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The Elder Elemental Eye Monster Stat Blocks - Dungeon 214
The Elder Elemental Eye Monster Stat Blocks - Dungeon 214
Those infected by this disease slowly develop oozing sores, HP 39; Bloodied 19 Initiative +8
blisters, and growths that appear as crimson crystal laced with AC 17, Fortitude 15, Reflex 16, Will 14 Perception +6
veins of silver and flecks of gold. Speed 5 Low-light vision
Traits
Stage 0: The target recovers from the disease. Shadow Manipulation
Stage 1: While affected by stage 1, the target exhibits sores Jakairn can make a Stealth check to become hidden when
and growths across 10% of the body and loses a healing surge. he has cover or concealment instead of needing superior
Stage 2: While affected by stage 2, the target has sores and cover or total concealment. He remains hidden after
growths over 50% of the body and loses a healing surge. The moving if he has cover or concealment after he ends the
target also takes a –2 penalty to AC, Fortitude, and Reflex. move.
Stage 3: While affected by stage 3, the target has sores and Stand the Ground
growths over 90% of the body. The target also takes a –2 Jakairn can move 1 square fewer than the effect specifies
penalty to AC, Fortitude, and Reflex, and is slowed. In addition, when subjected to a pull, a push, or a slide.
the target becomes increasingly disoriented and chaotic as the
Steady-Footed
demonic nature of the disease takes hold.
Jakairn can make a saving throw to avoid falling prone
Check: At the end of each extended rest, the target makes an
when an attack would knock him prone.
Endurance check if it is at stage 1 or 2.
Stealthy Step
8 or lower: The stage of the disease increases by one.
9-12: No Change Jakairn takes no penalty to Stealth checks for moving more
than 2 squares, and he takes only a –5 penalty if he runs.
13 or higher: The stage of the disease decreases by one.
Published in Dungeon Magazine 214. Unseen Strike
Jakairn deals 5 extra damage to any target that couldn’t see
him at the start of his turn.
Standard Actions
Battleaxe (weapon) F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d10 + 4 damage.
Handaxe (weapon) F At-Will
Attack: Ranged 5 (one creature); +8 vs. AC
Hit: 1d6 + 4 damage.
Skills
Skills Bluff +7, Stealth +9, Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 10 (+1)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Alignment evil Languages Common, Dwarven
Equipment leather armor, battleaxe, 3 handaxes
Traits
Traits Stand the Ground
Lone Predator The acolyte can move 1 square fewer than the effect specifies
If the demon hits an enemy that has no other creatures adjacent to when subjected to a pull, a push, or a slide.
it, the demon deals that enemy 1d6 extra damage. Steady-Footed
Pulling Grab The acolyte can make a saving throw to avoid falling prone when
The demon can attempt to move a grabbed target as part of any an attack would knock it prone.
action during which the demon also moves. Standard Actions
Standard Actions
Burning Warhammer (fire, weapon) At-Will
Bite (disease) At-Will Attack: Melee 1 (one creature); +8 vs. AC
Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d10 damage plus 1d6 + 2 fire damage.
Hit: 1d8 + 4 damage. At the end of the encounter, the target makes
Mind Lightning (lightning) At-Will
a saving throw. On a failure, the target contracts Lesser Abyssal
Attack: Ranged 10 (one creature); +7 vs. Reflex
plague (stage 1).
Hit: 1d12 + 4 lightning damage, and the target grants combat
Lashing Assault Recharge when the demon hits with bite advantage until the end of the acolyte’s next turn.
Requirement: The demon must have no creature grabbed.
Earth Stomp Recharge when first bloodied
Effect: The demon shifts up to its speed and makes the following
Attack: Close burst 1 (enemies in the burst); +6 vs. Fortitude
attack at any point during this movement.
Hit: 1d12 + 4 damage, and the acolyte slides the target up to 2
Attack: Melee 1 (one creature); +4 vs. Reflex
squares and knocks it prone.
Hit: 1d8 + 4 damage, and the demon grabs the target (escape DC
Effect: The acolyte or one ally in the burst slides 1 square.
12).
Skills
Minor Actions
Skills Arcana +7
Tongue Lash At-Will Str 11 (+1) Dex 10 (+1) Wis 10 (+1)
Requirement: The demon must have no creature grabbed. Con 15 (+3) Int 13 (+2) Cha 17 (+4)
Attack: Melee 2 (one creature); +4 vs. Reflex Alignment Chaotic Evil Languages Common, Dwarven
Hit: The demon slides the target 1 square. Equipment: robes, warhammer .
Triggered Actions
Variable Resistance Encounter Published in Dungeon Magazine 214.
Trigger: The demon takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): The demon gains resist 5 to the triggering
damage type until the end of the encounter.
