**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.
Onkar
|
|
| Initiative +4 |
Senses Blindsense 20 Squares, Darkvision, Perception +4 |
|
| HP 65; Bloodied 32 |
| AC 18; Fortitude 18, Reflex 13, Will 12 |
| Speed 4, Burrow 2 |
| M Bite (Standard; at-will) |
| +5 vs Fortitude; 1d10+4 damage. If the target is wearing mostly metal armor, it also takes a -2 penalty to AC until the armor can be repaired. |
| m Slam (Standard; at-will) |
| +7 vs AC; 1d6+4 damage and the target is knocked prone. |
| m Devour (Standard; recharge 56) |
| Will only use against metal-armored targets; Two attacks, one creature; +5 vs Fortitude; 1d10+4 damage per attack. This attack can score a critical hit on a natural roll of 17-20, and if it does the target's armor is ruined until it can be repaired. This does not effect magical armor. |
| m Burrowing Jaw (Standard; encounter) |
| Only usable against a prone target; +5 vs Fortitude; 3d10+4 damage and ongoing 5 damage (save ends). |
| Metal Hunger |
| The Onkar gets a +2 bonus to attack and damage against targets wearing mostly metal armor. |
| Alignment Unaligned |
Languages |
|
| Str 16 (+5) |
Dex 8 (+1) |
Wis 11 (+2) |
| Con 20 (+7) |
Int 2 (-2) |
Cha 6 (+0) |
|
Pistol Wraith
| Pistol Wraith |
Level 15 Elite Skirmisher |
|
| Initiative +14 |
Senses Darkvision, Perception +14 |
|
| HP 175; Bloodied 87; Incorporeal |
| AC 31; Fortitude 26, Reflex 31, Will 29 |
| Immune Charm, Fear |
| Saving Throws +2 |
| Speed Fly 8 (Hover) |
| Action Points 1 |
| R Gun of the Grave (Standard; at-will) ♦ Necrotic |
| Ranged 20/40; +20 vs AC; 2d6+6 damage, and the target loses a healing surge. If the target has no remaining healing surges it is dazed until the end of its next turn. It takes a minor action to reload the Gun of the Grave. |
| r Load and Shoot (Standard; encounter) ♦ Weapon |
| Make two Gun of the Grave attacks against the same target. |
| r Uncanny Reflex (Full Round Action; daily) ♦ Weapon |
| Make a Gun of the Grave attack agaisnt up to 5 targets in range. |
| r Dodge This (Standard; daily) ♦ Weapon |
| Range 1; This attack does not provoke opportunity attacks; +20 vs AC; If this attack hits, resolve it as if the wraith had scored a critical hit on a Gun of the Grave attack. |
| Not of the Living |
| Any attack made with the Gun of the Grave can score a critical hit on a natural roll of 19 or 20. When it scores a crit, the attack deals +3d12 Necrotic damage. No power can disarm the gun from the warith's possession. In addition, any creature that dies from a Gun of the Grave attack while attempting to flee a fight with the wraith rise as a pistol wraith. |
| Alignment Evil |
Languages Same as in Life |
|
| Skills Bluff +16, Insight +14, Intimidate +16, Streetwise +16 |
| Str 8 (+6) |
Dex 22 (+13) |
Wis 14 (+9) |
| Con 10 (+7) |
Int 14 (+9) |
Cha 18 (+11) |
|
| Equipment Gun of the Grave |
Raevhan Buffalo
| Raevhan Buffalo |
Level 10 Brute |
| Huge Natural Beast |
XP 500 |
|
| Initiative +9 |
Senses Perception +10 |
|
| HP 170; Bloodied 85 |
| AC 22; Fortitude 25, Reflex 22, Will 20 |
| Speed 10 |
| M Slam (Standard; at-will) |
| Reach 2; +13 vs AC; 2d6+5 damage and the target is knocked prone. |
| m Stamp (Move; at-will) |
| +11 vs Reflex; 1d8+5 damage. |
| Trample (Standard; encounter) |
| The Raevhan Buffalo moves 10 squares as part of this attack, moving through enemy occupied squares. It makes a slam attack against any creature it moves through, or 2 stamp attacks if the creature is prone. |
| Rage |
