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CREDITSDesignRob Heinsoo (lead), Eytan Bernstein,Greg Bilsland, Jesse Decker, N. Eric Heath,Peter Lee, Chris Sims, Owen K.C. StephensAdditional DesignLogan Bonner, Greg Gorden Chris Lindsay,Mike Mearls, Matthew Sernett, Greg Stolze,DevelopmentStephen Schubert (lead),Peter Lee, Peter SchaeferAdditional DevelopmentStephen Radney-MacFarlandEditingJulia Martin (lead),Greg Bilsland, Jeremy Crawford,Paul Grasshoff, Scott Fitzgerald Gray,M. Alexander Jurkat, Jessica Kristine,Bill McQuillan, Jeff MorgenrothManaging EditingTorah Cottrill, Kim MohanDirector of D&D R&D and Book PublishingBill SlavicsekD&D Creative ManagerChristopher PerkinsSenior Art DirectorJon SchindehetteD&D Design ManagerJames WyattD&D Development and Editing ManagerAndy CollinsArt DirectorMari KolkowskyGraphic DesignerBob JordanCover IllustrationJesper Ejsing (front), Ralph Horsley (back)Interior IllustrationsDave Allsop, Zoltan Boros & Gabor Szikszai, ChristopherBurdett, Chippy, Brian Despain, Steve Ellis, WayneEngland, Jason Engle, Adam Gillespie, Tomas Giorello,Lars Grant-West, Des Hanley, Ralph Horsley, AndrewHou, Jeremy Jarvis, Todd Lockwood, Warren Mahy, JimNelson, William O'Connor, Steve Prescott, Vinod Rams,Chris Seaman, Matias Tapia, Mark Tedin, Francis Tsai,Brian Valenzuela, Franz Vohwinkel, Eva Widermann, EricWilliams, Sam Wood, Ben WoottenD&D Brand TeamLiz Schuh, Scott Rouse, Kierin Chase, Sara Girard,Martin DurhamPublishing Production SpecialistErin DorriesPrepress ManagerJefferson DunlapImaging TechnicianAshley BrockProduction ManagerCynda CallawayGame rules based on the original DUNGEONS & DRAGONS* rules0created by E. Gary Gygax and Dave Arneson, and the latereditions by David "Zeb" Cook (2nd Edition); Jonathan Tweet,Monte Cook, Skip Williams, Richard Baker, andPeter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,and James Wyatt (4th Edition).620-23966720-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1First Printing' ^^MMPSJPr Wizards of the Coast LLC Caswell Way 1702 Groot BijgaardenMay 20097® P.O. Box 707 Newport, GwentNP9 0YH BelgiumISBN: 978-0-7869-5101-7Renton WA 98057-0707 GREAT BRITAIN +32.070.233.277+1-800-324-6496 Please keep this address for your recordsDUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player's Handbook, Dungeon Master's Guide, <strong>Monster</strong> <strong>Manual</strong>, FORGOTTEN REALMS, D&D Insider, Adventurer'sVault, Dragon Magic, Arcane Power, Inn Fighting, Martial Power, Open Grave: Secrets of the Undead, Three-Dragon Ante, all other Wizards of the Coast product names, and theirrespective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof areproperty of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materialor artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people, organizations, places, or eventsincluded herein is purely coincidental. Printed in the U.S.A. ©2009 Wizards of the Coast LLCVISIT OUR WEBSITE ATWWW.W1ZARDS.COM/DND


CONTENTSMONSTERS A TO Z 4GLOSSARY 216RACIAL TRAITS 220MONSTERS BY LEVEL 221ALPHABETICAL LISTING OFMONSTERSAbolethic skum (ooze) 172Abyssal eviscerator(demon) 51Abyssal marauder 48Abyssal rotfiend (demon)... 52Adamantine dragon 75Ambush vine 204Angels 8Ankheg 11Arbalester (homunculus).. .143Arctide runespiraldemon 60Aspect of Demogorgon 44Assassin devil 64Barghests 20Behirs 22Beholders 24Berserker prelate ofDemogorgon 48Black pudding (ooze) 172Bladerager troll 202Blood hawk 142Bloodseeker drake 88Bloodseep demon 53Bloodthorn vine 205Bone golem 133Bonecrusher skeleton 183Bristle spider 189Bugbear wardancer(goblin) 130Bullywugs 28Centaurs 30Centipede scuttler 33Chain golem 133Chaos hydra 151Chillfire destroyer(elemental) 98Clay golem 134Cockatrice 36Copper dragon 77Couatl cloud serpent 38Couatl star serpent 38Coure of mischiefand strife 97Cyclopses 40Dagon 45Darkmantle 41Death shard 34Demogorgon 42Devas 62Diamondhide xorn 215Dimensional marauder 69Dire tiger 199Direguard assassin 70Direguard deathbringer... 70Djinns 71Doom flayer 49Drakkoths 90Dretch (demon) 54Duergars 92Dust devil (elemental) 99Dweomer eater(rust monster) 179Earth archons 14Eladrin 96Eldritch giants 120Erinyes (devil) 64Fang of Yeenoghu(gnoll) 126Fang titan drake 89Fell taints 104Fey lingerer 106Firbolgs 108Flame shard 34Flamespiker (elemental)... 99Fleshtearer shark 182Fluxslaad 184Fomorians 112Frost giants 122Frost hawk 142Cenasi 116Ceonid (elemental) 99Ghost legionnaire 119Giant ants 12Gnaw demon 54Gnolls 126Gnomes 128Goblin acolyteof Maglubiyet 131Gold dragon 80Goliaths 136Gorechain devil 65Gray ooze 173Gray render 137Green slime (ooze) 173Greenvise vine 205Half-elves 138Half-ores 140Herald of Hadar(star spawn) 196Heroslayer hydra 151Hobgoblin fleshcarver 132Horned drake 88Humans 144Ice troll 202Infernal armoranimus (devil) 66Iron dragon 83Iron golems 134Kazrith (demon) 55Kazuul, exarchof Demogorgon 46Kenkus 152Krenshars 155Lolthbound goblin 131Maruts 162Maw of Acamar(star spawn) 196Misfortune devil 66Mud lasher (elemental)... 100Myconids 164Needle demon 56Neldrazu (demon) 56Neogis 166Nothics 168Nycademon (demon) 57Nyfellar mammoth 161Oni 170Phase spider 190Phoelarchs 174Phoera (phoelarch) 175Pod demon 58Podspawn (demon) 59Poisonscales (lizardfolk)... 156Primordial colossus 37Prismatic shard 35Razor hydra 150Remorhaz 176Retriever 177Rime hound 211Rockfist smasher(elemental) 100Runespiral demon 59Rupture demon 60Rust monster 178Scion of Gibbeth(star spawn) 197Scytheclaw drake 88Shadar-kai 180Shardstorm vortexes(elemental) 101Shocktroop devil 67Shrieking cultistof Demogorgon 50Silver dragon 85Skeletal steed 183Slaad spawn 185Slaughterstones 186Son of the spirit wolf 211Sphinx mystery 188Spriggans 192Steel predator 198Stone giants 124Stonefist defender(homunculus) 143Storm archons 15Storm shard 34Stormstone fury(elemental) 101Tempest wisp(elemental) 102Thrarak, exarchof Demogorgon 47Tiger 199Tomb spider 190Troglodytes 200Troll vinespeaker 203Umbral sprite swarm 194Warforged 206Water archons 18Wereboar 158Weretiger 159Werewolf lord 160Will-o'-wisp 209Windfiend fury(elemental) 102Windstriker (elemental).. .103Winter wolf 210Winter wolf snowfang 210Withering devil 68Witherlings 212Wood woad 214Xorn 215Yochlol tempter(demon) 61


THE SECOND compend ium of monsters for theDUNGEONS & DRAGONS® game, <strong>Monster</strong> <strong>Manual</strong>® 2 isfilled with a new assortment of creatures designed tochallenge and terrify adventurers of all levels.The monsters in these pages offer threats of everylevel and include brand new monsters, such as firbolgsand djinns, as well as new versions of familiarmonsters like giants and demons. <strong>Monster</strong> <strong>Manual</strong> 2also introduces the metallic dragons, which join theirchromatic kin in the game.The rest of this introduction explains how to read amonster's statistics block and assumes you're familiarwith the power and combat rules in the Player's Handbook®.The glossary, starting on page 216, definesmany of the terms used in the book, and the list ofmonsters by level, starting on page 221, is meant toassist you in tailoring encounters for your player characters(PCs).THE STATISTICS BLOCKA monster's statistics are presented in a format meantto be used in play. A typical statistics block is formattedas follows.<strong>Monster</strong> NameLevel and RoleSize, origin, and type (keywords)XP valueInitiative modifier Senses Perception modifier; special sensesAura name (keywords) aura size; effect.HP maximum; Bloodied valueRegenerationAC; Fortitude, Reflex, WillImmune effects; Resist effects; Vulnerable effectsSaving Throws modifierSpeedAction Points[Power icon[ Power name (action; requirement; recharge) •KeywordsRange and area; targets; attack bonus vs. defense; effect on ahit. Miss: Result (if any). Other effects.AlignmentLanguagesSkills skill modifiersStr score (modifier) Dex score (modifier) Wis score (modifier)Con score (modifier) Int score (modifier) Cha score (modifier)Equipment armor, shield, weapons, other equipment


LEVEL AND ROLEA monster's level and role are tools for the DM to usewhen building an encounter. Chapter 4 of theMaster's Guide explains how to use these tools.DungeonLevel: A monster's level summarizes how tough itis in an encounter. Level determines most of the monster'sstatistics as well as the experience point (XP)award the PCs earn for defeating it (DungeonGuide, pages 56-57).Role: A monster's role describes its preferredMaster'scombat tactics, much as a character class's role suggeststactics for PCs. <strong>Monster</strong> roles are artillery, brute,controller, lurker, skirmisher, and soldierMaster's Guide, pages 54-55).(DungeonA monster might have a second role: elite, solo,or minion. Elite monsters and solo monsters aretougher than standard monsters, and minions areweaker. For the purpose of encounter building, anelite monster counts as two standard monsters of itslevel, a solo monster counts as five, and four minionscount as one.In addition, a monster might have the leader subrole,indicating that it grants some sort of boon to itsallies, such as a beneficial aura.SIZEA creature's size determines its space as well as itsreach.<strong>Monster</strong> Size Space ReachTiny 1/2 x 1/2 0Small 1 x 1 1Medium 1 x 1 WSMLarge 2x2 1 or 2Huge 3x3 2 or 3Gargantuan 4 x 4 or larger 3 or 4Space: This is the area (measured in squares) thata creature occupies on the battle grid.Reach: If a creature's reach is greater than 1,the reach is noted in any melee power the creaturehas that uses that reach. Even if a creature's reach isgreater than 1, the creature can't make opportunityattacks against targets that aren't adjacent to it unlessit has threatening reach.A creature that has reach 0 cannot normally makemelee attacks outside its own space.ORIGINA monster's origin summarizes its place in the D&Dcosmology. Origins are aberrant, elemental, fey,immortal, natural, and shadow. See the glossary forinformation about each origin.TYPEA creature's type summarizes some basic thingsabout its appearance and behavior. Types are animate,beast, humanoid, and magical beast. See theglossary for information about each type.KEYWORDSSome monsters have keywords that further definethem. These keywords represent groups of monsters,such as angel, demon, devil, dragon, and undead. Seethe glossary for definitions of a monster's keywords.SENSESEvery monster has a Perception modifier. Some monstersalso have special senses, such as darkvision ortremorsense, which are noted in the "Senses" entry.AURAIf a monster has an aura, that is noted near the top ofits statistics block. An aura is a continuous effect thatemanates from the monster. See the glossary for moreabout auras.REGENERATIONSome monsters have regeneration. At the start of eachof its turns, a monster that has regeneration regains aspecific number of hit points, as long as the monsterhas at least 1 hit point.The regeneration of some monsters can be suppressedby certain types of damage or by specificcircumstances, and some creatures can use regenerationonly under specific circumstances (for example,only while bloodied).SPEEDIf a monster has alternative movement modes, suchas fly, climb, or swim, that fact is noted in its speedentry.ACTION POINTSElite and solo monsters have action points they canspend to take extra actions, just as PCs do. UnlikePCs, a monster can spend more than 1 action point inan encounter, but only 1 per round.POWERSA monster's powers are presented so that its basicattacks appear first, followed by its other powers.TYPEEach power has an icon that represents its type:melee (I), ranged (pf), close (


A basic attack has a circle around its icon: meleebasic attack © or ranged basic attack ©.ACTIONIf a power requires an action to use, that fact is notedin the power's description. An immediate action'strigger is noted right after the action type. Somepowers don't require an action to use; they simplyoccur in response to a trigger.REQUIREMENTSome powers are usable only if a precondition is met.For example, a power might be usable only while amonster is bloodied or only if it is wielding a specificweapon. A requirement is noted after a power's actiontype, if any.RECHARGEA monster power is at-will, encounter, or daily, or itrecharges in certain circumstances.Recharge 0 0 LC] [x] 10]: The power has arandom chance of recharging during each round ofcombat. At the start of each of the monster's turns,roll a d6. If the roll is one of the die results shownin the power description, the monster regains theuse of that power. The power also recharges after ashort rest.Recharges when ...: The power recharges in aspecific circumstance, such as when the monster isfirst bloodied during an encounter. The power alsorecharges after a short rest.RANGE AND AREAA melee power has a range of 1, unless otherwisenoted. Ranged powers specify a range, and areapowers and close powers specify a range and an areaof effect.TARGETSSome monster powers specify targets. An area attackor a close attack targets each creature within its areaof effect, unless otherwise noted.ATTACKUnless an attack power hits automatically, its descriptionincludes an attack notation, which specifies themonster's attack bonus for that power and whichdefense it targets.Hit: The effect of a power hitting is specified afterthe attack notation.Miss: Some attack powers have an effect on a miss(indicated by Miss).Effect: Some attack powers have an effect whetheror not the attack hits (indicated by Effect).EEEECTS<strong>Monster</strong> powers include many of the same effectsthat appear in PC powers, such as aftereffects, conditions, damage of various types, ongoing damage, andsecondary attacks.A power's effects are instantaneous, unless otherwisenoted. The effects of some powers can besustained (indicated by Sustain and then whateveraction is required to sustain the effect).ALIGNMENTA monster's most typical alignment is noted in itsstatistics block. Chapter 2 of the Player's Handbookcontains information on the various alignments.LANGUAGESA statistics block gives the languages that a monstertypically can speak and understand. An individualmonster might know additional languages, likeCommon or the languages of its companions. See theDungeon Master's Guide, page 171, for more informationabout the languages of the D&D world.SKILLSThe skills section of a monster's statistics blockincludes only trained skills or skills for which themonster has an unusual modifier. A monster's Perceptionmodifier isn't repeated here.ABILITY SCORESA monster's six ability scores are included toward thebottom of its statistics block. Following each scorein parentheses is the adjusted ability score modifier,including one-half the monster's level, which is usefulwhenever the monster needs to make an untrainedskill check or an ability check.EQUIPMENTA monster's "Equipment" entry notes the weaponsand implements the creature uses. If a charactergains a monster's equipment, he or she can use it asnormal equipment. A character does not gain thepowers that a monster uses through its equipment.HEALING SURGES<strong>Monster</strong>s have healing surges. However, few monstershave powers that let them spend healing surges. Thenumber of healing surges a monster has is based onits level: 1-10, one healing surge; 11-20, two healingsurges; 21 or higher, three healing surges.Because they rarely come into play, healing surgesare not included in a monster's statistics block.Uh


ANGELANGELS ARE DIVINE SERVANTS OF THE GODS. Althoughcommon in the Astral Sea, they can be found anywhereacting on behalf of a deity or other force whosegoals align with their calling.ANGEL OE AUTHORITYAN ANGEL OF AUTHORITY IS THE MOUTHPIECE of a deity.This angel governs other angels and servants of adeity in and out of combat.Angel of AuthorityLevel 22 Controller (Leader)Large immortal humanoid (angel) XP 4,150Initiative +17 Senses Perception +18HP 203; Bloodied 101AC 36; Fortitude 32, Reflex 34, Will 35Immune fear; Resist 15 radiantSpeed 8, fly 12 (hover)© Quarterstaff (standard; at-will) • Radiant, WeaponReach 2; +27 vs. AC; 1d10 + 8 damage plus 1d10 radiantdamage.-*T Lightning Bolt (standard; at-will) • LightningRanged 10; +26 vs. Fortitude; 2d10 + 8 lightning damage, andthe target is dazed until the end of the angel of authority's nextturn.V Majestic Rally (standard; recharge::) • Radiant, ThunderClose burst 5; targets enemies; +26 vs. Will; 1d10 + 8 radiantdamage plus 1d10 thunder damage, and the target is weakened(save ends). Miss: Half damage. Effect: Any angel within the burstgains a +2 bonus to attack rolls until the end of the angel ofauthority's next turn.Angelic Presence (while not bloodied)Any attack against the angel of authority takes a -2 penalty tothe attack roll.Alignment UnalignedSkills Insight +23, Religion +23Languages SupernalStr20(+16) Dex22(+17) Wis 25 (+18)Con19(+15) Int24(+18) Cha27(+19)Equipment plate armor, quarterstaffANGEL OE AUTHORITY TACTICSAn angel of authority stays behind the lines, rainingdown lightning bolts and bolstering allies withrally whenever possible.ANGEL OE AUTHORITY LOREReligion DC 24: An angel of authority is theherald of a particular deity. The angel handles themajesticmost important tasks concerning the protection andwell-being of the deity's dominion.ENCOUNTER GROUPSAn angel of authority leads angels of protection,vengeance, supremacy, battle, and valor. It alsoadministers or directs other servants of a deity whoare not angels.Level 22 Encounter (XP 21,400)• 1 angel of authority (level 22 controller)• 2 angels of vengeance (level 19 elite brute, MM 17)• 6 angels of light (level 23 minion)ANGEL OE RETRIEVALWHEN DEITIES REQUIRE THE RECOVERY of a stolenobject or a kidnapped creature, they send a squadof divine beings that includes an expert tracker: theangel of retrieval.Angel of RetrievalLevel 22 ArtilleryLarge immortal humanoid (angel) XP 4,150Initiative +20 Senses Perception +22; blindsightHP 162; Bloodied 81AC 34; Fortitude 33, Reflex 35, Will 33Immune fear; Resist 15 radiantSpeed 8, fly 12 (hover), teleport 5© Short Sword (standard; at-will) • Radiant, WeaponReach 2; +27 vs. AC; 2d6 + 6 radiant damage.© Angelic Bow (standard; at-will) • Radiant, WeaponRanged 20/40; +27 vs. AC; 2d8 + 9 radiant damage, and eachenemy adjacent to the target takes 10 radiant damage.4 Isolating Displacement (standard; at-will) • Radiant,TeleportationReach 2; +27 vs. Reflex; 2d8 + 10 radiant damage, and theangel of retrieval teleports the target 5 squares. The angel thenteleports to a space adjacent to the target. The angel can chooseto deal no damage with this attack. Miss: The angel teleports5 squares.-?2- Clear the Way (standard; recharge [Xj [!]]) • RadiantArea burst 3 within 10; +27 vs. Fortitude; 3d8 + 9 radiantdamage, and the angel of retrieval slides the target 3 squares.Miss: Half damage, and the angel slides the target 1 square.Hunt the Guilty (minor; encounter)The angel of retrieval chooses one enemy within 10 squares ofit. Until the end of the encounter, the angel's attacks deal 1d10extra damage against that creature.Alignment Unaligned Languages SupernalSkills Arcana +28, Intimidate +29Str22(+17) Dex28(+20) Wis 23 (+17)Con 24 (+18) Int23(+17) Cha24(+18)Equipment plate armor, longbow, short swordANGEL OE RETRIEVAL TACTICSAn angel of retrieval is often dispatched to capture aperson or a thing. The angel uses hunt the guilty on theindividual to be captured or the one holding an itemto be recovered. The angel uses clear the way to give itsallies more space to maneuver. Otherwise, the angelprefers to fight from a distance with its angelic bow.


(Left to right) angei of authority, angel of light, and angel of supremacyANGEL OE RETRIEVAL LOREReligion DC 24: An angel of retrieval is bestdescribed as a bounty hunter from the Astral Sea.These angels are trained in rituals that allow themto hunt down creatures, such as Observe Creature(Players Handbook, page 309) and PlanarPortal (Player's Handbook, page 311).ENCOUNTER GROUPSAn angel of retrieval is assisted by other angels ininterplanar hunting parties.Level 23 Encounter (XP 21,400)• 1 angel of retrieval (level 22 artillery)• 2 angels of supremacy (level 24 soldier)• 12 angel of valor legionnaires (level 21 minion,MM 16)ANGEL OE LIGHTMADE PURELY OF DIVINE ENERGY, an angel of light existsas a brilliant embodiment of a deity's subconscious.Angel of LightMedium immortal humanoidInitiative +19 Senses Perception +19Level 23 Minion Skirmisherangel) XP 1,275HP 1; a missed attack never damages a minion; see also deathburst.AC 37; Fortitude 34, Reflex 34, Will 36Immune fear; Resist 15 radiantSpeed 8, fly 12 (hover)© Angelic Glaive (standard; at-will) • WeaponReach 2; +28 vs. AC; 15 damage.


ANGEL OE LIGHT LOREReligion DC 24: An angel oflight is the boundform of a deity's subconscious thoughts, appearing inthe Astral Sea as a mote of pure energy until givendirection by more powerful angels. The thought thatoriginally formed it drives its actions eternally.Religion DC 29: Although directed by a deity'sthoughts, angels oflight can act independently to seethose thoughts enacted. There have even been rareoccasions when angels oflight acted in ways contraryto their creators' ethos in zealous attempts to seethose ideas made real.ENCOUNTER GROUPSAngels oflight are found with other angels or asmembers of a larger group enforcing a deity's will.Level 22 Encounter (XP 24,550)• 1 angel of supremacy (level 24 soldier)• 8 angels oflight (level 23 minion)• 1 marut concordant (level 22 elite controller,MM 85)ANGEL OE SUPREMACYANGELS OF SUPREMACY ARE THE STRONGEST of theangelic fighters.Angel of SupremacyLevel 24 SoldierLarge immortal humanoid (angel) XP 6,050Initiative +19 Senses Perception +18HP 226; Bloodied 113AC 40; Fortitude 38, Reflex 36, Will 35Immune fear; Resist 15 radiantSpeed 8, fly 12 (hover)© Spear (standard; at-will) • Thunder, WeaponReach 3; +31 vs. AC; 1 d10 + 9 damage plus 1 dl 0 thunderdamage.-y Light of Justice (standard; encounter) • RadiantRanged 10; +29 vs. Fortitude; 2d10 + 9 radiant damage. EJFect:The target is marked until the end of the encounter.Summons to Justice (minor 1/round; at-will)Ranged sight; targets creatures marked by the angel ofsupremacy; no attack roll; the angel of supremacy pulls thetarget 1 square.Astral Brilliance (standard; encounter) • Radiant, ZoneClose burst 3; +29 vs. Reflex; 2d10 + 9 radiant damage. EffectThe burst creates a zone of radiance that lasts until the endof the encounter. The angel of supremacy's spear attack deals1d10 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 tothe attack roll.Threatening ReachAn angel of supremacy can make opportunity attacks against allenemies in reach.Alignment Unaligned Languages SupernalSkills Intimidate +21Str 29 (+21) Dex 21 (+17) Wis 22 (+18)Con26(+20) hit 25 (+19) Cha19(+16)Equipment plate armor, heavy shield, spearANGEL OE SUPREMACY TACTICSAn angel of supremacy positions itself at a chokepointor other tactically important location and uses astralbrilliance. It targets a melee combatant withsummonsto justice, bringing the target within reach of its spearand the radiant zone.ANGEL OF SUPREMACY LOREReligion DC 24: Angels of supremacy guard thehomes of gods and protect the gods' favored mortalservants. They are also the backbone of strike forcegroups for a deity.ENCOUNTER GROUPSAn angel of supremacy is the vanguard of any strikeforce sent by the gods.Level 24 Encounter (XP 30,350)• 3 angels of supremacy (level 24 soldier)• 1 deva fallen star (level 26 artillery)• 1 tormenting ghost (level 21 controller, MM 117)ARCHANGELThe highest of all angels are the Archangels, powerfulbeings from the Astral Sea. An archangel is the ultimateauthority in an astral dominion with the exception of theactual deity.The archangel template can be applied to any angel.Archangel(angel)Saving Throws +2Action Point 1Hit Points +8 per level + Constitution scorePowersElite Controller+ Avenging Strike (when an ally within 5 squares of thearchangel drops to 0 hit points; at-will)The archangel shifts 2 squares and makes a melee basicattack as a free action.XP EliteOverwhelming Presence (standard; encounter) • RadiantClose burst 5, targets enemies; level + 4 vs. Will; 1d8 +Wisdom modifier radiant damage, and the target is stunneduntil the end of the archangel's next turn.


ANKHEGLOATHSOME INSECTS with a taste for bipedal prey,ankhegs burst from hiding to seize the unwary.An ankheg moves with great stealth, but might bedetected by the faint whiff of acid dripping from itstwitching mandibles.AnkhegLarge natural beastLevel 3 Elite LurkerXP300Initiative +10 Senses Perception +9; tremorsense 5HP 100; Bloodied 50AC 17; Fortitude 14, Reflex 16, Will 14Resist 5 acidSaving Throws +2Speed 8, burrow 4 (tunneling)Action Points 1© Claw (standard; at-will)+8 vs. AC; 1d8 + 5 damage. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^•f Mandible Grab (standard; usable only while the ankheg does nothave a creature grabbed; at-will)+8 vs. AC; 1d8 + 5 damage, and the target is grabbed; see alsomandible carry.I Gnaw and Scuttle (minor; at-will) • AcidTargets a creature grabbed by the ankheg; +8 vs. AC; 1d8 + 2damage, and ongoing 5 acid damage (save ends). The ankhegthen shifts 2 squares and pulls the target to space adjacent toits new location.•


ANT, GIANTWAVES OF SINGLE-MINDED GIANT ANTS can strip thelandscape bare for miles, overcoming any foe withsheer numbers. They have been known to reducetowns to bare earth.HIVE WORKERWEAKEST OF THE GIANT ANTS, workers exist to fulfillthe functional needs of the hive, providing little helpin battle other than their swarming numbers.Hive WorkerMedium natural beastInitiative +0Level 1 Minion SkirmisherXP25Senses Perception -1; low-light vision,tremorsense 10HP 1; a missed attack never damages a minion.AC 15; Fortitude 13, Reflex 13, Will 10Speed 6, climb 6, burrow 2 (tunneling)© Bite (standard; at-will)+6 vs. AC; 4 damage.Hive Worker Frenzy (free, when any giant ant within 10 squaresof the hive worker is reduced to 0 hit points; at-will)The hive worker shifts 2 squares.Alignment Unaligned Languages -Str17(+3) Dex15(+2) Wis9(-1)Con 14 (+2) lnt2(-4) Cha4(-3)HIVE WORKER TACTICSA hive worker shows little initiative. It attacks anyadjacent creature other than those of its own hive, ormoves to attack any creature that is in combat with amember of its hive.HIVE WARRIORA HIVE WARRIOR ACTS AS AN EXPLORER and guardianfor the workers during their forays outside the hive.Hive WarriorMedium natural beastLevel 1 SkirmisherXP 125Initiative +6 Senses Perception +0; low-light vision,HP 36; Bloodied 18tremorsense 10AC 16; Fortitude 14, Reflex 15, Will 11Speed 8, climb 8© Piercing Bite (standard; at-will) • Acid+7 vs. AC; 1d8 + 4 damage. The hive warrior's attack deals 1d10extra acid damage to any target that already has ongoing aciddamage.Hive Warrior Frenzy (free, when any giant ant within 10 squaresof the hive warrior drops to 0 hit points; at-will)The warrior is no longer marked or cursed, and it shifts 2 squares.Alignment Unaligned Languages -Str 14 (+3) Dex 17 (+4) Wis 9 (+0)Con 12 (+2) Int 2 (-3) Cha 4 (-2)HIVE SOLDIERHIVE SOLDIERS REMAIN NEAR THE HIVE unless drivento conquest by the queen.Hive SoldierMedium natural beastInitiative +6Level 3 SoldierSenses Perception +0; low-light vision,tremorsense 10HP 46; Bloodied 23; see also death convulsionAC 18; Fortitude 16, Reflex 15, Will 12Speed 6, climb 6© Grasping Mandibles (standard; usable only while the hivesoldier does not have a creature grabbed; at-will)+10 vs. AC; 1d8 + 3 damage, and the target is grabbed.•f Acid Sting (standard; at-will) • AcidXP150Targets a creature grabbed by the hive soldier; +10 vs. AC; 1d6+ 3 acid damage, and ongoing 5 acid damage (save ends).•i" Death Convulsion (when the hive soldier drops to 0 hit points)Close burst 1; targets enemies; +8 vs. Reflex; the target isknocked prone.Hive Soldier Frenzy (when any giant ant within 10 squares of thehive soldier drops to 0 hit points; at-will)The soldier gains a +2 bonus to attack rolls until the end of itsnext turn.Alignment Unaligned Languages -Str 17 (+4) Dex 15 (+3) Wis 9 (+0)Con 14 (+3) Int 2 (-3) Cha 4 (-2)WINGED DRONEWINGED DRONES FLOOD FROM THE HIVE during matingseason, spreading far and wide on iridescent wings.Winged DroneMedium natural beastInitiative +6HP 55; Bloodied 27Level 4 SkirmisherSenses Perception +2; low-light vision,tremorsense 10AC 18; Fortitude 15, Reflex 17, Will 12Speed 8, climb 8, fly 8© Acid Sting (standard; at-will) • AcidXP175+9 vs. AC; 1d6 + 2 acid damage, and ongoing 5 acid damage(save ends).+ Hive Drone Frenzy (free, when any giant ant within 10 squaresof the winged drone drops to 0 hit points; at-will)The drone shifts 2 squares and uses acid sting.4 Flyby Attack (standard; at-will)The winged drone flies 8 squares and makes one acid sting atany point during that movement. The drone doesn't provokeopportunity attacks when moving away from the target of theattack.Shredding Wings (standard; usable only while bloodied;encounter)Close blast 2; +8 vs. AC; 3d6 + 4 damage, and the winged droneloses its fly speed until the end of the encounter.Alignment Unaligned Languages -Str 14 (+4) Dex 18 (+6) Wis 11 (+2)Con 15 (+4) Int 2 (-2) Cha4(-1)_.


HIVE QUEENIN ADDITION TO BIRTHING FUTURE GENERATIONS, thehive queen directs the activities of her brood with aruthless and single-minded purpose.Hive QueenLarge natural beastInitiative +6Level 5 Elite Controller (Leader)Senses Perception +2; low-light vision,tremorsense 10XP400In the Presence of the Queen aura 10; each giant ant within theaura gains a +2 bonus to attack rolls and damage rolls.HP 132; Bloodied 66AC 19; Fortitude 19, Reflex 16, Will 17Immune fearSpeed 6, climb 2Saving Throws +2Action 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 pushesthe target 3 squares.•r Hive Queen Frenzy (free, when any giant ant within 10 squaresof the hive queen drops to 0 hit points; at-will)The queen shifts 2 squares and uses kick.V Acidic Cloud (standard; encounter) • Acid, ZoneClose burst 4; the burst creates a zone of caustic gas that lastsuntil the end of the encounter. Any enemy that starts its turnwithin the zone takes 2 acid damage for each giant ant withinthe zone. The zone is centered on the hive queen and moveswith her.-i'f Acidic Blast (standard; recharge':: K 11) • AcidArea burst 3 within 10; targets enemies; +7 vs. Will; 1d6 + 2acid damage, and the target is dazed (save ends). Miss: Halfdamage.Call to Arms (when first bloodied; encounter)Four new giant ant hive workers appear and act to defend theirqueen. Each ant appears within 5 squares of the hive queen,and acts on the queen's initiative count.Alignment Unaligned Languages -HIVE QUEEN TACTICSA hive queen aims her kick carefully, pushingenemies into groups for an acidic blast attack or intoswarming clusters of her brood. In a desperate situation,she calls a strategic retreat, sacrificing warriorswithout concern while leading soldiers and drones toa more advantageous location. If the entire brood iseliminated, the queen fights to the death.GIANT ANT LORENature DC 7: Giant ants live in hives consisting ofhundreds of members. The majority of these ants areworkers, but they all fight to defend the hive.Nature DC 12: Although they are not intelligent,giant ants use teamwork and simple yet effective tactics.Giant ants possess a social organization rivalingthat of the most efficient humanoids.Nature DC 17: Giant ants communicate withnearby members of the hive by using a complexcombination of pheromones. These pheromones arehighly acidic, and the ants use them to damage foes.ENCOUNTER GROUPSGiant ants are encountered with others of their hive,since they generally consider anything else to be food.Level 1 Encounter (XP 500)• 1 hive soldier (level 3 soldier)• 2 hive warriors (level 2 skirmisher)• 4 hive workers (level 1 minion)


ARCHONPRIMORDIALS CRAFTED ARCHONS to be soldiers in thecataclysmic war against the immortals of the AstralSea. Now, they act as servitors and mercenaries forpowerful forces within the Elemental Chaos, suchas giants, efreets, and demons. These creatures ofenergy exert little will of their own, instead furtheringthe goals and ambitions of their masters. The fewarchons that are independent prowl the ElementalChaos, attacking creatures without elemental origins.EARTH ARCHONGROUND RAGERAN EARTH ARCHON GROUND RAGER is drawn to regionsof geologic activity, such as volcanoes, fault zones,sink holes, or areas prone to landslides.Earth Archon Ground RagerMedium elemental humanoid (earth)Level 14 ControllerXP 1.000Initiative +9 Senses Perception +13; tremorsense 20Earth Liquefaction aura 5; each creature without the earthkeyword that ends its turn within the aura and did not moveduring its turn is slowed until the end of its next turn.HP 143; Bloodied 71AC 28; Fortitude 27, Reflex 25, Will 26Immune disease, petrification, poisonSpeed 6 (earth walk)© Slam (standard; at-will)+19 vs. AC; 2d8 + 6 damage.© Raging Earth (standard; at-will) • ThunderRanged 20; +17 (+20 against slowed creatures) vs. Reflex; 1d8 +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 squaresand knocked prone.-5^ Ground Eruption (standard; recharge X j i) • ThunderArea burst 1 within 10 ; +18 vs. Reflex; 2d8 + 6 thunderdamage, and the target is knocked prone. Miss: Half damage,and the target is knocked prone.Alignment Chaotic evilLanguages PrimordialStr 20 (+12) Dex 14 (+9) Wis 2 3 (+13)Con 23 (+13) Int 19 (+11) Cha 17 (+10)Equipment chainmailEARTH ARCHONSEISMIC STRIKERA SEISMIC STRIKER FORMS THE FOUNDATION of anarchon army in the Elemental Chaos. It sometimesacts as a guard for stone giants.Earth Archon Seismic StrikerMedium elemental humanoid (earth)Level 16 SoldierInitiative +16 Senses Perception +13; tremorsense 20HP 160; Bloodied 80AC 32; Fortitude 29, Reflex 28, Will 27Immune disease, petrification, poisonSpeed 6 (earth walk)© War Pick (standard; at-will) • Thunder, Weapon+23 vs. AC; 2d8 + 7 damage plus 1d8 thunder damage (crit 4d8+ 23 damage plus 8 thunder damage).© Stone Javelin (standard; at-will) • WeaponRanged 10/20; +23 vs. AC; 1d10 + 7 damage, and the target ismarked until the end of the earth archon seismic striker's nextturn.Seismic Stomp (standard; recharge is i]) • ThunderClose burst 3; +21 vs. Fortitude; 2d10 + 7 thunder damage, andthe target is knocked prone. Miss: Half damage, and the target isknocked prone.Ground Strike • ThunderAn earth archon seismic striker's attack deals an extra 1d8thunder damage against any prone enemy.Combat SuperiorityAn earth archon seismic striker gains a +5 bonus to opportunityattack rolls and immobilizes a creature that it hits with anopportunity attack.Alignment Chaotic evilLanguages PrimordialStr 18 (+12) Dex 22 (+14) Wis 21 (+13)Con 24 (+15) Int 15 (+10) Cha 17 (+11)Equipment plate armor, heavy shield, war pick, 5 javelinsEARTH ARCHON RUMBLEREARTH ARCHON RUMBLERS SERVE AS SHOCK TROOPSin the armies of the Elemental Chaos, crushing anyenemies too slow to flee.Earth Archon RumblerMedium elemental humanoid (earth)Level 17 BruteXP 1,600Initiative +12 Senses Perception +13; tremorsense 20HP 204; Bloodied 102AC 29; Fortitude 31, Reflex 28, Will 29Immune disease, petrification, poisonSpeed 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 targetis knocked prone.Thundering Might • ThunderAn earth archon rumbler's attack deals 2d8 extra thunderdamage if the rumbler is adjacent to more than one enemy emy.Alignment Chaotic evilLanguages PrimordialStr 24 (+15) Dex 18 (+12) Wis 21 (+13)Con 24 (+15) Int 15 (+10) Cha 17 (+11)Equipment warhammer


(Left to right) earth archon seismic striker, ground rager, and rumblerEARTH ARCHON LOREArcana DC 13: Earth archons prefer a slow,inexorable advance toward conquest, and they areexcellent strategists. They prefer to take, hold, andfortify positions, unlike the rapid and destructiveblazes of fire archons. In this regard earth archonsare similar to ice archons and work well with them.Arana DC 20: The greatest fortress of eartharchons in the Elemental Chaos is Thrak-Harda,ruled by a stone titan named King Brakkamul. Thissprawling fortification guards a huge gem called theDiamond of Despair.Arcana DC 25: Rumors say that the fortificationsaround the Diamond of Despair are intendedto protect others from it rather than to protect itfrom thieves. What danger it presents is a matterof speculation, and the Diamond has long beenan obsession of the dao, mysterious cousins of thedjinns and efreets.ENCOUNTER GROUPSEarth archons can be found with any type of elementalcreature, eager to crush any enemy in their path.Level 14 Encounter (XP 5,200)• 1 earth archon ground rager (level 14 controller)• 1 earth archon seismic striker (level 16 soldier)• 2 fire archon emberguards (level 12 brute, MM 18)• 1 ice archon hailscourge (level 16 artillery,MM 20)Level 18 Encounter (XP 10,400)• 1 cambion hellfire magus (level 18 artillery,MM 39)• 1 earth archon ground rager (level 14 controller)• 3 earth archon seismic strikers (level 16 soldier)• 2 earth archon rumblers (level 17 brute)STORM ARCHONSQUALLSHIELDAs TEMPESTUOUS AS A HURRICANE, a storm archonsquallshield is always spoiling for a fight. It serves asversatile infantry to more powerful elemental lords,and goes out of its way to cause panic and suffering.


(Left to right) storm archon lightning walker, tempest weaver, and squallshieldStorm Archon SquallshieldLevel 17 SoldierMedium elemental humanoid (air, water)XP 1,600Initiative +15 Senses Perception +15Rain Wall aura 1; each enemy that starts its turn within the auramust make a DC 22 Athletics check or Acrobatics check. Anenemy that fails the check is knocked prone.HP 168; Bloodied 84AC 33; Fortitude 30, Reflex 30, Will 26Immune disease, poison; Resist 15 lightning, 15 thunderSpeed fly 8 (hover)© Longsword (standard; at-will) • Weapon+23 vs. AC; 2d8 + 7 damage, and the target is marked until theend of the storm archon squallshield's next turn.•V Snarling Lightning (standard; recharge [x] [H]) • LightningRanged 10; +21 vs. Reflex; 2d8 + 7 lightning damage, and thetarget is marked (save ends). Each enemy adjacent to the targettakes half damage and is marked (save ends).Pursuing Storm (move; recharge [x] [n]) • TeleportationThe storm archon squallshield teleports 7 squares to a spaceadjacent to a creature it has marked. The target grants combatadvantage to the squallshield until the end of the squallshield'sturn.Mark of the TempestWhen a storm archon squallshield hits a creature marked by itwith a ranged or melee attack, that creature is slowed (save ends).Alignment Chaotic evil Languages PrimordialStr 19 (+12) Dex 20 (+13) Wis 15 (+10)Con24(+15) Int 17 (+11) Cha17(+11)Equipment plate armor, light shield, longswordSTORM ARCHONSQUALLSHIELD TACTICSA squallshield focuses its attacks on a weak target.It marks the foe from range using snarlinglightningand then teleports next to it using pursuing storm. Thesquallshield then attacks with its longsword, keepingthe target marked until the squallshield's other abilitiesrecharge.STORM ARCHONLIGHTNING WALKERA LIGHTNING WALKER CRACKLES with intensity andarrogance, flashing across the battlefield faster thanthe eye can blink.Storm Archon Lightning WalkerLevel 18 SkirmisherMedium elemental humanoid (air, water) XP 2,000Initiative +18 Senses Perception +16HP 171; Bloodied 85AC 32; Fortitude 29, Reflex 32, Will 29Immune disease, poison; Resist 15 lightning, 15 thunderSpeed fly 8 (hover)© Spear (standard; at-will) • Teleportation, Weapon+23 vs. AC; 2d8 + 4 damage, and the storm archon lightningwalker teleports the target 2 squares. Effect: The lightningwalker teleports 2 squares.


t Booming Retort (immediate reaction, when an enemy enters asquare adjacent to the storm archon lightning walker; recharge: X] [fjj) • Lightning, ThunderThe triggering enemy takes ongoing 5 lightning and thunderdamage (save ends), and the lightning walker shifts 2 squares.


WATER ARCHONSHOAL REAVERA SHOAL REAVER IS A MERCILESS RAIDER, happy todispatch any creatures in its way. It savages enemieswith ruthless strikes of its trident, pulling them to thewater's edge.Water Archon Shoal ReaverLevel 13 BruteMedium elemental humanoid (aquatic, water) XP 800Initiative +8 Senses Perception +7HP 159; Bloodied 79AC 25; Fortitude 27, Reflex 25, Will 24Immune disease, forced movement, poison; Resist 10 acid;Vulnerable cold (a water archon shoal reaver that takes colddamage is slowed until the end of its next turn)Saving Throws +2 against immobilized, restrained, and slowedSpeed 5, swim 7©Trident(standard; at-will) • Weapon+16 vs. AC; 3d8 + 3 damage, and the target takes a -2 penaltyto AC until the end of its next turn.•f Water Harpoon (standard; recharge |_X| [i sj)Ranged 5; +16 vs. AC; 4d8 + 5 damage, and the water archonshoal reaver pulls the target adjacent to it.


(left to right) water archon waveshaper, shoal reaver, and tide striderWATER ARCHONWAVESHAPER TACTICSA waveshaper is content to linger at the edge of battle,just within the limits of its ranged powers. From thislocation, the waveshaper alternates between usingdizzying whirlpool and geyser, using the first while thesecond recharges. A waveshaper uses ocean call earlyin combat, once its allies have engaged their enemies.WATER ARCHON LOREArcana DC 18: Water archons don't limitthemselves to seas. They use rivers and streams ashighways, setting up outposts in swamps or lakes.Water archons prefer to remain near water, but useland-based attacks as a surprise tactic.Arcana DC 23: Water archons prowl waterwaysin great ships of water crafted by waveshapers.These strange aquatic masses have a semisolid statethat allows them to rise and submerge as the waterarchons wish. These ships have given water archons areputation as planar pirates.ENCOUNTER GROUPSWater archons typically find themselves in the serviceof masters as mercurial and destructive as thesea itself. They are loyal as long as they are not senttoo far from water and are given frequent opportunities to spread misery and woe.Level 12 Encounter (XP 3,500)• 1 human pirate captain (level 10 soldier)• 2 windfiend furies (level 12 controller)• 2 water archon shoal reavers (level 13 brute)Level 14 Encounter (XP 5,200)• 1 aboleth slime mage (level 17 artillery, MM 8)• 3 water archon shoal reavers (level 13 brute)• 1 water archon waveshaper (level 15 controller)


BARGHESTSAVAGE GOBLIN SHAPESHIFTERS, barghests seek powerand influence through violence and treachery. Barghestscan adopt the forms of a variety of creatures,including bugbears, hobgoblins, and wolves.BARGHEST SAVAGERTHIS BUGBEAR BARGHEST lives for battle. A barghestsavager tries to incite bugbears, goblins, and hobgoblinsto violence, and often leads raiding parties inslaughter and pillage.Barghest SavagerLevel 4 BruteMedium natural humanoid (shapechanger) XP 175Initiative +4 Senses Perception +9; low-light visionHP 63; Bloodied 31AC 16; Fortitude 17, Reflex 15. Will 15Speed 6 (8 in wolf form)@ Bite (standard; usable only in wolf form; at-will)+7 vs. AC; 2d8 + 4 damage.© Battleaxe (standard; usable only in bugbear form; at-will) •Weapon+7 vs. AC; 1d10 + 6 damage.4 Jump Strike (standard; recharge [xj Ti))The barghest savager shifts 3 squares before and after theattack: +7 vs. AC; 3d8 + 5 damage.4 Power Feed (standard; usable only in wolf form; encounter) •Psychic, Reliable+5 vs. Will; 2d6 + 5 psychic damage, and the barghest savagergains one use of an at-will or encounter attack power that it hasseen the target use during this encounter.The savager must use the gained power while in its bugbearform and before the end of the encounter. The attack bonus forthe power is +7 vs. AC and +5 vs. any other defense.Change Shape (minor 1/round; at-will) • PolymorphA barghest savager can alter its physical form to appear as awolf or a bugbear (see Change Shape, MM 280).Alignment Evil Languages Common, GoblinSkills Stealth +9Str 18 (+6) Dex 15 (+4) Wis 14 (+4)Con 13 (+3) Int 12 (+3) Cha 11 (+2)Equipment battleaxeBARGHEST SAVAGER TACTICSRare is a savager that doesn't charge headlong intobattle; subtlety is for other beasts. It uses jump striketo hit defenders, then bounds away toward a party'sstrikers and controllers to feed upon a useful power.BARGHEST BATTLE LORDA BATTLE LORD GAINS ITS NAME from its propensity fortaking control of the flow of combat, earning respectand fear from friend and foe alike.Barghest Battle LordLevel 7 ControllerMedium natural humanoid (shapechanger) XP 300Initiative +5 Senses Perception +12; low-light visionHP 82; Bloodied 41AC 21; Fortitude 19, Reflex 19, Will 19Resist 5 psychicSpeed 6 (8 in wolf form)© Bite (standard; usable only in wolf form; at-will)+12 vs. AC; 2d6 + 4 damage, and the target is knocked prone.© Greatsword (standard; usable only in hobgoblin form; at-will)• Weapon+12 vs. AC; IdIO + 5 damage, and the barghest battle lord isinvisible to the target until the end of the battle lord's next turn.® Psychic Howl (standard; at-will) • Fear, PsychicRanged 10;+11 vs. Will; 1d8 + 5 psychic damage, and the targetis 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) •Healing, NecroticClose blast 5; +11 vs. Fortitude; 1d8 + 1 necrotic damage, andongoing 5 necrotic damage (save ends). When a target takes theongoing damage, the barghest battle lord regains S hit points.Change Shape (minor 1/round; at-will) • PolymorphA barghest battle lord can alter its physical form to appear as awolf or a hobgoblin (see Change Shape, MM 280).Get Some Distance (immediate reaction, when hit by a meleeattack; encounter)The barghest battle lord shifts 2 squares.Alignment Evil Languages Common, GoblinSkills Intimidate +11Str 16 (+6) Dex 15 (+5) Wis 18 (+7)Con 18 (+7) Int 19 (+7) Cha 16 (+6)Equipment greatswordBARGHEST BATTLE LORD TACTICSA barghest battle lord keeps its distance, preferring to let other creatures rush into melee. It allowsitself to be surrounded in order to use life feed to besteffect, afterward putting distance between itself andenemies.BARGHEST LORENature DC 7: Although barghests are shapeshiftersof the goblin race, they can also be found withother evil creatures. Barghests are born at randomamong goblins, which is viewed by parents as a blessingfrom Bane.Nature DC 12: Barghests gain energy by feedingon their foes' will. Some steal powers; others use theirfoes' strength to heal their own wounds.Nature DC 17: Barghests have unusual featuresthat indicate their special nature even in goblinform; a shock of white hair or a discolored eye is acommon sign.ENCOUNTER GROUPSBarghests can be found terrorizing prey alongsideall types of goblins, which they almost always leadthrough brute force or intimidation.Level 3 Encounter (XP 825)• 1 barghest savager (level 4 brute)• 2 goblin sharpshooters (level 2 artillery, MM 137)• 4 goblin warriors (level 1 skirmisher, MM 137)Level 6 Encounter (XP 1,350)• 1 barghest battle lord (level 7 controller)• 2 barghest savagers (level 4 brute)• 2 bugbear stranglers (level 6 lurker, MM 136)• 1 hobgoblin commander (level 5 soldier, MM 140)


BEH1RTHE BEHIR IS A MULTILEGGED SERPENTINE HORRORknown for its fearsome lightning-spitting attack.Clever and voracious predators, behirs are deadlyhunters from the time they are hatched.BEHIRSHREWD AND DEADLY, a behir is capable of runningdown prey and swallowing it whole. A quick-wittedopponent could try to reason with—or bribe—a behirbefore becoming its next meal.BehirLevel 14 Solo SoldierHuge natural magical beastX P J ,000Initiative see lightning reflexes Senses Perception +12;tremorsense 10Lightning Storm aura 5; an enemy that starts its turn in the auratakes S lightning damage.HP 564; Bloodied 282AC 30; Fortitude 27, Reflex 26, Will 26Resist 15 lightningSaving Throws +5Speed 7, climb 5Action Points 2© Claw (standard; at-will)Reach 3; +21 vs. AC; 2d8 + 6 damage.4 Bite (standard; at-will) • LightningReach 3; +21 vs. AC; 1d8 + 6 damage plus 1d8 lightningdamage.4 Devour (standard; recharges when no creature is affected by thispower)Reach 3; +19 vs. Reflex; 2d8 + 6 damage, and a Medium orsmaller target is swallowed. A swallowed target is grabbedand restrained. A swallowed creature has line of sight and lineof effect only to the behir, and no creature has line of sight orline of effect to it. A creature that escapes the grab is no longerswallowed and appears in a space adjacent to the behir. A behircan move normally while it has a target grabbed in this way.When the behir dies, the target can escape as a move action,appearing in the behir's former space. Sustain Minor: The behirsustains the grab, and the target takes 15 damage.«£• Lightning Breath (standard; recharge [X] (jj) • LightningClose blast 5; +17 vs. Reflex; 3d10 + 6 lightning damage and thetarget is dazed. Miss: Half damage.Thunderleg Stomp (standard; at-will)Close burst 3; +17 vs. Fortitude; 1d8 + 6 damage, and the targetis knocked prone.Lightning ReflexesThe behir acts three times in a round, on initiative counts 30,20, and 10. It cannot delay or ready actions. On each turn, it hasa standard action instead of the normal allotment of actions. Itcan use one immediate action between each pair of turns.Alignment Unaligned Languages Common, DraconicStr 2 3 (+13) Dex 20 (+12) Wis 21 (+12)Con 21 (+12) Int 7 (+5) Cha 13 (+8)BEHIR TACTICSA behir begins combat by attacking a weak-lookingtarget with devour, even if that means provokingopportunity attacks when moving past other foes.While sustaining devour, it uses lightning breaththunderlegandstomp to target multiple foes, falling backon bite and claw attacks if pressed in melee.BEHIR BOLTER WHELPALTHOUGH SMALL IN COMPARISON with adult behirs, abehir bolter whelp is large and fast enough to easilycapture and consume the creatures it preys upon.Behir Bolter WhelpLarge natural magical beastLevel 8 Solo SoldierXP 1.750Initiative see lightning reflexes Senses Perception +7;HP 352; Bloodied 176AC 24; Fortitude 19, Reflex 21, Will 19Resist 10 lightningSaving Throws +5Speed 8, climb 5Action Polnts2© Claw (standard; at-will)Reach 2; +15 vs. AC; 2d6 + 5 damage.4 Bite (standard; at-will) • Lightningtremorsense 10Reach 2; +15 vs. AC; 1d6 + 5 damage plus 1d6 lightning damage.4 Knockdown Rush (minor; recharge [X] !x] (Hj)The behir bolter whelp charges and makes the following attack:+16 vs. AC; 1d12 + 6 damage, and the target is knocked prone.4 Rip-Claw Response (immediate reaction, when hit by a meleeattack; at-will)The behir bolter whelp makes a claw attack against thetriggering creature.


Behir StormsteedLevel 24 SoldierHuge natural magical beast XP 6,050Initiative +21 Senses Perception +18; tremorsense 10HP 229; Bloodied 114AC 40; Fortitude 38, Reflex 36, Will 35Resist 15 lightningSpeed 8, fly 8 (hover)© Bite (standard; at-will) • LightningReach 2; +31 vs. AC; 1d8 + 9 damage plus 1d8 lightningdamage, and each creature within 3 squares of the target takes5 lightning damage.•


BEHOLDERWITH THEIR DEADLY EYE RAYS and voracious nature,beholders are among the most powerful and mostfeared of monsters.BEHOLDER GAUTHTHE GAUTH IS THE LEAST among beholderkind, but ituses the reputation of its more fearsome kin to gainpower over weaker creatures.Beholder GauthMedium aberrant magical beastInitiative +4HP 102; Bloodied 51Level 5 Elite ArtilleryXP 400Senses Perception +10; all-around vision,darkvisionAC 17; Fortitude 16, Reflex 18, Will 19Saving Throws +2Speed fly 6 (hover)Action Points 1© Bite (standard; at-will)+12 vs. AC; 2d4 damage.@ Central Eye (minor; at-will)Ranged 5; +10 vs. Will; the target is immobilized until the endof the beholder gauth's next turn.Eye Rays (standard; at-will) • see textThe beholder gauth uses two eye ray powers chosen from thelist below. Each eye ray must target a different creature. Usingeye rays does not provoke opportunity attacks.1-Fire Ray (Fire): Ranged 8; +10 vs. Reflex; 2d6 + 4 firedamage.2-Exhaustion Ray (Necrotic): Ranged 8; +10 vs. Fortitude; 1d8+ 4 necrotic damage, and the target is weakened (save ends).3-Sleep Ray (Sleep): Ranged 8; +10 vs. Fortitude; the targetis slowed (save ends). First Failed Saving Throw: The target isknocked unconscious (save ends).4—Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the beholdergauth slides the target 4 squares.Alignment EvilLanguages Deep SpeechStr 12 (+3) Dex 15 (+4) Wis 16 (+5)Con 15 (+4) Int 18 (+6) Cha 20 (+7)GAUTH TACTICSThe gauth relies on allies and servants to keepenemies away while it attacks with its eye rays. Ifconfronted by a strong melee combatant, it uses itstelekinesis ray to push the creature within range of itsallies. Spellcasters and ranged combatants are takenout of the fight with the gauth's sleep ray or immobilizedby its centraleye.BEHOLDER EYE OE EROSTTHE EYE OF FROST IS A HEARTLESS PREDATOR thathunts in frozen lands of ice and snow. More so thanother types of beholders, the eye of frost lives for thetwisted pleasures of the moment, seldom concerningitself with long-term plans.Beholder Eye of FrostLarge aberrant magical beastInitiative +12Level 14 Elite ArtilleryXP 2,000Senses Perception +16; all-around visiondarkvisionHP 222; Bloodied 111; see also ice armorAC 26 (28 with ice armor); Fortitude 26 (28 with ice armor),Reflex 26, Will 27Resist 15 coldSaving Throws +2Speed fly 4 (hover)Action Points 1© Bite (standard; at-will)+21 vs. AC; 2d6 damage.® Central Eye (minor 1/round; at-will)Ranged 8; +20 vs. Reflex; the target is weakened (save ends). Ifthe target takes cold damage while weakened by this power, itis immobilized until no longer weakened.Eyes of the Beholder (free, when an enemy starts its turnwithin 5 squares of the beholder eye of frost; at-will)The eye of frost uses eye ray against the triggering enemy.While the eye of frost is bloodied, a creature it hits also gainsvulnerable 5 cold until the end of the eye of frost's next turn.Eye Rays (standard; at-will) • see textThe beholder eye of frost uses one eye ray power chosen fromthe list below. Using eye rays does not provoke opportunityattacks.1 -<strong>Free</strong>ze Ray (Cold): Ranged 10; +19 vs. Reflex; 2d8 + 7 colddamage.2—Telekinesis Ray: Ranged 10; +19 vs. Fortitude; the eye offrost slides the target 6 squares.3-lce Ray (Cold): Ranged 10;+19 vs. Reflex; 1d8 + 6 colddamage, and the target takes ongoing 5 cold damage and isimmobilized (save ends both).Ice Armor (when first bloodied; encounter)The beholder eye of frost's AC and Fortitude increase by 2 untilthe end of the encounter.Alignment EvilLanguages Deep SpeechStr 13 (+8) Dex 21 (+12) Wis 18 (+11)Con 21 (+12) Int 12 (+8) Cha 23 (+13) •GAUTH LOREDungeoneering DC 12: Though less powerfulthan its other beholder kin, a gauth possesses deadlyeye rays and a hunger for power.Dungeoneering DC 17: A gauth is a cowardlycreature that relies on allies and slaves for protection.It is perfectly willing to sacrifice those allies to saveits own life.


BEHOLDER EYE OF CHAOSTHE EYE OF CHAOS IS A SINGULAR ENGINE of destruction,eschewing tactics and reason in favor of sowinga maximum amount of mayhem and ruin.j~jffiQXLUEYE OE FROST TACTICSEach round, the eye of frost targets the nearest foewith its central eye followed by an eye ray. It uses iceray to immobilize melee foes, employing its telekinesisray to slide targets within range of its eyes of thebeholder effect.EYE OE FROST LOREDungeoneering DC 18: An eye of frost prefers todwell in cold lands within the world and the ElementalChaos, drifting high above the frozen landscape tospy prey from afar.Dungeoneering DC 23: Ice archons, frost giants,and oni employ eyes of frost as hunters and guardians.These sadistic beholders often chafe under thecommand of such creatures, but they obey as long astheir masters sate their appetite for cruelty.Beholder Eye of Chaos Level 25 Elite ArtilleryLarge aberrant magical beast XP 14,000Initiative +20 Senses Perception +16; all-around vision,darkvisionHP 364; Bloodied 182; see also ripple of chaosAC 37; Fortitude 37, Reflex 37, Will 38Saving Throws +2Speed 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 useencounter attack powers or daily attack powers until the end ofthe beholder eye of chaos's next turn,-y Eyes of the Beholder (free, when an enemy starts its turnwithin 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 textThe beholder eye of chaos uses one eye ray power chosen fromthe list below. Using eye rays does not provoke opportunityattacks.1-Telekinesis Ray: Ranged 10; +30 vs. Fortitude; 3d8 + 7damage, 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).3—Confounding Ray (Charm, Psychic): Ranged 10; +30 vs.Will; 3d8 + 7 psychic damage, the eye of chaos slides the target6 squares, and the target is dazed (save ends).4-Maddening Ray (Charm, Psychic): Ranged 10; +30 vs. Will;3d8 + 7 psychic damage, and the target is dominated until theend of the eye of chaos's next turn.5-Fear Ray (Fear, Psychic): Ranged 10; +30 vs. Will; 3d8 + 7psychic damage, and the target moves its speed away from theeye of chaos by the safest route possible.6—Teleporting Ray (Teleportation): Ranged 10; +30 vs. Reflex;3d8 + 7 damage, and the eye of chaos teleports the target 10squares.Ripple of Chaos (when first bloodied; encounter)Each enemy within 5 squares of the beholder eye of chaos istargeted by a random eye ray power as a free action. The eye ofchaos then teleports 6 squares as a free action.Alignment Chaotic evil Languages Deep SpeechStr 18 (+16) Dex 26 (+20) Wis 18 (+16)Con 26 (+20) Int 21 (+17) Cha 28 (+21)


EYE OE CHAOS TACTICSThe eye of chaos targets a random creature with itscentral eye each round while targeting another creaturewith one of its eye rays. When bloodied, it usesripple of chaos to attack the closest targets, then teleportsto an easily defended location.EYE OE CHAOS LOREDungeoneering DC 26: Eyes of chaos areassociated with demons and other creatures of theElemental Chaos, although they ally themselveswith any creature if doing so advances their ruinousgoals. Like a demon, an eye of chaos seeks to sowdestruction and discord, but its plans are far morecomplex.Dungeoneering DC 31: Eyes of chaos arose froman ancient beholder eye tyrant that sought to tap thepower of the shard of pure evil that created the Abyss.Although it never found the shard, this eye tyrantreturned from the Abyss possessed of great powerthat warped it physically and mentally. None can saywhat secret goals drive the eyes of chaos, but theiractions more often align with the interests of demonsthan with those of other beholders.BEHOLDERULTIMATE TYRANTTHE MOST HORRIBLE OF ALL BEHOLDERS, ultimatetyrants emerge from the Far Realm to spread darkmadness in their wake.Beholder Ultimate TyrantHuge aberrant magical beastInitiative +20Level 29 Solo ArtilleryXP 75.000Senses Perception +27; all-around vision,darkvisionHP 1,080; Bloodied 540; see also spasmodic raysAC 41; Fortitude 38, Reflex 40, Will 42Immune petrificationSaving Throws +5Speed fly 8 (hover)Action Points 2© Bite (standard; at-will)+36 vs. AC; 3d8 + 10 damage.•f Central Eye (minor 1/round; at-will)Ranged 30; +34 vs. Fortitude; the target is dazed and slowed(save ends both). First Failed Saving Throw: The target is stunned(save ends). Miss: The target is slowed (save ends).•Y Eyes of the Beholder (free, when an enemy starts its turnwithin 5 squares of the beholder; at-will)The ultimate tyrant uses eye ray against the triggering enemy.


9-Ray of Attraction: Area burst 1 within 10; +32 vs. Reflex;the target takes a -5 penalty to all defenses, and at the startof the target's turn the beholder pulls it 2 squares (save endsboth). 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 thetarget's turn the ultimate tyrant pushes it 6 squares (save endsboth). Aftereffect: The target is pushed 3 squares at the start ofits turn (save ends).Antimagic FieldA beholder ultimate tyrant takes no damage from zone effects.AI ignment EvilLanguages Deep SpeechStr 22 (+20) Dex 22 (+20) Wis 27 (+22)Con 30 (+24) Int 34 (+26) Cha 38 (+28)ULTIMATE TYRANT TACTICSThe ultimate tyrant focuses its central eye attacks onthe strongest-looking melee combatants, hoping tokeep them out of the fray. It hovers above foes on theground, keeping out of melee as it assaults the closesttargets with its eye ray powers. However, it stays nearenemies in order to maximize the effect of its spasmodicrays.ULTIMATE TYRANT LOREDungeoneering DC 28: The ultimate tyrantis the pinnacle of beholderkind. These creaturesoriginate in the Far Realm, drawing power from themadness of that unknowable place.Dungeoneering DC 33: Ultimate tyrants commandthe allegiance of lesser beholders. Even thewillful and unpredictable eye of chaos bows to theleadership of an ultimate tyrant.ENCOUNTER GROUPSBeholders command a wide range of forces, typicallyconsisting of servants willing to stand betweenthem and their foes. Many beholders recruit flyingcreatures to their service, creating a deadly airbornestrike force.level 5 Encounter (1,100 XP)• 1 beholder gauth (level 5 elite artillery)• 2 barghest savagers (level 4 brute)• 1 goblin underboss (level 4 elite controller,MM 138)Level 13 Encounter (4,000 XP)• 1 beholder eye of frost (level 14 elite artillery)• 1 oni mage (level 10 elite lurker, MM 201)• 2 wyverns (level 10 skirmisher, MM 268)Level 24 Encounter (34,750 XP)• 1 beholder eye of chaos (level 25 elite artillery)• 1 chaos hydra (level 22 solo brute)Level 29 Encounter (89,000 XP)• 1 beholder ultimate tyrant (level 29 solo artillery)• 2 slaughterstone hammerers (level 25 soldier)


BULLYWUGNASTY AND NOISOME, bullywugs turn any swampthey inhabit into a dismal echo of the land it oncewas, so much so that even they view their existenceas innately askew. Bullywugs sense this "wrongness"as a heightened paranoia, a feeling that everyoneis out to kill them. And it's true-creatures thatattack a bullywug with extreme power or precisionfind themselves blessed by a moment of clarityand renewed strength, as if the natural world werethanking them.BULLYWUG MUCKERSTRONG AND STOUT, a bullywug mucker leaps intocombat to knock foes prone.Bullywug MuckerMedium natural humanoid (aquatic)Initiative +2 Senses Perception +0Level 1 BruteXP100Rancid Air (Poison) aura 2; each enemy that spends a healingsurge within the aura is weakened until the end of its next turn.HP 34; Bloodied 17AC 12; Fortitude 12, Reflex 12, Will 10Speed 6 (swamp walk), swim 40 Spear (standard; at-will) • Weapon+4 vs. AC; 1d8 + 3 damage.4 Bullywug Rush (standard; usable only in place of a melee basicBullyattack when charging; recharge |X] [Q])+5 vs. Fortitude; 2d6 + 4 damage, and the target is knockedprone. Miss: The bullywug mucker takes 3 damage and isknocked prone.A bullywug mucker's attack deals 1d6 extra damage againstprone targets.Nature's Release • HealingAny attacker who scores a critical hit against a bullywug muckerregains 3 hit points.Alignment Chaotic evilSkills Athletics+8Languages PrimordialStr 16 (+3) Dex 14 (+2) Wis 10 (+0)Con 14 (+2) Int 6 (-2) Cha 8 (-1)Equipment leather armor, spearBULLYWUG TWITCHERA BULLYWUG TWITCHER SPASMS around the battlefielderratically, making it hard to know where its javelinswill land.Bullywug TwitcherMedium natural humanoid (aquatic)Initiative +7 Senses Perception +3Level 1 SkirmisherRancid Air (Poison) aura 2; each enemy that spends a healingsurge within the aura is weakened until the end of its next turn.HP 34, Bloodied 17AC 16; Fortitude 13, Reflex 14, Will 13Speed 7 (swamp walk), swim 50Javelin (standard; at-will) • Weapon+6 vs. AC; 1d6 + 3 damage.® Javelin (standard; at-will) • WeaponRanged 10/20; +8 vs. AC; 1d6 + 3 damage.\ Spasmodic Hop (standard; encounter) 4- Reliable, WeaponMarks on the bullywug twitcher end, and it shifts 4 squaresbefore the attack: +7 vs. AC; 2d6 + 3 damage, and the targettakes a -4 penalty to attack rolls against the twitcher until theend of the twitcher's next turn.Nature's Release • HealingTTSFTBSHHIAny attacker who scores a critical hit against a bullywugtwitcher regains 4 hit points.Alignment Chaotic evilSkills Athletics+8Languages Primordial;tr14(+3) Dex 18 (+5) Wis 14 (+3)Con 10 (+1) Int 10 (+1) Cha 8 (+0)Equipment 5 javelinsBULLYWUG CROAKERWEAK AND FLABBY, a croaker belches foul gas in loudcroaks.Bullywug CroakerLevel 3 Minion BruteMedium natural humanoid (aquatic) XP 38Initiative +3 Senses Perception +0Rancid Air (Poison) aura 2; each enemy that spends a healingsurge within the aura is weakened until the end of its next turn.HP 1; a missed attack never damages a minion.AC 14; Fortitude 12, Reflex 14, Will 12Resist 5 poisonSpeed 6 (swamp walk), swim 40 Claw (standard; at-will)+6 vs. AC; 7 damage.Foul Croak (standard; at-will) • PoisonClose blast 2; +4 vs. Fortitude; 4 poison damage.Nature's Release • HealingAny attacker who scores a critical hit against a bullywug croakerregains 3 hit points.Alignment Chaotic evilSkills Athletics+6Languages PrimordialStr 10 (+1) Dex 14 (+3) Wis 10 (+1)Con 14 (+3) Int 6 (-1) Cha 5 (-2)BULLYWUG MUD LORDA MUD LORD POSSESSES GREATER INTELLIGENCE thanothers of its kind. It prefers to keep out of harm'sway, and has no compunctions about sacrificingunderlings.


Bullywug Mud Lordinitiative+2I natural humanoid (aquatic)Senses Perception+9Level 3 ArtilleryXP 150Rancid Air (Poison) aura 2; each enemy that spends a healingsurge within the aura is weakened until the end of its next turn.HP 39; Bloodied 19AC 16; Fortitude 14, Reflex 14, Will 16Speed 6 (swamp walk), swim 4; Quarterstaff (standard; at-will) 4 Weapon+8 vs. AC; 1d8 + 1 damage.— Electric Reflux (standard; recharge (nj) • Cold, LightningClose blast 3; +6 (+8 with necessary sacrifices) vs. Reflex; 2d6 + 4cold 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, ThunderArea burst 1 within 20; +6 (+8 with necessary sacrifices) vs.Reflex; 1d10 + 4fireand thunder damage.Secessary Sacrificesi f a bullywug mud lord includes at least one ally in the area of itsarea or close attacks, each of its rolls with that attack gains a +2power bonus,'oture's Release • HealingAny attacker who scores a critical hit against a bullywug mudbrd regains 5 hit points.Alignment Chaotic evilSkills Arcana +6, Nature +9Languages PrimordialStr 12 (+2) Dex 14 (+2) Wis 16 (+4)Con 15 (+3) Int 11 (+1) Cha10(+1)Equipment quarterstaffBULLYWUG LORENature DC 10: Bullywugs say they were createdby the original primordials, not by the gods. Theirprimitive societies are among the pettiest and mostmindlessly destructive of all humanoid societies.Nature DC 15: By amassing legacies of savagery,the crudest bullywugs imagine that they will oneday be reborn as slaads. Bullywug tribes that haveexhausted a swamp's resources have been known toresort to cannibalism; others are cannibals by choice.ENCOUNTER GROUPSBullywugs have a hard time teaming up with anyother creatures, but when they do it is with the foul,the chaotic, and the feral.Level 1 Encounter (XP 524)• 1 bloodthorn vine (level 2 soldier)• 2 bullywug croakers (level 3 minion)4- 2 bullywug muckers (level 1 brute)• 1 bullywug twitcher (level 2 skirmisher)Level 6 Encounter (XP 1,250)• 1 bullywug mud lord (level 3 artillery)4 3 bullywug twitchers (level 2 skirmisher)4 3 ettercap fang guards (level 4 soldier)4 1 ettercap webspinner (level 5 controller)z'1(Left to right) bullywug croaker, twitcher, mud lord, and muckerJ*


CENTAURPART HUMANOID AND PART HORSE, centaurs areuntamed warriors that revel in the glory of battle andthe raw power of nature.CENTAUR HUNTERA CENTAUR HUNTER EARNS ITS NAME not from huntinggame but from tracking and dispatching foes.Centaur HunterLarge fey humanoidInitiative +14HP 96; Bloodied 48AC 25; Fortitude 24, Reflex 25, Will 23Speed 8Level 12 ArtilleryXP700Senses Perception +14; low-light vision. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^© Bastard Sword (standard; at-will) • Weapon+17 vs. AC; 1d10 + 4 damage, plus 1d6 damage when charging,t Quick Kick (immediate reaction, when a creature moves into aspace where it flanks the centaur hunter; at-will)Targets the triggering creature; +17 vs. AC; 1d6 + 4 damage.»Y Lightning-Fast Shots (standard; at-will) • WeaponRanged 25/50; +19 vs. AC; 1d12 + 2 damage. Effect: Make theattack one more time against the same target or a different one.•Y Charger Arrow (standard; at-will) • WeaponRanged 25/50; +19 vs. Fortitude; 1d12 + 5 damage, and thetarget is pushed 3 squares and knocked prone.•f Triple Shot (standard; encounter) • WeaponRanged 25/50; targets one, two, or three creatures; +19 vs. AC;1d12 + 5 damage.Close-Combat ArcherWhen making ranged attacks, a centaur hunter does•notprovoke opportunity attacks from the targets.Alignment Unaligned Languages ElvenSkills Athletics +15, Nature +14Str 18 (+10) Dex 20 (+11) Wis 16 (+9)Con 18 (+10) Int 10 (+6) Cha 12 (+7)Equipment bastard sword, longbow, 40 arrowsCENTAUR RAVAGERA RAVAGER DELIGHTS IN BATTLE and is overcome by amixture of ecstasy and rage when fighting.Centaur RavagerLarge fey humanoidInitiative +10Level 12 BruteXP700Senses Perception +9; low-light visionHP 150; Bloodied 75; see also brash retaliationAC 24; Fortitude 26, Reflex 24, Will 23Spfd8© Greatsword (standard; at-will) • Weapon+15 vs. AC; 1d10 + 6 damage, plus 1d10 damage whencharging.•f Quick Kick (immediate reaction, when a creature moves into aspace where it flanks the centaur ravager; at-will)Targets the triggering creature; +14 vs. AC; 1d6 + 6 damage.•!• Berserk Rush (standard; recharges when first bloodied) •Weapon+15 vs. Fortitude; 2d10 + 6 damage (plus 1d10 damage whencharging), and the target is pushed 2 squares and knockedprone. Special: When charging, the centaur ravager can use thispower in place of a melee basic attack.4 Brash Retaliation (free, when first bloodied; encounter) •Weapon+15 vs. AC; 3d10 + 6 damage, and the centaur ravager•pushesthe target 2 squares.Alignment Unaligned Languages ElvenSkills Athletics +17, Nature +14Str 2 2 (+12) Dex 18 (+10) Wis 16 (+9)Con 20 (+11) Int 9 (+5) Cha 10 (+6)Equipment greatswordCENTAUR MYSTICA CENTAUR MYSTIC ADVISES ITS TRIBE about the waysof nature and about their duties to the spirits of theirancestors. It possesses magic power that stems fromboth the wilderness and the spirit realm.Centaur MysticLarge fey humanoidInitiative +8HP 132; Bloodied 66Level 13 Controller (Leader)XP800Senses Perception +16; low-light visionAC 27; Fortitude 26, Reflex 24, Will 26Sp«ed 8»«__»«_«_—© Quarterstaff (standard; at-will) • WeaponReach 2; +16 vs. AC; 1 d8 + 6 damage, plus 1 d6 damage whencharging.+ Quick Kick (immediate reaction, when a creature moves into aspace where it flanks the centaur mystic; at-will)Targets the triggering creature; +15 vs. AC; 1d6 + 4 damage,•f Rootwhip Staff (standard; at-will) • WeaponReach 2; +15 vs. Reflex; 1d8 + 6 damage, the centaur mysticslides the target 3 squares, and the target is slowed (save ends).Ancestral Chargers (standard; recharges when a centaurwithin 10 squares of the centaur mystic drops to 0 hit points) •PsychicClose blast 5; targets enemies; +14 vs. Fortitude and Will (oneattack roll against both defenses); 3d8 +5 psychic damage if theattack hits the target's Will; the target is pushed 2 squares andknocked prone if the attack hits the target's Fortitude.


