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monster manual ® rolepl ay inggamecorerules mike mearls · stephen schubert · james wyatt
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credits d&d 4th edition design team rob heinsoo andy collins james wyatt d&d 4th edition final development strike team bill slavicsek mike mearls james wyatt monster manual design mike mearls stephen schubert james wyatt monster manual development andy collins mike mearls stephen radney-mcfarland peter schaefer stephen schubert monster manual editing greg bisland jeremy crawford julia martin christopher perkins jennifer clarke wilkes monster manual managing editing christopher perkins additional design and development richard baker greg bilsland logan bonner bart carroll michele carter jennifer clarke wilkes bruce r cordell jeremy crawford jesse decker michael donais robert gutschera gwendolyn f m kestrel peter lee julia martin kim mohan david noonan christopher perkins matthew sernett chris sims ed stark rodney thompson rob watkins steve winter chris youngs director of r&d roleplaying games/book publishing bill slavicsek d&d story design and development manager christopher perkins d&d system design and development manager andy collins d&d senior art director stacy longstreet cover illustrations wayne reynolds front brian hagan back special thanks to brandon daggerhart keeper of shadowfell graphic designers keven smith leon cortez emi tanji additional graphic design karin powell mari kolkowsky shauna wolf narciso ryan sansaver concept artists dave allsop christopher burdett adam gillespie lars grant-west david griffith lee moyer william o connor interior illustrations dave allsop steve argyle daren bader zoltan boros gabor szikszai miguel coimbra stephen crowe jason a engle carl frank lars grant-west david griffith espen grundetjern fred hooper ralph horsley heather hudson michael komarck doug kovacs ron lemen todd lockwood warren mahy izzy medrano raven mimura jorge molina jim nelson william o connor saejin oh steve prescott rk post wayne reynolds richard sardinha marc sasso ron spears chris stevens anne stokes arnie swekel jean pierre targete francis tsai eric vedder adam vehige pete venters franz vohwinkel eva widermann sam wood ben wootten kevin yan james zhang jim zubkavich d&d brand team liz schuh scott rouse sara girard kierin chase martin durham linae foster publishing production specialists angelika lokotz erin dorries moriah scholz christopher tardiff prepress manager jefferson dunlap imaging technicians travis adams bob jordan sven bolen production managers cynda callaway building on the design of previous editions by e gary gygax dave arneson 1st edition and earlier david zeb cook 2nd edition jonathan tweet monte cook skip williams richard baker peter adkison 3rd edition dedicated to the memory of e gary gygax u.s canada asia pacific latin america wizards of the coast inc p.o box 707 renton wa 98057-0707 +1-800-324-6496 european headquarters hasbro uk ltd caswell way newport gwent np9 0yh great britain please keep this address for your records 620-21720720-001 en 987654321 first printing june 2008 isbn 978-0-7869-4852-9 wizards of the coast belgium t hofveld 6d 1702 groot-bijgaarden belgium +32 2 467 3360 dungeons dragons d&d d20 d20 system wizards of the coast player s handbook dungeon master s guide monster manual d&d insider all other wizards of the coast product names and their respective logos are trademarks of wizards of the coast in the u.s.a and other countries all wizards characters character names and the distinctive likenesses thereof are property of wizards of the coast inc this material is protected under the copyright laws of the united states of america any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of wizards of the coast inc any similarity to actual people organizations places or events included herein is purely coincidental printed in the u.s.a ©2008 wizards of the coast inc visit our website a www.wizards.com/dnd t
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contents contents iii monsters a to z 4 aboleth 8 aboleth servitor 9 abomination 10 angel 14 archon 18 azer 22 balhannoth 24 banshrae 25 basilisk 26 bat 27 battlebriar 28 bear 29 beetle 30 behemoth 31 beholder 32 berbalang 34 boar 35 bodak 36 boneclaw 37 bulette 38 cambion 39 carrion crawler 40 chimera 41 choker 42 chuul 43 colossus 44 crocodile 45 cyclops 46 dark one 49 death knight 50 demon 52 destrachan 59 devil 60 devourer 68 displacer beast 70 doppelganger 71 dracolich 72 dragon 74 black dragon 75 blue dragon 77 green dragon 79 red dragon 82 white dragon 84 dragonborn 86 dragonspawn 88 drake 90 drider 93 drow 94 dryad 96 dwarf 97 eidolon 101 eladrin 102 elemental 104 elf 106 ettercap 107 ettin 108 flameskull 109 fomorian 110 foulspawn 112 galeb duhr 114 gargoyle 115 ghost 116 ghoul 118 giant 120 gibbering beast 126 githyanki 128 githzerai 130 gnoll 132 gnome 134 goblin 135 golem 142 gorgon 143 grell 144 grick 145 griffon 146 grimlock 148 guardian 149 hag 150 halfling 152 harpy 154 helmed horror 155 homunculus 156 hook horror 158 horse 159 hound 160 human 162 hydra 164 hyena 166 kobold 167 kruthik 170 kuo-toa 172 lamia 174 larva mage 175 lich 176 lich vestige 176 lizardfolk 178 lycanthrope 180 magma beast 182 manticore 184 marut 185 medusa 186 mind flayer 188 minotaur 190 mummy 192 naga 194 nightmare 196 nightwalker 197 ogre 198 oni 200 ooze 202 orc 203 orcus 206 otyugh 211 owlbear 212 panther 213 purple worm 214 quickling 215 rakshasa 216 rat 219 roc 220 roper 222 rot harbinger 223 sahuagin 224 salamander 226 satyr 228 scorpion 229 shadar-kai 230 shambling mound 232 shifter 233 skeleton 234 skull lord 236 slaad 237 snake 240 sorrowsworn 242 specter 244 sphinx 245 spider 246 stirge 248 swordwing 249 tiefling 250 treant 251 troglodyte 252 troll 254 umber hulk 256 unicorn 257 vampire 258 vampire spawn 259 vine horror 260 warforged 261 wight 262 wolf 264 worg 265 wraith 266 wyvern 268 yuan-ti 269 zombie 274 racial traits 276 glossary 280 monsters by level 284
