**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.
Ancestral Guardian
Ancestral Guardian Level 12 Elite Soldier
Large Natural Animate (Construct) XP 1,400
Initiative +12 Senses Darkvision, Perception +10, Truesight (with at least 1 non-depleted spirit)
HP 250; Bloodied 125
AC 31; Fortitude 32, Reflex 24, Will 30
Immune Charm, Fear; Resist Cold and Fire 10; Vulnerable Acid 5
Saving Throws +2
Speed 6
M Glaive (Standard) ♦ Weapon
Reach 3; +20 vs AC; 2d8+5 damage.
m Retialtory Strike (Immediate Reaction; recharge 456) ♦ Weapon
When a creature hits the guardian with a melee attack; the guardian makes a melee basic attack against the target.
Gather Spirits
Each time a friendly creature dies within 20 squares of the guardian, his spirit joins it. The guardian may have up to 6 spirits at a time, and can use each spirit as an action point once per encounter. The spirits are not spent in this attempt, and they return as usable action points after one day. When it has depleted all of its spirits the guardian is dazed until it can regain this power.
Spirit Sprint (Move; at-will)
The guardian may spend a spirit and a move action to move twice its speed, and movement through occupied squares for this move do not provoke opportunity attacks.
Ancestral Wrath (at-will) ♦ Varies
The ancestral guardian may spend a spirit to cast one of the following effects.
a Darkness (Move) ♦ Zone
Area Burst 5 within 20; The burst creates a zone that lasts until the end ot the guardian's next turn. Creatures other than the guardian in the zone are blinded as long as they remain within the zone. Sustain Minor: The zone persist until the end of the guardian's next turn.
a Silence (Move; at-will) ♦ Zone
Close Burst 5; The burst creates a zone that lasts until the end of the guardian's next turn. Nothing in the zone makes sound, and no sound from outside of the zone is heard within. Sustain Minor: The zone persists until the end of the guardian's next turn.
Alignment Evil Languages Skorne
Skills Arcana +13, History +13, Religion +13
Str 25 (+13) Dex 11 (+6) Wis 14 (+8)
Con 20 (+11) Int 15 (+8) Cha 16 (+9)
Equipment Large Glaive
Anura
Anura Croaker Level 3 Minion
Medium Natural Humanoid (Aquatic) XP 37
Initiative +3 Senses Darkvision, Perception +3
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 13, Reflex 16, Will 13
Speed 6, Climb 6, Swim 8
M Short Spear (Standard) ♦ Weapon
+8 vs AC; 4 damage.
Poisoner (Move; at-will) ♦ Poison
Until the end of this turn, if the Anura hits with a weapon attack, it deals 3 ongoing damage (save ends).
Long Leaper
When making an athletics check to jump, anura gain a +5 bonus to the check and are always considered to have a running start.
Alignment Unaligned Languages Anura
Skills Athletics +10
Str 12 (+2) Dex 14 (+3) Wis 10 (+1)
Con 12 (+2) Int 10 (+1) Cha 10 (+1)
Equipment Spear

Anura Hurler Level 4 Artillery
Medium Natural Humanoid (Aquatic) XP 175
Initiative +4 Senses Perception +4
HP 45; Bloodied 22
AC 16; Fortitude 13, Reflex 16, Will 13
Speed 6, Climb 6, Swim 8
M Short Spear (Standard) ♦ Weapon
+8 vs AC; 1d6+5 damage.
R Thrown Spear (Standard) ♦ Weapon
Ranged 10/20; +10 vs AC; 1d6 + 6 damage.
r Heavy Throw (Standard; at-will) ♦ Weapon
Ranged 10/20; +8 vs Reflex; 2d6 + 6 damage.
Poisoner (Move; at-will) ♦ Poison
Until the end of this turn, if the Anura hits with a weapon attack, it deals 5 ongoing damage (save ends).
Long Leaper
When making an athletics check to jump, anura gain a +5 bonus to the check and are always considered to have a running start.
Alignment Unaligned Languages Anura
Skills Athletics +10
Str 14 (+4) Dex 16 (+5) Wis 10 (+2)
Con 12 (+3) Int 10 (+2) Cha 10 (+2)
Equipment Spear

Anura Warrior Level 4 Brute
Medium Natural Humanoid (Aquatic) XP 175
Initiative +4 Senses Perception +4
HP 55; Bloodied 27
AC 18; Fortitude 14, Reflex 16, Will 14
Speed 6, Climb 6, Swim 8
M Short Spear (Standard) ♦ Weapon
+8 vs AC; 1d6+5 damage.
m Unbalanced Strike (Standard; at-will) ♦ Weapon
+5 vs AC; 2d6 + 8 damage.
Frenzied Defense (Free; encounter) ♦ Weapon
When first bloodied by a melee attack, make a Short Spear attack as a free action.
Poisoner (Move; at-will) ♦ Poison
Until the end of this turn, if the Anura hits with a weapon attack, it deals 3 ongoing damage (save ends).
Long Leaper
When making an athletics check to jump, anura gain a +5 bonus to the check and are always considered to have a running start.
Alignment Unaligned Languages Anura
Skills Athletics +10
Str 16 (+5) Dex 12 (+3) Wis 10 (+2)
Con 14 (+4) Int 10 (+2) Cha 10 (+2)
Equipment Spear

Anura Sorcerer Level 5 Controller
Medium Natural Humanoid (Aquatic) XP 200
Initiative +4 Senses Perception +4
HP 65; Bloodied 32
AC 20; Fortitude 14, Reflex 18, Will 18
Speed 6, Climb 6, Swim 8
M Short Spear (Standard) ♦ Weapon
+8 vs AC; 1d6+5 damage.
R Bellowed Croak (Standard)
+9 vs Fortitude; 1d10 + 4 damage, the target is pushed 2 squares.
r Disabling Chant (Minor; recharge 56)
+9 vs Will; the target grants combat advantage (save ends).
a Swamp Bugs (Standard; encounter) ♦ Zone
Area burst 2 within 10; The burst creates a zone that lasts until the end of the encounter. Any creature that starts its turn in the zone takes 5 ongoing damage and a -2 penalty to attacks (save ends). The sorcerer may move the zone up to 6 squares as a move action.