Biting Earth (standard; recharges when first bloodied) • ZoneArea burst 2 within 10; the burst creates a zone of biting earththat lasts until the end of the centaur mystic's next turn. Anyenemy that ends its turn within the zone is immobilized (saveends). As a free action, an enemy immobilized by the zone cantake 3d8 damage to save against the effect. Sustain Standard:The zone persists, and the mystic can move it 3 squares.Mystic Resonance (minor; encounter) • Healing \The centaur mystic and each ally it can see regain 10 hit pointsand can make a saving throw against one effect.Alignment UnalignedLanguages ElvenSkills Athletics +15, Heal +16, Insight +16, Nature +16So-18 MO) Dex 14 (+8) Wis 21 (+11)Con 20 (+11) Int 16 (+9) Cha 14 (+8)Equipment leather armor, quarterstaffCENTAUR FEY CHARGERA FEY CHARGER BRINGS THE POWER OF STORMS to bearagainst its enemies.1 Centaur Fey Charger Level 18 Soldier1 Large fey humanoidXP 2,000*iitiative +15 Senses Perception +16; low-light vision-P 172: Bloodied 86AC 34; Fortitude 31, Reflex 29, Will 30Soeed 8: Bastard Sword (standard; at-will) • Weapon-24 vs. AC; 1d10 + 6 damage, plus 1d6 damage when charging.Effect: The target is marked until the end of the centaur feycharger's next turn.- Ciuick Kick (immediate reaction, when a creature moves into aspace where it flanks the centaur fey charger; at-will)Targets the triggering creature; +25 vs. AC; 1d6 + 6 damage.- storming Charge (standard; usable only in place of a melee-a sic attack when charging; encounter) • Lightning, Thunder,Weapon-24 vs. AC; 2d10 + 7 damage plus 2d6 lightning damage, andthe centaur fey charger makes a secondary attack. SecondaryAttack: Close burst 2 centered on the target; targets enemies;-21 vs. Fortitude; 1d8 + 6 thunder damage, and the target isknocked prone and marked until the end of the fey charger'snext turn.- Thunder Hooves (immediate reaction, when a creature markedDY the centaur fey charger makes an attack that does notinclude the centaur fey charger) • ThunderTargets the triggering creature; +21 vs. Fortitude; 2d10 + 5•hunder damage.>Stab of Lightning (standard; at-will) • LightningRanged 10; +23 vs. Reflex; 1 dl0 + 7 lightning damage.AJignment UnalignedLanguages ElvenSkills Athletics +20, Insight +16, Nature +16Ser23(+15) Dex19(+13) Wis 14 (+11)Con 20 (+14) Int 11 (+9) Cha 21 (+14)Equipment chainmail, light shield, bastard swordCENTAUR CAMPAIGNERA CAMPAIGNER BRINGS DECADES of battle experience


(Left to right) centaur hunter, ravager, and mysticNature DC 16: Centaurs revere the wild forcesrepresented by Kord and Melora, rather than thoseof the fey god Corellon. Thus, they love the wild, andthey fiercely protect pure lands from despoiling interlopersand monsters. They see combat and athleticcontests as paths to renown, and they do not feardeath in battle. Their celebrations after successfulbattles, hunts, or births are unruly and long, full ofboasting, sport, and drink.As fierce as they are, centaurs are gentle to oneanother and to friends. They have a strong mysticaltradition and wise leaders, most of which are female.Their laws are simple and very different from humanstandards. The punishment for serious crimes is banishmentfrom the tribe. Such outlaws must leave thetribe's lands, and no other tribe member can raisehand or hoof to help them.Nature DC 21: Devotion to Kord's creed and aspiritual connection to nature is physically manifestin these fey creatures; mystics among the centaursdevelop amazing powers over the natural world.Centaurs devoted to battle, as well as centaur mages,develop power over lightning and thunder.ENCOUNTER GROUPSCentaurs have strong ties with elves, eladrin,gnomes, and satyrs. Many adventurous centaurs liveamong other fey and explore the wider cosmos. Feychargers, for example, have been seen as "knights"in eladrin courts. Exiled centaurs do the same,although these outcasts are more likely to be evil. Afew centaurs, often campaigners, venture far afieldas mercenaries.Level 23 Encounter (XP 25,500)• 1 centaur campaigner (level 25 soldier)• 2 fell wyverns (level 24 skirmisher)• 2 eladrin ghaeles of winter (level 21 artillery,MM 103)


CENTIPEDEUJTHESE VORACIOUS NOCTURNAL PREDATORS-thrive indark conditions such as forest undergrowth and moistcaves. Centipedes are quick and silent hunters thatprey on any creature they are able to eat.CENTIPEDE SWARMALTHOUGH EACH INDIVIDUAL IS JUST A FOOT LONG,when groups of centipedes swarm together they cankill and consume far larger targets.Centipede SwarmLevel 2 BruteMedium natural beast (swarm) XP 125Initiative +4Senses Perception +1; darkvisionSwarm Attack aura 1; each enemy that starts its turn within theaura takes 3 damage plus 2 extra damage per centipede swarmadjacent to the enemy.HP 44; Bloodied 22AC 14; Fortitude 14, Reflex 15. Will 10Resist half damage from melee and ranged attacks; Vulnerable 10against close and area attacksSpeed 6, climb 6 (spider climb)i) Swarm of Mandibles (standard; at-will) • Poison+4 vs. Reflex; 1d6 damage, and ongoing 5 poison damage (saveends); a creature already taking ongoing poison damage is alsoweakened (save ends). The centipede swarm's attack deals 1extra damage for each centipede swarm adjacent to it.Survival Instinct (immediate reaction, when hit by an area orclose attack; at-will)The centipede swarm shifts 3 squares.Alignment Unali jned Languages -Skills Stealth +9Str 9 (+0) Dex 17 (+4) Wis 10 (+1)Con 14 (+3) Int 1 (-4) Ch 6(1}CENTIPEDE SCUTTLERS&WMHHKSHHHKTHIS ENORMOUS CENTIPEDE positions itself to ambushprey, sometimes clinging overhead or lurking indebris. It relentlessly pursues one target.Centipede ScuttlerLevel 4 SkirmisherMedium natural beast XP 175Initiative +8HP 51; Bloodied 25Senses Perception +2; darkvisionAC 18; Fortitude 16, Reflex 18, Will 14Speed 8, climb 8 (spider climb); see also scuttlej) Bite (standard; at-will) • Poison+9 vs. AC; 1d6 + 2 damage, and ongoing 5 poison damage (saveends); a creature already taking ongoing poison damage is alsoweakened (save ends).* Feed (standard; at-will)Targets a weakened creature; +9 vs. AC; 3d6 + 2 damage.Scuttle (move; at-will)The centipede scuttler shifts 4 squares. When it shifts intoan ally's space, that movement does not count toward the 4squares the scuttler can shift.Alignment Unaligned Languages -Skills Stealth +11Str 14 (+4) Dex 18 (+6) Wis 10 (+2)Con 11 (+2) Int 2 (-2) Cha9(+1)CENTIPEDE LORENature DC 10: Centipedes are plentiful in woodlandsand caves, and their poison can drain a victim'sstrength.Nature DC 15: Centipedes are sacred to Torog,and his worshipers keep them as pets.ENCOUNTER GROUPSBecause they're wide-ranging and not smart, centipedesserve other forest and underground creaturesas pets or guardians.Level 4 Encounter (XP 800)• 1 ankheg (level 3 elite lurker)• 2 bloodthorn vines (level 2 soldier)• 2 centipede swarms (level 2 brute)Level 5 Encounter (XP 1,050)• 2 centipede scuttlers (level 4 skirmisher)• 1 gnoll huntmaster (level 5 artillery, MM 132)• 2 gnoll marauders (level 6 brute, MM 132)


CHAOS SHARDAT THE MAELSTROM THAT MARKS THE BOUNDARIES ofthe Abyss, the raging energy of the Elemental Chaosmerges with an all-pervasive evil. Where these forcescoalesce, they give rise to chaos shards—intelligentand malevolent creatures of living crystal.STORM SHARDA STORM SHARD PUMMELS ITS FOES with powerfulblasts of thunder and lightning.Storm ShardInitiative +6Senses Perception +4; darkvisionLevel 4 ArtilleryXP 175Static Storm (Lightning, Thunder) aura 2; each enemy that endsits turn within the aura takes 3 lightning and thunder damage.An immobilized enemy instead takes 5 lightning and thunderdamage.HP 44; Bloodied 22; see also storm shatterAC 16; Fortitude 15, Reflex 17, Will 15Immune disease, poison; Resist 5 variable (1/encounter)Speed 3, fly 3 (hover)© Thunder Strike (standard; at-will) • Thunder+9 vs. Fortitude; 1d6 + 4 thunder damage, and if the target isbloodied it is knocked prone.Shock Bolt (standard; at-will) • LightningRanged 10; +9 vs. Fortitude; 1d6 + 4 lightning damage, and ifthe target does not end its next turn at least 4 squares fromwhere it started its turn, it takes 3d6 + 6 lightning damage.Storm Shatter (when the storm shard drops to 0 hit points) •Lightning, ThunderClose burst 3; +9 vs. Fortitude; 2d6 lightning and thunderdamage, and the target is pushed 3 squares and deafened (saveends).Alignment Chaotic evilLanguages AbyssalStr 15 (+4) Dex 18 (+6) Wis 14 (+4)Con14(+4) lnt7(+0) Cha 15 (+4)DEATH SHARDTHESE EERILY GLOWING SHARDS drain the life fromtheir enemies.Death ShardMedium elemental magical beastInitiative +9Senses Perception +7; darkvisionLevel 8 ArtilleryXP350Death Shadow (Necrotic) aura 2; each enemy that ends its turnwithin the aura takes 4 necrotic damage. A slowed enemyinstead takes 6 necrotic damage.HP 71; Bloodied 35AC 20; Fortitude 19, Reflex 21, Will 19Immune disease, poison; Resist 10 necrotic, 5 variable (1/encounter); see also life to deathSpeed 3, fly 3 (hover)© Razor Shard (standard; at-will)+13 vs. Reflex; 1d10 + 4 damage.>T Death Bolt (standard; at-will) • NecroticRanged 10; +13 vs. Fortitude; 2d6 + 5 necrotic damage, and thetarget is slowed (save ends).Critical Fracture (immediate reaction, when an enemy scores acritical hit against the death shard; encounter) • NecroticClose burst 2; targets enemies; +13 vs. Fortitude; 1d8 + 5necrotic damage, and the target is weakened until the end of itsnext turn.Life to Death (whenever the death shard resists damage)The death shard's attacks deal 1d8 extra damage until the endof its next turn.Alignment Chaotic evilSkills Stealth +14Languages AbyssalStr 14 (+6) Dex 20 (+9) Wis 16 (+7)Con 17 (+7) Int 7 (+2) Cha 14 (+6)FLAME SHARDFLAME SHARDS RADIATE HEAT and can target evendistant creatures with gouts of fire.Flame ShardMedium elemental magical beastInitiative +10Senses Perception +8; darkvisionLevel 12 ArtilleryXP700Heat Wave (Fire) aura 2; each enemy that ends its turn within theaura takes 5 fire damage and takes a -2 penalty to saving throwsagainst ongoing fire damage during its current turn.HP 100; Bloodied 50; see also flame shatterAC 24; Fortitude 25, Reflex 23, Will 23Immune 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.•


(Left to right)flame shard, death shard, storm shard, prismatic shardPRISMATIC SHARDLTIHUED CRYSTALLINE SHAPES, prismatic shardstzle their targets before killing them.:-rsmatic ShardMum elemental magical beastnriiative +13Senses Perception +9; darkvisionLevel 16 ArtilleryXP 1,400*-rsmatic Corona (Radiant) aura 2; each enemy that ends its turnmf«. thin the aura takes 5 radiant damage and takes a -2 penalty•: saving throws during its current turn.123: Bloodied 61; see also prismatic shatterAC 28: Fortitude 27, Reflex 27, Will 29tannine disease, poison, radiant; Resist 10 variable (4/encounter)Speed 4, fly 4 (hover): Prism Flare (standard; at-will) • Radiantvs. Reflex; 1d10 + 7 radiant damage.'' • descent Bolt (standard; at-will) • RadiantRanged 20; +21 vs. Will; 2d8 + 7 radiant damage, and the targetis blinded until the end of the prismatic shard's next turn.*- Hashing Colors (minor; recharge (x| (FT])- ose burst 3; targets enemies; +21 vs. Will; the target is dazedHFCWEENDS).4- Prismatic Shatter (when the prismatic shard drops to 0 hit:•: nts) • RadiantI ose burst 2; +21 vs. Will; 2d8 + 7 radiant damage, and the"3'get is blinded (save ends)... I-ment Chaotic evil Languages Abyssal--12) Dex 20 (+13) Wis 13 (+9)-•21 (+13) Int 7 (+6) Cha 24 (+15)CHAOS SHARD LOREArcana DC 10: Chaos shards are sentient crystalcreatures formed in the maelstrom where the deepestlevels of the Elemental Chaos become the Abyss.Arcana DC 16: Chaos shards exist due to theinfluence of the shard of pure evil from which theAbyss was created. Legends state that the mostpowerful of the chaos shards are splinters of this legendarycrystalline fragment.Arcana DC 21: Wizards and those that drawpower from the Elemental Chaos sometimes capturechaos shards to use them as sources of power.ENCOUNTER GROUPSChaos shards travel together in small clusters, sowingupheaval wherever they go. They are also highlysought after by arcane casters and creatures of theElemental Chaos, which use them as powerful (ifunpredictable) guardians.Level 7 Encounter (XP 1,500)• 2 death shards (level 8 artillery)• 1 bloodseep demon (level 7 skirmisher)• 2 evistros (level 6 brute, MM 54)Level 17 Encounter (XP 8,200)• 1 prismatic shard (level 16 artillery)• 3 blue slaads (level 17 brute, MM 238)• 1 green slaad (level 18 controller, MM 238)


^COCKATRICETHIS ODD-LOOKING CREATURE terrifies even the bravestbecause of its ability to turn flesh into stone.CockatriceLevel 5 SkirmisherSmall natural beast XP 200initiative +8 Senses Perception +2; low-light visionHP 63; Bloodied 31AC 19; Fortitude 17, Reflex 19, Willi SImmune petrificationSpeed 4, fly 6 (clumsy)© Bite (standard; at-will)+10 vs. AC; 1d6 + 3 damage, and the cockatrice makes asecondary attack against the same target. Secondary Attack: +8vs. Fortitude; the target is slowed (save ends). First Failed SavingThrow: The target is immobilized instead of slowed (save ends).Second Failed Saving Throw: The target is petrified.•r Buffeting Wings (immediate interrupt, when an enemy movesadjacent to the cockatrice; recharge (TTj [X] {{ij)The cockatrice uses its bite against the triggering enemy andthen shifts 3 squares.Alignment Unaligned Languages -Skills Stealth +11Str 9 (+1) Dex 18 (+6) Wis 11 (+2)Con 15 (+4) Int 2 (-2) Cha 4 (-1)COCKATRICE TACTICSmm,COCKATRICE LORENature DC 12: The lair of a cockatrice is filledwith broken statues of previous victims, whichinclude various wild animals. In the wild, the softground of a cockatrice's lair is filled with short tunnelsand hollows that a cockatrice can use whenattacked.Nature DC 17: Feathers freshly plucked from acockatrice can be mixed with mud to create a poulticethat reverses petrification when spread overan affected creature. This method requires a DC20 Heal check and 30 minutes, and it is successfulonly if the poultice is applied within twenty-fourhours of the petrification. One cockatrice providesenough feathers to create a poultice for one petrifiedcreature.ENCOUNTER GROUPSReptilian and serpentine monsters such as yuan-ti,lizardfolk, and medusas sometimes keep cockatricesas pets or guardians.Level 3 Encounter (XP 850)• 2 cockatrices (level 5 skirmisher)• 1 poisonscale collector (level 3 lurker)• 2 poisonscale myrmidons (level 3 soldier)Despite its fearsome reputation, a cockatrice is acowardly foe. It engages one enemy at a time, usingits buffeting wings to bite and then retreat.


COLOSSUSA COLOSSUS EXISTS TO FULFILL the will of its creators,but the creators of the primordial colossi passed intomyth long ago.Primordial ColossusLevel 28 Elite BruteHuge elemental animate (construct) XP 26,000Initiative +21 Senses Perception +22Elemental Presence (Acid, Cold, Fire, Lightning, Thunder) aura5: each creature that starts its turn within the aura takes 15acid, cold, fire, lightning, and thunder damage.HP 640; Bloodied 320AC 40; Fortitude 44, Reflex 37, Will 38-nmune disease, fear, poison, sleep; Resist 15 variable (3/encounter)Saving Throws +2Speed 10Action Points 1- Slam (standard; at-will)-29 vs. AC; 3d10 + 14 damage.- Colossal Slam (standard; at-will) • Acid, Cold, Fire,Lightning, ThunderClose blast 3; +29 vs. AC; 3d10 + 14 damage, and theprimordial colossus can make a secondary attack. SecondaryAttack: 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 movesadjacent to the primordial colossus; recharges when firstbloodied) • Acid, Cold, Fire, Lightning, ThunderTargets the triggering creature; +30 vs. Fortitude; 3d8 + 7 acid,cold, fire, lightning, and thunder damage, and the target ispushed 4 squares and knocked prone.>Primordial Stone (standard; at-will) • Acid, Cold, Fire,Lightning, ThunderRanged 20; +29 vs. Reflex; 3d6 + 14 damage, and theprimordial colossus can make a secondary attack that is a burst5 centered on the target. Secondary Attack: +28 vs. Fortitude;3d8 acid, cold, fire, lightning, and thunder damage, and thesecondary target is knocked prone.Alignment Unaligned Languages -Str 38 (+28) Dex 25 (+21) Wis 27 (+22)Con 30 (+24) Int 3 (+10) Cha 15 (+16)COLOSSUS LOREArcana or Religion DC 28: Originally craftedbv the primordials, primordial colossi now slumberin crumbling ruins or move freely throughout theplanes, seeking to fulfill the orders of their long-gonemasters. Some primordial colossi appear to be shatteredstatues, but rise in fury when approached.Arcana or Religion DC 33: Most primordialcolossi are as ageless as their original masters. However,these powerful guardians can also be created bythe death or awakening of mighty elemental beings,:n a buildup of arcane energy, or by the rituals ofimighty wizards.ENCOUNTER GROUPSThough a primordial colossus can arise spontaneously,most of these creatures are found in the ancientruins they were created to defend, fighting alongsideother immortal guardians.Level 26 Encounter (XP 45,100)• 1 primordial colossus (level 28 elite brute)• 2 great flameskulls (level 24 artillery, MM 109)• 1 slaughterstone hammerer (level 25 soldier)Level 27 Encounter (XP 61,000)• 1 primordial colossus (level 28 elite brute)4- 1 primordial naga (level 25 solo artillery, MM 195)


COUATLTHE ANCIENT RACE OF COUATLS has earned renownfor selflessly opposing the evil of demons and theAbyss. However, the couatls' legendary virtue andbenevolence can sometimes be occluded by theirsingle-minded pursuit of their goals.COUATL CLOUD SERPENTA COUATL CLOUD SERPENT ATTACKS FROM ABOVE, hurlinglightning at its foes.Couatl Cloud SerpentLevel 18 ArtilleryLarge immortal magical beast (reptile) XP 2.000Initiative +13 Senses Perception +21HP 135; Bloodied 67AC 30; Fortitude 29, Reflex 30, Will 31Saving Throws see twist freeSpeed 6, fly 8 (hover)© Bite (standard; at-will) • Poison, RadiantReach 2; +25 vs. AC; 1d6 + 4 poison and radiant damage, andongoing 10 poison and radiant damage (save ends),•r Hurtling Coils (minor 1/round; at-will)Reach 2; +23 vs. Fortitude; the target is pushed 2 squares andknocked prone.Sky Bolt (standard; at-will) • Lightning, RadiantRanged 20; +23 vs. Reflex; 2d10 + 6 lightning and radiantdamage.•ii- Snaking Arcs (standard; recharges when first bloodied) •Lightning, RadiantArea burst 3 within 20; targets enemies; +23 vs. Reflex; 2d8 + 6lightning and radiant damage.Radiant Absorption • RadiantIf a couatl cloud serpent takes radiant damage, its attacks deal5 extra radiant damage until the end of its next turn.Twist <strong>Free</strong>A couatl cloud serpent makes saving throws againstimmobilized and restrained conditions at the start of its turnas well as at the end of its turn. In addition, a cloud serpentcan make saving throws against immobilized and restrainedconditions that do not allow saving throws and would normallyend at the end of its turn or at the end of an enemy's turn.Alignment Unaligned Languages SupernalSkills Arcana +20, Diplomacy +19, Insight +21Str 19 (+13) Dex 18 (+13) Wis 24 (+16)Con 21 (+14) Int 22 (+15) Cha 20 (+14)COUATL STAR SERPENTA COUATL STAR SERPENT RUSHES FEARLESSLY intobattle, constricting enemies in its coils.Couatl Star Serpent Level 15 Elite Controller (Leader)Large immortal magical beast (reptile) XP 2.400Initiative +11 Senses Perception +18; low-light visionHP 286; Bloodied 143AC 29; Fortitude 27, Reflex 27, Will 28Saving Throws +2; see also twist freeSpeed 6, fly 8 (hover)Action Points 1© Bite (standard; at-will) • Poison, RadiantReach 2; +20 vs. AC; 1d6 + 5 poison and radiant damage, andthe target takes ongoing 5 poison and radiant damage and isslowed (save ends both).4 Couatl Radiance (standard; encounter) • Fire, Healing, RadiantThe couatl star serpent gains insubstantial and phasing until theend of its turn, and moves 8 squares. The star serpent can movethrough enemies' spaces. If the star serpent moves throughan ally's space, that ally regains 15 hit points and can spend ahealing surge. If it passes through an enemy's space, the couatlmakes an attack against that enemy: +19 vs. Will; 1 d6 + 5 fireand radiant damage, and ongoing 10 fire and radiant damage(save ends). The star serpent can attack a target only once witheach use of this power.•)• Righteous Coils (minor 1/round; at-will)Reach 2; +19 vs. Fortitude; 1d6 + 5 damage, and the target isgrabbed. A creature grabbed by the couatl star serpent grantscombat advantage to the star serpent, and the star serpent canmove the grabbed creature without needing to make a Strengthattack.\ Constrict (minor 1/round; at-will)Reach 2; targets a creature grabbed by the couatl star serpent;+19 vs. Fortitude; 2d6 + 5 damage, and the target is dazed untilthe end of the couatl's next turn.«$» Purifying Scream (standard; encounter) • PsychicClose burst 5; targets enemies; +18 vs. Will; 1d10 + 6 psychicdamage, and the target is dazed (save ends). If the target istaking ongoing fire, poison, or radiant damage, it is also stunneduntil the end of the couatl star serpent's next turn.Radiant Absorption • RadiantIf a couatl star serpent takes radiant damage, its attacks deal 5extra radiant damage until the end of its next turn.Twist <strong>Free</strong>A couatl star serpent makes saving throws against immobilizedand restrained conditions at the start of its turn as well as atthe end of its turn. In addition, a star serpent can make savingthrows against immobilized and restrained conditions that donot allow saving throws and would normally end at the end ofits turn or at the end of an enemy's turn.Alignment Unaligned Languages SupernalSkills Arcana +17, Diplomacy +17, Insight +18Str 20 (+12) Dex 18 (+11) Wis 22 (+13)Con15(+9) Int20(+12) Cha20(+12)mi


COUATL LOREReligion DC 11: Couatls are benevolent celestialserpents known for their hatred of demons and otherforces of evil and chaos.Religion DC 18: The couatls' benevolent reputationis only partly deserved. Although they are drivenin their hatred of evil, couatls are single-mindedin their dedication to their specific plans, whetherprotecting a village, propelling a chosen creatureon a path of destiny, or preventing a planar breach.Creatures that stand opposed to a couatls plansknowinglyor otherwise—can easily find themselvesthe object of the creature's wrath.Religion DC 23: Couatls were supposedly bornof the first light in the world. Ancient lore speaks ofgreat couatls fighting in the war between the godsand the primordials, and of how these creaturesbound mighty beings within the world or on otherplanes. <strong>Free</strong> couatls and their followers work to makesure such sites remain forever undisturbed.ENCOUNTER GROUPSCouatls most often ally with other creatures thatshare a desire to oppose malevolence or guard againstancient evil. However, a couatl might fight on the sideof unaligned or even evil creatures if doing so worksagainst a greater evil in the long term.Level 14 Encounter (XP 5,600)• 1 couatl star serpent (level 15 elite controller)• 3 deva knights-errant (level 11 soldier)• 1 phoelarch warrior (level 12 elite skirmisher)Level 20 Encounter (XP 15,500)• 2 couatl cloud serpents (level 18 artillery)• 2 marut executioners (level 22 brute)• 1 marut prosecutor (level 21 controller)CROSSING BETWEEN WORLDSA couatl can cross from any plane to the Astral Sea bytaking 10 minutes to do so. It arrives at a random locationor at a teleportation circle it knows. If it chooses to, it canmake an Arcana check to leave a portal open behind it.Such a portal's duration is the same as if the couatl hadcreated it using the Planar Portal ritual (PH 311).


CYCLOPSCYCLOPSES SERVE MORE POWERFUL creatures as warriorsand bodyguards. Their evil eyes are legendary.CYCLOPS CRUSHERCRUSHERS LOOM OVER THEIR VICTIMS, swinging theirclubs with brutal glee.Cyclops CrusherLevel 14 BruteLarge fey humanoidXP 1,000Initiative +12 Senses Perception +16; truesight 6HP 171; Bloodied 85AC 26; Fortitude 27, Reflex 26, Will 25Speed 8© Spiked Greatclub (standard; at-will) • WeaponReach 2; +17 vs. AC; 2d10 + 8 damage.'f Evil Eye (minor 1/round; at-will)Ranged sight; targets a creature the Cyclops crusher has hit witha melee attack during this round; the target takes a -2 penaltyto attack rolls and all defenses until the end of the encounter oruntil the crusher uses evil eye against a different target.•


DARKMANTLESTRANGE EMIGRES FROM THE SHADOWFELE-, darkmantleslurk in caverns, ruins, and other dark places.They feed by dropping on prey from above.DARKMANTLEENVELOPER TACTICSA darkmantle enveloper waits for a group toapproach. Once a few targets are near, it attacks withshadowcryand then immediately drops down to useengulf against a dazed foe.DARKMANTLE LOREArcana DC 14: Darkmantles are strange predatorsfrom the Shadowfell. The enveloper clings to theceiling and drops upon prey, using its size to engulfa foe.Arcana DC 19: Shadar kai and cave dwellers usedarkmantles as guard pets. Darkmantles possess atleast as much intelligence as dogs.ENCOUNTER GROUPSDarkmantles often hunt in hanging packs. They arealso used as living traps by numerous humanoid tribes.Darkmantle EnveloperLarge shadow magical beastInitiative +12 Senses Perception +7; blindsight 8,darkvisionLevel 8 LurkerXP350Shadowy Field aura 5; bright light within the aura is reduced todim light.HP 76; Bloodied 38AC 21; Fortitude 22, Reflex 20, Will 19Vulnerable 5 radiant (a darkmantle enveloper that takes radiantdamage cannot use shadowy field until the end of its next turn)Speed 2, climb 2 (spider climb), fly 6; see also darkjump© Tentacle Lash (standard; at-will)+13 vs. AC; 2d6 + 5 damage.•r Engulf (standard; usable only while the darkmantle enveloperdoes not have a creature grabbed; at-will)+11 vs. Reflex; 2d6 + 5 damage, and the target is grabbed.The target is blinded until the grab ends. Sustain Minor: Theenveloper sustains the grab, and the target takes 5 damage.Shadowcry (minor; encounter) • ThunderClose burst 3; targets enemies; +11 vs. Fortitude; 1d4 + 3thunder damage, and the target is dazed until the end of thedarkmantle enveloper's next turn.Darkjump (immediate reaction, when damaged by an attack;recharge [X] [Til) • TeleportationThe darkmantle enveloper teleports 6 squares to a space thatis in darkness or is illuminated by dim light. The enveloperbecomes invisible, and its shadowy field aura is deactivated untilthe start of its next turn.Alignment Unaligned Languages —Skills Stealth +13Str 19 (+8) Dex 19 (+8) Wis 16 (+7)Con 22 (+10) Int 3 (+0) Cha 5 (+1)Level 6 Encounter (XP 1,400)• 2 darkmantle envelopers (level 8 lurker)• 2 duergar shock troopers (level 6 brute)• 1 duergar theurge (level 5 controller)


DEMOGORGONDEMOGORGON, PRINCE OF DEMONS, is a two-headedmonstrosity who commands the fear and respect ofdeities, devils, demons, and primordials alike. Hisfollowers embrace wanton destruction, and his warsagainst Orcus and Graz'zt have raged across theAbyss for eons. Only Demogorgon's two competingminds keep his mad ambitions in check.The Prince of Demons is cunning, cruel, envious,and ferocious even for a demon. He sees both sides ofevery problem and has plenty of attention to spare forhis cosmos-spanning cult of sadism and destruction.Demogorgon's worshipers include troglodytes,kuo-toa, and other humanoids that exult in mindlessviolence and destruction. In times of chaos, humansand others flock to Demogorgon's cult. Demogorgon'spriests teach that through savagery, strength, andslaughter, followers thrive and multiply where othersfade and die. When war wracks the land-particularlywhen hordes of monsters sweep over bastions ofcivilization, leaving them in ruin—Demogorgon's cultgrows strong.Although Demogorgon's cult is small, it leaves aterrible swath of destruction across the land. Demogorgon'scultists organize themselves into crudewar bands, relying on battle madness and wrath tooverpower their enemies. They wander from town totown, burning and looting everything in their paths.Like miniature aspects of their lord's wrath, theydestroy all they see.No commentary on Demogorgon is completewithout mention of Dagon, a mighty demon lord whoprowls the deepest waters of the Abyss. If Demogorgonis the machine of destruction, Dagon is thecool, calculating mind behind it, sowing chaos insubtle, intricate ways. Dagon, Lord of the Depths, isan oracle and sage among demons. Creatures of theAbyss, and those brave or foolish enough to seek hiscounsel, offer him powerful artifacts and favors inreturn for shares of his knowledge.The rough alliance between Dagon's intellect andDemogorgon's brute strength makes their combinedpower formidable. Dagon whispers his knowledgeinto each of Demogorgon's heads—never both at thesame time—thus playing a significant role in the tensionbetween Demogorgon's two minds.DemogorgonLevel 34 Solo ControllerGargantuan elemental humanoid (aquatic, demon) XP 195,000Initiative +24 Senses Perception +28; darkvisionHP 1,260; Bloodied 630AC 48; Fortitude 46, Reflex 43, Will 44Resist 30 variable (3/encounter)Saving Throws +5Speed 8, teleport 10, swim 8Action Points 2© Tentacle Strike (standard; at-will)Reach 5: +39 vs. AC; 3d8 + 8 damage.V Forked Tail (standard; at-will) • NecroticClose blast 5; +35 vs. Reflex; 2d10 + 10 necrotic damage, andthe target is weakened (save ends).«c* Tentacle Blast (standard; at-will)Close blast 5; +35 vs. Fortitude; 2d8 + 8 damage, and ongoing15 damage (save ends). If Demogorgon's attack deals ongoingdamage to a creature that is already taking ongoing damage, theongoing damage increases by 5.Inescapable Grasp (standard; at-will) • TeleportationRanged 50; +37 vs. Reflex; the target is teleported to a spacewithin 5 squares of Demogorgon.


DEMOGORGON LOREArcana DC 22: Demogorgon's two heads arenamed Aameul and Hethradiah. Aameul prefersdeception, and Hethradiah favors destruction. Originally,Demogorgon had one head and one mind. Amighty blow from the deity Amoth split him nearlyin two before Demogorgon killed Amoth. After hehealed, Demogorgon's head remained split. The twoheads often disagree with one another but turn disagreementto their mutual advantage. For instance,one head struck an alliance with a powerful lichqueen of the deep Shadowfell, and the other killedher to steal her powers.Arcana DC 32: As comfortable in the seas as onthe land, Demogorgon makes his home in a tropicalregion of the Abyss that is composed of densejungles, deep oceans, and vast stretches of brine flats.The mightiest of the demon princes, Demogorgoncommands creatures from places as as varied as thedepths of the Underdark and the decadent palacesof civilization. Troglodytes worship him as a deity,sparking endless battles against their Torog-worshipingkin. Colonies of kuo-toas appeal to him for aid inreclaiming their once-great empire.Arcana DC 37: Twins born to cultists or kidnappedand indoctrinated at a young age leadDemogorgon's mightiest cults. Each twin serves oneof Demogorgon's two personalities. Invariably, such acult falls to infighting as one high priest turns againstthe other, hindering many a foul plot.Arcana DC 39: Temples to Demogorgon oftenreflect the dual nature of the Prince of Demons.Builders construct each temple symmetrically:One half is dedicated to Aameul, and the other toHethradiah. Priests, warriors, petitioners, and otherfunctionaries dwell in whichever side of the templebetter fits their personalities. A grand cathedralunites the two halves at the center.ASPECT OE DEMOGORGON'ft IF. RITUAL FOR SUMMONING AN ASPECT of DeillOgorgon—amanifestation of Demogorgon's formand powers that is less potent than the Prince ofDemons—involves "twinning" to represent Demogorgon'stwo personalities. A cultist might split a sacrificein half down the center.An aspect of Demogorgon acts more like one ofthe demon's heads than the other, being an unbalancedversion of the demon. The aspect behaveslike Demogorgon but does not commune with eitherof Demogorgon's minds. It melts into a puddle ofvenom when it completes the task for which it wassummoned.Aspect of Demogorgon Level 25 Elite ControllerHuge elemental humanoid (aquatic, demon) XP 14,000Initiative +17 Senses Perception +2S; darkvisionHP 476; Bloodied 238AC 39; Fortitude 37, Reflex 36, Will 37Resist 10 variable (3/encounter)Saving Throws +2Speed 6, teleport 6Action Points 1© Forked Tail (standard; at-will) • NecroticReach 5; +29 vs. Reflex; 2d8 + 5 necrotic damage, and thetarget is weakened (save ends).«


KAZUUL,EXARCH OF DEMOGORGONAs A CHAMPION OF GOOD who served Erathis, Kazuulcarved a swath of order through savage lands. Intime, though, Kazuul came to embrace destruction.He became a manifestation of the forces of chaos andcarnage and joined Demogorgon's faithful. Kazuulturned his back on humanity entirely and acceptedan investiture of demonic size and strength from thedemon lord. Now an exarch of Demogorgon, he fightsfor Hethradiah, the aspect of Demogorgon dedicatedto savagery.Twice the size of a mortal human, Kazuul has aheavily armored body deformed by demonic musculature.Wielding a sword and an axe, he stalksthe battlefields of the Abyss and beyond, herding anarmy of demons before him and leaving desolationand gore in his wake.KazuulLevel 28 Elite SoldierLarge elemental humanoid (demon) XP 26,000Initiative +20HP 528; Bloodied 264Senses Perception +20; darkvisionAC 44; Fortitude 40, Reflex 37, Will 40Resist 10 variable (3/encounter)Saving Throws +2Speed 5, fly 5Action Points 1© Tooth of Grom (standard; at-will) • WeaponReach 2; +36 vs. AC; 1 dl 0 + 10 damage, and the target makesa melee basic attack against a target of Kazuul's choice as a freeaction.© World Splitter (standard; at-will) • WeaponReach 2; +35 vs. AC; 1d12 + 10 damage, and the target takes a-4 penalty to AC (save ends),•f Wrath of Kazuul (standard; at-will)Kazuul makes a tooth of Grom attack and a world splitter attack.•it Vortex of Blades (standard; recharge jxiiiii) • WeaponClose burst 3; targets enemies; +33 vs. Reflex; 2d10 + 10damage, and the target is stunned (save ends).•


Thrarak was one of the first ettins. She remainedin Demogorgon's lair, currying favor at first byalternately tending to Storralk's wounds and sawingthrough the whimpering primordial's flesh. Today,she is the Flayed Maiden, a two-headed agent ofvengeance dispatched by Aameul to visit agonyupon Demogorgon's hated enemies. She breaks herenemies' minds and bodies, leaving their gibberinghusks as a warning to those who would dare crossthe Prince of Demons.ThrarakLevel 26 Elite BruteLarge elemental humanoid (giant) XP 18,000Initiative +18 Senses Perception +25; darkvisionHP 596; Bloodied 298AC 38; Fortitude 38, Reflex 35, Will 37Saving Throws +2Speed 8Action Points 1T) Lash of Ruin (standard; requires a whip; at-will) • WeaponReach 3; +28 vs. Reflex; 4d4 + 11 damage, and the targetis knocked prone. Also, the target is dazed until the end ofThrarak's next turn.V Howl of Madness (standard; encounter) • PsychicClose blast 5; +28 vs. Will; 1d8 + 12 psychic damage, Thrarakslides the target 3 squares, and the target makes a melee basicattack against a target of Thrarak's choice as a free action.•


1ABYSSAL MARAUDERDEMOGORGON'S ABYSSAL MARAUDERS swoop uponisolated villages and towns, slaughtering inhabitants,carrying off treasure, and burning buildings to theground. Marauders roam land and sea. On land, theytravel in loose war bands. Seaborne marauders usepoorly maintained ships that they barely know howto handle. Pirate captains recruit marauders as shocktroops, though only a powerful sea prince—or onewho supplies plenty of loot and rum—can keep themin check between battles.Abyssal MarauderMedium natural humanoid, humanInitiative +8 Senses Perception +3HP 69; Bloodied 34AC 20; Fortitude 18, Reflex 18, Will 17Speed 6© Longspear (standard; at-will) • WeaponLevel 6 SkirmisherXP250Reach 2; +11 vs. AC; 1d8 + 6 damage, and the abyssal maraudershifts 1 square.©Throwing Axe (standard; at-will) • WeaponRanged 5/10; +11 vs. AC; 1d6 + 6 damage, and the abyssalmarauder shifts 1 square.•^Vt Howling Charge (standard; encounter)The abyssal marauder makes a throwing axe attack and thencharges the target of that attack.Death FuryWhile bloodied, an abyssal marauder can make two longspearattacks as a standard action, each with a -2 penalty to theattack roll. The marauder cannot use its throwing axe or howlingcharge while it is bloodied.Alignment Chaotic evilSkills Acrobatics +11, Athletics +11Languages CommonStr 16 (+6) Dex 16 (+6) Wis 11 (+3)Con 13 (+4) I nt 9 (+2) Cha 10 (+3)Equipment leather armor, longspear, 2 throwing axesABYSSAL MARAUDER TACTICSIn battle, the abyssal marauder dances throughenemies' ranks, shifting to dart out of reach afterattacking. Marauders fight alongside shrieking cultists,using their comrades as living barriers. Whilethe cultists' axes rise and fall, marauders dart in tosoften up or finish off the enemy.ABYSSAL MARAUDER LOREArcana DC 12: Selfish and wrathful, abyssalmarauders pledge themselves to Demogorgon andadopt his savagery, becoming his thralls.Arcana DC 17: Abyssal marauders roam landand sea. On land, they travel in war bands. On thesea, they inexpertly sail ramshackle ships from townto town. Pirate captains recruit marauders to aid inmaritime battles, luring them with promises of lootand mayhem.BERSERKER PRELATEOF DEMOGORGONPRELATES LEAD THE CULT in prayers to Demogorgon,begging the Prince of Demons to bring forth theraging beasts that lurk within their hearts.Berserker Prelateof DemogorgonMedium natural humanoid, humanInitiative +4 Senses Perception +5HP 86; Bloodied 43AC 22; Fortitude 20, Reflex 18, Will 20Speed 5© Greatclub (standard; at-will) • WeaponLevel 8 Controller (Leader)+13 vs. AC; 1d10 + 7 damage, and the berserker prelate ofDemogorgon pushes the target 1 square.© Abyssal Bolt (standard; at-will)Ranged 10; +12 vs. Will; 1d8 + 4 damage, and the berserkerprelate of Demogorgon slides the target 2 squares.


(Left to right) shrieking cvXtist of Demogorgon, abyssal marauder, and berserker prelate of DemogorgonNature DC 19: Prelates believe that, like Demogorgon, they each possess two distinct minds. Onemind is a set of shackles that restrains the other wild,impulsive mind, which exults in destruction and terror.DOOM FLAYERDOOM FLAYERS GAIN ACCESS to Dagon's secrets byoffering sacrifices to him and dedicating their lives toacquiring more knowledge to fuel his sprawling plots.They provide arcane support in battle and lend theircunning to channel cultists' brute strength.Doom FlayerLevel 8 ArtilleryMedium natural humanoid, human XP 350Initiative +5 Senses Perception +11HP 65; Bloodied 32AC 20; Fortitude 18, Reflex 20, Will 21Speed 6Dagger (standard; at-will) • Weapon+13 vs. AC; 1d4 + 3 damage.•Y Force Lash (standard; at-will) • Force, ImplementRanged 10; +12 vs. Reflex; 1d6 + 6 force damage, and the targetis slowed until the end of the doom flayer's next turn.Grasping Tentacles (standard; recharge __ [ITj) • ImplementRanged 10; +12 vs. Fortitude; 1d8 + 4 damage, and the targetis immobilized (save ends). Until the target saves, any ally of thetarget that starts its turn adjacent to the target is slowed (saveends).•Y Doom Foretold (minor; encounter)Ranged 10; the target grants combat advantage until the end ofthe doom flayer's next turn.•Or Churning Vortex (standard; encounter) • ImplementArea burst 1 within 10; +10 vs. Reflex; 2d8 + 5 damage, thedoom flayer slides the target 1 square, and the target is knockedprone. Miss: Half damage.Alignment Chaotic evil Languages Abyssal, Common, GiantSkills Arcana +13, History +13Str 8 (+3) Dex 12 (+5) Wis 15 (+6)Con 11 (+4) Int 19 (+8) Cha 16 (+7)Equipment robes, dagger, staff, mask of DagonDOOM FLAYER TACTICSDoom flayers use force lash and grasping tentacles toslow or immobilize enemies while allies such as abyssalmarauders sweep in to attack and then shift away.A doom flayer saves doom foretold for a particularlydangerous enemy.DOOM FLAYER LORENature DC 14: A doom flayer is a mage who worshipsDagon and hopes to learn his secrets.Nature DC 19: A doom flayer gains an advantage over its enemy with spells that reveal disturbingimages of a potential future.


SHRIEKING CULTISTOF DEMOGORGONDEMOGORGON'S CULTISTS DESIRE ONLY TO LOQT, slay,and destroy. Revolutions, war, famine, and othertroubles bolster the cult's ranks, because Demogorgon'sprelates preach that the best way to avoidsuffering is to be among the predators and brutalkillers who dole it out.Shrieking Cultist of DemogorgonLevel 7 BruteMedium natural humanoid, human XP 300Initiative +3 Senses Perception +4HP 94; Bloodied 47AC 18; Fortitude 19, Reflex 17, Will 18Speed 5© Greataxe (standard; at-will) • Weapon+10 vs. AC; 1d12 + 6 damage (crit 1d12 + 18).©Javelin (standard; at-will) 4- WeaponRanged 10/20; +10 vs. AC; 1d6 + 6 damage.


DEMONDEMONS ARE AMONG THE OLDEST CREATURES in theuniverse. At the birth of the Abyss—the profane andterrifying realm in which demons dwell—only a fewdemons existed. These demon princes were weaponsof unfettered destruction, intended for no other purposethan to bring the universe under the heel of theChained God. As the Abyss grew, its evil spread intoother elemental creatures, creating demons of infinitevariety and dreadful power. Demons are scourges ofthe universe, antagonists of creation and order.ABYSSAL EVISCERATORABYSSAL EVISERATORS TEAR INTO ENEMIES, ripping outtheir guts in a frenzy of slaughter.ABYSSAL EVISCERATOR LOREArcana DC 18: The dimwitted eviscerators oftenend up under the control of powerful, malign individualswho use them as guardians and muscle.Abyssal EvisceratorMedium elemental humanoid (demon)Initiative +10 Senses Perception +9HP 173; Bloodied 86AC 26; Fortitude 28, Reflex 2S, Will 24Resist 15 variable (2/encounter)Speed 6© Claw (standard; at-will)+17 vs. AC; 2d10 + 6 damage.4 Crab (standard; at-will)Level 14 BruteXP 1,000+15 vs. Reflex; 2d6 + 6 damage, and the target is grabbed.{ Eviscerating Talons (minor 1/round, 3/round while bloodied;at-will)Targets a creature grabbed by the abyssal eviscerator; no attackroll; 6 damage.Alignment Chaotic evilSkills Athletics+18Languages AbyssalStr 23 (+13) Dex 17 (+10) Wis 15 (+9)Con 23 (+13) Int 7 (+5)Cha 11 (+7)•••MMENCOUNTER GROUPSOther demons understand that a hard-to-control evisceratoris still a powerful weapon.Level 13 Encounter (XP 4,900)• 3 abyssal eviscerators (level 14 brute)• 1 arctide runespiral demon (level 12 artillery)• 1 immolith (level 15 controller, MM 56)Z0(Left to right) abyssal eviscerator and bloodseep demon


ABYSSAL ROTFIENDABYSSAL ROTFIENDS ARE DEMONS OF DESPAIR andmadness, dark souls wrapped in stitched-togetherdemon and devil skins.Abyssal RotfiendLevel 26 ControllerLarge elemental humanoid (demon, undead) XP 9,000Initiative +20 Senses Perception +20; truesight 20Abyssal Fields aura 5; each enemy within the aura cannotteleport.HP 245; Bloodied 122AC 40; Fortitude 38, Reflex 36, Will 40Immune fear; Resist 20 fire, 10 necrotic, 20 variable (3/encounter)Speed 6, fly 6 (hover)0 Skullsplitter (standard; at-will) 4- PsychicReach 2; +28 vs. Reflex; 3d8 + 8 psychic damage, or 2d8 + 8psychic damage against a bloodied target.•Y Conjure Abscess (standard; at-will) 4 PsychicRanged 10; +29 vs. Fortitude; 2d8 + 8 psychic damage, and ifthe target moves more than 2 squares on its turn, it takes 2d8extra damage (save ends). If the abyssal rotfiend is bloodied, thetarget takes the damage for moving 1 or more squares.-Or Floating Despair (standard; encounter) 4 Psychic, ZoneArea burst 2 within 10; the burst creates a zone of dark miasmathat lasts until the end of the abyssal rotfiend's next turn. Anyenemy that starts its turn within the zone takes 10 psychicdamage and grants combat advantage to the rotfiend until theend of its next turn. Sustain Minor: The zone persists, and therotfiend can move it 5 squares.Alignment Chaotic evil Languages Abyssal, CommonStr 26 (+21) Dex 25 (+20) Wis 25 (+20)Con 29 (+22) Int 20 (+18) Cha 32 (+24)ABYSSAL ROTFIEND TACTICSThe abyssal rotfiend unleashes floating despair,moving the zone around the battlefield to affect asmany enemies as possible. It uses its aura and conjureabscess on creatures inside its floating despair zone,hindering their escape. The rotfiend relishes inflictingpain on as many targets as possible, and so itprefers to attack uninjured or unbloodied targets overthose that are bloodied or injured.ABYSSAL ROTFIEND LOREArcana DC 26: Abyssal rotfiends are demonicundead contained by demon and devil flesh. Thespirit within a rotfiend is often a demon soul,although it can come from any evil creature.Arcana DC 31: Orcus chains abyssal rotfiends inthe halls of Everlost, using them as guardians againstintruders that can teleport.ENCOUNTER GROUPSThe abyssal rotfiend favors demonic allies that aremaneuverable enough to get between it and dangerousadversaries.Level 24 Encounter (XP 31,300)4- 1 abyssal rotfiend (level 26 controller)4- 1 glabrezu (level 23 elite brute, MM 54)4- 1 marilith (level 24 elite skirmisher, MM 57)BEBILITHORIGINATING IN THE WEB-STREWN REALM of Lolth,the spiderlike bebiliths crawl through the Abyss andother planes, hunting and killing for the joy of it.BebilithLevel 18 Solo BruteHuge elemental magical beast (demon)XP 10,000Initiative see dangersense Senses Perception +14; darkvision,tremorsense 20Spectral Death Web aura 3; each enemy within the aura that ishit by an attack loses all resistances until the end of its nextturn.HP 696; Bloodied 348AC 30; Fortitude 30, Reflex 31, Will 29Resist 20 fire, 20 variable (2/encounter)Saving Throws +5Speed 12, climb 12 (spider climb)Action Points 20 Reaving Claw (standard; at-will)Reach 3; +21 vs. AC; 2d10 + 6 damage, and the target takes acumulative -1 penalty to AC each time it is hit until the end ofthe encounter.4 Flashing Claws (standard; at-will)The bebilith makes two reaving clow attacks against twodifferent 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).


Level 20 Encounter (XP 14,200)• 1 bebilith (level 18 solo brute)• 3 drider shadowspinners (level 14 skirmisher,MM 93)• 1 drow priest (level 15 controller, MM 95)Z0::BLOODSEEP DEMONTHE BLOODSEEP DEMON'S POISON BLOOD weeps andspurts from its translucent, cracking body, hasteningthe death of its enemies while healing its allies.•'- Flaming Web (minor; recharge X ii i) 4 FireClose blast 5; +19 vs. Reflex; 2d8 + 10 fire damage, and thetarget is slowed and takes ongoing 10 fire damage (save endsboth). First Failed Saving Throw: The target is restrained insteadof slowed and takes ongoing 15 fire damage (save ends both).Hunter's Reflexes (immediate reaction, when an enemy movesinto an adjacent space; recharge [x] _})The bebilith shifts 4 squares. This shift can move throughenemies' spaces.DangersenseThe bebilith acts two times in a round, on initiative counts 20and 10. It cannot delay or ready actions. On each turn, it has astandard action instead of its normal allotment of actions. It canuse one immediate action between each pair of turns.Alignment Chaotic evilLanguages AbyssalStr 22 (+15) Dex 25 (+16) Wis 20 (+14):on22(+15) Int 5 (+6) Cha 19 (+13)BEBILITH TACTICSA bebilith moves around constantly during combat,blowing foes with the burning strands of itsI tb.BEBILITH LOREflamingArcana DC 20: Bebiliths often serve Lolth, but:heir limited intellect makes them poor participantsin drow schemes. Drow summon these demons asengines of destruction or entrap them for use asguardians.ENCOUNTER GROUPSLolth is fond of bebiliths, so they're often found amongdrow and other denizens of the Demonweb Pits.Bloodseep Demon Level 7 Skirmisher (Leader)Medium elemental humanoid (demon) XP 300Initiative +9 Senses Perception +8; darkvisionWeeping Poison (Healing, Poison) aura 2; each enemy that startsits turn within the aura takes 5 poison damage. While thebloodseep demon is bloodied, any demon that starts its turnwithin the aura regains 5 hit points.HP 79; Bloodied 39AC 21; Fortitude 18, Reflex 20, Will 19Resist 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 ::.:;)•TeleportationThe bloodseep demon teleports 5 squares and makes a clawattack. If the attack hits, the bloodseep demon teleports 5squares.


DRETCHFOUL-SMELLING DRETCHES prefer to attack in largenumbers and overwhelm their foes.DretchLevel 2 BruteSmall elemental humanoid (demon)XP125Initiative+3 Senses Perception+1; darkvisionSickening Miasma: aura 1; each enemy within the aura takes 1damage whenever it takes a standard action or a move action.Multiple sickening miasma auras deal cumulative damage, up to5 damage.HP 44; Bloodied 22; see also vile deathAC 14; Fortitude 14, Reflex 13, Will 11Resist 10 variable (1/encounter)Speed 5© Savage Claws (standard; at-will)+5 vs. AC; 2d6 + 2 damage.+ 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,ZoneClose burst 1; the burst creates a zone of poison centeredon the dretch that lasts until what would be the start of thedretch's next turn. Any nondemon that enters the zone or startsits turn there takes 5 poison damage.Alignment Chaotic evil Languages AbyssalStr 17 (+4) Dex 14 (+3) Wis 11 (+1)Con 14 (+3) Int 5 (-2) Cha7(-1)DRETCH TACTICSDretches attack as a gang to combine their sickeningmiasma auras. Although they are incapable of inventingany other tactics, they can be effectively directedby a leader.DRETCH LOREArcana DC 10: Quarrelsome and stupid, dretchescan be tricked into fighting one another if no leader ispresent.ENCOUNTER GROUPSDemons of greater power and intelligence often usedretches as the first wave of an attack, both to seewhat their enemies are capable of and for the sheeramusement of watching the dretches meet theirdoom.Level 7 Encounter (XP 1,700)• 1 bloodseep demon (level 7 skirmisher)• 8 dretches (level 2 brute)• 2 gnaw demons (level 5 skirmisher)GNAW DEMONGNAW DEMONS CONSUME EVERYTHING they can gettheir hands on. Although they can subsist on inanimateobjects, they prefer living flesh.Gnaw DemonLevel 5 SkirmisherSmall elemental humanoid (demon)XP200Initiative +2 Senses Perception +3; darkvisionAnkle Biter aura 1; each enemy that starts its turn within the auratakes a -2 penalty to speed until the end of its turn.HP 66; Bloodied 33AC 19; Fortitude 19, Reflex 14, Will 16Resist 10 variable (1/encounter)Speed 3, fly 5 (clumsy)© Bite (standard; at-will)+10 vs. AC;1d8 + 6damage.Abyssal HungerA gnaw demon's melee attacks deal 1d8 extra damage against abloodied target.Hungry Teleport (move; at-will) • TeleportationThe gnaw demon teleports 10 squares into a square adjacent toa bloodied enemy.Pain-Induced Teleport (free, when first bloodied; encounter) •TeleportationThe gnaw demon teleports 10 squares.Alignment Chaotic evil Languages AbyssalSkills Stealth +5Str 15 (+4) Dex 7 (+0) Wis 12 (+3)Con 18 (+6) Int9(+1) Cha9(+1)GNAW DEMON TACTICSSlow and clumsy, gnaw demons keep to the edge ofthe battlefield until an enemy becomes bloodied.Then they use hungry teleport to close with that enemyand attack it.GNAW DEMON LOREArcana DC 12: Gnaw demons are cowardlydemons that usually choose escape over destruction.Fleeing gnaw demons can become distracted by aweak target, so chasing them down is often as simpleas locating their next likely victim.


KAZRITH TACTICSThe kazrith lurks underground and uses tremorsenseto locate its enemies. Once it has chosen a target,it surfaces and attacks, using acidic retreat after theattack. It waits for the acid to run its course and thenresurfaces to finish off the victim.cKAZRITH LOREArcana DC 22: Kazrith demons are water-dwellingpredators of the planes. They lurk in lakes, rivers, andwaterways, waiting for unwary prey to pass by. Kazrithscan also burrow. Acid sprays from a kazrith's pores,aiding the demon's ability to burrow and leaving afountain of acid in its wake.ENCOUNTER GROUPSGnaw demons work on the promise of food.Level 6 Encounter (XP 1,250)• 1 gnoll demonic scourge (level 8 brute, MM 132)• 1 gnoll fang of Yeenoghu (level 7 skirmisher)• 3 gnaw demons (level 5 skirmisher)KAZRITHKAZRITHS PROWL THE MURKY DEPTHS of lakes,underground waterways, and flooded tunnels.KazrithLevel 20 LurkerMedium elemental magical beast (demon, water) XP 2,800nitiative +22 Senses Perception +19; tremorsense 20HP 146; Bloodied 73; see also acidicAC 34; Fortitude 32, Reflex 34, Will 30seepagemmune 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 (saveends).~ Acidic Retreat (standard; recharge lx| [i i) • AcidClose burst 2; +23 vs. Reflex; 1d6 + 4 damage, and ongoing 10acid damage (save ends). Effect: The kazrith burrows its speed.Acidic Seepage (usable only while bloodied) • AcidThe kazrith gains a +4 bonus to its burrow speed, and at thestart of its turn creatures adjacent to it take 10 acid damage.SlipperyA kazrith makes saving throws against immobilized, restrained,and slowed conditions at the start of its turn as well as at theend of its turn.Alignment Chaotic evilSkills Stealth +23Languages Abyssal, PrimordialStr 22 (+16) Dex 26 (+18) Wis 19 (+14)Con 20 (+15) Int 14 (+12) Cha 12 (+11) Kazrith and rupture demon


Arcana DC 25: Kazriths travel between bodiesof water by creating vast networks of interconnectingflooded tunnels. These networks lie close to thesurface so that the kazriths can sense prey overhead.Although most kazriths dwell in the ElementalChaos, they sometimes find natural gates leading intothe world.ENCOUNTER GROUPSKazriths are often found among other sinister aquaticmonsters.Level 18 Encounter (XP 10,200)• 1 aboleth lasher (level 17 brute, MM 8)• 4 aboleth servitors (level 16 minion, MM 9)• 1 aboleth slime mage (level 17 artillery, MM 8)• 2 kazriths (level 20 lurker)NEEDLE DEMONNEEDLE DEMONS TURN ENEMIES against one anotherby making them believe that their closest friendshave betrayed them. Needle demons wreak havocand destruction throughout the Abyss and takeany opportunity to bring that chaos to the mortalrealms.Needle DemonLevel 12 ControllerMedium elemental humanoid (demon) XP 700Initiative +10 Senses Perception +9; darkvisionHP 123; Bloodied 61AC 26; Fortitude 23, Reflex 23, Will 25Resist 15 variable (2/encounter)Speed 6© Claws (standard; at-will)+17 vs. AC; 2d6 + 5 damage.4 Claws of Betrayal (standard; requires combat advantage againsteach target; at-will)The needle demon makes two claw attacks. If both attackshit the same target, the target takes ongoing 10 damage (saveends).4 Tail Whip (immediate reaction, when an enemy moves into asquare adjacent to the needle demon; at-will)+17 vs. AC; 1d6 + 2 damage.


(Left to right) neldrazu, needle demon, and nycademonNELDRAZU TACTICSThe neldrazu looks for a lightly armored enemy anduses abduct to bring it among the neldrazu's allies.Once the enemy is isolated, the neldrazu tears it apartwith flaying claws. If attacking in groups, neldrazusteleport in different directions, spreading out theirenemies as much as possible.NELDRAZU LOREArcana DC 14: Although difficult to control,neldrazus make excellent abductors for slavers orkidnappers that don't mind if their goods are slightlydamaged.ENCOUNTER GROUPSNeldrazus are usually encountered with otherdemons, but take any opportunity to wreak havoc.They prefer being near places where they can keeptheir victims isolated, such as narrow ledges, steepslopes, or pit traps.Level 7 Encounter (XP 1,650)• 2 barlguras (level 8 brute, MM 53)• 2 neldrazus (level 8 lurker)• 1 tiefling heretic (level 6 artillery, MM 250)NYCADEMONRIPPLING WITH MUSCLES AND THICK TENDONS, nycademonsare winged terrors that soar over the charredlandscape of the Abyss, searching for prey on theopen expanses. These predators harry ground creaturesfor amusement, lifting their hapless victimshigh into the air and dropping them.NycademonLevel 22 Skirmisherlarge elemental humanoid (demon) XP 4,150Initiative +21 Senses Perception +17HP 210; Bloodied 105AC 35; Fortitude 35, Reflex 35, Will 32Resist 20 variable (2/encounter)Speed 6, fly 6 (hover)© Wicked Axe (standard; at-will)Reach 2; +27 vs. AC; 2d8 + 5 damage (crit 3d8 + 21), andongoing 5 damage (save ends).4 Wicked Edges (standard; at-will)The nycademon makes two wicked axe attacks.4 Snatch (standard; at-will)Before or after the attack, the nycademon flies 6 squares. Reach2; +2 5 vs. Fortitude; the target is grabbed.Strong FlyerWhen a nycademon moves a grabbed target, it does not have tomake a Strength attack. While bloodied, a nycademon can fly atfull speed instead of half speed when moving a grabbed target.Alignment Chaotic evil Languages Abyssal, CommonSkills Intimidate +21Str 25 (+18) Dex 26 (+19) Wis 13 (+12)Con 26 (+19) Int 8 (+10) Cha 21 (+16)Equipment 2 greataxes


NYCADEMON TACTICSA nycademon snatches a target and then flies intothe air, attacking the target with wicked edges untilthe creature escapes. If the creature proves particularlydangerous, the nycademon drops the enemyfrom a high altitude and returns to the battle to grabnew prey.NYCADEMON LOREArcana DC 24: Nycademons are nicknamed "skydemons" for their tendency to swoop down and grabtheir enemies, carrying them high into the sky andreleasing them to fall to their deaths.Arcana DC 29: Nycademons put great stock intheir physical superiority over their foes. This beliefmakes them overconfident when facing enemies thatdon't immediately show signs of power and hesitantwhen facing enemies that show great strength.ENCOUNTER GROUPSNycademons are mercenary enough to work withalmost any creature in the short term, but their superioritycomplexes soon infuriate most allies.Level 21 Encounter (XP 17,250)4- 1 goristro (level 19 elite brute, MM 55)4- 3 nycademons (level 22 skirmisher)4 1 rot harbinger (level 22 artillery, MM 223)POD DEMONTHE DISGUSTING AND DEMENTED pod demon createsspawn that it uses to corner and terrorize othercreatures.Pod DemonLarge elemental humanoid (demon)Initiative +12HP 176; Bloodied 88Level 15 Elite ArtilleryXP 2,400Senses Perception +10; darkvisionAC 27; Fortitude 25, Reflex 27, Will 29Resist 15 variable (2/encounter)Saving Throws +2Speed 8Action Points 1© Slam (standard; at-will) 4 Poison+20 vs. AC; 1d6 + 5 damage, and ongoing 5 poison damage(save ends).•A* Detonate Minion (minor 1/round; recharge _] [j]]) 4 PoisonRanged 10; targets one podspawn; the podspawn explodes,dropping to 0 hit points and dealing 1 d8 + 3 poison damage toeach creature adjacent to the podspawn.4* Spew Podspawn (standard; at-will) 4 AcidClose blast 3; +18 vs. Reflex; 2d6 + 5 acid damage.Generate Podspawn (standard; recharges when first bloodied)4 PoisonClose burst 2; +18 vs. Reflex; 3d6 + 5 poison damage. Ejffect:If the pod demon has fewer than four podspawn, it spawnspodspawn into unoccupied squares within the burst, bringingits total number of minions to four.-Or Fling Podspawn (standard; at-will) 4 AcidArea burst 1 within 10; +18 vs. Reflex; 2d6 + 5 acid damage.Combat AdvantageA pod demon's attack deals 2d6 extra damage to any targetgranting combat advantage to it.SpawnIf a pod demon has fewer than four podspawn at the start of itsturn, it spawns one podspawn within 2 squares of it.Transfer Essence (move; at-will)The pod demon swaps positions with a podspawn within 10squares of it.Alignment EvilLanguages Abyssal, CommonStr 17 (+10) Dex 20 (+12) Wis 16 (+10)Con 21 (+12) Int 12 (+8) Cha24(+14)


PodspawnLevel 15 Minion SkirmisherSmall elemental humanoid (demon) XP 300 or 0 if encounteredInitiative +14Senses Perception +6; darkvisionHP 1; a missed attack never damages a minion.AC 29; Fortitude 28, Reflex 28, Will 25with pod demonResist The podspawn shares any resistances that its pod demonprogenitor has.Speed 8Corroding Slime (standard; at-will) • Acid-20 vs. AC; 12 acid damage.Dangerous ProximityAny enemy adjacent to a podspawn grants combat advantageto It. 'Alignment EvilLanguages Abyssal, CommonStr 13 (+8) Dex 20 (+12) Wis 8 (+6)Con 21 (+12) Int 5 (+4) Cha 15 (+9)POD DEMOM TACTICSA pod demon prefers to enter combat with four minions.It sends minions out to grant combat advantageto itself and its allies. Then it uses detonate minionbefore creating more minions, always attempting tohave four minions alive at a time.POD DEMON LOREArcana DC 18: Pod demons are demons of madnessthat spawn tiny versions of themselves fromtheir backs. A pod demon can psychically transfer itsconsciousness to any of its spawn, transforming thatspawn's body into a new pod demon while its formerbody shrinks to podspawn form.Arcana DC 23: The madness that possesses poddemons seems related to the Chained God, and somepod demons carry or wrap themselves in chains as asymbol of their allegiance.ENCOUNTER GROUPSPod demons work with any demon that promisesthem the chance to terrorize the weak and fearfulwith their podspawn.Level 16 Encounter (XP 7,200)• 1 immolith (level 15 controller, MM 56)• 1 pod demon (level 15 elite artillery)• 4 podspawn (level 15 minion skirmisher)• 2 red slaads (level 15 soldier, MM 238)RUNESPIRAL DEMONARCANE RUNES ARE CUT DEEP into the thick shells ofrunespiral demons, channeling deadly energy fromdeep within the Abyss.Runespiral DemonSmall elemental magical beast (demon)Initiative +6 Senses Perception +5HP 51; Bloodied 25; see also bloodied shockAC 17; Fortitude 16, Reflex 18, Will 17Resist 10 variable (1/encounter)Speed 7© Bite (standard; at-will)+10 vs. AC; 1 d4 + 4 damage.Level 5 ArtilleryXP 200•)• Arcane Arc (immediate interrupt, when an enemy movesadjacent to the runespiral demon; at-will) • Lightning+10 vs. Reflex; 1d6 + 4 lightning damage.Focused Strike (standard; at-will) • LightningRanged 10; +10 vs. Reflex; 2d6 + 4 lightning damage.«£• Bloodied Shock (free, when first bloodied; encounter) •LightningClose burst 1; +8 vs. Reflex; 1d6 + 4 lightning damage, and thetarget is dazed (save ends).Lightning Burst (standard; at-will) • LightningArea burst 2 within 10; +8 vs. Reflex; 1d6 + 4 lightning damage.The attack deals 1 extra lightning damage for each creature inthe burst.Alignment Chaotic evilLanguages AbyssalStr 13 (+3) Dex 19 (+6) Wis 16 (+5)Con 15 (+4) I nt 5 (-1) Cha 12 (+3)


Arctide Runespiral DemonLarge elemental magical beast (demon)Initiative +12 Senses Perception +10HP 97; Bloodied 48; see also bloodied shockAC 24; Fortitude 23, Reflex 25, Will 23Resist 15 variable (2/encounter)Speed 7© Bite (standard; at-will)+17 vs. AC; 1d6 + 5 damage.Level 12 ArtilleryXP 7004 Arcane Arc (immediate interrupt, when an enemy movesadjacent to the arctide runespiral demon; at-will) • Lightning+17 vs. Reflex; 1d8 + 5 lightning damage.•Y Focused Strike (standard; at-will) • LightningRanged 10; +19 vs. Reflex; 2d8 + 5 lightning damage.Bloodied Shock (free, when first bloodied; encounter) •LightningClose burst 1; +15 vs. Reflex; 1d8 + 5 lightning damage, and thetarget is dazed (save ends).-ifr Charged Lightning Burst (standard; at-will) • LightningArea burst 2 within 10; +15 vs. Reflex; 1d8 + 5 lightningdamage. The attack deals 1 extra lightning damage for eachcreature in the burst. Each ally damaged by the attack gainsa +1 bonus to any recharge rolls at the start of its next turn.If the bonus causes a recharge roll to exceed 6, the result isconsidered 6.Alignment Chaotic evilLanguages AbyssalStr 15 (+8) Dex 23 (+12) Wis 19 (+10)Con 19 (+10) Int 7 (+4) Cha 12 (+7)RUNESPIRAL DEMON TACTICSA runespiral demon circles the periphery of a battlefield while attacking with/ocused strike andchargedlightning hurst. It shifts away from opponents to get themost out of arcanearc.RUNESPIRAL DEMON LOREArcana DC 16: A runespiral demon has a thickshell carved deeply with arcane runes that give itmastery over lightning energy.Arcana DC 21: Although lightning-poweredrunespiral demons are the most common, those usingother types of energy exist, each bearing a differentstyle of runes.ENCOUNTER GROUPSOther demons muster runespiral demons to theircause with a mixture of threats and promises ofcarnage.Level 5 Encounter (XP 1,200)• 2 evistros (level 6 brute, MM 54)• 1 human hexer (level 7 controller)• 2 runespiral demons (level 5 artillery)RUPTURE DEMONSYMBIOTIC DEMONS COMPOSED OF EVIL SLUDGE, rupturedemons slink through all layers of the Abyss, followingbehind more powerful demons and consumingthe remains of their kills.Rupture DemonLevel 5 Minion SoldierSmall elemental magical beast (demon) XP 50Initiative +8 Senses Perception +4; low-light visionHP 1; a missed attack never damages a minion; see also demonicinfestation.AC 20; Fortitude 16, Reflex 18, Will 16Speed 6, spider climb 3© Slimy Extrusion (standard; at-will)+12 vs. AC; 5 damage,i Enveloping Embrace (standard; encounter)No attack roll; the target is restrained (save ends), and therupture demon drops to 0 hit points.Demonic Infestation (when the rupture demon drops to 0 hitpoints) • HealingThe rupture demon erupts in a gory explosion of ichor andtentacles that latch on to a demon within 5 squares of therupture demon and of level 10 or lower. That demon regains5 hit points and gains a +2 bonus to melee damage rolls untilthe end of the encounter. This bonus is cumulative with otherdemonic infestation bonuses (maximum +10).Alignment Chaotic evil Languages AbyssalStr 15 (+4) Dex 18 (+6) Wis 15 (+4)Con 11 (+2) Int4(-1) Cha4(-1)RUPTURE DEMON TACTICSA rupture demon possesses little sense of self andvirtually no sense of self-preservation. It wades intomelee, attacking any creatures that attack it. It usesenveloping embrace when it causes maximum destructionor when a more powerful or intelligent demondemands it.RUPTURE DEMON LOREArcana DC 12: Rupture demons are oily demonsmade of liquefied evil. Barely sentient, rupturedemons never work for themselves or have their ownplans. In any place where a rupture demon is found,it's certain that a more powerful demon lurks nearby.Arcana DC 17: Rupture demons are the weakestspawns of juiblex, the demon lord of ooze and slime.Sages speculate that the rupture demons' aiding ofother demons through their deaths must be part ofsome scheme by the enigmatic demon lord.ENCOUNTER GROUPSAs servitors of Juiblex, rupture demons are foundamong other slimes and oozes.Level 6 Encounter (XP 1,250)• 1 black pudding (level 8 elite brute)• 1 evistro (level 6 brute, MM 54)• 6 rupture demons (level 5 minion soldier)


YOCHLOLYOCHLOLS ARE THE HANDMAIDENS OF LOLTH, feared bydrow and other creatures as the Spider Queen's spies.7 hese horrific fiends combine the subtle cruelty ofdrow with the savagery of demons.Zz2Yochlol TempterLevel 17 ControllerMedium elemental humanoid (demon, shapechanger) XP 1,600- tiative 14 Senses Perception+18; darkvisionHP 158: Bloodied 79AC 31; Fortitude 27, Reflex 29, Will 30insist 10 poisonSpeed 6, climb 8 (spider climb)Z'imon Form PowersThe 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 hitDV two or more tentacle attacks takes a -4 penalty to Will (saveends).- Vjddening Web ist.indard; rechaige :: X ii! while bloodied)• PsychicArea burst 2 within 10; targets enemies; +21 vs. Reflex; thetarget is immobilized and takes ongoing 5 psychic damage (saveends both).D-ow Shape (minor; at-will) • PolymorphA yochlol tempter can alter its physical form to take on theappearance of a unique female drow.Drow Form Powershe yochlol tempter has the following powers in drow form.• Spider Touch (standard; at-will) • Poison-21 vs. Reflex; 1d6 + 5 damage, and ongoing 10 poison damagesave ends).' Venom Bolt (standard; at-will) • Poison•ranged 10; +21 vs. Reflex; 1d6 + 5 damage, and the target isslowed and takes ongoing 5 poison damage (save ends both).* Seductive Glare (minor 1/round; recharges when the targetsaves) • Charm, ReliableRanged 10; +23 vs. Will; the target is dazed (save ends). First- JILED Saving Throw: The target is stunned (save ends). Second-ailed Saving Throw: The target is dominated (save ends).Demon Shape (minor; at-will) • PolymorphA yochlol tempter can alter its physical form to resume its:;mon form.Aignment Chaotic evilLanguages Abyssal, Common, ElvenSMs Bluff+20, Intimidate +20, Religion +17, Stealth +195» 18 (+12) Dex 23 (+14) Wis 21 (+13)Cms 14 (+10) Int 19 (+12) Cha 24 (+15)\OCHLOL TACTICSfcpically starting a fight in drow form, a yochlolI «-.:iis between its forms in battle, and it uses venomI fc.tr and spider touch to weaken its enemies. WhenI pressed into melee, it adopts its true form and^••Jeashes amorphous flurry. If the flurry reduces a^pes Will, it shifts back into drow form to use seduc-\\\\_Wglare.YOCHLOL LOREArcana DC 13: Yochlols are among the mostfavored of Lolth's servants, and the Spider Queensends her handmaidens to attend priests that havegained her favor.Arcana DC 20: A yochlol can adopt two forms. Inits true form, it is a strange, oozelike creature similarto a heap of filth, with several tentacles and a red,baleful eye. In its other form, it appears as an attractivefemale drow.Arcana DC 25: Yochlols are so skilled at infiltratingdrow society that they might operate undetected foryears at a time, even attaining positions of great power.ENCOUNTER GROUPSYochlols work within drow societies, driving Lolth'smortal servants to commit horrific acts of cruelty andevil in the Spider Queen's name. They can usually befound in the company of Lolth's priests and templars.Level 16 Encounter (XP 7,600)• 2 drow arachnomancers (level 13 artillery, MM 94)• 1 drow blademaster (level 13 elite skirmisher,MM 94)• 1 drow priest (level 15 controller, MM 95)4- 2 yochlol tempters (level 17 controller)


DEVAIN AGES LONG PAST, BENEVOLENT ANGELS took it uponthemselves to descend to the world in mortal form.Now their spirits are perpetually reincarnated asmortal devas, creatures driven to bring light to theworld—or corrupted by material influences to opposethe goals of their kind.DEVA KNIGHT-ERRANTA DEVA KNIGHT-ERRANT TRAVELS THE WORLD as achampion of holy causes. A knight-errant mightprove a worthy ally to a party of adventurers. However,a holy champion can be a deadly adversary ifthe party's motives are less than pure.Deva Knight-ErrantLevel 11 Soldier (Leader)Medium immortal humanoid XP 600Initiative +7 Senses Perception +8HP 111; Bloodied 55AC 27; Fortitude 24, Reflex 22, Will 22 (+1 to all defenses againstbloodied enemies)Resist 10 necrotic, 10 radiantSpeed 50 Broadsword (standard; at-will) • Weapon+18 vs. AC; 2d10 + 2 damage, and the target is marked until theend of the deva knight-errant's next turn.4 Rejuvenating Smite (standard; recharges after hitting with abroadsword attack) • Healing, Weapon+18 vs. AC; 2d10 + 2 damage, and the deva knight-errantregains hit points equal to half the damage dealt.