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monsters a to chapter title z welcome to the monster manual it joins the player s handbook and dungeon master s guide to form the core rules for the dungeons dragons roleplaying game the monster manual offers a rich collection of monsters designed to challenge player characters pcs of every level this introduction explains how to read each monster s statistics refer to the glossary on pages 280283 for definitions of common terms that are not spelled out in a monster s statistics block lists of monsters by level and role appear on pages 284287 to assist you in tailoring encounters to the level and abilities of the player characters a monster s statistics are presented in a format that makes them easy to use right off the page each statistics block is divided into sections as shown in the example below monster name level role size origin type keyword xp initiative senses perception special senses aura name keyword aura effect hp bloodied ac fortitude reflex will saving throws speed action points [type power name action recharge keywords reach range area or targets attack bonus vs target defense effect miss effect if any secondary attack or effect [type power name action recharge keywords reach range area or targets attack bonus vs target defense effect miss effect if any secondary attack or effect alignment languages skills skill name skill name str score dex score wis score con score int score cha score equipment armor shield weapons other gear monster name every monster has a unique name related monsters can have similar names such as the hobgoblin soldier and the hobgoblin archer level and role the level of the monster and the role it fills are given in the top right-hand corner of the statistics block the dungeon master s guide explains more about monster level and role and how to build encounters using them level michael ko marcka monster s level summarizes how tough it is in an encounter it determines most of the monster s numerical statistics as well as the experience point xp award the pcs earn for defeating the monster 4
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role a monster s role describes its preferred combat tactics much as a character class s role suggests tactics for pcs monster roles are artillery brute controller lurker skirmisher and soldier these roles are discussed in the dungeon master s guide a monster might have the leader keyword in parentheses indicating that it grants some sort of boon to its allies in combat such as a beneficial aura if the monster s name doesn t include its race the race is added after the monster s type and keywords for example the snaketongue assassin is categorized as a medium natural humanoid shapechanger human experience points xp this entry gives the experience point award for defeating the monster size origin and type each monster has a size origin and type listed in that order some monsters also have one or more keywords in parentheses senses every monster has a perception check modifier some monsters also have special senses that allow them to detect enemies in unusual situations such as darkvision or tremorsense these are defined in the glossary size a monster s size determines the space it occupies as well as its reach monster size tiny small medium large huge gargantuan space 1×1 1×1 2×2 3×3 4 × 4 or larger reach 0 1 1 1 long or 2 tall 2 long or 3 tall 3 long or 4 tall initiative the monster s initiative modifier appears here aura an aura is a passive ability that takes effect when another creature comes within a certain distance of the monster not all monsters have auras for more information on auras see the glossary space this is the number of squares the creature occupies on the battle grid tiny creatures have no space entry because they work a little differently four tiny creatures can fit in a single square reach large huge and gargantuan creatures often have exceptional reach and can attack enemies that are not adjacent to them a creature s reach depends in part on whether it has a tall form standing upright or a long form that is oriented lengthwise tall creatures often reach farther than long ones a creature s reach is built into its melee powers a tiny creature has 0 reach it cannot attack outside its own space a creature with reach greater than 1 still can t make opportunity attacks against nonadjacent creatures unless it has threatening reach see page 283 hit points hp damage a monster takes is subtracted from its hit points hp the monster s total hit points bloodied half the monster s total hit points if the monster s current hit points are equal to or less than this value the monster is considered bloodied defenses this line of the monster s statistics block lists the monster s armor class ac and its fortitude reflex and will defenses immune/resist vulnerable this line appears if certain attacks have reduced or increased effects against the monster origin a monster s origin summarizes its place in the d&d cosmology origins