Orcus Game Master's Guide
Orcus Game Master's Guide
Dedicated to the hobbyists, designers, developers and publishers who have released their work under the Open Game
License.
Orcus is a work in progress. All feedback is welcome.
Cover art “A good bounty” by Babeskull released under a Creative Commons Attribution 4.0 International license. Image
has been cropped and text added.
Thanks to the proofreaders who improved Orcus immensely – Adam Windsor, Tim Baker, Thomas Dylan, Luigi
Castellani and Duff – and to Michael Burnam-Fink for preparing the Jupyter notebooks that automate turning
spreadsheets into text.
Version 1.1
RELEASE EDITION
2
Table of Contents
Advanced Character Options ............................................ 4 Cult of the New Moon................................................. 129
Species ............................................................................. 5 Deepfolk ....................................................................... 131
Designing Your Own Ancestries ................................. 17 Elementals ................................................................... 133
Backgrounds ................................................................. 19 Fey ................................................................................ 138
Advanced Combat ........................................................ 20 Fiends ........................................................................... 140
Arts................................................................................. 22 Elohim .......................................................................... 145
Bonds ............................................................................. 43 Flying Heads ................................................................ 146
Magic Items and Specialized Equipment ....................... 48 Ghouls .......................................................................... 147
Focus Boosts .................................................................. 54 Giants ........................................................................... 149
Weapon Boosts ............................................................. 56 Hags .............................................................................. 153
Cloak Boosts .................................................................. 58 Humanoids .................................................................. 154
Armor Boosts ................................................................ 60 Inevitables ................................................................... 162
Other Worn Items......................................................... 62 Infected ........................................................................ 163
Wondrous Items ........................................................... 65 Invaders ....................................................................... 165
Consumable Items ........................................................ 69 Jiang-Shi....................................................................... 169
Poisons ........................................................................... 71 Lycanthropes............................................................... 171
Hirelings, Companions and Vehicles ......................... 73 Ophiduans .................................................................... 173
Adventure Features.......................................................... 78 Ostovites ...................................................................... 175
Extended Challenges .................................................... 79 Plane of Shadow .......................................................... 177
Traps .............................................................................. 89 Shapeshifter Slime ..................................................... 179
Afflictions ...................................................................... 98 Skeletons...................................................................... 180
Threats ........................................................................ 101 Specters ....................................................................... 182
Monsters .......................................................................... 105 Throach ........................................................................ 184
Monster Statistics ...................................................... 106 Underdeep ................................................................... 185
Monster Templates .................................................... 111 Vermin ......................................................................... 190
Monster Traits ............................................................ 113 Worms .......................................................................... 196
Aboleths....................................................................... 114 Zombies ........................................................................ 197
Animals ........................................................................ 116 Appendix: Monsters by Level .................................... 198
Constructs ................................................................... 123 Appendix: Creating New Monsters ........................... 201
Couatl ........................................................................... 127 Legal ................................................................................. 205
3
Advanced Character Options
The Heroes’ Handbook outlines the main building blocks
of an Orcus character, including rules for classes,
powers, feats and so on. The Game Master’s Guide
features more advanced character options. These
include optional rules, like advanced combat
maneuvers, world-shaping incantations that can
bypass or reshape adventures, and bonds that tie a
character to the world in a deeper way.
4
Species
Species are an alternative to the ancestry rules
presented in the Orcus Heroes’ Handbook. During Human
character creation, a player can select one species Medium natural humanoid
instead of a crux and a heritage.
It's hard to make generalizations about humans.
Ancestry Traits Humans reach adulthood in their late teens and live
less than a century. Humans vary widely in height and
The description of each ancestry includes traits that
build, from barely 5 feet to well over 6 feet tall.
are common to members of that ancestry. The
following entries appear among the traits of most Humans typically learn the languages of other peoples
ancestries. they deal with, including obscure dialects. They are
fond of sprinkling their speech with words borrowed
Size from other tongues: Giant curses, Elvish musical
Characters of most ancestries are Medium, a size expressions, Dwarvish military phrases, and so on.
category including creatures that are roughly 4 to 8
feet tall. Members of a few ancestries are Small Human Traits
(between 2 and 4 feet tall). Ability Score Increases: +2 to one ability score of your
choice
Source and Type Speed: 6 squares.
Each ancestry has a source, which describes whether it Languages: You can speak, read, and write Common
comes from the natural world or another plane of and one extra language of your choice.
existence, and a type, which describes the body shape
Bonus Feat: Choose one feat. You gain that feat.
and physiology of the ancestry. These are described in
Bonus Skill: Choose one class skill. You become trained
more detail in the Monster Statistics chapter.
in that skill.
Some ancestries have a tag, which is another form of Hardy Stock: +1 ancestry bonus to Fortitude, Reflex
categorization. The tags have no rules of their own, but and Will defenses.
something in the game, such as a magic item, might Dabbler: Choose a level 1 at-will attack power from
refer to them. your class. You gain this power in addition to the those
normally granted by your class.
Speed
Your speed determines how far you can move. Variant: True Grit
Instead of giving humans the Dabbler feature, GMs may
Languages want to offer them the true grit power instead –
By virtue of your ancestry, your character can speak, especially if they are taking a class that does not have
read, and write certain languages. at-will attack powers. However, GMs should note that
true grit is unusually powerful for an ancestry power
Other Features and Powers and it overlaps with the elf's careful focus power.
Most ancestries provide other benefits, which may Human Power: You have the true grit power.
include powers. Powers granted by your ancestry never
count toward your total class powers available.
True Grit
Encounter No Action
Human Utility Ancestry
Self
Trigger: You fail a saving throw or miss with an attack roll
Effect: Add a +4 ancestry bonus to the roll/throw.
5
Apefolk Automaton
Medium natural humanoid Medium natural automaton (construct)
Apefolk are humanoids reminiscent of humankind’s Created beings of brass, clockwork and a pinch of
closest relatives: gorillas, orang utans and sorcery, the automatons are a relatively new people,
chimpanzees. Most apefolk take a particular pride in one still finding their place in the world.
legacy and enduring might: memorizing their
genealogy, celebrating the history of their centuries- Automaton Traits
old city-states and seeking personal glory. Ability Score Increases: Pick two of +2 Constitution, +2
Intelligence and +2 Wisdom.
Apefolk Traits Speed: 6 squares.
Ability Score Increases: Pick two of +2 Strength, +2 Languages: You can speak, read, and write Common
Constitution and +2 Charisma. and one extra language of your choice.
Speed: 6 squares. Skill Bonuses: +2 Endure, +2 History.
Languages: You can speak, read, and write Common
Relentless Endurance: The first time in an encounter
and one extra language of your choice.
that you are staggered, you gain temporary HP equal to
Skill Bonuses: +2 Diplomacy, +2 Religion.
your level.
Heart of the Legion: When adjacent to at least two Made of Metal: You do not make death saving throws.
allies, you receive a +1 power bonus to all defenses. You still die if reduced to negative hit points equal to
Apefolk Power: Each apefolk has one of the following your maximum hit points.
powers: cull the weak or rally the troops.
You do not sleep, breathe, eat or drink.
Ingenuity: You have the ingenuity power.
Cull the Weak
Encounter Attack Feature (Standard Action)
Self Ingenuity
Effect Make two basic attacks against a staggered target. Encounter Utility Feature (Swift Action)
Near burst 5, self or one ally
Effect Choose one: the target shifts up to 2 as a free action, makes a
Rally the Troops saving throw, gets +2 power bonus to next attack roll or gets +4
Encounter Utility (Swift Action) power bonus to next skill check. Power bonuses expire at the end of
Near burst 5, one ally your next turn if not already used.
Effect The target can take the rally action as a free action, if they are
eligible to do so.
Special This does not count against the maximum number of times a
character can use the rally action in an encounter.
6
Azer Baldanar
Medium elemental humanoid (fire) Medium shadow humanoid (shapechanger)
Stout beings who resemble dwarves with hair of fire, The baldanar are shapeshifters from the Plane of
azer are often skilled artisans. Their clans are Shadow. In their true form, a baldanar is a grey-
organized on quasi-military lines. skinned humanoid with shallow features and all-black
eyes. Planar gossip suggests that the baldanar are the
Azer Traits exiled remnants of a mighty terrestrial empire,
Ability Score Increases: Pick two of +2 Strength, +2 stripped of their identities as punishment for their
Constitution and +2 Wisdom. hubris. Some baldanar share this belief, and are trying
Speed: 5 squares, but your speed is not reduced by to recover their memories – and their past glory.
wearing heavy armor or carrying a heavy load. squares. Others use their ability to shift forms to make
Languages: You can speak, read, and write Common something new of their mysterious lives.
and Primordial.
Skill Bonuses: +2 Arcana, +2 Endure. Baldanar Traits
Low-Light Vision: You can see in dim light as if it were Ability Score Increases: Pick two of +2 Dexterity, +2
bright light. Intelligence and +2 Charisma.
Speed: 6 squares.
Resistance to Fire: You gain resistance to fire equal to
Languages: You can speak, read, and write Common
5 + half your level.
and one extra language of your choice.
Minor Magics: You know the fiery spirit power from
Skill Bonuses: +2 Bluff, +2 Stealth.
the Cantrips discipline.
Vengeance of the Pit: You have the vengeance of the pit Shared Mind: You gain telepathy 5, which means you
power. can communicate mentally with creatures you can see
that are within 5 squares of you. The creature must be
Vengeance of the Pits able to speak at least one language; once you have
Encounter Attack Feature (Free Action) ● Fire begun the communication they can “speak” back to
Near burst 10, one enemy you if they wish. Your telepathy does not allow you to
Trigger An attack by that enemy hits you. read the creature’s thoughts or influence them other
Effect The target takes 1d6 + Intelligence OR Charisma modifier fire than in the same manner as ordinary verbal
damage.
Level 11: 2d6 + Intelligence OR Charisma modifier.
communication.
Level 21: 3d6 + Intelligence OR Charisma modifier. Brief Mimicry: You have the brief mimicry power from
the Deep, Dark, Truthful Mirror discipline.
Dabbler: Choose a level 1 at-will attack power from
your class. You gain this power in addition to the those
normally granted by your class.
7
Catfolk Cervitaur
Medium natural humanoid Medium fey humanoid
Catfolk are playful humanoids with short fur all over Cervitaurs are fey with the upper body of a small elf
their lithe bodies. They have feline heads, with and the lower body of a deer. They have branching
different clans tending to resemble different breeds of antlers, the tips of which can be snapped off and
big cat. thrown for a soporific effect on those they strike.
Deepfolk Traits
Ability Score Increases: Pick two of +2 Dexterity, +2
Wisdom and +2 Charisma.
Speed: 6 squares, swim 4 squares.
Languages: You can speak, read, and write Common
and Deep Speech.
Skill Bonuses: +2 Dungeoneering, +2 Streetsmarts.
Darkvision: You can see in darkness or dim light as if it
were bright light.
Blinding Mucus: You have the blinding mucus power.
Blinding Mucus
Encounter Attack Feature (Standard Action) ● Focus
Ranged 5, one creature
Attack Dex, Wis or Cha (your choice) vs Reflex
Hit The target is blinded until the end of your next turn.
8
Dromite Frogfolk
Small cosmic humanoid Small natural humanoid
Dromite are small insect-like humanoids that form Frogfolk are amphibious humanoids, with webbed feet
cooperative colonies in gigantic mounds of heaped and hands and long, sticky tongues. Frogfolk tend to be
earth. Their powerful legs allow them to leap great cheery and adventurous, although their mood quickly
distances, and they can shoot beams of energy from turns if their skin dries out.
their multi-faceted eyes.
Frogfolk Traits
Dromite Traits Ability Score Increases: Pick two of +2 Constitution, +2
Ability Score Increases: Pick two of +2 Dexterity, +2 Dexterity and +2 Charisma.
Intelligence and +2 Charisma. Speed: 5 squares, swim 5 squares.
Speed: 5 squares. Languages: You can speak, read, and write Common
Languages: You can speak, read, and write Common and one extra language of your choice.
and Deep Speech. Skill Bonuses: +2 Nature, +2 Stealth.
Skill Bonuses: +2 Arcana, +2 Insight.
Hide in a Flash: When you make an initiative check, if
Darkvision: You can see in darkness or dim light as if it
you are in cover or concealment, you can make a
were bright light.
Stealth check to hide (takes no action).
Blast Shard: You gain Blast Shard as a bonus feat. Nimbleness: +2 ancestry bonus to AC against
Psychic Leap: You have the psychic leap power. opportunity attacks.
Lucky: You have the lucky power.
Psychic Leap
Encounter Attack Feature (Move Action) ● Psychic Lucky
Near burst 5, self or one ally Encounter Utility Feature (Counter Action)
Effect The target jumps up to 3 squares. This movement does not Self
provoke opportunity attacks. Trigger An opponent hits you with an attack roll.
Effect The opponent must reroll that attack and take the second
result.
Fetchling
Medium shadow humanoid
Fetchlings are spectral beings, hovering between life
and death. They tend to be dolorous, with deep, sad
voices. Their skin and hair is wispy and insubstantial.
Fetchling Traits
Ability Score Increases: Pick two of +2 Strength, +2
Intelligence and +2 Charisma.
Speed: 6 squares.
Languages: You can speak, read, and write Common
and one extra language of your choice.
Skill Bonuses: +2 History, +2 Stealth.
Low-Light Vision: You can see in dim light as if it were
bright light.
Hold Breath: +5 ancestry bonus to Endure checks to
hold your breath.
Stealth Guidance: Allies within 10 receive a +1
ancestry bonus to Stealth.
Disappearing Act: You have the disappearing act power.
Disappearing Act
Encounter Utility Feature (Reaction Action)
Self
Trigger You take damage.
Effect Become invisible until the end of your next turn, or until you
make an attack (whichever comes sooner).
9
Gnoll Grynloc
Medium natural humanoid Medium natural humanoid
Gnolls are humanoid hyenas with a reputation for Grynlocs are seven-foot tall, lanky hairless humanoids
wildness and cunning. Gnolls often exhibit a strong with legs that bend backwards, like a horse's. Their
sense of loyalty to their pack (including their "chosen long, toothy mouths make them look a little like
pack", which can include non-gnolls), valuing camels. They are nomadic desert-dwellers who can
camaraderie but with little patience for fools and the literally see magic instead of light when they lower a
naive. special lid across their eyes.
Their ability to shape magic allows them to write
Gnoll Traits
messages invisible to the naked eye and craft beautiful
Ability Score Increases: Pick two of +2 Strength, +2
raiments of pure magic that require special sight or a
Constitution and +2 Charisma.
detect magic invocation to see.
Speed: 6 squares.
Languages: You can speak, read, and write Common Grynloc Traits
and Abyssal.
Ability Score Increases: Pick two of +2 Dexterity, +2
Skill Bonuses: +2 Athletics, +2 Perception.
Intelligence and +2 Wisdom.
Low-Light Vision: You can see in dim light as if it were
Speed: 6 squares.
bright light.
Languages: You can speak, read, and write Common
Vigor: Add your Constitution modifier to your and Primordial.
recovery value. Skill Bonuses: +2 Arcana, +2 Perception.
Natural Weapon – Bite: You are proficient with a
Magic Sight: You can, to a range of 12 squares, see
martial weapon, your bite. Your bite is a martial one-
invisible creatures and objects, automatically detect
handed weapon in the heavy blades category
visual illusions and succeed on saving throws against
(proficiency +3, 1d8 damage), although it requires no
them, and perceive the original form of a shapechanger
hands to use.
or a creature that is transformed by magic.
Violent Rush: You have the violent rush power.
Grynloc Gifts: Once per encounter, you can use shape
magic or distraction.
Violent Rush
Encounter Utility Feature (Free Action)
Self Shape Magic
Trigger You hit with an attack. Encounter Utility Feature (Swift Action) ● Zone
Effect Attack does +1dW. If attack was not with a weapon, +1d8 Far burst 3 within range 10, one conjuration, summon or zone
instead. Effect If the target is a conjuration or summon, you can move it to
any unoccupied space in the burst. If the target is a zone, squares of
your choice in the burst cease to be part of the zone and an equal
number of squares in the burst become part of the zone.
Distraction
Encounter Attack Feature (Swift Action) ● Focus, Psychic
Ranged 10, one creature
Attack Dex, Int or Wis (your choice) vs Will
Hit The target is dazed until the end of their next turn.
10
Half-Giant Hobgoblin
Medium natural humanoid (giant) Medium natural humanoid (goblinoid)
Half-giants typically stand from 7 feet to nearly 8 feet Hobgoblins are bright-skinned (often red or blue)
tall. Despite their name, they are their own people and humanoids with pointed ears and heavy brows. They
not the product of relations between giants and other are known for their discipline, honor and rigid
humanoids. Half-giants tend to be proud, and see hierarchical societies.
themselves as natural leaders.
Hobgoblin Traits
Half-Giant Traits Ability Score Increases: Pick two of +2 Strength, +2
Ability Score Increases: Pick two of +2 Strength, +2 Constitution and +2 Dexterity.
Constitution and +2 Wisdom. Speed: 6 squares.
Speed: 6 squares. Languages: You can speak, read, and write Common
Languages: You can speak, read, and write Common and Goblin.
and Giant. Skill Bonuses: +2 History, +2 Intimidate.
Skill Bonuses: +2 Athletics, +2 Diplomacy.
Go for the Jugular: +1 ancestry bonus on attacks
Powerful Build: You have a +2 ancestry bonus to against staggered enemies.
checks to escape a grapple. When you are the target of Heavy Blade Weapon Proficiency: You have
any attack or power that has a different effect based on proficiency with martial weapons in the heavy blades
the target’s size, you may choose to be treated as size category.
Large instead of size Medium for the purposes of that Careful Focus: You have the careful focus power.
attack.
Unmoved: You may reduce any unwilling movement Careful Focus
you are subject to by 1 square. When you would fall Encounter Utility Feature (Free Action)
prone as the result of an attack, make a saving throw – Self
on a success, you do not fall. Trigger You just made an attack roll.
Stomp: You have the stomp power. Effect Reroll the attack roll and take the new result.
Stomp Hoddydod
Encounter Attack Feature (Standard Action) ● Focus
Near burst 1, all creatures
Small natural humanoid
Attack Str, Con or Wis (your choice) vs Fortitude Hoddydod, also known as snailfolk, are a small folk
Hit The target falls prone.
with humanoid upper bodies and the lower bodies of
snails, slugs or other molluscs. They tend to be
reclusive and scholarly, and obedient to the demands
of horoscopes and the pull of ley lines.
Hoddydod Traits
Ability Score Increases: Pick two of +2 Constitution, +2
Intelligence and +2 Wisdom.
Speed: 5 squares, climb 5 squares.
Languages: You can speak, read, and write Common
and one extra language of your choice.
Skill Bonuses: +2 Heal, +2 Nature.
Slimy Coating: After each short rest you gain
temporary hit points equal to your Constitution
modifier (2 + Con at level 11, 5 + Con at level 21).
Travel Bug: You have the travel bug power.
Travel Bug
Encounter Attack Feature (Swift Action) ● Focus
Ranged 10, one creature
Attack Con, Int or Wis (your choice) vs Fortitude
Hit The target is dazed until the end of their next turn.
11
Mephit Minotaur
Small elemental humanoid (air, cold, earth, fire) Medium natural humanoid
Mephits are small, winged imps from the elemental Strong and imposing half-bull, half-humans, minotaurs
planes. They are mischevious and clever, and often are often characterized by their courage,
talkative to a fault among strangers and friends alike. determination, and sometimes a struggle to reconcile
Mephits delight in wallowing in the element with their fierce instincts with their human-like emotions.
which they are associated.
Minotaur Traits
Air mephits are resistant to lightning and thunder. Ice
Ability Score Increases: Pick two of +2 Strength, +2
mephits are resistant to cold. Earth mephits are
Intelligence and +2 Wisdom.
resistant to acid. Fire mephits are resistant to fire.
Speed: 6 squares.
Mephit Traits Languages: You can speak, read, and write Common
Ability Score Increases: Pick two of +2 Dexterity, +2 and one extra language of your choice.
Intelligence and +2 Charisma. Skill Bonuses: +2 Dungeoneering, +2 Religion.
Speed: 6 squares. Darkvision: You can see in darkness or dim light as if it
Languages: You can speak, read, and write Common were bright light.
and Primordial.
Maze Mind: When you are the target of an attack with
Skill Bonuses: +2 Arcana, +2 Religion.
the Psychic tag, the attacker is rattled (save ends).
Darkvision: You can see in darkness or dim light as if it
Wandering Charge: When you charge, you do not need
were bright light.
to move in a straight line.
Under-Developed Wings: You have a fly speed of 6, Momentum Blow: You have the momentum blow power.
but you fall at the end of your turn and your maximum
Minotaur by LadyofHats
altitude is 1.
Resistance to X: Resistance to the specified damage
type(s) 5 + half your level. Momentum Blow
Breath Weapon: You have the breath weapon power. Encounter Attack Feature (Free Action)
Self
Requirements You have made an attack after moving at least two
Breath Weapon spaces this turn.
Encounter Attack Feature (Swift Action) ● Focus, [Energy] Effect If your attack hits, the target also falls prone.
Near arc 3, targets all
Attack (Highest of Strength, Constitution, Dexterity) vs Reflex
Hit 1d6 + Constitution modifier.
Level 11: 2d6 + Constitution modifier.
Level 21: 3d6 + Constitution modifier.
Special This power has the same damage type as your resistance.
12
Quickling Rook
Medium fey humanoid Medium elemental humanoid (earth)
Quicklings are are nimble and hyperactive fey, with Tall humanoids with stony skin, rooks have a
their speed making them adept scouts and messengers. reputation for moodiness and solemnity - but they are
However, their frenetic nature can lead to impulsive respected for their knowledge and determination.
decisions and a tendency to be easily distracted. Rooks usually build their homes in high places, perched
on cliffs or mountaintops.
Quickling Traits
Ability Score Increases: Pick two of +2 Dexterity, +2 Rook Traits
Intelligence and +2 Charisma. Ability Score Increases: Pick two of +2 Strength, +2
Speed: 7 squares. Constitution and +2 Intelligence.
Languages: You can speak, read, and write Common Speed: 6 squares.
and Elven. Languages: You can speak, read, and write Common
Skill Bonuses: +2 Acrobatics, +2 Stealth. and Giant.
Low-Light Vision: You can see in dim light as if it were Skill Bonuses: +2 Diplomacy, +2 Endure.
bright light.
Heart of Stone: You do not make death saving throws.
Hide in a Flash: When you make an initiative check, if You still die if reduced to negative hit points equal to
you are in cover or concealment, you can make a your maximum hit points.
Stealth check to hide (takes no action). While unconscious, you do not need to breathe nor do
Deceptive Motion: You have the deceptive motion you get hungrier or thirstier.
power. Will Defense: +1 ancestry bonus to Will defense.
Rook Power: Each rook has one of the following
Deceptive Motion powers: soften or gargoyle's rest.
Encounter Utility Feature (Free Action)
Self Soften
Effect Until the end of your next turn, when you make any attack Encounter Attack Feature (Swift Action) ● Focus
that normally targets AC, you can choose to target Reflex instead. Melee touch, one creature
Attack Str, Con or Int (your choice) vs Fortitude
Hit The target loses its resistances and one immunity of your choice
(save ends). If the creature has no resistances or immunities, it
instead gains vulnerability to untyped damage 5 (save ends). If the
target is an object, the effect lasts for five minutes (no save) and its
break DC is also reduced by 5.
Gargoyle’s Rest
Encounter Utility Feature (Move Action)
Self
Effect Your turn ends. You gain resistance to all damage 5 (10 at
level 11, 15 at level 21) until the end of your next turn.
At the beginning of your next turn, you may use your standard
action to make a charge attack. If you do, increase your speed by 2
for the charge.
13
Selkmay Shadow Elf
Medium natural humanoid (shapechanger) Medium shadow humanoid
Selkmays are those who have been claimed by nature Shadow elves are enigmatic beings from the Plane of
spirits, or otherwise bound to wild places. They can Shadow, the descendents of refugees from the Seelie–
take the forms of animals of the water, and each is Unseelie wars on the Plane of Faerie. They are known
blessed with a fearsome beauty. Selkmays often feel a for their haunting beauty and inclination towards
duty to serve the community and fight evil. secrecy and intrigue.
Nixie by LadyofHats
Shadow Elf Traits
Selkmay Traits Ability Score Increases: Pick two of +2 Dexterity, +2
Intelligence and +2 Wisdom.
Ability Score Increases: Pick two of +2 Dexterity, +2
Speed: 6 squares.
Wisdom and +2 Charisma.
Languages: You can speak, read, and write Common
Speed: 6 squares.
and Elven.
Languages: You can speak, read, and write Common
Skill Bonuses: +2 Bluff, +2 Insight.
and one extra language of your choice.
Low-Light Vision: You can see in dim light as if it were
Skill Bonuses: +2 Acrobatics, +2 Heal.
bright light.
Tongue of Salt and Spray: You can speak with
Minor Magics: You know the ghost sound power from
riverine and ocean-going mammals and water birds.
the Cantrips discipline.
Animal Form: You can use animal form once a day.
Trance: You don’t need to sleep. Instead, you meditate
deeply, remaining semiconscious, for 4 hours a day.
Animal Form While meditating, you can dream after a fashion; such
Daily Utility Feature (Swift Action) dreams are actually mental exercises that have become
Self
Effect You take one of the following forms. You cannot make attacks
reflexive through years of practice. Your 4-hour trance
in this form. You remain in the form until you are reduced to 0 HP or has the same effect as a 6-hour long rest.
below, take a long rest or take a new form. You can return to your Highblood Teleport: You have the highblood teleport
original form as a swift action. power.
• Tiny, Small or Medium amphibian or riverine or ocean-going
mammal. Swim speed equal to your land speed.
• Tiny or Small water bird. You gain a flight speed of 4 if you choose Highblood Teleport
a water bird (maximum altitude 2). Encounter Utility Feature (Move Action) ● Teleport
Self
Supernatural Beauty: You have the supernatural beauty Effect Teleport up to 5.
power.
Supernatural Beauty
Encounter Attack Feature (Swift Action) ● Focus, Illusion, Psychic
Near burst 5, all enemies
Effect The target grants you combat advantage until the end of your
next turn.
14
Spriggan Vishya
Small fey humanoid Medium natural humanoid (reptile)
Spriggans are mischievous and diminutive fey Vishyas are graceful humanoids with venomous fangs
creatures, at home in forests and more wild places. and serpentine eyes. Their supple skin is covered with
Spriggans are short-tempered, and when gripped by tiny scales, often of a light green, which are sometimes
powerful emotions can swell to gigantic size. arrayed in patterns not unlike those of a serpent.
15
Whom
Small natural humanoid
Whoms are humanoid wombats who live in burrows
underground.
Whom Traits
Ability Score Increases: Pick two of +2 Strength, +2
Constitution and +2 Wisdom.
Speed: 5 squares.
Languages: You can speak, read, and write Common
and Dwarvish.
Skill Bonuses: +2 Dungeoneering, +2 Insight.
Low-Light Vision: You can see in dim light as if it were
bright light.
Whom Weapon Proficiencies: You have proficiency
with martial weapons of the Pick group.
Just Keep Digging: When you make Endure checks as
part of a group check or extended challenge, or to Aid
Another, roll twice and take the higher result.
Burrow: You have a burrow speed of 1 square. Your
burrow cannot extend too far or it risks caving in; you
must double back to the surface after burrowing for 5
squares.
Barrel Along: You have the barrel along power.
Barrel Along
Encounter Utility Feature (Swift Action)
Self
Trigger You are staggered.
Effect You have a +2 bonus to speed and to damage rolls until the
end of the encounter.
Level 11: You have a +2 bonus to speed and a +5 bonus to damage
rolls until the end of the encounter.
Level 21: You have a +2 bonus to speed and a +7 bonus to damage
rolls until the end of the encounter.
16
Designing Your Own Ancestries
While Orcus provides a number of ancestries by Ice Stride: Ice, snow or slurry are not difficult terrain
default, you can also design your own by following the for you.
steps below.
Low-Light Vision: You can see in dim light as if it were
bright light.
Ability Score Increases Machine Ancestry: You have the automaton type and
Pick three ability scores. A player that chooses that the Construct tag.
ancestry can choose two of the three abilities to receive
a +2 bonus to. Reptile Ancestry: You have the Reptile tag.
Shake Off X: +5 ancestry bonus on saving throws
Skill Bonuses against powers and effects with the Poison, Psychic,
Fear, Illusion or Charm tag.
Pick two skills. The ancestry grants a +2 ancestry bonus
to each skill. Stone Stride: Broken ground, uneven stone or rubble
are not difficult terrain for you.
Size, Speed Swamp Stride: Mud, marsh and shallows are not
By default, ancestries are Medium with a speed of 6. difficult terrain for you.
Other options include: Tongue of Salt and Spray: You can speak with
riverine and ocean-going mammals and water birds.
Small, speed 5.
Small, speed 6. Trance: You don't need to sleep. Instead, you meditate
Medium, speed 5, your speed is not reduced by deeply, remaining semiconscious, for 4 hours a day.
wearing heavy armor or carrying a heavy load. While meditating, you can dream after a fashion; such
dreams are actually mental exercises that have become
Some ancestries may also grant other forms of reflexive through years of practice. Your 4-hour trance
movement, such as climb or swim, usually with a speed has the same effect as a 6-hour long rest.
equal to or less than their normal speed. If you give an
Undead Ancestry: You have the Undead tag.
ancestry an additional movement type, reduce their
number of minor traits (see below) to one. Web Stride: Webs, like those from a spider, are not
difficult terrain for you.
17
Heart of Stone: You do not make death saving throws. Relentless Endurance: You have the relentless
You still die if reduced to negative hit points equal to endurance power.
your maximum hit points.
Relentless Endurance
While unconscious, you do not need to breathe nor do Encounter Utility Feature (Counter Action)
you get hungrier or thirstier. Self
Trigger You become staggered.
Heart of the Legion: When adjacent to at least two Effect Gain temporary hit points equal to your level.
allies, you receive a +1 power bonus to all defenses.
Resistance to X: Resistance to one or two types of
Hide in a Flash: When you make an initiative check, if damage 5 + half your level.
you are in cover or concealment, you can make a
Shared Mind: You gain telepathy 5, which means you
Stealth check to hide (takes no action).
can communicate mentally with creatures you can see
Injured Rage: +1 ancestry bonus on attack rolls while that are within 5 squares of you. The creature must be
staggered. able to speak at least one language; once you have
begun the communication they can “speak” back to
Just Keep Going: When you make Endure checks as
you.
part of a group check or extended challenge, or to Aid
Another, roll twice and take the higher result. Skill Training: You are trained in an extra skill of your
choice.
Light Shield Proficiency: You have proficiency with
light shields. Slimy Coating: After each short rest you gain
temporary hit points equal to your Constitution
Made of Metal: You do not make death saving throws.
modifier (2 + Con at level 11, 5 + Con at level 21).
You still die if reduced to negative hit points equal to
your maximum hit points. Speedy: +1 to your base walking speed.
You do not sleep, breathe, eat or drink. Under-Developed Wings: You have a fly speed of 6,
Magic Sight: You can, to a range of 12 squares, see but you fall at the end of your turn and your maximum
invisible creatures and objects, automatically detect altitude is 1.
visual illusions and succeed on saving throws against Unmoved: Reduce any unwilling movement you are
them, and perceive the original form of a shapechanger subject to by 1 square. When you would fall prone as
or a creature that is transformed by magic. the result of an attack, make a saving throw – on a
Maze Mind: When you are the target of an attack with success, you do not fall.
the Psychic tag, the attacker is rattled (save ends). Versatile Stride: You ignore difficult terrain.
Minor Magics: You know one power from the Cantrips Vigor: Add your Constitution modifier to your
discipline. recovery value.
Natural Weapon – X: You are proficient with a martial Wandering Charge: When you charge, you do not need
weapon, such as your claws, bite, horns or tail. The to move in a straight line.
natural weapon has the statistics of a martial weapon.
X Defense: +1 ancestry bonus to Fortitude, Reflex or
Nimbleness: +2 ancestry bonus to AC against Will defense.
opportunity attacks.
X Guidance: Allies within 10 receive a +1 ancestry
Powerful Build: You have a +2 ancestry bonus to bonus to a particular skill.
checks to escape a grapple. When you are the target of
X Weapon Proficiency: You have proficiency with
any attack or power that has a different effect based on
martial weapons in a particular weapon group.
the target’s size, you may choose to be treated as size
Large instead of size Medium for the purposes of that
attack. Power
Each ancestry also gets one power. In some cases, they
may choose this power from a list of two or more
options.
Choose powers from an existing ancestry, or design
your own.
18
Backgrounds
Backgrounds describe training or environments your Farmhand Endure, Nature
character experienced before becoming an adventurer.
Field Medic Athletics, Heal
Backgrounds appear in this book because they are an
optional rule. Fisher Acrobatics, Nature
Backgrounds allow you to customize your character Fortune Teller Arcana, Bluff
based on their life before adventuring. Gambler Bluff, Perception
Your character’s background can help you learn or Gladiator History, Perception
portray more about their personality while also Guard Intimidate, Perception
suggesting what sorts of things they’re likely to know.
Herbalist Heal, Nature
Consider what events set your character on their path
to the life of an adventurer and how those Hermit Endure, Religion
circumstances relate to their background. Hunter Nature, Stealth
When you select a background, you can select one of Laborer Athletics, Endure
the following benefits (unless another option is Martial Disciple Acrobatics, Insight
specified in the background):
Merchant Diplomacy, Insight
You learn a new language that the GM agrees
Miner Dungeoneering, Endure
seems related to that background.
You add one of the skills associated with the Noble Diplomacy, Intimidate
background to your list of class skills. Nomad Endure, History
You get a +2 bonus to one of the skills associated Pirate Athletics, Intimidate
with the background.
Prisoner Sleight of Hand, Stealth
19
Advanced Combat
devour a badly injured foe, or otherwise act against
your wishes.
Mounted Combat
A knight charging into battle on a warhorse, a wizard In either case, if the mount provokes an opportunity
casting spells from the back of a griffon, or a cleric attack while you're on it, the attacker can target you or
soaring through the sky on a pegasus all enjoy the the mount. If you provoke an opportunity attack, the
benefits of speed and mobility that a mount can attacker can only target you.
provide.
A willing creature that is at least one size larger than
you and that has an appropriate anatomy can serve as a
mount, using the following rules.
Controlling a Mount
While you're mounted, you have two options. You can
either control the mount or allow it to act
independently. Intelligent creatures, such as dragons,
always act independently.
You can control a mount only if it has been trained to
accept a rider. Domesticated horses, donkeys, and
similar creatures are assumed to have such training. Zebra Rider by Luigi Castellani
The initiative of a controlled mount changes to match
yours when you mount it.
Underwater Combat
You can give up actions to command a controlled When adventurers pursue sahuagin back to their
mount, in which case it gets to take the same actions. undersea homes, fight off sharks in an ancient
For example, you can give up your standard action in shipwreck, or find themselves in a flooded dungeon
order for the mount to take a standard action. You can room, they must fight in a challenging environment.
also use an immediate action in order for the mount to Underwater the following rules apply.
make an opportunity attack or use a counter or
reaction (in all three cases, only if eligible to do so). Monsters without a swim speed must make Athletics
checks to swim.
An independent mount retains its place in the initiative
order. Bearing a rider puts no restrictions on the When making a weapon attack, a creature has -2 on
actions the mount can take, and it moves and acts as it the attack roll unless the weapon is in the spears and
wishes. It might flee from combat, rush to attack and lances or crossbows weapon groups.
20
Powers with the Fire tag have a -2 penalty on attack Overrun
rolls. At-Will Attack (Move Action) ● Martial, Weapon
Effect Move up to your speed. During this movement, you can
Creatures with the Aquatic tag get a +2 bonus on attack
attempt to enter enemies’ spaces. Make a secondary attack against
rolls against creatures without the Aquatic tag. an enemy each time you attempt to enter their space.
Secondary Attack: Strength vs Fortitude; on a hit, push the target 1
square and you successfully enter their space; on a miss, you
Maneuvers provoke an opportunity attack from the target, fail to enter their
The maneuvers introduced here are available to all space, and your movement ends.
characters, but they are only usable where they make
sense in the fiction. In particular, the damage power Repel
source, repel and lure powers are intended to be used At-Will Attack (Standard Action) ● Focus
only where an enemy could lose access to its powers Near burst 2, any vulnerable creatures
(for example, a gem in its forehead is the source of its Attack Wisdom or Charisma vs Will
Hit The target is pushed their speed and is immobile until the end of
energy ray), be repulsed by something (perhaps a clove
your next turn.
of garlic brandished at a vampire) or attracted to Effect The target is immune to the repel power until the end of the
something (like a tyrannosaurus drawn to a dead cow). encounter.
Special Depending on the vulnerability of the creature, the repellant
Damage Power Source might be deployed in a different space to the user.
At-Will Attack (Standard Action) ● Martial, Weapon
Melee or Ranged weapon, one creature Sunder
Attack Strength or Dexterity vs Fortitude or Reflex (whichever is At-Will Attack (Standard Action) ● Martial, Weapon
higher) Melee weapon, one creature
Hit Choose one of the target’s powers. They cannot use it until it Attack Strength or Dexterity vs Reflex
refreshes (roll of 5 or 6 required). Hit Choose an item in the possession of the creature. Any bonuses it
gives the user are reduced by 1 (cumulative) until the user takes a
Disarm long rest.
Effect You provoke an opportunity attack from the target.
At-Will Attack (Standard Action) ● Martial, Weapon
Melee weapon, one creature
Attack Strength or Dexterity vs Fortitude or Reflex (whichever is Trip
higher) At-Will Attack (Standard Action) ● Martial, Weapon
Hit The target drops an item of your choice in its space. Melee weapon, one creature
Effect You provoke an opportunity attack from the target. Attack Strength or Dexterity vs Fortitude or Reflex (whichever is
Special A disarmed creature cannot use powers with the Weapon higher)
tag that are associated with that weapon. However, if disarmed of a Hit The target is knocked prone.
melee weapon, they can always make an unarmed attack with the Effect You provoke an opportunity attack from the target.
same attack bonus, doing damage equal to 4 + their level.
21
Arts
Arts are things that your character can do over an to learn many different schemas. For example, the
extended period of time – at least minutes, up to weeks Craft Trap practice encompasses one schema for
or months in the case of the most elaborate arts. You each trap.
must learn an art, which typically costs money (the Lesson: Lessons allow you to teach an ability to
“cost to learn”) and takes time. Then using the art another.
requires you to spend the time specified under its Treatment: Treatments are curative practices.
“completion time” and expending the money or other Information: Information practices tell you
resources listed under “component cost”. something about yourself or the world.
Most arts are associated with a skill. You must be Trick: Tricks are a miscellaneous category.
trained in that skill to learn that art. Interaction: Interaction practices involve talking to
or otherwise engaging with other creatures.
Types of Art
There are two main types of art: practices and Incantations
incantations. Practices are often non-magical, although Ritual by Joyce Maureira
they can involve feats that go beyond ordinary human
abilities into the realm of legend. Incantations are Spell-like arts are called incantations. Incantations can
more explicitly magical – they are spell-like practices, be learned and used (“cast”) by characters who are not
although they can be learned and used (“cast”) by spellcasters. Characters who know the correct gestures
characters who are not otherwise spellcasters. and phrases for an incantation can achieve powerful
magic effects.
There are special rules relating to incantations,
described below. Incantations have drawbacks: They’re time-consuming
to cast, and success is not always assured. They are
often expensive, and some incantations work only
Practices under certain specific conditions, such as during a full
Practices typically take 8 to 24 hours to learn (8 for moon.
heroic-tier arts, 16 for prestige-tier and 24 for epic-
tier). Sometimes, an incantation that is incorrectly cast
reverses itself on the caster, explodes with a cascade of
Types of Practice magical energy, or weakens the barrier between
worlds, enabling hostile outsiders to emerge onto the
Schema: Schemas allow you to make, brew or craft Material Plane.
items. Often, a schema practice unlocks the ability
22
Incantations provide a useful way to introduce Delusion: The caster believes the incantation had the
powerful magical effects in a lower-level game under desired effect, but in fact it had no effect or a very
controlled conditions. PCs will still use spells rather different one.
than expensive, risky incantations whenever they can.
Falsehood: The incantation (typically a divination)
Incantations are also more specific than spells, so the
delivers false results to the caster, but the caster
GM can introduce them into the game without
believes the results are true.
worrying that they’ll spread beyond the immediate
situation. Mirrorcast: The incantation has the opposite effect of
what was intended.
Discovering Incantations
Reversal: The incantation affects the caster rather
Obscure tomes and spellbooks filled with mystical
than the intended target.
ramblings, descriptions of magic theory, ordinary
arcane spells, and utterly useless or incomprehensible
Types of Incantation
magical writing often hide the instructions for
performing incantations. In those dusty volumes, Abjuration
diligent readers can find incantations with real Curative
power—magical recipes that provide step-by-step Illusion
instructions for achieving a powerful effect. Divination
Incantations can be recorded in a spellbook, even if the Practical
user does not normally use a spellbook. A spellbook fits Transportation
one level of incantation per page (so a level 9 Crafting
incantation takes up 9 pages). Copying an incantation Conjuration
from one book to another costs the same amount as Scrying
buying the incantation, and takes eight, 16 or 24 hours
(for adventurer-tier, prestige-tier and epic-tier
incantations respectively). Using an Art
Variant: Failed Incantations Interrupting Arts
For one reason or another, a GM may decide that an Arts take a long time to use. If the art is interrupted,
incantation has failed or backfired. Some ideas for how you have to start again but none of the components are
it could backfire are given below: used up. While using an art that takes longer than a
day, you can take breaks to eat, sleep, drink and so on.
Attack: A creature is called from elsewhere to battle These do not count as interruptions.
the caster (and often any bystanders and secondary
casters). Taking 10
Augment: The incantation was supposed to weaken or You cannot take 10 on any skill checks associated with
destroy its target, but it makes the target more an art.
powerful instead. An incantation that deals damage
might heal its target or cause it to grow in power, for Level
example. You must be the same or higher level than an art to use
it.
Betrayal: The incantation seemingly succeeds, but the
subject of the incantation (or, in rare cases, the caster)
undergoes a dramatic alignment change. Over the next Component Cost
1d6 minutes, the subject’s alignment becomes the Most arts require materials. Others require the user to
extreme opposite of what it was previously (for spend a recovery. Unless otherwise mentioned, this is
instance, lawful good becomes chaotic evil; an just like spending a recovery to heal HP, except the
unaligned subject randomly becomes lawful good, evil, user regains no HP.
good, or chaotic evil). The subject generally tries to
keep its new outlook a secret.
Secondary Users
Damage: Either the caster or the target takes damage
Arts allow for additional participants, unless otherwise
as the consequence of failure.
mentioned. They must be physically present at the art,
Death: Someone—usually the caster or the target—dies. but do not have to have the relevant skill. They can pay
Some incantations allow a saving throw to avoid this the recovery cost of an art, if any. Secondary users can
consequence of failure. also help the primary user succeed on skill checks (if
any are required) by means of the Aid Another action.
23
Table – Incantations by Level
Rules Variant: Gated Arts Name Level Category Skill
In this rules variant, you must have a relevant feat
Alarm 1 Incantation Arcana
before you can learn arts. Add these feats to the list of
feats that characters can learn through Arcane Detect Poison and Disease 1 Incantation Nature
Training or Magical Training. Floating Disk 1 Incantation Arcana
Identify 1 Incantation Arcana
Incantation Caster
Benefit: You can learn and use Arcana, Religion, Heal Illusory Script 1 Incantation Arcana
and Nature incantations. You can use these Mage's Mark 1 Incantation Arcana
incantations even if you are not trained in the relevant
Purify Food and Drink 1 Incantation Nature
skill.
Speak with Animals 1 Incantation Nature
Practical Arts Understand Languages 1 Incantation Arcana
Benefit: You can learn and use practices. However, you
Unseen Servant 1 Incantation Arcana
must be trained in the relevant skill (where applicable)
to learn a practice. Spirit Speaker 2 Incantation Nature
Animal Message 3 Incantation Nature
Augury 3 Incantation Religion
Locate Animals or Plants 3 Incantation Nature
Perpetual Message 3 Incantation Arcana
Sphere of Silence 3 Incantation Arcana
Bonded Companion 5 Incantation Nature
Continual Flame 5 Incantation Arcana
Liquid Tread 5 Incantation Arcana
Meld into Stone 5 Incantation Arcana
Remove Curse 5 Incantation Religion
Sorcerous Gills 5 Incantation Arcana
Speak with Plants 5 Incantation Nature
Speak with the Departed 5 Incantation Religion
Spectral Steed 5 Incantation Arcana
Tiny Hut 5 Incantation Arcana
Commune 9 Incantation Religion
Consult Nature 9 Incantation Nature
Contact Other Plane 9 Incantation Arcana
Divination 9 Incantation Religion
Call Forth the Dweller 11 Incantation Arcana
Fires of Hell 11 Incantation Religion
Forbid Intrusion 11 Incantation Religion
Hrothgar's Journey 11 Incantation Arcana
Restore Revenant 11 Incantation Religion
Summon Item 11 Incantation Arcana
Telepathic Bond 11 Incantation Arcana
Plane Walk 13 Incantation Arcana
Moving Castle 21 Incantation Arcana
24
Table – Practices by Level
Name Level Category Skill
Sample Arts
Arts are sorted by skill.
Alchemy 1 Practice None
Cant 1 Practice Bluff
Craft Trap 1 Practice Sleight of Hand
Arcana
Embalm Corpse 1 Practice Heal Alarm
Level 1 Abjuration Incantation (Arcana)
Foil Senses 1 Practice Stealth
Forensic Examination 5 Practice Heal Cost to Learn: 14 gp
Completion Time: 10 minutes
Intuit Direction 1 Practice Nature Components: A tiny bell and a piece of fine silver wire
Signs 1 Practice Diplomacy (14 gp)
Swear an Oath 1 Practice Diplomacy Duration: 8 hours
Teach Trick 1 Practice Nature You ward an area in a two-square burst to alert you
when creatures enter without your permission. When
Backup Disguise 2 Practice Bluff
you cast alarm, select a password. Whenever a Small or
Cobble Together 2 Practice None larger corporeal creature enters the incantation’s area
Craft Enchanted Items 2 Practice None without speaking the password, alarm sends your
choice of a mental alert or an audible alarm with the
Craft Wondrous Items 2 Practice None
sound and volume of a hand bell. Either option
Eschew Food 2 Practice Endure automatically awakens you, and the bell allows each
Shady Connections 2 Practice Streetsmarts creature in the area to attempt a DC 15 Perception
check to wake up. A creature aware of the alarm must
Sow Rumor 2 Practice Streetsmarts
succeed at a Stealth check against your Arcana
Use Magic Device 2 Practice Bluff modifier +10 or trigger the incantation when moving
Weight Distribution 2 Practice Athletics into the area.
Biographical Eye 5 Practice Insight Arcana check: With a successful Arcana check (DC 12) at
Brilliant Planner 5 Practice None
the time of casting, you can specify criteria for which
creatures sound the alarm - for instance, orcs or
Dealmaker 5 Practice Diplomacy masked people.
Express Rider 6 Practice Nature
Hidden Magic 6 Practice Arcana
Floating Disk
Level 1 Crafting Incantation (Arcana)
Social Identity 6 Practice Bluff
Cost to Learn: 14 gp
Entourage 7 Practice Diplomacy
Completion Time: 10 minutes
Party Crasher 7 Practice Streetsmarts Components: A drop of mercury (14 gp)
Restoration 7 Practice Heal Duration: 8 hours
Eschew Water 8 Practice Endure This incantation creates a circular, horizontal plane of
Geas 11 Practice Diplomacy
force, 3 feet in diameter and 1 inch thick, that floats 3
feet above the ground in an unoccupied square of your
Safe House 11 Practice Bluff choice that you can see. The disk remains for the
Eschew Air 12 Practice Endure duration, and can hold up to 500 pounds. If more
Eschew Sleep 14 Practice Endure
weight is placed on it, the incantation ends, and
everything on the disk falls to the ground.
Experimental Resurrection 15 Practice Heal
The disk is immobile while you are within 4 squares of
Nameless One 15 Practice Bluff
it. If you move more than 4 squares away from it, the
Eschew Aging 17 Practice Endure disk follows you so that it remains within 4 squares of
you. It can move across uneven terrain, up or down
stairs, slopes and the like, but it can’t cross an elevation
change of 2 squares or more. For example, the disk
can’t move across a 2-square deep pit, nor could it
leave such a pit if it was created at the bottom.
25
If you move more than 20 squares from the disk
Mage’s Mark
(typically because it can’t move around an obstacle to
Level 1 Transmutation Incantation (Arcana)
follow you), the incantation ends.
Cost to Learn: 14 gp
Arcana check: With a successful Arcana check (DC 12) at
Completion Time: 1 minute
the time of casting, you can give the floating disk a
Components: Fresh candle and silver stylus (14 gp)
simple instruction. It can be further than 20 squares
Duration: Permanent
away from you while fulfilling the instruction.
Every mage has their own mark, usually an elaborate
Identify and unique rune. This ritual allows a mage to inscribe
Level 1 Divination Incantation (Arcana) their mark on any non-magical substance, including
stone and metal. The rune remains permanently upon
Cost to Learn: 14 gp
the surface, only disappearing if the item or surface
Completion Time: 1 hour
itself is destroyed. The mage may choose to make this
Components: A pearl (28 gp)
mark visible to all, or only to those with the sight
Duration: Instantaneous
(meaning that most folk will not be able to see it at all,
You choose one object that you must touch throughout but anyone with Arcana training will see it).
the casting of the incantation. If it is a magic item or
some other magic-imbued object, you learn its Understand Languages
properties and how to use them, whether it requires Level 1 Divination Incantation (Arcana)
attunement to use, and how many charges it has, if any.
Cost to Learn: 14 gp
You learn whether any magical effects are affecting the
Completion Time: 10 minutes
item and what they are. If the item was created by an
Components: A pinch of soot and salt and an amethyst
art or power, you learn which art or power created it.
(14 gp)
If you instead touch a creature throughout the casting, Duration: 1 hour
you learn what magical effects, if any, are currently
For the duration, you understand the literal meaning of
affecting it.
any spoken language that you hear. You also
Arcana check: With a successful Arcana check (DC 12) at understand any written language that you see, but you
the time of casting, you have one additional question must be touching the surface on which the words are
about the item or creature answered - like its age, written. It takes about 1 minute to read one page of
provenance or creator. text.
26
simple tasks that a human servant could do, such as
Sphere of Silence
fetching things, cleaning, mending, folding clothes,
Level 3 Illusion Incantation (Arcana)
lighting fires, serving food, and pouring wine. Once you
give the command, the servant performs the task to the Cost to Learn: 27 gp
best of its ability until it completes the task, then waits Completion Time: 10 minutes
for your next command. Components: A bell cast from gold (27 gp)
Duration: 8 hours
If you command the servant to perform a task that
would move it more than 12 squares away from you, For the duration, no sound can be created within or
the incantation ends. pass through a 4-square burst centered on a point you
choose within range. Any creature or object entirely
Arcana check: With a successful Arcana check (DC 12) at
inside the sphere is immune to thunder damage, and
the time of casting, the duration extends to 24 hours
creatures are deafened while entirely inside it. Casting
and the incantation does not end if the servant moves
incantations is impossible there.
more than 12 squares away from you.
Arcana check: With a successful Arcana check (DC 14) at
Perpetual Message the time of casting, the target can be an object or
Level 3 Illusion Incantation (Arcana) creature instead of a point. The burst of silence moves
with the object or creature.
Cost to Learn: 27 gp
Completion Time: 1 hour
Continual Flame
Components: A small bit of honeycomb and jade dust
Level 5 Crafting Incantation (Arcana)
(54 gp)
Duration: Permanent Cost to Learn: 40 gp
Completion Time: 1 hour
You implant a message within an object within 6
Components: Ruby dust (80 gp)
squares, a message that is uttered when a trigger
Duration: Instantaneous
condition is met. Choose an object that you can see and
that isn’t being worn or carried by another creature. A flame, equivalent in brightness to a torch, springs
Then speak the message, which must be 25 words or forth from an object that you touch. The effect looks
less, though it can be delivered over as long as 10 like a regular flame, but it creates no heat and doesn’t
minutes. Finally, determine the circumstance that will use oxygen. A continual flame can be covered and
trigger the incantation to deliver your message. hidden but not smothered or quenched.
When that circumstance occurs, a magical mouth
appears on the object and recites the message in your
Dismiss Magic
voice and at the same volume you spoke. If the object Level 5 Practical Incantation (Arcana)
you chose has a mouth or something that looks like a Cost to Learn: 72 gp
mouth (for example, the mouth of a statue), the Completion Time: 1 minute
magical mouth appears there so that the words appear Components: A bone from a dead spellcaster (72 gp)
to come from the object’s mouth. After it delivers the Duration: Instantaneous
message, the magic mouth incantation ends.
Choose one creature, object, or magical effect within 24
The triggering circumstance can be as general or as squares. Any incantation or non-martial power of 5th
detailed as you like, though it must be based on visual level or lower on the target ends. For each incantation
or audible conditions that occur within 6 squares of the or non-martial power of 6th level or higher (or no
object. For example, you could instruct the mouth to level) on the target, make an Arcana check. The DC
speak when any creature moves within 6 squares of the equals 10 + the incantation or power’s level. On a
object or when a silver bell rings within 6 squares of it. successful check, the effect ends.
Arcana check: With a successful Arcana check (DC 14) at Alternatively, a magic item you touch becomes non-
the time of casting, you can choose for the incantation magical for the next 10 minutes.
to not end after it delivers its message, but instead for
it to remain and repeat its message whenever the Arcana check: You can instead choose a magic item
trigger occurs. within 24 squares to become non-magical for 10
minutes, but you must succeed on an Arcana check vs
the wielder’s Will (if it has a wielder).
27
Liquid Tread Sorcerous Gills
Level 5 Transportation Incantation (Arcana) Level 5 Practical Incantation (Arcana)
Cost to Learn: 40 gp Cost to Learn: 40 gp
Completion Time: 10 minutes Completion Time: 10 minutes
Components: A piece of a famous shipwreck (40 gp) Components: A short reed or piece of straw, and 40 gp
Duration: 8 hours Duration: 24 hours
This incantation grants one target the ability to move This incantation grants a willing creature the ability to
across any liquid surface - such as water, acid, mud, breathe underwater until the incantation ends.
snow, quicksand, or lava - as if it were harmless solid Affected creatures also retain their normal mode of
ground (creatures crossing molten lava can still take respiration.
damage from the heat).
Arcana check: With a DC 15 Arcana check, you can
If you target a creature submerged in a liquid, the choose up to 10 targets for this incantation.
incantation carries the target to the surface of the
liquid at a rate of 12 squares per round. Spectral Steed
Level 5 Crafting Incantation (Arcana)
Arcana check: With a DC 15 Arcana check, you can
choose up to 10 targets for this incantation. Cost to Learn: 40 gp
Completion Time: 10 minutes
Meld into Stone Components: Incense (40 gp)
Level 5 Practical Incantation (Arcana) Duration: 8 hours
Cost to Learn: 40 gp A Large quasi-real, horselike creature appears on the
Completion Time: 10 minutes ground in an unoccupied space of your choice within
Components: Incense (40 gp) range. You decide the creature’s appearance, but it is
Duration: 8 hours equipped with a saddle, bit, and bridle. Any of the
equipment created by the incantation vanishes in a
You step into a stone object or surface large enough to
puff of smoke if it is carried more than 2 squares away
fully contain your body, melding yourself and all the
from the steed.
equipment you carry with the stone for the duration.
Using your movement, you step into the stone at a For the duration, you or a creature you choose can ride
point you can touch. Nothing of your presence remains the steed. The creature uses the statistics for a riding
visible or otherwise detectable by nonmagical senses. horse, except it has a speed of 20 squares and can travel
10 miles in an hour. When the incantation ends, the
State a trigger. When that trigger is satisfied you are
steed gradually fades, giving the rider 1 minute to
expelled from the stone and the incantation ends.
dismount. The incantation ends if you use a swift
Otherwise, you must wait for the 8 hour duration to
action to dismiss it or if the steed takes any damage.
end.
Arcana check: With a DC 15 Arcana check, the steed can
While merged with the stone, you can hear but not see
also walk on water as if the liquid tread incantation had
what occurs outside it. You remain aware of the
been used on it. With higher Arcana check DCs, the
passage of time while merged in the stone.
steed may have other movement abilities like the
Minor physical damage to the stone doesn’t harm you, ability to phase through objects or to fly (with a
but its partial destruction or a change in its shape (to maximum altitude, or without a maximum altitude
the extent that you no longer fit within it) expels you with an even higher DC).
and deals 6d6 bludgeoning damage to you. If expelled,
you fall prone in an unoccupied space closest to where Tiny Hut
you first entered. Level 5 Crafting Incantation (Arcana)
Arcana check: If you succeed on a DC 15 Arcana check at Cost to Learn: 40 gp
the time of casting, while melded in stone you can use Completion Time: 1 hour
your movement to leave the stone whenever you want, Components: A small crystal bead (40 gp)
instead of waiting for the trigger. You leave the stone Duration: 8 hours
from where you entered it, and doing so ends the
An immobile dome of force springs into existence in a
incantation.
2-square burst around and above you and remains
stationary for the duration. The incantation ends if you
leave its area.
The incantation fails if its edge intersects a creature.
Creatures and objects within the dome when you cast
28
this incantation can move through it freely. All other other side of the doorway. The Dweller on the
creatures and objects are barred from passing through Threshold truthfully answers any questions it is asked
it. The atmosphere inside the space is comfortable and about a particular door. For example, the Dweller can
dry, regardless of the weather outside. provide a magical password that unlocks a door,
indicate how to disarm a trap on a door, reveal the
Until the incantation ends, you can command the
weaknesses of a door’s guardian, or describe the room
interior to become dimly lit or dark. The dome is
that lies beyond the door. Its answers are clear and
opaque from the outside, of any color you choose, but it
fairly specific, if somewhat terse. The caster may well
is transparent from the inside.
appreciate such concise answers, because one of the
Arcana check: With a DC 15 Arcana check, the dome’s forty-two symbols inscribed around the doorway
burst radius is 4 squares instead of 2. during the casting of the incantation fades away with
each word the Dweller on the Threshold speaks—and
Contact Other Plane when all the symbols are gone, the Dweller disappears.
Level 9 Divination Incantation (Arcana) If the caster asks the Dweller on the Threshold a
Cost to Learn: 168 gp question that doesn’t involve doors, the Dweller
Completion Time: 1 hour responds with a cutting insult, often about something
Components: Incense (168 gp) the caster thought was secret. Each word of the insult
Duration: 5 minutes likewise makes a symbol disappear from the perimeter
of the doorway.
You mentally contact a demigod, the spirit of a long-
dead sage, or some other mysterious entity from The exact nature of the Dweller on the Threshold is
another plane. Contacting this extraplanar intelligence shrouded in mystery.
can strain or even break your mind. When you cast this
incantation, make a DC 19 Arcana check. On a failure, Hrothgar’s Journey
you take 6d6 psychic damage and are overawed until Level 11 Transportation Incantation (Arcana)
you finish a long rest. While overawed, you can’t
Cost to Learn: 360 gp
understand what other creatures say, can’t read, and
Completion Time: 1 hour
speak only in gibberish. A restoration art used on you
Components: A windowless, thatched hut in a forest
ends this effect.
(360 gp)
On a successful check, you can ask the entity up to five Duration: Instantaneous
questions. You must ask your questions before the
Hrothgar’s journey is an incantation based on the tale of
incantation ends. The GM answers each question with
Hrothgar, a powerful barbarian hero from ages past.
one word, such as “yes,” “no,” “maybe,” “never,”
When the poetic epic of Hrothgar is recited in the
“irrelevant,” or “unclear” (if the entity doesn’t know
stifling heat of a sweat lodge during the winter solstice,
the answer to the question). If a one-word answer
the orator and his listeners receive the same final
would be misleading, the GM might instead offer a
reward that Hrothgar did: a one-way trip to Asgard’s
short phrase as an answer.
Valhalla, where they can drink and make merry with
the greatest warriors of myth.
Call Forth the Dweller
Level 11 Divination Incantation (Arcana) To cast the incantation, the caster must construct a
small, windowless hut in the middle of the forest, then
Cost to Learn: 360 gp build a bonfire in the hut’s center. At least four and up
Completion Time: 1 hour to twelve others accompany the caster into the hut.
Components: Forty-two mystic symbols inscribed Other participants must provide the dialogue for other
around the perimeter of the target doorway (requiring characters in the epic of Hrothgar. Then the flames are
materials costing 360 gp) lit and the telling of the tale of Hrothgar begins.
Duration: See below
Because the bonfire is large and the hut is small, the
This incantation contacts the enigmatic, atmosphere inside quickly gets stiflingly hot. Any
extradimensional being known as the Dweller on the creature inside the hut must make an Endure check (DC
Threshold, an entity that imparts knowledge about its 20) every 10 minutes or suffer the effects of severe heat
specific obsession: doors and other entrances. (lose a recovery).
To cast call forth the Dweller, the caster must inscribe Just as the tale of Hrothgar approaches its conclusion
forty-two mystic symbols around an open doorway, (near the end of the casting time), the bonfire’s flames
then begin the chants and supplications required for light the hut on fire, which creates a great deal of
the incantation. smoke but no additional heat or damage. The flames
If the incantation succeeds, an image of the Dweller— consume the hut’s roof and walls, revealing Valhalla. If
an inky mass of tentacles and mouths—appears on the the caster succeeds on a DC 19 Arcana check, they can
29
choose the exact location in Valhalla that the party Creatures with Intelligence scores of 2 or less aren’t
appears. affected by this incantation.
Until the incantation ends, the targets can
communicate telepathically through the bond whether
or not they have a common language. The
communication is possible over any distance, though it
can’t extend to other planes of existence.
Arcana check: With a DC 19 Arcana check, the duration
is 1 week.
Plane Walk
Level 13 Transportation Incantation (Arcana)
Cost to Learn: 680 gp
Completion Time: 1 hour
Palace by Luigi Castellani
Components: A forked, metal rod (680 gp), attuned to a
particular plane of existence
Summon Item
Duration: Instantaneous
Level 11 Conjuration Incantation (Arcana)
You and up to eight willing creatures who link hands in
Cost to Learn: 360 gp
a circle are transported to a different plane of
Completion Time: 1 hour existence. You can specify a target destination in
Components: A sapphire (720 gp)
general terms, such as the City of Brass on the
Duration: Permanent Elemental Plane of Fire, and you appear in or near that
You touch an object weighing 10 pounds or less whose destination.
longest dimension is 6 feet or less. The incantation Alternatively, if you know the sigil sequence of a
leaves an invisible mark on its surface and invisibly teleportation circle on another plane of existence, this
inscribes the name of the item on the sapphire you use
incantation can take you to that circle. If the
as the material component. Each time you cast this teleportation circle is too small to hold all the creatures
incantation, you must use a different sapphire.
you transported, they appear in the closest unoccupied
At any time thereafter, you can use a standard action to spaces next to the circle.
speak the item’s name and crush the sapphire. The
Arcana check: With a DC 28 Arcana check, you appear in
item instantly appears in your hand regardless of the exact place you specify on the plane.
physical or planar distances, and the incantation ends.
