save ends both). In the target 4 squares. addition, the target cannot use second wind until the end of the Alignment Unaligned Languages- encounter. Skills Stealth +14 -Y W e b Net (minor 1/round; at-will) Str 17 (+7) Dex 20 (+9) W i s 17 (+7) Ranged 10; +15 vs. Reflex; the target is restrained and gains Con 15 (+6) Int 5 (+1) Cha 10 (+4) vulnerable 5 necrotic (save ends both). Webbed Terrain (standard; recharge [:•:] (fj) • Zone P H A S E SPIDER TACTICS Area burst 3 within 10; +15 vs. Reflex; the target is immobilized (save ends). Effect: The burst creates a zone of A phase spider prefers to surprise its prey, using its spider webs that lasts until the end of the encounter. The ethereal bite attack to teleport in, bite a n enemy, a n d zone is difficult terrain. t h e n teleport out o f harm's way. Possessing superior W e b Walker mobility through their natural ability to teleport, A tomb spider ignores the effects of spider webs and spider phase spiders rarely engage a single e n e m y for longer swarms. t h a n a round or two before moving on to another Alignment Evil Languages - opponent. Skills Athletics +15 (+25 when jumping), Stealth +13 Phase spiders use hit-and-run tactics in order to Str 21 (+10) Dex 18 (+9) W i s 15 (+7) Con 17 (+8) Int 3 (+1) Cha 18 (+9) wear down their prey. P H A S E SPIDER LORE TOMB SPIDER TACTICS A t o m b spider uses its webbed terrain attack to divide A r c a n a DC 2 0 : Though able to sustain them- the field o f battle. It uses web net to restrain as m a n y selves on the blood o f any living creature, phase opponents as possible, biting t h e m as opportunity spiders prefer to dine on fey victims. They have b e e n allows. I f it b e c o m e s bloodied, t h e tomb spider uses k n o w n to divert their attention away from easier prey its considerable j u m p i n g and climbing abilities to in order to attack such creatures. escape, allowing it to return later to renew the fight. A r c a n a DC 2 5 : Phase spiders a r e t h e result o f ancient magical experimentation by the eladrin, done in a n effort to create a creature that c a n b e trained to TOMB SPIDER LORE infiltrate the dark halls of the drow. A r c a n a D C 1 6 : A tomb spider lays its eggs in a h u m a n o i d corpse, creating an animate m u m m y in ENCOUNTER GROUPS which hundreds of tiny tomb spiders reside until t h e P has e spiders hunt both alone and in packs. T h e y creature splits open. Tomb spiders are frequently have also b e e n k n o w n to work alongside other power- employed b y followers of Orcus, w h i c h delight in ful fey creatures, particularly eladrin. their natural ability to create undead as part o f their reproductive cycle. Level 7 Encounter ( X P 1,650) • 2 eladrin fey knights (level 7 soldier, M M 1 0 2 ) • 3 phase spiders (level 8 skirmisher)
  • 191.
    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)
  • 192.
    Blood Slide SPRIGGAN A spriggan powrie does not provoke opportunity attacks for moving out of a space adjacent to a bloodied creature or a creature that is taking ongoing damage. SPRIGGANS A R E GNOMES A L T E R E D b y f o m o r i a n m a g i c . Combat Advantage T h e s e perverse fey now w a n d e r the rough country When a spriggan powrie hits a creature that is taking ongoing of the Feywild and t h e world, pillaging for food a n d damage and is granting combat advantage to the powrie, the riches and delighting in the slaying o f foes. powrie's attack increases the ongoing damage by 5. Redcap Zeal (when the spriggan powrie bloodies an enemy or reduces an enemy to 0 hit points or fewer; encounter) SPRIGGAN GIATSITSOUL The powrie gains 1d8 + 2 temporary hit points. Alignment Evil Languages Elven G I A N T S O U L S BUILD UPON T H E E V I L t h e y i n h e r i t e d from Skills Athletics +11, Stealth +14, Thievery +12 fomorian domination, gaining strength as well as t h e Str 16 (+6) Dex 18 (+7) W i s 12 (+4) ability to stretch their a r m s to a giant's r e a c h . Con 15 (+5) Int 10 (+3) Cha 15 (+5) Equipment leather armor, 2 sickles, iron-shod boots Spriggan Giantsoul Level 8 Brute Small fey humanoid XP350 Initiative +6 Senses Perception +7; low-light vision SPRIGGAN THORN H P 106; Bloodied 53 A SPRIGGAN THORN C A R R I E S A CURSE OF B R A M B L E S , AC 20; Fortitude 21, Reflex 19, W i l l 20 which it c a n lay upon a n e n e m y with a glance. Speed 6 © Slam (standard; at-will) Spriggan Thorn Level 6 Soldier +11 vs. AC; 2d6 + 5 damage, or 2d6 + 9 damage while the Small fey humanoid XP250 spriggan giantsoul is bloodied. • Giantsoul Slam (standard; recharge _ } _ ] _ ] ) 1 Initiative +7 Senses Perception +9; low-light vision HP 71; Bloodied 35 Reach 2; +13 vs. AC; 2d6 + 5 damage, and the target is knocked AC 22; Fortitude 18, Reflex 17, W i l l 19 prone. While the spriggan giantsoul is bloodied, the damage Speed 5 increases to 2d6 + 9. © Short Sword (standard; at-will) • Weapon 4 Surprise Slam (immediate interrupt, when an enemy within 2 +13 vs. AC; 1d6 + 3 damage, and ongoing 5 damage (save ends). squares of the spriggan giantsoul attacks an ally; encounter) Mark of Thorns (standard; encounter) Giantsoul slam recharges, and the giantsoul uses it against the Close burst 5; targets one enemy; the target is affected by the triggering enemy. mark of thorns until the end of the encounter. While affected by Redcap Zeal (when the spriggan giantsoul bloodies an enemy or the mark of thorns, the target cannot make opportunity attacks reduces an enemy to 0 hit points or fewer; encounter) against the spriggan thorn, and the target takes 4 damage at the The giantsoul gains I d I O + 3 temporary hit points. end of any turn in which it did not attack the thorn. In addition, Alignment Evil Languages Elven at the start of the target's turn, each of the target's allies Skills Athletics +14, Intimidate +10, Stealth +12 adjacent to the target takes 4 damage. Str 18 (+8) Dex 15 (+6) W i s 17 (+7) Drowsing Puncture (minor; recharges when first bloodied) Con 16 (+7) Int 10 (+4) Cha 12 (+5) If the spriggan thorn hits with its next short sword attack, the Equipment hide armor, iron-shod boots target of the attack is dazed until the end of the thorn's next turn and is knocked prone. SPRIGGAN P O W R I E Redcap Zeal (when the spriggan thorn bloodies an enemy or reduces an enemy to 0 hit points or fewer; encounter) C A P E R I N G IN IRON-SHOD BOOTS, powries seek to splash The thorn gains 1d8 + 2 temporary hit points. their feet in the blood o f foes. Alignment Evil Languages Elven Skills Athletics +12, Stealth +11 Spriggan Powrie Level 7 Skirmisher Str 17 (+6) Dex 15 (+5) W i s 12 (+4) Small fey humanoid XP300 Con 15 (+5) Int 10 (+3) Cha 18 (+7) Initiative +9 Senses Perception +9; low-light vision Equipment chainmail, light shield, short sword, iron-shod boots H P 79; Bloodied 39 AC 21 (23 against opportunity attacks); Fortitude 19, Reflex 20, W i l l 18 Speed 6 © Sickle (standard; at-will) • Weapon +12 vs. AC; 1d6 + 3 damage, and ongoing 5 damage (save ends). 4 Hamstring (standard; recharges when first bloodied) • Weapon +12 vs. AC; 1d6 + 3 damage, and the target is knocked prone, is slowed until the end of the spriggan powrie's next turn, and takes ongoing 5 damage (save ends). 4 Punt the Fallen (minor 1/round; at-will) Targets a prone creature; +12 vs. Fortitude; 1d6 + 3 damage, and the spriggan powrie pushes the target 3 squares.
  • 193.
    (Left to right)spriggan powrie, spriggan giantsoul, and spriggan thorn SPRIGGAN W I T H E R E R SPRIGGAN LORE SPRIGGAN W I T H E R E R S USE T H E I R MAGIC to c o m m a n d A r c a n a D C 1 4 : Spriggans, also k n o w n also as red- the weather and to soak the e a r t h in the blood of caps for their habit o f dipping their hats and clothing their foes. in blood, prefer to live in dark burrows under rugged terrain. T h e y supplement their stores by raiding and Spriggan Witherer Level 8 Artillery (Leader) extorting tribute from weaker creatures. Small fey humanoid XP 350 A r c a n a D C 1 9 : G n o m e s were once fomorian Initiative +8 Senses Perception +10; low-light vision slaves, and m a n y fled to the world to elude their HP 70; Bloodied 35 oppressors. Those that did not m a k e their way to free- AC 21; Fortitude 19, Reflex 18, Will 20 dom were twisted into spriggans. Speed 6 ________ © Withering Touch (standard; at-will) • Necrotic +11 vs. Reflex; 1d8 + 4 necrotic damage. ENCOUNTER GROUPS • Sun Scorch (standard; at-will) • Fire, Radiant Y Spriggans ally w i t h creatures willing to tolerate Ranged 10; +13 vs. Reflex; 2d6 + 5 fire and radiant damage. their bloody ways. T h e y keep dangerous plants and Flattening W i n d (standard; recharges when first bloodied) Area burst 3 within 10 or close blast 3; +12 vs. Fortitude; 2d6 + 4 a n i m a l s n e a r their h o m e s to dissuade intruders. damage, and the target is pushed 2 squares and knocked prone. F o m o r i a n s and evil eladrin use spriggans as spies -?f Blood for the Earth (standard, usable only while bloodied; and scouts. at-will) Area burst 2 within 10; targets enemies; +12 vs. Fortitude; 1d6 Level 9 Encounter ( X P 2 , 1 5 0 ) + 4 damage, and ongoing 5 damage (save ends). Effect: Each ally • 1 eladrin twilight i n ca n t e r (level 8 controller, within the burst gains 5 temporary hit points. MM 102) Redcap Zeal (when the spriggan witherer bloodies an enemy or reduces an enemy to 0 hit points or fewer; encounter) • 1 shambling m o u n d (level 9 brute, M M 2 3 2 ) The witherer gains 1d6 + 3 temporary hit points. • 2 spriggan giantsouls (level 8 brute) Alignment Evil Languages Elven • 2 spriggan witherers (level 8 artillery) Skills Arcana +8, Athletics +11, Stealth +12 Str 12 (+5) Dex 15 (+6) W i s 12 (+5) Con 16 (+7) Int 10 (+4) Cha 18 (+8) Equipment leather armor, iron-shod boots
  • 194.