Long Leaper
When making an athletics check to jump, anura gain a +5 bonus to the check and are always considered to have a running start.
Alignment Unaligned Languages Anura
Skills Athletics +10
Str 10 (+2) Dex 14 (+4) Wis 12 (+3)
Con 12 (+3) Int 10 (+2) Cha 16 (+5)
Equipment Spear

Anura Chieftan Level 5 Soldier (Leader)
Medium Natural Humanoid (Aquatic) XP 200
Initiative +6 Senses Perception +4
HP 65; Bloodied 32
AC 21; Fortitude 16, Reflex 18, Will 16
Speed 6, Climb 6, Swim 8
M Short Spear (Standard) ♦ Weapon
+10 vs AC; 1d6 + 5 damage. One adjacent ally gains a +2 to attack rolls against the target until the end of the chieftan's next turn.
m Crazed Example (Standard; encounter) ♦ Weapon
Make two Short Spear attacks with a +2 bonus to the attack roll. Every ally who can see the Chieftan gains a +2 bonus to attack until the end of the next turn.
Poisoner (Move; at-will) ♦ Poison
Until the end of this turn, if the Anura hits with a weapon attack, it deals 5 ongoing damage (save ends).
Long Leaper
When making an athletics check to jump, anura gain a +5 bonus to the check and are always considered to have a running start.
Alignment Unaligned Languages Anura
Skills Athletics +10
Str 16 (+5) Dex 16 (+5) Wis 12 (+3)
Con 12 (+3) Int 10 (+2) Cha 14 (+4)
Equipment Spear
Basilisk
Basilisk Drake Level 8 Elite Soldier
Large Natural Magical Beast XP 700
Initiative +10 Senses Darkvision, Perception +12, Scent
HP 180; Bloodied 90
AC 23; Fortitude 22, Reflex 20, Will 18
Saving Throws +2
Speed 8, Burrow 1
Action Points 1
M Claw (Standard; at-will)
+15 vs AC; 1d10+5 damage.
m Swipes (Standard; at-will)
The drake makes two claw attacks.
m Poisonous Bite (Standard; at-will)
+13 vs Fortitude; 2d6+5 damage and 1d6 poison damage.
a Withering Gaze (Standard; recharge 456) ♦ Force
Close Blast 5; +13 vs Fortitude; 3d10+10 force damage and the target is pushed 3 squares. Miss: Half damage and the target is pushed one square.
Alignment Evil Languages
Skills Stealth +12
Str 20 (+9) Dex 12 (+5) Wis 12 (+5)
Con 18 (+8) Int 3 (+0) Cha 10 (+4)
Bloodstone Manticora
Bloodstone Manticora Level 6 Lurker
Large Natural Animate (Plant) XP 250
Initiative +10 Senses Perception +6
Watersight aura 20; The manticora can sense the presence of water in the area. Since most creatures are composed of water, it treats this like blindsight for creatures in the area. If the manticora is drenched in water it loses this ability and is effectively blind until the water evaportates. This is the creature's only form of sight.
HP 60; Bloodied 30
AC 20; Fortitude 22, Reflex 12, Will 12
Immune Charm, Fear; Vulnerable 10 Fire
Speed 0 (Cannot be forced to move)
R Spines (Standard; at-will)
Ranged 15/30; +11 vs AC; 1d6+4 damage and the manticora immediately makes a spine poison attack.
Spine Poison (Free; at-will)
May make this attack each time it hits with a spines attack; +9 vs Fortitude; on a hit the target is stunned and helpless (save ends).
m Drain (Standard; at-will)
Reach 6; May only target helpless creatures; +11 vs Fortitude; The target is grabbed (until escape), and pulled into a space adjacent to the manticora. Each round the grab is maintained and the target is helpless, the target takes 15 ongoing damage. Each round that the ongoing damage is applied, the manticora gains 15 temporary hit points.
Harmless Appearance
The manticora appears to be a normal cactus, and it requires a DC 25 Perception or Nature check to determine that it is otherwise. If the target of any of the manticora's attacks is unaware of the nature of the plant, the target takes an additional 2d6 damage from the plant's attacks.
Alignment Unaligned Languages None
Str 7 (+1) Dex 13 (+4) Wis 7 (+1)
Con 15 (+5) Int 1 (-2) Cha 2 (-1)
Cataphract Beetle
Cataphract Beetle Level 3 Lurker
Small Natural Beast (Vermin) XP 150
Initiative +7 Senses Perception +3
HP 40; Bloodied 20
AC 19; Fortitude 18, Reflex 13, Will 13
Speed 4, Burrow 2, Overland Flight 2
M Bite (Standard; at-will)
+8 vs AC; 1d6+3 damage.
a Acid Spray (Standard; recharge 456) ♦ Acid
Close Blast 5; +6 vs Reflex; 2d10+5 acid damage. Miss: Half damage.
Spiked Shell
When the cataphract beetle is hit by an adjacent creature with a melee attack, the creatue that hit it takes 5 damage.
Sand Trap
The cataphract beetle creates a burst 3 zone and burrows inside of it. A perception check (DC 30) reveals the zone, but it is otherwise invisible. Any creature that enters the zone sets the trap, and begins to fall into the conical sand pit towards the beetle. A DC 20 acrobatics check is required to regain footing and get out of the pit, and otherwise creatures in the pit have a 1 speed. It takes the beetle 10 minutes to create this trap.
Hidden Predator
On any round where the beetle's target is either unware of it or is in its sand trap, the beetle deals an extra 1d6 damage on all its attacks.
Alignment Unaligned Languages
Str 12 (+2) Dex 9 (+0) Wis 10 (+1)
Con 15 (+3) Int 2 (-3) Cha 10 (+1)
Cullenrock Barnacle
Cullenrock Barnacle Level 2 Minion
Tiny Natural Beast (Vermin) XP 31
Initiative +1 Senses Perception +1, Tremorsense 4
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 13, Will 13
Immune Charm, Fear
Speed Swim 1
M Attach (Standard; at-will)
+6 vs Fortitude; the barnacle attaches to the target. This is effecitvely a grab (except that the target is not immobilized) with a -10 penalty to escape. Athletics must be used to escape this grab. The target takes 1d10 damage from this attack.
