**THIS IS TEST CONTENT AND NOT FINAL PRODUCT**
Monsters make up a significant portion of the content Privateer Press released for the Iron Kingdoms. The various foes from the RPG content keep finding their way into Warmachine and Hordes. Heck, the first Privateer Press book was the Monsternomicon. Thus we bring you some 4th edition conversions of the monsters from those books. Where it applied we tried to take our inspiration from the Warmachine and Hordes books, as the provide a great deal of useful content.
The work in this section (as the disclaimer above states) is experimental. We had a lot of time before the site came out to test some of our other content, but this is all new. In fact I would go as far as to call it bodged together at the moment. It won't last long in its current state. We would like to ask those who are interested in helping us to balance this content by using it, or simply making observations as you see fit. Please post any such playtesting notes over at the PP forums (we have a link on the bar at the top of the page)in the RPG section.
Finally, I would like to give a big thanks to Asmor (of asmor.com) for the use of his monster maker. It has been of absolute importance in this project, and will continue to be so.
Animatons
| Large Animate (Construct) |
XP 400 |
|
| Initiative +7 |
Senses Perception +12 |
|
| Magical Supression aura 5; All magical equipment in the zone functions as a non-magical item of the same type. Any zone in the aura automatically ends. |
| HP 110; Bloodied 55; 2 Healing Surges |
| AC 21; Fortitude 19, Reflex 22, Will 17 |
| Speed 5 |
| M Iron Jaw (Standard) ♦ Weapon |
| +12 vs AC; 2d6 + 5 damage. |
| c Gear Burst (Standard; when first bloodied) |
| Close Burst 2; +10 vs Reflex; 3d8 + 5 damage. |
| Discharge ♦ Lightning |
| Whenever the gear wyrm is hit in melee it deals 5 lightning damage to each adjacent creature. |
| Spell Consumption |
| Each time the animaton dispells a zone with its magical suppression ability, it may spend a healing surge. |
| Magical Anathema |
| Any arcane power that hits an animation that does anything in addition to damage only deals the damage. Arcane powers that deal no damage automatically miss. |
| Alignment Unaligned |
Languages None |
|
| Skills Intimidate +12 |
| Str 20 (+9) |
Dex 18 (+8) |
Wis 12 (+5) |
| Con 14 (+6) |
Int 2 (+0) |
Cha 6 (+2) |
|
| Rip Cutter |
Level 11 Soldier |
| Medium Animate (Construct) |
XP 600 |
|
| Initiative +11 |
Senses Darkvision, Perception +13 |
|
| Magical Supression aura 5; All magical equipment in the zone functions as a non-magical item of the same type. Any zone in the aura automatically ends. |
| HP 110; Bloodied 55; 2 Healing Surges |
| AC 27; Fortitude 22, Reflex 27, Will 23 |
| Speed 6 |
| M Chains (Standard) ♦ Weapon |
| Reach 2, +18 vs AC; 2d6 + 7 damage. On a hit, the rip cutter may attempt to start a grab as a free action. |
| m Whipping Chains (Standard; recharge 56) |
| Make two chains attacks. |
| Constrict |
| Whenever the rip cutter sustains a grab, it deals 1d8 +7 damage to the grabbed target. |
| Locked Links |
| When the rip cutter is grabbing a target, the target is restained rather than being immobilized. In addition, grabbed targets take a -5 penalty to escape. |
| Magical Anathema |
| Any arcane power that hits an animation that does anything in addition to damage only deals the damage. Arcane powers that deal no damage automatically miss. |
| Spell Consumption |
| Each time the animaton dispells a zone with its magical suppression ability, it may spend a healing surge. |
| Alignment Unaligned |
Languages None |
|
| Str 20 (+10) |
Dex 24 (+12) |
Wis 16 (+8) |
| Con 14 (+7) |
Int 2 (+1) |
Cha 6 (+3) |
|
| Chain Runner |
Level 13 Skirmisher |
| Small Animate (Construct) |
XP 800 |
|
| Initiative +15 |
Senses Perception +13 |
|
| Absolute Magical Supression aura 10; All magical equipment in the zone functions as a non-magical item of the same type. Any zone in the aura automatically ends. |
| HP 130; Bloodied 65; 2 Healing Surges |
| AC 28; Fortitude 23, Reflex 30, Will 25 |
| Speed 8 |
| M Bite (Standard) ♦ Weapon |
| +20 vs AC; 3d6 + 6 damage. |
| m Frenzy (Standard) |
| The chain runner makes two bite attacks and takes a -2 penalty to all defenses until the end of its next turn. |
| Hollow Form |
| The chain runner does not provoke opportunity attacks for moving through threatened squares. |
| Stalker |
| All attacks deal +5 damage when the chain runner has combat advantage. |
| Spell Consumption |
| Each time the animaton dispells a zone with its magical suppression ability, it may spend a healing surge. |
| Magical Anathema |
| Any arcane power that hits an animation that does anything in addition to damage only deals the damage. Arcane powers that deal no damage automatically miss. |
| Alignment Unaligned |
Languages None |
|
| Skills Acrobatics +16, Athletics +16, Stealth +16 |
| Str 21 (+11) |
Dex 21 (+11) |
Wis 14 (+8) |
| Con 14 (+8) |
Int 2 (+2) |
Cha 6 (+4) |
|
Argus
| Medium Natural Beast |
XP 150 |
|
| Initiative +5 |
Senses Perception +7 |
|
| HP 46; Bloodied 23 |
| AC 19; Fortitude 18, Reflex 18, Will 15 |
| Speed 7 |
| M Bite (Standard) ♦ Martial, Weapon |
| +10 vs AC; 1d6+3 damage. |
| m Dual Strike (Standard) ♦ Martial, Weapon |
| The argus makes two bite attacks. |
| m Restraining Jaws (Free; encounter) ♦ Martial, Weapon |
| If the argus hits both bite attacks when using dual strike, may grab the target as a free action. While grabbed, the foe is restrained rather than immobilized. |
| c Doppler Bark (Move; recharge 56) ♦ Martial, Fear |
| Close Blast 5; targets enemies; +8 vs Will; targets are dazed until the end of the argus' next turn. |
| Alignment Unaligned |
Languages |
|
| Str 18 (+5) |
Dex 16 (+4) |
Wis 12 (+2) |
| Con 14 (+3) |
Int 3 (-3) |
Cha 10 (+1) |
|
Assassin Fly
| Assassin Fly Male |
Level 5 Minion |
| Medium Natural Beast (Vermin) |
XP 50 |
|
| Initiative +4 |
Senses Darkvision, Perception +8 |
|
| HP 1; a missed attack never damages a minion. |
| AC 20; Fortitude 15, Reflex 19, Will 15 |
| Speed 1, Fly 6 |
| M Sting (Standard) |
| +8 vs Fortitude; 1 poison damage, and the target is infected with assassin fly venom (see below). |
| Assassin Fly Weakness |
| When in a humid environment Assassin Flies are slowed. If they become wet in any way, they are immobilized. |
| Alignment Unaligned |
Languages |
|
| Skills Stealth +10 |
| Str 2 (-2) |
Dex 16 (+5) |
Wis 12 (+3) |
| Con 12 (+3) |
Int 1 (-3) |
Cha 2 (-2) |
|
| Assassin Fly Female |
Level 5 Minion |
| Medium Natural Beast (Vermin) |
XP 50 |
|
| Initiative +4 |
Senses Darkvision, Perception +8 |
|
| HP 1; a missed attack never damages a minion. |
| AC 20; Fortitude 15, Reflex 19, Will 15 |
| Speed 1, Fly 6 |
| M Implant (Standard) |
| +8 vs Fortitude; 1 poison damage, and the target is infected with assassin fly eggs (see below). |
| Assassin Fly Weakness |
| When in a humid environment Assassin Flies are slowed. If they become wet in any way, they are immobilized. |
| Alignment Unaligned |
Languages |
|
| Skills Stealth +10 |
| Str 2 (-2) |
Dex 16 (+5) |
Wis 12 (+3) |
| Con 12 (+3) |
Int 1 (-3) |
Cha 2 (-2) |
|
Black Ogrun
| Black Ogrun Grunt |
Level 8 Elite Soldier |
| Large Natural Humanoid |
XP 700 |
|
| Initiative +8 |
Senses Perception +7 |
|
| HP 160; Bloodied 80 |
| AC 20; Fortitude 22, Reflex 16, Will 18 |
| Immune Necrotic |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Greatsword (Standard; at-will) ♦ Weapon |
| +15 vs AC; 2d8+5 damage. |
| Power Attack |
| May take a -2 penalty to attack for a +6 bonus to damage. |
| c Fell Swing (Standard; encounter) ♦ Weapon |
| Burst 1; +11 vs Reflex; 4d6+5 damage. |
| r Fierce Gaze (Move; recharge 6) ♦ Charm |
| Ranged 5; +11 vs Will; target is dazed and slowed (save ends). |
| Alignment Evil |
Languages Cygnaran, Molgur |
|
| Str 22 (+10) |
Dex 13 (+5) |
Wis 10 (+4) |
| Con 18 (+8) |
Int 12 (+5) |
Cha 8 (+3) |
|
| Equipment Greatsword |
| Black Ogrun Raider |
Level 11 Elite Brute |
| Large Natural Humanoid |
XP 1,200 |
|
| Initiative +11 |
Senses Perception +9 |
|
| HP 230; Bloodied 115 |
| AC 28; Fortitude 26, Reflex 20, Will 22 |
| Immune Necrotic |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Gaff (Standard; at-will) ♦ Weapon |
| Reach 2; +18 vs AC; 2d6+5 damage. |
| R Harpoon (Standard; at-will) ♦ Weapon |
| Ranged 10/20; +16 vs Reflex; 1d8+5 damage and the target is pulled 5 squares. On a critical hit, the target is also knocked prone. |
| m Skewering Charge (Standard; encounter) ♦ Weapon |
| Must make a charge to make this attack. +18 vs AC; 4d6+5 damage, and the target is knocked prone. |
| r Fierce Gaze (Move; recharge 6) ♦ Charm |
| Ranged 5; +11 vs Will; target is dazed and slowed (save ends). |
| Power Attack |
| May take a -2 penalty to attack for a +6 bonus to damage. |
| Alignment Evil |
Languages Cygnaran, Molgur |
|
| Skills Acrobatics +14, Athletics +16, Intimidate +9 |
| Str 22 (+11) |
Dex 18 (+9) |
Wis 10 (+5) |
| Con 14 (+7) |
Int 10 (+5) |
Cha 8 (+4) |
|
| Equipment Greatsword |
Boatman
| Boatman Human Progeny |
Level 8 Minion |
| Medium Natural Humanoid |
XP 87 |
|
| Initiative +7 |
Senses Perception +7 |
|
| HP 1; a missed attack never damages a minion. |
| AC 22; Fortitude 20, Reflex 20, Will 16 |
| Speed 6, Swim 6 |
| M Slam (Standard; at-will) |
| +12 vs AC; 6 damage |
| m Drowning Grab (Standard; at-will) |
| +10 vs Fortitude; the target is grabbed (until escape). Checks made to escape the grab take a -5 penalty. |
| Progeny Weakness |
| Progeny are destroyed if they spend more than 1 round out of water. |
|
|
| Skills Athletics +13 |
| Str 18 (+8) |
Dex 10 (+4) |
Wis 10 (+4) |
| Con 12 (+5) |
Int 4 (+1) |
Cha 2 (+0) |
|
| Boatman |
Level 10 Elite Controller (Leader) |
| Medium Natural Humanoid |
XP 1,000 |
|
| Initiative +9 |
Senses Perception +9 |
|
| HP 200; Bloodied 100 |
| AC 24; Fortitude 23, Reflex 22, Will 24 |
| Saving Throws +2 |
| Speed 6, Swim 6 |
| Action Points 1 |
| M Slam (Standard; at-will) |
| +14 vs Fortitude; 10 ongoing necrotic damage (save ends).