If another creature is holding or carrying the item, Moving Castle
crushing the sapphire doesn’t transport the item to Level 21 Practical Incantation (Arcana)
you, but instead you learn who the creature possessing
Cost to Learn: 9,000 gp
the object is and roughly where that creature is located
Completion Time: 24 hours
at that moment.
Components: Chevron amethyst (18,000 gp)
Dismiss magic or a similar effect successfully applied to Duration: Permanent
the sapphire ends this incantation’s effect.
Select a dwelling somewhere between a hut and a small
Arcana check: With an Arcana check, the object can castle in size. The dwelling lifts itself off the ground
weigh more than 10 pounds (the number of pounds is and grows one of the following means of transport:
the DC of the Arcana check).
1. Levitation: The dwelling floats over the
ground and over water, giving it fly 6 (hover,
Telepathic Bond
maximum altitude 2).
Level 11 Divination Incantation (Arcana)
Cost to Learn: 360 gp 2. Chicken Legs: The dwelling runs along the
Completion Time: 10 minutes ground, giving it speed 12.
Components: Pieces of eggshell from two different
kinds of creatures, one rare (360 gp) 3. Rollers: The dwelling moves on treads on the
Duration: 8 hours ground, giving it speed 8 - but it ignores
difficult, obstructing and other terrain.
You forge a telepathic link among up to eight willing
creatures of your choice in the area, psychically linking The dwelling follows your spoken instructions if they
each creature to all the others for the duration. are given from within or just outside the dwelling,
30
about as faithfully as a dim but well-meaning dog
Use Magic Device
might.
Level 2 Trick Practice (Bluff)
You can instruct the dwelling to ‘settle’. When given
Cost to Learn: 21 gp
this command, the dwelling lowers to the ground
Completion Time: See below
beneath it, concealing its means of locomotion, and
Components: 1 recovery
appears to be a regular building.
Duration: Instantaneous
You use a magic item or other magical device even if
Athletics you do not meet the prerequisites to do so. You must
Weight Distribution succeed on a Bluff check (easy DC based on the level of
Level 2 Trick Practice (Athletics) the magic item or device) in order to do so. If you fail,
there may be negative consequences depending on the
Cost to Learn: 21 gp item or device. The completion time is double the
Completion Time: 1 minute normal time it takes to activate the item.
Components: 1 recovery
Duration: One day Hidden Magic
Count your load as if it were one step lighter than it Level 6 Trick Practice (Bluff)
actually is (light load instead of a medium load, etc). Cost to Learn: 72 gp
Completion Time: 10 minutes
Bluff Components: Alchemical reagents (72 gp)
Duration: 1 year
Teach Cant You carefully tweak a magic item to appear non-
Level 1 Lesson Practice (Bluff) magical according to incantations, powers and skills
Cost to Learn: 28 gp that observe magical auras.
Completion Time: 1 week
Components: 28 gp Social Identity
Duration: Instantaneous Level 6 Trick Practice (Bluff)
The subject of a teach cant lesson learns the cant used Cost to Learn: 72 gp
by thieves, urchins and demi-mondaines. A character Completion Time: 1 week
who learns this art learns cant along with it, if they did Components: Bribes, materials, etc. (144 gp)
not already know it. Duration: Instantaneous
You create a social identity, with its own name,
Backup Disguise alignment, and abilities. This identity is not a false
Level 2 Trick Practice (Bluff) front; you really are your social identity as well as your
Cost to Learn: 21 gp original identity, and as such, your two identities can
Completion Time: 10 minutes be at most one alignment step from each other.
Components: 21 gp Changing from one identity to the other takes 1 minute
Duration: Until your next long rest and must be done out of sight from other creatures. As
You prepare a specific disguise that you keep at the this process involves both physical changes such as
ready, worn underneath your outer garment. You can clothing and makeup along with an altered state of
change into this disguise as a standard action. Having a mind, other effects that change your appearance don’t
backup disguise doesn’t allow you to remove your reduce the time required to change identities.
armor or any other complex piece of clothing any more Your two identities are completely distinct. You have
quickly, but once you have those off, the disguise is your current identity’s alignment for effects that rely
readily available. Because you have the backup disguise on alignment, though you are eligible for abilities that
at the ready, it’s possible that a thorough search might require a certain alignment (such as an artifact that
reveal some elements of the disguise. only respects good characters) only if both of your
identities qualify. Researching one of your identities
don’t reveal information about the other unless the
person attempting the research knows both identities
are the same person. Effects that detect you based on
your identity work only if you are currently in the
identity the effect is trying to detect; otherwise, the
effect fails as if the target didn’t exist.
31
Nameless One Entourage
Level 15 Trick Practice (Bluff) Level 7 Interaction Practice (Diplomacy)
Cost to Learn: 1,000 gp Cost to Learn: 104 gp
Completion Time: 1 week Completion Time: 1 week
Components: Bribes, disguises or the like (1,000 gp) Components: Gifts, treats and rewards (208 gp)
Duration: Instantaneous Duration: Instantaneous
You eschew all of your former identities, going as far as You have a small group of admirers who tend to follow
to render your former name completely inaccessible to you around while you’re in civilized settlements. Your
discover by mortal means. After this practice, you admirers are helpful to you, allowing you to make
forever lose all names and identities previously simple requests of them such as purchasing basic
associated with you. You adopt a brief descriptive title equipment with your funds or finding a room at an inn.
in place of a new name. These admirers do not travel with you to places that
are obviously dangerous, including most adventure
At the art’s conclusion, you must don the mask created
locations, but they’ll wait for you at the nearest
for the art, the appearance of which is evocative of
settlement.
your title. While you’re wearing this mask, any
attempts to scry or otherwise locate any of your
eschewed identities or connect you to those identities Endure
do not work, revealing nothing but darkness, as if you
were an invalid target or did not exist. Eschew Food
Level 2 Trick Practice (Endure)
Diplomacy Cost to Learn: 21 gp
Completion Time: 1 hour
Teach Signs Components: 1 recovery
Level 1 Lesson Practice (Diplomacy) Duration: Instantaneous
Cost to Learn: 28 gp You no longer need to eat to survive. You can end this
Completion Time: 1 week craft at any time. Until you do so, you cannot regain
Components: 28 gp the recovery you spent on this craft.
Duration: Instantaneous
Eschew Water
The subject of a teach signs lesson learns a basic sign
Level 8 Trick Practice (Endure)
language. A character who learns this art learns a basic
sign language along with it, if they did not already Cost to Learn: 136 gp
know it. Completion Time: 1 hour
Components: 1 recovery
Dealmaker Duration: Instantaneous
Level 5 Interaction Practice (Diplomacy)
You no longer need to drink water to survive. You can
Cost to Learn: 40 gp end this craft at any time. Until you do so, you cannot
Completion Time: 1 hour regain the recovery you spent on this craft.
Components: 1 recovery
Duration: Instantaneous Eschew Air
Level 12 Trick Practice (Endure)
You have the air of a person with money, allowing you
to buy and sell valuables that otherwise are too rich for Cost to Learn: 520 gp
the local community. When looking to buy or sell an Completion Time: 1 hour
item that would normally be outside that available for Components: 1 recovery
sale or purchase in the local community, make a Duration: Instantaneous
Diplomacy check (DC depends on the level of the item
and the size of the community). On a success, you’re You no longer need to breathe air to survive. You can
able to sell or purchase that item. end this craft at any time. Until you do so, you cannot
regain the recovery you spent on this craft.
32
gp)
Eschew Sleep
Duration: Instantaneous
Level 14 Trick Practice (Endure)
You check for evidence such as wound patterns,
Cost to Learn: 840 gp
learning how a body was injured or killed.
Completion Time: 1 hour
Components: 1 recovery Heal check: With a successful Heal check (variable DC),
Duration: Instantaneous you learn important clues about events surrounding
the death.
You no longer need to sleep. You can stay awake at all
times without penalties, and can have the benefits of a Restoration
long rest once a day by spending an hour in quiet
Level 7 Treatment Practice (Heal)
meditation. You can still fall asleep, either by choice or
because you are affected by something that makes you Cost to Learn: 104 gp
sleep. You can end this craft at any time. Until you do Completion Time: 24 hours
so, you cannot regain the recovery you spent on this Components: Healing herbs (208 gp)
craft. Duration: Instantaneous
Forensic Examination
Level 1 Treatment Practice (Heal)
Cost to Learn: 14 gp
Completion Time: 1 hour
Components: Special reagents and chemicals (14
33
The target of the experimental resurrection is brought If you beat the DC by 10 or more, you learn the
back to life. The subject must have died within the last creature’s profession and specialty within that
24 hours, and their body must be intact. profession. You learn the nation or settlement where
they normally live.
If you beat the DC by 20 or more, you learn the
History creature’s profession, their specialty within that
Delve into Collective Memory profession, and a major accomplishment or
Level 3 Divination Incantation (History) controversy from their career. You also learn the
nation and settlement where they live, as well as the
Cost to Learn: 27 gp district in a city large enough to have districts. In
Completion Time: 10 minutes addition, you learn the nation or settlement where
Components: Lapis lazuli (27 gp) they spent their formative years.
Duration: Instantaneous
On a failure, you come to a false conclusion about the
You can learn information from the memories of creature’s profession and the region of the world they
others, even those long dead. This practice allows you hail from.
to find out information that you could not possibly
know yourself. Make the relevant knowledge skill
check, adjusted as follows: Nature
A substantial minority of people know this information: +0 Detect Poison and Disease
DC.
Level 1 Divination Incantation (Nature)
Only a few people know this information: +5 DC.
Only very few people know this information, and possibly Cost to Learn: 14 gp
those who once knew it have forgotten it or those who know it Completion Time: 10 minutes
don’t understand the significance of what they know: +10 Components: A gilt yew leaf (14 gp)
DC. Duration: 10 minutes
No one alive knows this information: +15 DC.
For the duration, you can sense the presence and
location of poisons, poisonous creatures, and diseases
Insight within 6 squares of you. You also identify the kind of
poison, poisonous creature, or disease in each case.
Biographical Eye
Level 5 Information Practice (Insight) The incantation can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal, a
Cost to Learn: 40 gp thin sheet of lead, or 3 feet of wood or dirt.
Completion Time: 1 minute
Components: 1 recovery Intuit Direction
Duration: Instantaneous Level 1 Information Practice (Nature)
In even a brief conversation or social interaction, you Cost to Learn: 14 gp
pick up on subtle social and visual cues to learn a great Completion Time: 1 minute
deal about a person’s origin and history. You might Components: 1 recovery
notice bits of green under the person’s fingernails and Duration: Instantaneous
determine they’re an herbalist, a pin indicating their
membership in a secret society, or something similar. You learn which way is north.
You pick up on only details that have to do with their Nature check: On a DC 12 Nature check, you also learn
societal role, so you might learn the city district where how many miles you are from your destination.
a vampire lives, but wouldn’t learn any of their
weaknesses, nor necessarily even that they are a Purify Food and Drink
vampire. Level 1 Practical Incantation (Nature)
Spend 1 minute, then attempt an Insight check. You Cost to Learn: 14 gp
gain a +2 circumstance bonus to the check if you Completion Time: 1 hour
engaged the person in conversation during this time. If Components: Salts and powders (14 gp)
the person is deliberately trying to conceal their nature Duration: Instantaneous
or present a false identity, you learn about their false
biography rather than their true one unless the result Select a square within 12 squares of you. All
of your Insight check exceeds their Bluff check. nonmagical food and drink within the square is
purified and rendered free of poison and disease.
Insight check: On a DC 10 Insight check, you learn the
creature’s profession and the region of the world they
hail from, but no more.
34
7. Heel: The animal follows you closely, even to
Speak with Animals
places where it normally wouldn’t go.
Level 1 Divination Incantation (Nature)
Cost to Learn: 14 gp 8. Perform: The animal performs a variety of simple
Completion Time: 1 hour tricks, such as sitting up, rolling over, roaring or
Components: Incense (14 gp) barking, and so on.
Duration: 1 hour
9. Seek: The animal moves into an area and looks
You gain the ability to comprehend and verbally around for anything that is obviously alive or
communicate with beasts for the duration. The animate.
knowledge and awareness of many beasts is limited by
their intelligence, but at minimum, beasts can give you 10. Stay: The animal stays in place, waiting for you to
information about nearby locations and monsters, return. It does not challenge other creatures that
including whatever they can perceive or have come by, though it still defends itself if it needs
perceived within the past day. You might be able to to.
persuade a beast to perform a small favor for you, at
the GM’s discretion. 11. Track: The animal tracks the scent presented to
it.
Teach Trick
Level 1 Lesson Practice (Nature) 12. Work: The animal pulls or pushes a medium or
heavy load.
Cost to Learn: 14 gp
Completion Time: 1 week
Spirit Speaker
Components: See below
Level 2 Divination Incantation (Nature)
Duration: Instantaneous
Cost to Learn: 21 gp
Animals and other unintelligent creatures can be
taught a trick using this method. The component cost Completion Time: 10 minutes
Components: Incense (21 gp)
equals the cost of a consumable item of the creature’s
Duration: 1 minute
level. An animal can be taught multiple tricks over the
week, but multiply the component cost by the number When an animal dies, its spirit lingers briefly before
of tricks taught. moving on. Using low chants, body language that
shows respect, and special movements that
1. Attack: The animal attacks apparent enemies.
demonstrate to the spirit that you are an ally, you
You may point to a particular creature that you
glean information from the spirit of an animal that has
wish the animal to attack, and it will comply if
been dead no longer than 1 day.
able.
Attempt a Nature check at a DC determined by the GM
2. Come: The animal comes to you, even if it (normally, this is the appropriate DC for the level of the
normally would not do so. animal or beast when it was alive). Regardless of the
result of your check, the spirit immediately departs
3. Defend: The animal defends you (or is ready to and can’t be used for spirit speaker again.
defend you if no threat is present), even without
any command being given. Alternatively, you can If you succeed, the spirit answers you truthfully. The
command the animal to defend a specific other spirit’s answer is likely to be terse or cryptic compared
character. to normal communication with an animal, and it can
pertain only to things the creature directly
4. Down: The animal breaks off from combat or experienced or considered important. The spirit
otherwise backs down. An animal that doesn’t doesn’t remember anything that happened more than 1
know this trick continues to fight until it must day ago.
flee (due to injury, a fear effect, or the like) or its
If you fail, the spirit doesn’t answer you. If you fail by
opponent is defeated.
10 or more, the spirit is wracked with misery or
5. Fetch: The animal goes and gets something. If you bewilderment and gives you an erroneous answer.
do not point out a specific item, the animal
fetches some random object.
35
yourself in the incantation as the master, if desired.
Animal Message
The item with special significance is placed between
Level 3 Conjuration Incantation (Nature)
them, and at the completion of the incantation it turns
Cost to Learn: 27 gp to smoke.
Completion Time: 1 hour
The bonded companion follows the Companion rules,
Components: A morsel of food and a fossil (27 gp)
as well as the following special rules:
Duration: Special
13. If the master takes a move action, the
By means of this incantation, you use an animal to
companion can take a move action as well.
deliver a message. Choose a Tiny beast you can see
within range, such as a squirrel, a blue jay, or a bat. You 14. If the master is incapacitated or not present,
specify a location, which you must have visited, and a the companion gets its full complement of
recipient who matches a general description, such as “a actions without needing to be “commanded”.
man or woman dressed in the uniform of the town
guard” or “a red-haired gnome wearing a pointed hat.” 15. The companion’s level is equal to the master’s,
You also speak a message of up to twenty-five words. unless it was already higher.
The target beast travels for the duration of the
16. The companion’s maximum HP are equal to
incantation toward the specified location, covering
the master’s staggered value, unless it was
about 2 miles per hour for a flying messenger, or 1 mile
already higher.
per hour for other animals.
When the messenger arrives, it delivers your message 17. The companion uses the master’s defenses,
to the creature that you described, replicating the except where the companion’s defense is
sound of your voice. The messenger speaks only to a higher.
creature matching the description you gave. If the
messenger doesn’t reach its destination before the 18. The companion has no recoveries of its own,
incantation ends, the message is lost, and the beast but can use its master’s.
makes its way back to where you cast this incantation.
19. Either participant in the incantation can end
Nature check: The duration of the incantation is your its effects as a swift action.
Nature check result in hours.
Speak with Plants
Locate Animals or Plants
Level 5 Divination Incantation (Nature)
Level 3 Scrying Incantation (Nature)
Cost to Learn: 40 gp
Cost to Learn: 27 gp Completion Time: 10 minutes
Completion Time: 10 minutes Components: The heart or core of a plant over 100
Components: A bit of fur from a bloodhound and a
years old (40 gp)
silver dowsing rod (27 gp) Duration: 8 hours
Duration: Instantaneous
You imbue plants within 6 squares of you with limited
Describe or name a specific kind of beast or plant. sentience and animation, giving them the ability to
Concentrating on the voice of nature in your
communicate with you and follow your simple
surroundings, you learn the direction and distance to commands. You can question plants about events
the closest creature or plant of that kind within 5 within 6 squares within the past day, gaining
miles, if any are present.
information about creatures that have passed, weather,
Nature check: With a DC 14 Nature check, you learn a and other circumstances.
further detail about the beast or plant you described,
You can also turn difficult terrain caused by plant
or the range extends to 10 miles. growth (such as thickets and undergrowth) into
ordinary terrain that lasts for the duration. Or you can
Bonded Companion turn ordinary terrain where plants are present into
Level 5 Practical Incantation (Nature) difficult terrain that lasts for the duration, causing
Cost to Learn: 40 gp vines and branches to hinder pursuers, for example.
Completion Time: 8 hours Plants might be able to perform other tasks on your
Components: An item with special significance to both behalf, at the GM’s discretion. The incantation doesn’t
participants (of any monetary value) enable plants to uproot themselves and move about,
Duration: Instantaneous but they can freely move branches, tendrils, and stalks.
You perform this incantation over two participants: the
master and the bonded companion. You may include
36
If a plant creature is in the area, you can communicate from outside the subject areas specified.
with it as if you shared a common language, but you
gain no magical ability to influence it.
None
Express Rider Alchemy
Level 6 Interaction Practice (Nature) Level 1 Schema Practice (None)
Cost to Learn: 72 gp Cost to Learn: See below
Completion Time: 1 minute Completion Time: 1 hour
Components: 1 recovery Components: See below
Duration: One day Duration: Instantaneous
You know how to encourage your mount to cover Rather than a single practice, alchemy is a category of
ground quickly. When calculating your travel speed for practices. Each potion and alchemical item has its own
the day while mounted, you can attempt a Nature practice (alchemy: potion of healing, alchemy: salve of
check increase your mount’s travel speed. The DC is resurrection, and so on), which a character can learn
determined by the GM, but is typically based on the after studying another of the same variety for 1 hour,
mount’s level or the difficulty of the environment, or from scratch with 8 hours. The cost to learn equals
whichever is harder. On a success, increase your the cost of a consumable item of the level of the potion
mount’s travel speed by half. This has no effect on your or alchemical item.
mount’s movement in encounters.
The component cost to make one of those items equals
Consult Nature the cost to buy the item.
Level 9 Divination Incantation (Nature) You cannot learn the practice of an item of a level
Cost to Learn: 168 gp higher than your own.
Completion Time: 1 hour Magic Spell 3 by Joyce Maureira
Components: An emerald (168 gp)
Duration: Instantaneous Poisoncraft
You become one with nature and gain knowledge of the Level 1 Schema Practice (None)
surrounding territory. In the outdoors, the incantation Cost to Learn: See below
gives you knowledge of the land within 3 miles of you. Completion Time: 1 hour
In caves and other natural underground settings, the Components: See below
radius is limited to 60 squares. The incantation doesn’t Duration: Instantaneous
function where nature has been replaced by
construction, such as in dungeons and towns. Rather than a single practice, poisoncraft is a category
of practices. Each poison has its own practice
You instantly gain knowledge of one fact of your choice (poisoncraft: pale tincture, poisoncraft: repulsion resin, and
about any of the following subjects as they relate to the so on), which a character can learn after studying
area: another of the same variety for 1 hour, or from scratch
1. terrain and bodies of water with 8 hours. The cost to learn equals the cost of a
consumable item of the level of the poison.
2. prevalent plants, minerals, animals, or peoples
The component cost to make one of those items equals
3. powerful celestials, fey, fiends, elementals, or the cost to buy the item.
undead You cannot learn the practice of an item of a level
higher than your own.
4. influence from other planes of existence
5. buildings
37
Cobble Together Brilliant Planner
Level 2 Schema Practice (None) Level 5 Schema Practice (None)
Cost to Learn: 21 gp Cost to Learn: 40 gp
Completion Time: 10 minutes Completion Time: 8 hours
Components: 1 recovery Components: See below
Duration: 1 day Duration: See below
You improvise any item that costs 50 gp or less. After You can prepare for future contingencies without
one day, the item falls apart. defining what those preparations are until they are
relevant. This practice requires you to be in a
Enchant Item settlement. Spend up to 50 gp per character level,
Level 2 Schema Practice (None) which becomes your brilliant plan fund. While you
have a brilliant plan pending, you are always treated as
Cost to Learn: See below carrying 20 additional pounds of weight, even before
Completion Time: 1 week you define your brilliant plan.
Components: See below
Duration: Instantaneous Once per day, you can take 10 minutes to enact a
brilliant plan, withdrawing an item that would have
Rather than a single practice, enchant item is a been available in a settlement you visited or procuring
category of practices. Each enchanted item boost has a mundane service that your character planned ahead
its own practice (enchant item: dragonbane weapon, of time. Once you enact the plan, subtract the price of
enchant item: dismissal focus, and so on), which a the item or service from the fund. Any item procured
character can learn after studying another of the same must weigh 10 pounds or less. Likewise, the GM must
variety for 1 hour, or from scratch with 8 hours. The approve any non-magical service you gain by using
cost to learn equals the cost of a consumable item of your fund as being appropriate for the location
the level of a +1 item with that boost. selected.
The component cost to make one of those magic items Once you have spent all the money in your brilliant
equal the cost to buy the item. If an existing enchanted plan fund or procured 20 pounds of objects, you must
item is consumed during the crafting process, deduct use the practice again to replenish your brilliant plan
its cost from the component cost. fund.
You cannot learn the practice of an item of a level
higher than your own.
Religion
Craft Wondrous Items Detect Otherworldly
Level 2 Schema Practice (None) Level 1 Divination Incantation (Religion)
Cost to Learn: See below Cost to Learn: 14 gp
Completion Time: 1 week Completion Time: 10 minutes
Components: See below Components: Incense (14 gp)
Duration: Instantaneous Duration: 10 minutes
Rather than a single practice, craft wondrous item is a For the duration, you know if there is a creature of the
category of practices. Each wondrous item has its own cosmic, elemental, fey, outsider or shadow source or
practice (craft wondrous item: bag of tricks, craft wondrous with the Celestial, Demon, Devil or Undead tags within
item: decanter of endless water, and so on), which a 6 squares of you, as well as where the creature is
character can learn after studying another of the same located. Similarly, you know if there is a place or object
variety for 1 hour, or from scratch with 8 hours. The within 6 squares of you that has been magically
cost to learn equals the cost of a consumable item of consecrated or desecrated.
the level of a +1 item with that boost.
The incantation can penetrate most barriers, but it is
The component cost to make one of those magic items blocked by 1 foot of stone, 1 inch of common metal, a
equal the cost to buy the item. If an existing wondrous thin sheet of lead, or 3 feet of wood or dirt.
item is consumed during the crafting process, deduct
its cost from the component cost.
You cannot learn the practice of an item of a level
higher than your own.
38
The incantation doesn’t take into account any possible
Witness an Oath
circumstances that might change the outcome.
Level 1 Practical Incantation (Religion)
If you cast the incantation two or more times before
Cost to Learn: 14 gp
completing your next long rest, there is a cumulative
Completion Time: 1 hour
25 percent chance for each casting after the first that
Components: 1 recovery
you get a random reading. The GM makes this roll in
Duration: Instantaneous
secret.
You swear an oath or bear witness to one sworn by
another. Remove Curse
Level 5 Curative Incantation (Religion)
To swear an oath, the subject names—very
specifically—a task they will accomplish in no more Cost to Learn: 40 gp
than one year’s time. If the task is not completed in Completion Time: 1 hour
that time, or if conditions arise that indicate the failure Components: Incense (80 gp)
of the oath, they lose all recoveries, and cannot regain Duration: Instantaneous
them for a month.
At your touch, all curses of your level or lower (or no
The oath-swearer cannot be tricked into thinking an level) affecting one creature or object end. If the object
oath is fulfilled when it is not, and no magical is a cursed magic item, its curse remains, but the
compulsion can force them to stop attempting to fulfill incantation breaks its owner’s attunement to the object
it. so it can be removed or discarded.
Oaths can be singular tasks (destroy the Dark Tower) or Religion check: With a successful Religion check
ongoing (keep King Dari alive). Ongoing oaths can be (moderate DC based on the curse’s level), you can
renewed at the end of each year. An oath must be remove curses of a level higher than your own.
something measurable, so the character knows
whether it has been fulfilled. Speak with the Departed
Level 5 Divination Incantation (Religion)
One day after the oath is fulfilled or one month after it
is broken, you regain the recovery you spent on this Cost to Learn: 40 gp
craft. Completion Time: 1 hour
Components: Incense (40 gp)
The oath-swearer receive a +2 power bonus on skill
Duration: 10 minutes
checks while working towards their oath, and a +2
power bonus to defenses against attacks that would You grant the semblance of life and intelligence to a
directly stop them from working towards their oath. corpse of your choice within range, allowing it to
answer the questions you pose. The corpse must still
Augury have a mouth and can’t be undead. The incantation
Level 3 Divination Incantation (Religion) fails if the corpse was the target of this incantation
within the last 10 days.
Cost to Learn: 27 gp
Completion Time: 1 hour Until the incantation ends, you can ask the corpse a
Components: Incense (27 gp) question. The corpse knows only what it knew in life,
Duration: Instantaneous including the languages it knew. Answers are usually
brief, cryptic, or repetitive, and the corpse is under no
By casting gem-inlaid sticks, rolling dragon bones,
compulsion to offer a truthful answer if you are hostile
laying out ornate cards, or employing some other
to it or it recognizes you as an enemy. This incantation
divining tool, you receive an omen from an
doesn’t return the creature’s soul to its body, only its
otherworldly entity about the results of a specific
animating spirit. Thus, the corpse can’t learn new
course of action that you plan to take within the next
information, doesn’t comprehend anything that has
30 minutes. The GM chooses from the following
happened since it died, and can’t speculate about
possible omens:
future events.
6. Weal, for good results
Religion check: With a DC 15 Religion check, you can ask
7. Woe, for bad results up to five questions.
39
travel, and therefore prevents creatures from accessing
Commune
the area by way of the Astral Plane, Ethereal Plane,
Level 9 Divination Incantation (Religion)
Plane of Faerie, Plane of Shadow, or the plane walk
Cost to Learn: 168 gp incantation.
Completion Time: 1 hour
In addition, the incantation damages types of creatures
Components: Incense and a vial of holy or unholy
that you choose when you cast it. Choose one or more
water (168 gp)
of the following tags: Air, Celestial, Cold, Demon, Devil,
Duration: 1 hour
Earth, Fire, Water or Undead. When a creature with
You contact a divine proxy and ask up to three that tag enters the incantation’s area for the first time
questions that can be answered with a yes or no. You on a turn or starts its turn there, the creature takes
must ask your questions before the incantation ends. 5d10 radiant or necrotic damage (your choice when you
You receive a correct answer for each question. cast this incantation).
Divine beings aren’t necessarily omniscient, so you When you cast this incantation, you can designate a
might receive “unclear” as an answer if a question password. A creature that speaks the password as it
pertains to information that lies beyond the deity’s enters the area takes no damage from the incantation.
knowledge.
The incantation’s area can’t overlap with the area of
Religion check: With a DC 18 Religion check, you contact another forbid intrusion incantation. If you cast forbid
a more powerful entity aligned strongly with your intrusion every day for 7 days in the same location, the
interests, possibly even your deity. The entity won’t incantation lasts until it is dispelled.
attempt to deceive you, though it still might not know
the answers. When it’s important to provide clarity, the Geas
entity will answer your questions with up to five words, Level 11 Practical Incantation (Religion)
such as “If you leave immediately” or “That was true
Cost to Learn: 360 gp
once.”
Completion Time: 1 hour
Components: 1 recovery (until effect ends)
Prescient Divination
Duration: One day / level or until discharged
Level 9 Divination Incantation (Religion)
A geas places a command on a creature to carry out
Cost to Learn: 168 gp
some service or to refrain from some action or course
Completion Time: 1 hour
of activity, as desired by you. The creature must be of
Components: Incense and a sacrificial offering
your level or lower and be able to understand you.
appropriate to your religion (168 gp)
While a geas cannot compel a creature to kill itself or
Duration: Instantaneous
perform acts that would result in certain death, it can
Your magic and an offering put you in contact with a cause almost any other course of activity.
god or a god’s servants. You ask a single question
If the instructions are to complete a specific, achievable
concerning a specific goal, event, or activity to occur
goal, the geased creature must follow the given
within 7 days. The GM offers a truthful reply. The reply
instructions until the geas is completed, no matter how
might be a short phrase, a cryptic rhyme, or an omen.
long it takes.
The incantation doesn’t take into account any possible
If the instructions involve some open-ended task that
circumstances that might change the outcome.
the recipient cannot complete through their own
Religion check: With a DC 18 Religion check, the answer actions the craft remains in effect for a maximum of
is less cryptic than it otherwise would have been. one day per level you have. A clever recipient can
subvert some instructions.
Forbid Intrusion If the subject is prevented from obeying the geas for 24
Level 11 Abjuration Incantation (Religion) hours, it loses one recovery. It cannot regain this
Cost to Learn: 360 gp recovery while the geas remains.
Completion Time: 1 hour Religion check: With a moderate DC Religion check
Components: A sprinkling of holy water, rare incense, (based on the level of the target), you can target a
and powdered ruby (360 gp) creature of level higher than your own.
Duration: 1 day
You create a ward against magical travel that protects
up to 1,600 squares of floor space to a height of 6
squares above the floor. For the duration, creatures
can’t teleport into the area or use portals to enter the
area. The incantation proofs the area against planar
40
cost to learn equals the cost of a consumable item of
Restore Revenant
the trap's level.
Level 11 Curative Incantation (Religion)
The component cost to make one of those traps
Cost to Learn: 360 gp
depends on the type of trap: start with the cost of a
Completion Time: 8 hours
consumable item of the trap's level and halve it for a
Components: Incense (360 gp)
one-off trap and double it for a recurring trap. Hazards
Duration: Instantaneous
use the cost of a consumable item of the trap’s level.
The target of the incantation is brought back to life,
You cannot learn the practice of a trap of a level higher
with the Revenant bond. Make a Religion check. The
than your own.
result determines what starting Favor the target begins
with. Religion result 10 or less: -3 Favor. Religion result 11-
15: 0 Favor. Religion result 16-20: 5 Favor. Religion result Stealth
21-25: 10 Favor. Religion result 26 or more: 15 Favor.
Foil Senses
Fires of the Abyss Level 1 Trick Practice (Stealth)
Level 21 Conjuration Incantation (Religion) Cost to Learn: 14 gp
Cost to Learn: 360 gp Completion Time: 10 minutes
Completion Time: 2 hours Components: Special materials suitable for thwarting
Components: Rare unguents and dark alchemical the specified special sense (14 gp)
concoctions (360 gp) Duration: 8 hours
Duration: 8 hours You make it impossible for a creature that is tracking
This incantation, dreamed up by cultists, opens a fell you or searching for you to use one of its special senses,
rift between the current location and a fiery layer of like scent or tremorsense, to assist it in doing so.
the Abyss. This rift brings about a massive
conflagration that destroys almost everything in the
immediate area, then releases a powerful demon who
Streetsmarts
capers over the smoldering ruins and begins to Carouse
rampage across the countryside. The fires of the Abyss Level 1 Interaction Practice (Streetsmarts)
ignite everything they touch—except for the caster,
who is knocked unconscious and transported to a layer Cost to Learn: 14 gp
of the Abyss. Completion Time: 4 hours
Components: Shouted drinks (14 gp)
When the incantation is complete, the fires of the Abyss Duration: Instantaneous
erupt from the caster’s former location.
You cope through drink and revelry, and have
Attack: Near burst 16; +26 vs Reflex; on a hit, the target mastered both. You can gain the benefits of a long rest
takes 18d6 fire damage. On a miss, the target takes half by spending 4 hours drinking, carousing, and taking
damage. Either way, everything flammable in the burst the occasional blackout nap. You can carouse in this
is lit on fire. way so long as you consume at least 4 pints’ worth of
Secondary Effect: At initiative count 20 on the following ale (or equivalent drink), and you are alert and aware
round, a balor comes through the rift, which then of your surroundings while doing so.
closes. The balor begins to destroy everything in sight. If you carouse with another creature in this way, you
can attempt to learn secrets from it by drinking it
Sleight of Hand under the table. Each hour you spend carousing with a
willing creature, make an Endure check vs the target’s
Craft Trap Fortitude. On a success, that creature answers a
Level 1 Schema Practice (Sleight of Hand) question truthfully (even questions it would not
normally answer).
Cost to Learn: See below
Completion Time: 1 hour
Components: See below
Duration: Instantaneous
Rather than a single practice, craft trap is a category of
practices. Each trap has its own practice (craft trap:
snare trap, craft trap: scythe trap, and so on), which a
character can learn after studying another of the same
variety for 1 hour, or from scratch with 8 hours. The
41
Shady Connections Safe House
Level 2 Interaction Practice (Streetsmarts) Level 11 Trick Practice (Streetsmarts)
Cost to Learn: 21 gp Cost to Learn: 360 gp
Completion Time: 1 hour Completion Time: 1 week
Components: Bribes or gifts (21 gp) Components: Bribes, development applications and
Duration: Instantaneous construction costs (720 gp)
Duration: Instantaneous
You have dealings with a variety of unsavory
characters, which you can leverage to trade favors or You establish a safe house—a secure space in which to
meet powerful people. When you’re in an area where hide your secrets from the outside world. This safe
you have connections (typically a settlement where house is roughly the size of a 10-foot cube. It’s in a
you’ve spent downtime building connections or location you have access to, and it can be part of a
possibly another area in the same nation), you can larger building or structure, like a hidden room or an
arrange a meeting with an important criminal, such as underground cave. The safe house protects objects and
a thieves’ guild leader, or ask for a favor in exchange people inside it from magical detection. Setting up or
for a later favor of your contact’s choice. moving your safe house takes a week of downtime. The
size of the safe house expands by one 10-foot cube each
Sow Rumor time you use this craft.
Level 2 Interaction Practice (Streetsmarts)
Cost to Learn: 21 gp
Completion Time: 2 hours
Components: Shouted drinks, bribed journalists or the
like (42 gp)
Duration: Instantaneous
You spread rumors, which may or may not be true,
about a specific subject. If the subject of your rumor is
not currently the subject of any contradictory rumors,
this typically takes 2 hours, at the end of which you
make a Streetsmarts check to see how well you spread
the rumor. If your rumor matches any current rumors
about the subject, it takes less time to spread the
rumor, and if you are attempting to overtake a
particularly popular and contradictory rumor, it takes
much longer or may be impossible. The DC similarly
increases or decreases depending on how plausible
your rumor is. If you succeed, you successfully spread
the rumor. If you fail, your rumor dies off. If you fail by
10 or more, a rumor spreads about someone trying to
spread false rumors about the subject.
Party Crasher
Level 7 Interaction Practice (Streetsmarts)
Cost to Learn: 104 gp
Completion Time: 2 hours
Components: Bribes, disguises or distractions (104 gp)
Duration: Instantaneous
Any time you encounter a social event you would
ordinarily be denied access to, such as a coronation,
royal gala, or other society function, you can secure
entry without the need for a skill check. You find
invitations, invitees looking for fashionable dates,
temporary jobs with the caterers, event staff willing to
look the other way, or some other mode of access for
yourself and your allies. This ability doesn’t apply to
secret events or other small private gatherings with no
staff, dates, or outsiders involved.
42
Bonds
Over time, player characters will ingratiate themselves Learn Incantation: Upon joining the ancient
with and derive power from different patrons, priesthood, you are taught an incantation. You do not
powerful magical artifacts, secret societies, and so on. get to choose the incantation. Those with a Friendly
These relationships are often ephemeral, lasting over bond are taught a second, and Helpful a third.
two or three adventures. In some cases they last longer,
particularly if the player character is prepared to keep Hostile
investing in them. Spiritual Duties: You must make a blood sacrifice
alongside every incantation you perform or the
Unless otherwise stated, when a character forms one of
incantation does not work.
these bonds, they start with a Favor of 5, which
corresponds to a “Neutral” attitude. Obsessed with the Unnatural: You suffer a -2 penalty
on any attack that does not include a creature with the
Table – Favor and Attitude Undead or Construct tags or the cosmic source.
Favor Attitude
Unfriendly
0 or less Hostile
Spiritual Duties
1-4 Unfriendly
Forest Grace: Ignore difficult terrain that results from
5-11 Neutral plants and vegetation.
12-15 Friendly
You leave no trail in natural surroundings and cannot
16-20 Helpful be tracked. You may choose to leave a trail if so
If the player character serves the bond, it strengthens desired.
and Favor increases. If they defy the bond or neglect it,
Favor decreases. Neutral
Sacred Incantations: Incantations you perform at
Some example bonds are shown below.
your sacred site, or at others that you find, have their
component cost halved.
Ancient Priesthood Forest Grace
Prestige-tier bond
Nature Sense +2: +2 item bonus to Nature checks.
The player character joins a secretive priesthood with
its own language. Red in tooth and claw but with a soft Friendly
spot for mistletoe, these priests worship ancient gods. Sacred Incantations
Favor Enduring Incantation: Incantations you perform that
Example ways a character may gain or lose Ancient include a blood sacrifice (chosen by the GM, but not
Priesthood Favor: necessarily involving the death of a sentient being)
have their duration extended to “until you begin
Character gains a level in a divine class +1d10 casting another incantation”.
Character uses a metal weapon or wears metal armour -1 Forest Grace
per day
Nature Sense +5
Character has an alignment other than Unaligned -1 per
month Resist Poison 5
43
Timeless Body: You no longer age, and cannot be aged
Neutral
magically.
Careful step: You ignore difficult terrain while riding
Resist Poison 10 Atlas.
Tongue of the Sun and Moon: You can speak with any
Friendly
living creature.
Careful step
Moving On System mastery: You get comfortable in Atlas. You
A player character may give up the Ancient Priesthood, have reach 2 while riding Atlas.
or have it stripped from them if they lose a fight
Improved Unarmed Combat: While riding Atlas, you
against a fellow initiate. If they are separated from
gain the Improved Unarmed Combat feat if you did not
their sacred site, or if it is destroyed, they may lose
have it already.
their connection to the land.
Helpful
Golemrider: Atlas Careful step
Prestige-tier bond System mastery
The player character takes possession of a Juggernaut, Gravity drive: You take no damage from a fall while
the armored golems that have room in their torsos for riding Atlas.
a humanoid rider. This Juggernaut goes by the name of
Atlas. Repair module: You gain the repair module power.
44
Properties Look Out, Sir
Retainers: You are able to call upon 1d6 retainers to Encounter Utility (Counter Action)
Near burst 1, one ally
accompany you on any particular adventure. These
Trigger You are the target of an attack.
retainers do not fight, but they can help with keeping Effect The target ally can replace you as the target of the attack, if
watch, setting up camp, cooking, carrying treasure, they wish.
tending to animals, and so on.
Well Supplied: Before each adventure, select one Helpful
consumable item of your level or lower. You receive it The knight gains a “license to crenellate”, entitling
for free – perhaps it was made by your retainers, or them to build a castle (or to fortify their existing
gifted to you by your liege lord. residence).
Binding Oath
Hostile
Powerful Enemies: Once every month or so, you face Aristocratic Mien +3
an attack, sabotage or arson from one of your enemies. Look Out, Sir
This might take the form of an encounter of your level,
or an extended challenge as you try to undo the Knightly Expectations +5
damage they have done. Squire: Your man-at-arms' maximum HP are equal to
Render Unto Caesar: Your liege lord demands 1,000 gp your staggered value.
a month in additional tithes – or for you to go on a Rally the Troops: You can use the rally the troops
quest of your lord's choosing every six months. power.
Unfriendly Rally the Troops
Render Unto Caesar Encounter Utility (Swift Action)
Knightly Expectations +2: You receive an item bonus Near burst 5, one ally
Effect The target can take the rally action as a free action, if they are
to Will defenses against fear. eligible to do so.
Special This power does not affect the normal limitation that a
Neutral character can only take the rally action once per combat.
Knightly Expectations +2
Binding Oath: You can swear and witness oaths that
Moving On
are enforced by the gods themselves. You learn the While a player character may well remain a knight for
witness an oath practice and can perform it for no cost. the rest of their life, they may still give up this bond by
travelling far away from their lands, by rising to a
If a creature you witnessed breaches their oath, they higher rank with different duties, by leaving their
take persistent radiant damage (save ends). domain in the care of a spouse or regent, and so on.
Level 1: 5 damage. Level 11: 10 damage. Level 21: 15
damage. Alternatively, they may actually be stripped of their
knighthood – perhaps they lied about their pedigree,
If you breach an oath, you suffer the same effect. they were falsely (or fairly) accused of unchivalrous
Aristocratic Mien +1: You receive an item bonus to behaviour or there has been a revolution.
Diplomacy and History checks.
Revenant
Friendly Heroic-tier bond
You are granted lands of your own for which you are
responsible. When you are killed, your Game Master may give you
the opportunity to return as a revenant. You begin
Binding Oath with Favor 5. Over time, you can shake off your
Aristocratic Mien +2 revenant nature and return to life fully – or succumb to
hunger and misery and become a revenant for good.
Knightly Expectations +5
Man-at-Arms: You are accompanied on adventures by Favor
a man-at-arms, a companion with maximum HP equal Example ways a character may gain or lose Revenant
to your recovery value. Favor:
Look Out, Sir: You can use the look out, sir power. Character gains a level +1d10
Another character shows love, care or self-sacrifice for the
character +1d10
45
Character kills a living being -1
Moving On
Character is reduced to 0 HP or below -1d6 A player character that maintains a Helpful
relationship with their Revenant nature for a month
Character is reminded of their earlier life +1 (maximum
loses the bond, and becomes a fully alive person again.
once per day)
Properties Tyrfing
Darkvision Prestige-tier bond
Hostile The player character receives the great and terrible
Vulnerability to radiant 20 sword Tyrfing, which demands to kill each time it is
drawn.
Resistance to necrotic 20
One Foot in the Grave: Your speed is reduced by 2. Favor
Example ways a character may gain or lose Tyrfing
Staggered Frenzy: While staggered, you have a +2 Favor:
power bonus to attack rolls.
Character gains a level +1d10
Creeping Death: If you remain at the Hostile attitude
for a month, you become a Revenant permanently and Character sheathes the sword without having killed any
always at the Hostile attitude. sentient being -2
Character goes a week without killing -1
Unfriendly
Vulnerability to radiant 15 Character kills 10 or more sentient beings in a day +1
Resistance to necrotic 15 Character has killed 100 or more sentient beings with
Tyrfing, and has kept count +5
Shaky Graves: You are rattled as long as you remain at
this attitude. Character kills a blood relative +1
Neutral Properties
Vulnerability to radiant 10 Enchantment: Tyrfing is a +1 giant-slayer longsword by
default. As your level increases, its bonus does as well.
Resistance to necrotic 10 Level 7: +2 giant-slayer longsword. Level 12: +3 giant-slayer
Shaky Graves longsword. Level 17: +4 giant-slayer longsword. Level 22: +5
giant-slayer longsword. Level 27: +6 giant-slayer longsword.
Shadowswarm: You can use the shadowswarm power.
Devastating Coup: You can perform a coup de grace as
a swift action (still choosing a standard action for the
Shadowswarm
attack).
You vomit forth a cloud of screaming, shadowy bats.
Encounter Attack (Standard Action) ● Focus, Necrotic, Zone The True Death: A creature killed by an attack from
Near burst 2
Tyrfing cannot be brought back from the dead by any
Effect A zone is created in the area of effect until the end of the
encounter. The zone grants concealment to creatures within it and means, nor become an undead creature.
against ranged attacks that pass through it. Any enemy within the
cloud that makes a ranged or far attack suffers an opportunity Hostile
attack. Mysterious Whispers: Once per day, Tyrfing whispers
Opportunity attack: Your Charisma vs AC; 1d10 + your level + your
a name to you. You have already or will soon meet this
Charisma necrotic damage, and the target is rattled until the end of
its next turn. person. You suffer a -2 penalty on any attack that does
not include them as a target. If you take a long rest
Friendly without having killed them, the penalty ends but you
start the next day with one fewer recovery.
Vulnerability to radiant 5
Obsessive: You suffer a -2 penalty on any skill check
Resistance to necrotic 5
that takes more than one round.
Shaky Graves
Unfriendly
Shadowswarm
Obsessive
Helpful
Neutral
You have no Revenant properties other than
Guided Attack: Any attack vs AC, you can choose to
darkvision.
make against Reflex instead.
46
The Twin: You can use the twin.
The Twin
Daily Attack (Standard Action) ● Conjuration
Near burst 10, one unoccupied square
Effect You conjure a Medium floating sword in the target square.
You can spend a move action to have the sword fly up to 6 squares.
Creatures that begin their turn adjacent to the floating sword take
10 persistent damage (save ends). The sword remains until the end
of your next turn.
Maintain Swift The sword remains until the end of your next turn.
Friendly
Guided Attack
Bloodlore: Each time you damage a target, Tyrfing
whispers one of the target's secrets to you.
The Twin
Helpful
Guided Attack
Bloodlore
The Twin
Shield of Souls: You begin each day with 5 temporary
HP (Level 11: 10; Level 21: 15). Each time you kill a
creature, your temporary HP are restored.
Moving On
Only when the player character has exhausted their
capability for bloodletting, or when Tyrfing senses the
opportunity for even greater slaughter in other hands,
will Tyrfing move on willingly.
If a creature could deliver a killing blow to the player
character but shows them mercy instead, the player
character can cast aside Tyrfing of their own free will.
47
Magic Items and Specialized Equipment
Magic items are presented in alphabetical order. A
magic item's description gives the item's name, its
category, its rarity, and its magical properties.
Magic Items on the Body
Many magic items need to be donned by a character
who wants to employ them or benefit from their
Purchasing Magic Items abilities. It’s possible for a creature with a humanoid-
What follows are the standard prices for magic items shaped body to wear as many as 10 magic items at the
by level. Of course, magic items may be dearer or same time. However, each of those items must be worn
cheaper in particular markets, or not available for on (or over) a particular part of the body.
purchase at all. Magic items typically fetch one-fifth
A humanoid-shaped body can be decked out in magic
their cost when sold in a market.
gear consisting of one item from each of the following
groups (two items from the ring group), keyed to which
Table – Magic Item Prices place on the body the item is worn.
Permanent Magic Item (gp) Consumable Item (gp)
One headband, hat, helmet, or phylactery on the
1 360 14
head
2 520 21 One amulet, brooch, medallion, necklace, periapt,
3 680 27 or scarab around the neck, or one cloak, cape, or
mantle around the shoulders (over a robe or suit of
4 840 34
armor)
5 1,000 40 One robe or suit of armor on the body (over a vest,
6 1,800 72 vestment, or shirt)
7 2,600 104 One belt around the waist (over a robe or suit of
armor)
8 3,400 136
One shield, pair of bracers or set of bracelets on the
9 4,200 168 arms or wrists
10 5,000 200 One glove, pair of gloves, or pair of gauntlets on
11 9,000 360
the hands
One ring on each hand (or two rings on one hand)
12 13,000 520
One pair of boots or shoes on the feet
13 17,000 680
14 21,000 840 Of course, a character may carry or possess as many
items of the same type as he wishes. However,
15 25,000 1,000 additional items beyond those listed above have no
16 45,000 1,800 effect.
17 65,000 2,600 Wondrous items can be worn or carried without taking
18 85,000 3,400 up space on a character’s body.
19 105,000 4,200
20 125,000 5,000
21 225,000 9,000
22 325,000 13,000
23 425,000 17,000
24 525,000 21,000
25 625,000 25,000
26 1,125,000 45,000
27 1,625,000 65,000
28 2,125,000 85,000
29 2,625,000 105,000
30 3,125,000 125,000
48
Table – Treasure per Player per 10 Encounters
Distributing Magic Items Treasure per Player per 10 Encounters (gp)
GMs can decide for themselves how to distribute magic
1 144
items in their games, but here are four options to
consider. 2 208
49
If there is an enchanted magic item, roll 1d4 to
2. Magic Item Only
determine whether it is a weapon (1), focus (2), suit of
Each level, each character receives one magic item of
armor (3) or cloak (4), then 1d20 to determine the
level +2 or two magic items of level +0. They do not
specific item, using the table below.
receive any other treasure.
See the table below for the value of the art objects or 17 34 pp 25,000 gp 7,500 gp
gemstone by level. 18 56 pp 25,000 gp 7,500 gp
19 56 pp 50,000 gp 9,500 gp
Magic Items and Miscellaneous
20 78 pp 50,000 gp 9,500 gp
Roll 1d12: On a 4 or less, the trove contains a personal
item or something of significance to the story or 21 78 pp 100,000 gp 40,000 gp
adventure but not of monetary value. For example, it 22 185 pp 100,000 gp 40,000 gp
could be a note with the evil faction's watchword
23 185 pp 125,000 gp 80,000 gp
scribbled on it, a key to a door deeper in the dungeon,
the mayor's missing spectacles, a clue to the 24 290 pp 125,000 gp 80,000 gp
disappearances by the docks, or just a kobold's pet 25 290 pp 200,000 gp 105,000 gp
toad. See the "random personal items" table below.
26 830 pp 200,000 gp 105,000 gp
On a 5, 6 or 7, the trove contains a consumable item
27 830 pp 300,000 gp 300,000 gp
roughly of the party's level. See the "random
consumable items" table below. 28 1,400 pp 300,000 gp 300,000 gp
29 1,400 pp 600,000 gp 430,000 gp
On an 8, the trove contains a miscellaneous permanent
magic item (not a weapon, focus, suit of armor or 30 1,950 pp 600,000 gp 430,000 gp
cloak). See the "random miscellaneous item" table in
the Magic Items chapter.
On a 9 or higher, the trove contains an enchanted
magic item. See the "random enchanted magic items"
table in the Magic Items chapter.
Add 1 to the d12 roll for every additional player
character in the party beyond 5, and subtract 1 for
every player character that the party is missing below 5
PCs (minimum 0).
50
Table – Sample Art Objects by Value Table – Random Consumable Items
Art Object 1d6 Result
Value Examples 1–3 Healing potion (potion of healing in heroic tier, potion of
100 gp Silver ewer; carved bone or ivory statuette; finely healing and rescue in prestige tier, potion of healing and
wrought small gold bracelet; glass beads; dried rescue (advanced) or salve of resurrection in epic tier).
rose petals 4 Another consumable item (oil of sharpness, potion of heroism,
150 gp Cloth of gold vestments; black velvet mask with potion of vitality, skeleton key, etc).
numerous citrines; silver chalice with lapis lazuli 5 A poison.
gems
6 An incantation scroll or practice manual.
200 gp Large well-done wool tapestry; brass mug with
jade inlays; crystal rod filled with phosphorus 4. Narrative Play
450 gp Silver comb with moonstones; silver-plated steel
The PCs get treasure when they earn it; depending on
the skill, strategy and daring they show, they might
longsword with jet jewel in hilt; darkwood dining
accumulate more +1 swords than they know what to do
table and chair set
with, or they might be penniless and fighting off
600 gp Carved harp of exotic wood with ivory inlay and owlbears with a rusty breadknife.
zircon gems; gilt gold idol (10 lb.); perfect model of
an onyx ziggurat The game mechanics behind Orcus assume that PCs, at
least once they have a few levels under their belts, will
1,200 gp Gold dragon comb with red garnet eye; gold and have at least three magic items of roughly their level or
topaz bottle stopper cork; ceremonial electrum a few levels higher: a magic weapon or focus, magic
dagger with a star ruby in the pommel armor (or magic clothes for those who don't wear
1,625 gp Eyepatch with mock eye of sapphire and armor) and a magic cloak (or amulet). That's because
moonstone; fire opal pendant on a fine gold chain; the game math depends on PCs picking up +6 in
old masterpiece painting; a petrified hummingbird bonuses from magic items over the 30 levels of their
adventuring careers.
2,625 gp Embroidered silk and velvet mantle with numerous
moonstones; sapphire pendant on gold chain; Some character concepts may require more magic
chess set made of adamantine and mithril items. For example, a warrior-mage might need a
7,500 gp Embroidered and bejeweled glove; jeweled anklet;
magic weapon and a magic focus, and a skirmisher who
gold music box; a dis-animated iron golem; a rare
fights at range and melee will need two magic weapons
– as will a fighter who dual-wields. Characters may also
history book autographed by the author
need healing potions, especially if they do not have a
9,500 gp Golden circlet with four aquamarines; a string of dedicated healer, and without the boost other magic
small pink pearls (necklace); bottomless cup of items give they will find themselves a little behind
coffee when facing challenges of their level.
40,000 gp Jeweled gold crown; jeweled electrum ring; one-ton
Now you, as the Game Master, know the mathematical
temple guardian statue assumptions, you can decide whether to break them,
80,000 gp Gold and ruby ring; gold cup set with emeralds; and how.
self-playing harp
105,000 gp Adamantine crown set with soul gems; tapestry Enchanted Items
woven from phase spider silk
There are four core types of magic item, called
300,000 gp Dragon's skull filled in with gold; the lamp once enchanted items:
occupied by a djinn prince
Cloaks or amulets worn about the neck, which
430,000 gp Throne carved from treant-wood; deceased lich's increase Fortitude, Reflex and Will defenses.
mithril phylactery set with diamonds
Weapons
Focuses
Armor (or “cloth armor”, robes and other clothing,
for those who do not wear armor)
51
Otherwise, a character only needs either an enchanted 27 Enchanted Item +6 Boost I
weapon or an enchanted focus, not both.
28 Enchanted Item +6 Boost II
Enchanted items give an enhancement bonus – so a +1 29 Enchanted Item +6 Boost III
enchanted cloak gives a +1 enhancement bonus to
Fortitude, Reflex and Will defenses, while a +3 30 Enchanted Item +6 Boost IV
enchanted sword gives a +3 enhancement bonus to Enchanted Weapon +X
weapon attack and damage rolls, and +3d6 damage on a +X enhancement bonus to attack rolls and damage rolls
weapon critical hit. +2 enchanted armor gives a +2 with that weapon. On a critical hit, do a further +Xd6
enhancement bonus to Armor Class, and a +6 damage.
enchanted focus gives a +6 enhancement bonus to spell
attack and damage rolls, and +6d6 damage on a spell Bindings: Arm and leg bindings can be enchanted.
critical hit. They act just like an enchanted weapon, except they
apply to unarmed attacks and natural weapons.
Boosted Enchanted Items
Some enchanted items do nothing extra. However, Enchanted Focus +X
others have been boosted. There are four tiers of boost: +X enhancement bonus to attack rolls and damage rolls
I through IV, which increase the level of the enchanted with that focus. On a critical hit, do a further +Xd6
item by that amount. So, for example, a +1 sword is damage.
level 1, but a +1 sword (boost II) is level 3. A +3 sword is
level 11, but a +3 sword (boost II) is level 13. Enchanted Armor +X (Armor Slot)
At least a +X enhancement bonus to Armor Class while
Table – Enchanted Item Progression by Level wearing that armor.
Level Item Light Armor: Enchanted light armor gives an additional
1 Enchanted Item +1 +1 in the prestige tier and an additional +1 again in the
epic tier, so +3 hide armor worn by a level 11 character
2 Enchanted Item +1 Boost I
gives a +4 enhancement bonus to Armor Class.
3 Enchanted Item +1 Boost II
Heavy Armor: Enchanted heavy armor offers double the
4 Enchanted Item +1 Boost III enhancement bonus to Armor Class, so +1 plate armor
5 Enchanted Item +1 Boost IV gives a +2 enhancement bonus to Armor Class.
6 Enchanted Item +2
Enchanted Cloak +X (Neck Slot)
7 Enchanted Item +2 Boost I +X enhancement bonus to Fortitude, Reflex and Will
8 Enchanted Item +2 Boost II saves while wearing that cloak. This category includes
9 Enchanted Item +2 Boost III enchanted necklaces, amulets and talismans as well as
cloaks.
10 Enchanted Item +2 Boost IV
11 Enchanted Item +3
Randomly Generating a
12 Enchanted Item +3 Boost I
13 Enchanted Item +3 Boost II Magic Item
14 Enchanted Item +3 Boost III Roll 1d20 and add 4 for every level of the encounter
15 Enchanted Item +3 Boost IV above 1st.
16 Enchanted Item +4 If the result exceeds 20, subtract 20 and increase the
17 Enchanted Item +4 Boost I
bonus by 1. For example, if you roll 21 on the weapon
table, it's a +2 weapon. If you roll 75, it's a +4 flame
18 Enchanted Item +4 Boost II tongue weapon. Items cannot exceed a +6 enchantment
19 Enchanted Item +4 Boost III bonus, even if the result exceeds 120.
20 Enchanted Item +4 Boost IV
21 Enchanted Item +5
22 Enchanted Item +5 Boost I
23 Enchanted Item +5 Boost II
24 Enchanted Item +5 Boost III
25 Enchanted Item +5 Boost IV
26 Enchanted Item +6
52
Table – Random Enchanted Magic Items Table – Random Miscellaneous Magic Items
d20 Weapon Focus Armor Cloak d20 Levels 1–5 Levels 6–10
1 +1 weapon +1 focus +1 armor +1 cloak 1 Gauntlets of ogre power Arrow-catching shield
2 +1 weapon +1 focus +1 armor +1 cloak (adventurer)
14 +1 dwarven +1 keen focus +1 armor of +1 soulkeeper 20 Boots of feather falling Boots of levitation
thrower etherealness amulet
15 +1 flame +1 finisher +1 emergency +1 cloak of There are not currently enough miscellaneous magic
tongue focus armor the eel items of levels higher than 11 to extend this table.
weapon
16 +1 lightning +1 forceful +1 +1 amulet of
focus indomitable rescue
armor
17 +1 frost +1 runic focus +1 lifegiving +1 cloak of
brand armor arachnida
weapon
18 +1 luck blade +1 sapping +1 gnome +1 amulet of
focus worked up-and-down
19 +1 disruption +1 warlike +1 +1 cloak of
weapon focus adamantine the artist
armor
20 +1 hammer +1 blessed +1 adaptive +1 medallion
of focus armor of thoughts
thunderbolts
53
Focus Boosts
Blessed (IV) Grounded (I)
Each blessed focus is associated with a Channel Divinity Each grounded focus is associated with one or more tags.
power. When you wield the focus, you can use that While wielding the focus, you receive a +2
Channel Divinity power once per day. enhancement bonus on saving throws against effects
with those tags. The GM chooses the tags or determines
Brilliant (II) them randomly from the options below.
Item Power (free, encounter)
When you hit a target: The target is stunned (save Table – Grounded Focus
ends). d6 Tags
54
Runic (IV)
Once per day you can perform an incantation of the
focus's level or lower, even if you do not know the
incantation. The incantation cannot be of a level higher
than your own. You must still pay the incantation's
component cost.
Sapping (IV)
Item Power (free, encounter)
Use when you hit with a power. One target you hit
suffers a -2 penalty to saving throws until the end of
their next turn.
Versatile (I)
This focus counts as all varieties of focus. For example,
a +1 versatile holy symbol can also be used as an arcane
focus, druidic focus and martial focus. Because holy
symbols and martial focuses do not require a hand to
use (while arcane and druidic focuses do), they are a
popular choice for this enchantment.
Warlike (IV)
This focus has a weapon boost. The GM chooses the
type or determines it randomly from the options
below.
55
Weapon Boosts
Bleeding (I) Frost Brand (IV)
You can store blood in this weapon, represented by When you hit with an attack using this magic sword,
blood points. A bleeding weapon can store blood points the target takes an extra 1d6 cold damage. In addition,
equal to its enhancement bonus times 5. while you hold the sword, you have resistance to fire
damage equal to double the enhancement bonus (for
Absorb Blood (free, encounter)
example resistance to fire 6 for a +3 frost brand
When you do damage with an attack with this weapon:
longsword).
This weapon gains blood points equal to the amount of
damage done. In freezing temperatures, the blade sheds bright light
in a 2-square radius and dim light for an additional 2
Unleash Blood (free, encounter)
squares.
When you hit with this weapon: Do additional damage
equal to the number of blood points in this weapon. Item Power (free, encounter) ● Weapon
Then set the blood points in this weapon to zero. When you draw this weapon: Extinguish all nonmagical
flames in Near burst 6.
Dancing (II)
Item Power (swift, daily) Hammer of Thunderbolts (IV)
This weapon's reach becomes 6 until the end of your Hammers only
next turn.
Item Power (free, daily) ● Thunder, Weapon
Defender (III) When you make an attack: This weapon's reach
becomes 12 for the attack. If the attack hits, the
You receive a +1 shield bonus to AC and Reflex
hammer unleashes a thunderclap audible out to 60
defenses.
squares.
Disruption (IV) Secondary Attack: Near burst 3 centered on the target;
Strength vs Fortitude (the target and all creatures in
Your attacks with this weapon do +Xd6 extra damage
burst); the target is dazed until the end of your next
against creatures with the Demon, Devil or Undead
turn.
tags. If your attack causes them to become staggered,
they are rattled until the end of their next turn.
Infectious Mark (I)
While you hold this weapon, it sheds bright light in a 4- Item Power (free, encounter)
square radius and dim light for an additional 4 squares. An enemy you have marked falls to 0 HP or below:
choose a target within 5 squares of the marked enemy.
Dwarven Thrower (III) That target is now marked by you.
Thrown (Heavy) weapon only
Lightning (III)
Do +Xd6 extra damage against creatures with the Giant
Thrown weapons only
tag.
Item Power (standard, daily) ● Lightning, Weapon
Item Power (free, daily)
When you hit with this weapon: The target falls prone. Near wall 24 (must be a straight line); Dexterity vs
Reflex (all creatures); Xd6 lightning damage, where X
Flame Tongue (III) equals the enhancement bonus; on a miss, half damage.
Item Power (swift, encounter) ● Fire Luck Blade (IV)
You cast bright light in an 8-square radius and dim
Light and Heavy Blades only
light for an additional 8 squares. The first time you hit
with the sword, do +Xd6 fire damage, where X equals You receive a +1 item bonus on saving throws.
the enhancement bonus. Then this effect ends.
Item Power (free, daily)
Reroll one attack roll, ability check, or saving throw
you dislike. You must use the second roll.
56
Ravening (II) Sworn Vengeance (IV)
Roll d12s for bonus damage on a critical hit, instead of Minimum Enchantment: +4
d6s as usual.
Item Power (swift, daily)
Choose one target of the next weapon attack you make.
Slayer (I)
That target is your sworn enemy until it dies, or until
Each slayer weapon is attuned to a different variety of
seven days pass. You cannot use this power while you
creature, chosen or picked randomly from the list
have an existing sworn enemy.
below. For example, there are giant-slayer and dragon-
slayer weapons. Attacks with this weapon you make against the sworn
enemy have combat advantage. You suffer no range,
Your attacks with this weapon do +Xd6 extra damage
cover or concealment penalties for attacking the sworn
against creatures with that tag.
enemy.