are aberrant elemental fey immortal natural and shadow these terms are defined in the glossary saving throws if the monster has a bonus to saving throws that entry appears above its speed entry type a creature s type summarizes some basic things about its appearance and behavior types are animate beast humanoid and magical beast these terms are defined in the glossary speed this is the number of squares the monster can move with a single move action alternative movement modes such as fly climb or swim are listed as well keywords some monsters have keywords that further define them these keywords represent groups of monsters such as angel demon devil dragon and undead others indicate that a creature is made up of or strongly linked to a certain type of elemental force air cold earth fire or water monsters can have more than one keyword action points elite and solo monsters have action points they can use to take extra actions just as pcs do if a monster has action points it is noted here unlike pcs a monster can spend more than one action point in a single encounter but like pcs they can t spend one in a surprise round 6
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attack powers attack powers are presented so that basic attacks appear first followed by the monster s other powers target defense an attack targets ac fortitude reflex or will powers that grant a benefit to allies do not attack a defense type each power has an icon that indicates what type of attack it is melee m ranged r close c or area a basic attack the first attack presented is always the monster s basic attack usually a melee attack some monsters have several basic attacks a basic attack has a circle around its icon melee basic attack m or ranged basic attack r monsters use their basic attacks when making opportunity attacks or when using powers that allow a basic attack effect this section describes what happens if the attack hits the most common result of a hit is damage which occurs instantaneously many powers also produce conditions or ongoing damage these effects might end when the affected creature makes a successful saving throw save ends or have a stated duration typical durations are until the end of the attacking creature s next turn or until the end of the encounter some powers deal damage that combine two or more damage types the target must have resistance or immunity to all of the specified damage types to reduce or ignore the damage action this states the kind of action required to use the power standard move minor immediate interrupt immediate reaction or free most immediate actions trigger on a specific event which is described following the action type some powers especially secondary effects that trigger when the main power hits do not have an action type they take place as part of the action required for the main attack or they simply occur in response to a trigger sustain the monster can sustain the power s effect until the start of its next turn usually as a standard or minor action if the power requires an attack roll the attack must succeed before the monster can sustain the power miss sometimes a power has a reduced effect on a miss this is stated after the main effect secondary attack/aftereffect sometimes when a power hits it triggers a secondary attack a few powers have effects that grow worse each time a saving throw is failed or that have lingering aftereffects even after a successful saving throw such effects work the same way as those produced by pcs powers see the combat chapter of the player s handbook for more information recharge some powers can only be used once in a given encounter others recharge during the encounter allowing the monster to use them again at-will the monster can use an at-will power as often as it wants encounter the power can be used once per encounter and recharges after a short rest daily the power can be used only once per day and recharges after an extended rest recharge the power has a random chance of recharging during each round of combat at the start of the monster s turn roll 1d6 if the roll is one of the die results shown the power is recharged and the monster can use it again that turn the power also recharges after a short rest recharges when the power recharges under a specific circumstance such as when the monster is first bloodied when it bloodies a foe and so forth the power also recharges after a short rest alignment a monster s alignment is not rigid and exceptions can exist to the general rule any the monster can be of any alignment unaligned the monster has no alignment skills this line shows only trained skills or skills in which the monster has a racial bonus a monster s perception score appears elsewhere in its statistics and isn t repeated here ability scores this section shows the monster s six ability scores presented so that each vertical pair contributes to one of the three defenses fortitude reflex and will following each score in parentheses is the adjusted ability score modifier including one-half the monster s level which is useful whenever the monster needs to make an untrained skill check or an ability check keywords certain powers have one or more keywords monsters and characters might have a special immunity resistance or vulnerability to attacks with a particular keyword such as fire or poison attack power keywords are described in the glossary healing surges monsters like pcs have healing surges however few monsters have a power that lets them spend a healing surge the number of healing surges a monster has is based on its level 110 1 healing surge 1120 2 healing surges 21 or higher 3 healing surges because they rarely come into play healing surges are not included in a monster s stat block reach if the monster has an unusual reach its melee attack entries include a reach number range area or targets ranged close and area attacks specify a range and area of effect in squares any kind of attack power might specify targets attack bonus this is the modifier to the d20 die roll when the monster attacks some powers are automatic hits monsters tat istics 7