In addition, the target loses a healing surge. If it has no remaining healing surges, it takes damage equal to its healing surge value. |
| Command Progeny (Minor; at-will) |
| One progeny within 10 squares immediately makes a slam attack as a free action with a +2 bonus to attack. |
| c Steam Blast (Standard; recharge 56) |
| Blast 5; +12 vs Fortitude; 1d10+5 damage and the target is pushed 4 squares. If the target comes to the edge of a boat it is knocked into the water without being allowed a saving throw. |
| Deceptive Veil (Minor; at-will) ♦ Illusion |
| The Boatman can disguise itself to appear as a humanoid of any race. A successful insight check (opposed by the Boatman's bluff check) pierces the disguise. |
| Boatman's Bargain |
| The boatman captures people with the intention of either gaining a progeny or a new item. It will barter the person's life for the item.
If a barter is offered, it will stop any hostilities (including the sinking boat) and hear any offers. The boatman will not make the deal for anything but the item it was intending to gain. |
| Boat of Shades |
| The boatman's boat is completely under the control of the boatman, including making the boat float or sink. |
| Alignment Evil |
Languages Any Language |
|
| Skills Arcana +12, Bluff +10, Diplomacy +10, Insight +11, Intimidate +10 |
| Str 22 (+11) |
Dex 12 (+6) |
Wis 12 (+6) |
| Con 16 (+8) |
Int 14 (+7) |
Cha 10 (+5) |
|
Bog Trog
| Bog Trog Skirmisher |
Level 1 Lurker |
| Medium Natural Humanoid |
XP 100 |
|
| Initiative +3 |
Senses Low Light Vision, Scent, Perception +1 |
|
| HP 29; Bloodied 14 |
| AC 15; Fortitude 15, Reflex 13, Will 11 |
| Speed 6, Swim 6 |
| M Club (Standard; at-will) ♦ Weapon |
| +6 vs AC; 1d6+3 damage. |
| Ambusher |
| Deals an extra 2d6 damage on attacks when the target is unaware of the Bog Trog. |
| Shadow in the Forest |
| As long as the Bog Trog is in at least 3 feet of water, or a forest environment it gains a +5 bonus to stealth checks.
In addition, it can make a stealth check to hide without creating a diversion. |
|
|
| Skills Athletics +6, Nature +4, Stealth +7 |
| Str 12 (+1) |
Dex 14 (+2) |
Wis 8 (-1) |
| Con 11 (+0) |
Int 9 (-1) |
Cha 10 (+0) |
|
| Equipment Club |
| Bog Trog Savage |
Level 2 Soldier |
| Medium Natural Humanoid |
XP 125 |
|
| Initiative +5 |
Senses Low Light Vision, Scent, Perception +3 |
|
| HP 40; Bloodied 20 |
| AC 18; Fortitude 16, Reflex 12, Will 12 |
| Speed 6, Swim 6 |
| M Claw (Standard; at-will) |
| +8 vs AC; 1d6+4 damage |
| m Rip (Move; at-will) |
| +6 vs Fortitude; 1d4+4 damage. |
| m Rend (Standard; at-will) |
| Make two claw attacks. |
| Shadow in the Forest |
| As long as the Bog Trog is in at least 3 feet of water, or a forest environment it gains a +5 bonus to stealth checks.
In addition, it can make a stealth check to hide without creating a diversion. |
|
|
| Skills Athletics +6, Nature +4, Stealth +7 |
| Str 16 (+4) |
Dex 15 (+3) |
Wis 10 (+1) |
| Con 12 (+2) |
Int 8 (+0) |
Cha 10 (+1) |
|
Bridge Troll
| Bridge Troll |
Level 9 Solo Brute |
| Large Natural Magical Beast (Aquatic Giant) |
XP 2,000 |
|
| Initiative +7 |
Senses Darkvision, Scent, Perception +9 |
|
| HP 400; Bloodied 200; Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn.) |
| AC 22; Fortitude 24, Reflex 18, Will 20 |
| Saving Throws +5 |
| Speed 7, Swim 7 |
| Action Points 2 |
| M Claw (Standard; at-will) |
| +12 vs AC; 2d6+5 damage. |
| m Bloody Swipes (Standard; at-will) |
| Make two claw attacks. |
| m Gnashing Bite (Standard; at-will) |
| +12 vs Fortitude; 3d8+5 damage. |
| c Furious Cuts (Immediate Reaction; daily) |
| When first bloodied; Burst 2; make a claw attack against each creature in burst. |
| Bridge Tapping (encounter) ♦ Healing |
| The troll may "tap" the bridge with a minor action.
If it knocks on a wood bridge it gains 30 temporary hit points, and its vulnerability to fire increases by 5.
If it knocks on a stone bridge it gains 50 temporary hit points, and its speed is lowered by 3. |
|
|
| Skills Athletics +14, Stealth +9 |
| Str 20 (+9) |
Dex 10 (+4) |
Wis 10 (+4) |
| Con 16 (+7) |
Int 4 (+1) |
Cha 6 (+2) |
|
Burrow Mawg
| Burrow Mawg |
Level 3 Minion |
| Small Natural Beast |
XP 37 |
|
| Initiative +3 |
Senses Perception +7 |
|
| HP 1; a missed attack never damages a minion. |
| AC 19; Fortitude 14, Reflex 18, Will 14 |
| Speed 6, Burrow 2 |
| M Bite (Standard; at-will) |
| +8 vs Fortitude; 5 damage |
| Devouring |
| Burrow Mawgs gain a +1 bonus to damage and attack for each other Burrow Mawg adjacent to the target. |
| Light Sensitivity |
| Dregg take a -2 penalty to attack in day light. |
| Alignment Unaligned |
Languages |
|
| Skills Acrobatics +10, Athletics +5 |
| Str 8 (+0) |
Dex 18 (+5) |
Wis 12 (+2) |
| Con 15 (+3) |
Int 4 (-2) |
Cha 6 (-1) |
|
Buzzard Beetle
| Buzzard Beetle |
Level 3 Minion |
|
| Initiative +3 |
Senses Darkvision, Perception +3 |
|
| HP 1; a missed attack never damages a minion. |
| AC 15; Fortitude 12, Reflex 17, Will 13 |
| Speed Fly 7 |
| M Attach (Standard; at-will) |
| +6 vs Fortitude; 5 damage and the buzzard beetle may use the Soften Flesh attack. |
| m Soften Flesh (Standard; at-will) |
| After hitting with Attach, must be used on the same target; 10 damage and may use burrow. |
| m Flesh Burrow (Standard; at-will) |
| After hitting with soften flesh, must be used on the same target; +6 vs Fortitude; 10 ongoing damage. The ongoing damage will only end if the beetle is killed.
While dealing ongoing damage from flesh burrow, the beetle has a +3 bonus to all defenses. When the beetle is hit and killed, half the attack's damage is dealt to the victim. If the attack is missed, full damage is dealt to the victim. |
| Burrowing Bug |
| After the beetle hits with attach, it can be removed only by killing it. This is the same for soften flesh.