1. Air
If you score a critical hit, do +Xd12 damage instead of
2. Aquatic the normal amount of bonus critical damage.
3. Celestial While your sworn enemy lives, you suffer a -2 penalty
on attack rolls with all other weapons.
4. Cold
5. Construct Venom (II)
Item Power (swift, daily) ● Poison
6. Demon
You cause thick, black poison to coat the blade. The
7. Devil poison remains until the end of the encounter or until
you hit with this weapon. The target takes persistent
8. Dragon
poison damage (save ends) equal to double the
9. Earth enhancement bonus of this weapon.
10. Fire Warded (II)
11. Giant Ranged weapons only
12. Mount Ranged and far attacks made with this weapon do not
provoke opportunity attacks.
13. Ooze
14. Plant
15. Reptile
16. Shapechanger
17. Spider
18. Swarm
19. Undead
20. Water
Swift (I)
Add the enhancement bonus to initiative checks.
57
Cloak Boosts
Amulet of Proof against Detection and Cloak of Arachnida (IV)
This fine garment is made of black silk interwoven with
Location (II)
faint silvery threads. While wearing it, you gain the
While wearing this amulet, you are hidden from
following benefits:
incantations of the scrying category. You can't be
targeted by such magic or perceived through magical 10. You have resistance to poison damage, equal
scrying sensors. to double the enhancement bonus (resistance
to poison 6 for a +3 cloak of arachnida).
Amulet of the Planes (IV)
Minimum Enchantment: +5 11. You have a climbing speed equal to your
walking speed, and the wall-climber trait. You
Item Power (standard, at-will) ● Teleportation do not need your hands to climb.
Name a location that you are familiar with on another
plane of existence. Make a DC 15 Arcana check. On a 12. You have the web stride trait.
successful check, it is as if you successfully performed
the plane walk incantation. On a failure, you and each Cloak of Displacement (III)
creature and object within 15 feet of you travel to a
Item Power (swift, encounter) ● Illusion
random destination. Roll a d100. On a 1-60, you travel
The cloak projects an illusion that makes you appear to
to a random location on the plane you named. On a 61-
be standing in a place near your actual location.
100, you travel to a randomly determined plane of
Attacks against you do not have combat advantage if
existence.
they otherwise would. If you take damage or become
Amulet of Rescue (III) helpless, immobile or restrained, the effect ends.
Item Power (counter, daily) ● Healing Cloak of Elvenkind (II)
When you are reduced to 0 HP or below; spend a
While you wear this cloak with its hood up, Perception
recovery and heal your recovery value. You are
checks made to see you are at a -2 penalty and you have
stunned (save ends).
a +2 item bonus on Stealth checks made to hide, as the
cloak's color shifts to camouflage you. Pulling the hood
Amulet of Shielding (II)
up or down requires a swift action.
While wearing this amulet, you have resistance to force
damage, equal to double the enhancement bonus (for Cloak of the Artist (IV)
example resistance to force 6 for a +3 amulet).
Item Power (swift, daily)
Until the end of the encounter, you can be under the
Amulet of Up-and-Down (IV)
effect of two powers with the Stance tag.
Each time you would fail a death save, if you have
recoveries remaining, you may choose to lose a Cloak of the Bat (IV)
recovery instead.
Minimum Enchantment: +3
Cape of the Mountebank (II) While wearing this cloak, you have a +2 item bonus on
Disappear in a Cloud of Smoke (standard, daily) ● Stealth checks.
Illusion, Teleportation In an area of dim light or darkness, you can grip the
Teleport up to 20 squares. You have concealment until edges of the cloak with both hands and use it to fly at a
the end of your next turn or until wind disperses the speed of 8 squares. If you ever fail to grip the cloak's
smoke (whichever comes first). edges while flying in this way, or if you are no longer in
dim light or darkness, you lose this flying speed. If you
are in the air when this happens, you fall.
58
Cloak of the Manta Ray (I)
While wearing this cloak with its hood up, you can
breathe underwater, and you have a swim speed of 12
squares. Pulling the hood up or down requires a swift
action.
Soulkeeper Amulet
While wearing this amulet, you gain one additional
recovery to spend each day.
59
Armor Boosts
Adamantine (IV) Demon (II)
Heavy armor only While wearing this armor, you can understand and
speak Abyssal.
Item Power (counter, daily)
When you are hit by a critical hit; it becomes a normal This armor's enhancement bonus also applies to your
hit instead. attack and damage rolls, and you do +Xd6 damage on a
critical hit, where X is the enhancement bonus of this
Adaptive (IV) armor.
After you take acid, cold, fire, force, lightning, necrotic,
Remember, enhancement bonuses do not stack, so this
poison, psychic, radiant or thunder damage, you gain
replaces your existing enchanted weapon if this bonus is
resistance to that type of damage, equal to double the
higher.
enhancement bonus of this armor (resistance 6 for +3
adaptive armor) until you take a different type of Curse: Once you don this cursed armor, you can't doff
damage. it unless you are targeted by the remove curse
incantation or similar magic. While wearing the armor,
The resistance does not apply to the attack that caused
demons have combat advantage against you.
you to gain that resistance.
Armor of Toughness (I)
Armor of Etherealness (III)
Add +X to your recovery value while wearing this
Item Power (swift, daily)
armor.
You are incorporeal until the end of your next turn.
Dragon Scale (III)
Armor of Invulnerability (IV)
Scale Armor only
Minimum Enchantment: +4
Dragon scale armor is made of the scales of one kind of
You have resistance to untyped damage while you wear
dragon. Sometimes dragons collect their cast-off scales
this armor, equal to double the enhancement bonus
and gift them to humanoids. Other times, hunters
(resistance to untyped damage 6 for +3 armor).
carefully skin and preserve the hide of a dead dragon.
Item Power (counter or swift, daily) In either case, dragon scale mail is highly valued.
You are immune to untyped damage until the end of
While wearing this armor, you gain a +2 bonus to
your next turn.
defenses against attacks with the Fear tag and against
Near attacks made by dragons.
Armor of Resistance (I)
You have resistance to one type of damage while you You have resistance to one damage type that is
wear this armor, equal to double the enhancement determined by the kind of dragon that provided the
bonus (resistance to fire 6 for +3 armor of fire resistance). scales (see the table), equal to double the enhancement
The GM chooses the type or determines it randomly bonus (resistance to fire 6 for +3 red dragon scale armor).
from the options below. Additionally, once a day you can focus your senses as a
swift action to magically discern the distance and
Table – Armor of Resistance direction to the closest dragon within 30 miles of you
d10 Damage Type that is of the same type as the armor.
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
60
Table – Dragon Scale Mail Indomitable (IV)
Dragon Resistance When you would be stunned, you are dazed instead.
Black Acid When you would be immobile, you are slowed instead.
When you would be restrained, you are immobile
Blue Lightning
instead.
Brass Fire
Bronze Lightning
Lifegiving (IV)
Any time you spend a recovery to heal, you can spend
Copper Acid
one additional recovery to heal additional hit points
Gold Fire equal to your recovery value.
Green Poison
Ophiduan (II)
Red Fire
Hide Armor, Chainmail, Scale Armor and Plate Armor only
Silver Cold
Ignore armor check penalties and speed penalties from
White Cold this armor.
Dwarf Worked (II)
Heavy armor only
Skillful (I)
You add the armor’s enhancement bonus to skill checks
If you are subject to unwilling movement, you can with a particular skill. The GM chooses the skill or
reduce that unwilling movement by up to 2 squares. determines it randomly from the options below.
61
Other Worn Items
Belt of the Archer
Head Items Level 5, 15 or 25
Waist Items While wearing these gloves, you can climb and swim at
your walk speed, climbing and swimming don't cost
Belt of Dwarvenkind you extra squares of movement, and you gain a +2 item
Level 4 bonus to Athletics checks made to climb or swim.
While wearing the belt, you have a 50 percent chance Gauntlets of Ogre Power
each day at dawn of growing a full beard if you're
Level 1
capable of growing one, or a visibly thicker beard if you
already have one. While wearing these gauntlets, your carrying capacity
doubles.
Resistance to poison 5
Darkvision
Ring Items
You can speak, read, and write Dwarvish.
Ring of Evasion
Belt of Giant Strength Level 14
Level 4 Item Power (immediate, encounter)
Item Power (free, encounter) An attacker hits you with a vs Reflex attack: The
You miss on a Strength attack or fail a Strength-based attacker must reroll their attack and use the second
skill check: Reroll the attack roll or skill check. result.
62
Ring of Free Action Ring of Resistance
Level 11 Levels 6, 16, 26
You have the terrain stride feature. You have resistance 5 to one damage type while
wearing this ring. The gem in the ring indicates the
Ring of Invisibility type, which the GM chooses or determines randomly.
Level 21
Level 16: Resistance 10
Item Power (standard, daily) ● Illusion Level 26: Resistance 15
You turn invisible until the encounter ends, you attack
or you use a swift action to end the effect (whichever
Table – Ring of Resistance
comes first).
d10 Damage Type Gem
Ring of Mind Shielding 1 Acid Pearl
Level 20 2 Cold Tourmaline
While you are wearing this ring, other creatures cannot 3 Fire Garnet
read your thoughts, determine whether you are lying
4 Force Sapphire
or know your alignment. They also cannot discern your
creature ancestry or tags except as may be possible by 5 Lightning Citrine
visual examination. Creatures can telepathically 6 Necrotic Jet
communicate with you only if you allow it.
7 Poison Amethyst
You can use a swift action to cause the ring to become 8 Psychic Jade
invisible until you use another swift action to make it
visible, until you remove the ring, or until you die. 9 Radiant Topaz
10 Thunder Spinel
If you die while wearing the ring, your soul enters it,
unless it already houses a soul. You can remain in the Ring of Warmth
ring or depart for the afterlife. As long as your soul is in Level 1
the ring, you can telepathically communicate with any
creature wearing it. A wearer can't prevent this While wearing this ring, you have resistance to fire
telepathic communication. damage 2. In addition, you and everything you wear
and carry are unharmed by temperatures as low as -50
Ring of Regeneration degrees Fahrenheit.
Level 30
Ring of Water Walking
While wearing this ring, you regain 5 hit points every Level 7
round, provided that you have at least 1 hit point.
While wearing this ring, you can stand on and move
If you lose a body part, the ring causes the missing part across any liquid surface as if it were solid ground.
to regrow and return to full functionality after 1d6+1
days if you have at least 1 hit point the whole time. Ring of X-ray Vision
Level 7
While wearing this ring, you can use a swift action to
speak its command word. When you do so, you can see
into and through solid matter for 1 minute. This vision
has a radius of 6 squares. To you, solid objects within
that radius appear transparent and don't prevent light
from passing through them. The vision can penetrate 1
foot of stone, 1 inch of common metal, or up to 3 feet of
wood or dirt. Thicker substances block the vision, as
does a thin sheet of lead.
63
Feet Items
Boots of Feather Falling
Level 5
When you fall while wearing these boots, you descend
12 squares per round and take no damage from falling.
Boots of Jumping
Level 13
Item Power (move, encounter)
You jump a number of squares up to your speed,
without provoking opportunity attacks.
Boots of Levitation
Level 10
While you wear these boots, you gain a fly speed of 4
(maximum altitude 2).
Boots of Speed
Level 9
While you wear these boots, your walking speed
increases by 2.
Winged Boots
Level 17
While you wear these boots, you have a flying speed
equal to your walking speed. You can use the boots to
fly for up to 4 hours each day, all at once or in several
shorter flights. If you are flying when the duration
expires, you descend at a rate of 6 squares per round
until you land.
64
Wondrous Items
Bag of Tricks Efficient Quiver
Level X Level 3
Each bag of tricks is associated with a different mook. Each of the quiver's three compartments connects to
The level of the bag is equal to the level of the mook it an extradimensional space that allows the quiver to
summons. hold numerous items while never weighing more than
2 pounds. The shortest compartment can hold up to
Pull Out a Mook (standard, daily) ● Summons
sixty arrows, bolts, or similar objects. The midsize
Place the associated mook in an unoccupied space compartment holds up to eighteen javelins or similar
adjacent to you. The mook is a companion, and follows
objects. The longest compartment holds up to six long
the companion rules (including obeying your objects, such as bows, quarterstaffs, or spears.
commands). At the end of the encounter or if reduced
to 0 hit points or below, the mook disappears. You can draw any item the quiver contains as if doing
so from a regular quiver or scabbard.
The mook has the following feature:
Instinct Eyes of Minute Seeing
At the end of your turn, if the mook has not received a Level 4
command that turn, it moves to the nearest enemy and
These crystal lenses fit over the eyes. While wearing
makes a basic melee attack. If it has multiple basic
them, you can see much better than normal out to a
melee attacks, you choose which it uses.
range of 1 foot. You have a +2 enhancement bonus to
checks that rely on sight while searching an area or
Bracelet of Friends
studying an object within that range.
Level 14
This silver charm bracelet has four charms upon it Eyes of the Eagle
when created. The owner may designate one person Level 8
known to him to be keyed to one charm. (This
These crystal lenses fit over the eyes. While wearing
designation takes a standard action, but once done it
them, you have a +2 enhancement bonus on Perception
lasts forever or until changed.) When a charm is
checks that rely on sight. In conditions of clear
grasped and the name of the keyed individual is
visibility, you can make out details of even extremely
spoken, that person is called to the spot (a standard
distant creatures and objects as small as 2 feet across.
action) along with his or her gear, as long as the owner
and the called person are on the same plane. The keyed
Eversmoking Bottle
individual knows who is calling, and the bracelet of
Level 6
friends only functions on willing travelers. Once a
charm is activated, it disappears. Charms separated Smoke leaks from the lead-stoppered mouth of this
from the bracelet are worthless. brass bottle.
65
When the box becomes a vessel, its weight becomes cube rapidly grows into a fortress that remains until
that of a normal vessel its size, and anything that was you use an action to speak the command word that
stored in the box remains in the boat. dismisses it, which works only if the fortress is empty.
The third command word causes the folding boat to fold The fortress is a square tower, 4 squares on a side and 6
back into a box, provided that no creatures are aboard. squares high, with arrow slits on all sides and a
Any objects in the vessel that can't fit inside the box battlement atop it. Its interior is divided into two
remain outside the box as it folds. Any objects in the floors, with a ladder running along one wall to connect
vessel that can fit inside the box do so. them. The ladder ends at a trapdoor leading to the roof.
When activated, the tower has a small door on the side
Goggles of Night facing you. The door opens only at your command,
Level 1 which you can speak as a swift action. It is immune to
magical effects that would open it or make it easier to
While wearing these dark lenses, you have darkvision open.
out to a range of 12 squares. If you already have
darkvision, wearing the goggles increases its range by Each creature in the area where the fortress appears is
12 squares. pushed to an unoccupied space outside but next to the
fortress.
Hand of the Mage The tower is made of adamantine, and its magic
Level 3 prevents it from being tipped over. The roof, the door,
This mummified elf hand allows you to use a cantrip and the walls each have 100 hit points, immunity to
(chosen by the GM from the Cantrips discipline). damage from nonmagical weapons excluding siege
weapons, and resistance 15 to all other damage.
Horseshoes of a Zephyr
Level 9 Lantern of Revealing
Level 10
When these four iron horseshoes are affixed to the
hooves of a horse or similar creature, they allow the While lit, this hooded lantern burns for 6 hours on 1
creature to fly at its walk speed (hover, maximum pint of oil, shedding bright light in a 6-square radius
altitude 1). and dim light for an additional 6 squares. Invisible
creatures and objects are visible as long as they are in
In addition, the creature can move at normal speed for the lantern's bright light. You can use a swift action to
up to 12 hours a day without suffering exhaustion from lower the hood, reducing the light to dim light in a 1-
a forced march. square radius.
Horseshoes of Speed Marvelous Pigments
Level 10 Level 17
When these four iron horseshoes are affixed to the These pigments allow you to create three-dimensional
hooves of a horse or similar creature, they increase the objects by painting them in two dimensions. The paint
creature’s walking speed by 6. flows from the brush to form the desired object as you
concentrate on its image.
Immovable Rod
Level 8 Each pot of paint is sufficient to cover 100 squares,
which lets you create inanimate objects or terrain
This flat iron rod has a button on one end. You can use features – such as a door, a pit, flowers, trees, cells,
a swift action to press the button, which causes the rod rooms, or weapons up to 2 squares high. It takes 10
to become magically fixed in place. Until you or minutes to cover 4 squares.
another creature uses a swift action to push the button
again, the rod doesn't move, even if it is defying When you complete the painting, the object or terrain
gravity. The rod can hold up to 8,000 pounds of weight. feature depicted becomes a real, nonmagical object.
More weight causes the rod to deactivate and fall. A Thus, painting a door on a wall creates an actual door
creature can use an action to make a DC 30 Athletics that can be opened to whatever is beyond. Painting a
check, moving the fixed rod up to 2 squares on a pit on a floor creates a real pit.
success. Nothing created by the pigments can have a value
greater than 25 gp. If you paint an object of greater
Instant Fortress value (such as a diamond or a pile of gold), the object
Level 24 looks authentic, but close inspection reveals it is made
You can use a standard action to place this 1-inch metal from paste, bone, or some other worthless material.
cube on the ground and speak its command word. The
66
If you paint a form of energy such as fire or lightning, A rope of climbing can be commanded to knot or unknot
the energy appears but dissipates as soon as you itself. This causes large knots to appear at 1-foot
complete the painting, doing no harm to anything. intervals along the rope. Knotting shortens the rope to
a 50-foot length until the knots are untied but lowers
Necrosis Cube the DC of Athletics checks to climb with it by 5. A
Level 7 creature must hold one end of the rope when its magic
is invoked.
Regenesis: When you spend a recovery, you heal
additional hit points equal to your Wisdom modifier. Portable Hole
Level 11: Your Wisdom modifier +2.
Level 9
Level 21: Your Wisdom modifier +5.
This fine black cloth, soft as silk, is folded up to the
Sustenance: You do not need to eat or drink while
dimensions of a handkerchief. It unfolds into a circular
carrying the cube. You only need two hours sleep for a
sheet 6 feet in diameter.
long rest.
You can use a standard action to unfold a portable hole
Healing Light (reaction, encounter) ● Healing and place it on or against a solid surface, whereupon
A creature within 6 squares uses an arcane power: You the portable hole creates an extradimensional hole 2
can spend a recovery to heal up to your recovery value.
squares deep. The cylindrical space within the hole
exists on a different plane, so it can't be used to create
Pipes of the Sewers open passages. Any creature inside an open portable
Level 4 hole can exit the hole by climbing out of it.
In addition to playing these pipes as a normal musical You can use a standard action to close a portable hole by
instrument, you can use them to produce rodent-like taking hold of the edges of the cloth and folding it up.
sounds. While doing so, you can communicate with rats Folding the cloth closes the hole, and any creatures or
(including giant rats) and they will not attack you objects within remain in the extradimensional space.
unless you threaten or harm them. No matter what's in it, the hole weighs next to nothing.
Robe of Eyes If the hole is folded up, a creature within the hole's
Level 10 extradimensional space can use an action to make a DC
10 Athletics check. On a successful check, the creature
This robe is adorned with eyelike patterns. While you forces its way out and appears within 1 square of the
wear the robe, you gain the following benefits: portable hole or the creature carrying it. A breathing
The robe lets you see in all directions. creature within a closed portable hole can survive for up
to 10 minutes, after which time it begins to suffocate.
You have darkvision out to a range of 24 squares. Placing a portable hole inside another portable hole, or an
extradimensional space created by another item,
You can see invisible creatures and objects, as instantly destroys both items and opens a gate to the
well as see into the Ethereal Plane, out to a range Astral Plane. The gate originates where the one item
of 24 squares. was placed inside the other. Any creature within 2
squares of the gate is sucked through it and deposited
The eyes on the robe can't be closed or averted. in a random location on the Astral Plane. The gate then
Although you can close or avert your own eyes, you are closes. The gate is one-way only and can't be reopened.
never considered to be doing so while wearing this
robe. Satchel of Useful Items
If you are hit by an attack with the Radiant tag, you are Level 7
dazed (save ends).
This appears to be an unremarkable satchel, but a
character who dons it notes that it is adorned with
Rope of Climbing small cloth patches of various shapes. Only the wearer
Level 2 of the robe can recognize these patches for what items
A 60-foot-long rope of climbing is no thicker than a they become, and detach them. One patch can be
wand, but it is strong enough to support 3,000 pounds. detached as a swift action. Detaching a patch causes it
Upon command, the rope snakes forward, upward, to become an actual item, as indicated below.
downward, or in any other direction at 2 squares (10 A newly created robe of useful items always has two
feet) per round, attaching itself securely wherever its each of the following patches:
owner desires. It can unfasten itself and return in the
same manner. Dagger
Bullseye lantern (filled and lit)
67
Mirror (a highly polished 2-foot-by-4-foot steel Stone of Alarm
mirror)
Level 1
Pole (10-foot length) This stone cube, when given the command word,
Hempen rope (50-foot coil) affixes itself to any object. If that object is touched
thereafter by anyone who does not first speak that
Sack same command word, the stone emits a piercing
screech for 1 hour that can be heard up to a quarter-
In addition, the robe has several other patches. Roll 4d4
mile away (assuming no intervening barriers).
for the number of other patches and then roll for each
patch on the table below to determine its nature.
Sustaining Spoon
d% Result Level 2
01-08 Bag of 100 gold pieces This unremarkable eating utensil is typically fashioned
09-15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value from horn. If the spoon is placed in an empty container
the vessel fills with a thick, pasty gruel. Although this
16-22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on
substance has a flavor similar to that of warm, wet
one side—must be placed upright, attaches and hinges
cardboard, it is highly nourishing and contains
itself) everything necessary to sustain any herbivorous,
23-30 Gems, 10 (100 gp value each) omnivorous, or carnivorous creature. The spoon can
31-44 Ladder, wooden (24 ft. long)
produce sufficient gruel each day to feed up to four
humans.
45-51 Mule (with saddle bags)
52-59 Pit, open (10 ft. by 10 ft. by 10 ft.)
60-68 Potion of healing
69-75 Rowboat (12 ft. long)
76-83 Incantation scroll (roll 1d6 to determine level)
84-90 A dog
91-96 Window (2 ft. by 4 ft., up to 2 ft. deep)
97-100 Portable ram
Script of Faithfulness
Level 6
This item is a small box containing religious scripture.
Anyone who holds the item is aware of any action or
item that could adversely affect their alignment and
their standing with their deity, including magical
effects. The holder acquires this information prior to
performing such an action or becoming associated with
such an item if they take a moment to contemplate the
act.
Spiritlink Charm
Level 3
On a critical hit, your companion does additional
damage equal to 1d6 times by the bonus of an
enchanted weapon or focus that you wield. For
example, if you wield a +3 longsword, your companion
does +3d6 damage on a critical hit.
68
Consumable Items
Incantation Scroll Potion of Heroism
An incantation scroll allows anyone to perform the Level 9, Level 19 or Level 29
incantation written on it, whether they know the
As a swift action, you can drink the potion or
incantation already or not. An incantation scroll is of
administer it to a creature within reach. The user
the level of the incantation written on it, and its cost is
spends a recovery and chooses an expended daily or
equal to that of a consumable item of the same level or
encounter power (attack or utility) of the potion's level
the component cost of the incantation (whichever is
or lower. That power is no longer expended.
higher).
Potion of Healing
Level 5
As a swift action, you can drink the potion or
administer it to a creature within reach. The user
spends a recovery and the target heals 10 HP.
Ryzom MMORPG Concept Art (Potions)
Potion of Healing and Rescue
Level 15 Practice Manual
A practice manual allows anyone to perform the
As a swift action, you can drink the potion or practice written on it, whether they know the practice
administer it to a creature within reach. The user already or not. A practice manual is of the level of the
spends a recovery and the target heals 25 HP and practice written on it, and its cost is equal to that of a
makes one saving throw against a save ends effect. consumable item of the same level or the component
cost of the practice (whichever is higher).
Potion of Healing and Rescue (Advanced)
Level 25 Salve of Resurrection
As a swift action, you can drink the potion or Level 30
administer it to a creature within reach. The user As a standard action, you can apply the salve to an
spends a recovery and the target heals 50 HP and adjacent creature that died within the last round. That
makes one saving throw against a save ends effect. creature is resurrected and they are healed 50 HP.
69
Skeleton Key Tonic of Regeneration
Level 15 Level 1: +1, Level 6: +2, Level 11: +3
Level 16: +4, Level 21: +5, Level 26: +6
As a swift action, you can insert the skeleton key into
any lock. If the lock would open with a Sleight of Hand As a swift action, you can drink the tonic or administer
result of 30, the lock opens and the skeleton key turns it to a creature within reach. Its effect lasts for five
to dust. Otherwise the lock remains closed, but the minutes.
skeleton key is unharmed.
Gain the listed item bonus to your recovery value. You
gain regeneration equal to the listed bonus.
Tonic of Agility
Level 1: +1, Level 6: +2, Level 11: +3 You can spend a recovery to heal your recovery value,
Level 16: +4, Level 21: +5, Level 26: +6 but this immediately ends the effects of the potion.
As a swift action, you can drink the tonic or administer Tonic of Strength
it to a creature within reach. Its effect lasts for five
Level 1: +1, Level 6: +2, Level 11: +3
minutes.
Level 16: +4, Level 21: +5, Level 26: +6
Gain the listed item bonus to Reflex defense and
As a swift action, you can drink the tonic or administer
Acrobatics checks.
it to a creature within reach. Its effect lasts for five
Your speed increases by 1. minutes.
You can stand up from prone as a free action, but this Gain the listed item bonus to melee damage rolls,
immediately ends the effects of the tonic. Athletics checks and Strength ability checks.
You can reroll an Acrobatics check and use the result of
your choice, but this immediately ends the effects of
the tonic.
Tonic of Alertness
Level 1: +1, Level 6: +2, Level 11: +3
Level 16: +4, Level 21: +5, Level 26: +6
As a swift action, you can drink the tonic or administer
it to a creature within reach. Its effect lasts for five
minutes.
Gain the listed item bonus to Will defense and
Perception checks.
You gain a +1 item bonus to initiative.
Tonic of Endurance
Level 1: +1, Level 6: +2, Level 11: +3
Level 16: +4, Level 21: +5, Level 26: +6
As a swift action, you can drink the tonic or administer
it to a creature within reach. Its effect lasts for five
minutes.
Gain the listed item bonus to Fortitude defense and
Endure checks.
You gain resistance to poison 5 (10 at level 11, 15 at
level 21).
You may spend a recovery to heal your recovery value,
but this immediately ends the effects of the tonic.
70
Poisons
Poisons are “masterwork consumables”, which just
means they cost double that of a normal consumable Lethargy Poison
Consumable Attack 9 (Swift Action) ● Poison
item of their level.
Effect The next target you hit with a weapon is dazed (save ends).
Poisons can either be used in combat as powers, or if Aftereffect: The target falls asleep until disturbed.
the poisoner gets an opportunity to expose the target Special If Lethargy Poison is ingested, the target falls into a coma for
24 hours.
to the poison more extensively (by feeding it to them,
storing it in a container that the target opens, placing
it on their clothes, etc.) then the target can suffer a Malice
more serious effect. Consumable Attack 9 (Standard Action) ● Poison
Ranged 5
Attack Dexterity vs Reflex
Assassin’s Blood Hit 2d10 + Dexterity modifier poison damage and 5 persistent
Consumable Attack 1 (Swift Action) ● Poison psychic damage (save ends). Each time the target fails a saving
Effect Until your next short rest, any target you hit with a weapon throw, it makes a basic attack against the nearest ally (this does not
takes 2 persistent poison damage (save ends). If they fail their first count against its actions).
save, they instead take 5 persistent poison damage (save ends). Miss Target takes half damage and 5 persistent psychic damage
Special If Assassin’s Blood is ingested, for 12 hours the target gains (save ends).
vulnerability to poison 5 and loses any poison resistances or Special If a creature is in prolonged contact with Malice (e.g. it
immunities it had. wears clothes on which it has been placed), it hallucinates a terrible
waking nightmare.
Pale Tincture
Consumable Attack 1 (Swift Action) ● Poison Toadskin Salve
Effect The next target you hit with a weapon takes 1d10 poison Consumable Attack 9 (Swift Action) ● Poison
damage and cannot heal by any means (save ends). Effect Until the end of the encounter, if you are hit by a melee
Special If the Pale Tincture is ingested, the target suffers a -4 attack, you can make the following attack against your attacker.
penalty to all saves and cannot heal for 12 hours. Secondary Attack: Dexterity vs Fortitude; the target takes 5
persistent poison damage.
Special If a creature is in prolonged contact with Toadskin Salve (e.g.
Spear Frog Poison it wears clothes on which it has been placed), its skin hardens and
Consumable Attack 1 (Swift Action) ● Poison the creature is slowed for 3 hours.
Effect The next target you hit with a weapon takes 1d6 poison
damage and is dazed (save ends).
Special If Spear Frog Poison is ingested, the target takes 2d6 poison Truth Serum
damage. Consumable Attack 9 (Standard Action) ● Poison
Ranged 5
Attack Dexterity vs Will
Oil of Taggit Hit Target is controlled (save ends).
Consumable Attack 5 (Swift Action) ● Poison Special If the Truth Serum is ingested, the target is controlled (save
Effect Until your next short rest, any target you hit with a weapon ends) and cannot knowingly tell a lie for 1 hour.
takes 1d8 poison damage and is slowed until the end of their next
turn.
Special If a creature is in prolonged contact with Oil of Taggit (e.g. it Hunting Spider Venom
wears clothes on which it has been placed), the creature remains Consumable Attack 15 (Swift Action) ● Poison
immobilised. Effect Until your next short rest, any target you hit with a weapon
takes 5 persistent poison damage (save ends), and grants combat
advantage until the end of your next turn.
Phase Spider Venom Special If Hunting Spider Venom is ingested, the target takes 4d6
Consumable Attack 5 (Swift Action) ● Poison poison damage.
Effect The next target you hit with a weapon takes 5 persistent
poison damage and is slowed (save ends both).
Special If a creature is in prolonged contact with Phase Spider Malyass Root Paste
Venom (e.g. it wears clothes on which it has been placed), it is Consumable Attack 15 (Swift Action) ● Poison
weakened and gains incorporeal (both for 4 hours). Effect The next target you hit with a weapon is slowed (save ends).
Aftereffect: The target is restrained (save ends).
Special If Malyass Root Paste is ingested, the target is paralyzed for
Torpor 3 hours.
Consumable Attack 5 (Swift Action) ● Poison
Effect The next target you hit with a weapon takes 2d6 poison
damage and is dazed (save ends).
Special If Torpor is ingested, the target is dazed for 12 hours.
71
Mindfog Mist Frenzy Oil
Consumable Attack 15 (Standard Action) ● Poison Consumable Attack 25 (Standard Action) ● Poison, Psychic
Far burst 1 within range 5, all creatures Ranged 5
Attack Dexterity vs Fortitude Attack Dexterity vs Will
Hit 2d6 + Dexterity modifier poison damage, and the target cannot Hit 4d6 + Dexterity modifier psychic damage, and the target attacks
use encounter, refresh or daily powers (save ends). the nearest creature (chosen randomly if multiple creatures are
Special Mindfog Mist can be stored in a tight container for up to 24 equally near) (save ends).
hours. When the container is opened, the attack is targeted on the Miss The target attacks the nearest creature (chosen randomly if
container. multiple creatures are equally near) (save ends).
Special If a creature is in prolonged contact with Frenzy Oil (e.g. it
wears clothes on which it has been placed), it is thrown into an
Nightmare Salt uncontrollable rage and hatred of all living creatures for 15 minutes.
The victim experiences waking nightmares.
Consumable Attack 15 (Swift Action) ● Poison
Effect The next target you hit with a weapon takes 3d6 poison Weeping Midnight
damage and is dazed (save ends). While the target remains dazed, Consumable Attack 25 (Standard Action) ● Poison
at the start of each of their turns, you can shunt them 2. Hit 5d6 + Dexterity modifier poison damage, and the target is dazed
Special If Nightmare Salt is ingested, for 12 hours the target has a -4 (save ends).
penalty on defenses against effects with the Fear or Psychic tags. Aftereffect: The target is blinded until the end of your next turn.
Miss The target is blinded until the end of your next turn.
Special If Weeping Midnight is ingested, the target is blinded for 1
Black Smear Poison day.
Consumable Attack 19 (Swift Action) ● Poison
Effect Until your next short rest, any target you hit with a weapon
takes 5 persistent poison damage (save ends), and is rattled until Gorgon’s Breath
the end of your next turn. Consumable Attack 29 (Standard Action) ● Poison
Special If Black Smear Poison is ingested, the target takes 6d6 Far burst 1 within range 5, all creatures
poison damage. Attack Dexterity vs Fortitude
Hit 3d6 + Dexterity modifier poison damage, and the target is
slowed (save ends).
Cerulean Scourge Aftereffect: The target is petrified (save ends).
Consumable Attack 19 (Swift Action) ● Poison, Transmutation Special Gorgon’s Breath can be stored in a tight container for up to
Effect The next target you hit with a weapon casts light with the 24 hours. When the container is opened, the attack is targeted on
brightness of a sunrod (save ends). the container.
Aftereffect: The target takes 4d6 + Dexterity modifier poison
damage.
Special If Cerulean Scourge is ingested, the target casts light like a Oblivion Essence
sunrod for 24 hours, and then takes 6d6 poison damage. Consumable Attack 29 (Swift Action) ● Poison
Effect Until your next short rest, any target you hit with a weapon
takes 10 persistent poison damage (save ends), and is dazed until
Brimstone Fumes the end of your next turn.
Consumable Attack 25 (Standard Action) ● Poison Special If Oblivion Essence is ingested, the target ages 2d6 years.
Far burst 1 within range 5, all creatures
Attack Dexterity vs Fortitude
Hit 3d6 + Dexterity modifier poison damage, and the target is Repulsion Resin
weakened (save ends). Consumable Attack 29 (Standard Action) ● Poison, Psychic
Miss The target is weakened until the end of your next turn. Ranged 5
Special Brimstone Fumes can be stored in a tight container for up to Attack Dexterity vs Fortitude
24 hours. When the container is opened, the attack is targeted on Effect The next target you hit with a weapon takes 2d6 poison
the container. damage, and is dazed (save ends). While the target is dazed, make
an attack against any creature that moves into a square adjacent to
the target
Attack: Dexterity vs Fortitude; the target is pushed 1 and their move
ends.
Special If Repulsion Resin is consumed, the target has the following
aura for 1 hour.
Repulsion aura 1: If a creature moves into an adjacent square, as an
opportunity action the subject of the aura makes an attack:
Dexterity vs Fortitude; the target is pushed 1 and their move ends.
72
Hirelings, Companions and Vehicles
For example, if a hero took the Drive action twice for a
Hirelings and Companions speed 6 vehicle, moving it 4 squares for the first action
You can typically purchase an animal or other creature then 3 squares for the second action before crashing,
for two times the cost of an enchanted item of the same its movement for the round is 10 (it moved 7 and could
level, if it is a standard monster. The multiplier is four have moved a further 3 squares).
for an elite monster and eight for a boss monster. If the Crash: If a vehicle moves (either deliberately or
creature gives special utility, for example it can fly at a because it is careening) into an obstruction or difficult
low level, it typically costs twice again what it would terrain it cannot cross, it stops immediately. The
normally cost. vehicle and all occupants inside take damage according
to the vehicle's total movement entitlement for the
Vehicles round.
Airships, wagons and ships are all vehicles.
Table – Crash Damage
Once a vehicle is in motion, it needs attention until it Movement Damage
comes to a stop. If the driver fails to use a Drive or Turn
Less than 5 No damage
action on their turn, the vehicle careens (with special
rules for each vehicle). 5-6 1d8
Speed: The speed given for a vehicle is the number of 32-39 7d8
squares it can move if its driver takes the Drive action. 40-48 8d8
A vehicle can move up to double its speed in one round,
49-58 9d8
for example if its driver takes the Drive action twice.
59-69 10d8
Careening: If a vehicle moved in the last round and has
Vehicle Size: Certain (ground) vehicles are large
not yet come to a stop, then its driver must either use
enough to withstand difficult terrain and/or the effects
the Drive or Turn action on it this round, or at the end
of a crash. Depending on the topography (marsh or
of its driver's turn the vehicle is careening. See each
debris, for example), Gargantuan or larger vehicles can
vehicle's description for what happens. Characters in a
ignore difficult terrain for the purposes of movement
careening vehicle are dazed. Once a vehicle stops
penalties and crashing. The severity of the terrain may
moving, it is no longer careening.
impede even these vehicles. Most vehicles Huge or
References to the vehicle's driver's place in the smaller cannot enter squares labeled as difficult
initiative count refer to the vehicle's most recent terrain. Depending on the situation, they may get stuck
driver. Even if the driver is incapacitated, dead or has or hit an obstruction. Both situations are considered a
abandoned the vehicle, use what the (former) driver's crash.
initiative count was.
A vehicle cannot squeeze or adjust its occupying
Escape: As an immediate (counter) action when a squares. It also cannot go prone.
vehicle begins to careen, or a move action at any time,
Character Actions: Most character actions don't apply
a character can attempt to escape a vehicle. The
to the vehicles they control or ride inside. Certain
character must make a DC 15 Acrobatics check (+5 if the
other actions are limited while inside or on a vehicle.
creature is strapped in; DC 20 for the driver). A driver
who attempts to escape no longer has any control over Flanking: Vehicles cannot flank, though occupants can.
the vehicle. Any target failing the escape roll by 5 or
Movement: Creatures inside a vehicle can move freely
less still escapes but takes damage as if it were a crash
at the vehicle's current speed (see below). inside of it. Disembarking is a move action: the creature
moves to any square adjacent to the vehicle. This is not
Total Movement Entitlement: A vehicle's total a shift and provokes an opportunity attack.
movement entitlement is the distance it moved this
turn plus any remaining distance it could have moved. Movement made as part of a power can be used to
disembark a vehicle.
73
Using Skills: Any skill that could be negatively impacted Same Size: All occupants of your vehicle and the target
by the motion of a vehicle (such as Heal or Sleight of (or occupants of the target vehicle) are dazed until the
Hand) suffers a penalty of -2 to -6, at the GM's start of your next turn. Your vehicle and the target
discretion. take damage according to your total move entitlement.
The damage die for both your vehicle and the target is
Reach: Creatures inside/on a vehicle have reach 1
d6. You push the target a number of squares equal to
beyond the vehicle.
1/4 your remaining (not current) speed (minimum 1
Destroying Vehicles: Reducing a vehicle to zero hit square) and follow it, then come to a stop.
points renders it non-functional.
One Size Smaller: The target (or occupants of the target
Capacity: The standard person capacity or crew. In vehicle) is dazed until the start of your next turn. Your
most cases, only one person is needed to operate the vehicle and the target take damage according to your
vehicle (the “driver”); other crewmembers serve as current speed. The damage die for your vehicle is d4;
gunners or co-pilots. Each unused passenger slot allows for the target it is d8. You push the target a number of
the vehicle to carry an additional 100 pounds of cargo. squares equal to 1/2 your remaining (not current)
speed (minimum 1 square), then come to a stop.
Cargo Capacity: The amount of cargo the vehicle is
designed to carry in pounds. You cannot replace cargo Two or More Sizes Smaller: The target (or occupants of
for people comfortably. the target vehicle) is stunned until the start of your
next turn. Your vehicle and the target take damage
Hardness: The vehicle’s resistance to all damage.
according to your current speed. The damage die for
the target is d10; your vehicle takes only 1 damage per
New Actions die. You push the target a number of squares equal to
your remaining (not current) speed -1 (minimum 1
Drive (move action) square) and follow it, then come to a stop.
The vehicle you are driving moves a number of squares
in the direction it is facing, up to its speed. You can Table – Ramming Speed and Damage
choose to move it 0 squares, in which case it comes to a Speed Damage
stop (unless acted upon by outside forces).
Less than 5 No damage
Turn (move action) 5-6 1 die
The vehicle you are driving moves a number of squares 7-9 2 dice
in the direction it is facing, up to half its speed. At some
point during its move, rotate it 45 or 90 degrees. It can 10-13 3 dice
then move straight ahead in the new direction it is 14-18 4 dice
facing if it has movement remaining. 19-24 5 dice
74
Scrape Vehicles (standard action) Dirigible
Level 18 Gargantuan vehicle
Scrape Vehicles Capacity: 2+8; Cargo: 2,500 pounds
At-Will Attack (Standard Action) ● Focus, Martial, Mount HP: 114; AC: 30, Fortitude: 32; Reflex: 26; Will: N/A;
Near burst 1, one mount or vehicle Resistance hardness 10
Attack Dexterity vs Reflex Speed: 12
Hit Damage equals 1d6 + your Dexterity modifier damage + your Driver Skill: Perception
vehicle’s hardness. If the target vehicle is staggered by this hit, you
and the driver make opposed Driver Skill checks. The driver who The dirigible is a form of hot air ship.
fails their check cannot take any actions relating to their vehicle on
their next turn, guaranteeing it will careen. Careen: Just after its driver's place in the initiative
Level 21: Damage is 2d6 + Dexterity modifier damage + your count, the dirigible drops 1d6 squares. It then moves a
vehicle's hardness. number of squares, in the direction the wind is
blowing, based on the current wind strength: light
Example Vehicles wind 6 squares, strong wind 12 squares and a storm 18
squares.
Cart
Level 1 Large vehicle Elemental Carriage
Capacity: 1+1; Cargo: 2,000 pounds Level 18 Large vehicle
HP: 39; AC: 15, Fortitude: 17; Reflex: 11; Will: N/A; Capacity: 1+4; Cargo: 100 pounds
Resistance hardness 5 HP: 114; AC: 30, Fortitude: 32; Reflex: 26; Will: N/A;
Speed: The speed of the creature pulling it -4, or -2 if Resistance hardness 10
two creatures are pulling Speed: 8
Driver Skill: Nature Driver Skill: Arcana
A cart, pulled by one or two beasts of burden. This device is a handy carriage powered by nothing
other than the motive force of an elemental engine.
Careen: Just after its driver's place in the initiative
count, the cart moves the same distance it moved last Careen: Just after its driver's place in the initiative
round then comes to a stop. If the creature(s) pulling count, the elemental carriage moves the same distance
the cart are startled (for example, under the effects of a it moved last round -1. Additionally, roll 1d6; on a 1 the
power with the Fear tag), they may keep or start carriage turns 45 degrees to the left at the halfway
moving, and turn in a random direction. point of its movement. On a 6 it turns 45 degrees to the
right. On any other result, the movement is in a
straight line
75
was difficult terrain due to obstructions (a swamp
Elemental Flying Ship
remains difficult terrain, for example).
Ship by David Revoy
Careen: Just after its driver's place in the initiative
Level 23 Gargantuan vehicle
count, the roller juggernaut moves the same distance it
Capacity: 2+16; Cargo: 5,000 pounds
moved last round -1.
HP: 139; AC: 35, Fortitude: 37; Reflex: 31; Will: N/A;
Resistance hardness 15 Rowboat
Speed: 15
Level 1 Large vehicle
Driver Skill: Arcana
Capacity: 1+2; Cargo: 600 pounds
The flying ship is powered by an elemental engine, and HP: 44; AC: 16, Fortitude: 18; Reflex: 12; Will: N/A;
is seaworthy. It can also withstand the rigors of the Resistance hardness 5
vacuum of space. Speed: swim 4 (6 if both passengers are rowing)
Driver Skill: Athletics
Careen: Just after its driver's place in the initiative
count, the flying ship travels a number of squares equal A rowboat.
to the distance it traveled last round, and drops the
Careen: Just after its driver's place in the initiative
same distance during that movement. Additionally, roll
count, the rowboat moves the same distance it moved
1d6; on a 1 the ship turns 45 degrees to the left at the
last round -1. Additionally, roll 1d6; on a 1 the rowboat
halfway point of its movement. On a 6 it turns 45
turns 45 degrees to the left at the halfway point of its
degrees to the right. On any other result, the
movement. On a 6 it turns 45 degrees to the right. On
movement is in a straight line
any other result, the movement is in a straight line.
After it comes to a stop, it moves according to the
Hot-Air Balloon
current.
Level 13 Huge vehicle
Capacity: 1+5; Cargo: 200 pounds Ship
HP: 89; AC: 25, Fortitude: 27; Reflex: 21; Will: N/A;
Level 12 Huge vehicle
Resistance hardness 5
Capacity: 2+13; Cargo: 5,000 pounds
Speed: 4
HP: 84; AC: 24, Fortitude: 26; Reflex: 20; Will: N/A;
Driver Skill: Nature
Resistance hardness 10
The hot air balloon can seat up to 6 comfortably with Speed: swim 8
two weeks provisions. It is not terribly reliable, and Driver Skill: Athletics
requires some effort at successful navigation. It travels
A ship, 24 feet long, 8 feet wide, and 6 feet deep. The
at double speed when the wind is at its back and half
ship has a deck, rowing seats, five sets of oars, a
speed when it is heading into the wind.
steering oar, an anchor, a deck cabin, and a mast with a
Basket: The hot-air balloon counts as a Medium vehicle square sail.
for the purposes of ramming and interactions with
Careen: Just after its driver's place in the initiative
other vehicles.
count, the ship moves the same distance it moved last
Careen: Just after its driver's place in the initiative round -1. Additionally, roll 1d6; on a 1 the ship turns 45
count, the hot-air balloon drops 1d6 squares. It then degrees to the left at the halfway point of its
moves a number of squares, in the direction the wind is movement. On a 6 it turns 45 degrees to the right. On
blowing, based on the current wind strength: light any other result, the movement is in a straight line.
wind 4 squares, strong wind 9 squares and a storm 12 After it comes to a stop, it moves according to the
squares. current.
Roller Juggernaut
Level 8 Huge vehicle
Capacity: 1+3; Cargo: 500 pounds
HP: 64; AC: 20, Fortitude: 22; Reflex: 16; Will: N/A;
Resistance hardness 5
Speed: 8
Driver Skill: Athletics
A gigantic arcano-mechanical vehicle made of hewn
stone and baked clay, travelling forward on log rollers.
Roll On: Roller juggernauts suffer no penalties for
difficult terrain. Terrain behind a juggernaut’s
movement is no longer considered difficult terrain if it
76
Skiff
Level 4 Large vehicle
Capacity: 1+3; Cargo: 1,200 pounds
HP: 64; AC: 20, Fortitude: 22; Reflex: 16; Will: N/A;
Resistance hardness 5
Speed: swim 6
Driver Skill: Athletics
A skiff, 10 feet long, 4 feet wide, and 2 feet deep. The
boat has one pair of oars, an anchor, a mast, and a
lateen sail. The boat can hold up to four Medium
creatures comfortably.
Careen: Just after its driver's place in the initiative
count, the skiff moves the same distance it moved last
round -1. Additionally, roll 1d6; on a 1 the skiff turns 45
degrees to the left at the halfway point of its
movement. On a 6 it turns 45 degrees to the right. On
any other result, the movement is in a straight line.
After it comes to a stop, it moves according to the
current.
77
Adventure Features
An adventure cannot consist only of fighting monsters
and villains. The following chapters describe other Table – Substance's HP Multipliers
features of an adventure, including rules for terrain Substance HP Multiplier
and interacting with objects, extended challenges that
test the player character’s skills and priorities, traps Cloth, paper, rope x 0.1
that challenge characters out of combat or add tension Crystal, glass, ice / Very delicate x 0.25
to a battle, afflictions (poisons and diseases) that might Leather / Delicate x 0.5
befall a character, and “threats” – which are rules for
running battles in particular settings like a sawmill or Wood, bone 1
the Maw of Chaos. Sturdy x 1.5
Stone x2
Objects Iron, steel x3
When characters need to saw through ropes, shatter a Adamantine x5
window, or smash a vampire's coffin, the only hard and
fast rule is this: given enough time and the right tools,
characters can destroy any destructible object. Use
common sense when determining a character's success
at damaging an object. Can a fighter cut through a
section of a stone wall with a sword? No, the sword is
likely to break before the wall does.
For the purpose of these rules, an object is a discrete,
inanimate item like a window, door, sword, book, table,
chair, or stone, not a building or a vehicle that is
composed of many other objects.
78
Extended Challenges
With most skill checks, a single die roll immediately objective, and failing the challenge just means missing
determines whether or not a character succeeds. If a out on all the available progress.
character wants to jump across a chasm or recall a
Every extended challenge has a level, which determines
specific piece of information, their success or failure is
the check DCs (different skills may attract Easy,
apparent after a single check.
Moderate or Hard DCs as appropriate for that level).
For complicated and time-consuming tasks (such as Usually the level is set to the level of the PCs. Typically
disabling a very complex trap, crafting a powerful group checks use the Easy DC, the first check with a
artifact or researching an obscure bit of knowledge), or particular skill uses the Moderate DC and subsequent
at times when the Game Master wants to build tension checks with that skill use the Hard DC. While skills are
and suspense, an extended challenge might be called provided, they should never replace the narrative. For
for. example, if an extended challenge requires an Athletics
check to climb a wall, a character that can fly or
Basic rules levitate simply succeeds.
At their simplest, you can design an extended challenge
Whether they succeed or fail, PCs earn the XP specified
using the following rules:
for the extended challenge, often equivalent to each PC
An extended challenge is a series of interconnected defeating one standard monster of that level.
skill checks, in which the player characters try to
All PCs should participate, but not necessarily by
succeed on some number of checks before failing a
making skill checks. They can also use the aid another
certain number of checks, in order to achieve an
action to assist an ally's check. A failed aid another
objective.
check does not count as a failure.
In such a case, a specific number of successful skill
checks must be achieved to complete the task. The Expanding extended challenges
complexity of the task is reflected in the number of Footer by Miguel Santos
successful rolls required to complete the task, and the
Some special rules may apply to a particular challenge,
maximum number of failed rolls that can occur before
for example:
the attempt fails. In most cases, one or two failed rolls
does not mean that an extended challenge has failed, on a failed challenge, each PC loses a recovery
but if three failed rolls occur before the character certain skills can only be attempted once or twice
makes the required number of successful rolls, the use of an encounter or daily power can serve as a
attempt fails. Although three failures is a common success by itself
baseline, Game Masters are encouraged to change the
use of a consumable item or payment of gold pieces
number if the situation warrants it.
can serve as a success by itself
Extended challenges allow the Game Master to build the outcome depends on which specific skills were
suspense in critical situations, add tension to multiple- used
round tasks during combat, enhance special adventure- a successful check removes a failure instead of
specific tasks, and resolve complex activities more adding a success
quickly. a successful check adds a bonus or reroll to
Succeeding or failing the challenge typically another check instead of adding a success
determines whether achieving the objective comes at a the challenge has multiple stages, with different
cost, not whether the objective is achieved. In some checks and outcomes in each one
cases, each success represents progress towards the
79
missing a check DC causes a complication rather Missing Sage
than a failure that counts towards the three
Setup: The PCs must research the personal study of a
the threshold is greater or fewer than three missing town sage to search for clues regarding his
failures disappearance.
the challenge takes place during a combat (only 4-6
successes should be required in this case, replacing Level: 2.
1-2 standard monsters) Check Successes Required: 5 before 3 failures.
In the example extended challenges that follow, you Frequency: Each hero can make one check each day. If
will find some that work with the basic rules described five days pass without the requisite successes, the
above, and others that extend the medium. extended challenge fails.
Primary Skills: History (moderate, DC 13), Insight
Example Extended (hard, DC 19), Nature (moderate, DC 13), Perception
(hard, DC 19), Streetsmarts (moderate, DC 13).
Challenges Success: The leader of the bandits in the woods outside
town claims to be the deposed lord of the neighboring
Babysitting barony, and wants to raise an army to take back his
Setup: The PCs are watching the three children of two title and lands. The sage’s notes indicate that he was
affluent nobles while they attend an annual gala. By planning on seeking out this bandit lord and using his
ensuring the safety of the children, the PCs hope to records to prove the veracity of the claim.
earn a favor from the nobles.
Failure: The sage suffers a gruesome fate at the hands
Level: 1. of the bandit leader—if he isn’t dead, he’s certainly
Check Successes Required: 3 before 3 failures. unable to offer them much assistance for a time, if
ever.
Frequency: Each hero can make one check every 10
minutes. If one hour passes without the requisite Backlash: PCs that fail on relevant checks learn one of
successes, the extended challenge fails as the nobles the following pieces of gossip, which may or may not be
return from the gala. true:
Primary Skills: Acrobatics (moderate, DC 12), At low tide, a hidden entrance to underground
Diplomacy (hard, DC 18), Insight (difficult, DC 18), caverns becomes visible beneath the town’s docks.
Intimidate (moderate, DC 12), Perception (difficult, DC According to a number of local legends, pirates hid
18), Sleight of Hand (moderate, DC 12). their booty in the caves.
The flower seller in the town square is the local
Failure: The nobles require a fee to perform the favor. priest’s illegitimate daughter. Given the priest’s
A particularly poor effort at looking after the kids may vow of chastity, if this knowledge became public,
anger the nobles, leading them to refuse to help point he could lose respect among the townsfolk and
blank, or even create a lasting enmity. likely his position as the town’s priest.
Backlash: PCs that fail a check by 10 points or more
lead to the children acting up. Choose one, or make up PCs that succeed on their checks may also learn the
one based on how the PCs have been amusing the gossip, but they realize it is not germane to the current
children: challenge.
Escapees: The children escape. The children must be Powering the Runestone
recovered before any further checks are made; a Setup: The PCs must reactivate a failed runestone in
Streetsmarts check (moderate, DC 12) is one way to order to dismiss an eldritch horror attacking the
recover them. village (like a blood-drinker hag, shadow drake or
Blackmail: The children start playing piggy in the umbral mass).
middle with a vase, on the marble floor of the
foyer. If the PCs handle things poorly, the vase falls Level: 3.
and breaks in two. This counts as one failure unless Check Successes Required: 3 before 3 failures.
the PCs patch things up (literally or figuratively).
Frequency: Each hero can make one check as a
standard action. If one minute passes without the
requisite successes, the extended challenge fails.
Primary Skills: Arcana (easy, DC 9)
80
Success: The PCs reactivate the runestone, dismissing
Escape the Guard
the eldritch horror.
Setup: The PCs have been accused of treason, and must
Failure: If the PCs fail to reactivate the runestone, a flee the city before they are apprehended by the king’s
blast of destructive energies wreck the PCs and the guard.
eldritch horror remains in the world.
Level: 5.
Attack: Near burst 5, +8 vs Reflex; 2d8+3 points of
Frequency: Round-by-round.
damage.
Opposition: There are two groups of five guards each –
Backlash: Failing a skill check by 5 or more causes the
one from the South Tower and one from the West
runestone to lash out with eldritch power, dealing
Tower. Use the stats for four gang members (“guard
1d8+1 points of force damage to the person who failed
members”) and one gang leader (“guard leader”). The
the check.
guards have speed 6 (for a total of 16 when using both
Secondary Attack: +8 vs Will; the target is stunned until actions to dash).
the end of their next turn.
The South Tower guards act on initiative 10, from
Crossing the Bridge round 1.
Setup: The PCs must make their way across the The West Tower guards act on initiative 15, from round
chasm’s bridge without damaging the bridge’s integrity 6.
or risk falling.
The Distance:
Level: 4.
Yonder Street (120 feet): A long, narrow street (10 feet
Successes Required: Each character must cross before wide before the stalls on both sides, which are about 5
a total of 3 failures. feet deep). Leads into the Twisting Bazaar.
Distance: The bridge is 100 feet long (20 squares) and 5 The Twisting Bazaar: The PCs wander into a bazaar
feet wide (1 square). whose colorful tents create a dizzying maze roughly
100 square feet in size. Only one character in the group
Primary Skills: Acrobatics (easy, DC 10) after each
needs to make a Streetsmarts check (moderate, DC 15)
move action
to escape to Fish Street. However, if the party is split up
Characters move as normal across the bridge, but if (they entered the bazaar on different rounds and didn't
they fail the Acrobatics check then the bridge becomes wait for one another) then each group must pass the
difficult terrain until the end of their next turn as it check separately.
shakes and twists.
Fish Street (120 feet): A long, narrow street (10 feet wide).
If the bridge is already difficult terrain and a character Leads to freedom.
fails their Acrobatics check, all characters on the
Interventions:
bridge suffer an attack: +9 vs Reflex; on a hit, the target
falls prone. "Stop them!" (swift, once per street): The guards are on one
of the streets; the guards call for the immediate arrest
Success: The PCs cross the bridge.
of the PCs, and the PCs' frantic demeanor makes the
Failure: The bridge breaks in the middle. All characters city’s inhabitants suspicious of their actions and
on the bridge suffer an attack: +9 vs Reflex; on a hit, the intentions. Each PC must make a Bluff check (easy, DC
target falls 40 feet to the base of the chasm. On a miss, 10; moderate if the PC dashed last turn, DC 15) at the
the target grabs hold of the bridge and can climb up start of their turn or the entire street is difficult terrain
(Athletics, DC 10). for that turn.
Characters that fall into the chasm must use Athletics "You've got the wrong guy!" (standard, once per street): Stop
(DC 10) to climb up the stretch of bridge to one side of them! is in effect for the street; Bluff (moderate, DC 15)
the chasm or the other. or Intimidate (hard, DC 22). On a success, the crowd
blames someone else. PCs ignore Stop them! for this
Extra: A character in the 2-square stretch in the middle
street.
of the bridge can make a Sleight of Hand check (DC 14)
to increase the number of failures before the extended "We're the people's heroes!" (standard, once per street):
challenge is a failure to 4. A failure on this check counts Diplomacy (moderate, DC 15) or Bluff (hard, DC 22). On
towards total failures, however. a success, the guards are subject to Stop them! for this
street; the PCs are not.
Special: This is a good challenge to pair with a battle,
perhaps with ranged attackers on the other side of the "There you are!" (standard, at-will): If the party is split
bridge. into multiple groups in the bazaar: Streetsmarts (easy,
81
DC 10). On a success, two groups in the bazaar find one The Winding Road (30 miles): A dirt road through the
another. canyons. The PCs can complete it in two increments by
pushing on (Endure DC 20), or comfortably in three
Climb the roofs (standard, at-will): Athletics (moderate, DC
increments (including a long rest in between).
15). On a success, the character is on the roofs of the
houses. It is the same distance to the end of the street, Mountainside: The PCs must scale the side of a large
but not affected by Stop them! or other obstacles. Guards mountain in order to reach the hidden tomb. Each
may climb onto the roofs to intercept the PCs character must succeed on one of the following checks
depending on what is happening on the street. This to progress: Athletics (easy, DC 10), Nature (moderate,
only works on the two streets: the bazaar's roof is made DC 15), Endure (moderate, DC 15), Acrobatics
up of soft fabric that will not bear weight. (moderate, DC 15). PCs that have succeeded can stay at
the top to help others with the Aid Another action
"We'll cut our way through" (standard, at-will): The fabric
during the next increment.
sides of the tents of the bazaar have AC 10 and 20 HP.
Flip a coin each time a tent is cut through – on a heads, Entrance: The PCs have reached the entrance to the
it is an outer tent and the PCs can escape to Fish Street. tomb. It is trapped with a phase spider venom needle
However, doing so alienates the residents of the trap.
Bazaar, and the DC of any further Streetsmarts checks
Interventions:
in the bazaar increases by 5 once PCs start attacking
the tents. Block the way (6 hours, once per stretch): Athletics
(moderate, DC 15). The rival group will take one
Hide or disguise (standard, at-will): Group check, Bluff
additional increment to complete this leg, if they have
(easy, DC 10) or Stealth (moderate, DC 15). On a success,
not already completed it.
the guards lose the PCs. Three stay in the current
location to search for them, the guard leader and one Thresholds:
guard member head to the next location.
After the 18th hour (after three six-hour increments
Into the sewers (standard, at-will): Dungeoneering (hard, have passed), a massive thunderstorm rolls into the
DC 22). On a success, the PCs enter the sewers. They valley where the tomb is hidden. All skill checks
escape the guards, but for all they know something become hard (DC 22) for the next six hours (the fourth
worse lurks beneath the city .. increment).
Thresholds: At the start of the sixth round, the West Success: The PCs reach the tomb first, giving them at
Tower guards arrive in Fish Street and set up a least six hours to explore and potentially make a get-
blockade 60 feet into Fish Street. away before their rivals appear (depending on how far
behind they are).
Success: The PCs manage to slip away from the king’s
guards. Failure: The PCs reach the tomb second, giving their
rivals at least six hours to explore and potentially make
Failure: The PCs fail to escape the king’s guards. They
a get-away before the PCs appear (depending on how
must fight the guards or surrender, in which case they
far behind they are).
are brought back to the castle and tossed into the
dungeon to await their fate.
82
Cracking the Spellbook
Setup: The PCs must search the library of a vanished
wizard in order to learn of any wards that the
spellcaster might have placed upon his spellbook
before he disappeared. PCs can glean arcane knowledge
from the book and catch a rare glimpse at the vanished
wizard’s musings and experiments.
Level: 6.
Frequency: Each hero can make one check each hour.
Successes Required: 4 before 3 failures.
Primary Skills: Arcana (easy, DC 11), History
(moderate, DC 16), Religion (moderate, DC 16)
PCs that track down the wizard's associates with
Streetsmarts (easy, DC 11) could also use Diplomacy
(moderate, DC 16).
Progress: For each success, the players learn a piece of
information:
The wizard’s spellbook is warded with a unique
symbol spell of his own design. He wanted anyone
brazen enough to try and learn from his works to
suffer greatly for their arrogance.
After several failed experiences left his book singed
and his library badly burned, the wizard decided a
more subtle approach was in order. He began
devising a way to make sure that anyone who read
from his book without his permission would be
unable to read anything ever again.
The wizard devised a nefarious spell gylph that,
when activated, puts all affected to sleep. Those Seated Noble by Luigi Castellani
who fell asleep from the glyph’s influence also
permanently lost the ability to read and write. An Audience with the King
Characters can now alternatively use Sleight of Setup: The PCs must convince the king’s majordomo to
Hand (moderate, DC 16) to deactivate the symbol admit them to the throne room.
but if they fail it triggers.
Level: 7.
The wizard designed a bypass mechanic for his Frequency: Each hero can make one check each
spellbook’s trap so he wouldn’t need to be minute.
bothered with constantly disarming and rearming
the trap. The glyph does not trigger for anyone Successes Required: 3 before 3 failures.
who opens the spellbook while wearing a signet Primary Skills: Bluff (moderate, DC 16), Diplomacy
ring with the wizard’s insignia upon it. (easy, DC 11), History (moderate, DC 16), Insight (hard,
Success: The PCs know that they can reliably bypass DC 23).
the spellbook’s wards and defenses with the signet One time, when a character fails a check, any character
ring, which they may have already or know where to can attempt an Intimidate check (moderate, DC 16). On
find, or they can try their luck with a Sleight of Hand a success, the failed check does not increase the
check. number of failures by one (the Intimidate check does
Failure: Each time a creature opens the book, unless not count as a success itself, however). On a failure,
they are wearing the signet ring, make the following future Diplomacy checks are hard (DC 23).
attack: Near burst 12, all creatures; +11 vs Will; the Success: The majordomo permits the PCs an audience
target falls asleep (save ends). Aftereffect: The target is with the king immediately.
cursed to be unable to read or write (until the curse is
broken). Failure: The PCs do not receive an audience.