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aboleth aboleths are hulking amphibious creatures that hail from the far realm a distant and unfathomable plane they live in the underdark swimming through drowned crannies or creeping through lightless tunnels and leaving trails of slimy mucus in their wake malevolent and vile aboleths bend humanoid creatures to their will and more powerful aboleths can transform their minions into slimy horrors aboleth slime mage tactics an aboleth slime mage prefers to have its underlings fight for it when pressed into combat it relies on its mucus haze to keep opponents away while it blasts them with ranged attacks it uses slime orb and slime burst to slow its enemies approach and tries to dominate one of them as soon as possible aboleth overseer level 18 elite controller leader aboleth lasher level 17 brute large aberrant magical beast aquatic xp 1,600 initiative +11 senses perception +14 darkvision mucus haze aura 5 enemies treat the area within the aura as difficult terrain hp 200 bloodied 100 ac 29 fortitude 27 reflex 25 will 25 speed 5 swim 10 m tentacle standard at-will reach 2 +20 vs ac 2d8 8 damage 4d8 8 damage against a dazed target and the target is dazed save ends combat advantage an aboleth lasher makes an extra tentacle attack against any enemy it has combat advantage against alignment evil languages deep speech telepathy 20 skills arcana +19 dungeoneering +19 insight +19 str 26 16 dex 16 11 wis 22 14 con 20 13 int 23 14 cha 17 11 aboleth lasher tactics the aboleth lasher relies on its mucus haze to hinder its opponents movement while simultaneously using it to gain combat advantage with its allies once it covers an enemy with slime it uses its tentacles to flay the hapless creature to death aboleth slime mage level 17 artillery leader large aberrant magical beast aquatic xp 1,600 initiative +11 senses perception +15 darkvision mucus haze aura 5 enemies treat the area within the aura as difficult terrain hp 128 bloodied 64 ac 31 fortitude 28 reflex 28 will 29 speed 5 swim 10 m tentacle standard at-will reach 2 +19 vs ac 1d8 6 damage 3d8 6 damage against a dazed target and the target is dazed save ends r slime orb standard at-will psychic ranged 10 +22 vs reflex 2d8 7 psychic damage and the target is slowed save ends r dominate standard at-will charm ranged 10 targets a dazed humanoid +20 vs will the target is dominated save ends an aboleth slime mage can dominate only one creature at a time a slime burst standard encounter psychic area burst 4 within 10 targets enemies +17 vs reflex 2d8 7 psychic damage and the target is immobilized save ends aftereffect the target is slowed save ends alignment evil languages deep speech telepathy 20 skills arcana +19 dungeoneering +20 insight +20 str 23 14 dex 16 11 wis 25 15 con 20 13 int 23 14 cha 20 13 large aberrant magical beast aquatic xp 4,000 initiative +12 senses perception +16 darkvision mucus haze aura 5 enemies treat the area within the aura as difficult terrain hp 348 bloodied 174 ac 35 fortitude 33 reflex 31 will 33 saving throws +2 speed 5 swim 10 action points 1 m tentacle standard at-will reach 2 +22 vs ac 1d8 8 damage 3d8 8 damage against a dazed target and the target is dazed save ends c psychic slime standard encounter recharges when first bloodied psychic close burst 10 targets enemies +20 vs will 2d8 8 psychic damage and the target is dazed save ends r dominate standard at-will charm ranged 10 targets a dazed humanoid +20 vs will the target is dominated save ends an aboleth overseer can dominate only one creature at a time r enslave standard at-will charm psychic ranged 5 targets a dominated creature +20 vs will 6d8 8 psychic damage a target reduced to 0 hit points or fewer by this attack doesn t die but becomes enslaved in preparation for the aboleth servitor ritual enslaved targets are dominated and only the death of the overseer can end this domination once a creature is enslaved an aboleth overseer is free to dominate other creatures invisibility minor encounter illusion the aboleth overseer and one ally within 10 squares of it turn invisible until the end of the aboleth overseer s next turn alignment evil languages deep speech telepathy 20 skills arcana +20 dungeoneering +21 insight +21 str 26 17 dex 16 12 wis 25 16 con 22 15 int 23 15 cha 22 15 aboleth overseer tactics an aboleth overseer uses psychic slime to hinder its enemies and then selects a target to dominate preferably one that is greatly injured so that it can use its enslave ability on the creature the overseer then forces the enslaved creature to fight its former allies while it attempts to dominate others aboleth lore a character knows the following information with a successful dungeoneering check dc 20 aboleths lair in the deepest reaches of the underdark having slipped into the world from the far realm however lone aboleths can be found closer to the world s surface haunting ruins deep lakes and old temples without hope or want of companionship in many of these places kuo-toas serve them dc 25 aboleths communicate via telepathy they can speak and understand deep speech 8