Blood Drain
The barnacle remains attached to a victim it has hit with its attach attack. For every day that the thing is attached, the victim must make a saving throw (with a -1 penalty for every 2 barnacles attached to it). If it fails the save it takes a -2 penalty to all defenses for the rest of the day. If the barnacles are not immersed in water, the effect is instead that the creature is dazed until resubmerged.
Blood Cloud (Move; encounter)
The barnacle gains concealment until the end of its next turn as long as it remains in the water.
Encrust
When a significant number of barnacles attaches to a creature, the relationship becomes somewhat more symbiotic. The creature gains the Cullenrock-Barnacle Encrusted template, as detailed below.
Alignment Unaligned Languages
Str 2 (-3) Dex 12 (+2) Wis 10 (+1)
Con 10 (+1) Int 1 (-4) Cha 1 (-4)
Cyclops
Wild Cyclops Level 7 Elite Brute
Large Natural Humanoid XP 600
Initiative +6 Senses Darkvision, Perception +6
HP 200; Bloodied 100
AC 20; Fortitude 22, Reflex 18, Will 16
Saving Throws +2
Speed 8
Action Points 1
M Club (Standard; at-will) ♦ Weapon
+10 vs AC; 1d12+5 damage.
m Beating (Standard; at-will) ♦ Weapon
+10 vs Fortitude; 1d8+5 damage and the target is knocked prone.
m Prescient Strike (Standard; recharge 456) ♦ Weapon
+8 vs Reflex; 1d12+5 damage. Add +1 to the damage bonus for every point the attack roll exceeds the target's reflex defense.
Ocular Reliance
If the Cyclops is blinded, it may not make Prescient strike attacks, and takes an additional -2 penalty to AC.
Alignment Chaotic Evil Languages
Skills Athletics +11
Str 22 (+9) Dex 12 (+4) Wis 12 (+4)
Con 22 (+9) Int 5 (+0) Cha 3 (-1)
Equipment Club

Cyclops Brute Level 10 Elite Brute
Large Natural Humanoid (Skorne Conditioned) XP 1,000
Initiative +9 Senses Darkvision, Perception +9
HP 250; Bloodied 125
AC 23; Fortitude 23, Reflex 20, Will 19
Saving Throws +2
Speed 6
Action Points 1
M Falchion (Standard; at-will) ♦ Weapon
+14 vs AC; 1d10+2 damage.
Conditioned Future SightPsychic
Add a damage bonus to attacks made by a Cyclops who is not blind equal to the number of points that a hitting attack roll exceeds the target's defense.
See the Flaw (Immediate Interrupt; encounter)
When the cyclops rolls an attack roll and misses; The cyclops may reroll the attack.
Ocular Reliance
If the Cyclops is blinded, it takes an additional -2 penalty to AC.
Uncanny Dodge
The Cyclops does not grant combat advantage when being flanked.
Alignment Chaotic Evil Languages
Skills Athletics +16, Nature +12
Str 24 (+12) Dex 17 (+8) Wis 14 (+7)
Con 24 (+12) Int 6 (+3) Cha 4 (+2)
Equipment Falchion, Heavy Skorne Armor

Cyclops Shaman Level 11 Elite Controller
Large Natural Humanoid (Skorne Conditioned) XP 1,200
Initiative +9 Senses Darkvision, Perception +9
HP 225; Bloodied 112
AC 25; Fortitude 21, Reflex 19, Will 24
Saving Throws +2
Speed 6
Action Points 1
M War Spear (Standard; at-will) ♦ Weapon
+12 vs AC; 1d10 + 5 damage.
R Evil Eye (Standard; at-will) ♦ Primal
+13 vs Will; 1d8 + 6 damage and the target takes a -2 penalty to attack rolls (save ends).
r Spirit Blade (Move; recharge 3456) ♦ Primal, Animus
Ranged 10; +14 vs Will; Remove one positive effect from the target. The attack may also be used on allies within 10 squares to remove one effect a save can end.
Prescient DodgePrimal
Whenever a ranged or area attack targets the Cyclops Shaman from more than 5 squares away, the attack takes a -5 penalty.
Ocular Reliance
If the Cyclops Shaman is blinded, it takes an additional -2 penalty to AC and cannot use any powers with the Primal keyword.
Alignment Chaotic Evil Languages Cyclops, Skorne
Skills Athletics +14, Insight +15
Str 20 (+10) Dex 12 (+6) Wis 18 (+9)
Con 18 (+9) Int 7 (+3) Cha 10 (+5)
Equipment Warspear, Leather Armor

Cyclops Warmonger Level 15 Elite Soldier (Leader)
Large Natural Humanoid (Skorne Conditioned) XP 2,400
Initiative +14 Senses Perception +15
HP 300; Bloodied 150
AC 33; Fortitude 30, Reflex 28, Will 32
Immune Fear
Saving Throws +2
Speed 6
Action Points 1
M Falchion (Standard; at-will) ♦ Weapon
+14 vs AC; 1d10+4 damage.
m Whirling Blades (Standard; at-will)
+14 vs AC; two attacks; 1d10+2 damage per attack. If both attacks hit, gain a +2 bonus to attack rolls against the target next turn.
Conditioned Future SightPsychic
Add a damage bonus to attacks made by a Cyclops who is not blind equal to the number of points that a hitting attack roll exceeds the target's defense.
Prescient DodgePrimal
Whenever a ranged or area attack targets the Cyclops Shaman from more than 5 squares away, the attack takes a -5 penalty.
Uncanny Dodge
The Cyclops does not grant combat advantage when being flanked.
Alignment Chaotic Evil Languages Cyclops, Skorne
Skills Athletics +19, Intimidate +12
Str 25 (+14) Dex 18 (+11) Wis 16 (+10)
Con 24 (+14) Int 8 (+6) Cha 10 (+7)
Equipment Dual Falchions, Skorne Heavy Plate
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Deathless
Deathless Soldier Level 13 Soldier
Medium Natural Animate (Undead) XP 800
Initiative +12 Senses Darkvision, Perception +12
HP 130; Bloodied 65
AC 30; Fortitude 27, Reflex 23, Will 23
Resist All 5 (Except Radiant); Vulnerable Radiant 10
Speed 6
M Long Spear (Standard; at-will) ♦ Weapon
Reach 2; +20 vs AC; 1d10+8 damage and the target is pushed 1 square.
m Thrust (Standard; recharge 456) ♦ Weapon
Close line 3; Each target in line; +18 vs Reflex; 2d10+8 damage.