83
At the start of the third minute, lightning crashes in the
Staying the Course
sky above the PCs’ vessel. Each minute, there is a 25%
Setup: The PCs must fight to keep their ship on-course
chance that a lightning bolt will strike the ship and do
during a deadly storm.
10d6 electricity damage to it (this counts as one
Setting: At the start of the extended challenge, the PCs additional failure).
can choose which of five locations they are at: the main
mast, the quarterdeck, the bowsprit, the crow's nest Living Maze
and the main deck. Setup: The PCs must navigate through a living maze
that seeks to entrap them within its confines.
Level: 8.
Level: 8.
Frequency: Each hero can make one check each
minute. As well as their check, a PC can move from any Frequency: Each hero can make one check every 10
other location to the main deck, or from the main deck minutes.
to any other location (but not both).
Successes Required: Challenge crawl, 4 challenges:
Successes Required: 3 (special) before 3 failures.
Living maze: The maze that the PCs are traversing is
One success at each of three locations: the main mast, alive, and must be outwitted at every turn. After one
the quarterdeck and the bowsprit. character succeeds on a Nature check (moderate, DC
17) or Perception check (hard, DC 24), move on to the
Primary Skills: Acrobatics (moderate, DC 17), Athletics
next challenge.
(moderate, DC 17).
Hole in reality: The maze rips an interdimensional hole
Success: The PCs weather the storm and can continue
in itself to whisk the PCs back to the beginning of the
sailing without impediment.
maze. If the PCs fail a group Arcana check (moderate,
Failure: The PCs survive the storm, but their ship is DC 17), then make an attack against all characters: +13
battered. vs Will; the target is teleported back to the beginning of
the maze.
Side Check: On their turn, a character in the crow's
nest can make a Nature check (moderate, DC 17) to help This only occurs once, even if some characters are
navigate into calmer waters. This lowers the DC of teleported back to the start.
Acrobatics and Athletics checks to easy (DC 12).
The guardians: The maze creates stone guardians to
Thresholds: attempt to stop the PCs from advancing any further.
Four sand sentries, but without the burrow movement.
At the start of the first minute, wind speeds increase to
The sand sentries attack to knock the PCs unconscious,
moderate (20 mph) and it begins to rain.
and once they do so each sand sentry prioritizes
At the start of the second minute, the wind speeds increase dragging one unconscious PC back to the start of the
to strong (30 mph and the rain picks up into a full maze over fighting other PCs who are still conscious
thunderstorm. At the start of each of their turns, (but if attacked while dragging, will turn their
characters suffer an attack: +13 vs Reflex; the target attention to the attacker).
falls prone. If the target is already prone, they are
Stonewalled: The maze seals its exit with a massive stone
swept overboard and take 4d6 damage.
wall. Each character must succeed on an Athletics
A prone character cannot move around the vessel or check (easy, DC 12) to climb the wall. Characters that
generally make checks to resolve the challenge. They have already passed can help those left behind with a
may attempt to stand up, which takes one minute and hand or by throwing down a rope (Aid Another). The
requires a successful Acrobatics or Athletics check (DC wall has resistance 20 to all damage and 100 hit points.
12).
A character that is overboard takes 4d6 damage at the
end of each turn that they remain overboard.
A character swept overboard cannot move around the
vessel or make checks to resolve the challenge. They
may only attempt to climb back aboard. This takes a
minute and requires a successful Acrobatics or
Athletics check (DC 17). A character on the main deck
can forfeit their check to instead throw a rope
overboard, which gives the character a +5 bonus on
their check. A character who climbs back from
overboard arrives at the main deck.
84
Inquisitor Sala’dean
Would-Be Wedding
Setup: The Inquisitor is trying to root out a rumored
assassination plot against Kyr'shin, not that he tells
that to every person he meets at the party.
Successes Required: 3 successes before 3 failures.
Primary Skills: Bluff (moderate, DC 19), Diplomacy
(moderate, DC 19), Insight (moderate, DC 19),
Intimidate (moderate, DC 19), Streetsmarts (hard, DC
26)
After the first success, the PCs confirm there is an
assassination plot and the inquisitor will take them
into his confidence.
After the second success, the details of the plot
become clear: the assassins will wear the uniforms
of Gea's kingdom when they carry out the attack as
a false flag operation to sow discord.
85
Frighten or bribe the enemy's henchman into telling the
Crushing Ceiling
truth (Intimidate, DC 19, or pay 1,000 gold pieces).
Setup: The PCs must discover a way to escape the
chamber before they are crushed by the room’s slowly Find incriminating evidence among the opposing counsel's
descending ceiling. notes (Perception, DC 26, or Streetsmarts, DC 19). On a
success, also remove one failure.
Setting: A 20-foot by 20-foot sealed chamber with a 50-
foot high ceiling. The walls, floor, and ceiling are 20- Uncover last-minute evidence (History, DC 19). On a
foot by 20-foot slabs of stone (hardness 8, 1,800 hp), success, can also swap out one of the PCs participating
and when the extended challenge begins the ceiling- in the trial itself as an advocate.
slab begins descending towards the ground at a rate of
Success: If the PCs succeed, their enemy is jailed and
5 feet per round. The ceiling slab weighs 1.5 tons (3,000
receives the maximum possible sentence, as
pounds).
appropriate for her crimes.
Level: 10.
Failure: If the PCs fail, their enemy is left off with
Frequency: Each hero can make one check as a minimal sentencing, as they were unable to produce
standard action. sound enough evidence to incarcerate her. If the PCs
failed with no successes, the townsfolk become quickly
Successes Required: 5 successes before 10 rounds
convinced that they are the true perpetrators of their
elapse.
enemy's crimes and seek to either imprison them or
Primary Skills: Perception (moderate, DC 19), Sleight run them out of town.
of Hand (moderate, DC 19)
History Lesson at the War College
Success: If the PCs succeed before the time pressure
Setup: The PCs must discover the hidden history of the
concludes, they find a secret door that enables them to
war college if they are to properly defend it against a
escape the room.
hobgoblin invasion.
Failure: If the PCs fail to gain 5 successes before the
Level: 12.
time pressure ends, the slab attacks all creatures in the
room at the end of each round. +15 vs Fortitude; the Frequency: Each hero can make one check every day.
target is grappled. If the target is already grappled, it
Successes Required: 5 successes before 3 failures, and
takes 10d6+8 damage. Creatures that are not grappled
before 5 days elapse.
can continue to make skill checks to attempt to find the
hidden door, accruing successes towards escaping the Primary Skills: History (easy, DC 14), Insight
room. (moderate, DC 20), Sleight of Hand (moderate, DC 20),
Streetsmarts (moderate, DC 20)
Special: This is a good challenge to pair with a battle,
perhaps with oozes that can squeeze between gaps and Success: The PCs are able to discover and address the
are indifferent to the ceiling. weakest parts of the college’s defenses.
86
the shield’s previous hobgoblin master or that she in the “slide zone”, and suffer an attack: +18 vs Reflex;
defeated the aging warlord in battle. 4d6 damage, and the target is buried.
A secret postern gate in the southeast wall of the Characters that have not yet succeeded on a check are
war college provides access to the guard barracks. in the “bury” zone, and suffer an attack: +18 vs Reflex;
The college fell to the goblin army during the last on a hit, 8d6 damage, and the target is buried. On a
war, and there is evidence that the hobgoblins miss, 4d6 damage, and the target is buried.
might attempt the same trick again in the near
future. Characters who are buried must use their check to dig
themselves out with an Athletics check (easy, DC 14).
Against the Avalanche Characters who aren’t buried can use their check to dig
out one ally, or two if they have an appropriate tool,
Setup: The PCs must push their way up to a mountain
such as a pick, crowbar, or shovel.
shrine while an avalanche cascades around them – at
the behest of the shrine's guardian, a kami. After the first success in the “manipulate terrain” challenge,
the jinushigami, enraged, uses its earthquake power to
Level: 13.
attempt to halt the PCs’ progress. Each character is
Frequency: Each hero can make one check every 10 attacked, regardless of their progress: +18 vs Reflex; the
minutes. target cannot make a check on their next turn.
Successes Required: Challenge crawl, 4 challenges:
The Omeli Portal
Characters must scale the mountain. Each character must A series of old, rusty contraptions decorate the Omeli manor
succeed on one of the following checks to progress: home’s tallest tower, with no evidence of their use of
Athletics (easy, DC 14), Acrobatics (moderate, DC 21), function. However, if one should find Sir Omeli’s old
Endure (moderate, DC 21), Nature (moderate, DC 21). notebooks detailing their use, and if that one should activate
the machine during a storm, that one might just find
Plant life: The jingushigami uses its ability to control
themselves facing what Sir Omeli spent his whole life trying
plants to temporarily command a number of plant
to find: the gateway to Heaven.
creatures in the area to impede the PCs. After one
character succeeds on a Nature check (moderate, DC This incantation is found in Sir Omeli’s notes, and
21), all characters can progress. Otherwise, characters details the workings of the machine in the highest
progress after waiting 10 minutes. tower of his manor. This machine harnesses power
from lightning and, with the aid of a focusing diamond,
Manipulate terrain: Frustrated by their advances, the
opens a portal to the Outer Plane of Heaven.
jinushigami uses its manipulate terrain power to make
the mountain more difficult to traverse. Each character Setup: The PCs are examining the machine in the
must succeed on one of the following checks to Omeli manor during an electrical storm.
progress: Acrobatics (moderate, DC 21), Athletics (easy,
Level: 15.
DC 14), Endure (moderate, DC 21), Nature (moderate,
DC 21). Check Successes Required: 6 before 3 failures.
The kami: Mere feet away from the shrine, the Primary Skills:
jinushigami emerges to confront the PCs. At this stage,
checks take 1 minute – which means this challenge is Sleight of Hand (DC 15): Your talent at working with traps
likely to be resolved in a single 10-minute cycle. The and other devices allows you to delicately adjust the
jinushigami begins as unfriendly. 3 successes before 3 machinery.
failures. On a failure, or if the PCs initiate, the Nature (DC 22): You have a good weather-eye, and you
jinushigami attacks. On a success, or when the can time the contraption's use to exactly when
jinushigami is defeated, all other skill DCs in the lightning strikes the manor.
challenge crawl drop to easy (DC 14).
History (DC 30): You remember an obscure detail of Sir
Primary Skills: Bluff (moderate, DC 21), Diplomacy Omeli's life, which gives you a clue about how the
(easy, DC 14) or Intimidate (hard, DC 28). contraption is meant to operate.
Secondary Skills: History, Nature, Religion. These can Religion (DC 30): Your knowledge of planar convergences
be used with aid another to give a bonus to the primary gives you insight into how to set the mechanism.
skills.
Perception (DC 22): You find the focusing diamond. If the
Events: focusing diamond cannot be found, another gem can be
After the first failure in the crawl, the jingushigami that used as a substitute but it is destroyed in the process.
has made the mountain its ward triggers an avalanche. Special: An encounter or daily power with the
Characters that have already succeeded on a check are Lightning tag can provide assistance at the nick of
87
time. Once during the challenge, one of these powers The Forest Watcher may be entreated for directions to
can be used to cancel out a failure (it does not turn into anything within or on the edge of the forest, always
a success, however). revealing the shortest path. The Forest Watcher may
also be asked questions about what is currently within
Success: The PCs travel to Heaven, appearing at an
the forest, although it cannot reveal more than what an
unpredictable place on the plane.
observer could discover.
While this machine can be used to travel to Heaven,
Level: Equal to the average level of the PCs – the Forest
alternate means (or an assistant to open the portal
Watcher expects better performances from those able
again from the Material Plane side) must be employed
to give them.
to return.
Check Successes Required: 3 before 3 failures.
Failure: The machine backfires, flooding the area with
radiant energy. All creatures within 100 squares of the Primary Skills: Acrobatics, Diplomacy, Nature.
machine take 5d10 radiant damage and are blinded for
Acrobatics (moderate DCs): You dance elegantly and
24 hours.
expertly, impressing the Forest Watcher.
Wake the Forest Watcher Diplomacy (moderate DCs): You phrase your request to
Around the forest they tell a local legend, where a girl lost in the Forest Watcher in a polite and humble manner.
the forest at night sang and danced to keep away fear. The
Nature (easy DCs): You recognize the best part of the
forest watcher, entranced by her voice and movements, came
forest to make your entreaty from, to be most easily
and showed her the way out. To this day, children who grow
heard by the Forest Watcher.
up near the forest learn this story and its accompanying song
and dance. Outsiders think it a quaint tradition, but the local Failure: All participants are exhausted, losing a
children know if they are ever lost in the forest, the Forest recovery. A particularly poor effort may anger the
Watcher may be their only salvation. Forest Watcher, leading it to direct creatures of the
forest against the PCs.
Use this extended challenge to reflect player characters
calling on the mysterious spirit known as the Forest
Watcher for assistance.
Ryzom MMORPG Concept Art (Spirit Consult)
Setup: The PCs are within the bounds of the forest
during night.
88
Traps
Traps can be found almost anywhere. One wrong step
Triggering a Trap
in an ancient tomb might trigger a series of scything
Most traps are triggered when a creature goes
blades, which cleave through armor and bone. The
somewhere or touches something that the trap's
seemingly innocuous vines that hang over a cave
creator wanted to protect. Common triggers include
entrance might grasp and choke anyone who pushes
stepping on a pressure plate or a false section of floor,
through them. A net hidden among the trees might
pulling a trip wire, turning a doorknob, and using the
drop on travelers who pass underneath. In a fantasy
wrong key in a lock. Magic traps are often set to go off
game, unwary adventurers can fall to their deaths, be
when a creature enters an area or touches an object.
burned alive, or fall under a fusillade of poisoned darts.
Some magic traps (such as the glyph of warding spell)
have more complicated trigger conditions, including a
How to Use Traps password that prevents the trap from activating.
Traps can often spice up a combat encounter. Outside
of combat, the party does not face the same time and Detecting and Disabling a Trap
healing pressures, which means traps can feel a little Usually, some element of a trap is visible to careful
flat. They can still be used to good effect to heighten inspection. Characters might notice an uneven
tension, consume the party's resources or reward flagstone that conceals a pressure plate, spot the gleam
clever thinking by the party. of light off a trip wire, notice small holes in the walls
from which jets of flame will erupt, or otherwise detect
The traps are usually generic in describing their something that points to a trap's presence.
trigger, but the following are all good options for a trap
that targets the creature that triggered it: A trap's description specifies the checks and DCs
needed to notice it or disable it. A character actively
When a chest or drawer is opened. looking for a trap can attempt a Perception check
When a door is opened. against the trap's DC. You can also compare the DC to
When a character enters a square, stepping on a detect the trap with each character's passive
pressure plate. Perception score to determine whether anyone in the
When a character crosses a trip wire stretched party notices the trap in passing. If the adventurers
across several squares. Characters that have detect a trap before triggering it, they might be able to
noticed a trip wire can usually step over it and pause or disarm it.
avoid triggering the trap.
When a character interacts with a corpse, precious Adjudicating Traps
item or other interesting object, yanking a trip In most cases, a trap's description is clear enough that
wire attached to the object. you can adjudicate whether a character's actions locate
When the wrong answer is inputted to a puzzle, or foil the trap. As with many situations, you shouldn't
like mosaic tiles that must be pressed in a special allow die rolling to override clever play and good
sequence. planning. Use your common sense, drawing on the
trap's description to determine what happens. No
Something like a lever or button could be used to trap's design can anticipate every possible action that
activate traps that target an area, rather than the the characters might attempt.
creature that triggered them. You should allow a character to discover a trap without
If you select the same trap multiple times for an making a skill check if something would clearly reveal
encounter, it could reflect multiple charges of the one the trap's presence. For example, if a character lifts a
trap or multiple instances of the trap scattered rug that conceals a pressure plate, the character has
throughout the battlefield. found the trigger and no check is required.
Foiling traps can be a little more complicated. Consider
Traps in Play a trapped treasure chest. If the chest is opened without
first pulling on the two handles set in its sides, a
When adventurers come across a trap, you need to
mechanism inside fires a hail of poison needles toward
know how the trap is triggered and what it does, as
anyone in front of it. After inspecting the chest and
well as the possibility for the characters to detect the
making a few checks, the characters are still unsure if
trap and to disable or avoid it.
it's trapped. Rather than simply open the chest, they
prop a shield in front of it and push the chest open at a
distance with an iron rod. In this case, the trap still
89
triggers, but the hail of needles fires harmlessly into
the shield. Sample Traps
Traps are often designed with mechanisms that allow Cinder Trap
them to be disarmed or bypassed. Intelligent monsters One sconce is set up to launch its torch at a distant creature
that place traps in or around their lairs need ways to when that creature disturbs the trap's trigger.
get past those traps without harming themselves. Such
traps might have hidden levers that disable their Level 1 One-Off Warning (25 XP Trap)
triggers, or a secret door might conceal a passage that Perception DC 12: The character notices the slow-
goes around the trap. burning torch and the mechanism that flings it.
Trigger The trap attacks when a character comes into
Trap Types contact with the trigger. It must be manually reset
There are several varieties of type: before it triggers again.
Target The creature that triggers the trap.
One-Off: These traps trigger once, and must be
reset before they will trigger again (or in some ↗ Attack ● Fire
cases cannot be reset at all). It would be rare, Ranged 5; +4 vs Reflex
though not impossible, for a one-off trap to be Hit 1d6+1 fire damage.
reset during combat. These traps are usually worth
Countermeasures
one-quarter the XP of a standard monster of their
An adjacent character can disable the trap with a DC 18
level.
Sleight of Hand check.
Hazard: These traps remain on the battlefield, If the trap is triggered, an adjacent character can throw
affecting any creature that comes into contact with himself in front of the trap to prevent the torch from
them. These traps are usually worth one-half the being flung into the air with a successful DC 12
XP of a standard monster of their level. Acrobatics or Athletics check. However, if the character
Recurring: These traps activate or at least can be is successful, they suffer 1 point of fire damage.
activated once per round, once they are triggered.
These traps are usually worth XP equal to that of a Simple Spear Trap
standard monster of their level. A spear shoots out from a hole near to the trigger of this trap.
Elite: These are particularly powerful examples of
one of the above types of trap. They are usually Level 1 One-Off Warning (25 XP Trap)
worth double the XP of a trap of their type. For Perception DC 12: The character notices the mechanism
example, an elite hazard is usually worth XP equal that fires the spear.
to that of a standard monster of their level.
Trigger The trap attacks when a character comes into
contact with the trigger. It must be manually reset
Trap Roles before it triggers again.
Target The creature that triggers the trap.
Shooter: Multiple attacks or areas of effect.
Assassin: The trap alternates between triggering † Attack
and retracting. +4 vs AC
Blocker: The trap serves as an impediment, or Hit 1d8+3 damage.
punishes movement through a particular area. Countermeasures
Warning: The trap makes a ruckus or otherwise An adjacent character can disable the spear trap with a
alerts other enemies. Typically it also has negative DC 18 Sleight of Hand check.
effects to those who trigger it. A DC 12 Dungeoneering check grants the party a +2
bonus to Sleight of Hand checks to delay or disable the
trap.
Traps in Encounters
Traps come with a level and an XP value. Add them to
encounters just as you would monsters.
90
Whistling Staircase Snare Trap
A staircase where the stairs are attached by a mechanism to A noose lays on the ground. When it is disturbed, the noose
a bell that rings when the stairs are stepped on. tightens and a mechanism in the ceiling (or attached to a
tree) yanks the target into the air.
Level 1 One-Off Warning (25 XP Trap)
Level 1 One-Off Elite Warning (50 XP Trap)
Perception DC 12: The character notices the cords
running beneath the stairs. Perception DC 12: The character notices coiled rope.
DC 18: The character spots the noose.
Trigger The trap is triggered when a Medium or larger
creature steps onto the stairs. It must be manually Trigger The trap attacks when a character enters the
reset before it triggers again. square with the noose. It must be manually reset before
it triggers again.
Attack
Target The creature that triggers the trap.
Effect The trapped stairs make a terrible racket,
† Attack
alerting those nearby.
+4 vs Reflex
Countermeasures Hit The target is restrained and suspended upside-
An adjacent character can disable the whistling stairs down 2 squares in the air until freed (Sleight of Hand
with a DC 18 Sleight of Hand check. DC 8 for an ally, DC 12 for the target).
A DC 12 Dungeoneering check grants the party a +2
Countermeasures
bonus to Sleight of Hand checks to delay or disable the
A character who makes a successful Athletics check (DC
trap.
5 or DC 10 without a running start) can jump over the
noose.
Quicksand
An adjacent character can trigger the trap with a DC 12
A patch of quicksand across one or several squares, which Sleight of Hand check (standard action).
looks just like other sandy ground. An adjacent character can destroy the trap by cutting
Level 1 Hazard Blocker (50 XP Trap) the rope
Nature DC 18: The character notices that the ground Stinking Trench
ahead is quicksand, and which squares are affected.
A thin (one-square wide, one-square deep) trench runs along
Trigger The trap attacks when a character enters one several squares. It is thick on the ground with rotting matter.
of its squares.
Level 1 Hazard Blocker (50 XP Trap)
Target The creature that entered the trigger square.
Perception DC 5: The character notices the horrific
† Attack
smell coming from the trench.
+4 vs Reflex
Hit The target falls into the pit and sinks 1 square Trigger The trap is triggered when a creature enters or
down. Sinking targets are restrained. Each round, the begins its turn in one of the trap’s squares.
trap makes a secondary attack against sinking Target The creature.
creatures.
† Attack ● Necrotic
Secondary Attack: +4 vs Fortitude; the target sinks 1
+4 vs Fortitude
square to a maximum depth of 3 squares. Targets in
Hit The target is dazed (save ends).
over their head begin to suffocate.
On a miss, the target rises one square. A creature that Countermeasures
rises to the surface can move to an adjacent, A character who makes a successful Athletics check (DC
unoccupied square as a free action. They are prone. 5 or DC 10 without a running start) can jump over the
Miss Target returns to last square it occupied and its trench.
move action ends immediately
Countermeasures
A character in the pit can rise 1 square as a move action
using Athletics (DC 12).
A character adjacent to the pit using a long item (like a
ten-foot pole, rope, polearm haft or snake) to help the
target escape grants the target a +2 bonus to their
Athletics check.
A character with a rope around their body can easily
dive in and retrieve a drowning target.
91
Arrow Trap Concealed Pit Trap
An arrow shoots out from a hole across the room from the A pit trap of one or more squares in area is hidden beneath a
trigger of this trap. fragile surface layer, like a lattice of branches heaped with
straw.
Level 2 One-Off Warning (31 XP Trap)
Level 2 Hazard Warning (63 XP Trap)
Perception DC 19: The character notices the small hole
on the chest through which the arrow is fired. Perception DC 13: The character notices that the
squares hiding the pit trap bow in slightly.
Trigger The trap attacks when a character comes into
contact with the trigger. It must be manually reset Trigger The trap attacks when a character enters one
before it triggers again. of its squares. It must be manually reset to be hidden
Target The creature that triggers the trap. again, but in the meantime characters can enter or be
forced to move into its squares.
† Attack
Target The creature that entered one of the trap’s
+8 vs AC
squares.
Hit 1d10+3 damage.
† Attack
Countermeasures
+6 vs Reflex
An adjacent character can disable the poison arrow
Hit The target falls into the pit, takes 1d10+3 damage,
trap with a DC 13 Sleight of Hand check.
and falls prone.
A DC 13 Dungeoneering check grants the party a +2
Miss The target returns to the last square it occupied
bonus to Sleight of Hand checks to delay or disable the
and its move action ends immediately.
trap.
Effect The pit trap opens and the trap is no longer
hidden.
Scythe Trap
A scythe swings out from the ceiling to attack the creature Countermeasures
that triggers this trap. An adjacent character can trigger the trap with a DC 9
Sleight of Hand check.
Level 2 One-Off Warning (31 XP Trap) An adjacent character can disable the trap with a DC 13
Perception DC 13: The character notices the scythe Sleight of Hand check.
blade housing in the drawer A DC 13 Dungeoneering check grants the party a +2
bonus to Sleight of Hand checks to delay or disable the
Trigger The trap attacks when a character comes into trap.
contact with the trigger. It must be manually reset
before it triggers again. Gate Spikes
Target The creature that triggers the trap.
When disturbed, spikes shoot out of the top of this gate.
† Attack
Level 2 Hazard Assassin (63 XP Trap)
+5 vs AC
Hit 1d10+3 damage. Perception DC 13: The character notices the hidden
mechanism that fires the spears.
Countermeasures
An adjacent character can disable the scythe blade trap Trigger The trap is triggered when a character
with a DC 13 Sleight of Hand check. attempts to climb over the gate.
A DC 13 Dungeoneering check grants the party a +2 Target The creature climbing over the gate.
bonus to Sleight of Hand checks to delay or disable the
† Attack
trap
+7 vs AC
Hit 1d8+3 damage.
Countermeasures
An adjacent character can disable the spears with a DC
13 Sleight of Hand check.
A character that makes a DC 19 Athletics check to vault
over the gate is outside of the spike’s reach.
92
Zombie Breakout Fusillade of Javelins Trap
The arms and heads protuding of several zombies buried Javelins are launched from a row of holes when this trap is
beneath the surface. triggered, and every round afterwards.
Level 2 Hazard Blocker (63 XP Trap) Level 2 Recurring Shooter (125 XP Trap)
Perception DC 13: The character notices the zombie’s Perception DC 13: The character notices the small holes
head and shoulders poking out of the muck. in the coffer.
Religion DC 13: The character recognizes the creature
Trigger The trap attacks when a character comes into
as a zombie.
contact with the trigger. On subsequent turns, the trap
Trigger The trap is triggered when a creature enters or attacks on the initiative count immediately following
begins its turn in one of the trap’s squares. that of the creature that activated this trap.
Target The creature in the zombie’s square. Target 2d4 targets in range.
† Attack ● Necrotic ↗ Attack
+4 vs AC Ranged 10; +8 vs AC
Hit 2d6+2 necrotic damage, and the target falls prone. Hit 1d4+3 damage
Countermeasures Countermeasures
A character can make a DC 15 (or 30 without an An adjacent character can disable the trap with a DC 13
running start) Athletics check to leap over the zombie Sleight of Hand check.
without provoking an attack A DC 13 Dungeoneering check grants the party a +2
Killing the zombie removes the hazard. bonus to Sleight of Hand checks to delay or disable the
trap.
Floor Spears A character that moves more than 1 square on a turn
When triggered, spears jab from holes in the floor. gains a +5 bonus to AC against the trap’s needle attack.
Level 2 Recurring Blocker (125 XP Trap) Rain of Darts Trap
Perception DC 13: The character notices a series of Darts are launched from a row of holes when this trap is
holes in the ground. triggered, and every round afterwards.
Perception DC 19: The character notices the trigger or
Level 2 Recurring Shooter (125 XP Trap)
triggers.
Perception DC 13: The character notices the small holes
Trigger The trap attacks when a character comes into
in the coffer.
contact with the trigger. On subsequent turns, the trap
attacks on the initiative count immediately following Trigger The trap attacks when a character comes into
that of the creature that activated this trap. contact with the trigger. On subsequent turns, the trap
Target All creatures. attacks on the initiative count immediately following
that of the creature that activated this trap.
∢ Attack
Target 1d6 targets in range.
Near burst 3; +8 vs AC
Hit 1d8+3 damage. ↗ Attack
Ranged 10; +8 vs AC
Countermeasures
Hit 1d6+3 damage
A character adjacent to the trigger can disable it with a
DC 19 Sleight of Hand check. Countermeasures
A successful Athletics check (DC 5, or DC 10 without a An adjacent character can disable the trap with a DC 13
running start) allows a character to leap over the Sleight of Hand check.
trigger. A DC 13 Dungeoneering check grants the party a +2
An adjacent character can disable the spear attack in bonus to Sleight of Hand checks to delay or disable the
one square with a DC 19 Sleight of Hand check. trap.
A DC 13 Dungeoneering check grants the party a +2 A character that moves more than 1 square on a turn
bonus to Sleight of Hand checks to delay or disable the gains a +5 bonus to AC against the traps dart attack.
trap.
A character can ready an action to attack the spear for
a square (AC 13, other defenses 10; hp 10).
93
Double-Pike Trap Rusty Water Tower
Two pikes poke out from holes near the trigger of this trap. A fragile water tower will collapse if disturbed.
Level 3 One-Off Warning (38 XP Trap) Level 5 One-Off Elite Assassin (100 XP Trap)
Perception DC 14: The character notices the mechanism Perception DC 15: The character notices that the water
that fires the spears. tower is damaged.
DC 22: The character realizes that a sharp blow will
Trigger The trap attacks when a character comes into
bring most of it down.
contact with the trigger. It must be manually reset
before it triggers again. Trigger The trap is triggered by any attack directly
Target The two creatures nearest the trap against the scaffolding, any movement (forced or
otherwise) into the scaffolding, or any area effect that
↗ Attack encompasses the scaffolding’s supports.
Ranged 5; +6 vs AC Target All creatures.
Hit 1d8+3 damage.
∢ Attack
Countermeasures
Near burst 5; +8 vs Reflex
An adjacent character can disable the twin-spear trap
Hit 3d8+4 damage, and the target is knocked prone.
with a DC 14 Sleight of Hand check.
Miss Half damage.
A DC 14 Dungeoneering check grants the party a +2
Effect All squares in the burst become difficult terrain.
bonus to Sleight of Hand checks to delay or disable the
trap. Countermeasures
A character can trigger the scaffolding from far away
Noxious Leak by attacking it (AC 15, other defenses 12).
Flicking a lever causes noxious gas to leak from a nozzle A character who his aware that the scaffolding may
elsewhere in the room. collapse, may make a DC 15 Dungeoneering roll to
know which squares will be affected by its collapse.
Level 3 Recurring Shooter (150 XP Trap)
Perception DC 14: The character notices the controls
and the spigot.
Trigger The trap triggers when a lever is flicked as a
swift action. It becomes available to use again at the
start of that creature's next turn.
Target All creatures.
∢ Attack ● Necrotic
Near burst 3; +6 vs Fortitude
Hit 2d8+3 necrotic damage.
Countermeasures
A character can attack the spigot (AC 16, other 13; hp
34).
A character can deactivate the control panel (DC 20
Sleight of Hand). If the character fails the check by 10
or more, the control panel explodes (near arc 3, +6 vs
Reflex (all creatures); on a hit, 2d6+3 lightning damage)
and the trap triggers every turn for the remainder of
the encounter.
94
Acid Spear Phase Spider Venom Needle Trap
When triggered, a hollow spear full of acid is dropped on the A needle tipped in phase spider venom fires from this trigger
target, spearing them to the ground. Characters may assume when it is touched.
it is a one-off trap, but in fact there is a large reserve of such
Level 6 One-Off Warning (63 XP Trap)
spears and they keep firing each round.
Perception DC 16: The character notices the needle
Level 5 Recurring Warning (200 XP Trap)
mechanism inside the lock.
Perception DC 15: The character notices the disguised
Trigger The trap attacks when a character comes into
hole in the ceiling through which the spear is fired.
contact with the trigger. It must be manually reset
DC 22: The character notices the acid burn marks in the
before it triggers again.
square targeted by the trap.
Target The creature that triggers the trap.
Trigger The trap attacks when a character comes into
contact with the trigger. On subsequent turns, the trap † Attack ● Poison
+8 vs Fortitude
attacks on the initiative count immediately following
that of the creature that activated this trap. Hit The target takes 5 persistent poison damage and is
Target The closest creature in a straight line from the slowed (save ends both).
trigger (if any). Special You can create other poison needle traps by
taking a poison and setting its attack to +2 + the
↗ Attack ● Acid
poison's level. The trap's level is equal to the poison's
Ranged 5; +8 vs AC
level.
Hit 2d6+5 damage, and the target is immobile and takes
persistent 5 acid damage (save ends both). Countermeasures
An adjacent character can disable the needle trap with
Countermeasures
a DC 16 Sleight of Hand check.
An adjacent character can disable the acid spear trap
A DC 16 Dungeoneering check grants the party a +2
with a DC 15 Sleight of Hand check.
bonus to Sleight of Hand checks to delay or disable the
A DC 15 Dungeoneering check grants the party a +2
trap.
bonus to Sleight of Hand checks to delay or disable the
trap.
Screaming Sarcophagus
An adjacent character can assist an ally immobilized by
the trap as a standard action with a DC 15 Athletics A screeching ghost rises from this sacrophagus when it is
disturbed.
check, granting the victim a +2 bonus to their saving
throw against the trap. Level 7 Recurring Elite Warning (600 XP Trap)
Arcana or Religion DC 16: The character notices a small
glyph carved into the lid of the sarcophagus, barely
distinguishable from the other decorations.
Trigger The trap attacks when a character comes into
contact with the trigger. On subsequent turns, the trap
attacks on the initiative count immediately following
that of the creature that activated this trap.
Target All creatures.
∢ Attack ● Psychic
Near burst 1; +10 vs Will
Hit 4d6+4 psychic damage, and the target is dazed (save
ends).
Aftereffect: 4d6+4 psychic damage.
Countermeasures
An adjacent character can disable the glyph with a DC
23 Arcana or Religion check.
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Mosaic Trap Plume of Flame
The characters must press certain tiles in this ceiling mosaic When triggered, a blast of fire issues from six nozzles around
in the correct order or the roof will collapse on them. the room. These nozzles keep blasting flame until disabled.
Level 8 One-Off Shooter (100 XP Trap) Level 8 Recurring Elite Shooter (700 XP Trap)
Perception DC 17: The character notices that the Perception DC 17: The character notices 6 small,
mosaic tiles seem conspicuously loose. recessed nozzles.
Trigger The trap attacks when a character comes into Trigger The trap attacks when a character comes into
contact with the trigger. It must be manually reset contact with the trigger. On subsequent turns, the trap
before it triggers again. attacks on the initiative count immediately following
Target All creatures. that of the creature that activated this trap.
Target All creatures.
∢ Attack
Near burst 5; +11 vs Reflex ∢ Attack ● Fire
Hit 3d8+4 damage, and the target takes persistent 5 Near arc 6; +11 vs Reflex
damage (save ends). Hit 3d8+4 fire damage, and persistent 5 fire damage
(save ends).
Countermeasures
An adjacent character can disable the trap with a DC 17 Countermeasures
Sleight of Hand check. An adjacent character can disable a single nozzle with a
DC 17 Sleight of Hand check, reducing the arc area by 2
Bolt from the Blue for each nozzle disabled.
Three metal rods generate a field of static electricity when
disturbed. Shadow Bite Trap
A statue of a grimacing face, mouth wide open, is attached
Level 8 Recurring Elite Shooter (700 XP Trap)
around the knob of a locked door. It bites down on anyone
Perception DC 17: The character notices three short who fails to pick the lock.
metal rods inset in small holes on the door. The rods
Level 9 One-Off Elite Warning (200 XP Trap)
extend and generate bolts of lightning when the trap is
triggered. Perception DC 18: The character notices the hinges that
bring the jaws slamming shut.
Trigger The trap attacks when a character comes into
contact with the trigger. On subsequent turns, the trap Trigger The trap attacks when a character places a
attacks on the initiative count immediately following limb inside the maw and fails to pick the lock at the
that of the creature that activated this trap. back of the maw.
Target All creatures. Target The creature that placed a limb inside the maw.
∢ Attack ● Lightning † Attack ● Poison
Near arc 5; +11 vs Reflex +12 vs AC
Hit 3d8+4 lightning damage and persistent 5 lightning Hit 1d8+2 damage, and the target is grappled. The trap
damage (save ends). makes a secondary attack against the target.
Miss Half damage, and no persistent damage. Secondary Attack: +10 vs Fortitude, the target is injected
with shadowstuff toxin (see Afflictions for details).
Countermeasures
Miss Half damage, and the target is grappled (but there
An adjacent character can disable a lightning rod with
is no secondary attack).
a DC 17 Sleight of Hand check, reducing the size of the
burst by 2 squares for each rod disabled. Once all three Countermeasures
are disabled, the trap is disabled. An adjacent character can disable the trap with a DC 18
Sleight of Hand check.
A character making a DC 18 Athletics check can pry
open the maw, or hold it open so that it cannot slam
shut.
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Acid Slime Patch Dwarf-Ward Rune
A patch of green slime runs along the ceiling above several If a non-dwarf passes this magic rune, it glows and releases a
squares. blast of force.
Level 10 Hazard Assassin (250 XP Trap) Level 10 One-Off Elite Warning (500 XP Trap)
Perception DC 19: The character notices the acid slime Perception DC 19: The character notices the faint rune.
on the ceiling. Arcana DC 19: The character notices the rune and
provides a +2 bonus to Sleight of Hand checks to disable
Trigger The trap is triggered when a creature enters or
the trap.
begins its turn in one of the trap’s squares.
Target The creature beneath the patch of acid slime. Trigger The trap attacks when a non-dwarf comes into
contact with the trigger. It must be manually reset
↗ Attack ● Acid before it triggers again.
Ranged 5; +13 vs Reflex Target All creatures.
Hit 1d12+6 acid damage, and the acid slime makes a
secondary attack against the same target. ∢ Attack ● Force
Secondary Attack: +11 vs. Fortitude; the target takes Near burst 5; +13 vs Reflex
persistent 5 acid damage (save ends). Hit 4d8+5 force damage.
Countermeasures Countermeasures
Acid slime can simply be avoided if detected early An adjacent character can disable the trap with a DC 26
enough. Sleight of Hand check.
A character can attack an acid slime patch (AC 5, other
defenses 10) with fire-based attacks. A patch is Rickety Old Bridge
destroyed if 10 points of fire damage are inflicted upon This bridge over a ravine is old and weak, and in danger of
it. collapse.
Green Slime by LadyofHats Level 10 One-Off Elite Blocker (500 XP Trap)
Perception DC 19: The character notices that the
wooden planks in the center of the bridge are loose.
Trigger The trap is triggered when a creature enters
one of the trap’s squares.
Target All creatures on the bridge.
Attack
Effect The targets fall into the ravine, take 7d10 falling
damage, and are knocked prone. The bridge is
destroyed.
Countermeasures
An adjacent character can disable the trap with a DC 26
Sleight of Hand check.
A character can attempt to leap over the trapped
squares, requiring a DC 20 Athletics check with a
running start, or a DC 40 Athletics check without a
running start.
There is a narrow path around the trapped squares of
the bridge that can be negotiated with a DC 19
Acrobatics check. A character failing this check by 5 or
less triggers the trap, a character failing by 5 or more
falls from the bridge into the ravine below (7d10 falling
damage).
97
Afflictions
Afflictions are long term, negative effects that creature reaches stage 3, they only make a saving
characters can suffer from. A creature experiences the throw every day.
negative effects of the stage of the affliction that they
are at, plus all earlier stages of the affliction. A creature Stage 1: The victim loses the ability to breathe air
that reaches stage 0 of its affliction is cured, and loses and gains the ability to breathe underwater.
the affliction. Stage 2: The victim’s skin softens, giving them
resistance to fire 5 and vulnerability to everything
Transmission else 5.
Afflictions like poisons and diseases are usually Stage 3: The victim’s skin transforms into a clear,
transmitted in one of the four following ways. slimy membrane. Every hour this membrane
Afflictions like curses can, of course, be transmitted in remains dry, the creature loses a recovery.
all sorts of other ways. However, the victim does recover the ability to
breathe air, if it previously had it.
Contact
Merely touching this type of affliction exposes the
creature.
Cackle Fever (Disease)
Level 12
A chest or other object can be smeared with contact
poison as part of a trap. This disease targets humanoids, although gnomes are
strangely immune. While in the grips of this disease,
Ingested victims frequently succumb to fits of hysterical
Ingested afflictions are virtually impossible to utilize in laughter, giving the disease its common name and its
a combat situation. A poisoner could administer a morbid nickname: “the shrieks.”
potion to an unconscious creature or attempt to dupe Infection: Any humanoid creature that starts its turn
someone into drinking or eating something poisoned. within 2 squares of an infected creature in the throes of
hysterical laughter (see stage 2) suffers a +16 attack vs
Inhaled Fortitude. On a hit, it is infected with the disease. On a
Inhaled afflictions do not affect those that do not miss, it is immune to the hysterical laughter of that
breathe. However, holding one’s breath is ineffective particular infected creature for 24 hours.
against most inhaled afflictions; they affect the nasal
membranes, tear ducts, and other parts of the body as Progression: Symptoms manifest 1d4 hours after
well as the lungs. infection and include fever and disorientation. The
infected creature loses one recovery that cannot be
Injury restored until the disease is cured. The creature begins
This affliction must be delivered through a wound. on stage 1.
Traps that cause damage from weapons, needles, and At the end of each long rest, an infected creature must
the like sometimes contain injury poisons. make an Endure check (DC 25). If they fail, they get one
A contact or injury poison applied to a weapon is stage worse. If they beat the DC by 5 or more, they get
transmitted to the target the next time an attack with one stage better. Otherwise, they remain at the same
that weapon hits, provided there is such a hit within 5 stage. If the infected creature reaches stage 3, they
minutes of application. remain at that stage until specially treated.
Stage 1: The creature is prone to giggling and finds
Aboleth Slime (Disease) it hard to concentrate (-2 penalty on all
Intelligence, Wisdom and Charisma skill checks).
Level 10
Stage 2: Any event that causes the infected creature
Aboleths excrete slime, which makes those exposed to great stress – including entering combat, taking
it better suited to the aboleth's underwater caverns. damage, experiencing fear, or having a nightmare
– forces the creature to make a saving throw. On a
Infection: Immediately upon being exposed to aboleth
failed save, the creature takes 2d10 psychic
slime, the creature is infected.
damage and becomes incapacitated with hysterical
Progression: Each additional exposure to aboleth slime laughter (save ends).
causes an infected creature to get one step worse. Each
hour, the infected creature makes a saving throw. On a
success, they get one step better. If the infected
98
Stage 3: As stage 2, but the infected creature no
longer makes Endure checks that might improve Sewer Plague (Disease)
the affliction. Level 3
Sewer plague is a generic term for a broad category of
Curse of Lycanthropy illnesses that incubate in sewers, refuse heaps, and
stagnant swamps, and which are sometimes
transmitted by creatures that dwell in those areas, such
(Curse) as rats and otyughs.
Level X (this disease is of the same level as the creature that
inflicted it). Infection: Five minutes after a humanoid creature is
bitten by a creature that carries the disease, or comes
Lycanthropes are humanoids who can transform into contact with filth or offal contaminated by the
themselves into animals. In its natural form, a disease, the creature must succeed on a saving throw or
lycanthrope looks like any other members of its kind, become infected. The creature begins at stage 1.
though natural lycanthropes and those who have been
afflicted for a long time tend to have or acquire Progression: It takes 1d4 days for sewer plague's
features reminiscent of their animal forms. In animal symptoms to manifest in an infected creature.
form, a lycanthrope resembles a powerful version of Symptoms include fatigue and cramps. The creature
the normal animal, but on close inspection, its eyes begins on stage 1.
(which often glow red in the dark) show a faint spark of At the end of each long rest, an infected creature must
unnatural intelligence. make an Endure check (DC 16). If they fail, they get one
Lycanthropy can be spread like a disease, typically stage worse. If they beat the DC by 5 or more, they get
from the bites of lycanthropes. one stage better. Otherwise, they remain at the same
stage. If the infected creature reaches stage 3, they
Infection: One day after a humanoid creature is bitten remain at that stage until specially treated.
by a lycanthrope, the creature must succeed on a
saving throw or become infected. The creature begins Stage 1: The infected creature does not recover
on stage 1. spent recoveries.
Stage 2: The infected creature does not recover
Progression: It takes until the next full moon for
spent recoveries, cannot heal above its Staggered
lycanthropy's symptoms to manifest in an infected
threshold.
creature. Symptoms include heavy hair growth,
Stage 3: The infected creature does not recover
irritability and a taste for raw meat.
spent recoveries and cannot heal by any means.
Each time there is a full moon, an infected creature
must make an Endure check (DC 14 + the level of the
disease). If they fail, they get one stage worse. If they Shadowstuff Toxin (Poison)
beat the DC by 5 or more, they get one stage better. Level 7
Otherwise, they remain at the same stage. If the
infected creature reaches stage 3, they remain at that Infection: A creature that makes contact with or is hit
stage until specially treated. with a weapon coated with shadowstuff toxin is subject
to a +10 attack vs Fortitude. If hit, they are afflicted.
Stage 1: If the infected creature is adjacent to an The creature begins on stage 1.
enemy, the creature cannot willingly move away
from that enemy. Progression: Each hour the target must make a saving
throw. If they fail, they get one stage worse. If they
Stage 2: If the infected creature is adjacent to an
succeed, they make no further saving throws but stay
enemy, the creature cannot willingly move away
at their current stage until an antidote is administered.
from that enemy. The infected creature cannot use
powers that target allies. Stage 1: Victim's skin and eyes turn gray.
Stage 3: The infected creature becomes a Stage 2: Shadows cling to the victim; +2 to Stealth.
lycanthrope. They gain the relevant form of the X Stage 3: Victim can no longer be healed beyond
power. When under the light of the full moon, they staggered.
must use the form of the X power, and can do so Stage 4: Victim begins to flicker from existence; +2
even if it is expended. bonus to AC.
Stage 5: The character ceases to exist and can only
be returned to life by powerful magic.
99
Sight Rot (Disease)
Level 9
This painful infection causes bleeding from the eyes
and eventually blinds the victim.
Infection: One day after a beast or humanoid drinks
water tainted by sight rot, they suffer a +12 attack vs
Fortitude. On a hit, they are infected with the disease
(beginning on stage 1).
Progression: The creature's vision starts to become
blurry.
At the end of each long rest, an infected creature must
make an Endure check (DC 22). If they fail, they get one
stage worse. If they beat the DC by 5 or more, they get
one stage better. Otherwise, they remain at the same
stage. If the infected creature reaches stage 3, they
remain at that stage until specially treated.
Stage 1: The creature suffers a -2 penalty to attack
rolls and Perception checks.
Stage 2: The creature suffers a -4 penalty to attack
rolls and Perception checks.
Stage 3: The creature is blinded until treated.
100
Threats
Threats are easy to use, thematic, level-appropriate
collections of hazards, traps and other challenges. Swamp
Level 2
If the PCs are particularly disadvantaged by the threat
Light: Depends on the weather. Swamp lanterns provide
relative to their opponents, count the threat as one illumination.
standard monster of its level for the purposes of
encounter design. ≈ Deep Water
Must swim to cross.
101
Wizard’s Tower Spider’s Lair
Level 3. Mortared stone walls; flagstone floors; 10-foot ceiling Level 4. Open ground; tunnels have walls and floors of raw earth
and are as high as the spiders that made them.
Light: Continual flame torches provide regular bright light.
Light: Dim light under tree canopy; tunnels are dark.
▞ Chequerboard
Each square is either black or white. On odd rounds, spikes attack Walls:
creatures standing on a black square. On even rounds, spikes attack
creatures standing on a white square. ☼ Web ● Difficult Terrain, Lightly Obscured, Hazard, Zone
+9 vs Reflex; 1d12+4 damage. If a creature enters a web, +7 vs Reflex; the target is slowed until
the end of their next turn.
♕ Marble Queen ● Cover
If they are already slowed, they are grappled until the target
Medium. AC/Ref 5, Fortitude 10, 40 HP
escapes (DC 14), leaves the space or an adjacent creature helps
DC 14 Athletics to rotate. While facing chequerboard, pattern them escape. If the target fails their escape roll by 5 or more, they
swaps: on odd rounds, spikes attack white. On even, spikes attack are restrained instead. If the rescuer fails their escape roll, they are
black. grappled too.
░ Force Wall ● Zone If a web is exposed to fire, it sets alight. Creatures that enter or
When a creature attempts to enter the zone, make an attack. +9 vs begin their turn in the zone take 5 fire damage. At the same
Fortitude; the creature is pushed back the way they came 1d6 initiative count the next round, the fire burns out, the web in that
squares. square is destroyed and any adjacent squares with webs are set
alight.
☼ Teleportation Circle
This square is adjacent to all other teleportation circles within sight. ║ Branch Bridge ● Difficult Terrain
May treat as normal terrain if you make a DC 14 Acrobatics check; if
☒ Summoning Stasis Circle you fail by 5 or more you fall off the branch.
Appears as a teleportation circle (notice DC 14 reveals pentagram
etched lightly into the flagstones). ✪ Tree ● Cover, Impassible
Large. AC/Reflex 4, Fortitude 15, 100 HP. Climb DC 15.
If a creature enters the circle, it is stunned until the end of its next
turn. ⌘ Trapped Creature ● Difficult Terrain
Medium. AC 14, Fortitude/Reflex/Will 12, 34 HP
✪ Capacious Cupboard ● Cover
Medium. AC/Ref 5, Fortitude 10, 20 HP An adjacent creature can free a trapped creature with an escape roll
(DC 14). If the rescuer fails their escape roll by 5 or more, one hand
Appears as a regular cupboard (notice DC 14 reveals moving objects is stuck to the trapped creature until the end of their next turn.
inside).
A spider can feed from a trapped creature as a swift action. The
Roll at the end of each round. On a 5 or 6, summon a small trapped creature takes 4d8 damage and the spider heals that
animated object in an adjacent unoccupied space. amount.
Shutting the cupboard door stops further summons. △ Leaf Litter ● Difficult Terrain
Small and smaller creatures have light concealment and cover while
in leaf litter.
Leaf litter can conceal trapdoors and webs.
102
Frozen Wastes Aboleth’s Lair
Level 7 Level 10. Solid stone but mossy walls and floors; 20-foot ceiling
≈ Ice-Cold Water ● Hazard Light: Darkness.
Must swim to cross. At the end of each turn spent in ice-cold water,
make an attack: +10 vs Fortitude; on a hit the target is dazed (save ≈ Deep Water
ends). If the target is already dazed, they lose one recovery. Must swim to cross.
△ Boggy Ground ● Difficult Terrain
✪ Tree ● Cover
Large. AC/Reflex 4, Fortitude 15, 100 HP. Climb DC 15. ⦷ Slime Pod ● Cover
Small. AC 14, Fortitude/Reflex/Will 12, 34 HP
△ Slush ● Difficult Terrain
If a creature enters the slime pod’s square, the pod makes an attack
☁ Mist ● Lightly Obscuring and then is destroyed: +13 vs Fortitude; the target is exposed to the
║ Ice Bridge ● Difficult Terrain aboleth slime affliction.
Per square: Medium. AC/Reflex 4, Fortitude 12, 10 HP.
☁ Phantasmal Force ● Cover
Must make a DC 16 Acrobatics check while moving across; if you fail An illusion. As a swift action, a creature with telepathy within 12
by 5 or more you fall off the bridge. If you fail by less than that, your squares of the phantasmal force can change the illusion to
movement ends. something else. Notice DC 19 to see the illusion flicker.
103
Magma Caverns Maw of Chaos
Level 12. Solid stone walls and floors; 20-foot ceiling Floating island-planets of earth, air, fire and water, and a hundred
quasi-, para- and pseudo-elements besides, dot the void. They
Light: Darkness. Pools of lava provide illumination. bump and jostle, splitting and combining, according to unknown
≈ Pool of Lava ● Fire, Light Source (bright in burst 2), Zone laws or the whims of those on them.
Creatures that enter or begin their turn on the pool of lava take Level 17
6d6+6 fire damage, or 42 fire damage if fully submerged.
Subjective Gravity: A creature is pulled towards whatever surface of
☼ Flame Spurt ● Fire, Hazard a chaos mote they are closest to. A creature that is further from the
Appears as a crack in the ground (notice DC 20 reveals area around surface of any mote than its own height can fly at its walking speed.
crack is seared).
Mind’s Influence: A creature standing on a chaos mote can
Initiative +11 (recharge 4–6); trigger: As soon as recharged. Near arc command it to move as a move action. Make an Arcana check, with
2, +18 vs Reflex; 3d8+6 fire damage. a DC equal to 10 + the number of squares that make up the mote.
Disable DC 20 (Dungeoneering or Sleight of Hand). On a success, the mote moves up to 6 squares, and will move half
that speed next round unless commanded by the same or a
☁ Noxious Gases ● Lightly Obscuring, Zone different creature.
Attack creatures that enter or begin their turn in the zone. +15 vs
≈ Pool
Fortitude; the target is weakened until the end of their next turn.
Must swim to cross.
△ Rubble ● Difficult Terrain
☼ Flames ● Fire, Zone
✪ Boulders ● Cover Creatures that enter or begin their turn in flames take 4d8+7 fire
Medium. AC/Ref 5, Fortitude 10, 40 HP damage.
104
Monsters
105
Monster Statistics
Battle by Luigi Castellani Archers: Make powerful ranged or far attacks, or both.
A monster has a rank, a role, a size, a source, a type, Blockers: Protect their allies.
tags and a level. For example, a giant frog might be a
Leaders: Help other monster allies fight better.
Standard Lurker (rank and role), Medium Natural Beast
"Leader" is a bonus added to other roles, like Blocker
(size, source and type), with the Aquatic tag, and be
(Leader) or Spoiler (Leader), rather than a pure role.
level 4.
Skulkers: Do devastating attacks every so often,
interspersed with hiding or escaping.
Rank
Spoilers: Mess the PCs up with attacks that inflict
Standard harmful effects instead of or in addition to hit point
Standard monsters are the default, so this is usually left damage.
out of the description (a "Standard Skulker" is just
described as an "Skulker"). Strikers: Take advantage of mobility to make attacks
and avoid being tied down in combat.
Mooks Wreckers: Bring the pain (do a lot of damage).
Mooks are weaker monsters that can be cut down in
large numbers in a single turn. Four mooks are worth
one standard monster. Size
Creature size is discussed in the Movement and
Compared to standard monsters of the same level,
Position chapter of the Heroes' Handbook. Monsters
mooks have:
belong to the same size categories as player characters.
1 HP only. A mook takes no damage from attacks
that miss them. Source
One-quarter as much XP.
A monster's source describes where its species or type
has come from. Certain spells, magic items, class
Elites features, and other effects in the game interact in
Elites are stronger monsters. Two standard monsters special ways with creatures of a particular source.
are worth one elite.
Cosmic creatures are utterly alien, aberrant beings.
Compared to standard monsters of the same level, elite Many of them have innate magical abilities drawn from
monsters have: the creature's alien mind rather than the mystical
forces of the world.
Twice as much HP.
A +2 bonus on saving throws. Elemental creatures are native to the elemental
1 Action Point per encounter. planes. Some creatures of this type are little more than
Twice as much XP. animate masses of their respective elements. Others
have biological forms infused with elemental energy.
Bosses Fey creatures are closely tied to the forces of nature.
Bosses are very strong monsters. Five standard They dwell in twilight groves and misty forests. In
monsters are worth one boss. some worlds, they are closely tied to the Plane of
Faerie.
Compared to standard monsters of the same level, boss
monsters have: Shadow creatures are tied to the Plane of Shadow.
Four times as much HP. Natural creatures are native to the Prime Material
A +5 bonus on saving throws. Plane, the world.
2 Action Points per encounter. Outsider creatures are at least partially composed of
Five times as much XP. the essence (but not necessarily the material) of some
Outer Plane. Some creatures start out as some other
source and become outsiders when they attain a higher
Role (or lower) state of spiritual existence.
A monster's role describes the main contribution they
can make in combat.
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Aquatic creatures are comfortable underwater.
Type
Celestials are creatures native to the Upper Planes.
A monster's type describes its shape and form. Certain
Many of them are the servants of deities, employed as
spells, magic items, class features, and other effects in
messengers or agents in the mortal realm and
the game interact in special ways with creatures of a
throughout the planes. A celestial who strays from a
particular type.
good alignment is a horrifying rarity. Celestials include
The game includes the following monster types, which angels and pegasi.
have no rules of their own.
Cold creatures are particularly linked to cold energy.
Beasts are nonhumanoid creatures that are a natural
part of the fantasy ecology. Some of them have magical Constructs are made, not born. Some are programmed
powers, but most are unintelligent and lack any society by their creators to follow a simple set of instructions,
or language. Beasts include all varieties of ordinary while others are imbued with sentience and capable of
animals, dinosaurs, and giant versions of animals, as independent thought.
well as fantastical animals like winged cats or elf
hounds. Demons are chaotic evil creatures of wickedness that
Automatons do not have organs or coherent bodily are native to the Lower Planes. Along with devils, they
systems. They may be very simple creatures, like a are classified as fiends. A few are the servants of
gelatinous cube, or masses of a material that is deities, but many more labor under the leadership of
magically animated, like a fire elemental or a golem. demon princes. Evil priests and mages sometimes
Undead that have been reanimated from a body or summon demons to the material world to do their
body parts, like skeletons and zombies, are bidding.
automatons, whereas undead that have been
Devils are evil creatures of wickedness that are native
transformed from their living form, like vampires, or
to the Lower Planes. Along with demons, they are
undead that are a separate soul, like specters, are
classified as fiends. A few are the servants of deities,
humanoids.
but many more labor under the leadership of
Humanoids have bipedal forms, and typically are archdevils. Evil priests and mages sometimes summon
sapient and sentient, and capable of language and devils to the material world to do their bidding.
culture. Humanoid races include those commonly
found as player characters - humans, dwarves, elves, Dragons are reptilian creatures of ancient origin and
halflings, goblinoids (goblins, hobgoblins, and tremendous power. True dragons, including metallic
bugbears), orcs, gnolls, lizardfolk, and kobolds - as well dragons and chromatic dragons, are highly intelligent
as fey like nymphs and dryads and outsiders with with and have innate magic. Also in this category are
humanoid forms like many devils. creatures distantly related to true dragons, but less
powerful, less intelligent, and less magical, such as
Monstrosities are monsters in the strictest sense - wyverns and pseudodragons.
frightening creatures that are not ordinary, not truly
natural, and almost never benign. Some are the results Earth creatures are particularly linked to the element
of magical experimentation gone awry (such as of earth.
owlbears), and others are the product of terrible curses
(including minotaurs and medusae). Others are Fire creatures are particularly linked to the element of
creatures with elemental or other magical influences, fire.
like dragons.
Giants tower over humans and their kind. They are
humanlike in shape, though some have multiple heads
Tags (ettins) or strange forms (fomorians). The six varieties
A monster might have one or more tags appended to its of true giant are hill giants, stone giants, frost giants,
type. For example, a couatl is listed as Monstrosity ● fire giants, cloud giants, and storm giants. Besides
Dragon, Celestial. The tags provide additional these, creatures such as ogres and trolls are giants.
categorization for certain creatures. The tags have no
rules of their own, but something in the game, such as Mounts give their riders special benefits.
a magic item, might refer to them. For instance, a spear
that is especially effective at fighting demons would Oozes are gelatinous creatures that rarely have a fixed
work against any monster that has the Demon tag. shape. They are mostly subterranean, dwelling in caves
and dungeons and feeding on refuse, carrion, or
The most common tags are: creatures unlucky enough to get in their way. Black
Air creatures are particularly linked to the element of puddings and gelatinous cubes are among the most
air. recognizable oozes.
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Plants in this context are vegetable creatures, not Other movement types, like fly or swim, may also be
ordinary flora. Most of them are ambulatory, and some listed.
are carnivorous. The quintessential plants are the
shambling mound and the treant. Fungal creatures
such as the gas spore also fall into this category.
Ability Scores
Every monster has six ability scores (Strength,
Reptiles are scaled, cold-blooded creatures. Constitution, Dexterity, Intelligence, Wisdom, and
Charisma) and corresponding modifiers. These
Shapechangers have the innate ability to change modifiers include the monster’s half-level bonus.
forms.
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receive and respond to telepathic messages but can't 11 150 600 1,200 3,000
initiate or terminate a telepathic conversation.
12 175 700 1,400 3,500
A telepathic monster doesn't need to see a contacted 13 200 800 1,600 4,000
creature and can end the telepathic contact at any
time. The contact is broken as soon as the two 14 250 1,000 2,000 5,000
creatures are no longer within range of each other or if 15 300 1,200 2,400 6,000
the telepathic monster contacts a different creature 16 350 1,400 2,800 7,000
within range. A telepathic monster can initiate or
terminate a telepathic conversation without using an 17 400 1,600 3,200 8,000
action, but while the monster is incapacitated, it can't 18 500 2,000 4,000 10,000
initiate telepathic contact, and any current contact is 19 600 2,400 4,800 12,000
terminated.
20 700 2,800 5,600 14,000
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Limited Usage
Some special abilities have restrictions on the number
of times they can be used.
Refresh X, Y: The notation “refresh X, Y" means a
monster can use a special ability once and that the
ability then has a random chance of refreshing during
each subsequent round of combat. At the start of each
of the monster's turns, roll a d6. If the roll is one of the
numbers in the refresh notation, the monster regains
the use of the special ability. The ability also refreshes
when the monster finishes a short or long rest.
For example, “refresh 5, 6" means a monster can use
the special ability once. Then, at the start of the
monster's turn, it regains the use of that ability if it
rolls a 5 or 6 on a d6.
Encounter: This notation means that a monster can
use a special ability once and then must finish a short
or long rest to use it again.
Equipment
A monster’s stat block lists any key equipment they
might be carrying, other than clothes and armor (for
creatures that customarily wear clothes or armor) and
the weapons already identified by their powers.
You can equip monsters with additional gear and
trinkets however you like, and you decide how much of
a monster's equipment is recoverable after the
creature is slain and whether any of that equipment is
still usable. A battered suit of armor made for a
monster is rarely usable by someone else, for instance.
Variants
Variants are alternative forms or varieties of the
monster. They might have different types, movement
speeds, powers or other statistics. Unless otherwise
mentioned, the features listed under the Variants
section are in addition to those of the standard form.
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Monster Templates
Certain creatures are created by adding a template to
an existing creature. A templated creature can Ghost
represent a unique creature, the individual creation of Speed: fly 6 (hover).
a single experimenter, or the first generation of Incorporeal: The ghost takes half damage from all
offspring from parents of different species. Other attacks; see vulnerable.
templates represent a thing that can happen to a Vulnerable: radiant damage 10, force damage 10. If it
creature, like becoming a ghost. takes radiant or force damage, the ghost loses
A template usually turns a standard monster into an incorporeal until the start of its next turn.
elite monster. Applying an elite template to a monster Drain Lifeforce
that is already an elite turns it into a boss monster. While adjacent to a creature that is staggered or dying,
the ghost has regeneration 5 (10 at Level 11, 15 at Level
Standard Bonuses 21).
If you apply a template to a monster, it gets the 🏹 Malevolence (standard, refresh 5, 6) ● Psychic
following standard bonuses depending on whether it Ranged 5, 1 target; Level +2 vs Will; target is controlled
ends up as an elite or as a boss: (save ends). The ghost is removed from play until the
target succeeds on their save, then the ghost is placed
Elites in an unoccupied space adjacent to the target. While
From Standard to Elite: removed from play, the ghost does not take turns,
suffer persistent damage or make saving throws.
x2 HP
+2 bonus on saving throws
1 Action Point per encounter Half-Fiend
x2 XP Lord of Violence by Justin Nichol
Defenses: +2 Fortitude, +2 Reflex.
Bosses Senses: Darkvision.
From Standard to Boss (two templates applied): Resist: acid 5, cold 5, fire 5.
Level 11: acid 10, cold 10, fire 10.
x4 HP
Level 21: acid 15, cold 15, fire 15.