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an aboleth overseer and its aboleth servitors dc 30 sometimes aboleths live together as a brood or even in a collection of broods aboleth overseers also populate their lairs with humanoids that they ve enslaved and transformed into slimy minions aboleth servitor tactics the servitor remains within 10 squares of its aboleth master and exists only to protect its master from harm encounter groups aboleth servitor a humanoid is transformed into an aboleth servitor by way of a ritual when a creature transforms into an aboleth servitor its skin becomes a clear slimy membrane that allows it to swim and breathe in water kuo-toas serve aboleths willingly but powerful aboleths also fashion servitors from dominated and defeated foes level 17 encounter xp 7,950 1 aboleth slime mage level 17 artillery 2 aboleth lashers level 17 brute 9 kuo-toa guards level 16 minion level 18 encounter xp 10,200 1 aboleth overseer level 18 controller 1 nabassu gargoyle level 18 lurker 1 savage minotaur level 16 brute 8 aboleth servitors level 16 minion aboleth servitor level 16 minion medium aberrant humanoid aquatic xp 350 initiative +10 senses perception +8 darkvision hp 1 a missed attack never damages a minion ac 30 fortitude 28 reflex 23 will 21 speed 6 swim 6 m slam standard at-will +19 vs ac 7 damage aboleth devotion an aboleth servitor gains a +2 bonus to attack rolls against enemies in an aboleth s mucus haze aura if an aboleth servitor is ever more than 10 squares from its aboleth master the servitor becomes dazed weakened and immobilized until its master moves within 10 squares of it alignment unaligned languages common str 24 15 dex 15 10 wis 10 8 con 20 13 int 10 8 cha 10 8 fr ancis tsai abol et h 9
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abomination abominations are living weapons that were created during the ancient cosmic war between the gods and the primordials some of these creations were enormous others small some were singular beings of terrific power while others were legion a few abominations stand apart as failed or incomplete divine experiments that have either been locked away or forgotten astral stalker devious and battle-hungry hunters astral stalkers savor challenge and renown many of them serve as assassins and bounty hunters and an astral stalker might pursue its quarry simply to test its mettle against a worthy foe astral stalker level 22 elite lurker medium immortal humanoid xp 8,300 initiative +23 senses perception +18 blindsight 10 hp 314 bloodied 157 ac 38 fortitude 32 reflex 38 will 32 saving throws +2 speed 10 climb 6 action points 1 m claw standard at-will +27 vs ac 2d6 8 damage and the astral stalker can choose to designate the target as its quarry see stalker s quarry r throat dart standard at-will poison ranged 5/10 +29 vs ac 1d10 8 damage and the target takes ongoing 5 poison damage and is slowed save ends both first failed save the target is immobilized instead of slowed save ends second failed save the target is stunned instead of immobilized save ends m quick claws standard at-will against a slowed or an immobilized target the astral stalker makes two claw attacks combat advantage the astral stalker s melee attacks deal an extra 2d6 damage against any target it has combat advantage against invisibility standard at-will illusion the astral stalker turns invisible until it attacks stalker s quarry minor at-will the astral stalker knows the exact location of a creature it has designated as its quarry the astral stalker can have only one quarry at a time but the power works across any distance and even crosses planar boundaries alignment evil languages supernal skills stealth +24 str 22 17 dex 26 19 wis 15 13 con 19 15 int 8 10 cha 10 11 astral stalker lore a character knows the following information with a successful religion check dc 25 although created as instruments of the gods in their war against the primordials astral stalkers survive still they re now a race unto themselves inhabiting the astral sea astral stalkers gather in small tribes and leadership of a tribe falls to the astral stalker with the best hunting trophies encounter groups astral stalkers often hunt in pairs or small groups if they seek particularly elusive game they have also been known to sell their services to other beings level 22 encounter xp 21,400 1 astral stalker level 22 elite lurker 2 war devils level 22 brute 6 legion devil legionnaires level 21 minion atropal atropals are calamitous beings scorned by life they now exist only to bring destruction and despair to everything around them atropal lore a character knows the following information with a successful religion check dc 25 atropals are unfinished godlings that had enough of a divine spark to rise as undead a few atropals roam freely across the planes while others are sealed away in separate realms or buried beneath the ruins of dead civilizations astral stalker tactics an astral stalker relies on its invisibility and stealth to catch prey by surprise it has poisonous bone darts in its throat that it can eject with deadly accuracy it uses these darts to disorient and incapacitate enemies once one or more foes are slowed or immobilized the stalker lunges into melee and uses its quick claws ability against its chosen quarry if its quarry shakes off the darts debilitating effects the stalker retreats and turns invisible again returning to ranged attacks and repeating the same strategy encounter groups way nereynolds an atropal gathers undead to it and might have a squad of abyssal ghouls or vampire spawn at its disposal vampire lords liches and dracoliches all have reason to value an atropal ally 10
