Infernals are beings from the realms outside of Caen or Urcaen. They can be summoned from this great distance through rituals and ceremonies, and are called upon to do so in order to benefit the summoner in some way. However, they are terrifying, evil creatures whose only goal is to steal souls from this world and take them to the Infernal Realm. Thus, all of the benefits they have conferred upon others come at the cost of souls, often the soul of the summoner himself.

Infernals themselves are not forthcoming with knowledge of their kind. Enough exists to call them forth, and perhaps more about their society has been gathered than they would have liked. Still, most of the culture and ways of the infernals are hidden to the people of Caen. Even to access this information, however, is very difficult. Most libraries would never consider keeping a book of infernal lore; most churches and local governments have outlawed them. Thus, the tomes containing the information required are expensive and rare, making the summoning of an infernal a dedicated task.

Those that often rely on these cruel beings are called infernalists. Most operate independently, and gain acumen in this world (at the sacrifice of the next) secretly. The Thamarites are an exception to this rule, and small sects of this religion have gathered infernal knowledge and the practice of the “art”. These groups can attain immense power through these means, but it is often short lived.

Anything which loses its life by the hand of an infernal is bound unto their realm. However, those who simply have dealings with infernals, even if to strike deals that cost them nothing, carry a mark. Upon the death of those bearing this infernal mark they can be taken to that hellish realm themselves, often by creations of the infernals. Once taken to that place the soul is deformed and made into beings whose sole purpose is to fight in the wars of the infernals. The soul can be reused many times, and is often dragged through these wars for all of eternity. Thus, dealings with the infernals are dangerous at the least.

For more information about this group, seek out the monsternomicon, page 210, and the monsternomicon vol. 2, page 88.

Summoning

In order to summon an infernal, one must know the required ritual. This is no simple process, as these rituals are not routinely taught at wizard academies, and cannot be found in the normal places. No, this information must be found, researched, and often bought at high prices. Some are easier to find than others, but summoning the real thing, and seeking the attentions of a Curator or Executor can be exacting and expensive. There are two types of creatures that can be directly summoned from the infernal realms; Umbral Reavers and Infernals.

Summoning the Umbral
Umbral Reavers are a type of infernal creature called a Conscriptus. They are base, violent warriors who are called into this world to destroy others. They are also the easiest of the infernals to summon, almost having some sort of connection to Caen. Whereas the upper echelon of infernal society requires complex ritual to summon, calling forth an Umbral requires a simple ceremony. This ceremony is represented by the ritual alongside the reaver's entry. None of these rituals require the ritual caster feat.
These summons all come at a cost. Unlike the more complex negotiations of the Curators and Executors, these are instant transactions with no bartering. After summoning one of these creatures, the summoner permanently loses a healing surge and gains an infernal mark. In addition, his shadow becomes slightly faded, which the more learned on the subject of infernalism may recognize. Should the person attempt to summon an additional umbral reaver, the effects are repeated, and the shadow of that person becomes nearly imperceptible. If summoned a third time, the creature's shadow disappears, it loses another healing surge, and each time the summoner attempts the ceremony to attain a reaver again, it must roll a saving throw. On a failure, the umbral reaver will attack him.

Summoning an Infernal
Summoning the infernals who make actual deals and barter souls for great power is a more involved process. It requires one to have researched a specific curator's name. After this, one must find a ritual that will allow the person to contact the curator, and finally the ritual which will open its way onto Caen. All of this requires a great deal of research and dedication, with these rituals often requiring souls simply to call forth these beings.
Once the infernal has arrived, the summoner must be prepared to make a deal with the dark being. They almost always ask for souls as payment for services rendered, and if one is not provided, the situation could become very bad for the summoner. An infernal can provide things from magic items to bodyguards to even empowering the summoner directly. For larger gains, especially major political or societal gains, one must often call on an Executor, as many more souls are required for such a transaction.

Bargaining

Infernals are very powerful beings whose mastery over the arcane, and often even the martial, arts is unparalleled. This makes them dangerous in nearly any situation. However, the arena they are most dangerous in is the diplomatic one, where they often subtly coerce great costs for small rewards. This is the primary reason to bring an infernal onto Caen, as a clever infernalist can garner some great reward, and perhaps make the sacrifice affect others more than himself.

Listed below is a skill challenge to help play out a contract agreement between an infernal and its summoner. Keep in mind, each contract is individual, and most curators come into the situation knowing how to ply the mind of the summoner. Customize the skill challenge's DC's and specific circumstances to match the game. Keep in mind; it is simply a bad plan to summon an infernal at too low a level, so even though the DC's should be adjusted, they should always be in the critical success range for heroic level characters.