| As soon as it takes damage the Raevhan Buffalo enters a rage. While in the rage it takes a -2 penalty to defense but a +4 bonus to damage. |
| m Fling (Standard; encounter) |
| Reach 2; +11 vs Fortitude; 4d6+5 damage and the target is pushed 8 squares. If it hits another creature or an obstacle at any point during this movement, both the target and the obstruction take 2d6 damage. |
| Alignment Unaligned |
Languages |
|
| Skills Stealth +11 |
| Str 23 (+11) |
Dex 13 (+6) |
Wis 10 (+5) |
| Con 20 (+10) |
Int 2 (+1) |
Cha 4 (+2) |
|
Saqu
| Saqu |
Level 4 Elite Skirmisher |
| Large Natural Beast |
XP 350 |
|
| Initiative +6 |
Senses Low-Light Vision, Perception +9 |
|
| HP 90; Bloodied 45 |
| AC 19; Fortitude 15, Reflex 18, Will 16 |
| Saving Throws +2 |
| Speed 6, Fly 10 |
| Action Points 1 |
| M Bite (Standard; at-will) |
| Reach 2; +7 vs Reflex; 1d10+4 damage and the target is grabbed (until escape). |
| m Claw (Move; at-will) |
| May only use against a prone target, or a creature being grabbed by the Saqu; +9 vs AC; 1d6+4 damage. |
| m Fling (Move; recharge 56) |
| Agaisnt a grabbed target; The target is thrown 5 squares away from the saqu, ending the grab. If the target hits a creature or obstacle during the forced movement, both the target can the obstacle take 2d6 damage. |
| m Snap (Move; encounter) |
| Against a grabbed target; +7 vs Fortitude; 2d10+4 damage and the grab ends. |
| Ravage |
| While it has a grabbed target, the saqu can fly 4 squares as a move action. Its maximum altitude while carrying a target is 10 squares. |
| Alignment Unaligned |
Languages |
|
| Str 18 (+6) |
Dex 13 (+3) |
Wis 14 (+4) |
| Con 16 (+5) |
Int 2 (-2) |
Cha 6 (+0) |
|
Satyxis
| Satyxis Warrior |
Level 11 Soldier |
| Medium Natural Humanoid |
XP 600 |
|
| Initiative +11 |
Senses DarkvisionPerception +9 |
|
| HP 115; Bloodied 57 |
| AC 28; Fortitude 24, Reflex 25, Will 24 |
| Speed 6 |
| M Cutlass (Standard; at-will) ♦ Weapon |
| +18 vs AC; 2d4+6 damage and the target is marked. |
| m Headbutt (Move; encounter) |
| +16 vs Fortitude; Target is dazed (save ends). |
| R Hand Cannon (Standard; at-will) ♦ Weapon |
| Ranged 10/20; Reload Standard; +17 vs AC; 2d8+5 damage. |
| r Beguile (Standard; encounter) ♦ Charm |
| Ranged 5; May only be used on male characters; +15 vs Will; The target is stunned (save ends). If the Satyxis does not spend a standard action sustaining this power on her turn, the target immediately saves. |
| Controlling Personality |
| If the warrior's marked target attempts to move or shift away from her, she may immediately make a melee basic attack as an opportunity attack with a +4 bonus to attack and damage. If the attack hit the target's movement immediately ends. |
| Alignment Evil |
Languages Cygnaran, Scharde |
|
| Skills Athletics +13, Bluff +13, Diplomacy +13, Insight +10, Intimidate +13, Stealth +12 |
| Str 17 (+8) |
Dex 14 (+7) |
Wis 10 (+5) |
| Con 14 (+7) |
Int 10 (+5) |
Cha 16 (+8) |
|
| Equipment Cutlass, Hand Cannon |
| Satyxis Raider |
Level 11 Skirmisher |
| Medium Natural Humanoid |
XP 600 |
|
| Initiative +11 |
Senses Darkvision, Perception +9 |
|
| HP 105; Bloodied 52 |
| AC 25; Fortitude 22, Reflex 24, Will 23 |
| Speed 6 |
| m Headbutt (Move; encounter) |
| +16 vs Fortitude; Target is dazed (save ends). |
| M Lacerator (Standard; at-will) ♦ Weapon |
| Reach 2; +16 vs AC; 1d8+5 damage. If the target is granting combat advantage, this attack deals +1d8 damage. |
| a Death Spin (Standard; recharge 56) ♦ Weapon |