Threatening Reach
The deathless soldiers have threatening reach with their spears.
Alignment Chaotic Evil Languages Orgoth
Skills Intimidate +10
Str 20 (+11) Dex 12 (+7) Wis 12 (+7)
Con 15 (+8) Int 10 (+6) Cha 8 (+5)
Equipment Long Spear

Deathless Lord Level 15 Elite Controller (Leader)
Medium Natural Animate (Undead) XP 2,400
Initiative +12 Senses Darkvision, Perception +13
Commanding Presence aura 5; Undead creatures in the aura have regeneration 5. If any such creatures are hit by a radiant attack, they lose this ability until their next turn.
HP 300; Bloodied 150
AC 30; Fortitude 29, Reflex 25, Will 25
Resist All 5 (Except Radiant); Vulnerable Radiant 10
Saving Throws +2
Speed 8, Climb 2
Action Points 1
M Greatsword (Standard; at-will) ♦ Weapon
+20 vs AC; 2d6+6 damage and the target is marked.
R Confusing Images (Standard; at-will) ♦ Illusion
Ranged 10; +19 vs Will; The target attacks an adjacent creature of the deathless' choice with a basic melee attack.
m Full Swing (Standard; recharge 6) ♦ Weapon
+20 vs AC; 4d6+6 damage and the target is knocked prone.
m Energy Drain (Standard; at-will)
+19 vs Fortitude; The target loses a healing surge. If the target has no remaining healing surges, it instead takes damage equal to its healing surge value.
a Trap Field (Standard; encounter) ♦ Zone
Area burst 4 within 20; The burst creates a zone until the end of the lord's next turn; +19 vs Reflex; 1d10+6 damage, and the target is slowed as long as it is in the zone. Sustain Minor: The zone persist until the end of its next turn, and the lord may move the zone up to 3 squares.
r Dominate (Standard; encounter) ♦ Charm
Ranged 20; +19 vs Will; The target is dominated (save ends).
Illusionary ControlIllusion
As long as the deathless exists, the area surrounding it looks and feels like orgoth territory. The decorations appear to be perfectly preserved, and even the creature's undead guards look like orgoth soldiers. When the location is first seen, a creature may make a saving throw with a -5 penalty to see through the illusion.
Alignment Chaotic Evil Languages Orgoth, Caspian
Skills Athletics +17, Bluff +16, Diplomacy +16, History +12, Insight +13, Intimidate +16
Str 20 (+12) Dex 12 (+8) Wis 13 (+8)
Con 18 (+11) Int 11 (+7) Cha 19 (+11)
Equipment Magical Greatsword
Desert Hydra
Desert Hydra (Four Headed) Level 15 Solo Brute
Huge Natural Magical Beast XP 6,000
Initiative +12 Senses Darkvision, Perception +12
HP 740; Bloodied 370
Regeneration 5 (if the hydra takes cold damage, regeneration does not function until the end of its next turn )
AC 28; Fortitude 31, Reflex 25, Will 22
Saving Throws +5
Speed 8, Burrow 4
Action Points 2
M Bite (Standard; at-will)
+18 vs AC; 1d10+8 damage, and the creature takes 5 ongoing damage (save ends).
m Grab (Standard; at-will)
+16 vs Fortitude; The target is grabbed (until escape), and takes a -5 penalty on any escape attempt. The hydra may grab one Large or smaller creature per head, but may not make bite attacks with any heads involved in a grab.
m Four Headed Monster (Full Round Action; at-will)
The Hydra makes four bite or grab attacks.
c Vomitous Taint (Standard; recharge 6) ♦ Acid
Close Blast 5; +18 vs Reflex; 4d8+8 acid damage and the target takes ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (save ends).
a Wild Frenzy (Standard; encounter)
Close Burst 2; +18 vs AC; 4d8+8 damage and the target is knocked prone.
Chew
Whenever the hydra sustains a grab, it deals 2d8+8 points of damage to the target.
Long Neck
When a character attacks the hydra, he may choose to try to chop off a head. The character takes a -2 penalty to attack on the roll, and must be using a melee weapon to make the attempt. If the attack is just a hit, it deals damage normally. If the character hits with a critical hit, the neck is severed. As a result, the hyrdra makes one less bite attack with its four headed monster attack, and takes a -1 penalty to attack rolls on close burst attacks.
Alignment Unaligned Languages
Str 26 (+15) Dex 14 (+9) Wis 11 (+7)
Con 22 (+13) Int 2 (+3) Cha 8 (+6)
Devil Rat
Devil Rat Level 2 Minion
Small Natural Magical Beast XP 31
Initiative +3 Senses Darkvision, Perception +6, Scent
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 12, Reflex 18, Will 14
Speed 8, Swim 4
M Bite (Standard; at-will)
+7 vs AC; 4 damage
m Devil Fever (Free; recharge 456)
May use after hitting with a bite attack; +5 vs Fortitude; On a hit, the creature contracts Devil Fever (see below).
Distracting Attack
When a devil rat attacks a foe adjacent to another devil rat, it is considered to be flanking the foe. While flanking with each other, devil rats gain +4 to attack and +2 to damage.
Alignment Evil Languages
Skills Acrobatics +8, Athletics +6, Stealth +8
Str 10 (+1) Dex 14 (+3) Wis 11 (+1)
Con 12 (+2) Int 3 (-3) Cha 4 (-2)

Devil Rat Swarm Level 4 Skirmisher
Tiny Natural Magical Beast (Swarm) XP 175
Initiative +6 Senses Darkvision, Perception +4, Scent
Swarm Attack aura 1; the devil rat 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 must make a saving throw. On a failure the creature is knocked prone.
HP 55; Bloodied 27
AC 20; Fortitude 14, Reflex 15, Will 13
Immune Fear; Resist Half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
Speed 6, Swim 3
M Raging Swarm (Standard; at-will)
+7 vs Fortitude; 1d8+4 damage. If the target is prone, this attack gains a +4 bonus to damage.
m Devil Fever (Free; recharge 56)
May use after hitting with a basic attack; +5 vs Fortitude; On a hit, the creature contracts Devil Fever (see below).