Infernal Audience
The room around you darkens, and as your ritual completes a wicked creature stands before you. The howling wind and strange echoes in the room are accompanied by the calm and intimidating figure of an infernal.

This skill challenge covers attempts to gain power and influence from an infernal curator.
Setup: Before the infernal will grant any favors, it must be paid in souls and be convinced that the life energy being exchanged is worthy of the granted favor. If the contract is skewed too heavily toward the summoner's favor, or some major breech of etiquette is committed, there is a chance the infernal will attack.
At the end of the challenge, the number of successes compared to the number of failures determines how favorable the contract is for the summoner.
Level: At least 12th, but otherwise equal to the level of the party.
Complexity: Determined by the scope of the favor. If asking for small favors such as a magic item of a level or two higher than the summoner, or access to base arcane secrets (like a few free arcane multi-class feats), the complexity is 3. Should the favor be grander like asking for an item of at least 4 levels higher level than the party, or gaining an additional use of the character's daily abilities (for a limited period of time), then the complexity becomes 4. If the favor is very advantageous, the granting of a magic item 10 levels higher, or the acquisition of new powers beyond the normal limit for a character's level (thus, access to 4 daily powers instead of 3 at level 15), the complexity becomes 5, and the level of the challenge increases by 2.

Bargaining Chip:
For the sorts of favors curators give out, souls can almost always be exchanged for a success. Up to 3 successes can be gained through the sacrifice of others. The 1st success comes from offering up 1 soul to the infernal. This offering must be made before successes can be made through skill checks. Another success can be made by offering 2 souls toward the contract. Finally, a third success can be attained in this way, but it comes at the expenditure of 6 souls.
In addition, souls can be spent to erase failures and keep the infernal appeased. One failure can be erased by spending 1 soul. For each failure after the first, one additional soul must be spend (thus 2 for the second failure, 3 for the third, and so forth).
Life Essence Bargaining: The summoner may gain a success by permanently sacrificing a point of Strength or Dexterity, or by sacrificing a healing surge. Only one success my be gained in this way.
In addition, one failure can be erased through the same means.

Primary Skills:
Bluff, Diplomacy, Insight
Bluff (Moderate DCs): You present false promises of payment for the infernal's services. This is worth any number of successes, but the infernal is allowed an insight roll to determine if the character is lying, and will often write in very exacting punishment for not living up to the deal in the contract. Success represents presenting a term the infernal would agree on if it were truly going to be fulfilled.
Diplomacy (Moderate DCs): You deal with the infernal on the terms of the contract without any breeches in etiquette. This is worth any number of successes, but the DC increases after each success. The second success with this skill begins the actual contract negotiation, with all checks prior to this being a test of protocol. Characters can cooperate to aid a lead character using this skill, but a critical failure from anyone cooperating automatically results in a failure.
Insight (Difficult DCs): You recognize when the curator is trying to influence your decisions and as a result gain a slight advantage in further negotiations. Succeeding on this check does not result in a success, but does grant a +3 bonus to the next skill check in the challenge. Failure of this check does not result in a failure, but does result in a -3 penalty on the next skill check in the challenge. In addition, after the first with this skill it is revealed that intimidate could be used as written below.

Secondary Skills: Arcana, Bluff, History, Intimidate, Streetwise
Arcana (Moderate DC): You examine the contract's binding words and phrases to ensure that no hidden debts are being agreed upon. This is only available after a second diplomacy success opens up contract negotiations, and can only be used once in this way during the encounter.
Bluff (Difficult DC): You pretend to be more affected by the infernal's presence than you are, making the curator overconfident with its next play. You gain a success and a +2 bonus to the next skill check.
History (Moderate DC): You cite infernal contracts of old as examples of fair deals. Any mention of a contract made by the infernal before you, or of an executor's contract grants a +2 bonus to the roll.
Intimidate (Moderate DC): You defiantly and openly show the infernal that you are not frightened by it. When a player indicates that he wants to use this skill in that way, have him make a saving throw (gaining a +3 bonus if he has a class with a divine power source). On a success, the player can attempt the skill check. Only one success can be gained from using the skill in this way.
Any use of intimidate to frighten or threaten the infernal always results in failure. In addition, there is a chance that the infernal will simply attack the players for such a breech of etiquette.
Streetwise (Moderate DC): You cite the souls of important or powerful people that you could attain. A more powerful soul is more important than others and it can have more weight in the contract. Only one success may be gained from using this skill.
Success: The infernal and the party make a contract with binding terms. The party pays any immediate costs and the terms are reviewed before signatures are attained. The party is then granted its reward (assuming the reward is supposed to be immediate) and the infernal returns to its own realm.
Note that the contract should reflect the total number of failures (even with erasure from soul bargains) in its skew. Should the party manage relatively few mistakes, the contract will not be too heavily weighted against them. However, if they barely escape with their lives, the contract should be difficult to uphold thanks to its exacting terms. All contracts, however, are skewed at least slightly in the favor or the infernal.
Failure: The infernal grants nothing, and at least keeps the souls already offered it as part of the bargain. In some cases the infernal may attack the party in order to keep their souls for wasting its time.