Z(Left to right) deva zealot, deva knight- errant, and deva fallen star-ateful Transposition (immediate interrupt, when an enemyattacks the deva fallen star; encounter) • TeleportationRanged 10; +31 vs. Will; the target swaps positions with-.he deva fallen star. The triggering enemy's attack deals halfdamage to the fallen star, and the target takes damage equal tohalf the attack's damage.>Forgetting Ray (standard; at-will) • Charm, PsychicRanged 20; +31 vs. Reflex; 3d6 + 8 psychic damage, and the"arget can use only basic attacks and at-will powers during itsnext turn.soul Scourge (standard; recharges when first bloodied) •Secrotic, RadiantArea burst 2 within 15; targets enemies; +31 vs. Will; 1d6 +8 radiant damage, and the target takes ongoing 15 necroticdamage (save ends),-ite Manipulation (free; recharges when first bloodied)~ne deva fallen star adds 1d8 to or subtracts 1d8 from an attackroll, ability check, or saving throw made by itself or any creaturewithin 10 squares of it.e Rebirth (when the deva fallen star is reduced to 0 hit points: non-necrotic damage) • HealingThe fallen star does not die and instead remains at 0 hit pointsjntil the start of its next turn, when it regains 25 hit points,ses resistance to radiant damage, and gains the undead• ey word. This power recharges, and the triggering damage type:hanges to nonradiant damage.».i|nment EvilLanguages Common, SupernalSklls Arcana +26, History +28, Insight +19, Religion +28|Wl4(-15) Dex 15 (+15) Wis 12 (+14)Can 26 (-21) Int 26 (+21) Cha 29 (+22)Equipment robes, rodDEVA LOREReligion DC 16: A deva transforms spontaneouslyfrom bodiless soul to physical form,awakening as an adult already in possession of theskills required to defend the world against evil.With strong ties to fate, devas take the role of bornheroes, leaders-or villains.Religion DC 21: The life cycle of the deva parallelsthat of the rakshasa (MM 217)—a spirit constantlyreincarnating to mortal form. When a deva givesin to iniquity to become a fallen star, its soul is corrupted.If it dies in that state, it returns to combat asan undead; if finally slain by radiant damage, it carriesits wickedness into its next life and becomes arakshasa-a fate that even evil devas revile.ENCOUNTER GROUPSDeva zealots and knights-errant are most often foundleading or assisting creatures dedicated to a worthycause. However, evil devas can create alliances witheven the foulest creatures.Level 27 Encounter (XP 58,000)• 2 deva fallen stars (level 26 artillery)4- 2 efreet karadjins (level 28 soldier, MM 100)• 2 efreet pyresingers (level 25 controller, MM 99)


DEVILtreacherous servants or manipulate them into givingAsmodeus favorable information.DEVILS REBELLED AGAINST THE GODS and were banished to the Nine Hells, where they forever bicker andplot. Devious and nefarious, devils find no schemetoo convoluted.ASSASSIN DEVILMURDER LOOMS LARGE as a tactic in the plots of devils,and for the purpose of murder, they have no bettertool than the assassin devil. Shrouded in a cloak ofshadows, this devil is a consummate killer.Assassin DevilMedium immortal humanoid (devil)Initiative +25HP 167; Bloodied 83Senses Perception +23; darkvisionAC 38; Fortitude 34, Reflex 38, Will 36Resist 25 fireSpeed 12Level 24 LurkerXP 6,050© Shadow Sword (standard; at-will) • Necrotic, Weapon+27 vs. Fortitude; 3d6 + 5 necrotic damage, and ongoing 5damage (save ends).-i


(Left to right) infernal armor animus,erinyes, and shocktroop devilERINYES LOREReligion DC 18: Masters of sword and shield,erinyes inspire allies with the carnage they inflict.Mortal warriors have been known to sell their soulsto train with these demons.Religion DC 23: Erinyes act as arbiters of justiceamong the devils and on behalf of their interests.Those who break a contract with infernal powersshould not be surprised to find a host of erinyes ontheir heels.ENCOUNTER GROUPSJ roups led by erinyes frequently include beardeddevils, chain devils, legion devil hellguards, and awide variety of mortal creatures.Level 12 Encounter (XP 3,550)• 3 erinyes (level 13 soldier)• 2 chain devils (level 11 skirmisher, MM 62)• 5 legion devil hellguards (level 11 minion,MM 64)GORECHAIN DEVILTHESE SHAMBLING HULKS careen through the hellsind the world's hellish charnel fields, wrapping theirMJon-to-be-dead foes in gore-encrusted spiked chainsand controlling them like puppets.Gorechain DevilLarge immortal humanoid (devil)Initiative+10Senses Perception+8Level 12 Elite BruteXP 1,400Grasping Chains aura 3; any enemy that starts its turn within theaura must make a DC 21 Athletics check or Acrobatics checkin order to leave the aura. If the check fails, the enemy cannotattempt to leave the aura again until the start of its next turn.HP 298; Bloodied 149AC 24; Fortitude 23, Reflex 21, Will 21Resist 10 fireSaving Throws +2Speed 5Action Points 1© Gorechain Strike (standard; at-will) • WeaponReach 3; +1S vs. AC; 2d12 + 4 damage.+ Gorechain Flail (standard; recharge _])The gorechain devil makes a gorechainenemy within reach,strike attack against each•f Gorechain Takeover (standard; recharge [x] [::) • CharmReach 3; +15 vs. Fortitude; 3d6 + 5 damage, and the target isdominated (save ends). The dominated condition ends if thetarget is more than 3 squares away from the gorechain devil atthe start of the target's turn.Alignment EvilLanguages SupernalStr 2 2 (+12) Dex 19 (+10) Wis 15 (+8)Con 19 (+10) Int 15 (+8) Cha 13 (+7)GORECHAIN DEVIL TACTICSGorechain devils aim gorechain takeover attacks atthe strongest-looking targets while concentratingtheir other attacks on enemies that look like controllersor leaders.


GORECHAIN DEVIL LOREReligion DC 16: Larger and more powerful thanchain devils, gorechain devils use their chains to controltheir foes.Religion DC 21: Chain devils act as jailers amongdevils; gorechain devils behave more like bountyhunters.ENCOUNTER GROUPSGorechain devils are more likely than other devils toconsort with undead.Level 12 Encounter (XP 3,800)• 2 gorechain devils (level 12 elite brute)• 1 skeleton tomb guardian (level 10 brute, MM 235)• 1 skull lord (level 10 artillery, MM 236)INEERNAL ARMOR ANIMUSTHROUGH AN EVIL RITUAL, a devil can invest a suit ofarmor with a mortal soul. The tortured spirit withinprovides military support for its devil overlords.When its physical form is ruined, the soul bursts free,only to be consumed by the nearest devil.Although it doesn't speak, an infernal armoranimus understands Common and Supernal.Infernal Armor Animus Level 3 Minion SoldierMedium immortal animate (devil, undead) XP 38Initiative +5 Senses Perception +1; darkvisionBloodlust aura 2; each nonminion devil within the aura gainsa +1 bonus to damage rolls. Multiple bood/ust auras grant acumulative bonus.HP 1; a missed attack never damages a minion; see also essencetrans/erence.AC 19; Fortitude 16, Reflex 15, Will 14Resist 5 fireSpeed 6© Short Sword (standard; at-will) • Weapon+8 vs. AC; 5 damage.Essence Transference (when the infernal armor animus drops to0 hit points) • HealingThe nearest nonminion devil within 5 squares of the animusregains 15 hit points.Alignment Evil Languages -Str 19 (+5) Dex 14 (+3) Wis 10 (+1)Con 15 (+3) lnt8(+0) Cha 11 (+1)Equipment heavy shield, short swordINEERNAL ARMORANIMUS TACTICSInfernal armor animuses hurl themselves into thefray, flanking foes when possible and moving to keepas many powerful devils in their auras as they can.INTERNAL ARMOR ANIMUS LOREReligion DC 10: Infernal armor animuses aremortal souls bound to suits of armor to serve ascaches of life energy for devils.Religion DC 15: When it dies, an infernalarmor animus heals a nearby devil, so it is often thebest tactic to destroy all animuses before attackingother devils.ENCOUNTER GROUPSInfernal armor animuses are most effective whenmassed with more powerful devils.Level 5 Encounter (XP 1,054)• 8 infernal armor animuses (level 3 minion soldier)• 2 spined devils (level 6 skirmisher, MM 66)• 1 tiefling heretic (level 6 artillery, MM 250)MISEORTUNE DEVILTHE MISFORTUNE DEVIL GATHERS SOULS for the NineHells by enticing mortals. It lures mortals intotaking increasingly larger risks—risks that ultimatelylead to the moment when the devil owns the mortals'souls.Misfortune DevilMedium immortal humanoid (devil)Initiative +10HP 115; Bloodied 57Level 15 ArtilleryXP 1,200Senses Perception +12; darkvision,truesight 10AC 27; Fortitude 26, Reflex 28, Will 27Speed 6, fly 6 (hover)© Lucky Maneuver (standard; at-will) • Psychic, Teleportation+18 vs. Will; 1d8 + 7 psychic damage, and the misfortune devilteleports 4 squares.Ray of Distortion (standard; recharge [X] _])Ranged 20; +18 vs. Reflex; 4d8 + 7 damage. The target canchoose to take 5 damage and redirect the damage of this attackto the ally with the most current hit points. The full damage isthen rerolled and applied to that ally.Roll the Bones (immediate interrupt, when the misfortune devil ishit by a melee or ranged attack; encounter)The triggering attack targets a creature of the devil's choicewithin 5 squares of the devil.Alignment EvilLanguages Supernal, CommonSkills Bluff+20, Diplomacy +20, Insight +22, Intimidate +20Str 14 (+9) Dex 17 (+10) Wis 20 (+12)Con 19 (+11) Int 23 (+13) Cha 16 (+10)MISEORTUNE DEVIL TACTICSThe misfortune devil lets its allies engage first andthen moves to the safest spot within range, attackingfoes with ray of distortion. It saves roll the hones fora dangerous or hampering attack, particularly onescoring a critical hit.


(Left to right) misfortune devil, withering devil, gorechain devil, and assassin devilMISFORTUNE DEVIL LOREReligion DC 18: Misfortune devils encourageothers to take unreasonable risks by preying on theirmner desires. They delight in promoting addictivehabits and exhorting the passionate into folly.Religion DC 23: Misfortune devils enjoy usingtheir silver tongues to trick others into making poordecisions. If the physical appearance of a misfortunatedevil would frighten away a prospective mark,it uses underlings to deliver the message, or magic todisguise itself in the form of a trusted friend.ENCOUNTER GROUPS-fortune devils tend to attach themselves to legions


SHOCKTROOP DEVIL TACTICSThe shocktroop devil starts combat with its shocktroovattack, using sword and shield whenever possibleto daze and push enemies out of the way. Later in afight, if shocktroop devils have forces to screen forthem and the fight appears to be going against them,they might retreat. They then rest, regroup, and makea new lightning-fast assault.SHOCKTROOP DEVIL LOREReligion DC 20: Shocktroop devils are frontlinesoldiers for hell's armies. They break up enemycharges, shatter enemy formations, and can singlehandedlyslaughter a great number of the enemy.Religion DC 25: It is important to hurt shocktroopdevils as quickly as possible. A shocktroop devilfighting at full strength is a terrible foe.ENCOUNTER GROUPSShocktroop devils work for anyone who promisesincessant battle and threatens rigid discipline.Level 16 Encounter (XP 7,000)• 1 bone devil (level 17 controller, MM 62)• 1 misfortune devil (level 15 artillery)• 3 shocktroop devils (level 16 soldier)WITHERING DEVILWITHERING DEVILS HARVEST SOULS for the NineHells by sapping the vitality out of all that they meet.By tempting or tricking mortals into apathy anddepression, withering devils cause famine, plague,and strife.Withering DevilMedium immortal humanoid (devil)Initiative +8Level 14 ControllerXP 1,000Senses Perception +8; darkvisionAura of Exhaustion (Charm) aura 3; each enemy within the aurais weakened.HP 138; Bloodied 69Resist 15 fireAC 28; Fortitude 24, Reflex 25, Will 26Speed 6© Staff of Weariness (standard; at-will) • Weapon+19 vs. AC; 2d8 + 6 damage.•Y Draining Ray (standard; at-will) 4 PsychicRanged 20; +18 vs. Reflex; 2d8 + 6 psychic damage, and thetarget is immobilized until the end of the withering devil'snext turn.**T Gaze of Apathy (minor; recharge _] [_) 4 Charm, GazeRanged 10; +17 vs. Will; the target is slowed (save ends).Alignment EvilSkills Bluff+18, Insight +13Languages Common, SupernalStr 11 (+7) Dex 12 (+8) Wis 13 (+8)Con 18 (+11) Int 20 (+12) Cha 23 (+13)Equipment quarterstaffWITHERING DEVIL TACTICSA withering devil uses its draining ray on rangedattackers, and then it closes the distance to keep suchattackers within its aura. Withering devils positionthemselves near enemy melee combatants in order toaffect them with aura of exhaustion.WITHERING DEVIL LOREReligion DC 18: Withering devils tempt and trickothers into not caring for each other or their duties.They destroy individuals and groups by encouragingapathy and the lack of empathy.Religion DC 23: Although their natural appearanceis hideous, withering devils show extraordinaryaptitude at disguising themselves as other humanoids.Some find and use magic to aid these attempts,but a heavy cloak and a dark room can prove just aseffective.ENCOUNTER GROUPSWithering devils cooperate with those that have similargoals, but won't hesitate to abandon their allies ifthe situation looks grim.Level 13 Encounter (XP 4,000)4- 2 bearded devils (level 13 soldier, MM 60)4 4 legion devil hellguards (level 11 minion, MM 56)• 1 withering devil (level 14 controller)• 1 yuan-ti malison sharp-eyes (level 13 artillery,MM 269)Level 15 Encounter (XP 6,600)4- 1 shadow snake (level 16 skirmisher, MM 240)4 3 yuan-ti abominations (level 14 soldier, MM 270)• 1 yuan-ti malison incanter (level 15 artillery,MM 269)4 1 withering devil (level 14 controller)


DIMENSIONAL MARAUDERTHESE CLEVER, SKULKING PREDATORS travel the planesAnd the world in search of easy prey. They are especiallyfond of places where mortals gather.Dimensional Marauder Level 4 LurkerMedium aberrant magical beast XP 175toitiative +10 Senses Perception +5; low-light visionMP 45; Bloodied 22AC 18; Fortitude 15, Reflex 17, Will 16•. nerable psychic; a dimensional marauder that takes psychicdamage immediately ends planephase form.Speed 7, teleport 3: Bite (standard; at-will)-9 vs. AC; 2d6 + 3 damage.- eality Warp (standard; usable only while insubstantial; at-will)• Teleportation-7 vs. Reflex; 1d10 + 4 damage, and the dimensional marauderteleports the target 3 squares. The marauder then teleports 3squares into a space adjacent to the target,'anar Evasion (immediate reaction, when the dimensional-arauder is hit by a melee attack; recharge |:: ':•'.)['. !j) •Teleportation"he marauder teleports 3 squares.Ptanephase Form (standard; at-will)~he dimensional marauder partially phases into another plane,gaining insubstantial and phasing until the end of its next turn:r until it hits or misses with an attack. Sustain Minor: The effectpersists.*. ignment Unaligned Languages Deep Speech:* lis Stealth +11Str 11 (-2) Dex 18 (+6) Wis 16 (+5)••15 (+4) Int4(-1) Cha 12 (+3)DIMENSIONALMARAUDER TACTICSDimensional marauders are cowardly creatures thatprefer to lie in ambush or stalk foes from the shadows.A dimensional marauder waits until adversariesare engaged in combat before moving in for opportunisticbite attacks. It enters planephase form when firsthit in combat, then strikes with reality warp to isolatean opponent.DIMENSIONALMARAUDER LOREDungeoneering DC 17: Dimensional maraudershave powers of teleportation and phasing.Some dimensional marauders seek easy prey, andcan be found near cities and other areas of highpopulation.ENCOUNTER GROUPSMany extraplanar civilizations use dimensionalmarauders as guards and hunters. However, thesecreatures' predatory instincts sometimes inspirethem to jump into a battle simply because one side orthe other looks weak.Level 3 Encounter (XP 850)• 2 dimensional marauders (level 4 lurker)• 2 ettercap fang guards (level 4 soldier, MM 107)• 1 gnome arcanist (level 3 controller, MM 134)


DIREGUARDTIRELESS AND DRIVEN BY DARK COVENANTS, undeaddireguards possess powerful magic and the skills ofbattle retained from their past lives.DIREGUARD LOREReligion DC 16: A direguard is a skeletalundead imbued with powerful magic. Foul ritualstransform willing warriors into direguards, but at aprice. If a direguard does not meet a specific quotaof killing, it is destroyed by the dark pact that grantsits power.Religion DC 21: Liches and death knightsperform the ritual that turns a living ally into a direguardtied to their wills. A deathbringer might beassigned to kill a certain number of sentient beings,or an assassin to kill members of a specific race.DIREGUARD DEATHBRINGERTHE SKELETAL DEATHBRINGER uses its blazing clawsagainst its enemies as its force armor deflects attacks.Direguard Deathbringer Level 8 Elite Artillery (Leader)Medium natural humanoid (undead) XP 700Initiative +7 Senses Perception +11; darkvision,truesight 10Command Zone aura 4; each ally within the aura gains a +2 bonusto attack rolls.HP 134; Bloodied 67; see also force armorAC 20; Fortitude 20, Reflex 21, Will 22Immune disease, poisonSaving Throws +2Speed 7Action Points 10 Blazing Bone Claw (standard; at-will) • Force+15 vs. AC; 1d6 + 9 force damage.•Y Force Blast (standard; at-will) • ForceRanged 15; +13 vs. Reflex; 2d8 + 5 force damage, and thedireguard deathbringer pushes the target 3 squares. Miss: Thetarget is slowed until the end of the deathbringer's next turn.•V Frightful Force (standard; recharge _] __\ [_)The direguard deathbringer makes three force blast attacks,each against a different target.•


0J1TMNIXGENIOUS ENGINEERS OF THE FABULOUS, djinnSwork with that most transitory of elements—air—to:reate effects more enduring than the life spans of3iany worldly empires. Carving gigantic floatingcities from the Elemental Chaos, djinns build shiningpalaces gleaming with treasures beyond mortalpagination.Allying with the primordials in the strugglei^ainst the gods, the djinns paid a high price for theirdefeat. Many are still imprisoned in towers, mir-I iws, lamps, and other lowly relics, and the few thatroam free in the world possess only a fraction of theirformer power.2DJINN THUNDERERTHIS ELEMENTAL SHAKES THE BATTLE with blasts ofI thunder, brandishing a jeweled scepter.Djinn ThundererLevel 20 Artillery-jrge elemental humanoid (air) XP 2,800taitiative +16 Senses Perception +16; blindsight 10HP 146; Bloodied 73AC 32; Fortitude 34, Reflex 32, Will 32mmune disease, poison; Resist 15 thunderSpeed 6, fly 8 (hover)Vtion Points see rage of stormsScepter (standard; at-will) • WeaponReach 2; +27 vs. AC; 3d8 + 2 damage.— Rage of Storms (free, when a critical hit damages the djinn:iunderer; encounter) • ThunderClose burst 2; +25 vs. Reflex; 3d8 + 12 thunder damage,and the thunderer pushes the target 5 squares. Effect: Thethunderer gains 1 action point,•si- Imperious Thunder (standard; encounter) • ThunderArea burst 2 within 20; +25 vs. Reflex; 2d8 + 9 thunder damage,and the target takes ongoing 10 thunder damage (save ends).Vliss; The target takes ongoing 10 thunder damage (save ends).Thunderburst (standard; at-will) • ThunderArea burst 2 within 20; +25 vs. Fortitude; 2d8 + 9 thunderaamage, and the target is dazed until the end of the djinnblunderer's next turn.I: rnyr Step (minor; recharge i1) • TeleportationThe djinn thunderer teleports 20 squares.1jnment Unaligned Languages Common, PrimordialDJINN THUNDERER TACTICSDjinn thunderers have little stomach for melee, preferringto use thunderburst and imperious thunder fromthe edge of the fray. If pressed, a thunderer makes ascepter attack, then uses zephyr step to escape to theother side of the battlefield.Siills Insight +21S«r26(+18) Dex 23 (+16) Wis 23 (+16)Con 20 (+15) Int 21 (+15) Cha 19 (+14)L-jipment scepter (mace)


DJINN STORMSWORDA DJINN STORMSWORD DEFENDS OTHER DJINNS, pullingenemies inexorably toward its deadly scimitar.Djinn StormswordLevel 24 SoldierLarge elemental humanoid (air) XP 6,050Initiative +21 Senses Perception +19; blindsight 10HP 222; Bloodied 111AC 40; Fortitude 38, Reflex 36, Will 36Immune disease, poison; Resist 15 lightning, 15 thunderSpeed 6, fly 8 (hover)0 Scimitar (standard; at-will) • WeaponReach 2; +31 vs. AC; 3d10 + 3 damage (crit 9d10 + 33), andthe target is marked until the end of the djinn stormsword'snext turn.•Y Come to Me (minor 1/round; at-will)Ranged 5; +27 vs. Fortitude; the djinn stormsword pulls thetarget 5 squares.•Y Spinning Vortex (standard; recharge _]) • Cold, ThunderRanged 5; +27 vs. Reflex; 4d12 + 8 cold and thunder damage,and the target is immobilized (save ends).•


DJINN STORMSWORD TACTICSProtection of artillery and controllers is the djinnstormsword's first priority. A stormsword uses cometo me every round to keep targets away from itsallies, punishing foes with spinning vortex and scimitarattacks.DJINN SKYLORDA DJINN SKYLORD DIRECTS ITS ALLIES in combat, contusingits enemies with powerful storms.\Djinn SkylordLevel 25 Controller (Leader)Large elemental humanoid (air) XP 7,000Initiative +17 Senses Perception +21; blindsight 10HP 236; Bloodied 118AC 39; Fortitude 38, Reflex 36, Will 36Immune disease, poison; Resist 15 thunderSpeed 6, fly 8 (hover)•_ Storm Staff (standard; at-will) 4 WeaponReach 2; +30 vs. AC; 3d10 + 4 damage, and the djinn skylordeither shifts 2 squares or makes an extra recharge roll for stormshout.vElemental Command (minor 1/round; at will)Ranged 10; no attack roll; the djinn skylord slides the target 1square.>Mystic Hail (standard; at-will) • PsychicRanged 20; +29 vs. Will; 2d8 + 8 psychic damage, and thetarget grants combat advantage to the djinn skylord until thetarget uses a standard action to clear its head of the mystic hail.•- Sandstorm (standard; encounter) • Psychic, ZoneClose burst 5; +29 vs. Will; 4d8 + 8 damage. Effect: The burstcreates a zone of swirling sand that lasts until the end ofthe djinn skylord's next turn. Each ally within the zone gainsconcealment. Each enemy that starts its turn within the zoneis dazed until the start of its next turn. Sustain Minor. The zonepersists.• - Storm Shout (standard; recharge :: I • ThunderClose blast 5; +29 vs. Will; 3d10 + 10 thunder damage, and thetarget is pushed 3 squares and knocked prone.Alignment Unaligned Languages Common, PrimordialSkills Diplomacy+24, Insight +21Str 23 (+18) Dex 20 (+17) Wis 18 (+16)Con 28 (+21) Int 25 (+19) Cha 25 (+19)Equipment quarterstaffDJINN SKYLORD TACTICSA djinn skylord tries to seize advantageous ground forits allies, swooping to the center of the battlefield andblasting foes with sandstorm. From the edge of thezone, it uses mystic hail and elemental command until itneeds to defend itself with storm shout.DJINN LOREArcana DC 24: Djinns are native to the ElementalChaos, but as punishment for their role in thewar against the gods, they were scattered after theirdefeat. Many djinns were imprisoned in worldlyobjects or had their powers severely curtailed.Arcana DC 29: Those djinns that are free seekto regain their lost might and reclaim the relics andoutposts of their old empires, many of which now liein the world. Characters who aid a djinn in a quest toreclaim a cloud palace or locate an artifact can expectgreat reward. Creatures that oppose the ambition ofthe djinns are certain to earn their eternal enmity.ENCOUNTER GROUPSDjinns prefer to ally with their own kind, but theycan often be found in the company of other creaturesof the air. A djinn has no interest in leading othercreatures, and all djinns rankle at the thought oftaking orders from lesser beings. As a result, any alliancewith a djinn is short-lived at best.Level 22 Encounter (21,400 XP)4 1 djinn stormsword (level 24 soldier)4- 2 djinn thunderers (level 20 artillery)4- 1 djinn windbow (level 22 skirmisher)4- 2 rimefire griffons (level 20 skirmisher, MM 147)Level 26 Encounter (54,950 XP)4- 1 djinn skylord (level 25 controller)4- 1 djinn thunderer (level 20 artillery)4- 3 djinn stormswords (level 24 soldier)4- 3 storm gorgons (level 26 skirmisher, MM 143)


DRAGONDRAGONS ARE WIDELY RENOWNED as some of the mostpowerful monsters in the world. Metallic dragonsgive fealty to Bahamut in his role as the PlatinumDragon. However, even the most equitable of thesegreat creatures do not hesitate to use their might tocrush opponents.Despite their relatively benign nature, manymetallic dragons engage in cruelty. All metallic dragonsare fierce when protecting their treasures.METALLIC DRAGON LORENature DC 15: Metallic dragons love learneddiscourse, but they also have a keen sense of insightand are quick to sense deception. Those who seekto rob or deceive a metallic dragon are shown nomercy.Nature DC 20: Metallic dragons can be foundin a wide range of climes and locales, preferring tosequester themselves inside ancient sites of greatlearning. They are as likely to be found in the heart ofa living city as in some ancient ruin.Nature DC 25: Metallic dragons do not makepacts with other groups of creatures, but an individualdragon is very likely to have gathered a widevariety of lesser creatures around it. Metallic dragonstreat such creatures as students and wards ratherthan as slaves. In return, these creatures act as thedragons' servants and guards, and are deeply loyal totheir dragon lieges.METALLIC DRAGONENCOUNTERSMany metallic dragons guard great works of magic oritems of historical significance. As a dragon ages andgrows in power, it gathers more precious objects. Ametallic dragon is often found with a large number oflesser creatures, which help protect the dragon's lairand the treasures the dragon guards.


ADAMANTINE DRAGONADAMANTINE DRAGONS ARE TACTICIANS that supplementtheir melee abilities with blasts of thunderouspower. They can be found anywhere, but prefer to lairin huge underground caverns.ADAMANTINE DRAGON TACTICSAn adamantine dragon favors frontal assaults againsta single target that it can take down quickly. Whenworking with a group of allies, an adamantinedragon doesn't hesitate to bear the brunt of enemies'attacks. When fighting alone, an adamantine dragonattempts to isolate weaker foes first and finish themoff quickly.Young Adamantine Dragon Level 7 Solo SoldierLarge natural magical beast (dragon) XP 1,500Initiative +8 Senses Perception +10; darkvisionHP 332; Bloodied 166; see also bloodied breathAC 23; Fortitude 22, Reflex 20, Will 19Resist 15 thunderSaving Throws +5Speed 6, fly 8 (hover), overland flight 10Action Points 2D Bite (standard; at-will)Reach 2; +12 vs. Reflex; 1d10 + 6 damage.7) Claw (standard; at-will)Reach 2; +12 vs. Reflex ; 1d8 + 6 damage,t Double Attack (standard; at-will)The young adamantine dragon makes two claw attacks.• Wing Buffet (immediate reaction, when an enemy enters orleaves an adjacent square; at-will)Reach 2; +12 vs. Fortitude; 1d8 + 3 damage, and the target isknocked prone.•- Breath Weapon (standard; recharge _]) • ThunderClose blast 5; +10 vs. Fortitude; 2d6 + 3 thunder damage,and the target is knocked prone. Miss: Half damage. Effect: Atthe start of the young adamantine dragon's next turn, it givesa thunderous roar: close burst 3; no attack roll; 10 thunderdamage.


Elder Adamantine Dragon Level 21 Solo SoldierHuge natural magical beast (dragon) XP 16,000Initiative +17 Senses Perception +19; darkvisionHP 796; Bloodied 398; see also bloodied breathAC 37; Fortitude 36, Reflex 33, Will 32Resist 25 thunderSaving Throws +5Speed 8, fly 10 (hover), overland flight 15Action Points 2© Bite (standard; at-will)Reach 2; +26 vs. Reflex; 2d8 + 8 damage, and ongoing 10damage (save ends).© Claw (standard; at-will)Reach 2; +26 vs. Reflex; 1d12 + 8 damage.4 Draconic Fury (standard; at-will)The elder adamantine dragon makes four claw attacks and thenmakes a bite attack against a different target.4 Wing Buffet (immediate reaction, when an enemy enters orleaves an adjacent square; at-will)Reach 2; +26 vs. Fortitude; 1d10 + 8 damage, and the target isknocked prone.•Y Painful Resonance (minor; recharge _]) • ThunderRanged 20; +26 vs. Fortitude; the target takes ongoing 10thunder damage and is dazed (save ends both).Breath Weapon (standard; recharge __ ii) • ThunderClose blast 5; +24 vs. Fortitude; 3d12 + 6 thunder damage,and the target is knocked prone. Miss: Half damage. Effect: Atthe start of the elder adamantine dragon's next turn, it givesa thunderous roar: close burst 3; no attack roll; 15 thunderdamage.Bloodied Breath (free, when first bloodied; encounter)Breath weapon recharges, and the elder adamantine dragonuses it.Frightful Presence (standard; encounter) • FearClose burst 10; targets enemies; +24 vs. Will; the target isstunned until the end of the elder adamantine dragon's nextturn. Aftereffect: The target takes a -2 penalty to attack rolls(save ends).Alignment Unaligned Languages Common, DraconicSkills Insight +19, Intimidate +17Str 26 (+18) Dex 21 (+15) Wis 18 (+14)Con 23 (+16) Int 13 (+11) Cha 14 (+12)ADAMANTINE DRAGON LORENature DC 20: The teeth and claws of adamantinedragons can slice through the thickest armor.Adamantine dragons breathe powerful blasts of thunderenergy that produce powerful aftershocks.Nature DC 25: Haughty and imperious, adamantinedragons assume leadership of any creaturesin their territory. They demand loyalty, tribute, andrespect, and in return they take the responsibility ofprotecting their charges seriously.Ancient Adamantine Dragon Level 28 Solo SoldierGargantuan natural magical beast (dragon) XP 65,000Initiative +21 Senses Perception +24; darkvisionHP 1,020; Bloodied 510; see also bloodied breathAC 44; Fortitude 42, Reflex 38, Will 38Resist 30 thunder; see also bloodied resilienceSaving Throws +5Speed 8, fly 12 (hover), overland flight 15Action Points 2© Bite (standard; at-will)Reach 4; +33 vs. Reflex; 2d10 + 9 damage, and ongoing 15damage (save ends).© Claw (standard; at-will)Reach 4; +33 vs. Reflex; 2d8 + 9 damage.4 Draconic Fury (standard; at-will)The ancient adamantine dragon makes four claw attacks andthen makes a bite attack against a different target.4 Wing Buffet (immediate reaction, when an enemy enters orleaves an adjacent square; at-will)Reach 2; +33 vs. Fortitude; 2d8 + 9 damage, and the target isknocked prone.•Y Painful Resonance (minor; recharge __) • ThunderRanged 20; +33 vs. Fortitude; the target takes ongoing 15thunder damage and is dazed (save ends both).Breath Weapon (standard; recharge [x] __) ^ ThunderClose blast 5; +31 vs. Reflex; 4d12 + 6 thunder damage, andthe target is knocked prone. Miss: Half damage. Ejffect: At thestart of the ancient adamantine dragon's next turn, it givesa thunderous roar: close burst 5; no attack roll; 20 thunderdamage.


COPPER DRAGONTHE MOST COVETOUS AND MISERLY of the metallic dragons,copper dragons are nonetheless social creatures.They breathe destructive blasts of acid and maketheir lairs in dry, rocky uplands and mountains.COPPER DRAGON TACTICSCopper dragons lair in locations that let them exploittheir excellent mobility. A copper dragon favorsrepeated/lyby attacks while maneuvering to make thegreatest use of blocking terrain. It is careful to limitits exposure to ranged attacks, and uses its breathweapon against multiple foes. With the right terrainand careful positioning, a copper dragon can avoidmost of its opponents' attacks.ENCOUNTER GROUPSCopper dragons recruit creatures as fast and agileas they are, allowing them to conduct running skirmishesagainst their enemies. Hippogriffs, kenkus,rocs, and sphinxes are often found with copper dragons.Copper dragons sometimes hire human and elfcavalry to help run down their enemies.Level 8 Encounter (XP 1,850)• 3 hippogriffs (level 5 skirmisher, MM 146)• 1 young copper dragon (level 6 solo skirmisher)Level 14 Encounter (XP 5,600)• 1 adult copper dragon (level 13 solo skirmisher)4- 2 dragonborn raiders (level 13 skirmisher,MM 86)COPPER DRAGON LORENature DC 20: Copper dragons lair among dryhills and mountains. They are willing to engagein prolonged battles, harrying their prey over longperiods of time.Nature DC 25: A copper dragon is covetous bynature; despite its pleasant demeanor, it seldom leavesa situation without gaining some benefit. Copperiragons breathe streams of acid and are among theswiftest of all dragons.


Young Copper Dragon Level 6 Solo SkirmisherLarge natural magical beast (dragon) XP 1,250Initiative +10 Senses Perception +10; darkvisionHP 296; Bloodied 148; see also bloodied breathAC 20; Fortitude 18, Reflex 19, Will 16Resist 15 acidSaving Throws +5Speed 8, fly 10 (hover), overland flight 15Action Points 2© Bite (standard; at-will) • AcidThe young copper dragon shifts 2 squares before and aftermaking the attack. Reach 2; +11 vs. AC; 1d10 + 4 damage plus1d6 acid damage.© Claw (standard; at-will)Reach 2; +11 vs. AC; 1d8 + 4 damage.4 Double Attack (standard; at-will)The young copper dragon makes two claw attacks and thenshifts 2 squares,•f Flyby Attack (standard; at-will)The young copper dragon flies 10 squares and makes one meleebasic attack at any point during that movement. The dragondoesn't provoke opportunity attacks when moving away fromthe target.4 Cutwing Step (immediate reaction, when an enemy moves to aspace where it flanks the young copper dragon; at-will)Targets the triggering enemy; +11 vs. AC; 1d8 + 3 damage, andthe copper dragon shifts 2 squares.Breath Weapon (standard; recharge [X] [IT)) • AcidClose blast 5; +7 vs. Reflex; 1d10 + 4 acid damage, and thetarget is slowed (save ends). Miss: Half damage.«


Elder Copper Dragon Level 20 Solo SkirmisherHuge natural magical beast (dragon) XP 14,000Initiative +20 Senses Perception +19; darkvisionHP 760; Bloodied 380; see also bloodied breathAC 34; Fortitude 32, Reflex 34, Will 31Resist 25 acidSaving Throws +5Speed 10, fly 14 (hover), overland flight 18Action Points 2£ Bite (standard; at-will) • AcidReach 2; +25 vs. AC; 2d8 + 8 damage plus 3d6 acid damage.The elder copper dragon shifts 2 squares before and aftermaking 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 thenshifts 3 squares.- Flyby Attack (standard; at-will)The elder copper dragon flies 14 squares and makes one meleebasic attack at any point during that movement. The dragondoesn't provoke opportunity attacks when moving away fromthe target.- Cutwing Step (immediate reaction, when an enemy moves to aspace where it flanks the elder copper dragon; at-will)Targets the triggering enemy; +25 vs. AC; 2d6 + 8 damage, andthe dragon shifts 3 squares.• - Breath Weapon (standard; recharge X X Mi) • AcidClose blast 5; +21 vs. Reflex; 3d10 + 6 acid damage, and thetarget is slowed (save ends). Miss: Half damage.


GOLD DRAGONGOLD DRAGONS BREATHE TORRENTS OF FLAME, and asthey age, their scales grow bright with radiant energy.They lair in a variety of climes, favoring plains androlling hills where they can easily survey the land.Gold dragons are renowned above all other childrenof Io, and few creatures dare to test the might of theoldest of them.GOLD DRAGON TACTICSGold dragons seek to control the flow of battle. Agold dragon opens battle by catching as many foes aspossible with its breath weapon, then scattering themusing/rightful presence. Once its foes are separated,the gold dragon pounces on the weakest.GOLD DRAGON LORENature DC 20: Gold dragons often lair in plainsor hills, but their terrain preference is secondary tothe goal of influencing a society or protecting a magicsecret. Gold dragons often assume leadership of agroup of lesser creatures. Gold dragons breathe powerfulgouts of flame.Nature DC 25: Gold dragons are usually honestand forthright, but they show little interest in theconcerns of other creatures. Societies led by a golddragon sometimes find themselves at the mercy of itslong-term plans.Nature DC 30: Some gold dragons know aritual that allows them to assume humanoid forms.A gold dragon divests itself of this disguise whenthreatened.ENCOUNTER GROUPSGold dragons that have selfish or evil tendenciesrecruit minotaurs, ogres, and trolls as disposableshock troops. Other gold dragons might be defendedby members of the societies they lead.Level 10 Encounter (XP 2,700)• 2 angels of valor (level 8 soldier, MM 16)• 1 young gold dragon (level 9 solo controller)Level 19 Encounter (XP 12,200)• 1 adult gold dragon (level 17 solo controller)• 3 savage minotaurs (level 16 brute, MM 191)


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Elder Cold DragonLevel 24 Solo ControllerHuge natural magical beast (dragon) XP 30,250Initiative +18 Senses Perception +23; darkvisionWeakening Flames (Fire) aura 2; each enemy that enters or startsits turn in the aura chooses either to take 15 fire damage or tobe weakened until the start of its next turn.HP 888; Bloodied 444; see also bloodied breathAC 38; Fortitude 36. Reflex 38, Will 36Resist 2 5 fireSaving Throws +5Speed 8, fly 12 (hover), overland flight 15Action Points 2© Bite (standard; at-will) • FireReach 3; +29 vs. AC; 2d10 + 8 damage plus 3d10 fire damage.© Claw (standard; at-will)Reach 3; +29 vs. AC; 2d10 + 8 damage.4 Double Attack (standard; at-will)The elder gold dragon makes two claw attacks.4 Fiery Wing Riposte (immediate reaction, when the elder golddragon is hit by a creature adjacent to it; at-will) • Fire+28 vs. Fortitude; the target is pushed 5 squares and takesongoing 10 fire damage (save ends).4f Beguiling Glow (minor; recharge [xj _]) • CharmClose burst 8; targets enemies; +26 vs. Will; the target is pulled5 squares and dazed (save ends).


IRON DRAGONQUICK AND DECEPTIVE BY NATURE, iron dragons huntfrom the shadows, striking when and where theychoose. Iron dragons prefer to lair in regions of lowhills and deep forests, or other environments thatoffer good concealment for a large predator.IRON DRAGON TACTICSIron dragons prefer to strike from ambush. An irondragon's lair features an extensive series of chambers,each with multiple entrances and exits. The dragonstations traps or minions in each of these chambers,waiting until its foes are distracted by more obviousthreats before it strikes.IRON DRAGON LORENature DC 20: Savage and surly, iron dragonsare reclusive and prefer to strike from ambush. Irondragons breathe blasts of lightning.Nature DC 25: As iron dragons age, they becomemore impervious to attack. A battle with an older irondragon promises to be a prolonged affair.ENCOUNTER GROUPSAs befits their sly nature, iron dragons do not haveallies so much as dupes. They lure dwarves, hobgoblins,minotaurs, and other greedy humanoidsinto working for them in return for a promise ofeasy loot. An iron dragon dispatches its "friends"to ambush intruders. Once the fighting starts, thedragon watches for a few moments. If its intercessioncan win the battle, it attacks. If its allies seem likelyto be defeated, an iron dragon flees rather than riskits own hide.Level 7 Encounter (XP 1,600)• 3 dwarf hammerers (level 5 soldier, MM 97)• 1 young iron dragon (level 5 solo lurker)Level 13 Encounter (XP 4,000)• 1 adult iron dragon (level 11 solo lurker)• 2 minotaur warriors (level 10 soldier, MM 190)


Young Iron DragonLevel 5 Solo LurkerLarge natural magical beast (dragon) XP 1,000Initiative +8 Senses Perception +8; darkvisionHP 268; Bloodied 134; see also bloodied breathAC 19; Fortitude 19, Reflex 17, Will 16Resist 15 lightningSaving Throws +5Speed 8, fly 8 (hover), overland flight 10Action Points 2© Bite (standard; at-will) • LightningReach 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 Wing Block (immediate interrupt, when the young iron dragon ishit 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.•


Ancient iron DragonLevel 26 Solo LurkerGargantuan natural magical beast (dragon) XP 45,000Initiative +25 Senses Perception +28; darkvisionHP 992; Bloodied 496; see also bloodied breathAC 40; Fortitude 40, Reflex 38, Will 38; see also iron wing defenseResist 30 lightningSaving Throws +5Speed 9, fly 10 (hover), overland flight 15Action Points 2D Bite (standard; at-will) • LightningReach 2; +31 vs. AC; 3d8 + 9 damage plus 4d8 lightning damage.- Claw (standard; at-will)Reach 2; +31 vs. AC; 3d8 + 9 damage.• Triple Attack (standard; at-will)The ancient iron dragon makes three claw attacks.\ Predator's Response (immediate reaction, when the ancientiron dragon is hit by a melee or close attack; at-will)The dragon makes a claw attack against any enemy adjacent toit and shifts 2 squares.1Wing Block (immediate interrupt, when the ancient iron dragonis hit by an attack; at-will)The dragon gains resist 15 to all damage of the triggeringattack, and it makes an attack: +31 vs. AC; 3d8 + 9 damage.


Young Silver DragonLarge natural magical beast (dragon)Initiative +7Level 8 Solo BruteXP 1,750Senses Perception +10; darkvisionHP 376; Bloodied 188; see also bloodied breathAC 20; Fortitude 22, Reflex 19, Will 18Resist 15 coldSaving Throws +5Speed 6, fly 6 (hover), overland flight 10Action Points 2© Bite (standard; at-will)Reach 2; +11 vs. AC; 2d8 + 5 damage.© Claw (standard; at-will)Reach 2; +11 vs. AC; 1d6 + 5 damage.4 Dragon Onslaught (standard; at-will)The young silver dragon makes a claw attack against eachenemy within reach,•f Wing Slice (immediate reaction, when an enemy attacks theyoung silver dragon while flanking it; at-will)Reach 2; targets the triggering enemy and an enemy flankingwith the triggering enemy; +11 vs. AC; 1 d6 + 5 damage.4? Breath Weapon (standard; recharge \\ Tj) • ColdClose blast 5; +7 vs. Reflex; 1d8 + 5 cold damage, and the targetgains vulnerable 5 to all damage (save ends). Miss: Half damage.«


Ancient Silver DragonLevel 29 Solo BruteGargantuan natural magical beast (dragon) XP 75,000I nitiative +17 Senses Perception +21; darkvisionHP 1,072; Bloodied 536; see also bloodied breathAC 41; Fortitude 43, Reflex 40, Will 39Resist 30 coldSaving Throws +5Speed 10, fly 10 (hover), overland flight 15Action Points 2Bite (standard; at-will)Reach 3;+32 vs. AC; 3d12 + 11 damage.Claw (standard; at-will)Reach 2;+32 vs. AC; 2d12 + 11 damage.•- Tail Slam (standard; at-will)Close blast 5; +30 vs. AC; 4d8 + 11 damage, and the target isdazed (save ends) and knocked prone.- Furious Dragon Onslaught (standard; at-will)The ancient silver dragon makes a claw attack against eachenemy within reach. It also attacks one creature with a bite.* Wing Slice (immediate reaction, when an enemy attacks theancient silver dragon while flanking it; at-will)Reach 2; targets the triggering enemy and an enemy flankingwith the triggering enemy; +32 vs. AC; 2d12 + 11 damage.•- Breath Weapon (standard; recharge (TJ [ii]) • ColdClose blast 5; +28 vs. Reflex; 4d8 + 9 cold damage, and thetarget gains vulnerable 15 to all damage (save ends). Miss: Half


DRAKEAlignment Unaligned Languages -Str 18 (+6) Dex 14 (+4) Wis 12 (+3)Con 15 (+4) Int 2 (-2) Cha 8 (+1)AGGRESSIVE AND WILD REPTILES, drakes hunt in allreaches of the world. Enterprising individuals captureand domesticate drakes, especially those that aren'table to fly. Captured drakes can be trained, but theyalways possess a wild side.BLOODSEEKER DRAKEA BLOODSEEKER DRAKE IS AN AGGRESSIVE HUNTER thatenters a frenzy when it smells blood.Bloodseeker DrakeLevel 4 SoldierMedium natural beast (reptile)XP 175Initiative +8 Senses Perception +7 (+12 when trackingbloodied creatures)HP 53; Bloodied 26AC 20; Fortitude 15, Reflex 17, Will 15Immune fear (while within 2 squares of an ally)Speed 6© Bite (standard; at-will)+11 vs. AC; 1d10 + 4 damage.Blood FrenzyA bloodseeker drake can make an opportunity attack againstany adjacent bloodied creature that shifts.BloodthirstyA bloodseeker drake gains a +3 bonus to damage rolls againstbloodied targets.Alignment Unaligned Languages -Skills Athletics +8Str 13 (+3) Dex 19 (+6) Wis 10 (+2)Con 13 (+3) Int 2 (-2) Cha 13 (+3)BLOODSEEKER DRAKE LORENature DC 12: Bloodseeker drakes are prized byhunters and patrols for their tracking abilities. Theyare hard to control, however, especially in conditionsthick with the stench of blood.HORNED DRAKEIN THE WILD, a pack of horned drakes can bring downmuch larger prey. A trained horned drake retains theinstinct to fight as a team.Horned DrakeLevel 5 SkirmisherMedium natural beast (reptile)XP 200Initiative +6 Senses Perception +3; low-light visionHP 63: Bloodied 31AC 19; Fortitude 19, Reflex 17, Will 16Speed 6© Bite (standard; at-will)+10 vs. AC; 2d8 + 2 damage, and the horned drake shifts 2squares.•)• 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 tothe horned drake is hit by a melee attack; at-will)The drake shifts 2 squares.HORNED DRAKE LORENature DC 12: Horned drakes spend the daysleeping in the sun, preferring to hunt at night or inthe early hours of morning.SCYTHECLAW DRAKEPREDATORY CUNNING makes this drake dangerous.Roving through forests and grasslands in small familialunits, a scytheclaw drake is a study in deviouspack hunting.Scytheclaw DrakeMedium natural beast (reptile)Initiative +12 Senses Perception +12HP 105; Bloodied 52AC 24; Fortitude 21, Reflex 23, Will 20Speed 10 _ _ « _ ,© Scytheclaw (standard; at-will)Level 10 SkirmisherXP500+15 vs. AC; 1d8 + 5 damage, and the target is knocked prone.If the scytheclaw drake hits a prone target, it instead deals2d8 + 5 damage, and ongoing 5 damage (save ends); see alsospringingstep.Overwhelming Attacker (opportunity, when an enemy adjacentto the scytheclaw drake stands up; at-will)The drake makes an opportunity attack against the triggeringenemy. On a hit, the attack deals no damage, and the enemyremains prone.Springing Step (free, when the scytheclaw drake hits withscytheclaw attack; recharge_}_])The drake jumps 8 squares and uses scytheclaw. The jumpdoes not provoke an opportunity attack from the target of thetriggering attack.Alignment Unaligned Languages -Skills Athletics +13, Stealth +15Str 16 (+8) Dex 21 (+10) Wis 15 (+7)Con 17 (+8) Int3(+1) Cha 6 (+3)SCYTHECLAW DRAKE LORENature DC 16: Scytheclaw drakes are more intelligentthan other drakes, and they reveal it by usingtactics of distraction. If you can see one scytheclaw,chances are good that another two or three hidenearby.


(Left to right) scytheclaw drake, fang titan drake, horned drake, and bloodseeker drakeFANG TITAN DRAKETHE MOST FEARED OF ALL DRAKES, a fang titan stalkswild places uncontested. Few predatory creaturesother than dragons pose any threat to a fang titan.Fang Titan DrakeHuge natural beast (reptile)Initiative +12 Senses Perception +12HP 348; Bloodied 174AC 32; Fortitude 31, Reflex 28, Will 28Saving Throws +2Speed 8Action Points 1Bite (standard; at-will)Level 18 Elite ControllerXP 4,000Reach 2; targets one or two adjacent creatures; +23 vs. AC; 3d8+ 7 damage, and the target is dazed (save ends). The fang titandrake also grabs one target,•c* Furious Roar (standard; encounter) • FearClose burst 10; targets enemies; +22 vs. Will; the target is stunneduntil the end of the fang titan drake's next turn. Aftereffect: Thetarget takes a -2 penalty to attack rolls (save ends).Tail Sweep (standard; recharge (T: ,X] : ii)Close burst 2; +22 vs. Reflex; 4d12 + 7 damage, and the targetis knocked prone.Bloodied Roar (free, when first bloodied; encounter)Furious roar recharges, and the fang titan drake uses it.Alignment UnalignedLanguages-Str 27 (+17) Dex 16 (+12) Wis 17 (+12)Con 22 (+15) Int 2 (+5) Cha 7 (+7)EAMG TITAN DRAKE LORENature DC 20: Although they are rare, fang titanshunt in huge territories, killing or chasing out otherlarge predators. Creatures that can escape the drakes'notice benefit from their unwitting protection.ENCOUNTER GROUPSBecause they are wild hunters, it is rare to find thesecreatures working with creatures outside their ownspecies. Although domesticated drakes are common,only the most powerful creatures can domesticate afang titan.Level 3 Encounter (XP 750)• 2 bloodseeker drakes (level 4 brute)• 2 poisonscale magi lizardfolk (level 2 artillery)• 1 poisonscale collector lizardfolk (level 3 lurker)Level 19 Encounter (XP 12,000)• 1 fang titan drake (level 18 elite controller)• 2 fire giants (level 18 soldier, MM 123)• 2 fire giant forgecallers (level 18 artillery,MM 123)


DRAKKOTHSTALKING THE JUNGLES AND FORESTS of the world,drakkoths are draconic creatures that share theintelligence and cunning of their distant dragon kin.Drakkoths have adopted a culture and weaponrysimilar to those of humanoid races. Fiercely devotedto their own kind, drakkoths form warrior tribes thataggressively defend their territories.DRAKKOTH AMBUSHERTHE DRAKKOTH AMBUSHER FIGHTS IN CONCERT withsoldier and brute allies, making surprise attackswhenever possible.DRAKKOTH AMBUSHER TACTICSAt the beginning of combat, an ambusher attempts tohit three or more enemies with sudden rush. Throughoutcombat, the ambusher prefers to attack withcombat advantage and is constantly on the move,attacking with reach against prone targets whileavoiding spaces adjacent to enemies.Drakkoth AmbusherMedium natural humanoid (reptile)Initiative +13HP 131; Bloodied 65; see also drakkothAC 27; Fortitude 24, Reflex 25, Will 24Speed 7Level 13 SkirmisherXP800Senses Perception +15; low-light visionrage© Glaive (standard; at-will) • Poison, WeaponReach 2; +18 vs. AC; 4d4 damage plus 5 poison damage.4 Sudden Rush (move; recharge (X [i:)The drakkoth ambusher shifts its speed and makes an attackagainst each enemy it moves adjacent to during the move: +16vs. Reflex; the target is knocked prone.•


DRAKKOTH RAGERA DRAKKOTH RAGER CHARGES INTO BATTLE, obliviOUSto attacks against it in its single-minded fury.DRAKKOTH RAGER TACTICSThe drakkoth rager charges haphazardly into combat,provoking opportunity attacks if necessary in orderto hit three targets with raging cleave. The rager usesvenom hiss as soon as it can target two or more creatures.If its foes are not clustered together, the ragerfocuses its attacks on the biggest threat.Drakkoth RagerMedium natural humanoid (reptile)Initiative +12HP 366; Bloodied 183; see also drakkothAC 27; Fortitude 30, Reflex 29, Will 29Saving Throws +2Speed 7Action Points 1Level 15 Elite BruteXP 2,400Senses Perception +12; low-light visionD Battleaxe (standard; at-will) • Weapon+18 vs. AC; 2d10 + 8 damage.rage\- Raging Cleave (standard; at-will) • Poison, WeaponClose burst 1; +18 vs. AC; 2d10 + 8 damage plus 5 poisondamage.Venomous Hiss (minor; recharges when first bloodied) •PoisonClose blast 2; +16 vs. Reflex; 3d6 + 5 poison damage, and thetarget takes ongoing 5 poison damage (save ends).Drakkoth Rage (while bloodied)The drakkoth rager gains a +2 bonus to attack rolls and a +5bonus to damage rolls. In addition, once per round when therager hits with an attack, it gains 10 temporary hit points.Alignment UnalignedLanguages Common, DraconicStr 18 (+11) Dex 20 (+12) Wis 20 (+12)Con 23 (+13) Int 12 (+8) Cha 14 (+9)Equipment hide armor, battleaxeDRAKKOTH VENOMSHOTTHE DRAKKOTH VENOMSHOT SUPPORTS ITS ALLIES fromthe edge of the fray with longbow attacks.DRAKKOTH VENOMSHOT TACTICSIf a venomshot has a clear shot at a target engagedin melee, it will use its longbow attack to enhanceits allies' poison attacks. Once bloodied, a venomshotwill shift away from foes, try to hit a nearbyenemy with its longbow, then follow up with avenomshot hiss in order to gain temporary hit pointsfrom drakkoth rage.Drakkoth VenomshotMedium natural humanoid (reptile)Initiative+13HP 125; Bloodied 63; see also drakkothAC 28; Fortitude 29, Reflex 28, Will 28Speed 7Level 16 ArtillerySenses Perception +13; low-light visionrage© Longsword (standard; at-will) 4 Weapon+23 vs. AC; 2d8 + 4 damage.© Longbow (standard; at-will) 4 WeaponRanged 20/40; +23 vs. AC; 2d10 + 5 damage, and the targetgains vulnerable 10 poison (save ends).Venomshot Hiss (minor; recharges at the start of its turn whilethe drakkoth venomshot is bloodied) • PoisonClose blast 3; +21 vs. Reflex; 1d10 poison damage, and thetarget takes ongoing 5 poison damage (save ends).Drakkoth Rage (while bloodied)Once per round when the drakkoth venomshot hits with anattack, it gains 10 temporary hit points.Alignment UnalignedLanguages Common, DraconicStr20(+13) Dex21(+13) Wis 21 (11)Con 23 (+14) Int 15 (+10) Cha 14 (+10)Equipment leather armor, longsword, longbow, 30 arrowsDRAKKOTH LORENature DC 18: Drakkoths are a race of draconiccreatures sometimes called dracotaurs because oftheir similarity in form to centaurs. Unlike dragonsand dragonspawn, but similar to dragonborn, drakkothshave developed an advanced tribal culture.Drakkoths are nomadic, and the shifting boundariesof their lands can encompass vast swaths offorest or jungle.Nature DC 23: Some drakkoth tribes are devotedto Tiamat and serve her with a bloodthirsty devotion.Others care little for the god of greed, choosinginstead to honor a dragon patron (most often an elderor ancient green). A dragon that knows of this practicemight seek drakkoth worshipers, inspiring (ortricking) a tribe into its service.ENCOUNTER GROUPSDrakkoths keep to themselves, although theysometimes make short-term alliances to challengepowerful targets. Additionally, they train creatures toserve them as guards and hunters.Level 14 Encounter (XP 5,900)4- 1 drakkoth rager (level 15 elite brute)4- 2 drakkoth venomshots (level 16 artillery)4- 1 viscera devourer (level 12 controller, MM 68)Level 16 Encounter (XP 7,200)4- 3 drakkoth ambushers (level 13 skirmisher)4- 2 drakkoth venomshots (level 16 artillery)4- 1 roc (level 14 elite skirmisher, MM 220)


DUERGARDISTANT KIN TO DWARVES, duergar carry the taintof a long association with infernal forces. Althoughthey share a love of mining and metalwork withtheir steadfast dwarf cousins, duergar are uniformlytreacherous and cruel.DUERGAR GUARDWIELDING A FIERY WARHAMMER, a duergar guardflings poisoned quills at its enemies.Duergar GuardLevel 4 SoldierMedium natural humanoid, dwarf (devil)XP175Initiative +6 Senses Perception +4; darkvisionHP 58; Bloodied 29AC 20; Fortitude 17, Reflex 15, Will 15Resist 5 fire, 5 poisonSpeed 5© Warhammer (standard; at-will) 4- Weapon+11 vs. AC; IdIO + 3 damage.•f Infernal Quills (minor; encounter) 4 PoisonRanged 3; +11 vs. AC; 1d8 + 3 damage, and the target takesongoing 2 poison damage and a -2 penalty to attack rolls (saveends both).Infernal Anger (minor; recharge (xj (TTj) 4 FireUntil the start of the duergar guard's next turn, its meleeattacks deal 4 extra fire damage, and if an enemy adjacent tothe guard moves, the guard shifts 1 square as an immediatereaction.Alignment EvilLanguages Common, Deep SpeechDwarvenSkills Dungeoneering+9Str 14 (+4) Dex 15 (+4) Wis 15 (+4)Con 18 (+6) Int 10 (+2)Cha8(+1)Equipment chainmail, warhammerDUERGAR SCOUTA DUERGAR SCOUT ATTACKS FROM AMBUSH, Snipingwith its crossbow as it moves unseen among its foes.Duergar ScoutLevel 4 LurkerMedium natural humanoid, dwarf (devil)XP 175Initiative +8 Senses Perception +9; darkvisionHP 48; Bloodied 24AC 18; Fortitude 18, Reflex 16, Will 16Resist 5 fire, 5 poisonSpeed 5© Warhammer (standard; at-will) 4 Weapon+8 vs. AC; IdIO + 2 damage,•y Crossbow (standard; at-will) 4 WeaponRanged 15/30; +9 vs. AC; 1d8 + 4 damage.(Left to right) duergar scout, shock trooper, and theurge


•Y Infernal Quills (minor; encounter) 4 PoisonRanged 3; +9 vs. AC; 1d8 + 3 damage, and the target takesongoing 2 poison damage and a -2 penalty to attack rolls (saveends both).Shadow AttackA duergar scout's attacks deal 2d6 extra damage while thescout is invisible.Underdark Sneak (minor; while in dim light or darkness andadjacent to an object or a wall that occupies at least 1 square;at-will)The duergar scout becomes invisible until the end of its nextturn or until after it hits or misses with an attack.Alignment EvilLanguages Common, Deep Speech,DwarvenSkills Dungeoneering +9, Stealth +9Str 13 (+3) Dex 15 (+4) Wis14(+4)Con 18 (+6) lnt10(+2) Cha 8 (+1)Equipment chainmail, warhammer, crossbow, case with 10 boltsDUERGAR THEURGEA DUERGAR THEURGE LAUNCHES A FIERY RAIN againstits foes. The approach of a theurge can drain creaturesof the will to fight.Duergar TheurgeLevel 5 ControllerMedium natural humanoid, dwarf (devil) XP 200Initiative +3 Senses Perception +6; darkvisionHP 63; Bloodied 31AC 19; Fortitude 16, Reflex 16, Will 18Resist 5 fire, 5 poisonSpeed 5D Warhammer (standard; at-will) • Weapon+10 vs. AC; 1d10 + 1 damage.-V Hellbolt (standard; at-will) • FireRanged 10; +9 vs. Reflex; IdIO + 4 fire damage.•Y Infernal Quills (minor; encounter) • PoisonRanged 3; +10 vs. AC; 1d8 + 3 damage, and the target takesongoing 2 poison damage and a -2 penalty to attack rolls (saveends both).


DUERGAR HELLCALLERBRISTLING WITH LETHAL QUILLS, the hellcaller canalso summon a lesser devil to battle its foes.Duergar HellcallerMedium natural humanoid, dwarf (devil)Initiative +10HP 96; Bloodied 48Level 12 ArtilleryXP700Senses Perception +13; darkvisionAC 24; Fortitude 23, Reflex 23, Will 25Resist 10 fire, 10 poisonSpeed 5© Mace (standard; at-will) • Weapon+19 vs. AC; 1d8 + 5 damage.•Y Infernal Quills (standard; at-will) • Fire, PoisonRanged 10; +19 vs. AC; 1d8 + 3 fire and poison damage, and thetarget takes ongoing 5 fire and poison damage and a -2 penaltyto attack rolls (save ends both).•Y Quick Quill Strike (minor; encounter)The duergar hellcaller makes an infernal quills attack.


(Left to right) duergar fleshtearer, blackguard, and hellcallerAlignment EvilLanguages Common, Deep Speech,DwarvenSkills Bluff+15, Dungeoneering +18, Religion +17Str 14 (+9) Dex 15 (+9) Wis 23 (+13)Con 20 H 2) Int 20 (+12) Cha 16 H10)Equipment greatclub, robesDUERGAR LORENature DC 10: Duergar are kin to dwarves, buttheir long association with infernal powers has giventhem strange abilities and a thirst for blood. Theirdevilish nature leads duergar to prefer volcanic areasof the Underdark.Nature DC 16: Long ago, duergar were membersof a great clan of dwarves that delved deep into theUnderdark and fell to a mind flayer assault. Theyendured uncounted years as slaves before fightingtheir way to freedom. Those duergar that escapedgained a perverse education from their captivity,becoming as corrupt as their former masters.Nature DC 21: Believing that Moradin abandonedthem during their enslavement, the duergarturned instead to the worship of devils. Most nowtake Asmodeus as their patron deity, and devilishpower flows in their veins. Within their settlements,blood rites to infernal beings are common. Woe tothe slave that has outlived its usefulness or angered acapricious duergar master.ENCOUNTER GROUPSDuergar raid, pillage, and take prisoners when it suitsthem, using captives as slave labor and sacrifices fortheir infernal altars. For their raiding parties, theysummon devils and employ troglodytes, ores, ogres,and other wicked races.Level 4 Encounter (XP 901)• 2 duergar guards (level 4 soldier)• 1 duergar scout (level 4 lurker)• 1 duergar theurge (level 5 controller)• 4 ore drudges (level 4 minion, MM 203)


ELADRINSELF-STYLED PRINCES AND NOBLES of the Feywild,eladrin live charmed lives full of art and music.However, they are quick to anger when their wrath isprovoked; an eladrin bears down upon its foes like ahurricane.ELADRIN ARCANE ARCHERARCANE ARCHERS INFUSE THEIR WEAPONS with magicalforce, the better to destroy their enemies.Eladrin Arcane ArcherMedium fey humanoidInitiative +6HP 51; Bloodied 25AC 17; Fortitude 16, Reflex 18, Will 16Level 5 ArtilleryXP200Senses Perception +7; low-light visionSaving Throws +5 against charm effectsSpeed 6© Short Sword (standard; at-will) • Weapon+12 vs. AC; 1d6 + 4 damage.® Scorching Arrows (standard; at-will) • Fire, WeaponRanged 20/40; +10 vs. AC or Reflex (whichever is lower); 1d10damage plus 1d6 fire damage. Effect: The eladrin arcane archermakes the attack against the same target or a different one.•# Eldritch Burst (standard; recharge rjTJ _\ fjj]) • ForceArea burst 1 within 20; +10 vs. Fortitude; IdIO + 5 forcedamage, and the target is knocked prone.Fey Step (move; encounter) • TeleportationThe eladrin arcane archer teleports 5 squares.Alignment Unaligned Languages Common, ElvenStr 12 (+3) Dex 18 (+6) Wis 11 (+2)Con 15 (+4) Int 17 (+5) Cha 15 (+4)Equipment chainmail, longbow, 2 short swordsELADRIN ARCANE ARCHER LOREArcana DC 12: Eladrin arcane archers are highhskilled warriors that employ missiles of magical fireagainst their enemies.Arcana DC 17: Arcane archery is more than justa combination of magic and skill at arms. It is a completefusion of two arts, its secrets known only to theeladrin.(Left to right) eladrin arcane archer, coure of mischief and strife, and hladesinger


ELADRIN BLADESINGERA WHIRLING BLUR IN BATTLE, an eladrin bladesingerforms a bond with allies and enemies alike, makingeach fight personal.COURE OE MlSCHIEEAND STRIEETHIS WINSOME ELADRIN keeps to the shadows, lipscurled in a wicked smile.22z


ELEMENTALELEMENTALS ROIL ACROSS the Elemental Chaps in infinite variety. Some occupy roles in that plane's variedenvironments similar to those of beasts in the world.Others pursue alien interests in their own societies.CHILLFIRE DESTROYERA CHILLFIRE DESTROYER IS A MASS OF RAGING FIREheld in check by a shell of elemental ice. As the creaturefights, the shell slowly weakens, exposing theinferno within.Chillfire DestroyerLevel 14 BruteLarge elemental magical beast (cold, fire) XP 1,000Initiative +12 Senses Perception +12Leaking Firecore (Fire) aura 2; while the chillfire destroyer isbloodied, each creature that starts its turn within the aura takes10 fire damage.HP 173; Bloodied 86; see also firecore breachAC 26; Fortitude 26, Reflex 25, Will 25Immune disease, poison; Resist 10 cold, 10 fireSpeed 5© <strong>Free</strong>zing Slam (standard; at-will) • ColdReach 2; +17 vs. AC; 1d12 + 6 damage plus 1d12 cold damage.4 Trample (standard; at-will) • ColdThe chillfire destroyer moves its speed and can move throughenemies' spaces. The destroyer makes an attack: +15 vs. Reflex;1d10 + 6 damage plus 1d10 cold damage, and the target isknocked prone.


DUST DEVILA LIVING MOTE OF ELEMENTAL AIR, a dust devil is adestructive creature that sends its enemies flying.Dust DevilLevel 3 SkirmisherSmall elemental magical beast (air, earth) XP 150nitiative +7 Senses Perception +0HP 47; Bloodied 23AC 18; Fortitude 14, Reflex 16, Will 14 (-2 to all defenses whileslowed or immobilized)mmune disease, poisonSpeed 8- Grasping Winds (standard; at-will)^8 VS. Reflex; IdIO + 3 damage, and the dust devil slides thetarget 2 squares.I Gale Blast (move; recharge X; is)The dust devil shifts 5 squares and attacks each enemy it movesadjacent to (one attack per creature): +8 vs. Fortitude; the targetis knocked prone.•- Stinging Sands (standard; encounter)Close burst 3; +8 vs. Fortitude; 3d6 + 3 damage, and the targetis blinded until the end of the dust devil's next turn.Alignment Unaligned Languages PrimordialSkills Stealth +10Str8(+0) Dex 18 (+5) Wis 8 (+0)Con 15 (+3) Int 5 (-2) Cha 15 (+3)DUST DEVIL LOREArcana DC 15: A dust devil is a creature of windand earth, flighty and impulsive. Because of itsdependence on movement, any attack that slows adust devil weakens it significantly.FLAMESPIKERFORMED OF AIR, EARTH, AND FIRE, flamespikers arefront-line warriors under the command of morepowerful beings of the Elemental Chaos.FlamespikerLevel 5 SoldierMedium elemental magical beast (air, earth, fire) XP 200Initiative+6 Senses Perception+4HP 66; Bloodied 33AC 21; Fortitude 18, Reflex 16, Will 16Immune disease, petrification, poison; Resist 10 fireSpeed 7Stonespike (standard; at-will) • FireReach 2; +12 vs. AC; 1d8 damage plus 1d6 fire damage, and thetarget gains vulnerable 5 fire and is marked until the end of theflamespiker's next turn.Spikebolt (standard; at-will)Ranged 5/10;+12 vs. AC; 1d10+ 5 damage.- Thunderfire Thrust (immediate reaction, when an enemy within2 squares of the flamespiker shifts; recharge X s i) • Fire,ThunderThe flamespiker uses stonespike against the triggering enemy.On a hit, the flamespiker makes a secondary attack againstthe same target. Secondary Attack: +10 vs. Fortitude; 5 thunderdamage, and the target is stunned (save ends).Alignment Unaligned Languages PrimordialStr 13 (+3) Dex 15 (+4) Wis 15 (+4)Con 18 (+6) lnt6(+0) Cha8(+1)FLAMESPIKER LOREArcana DC 12: A flamespiker is a living shell ofstone with a hollow core of roiling flame. It blasts foeswith burning shards of stone, rendering targets moresusceptible to subsequent fire-based attacks.GEONIDAN ELEMENTAL OF ROCK AND EARTH, the geonid lurksin the Underdark waiting for creatures to stumbleacross it. When dormant, it looks like a large boulder.Only when prey draws near does it reveal itstrue form.GeonidLevel 6 LurkerLarge elemental magical beast (earth) XP 250Initiative +10 Senses Perception +11; darkvisionHP 56; Bloodied 28AC 20; Fortitude 18, Reflex 17, Will 17Immune disease, petrification, poisonSpeed 4© Tentacle (standard; at-will)Reach 2; +11 vs. AC; 2d6 + 4 damage.+ Capturing Grab (standard; at-will)Reach 2; +11 vs. AC; 1d6 + 4 damage. Eject: The geonid makesone more attack against the same target. If both attacks hit, thetarget is grabbed.«c* Shell Slam (standard; at-will)Close burst 2; +9 vs. Fortitude; the target is knocked prone.Ejflect: The geonid closes its shell. While the geonid's shell isclosed, its speed is 0, it gains a +5 bonus to all defenses, andit does not have line of effect to any creature other than acreature it has grabbed. The geonid slides a creature it hasgrabbed into its space. The grabbed creature has line of sightand line of effect only to the geonid. The geonid does notgain its bonus to defenses against the grabbed creature. If thegrabbed creature escapes, it appears in a space adjacent to thegeonid. The geonid can open its shell as a minor action.Shell FormA geonid with its shell closed resembles a boulder. A creaturecan recognize the geonid as a beast by succeeding on a DC 28Perception check.Alignment Unaligned Languages PrimordialSkills Stealth +11Str 19 (+7) Dex 16 (+6) Wis 17 (+6)Con 14 (+5) Int6(+1) Cha 9 (+2)GEONID LOREArcana DC 17: During the war between thegods and the primordials, geonids served as guardiansand watchers along the hidden pathways thathoneycombed the world. Secret caches of weapons,treasure, and sleeping primordial war beasts still lurkin such places, forgotten by all but the geonids thatstill guard them.