Enrage
When the swarm drops to bloodied value hit points it gains a +2 bonus to attack and damage rolls.
Alignment Chaotic Evil Languages
Str 6 (+0) Dex 16 (+5) Wis 11 (+2)
Con 11 (+2) Int 3 (-2) Cha 4 (-1)
Drake
Deep Drake Level 17 Solo Lurker
Huge Natural Magical Beast XP 8,000
Initiative +17 Senses Darkvision, Perception +14
HP 750; Bloodied 375
AC 33; Fortitude 32, Reflex 35, Will 28
Immune Blind, Electricity
Saving Throws +5
Speed 8, Climb 8
Action Points 2
M Claw (Standard; at-will)
Reach 2; +22 vs AC; 1d10+8 damage.
m Bite (Standard; at-will)
Reach 2; +22 vs AC; 2d8+8 damage + 2d6 lightning damage.
m Mauling Strike (Standard; recharge 456)
The drake makes two claw attacks and one bite attack.
r Static Bolt (Standard; recharge 56) ♦ Lightning
Close Line 10; +20 vs Reflex; 4d10+8 lightning damage. Miss: Half damage.
a Static Mist (Move; recharge 56) ♦ Zone
Area Burst 5 within 10; The burst creates a zone that lasts until the end of the drake's next turn; +20 vs Fortitude; The target is blind (save ends). Any power with the lightning keyword used in the zone deals half damage, but targets all creatures in the zone. Sustain Minor: The zone persists until the end of the drake's next turn.
a Bellow (Standard; encounter)
Close Blast 10; +20 vs Fortitude; 1d10+8 damage, and the target is pushed 2 squares. If used indoors, the target is also deafened (save ends). Miss: Half damage and the target is deafened until the end of its next turn.
m Hidden Predator (Standard; encounter)
May only be used against a foe who cannot see the drake; +22 vs AC; 4d8+8 damage + 2d6+8 lightning damage. In addition, the target falls prone.
Creature of the Abyss
As long as the drake is within melee range of a wall, it treats falls as though they were 100 feet shorter. In addition, its unique vision allows it to see through all illusion spells.
Skeletal Form
The Deep Drake may squeeze into spaces that a small creature could.
Alignment Evil Languages
Skills Insight +14, Stealth +15
Str 29 (+17) Dex 15 (+10) Wis 12 (+9)
Con 22 (+14) Int 3 (+4) Cha 15 (+10)
Duskwolf
Duskwolf Female Level 7 Lurker
Large Natural Magical Beast XP 300
Initiative +10 Senses Low Light Vision, Perception +9, Scent
HP 60; Bloodied 30
AC 22; Fortitude 22, Reflex 20, Will 18
Speed 10
M Bite (Standard; at-will)
+13 vs AC; 2d6+5 damage. If the target is unaware of the duskwolf when this attack is made, deal 2d6 extra damage and the target is knocked prone.
m Ripping Fangs (Standard; at-will)
Only usable against a prone foe; +13 vs AC; 2d8+5 damage.
Shadow Meld
When benefitting from concealment or in an area of dim lightning, the duskwolf has one step better bonus. Thus, in an area providing concealment, the wolf instead has total concealment, or in an area of dim lighting it is heavily obscured rather than lightly. This bonus is negated when the wolf attacks.
Gang
When flanking a target with another duskwolf, the creature gains a +1 bonus to attack and a +2 bonus to damage.
Alignment Unaligned Languages
Skills Athletics +14, Stealth +17
Str 23 (+9) Dex 19 (+7) Wis 12 (+4)
Con 15 (+5) Int 2 (-1) Cha 10 (+3)

Duskwolf Male Level 8 Skirmisher
Large Natural Magical Beast XP 350
Initiative +9 Senses Low Light Vision, Perception +10, Scent
HP 90; Bloodied 45
AC 22; Fortitude 22, Reflex 20, Will 18
Speed 10
M Bite (Standard; at-will)
+13 vs AC; 2d6+5 damage. If the duskwolf moved before attacking this turn, this attack also knocks the target prone.
m Ripping Fangs (Standard; at-will)
Only usable against a prone foe; +13 vs AC; 2d8+5 damage.
a Unnerving Howl (Standard; encounter) ♦ Fear
Close Burst 10; Affects enemies; +11 vs Will; Taget takes a -2 penalty on defenses (save ends).
Gang
When flanking a target with another duskwolf, the creature gains a +1 bonus to attack and a +2 bonus to damage.
Alignment Unaligned Languages
Skills Athletics +16, Stealth +11
Str 25 (+11) Dex 15 (+6) Wis 12 (+5)
Con 17 (+7) Int 2 (+0) Cha 10 (+4)
Efaarit
Efaarit Tracker Level 5 Skirmisher
Small Natural Humanoid XP 200
Initiative +6 Senses Perception +10
HP 65; Bloodied 32
AC 20; Fortitude 18, Reflex 20, Will 18
Speed 6
M Polearm (Standard; at-will) ♦ Weapon
Reach 2; +10 vs AC; 1d8+4 damage and the hunter may shift 1 square.
m Shaft Swipe (Standard; recharge 456) ♦ Weapon
+8 vs Reflex; 1d6+4 damage and the target falls prone.
Tenacious Recovery (Immediate Reaction; encounter)
When afflicted by the dazed, immobilized or stunned conditions; the condition immediately ends.
Desert Walker
The hunter igores difficult terrain in deserts, and gains a +2 to attack and damage rolls against creatures in a square of difficult terrain.
Sand People
The efaarit do not suffer negative effects in a sandstorm, and gain a +1 to all defenses against spells with the zone keyword.
Alignment Unaligned Languages
Skills Insight +10, Nature +10, Stealth +10, Thievery +10
Str 14 (+4) Dex 17 (+5) Wis 16 (+5)
Con 16 (+5) Int 10 (+2) Cha 8 (+1)
Equipment Polearm

Efaarit Hunter Level 5 Artillery
Small Natural Humanoid XP 200
Initiative +4 Senses Low Light Vision, Perception +9
HP 50; Bloodied 25
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
M Dagger (Standard; at-will) ♦ Weapon
+10 vs AC; 1d4+3 damage.