Curator
Infernal Curator Level 22 Elite Controller
Medium Shadow Humanoid (Infernal, Nonokrion Order) XP 8,300
Initiative +20 Senses Darkvision, Perception +22; Truesight
Infernal Presence aura 100; The aura restricts its size to the room the curator is in. The aura fills the area with an unnatural darkness pervaded by strange lights, odd gusts of howling wind and otherwise unsettling events. All entrances or exits lock (and cannot be unlocked) or are covered by debris from the room. Escape from the room is not possible by any normal means. Any attempt to use magical means of escape requires a saving throw with a -5 penalty. On a failure, the attempt fails. The curator may cancel any of these effects at will.
HP 400; Bloodied 200
AC 38; Fortitude 32, Reflex 36, Will 42
Immune Charm, Fear, Illusion, Poison; Vulnerable Radiant 10
Saving Throws +2
Speed 8, Teleport 10
Action Points 2
M Magic Blade (Standard; at-will) ♦ Weapon
+26 vs AC; 3d6+8 damage and the target is dazed (save ends).
R Burning Ray (Standard; at-will) ♦ Fire
Ranged 20; +26 vs Reflex; 2d6+8 damage and the target takes 10 ongoing damage (save ends).
m Blade Mastery (Standard; at-will) ♦ Weapon
The curator makes three magic blade attacks.
m Pain Touch (Move; recharge 456)
+25 vs Fortitude; 1d10+8 damage, and the target is weakened (save ends).
a Dispel Magic (Move; at-will)
Ranged 10; Targets a conjuration or zone in range; +26 vs the caster of the target's will; The conjuration or zone ends, immediately ending any effects except those that end on a save.
r Pain Lightning (Standard; encounter)
Ranged 10; +26 vs Fortitude; 1d10+8 damage and the target is weakened (save ends). Sustain Standard- Repeat the attack against the same target. If the target is already weakened, it is also dazed (save ends).
r Insanity (Move; encounter) ♦ Charm
+26 vs Will; The target it imediately attacks its closest ally with an encounter power (if it has one available). It may move up to its speed before making this attack.
a Telepathic Shout (Standard; encounter) ♦ Psychic
Close Burst 10; affects enemies; +26 vs Will; 4d8+10 psychic damage and the target is dazed (save ends).
a Dark Cloud (Standard; daily) ♦ Necrotic
Close Burst 5; Affects enemies; +26 vs Fortitude; 4d8+10 necrotic damage and the target is blinded (save ends). Miss: half damage.
Invisibility (Move; recharge 456) ♦ Illusion
The curator becomes invisible until it makes an attack.
Summoner
The curator can summon conscriptus for specific purposes at will. It can summon one in order to complete a contractual task, and it can also summon one as an escape. Should it choose the second option, the infernal disappears (returning to the infernal realm) and the conscriptus appears in its place. This breaks the link to the infernal, and it is a standard action.
Alignment Evil Languages All; Telepathy 18 squares
Skills Arcana +23, Bluff +22, Diplomacy +22, History +23, Insight +22, Intimidate +22 (+4 as long as Infernal Presence is active), Religion +23
Str 18 (+15) Dex 20 (+16) Wis 22 (+17)
Con 16 (+14) Int 24 (+18) Cha 22 (+17)
Equipment Magic Weapon

Bargainer

In addition, curators are experts at bargaining for souls, and this curator adds the following bonuses during a negotiation.
Well Connected: The infernal adds +2 to the DC of any streetwise checks made as part of a negotiation as a result of its connections on Caen.
Discerning Beast: This curator has a discerning beast in tow, and adds +2 to the DC of any bluff checks made as part of a bargaining skill challenge.