(Left to right) mud lasher, dust devil,tempest wisp, and stormstonefuryMUD LASHERA CREATURE OF ELEMENTAL EARTH AND WATER, themud lasher is a vicious brute that delights in drowningits foes.Mud LasherLevel 4 BruteMedium elemental magical beast (earth, water) XP 175Initiative +4 Senses Perception +9; low-light visionHP 63; Bloodied 31AC 16; Fortitude 17, Reflex 15, Will 15Immune disease, poisonMUD LASHER LOREArcana DC 12: A mud lasher buries a victim inshallow mud, then rests atop this crude grave to feaston the slowly rotting corpse. These creatures have nointerest in gold, gems, and other riches, but treasureis sometimes interred with their victims.ROCKEIST SMASHERROCKFIST SMASHERS TAKE GREAT PLEASURE in knockingfoes to their knees.© Slam (standard; at-will) 1 Rockfist Smasher Level 10 Brute+7 vs. AC; 2d8 + 4 damage. 1 Large elemental magical beast (earth) XP500•f Drowning Slam (standard; encounter)+5 vs. Fortitude; 2d8 + 4 damage, and ongoing 5 damage (saveends). Miss: Half damage.Mud Ball (standard; at-will)Ranged 10; +5 vs. Reflex; the target is slowed (save ends). If thetarget is already slowed, it is instead immobilized (save ends).Amorphous Body (immediate reaction, when hit by a meleeattack; encounter)The mud lasher shifts 3 squares.Relentless AssaultA mud lasher gains a +2 bonus to attack rolls against slowed orimmobilized creatures.Alignment UnalignedSkills Stealth +9Languages PrimordialStr 18 (+6) Dex 15 (+4) Wis 15 (+4)Con 13 (+3) Int8(+1) Cha 11 (+2)Initiative +7 Senses Perception +11HP 125; Bloodied 62; see also internal avalancheAC 22; Fortitude 24, Reflex 21, Will 21Immune disease, petrification, poisonSpeed 5© Granite Punch (standard; at-will)Reach 2; +13 vs. AC; 2d10 + 6 damage, and if the target isbloodied, it is knocked prone.Internal Avalanche (when first bloodied; encounter)The rockfist smasher gains 20 temporary hit points. If it hastemporary hit points at the start of its next turn, it loses themand gains 1 action point that it must use during that turn.Alignment UnalignedLanguages PrimordialStr 21 (+10) Dex 15 (+7) Wis 12 (+6)Con 15 (+7) Int 4 (+2) Cha 15 (+7)


ROCKFIST SMASHER LOREArcana DC 16: Capricious and stupid, a rockfistsmasher fights its way across a battlefield at random,focusing on a specific target only after it bloodiesthat foe.Arcana DC 21: More intelligent creatures of theElemental Chaos often gather a number of rockfistsmashers and keep them in chambers as traps.SHARDSTORM VORTEXSHARDSTORMS ARISE IN THE ELEMENTAL CHAOS likeblizzards, hurling cutting slices of stone instead ofsnow. Among these storms lurk shardstorm vortices.The shardstorm vortex is a scavenger, feeding onthe destruction left behind by the battles of its morepowerful elemental kin.Shardstorm VortexLevel 7 SkirmisherMedium elemental magical beast (air, earth) XP 300Initiative +9 Senses Perception +6Sandblast aura 1; each enemy within the aura takes a -2 penaltyto all defenses.HP 80; Bloodied 40AC 21; Fortitude 19, Reflex 20, Will 19Immune disease, poisonSpeed 0, fly 8 (hover): Abrasive Slam (standard; at-will)+10 vs. Fortitude; 2d8 + 2 damage.Whirling Blast (standard; recharge [X] Jlj)The shardstorm vortex shifts 4 squares and makes an attack:close burst 1; +10 vs. Reflex; 3d8 + 3 damage, and the vortexpushes the target 1 square. Miss: Half damage.Alignment UnalignedLanguages PrimordialStr 10 (+3) Dex 19 (+7) Wis 16 (+6)Con 16 (+6) lnt5(+0) Cha6(+1)Shardstorm VortexFunnelcloudLevel 13 Minion SkirmisherMedium elemental magical beast (air, earth) XP 200Initiative +14 Senses Perception +10Sandblast aura 1; each enemy within the aura takes a -2 penaltyto all defenses.HP 1; a missed attack never damages a minion.AC 27; Fortitude 24, Reflex 26, Will 24Immune disease, poisonSpeed 0, fly 8 (hover)- Abrasive Slam (standard: at-will)+16 vs. Fortitude; 12 damage.Vortex Step (move; at-will)The shardstorm vortex funnelcloud shifts 4 squares.Alignment UnalignedLanguages PrimordialStr 11 (+6) Dex 22 (+12) Wis 19 (+10)Con 19 (+10) Int 5 (+3) Cha 6 (+4)Shardstorm VortexWhirlwindLevel 23 Minion SkirmisherMedium elemental magical beast (air, earth) XP 1,275Initiative +21 Senses Perception +17Sandblast aura 1; each enemy within the aura takes a -2 penaltyto all defenses.HP 1; a missed attack never damages a minion.AC 37; Fortitude 35, Reflex 36, Will 34Immune disease, poisonSpeed 0, fly 8 (hover)© Abrasive Slam (standard; at-will)+26 vs. Fortitude; 15 damage.Vortex Step (move; at-will)The shardstorm vortex whirlwind shifts 4 squares.Alignment UnalignedLanguages PrimordialStr 12 (+12) Dex 27 (+19) Wis 22 (+17)Con 24 (+18) Int 5 (+8) Cha 6 (+9)SHARDSTORM VORTEX LOREArcana DC 14: The shardstorm vortex is a scavengerfrom the Elemental Chaos. Though it is rarelythe first creature to enter a fight, its potent slamattack makes it a dangerous foe.STORMSTONE FURYA STORMSTONE FURY IS A HULKING CREATURE of Stoneand thunder, both of which it unleashes at the slightestthreat.Stormstone FuryI Level 14 ArtilleryMedium elemental magical beast (air, earth)XP 1,000Initiative+12HP 113; Bloodied 56Senses Perception+9AC 26; Fortitude 26, Reflex 25, Will 25Immune disease, petrification, poison; Resist 10 thunderSpeed 6© Grinding Stones (standard; at-will)+21 vs. AC; IdIO + 3 damage.•f Hurtling Thunderstone (standard; at-will) • ThunderRanged 20; +21 vs. AC; 2d8 + 6 damage. Miss: Half damage.Effect: One square the target currently occupies becomes theorigin square of a burst 2 attack that occurs at the start of thestormstone fury's next turn: +19 vs. Fortitude; 1d10 + 6 thunderdamage.V Shrapnel Burst (minor; recharge jYTj [x] TJj) • ThunderClose burst 2; +21 vs. AC; 1d6 + 6 damage plus 1d6 thunderdamage, and the stormstone fury pushes the target 2 squares.Meld to Ground (when first bloodied; requires the stormstonefury to be on the ground; encounter) • TeleportationThe fury disappears, and no creatures have line of sight or lineof effect to it. At the start of its next turn, the fury appearswithin 10 squares of its previous space.Alignment UnalignedLanguages PrimordialStr 16 (+10) Dex 20 (+12) Wis 15 (+9)Con 23 (+13) Int 6 (+5) Cha 20 (+12)mm_STORMSTONE FURY LOREArcana DC 18: Stormstone furies are creaturesof stone and living thunder. A stormstone fury has nocompunction about catching allies with its attacks, sothese creatures fight best alongside those resistant to


thunder. Dwarves covet thundering weapons craftedfrom the stone of a stormstone fury's body.TEMPEST WISPA TEMPEST WISP SEEKS OUT other creatures it cancoerce to its side of a fight, using them as shields as ittargets weaker foes.Tempest WispMedium elemental magical beast (air)Initiative +10 Senses Perception +10HP 134; Bloodied 67AC 27; Fortitude 26, Reflex 24, Will 24Level 13 ControllerXP800Immune disease, poison; Resist insubstantial while not bloodiedSpeed 0, fly 7 (hover)0 Air Slash (standard; at-will)+16 vs. Reflex; 2d8 + S damage.® Whistling Wind (standard; at-will)Ranged 10; +16 vs. Reflex; 2d10 + 3 damage, and the tempestwisp slides the target 1 square.•YTumbling Updraft(standard; recharge X ii)Ranged 10; +20 vs. Fortitude; the target is lifted up 20 feet (4squares) and restrained (save ends). Failed Saving Throw: Thetarget is lifted up another 20 feet. Successful Saving Throw; Thetarget falls and takes falling damage, if applicable.Alignment UnalignedLanguages PrimordialStr 15 (+8) Dex 19 (+10) Wis 19 (+10)Con 22 (+12) lnt9(+5) Cha14(+8)TEMPEST WISP LOREArcana DC 18: A tempest wisp becomes solidwhen bloodied. Unlike many elementals, tempestwisps actively ally themselves with other creatures,hoping to stay behind them in battle.WlNDElETMD FURYA CYCLONE OF MIST AND LIGHTNING, the windfiendfury arcs through the air like a predator.Windfiend FuryLevel 12 ControllerLarge elemental magical beast (air, water)XP 700Initiative +11 Senses Perception +10Forceful Zephyr aura 3; the windfiend fury slides each creaturethat starts its turn within the aura 1 square.HP 123; Bloodied 61AC 26; Fortitude 24, Reflex 25, Will 24Immune disease, poison; Resist 15 lightning, 15 thunderSpeed 0, fly 8 (hover)0 Flying Debris (standard; at-will)Reach 2; +17 vs. AC; 2d8 + 5 damage.-Y Lightning Strike (standard; recharge (x) __) • LightningRanged 10; +16 vs. Fortitude; 3d8 + 5 lightning damage, and thetarget is dazed until the end of the windfiend fury's next turn.•


Alignment Unaligned Languages PrimordialStr 17 (+9) Dex 21 (+11) Wis 19 (+10)Con 19 (+10) Int 6 (+4) Cha 16 (+9)WINDFIEND FURY LOREArcana DC 16: As an opponent, the windfiendfury is difficult to pin down. If surrounded in melee,it explodes in a thunderous burst, then re-forms inanother place farther away from its foes.Arcana DC 21: Windfiend furies often accidentallycross the boundaries between planes. Sweptup into a great storm on one plane, a windfiendfury can be pulled into a dangerous tempest thatrages in another plane. Some archons know a wayto imprison windfiend furies within magic vessels,which they then pilot to other planes using the elementals'power.WINDSTRIKERA INDSTRIKKRS WHIRL OUT oi NOW HI Hi to hammerfoes with potent blasts of thunderous cold.Their lethal fury comes in fits and starts as theirwinds seek to enwrap targets before the windstrikersblast them.WindstrikerLevel 9 LurkerMedium elemental magical beast (air) XP 400Initiative+11 Senses Perception+9HP 56; Bloodied 28AC 21; Fortitude 22, Reflex 20, Will 20Immune disease, poison; Resist insubstantialSpeed 0, fly 8 (hover)Windstrike (standard; at-will) • Cold, ThunderReach 2; +14 vs. AC; 1d8 + 2 cold and thunder damage.* Lethal Windstrike (standard; at-will) • Cold, ThunderReach 2; targets the windstriker's quarry (see searching wind);+14 vs. AC; 2d12 + 5 cold and thunder damage, and the targetis no longer designated as the windstriker's quarry.Searching Wind (standard; recharges when the windstriker hitswith lethal windstrike) 4 Cold, ThunderRanged 10; +12 vs. Will; 2d6 + 5 cold and thunder damage, andthe target is knocked prone. Effect: The target is designated asthe windstriker's quarry.Shifting Wind (immediate reaction, when the windstriker takesdamage; at-will)Until the end of its next turn, the windstriker does not provokeopportunity attacks and can move through enemies' spaces.Alignment Unaligned Languages PrimordialStr 14 (+6) Dex 17 (+7) Wis 10 (+4)Con 20 (+9) Int5(+1) Cha 17 (+7)ENCOUNTER GROUPSElementals fight most commonly alongside their ownkind, or with other creatures of the Elemental Chaos.Outside that plane, elementals are found as guardiansof tombs and treasure-houses, or at locationswhere they have been summoned by powerful magic.Level 4 Encounter (XP 875)• 2 clay scouts (level 2 lurker, MM 156)• 3 dust devils (level 3 skirmisher)• 1 human mage (level 4 artillery, MM 163)Level 6 Encounter (XP 1,275)4 3 dust devils (level 3 skirmisher)• 2 flamespikers (level 5 soldier)• 1 geonid (level 6 lurker)• 1 mud lasher (level 4 brute)Level 7 Encounter (XP 1,500)4- 4 flamespikers (level 5 soldier)• 1 imp (level 3 lurker, MM 63)• 2 magma hurlers (level 4 artillery, MM 182)• 1 tiefling heretic (level 5 artillery, MM 250)Level 9 Encounter (XP 2,100)• 3 shardstorm vortices (level 7 skirmisher)• 4 shardstorm vortex funnelclouds (level 13 minionskirmisher)• 1 windstriker (level 9 lurker)Level 12 Encounter (XP 3,700)• 2 rockfist smashers (level 10 brute)• 2 stormstone furies (level 14 artillery)• 1 windfiend fury (level 12 controller)Level 15 Encounter (XP 6,400)4- 2 chillfire destroyers (level 14 brute)• 1 tempest wisp (level 13 controller)4 1 beholder eye of flame (level 13 elite artillery,MM 32)4 4 salamander firetails (level 14 skirmisher,MM 226)WINDSTRIKER LOREArcana DC 14: A windstriker targets a specifictoe with its attacks, trusting its defenses to protectit from opportunity attacks as it whirls across thebattlefield.


FELL TAINTINSUBSTANTIAL ALIEN PREDATORS from a twistedrealm of madness, fell taints kill by generating insanityand despair in their victims. These unnaturalhorrors slip between worlds where and when theboundaries thin. Their presence alone opens any gapa bit wider, allowing more dreadful entities to passthrough.FELL TAINT LASHERA TWISTING KNOT OF PREDATORY TENTACLES, a felltaint lasher seizes its prey to feed on the madness itinspires.Fell Taint LasherLevel 1 SoldierSmall aberrant magical beastXP100Initiative +3 Senses Perception +8HP 20; Bloodied 10AC 15; Fortitude 12, Reflex 12, Will 14Resist insubstantial; Vulnerable 5 psychicSpeed 1, fly 6 (hover)© Tendril Caress (standard; at-will) • Psychic+5 vs. Reflex; 1d6 + 4 psychic damage.•)• Tendrils of Stasis (standard; at-will) • Psychic+5 vs. Will; 1d4 + 4 psychic damage, and the target isimmobilized until the end of the fell taint lasher's next turn.Fell Taint Feeding (standard; at-will) • HealingTargets a helpless or unconscious creature; the fell taint lasherloses insubstantial and its flyspeed until the end of its nextturn, and it makes a coup de grace against the target. If thelasher kills the target, it regains all of its hit points.Flowing Tendrils (free, when the fell taint lasher makes anopportunity attack; at-will)The lasher shifts 1 square.Alignment Unaligned Languages -Str 11 (+0) Dex 12 (+1) Wis 16 (+3)Con 13 (+1) Int 4 (-3) Cha 10 (+0)FELL TAINT LASHER TACTICSA fell taint lasher quickly closes and focuses on onevictim. It begins with tendrils of stasis, hoping to useits mind-ravaging tendrils on a target that has beenimmobilized. It uses/lowing tendrils to gain and maintainflanking.FELL TAINT PULSARA FELL TAINT PULSAR IS AN AMBUSH HUNTER thatattempts to disable its prey with a quick attack.Level 1 ArtillerySmall aberrant magical beast XP 100Fell Taint PulsarInitiative +2 Senses Perception +8HP 18; Bloodied 9AC 12; Fortitude 12, Reflex 13, Will 14Resist insubstantial; Vulnerable 5 psychicSpeed 1, fly 6 (hover)© Tendril Caress (standard; at-will) • Psychic+4 vs. Reflex; 1d4 + 3 psychic damage.@ Tendril Pulse (standard; at-will) • PsychicRanged 20; +6 vs. Reflex; 2d4 + 3 psychic damage.•Y Tendril Flurry (standard; recharge (Xj [fj) • PsychicRanged 10; targets one, two, or three creatures; +4 vs. Reflex;2d4 + 1 psychic damage.Fell Taint Feeding (standard; at-will) • HealingTargets a helpless or unconscious creature; the fell taint pulsarloses insubstantial and its fly speed until the end of its nextturn, and it makes a coup de grace against the target. If thepulsar kills the target, it regains all of its hit points.Alignment Unaligned,Skills Stealth +7Languages-Str 11 (+0) Dex 14 (+2) Wis 16 (+3)Con 13 (+1) Int 4 (-3) Cha 10 (+0)FELL TAINT PULSAR TACTICSFell taint pulsars start combat with tendril flurry, fromhiding if possible. Afterward, they prefer to use tendrilpulse until tendril/lurry recharges.FELL TAINT THOUGHT EATERTHE FELL TAINT THOUGHT EATER DOESNT HESITATE totake on a group of foes, using its ability to disorient itsopponents to target its next meal.Fell Taint Thought EaterSmall aberrant magical beastInitiative +2 Senses Perception +6HP 26; Bloodied 13AC 14; Fortitude 13, Reflex 13, Will 15Resist insubstantial; Vulnerable 5 psychicSpeed 1, fly 6 (hover)© Tendril Caress (standard; at-will) • Psychic+6 vs. Reflex; 1d6 + 5 psychic damage.•Y Spirit Haze (standard; at-will) • PsychicLevel 2 ControllerXP 12SRanged 10; +6 vs. Will; 1 d4 + 5 psychic damage, and the targetis dazed until the end of the fell taint thought eater's next turn.Thought Fog (standard; recharge (X](H]) • Psychic, CharmClose blast 5; targets enemies; +5 vs. Will; the target is slowed(save ends). First Failed Saving Throw: The target is immobilizedinstead of slowed (save ends).Fell Taint Feeding (standard; at-will) • HealingTargets a helpless or unconscious creature; the fell taint thoughteater loses insubstantial and its fly speed until the end of itsnext turn, and it makes a coup de grace against the target. If thethought eater kills the target, it regains all of its hit points.Alignment Unaligned Languages -Str 11 (+1) Dex 12 (+2) Wis 10 (+1)Con 13 (+2) I nt 5 (-1) Cha 16 (+4)


FELL TAINT THOUGHT EATER TACTICSA fell taint thought eater closes and uses thoughtfogas many enemies as possible. Then it moves backand uses spirit haze until thought fog recharges.FELL TAINT WARP WENDERTHE FELL TAINT WARP WENDER SHIFTS about thebattlefield, making it difficult for foes to pin it down.-.11 Taint Warp WenderMedium aberrant magical beastnitiative+5HP 38; Bloodied 19Senses Perception+10AC 18; Fortitude 16, Reflex 16, Will 17Resist insubstantial; Vulnerable 5 psychicSpeed 1, fly 6 (hover)- Tendril Caress (standard; at-will) • Psychic-8 vs. Reflex; 1d6 + 4 psychic damage.* Psychic Transposition (standard; at-will) 4 Psychic,TeleportationLevel 4 ControllerXP 175Ranged 10; +8 vs. Will; 1d4 + 4 psychic damage, and the targetis dazed (save ends). First Failed Saving Throw: The fell taint warpwender swaps positions with the target.Taint Feeding (standard; at-will) • HealingTargets a helpless or unconscious creature; the fell taint warpwender loses insubstantial and its fly speed until the end of itsnext turn, and it makes a coup de grace against the target. If thewarp wender kills the target, it regains all of its hit points.Alignment Unaligned Languages -Str 11 (+2) Dex 16 (+5) Wis 17 (+5)Con 15 (+4) Int 6 (+0) Cha 12 (+3)FELL TAINTWARP WENDER TACTICSA fell taint warp wender attacks foes with psychic^ansposition, keeping as many dazed as possible. Ifsorely pressed, the warp wender uses a move action:o fly up after dazing a foe, making for a bruising fallsor an enemy that fails its saving throw.Fell taints come in a variety of types. Lashersmust close to attack. Pulsars LURK in the shadows ofhigh places, unleashing a flurry of mind-wreckinglight rays from their eyes when prey is near. Thoughteaters freeze their victims, consuming them at theirleisure.Dungeoneering DC 17: Fell taints originate inthe alien Far Realm. There they are relatively weakpredators, comparable to foxes in the world. Theyslip through weak points in the planar boundaries,seemingly finding them through instinct. Whenthey come to the world or to other planes, they actas beacons for more deadly beings from their dreadhome. Their presence alone thins the barriersbetween planes.ENCOUNTER GROUPSFell taints usually work only with their kind andother aberrant creatures of the Far Realm. Occasionallythey are found with nonintelligent beings orundead. These alliances of convenience feature littlecooperation and no communication.Level 1 Encounter (XP 525)• 1 fell taint thought eater (level 2 controller)4- 1 fell taint pulsar (level 1 artillery)4- 3 fell taint lashers (level 1 soldier)Level 3 Encounter (XP 750)4- 1 fell taint pulsar (level 1 artillery)4- 1 fell taint thought eater (level 2 controller)4- 3 phantom warriors (level 4 soldier, MM 116)Level 4 Encounter (XP 925)4 2 fell taint pulsars (level 1 artillery)4- 1 fell taint thought eater (level 2 controller)• 2 ochre jellies (level 3 elite brute, MM 202)FELL TAINTLOREDungeoneering DC 10:Fell taints are strange, aberrantpredators that kill by inflictngmadness, feeding on thethoughts and emotions theysteal from their foes.Dungeoneering DC 15:The alien fell taints are onlypartially real. Although someispect of them exists in theworld, the rest is formed by theminds of those who view them.Fell taints can live indefinitelywithout eating. Theysimply go dormant until a prospectivemeal comes near.______


FEY LINGERERFey-Knight VestigeMedium fey humanoid (undead)Level 16 LurkerXP 1,400 or 0 if encounteredafter lingerer knightTHE PASSIONS AND OBSESSIONS of some strong-willedeladrin can drive them even after death. When theirphysical forms are ruined, their spirits lash out attheir slayers.LINGERER KNIGHTA LINGERER KNIGHT FIGHTS with dangerous desperation,seeking to accomplish a task undone in life.Lingerer KnightMedium fey humanoid (undead)Initiative +17Level 16 Elite SoldierXP 2,800Senses Perception +11; darkvisionSpiraling Despair aura 3; each enemy within the aura takes a -2penalty to damage rolls and saving throws.HP 152; Bloodied 76; see also spiritual despondencetransformationAC 32; Fortitude 30, Reflex 32, Will 29Resist 10 necrotic; Vulnerable 5 radiantSaving Throws +2 (+5 against charm effects)Speed 6Action Points 1© Longsword (standard; at-will) • Necroticand vestige+23 vs. AC; 1d8 + 5 necrotic damage, and ongoing 5 necroticdamage (save ends).4 Double Attack (standard; at-will)The lingerer knight makes two longsword attacks.


FEY-INCATMTER VESTIGETHE FEY-INCANTER VESTIGE thinks nothing of itsown survival, wishing only to torment those whoiestroyed its physical form.Fey-lncanter VestigeMedium fey humanoid (undead)nitiative +17Level 18 LurkerXP 2,000 or 0 if encounteredafter lingerer fell incanterSenses Perception +11; darkvisionSpiraling Despair aura 3; each enemy within the aura takes a -2penalty to attack rolls and saving throws.-P 91; Bloodied 45AC 30; Fortitude 28, Reflex 32, Will 30-esist 15 necrotic, insubstantial; Vulnerable 10 radiantSpeed 6, fly 6 (hover), phasingRay of Humility (standard; at-will) • NecroticRanged 5; +21 vs. Will; 1d8 + 5 necrotic damage, ongoing 5necrotic damage, and the target must roll saving throws twice,raking the lower of the two results (save ends both).^ Ray of Spring's Rejection (standard; recharge fx] (TJDNecrotic•Ranged 5; +21 vs. Will; 2d8 + 6 necrotic damage, and the targetgrants combat advantage to the fey-incanter vestige (save ends).I: mbat Advantage • NecroticThe fey-incanter vestige deals 2d8 extra necrotic damage to any:arget granting combat advantage to it.:f y Step (move; encounter) • TeleportationThe fey-incanter vestige teleports 5 squares.Maniacal Dash (move; recharge [X](H))The fey-incanter vestige shifts 6 squares.Alignment EvilLanguages Common, ElvenSkills Stealth +20Str 13 (+10) Dex 22 (+15) Wis 22 (+15)Con 16 (+12) Int 26 (+17) Cha 20 (+14)FEY LINGERER LOREArcana or Religion DC 20: Fey lingerers areeladrin knights and wizards who refuse to die. Theyare not the gracious and mannered eladrin of the feycourt, but are twisted and depraved, withdrawn fromelven grace. When younger, more vibrant foes challengethe lingerers' strength, they retaliate furiously.Arcana or Religion DC 25: Fey lingerer knightspine to relive past glories; incanters seek to rediscoverlost rituals and spells. When they are destroyed, feylingerers transform into vengeful incorporeal spirits.ENCOUNTER GROUPSFey lingerers are encountered with other undead,and even with living eladrin loyal to them.Level 18 Encounter (XP 11,600)• 2 lingerer knights (level 16 elite soldier)• 1 lingerer fell incanter (level 18 elite artillery)• 1 bralani of autumn winds (level 19 controller,MM 102)in-. LLingerer knight and fell incanter


F1RBOLGLARGE, FIERCE HUMANOIDS OF THE FEYWILD, firbolgslive for the hunt. They value independence, courage,and the middle ground between good and evil. Theyare agents of destiny, death, and the unforgiving wild.FlRBOLG HOUNDERA FlRBOLG HOUNDER OPENLY ATTACKS PREY to distract itfrom the threat posed by the rest of its hunting band.Firbolg HounderLevel 11 SoldierLarge fey humanoid XP 600Initiative +11 Senses Perception +9; low-light visionHP 113; Bloodied 56Regeneration 5AC 28; Fortitude 24, Reflex 23, Will 23Vulnerable necrotic (if the firbolg hounder takes necrotic damage,its regeneration does not function on its next turn)Saving Throws +2 against charm effects, immobilized, restrained,and slowedSpeed 8© Battleaxe (standard; at-will) • WeaponReach 2; +18 vs. AC; 1d12 + 7 damage.•1 Drive Prey (standard; recharges when first bloodied) • Fear,WeaponReach 2; +17 vs. Fortitude; 2d8 + 7 damage, and the firbolghounder slides the target 2 squares. The hounder makes asecondary attack. Secondary Attack: +15 vs. Will; the targetmust move or shift away from the hounder with its first actionon its next turn or be dazed until the end of that turn.{ Hounding Strike (standard; at-will) • WeaponReach 2; +18 vs. AC; 1d12 + 7 damage, and the firbolg hounderslides the target 2 squares.•Y Handaxe (standard; at-will) • WeaponRanged 5/10; +17 vs. AC; 1d8 + 5 damage, and the target isknocked prone.^Y Moonfire (minor 1/round; recharge X X :i)Ranged 10; +16 vs. Will; until the end of the firbolg hounder'snext turn, the target is marked and cannot benefit frominvisibility or concealment.Hunter's LeapA firbolg hounder doesn't provoke opportunity attacks whilejumping.Alignment Unaligned Languages Common, ElvenSkills Athletics +15, Intimidate +11, Nature +14, Stealth +14Str 21 (+10) Dex 18 (+9) Wis 18 (+9)Con 17 (+8) Int 11 (+5) Cha 12 (+6)Equipment scale armor, light shield, battleaxe, 3 handaxesFIRBOLG HUNTERTHE FIRBOLG HUNTER SPECIALIZES in stalking prey,leaping from hiding to attack after sturdier allies ha\rengaged the enemy.Firbolg HunterLevel 12 SkirmisherLarge fey humanoid XP 70Initiative +14 Senses Perception +16; low-light visionHP 123; Bloodied 61Regeneration 5AC 26; Fortitude 22, Reflex 25, Will 24Vulnerable necrotic (if the firbolg hunter takes necrotic damage.its regeneration does not function on its next turn)Saving Throws +2 against charm effects, immobilized, restrainedand slowedSpeed 8© Spear (standard; at-will) • WeaponReach 2; +17 vs. AC; 1d10 + 6 damage.@ Javelin (standard; at-will) • WeaponRanged 10/20; +18 vs. AC; 1 d8 + 7 damage.•f/-Y Crippling Strike (standard; recharges when first bloodied)The firbolg hunter makes a spear attack or a javelin attack.On a hit, the attack deals 2d6 extra damage, and the target isimmobilized (save ends). Aftereffect: The target is slowed (saveends).^Pf Mobile Attack (standard; at-will)The firbolg hunter moves 8 squares and makes a spear attackor a javelin attack at any point during the move. The hunterdoesn't provoke opportunity attacks when moving away fromits target or when making the ranged attack.•Y Moonfire (minor 1/round; recharge [::] [X Ijjl)Ranged 10; +16 vs. Will; until the end of the firbolg hunter'snext turn, the hunter's attacks against the target deal 1d6extra damage, and the target cannot benefit from invisibility orconcealment.Hunter's LeapA firbolg hunter doesn't provoke opportunity attacks whilejumping.Alignment Unaligned Languages Common, ElvenSkills Athletics +15, Intimidate +12, Nature +16, Stealth+17Str 18 (+10) Dex 22 (+12) Wis20(+11)Con 19 (+10) Int 12 (+7) Cha 13 (+7)Equipment leather armor, spear, 3 javelinsFIRBOLG HUNTER TACTICSThe firbolg hunter uses moonfire to enhance the effectivenessof its crippling strike attack. It uses huntersleap to escape its enemies and maneuver for combatadvantage.FIRBOLG HOUNDER TACTICSOpening with moonfire, the firbolg uses drive prey tomaneuver a foe into danger. It pursues the enemy,using hunter's leap if necessary. The hounder thenkeeps the battle moving and its allies in advantageousposition using hounding strike. It throws a handaxeonly to bring down elusive prey. If severely wounded,the firbolg hounder might use drive prey to disengageand flee.


FIRBOLG MOON SEERA HEN BATTLE is JOINED, the firbolg moon seer callsdown darkest fate on the enemy.Firbolg Moon SeerLevel 14 Controller1 -arge fey humanoid XP 1,000— itiative +11 Senses Perception +18; low-light vision-P 141; Bloodied 70Regeneration 5KZ 28; Fortitude 26, Reflex 24, Will 27> jlnerable necrotic (if the firbolg moon seer takes necroticdamage, its regeneration does not function on its next turn)Saving Throws +2 against charm effects, immobilized, restrained,and slowedSoeed 8: Moon Mace (standard; at-will) 4 Radiant, WeaponReach 2; +18 vs. Reflex; 1d10 + 7 radiant damage, and thetarget is blinded until the start of its next turn.* Ban of the Raven (standard; encounter) 4 Necrotic, RadiantRanged 10; +18 vs. Fortitude; 3d8 + 6 necrotic damage, attackrolls against the target can score critical hits on rolls of 18-20,and the target takes 10 extra necrotic damage from a critical hitsave ends both). Aftereffect: Attack rolls against the target canscore critical hits on rolls of 19-20 (save ends).Moonfire (minor 1/round; recharge TTjiXjij)Ranged 10; +18 vs. Will; until the end of the firbolg moon seer'snext turn, the target grants combat advantage to the moon seerand cannot benefit from invisibility or concealment.— Moonstrike (standard; recharge JH][n]) 4 Charm, PsychicClose burst S; targets one enemy affected by moonjire; +18 vs.Will; 2d8 + 6 psychic damage, and the target is dominated untilthe end of the firbolg moon seer's next turn.— Spirit Hounds (standard; recharges when first bloodied)Close blast 5; targets enemies; +17 vs. Reflex; 2d6 + 6 damage,and the target is slowed and cannot teleport (save ends both).Alignment Unaligned Languages Common, ElvenSkills Arcana +14, Athletics +15, Nature +18, Religion +14Str 17 (+10) Dex 18 (+11) Wis 23 (+13)Con 21 (+12) Int 14 (+9) Cha 15 (+9)Equipment leather armor, mace, moon maskFIRBOLG MOON SEER TACTICSWhen battle is joined, the firbolg moon seer targets:ne foe with moonfire, then makes that enemy morevulnerable with ban of the raven. The members of:he firbolg hunt focus melee attacks on opponents."rected by ban of the raven. The moon seer targets:he largest number of enemies possible with a spirit-sands attack. It uses moonstrike late in battle—oftenno force the target to provide cover for the moon seer'sescape.FIRBOLG BLOODBEARWITH THE ABILITY TO TRANSFORM into the shape ofa fearsome beast, the firbolg bloodbear is a recklessand savage opponent.Firbolg BloodbearLarge fey humanoidInitiative +12Level 15 Elite BruteXP 2,400Senses Perception +18; low-light visionHP 240; Bloodied 120; see also bloodbear/ormRegeneration 5 (10 while in bloodbear form)AC 27; Fortitude 28, Reflex 25, Will 28Vulnerable necrotic (if the firbolg bloodbear takes necroticdamage, its regeneration does not function on its next turnSaving Throws +2 (+4 against charm effects, immobilized,restrained, and slowed)Speed 8Action Points 1© Slam (standard; at-will)Reach 2; +18 vs. AC; 2d8 + 9 damage.© Claw (standard; usable only while in bloodbear form; at-will)Reach 2; +18 vs. AC; 2d12 + 9 damage.4 Double Attack (standard; at-will)The firbolg bloodbear makes two melee basic attacks. If thebloodbear hits with both attacks, it makes a secondary attackagainst the target. Secondary Attack: +17 vs. Fortitude; thetarget is grabbed.4 Bloodbear Maul (standard; recharges when bloodied)Reach 2; targets a creature grabbed by the firbolg bloodbear;no attack roll; 4d10 + 9 damage, and if the bloodbear is inbloodbear form, it makes a bite attack against the target as afree action.4 Bite (standard; usable only while in bloodbear form; at-will)+18 vs. AC; 3d12 + 9 damage, and if the target is grantingcombat advantage to the firbolg bloodbear, the target takesongoing 10 damage (save ends).*Y Moonfire (minor; recharge __ |XJ __)Ranged 10; +15 vs. Will; until the end of the firbolg bloodbear'snext turn, the target cannot benefit from invisibility orconcealment.Bloodbear Form (when first bloodied; encounter) 4 Healing,PolymorphThe firbolg bloodbear takes the form of a humanoid-bearhybrid. It regains all of its hit points, gains regeneration 10, andgains bite and claw attacks. When the bloodbear is bloodied asecond time, it reverts to its normal form until the end of theencounter.Alignment UnalignedLanguages Common, ElvenSkills Athletics +19, Intimidate +13, Nature +18Str 24 (+14) Dex 20 (+12) Wis 22 (+13)Con 20 (+12) Int 12 (+8) Cha 13 (+8)Equipment hide armor, bear helmetFIRBOLG BLOODBEAR TACTICSDiving into the middle of combat, the firbolg bloodbearconcentrates on one foe, attempting to grab thatenemy for a bloodbear maul in the next round. Thefirbolg is reckless until it can transform into its bloodbearform. Then it acts like a berserk dire bear—onlystronger and tougher—doing its best to use bloodbearmaul again before it is forced out of bloodbear form.ccc


FIRBOLG GHOSTRAVENFROM ON HIGH, this firbolg shapechanger glides intobattle in its terrifying spectral form.Firbolg GhostravenLevel 16 Elite LurkerLarge fey humanoidXP 2,800Initiative +18 Senses Perception +18; low-light visionHP 238; Bloodied 119Regeneration SAC 30; Fortitude 28, Reflex 29, Will 28Vulnerable necrotic (if the firbolg ghostraven takes necroticdamage, its regeneration does not function on its next turn)Saving Throws +2 (+4 against charm effects, immobilized,restrained, and slowed)Speed 8Action Points 1© Heavy War Pick (standard; at-will) • WeaponReach 2; +21 vs. AC; 1d12 + 7 damage (crit 2d12 + 19).•1 Double Attack (standard; at-will)The firbolg ghostraven makes two heavy war pick attacks. If theghostraven hits two targets with the attacks, one of the targetsof the ghostraven's choice is blinded (save ends).•Y Moonfire (minor 1/round; recharge [: :j _] |: :j)Ranged 10; +19 vs. Will; until the end of the firbolg ghostraven'snext turn, the target cannot benefit from invisibility orconcealment.Ghostraven Form (minor; at-will) • PolymorphUntil the firbolg ghostraven attacks, it gains insubstantial andphasing and gains a fly (clumsy) speed equal to its walk speed.While in dim light or darkness, it has concealment while in thisform.Ghostraven StrikeWhen the firbolg ghostraven hits a target that couldn't see theghostraven at the start of the ghostraven's turn, the attack deals2d8 extra damage.Hunter's FlightA firbolg ghostraven doesn't provoke opportunity attacks whilejumping or when moving at half speed while flying.Alignment Unaligned Languages Common, ElvenSkills Athletics +18, Nature +18, Stealth +19Str 20 (+13) Dex 23 (+14) Wis 21 (+13)Con 17 (+11) Int 13 (+9) Cha 15 (+10)Equipment leather armor, raven helmet, heavy war pickFIRBOLG GHOSTRAVEN TACTICSThe ghostraven employs double attack against twofoes, hoping to blind one. It aims at least one attackper round at a blinded target in order to take advantageof ghostraven strike. Failing that, it uses ghostravenform to retreat into hiding to prepare another stealthyattack.FIRBOLG MASTEROF THE WILD HUNTTHE FIRBOLG MASTER OF THE WILD HUNT pursues onefoe relentlessly across the field of battle.Firbolg Master of theWild HuntLevel 22 Elite SkirmisherLarge fey humanoid XP 8,300Initiative +22HP 404; Bloodied 202Regeneration 10AC 36; Fortitude 33, Reflex 35, Will 34Senses Perception +24; low-light visionVulnerable necrotic (if the firbolg master of the Wild Hunt takesnecrotic damage, its regeneration does not function on its nextturn)Saving Throws +2 (+4 against charm effects, immobilized,restrained, and slowed)Speed 8, fly 8 (clumsy)Action Points 1© Spear of the Hunt (standard; at-will) • WeaponReach 2; +27 vs. AC; 2d10 + 7 damage.© Spear the Prey (standard; at-will) • WeaponRanged 10/20; +27 vs. AC; 2d10 + 7 damage. Effect: The firbolgmaster of the Wild Hunt's spear returns after the master makesthe attack.•)• Double Attack (standard; at-will)The firbolg master of the Wild Hunt makes two spear of the huntattacks.\l -Y Mortal Strike (standard; recharges when first bloodied)The firbolg master of the Wild Hunt makes a spear of the huntattack or a spear the prey attack against a bloodied enemy. Ona hit, the attack becomes a critical hit and deals 6d6 extradamage. If the attack reduces the target to 0 hit points or fewerthe master gains 1 action point.4? Moonfire (minor 1/round; at-will)Ranged 10; +25 vs. Will; until the end of the firbolg master ofthe Wild Hunt's next turn, the target is marked, grants combatadvantage to the master, and cannot benefit from invisibility orconcealment.MoonhunterA firbolg master of the Wild Hunt's attacks deal 2d6 extradamage to a creature affected by moon/Ire.Alignment UnalignedLanguages Common, ElvenSkills Acrobatics +25, Athletics +23, Nature +24, Stealth +25Str 24 (+18) Dex 28 (+20) Wis 26 (+19)Con 18 (+15) Int 15 (+13) Cha 18 (+15)Equipment light shield, stag helmet, longspearFIRBOLG MASTER OE THEWILD HUNT TACTICSA firbolg master of the Wild Hunt places moonfireupon a foe quickly so that it loses no chance to takeadvantage of moonhunter. It then directs all effortstoward bloodying that foe in order to create theopportunity for a mortal strike. A firbolg master of theWild Hunt can fly, and it does so mostly to avoid dangerousterrain and hazards.


(Left to right) firbolg bloodbear, master of the Wild Hunt, and ghostravenFIRBOLG LOREArcana DC 20: Firbolgs are hunters of the Feywild, the creators and keepers of the Wild Hunt. Smallsettlements dot firbolg territory in the deep wildernessof the Feywild, perched on precarious heights,dangerous terrain, or floating motes of rock forgreater defensibility.Firbolg society is made up of clans led by themightiest warriors, usually masters of the Wild Hunt.Clan and family ties are strong among firbolgs.Arcana DC 25: The firbolgs' religion is centered:i three deities: the Maiden (Sehanine), the MotherMelora), and the Crone (the Raven Queen). As apeople, they follow the Maiden's demands that theywalk a middle road between good and evil.Firbolg priests, who are usually female, are calledmoon seers and are treated with great respect. Seersand elite warriors dedicated to the deities wear masks•r helmets that cover their features.Arcana DC 30: Firbolgs love trophies and treasure,but they value other creatures' promises more:han wealth. Firbolgs call a hunt to pursue oathbreakers. It is said that a dark ritual can be used tocall firbolgs to the world to hunt one who has brokena vow made to the ritual's performer or those the per-• inner represents.ENCOUNTER GROUPSFirbolgs respect strength and forthrightness, enduranceand skill. Numerous firbolgs serve other fey andmighty nonfey. They also allow others to join in WildHunts, which often include firbolg hounders, hunters,and moon seers. The most frightful Wild Huntsare composed of all sorts of fey led by a master of theWild Hunt and his hounds.Level 13 Encounter (XP 4,300)• 2 centaur hunters (level 12 artillery)• 2 firbolg hounders (level 11 soldier)4- 1 firbolg hunter (level 12 skirmisher)4- 1 firbolg moon seer (level 14 controller)Level 22 Encounter (XP 22,700)4 1 firbolg bloodbear (level 15 elite brute)4- 2 firbolg ghostravens (level 16 elite lurker)4- 1 firbolg master of the Wild Hunt (level 22 eliteskirmisher)4 2 Wild Hunt hounds (level 21 skirmisher,MM 161)


FOMORIANWHEN THE FEYWILD WAS YOUNG, it mirrored manyaspects of the world, both foul and benign. Fomoriansarose as dark reflections of the massive titans. Tothis day, these twisted giants continue to inhabit theUnderdark of the Feywild. Their beautiful cavernshouse numerous eladrin slaves, cyclops followers, andother fey that have been turned to evil ways.FOMORIAN GHOST SHAMANGENERATING A MIST OF DARKNESS, the fomorian ghostshaman manipulates its foes like puppets.Fomorian Ghost Shaman Level 16 Elite ControllerHuge fey humanoid (giant)XP 2,800Initiative +11 Senses Perception +10; darkvision,truesight 6Aura of Eyes aura 3; each enemy within the aura takes a -3penalty to attack rolls against the fomorian ghost shaman andcannot shift or charge.HP 312; Bloodied 156AC 30; Fortitude 28, Reflex 26, Will 30Saving Throws +2Speed 8Action Points 1© Death's Touch (standard; at-will)Reach 3; +20 vs. Fortitude; 4d4 + 5 necrotic damage, and thetarget is slowed (save ends).Evil Eye (minor 1/round; at-will)Ranged 5; +20 vs. Reflex; the target gains ongoing 10 necroticdamage (save ends).


' Heartseeking Daggers (standard; at-will) • WeaponRanged 10; targets one or two creatures; +22 vs. AC; 2d8 + 7damage. Effect: The daggers return to the fomorian cackler afterit makes the attack.A fomorian cackler's attacks deal 4d6 extra damage against acreature that cannot see the cackler.5 ze Alteration (minor; at-will)The fomorian cackler changes its size to Medium and thecackler's reach for disembowel becomes 1. The cackler canuse a minor action to return to its normal size and regain itsnormal reach.Alignment EvilLanguages ElvenSkills Bluff+14, Stealth +18Str 24 (+1S) Dex 21 (+13) Wis 19 (+12)Con 23 (+14) Int IS (+10) Cha 13 (+9)Equipment 2 daggersFOMORIAN CACKLER TACTICSA fomorian cackler prefers to ambush enemies fromplaces where a fomorian could not normally fit. Ituses evil eye to render itself invisible to one or twotargets, then concentrates its attacks on those foes totake advantage of invisible mania.FOMORIAN FOTEMISTFESTOONED WITH A CHAIN OF SEVERED HEADS, a fomoriantotemist wields evil magic on the battlefield.Fomorian TotemistLevel 18 Elite SkirmisherHuge fey humanoid (giant, undead) XP 4,000Initiative +17 Senses Perception +14; truesight 6HP 352; Bloodied 176AC 32; Fortitude 31, Reflex 29, Will 29Saving Throws +2Speed 8Action Points 1© Chain of Skulls (standard; at-will) • WeaponReach 4; +23 vs. AC; 2d8 + 3 damage, and ongoing 5 necroticdamage (save ends).+ Voodoo (minor 1/round; at-will) JlHHHIReach 4; +21 vs. Will; 2d6 psychic damage, and the fomoriantotemist chooses one of the following three effects.Glorious Head: The target is blinded (save ends).Wasting Head: The target is weakened (save ends).Bewildering Head: The target must make a melee basic attackagainst an ally adjacent to it.Effect: The totemist shifts 1 square after the attack.Evil Eye (minor; at-will)Ranged 5; +21 vs. Will; 10 necrotic damage, and the targettakes a -2 penalty to saving throws until the end of the fomoriantotemist's next turn.Fresh RageA fomorian totemist's first successful attack during its turn deals5 extra damage. .Alignment EvilLanguages ElvenStr 27 (+17) Dex 22 (+15) Wis 21 (+14)Con24(+16) Int 15 (+11) Cha 23 (+15)Equipment chain strung with skulls(Left to right)fomorian butcher and cackler


FOMORIAN TOTEMIST TACTICSA fomorian totemist never stays still. It uses evil eye onthe most capable foes, to prevent them from savingagainst its voodoo attacks. If any fey are among itsopponents, it focuses its attacks on them.FOMORIAN BLINDERTHE FOMORIAN BLINDER USES THE POWER of its evil eveto debilitate its foes.Fomorian BlinderLevel 20 Elite ArtilleryHuge fey humanoid (giant) XP 5,600Initiative +11 Senses Perception +18; truesight 6HP 296; Bloodied 148AC 32; Fortitude 31, Reflex 33, Will 31Saving Throws +2Speed 8Action Points 1© Quarterstaff (standard; at-will) • WeaponReach 3;+27 vs. AC; 1d12 + 10 damage.•Y Evil Eye (minor; at-will)Ranged 10; +25 vs. Fortitude; the target is affected by thefomorian's evil eye (save ends). While the target is affected byevil eye, whenever the fomorian blinder's attack damages acreature other than the target, the target takes an equal amoun:of damage. The effect ends if the blinder uses evil eye against adifferent target.•Y Acid Eye (standard; at-will) • Acid, NecroticRanged 10; targets one or two creatures; +25 vs. Reflex; 2d8+ 9 acid and necrotic damage, and the target cannot useencounter or daily attack powers until the end of the target'snext turn.-$i> Shower of Ichor (minor; encounter) • Acid, NecroticArea burst 2 within 10; +23 vs. Reflex; 2d8 + 9 acid andnecrotic damage, and ongoing 10 acid and necrotic damage(save ends).Alignment EvilLanguages ElvenStr 23 (+16) Dex 12 (+11) Wis 16 (+13)Con 22 (+16) Int 26 (+18) Cha 23 (+16)Equipment quarterstaffFOMORIAN BLINDER TACTICSA fomorian blinder uses evil eye against foes it thinksare most likely to attack it, especially spellcasters. Ituses acid eye every round, spending an action point tocatch bloodied foes within shower of ichor.FOMORIAN BUTCHERBRUTAL AND RELENTLESS, a fomorian butcher fixateson one opponent, trying to hack the creature to deathwith its falchion.


Fomorian ButcherLevel 22 Elite BruteHuge fey humanoid (giant) XP 8,300Initiative +15 Senses Perception +16; truesight 6HP 514; Bloodied 257AC 34; Fortitude 36, Reflex 32, Will 33Saving Throws +2Speed 8Action Points 1© Falchion (standard; at-will) 4 WeaponReach 3; +25 vs. AC; 4d4 + 14(crit 12d4 + 24) damage.'Y Evil Eye (minor; at-will)Ranged 5; +23 vs. Will; the target is restrained (save ends).The effect ends if the fomorian butcher uses evil eye against adifferent target.Fomorian BrutalityWhen the fomorian butcher scores a critical hit against a targetaffected by its evil eye, it makes a falchion attack against thesame target as a free action.Fomorian ButcheryA fomorian butcher's falchion attack deals 2d12 + 11 extradamage against a creature that the butcher has hit since thestart of the butcher's last turn.Alignment EvilLanguages ElvenStr 27 (+20) Dex 19 (+15) Wis 10 (+11)Con 27 (+20) Int 11 (+11) Cha20(+16)Equipment hide armor, falchionFOMORIAN BUTCHER TACTICSA fomorian butcher charges the most physicallydangerous-looking foe, hewing wildly with its massivefalchion. It then uses its evil eye to prevent the enemyfrom escaping. It spends an action point to makeanother falchion attack when that opponent becomesbloodied. It concentrates on one foe, trying to do asmuch damage as possible with/omortan butchery.FOMORIAN LOREArcana DC 14: Fomorians have a peculiar obsessionwith the other denizens of the Feywild. Theyloathe them passionately, but desire their subjugation,not their destruction. In their minds, the ideal Feywildis one in which each fomorian lives as royalty,ruling over all other creatures. For this reason, theywage an eternal war with the eladrin and other fey,forever seeking to achieve this impossible goal.Arcana DC 22: Ghost shamans enslave the spiritsof those they kill. They use these spirits in combat,but also keep them as sources of amusement, forcingthem to dance or play out haunting shadowplays. These evil giants make frequent forays into theShadowfell to discover its secrets.The totemist takes heads from those it slays andadds them to its chain of heads. Once it imbues theheads with necromantic power, its attacks with thechain of heads can have a different result dependingon which head strikes the foe. Fomorian totemistsoften prefer a certain type of head and can becomeobsessive about their collections. One might favoreladrin heads, while another might prefer dwarvesfor their long beards. Some totemists select futurevictims years before coming to claim their heads,patiently waiting for their chosen targets to "mature"and adopt the appearance they can see with theirprescient evil eyes.Cacklers laugh like mad fools almost constantly,but a cackler's manic air belies its fiendish mind.Cacklers are silent only when they seek to be hidden,and they have extraordinary stealth for their massive height and weight. Due to their ability to changesize, cacklers sometimes adopt magic disguises totravel among lesser creatures. When they adopt thedisguise of another creature, they easily take on itsmannerisms. Their madness allows them to assumethese other personalities with ease. However, suchpersonalities remain with the cackler and sometimesemerge unbidden at later times.Foul formorian blinders take the eyes of othercreatures and use them to attack foes. They delight incarrying these tiny trophies of their victims. Blindersknow the most about fomorians and their culture,acting as the sages and scholars of their race. It's saidthat if any possess the secret to a defense against theevil eye, a blinder surely knows it.Arcana DC 27: Fomorian butchers are the mostsadistic among fomorians and have been known tocut slaves in half simply for the joy of it. Their simplemindedpleasure in slaughter makes them frequenttargets for recruitment and manipulation by othercreatures. Fomorian butchers often work with devils,greedily trading their souls and some mysteriousafterlife for the power they desire in the Feywild andbeyond.ENCOUNTER GROUPSThe fomorians work with other sinister forces of theFeywild, and with the drow.Level 15 Encounter (XP 6,600)• 1 drow arachnomancer (level 13 artillery, MM 94)• 1 drow blademaster (level 13 elite skirmisher,MM 94)• 1 fomorian ghost shaman (level 16 elite controller)4- 8 Lolthbound goblin slaves (level 12 minionskirmisher)Level 21 Encounter (XP 16,300)4 1 fomorian butcher (level 22 elite brute)• 1 fomorian cackler (level 17 elite lurker)• 1 fomorian painbringer (level 19 elite controller,MM 110)Level 22 Encounter (XP 23,200)• 1 fomorian blinder (level 20 elite artillery)• 2 fomorian totemists (level 18 elite skirmisher)-4 3 fomorian warriors (level 17 elite soldier,MM 110)


GENASIA PROUD RACE OF HUMANOIDS infused with the energyof the Elemental Chaos, genasi vary in appearanceand personality. At home strolling through the corridorsof churning energy of the Elemental Chaos, theyalso delight in the verdant forests of the Feywild andthe quaint cities of the world. Among the genasi arehot-blooded fireblades, adventuring skyspies, taciturnstoneshields, and elemental dervishes, which tap theenergy of their elemental heritage.GENASIELEMENTAL DERVISHA GRACEFUL MASTER OF THE DOUBLE SWORD, a genasielemental dervish is equally capable of reaching a foeon land, through water, or in the air.Genasi Elemental Dervish Level 18 Elite SkirmisherMedium elemental humanoid (air, earth, fire, water) XP 4,000Initiative +17 Senses Perception +13HP 344; Bloodied 172AC 32; Fortitude 30, Reflex 32, Will 30Resist 10 cold, 10 fire, 10 lightningSaving Throws +3Speed 6, fly 6 (hover), swim 6Action Points 1© Double Sword (standard; at-will) 4- Weapon; Varies+23 vs. AC; 1d8 + 7 damage, and ongoing 5 damage (save ends)of the type determined by elemental mani/estation.•1 Double Attack (standard; at-will)The genasi elemental dervish makes two double sword attacks.4 Fiery Riposte (immediate reaction, when the genasi elementaldervish is hit by an enemy adjacent to it; at-will) • FireTargets the triggering enemy; +21 vs. Reflex; the target takesongoing 10 fire damage (save ends). If the target is alreadytaking ongoing fire damage, that damage increases by 10.•I Primordial Storm (standard; recharge [X](sT)) • WeaponThe genasi elemental dervish shifts 6 squares and can movethrough enemies' spaces. During its movement, the dervishmakes the following three attacks in order, each against adifferent target.Promise of Storm (Thunder): +21 vs. Fortitude; 1d8 + 5 thunderdamage, and the target gains vulnerable 5 thunder (save ends).Earth Shock: +21 vs. Fortitude; 1d8 + 5 damage, and the targetis dazed until the end of its next turn.Lightning Cut (Lightning): +21 vs. Reflex; 1d8 + 5 lightningdamage, and the target gains ongoing 10 lightning damage (saveends).Elemental ManifestationAt the start of a genasi elemental dervish's turn, it choosesfire, lightning, or thunder damage. The dervish's double swordattack deals that type of damage until the start of its next turn,when it can choose a different damage type.Alignment UnalignedLanguages Common, PrimordialSkills Acrobatics +20, Athletics +21, Endurance +21, Intimidate+16, Nature +20Str 19 (+13) Dex 24 (+16) Wis 18 (+13)Con 20 (+14) Int 16 (+12) Cha IS (+11)Equipment hide armor, double swordGENASI ELEMENTALDERVISH TACTICSThe genasi elemental dervish adapts to its enemies'vulnerabilities. It uses promise of storm and lightningcut against defenders, and it employs earth shockagainst strikers or mobile foes.GENASI FIREBLADETHE GENASI FIREBLADE RUSHES INTO COMBAT, swingingits flaming blade at the nearest enemies.Genasi FirebladeMedium elemental humanoid (fire)Initiative +6 Senses Perception +7HP 139; Bloodied 69AC 23; Fortitude 25, Reflex 22, Will 21Resist 10 fireSpeed 6© Falchion (standard; at-will) • Fire, WeaponLevel 11 BruteXP600+14 vs. AC; 2d4 + 6 damage (crit 4d4 + 14), and ongoing 5 firedamage (save ends).4 Fiery Riposte (immediate reaction, when the genasi fireblade ishit by an enemy adjacent to it; at-will) • FireTargets the attacker; +13 vs. Reflex; the target takes ongoing 5fire damage (save ends). If the target is already taking ongoingfire damage, that damage increases by 5.


Genasi HydromancerLevel 8 ControllerMedium elemental humanoid (water)XP350Initiative +7 Senses Perception +5HP 91; Bloodied 45AC 22; Fortitude 21, Reflex 20, Will 20Speed 6, swim 8Saving Throws +2 against ongoing damage© Scimitar (standard; at-will) • Weapon^13 vs. AC; 2d8 + 4 damage (crit 1d8 + 20).© Wave Bolt (standard; at-will)Ranged 5; +13 vs. AC; 2d6 + 4 damage, and the genasihydromancer slides the target 3 squares.4 Drowning Touch (standard; recharges when the target savesagainst this attack's ongoing damage or when it drops to 0 hitpoints or fewer)+12 vs. Fortitude; the target is dazed and takes ongoing 10damage (save ends both).Whirling Vortex (standard; recharge : i)Close burst 2; targets enemies; +12 vs. Reflex; 2d8 + 6 damage,and the genasi hydromancer slides the target 3 squares.Liquid Body (immediate interrupt, when hit by an enemy's attack;recharges when first bloodied)The genasi hydromancer takes half damage from the triggeringattack.Swift Current (move; encounter)The genasi hydromancer shifts 6 squares. During its movement,the hydromancer can move through enemy-ocupied spaces,move across liquid, and ignore difficult terrain and hazardousterrain effects.Alignment Unaligned Languages Common, PrimordialSkills Acrobatics +12, Arcana +10, Stealth +12Str 14 (+6) Dex 16 (+7) Wis 13 (+5)Con 19 (+8) Int 13 (+5) Cha 17 (+7)Equipment robes, scimitarGENASI HYDROMANCER TACTICSGenasi hydrotnancers rely on swift current and liquidbody to allow them to dart into the middle of a groupof enemies before unleashing whirling vortex to scatterfoes. The hydromancer saves drowning touch for itsdeadliest foe, channeling water into the target's lungsto slay him or her.GENASI SKYSPYA GENASI SKYSPY USES ITS ABILITY TO FLY for shortdistances to engage in hit-and-run attacks, doing asmuch damage as possible with its short swords beforeretreating to attack again elsewhere.Genasi SkyspyLevel 7 SkirmisherMedium elemental humanoid (air)XP300Initiative +9 Senses Perception +9HP 78; Bloodied 39AC 20; Fortitude 19, Reflex 20, Will 17Resist 5 coldSpeed 6; see also sky jaunt© Short Sword (standard; at-will) • Weapon+12 vs. AC; 1 d6 + 4 damage, and the genasi skyspy shifts 1square.4 Swiftwind Strike (standard; requires combat advantage againstthe target; at-will)


(Left to right) genasi stoneshield, skyspy, elemental dervish, andfirebladeGENASI STONESHIELD TACTICSThe genasi stoneshield enters combat with mighty hullrush and then marks its enemies on subsequent turnswith its heavy war pick attacks. The stoneshield pursuesfleeing enemies, or knocks enemies down withearth shock.GENASI LOREArcana DC 10: Genasi have five types of manifestation:airsoul, earthsoul, firesoul, thundersoul, andwatersoul. A genasi can usually manifest only onetype. Each manifestation bestows different powersand resistances.Genasi share personality traits based on theirmanifestations. Typically, airsouls are fickle and capricious,earthsouls are stoic and cautious, firesouls aretemperamental and impulsive, thundersouls are boldand proud, and watersouls are amenable and friendly.Arcana DC 16: Some genasi can change their elementalmanifestations or manifest multiple elements.Genasi can channel their elemental manifestationsthrough their weapons, creating blades of fire, ice, orlightning.Arcana DC 21: Genasi were originally servantsof djinns, efreets, and other primordials. In theElemental Chaos, many genasi still serve primordials.During the war between the deities and theprimordials, genasi rebelled and gained freedom. Theprimordials created archons to replace them.ENCOUNTER GROUPSGenasi sometimes accompany other natives of theElemental Chaos: archons, djinns, efreets, and elementals.Otherwise, they roam far and wide.Level 8 Encounter (XP 1,800)• 3 genasi skyspies (level 7 skirmisher)4- 3 hippogriff dreadmounts (level 5 soldier, MM 146)4 1 shardstorm vortex (level 7 skirmisher)Level 10 Encounter (XP 2,700)4- 2 genasi fireblades (level 11 brute)4- 2 genasi stoneshields (level 10 soldier)4 1 magma strider (level 10 skirmisher, MM 182)Level 19 Encounter (XP 12,800)4- 2 genasi elemental dervishes (level 18 eliteskirmisher)4- 1 storm archon squallshield (level 17 soldier)4 1 storm archon tempest weaver (level 21 artillery) *l b


GHOST LEGIONNAIRESLAIN IN LONG-AGO BATTLES, these soldiers'fight forforgotten causes, distant memories, or a fierce loyaltyto each other. Although they appear as separate soldiers,their spirits have fused into a single entity thatlives and dies as a single soul. Enemies that know ofthe battles ghost legionnaires once fought can usethat knowledge to their own advantage.GHOST LEGIONNAIRE LOREReligion DC 18: The ghost legionnaire has thepower to possess others and force them to relivethe ghost's last few moments on the battlefield.While possessed, the target can see, hear, and feeleverything the ghost legionnaire experienced. Thepossessed creature even appears to have the samewounds that the ghost legionnaire suffered.Religion DC 23: When wounded, legionnairesdisplay wounds and battle damage from the fight thatkilled them originally, no matter what type of damagethey currently take.ENCOUNTER GROUPSGhost legionnaires are occasionally recruited by otherundead, particularly if they fell in the same battle.Level 15 Encounter (XP 6,000)• 5 ghost legionnaires (level 13 soldier)• 1 human lich wizard (level 14 elite controller,MM 176)Ghost LegionnaireMedium natural humanoid (undead)Initiative +13 Senses Perception +6HP 100; Bloodied 50; see also soul /inkAC 30; Fortitude 28, Reflex 26, Will 27Resist 10 necroticSpeed 6© Devastating Cut (standard; at-will)+19 vs. AC; 2d8 + 6 damage.® Ghost Arrow (standard; at-will) 4- NecroticLevel 13 SoldierXP800Ranged 10/20;+17 vs. AC; 1d10 + 6 necrotic damage.•Y Battle Visions (standard; encounter) • Psychic, ReliableRanged 10/20; +16 vs. Will; 2d8 + 6 psychic damage, and thetarget is deafened and dominated (save ends both). Whilethe target is dominated, the ghost legionnaire merges withthe target, disappearing from sight. The legionnaire cannotattack or be attacked during this time. When the target saves,the legionnaire appears in a square adjacent to the target.Until the end of the encounter, the target gains a +5 bonus toHistory checks for call of history.Soul LinkAt the start of the encounter, ghost legionnaires' hit pointscombine into one sum. Damage to a legionnaire deducts fromthat total. When that total is reduced to 0, all legionnaires aredestroyed simultaneously.Call of HistoryAny character can make a DC 25 History check as a minoraction to attempt to learn more about the ghost legionnaire. Ifthe check succeeds, the legionnaire gains vulnerable 10 to thatcharacter's next attack.Alignment UnalignedSkills Acrobatics +16, Athletics +18Languages CommonStr 25 (+13) Dex 21 (+11) Wis 11 (+6)Con 18 (+10) Int 11 (+6) Cha 26 (+14)_rZ2._.3_iifozz


GIANTGIANTS INHABIT THE VARIOUS CLIMATES of the worldand elsewhere. From the tallest peak to the frozentundra, from the Feywild to the Shadowfell, thesehulking creatures thrive.ELDRITCH GIANTELDRITCH GIANTS COME FROM A DIFFERENT TIME—anearlier age when the primordials made the world.Although fashioned from fire, stone, and storm, theprimordials' wondrous creation was heavily investedwith magic, and the eldritch giants aided their primordiallords in the world's formation. Althoughtheir powers have ebbed since those days, eldritchgiants remember their ancient mastery of magic andforever seek to regain it.Eldritch GiantLarge fey humanoid (giant)Initiative +12HP 171; Bloodied 85AC 32; Fortitude 29, Reflex 31, Will 33Resist 10 forceSaving Throws +5 against charm effectsSpeed 8, teleport 6Level 18 SkirmisherXP 2.000Senses Perception +20; low-light vision© Eldritch Blade (standard; at-will) 4 Force, WeaponReach 2; +21 vs. Reflex; 3d6 + 7 force damage.© Force Missile (standard; at-will) 4 ForceRanged 20; +21 vs. Reflex; 2d6 + 7 force damage.4? Sweeping Sword (standard; encounter) • Force, WeaponClose blast 2; +21 vs. AC; 3d6 + 7 force damage, and the targetis knocked prone. Special: When charging, the eldritch giant canuse this power in place of a melee basic attack.Consume Magic (minor 1/round; at-will)Targets an adjacent conjuration or zone created by an enemy;+21 vs. the Will of the creator of the conjuration or zone;the conjuration or zone is destroyed, and its effects end. Theeldritch giant's attacks deal 3d6 extra force damage until theend of its next turn.Eldritch Field (minor; recharge [X] __) 4 ZoneClose blast 5; the blast creates a zone of rippling magic thatlasts until the end of the encounter or until the eldritch giantuses this power again. The zone is difficult terrain, and thegiant's attacks deal 1d6 extra force damage against creatureswithin the zone.Alignment EvilSkills Arcana +21, Insight +20Languages Elven, GiantStr 21 (+14) Dex 12 (+10) Wis 22 (+15)Con 19 (+13) I nt 24 (+16) Cha 13 (+10)ELDRITCH GIANT TACTICSWhen combat begins, the eldritch giant creates itseldritch blade—a sword of pure force—as a free action.The giant charges in with sweeping sword, thereafterteleporting about the battlefield. It tries to makeevery attack with combat advantage, resorting to forcemissile only against those who evade it in melee.Eldritch TitanHuge fey humanoid (giant)Initiative +12HP 394; Bloodied 197AC 35; Fortitude 32, Reflex 34, Will 36Resist 10 forceLevel 21 Elite SkirmisherXP 6,400Senses Perception +22; low-light visionSaving Throws +2 (+7 against charm effects)Speed 8, teleport 6Action Points 1© Eldritch Hammer (standard; at-will) • Force, WeaponReach 3; +26 vs. AC; 3d8 + 7 force damage.® Force Ram (standard; at-will) 4 ForceRanged 20; +24 vs. Reflex; 2d8 + 8 force damage, and theeldritch titan pushes the target 5 squares,•f Eldritch Fury (standard; at-will)The eldritch titan makes two eldritch hammer attacks. Special:When charging, the titan can use this power in place of a meleebasic attack.


ELDRITCH GIANT LOREArcana DC 20: Eldritch giants dwell near fontsof magical power. They guard such places jealously,leaving them only to seek out more magical power,such as an artifact or a piece of lost knowledge.Eldritch titans lord over their lesser kin, jealouslyguarding the greatest items and secrets of magic forthemselves.Arcana DC 25: An eldritch giant's skin is tattooedwith magical patterns that protect it and allow it toabsorb conjurations and zones to bolster its attacks.These patterns also grant the giant the ability to teleporton flows of arcane energy. A particular eldritchgiant or titan might have access to other magicalpowers, as well as rituals and magic items.ENCOUNTER GROUPSEldritch giants can occasionally be found with othermagic users, but they are unreliable allies. Theyprefer magical servants and delight in enslavingweaker creatures.Level 18 Encounter (XP 10,600)• 3 eldritch giants (level 18 skirmisher)• 1 prismatic chaos shard (level 16 artillery)• 2 blue slaads (level 17 brute, MM 238)Level 23 Encounter (XP 25,900)• 2 eldritch titans (level 21 elite skirmisher)• 2 nothic eyes of Vecna (level 22 lurker)• 1 phoenix (level 19 elite brute, MM 220)


FROST GIANTFROST GIANTS LIVE IN BITTER NORTHERN LANDS andamong frigid mountains where they subsist byhunting and raiding. They are brutal, superstitious,and murderous creatures among whom only mightmakes right.Frost GiantLevel 17 BruteLarge elemental humanoid (cold, giant)XP 1,600Initiative +11 Senses Perception +13HP 201; Bloodied 100; see also dying swipeAC 29; Fortitude 32, Reflex 27, Will 28Resist 15 coldSpeed 8 (ice walk)© Icy Greataxe (standard; at-will) • Cold, WeaponReach 2; +20 vs. AC; 4d6 + 7 (crit 8d6 + 31 cold damage.4 Dying Swipe (when the frost giant drops to 0 hit points)The frost giant makes an icy greataxe attack.+ Chilling Strike (standard; recharge (S ([j]) • Cold, WeaponReach 2; +20 vs. AC; 2d6 + 7 cold damage, and the target gainsvulnerable 10 cold (save ends).Icy Handaxe (standard; at-will) • Cold, WeaponRanged 5/10; +20 vs. AC; 2d8 + 7 cold damage.Icebound FootingWhen an effect pulls, pushes, or slides a frost giant, the giantmoves 2 squares less than the effect specifies. Also, a frost giantcan make a saving throw to avoid being knocked prone.Alignment EvilLanguages GiantSkills Athletics +19Str 23 (+14) Dex 16 (+11) Wis 20 (+13)Con 21 (+13) Int 10 (+8) Cha 12 (+9)Equipment hide armor, greataxe, 3 handaxesFROST GIANT TACTICSA frost giant prefers to charge into melee with an icygreataxe attack. It follows up with chilling strike. It throwsan icy handaxe only when it has no other options.(Left to right) frost giant ice shaver, frost titan, and frost giant


Frost Giant Ice ShaperLevel 19 Controller (Leader)Large elemental humanoid (cold, giant) XP 2,400Initiative +12 Senses Perception +16HP 182; Bloodied 91AC 32; Fortitude 32, Reflex 29, Will 33Resist 15 coldSpeed 8 (ice walk)© <strong>Free</strong>zing Flail (standard; at-will) • Cold, WeaponReach 2; +24 vs. AC; 2d12 + 4 cold damage.•Y <strong>Free</strong>zing Bolt (standard; at-will) • ColdRanged 20; +22 vs. Reflex; 2d12 + 4 cold damage, and thetarget is immobilized (save ends).•Y Ice Slide (minor 1/round; at-will)Ranged 10; +22 vs. Fortitude; the frost giant ice shaper slidesthe target 3 squares.-5J- Wall of Frost (standard; recharge ::) 4 Cold, ConjurationArea wall 12 within 10; the frost giant ice shaper conjures a wallof swirling snow that lasts until the end of the ice shaper's nextturn. The wall is 6 squares high and blocks line of sight. Thewall's space is lightly obscured and is difficult terrain. A creaturethat starts its turn adjacent to the wall takes 5 cold damage,and a creature that enters a square of the wall or starts its turnthere takes 15 cold damage. Sustain Minor. The wall persists.Ice Armor (standard; recharge I'.-'.I jTT])One ally within 10 squares of the frost giant ice shaper gainsresist 10 to all damage until the end of the ice shaper's nextturn.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.Also, an ice shaper can make a saving throw to avoid beingknocked prone.Alignment EvilLanguages Giant, PrimordialSkills Arcana +14, Heal +21, Intimidate +20Str 21 (+14) Dex 16 (+12) Wis 25 (+16)Con 22 (+15) Int 10 (+9) Cha 22 (+15)Equipment chainmail, flailFROST GIANT ICE SHAPER TACTICSA frost giant ice shaper uses wail of frost to divide thebattlefield favorably. It then uses ice slide and freezingbolt attacks to move its enemies into advantageouspositions and keep them there. The ice shaper uses icearmor on whichever ally provides the most protection.Frost TitanHuge elemental humanoid (cold, giant)Initiative+14Senses Perception+16Level 20 Elite BruteXP 5,600Fimbulwinter Breath (Cold) aura 2; enemies treat the aura's areaas difficult terrain. Each enemy that starts its turn within theaura takes 5 cold damage.HP 466; Bloodied 233; see also/urious swipeAC 32; Fortitude 34, Reflex 29, Will 33Resist 15 coldSaving Throws +2Speed 8 (ice walk)Action Points 1© Icy Greataxe (standard; at-will) • Cold, WeaponReach 3; +23 vs. AC; 2d8 + 9 (crit 4d8 + 25) cold damage, andongoing 10 cold damage (save ends).4 Furious Swipe (free, when first bloodied and again when thefrost titan drops to 0 hit points)The titan makes an icy greataxeattack.4 Cold-Blooded Kick (minor 1/round; at-willReach 3; +21 vs. Reflex; 1d8 + 9 damage, and the target ispushed 2 squares and knocked prone.•Y Ice Bolts (standard; recharge X ii)Ranged 20; targets one or two creatures; +21 vs. Fortitude; 1d8+ 9 cold damage, and the target is slowed (save ends).Blast of Winter (standard; encounter)Close blast 5; +21 vs. Reflex; 3d8 + 6 cold damage, ongoing 10cold damage (save ends), and the target is immobilized until theend of the frost titan's next turn. Miss: Half damage.Glacial FootingWhen an effect pulls, pushes, or slides a frost titan, the titanmoves 4 squares less than the effect specifies. Also, a frost titancan make a saving throw to avoid being knocked prone.Alignment EvilLanguages Giant, PrimordialSkills Athletics +24Str 28 (+19) Dex 19 (+14) Wis 2 3 (+16)Con 23 (+16) Int 12 (+11) Cha 16 (+13)Equipment greataxeFROST TITAN TACTICSInitially, a frost titan unleashes blast of winter. It thenuses cold-blooded kick and icy greataxe attacks to drivefoes before it. A frost titan prefers melee, and it usesice bolts and its Fimbulwinter breath aura to prevent foesfrom escaping.FROST GIANT LOREArcana DC 22: In their arctic lands, frost giantsdwell in glacial caves or crude fortresses carved ofstone and ice. From these holds, frost giants huntgame and raid for slaves and plunder. The mightiestfrost giant in a clan, called a jarl, leads weaker giantsthough intimidation and violence.Ice shapers, the frost giants' seers, gain respectfrom their kind for their augeries and wisdom. Theyengender fear with their cruelty and ferocity.Arcana DC 27: A few frost giants have magicalpowers and can use runes, sorcery, and foul rituals.Such powers give a giant influence in its clan, if notoutright leadership.ENCOUNTER GROUPSFrost giants enslave or ally with other creatures thatprefer the cold. When they raid more temperateclimes, they come by other sorts of slaves. Mammoths,remorhazes, white dragons, and similarcreatures are found with frost giants.Level 19 Encounter (XP 12,000)• 2 frost giants (level 17 brute)• 1 frost giant ice shaper (level 19 controller)4- 1 remorhaz (level 21 elite brute)Level 21 Encounter (XP 19,200)• 2 frost titans (level 20 elite brute)• 2 ice archon frostshapers (level 20 controller,MM 21)4- 1 ice archon rimehammer (level 19 soldier, MM 20)


(Left to right) stone giant, stone titan, and stone giant runecarverSTONE GIANTATOP FORBIDDING PEAKS and in the deep reaches ofmountain ranges dwell stone giants. These rockboundbeings show little concern for smaller creatures, andthey distrust strangers. A stone giant aroused to violencecan be as startling and pitiless as an avalanche.STONE GIANT LOREArcana DC 25: Stone giants move slowly andquietly among the mountains and within their rockycave homes, blending with the terrain so well thatthey can easily waylay foes or go unnoticed. Broodingand contemplative, stone giants can rest in thoughtfor years, sitting like statues. With weapons andthrown stones, they are expert hunters. When rousedto anger, a stone giant is able to move its bulk withprecision and quickness.Particularly at night and during thunderstorms,stone giants play by throwing rocks at each other—the losing side is the one hit more often. During suchcontests, the giants seldom watch out for unexpectedpassersby. Such heedless "games" give stone giants arougher reputation than they might deserve.Arcana DC 30: Stone giants are artistic andcraft-oriented, especially with stone. Runecarversuse arcane lore to craft runes of ancient magic uponsurfaces. With these spells set in stone, they smitefoes. The art of rune magic might have originatedwith ancient stone giants, although dwarf artificerssurely disagree.STONE GIANT TACTICSA stone giant hides among the cliffs and ambushesapproaching enemies with hurled rocks. It thenrushes in with staggering sweep to drive foes back. Itstays in melee until opponents retreat, then goes backto hurling rocks until any threat is out of range.Stone GiantLevel 14 SoldierLarge elemental humanoid (earth, giant) XP 1,000Initiative +12 Senses Perception +12; low-light visionHP 140; Bloodied 70AC 30; Fortitude 27, Reflex 24, Will 26Immune petrificationSpeed 8 (earth walk)© Stone Greatclub (standard; at-will) • WeaponReach 2; +21 vs. AC; 2d10 + 4 damage, and the target is markeduntil the end of the stone giant's next turn.•I Hardened Threat (opportunity, when a creature marked by thestone giant and within its reach moves or shifts; at-will)The giant makes a stone greatclub attack against the triggeringcreature.*Y Hurl Rock (standard; at-will)Ranged 20; +21 vs. AC; 2d8 + 6 damage.