    S P RI T E SWARM S P R I T E S E X I S T IN GREAT VARIETY in t h e Feywild a n d are as c o m m o n as birds. Most present no threat beyond twittering laughter in the shadows, but some gather in dangerous swarms. UMBRAL SPRITE SWARM D A R K F E Y W I T H A TASTE FOR BLOOD and a p e n c h a n t for causing chaos, u m b r a l sprites gather in the rare pockets of shadow within the Feywild and hunt any creatures that step into their domain. Umbral Sprite Swarm Level 4 Controller Medium fey humanoid (swarm) XP175 Initiative +6 Senses Perception +8; blindsight 6 Swarm Attack aura 1; each enemy that starts its turn within the aura takes 3 damage. HP 55; Bloodied 27 AC 18; Fortitude 15, Reflex 17, W i l l 15 Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks Speed 4, fly 6 (hover) © Swarm of Fangs and Blades (standard; at-will) +10 vs. AC; 1d6 + 4 damage. Darkwave (standard; recharge t i ) • Necrotic, Zone Close burst 3; +8 vs. Reflex; 2d8 + 4 necrotic damage. Effect: The burst creates a zone of darkness that lasts until the end of the umbral sprite swarm's next turn. The zone blocks line of sight. Fade Away (immediate reaction, when the umbral sprite swarm takes damage; encounter) • Illusion The umbral sprite swarm is invisible until after it hits or misses with an attack or until the end of its next turn. ENCOUNTER GROUPS Alignment Unaligned Languages Elven Sprite swarms often fight alongside other fey crea- Skills Stealth +11 tures. T h e y are generally not found n e a r large towns Str8(+1) Dex 18 (+6) W i s 13 (+3) or cities, preferring more rural areas. Con 15 (+4) Int 13 (+3) Cha 15 (+4) Level 5 E n c o u n t e r ( X P 1 , 0 5 0 ) UMBRAL SPRITE SWARM TACTICS • 2 ettercap fang guards (level 4 soldier, MM 1 0 7 ) T h e u m b r a l sprite s w a r m flies into the midst o f its • 2 fey panthers (level 4 skirmisher, MM 2 1 3 ) opponents and uses its darkwave attack. T h e swarm • 2 u m b r a l sprite swarms (level 4 controller) then flits about to m a k e the most o f its swarm of fangs and blades until its darkwave attack recharges. UMBRAL SPRITE SWARM LORE A r c a n a D C 1 2 : Although umbral sprite swarms c o m e from the Feywild, those that m a k e their way into the world frequently gather in areas where they might b e able to cross over into the Shadowfell. G n o m e s and spriggans have b e e n known to employ u m b r a l sprite swarms as a diversion while they pursue goals too subtle for the sprites to aid directly.
  • 195.
    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 .
  • 196.
    Herald of Hadar Level 1 5 Brute Maw of Acamar Level 1 5 Controller Medium aberrant humanoid XP 1,200 Large aberrant humanoid XP 1,200 Initiative +9 Senses Perception +11; darkvision Initiative +9 Senses Perception +11; darkvision H P 180; Bloodied 90 Hungry Star aura 5; each creature within the aura must spend AC 27; Fortitude 27, Reflex 26, W i l l 27 3 extra squares of movement for each square it moves farther Speed 6 away from the maw of Acamar. © Hungry Claws (standard; at-will) HP 145; Bloodied 77 +18 vs. AC; 1d10 + S damage. EJfect: The herald of Hadar makes AC 29; Fortitude 27, Reflex 26, W i l l 27 one more hungry claws attack against the same target or a Speed 6 different one. © Devouring Touch (standard; at-will) • Feeding Frenzy (standard; encounter) f Reach 2; +19 vs. Reflex; the target takes ongoing 15 damage +18 vs. AC; 1d10 + 5 damage. Ejject: The herald of Hadar makes (save ends). three more hungry claws attacks against the same target or • • Corpse Star's Grip (minor; at-will) <• different ones. No more than two of the attacks can target the Close burst 5; +19 vs. Fortitude; the maw of Acamar pulls the same creature. target 3 squares. Breath of a Dying Star (standard; encounter) V- Devouring Star (standard; at-will) Close blast 5; +18 vs. Reflex; 2d10 + 5 damage, and the target Close burst 3; +19 vs. Fortitude; the target takes ongoing 10 cannot spend healing surges or regain hit points (save ends). damage (save ends). Hadar's Hunger (immediate reaction, when a creature within 5 Destroyer of Life squares of the herald of Hadar spends a healing surge; at-will) When an enemy adjacent to the maw of Acamar succeeds on a The herald chooses one of the following options: saving throw against ongoing damage, the ongoing damage is The herald shifts 3 squares and must end the move closer to the reduced by 5 instead of ending. triggering creature. Life Devourer (immediate reaction, when a creature within 2 The herald uses a hungry claws attack. squares of the maw of Acamar spends a healing surge; at-will) The herald regains the use of one of its encounter powers. The reach of devouring touch and the burst areas of corpse star's The herald gains a +2 bonus to attack rolls until the end of its grip and devouring star increase by 2 until the end of the maw's next turn. next turn. Alignment Chaotic evil Languages telepathy 10 Alignment Chaotic evil Languages telepathy 10 Str 17 (+10) Dex 15 (+9) W i s 18 (+11) Str 20 (+12) Dex 15 (+9) W i s 19 (+11) Con 20 (+12) Int 10 (+7) Cha 15 (+9) Con 17 (+10) Int 11 (+7) Cha 16 (+10) HERALD OE HADAR LORE D u n g e o n e e r i n g D C 1 8 : A herald o f H a d a r is s p a w n e d by its n a m e s a k e , a dying e m b e r o f a star. T h e h e r a l d feasts on life energy, c h a n n e l i n g it b a c k to its c r e a t o r in a n effort to avert its d e m i s e . MAW OF ACAMAR T H E STAR A C A M A R IS A CORPSE STAR, a dead star o f utter i n k y n o t h i n g n e s s that devours o t h e r stars that draw too close. T h e m a w o f A c a m a r is that star's h u n g e r m a d e real, a n avatar o f devastation that eats everything in its path. I n battle, t h e m a w o f A c a m a r strides a m i d its foes, relying on t h e powerful m a g i c that surges from its form to drag v i c t i m s to t h e i r d o o m . W i n d s howl as A c a m a r draws t h e very air a r o u n d t h e m a w into itself. C r e a t u r e s slain by t h e m a w are ripped a p a r t a n d dragged away to d i s a p p e a r into A c a m a r ' s endless d a r k n e s s . T h e m a w s are deadlier still w h e n encoun- tered in n u m b e r s ; they crowd a r o u n d a foe a n d t e a r h i m in h a l f as they pull h i m in several d i r e c t i o n s at o n c e .
  • 197.
    MAW OF ACAMARLORE Dungeoneering D C 1 8 : A maw of Acamar enters the world when t h e dark influence o f the star A c a m a r is at its peak. T h e m a w wanders the world, pulling living creatures into its destructive void to feed A c a m a r , a dead star wracked by endless hunger. SCION OF GIBBETH G I B B E T H is A CURSED GREEN STAR, said to have at its core an utterly unknowable being. Warlocks and other arcane users say that Gibbeth shall show its face only at the end of the world, when the very glare o f its eyes and the monstrous aspect o f its being pushes all o f cre- ation into inescapable madness. T h e scion o f Gibbeth is a terrible shard of that green star, a herald o f Gib- beth's curse and a forerunner o f what might come. W h e n the scion appears, no two observers can agree on its actual appearance. Some see a green-skinned, horned giant, while others report a red, spiderlike creature with a child's face or a serpentine monstrosity with dozens of gibbering mouths along its body. Sages SCION OE GIBBETH LORE maintain that this outer appearance is merely an aspect D u n g e o n e e r i n g D C 2 0 : A scion o f Gibbeth wan- projected by the shard that dwells within the scion. ders the world seemingly at random. Prophets, t h e T h e mental strain of seeing even a shadow of Gibbeth's insane, and cultists a r e drawn to its presence. T h e essence is such that mortal minds must conjure know- scion typically lashes out at any living creature that able, though strange, images to contain it. Anyone who draws near, but it tolerates these worshipers. sees the scion's true form is doomed to madness. D u n g e o n e e r i n g D C 2 5 : T h e scion o f Gibbeth manifests in the world when Gibbeth is in conjunc- S c i o n of G i b b e t h L e v e l 17 C o n t r o l l e r tion with the star Allabar, a celestial object known Large aberrant humanoid XP 1,600 as the O p e n e r of the Way. Allabar wanders the sky Initiative +11 Senses Perception +11; darkvision in a pattern unlike that of any other star. It follows Aura of Revulsion aura 10; each creature within the aura cannot a seemingly random path, and w h e n it draws near target the scion of Gibbeth with melee or ranged attacks unless one of the baleful stars, that star's spawn appear in the scion is the nearest enemy. the world. T h e wandering star avoids only A c a m a r , H P 163; Bloodied 81; see also revelation o/Gibbeth because that object's hunger is so great that it would AC 31; Fortitude 29, Reflex 27, W i l l 29 Speed 6 destroy even the star that would open its path to t h e © Slam (standard; at-will) world. Reach 2; +22 vs. AC; 2d10 + 5 damage. • Mind-Splintering Gaze (standard; at-will) • Charm, Gaze, Y Psychic ENCOUNTER GROUPS Ranged 20; +21 vs. Will; 1d8 + 2 psychic damage, and the T h e i r malevolence runs rampant, but star spawn are target is dominated (save ends). c u n n i n g and calculating enough to entertain alli- • Gibbeth's Baleful Glare (opportunity, when an enemy targets Y ances o f convenience. the scion of Gibbeth with a melee or ranged attack; at-will) • Charm, Psychic Level 1 3 E n c o u n t e r ( X P 4 , 2 0 0 ) Ranged 20; targets the triggering enemy; +21 vs. Will; 1d8 + 2 • 2 battle wight c o m m a n d e r s (level 1 2 soldier, psychic damage, and the scion slides the target 2 squares. 4? Revelation of Gibbeth (when the scion of Gibbeth drops to 0 MM 2 6 2 ) hit points) • Charm • 1 beholder eye o f f l a m e (level 1 3 elite artillery, Close burst 5; +21 vs. Will; the target is dazed and uses its MM 3 2 ) standard action each turn to charge or to make a melee or • 1 herald of H a d a r (level 1 5 brute) ranged basic attack against its nearest ally (save ends). Offering to Gibbeth (immediate reaction, when a creature within Level 1 3 Encounter ( X P 4 , 8 0 0 ) 2 squares of the scion of Gibbeth spends a healing surge; at-will) The scion gains a +2 bonus to attack rolls until the end of its • 2 hook horrors (level 1 3 soldier, MM 1 5 8 ) next turn. • 1 m a w o f A c a m a r (level 1 5 controller) Alignment Chaotic evil Languages telepathy 10 • 2 m i n d flayer infiltrators (level 1 4 lurker, MM 1 8 8 ) Str 22 (+14) Dex 16 (+11) W i s 17 (+11) Con 19 (+12) Int 11 (+8) Cha 19 (+12)
  • 198.
