Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 24

Forgotten Realms Campaign - Encounter Groups

Church of Bane Encounters p239


Hobgoblin Hand of Bane Level 8 Elite Hobgoblin Warrior Level 8 Minion
Soldier
Medium natural humanoid , XP 700 Medium natural humanoid , XP 88
goblin goblin
Initiative +11        Senses Perception +5; low-light vision Initiative +7        Senses Perception +5; low-light vision
HP 184; Bloodied 92 HP 1; a missed attack never damages a minion.
AC 26; Fortitude 24, Reflex 22, Will 23 AC 22 (24 with phalanx soldier); Fortitude 20, Reflex 18, Will 18
Saving Throws +2 Speed 6
Speed 5 Action Points 1 Traits
Standard Actions Phalanx Soldier
Flail of Dread (standard, at-will) Fear, Weapon The hobgoblin warrior gains a +2 bonus to AC while at least one
Attack: +12 vs AC; hobgoblin ally is adjacent to it.
Hit: 1d10+6 damage, the target is marked until the end of the Standard Actions
hobgoblin hand of Bane’s next turn, and the hand of Bane makes a Longsword (standard, at-will) Weapon
secondary attack against the same target. Attack: +10 vs AC;
Secondary Attack +10 vs Will; the target takes a -2 penalty to all Hit: 6 damage.
defenses until the end of the encounter or until the hand of Bane
Triggered Actions
dies.
Hobgoblin Resilience (immediate reaction, encounter)
Flail of Tyranny (standard; requires flail, recharge Trigger: when the hobgoblin warrior suffers an effect that a save
Attack: +12 vs AC; can end;
Hit: 2d10+6 damage, and the target is stunned until the end of the Effect: The hobgoblin makes a saving throw against the triggering
hobgoblin hand of Bane’s next turn. effect.
Triggered Actions Skills
Bane’s Blessing (encounter) Alignment Evil        Languages Common, Goblin
Trigger: when first bloodied; Skills Athletics +9, History +5
Effect: The hobgoblin hand of Bane gains a +4 bonus to damage Str 19 (+8)      Dex 14 (+6)      Wis 14 (+6)
rolls for the rest of the encounter. Con 15 (+6)      Int 11 (+4)      Cha 10 (+4)
Hobgoblin Resilience (immediate reaction; encounter) Equipment: light shield , longsword , scale armor .
Trigger: when the hobgoblin hand of bane suffers an effect that a
save can end
Effect: The hobgoblin hand of Bane rolls a saving throw against the Published in Monster Manual, page(s) 138.
triggering effect.
Skills
Alignment Evil        Languages Common, Goblin
Skills Athletics +11, History +13, Intimidate +14, Religion +11
Str 22 (+10)      Dex 17 (+7)      Wis 18 (+8)
Con 20 (+9)      Int 14 (+6)      Cha 21 (+9)
Equipment: flail , heavy shield , plate armor .

Published in Monster Manual, page(s) 140.


Hobgoblin Hobgoblin
Warrior 1 Warrior 1

Hobgoblin Hobgoblin
Hobgoblin Hand Hobgoblin Hand Warrior 2 Warrior 2
of Bane 1 of Bane 1

Hobgoblin Hobgoblin
Hobgoblin Hand Hobgoblin Hand Warrior 3 Warrior 3
of Bane 2 of Bane 2

Hobgoblin Hobgoblin
Hobgoblin Hand Hobgoblin Hand Warrior 4 Warrior 4
of Bane 3 of Bane 3
Ogre Skirmisher Level 8 Skirmisher

Large natural humanoid XP 350

Initiative +8        Senses Perception +4


HP 91; Bloodied 45
AC 22; Fortitude 22, Reflex 20, Will 18
Speed 8
Traits
Skirmish +1d8
If, on its turn, the ogre skirmisher ends its move at least 4 squares
away from its starting point, it deals an extra 1d8 damage on it
attacks until the start of its next turn.
Standard Actions
Club Reach 2; (standard, at-will) Weapon
Attack: +13 vs AC;
Hit: 1d8+4 damage.
Javelin Ranged 10/20; (standard, at-will) Weapon
Attack: +13 vs AC;
Hit: 1d8+4 damage.
Hurling Charge (standard, encounter) Weapon
The ogre skirmisher makes a javelin attack followed by a charge
attack.
Skills
Alignment Chaotic evil        Languages Common, Giant
Str 18 (+8)      Dex 14 (+6)      Wis 11 (+4)
Con 19 (+8)      Int 4 (+1)      Cha 6 (+2)
Equipment: club , hide armor , javelin x6.

Published in Monster Manual, page(s) 199, Dungeon Delve, page(s)


50.

Ogre Skirmisher Ogre Skirmisher


Church of Shar Encounters p241
Shadar-kai Chainfighter Level 6 Skirmisher Kir-Lanan Voice Level 6 Controller
(Leader)
Medium shadow humanoid XP 250 Medium shadow humanoid XP 175

Initiative +9        Senses Perception +5; low-light vision Initiative +6        Senses Perception +7; low-light vision
HP 68; Bloodied 34 HP 68; Bloodied 34
AC 21; Fortitude 19, Reflex 19, Will 17
AC 20; Fortitude 19, Reflex 19, Will 17
Vulnerable 5 radiant
Speed 6 Speed 5, fly 8
Standard Actions Traits
Spiked Chain Reach 2; (standard, at-will) Weapon  Shadow Devotion aura 5;
Attack: +11 vs AC; Allies in the aura gain a +1 bonus to attack rolls; shadow allies in the aura
Hit: 2d4+3 damage. also gain a +2 bonus to damage rolls.
Combat Advantage
Dance of Death (standard, recharge
The kir-lanan wing deals an extra 1d6 damage on attacks against any target
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked it has combat advantage against.
chain attacks at any points during his move. He can only attack a Standard Actions
given enemy once, but he deals an extra 1d6 necrotic damage with
Claw (standard, at-will) Necrotic
each successful hit. Attack: +12 vs AC;
Move Actions Hit: 1d6+4 damage plus 1d4 necrotic damage.
Shadow Jaunt (move; encounter) Teleportation Mobile Melee Attack (standard, at-will) Necrotic
The shadar-kai chainfighter teleports 3 squares and becomes While flying, a kir-lanan wing can move up to half its speed and make one
insubstantial until the start of his next turn. melee basic attack at any point during that movement. The kir-lanan wing
Skills doesn’t provoke opportunity attacks when moving away from the target of
Alignment Unaligned        Languages Common its attack
Skills Acrobatics +14, Stealth +14 Enfeebling Ray Ranged 10; (standard, recharge ) Necrotic
Str 17 (+6)      Dex 18 (+7)      Wis 14 (+5) Attack: +11 vs Reflex;
Con 12 (+4)      Int 10 (+3)      Cha 11 (+3) Hit: 3d6+4 necrotic damage, and the target takes a -2 penalty to attack rolls
(save ends).
Equipment: spiked chain, leather armor .
Revision (10/14/2009) Word of loss Ranged 10; (standard, recharge ) Psychic
In the Hit Points line, replace “Bloodied 39” with “Bloodied 34.” Attack: +11 vs Will;
Published in Monster Manual, page(s) 230, Dungeon Magazine 158, Hit: 3d6+4 and the target is dazed until the end of the kir-lanan's voice next
turn.
page(s) 42, Dungeon Magazine 164, page(s) 30.
Shadow's Call Close Burst 3; (standard, encounter) Necrotic, Sleep
Attack: +10 vs Will;
Hit: 3d6+4 and the target falls unconscious (save ends).
Triggered Actions
Necrotic Healing (immediate reaction, encounter)
Trigger: when damaged by a necrotic attack;
Effect: The kir-lanan's voice regains 13 hit points.
Skills
Alignment Unaligned        Languages Common, Kir-Lanan
Skills Stealth +11
Str 12 (+4)      Dex 16 (+6)      Wis 9 (+2)
Con 12 (+4)      Int 10 (+3)      Cha 20 (+8)

Published in Forgotten Realms Campaign Guide, page(s) 241.