•C Staggering Sweep (standard; recharges when first bloodied) •WeaponClose blast 2; +19 vs. AC; 2d10 + 4 damage, and the target ispushed 2 squares and marked until the end of the stone giant'snext turn. Effect: The giant shifts 2 squares but must remainwithin 2 squares of any creatures marked by it.Stone Bones (immediate interrupt, when the stone giant is hit byan attack; not usable while bloodied; at-will)The giant gains resist 5 to all damage against the triggeringattack.Alignment Unaligned Languages GiantSkills Athletics +18, Stealth +15Str 22 (+13) Dex 16 (+10) Wis 20 (+12)Con 20 (+12) Int 10 (+7) Cha 11 (+7)Equipment greatclubSTONE GIANT RUNECARVER TACTICSThe stone giant runecarver attacks from range, usingrocks with specially inscribed runes. It starts withrune of stony sleep and follows with rune of thunderingecho. It focuses its melee attacks on slowed opponentsto take advantage of its grasping stone power.Stone Giant Runecarver Level 16 Controller (Leader)Large elemental humanoid (earth, giant) XP 1,400Initiative +9 Senses Perception +14; low-light visionHardened Focus aura 5; each petrified enemy within the auraloses all resistances and gains vulnerable 5 to all damage.HP 155; Bloodied 77AC 30; Fortitude 28, Reflex 27, Will 29Immune petrificationSpeed 8 (earth walk)© Enruned War Pick (standard; at-will) • WeaponReach 2; +21 vs. AC; 2d8 + 9 (crit 4d8 + 25) damage, and thetarget is slowed (save ends).-i'c Rune of Stony Sleep (standard; recharge [ii]) • ZoneArea burst 1 within 10; +21 vs. Fortitude; 2d8 + 6 damage, andthe target is slowed (save ends). First Failed Saving Throw: Thetarget is petrified instead of slowed (save ends). EjjFect:The burstcreates a zone of magical runes that lasts until the end of theencounter. Each enemy that starts its turn within the zone takesa -2 penalty to saving throws against slowed and immobilized.-itr Rune of Thundering Echo (standard; recharge [x][H])Area burst 1 within 10; +21 vs. Fortitude; 2d8 + 6 thunderdamage. If the target is slowed or immobilized, it takes ongoing10 thunder damage (save ends).Grasping StoneWhen a stone giant runecarver hits a slowed creature with anattack that would cause the creature to become slowed, thatcreature is immobilized until the end of the runecarver's next turn.Stone Bones (immediate interrupt, when the stone giantrunecarver is hit by an attack; not usable while bloodied; at-will)The runecarver gains resist 5 to all damage against thetriggering attack.Alignment Unaligned Languages Giant, PrimordialSkills Arcana +17, Athletics +18, Stealth +17Str 21 (+13) Dex 12 (+9) Wis 23 (+14)Con 19 (+12) Int 18 (+12) Cha 15 (+10)Equipment warhammerSTONE TITAN TACTICSDisplaying speed, agility, and stealth, a stone titanuses launch quakestone from hiding, continuing totoss boulders until enemies come close enough fora quick rush into melee. Next, the titan moves tocatch numerous foes with an avalanche stomp attack.It then lays about with its massive fists until it has achance to use launch quakestoneagain. The stone titancontinues to launch ranged attacks against retreatingadversaries until those foes are out of range.Stone TitanLevel 18 Elite SoldierHuge elemental humanoid (earth, giant) XP 4,000Initiative +15Senses Perception +15; low-light visionSlipstone Distortion aura 1; each enemy that starts its turn withinthe aura is marked until the end of the stone titan's next turn.HP 348; Bloodied 174AC 34; Fortitude 33, Reflex 28, Will 30Immune petrificationSaving Throws +2Speed 8 (earth walk)Action Points 1© Slam (standard; at-will)Reach 3; +25 vs. AC; 3d6 + 7 damage, and marked targets takean extra 2d6 damage.•1 Hardened Threat (opportunity, when a creature marked by thestone titan and within its reach moves or shifts; at-will)The titan makes a slam attack against the triggering creature.© Launch Boulder (standard; at-will)Ranged 20; +23 vs. AC; 2d10 + 7 damage.Avalanche Stomp (standard; encounter)Close burst 3; +21 vs. Fortitude; 3d10 + 7 damage, and thetarget is grabbed by earth and stone. The stone titan does notneed to use an action to sustain the grab. The earth and stonehas a Fortitude and Reflex of 28 against escape attempts. Miss:Half damage.Launch Quakestone (standard; recharge [XJ [Hj)Area burst 1 within 20; +23 vs. AC; 1d10 + 7 damage, andthe target is knocked prone and dazed (save ends). Miss: Halfdamage, and the target is knocked prone.Stone Bones (immediate interrupt, when the stone titan is hit byan attack; not usable while bloodied; at-will)The titan gains resist 5 to all damage against the triggering attack.Alignment UnalignedLanguages Giant, PrimordialSkills Arcana +16, Athletics +21, Stealth +18Str 26 (+17) Dex 18 (+13) Wis 22 (+15)Con 22 (+15) Int 14 (+11) Cha 16 (+12)ENCOUNTER GROUPSStone giants keep pets and, rare among their kin,have ties other than those of master and slave withgaleb duhrs and azers. Sometimes giants with nonevilways can be found among stone giants. Evil stonegiants might ally with other evil giants.Level 15 Encounter (XP 6,400)• 3 stone giants (level 14 soldier)• 1 stone giant runecarver (level 16 controller)• 1 nabassu gargoyle (level 18 lurker, MM 115)Level 18 Encounter (XP 11,200)• 2 stone titans (level 18 elite soldier)• 1 azer taskmaster (level 17 controller, MM 23)• 4 azer warriors (level 17 minion, MM 22)


GNOLLGNOLLS HONOR CHAOS AND CARNAGE above all else.Their devotion to the demon lord Yeenoghu drivesthem to commit acts of butchery.DEATHPLEDGED GNOLLA DEATHPLEDGED GNOLL vows TO DIE destroying theenemies of Yeenoghu. Its dark oath and a thirst forblood make this creature a frightful foe.Deathpledged GnollLevel 5 BruteMedium natural humanoid XP 200Initiative +4 Senses Perception +4; low-light visionHP 74; Bloodied 37; see also claws of YeenoghuAC 18; Fortitude 18, Reflex 16, Will 16Resist see claws of YeenoghuSpeed 7Action Points see claws of Yeenoghu© Bone Claw (standard; at-will) • Weapon+8 vs. AC; 2d6 + 9 damage (2d6 + 11 damage while bloodied).Claws of Yeenoghu (when the deathpledged gnoll first drops to 0hit points) • HealingThe deathpledged regains 5 hit points, gains 1 action point, andgains resist 15 to all damage. At the end of its next turn, thedeathpledged drops to 0 hit points.Pack AttackA deathpledged gnoll's melee attacks deal 5 extra damageagainst an enemy that has two or more gnoll allies adjacent to it.Alignment Chaotic evil Languages Abyssal, CommonSkills Intimidate +5Str 18 (+6) Dex 15 (+4) Wis 15 (+4)Con 14 (+4) Int 9 (+1) Cha 7 (+0)Equipment leather armor, bone claws (spiked gauntlets)DEATHPLEDGED GNOLL LORENature DC 12: In return for its vow to its demonlord Yeenoghu, a deathpledged gnoll can temporarilyshrug off death with potent demonic powers.FANG OF YLTNOGHUGNOLLS ARE KNOWN FOR THEIR RITUALS honoring thedemon lord Yeenoghu. The fangs of Yeenoghu are theshamans that lead these rites.Fang of YeenoghuLevel 7 Skirmisher (Leader)Medium natural humanoid XP 300Initiative +9 Senses Perception +3; low-light visionHP 77; Bloodied 38AC 21; Fortitude 18, Reflex 19, Will 18Speed 8© Cudgel of Bloody Teeth (standard; at-will) • Disease,Weapon+12 vs. AC; 1d10 + 6 damage (1d10 + 8 while bloodied), andthe fang of Yeenoghu makes a secondary attack against thesame target. Secondary Attack: +10 vs. Fortitude; the target isexposed to level 6 slavering canker (see below).{ Relentless Push (standard; at-will) • WeaponThe fang of Yeenoghu shifts 2 squares before the attack: +12vs. AC; 1d10 + 6 damage (IdIO + 8 while bloodied), and thefang ofYeenoghu pushes the target 1 square. Effect: One allywithin 5 squares of the fang ofYeenoghu shifts 1 square as afree action.4* Howl of the Demon (standard; recharge [jfl])Close burst 5; targets each ally of level 10 or lower in the burst;the target makes a melee basic attack as a free action.Pack AttackA fang of Yeenoghu's melee attacks deal 5 extra damage againstan enemy that has two or more gnoll allies adjacent to it.Alignment Chaotic evil Languages Abyssal, CommonSkills Insight +8, Intimidate +11, Religion +8Str 16 (+6) Dex 19 (+7) Wis 11 (+3)Con 13 (+4) Int 10 (+3) Cha 16 (+6)Equipment hide armor, cudgel of bloody teeth (greatclub)FANG OE YEENOGHU LORENature DC 14: Fangs ofYeenoghu earn theirplace in the demon lord's ranks by capturing slavesand sending them to serve Yeenoghu in the Abyss.Nature DC 19: A cudgel of bloody teeth is a gruesomegreatclub studded with teeth and crusted withblood. While a fang ofYeenoghu fights, its cudgelof bloody teeth continually oozes fresh blood andspittle. Once its wielder is killed, the cudgel quicklyrots away.Nature DC 21: Those gnolls that serve as fodderfor the gnoll gorger are rewarded for their sacrifice bythe fang ofYeenoghu. A gnoll slain by a gorger has itsteeth added to the cudgel of bloody teeth, allowing itto taste the blood of its enemies even in death.Slavering Canker Level 6 Disease Endurance improve DC 23, maintain DC 19, worsen DC 18 or lowerThe target Q Initial Effect: The targetis cured. takes a -1 penalty toattack rolls and damagerolls.ri3The target takes a -2 penalty toattack rolls and damage rolls,and regains 5 fewer than thenormal number of hit pointsfrom healing effects.Final State: The target is weakened, andmust rest for twice as long as normalto gain the benefit of a short rest or anextended rest.


GNOLL GORGERALL GNOLLS DEVOUR THE FLESH OF SENTIENTS, butgorgers gain strength in battle by feasting on theirown kind.Gnoil GorgerLevel 7 BruteMedium natural humanoidXP300Initiative +6 Senses Perception +3; low-light visionHP 96; Bloodied 48AC 19; Fortitude 20, Reflex 18, Will 18Speed 7© Bite (standard; at-will)+10 vs. AC; 2d6 + 8 damage (2d6 + 10 while bloodied).Gorge (minor 1/round; at-will) • HealingThe gnoll gorger feeds upon an ally adjacent to it. The ally takes5 damage, and the gorger regains 10 hit points.Pack AttackA gnoll gorgers melee attacks deal 5 extra damage against anenemy that has two or more gnoll allies adjacent to it.Alignment Chaotic evil Languages Abyssal, CommonSkills Intimidate +11, Stealth +11Str 20 (+8) Dex 17 (+6) Wis 11(^3)Con 16 (+6) Int 9 (+2) Cha 17 (+6)Equipment leather armorGNOLL GORGER LORENature DC 14: Gnoll gorgers draw strength fromthe blood of their kin. They feast on the flesh of alliesin combat to restore vigor, inspiring themselves togreater savagery.ENCOUNTER GROUPSGnoll packs often include demons, slave troops, andbeasts trained for war. Gnolls are sometimes encounteredin the service of others, acting as shock troopsfor giants and other powerful monsters.Level 4 Encounter (XP 925)• 2 deathpledged gnolls (level 5 brute)• 1 corruption corpse (level 4 artillery, MM 274)• 1 gnoll demonic scourge (level 8 brute, MM 132)Level 7 Encounter (XP 1,600)• 1 fang ofYeenoghu (level 7 skirmisher)• 3 gnoll gorgers (level 7 brute)• 1 beholder gauth (level 5 elite artillery)GNOLL GORGER TACTICSA gnoll gorger recklessly charges into combat, layinginto foes with its bite attack. It uses its gorge powereach round, focusing on the most robust alliesavailable.(Left to right) gnoll gorger, deathpledged, fang ofYeenoghu


GNOMEALL GNOMES SHARE A CONNECTION TO THE FEY,WILD,but that connection can manifest itself in starklydifferent ways. Some gnomes are naturally adept atchanneling arcane currents, while others use thepower of the beast within them.GNOME MISTWALKERGNOMES ARE MASTERS OF ILLUSION MAGIC A mistwalkercombines this expertise with melee prowessto ambush or harass enemies.Gnome MistwalkerLevel 5 LurkerSmall fey humanoid XP 200Initiative +9 Senses Perception +3; low-light visionHP 51; Bloodied 25AC 20; Fortitude 16, Reflex 17, Will 16Speed 5© War Pick (standard; at-will) • Weapon+10 vs. AC; 1d8 + 4 damage (crit 1d8 + 12).•j-Mistwalker's Strike (standard; recharge :: XjjJ • IllusionThe gnome mistwalker becomes invisible until the end of itsnext turn. In addition, it shifts 2 squares and makes a war pickattack.Combat AdvantageA gnome mistwalker deals 1d6 extra damage against anycreature granting combat advantage to it.Fade Away (immediate reaction, when the gnome mistwalkertakes damage; encounter) • IllusionThe gnome mistwalker becomes invisible until after it hits ormisses with an attack or until the end of its next turn.Reactive StealthIf the gnome mistwalker has cover or concealment when itrolls initiative at the start of an encounter, it can make a Stealthcheck to become hidden.Blur of Movement (immediate reaction, when the gnomemistwalker is hit by an enemy; at-will) • TeleportationThe mistwalker teleports 1 square.Alignment Unaligned Languages Common, ElvenSkills Stealth +10Str 10 (+2) Dex 16 (+5) Wis 13 (+3)Con 15 (+4) Int 11 (+2) Cha 14 (+4)Equipment hide armor, war pickGNOME MISTWALKER TACTICSMistwalkers flash across the battlefield to impalefoes upon their picks. They rely on blur of movement toescape their enemies and to use mistwalker s strike.GNOME MISTWALKER LORENature DC 12: Mistwalkers are gnome warriormagesand brigands. These robbers build warrensof tunnels around forest roads, cloak them with illusions,and use them to ambush caravans laden withgoods useful to spellcasters.GNOME ENTROPISTGNOME ENTROPISTS SEE THE POTENTIAL for change inall things, and they use the power of chaos to hinderand debilitate their foes.Gnome EntropistLevel 8 ArtillerySmall fey humanoid XP 350Initiative+7HP 71; Bloodied 35Senses Perception+3; low-light visionAC 20; Fortitude 19, Reflex 19, Will 21 (+2 to all defenses againstranged attacks)Speed 5© Acid Dagger (standard; at-will) • Acid, Weapon+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).4* Primordial Yell (standard; recharges when first bloodied) •ThunderClose blast 3; +13 vs. Fortitude; 2d10 + 4 thunder damage,and the target is deafened and cannot take immediate actionsor opportunity actions until the end of the gnome entropist'swatt turn.•iJ- Chaos Flare (standard; encounter)Area burst 1 within 15; +13 vs. Will; 3d8 + 5 damage, and thetarget is blinded (save ends).Fade Away (immediate reaction, when the gnome entropist takesdamage; encounter) • IllusionThe entropist becomes invisible until after it hits or misses withan attack or until the end of its next turn.Reactive StealthIf the gnome entropist has cover or concealment when it rollsinitiative at the start of an encounter, it can make a Stealthcheck to become hidden.Alignment UnalignedSkills Arcana +10, Bluff+14, Stealth +12Languages Common, ElvenStr 10 (+4) Dex 17 (+7) Wis 8 (+3)Con 17 (+7) Int 12 (+5) Cha 20 (+9)Equipment dagger, robesGNOME ENTROPIST TACTICSA gnome entropist announces its presence to enemieswith a chaos flare,then stays on the fringe of combatmaking entropic arc attacks. It uses primordialyell toelude foes trying to force it into close combat, fallingback on acid dagger attacks only if cornered.GNOME ENTROPIST LORENature DC 14: Gnome entropists target their foeswith power channeled from the Elemental Chaos.Their innate ties to the magic of the Feywild interferewith this extraplanar power, driving some mad.I


GNOME WOLVERINETHOUGH SMALL IN STATURE, a gnome wolverine is asfierce in combat as its namesake.Gnome WolverineSmall fey humanoidLevel 9 SkirmisherInitiative +9 Senses Perception +10; low-light visionHP 95; Bloodied 47AC 23 (26 against opportunity attacks); Fortitude 22, Reflex 20,Will 20Speed 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 thetarget 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 amelee basic attack.•1 Unbalancing Swipe (standard; at-will) • Weapon+12 vs. Reflex; 1d12 + 6 damage, and the gnome wolverineslides the target 2 squares. On a critical hit, the target is alsoknocked prone.Fade Away (immediate reaction, when the gnome wolverine takesdamage; encounter) • IllusionThe wolverine becomes invisible until after it hits or misseswith an attack or until the end of its next turn.Reactive StealthIf a gnome wolverine has cover or concealment when it rollsinitiative at the start of an encounter, it can make a Stealthcheck to become hidden.Vicious Fury (when the gnome wolverine bloodies an enemy orreduces an enemy to 0 hit points or fewer; at-will)The wolverine shifts 5 squares and gains a +3 bonus to damagerolls until the end of its next turn.Alignment Unaligned Languages Common, ElvenSkills Athletics +14, Intimidate +12, Stealth +12Str 20 (+9) Dex 17 (+7) Wis 12 (+5)Con 15 (+6) Int 10 (+4) Cha 17 (+7)Equipment hide armor, waraxeGNOME WOLVERINE TACTICSThe gnome wolverine throws itself into battle withshrieking strike, then wades through foes with unbalancingswive attacks. It reserves/ade away to repositionitself if cornered, or to set up another shrieking strikeattack once it is bloodied.GNOME WOLVERINE LORENature DC 14: A gnome wolverine has a fiercenessthat belies the stature and reputation of its race.A berserker fury drives a wolverine in battle, and itspower increases with each foe it drops.(Top to bottom) gnome entropist and wolverineENCOUNTER GROUPSGnomes most often work with their own kind andwith other creatures of the Feywild. However, agnome's capricious nature means that such alliancesare typically brief.Level 8 Encounter (XP 1,850)• 1 gnome entropist (level 8 artillery)• 2 gnome wolverines (level 9 skirmisher)4- 2 spriggan giantsouls (level 8 brute)Level 10 Encounter (XP 2,600)• 3 gnome entropists (level 8 artillery)• 2 phase spiders (level 8 skirmisher)• 1 satyr piper (level 8 controller, MM 228)• 1 will-o'-wisp (level 10 lurker)


GOBLINGOBLINS ARE OFTEN SUBSERVIENT to the devotees ofdark gods and other powerful masters. Such leadersappeal to the goblins' hostile and barbarous natures.BUGBEAR WARDATMCERLIKE ALL BUGBEARS, THE WARDANCER is full of blusterand purpose. These warriors are a force to bereckoned with as they sow destruction across thebattlefield.BUGBEAR WARDANCER TACTICSA bugbear wardancer relishes punishing as manyenemies as possible, and so prefers to choose a differenttarget each round. It will attack a foe withinreach first, and if it hits it uses its move action to getinto position to attack a new foe, setting up a flankingposition with an ally that can then attack and similarlymove.BUGBEAR WARDANCER LORENature DC 12: A bugbear wardancer leaps andhowls as it arcs its vicious flail through the ranks ofits foes. Its wide-reaching attacks and single-mindedfury make it a dangerous foe.Nature DC 17: Wardancers dedicate themselvesto particular exarchs of Bane, forming small sectswhose members create their own rival forms ofbattle dance.Nature DC 19: More intelligent goblins who leadbugbear wardancers train them thoroughly, teachingthem how to avoid harming their allies in combat.Through strict conditioning, hobgoblins sometimesplant command words in wardancers' minds to controlthem when they get out of hand.Bugbear WardancerMedium natural humanoidInitiative +9HP 70; Bloodied 35AC 20; Fortitude 18, Reflex 19, Will 18Speed 7Level 6 SkirmisherXP250Senses Perception +5; low-light vision© Flail Dance (standard; at-will) • Weapon+9 vs. Fortitude; 2d6 + 4 damage, the target is pushed 2 squaresand knocked prone, and the bugbear wardancer shifts 1 square.Flail Barrier (standard; recharge (xj __) • WeaponClose burst 2; targets enemies; no attack roll; 5 damage, andthe bugbear wardancer takes half damage from weapon attacksuntil the end of its next turn.Flail Assault (standard; encounter) 4- WeaponClose burst 2; +9 vs. Reflex; 2d6 damage, and the target ispushed 2 squares and knocked prone.Combat AdvantageA bugbear wardancer deals 1d6 extra damage against anycreature granting combat advantage to it.Alignment EvilLanguages Common, GoblinStr 16 (+6) Dex 19 (+7) Wis 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 ACOLYTEOF MAGLUBIYETMAGLUBIYET, GOBLIN EXARCH OF BANE, inspires theradical devotion of a sect of combatants seeking tomold themselves in his image.Goblin Acolyte of MaglubiyetSmall natural humanoidInitiative +0Level 1 ControllerSenses Perception +3; low-light visionXP 100Life Scourge aura 2; each creature within the aura cannot regainhit points.HP 29; Bloodied 14AC 15; Fortitude 12, Reflex 12, Will 14Speed 6© Slashing Shroud (standard; at-will) • Illusion, Weapon+6 vs. AC; IdIO + 3 damage, and the goblin acolyte ofMaglubiyet becomes invisible to the target until the end of theacolyte's next turn.Hand of Maglubiyet (standard; at-will) • ForceRanged 10; +5 vs. Fortitude; 1d6 + 5 force damage, and thegoblin acolyte of Maglubiyet chooses either to slide the target 3squares or to immobilize the target until the end of the acolyte'snext turn.2f Maglubiyet's Fists (standard; recharge [_ __)The goblin acolyte of Maglubiyet makes two hand of Maglubiyetattacks, each against a different target.Goblin Tactics (immediate reaction, when the goblin acolyte ofMaglubiyet is missed by a melee attack; at-will)Alignment EvilSkills Diplomacy i-6, Intimidate +6Languages Common, GoblinStr 11 (+0) Dex 10 (+0) Wis 16 (+3)Con 13 (+1) Int 13 (+1) Cha 13 (+1)Equipment battleaxeGOBLIN ACOLYTEOE MAGLUBIYET TACTICSA goblin acolyte moves freely across the battlefield,using hand of Maglubiyetto keep foes away from itsallies or to hold more powerful combatants in place.It makes slashing shroud attacks with abandon, stickingclose to badly wounded foes so that its life scourgeaura prevents them from healing.GOBLIN ACOLYTEOE MAGLUBIYET LORENature DC 5: Acolytes of Maglubiyet devotetheir lives to the goblin exarch of Bane, modelingthemselves in his image and drawing power fromtheir faith.Nature DC 10: An acolyte of Maglubiyet seekssigns of its patron's favor in all it does, such as thunderrolling at an auspicious moment or a bird of preylanding on a nearby tree. Such symbols can drivesuperstitious acolytes to fight against impossible odds,and an unfavorable sign can just as easily make themflee a fight before it even begins.LOLTHBOUND GOBLINCENTURIES SPENT AS SLAVES TO THE DROW have driven „some goblins to a mad devotion to the dark elves and 0their demon queen.Lolthbound GoblinLevel 3 SoldierSmall natural humanoidXP150Initiative +6 Senses Perception +3; darkvisionHP 45; Bloodied 22AC 19; Fortitude 15, Reflex 16, Will 15; see also drow inspirationSpeed 6© War Pick (standard; at-will) • Weapon+10 vs. AC; 1d8 + 5 damage (crit 1d8 + 13), and the target ismarked until the end of the Lolthbound goblin's next turn.+ Stinging Blow (standard; encounter) • Poison, Weapon+10 vs. AC; 1d8 + 5 poison damage (crit 1d8 + 13), and if thetarget is taking ongoing poison damage, that ongoing damageincreases by 5.«£• Lolthbound Shriek (standard; encounter) • ThunderClose blast 5; targets creatures that are not drow, spiders, orgoblins; +8 vs. Fortitude; 2d10 thunder damage.Drow Inspiration (while within 5 squares of a drow ally)The Lolthbound goblin gains a +2 bonus to attack rolls and alldefenses.Drow Protector (immediate interrupt, when a drow ally adjacentto the Lolthbound goblin is targeted by an attack; at-will)The triggering attack targets the goblin instead.Goblin Tactics (immediate reaction, when the Lolthbound goblinis missed by a melee attack; at-will)The goblin shifts 1 square.Alignment EvilLanguages Common, Elven, GoblinStr 14 (+3) Dex 17 (+4) Wis 14 (+3)Con 13 (+2) lnt8(+0) Cha 9 (+0)Equipment leather armor, war pickLolthbound Goblin Slave Level 12 Minion SkirmisherSmall natural humanoid (goblin) XP 175Initiative +13 Senses Perception +10; darkvisionHP 1; a missed attack never damages a minion.AC 26; Fortitude 24, Reflex 25, Will 24; see also drow inspirationSpeed 6© Stinging Pick (standard; at-will) • Poison, Weapon+17 vs. AC; 7 poison damage, and if the target is affected byongoing poison damage, that ongoing damage increases by 5.© Hand Crossbow (standard; at-will) • WeaponRanged 10/20; +17 vs. AC; 5 damage (7 if the Lolthboundgoblin slave moved 3 or more squares during its turn).Drow Inspiration (while within 5 squares of a drow ally)The Lolthbound goblin slave gains a +2 bonus to attack rolls andall defenses.Goblin Tactics (immediate reaction, when missed by a meleeattack; at-will)The Lolthbound goblin slave shifts 1 square.Alignment EvilLanguages Common, Elven, GoblinStr 19 (+10) Dex 21 (+11) Wis 19 (+10)Con 14 (+8) Int 8 (+5) Cha 9 (+5)Equipment leather armor, war pick, hand crossbow, case with 10bolts


LOLTHBOUND GOBLIN TACTICSLolthbound goblins are dedicated to protecting theirdrow masters, fighting close to them to take advantageof drow inspiration and drow protector powers. ALolthbound goblin uses stinging blow to maximizeongoing poison damage dealt by allies, reserving itsLolthbound shriek until surrounded.LOLTHBOUND GOBLIN SLAVE LORENature DC 16: Lolthbound goblin slaves aregoblins brutalized by the drow. They are granted thepower to fight in the name of the Spider Queen, butthey have no will of their own.HOBGOBLIN FLESHCARVERDEFINED BY ITS SPECIALIZED WEAPONS, the hobgoblinfleshcarver is dedicated to perfecting the art of battle.Hobgoblin Fleshcarver Level 6 Elite ControllerMedium natural humanoid XP 500Initiative +7 Senses Perception +4; low-light visionFleshcarver's Trap aura 2; each enemy that starts its turn withinthe aura takes 5 damage the first time it moves during that turn.HP 146; Bloodied 73AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18Saving Throws +2Speed 6Action Points 1© Glaive (standard; at-will) • WeaponReach 2; +11 vs. AC; 2d4 + 4 damage.•Y Toxic Dart (standard; at-will) 4 Poison, WeaponRanged 6/12; +11 vs. AC; 1d6 + 4 poison damage, and thetarget is slowed (save ends). If the target was already slowed, itis instead immobilized (save ends).•Y Defensive Dart (immediate reaction, when the hobgoblinfleshcarver is hit by an enemy's melee attack; recharge _} [FT])The fleshcarver shifts 2 squares and uses toxic dart against thetriggering enemy.Glaive Flurry (standard; at-will) • WeaponClose burst 2; targets enemies; +11 vs. AC; 3d4 + 4 damage,and the hobgoblin fleshcarver slides the target 2 squares. Thetarget must end the slide within 3 squares of the fleshcarver.Hobgoblin Resilience (immediate reaction, when the hobgoblinfleshcarver becomes subject to an effect; encounter)The fleshcarver rolls a saving throw against the triggering effect.Phalanx SoldierA hobgoblin fleshcarver gains a +2 bonus to AC while at leastone hobgoblin ally is adjacent to it.Alignment EvilLanguages Common, GoblinStr 14 (+5) Dex 19 (+7) Wis 12 (+4)Con 17 (+6) Int 12 (+4) Cha 16 (+6)Equipment chain armor, glaive, 10 poisoned dartsHOBGOBLIN FLESHCARVER TACTICSA fleshcarver uses its glaive flurry for multiple purposes:to knock enemies back toward groups of allies,to drive foes into positions where they are flanked, orpull foes back if they try to get away. Until it becomesbloodied, a fleshcarver is aggressive and keeps enemiesnear it if possible. It becomes more defensive oncebloodied and uses its dart powers more frequently.Hobgoblin fleshcarvers aren't afraid to call aretreat when a battle appears unwinnable. They coordinatetheir movement so that they stay adjacent toallies as they retreat, to benefit from phalanx soldier.By using toxic dart, they try to keep enemies from pursuingthem at full speed.HOBGOBLIN FLESHCARVER LORENature DC 12: A hobgoblin fleshcarver carries ajagged glaive and poisoned darts. Each glaive is craftedby a fleshcarver and perfectly shaped and weighted tomatch that hobgoblin's fighting style. The poison usedon the fleshcarver's darts is harvested from serpentsthe fleshcarver hunts as a part of its training.Nature DC 17: Fleshcarvers pride themselves ontheir martial ability, and welcome challenges fromother weapon users. Still, pride won't draw a fleshcarveraway from the thick of combat.GOBLINENCOUNTER GROUPSGoblins can be encountered in almost any context:as an invading horde, mercenaries in the pay of othervillains, or slaves beholden to dangerous masters.Level 1 Encounter (XP 550)• 1 goblin acolyte of Maglubiyet (level 1 controller)• 3 goblin warriors (level 1 skirmisher, MM 137)• 1 Lolthbound goblin (level 3 soldier)Level 6 Encounter (XP 1,200)• 2 bugbear wardancers (level 6 skirmisher)• 2 bugbear warriors (level 5 brute, MM 135)• 1 barghest battle lord (level 7 controller)Level 6 Encounter (XP 1,350)4- 1 hobgoblin fleshcarver (level 6 elite controller)• 3 hobgoblin soldiers (level 3 soldier, MM 139)• 2 dire wolves (level 5 skirmisher, MM 264)Level 13 Encounter (XP 4,100)• 4 Lolthbound goblin slaves (level 12 minionskirmisher)4- 1 drow priest (level 15 controller, MM 95)4- 2 blade spiders (level 10 brute, MM 246)4- 2 drow warriors (level 11 lurker, MM 94)


GOLEMCREATED TO GUARD THEIR MASTERS and their masters'secrets, golems have no sense of self and follow orderswithout question.BONE GOLEMBUILT FROM THE BONES OF MANY CREATURES, thesemassive conglomerations stab their foes withsharpened bone. They serve well those who seek todisorient their enemies through pain, or those whoare partial to macabre trappings.Bone GolemLevel 12 Elite BruteLarge natural animate (construct) XP 1,400Initiative +11 Senses Perception +9; darkvisionBone Spikes aura 1; each enemy that enters the aura takes 5damage.HP 302; Bloodied 151; see also bone deathAC 24; Fortitude 25, Reflex 24, Will 22Immune disease, poison, sleepSaving Throws +2Speed 6 (cannot shift)Action Points 1© Bone Spur (standard; at-will)Reach 2; +15 vs. AC; 2d8 + 9 damage.4 Double Spurs (standard; at-will)The bone golem makes two bone spur attacks, each against adifferent target. If both attacks hit, the targets are dazed untilthe end of the golem's next turn.•


CLAY GOLEMTHE PONDEROUS-LOOKING CLAY GOLEM has surprisingspeed. These brutes are favored by those who seek toinflict significant, sometimes unmendable, damage.Clay GolemLevel 15 Elite BruteLarge natural animate (construct)XP 2,400Initiative +15; see also hasty reaction Senses Perception +11;darkvisionAura of Misjudgment aura 3; each enemy within the aura cannotshift.HP 368; Bloodied 184AC 27; Fortitude 31, Reflex 25, Will 27Immune disease, poison, sleepSaving Throws +2Speed 6 (cannot shift)Action Points 1© Slam (standard; at-will)Reach 2; +19 vs. AC; 3d8 + 7 damage, and the target cannotregain hit points (save ends).4 Clay Smash (standard; at-will)The clay golem makes two slam attacks, each against a differenttarget.4 Berserk Attack (immediate reaction, when the clay golem isdamaged by an attack while bloodied; at-will)The golem makes a slam attack against a creature adjacent to it.Hasty ReactionA clay golem rolls initiative twice, taking the higher of the tworesults.Unstoppable (move; encounter)The clay golem moves 8 squares and can move throughenemies' spaces. Opportunity attacks against the golemtriggered by this movement take a -10 penalty to damage rolls.Alignment Unaligned Languages -Str 26 (+15) Dex14(+9) Wis 18 (+11)Con 24 (+14) Int 3 (+3) Cha 3 (+3)IRON GOLEMINFUSED WITH POTENT TOXINS, iron golems thundertoward foes and bash them into mush.Iron GolemLevel 20 Elite SoldierLarge natural animate (construct)XP 5,600Initiative +14 Senses Perception +10; darkvisionNoxious Fumes (Poison) aura 2; while the iron golem is bloodied,each creature that enters the aura or starts its turn there takes5 poison damage.HP 386; Bloodied 193; see also toxic deathAC 36; Fortitude 36, Reflex 30, Will 28Immune disease, poison, sleepSaving Throws +2Speed 6 (cannot shift)Action Points 1© Iron Blade (standard; at-will)Reach 2; +27 vs. AC; 2d10 + 3 damage, and the target is marked(save ends).4 Cleave (standard; at-will)The iron golem makes two iron blade attacks, each against adifferent target.4 Dazing Fist (immediate interrupt, when a creature marked bythe iron golem and within its reach moves or shifts; at-will)Reach 2; targets the triggering creature; +25 vs. Fortitude; thetarget is dazed (save ends).•


Iron Golem JuggernautLevel 26 Elite SoldierHuge natural animate (construct) XP 18,000Initiative +19 Senses Perception +15; darkvisionNoxious Fumes aura 3; while the iron golem juggernaut isbloodied, any creature that enters the aura or starts its turnthere takes 10 poison damage.HP 488; Bloodied 244; see also toxic deathAC 42; Fortitude 43, Reflex 38, Will 36Immune disease, poison, sleepSaving Throws +2Speed 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, eachagainst a different target.4 Dazing Fist (immediate interrupt, when a creature marked bythe iron golem juggernaut and within its reach moves or shifts;at-will)Reach 3; targets the triggering creature; +31 vs. Fortitude; thetarget is dazed (save ends).Breath Weapon (standard; recharge [xJfTJ) • PoisonClose blast 5; +31 vs. Fortitude; 4d8 + 9 poison damage, andongoing 5 poison damage (save ends).«C Toxic Death (when first bloodied and again when the irongolem juggernaut drops to 0 hit points) • PoisonClose burst 5; +31 vs. Fortitude; 3d10 + 6 poison damage, andongoing 10 poison damage (save ends).Alignment Unaligned Languages -Str 30 (+23) Dex 18 (+17) Wis 14 (+15)Con 28 (+22) Int 3 (+9) Cha 3 (+9)Equipment longswordIRON GOLEM LOREArcana or Nature DC 27: Iron golems are artfullycrafted giant metal warriors. Potent toxins leakfrom holes in their exteriors.ENCOUNTER GROUPSAlthough most golems begin their semblance of life atthe hands of a spellcaster, they can pass through thehands of several owners during their life spans.ENCOUNTER GROUPSSome golems remain undisturbed for centuries. Adventurerswould be hard-pressed to guess their orders,much less who gave those orders in the first place.Level 21 Encounter (XP 20,300)• 1 chain golem (level 22 elite soldier)• 1 dark naga (level 21 elite controller, MM 194)• 1 iron golem (level 20 elite soldier)Level 24 Encounter (XP 34,000)• 1 iron golem juggernaut (level 26 elite soldier)• 1 storm gorgon (level 26 skirmisher, MM 143)• 1 djinn skylord (level 25 controller)


GOLIATHA RECLUSIVE AND NOMADIC RACE, towering goliathsprefer high mountains to civilized lowlands. Daringcompetitors, goliaths enjoy testing themselves.Goliath SunspeakerLevel 7 ArtilleryMedium natural humanoidXP 300Initiative +5 Senses Perception +9HP 64; Bloodied 32AC 19; Fortitude 19, Reflex 18, Will 20Speed 6© Sunspeaker's Hand (standard; at-will) • Radiant+12 vs. Reflex; 1d8 + 3 radiant damage.•Y Solar Sphere (standard; at-will) 4 Implement, RadiantRanged 20; +12 vs. Reflex; 2d8 + 3 radiant damage.•f Sun Rays (standard; recharge __ _} [fj) 4 Fire or RadianImplementRanged 10; targets one or two creatures; +12 vs. Reflex; 1 d8 + 3fire or radiant damage, and ongoing 5 damage of the type dealtto the target (save ends).Flaring Leap (move; encounter) 4 FireThe goliath sunspeaker jumps 3 squares and then moves itsremaining speed. During this movement, the sunspeaker gainsa +4 bonus to all defenses. The square in which the sunspeakerbegan its move erupts with fire 2 squares high. A creature thatstarts its turn adjacent to the fire takes 1d6 + 3 fire damage. Acreature that enters the square or starts its turn there takes 2d6+ 3 fire damage. The fire blocks line of sight and lasts until theend of the sunspeaker's next turn. Sustain Minor: The fire persists.Call Down the Sun (standard; encounter) 4 Implement,RadiantWarrior's LeapA goliath guardian can jump without provoking opportunityattacks.Alignment Unaligned Languages CommonSkills Athletics +13, Insight +12, Nature +12Str 19 (+8) Dex 14 (+6) Wis 16 (+7)Con 16 (+7) Int 10 (+4) Cha 10 (+4)Equipment scale armor, light shield, bastard swordENCOUNTER GROUPSGoliaths keep sturdy pets and the company of bravecreatures. However, a goliath might also choose towork with dwarves, galeb duhrs, or goblins.Level 9 Encounter (XP 2,100)4- 1 galeb duhr rockcaller (level 11 controller,MM 114)4- 3 goliath guardians (level 9 soldier)4- 1 goliath sunspeaker (level 7 artillery)>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 endof its next turn.Alignment Unaligned Languages CommonSkills Arcana +8, Athletics +10, Insight +9, Nature +9Str14(+5) Dex 15 (+5) Wis 12 (+4)Con 16 (+6) Int 10 (+3) Cha 17 (+6)Equipment leather armor, orbGoliath GuardianMedium natural humanoidLevel 9 SoldierXP400Initiative +8 Senses Perception +7HP 96; Bloodied 48AC 25; Fortitude 22, Reflex 20, Will 22Speed 6© Bastard Sword (standard; at-will) 4 Weapon+16 vs. AC; 1d10 + 7 damage, and the target is marked until theend of the goliath guardian's next turn. If the target is prone, itcannot 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 2squares and knocked prone, and the goliath guardian shifts 2squares and makes a bastard sword attack against the target.Special: When charging, the guardian can use this power inplace of a melee basic attack.Stone's Endurance (minor; encounter)The goliath guardian gains resist 5 to all damage until the end ofits next turn.


GRAY RENDERWIDELY FEARED THROUGHOUT THE WORLD? a grayrender kills everything in its path. This creaturefeeds upon flesh and terror alike, working itself into amindless rampage. \Cray RenderLevel 19 Elite BruteLarge natural humanoid XP 4,800Initiative +10 Senses Perception +15; blindsight 10HP 452; Bloodied 226; see also rampageAC 31; Fortitude 34, Reflex 27, Will 28Saving Throws +2Speed 8Action Points 1(£) Claw (standard; at-will)Reach 2; +22 vs. AC; 1d12 + 8 damage, and the target isgrabbed.4 Double Attack (standard; at-will)The gray render makes two claw attacks. If both attacks hit thesame target, the target takes ongoing 10 damage (save ends).4 Body Sweep (immediate reaction, when the gray render is hit byan enemy's melee attack while the gray render has a creaturegrabbed; requires a grabbed creature; at-will) • WeaponThe gray render uses the grabbed creature as a weapon; +22 vs.Reflex; targets the triggering enemy; 2d12 + 8 damage, and thegrey render pushes the target 4 squares. The grabbed creaturetakes 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)The gray render's claw attack also knocks a target prone.Alignment Chaotic evil Languages -Skills Athletics +23Str 27 (+17) Dex 13 (+10) Wis 15 (+11)Con 26 (+17) Int 2 (+5) Cha 10 (+9)GRAY RENDER TACTICSA gray render approaches battle mindlessly andfearlessly. It moves toward the nearest opponent,attacking in a fury and attempting to grab it. Oncethe render has a creature grabbed, it uses dismemberingbite and body sweep at the first opportunity.The gray render flies into a destructive rage whenbloodied, mindlessly clawing and knocking opponentsabout until it is killed or until it destroys itsenemies.GRAY RENDER LORENature DC 22: Although gray renders are naturalcreatures that mostly inhabit the world, many scholarshave come to believe that their roots can be tracedback to the Elemental Chaos, where they gained theirchaotic, destructive impulses.Nature DC 27: Entropy is bound within the existenceof gray renders, causing them to leave a path ofwanton devastation in their wake. Renders are drawntoward footholds of civilization, such as homesteadsand outlying settlements, where they unleash theirdestructive urges.ENCOUNTER GROUPSGray renders are too instinctively chaotic and viciousto band with other creatures for long, but predatorsand scavengers follow in the wake of gray renders toexploit the destruction they cause.Level 18 Encounter (XP 11,800)• 1 bodak skulk (level 16 lurker)• 1 gray render (level 19 elite brute)• 2 guulvorg worgs (level 16 elite brute, MM 265)Level 20 Encounter (XP 14,800)• 1 dire bulette (level 18 elite skirmisher, MM 38)• 1 gray render (level 19 elite brute)• 3 nabassu gargoyles (level 18 lurker, MM 115)


HALF-ELFCOMBINING THE BEST OF TWO PROUD LINEAGES, halfelvesare adaptable and diplomatic. They often travelwidely and seek out new experiences. Naturally giftedleaders, they frequently become quite powerful.HALF-ELF LORENature DC 12: Half-elves combine the grace ofelves with the drive of humans, adding their ownstunning charisma to the mix. Keen-witted and freespirited,half-elves follow their hearts wherever theylead—along bright paths or down dark roads.HALF-ELF BANDIT CAPTAINWITH A FLAIR FOR THE DRAMATIC to accompany amastery of blades, the half-elf bandit captain is flamboyantin everything it does. Bold and self-reliant, ahalf-elf bandit captain leads through charisma andremains vigilant against treachery. The bandit captaintakes enough risks in pursuit of gold; trust is onegamble too many.Half-Elf Bandit CaptainMedium natural humanoidInitiative +9HP 69; Bloodied 34AC 20; Fortitude 18, Reflex 19, Will 18Speed 6Level 6 Skirmisher (Leader)XP250Senses Perception +8; low-light vision© Longsword (standard; at-will) 4 Weapon+11 vs. AC; 1d8 + 4 damage, and the half-elf bandit captainshifts 1 square.© " a Sg e r (standard; at-will) 4 WeaponRanged 5/10; +11 vs. AC; 1d4 + 4 damage.+/>T Slash and Dash (standard; recharge [X]|X]|n))The half-elf bandit captain makes a longsword attack, shifts 2squares, and makes a dagger attack,•f Triggering Slash (standard; recharge (xj _]) 4 Weapon+11 vs. AC; 1d8 + 4 damage, and one ally shifts 1 square andmakes a melee basic attack as a free action.Alignment UnalignedLanguages Common, ElvenSkills Athletics +11, Diplomacy +11, Insight +8, Stealth +12Str 16 (+6) Dex 19 (+7) Wis 11 (+3)Con 13 (+4) Int 10 (+3) Cha 16 (+6)Equipment leather armor, longsword, 6 daggersHALF-ELF BANDIT CAPTAIN TACTICSThe half-elf bandit captain leads with slash and dash,then uses triggering slash to enable an ally to moveinto flanking position.HALF-ELF BANDIT CAPTAIN LORENature DC 12: Half-elf leaders tend to rely oncharisma to keep followers in line, and half-elf banditcaptains are no different. That charm can be a liability,though, if followers believe it's been used to lie tothem.HALE-ELF CON ARTISTMANY HALF-ELVES ARE DIPLOMATS and peacemakers,capable of finding the common ground between anytwo groups. Others use their talents for their own interests.They can find the common ground between theirhands and your money pouch with disconcerting ease.The half-elf con artist mixes audacity with personalmagnetism to achieve astounding results. A fewhoneyed words or a smile and a shrug can set foes tofighting one another or give an enemy reason to hesitate.Yet the con artist wounds with more than words.The con artist's sleight of hand has put a blade in theback of many an erstwhile ally.Half Elf Con ArtistMedium natural humanoidInitiative +6HP 77; Bloodied 38AC 20; Fortitude 17, Reflex 20, Will 20Speed 6Level 7 ControllerX P 300Senses Perception +2; low-light vision© Dagger (standard; at-will) 4 Weapon+12 vs. AC; 1d4 + 4 damage.•1 Deceptive Maneuver (standard; at-will) 4 Charm+10 vs. Will; the target makes a basic attack against one of itsallies of the half-elf con artist's choice.•Y Silver Deception (standard; recharge [x]((!)) 4 CharmRanged 10; +10 vs. Will; the target is dominated until the endof the half-elf con artist's next turn.


HALF-ELFBALEFUL THAUMATURGETHE WIELDER OF DREADFUL MAGIC, a half-elf balefulthaumaturge can make a battlefield a place ofhorror for enemies. Intelligent and wary, the half-elfthaumaturge has labored long to gain power and hasgained much as a result. Of course, even with suchvast powers, there are always more to be gained.Half-Elf Baleful ThaumaturgeMedium natural humanoidInitiative +15HP 169; Bloodied 84AC 36; Fortitude 32, Reflex 35, Will 38Speed 6Level 24 ArtilleryXP 6,050Senses Perception +14; low-light vision_________© Infernal Slam (standard; at-will) • Teleportation+29 vs. Will; 2d6 + 10 damage, and the half-elf balefulthaumaturge slides the target 3 squares and then teleports 3squares.© Soul Bite (standard; at-will) • ImplementRanged 10; + 29 vs. Reflex; 2d8 + 10 damage, and the half-elfbaleful thaumaturge gains 10 temporary hit points.•


HALF-ORCBOLD AND BRASH, half-ores combine the physicalstrength of ores with the resourcefulness of humans.These cunning warriors are at home both in the cityand in the wild.HALF-ORC HUNTERTHE HALF-ORC HUNTER IS A SKILLED TRACKER and abrash fighter, rushing into battle with little regard forits own safety.Half-Ore HunterLevel 5 SkirmisherMedium natural humanoidXP200Initiative +7 Senses Perception +8; low-light visionHP 62; Bloodied 31AC 19; Fortitude 18, Reflex 18, Will 16Speed 6 (8 when charging)© Battleaxe (standard; at-will) • Weapon+10 vs. AC; IdIO + 5 damage.© Longbow (standard; at-will) • WeaponRanged 20/40; +10 vs. AC; IdIO + S damage.\ Evasive Chop (standard; at-will) • WeaponThe half-ore hunter shifts 1 square before and after the attack;+10 vs. AC; 1 dl 0 + 5 damage.Draw First BloodA half-ore hunter's melee attacks deal IdIO extra damageagainst any creature that has not yet taken damage during theencounter.Furious Assault (free, when the half-ore hunter damages anenemy; encounter)The hunter's attack deals 1d10 extra damage.Alignment Unaligned Languages Common, GiantSkills Endurance +9, Nature +8Str 16 (+5) Dex17(+S) Wis 13 (+3)Con 14 (+4) Int 10 (+2) Cha 8 (+1)Equipment leather armor, battleaxe, longbow, 20 arrowsHALF-ORC HUMTER TACTICSThe half-ore hunter tears into unwounded foes tobenefit from draw first blood, often also using/uriousassault on its first successful strike. The hunter thenmoves onto the next unhurt target, trusting its alliesto finish off the wounded. When no enemies areunwounded, a hunter backs off to concentrate bowfire on the softest targets.HALF-ORC DEATH MAGESOME HALF-ORCS ARE DRAWN to the service ofYurtrus, an exarch of Gruumsh who is a master ofdisease, misery, and death. These half-ores mastersecret rites of Yurtrus. In battle, they wear whiterobes and carry staffs of black wood.Half-Orc Death MageMedium natural humanoidInitiative +7HP 66; Bloodied 33AC 19; Fortitude 17, Reflex 19, Will 18Speed 6Level 6 ControllerSenses Perception +6; low-light vision©Quarterstaff (standard; at-will) • Weapon+11 vs. AC; 1d8 + 5 damage.\ Rotting Touch (standard; at-will) • NecroticXP250+10 vs. Fortitude; 1d6 + 4 necrotic damage, and the target losesnecrotic resistance or immunity and takes ongoing S necroticdamage (save ends both).•Y Bolt of Putrescence (standard; recharge_]) • ImplementRanged 10; +10 vs. Reflex; 2d8 + 5 damage, and the targettakes a -5 penalty to all defenses until the end of the half-oredeath mage's next turn.•ib Swarm of Flies (standard; encounter) • Implement, ZoneArea burst 1 within 10; +10 vs. Fortitude; 2d6 + 5 damage, andthe burst creates a zone of swarming flies that lasts until theend of the encounter. Each creature that starts its turn withinthe zone takes S damage and does not have line of sight tosquares more than 3 squares away from it. As a minor action,the half-ore death mage can move the zone 2 squares.Furious Assault (free, when the half-ore death mage damages anenemy; encounter)The death mage's attack deals 1d10 extra damage.Death Mark (when an enemy reduces the half-ore death mage to0 hit points) • NecroticThe triggering enemy takes 2d10 + 5 necrotic damage.Alignment EvilLanguages Common, GiantSkills Arcana +9, Intimidate +8, Religion +9Str 15 (+5) Dex 18 (+7) Wis 17 (+6)Con10(+3) Int 13 (+4) Cha10(+3)Equipment robes, quarterstaffHALF-ORC DEATH MAGE TACTICSA death mage remains at the rear of battle. Fromthere, it can rain its spells upon its foes without fearof reprisal. It uses swarm of flies to force its enemiesto break up, leaving them isolated and vulnerable toits ore allies. Bolt of putrescenceis useful against heavilyarmored targets. Unlike many evil creatures, thedeath mage has no fear of dying for its master. If thebattle goes poorly, it strides into melee to use rottingtouch and eventually death mark.


HALF-ORC SCARTHANEAs ITS RITUAL SCARS TESTIFY, a half-ore scarthane is aterrifying fury on the battlefield.Half-Orc ScarthaneLevel 7 BruteMedium natural humanoid XP 300Initiative +6 Senses Perception +3; low-light visionHP 96; Bloodied 48; see also wounded retaliationAC 20; Fortitude 22, Reflex 20, Will 17Speed 6 (8 when charging)© Greataxe (standard; at-will) • Weapon+10 vs. AC; 1d12 + 8 (crit 1d12 + 20) damage.\ Wounded Retaliation (immediate reaction, when first bloodied;encounter)The half-ore scarthane makes a greataxe attack.\ Bloodfury Attack (standard; usable only while bloodied;encounter) 4 Healing, Weapon+10 vs. AC; 2d12 + 2 damage, and the half-ore scarthaneregains 10 hit points.Blood for Blood 4 HealingWhen the half-ore scarthane hits a bloodied target, the attackdeals 1d6 extra damage, and the scarthane regains 5 hit points.Furious Assault (free, when the half-ore scarthane damages anenemy; encounter)The scarthane's attack deals 1d10 extra damage.Alignment Unaligned Languages Common, GiantSkills Athletics +13, Endurance +11, Intimidate +7Str 21 (+8) Dex 17 (+6) Wis 11 (+3)Con 16 (+6) Int 10 (+3) Cha 8 (+2)Equipment greataxeHALF-ORC SCARTHANE TACTICSThe half-ore scarthane focuses attacks on one creatureif possible to get the foe to a bloodied state asquickly as possible, taking advantage of blood for blood.The scarthane uses bloodfury attack at the first possiblechance.HALF-ORC LORENature DC 12: Half-ores combine the daringof humans and the ferocity of ores. Proud of theirstrength and decisiveness, half-ores are often impoliticin social situations.The origins of half-ores are mysterious. Some saythey are the product of crossbreeding between savagetribes. Others point to an ancient program to createthe ultimate warrior. Still others say their origins aredivine. All or none of these explanations might betrue.Half-ore hunters are found among many communities.Half-ore scarthanes are most often foundliving savage lives alongside full-blooded ores,bearing ritual scars that prove their ferocity andworthiness.ENCOUNTER GROUPSHalf-ores exist between two cultures, and they oftenwalk the line between wilderness and settled lands.Thus, they're adaptable to a wide range of associates.Level 6 Encounter (XP 1,400)• 2 half-ore hunters (level 5 skirmisher)• 1 human hexer (level 7 controller)4- 4 human berserkers (level 4 brute, MM 163)Level 9 Encounter (XP 2,100)4- 4 half-ore scarthanes (level 7 brute)4 1 ore chieftain (level 8 elite brute, MM 204)4- 1 ore eye of Gruumsh (level 5 controller, MM 204)


HAWKWHEN THESE FEATHERED PREDATORS are on the hunt,the silent skies become a dangerous battleground.BLOOD HAWKBLOOD HAWKS ARE AGGRESSIVE HUNTERS that usetheir razor-sharp claws to deal grievous wounds.Blood HawkSmall natural beastInitiative +5 Senses Perception +1HP 27; Bloodied 13AC 15; Fortitude 12, Reflex 14, Will 12Speed 2 (clumsy), fly 6© Claw Rake (standard; at-will)Level 1 Skirmisher+6 vs. AC; 1d6 + 5 damage, and the target takes ongoing 2damage, or ongoing 5 damage if the blood hawk is bloodied(save ends).•f Flyby Attack (standard; at-will)XP100The blood hawk flies 6 squares and makes a daw rake attackat any point during that movement. The blood hawk doesn'tprovoke opportunity attacks when moving away from thetarget.Alignment Unaligned Languages -Str 13 (+1) Dex 16 (+3) Wis 13 (+1)Con 11 (+0) Int 2 (-4) Cha 7 (-2)FROST HAWKNATIVE TO THE ELEMENTAL CHAOS, the frost hawk isa fearsome aerial hunter often found in the world insearch of prey.Frost HawkSmall elemental beast (cold)Initiative +9 Senses Perception +6HP 80; Bloodied 40AC 21; Fortitude 19, Reflex 20, Will 19Immune disease, poison; Resist 10 coldSpeed 2 (clumsy), fly 8© Ice Talons (standard; at-will) • Cold+12 vs. AC; 1d6 + 5 damage plus 1d6 cold damage.•f Flyby Attack (standard; at-will)Level 7 SkirmisherXP300The frost hawk flies 8 squares and makes an ice talons attackat any point during that movement. The frost hawk doesn'tprovoke opportunity attacks when moving away from thetarget.


HOMUNCULUSHOMUNCULI ACT AS TIRELESS GUARDIANS for Specificlocations, relics, or creatures. Their creators imbuethese constructs with a singular purpose, but manyhomunculi have outlived their original masters.STONEFIST DEFENDERA DRIVEN AND DEADLY FOE, a stonefist defender servesa designated creature as a bodyguard and combatpartner.Stonefist DefenderLevel 2 SkirmisherSmall natural animate (construct, homunculus) XP 125Initiative +6 Senses Perception +4; darkvisionHP 38; Bloodied 19AC 16; Fortitude 13, Reflex 14, Will 14Immune disease, poisonSpeed 8© Spiked Fist (standard; at-will)+7 vs. AC; 1d8 + 5 damage.Guard CreatureA stonefist defender gains a +2 bonus to attack rolls against anyenemy adjacent to its guarded creature (see the "Guard" sidebar).Synchronized FlankWhile a stonefist defender is flanking an enemy with itsguarded creature, its attacks deal 1d6 extra damage against theflanked enemy.Tumble (move; at-will)The stonefist defender shifts 3 squares.Alignment Unaligned Languages -Skills Acrobatics +9Str 12 (+2) Dex 17 (+4) Wis 17 (+4)Con 14 (+3) Int 11 (+1) Cha 7 (-1)ARBALESTERAN ARBALESTER IS A DEADLY RANGED ATTACKER,lobbing volleys of bolts at intruders in the area itguards.ArbalesterLevel 4 ArtilleryMedium natural animate (construct, homunculus) XP 175Initiative +6 Senses Perception +9; darkvisionHP 43; Bloodied 21AC 16; Fortitude 15, Reflex 17, Will 15Immune disease, poisonSpeed 6______© Slam (standard; at-will)+11 vs. AC; 1 d6 + 4 damage.© Bolt (standard; at-will)Ranged 20/40; +11 vs. AC; 1d10 + 4 damage.•Y Double Shot (standard; recharge :: X fl))The arbalester makes two bolt attacks, each against a differenttarget. The targets must be within 5 squares of each other.Guard AreaIf an enemy is within an arbalester's guarded area (see the"Guard" sidebar) at the start of the arbalester's turn, thearbalester recharges double shot.Alignment Unaligned Languages -Str 15 (+4) Dex 18 (+6) Wis 15 (+4)Con 13 (+3) Int5(-1) Cha8(+1)ENCOUNTER GROUPSHomunculi can be found as servants and companionsto spellcasters, or as tireless guards in ancient tombsand treasure vaults.Level 3 Encounter (XP 750)4- 3 stonefist defenders (level 2 skirmisher)• 1 arbalester (level 4 artillery)4- 1 dwarf hammerer (level 5 soldier, MM 97)GUARDA homunculus can be attuned to a specific area or creature.Attuning the homunculus takes 1 minute and can bedone only by the homunculus's creator or its new owner(as designated by its creator). The homunculus gains certainpowers and benefits in this guard role.Guarded Area: An area up to 5 squares on a side.Guarded Creature: A creature, typically the homunculus'screator.


HUMANDIVERSE AND MULTIFACETED, humans possess thepotential for both greatness and villainy.HUMAN CAVALIERMOUNTED ON A WARHORSE, a human cavalier wearsits enemies down with lance and broadsword.Human CavalierMedium natural humanoidInitiative +8 Senses Perception +9Level 7 Soldier (Leader)XP300Battle Acumen aura sight; each ally within the aura gains a +2bonus to initiative.HP 78; Bloodied 39AC 23; Fortitude 20, Reflex 18, Will 19Speed 5© Broadsword (standard; at-will) • Weapon+14 vs. AC; IdIO + 5 damage, and the target is marked until theend of the human cavalier's next turn.} Champion's Retort (immediate interrupt, when an enemymarked by the human cavalier makes a melee attack against anally adjacent to it; at-will) • WeaponTargets 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 thehuman cavalier makes a melee attack against an ally adjacent toit; encounter)The triggering enemy's attack targets the cavalier instead of theally, and the cavalier gains a +3 bonus to AC against that attack.Alignment UnalignedSkills Athletics +12, Diplomacy +11Languages CommonStr 19 (+7) Dex 13 (+4) Wis 12 (+4)Con 14 (+5) Int 10 (+3) Cha 16 (+6)Equipment heavy shield, plate armor, broadsword, longspearHUMAN DIABOLISTTHE HUMAN DIABOLIST IS A PRACTITIONER of evilmagic. A diabolist wields fire as its favored weapon.Human DiabolistMedium natural humanoidInitiative +14 Senses Perception +10HP 147; Bloodied 73AC 32; Fortitude 32, Reflex 31, Will 33Speed 6© Kukri (standard; at-will) • Fire, WeaponLevel 20 ArtilleryXP 2,800+25 vs. AC; 1d6 + 4 damage plus 2d6 fire damage. The humandiabolist rerolls any damage die result of 1 until the result isgreater than 1.® Dark Fire (standard; at-will) • Fire, Implement, NecroticRanged 15; +27 vs. Reflex; 2d10 + 7 fire and necrotic damage.•Y Hell Blight (minor; at-will) • ImplementRanged sight; no attack roll; the target is hell-blighted (saveends). A hell-blighted target that takes fire damage from thehuman diabolist cannot spend a healing surge until the end ofthe diabolist's next turn. If the diabolist uses this power on anew target, the previous target is no longer hell-blighted.•Y Sulfurous Flash (standard; at-will) • Fire, ImplementRanged 5; +27 vs. Fortitude; 2d4 + 6 fire damage, and thehuman diabolist has concealment against the target until theend of the diabolist's next turn.Darkfire Storm (standard; encounter) • Fire, Implement,HH-MHHHHH_-BHHMHMMRHHHr^H_BBnHIArea burst 2 within 20; +25 vs. Reflex; 2d6 + 7 fire and necroticdamage, and ongoing 10 fire and necrotic damage (save ends).Infernal Deflection (immediate interrupt, when the humandiabolist is hit by a melee or ranged attack; recharge fx] [i i) •FireThe diabolist takes half damage from the triggering attack, andthe attacker takes 15 fire damage.Life from FireWhenever a human diabolist takes fire damage, it gains 10temporary hit points.Alignment EvilLanguages CommonSkills Arcana +19, Bluff +21, Stealth +19Str 10 (+10) Dex 18 (+14) Wis 11 (+10)Con 21 (+15) Int 11 (+10) Cha 23 (+16)Equipment leather armor, kukri, rod


HUMANDIRE BEAST HUNTERTHE HUMAN DIRE BEAST HUNTER WAITS IN AMBUSH forprey, armed with spear, net, and poison.Human Dire Beast HunterMedium natural humanoidInitiative+8HP 76; Bloodied 38Senses Perception+12AC 22; Fortitude 21, Reflex 22, Will 21Speed 6© Spear (standard; at-will) • Weapon+16 vs. AC; 2d8 +5 damage.Level 9 ArtilleryXP 400© Poisoned Crossbow (standard; at-will) • Poison, WeaponRanged 1S/30; +16 vs. AC; 2d8 + 3 damage, and ongoing 5poison damage (save ends).•Y Trapping Net (standard; requires a net; encounter)Ranged 3; +16 vs. Reflex; the target is restrained (save ends).Alignment UnalignedLanguages CommonSkills Acrobatics +13, Athletics +11, Endurance +12Str 14 (+6) Dex 19 (+8) Wis 17 (+7)Con 16 (+7) Int 16 (+7) Cha 11 (+4)Equipment crossbow with 40 poisoned bolts, spear, netHUMAN DREAD ASSASSINA HUMAN DREAD ASSASSIN HAS ONE MARK. The assassin'sgoal is to kill that mark, no matter the cost.HUMAN GLADIATORA CONSUMMATE ATHLETE, the human gladiator knowsall the tricks of close combat.Human GladiatorLevel 14 Elite SoldierInitiative +12 Senses Perception +9Fighting Focus aura 1; each enemy that starts its turn within theaura is marked until the start of its next turn.HP 276; Bloodied 138AC 30; Fortitude 26, Reflex 26, Will 24Saving Throws +2Speed 6Action Points 1© Gladius (standard; at-will) • Weapon+21 vs. AC; 2d8 + 6 damage.4 Knock to the Dirt (minor; encounter)+19 vs. Fortitude; the target is knocked prone.4 Well-Placed Kick (minor; recharge X ::)+19 vs. Reflex; the target is dazed and slowed (save ends both)4 Sand in the Eyes (minor; encounter)+19 vs. Fortitude; the target is blinded (save ends).•


HUMAN INSANE NOBLEA HUMAN INSANE NOBLE RUSHES around the battlefield,making attacks at a maddening pace. Insane noblesare reckless, with no regard for their own safety.Human Insane NobleMedium natural humanoidInitiative +19 Senses Perception +11HP 428; Bloodied 214; see also ignoble furyAC 37; Fortitude 35. Reflex 35, Will 36Saving Throws +2Speed 6Action Points 1(D Scepter (standard; at-will) • Weapon+28 vs. AC; 3d8 + 6 damage.4 Flurry of Madness (standard; at-will)Level 23 Elite SkirmisherXP 10.200The insane noble shifts 6 squares and makes one scepter attackagainst each enemy it moves adjacent to.4 Ignoble Fury (immediate reaction, when first bloodied) •WeaponClose burst 1; targets enemies; +26 vs. AC; 3d8 + 6 damageand the target is knocked prone.Sheer MadnessAn insane noble does not provoke opportunity attacks.Alignment Chaotic evilSkills Endurance +23Languages CommonStr 16 (+14) Dex 22 (+17) Wis11(+11)Con 22 (+17) Int 15 (+13) Cha 24 (+18)Equipment scepter (mace)HUMAN HEXERCEREMONIAL STAFF IN HAND, the human hexer has anarray of spells to change the course of a battle.Human HexerMedium natural humanoidInitiative +3 Senses Perception +16HP 77; Bloodied 38AC 20; Fortitude 17, Reflex 18, Will 19Speed 6(?) Staff (standard; at-will) • Weapon+12 vs. AC; 1 d6 + 1 damage.•Y Beast Curse (standard; rechargeLevel 7 ControllerXP 300__) • PolymorphRanged 10; targets a hexed enemy; +11 vs. Fortitude; until theend of the human hexer's next turn, the target becomes a Tinyanimal. While in this form, the target cannot use powers.4? Hex (minor; at-will) • Charm, ImplementClose burst 10; targets enemies; +11 vs. Will; the target is hexed(save ends). While the target is hexed, it takes a -2 penalty toattack rolls and damage rolls against the human hexer.Capricious Earth (standard; encounter) • Charm, ImplementArea burst 3 within 10; targets hexed creatures; +11 vs. Will;1d10 + 3 damage, and the human hexer slides the target 3squares and the target is knocked prone.Hex Jump (move; encounter) • TeleportationThe human hexer either teleports 5 squares or swaps positionswith one hexed creature within 5 squares of it.Alignment UnalignedSkills Arcana +10, Nature +11Languages CommonStr 10 (+3) Dex 11 (+3) Wis 17 (+6)Con 13 (+4) Int 15 (+5) Cha 14 (+5)Equipment robes, staff


HUMAN JAVELIN DANCERRANGING OVER THE BATTLEFIELD, the human javelindancer is a study in deadly grace.Human javelin DancerLevel 6 SkirmisherMedium natural humanoid XP 250Initiative +8 Senses Perception +4HP 70; Bloodied 35AC 20; Fortitude 18, Reflex 19, Will 17Speed 6© Spear (standard; at-will) 4 Weapon+11 vs. AC; 1 d8 + 3 damage.\ Mobile Attack (standard; at-will)The human javelin dancer shifts 3 squares and makes one spearattack during the move.•f Javelin (standard; at-will) • WeaponRanged 10/20; +12 vs. AC; 1d6 + 3 damage.Adept RetreatA human javelin dancer does not grant combat advantage fromrunning.SkirmishIf a human javelin dancer ends its move at least 4 squares fromthe square where it started the move, its attacks deal 1 d6 extradamage until the start of its next turn.Alignment Unaligned Languages CommonSkills Athletics +10Str 15 (+5) Dex 16 (+6) Wis 13 (+4)Con 14 (+5) Int 10 (+3) Cha 10 (+3)Equipment leather armor, light shield, 4 javelins, spearHUMAN KNIEE FIGHTERTHE HUMAN KNIFE FIGHTER MAKES A BLOODY MESS ofenemies' ranks, popping up, knife in hand, whereleast expected.Human Knife Fighter Level 7 Elite SkirmisherMedium natural humanoid XP 600Initiative+8 Senses Perception+14HP 162; Bloodied 81AC 21; Fortitude 19, Reflex 19, Will 19Saving Throws +2Speed 7Action Points 1© Wounding Dagger (standard; at-will) 4 Weapon+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12) andongoing 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 andmakes one more attack against the same target or a differentone. The knife fighter then shifts 2 squares.Peerless Tumbler (move; recharge :X ji:])The human knife fighter shifts 4 squares, ignoring difficultterrain.Combat Advantage' V H H H H H H H H H HA human knife fighter deals 2d6 extra damage against anytarget granting combat advantage to it.Alignment Unaligned Languages CommonSkills Stealth +11Str 15 (+5) Dex 17 (+6) Wis 16 (+6)Con 17 (+6) Int 13 (+4) Cha 12 (+4)Equipment dagger, netHUMAN MYSTAGOGUESPEAKING A SUPERNAL WORD OF POWER, the human 2mystagogue manipulates both its enemies' perceptionsand the battle's direction.Human MystagogueLevel 20 Controller (Leader)Medium natural humanoid XP 2,800Initiative +11 Senses Perception +22Shared Clarity aura 10; each ally within the aura gains a +2 bonusto saving throws.HP 188; Bloodied 94AC 33; Fortitude 31, Reflex 32, Will 33Speed 6_________________© Mystery's Touch (standard; at-will) 4 Implement, Psychic+24 vs. Reflex; 2d8 + 7 psychic damage, and the target takes a-2 penalty to attack rolls against the human mystagogue untilthe end of the mystagogue's next turn.•Y Bend Perception (standard; at-will) 4 Illusion, Implement,PsychicRanged 20; +22 vs. Will; 2d6 + 7 psychic damage, and until theend of the human mystagogue's next turn, the target is slowedand takes a -2 penalty to attack rolls and saving throws.


HUMAN NOBLEWITH SILVER TONGUES, human nobles remind assailantsof the lethal price of harming the gentry.Human NobleMedium natural humanoidInitiative +3 Senses Perception +3HP 60; Bloodied 30Level 5 Controller (Leader)AC 19; Fortitude 17, Reflex 17, Will 18; see also protectedSpeed 5© Longsword (standard; at-will) • Weapon+10 vs. AC; 1d8 + 3 damage.