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level 28 encounter xp 70,000 1 atropal level 28 elite brute 2 sorrowsworn reapers level 27 soldier 2 shadowraven swarms level 27 brute atropal level 28 elite brute large immortal magical beast undead xp 26,000 initiative +18 senses perception +20 darkvision shroud of death necrotic aura 5 at the beginning of the atropal s turn undead allies within the aura regain 20 hit points and living creatures in the aura take 10 necrotic damage radiant damage to the atropal ends its shroud of death the atropal can restore the aura as a minor action hp 634 bloodied 317 ac 42 fortitude 42 reflex 37 will 40 immune disease necrotic poison vulnerable 10 radiant saving throws +2 speed fly 9 hover action points 1 see also atropos burst m necrotizing touch standard at-will necrotic reach 2 +29 vs reflex 2d10 10 damage and the target takes ongoing 15 necrotic damage and a 2 penalty to attack rolls and the target loses any resistance or immunity to necrotic damage save ends all c atropos burst standard encounter recharges when a living creature drops to 0 hit points within the atropal s aura necrotic close burst 5 +27 vs reflex 4d8 5 necrotic damage and the target loses 1 healing surge the atropal gains 1 action point if it hits any creatures with atropos burst alignment evil languages supernal skills insight +25 religion +19 str 30 24 dex 18 18 wis 22 20 con 27 22 int 10 14 cha 20 19 atropal tactics an atropal floats toward living creatures and tries to envelop as many of them as it can with its shroud of death aura it relies on its hit points and speed to outlast and outmaneuver its opponents once surrounded it uses atropos burst and then spends an action point to make a necrotizing touch against the most wounded creature it continues to attack this foe with its necrotizing touch hoping to slay the creature and recharge its atropos burst blood fiend vicious bloodthirsty predators blood fiends have a countenance so terrifying that they can stop other creatures in their tracks with a baleful glare they have keen senses and hunt anything for food or sport blood fiend lore a character knows the following information with a successful arcana check dc 25 blood fiends are feral killers that feed on the blood of living creatures although they originated in the elemental chaos they can be found just about any place where living prey is plentiful encounter groups dav eallsop blood fiends travel in packs they also find common ground with mighty elementals such as efreets and demons and forces of death such as death giants abomin at i o n 11
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level 23 encounter xp 25,500 3 blood fiends level 23 soldier 1 efreet cinderlord level 23 artillery 1 efreet flamestrider level 23 skirmisher blood fiend level 23 soldier medium elemental humanoid xp 5,100 initiative +21 senses perception +23 darkvision hp 220 bloodied 110 ac 41 fortitude 36 reflex 34 will 32 immune fear speed 8 fly 10 m claws standard at-will +28 vs ac 2d8 10 damage m bloodthirsty bite standard at-will healing requires combat advantage +28 vs ac 1d8 10 damage and the target is grabbed and takes ongoing 10 damage until escape also the blood fiend regains 10 hit points c terror gaze minor at-will fear close blast 3 +24 vs will the target is immobilized save ends combat advantage the blood fiend gains combat advantage against any living bloodied enemy alignment chaotic evil languages primordial skills intimidate +24 str 30 21 dex 26 19 wis 24 18 con 28 20 int 22 17 cha 27 19 blood fiend tactics a blood fiend uses its terror gaze at the beginning of each round attempting to immobilize foes it then turns its attention to a weak foe tearing it to pieces with its sharp talons the creature relentlessly attacks one foe until its prey is dead and it can select a new target blood fiends are fearless adversaries and do not flee under any circumstances phane phanes can manipulate time which they use to sow chaos among mortals occasionally they form pacts with powerful beings that share their destructive propensities consisting of coalescent mist this creature has the lower body of a hunting cat and the torso arms and head of a humanoid the air ripples around the creature and though it moves with feline grace it seems as though it can barely hold itself together phane tactics a phane uses its great speed to stay out of range of opponents while targeting them with wizening ray if forced into close combat a phane uses either its temporal touch or wizening tempest to slow or stun enemies so it can withdraw safely and attack from a distance phane lore a character knows the following information with a successful religion check dc 25 phanes are native to the astral sea but they are found throughout the cosmos walking the space between moments ever on the hunt for prey encounter groups phanes aren t choosy about their allies legend tells of them working with sorrowsworn nightwalkers powerful demons and devils and mighty fey level 26 encounter xp 46,000 1 phane level 26 elite controller 2 sorrowsworn soulrippers level 25 skirmisher 2 dread wraiths level 25 lurker 12 chrisstevensandkevin ya n izzymedrano