    STEEL PREDATOR BO R N OF T H E MACHINATIONS OF B A N E , steel preda- tors a r e deadly planar creatures designed for war. Ranging through t h e Astral S e a and into the world, predators are relentless hunters, sometimes pursuing quarry for weeks and across planar boundaries. They delight in the consumption o f the residuum in magic items, and so t h e more richly endowed t h e target, t h e farther they will pursue it. Steel Predator Level 2 0 Elite Soldier Large immortal animate (living construct) Initiative +18 Senses Perception +16; darkvision H P 388; Bloodied 194 AC 36; Fortitude 34, Reflex 32. W i l l 30 Saving Throws +2 (+4 against ongoing damage) Speed 8 Action Points 1 STEEL PREDATOR LORE © Bite (standard; at-will) A r c a n a o r R e l i g i o n D C 1 4 : Created by B a n e to Reach 2; +27 vs. AC; 4d6 + 4 damage, and the target is marked until the end of the steel predator's next turn. track and slay the foes o f the god o f conquest, steel Snap J a w (standard; at-will) predators a r e relentless hunters that pursue their The steel predator makes a bite attack. On a hit, the target is prey even across the planes. T h u n d e r and lightning also knocked prone, and the predator makes another bite attack attacks m a d e against a steel predator only increase against a different target. the creature's power. • Vicious Pounce (standard; at-will) |- A r c a n a o r R e l i g i o n D C 2 2 : Steel predators a r e The steel predator charges and makes the following attack in agile, graceful beasts. T h e s e metallic felines are often place of a bite attack: +25 vs. Fortitude; 2d12 + 5 damage, and the target is pushed 1 square and knocked prone. The predator led by t e a m s o f bladelings in Chernoggar, where they moves into the space vacated by the target. are most frequently found. V Resonating Roar (standard; recharge _} [ill or when the steel A r c a n a o r R e l i g i o n D C 2 7 : Steel predators have predator takes thunder or lightning damage) • Thunder a taste for magic items. O n c e they have slain a foe, Close burst 3; +25 vs. Fortitude; 4d8 + 7 thunder damage, and they often c o n s u m e the entire body, including both the target is deafened and dazed (save ends both). flesh and magical items. Shifting Steel (immediate reaction, when a creature adjacent to A r c a n a o r R e l i g i o n D C 2 9 : A steel predator's the steel predator shifts; at-will) The predator shifts into the space vacated by the triggering body contains residuum, w h i c h c a n b e extracted upon creature. its death. For this reason, m a n y planar creatures hunt Alignment Evil Languages Supernal steel predators for profit and sport. Skills Acrobatics +21, Athletics +21, Endurance +23, Stealth +21 Str 22 (+16) Dex 23 (+16) W i s 23 (+16) Con 26 (+18) Int 15 (+12) Cha 12 (+11) ENCOUNTER GROUPS Steel predators c a n b e found anywhere t h e servants STEEL PREDATOR TACTICS o f B a n e do battle. T h e y serve faithfully with other creatures working toward c o m m o n goals, but c a n T h e steel predator stalks its prey patiently, entering quickly turn on those that betray Bane's ideals. combat only w h e n it t h i n k s it is assured o f victory. It begins with a vicious pounce, t h e n releases a resonating Level 2 1 Encounter ( X P 1 7 , 6 0 0 ) roar in the midst o f its foes. W h i l e t h e steel predator • 2 steel predators (level 2 0 elite soldier) waits for that power to recharge, it m a k e s snap jaw • 2 marut castigators (level 21 skirmisher) attacks against the closest foes, using shifting steel to keep targets close.
  • 199.
    TIGER D I R E TIGER A M A S S I V E DIRE TIGER is a serious m e n a c e even in wil- dernesses filled with m o r e fantastic monsters. T I G E R S A R E P O W E R F U L A N D CUNNING P R E D A T O R S . A tiger looks for d i s t r a c t e d prey on t h e p e r i p h e r y o f Dire Tiger Level 8 Soldier a battle. Large natural beast X P 350 Initiative +8 Senses Perception +6; low-light vision Tiger Level 6 Skirmisher HP 89; Bloodied 44 Large natural beast XP 250 AC 24; Fortitude 22, Reflex 19, W i l l 19 Initiative +9 Senses Perception +10; low-light vision Speed 8, climb 4 HP 73; Bloodied 36 © Bite (standard; at-will) AC 20; Fortitude 19, Reflex 19, W i l l 17 +15 vs. AC; 2d6 + 5 damage. Speed 8, climb 4 t Leaping Pounce (immediate reaction, when the tiger's quarry is © Bite (standard; at will) within 5 squares of the dire tiger and shifts; at-will) +11 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends). The dire tiger shifts to the nearest space adjacent to its quarry Feral Surge (minor; encounter) and makes a bite attack against it. While shifting, the tiger can The tiger takes a move action. move through enemy-occupied spaces. Blur of Fur Feral Surge (minor; encounter) A tiger that moves 2 squares or more gains a +4 bonus to AC The dire tiger takes a move action. against opportunity attacks until the start of its next turn. Hunter's Instinct (minor 1/round; at-will) Charging Pounce The nearest enemy is designated as the dire tiger's quarry until When a tiger charges, its attack deals 1d8 extra damage, and the end of the encounter or until the tiger designates another the charge does not end its turn. quarry. The tiger's attacks deal 1d6 extra damage against its Alignment Unaligned Languages - quarry. Skills Acrobatics +12, Stealth +12 Alignment Unaligned Languages - Str 18 (+7) Dex 19 (+7) W i s 15 (+5) Skills Stealth+11 Con 17 (+6) Int2(-1) Cha 11 (+3) Str 20 (+9) Dex 15 (+6) W i s 15 (+6) Con 17 (+7) lnt2(+0) Cha 13 (+6) TIGER TACTICS A tiger uses its ability to continue moving after a D I R E TIGER TACTICS charging vounce to set up future charges, relying on N a t u r e D C 8 : Tigers are quick and agile hunters feral surge to move toward m o r e vulnerable targets. that are often found in rugged natural environments. T h e y are often trained as guards by ogres. N a t u r e D C 1 4 : D i r e tigers live i n dense forests or jungles. T h e y target lone, weaker foes. I f under t h e watchful eye o f a dire tiger, it is best to stand your ground—they are k n o w n to leap at slight movements. ENCOUNTER GROUPS Tigers hunt alone, but they c a n b e found in mated pairs, siblings, or with young (a single cub or pair of cubs). Tigers j o i n i n on others' combats to m a k e a quick m e a l o f the w e a k and the weary. Level 7 Encounter ( X P 1 5 0 0 ) • 1 macetail b e h e m o t h (level 7 soldier, M M 3 1 ) • 2 ogre savages (level 8 brute, M M 1 9 9 ) • 2 tigers (level 6 skirmisher) Level 9 Encounter ( X P 2 2 5 0 ) • 3 dire tigers (level 8 soldier) • 1 weretiger (level 11 elite skirmisher)
  • 200.
    TROGLODYTE TROGLODYTE DEEPSCOURGE THROUGH T H E A L I E N A L C H E M Y o f t h e i r own bodies, troglodyte deepscourges learn to c h a n n e l their awful TROGLODYTES A R E T R I B A L C R E A T U R E S that dwell in stench into a multitude o f different attacks against the Underdark and raid c o m m u n i t i e s at the edge o f enemies. civilization. Highly territorial, troglodytes engage trespassers in c o m b a t without bothering to ask Troglodyte Deepscourge Level 9 Artillery (Leader) questions. Medium natural humanoid (reptile) XP 400 Initiative +7 Senses Perception +4; darkvision TROGLODYTE THRASHER Dizzying Stench aura 10; each troglodyte within the aura gains an increase of 1 to the size of its troglodyte stench aura. T H I S P R I M I T I V E SAVAGE lives to b a t h e itself in t h e Troglodyte Stench aura 2; each living enemy within the aura takes blood o f its foes. It cleaves through e n e m i e s , com- a -2 penalty to attack rolls. pletely unaware o f its own mortality. HP 78; Bloodied 39 AC 22; Fortitude 22, Reflex 21, W i l l 19 Troglodyte Thrasher Level 7 Brute Speed 5 Medium natural humanoid (reptile) XP300 © Claw (standard; at-will) +17 vs. AC; 1d4+5 damage. Initiative +5 Senses Perception +6; darkvision Debilitating Ray (standard; at-will) • Implement Troglodyte Stench aura 1; each living enemy within the aura takes Ranged 10; 1d8 + 4 damage, and if the target is within a troglodyte a -2 penalty to attack rolls. stench aura, it is weakened until the end of its next turn. H P 100; Bloodied 50 AC 19; Fortitude 19, Reflex 15, W i l l 17 V Blinding Stench (immediate reaction, when hit by an attack; Speed 5 recharges when first bloodied) © Claw (standard; at-will) Close burst 2; targets nonreptiles; +13 vs. Fortitude; the target +10 vs. AC; 3d6 + 4 damage. is blinded (save ends). Tooth and Claw (standard; at-will) -{^ Rancid Cloud (standard; recharge [x] _]) +10 vs. AC; 1d6 + 4 damage. If this attack bloodies the target, Area burst 2 within 10; targets nonreptiles; +13 vs. Fortitude; the troglodyte thrasher makes a claw attack against the target 2d6 + 5 damage, and the target is weakened until the end of as a free action. Effect: Make one more attack against the same the troglodyte deepscourge's next turn. target or a different one. Alignment Chaotic evil Languages Draconic Alignment Chaotic evil Languages Draconic Skills Dungeoneering +9 Str 18 (+7) Dex 15 (+5) W i s 16 (+6) Str 12 (+5) Dex 16 (+7) W i s 11 (+4) Con 20 (+8) Int 4 (+0) Cha 11 (+3) Con 18 (+8) Int 12 (+5) Cha 13 (+5) Equipment leather armor, staff TROGLODYTE THRASHER TACTICS A troglodyte thrasher enjoys going after the big- gest, toughest, or most physically dangerous-looking enemy. It tends to ignore ranged attackers, but attacks t h e m i f no other e n e m i e s r e m a i n . I f a thrasher is hit by a m e l e e attack, it usually focuses its attention on that attacker during its next t u r n . TROGLODYTE THRASHER LORE 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 : Although truly intelligent m e m b e r s o f the troglodyte race do exist, t h e dimwitted hordes vastly o u t n u m b e r t h e m . Troglodyte thrashers posses only a beast's intellect. O t h e r troglodytes k e e p thrashers in cages to prevent t h e m from t u r n i n g on e a c h other or on their m o r e intelligent cousins.