+5 bonus on saving throws Immune: Poison.
2 Action Points per encounter Darkness aura 6: Bright light within the aura is reduced
x5 XP to dim light.
From Elite to Boss: Smite Good: Attacks against Good and Lawful Good
aligned creatures do +2 damage (+4 at Level 11, +6 at
x2 HP Level 21)
+5 bonus on saving throws total (doesn't stack)
Blasphemous Word (standard, refresh 5, 6)
+1 Action Point per encounter Near burst 5, enemies only; Level +2 vs Will; the target
x2.5 XP is dazed (save ends) or, if the target is staggered, the
target is stunned instead (save ends).
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Forlorn Shade
Senses: Darkvision
Defenses: +2 AC; +1 Reflex, +1 Will
Shadow Walk (swift, encounter) ● Illusion,
Teleportation
The shade shifts 3 and is invisible until the end of its
next turn.
Grasping Shadow (reaction, at-will)
A creature marked by the shade makes an attack that
does not include the shade as a target: Ranged 20, the
marked creature; Charisma vs Will; psychic damage
equal to the shade’s level.
Dark Challenge
When a shade strikes a target in melee, the target is
marked until the end of the shade’s next turn.
Adventurer
You can apply a character class to a monster using the
simple Adventurer template below.
As with other templates, the move from standard to
elite also doubles a creature's HP, gives them a saving
throw bonus and an additional action point.
Defenses: As per the class.
Trained Skills: Choose two from the class skills.
Class Features: As per the class.
Powers: Choose from those powers available to the
class, of the creature's level or lower. Do not choose
two powers of the same frequency and level (do not
choose two level 13 encounter powers or two level 25
daily powers, for example).
1. One at-will power.
2. One encounter power (two from level 11).
3. One daily power (two from level 21).
4. One utility power (two from level 11, three from
level 21).
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Monster Traits
Monster traits are abilities that can be added to any
monster. Adding traits does not sufficiently affect the
overall challenge posed by a monster as to alter its role
or level.
Against the Fallen
When an ally is killed, the creature gains a +1 power
bonus to its next attack roll.
Combat Drill (immediate (react), at-will)
When an ally moves into or out of an adjacent square;
the monster may shift up to three squares as long as it
moves in the direction of its ally.
Dirty Fighter
+2 damage against targets granting the creature
combat advantage. In addition, all enemies suffer an
additional -1 penalty to attack rolls against the
creature when it is behind cover or has concealment.
Encouraging Reaction
When the creature scores a critical hit, one ally can
make a basic attack as an immediate (react) action.
Group Confidence
If creatures with this trait in the encounter outnumber
their opponents by 2-to-1, each such creature gains +2
power bonus to damage rolls.
Ironclad (mook only)
When the mook is reduced to 0 hit points or less, it is
considered staggered and is set to 1 hit point. If a
staggered ironclad mook is reduced to 0 hit points or
less, it is killed.
Martyrdom (immediate (react), encounter)
When the monster is reduced to 0 hit points of less; all
allies in line of sight may shift three squares.
More Than Expected (mook only)
When the mook is eliminated, make a save. On a
success, place an identical mook anywhere within ten
squares of it that is not in line of sight of a player
character. Do not adjust experience.
Reliable Backup
The creature gains a +2 power bonus to AC while
adjacent to an ally.
Skysea Denizen
Replace the creature's swim speed with a fly speed.
Remove the Aquatic tag, if the creature has it.
We Are One
The creature can sacrifice its move action to give an
ally a move action. Creatures cannot receive more than
two move actions per round. A creature that has
received a move action can replace two move actions
with one standard action.
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Aboleths
In cliffside caves and sunken ruins dwell strange unclear, but they have mucus sacs and tentacles
beings, servants of the mysterious aboleth. reminiscent of their namesakes.
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Animals
Many animals are mundane beasts, like those found in
the real world. Bison
Level 4 Wrecker (175 XP)
Large Natural Beast (Unaligned)
Eagle Senses: Perception +3, low-light vision; Skills: Endure +12
Level 1 Striker (100 XP) Str: 25 (+9), Con: 21 (+7), Dex: 14 (+4)
Small Natural Beast (Unaligned) Int: 2 (-2), Wis: 12 (+3), Cha: 8 (+1)
Senses: Perception +8, low-light vision
Str: 12 (+1), Con: 14 (+2), Dex: 17 (+3) Initiative: +4; Speed: 6
Int: 3 (-4), Wis: 14 (+2), Cha: 13 (+1) AC: 16; Fort: 20, Ref: 14, Will: 14
HP: 51, Staggered: 25
Initiative: +5; Speed: 2, fly 8
AC: 15; Fort: 12, Ref: 14, Will: 12 ‡ Gore (standard, at-will)
HP: 29, Staggered: 14 +9 vs AC; 1d10+7 damage.
Trample (standard, at-will)
‡ Talons (standard, at-will) The bison can move up to its speed, including through the spaces of
+6 vs AC; 1d6+3 damage (1d6+6 damage with flyby attack). enemies that are smaller than it. This movement provokes
† Flyby Attack (standard, at-will) opportunity attacks, and the bison must end its move in an
The eagle flies up to 8 squares. At one point during the movement, unoccupied space. Each time it enters a creature's space, the bison
they can make one basic melee attack. Moving away from the target makes a basic melee attack against that creature. On a hit, the
of the attack does not provoke opportunity attacks. target is also knocked prone.
Wild Charge
A bird of prey with keen eyesight. On a charge, if the basic melee attack hits, make a secondary attack.
Secondary Attack: +9 vs AC; the target is pushed 2 and knocked
prone.
Raven of Doom
Level 1 Skulker (100 XP) A large herbivorous mammal with formidable horns.
Small Natural Beast (Unaligned)
Statistics can also be used for a bull.
Senses: Perception +1, low-light vision
Str: 8 (-1), Con: 14 (+2), Dex: 16 (+3)
Int: 6 (-2), Wis: 12 (+1), Cha: 10 (+0) Giant Frog
Level 4 Wrecker (175 XP)
Initiative: +7; Speed: 2, fly 6 (hover)
Medium Natural Beast (Unaligned)
AC: 15; Fort: 13, Ref: 14, Will: 12
HP: 25, Staggered: 12 Senses: Perception +6, low-light vision; Skills: Athletics +10 (+15
jumping), Stealth +8
‡ Harrying Bite (standard, at-will) Str: 18 (+6), Con: 16 (+5), Dex: 15 (+4)
+6 vs AC; 1d4+1 damage, and the target is rattled until the end of its Int: 2 (-2), Wis: 11 (+2), Cha: 8 (+1)
next turn.
Initiative: +6; Speed: 4, climb 4 (wall-climber), swim 4; see also leap
Murder of Crows
When a raven of doom is killed, all other ravens of doom within 2 AC: 16; Fort: 16, Ref: 17, Will: 14
HP: 37, Staggered: 18
squares gain a +4 power bonus on attacks rolls until the end of their
next turn. ‡ Bite (standard, at-will)
+9 vs AC; 1d8+4 damage, or 1d8+8 against a grappled or blinded
A sinister raven associated with ill omens. target.
⤢ Tongue Lash (swift, at-will)
Great Ape Ranged 3; +7 vs Reflex; the target is grappled. If it is Large size or
smaller, it is also pulled adjacent to the giant frog.
Level 3 Wrecker (150 XP)
Leap (move, at-will)
Large Natural Beast (Unaligned)
The giant frog jumps 4 squares, without provoking opportunity
Senses: Perception +7, low-light vision; Skills: Athletics +10
attacks.
Str: 19 (+5), Con: 14 (+3), Dex: 15 (+3)
Int: 2 (-3), Wis: 12 (+2), Cha: 10 (+1)
An oversized amphibian with a sticky tongue and
Initiative: +3; Speed: 6, climb 6 powerful hind legs.
AC: 15; Fort: 17, Ref: 15, Will: 14
HP: 45, Staggered: 22
Variants
‡ Slam (standard, at-will)
+8 vs AC; 1d8+4 damage.
Poison Arrow Frog
Bounding Smash (standard, encounter)
The ape shifts 6 squares and makes a slam attack. If the attack hits, Replace tongue lash with:
the target is pushed 1 square. Venomous Spittle (standard, at-will)
Ranged 10; +9 vs Reflex; 1d8+3 poison damage, and the
An unnaturally large and powerful gorilla, orangutan target is blinded until the end of the giant frog’s next
or chimpanzee, or a hitherto unknown ape. turn.
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Panther Scintillating Boa
Level 4 Striker (175 XP) Level 5 Elite Blocker (400 XP)
Medium Natural Beast (Unaligned) Large Natural Monstrosity ● Rep le (Unaligned)
Senses: Perception +8, low-light vision; Skills: Stealth +11 Senses: Perception +9, low-light vision; Skills: Stealth +10
Str: 14 (+4), Con: 14 (+4), Dex: 18 (+6) Languages: Common, Draconic
Int: 2 (-2), Wis: 13 (+3), Cha: 11 (+2) Str: 20 (+7), Con: 16 (+5), Dex: 16 (+5)
Int: 10 (+2), Wis: 15 (+4), Cha: 10 (+2)
Initiative: +8; Speed: 8, climb 6; see also pounce
AC: 18; Fort: 16, Ref: 18, Will: 15 Initiative: +7; Speed: 6, climb 6
HP: 44, Staggered: 22 Action Points: 1
AC: 21; Fort: 18, Ref: 17, Will: 16; Saving Throws: +2
‡ Bite (standard, at-will) HP: 98, Staggered: 49
+9 vs AC; 1d6+4 damage, and the panther shifts 1 square.
Pounce (move, encounter) ‡ Bite (standard, at-will)
The panther shifts 5 squares, and then makes a bite attack. On a hit, +10 vs AC; 2d6+5 damage.
it does an additional 2d6 damage and knocks the target prone. † Grab and Swallow (standard, at-will)
Stunned target only; +10 vs AC; 1d10+5 damage, the target is
A leopard or jaguar. grappled, and the scintillating boa makes a secondary attack on the
same target.
Secondary Attack: +10 vs Fortitude (must be grappling the target;
Dog-faced Baboon
the target must be Medium or smaller); the target is swallowed.
Level 5 Elite Wrecker (400 XP) While the target is swallowed, it is restrained and takes 5 damage
Medium Natural Beast (Unaligned) plus 5 acid damage at the start of each of the scintillating boa’s
Senses: Perception +5, low-light vision; Skills: Athletics +12 turns. The swallowed creature can make basic melee attacks with
Str: 20 (+7), Con: 15 (+4), Dex: 13 (+3) one-handed or natural weapons. If the scintillating boa dies, any
Int: 2 (-2), Wis: 14 (+4), Cha: 12 (+3) creature trapped inside it can escape as a move action, ending that
Initiative: +4; Speed: 8, climb 5 action in a square formerly occupied by the scintillating boa.
Action Points: 1 ∢ Shimmering Scales (swift, refresh 5, 6) ● Charm
AC: 17; Fort: 20, Ref: 17, Will: 15; Saving Throws: +2 Near burst 5; +8 vs Will; the target is stunned (save ends).
HP: 114, Staggered: 57; see also bounding pounce Aftereffect: The target is dazed (save ends).
‡ Bite (standard, at-will) A gigantic constrictor with shimmering scales that can
+10 vs AC; 1d10+5 damage. hypnotize its prey with captivating patterns and
† Bounding Pounce (standard, at-will) constrict them with immense strength.
The baboon shifts 8 squares and makes a bite attack. If the attack
hits, the target is knocked prone.
∢ Baboon Frenzy (standard, encounter, refreshes when first Ancient Hermit Crab
staggered) Level 5 Boss Blocker (1000 XP)
Near burst 1; +8 vs AC (enemies only); 1d10+5 damage. Large Natural Monstrosity ● Aqua c (Unaligned)
Senses: Perception +10, low-light vision; Skills: History +10, Religion
A fearsome yellow baboon, usually found in troops +10
dominated by a particularly powerful male. Languages: Common
Str: 20 (+7), Con: 18 (+6), Dex: 12 (+3)
Int: 16 (+5), Wis: 16 (+5), Cha: 15 (+4)
Initiative: +5; Speed: 6, swim 6
Action Points: 2
AC: 21; Fort: 19, Ref: 17, Will: 15; Saving Throws: +5
HP: 196, Staggered: 98
Resist: attacks that target AC 5
‡ Claw (standard, at-will)
Reach 2; +10 vs AC; 2d8+5 damage, and a Medium or smaller target
is grappled.
† Crushing Claw (standard, at-will)
+8 vs Fortitude (must be grappling the target); 2d8+10 damage, and
the target takes persistent 5 damage until it escapes the grapple.
† Spiky Charge (standard, refresh 5, 6)
The hermit crab makes a charge attack with its spiny shell: +13 vs
AC; 3d6+5 damage, and the target is pushed 1 square. If the target is
pushed against an immovable object, such as a wall, it is immobile
and takes persistent 5 damage (save ends both).
† Spiky Shell (reaction, at-will)
+8 vs Reflex (When the crab is hit by a melee attack); 1d6+5
damage.
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Devil Ape
Level 8 Wrecker (350 XP) Aquatic
Medium Natural Beast (Unaligned)
Senses: Perception +9, low-light vision; Skills: Athletics +19, Endure
+16
Ragged Tooth Shark
Str: 22 (+10), Con: 16 (+7), Dex: 17 (+7) Level 4 Striker (175 XP)
Int: 2 (+0), Wis: 12 (+5), Cha: 14 (+6) Medium Natural Beast ● Aqua c (Unaligned)
Senses: Perception +9, low-light vision
Initiative: +11; Speed: 7 Str: 18 (+6), Con: 15 (+4), Dex: 15 (+4)
AC: 20; Fort: 21, Ref: 19, Will: 20 Int: 2 (-2), Wis: 15 (+4), Cha: 6 (+0)
HP: 75, Staggered: 37
Resist: cold 5 Initiative: +6; Speed: swim 8
AC: 18; Fort: 17, Ref: 16, Will: 15
‡ Pummel (standard, at-will) HP: 44, Staggered: 22
+13 vs AC; 2d10+9 damage.
⤢ Thrown Rocks (standard, at-will) ‡ Bite (standard, at-will)
+13 vs AC; 2d10+9 damage and the target is knocked prone if it is +9 vs AC; 1d10+4 damage.
Small or smaller. † Swimby Attack (standard, at-will)
↗ Call Landslide (standard, encounter) The shark swims up to 8 squares. At one point during the
Ranged 40 (cannot target creatures within 20 squares); +13 vs movement, they can make one basic melee attack. Moving away
Fortitude; 3d10+9 damage. from the target of the attack does not provoke opportunity attacks.
Black Curse (reaction, encounter) Blood Frenzy
the devil ape is reduced to 0 HP or below; The triggering creature A ragged tooth shark gains +1 power bonus to attack rolls and a +2
suffers a -2 penalty to saving throws until their next long rest. power bonus to damage rolls against staggered enemies.
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Plesiosaur Wolf
Level 10 Wrecker (500 XP) Level 3 Striker (150 XP)
Huge Natural Beast ● Aqua c, Rep le (Unaligned) Medium Natural Beast (Unaligned)
Senses: Perception +8, low-light vision Senses: Perception +8, low-light vision; Skills: Nature +8, Stealth +9
Str: 22 (+11), Con: 20 (+10), Dex: 15 (+7) Str: 13 (+2), Con: 15 (+3), Dex: 15 (+3)
Int: 2 (+1), Wis: 17 (+8), Cha: 8 (+4) Int: 2 (-3), Wis: 12 (+2), Cha: 6 (-1)
Initiative: +7; Speed: 2, swim 8 Initiative: +4; Speed: 8
AC: 22; Fort: 24, Ref: 21, Will: 22 AC: 17; Fort: 14, Ref: 16, Will: 15
HP: 87, Staggered: 43 HP: 39, Staggered: 19
‡ Bite (standard, at-will) ‡ Bite (standard, at-will)
Reach 3; +15 vs AC; 3d6+6 damage, and target is weakened (save +8 vs AC; 1d12+4 damage. Secondary Attack: +8 vs Reflex; the target
ends). falls prone.
† Tail Snap (counter, at-will) Worry
When an enemy in reach stands up from prone: Reach 3; +15 vs AC; If the wolf's target is prone, attacks do +1d6 damage on a hit.
2d6+6 damage, and the target is pushed 3 squares.
† Tail Sweep (standard, refresh 4, 5, 6) Wolves are cunning pack predators and effective
Near burst 3; +13 vs Reflex; 4d8+6 damage, and the target is hunters. These statistics can also be used for hyenas.
knocked prone if it is Medium size or smaller.
119
Worg War Horse
Level 11 Striker (600 XP) Level 2 Wrecker (125 XP)
Large Natural Beast (Unaligned) Large Natural Beast ● Mount (Unaligned)
Senses: Perception +17, low-light vision; Skills: Nature +17, Stealth Senses: Perception +3; Skills: Athletics +11, Endure +10
+17 Str: 20 (+6), Con: 18 (+5), Dex: 16 (+4)
Str: 17 (+8), Con: 15 (+7), Dex: 15 (+7) Int: 2 (-3), Wis: 14 (+3), Cha: 2 (-3)
Int: 6 (+3), Wis: 14 (+7), Cha: 10 (+5)
Initiative: +4; Speed: 8
Initiative: +12; Speed: 8 AC: 14; Fort: 15, Ref: 13, Will: 14
AC: 25; Fort: 22, Ref: 24, Will: 23 HP: 39, Staggered: 19
HP: 79, Staggered: 39
‡ Hoof (standard, at-will)
‡ Bite (standard, at-will) +7 vs AC; 1d12+6 damage.
+16 vs AC; 3d8+5 damage. Secondary Attack: +16 vs Reflex; the Trample (standard, at-will)
target falls prone. The war horse can move up to its speed, including through the
Worry spaces of enemies that are smaller than it. This movement provokes
If the worg's target is prone, attacks do +3d6 damage on a hit. opportunity attacks, and the war horse must end its move in an
unoccupied space. Each time it enters a creature's space, the war
Large, intelligent, and malevolent wolf-like creatures, horse makes a basic melee attack against that creature. On a hit, the
worgs are often found in the service of evil masters. target is also knocked prone.
They can be taught to understand and even speak the Ride Down ● Mount
When the war horse tramples, the rider can make a basic melee
languages of their masters.
attack in place of one of the war horse's basic melee attacks.
120
The pegasus is a magnificent winged horse that Nightmare
sometimes serves the cause of good. Though highly Level 12 Striker (700 XP)
prized as aerial steeds, pegasi are wild and shy Large Natural Beast ● Mount (Evil)
creatures not easily tamed. A typical pegasus stands 6 Senses: Perception +13, darkvision; Skills: Arcana +18, Stealth +19
feet high at the shoulder, weighs 1,500 pounds, and has Str: 18 (+10), Con: 16 (+9), Dex: 15 (+8)
a wingspan of 20 feet. Int: 13 (+7), Wis: 13 (+7), Cha: 12 (+7)
Initiative: +14; Speed: 8, fly 18
Unicorn AC: 26; Fort: 23, Ref: 25, Will: 24
HP: 84, Staggered: 42
Level 8 Striker (350 XP)
Sulfurous Smoke aura 3 Lightly obscured. Enemies that begin their
Large Natural Beast ● Mount (Good)
turn in the aura are rattled until they leave the aura. The nightmare
Senses: Perception +13, low-light vision; Skills: Athletics +18,
and its rider can see through its aura.
Religion +13
Languages: Common, Sylvan ‡ Hoof (standard, at-will)
Str: 20 (+9), Con: 21 (+9), Dex: 17 (+7) +17 vs AC; 3d8+6 fire damage.
Int: 10 (+4), Wis: 21 (+9), Cha: 24 (+11) Flyby Attack
The nightmare flies up to its fly speed and makes a basic melee
Initiative: +11; Speed: 12
attack at any point during the move without provoking an
AC: 22; Fort: 19, Ref: 21, Will: 20
opportunity attack from the target.
HP: 64, Staggered: 32
Spectral Leap (swift, at-will) ● Mount, Stance, Teleportation
Magic Circle aura 2 If an Evil or Chaotic Evil creature attempts to
At the start of the nightmare's next turn, the nightmare and any
move into the aura, make an attack: +11 vs Will; on a hit, the
creature riding it are transported to the Ethereal Plane or Astral
target's move ends without them entering the aura.
Plane. While in this stance, the nightmare cannot make opportunity
‡ Hoof (standard, at-will) attacks.
+13 vs AC; 2d10+5 radiant damage. Flying Strike ● Mount
Trample When the nightmare uses flyby attack, the rider can make a basic
The unicorn can move up to its speed, including through the spaces melee attack in place of the nightmare's basic melee attacks.
of enemies that are smaller than it. This movement provokes
opportunity attacks, and the unicorn must end its move in an A demonic steed wreathed in flames, conjured from
unoccupied space. Each time it enters a creature's space, the the underworld for dark missions and shadowy
unicorn makes a basic melee attack against that creature. On a hit, purposes. A nightmare is about the size of a light war
the target is also knocked prone. horse, and has the wit to carry out tasks with or
Healing Horn (swift, at-will) ● Healing
An adjacent ally can spend a recovery to either heal up to their
without a rider.
recovery value or make a saving throw against any conditions and
afflictions affected by a saving throw.
Teleport (move, daily) ● Teleportation
The unicorn teleports to anywhere within the boundaries of its
forest home.
Ride Down ● Mount
When the unicorn tramples, the rider can make a basic melee attack
in place of one of the unicorn's basic melee attacks.
Variant
Winged Unicorn
Speed 8, fly 12
121
Elephant
Level 13 Blocker (800 XP)
Huge Natural Beast (Unaligned)
Senses: Perception +18, low-light vision; Skills: Insight +18
Str: 30 (+16), Con: 21 (+11), Dex: 10 (+6)
Int: 2 (+2), Wis: 13 (+7), Cha: 7 (+4)
Initiative: +12; Speed: 8
AC: 29; Fort: 26, Ref: 25, Will: 25
HP: 89, Staggered: 44
‡ Stomp (standard, at-will)
+18 vs AC; 3d8+7 damage.
† Tusk (standard, at-will)
+18 vs AC; 3d8+7 damage and the target is knocked prone.
† Trunk (swift, at-will)
+18 vs Reflex; The target is shunted 3 squares.
Trample
The elephant can move up to its speed, including through the
spaces of enemies that are smaller than it. This movement provokes
opportunity attacks, and the elephant must end its move in an
unoccupied space. Each time it enters a creature's space, the
elephant makes a basic melee attack against that creature. On a hit,
the target is also knocked prone.
Mammoth
Level 17 Blocker (1600 XP)
Huge Natural Beast (Unaligned)
Senses: Perception +22, low-light vision; Skills: Insight +22
Str: 30 (+18), Con: 21 (+13), Dex: 10 (+8)
Int: 2 (+4), Wis: 13 (+9), Cha: 7 (+6)
Initiative: +16; Speed: 8 (ice walk)
AC: 33; Fort: 30, Ref: 29, Will: 29
HP: 109, Staggered: 54
Resist: cold 10
‡ Stomp (standard, at-will)
+22 vs AC; 4d8+7 damage.
∢ Tusks (standard, at-will)
Near burst 1; +22 vs AC; 2d12+6 damage and the target is knocked
prone.
† Trunk (swift, at-will)
+22 vs Reflex; The target is shunted 5 squares.
Trample
The mammoth can move up to its speed, including through the
spaces of enemies that are smaller than it. This movement provokes
opportunity attacks, and the mammoth must end its move in an
unoccupied space. Each time it enters a creature's space, the
mammoth makes a basic melee attack against that creature. On a
hit, the target is also knocked prone.
122
Constructs
Constructs are magically created automatons.
Animate Collector
Level 8 Spoiler (350 XP)
Wicker Golem Medium Natural Automaton ● Construct (Unaligned)
Level 1 Striker (100 XP) Senses: Perception +11, low-light vision; Skills: Diplomacy +14,
Medium Natural Automaton ● Construct (Unaligned) Endure +18, History +18
Senses: Perception +0, darkvision; Skills: Athletics +8 Languages: Common
Str: 16 (+3), Con: 14 (+2), Dex: 14 (+2) Str: 17 (+7), Con: 20 (+9), Dex: 16 (+7)
Int: 7 (-2), Wis: 10 (+0), Cha: 11 (+0) Int: 20 (+9), Wis: 16 (+7), Cha: 12 (+5)
Initiative: +4; Speed: 6 Initiative: +11; Speed: 6
AC: 15; Fort: 14, Ref: 13, Will: 12 AC: 22; Fort: 20, Ref: 19, Will: 21
HP: 29, Staggered: 14 HP: 64, Staggered: 32
Immune: disease, poison, sleep, Resist: attacks that target AC 5, Immune: disease, poison, sleep
Vulnerable: fire 10
‡ Fists (standard, at-will)
‡ Slam (standard, at-will) +13 vs AC; 2d10+5 damage.
+6 vs AC; 1d8+3 damage, and the target is grappled. ∢ Fire Spray (standard, encounter)
† Clench (standard, at-will) +13 vs Reflex; 2d6 fire damage and the target takes 5 persistent fire
+4 vs Fortitude (must be grappling the target); 1d8+6 damage. damage (save ends).
Harden Skin (move, at-will)
Constructed of interwoven dried branches and vines, The animate collector gains 8 temporary hit points.
the wicker golem is often set as a task for apprentice Machine Logic (reaction, encounter)
magicians. The animate collector is the target of a Psychic attack: The attack
has no effect on the animate collector.
Vigilant Statue An amalgamation of enchanted objects brought to life,
Level 6 Boss Blocker (1250 XP) the animate collector has a relentless desire to gather
Large Natural Automaton ● Construct (Unaligned)
and hoard valuable items
Senses: Perception +2, darkvision; see also vigilance
Languages: Common
Str: 20 (+8), Con: 20 (+8), Dex: 9 (+2) Animate Guardian
Int: 8 (+2), Wis: 10 (+3), Cha: 14 (+5) Level 12 Blocker (700 XP)
Initiative: +4; Speed: 6; can't shift Large Natural Automaton ● Construct (Unaligned)
Senses: Perception +19, low-light vision; Skills: Endure +22
Action Points: 2
Languages: Common
AC: 22; Fort: 19, Ref: 18, Will: 18; Saving Throws: +5
Str: 24 (+13), Con: 20 (+11), Dex: 19 (+10)
HP: 216, Staggered: 108
Int: 12 (+7), Wis: 14 (+8), Cha: 18 (+10)
Immune: disease, poison, sleep, Resist: all 10
Suppressive Aura (Necrotic) aura 2: Enemies in the aura only regain Initiative: +16; Speed: 8
half the standard amount of hit points from healing effects. AC: 28; Fort: 25, Ref: 24, Will: 24
HP: 84, Staggered: 42
‡ Slam (standard, at-will)
Reach 2; +11 vs AC; 2d6+5 damage. Immune: disease, poison, sleep
† Double Attack (standard, at-will) ‡ Multi-Equipped Arm (standard, at-will)
The vigilant statue makes two slam attacks. A target hit by both +17 vs AC; 3d8+6 damage.
attacks is pushed 2 squares and knocked prone. ⤢ Bolt Rifle Arm (standard, at-will)
∢ Castigate (standard, refresh 5, 6) ● Psychic Ranged 20; +17 vs AC; 3d8+6 damage.
Near burst 3; +9 vs Will; 3d8+2 psychic damage, and the target is ∢ Fire Spray (standard, encounter)
dazed until the end of the vigilant statue’s next turn. +17 vs Reflex; 2d6 fire damage and the target takes 5 persistent fire
∢ Menacing Visage (swift, encounter) ● Fear damage (save ends).
Near burst 5; +9 vs Will; the target is rattled (save ends). Machine Logic (reaction, encounter)
Vigilance The animate guardian is the target of a Psychic attack: The attack
A vigilant statue is instantly aware of all creatures entering or has no effect on the animate collector.
leaving its enshrined area. It does not know the exact location of Pig Iron (swift, at-will) ● Stance
intruders, but is aware of their presence, making it all but The animate guardian has resistance to all damage 5.
impossible to surprise. Intervene (swift, at-will) ● Stance
As a counter, if an ally of the guardian is the target of an attack, the
A stoic stone statue enchanted to stand guard, the guardian may shift up to 5 squares to be adjacent to the ally, and
vigilant statue remains motionless until provoked, at then switch places with them. The guardian becomes a target of the
which point it animates with surprising speed and attack instead of the ally.
strength to defend its designated area.
A magical construct bound to protect a specific person,
object, or location, the animate guardian is a loyal and
unwavering sentinel, skilled in combat and relentless
in its duty.
123
Animate Battleform
Level 16 Blocker (1400 XP) Juggernauts
Large Natural Automaton ● Construct (Unaligned) Juggernauts are the constructs created by a long-ago
Senses: Perception +23, low-light vision; Skills: Endure +26 empire. Unlike some other constructs, Juggernauts are
Languages: Common
Str: 24 (+15), Con: 20 (+13), Dex: 19 (+12)
not capable of independent action. Each juggernaut has
Int: 12 (+9), Wis: 14 (+10), Cha: 18 (+12) room in its torso for a humanoid rider, who controls
the juggernaut.
Initiative: +20; Speed: 8
AC: 32; Fort: 29, Ref: 28, Will: 28
HP: 104, Staggered: 52 The Minotaur
Immune: disease, poison, sleep, Resist: [energy] 10 Level 5 Elite Wrecker (400 XP)
Large Natural Automaton ● Construct (Unaligned)
‡ Multi-Equipped Arm (standard, at-will)
Senses: Perception +12, darkvision; Skills: Athletics +15, Endure
+21 vs AC; 3d10+7 damage.
+16, Intimidate +9
⤢ Bolt Rifle Arm (standard, at-will)
Str: 26 (+10), Con: 28 (+11), Dex: 10 (+2)
Ranged 20; +21 vs AC; 3d10+7 damage.
Int: 12 (+3), Wis: 14 (+4), Cha: 12 (+3)
∢ Elemental Maelstrom (standard, encounter)
Near burst 5, all creatures; +21 vs Reflex; 3d10+7 [energy] damage Initiative: +2; Speed: 7
and the target is shunted 3 squares. Miss: Half damage and the Action Points: 1
target is shunted 1 square. AC: 17; Fort: 17, Ref: 17, Will: 17; Saving Throws: +2
∢ Reactor Leak (reaction, encounter) HP: 114, Staggered: 57
Near burst 5, all creatures; +21 vs Fortitude (the animate battleform Immune: poison, disease, Resist: all 10
is staggered); 3d10+7 radiant damage and the target is weakened
(save ends). ‡ Slam (standard, at-will)
Machine Logic (reaction, encounter) Reach 2; +10 vs AC; 2d6+6 damage.
The animate guardian is the target of a Psychic attack: The attack ⤢ Lightning Shot (standard, at-will) ● Lightning
has no effect on the animate collector. Ranged 30/60; +10 vs AC; 2d8+6 lightning damage.
Pig Iron (swift, at-will) ● Stance Minotaur Rush
The animate guardian has resistance to all damage 10. The minotaur’s movement does not provoke opportunity attacks.
Recharge (swift, at-will) ● Stance When the Minotaur moves, it ignores difficult terrain and can freely
The animate battleform's elemental maelstrom power refreshes on enter squares occupied by enemies of Large size or smaller. Shunt
a 5 or 6. Large and smaller enemies in squares the Minotaur enters by 1
square. The Minotaur cannot be knocked prone.
A powerful construct purpose-built for combat, the Iron Onslaught (standard, refresh 6)
animate battleform is powered by a particular type of The Minotaur shifts up to 9 squares in a straight line. The Minotaur
makes a slam attack against each enemy in reach during this
energy stored in the gemstone on its chest. It is movement. On a hit, the target is knocked prone. The Minotaur can
resistant to this form of energy and able to unleash it only attack each target once.
as an attack. The GM can choose or roll on the table Eruption (reaction, encounter)
below. When the Minotaur is staggered: The Minotaur immediately stands
up if prone and recovers from all conditions it suffers from. The
The battleform is powered by a particular type of Minotaur makes an iron onslaught attack. This use of iron onslaught
energy, which it is resistant to and able to unleash as does not exhaust that power, and can be used even if that power is
an attack. The GM can choose or roll on the table currently exhausted.
below. The original use of the Minotaur was to breach walls
and other defenses during siege warfare.
Table – Animate Battleform
d10 Damage Type Gem
1 Acid Pearl
2 Cold Tourmaline
3 Fire Garnet
4 Force Sapphire
5 Lightning Citrine
6 Necrotic Jet
7 Poison Amethyst
8 Psychic Jade
9 Radiant Topaz
10 Thunder Spinel
124
The Emperor The Scorpion
Level 9 Elite Archer (800 XP) Level 15 Elite Archer (2400 XP)
Large Natural Automaton ● Construct (Unaligned) Large Natural Automaton ● Construct (Unaligned)
Senses: Perception +11, darkvision; Skills: Acrobatics +14, Athletics Senses: Perception +13, darkvision; Skills: Acrobatics +16, Athletics
+13, Endure +16 +24, Endure +24
Str: 20 (+9), Con: 24 (+11), Dex: 20 (+9) Str: 30 (+17), Con: 30 (+17), Dex: 18 (+11)
Int: 14 (+6), Wis: 14 (+6), Cha: 13 (+5) Int: 14 (+9), Wis: 12 (+8), Cha: 13 (+8)
Initiative: +9; Speed: 6, fly 8 Initiative: +9; Speed: 6
Action Points: 1 Action Points: 1
AC: 21; Fort: 21, Ref: 21, Will: 19; Saving Throws: +2 AC: 27; Fort: 29, Ref: 26, Will: 25; Saving Throws: +2
HP: 114, Staggered: 57 HP: 162, Staggered: 81
Immune: poison, disease, Resist: all 10 Immune: poison, disease, Resist: all 10
‡ Slam (standard, at-will) ‡ Heavy Piton Leg (standard, at-will)
+14 vs AC; 1d8+6 damage, and the target is knocked prone. Reach 2; +20 vs AC; 3d6+13 damage, and the target is pushed 3
⤢ Lightning Shot (standard, at-will) ● Lightning squares and knocked prone.
Ranged 40/80; +14 vs AC; 2d8+8 lightning damage. ⤢ Lightning Shot (standard, at-will) ● Lightning
Alpha Strike (standard, refresh 5, 6) Ranged 30/60; +20 vs AC; 3d6+13 lightning damage, and the target
The Emperor flies 7 squares and makes 3 lightning shot attacks. is knocked prone.
↗ Floating Orbs (swift, at-will) ● Lightning ∢ Lightning Field (standard, at-will) ● Lightning
Ranged 15/30; +14 vs AC; 2d6+6 lightning damage. Near burst 2; +18 vs Reflex; 2d8+8 lightning damage, and the target
Armored Shell (free, encounter) is pushed 3 squares and knocked prone.
When the Emperor is staggered: The Emperor’s ground and fly ↗ Second Arc (standard, at-will) ● Lightning
speeds increase by 1, the Emperor is healed to its maximum hit The Scorpion makes a lightning shot attack. If it hits, it makes a
point total and it loses all resistances. lightning shot attack against another enemy within 6 squares of the
original target.
The Emperor is built in the shape of a gigantic, ⋇ Thunder Fall (standard and move, at-will) ● Thunder
powerful human. The exposed copper and bronze wires Far burst 1 within 30; +18 vs Reflex; 3d6+10 damage, and the target
that make up its artificial musculature give it the is knocked prone.
Deployment (move, at-will) ● Stance
appearance of a skinless, gleaming gold giant floating
The Scorpion cannot move or be moved until it deactivates
through the air. deployment. Its AC increases to 29 but its Reflex defense decreases
to 24. The Scorpion cannot make heavy piton leg or thunder fall
attacks while in this stance.
Fortified Platform
The Scorpion cannot be knocked prone or subject to unwilling
movement.
125
The Awoken
Level 15 Boss Striker (6000 XP)
Large Natural Automaton ● Construct (Good)
Senses: Perception +19, darkvision, blindsight 10
Languages: Common
Str: 30 (+17), Con: 26 (+15), Dex: 12 (+8)
Int: 14 (+9), Wis: 21 (+12), Cha: 19 (+11)
Initiative: +9; Speed: 6
Action Points: 2
AC: 29; Fort: 28, Ref: 26, Will: 26; Saving Throws: +5
HP: 396, Staggered: 198
Immune: poison, disease, Resist: all 10
‡ Slam (standard, at-will)
Reach 2; +20 vs AC; 3d8+13 damage, and the target is pushed 3
squares or grappled.
⤢ Force Boom (standard, at-will) ● Force
Ranged 20/40; +20 vs AC; 3d6+13 force damage, and the target
takes persistent 10 force damage (save ends).
⋇ Firebomb (standard, refresh 5, 6) ● Fire
Far burst 3 within 20; +18 vs Reflex; 2d8+8 fire damage, and the
target takes persistent 10 fire damage (save ends).
† Direct Kill (move, at-will) ● Force, Weapon
Reach 2; +18 vs Fortitude (must be grappling the target); 3d6+13
damage, and the target takes persistent 10 damage (save ends).
Self-Repair (swift, at-will) ● Healing
The Awoken heals 10 hit points.
Scan the Area (swift, at-will)
The Awoken gains a +2 power bonus to attack rolls and can ignore
difficult terrain until the start of the Awoken’s next turn.
Force Shield (swift, at-will)
The Awoken gains a +1 power bonus to all defenses until the start of
the Awoken’s next turn, and can shift 1 square.
Unfeeling
The Awoken cannot be marked, dominated, or surprised.
126
Couatl
Couatl, also known as feathered dragons, are dragons
sent from the heavens to do good on earth. Despite Adult Couatl
Level 8 Boss Striker (1750 XP)
their holy mission, they remain carnivores - and they
Large Natural Monstrosity ● Dragon, Celes al (Lawful Good)
hunger for the meat of those intellectually beneath Senses: Perception +11, darkvision; Skills: Arcana +13, Insight +11,
them. Religion +13, Stealth +14
Languages: Common, Draconic, telepathy 10
Young Couatl Str: 18 (+8), Con: 16 (+7), Dex: 20 (+9)
Int: 18 (+8), Wis: 14 (+6), Cha: 18 (+8)
Level 3 Boss Striker (750 XP)
Medium Natural Monstrosity ● Dragon, Celes al (Lawful Good) Initiative: +11; Speed: 4, fly 10 (hover), overland flight 15; see also
Senses: Perception +7, darkvision; Skills: Arcana +9, Insight +7, flyby attack
Religion +9, Stealth +10 Action Points: 2
Languages: Common, Draconic AC: 22; Fort: 19, Ref: 21, Will: 19; Saving Throws: +5
Str: 16 (+4), Con: 14 (+3), Dex: 18 (+5) HP: 256, Staggered: 128; see also energy leak
Int: 16 (+4), Wis: 13 (+2), Cha: 16 (+4) Resist: poison 20
Initiative: +7; Speed: 4, fly 8 (hover), overland flight 12; see also ‡ Bite (standard, at-will) ● Poison
flyby attack Reach 2; +13 vs AC; 1d8+5 damage, and the target takes persistent 5
Action Points: 2 poison damage (save ends).
AC: 17; Fort: 14, Ref: 16, Will: 14; Saving Throws: +5 ‡ Tail Slap (standard, at-will)
HP: 156, Staggered: 78; see also energy leak Reach 2; +13 vs AC; 1d10+5 damage, and the target is grappled.
Resist: poison 15 † Constrict (standard, at-will)
+11 vs Fortitude (must be grappling the target); 1d10+10 damage,
‡ Bite (standard, at-will) ● Poison
and the target is dazed until the end of the couatl’s next turn.
+8 vs AC; 1d6+4 damage, and the target takes persistent 5 poison
† Flyby Attack (standard, at-will)
damage (save ends).
The couatl flies up to 10 squares and makes a basic melee attack at
‡ Tail Slap (standard, at-will)
any point during the move without provoking an opportunity attack
+8 vs AC; 1d8+4 damage, and the target is grappled.
from the target.
† Constrict (standard, at-will)
∢ Breath Weapon (standard, refresh 5, 6) ● Poison
+6 vs Fortitude (must be grappling the target); 1d8+8 damage, and
Near arc 5; +11 vs Fortitude; 1d10+3 poison damage, and the target
the target is dazed until the end of the couatl’s next turn.
is weakened and takes persistent 5 poison damage (save ends).
† Flyby Attack (standard, at-will)
∢ Energy Leak (free, encounter) ● Poison
The couatl flies up to 8 squares and makes a basic melee attack at
When first staggered; the couatl’s breath weapon refreshes, and the
any point during the move without provoking an opportunity attack
couatl uses it immediately.
from the target.
∢ Blinding Presence (standard, encounter) ● Radiant
∢ Breath Weapon (standard, refresh 5, 6) ● Poison
Near burst 5; +11 vs Will (enemies only); the target is blinded until
Near arc 5; +6 vs Fortitude; 1d8+2 poison damage, and the target is
the end of the couatl’s next turn. Aftereffect: The target is rattled
weakened and takes persistent 5 poison damage (save ends).
(save ends).
∢ Energy Leak (free, encounter) ● Poison
Cloak of Invisibility (standard, refresh 5, 6) ● Illusion
When first staggered; the couatl’s breath weapon refreshes, and the
The couatl becomes invisible until it attacks.
couatl uses it immediately.
∢ Blinding Presence (standard, encounter) ● Radiant
Near burst 5; +6 vs Will (enemies only); the target is blinded until
the end of the couatl’s next turn. Aftereffect: The target is rattled
(save ends).
127
Elder Couatl Ancient Couatl
Level 15 Boss Striker (6000 XP) Level 22 Boss Striker (20000 XP)
Large Natural Monstrosity ● Dragon, Celes al (Lawful Good) Huge Natural Monstrosity ● Dragon, Celes al (Lawful Good)
Senses: Perception +16, darkvision; Skills: Arcana +17, Insight +15, Senses: Perception +20, darkvision; Skills: Arcana +22, Insight +20,
Religion +17, Stealth +19 Religion +22, Stealth +25
Languages: Common, Draconic, telepathy 10 Languages: Common, Draconic, telepathy 10
Str: 20 (+12), Con: 18 (+11), Dex: 24 (+14) Str: 24 (+18), Con: 20 (+16), Dex: 28 (+20)
Int: 20 (+12), Wis: 17 (+10), Cha: 20 (+12) Int: 22 (+17), Wis: 19 (+15), Cha: 22 (+17)
Initiative: +16; Speed: 6, fly 12 (hover), overland flight 18; see also Initiative: +22; Speed: 8, fly 14 (hover), overland flight 18; see also
flyby attack flyby attack
Action Points: 2 Action Points: 2
AC: 29; Fort: 26, Ref: 29, Will: 26; Saving Throws: +5 AC: 36; Fort: 34, Ref: 37, Will: 32; Saving Throws: +5
HP: 396, Staggered: 198; see also energy leak HP: 536, Staggered: 268; see also energy leak
Resist: poison 25 Resist: poison 30
Detect Thoughts aura 10: The couatl has a +2 power bonus to all Detect Thoughts aura 10: The couatl has a +2 power bonus to all
defenses against attacks from enemies in aura. Enemies in aura defenses against attacks from enemies in aura. Enemies in aura
cannot use Stealth to hide from couatl; the couatl receives a +10 cannot use Stealth to hide from couatl; the couatl receives a +10
power bonus to Insight checks to oppose Bluff checks made by power bonus to Insight checks to oppose Bluff checks made by
creatures in the aura. creatures in the aura.
‡ Bite (standard, at-will) ● Poison ‡ Bite (standard, at-will) ● Poison
Reach 2; +20 vs AC; 1d10+6 damage, and the target takes persistent Reach 3; +27 vs AC; 2d6+9 damage, and the target takes persistent
10 poison damage (save ends). 15 poison damage (save ends).
‡ Tail Slap (standard, at-will) ‡ Tail Slap (standard, at-will)
Reach 2; +20 vs AC; 2d6+6 damage, and the target is grappled. Reach 3; +27 vs AC; 3d6+9 damage, and the target is grappled.
† Constrict (standard, at-will) † Constrict (standard, at-will)
+18 vs Fortitude (must be grappling the target); 2d6+12 damage, +25 vs Fortitude (must be grappling the target); 3d6+18 damage,
and the target is dazed until the end of the couatl’s next turn. and the target is dazed until the end of the couatl’s next turn.
† Flyby Attack (standard, at-will) † Flyby Attack (standard, at-will)
The couatl flies up to 12 squares and makes a basic melee attack at The couatl flies up to 12 squares and makes a basic melee attack at
any point during the move without provoking an opportunity attack any point during the move without provoking an opportunity attack
from the target. from the target.
∢ Breath Weapon (standard, refresh 5, 6) ● Poison ↗ Serpent’s Gaze (swift, at-will, once per round) ● Charm, Gaze
Near arc 5; +18 vs Fortitude; 3d6+4 poison damage, and the target Ranged 10; +25 vs Will; the target is stunned (save ends).
is weakened and takes persistent 10 poison damage (save ends). ∢ Breath Weapon (standard, refresh 5, 6) ● Poison
∢ Energy Leak (free, encounter) ● Poison Near arc 5; +25 vs Fortitude; 4d6+5 poison damage, and the target
When first staggered; the couatl’s breath weapon refreshes, and the is weakened and takes persistent 15 poison damage (save ends).
couatl uses it immediately. ∢ Energy Leak (free, encounter) ● Poison
∢ Blinding Presence (standard, encounter) ● Radiant When first staggered; the couatl’s breath weapon refreshes, and the
Near burst 5; +18 vs Will (enemies only); the target is blinded until couatl uses it immediately.
the end of the couatl’s next turn. Aftereffect: The target is rattled ∢ Blinding Presence (standard, encounter) ● Radiant
(save ends). Near burst 5; +25 vs Will (enemies only); the target is blinded until
Cloak of Invisibility (standard, refresh 5, 6) ● Illusion the end of the couatl’s next turn. Aftereffect: The target is rattled
The couatl becomes invisible until it attacks. (save ends).
Ethereal Step (move, refresh 5, 6) ● Teleportation Cloak of Invisibility (standard, refresh 5, 6) ● Illusion
The couatl becomes incorporeal and teleports 12 squares. It The couatl becomes invisible until it attacks.
remains incorporeal until the end of its next turn. Ethereal Step (move, refresh 5, 6) ● Teleportation
The couatl becomes incorporeal and teleports 12 squares. It
remains incorporeal until the end of its next turn.
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Cult of the New Moon
The church of Shehaan has never shied from
acknowledging the goddess's moods and strange Worm That Walks
Level 2 Boss Spoiler (Leader) (625 XP)
humors. She can be wild during the new moon, and
Medium Natural Humanoid ● Vermin (Chao c Evil)
takes on a shadowed aspect during the lunar eclipse. Senses: Perception +10, Darkvision, blindsight 6; Skills: Arcana +8,
Legend has it that Shehaan's shadow self once lasted Diplomacy +9, Insight +10, Stealth +10
for decades or centuries, and ruled the earth with Languages: Common, Celestial, Deep Speech
darkness and glory. The Cult of the New Moon are a Str: 10 (+1), Con: 12 (+2), Dex: 16 (+4)
heretic branch of the church of Shehaan that worships Int: 13 (+2), Wis: 17 (+4), Cha: 15 (+3)
what they claim is the true Shehaan, the dark aspect Initiative: +5; Speed: 6
she showed during this period. Whereas the church Action Points: 2
cautions that lycanthropy is a gift or a curse depending AC: 16; Fort: 14, Ref: 13, Will: 15; Saving Throws: +5
HP: 136, Staggered: 68
on how it is used, the Cult treats shapechanging as a
Resist: poison 5, cold 5
tool at best and an excuse for cruelty and violence at Squirming aura 1: Creatures grant combat advantage to the worm
worst. that walks while they are in the aura.
‡ Disfiguring Touch (standard, at-will)
Squirming Mound +7 vs AC; 1d12+3 necrotic damage.
Level 1 Striker (100 XP) ↗ Spit Spiders (standard, at-will)
Medium Natural Automaton ● Construct (Chao c Evil) Ranged 10; +7 vs Reflex; 1d8+3 poison damage and the target's
Senses: Perception +0, darkvision; Skills: Acrobatics +8, Stealth +8 space becomes a spider-infested zone. Creatures ending their turn
Languages: Common in the zone take 5 poison damage.
Str: 16 (+3), Con: 14 (+2), Dex: 16 (+3) Command Spiders (swift, at-will)
Int: 6 (-2), Wis: 10 (+0), Cha: 15 (+2) The worm that walks can move each spider-infested zone up to 3
squares.
Initiative: +5; Speed: 7 Declaration Powers
AC: 15; Fort: 12, Ref: 14, Will: 12 At the end of its turn, the worm that walks can choose one of the
HP: 29, Staggered: 14
following:
‡ Hooked Glaive (standard, at-will) ● Weapon Collapse into swarm (counter) The worm that walks is the target of
+6 vs AC; 1d8+3 damage. Melee or Ranged attack: The worm that walks becomes a swarm. It
† Disarm (reaction, at-will) ● Weapon gains the Swarm tag, the compress Tiny special movement mode
When an enemy misses the mound with a melee attack; +4 vs and resistance 5 to damage from Melee and Ranged attacks.
Reflex; the target’s weapon is ripped from its grasp and lands 1d6 However, it gains weakness 5 to damage from Near and Far attacks.
squares away in a random direction. The worm that walks can leave swarm form as a swift action.
Vermin Rebuke (reaction, encounter) ● Poison Fast healing (reaction) The worm that walks does not take fire or
When the mound is hit with a melee attack; The target takes 1d6+2 thunder damage before the start of its next turn: The worm that
poison damage. walks heals 5.
Swift Withdraw (swift, at-will)
The mound shifts 1 square. Vermin feeding on the corpse of a dead spellcaster
sometimes capture a sliver of the caster's soul and
A squirming mound is made of worms, newts, frogs, power, and form into the horrifying shambling entity
millipedes and all manner of other creeping and known as the worm that walks.
crawling things.
129
Lamia Lamia Superior
Level 15 Spoiler (1200 XP) Level 19 Spoiler (2400 XP)
Large Shadow Beast (Evil) Large Shadow Beast (Evil)
Senses: Perception +21, darkvision; Skills: Bluff +20, History +20, Senses: Perception +26, darkvision; Skills: Bluff +28, History +27,
Religion +20 Religion +27
Languages: Common Languages: Common
Str: 18 (+11), Con: 12 (+8), Dex: 15 (+9) Str: 20 (+14), Con: 12 (+10), Dex: 15 (+11)
Int: 13 (+8), Wis: 15 (+9), Cha: 12 (+8) Int: 18 (+13), Wis: 17 (+12), Cha: 20 (+14)
Initiative: +16; Speed: 8 Initiative: +20; Speed: 8, climb 6, swim 6
AC: 29; Fort: 27, Ref: 26, Will: 28 AC: 33; Fort: 31, Ref: 30, Will: 32
HP: 99, Staggered: 49 HP: 119, Staggered: 59
‡ Spear (standard, at-will) ● Weapon ‡ Scimitar (standard, at-will) ● Weapon
+20 vs AC; 3d10+6 damage. +24 vs AC; 6d6+6 damage.
⤢ Javelin (standard, at-will) ● Weapon ⤢ Javelin (standard, at-will) ● Weapon
Ranged 5/10; +20 vs AC; 2d10+6 damage. Ranged 5/10; +24 vs AC; 2d12+7 damage.
↗ Charm (standard, encounter) ● Psychic ↗ Charm (standard, encounter) ● Psychic
Ranged 10; +20 vs Will; The target is dominated until the end of Ranged 10; +24 vs Will; The target is dominated until the end of
their next turn. their next turn.
⋇ Touch of Slumber (standard, encounter) ● Psychic ⋇ Touch of Slumber (standard, encounter) ● Psychic
Far burst 1 (within 10); +20 vs Will; The target is slowed (save ends). Far burst 1 (within 10); +24 vs Will; The target is slowed (save ends).
If the target is already slowed, the target falls asleep until roused. If the target is already slowed, the target falls asleep until roused.
† Lamia's Touch (standard, at-will) ● Necrotic † Lamia's Touch (standard, at-will) ● Necrotic
+20 vs Fortitude; 2d10+6 necrotic damage and the target ages one +24 vs Fortitude; 6d6+6 necrotic damage and the target ages 1d4
year. The aging wears off at a rate of one year per month. years. The aging wears off at a rate of one year per month.
Declaration Powers Invisibility (swift, encounter) ● Illusion
At the end of its turn, the lamia can choose one of the following: The lamia superior turns invisible until the end of its next turn.
Collapse into swarm (counter) The lamia is the target of Melee or Declaration Powers
Ranged attack, or as a free action during its turn: The lamia At the end of its turn, the lamia can choose one of the following:
becomes a swarm. It gains the Swarm tag, the compress Tiny special Collapse into swarm (counter) The lamia is the target of Melee or
movement mode and resistance 10 to damage from Melee and Ranged attack, or as a free action during its turn: The lamia
Ranged attacks. However, it gains weakness 10 to damage from becomes a swarm. It gains the Swarm tag, the compress Tiny special
Near and Far attacks. A swarm can occupy the same space as other movement mode and resistance 10 to damage from Melee and
creatures. The lamia can leave swarm form as a swift action. Ranged attacks. However, it gains weakness 10 to damage from
Fast healing (reaction) The lamia does not take fire or thunder Near and Far attacks. A swarm can occupy the same space as other
damage before the start of its next turn: The lamia heals 10. creatures. The lamia can leave swarm form as a swift action.
Fast healing (reaction) The lamia does not take fire or thunder
Lamias are scorpion, snake or lion-bodied centaurs damage before the start of its next turn: The lamia heals 10.
with human upper bodies. They were once
lycanthropes, but after they took control of a kingdom
and ruled it with an iron fist Shehaan fixed them in
hybrid form. Jealous of the shapeshifting they had lost,
they used dark rituals to give themselves back the
ability to transform - but the transformation is
incomplete, and only allows them to turn into swarms
of insects.
Lamias recruit unwanted children, turning them into
lycanthropes - their janissaries. As an incantation, a
lamia can remove one of its eyes and either command
it roll of its own volition (speed 3) or assign it to a
servant to spy. Lamias will bargain to get an eye back.
130
Deepfolk
Deepfolk are amphibious humanoids with fish-like
features, skilled in underwater combat and wielding Deepfolk Hydromancer
Level 10 Spoiler (500 XP)
weapons crafted from coral and obsidian.
Medium Cosmic Humanoid ● Aqua c (Evil)
Siyokoy by Miguel Santos Senses: Perception +17, darkvision; Skills: Arcana +19, Insight +17
Languages: Deep Speech
Str: 14 (+7), Con: 9 (+4), Dex: 13 (+6)
Deepfolk Warrior Int: 19 (+9), Wis: 14 (+7), Cha: 13 (+6)
Level 6 Wrecker (250 XP)
Medium Cosmic Humanoid ● Aqua c (Evil) Initiative: +11; Speed: 6, swim 8
Senses: Perception +9; Skills: Athletics +14, Stealth +11 AC: 24; Fort: 22, Ref: 21, Will: 23
Languages: Deep Speech HP: 74, Staggered: 37
Str: 22 (+9), Con: 16 (+6), Dex: 16 (+6) ‡ Shark-Toothed Short Sword (standard, at-will) ● Weapon
Int: 5 (+0), Wis: 12 (+4), Cha: 6 (+1) +15 vs AC; 2d10 damage and 5 persistent damage (save ends).
Initiative: +6; Speed: 6, swim 8 ⤢ Coral Javelin (standard, at-will) ● Weapon
AC: 18; Fort: 21, Ref: 18, Will: 15 Ranged 5/10; +15 vs AC; 1d12+5 damage.
HP: 63, Staggered: 31 † Drowning Grasp (standard, at-will)
+15 vs Fortitude (if the target breathes water, it is immune to this
‡ Claw (standard, at-will) attack); The target takes 15 persistent damage (save ends).
+11 vs AC; 1d10+6 damage, and the deepfolk makes a secondary ∢ Drowning in the Deep(standard, at-will)
attack against the same target. Near blast 5, all creatures currently taking persistent damage; +15
Secondary Attack: +7 vs Reflex; the target is grappled. vs AC; 2d12+5 damage, and one deepfolk within the area of effect
† Worrying Bite (standard, at-will) heals 10 damage.
+11 vs AC (must be grappling the target); 2d8+6 damage, and the
target is dazed until the end of the deepfolk’s next turn.
↗ Blinding Mucus (standard, refresh 5, 6)
Ranged 5; +9 vs Reflex; 1d8+3 damage, and the target is blinded
until the end of the deepfolk’s next turn.
Deepfolk Berserker
Level 8 Wrecker (350 XP)
Medium Cosmic Humanoid ● Aqua c (Evil)
Senses: Perception +7, darkvision; Skills: Athletics +17, Nature +12
Languages: Deep Speech
Str: 18 (+8), Con: 12 (+5), Dex: 15 (+6)
Int: 11 (+4), Wis: 8 (+3), Cha: 10 (+4)
Initiative: +10; Speed: 6, swim 8
AC: 20; Fort: 21, Ref: 19, Will: 20
HP: 75, Staggered: 37
‡ Shark-Toothed Longsword (standard, at-will) ● Weapon
+13 vs AC; 2d10 damage and 5 persistent damage (save ends).
⤢ Coral Javelin (standard, at-will) ● Weapon
Ranged 5/10; +13 vs AC; 1d10+9 damage.
† Ravaging Assault (standard, at-will) ● Weapon
+13 vs AC; 2d10 damage and 10 persistent damage (save ends).
Effect: The deepfolk berserker grants combat advantage until the
end of its next turn.
131
132
Elementals
Ryzom MMORPG Concept Art (Kami)
Gargoyle
Level 8 Skulker (350 XP) Jinushigami
Medium Elemental Humanoid ● Earth (Evil) Level 13 Elite Spoiler (1600 XP)
Senses: Perception +12, darkvision; Skills: Stealth +12 Gargantuan Elemental Automaton ● Earth (Unaligned)
Languages: Primordial Senses: Perception +18, tremorsense 12, truesight 6, telepathy 30;
Str: 21 (+9), Con: 17 (+7), Dex: 17 (+7) Skills: Diplomacy +21, Heal +18, Intimidate +21
Int: 5 (+1), Wis: 17 (+7), Cha: 17 (+7) Languages: Common, Primordial
Str: 28 (+15), Con: 28 (+15), Dex: 25 (+13)
Initiative: +11; Speed: 6, fly 6
Int: 23 (+12), Wis: 24 (+13), Cha: 31 (+16)
AC: 22; Fort: 21, Ref: 19, Will: 19
HP: 53, Staggered: 26 Initiative: +13; Speed: 10, burrow 8 (earth glide)
Action Points: 1
‡ Claw (standard, at-will)
AC: 27; Fort: 25, Ref: 24, Will: 26; Saving Throws: +2
+13 vs AC; 2d6+5 damage.
HP: 178, Staggered: 89
Stone Form (standard, at-will)
Resist: acid 10, lightning 10, fire 10
The gargoyle gains resistance 25 to all damage, regeneration 3, and
Terrain Manipulation 10: Enemies treat all squares in the aura as
tremorsense 10 (losing all other senses). The gargoyle can leave
difficult terrain. Allies in the aura receive a +2 power bonus to
stone form as a swift action; otherwise it cannot act.
speed.
Sudden Violence (reaction, at-will)
When the gargoyle leaves stone form, it gets a basic melee attack ‡ Quarterstaff (standard, at-will) ● Weapon
against all adjacent enemies and shifts 3 squares. +18 vs AC; 3d8+7 damage.
↗ Travel Bug (swift, encounter) ● Psychic
Stone guardians brought to life, gargoyles are winged Ranged 10; +16 vs Reflex; the target is slowed (save ends).
creatures with a menacing appearance. When they ∢ Repel Metal or Stone (swift, encounter)
remain perfectly still, they are difficult to distinguish Near burst 5; +16 vs Fortitude (all creatures of stone or metal, all
from inanimate statues. creatures wearing metal armor, all loose metal and stone objects);
the target is pushed 5
∢ Earthquake (standard, encounter)
Variant Near burst 16; +16 vs Fortitude; the target is restrained (save ends);
Miss: the target falls prone.
Aquatic Gargoyle Ward
A jinushigami can identify a 5-mile square as its ward. Within its
Add the Aquatic tag. Replace the fly speed with swim ward, enemies receive no attack bonus for having combat
speed 6. advantage against the jinushigami.
Ward Jump (move, daily)
The jinushigami teleports to the center of its ward. The jinushigami
can only use this ability while within 10 miles of its ward.
133
immediate counter, if the invisible stalker is grappling
Air Elementals a creature and is the target of an attack targeting AC or
Air elementals are composed of swirling winds. Reflex, it can make the creature it is grappling the
target of the attack instead. The invisible stalker
cannot do this if the creature it is grappling is the one
Small Air Elemental
attacking. While in this stance, the invisible stalker
Level 5 Spoiler (200 XP)
Small Elemental Automaton ● Air (Unaligned) grants combat advantage and cannot make opportunity
Senses: Perception +4, darkvision attacks.
Languages: Primordial
Str: 10 (+2), Con: 10 (+2), Dex: 17 (+5) Poltergeist
Int: 4 (-1), Wis: 11 (+2), Cha: 11 (+2)
Medium shadow humanoid (undead)
Initiative: +7; Speed: fly 10 Raise Up (free, at-will) If control wind hits: +14 vs Will;
AC: 19; Fort: 17, Ref: 16, Will: 18 the target is levitated 1 square and restrained (save
HP: 49, Staggered: 24
ends both).
‡ Buffet (standard, at-will) ● Air
+8 vs Fortitude; The target is pushed 2 squares and falls prone. Large Air Elemental
Pass Through (standard, at-will)
The air elemental must be invisible: The air elemental moves up to Level 13 Spoiler (800 XP)
its speed, with phasing. Make a basic melee attack against all Large Elemental Automaton ● Air (Unaligned)
creatures moved through. Senses: Perception +12, darkvision; Skills: Acrobatics +24
Lesser Air (standard, at-will) ● Illusion Languages: Primordial
The air elemental becomes invisible. After it completes a move or Str: 14 (+8), Con: 16 (+9), Dex: 25 (+13)
attack, or after it is hit by an attack, it becomes visible. Int: 6 (+4), Wis: 11 (+6), Cha: 11 (+6)
↗ Control Wind (standard, at-will) ● Air Initiative: +19; Speed: fly 10
+8 vs Fortitude; The target is shunted 2 squares. AC: 27; Fort: 25, Ref: 24, Will: 26
HP: 89, Staggered: 44
Clattering din aura 2 Creatures that begin their turn within the aura
Medium Air Elemental
are rattled and deafened until they leave the aura.
Level 9 Spoiler (400 XP)
Medium Elemental Automaton ● Air (Unaligned) ‡ Buffet (standard, at-will) ● Air
Senses: Perception +8, darkvision +16 vs Fortitude; The target is pushed 4 squares and falls prone.
Languages: Primordial Pass Through (standard, at-will)
Str: 12 (+5), Con: 14 (+6), Dex: 21 (+9) The air elemental must be invisible: The air elemental moves up to
Int: 4 (+1), Wis: 11 (+4), Cha: 11 (+4) its speed, with phasing. Make a basic melee attack against all
creatures moved through.