HUMAN SLAVERA HUMAN SLAVER RELIES ON MACE AND SCOURGE tosubdue and capture its victims.Human SlaverMedium natural humanoidInitiative +7 Senses Perception +4HP 102; Bloodied 51AC 20; Fortitude 20, Reflex 20, Will 19Speed 6© Thump and Lash (standard; at-will) • WeaponLevel 8 BruteXP350+11 vs. AC; 2d8 + 6 damage, and the target takes a -2 penaltyto melee attack rolls until the end of its next turn.•(• Slaver's Tangle (standard; requires a scourge; recharge ii !])• Weapon+11 vs. AC; 2d8 + 6 damage, and the target is immobilizedand takes a -2 penalty to melee attack rolls until the end ofits next turn.Alignment EvilSkills Intimidate +11Languages CommonStr 17 (+7) Dex 16 (+7) Wis 10 (+4)Con 12 (+5) Int 10 (+4) Cha 14 (+6)Equipment leather armor, mace, scourge (whip)HUMAN SLAVER TACTICSThe human slaver focuses on a single target with slaver'stangle. The slaver then either moves on to otherenemies or delivers punishing mace-and-scourgecombos to immobilized victims with thump andHUMAN LORENature DC 10: Human cavaliers ride horses orgriffons. Cavaliers are prized as battle leaders, andthey are often hired to lead nonhuman troops.Human gladiators are accustomed to fighting alash.wide array of combatants. Although some gladiatorsare kept as slaves, others become wealthy by defeatingfoes in arena matches.Human nobles claim that their families' statusgrants them leadership skills. However, once incombat some nobles find that they are unable to copewith bloodshed, and freeze up or run away.Pirate captains keep their rowdy crews in line witha mixture of threats and bribes. Humans who haverun afoul of the law become pirates to avoid captureand to satisfy the human need for new experiencesand adventures.Human slavers are themselves slaves to greed andpower. They have great influence over their slaves, butthe promise of freedom sometimes causes those slavesto revolt and remove the slaver from the picture—byany means necessary.Nature DC 15: Human diabolists trade theirsouls for power. Both humans and devils share a lustfor power, and many of a diabolist's other traits mightbe considered infernal.Human javelin dancers dance around foes, hurlingjavelins like thunderbolts with uncanny accuracy.Human knife fighters, trained for battle in alleyfights and tavern brawls, tumble around the battlefieldto slip blades into just the right places.Human mystagogues are often found at the centersof cults.Nature DC 20: Human dire beast hunters can bebounty hunters seeking to capture exotic creaturesand sell them to the highest bidder, or they can bepompous nobles seeking to one-up other membersof the nobility by mounting bigger and more exoticheads in their great rooms.Human hexers practice a mixture of arcane andprimal magic. While some work in harmony withnature, others pervert primal magic to command thespirits of the earth against their will.ENCOUNTER GROUPSHumans are versatile and familiar. They have aknack for turning up nearly everywhere.Level 6 Encounter (XP 1,350)• 2 half-ore hunters (level 5 skirmisher)• 8 human lackeys (level 7 minion, MM 162)4- 1 human slaver (level 8 brute)Level 7 Encounter (XP 1,500)• 1 cacklefiend hyena (level 7 brute, MM 166)• 1 human hexer (level 7 controller)• 1 human knife fighter (level 7 elite skirmisher)• 4 human lackeys (level 7 minion, MM 162)Level 7 Encounter (XP 1,700)• 3 human cavaliers (level 7 soldier)• 1 human noble (level 5 controller)• 4 warhorses (level 3 brute, MM 159)Level 9 Encounter (XP 2,050)4- 1 human pirate captain (level 10 soldier)• 3 human pirates (level 9 skirmisher)4- 1 human slaver (level 8 brute)Level 19 Encounter (XP 13,200)4- 1 goristro (level 19 elite brute, MM 55)4- 2 human diabolists (level 20 artillery)4- 1 human mystagogue (level 20 controller)Level 21 Encounter (XP 16,650)4- 1 half-elf baleful thaumaturge (level 24 artillery)4- 1 human dread assassin (level 22 lurker)4- 1 human insane noble (level 23 elite skirmisher)


HYDRALEGENDARY FOR THEIR DEADLY HEADS and strangepowers, hydras give any group of heroes pause.Driven by hunger, hydras lurk at the edges of civilization,plaguing border communities.RAZOR HYDRATHE RAZOR HYDRA GLITTERS with metal growing fromits scales.Razor HydraLevel 16 Solo BruteLarge natural beast (reptile)XP 7,000Initiative +13 Senses Perception +17; all-around visionHP 640; Bloodied 320; see also regenerating heads and ferocityAC 28; Fortitude 29, Reflex 27, Will 26Saving Throws +SSpeed 7Action Points 2© Bite (standard; at-will)Reach 2; +19 vs. AC; 1d8 + 4 damage, and the target takesongoing 5 damage (save ends). If the razor hydra hits a targetthat is already taking untyped ongoing damage, that target'songoing damage increases by 5.•r Hydra Fury (standard; at-will)The razor hydra makes four bite attacks, plus an additionalattack for each head it has grown (see regenerating heads).4 Ferocity (when the razor hydra drops to 0 hit points)The hydra makes a hydra fury attack.Blood-HungryA razor hydra gains a +2 bonus to attack rolls against bloodiedcreatures and creatures taking untyped ongoing damage.Many-HeadedEach time a razor hydra would become dazed or stunned, itinstead loses one attack while using hydra fury during its nextturn. The hydra can be dazed or stunned multiple times.Regenerating HeadsWhen 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 ahead is destroyed, two heads grow in the lost head's place, andthe hydra gains an additional bite attack with hydra fury.Threatening ReachA razor hydra can make opportunity attacks against all enemieswithin its reach (2 squares).Alignment Unaligned Languages -Str 21 (+13) Dex 20 (+13) Wis 18 (+12)Con 24 (+15) Int 2 (+4) Cha 8 (+7)HEROSLAYER HYDRAA CREATURE OUT OF LEGEND, the heroslayer hydraearned its name from the heroes who fell to its fangs.(Back to front) heroslayer hydra and razor hydra


Heroslayer HydraLevel 20 Solo BruteHuge natural beast (reptile) XP 14,000Initiative +14 Senses Perception +19; all-around visionHP 776; Bloodied 388; see also regenerating headsAC 32; Fortitude 34, Reflex 30, Will 30Saving Throws +5Speed 6Action Points 2© Bite (standard; at-will)Reach 3; +25 vs. AC; IdIO + 8 damage.4 Hydra Fury (standard; at-will)The heroslayer hydra makes five bite attacks, plus an additionalattack for each head it has grown (see regenerating heads). Atarget hit by more than one bite attack in a round takes 10extra damage.4 Rampage (standard; recharges when a critical hit is scoredagainst the heroslayer hydra)The hydra makes one bite attack against each enemy withinreach. On a hit, the target takes ongoing 10 damage (save ends).HeroslayerWhile a heroslayer hydra is marked, it gains a +2 bonus toattack rolls and a +5 bonus to damage rolls against the creaturethat marked it.Many-HeadedEach time a heroslayer hydra would become dazed or stunned,it instead loses one attack while using hydra fury during its nextturn. The hydra can be dazed or stunned multiple times.Regenerating HeadsWhen a heroslayer hydra first reaches 582, 388, and 194 hitpoints, a head is destroyed. At the start of the hydra's next turnafter a head is destroyed, two heads grow in the lost head's place,and the hydra gains an additional bite attack with hydra fury.Threatening ReachA heroslayer hydra can make opportunity attacks against allenemies within its reach (3 squares).Alignment Chaotic evil Languages -Str 2 3 (+16) Dex 19 (+14) Wis 18 (+14)Con 26 (+18) Int 2 (+6) Cha 9 (+9)CHAOS HYDRAHAILING FROM THE ELEMENTAL CHAOS, the chaos hydradraws upon elemental energy. As the chaos hydra generatesmore heads, it becomes more cunning.Chaos HydraLevel 22 Solo BruteHuge elemental beast (reptile) XP 20,750Initiative +16 Senses Perception +20; all-around visionHP 848; Bloodied 424; see also chaosbornAC 34; Fortitude 36, Reflex 32, Will 31Resist 20 variable (2/encounter)Saving Throws +5Speed 7Action Points 2© Frostfire Bite (standard; at-will) • Cold, FireReach 3; +25 vs. AC; 3d8 + 5 cold and fire damage.© Storm Bite (standard; at-will) • Lightning, ThunderReach 3; +25 vs. AC; 3d8 + 5 lightning and thunder damage.4 Hydra Fury (standard; at-will)The chaos hydra makes a storm bite attack, a frostfire bite attack,and each additional attack it has gained through the growth of ahead (see chaosborn).4 Crushing Maw (standard; at-will)Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is slowedand takes ongoing 10 damage (save ends both).4 Mind Bite (standard; at-will)Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target is dazed(save ends).4 Paralyzing Fang (standard; at-will)Reach 3; +25 vs. AC; 1d8 + 5 damage, and the target isimmobilized and takes a -2 penalty to all defenses (save endsboth).4 Venom Tooth (standard; at-will) • PoisonReach 3; +2 5 vs. AC; 1 d8 +5 damage, and ongoing 10 poisondamage (save ends).ChaosbornA chaos hydra starts with two heads. When the hydra firstreaches 636, 424, and 212 hit points, it grows an additionalhead. Roll a d4 at each increment to determine which attackthe new head makes:1-Crushing Maw, 2-Mind Bite, 3-Paralyzing Fang, or 4-VenomTooth. A hydra can gain the same attack multiple times throughthis effect.Many-HeadedEach time a chaos hydra would become dazed or stunned, itinstead loses one attack, determined randomly, while usinghydra fury during its next turn. The hydra can be dazed orstunned multiple times.Threatening ReachA chaos hydra can make opportunity attacks against all enemieswithin its reach (3 squares).Alignment Chaotic evil Languages -Str 26 (+19) Dex 20 (+16) Wis 19 (+15)Con 28 (+20) Int 2 (+7) Cha 10 (+11)HYDRA LOREArcana DC 22: Originally a native of the Klemcntal Chaos, the chaos hydra has filtered into the otherplanes. A chaos hydra's two heads contain elementalenergy, which its bite unleashes on enemies.Arcana DC 27: As a chaos hydra is hurt, its bodygenerates more heads. The bite attack of a generatedhead can vary randomly.Nature DC 22: When one head of a razor hydrasinks its fangs into an enemy, the other heads becomeobsessed with the taste of that enemy's blood. Razorhydras are also known as blood hydras for their abilityto detect the scent of blood.Nature DC 27: Heroslayer hydras dwell in mountaincaves. In early times, humanoids stalked razorhydras to collect the hydras' serrated teeth, whichwere valued as weapons because they cause victimsto bleed long after receiving wounds.ENCOUNTER GROUPSOpportunistic scavengers, such as carrion crawlersand shardstorm vortex whirlwinds, follow rampaginghydras. A powerful creature such as a minotaur cabalistoccasionally captures a hydra to guard its lair.Level 16 Encounter (XP 7,800)• 1 minotaur cabalist (level 13 controller, MM 190)• 1 razor hydra (level 16 solo brute)


KENKUSLY AND SECRETIVE, KENKUS thrive in the underbellyof the civilized world. Like the ravens they resemble,these avian humanoids are opportunistic. They donot allow laws or morality to stand in their way.KENKU RUFFIANKENKU RUFFIANS RELY ON NUMBERS. They flockaround their foes to take them down.Kenku RuffianLevel 3 Minion SkirmisherMedium natural humanoidXP38Initiative +4 Senses Perception +3; low-light visionHP 1; a missed attack never damages a minion.AC 17; Fortitude 15, Reflex 16, Will 15Speed 6© Club (standard; at-will) • Weapon+8 vs. AC; 5 damage.Flock EffectA kenku ruffian gains a +3 bonus instead of+2 while flanking,and it grants a +3 bonus instead of +2 while aiding another.MimicryA kenku ruffian can mimic sounds and voices. A successfulInsight check opposed by the ruffian's Bluff check allows alistener to determine that the effect is faked.Alignment Unaligned Languages CommonSkills Stealth +9Str 12 (+2) Dex 17 (+4) Wis 14 (+3)Con 14 (+3) lnt9(+0) Cha 11 (+1)Equipment leather armor, clubKENKU RUEEIAN TACTICSBefore combat begins, one or two kenku ruffians goto get help. Once the fighting starts, ruffians use flockeffect to boost their leaders' attacks and to make accurateattacks together.KENKU WARRIORTHE KENKU WARRIOR PRACTICES a flitting martial art,dodging seemingly at random toward and away fromfoes.Kenku WarriorLevel 3 SkirmisherMedium natural humanoidXP150Initiative +6 Senses Perception +3; low-light visionHP 44; Bloodied 22AC 17; Fortitude 14, Reflex IS, Will 14Speed 6© Dagger (standard; at-will) • Weapon+8 vs. AC; 1d4 + 6 damage. ^^^^^^^^^^^^® Dagger (standard; at-will) • WeaponRanged 5/10; +8 vs. AC; 1d4 + 6 damage.•1 Fluttering Attack (standard; at-will)The kenku warrior shifts 4 squares and makes a basic attackduring that movement.Combat AdvantageA kenku warrior deals 1d6 extra damage on melee attacksagainst any target granting combat advantage to it.Flock EffectA kenku warrior gains a +3 bonus instead of+2 while flanking,and it grants a +3 bonus instead of+2 while aiding another.MimicryA kenku warrior can mimic sounds and voices. A succ essfulInsight check opposed by the warrior's Bluff check al ows alistener to determine that the effect is faked.Alignment UnalignedLanguages CommonStr 14 (+3) Dex 17 (+4) Wis 14 (+3)Con 12 (+2) Int 9 (+0) Cha 11 (+1)Equipment leather armor, 6 daggersKENKU WARRIOR TACTICSThe kenku warrior uses its mobility and/lutterin#attack to keep itself and its flockmates in flankingpositions. The combination of combat advantage andflockeffect then metes out the damage.KENKU RINGLEADERKENKU RINGLEADERS LEAD SMALL KENKU BANDS onraids or heists, acting as muscle when stealth andtrickery fail. If the city watch or a rival gang showsup, the ringleader signals the crew's retreat.Kenku RingleaderMedium natural humanoidInitiative +8HP 54; Bloodied 27Level 4 Soldier (Leader)Senses Perception +3; low-light visionAC 20; Fortitude 16, Reflex 16, Will 15Speed 6© Spiked Chain (standard; at-will) • WeaponXP175Reach 2; +11 vs. AC; 2d4 + 5 damage, and the target is markeduntil the end of the kenku ringleader's next turn.® Sling (standard; at-will) • WeaponRanged 10/20; +11 vs. AC; 1d6 + 5 damage.4 Press the Attack (standard; at-will) • WeaponReach 2; targets an enemy marked by the kenku; +11 vs. AC;2d4 + 5 damage, and the target is knocked prone.Flock Reaction (minor; recharge [fT] (x) QT|)Close burst 3; targets kenkus; the target shifts 1 square as a freeaction.Flock EffectA kenku ringleader gains a +3 bonus instead of+2 while flanking,and it grants a +3 bonus instead of+2 while aiding another.A kenku ringleader can mimic sounds and voices. A successfulInsight check opposed by the ringleader's Bluff check allows alistener to determine that the effect is faked.Alignment UnalignedSkills Bluff+10, Intimidate +10Languages CommonStr 13 (+3) Dex 18 (+6) Wis 12 (+3)Con 14 (+4) Int 10 (+2) Cha 16 (+5)Equipment leather armor, sling, spiked chainKENKU RINGLEADER TACTICSA kenku ringleader first advances upon and attacks themost dangerous-looking enemies. It then directs alliesinto flanking positions using the shifting ability grantedby flock reaction. It uses press the attack at every chance.


Aware of the details of any situation, a ringleaderwithdraws if a battle goes badly for its crew. It doesnot surrender unless it must do so to survive.KENKU SNEAKTHE KENKU SNEAK LURKS IN HIDING and strikes fromthe shadows.Kenku SneakMedium natural humanoidInitiative +10HP 42; Bloodied 21AC 18; Fortitude 15, Reflex 17, Will 15Speed 7 (4 while invisible)Level 4 LurkerSenses Perception +4; low-light vision© Dagger (standard; at-will) • Weapon+9 vs. AC; 1d4 + 6 damage.® Dagger (standard; at-will) • WeaponRanged 5/10; +9 vs. AC: 1d4 + 6 damage.Disappear into the FlockXP 175_ _ _ _ _While it has cover from other kenkus, a kenku sneak can make aStealth check to become hidden.Flock EffectA kenku sneak gains a +3 bonus instead of+2 while flanking,and it grants a +3 bonus instead of+2 while aiding another.Hidden StrikeA kenku sneak deals 2d4 + 4 extra damage against any targetfrom which it is hidden.MimicryA kenku sneak can mimic sounds and voices. A successfulInsight check opposed by the sneak's Bluff check allows alistener to determine that the effect is faked.SniperA hidden kenku sneak that misses with a ranged attack remainshidden.Alignment UnalignedLanguages CommonSkills Bluff +8, Stealth +11, Thievery +11Str 15 (+4) Dex 18 (+6) Wis 14 (+4)Con 12 (+3) Int 13 (+3) Cha 13 (+3)Equipment leather armor, 6 daggersKENKU SNEAK TACTICSThe kenku sneak uses disappear into the flock andfocuses on enemies not in the main melee groupthat are close enough for the sneak to reach whilehidden.KENKU WING MAGETHE KENKU WING MAGE USES AIR MAGIC and glowingfeathers of force to harm and hamper foes.Kenku Wing MageLevel S ArtilleryXP200Initiative +3 Senses Perception +3; low-light visionHP 50; Bloodied 25AC 17; Fortitude 15, Reflex 17, Will 18Speed 6; see wings of the flock© Dagger (standard; at-will) 4- Weapon+9 vs. AC; 1d4 + 3 damage.© Murder of Crows (standard; at-will) • Force, ImplementRanged 20; +10 vs. Reflex; 1d6 + 4 force damage, and the targetgrants combat advantage to the kenku wing mage (save ends).


KENKU ASSASSINSLY AND DECEITFUL, a kenku assassin favors poison.Unlike other kenkus, assassins rarely surrender.Kenku AssassinMedium natural humanoidInitiative +8HP 126; Bloodied 63AC 19; Fortitude 16, Reflex 17, Will 16Saving Throws +2Speed 6Action Points 1Level 5 Elite SkirmisherXP400Senses Perception +6; low-light vision© Venomous Stab (standard; at-will) • Poison, Weapon+10 vs. AC; 1d6 + 5 damage, and the target is slowed (save ends)© Venomous Shot (standard; at-will) • Poison, WeaponRanged 15/30; +10 vs. AC; 1 d8 + 4 poison damage, and thetarget is slowed (save ends).4 Fluttering Attack (standard; at-will)The kenku assassin shifts 4 squares and uses venomousduring that move.stab4 Gouging Talons (immediate reaction, when an enemy attacksthe kenku assassin; at-will)Targets the triggering enemy; +10 vs. AC; 1d6 + 2 damage.Feather Burst (minor; encounter)Close burst 2; targets enemies; no attack roll; the target isblinded until the end of the kenku assassin's turn.Flock EffectA kenku assassin gains a +3 bonus instead of+2 while flanking,and it grants a +3 bonus instead of +2 while aiding another.MimicryA kenku assassin can mimic sounds and voices. A successfulInsight check opposed by the assassin's Bluff check allows alistener to determine that the effect is faked.Alignment UnalignedLanguages CommonSkills Bluff+9, Stealth +11, Thievery +11Str 13 (+3) Dex 18 (+6) Wis 9 (+1)Con 15 (+4) Int 13 (+3) Cha 15 (+4)Equipment leather armor, shortbow, short sword, 20 arrowsKENKU ASSASSIN TACTICSThe kenku assassin avoids melee until it hits at leastone enemy with a venomousshot Then it uses/lutteringattack to poison more enemies. When necessary,the assassin uses/eather hurst to extricate itself, andpossibly its allies, from melee. Kenku assassins fightto the death if escape is not possible.KENKU LORENature DC 12: These opportunistic avians live intightly knit clans called flocks. Flocks are suspiciousof outsiders, even other kenkus. They move in groupsand are exceptionally good at working together.Nature DC 17: Kenkus live predominantlyin civilized regions but can be found throughoutthe world. Flocks live in or near major cities, oftensecretly. Flocks run a wide variety of criminal enterprises,favoring schemes and cons. They frequentlyuse their ability to mimic sounds and voices. Violenceis not their first choice, but kenkus can be formidableadversaries once steel is drawn.ENCOUNTER GROUPSKenku flocks keep a wide variety of monsters asshort-term company. Only those who overcome thekenkus' naturally suspicious nature remain part of aflock for long.Level 2 Encounter (XP 700)• 2 bloodseeker drakes (level 4 soldier)• 2 kenku warriors (level 3 skirmisher)• 1 pseudodragon (level 3 lurker, MM 91)Level 3 Encounter (XP 779)• 1 kenku ringleader (level 4 soldier)• 8 kenku ruffians (level 3 minion)• 2 kenku warriors (level 3 skirmisher)Level 3 Encounter (XP 824)• 2 blood hawks (level 1 skirmisher)• 4 kenku ruffians (level 3 minion skirmisher)• 1 kenku sneak (level 4 lurker)• 3 spiretop drakes (level 1 skirmisher)Level 4 Encounter (XP 922)• 1 human berserker (level 4 brute, MM 163)• 1 kenku ringleader (level 4 soldier)• 6 kenku ruffians (level 3 minion skirmisher)• 2 kenku sneaks (level 4 lurker)Level 5 Encounter (XP 1,200)• 1 half-elf bandit captain (level 6 skirmisher)• 2 human berserkers (level 4 brute, MM 163)• 1 kenku assassin (level 5 elite skirmisher)• 1 kenku wing mage (level 5 artillery)


KRENSHARKRENSHARS ARE POWERFUL, CATLIKE CREATURES withfaces that peel back to expose the bones and musclesof their skulls. This hideous sight, combined with akrenshars savage roars, freezes its foes in terror.KrensharMedium natural beastInitiative +5Level 4 ControllerXP 175Senses Perception +7; low-light visionFearsome Visage aura 5; each enemy within the aura takes a -2penalty to saving throws against fear effects.HP 55; Bloodied 27AC 18; Fortitude 16, Reflex 16, Will 14Speed 8© Hooking Swipe (standard; at-will)+8 vs. AC; 1d6 + 4 damage, and the target is knocked prone." b r


L1ZARDFOLKPOISONSCALE LIZARDFOLK FAVOR CRUEL TOXINS andrelentless hit-and-run tactics. Swamps and jungles arethe favored homes of the varied tribes of these scaledhumanoids.POISONSCALE MAGUSTHE POISONSCALE MAGUS USES TOXIC MAGIC to hurldeath from a distance.Poisonscale MagusMedium natural humanoid (reptile)Initiative +2 Senses Perception +8HP 32; Bloodied 16AC 14; Fortitude 14, Reflex 16, Will 16Speed 6 (swamp walk)© Dagger (standard; at-will) • Weapon+6 vs. AC; 1d6 + 3 damage.^Y Poison Blood (standard; at-will) • PoisonLevel 2 ArtilleryXP12SRanged 10/20; +7 vs. Fortitude; 1d6 + 3 poison damage, andongoing 5 poison damage (save ends).•Y Corrupt Poison (minor; at-will) • PoisonRanged 10/20; targets a creature taking ongoing poisondamage; +7 vs. Fortitude; the poisonscale magus slides thetarget 3 squares, and the target is slowed (save ends).-itr Poison Barrage (standard; encounter) • PoisonArea burst 3 within 10; +5 vs. Fortitude; 1d6 + 3 poisondamage, and the target gains vulnerable S poison (save ends).Miss: Half damage, and the target gains vulnerable 5 poisonuntil the end of its next turn.Alignment UnalignedSkills Athletics +7, Arcana +9Languages DraconicStr 12 (+2) Dex 12 (+2) Wis 14 (+3)Con 14 (+3) Int 15 (+3) Cha 8 (+0)Equipment daggerPOISONSCALE SLITHERERAMONG THE WEAKEST OF LIZARDFOLK, the cowardlypoisonscale slitherers prefer to fight alongside theirstronger kin.Poisonscale SlithererMedium natural humanoid (reptile)Initiative +6 Senses Perception +7HP 36; Bloodied 18AC 17; Fortitude 14, Reflex 15, Will 13Speed 5 (swamp walk)© Spear (standard; at-will) • Weapon+8 vs. AC; 1d10 + 3 damage.•Y Javelin (standard; encounter) • Poison, WeaponLevel 2 SoldierXP 125Ranged 10/20; +6 vs. AC; 1d6 + 3 damage, and the poisonscaleslitherer makes a secondary attack against the same target.Secondary Attack: +4 vs. Fortitude; 2d6 + 3 poison damage.Slitherer BraveryA poisonscale slitherer gains a +2 bonus to attack rolls while itis adjacent to at least one ally.Slitherer StabilityA poisonscale slitherer cannot be knocked prone and ignoresforced movement.-JAlignment UnalignedSkills Athletics +8, Stealth +9Languages DraconicStr 14 (+3) Dex 17 (+4) Wis 12 (+2)Con 12 (+2) lnt8(+0) Cha 8 (+0)Equipment spear, 2 javelinsPOISONSCALE SAVAGETHE POISONSCALE SAVAGE WADES CONFIDENTLY intocombat with a huge club, its tail dripping toxic sweat.Poisonscale SavageMedium natural humanoid (reptile)Initiative +3 Senses Perception +2Level 2 BruteXP 125Aura of Poison aura 1; each enemy within the aura takes a -2penalty to saving throws against ongoing poison damage.HP 45; Bloodied 22AC 13; Fortitude 16, Reflex 15, Will 14Speed 6 (swamp walk)© Greatclub (standard; at-will) • Weapon+5 vs. AC; 2d6 + 3 damage.© Poison Tail (minor; at-will) • Poison+4 vs. AC; the target takes ongoing 5 poison damage (saveends).•Y Javelin (standard; encounter) • Poison, WeaponRanged 10/20; +5 vs. AC; 1d6 + 3 damage, and ongoing 5poison damage (save ends).Alignment UnalignedSkills Athletics +9Languages DraconicStr 17 (+4) Dex 14 (+3) Wis 12 (+2)Con 15 (+3) Int 8 (+0) Cha 8 (+0)Equipment greatclub, javelinPOISONSCALE COLLECTORTHE POISONSCALE COLLECTOR uses blinding poison toincapacitate and kill foes.Poisonscale CollectorLevel 3 LurkerMedium natural humanoid (reptile) XP 150Initiative +8 Senses Perception +8HP 36; Bloodied 18AC 18; Fortitude 14, Reflex 16, Will 15Speed 6 (swamp walk)© Dagger (standard; at-will) • Poison, Weapon+8 vs. AC; 1d6 + 2 damage, and ongoing 5 poison da mage (saveends).I Blinding Poison (standard; at-will)Targets a creature taking ongoing poison damage; +6 vs.Fortitude; 1d6 + 3 damage, and the target is blinded saveends).4 End Strike (standard; at-will)Targets a creature that cannot see the poisonscale co Hector; +8vs. AC; 2d6 + 3 damage.Poison StrikeA poisonscale collector gains a +2 bonus to damage rolls againstany enemy taking ongoing poison damage.Alignment UnalignedSkills Athletics +7, Stealth +9Languages DraconicStr 13 (+2) Dex 17 (+4) Wis 14 (+3)Con 12 (+2) Int 10 (+1) Cha 8 (+0)Equipment dagger


1(Left to right) poisonscale myrmidon, savage, and magusPOISONSCALE MYRMIDONCOMPARED WITH OTHER LIZARDFOLK, the poisonscalemyrmidon wielding a club is a disciplinedcombatant.Poisonscale MyrmidonMedium natural humanoid (reptile)Initiative +5 Senses Perception +2HP 47; Bloodied 23AC 20: Fortitude 15, Reflex 14, Will 13Speed 6 (swamp walk)© Club (standard; at-will) • WeaponLevel 3 SoldierXP 150+10 vs. AC; 1d10 + 3 damage, and the target is marked until theend of the poisonscale myrmidon's next turn.Poison StrikeA poisonscale myrmidon gains a +2 bonus to damage rollsagainst any enemy taking ongoing poison damage.Alignment UnalignedSkills Athletics +9Languages DraconicStr 17 (+4) Dex 15 (+3) Wis 12 (+2)Con 15 (+3) Int 10 (+1) Cha 8 (+0)Equipment club, turtle shell shield (light shield)POISONSCALE LORENature DC 10: Although poisonscale slitherersare less hale than other lizardfolk, they have powerfultails that stabilize them in battle.Poisonscale collectors are specially trained hunterswith two important duties: collecting the toxic plantsand creatures that poisonscales eat to produce theirpoison, and taking captives for slavery or sacrifice.Among poisonscales, magi are honored advisors.Because of their toxic magic, they live short lives.Poisonscale myrmidons lack other poisonscales'ability to produce poison, but they make up for it withgreater strength and thicker scales.Poisonscale savages enjoy "counting coup" bytouching enemies with their tails. When they defeattheir enemies, they take trophies from the bodies.ENCOUNTER GROUPSLizardfolk hunt in mixed groups, taking roles in huntingparties according to their diverse talents.Level 3 Encounter (XP 850)• 1 greenscale darter (level 5 lurker, MM 178)• 2 greenscale hunters (level 4 skirmisher, MM 178)• 2 poisonscale collectors (level 3 lurker)


LYCANTHROPEHEREDITARY SHAPESHIFTERS, lycanthropes are fearedin communities both large and small. In its naturalform, a lycanthrope appears as a blend of humanoidand beast, but it can choose to wear a humanoid disguiseor an animal shape.WEREBOARWEREBOARS ARE BRUTISH HUMANOIDS that are easilyangered and that transform into lycanthropic formwhen incited. A wereboar is a provocateur, and seeksout fights in taverns and on city streets, where it canuse its size and strength in close quarters.WereboarLevel 6 BruteLarge natural humanoid (shapechanger) XP 250Initiative +3 Senses Perception +4HP 61; Bloodied 33; see also bloodied resilience and death strikeRegeneration 5AC 17; Fortitude 21, Reflex 16, Will 17Immune moontusk fever; Vulnerable silver (if the wereboartakes damage from a silver weapon, its regeneration does notfunction on its next turn)Speed 6 (8 in boar form)© Maul (standard; usable only while in humanoid form; at-will) •Weapon+9 vs. AC; 2d6 + 6 damage.© Gore (standard; usable only while in boar form; at-will) •Disease+9 vs. AC; 1d8 + 6 damage, ongoing 5 damage (save ends), andthe target is exposed to moontusk fever (see below).•f Death Strike (when the werebear drops to 0 hit points)The wereboar makes a gore or a maul attack.Bloodied Resilience (while bloodied)The wereboar gains a +2 bonus to all defenses and dealsongoing 10 damage with its gore attack instead of ongoing 5damage.Change Shape (minor; at-will) • PolymorphA wereboar can alter its physical form to appear as a dire boar(MM 35) or a unique humanoid (see "Change Shape," page 216).Alignment EvilLanguages CommonSkills Athletics +13, Endurance +11, Intimidate +8Str 20 (+8) Dex 10 (+3) Wis 12 (+4)Con16(+6) lnt10(+3) Cha 11 (+3)Equipment hide armor, maulWEREBOAR TACTICSA wereboar looks for any opportunity to utilize itsboar form. It engages in battle with minimal cause,charging opponents and using its gore attack.Moontusk Fever Level 6 Disease Endurance improve DC 17, maintain DC 12, worsen DC 11 or lowerThetarget iscured._Initial Effect: The __\target takes a -2penalty to savingthrows whilebloodied.While bloodied, the target can roll only one savingthrow at the end of its turn, even if it is affected bymultiple effects.Final State: When the subjectrolls a saving throw whilebloodied, it rolls two dice andtakes the lower of the tworesults.


WERETIGERWERETIGERS ARE CAUTIOUS COMBATANTS. A weretigeruses stealth to stalk an enemy, waiting for the opportunemoment to strike.WeretigerLevel 11 Elite SkirmisherLarge natural humanoid (shapechanger) XP 1,200Initiative +9 Senses Perception +12; low-light visionHP 172; Bloodied 86Regeneration 10AC 25: Fortitude 23, Reflex 22, Will 22Immune moon rage; Vulnerable silver (if the weretiger takesdamage from a silver weapon, its regeneration does notfunction on its next turn)Saving Throws +2Speed 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 moonrage (see below).4 Feline Fury (standard; at-will)The weretiger makes two melee basic attacks. It shifts 1 squarebetween the attacks.4* Pounce (standard; usable only when charging; recharge [x] _])+16 vs. AC; 2d8 + 5 damage, and the target is pushed 1 squareand knocked prone. The weretiger then shifts into the target'svacated space.4 Slashing Recoil (immediate reaction, when an attack misses theweretiger; at-will)The weretiger makes a melee basic attack and shifts 2 squares.Change Shape (minor; at-will) • PolymorphA weretiger can alter its physical form to appear as a dire tigeror a unique humanoid (see "Change Shape," page 216).Alignment EvilLanguages CommonSkills Acrobatics +12, Bluff +11, Insight +12, Stealth +12Str 17 (+8) Dex 14 (+7) Wis 14 (+7)Con 15 (+7) Int 12 (+6) Cha 13 (+6)Equipment leather armor, 2 katarsWERETIGER TACTICSA weretiger prefers to focus on one adversary at atime using/eline/ury and retreats if engaged by asecond opponent. If this happens, the weretigercharges with pounce to reengage.Level 11 DiseaseEndurance improve DC 21, maintain DC 16, worsen DC 15 or lowerThe Q Initial Effect: The CI3 The target gains a Strength-based claw attack that Q Final State: The target'starget iscured.target takes a-2penalty to attackrolls as its handsbegin to grow furand claws.deals 1 d6 damage. The target can no longer wieldweapons or hold implements. This effect remains aslong as the subject is diseased.predatory instincts take over.When the target attacks acreature in combat, it canattack no other creatures untilthat target is dead or until theend of the encounter.


WEREWOLF LORDAT THE CENTER OF MANY LYCANTHROPIC CLANS, a werewolflord calls the shots. The most feared of its kind,the werewolf lord is larger, stronger, and smarterthan a werewolf and is a vicious adversary.Werewolf LordLevel 13 Elite Brute (Leader)Largo natural humanoid (shapechanger) XP 1.600Initiative +7 Senses Perception +8; low-light visionBlood Moon aura 5; the werewolf lord and any ally within the auragain a +2 bonus to attack rolls and a +5 bonus to damage rollsagainst bloodied targets.HP 264; Bloodied 132Regeneration 10AC 25; Fortitude 27, Reflex 22, Will 24Immune greater moon fever; Vulnerable silver (if the werewolflord takes damage from a silver weapon, its regeneration doesnot function on its next turn)Saving Throws +2Speed 6 (8 in wolf form)Action Points 1(J) Falchion (standard; usable only while in humanoid form; at-will)• Weapon+16 vs. AC; 4d4 + 6 damage (crit 8d4 + 22).© Bite (standard; usable only while in wolf form; at-will) •Disease+16 vs. AC; 2d12 + 3 damage, and the target is exposed togreater moon frenzy (see below).•1 Canine Fury (standard; at-will)The werewolf lord makes two melee basic attacks.4- Speed of the Wolf (standard; usable only in wolf form; rechargeThe werewolf lord shifts 6 squares and makes a bite attack.Savage Howl (minor; encounter)Close burst 10; each ally in the burst gains 15 temporary hitpoints. In addition, each ally that has a bite attack makes a biteattack as a free action.Change Shape (minor; at-will) 4- PolymorphA werewolf lord can alter its physical form to appear as a direwolf (MM 264) or a unique humanoid (see "Change Shape,"page 216).Alignment EvilLanguages CommonSkills Athletics +17, Bluff +14, Endurance +14, Intimidate +14Str 22 (+12) Dex 12 (+7) Wis 15 (+8)Con 17 (+9) Int 13 (+7) Cha 16 (+9)Equipment chain armor, falchionLYCANTHROPE LORENature DC 16: Lycanthropy is hereditary, andlycanthropes mate with other lycanthropes to producelycanthropic offspring. Some lycanthropes canalso mate with humanoids, producing lycanthropicchildren. However, the blood is diluted in this way,and such children never change forms or insteadbecome shifters.Nature DC 21: Legend says that Melora createdlycanthropes, and they are affected by the full moonand silver because of a feud between Melora andSehanine. Lycanthropes are most active on nightswith a full moon. Silver, the moon metal, cuts them tothe quick.ENCOUNTER GROUPSAs shapechangers, lycanthropes can be found witha wide variety of creatures. But only those who cankeep up with the bestial fury of lycanthropes remainconnected to them for long.Level 6 Encounter (XP 1,200)• 2 half-ore hunters (level 5 skirmisher)• 1 human hexer (level 7 controller)• 2 wereboars (level 6 brute)Level 12 Encounter (XP 3,500)• 1 eladrin bladesinger (level 11 skirmisher)• 2 weretigers (level 11 elite skirmisher)• 1 will-o'-wisp (level 10 lurker)Level 13 Encounter (XP 4,250)• 1 werewolf pack lord (level 13 elite brute)• 3 werewolves (level 8 brute, MM 181)• 4 worgs (level 9 brute, MM 265)WEREWOLF LORD TACTICSThe impressive physique of a werewolf lord oftenleads foes to underestimate its cunning. A werewolflord guides the attacks of its group, inspiring its alliesto greater ferocity with its savage howl and its bloodmoon aura.Greater Moon Frenzy Level 1 3 Disease Endurance improve DC 23, maintain DC 18, worsen DC 17 or lowerThe • Initial Effect: Thetarget is target takes a -2cured. penalty to Will.While bloodied, the target must make a saving throw Q Final State: The target attacksat the end of each turn. If the saving throw fails, thetarget makes a melee attack on its next turn against arandom target within 5 squares of it. If no targets arethe nearest creature in its lineof sight. If it cannot see anyother creatures, it does nothingwithin 5 squares, the target does nothing but move in arandomly chosen direction.but move in a randomly chosendirection.


MAMMOTHMAMMOTHS ARE FURRY, ELEPHANTLIKE CREATURESthat roam the freezing steppes. The furious Nyfellarmammoth, a creature made partially of ice, hits foeslike an avalanche.Nyfellar MammothHuge elemental beast (mount)Level 17 BruteXP 1,600Initiative+6 Senses Perception+10HP 202; Bloodied 101AC 29; Fortitude 33, Reflex 24, Will 28Resist 10 coldSpeed 8 (ice walk)© Gore (standard; at-will)Reach 2; +20 vs. AC; 2d10 + 10 damage.•r Stamp (standard; at-will) • Cold+18 vs. Fortitude; 2d6 + 10 damage plus 1d6 cold damage, andthe target is knocked prone.•f Blizzard Trample (standard; recharges when the Nyfellarmammoth is first bloodied or when it takes cold damage)The Nyfellar mammoth moves 8 squares and can move throughenemy-occupied spaces, making one stamp attack against eachof those enemies.f Tusk Toss (standard; recharge ft Tj [X, ft!)Reach 2; +18 vs. Fortitude; IdIO + 5 damage, and themammoth slides the target 5 squares. The target falls from aheight of up to 30 feet (6 squares) into the space where it endsthe slide and takes falling damage, if applicable.Bitterwind Charge (while mounted by a friendly rider of 17thlevel or higher; at-will) • MountWhen charging, the Nyfellar mammoth can use blizzardtrample or tusk toss instead of a melee basic attack. After themammoth's attack, its rider makes a melee basic attack as afree action.Icebound FootingWhen an effect pulls, pushes, or slides the Nyfellar mammoth,the mammoth moves 2 squares less than the effect specifies.The mammoth can make a saving throw to avoid beingknocked prone.Alignment Unaligned Languages -Str 30 (+18) Dex 10 (+8) Wis 18 (+12)Con 22 (+14) Int 2 (+4) Cha 9 (+7)MAMMOTH LOREArcana DC 20: The massive Nyfellar mammothshave their origins in Nyfell, the frozen landin the Elemental Chaos from which frost giantshail. Frost giants brought these beasts to the world.Because Nyfellar mammoths can subsist on a varietyof food and ice, they can live in inhospitablefrozen regions.ENCOUNTER GROUPSFrost giants use Nyfellar mammoths for warfare andraids. A favorite frost giant tactic is to ready an attackagainst the victim of a tusk toss.NYFELLAR MAMMOTH TACTICSThe Nyfellar mammoth charges enemies with astamp and then uses tusk toss. It fights until thosethreatening it flee or until it dies.Level 17 Encounter (XP 9,200)• 2 frost giants (level 17 brute)4- 2 Nyfellar mammoths (level 17 brute)• 1 rimefire griffon (level 20 skirmisher, MM 147)


MARUTVALUING ORDER AND OATHS OF SERVICE, a maruthones its skills for a particular purpose. Maruts serveother entities as mercenaries or serve their own mysteriousends.MARUT CASTIGATORMARUT CASTIGATORS IDENTIFY THOSE who violate thelaw, subduing them for judgment.Marut CastigatorLevel 21 SkirmisherMedium immortal humanoid XP 3,200Initiative +19 Senses Perception +21; truesight 10HP 146; Bloodied 73Regeneration 10AC 35; Fortitude 33, Reflex 34, Will 33Immune sleep; Resist 10 thunderSpeed 8, fly 4 (hover), teleport 4© Double Sword (standard; at-will) • Lightning, Weapon+26 vs. AC; 3d8 + 5 damage. The marut castigator can chooseto have the attack deal lightning damage.4 Double Attack (standard; recharge [jj] _} _})The marut castigator makes two double sword attacks.4 Punisher's Lash (standard; at-will) • LightningReach 2; +23 vs. Reflex; 2d6 + 7 lightning damage, and thetarget is slowed and cannot teleport until the end of the marutcastigators next turn.4 Thunderbolt Strike (standard; recharges when both attacks ofdouble attack hit) • Teleportation, ThunderThe marut castigator teleports 4 squares and makes a doublesword attack that deals 2d6 extra thunder damage.Alignment UnalignedSkills Acrobatics +22Languages SupernalStr 22 (+16) Dex 25 (+17) Wis 22 (+16)Con 20 (+15) Int 14 (+12) Cha 15 (+12)Equipment double swordMARUT PROSECUTORA MARUT PROSECUTOR'S WORD is marut law. Woe toany who fail to obey that law when a marut is near.Marut ProsecutorMedium immortal humanoidLevel 21 Controller (Leader)XP 3,200Initiative +13 Senses Perception +21; truesight 10HP 147; Bloodied 73Regeneration 10AC 35; Fortitude 32, Reflex 33, Will 33Immune sleep; Resist 10 thunderSpeed 8, fly 4 (hover), teleport 4© Slam (standard; at-will) • Thunder+26 vs. AC; 1d10 + 4 damage plus 1d6 thunder damage, andthe target is slowed (save ends).•Y Dictum (minor; at-will)Ranged 10; +22 vs. Fortitude; the target is immobilized (saveends).4? Biting Testimony (standard; at-will) • PsychicClose burst 10; targets one enemy; +25 vs. Will; 3d6 + 7psychic damage, and the target takes a -2 penalty to attackrolls, skill checks, and ability checks (save ends).4* Sigil of Indictment (minor; usable only when no creature isaffected by this power; at-will) • PsychicClose burst 10; targets one enemy; +25 vs. Will; until the endof the marut prosecutor's next turn, the target grants combatadvantage to the prosecutor, and the prosecutor and its alliesdeal 5 extra psychic damage against the creature. Sustain Minor:The effect persists.Justice RestrainedA slowed, immobilized, or restrained creature takes a -2 penaltyto attack rolls against a marut prosecutor.Alignment UnalignedSkills Insight +21, Intimidate +22Languages SupernalStr 18 (+14) Dex 16 (+13) Wis 2 3 (+16)Con 21 (+15) Int 23 (+16) Cha24(+17)MARUT PROSECUTOR TACTICSThe prosecutor singles out one enemy—preferably onewho has violated the marut's creed—and places a sigilof indictment on it. The prosecutor then uses dictumto prevent escape and biting testimony to break theenemy's spirit by shouting out the enemy's crimes,failures, or flaws.MARUT EXECUTIONERTHE MARUT EXECUTIONER SLAYS those who opposemarut actions or who do not repay maruts for aid.Marut ExecutionerLevel 22 BruteXP 4,150Initiative +17 Senses Perception +13; truesight 10HP 205; Bloodied 102Regeneration 10AC 34; Fortitude 34, Reflex 33, Will 34Immune sleep; Resist 10 thunderSpeed 8, fly 4 (hover), teleport 4© Double Axe (standard; at-will) • Thunder, Weapon+25 vs. AC; 2d10 + 4 damage plus 2d8 thunder damage. On acritical hit, the target is also knocked prone.4 Warranted Stroke (standard; recharges when first bloodied) •ThunderTargets a bloodied creature; +27 vs. AC; 4d6 + 8 damage plus2d8 thunder damage, and the target is knocked prone. If thisattack reduces the target to 0 hit points or fewer, the marutexecutioner gains 1 action point.4? Execution's Call (standard; encounter) • ThunderClose blast 5; targets enemies; +23 vs. Fortitude; 2d6 + 7thunder damage, and the marut executioner pulls the targetinto a space adjacent to it. Miss: Half damage.4r Slayer's Fury (standard; encounter) • Thunder, WeaponClose burst 1; targets enemies; +23 vs. AC; 2d10 + 4 damageplus 2d8 thunder damage. On a critical hit, the target is alsoknocked prone.Alignment UnalignedSkills Endurance +23, Intimidate +23Languages SupernalStr 26 (+19) Dex 23 (+17) Wis 15 (+13)Con 25 (+18) Int 14 (+13) Cha 24 (+18)Equipment double axe


(Left to right) marut castigator, executioner, and prosecutorMARUT LOREReligion DC 22: Maruts require no sustenance.Maruts take no slaves, but they sometimes havemortal servitors in their astral fortresses. They doaccept or request services as payment for completedtasks—so maruts might accept indentured servitudeor other compulsory services. Although maruts rarelymistreat their servants, they are strict and uncompassionatetaskmasters.Religion DC 27: Although maruts are thought ofas a unified race, they divide themselves along ethicaland militaristic lines into units they call cadres.Marut cadres dedicated to philosophies other than theupholding of oaths and the fair dispensing of justicealso exist. A few cadres serve the Raven Queen.BARGAINING WITH MARUTSA marut is an inscrutable being of cosmic balance. Itis insightful and careful, but it is fallible. While undercontract, a marut acts in its employer's interests. Only areasoned appeal to a marut's beliefs, proof that a contractcontains falsehood, or a mission of greater importancecan cause a marut to abandon its task. Maruts mightundertake tasks that support their beliefs withoutrequesting payment.Religion DC 29: Maruts favor strict interpretation of laws and contracts and the upholding of oaths.The love of order and battle they share with angels ismore than coincidental. Maruts consider themselvesto be astral spirits of the air, despite the fact that theyappear to be made of solid stone and to be clad inmetal. The designation makes sense. Maruts fly withoutwings, and they live and roam about in mobilefortresses floating on the Astral Sea.ENCOUNTER GROUPSMaruts of various cadres work together and withother races when a task furthers their overarchingbeliefs. They do so under contract.Level 21 Encounter (XP 17,500)• 1 djinn vizier (level 20 artillery)• 2 marut castigators (level 21 skirmisher)• 2 marut executioners (level 22 brute)Level 23 Encounter (XP 27,750)• 2 marut castigators (level 21 skirmisher)• 1 marut prosecutor (level 21 controller)• 3 rakshasa dread knights (level 24 soldier,MM 218)


MYCONIDINSIDIOUS FUNGAL MENACES from Feywild cavernspolluted by the fomorians, myconids strive only tospread across their territories, contaminating thoseplaces with their presence.MYCONID ROTPRIESTTHE MYCONID ROTPRIEST IS THE COLONY'S HEALER andscapegoat, taking the damage of others so that thecolony as a whole can survive.Myconid RotpriestMedium fey humanoid (plant)Level 3 Brute (Leader)Initiative +2 Senses Perception +3; tremorsense 10HP 48; Bloodied 24; see also life burstRegeneration 5AC 15; Fortitude 16, Reflex 13, Will 16Vulnerable radiant (if the myconid rotpriest takes radiantXP 150damage, its regeneration does not function until the end of therotpriest's next turn)Speed 5© Stipe Staff (standard; at-will) • Weapon+6 vs. AC; 2d10 + 3 damage.Decomposing Spray (standard; at-will) • NecroticClose burst 3; +6 vs. Fortitude; 1d10 + 3 necrotic damage.


(Left to right) myconid guard, rotpriest, sovereign, and guardMYCONID GUARD TACTICSWhen a colony comes under attack, myconid guardscharge into combat. They use pacification spores toincapacitate enemies, and they attempt to subdueother enemies with spiny strike attacks.MYCONID LOREArcana DC 12: Myconids are plant creaturestouched by the madness of the fomorians. Althoughnot necessarily evil, myconids strive to expand theirterritory and numbers, which pits them againstother creatures competing for the same resources.Myconids like dark places and often prefer theUnderdark and the Shadowdark to their home plane.Because of the inherent resilience of a colony ofmyconids, other races cultivate them for cheap laboror enslave them. Drow, fomorians, and shadar-kaicommand myconids in great numbers.Arcana DC 17: Vast mushroom forests sprawlover tracts of the Feywild and areas of the Underdarkand the Shadowdark, providing myconids with idealconditions under which to thrive and to multiply.Other fungal creatures represent a full range of predatorsof and prey for myconids.Arcana DC 19: Myconids communicate witheach other by releasing spores. These spores conveyraw emotions such as fear, satisfaction, and desire. Acolony's sovereign is the only myconid that can communicatewith other types of creatures, which it doesby using its telepathy.ENCOUNTER GROUPSShadowfell- and Underdark-dwelling civilizationsco-opt myconid colonies. Myconids can thrive in awide range of places, including forest glades, deepdungeons, and the strange landscapes of the Feywild.Level 3 Encounter (XP 850)• 1 deathjump spider (level 4 skirmisher)• 2 myconid guards (level 4 soldier)• 1 myconid rotpriest (level 3 brute)• 1 myconid sovereign (level 4 controller)Level 4 Encounter (XP 875)4 2 arbalesters (level 4 artillery)• 1 green slime (level 4 lurker)• 2 myconid guards (level 4 soldier)Level 5 Encounter (XP 1,100)4 1 geonid (level 6 lurker)4- 2 myconid rotpriests (level 4 brute)4 2 rust monsters (level 6 skirmisher)


NEOGINEOGI SEE THE WORLD in terms of ownership. Thestrong rule and possess the weak. Slavery and tradeform the foundations of neogi culture, making neogireliable merchants to devils, giants, drow, and otherdark forces.NEOGI SLAVERTHE NEOGI SLAVER SEEKS to bring foes to their kneesrather than kill them. Dead slaves aren't worth muchon the market.Neogi SlaverLevel 10 Controller (Leader)Medium aberrant magical beast XP 500Initiative +7HP 106; Bloodied 53Senses Perception +8; darkvisionAC 24; Fortitude 21, Reflex 22, Will 23Immune dazedSpeed 8, climb 6 (spider climb)© Bite (standard; at-will) • Poison+14 vs. AC; 1d6 + 3 damage, and ongoing 5 poison damage(save ends). First Failed Saving Throw: The target is slowed(save ends).•Y Charm Bolt (standard; at-will) • CharmRanged 12; +15 vs. Will; the target takes a -2 penalty to attackrolls on attacks that include the neogi slaver as a target (saveends). First Foiled Saving Throw: The target treats the slaver asinvisible (save ends).4r Psychic Shackle (standard; recharge _] _]) • PsychicClose blast 3; +15 vs. Will; 3d6 + 2 psychic damage, and thetarget is dazed until the start of the neogi slaver's next turn.4? Thrall Goad (minor; encounter)Close burst 6; targets allies; the target makes a saving throwwith a +5 bonus.Alignment EvilLanguages Common, Deep Speech,telepathy 12Skills Bluff+20, Diplomacy +20, Insight +18, Intimidate +20Str 11 (+5) Dex 14 (+7) Wis 17 (+8)Con 18 (+9) Int 19 (+9) Cha 21 (+10)NEOGI SLAVER TACTICSThe neogi slaver fights just behind the front line,using charm bolt to reduce the threat from any enemytargeting it. Psychic shackle softens groups of enemiesfor capture.NEOGI SPAWN SWARMA SWARM OF NEOGI SPAWN moves toward anythingthat is neither neogi nor marked as the slave of one,and then tries to eat it.Neogi Spawn SwarmLevel 10 BruteMedium aberrant magical beast (swarm) XP 500Initiative +9Senses Perception +8; darkvisionSwarm Attack aura 1; each enemy that starts its turn within theaura takes 5 poison damage.HP 131; Bloodied 65; see also psychicAC 23; Fortitude 22, Reflex 21, Will 22screamImmune dazed; Resist half damage from melee and rangedattacks; Vulnerable 10 against close and area attacksSpeed 6, climb 6 (spider climb)© Bite (standard; at-will) • Poison+13 vs. AC; 2d6 + 4 damage, and ongoing 5 poison damage(save ends). First Failed Saving Throw: The target is also slowed(save ends).4? Psychic Scream (when first bloodied and again when the neogispawn swarm drops to 0 hit points) • PsychicClose burst 1; targets enemies; +11 vs. Will; 2d6 + 2 psychicdamage, and the target is dazed (save ends).Alignment EvilLanguages Deep SpeechStr 18 (+9) Dex 19 (+9) Wis 17 (+8)Con 21 (+10) Int 5 (+2) Cha 21 (+10)NEOGI SPAWN SWARM TACTICSThese partially formed slugs have no higher goalthan to sate their endless hunger and no tacticalplans beyond consuming the flesh of any creaturepresent.NEOGI GREAT OLD MASTERUNQUESTIONED RULERS OF THEIR TRADE CLANS, greatold masters are living brood nests. Each carrieswithin itself the fertile eggs of a whole neogi clan, aswell as larval masses developing into neogi spawn.Neogi Great Old MasterLevel 16 ControllerLarge aberrant magical beast XP 1,400Initiative +10 Senses Perception +12; darkvisionThrall Field aura 1; each enemy within the aura takes a -4 penaltyto saving throws.HP 157; Bloodied 78; see also larva burstAC 30; Fortitude 27, Reflex 28, Will 29Immune dazedSpeed 6, climb 4 (spider climb)© Scythe Claw (standard; at-will)Reach 3; +21 vs. AC; 2d8 + 7 damage, and the target is knockedprone.•f Enslaving Bolt (standard; at-will) • Charm, PsychicRanged 12; +20 vs. Will; 2d6 + 7 psychic damage, and thetarget is slowed (save ends). First Failed Saving Throw: Thetarget takes a -2 penalty to attack rolls on attacks that includethe neogi great old master as a target. Second Failed SavingThrow: The target is dominated (save ends). Third Failed SavingThrow: If the target is bloodied, it is dominated until it takes anextended rest.4* Larva Burst (when first bloodied; encounter) • ZoneClose burst 2; targets enemies; +20 vs. Reflex; 2d10 + 5damage, and the target is slowed (save ends). Effect: The burstcreates a zone of squirming grubs and larvae that lasts until theend of the encounter. The zone is difficult terrain.4r Psychic Shackle (standard; recharge (TT] X [ii]) • PsychicClose blast 4; +20 vs. Will; 3d6 + 7 psychic damage, and thetarget is dazed until the start of the neogi great old master'snext turn.Alignment EvilLanguages Common, Deep Speech,telepathy 12Skills Bluff+20, Diplomacy +20, Insight +18, Intimidate +20Str 20 (+13) Dex 14 (+10) Wis 18 (+12)Con 21 (+13) Int 22 (+14) Cha 24 (+15)


NEOGI GREAT OLD MASTER TACTICSWhen forced into battle as the leader of its clan, aneogi great old master moves to the center of conflict,uses its long, scythelike legs for scythe claw-attacks,and uses enslaving bolt to dominate its enemies.NEOGI LOREDungeoneering DC 16: Neogi see everything interms of ownership and lay claim to everything notalready claimed by a creature more powerful thanthey are. Travelers of dark lands and strange realms,neogi embark on trade missions to barter with powerfulevil creatures. They buy and sell slaves, exoticgoods, and odd magic baubles.Dungeoneering DC 21: Neogi originate in theFar Realm. They avoid the deadly mind flayers. Onceowned by illithidlike beings in the Far Realm, neogialso avoid entanglements with illithids in the world.Great old masters rule every neogi trade clan.Drooling horrors, they brim with vile intellect andthe unborn spawn of their clans.Neogi spawn are adolescents with small brainsto match their relatively tiny bodies. They tumbleabout neogi colonies under the watchful eyes of theirguardians.ENCOUNTER GROUPSNeogi rarely appear without slaves in tow. Someslaves fall so fully under neogi control that the slaveswillingly aid their masters in combat.Level 13 Encounter (4,800 XP)• 3 neogi slavers (level 10 controller)• 1 neogi spawn swarm (level 10 brute)• 2 umber hulks (level 12 elite soldier, MM 256)Level 15 Encounter (6,150 XP)4- 5 kuo-toa guards (level 16 minion, MM 172)• 2 kuo-toa harpooners (level 14 soldier, MM 172)• 1 neogi great old master (level 16 controller)• 2 neogi slavers (level 10 controller)UJ(Back to front) neogi great old master and neogi slaver


NOTHICABERRANT CREATURES CARRIED TO THE PLANES ondrifting pieces of the Far Realm, nothics have fragmentedintellects strung together by tenuous sanity.Typically controlled by a more powerful master, anothic's propensity for random, seemingly insaneactions makes it more like an amusing pet than aservitor.NOTHIC CACKLERTHE NOTHIC CACKLER GIBBERS and capers madlyabout, hardly seeming to care about foes even in themidst of combat.Nothic CacklerLevel 15 ArtilleryMedium aberrant humanoidXP 1,200Initiative +11 Senses Perception +9; darkvision,truesight 10HP 116; Bloodied 58AC 27; Fortitude 28, Reflex 29, Will 25Speed 6© Claw (standard; at-will)+21 vs. AC; 1d6 + 5 damage.«jf Mind Rot (standard; at-will) • Charm, PsychicRanged 10; +20 vs. Will; 2d6 + 3 psychic damage, and the nothiccackler slides the target 6 squares. The target then makes amelee basic attack against a target of the cackler's choice.Rotting Gaze (standard; at-will) • NecroticRanged 10; targets one, two, or three enemies; +18 vs.Fortitude; 2d6 + 5 necrotic damage, and the target takes a -2penalty to all defenses (save ends).Maddening Cackle (standard; recharge (_____) • Fear, PsychicClose burst 3; targets enemies; +18 vs. Will; 2d8 + 6 psychicdamage, and the nothic cackler pushes the target 2 squares.At the start of the target's next turn, the cackler slides thetarget 2 squares.Distorted VisageWhen a nothic cackler moves at least 4 squares during itsturn, it gains a +2 bonus to AC and Reflex until the end of itsnext turn.Alignment Unaligned Languages Deep SpeechSkills Stealth +16Str 19 (+11) Dex 19 (+11) Wis 14 (+9)Con 20 (+12) Int 9 (+6) Cha 10 (+7)NOTHIC MIMDBLIGHTAs MOROSE AND SEDENTARY as the nothic cackler iscrazed, the nothic mindblight uses the dizzying effectof its single eye to disorient enemies and sow chaosamong their ranks.Nothic MindblightLevel 19 ControllerMedium aberrant humanoidXP 2,400Initiative +14 Senses Perception +11; darkvision,truesight 10Eye Lure aura 3; the nothic mindblight slides each creature thatstarts its turn within the aura 2 squares.HP 180; Bloodied 90AC 32; Fortitude 32, Reflex 32, Will 29Speed 6© Claw (standard; at-will) • Necrotic+24 vs. AC; 2d6 + 3 damage, and ongoing 5 necrotic damage(save ends)..f Eye of Insanity (standard; recharges when no creature isdominated by the nothic mindblight) • FearRanged 5; +23 vs. Will; the target is dominated (save ends).Aftereffect: The target is dazed until the end of its next turn.


NOTHIC EYE OE VECMAEYES OF VECNA HAVE STRONG CONNECTIONS to Vecna,and their powers can inflict withering attacks uponenemies, rotting the flesh.i_:zNothic Eye of VecnaMedium aberrant humanoidInitiative +23Level 22 Lurker (Leader)XP4.150Senses Perception +15; darkvision,truesight 10Soul Decay aura 3; each undead ally within the aura at the startof the nothic eye of Vecna's turn makes a melee basic attackagainst an enemy as a free action.HP 162; Bloodied 81AC 36; Fortitude 34, Reflex 36, Will 32Speed 6© Claw (standard; at-will) • Necrotic+27 vs. AC; 2d12 + 6 necrotic damage, and the target isimmobilized and takes a -2 penalty to saving throws (save endsboth).+ Mobile Melee Attack (standard; at-will)The nothic eye of Vecna moves its speed and makes a clawattack during the move. The eye of Vecna does not provokeopportunity attacks while moving away from the target of thisattack.4* Eye Rot (minor; recharges when the nothic eye of Vecna is notinvisible to any creature)Close burst 10; targets enemies; only one attack roll against allenemies; +28 vs. Fortitude; the eye of Vecna is invisible to thetarget (save ends).Invisible AdvantageWhen a nothic eye of Vecna hits a creature that cannot see it,one ally adjacent to the target makes an opportunity attackagainst the target.Alignment UnalignedSkills Stealth +24Languages Deep SpeechStr 23 (+17) Dex 26 (+19) Wis 18 (+15)Con 24 (+18) Int 12 (+12) Cha 14 (+13)NOTHIC LOREDungeoneering DC 18: Nothics are aberrantcreatures that have drifted into the world and intoother planes from the Far Realm. They have a semblanceof intellect, but their hold on sanity is tenuous.A nothic can be identified by its awkward gait andits single eye, which can afflict enemies with variousconditions. Nothics cackle maddeningly for no apparentreason.Dungeoneering DC 23: Nothics serve powerfulcreatures that enjoy their erratic and amusing behavior.Nothic are also vicious combatants; they defendtheir masters with devotion.Dungeoneering DC 25: Nothics live among theundead and in cults of Vecna, serving as guardiansand jesters. Nothics in Vecna cults develop terriblegifts granted by the god of secrets. Their strong psychicconnections to the Maimed God allow Vecna tosee through the eye of any such nothic upon which hefocuses attention, allowing him to gather secrets andkeep tabs on those in his service.ENCOUNTER GROUPSThe typical nothic is a cross between a court jesterand a torturer in the court of a powerful evil creature.Barely sane, nothics perform functions other creaturesmight not consider.Level 14 Encounter (XP 5,400)• 1 mind flayer infiltrator (level 14 lurker, MM 188)• 2 nothic cacklers (level 15 artillery)• 2 war trolls (level 14 soldier, MM 254)Level 18 Encounter (XP 10,000)• 2 aboleth lashers (level 17 brute, MM 8)• 1 death hag (level 18 soldier, MM 151)• 2 nothic mindblights (level 19 controller)Level 21 Encounter (XP 16,550)• 3 bodak reavers (level 18 soldier, MM 36)4- 1 dark naga (level 21 elite controller, MM 194)• 1 nothic eye of Vecna (level 22 lurker)


ONIDECEPTIVE HUMANOIDS IMBUED with supernaturalpowers, oni dominate their surroundings, becomingleaders to be reckoned with.ONI DEVOURERONI DEVOURERS COMMONLY SERVE more powerful,evil spellcasters. By day, they disguise themselves asascetics, beggars, and priests. At night, they becomeghoulish monstrosities hunting humanoids for food.Oni DevourerLevel 7 SoldierMedium natural humanoidXP300Initiative +8 Senses Perception +3; darkvisionHP 78; Bloodied 39AC 23; Fortitude 19, Reflex 19, Will 18Speed 6, climb 4© Claws (standard; at-will)+14 vs. AC; 1d6 + 3 damage, and the target is slowed (save ends).+ Devour (standard; recharge _] (FJ)+14 vs. AC; 2d6 + 3 damage, and the target takes a -5 penaltyto saving throws (save ends).•f Hypnotic Glare (standard; encounter) • Charm, GazeRanged 10; +12 vs. Will; the target is pulled 5 squares anddazed (save ends).Deceptive Veil (minor; at-will) • IllusionThe oni devourer can disguise itself to appear as any Mediumnatural humanoid. A creature can see through the disguise witha successful Insight check versus the devourer's Bluff check.Alignment EvilLanguages Common, GiantSkills Bluff+13, Stealth +11Str 17 (+6) Dex 17 (+6) Wis 11 (+3)Con 14 (+5) Int 10 (+3) Cha 14 (+5)ONI OVERLORDBRUTAL THUGS DEVOTED to avarice and bloodshed,oni overlords command groups of violent cronies. Onioverlords aren't as subtle as their brethren, and theymake ostentatious displays of wealth and power.Oni OverlordLevel 12 Elite Brute (Leader)Large natural humanoidXP 1,400Initiative +7 Senses Perception +8; darkvisionThreatening Leader (Psychic) aura 5; each ally within the auragains a +5 bonus to damage rolls and takes 5 psychic damage ifit misses all targets with an attack.HP 296; Bloodied 148AC 24; Fortitude 25, Reflex 24, Will 26Saving Throws +2Speed 7, fly 8 (clumsy)Action Points 1© Greatclub (standard; at-will) • WeaponReach 2; +15 vs. AC; 4d4 + 6 damage, and each creatureadjacent to the target takes 5 damage.•r Overlord's Smash (standard; at-will)The oni overlord makes a greatclub attack, shifts 1 square, andthen makes a second greatclub attack against a different target.'


ONI THUNDERERONI THUNDERERS DELIGHT in the pure mayhem ofbattle. An oni thunderer whips itself into a frenzy as itspins, and then lashes out at its enemies. 'Level 11 SkirmisherLarge natural humanoidXP4.1S0Oni Initiative Thunderer +21 Senses Perception +21; darkvisionHP 206; Bloodied 103AC 36; Fortitude 33, Reflex 35, Will 34Speed 8, teleport 8© Spiked Chain (standard; at-will) • Thunder, WeaponReach 3; +28 vs. AC; 1d12 + 5 damage plus 1d8 thunderdamage, and the target is grabbed and pulled into a spaceadjacent to the oni.V Thunderclap Portal (standard: recharge :: X _]) •Teleportation, ThunderThe oni thunderer teleports 8 squares before or after theattack: close burst 2; targets enemies; +25 vs. Reflex; 2d12 +8 thunder damage, and the oni thunderer pushes the target2 squares. If the thunderer has the target grabbed, the attackdeals 2d12 extra damage to the grabbed creature, and thegrab ends.Chain Dance (immediate reaction, when the oni thunderer is hitby an attack; at-will) • TeleportationThe thunderer teleports 3 squares.Deceptive Veil (minor, at-will) • IllusionThe oni thunderer can disguise itself to appear as anyMedium or Large humanoid. A creature can see through thedisguise with a successful Insight check versus the thunderer'sBluff check.Alignment Chaotic evil Languages Common, GiantSkills Acrobatics +24, Athletics +23, Bluff+23, Stealth +24Str 23 (+17) Dex 27 (+19) Wis 20 (+16)Con 22 (+17) Int 16 (+14) Cha 24 (+18)Equipment leather armor, spiked chainundead. They command respect from their masters,leaving employers at inopportune moments ifslighted.ENCOUNTER GROUPSOni keep packs of shadow hounds or trolls as petsor guardians. They fight alongside death giants andtitans, and serve powerful dragons or balor demons.Level 7 Encounter (XP 1,700)4- 2 oni devourers (level 7 soldier)• 1 oni night haunter (level 8 elite controller,MM 200)• 1 troll (level 9 brute, MM 254)Level 12 Encounter (XP 3,900)• 1 oni overlord (level 12 elite brute)• 3 minotaur warriors (level 10 soldier, MM 190)4- 2 scytheclaw drakes (level 10 skirmisher)Level 22 Encounter (XP 20,750)• 2 death giants (level 22 brute, MM 120)• 3 oni thunderers (level 22 skirmisher)ONI LORENature DC 16: Oni devourers disguise themselvesby day, attacking and eating victims at night.Oni overlords are tyrants that rule over an organizationof lackeys. They seek wealth, power, andcontrol, and don't care who they step on to get it.Nature DC 21: Oni devourers serve a variety ofmasters, including oni, vampires, hags, and cultistsof Zehir. In isolated areas of the world, large groupsof devourers infiltrate and take over monasteries,small towns, and trading outposts, using such locations'innocent appearances as a cover. In one case,a group of oni devourers occupied a mountaintopmonastery for almost thirty years before adventurerslinked them to cases of missing pilgrims andpetitioners.Although they love combat and bloodshed, onioverlords sometimes negotiate with potential victimsif they can see an easy benefit. They take on a humanappearance when they do so, but are usually identifiableby their excessive jewelry.Nature DC 26: Oni thunderers serve powerfulcreatures, including dragons, demons, and even


OOZETHE ONLY PURPOSE OOZES SERVE in the world is towipe clean the dilapidated, forgotten, and ruinedplaces and free them of vermin, refuse, andadventurers.ABOLETH ic SKUMSOMETIMES AN ABOLETH'S ENSLAVEMENT of ahumanoid foe goes wrong and the foe becomes abarely sentient pile of aqueous sludge. Out of itsremnants of fear and shame, the abolethic skumhungers to destroy anything that reminds it of whatit once was.Abolethic SkumLevel 18 Minion BruteMedium aberrant beast (aquatic, blind, ooze) XP 500Initiative +13 Senses Perception +14; blindsight 10,tremorsense 10Psychic Dissonance aura 1; each creature within the aura gainsvulnerable 5 psychic damage.HP 1; a missed attack never damages a minion.AC 30; Fortitude 32, Reflex 30, Will 26Immune gaze; Resist 20 acidSpeed 2, swim 8© Slam (standard; at-will)+20 vs. Fortitude; 16 damage, and the target is pushed 1 squareor slowed until the end of the abolethic skum's next turn.Aqueous FormAn abolethic skum is invisible while in water.Alignment Unaligned Languages -Str 16 (+12) Dex 19 (+13) Wis 11 (+9)Con 23 (+15) Int 4 (+6) Cha 4 (+6)ABOLETHIC SKUM TACTICSAn abolethic skum likes to fight in its element, slammingenemies into nearby water. Without waternearby, or if accompanied by a master that has psychicattack powers, the skum keeps enemies closeand slowed.BLACK PUDDINGTHIS MERCURIAL OOZE SLITHERS on the ground likea massive pool of tar, waiting to turn anything itencounters into sludge.Black PuddingLarge natural beast (blind, ooze)Level 8 Elite BruteInitiative +6 Senses Perception +4; blindsight 10,HP 163; Bloodied 86tremorsense 10AC 20; Fortitude 22, Reflex 20, Will 18Immune gaze; Resist 15 acidSaving Throws +2Speed 4, climb 3Action Points 1© Slam (standard; at-will) • Acid+9 vs. Fortitude; 2d6 + 4 acid damage, and ongoing 5 aciddamage (save ends).•


1GRAY OOZEWRETCHED PILES OF STINKING PUS, gray oozes seekto dissolve the bones of other creatures into slime,which they use to increase their bulk.Gray OozeLevel 2 SkirmisherSmall natural beast (blind, ooze) XP 125Initiative +5 Senses Perception +2; blindsight 10,tremorsense 10Stench aura 2; each creature within the aura takes a -2 penalty toattack rolls.HP 43; Bloodied 21AC 15; Fortitude 13, Reflex 15, Will 13Immune gaze; Resist 5 acidSpeed 5, climb 30 Bone Melt (standard; at-will) • Acid+5 vs. Fortitude; 1d6 + 5 acid damage, and the target takes aSlimy (minor; at-will)The gray ooze shifts 2 squares.Alignment Unaligned Languages -Skills Stealth +12Str 11 (+1) Dex 15 (+3) Wis 11 (+1)Con 19 (+5) lnt1(-4) Cha 1 (-4)GRAY OOZE TACTICSGray oozes attack in groups, softening up enemieswith bone melt so their attacks are increasingly likelyto hit.GREEN SLIMETHE GREEN SLIME SLITHERS up cavern walls and waitsto drop on sources of heat. It devours flesh, bone, andmetal with equal aplomb.Green SlimeLevel 4 LurkerMedium natural beast (blind, ooze)XP175Initiative +9 Senses Perception +2; blindsight 10,tremorsense 10HP 47; Bloodied 23AC 20; Fortitude 23, Reflex 17, Will 20Immune gaze; Resist 5 acid; Vulnerability 5 fire, 5 radiantSpeed 4, climb 4© Engulf (standard; at-will) • Acid+7 vs. Reflex; 1d6 + 3 acid damage, and the target is engulfed(save ends). While engulfed, the target takes ongoing 5 aciddamage and is restrained. While a target is engulfed, attacksthat target the green slime deal half damage to the slime andhalf damage to the engulfed creature. While it has a creatureengulfed, the slime can make attacks only against the engulfedcreature.Rapid DissolutionA green slime's attacks deal 1d6 extra acid damage to aGREEN SLIME TACTICSIn battle, a green slime attacks the nearest creatureand uses rapid dissolution to dissolve the creature intoslime.OOZE LORENature DC 10: Gray oozes are major nuisancesin archaeological expeditions. Having fed on buriedbones, they seek fresher targets among excavatorsand adventurers.Dwarves consider green slime to be among thegreatest nuisances hindering mining. The best way todestroy green slime is with fire or light.Nature DC 14: Black puddings are dungeonscavengingoozes covered in thick coatings of tarlikeacid that eats away at everything, including rock,bone, and metal.Nature DC 15: Gray oozes are especially dangerousin numbers or in close proximity to monsters thatcan take advantage of their bone-softening threat.Nature DC 20: Abolethic skums are the resultsof failed attempts by aboleths to turn humanoids intoservitors.Nature DC 25: Aboleths and other psychic monstersuse an abolethic skum's jarring psychic presenceto soften up enemies for psychic attacks.ENCOUNTER GROUPSOozes show up everywhere, regardless of whetherother denizens of their environs want them or not.Level 4 Encounter (XP 900)• 1 ankheg (level 3 elite lurker)• 2 green slimes (level 4 lurker)• 2 gray oozes (level 2 skirmisher)Level 8 Encounter (XP 1,750)• 2 black puddings (level 8 elite brute)• 1 darkmantle enveloper (level 8 lurker)Level 19 Encounter (XP 12,200)4-10 abolethic skums (level 18 minion brute)• 2 aboleth lashers (level 17 brute, MM 8)• 1 aboleth overseer (level 18 elite controller, MM 8)NZAlignment Unaligned Languages -Skills Stealth +11Str 11 (+2) Dex 16 (+5) Wis 11 (+2)Con 17 (+5) Int 3 (-2) Cha 1 (-3)3


PHOELARCHTHE PLUMED HUMANOID PHOELARCH and the birdlikephoera represent two forms of one creature, halfnatural and half elemental. Phoelarchs are humanoidcreatures with flames rippling over their skin. Theyseek freedom and adventure. When the phoelarch isslain, it is consumed in a burst of fire and the phoeraexplodes into being from the Elemental Chaos, intenton revenge.PHOELARCH MAGEPHOELARCH MAGES HARBOR SOULS OF FIRE that burnwith the desire for freedom.PHOELARCH MAGE TACTICSA phoelarch mage prefers to hang back, using itspotent ranged and area attacks.Phoelarch MageMedium natural humanoidInitiative +10 Senses Perception +12Level 12 ArtilleryXP350Phoenix Heat (Fire) aura 1; each creature that enters the aura orstarts its turn there takes 5 fire damage.HP 93; Bloodied 46; see also rise from the ashesAC 24; Fortitude 23, Reflex 23, Will 25Resist 10 fire; Vulnerable 5 coldSpeed 6© Burning Dagger (standard; at-will) • Fire, Weapon+16 vs. AC; 1d4 + 6 fire damage.© Phoenix Ray (standard; at-will) 4-FireRanged 20; +17 vs. Reflex; 2d8 + 5 fire damage.Rise from the Ashes (when the phoelarch mage drops to 0 hitpoints) • Fire, ZoneClose burst 2; +13 vs. Reflex; 3d8 + 5 fire damage. Effect:The burst creates a zone of fire that lasts until the end of theencounter. Each creature that enters the zone or starts its turnthere takes 5 fire damage. In addition, when the phoelarchmage's next turn would occur, a phoera appears within the zone.Flames of the Phoenix (standard; recharge [x] (FFj) • FireArea burst 2 within 20; +15 vs. Reflex; 1d8 + 5 fire damage, andongoing 5 fire damage (save ends).Alignment UnalignedSkills Insight+17, Diplomacy+15Languages Common, PrimordialStr 13 (+7) Dex 19 (+10) Wis 22 (+12)Con 15 (+8) Int 16 (+9) Cha 18 (+10)Equipment daggerPHOELARCH MAGE LORENature DC 16: Phoelarch mages harness theirinnate command of fire. They prefer adventuringwith mentors to researching ancient knowledge.Some mages search for their phoera counterparts inthe hope of improving their magic.PHOELARCH WARRIORPHOELARCH WARRIORS ARE BRAVE in the face ofdanger, often flitting among the blades of their enemiesand responding with fire.PHOELARCH WARRIOR TACTICSThe phoelarch warrior takes risks, deliberatelyprovoking opportunity attacks to test an enemy's willingnessto be harmed by burningPhoelarch WarriorMedium natural humanoid (fire)Initiative +14 Senses Perception +8step.Level 12 SkirmisherXP350Phoenix Heat (Fire) aura 1; each creature that enters the aura orstarts its turn there takes 5 fire damage.HP 114; Bloodied 57; see also rise from the ashesAC 26; Fortitude 23, Reflex 25, Will 25Resist 10 fire; Vulnerable 5 coldSp—d 7© Burning Falchion (standard; at-will) • Fire, Weapon+17 vs. AC; 2d4 + 6 fire damage (crit 4d4 +14 fire damage).«