Executor
Executor Level 30 Elite Controller
Medium Shadow Humanoid (Infernal, Nonokrion Order) XP 38,000
Initiative +24 Senses Darkvision, Perception +24
Infernal Presence aura 100; The aura restricts its size to the room the curator is in. The aura fills the area with an unnatural darkness pervaded by strange lights, odd gusts of howling wind and otherwise unsettling events. All entrances or exits lock (and cannot be unlocked) or are covered by debris from the room. Escape from the room is not possible by any normal means. Any attempt to use magical means of escape requires a saving throw with a -5 penalty. On a failure, the attempt fails. In addition, as long as the Curator is present, no scrying magic may detect the area, and no sound or light escapes the room. The curator may cancel any of these effects at will.
HP 500; Bloodied 250
AC 42; Fortitude 40, Reflex 44, Will 46
Immune Charm, Cold, Fear, Illusion, Poison; Resist Acid, Fire and Lightning 30; Vulnerable Radiant 10
Saving Throws +2
Speed 10, Teleport 10
Action Points 1
a Push Away (Minor; at-will) ♦ Force
Close Burst 1; +34 vs Fortitude; 2d8+10 force damage and the target is pushed 3 squares.
R Insanity (Move; at-will) ♦ Charm
+34 vs Will; The target it imediately attacks its closest ally with an encounter power (if it has one available). It may move up to its speed before making this attack.
r Mental Prison (Standard; recharge 456) ♦ Charm
Ranged 20; +34 vs Will; The target is stunned, and takes a -3 penalty to all saving throws (save ends).
a Dispel Magic (Move; at-will)
Ranged 10; Targets a conjuration or zone in range; +34 vs the caster of the target's will; The conjuration or zone ends, immediately ending any effects except those that end on a save.
a Incendiary Cloud (Standard; encounter) ♦ Fire, Zone
Area burst 5 within 20; +34 vs Reflex; Target takes 5d10+10 fire damage. The blast creates a zone until the end of the executor's next turn. Any creature that moves through or starts its turn in the zone is subject to the above attack. Miss: half damage. Sustain Minor: The zone persists until the end of the executor's next turn, and can be moved up to 5 squares.
r Dominate Will (Standard; encounter) ♦ Charm
Ranged 20; +34 vs Will; The target is dominated (save ends). When the target makes its saving throw, it takes 4d10+10 psychic damage and falls prone.
Shape Minion (Standard; at-will)
The executor can spend souls in order to create minions. It can spend 5 levels of souls to create a Bivashen or Bivether; 20 levels of souls to create a Quelvitar or Quavash, 23 levels to create an Umbral Reaver, and 25 levels to create a Soul Stalker. It can spend up to 25 levels of souls as part of this power. As long as the executor begins the battle with an archivist, it has 100 levels of souls available to it.
Invisibility (Move; recharge 456) ♦ Illusion
The executor becomes invisible until it makes an attack.
Arcane Font
The executor and any effect it creates cannot be targeted by dispel magic or any similar spell.
Alignment Evil Languages All; Telepathy 18 squares
Skills Arcana +23, Bluff +22, Diplomacy +22, History +23, Insight +22, Intimidate +22 (+4 as long as Infernal Presence is active), Religion +23
Str 22 (+21) Dex 24 (+22) Wis 24 (+22)
Con 21 (+20) Int 28 (+24) Cha 30 (+25)
Quavash
Infernal Quavash Level 15 Elite Brute
Large Shadow Humanoid (Conscriptus) XP 2,400
Initiative +12 Senses Darkvision, Perception +14
HP 375; Bloodied 187
AC 29; Fortitude 31, Reflex 28, Will 28
Immune Acid, Blind, Charm, Cold, Fear, Poison; Resist Fire and Lightning 15; Vulnerable Radiant 10
Saving Throws +2
Speed 8
Action Points 1
M Bash (Standard; at-will)
+18 vs AC; 1d10+8 damage.
M Piercer (Standard; at-will)
Reach 2; Two attacks; +20 vs AC; 1d8+10 damage per attack. If both attacks hit, the target takes 10 ongoing damage (save ends).
m Handbite (Move; at-will)
Reach 2; +18 vs Fortitude; 1d6+8 damage + 1d10 acid damage.
R Acid Saliva (Move; at-will) ♦ Acid
Ranged 4/8; +18 vs Reflex; 1d10+8 acid damage, and the target is slowed (save ends).
m Mouth Grab (Immediate Reaction; recharge 456)
When a creature is hit by a hand bite attack; +18 vs Fortitude; The creature is grabbed with one mouthed appendage (until escape). While it maintains the grab, the Quavash may not make Acid Saliva attacks with that appendage.
Change Shape (Minor; at-will) ♦ Polymorph
The quavash can alter its physical form to appear as a humanoid of any Medium race. While in this form, the Quavash takes a -2 penalty to damage rolls and can only make bash attacks. If it uses a weapon, replaces bash's base damage with the weapon's damage and grant the attack the weapon's proficiency bonus as a bonus to the attack roll.
Soul Mark
Any creature killed by a quavash has its soul marked and bound to Caen.
Alignment Evil Languages Telepathy 100ft
Skills Athletics +18, Bluff +13, Insight +14, Intimidate +13, Stealth +14
Str 22 (+13) Dex 14 (+9) Wis 14 (+9)
Con 22 (+13) Int 14 (+9) Cha 12 (+8)
Quelvitar
Infernal Quelvitar Level 14 Elite Skirmisher
Large Shadow Humanoid (Conscriptus) XP 2,000
Initiative +15 Senses Darkvision, Perception +15