Shadar-Kai Shadar-Kai
Chainfighter 1 Chainfighter 1

Shadar-Kai Shadar-Kai
Chainfighter 2 Chainfighter 2

Kir-Lanan Voice Kir-Lanan Voice

Shadar-Kai Shadar-Kai
Chainfighter 3 Chainfighter 3
The Five Companies Encounters p256
Halfling Prowler Level 6 Lurker Human Lackey Level 7 Minion

Small natural humanoid XP 250 Medium natural humanoid XP 75


human , human
Initiative +11        Senses Perception +8 Initiative +3        Senses Perception +4
HP 52; Bloodied 26 HP 1; a missed attack never damages a minion.
AC 18; Fortitude 14, Reflex 17, Will 15 AC 19; Fortitude 17, Reflex 14, Will 15
Saving Throws +5 against fear effects Speed 6
Speed 6 Traits
Traits Mob Rule
Catfall A human lackey gains a +2 power bonus to all defenses while at
If the halfling prowler falls, reduce the distance it falls by 20 feet least two other human lackeys are within 5 squares of it.
when determining how much damage it takes. Standard Actions
Crowd Shield Club (standard, at-will) Weapon
The halfling prowler gains a +2 bonus to its AC and Reflex defense if Attack: +12 vs AC;
it has one creature adjacent to it, or a +4 bonus if two or more Hit: 6 damage.
creatures are adjacent to it. Skills
Nimble Reaction Alignment Any        Languages Common
Halflings gain a +2 racial bonus to AC against opportunity attacks. Str 16 (+6)      Dex 11 (+3)      Wis 12 (+4)
Standard Actions Con 14 (+5)      Int 10 (+3)      Cha 13 (+4)
Short Sword (standard, at-will) Poison, Weapon Equipment: club , leather armor .
Attack: +10 vs AC;
Hit: 1d6+4 damage, and the halfling prowler makes a secondary Published in Monster Manual, page(s) 162, Dungeon Delve, page(s)
attack. 61, 65, Dungeon Magazine 155, page(s) 84, 91, Dungeon Magazine
Secondary Attack +8 vs Fortitude; the target takes ongoing 3 poison 159, page(s) 81, 83, Dungeon Magazine 178, page(s) 22, Dungeon
damage and is slowed (save ends both). Magazine 168, page(s) 10, H3 Pyramid of Shadows, page(s) 22.
Hand Crossbow Ranged 10/20; (standard, at-will) Poison,
Weapon
Attack: +10 vs AC;
Hit: 1d6+4 damage, and the halfling prowler makes a secondary
attack.
Secondary Attack +8 vs Fortitude; the target takes ongoing 3 poison
damage and is slowed (save ends both).
Triggered Actions
Second Chance (immediate interrupt, encounter)
Trigger: when hit by an attack;
Effect: The halfling prowler forces the attacker to reroll the attack
and take the new result.
Skills
Alignment Unaligned        Languages Common, one other
Human Lackey 1 Human Lackey 1
Skills Acrobatics +14, Athletics +9, Stealth +12, Streetwise +10,
Thievery +14
Str 12 (+4)      Dex 18 (+7)      Wis 10 (+3)
Con 10 (+3)      Int 10 (+3)      Cha 15 (+5)
Equipment: poisoned short sword, crossbow , crossbow bolt x10,
leather armor , thieves’ tools .
Human Lackey 2 Human Lackey 2
Published in Monster Manual, page(s) 153.

Human Lackey 3 Human Lackey 3

Halfling Prowler Halfling Prowler


Human Lackey 4 Human Lackey 4
Malaugrym Encounter Groups p259
War Troll Level 14 Soldier Grimlock Berserker Level 13 Brute

Large natural humanoid XP 1000 Medium natural humanoid XP 800


(blind)
Initiative +12        Senses Perception +15 HP 156; Bloodied 78 Initiative +7
HP 110; Bloodied 55 AC 25, Fortitude 27, Reflex 22, Will 23 Perception+8
Regeneration 10 (if the war troll takes acid or fire damage, Speed 6 Blindsight 10
regeneration does not function until the end of its next turn)
Immune blinded, gaze effects
AC 30; Fortitude 29, Reflex 25, Will 25
Speed 7
Traits
Traits
Grimlock Rage
Threatening Reach
Whenever its attack bloodies an enemy, the grimlock gains 10
The war troll can make opportunity attacks against all enemies
temporary hit points.
within its reach (2 squares).
Standard Actions
Standard Actions
Greataxe (weapon) At-Will
Greatsword Reach 2; (standard, at-will) Weapon
Attack: Melee 1 (one creature); +18 vs. AC
Attack: +20 vs AC;
Hit: 2d12 + 13 damage, or 2d12 + 37 damage on a critical hit.
Hit: 1d12+7 damage, and the target is marked until the end of the
war troll’s next turn. Power Attack (weapon) At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Claw Reach 2; (standard, at-will)
Hit: 2d12 + 19 damage, or 2d12 + 43 damage on a critical hit.
Attack: +20 vs AC;
Hit: 2d6+7 damage. Frenzied Attack At-Will
Effect: The grimlock uses greataxe twice against a bloodied enemy.
Longbow Ranged 20/40; (standard, at-will) Weapon
Skills
Attack: +20 vs AC;
Hit: 1d12+3 damage. Skills Athletics +17
Str 22 (+12)                Dex 12 (+7)                Wis 15 (+8)
Sweeping Strike close blast 2; (standard; requires greatsword,
Con 16 (+9)                Int 7 (+4)                Cha 9 (+5)
at-will) Weapon
Alignment Evil        Languages Common, Deep Speech
Attack: +20 vs AC;
Equipment: greataxe .
Hit: 1d12+7 damage, and the target is knocked prone.
Triggered Actions Update (10/18/2011) Updated in Dungeon 194.
Blood Pursuit (immediate reaction, at-will) Published in Monster Manual, page(s) 148, Draconomicon: Metallic
Trigger: when a bloodied enemy within 2 squares of the war troll Dragons, page(s) 114, Dungeon Delve, page(s) 92, Dungeon
moves or shifts; Magazine 161, page(s) 102, P1 King of the Trollhaunt Warrens,
Effect: The war troll shifts 1 square closer to the enemy. page(s) 26, Dungeon Magazine 194, Dungeon Magazine 201.
Troll Healing Healing
Trigger: If the troll is reduced to 0 hit points or fewer by an attack
that does not deal acid or fire damage,
Effect: The Troll rises on its next turn (as a move action) with 15 hit
points.
Skills
Alignment Chaotic evil        Languages Giant
Skills Athletics +17, Endurance +15
Str 24 (+14)      Dex 16 (+10)      Wis 16 (+10)
Con 20 (+12)      Int 10 (+7)      Cha 12 (+8)
Equipment: arrows (30) , greatsword , longbow , plate armor .