It can also be removed by a successful Heal check (DC 20), but a failure causes the victim to take 10 damage. After it has hit with flesh burrow, the DC to remove the beetle becomes 25. |
| Alignment Unaligned |
Languages |
|
| Str 6 (-1) |
Dex 15 (+3) |
Wis 10 (+1) |
| Con 9 (+0) |
Int 1 (-4) |
Cha 10 (+1) |
|
Cephalyx
| Cephalyx Drudge |
Level 8 Minion |
| Medium Natural Animate |
XP 87 |
|
| Initiative +7 |
Senses Darkvision, Perception +7 |
|
| HP 1; a missed attack never damages a minion. |
| AC 20; Fortitude 23, Reflex 18, Will 20 |
| Immune Charm, Fear |
| Speed 6 |
| M Bash (Standard; at-will) ♦ Weapon |
| +12 vs AC; 6 damage |
| m Grab (Standard; at-will) |
| +10 vs Fortitude; the target is grabbed (until escape). The target cannot attack the drudge grabbing it until it escapes the grab. |
| Absolute Command |
| Any attack that targets will (other than attacks the dredge would be immune to) uses the controlling Cephalyx' will defense. |
| Alignment Unaligned |
Languages |
|
| Str 20 (+9) |
Dex 10 (+4) |
Wis 12 (+5) |
| Con 17 (+7) |
Int 17 (+7) |
Cha 17 (+7) |
|
| Cephalyx Slaver |
Level 9 Elite Controller |
| Medium Natural Humanoid |
XP 800 |
|
| Initiative +7 |
Senses Perception +11 |
|
| Chirurgery aura 10; Drudges gain a +2 bonus to attack and damage rolls while in the aura. |
| HP 175; Bloodied 87 |
| AC 24; Fortitude 19, Reflex 20, Will 26 |
| Saving Throws +2 |
| Speed 6, Fly 2 |
| Action Points 1 |
| M Prosthetic Blade (Standard; at-will) ♦ Weapon |
| +13 vs AC; 1d6+4 damage per attack. |
| m Surgical Precision (Full Round Action; at-will) ♦ Weapon |
| Make 4 prosthetic arm attacks. If two attacks hit one target, it takes a -2 penalty to all attack rolls against the slaver (save ends). |
| r Usurp Will (Minor; recharge 56) ♦ Charm |
| Ranged 10; +13 vs Will; move the target up to 5 squares. |
| r Dominate (Move; encounter) ♦ Charm |
| Ranged 10; +13 vs Will; The target is dominated (save ends). |
| R Enslave (Standard; at-will) ♦ Psychic |
| Ranged 10; +13 vs Will; 2d6+5 damage and the target is slowed until the end of next turn. |
|
|
| Skills Arcana +13, Dungeoneering +11, Heal +11, Insight +11 |
| Str 10 (+4) |
Dex 16 (+7) |
Wis 14 (+6) |
| Con 10 (+4) |
Int 18 (+8) |
Cha 16 (+7) |
|
| Equipment Prosthetic Arms |
| Cephalyx Overlord |
Level 11 Elite Controller (Leader) |
| Medium Natural Humanoid |
XP 1,200 |
|
| Initiative +10 |
Senses Darkvision, Perception +9 |
|
| Sap Will aura 5; Enemy creatures in the aura take a -2 penalty to will defense. |
| HP 230; Bloodied 115 |
| AC 26; Fortitude 21, Reflex 24, Will 30 |
| Saving Throws +2 |
| Speed 6, Fly 6 |
| Action Points 1 |
| M Prosthetic Blade (Standard; at-will) ♦ Weapon |
| +16 vs AC; 1d8+5 damage per attack. |
| m Slice (Minor; at-will) ♦ Weapon |
| Make a prosthetic arm attack. |
| c Psychic Assault (Standard; at-will) ♦ Psychic |
| Blast 5; +15 vs Will; 2d6+5 psychic damage and the target is pushed 4 squares. |
| r Crossed Wires (Move; recharge 56) ♦ Charm |
| Ranged 10; +15 vs Will; target creature makes a basic attack against a target of the overlord's choice. |
| r Sleepwalker (Move; recharge 56) ♦ Charm |
| Ranged 10; +15 vs Will; target creature moves its speed in any direction the overlord chooses. This movement provokes opportunity attacks. |
| c Mental Prison (Standard; encounter) ♦ Psychic |
| Burst 5; +15 vs Will; Target is stunned until the end of the overlord's next turn. |
| Alignment Evil |
Languages Telepathy 200 |
|
| Skills Arcana +13, Dungeoneering +11, Heal +11, Insight +11 |
| Str 12 (+6) |
Dex 18 (+9) |
Wis 16 (+8) |
| Con 12 (+6) |
Int 22 (+11) |
Cha 20 (+10) |
|
| Equipment Prosthetic Arms |
Crypt Spider
| Crypt Spider |
Level 5 Lurker |
| Medium Natural Beast |
XP 200 |
|
| Initiative +8 |
Senses Perception +9 |
|
| HP 25; Bloodied 12 |
| AC 20; Fortitude 17, Reflex 20, Will 15 |
| Speed 7, Spider Climb 4 |
| M Bite (Standard; at-will) |
| +8 vs Fortitude; 1d10+4 |
| c Acid Spray (Standard; encounter) ♦ Poison |
| Blast 5; +8 vs Spray; 2d8+4 poison damage. |
| Swarm |
| Crypt spiders gain a +2 bonus to attack and damage rolls when they are flanking the target. |
| Alignment Unaligned |
Languages |
|
| Skills Athletics +9 |
| Str 14 (+4) |
Dex 17 (+5) |
Wis 11 (+2) |
| Con 12 (+3) |
Int 1 (-3) |
Cha 3 (-2) |
|
Disembodied
| Disembodied |
Level 10 Solo Skirmisher |
|
| Initiative +14 |
Senses Darkvision, Perception +13 |
|
| HP 220; Bloodied 110; Insubstantial |
| AC 24; Fortitude 19, Reflex 23, Will 23 |
| Saving Throws +2 |
| Speed 6, fly 6 (hover) |
| Action Points 1 |
| M Energy Drain (Standard; at-will) |
| +14 vs Fortitude; Target loses a healing surge and the Disembodied heals an amount equal to the target's healing surge value. |
| m Ghost's Touch (Move; at-will) ♦ Necrotic |
| +14 vs Fortitude; 15 Nectrotic damage, and the target cannot be healed by any means (save ends). |
| Spirit Run (Standard; encounter) ♦ Necrotic |
| The disembodied moves its full speed, and moves through other creature's squares. Each creature it moves through takes 15 necrotic damage and cannot be healed by any means (save ends). |
| a Dark Soul (Minor; encounter) ♦ Zone |
| Burst 5 within 10; The disembodied creates a zone of darkness in the burst. The zone is absolute darkness. The zone lasts until the end of the disembodied's next turn.
Sustain Minor: The zone persists until the end of the next turn, and it may move the zone 5 squares. |
|
|
| Skills Arcana +11, Diplomacy +12, Insight +13, Intimidate +12 |
| Str 10 (+5) |
Dex 13 (+6) |
Wis 16 (+8) |
| Con 10 (+5) |
Int 12 (+6) |
Cha 15 (+7) |
|
Dolomite
| Dolomite |
Level 13 Elite Brute |
| Huge Elemental Magical Beast |
XP 1,600 |
|
| Initiative +6 |
Senses Darkvision, Perception +10 |
|
| HP 330; Bloodied 165 |
| AC 25; Fortitude 30, Reflex 20, Will 20 |
| Saving Throws +2 |
| Speed 4 |
| Action Points 1 |
| M Slam (Standard; at-will) |
| +16 vs AC; 2d8+6 damage. |
| m Grasp (Standard; recharge 456) |
| Make two Slam attacks. If both attacks hit, the target is grabbed (until escape). The target takes a -5 penalty to escape. |
| Constrict |
| Each time the dolomite sustains a grab, the target takes 1d10+6 damage. |
| m Rend (Standard; encounter) ♦ Reliable |
| Only usable against a grabbed target; +16 vs Fortitude; 3d10+6 damage. |
| Music Sensitivity |
| If a creature plays music near a dolomite, it becomes fascinated by the song. Good music causes the dolomite to stop attacking and follow the musician until the music stops. |
| Alignment Unaligned |
Languages |
|
| Str 30 (+16) |
Dex 9 (+5) |
Wis 6 (+4) |
| Con 28 (+15) |
Int 3 (+2) |
Cha 10 (+6) |
|
Dracodile
| Dracodile |
Level 13 Solo Soldier |
| Huge Natural Magical Beast |
XP 4,000 |
|
| Initiative +12 |
Senses Perception +10 |
|
| HP 600; Bloodied 300 |
| AC 26; Fortitude 28, Reflex 23, Will 23 |
| Saving Throws +5 |
| Speed 4, Swim 6 |
| Action Points 2 |
| M Bite (Standard; at-will) |
| Reach 2; +18 vs Fortitude; 2d8+6 damage and the target is grabbed. Each round the grab is sustained, the target takes 1d8+6 damage. |
| M Tail Swipe (Move; at-will) |
| Reach 2; +20 vs AC; 1d10+6 damage. Cannot target a creature being grabbed by the dracodile. |
| c Noxious Breath (Standard; recharge 56) ♦ Poison |
| Blast 5; +18 vs Reflex; 3d10+6 damage and the target is dazed (save ends). Miss: half damage. |
| Death Roll |
| Dracodiles grabbing a target in water wil always attempt to drown it. Creatures being held under the water for this take a -5 penalty to the Endurance check to avoid suffocation.