IU


REMORHAZREMORHAZES USE THEIR INTENSE INTERNAL HEATto burrow through the ice and rock of their arctichomes, preying on any creatures they come across,even giants and dragons.RemorhazHuge elemental beastLevel 21 Elite BruteXP 6,400Initiative +18 Senses Perception +15; low-light visionBlistering Heat (Fire) aura 2; each creature that starts its turnwithin the aura takes 10 fire damage.HP 480; Bloodied 240AC 33; Fortitude 33, Reflex 34, Will 32Saving Throws +2Speed 6, burrow 4 (tunneling)Action Points 1© Bite (standard; at-will)Reach 2; +24 vs. AC; 2d12 + 10 damage, and the target isgrabbed.\ Swallow (minor; at-will) • FireReach 2; targets a creature grabbed by the remorhaz; +24 vs.Fortitude; the target is swallowed and is no longer grabbed.While swallowed, the target is restrained and takes 10 damageplus 10 fire damage at the start of the remorhaz's turn. Theswallowed creature has line of sight and line of effect only tothe remorhaz, and no creature has line of sight or line of effectto the target. The swallowed creature can make only melee orclose attacks. If the swallowed creature deals 30 damage tothe remorhaz with an attack, the remorhaz regurgitates thecreature into an adjacent square, and the creature is no longerswallowed. When the remorhaz dies, the target is no longerswallowed and can escape as a move action, appearing in theremorhaz's former space.I Trample (standard; at-will)The remorhaz moves its speed and can enter enemies' spaces.The remorhaz makes an attack against each enemy whosespace it enters: +22 vs. Reflex; 2d10 + 5 damage, and the targetis knocked prone.Immolating Carapace (standard; recharge (fjj) • FireClose burst 1; +24 vs. Reflex; 3d10 + S fire damage, and thetarget takes ongoing 10 fire damage until it ends its turn in aspace that is not adjacent to the remorhaz.Enraged Heat (immediate reaction, when a creature hits theremorhaz with a melee attack; usable only while bloodied;at-will) • FireThe triggering creature takes 10 fire damage.Alignment Unaligned Languages -Str 23 (+16) Dex 26 (+18) Wis 21 (+15)Con 20 (+15) Int 5 (+7) Cha 10 (+10)REMORHAZ TACTICSA remorhaz burrows to reach an isolated enemy andgrabs it with its bite attack, then attempts to swallowit whole.REMORHAZ LOREArcana DC 22: A remorhaz generates intenseheat, especially when enraged. Remorhazes are infamousfor swallowing their prey whole, though theydislike trying to digest meals that are also causingthem damage.Arcana DC 27: Remorhazes are wild creatures,but they are sometimes trained by frost giants for useas guardians.ENCOUNTER GROUPSFrost giants are among the few creatures that havebeen known to risk training remorhazes.Level 18 Encounter (XP 11,200)• 1 frost giant (level 17 brute)• 1 remorhaz (level 21 elite brute)• 1 rime hound (level 17 elite skirmisher)


RETRIEVERRETRIEVERS ARE ARACHNOID MONSTROSITEES createdby the primordials to seek out their foes with unerringaccuracy. As constructs, they are built to followthe directions of powerful creatures.x_>_-_,::::RetrieverLevel 27 SoldierHuge elemental animate XP 11,000Initiative +24HP 248; Bloodied 124Senses Perception +20; darkvision,truesight 10AC 43; Fortitude 39, Reflex 40, Will 38Immune charm, fear; Resist 5 to all damageSpeed 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 nothave a creature grabbed; at-will)Reach 3; +30 vs. Fortitude; 2d8 + 8 damage, and the targetis grabbed. The retriever can move a creature it has grabbedwithout making a Strength attack.•f Eye Rays (standard; one ray recharges each round-roll a d4 todetermine which) • Acid, Cold, Fire, ThunderThe retriever fires all the rays as a single standard action, buteach 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 isimmobilized (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 isstunned (save ends).Self-Repair (standard; recharges when first bloodied) • HealingThe retriever regains 20 hit points and gains a +4 bonus to ACuntil the start of its next turn.Unerring Accuracy (standard; daily) • TeleportationThe retriever senses the general location of the target or nearestcreature of the type it was commanded to locate. The retrieverteleports to a space that is within 10 squares of the target. Thetarget need not be on the same plane as the retriever when ituses this power.Alignment Unaligned Languages -Str 26 (+21) Dex 29 (+22) Wis 25 (+20)Con 24 (+20) Int 2 (+9) Cha 10 (+13)RETRIEVER TACTICSA retriever uses eye rays whenever possible. In anyround when the retriever has access to at least tworays, it fires them, even if doing this provokes opportunityattacks. If it does not, it savages foes with itsclaws. When directed to find a target, a retriever concentratesits attacks on that creature until it can grabthe target usingretrieve.RETRIEVER LOREArcana DC 26: Retrievers are unrivaled assassinsand kidnappers that have the ability to find a designatedtarget even across interplanar distances. Theireye rays can easily destroy or neutralize targets.Arcana DC 31: Retrievers have a single mindedintellect, and in the eons since the cosmic war theyhave continued tirelessly to pursue whatever tasksthey were given before being separated from theirprimordial masters.Demons have learned the secret of commandingretrievers, turning these constructs into another toolfor their destructive impulses.ENCOUNTER GROUPSIf they aren't acting alone on some ancient mission,retrievers are seen alongside demons that have takencontrol of them.Level 26 Encounter (XP 43,100)• 1 abyssal rotfiend (level 26 controller)• 1 marilith (level 24 elite skirmisher, MM 57)• 2 retrievers (level 27 soldier)


RUST MONSTERRUST MONSTERS ROAM CAVERNS AND DUNGEONS seekingmetals to devour, making them a nightmare forany civilized creature dwelling underground.RUST MONSTERA RUST MONSTER TYPICALLY ATTACKS the nearest largesource of metal, so the most heavily armored enemyis often its target.Rust <strong>Monster</strong>Level 6 SkirmisherMedium natural beast XP 250Initiative +10 Senses Perception +5; low-light visionHP 66; Bloodied 33AC 20; Fortitude 16, Reflex 21, Will 17Speed 8© Bite (standard; at-will)+11 vs. AC; 1d10 + 5 damage, and if the target is wearing heavyarmor, the armor is rusting until the end of the encounter.While the armor is rusting, the target takes a cumulative -1penalty to AC, to a maximum penalty of -5.4 Dissolve Metal (standard; encounter) • ReliableTargets a creature wearing or wielding a rusting magic item of10th 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 weaponattack; at-will)The weapon used in the triggering attack is rusting until the endof the encounter. While the weapon is rusting, the target takesa cumulative -1 penalty to damage rolls on attacks that use theweapon, to a maximum penalty of -5.Residuum RecoveryA rust monster consumes any item it destroys. The residuumfrom any magic items the monster has destroyed can beretrieved from its stomach. The residuum is worth the marketvalue of the item (not one-fifth the value).Alignment Unaligned Languages —Str 8 (+2) Dex 20 (+8) Wis 15 (+5)Con 10 (+3) Int 2 (-1) Cha 12 (+4)RUST MONSTER TACTICSA hunger for metal drives the rust monster, and itheads straight for the closest enemy wearing metalarmor or brandishing a metal melee weapon. A rustmonster isn't clever, and often provokes opportunityattacks as it turns to its next target. Usually, after arust monster dissolves a suit of armor or a few weapons,it retreats, content with its belly full of rust.YOUNG RUSTMONSTER SWARMYOUNG RUST MONSTER SWARMS SWIRL around manyfoes, seeking a taste of all the metals they can see.Young Rust <strong>Monster</strong> SwarmMedium natural beast (swarm)Level 9 SoldierXP400Initiative +12 Senses Perception +5; low-light visionSwarm Attack aura 1; each enemy that starts its turn within theaura takes 3 damage. If the enemy has a rusting item, thatenemy is also slowed until the end of its turn.HP 92; Bloodied 46AC 25; Fortitude 19, Reflex 24, Will 19Resist half damage from melee and ranged attacks; Vulnerable 10against close and area attacksSpeed 6© Swarm of Teeth (standard; at-will)+14 vs. Reflex; 2d8 + 1 damage, and if the target is wearingheavy armor, the armor is rusting until the end of the encounter.While the armor is rusting, the target takes a cumulative -1penalty to AC, to maximum penalty of -5.Rusting Defense (when the rust monster swarm is hit by aweapon attack; at-will)The weapon used in the triggering attack is rusting until the endof the encounter. While the weapon is rusting, the target takesa cumulative -1 penalty to damage rolls on attacks that use theweapon, to a maximum penalty of -5.Alignment UnalignedLanguages-Str 8 (+3) Dex 22 (+10) Wis 13 (+5)Con 12 (+5) lnt2(+0) Cha 12 (+5)


DWEOMER EATERSOME RUST MONSTERS DEVELOP A TASTE FOR MAGIC andeat items infused with arcane energy in order to growlarger and stronger.Dweomer EaterLarge natural beastInitiative +13HP 110; Bloodied 55AC 25; Fortitude 20, Reflex 25, Will 23Level 11 SkirmisherXP600Senses Perception +9; low-light visionSpeed 8© Bite (standard; at-will) j|l_fi+16 vs. AC; 2d6 + 6 damage, and if the target is wearing magicarmor, the armor is decaying until the end of the encounter.While the armor is decaying, the armor's enhancement bonustakes a cumulative -1 penalty, to the maximum of the armor'senhancement bonus.4 Dissolve Item (standard; recharge (Ii)) • ReliableTargets a creature wearing or wielding a decaying magic item of15th level or lower; +14 vs. Reflex; the decaying magic item isdestroyed.Magic Consumption (when the dweomer eater is hit by an attackthat uses a magic implement or weapon; at-will)The implement or weapon used in the triggering attack isdecaying until the end of the encounter. While the implementor weapon is decaying, the target takes a cumulative -1 penaltyto that implement's or weapon's enhancement bonus, to amaximum penalty equal to the item's enhancement bonus.Residuum RecoveryA dweomer eater consumes any item it destroys. The residuumfrom any magic items the dweomer eater has destroyed can beretrieved from its stomach. The residuum is worth the marketvalue of the item (not one-fifth the value).Alignment Unaligned Languages -Str 12 (+6) Dex 2 3 (+11) Wis 18 (+9)Con14(+7) Int2(+1) Cha 13 (+6)Nature DC 14: Rust monsters devour metals tosurvive. Most spend their lives leaching mineralsfrom stone, but purer manufactured metals drawNature DC 19: A rust monster that feeds on resid­RUST MONSTER LOREthem like blood draws sharks.uum retains it within its body. The residuumamount of residuum,for more magic.ENCOUNTER GROUPSthe odds against well-armed enemies.Level 6 Encounter (XP 1,250)MM 179)troller, MM 179)• 2 rust monsters (level 6 skirmisher)Level 8 Encounter (XP 1,750)>Since their food is scarce, rust monsters typicallyhave only one or two young per brood. In places wherefood is plentiful, such as near a lode of metal ore, a pairof rust monsters can have dozens of offspring.can beretrieved after its death. Those that have eaten a largecalled dweomer eaters, eventuallyabsorb it, growing in size and becoming hungryRust monsters are creatures of opportunity, so theirallies often avoid using metal tools or weapons.Lizardfolk sometimes use rust monsters to help even• 2 blackscale bruiser lizardfolk (level 6 brute,• 1 greenscale marsh mystic lizardfolk (level 6 con­• 1 dweomer eater (level 11 skirmisher)• 1 spriggan witherer (level 8 artillery)• 2 young rust monster swarms (level 9 soldier)D^A GUIDE TO USING RUSTMONSTERSFor a PC, the threat of losing gear can be greater than thethreat of being reduced to 0 hp. Because of this fact, rustmonsters can be more terrifying for players to face thana rampaging red dragon. A character who loses his or herarmor becomes extremely vulnerable, and a characterwho has lost a magic weapon won't be as effective inlater encounters. When a rust monster consumes a PC'sweapon, it effectively gives that PC a significant penaltyon attack and damage rolls until he or she can find asuitable replacement weapon. A PC who loses armor toa rust monster suffers an even more dramatic reduction inAC unless replacement armor can be found.The possibility of recovering residuum from a rustmonster or a dweomer eater alleviates this disadvantageto some degree, but the PCs will still need to find timeto rest and use the Create Magic Item ritual, and theymight even need to "head back to town" to find a wayto replace the item. But you don't want an encounterwith a rust monster to be one that forces the PCs tostop adventuring. When you include a rust monster inan encounter, think about ways to allow the PCs to carryon, with perhaps less optimal gear. For example, thePCs might have had a previous encounter that providedarmor or weapons that they wouldn't normally use, orthe PCs might be able to fashion clubs or other simpleweapons out of nearby materials.Eventually, though, the PCs should have an opportunityto regain their lost equipment by using the residuumfound in the monster. Although a PC might lose an item,it is intended that the loss be only temporary, which iswhy the residuum recovered from a rust monster is equalto the full value of the destroyed item. How the PCs dealwith the loss is what makes the rust monster fun. Be waryof PCs who try to abuse a rust monster's powers to theiradvantage by using rust monsters to consume items thePCs would otherwise sell for one-fifth value. In such cases,you should reduce the resulting residuum to one-fifth value,effectively making the rust monster a free DisenchantMagic Item ritual.


SHADAR-KAITHESE SHADOWY HUMANOIDS pursue pleasure'andpain, depravity and hedonistic excess—any rush ofsensation to forestall the Shadowfell's gloom.SHADAR-KAI LOREArcana DC 18: Shadar-kai seek new experiencesand a rush of sensation. Characters who risk bargainingwith the shadar-kai should offer an intense ordiverting experience as their part in the deal.Arcana DC 23: Long ago, the shadar-kai boundthemselves by oath and blood to the service of theRaven Queen. However, they found their extendedlives threatened by the omnipresent malaise of theShadowfell. Realizing that sensation, even pain, wasthe only way to forestall their home's soul-draininggloom, the shadar-kai became a race of extremes.SHADAR-KAI BLACKSOULA SHADAR-KAI BLACKSOUL KILLS FROM A DISTANCE, targetingfoes with bolts of necrotic energy.Shadar-Kai BlacksoulLevel 14 ControllerMedium shadow humanoidXP 1,000Initiative +10 Senses Perception +8; low-light visionHP 138; Bloodied 69AC 26; Fortitude 25, Reflex 28, Will 28Speed 7© Corrupting Blackfire (standard; at-will) • Fire, Necrotic+19 vs. AC; IdIO + 6 fire and necrotic damage, and the target isshrouded in gloom (save ends).® Shadowbolt (standard; at-will) • NecroticRanged 10; +18 vs. Reflex; 3d6 + 6 necrotic damage, and thetarget is shrouded in gloom (save ends).•Y Corrupt Soul (standard; at-will) • CharmRanged 10; targets a creature shrouded in gloom; +18 vs. Will;the target is dominated (save ends).•ft Shadowburst (standard; recharge jjj) • NecroticArea burst 3 within 10; targets enemies; +16 vs. Reflex; IdIO+ 6 necrotic damage, and the target is shrouded in gloom (saveends). Miss: Half damage.Shadow Jaunt (move; encounter) • TeleportationThe shadar-kai blacksoul teleports 3 squares and becomesinsubstantial until the start of its next turn.Shrouded in GloomWhile shrouded in gloom, a creature takes a -2 penalty toattack rolls and gains only half the benefit of healing effects.Alignment Unaligned Languages CommonSkills Arcana +19, Stealth +15Str 12 (+8) Dex 16 (+10) Wis 12 (+8)Con 18(+11) Int24(+14) Cha 20(+12)Equipment leather armorSHADAR-KAI DAWNKILLERShadar-Kai DawnkillerMedium shadow humanoidInitiative +18HP 106; Bloodied 53AC 28; Fortitude 26, Reflex 28, Will 25Speed 7© Kukri (standard; at-will) • WeaponLevel 14 LurkerSenses Perception +16; low-light vision+19 vs. AC; 2d6 + 6 damage, and the target is shrouded ingloom (save ends).4 Shade Strike (standard; at-will) • Necrotic+19 vs. AC; targets an enemy shrouded in gloom; 2d8 + 6necrotic damage, and the target is blinded (save ends).Shadow Jaunt (move; encounter) • TeleportationXP 1,000The shadar-kai dawnkiller teleports 3 squares and becomesinsubstantial until the start of its next turn.Shadows of the Raven Queen • NecroticThe shadar-kai dawnkiller's melee attacks deal 2d6 extranecrotic damage against a target that cannot see the dawnkiller.Shrouded in GloomWhile shrouded in gloom, a creature takes a -2 penalty toattack rolls and gains only half the benefit of healing effects.Alignment UnalignedSkills Acrobatics +19, Stealth +19Languages CommonStr 20 (+12) Dex 24 (+14) Wis 18 (+11)Con16(+10) lnt14(+9) Cha 11 (+7)Equipment leather armor, 2 kukrisSHADAR-KAI GLOOM LORDSHADAR-KAI GLOOM LORDS COMMAND THE SHADOWSand construct prisons from them.Shadar-Kai Gloom LordMedium shadow humanoidInitiative +10HP 108; Bloodied 54Level 14 ArtillerySenses Perception +8; low-light visionAC 26; Fortitude 25, Reflex 28, Will 26Speed 7© Corrupting Blackfire (standard; at-will) • Fire, NecroticXP 1,000+19 vs. AC; 2d8 + 6 fire and necrotic damage, and the target isshrouded in gloom (save ends).© Shadowbolt (standard; at-will) • NecroticRanged 10; +19 vs. Reflex; 2d8 + 6 necrotic damage, and thetarget is shrouded in gloom (save ends).© Shadowcage (standard; at-will) • NecroticRanged 10; targets a creature shrouded in gloom; +19 vs.Reflex; 3d6 + 6 necrotic damage, and the target is restrainedand cannot see creatures more than 2 squares away from it(save ends both).Shadow Jaunt (move; encounter) • TeleportationThe shadar-kai gloom lord teleports 3 squares and becomesinsubstantial until the start of its next turn.Shrouded in GloomWhile shrouded in gloom, a creature takes a -2 penalty toattack rolls and gains only half the benefit of healing effects.Alignment UnalignedSkills Arcana +19, Stealth +15Languages CommonStr 12 (+8) Dex 16 (+10) Wis 12 (+8)Con 18 (+11) Int 24 (+14) Cha 20 (+12)Equipment leather armorA SHADAR-KAI DAWNKILLER USES STEALTH and mobilityto remain unseen, slicing its enemies with lethalcurved knives.


(Left to right) shadar-kai painhearer, gloom lord, dawnkiller, and blacksoulSHADAR-KAI PAINBEARERGRACEFUL DANCERS OF DEATH, shadar-kai painbearersearned their name from the spiked chains they wield.Shadar-Kai Painbearer Level 15 Skirmisher (leader)Medium shadow humanoid XP 1,200Initiative +16 Senses Perception +11; low-light visionShadow weft aura 5; each shadar-kai ally within the aura shifts 1square as a free action after it hits with a melee attack.HP 144; Bloodied 72AC 29; Fortitude 27, Reflex 29, Will 27Speed 7© Shadow Chain (standard; at-will) • WeaponReach 2; +20 vs. AC; 2d8 + 6 damage, and the target isshrouded in gloom (save ends).+ Shadow Dance (standard; recharge [xl III]) • NecroticThe shadar-kai painbearer shifts 7 squares and makes threeshadow chain attacks during the move, each against a differenttarget. The painbearer's second and third attacks deal 2d6extra necrotic damage for each prior attack that has hit. Acreature that is shrouded in gloom and is hit by an attack isblinded (save ends).Shadow Boon (immediate reaction, when an ally within 10squares of the shadar-kai painbearer misses with an attack;encounter)The triggering ally rerolls the attack roll.Shadowjaunt (move; encounter) • TeleportationThe shadar-kai painbearer teleports 3 squares and becomesinsubstantial until the start of its next turn.Shrouded in GloomWhile shrouded in gloom, a creature takes a -2 penalty toattack rolls and gains only half the benefit of healing effects.Alignment Unaligned Languages CommonSkills Acrobatics +19, Stealth +19Str 20 (+12) Dex 24 (+14) Wis 18 (+11)Con 16 (+10) Int 14 (+9) Cha 11 (+7)Equipment leather armor, spiked chainENCOUNTER GROUPSShadar-kai frequently ally with other creatures ofthe Shadowfell, such as bodaks, boneclaws, and darkones. Powerful shadar-kai favor nightmares as steeds.Level 13 Encounter (XP 4,600)• 1 bodak skulk (level 16 lurker, MM 36)• 2 shadar-kai dawnkillers (level 14 lurker)• 1 shadar-kai painbearer (level 15 skirmisher)Level 14 Encounter (XP 5,400)• 1 shadar-kai blacksoul (level 14 controller)• 2 shadar-kai gloom lords (level 14 artillery)• 2 shadar-kai painbearers (level 15 skirmisher)


SHARKTo SAHUAGIN AND OTHER UNDERSEA PREDATORS, theshark is a totemic inspiration, a creature of bloodfrenzy and relentless hunger. To creatures that liveabove the waves, the sight of a shark's fin cutting thesurface heralds doom.FLESHTEARER SHARKTHE FLESHTEARER SHARK LOOKS like a creature fromanother age. For thousands of years, these sharkshave hunted in oceans and lakes. Mariners greatlyfear the fleshtearer, for even the sturdy hulls of shipscannot always withstand the rending teeth of thisvoracious beast.Fleshtearer SharkLevel 10 BruteLarge natural beast (aquatic) XP 500Initiative +8 Senses Perception +9; low-light visionHP 128; Bloodied 64AC 22; Fortitude 23, Reflex 21, Will 22Speed 1 (clumsy), swim 80 Bite (standard; at-will)+13 vs. AC: 2d8 + 7 damage.•j- Lockjaw Charge (standard; usable only while the fleshtearershark is not grabbing a creature; at-will)The shark charges and makes the following attack in place of amelee basic attack: +14 vs. AC; 2d8 + 7 damage, and the targetis grabbed. When the grab ends, the target takes ongoing 5damage (save ends).4 Shredding Teeth (standard; at-will)Targets a creature grabbed by the fleshtearer shark; no attackroll; 3d8 + 7 damage.Feeding Frenzy (when the fleshtearer shark starts its turn within5 squares of a bloodied creature; at-will)The shark must make a bite attack against a creature adjacentto it. If the shark is grabbing a creature, the grab ends.WaterborneWhile in water, a fleshtearer shark gains a +2 bonus to damagerolls against any creature without a swim speed.Alignment Unaligned Languages -Str 21 (+10) Dex 16 (+8) Wis 18 (+9)Con 18 (+9) Int 2 (+1) Cha 15 (+7)ELESHTEARER SHARK LORENature DC 10: Fleshtearer sharks are not confinedto the open ocean. They also prowl riversand underground lakes in their search for prey. Afleshtearer shark feeds constantly, making it a threatto any visitor to or inhabitant of the aquatic realm. Itsteeth cause bleeding wounds.Nature DC 16: Formidable aquatic creaturessuch as kuo-toas and sahuagin usually give thefleshtearer shark a wide berth, although some havemanaged to tame the beasts. They use the creaturesas weapons on raids of large ships, ensuring that anysailors who fall overboard meet a quick end.Nature DC 21: In the deepest watery cavernsof the Underdark and in the farthest reaches of theoceans, fleshtearer sharks sometimes live for hundredsof years, growing to massive size. Vast swaths ofwater become uninhabitable because of the presenceof such a beastly predator.ENCOUNTER GROUPSSharks often ally with sahuagin, kuo-toas, and otherunderwater denizens.Level 10 Encounter (XP 2,700)• 2 fleshtearer sharks (level 10 brute)• 1 sahuagin baron (level 10 elite brute, MM 224)• 2 sahuagin priests (level 8 artillery, MM 224)ELESHTEARER SHARK TACTICSUnless spurred into combat by its master or anotherbeast, a fleshtearer shark lurks just outside its prey'ssight. The fleshtearer shark charges into battle usinglockjaw charge, and it continues using lockjaw charge toattempt to grab nearby foes even if doing that meansprovoking opportunity attacks when moving awayfrom adjacent enemies. Even when facing formidableprey, a fleshtearer shark does not flee, fightingfiercely to the death.


SKELETONSKELETONS RARELY EXIST WITHOUT PURPOSE. Whethercrafted through necromantic ritual or raised from atomb, they relentlessly attack when compelled to kill.BONECRUSHER SKELETONSWIFT BONECRUSHER SKELETONS leap into combat fearlesslyand wield greatclubs with whiplike speed.Bonecrusher SkeletonLevel 7 SoldierLarge natural animate (undead), minotaur XP 300Initiative +10HP 80; Bloodied 40Senses Perception +6; darkvisionAC 22; Fortitude 21, Reflex 21, Will 19Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiantSpeed 80 Greatclub (standard; at-will) • WeaponReach 2; +13 vs. AC; 1 dl 0 + 5 damage.4 Crushing Blow (standard; recharge (fT) • WeaponReach 2; +13 vs. AC; 2d10 + 5 damage, and the target isknocked prone.Threatening ReachA bonecrusher skeleton can make opportunity attacks againstall enemies within its reach (2 squares).Alignment Unaligned Languages -Str 20 (+8) Dex 21 (+8) Wis 16 (+6)Con 16 (+6) Int 3 (-1) Cha 3 (-1)Equipment greatclubSKELETAL STEEDA SKELETAL STEED WITH A SKELETAL RIDER is the baskmounted unit of an undead army.Skeletal SteedLarge natural animate (mount, undead)Initiative +6HP 47; Bloodied 23Senses Perception +2; darkvisionAC 17; Fortitude 15, Reflex 16, Will 14Immune disease, poisonSpeed 8© Kick (standard; at-will)+8 vs. AC; 1d8 + 2 damage.4 Mobile Melee Attack (standard; at-will)Level 3 SkirmisherThe skeletal steed moves its speed and makes a kick attackduring the move. The steed does not provoke opportunityattacks while moving away from the target of this attack.•


SLAADTHROUGH A HAZE OF MADNESS, slaads see a world withtoo much order and too many constraints. Their disruptiveattacks create disorder, but rarely on a largescale; their chaotic nature deters them from bandinginto effective armies.FLUX SLAADMUTABLE FLUX SLAADS alter their defenses and vulnerabilitiesin response to enemy attacks.FLUX SLAAD TACTICSA flux slaad goes into flux rage early in a fight, throwingitself into the midst of its enemies and trying toslash down as many as possible. It then uses claw slashand shifts using piercing reaction to move into flankingposition or out of harm's way.itFlux SlaadMedium elemental humanoidInitiative +8HP 98; Bloodied 49AC 23; Fortitude 23, Reflex 21, Will 21Level 9 SkirmisherXP400Senses Perception +10; low-light visionResist 5 variable (see also slaad vulnerability shift); Vulnerable 10variable (see also slaad vulnerabilitySpeed 7, teleport 2© Claw Slash (standard; at-will)+14 vs. AC; 2d8 + 3 damage.shift)Flux Rage (standard; recharges when first bloodied)The flux slaad shifts 2 squares and makes one claw slash attackagainst each creature it moves adjacent to during the shift.Piercing Reaction (immediate reaction, when the flux slaad takesdamage from an attack; at-will)The slaad shifts 1 square.Slaad Vulnerability ShiftA flux slaad starts the encounter with vulnerable 10 to oneof the following six damage types, randomly determined:1-cold, 2-fire, 3-lightning, 4-necrotic, 5-psychic, or6-thunder. It has resist 5 to the other five types. When theslaad takes damage of the type to which it's vulnerable, itsvulnerability changes to one of the other five damage types,randomly determined, and it gains resistance to the type it waspreviously vulnerable to.Alignment UnalignedLanguages Common, PrimordialStr 16 (+7) Dex 15 (+6) Wis 13 (+5)Con 18 (+8) Int 7 (+2) Cha 14 (+6)FLUX SLAAD LOREArcana DC 19: Flux slaads sometimes accidentallyslip through weak points between the planes;this commonly occurs near gatherings of bullywugs.The flux slaads often end up ruling tribes of bullywugs,which revere them as demon lords.Arcana DC 21: Flux slaads garner little respectfrom their more deadly kin. In addition to beingsmaller and weaker than most, they are incapable ofspawning. Many flux salads thus lord over what creaturesthey may, often showing surprising restraint intheir violent and unpredictable rages.SLAAD SPAWNSLAAD SPAWN ARE NOT SELF-AWARE. They desire onlyto cause chaos and carnage, with no care for theirown or their allies' safety.SLAAD SPAWN TACTICSA slaad spawn prefers to use chaotic slam on the closestopponent, especially when the opponent is closeto other enemies.


Arcana DC 25: Not all slaads reproduce through Qthe implantation of chaos phage. Some are them-


SLAUGHTERSTONE CONSTRUCTTHESE DEADLY AUTOMATONS were originally designedby dwarves for use as guardians of undergroundfortresses. The secret of their construction has sincebeen stolen or duplicated by many others.SLAUGHTERSTONEEVISCERATORTHIS GREAT STONE INSECTILE CONSTRUCT is capable oftearing through hordes of enemies in very little timewith its whirling serrated blades.Slaughterstone EvisceratorLevel 18 BruteLarge natural animate (construct) XP 2,000Initiative +15Senses Perception +9; darkvisionWhirling Blades aura 2; each creature that starts its turn withinthe aura takes 10 damage.HP 212; Bloodied 106AC 30; Fortitude 31, Reflex 30, Will 28Immune disease, poison, sleepSpeed 6(T) Eviscerating Blade (standard; at-will)Reach 2; +21 vs. AC; 2d12 + 8 damage (crit 4d12 + 32).•


SLAUGHTERSTONE SLICERCRAFTING SUCH POWERFUL CONSTRUCTS requireddwarves of epic skill. When such legendary masterscould not be found, others mimicked their workwith less reliable results. A slaughterstone slicer issimilar to an eviscerator, but it lacks the eviscerator'ssupreme defenses and accuracy.Slaughterstone SlicerLevel 11 Elite BruteLarge natural animate (construct) XP 1,200Initiative +11Senses Perception +5; darkvisionWhirling Blades aura 2; each creature that starts its turn withinthe aura takes 5 damage.HP 276; Bloodied 138AC 23; Fortitude 24, Reflex 23, Will 19Immune disease, poison, sleepSaving Throws +2Speed 6Action Points 10 Slicing Blade (standard; at-will)Reach 2; +14 vs. AC; 2d8 + 6 damage (crit 4d8 + 22).


SPHINXSOME SAY THE GODS CREATED SPHINXES to test themettle of heroes or to protect sacred locations;others say they are primordials birthed in a timebefore gods.SPHINX MYSTERYTHESE CREATURES AMUSE THEMSELVES by asking theirprey for answers to riddles or for obscure bits of loreand interpretations of prophecy.Sphinx MysteryLarge immortal magical beastInitiative +15HP 224; Bloodied 112AC 31; Fortitude 30, Reflex 31, Will 32Speed 6, fly 6Action Points 10 Ancient Claws (standard; at-will)Level 19 BruteXP 2,400Senses Perception +23; low-light visionReach 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 isknocked prone and immobilized (save ends).© Riddle Me This (minor; at-will) • PsychicRanged 10; the sphinx mystery compels the target tocontemplate a riddle. The target is dazed until the end of theencounter or until it answers the riddle. To determine theanswer, a creature must spend a minor action and succeed at aDC 25 History check. A target that does not attempt to answerthe riddle during its turn takes 2d8 psychic damage at the endof its turn. An ally can provide the answer and end the effect. Ifan ally ends the effect, the target takes 2d8 psychic damage.•f Corrective Mauling (standard; recharges when an enemy failsthe History check for ridd/e me this)Reach 2; +22 vs. AC; 4d10 + 10 damage, and the target isknocked prone.4* Great Roar (standard; encounter) • ThunderClose blast 5; +22 vs. Fortitude; 3d10 + 10 thunder damage,and the target is pushed 5 squares and knocked prone.Alignment UnalignedSkills Insight+26Languages Common, Dwarven,Elven, Primordial, SupernalStr 25 (+16) Dex23(+15) Wis 28 (+18)Con24(+16) Int27(+17) Cha 28 (+18)SPHINX MYSTERY TACTICSThe sphinx mystery prefers to toy with its victims bypresenting riddles and enigmas before pouncing. Ituses riddle me this repeatedly to get the question gamegoing.SPHINX MYSTERY LOREArcana DC 27: Sphinxes love toying with theirprey. If the victim plays along with the riddles, asphinx might continue to ask riddles rather thanattack outright.ENCOUNTER GROUPSSphinxes cooperate with other creatures that can toleratethe way they toy with their prey. Their need topose riddles and questions often trumps tactical realitiesin combat, making them precarious allies.Level 16 Encounter (XP 7,600)• 2 nothic cacklers (level 15 artillery)• 2 savage minotaurs (level 16 brute, MM 191)• 1 sphinx mystery (level 19 brute)


GIANT ARACHNIDS CRAWL everywhere irrthe worldand in the planes beyond. Their webs can be foundstrung in dark forests, ancient ruins, damp caverns,abandoned buildings, or sewers-anywhere that preycan be caught and devoured.BRISTLE SPIDERTHIS MASSIVE SPIDER hunts within vast overgrownjungles, where the plant life is large enough to affordnumerous places from which it can surprise theunwary. Bristle spiders have also been known tomake lairs underground, where larger caverns anddungeon chambers offer places in which they canhide and stalk their prey.BRISTLE SPIDER TACTICSA bristle spider uses bristle blast to disorient its enemies,then acidic poison spray to slow them. It uses itsaction point to make both attacks in the first roundof combat. Then it closes in to bite dazed or blindedenemies.BRISTLE SPIDER LORENature DC 18: Ettercaps and drow prize theselarge arachnids as companions and guardians.Other races have been known to employ and trainthem as well.Nature DC 23: Bristle spiders were long ago bredby the oni to serve as mounts and servants in the vastjungles of the world.Bristle SpiderLevel 15 Elite LurkerHuge natural beast (spider) XP 2,400Initiative +18 Senses Perception +8; tremorsense 10HP 232; Bloodied 116AC 29; Fortitude 27, Reflex 29, Will 23Saving Throws +2Speed 8, climb 6 (spider climb)Action Points 10 Bite (standard; at-will) • PoisonReach 2; +20 vs. AC; 1d10 + 6 damage, and the target is slowedand takes ongoing 10 poison damage (save ends both).•i* Acidic Poison Spray (standard; at-will) • Acid, PoisonClose blast 5; +18 vs. Reflex; 2d8 + 6 acid and poison damage,and the target is slowed and takes ongoing 10 acid and poisondamage (save ends both).


PHASE SPIDERTHESE CUNNING FEYWILD PREDATORS have beenknown to cross into the world in search of prey. Liketheir natural cousins, they can be found in nearly anyenvironment.Phase SpiderLevel 8 SkirmisherLarge fey beast (spider) XP 350Initiative +11 Senses Perception +7; tremorsense 10HP 87; Bloodied 43AC 22; Fortitude 19, Reflex 21, Will 18Speed 6, climb 6 (spider climb), teleport 6© Bite (standard; at-will) • Poison, Sleep+13 vs. AC; 1d8 + 5 damage, and the target is slowed(save ends). First Failed Saving Throw: The target is knockedunconscious instead of slowed (save ends),•f Ethereal Bite (standard; recharge [_ _]) • TeleportationThe phase spider teleports 10 squares and makes a bite attack.•1 Ethereal Repulsion (immediate interrupt, when an enemymoves adjacent to the phase spider; at-will) • TeleportationTargets the triggering enemy; +11 vs. Will; the spider teleportsthe target 4 squares.Alignment UnalignedSkills Stealth +14Languages-Str 17 (+7) Dex 20 (+9) Wis 17 (+7)Con 15 (+6) Int 5 (+1) Cha 10 (+4)PHASE SPIDER TACTICSA phase spider prefers to surprise its prey, using itsethereal bite attack to teleport in, bite an enemy, andthen teleport out of harm's way. Possessing superiormobility through their natural ability to teleport,phase spiders rarely engage a single enemy for longerthan a round or two before moving on to anotheropponent.Phase spiders use hit-and-run tactics in order towear down their prey.PHASE SPIDER LOREArcana DC 20: Though able to sustain themselveson the blood of any living creature, phasespiders prefer to dine on fey victims. They have beenknown to divert their attention away from easier preyin order to attack such creatures.Arcana DC 25: Phase spiders are the result ofancient magical experimentation by the eladrin, donein an effort to create a creature that can be trained toinfiltrate the dark halls of the drow.ENCOUNTER GROUPSPhase spiders hunt both alone and in packs. Theyhave also been known to work alongside other powerfulfey creatures, particularly eladrin.Level 7 Encounter (XP 1,650)• 2 eladrin fey knights (level 7 soldier, MM 102)• 3 phase spiders (level 8 skirmisher)TOMB SPIDERTHESE VORACIOUS KILLERS are true creatures ofthe Shadowfell insofar as they create undead asa part of their life cycle. Tomb spiders constantlylook for opportunities to cross over into the world,frequently making their lairs in graveyards or catacombswhere they can find dead bodies in which tolay their eggs.Tomb SpiderLarge shadow beast (spider)Level 11 Elite ControllerXP 1,200Initiative +9 Senses Perception +12; tremorsense 10HP 226; Bloodied 113AC 25; Fortitude 23, Reflex 22, Will 22Resist 10 necroticSaving Throws +2Speed 6, climb 6 (spider climb)Action Points 1© Bite (standard; at-will) • Necrotic, Poison+16 vs. AC; 1d8 + 5 damage, and the target is dazed and takesongoing 10 necrotic and poison damage (save ends both). Inaddition, the target cannot use second wind until the end of theencounter.-Y Web Net (minor 1/round; at-will)Ranged 10; +15 vs. Reflex; the target is restrained and gainsvulnerable 5 necrotic (save ends both).Webbed Terrain (standard; recharge [:•:] (fj) • ZoneArea burst 3 within 10; +15 vs. Reflex; the target isimmobilized (save ends). Effect: The burst creates a zone ofspider webs that lasts until the end of the encounter. Thezone is difficult terrain.Web WalkerA tomb spider ignores the effects of spider webs and spiderswarms.Alignment Evil Languages -Skills Athletics +15 (+25 when jumping), Stealth +13Str 21 (+10) Dex 18 (+9) Wis 15 (+7)Con 17 (+8) Int 3 (+1) Cha 18 (+9)TOMB SPIDER TACTICSA tomb spider uses its webbed terrain attack to dividethe field of battle. It uses web net to restrain as manyopponents as possible, biting them as opportunityallows. If it becomes bloodied, the tomb spider usesits considerable jumping and climbing abilities toescape, allowing it to return later to renew the fight.TOMB SPIDER LOREArcana DC 16: A tomb spider lays its eggs in ahumanoid corpse, creating an animate mummy inwhich hundreds of tiny tomb spiders reside until thecreature splits open. Tomb spiders are frequentlyemployed by followers of Orcus, which delight intheir natural ability to create undead as part of theirreproductive cycle.


TOMB SPIDER BROODSWARMA TOMB SPIDER BROODSWARM ISSUES FORTH from thecorpse in which it was laid.Tomb Spider BroodswarmLevel 10 LurkerMedium shadow beast (spider, swarm) XP 500Initiative +14 Senses Perception +5; tremorsense 10Swarm Attack aura 1; each enemy that starts its turn within theaura is slowed until the start of its next turn.HP 84; Bloodied 42AC 24; Fortitude 21, Reflex 22, Will 20Resist half damage from melee and ranged attacks; Vulnerable 5against close and area attacksSpeed 5, climb 5 (spider climb)CD Dread Fangs (standard; at-will) • Necrotic, Poison+13 vs. Reflex; 1d6 + 5 necrotic damage, and the target isimmobilized and takes ongoing 5 necrotic and poison damage(save ends both).Shadow Drift (standard; recharge (Xj {_)The tomb spider broodswarm shifts 5 squares and gains a +4bonus to all defenses until the start of its next turn.Web WalkerA tomb spider broodswarm ignores the effects of spider websand spider swarms.Alignment Evil Languages -Skills Stealth +15Str 15 (+7) Dex 21 (+10) Wis 11 (+5)Con 18 (+9) Int 1 (+0) Cha 18 (+9)TOMB SPIDERBROODSWARM TACTICSA tomb spider broodswarm attacks the nearest livingcreature unless commanded to do otherwise by itsparent tomb spider. These masses of infant tomb spidersuse shadow drift to move around living obstacles.ENCOUNTER GROUPSTomb spiders usually establish lairs near crypts orcatacombs where humanoid corpses can be found.They have been known to aid powerful undead creaturesas well as followers of Orcus.Level 11 Encounter (XP 3,300)• 3 crimson acolytes (level 7 skirmisher, MM 210)• 1 deathpriest of Orcus (level 9 controller, MM 210)• 1 tomb spider (level 11 elite controller)• 2 battle wights (level 9 soldier, MM 262)


SPRIGGANSPRIGGANS ARE GNOMES ALTERED by fomorian magic.These perverse fey now wander the rough countryof the Feywild and the world, pillaging for food andriches and delighting in the slaying of foes.SPRIGGAN GIATSITSOULGIANTSOULS BUILD UPON THE EVIL they inherited fromfomorian domination, gaining strength as well as theability to stretch their arms to a giant's reach.Spriggan GiantsoulSmall fey humanoidInitiative +6HP 106; Bloodied 53AC 20; Fortitude 21, Reflex 19, Will 20Speed 6© Slam (standard; at-will)Level 8 BruteXP350Senses Perception +7; low-light vision+11 vs. AC; 2d6 + 5 damage, or 2d6 + 9 damage while thespriggan giantsoul is bloodied.•1 Giantsoul Slam (standard; recharge _} _] _])Reach 2; +13 vs. AC; 2d6 + 5 damage, and the target is knockedprone. While the spriggan giantsoul is bloodied, the damageincreases to 2d6 + 9.4 Surprise Slam (immediate interrupt, when an enemy within 2squares of the spriggan giantsoul attacks an ally; encounter)Giantsoul slam recharges, and the giantsoul uses it against thetriggering enemy.Redcap Zeal (when the spriggan giantsoul bloodies an enemy orreduces an enemy to 0 hit points or fewer; encounter)The giantsoul gains IdIO + 3 temporary hit points.Alignment EvilLanguages ElvenSkills Athletics +14, Intimidate +10, Stealth +12Str 18 (+8) Dex 15 (+6) Wis 17 (+7)Con 16 (+7) Int 10 (+4) Cha 12 (+5)Equipment hide armor, iron-shod bootsSPRIGGAN POWRIECAPERING IN IRON-SHOD BOOTS, powries seek to splashtheir feet in the blood of foes.Spriggan PowrieSmall fey humanoidInitiative +9HP 79; Bloodied 39Level 7 SkirmisherXP300Senses Perception +9; low-light visionAC 21 (23 against opportunity attacks); Fortitude 19, Reflex 20,Will 18Speed 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, andtakes 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.Blood SlideA spriggan powrie does not provoke opportunity attacks formoving out of a space adjacent to a bloodied creature or acreature that is taking ongoing damage.Combat AdvantageWhen a spriggan powrie hits a creature that is taking ongoingdamage and is granting combat advantage to the powrie, thepowrie's attack increases the ongoing damage by 5.Redcap Zeal (when the spriggan powrie bloodies an enemy orreduces an enemy to 0 hit points or fewer; encounter)The powrie gains 1d8 + 2 temporary hit points.Alignment EvilLanguages ElvenSkills Athletics +11, Stealth +14, Thievery +12Str 16 (+6) Dex 18 (+7) Wis 12 (+4)Con 15 (+5) Int 10 (+3) Cha 15 (+5)Equipment leather armor, 2 sickles, iron-shod bootsSPRIGGAN THORNA SPRIGGAN THORN CARRIES A CURSE OF BRAMBLES,which it can lay upon an enemy with a glance.Spriggan ThornSmall fey humanoidInitiative +7HP 71; Bloodied 35AC 22; Fortitude 18, Reflex 17, Will 19Speed 5Level 6 SoldierXP250Senses Perception +9; low-light vision© Short Sword (standard; at-will) • Weapon+13 vs. AC; 1d6 + 3 damage, and ongoing 5 damage (save ends).Mark of Thorns (standard; encounter)Close burst 5; targets one enemy; the target is affected by themark of thorns until the end of the encounter. While affected bythe mark of thorns, the target cannot make opportunity attacksagainst the spriggan thorn, and the target takes 4 damage at theend of any turn in which it did not attack the thorn. In addition,at the start of the target's turn, each of the target's alliesadjacent to the target takes 4 damage.Drowsing Puncture (minor; recharges when first bloodied)If the spriggan thorn hits with its next short sword attack, thetarget of the attack is dazed until the end of the thorn's nextturn and is knocked prone.Redcap Zeal (when the spriggan thorn bloodies an enemy orreduces an enemy to 0 hit points or fewer; encounter)The thorn gains 1d8 + 2 temporary hit points.Alignment EvilSkills Athletics +12, Stealth +11Languages ElvenStr 17 (+6) Dex 15 (+5) Wis 12 (+4)Con 15 (+5) Int 10 (+3) Cha 18 (+7)Equipment chainmail, light shield, short sword, iron-shod boots


(Left to right) spriggan powrie, spriggan giantsoul, and spriggan thornSPRIGGAN WITHERERSPRIGGAN WITHERERS USE THEIR MAGIC to commandthe weather and to soak the earth in the blood oftheir foes.Spriggan WithererLevel 8 Artillery (Leader)Small fey humanoid XP 350Initiative +8 Senses Perception +10; low-light visionHP 70; Bloodied 35AC 21; Fortitude 19, Reflex 18, Will 20Speed 6________© Withering Touch (standard; at-will) • Necrotic+11 vs. Reflex; 1d8 + 4 necrotic damage.•Y Sun Scorch (standard; at-will) • Fire, RadiantRanged 10; +13 vs. Reflex; 2d6 + 5 fire and radiant damage.Flattening Wind (standard; recharges when first bloodied)Area burst 3 within 10 or close blast 3; +12 vs. Fortitude; 2d6 + 4damage, and the target is pushed 2 squares and knocked prone.-?f Blood for the Earth (standard, usable only while bloodied;at-will)Area burst 2 within 10; targets enemies; +12 vs. Fortitude; 1d6+ 4 damage, and ongoing 5 damage (save ends). Effect: Each allywithin the burst gains 5 temporary hit points.Redcap Zeal (when the spriggan witherer bloodies an enemy orreduces an enemy to 0 hit points or fewer; encounter)The witherer gains 1d6 + 3 temporary hit points.Alignment EvilLanguages ElvenSkills Arcana +8, Athletics +11, Stealth +12Str 12 (+5) Dex 15 (+6) Wis 12 (+5)Con 16 (+7) Int 10 (+4) Cha 18 (+8)Equipment leather armor, iron-shod bootsSPRIGGAN LOREArcana DC 14: Spriggans, also known also as redcapsfor their habit of dipping their hats and clothingin blood, prefer to live in dark burrows under ruggedterrain. They supplement their stores by raiding andextorting tribute from weaker creatures.Arcana DC 19: Gnomes were once fomorianslaves, and many fled to the world to elude theiroppressors. Those that did not make their way to freedomwere twisted into spriggans.ENCOUNTER GROUPSSpriggans ally with creatures willing to toleratetheir bloody ways. They keep dangerous plants andanimals near their homes to dissuade intruders.Fomorians and evil eladrin use spriggans as spiesand scouts.Level 9 Encounter (XP 2,150)• 1 eladrin twilight incanter (level 8 controller,MM 102)• 1 shambling mound (level 9 brute, MM 232)• 2 spriggan giantsouls (level 8 brute)• 2 spriggan witherers (level 8 artillery)


SPRITE SWARMSPRITES EXIST IN GREAT VARIETY in the Feywild andare as common as birds. Most present no threatbeyond twittering laughter in the shadows, but somegather in dangerous swarms.UMBRAL SPRITE SWARMDARK FEY WITH A TASTE FOR BLOOD and a penchantfor causing chaos, umbral sprites gather in the rarepockets of shadow within the Feywild and hunt anycreatures that step into their domain.Umbral Sprite SwarmLevel 4 ControllerMedium fey humanoid (swarm)XP175Initiative +6 Senses Perception +8; blindsight 6Swarm Attack aura 1; each enemy that starts its turn within theaura takes 3 damage.HP 55; Bloodied 27AC 18; Fortitude 15, Reflex 17, Will 15Resist half damage from melee and ranged attacks; Vulnerable 5against close and area attacksSpeed 4, fly 6 (hover)© Swarm of Fangs and Blades (standard; at-will)+10 vs. AC; 1d6 + 4 damage.Darkwave (standard; recharge t i) • Necrotic, ZoneClose burst 3; +8 vs. Reflex; 2d8 + 4 necrotic damage. Effect:The burst creates a zone of darkness that lasts until the endof the umbral sprite swarm's next turn. The zone blocks lineof sight.Fade Away (immediate reaction, when the umbral sprite swarmtakes damage; encounter) • IllusionThe umbral sprite swarm is invisible until after it hits or misseswith an attack or until the end of its next turn.Alignment Unaligned Languages ElvenSkills Stealth +11Str8(+1) Dex 18 (+6) Wis 13 (+3)Con 15 (+4) Int 13 (+3) Cha 15 (+4)UMBRAL SPRITE SWARM TACTICSThe umbral sprite swarm flies into the midst of itsopponents and uses its darkwave attack. The swarmthen flits about to make the most of its swarm of fangsand blades until its darkwave attack recharges.ENCOUNTER GROUPSSprite swarms often fight alongside other fey creatures.They are generally not found near large townsor cities, preferring more rural areas.Level 5 Encounter (XP 1,050)• 2 ettercap fang guards (level 4 soldier, MM 107)• 2 fey panthers (level 4 skirmisher, MM 213)• 2 umbral sprite swarms (level 4 controller)UMBRAL SPRITE SWARM LOREArcana DC 12: Although umbral sprite swarmscome from the Feywild, those that make their wayinto the world frequently gather in areas wherethey might be able to cross over into the Shadowfell.Gnomes and spriggans have been known to employumbral sprite swarms as a diversion while theypursue goals too subtle for the sprites to aid directly.


STAR SPAWNWARLOCKS AND SAGES KNOW that when one looks upat the stars, some stars glare back with hunger. Whena star hangs in the correct position in the sky and itslight strikes the world at precisely the right angle, thestar spawn walk the world. Star spawn are utterlymalevolent beings.STAR SPAWN LOREDungeoneering DC 20: The star spawn arecreatures sent by the baleful stars of the night sky,accursed celestial objects that gaze upon the worldwith a mixture of hatred, anger, and hunger. Thespawn are the avatars of these stars, sent to wreakhavoc. Some stars have only one spawn, but othersmanifest a multitude of creatures. The spawn of aparticular star appear only once a year at most, butsometimes a spawn becomes trapped in the worldand continues its depredations until slain.Dungeoneering DC 25: Sometimes cults formaround a star spawn. Some star spawn simply devourtheir worshipers, but others tolerate their presenceand use them as allies. Warlocks who have the starpact flock to star spawn. Whether they serve, study,or slay them depends on a particular warlock's goalsand attitudes.Dungeoneering DC 27: Star spawn are knownto appear before great tribulations and at the convergenceof unparalleled levels of power. During greatwars, battles between divine beings, and the prepara- _tion of mighty rituals, the spawn appear across theland. The star called Allabar, a wandering objectknown as the Opener of the Way, courses across the uisky, causing the spawn of any stars it nears to mani- ccfest upon the world. Some believe that Allabar is atrickster star that merely spreads havoc between theworld and its kin. Others claim that Allabar itself isthe greatest of the stars, a strange being from beyondthe world, manipulating the other stars to its ownend. What that end could be, and the role played bythe star spawn, none as yet can guess. Before his disappearance,the warlock Thulzar claimed that he hadsuccessfully charted the incursions of all star spawnsince the fall of Bael Turath. His research showed anemerging pattern, but he, his tower, and all his workssimply vanished one starless night, leaving behindonly a smooth, glass-coated crater.HERALD OE HADARHADAR'S DULL RED GLOW is barely visible in thenight sky, as the star slowly burns down into a lifeless,dead cinder. According to the Revelations ofMelech, Hadar was once the brightest star in thesky, but during the calamities that led to the fallof Bael Turath, it surged into a searing brand oflight and then faded into a blood-red ember. Hadarnow hangs on the edge of annihilation. A herald ofHadar is an avatar of Hadar's dying gasps, a fiendishmonster that grows stronger in the presence ofliving creatures.m


Herald of HadarLevel 15 BruteMedium aberrant humanoidXP 1,200Initiative +9 Senses Perception +11; darkvisionHP 180; Bloodied 90AC 27; Fortitude 27, Reflex 26, Will 27Speed 6© Hungry Claws (standard; at-will)+18 vs. AC; 1d10 + S damage. EJfect: The herald of Hadar makesone more hungry claws attack against the same target or adifferent one.•f Feeding Frenzy (standard; encounter)+18 vs. AC; 1d10 + 5 damage. Ejject: The herald of Hadar makesthree more hungry claws attacks against the same target ordifferent ones. No more than two of the attacks can target thesame creature.Breath of a Dying Star (standard; encounter)Close blast 5; +18 vs. Reflex; 2d10 + 5 damage, and the targetcannot spend healing surges or regain hit points (save ends).Hadar's Hunger (immediate reaction, when a creature within 5squares of the herald of Hadar spends a healing surge; at-will)The herald chooses one of the following options:The herald shifts 3 squares and must end the move closer to thetriggering creature.The herald uses a hungry claws attack.The herald regains the use of one of its encounter powers.The herald gains a +2 bonus to attack rolls until the end of itsnext turn.Alignment Chaotic evil Languages telepathy 10Str 17 (+10) Dex 15 (+9) Wis 18 (+11)Con 20 (+12) Int 10 (+7) Cha 15 (+9)Maw of AcamarLevel 15 ControllerLarge aberrant humanoidXP 1,200Initiative +9 Senses Perception +11; darkvisionHungry Star aura 5; each creature within the aura must spend3 extra squares of movement for each square it moves fartheraway from the maw of Acamar.HP 145; Bloodied 77AC 29; Fortitude 27, Reflex 26, Will 27Speed 6© Devouring Touch (standard; at-will)Reach 2; +19 vs. Reflex; the target takes ongoing 15 damage(save ends).•


MAW OF ACAMAR LOREDungeoneering DC 18: A maw of Acamarenters the world when the dark influence of the starAcamar is at its peak. The maw wanders the world,pulling living creatures into its destructive void tofeed Acamar, a dead star wracked by endless hunger.SCION OF GIBBETHGIBBETH is A CURSED GREEN STAR, said to have at itscore an utterly unknowable being. Warlocks and otherarcane users say that Gibbeth shall show its face onlyat the end of the world, when the very glare of its eyesand the monstrous aspect of its being pushes all of creationinto inescapable madness. The scion of Gibbethis a terrible shard of that green star, a herald of Gibbeth'scurse and a forerunner of what might come.When the scion appears, no two observers can agreeon its actual appearance. Some see a green-skinned,horned giant, while others report a red, spiderlikecreature with a child's face or a serpentine monstrositywith dozens of gibbering mouths along its body. Sagesmaintain that this outer appearance is merely an aspectprojected by the shard that dwells within the scion.The mental strain of seeing even a shadow of Gibbeth'sessence is such that mortal minds must conjure knowable,though strange, images to contain it. Anyone whosees the scion's true form is doomed to madness.Scion of GibbethLevel 17 ControllerLarge aberrant humanoid XP 1,600Initiative +11 Senses Perception +11; darkvisionAura of Revulsion aura 10; each creature within the aura cannottarget the scion of Gibbeth with melee or ranged attacks unlessthe scion is the nearest enemy.HP 163; Bloodied 81; see also revelation o/GibbethAC 31; Fortitude 29, Reflex 27, Will 29Speed 6© Slam (standard; at-will)Reach 2; +22 vs. AC; 2d10 + 5 damage.•Y Mind-Splintering Gaze (standard; at-will) • Charm, Gaze,PsychicRanged 20; +21 vs. Will; 1d8 + 2 psychic damage, and thetarget is dominated (save ends).•Y Gibbeth's Baleful Glare (opportunity, when an enemy targetsthe scion of Gibbeth with a melee or ranged attack; at-will) •Charm, PsychicRanged 20; targets the triggering enemy; +21 vs. Will; 1d8 + 2psychic damage, and the scion slides the target 2 squares.4? Revelation of Gibbeth (when the scion of Gibbeth drops to 0hit points) • CharmClose burst 5; +21 vs. Will; the target is dazed and uses itsstandard action each turn to charge or to make a melee orranged basic attack against its nearest ally (save ends).Offering to Gibbeth (immediate reaction, when a creature within2 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 itsnext turn.Alignment Chaotic evil Languages telepathy 10Str 22 (+14) Dex 16 (+11) Wis 17 (+11)Con 19 (+12) Int 11 (+8) Cha 19 (+12)SCION OE GIBBETH LOREDungeoneering DC 20: A scion of Gibbeth wandersthe world seemingly at random. Prophets, theinsane, and cultists are drawn to its presence. Thescion typically lashes out at any living creature thatdraws near, but it tolerates these worshipers.Dungeoneering DC 25: The scion of Gibbethmanifests in the world when Gibbeth is in conjunctionwith the star Allabar, a celestial object knownas the Opener of the Way. Allabar wanders the skyin a pattern unlike that of any other star. It followsa seemingly random path, and when it draws nearone of the baleful stars, that star's spawn appear inthe world. The wandering star avoids only Acamar,because that object's hunger is so great that it woulddestroy even the star that would open its path to theworld.ENCOUNTER GROUPSTheir malevolence runs rampant, but star spawn arecunning and calculating enough to entertain alliancesof convenience.Level 13 Encounter (XP 4,200)• 2 battle wight commanders (level 12 soldier,MM 262)• 1 beholder eye of flame (level 13 elite artillery,MM 32)• 1 herald of Hadar (level 15 brute)Level 13 Encounter (XP 4,800)• 2 hook horrors (level 13 soldier, MM 158)• 1 maw of Acamar (level 15 controller)• 2 mind flayer infiltrators (level 14 lurker, MM 188)


STEEL PREDATORBORN OF THE MACHINATIONS OF BANE, steel predatorsare deadly planar creatures designed for war.Ranging through the Astral Sea and into the world,predators are relentless hunters, sometimes pursuingquarry for weeks and across planar boundaries. Theydelight in the consumption of the residuum in magicitems, and so the more richly endowed the target, thefarther they will pursue it.Steel PredatorLevel 20 Elite SoldierLarge immortal animate (living construct)Initiative +18 Senses Perception +16; darkvisionHP 388; Bloodied 194AC 36; Fortitude 34, Reflex 32. Will 30Saving Throws +2 (+4 against ongoing damage)Speed 8Action Points 1© Bite (standard; at-will)Reach 2; +27 vs. AC; 4d6 + 4 damage, and the target is markeduntil the end of the steel predator's next turn.\ Snap Jaw (standard; at-will)The steel predator makes a bite attack. On a hit, the target isalso knocked prone, and the predator makes another bite attackagainst a different target.•|- Vicious Pounce (standard; at-will)The steel predator charges and makes the following attack inplace of a bite attack: +25 vs. Fortitude; 2d12 + 5 damage, andthe target is pushed 1 square and knocked prone. The predatormoves into the space vacated by the target.V Resonating Roar (standard; recharge _} [ill or when the steelpredator takes thunder or lightning damage) • ThunderClose burst 3; +25 vs. Fortitude; 4d8 + 7 thunder damage, andthe target is deafened and dazed (save ends both).Shifting Steel (immediate reaction, when a creature adjacent tothe steel predator shifts; at-will)The predator shifts into the space vacated by the triggeringcreature.Alignment EvilLanguages SupernalSkills Acrobatics +21, Athletics +21, Endurance +23, Stealth +21Str 22 (+16) Dex 23 (+16) Wis 23 (+16)Con 26 (+18) Int 15 (+12) Cha 12 (+11)STEEL PREDATOR TACTICSThe steel predator stalks its prey patiently, enteringcombat only when it thinks it is assured of victory. Itbegins with a vicious pounce, then releases a resonatingroar in the midst of its foes. While the steel predatorwaits for that power to recharge, it makes snap jawattacks against the closest foes, using shifting steel tokeep targets close.STEEL PREDATOR LOREArcana or Religion DC 14: Created by Bane totrack and slay the foes of the god of conquest, steelpredators are relentless hunters that pursue theirprey even across the planes. Thunder and lightningattacks made against a steel predator only increasethe creature's power.Arcana or Religion DC 22: Steel predators areagile, graceful beasts. These metallic felines are oftenled by teams of bladelings in Chernoggar, where theyare most frequently found.Arcana or Religion DC 27: Steel predators havea taste for magic items. Once they have slain a foe,they often consume the entire body, including bothflesh and magical items.Arcana or Religion DC 29: A steel predator'sbody contains residuum, which can be extracted uponits death. For this reason, many planar creatures huntsteel predators for profit and sport.ENCOUNTER GROUPSSteel predators can be found anywhere the servantsof Bane do battle. They serve faithfully with othercreatures working toward common goals, but canquickly turn on those that betray Bane's ideals.Level 21 Encounter (XP 17,600)• 2 steel predators (level 20 elite soldier)• 2 marut castigators (level 21 skirmisher)


TIGERTIGERS ARE POWERFUL AND CUNNING PREDATORS. Atiger looks for distracted prey on the periphery ofa battle.TigerLarge natural beastLevel 6 SkirmisherXP 250Initiative +9 Senses Perception + 10; low-light visionHP 73; Bloodied 36AC 20; Fortitude 19, Reflex 19, Will 17Speed 8, climb 4© Bite (standard; at will)+11 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends).Feral Surge (minor; encounter)The tiger takes a move action.Blur of FurA tiger that moves 2 squares or more gains a +4 bonus to ACagainst opportunity attacks until the start of its next turn.Charging PounceWhen a tiger charges, its attack deals 1d8 extra damage, andthe charge does not end its turn.Alignment Unaligned Languages -Skills Acrobatics +12, Stealth +12Str 18 (+7) Dex 19 (+7)Con 17 (+6)Int2(-1)Wis 15 (+5)Cha 11 (+3)TIGER TACTICSA tiger uses its ability to continue moving after acharging vounce to set up future charges, relying onferal surge to move toward more vulnerable targets.DIRE TIGERA MASSIVE DIRE TIGER is a serious menace even in wildernessesfilled with more fantastic monsters.Dire TigerLarge natural beastInitiative +8HP 89; Bloodied 44AC 24; Fortitude 22, Reflex 19, Will 19Speed 8, climb 4© Bite (standard; at-will)+15 vs. AC; 2d6 + 5 damage.Level 8 SoldierX P 350Senses Perception +6; low-light visiont Leaping Pounce (immediate reaction, when the tiger's quarry iswithin 5 squares of the dire tiger and shifts; at-will)The dire tiger shifts to the nearest space adjacent to its quarryand makes a bite attack against it. While shifting, the tiger canmove through enemy-occupied spaces.Feral Surge (minor; encounter)The dire tiger takes a move action.Hunter's Instinct (minor 1/round; at-will)The nearest enemy is designated as the dire tiger's quarry untilthe end of the encounter or until the tiger designates anotherquarry. The tiger's attacks deal 1d6 extra damage against itsquarry.Alignment Unaligned Languages -Skills Stealth+11Str 20 (+9) Dex 15 (+6) Wis 15 (+6)Con 17 (+7) lnt2(+0) Cha 13 (+6)DIRE TIGER TACTICSNature DC 8: Tigers are quick and agile huntersthat are often found in rugged natural environments.They are often trained as guards by ogres.Nature DC 14: Dire tigers live in dense forests orjungles. They target lone, weaker foes. If under thewatchful eye of a dire tiger, it is best to stand yourground—they are known to leap at slight movements.ENCOUNTER GROUPSTigers hunt alone, but they can be found in matedpairs, siblings, or with young (a single cub or pairof cubs). Tigers join in on others' combats to make aquick meal of the weak and the weary.Level 7 Encounter (XP 1500)• 1 macetail behemoth (level 7 soldier, MM 31)• 2 ogre savages (level 8 brute, MM 199)• 2 tigers (level 6 skirmisher)Level 9 Encounter (XP 2250)• 3 dire tigers (level 8 soldier)• 1 weretiger (level 11 elite skirmisher)


TROGLODYTETROGLODYTES ARE TRIBAL CREATURES that dwell inthe Underdark and raid communities at the edge ofcivilization. Highly territorial, troglodytes engagetrespassers in combat without bothering to askquestions.TROGLODYTE THRASHERTHIS PRIMITIVE SAVAGE lives to bathe itself in theblood of its foes. It cleaves through enemies, completelyunaware of its own mortality.Troglodyte ThrasherMedium natural humanoid (reptile)Initiative +5Senses Perception +6; darkvisionLevel 7 BruteXP300Troglodyte Stench aura 1; each living enemy within the aura takesa -2 penalty to attack rolls.HP 100; Bloodied 50AC 19; Fortitude 19, Reflex 15, Will 17Speed 5© Claw (standard; at-will)+10 vs. AC; 3d6 + 4 damage.\ Tooth and Claw (standard; at-will)+10 vs. AC; 1d6 + 4 damage. If this attack bloodies the target,the troglodyte thrasher makes a claw attack against the targetas a free action. Effect: Make one more attack against the sametarget or a different one.Alignment Chaotic evilLanguages DraconicStr 18 (+7) Dex 15 (+5) Wis 16 (+6)Con 20 (+8) Int 4 (+0) Cha 11 (+3)TROGLODYTE DEEPSCOURGETHROUGH THE ALIEN ALCHEMY of their own bodies,troglodyte deepscourges learn to channel their awfulstench into a multitude of different attacks againstenemies.Troglodyte Deepscourge Level 9 Artillery (Leader)Medium natural humanoid (reptile) XP 400Initiative +7 Senses Perception +4; darkvisionDizzying Stench aura 10; each troglodyte within the aura gains anincrease of 1 to the size of its troglodyte stench aura.Troglodyte Stench aura 2; each living enemy within the aura takesa -2 penalty to attack rolls.HP 78; Bloodied 39AC 22; Fortitude 22, Reflex 21, Will 19Speed 5© Claw (standard; at-will)+17 vs. AC; 1d4+5 damage.Debilitating Ray (standard; at-will) • ImplementRanged 10; 1d8 + 4 damage, and if the target is within a troglodytestench aura, it is weakened until the end of its next turn.V Blinding Stench (immediate reaction, when hit by an attack;recharges when first bloodied)Close burst 2; targets nonreptiles; +13 vs. Fortitude; the targetis blinded (save ends).-{^ Rancid Cloud (standard; recharge [x] _])Area burst 2 within 10; targets nonreptiles; +13 vs. Fortitude;2d6 + 5 damage, and the target is weakened until the end ofthe troglodyte deepscourge's next turn.Alignment Chaotic evil Languages DraconicSkills Dungeoneering +9Str 12 (+5) Dex 16 (+7) Wis 11 (+4)Con 18 (+8) Int 12 (+5) Cha 13 (+5)Equipment leather armor, staffTROGLODYTE THRASHER TACTICSA troglodyte thrasher enjoys going after the biggest,toughest, or most physically dangerous-lookingenemy. It tends to ignore ranged attackers, but attacksthem if no other enemies remain. If a thrasher is hitby a melee attack, it usually focuses its attention onthat attacker during its next turn.TROGLODYTE THRASHER LOREDungeoneering or Nature DC 14: Althoughtruly intelligent members of the troglodyte race doexist, the dimwitted hordes vastly outnumber them.Troglodyte thrashers posses only a beast's intellect.Other troglodytes keep thrashers in cages to preventthem from turning on each other or on their moreintelligent cousins.


TROGLODYTE DEEPSCOURGETACTICSIn combat, a deepscourge remains safely behind itsbrutish allies. If attacked, it uses blinding'stenchincapacitate the enemy and cover its retreat. Thedeepscourge coordinates with its allies in combat,ordering other troglodytes into formations wheretheir auras can have the most potency in conjunctionwith the deepscourge's debilitatingdizzyingstench.ray andTROGLODYTE DEEPSCOURGE LOREDungeoneering or Nature DC 14: A troglodytedeepscourge often serves alongside a troglodyte cursechanter or in the curse chanter's stead as the leadersof a tribe. A deepscourge is a shaman for a troglodytetribe. Troglodytes often rely on deepscourges for guidancein ritual as well as in combat.TROGLODYTETEMPLE CHAMPIONA SAVAGE SOCIETY DRAWS TROGLODYTES tO Worshipbrutal gods. It should be no surprise that their darkreligions produce vicious champions.Troglodyte Temple ChampionMedium natural humanoid (reptile)toLevel 9 SoldierXP400Initiative +9 Senses Perception +6; darkvisionTroglodyte Stench aura 1; each living enemy within the aura takesa -2 penalty to attack rolls.HP 101; Bloodied SOAC 25; Fortitude 23, Reflex 21, Will 20Speed 50 Flail (standard; at will) • Weapon+16 vs. AC; IdIO + 7 damage.® Javelin (standard; at-will) • WeaponRanged 10/20; +16 vs. AC; 1d6 + 6 damage.4 Sweeping Trip (standard; at-will) • Weapon+14 vs. Reflex; 1 dS + 6 damage, and the target is knockedprone.Whirlwind Attack (standard; encounter) • WeaponClose burst 1; +16 vs. AC; 1d10 + 7 damage.Alignment Chaotic evil Languages DraconicSkills Athletics +13, Endurance +14Str 19 (+8) Dex 17 (+7) Wis 14 (+6)Con 21 (+9) Int 10 (+4) Cha 12 (+5)Equipment scale armor, flail, 2 javelinsTROGLODYTE TEMPLECHAMPION LOREDungeoneering or Nature DC 14: Hiddenaway deep underground are foul troglodyte templesdedicated to demons such as Demogorgon and deitiessuch as Torog. The strongest troglodytes from nearbytribes rise to become temple champions.Temple champions fight to the death with fanaticaldevotion; anyone taken alive by a temple champion isquickly sacrificed in a nearby temple.Dungeoneering or Nature DC 19: Due to thecomprehension and patience required of a templechampion, the strongest warriors are often the smartestas well. If temple champions leave their temples'boundaries, they often do so at the behest of theirleaders and as the head of a larger force of less intelligenttroglodytes.ENCOUNTER GROUPSTroglodytes often use drakes and other reptilianmonsters to guard their lairs.Level 7 Encounter (XP 1,600)• 2 horned drakes (level 5 skirmisher)4- 1 troglodyte impaler (level 7 artillery, MM 252)• 3 troglodyte thrashers (level 7 brute)Level 10 Encounter (XP 2,650)4 1 troglodyte curse chanter (level 8 controller,MM 252)• 2 troglodyte deepscourges (level 9 artillery)4 3 scytheclaw drakes (level 10 skirmisher)Level 11 Encounter (XP 3,100)4 1 balhannoth (level 13 elite lurker, MM 24)4 2 troglodyte temple champions (level 9 soldier)4 4 troglodyte warriors (level 12 minion, MM 252)Level 12 Encounter (XP 3,750)4 1 troglodyte curse chanter (level 8 controller,MM 252)4 2 troglodyte deepscourges (level 9 artillery)4 4 troglodyte thrashers (level 7 brute)4 8 troglodyte warriors (level 12 minion, MM 252)TROGLODYTE TEMPLECHAMPION TACTICSTroglodyte temple champions are not subtle; theycharge into combat as soon as possible, flingingjavelins when unable to attack in melee. Templechampions use their sweeping trip attacks to stopopponents from escaping.