| Close Burst 2; Enemy creatures in burst; +14 vs Reflex; 2d8+5 damage. |
| r Beguile (Standard; encounter) ♦ Charm |
| Ranged 5; May only be used on male characters; +15 vs Will; The target is stunned (save ends). If the Satyxis does not spend a standard action sustaining this power on her turn, the target immediately saves. |
| m Flashing Chain (Standard; encounter) ♦ Weapon |
| The raider moves up to its speed and makes a Lacerator attack against each creature it moves into melee range with during this movement. |
| Feedback |
| Whenever the raider deals damage to a creature under the magical control of another creature (like a warjack's caster or a creature dominating another one), the controller takes half damage from the attack. |
| Alignment Evil |
Languages Cygnaran, Scharde |
|
| Skills Athletics +13, Bluff +13, Diplomacy +13, Insight +10, Intimidate +13, Stealth +12 |
| Str 15 (+7) |
Dex 15 (+7) |
Wis 12 (+6) |
| Con 14 (+7) |
Int 12 (+6) |
Cha 16 (+8) |
|
| Equipment Lacerator |
Screecher
| Tiny Natural Magical Beast |
XP 75 |
|
| Initiative +6 |
Senses Darkvision, Perception +6 |
|
| HP 1; a missed attack never damages a minion. |
| AC 21; Fortitude 17, Reflex 20, Will 15 |
| Speed 8 |
| M Bite (Standard; at-will) |
| +12 vs AC; 4 damage. |
| Pack Hunter |
| +2 to attack and damage when attacking a target adjacent to another Screecher. |
| Opportunistic Predator |
| +2 to attack when the target is dazed, stunned, or incapacitated. |
| a Screech (Standard; encounter) |
| Close Blast 10; +10 vs Will; Target is dazed (save ends). After first failed save: target is stunned (save ends). On second failure the target is incapacitated and takes ongoing 20 damage (save ends). |
| Alignment Unaligned |
Languages |
|
| Skills Stealth +12 |
| Str 8 (+2) |
Dex 19 (+7) |
Wis 11 (+3) |
| Con 10 (+3) |
Int 4 (+0) |
Cha 4 (+0) |
|
Sepulchral Lurker
| Spawn Skeleton |
Level 10 Minion |
| Medium Natural Animate (Undead) |
XP 125 |
|
| Initiative +9 |
Senses Perception +9 |
|
| HP 1; a missed attack never damages a minion. |
| AC 24; Fortitude 20, Reflex 20, Will 20 |
| Immune Charm, Fear |
| Speed 6, Burrow 2 |
| M Claw (Standard; at-will) |
| +15 vs AC; 6 damage |
| m Bash (Standard; at-will) |
| +13 vs Fortitude; 4 damage and the target cannot shift until the end of its next turn. |
| Lurker's Strength |
| Spawn skeletons within 10 squares of the Sepulchral Lurker that created them gain a +2 bonus to attack rolls. |
| Alignment Unaligned |
Languages |
|
| Str 16 (+8) |
Dex 14 (+7) |
Wis 10 (+5) |
| Con 10 (+5) |
Int 2 (+1) |
Cha 2 (+1) |
|
| Sepulchral Lurker |
Level 12 Solo Controller (Leader) |
| Large Natural Animate (Undead) |
XP 3,500 |
|
| Initiative +12 |
Senses Darkvision, Perception +12 |
|
| Terrifying Foe (Fear) aura 10; Enemy creatures in the aura take a -1 penalty to all defenses. |
| HP 500; Bloodied 250 |
| AC 29; Fortitude 23, Reflex 24, Will 28 |
| Immune Charm, Fear; Resist All 5 (except Radiant); Vulnerable Radiant 10 |
| Saving Throws +5 |
| Speed 8, Burrow 2 |
| Action Points 2 |
| M Claw (Move; at-will) |
| Reach 4; +17 vs Reflex, 2d6+5 damage. When it hits with this attack it can choose to either grab the target or knock it prone. The lurker may grab one target of size medium or smaller in each hand. |
| m Bite (Standard; at-will) |
| Reach 2; +17 vs Fortitude; 2d8+5 damage. |
| m Pound (Standard; recharge 456) |
| Against prone target, make a claw attack and deal +2d6 damage. |
| m Fling (Minor; recharge 456) |