Published in Monster Manual, page(s) 254, Dungeon Magazine 161,


page(s) 61. Grimlock Grimlock
Berserker 1 Berserker 1

Grimlock Grimlock
Berserker 2 Berserker 2

Grimlock Grimlock
Berserker 3 Berserker 3
War Troll War Troll

Grimlock Minion Level 14 Minion


Brute
Medium natural humanoid XP 250
(blind)
HP 1; a missed attack never damages a minion. Initiative +8
AC 26, Fortitude 27, Reflex 25, Will 26 Perception+9
Speed 6 Blindsight 10
Immune blinded, gaze effects Grimlock Minion 1 Grimlock Minion 1

Standard Actions
Greataxe (weapon) At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 13 damage, or 16 damage if the target is bloodied.
Grimlock Minion 2 Grimlock Minion 2
Skills
Str 17 (+10)                Dex 12 (+8)                Wis 15 (+9)
Con 14 (+9)                Int 7 (+5)                Cha 9 (+6)
Alignment Evil        Languages Common, Deep Speech
Equipment: greataxe .

Update (10/17/2011) Updated in Dungeon 194. Grimlock Minion 3 Grimlock Minion 3


Published in Monster Manual, page(s) 148, Underdark, page(s) 62,
Dungeon Magazine 171, page(s) 71, P1 King of the Trollhaunt
Warrens, page(s) 24, 26, 44, Dungeon Magazine 194.

Grimlock Minion 4 Grimlock Minion 4


Netheril Encounter Groups p263
Level 7 Encounter:
Shadar-kai Gloomblade Level 6 Lurker

Medium shadow humanoid XP 250

Initiative +12        Senses Perception +5; low-light vision


HP 54; Bloodied 27
AC 20; Fortitude 17, Reflex 18, Will 15
Speed 5
Traits
Gloomstrike
If the shadar-kai gloomblade hits a target that can’t see him, the
target is blinded until the end of the gloomblade’s next turn.
Standard Actions
Greatsword (standard, at-will) Weapon
Attack: +11 vs AC;
Hit: 1d10+3 damage.
Movement Actions
Shadow Jaunt (move; encounter) Teleportation
The shadar-kai gloomblade teleports 3 squares and becomes
insubstantial until the start of his next turn.
Veil of Shadows (move; at-will) Illusion
The shadar-kai gloomblade turns invisible until the end of his turn
and moves his speed. The gloomblade cannot use this power while
bloodied.
Skills
Alignment Unaligned        Languages Common
Skills Acrobatics +14, Stealth +14
Str 17 (+6)      Dex 20 (+8)      Wis 15 (+5)
Con 12 (+4)      Int 10 (+3)      Cha 11 (+3)
Equipment: chainmail , greatsword .
Revision (2/10/2009)
In veil of shadows, replace the first sentence with “The shadar-kai
gloomblade turns invisible until the end of his turn and moves his
speed.”

Revision (7/16/2008)
Replace “shadowmail” in the Equipment line with “chainmail.”
Published in Monster Manual, page(s) 230, Dungeon Delve, page(s)
57, Dungeon Magazine 158, page(s) 41.

Shader Kai Shader Kai


Gloomblade 1 Gloomblade 1

Shader Kai Shader Kai


Gloomblade 2 Gloomblade 2

Shader Kai Shader Kai


Gloomblade 3 Gloomblade 3
Shadow Hound Level 6 Skirmisher

Medium shadow magical beast XP 250

Description: Monsters of the Shadowfell use these feared hunters


to harry the daylit lands, kill hapless travellers, or track impudent
heroes. Shadow hounds sometimes slip into the natural world on
their own, roving in packs, predating on villages, and
foreshadowing death with their baying howls.
Initiative +7        Senses Perception +9; Darkvision Shadow Hound 1 Shadow Hound 1
HP 70; Bloodied 35
AC 19; Fortitude 20, Reflex 18, Will 17
Vulnerable 5 radiant
Speed 7,
Traits
Teleport 7 Shadow Hound 2 Shadow Hound 2
The user of a teleportation power must see the destination space.
This means a creature has to see where it’s going when it teleports
itself, but doesn’t have to see if someone else teleports it.
 Shroud of Night aura 10;
Bright light in the aura is reduced to dim light, and dim light
becomes darkness. Shadow Hound 3 Shadow Hound 3
Shadow Ambush
When the shadow hound teleports adjacent to an enemy, it gains
combat advantage and deals an extra 1d6 damage on the next
attack it makes against that enemy this turn.
Standard Actions
Bite (standard, at-will) Shadow Hound 4 Shadow Hound 4
Attack: +11 vs AC;
Hit: 1d8+4 damage.
Baying Close burst 5; (standard, at-will) Fear
Deafened creatures are immune;
Attack: +8 vs Will; the target takes a -2 penalty to all defenses until
the end of the shadow hound’s next turn.
Skills
Alignment Unaligned        Languages -
Skills Endurance +10, Stealth +10
Str 19 (+7)      Dex 15 (+5)      Wis 13 (+4)
Con 14 (+5)      Int 6 (+1)      Cha 16 (+6)

Published in Monster Manual, page(s) 160, Dungeon Magazine 155,


page(s) 46, Dungeon Magazine 156, page(s) 115, Dungeon Magazine
158, page(s) 20.
Level 9 Encounter:
Dark Stalker Level 10 Lurker Orc Warrior Level 9 Minion

Small shadow humanoid XP 500 Medium natural humanoid , orc XP 100

Initiative +14        Senses Perception +7; Darkvision Initiative +3        Senses Perception +4; low-light vision
HP 81; Bloodied 40 HP 1; a missed attack never damages a minion.
AC 24; Fortitude 21, Reflex 24, Will 23 AC 21; Fortitude 19, Reflex 16, Will 16
Speed 6 Speed 6 (8 while charging)
Traits Standard Actions
Combat Advantage Battleaxe (standard, at-will)
The dark stalker deals an extra 2d6 damage on melee and ranged Attack: +14 vs AC;
attacks against any target it has combat advantage against. Hit: 6 damage.
Standard Actions Skills
Scimitar (standard, at-will) Weapon
Attack: +15 vs AC; Alignment Chaotic evil        Languages Common, Giant
Hit: 1d8+5 damage (crit 1d8 + 13). Str 17 (+7)      Dex 11 (+4)      Wis 10 (+4)
Dagger Range 5/10; (standard, at-will) Weapon Con 15 (+6)      Int 8 (+3)      Cha 9 (+3)
Attack: +15 vs AC;
Hit: 1d4+5 damage. Equipment: battleaxe , leather armor , light shield .
Dark Fog Area burst 4 within 10; (standard; sustain minor,
Published in Monster Manual, page(s) 203.
encounter) Zone
Creates a zone of darkness that blocks line of sight (creatures with
darkvision ignore this effect).
Killing Dark Close burst 1; ( when reduced to 0 hit points, )
Target: targets enemies;
Effect: each target is blinded (save ends). When slain, a dark stalker
explodes in a spout of darkness
Invisibility (minor; recharge ) Illusion
The dark stalker becomes invisible until the end of its next turn.
Movement Actions
Dark Step (move; at-will)
The dark stalker moves up to 4 squares, gains a +4 bonus to AC
against opportunity attacks, and gains combat advantage against
any target that it ends its move adjacent to.
Skills
Alignment Unaligned        Languages Common
Skills Stealth +15, Thievery +15
Str 12 (+6)      Dex 21 (+10)      Wis 14 (+7)
Con 15 (+7)      Int 14 (+7)      Cha 19 (+9)
Equipment: black garments, dagger x4, scimitar .