Soul Parasites aura 3; Any creature who starts its turn in, or moves into the aura must make a saving throw. On a success, the creature takes a -2 penalty to attack. On a failure the creature is dazed until the end of its next turn. The Quelvitar can end this effect as a free action.
HP 290; Bloodied 145
AC 30; Fortitude 28, Reflex 32, Will 28
Immune Blind, Cold, Charm, Fear, Poison; Resist Fire and Lightning 10; Vulnerable Radiant 10
Saving Throws +2
Speed 10, Climb 10 (spider climb)
Action Points 1
M Piercer (Move; at-will)
Reach 2; +19 vs AC; 2d6+10 damage and the target takes ongoing 5 damage (save ends). If the Quelvitar hits the target again with a piercer attack before it makes the saving throw, increase the ongoing damage by 5.
m Stinger (Standard; at-will) ♦ Poison
Reach 2; +17 vs Reflex; 2d8+10 poison damage, and the target is weakened (save ends).
m Death Rush (Standard; encounter)
The Quelvitar moves up to twice its speed, moving through enemy occupied spaces. It may make a piercer attack against each foe it passes over, and any creature that spends any part of this movement in its aura must immediately save against the effect.
Aura of the Hunter
The Quelvitar cannot be knocked prone, slowed or immobilized. If subject to forced movement, reduce the movement by 2 squares. In addition, abilities that have an effect on a miss have no effect on missed attacks against the Quelvitar.
Inspire Denial
Any creature not in combat with the Quelvitar who sees it makes a saving throw with a -5 penalty. On a failure, the creature is so shaken by the appearance of the beast that it denies its existance entirely. It will have no recollection of having seen the thing as anything more than perhaps a rabid animal.
Soul Mark
If the quelvitar kills a creature, the creature's soul is marked and bound to caen.
Alignment Evil Languages Telepathy 100ft
Skills Acrobatics +18, Arcana +15, Athletics +16, Bluff +15, Insight +15, Intimidate +15, Stealth +18
Str 18 (+11) Dex 22 (+13) Wis 16 (+10)
Con 16 (+10) Int 16 (+10) Cha 16 (+10)
Soul Stalker
Infernal Soul Stalker Level 19 Elite Soldier
Large Shadow Magical Beast (Conscriptus) XP 4,800
Initiative +17 Senses Blindsight (20 Squares), Perception +16, Scent
Frightful Presence (Fear) aura 3; When a creature that is not immune to fear begins its turn in the aura it must make a saving throw. On a failure, the creature loses its move action for that turn.
HP 400; Bloodied 200
AC 37; Fortitude 34, Reflex 32, Will 32
Vulnerable Radiant 5
Saving Throws +2
Speed 8, Climb 8
Action Points 1
M Bite (Standard; at-will)
Reach 2; +24 vs Reflex; 3d6+10 damage and the target is grabbed (until escape). The target takes a -5 penalty on any checks made to escape.
Constrict
When the soul stalker sustains its grab, the target takes 3d8+10 damage.
m Disable (Standard; encounter)
Reach 2; +26 vs AC; 4d8+10 damage, the target is slowed and takes a -3 penalty to saving throws (save ends).
m Slice (Move; encounter)
Reach 2; +24 vs Fortitude; 4d8+10 damage and the target takes 10 ongoing damage (save ends).
Soul Hound
The soul stalker is constantly aware of any marked souls within 1000 feet of its location, and is aware of the direction the soul is in.
Soul Mark
If the soul stalker kills a creature, the creature's soul is marked and bound to caen.
Invisibility (Minor; recharge 456) ♦ Illusion
The soul stalker becomes invisible until it attacks.
Alignment Evil Languages
Skills Acrobatics +16, Athletics +21, Insight +16, Stealth +16
Str 25 (+16) Dex 15 (+11) Wis 14 (+11)
Con 17 (+12) Int 6 (+7) Cha 10 (+9)
Umbral Assassin
Umbral Reaver Assassin Level 16 Elite Lurker
Medium Shadow Humanoid (Conscriptus) XP 2,800
Initiative +22 Senses Darkvision, Perception +15
HP 220; Bloodied 110
AC 32; Fortitude 26, Reflex 30, Will 32
Immune Blind, Cold, Poison; Resist Fire and Lightning 15; Vulnerable Radiant 5
Saving Throws +2
Speed 8, Climb 4
Action Points 1
M Blade (Standard; at-will) ♦ Weapon
+21 vs AC; 1d6+10 damage. If the target is granting combat advantage, this attack deals an additional 2d6 damage.
m Two Cuts (Standard; encounter)
The assassin makes two blade attacks.
Poison (Move; recharge 456) ♦ Poison
The assassin's next successful blade attack causes 10 ongoing damage (save ends).
m Shadow Strike (Free; at-will)
Each time the assassin leaps from a creature's shadow, it may make a free blade attack. The target grants combat advantage for this attack.
Shadow Evade (Move; at-will)
As long as the reaver is standing in a shadow, it can make a stealth check opposed by its foes' perception. If successful, the reaver becomes invisible until it attacks, and it can teleport up to 50 squares to another shadow.
Frightful PresenceFear
Whenever the reaver makes an attack on the same round where it leapt from a shadow, it makes a +18 vs Will attack against each creature in burst 5. On a hit, the creature is dazed (save ends).
Soul Mark
If an umbral reaver kills a creature, the creature's soul is marked and bound to caen.
Alignment Evil Languages All (never speak)
Skills Acrobatics +18, Arcana +15, Athletics +16, Insight +15, Stealth +18, Thievery +18
Str 17 (+11) Dex 20 (+13) Wis 15 (+10)
Con 16 (+11) Int 15 (+10) Cha 14 (+10)
Equipment Blade

