**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
Onkar Level 4 Brute
Medium XP 175
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
Medium (Undead) XP 2,400
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
Screecher Level 7 Minion
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
Medium (Undead) XP 175
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
Skigg Level 6 Minion
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
Steamling Level 4 Minion
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
Large (Construct) XP 700
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