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Forgotten Realms Campaign Encounter Groups
Forgotten Realms Campaign Encounter Groups
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
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)
Shadar-Kai Shadar-Kai
Chainfighter 1 Chainfighter 1
Shadar-Kai Shadar-Kai
Chainfighter 2 Chainfighter 2
Shadar-Kai Shadar-Kai
Chainfighter 3 Chainfighter 3
The Five Companies Encounters p256
Halfling Prowler Level 6 Lurker Human Lackey Level 7 Minion
Grimlock Grimlock
Berserker 2 Berserker 2
Grimlock Grimlock
Berserker 3 Berserker 3
War Troll War Troll
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 .
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.
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 .
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
Lich Lich
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
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
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
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.
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
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
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 .