Summon Umbral Assassin
After completing the ceremony a terrifying being leaps from your shadow to inspect the offering before it.
Level: 5        Component Cost: 50gp
Special: Learning this ritual does not require the ritual caster feat
Category: Summon        Market Price: N/A
Time: 10 Minutes        Key Skill: None
Requirement: An valuable offering of personal worth, a pure silver dagger, a piece of parchment
The ceremony requires that the summoner be in a dark, windowless, room, illuminated by a candle made from a winter calf's blood. To begin the ritual, the summoner blackens the dagger in the fire of the candle and then cuts into his hand with the blade. Using his own blood, he writes the name of an individual to be assassinated. He then says the words “By my blood, by my shadow, by my soul, death to him, whom I have named.” Finally, the parchment is burned in the candle's flame.

After this, the infernal assassin appears, leaping from the summoner's shadow. It first inspects the offering, and, if it determines it insufficient, attacks the summoner. However, should the offering be acceptable, it will take the thing, and the reaver will leap into the shadow of the summoner and teleport to a shadow near its target. It then stealthily seeks out the target and attempts to kill it. It must kill the target within a week of being summoned, and will die in the attempt before that week is up if it cannot kill the target.

Umbral Sorcerer
Umbral Reaver Sorcerer Level 17 Elite Artillery
Medium Shadow Humanoid (Conscriptus) XP 3,200
Initiative +13 Senses Perception +13
HP 225; Bloodied 112
AC 30; Fortitude 28, Reflex 32, Will 33
Immune Blind, Cold, Poison; Resist Fire and Lightning 15; Vulnerable Radiant 5
Saving Throws +2
Speed 8, Climb 4
Action Points 1
M Dagger (Standard; at-will) ♦ Weapon
+22 vs AC; 1d4+8 damage and the sorcerer may make a shade leech attack.
m Shade Leech (Move; recharge 456)
+22 vs Reflex; On a hit, the target loses one encounter power (player's choice) as if it were expended. On a critical hit, the target loses one daily power instead.
R Poison Arrow (Standard; at-will) ♦ Poison
Ranged 20; +24 vs AC; 2d8+10 poison damage and the target takes ongoing 5 poison damage (save ends).
Poison (Move; recharge 456) ♦ Poison
The sorcerer's next successful dagger attack causes the target to become blind (save ends).
a Fireburst (Standard; recharge 456) ♦ Fire
Area Burst 5 within 20; +22 vs Reflex; 5d8+10 damage. Miss: Half damage.
r Ghastly Touch (Move; encounter)
Ranged 10; +22 vs Reflex; On a hit, target loses an encounter power (player's choice) as if it were expended.
r Shadow Bolt (Standard; encounter)
+22 vs Fortitude; 3d8+10 damage and the target is slowed and weakened (save ends).
Destroyer
The sorcerer's attacks deal triple damage to objects.
Shadow Evade (Move; at-will)
As long as the reaver is standing in a shadow, it can make a stealth check opposed by its foes' perception. If successful, the reaver becomes invisible until it attacks, and it can teleport up to 50 squares to another shadow.
Frightful PresenceFear
Whenever the reaver makes an attack on the same round where it leapt from a shadow, it makes a +22 vs Will attack against each creature in burst 5. On a hit, the creature is dazed (save ends).
Soul Mark
If an umbral reaver kills a creature, the creature's soul is marked and bound to caen.
Alignment Evil Languages All (never speaks)
Skills Acrobatics +18, Arcana +15, Athletics +16, Insight +15, Stealth +18, Thievery +18
Str 16 (+11) Dex 18 (+12) Wis 16 (+11)
Con 15 (+10) Int 18 (+12) Cha 20 (+13)