In addition, creatures take a -5 penalty to any attempt to escape a grab started by a dracodile. |
| Alignment Unaligned |
Languages |
|
| Str 26 (+14) |
Dex 12 (+7) |
Wis 10 (+6) |
| Con 20 (+11) |
Int 3 (+2) |
Cha 10 (+6) |
|
Dragon Fish
| Dragon Fish |
Level 2 Minion |
| Tiny Natural Beast (Aquatic) |
XP 31 |
|
| Initiative +3 |
Senses Perception +3 |
|
| HP 1; a missed attack never damages a minion. |
| AC 18; Fortitude 12, Reflex 16, Will 12 |
| Speed Swim 6 |
| M Bite (Standard; at-will) |
| +7 vs Fortitude; 2 ongoing damage (save ends). |
| Frenzied Swarm |
| Dragon fish gain a +1 to attack for each other Dragon fish adjacent to the target or occupying the same square as the target.
In addition, ongoing damage from the dragon fish's bite attack stacks. |
| Alignment Unaligned |
Languages |
|
| Str 6 (-1) |
Dex 18 (+5) |
Wis 10 (+1) |
| Con 12 (+2) |
Int 1 (-4) |
Cha 2 (-3) |
|
Dread
| Dread Slasher |
Level 12 Soldier |
| Medium Natural Animate |
XP 700 |
|
| Initiative +12 |
Senses Darkvision; Perception +10 |
|
| HP 125; Bloodied 62 |
| AC 28; Fortitude 30, Reflex 22, Will 22 |
| Immune Necrotic; Vulnerable Radiant 5 |
| Speed 6 |
| M Arm Blade (Standard; at-will) ♦ Weapon |
| +19 vs AC; 2d6+5 damage and the target is marked. |
| m Forward Slash (Standard; recharge 56) ♦ Weapon |
| Targets one creature, and up to two creatures adjacent to the target; +19 vs AC; 3d8+5 damage. |
| Inescapable |
| Whenever a marked target attacks a creature other than the Dread Slasher, the slasher may move up to its speed and make an arm blade attack as an immediate reaction. |
| Steel Blood |
| Dread are immune to untyped ongoing damage. |
|
|
| Str 20 (+11) |
Dex 10 (+6) |
Wis 12 (+7) |
| Con 18 (+10) |
Int 11 (+6) |
Cha 10 (+6) |
|
| Equipment Arm Blade |
| Dread Basher |
Level 13 Brute |
| Medium Natural Animate |
XP 800 |
|
| Initiative +10 |
Senses Perception +10 |
|
| HP 160; Bloodied 80 |
| AC 26; Fortitude 25, Reflex 22, Will 22 |
| Immune Necrotic; Vulnerable Radiant 5 |
| Speed 6 |
| M Bash (Standard; at-will) |
| Two attacks; +16 vs AC; 1d10+6 damage per attack. |
| c Crusher (Standard; when first bloodied) |
| Burst 1; +14 vs Reflex; 2d10+6 damage. |
| m Force (Minor; encounter) |
| +14 vs Fortitude; On a hit the target is knocked prone. |
| Steel Blood |
| Dread are immune to untyped ongoing damage. |
|
|
| Str 22 (+12) |
Dex 17 (+9) |
Wis 12 (+7) |
| Con 16 (+9) |
Int 11 (+6) |
Cha 10 (+6) |
|
Dregg
| Dregg Berserker |
Level 6 Brute |
| Medium Natural Humanoid |
XP 250 |
|
| Initiative +8 |
Senses All Around Vision, Low-Light Vision, Perception +6 |
|
| HP 90; Bloodied 45 |
| AC 17; Fortitude 20, Reflex 16, Will 16 |
| Speed 6 |
| M Barbed Blade (Standard; at-will) ♦ Weapon |
| +10 vs AC; 1d8+6 damage. |
| m Bloody Blows (Standard; at-will) |
| +8 vs Fortitude, two attacks, 1d8+6 damage per attack. |
| Masochist |
| When bloodied, dregg deal +2 damage on all attacks. |
| Blood Crazed |
| The dregg berserker deals +2 damage against bloodied foes. |
| Light Sensitivity |
| Dregg take a -2 penalty to attack in day light. |
| Alignment Chaotic Evil |
Languages Dregg |
|
| Skills Acrobatics +11, Athletics +11, Stealth +11 |
| Str 16 (+6) |
Dex 12 (+4) |
Wis 8 (+2) |
| Con 12 (+4) |
Int 8 (+2) |
Cha 10 (+3) |
|
| Equipment Blade |
| Dregg Sadist |
Level 7 Skirmisher |
| Medium Natural Humanoid |
XP 300 |
|
| Initiative +8 |
Senses All Around Vision, Low-Light Vision, Perception +6 |
|
| HP 70; Bloodied 35 |
| AC 20; Fortitude 18, Reflex 20, Will 16 |
| Speed 7 |
| M Barbed Blade (Standard; at-will) ♦ Weapon |
| +12 vs AC; 1d4+5 damage. |
| m Tear to Shreds (Standard; recharge 56) ♦ Weapon |
| +10 vs Reflex, two attacks, 1d4+5 damage per attack. If both attacks hit, target is slowed (save ends). |
| Blood Scent |
| When the Dregg Sadist has combat advantage, it deals +5 damage. |
| Masochist |
| When bloodied, dregg deal +2 damage on all attacks. |
| Light Sensitivity |
| Dregg take a -2 penalty to attack in day light. |
| Alignment Chaotic Evil |
Languages Dregg |
|
| Skills Acrobatics +11, Athletics +11, Stealth +11 |
| Str 14 (+5) |
Dex 16 (+6) |
Wis 10 (+3) |
| Con 12 (+4) |
Int 10 (+3) |
Cha 8 (+2) |
|
| Equipment Cleft Dagger |
| Dregg Shaman |
Level 7 Controller (Leader) |
| Medium Natural Humanoid |
XP 300 |
|
| Initiative +6 |
Senses All Around Vision, Low Light Vision, Perception +6 |
|
| HP 80; Bloodied 40 |
| AC 20; Fortitude 20, Reflex 16, Will 18 |
| Speed 7 |
| R Pox (Standard; at-will) ♦ Necrotic |
| +11 vs Will; 5 ongoing necrotic damage, and the target takes a -1 penalty to all defenses (save ends). The penalty to defenses becomes -2 when the target is bloodied. |
| c Predator's Call (Standard; encounter) ♦ Necrotic |
| Burst 5; +11 vs Will; 2d6+5 necrotic damage and the target is pushed 3 squares. This movement provokes opportunity attacks. |
| Masochist |
| When bloodied, dregg deal +2 damage on all attacks. |
| Light Sensitivity |
| Dregg take a -2 penalty to attack in day light. |
| Alignment Chaotic Evil |
Languages Dregg |
|
| Skills Acrobatics +11, Athletics +11, Stealth +11 |
| Str 14 (+5) |
Dex 14 (+5) |
Wis 12 (+4) |
| Con 12 (+4) |
Int 10 (+3) |
Cha 10 (+3) |
|
| Equipment Bone Rod |
Drake
| Drake, Fog |
Level 11 Elite Lurker |
| Large Natural Magical Beast (Aquatic) |
XP 1,200 |
|
| Initiative +14 |
Senses Mist Piercing; Perception +10 |
|
| Fog Cloud aura 10; All creatures in the aura have concealment from the thick fog. The fog drake must spend 30 seconds creating this aura. The aura is a zone that can be dispelled. |
| HP 190; Bloodied 95 |
| AC 26; Fortitude 25, Reflex 22, Will 22 |
| Saving Throws +2 |
| Speed 6, Swim 6 |
| Action Points 1 |
| M Bite (Standard; at-will) |
| +14 vs Fortitude; 2d6+5 damage and the creature is grabbed (until escape). |
| M Claws (Standard; at-will) |
| Two attacks; +16 vs AC; 1d8+5 damage per attack. |
| m Rake (Minor; at-will) |
| Against a target grabbed by the fog drake's bite; make a claw attack against the creature. |
| c Bellow (Standard; recharge 56) ♦ Force |
| Close blast 5; +14 vs Reflex; 2d6+5 Force damage and the target is pushed 5 squares. Miss: Half damage and the target is pushed 1 square. |
| Mist Predator |
| While the fog drake has concealment against a target it gains a +1 bonus to attack and damage. |
|
|
| Skills Stealth +10 |
| Str 19 (+9) |
Dex 10 (+5) |
Wis 10 (+5) |
| Con 18 (+9) |
Int 3 (+1) |
Cha 15 (+7) |
|
Dune Prowler
| Dune Prowler Hunter |
Level 8 Elite Skirmisher |
| Large Natural Magical Beast |
XP 700 |
|
| Initiative +9 |