R Sling (Standard; at-will) ♦ Weapon
Ranged 10/20; +12 vs AC; 1d8+5 damage. If the efaarit has concealment or the target cannot see it, this attack deals an additional 1d8 damage.
r Rapid Fire (Standard; at-will) ♦ Weapon
Make two sling attacks, but at a -2 penalty to attack.
Blend (Move; recharge 456)
May only be used in a desert environment; make a hide check opposed by opponents' perception. On a success, the efaarit gains concealment against non adjacent creatures until they beat its stealth check. The efaarit gains a +5 bonus to the check during a sandstorm.
Tenacious Recovery (Immediate Reaction; encounter)
When afflicted by the dazed, immobilized or stunned conditions; the condition immediately ends.
Sand People
The efaarit do not suffer negative effects in a sandstorm, and gain a +1 to all defenses against spells with the zone keyword.
Alignment Unaligned Languages
Skills Stealth +11
Str 12 (+3) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 10 (+2) Cha 8 (+1)
Equipment Sling

Efaarit Chief Level 6 Soldier (Leader)
Small Natural Humanoid XP 250
Initiative +8 Senses Low Light Vision, Perception +9
HP 70; Bloodied 35
AC 22; Fortitude 20, Reflex 19, Will 21
Speed 6
M Spear (Standard; at-will) ♦ Weapon
Reach 2; +13 vs AC; 1d10+5 damage and adjacent allies may shift 1 square as a free action.
m Spearhead (Standard; recharge 456) ♦ Weapon
Reach 2; +13 vs AC; 1d10+5 damage and the target is knocked prone.
Guide the Shot (Immediate Reaction; encounter)
After hitting a creature with a spear attack; Efaarit Hunters within 10 squares may make a ranged basic attack agasint the target.
Hearty Example
When the chief first falls to bloodied hit points other efaarit gain a +2 to attack and damage until the end of their next turn.
Tenacious Recovery (Immediate Reaction; encounter)
When afflicted by the dazed, immobilized or stunned conditions; the condition immediately ends.
Sand People
The efaarit do not suffer negative effects in a sandstorm, and gain a +1 to all defenses against spells with the zone keyword.
Alignment Unaligned Languages
Skills Diplomacy +8, Insight +9, Intimidate +8, Nature +9, Stealth +10
Str 17 (+6) Dex 14 (+5) Wis 13 (+4)
Con 18 (+7) Int 12 (+4) Cha 10 (+3)
Equipment Spear
Ethon
Ethon Level 14 Elite Skirmisher
Huge Natural Magical Beast XP 2,000
Initiative +14 Senses Low Light Vision, Perception +15
Persistant Storm aura 10; The ehton may make a lightning bolt attack as a free action against one creature in the aura once per turn. If the ethon is in the stormlands, it may instead make two lightning bolt attacks agains different targets.
HP 280; Bloodied 140
AC 28; Fortitude 28, Reflex 30, Will 26
Immune Lightning
Saving Throws +2
Speed 2; Fly 20
Action Points 1
M Bite (Standard; at-will)
+19 vs AC; 2d8+6 damage. If the ethon has been hit by a lightning attack in this encounter, the attack also deals 1d8+6 lightning damage.
m Fly By Attack (Full Round Action; at-will)
The ethon may take a full move and may make a basic melee attack at any point in the movement. It may not make a lightning bolt on any round that it uses this ability.
r Lightning Bolt (Standard; at-will) ♦ Lightning
Ranged 10; The distance for this attack is only measured horizontally, do not take the Ethon's altitude into account; +17 vs Reflex; 2d6+5 lightning damage.
Charged
When the ethon is hit by an enemy's attack that deals lightning damage, it gains an action point.
Storm Snare
When an attack would deal lightning damage to a target within 6 squares of the ethon, the lightning damage instead hits the ethon.
Alignment Unaligned Languages
Str 24 (+14) Dex 25 (+14) Wis 17 (+10)
Con 17 (+10) Int 3 (+3) Cha 9 (+6)
Ferox
Ferox Level 9 Soldier
Large Natural Beast XP 400
Initiative +9 Senses Low Light Vision, Perception +9
HP 100; Bloodied 50
AC 25; Fortitude 21, Reflex 23, Will 19
Speed 8
M Claw (Standard; at-will)
+16 vs AC; 1d8 damage and ongoing 5 poison damage (save ends).
m Bite (Standard; at-will)
+14 vs Fortitude; 2d6+5 damage and the target is slowed (save ends).
m Pounce (Standard; recharge 56)
The ferox must charge as part of this attack; during the charge it ignores obstacles and squares occupied by other creatures; Make 2 claws and a bite attack.
Bristle
Whenever a creature successfully grabs or sustains a grab against a ferox, it takes 1d10 damage.
Perfect Balance
The ferox takes no penalty to AC while balancing and may stand up from prone as a minor action.
Alignment Unaligned Languages
Skills Athletics +14, Stealth +13
Str 21 (+9) Dex 18 (+8) Wis 11 (+4)
Con 14 (+6) Int 2 (+0) Cha 12 (+5)
Genzoul
Genzoul Ravager Level 14 Soldier
Medium Natural Animate (Undead) XP 1,000
Initiative +14 Senses Darkvision, Perception +14
HP 140; Bloodied 70
Regeneration 5
AC 32; Fortitude 28, Reflex 28, Will 28
Immune Poison; Vulnerable Radiant 10
Speed 8, Climb 2
M Claw (Move; at-will)
+20 vs AC; 1d8+6 damage.
m Bite (Standard; at-will)
+20 vs AC; 1d10+6 damage. In addition, the genzoul gains 5 temporary hit points.
m Devouring Hunger (Standard; at-will)
This attack may only be used against living creatures; The genzoul makes two claws and a bite attack. If two of these attacks hit, the creature is knocked prone.
r Cannibal Control (Move; recharge 456) ♦ Charm
The target must be suffering from ravening; +18 vs Will; The target follows a command from the genzoul that could be performed in a move action.
Ravening
Any creature hit by a genzoul's bite attack risks contracting the disease "Ravening". After hitting with a bite attack, a genzoul may make a +15 vs Fortitude attack, and on a hit, the target contracts the disease (see below).