  • 201.
    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.
  • 202.
    TROLL BLADERAGER TROLL A BLADERAGER TROLL IS T H E RESULT o f m o d i f i c a t i o n to a n o r m a l troll. T H E S E MONSTROUS HUMANOIDS strike fear into t h e i r e n e m i e s with their strength and ravenous appetites. Bladerager Troll Level 12 Brute Large natural humanoid XP 700 ICE TROLL Initiative+10 Senses Perception+9 ICE TROLLS A R E SKILLED ARMORERS a n d w e a p o n s m i t h s H P 151; Bloodied 75; see also death burst Regeneration 10 that c a n be found in the frozen north, the Frostfell, AC 24; Fortitude 26, Reflex 24, W i l l 23 and anywhere that supernatural cold persists. Vulnerable acid or fire (if the bladerager troll takes acid or fire damage, its regeneration does not function until the end of its Ice Troll Level 1 0 Soldier next turn) Large natural humanoid XP 500 Speed 7 Initiative +9 Senses Perception +10 © Claw (standard; at-will) Emanating Cold aura 1; each enemy that starts its turn in the aura Reach 2; +15 vs. AC; 2d10 + 6 damage. is slowed until the start of its next turn. 4 Bladerager Rend (standard; recharge [X)[H1) H P 109; Bloodied 54; see also troll healing Reach 2; +15 vs. AC; 3d10 + 6 damage, and ongoing 5 damage Regeneration 10 (save ends). AC 26; Fortitude 23, Reflex 19, Will 17 • * Death Burst (when the bladerager troll drops to 0 hit points) < Vulnerable acid or fire (if the ice troll takes acid or fire damage, The troll explodes in a burst of shrapnel: close burst 2; +13 vs. its regeneration does not function until the end of its next turn) Reflex; 2d6 + 5 damage. Speed 8 Alignment Chaotic evil Languages Giant © Maul (standard; at-will) • Weapon Skills Athletics +17, Endurance +16 Reach 2; +17 vs. AC; 2d6 + 6 damage. Str 23 (+12) Dex 18 (+10) W i s 16 (+9) 4 Frenzied Strike (free, when the ice troll's attack bloodies an Con 21 (+11) Int 3 (+2) Cha 10 (+6) enemy; at-will) The troll makes a maul attack. BLADERAGER TROLL TACTICS Troll Healing • Healing A bladerager troll attacks t h e most physically men- If the ice troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it falls prone and remains at 0 acing target, but quickly switches to the enemy that hit points until the start of its next turn, when it regains 10 appears to b e doing the most damage or hindering it hit points. If an attack deals acid or fire damage to the ice troll the most. It doesn't employ concerted tactics beyond while it is at 0 hit points, it is destroyed. dealing as m u c h damage to its e n e m i e s as possible. Alignment Chaotic evil Languages Giant Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 15 (+7) W i s 10 (+5) BLADERAGER TROLL LORE Con 21 (+10) Int 9 (+4) Cha 8 (+4) N a t u r e DC 16: Bladerager trolls are barely sen- Equipment scale armor, maul tient berserker trolls. T h e y r u n at their foes, ripping t h e m limb from limb and devouring the pieces. ICE TROLL TACTICS Bladeragers a r e created in violent rituals that bind A n ice troll wades into combat and pounds its ene- weapons and metal shards with troll flesh. In con- mies with its powerful maul. It also knows full well stant pain, bladeragers survive because of their the effect its aura has on creatures not accustomed regenerative capabilities, but death breaks t h e bind- to supernatural cold, and it positions itself to include ing magic in a n explosion o f metal and blood. as m a n y o f its foes as possible in t h e aura. N a t u r e DC 21: Duergar, drow, and m i n d flayers c o m m o n l y capture trolls and enslave t h e m . O n t h e surface o f the world, bladerager trolls c a n b e found ICE TROLL LORE in the employ of oni and minotaurs. S o m e minotaur N a t u r e DC 16: Ice trolls inhabit the Frostfell, cabalists know the secret to binding magic weapons but they occasionally m a k e their way into less frigid and a r m o r into trolls, giving the trolls t h e properties regions. Ice trolls a r e more intelligent t h a n most of the metal items that cut their bodies. Such items other trolls, and they have learned to craft weapons. c a n often b e retrieved after the bladeragers' destruc- T h e y prefer to use such weapons in combat instead o f tive deaths. their claws.
  • 203.
    TROLL VINESPEAKER ENCOUNTER GROUPS TROLL V I N E S P E A K E R S FIGHT by calling upon a n Trolls work well with other creatures as long as t h e ancient magic o f wild lands. trolls' appetites are kept in c h e c k . Most trolls lack intelligence and are easy to manipulate. Troll Vinespeaker Level 1 4 Controller Large natural humanoid XP 1,000 Level 1 0 E n c o u n t e r ( X P 2 , 8 0 0 ) Initiative +10 Senses Perception +13 • 2 ice trolls (level 1 0 soldier) HP 142; Bloodied 71; see also troll healing • 1 manticore (level 10 elite skirmisher, MM 1 8 4 ) Regeneration 10 • 2 worg (level 9 brute, MM 2 6 5 ) AC 28; Fortitude 26, Reflex 23, W i l l 21 Vulnerable acid or fire (if the troll vinespeaker takes acid or fire Level 1 2 E n c o u n t e r ( X P 3 , 8 0 0 ) damage, its regeneration does not function until the end of its next turn) • 3 bladerager trolls (level 1 2 brute) Speed 8 • 1 duergar blasphemer (level 14 controller) © Claw (standard; at-will) • 1 duergar hellcaller (level 1 2 artillery) Reach 2; +19 vs. AC; 2d6 + 7 damage. • Frenzied Strike (free, when the troll vinespeakers attack 1 Level 1 5 E n c o u n t e r ( X P 6 , 2 0 0 ) bloodies an enemy; at-will) • 1 destrachan far voice (level 1 5 artillery, MM 5 9 ) The vinespeaker makes a claw attack. • Ray of Thorns (standard; at-will) • Implement Y • 1 troll vinespeaker (level 14 controller) Ranged 10; +18 vs. Reflex; 2d8 + 6 damage. • 4 wa r trolls (level 1 4 soldier, MM 2 5 4 ) Chant of Power (standard; encounter) • Healing, Implement Close burst 5; targets allies; the target gains 10 temporary hit points and a +4 bonus to damage rolls while it has the temporary hit points. Sir Thorny Burst (standard; at-will) • Implement, Zone Area burst 1 within 10; +18 vs. Reflex; 1d10 + 6 damage, and the target is immobilized (save ends). The burst creates a zone of thorns and brambles that lasts until the end of the encounter. The zone is difficult terrain, and each creature that enters the zone or starts its turn there takes 1d8 damage. Troll Healing • Healing If the troll vinespeaker is reduced to 0 hit points by an attack that does not deal acid or fire damage, it falls prone and remains at 0 hit points until the start of its next turn, when it regains 10 hit points. If an attack deals acid or fire damage to the vinespeaker while it is at 0 hit points, it is destroyed. Alignment Chaotic evil Languages Common, Giant Skills Athletics +16, Endurance +15 Str 18 (+11) Dex 16 (+10) W i s 12 (+8) Con 22 (+13) Int 16 (+10) Cha10(+7) Equipment mantle of thorny vines, gnarled staff TROLL VINESPEAKER TACTICS Troll vinespeakers use thorny burst as m u c h as possi- ble, switching to ray of thorns only w h e n a thorny burst would inhibit the movement o f allies on the battle- field. T h e y r e m a i n out o f m e l e e and allow others to do the hand-to-hand fighting. TROLL VINESPEAKER LORE N a t u r e D C 1 8 : T h e intelligent troll vinespeak ers act as s h a m a n s and leaders in troll c o m m u n i t i e s . T h e y c a n b e found among only the largest troll packs and war bands. Draping themselves in mantles o f thorny vines, vinespeakers use a nature magic that gives the vines violent life. (Top to bottom) bladerager troll and troll vinespeaker
  • 204.
    VINE, P RE D A T O R Y A M B U L A T O R Y CARNIVOROUS VINES t h r e a t e n wil- derness dwellers a n d travelers, a n d are often as dangerous as any predatory a n i m a l . T h e s e vines are s o m e t i m e s cultivated by dryads a n d vine horrors for use as g u a r d i a n s . AMBUSH VINE A M B U S H VINES HAVE VORACIOUS A P P E T I T E S , a n d find flesh to be particularly d e l e c t a b l e . T h e y h u n t both above a n d b e l o w t h e ground, and c a n even snake t h r o u g h the water to strike at s w i m m i n g prey. Ambush Vine Level 1 6 Elite Controller Large fey beast (plant) XP 1,400 Initiative +15 Senses Perception +1S; tremorsense 20 HP 308; Bloodied 154; see also rapid growth AC 30; Fortitude 28, Reflex 30, W i l l 25 Saving Throws +2 Speed 6 (forest walk), climb 6, burrow 6, swim 6 Action Points 1 (J) Poison Lash (standard; at-will) • Poison Reach 2; +20 vs. Reflex; 1d8 + 6 damage, and ongoing 5 poison damage (save ends). • Foot Snare (minor; at-will) ! • Reach 4; +20 vs. Fortitude; 1d8 + 6 damage, and the target is knocked prone. 4r Lashing Vines (standard; at-will) • Healing Close burst 4; targets enemies; +20 vs. Reflex; 2d8 + 6 damage. AMBUSH VINE SHOOT If the target is immobilized, the attack deals 1d8 extra damage, A M B U S H VINE SHOOTS A R E T H E IMMATURE FORM o f t h e and the ambush vine regains 5 hit points. vine, a n d c a n b e spawned b y a parent a m b u s h vine Rapid Growth (when first bloodied; encounter) during c o m b a t . The ambush vine spawns two ambush vine shoots in spaces within 4 squares of the ambush vine. The shoots act on the vine's initiative count, immediately after the vine. Ambush Vine Shoot Level 1 5 Minion Controller Sprout Vine (minor; at-will) Medium fey beast (plant) XP 300 The ambush vine takes 10 damage and spawns an ambush vine Initiative +14 Senses Perception +14; tremorsense 20 shoot in a space within 4 squares of the vine. The shoot acts on HP 1; a missed attack never damages a minion. the vine's initiative count, immediately after the vine. AC 29; Fortitude 27, Reflex 30, W i l l 23 Alignment Unaligned Languages — Speed 6, burrow 6 Skills Athletics +18, Stealth +20 (+25 in undergrowth, trees, or © Wrapping Vines (standard; at-will) swamp) Reach 2; +20 vs. Fortitude; 12 damage, and the target is Str 21 (+13) Dex 25 (+15) W i s 15 (+10) restrained (save ends). Con 18 (+12) Int 2 (+4) Cha 12 (+9) Enwrap Each enemy adjacent to an ambush vine shoot takes a -2 penalty to saving throws against immobilized and restrained. Alignment Unaligned Languages - Skills Stealth +19 (+24 in undergrowth, trees, or swamp) Str 18 (+11) Dex 25 (+14) W i s 15 (+9) Con 16 (+10) Int 2 (+3) Cha 12 (+8) AMBUSH VINE LORE N a t u r e D C 2 0 : A m b u s h vines i n f e c t vast wilder- ness a r e a s in t h e Feywild. A l t h o u g h less c o m m o n in t h e world, they often blight t h e deepest r e a c h e s o f forests or swamps. T h e y c a n s w i m t h r o u g h water, b u r r o w through the e a r t h , a n d c l i m b t h r o u g h tree- tops to r e a c h prey.