Senses Darkvision, Tremorsense 15 Squares, Perception +10 |
|
| Frightful Foe (Fear) aura 3; When the Dun Prowler hits with a melee attack this aura activates. All creatures not immune to fear who start in the aura lose thier minor action for that round. The aura is lost on any round where the dune prowler does not hit with a melee attack. |
| HP 180; Bloodied 90 |
| AC 22; Fortitude 22, Reflex 20, Will 18 |
| Saving Throws +2 |
| Speed 6, Burrow 2 |
| Action Points 1 |
| M Claws (Standard; at-will) |
| Two attacks; +13 vs AC; 1d8+5 damage per attack. |
| m Bite (Standard; at-will) |
| +11 vs Fortitude; 1d10+5 damage and the target is grabbed (until escape). |
| m Rend (Minor; recharge 56) |
| The dune prowler may make a claws attack against a creature it is grabbing as a minor action once per turn. |
| m Pounce (Standard; encounter) |
| The prowler may move up to its speed as part of this attack, and must move at least 2 squares; +13 vs AC; 3d8+5 damage and the target is knocked prone. Until the end of the encounter, whenever the dune prowler hits the target with a melee attack, it can knock the target prone. |
| m Decimate (Minor; encounter) |
| May only be used against a prone target; +13 vs Fortitude; 3d10+5 damage and the target takes 5 ongoing damage (save ends). |
| Alignment Unaligned |
Languages |
|
| Skills Intimidate +11, Nature +10, Stealth +10 |
| Str 21 (+9) |
Dex 13 (+5) |
Wis 12 (+5) |
| Con 19 (+8) |
Int 6 (+2) |
Cha 14 (+6) |
|
Eldritch
| Sythyss Warrior |
Level 18 Soldier |
| Medium Natural Animate (Undead) |
XP 2,000 |
|
| Initiative +17 |
Senses DarkvisionPerception +14 |
|
| HP 180; Bloodied 90 |
| AC 35; Fortitude 32, Reflex 28, Will 28 |
| Immune Cold, Lightning, Polymorph; Vulnerable Radiant 10 |
| Speed 6 |
| M Twin Blades (Standard; at-will) ♦ Weapon |
| +25 vs AC, two attacks; 2d6+6 damage per attack and the target is marked. |
| m Double Swing (Standard; recharge 56) ♦ Weapon |
| +25 vs AC; 4d6+6 damage and the target is knocked prone. |
| Dangerous Lure (Immediate Reaction) |
| If a marked target attacks the Eldritch in command of the Sythyss Warrior, the warrior may move up to its speed and make a Twin Blades attack at +2 to hit and damage. |
| Sythyss Weakness |
| If the Eldritch that created a sythyss dies, the sythyss crumbles into dust. |
| Alignment Evil |
Languages Iosan, Cygnaran |
|
| Skills Athletics +21, Stealth +18 |
| Str 24 (+16) |
Dex 18 (+13) |
Wis 10 (+9) |
| Con 12 (+10) |
Int 12 (+10) |
Cha 8 (+8) |
|
| Equipment Two Longswords |
| Sythyss Mage |
Level 17 Lurker |
| Medium Natural Animate (Undead) |
XP 1,600 |
|
| Initiative +17 |
Senses Darkvision, Perception +13 |
|
| HP 100; Bloodied 50 |
| AC 29; Fortitude 25, Reflex 31, Will 31 |
| Immune Cold, Lightning, Polymorph; Vulnerable Radiant 10 |
| Speed 7 |
| M Pain Touh (Standard; at-will) ♦ Necrotic |
| +22 vs Reflex; 1d10+7 necrotic damage and the target takes a -1 penalty to all defenses until the end of the Mage's next turn. |
| R Advance Necrosis (Standard; at-will) ♦ Necrotic |
| +22 vs Fortitude; 2d8+7 necrotic damage (3d8+7 with combat advantage). |
| Fade Into Shadow (Minor; recharge 6) ♦ Illusion |
| The sythyss mage becomes invisible until the end of its next turn. The effect is not broken if it attacks. |
| Sythyss Weakness |
| If the Eldritch that created a sythyss dies, the sythyss crumbles into dust. |
| Alignment Evil |
Languages Iosan, Cygnaran |
|
| Skills Athletics +21, Stealth +18 |
| Str 16 (+11) |
Dex 22 (+14) |
Wis 18 (+12) |
| Con 10 (+8) |
Int 22 (+14) |
Cha 22 (+14) |
|
| Equipment Two Longswords |
| Eldritch Magi |
Level 21 Elite Artillery |
| Medium Natural Animate (Undead) |
XP 6,400 |
|
| Initiative +18 |
Senses Darkvision, Perception +21 |
|
| Death Shroud (Necrotic) aura 5; Each creature that begins its turn in the aura gains vulnerability 5 necrotic until they are no longer in the area. |
| HP 310; Bloodied 155 |
| AC 34; Fortitude 30, Reflex 32, Will 38 |
| Immune Cold, Disease, Lightning, Poison and Polymorph; Vulnerable Radiant 10 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Longsword (Standard; at-will) ♦ Weapon |
| +28 vs AC; 2d6+7 damage. |
| R Necrotic Pulse (Standard; at-will) ♦ Necrotic |
| +26 vs Fortitude; 1d10+6 necrotic damage. |
| m Draining Touch (Move; at-will) ♦ Necrotic |
| +24 vs Reflex; Target loses a healing surge and the Eldritch gains 20 temporary hit points.
If the target does not have any remaing healing surges it takes damage equal to its healing surge value. If this power kills an elf, it immediately rises as a bloodied Sythyss with all of that character's abilities. |
| a Death Toll (Standard; encounter) ♦ Necrotic |
| Area Burst 5 within 10; +24 vs Will; 4d8+7 necrotic damage and the target is slowed (save ends). Each time the target fails the saving throw against this effect, it takes 2d8 damage.
Miss: Half damage. |
| r Infection (Minor; encounter) |
| Ranged 10; +24 vs Fortitude; 15 ongoing necrotic damage. |
| Focus Energy (Move; encounter) |
| The eldritch may take two standard actions in addition to its normal actions in the round until the end of its next turn.
Sustain Move: The effect continues until the end of its next turn. |
| Alignment Evil |
Languages Iosan, Cygnaran |
|
| Skills Arcana +21, Bluff +21, Diplomacy +21, History +21, Insight +21, Intimidate +21, Stealth +21 |
| Str 25 (+17) |
Dex 18 (+14) |
Wis 16 (+13) |
| Con 18 (+14) |
Int 22 (+16) |
Cha 18 (+14) |
|
| Equipment Longsword |
Excruciator
| Excruciator |
Level 12 Elite Controller (Leader) |
| Medium Natural Animate (Undead) |
XP 1,400 |
|
| Initiative +10 |
Senses Perception +10 |
|
| Ancient Power aura 5; Undead creatures (other than the Excruciator) in the aura gain a +2 bonus to all defenses. |
| HP 180; Bloodied 90; Incorporeal |
| AC 26; Fortitude 20, Reflex 28, Will 28 |
| Immune Poison; Vulnerable Radiant 5 |
| Saving Throws +2 |
| Speed 4, Fly 6 |
| Action Points 1 |
| M Torture Implement (Standard; at-will) ♦ Weapon |
| +17 vs Fortitude; 1d8+5 damage. The excruciator may choose to grab the target as a free action after hitting with this attack. |
| m Painwrack (Move; at-will) ♦ Weaon |
| May only target restrained or immobilized targets; +17 vs Fortitude; 2d8+5 damage, and it may use the Shared Pain attack until the end of its current turn. |
| a Shared Pain (Standard; recharge 56) |
| Close Burst 5; All enemy creatures; +19 vs Will; 3d8+5 damage and the target is dazed (save ends). |
| Lingering Torment |
| Any successful attack with a torture implement causes the target to take a -1 penalty to all rolls (save ends).