False Cadaver
When the genzhoul is reduced to 0 hit points, it drops to the ground and appears to be destroyed. Unless the stomach of the thing is removed and burned, however, it will arise again in 24 hours.
Cannibal Cravings
If a genzoul does not consume the flesh of an intelligent creature every week, they begin to lose their minds. They lose 1 point of intelligence for every day past a week that they have fasted until they reach an intelligence of 2, at which point they become little more than ravenous beasts. If they have a meal, they will regain the intelligence at a rate of 1 point per hour.
Alignment Chaotic Evil Languages Skorne
Skills Intimidate +11, Stealth +15
Str 18 (+11) Dex 16 (+10) Wis 14 (+9)
Con 14 (+9) Int 14 (+9) Cha 8 (+6)
Equipment Leather Armor
Hornbeak Trask
Hornbeak Trask Level 7 Minion
Small Natural Magical Beast XP 75
Initiative +6 Senses Darkvision, Perception +6
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 16, Reflex 21, Will 19
Speed 6, Climb 3
M Bite (Standard; at-will)
+8 vs AC; 4 damage.
Adrenaline Surge (Move; encounter)
The trask gains 20 hit points, a +4 bonus to attack and a +2 bonus to damage. The trask makes a saving throw at the end of each turn as long as these bonuses persist, and a successful save means they last until the end of its next turn. It gains a +2 bonus to this saving throw.
Glutonous Metabolism
If a trask does not eat half its weight in food every day, it becomes dazed until it eats. If it does not eat for three days it will hibernate for up to three months. It can end the hibernation if its surroundings change drastically or it smells food.
Alignment Unaligned Languages
Str 7 (+1) Dex 16 (+6) Wis 12 (+4)
Con 10 (+3) Int 2 (-1) Cha 10 (+3)
Junker Hulk
Junker Hulk Level 5 Solo Brute
Large Natural Animate (Construct) XP 1,000
Initiative +4 Senses Perception +9
HP 300; Bloodied 150
Regeneration 5 (As long as it remains in its lair)
AC 21; Fortitude 23, Reflex 15, Will 17
Immune Charm, Fear; Resist All 5
Saving Throws +5
Speed 8
Action Points 2
M Slam (Standard; at-will)
Reach 2; +8 vs AC; 1d10+6 damage and the target is knocked prone.
m Steam Drill (Standard; at-will) ♦ Weapon
Reach 2; +8 vs Reflex; 2d8+6 damage.
R Junk Throw (Standard; at-will)
Ranged 20/40; 3d6+6 damage.
Electrical Charge (Immediate Reaction; at-will) ♦ Lightning
When a melee attack hits the junker; +8 vs Fortitude; 2d6+6 lightning damage and the target is knocked back 3 squares.
a Wild Flail (Standard; recharge 56)
Close Burst 2; +8 vs AC; 3d8+6 damage and the target is pushed 3 squares.
Junk Trap (Move; encounter) ♦ Zone
This is only usable in a junkyard or any other place where the combatants would be literally standing on a pile of trash. By magnetically manipulating its surroundings, the junker makes every square in burst 5 difficult terrain until the end of the encounter. It ignores this penalty when making its movement.
Junker Rage (Immediate Reaction; encounter)
When a character attempts to control the junker through a charm or fear power, or with any kind of jack handling ability; The junker gains a +2 bonus to attack and damage, but a -1 penalty to all defenses until the end of the encounter.
Alignment Unaligned Languages
Skills Stealth +6
Str 23 (+8) Dex 8 (+1) Wis 14 (+4)
Con 24 (+9) Int 5 (-1) Cha 7 (+0)
Kovaas
Kovaas Level 18 Solo Artillery
Large Natural Animate (Ancestor) XP 10,000
Initiative +15 Senses DarkvisionPerception +16
HP 550; Bloodied 275; Incorporeal
AC 32; Fortitude 28, Reflex 32, Will 36
Immune Charm, Fear; Vulnerable Radiant 10
Saving Throws +5
Speed 6, Fly 12 (Hover)
Action Points 2
M Stone Shards (Standard; at-will) ♦ Form of Ruin
3 attacks; Reach 2; 2d6+8 damage per attack.
a Dessication (Standard; recharge 56)
Close Burst 5; Targets all living creatures in burst; +23 vs Fortitude; 4d12+10 damage, and the burst creates a zone that lasts until the end of the kovaas' next turn. Any creature that ends its turn in the zone takes 2d12+10 damage. Miss: Half damage.
c Shard Burst (Standard; recharge 456) ♦ Form of Ruin
Close Blast 5; +23 vs Reflex; 3d8+8 damage and the target takes 5 ongoing damage (save ends).
m Soul Fire (Immediate Reaction; at-will)
When a creatue hits the kovaas with a melee attack; +23 vs Will; 2d8+8 damage and the target is dazed until the end of its next turn.
Form of Ruin (Move; encounter)
The kovaas forms the stones of its old stone body around it and thus takes a physical form. It loses incorporeal, but regains hit points equal to its bloodied value and it may only use attacks with the Form of Ruin keyword. It may drop form of ruin and thus regain its incorporeal trait as a free action at any time.
Spirit Hoard
When the kovaas kills a creature, it captures the soul to be used in its attacks. A kovaas can burn a soul on it to do one of the following; add a die of damage to an attack, gain a +2 bonus to an attack roll, or to make an additional stone shards attack in a round. It may spend up to 3 souls in any round. Kovaas usually have 10 souls when first encountered.
Reformation
After a kovaas is killed, it will reform in 1d4 weeks. If the pieces are scattered it can be delayed, but without special precautions nothing will prevent its reformation.
Alignment Chaotic Evil Languages Skorne
Skills Arcana +17, Diplomacy +21, History +17, Insight +16, Intimidate +21, Religion +17
Str 10 (+9) Dex 16 (+12) Wis 14 (+11)
Con 10 (+9) Int 16 (+12) Cha 24 (+16)
Lethean
Lethean Brute Level 8 Brute
Medium Natural Humanoid XP 350
Initiative +7 Senses Darkvision, Perception +7
HP 115; Bloodied 57
AC 19; Fortitude 22, Reflex 18, Will 17
Immune Poison
Speed 6, Climb 4
M Club (Standard; at-will) ♦ Weapon
+11 vs AC; 2d6+5 damage and other letheans gain a +2 power bonus to damage against the target until the end of its next turn.
m Headbutt (Standard; recharge 456)
+9 vs Fortitude; 1d10+8 damage and the target is dazed (save ends).