  • 205.
    N a tu r e D C 2 5 : A n a m bus h vine has unusual cun- BLOODTHORN VINE LORE ning for a plant. It often hides b e n e a t h the ground or N a t u r e D C 1 0 : A bloodthorn vine attacks by attempts to blend in with other plants. grabbing a foe and sucking its blood through a sharp, N a t u r e D C 2 7 : Occasionally, a blight .of ambush hollow thorn. W h e n a bloodthorn vine feeds, its pale vines b e c o m e s so vast that it e n c r o a c h e s on civili- leaves turn the color o f its victim's blood. zation. S o m e scholars speculate that widespread o c c u r r e n c e s of a m b u s h vines in the former eladrin empire o f C e n d r i a n e contributed to its downfall. GREENVISE VINE T H E ENORMOUS GREENVISE VINES SLOWLY PROWL for- ests, snaring any creature unwary enough to c o m e BLOODTHORN VINE close. D E A D L Y BLOODTHORN VINES C R E E P t h r o u g h forests seeking the life fluids o f other creatures to draw up Greenvise Vine Level 7 Soldier through their hollow thorns. Large natural beast (plant) XP 300 Initiative +3 Senses Perception +5; blindsight 10 Bloodthorn Vine Level 2 Soldier HP 83; Bloodied 41 Medium natural beast (plant) XP125 AC 23; Fortitude 21, Reflex 17, Will 19 Initiative +3 Senses Perception +3; blindsight 10 Speed 4 (forest walk) H P 41; Bloodied 20 © Striking Vine (standard; at-will) AC 18; Fortitude 15, Reflex 12, W i l l 14 +14 vs. AC; IdIO + 6 damage. Speed 5 (forest walk) 4 Ensnaring Vine (standard; at-will) © Striking Vine (standard; at-will) Reach 4; +10 vs. Reflex; 1d10 + 6 damage, and the target is +9 vs. AC; 1d8 + 5 damage. grabbed. •I Impaling Thorn (standard; recharges when the bloodthorn vine 4 Vise Bite (minor; recharges when no creature is affected by this doesn't have a creature grabbed) • Healing power) The vine impales the target's flesh with a thorn: +9 vs. Targets a creature grabbed by the greenvise vine; +10 vs. Fortitude; 1d8 + 4 damage, and the target is grabbed. Sustain Fortitude; 2d4 damage, and the target is restrained and takes Standard: The vine sustains the grab, the target takes 2d8 + 4 ongoing 5 damage (save ends both). damage, and the vine regains 5 hit points. Pulling Vines (minor; at-will) Pulling Vines (minor; at-will) The greenvise vine shifts 1 square, pulling any creature grabbed The bloodthorn vine shifts 1 square, pulling any creature by it into a space adjacent to it. grabbed by it into a space adjacent to it. Alignment Unaligned Languages - Alignment Unaligned Languages - Str 19 (+7) Dex 10 (+3) W i s 14 (+5) Str 17 (+4) Dex10(+1) W i s 14 (+3) Con 19 (+7) Int 2 (-1) Cha 6 (+1) Con 17 (+4) Int 2 (-3) Cha6(-1) GREENVISE VINE LORE N a t u r e D C 1 4 : Greenvise vines a r e slow, oppor- tunistic eaters that feed on unwary a n i m a l s , but they aren't averse to attacking larger prey. ENCOUNTER GROUPS Fey creatures sometimes cultivate predatory vines as guardians near their homes. Stirges have b e e n k n o w n to lair n e a r these plants, drawn by the prospect o f finding easy prey among ensnared creatures. Level 2 E n c o u n t e r ( X P 6 7 5 ) • 3 bloodthorn vines (level 2 soldier) • 3 stirges (level 1 lurker, M M 2 4 8 ) Level 9 E n c o u n t e r ( X P 2 , 2 0 0 ) • 2 greenvise vines (level 7 soldier) 4 1 spectral panther (level 9 lurker, MM 2 1 3 ) • 3 quickling runners (level 9 skirmisher, MM 2 1 5 ) Level 17 Encounter ( X P 9 , 6 0 0 ) • 1 a mb u s h vine (level 1 6 elite controller) • 1 lingerer fell incanter (level 1 8 elite artillery) • 1 lingerer knight (level 1 6 elite soldier) m
  • 206.
    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.
  • 210.
    WINTER WOLF W I N T E R W O L E SNOWEANG W I N T E R WOLF SNOWFANGS A R E PATIENT, elusive foes that like to toy with their victims. SLY HUNTERS AND FEROCIOUS COMBATANTS, w i n t e r wolves have an evil intelligence and powers o f deadly Winter Wolf Snowfang Level 1 6 Lurker cold. Medium natural magical beast XP 1,400 Initiative +19 Senses Perception +12; low-light vision Winter Wolf Level 1 4 Skirmisher HP 124; Bloodied 62 Medium natural magical beast XP 1,000 AC 30; Fortitude 28, Reflex 29, W i l l 26 Initiative +14 Senses Perception +10; low-light vision Resist 20 cold HP 141; Bloodied 70 Speed 8 (ice walk) AC 28; Fortitude 27, Reflex 26, W i l l 24 © Bite (standard; at-will) • Cold Resist 20 cold +21 vs. AC; 1d10 + 5 damage plus 1d8 cold damage. Speed 8 (ice walk) •<* Frigid Breath (standard; recharge [x] [fjj) • Cold © Bite (standard; at-will) • Cold Close blast 5; +19 vs. Reflex; 2d8 + 7 cold damage, and ongoing +19 vs. AC; I d I O + 6 damage plus 1d6 cold damage, or 2d10 + 5 cold damage (save ends). Miss: Half damage. 6 damage plus 1d6 cold damage against a prone target, Icy Rending • Cold • Takedown (standard; usable only when charging; at-will) • Cold f The winter wolf snowfang deals 2d8 extra damage with its bite +19 vs. AC; 2d10 + 6 damage plus 1d6 cold damage, and the attack against any creature that is taking ongoing cold damage. target is knocked prone. Snow Zephyr (immediate reaction, when an attack damages the < * Freezing Breath (standard; recharge [X] !i c • Cold winter wolf snowfang; at-will) Close blast 5; +17 vs. Reflex; 2d6 + 6 cold damage. Miss: Half The winter wolf snowfang changes into a whirling zephyr of damage. snow. It gains insubstantial and shifts its speed as a move Drag (minor; usable only while adjacent to a prone enemy; at-will) action. While in this form, the wolf can use only its /rigid breath The winter wolf shifts 1 square and pulls a prone target that is attack. The wolf remains in this form until it uses/rigid breath or adjacent to it 1 square. until it chooses to resume its normal form as a minor action. Alignment Evil Languages Common, Giant Alignment Evil Languages Common, Giant Str 23 (+13) Dex 21 (+12) W i s 17 (+10) Skills Stealth +20 (+25 in snow or ice) Con 21 (+12) Int 9 (+6) Cha 10 (+7) Str 21 (+13) Dex 2 5 (+15) W i s 18 (+12) Con 22 (+14) Int 10 (+8) Cha 11 (+8)
  • 211.