In addition, the Excruciator gains 5 temporary hit points for each successful attack with a torture implement. |
| Hollow Form |
| The excruciator can squeeze through spaces that a tiny creature could. |
|
|
| Skills Bluff +13, Diplomacy +13, Heal +13, Insight +13, Intimidate +13, Stealth +14 |
| Str 20 (+11) |
Dex 16 (+9) |
Wis 15 (+8) |
| Con 12 (+7) |
Int 15 (+8) |
Cha 15 (+8) |
|
| Equipment Torture Implements |
Farrow
| Farrow Brigand |
Level 3 Skirmisher |
| Medium Natural Humanoid |
XP 150 |
|
| Initiative +5 |
Senses Scent; Perception +6 |
|
| HP 50; Bloodied 25 |
| AC 16; Fortitude 16, Reflex 16, Will 12 |
| Speed 6 |
| M Club (Standard; at-will) ♦ Weapon |
| +7 vs AC; 1d6+3 damage. |
| R Pig Iron (Standard; recharge: move action) ♦ Weapon |
| +8 vs AC; 2d6+3 damage. |
| Ambusher |
| If the target is unaware of the Farrow before it makes an attack, the attack deals +2d6 damage on a hit. |
| Alignment Unaligned |
Languages |
|
| Skills Nature +6, Stealth +8 |
| Str 12 (+2) |
Dex 14 (+3) |
Wis 10 (+1) |
| Con 16 (+4) |
Int 10 (+1) |
Cha 10 (+1) |
|
| Equipment Club, Pig Iron |
| Farrow Hog |
Level 3 Minion |
| Medium Natural Humanoid |
XP 37 |
|
| Initiative +3 |
Senses Perception +3 |
|
| HP 1; a missed attack never damages a minion. |
| AC 17; Fortitude 17, Reflex 13, Will 13 |
| Speed 6 |
| M Spiked Club (Standard; at-will) ♦ Weapon |
| +8 vs AC; 4 damage. |
| Dirty Fighter |
| As long as the Farrow Hog is flanking the target, a successful melee attack will knock the target prone. |
| Alignment Unaligned |
Languages |
|
| Skills Nature +6, Stealth +8 |
| Str 14 (+3) |
Dex 10 (+1) |
Wis 8 (+0) |
| Con 16 (+4) |
Int 8 (+0) |
Cha 10 (+1) |
|
| Equipment Spiked Club |
| Farrow Boar |
Level 5 Elite Brute |
| Large Natural Humanoid |
XP 400 |
|
| Initiative +4 |
Senses Scent; Perception +4 |
|
| HP 170; Bloodied 85 |
| AC 19; Fortitude 21, Reflex 12, Will 10 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Gore (Standard; at-will) |
| +6 vs Reflex; 2d8+4 damage and the target is pushed two squares. |
| m Squash (Standard; at-will) |
| Only usable against creatures who are prone; +8 vs Reflex; 3d8+8 damage and the boar falls prone. |
| Massive |
| The boar has a +4 bonus to bull rush attempts and a +2 bonus to fortitude on grab attempts. |
| Reckless Charge |
| When the boar charges, it gains a +2 bonus to attack and damage. It takes a -2 penalty to all defenses until the end of its next turn when it charges. |
| Alignment Unaligned |
Languages |
|
| Skills Athletics +12, Intimidate +5 |
| Str 20 (+7) |
Dex 8 (+1) |
Wis 7 (+0) |
| Con 22 (+8) |
Int 6 (+0) |
Cha 6 (+0) |
|
| Farrow Bone Grinder |
Level 5 Controller (Leader) |
| Medium Natural Humanoid |
XP 200 |
|
| Initiative +4 |
Senses Scent; Perception +4 |
|
| HP 70; Bloodied 35 |
| AC 19; Fortitude 19, Reflex 15, Will 19 |
| Speed 6 |
| M Dagger (Standard; at-will) ♦ Weapon |
| +8 vs AC; 1d4+4 damage. |
| r Craft Talisman (Standard; recharge 456) ♦ Primal |
| Ranged 10; Target creature increases the range of primal and divine powers (with a range other than melee or close burst 1) by 5 squares for one round. |
| r Harness Spirit (Standard; recharge 456) ♦ Primal |
| Ranged 10; Target creature gains one power of a creature who has died in this encounter. It must use the power on its next turn or this ability is wasted. |
| r Harvest (Standard; recharge 456) ♦ Primal |
| Before using this power, the bone grinder must spend a move action harvesting body parts from a creature who has died in this encounter; Target friendly creature gains a +2 power bonus to attack and damage. |
|
|
| Skills Intimidate +9, Nature +10, Religion +7, Stealth +10 |
| Str 12 (+3) |
Dex 16 (+5) |
Wis 17 (+5) |
| Con 16 (+5) |
Int 10 (+2) |
Cha 14 (+4) |
|
| Equipment Dagger |
Galvanite Sentinel
| Galvanite Sentinel |
Level 9 Elite Soldier |
| Medium Elemental Magical Beast |
XP 800 |
|
| Initiative +9 |
Senses Perception +9 |
|
| Electric Field (Lightning) aura 5; Each creature in the aura takes 10 lightning damage at the beginning of its turn. On any round where the sentinel uses Electric Bolts the aura does not function until the beginning of its next turn. |
| HP 120; Bloodied 60; Incorporeal |
| AC 26; Fortitude 21, Reflex 24, Will 20 |
| Immune Lightning |
| Saving Throws +2 |
| Speed 5 (in armor), Fly 8 (natural form) |
| Action Points 1 |
| Animate Armor (Move; at-will) |
| The sentinel can possess an unoccupied suit of armor in melee range. The sentinel gains temporary hit points equal to the AC bonus of the armor x 10. In addition, if the armor is magical armor it gains a bonus to all defenses equal to the armor's enhancement bonus.
While in the armor it can make the slam attack listed below, it loses its fly speed, and loses the incorporeal trait. When the sentinenl no longer has the temporary hit points, the armor is destroyed. |
| M Slam (Standard; at-will) ♦ Lightning |
| +16 vs AC; 1d8+5 lightning damage and the target takes a -2 penalty to attack (save ends). |
| R Electric Bolts (Standard; at-will) ♦ Lightning |
| Two attacks; +14 vs Reflex; 1d8+5 lightning damage per attack. |
| c Discharge (Standard; encounter) ♦ Lightning |
| Close burst 5; +14 vs Reflex; 2d8+5 lightning damage, and the target is immobilized (save ends). Miss: Half damage and the target is slowed until the end of the sentinel's next turn. |
| Alignment Unaligned |
Languages |
|
| Str 15 (+6) |
Dex 17 (+7) |
Wis 10 (+4) |
| Con 10 (+4) |
Int 3 (+0) |
Cha 16 (+7) |
|
| Equipment Full Plate Armor |
Gatormen
| Gatorman Predator |
Level 8 Brute |
| Large Natural Humanoid (Reptile) |
XP 350 |
|
| Initiative +7 |
Senses Darkvision, Perception +9 |
|
| HP 115; Bloodied 57 |
| AC 19; Fortitude 23, Reflex 18, Will 18 |
| Speed 6, Swim 6 |
| M Claw (Standard; at-will) |
| 2 attacks; +11 vs AC; 1d10+5 damage per attack. If both attacks hit, the gatorman may make a bite attack as an immediate reaction. |
| m Bite (Standard; at-will) |
| +9 vs Fortitude; 1d12+5 damage and the target is grabbed (until escape). |
| m Tail Sweep (Move; recharge 456) |
| Reach 2; +9 vs Reflex; 1d10+5 damage and the target is knocked prone. |
| m Predator's Drive (Standard; encounter) |
| +9 vs Fortitude; 2d12+5 damage and the target is grabbed (until escape). The target takes a -5 penalty to any checks made to escape this grab. |
| Drag Under |
| When the gatorman grabs a target in or near water, it will attempt to move the target into deeper water. Once the target has been submerged, it takes a -5 penalty to the endurance checks made to avoid drowning.
As a move action, the gatorman can submerge a grabbed target even in water only as deep as the target's waist. |
| Alignment Unaligned |
Languages |
|
| Skills Nature +9 |
| Str 22 (+10) |
Dex 8 (+3) |
Wis 10 (+4) |
| Con 20 (+9) |
Int 8 (+3) |
Cha 8 (+3) |
|
| Gatorman Warrior |
Level 8 Soldier |
| Large Natural Humanoid (Reptile) |
XP 350 |
|
| Initiative +9 |
Senses Darkvision, Perception +10 |
|
| HP 90; Bloodied 45 |
| AC 25; Fortitude 22, Reflex 20, Will 18 |
| Speed 6, Swim 6 |
| M Heavy Mace (Standard; at-will) ♦ Weapon |
| Reach 2; +15 vs AC; 2d6+5 damage and the target is marked. |
| m Bite (Standard; at-will) |
| +13 vs Fortitude; 1d8+5 damage and the target is grabbed (until escape). |
| Predatory Determination |
| When a marked target attacks a creature other than the gatorman warrior, the gatorman may move its speed and make a bite attack as an immediate interrupt. If it hits, the target's attack misses. |
| m Tail Sweep (Move; recharge 456) |
| Reach 2; +13 vs Reflex; 1d8+5 damage and the target is knocked prone. |
| Drag Under |
| When the gatorman grabs a target in or near water, it will attempt to move the target into deeper water. Once the target has been submerged, it takes a -5 penalty to the endurance checks made to avoid drowning.
As a move action, the gatorman can submerge a grabbed target even in water only as deep as the target's waist. |
| Alignment Unaligned |
Languages |
|
| Skills Nature +10, Stealth +10 |
| Str 18 (+8) |
Dex 12 (+5) |
Wis 13 (+5) |
| Con 19 (+8) |
Int 10 (+4) |
Cha 10 (+4) |
|
| Equipment Heavy Mace |
| Gatorman Bokor |
Level 9 Controller (Leader) |
| Large Natural Humanoid (Reptile) |
XP 400 |
|
| Initiative +11 |
Senses Darkvision, Perception +11 |
|
| HP 80; Bloodied 40 |
| AC 23; Fortitude 23, Reflex 19, Will 23 |
| Speed 6, Swim 6 |
| M Hoodoo Stick (Standard; at-will) ♦ Weapon |
| Reach 2; +12 vs Fortitude; 1d8+5 damage. If the target is granting combat advantage, on a hit the target may only use basic attacks until the end of its next turn. |
| m Bite (Standard; at-will) |
| +12 vs Fortitude; 1d12+5 damage and the target is grabbed (until escape). |
| m Tail Sweep (Move; recharge 456) |
| Reach 2; +12 vs Reflex; 1d10+5 damage and the target is knocked prone. |
| r Feast (Immediate Reaction; recharge 6) ♦ Healing |
| Ranged 10; When a gatorman in range kills a living foe; the target gains 30 hit points and can immiately take a move action. |
| a Blood Crazed (Standard; encounter) ♦ Primal |
| Close Burst 5; Each allied gatorman in the burst gains a +5 bonus to damage rolls against creatures who have taken damage in this encounter. If the creature is bloodied, increase the damage bonus to +8. |
| a Bad Juju (Standard; daily) |
| Area Burst 5 within 10; Each enemy creature in burst; +12 vs Will; The target takes a -2 penalty to attack rolls, damage rolls and saving throws (save ends). |
| Alignment Unaligned |
Languages |
|
| Skills Intimidate +10, Nature +11, Stealth +10 |
| Str 16 (+7) |
Dex 12 (+5) |
Wis 15 (+6) |
| Con 16 (+7) |
Int 10 (+4) |
Cha 12 (+5) |
|
Gorax
| Gorax |
Level 7 Elite Brute |
| Large Natural Beast (Giant) |
XP 600 |
|
| Initiative +10 |
Senses Scent; Perception +6 |
|
| HP 200; Bloodied 100 |
| AC 18; Fortitude 20, Reflex 16, Will 15 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Claws (Standard; at-will) |
| Two attacks; Reach 2; +10 vs AC; 1d8+5 damage per attack. |
| Viscious Charge |
| When the Gorax hits with an attack after a charge, the target is knocked prone.