| Against a grabbed target; target is thrown 5 squares dealing 4d6 damage to the target and any creatures in the path of the forced movement. The creature's movement is not stopped by obstacles in its path during this movement. |
| a Grave's Breath (Standard; recharge 456) |
| Close Blast 5; +17 vs Fortitude; Target is weakened (save ends). Miss: -2 to all damage rolls (save ends). |
| a Frightening Ambush (Free; encounter) |
| After an enemy that was unaware of the lurker is hit by any lurker attack; Close Burst 10; +15 vs Will, Target attempts to flee from the lurker during its turn (save ends). This movement provokes opportunity attacks. |
| m Rend (Standard; encounter) |
| Against a grabbed target; One claw must be free; +16 vs Fortitude, 4d10+5 damage and the grab ends. |
| Spawn |
| Any creature killed by a lurker attack immediately raises as a Spawn Skeleton. |
| Alignment Unaligned |
Languages |
|
| Skills Stealth +12 |
| Str 21 (+11) |
Dex 13 (+7) |
Wis 12 (+7) |
| Con 10 (+6) |
Int 8 (+5) |
Cha 14 (+8) |
|
Shaft Wight
| Shaft Wight |
Level 4 Brute |
|
| Initiative +4 |
Senses Darkvision, Perception +8 |
|
| HP 70; Bloodied 35 |
| AC 18; Fortitude 18, Reflex 14, Will 17 |
| Immune Necrotic; Vulnerable 5 Radiant |
| Speed 6, Burrow 1 |
| M Heavy Pick (Standard; at-will) ♦ Weapon |
| +7 vs AC; 1d10+4 damage and deals +1d10 damage on a critical hit. |
| m Claw (Move; at-will) |
| +5 vs Fortitude; The target is dazed (save ends). |
| Draining Scrape |
| When a target is dazed, the wight's claw attack has the following effect on a hit, rather than the normal effect. 1d10+4 damage and the target cannot be healed (save ends). |
| m Drive Pick (Standard; encounter) ♦ Weapon |
| +5 vs Reflex; 2d10+4 damage and the target is restrained (save ends). If the wight uses a standard action while the target is still under the effect, the target is no longer restrained. |
| a Gravel Vomit (Standard; encounter) ♦ Acid |
| Close Blast 3; +5 vs Reflex; 2d6+4 damage and 1d6 acid damage. In addition the target is knocked prone. Miss: Half damage and no acid damage. |
| Alignment Chaotic Evil |
Languages |
|
| Skills Stealth +10 |
| Str 16 (+5) |
Dex 15 (+4) |
Wis 13 (+3) |
| Con 12 (+3) |
Int 13 (+3) |
Cha 15 (+4) |
|
| Equipment Heavy Pick |
Skigg
| Tiny Natural Magical Beast |
XP 62 |
|
| Initiative +6 |
Senses Darkvision, Perception +6 |
|
| HP 1; a missed attack never damages a minion. |
| AC 22; Fortitude 19, Reflex 19, Will 16 |
| Speed 8 |
| M Claw (Standard; at-will) |
| +11 vs AC; 5 damage |
| a Explode (Immediate Reaction) ♦ Fire |
| Triggers when a Skigg who has eaten 2 lbs of blasting powder takes damage; Close Burst 5; +9 vs Reflex; 3d6+4 fire damage and the target is knocked prone. Miss: Half damage. |
| Alignment Unaligned |
Languages |
|
| Str 4 (+0) |
Dex 13 (+4) |
Wis 5 (+0) |
| Con 14 (+5) |
Int 5 (+0) |
Cha 10 (+3) |
|
Spine Ripper
| Spine Ripper Berserker |
Level 6 Elite Skirmisher |
| Medium Natural Magical Beast |
XP 500 |
|
| Initiative +8 |
Senses Darkvision, Perception +8 |
|
| HP 150; Bloodied 75 |
| AC 22; Fortitude 21, Reflex 20, Will 16 |
| Resist Poison 5 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Claws (Standard; at-will) |
| Two attacks; +11 vs AC; 1d4+4 damage + 1d4 poison damage per attack. If both attacks hit the same target it is grabbed (until escape). On a critical hit, the target takes ongoing 5 poison damage (save ends). |
| m Bite (Move; at-will) |
| +11 vs AC; 1d10+4 damage. |
| m Impaling Charge (Standard; encounter) |