Summon Umbral Sorcerer
After completing the ceremony a terrifying being leaps from your shadow to inspect the offering before it.
Level: 8        Component Cost: 50gp
Special: Learning this ritual does not require the ritual caster feat
Category: Summon        Market Price: N/A
Time: 10 Minutes        Key Skill: None
Requirement: A magic item offering with some significance to the summoner's bloodline, a pure silver dagger, a piece of parchment

The ceremony requires that the summoner be in a dark, windowless, room, illuminated by a candle made from a winter calf's blood. To begin the ritual, the summoner blackens the dagger in the fire of the candle and then cuts into his hand with the blade. Using his own blood, he writes the name of a specific umbral sorcerer, and a location or enemy. He then says the words “By my blood, by my shadow, by my soul, bring destruction on my enemies.” Finally, the parchment is burned in the candle's flame.

After this, the infernal sorcerer appears, leaping from the summoner's shadow. It first inspects the offering, and, if it determines it insufficient, attacks the summoner. However, should the offering be acceptable, the reaver will leap into the shadow of the summoner and teleport to a shadow near its target.


Umbral Warrior
Umbral Reaver Warrior Level 17 Elite Soldier
Medium Shadow Humanoid (Conscriptus) XP 3,200
Initiative +15 Senses Darkvision, Perception +13
HP 350; Bloodied 175
AC 35; Fortitude 31, Reflex 27, Will 31
Immune Blind, Cold, Poison; Resist Fire and Lightning 15; Vulnerable Radiant 5
Saving Throws +2
Speed 8, Climb 4
Action Points 1
M Greatsword (Standard; at-will) ♦ Weapon
+24 vs AC; 2d6+10 damage and the target is marked. The warrior may mark up to 4 targets, and targets all remain marked until the end of the encounter or until they are maked by another creature. The warrior may choose to remove a mark from one creature in order to apply it to a new one.
m Guardian (Immediate Interrupt; at-will)
When a marked creature within 8 squares attacks any creature except the warrior, it may teleport up to 8 squares and make a greatsword attack against the attacker. If the attack hits, the creature takes a -4 penalty on the triggering attack roll.
m Blade Master (Standard; at-will) ♦ Weapon
The warrior makes 3 greatsword attacks, each against a different target.
m Phase Touch (Move; recharge 456)
+22 vs Reflex; On a hit, the target takes a -2 penalty to AC (save ends). If the target is wearing heavy armor, increase the penalty to -4.
Poison (Move; recharge 456) ♦ Poison
The warrior's next successful greatsword attack causes the target to become weakened (save ends).
Shadow Evade (Move; at-will)
As long as the reaver is standing in a shadow, it can make a stealth check opposed by its foes' perception. If successful, the reaver becomes invisible until it attacks, and it can teleport up to 50 squares to another shadow.
Frightful PresenceFear
Whenever the reaver makes an attack on the same round where it leapt from a shadow, it makes a +18 vs Will attack against each creature in burst 5. On a hit, the creature is dazed (save ends).
Soul Mark
If an umbral reaver kills a creature, the creature's soul is marked and bound to caen.
Alignment Evil Languages All (never speaks)
Skills Acrobatics +18, Arcana +15, Athletics +16, Insight +15, Stealth +18, Thievery +18
Str 20 (+13) Dex 16 (+11) Wis 13 (+9)
Con 18 (+12) Int 13 (+9) Cha 13 (+9)
Equipment Greatsword

Summon Umbral Warrior
After completing the ceremony a terrifying being leaps from your shadow to inspect the offering before it.
Level: 10        Component Cost: 50gp
Special: Learning this ritual does not require the ritual caster feat
Category: Summon        Market Price: N/A
Time: 10 Minutes        Key Skill: None
Requirement: A weapon offering with some significance to the summoner's bloodline, a pure silver dagger, a piece of parchment

The ceremony requires that the summoner be in a dark, windowless, room, illuminated by a candle made from a winter calf's blood. To begin the ritual, the summoner blackens the dagger in the fire of the candle and then cuts into his hand with the blade. Using his own blood, he writes the name of a specific umbral warrior. He then says the words “By my blood, by my shadow, by my soul, I beg for protection.” Finally, the parchment is burned in the candle's flame.