Skills
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 14 (+2) Int 2 (-4) Cha 10 (0)
Alignment Chaotic Evil Languages -
Traits
Traits Dwarf Solidarity
Stand the Ground The warrior gains a +4 bonus to Fortitude and Will while adjacent
The bolter can move 1 square fewer than the effect specifies when to a dwarf ally.
subjected to a pull, a push, or a slide. Stand the Ground
Steady-Footed The warrior can move 1 square fewer than the effect specifies
The bolter can make a saving throw to avoid falling prone when an when subjected to a pull, a push, or a slide.
attack would knock it prone. Steady-Footed
Standard Actions The warrior can make a saving throw to avoid falling prone when
Warhammer (weapon) At-Will an attack would knock it prone.
Attack: Melee 1 (one creature); +7 vs. AC Standard Actions
Hit: 1d10 + 3 damage. Warhammer (weapon) At-Will
Crossbow (psychic, weapon) At-Will Attack: Melee 1 (one creature); +6 vs. AC
Attack: Ranged 15 (one creature); +8 vs. AC Hit: 4 damage, or 6 damage while the warrior is adjacent to a dwarf
Hit: 1d8 + 6 damage, plus 1d6 psychic damage if the target has no ally.
cover. Crossbow (psychic, weapon) At-Will
Skills Attack: Ranged 15 (one creature); +8 vs. AC
Str 14 (+3) Dex 16 (+4) Wis 8 (0) Hit: 4 damage, plus 2 psychic damage if the target has no cover.
Con 15 (+3) Int 10 (+1) Cha 12 (+2) Skills
Alignment Evil Languages Common, Dwarven Str 13 (+1) Dex 16 (+3) Wis 8 (-1)
Equipment: chainmail , crossbow , crossbow bolts (20) , Con 15 (+2) Int 10 (0) Cha 12 (+1)
warhammer Alignment Evil Languages Common, Dwarven
Equipment: chainmail , crossbow , crossbow bolts (20) ,
Published in Dungeon Magazine 214. warhammer .
Small elemental magical beast XP 150 Small elemental magical beast XP 100
(air, earth) (air)
HP 47; Bloodied 23 Initiative +7 HP 23; Bloodied 11 Initiative +7
AC 18, Fortitude 14, Reflex 16, Will 14 ; -2 to all AC 15, Fortitude 12, Reflex 14, Will 13 Perception+5
Perception+0
defenses while slowed or immobilized Speed 0, fly 6 (hover)
Speed 8 Vulnerable 5 fire
Immune disease, poison
Traits
Traits Phantom on the Wind
Speed Demon The lesser air elemental becomes invisible whenever it starts its
The dust devil takes a –2 penalty to all defenses while it is slowed turn without an enemy adjacent to it. The invisibility lasts until the
or immobilized. end of its next turn or until it hits or misses with an attack.
Standard Actions Standard Actions
Grasping Winds At-Will Slam At-Will
Attack: Melee 1 (one creature); +6 vs. Reflex Attack: Melee 1 (one creature); +6 vs. AC
Hit: 2d6 + 4 damage, and the dust devil slides the target 2 squares. Hit: 1d6 + 3 damage.
Stinging Sands Encounter Grasp of Storms At-Will
Attack: Close burst 3 (enemies in the burst); +6 vs. Fortitude Attack: Melee 1 (one creature that can’t see the elemental); +4 vs.
Hit: 3d6 + 3 damage, and the target is blinded until the end of the Reflex
dust devil’s next turn. Hit: 2d6 + 4 damage, and the elemental grabs the target (escape DC
Miss: Half damage. 12) if it does not have a creature grabbed. Until the grab ends, the
Move Actions target takes ongoing 5 damage, and any ranged or melee attacks
Gale Blast Recharge that hit the elemental deal half damage to the target.
Effect: The dust devil shifts up to 5 squares. Each time it moves Skills
adjacent to an enemy for the first time during the move, it makes Skills Stealth +8
the following attack against that enemy. Str 16 (+3) Dex 17 (+3) Wis 11 (0)
Attack: Melee 1 (one creature); +6 vs. Fortitude Con 11 (0) Int 5 (-3) Cha 8 (-1)
Hit: The target falls prone. Alignment unaligned Languages understands Primordial
Skills
Skills Stealth +10
Str 8 (0) Dex 18 (+5) Wis 8 (0) Published in Monster Manual 3, page(s) 80, Monster Vault, page(s)
Con 15 (+3) Int 5 (-2) Cha 15 (+3) 108, Dungeon Magazine 214.
Alignment Unaligned Languages Primordial
Equipment robes
Sabrak Acolyte Level 3 Artillery Sabrak Templar Level 3 Soldier
(Leader)
Medium natural humanoid, XP 150 Medium natural humanoid, XP 150
dwarf dwarf
HP 39; Bloodied 19 Initiative +1 HP 48; Bloodied 24 Initiative +3
AC 17, Fortitude 15, Reflex 14, Will 16 Perception+6 AC 19, Fortitude 16, Reflex 13, Will 16 Perception+5
Speed 5 Low-light vision Speed 5 Low-light vision
Traits
Stand the Ground Traits
The acolyte can move 1 square fewer than the effect specifies Insane Focus (fear, psychic) Aura 1
when subjected to a pull, a push, or a slide. Enemies in the aura cannot shift. If an enemy is in the aura and
Steady-Footed marked by the templar, and that enemy makes an attack that does
The acolyte can make a saving throw to avoid falling prone when an not include the templar as a target, the enemy takes 5 psychic
attack would knock it prone. damage.