| The spine ripper charges, but instead of making a basic attack at the end, it makes a Claws and Bite attack. All attacks made as part of this charge gain a +4 bonus to damage rolls. |
| Impale |
| Each time the Spine Ripper sustains a grab against a target, it deals 1d0+4 damage. |
| Spine Defense |
| Whenever an adjacent creature makes a melee attack against the spine ripper, it takes 5 damage. In addition, spine rippers cannot be flanked. |
| Alignment Unaligned |
Languages |
|
| Skills Athletics +13 |
| Str 20 (+8) |
Dex 14 (+5) |
Wis 10 (+3) |
| Con 16 (+6) |
Int 4 (+0) |
Cha 9 (+2) |
|
Steamling
| Tiny Elemental (Fire) |
XP 43 |
|
| Initiative +4 |
Senses Darkvision, Perception +4 |
|
| HP 1; a missed attack never damages a minion. |
| AC 22; Fortitude 14, Reflex 20, Will 18 |
| Immune Charm, Fire |
| Speed Fly 8 |
| M Scalding Bite (Standard; at-will) ♦ Fire |
| +7 vs Fortitude; 5 fire damage and the target cannot be healed until the end of its next turn. |
| Boiling Frenzy |
| When 1 or more steamlings enters a steam engine it begins to dangerously boil over. The DM makes a saving throw each round for the engine, with a -2 penalty for each steamling over 1 in the engine. A success indicates no damage. A failure means the engine is ruined, and a 1 or 2 means the engine explodes (Close burst 3, +7 vs Reflex, 2d6+4 fire damage). At the DM's discretion particularly well made engines may recieve a bonus to the saving throw. |
| Weaknesses |
| Missed attacks with the cold keyword still do damage to steamlings. In addition, a steamling takes one damage if splashed with a large amount of cold water. |
| Alignment Unaligned |
Languages |
|
| Str 10 (+2) |
Dex 20 (+7) |
Wis 8 (+1) |
| Con 16 (+5) |
Int 10 (+2) |
Cha 10 (+2) |
|
Tatzylwurm
| Pale Tatzylwurm |
Level 18 Elite Skirmisher |
| Large Natural Magical Beast (Reptile) |
XP 4,000 |
|
| Initiative +20 |
Senses Perception +14 |
|
| HP 350; Bloodied 175 |
| AC 33; Fortitude 35, Reflex 32, Will 28 |
| Immune Acid, Fear |
| Saving Throws +2 |
| Speed 8, Burrow 2, Climb 8, Swim 8 |
| Action Points 1 |
| M Bite (Standard; at-will) |
| +23 vs AC; 2d8+7 damage and the tatzylwurm may shift 3 squares. |
| m Gnashing Jaws (Standard; recharge 56) |
| +21 vs Fortitude; 3d8+7 damage and the target is knocked prone. |
| m Drill (Standard; encounter) |
| The tatzylwurm must be at least 2 squares above its target when it starts this attack. It may move up to 8 squares, and must end adjacent to the target; +21 vs Reflex; 4d10+7 damage and the tatzylwurm may make a bite attack as a free action. |
| a Poison Breath (Standard; recharge 6) ♦ Poison |
| Close Blast 5; +21 vs Fortitude; 4d6+10 poison damage. Miss: half damage. |
| Agile Predator |
| In any round where a tatzylwurm has moved it gains a +1 bonus to all defenses and deals +1d6 damage on melee attacks. In addition, any or all of its movement can be made as a jump with a maximum height of 5 squares. Finally, the tatzylwurm is immune to the slowed condition. |
| Serpentine |
| A tatzylwurm takes up a 2x1 space rather than the normal 2x2 space taken by most large creatures. |
| Alignment Unaligned |
Languages |
|
| Skills Athletics +24, Stealth +15 |
| Str 31 (+19) |
Dex 13 (+10) |
Wis 10 (+9) |
| Con 23 (+15) |
Int 6 (+7) |
Cha 10 (+9) |
|
Tharn
| Tharn Ravager |
Level 12 Brute |
| Medium Natural Humanoid |
XP 700 |
|
| Initiative +10 |
Senses Darkvision, Perception +11 |
|
| HP 150; Bloodied 75 |
| AC 24; Fortitude 26, Reflex 22, Will 22 |
| Speed 6 |
| M Greatax (Standard; at-will) ♦ Weapon |