In addition, when it charges or runs the gorax moves at speed + 4. |
| r Primal (Minor; encounter) ♦ Animus |
| Until the end of its next turn, the gorax gains a +2 bonus to attack and damage. When this effect ends, the gorax is dazed (save ends). |
| Pain Response |
| The gorax deals +4 damage when it is bloodied. |
|
|
| Skills Athletics +12, Intimidate +5 |
| Str 18 (+7) |
Dex 8 (+2) |
Wis 10 (+3) |
| Con 14 (+5) |
Int 5 (+0) |
Cha 5 (+0) |
|
Gorgandur
| Gorgandur |
Level 40 Solo Soldier |
| Gargantuan Magical Beast |
XP 555,000 |
|
| Initiative +35 |
Senses Darkvision;Tremorsense 300ft; Perception +31
|
|
| Frightful Presence (Fear) aura 50; Creatures in the aura must make a saving throw or flee from the beast (save ends). Characters of paragon tier gain a +2 bonus to both saving throw, whereas epic tier gains a +4 to both.
After a creature succeeds on the inital saving throw once, it is no longer subject to this ability. |
| HP 1,800; Bloodied 900 |
| AC 55; Fortitude 60, Reflex 48, Will 57 |
| Immune Charm, Fear; Resist All 10 |
| Saving Throws +5 |
| Speed 4, Burrow 4, Climb 4, Swim 4 |
| Action Points 2 |
| M Bite (Standard; at-will) |
| Reach 6; +47 vs AC; 4d8+10 damage and the creature is grabbed (until escape). |
| M Slam (Standard; at-will) |
| +47 vs Fortitude; 4d8+10 damage and the creature is pushed 10 squares. If anything impedes its movement, both the target creature and the object take 2d8+10 damage and the creature is knocked prone. |
| a Tail Sweep (Move; at-will) |
| Close Burst 1; +47 vs AC; 3d8+10 damage and the target is knocked prone. |
| m Swallow Whole (Standard; at-will) |
| May only be used against a creature the Gorgandur is grabbing; +40 vs Fortitude; The target is swallowed. As long as it is in the gorgandur it must make a saving throw at the end of each round. On a failure, the target dies. A creature can escape by dealing 50 points of damage from inside the beast. Miss: The target takes 5d10+10 damage and the grab ends. |
| a Crush (Standard; recharge 56) |
| Close Burst 6; +45 vs Reflex; 5d12+10 damage, and the target is prone and grabbed (save ends). |
| c Corrosive Sludge (Standard; recharge 6) ♦ Acid |
| Close Blast 20; +45 vs Reflex; 5d12+10 acid damage and ongoing 15 acid damage (save ends). Miss: Half damage and 10 ongoing damage (save ends). |
| a Earthquake (Standard; encounter) |
| Close Burst 20; +47 vs Reflex; 5d10+10 damage and the target is knocked prone. Sustain Minor: Repeat the attack and make a saving throw. On a failure, the attack cannot be sustained. |
| Alignment Unaligned |
Languages |
|
| Str 40 (+35) |
Dex 18 (+24) |
Wis 10 (+20) |
| Con 30 (+30) |
Int 8 (+19) |
Cha 18 (+24) |
|
Guardian Giant
| Gorgolorbaramamiatt |
Level 30 Solo Soldier |
| Large Natural Humanoid (Giant) |
XP 95,000 |
|
| Initiative +30 |
Senses All Around Vision, Darkvision, Perception +40 |
|
| HP 1,400; Bloodied 700 |
| AC 48; Fortitude 46, Reflex 42, Will 46 |
| Saving Throws +5 |
| Speed 8 |
| Action Points 2 |
| M Mheahandarieth (Standard; at-will) ♦ Weapon |
| Reach 3; +40 vs AC; 4d8+10 damage and the target is dazed (save ends). |
| m Flashing Blade (Standard; at-will) ♦ Weapon |
| Make three greatsword attacks. |
| R Frighten (Minor; at-will) ♦ Fear |
| Ranged 5; +37 vs Will; 2d8+10 psychic damage and the target is pushed 3 squares. |
| a Hypnotic Stare (Standard; recharge 56) ♦ Charm |
| Close burst 10; + 37 vs Will; The target is stunned (save ends). |
| r Dominate (Standard; recharge 56) ♦ Charm |
| Ranged 10; +37 vs Will; Target is dominated (save ends). Target takes a -2 penalty on the saving throw. |
| a Control (Move; encounter) |
| Close Burst 10; +37 vs Will; 2d10+10 damage and the giant may move each target up to 6 squares. |
| Flames |
| The guardian giant scores a critical hit on a roll of 17-20, and does 4d8 addtional fire damage if it does. |
| Alignment Good |
Languages All Languages |
|
| Skills Arcana +23, Diplomacy +23, History +23, Insight +40, Intimidate +23, Religion +23 |
| Str 39 (+29) |
Dex 15 (+17) |
Wis 22 (+21) |
| Con 24 (+22) |
Int 17 (+18) |
Cha 16 (+18) |
|
| Equipment Gargantuan Greatsword |
Hollowed
| Hollowed |
Level 7 Elite Lurker |
|
| Initiative +10 |
Senses Darkvision, Perception +10 |
|
| HP 120; Bloodied 60 |
| AC 22; Fortitude 16, Reflex 18, Will 22 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Slam (Standard; at-will) |
| +12 vs AC; 1d8+5 damage and the Hollowed may make an Energy Drain attack for free. |
| M Energy Drain (Move; at-will) |
| +10 vs Fortitude; The target loses a healing surge. If the target has no healing surges remaining, it takes damage equal to its healing surge value.
If the target takes damage from this attack, it cannot speak until the end of the hollowed's next turn. |
| Consume |
| After killing a victim, the Hollowed cracks open the creature's ribcage and unhinges its jaw, eating all of the organs whole. After this, it gains skin and gains the appearance of the person it was in life.
It will thenl reintegrate into society, and often will torture and kill all of its close friends and family members.
In this form it retains its hollowed abilities and regains any abilities it had in life. |
| Alignment Chaotic Evil |
Languages |
|
| Skills Bluff +11, Insight +10, Intimidate +11, Stealth +9 |
| Str 16 (+6) |
Dex 12 (+4) |
Wis 14 (+5) |
| Con 8 (+2) |
Int 7 (+1) |
Cha 16 (+6) |
|
Hull Grinder
| Hull Grinder |
Level 8 Solo Skirmisher |
| Huge Natural Magical Beast (Aquatic) |
XP 1,750 |
|
| Initiative +9 |
Senses Darkvision, Scent; Perception +7 |
|
| HP 360; Bloodied 180 |
| AC 24; Fortitude 22, Reflex 18, Will 18 |
| Saving Throws +5 |
| Speed Swim 12 |
| Action Points 2 |
| M Slam (Standard; at-will) |
| +11 vs Fortitude; 2d6+5 damage. Cannot be used against a grabbed target. |
| m Bite (Standard; at-will) |
| +13 vs Fortitude; 2d8+5 damage and the target is grabbed (until escape). While the target is being grabbed, this attack may be made as a minor action. |
| m Spinal Scourge (Standard; recharge 56) |
| The hull grinder must move at least 6 squares before making this attack; +13 vs AC; 4d8+5 damage. This attack deals double damage to objects. |
| Dark Terror |
| While submerged, the hull grinder has concealment from any creatures not also submerged. |
| Improved Hearing |
| The hull grinder can hear sounds more than 2 miles away while submerged. |
| Alignment Unaligned |
Languages |
|
| Str 25 (+11) |
Dex 16 (+7) |
Wis 10 (+4) |
| Con 16 (+7) |
Int 5 (+1) |
Cha 9 (+3) |
|
Husk
| Husk Spider Swarm |
Level 6 Soldier |
| Medium Natural Beast (Spider, Swarm) |
XP 250 |
|
| Initiative +8 |
Senses Perception +6 |
|
| Swarm Attack aura 1; The husk spider swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. In addition, an enemy that enters or starts its turn in the aura suffers a -2 penalty to all defenses (save ends). |
| HP 70; Bloodied 35 |
| AC 22; Fortitude 16, Reflex 21, Will 16 |
| Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks |
| Speed 5, Climb 5 (spider climb) |
| M Biting Swarm (Standard; at-will) ♦ Poison |
| +12 vs Reflex; 1d6+4 damage, and ongoing 5 poison damage (save ends). |
| Hive Intelligence |
| If the Husk that is controlling the swarm dies, the swarm dissipates immediately. |
| Alignment Unaligned |
Languages |
|
| Str 14 (+5) |
Dex 22 (+9) |
Wis 16 (+6) |
| Con 16 (+6) |
Int 1 (-2) |
Cha 16 (+6) |
|
| Husk |
Level 6 Solo Controller (Leader) |
| Medium Natural Magical Beast (Vermin) |
XP 1,250 |
|
| Initiative +6 |
Senses Perception +6 |
|
| Spider Swarm aura 2; Each enemy creature that starts its turn in the aura takes 5 ongoing damage (save ends). |
| HP 180; Bloodied 90 |
| AC 20; Fortitude 22, Reflex 18, Will 18 |
| Vulnerable Fire 10 |
| Saving Throws +5 |
| Speed 6 |
| Action Points 2 |
| M Slam (Standard; at-will) |
| +10 vs AC; 1d4+4 damage. |
| r Summon Swarm (Standard; at-will) |
| Summon a Husk Spider Swarm within 5 squares. |
| r Command Swarm (Move; at-will) |
| Each Husk Spider Swarm in range can move its speed as a free action. |
| Rip |
| When the Husk is hit by a critical hit with a weapon attack, it may summon a Husk Spider Swarm as a free action. |
| Alignment Unaligned |
Languages |
|
| Str 10 (+3) |
Dex 10 (+3) |
Wis 10 (+3) |
| Con 12 (+4) |
Int 1 (-2) |
Cha 6 (+1) |
|
Iron Lich
| Iron Lich Wizard |
Level 20 Elite Artillery (Leader) |
| Large (Undead, Mechanikal Construct) |
XP 5,600 |
|
| Initiative +16 |
Senses Darkvision, Perception +18 |
|
| Aura of Fear aura 3; Each living creature that starts its turn in the aura must make a saving throw or take a -2 penalty to attack the Iron Lich until the end of the creature's next turn. |
| HP 300; Bloodied 150 |
| AC 34; Fortitude 34, Reflex 30, Will 36 |
| Immune Charm, Fear; Resist Fire 20, Lightning 20; Vulnerable Cold Special (see below) |
| Saving Throws +2 |
| Speed 6 (cannot run) |
| Action Points 1 |
| M Claw (Move; at-will) |
| Reach 2; +27 vs AC; 2d6+7 damage and slide the target 3 squares. |
| M Slam (Move; at-will) |
| Reach 2; +25 vs Fortitude; 2d6+7 damage and the target is knocked prone. |
| R Dark Bolt (Standard; at-will) ♦ Necrotic |
| +25 vs Will; 3d6+8 damage and the target takes a -2 penalty to all defenses (save ends). |
| r Finger of Death (Standard; recharge 6) |
| +25 vs Will; On a hit the target loses one healing surge every round (save ends). If the target has no remaining healing surges it instead takes damage equal to its healing surge value. |
| a Charged Burst (Standard; encounter) ♦ Lightning |
| Close Burst 5; +25 vs Reflex; 4d10+7 damage and the target is dazed (save ends). The target takes a -2 penalty on the saving throw. |
| a Command Undead (Move; recharge 56) |
| Close Burst 5; The lich may choose up to three undead creatures in burst, each of these creatures makes a basic melee attack as a free action with a +5 bonus to attack. |
| Iron Lich Vulnerabilities |
| The lich is immune to cold damage, but whenever it is hit by an ability that has the cold keyword it is slowed until the end of its next turn.