Initiative: +13; Speed: fly 10 Lesser Air (standard, at-will) ● Illusion
AC: 23; Fort: 21, Ref: 20, Will: 22 The air elemental becomes invisible. After it completes a move or
HP: 69, Staggered: 34 attack, or after it is hit by an attack, it becomes visible.
Clattering din aura 2 Creatures that begin their turn within the aura ↗ Control Wind (standard, at-will) ● Air
are rattled and deafened until they leave the aura. +16 vs Fortitude; The target is shunted 3 squares.
‡ Buffet (standard, at-will) ● Air
+12 vs Fortitude; The target is pushed 3 squares and falls prone.
Pass Through (standard, at-will) Earth Elementals
The air elemental must be invisible: The air elemental moves up to Earth elementals embody raw earth and stone.
its speed, with phasing. Make a basic melee attack against all
creatures moved through.
Lesser Air (standard, at-will) ● Illusion Small Earth Elemental
The air elemental becomes invisible. After it completes a move or Level 3 Skulker (150 XP)
attack, or after it is hit by an attack, it becomes visible. Small Elemental Automaton ● Earth (Unaligned)
↗ Control Wind (standard, at-will) ● Air Senses: Perception +2, tremorsense 12; Skills: Endure +8
+12 vs Fortitude; The target is shunted 2 squares. Languages: Primordial
Str: 17 (+4), Con: 13 (+2), Dex: 8 (+0)
Int: 4 (-2), Wis: 11 (+1), Cha: 11 (+1)
Variants
Initiative: +1; Speed: 4, burrow 4 (earth glide)
Invisible Stalker AC: 15; Fort: 16, Ref: 14, Will: 15
HP: 45, Staggered: 22
Replace buffet and control wind with
Claw (standard, at-will) +14 vs Reflex; 2d12+4 damage ‡ Slam (standard, at-will) ● Air
and make a secondary attack against the target. +8 vs AC; 1d12+4 damage.
Hardened Skin (swift, at-will) ● Stance
Secondary Attack +14 vs Fortitude; the target is grappled. While in this stance, the earth elemental can halve the damage it
Constrictor (swift, at-will) ● Stance At the start of takes from attack as an immediate counter. It then leaves this
the invisible stalker's turn, it makes a claw attack stance.
against a creature it is grappling. While in this stance,
the invisible stalker cannot make opportunity attacks.
Human Shield (swift, at-will) ● Stance As an
134
Variants
Small Xorn
All-Around Vision The xorn cannot be flanked.
Variants
135
Fire Bat Medium Magma Elemental
Speed fly 8 Speed burrow 4
Lava Puddle (swift, encounter ) ● Fire, Zone An
Attach (reaction, at-will) If an adjacent enemy who is
adjacent square becomes coated with lava.
taking persistent fire damage moves, the fire bat can
shift after them up to its speed. Any time a creature enters or starts its turn in the
zone, it is the target of an attack: +13 vs Fortitude; the
Fire Wisp target takes 10 persistent fire damage (save ends). If it
Fiery Leap (standard, at-will) The fire wisp moves up is already taking persistent fire damage, the amount it
to its speed, with phasing. Make a basic melee attack is taking increases by 10.
against all creatures moved through.
Salamander
Pyrolisk Medium elemental humanoid (fire)
Replace burn with: Humanoid The salamander can wield weapons. Any
time the salamander hits a creature with a metal melee
Bite (standard, at-will) +9 vs AC; 1d12+5 damage weapon, it can make a burn attack against that target as
Burning Gaze (standard, at-will) Ranged 10; +9 vs a free action.
Reflex; the target takes 10 persistent fire damage (save Grab (standard, at-will) +13 vs AC; 2d10+5 damage and
ends). If it is already taking persistent fire damage, the the target is grappled.
amount it is taking increases by 10.
Constrictor (swift, at-will) ● Stance At the start of
Pyrotechnics (standard, encounter) Near burst 2; +9 your turn, make a burn attack against a grappled target
vs Fortitude; the target is blinded until the end of their
as a free action. While in this stance, the salamander
next turn.
cannot make opportunity attacks.
Magmin
Ifrit
Heatwave aura 2 A creature that ends its turn within
Add the Adventurer template (Magician class).
the aura takes 5 fire damage.
Azer
Medium Fire Elemental
Medium elemental humanoid (fire)
Level 8 Striker (350 XP)
Medium Elemental Automaton ● Fire (Unaligned)
Humanoid The azer can wield weapons. Any time the
Senses: Perception +8, darkvision azer hits a creature with a metal melee weapon, it can
Languages: Primordial make a burn attack against that target as a free action.
Str: 12 (+5), Con: 14 (+6), Dex: 17 (+7)
Int: 4 (+1), Wis: 11 (+4), Cha: 11 (+4)
Large Fire Elemental
Initiative: +11; Speed: 6 Level 12 Striker (700 XP)
AC: 22; Fort: 19, Ref: 21, Will: 20 Large Elemental Automaton ● Fire (Unaligned)
HP: 64, Staggered: 32 Senses: Perception +12, darkvision
Resist: fire 15 Languages: Primordial
Str: 14 (+8), Con: 14 (+8), Dex: 21 (+11)
‡ Burn (standard, at-will) ● Fire Int: 6 (+4), Wis: 11 (+6), Cha: 11 (+6)
+11 vs Reflex; The target takes 10 persistent fire damage (save
ends). If it is already taking persistent fire damage, the amount it is Initiative: +17; Speed: 8
taking increases by 10. AC: 26; Fort: 23, Ref: 25, Will: 24
Doused HP: 84, Staggered: 42
If the fire elemental is doused in water, smothered or otherwise Resist: fire 20
risks being put out, it loses the burn power (save ends).
‡ Burn (standard, at-will) ● Fire
+15 vs Reflex; The target takes 15 persistent fire damage (save
Variants ends). If it is already taking persistent fire damage, the amount it is
taking increases by 15.
Doused
Thoqqua If the fire elemental is doused in water, smothered or otherwise
Speed burrow 4 risks being put out, it loses the burn power (save ends).
Molten Body (reaction, at-will) An adjacent enemy
makes a Melee attack against the thoqqua: Make a burn
attack against the attacker.
136
Variants Medium Water Elemental
Level 7 Spoiler (300 XP)
Hell Moth Medium Elemental Automaton ● Water (Unaligned)
Large cosmic monstrosity (fire) Senses: Perception +6, darkvision; Skills: Athletics +14
Speed fly 8 Languages: Primordial
Str: 16 (+6), Con: 17 (+6), Dex: 12 (+4)
Bite (standard, at-will) +17 vs AC; 3d8+6 fire damage Int: 4 (+0), Wis: 11 (+3), Cha: 11 (+3)
and make a secondary attack against the target.
Secondary Attack: +17 vs Fortitude; the target is Initiative: +7; Speed: 4, swim 10
AC: 21; Fort: 19, Ref: 18, Will: 20
grappled. HP: 59, Staggered: 29
Immolation (swift, at-will) ● Stance At the start of Vortex aura 3 Water in the area that is in the same body of water as
the hell moth's turn, it makes a burn attack against a the water elemental is difficult terrain for swimming creatures that
creature it is grappling. While in this stance, the hell don’t have the Water tag.
moth cannot make opportunity attacks. ‡ Wave (standard, at-will) ● Water
Human Shield (swift, at-will) ● Stance As an +12 vs AC; 2d10+4 damage and the target is shunted 2 squares.
immediate counter, if the hell moth is grappling a ∢ Drench (swift, at-will) ● Water
creature and is the target of an attack targeting AC or Near burst 3; All non-magical fires are extinguished. Creatures
taking persistent fire damage no longer do so. Any ongoing powers
Reflex, it can make the creature it is grappling the with the Fire tag end immediately.
target of the attack instead. The hell moth cannot do
this if the creature it is grappling is the one attacking.
While in this stance, the hell moth grants combat Large Water Elemental
advantage and cannot make opportunity attacks. Level 11 Spoiler (600 XP)
Large Elemental Automaton ● Water (Unaligned)
Senses: Perception +10, darkvision; Skills: Athletics +20
Water Elementals Languages: Primordial
Str: 20 (+10), Con: 19 (+9), Dex: 14 (+7)
Water elementals are fluid entities shaped from water. Int: 6 (+3), Wis: 11 (+5), Cha: 11 (+5)
Initiative: +12; Speed: 4, swim 10
Small Water Elemental AC: 25; Fort: 23, Ref: 22, Will: 24
Level 3 Spoiler (150 XP) HP: 79, Staggered: 39
Small Elemental Automaton ● Water (Unaligned) Vortex aura 4 Water in the area that is in the same body of water as
Senses: Perception +2, darkvision; Skills: Athletics +9 the water elemental is difficult terrain for swimming creatures that
Languages: Primordial don’t have the Water tag.
Str: 14 (+3), Con: 13 (+2), Dex: 10 (+1)
‡ Wave (standard, at-will) ● Water
Int: 4 (-2), Wis: 11 (+1), Cha: 11 (+1)
+16 vs AC; 3d8+5 damage and the target is shunted 4 squares.
Initiative: +2; Speed: 4, swim 10 ∢ Drench (swift, at-will) ● Water
AC: 17; Fort: 15, Ref: 14, Will: 16 Near burst 4; All non-magical fires are extinguished. Creatures
HP: 39, Staggered: 19 taking persistent fire damage no longer do so. Any ongoing powers
Vortex aura 2 Water in the area that is in the same body of water as with the Fire tag end immediately.
the water elemental is difficult terrain for swimming creatures that
don’t have the Water tag.
‡ Wave (standard, at-will) ● Water
+8 vs AC; 1d12+4 damage and the target is shunted 1 square.
∢ Drench (swift, at-will) ● Water
Near burst 2; All non-magical fires are extinguished. Creatures
taking persistent fire damage no longer do so. Any ongoing powers
with the Fire tag end immediately.
137
Fey
Greater Barghest
Barghests Level 11 Elite Striker (1200 XP)
Barghests are wicked, shape-changing wolf-goblin Large Fey Humanoid ● Shapechanger (Evil)
Senses: Perception +12, low-light vision; Skills: Athletics +16,
monsters. Intimidate +14, Insight +12, Stealth +14
Languages: Common, Goblin
Special Str: 22 (+11), Con: 17 (+8), Dex: 19 (+9)
Transformation: If a barghest has fed on 10 or more Int: 14 (+7), Wis: 15 (+7), Cha: 18 (+9)
humanoids, then the next full moon it reforms as a Initiative: +11; Speed: 8
greater barghest. This is a good opportunity for the Action Points: 1
heroes to face the barghest in a weaker form, get a AC: 25; Fort: 26, Ref: 23, Will: 21; Saving Throws: +2
HP: 158, Staggered: 79
sense of its powers and tactics before it flees, and then
a few days later face a more challenging greater ‡ Bite (standard, at-will)
barghest. +16 vs AC; 3d6+6 damage, and the target is grappled.
† Feed (standard, at-will) ● Healing, Necrotic
+14 vs Fortitude (must be grappling the target); 4d6+3 necrotic
Barghest damage, the target loses 1 recovery, the barghest heals 15 hit points
Level 6 Elite Striker (500 XP) and the barghest gains a +2 power bonus on attack and damage
Medium Fey Humanoid ● Shapechanger (Evil) rolls until the end of its next turn.
Senses: Perception +10, low-light vision; Skills: Athletics +12, Stealth ∢ Howl of the Damned (standard, refresh 5, 6) ● Fear, Psychic
+11 Near arc 5; +14 vs Will; 4d6+4 psychic damage, and the target is
Languages: Common, Goblin dazed and weakened (save ends both).
Str: 19 (+7), Con: 15 (+5), Dex: 17 (+6) Shapechange (swift, at-will) ● Polymorph
Int: 12 (+4), Wis: 14 (+5), Cha: 16 (+6) A barghest can assume the shape of a giant black dog or a goblin-
like humanoid, or its original barghest form. It loses its bite attack in
Initiative: +8; Speed: 8
goblin form. Each time a barghest changes shape it can shift 3
Action Points: 1
squares.
AC: 20; Fort: 20, Ref: 19, Will: 16; Saving Throws: +2
HP: 108, Staggered: 54
‡ Bite (standard, at-will) Mitflits
+11 vs AC; 1d10+4 damage, and the target is grappled.
Small, cowardly and self-pitying fey, mitflits have an
† Feed (standard, at-will) ● Healing, Necrotic
+9 vs Fortitude (must be grappling the target); 2d6+2 necrotic empathetic connection with insects, scorpions and
damage, the target loses 1 recovery, the barghest heals 10 hit points other skittering things.
and the barghest gains a +2 power bonus on attack and damage
rolls until the end of its next turn. Mitflit
∢ Howl of the Damned (standard, refresh 5, 6) ● Fear, Psychic
Level 1 Mook Striker (25 XP)
Near arc 3; +9 vs Will; 3d6+3 psychic damage, and the target is
Small Fey Humanoid ● Gremlin (Any)
rattled (save ends).
Senses: Perception +1, Darkvision
Shapechange (swift, at-will) ● Polymorph
Languages: Deep Speech
A barghest can assume the shape of a giant black dog or a goblin-
Str: 8 (-1), Con: 11 (+0), Dex: 13 (+1)
like humanoid, or its original barghest form. It loses its bite attack in
Int: 8 (-1), Wis: 13 (+1), Cha: 8 (-1)
goblin form. Each time a barghest changes shape it can shift 3
squares. Initiative: +1; Speed: 4, climb 4
AC: 15; Fort: 12, Ref: 14, Will: 13
HP: 1
‡ Shortsword (standard, at-will) ● Weapon
+6 vs AC; 5 damage.
↗ Dart (standard, at-will) ● Weapon
Ranged 4/8; +6 vs AC; 5 damage.
Vengeance
If the mitflit is staggered, they do +2 damage.
Escape Route
The mitflit is not subject to opportunity attacks when moving into
an ally's space or into a square adjacent to an ally.
138
Scorpion Knight
Level 1 Blocker (100 XP)
Small Fey Humanoid ● Gremlin (Any)
Senses: Perception +1, Darkvision; Skills: Sleight of Hand +7, Stealth
+7
Languages: Deep Speech
Str: 12 (+1), Con: 15 (+2), Dex: 15 (+2)
Int: 6 (-2), Wis: 13 (+1), Cha: 10 (+0)
Equipment: a whistle only audible to creatures with blindsense or
blindsight
Initiative: +2; Speed: 4, climb 4
AC: 17; Fort: 14, Ref: 13, Will: 13
HP: 29, Staggered: 14
‡ Flail (standard, at-will) ● Weapon
+6 vs AC; 1d10+3 damage.
⤢ Shortbow (standard, at-will) ● Weapon
Ranged 10/20; +6 vs AC; 1d10+3 damage.
Vengeance
If the scorpion knight is staggered, they do +2 damage.
Escape Route
The scorpion knight is not subject to opportunity attacks when
moving into an ally's space or into a square adjacent to an ally.
Clamp On
If the scorpion knight and their mount both hit a target with
opportunity attacks provoked by the same action, the target is
grabbled by the mount.
139
Fiends
Burner Demon
Demon Toad
Level 5 Wrecker (200 XP)
Level 1 Wrecker (100 XP) Medium Outsider Humanoid ● Demon, Fire (Chao c Evil)
Small Outsider Monstrosity ● Demon (Chao c Evil) Senses: Perception +6, darkvision
Senses: Perception +3, darkvision Languages: Common, Abyssal
Languages: Common, Abyssal Str: 10 (+2), Con: 16 (+5), Dex: 19 (+6)
Str: 12 (+1), Con: 17 (+3), Dex: 14 (+2) Int: 10 (+2), Wis: 12 (+3), Cha: 16 (+5)
Int: 6 (-2), Wis: 14 (+2), Cha: 6 (-2)
Initiative: +9; Speed: fly 4 (hover, max altitude 2)
Initiative: +3; Speed: 4, see also leap AC: 17; Fort: 18, Ref: 16, Will: 17
AC: 13; Fort: 14, Ref: 12, Will: 13 HP: 57, Staggered: 28
HP: 33, Staggered: 16 Resist: fire 10, Vulnerable: cold 10
Resist: poison 5
‡ Flickers of Flame (standard, at-will) ● Fire
‡ Bite (standard, at-will) ● Poison +8 vs Reflex; 2d6+4 fire damage. Miss: A random creature adjacent
+6 vs AC; 2d8+4 poison damage. to the burner demon takes 1d6+4 fire damage.
∢ Foul Belch (reaction, at-will) ● Poison ⋇ Quick Flicking Fire (standard, at-will) ● Fire
When the toad takes damage: Near burst 1; +4 vs Fortitude; 2d8+4 Far burst 1 within 5; +8 vs Reflex (one random target in range);
poison damage, and the target is dazed (save ends). 2d6+6 fire damage.
Leap (move, at-will)
The demon toad jumps 4 squares, without provoking opportunity An alien demon consisting of many smoking tubes
attacks.
emerging from its goat-like legs. Some of the tubes
A fiendish toad that can belch toxic gas. have eyes, and others lamprey mouths to suck up
bodies that have been reduced to ash.
Hopping Imp
Level 1 Wrecker (100 XP) Hellhound
Small Outsider Humanoid ● Devil (Evil) Level 5 Wrecker (200 XP)
Senses: Perception +2, darkvision Medium Outsider Beast ● Demon (Evil)
Languages: Common, Abyssal Senses: Perception +8, darkvision
Str: 10 (+0), Con: 14 (+2), Dex: 17 (+3) Languages: Common, Abyssal
Int: 10 (+0), Wis: 12 (+1), Cha: 14 (+2) Str: 19 (+6), Con: 16 (+5), Dex: 16 (+5)
Int: 6 (+0), Wis: 16 (+5), Cha: 6 (+0)
Initiative: +4; Speed: 6, fly 2
AC: 13; Fort: 14, Ref: 12, Will: 13 Initiative: +8; Speed: 8
HP: 33, Staggered: 16 AC: 17; Fort: 18, Ref: 16, Will: 17
Resist: fire 5 HP: 57, Staggered: 28
Curse (Psychic) aura 1: Each time a creature in the aura misses on an Resist: fire 10, Vulnerable: cold 10
attack, it takes 1d8+4 psychic damage.
‡ Savage Bite (standard, at-will) ● Fire
‡ Festering Claws (standard, at-will) ● Poison +10 vs AC; 2d6+4 fire damage. Miss: Make a fiery breath attack as a
+6 vs AC; the target takes persistent 5 poison damage (save ends). free action, if available.
∢ Blight Jet (standard, at-will) ● Poison ∢ Fiery Breath (standard, refresh 5, 6) ● Fire
Near arc 2; +4 vs Fortitude; 2d8+4 poison damage, and the target is Near arc 2; +8 vs Reflex; 1d6+4 fire damage, and the target takes
slowed (save ends). persistent 5 fire damage (save ends).
A mischievous demon about the size of a cat, with A demonic canine with red eyes, razor-sharp fangs, and
sharp claws and the ability to spit bile through its the ability to breathe fire.
proboscis.
140
Flay Devil Hungry Maw
Level 6 Striker (250 XP) Level 9 Wrecker (400 XP)
Medium Outsider Humanoid ● Devil, Shapechanger (Evil) Medium Outsider Monstrosity ● Demon (Chao c Evil)
Senses: Perception +7, darkvision; Skills: Athletics +12, Bluff +13, Senses: Perception +13, darkvision
Stealth +13 Languages: Common, Abyssal
Languages: Common, Celestial Str: 21 (+9), Con: 16 (+7), Dex: 18 (+8)
Str: 12 (+4), Con: 13 (+4), Dex: 14 (+5) Int: 8 (+3), Wis: 18 (+8), Cha: 8 (+3)
Int: 10 (+3), Wis: 12 (+4), Cha: 15 (+5)
Initiative: +13; Speed: 6
Initiative: +8; Speed: 6 AC: 21; Fort: 22, Ref: 20, Will: 21
AC: 20; Fort: 17, Ref: 19, Will: 18 HP: 81, Staggered: 40
HP: 54, Staggered: 27 Chomp and Chew aura 1: A creature that enters or begins its turn in
the aura takes 10 persistent damage (save ends).
‡ Dagger (standard, at-will) ● Weapon
+11 vs AC; 2d10+3 damage, and 5 persistent damage (save ends) if ‡ Big Chomp (standard, at-will)
the target grants combat advantage. +14 vs AC; 4d6+8 damage.
Harvest Skin
If an attack the flay devil makes staggers or reduces to 0 HP or An open mouth bristling with teeth of all sizes and
below its target, the flay devil harvests a piece of their skin. shapes, on legs.
Wear Skin (swift, at-will) ● Polymorph
The flay devil alters its physical form to appear as a creature whose
skin it has harvested. Vulture Demon
Passing Resemblance (swift, at-will) ● Stance Level 9 Wrecker (400 XP)
The flay devil must be affected by wear skin; While in this stance, if Large Outsider Monstrosity ● Demon (Chao c Evil)
an ally of the creature whose skin the flay devil is wearing attacks Senses: Perception +13, darkvision
the flay devil, the attacker must roll twice for the attack and take Languages: Common, Abyssal
the lower result. Str: 21 (+9), Con: 18 (+8), Dex: 18 (+8)
Flesh Mask (swift, at-will) ● Stance Int: 15 (+6), Wis: 18 (+8), Cha: 16 (+7)
The flay devil must be affected by wear skin; While in this stance,
Initiative: +13; Speed: 6, fly 8
the flay devil gains resistance to all damage 10. If it takes damage, it
AC: 21; Fort: 22, Ref: 20, Will: 21
leaves wear skin and loses the piece of skin it is currently using.
HP: 81, Staggered: 40
Mirror Darkly (swift, at-will) ● Stance
The flay devil must be affected by wear skin; While in this stance, if ‡ Filth Covered Claws (standard, at-will) ● Poison
the creature the flay devil is wearing the skin of attacks the flay +14 vs AC; 2d8+6 damage, and the target takes 5 persistent poison
devil, make a secondary attack against them. Secondary Attack +9 vs damage (save ends).
Will; the target is stunned until the end of their next turn. ∢ Demonic Screech (standard, refresh 5, 6) ● Psychic
Near arc 3; +12 vs Will; 2d8+8 psychic damage and the target grants
A sadistic demon that can take the form of those whose combat advantage until the end of the vulture demon’s next turn.
flayed skin it wears.
A winged scavenger with a fearful keening screech and
Hezrou claws matted with the rotted flesh of previous victims.
Level 9 Wrecker (400 XP)
Large Outsider Humanoid ● Demon (Chao c Evil) Big Burner
Senses: Perception +11, darkvision Level 15 Wrecker (1200 XP)
Languages: Common, Abyssal Large Outsider Humanoid ● Demon, Fire (Chao c Evil)
Str: 18 (+8), Con: 21 (+9), Dex: 10 (+4) Senses: Perception +16, darkvision
Int: 18 (+8), Wis: 14 (+6), Cha: 18 (+8) Languages: Common, Abyssal
Str: 14 (+9), Con: 21 (+12), Dex: 24 (+14)
Initiative: +9; Speed: 8, see also leap
Int: 10 (+7), Wis: 12 (+8), Cha: 18 (+11)
AC: 21; Fort: 22, Ref: 20, Will: 21
HP: 81, Staggered: 40 Initiative: +22; Speed: fly 8 (hover, max altitude 3)
Demonic Stench aura 1: Creatures in the aura cannot heal. AC: 27; Fort: 28, Ref: 26, Will: 27
HP: 117, Staggered: 58
‡ Meaty, Clawed Hands (standard, at-will)
Resist: fire 15, Vulnerable: cold 15
+14 vs AC; 2d8+4 damage, and the target is grappled.
† Constrict (standard, at-will) ‡ Flickers of Flame (standard, at-will) ● Fire
A creature the hezrou has grappled takes 3d8+4 damage. Reach 2; +18 vs Reflex; 3d6+8 fire damage. Miss: A random creature
Leap (move, at-will) adjacent to the big burner takes 2d6+4 fire damage.
The hezrou jumps 4 squares, without provoking opportunity attacks. ⋇ Quick Flicking Fire (standard, at-will) ● Fire
Far burst 1 within 5; +18 vs Reflex (one random target in range);
A hulking and repugnant toad-demon with bloated 4d6+8 fire damage.
flesh.
141
Mountain Demon Frenzy Demon
Level 15 Skulker (1200 XP) Level 19 Wrecker (2400 XP)
Medium Outsider Humanoid ● Demon (Chao c Evil) Medium Outsider Humanoid ● Demon (Chao c Evil)
Senses: Perception +19, darkvision; Skills: Athletics +24, Endure +22 Senses: Perception +20, darkvision
Languages: Common, Primordial Languages: Common, Abyssal
Str: 20 (+12), Con: 17 (+10), Dex: 17 (+10) Str: 26 (+17), Con: 23 (+15), Dex: 16 (+12)
Int: 24 (+14), Wis: 20 (+12), Cha: 17 (+10) Int: 8 (+8), Wis: 12 (+10), Cha: 23 (+15)
Initiative: +17; Speed: 8 Initiative: +22; Speed: 8
AC: 27; Fort: 28, Ref: 26, Will: 27 AC: 31; Fort: 32, Ref: 30, Will: 31
HP: 117, Staggered: 58 HP: 141, Staggered: 70
Resist: fire 5, Vulnerable: cold 5 Aura of Frustration (Psychic) aura 3: If any creature within the aura,
including the frenzy demon itself, misses on an attack roll, the
‡ Club (standard, at-will) ● Weapon frenzy demon gets a +2 power bonus on attack rolls until the end of
+20 vs AC; 2d10+6 damage and the target is knocked prone. its next turn.
⤢ Spit (standard, at-will) ● Acid
Ranged 10; +20 vs Fortitude; 3d10+6 poison damage. ‡ Claw (standard, at-will)
⋇ Mind Blast (standard, encounter) ● Psychic +24 vs AC; 3d12+12 damage.
Far burst 3 (within 10); +20 vs Will; 2d10+6 damage and the target is † Raking Claws (standard, at-will)
dazed until the end of their next turn. +24 vs AC; 4d12+8 damage.
↗ Psychic Domination (standard, encounter) ● Psychic
Ranged 10; +20 vs Will (the target must be dazed or stunned); The A manic and frenzied demon with a twisted and
target is controlled (save ends). contorted form, possessing incredible speed, agility,
and a relentless drive to shred its victims apart.
A long, lean demon with skin of mottled stone. More
patient than most of their kin, they spend long years
meditating on the slopes of mountains awaiting
inspiration for evil deeds of appropriate stature.
142
Pincer Demon (Glabrezu) Balor
Level 19 Wrecker (2400 XP) Level 29 Wrecker (12800 XP)
Huge Outsider Humanoid ● Demon (Chao c Evil) Large Outsider Humanoid ● Demon, Fire (Chao c Evil)
Senses: Perception +22, darkvision Senses: Perception +36, darkvision, trueseeing
Languages: Common, Abyssal Languages: Common, Abyssal
Str: 26 (+17), Con: 23 (+15), Dex: 10 (+9) Str: 31 (+24), Con: 28 (+23), Dex: 28 (+23)
Int: 23 (+15), Wis: 16 (+12), Cha: 23 (+15) Int: 24 (+21), Wis: 24 (+21), Cha: 26 (+22)
Initiative: +19; Speed: 6 Initiative: +38; Speed: 6, fly 12
AC: 31; Fort: 32, Ref: 30, Will: 31 AC: 41; Fort: 42, Ref: 40, Will: 41
HP: 141, Staggered: 70 HP: 201, Staggered: 100
Resist: fire 15, necrotic 15, Vulnerable: cold 15
‡ Pincer (standard, at-will) Aura of Flame (Fire) aura 2: A creature that enters or begins its turn
+24 vs AC; 4d8+8 damage. in the aura takes 20 fire damage.
⋇ Chaos Hammer (standard, at-will) ● Force
Far burst 1 within 5; +22 vs Fortitude; 2d10+8 force damage, and ‡ Longsword (standard, at-will) ● Fire, Necrotic, Weapon
the target falls prone. Reach 2; +34 vs AC; 4d12+20 fire and necrotic damage.
† Flame Whip (swift, at-will) ● Fire
A wolf-headed, crab-clawed demon, with a sweet Reach 3; +32 vs Reflex; the target is knocked prone and pulled 3.
tongue belied by its monstrous appearance. Glabrezu Lifedrinker (free, at-will) ● Healing
tempt victims into ruin by promising power or wealth. If a creature is killed within the balor’s aura, the balor heals hit
points equal to its recovery value.
Fallen Angel’s Reckoning (reaction, encounter) ● Radiant
Laughing Demon When the balor is reduced to 0 HP or below: Near burst 5; 2d12+8
Level 25 Wrecker (6400 XP) radiant radiant damage, and the balor is destroyed.
Large Outsider Humanoid ● Demon (Chao c Evil)
Senses: Perception +27, darkvision A towering and immensely powerful demon with fiery
Languages: Common, Abyssal wings, wielding a flaming sword and whip, serving as a
Str: 26 (+20), Con: 20 (+17), Dex: 26 (+20) high-ranking commander of amassed fiends.
Int: 16 (+15), Wis: 14 (+14), Cha: 29 (+21)
Initiative: +33; Speed: 8 Marilith
AC: 37; Fort: 38, Ref: 36, Will: 37 Level 29 Wrecker (12800 XP)
HP: 177, Staggered: 88 Large Outsider Humanoid ● Demon (Chao c Evil)
Aura of Mockery (Psychic) aura 3: A creature within the aura that Senses: Perception +33, darkvision
fails a saving throw takes 15 damage. Languages: Common, Abyssal
‡ Tooth and Claw (standard, at-will) Str: 31 (+24), Con: 28 (+23), Dex: 28 (+23)
+30 vs AC; 2d10+8 damage, and a creature adjacent to the target Int: 18 (+18), Wis: 18 (+18), Cha: 28 (+23)
takes 1d8+4 damage. Initiative: +38; Speed: 8
† Tooth and Claw and Stomp (standard, at-will) AC: 41; Fort: 42, Ref: 40, Will: 41
The laughing demon makes two tooth and claw attacks. HP: 201, Staggered: 100
∢ Mocking Laugh (swift, encounter) Wall of Steel aura 2: A creature that leaves the aura takes 15
Near burst 3; +28 vs Will; the target is marked (save ends). damage.
A deranged and sadistic demon that derives pleasure ‡ Sword (standard, at-will) ● Weapon
from the failure of others. Those who provoke its Reach 2; +34 vs AC; 3d6+6 damage.
haunting laughter suffer physical harm. † Three Whirling Swords (standard, at-will) ● Weapon
The marilith makes up to three sword attacks, each against a
different target. The marilith may shift 1 after each attack.
Terrible Swift Swords (free, encounter)
For the rest of this turn, all attacks the marilith makes score a critical
hit on a natural 15-20.
Beguiling Gaze (standard, at-will) ● Psychic, Charm
Ranged 10; +32 vs Will; the target is pulled 6 squares.
143
Orcus
Orcus Level 35 Boss Spoiler (200,000 XP)
Huge Outsider Humanoid ● Demon (Chao c Evil)
Senses: Perception +47, Truesight 24; Skills: History +47, Religion
Abyssal Mummy +47
Level 35 Mook Blocker (10,000 XP) Languages: All, telepathy 72
Medium Outsider Humanoid ● Demon, Undead (Chao c Evil) Str: 30 (+27), Con: 21 (+22), Dex: 30 (+27)
Senses: Perception +40, Truesight 24; Skills: Arcana +39, History Int: 27 (+25), Wis: 27 (+25), Cha: 30 (+27)
+39, Religion +39 Equipment: wand of Orcus
Languages: Common
Str: 25 (+24), Con: 12 (+18), Dex: 15 (+19) Initiative: +44; Speed: 8, fly 12
Int: 10 (+17), Wis: 23 (+23), Cha: 18 (+21) Action Points: 2
AC: 49; Fort: 47, Ref: 46, Will: 48; Saving Throws: +5
Initiative: +36; Speed: 4 HP: 796, Staggered: 398
AC: 51; Fort: 48, Ref: 47, Will: 47 Resist: acid, cold, fire, lightning, necrotic, poison 15
HP: 1 Aura of rot 4: Each enemy that starts its turn in the aura takes 32
Resist: necrotic, poison 15 necrotic damage.
‡ Mummy Touch (standard, at-will) ● Necrotic, Weapon ‡ Wand of Orcus (standard, at-will) ● Necrotic, Weapon
+40 vs AC; 22 necrotic damage, and the target is subject to a +40 vs AC; 7d8+11 damage. On Orcus' next turn, make a secondary
secondary attack. Secondary Attack: +40 vs Fortitude; the target attack against the target.
contracts mummy rot. Secondary Attack: +40 vs Will; the target takes 7d8+11 necrotic
↗ Look of Horror (standard, at-will) ● Fear damage; on a miss, the target takes half damage.
Ranged 10; +38 vs Will; The target is rattled until the end of their ∢ Wave of Enfeeblement (swift, refresh 5, 6)
next turn. If the target is already rattled, they are dazed instead. Near burst 4; +38 vs Fortitude; The target is weakened (save ends).
∢ Insect Plague (standard, at-will) ● Zone Teleport (swift, refresh 5, 6) ● Teleport
The mummy is removed from play. A near burst 1 area centered on Orcus teleports up to 24 squares.
where the mummy was becomes a zone of lightly obscured difficult † Tail (swift, at-will) ● Poison
terrain until the end of the encounter. Creatures that end their turn +38 vs Fortitude; 6d6+11 poison damage.
in the zone take 22 poison damage. ↗ Hand of Bone (swift, refresh 5, 6)
Soul Harvest Ranged 20; +38 vs Will; The target is restrained (save ends).
If the abyssal mummy reduces a creature to 0 HP or below, it gains ⋇ Acid Fountain (swift, refresh 5, 6) ● Acid
one ward. Far burst 2 within 20; 7d8+11 acid damage. Miss: Half damage.
Protected by Death (counter, at-will) ⋇ Consuming Darkness (swift, refresh 5, 6) ● Necrotic, Summons,
Spend a ward. The attack misses. If the mummy has no wards, it Zone
cannot use this power. Far burst 2 within 20; 7d8+11 necrotic damage. The area of effect
becomes a zone of darkness (totally obscured, blocks line of sight)
Over the millennia, kings, emperors and high priests until the end of Orcus's next turn. When the zone ends, place an
who sold their souls to Orcus have been marshalled as abyssal mummy in an unoccupied space in the zone.
his undead servants. ⋇ Stench of Death (swift, encounter) ● Necrotic, Zone
Far burst 2 within 20; The area of effect becomes a zone until the
Mummy by LadyofHats end of the encounter. Creatures in the zone cannot heal damage.
Orcus can move the zone up to 10 squares as a swift action.
144
Elohim
Elohim Sky Guardian
Level 10 Archer (500 XP)
Medium Outsider Humanoid ● Celes al (Good)
Senses: Perception +20, low-light vision; Skills: Arcana +19
Languages: Common, Celestial
Str: 14 (+7), Con: 13 (+6), Dex: 22 (+11)
Int: 18 (+9), Wis: 20 (+10), Cha: 21 (+10)
Initiative: +16; Speed: 6, fly 8
AC: 22; Fort: 21, Ref: 22, Will: 22
HP: 61, Staggered: 30
‡ Short Sword (standard, at-will) ● Weapon
+15 vs AC; 2d12+5 damage.
⤢ Longbow (standard, at-will) ● Weapon
Ranged 20/40; +15 vs AC; 2d12+5 damage.
† Disarming Swoop (standard, encounter)
+15 vs Reflex; The target is disarmed of one weapon. The elohim
may move up to its speed before or after making this attack.
Dive Attack (swift, at-will) ● Stance
While in this stance, the elohim may make a basic melee attack
against each enemy it moves adjacent to during its movement.
Aerial Acrobat (swift, at-will) ● Stance
While in this stance, the elohim receives a +4 bonus to AC and
Reflex while airborne.
Volley of Arrows (swift, at-will) ● Stance
While in this stance, the elohim can make three longbow attacks as
a standard action. Each attack must be against a different target.
145
Flying Heads
A winged head, about 18 inches high, with a wingspan
of 4 feet. It weighs about 10 pounds.
Flying Head
Level 5 Striker (200 XP)
Small Shadow Monstrosity (Evil)
Senses: Perception +3, darkvision; Skills: Stealth +11
Str: 12 (+3), Con: 15 (+4), Dex: 18 (+6)
Int: 7 (+0), Wis: 12 (+3), Cha: 10 (+2)
Initiative: +8; Speed: fly 7 (hover)
AC: 19; Fort: 17, Ref: 19, Will: 16
HP: 49, Staggered: 24
Immune: fear, Resist: necrotic 10, Vulnerable: radiant 5
‡ Bite (standard, at-will) ● Necrotic
+10 vs AC; 1d6+4 necrotic damage, and the flying head makes a
secondary attack on the same target.
Secondary Attack: +8 vs Fortitude; the target loses the ability to heal
hit points (save ends).
Flyby Attack (standard, refresh 5, 6)
The flying head flies up to 7 squares. At one point during the
movement, they can make one basic melee attack. Moving away
from the target of the attack does not provoke opportunity attacks.
∢ Horrifying Screech (standard, encounter) ● Fear
Near arc 3; +8 vs Will; The target is immobile (save ends). First
Failed Save: The target is stunned instead (save ends).
146
Ghouls
Ghouls are foul and ravenous undead, with a paralyzing
touch which lets them eat their prey alive. Ichor-Ghouls
Hundreds of years ago, a secret organization in pursuit
Ghoul of power made the mistake of combining two powerful
Level 5 Striker (200 XP) magical items: an orb of chaos and the mysterious
Medium Natural Humanoid ● Undead (Unaligned) necrosis cube. The result was the creation of the
Senses: Perception +6, darkvision; Skills: Acrobatics +11, Athletics
+10, Stealth +11
terrifying undead ichor-ghouls.
Str: 13 (+3), Con: 10 (+2), Dex: 15 (+4) Ichor-ghouls that go too long without feeding shrivel
Int: 13 (+3), Wis: 14 (+4), Cha: 12 (+3)
and become moribund. Their blood-drenched flesh
Initiative: +6; Speed: 6 dries, and they become desiccated husks. The husks'
AC: 19; Fort: 16, Ref: 18, Will: 17 desperate and unquenched need for living energy
HP: 49, Staggered: 24
drives them first to madness and then to near-
Immune: disease, Resist: necrotic 5, Vulnerable: radiant 5
mindlessness.
‡ Claw (standard, at-will)
+10 vs AC; 2d8+4 damage and the target is immobile until the end Living creatures too near an ichor-ghoul start sweating
of its next turn. If the target is already immobile, it loses 1 recovery. blood and their skin becomes coated with a scarlet
If the target loses all their recoveries, they turn into a ghoul after sheen. Blood flows towards the ichor-ghouls, which
their next long rest. grow in strength as they absorb it.
Shuffle (swift, at-will)
The ghoul shifts 1 space. When one of the desiccated husks transforms into
Easy Pickings bloody bones, the husk’s dry skin cracks open and the
The ghoul automatically hits creatures that are immobile.
bloody bones literally tear themselves out of their own
body. The thing which emerges is a glistening mass of
Variants raw muscle, pulsing with thick veins of crimson-black
blood. Its fang-like teeth glitter as its mouth parts in a
Lacedon ghastly, hissing smile.
Medium natural humanoid (aquatic, undead)
Speed 6, swim 6 Desiccated Husk
Level 3 Wrecker (150 XP)
Ghast Medium Elemental Humanoid ● Undead (Evil)
Level 9 Striker (400 XP) Senses: Perception +1, darkvision
Medium Natural Humanoid ● Undead (Unaligned) Str: 14 (+3), Con: 10 (+1), Dex: 8 (+0)
Senses: Perception +10, darkvision; Skills: Acrobatics +16, Athletics Int: 14 (+3), Wis: 10 (+1), Cha: 17 (+4)
+16, Stealth +16 Initiative: +0; Speed: 4
Str: 17 (+7), Con: 10 (+4), Dex: 17 (+7) AC: 15; Fort: 16, Ref: 14, Will: 15
Int: 13 (+5), Wis: 14 (+6), Cha: 16 (+7) HP: 45, Staggered: 22
Initiative: +11; Speed: 6 Resist: necrotic 5, Vulnerable: radiant 5
AC: 23; Fort: 20, Ref: 22, Will: 21 Blood Sweats Aura 4: A living creature that ends its turn in the aura
HP: 69, Staggered: 34 suffers 3 necrotic damage.
Immune: disease, Resist: necrotic 5, Vulnerable: radiant 5 ‡ Claw (standard, at-will)
Stench aura 1 Living creatures that begin their turn in the aura grant +8 vs AC; 1d12+4 damage.
combat advantage until the end of their next turn. Reformation
‡ Claw (standard, at-will) Keep track of all damage the desiccated husk does, including
+14 vs AC; 2d12+4 damage and the target is immobile until the end through its aura. If damage done ever exceeds 22, that desiccated
of its next turn. If the target is already immobile, it loses 1 recovery. husk is replaced by a bloody bones as a reaction. Add 44 to the
If the target loses all their recoveries, they turn into a ghast after desiccated husk’s current HP to determine the bloody bones'
their next long rest. current HP. A bloody bones created in this way only gives 150 XP
Shuffle (swift, at-will) total for being defeated.
The ghast shifts 1 space.
Easy Pickings
The ghast automatically hits creatures that are immobile.
Variants
Lacedon Ghast
Medium natural humanoid (aquatic, undead)
Speed 6, swim 6
147
Bloody Bones
Level 3 Elite Wrecker (300 XP)
Medium Elemental Humanoid ● Undead (Evil)
Senses: Perception +2, darkvision
Str: 14 (+3), Con: 10 (+1), Dex: 12 (+2)
Int: 14 (+3), Wis: 13 (+2), Cha: 17 (+4)
Initiative: +2; Speed: 6
Action Points: 1
AC: 15; Fort: 16, Ref: 14, Will: 15; Saving Throws: +2
HP: 90, Staggered: 44
Resist: necrotic 5, Vulnerable: radiant 5
Blood Sweats Aura 4: A living creature that ends its turn in the aura
suffers 3 necrotic damage.
‡ Wicked Claw (standard, at-will)
+8 vs AC; 1d12+4 damage, and the target takes persistent 5 damage
(save ends).
Slide Away (counter, encounter)
Shift 6.
Special
Heroes can either encounter a bloody bones after it
emerges from a dessicated husk, or encounter the
bloody bones in that form - if it has already achieved its
reformation through feeding on the blood of other
creatures before the heroes arrived on the scene.
148
Giants
Hill Giant
Ogre
Level 12 Wrecker (700 XP)
Level 10 Wrecker (500 XP) Large Natural Humanoid ● Giant (Evil)
Large Natural Humanoid ● Giant (Evil) Senses: Perception +12; Skills: Athletics +24
Senses: Perception +10; Skills: Athletics +20 Languages: Common, Giantish
Languages: Common, Giantish Str: 25 (+13), Con: 19 (+10), Dex: 8 (+5)
Str: 21 (+10), Con: 8 (+4), Dex: 15 (+7) Int: 6 (+4), Wis: 10 (+6), Cha: 7 (+4)
Int: 6 (+3), Wis: 10 (+5), Cha: 7 (+3)
Initiative: +11; Speed: 6
Initiative: +12; Speed: 6 AC: 24; Fort: 25, Ref: 23, Will: 24
AC: 22; Fort: 23, Ref: 21, Will: 22 HP: 99, Staggered: 49
HP: 87, Staggered: 43
‡ Greatclub (standard, at-will) ● Club, Weapon
‡ Greatclub (standard, at-will) ● Club, Weapon Reach 2; +17 vs AC; 3d8+11 damage. Secondary Attack: +17 vs
Reach 2; +15 vs AC; 2d12+10 damage. Secondary Attack: +15 vs Fortitude; the target is dazed.
Fortitude; the target is dazed. ⤢ Rock (standard, at-will) ● Weapon
⤢ Javelin (standard, at-will) ● Thrown Weapon, Weapon Far arc 2 within 10; +17 vs AC (There must be a suitable rock within
Ranged 5/10; +15 vs AC; 2d12+5 damage and the target suffers a -2 reach); 3d8+11 damage and the target is pushed 2 squares and
penalty to AC until they spend a swift action pulling the javelin from knocked prone.
where it has lodged. Punisher (swift, at-will) ● Club, Stance
Wild Swing (standard, encounter) If the giant starts its turn in this stance, and it is wielding a club, it
Make a basic melee attack against all enemies in reach. If the attack does 6 damage to an enemy in reach. While in this stance, the giant
hits, push the target 2 squares and they fall prone. cannot make opportunity attacks.
Punisher (swift, at-will) ● Club, Stance
If the ogre starts its turn in this stance, and it is wielding a club, it Ogre by LadyofHats
does 6 damage to an enemy in reach. While in this stance, the ogre
cannot make opportunity attacks. The weakest and smallest of the true giants, hill giants
Throw and Rush (swift, at-will) ● Stance, Thrown Weapon are still large and formiddable. Skin color among hill
If the ogre starts its turn in this stance, it can make a basic ranged
attack with a thrown weapon, switch weapons and charge the same
enemy it threw the javelin at. If so, it then leaves this stance and its
turn ends.
Variant
Merrow
Large natural humanoid (aquatic, ogre)
Speed 6, swim 8
149
giants ranges from light tan to deep ruddy brown. Frost Giant
Their hair is brown or black, with eyes the same color. Level 16 Wrecker (1400 XP)
Hill giants wear layers of crudely prepared hides with Large Elemental Humanoid ● Cold, Giant (Evil)
the fur left on. They seldom wash or repair their Senses: Perception +18; Skills: Athletics +30
garments, preferring to simply add more hides as their Languages: Common, Giantish, Primordial
old ones wear out. Str: 29 (+17), Con: 21 (+13), Dex: 9 (+7)
Int: 10 (+8), Wis: 14 (+10), Cha: 11 (+8)
Adults are about 10½ feet tall and weigh about 1,100 Initiative: +15; Speed: 6
pounds. Hill giants can live to be 200 years old. AC: 28; Fort: 29, Ref: 27, Will: 28
HP: 123, Staggered: 61
Fire Giant ‡ Greataxe (standard, at-will) ● Axe, Weapon
Level 14 Spoiler (1000 XP) Reach 2; +21 vs AC; 3d10+13 damage; on a miss, do 9 damage.
Large Elemental Humanoid ● Fire, Giant (Evil) ⤢ Throw Ice (standard, at-will) ● Weapon
Senses: Perception +16; Skills: Athletics +29, Intimidate +19 Far arc 2 within 10; +21 vs AC (There must be a suitable chunk of ice
Languages: Common, Giantish, Primordial within reach); 3d10+7 cold damage and the target is pushed 2
Str: 31 (+17), Con: 21 (+12), Dex: 9 (+6) squares and knocked prone.
Int: 10 (+7), Wis: 14 (+9), Cha: 11 (+7) Slip (swift, at-will) ● Stance
While in this stance, when the giant moves (willingly or unwillingly),
Initiative: +13; Speed: 6
at the end of the move the giant can shift 2 squares.
AC: 26; Fort: 27, Ref: 25, Will: 26
Blood Lust (swift, at-will) ● Axe, Stance
HP: 111, Staggered: 55
While in this stance, if an attack causes you to become staggered, as
Burning aura 2: Creatures take 7 fire damage if they begin their
a reaction you can make a basic melee attack against the creature
turns in the aura.
that attacked you.
‡ Greatsword (standard, at-will) ● Heavy Blade, Weapon
Reach 2; +19 vs AC; 3d10+5 damage, and do 8 damage to a creature A frost giant’s hair can be light blue or dirty yellow,
adjacent to the giant or the target. and its eyes usually match its hair color. Frost giants
⤢ Rock (standard, at-will) ● Weapon dress in skins and pelts, along with any jewelry they
Far arc 2 within 10; +19 vs AC (There must be a suitable rock within own. Frost giant warriors add chain shirts and metal
reach); 3d10+5 damage and the target is pushed 2 squares and
knocked prone.
helmets decorated with horns or feathers.
↗ Provoke the Earth (swift, once per round) ● Fire An adult male is about 15 feet tall and weighs about
Ranged 10; A fire- or earth-based trap or hazard of your choice
triggers, even if it has already been expended.
2,800 pounds. Females are slightly shorter and lighter,
but otherwise identical with males. Frost giants can live
Some fire giants have bright orange hair. An adult male to be 250 years old.
is 12 feet tall, has a chest that measures 9 feet around,
and weighs about 7,000 pounds. Females are slightly Stone Giant
shorter and lighter. Fire giants can live to be 350 years Level 18 Wrecker (2000 XP)
old. Huge Elemental Humanoid ● Earth, Giant (Unaligned)
Senses: Perception +19; Skills: Athletics +31, Stealth +25
Fire giants wear sturdy cloth or leather garments Languages: Common, Giantish, Primordial
colored red, orange, yellow, or black. Warriors wear Str: 27 (+17), Con: 19 (+13), Dex: 15 (+11)
helmets and half-plate armor of blackened steel. Int: 10 (+9), Wis: 12 (+10), Cha: 11 (+9)
Initiative: +20; Speed: 8
AC: 30; Fort: 31, Ref: 29, Will: 30
HP: 135, Staggered: 67
‡ Greatclub (standard, at-will) ● Club, Weapon
Reach 2; +23 vs AC; 4d8+15 damage and make a secondary attack.
Secondary Attack: +23 vs Fortitude; the target is dazed until the end
of its next turn.
⤢ Rock (standard, at-will) ● Weapon
Far arc 2 within 10; +23 vs AC (There must be a suitable rock within
reach); 4d8+8 damage and the target is pushed 2 squares and
knocked prone.
Meld with Stone (swift, encounter) ● Stance
While in this stance, the giant gains burrow 8 (earth glide). This
stance ends when the giant next emerges from the earth/stone.
Hardened Skin (swift, at-will) ● Stance
While in this stance, the giant can halve the damage it takes from
one attack as an immediate counter. It then leaves this stance.
Punisher (swift, at-will) ● Stance
If the giant starts its turn in this stance, and it is wielding a club, it
does 6 damage to an enemy in reach. While in this stance, the giant
cannot make opportunity attacks.
150
The most patient and thoughtful of the giants, stone
giants are often found meditating or practising martial Fir Bolg
arts on mountaintops. Proud and noble warriors of giant size, the fir bolg live
Stone giants prefer robes or loose-fitting tunics and in tight-knit clans in forests and other wild places.
trousers, dyed in shades of red or saffron. Adults are
about 12 feet tall and weigh about 1,500 pounds. Stone Fir Bolg Hunter
giants can live to be 800 years old. Level 6 Striker (250 XP)
Large Natural Humanoid (Unaligned)
Senses: Perception +8, low-light vision; Skills: Nature +13, Stealth
Storm Giant +13
Level 20 Spoiler (2800 XP) Languages: Common, Giant
Huge Elemental Humanoid ● Giant, Lightning (Unaligned) Str: 21 (+8), Con: 18 (+7), Dex: 15 (+5)
Senses: Perception +30; Skills: Athletics +39, Insight +30, Intimidate Int: 10 (+3), Wis: 14 (+5), Cha: 16 (+6)
+27
Languages: Common, Giantish, Primordial Initiative: +8; Speed: 6
Str: 39 (+24), Con: 23 (+16), Dex: 14 (+12) AC: 20; Fort: 17, Ref: 19, Will: 18
Int: 16 (+13), Wis: 20 (+15), Cha: 15 (+12) HP: 54, Staggered: 27
151
Fir Bolg Shaman
Level 8 Spoiler (350 XP)
Large Natural Humanoid (Unaligned)
Senses: Perception +12, low-light vision; Skills: Arcana +18, Nature
+17
Languages: Common, Giant
Str: 19 (+8), Con: 14 (+6), Dex: 14 (+6)
Int: 20 (+9), Wis: 18 (+8), Cha: 17 (+7)
Initiative: +10; Speed: 6
AC: 22; Fort: 20, Ref: 19, Will: 21
HP: 64, Staggered: 32
‡ Dagger (standard, at-will) ● Weapon
+13 vs AC; 2d10+5 damage.
↗ Hurl Boulder (standard, encounter) ● Weapon
Ranged 10; +13 vs AC; 1d10+5 damage and the target is knocked
prone.
⋇ Strike of Nature (standard, refresh 5, 6)
Far burst 2 (within 10); +13 vs Reflex; 2d10+5 damage and the
target is immobile (save ends).
↗ Spirit Strike (standard, encounter) ● Psychic
Ranged 10; +13 vs Will; 1d10+5 damage and the target is stunned
until the end of their next turn.
Recover Boulder (move, at-will)
Hurl boulder recharges.
Stalwart Defense (move, at-will)
The fir bolg has a +2 bonus to defenses until it moves from its
current space.
Wooden Skin (standard, encounter)
The fir bolg gains 21 temporary hit points.
152
Hags
Hags are witches from the Plane of Faerie.
Ice Hag
Level 12 Elite Striker (1400 XP)
Tear-Drinker Hag Medium Fey Humanoid ● Cold (Any)
Level 3 Boss Spoiler (750 XP) Senses: Perception +10, low-light vision, can see through
Medium Fey Humanoid (Any) concealment from precipitation, including the hag’s unceasing sleet
Senses: Perception +5, darkvision; Skills: Bluff +8 aura; Skills: Intimidate +13, Nature +11, Stealth +15
Languages: Common Languages: Common, Giant
Str: 19 (+5), Con: 14 (+3), Dex: 14 (+3) Str: 23 (+12), Con: 19 (+10), Dex: 18 (+10)
Int: 12 (+2), Wis: 9 (+0), Cha: 14 (+3) Int: 11 (+6), Wis: 18 (+10), Cha: 14 (+8)
Initiative: +3; Speed: 6 Initiative: +12; Speed: 4 (ice stride), fly 10 (hover), overland flight 15
Action Points: 2 Action Points: 1
AC: 17; Fort: 17, Ref: 15, Will: 12; Saving Throws: +5 AC: 26; Fort: 26, Ref: 24, Will: 22; Saving Throws: +2
HP: 156, Staggered: 78 HP: 168, Staggered: 84
Immune: disease, poison, Resist: necrotic 10, Vulnerable: radiant 5 Immune: cold
Unceasing Sleet (Cold) aura 1: Squares in aura are heavily obscured
‡ Claw (standard, at-will)
and creatures that enter or begin their turns in the aura take 1d6
+8 vs AC; 1d10+4 damage.
cold damage.
† Toothed Tongue (standard, at-will) ● Necrotic
Reach 2; +8 vs AC; 1d6+4 damage, and the target is grappled. ‡ Claw (standard, at-will)
† Tooth and Claw (standard, at-will) +17 vs AC; 3d6+6 damage.
The hag makes a claw and a toothed tongue attack in either order. † Fierce Gust (standard, at-will)
Drink Salt (swift, at-will) ● Healing, Necrotic +17 vs AC; 2d6+6 damage, and the ice hag shifts 2 squares (usually
A creature the hag has grappled takes 1d6+2 necrotic damage. The up).
hag gains temporary hit points equal to the amount of necrotic † Snowblind Strike (reaction, encounter, refreshes when first
damage dealt to the target. staggered)
∢ Hungry Tongues (standard, refresh 5, 6) When the ice hag is hit with a melee attack; +17 vs AC; 3d8+5
Near burst 2; +8 vs AC; 1d6+4 damage, and the target is grappled. damage, and the target is blinded (save ends).
The hag can grapple up to three targets with hungry tongues. † Reaving Wind (standard, refresh 5, 6)
Feeding Ward The ice hag flies up to 10 squares and makes two claw attacks at any
The hag gains a +2 power bonus to all defenses while the hag is point during that movement. It can combine the attacks on one
grappling one or more enemies. target or attack multiple targets, and does not provoke opportunity
attacks when moving away from the first target.
Change Shape (swift, at-will) ● Polymorph
An ice hag can alter their physical form to appear as an old wolf or
an old woman of any Medium humanoid race.
153
Humanoids
By default, these profiles represent humans. Any stat Chain Brawler
block can be easily adapted to represent other Level 1 Striker (100 XP)
humanoids in the Species chapter. Use the size, source, Medium Natural Humanoid ● Human (Any)
type and tags of the new species. Give them the Senses: Perception +4; Skills: Intimidate +5, Stealth +7, Sleight of
relevant power for that species, and any other traits Hand +7
that are particularly distinctive. In exchange, subtract Languages: Common
Str: 12 (+1), Con: 10 (+0), Dex: 14 (+2)
1 from their Fortitude, Reflex and Will defenses. Int: 10 (+0), Wis: 9 (-1), Cha: 10 (+0)
Initiative: +4; Speed: 6
Gang of Ruffians AC: 15; Fort: 13, Ref: 14, Will: 13
HP: 29, Staggered: 14
Thieves, bandits and other violent thugs can be
represented by the statistics below. ‡ Length of Chain (standard, at-will) ● Weapon
Reach 2; +6 vs AC; 1d6+3 damage (1d6+6 vs prone target). The chain
brawler can choose to knock the target prone instead of doing
Ill-Equipped Combatant damage.
Level 1 Mook Striker (25 XP)
Medium Natural Humanoid ● Human (Any)
Senses: Perception +4; Skills: Intimidate + 5, Sleight of Hand +5 Mancatcher
Languages: Common Level 1 Striker (100 XP)
Str: 12 (+1), Con: 10 (+0), Dex: 13 (+1) Medium Natural Humanoid ● Human (Any)
Int: 10 (+0), Wis: 8 (-1), Cha: 10 (+0) Senses: Perception +5; Skills: Stealth +8, Thievery +8
Languages: Common
Initiative: +3; Speed: 6 Str: 12 (+1), Con: 13 (+1), Dex: 16 (+3)
AC: 15; Fort: 14, Ref: 13, Will: 13 Int: 10 (+0), Wis: 11 (+0), Cha: 12 (+1)
HP: 1; a missed attack never damages a mook
Initiative: +5; Speed: 6
‡ Hatchet (standard, at-will) ● Weapon AC: 15; Fort: 12, Ref: 14, Will: 12
+6 vs AC; 5 damage. HP: 29, Staggered: 14
⤢ Bow (standard, at-will) ● Weapon
Ranged 10/20; +6 vs AC; 5 damage. ‡ Longspear (standard, at-will) ● Weapon
Reach 2; +6 vs AC; 1d10+1 damage.
† Weighted Net (standard, at-will) ● Weapon
Bodyguard Reach 3; 1d4+1 damage.
Level 1 Blocker (100 XP) Secondary Attack: +5 vs Reflex; the target is immobile (save ends).
Medium Natural Humanoid ● Human (Any) † Sliding Strike (standard, encounter) ● Weapon
Senses: Perception +6; Skills: Acrobatics +7, Athletics +8 +4 vs Will; 1d6+3 damage, and the mancatcher shunts the target 1
Languages: Common square.
Str: 16 (+3), Con: 13 (+1), Dex: 14 (+2) Combat Advantage
Int: 11 (+0), Wis: 12 (+1), Cha: 10 (+0) The mancatcher deals an additional 1d6 damage against any target
it has combat advantage against.
Initiative: +4; Speed: 6
AC: 17; Fort: 14, Ref: 13, Will: 12
HP: 29, Staggered: 14 Scurvy Pirate
‡ Spiked Chain (standard, at-will) ● Weapon Level 3 Blocker (150 XP)
Reach 2; +6 vs AC; 2d4+3 damage. Medium Natural Humanoid ● Human (Any)
† Tripping Strike (standard, refresh 5, 6) ● Weapon Senses: Perception +6; Skills: Athletics +9
+6 vs AC; 2d4+3 damage, and the target is knocked prone. Languages: Common
Str: 16 (+4), Con: 15 (+3), Dex: 14 (+3)
Int: 10 (+1), Wis: 11 (+1), Cha: 12 (+2)
Initiative: +5; Speed: 6
AC: 19; Fort: 16, Ref: 15, Will: 14
HP: 39, Staggered: 19
‡ Boat Hook (standard, at-will) ● Weapon
Reach 2; +8 vs AC; 2d6+3 damage.
⤢ Crossbow (standard, at-will) ● Weapon
Ranged 15/30; +8 vs AC; 1d8+2 damage.
† Powerful Strike (standard, refresh 5, 6) ● Weapon
Reach 2; +8 vs AC; 1d6+7 damage, and target is knocked prone.
† Think Again! (counter, at-will)
When an enemy moves or shifts within reach: Reach 2; +6 vs
Fortitude; target ends its movement, losing its action (although it
can take another action to continue moving).
154
Shadowblast Warlock
Level 3 Skulker (150 XP) Legion
Medium Natural Humanoid ● Human (Any) Soldiers and other organized, well-equipped armed
Senses: Perception +10; Skills: Intimidate +7, Stealth +7, Athletics +6 forces can be represented by the statistics below.
Languages: Common
Str: 14 (+3), Con: 12 (+2), Dex: 13 (+2)
Int: 11 (+1), Wis: 18 (+5), Cha: 10 (+1) Legion Recruit
Level 1 Mook Striker (25 XP)
Initiative: +6; Speed: 6
Medium Natural Humanoid ● Human (Any)
AC: 17; Fort: 14, Ref: 15, Will: 16
Senses: Perception +1; Skills: Athletics +5, Endure +3
HP: 33, Staggered: 16
Languages: Common
‡ Knife (standard, at-will) ● Weapon Str: 19 (+4), Con: 15 (+2), Dex: 14 (+2)
+8 vs AC; 1d6+3 damage. Int: 10 (+0), Wis: 13 (+1), Cha: 9 (-1)
⤢ Shadowblast (standard, at-will) ● Necrotic
Initiative: +2; Speed: 6
Ranged 40/80; +8 vs AC; 1d8+6 damage, and the target is immobile
AC: 15; Fort: 15, Ref: 13, Will: 12
(save ends).
HP: 1; a missed attack never damages a mook
↗ Shadowblast Headshot (standard and move, refresh 6) ●
Necrotic ‡ Longspear (standard, at-will) ● Weapon
Ranged 40/80; +8 vs AC; 2d8+6 damage, and the target is dazed Reach 2; +6 vs AC; 4 damage.
(save ends); Miss: The shadowblast warlock regains the use of this Heart of the Legion
power When adjacent to an ally, the legionary receives a +1 power bonus
to all defenses.
Gang Initiate
Level 4 Mook Striker (44 XP) Legionary
Medium Natural Humanoid ● Human (Any) Level 1 Blocker (100 XP)
Senses: Perception +7; Skills: Intimidate +7, Stealth +10 Medium Natural Humanoid ● Human (Any)
Languages: Common Senses: Perception +2; Skills: Athletics +10, Endure +7
Str: 12 (+3), Con: 11 (+2), Dex: 16 (+5) Languages: Common
Int: 11 (+2), Wis: 11 (+2), Cha: 10 (+2) Str: 20 (+5), Con: 15 (+2), Dex: 14 (+2)
Int: 10 (+0), Wis: 14 (+2), Cha: 10 (+0)
Initiative: +7; Speed: 6
AC: 18; Fort: 17, Ref: 17, Will: 14 Initiative: +4; Speed: 6
HP: 1; a missed attack never damages a mook AC: 17; Fort: 15, Ref: 12, Will: 12
HP: 29, Staggered: 14
‡ Iron Knuckles (standard, at-will) ● Weapon
+9 vs AC; 7 damage, and the target is pushed 1 square. If the target ‡ Short Sword (standard, at-will) ● Weapon
cannot be pushed, it takes an additional 2 damage. +6 vs AC; 1d6+5 damage.