| +15 vs AC; 1d12+6 damage, the target is pushed 1 square. |
| m Feral Response (Immediate Reaction; recharge 456) ♦ Weapon |
| +15 vs AC; 1d12+6 damage and the target is knocked prone. |
| m Overhead Swing (Standard; encounter) ♦ Weapon |
| +15 vs AC; 2d12+6 damage. |
| Blood Thirst |
| Each time the Tharn kills a living foe it gains an action point it must use before the end of its next turn. |
| Chaos Frenzy (encounter) |
| Until the end of the encounter the Tharn enters its Chaos Frenzy. While in this form the Tharn gains a +1 bonus to attack, a +4 bonus to damage and -2 penalty to all defenses. In addition, it gains the attacks listed below this entry. |
| M Claws (Standard; at-will) |
| This attack may not be used while the Tharn is wielding a weapon; Two attacks; +13 vs Reflex; 1d6+5 damage per attack. |
| m Bite (Move; at-will) |
| +13 vs Fortitude; 1d8+5 damage. |
| Alignment Chaotic Evil |
Languages |
|
| Skills Athletics +15, Nature +11, Stealth +13 |
| Str 18 (+10) |
Dex 15 (+8) |
Wis 10 (+6) |
| Con 16 (+9) |
Int 8 (+5) |
Cha 8 (+5) |
|
| Equipment Greatax |
| Tharn White Mane |
Level 14 Soldier (Leader) |
| Medium Natural Humanoid |
XP 1,000 |
|
| Initiative +14 |
Senses Darkvision, Perception +12 |
|
| Inspiring Ferocity aura 10; Once per round when the white mane hits with a melee attack, other tharn in the aura gain 5 temporary hit points. |
| HP 150; Bloodied 75 |
| AC 31; Fortitude 27, Reflex 26, Will 26 |
| Speed 6 |
| M Greatax (Standard; at-will) ♦ Weapon |
| +21 vs AC; 1d12+6 damage, the target is pushed 1 square. |
| Blood Thirst |
| Each time the Tharn kills a living foe it gains an action point it must use before the end of its next turn. |
| Chaos Frenzy (encounter) |
| Until the end of the encounter the Tharn enters its Chaos Frenzy. While in this form the Tharn gains a +1 bonus to attack, a +4 bonus to damage and -2 penalty to all defenses. In addition, it gains the attacks listed below this entry. |
| M Claws (Standard; at-will) |
| This attack may not be used while the Tharn is wielding a weapon; Two attacks; +19 vs Reflex; 1d6+5 damage per attack. |
| m Bite (Move; at-will) |
| +19 vs Fortitude; 1d8+5 damage. |
| a Blood Roar (Standard; encounter) |
| Close Burst 5; Enemy creatures in burst; +16 vs Will; On a hit the target is dazed (save ends). In addition, Tharn in the burst gain a +4 bonus to damage rolls until the beginning of the White Mane's next turn. |
| Alignment Chaotic Evil |
Languages |
|
| Skills Athletics +15, Nature +11, Stealth +13 |
| Str 21 (+12) |
Dex 14 (+9) |
Wis 12 (+8) |
| Con 17 (+10) |
Int 8 (+6) |
Cha 8 (+6) |
|
| Equipment Greatax |
Thornwood Mauler
| Thornwood Mauler |
Level 16 Elite Brute |
| Large Natural Beast |
XP 2,800 |
|
| Initiative +13 |
Senses Low Light Vision, Scent, Perception +13 |
|
| HP 400; Bloodied 200 |
| AC 29; Fortitude 32, Reflex 30, Will 24 |
| Saving Throws +2 |
| Speed 8 |
| Action Points 1 |
| M Swipes (Standard; at-will) |
| Two attacks; +19 vs AC; 1d8+7 damage per attack. |
| m Bite (Move; at-will) |
| +17 vs Fortitude; 1d10+7 damage and the target is knocked prone. |
| Maul |
| The mauler may choose to make one more claw attack, but it takes a -2 penalty to all attacks until the end of its next turn. |
| m Deadly Sprint (Standard; encounter) |
| The mauler makes a charge attack at up to three times its speed and makes the following attack; +19 vs AC; 4d8+7 damage and the attack can score a critical hit on a roll of 17-20. The mauler is slowed (save ends) after the attack. |