The lich moves about by a steam engine that runs on necrotite. They require around 5 pounds of necrotite for every 12 hours of functionality. This also requires the firebox on the engine remain lit. It can be extinguished by fully submerging the lich in water. Should either the necrotite supply or firebox be a problem, the lich is stunned until the situation is corrected. |
| Alignment Evil |
Languages Cygnaran, Khadoran, Infernal, Draconic |
|
| Skills Arcana +21, Bluff +19, Diplomacy +19, History +21, Insight +18, Intimidate +19, Religion +21, Stealth +16 |
| Str 20 (+15) |
Dex 12 (+11) |
Wis 16 (+13) |
| Con 18 (+14) |
Int 22 (+16) |
Cha 18 (+14) |
|
| Equipment Soul Cages |
Iron Maiden
| Iron Maiden |
Level 12 Elite Soldier |
| Medium Animate (Construct) |
XP 1,400 |
|
| Initiative +12 |
Senses Darkvision, Perception +10 |
|
| HP 250; Bloodied 125 |
| AC 30; Fortitude 26, Reflex 26, Will 22 |
| Immune Charm, Fear; Resist Fire and Lightning 20 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Spiked Claws (Standard; at-will) ♦ Weapon |
| Two attacks; +19 vs AC; 2d6+5 damage per attack. If both attacks hit, the target grabbed (until escape). Creatures take a -5 penalty to any attempt to escape this grab. |
| m Impale (at-will) |
| When the Iron Maiden sustains a grab, deal 2d6+5 damage to the grabbed creature. |
| Spikeskin |
| Any adjacent creature that makes a melee attack against the Iron Maiden takes 5 damage. |
| Berserk |
| As long as the maiden fights it makes a saving throw at the end of each turn. It gains a +10 bonus to the first check, with the bonus decreasing by 1 each round after the 1st. If it fails the throw, the maiden will lose control attacking the nearest creature each round. Its controller can attempt to regain command, and must succeed at a saving throw to do so. |
| Alignment Unaligned |
Languages |
|
| Str 20 (+11) |
Dex 11 (+6) |
Wis 13 (+7) |
| Con 16 (+9) |
Int 10 (+6) |
Cha 4 (+3) |
|
Kaelram
| Kaelram Bull |
Level 14 Elite Brute |
| Huge Natural Beast |
XP 2,000 |
|
| Initiative +12 |
Senses Low-Light Vision; Perception +12 |
|
| HP 340; Bloodied 170 |
| AC 25; Fortitude 28, Reflex 22, Will 24 |
| Saving Throws +2 |
| Speed 8 |
| Action Points 1 |
| M Gore (Standard; at-will) |
| Reach 2; +17 vs AC; 2d8+6 damage and the target is pulled or pushed 1 square. |
| M Stamp (Minor; at-will) |
| +14 vs Reflex; 1d10+6 damage. |
| m Trample (Standard; recharge 56) |
| The Kaelram moves up to 8 squares, and can pass through squares occupied by enemy creature. It can make a stamp attack against each creature whose space it passes through. |
| m Ferocious Response (Immediate Reaction; when first bloodied) |
| Make a gore and 2 stamp attacks against any creature in range. |
| Alignment Unaligned |
Languages |
|
| Str 30 (+17) |
Dex 12 (+8) |
Wis 10 (+7) |
| Con 20 (+12) |
Int 2 (+3) |
Cha 7 (+5) |
|
Lemax
| Small Natural Magical Beast |
XP 31 |
|
| Initiative +3 |
Senses Darkvision; Perception +3 |
|
| HP 1; a missed attack never damages a minion. |
| AC 18; Fortitude 14, Reflex 16, Will 12 |
| Speed 8 |
| M Bite (Standard; at-will) |
| +5 vs AC; 3 damage. |
| M Claws (Move; at-will) |
| 2 Attacks; +4 vs AC; 2 damage per attack. |
| r Acid Spittle (Standard; encounter) ♦ Acid |
| Ranged 10; +7 vs Reflex; 5 ongoing damage and the target is dazed (save ends). |
| Alignment Unaligned |
Languages |
|
| Str 6 (-1) |
Dex 15 (+3) |
Wis 12 (+2) |
| Con 15 (+3) |
Int 5 (-2) |
Cha 10 (+1) |
|
Mechagargoyle
| Mechagargoyle Raptor |
Level 6 Elite Soldier |
|
| Initiative +12 |
Senses Perception +15 |
|
| HP 150; Bloodied 75 |
| AC 22; Fortitude 18, Reflex 22, Will 18 |
| Immune Charm |
| Saving Throws +2 |
| Speed 4, Fly 8 |
| Action Points 1 |
| M Electric Bite (Standard; at-will) ♦ Lightning |
| +13 vs Fortitude; 1d8+5 damage and 1d8 lightning damage. |
| m Claws (Standard; at-will) ♦ Lightning |
| Two attacks; +12 vs AC; 1d6+4 lightning damage per attack. |
| r Electric Shock (Move; recharge 56) ♦ Lightning |
| Ranged 10; +11 vs Reflex; 3d6+5 lightning damage. |
| c Sudden Gust (Move; encounter) |
| Close Blast 5; +11 vs Fortitude; Target is knocked back 3 squares and falls prone. |
| Vigilence |
| The Mechagargoyle acts normally during all suprise rounds. |
| Alignment Unaligned |
Languages |
|
| Skills Insight +11, Stealth +11 |
| Str 17 (+6) |
Dex 20 (+8) |
Wis 14 (+5) |
| Con 20 (+8) |
Int 10 (+3) |
Cha 12 (+4) |
|
Mechanithrall
| Mechanithrall Basher |
Level 6 Brute |
| Medium Natural Animate (Mechanikal Construct, Undead) |
XP 250 |
|
| Initiative +6 |
Senses Darkvision; Perception +6 |
|
| HP 90; Bloodied 45 |
| AC 18; Fortitude 21, Reflex 18, Will 18 |
| Speed 6 |
| M Mechanikal Slam (Standard; at-will) |
| Two attacks; +8 vs AC; 1d6+4 damage per attack. |
| m Steam Slam (Standard; recharge 456) |
| +8 vs Fortitude; 3d6+8 damage and the target is pushed 3 squares. |
| m Combo Slam (Standard; encounter) |
| +10 vs AC; 4d6+8 damage and the target is knocked prone. |
|
|
| Skills Athletics +11 |
| Str 16 (+6) |
Dex 13 (+4) |
Wis 10 (+3) |
| Con 10 (+3) |
Int 6 (+1) |
Cha 6 (+1) |
|
Moonwing
| Small Natural Beast (Vermin) |
XP 25 |
|
| Initiative +1 |
Senses Perception +1 |
|
| HP 1; a missed attack never damages a minion. |
| AC 15; Fortitude 12, Reflex 15, Will 12 |
| Speed 6 |
| M Bite (Standard; at-will) |
| +4 vs AC; 3 damage. |
| Moon Dust |
| Any square the moonwing flys over becomes a zone of moon dust until the end of the moonwing's next turn. While within the zone, creatures must make a saving throw or become unconscious (save ends). Those who succeed on the saving throw take a -1 penalty to all rolls (save ends). |
| Alignment Unaligned |
Languages |
|
| Str 7 (-2) |
Dex 16 (+3) |
Wis 19 (+4) |
| Con 12 (+1) |
Int 1 (-5) |
Cha 2 (-4) |
|