    Son of theSpirit Wolf Level 2 6 Elite Skirmisher W I N T E R W O L E SNOWEANG LORE Large elemental magical beast (cold) XP 18,000 N a t u r e D C 2 0 : Snowfangs are clever a n d mali- Initiative +23 Senses Perception +20; low-light vision cious killers that often serve m o r e powerful m o n s t e r s Everfrost Coat (cold) aura 1; each enemy that enters the aura as sentries. I n w i n t e r w o l f p a c k s , snowfangs some- takes 10 cold damage. A creature that takes cold damage from t i m e s wait in a m b u s h w h i l e t h e i r p a c k m a t e s drive everfrost coat cannot make opportunity attacks until the end of prey toward t h e m . the son of the spirit wolf's next turn. 2 H P 486; Bloodied 243 AC 40; Fortitude 39, Reflex 37, W i l l 36 RIME HOUND Resist 30 cold R I M E HOUNDS A R E GIFTS o f powerful p r i m o r d i a l s o f Saving Throws +2 cold to t h e i r worshipers. Speed 8 (ice walk) Action Points 1 © Bite (standard; at-will) • Cold Rime Hound Level 17 Elite Skirmisher Reach 2; +31 vs. AC; 2d10 + 9 damage plus I d I O cold damage, Huge elemental magical beast (earth, cold, mount) XP 3,200 and the target is grabbed. Initiative +16 Senses Perception +12; low-light vision 4 Terrible Rush (free; usable only after the son of the spirit wolf H P 332; Bloodied 166 makes a charge attack; encounter) • Cold AC 31; Fortitude 30, Reflex 29, W i l l 27 Close burst 2; +29 vs. Fortitude; 2d10 cold damage, and the Resist 20 cold target is knocked prone. Saving Throws +2 • * Black Ice Breath (standard; recharges when first bloodied) • < Speed 8 (ice walk) Cold, Zone Action Points 1 Close blast 5; +29 vs. Fortitude; 4d10 + 9 cold damage. Miss: © Bite (standard; at-will) • Cold Half damage. Effect: The blast creates a zone of ice that lasts Reach 2; +22 vs. AC; 1d12 + 6 damage plus 1d6 cold damage, or until the son of the spirit wolf drops to 0 hit points. The zone is 2d12 + 6 damage plus 1d6 cold damage against a prone target. difficult terrain. Ice Spikes (immediate reaction, when an enemy misses the rime Rending jaws (minor; recharge _ } (ft]) hound or a friendly rider of 17th level or higher with a melee Reach 2; targets a creature grabbed by the son of the spirit wolf; attack; at-will) • Mount +32 vs. AC; 3d10 + 9 damage, and ongoing 10 damage (save The icy spikes on the rime hound's body extend: targets the ends). The grab ends, and the son of the spirit wolf then pushes triggering enemy; +20 vs. Reflex; 1d12 + 6 damage plus 1d6 the target 5 squares and knocks it prone. cold damage. Drag Away (move; at-will) • Takedown (standard; usable only when charging; at-will) • Cold f The son of the spirit wolf shifts 1 square or moves its speed and Reach 2; +20 vs. AC; 2d12 + 6 damage plus 1d6 cold damage, pulls a creature it has grabbed into a space adjacent to it. This and the target is knocked prone. movement does not end the grab. 4r Frost Storm (standard; recharge __ __) • Cold, Zone Alignment Evil Languages Common, Giant Close burst 3; +20 vs. Fortitude; 2d8 + 6 cold damage. Miss: Half Skills Intimidate +21 damage. Effect: The burst creates a zone of icy terrain that lasts Str 30 (+23) Dex 26 (+21) W i s 25 (+20) until the end of the rime hound's next turn. The zone is difficult Con 27 (+21) Int 11 (+13) Cha 16 (+16) terrain. Drag (minor; usable only when adjacent to a prone enemy; at-will) The rime hound shifts 1 square, and pulls a prone target that is SON OE THE SPIRIT W O L E LORE adjacent to it 1 square. A r c a n a D C 3 1 : S o n s o f t h e spirit w o l f are w i n t e r Alignment Evil Languages Common, Giant wolves d e s c e n d e d from t h e p r i m a l spirit k n o w n as Skills Intimidate +13 t h e great spirit wolf. Driven by insatiable hunger, they Str 24 (+15) Dex 22 (+14) W i s 19 (+12) greedily devour a n y source o f life t h e y e n c o u n t e r . Con 22 (+14) Int 10 (+8) Cha 10 (+8) O n l y t h e m o s t powerful o f beings c a n hold sons o f t h e spirit w o l f in c h e c k . R I M E HOUND LORE A r c a n a D C 2 5 : C e r t a i n p r i m o r d i a l s o f cold a r e said to c r e a t e r i m e h o u n d s out o f t h e cold h e a r t o f ENCOUNTER GROUPS W i n t e r wolves m i x well with h u m a n o i d d e n i z e n s o f e l e m e n t a l blizzards. T h e s e e n o r m o u s h o u n d s work with frost giants as m o u n t s , or h u n t alongside frost colder c l i m e s , such as frost giants. titans a n d s i m i l a r icy b e i n g s . Level 1 4 Encounter ( X P 5,000) • 1 b e h o l d e r eye o f frost (level 1 4 elite artillery) SON OE THE SPIRIT W O L E • 1 c h i l l f i r e destroyer (level 1 4 brute) A SON OF T H E SPIRIT W O L F USES ITS ICY B R E A T H to k e e p • 2 w i n t e r wolves (level 14 skirmisher) its victim's allies away w h i l e it c o n c e n t r a t e s on biting and r e n d i n g t h e hapless target to d e a t h .
  • 212.
    WITHERLING WITHERLING DEATH SHRIEKER WlTHERLINGS ARE UNDEAD CREATURES C r e a t e d by A DEATH SHRIEKER IS A LARGER, MORE FEROCIOUS form gnolls to serve as shock troops and raiders. Gnoll o f witherling. Its blood-curdling shriek d r a i n s the life priests o f Y e e n o g h u use a ritual to fuse t h e essence from its e n e m i e s while granting strength and vitality o f a d e m o n with the body o f a foe slain in battle. to its u n d e a d c o m p a n i o n s . T h e result is a s h r u n k e n , e m a c i a t e d c r e a t u r e that has a ghoul's paralyzing t o u c h and a demon's Witherling Death Shrieker Level 5 Controller (Leader) relentless frenzy. Medium natural animate (undead) XP 200 Initiative +5 Senses Perception +4; low-light vision HP 65; Bloodied 32 WlTHERLING AC 19; Fortitude 17, Reflex 17, W i l l 16 A WlTHERLING IS THE ANIMATED CORPSE o f a S m a l l Speed 6 © Claws (standard; at-will) h u m a n o i d with the h e a d o f a hyena. It m e n a c e s its +10 vs. AC; 1 d10 + 5 damage. v i c t i m s with claws m a d e o f s h a r p e n e d gazelle horns, Death Shriek (standard; recharge [X i j]) • Healing w h i c h a r e sticky with poison. Close blast 5; targets enemies; +9 vs. Fortitude; 2d6 + 4 damage, and any undead ally adjacent to the target regains 5 hit Witherling Level 4 Skirmisher points. An undead ally can regain hit points only once per round Small natural animate (undead) XP 175 in this way. Initiative +8 Senses Perception +2; low-light vision Thunder Shriek (standard; at-will) • Thunder HP 56; Bloodied 28 Close blast 5; targets enemies; +9 vs. Fortitude; 1d6 + 4 AC 18; Fortitude 16, Reflex 17, W i l l 15 thunder damage, and the witherling death shrieker pushes the Speed 8, climb 6 target 2 squares. 0 Claw (standard; at-will) Pack Attack +9 vs. AC; 1d6 + 2 damage, and the target is slowed (save ends). A witherling death shrieker's melee attacks deal 2 extra damage + Double Attack (standard; usable only while bloodied; at-will) against any enemy that has two or more of the death shrieker's The witherling makes two claw attacks. allies adjacent to it. Combat Advantage Alignment Evil Languages Abyssal, Common ion A witherling deals 1d6 extra damage on attacks against any Str 12 (+3) Dex 16 (+5) W i s 15 (+4) creature granting combat advantage to it. Con 17 (+5) Int 11 (+2) Cha 12 (+3) Blood Dance (move; usable only while bloodied; at-will) The witherling shifts 2 squares. Pack Attack A witherling's melee attacks deal 2 extra damage against any enemy that has two or more of the witherling's allies adjacent to it. Sudden Leap (move; at-will) The witherling jumps 4 squares. During the jump, it gains a +5 bonus to AC against opportunity attacks, and any enemy that misses the witherling with an opportunity attack grants combat advantage to it until the end of the witherling's turn. Alignment Evil Languages Abyssal, Common Str 11 (+2) Dex 19 (+6) W i s 11 (+2) Con 16 (+5) lnt7(+0) Cha 12 (+3) W l T H E R L I N G TACTICS A s befits undead c r e a t u r e s infused with the spirits o f d e m o n s , witherlings use simple m o b tactics to over- w h e l m their e n e m i e s . Gnolls use t h e m as a s c r e e n i n g force, sending t h e m a h e a d o f a gnoll p a c k to harass a n d slow the enemy, allowing pursuing gnolls to overrun their prey. W h e n a witherling closes with a foe, it uses sudden leap in a n effort to gain c o m b a t advantage. It t h e n attacks the first foe to grant c o m b a t advantage to it. ________^
  • 213.
    WITHERLING DEATH WlTHERLING RABBLE u SHRIEKER TACTICS Z A death shrieker causes chaos and terror among its W H E N GNOLLS OR NECROMANCERS c r e a t e witherlings, _ enemies with its devastating shrieks. Its death shriek the process sometimes goes awry. T h e magic instead & allows it to hurt its e n e m i e s while helping its allies. It creates witherling rabble, inferior forms o f the uses thunder shriek to create gaps in defensive lines for creatures. I— agile skirmishers to penetrate. Witherling Rabble Level 9 Minion Skirmisher Small natural animate (undead) XP100 WITHERLING Initiative +10 Senses Perception +4; low-light vision HP 1; a missed attack never damages a minion. HORNED TERROR AC 23; Fortitude 21, Reflex 22, W i l l 20 Speed 8, climb 6 A HORNED TERROR is AN UNDEAD a b o m i n a t i o n c r e a t e d © Claw (standard; at-will) from t h e specially preserved corpse o f a minotaur. +14 vs. AC; 9 damage. Owing to Yeenoghu's long war against Baphomet, t h e Combat Advantage gnolls have m a n y opportunities to produce these hor- A witherling rabble deals 2 extra damage on attacks against any rors. Minotaurs loathe t h e m , viewing these undead as creature granting combat advantage to it. a blasphemy against their kind. Pack Attack A witherling rabble's melee attacks deal 2 extra damage against any enemy that has two or more of the rabble's allies adjacent Witherling Horned Terror Level 8 Brute toft Large natural animate (undead) XP350 Sudden Leap (move; at-will) Initiative +6 Senses Perception +6; low-light vision The witherling rabble jumps 4 squares. During the jump, it HP 107; Bloodied 53 gains a +5 bonus to AC against opportunity attacks, and any AC 19; Fortitude 22, Reflex 18, W i l l 18 enemy that misses the rabble with an opportunity attack grants Speed 7 combat advantage to it until the end of the rabble's turn. © Claws (standard; at-will) Alignment Evil Languages Abyssal, Common Reach 2; +11 vs. AC; 2d10 + 3 damage. Str 11 (+4) Dex 19 (+8) W i s 11 (+4) Horns (standard; at-will) Con 16 (+7) Int 7 (+2) Cha 12 (+5) +9 vs. Fortitude; 2d6 + 5 damage, and the witherling horned terror pushes the target 2 squares. • Rampaging Charge (standard; recharge [x] _]) f WlTHERLING LORE The witherling horned terror charges and makes the following R e l i g i o n D C 1 4 : Yeenoghu recently imparted to attack in place of a melee basic attack: +11 vs. AC; 2d6 + 5 the gnolls the knowledge o f the blasphemous process damage. Effect: Make a secondary attack against a different used to create witherlings. A war between Yeenoghu target. Secondory Attack: Reach 2; +11 vs. AC; 2d6 + 5 damage. EJfect: Make the same attack (without charging) two more times and O r c u s is brewing, and the witherlings a r e but against different targets. one o f several new weapons that the Prince o f Gnolls Pack Attack has given to his children. A witherling horned terror's melee attacks deal 2 extra damage against any enemy that has two or more of the horned terror's allies adjacent to it. ENCOUNTER GROUPS Alignment Evil Languages Abyssal, Common Witherlings were first made by gnolls, but the secret Str 22 (+10) Dex 15 (+6) W i s 15 (+6) o f their creation has spread to n e c r o m a n c e r s o f Con 17 (+7) Int 6 (+2) Cha 11 (+4) other races. WITHERLING HORNED Level 6 E n c o u n t e r ( X P 1 , 3 0 0 ) • 2 d e a t h p l e d g e d gnolls (level 5 b r u t e ) TERROR TACTICS • 1 g n o l l h u n t m a s t e r (level 5 a r t i l l e r y , M M 1 3 2 ) A horned terror is as direct and unsubtle a warrior • 4 w i t h e r l i n g s (level 4 s k i r m i s h e r ) as it was in life. It uses rampaging charge as often as it can, even provoking opportunity attacks in order to Level 8 E n c o u n t e r ( X P 1 , 8 0 0 ) run down as m a n y foes as possible. • 2 c a m b i o n h e l l s w o r d s ( l e v e l 8 b r u t e , MM 3 9 ) • 1 f a n g o f Y e e n o g h u (level 7 skirmisher) • 8 w i t h e r l i n g rabble (level 9 minioFLskirrnisher)
  • 214.