Reckless
The brute can take a -4 penalty to defense for a +4 bonus to damage.
Shared Mind
Letheans do not grant combat advantage as long as at least one other lethean within 10 squares is not.
Fear of Fire
Letheans take a -2 penalty to will defense when they are within 5 squares of fire source.
Alignment Evil Languages
Skills Athletics +12
Str 16 (+7) Dex 10 (+4) Wis 9 (+3)
Con 14 (+6) Int 6 (+2) Cha 8 (+3)
Equipment Club

Lethean Strangler Level 8 Skirmisher
Medium Natural Humanoid XP 350
Initiative +9 Senses Darkvision, Perception +7
HP 89; Bloodied 44
AC 23; Fortitude 19, Reflex 22, Will 17
Immune Poison
Speed 6, Climb 4
M Bash (Standard; at-will)
+11 vs Fortitude; 1d8+5 damage and the target is grabbed (save ends). Targets take a -5 penalty to escape attempts. The lethan cannot use this attack while using take hold.
Take Hold
The lethean grabs a target's neck as part of the action made to sustain a grab. At the end of a creature's turn that is being affected by take hold, it must make an endurance check to avoid suffocation. The lethean can end this effect as a free action on its turn.
Powerful Grip
When the strangler sustains a a grab it deals 2d6+5 damage to the grabbed target.
m Throw Down (Move; encounter)
May only be used on a grabbed target; The target is knocked prone, and cannot stand until it escapes from the grab. In addition, if the strangler is using take hold the target takes a -5 penalty to endurance checks to avoid suffocation.
Shared Mind
Letheans do not grant combat advantage as long as at least one other lethean within 10 squares is not.
Fear of Fire
Letheans take a -2 penalty to will defense when they are within 5 squares of fire source.
Alignment Evil Languages
Skills Athletics +12
Str 18 (+8) Dex 15 (+6) Wis 8 (+3)
Con 12 (+5) Int 7 (+2) Cha 8 (+3)

Lethean Shaman Level 10 Controller (Leader)
Medium Natural Humanoid XP 500
Initiative +9 Senses Darkvision, Perception +9
HP 95; Bloodied 47
AC 24; Fortitude 21, Reflex 22, Will 23
Immune Poison
Speed 6, Climb 4
M Stick (Standard; at-will)
+15 vs AC; 1d8+5 damage and the target gains vulnerable 3 to all damage (save ends).
R Bestial Fury (Standard; at-will)
Ranged 20; +14 vs Will; The target is dazed.
r Blood Dance (Immediate Reaction; recharge 56)
Ranged 20; When a lethean in range bloodies a foe, other letheans in range may gain a +4 bonus to damage and a -2 penalty to attack.
a Chaotic Shout (Standard; encounter)
Close Burst 5; +14 vs Fortitude; 2d6+5 thunder damage and the target is slowed (save ends). Miss: Half damage and the target is slowed until the end of its next turn.
Shared Mind
Letheans do not grant combat advantage as long as at least one other lethean within 10 squares is not.
Fear of Fire
Letheans take a -2 penalty to will defense when they are within 5 squares of fire source.
Alignment Evil Languages
Skills Athletics +12
Str 16 (+8) Dex 10 (+5) Wis 10 (+5)
Con 17 (+8) Int 7 (+3) Cha 10 (+5)
Equipment Holy Stick
Lord of the Feast
Lord of the Feast Level 19 Solo Soldier
Large Immortal Humanoid XP 12,000
Initiative +17 Senses Darkvision; Perception +30
HP 850; Bloodied 425
AC 36; Fortitude 37, Reflex 30, Will 32
Immune Charm, Fear, Poison; Resist Acid, Cold, Fire Thunder 15
Saving Throws +5
Speed 8
Action Points 2
M Wurmblade (Standard; at-will) ♦ Weapon
Reach 2; +26 vs AC; 1d12+7 damage. On a critical hit (which the lord can score on a roll of 18-20) this attack deals 3d12 extra damage. Any enemy killed with a wurmblade attack has a trophey cut off of its form.
M Reaping Strikes (Standard; at-will)
The lord makes 3 Wurmblade attacks.
a Ravage (Standard; recharge 456) ♦ Weapon
Close burst 2; 2d12+7 damage. Miss: Half damage.
r Terrorize (Move; recharge 6) ♦ Fear
Ranged 10; +24 vs Will; The target is stunned (save ends).
Crow's Flight (Move; at-will) ♦ Teleportation
The lord of the feast may teleport to a square adjacent to any of its carrion birds within 200 squares.
Carrion Birds
The feast lord is constantly surrounded by a swarm of carrion birds which spread out over the battlefield. The lord can see through their eyes and hear what they hear from up to 200 squares. The lord of hte feast always starts combat with at least a dozen of these ravens. The birds may be attacked, and they are minions with 25 AC, 23 Fortitude, 27 Reflex and a 30 Will. They have a fly speed of 10 and move each time the lord does.
a Feast of the Wurm (Standard; encounter) ♦ Fear
This attack can be made after the lord of the feast gathers at least 5 tokens from his wurmblade attacks; Close Burst 20; Targets enemies; +24 vs Will; Target is dazed (save ends) and attempts to flee the fight until it succeeds at the saving throw. In addition, allies of the lord in the burst who worship the devourer gain a +4 bonus to damage for a -2 penalty to defenses. After making this attack, the lord of the feast dissipates as a flock of ravens and generally leaves the battle.
Rejuvination
The lord of the feast cannot be permanantly killed, and will reform within 3d6 days of its destruction (or by the next new moon of Calder). It will immediately begin tracking the prey it was after before.
Alignment Unaligned Languages
Skills Acrobatics +16, Athletics +22, Endurance +22, History +16, Insight +20, Intimidate +16, Nature +20, Religion +16, Stealth +16
Str 26 (+17) Dex 14 (+11) Wis 22 (+15)
Con 26 (+17) Int 15 (+11) Cha 14 (+11)
Equipment Wurmblade