Orc Warrior 1 Orc Warrior 1


Published in Monster Manual, page(s) 49, Underdark, page(s) 122,
FR1 Scepter Tower of Spellgard, page(s) 52, H3 Pyramid of Shadows,
page(s) 60.

Orc Warrior 2 Orc Warrior 2

Dark Stalker 1 Dark Stalker 1

Orc Warrior 3 Orc Warrior 3

Dark Stalker 2 Dark Stalker 2

Orc Warrior 4 Orc Warrior 4

Level 21 Encounter:
Lich (Eladrin Wizard) Level 24 Elite Lich Soulreaver Level 22 Artillery
Controller
Medium natural humanoid XP 12100 Medium natural humanoid XP 4150
(undead), eladrin (undead)
Initiative +14        Senses Perception +14; Darkvision HP 156; Bloodied 78 Initiative +16
HP 362; Bloodied 181 AC 36, Fortitude 32, Reflex 36, Will 35 Perception+14
AC 38; Fortitude 33, Reflex 38, Will 38
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic
Immune disease, poison; Resist 20 necrotic
Saving Throws +2 Speed 6 Action Points 1
Traits
 Necrotic Aura (Necrotic) aura 5;
Traits
Any living creature that enters or starts its turn in the aura takes 5
necrotic damage. Necromantic Aura (necrotic) Aura 5
Regeneration 10 Any living creature that ends its turn in the aura takes 10 necrotic
(if the lich takes radiant damage, regeneration doesn’t function on damage. Whenever the lich takes radiant damage, its aura is
its next turn) deactivated until the end of the lich’s next turn.
Indestructible Soul Phylactery
When a lich is reduced to 0 hit points, its body and possessions When the lich drops to 0 hit points, its body and possessions
crumble into dust, but it is not destroyed. It reappears (along with crumble into dust and it disappears, but it is not destroyed. It
its possessions) in 1d10 days within 1 square of its phylactery, reappears (along with its possessions) in 1d10 days within 1 square
unless the phylactery is also found and destroyed. of its phylactery, unless the phylactery is destroyed.
Standard Actions Standard Actions
Shadow Ray Ranged 20; (standard, at-will) Necrotic Vampiric Touch (healing, necrotic) At-Will
Attack: +28 vs Reflex; Attack: Melee 1 (one creature); +25 vs. Fortitude
Hit: 3d8+7 necrotic damage. Hit: 4d8 + 6 necrotic damage, and the lich regains hit points equal
to the damage dealt.
Necrotic Orb Ranged 20; (standard, at-will) Necrotic
Attack: +28 vs Fortitude; Dark Bolts (lightning, necrotic) At-Will
Hit: 3d8+7 necrotic damage, and the target is stunned until the end Attack: Ranged 20 (one or two creatures); +27 vs. Reflex
of the lich’s next turn. Hit: 3d6 + 10 lightning and necrotic damage, and an ally adjacent to
the target shifts up to 2 squares.
Entropic Pulse Area burst 2 within 20; (standard, recharge )
Necrotic Black Flames (fire, necrotic) Recharge when first bloodied
Attack: +28 vs Reflex; Attack: Area burst 2 within 10 (enemies in the burst); +27 vs. Reflex
Hit: 6d6+7 necrotic damage. Hit: 3d10 + 8 fire and necrotic damage, and the target takes
Healing Actions ongoing 15 fire and necrotic damage and grants combat advantage
(save ends both).
Second Wind (standard; encounter) Healing
Miss: Half damage, and ongoing 10 fire and necrotic damage (save
The lich spends a healing surge and heals 90 hit points. The lich
ends).
gains a +2 bonus to all defenses until the start of its next turn.
Move Actions
Skills
Shadow Walk (teleportation) Encounter
Alignment Evil        Languages Common, Elven
Effect: The lich teleports up to twice its speed.
Skills Arcana +24, History +24, Insight +19
Str 12 (+13)      Dex 15 (+14)      Wis 15 (+14) Skills
Con 18 (+16)      Int 25 (+19)      Cha 21 (+17) Skills Arcana +24, History +24, Insight +19
Str 14 (+13)                Dex 20 (+16)                Wis 17 (+14)
Published in Monster Manual, page(s) 176. Con 18 (+15)                Int 27 (+19)                Cha 24 (+18)
Alignment evil        Languages Abyssal, Common, Elven

Published in Monster Vault, page(s) 185.

Lich Lich

Lich Soulreaver Lich Soulreaver

Tormenting Ghost Level 21


Controller
Medium shadow humanoid XP 3200
(undead)
HP 137; Bloodied 68 Initiative +19
AC 33, Fortitude 30, Reflex 34, Will 32 Perception+17
Speed 0, fly 6 (hover); phasing Darkvision
Immune disease, poison

Traits
Tormenting Ghost Tormenting Ghost
Insubstantial
The ghost takes only half damage from any damage source except
those that deal force damage.
Standard Actions
Spirit Touch (necrotic) At-Will
Tormenting Ghost Tormenting Ghost
Attack: Melee 1 (one creature); +24 vs. Reflex
1 1
Hit: 2d8 + 12 necrotic damage.
Ghostly Possession (charm) Recharge
Attack: Melee 1 (one living humanoid); +24 vs. Will
Hit: The ghost is removed from play, and the target is dominated
(save ends). When the target is no longer dominated, the ghost
reappears in a square of its choice adjacent to the target. The ghost Tormenting Ghost Tormenting Ghost
2 2
can voluntarily end this effect at the end of its turn.
Burst of Terror (fear, necrotic) Recharge when first bloodied
Attack: Close burst 5 (enemies in the burst); +24 vs. Will
Hit: 2d8 + 8 necrotic damage, the ghost pushes the target 5 squares,
and the target is dazed and immobilized (save ends both).
Ghostly Terrain (zone) At-Will
Effect: Area burst 1 within 10. The burst creates a zone that lasts
until the end of the encounter or until the ghost uses this power
again. Squares in the zone are difficult terrain and lightly obscured.
Any creature that enters the zone or ends its turn there is
immobilized (save ends). A creature can end the immobilization
with a successful escape attempt (DC 26).
Triggered Actions
Spectral Shift At-Will
Trigger: The ghost is missed by a melee attack.
Effect (Immediate Reaction): The ghost shifts up to 3 squares.
Skills
Skills Stealth +24
Str 11 (+10)                Dex 28 (+19)                Wis 14 (+12)
Con 20 (+15)                Int 12 (+11)                Cha 25 (+17)
Alignment Evil        Languages Common

Update (7/19/2011) Updated in Dungeon 191.


Published in Monster Manual, page(s) 117, Dungeon Magazine
Annual, page(s) 35, Dungeon Magazine 162, page(s) 38, Dungeon
Magazine 171, page(s) 63, Dungeon Magazine 170, page(s) 39,
Dungeon Magazine 168, page(s) 77, Dungeon Magazine 191,
Dungeon Magazine 215.