⤢ Bow (standard, at-will) ● Weapon ⤢ Javelin (standard, at-will) ● Weapon
Ranged 10/20; +9 vs AC; 8 damage. Ranged 10/20; +6 vs AC; 1d6+5 damage.
Heart of the Legion
When adjacent to an ally, the legionary receives a +1 power bonus
Gang Leader to all defenses.
Level 4 Elite Spoiler (Leader) (350 XP)
Medium Natural Humanoid ● Human (Any)
Senses: Perception +8; Skills: Intimidate +10, Bluff +10, Stealth +9 Grenadier
Languages: Common Level 2 Archer (125 XP)
Str: 11 (+2), Con: 13 (+3), Dex: 14 (+4) Medium Natural Humanoid ● Human (Any)
Int: 14 (+4), Wis: 12 (+3), Cha: 16 (+5) Senses: Perception +6; Skills: Endure + 9
Languages: Common
Initiative: +4; Speed: 6
Str: 12 (+2), Con: 14 (+3), Dex: 12 (+2)
Action Points: 1
Int: 10 (+1), Wis: 9 (+0), Cha: 10 (+1)
AC: 18; Fort: 15, Ref: 15, Will: 17; Saving Throws: +2
HP: 88, Staggered: 44 Initiative: +2; Speed: 6
AC: 14; Fort: 14, Ref: 14, Will: 13
‡ Knife (standard, at-will) ● Weapon
HP: 29, Staggered: 14
+9 vs AC; 1d6+3 damage.
⤢ Arbalest (standard, at-will) ● Weapon ‡ Dagger (standard, at-will) ● Weapon
Ranged 5/10; +9 vs AC; 2d6+5 damage, and the target is knocked +7 vs AC; 1d8+2 damage.
prone. ⤢ Crossbow (standard, at-will) ● Weapon
Enough Screwing Around (standard, refresh 5, 6) Ranged 10/20; +7 vs AC; 1d8+4 damage.
Allies in Near burst 4 can make a saving throw or make a basic ⋇ Grenade (standard and move, at-will) ● Weapon
attack. Far burst 2 within 15; +5 vs Reflex; 1d6+4 damage.
Redeployment (move, at-will) Grenadier (standard, refresh 5, 6) ● Weapon
One ally in Near burst 5 shifts 3 squares. The grenadier shifts 3 squares and makes a grenade attack.
Help Me! (reaction, at-will) Heart of the Legion
When an ally is staggered: All allies in line of sight of the gang leader When adjacent to an ally, the grenadier receives a +1 power bonus
shift 3 squares. to all defenses.
155
Siege Engineer Centurion
Level 2 Archer (125 XP) Level 3 Blocker (Leader) (150 XP)
Medium Natural Humanoid ● Human (Any) Medium Natural Humanoid ● Human (Any)
Senses: Perception +1; Skills: Athletics +7 Senses: Perception +4; Skills: Athletics +13, Endure +11
Languages: Common Languages: Common
Str: 12 (+2), Con: 13 (+2), Dex: 17 (+4) Str: 21 (+6), Con: 16 (+4), Dex: 14 (+3)
Int: 10 (+1), Wis: 11 (+1), Cha: 12 (+2) Int: 12 (+2), Wis: 16 (+4), Cha: 13 (+2)
Initiative: +4; Speed: 6 Initiative: +5; Speed: 6
AC: 14; Fort: 13, Ref: 15, Will: 13 AC: 19; Fort: 18, Ref: 14, Will: 15
HP: 29, Staggered: 14 HP: 39, Staggered: 19
‡ Dagger (standard, at-will) ● Weapon ‡ Longsword (standard, at-will) ● Weapon
+7 vs AC; 1d4+1 damage. +8 vs AC; 1d10+5 damage.
⤢ Crossbow (standard, at-will) ● Weapon ∢ Rally Point (standard, refresh 5, 6)
Ranged 15/30; +7 vs AC; 1d8+3 damage. Near burst 5; allies in the burst shift 3 squares. Allies that end up
↗ Fire Ballista! (standard, refresh 5, 6) ● Weapon adjacent to the centurion gain a +1 power bonus to attack and
Range 20/40; +7 vs AC; 2d10+3 damage; must be adjacent to damage rolls until the end of the centurion’s next turn.
another siege engineer, and at a ballista to use. Heart of the Legion
Heart of the Legion When adjacent to an ally, the centurion receives a +1 power bonus
When adjacent to an ally, the grenadier receives a +1 power bonus to all defenses.
to all defenses.
Infiltrator
Signifier Level 5 Skulker (200 XP)
Level 2 Spoiler (Leader) (125 XP) Medium Natural Humanoid ● Human (Any)
Medium Natural Humanoid ● Human (Any) Senses: Perception +9; Skills: Athletics +12, Endure +6, Stealth +11
Senses: Perception +5; Skills: Athletics +10, Endure +5, Religion +7 Languages: Common
Languages: Common Str: 16 (+5), Con: 15 (+4), Dex: 19 (+6)
Str: 16 (+4), Con: 15 (+3), Dex: 14 (+3) Int: 14 (+4), Wis: 14 (+4), Cha: 10 (+2)
Int: 12 (+2), Wis: 18 (+5), Cha: 16 (+4)
Initiative: +10; Speed: 7
Initiative: +3; Speed: 6 AC: 19; Fort: 17, Ref: 18, Will: 16
AC: 16; Fort: 14, Ref: 13, Will: 15 HP: 41, Staggered: 20
HP: 34, Staggered: 17
‡ Short Sword (standard, at-will) ● Weapon
‡ Signum Spear (standard, at-will) ● Weapon +10 vs AC; 1d6+3 damage.
+7 vs AC; 1d8+3 damage. ↗ Assassin’s Mark (swift, refresh 4, 5, 6)
⤢ Wrath of the Legion (standard, at-will) ● Psychic The target is marked and grants the infiltrator combat advantage
Ranged 10; +5 vs Will; 2d4+4 psychic damage. until the end of the infiltrator’s next turn.
∢ Sigil of Succor (standard, encounter) ● Healing Combat Advantage
Near burst 5; allies only; the target heals 5 hit points and all The infiltrator deals an additional 2d6 damage on melee attacks
persistent effects on it end against any target it has combat advantage against.
∢ Sigil of Destruction (standard, refresh 5, 6) ● Force Heart of the Legion
Near burst 3; +5 vs Reflex (enemies only); 2d8+4 force damage, and When adjacent to an ally, the infiltrator receives a +1 power bonus
the target is knocked prone. to all defenses.
∢ Sigil of Terror (standard, refresh 6) ● Psychic, Fear
Near burst 3; +5 vs Will; the target is dazed and weakened (save
ends both).
Heart of the Legion
Mercenary Raid
When adjacent to an ally, the signifier receives a +1 power bonus to A powerful and well-established mercenary group or
all defenses. rival adventuring party.
Mercenary Archer
Level 8 Mook Archer (88 XP)
Medium Natural Humanoid ● Human (Any)
Senses: Perception +11; Skills: Intimidate +9, Stealth +13
Languages: Common
Str: 14 (+6), Con: 15 (+6), Dex: 18 (+8)
Int: 12 (+5), Wis: 14 (+6), Cha: 13 (+5)
Initiative: +8; Speed: 6
AC: 20; Fort: 20, Ref: 20, Will: 18
HP: 1; a missed attack never damages a mook
‡ Knife (standard, at-will) ● Weapon
+13 vs AC; 6 damage.
⤢ Longbow (standard, at-will) ● Weapon
Ranged 20/40; +13 vs AC; 8 damage.
Snapshot (move, at-will) ● Weapon
The mercenary archer makes a longbow attack.
156
Fire Magician Mercenary Lord
Level 8 Archer (350 XP) Level 10 Elite Spoiler (Leader) (1000 XP)
Medium Natural Humanoid ● Human (Any) Medium Natural Humanoid ● Human (Any)
Senses: Perception +10; Skills: Athletics +11, Intimidate +12 Senses: Perception +13; Skills: Bluff +13, Diplomacy +13, Endure
Languages: Common +13, Athletics +13, Intimidate +13
Str: 16 (+7), Con: 17 (+7), Dex: 14 (+6) Languages: Common
Int: 12 (+5), Wis: 14 (+6), Cha: 12 (+5) Str: 16 (+8), Con: 16 (+8), Dex: 16 (+8)
Int: 18 (+9), Wis: 16 (+8), Cha: 14 (+7)
Initiative: +6; Speed: 6
AC: 20; Fort: 21, Ref: 19, Will: 20 Initiative: +8; Speed: 6
HP: 53, Staggered: 26 Action Points: 1
Smoke 'Em if You've Got 'Em (Fire) aura 1: Enemies in the aura when AC: 24; Fort: 22, Ref: 23, Will: 21; Saving Throws: +2
the fire magician uses their scorching ray or fire wall attacks suffer 5 HP: 148, Staggered: 74
fire damage.
‡ Heavy mace (standard, at-will) ● Weapon
‡ Fist (standard, at-will) +15 vs AC; 1d10+5 damage.
+13 vs AC; 2d6+5 damage. ⤢ Crossbow (standard, at-will) ● Weapon
⤢ Scorching Ray (standard, at-will) ● Fire Ranged 15/30; +15 vs AC; 2d10+5 damage.
Near arc 5; +11 vs Reflex; 2d6+5 damage, and the target takes Inspiring Presence
persistent 5 fire damage (save ends). All allied creatures in the encounter gain a +2 power bonus to
⋇ Fire Wall (standard, at-will) ● Fire damage rolls and saving throws. If the mercenary lord is killed, all
Far wall 5 within 10; +11 vs Reflex; 2d6+5 damage, and the target allied creatures are rattled and suffer a -2 penalty to saving throws
takes persistent 5 fire damage (save ends). until the end of the encounter.
Double Shot (standard, at-will) ● Weapon
The mercenary lord makes two crossbow attacks.
Insidious Assassin Get Up! (standard, refresh 5, 6) ● Healing
Level 9 Skulker (400 XP) One standard (not a mook, elite or boss) ally spends a recovery and
Medium Natural Humanoid ● Human (Any) heals hit points equal to their recovery value.
Senses: Perception +13; Skills: Acrobatics +13, Stealth +16 Relay Command (swift, once per round)
Languages: Common One ally may make a basic attack. If that ally does so and misses,
Str: 16 (+7), Con: 14 (+6), Dex: 18 (+8) another ally may make a basic attack.
Int: 16 (+7), Wis: 18 (+8), Cha: 16 (+7) Loyalty (counter, at-will)
When the mercenary lord is hit by a ranged attack: One ally within 4
Initiative: +12; Speed: 6
squares swaps location with the mercenary lord and suffers the hit
AC: 23; Fort: 20, Ref: 22, Will: 20
instead.
HP: 57, Staggered: 28
‡ Knife (standard, at-will) ● Weapon
+14 vs AC; 2d8+8 damage, and the target is weakened (save ends).
Combat Advantage
The insidious assassin deals an additional 8 damage against targets
that grant the insidious assassin combat advantage.
Prime Position (move, at-will)
Choose one enemy adjacent to the insidious assassin. The insidious
assassin moves to any unoccupied square that is still to that enemy.
All enemies adjacent to the insidious assassin’s new square grant
the insidious assassin combat advantage until the end of the
insidious assassin’s current turn.
Pervasive Wound (free, encounter)
When the insidious assassin hits a target granting combat advantage
to the insidious assassin: The target takes persistent 5 damage until
the end of the encounter or until the target is reduced to 0 hit
points or below.
157
Master Assassin
The Black Gloves Level 12 Elite Skulker (1400 XP)
Worshippers of the power-hungry god Kain, the Black Medium Natural Humanoid ● Human (Evil)
Gloves are the acceptable face of tyranny. With gentle Senses: Perception +17; Skills: Bluff +14, Diplomacy +14, Intimidate
+14, Stealth +20
words and sheathed swords, they explain why Languages: Common
hierarchy and control are needed in these dark times. Str: 16 (+9), Con: 16 (+9), Dex: 22 (+12)
Only when defied do they send in their veteran guards Int: 20 (+11), Wis: 16 (+9), Cha: 15 (+8)
or draw on their own considerable power. Even then, Initiative: +16; Speed: 6
they are careful to make an example of only as many Action Points: 1
people as is needed to restore order – plus a few of the AC: 26; Fort: 24, Ref: 25, Will: 23; Saving Throws: +2
usual suspects to deter any further rebellion. HP: 138, Staggered: 69
‡ Close & Personal (standard, at-will) ● Weapon
Dark Knight +17 vs AC; 2d8+6 damage, and the master assassin can make
Level 11 Boss Wrecker (3000 XP) another close & personal attack. The master assassin can repeat this
Medium Natural Humanoid ● Human (Evil) until they miss, or they have hit a total of three times.
Senses: Perception +13; Skills: Endure +19, Athletics +17, Intimidate ⤢ Hand Crossbow (standard, at-will) ● Weapon
+13 Ranged 10/20; +17 vs AC; 3d6+10 damage, and the target takes
Languages: Common persistent 1 damage until the end of the encounter or until the
Str: 28 (+14), Con: 28 (+14), Dex: 16 (+8) target is reduced to 0 hit points or below. This damage is cumulative
Int: 10 (+5), Wis: 8 (+4), Cha: 8 (+4) with successive hits with hand crossbow (maximum persistent 10
damage).
Initiative: +11; Speed: 5 Instinctual Camouflage
Action Points: 2 When the master assassin benefits from cover or concealment,
AC: 23; Fort: 25, Ref: 24, Will: 20; Saving Throws: +5 enemies suffer an additional -2 penalty to attack them.
HP: 372, Staggered: 186 Love Your Work
Resist: all 5 When the master assassin scores a critical hit, they gain an action
point.
‡ Mancatcher (standard, at-will) ● Weapon
∢ Rain of Knives (standard, at-will) ● Weapon
Reach 2; +16 vs AC; 3d8+9, and the target is grappled.
Near arc 8; +15 vs Reflex (enemies only); 2d6+6 damage, and the
⤢ Concealed Blowgun (standard, at-will) ● Weapon, Poison
target is slowed (save ends).
Ranged 10/20; +16 vs AC; 2d6+6 damage, and the target is stunned
Cover to Cover (move, at-will)
until the start of the dark knight’s next turn.
The master assassin shifts 4 squares and can make a Stealth check.
† Double Attack (standard, at-will) ● Weapon
The dark knight makes two mancatcher attacks.
† Rend (standard, refresh 4, 5, 6) ● Weapon Martial Arts Master
A creature the dark knight has grappled takes 3d6+11 damage. Level 13 Boss Blocker (4000 XP)
Staggered Regeneration Medium Natural Humanoid ● Human (Evil)
At the start of its turn, if the dark knight is staggered, it heals 5 hit Senses: Perception +19, darkvision, blindsight 10
points. Languages: Common
Indomitable Str: 22 (+12), Con: 22 (+12), Dex: 22 (+12)
The dark knight cannot be dazed, marked, or weakened. Int: 14 (+8), Wis: 16 (+9), Cha: 15 (+8)
Initiative: +8; Speed: 6
Armored Warmage Action Points: 2
Level 12 Wrecker (700 XP) AC: 29; Fort: 26, Ref: 26, Will: 24; Saving Throws: +5
Medium Natural Humanoid ● Human (Evil) HP: 356, Staggered: 178
Senses: Perception +10; Skills: Intimidate +10, Athletics +11 Immune: poison, disease
Languages: Common
Str: 18 (+10), Con: 18 (+10), Dex: 12 (+7) ‡ Unarmed Strike (standard, at-will)
Int: 12 (+7), Wis: 14 (+8), Cha: 12 (+7) +18 vs AC; 3d6+10 damage, and the target is knocked prone.
∢ Roundhouse (standard, at-will)
Initiative: +7; Speed: 3 Near burst 1; +16 vs Reflex; 2d8+7 damage, and the target is dazed
AC: 24; Fort: 26, Ref: 22, Will: 24 until the start of the martial arts master’s next turn.
HP: 99, Staggered: 49 † Front Kick (standard, refresh 4, 5, 6)
+18 vs AC; 3d6+10 damage, and the target is unconscious (save
‡ Dagger (standard, at-will) ● Weapon
ends). If the target suffers any damage, it is no longer unconscious.
+17 vs AC; 2d6+5 damage.
In a Flash
⤢ Lightning Bolt (standard, at-will) ● Lightning
When the martial arts master runs, they gain a +4 power bonus to
Ranged 30/60; +17 vs AC; 3d6+10 lightning damage.
AC and Reflex defense. When they charge, their attack
Supercharged Bolt (standard and move, at-will) ● Lightning
automatically hits.
Ranged 30/60; +17 vs AC; 2d6+18 lightning damage.
Backbreaker (move, at-will)
⋇ Sweep the Enemy (standard and move, refresh 6) ● Lightning
+16 vs Fortitude; 3d6+12 damage, and the target is dazed, slowed,
Far burst 5 within 40; +15 vs Reflex; 1d8+14 lightning damage, and
and weakened (save ends each).
the target is marked until the armored warmage is reduced to 0 hit
points or below.
158
Crossbow Master Formidable Archer
Level 14 Mook Archer (250 XP) Level 15 Archer (1200 XP)
Medium Natural Humanoid ● Human (Unaligned) Medium Natural Humanoid ● Human (Evil)
Senses: Perception +12 Senses: Perception +14; Skills: Acrobatics +16, Intimidate +14,
Languages: Common Stealth +16
Str: 14 (+9), Con: 14 (+9), Dex: 20 (+12) Languages: Common
Int: 16 (+10), Wis: 14 (+9), Cha: 12 (+8) Str: 16 (+10), Con: 16 (+10), Dex: 18 (+11)
Int: 15 (+9), Wis: 14 (+9), Cha: 14 (+9)
Initiative: +11; Speed: 6
AC: 26; Fort: 26, Ref: 28, Will: 24 Initiative: +11; Speed: 6
HP: 1; a missed attack never damages a mook AC: 27; Fort: 26, Ref: 27, Will: 26
HP: 81, Staggered: 40
‡ Shortsword (standard, at-will) ● Weapon
+19 vs AC; 12 damage. ‡ Knife (standard, at-will) ● Weapon
⤢ Crossbow (standard, at-will) ● Weapon +20 vs AC; 2d8+8 damage.
Ranged 15/30; +19 vs AC; 12 damage. ⤢ Composite Longbow (standard, at-will) ● Weapon
Quick Shift Ranged 40/70; +20 vs AC; 3d6+15 damage, and the target is
The crossbow master can shift a square as a swift action. weakened or slowed (save ends).
Called Shot (move, refresh 5, 6)
The formidable archer hits with their next composite longbow attack
Blademaster this turn.
Level 14 Mook Striker (250 XP) Head Shot (free, encounter)
Medium Natural Humanoid ● Human (Unaligned) When the formidable archer hits with a composite longbow attack:
Senses: Perception +14 The triggering attack becomes a critical hit.
Languages: Common
Str: 18 (+11), Con: 18 (+11), Dex: 18 (+11)
Int: 12 (+8), Wis: 14 (+9), Cha: 12 (+8) Archvillain
Level 16 Elite Wrecker (Leader) (2800 XP)
Initiative: +13; Speed: 6 Medium Natural Humanoid ● Human (Evil)
AC: 28; Fort: 26, Ref: 28, Will: 24 Senses: Perception +15; Skills: Acrobatics +12, Intimidate +9, Stealth
HP: 1; a missed attack never damages a mook +12
‡ Longsword (standard, at-will) ● Weapon Languages: Common
+19 vs AC; 16 damage. Str: 18 (+12), Con: 20 (+13), Dex: 16 (+11)
Wild Strike (standard, at-will) ● Weapon Int: 16 (+11), Wis: 14 (+10), Cha: 10 (+8)
The blademaster gains a +2 power bonus to attack and makes a Initiative: +11; Speed: 6
longsword attack. The blademaster then suffers a -2 penalty to AC Action Points: 1
and Reflex defense until the start of their next turn. AC: 28; Fort: 29, Ref: 27, Will: 29; Saving Throws: +2
HP: 246, Staggered: 123
Cruel Lieutenant Resist: all 5
Level 14 Elite Striker (2000 XP) ‡ Gauntlet (standard, at-will) ● Weapon
Medium Natural Humanoid ● Human (Evil) +21 vs AC; 4d8+11 damage, and the target is knocked prone.
Senses: Perception +14; Skills: Acrobatics +16, Athletics +17, ⤢ Acid Splash (standard, at-will) ● Acid
Intimidate +14 Ranged 30/60; +19 vs AC (two adjacent creatures); 3d6+8 damage.
Languages: Common Unstaggered Regeneration
Str: 18 (+11), Con: 20 (+12), Dex: 18 (+11) At the start of its turn, if the archvillain is not staggered, it heals 5
Int: 15 (+9), Wis: 14 (+9), Cha: 12 (+8) hit points.
Weak Point
Initiative: +14; Speed: 6
When an enemy scores a critical hit on the archvillain, the
Action Points: 1
archvillain suffers an additional 20 damage.
AC: 28; Fort: 27, Ref: 25, Will: 25; Saving Throws: +2
⋇ Thunderball (standard, refresh 5, 6) ● Thunder
HP: 188, Staggered: 94
Far burst 1 within 10; +19 vs Reflex; 3d6+8 thunder damage, and the
Resist: all 5
target is knocked prone and stunned until the start of the
‡ Improvised Weapon (standard, at-will) ● Weapon archvillain’s next turn.
+19 vs AC; 3d6+12 damage. Second Phase (reaction, encounter)
One-Handed Choke (standard, refresh 5, 6) When the archvillain is reduced to 0 hit points or lower: The
+19 vs AC; 3d8+12 damage, and the target is grappled. archvillain heals 190 hit points and any of their powers that
Rage (standard, at-will) originally required a standard action now require a move action.
The cruel lieutenant shifts 4 squares and gains 10 temporary hit
points.
† Menacing Lift (standard and move, at-will)
+17 vs AC (must be grappling the target); 3d8+12 damage and the
target is dazed and takes persistent 5 damage (save ends both).
159
Repeater Crossbow Master
Thieves' Guild Level 5 Archer (200 XP)
A thieves' guild, powerful and united bandit clan or Medium Natural Humanoid ● Human (Any)
other group of well-established, stealthy combatants Senses: Perception +9; Skills: Intimidate +7, Athletics +10
Languages: Common
can be represented by the statistics below. Str: 13 (+3), Con: 16 (+5), Dex: 13 (+3)
Int: 12 (+3), Wis: 14 (+4), Cha: 11 (+2)
Crossbow Skirmisher Initiative: +3; Speed: 5
Level 5 Mook Archer (50 XP) AC: 17; Fort: 17, Ref: 16, Will: 16
Medium Natural Humanoid ● Human (Any) HP: 41, Staggered: 20
Senses: Perception +7; Skills: Intimidate +7, Stealth +9
Languages: Common ‡ Shortsword (standard, at-will) ● Weapon
Str: 13 (+3), Con: 12 (+3), Dex: 14 (+4) +10 vs AC; 1d6+4 damage.
Int: 12 (+3), Wis: 12 (+3), Cha: 11 (+2) ⤢ Repeater Crossbow (standard, at-will) ● Weapon
Ranged 25/50; +10 vs AC; 2d6+6 damage.
Initiative: +4; Speed: 6 ⋇ Bring Down the Rain (standard, at-will) ● Weapon
AC: 17; Fort: 17, Ref: 18, Will: 16 Far wall 4 within 25; +8 vs Reflex; 1d8+6 damage.
HP: 1; a missed attack never damages a mook
‡ Shortsword (standard, at-will) ● Weapon Wolfshead Bandit
+10 vs AC; 5 damage.
Level 6 Mook Archer (63 XP)
⤢ Repeater Crossbow (standard, at-will) ● Weapon
Medium Natural Humanoid ● Human (Any)
Ranged 10/20; +10 vs AC; 7 damage.
Senses: Perception +10; Skills: Intimidate +9, Stealth +11
Wild Spray (move, at-will) ● Weapon
Languages: Common
The crossbow skirmisher hit with a repeater crossbow attack this
Str: 14 (+5), Con: 14 (+5), Dex: 16 (+6)
turn; the crossbow skirmisher makes one repeater crossbow attack
Int: 13 (+4), Wis: 14 (+5), Cha: 12 (+4)
against another enemy within 2 squares of the original target.
Initiative: +6; Speed: 6
AC: 18; Fort: 18, Ref: 17, Will: 17
Cowled Assassin HP: 1; a missed attack never damages a mook
Level 5 Skulker (200 XP)
Medium Natural Humanoid ● Human (Any) ‡ Scythe (standard, at-will) ● Weapon
Senses: Perception +9; Skills: Bluff +11, Intimidate +10, Stealth +11 +11 vs AC; 5 damage.
Languages: Common ⤢ Bow (standard, at-will) ● Weapon
Str: 10 (+2), Con: 12 (+3), Dex: 18 (+6) Ranged 20/40; +11 vs AC; 7 damage.
Int: 16 (+5), Wis: 16 (+5), Cha: 18 (+6)
Initiative: +10; Speed: 6 Hulk
AC: 19; Fort: 16, Ref: 18, Will: 18 Level 6 Wrecker (250 XP)
HP: 41, Staggered: 20 Medium Natural Humanoid ● Human (Any)
Senses: Perception +10; Skills: Intimidate +11, Athletics +12
‡ Concealed Knife (standard, at-will) ● Weapon
Languages: Common
+10 vs AC; 1d8+6 damage, and the target takes persistent 5 damage
Str: 18 (+7), Con: 16 (+6), Dex: 14 (+5)
(save ends).
Int: 12 (+4), Wis: 14 (+5), Cha: 12 (+4)
A Looker
Until the cowled assassin hits with concealed knife, he gains a +3 Initiative: +5; Speed: 6
power bonus to all defenses and a +3 power bonus to Bluff and AC: 18; Fort: 19, Ref: 18, Will: 18
Intimidate skill checks. HP: 63, Staggered: 31
Slip-Out (move, at-will) Resist: all 5
The cowled assassin shifts 4 squares and gains a +1 power bonus to
AC until the start of their next turn. ‡ Club (standard, at-will) ● Weapon
Relay Information (move, at-will) +11 vs AC; 1d8+6 damage, and the target is dazed until the end of
Ranged 20; +8 vs Will; the target grants combat advantage to the the hulk’s next turn.
cowled assassin until the start of the cowled assassin’s next turn. ⤢ Bow (standard, at-will) ● Weapon
For the same duration, the target also grants combat advantage to Ranged 20/40; +11 vs AC; 2d6+7 damage.
all allies of the cowled assassin who share a language with the Hulking (move, refresh 4, 5, 6)
cowled assassin. If the hulk is dazed, immobile, slowed or weakened, the hulk loses
these conditions.
160
Sniper Bandit
Level 7 Mook Striker (75 XP)
Medium Natural Humanoid ● Human (Any)
Senses: Perception +9; Skills: Intimidate +9, Stealth +11
Languages: Common
Str: 13 (+4), Con: 15 (+5), Dex: 17 (+6)
Int: 12 (+4), Wis: 14 (+5), Cha: 12 (+4)
Initiative: +8; Speed: 6
AC: 21; Fort: 19, Ref: 20, Will: 19
HP: 1; a missed attack never damages a mook
‡ Dagger (standard, at-will) ● Weapon
+12 vs AC; 6 damage.
⤢ Repeater Arbalest (standard, at-will) ● Weapon
Ranged 10/20; +12 vs AC; 6 damage, and the target is knocked
prone.
↗ Sprint Shot (standard, at-will) ● Weapon
Shift 4 squares then: Ranged 10/20; +12 vs AC; 6 damage, and the
target is knocked prone.
King of Thieves
Level 7 Elite Blocker (Leader) (600 XP)
Medium Natural Humanoid ● Human (Any)
Senses: Perception +10; Skills: Acrobatics +12, Intimidate +9, Stealth
+12
Languages: Common
Str: 14 (+5), Con: 16 (+6), Dex: 18 (+7)
Int: 15 (+5), Wis: 14 (+5), Cha: 12 (+4)
Initiative: +9; Speed: 6
Action Points: 1
AC: 23; Fort: 18, Ref: 20, Will: 20; Saving Throws: +2
HP: 118, Staggered: 59
Sleep When You’re Dead aura 5: Each time an ally in the aura suffers
damage that causes them to become staggered or be reduced to 0
hit points or below, the ally may immediately make a basic attack. If
the ally is at 0 hit points or below, it falls unconscious after making
the attack.
‡ Dagger (standard, at-will) ● Weapon
+12 vs AC; 1d8+4 damage.
⤢ Crossbow (standard, at-will) ● Weapon
Ranged 10/20; +12 vs AC; 2d8+6 damage.
Empty The Quiver (standard, refresh 6)
The king of thieves makes a crossbow attack. If it hits, the king
makes another crossbow attack. This continues until the king of
thieves misses or has made four crossbow attacks.
Intimidating (counter, at-will)
When the king of thieves is hit: The attacker re-rolls their attack roll
and takes the lower result.
161
Inevitables
Inevitables are epic threats that punish those who defy
the laws of the universe. Marut
Level 21 Blocker (3200 XP)
Large Outsider Humanoid ● Construct (Unaligned)
Undying Senses: Perception +23, darkvision; Skills: Diplomacy +29, Insight
Level 20 Skulker (2800 XP) +28, Religion +26
Medium Fey Humanoid ● Undead (Unaligned) Languages: Common
Senses: Perception +23, darkvision; Skills: Arcana +28, Bluff +32, Str: 35 (+22), Con: 20 (+15), Dex: 13 (+11)
Nature +28, Sleight of Hand +30, Stealth +30 Int: 12 (+11), Wis: 17 (+13), Cha: 18 (+14)
Languages: Common, Elven, Sylvan
Str: 21 (+15), Con: 18 (+14), Dex: 20 (+15) Initiative: +21; Speed: 6
Int: 17 (+13), Wis: 16 (+13), Cha: 24 (+17) AC: 37; Fort: 34, Ref: 33, Will: 33
HP: 129, Staggered: 64
Initiative: +25; Speed: 8
AC: 32; Fort: 33, Ref: 31, Will: 32 ‡ Fist of Thunder (standard, at-will) ● Thunder
HP: 147, Staggered: 73 Reach 2; +26 vs AC; 6d6+8 thunder damage and the target is
Immune: disease, poison, Resist: 10 necrotic, Vulnerable: 10 radiant deafened (save ends) and pushed 2 squares.
‡ Fist of Lightning (standard, at-will) ● Lightning
‡ Claws (standard, at-will) ● Necrotic Reach 2; +26 vs AC; 6d6+8 lightning damage and the target is
+25 vs AC; 6d6+7 necrotic damage and the target grants combat blinded until the end of their next turn.
advantage until the end of its next turn. ↗ Word of Command (swift, at-will) ● Charm, Psychic
⤢ Blight (standard, refresh 5, 6) ● Necrotic Ranged 10; +26 vs Will; The marut chooses one: the target falls
Ranged 10; +25 vs Fortitude; 6d6+7 necrotic damage and the target prone, the target is immobile until the end of their next turn, the
is placed under lifewatch until the end of the encounter. If a target drops what they are holding, the target is pulled 6 squares or
creature under lifewatch heals or receives healing, it is weakened the target is pushed 6 squares.
(save ends). ↗ Mark of Justice (swift, at-will) ● Charm, Psychic
† Mesmerizing Touch (swift, refresh 5, 6) ● Charm, Psychic Ranged 10; +26 vs Will; The marut announces something the target
+25 vs Will; The target is dazed until the end of its next turn, and must not do. A mark appears on the target's forehead (save ends). If
placed under lifewatch until the end of the encounter. If the target the target does that thing while the mark is on their forehead, the
is already under lifewatch, they are stunned instead of dazed. target takes 3d8+8 damage.
Provisional Healing (swift, encounter) ● Healing Regeneration (swift, at-will) ● Healing, Stance
An adjacent creature not under lifewatch heals equal to its recovery At the beginning of the marut's next turn, it heals 15 damage. While
value. It is then under lifewatch until the end of the encounter. in this stance, it cannot make opportunity attacks.
Weakened by Sunlight Plane Shift (swift, daily) ● Stance
While in bright light, the Undying grants combat advantage. At the beginning of the marut's next turn, it travels to another plane
of existence of its choice. It then leaves this stance. While in this
The Undying are elves and fey who attempted to stance, it cannot make opportunity attacks.
extend their lifespans by unnatural means, and were
struck down by the god Enoran as punishment. Now Maruts confront those who would try to deny the grave
they hunt those who would prolong their lives. itself.
Any who use unnatural means to extend their life span
could be targeted by a marut. Those who take
extraordinary measures to cheat death in some other
way might be labeled transgressors as well. Those who
use magic to reverse death aren’t worthy of a marut’s
attention unless they do so repeatedly or on a massive
scale.
When a marut has identified its target, it walks surely
and implacably toward the foe, never resting.
162
Infected
The Infected come about because of a disease, which
creates lesions, warts, and boils on the skin as well as Infected Drone
Level 3 Wrecker (150 XP)
causing inflammation within the brain. Those infected
Medium Natural Humanoid (Unaligned)
think only of eating and destroying. The disease is Senses: Perception +0, darkvision
extremely infectious and can render the target Str: 14 (+3), Con: 10 (+1), Dex: 6 (-1)
violently ill for days or weeks, bringing them near the Int: 1 (-4), Wis: 8 (+0), Cha: 3 (-3)
point of death, but most of those infected make a full Initiative: -1; Speed: 3, climb 3
recovery - if they are given time. Infected are also AC: 15; Fort: 16, Ref: 15, Will: 15
known as "false zombies". HP: 45, Staggered: 22; see also nerve shot
Immune: disease, poison
Creeper by Ian MacLean
‡ Slam (standard, at-will)
+8 vs AC; 1d8+6 damage.
Infected Animal † Infected Grab (counter, at-will)
Level 3 Wrecker (150 XP) When an enemy attempts to move out of an adjacent square; +6 vs
Medium Natural Beast (Unaligned) Reflex; The target’s move action ends without it moving from the
Senses: Perception +1, darkvision square.
Str: 16 (+4), Con: 12 (+2), Dex: 13 (+2) Nerve Shot
Int: 1 (-4), Wis: 10 (+1), Cha: 3 (-3) Any critical hit to the Infected drone reduces it to 0 hit points
instantly.
Initiative: +2; Speed: 8, climb 4
Inhuman Burst (free, encounter)
AC: 15; Fort: 15, Ref: 16, Will: 15
The speed of the Infected drone increases to 6 until the end of its
HP: 45, Staggered: 22; see also nerve shot
turn.
Immune: disease, poison
‡ Bite (standard, at-will) Humanoids who are infected by the virus become
+8 vs AC; 1d8+6 damage, and if the target is Medium or smaller, it is Infected drones.
knocked prone.
† Rake (move, at-will)
+6 vs AC (one prone enemy); 1d8+6 damage, and the target is
Infected Guard
immobile until the start of the Infected animal’s next turn. Level 4 Wrecker (150 XP)
Nerve Shot Medium Natural Humanoid (Unaligned)
Any critical hit to the Infected animal reduces it to 0 hit points Senses: Perception +1, darkvision
instantly. Str: 14 (+4), Con: 10 (+2), Dex: 6 (+0)
Brains … Int: 1 (-3), Wis: 8 (+1), Cha: 3 (-2)
If the Infected animal is marked, it ignores that condition while Initiative: +0; Speed: 4, climb 2
adjacent to a prone enemy. AC: 16; Fort: 18, Ref: 16, Will: 14
HP: 51, Staggered: 25; see also nerve shot
Infected animals are mostly dogs with the occasional Immune: disease, poison
bear thrown in. They prefer running at full speed,
pouncing an opponent with the basic strike, and then ‡ Slam (standard, at-will)
+9 vs AC; 2d6+5 damage.
keeping them in place by raking at them constantly.
† Infected Grab (counter, at-will)
When an enemy leaves an adjacent square; +7 vs Reflex; The target
is unable to move from the square.
Shreds of Armor (counter, encounter)
When the guard is hit, including by a critical hit: The guard takes no
damage and is dazed until the end of its next turn.
Nerve Shot
Any critical hit to the Infected guard reduces it to 0 hit points
instantly.
Force of Attack
If the Infected guard scores a critical hit, it knocks the enemy prone
and can immediately make a slam attack against the enemy as a
free action.
163
Infected Grub Infected Behemoth
Level 5 Mook Striker (50 XP) Level 8 Wrecker (350 XP)
Medium Natural Humanoid (Unaligned) Large Natural Beast (Unaligned)
Senses: Perception -1, darkvision Senses: Perception +3, darkvision
Str: 16 (+5), Con: 10 (+2), Dex: 10 (+2) Str: 21 (+9), Con: 18 (+8), Dex: 10 (+4)
Int: 1 (-3), Wis: 8 (+1), Cha: 3 (-2) Int: 1 (-1), Wis: 8 (+3), Cha: 3 (+0)
Initiative: +0; Speed: 4, climb 2 Initiative: +5; Speed: 5, climb 2
AC: 19; Fort: 17, Ref: 17, Will: 16 AC: 20; Fort: 24, Ref: 18, Will: 19
HP: 1; a missed attack never damages a mook HP: 75, Staggered: 37
Immune: disease, poison Immune: disease, poison
‡ Slam (standard, at-will) ‡ Slam (standard, at-will)
+10 vs AC; 5 damage. Reach 2; +13 vs AC; 2d8+7 damage or 2d6+5 damage, and the target
is grappled.
Infected drones that go undestroyed for long enough ↗ Debris Throw (standard, refresh 4, 5, 6)
become Infected grubs. They prefer running towards a Far burst 2 within 20; +11 vs Reflex; 2d6+5 damage, and the target is
target and ripping it apart. knocked prone.
† Hulk Rend (standard, at-will) ● Weapon
Reach 2; +11 vs AC (must be grappling the target); 2d8+7 damage,
and the target is dazed and weakened (save ends both).
164
Invaders
The Invaders represent an alien invasion. The Invaders
may be merely an exploratory force, or a misdirected Punk
Level 13 Elite Wrecker (1600 XP)
unit intended for a fight on another planet, or the full
Large Cosmic Automaton ● Construct (Unaligned)
force of an interstellar armada. In any case, the Senses: Perception +8; Skills: Intimidate +12, Athletics +15
creatures outlined here represent bodies (also called Str: 18 (+10), Con: 18 (+10), Dex: 12 (+7)
"shells") cobbled together by the aliens from supplies Int: 12 (+7), Wis: 14 (+8), Cha: 12 (+7)
on their spaceship and whatever materials - inorganic Initiative: +7; Speed: 4
and otherwise - that they find. Action Points: 1
AC: 25; Fort: 28, Ref: 25, Will: 23; Saving Throws: +2
The invasion force consists of “skinner” shock troops HP: 210, Staggered: 105
and “widows”, which provide command and control.
Mobile artillery units are called “chanks” and the flying ‡ Slam (standard, at-will)
+18 vs AC; 3d8+10 damage, and the target is pushed 1 square.
vehicles are “screamers”. There are also rarely seen
⤢ Weapon Arm (standard, at-will) ● Weapon
larger “beast” mobile strongpoints. Ranged 40/80; +18 vs AC; 3d6+13 damage.
Chaos Fire (move, at-will)
The Invaders have basic intelligence and, with the help
When the punk hits with its weapon arm attack: The punk makes
of a widow, can coordinate their actions and formulate another weapon arm attack.
tactics. However, their overarching strategy of the Too Close (move, at-will)
entire force depends on the “Tri-Pod”—the alien The punk makes a slam attack.
commander. Tracking (move, at-will)
Ranged 40/80 (one square of cover); The punk ignores cover
provided by that source until the end of the punk’s next turn.
Fantasy alternatives Anarchy Response (swift, refresh 6)
Mixing science fiction and fantasy genres has been a When the punk hits with its weapon arm using chaos fire: The punk
part of the hobby since the very beginning, but it will makes another weapon arm attack.
not suite all fantasy campaigns.
The punk is a larger infantry support unit with four
The Invaders could just as easily be insectoid horrors legs, capable of laying down heavy fire against single or
from another dimension seeking out warm-blooded multiple targets. What’s left of its organic head has
food or ancient alchemical constructs that cannibalize been supplanted with considerable tracking equipment
the living to replenish their numbers. to pinpoint distant targets. The punk is also often seen
as a counter to flying opponents. It is often flanked by
Skinner at least a half-dozen skinners.
Level 13 Mook Archer (350 XP)
Medium Cosmic Automaton ● Construct (Unaligned)
Senses: Perception +14; Skills: Acrobatics +16, Athletics +15
Str: 14 (+8), Con: 14 (+8), Dex: 20 (+11)
Int: 16 (+9), Wis: 14 (+8), Cha: 12 (+7)
Initiative: +13; Speed: 6
AC: 25; Fort: 25, Ref: 27, Will: 23
HP: 1; a missed attack never damages a mook
⤢ Merged Weapon (standard, at-will) ● Weapon
Ranged 15/30; +18 vs AC; 10 damage.
Backup System (counter, encounter)
When the skinner is reduced to 0 hit points or below by a non-
critical hit: The skinner’s current hit point total is set to 1.
165
Chank Mother Screamer
Level 14 Archer (1000 XP) Level 14 Skulker (Leader) (1000 XP)
Large Cosmic Automaton ● Construct (Unaligned) Large Cosmic Automaton ● Construct (Unaligned)
Senses: Perception +8; Skills: Athletics +12 Senses: Perception +12
Str: 10 (+7), Con: 8 (+6), Dex: 16 (+10) Str: 14 (+9), Con: 18 (+11), Dex: 16 (+10)
Int: 14 (+9), Wis: 14 (+9), Cha: 8 (+6) Int: 12 (+8), Wis: 10 (+7), Cha: 8 (+6)
Initiative: +7; Speed: 3 Initiative: +7; Speed: fly 5
AC: 26; Fort: 25, Ref: 27, Will: 25 AC: 28; Fort: 26, Ref: 27, Will: 25
HP: 77, Staggered: 38 HP: 77, Staggered: 38
⤢ Self Propelled Plasma Artillery System (standard and move, at- ⤢ Pulse Rifle (standard, at-will) ● Weapon
will) ● Weapon Ranged 30/60; +19 vs AC; 3d6+12 damage.
Far burst 1 within 5 and 120; +17 vs Reflex; 2d8+8 damage, and the Repulsor Shield
target is knocked prone. Miss: Half damage. The screamer does not provoke opportunity attacks when attacking.
⋇ Perimeter Blast (standard and move, refresh 4, 5, 6) ● Weapon The screamer is immune to attacks made from a range of 30 squares
Far burst 1 within 5 and 120; +17 vs Reflex; The target is pushed 4 or more.
squares. If the target cannot be pushed 4 squares, it takes 2d8+8 Deploy Support Unit (move, at-will)
damage. Buildings, objects, non-moving vehicles, and terrain take Place a baby screamer in an adjacent square. The mother can only
40 points of damage. have three baby units in the encounter at a time. A baby placed this
Secured Position way acts on the mother’s initiative and can act immediately after
As long as there is at least one ally adjacent to the chank, the chank being placed.
is immune to being immobile, knocked prone, pushed, slowed or Dash (move, at-will)
marked. Shift 2 squares.
Charge Capacitor (standard, at-will)
Increase the damage of the chank’s next self propelled plasma Screamer is an umbrella term for one-manned aircraft
artillery system attack by 1d8. operated by the shells. Both are considered attack
Capacitor Purge (reaction, encounter) vehicles as neither can be used as a transport. The
When the chank is reduced to 0 hit points or below: The chank
smaller screamer is used in close quarters as a high-
makes a perimeter blast attack.
ground support platform for ground based infantry
This unfortunately nicknamed cybernetic mobile shells while the larger one is an anti-vehicle / crowd
artillery unit is only seen coupled with larger units. It disposal device. The only organic compound used in
has few organic components in its assembly, mostly the screamer is a brain (the baby often sports an
consisting of recoil absorption hardware and exposed human skull).
armament. As the chank has no close combat capacity,
it depends on its guards to protect it.
Baby Screamer
Level 14 Mook Archer (250 XP)
Medium Cosmic Automaton ● Construct (Unaligned)
Senses: Perception +11
Str: 14 (+9), Con: 10 (+7), Dex: 18 (+11)
Int: 12 (+8), Wis: 10 (+7), Cha: 8 (+6)
Initiative: +14; Speed: fly 7
AC: 26; Fort: 25, Ref: 27, Will: 25
HP: 1; a missed attack never damages a mook
⤢ Pulse Rifle (standard, at-will) ● Weapon
Ranged 20/40; +19 vs AC; 9 damage, and the baby screamer can
shift one square.
Dash (move, at-will)
The baby screamer shifts 2 squares.
Pulse Engine (counter, encounter)
When an enemy hits the baby screamer: The baby screamer shifts
one square, and the attack misses.
166
Beast Widow
Level 14 Boss Striker (5000 XP) Level 15 Spoiler (Leader) (1200 XP)
Large Cosmic Automaton ● Construct (Unaligned) Medium Cosmic Automaton ● Construct (Unaligned)
Senses: Perception +14; Skills: Athletics +16 Senses: Perception +14; Skills: Acrobatics +16, Intimidate +14,
Str: 18 (+11), Con: 16 (+10), Dex: 16 (+10) Stealth +16
Int: 16 (+10), Wis: 14 (+9), Cha: 6 (+5) Str: 16 (+10), Con: 16 (+10), Dex: 18 (+11)
Int: 15 (+9), Wis: 14 (+9), Cha: 14 (+9)
Initiative: +12; Speed: 7
Action Points: 2 Initiative: +11; Speed: 6
AC: 28; Fort: 27, Ref: 27, Will: 24; Saving Throws: +5 AC: 29; Fort: 26, Ref: 26, Will: 30
HP: 376, Staggered: 188 HP: 99, Staggered: 49
‡ Slam (standard, at-will) ‡ No Other Solution (standard, at-will)
+19 vs AC; 2d8+15 damage. +20 vs AC; 3d6+13 damage.
Raw Materials ⤢ Direct Control (standard, at-will)
Place six corpses in Near burst 10 around the beast at the start of One skinner within 20 squares makes a basic attack which
the encounter. automatically hits its target.
Gray Infection (standard, at-will) ● Weapon Pulse Sequence (move, refresh 4, 5, 6)
+17 vs Reflex; 2d8+7 damage, and the target suffers persistent 1 Place one skinner in an adjacent square.
damage until the end of the encounter. Uplink (swift, at-will) ● Stance
∢ Shoulder-Mounted Plasma Caster (standard, at-will) ● Weapon When the widow enters this stance it chooses a skinner within 20
Near burst 1 (within 20/40); +17 vs Reflex; 2d8+7 damage, and the squares. On its turn, that skinner can (as a swift action) shift one
target takes persistent 5 fire damage (save ends). square and make a basic attack. The widow can select a new skinner
↗ Flesh Hooks (standard, refresh 5, 6) as the target of this stance as a swift action.
Ranged 20; +17 vs Reflex; 3d6+13 damage, the target is pulled into
an adjacent square, and the beast immediately makes a gray The widow is an advanced skinner that has the capacity
infection attack. to influence if not outright control the skinners around
Convert (move, at-will) it. The widow has very few organic components,
Target one adjacent corpse or killed creature. The target is replaced
sometimes as little as 2%. It also doesn’t always
with a skinner. A skinner placed this way acts on the beast’s
initiative and can act immediately after being placed. completely follow the humanoid form. Some have
Nano-Propagation (swift, at-will) synthetic tentacles while others have multiple legs.
Select one enemy suffering from persistent damage from gray Individual units have been nicknamed “scorpion,”
infection. Increase the persistent damage by 1. ”centaur, ” “tarantula,” and “octopus”.
Also known as a conversion unit, the beast is a mobile
command node that expands the Invaders' influence
and sphere of control. Although capable of combat, the
beast prefers to remain back, while constructing more
Invaders. While fixed and defended facilities produce
larger units like screamers and punks, beasts expand
though uncontrolled and populated areas producing
ground units as fast as they can acquire raw materials.
To destroy one is to cripple the enemy advancement in
that area. Unfortunately, beasts are incredibly difficult
to defeat. Unlike many Invaders, the beast, although
cybernetic, has no visible human features.
167
The Tri-Pod
Level 15 Boss Striker (6000 XP)
Gargantuan Cosmic Automaton ● Construct, Mount (Unaligned)
Senses: Perception +16; Skills: Athletics +16, Bluff +16, Intimidate
+16
Str: 18 (+11), Con: 16 (+10), Dex: 14 (+9)
Int: 20 (+12), Wis: 18 (+11), Cha: 16 (+10)
Initiative: +11; Speed: 5
Action Points: 2
AC: 29; Fort: 27, Ref: 26, Will: 29; Saving Throws: +5
HP: 396, Staggered: 198
⤢ Heat Ray (standard, at-will) ● Weapon
Ranged 50/100 (minimum Ranged 4); +20 vs AC; 24 damage. This is
considered a critical hit. The Tri-Pod does not provoke opportunity
attacks with its heat ray. The Tri-Pod cannot use heat ray on a
creature it is grappling.
Force Field
The Tri-Pod begins an encounter with resist 50 to all damage. If the
Tri-Pod takes any damage, it loses force field (but see power systems
repaired).
↗ Dual Turrets (standard, at-will) ● Weapon
The Tri-Pod makes two heat ray attacks. They cannot target the
same creature.
Tentacle Whip (move, at-will) ● Weapon
Reach 4; +18 vs Reflex (two creatures); 2d8+8 damage, and the
target is either grappled or pushed 6 squares. If the target hits an
obstruction, it takes 2d8 additional damage.
Tentacle Crush (move, at-will)
Reach 4; +18 vs Fortitude (must be grappling the target); 3d6+13
damage.
Power Systems Repaired (reaction, encounter)
When the Tri-Pod is reduced to 0 hit points or lower: The Tri-Pod’s
force field is re-activated; it stands up (if prone) and heals 300 hit
points.
168
Jiang-Shi
Jiang-shi are hopping vampires.
Jiang-Shi Scholar
Level 8 Boss Striker (Leader) (1750 XP)
Medium Natural Humanoid ● Undead (Evil)
Senses: Perception +12, blind, breathsense 12; Skills: Acrobatics
+13, Athletics +10, Insight +12, Stealth +13
Languages: Common
Str: 12 (+5), Con: 12 (+5), Dex: 18 (+8)
Int: 12 (+5), Wis: 16 (+7), Cha: 14 (+6)
Initiative: +8; Speed: 6 (versatile stride)
Action Points: 2
AC: 22; Fort: 19, Ref: 21, Will: 20; Saving Throws: +5
HP: 256, Staggered: 128
Immune: prone, Resist: necrotic 5, Vulnerable: radiant 5
‡ Bite (standard, at-will)
+13 vs AC; 2d10+5 damage.
† Claw (standard, at-will)
+13 vs AC; 1d10+5 damage, and the target is grappled.
Multiattack (standard, at-will)
Make a claw and a bite attack.
Special Scroll ● Healing
While the jiang-shi is not staggered, it has regeneration 5 and a +4
power bonus to defenses against Arcane attacks.
Fighter by Luigi Castellani
† Drink Breath (swift, at-will)
+11 vs Fortitude (must be grappling the target); 3d10+5 necrotic
In the World damage, and the target is weakened (save ends), though no longer
Distractable: The jiang-shi is compelled to count any grappled. Sudden leap refreshes. Also see Transformation, above.
heap of things it comes across, like a pile of glutinous Sudden Leap (counter, refresh special)
Triggered when the jiang-shi is the target of a melee attack; the
rice or a basket of hen eggs. It must spend at least one jiang-shi grapples the attacker and jumps 6 squares. The attacker
move action per round counting until it has finished. A can then make their attack if able to do so.
jiang-shi is a very fast counter and can count most piles Breathsense
of items in one move action, but very large piles may As truesight, except that a living creature who holds their breath
take as many as three move actions. It cannot use its and covers their mouth and nose is invisible to the jiang-shi for as
long as they hold their breath. Covering the nose and mouth can be
special scroll or drink breath powers while there is a pile
done with a free hand, or through another contrivance.
yet to count or on a turn that it has spent some time
counting.
One More Breath: When a jiang-shi is reduced to 0 HP
or below, they fall unconscious and awaken in 1 hour
with full hit points. The jiang-shi must then
immediately focus for 1 minute to fully return from the
Beyond. If it fails to do so (for example, because it is
was distracted counting for part of the minute), it is
destroyed.
Weaknesses: Creatures can use a mirror or ringing bell
to repel a jiang-shi, or an altar heaped with edible
offerings to the spirits to lure a jiang-shi (see Advanced
Combat).
Transformation: If a jiang-shi scholar has drunk the
breath of 10 or more humanoids, then the next time it
is reduced to 0 HP, it reforms as a jiang-shi magistrate.
This is a good opportunity for the heroes to face the
jiang-shi in a weaker form, get a sense of its powers
and tactics to defeat it, and then a few days later face a
more challenging jiang-shi magistrate.
169
Jiang-Shi Magistrate
Level 11 Boss Striker (Leader) (3000 XP)
Medium Natural Humanoid ● Undead (Evil)
Senses: Perception +14, blind, breathsense 18; Skills: Acrobatics
+15, Athletics +12, History +12, Insight +14, Stealth +15
Languages: Common
Str: 14 (+7), Con: 14 (+7), Dex: 20 (+10)
Int: 14 (+7), Wis: 18 (+9), Cha: 16 (+8)
Initiative: +10; Speed: 8 (versatile stride, water walk)
Action Points: 2
AC: 25; Fort: 22, Ref: 24, Will: 23; Saving Throws: +5
HP: 316, Staggered: 158
Immune: prone, Resist: necrotic 10, Vulnerable: radiant 10
‡ Bite (standard, at-will)
+16 vs AC; 3d8+5 damage.
† Claw (standard, at-will)
Reach 2; +16 vs AC; 2d8+5 damage, and the target is grappled.
Multiattack (standard, at-will)
Make a claw and a bite attack.
Special Scroll ● Healing
While the jiang-shi is not staggered, it has regeneration 10 and a +4
power bonus to defenses against Arcane attacks.
† Drink Breath (swift, at-will)
+14 vs Fortitude (must be grappling the target); 6d6+4 necrotic
damage, and the target is weakened (save ends) and still grappled.
Sudden leap refreshes.
Sudden Leap (counter, refresh special)
Triggered when the jiang-shi is the target of a melee attack; the
jiang-shi grapples the attacker and jumps 8 squares. The attacker’s
attack fails.
Breathsense
As truesight, except that a living creature who holds their breath
and covers their mouth and nose is invisible to the jiang-shi for as
long as they hold their breath. Covering the nose and mouth can be
done with a free hand, or through another contrivance.
Water Walk
The jiang-shi can walk across the surface of water as if it were solid
ground.
170
Lycanthropes
Lycanthropes are humanoids that can take animal or
hybrid form. Those bitten by a lycanthrope risk Bear Shifter
Level 8 Wrecker (350 XP)
contracting the disease themselves. This is represented
Medium Natural Humanoid ● Shapeshi er (Unaligned)
by the curse of lycanthropy affliction (see the Senses: Perception +8, low-light vision; Skills: Endure +16, Nature
Afflictions chapter). +13
Languages: Common
Wolf Shifter Str: 22 (+10), Con: 16 (+7), Dex: 20 (+9)
Int: 14 (+6), Wis: 10 (+4), Cha: 17 (+7)
Level 6 Striker (250 XP)
Medium Natural Humanoid ● Shapeshi er (Unaligned) Initiative: +13; Speed: 6
Senses: Perception +14, low-light vision; Skills: Stealth +15 AC: 20; Fort: 21, Ref: 19, Will: 20
Languages: Common HP: 75, Staggered: 37
Str: 17 (+6), Con: 19 (+7), Dex: 19 (+7)
Int: 14 (+5), Wis: 16 (+6), Cha: 16 (+6) ‡ Maul (standard, at-will) ● Weapon
+13 vs AC; 2d10+9 damage.
Initiative: +10; Speed: 6 ‡ Claws (standard, at-will)
AC: 20; Fort: 17, Ref: 19, Will: 18 +13 vs AC; 1d10+9 damage and the bear shifter gets 8 temporary hit
HP: 54, Staggered: 27 points.
∢ Cave Bear Frenzy (standard, encounter)
‡ Battleaxe (standard, at-will) ● Weapon
Near burst 1, all enemies; +13 vs AC; 1d12+9 damage.
+11 vs AC; 2d10+3 damage.
Overbearing Attack (standard, encounter)
‡ Bite (standard, at-will)
The bear shifter charges and makes a basic attack. If the attack hits,
+11 vs AC; 1d12+4 damage and the target falls prone and is exposed
the target is shunted 3 squares and knocked prone.
to lycanthropy.
Change Form (swift, at-will) ● Stance
† Hamstring (standard, encounter)
If the bear shifter starts its turn in this stance, it changes form (from
+11 vs AC; 3d8+5 damage and the target is slowed (save ends).
humanoid to wolf or vice versa). In humanoid form it can use maul.
While the target is slowed, if it is knocked prone it becomes
In bear form it can use claws and cave bear frenzy and its speed
immobile (save ends) instead of slowed.
increases to 8. In either form, it can use overbearing attack.
Pack Tactics
The wolf shifter gets a +1 bonus to attack rolls for each ally adjacent
to their target. Raven Scout
Change Form (swift, at-will) ● Stance Level 8 Skulker (350 XP)
If the wolf shifter starts its turn in this stance, it changes form (from Small Natural Humanoid ● Shapeshi er (Unaligned)
humanoid to wolf or vice versa). In humanoid form it can use Senses: Perception +8, low-light vision; Skills: Sleight of Hand +19,
battleaxe. In wolf form it can use bite and hamstring, and its speed Stealth +19
increases to 8. In either form, it has pack tactics. Languages: Common
Str: 16 (+7), Con: 16 (+7), Dex: 22 (+10)
The wolf shifter can use battleaxe while in humanoid Int: 18 (+8), Wis: 10 (+4), Cha: 17 (+7)
form and bite and hamstring while in wolf form.
Initiative: +14; Speed: 6, fly 8
AC: 20; Fort: 21, Ref: 19, Will: 20
HP: 75, Staggered: 37
‡ Dagger Strike (standard, at-will) ● Weapon
+13 vs AC; 2d10+5 damage.
⤢ Dagger Throw (standard, at-will) ● Weapon
Ranged 5/10; +13 vs AC; 2d10+5 damage.
‡ Claws (standard, at-will)
+13 vs AC; 2d10+5 damage.
Twin Strike
Choose two enemies. Make a basic attack against each one.
Dive Bomb
Fly up to your speed. Make a basic melee attack against each enemy
you move adjacent to during your flight.
Change Form (swift, at-will) ● Stance
If the raven scout starts its turn in this stance, it changes form (from
humanoid to raven or vice versa). It can use dagger strike, dagger
throw and twin strike in humanoid form and claws and dive bomb in
raven form.
171
Lycanthrope by LadyofHats
Rabbit Shaman
Level 11 Spoiler (600 XP)
Small Natural Humanoid ● Shapeshi er (Unaligned)
Senses: Perception +16, low-light vision; Skills: Endure +17, Nature
+21
Languages: Common
Str: 12 (+6), Con: 14 (+7), Dex: 21 (+10)
Int: 18 (+9), Wis: 22 (+11), Cha: 20 (+10)
Initiative: +15; Speed: 6, forest stride
AC: 25; Fort: 23, Ref: 22, Will: 24
HP: 79, Staggered: 39
‡ Kick (standard, at-will) ● Weapon
+16 vs AC; 3d8+5 damage.
⤢ Soulwrack (standard, at-will) ● Psychic
Ranged 10; +16 vs Will; 3d8+5 psychic damage.
∢ Spirit Assault (standard, encounter) ● Psychic
Near blast 5, all enemies; +16 vs Will; 3d8+5 psychic damage and
the target is pushed 3 squares.
Change Form (swift, at-will) ● Stance
If the rabbit shifter starts its turn in this stance, it changes form
(from humanoid to winter hare or vice versa). It can use all powers
in either form.
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Ophiduans
The ophiduan are an ancient race of serpentine
humanoids, whom legend states have walked the earth Hominis Caste Ophiduan
Level 13 Elite Spoiler (Leader) (1600 XP)
since before the rise of mammals.
Medium Natural Humanoid ● Rep le (Evil)
Their cities stand in the midst of thick forests, wild Senses: Perception +10, darkvision
jungles, hidden mountain passes, and anywhere else Languages: Common, Draconic
Str: 13 (+7), Con: 19 (+10), Dex: 15 (+8)
they can hide from the eyes of humanity. Should Int: 22 (+12), Wis: 19 (+10), Cha: 18 (+10)
anyone draw near enough to see, however, the high
walls and sweeping arches of their temples are Initiative: +8; Speed: 6
Action Points: 1
unmistakable. As befits a race of snake-like creatures, AC: 27; Fort: 25, Ref: 24, Will: 26; Saving Throws: +2
their architecture favors tight spaces, ramps or shallow HP: 178, Staggered: 89
steps, and rooms built with floors and ledges at various Resist: poison 10
heights. Their tools and weapons are similarly built,
‡ Spear (standard, at-will) ● Weapon
favoring flexibility and speed over brute +18 vs AC; 3d8+7 damage.
force. ⤢ Longbow (standard, at-will) ● Weapon
Ranged 20; +18 vs AC; 3d8+7 damage.
Semiferum Caste Ophiduan ↗ Ophidiophobia (swift, refresh 5, 6) ● Fear, Psychic
+16 vs Will; 4d10+6 psychic damage and push 4.
Level 13 Striker (800 XP) ⋇ Hypnotism (standard, encounter) ● Psychic, Charm
Medium Natural Monstrosity ● Rep le (Evil) Far burst 1 within 10; +16 vs Will; 3d8+7 psychic damage and dazed
Senses: Perception +7, darkvision (save ends).
Languages: Common, Draconic
Str: 10 (+6), Con: 19 (+10), Dex: 22 (+12) The individual before you might pass for human, were
Int: 10 (+6), Wis: 12 (+7), Cha: 19 (+10)
it not for the supple scales that make up her skin. Her
Initiative: +12; Speed: 6 eyes are dark and unblinking, her features gaunt, her
AC: 27; Fort: 24, Ref: 26, Will: 25 teeth unusually sharp. A dark shock of hair begins at a
HP: 89, Staggered: 44
widow’s peak at her forehead, and flows down her neck
Resist: poison 10
and back.
‡ Spiked Chain (standard, at-will) ● Weapon, Poison
+18 vs AC; 3d8+7 poison damage.
⤢ Longbow (standard, at-will) ● Weapon
Ranged 20; +18 vs AC; 3d8+7 damage.
∢ Charm (standard, encounter) ● Psychic, Charm
+16 vs Will; dazed (save ends).
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Anguineum Caste Ophiduan Ophiduan by Beth Trott
Level 13 Boss Spoiler (3200 XP)
Medium Natural Monstrosity ● Rep le (Evil)
Senses: Perception +9, darkvision
Languages: Common, Draconic
Str: 22 (+12), Con: 18 (+10), Dex: 13 (+7)
Int: 19 (+10), Wis: 17 (+9), Cha: 19 (+10)
Initiative: +7; Speed: 6
Action Points: 2
AC: 27; Fort: 25, Ref: 24, Will: 26; Saving Throws: +5
HP: 356, Staggered: 178
Resist: poison 10
Ophidiophobia (Psychic) aura 2: Creatures beginning their turn in
the aura take 4d10+6 psychic damage and are pushed 4.
‡ Spear (standard, at-will) ● Weapon, Poison
+18 vs AC; 3d8+7 poison damage.