    WOOD WOAD WO O D WOADS SEEK VENGEANCE for e a c h t r e e that falls to the axe. A creature that intrudes into a forest protected by wood woads is held responsible for t h e actions o f all previous intruders. Wood Woad Level 8 Soldier Medium fey humanoid (plant) XP 350 Initiative+5 Senses Perception+12 HP 92; Bloodied 46 AC 23; Fortitude 21, Reflex 18, W i l l 21 Speed 5 © Club (standard; at-will) • Weapon +16 vs. AC; 1d8 + 6 damage, • Nature's Judgment (standard; recharge (T j]) • Healing, Reliable, r Weapon +16 vs. AC; 2d8 + 6 damage, and the target is immobilized and takes ongoing 5 damage (save ends both). When the target takes the ongoing damage, the fey enemy or plant enemy nearest to the target regains an equal number of hit points. Nature's Mystery (minor; encounter) • Charm Close burst 2; targets one creature; no attack roll; the target takes a -2 penalty to attack rolls, all defenses, and saving throws (save ends). In addition, the target takes a -5 penalty to saving throws against this effect unless it succeeds on a DC 20 Nature check (a free action on the target's turn). Alignment Unaligned Languages Common, Elven Skills Intimidate+11 Str 18 (+8) Dex 9 (+3) W i s 16 (+7) Con 20 (+9) Int 10 (+4) Cha 10 (+4) Equipment small wooden shield, club ENCOUNTER GROUPS W O O D WOAD TACTICS W o o d woads gladly ally with other creatures that A wood woad uses nature's judgment as soon as it can, share their drive to protect the natural world. Cen- preferring to target a n e n e m y that relies on speed or taurs and dryads fight alongside t h e m . Clever fey mobility rather t h a n a n e n e m y that wishes to hold a creatures, particularly gnomes and eladrin, some- position. It stays n e a r allies in order to defend them. times trick wood woads into allying with t h e m by creating a link b e t w e e n the fey's goal and t h e wood W O O D WOAD LORE woads' desires. N a t u r e DC 1 4 : Those who have extensive knowl- edge o f nature, such as rangers, druids, and wardens, Level 8 encounter ( X P 1 , 8 0 0 ) c a n usually overcome a wood woad's magic more • 2 dryads (level 9 skirmisher, MM 9 6 ) easily t h a n those who are not wise in the ways o f • 1 vine horror spellfiend (level 7 artillery, MM 2 6 0 ) the woods. • 2 wood woads (level 8 soldier) N a t u r e DC 1 9 : W o o d woads and dryads share a c o m m o n heritage. Dryads are sometimes at peace, Level 9 encounter ( X P 2 , 1 5 0 ) comforted by the presence o f their trees, but wood • 1 gnome entropist (level 8 artillery) woads are constantly enraged by slain forests. 4- 1 satyr piper (level 8 controller, MM 2 2 8 ) • 1 shambling m o u n d (level 9 brute, MM 2 3 2 ) • 3 wood woads (level 8 soldier)
  • 215.
    DlAMONDHIDE XORN Z ::::: I n t h e d e e p recesses o f t h e E l e m e n t a l C h a o s a n d in 0 stony r e a l m s across t h e planes, d i a m o n d h i d e xorns x B I Z A R R E SCAVENGERS originally from t h e E l e m e n t a l glide t h r o u g h t h e e a r t h in s e a r c h o f t h e rarest m i n e r - C h a o s , xorns now inhabit t h e world's d e e p subterra- als. T h e a r m o r e d skin o f a d i a m o n d h i d e xorn glitters n e a n t u n n e l s a n d r e m o t e m o u n t a i n caverns. with t h e r e m n a n t s o f m i n e r a l s it h a s ingested. XORN Diamondhide Xorn Level 1 6 Skirmisher X o r n s move t h r o u g h solid r o c k like fish t h r o u g h Large elemental magical beast (earth) XP 1,400 water, seeking out rare m e t a l s a n d gems to devour. Initiative +13 Senses Perception +12; all-around vision, darkvision HP 160; Bloodied 80 Xorn 1.evel 9 Skirmisher AC 29; Fortitude 29, Reflex 25, W i l l 26 Medium elemental magical beast (earth) XP400 Speed 5, burrow 5; see also earth glide Initiative +8 Senses Perception +7; all-around vision © Claw (standard; at-will) darkvision Reach 2; +21 vs. AC; 1d8 + 7 damage. HP 102; Bloodied 51 4 Triple Strike (standard; at-will) AC 23; Fortitude 24, Reflex 19, W i l l 20 The diamondhide xorn makes three claw attacks, each against a Speed 5, burrow 5; see also earth glide different target. © Claw (standard; at-will) 4 Earthy Maw (standard; at-will) +14 vs. AC; ld6 + 5 damage. +21 vs. AC; 2d8 + 7 damage. 4 Triple Strike (standard; at-will) 4 Undermine (standard; recharge XJ jfi]) The xorn makes three claw attacks, each against a different The diamondhide xorn burrows its speed and attacks one target. nonflying enemy whose space it passes under: +19 vs. Reflex; 4 Earthy Maw (standard; at-will) 4d8 + 7 damage, and the target is restrained (save ends). +14 vs. AC; 2d6 + 5 damage. Earth Glide Earth Glide A diamondhide xorn can burrow through solid stone as if it A xorn can burrow through solid stone as if it were loose earth. were loose earth. Retreat (immediate reaction, when the xorn is missed by a melee Retreat (immediate reaction, when missed by a melee attack; attack; at-will) at-will) The xorn burrows its speed. The diamondhide xorn burrows its speed. Submerge (minor; at-will) Submerge (minor; at-will) The xorn sinks partially under the ground and gains a +2 bonus The diamondhide xorn sinks partially under the ground and to AC until it moves. gains a +2 bonus to AC until it moves. Alignment Unaligned Languages Common, Primordial Alignment Unaligned Languages Common, Primordial Str 20 (+9) Dex 15 (+6) W i s 17 (+7) Str 22 (+14) Dex 17 (+11) W i s 19 (+12) Con 22 (+10) Int 12 (+5) Cha 12 (+5) Con 24 (+15) Int 13 (+9) Cha 13 (+9) XORN LORE D u n g e o n e e r i n g D C 2 3 : Xorns are creatures from t h e E l e m e n t a l C h a o s that feed on metal a n d m i n e r a l s . T h e i r appetite for r a r e gemstones m a k e s t h e m open to bargaining. However, they have b e e n k n o w n to engage in diplomacy w h i l e using t h e t i m e to set up a m b u s h e s . ENCOUNTER GROUPS X o r n s b a r g a i n t h e i r services across t h e planes in e x c h a n g e for precious m e t a l s a n d gemstones. T h e y c a n b e found aiding t h e m i n i n g or smelting operations o f duergar or fire giants, a n d some- t i m e s allied with galeb d u h r s or o t h e r c r e a t u r e s o f elemental earth. Level 10 Encounter ( X P 2,400) • 1 duergar f l e s h t e a r e r (level 11 lurker) • 4 duergar shock troopers (level 6 brute) • 2 xorns (level 9 s k i r m i s h e r )
  • 216.
    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.
  • 221.