After this, the infernal sorcerer appears, leaping from the summoner's shadow. It first inspects the offering, and, if it determines it insufficient, attacks the summoner. However, should the offering be acceptable, the reaver will leap into the shadow of the summoner and remain there until the summoner is attacked, at which point it leaps forward to attack those assaulting the summoner.


Bivashen
Bivashen Level 7 Soldier
Medium Shadow Humanoid (Deciconscriptus) XP 300
Initiative +8 Senses Darkvision, Perception +9
HP 80; Bloodied 40
AC 24; Fortitude 22, Reflex 20, Will 18
Immune Blind, Cold, Fear, Poison; Resist Fire and Lightning 5; Vulnerable Radiant 5
Speed 6
M Bash (Standard; at-will)
+12 vs AC; 1d8+7 damage.
M Piercer (Standard; at-will)
+14 vs AC; 1d8+7 damage and the target takes a -2 penalty to its saving throw value until the end of the encounter. This penalty is cumulative.
Attuned Piercing (Minor; at-will)
The bivashen can cause its piercer attack to deal any type of damage. If it has hit a creature with a piercer attack during this encounter, it is aware of the creature's vulnerabilities, and will communicate this fact to its allies via telepathy.
Infernal Flanking
If a Bivashen is flanking with another Bivashen, the bonus to attack from combat advantage increases to +4. In addition, the bivashen gains a +2 bonus to damage rolls against the target.
Change Shape (Minor; at-will) ♦ Polymorph
The bivashen can alter its physical form to appear as a humanoid of any Medium race. While in this form, the bivashen takes a -2 penalty to damage rolls and can only make bash attacks. If it uses a weapon, replace bash's base damage with the weapon's damage and grant the attack the weapon's proficiency bonus as a bonus to the attack roll.
Alignment Unaligned Languages Telepathy 100ft
Skills Athletics +11, Bluff +8, Insight +9, Intimidate +8, Stealth +9, Streetwise +8
Str 16 (+6) Dex 12 (+4) Wis 12 (+4)
Con 18 (+7) Int 10 (+3) Cha 10 (+3)
Bivether
Bivether Level 10 Lurker
Small Shadow Humanoid (Deciconscriptus) XP 500
Initiative +13 Senses Darkvision, Perception +10
HP 30; Bloodied 15
AC 20; Fortitude 18, Reflex 22, Will 22
Immune Cold, Fear, Poison; Resist Fire and Lightning 5; Vulnerable Radiant 5
Speed Fly 8 (hover)
Sorcerous Payload
The bivether is a repository for arcane spells. It can store 1 spell of paragon tier or lower at a time. In order for the caster to store the spell, it must cast it on the bivether. After an extended rest, the caster may cast the spell normally, but the bivether will still have the spell stored.
Sorcerous Delivery (Free; at-will)
The bivether delivers the stored spell unto the intended target. The spell is cast as if the initial caster were the bivether, including range, damage, attack bonus and any special abilities.
Bound
When the bivether is summoned it is either attached to a caster or an infernal. This creature has absolute control over the bivether and can communicate up to 50 miles with it telepathically. The bivether has a barely higher than animal intelligence, and thus, cannot perfectly describe its surroundings. In order to recognize a target, the bound individual must be able to.
Lithe
The Bivether takes no damage from missed arcane effects.
a Arcane Backlash (Immediate Reaction; encounter)
The Bivether must have a spell stored on it and it must be destroyed by an enemy attack to use this ability; Close Burst 3; 3d6+10 damage and the target is knocked prone. Miss: half damage.
Clever Predator
The bivether can become invisible at will. In addition, it can teleport up to 50 squares as a move action as long as it is not in combat.
Alignment Unaligned Languages
Skills Arcana +8, Insight +10, Stealth +14
Str 12 (+6) Dex 18 (+9) Wis 10 (+5)
Con 12 (+6) Int 6 (+3) Cha 4 (+2)