Order of Blue Fire Encounter Groups p267


Foulspawn Mangler Level 8 Skirmisher Doppelganger Assassin Level 8 Lurker
Medium aberrant humanoid XP 350 Medium natural humanoid XP 350
(shapechanger)

HP 86; Bloodied 43 Initiative +9 Initiative +13        Senses Perception +10


AC 22 (24 while bloodied), Fortitude 19, Reflex 20 HP 69; Bloodied 34
Perception+7 AC 23; Fortitude 18, Reflex 21, Will 21
(22 while bloodied), Will 19
Low-light Speed 6
Speed 7 (9 while bloodied) Traits
vision
Combat Advantage
The doppelganger assassin deals an extra 2d6 damage against any
Traits target it has combat advantage against.
Combat Advantage Standard Actions
The mangler deals 2d6 extra damage against any creature granting Dagger (standard, at-will) Weapon
combat advantage to it. Attack: +13 vs AC;
Mangler’s Mobility Hit: 1d4+5 damage.
The mangler gains a +5 racial bonus to AC against opportunity Shapeshifter Feint (minor, at-will)
attacks provoked by movement. Attack: +11 vs Reflex;
Standard Actions Hit: The doppelganger assassin gains combat advantage against
Dagger (weapon) At-Will the target until the end of the doppelganger assassin’s next turn.
Attack: Melee 1 (one creature); +13 vs. AC Cloud Mind Close burst 5; (standard; sustain minor, encounter)
Hit: 2d4 + 7 damage. Charm
Thrown Daggers (weapon) At-Will Attack: +11 vs Will;
Attack: Ranged 5 (one or two creatures); +13 vs. AC Hit: the doppelganger assassin is invisible to the target. Affected
Hit: 2d4 + 4 damage. targets are unable to see the doppelganger for as long as it sustains
the effect, until the doppelganger attacks, or until it is hit by an
Dagger Dance Recharge when first bloodied attack.
Effect: The mangler uses dagger four times and can shift 1 square Minor Actions
after each attack.
Change Shape (minor; at-will) Polymorph
Skills
A doppelganger can alter its physical form to take on the
Skills Athletics +10, Stealth +12 appearance of any Medium humanoid, including a unique
Str 13 (+5)                Dex 17 (+7)                Wis 6 (+2) individual.
Con 14 (+6)                Int 10 (+4)                Cha 14 (+6)
Skills
Alignment Evil        Languages Deep Speech, telepathy 10
Alignment Evil        Languages Common
Equipment: dagger x8.
Skills Bluff +15, Insight +12, Stealth +14
Str 12 (+5)      Dex 21 (+9)      Wis 12 (+5)
Update (10/18/2011) Updated in Dungeon 194. Con 15 (+6)      Int 13 (+5)      Cha 19 (+8)
Published in Monster Manual, page(s) 112, Dungeon Magazine 155,
Equipment: dagger .
page(s) 87, Dungeon Magazine 161, page(s) 96, Dungeon Magazine
177, page(s) 55, H3 Pyramid of Shadows, page(s) 38, 44, Dungeon
Published in Monster Manual, page(s) 71, Dungeon Magazine 155,
Magazine 194, Dungeon Magazine 196, Dungeon Magazine 214,
page(s) 38, Dungeon Magazine 161, page(s) 32, 33, 35.
Dungeon Magazine 218.

Doppelganger Doppelganger
Assassin 1 Assassin 1
Foulspawn Foulspawn
Mangler 1 Mangler 1

Doppelganger Doppelganger
Assassin 2 Assassin 2
Foulspawn Foulspawn
Mangler 2 Mangler 2

Doppelganger Doppelganger
Assassin 3 Assassin 3
Foulspawn Foulspawn
Mangler 3 Mangler 3

Destrachan Level 9 Artillery


Large aberrant magical beast XP 400
(blind)

HP 80; Bloodied 40 Initiative +8


AC 22, Fortitude 24, Reflex 21, Will 20 Perception+11
Speed 6, climb 3 Blindsight 10
Immune gaze, blinded; Resist 10 thunder

Standard Actions
Claw At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage.
Sound Pulse (thunder) At-Will
Attack: Ranged 10 (one creature); +14 vs. Reflex
Hit: 2d6 + 10 thunder damage.
Bellowing Blast (thunder) Recharge
Attack: Close blast 5 (creatures in the blast); +12 vs. Fortitude
Hit: 2d6 + 5 thunder damage, and the target is dazed (save ends).
Skills
Skills Bluff +9, Stealth +13
Str 18 (+8)                Dex 18 (+8)                Wis 14 (+6)
Con 20 (+9)                Int 7 (+2)                Cha 10 (+4)
Alignment Evil        Languages Deep Speech

Update (10/11/2012) Updated in Dungeon 206.


Published in Monster Manual, page(s) 59, H3 Pyramid of Shadows,
page(s) 42, Dungeon Magazine 206.

Destrachan Destrachan
Reptile Kingdoms Encounters p271
Level 5 Encounter
Iron Cobra Level 6 Skirmisher Human Mage Level 4 Artillery
(Leader)
Medium natural animate XP 250 Medium natural humanoid XP 175
(construct, homunculus) human , human
HP 75; Bloodied 37 Initiative +7 Initiative +4        Senses Perception +5
AC 20, Fortitude 20, Reflex 18, Will 17 Perception+9 HP 42; Bloodied 21
AC 17; Fortitude 13, Reflex 14, Will 15
Speed 7 Darkvision
Speed 6
Immune disease, poison
Traits

Traits
Guard Area
Standard Actions
The iron cobra can use its poison the mind power against any
creature in its guarded area, even if the power hasn’t recharged Quarterstaff (standard, at-will) Weapon
and even if the target isn’t taking ongoing poison damage. Attack: +4 vs AC;
Standard Actions Hit: 1d8 damage.
Bite (poison) At-Will Magic Missile Ranged 20; (standard, at-will) Force
Attack: Melee 1 (one creature); +11 vs. AC Attack: +7 vs Reflex;
Hit: 1d8 + 4 damage, and ongoing 5 poison damage (save ends). Hit: 2d4+4 force damage.
Poison the Mind (charm) Recharge Dancing Lightning ranged 10; (standard, encounter) Lightning
Attack: Ranged 10 (one creature taking ongoing poison damage); The mage makes a separate attack against 3 different targets:
+9 vs. Will Attack: +7 vs Reflex;
Hit: The target is dazed and slowed (save ends both). Hit: 1d6+4 lightning damage.
Move Actions Thunder Burst Area burst 1 within 10; (standard, encounter)
Slithering Shift At-Will Thunder
Effect: The iron cobra shifts 3 squares. Attack: +7 vs Fortitude;
Skills Hit: 1d8+4 thunder damage, and the target is dazed (save ends).
Skills Stealth +10 Skills
Str 17 (+6)                Dex 15 (+5)                Wis 13 (+4) Alignment Any        Languages Common
Con 19 (+7)                Int 5 (0)                Cha 12 (+4) Skills Arcana +11
Alignment Unaligned        Languages - Str 10 (+2)      Dex 14 (+4)      Wis 17 (+5)
Con 12 (+3)      Int 18 (+6)      Cha 12 (+3)
Published in Monster Manual, page(s) 157, Dungeon Magazine 169, Equipment: robes, quarterstaff , wand implement .
page(s) 24, FR1 Scepter Tower of Spellgard, page(s) 22, HS2 Orcs of
Stonefang Pass, page(s) 11, Dungeon Magazine 210. Published in Monster Manual, page(s) 163, Dungeon Magazine 155,
page(s) 35, 79, Dungeon Magazine 158, page(s) 10, FR1 Scepter
Tower of Spellgard, page(s) 46, 49, H3 Pyramid of Shadows, page(s)
5.