| Alignment Unaligned |
Languages |
|
| Str 32 (+19) |
Dex 13 (+9) |
Wis 7 (+6) |
| Con 24 (+15) |
Int 2 (+4) |
Cha 6 (+6) |
|
Thrall
| Thrall Risen |
Level 3 Minion |
| Medium Natural Animate (Undead) |
XP 37 |
|
| Initiative +3 |
Senses Darkvision, Perception +3 |
|
| HP 1; a missed attack never damages a minion. |
| AC 15; Fortitude 15, Reflex 11, Will 11 |
| Speed 4 |
| M Flail (Standard; at-will) |
| +8 vs AC; 1d6+3 damage. |
| m Grab (Standard; at-will) |
| +6 vs Fortitude; The target is grabbed and grants combat advantage (until escape). |
| Alignment Chaotic Evil |
Languages |
|
| Str 10 (+1) |
Dex 10 (+1) |
Wis 10 (+1) |
| Con 10 (+1) |
Int 2 (-3) |
Cha 4 (-2) |
|
| Thrall Slave |
Level 5 Minion |
| Medium Natural Animate (Undead) |
XP 50 |
|
| Initiative +4 |
Senses Perception +4 |
|
| HP 1; a missed attack never damages a minion. |
| AC 15; Fortitude 12, Reflex 12, Will 8 |
| Immune Charm, Fear, Psychic |
| Speed 4 |
| M Flail (Standard; at-will) |
| +6 vs AC; 5 damage. |
| Limited Perception |
| Slaves cannot see living creatures except their master and are oblivious to the actions of the living. |
| Alignment Chaotic Evil |
Languages |
|
| Str 12 (+3) |
Dex 12 (+3) |
Wis 10 (+2) |
| Con 10 (+2) |
Int 4 (-1) |
Cha 6 (+0) |
|
| Equipment Pick |
| Thrall Warrior |
Level 7 Brute |
| Medium Natural Animate (Undead) |
XP 300 |
|
| Initiative +6 |
Senses Darkvision, Perception +6 |
|
| HP 100; Bloodied 50 |
| AC 21; Fortitude 20, Reflex 15, Will 15 |
| Immune Charm, Fear; Vulnerable Radiant 10 |
| Speed 5 |
| M Longsword (Standard; at-will) |
| +10 vs AC; 1d8+5 damage and the target is marked until the end of its next turn. |
| m Front Cut (Standard; at-will) ♦ Weapon |
| One target, and up to two creatures in melee range adjacent to the target; +8 vs Reflex; 1d8+5 damage. |
| Gang |
| When fighting adjacent to another Thrall Warrior, the warrior gains a +2 bonus to attack and damage rolls. |
| Alignment Evil |
Languages Thrallspeak |
|
| Str 12 (+4) |
Dex 10 (+3) |
Wis 10 (+3) |
| Con 10 (+3) |
Int 8 (+2) |
Cha 6 (+1) |
|
| Equipment Longsword |
| Thrall Lieutenant |
Level 9 Controller (Leader) |
| Medium Natural Animate (Undead) |
XP 400 |
|
| Initiative +9 |
Senses Perception +9 |
|
| HP 100; Bloodied 50 |
| AC 25; Fortitude 22, Reflex 22, Will 20 |
| Immune Charm, Fear; Vulnerable Radiant 10 |
| Speed 6 |
| M Leading Strike (Standard; at-will) ♦ Weapon |
| +14 vs AC; 2d6+5 damage and other thralls gain +1 to attack and damage against the target. |
| m Sweep (Standard; at-will) ♦ Weapon |
| +13 vs Reflex; 2d6+5 damage and the target is knocked prone. |
| m Distracting Blow (Immediate Interrupt; encounter) |
| A friendly thrall is attack; The attacking creature; +14 vs AC; 2d6+5 damage on a hit, and the attack roll takes a -5 penalty. |
| a Strengthening Synergy (Standard; encounter) |
| Close Burst 5; Thralls in the burst gain 25 temporary hit points. |
| Alignment Evil |
Languages Thrallspeak, Cygnaran |
|
| Skills Intimidate +8 |
| Str 12 (+5) |
Dex 14 (+6) |
Wis 10 (+4) |
| Con 10 (+4) |
Int 10 (+4) |
Cha 8 (+3) |
|
| Equipment Greatsword |
| Bane Thrall |
Level 12 Elite Soldier |
| Medium Natural Animate (Undead) |
XP 1,400 |
|
| Initiative +12 |
Senses Darkvision, Perception +11 |
|
| Dark Shroud aura 5; Living creatures in the aura take a -1 penalty to attack and damage rolls. In addition, healing magic does not function in the aura. |
| HP 250; Bloodied 125 |
| AC 30; Fortitude 25, Reflex 22, Will 24 |