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phane level 26 elite controller large immortal magical beast xp 18,000 initiative +23 senses perception +25 darkvision hp 478 bloodied 239 ac 41 fortitude 38 reflex 41 will 38 resist insubstantial saving throws +2 speed 10 fly 10 action points 1 m temporal touch standard at-will reach 2 +29 vs reflex 2d8 10 damage and the target is slowed until the end of the phane s next turn the phane shifts 4 squares before or after making this attack r wizening ray standard at-will ranged 10 +29 vs fortitude 2d6 9 damage and the target is dazed and weakened save ends both aftereffect the target is weakened save ends the target appears elderly until the eff ects of the wizening ray end c wizening tempest standard usable only while the phane is bloodied at-will close burst 1 phanes are immune +29 vs fortitude 2d6 10 damage and the target is stunned save ends aftereffect the target is dazed and weakened save ends both the target appears elderly until the effects of the wizening tempest end temporal fugue minor at-will by moving backward and forward in time a phane can remove one effect afflicting it alignment unaligned languages supernal str 24 20 dex 30 23 wis 25 20 con 23 19 int 28 22 cha 22 19 ing bite and tail slap until bloodied then using frenzy not one to conserve its power the tarrasque spends its action points in the opening rounds of combat to make additional attacks tarrasque lore a character knows the following information with a successful arcana check dc 25 the tarrasque is a living engine of destruction created by the primordials to obliterate the works of the gods it sleeps within the world s core stirring occasionally when it wakes it burrows up to the surface and begins a continentwide rampage dc 30 the tarrasque is inexorably bound to the world such that the most one can hope for is to lay the creature to rest forcing it to sleep within the world s core for many years before it stirs again however ancient texts postulate that the tarrasque could be destroyed permanently were it somehow coaxed or tricked into leaving the world tarrasque level 30 solo brute tarrasque a terrifying embodiment of wanton destruction the tarrasque attacks without motivation or purpose unless that purpose is to obliterate all life tarrasque tactics the tarrasque tramples enemies as it wades into battle it uses fury of the tarrasque as often as it can alternating between rend arnie swekel gargantuan elemental magical beast xp 95,000 initiative +23 senses perception +19 blindsight 20 earthbinding aura 40 any flying creature in the aura has its fly speed reduced to 1 and maximum altitude reduced to 20 feet putting it within the tarrasque s reach any creature above this altitude at the end of its turn falls to an altitude of 20 feet automatically hp 1,420 bloodied 710 ac 43 fortitude 49 reflex 38 will 32 immune charm fear resist 10 to all damage saving throws +5 speed 8 burrow 8 climb 8 action points 2 elder of annihilation the tarrasque s attacks ignore all resistances m bite standard at-will reach 3 +34 vs ac 1d12 16 damage and ongoing 15 damage save ends m fury of the tarrasque standard can t use while bloodied recharge the tarrasque makes a bite attack and one of the following attacks rending bite reach 3 +34 vs ac 3d12 16 damage plus the target takes a 5 penalty to ac until the end of the tarrasque s next turn tail slap reach 3 cannot use against the same target it attacked with its bite +32 vs fortitude 3d12 16 damage plus the target is pushed 4 squares and knocked prone m trample standard at-will the tarrasque can move up to its speed and enter enemies spaces this movement provokes opportunity attacks and the tarrasque must end its move in an unoccupied space when it enters an enemy s space the tarrasque makes a trample attack +33 vs reflex 1d12 16 damage and the target is knocked prone c frenzy standard usable only while bloodied at-will close burst 3 the tarrasque makes a bite attack against each creature within the burst eternal slumber when the tarrasque is reduced to 0 hit points it sinks back into the world s core and slumbers once again alignment unaligned languages str 42 31 dex 26 23 wis 18 19 con 36 28 int 3 11 cha 7 13 abomin at i o n 13
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p. 14
angel most deities have angel servants although their appearances can vary all angels are vaguely humanoid in form with masculine or feminine features and lower bodies that trail off into flowing energy angels exist as expressions of the astral sea sentient energy in humanoid form they most often serve the gods so some believe that the gods created them in reality angels are powerful astral beings who appeared during the first moments of the creation of the astral sea different types of angels have different callings they are literally manifestations of celestial vocations perhaps it was the needs of the gods that caused the astral stuff to spew them forth but it was not a conscious act of creation during the great war between the gods and the primordials angels offered themselves as warriors to the gods that best encompassed their callings and today they continue to act as mercenary forces for anyone willing to meet their price be it wealth or power or a cause worthy of their attention angels are more involved in the world and other planes than deities and exarchs they act both openly and secretly often acting as emissaries generals and even assassins angel of battle level 15 skirmisher leader angel of battle angels of battle command angels of