Iron Cobra 1 Iron Cobra 1 Human Mage Human Mage

Iron Cobra 2 Iron Cobra 2 Human Mage 1 Human Mage 1

Iron Cobra 3 Iron Cobra 3 Human Mage 2 Human Mage 2


Reptile Kingdoms: Level 24 Encounter
Yuan-ti Anathema Level 21 Elite Giant Mummy Level 21 Brute
Skirmisher
Huge natural magical beast XP 6400 Large natural humanoid XP 3200
(reptile) (undead)
Initiative +18        Senses Perception +17 Initiative +12        Senses Perception +16; Darkvision
HP 412; Bloodied 206 HP 240; Bloodied 120 ; see also dust of death
AC 37; Fortitude 39, Reflex 35, Will 35 AC 33; Fortitude 34, Reflex 30, Will 31 ; see also despair above
Resist 20 poison Immune disease, poison; Resist 10 necrotic; Vulnerable 10 fire
Saving Throws +2 Speed 8 Action Points 1 Speed 6
Standard Actions Traits
Slam Reach 3; (standard, at-will) Poison Despair (Fear)
Attack: +26 vs AC; An enemy takes a -2 penalty on attack rolls against the giant
Hit: 2d6+7 damage, and ongoing 10 poison damage (save ends). mummy until it damages the giant mummy.
Double Attack (standard, at-will) Poison Regeneration 10
The yuan-ti anathema makes two slam attacks, each against a (if the giant mummy takes radiant damage, regeneration doesn’t
different target. function on its next turn)
Standard Actions
Bite Reach 3; (standard, at-will) Poison
Attack: +26 vs AC; Rotting Slam (standard, at-will) Disease, Necrotic
Hit: 2d8+7 damage, and the yuan-ti anathema makes a secondary Attack: +24 vs AC;
attack against the same target. Hit: 3d8+6 necrotic damage, and the target contracts mummy rot.
Secondary Attack +24 vs Fortitude; the target takes ongoing 15 Triggered Actions
poison damage and a -4 penalty to attack rolls (save ends both). Dust of Blinding Death close burst 2; (at-will) Acid
Trample (standard, at-will) Trigger: when first bloodied and again when reduced to 0 hit points
The yuan-ti anathema can move up to its speed and enter enemies’ The giant mummy releases a cloud of corrosive dust
spaces. This movement provokes opportunity attacks, and the Attack: +22 vs Fortitude;
anathema must end its move in an unoccupied space. When it Hit: 1d8+7 acid damage, and the target takes ongoing 10 acid
enters an enemy’s space, the anathema makes a trample attack; damage and is blinded (save ends both).
Attack: +24 vs Reflex; Skills
Hit: 2d6+7 damage, and the target is knocked prone. Alignment Unaligned        Languages Giant
Horde of Snakes Close burst 1; (standard, recharges when the Str 22 (+16)      Dex 14 (+12)      Wis 12 (+11)
yuan-ti anathema uses swarm of snakes) Poison Con 24 (+17)      Int 6 (+8)      Cha 16 (+13)
Attack: +26 vs Fortitude;
Hit: 2d4+6 damage, and ongoing 10 poison damage (save ends).
Move Actions Published in Monster Manual, page(s) 193, Draconomicon: Metallic
Swarm of Snakes (move; at-will) Dragons, page(s) 142, P2 Demon Queen Enclave, page(s) 58.
The yuan-ti anathema collapses into hundreds of snakes, which
shift up to 8 squares away and then reform as the anathema in an
unoccupied space. The anathema ignores difficult terrain while
moving in this fashion.
Skills
Alignment Evil        Languages Draconic
Str 25 (+17)      Dex 23 (+16)      Wis 15 (+12)
Con 30 (+20)      Int 5 (+7)      Cha 22 (+16)

Published in Monster Manual, page(s) 271.


Yuan Ti Anathema Yuan Ti Anathema

Giant Mummy Giant Mummy

Reptile Kingdoms: Level 31 Encounter


Dark Naga Level 21 Elite
Controller
Large immortal magical beast XP 6400
(reptile)
HP 404; Bloodied 202 Initiative +14
AC 36, Fortitude 32, Reflex 31, Will 34 Perception+21
Speed 8 Darkvision
Saving Throws +2; Action Points 1

Standard Actions
Tail Sting (poison) At-Will
Attack: Melee 2 (one creature); +26 vs. AC
Hit: 4d6 + 15 poison damage (or 6d6 + 15 poison damage if the
target is dazed) and the target is slowed (save ends).
Psychic Miasma (psychic) Recharge
Attack: Close burst 3 (creatures in the burst); +24 vs. Will
Hit: 4d6 + 10 psychic damage, and the target is dazed (save ends).
    First Failed Saving Throw: The target is instead stunned (save
ends).
Minor Actions
Lure (charm) At-Will
Attack: Close burst 5 (enemies in the burst); +24 vs. Will
Hit: The target is dazed until the end of its next turn, and the naga
can pull the target 1 square.
Skills
Skills History +22, Insight +21, Stealth +19
Str 26 (+18)                Dex 18 (+14)                Wis 22 (+16)
Con 26 (+18)                Int 24 (+17)                Cha 30 (+20)
Alignment Evil        Languages Supernal

Update (11/16/2011) Updated in Dungeon 195.


Published in Monster Manual, page(s) 194, Dungeon Magazine 170,
page(s) 31, E1 Death's Reach, page(s) 36, Dungeon Magazine 195,
Dungeon Magazine 215.
Dark Naga Dark Naga
Thay Encounter Groups p275
Battle Wight Level 9 Soldier Gnoll Claw Fighter Level 6 Skirmisher

Medium natural humanoid XP 400 Medium natural humanoid XP 250


(undead)
HP 98; Bloodied 49 Initiative +7 HP 70; Bloodied 35 Initiative +7
AC 25, Fortitude 22, Reflex 18, Will 22 Perception+3 AC 20, Fortitude 18, Reflex 16, Will 15 Perception+6
Speed 5 Darkvision Speed 8 Low-light vision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Standard Actions Traits