    Monster Level and Role MONSTERS BY LEVEL Human Noble Witherling Death Shrieker 5 Controller (L) 5 Controller Gnome Mistwalker 5 Lurker Every monster in the book appears on t h i s i i s t , which Young Iron Dragon 5 Solo Lurker Cockatrice 5 Skirmisher is sorted alphabetically by level and monster role. Gnaw Demon 5 Skirmisher Monster leaders are indicated with an (L). Half-Orc Hunter 5 Skirmisher Horned Drake 5 Skirmisher Monster Level and Role Page Kenku Assassin 5 Elite Skirmisher Fell Taint Pulsar 1 Artillery 104 Flamespiker (Elemental) 5 Soldier Ankheg Broodling 1 Minion Brute 11 Rupture Demon 5 Minion Soldier Bullywug Mucker 1 Brute 28 Goblin Acolyte of Maglubiyet 1 Controller 131 Warforged Resounder 6 Artillery Blood Hawk 1 Skirmisher 142 Duergar Shock Trooper 6 Brute Fell Taint Lasher 1 Soldier 104 Wereboar (Lycanthrope) 6 Brute Half-Orc Death Mage 6 Controller Poisonscale Magus (Lizardfolk) 2 Artillery 156 Hobgoblin Fleshcarver 6 Elite Controller Centipede Swarm 2 Brute 33 Geonid (Elemental) 6 Lurker Dretch (Demon) 2 Brute 54 Abyssal Marauder (Demogorgon) 6 Skirmisher Poisonscale Savage (Lizardfolk) 2 Brute 156 Bugbear Wardancer (Goblin) 6 Skirmisher Fell Taint Thought Eater 2 Controller 104 Half-Elf Bandit Captain 6 Skirmisher (L) Bullywug Twitcher 2 Skirmisher 28 Human Javelin Dancer 6 Skirmisher Gray Ooze 2 Skirmisher 173 Rust Monster 6 Skirmisher Hive Warrior (Ant) 2 Skirmisher 12 Tiger 6 Skirmisher Stonefist Defender (Homunculus) 2 Skirmisher 143 Young Copper Dragon 6 Solo Skirmisher Bloodthorn Vine 2 Soldier 205 Spriggan Thorn 6 Soldier Poisonscale Slitherer (Lizardfolk) 2 Soldier 156 Goliath Sunspeaker 7 Artillery Bullywug Mud Lord 3 Artillery 29 Gnoll Gorger 7 Brute Bullywug Croaker 3 Minion Brute 28 Half-Orc Scarthane 7 Brute Myconid Rotpriest 3 Brute (L) 164 Shrieking Cultist of Demogorgon 7 Brute Ankheg 3 Elite Lurker 11 Troglodyte Thrasher 7 Brute Poisonscale Collector (Lizardfolk) 3 Lurker 156 Warforged Savage 7 Brute Dust Devil (Elemental) 3 Skirmisher 99 Barghest Battle Lord 7 Controller Kenku Ruffian 3 Minion Skirmisher 152 Half-Elf Con Artist 7 Controller Kenku Warrior 3 Skirmisher 152 Human Hexer 7 Controller Skeletal Steed 3 Skirmisher 183 Bloodseep Demon 7 Skirmisher (L) Hive Soldier (Ant) 3 Soldier 12 Fang ofYeenoghu (Gnoll) 7 Skirmisher (L) Infernal Armor Animus (Devil) 3 Minion Soldier 66 Frost Hawk 7 Skirmisher Lolthbound Goblin 3 Soldier 131 Genasi Skyspy 7 Skirmisher Poisonscale Myrmidon (Lizardfolk) 3 Soldier 157 Human Knife Fighter 7 Elite Skirmisher Shardstorm Vortex (Elemental) 7 Skirmisher Arbalester (Homunculus) 4 Artillery 143 Spriggan Powrie 7 Skirmisher Storm Shard 4 Artillery 34 Bonecrusher Skeleton 7 Soldier Barghest Savager 4 Brute 20 Greenvise Vine 7 Soldier Mud Lasher (Elemental) 4 Brute 100 Human Cavalier 7 Soldier (L) Fell Taint Warp Wender 4 Controller 105 Oni Devourer 7 Soldier Krenshar 4 Controller 155 Young Adamantine Dragon 7 Solo Soldier Myconid Sovereign 4 Controller (L) 164 Umbral Sprite Swarm 4 Controller 194 Death Shard (Chaos Shard) 8 Artillery Dimensional Marauder 4 Lurker 69 Direguard Deathbringer 8 Elite Artillery (L) Duergar Scout 4 Lurker 92 Doom Flayer (Demogorgon) 8 Artillery Green Slime (Ooze) 4 Lurker 171 Gnome Entropist 8 Artillery Kenku Sneak 4 Lurker 153 Spriggan Witherer 8 Artillery (L) Centipede Scuttler 4 Skirmisher 33 Black Pudding (Ooze) 8 Elite Brute Winged Drone (Ant) 4 Skirmisher 12 Black Pudding Spawn (Ooze) 8 Minion Brute Witherling 4 Skirmisher 212 Human Slaver 8 Brute Bloodseeker Drake 4 Soldier 88 Spriggan Giantsoul 8 Brute Duergar Guard 4 Soldier 92 Witherling Horned Terror 8 Brute Kenku Ringleader 4 Soldier (L) 152 Young Silver Dragon 8 Solo Brute Myconid Guard 4 Soldier 164 Berserker Prelate of Demogorgon 8 Controller (L) Genasi Hydromancer 8 Controller Beholder Gauth S Elite Artillery 24 Warforged Anvilpriest 8 Controller (L) Eladrin Arcane Archer 5 Artillery 96 Darkmantle Enveloper 8 Lurker Kenku W i n g Mage 5 Artillery 153 Neldrazu (Demon) 8 Lurker Runespiral Demon 5 Artillery 60 Phase Spider 8 Skirmisher Deathpledged Gnoll 5 Brute 126 Behir Bolter Whelp 8 Solo Soldier Krenshar Blood Slayer 5 Brute 155 Dire Tiger 8 Soldier Duergar Theurge 5 Controller 93 Wood Woad 8 Soldier Hive Queen (Ant) 5 Elite Controller (L) 13
  • 222.
    Monster Level and Role Page Monster Level and Role Page Human Dire Beast Hunter 9 Artillery 145 Duergar Blasphemer 14 Controller (L) 94 Troglodyte Deepscourge 9 Artillery (L) 200 Earth Archon Ground Rager 14 Controller 14 Young Gold Dragon 9 Solo Controller 81 Firbolg Moon Seer 14 Controller 109 Windstriker (Elemental) 9 Lurker 103 Shadar Kai Blacksoul 14 Controller 180 Flux Slaad 9 Skirmisher 184 Troll Vinespeaker 14 Controller 203 Gnome Wolverine 9 Skirmisher 129 Withering Devil 14 Controller 68 Human Pirate 9 Skirmisher 148 Shadar-Kai Dawnkiller 14 Lurker 180 Witherling Rabble 9 Minion Skirmisher 213 Deva Zealot 14 Skirmisher 62 Xorn 9 Skirmisher 215 Winter Wolf 14 Skirmisher 210 Goliath Guardian 9 Soldier 136 Adult Adamantine Dragon 14 Solo Soldier 75 Troglodyte Temple Champion 9 Soldier 201 Behir 14 Solo Soldier 22 Young Rust Monster Swarm 9 Soldier 178 Human Gladiator 14 Elite Soldier 145 Stone Giant 14 Soldier 124 Fleshtearer Shark 10 Brute 182 Neogi Spawn Swarm 10 Brute 166 Misfortune Devil 15 Artillery 66 Rockfist Smasher (Elemental) 10 Brute 100 Nothic Cackler 15 Artillery 168 Neogi Slaver 10 Controller (L) 166 Pod Demon 15 Elite Artillery 58 Tomb Spider Broodswarm 10 Lurker 191 Adult Silver Dragon 15 Solo Brute 86 Will-o'-Wisp 10 Lurker 209 Clay Golem 15 Elite Brute 134 Scytheclaw Drake 10 Skirmisher 88 Drakkoth Rager 15 Elite Brute 91 Genasi Stoneshield 10 Soldier 117 Firbolg Bloodbear 15 Elite Brute 109 Human Pirate Captain 10 Soldier (L) 148 Herald of Hadar (Star Spawn) 15 Brute 196 Ice Troll 10 Soldier 202 Ambush Vine Shoot 15 Minion Controller 204 Couad Star Serpent 15 Elite Controller (L) 38 Genasi Fireblade 11 Brute 116 Maw of Acamar (Star Spawn) 15 Controller 196 Slaughterstone Slicer 11 Elite Brute 187 Bristle Spider 15 Elite Lurker 189 Tomb Spider 11 Elite Controller 190 Podspawn (Demon) 15 Minion Skirmisher 59 Adult Iron Dragon 11 Solo Lurker 84 Shadar-Kai Painbearer 15 Skirmisher (L) 181 Duergar Fleshtearer 11 Lurker 93 Water Archon Tide Strider 15 Skirmisher 18 Direguard Assassin 11 Skirmisher 70 Dweomer Eater (Rust Monster) 11 Skirmisher 179 Drakkoth Venomshot 16 Artillery 91 Eladrin Bladesinger 11 Skirmisher 97 Prismatic Shard (Chaos Shard) 16 Artillery 35 Weretiger (Lycanthrope) 11 Elite Skirmisher 159 Razor Hydra 16 Solo Brute 150 Deva Knight-Errant 11 Soldier (L) 62 Ambush Vine 16 Elite Controller 204 Firbolg Hounder 11 Soldier 108 Fomorian Ghost Shaman 16 Elite Controller 112 Neogi Great Old Master 16 Controller 166 Arctide Runespiral Demon 12 Artillery 60 Stone Giant Runecarver 16 Controller (L) 125 Centaur Hunter 12 Artillery 30 Water Archon Waveshaper 16 Controller (L) 18 Duergar Hellcaller 12 Artillery 94 Fey-Knight Vestige (Fey Lingerer) 16 Lurker 106 Flame Shard (Chaos Shard) 1 2 Artillery 34 Winter Wolf Snowfang 16 Lurker 210 Phoelarch Mage 12 Elite Artillery 174 Firbolg Ghostraven 16 Elite Lurker 110 Bladerager Troll 12 Brute 202 Diamondhide Xorn 16 Skirmisher 215 Bone Golem 12 Elite Brute 133 Earth Archon Seismic Striker 16 Soldier 14 Centaur Ravager 12 Brute 30 Lingerer Knight (Fey Lingerer) 16 Elite Soldier 106 Gorechain Devil 12 Elite Brute 65 Shocktroop Devil 16 Soldier 67 Oni Overlord 12 Elite Brute (L) 170 Needle Demon 12 Controller 56 Earth Archon Rumbler 17 Brute 14 Windfiend Fury (Elemental) 12 Controller 102 Frost Giant 17 Brute 122 Firbolg Hunter 12 Skirmisher 108 Nyfellar Mammoth 17 Brute 161 Lolthbound Goblin Slave 12 Minion Skirmisher 131 Adult Gold Dragon 17 Solo Controller 81 Phoelarch Warrior 12 Elite Skirmisher 174 Scion of Gibbeth (Star Spawn) 17 Controller 197 Phoera (Phoelarch) 12 Elite Skirmisher 175 Yochlol Tempter (Demon) 1 7 Controller 61 Coure of Mischief and Strife 17 Lurker 97 Water Archon Shoal Reaver 13 Brute 18 (Eladrin) Werewolf Lord (Lycanthrope) 13 Elite Brute (L) 160 Fomorian Cackler 17 Elite Lurker 112 Centaur Mystic 13 Controller (L) 30 Rime Hound (Winter Wolf) 17 Elite Skirmisher 211 Tempest Wisp (Elemental) 13 Controller 102 Slaad Spawn 17 Minion Skirmisher 185 Adult Copper Dragon 13 Solo Skirmisher 78 Storm Archon Squallshield 17 Soldier 16 Drakkoth Ambusher 13 Skirmisher 90 Shardstorm Vortex Funnelcloud Couatl Cloud Serpent 18 Artillery 38 (Elemental) 13 Minion Skirmisher 101 Lingerer Fell Incanter 18 Elite Artillery 106 Duergar Blackguard 13 Elite Soldier (L) 94 (Fey Lingerer) Erinyes (Devil) 13 Soldier (L) 64 Abolethic Skum (Ooze) 18 Minion Brute 172 Ghost Legionnaire 13 Soldier 119 Bebilith (Demon) 18 Solo Brute 52 Slaughterstone Eviscerator 18 Brute 186 Beholder Eye of Frost 14 Elite Artillery 24 Fang Titan Drake 18 Elite Controller 89 Shadar-Kai Gloom Lord 14 Artillery 180 Fey-incanter Vestige 18 Lurker 107 Stormstone Fury (Elemental) 14 Artillery 101 Eldritch Giant 1 8 Skirmisher 120 Abyssal Eviscerator (Demon) 14 Brute 51 Fomorian Totemist 18 Elite Skirmisher 113 Chillfire Destroyer (Elemental) 14 Brute 98 Genasi Elemental Dervish 18 Elite Skirmisher 116 Cyclops Crusher 14 Brute 40
  • 223.
    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 S N 7 - - 8 95 0 - Sug. R t i: U S $ 3 4 . 9 5 CAN $ 3 0 e al 4.0 Pi t d in the USA rne . . . 239667200