TROLLTHESE MONSTROUS HUMANOIDS strike fear into theirenemies with their strength and ravenous appetites.ICE TROLLICE TROLLS ARE SKILLED ARMORERS and weaponsmithsthat can be found in the frozen north, the Frostfell,and anywhere that supernatural cold persists.Ice TrollLevel 10 SoldierLarge natural humanoid XP 500Initiative +9 Senses Perception +10Emanating Cold aura 1; each enemy that starts its turn in the aurais slowed until the start of its next turn.HP 109; Bloodied 54; see also troll healingRegeneration 10AC 26; Fortitude 23, Reflex 19, Will 17Vulnerable acid or fire (if the ice troll takes acid or fire damage,its regeneration does not function until the end of its next turn)Speed 8© Maul (standard; at-will) • WeaponReach 2; +17 vs. AC; 2d6 + 6 damage.4 Frenzied Strike (free, when the ice troll's attack bloodies anenemy; at-will)The troll makes a maul attack.Troll Healing • HealingIf the ice troll is reduced to 0 hit points by an attack that doesnot deal acid or fire damage, it falls prone and remains at 0hit points until the start of its next turn, when it regains 10hit points. If an attack deals acid or fire damage to the ice trollwhile it is at 0 hit points, it is destroyed.Alignment Chaotic evilSkills Athletics +16, Endurance +15Languages GiantStr 22 (+11) Dex 15 (+7) Wis 10 (+5)Con 21 (+10) Int 9 (+4) Cha 8 (+4)Equipment scale armor, maulICE TROLL TACTICSAn ice troll wades into combat and pounds its enemieswith its powerful maul. It also knows full wellthe effect its aura has on creatures not accustomedto supernatural cold, and it positions itself to includeas many of its foes as possible in the aura.ICE TROLL LORENature DC 16: Ice trolls inhabit the Frostfell,but they occasionally make their way into less frigidregions. Ice trolls are more intelligent than mostother trolls, and they have learned to craft weapons.They prefer to use such weapons in combat instead oftheir claws.BLADERAGER TROLLA BLADERAGER TROLL IS THE RESULT of modification toa normal troll.Bladerager TrollLevel 12 BruteLarge natural humanoid XP 700Initiative+10 Senses Perception+9HP 151; Bloodied 75; see also death burstRegeneration 10AC 24; Fortitude 26, Reflex 24, Will 23Vulnerable acid or fire (if the bladerager troll takes acid or firedamage, its regeneration does not function until the end of itsnext turn)Speed 7© Claw (standard; at-will)Reach 2; +15 vs. AC; 2d10 + 6 damage.4 Bladerager Rend (standard; recharge [X)[H1)Reach 2; +15 vs. AC; 3d10 + 6 damage, and ongoing 5 damage(save ends).•


TROLL VINESPEAKERTROLL VINESPEAKERS FIGHT by calling upon anancient magic of wild lands.Troll VinespeakerLevel 14 ControllerLarge natural humanoid XP 1,000Initiative +10 Senses Perception +13HP 142; Bloodied 71; see also troll healingRegeneration 10AC 28; Fortitude 26, Reflex 23, Will 21Vulnerable acid or fire (if the troll vinespeaker takes acid or firedamage, its regeneration does not function until the end of itsnext turn)Speed 8© Claw (standard; at-will)Reach 2; +19 vs. AC; 2d6 + 7 damage.•1 Frenzied Strike (free, when the troll vinespeakers attackbloodies an enemy; at-will)The vinespeaker makes a claw attack.•Y Ray of Thorns (standard; at-will) • ImplementRanged 10; +18 vs. Reflex; 2d8 + 6 damage.Chant of Power (standard; encounter) • Healing, ImplementClose burst 5; targets allies; the target gains 10 temporaryhit points and a +4 bonus to damage rolls while it has thetemporary hit points.Sir Thorny Burst (standard; at-will) • Implement, ZoneArea burst 1 within 10; +18 vs. Reflex; 1d10 + 6 damage, andthe target is immobilized (save ends). The burst creates a zoneof thorns and brambles that lasts until the end of the encounter.The zone is difficult terrain, and each creature that enters thezone or starts its turn there takes 1d8 damage.Troll Healing • HealingIf the troll vinespeaker is reduced to 0 hit points by an attackthat does not deal acid or fire damage, it falls prone and remainsat 0 hit points until the start of its next turn, when it regains10 hit points. If an attack deals acid or fire damage to thevinespeaker while it is at 0 hit points, it is destroyed.Alignment Chaotic evil Languages Common, GiantSkills Athletics +16, Endurance +15Str 18 (+11) Dex 16 (+10) Wis 12 (+8)Con 22 (+13) Int 16 (+10) Cha10(+7)Equipment mantle of thorny vines, gnarled staffENCOUNTER GROUPSTrolls work well with other creatures as long as thetrolls' appetites are kept in check. Most trolls lackintelligence and are easy to manipulate.Level 10 Encounter (XP 2,800)• 2 ice trolls (level 10 soldier)• 1 manticore (level 10 elite skirmisher, MM 184)• 2 worg (level 9 brute, MM 265)Level 12 Encounter (XP 3,800)• 3 bladerager trolls (level 12 brute)• 1 duergar blasphemer (level 14 controller)• 1 duergar hellcaller (level 12 artillery)Level 15 Encounter (XP 6,200)• 1 destrachan far voice (level 15 artillery, MM 59)• 1 troll vinespeaker (level 14 controller)• 4 war trolls (level 14 soldier, MM 254)TROLL VINESPEAKER TACTICSTroll vinespeakers use thorny burst as much as possible,switching to ray of thorns only when a thorny burstwould inhibit the movement of allies on the battlefield.They remain out of melee and allow others todo the hand-to-hand fighting.TROLL VINESPEAKER LORENature DC 18: The intelligent troll vinespeakers act as shamans and leaders in troll communities.They can be found among only the largest troll packsand war bands. Draping themselves in mantles ofthorny vines, vinespeakers use a nature magic thatgives the vines violent life.(Top to bottom) bladerager trolland troll vinespeaker


VINE, PREDATORYAMBULATORY CARNIVOROUS VINES threaten wildernessdwellers and travelers, and are often asdangerous as any predatory animal. These vines aresometimes cultivated by dryads and vine horrors foruse as guardians.AMBUSH VINEAMBUSH VINES HAVE VORACIOUS APPETITES, and findflesh to be particularly delectable. They hunt bothabove and below the ground, and can even snakethrough the water to strike at swimming prey.Ambush VineLevel 16 Elite ControllerLarge fey beast (plant) XP 1,400Initiative +15 Senses Perception +1S; tremorsense 20HP 308; Bloodied 154; see also rapid growthAC 30; Fortitude 28, Reflex 30, Will 25Saving Throws +2Speed 6 (forest walk), climb 6, burrow 6, swim 6Action Points 1(J) Poison Lash (standard; at-will) • PoisonReach 2; +20 vs. Reflex; 1d8 + 6 damage, and ongoing 5 poisondamage (save ends).•!• Foot Snare (minor; at-will)Reach 4; +20 vs. Fortitude; 1d8 + 6 damage, and the target isknocked prone.4r Lashing Vines (standard; at-will) • HealingClose burst 4; targets enemies; +20 vs. Reflex; 2d8 + 6 damage.If the target is immobilized, the attack deals 1d8 extra damage,and the ambush vine regains 5 hit points.Rapid Growth (when first bloodied; encounter)The ambush vine spawns two ambush vine shoots in spaceswithin 4 squares of the ambush vine. The shoots act on thevine's initiative count, immediately after the vine.Sprout Vine (minor; at-will)The ambush vine takes 10 damage and spawns an ambush vineshoot in a space within 4 squares of the vine. The shoot acts onthe vine's initiative count, immediately after the vine.Alignment Unaligned Languages —Skills Athletics +18, Stealth +20 (+25 in undergrowth, trees, orswamp)Str 21 (+13) Dex 25 (+15) Wis 15 (+10)Con 18 (+12) Int 2 (+4) Cha 12 (+9)AMBUSH VINE SHOOTAMBUSH VINE SHOOTS ARE THE IMMATURE FORM of thevine, and can be spawned by a parent ambush vineduring combat.Ambush Vine Shoot Level 15 Minion ControllerMedium fey beast (plant) XP 300Initiative +14 Senses Perception +14; tremorsense 20HP 1; a missed attack never damages a minion.AC 29; Fortitude 27, Reflex 30, Will 23Speed 6, burrow 6© Wrapping Vines (standard; at-will)Reach 2; +20 vs. Fortitude; 12 damage, and the target isrestrained (save ends).EnwrapEach enemy adjacent to an ambush vine shoot takes a -2penalty 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) Wis 15 (+9)Con 16 (+10) Int 2 (+3) Cha 12 (+8)AMBUSH VINE LORENature DC 20: Ambush vines infect vast wildernessareas in the Feywild. Although less commonin the world, they often blight the deepest reachesof forests or swamps. They can swim through water,burrow through the earth, and climb through treetopsto reach prey.


Nature DC 25: An ambush vine has unusual cunningfor a plant. It often hides beneath the ground orattempts to blend in with other plants.Nature DC 27: Occasionally, a blight .of ambushvines becomes so vast that it encroaches on civilization.Some scholars speculate that widespreadoccurrences of ambush vines in the former eladrinempire of Cendriane contributed to its downfall.BLOODTHORN VINEDEADLY BLOODTHORN VINES CREEP through forestsseeking the life fluids of other creatures to draw upthrough their hollow thorns.Bloodthorn VineLevel 2 SoldierMedium natural beast (plant)XP125Initiative +3 Senses Perception +3; blindsight 10HP 41; Bloodied 20AC 18; Fortitude 15, Reflex 12, Will 14Speed 5 (forest walk)© Striking Vine (standard; at-will)+9 vs. AC; 1d8 + 5 damage.•I Impaling Thorn (standard; recharges when the bloodthorn vinedoesn't have a creature grabbed) • HealingThe vine impales the target's flesh with a thorn: +9 vs.Fortitude; 1d8 + 4 damage, and the target is grabbed. SustainStandard: The vine sustains the grab, the target takes 2d8 + 4damage, and the vine regains 5 hit points.Pulling Vines (minor; at-will)The bloodthorn vine shifts 1 square, pulling any creaturegrabbed by it into a space adjacent to it.Alignment Unaligned Languages -Str 17 (+4) Dex10(+1) Wis 14 (+3)Con 17 (+4) Int 2 (-3) Cha6(-1)BLOODTHORN VINE LORENature DC 10: A bloodthorn vine attacks bygrabbing a foe and sucking its blood through a sharp,hollow thorn. When a bloodthorn vine feeds, its paleleaves turn the color of its victim's blood.GREENVISE VINETHE ENORMOUS GREENVISE VINES SLOWLY PROWL forests,snaring any creature unwary enough to comeclose.Greenvise VineLevel 7 SoldierLarge natural beast (plant) XP 300Initiative +3 Senses Perception +5; blindsight 10HP 83; Bloodied 41AC 23; Fortitude 21, Reflex 17, Will 19Speed 4 (forest walk)© Striking Vine (standard; at-will)+14 vs. AC; IdIO + 6 damage.4 Ensnaring Vine (standard; at-will)Reach 4; +10 vs. Reflex; 1d10 + 6 damage, and the target isgrabbed.4 Vise Bite (minor; recharges when no creature is affected by thispower)Targets a creature grabbed by the greenvise vine; +10 vs.Fortitude; 2d4 damage, and the target is restrained and takesongoing 5 damage (save ends both).Pulling Vines (minor; at-will)The greenvise vine shifts 1 square, pulling any creature grabbedby it into a space adjacent to it.Alignment Unaligned Languages -Str 19 (+7) Dex 10 (+3) Wis 14 (+5)Con 19 (+7) Int 2 (-1) Cha 6 (+1)GREENVISE VINE LORENature DC 14: Greenvise vines are slow, opportunisticeaters that feed on unwary animals, but theyaren't averse to attacking larger prey.ENCOUNTER GROUPSFey creatures sometimes cultivate predatory vines asguardians near their homes. Stirges have been knownto lair near these plants, drawn by the prospect offinding easy prey among ensnared creatures.Level 2 Encounter (XP 675)• 3 bloodthorn vines (level 2 soldier)• 3 stirges (level 1 lurker, MM 248)Level 9 Encounter (XP 2,200)• 2 greenvise vines (level 7 soldier)4 1 spectral panther (level 9 lurker, MM 213)• 3 quickling runners (level 9 skirmisher, MM 215)Level 17 Encounter (XP 9,600)• 1 ambush vine (level 16 elite controller)• 1 lingerer fell incanter (level 18 elite artillery)• 1 lingerer knight (level 16 elite soldier)m


WARFORGEDWHETHER FRESH FROM THE CREATION FORGE OFdecades old, warforged can be much more than meresoldiers, but they are all creatures of war.WARFORGED RESOUTMDERTHE WARFORGED RESOUNDER brings the force ofthunder to the maelstrom of combat, blasting foesfrom afar.Warforged ResounderMedium natural humanoid (living construct)Initiative +3 Senses Perception +5HP 57; Bloodied 28AC 19; Fortitude 16, Reflex 18, Will 18Saving Throws +2 against ongoing damageSpeed 6(?) Quarterstaff (standard; at-will) • Weapon+10 vs. AC; 1 d8 + 1 damage.Level 6 Artillery4 Rumble Staff (standard; encounter) • Force, Implement+11 vs. Fortitude; 2d6 + 4 force damage, and the target ispushed 1 square and knocked prone.•Y Collision Bolt (standard; encounter) • Force, ImplementRanged 10; +11 vs. Fortitude; 1d6 + 4 force damage, and thewarforged resounder makes a secondary attack against one ortwo targets within 3 squares of the primary target. SecondaryAttack: +11 vs. Fortitude; 1d6 + 4 force damage, and theresounder slides the target 3 squares toward the primary target.Effect: After all attacks are resolved, any target hit by an attackis knocked prone if it is adjacent to another target.•Y Thunder Orb (standard; at-will) • Implement, ThunderRanged 10; +11 vs. Reflex; 2d6 + 4 thunder damage, and thewarforger resounder pushes the target 2 squares.-i'f Resounding Sphere (standard: encounter) • Implement,ThunderArea burst 3 within 10; +10 vs. Reflex; 2d8 + 4 thunderdamage, and the target is knocked prone. Miss: Half damage.Warforged Resolve (minor; encounter) • HealingThe warforged resounder gains 6 temporary hit points and canmake a saving throw against an ongoing damage effect. If it usesthis power while bloodied, it also regains 6 hit points.Alignment UnalignedSkills Arcana +12, Nature +10Languages CommonStr 12 (+4) Dex 11 (+3) Wis 15 (+5)Con 15 (+5) Int 18 (+7) Cha 12 (+4)Equipment robes, quarterstaffWARFORGED RESOUNDER TACTICSA warforged resounder prefers to open withresoundingsphere against enemies not yet engaged in melee.It saves collision bolt for later use against enemies inclose combat. The warforged resounder avoids meleewith the help of rumble staff.WARFORGED SAVAGEWARFORGED SAVAGES GIVE THEMSELVES OVER to ragein battle, becoming vicious, crazed killers.Warforged SavageLevel 7 BruteMedium natural humanoid (living construct)Initiative +5 Senses Perception +4HP 98; Bloodied 49AC 20; Fortitude 21, Reflex 18, Will 19Saving Throws +2 against ongoing damageSpeed 60 Scimitar (standard; at-will) • Weapon+10 vs. AC; 1d8 + 6 damage (crit 1d8 + 14), and 4 damage toanother enemy adjacent to the warforged savage.4 Wild Charge (standard; recharges after the warforged savagehits two or more targets with a savage sweep) • WeaponThe savage charges, gains a +3 bonus to AC during the charge,and makes the following attack in place of a melee basic attack:+11 vs. AC; 2d8 + 9 damage (crit 2d8 + 25).4} Savage Sweep (standard; recharge U ) • WeaponClose burst 1; +10 vs. AC; 1d8 + 6 damage (crit 1d8 + 14). Miss:4 damage.Battlefield TacticsA warforged savage gains a +1 bonus to melee attack rolls whilean ally is adjacent to the target.Savage BloodlustWhenever a warforged savage hits with a melee attack, it gains4 temporary hit points.Warforged Resolve (minor; encounter) • HealingThe warforged savage gains 6 temporary hit points and canmake a saving throw against an ongoing damage effect. If it usesthis power while bloodied, it also regains 6 hit points.Alignment Unaligned Languages CommonISkills Endurance +12, Intimidate +11Str 20 (+8) Dex 15 (+5) Wis 12 (+4)Con 18 (+7) Int 10 (+3) Cha 16 (+6)Equipment hide armor, scimitarWARFORGED SAVAGE TACTICSAt its first chance, the warforged savage makes awild charge. It might even do so if already engaged, inorder to attack several enemies with savage sweep. Thewarforged savage thereafter makes use of savage sweepwhenever the attack recharges, in order to changeits tactical position or to deal as much damage aspossible.WARFORGED SAVAGE LOREArcana or Nature DC 14: A warforged savagehas far more emotion than most other warforged,but that emotion tends to be expressed as fury. Irritableand quick to draw blades, warforged savagesmake uncertain allies in peacetime and deadly foesduring war.WARFORGED RESOUNDER LOREArcana or Nature DC 12: Ringing with thepower of its creation, a warforged resounder focusesthe echoes of its forging into deadly attacks.


(Left to right) warforged anvilpriest, warforged resounder, and warforged savageWARFORGED ANVILPRIESTA SOLDIERLY MINISTER, the warforged anvilpriestburns with the memories of its creation, and it carriesthat fire into battle.Warforged Anvilpriest Level 8 Controller (Leader)Medium natural humanoid (living construct) XP 350Initiative +4 Senses Perception +8HP 89; Bloodied 44AC 22; Fortitude 20, Reflex 20, Will 21Saving Throws +2 against ongoing damageSpeed 5(D Fiery Warhammer (standard; at-will) • Fire, Weapon+13 vs. AC; 1d10 + 4 damage plus 1d6 fire damage, and thetarget takes a -2 penalty to AC until the end of the warforgedanvilpriest's next turn.•f Heat of Battle (standard; recharge f::] _} _J\) • Fire, Weapon+13 vs. AC; 1d10 + 4 damage plus 1d6 fire damage, and ongoing5 fire damage until the target ends its turn in a space that isn'tadjacent to the warforged anvilpriest.Mending Flash Fire (standard; encounter) • Fire, ImplementClose burst 5; targets enemies; +11 vs. Reflex; 1d8 + 4 firedamage. Effect: The warforged anvilpriest and each ally withinthe burst gain 5 temporary hit points. Each warforged allywithin the burst uses warforged resolve as an immediatereaction.-5£- Blunted Mind (standard; encounter) • Illusion, Implement,PsychicArea burst 3 within 10; targets enemies; +11 vs. Will; 2d6 + 4psychic damage, and the target takes a -2 penalty to attack rollsand 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) • HealingThe warforged anvilpriest gains 7 temporary hit points and canmake a saving throw against an ongoing damage effect. If it usesthis power while bloodied, it also regains 7 hit points.Alignment Unaligned Languages CommonSkills Heal -13, Religion +12Str 14 (+6) Dex 10 (+4) Wis 19 (+8)Con 17 (+7) Int 16 (+7) Cha 12 (+5)Equipment chainmail, warhammer, holy symbolWARFORGED ANVILPRIEST TACTICSThe warforged anvilpriest first targets enemies withblunted mind. It then wades in among its enemies touse its melee attacks, starting with heat of battle. Theanvilpriest keeps an eye on its allies, using mendingflashfire when one or more are bloodied.WARFORGED ANVILPRIEST LOREArcana or Nature DC 14: Warforged anvilpriestsuse the still-hot flames of their creation, maintaininga link to that formative moment despite years of exis-


tence in the world. Although some are trueclerics devoted to a deity, other anvilpriestscare little for religion.Arcana or Nature DC 19: Onlya few anvilpriests fully live up totheir name by venerating the creationforges. These strange andoften crazed warforged presenta threat to all who would keepthem from the objects of theirworship.WARFORGEDTITANMASSIVE WARFORGED TITANSthunder over the battlefield,swinging arms that end inimmense weapons.Warforged TitanLevel 19 Elite SoldierHuge natural humanoid (living construct) XP 4,800Initiative +15 Senses Perception +13HP 362; Bloodied 181AC 35; Fortitude 35, Reflex 30, Will 30Saving Throws +2 (+4 against ongoing damage)Speed 8Action Points 10 Axe (standard; at-will)Reach 3; +24 vs. AC; 2d10 + 9 damage, and 9 damage to oneenemy adjacent to the target. Effect: The target is marked untilthe end of the warforged titan's next turn.4 Hammer (minor 1/round; at-will)Reach 3; +24 vs. AC; 2d8 + 9 damage, the warforged titan slidesthe target 2 squares, and the target is knocked prone. Miss: 9damage.Unstoppable ChargerA warforged titan can take additional actions after it resolves itscharge attack.Threatening ReachA warforged titan can make opportunity attacks against allenemies within its reach (3 squares).Warforged Resolve (minor; encounter) • HealingThe warforged titan gains 12 temporary hit points and canmake a saving throw against an ongoing damage effect. If it uses|this power while bloodied, it also regains 12 hit points.Alignment Unaligned Languages CommonStr 28 (+18) Dex 18 (+13) Wis 18 (+13)Con 21 (+14) Int 5 (+6) Cha 8 (+8)WARFORGED TITAN TACTICSA warforged titan charges into melee without hesitation.When possible, it makes a hammer attack to slideone enemy adjacent to another. The warforged titanthen charges (or otherwise attacks) the enemy withthe lightest armor with an axe attack, cleaving intoboth enemies.WARFORGED TITAN LOREArcana or Nature DC 22: Among the first warforgedcreated, warforged titans are barely sentient,with just enough intelligence to follow changing commandsin the heat of battle.Arcana or Nature DC 27: A warforged titancomprehends allegiance in simplistic terms. It oftenfollows the commands of someone that has a symbolof the titan's creator, regardless of its creator's goals orhow much time has passed since its creation.ENCOUNTER GROUPS<strong>Free</strong> warforged fight for a variety of causes-includingtheir own.Level 7 Encounter (XP 1,500)• 1 warforged anvilpriest (level 8 controller)• 1 warforged resounder (level 6 artillery)• 3 warforged savages (level 7 brute)Level 19 Encounter (XP 12,400)4- 1 cambion hellfire magus (level 18 artillery,MM 39)• 1 steel predator (level 20 elite soldier)• 1 warforged titan (level 19 elite soldier)


WILL-O'-WISPTHESE CRUEL FEY CREATURES feed on powerful emotionssuch as horror, despair, and anguish.Will o' WispSmall fey magical beastInitiative +15HP 57; Bloodied 28AC 22; Fortitude 19, Reflex 24, Will 22Resist insubstantialSpeed fly 6 (hover; altitude limit 2)Level 10 LurkerXP sooSenses Perception +11; low-light vision(£) Glimmer Wisp (standard; at-will) • RadiantReach 2; +13 vs. Reflex; 2d6 + 6 radiant damage.•)• Spirit Drain (standard; usable only while illuminated; see feylight; encounter) • Healing, PsychicReach 3; targets a bloodied creature; +12 vs. Fortitude; 2d8 +3 psychic damage, and the target is weakened (save ends). Thewill-o'-wisp regains 14 hit points.


WINTER WOLFSLY HUNTERS AND FEROCIOUS COMBATANTS, winterwolves have an evil intelligence and powers of deadlycold.Winter WolfLevel 14 SkirmisherMedium natural magical beast XP 1,000Initiative +14 Senses Perception +10; low-light visionHP 141; Bloodied 70AC 28; Fortitude 27, Reflex 26, Will 24Resist 20 coldSpeed 8 (ice walk)© Bite (standard; at-will) • Cold+19 vs. AC; IdIO + 6 damage plus 1d6 cold damage, or 2d10 +6 damage plus 1d6 cold damage against a prone target,•f Takedown (standard; usable only when charging; at-will) • Cold+19 vs. AC; 2d10 + 6 damage plus 1d6 cold damage, and thetarget is knocked prone.


WINTER WOLE SNOWEANG LORENature DC 20: Snowfangs are clever and maliciouskillers that often serve more powerful monstersas sentries. In winter wolf packs, snowfangs sometimeswait in ambush while their packmates driveprey toward them.RIME HOUNDRIME HOUNDS ARE GIFTS of powerful primordials ofcold to their worshipers.Rime HoundLevel 17 Elite SkirmisherHuge elemental magical beast (earth, cold, mount) XP 3,200Initiative +16 Senses Perception +12; low-light visionHP 332; Bloodied 166AC 31; Fortitude 30, Reflex 29, Will 27Resist 20 coldSaving Throws +2Speed 8 (ice walk)Action Points 1© Bite (standard; at-will) • ColdReach 2; +22 vs. AC; 1d12 + 6 damage plus 1d6 cold damage, or2d12 + 6 damage plus 1d6 cold damage against a prone target.\ Ice Spikes (immediate reaction, when an enemy misses the rimehound or a friendly rider of 17th level or higher with a meleeattack; at-will) • MountThe icy spikes on the rime hound's body extend: targets thetriggering enemy; +20 vs. Reflex; 1d12 + 6 damage plus 1d6cold damage.•f Takedown (standard; usable only when charging; at-will) • ColdReach 2; +20 vs. AC; 2d12 + 6 damage plus 1d6 cold damage,and the target is knocked prone.4r Frost Storm (standard; recharge __ __) • Cold, ZoneClose burst 3; +20 vs. Fortitude; 2d8 + 6 cold damage. Miss: Halfdamage. Effect: The burst creates a zone of icy terrain that lastsuntil the end of the rime hound's next turn. The zone is difficultterrain.Drag (minor; usable only when adjacent to a prone enemy; at-will)The rime hound shifts 1 square, and pulls a prone target that isadjacent to it 1 square.Alignment EvilLanguages Common, GiantSkills Intimidate +13Str 24 (+15) Dex 22 (+14) Wis 19 (+12)Con 22 (+14) Int 10 (+8) Cha 10 (+8)RIME HOUND LOREArcana DC 25: Certain primordials of cold aresaid to create rime hounds out of the cold heart ofelemental blizzards. These enormous hounds workwith frost giants as mounts, or hunt alongside frosttitans and similar icy beings.SON OE THE SPIRIT WOLEA SON OF THE SPIRIT WOLF USES ITS ICY BREATH to keepits victim's allies away while it concentrates on bitingand rending the hapless target to death.Son of the Spirit Wolf Level 26 Elite SkirmisherLarge elemental magical beast (cold) XP 18,000Initiative +23 Senses Perception +20; low-light visionEverfrost Coat (cold) aura 1; each enemy that enters the auratakes 10 cold damage. A creature that takes cold damage fromeverfrost coat cannot make opportunity attacks until the end ofthe son of the spirit wolf's next turn. 2HP 486; Bloodied 243AC 40; Fortitude 39, Reflex 37, Will 36Resist 30 coldSaving Throws +2Speed 8 (ice walk)Action Points 1© Bite (standard; at-will) • ColdReach 2; +31 vs. AC; 2d10 + 9 damage plus IdIO cold damage,and the target is grabbed.4 Terrible Rush (free; usable only after the son of the spirit wolfmakes a charge attack; encounter) • ColdClose burst 2; +29 vs. Fortitude; 2d10 cold damage, and thetarget is knocked prone.•


WITHERLINGWlTHERLINGS ARE UNDEAD CREATURES Created bygnolls to serve as shock troops and raiders. Gnollpriests ofYeenoghu use a ritual to fuse the essenceof a demon with the body of a foe slain in battle.The result is a shrunken, emaciated creature thathas a ghoul's paralyzing touch and a demon'srelentless frenzy.WlTHERLINGA WlTHERLING IS THE ANIMATED CORPSE of a Smallhumanoid with the head of a hyena. It menaces itsvictims with claws made of sharpened gazelle horns,which are sticky with poison.WitherlingLevel 4 SkirmisherSmall natural animate (undead) XP 175Initiative +8 Senses Perception +2; low-light visionHP 56; Bloodied 28AC 18; Fortitude 16, Reflex 17, Will 15Speed 8, climb 60 Claw (standard; at-will)+9 vs. AC; 1d6 + 2 damage, and the target is slowed (save ends).+ Double Attack (standard; usable only while bloodied; at-will)The witherling makes two claw attacks.Combat AdvantageA witherling deals 1d6 extra damage on attacks against anycreature granting combat advantage to it.Blood Dance (move; usable only while bloodied; at-will)The witherling shifts 2 squares.Pack AttackA witherling's melee attacks deal 2 extra damage against anyenemy that has two or more of the witherling's allies adjacentto it.Sudden Leap (move; at-will)The witherling jumps 4 squares. During the jump, it gains a +5bonus to AC against opportunity attacks, and any enemy thatmisses the witherling with an opportunity attack grants combatadvantage to it until the end of the witherling's turn.Alignment EvilLanguages Abyssal, CommonStr 11 (+2) Dex 19 (+6) Wis 11 (+2)Con 16 (+5) lnt7(+0) Cha 12 (+3)WITHERLINGDEATH SHRIEKERA DEATH SHRIEKER IS A LARGER, MORE FEROCIOUS formof witherling. Its blood-curdling shriek drains the lifefrom its enemies while granting strength and vitalityto its undead companions.Witherling Death Shrieker Level 5 Controller (Leader)Medium natural animate (undead) XP 200Initiative +5HP 65; Bloodied 32AC 19; Fortitude 17, Reflex 17, Will 16Speed 6© Claws (standard; at-will)+10 vs. AC; 1 d10 + 5 damage.Senses Perception +4; low-light visionDeath Shriek (standard; recharge [X i j]) • HealingClose blast 5; targets enemies; +9 vs. Fortitude; 2d6 + 4damage, and any undead ally adjacent to the target regains 5 hitpoints. An undead ally can regain hit points only once per roundin this way.Thunder Shriek (standard; at-will) • ThunderClose blast 5; targets enemies; +9 vs. Fortitude; 1d6 + 4thunder damage, and the witherling death shrieker pushes thetarget 2 squares.Pack AttackA witherling death shrieker's melee attacks deal 2 extra damageagainst any enemy that has two or more of the death shrieker'sallies adjacent to it.Alignment EvilLanguages Abyssal, Common ionStr 12 (+3) Dex 16 (+5) Wis 15 (+4)Con 17 (+5) Int 11 (+2) Cha 12 (+3)WlTHERLING TACTICSAs befits undead creatures infused with the spirits ofdemons, witherlings use simple mob tactics to overwhelmtheir enemies. Gnolls use them as a screeningforce, sending them ahead of a gnoll pack to harassand slow the enemy, allowing pursuing gnolls tooverrun their prey. When a witherling closes witha foe, it uses sudden leap in an effort to gain combatadvantage. It then attacks the first foe to grant combatadvantage to it.\\\________^


WITHERLING DEATHSHRIEKER TACTICSA death shrieker causes chaos and terror among itsenemies with its devastating shrieks. Its death shriekallows it to hurt its enemies while helping its allies. Ituses thunder shriek to create gaps in defensive lines foragile skirmishers to penetrate.WITHERLINGHORNED TERRORA HORNED TERROR is AN UNDEAD abomination createdfrom the specially preserved corpse of a minotaur.Owing to Yeenoghu's long war against Baphomet, thegnolls have many opportunities to produce these horrors.Minotaurs loathe them, viewing these undead asa blasphemy against their kind.Witherling Horned TerrorLarge natural animate (undead)Initiative +6HP 107; Bloodied 53AC 19; Fortitude 22, Reflex 18, Will 18Speed 7© Claws (standard; at-will)Level 8 BruteXP350Senses Perception +6; low-light visionReach 2; +11 vs. AC; 2d10 + 3 damage.\ Horns (standard; at-will)+9 vs. Fortitude; 2d6 + 5 damage, and the witherling hornedterror pushes the target 2 squares.•f Rampaging Charge (standard; recharge [x] _])The witherling horned terror charges and makes the followingattack in place of a melee basic attack: +11 vs. AC; 2d6 + 5damage. Effect: Make a secondary attack against a differenttarget. Secondory Attack: Reach 2; +11 vs. AC; 2d6 + 5 damage.EJfect: Make the same attack (without charging) two more timesagainst different targets.Pack AttackA witherling horned terror's melee attacks deal 2 extra damageagainst any enemy that has two or more of the horned terror'sallies adjacent to it.Alignment EvilLanguages Abyssal, CommonStr 22 (+10) Dex 15 (+6) Wis 15 (+6)Con 17 (+7) Int 6 (+2) Cha 11 (+4)WITHERLING HORNEDTERROR TACTICSA horned terror is as direct and unsubtle a warrioras it was in life. It uses rampagingcharge as often as itcan, even provoking opportunity attacks in order torun down as many foes as possible.WlTHERLING RABBLEWHEN GNOLLS OR NECROMANCERS create witherlings,the process sometimes goes awry. The magic instead &creates witherling rabble, inferior forms of thecreatures. I—Witherling RabbleSmall natural animate (undead)Initiative +10Level 9 Minion SkirmisherXP100Senses Perception +4; low-light visionHP 1; a missed attack never damages a minion.AC 23; Fortitude 21, Reflex 22, Will 20Speed 8, climb 6© Claw (standard; at-will)+14 vs. AC; 9 damage.Combat AdvantageA witherling rabble deals 2 extra damage on attacks against anycreature granting combat advantage to it.Pack AttackA witherling rabble's melee attacks deal 2 extra damage againstany enemy that has two or more of the rabble's allies adjacenttoftSudden Leap (move; at-will)The witherling rabble jumps 4 squares. During the jump, itgains a +5 bonus to AC against opportunity attacks, and anyenemy that misses the rabble with an opportunity attack grantscombat advantage to it until the end of the rabble's turn.Alignment EvilLanguages Abyssal, CommonStr 11 (+4) Dex 19 (+8) Wis 11 (+4)Con 16 (+7) Int 7 (+2) Cha 12 (+5)WlTHERLING LOREReligion DC 14: Yeenoghu recently imparted tothe gnolls the knowledge of the blasphemous processused to create witherlings. A war between Yeenoghuand Orcus is brewing, and the witherlings are butone of several new weapons that the Prince of Gnollshas given to his children.ENCOUNTER GROUPSWitherlings were first made by gnolls, but the secretof their creation has spread to necromancers ofother races.Level 6 Encounter (XP 1,300)• 2 deathpledged gnolls (level 5 brute)• 1 gnoll huntmaster (level 5 artillery, MM 132)• 4 witherlings (level 4 skirmisher)Level 8 Encounter (XP 1,800)• 2 cambion hellswords (level 8 brute, MM 39)• 1 fang ofYeenoghu (level 7 skirmisher)• 8 witherling rabble (level 9 minioFLskirrnisher)uZ_


WOOD WOADWOOD WOADS SEEK VENGEANCE for each tree thatfalls to the axe. A creature that intrudes into a forestprotected by wood woads is held responsible for theactions of all previous intruders.Wood WoadMedium fey humanoid (plant)Level 8 SoldierXP 350Initiative+5 Senses Perception+12HP 92; Bloodied 46AC 23; Fortitude 21, Reflex 18, Will 21Speed 5© Club (standard; at-will) • Weapon+16 vs. AC; 1d8 + 6 damage,•r Nature's Judgment (standard; recharge (T j]) • Healing, Reliable,Weapon+16 vs. AC; 2d8 + 6 damage, and the target is immobilized andtakes ongoing 5 damage (save ends both). When the targettakes the ongoing damage, the fey enemy or plant enemynearest to the target regains an equal number of hit points.Nature's Mystery (minor; encounter) • CharmClose burst 2; targets one creature; no attack roll; the targettakes a -2 penalty to attack rolls, all defenses, and saving throws(save ends). In addition, the target takes a -5 penalty to savingthrows against this effect unless it succeeds on a DC 20 Naturecheck (a free action on the target's turn).Alignment Unaligned Languages Common, ElvenSkills Intimidate+11Str 18 (+8) Dex 9 (+3) Wis 16 (+7)Con 20 (+9) Int 10 (+4) Cha 10 (+4)Equipment small wooden shield, clubWOOD WOAD TACTICSA wood woad uses nature's judgment as soon as it can,preferring to target an enemy that relies on speed ormobility rather than an enemy that wishes to hold aposition. It stays near allies in order to defend them.WOOD WOAD LORENature DC 14: Those who have extensive knowledgeof nature, such as rangers, druids, and wardens,can usually overcome a wood woad's magic moreeasily than those who are not wise in the ways ofthe woods.Nature DC 19: Wood woads and dryads share acommon heritage. Dryads are sometimes at peace,comforted by the presence of their trees, but woodwoads are constantly enraged by slain forests.ENCOUNTER GROUPSWood woads gladly ally with other creatures thatshare their drive to protect the natural world. Centaursand dryads fight alongside them. Clever feycreatures, particularly gnomes and eladrin, sometimestrick wood woads into allying with them bycreating a link between the fey's goal and the woodwoads' desires.Level 8 encounter (XP 1,800)• 2 dryads (level 9 skirmisher, MM 96)• 1 vine horror spellfiend (level 7 artillery, MM 260)• 2 wood woads (level 8 soldier)Level 9 encounter (XP 2,150)• 1 gnome entropist (level 8 artillery)4- 1 satyr piper (level 8 controller, MM 228)• 1 shambling mound (level 9 brute, MM 232)• 3 wood woads (level 8 soldier)


BIZARRE SCAVENGERS originally from the ElementalChaos, xorns now inhabit the world's deep subterraneantunnels and remote mountain caverns.XORNXorns move through solid rock like fish throughwater, seeking out rare metals and gems to devour.Xorn 1 .evel 9 SkirmisherMedium elemental magical beast (earth)XP400Initiative +8 Senses Perception +7; all-around visiondarkvisionHP 102; Bloodied 51AC 23; Fortitude 24, Reflex 19, Will 20Speed 5, burrow 5; see also earth glide© Claw (standard; at-will)+14 vs. AC; ld6 + 5 damage.4 Triple Strike (standard; at-will)The xorn makes three claw attacks, each against a differenttarget.4 Earthy Maw (standard; at-will)+14 vs. AC; 2d6 + 5 damage.Earth GlideA xorn can burrow through solid stone as if it were loose earth.Retreat (immediate reaction, when the xorn is missed by a meleeattack; at-will)The xorn burrows its speed.Submerge (minor; at-will)The xorn sinks partially under the ground and gains a +2 bonusto AC until it moves.Alignment Unaligned Languages Common, PrimordialStr 20 (+9) Dex 15 (+6) Wis 17 (+7)Con 22 (+10) Int 12 (+5) Cha 12 (+5)DlAMONDHIDE XORNIn the deep recesses of the Elemental Chaos and instony realms across the planes, diamondhide xornsglide through the earth in search of the rarest minerals.The armored skin of a diamondhide xorn glitterswith the remnants of minerals it has ingested.Diamondhide XornLevel 16 SkirmisherLarge elemental magical beast (earth) XP 1,400Initiative +13 Senses Perception +12; all-around vision,darkvisionHP 160; Bloodied 80AC 29; Fortitude 29, Reflex 25, Will 26Speed 5, burrow 5; see also earth glide© Claw (standard; at-will)Reach 2; +21 vs. AC; 1d8 + 7 damage.4 Triple Strike (standard; at-will)The diamondhide xorn makes three claw attacks, each against adifferent target.4 Earthy Maw (standard; at-will)+21 vs. AC; 2d8 + 7 damage.4 Undermine (standard; recharge XJ jfi])The diamondhide xorn burrows its speed and attacks onenonflying enemy whose space it passes under: +19 vs. Reflex;4d8 + 7 damage, and the target is restrained (save ends).Earth GlideA diamondhide xorn can burrow through solid stone as if itwere loose earth.Retreat (immediate reaction, when missed by a melee attack;at-will)The diamondhide xorn burrows its speed.Submerge (minor; at-will)The diamondhide xorn sinks partially under the ground andgains a +2 bonus to AC until it moves.Alignment Unaligned Languages Common, PrimordialStr 22 (+14) Dex 17 (+11) Wis 19 (+12)Con 24 (+15) Int 13 (+9) Cha 13 (+9)XORN LOREDungeoneering DC 23: Xorns are creaturesfrom the Elemental Chaos that feed on metal andminerals. Their appetite for rare gemstones makesthem open to bargaining. However, they have beenknown to engage in diplomacy while using the timeto set up ambushes.Z:::::0xENCOUNTER GROUPSXorns bargain their services across the planesin exchange for precious metals and gemstones.They can be found aiding the mining or smeltingoperations of duergar or fire giants, and sometimesallied with galeb duhrs or other creatures ofelemental earth.Level 10 Encounter (XP 2,400)• 1 duergar fleshtearer (level 11 lurker)• 4 duergar shock troopers (level 6 brute)• 2 xorns (level 9 skirmisher)


GLOSSARYThis glossary defines game terms used in this hook.The glossary supersedes previous sources and incorporatesclarifications and new rules.aberrant [origin]: Aberrant creatures are native to orshaped by the Far Realm.acid [keyword]: A damage type.aftereffect: An aftereffect automatically occurs afteranother effect ends. In a power description, an"Aftereffect" entry follows the effect it applies to.A target is sometimes subject to an aftereffect aftera save. If that save occurs when the target is rollingmultiple saving throws, the aftereffect takes effectafter the target has rolled all of them.air [keyword]: An air creature is strongly connected tothe element of air.all-around vision: Enemies can't gain combat advantageby flanking a creature that has all-around vision.altitude limit: If a creature has a specified altitudelimit, the creature crashes at the end of its turn if it isflying higher than that limit. See also fly speed.angel [keyword]: Angels are immortal creatures nativeto the Astral Sea. They don't need to breathe, eat, orsleep.animate [type]: Animate creatures are given lifethrough magic. They don't need to breathe, eat,or sleep.aquatic [keyword]: Aquatic creatures can breatheunderwater. In aquatic combat, an aquatic creaturegains a +2 bonus to attack rolls against nonaquaticcreatures. See also "Aquatic Combat," DungeonMaster's Guide, page 45.aura: An aura is a continuous effect that emanates froma creature. The aura affects each square within lineof effect and within a specified range of that creature'sspace. The aura does not affect that creature,unless otherwise noted, and is unaffected by terrainor environmental phenomena.A creature can deactivate or reactivate its auraas a minor action. If the creature dies, the aura endsimmediately.If auras overlap and impose penalties to the sameroll or game statistic, a creature affected by the overlappingauras is subject to the worst penalty; the penaltiesare not cumulative. Similarly, a creature in theoverlapping area takes damage only from the aurathat deals the most damage, regardless of damagetype.beast [type]: Beasts are either ordinary animals orcreatures akin to them. They behave instinctively.blind [keyword]: A blind creature relies on specialsenses, such as blindsight or tremorsense, to seewithin a specified range, beyond which the creaturecan't see. The creature is immune to gaze attacks andcannot be blinded.blindsight: A creature that has blindsight can clearlysee creatures or objects within a specified rangeand within line of effect, even if they are invisible orobscured. The creature otherwise relies on its normalvision.burrow speed: A creature that has a burrow speed canmove through loose earth at a specified speed, andthe creature can move through solid stone at halfthat speed. The creature can't shift or charge whileburrowing.change shape: A creature that has the polymorphpower change shape can assume the form of anothercreature. The power specifies the type and size ofthat form. The new form lasts until it is changed oruntil the creature dies.The creature retains its statistics in its new form.Its clothing, armor, and other possessions do notchange with the new form.If the creature can use change shape to assume theform of an individual, the creature must have seenthat individual. Other creatures can make an Insightcheck (opposed by the creature's Bluff check with a+20 bonus) to discern that the form is a disguise. Seealso polymorph.charm [keyword]: A charm power controls or influencesa subject's actions.climb speed: A creature that has a climb speed moveson vertical surfaces at that speed without makingAthletics checks to climb. While climbing, thecreature ignores difficult terrain and doesn't grantcombat advantage because of climbing.clumsy: Some creatures are clumsy while using a specificmovement mode (noted next to that mode inthe creature's "Speed" entry), and others are clumsywhile on the ground (noted next to the creature'sspeed). While a creature is clumsy, it takes a -4penalty to attack rolls and all defenses.cold [keyword]: A damage type. A creature that hasthis keyword is at least partially composed of ice.conjuration [keyword]: A conjuration power createsa conjuration, which is an object or a creature ofmagical energy. A conjuration occupies no squares, isunaffected by the environment, does not need to besupported by a solid surface, cannot be attacked orphysically affected, and ends immediately when itscreator dies.If a conjuration can be attacked or physicallyaffected, it uses its creator's defenses. Unless an attackspecifically targets conjurations, only the attack'sdamage (not including ongoing damage) affects theconjuration. If a conjuration can attack, its creatormakes the attack, determining line of sight normallybut determining line of effect from the conjuration.


If the power that creates a conjuration includesthe ability to move it, the conjuration is considered amovable conjuration. A movable conjuration ends atthe end of its creator's turn if the creator is not withinrange of at least 1 square it's in (using the power'srange) or if the creator doesn't have line of effect toat least 1 square it's in. A conjuration can't be movedthrough a solid obstacle.construct [keyword]: Constructs are not living creatures,so effects that specifically target living creaturesdo not work against them. They don't need tobreathe, eat, or sleep.darkvision: A creature that has darkvision can see indim light and darkness without penalty.demon [keyword]: Demons are chaotic evil elementalcreatures native to the Abyss. They don't need to sleep.devil [keyword]: Devils are evil immortal creaturesnative to the Nine Hells. They don't need to sleep.disease [keyword]: Some powers expose a target to adisease. If a creature is exposed to a disease one ormore times during an encounter, it makes one savingthrow at the end of the encounter to determine if itcontracts the disease. If the saving throw fails, thetarget is infected. See also "Disease," Dungeon Master'sGuide, page 49.dragon [keyword]: Dragons are reptilian creatures. Mostof them have wings as well as a breath weapon.earth [keyword]: An earth creature is strongly connectedto the element of earth.earth walk: A type of terrain walk. A creature that hasearth walk ignores difficult terrain that is rubble,uneven stone, or an earthen construction.elemental [origin]: Elemental creatures are native tothe Elemental Chaos.extra damage: Many powers and other effects grant theability to deal extra damage. Extra damage is alwaysin addition to other damage. This means an attack thatdeals no damage can't deal extra damage.fear [keyword]: A fear power inspires fright.fey [origin]: Fey creatures are native to the Feywild.fire [keyword]: A damage type. A fire creature isstrongly connected to the element of fire.fly speed: A creature that has a fly speed can fly anumber of squares up to that speed as a move action.To remain in the air, the creature must move atleast 2 squares during its turn, or it crashes at theend of its turn. While flying, the creature can't shiftor make opportunity attacks, and it crashes if it'sknocked prone. See also "Flying," Dungeon Master'sGuide, page 47.force [keyword]: A damage type.forest walk: A type of terrain walk. A creature that hasforest walk ignores difficult terrain that is part of atree, underbrush, or some other forest growth.gaze [keyword]: A type of attack. Blind or blinded >.creatures are immune to gaze attacks, and a creature ~cannot make a gaze attack while blinded. 5/5giant [keyword]: Giants are Large or larger humanoid qcreatures. — 1Ugrabbed: Being grabbed means a creature is immobilized.Unless otherwise noted, a grab lasts until theend of the grabber's next turn, and the grabber cansustain the grab as a minor action and end it as a freeaction. Certain circumstances end a grab: if the grabberis affected by a condition that prevents it fromtaking opportunity actions, if either the grabber orthe creature it's grabbing moves far enough away thatthe grabbed creature is no longer in the grabber'sreach, or if the grabbed creature escapes. See also"Escape" and "Grab," Player's Handbook, pages 288and 290.half damage: When a power or another effect dealshalf damage, apply all modifiers to the damage,including resistances and vulnerabilities, and thendivide the damage in half.healing [keyword]: A healing power restores hit points.hidden: When a creature is hidden from an enemy,the creature is silent and invisible to that enemy.A creature normally uses the Stealth skill to becomehidden.homunculus [keyword]: Homunculi are animate constructstasked with guarding a creature, an area, oran object.hover: If a creature can hover, it can remain in the airwithout moving during its turn. It can also shift andmake opportunity attacks while flying. See also flyspeed.humanoid [type]: Humanoid creatures vary greatly inhow much they resemble humans. Most are bipedal.They include humans as well as monstrous humanoidssuch as yuan-ti.ice walk: A type of terrain walk. A creature that has icewalk ignores difficult terrain that is ice or snow.illusion [keyword]: An illusion power deceives themind or the senses.immortal [origin]: Immortal creatures are nativeto the Astral Sea. Unless they are killed, they liveforever.immune: A creature that is immune to a damage type(such as cold or fire), a condition (such as dazed orpetrified), or another specific effect (such as diseaseor forced movement) is not affected by it. A creaturethat is immune to charm, fear, illusion, poison, orsleep is not affected by the nondamaging effects ofa power that has that keyword. A creature that isimmune to gaze is not affected by powers that havethat keyword.


implement: The implement keyword identifies a powerthat can be used through an implement. A monster'sstatistics block notes the implements it uses. Seealso "Adding Equipment," Dungeon Master's Guide,page 174.insubstantial: When a creature is insubstantial, ittakes half damage from any damage source, includingongoing damage. Some creatures are inherentlyinsubstantial, which is noted in their "Resist" entries.See also half damage.lightning [keyword]: A damage type.living construct [keyword]: Unlike other constructs,living constructs are living creatures.low-light vision: A creature that has low-light visioncan see in dim light without penalty.magical beast [type]: Magical beasts resemble beastsbut often behave like people.marked: When a creature marks a target, that targettakes a -2 penalty to attack rolls for any attack thatdoesn't include the creature as a target. A creaturecan be subject to only one mark at a time, and a newmark supersedes an old one.maximum altitude: See altitude limit.minion: A minion is destroyed when it takes anydamage. If a minion is missed by an attack thatdeals damage on a miss, the minion doesn't take thatdamage.mount [keyword]: A creature that has the mount keywordhas at least one mount power. A mount poweris usable only when the creature's rider has theMounted Combat feat. See also "Mounted Combat,"Dungeon Master's Guide, page 46.natural [origin]: Natural creatures are native to thenatural world.necrotic [keyword]: A damage type.ooze [keyword]: Oozes are amorphous creatures.When an ooze squeezes, it can move at full speed(rather than half speed), it doesn't take the -5 penaltyto attack rolls, and it doesn't grant combat advantagebecause of squeezing.overland flight: Overland flight works like a fly speedwith one exception: A creature can take a moveaction to use overland flight only if it has taken noactions that turn, except free actions or move actionsusing overland flight. The creature can then takeonly those actions until the start of its next turn.See also fly speed.phasing: While phasing, a creature ignores difficultterrain and can move through obstacles and othercreatures, but it must end its movement in an unoccupiedspace.plant [keyword]: Plant creatures are composed of vegetablematter. They don't need to sleep.poison [keyword]: A damage and effect type.polymorph [keyword]: Polymorph powers change atarget's physical form. If a target is affected by morethan one polymorph power, only the most recent onehas any effect. The other powers' effects remain on thetarget and their durations expire as normal, but thoseeffects don't apply. However, when the most recenteffect ends, the next most recent one that is still activeapplies to the target. If the target dies, polymorpheffects end on it immediately.If a polymorph effect reduces a target's space, thetarget doesn't provoke opportunity attacks for leavingsquares as it shrinks. If a polymorph effect makes atarget too large to fit in the available space, the effectfails against the target, but the target is stunned(save ends).psychic [keyword]: A damage type.radiant [keyword]: A damage type.reliable [keyword]: If a creature misses every targetwhen using a reliable power, the use of that powerisn't expended.reptile [keyword]: Reptiles are cold-blooded creaturesthat have scaly skin.resist: A creature that has resistance takes less damagefrom a specific damage type. For example, a creaturethat has resist 10 fire takes 10 less damage wheneverit takes fire damage.Resistance doesn't reduce damage unless thetarget has resistance to each type of damage from theattack, and then only the weakest of the resistancesapplies. For example, a creature that has resist 10lightning and resist 5 thunder that takes 15 lightningand thunder damage takes 10 damage because theresistance value to the combined damage types islimited by the lesser of the two resistances.shadow [origin]: Shadow creatures are native to theShadowfell.shapechanger [keyword]: Shapechangers, such asdoppelgangers, have the ability to alter their form,whether freely or into specific forms.sleep [keyword]: Sleep powers knock creaturesunconscious.spider [keyword]: Spider creatures include spiders aswell as creatures that have spiderlike features: eightlegs, web spinning, and the like.spider climb: A creature that can spider climb can useits climb speed to move across overhanging horizontalsurfaces (such as ceilings) without makingAthletics checks. See also climb speed.swamp walk: A type of terrain walk. A creature thathas swamp walk ignores difficult terrain that is mudor shallow water.swarm [keyword]: A swarm is composed of multiplecreatures but functions as a single creature. A swarmcan occupy the same space as another creature,and an enemy can enter a swarm's space, which is


difficult terrain. A swarm cannot be pulled, pushed,or slid by melee or ranged attacks.A swarm can squeeze through any opening largeenough for even one of its constituent creatures.For example, a swarm of bats can squeeze throughany opening large enough for one of the bats tosqueeze through.swim speed: A creature that has a swim speed movesthrough water at that speed without making Athleticschecks to swim.telepathy: A creature that has telepathy can communicatetelepathically with any other creature that has alanguage. The other creature must be within line ofeffect and within a specified range. Telepathy allowsfor two-way communication.teleportation [keyword]: A teleportation power transportscreatures or objects instantaneously from onelocation to another. A creature that uses a teleportationpower must have line of sight to the destinationspace, but neither that creature nor the target beingteleported needs line of effect to that space. The destinationmust be a space that the target can occupywithout squeezing.The target being teleported disappears and instantaneouslyappears in the destination space. Themovement doesn't provoke opportunity attacks andis unhindered by intervening creatures, objects, orterrain.Being immobilized or restrained doesn't preventa creature from teleporting. If a creature teleportsaway from a physical restraint, a monster's grasp, orsome other immobilizing effect that is located in aspecific space, the creature is no longer immobilizedor restrained. Otherwise, the creature teleports butis still immobilized or restrained when it reaches thedestination space.threatening reach: A creature that has threateningreach can make an opportunity attack against anyenemy within its reach that provokes an opportunityattack.thunder [keyword]: A damage type.tremorsense: A creature that has tremorsense canclearly see creatures or objects within a specifiedrange, even if they are invisible, obscured, or outsideline of effect, but they and the creature must be incontact with the ground or the same substance, suchas water or a web. The creature otherwise relies on itsnormal vision.truesight: A creature that has truesight can see invisiblecreatures and objects within a specified range aslong as they are also within line of sight.tunneling: A creature that has tunneling leaves tunnelsbehind it as it burrows. The creature, as well assmaller creatures, can move through these tunnelswithout any reduction in speed. Creatures of thesame size as the tunneling creature must squeezethrough these tunnels, and larger creatures cannotmove through them at all. See also burrow speed.undead [keyword]: Undead are not living creatures,so effects that specifically target living creatures donot work against them. They don't need to breatheor sleep.variable resistance: A creature that has variableresistance can activate it a specified number of timesper encounter as a free action. When the creatureactivates variable resistance, it chooses a damagetype: acid, cold, fire, lightning, or thunder. (Thecreature can't choose a damage type to which it isvulnerable.) Until the end of the encounter, the creaturegains a specified amount of resistance to thatdamage type. This resistance replaces any resistancethe creature already had against that damage type.If a creature can activate variable resistance morethan once per encounter, the creature can resist onlyone damage type at a time using variable resistance.See also resist.vulnerable: A creature that is vulnerable to a specifieddamage type usually takes a specific amount of extradamage when it takes damage of that type, or it suffersa specific effect. For example, a creature that hasvulnerable 10 radiant takes 10 extra radiant damagewhen an attack deals radiant damage to it or when ittakes ongoing radiant damage.water [keyword]: A water creature is strongly connectedto the element of water.weapon [keyword]: The weapon keyword identifiesa power that is used with a weapon, which canbe an unarmed strike. A monster's statistics blocknotes the weapons it uses. <strong>Monster</strong> attacks don't useproficiency bonuses. See also "Adding Equipment,"Dungeon Master's Guide, page 174.zone [keyword]: A zone power creates a zone, amagical area that lasts for a round or more. A zoneis formed by an area of effect and fills each squarein the area that is within line of effect of the originsquare. A zone is unaffected by the environment,cannot be attacked or physically affected, and endsimmediately when its creator dies.If the power that creates a zone includes the abilityto move it, the zone is considered a movable zone.A movable zone ends at the end of its creator's turnif the creator is not within range of at least 1 squareof it (using the power's range) or if the creator doesn'thave line of effect to at least 1 square of it. A zonecan't be moved through a solid obstacle.If zones overlap and impose penalties to the sameroll or game statistic, a creature affected by theoverlapping zones is subject to the worst penalty; thepenalties are not cumulative. Similarly, a creaturein the overlapping area takes damage only fromthe zone that deals the most damage, regardless ofdamage type.


RACIAL TRAITSAs in the <strong>Monster</strong> <strong>Manual</strong>, a few of the monstersin <strong>Monster</strong> <strong>Manual</strong> 2 have racial traits and powerssimilar to those of the races presented in the Player'sHandbook and Player's Handbook 2.These traits and powers are most useful toDungeon Masters interested in creating detailed nonplayercharacters (NPCs). The information can alsobe used as guidelines for creating player character(PC) versions of these creatures. Be aware that thetraits and powers that follow are more in line withmonster powers than with player character powersactualPC versions of any of the races published laterwould likely be slightly different.As a DM, you should carefully consider which, ifany, of the monster races you wish to include as PCoptions in your campaign.BULLYWUGAverage Height: 5' 4" - 6' 0"Average Weight: 150-240 lb.Ability Scores: +2 Constitution, +2 DexteritySize: MediumSpeed: 6 squares (swamp walk)Vision: NormalLanguages: Common, PrimordialSkill Bonuses: +2 AthleticsRancid Air (Poison) aura 2: Any enemy that spendsa healing surge within the aura is weakened untilthe end of its next turn.DUERGARAverage Height: 4' 2" - 4' 8"Average Weight: 160-220 lb.Infernal QuillsDuergar Racial PowerYou tense and send the quills projecting from your body into thegaps inyourfoe's armor.Encounter • PoisonMinor Action Ranged 3Target: One creatureAttack: Constitution + 2 vs. ACLevel 11: Constitution + 4 vs. ACLevel 21: Constitution + 6 vs. ACHit: 1 d8 + Constitution modifier damage, and the targettakes a -2 penalty to attack rolls and ongoing 2 poisondamage (save ends both).Level 1 i: 2d8 + Constitution modifier damage, and thetarget takes a -2 penalty to attack rolls and ongoing 5poison damage (save ends both).Level 21: 3d8 + Constitution modifier damage, and thetarget takes a -1 penalty to attack rolls and ongoing 8poison damage (save ends both).KENKUAverage Height: 5' 0" - 5' 6"Average Weight: 110-150 lb.Ability Scores: +2 Dexterity, +2 CharismaSize: MediumSpeed: 6 squaresVision: Low-lightLanguages: CommonSkill Bonuses: +2 Bluff, +2 StealthFlock Effect: You gain a +3 bonus to attack rollsagainst a creature you are flanking instead of thenormal +2 bonus, and you grant a +3 bonus toattack rolls or skill checks when aiding anotherinstead of the normal +2 bonus.Mimicry: You can mimic sounds and voices. A successfulInsight check opposed by your Bluff checkallows a listener to determine that the effect isfaked.Ability Scores: +2 Constitution, +2 WisdomSize: MediumSpeed: 6 squaresVision: DarkvisionLanguages: Common, Deep Speech, DwarvenSkill Bonuses: +2 DungeoneeringInfernal Quills: You can use infernal quills as anencounter power.


MONSTERS BY LEVELEvery monster in the book appears on thisiist, whichis sorted alphabetically by level and monster role.<strong>Monster</strong> leaders are indicated with an (L).<strong>Monster</strong>Human NobleWitherling Death ShriekerGnome MistwalkerYoung Iron DragonCockatriceGnaw DemonHalf-Orc HunterHorned Drake<strong>Monster</strong> Level and Role Page Kenku AssassinFell Taint Pulsar 1 Artillery 104 Flamespiker (Elemental)Ankheg Broodling 1 Minion Brute 11 Rupture DemonBullywug Mucker 1 Brute 28Goblin Acolyte of Maglubiyet 1 Controller 131 Warforged ResounderBlood Hawk 1 Skirmisher 142 Duergar Shock TrooperFell Taint Lasher 1 Soldier 104 Wereboar (Lycanthrope)Half-Orc Death MagePoisonscale Magus (Lizardfolk) 2 Artillery 156 Hobgoblin FleshcarverCentipede Swarm 2 Brute 33 Geonid (Elemental)Dretch (Demon) 2 Brute 54 Abyssal Marauder (Demogorgon)Poisonscale Savage (Lizardfolk) 2 Brute 156 Bugbear Wardancer (Goblin)Fell Taint Thought Eater 2 Controller 104 Half-Elf Bandit CaptainBullywug Twitcher 2 Skirmisher 28 Human Javelin DancerGray Ooze 2 Skirmisher 173 Rust <strong>Monster</strong>Hive Warrior (Ant) 2 Skirmisher 12 TigerStonefist Defender (Homunculus) 2 Skirmisher 143 Young Copper DragonBloodthorn Vine 2 Soldier 205 Spriggan ThornPoisonscale Slitherer (Lizardfolk) 2 Soldier 156Goliath SunspeakerBullywug Mud Lord 3 Artillery 29 Gnoll GorgerBullywug Croaker 3 Minion Brute 28 Half-Orc ScarthaneMyconid Rotpriest 3 Brute (L) 164 Shrieking Cultist of DemogorgonAnkheg 3 Elite Lurker 11 Troglodyte ThrasherPoisonscale Collector (Lizardfolk) 3 Lurker 156 Warforged SavageDust Devil (Elemental) 3 Skirmisher 99 Barghest Battle LordKenku Ruffian 3 Minion Skirmisher 152 Half-Elf Con ArtistKenku Warrior 3 Skirmisher 152 Human HexerSkeletal Steed 3 Skirmisher 183 Bloodseep DemonHive Soldier (Ant) 3 Soldier 12 Fang ofYeenoghu (Gnoll)Infernal Armor Animus (Devil) 3 Minion Soldier 66 Frost HawkLolthbound Goblin 3 Soldier 131 Genasi SkyspyPoisonscale Myrmidon (Lizardfolk) 3 Soldier 157 Human Knife FighterShardstorm Vortex (Elemental)Arbalester (Homunculus) 4 Artillery 143 Spriggan PowrieStorm Shard 4 Artillery 34 Bonecrusher SkeletonBarghest Savager 4 Brute 20 Greenvise VineMud Lasher (Elemental) 4 Brute 100 Human CavalierFell Taint Warp Wender 4 Controller 105 Oni DevourerKrenshar 4 Controller 155 Young Adamantine DragonMyconid Sovereign 4 Controller (L) 164Umbral Sprite Swarm 4 Controller 194 Death Shard (Chaos Shard)Dimensional Marauder 4 Lurker 69 Direguard DeathbringerDuergar Scout 4 Lurker 92 Doom Flayer (Demogorgon)Green Slime (Ooze) 4 Lurker 171 Gnome EntropistKenku Sneak 4 Lurker 153 Spriggan WithererCentipede Scuttler 4 Skirmisher 33 Black Pudding (Ooze)Winged Drone (Ant) 4 Skirmisher 12 Black Pudding Spawn (Ooze)Witherling 4 Skirmisher 212 Human SlaverBloodseeker Drake 4 Soldier 88 Spriggan GiantsoulDuergar Guard 4 Soldier 92 Witherling Horned TerrorKenku Ringleader 4 Soldier (L) 152 Young Silver DragonMyconid Guard4 Soldier 164 Berserker Prelate of DemogorgonGenasi HydromancerBeholder Gauth S Elite Artillery 24 Warforged AnvilpriestEladrin Arcane Archer 5 Artillery 96 Darkmantle EnveloperKenku Wing Mage 5 Artillery 153 Neldrazu (Demon)Runespiral Demon 5 Artillery 60 Phase SpiderDeathpledged Gnoll 5 Brute 126 Behir Bolter WhelpKrenshar Blood Slayer 5 Brute 155 Dire TigerDuergar Theurge 5 Controller 93 Wood WoadHive Queen (Ant) 5 Elite Controller (L) 13Level and Role5 Controller (L)5 Controller5 Lurker5 Solo Lurker5 Skirmisher5 Skirmisher5 Skirmisher5 Skirmisher5 Elite Skirmisher5 Soldier5 Minion Soldier6 Artillery6 Brute6 Brute6 Controller6 Elite Controller6 Lurker6 Skirmisher6 Skirmisher6 Skirmisher (L)6 Skirmisher6 Skirmisher6 Skirmisher6 Solo Skirmisher6 Soldier7 Artillery7 Brute7 Brute7 Brute7 Brute7 Brute7 Controller7 Controller7 Controller7 Skirmisher (L)7 Skirmisher (L)7 Skirmisher7 Skirmisher7 Elite Skirmisher7 Skirmisher7 Skirmisher7 Soldier7 Soldier7 Soldier (L)7 Soldier7 Solo Soldier8 Artillery8 Elite Artillery (L)8 Artillery8 Artillery8 Artillery (L)8 Elite Brute8 Minion Brute8 Brute8 Brute8 Brute8 Solo Brute8 Controller (L)8 Controller8 Controller (L)8 Lurker8 Lurker8 Skirmisher8 Solo Soldier8 Soldier8 Soldier


<strong>Monster</strong> Level and Role PageHuman Dire Beast Hunter 9 Artillery 145Troglodyte Deepscourge 9 Artillery (L) 200Young Gold Dragon 9 Solo Controller 81Windstriker (Elemental) 9 Lurker 103Flux Slaad 9 Skirmisher 184Gnome Wolverine 9 Skirmisher 129Human Pirate 9 Skirmisher 148Witherling Rabble 9 Minion Skirmisher 213Xorn 9 Skirmisher 215Goliath Guardian 9 Soldier 136Troglodyte Temple Champion 9 Soldier 201Young Rust <strong>Monster</strong> Swarm 9 Soldier 178Fleshtearer Shark 10 Brute 182Neogi Spawn Swarm 10 Brute 166Rockfist Smasher (Elemental) 10 Brute 100Neogi Slaver 10 Controller (L) 166Tomb Spider Broodswarm 10 Lurker 191Will-o'-Wisp 10 Lurker 209Scytheclaw Drake 10 Skirmisher 88Genasi Stoneshield 10 Soldier 117Human Pirate Captain 10 Soldier (L) 148Ice Troll 10 Soldier 202Genasi Fireblade 11 Brute 116Slaughterstone Slicer 11 Elite Brute 187Tomb Spider 11 Elite Controller 190Adult Iron Dragon 11 Solo Lurker 84Duergar Fleshtearer 11 Lurker 93Direguard Assassin 11 Skirmisher 70Dweomer Eater (Rust <strong>Monster</strong>) 11 Skirmisher 179Eladrin Bladesinger 11 Skirmisher 97Weretiger (Lycanthrope) 11 Elite Skirmisher 159Deva Knight-Errant 11 Soldier (L) 62Firbolg Hounder 11 Soldier 108Arctide Runespiral Demon 12 Artillery 60Centaur Hunter 12 Artillery 30Duergar Hellcaller 12 Artillery 94Flame Shard (Chaos Shard) 1 2 Artillery 34Phoelarch Mage 12 Elite Artillery 174Bladerager Troll 12 Brute 202Bone Golem 12 Elite Brute 133Centaur Ravager 12 Brute 30Gorechain Devil 12 Elite Brute 65Oni Overlord 12 Elite Brute (L) 170Needle Demon 12 Controller 56Windfiend Fury (Elemental) 12 Controller 102Firbolg Hunter 12 Skirmisher 108Lolthbound Goblin Slave 12 Minion Skirmisher 131Phoelarch Warrior 12 Elite Skirmisher 174Phoera (Phoelarch) 12 Elite Skirmisher 175Water Archon Shoal Reaver 13 Brute 18Werewolf Lord (Lycanthrope) 13 Elite Brute (L) 160Centaur Mystic 13 Controller (L) 30Tempest Wisp (Elemental) 13 Controller 102Adult Copper Dragon 13 Solo Skirmisher 78Drakkoth Ambusher 13 Skirmisher 90Shardstorm Vortex Funnelcloud(Elemental) 13 Minion Skirmisher 101Duergar Blackguard 13 Elite Soldier (L) 94Erinyes (Devil) 13 Soldier (L) 64Ghost Legionnaire 13 Soldier 119Beholder Eye of Frost 14 Elite Artillery 24Shadar-Kai Gloom Lord 14 Artillery 180Stormstone Fury (Elemental) 14 Artillery 101Abyssal Eviscerator (Demon) 14 Brute 51Chillfire Destroyer (Elemental) 14 Brute 98Cyclops Crusher 14 Brute 40<strong>Monster</strong> Level and Role PageDuergar Blasphemer 14 Controller (L) 94Earth Archon Ground Rager 14 Controller 14Firbolg Moon Seer 14 Controller 109Shadar Kai Blacksoul 14 Controller 180Troll Vinespeaker 14 Controller 203Withering Devil 14 Controller 68Shadar-Kai Dawnkiller 14 Lurker 180Deva Zealot 14 Skirmisher 62Winter Wolf 14 Skirmisher 210Adult Adamantine Dragon 14 Solo Soldier 75Behir 14 Solo Soldier 22Human Gladiator 14 Elite Soldier 145Stone Giant 14 Soldier 124Misfortune Devil 15 Artillery 66Nothic Cackler 15 Artillery 168Pod Demon 15 Elite Artillery 58Adult Silver Dragon 15 Solo Brute 86Clay Golem 15 Elite Brute 134Drakkoth Rager 15 Elite Brute 91Firbolg Bloodbear 15 Elite Brute 109Herald of Hadar (Star Spawn) 15 Brute 196Ambush Vine Shoot 15 Minion Controller 204Couad Star Serpent 15 Elite Controller (L) 38Maw of Acamar (Star Spawn) 15 Controller 196Bristle Spider 15 Elite Lurker 189Podspawn (Demon) 15 Minion Skirmisher 59Shadar-Kai Painbearer 15 Skirmisher (L) 181Water Archon Tide Strider 15 Skirmisher 18Drakkoth Venomshot 16 Artillery 91Prismatic Shard (Chaos Shard) 16 Artillery 35Razor Hydra 16 Solo Brute 150Ambush Vine 16 Elite Controller 204Fomorian Ghost Shaman 16 Elite Controller 112Neogi Great Old Master 16 Controller 166Stone Giant Runecarver 16 Controller (L) 125Water Archon Waveshaper 16 Controller (L) 18Fey-Knight Vestige (Fey Lingerer) 16 Lurker 106Winter Wolf Snowfang 16 Lurker 210Firbolg Ghostraven 16 Elite Lurker 110Diamondhide Xorn 16 Skirmisher 215Earth Archon Seismic Striker 16 Soldier 14Lingerer Knight (Fey Lingerer) 16 Elite Soldier 106Shocktroop Devil 16 Soldier 67Earth Archon Rumbler 17 Brute 14Frost Giant 17 Brute 122Nyfellar Mammoth 17 Brute 161Adult Gold Dragon 17 Solo Controller 81Scion of Gibbeth (Star Spawn) 17 Controller 197Yochlol Tempter (Demon) 1 7 Controller 61Coure of Mischief and Strife 17 Lurker 97(Eladrin)Fomorian Cackler 17 Elite Lurker 112Rime Hound (Winter Wolf) 17 Elite Skirmisher 211Slaad Spawn 17 Minion Skirmisher 185Storm Archon Squallshield 17 Soldier 16Couatl Cloud Serpent 18 Artillery 38Lingerer Fell Incanter 18 Elite Artillery 106(Fey Lingerer)Abolethic Skum (Ooze) 18 Minion Brute 172Bebilith (Demon) 18 Solo Brute 52Slaughterstone Eviscerator 18 Brute 186Fang Titan Drake 18 Elite Controller 89Fey-incanter Vestige 18 Lurker 107Eldritch Giant 1 8 Skirmisher 120Fomorian Totemist 18 Elite Skirmisher 113Genasi Elemental Dervish 18 Elite Skirmisher 116


<strong>Monster</strong> Level and Role Page <strong>Monster</strong> Level and Role PageStorm Archon Lightning Walker 18 Skirmisher 16 Angel of Light 23 Minion Skirmisher 9Centaur Fey Charger 18 Soldier 31 Human Insane Noble 23 Elite Skirmisher 146Stone Titan (Giant) 18 Elite Soldier 125 Shardstorm Vortex Whirlwind 23 Minion Skirmisher 101(Elemental)Gray Render 19 Elite Brute 137Sphinx Mystery 19 Brute 188 Half-Elf Baleful Thaumaturge 24 Artillery 139Frost Giant Ice Shaper 19 Controller (L) 123 Elder Gold Dragon 24 Solo Controller 82Nothic Mindblight 19 Controller 168 Assassin Devil 24 Lurker 64Elder Iron Dragon 19 Solo Lurker 84 Angel of Supremacy 24 Soldier 10Warforged Titan 19 Elite Soldier 208 Behir Stormsteed 24 Soldier 23Djinn Stormsword24 Soldier 72Djinn Thunderer 20 Artillery 71Fomorian Blinder 20 Elite Artillery 114 Beholder Eye of Chaos 25 Elite Artillery 25Human Diabolist 20 Artillery 144 Aspect of Demogorgon 25 Elite Controller 44Frost Titan (Giant) 20 Elite Brute 123 Djinn Skylord 25 Controller (L) 73Heroslayer Hydra 20 Solo Brute 151 Centaur Campaigner 25 Soldier (L) 31Human Mystagogue 20 Controller (L) 147 Slaughterstone Hammerer 25 Soldier 186Kazrith (Demon) 20 Lurker 55Elder Copper Dragon 20 Solo Skirmisher 79 Deva Fallen Star 26 Artillery 62Iron Golem 20 Elite Soldier 134 Thrarak, Exarch of Demogorgon 26 Elite Brute 47Steel Predator 20 Elite Soldier 198 Abyssal Rotfiend (Demon) 26 Controller 52Ancient Iron Dragon 26 Solo Lurker 85Storm Archon Tempest Weaver 21 Artillery 17 Son of the Spirit Wolf 26 Elite Skirmisher 211Remorhaz 21 Elite Brute 176 (Winter Wolf)Marut Prosecutor 21 Controller (L) 162 Iron Golem fuggernaut26 Elite Soldier 135Eldritch Titan (Giant) 21 Elite Skirmisher 120Marut Castigator 21 Skirmisher 162 Ancient Copper Dragon 27 Solo Skirmisher 79Cyclops Feyblade 21 Soldier 40 Retriever 27 Soldier 177Elder Adamantine Dragon 21 Solo Soldier 76Primordial Colossus 28 Elite Brute 37Angel of Retrieval 22 Artillery 8 Ancient Adamantine Dragon 28 Solo Soldier 76Chaos Hydra 22 Solo Brute 151 Kazuul, Exarch of Demogorgon 28 Elite Soldier 46Elder Silver Dragon 22 Solo Brute 86Fomorian Butcher 22 Elite Brute 115 Beholder Ultimate Tyrant 29 Solo Artillery 26Marut Executioner 22 Brute 162 Ancient Silver Dragon29 Solo Brute 87Angel of Authority 22 Controller (L) 8Human Dread Assassin 22 Lurker 145 Ancient Gold Dragon30 Solo Controller 82Nothic Eye of Vecna 22 Lurker (L) 169Djinn Windbow 22 Skirmisher 72 Dagon32 Solo Soldier 45Firbolg Master of the Wild Hunt 22 Elite Skirmisher 110Nycademon (Demon) 22 Skirmisher 57 Demogorgon 34 Solo Controller 42Oni Thunderer 22 Skirmisher 171Chain Golem 22 Elite Soldier 133ABOUT THEROB HEINSOO led the design of the 4th Edition D&D®Roleplaying Game. His 4th Edition design credits includeMartial Power and the Forgotten REALMS* Player's Guide.His other game designs include Three-Dragon Ante andDUNGEONS & DRAGONS Inn Fighting.EYTAN BERNSTEIN is a freelance RPG designer hailingfrom New York City. His many previous credits for Wizardsof the Coast include Adventurer's Vault, Open Grave:Secrets of the Undead and Arcane Power.GREG BILSLAND is a game editor and designer at Wizardsof the Coast. His writing credits include the FORGOTTENREALMS® Player's Guide, Divine Power, and several D&DInsider articles.JESSE DECKER works as Director of Organized PlayOperations at Wizards of the Coast. He's been workingon D&D professionally for more than a decade, and stillneeds more monsters to put in his campaign.DESIGNERSN. ERIC HEATH has been making up stories, creatures,and worlds for decades. Although Eric keeps his stuff inSeattle, he is more likely to be found in various fantasyrealms.PETER LEE works as a game designer for Wizards of theCoast, where he splits his time between RPG design andleading the design for D&D* Miniatures.CHRIS SIMS works as a game designer and web specialistfor Wizards of the Coast. His recent credits includethe 4th Edition <strong>Monster</strong> <strong>Manual</strong>® and DungeonMaster'sGuide 16 , as well as the Forgotten Realms* Player's Guide.OWEN K.C. STEPHENS is a freelance RPG writer whoserecent work for Wizards of the Coast includes Adventurer'sVault, Dragon Magic, Scum and Villainy, and The ForceUnleashed Campaign Guide.


Do YouHearSomething?Brave adventurers scour the dungeon in search of treasure, butaround the next dark corner something terrible and hungrywaits for them. What will it be this time?This DUNGEONS & DRAGONS® core rulebook contains a hordeof monsters to unleash upon your campaign world and itsgreatest heroes. It includes monsters appropriate for all levelsof play. Terrorize your players with such classic creatures assilver dragons, frost giants, and rust monsters. Threaten themwith new variants of existing 4th Edition monsters, includingnew beholders, demons, and lycanthropes. Surprise themwith never-before-seen monsters such as the star spawn,the witherling, and the chaos shard. Your D&D® game willnever be the same!For use with these 4th Edition DUNGEONS & DRAGONS core products:Player's Handbook®Dungeon Master's Guide*<strong>Monster</strong> <strong>Manual</strong>®D&D MiniatureseD&D Dungeon TilesGET MORE ATINSIDER"www.dndinsider.comISBN:978-0-7869-5101-7Sug. Retail: US $34.95 CAN $43.00Printed in the U.S.A. 239667200

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