Soul-Draining Longsword (necrotic, weapon) At-Will Pack Attack
Attack: Melee 1 (one creature); +14 vs. AC The claw fighter’s attacks deal 5 extra damage to any enemy that
Hit: 1d8 + 5 necrotic damage, the target loses a healing surge, and has two or more of the claw fighter’s allies adjacent to it.
it is immobilized until the end of the wight's next turn. Standard Actions
Soul Reaping (healing, necrotic) Recharge Claw At-Will
Attack: Ranged 5 (one immobilized creature); +12 vs. Fortitude Attack: Melee 1 (one creature); +11 vs. AC
Hit: 3d8 + 9 necrotic damage, and the wight regains 10 hit points. Hit: 2d6 + 7 damage, or 2d6 + 9 while bloodied.
Skills Clawing Charge At-Will
Skills Intimidate +14 Effect: When it charges, the claw fighter uses claw twice against a
Str 20 (+9)                Dex 13 (+5)                Wis 9 (+3) single target.
Con 18 (+8)                Int 12 (+5)                Cha 20 (+9)
Mobile Melee Attack At-Will
Alignment Evil        Languages Common
Effect: The claw fighter can move up to 4 squares and use claw at
Equipment: heavy shield , longsword , plate armor .
any point during that movement. The claw fighter does not
provoke opportunity attacks when moving away from the target of
Update (2/15/2012)
its attack.
Changed in December 2011 updates.
Published in Dungeon Master's Guide 2, page(s) 213, Monster Skills
Manual, page(s) 262, Underdark, page(s) 122, Dungeon Delve, Skills Intimidate +6
page(s) 70, H3 Pyramid of Shadows, page(s) 52, Dungeon Magazine Str 19 (+7)                Dex 15 (+5)                Wis 12 (+4)
191, Dungeon Magazine 218, Dungeon Magazine 221. Con 14 (+5)                Int 9 (+2)                Cha 7 (+1)
Alignment Chaotic evil        Languages Abyssal, Common
Equipment: leather armor .

Update (4/29/2013) Updated in Dungeon 212.


Published in Monster Manual, page(s) 132, Dungeon Delve, page(s)
30, Dungeon Magazine 158, page(s) 44, Dungeon Magazine 212.

Battle Wight 1 Battle Wight 1 Gnoll Claw Fighter Gnoll Claw Fighter
1 1

Battle Wight 2 Battle Wight 2 Gnoll Claw Fighter Gnoll Claw Fighter
2 2

Battle Wight 3 Battle Wight 3 Gnoll Claw Fighter Gnoll Claw Fighter
3 3
Tiefling Heretic Level 6 Artillery

Medium natural humanoid XP 250

HP 60; Bloodied 30 Initiative +8


AC 20, Fortitude 17, Reflex 18, Will 18 Perception+6
Tiefling Heretic 1 Tiefling Heretic 1
Speed 6 Low-light vision
Resist 11 fire

Standard Actions
Dagger (weapon) At-Will
Attack: Melee 1 (one creature); +11 vs. AC, or +12 vs. AC if the Tiefling Heretic 2 Tiefling Heretic 2
target is bloodied
Hit: 2d4 + 9 damage.
Balefire (fire) At-Will
Attack: Ranged 10 (one creature); +11 vs. Reflex, or +12 vs. Reflex if
the target is bloodied
Hit: 1d8 + 5 fire damage, and ongoing 5 fire damage (save ends).
Tiefling Heretic 3 Tiefling Heretic 3
Serpent Curse (illusion, psychic) Encounter
Attack: Ranged 10 (one creature); +11 vs. Will, or +12 vs. Will if the
target is bloodied
Hit: 1d6 + 8 psychic damage, and ongoing 10 psychic damage (save
ends).
Triggered Actions
Infernal Wrath (fire) Encounter
Trigger: An enemy within 10 squares of the heretic hits it with an
attack.
Effect (Free Action): The triggering enemy takes 1d6 + 5 fire
damage.
Cloak of Escape (teleportation) At-Will
Trigger: A melee attack hits the heretic.
Effect (Immediate Reaction): The heretic teleports up to 5 squares.
Skills
Skills Bluff +13, Insight +11, Stealth +13
Str 15 (+5)                Dex 20 (+8)                Wis 16 (+6)
Con 18 (+7)                Int 13 (+4)                Cha 20 (+8)
Alignment Any        Languages Common
Equipment: dagger .

Published in Monster Manual, page(s) 250, Dungeon Magazine 155,


page(s) 82, 83, H2 Thunderspire Labyrinth, page(s) 28, Dungeon
Magazine 204.
Boneclaw Level 14 Soldier Sword Wraith Level 17
Lurker
Large shadow animate XP 1,000 Medium shadow humanoid XP 1600
(undead)
This large skeletal humanoid's clawlike fingers are at least two feet long. HP 90; Bloodied 45 Initiative +19
Worse, the slender, knife-sharp claws contract and extend in length from AC 30, Fortitude 29, Reflex 30, Will 31 Perception+14
moment to moment, sometimes instantly reaching a length of 10 or more Speed 0, fly 8 (hover); phasing Darkvision
feet, before slowly contracting. Immune disease, poison; Resist 20 necrotic, insubstantial; Vulnerable
Initiative +15 Senses Perception +13; darkvision 10 radiant
HP 136; Bloodied 68
AC 30; Fortitude 24; Reflex 27; Will 25 Traits
Immune disease; poison; Resist 20 necrotic; Vulnerable 5 radiant Combat Advantage (necrotic)
Speed 8 The sword wraith deals 2d6 extra necrotic damage against any creature
granting combat advantage to it.
Traits
Regeneration (healing)
Relentless Opportunist The sword wraith regains 10 hit points whenever it starts its turn and has
If the boneclaw hits with an opportunity attack, it makes another at least 1 hit point. If the sword wraith takes radiant damage, its
opportunity attack against the same target the next time it regeneration doesn’t function until the end of its next turn.
provokes during its current turn. Spawn Wraith
Threatening Reach Any humanoid killed by the sword wraith rises as a free-willed sword
wraith at the start of its creator’s next turn, appearing in the space
A Boneclaw can make opportunity attacks against all enemies
where it died, or in the nearest unoccupied space if that space is
within its reach (3 squares). occupied. Raising the slain creature (using a Raise Dead ritual) does not
Standard Actions destroy the spawned wraith.
Claw Reach 3 (standard; at-will) Standard Actions
Attack: +20 vs AC; Shadow Sword (necrotic) At-Will
Hit: 1d12 + 6 damage Attack: Melee 5 (one creature); +20 vs. Reflex
Triggered Actions Hit: 2d8 + 7 necrotic damage, and the target is weakened (save ends).
Move Actions
Necrotic Pulse Close burst 10; (free, encounter) • Healing, Shadow Glide Encounter
Necrotic Effect: The wraith shifts 6 squares.
Trigger: when first bloodied; Triggered Actions
Effect: Undead allies in the burst regain 10 hit points, and enemies Death Strike (necrotic)
in the burst take 10 necrotic damage. Trigger: The wraith drops to 0 hit points.
Skills Effect (No Action): The wraith shifts 4 squares and makes a melee basic
Alignment Evil Languages Common attack, dealing 2d8 extra necrotic damage on a hit.
Skills
Skills Intimidate +16, Stealth +18
Skills Stealth +20
Str 17 (+10) Dex 23 (+13) Wis 12 (+8) Str 14 (+10)                Dex 24 (+15)                Wis 12 (+9)
Con 16 (+10) Int 10 (+7) Cha 18 (+11) Con 18 (+12)                Int 11 (+8)                Cha 24 (+15)
Alignment Chaotic evil        Languages Common

Published in Monster Manual, page(s) 267, Draconomicon: Chromatic


Dragons, page(s) 125, Open Grave, page(s) 98, Dungeon Delve, page(s) 123,
Dungeon Magazine 163, page(s) 88, Revenge of the Giants, page(s) 75, P2
Demon Queen Enclave, page(s) 25, 50, P3 Assault on Nightwyrm Fortress,
page(s) 7, Tomb of Horrors, page(s) 63.