valor but they also lead cadres of mortals in combat large immortal humanoid angel xp 1,200 initiative +13 senses perception +11 angelic presence attacks against the angel of battle take a 2 penalty unless the angel is bloodied hp 296 bloodied 148 ac 29 fortitude 27 reflex 25 will 28 immune fear resist 10 radiant speed 8 fly 12 hover see also mobile melee attack and storm of blades m falchion standard at-will weapon reach 2 +21 vs ac 1d10 5 damage crit 2d10 16 m mobile melee attack standard at-will an angel of battle can move up to half its speed and make one melee basic attack at any point during that movement the angel doesn t provoke opportunity attacks when moving away from the target of its attack c storm of blades standard encounter razor-sharp blades explode from the angel s wings close burst 3 +19 vs ac 6d8 7 damage after using this ability the angel of battle has a fly speed of 2 hover until the end of the encounter chosen foe free after making a falchion attack at-will once during its turn an angel of battle can illuminate an enemy it hits with a falchion attack bathing the enemy in light as bright as a torch and granting the angel s allies combat advantage against that enemy until the start of the angel s next turn alignment any languages supernal skills intimidate +19 str 23 13 dex 19 11 wis 18 11 con 20 12 int 15 9 cha 25 14 equipment falchion angel of battle tactics an angel of battle employs a combination of airborne and ground-based tactics against tough adversaries the angel uses chosen foe and takes to the air using its reach to stay out of melee attack range the angel reserves storm of blades for the end of battle when it believes it will no longer need to fly either because death or victory is imminent angel of battle lore a character knows the following information with a successful religion check dc 20 as their name implies angels of battle lead forces into combat more powerful than angels of valor angels of battle fulfill a similar function but are called upon to fight greater threats dc 25 when a god sends an angel of battle to tend to a situation it s unlikely the god desires to deliver a message or negotiate angels of battle are harbingers for war encounter groups a typical encounter includes one angel of battle supported by two angels of protection and several angel of valor minions angels of battle also act as leaders in mixed groups of devout creatures in the service of a god level 15 encounter xp 6,000 1 angel of battle level 15 skirmisher 2 angels of protection level 14 soldier 8 angel of valor veterans level 16 minion 14 williamo co nnor 2
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p. 15
angel of protection angels of protection serve as bodyguards for important persons and others who summon them they also guard temples and other sites tied to the deities they serve angel of protection level 14 soldier medium immortal humanoid angel xp 1,000 initiative +12 senses perception +11 angelic presence attacks against the angel of protection take a 2 penalty until the angel is bloodied angelic shield aura 5 enemies treat the area within the aura as difficult terrain as long as the angel s angelic presence is active and the angel is within 5 squares of its ward see below hp 141 bloodied 70 ac 30 fortitude 26 reflex 24 will 25 immune fear resist 10 radiant speed 6 fly 8 hover m greatsword standard at-will radiant weapon +19 vs ac 1d10 6 damage plus 5 radiant damage ward standard at-will an angel of protection designates a creature within 5 squares of it as its ward when the angel is within 5 squares of its ward the ward takes only half damage from melee and ranged attacks the angel of protection takes the rest while the angel is adjacent to its ward the ward gains a +2 bonus to ac a creature can be the ward of only one angel of protection at a time if multiple angels designate the same creature as their ward it becomes the ward of the last angel that designated it as so alignment any languages supernal skills insight +16 intimidate +14 str 22 13 dex 17 10 wis 19 11 con 21 12 int 12 8 cha 14 9 equipment plate armor greatsword angel of protection tactics an angel of protection guards its chosen or appointed ward faithfully barring dire circumstances the angel stays within 5 squares of its ward preferably adjacent to it and remains there until the ward dies at which point the angel either designates another ward or lacking another creature to protect fights until slain encounter groups angel of protection lore a character knows the following information with a successful religion check dc 20 an angel of protection never steps outside the role of guardian and caretaker its ward is often chosen for it either by its god or by the one who summons it it is said that no angel of protection has ever left its ward except by being killed in that ward s defense dc 25 normally only a god or powerful servitor of a god can assign duties to an angel of protection sometimes simple prayer is enough to gain such protection for a brief period if such a prayer is ever answered it is important that the recipient be careful not to use the angel s talents in a way that fails to serve its true master a typical encounter might include one angel of protection and its ward or three or four angels of protection plus the creatures in their care level 14 encounter xp 5,200 2 angels of protection level 14 soldier 1 runecarved eidolon level 13 controller 3 dragonborn raiders level 13 skirmisher angel 15
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