Standard Actions Stand the Ground
Burning Warhammer (fire, weapon) At-Will The templar can move 1 square fewer than the effect specifies
Attack: Melee 1 (one creature); +8 vs. AC when subjected to a pull, a push, or a slide.
Hit: 1d10 damage plus 1d6 + 2 fire damage. Steady-Footed
Mind Lightning (lightning) At-Will The templar can make a saving throw to avoid falling prone when
Attack: Ranged 10 (one creature); +7 vs. Reflex an attack would knock it prone.
Hit: 1d12 + 4 lightning damage, and the target grants combat Standard Actions
advantage until the end of the acolyte’s next turn. Warhammer (weapon) At-Will
Earth Stomp Recharge when first bloodied Attack: Melee 1 (one creature); +8 vs. AC
Attack: Close burst 1 (enemies in the burst); +6 vs. Fortitude Hit: 1d10 + 6 damage, and the templar can push the target 1
Hit: 1d12 + 4 damage, and the acolyte slides the target up to 2 square. The templar can then shift 1 square into the square the
squares and knocks it prone. target vacated.
Effect: The acolyte or one ally in the burst slides 1 square. Effect: The templar marks the target until the end of the templar’s
Skills next turn.
Skills Arcana +7 Chaos Lure (psychic) At-Will
Str 11 (+1) Dex 10 (+1) Wis 10 (+1) Attack: Ranged 10 (one creature); +6 vs. Will
Con 15 (+3) Int 13 (+2) Cha 17 (+4) Hit: 1d6 + 4 psychic damage, and the templar pulls the target up to
Alignment Chaotic Evil Languages Common, Dwarven 3 squares.
Equipment: robes, warhammer . Effect: The templar marks the target until the end of the templar’s
next turn.
Published in Dungeon Magazine 214. Lure and Smash Recharge
Effect: The templar uses chaos lure and then uses warhammer. If
the templar hits the same target with both attacks, the templar also
knocks the target prone.
Skills
Str 17 (+4) Dex 10 (+1) Wis 8 (0)
Con 16 (+4) Int 10 (+1) Cha 16 (+4)
Alignment Chaotic Evil Languages Common, Dwarven
Equipment: heavy shield , plate armor , warhammer .
Standard Actions
Traits Bite At-Will
Blur of Claws Aura 1 Attack: Melee 1 (one creature); +7 vs. AC
At the start of the scavenger’s turn, any enemy that is in the aura Hit: 5 damage, or 7 damage if the target is granting combat
and grants the scavenger combat advantage takes 5 damage. advantage to the demon, and the demon can shift 1 square. At the
Standard Actions end of the encounter, the target makes a saving throw. On a
Claw At-Will failure, the target contracts lesser abyssal plague (stage 1).
Attack: Melee 1 (one creature); +7 vs. AC Skills
Hit: 1d8 + 5 damage. At the end of the encounter, the target makes Str 13 (+2) Dex 16 (+4) Wis 13 (+2)
a saving throw. On a failure, the target contracts lesser abyssal Con 10 (+1) Int 2 (-3) Cha 10 (+1)
plague (stage 1). Alignment Chaotic Evil Languages -
Frenzied Claw At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d8 + 5 damage, and any other scavenger within 5 squares of
the target can shift 2 squares toward the target as free action.
Published in Dungeon Magazine 214.
Move Actions
Scuttle At-Will
Effect: The scavenger shifts 3 squares.
Skills
Str 13 (+2) Dex 16 (+4) Wis 13 (+2)
Con 10 (+1) Int 2 (-3) Cha 10 (+1)
Alignment Chaotic Evil Languages -
Traits
Elder Eye Cult Tactics
The berserker deals 1d6 extra damage to any target the berserker
is flanking.
Standard Actions
Morningstar (weapon) At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d10 + 3 damage.
Triggered Actions
Berserker Strike Encounter
Requirement: The berserker must have taken damage during the
encounter.
Trigger: The berserker hits with a melee basic attack.
Effect (No Action): The berserker deals 1d10 extra damage with the
triggering attack.
Elemental Rage (healing) Encounter
Trigger: The berserker drops to 0 hit points.
Effect (No Action): The berserker falls prone but regains 19 hit
points, and berserker strike recharges.
Skills
Skills Athletics +9, Intimidate +7
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Con 17 (+4) Int 10 (+1) Cha 12 (+2)
Alignment Chaotic Evil Languages Abyssal, Common
Equipment: hide armor , morningstar .