Boneclaw 1 Boneclaw 1 Sword Wraith 1 Sword Wraith 1

Boneclaw 2 Boneclaw 2 Sword Wraith 2 Sword Wraith 2

Boneclaw 3 Boneclaw 3 Sword Wraith 3 Sword Wraith 3


Horde Ghoul Level 13 Minion

Medium natural humanoid XP 200

Initiative +12 Senses Perception +8; darkvision


HP 1; a missed attack never damages a minion.
AC 25; Fortitude 22; Reflex 24; Will 20 Horde Ghoul 1 Horde Ghoul 1
Immune disease; poison; Resist 10 necrotic
Speed 8 , Climb 4
Standard Actions
Claws (standard; at-will)
Attack: +16 vs AC;
Hit: 6 damage, and the target is immobilized (save ends) Horde Ghoul 2 Horde Ghoul 2
Skills
Alignment Unaligned Languages Common
Skills Stealth +17
Str 17 (+9) Dex 22 (+12) Wis 14 (+8)
Con 18 (+10) Int 13 (+7) Cha 15 (+8)
Horde Ghoul 3 Horde Ghoul 3

Horde Ghoul 4 Horde Ghoul 4

Lich Vestige Level 26 Minion

Medium natural humanoid XP 2,250

Initiative +14 Senses Perception +19; darkvision


HP 1; a missed attack never damages a minion.
AC 40; Fortitude 36; Reflex 40; Will 38 Lich Vestige 1 Lich Vestige 1
Immune disease; poison; Resist 20 necrotic
Speed 6
Standard Actions
Death’s Touch (standard; at-will) • Necrotic
Attack: +30 vs AC;
Hit: 10 necrotic damage, and the target is weakened (save ends) Lich Vestige 2 Lich Vestige 2
Shadow Ray Ranged 20; (standard; at-will) • Necrotic
Attack: +30 vs Reflex;
Hit: 10 necrotic damage, or 15 necrotic damage if the target is an
arcane power user (such as a wizard)
Orb of Obliteration (standard; encounter) • Fire, Necrotic
Two, three, or four lich vestiges acting on the same initiative count Lich Vestige 3 Lich Vestige 3
can use their standard actions to hurl a single orb of black fire that
detonates on impact.
Make one attack roll:
Attack: Area burst 5 within 10 of one of the lich vestiges; +30 vs
Reflex;
Hit: 5 fire and necrotic damage per lich vestige making the attack, Lich Vestige 4 Lich Vestige 4
and ongoing fire and necrotic damage equal to 5 per lich vestige
making the attack (save ends)
Skills
Alignment Evil Languages Abyssal, Common
Skills Arcana +24
Str 11 (+13) Dex 12 (+14) Wis 13 (+14)
Con 14 (+15) Int 22 (+19) Cha 18 (+17)
Orc Chieftain Level 8 Elite Brute
(Leader)
Medium natural humanoid XP 700

Initiative +6 Senses Perception +5; low-light vision


attacks.
HP 216; Bloodied 108
AC 22; Fortitude 22; Reflex 19; Will 21 Orc Chieftain Orc Chieftain
Saving Throws +2 Speed 5 Action Points 1
Traits
 Blood of the Enemy aura 5;
Bloodied allies in the aura deal an extra 2 damage with melee
Standard Actions
Greataxe (standard; at-will) Orc Chieftain 1 Orc Chieftain 1
Attack: +11 vs AC;
Hit: 1d12 + 5 damage (crit 1d12+17)
Warrior’s Surge (standard, usable only while bloodied;
encounter) • Healing, Weapon
The orc chieftain makes a melee basic attack, spends a healing
surge, and regains 54 hit points Orc Chieftain 2 Orc Chieftain 2
Triggered Actions
Inspire Ferocity Ranged 10; (immediate reaction,
recharge 5 6)
Trigger: when an ally within range drops to 0 hit points;
Effect: the ally makes a melee basic attack
Skills Orc Chieftain 3 Orc Chieftain 3
Alignment Chaotic Evil Languages Common, Giant
Skills Endurance +12, Intimidate +13
Str 20 (+9) Dex 14 (+6) Wis 12 (+5)
Con 18 (+8) Int 10 (+4) Cha 19 (+8)
Equipment Chainmail, Greataxe
Ogre Bludgeoneer Level 16 Minion

Large natural humanoid XP 350

Initiative +9 Senses Perception +9


HP 1; a missed attack never damages a minion.
AC 28; Fortitude 30; Reflex 24; Will 24 Ogre Bludgeoneer Ogre Bludgeoneer
Speed 8 4 4
Standard Actions
Greatclub Reach 2; (standard; at-will) • Weapon
Attack: +19 vs AC;
Hit: 9 damage
Skills Ogre Bludgeoneer Ogre Bludgeoneer
Alignment Chaotic Evil Languages Giant 1 1
Str 23 (+14) Dex 13 (+9) Wis 13 (+9)
Con 25 (+15) Int 4 (+5) Cha 6 (+6)
Equipment Greatclub, Hide Armor

Ogre Bludgeoneer Ogre Bludgeoneer


2 2

Ogre Bludgeoneer Ogre Bludgeoneer


3 3

Ogre Bludgeoneer Ogre Bludgeoneer


5 5

Ogre Bludgeoneer Ogre Bludgeoneer


6 6

Ogre Bludgeoneer Ogre Bludgeoneer


7 7

Ogre Bludgeoneer Ogre Bludgeoneer


8 8
Bugbear Strangler Level 6 Lurker

Medium natural humanoid XP 250

Initiative +11 Senses Perception +5; low-light vision


HP 82; Bloodied 41 Bugbear Strangler Bugbear Strangler
AC 21; Fortitude 18; Reflex 18; Will 16 1 1
Speed 7
Standard Actions
Morningstar (standard; at-will) • Weapon
Attack: +10 vs AC;
Hit: 1d12 + 4 damage Bugbear Strangler Bugbear Strangler
Strangle (standard; sustain standard; at-will) 2 2
Requires combat advantage;
Attack: +9 vs Reflex;
Hit: 1d10 + 4 damage, and the target is grabbed (until escape).
A target trying to escape the grab takes a -4 penalty to the check.
The bugbear strangler can sustain the power as a standard action, Bugbear Strangler Bugbear Strangler
dealing 1d10 + 4 damage and maintaining the grab 3 3
Minor Actions
Predatory Eye (minor; encounter)
The bugbear strangler deals an extra 1d6 damage on the next
attack it makes with combat advantage. It must apply this bonus
before the end of its next turn.
Triggered Actions Bugbear Strangler Bugbear Strangler
Body Shield (immediate interrupt, recharge 4 5 6)
Trigger: when targeted by a melee or a ranged attack against ac or
reflex;
Effect: The bugbear strangler makes its grabbed victim the target
instead. The bugbear strangler can’t use this power to redirect
attacks made by a creature it is currently grabbing.
Skills
Alignment Evil Languages Common, Goblin
Skills Intimidate +10, Stealth +14
Str 18 (+7) Dex 18 (+7) Wis 14 (+5)
Con 16 (+6) Int 10 (+3) Cha 10 (+3)
Equipment Leather Armor, Morningstar

You might also like