**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
Gear Wyrm Level 9 Brute
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.
DischargeLightning
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
Argus Level 3 Soldier
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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
Tiny Natural Beast XP 37
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.
Alignment Evil Languages
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
Medium (Undead) XP 1,000
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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.
Alignment Evil Languages
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
Medium (Undead) XP 600
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
Lemax Level 2 Minion
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
Small (Construct) XP 500
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.
Alignment Evil Languages
Skills Athletics +11
Str 16 (+6) Dex 13 (+4) Wis 10 (+3)
Con 10 (+3) Int 6 (+1) Cha 6 (+1)
Moonwing
Moonwing Level 1 Minion
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)