| Immune Charm, Fear; Vulnerable Radiant 10 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Heavy Flail (Standard; at-will) ♦ Weapon |
| +19 vs AC; 3d6+5 damage. |
| a Blade Burst (Standard; recharge 56) ♦ Weapon |
| Close Burst 1; +17 vs Reflex; 3d6+5 damage. |
| m Self-Reliant (Immediate Reaction; encounter) ♦ Weapon |
| When hit by an attack; The attacking creature; +19 vs AC; 3d6+10 damage. |
| Powerful Spirit (Immediate Reaction; encounter) |
| When reduced to 0 or fewer hit points; The bane thrall immediately heals 25 hit points. |
| Necromantic Harmony |
| The thrall gains a +2 bonus to attack and damage rolls when hit by an attack with the necrotic keyword. |
| Alignment Evil |
Languages Thrallspeak, Cygnaran |
|
| Skills Intimidate +10 |
| Str 14 (+8) |
Dex 13 (+7) |
Wis 10 (+6) |
| Con 12 (+7) |
Int 10 (+6) |
Cha 8 (+5) |
|
| Equipment Heavy Flail |
| Skarlock |
Level 13 Elite Artillery |
| Medium Natural Animate (Undead) |
XP 1,600 |
|
| Initiative +10 |
Senses Darkvision, Perception +11 |
|
| HP 200; Bloodied 100 |
| AC 24; Fortitude 24, Reflex 27, Will 27 |
| Immune Charm, Fear; Vulnerable Radiant 5 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Claw (Standard; at-will) ♦ Necrotic |
| +18 vs Fortitude; 1d8+6 necrotic damage, and the skarlock may shift 1 square. |
| R Dark Blast (Standard; at-will) ♦ Necrotic |
| Ranged 20; +18 vs Reflex; 1d10+6 necrotic damage and the target is slowed (save ends). |
| r Necrotize (Standard; recharge 56) |
| Ranged 10; +18 vs Fortitude; 3d6+6 necrotic damage. and the target is weakened (save ends). |
| r Black Fire (Standard; recharge 56) |
| Close Blast 5; +18 vs Reflex; 4d10+6 fire damage. |
| r Doom (Standard; encounter) ♦ Fear |
| Ranged 20; +16 vs Will; target is dazed (save ends) and takes a -3 penalty to the saving throw. |
| a Fire Burst (Standard; daily) ♦ Fire |
| Burst 5 within 20; +18 vs Reflex; 6d6+6 fire damage. |
| r Drain Spirit (Standard; daily) |
| Ranged 5; +18 vs Fortitude; Target loses a healing surge, and the Skarlock gains hit points equal to the target's healing surge value. The target takes a -2 penalty to its Fortitude defense until the end of the encounter. |
| Alignment Evil |
Languages Thrall Speak, Cygnaran, Caspian |
|
| Skills Arcana +12, Diplomacy +12, Intimidate +12 |
| Str 10 (+6) |
Dex 13 (+7) |
Wis 11 (+6) |
| Con 10 (+6) |
Int 12 (+7) |
Cha 12 (+7) |
|
Tomb Maiden
| Tomb Maiden |
Level 8 Elite Soldier |
|
| Initiative +9 |
Senses Darkvision; Perception +9 |
|
| HP 200; Bloodied 100 |
| AC 26; Fortitude 23, Reflex 18, Will 22 |
| Immune Charm, Fear; Resist All 5, Fire and Lightning 20 |
| Saving Throws +2 |
| Speed 6 (cannot run) |
| Action Points 1 |
| M Halberd (Standard; at-will) ♦ Weapon |
| Reach 3; +15 vs AC; 2d8+5 damage. |
| m Retaliatory Strike (Immediate Reaction; recharge 456) ♦ Weapon |
| When hit by an enemy attack, the Maiden can make a halberd attack against the attacking creature. |
| a Flurry (Standard; recharge 6) ♦ Weapon |
| Close Burst 3; Enemy creatures in burst; +15 vs AC; 2d8+5 damage. |
| m Skewer (Standard; encounter) ♦ Weapon |
| Reach 3; +15 vs Fortitude; 4d8+5 damage and ongoing 10 damage (save ends). |
| Guardian |
| The tomb maiden has threatening reach, and reduces forced movement by 2 squares. In addition, it may stand from prone as an immeidate reaction. |
| Alignment Unaligned |
Languages |
|
| Skills Insight +9, Intimidate +4 |
| Str 25 (+11) |
Dex 10 (+4) |
Wis 11 (+4) |
| Con 16 (+7) |
Int 4 (+1) |
Cha 1 (-1) |
|
| Equipment Halberd |