⤢ Longbow (standard, at-will) ● Weapon
Ranged 20; +18 vs AC; 3d8+7 damage.
∢ Charm (swift, encounter) ● Psychic, Charm
+16 vs Will; dazed (save ends).
⋇ Hypnotism (standard, encounter) ● Psychic, Charm
Far burst 1 within 10; +16 vs Will; 3d8+7 psychic damage and dazed
(save ends).
∢ Spit Poison (reaction, refresh 5, 6) ● Poison
When the anguineum hits with an attack: Near arc 3; +16 vs
Fortitude; 3d8+7 poison damage, and the target takes persistent 5
poison damage (save ends). Aftereffect: The target is blinded (save
ends).
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Ostovites
Jealous of the size and skeletons of larger creatures, the 2. They may pull the chariot’s mask off to leave
strange insects called ostovites use skeletons they find the ostovite exposed. Make a Strength check vs
or "create" to build themselves chariots of bone. Fortitude.
175
Mega-Chariot Ghoul Worm
Level 3 Boss Blocker (0 XP) Level 4 Elite Striker (350 XP)
Large Natural Automaton ● Construct (Unaligned) Large Cosmic Monstrosity (Evil)
Senses: Perception -3 Senses: Perception +7; Skills: Stealth +8
Str: 18 (+5), Con: 20 (+6), Dex: 6 (-1) Str: 19 (+6), Con: 20 (+7), Dex: 9 (+1)
Int: 2 (-3), Wis: 2 (-3), Cha: 2 (-3) Int: 7 (+0), Wis: 11 (+2), Cha: 9 (+1)
Initiative: -1; Speed: 5 Initiative: +3; Speed: 6
Action Points: 2 Action Points: 1
AC: 19; Fort: 16, Ref: 15, Will: 15; Saving Throws: +5 AC: 18; Fort: 15, Ref: 17, Will: 16; Saving Throws: +2
HP: 78, Staggered: 39; see also breakdown HP: 88, Staggered: 44
Resist: all 5 Resist: radiant 10
Ostovite Lashings (Acid) aura 1: Creatures that begin their turn Stench aura 2: A living creature, other than a ghoul worm, that
adjacent to the mega-chariot take 1d12+4 acid damage. enters the aura or begins its turn in it is rattled (save ends).
‡ Slam (standard, at-will) ‡ Bite (standard, at-will)
+8 vs AC; 1d12+4 damage. +9 vs AC; 1d12+5 damage, and the target is grappled.
↗ Ostovite Surprise (reaction, at-will) ● Acid † Slam (standard, at-will)
When an enemy does not move during their turn: Ranged 5; +8 vs +9 vs AC; 1d12+5 damage, and the target takes persistent 5 necrotic
AC; The target takes persistent 5 acid damage (save ends). damage (save ends).
Bone Garden † Constrict (standard, at-will)
Each time the mega-chariot takes damage, create a Near burst 1 Must be grappling the target; 1d12+5 damage, and the target is
zone of difficult terrain. This lasts until the end of the encounter. dazed until the end of the ghoul worm's next turn.
Breakdown ∢ Horror (counter, at-will) ● Fear, Psychic
When the mega-chariot is reduced to 0 HP or below, it is replaced Near burst 10, one creature; +7 vs Will (a creature sees the ghoul
by an ostovite swarm. worm for the first time); The target is stunned until the end of their
next turn.
Speed Burst (counter, refresh 4, 5, 6)
Game Master tips The ghoul worm takes a move action.
The mega-chariot and ostovite swarm work differently
to the bone chariot and ostovite described above. The An ostovite that grows fat and strong on freshly-dead
mega-chariot and ostovite swarm together make a two- corpses eventually sheds its carapace and emerges as a
stage boss encounter. ghoul worm, which resembles the decaying corpse of a
naga or large snake. Ghoul worms often wear a giant
The ostovite swarm cannot be targeted until the mega- skull to complete the illusion that they are an undead
chariot is destroyed. The mega-chariot gives no XP. The serpent. The emergence of a ghoul worm often
ostovite swarm must be defeated for the heroes to gain provokes a schism in ostovite hives, with some in the
XP. hive worshipping the ghoul worm and others spurning
it out of fear.
Ostovite Swarm
Level 3 Boss Spoiler (750 XP)
Large Cosmic Monstrosity ● Swarm (Evil)
Senses: Perception +2
Str: 12 (+2), Con: 14 (+3), Dex: 16 (+4)
Int: 2 (-3), Wis: 12 (+2), Cha: 8 (+0)
Initiative: +4; Speed: 5 (compress Tiny)
AC: 15; Fort: 13, Ref: 12, Will: 14
HP: 78, Staggered: 39
Resist: radiant 5
Activation aura 10: Bone chariots within the aura act on the ostovite
swarm’s initiative as if they were being ridden, taking their full
complement of actions.
‡ Bone Spike (standard, at-will)
+8 vs AC; 1d12+4 damage, and the target is grappled (save ends).
∢ Mandibles (standard, at-will) ● Acid
Near arc 1; +8 vs AC; 1d12+2 acid damage.
† Begin the Harvest (standard, encounter)
+8 vs AC (must be grappling the target); 2d10+3 damage, and the
target is weakened (save ends).
Scuttle Away (reaction, encounter)
When the ostovite swarm is staggered for the first time; Shift 5
176
Plane of Shadow
The Plane of Shadow coexists alongside the Prime ground. Clinging, frosted-over dark goop trail like snot
Material Plane, the world. It is a twisted shadow of the from its nostrils.
world.
Umbral Mass
Shadow Bat Swarm Level 4 Elite Skulker (350 XP)
Level 3 Skulker (150 XP) Large Shadow Monstrosity (Evil)
Medium Shadow Beast ● Swarm (Unaligned) Senses: Perception +3, darkvision; Skills: Stealth +10
Senses: Perception +7, darkvision; Skills: Stealth +10 Languages: Common, telepathy 10
Str: 13 (+2), Con: 14 (+3), Dex: 18 (+5) Str: 17 (+5), Con: 16 (+5), Dex: 17 (+5)
Int: 2 (-3), Wis: 13 (+2), Cha: 11 (+1) Int: 13 (+3), Wis: 15 (+4), Cha: 12 (+3)
Initiative: +9; Speed: 2, fly 8 (clumsy in air, compress Tiny) Initiative: +11; Speed: 5
AC: 17; Fort: 15, Ref: 17, Will: 14 Action Points: 1
HP: 33, Staggered: 16; see also umbra healing AC: 18; Fort: 17, Ref: 17, Will: 14; Saving Throws: +2
Resist: cold 5, necrotic 5, Melee and Ranged attacks (half damage), HP: 74, Staggered: 37
Vulnerable: radiant 5, Near and Far attacks 5 Immune: disease, poison, Resist: cold 10, necrotic 10, Vulnerable:
Swarm Violence aura 1: If an enemy begins their turn in this aura, radiant 10
the swarm makes a basic melee attack against them as a free action.
‡ Tentacle (standard, at-will) ● Cold, Necrotic
‡ Cloud of Teeth (standard, at-will) ● Cold, Necrotic Reach 3; +9 vs AC; 1d8+3 cold and necrotic damage, and the target
+8 vs AC; 2d6+4 cold and necrotic damage. is grappled. The umbral mass deals an automatic 1d8+3 damage at
∢ Blinding Wings (standard, encounter) the beginning of its turn each round it maintains the grapple. The
Near burst 2; +6 vs Fortitude; 1d6+4 damage, and the target is umbral mass can grapple any number of targets.
blinded (save ends). ↗ Fist of Madness (standard, refresh 5, 6) ● Psychic
Umbra Healing ● Healing Ranged 10; +7 vs Will; 1d8+2 psychic damage, and the target is
At the start of its turn, the shadow bat swarm heals 5 points of weakened and slowed (save ends both).
damage as long as an ally is within Near 10. ∢ Flailing Burst (standard, encounter) ● Cold, Necrotic
Near burst 3; +7 vs AC (enemies only); 1d8+3 cold and necrotic
A swarm of eerie, shadowy bats that soar through the damage.
Plane of Shadow. Their touch leaves a shadowy film Opportunistic Reach
The range of the umbral mass’s opportunity attacks is its reach (3).
behind.
A malevolent entity formed from condensed shadows,
Shadow Drake the umbral mass engulfs its prey.
Level 3 Boss Skulker (750 XP)
Large Shadow Beast (Evil)
Shadow Prince
Senses: Perception +8, darkvision; Skills: Arcana +7, Stealth +10
Languages: Common, Draconic Level 5 Elite Spoiler (400 XP)
Str: 18 (+5), Con: 16 (+4), Dex: 18 (+5) Medium Shadow Humanoid ● Human (Any)
Int: 12 (+2), Wis: 15 (+3), Cha: 10 (+1) Senses: Perception +11, darkvision; Skills: Arcana +9, Insight +11,
Religion +9
Initiative: +9; Speed: 6, fly 8 Languages: Common
Action Points: 2 Str: 8 (+1), Con: 14 (+4), Dex: 8 (+1)
AC: 17; Fort: 16, Ref: 16, Will: 12; Saving Throws: +5 Int: 14 (+4), Wis: 18 (+6), Cha: 17 (+5)
HP: 132, Staggered: 66; see also umbra burst
Resist: cold 10, necrotic 10, Vulnerable: radiant 10 Initiative: +1; Speed: 6
Action Points: 1
‡ Bite (standard, at-will) ● Cold, Necrotic AC: 19; Fort: 17, Ref: 15, Will: 20; Saving Throws: +2
Reach 2; +8 vs AC; 1d6+4 damage, and the target takes persistent 5 HP: 98, Staggered: 49; see also shadow burst
cold and necrotic damage (save ends). Resist: cold 5, necrotic 5, Vulnerable: radiant 5
† Tail Slap (standard, at-will) ● Cold, Necrotic Shadow Haze (Necrotic) aura 1: Enemies that enter or start their
+8 vs AC; 1d6+4 damage, and the target is knocked prone. turn in the aura take 5 necrotic damage.
Umbra Rage (standard, at-will)
The umbra drake makes a bite and a tail slap attack. If both attacks ⤢ Shadow Bolt (standard, at-will) ● Cold, Necrotic
strike the same target, the target is weakened (save ends). Ranged 10; +8 vs Reflex; 3d4+6 cold and necrotic damage.
∢ Breath Weapon (standard, refresh 5, 6) ● Cold, Necrotic ↗ Flame Gout (swift, refresh 5, 6) ● Fire
Near arc 5; +6 vs Reflex; 1d12+3 damage, and the target takes 5 Ranged 10; +8 vs Reflex; 1d12+4 fire damage.
persistent cold and necrotic damage and is blinded (save ends all). ∢ Shadow Burst (reaction, encounter) ● Necrotic, Healing
∢ Umbra Burst (reaction, encounter) ● Cold, Necrotic Near burst 5; +8 vs Fortitude; 10 necrotic damage, and all undead
When reduced to 0 hit points or below: Near burst 1; +6 vs and creatures with the shadow ancestry within the burst heal 10 hit
Fortitude; 3d6+3 cold and necrotic damage, and the target is points.
weakened. Shadow Jump (move, at-will) ● Teleportation
Ranged 10; one ally; the target teleports 3 squares.
The shadow drake resembles a clumsy, stub-nosed
Shadow princes are born from the dying hopes and
lizard with wings barely large enough to lift it from the
dreams of those in the Prime Material Plane who would
177
have been great, but for an accident of birth or other
misfortune.
Greymalkin
Level 8 Elite Striker (700 XP)
Large Shadow Monstrosity (Evil)
Senses: Perception +7, darkvision, low-light vision; Skills: Stealth
+14
Str: 15 (+6), Con: 17 (+7), Dex: 20 (+9)
Int: 5 (+1), Wis: 17 (+7), Cha: 8 (+3)
Initiative: +9; Speed: 8
Action Points: 1
AC: 22; Fort: 19, Ref: 21, Will: 20; Saving Throws: +2
HP: 128, Staggered: 64
Resist: necrotic 5, Vulnerable: radiant 5
‡ Claw (standard, at-will) ● Teleportation
Reach 3; +13 vs AC; 2d10+5 damage.
† Bounding Pounce (standard, at-will)
The greymalkin shifts 8 squares and makes a claw attack. If the
attack hits, the target is knocked prone.
Multiple Images (swift, refresh 5, 6) ● Illusion
The greymalkin receives a +6 power bonus to AC. Each time an
attack misses the greymalkin, the bonus decreases by 2.
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Shapeshifter Slime
Shapeshifter slime are oozes of unusual intelligence,
who can disguise themselves as humanoids. The Shapeshifter Slime (Slime Form)
Level 6 Skulker (250 XP)
shapeshifter slime typically begins in human form.
Medium Cosmic Automaton ● Blind, Shapechanger (Unaligned)
Once sufficiently damaged, it transforms into its slime Senses: Perception +12, blindsight 10, tremorsense 10; Skills: Bluff
form, with the same current HP as its previous form. +6, Stealth +6
Players only get XP once for defeating a shapeshifter Languages: telepathy 15
slime. Str: 10 (+3), Con: 17 (+6), Dex: 14 (+5)
Int: 10 (+3), Wis: 18 (+7), Cha: 6 (+1)
Ochre Jelly by LadyofHats
Initiative: +9; Speed: 6, climb 6 (wall-climber), swim 6
AC: 20; Fort: 18, Ref: 18, Will: 18
Shapeshifter Slime (Human Form) HP: 45, Staggered: 22
Level 6 Archer (250 XP) Vulnerable: poison 10
Medium Cosmic Humanoid ● Shapechanger (Unaligned)
‡ Slam (standard, at-will)
Senses: Perception +6; Skills: Arcana +12, Bluff +9, History +12
+11 vs AC; 2d10+4 damage.
Languages: Common, Draconic
Lethargy
Str: 10 (+3), Con: 12 (+4), Dex: 14 (+5)
Any time the shapeshifter slime takes cold damage, it is slowed
Int: 18 (+7), Wis: 17 (+6), Cha: 12 (+4)
(save ends), unless it is already slowed.
Initiative: +5; Speed: 6
AC: 18; Fort: 15, Ref: 19, Will: 18
HP: 45, Staggered: 22
Vulnerable: poison 10
‡ Dagger (standard, at-will) ● Weapon
+11 vs AC; 4d4 damage.
↗ Magic Missile (standard, at-will) ● Force
Ranged 20; +11 vs AC; 2d4+4 force damage.
Fading (reaction, encounter)
When first staggered: The monster regresses to its natural form.
179
Skeletons
Undead by Luigi Castellani
180
A skeletal figure escaped from the Plane of Shadow to
seek retribution against its killers.
181
Specters
A gallant specter, born of the soul of one betrayed
Peaceful Specter while upholding their sworn duty. They can be over-
Level 5 Skulker (200 XP)
zealous in maintaining the codes of honor of a bygone
Medium Shadow Humanoid ● Undead (Good)
Senses: Perception +12, darkvision; Skills: Stealth +12 time.
Languages: Common
Str: 10 (+2), Con: 12 (+3), Dex: 16 (+5) Specter of Sorrow
Int: 17 (+5), Wis: 16 (+5), Cha: 19 (+6) Level 6 Spoiler (250 XP)
Initiative: +7; Speed: fly 6 (hover), phasing Medium Shadow Humanoid ● Undead (Chao c Evil)
AC: 17; Fort: 18, Ref: 16, Will: 17 Senses: Perception +6, darkvision
HP: 28, Staggered: 14 Languages: Common
Immune: poison, disease, Resist: necrotic 5, incorporeal, Str: 6 (+1), Con: 12 (+4), Dex: 20 (+8)
Vulnerable: radiant 5 Int: 11 (+3), Wis: 6 (+1), Cha: 19 (+7)
Benign Presence aura 2 Creatures in the aura receive a +2 power Initiative: +8; Speed: fly 6 (hover), phasing
bonus on saving throws. AC: 20; Fort: 16, Ref: 20, Will: 19
⤢ Radiance of Calm (standard, at-will) ● Psychic HP: 54, Staggered: 27
Ranged 10; +10 vs Will; The target is pushed 5 squares and Immune: disease, poison, Resist: necrotic 10, incorporeal,
weakened (save ends). Vulnerable: radiant 5
↗ Sleep (standard, at-will) ● Psychic Regretful Whispers (Psychic) aura 1: Any enemy that enters or starts
Ranged 10; +10 vs Will; The target is slowed (save ends). If the its turn in the aura takes 5 psychic damage and cannot shift until the
target is already slowed, it falls asleep (until disturbed or save ends, start of its next turn. If the specter of sorrow takes radiant damage,
whichever is sooner). the aura is negated until the end of its next turn.
‡ Touch of Misery (standard, at-will) ● Psychic
A serene spirit, the peaceful specter offers guidance +9 vs Reflex; 1d6+5 psychic damage, and the target takes a -2
and solace to lost souls. penalty to Will defense (save ends).
† Touch of Grief (standard, refresh 5, 6) ● Psychic
Spectral Spawn +9 vs Will; 2d6+4 psychic damage, and target is weakened (save
ends).
Level 6 Striker Mook (62 XP)
Spawn Specter
Medium Shadow Humanoid ● Undead (Chao c Evil)
Any humanoid killed by a specter of sorrow rises as a free-willed
Senses: Perception +6, darkvision
basic specter (use these stats, but without the regretful whispers
Languages: Common
power) at the start of its creator’s next turn, appearing in the space
Str: 6 (+1), Con: 12 (+4), Dex: 20 (+8)
where it died (or nearest unoccupied space).
Int: 11 (+3), Wis: 6 (+1), Cha: 19 (+7)
Initiative: +8; Speed: fly 6 (hover), phasing A melancholic specter that tries to subject others to
AC: 20; Fort: 16, Ref: 20, Will: 19 whatever tragedy took the specter's life.
HP: 1; a missed attack never damages a mook
Immune: poison, disease, Resist: necrotic 5, incorporeal
Deathgaunt
⤢ Spectral Claws (standard, at-will) ● Psychic Level 10 Skulker (500 XP)
+9 vs Reflex; 8 psychic damage. Medium Shadow Humanoid ● Undead (Chao c Evil)
Senses: Perception +19, darkvision; Skills: Stealth +19
A spectral spawn defeated in the same encounter it was Languages: Common
created does not grant any XP. Str: 13 (+6), Con: 15 (+7), Dex: 19 (+9)
Int: 20 (+10), Wis: 19 (+9), Cha: 22 (+11)
Specter of Chivalry Initiative: +14; Speed: fly 6 (hover), phasing
Level 6 Blocker (250 XP) AC: 22; Fort: 23, Ref: 21, Will: 22
Medium Shadow Humanoid ● Undead (Unaligned) HP: 87, Staggered: 43
Senses: Perception +10, darkvision Immune: poison, disease, Resist: necrotic 5, incorporeal,
Languages: Common Vulnerable: radiant 5
Str: 14 (+5), Con: 12 (+4), Dex: 12 (+4) Vile Presence aura 2 Creatures in the aura receive a -1 penalty on
Int: 10 (+3), Wis: 11 (+3), Cha: 14 (+5) saving throws.
Initiative: +6; Speed: fly 6 (hover), phasing ⤢ Radiance of Fear (standard, at-will) ● Psychic
AC: 22; Fort: 19, Ref: 17, Will: 19 Ranged 10; +15 vs Will; The target is pushed 5 squares and dazed
HP: 54, Staggered: 27 (save ends).
Immune: disease, poison, Resist: incorporeal † Soul Burn (standard, at-will) ● Psychic
+15 vs Will; 2d12+5 psychic damage and the target loses one
‡ Ghostly Sword (standard, at-will) ● Necrotic, Weapon recovery. If the target has no recoveries, they are immune to this
+9 vs Reflex; 2d8+4 necrotic damage, and the target is marked until power.
the end of the specter's next turn. Shadowy Presence (swift, encounter) ● Illusion
Knightly Tactics The deathgaunt becomes invisible. This effect ends when the
A specter has combat advantage against any target marked by any deathgaunt is exposed to bright light.
ghostly sword power.
182
Deathgaunts and gloomwardens are specters that
remain on the Prime Material Plane to cause trouble
and suffering, even after being given a chance to move
on to the afterlife.
Gloomwarden
Level 12 Spoiler (700 XP)
Medium Shadow Humanoid ● Undead (Chao c Evil)
Senses: Perception +22, darkvision; Skills: Stealth +22
Languages: Common
Str: 14 (+8), Con: 16 (+9), Dex: 20 (+11)
Int: 21 (+11), Wis: 20 (+11), Cha: 23 (+12)
Initiative: +17; Speed: fly 6 (hover), phasing
AC: 26; Fort: 24, Ref: 23, Will: 25
HP: 84, Staggered: 42
Immune: poison, disease, Resist: necrotic 10, incorporeal,
Vulnerable: radiant 10
Dread Presence aura 2 Creatures in the aura receive a -2 penalty to
Will defense.
‡ Will Drain (standard, at-will) ● Fear, Psychic
+17 vs Will; 3d8+6 psychic damage and the target suffers a -2
penalty to Will defense (save ends).
∢ Radiance of Doom (standard, encounter) ● Fear, Psychic
Near burst 3, all non-undead creatures; +17 vs Will; 3d8+6 psychic
damage and the target is weakened until the end of their next turn.
∢ Shadow Revolt (swift, encounter) ● Fear, Psychic
Near blast 5, all non-undead creatures; +17 vs Will (the target must
not be in bright light); 3d8+6 necrotic damage and the target is
immobile (save ends).
183
Throach
The throach has the body and head of a roach, and six
roach-like legs, but from the end of the thorax Throach
Level 2 Elite Blocker (250 XP)
protrudes a scorpion-like tail complete with stinger.
Large Natural Beast ● Vermin (Unaligned)
The stinger is straighter and more spear-like than the Senses: Perception +3, Darkvision; Skills: Athletics +11, Sleight of
slightly curved stinger of a scorpion. The throach’s Hand +6, Stealth +6
chitinous shell is iridescent dark blue (indigo or navy), Str: 18 (+5), Con: 16 (+4), Dex: 8 (+0)
almost black, but shades of purple can be seen in the Int: 2 (-3), Wis: 13 (+2), Cha: 7 (-1)
right light. Initiative: +1; Speed: 10
Action Points: 1
Throaches thrive in moisture-rich environments, and AC: 18; Fort: 15, Ref: 14, Will: 14; Saving Throws: +2
are common in swamps, marshes and wet forests. They HP: 68, Staggered: 34
can also be found in the sewer systems of many large Vulnerable: light sensitivity
cities and occasionally inhabit ruins in damp,
‡ Bite (standard, at-will)
rainy regions. Where one throach is found, others are +7 vs AC; 1d12+3 damage.
usually located, so even a solitary encounter with one is † Sting (standard, at-will)
often indicative of a brood nearby. Throaches prefer to +7 vs AC; 1d12+3 damage and the target is dazed (save ends). First
live in dark or shadowy areas, and will scurry from Failed Save: The target is stunned instead (save ends).
bright light. † Implant (standard, at-will)
+7 vs AC (can only be used on a target that is stunned); 2d10+2
Throaches can be deadly to non-adventurers, or even damage and the target has 2d4 throach eggs implanted in them. At
unprepared adventurers with their bite and sting, but the end of each of the target’s turns, make a saving throw. On a
success, one throach egg is expelled. On a failure, one throach egg
the true danger lies in their reproductive method. hatches. Place a throach hatchling in an adjacent unoccupied space.
Throaches are asexual creatures that both produce and The throach hatchling acts on the initiative count just after the
fertilize their own eggs. However, in order for the throach's.
young to hatch and survive, the eggs must be Light Sensitivity
implanted in a living creature. Typically, a throach will Any time the throach is exposed to bright light, it is rattled (save
ends).
sting a victim, and when the paralyzed victim lies
helpless it will implant several eggs inside the This hideous, dark blue creature is nearly seven feet long and
abdominal cavity. These eggs hatch in 24 hours and has a tail like a scorpion, but no pincers.
begin feeding on the host, killing it in the process. This
provides enough nutrition and energy for the young
throaches to scurry for cover and establish a territory.
Throach Hatchling
Level 2 Mook Striker (31.25 XP)
Small Natural Beast ● Vermin (Unaligned)
Senses: Perception -2, Darkvision; Skills: Athletics +6, Stealth +9
Str: 8 (+0), Con: 12 (+2), Dex: 14 (+3)
Int: 2 (-3), Wis: 2 (-3), Cha: 2 (-3)
Initiative: +4; Speed: 4
AC: 14; Fort: 15, Ref: 13, Will: 14
HP: 1
Vulnerable: light sensitivity
‡ Bite (standard, at-will)
+7 vs AC; 5 damage (+2 damage against the creature they were
implanted in).
Light Sensitivity
Any time the throach is exposed to bright light, it is rattled (save
ends).
184
Underdeep
Ettercap
Giant Amoeba
Level 4 Skulker (175 XP)
Level 1 Elite Blocker (200 XP) Medium Natural Humanoid ● Spider (Unaligned)
Medium Natural Automaton ● Aqua c, Ooze (Unaligned) Senses: Perception +6, darkvision, tremorsense 12 (creatures
Senses: Perception -5, Blindsight 6; Skills: Athletics +6 touching its web); Skills: Athletics +11, Stealth +12
Str: 12 (+1), Con: 16 (+3), Dex: 1 (-5) Languages: Common
Int: 1 (-5), Wis: 1 (-5), Cha: 1 (-5) Str: 14 (+4), Con: 13 (+3), Dex: 17 (+5)
Initiative: -5; Speed: 2, climb 2, swim 4 Int: 6 (+0), Wis: 15 (+4), Cha: 8 (+1)
Action Points: 1 Initiative: +7; Speed: 6 (web stride), climb 6 (wall-climber)
AC: 17; Fort: 14, Ref: 13, Will: 13; Saving Throws: +2 AC: 16; Fort: 17, Ref: 15, Will: 16
HP: 58, Staggered: 29 HP: 51, Staggered: 25
Resist: acid 5 Resist: poison 5
‡ Pseudopod (standard, at-will) ‡ Fangs (standard, at-will)
+6 vs AC; 1d10+3 damage and grappled. +9 vs AC; 1d12+5 damage and the target is slowed (save ends).
† Constrict (standard, at-will) † Claws (standard, at-will)
Grappled target only; 1d10+3 acid damage. The target must be immobile or restrained: 2d12+3 damage.
† Engulf (standard, at-will) ↗ Web Trap (standard, at-will)
+6 vs AC (Grappled target of Medium size or smaller; the giant +9 vs AC; The target is immobile (save ends).
amoeba must not be staggered); The target is swallowed. It shares a Spring Upon Prey (reaction, encounter)
space with the giant amoeba, and cannot move out of the amoeba's If a creature touches the ettercap's web while the ettercap is on it:
space. The target takes 2d8+3 acid damage at the start of each of its The ettercap moves its speed towards the triggering creature and
turns. It can only target the giant amoeba with attacks, and cannot makes a basic melee attack.
use two-handed weapons. If the amoeba is staggered or reduced to Speak with Spiders
0 HP or below, the swallowed target escapes and is placed in an The ettercap can speak with spiders.
adjacent unoccupied space of the target's choice.
An ettercap is about 6 feet tall and weighs about 200
A massive single-celled organism with a gelatinous
pounds. Ettercaps are not brave creatures, but their
body, capable of engulfing and digesting its prey.
cunning traps often ensure that the enemy never draws
a weapon. When an ettercap does engage its enemies, it
Hate Reaper attacks with its keen-edged claws and venomous bite. It
Level 3 Spoiler (150 XP) usually will not come within melee reach of any foe
Small Natural Monstrosity (Evil)
Senses: Perception +3, tremorsense 12; Skills: Stealth +11
that is still able to move.
Str: 8 (+0), Con: 12 (+2), Dex: 18 (+5)
Int: 4 (-2), Wis: 13 (+2), Cha: 16 (+4) Witchcrawler
Initiative: +6; Speed: 4, burrow 2 Level 5 Spoiler (200 XP)
AC: 17; Fort: 15, Ref: 14, Will: 16 Tiny Natural Monstrosity (Evil)
HP: 39, Staggered: 19 Senses: Perception +9, blindsight 10; Skills: Stealth +11
Str: 16 (+5), Con: 15 (+4), Dex: 19 (+6)
‡ Bite (standard, at-will) Int: 9 (+1), Wis: 14 (+4), Cha: 10 (+2)
Melee; +8 vs AC; 1d12+4 damage.
↗ Gaze of Rage (standard, refresh 5, 6) ● Fear, Psychic Initiative: +6; Speed: 6, climb 6
Ranged 10; +6 vs Will; The target is controlled until the end of its AC: 19; Fort: 17, Ref: 19, Will: 16
next turn. HP: 49, Staggered: 24
∢ Inspire Terror (swift, encounter) ● Fear, Psychic ‡ Mandibles (standard, at-will)
Near burst 5, all enemies; +6 vs Will; The target is pushed 3 and +10 vs AC; 1d8+4 damage.
rattled (save ends). ∢ Suffocating Trance (standard, encounter) ● Psychic
Near burst 5; +8 vs Reflex (enemies only); the target is restrained
A hate reaper is a small, rodent-like monster that can and takes persistent 10 damage (save ends both).
manipulate the emotions of those it is near. In Squish Small
particular, it can amplify anger and fear into A witchcrawler can compress its body enough to squeeze through a
incandescent rage. 1-inch-wide crack. Cracks and other openings that are more than 1
inch wide do not slow the witchcrawler at all.
185
Stygira Bauble Beast
Level 7 Elite Spoiler (600 XP) Level 9 Elite Blocker (800 XP)
Medium Fey Humanoid ● Earth (Evil) Large Natural Monstrosity ● Earth (Unaligned)
Senses: Perception +6, gemsight; Skills: Arcana +10, Bluff +8, Senses: Perception +7, darkvision; Skills: Acrobatics +13, Bluff +13,
Dungeoneering +11 Sleight of Hand +13
Languages: Common, Deep Speech, Giant, Primordial Languages: Common, Deep Speech, Dwarvish
Str: 12 (+4), Con: 10 (+3), Dex: 16 (+6) Str: 18 (+8), Con: 16 (+7), Dex: 18 (+8)
Int: 14 (+5), Wis: 16 (+6), Cha: 10 (+3) Int: 12 (+5), Wis: 16 (+7), Cha: 18 (+8)
Equipment: gemstone
Initiative: +8; Speed: 6, climb 2
Initiative: +6; Speed: 5 Action Points: 1
Action Points: 1 AC: 25; Fort: 22, Ref: 21, Will: 21; Saving Throws: +2
AC: 21; Fort: 19, Ref: 18, Will: 20; Saving Throws: +2 HP: 138, Staggered: 69
HP: 118, Staggered: 59
‡ Leg (standard, at-will)
‡ Claw (standard, at-will) +14 vs AC; 2d12+4 damage.
+12 vs AC; 2d10+4 damage and target slowed (save ends). If target † Jaws (standard, refresh 4, 5, 6) ● Acid
already slowed, immobile instead (save ends). If target already +14 vs AC; 4d8+5 acid damage and target is overly-generous (save
immobile, petrified instead (indefinitely). ends).
↗ Gem Gaze (standard, at-will) ● Psychic, Fear ∢ Bile (standard, refresh 4, 5, 6) ● Acid
+10 vs Will; 2d10+4 psychic damage, and the target is pushed 2. Near arc 3; +12 vs Fortitude; 2d12+4 acid damage and target is
↗ Earthbind (swift, refresh 5, 6) ● Psychic overly-generous (save ends).
Ranged 10; +10 vs Fortitude; target is lowered safely to the ground, ↗ Item Toss (reaction, at-will)
and cannot fly, levitate or climb (save ends). If the bauble beast is handed a gift: Ranged 10; +14 vs AC; 4d8+5
Light Sickness damage and the gift lands in the target’s space.
If the stygia is exposed to bright light, it is dazed (save ends). Bile Duct (reaction, encounter)
Gemsight When first staggered; Make an immediate bile attack, whether or
As long as the stygira holds a gemstone, they can see through the not it is refreshed.
gem with darkvision and truesight. The stygira is blind when they
are not holding a gem. A four-legged creature with two small and graceful arms and
a blocky head, the beast’s mustard-yellow hide is spotted
A hooded humanoid that sees only through a crystal it with what appears to be precious stones.
holds in its hand, able to paralyze its prey before
carting them off to be rendered down in the vast vats Tactics
of their subterranean lairs.
The bauble beast attacks until it has been given as
many valuable items as it thinks it can get away with,
In the World then it runs away.
Stone Curse: Wounds dealt by the stygira’s claws leave
the flesh bleached of color and turn the blood that runs In the World
from them dark gray. A creature petrified by the stone
Forge Jewelry: The bauble beast creates imitation
curse that spends 8 hours in direct sunlight can
jewelry within its digestive system. Anyone who dons
attempt a new saving throw to remove the effects of
the imitation jewelry is attacked:
stone curse.
+14 vs Will; the target learns where the fake jewelry
Oracles: Stygira know divination magic pertaining to was created and is compelled for one hour to collect
reading omens, clairaudience, reading auras and their valuable belongings and bring them to that
auguries. location. Removing the imitation jewelry ends the
effect immediately, but the target can't take it off
Special voluntarily.
Those stygira with particularly precious gemstones
may have different gaze attacks. Special
The bauble beast introduces a new condition:
Overly-generous: The affected creature spends up to
one move action per round trying to give away items.
The target recipient is any creature to request a gift. If
multiple creatures have requested a gift, choose
randomly between them. If a particular gift was
requested, the affected creature gives that. Otherwise,
choose randomly between the affected creature’s items
of value.
If no creature requested a gift, the affected creature
attempts to give a random item of value to the nearest
186
creature. If multiple creatures are the same distance
from the affected creature, the recipient is selected
randomly among them.
The bauble beast usually requests gems or jewelry.
Otyugh
Level 12 Striker (700 XP)
Large Cosmic Monstrosity (Unaligned)
Senses: Perception +13, darkvision
Languages: Common
Str: 16 (+9), Con: 19 (+10), Dex: 11 (+6)
Int: 6 (+4), Wis: 13 (+7), Cha: 6 (+4)
Initiative: +12; Speed: 4
AC: 26; Fort: 23, Ref: 25, Will: 24
HP: 84, Staggered: 42
Immune: disease
Stench aura 1 Living creatures that are not otyughs that enter or
begin their turn within the aura grant combat advantage.
‡ Tentacle (standard, at-will)
Tunnel Brute by Beth Trott
Reach 3; +17 vs AC; 3d8+6 damage and the target is grappled. The
otyugh can grapple up to three creatures.
† Bite (standard, at-will) Phrenic Scourge
+17 vs AC (The target must be grappled.); 6d6+6 damage and the Level 16 Elite Spoiler (2800 XP)
target is exposed to sewer plague. Medium Cosmic Monstrosity (Evil)
† Tentacle Smash (swift, at-will) Senses: Perception +13, darkvision; Skills: Bluff +15, Dungeoneering
Move each grappled creature to an unoccupied space within reach. +20, Insight +18
If two or more creatures are grappled, they are all dazed until the Languages: Common, Deep Speech; telepathy 20
end of their next turn. Str: 10 (+8), Con: 21 (+13), Dex: 16 (+11)
Int: 24 (+15), Wis: 21 (+13), Cha: 15 (+10)
A scavenger with an orb-like body, three legs, three
tentacles and a gigantic mouth. A redundancy of eyes Initiative: +11; Speed: 6 (compress), burrow 3, climb 6
Action Points: 1
bristle from one of its tentacles; the other two are
AC: 30; Fort: 28, Ref: 27, Will: 29; Saving Throws: +2
barbed. HP: 208, Staggered: 76
Resist: radiant 10, Vulnerable: psychic 10
Tunnel Brute ‡ Tendril Cluster (standard, at-will)
Level 16 Wrecker (1400 XP) +21 vs AC; 3d10+7 psychic damage, and the target is grappled.
Large Natural Monstrosity (Unaligned) † Implant Larva (swift, refresh 5, 6) ● Psychic, Disease
Senses: Perception +8, darkvision, tremorsense 12 +19 vs Will (must be grappling the target); grapple ends; 3d10+7
Str: 24 (+15), Con: 21 (+13), Dex: 21 (+13) psychic damage, and the target is dominated (save ends).
Int: 10 (+8), Wis: 11 (+8), Cha: 21 (+13) ⋇ Sap Will (standard, encounter) ● Psychic
Initiative: +13; Speed: 4, burrow 4, climb 2 Far burst 1 within 6; +19 vs Will; the target is stunned and suffers a -
AC: 28; Fort: 29, Ref: 27, Will: 28 2 penalty to Will defense (save ends both).
HP: 123, Staggered: 69 ↗ Suggestion (swift, encounter) ● Psychic, Charm
Miasma of Despair (Fear) aura 1: Living creatures that are not Ranged 10; +19 vs Will; 2d10+7 psychic damage and shunt target 5.
tunnel brutes suffer a -2 penalty to defenses, on attack rolls and on ⋇ Mandatory Slumber (standard, at-will) ● Psychic
skill checks while in the aura. Far burst 1 within 6; +19 vs Will; 2d10+7 psychic damage, and the
target is knocked prone.
‡ Mandibles (standard, at-will) Teleport (move, encounter) ● Teleportation
+21 vs AC; 3d10+13 damage. Teleport up to 6.
† Sting (standard, encounter) ● Poison
+21 vs AC; 7d6+13 poison damage and the target is slowed. This horrific being stands as a human, but is clearly nothing
of the sort. A dark and tattered robe only partly covers a
This is a brutal giant with insectoid features. Although body that appears to be formed entirely of squirming,
humanoid in shape, it is covered in a hard chitin. Its eyes are writhing tendrils in hues of off-white, corpse-gray, and sickly
faceted, and its mouth boasts two pairs of mandibles, the purples and blues. Lengths of these tendrils hang from its
lower larger than the upper. It hunches as it walks, its sleeves as hands, while others make up a visage that cannot,
knuckles nearly dragging the floor, and a large tail with a in any sense of the word, be called a face. It steps forward
needle-like stinger curls up above its head. A horrific, with a shambling, yet somehow graceful, gait.
oppressive stench emanates from the creature; the air
around it almost seems to simmer with the fumes.
187
Evil Eye Phrenic Scourge by Beth Trott (on next page)
Level 16 Boss Wrecker (5600 XP)
Large Cosmic Monstrosity (Evil)
Senses: Perception +13, all-around vision, darkvision, truesight
Str: 8 (+7), Con: 21 (+13), Dex: 14 (+10)
Int: 24 (+15), Wis: 21 (+13), Cha: 16 (+11)
Initiative: +10; Speed: fly 6 (hover)
Action Points: 2
AC: 28; Fort: 28, Ref: 27, Will: 29; Saving Throws: +5
HP: 492, Staggered: 208
Resist: radiant 10, Vulnerable: psychic 10
‡ Lash (standard, at-will)
+21 vs AC; 4d10+8 damage.
∢ Gaze Attack (standard, at-will) ● Psychic, Fire
Near arc 6; the evil eye chooses one effect. It cannot choose one
that it has used since the beginning of its last turn.
1. Charm: +19 vs Will; the target is dominated (save ends).
2. Confuse: +19 vs Will; 2d10+7 psychic damage, and the target
cannot use encounter or daily powers (save ends).
3. Death: +19 vs Fortitude; 3d10+7 damage.
4. Enervate: +19 vs Fortitude; 2d10+7 psychic damage, and the
target is weakened (save ends).
5. Immolate: +19 vs Reflex; 2d10+7 fire damage.
6. Paralyze: +19 vs Will; 2d10+7 psychic damage, and the target is
immobile (save ends).
7. Petrify: +19 vs Fortitude; the target is petrified (save ends).
8. Sleep: +19 vs Will; 2d10+7 psychic damage, and the target is
knocked prone (save ends).
All-Out (standard, encounter)
Use gaze attack twice (evil eye chooses the effect each time). This
power refreshes when the evil eye is first staggered.
Lash Out (reaction, refresh 4, 5, 6)
The evil eye is hit by an attack; the evil eye makes a gaze attack,
with the effect chosen randomly.
188
189
Vermin
Iridescent Scorpion
Level 1 Striker (100 XP)
Medium Natural Beast ● Vermin (Unaligned)
Senses: Perception +0, Tremorsense 12; Skills: Athletics +5, Stealth
+6
Str: 11 (+0), Con: 12 (+1), Dex: 12 (+1)
Int: 2 (-4), Wis: 10 (+0), Cha: 2 (-4)
Initiative: +1; Speed: 8
AC: 15; Fort: 12, Ref: 14, Will: 13
HP: 29, Staggered: 14
‡ Claw (standard, at-will)
+6 vs AC; 1d10+3 damage.
† Sting (Red Scorpion) (standard, at-will)
Reach 2; +6 vs AC; 1d10+3 poison damage and the target becomes
vulnerable to poison 5 (save ends).
† Sting (Blue Scorpion) (standard, at-will)
Reach 2; +6 vs AC; 1d10+3 poison damage and the target is slowed
Spider by Joyce Maureira (save ends).
† Multiattack (standard, at-will)
Can only be used on a target that is flanked; The scorpion makes
Flash Beetle
two claw attacks against the target.
Level 1 Spoiler (100 XP)
Small Natural Beast ● Vermin (Unaligned) Iridescent scorpions are either blue or red. Each variety
Senses: Perception +2, low-light vision
has a different poison, administered by its stinger.
Str: 14 (+2), Con: 15 (+2), Dex: 15 (+2)
Int: 2 (-4), Wis: 14 (+2), Cha: 11 (+0)
Initiative: +2; Speed: 6, fly 6 Fishing Spiders
AC: 15; Fort: 13, Ref: 12, Will: 14 A large and agile spider adapted to aquatic habitats, the
HP: 29, Staggered: 14
Luminescence aura 2: The flash beetle casts bright light.
fishing spider skates across water surfaces or clings on
to the riverbed to remain submerged.
‡ Bite (standard, at-will)
+6 vs AC; 1d10+3 damage.
∢ Flash (standard, encounter) Small Fishing Spider
Near burst 2; +6 vs Fortitude; The target is rattled until the end of its Level 1 Skulker (100 XP)
next turn. If the target was already rattled, it is instead blinded until Small Natural Beast ● Spider (Unaligned)
the end of its next turn. Senses: Perception +0, darkvision, tremorsense (body of water the
spider is on or in reach of); Skills: Acrobatics +8, Athletics +3, Stealth
A bioluminescent insect that can emit dazzling flashes +8
of light when threatened. Flash beetles are found in Str: 7 (-2), Con: 10 (+0), Dex: 17 (+3)
dark and cavernous environments. Int: 2 (-4), Wis: 10 (+0), Cha: 2 (-4)
Initiative: +3; Speed: 4 (water walk)
AC: 13; Fort: 14, Ref: 12, Will: 13
HP: 33, Staggered: 16
‡ Claw (standard, at-will) ● Poison
+6 vs AC; 1d10+3 poison damage. Secondary Attack: +4 vs Fortitude;
the target is grappled.
† Bite (standard, at-will)
The target must be grappled: 2d8+3 damage.
Float (counter, at-will)
At any time that the spider is on the floor of a body of water, it can
release its hold to float to the surface.
190
Medium Fishing Spider
Level 4 Skulker (175 XP) Hunting Spiders
Medium Natural Beast ● Spider (Unaligned) Hunting spiders are predators of speed and agility.
Senses: Perception +4, darkvision, tremorsense (body of water the They have venomous bites. Tarantulas can spray itchy
spider is on or in reach of); Skills: Acrobatics +12, Athletics +9,
Stealth +12
and hindering bristles. Wolf spiders carry their young
Str: 11 (+2), Con: 10 (+2), Dex: 17 (+5) on their bodies in egg sacs.
Int: 2 (-2), Wis: 10 (+2), Cha: 2 (-2)
Initiative: +7; Speed: 6 (water walk) Variants
AC: 16; Fort: 17, Ref: 15, Will: 16 No spider has access to all powers. Instead, they each
HP: 51, Staggered: 25 get a selection, described below.
‡ Claw (standard, at-will) ● Poison Tarantula: Bite, venomous bite, hiss, raise hairs and spray
+9 vs AC; 1d12+5 poison damage. Secondary Attack: +7 vs Fortitude;
hairs.
the target is grappled.
† Bite (standard, at-will) Wolf Spider: Bite, venomous bite and egg sacs.
The target must be grappled: 2d12+3 damage.
Float (counter, at-will) Small Hunting Spider
At any time that the spider is on the floor of a body of water, it can Level 1 Striker (100 XP)
release its hold to float to the surface. Small Natural Beast ● Spider (Unaligned)
Senses: Perception +0, darkvision; Skills: Acrobatics +8, Athletics +3,
Large Fishing Spider Stealth +8
Str: 7 (-2), Con: 10 (+0), Dex: 17 (+3)
Level 8 Skulker (350 XP)
Int: 2 (-4), Wis: 10 (+0), Cha: 2 (-4)
Large Natural Beast ● Spider (Unaligned)
Senses: Perception +8, darkvision, tremorsense (body of water the Initiative: +3; Speed: 5, climb 2 (wall-climber)
spider is on or in reach of); Skills: Acrobatics +16, Athletics +15, AC: 15; Fort: 12, Ref: 14, Will: 13
Stealth +16 HP: 29, Staggered: 14
Str: 15 (+6), Con: 12 (+5), Dex: 17 (+7)
Int: 2 (+0), Wis: 10 (+4), Cha: 2 (+0) ‡ Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 2d8+3 damage against a slowed,
Initiative: +11; Speed: 6 (water walk) grappled, restrained or immobile target.
AC: 20; Fort: 21, Ref: 19, Will: 20 Egg Sacs (counter, encounter)
HP: 75, Staggered: 37 If the spider is hit by an attack: Place a spider swarm in an adjacent
space (whether or not it is occupied).
‡ Claw (standard, at-will) ● Poison
∢ Hiss (swift, encounter) ● Fear
+13 vs AC; 2d10+5 poison damage. Secondary Attack: +11 vs
Near burst 3, all creatures without the Spider tag; +6 vs Will; The
Fortitude; the target is grappled.
target grants combat advantage until the end of their next turn.
† Bite (standard, at-will)
Raise Hairs (swift, at-will) ● Poison, Stance
The target must be grappled: 3d10+5 damage.
If an adjacent creature hits the spider with an attack, make an
Float (counter, at-will)
attack. +4 vs Fortitude; the target grants combat advantage until the
At any time that the spider is on the floor of a body of water, it can
end of their next turn.
release its hold to float to the surface.
∢ Spray Hairs (swift, encounter) ● Poison
Near burst 3, all creatures without the Spider tag; +6 vs Reflex; The
Huge Fishing Spider target grants combat advantage until the end of their next turn. The
Level 12 Skulker (700 XP) spider cannot use raise hairs if it has used spray hairs this
Huge Natural Beast ● Spider (Unaligned) encounter.
Senses: Perception +12, darkvision, tremorsense (body of water the † Venomous Bite (standard, at-will) ● Poison
spider is on or in reach of); Skills: Acrobatics +20, Athletics +21, +6 vs AC; 1d10+3 poison damage and the target is slowed until the
Stealth +20 end of their next turn.
Str: 19 (+10), Con: 14 (+8), Dex: 17 (+9)
Int: 2 (+2), Wis: 10 (+6), Cha: 2 (+2)
Initiative: +15; Speed: 8 (water walk)
AC: 24; Fort: 25, Ref: 23, Will: 24
HP: 99, Staggered: 49
‡ Claw (standard, at-will) ● Poison
+17 vs AC; 3d8+6 poison damage. Secondary Attack: +15 vs
Fortitude; the target is grappled.
† Bite (standard, at-will)
The target must be grappled: 6d6+6 damage.
Float (counter, at-will)
At any time that the spider is on the floor of a body of water, it can
release its hold to float to the surface.
191
Medium Hunting Spider Huge Hunting Spider
Level 4 Striker (175 XP) Level 12 Striker (700 XP)
Medium Natural Beast ● Spider (Unaligned) Huge Natural Beast ● Spider (Unaligned)
Senses: Perception +4, darkvision; Skills: Acrobatics +12, Athletics Senses: Perception +12, darkvision; Skills: Acrobatics +20, Athletics
+9, Stealth +12 +21, Stealth +20
Str: 11 (+2), Con: 12 (+3), Dex: 17 (+5) Str: 19 (+10), Con: 14 (+8), Dex: 17 (+9)
Int: 2 (-2), Wis: 10 (+2), Cha: 2 (-2) Int: 2 (+2), Wis: 10 (+6), Cha: 2 (+2)
Initiative: +7; Speed: 6, climb 3 (wall-climber) Initiative: +15; Speed: 8, climb 6 (wall-climber)
AC: 18; Fort: 15, Ref: 17, Will: 16 AC: 26; Fort: 23, Ref: 25, Will: 24
HP: 44, Staggered: 22 HP: 84, Staggered: 42
‡ Bite (standard, at-will) ‡ Bite (standard, at-will)
+9 vs AC; 1d12+5 damage, or 2d12+3 damage against a slowed, +17 vs AC; 3d8+6 damage, or 6d6+6 damage against a slowed,
grappled, restrained or immobile target. grappled, restrained or immobile target.
Egg Sacs (counter, encounter) Egg Sacs (counter, encounter)
If the spider is hit by an attack: Place a spider swarm in an adjacent If the spider is hit by an attack: Place a spider swarm in an adjacent
space (whether or not it is occupied). space (whether or not it is occupied).
∢ Hiss (swift, encounter) ● Fear ∢ Hiss (swift, encounter) ● Fear
Near burst 3, all creatures without the Spider tag; +9 vs Will; The Near burst 3, all creatures without the Spider tag; +17 vs Will; The
target grants combat advantage until the end of their next turn. target grants combat advantage until the end of their next turn.
Raise Hairs (swift, at-will) ● Poison, Stance Raise Hairs (swift, at-will) ● Poison, Stance
If an adjacent creature hits the spider with an attack, make an If an adjacent creature hits the spider with an attack, make an
attack. +7 vs Fortitude; the target grants combat advantage until the attack. +15 vs Fortitude; the target grants combat advantage until
end of their next turn. the end of their next turn.
∢ Spray Hairs (swift, encounter) ● Poison ∢ Spray Hairs (swift, encounter) ● Poison
Near burst 3, all creatures without the Spider tag; +9 vs Reflex; The Near burst 3, all creatures without the Spider tag; +17 vs Reflex; The
target grants combat advantage until the end of their next turn. The target grants combat advantage until the end of their next turn. The
spider cannot use raise hairs if it has used spray hairs this spider cannot use raise hairs if it has used spray hairs this
encounter. encounter.
† Venomous Bite (standard, at-will) ● Poison † Venomous Bite (standard, at-will) ● Poison
+9 vs AC; 1d12+5 poison damage and the target is slowed until the +17 vs AC; 3d8+6 poison damage and the target is slowed until the
end of their next turn. end of their next turn.
192
Large Vermin Swarm Small Webbing Spider
Level 6 Striker (250 XP) Level 1 Skulker (100 XP)
Large Natural Beast ● Swarm (Unaligned) Small Natural Beast ● Spider (Unaligned)
Senses: Perception +9, low-light vision; Skills: Stealth +12 Senses: Perception +0, darkvision, tremorsense (when standing on a
Str: 11 (+3), Con: 12 (+4), Dex: 18 (+7) web, for contiguous web spaces only); Skills: Acrobatics +8,
Int: 2 (-1), Wis: 12 (+4), Cha: 10 (+3) Athletics +3, Stealth +8
Str: 7 (-2), Con: 10 (+0), Dex: 17 (+3)
Initiative: +9; Speed: 6, climb 6 (compress Tiny) Int: 2 (-4), Wis: 10 (+0), Cha: 2 (-4)
AC: 20; Fort: 17, Ref: 20, Will: 17
HP: 54, Staggered: 27 Initiative: +3; Speed: 5 (web stride), climb 2 (wall-climber)
Resist: Melee and Ranged attacks (half damage), Vulnerable: Near AC: 13; Fort: 14, Ref: 12, Will: 13
and Far attacks 5 HP: 33, Staggered: 16
Swarm Violence aura 1: If an enemy begins their turn in this aura,
the swarm makes a basic melee attack against them as a free action. ‡ Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 2d8+3 damage against a slowed,
‡ Plague of Fangs (standard, at-will) ● Poison grappled, restrained or immobile target.
+11 vs AC; 2d10+2 damage, and the vermin swarm makes a † Gladiator's Strike (standard, refresh 4, 5, 6)
secondary attack on the same target. +6 vs Reflex; The target is slowed (save ends). If the target is already
Secondary Attack: +9 vs Fortitude; 1d10 poison damage. slowed, they are grappled until they escape. If they are already
Swarm grappled, they are restrained until they escape the grapple.
A swarm can occupy the same space as other creatures. Play Dead (swift, at-will) ● Stance
If the spider is hit by an attack, as an immediate reaction the spider
makes a Bluff check against its enemies' passive Perception. On a
Webbing Spiders successful check, it appears dead until it next acts.
† Recluse Bite (standard, at-will) ● Necrotic
Spinner of intricate webs, most webbing spiders +6 vs AC; 1d10+3 necrotic damage. Secondary Attack: +4 vs
ensnare their prey in sticky silk before moving in for Fortitude; the target cannot heal necrotic damage from any source
the kill. until the target's next long rest.
† Snare (swift, at-will)
The reaper spider spins webs for its lair, but is too slow Reach 4 (directly beneath the spider only); +6 vs Reflex; The target is
at spinning to throw webs in combat. The short-sighted slowed (save ends). If the target is already slowed, they are
widow spider catches prey in webs and pre-digests it by grappled until they escape. If they are already grappled, they are
spitting acidic juices over it. The crab spider's scent restrained until they escape the grapple.
† Spit Juices (standard, at-will) ● Acid
glands can reproduce other smells, helping to lure The target must be grappled or restrained: The target takes 10
creatures into the snare it dangles. The jumping spider persistent acid damage (save ends).
attaches itself to key points using its web. The spitting ∢ Spray Sticky Venom (standard, encounter) ● Poison
spider sprays its target with entangling webs. Near blast 3, all creatures without the Spider tag; +6 vs Fortitude;
1d10+3 poison damage and the target is immobile (save ends).
Tethered Leap (move, at-will)
Variants The spider jumps 4 squares, or travels directly down 4 squares. The
No spider has access to all powers. Instead, they each spider leaves a tether attached to the original square. It can jump
get a selection, described below. back to the original square at any time as a swift action, provided
the silk line to its tether remains intact and it hasn't moved more
Reaper Spider: Bite, recluse bite and play dead. than 8 squares from the tether. Movement made as part of this
Widow Spider: Bite, venomous bite, wrap in silk, spit juices ability never provokes opportunity attacks.
and play dead. Blind beyond 6 squares. † Venomous Bite (standard, at-will) ● Poison
Crab Spider: Bite, venomous bite and snare. Crab spiders +6 vs AC; 1d10+3 poison damage and the target is slowed until the
end of their next turn.
can also emit a smell of their choice, usually choosing † Wrap in Silk (standard, at-will)
the scent of a local predator or environmental hazard. +6 vs Reflex; The target is slowed (save ends). If the target is already
Jumping Spider: Bite and tethered leap. Jumping spiders slowed, they are grappled until they escape. If they are already
also have all-around vision. grappled, they are restrained until they escape the grapple.
Gladiator Spider: Bite and gladiator's strike.
Spitting Spider: Bite, venomous bite, spray sticky venom
and wrap in silk.
193
Medium Webbing Spider Large Webbing Spider
Level 4 Skulker (175 XP) Level 8 Skulker (350 XP)
Medium Natural Beast ● Spider (Unaligned) Large Natural Beast ● Spider (Unaligned)
Senses: Perception +4, darkvision, tremorsense (when standing on a Senses: Perception +8, darkvision, tremorsense (when standing on a
web, for contiguous web spaces only); Skills: Acrobatics +12, web, for contiguous web spaces only); Skills: Acrobatics +16,
Athletics +9, Stealth +12 Athletics +15, Stealth +16
Str: 11 (+2), Con: 12 (+3), Dex: 17 (+5) Str: 15 (+6), Con: 12 (+5), Dex: 17 (+7)
Int: 2 (-2), Wis: 10 (+2), Cha: 2 (-2) Int: 2 (+0), Wis: 10 (+4), Cha: 2 (+0)
Initiative: +7; Speed: 6 (web stride), climb 3 (wall-climber) Initiative: +11; Speed: 6 (web stride), climb 4 (wall-climber)
AC: 16; Fort: 17, Ref: 15, Will: 16 AC: 20; Fort: 21, Ref: 19, Will: 20
HP: 51, Staggered: 25 HP: 75, Staggered: 37
‡ Bite (standard, at-will) ‡ Bite (standard, at-will)
+9 vs AC; 1d12+5 damage, or 2d12+3 damage against a slowed, +13 vs AC; 2d10+5 damage, or 3d10+5 damage against a slowed,
grappled, restrained or immobile target. grappled, restrained or immobile target.
† Gladiator's Strike (standard, refresh 4, 5, 6) † Gladiator's Strike (standard, refresh 4, 5, 6)
+9 vs Reflex; The target is slowed (save ends). If the target is already +13 vs Reflex; The target is slowed (save ends). If the target is
slowed, they are grappled until they escape. If they are already already slowed, they are grappled until they escape. If they are
grappled, they are restrained until they escape the grapple. already grappled, they are restrained until they escape the grapple.
Play Dead (swift, at-will) ● Stance Play Dead (swift, at-will) ● Stance
If the spider is hit by an attack, as an immediate reaction the spider If the spider is hit by an attack, as an immediate reaction the spider
makes a Bluff check against its enemies' passive Perception. On a makes a Bluff check against its enemies' passive Perception. On a
successful check, it appears dead until it next acts. successful check, it appears dead until it next acts.
† Recluse Bite (standard, at-will) ● Necrotic † Recluse Bite (standard, at-will) ● Necrotic
+9 vs AC; 1d12+5 necrotic damage. Secondary Attack: +7 vs +13 vs AC; 2d10+5 necrotic damage. Secondary Attack: +11 vs
Fortitude; the target cannot heal necrotic damage from any source Fortitude; the target cannot heal necrotic damage from any source
until the target's next long rest. until the target's next long rest.
† Snare (swift, at-will) † Snare (swift, at-will)
Reach 4 (directly beneath the spider only); +9 vs Reflex; The target is Reach 4 (directly beneath the spider only); +13 vs Reflex; The target
slowed (save ends). If the target is already slowed, they are is slowed (save ends). If the target is already slowed, they are
grappled until they escape. If they are already grappled, they are grappled until they escape. If they are already grappled, they are
restrained until they escape the grapple. restrained until they escape the grapple.
† Spit Juices (standard, at-will) ● Acid † Spit Juices (standard, at-will) ● Acid
The target must be grappled or restrained: The target takes 15 The target must be grappled or restrained: The target takes 20
persistent acid damage (save ends). persistent acid damage (save ends).
∢ Spray Sticky Venom (standard, encounter) ● Poison ∢ Spray Sticky Venom (standard, encounter) ● Poison
Near blast 3, all creatures without the Spider tag; +9 vs Fortitude; Near blast 3, all creatures without the Spider tag; +13 vs Fortitude;
1d12+5 poison damage and the target is immobile (save ends). 2d10+5 poison damage and the target is immobile (save ends).
Tethered Leap (move, at-will) Tethered Leap (move, at-will)
The spider jumps 5 squares, or travels directly down 5 squares. The The spider jumps 6 squares, or travels directly down 6 squares. The
spider leaves a tether attached to the original square. It can jump spider leaves a tether attached to the original square. It can jump
back to the original square at any time as a swift action, provided back to the original square at any time as a swift action, provided
the silk line to its tether remains intact and it hasn't moved more the silk line to its tether remains intact and it hasn't moved more
than 10 squares from the tether. Movement made as part of this than 12 squares from the tether. Movement made as part of this
ability never provokes opportunity attacks. ability never provokes opportunity attacks.
† Venomous Bite (standard, at-will) ● Poison † Venomous Bite (standard, at-will) ● Poison
+9 vs AC; 1d12+5 poison damage and the target is slowed until the +13 vs AC; 2d10+5 poison damage and the target is slowed until the
end of their next turn. end of their next turn.
† Wrap in Silk (standard, at-will) † Wrap in Silk (standard, at-will)
+9 vs Reflex; The target is slowed (save ends). If the target is already +13 vs Reflex; The target is slowed (save ends). If the target is
slowed, they are grappled until they escape. If they are already already slowed, they are grappled until they escape. If they are
grappled, they are restrained until they escape the grapple. already grappled, they are restrained until they escape the grapple.
194
Huge Webbing Spider
Level 12 Skulker (700 XP)
Huge Natural Beast ● Spider (Unaligned)
Senses: Perception +12, darkvision, tremorsense (when standing on
a web, for contiguous web spaces only); Skills: Acrobatics +20,
Athletics +21, Stealth +20
Str: 19 (+10), Con: 14 (+8), Dex: 17 (+9)
Int: 2 (+2), Wis: 10 (+6), Cha: 2 (+2)
Initiative: +15; Speed: 8 (web stride), climb 6 (wall-climber)
AC: 24; Fort: 25, Ref: 23, Will: 24
HP: 99, Staggered: 49
‡ Bite (standard, at-will)
+17 vs AC; 3d8+6 damage, or 6d6+6 damage against a slowed,
grappled, restrained or immobile target.
† Gladiator's Strike (standard, refresh 4, 5, 6)
+17 vs Reflex; The target is slowed (save ends). If the target is
already slowed, they are grappled until they escape. If they are
already grappled, they are restrained until they escape the grapple.
Play Dead (swift, at-will) ● Stance
If the spider is hit by an attack, as an immediate reaction the spider
makes a Bluff check against its enemies' passive Perception. On a
successful check, it appears dead until it next acts.
† Recluse Bite (standard, at-will) ● Necrotic
+17 vs AC; 3d8+6 necrotic damage. Secondary Attack: +15 vs
Fortitude; the target cannot heal necrotic damage from any source
until the target's next long rest.
† Snare (swift, at-will)
Reach 4 (directly beneath the spider only); +17 vs Reflex; The target
is slowed (save ends). If the target is already slowed, they are
grappled until they escape. If they are already grappled, they are
restrained until they escape the grapple.
† Spit Juices (standard, at-will) ● Acid
The target must be grappled or restrained: The target takes 25
persistent acid damage (save ends).
∢ Spray Sticky Venom (standard, encounter) ● Poison
Near blast 3, all creatures without the Spider tag; +17 vs Fortitude;
3d8+6 poison damage and the target is immobile (save ends).
Tethered Leap (move, at-will)
The spider jumps 6 squares, or travels directly down 6 squares. The
spider leaves a tether attached to the original square. It can jump
back to the original square at any time as a swift action, provided
the silk line to its tether remains intact and it hasn't moved more
than 12 squares from the tether. Movement made as part of this
ability never provokes opportunity attacks.
† Venomous Bite (standard, at-will) ● Poison
+17 vs AC; 3d8+6 poison damage and the target is slowed until the
end of their next turn.
† Wrap in Silk (standard, at-will)
+17 vs Reflex; The target is slowed (save ends). If the target is
already slowed, they are grappled until they escape. If they are
already grappled, they are restrained until they escape the grapple.
195
Worms
Purple Worm by LadyofHats
Burrower Worm
Level 10 Elite Striker (1000 XP)
Scavenger Worm Huge Cosmic Monstrosity (Evil)
Level 8 Blocker (350 XP) Senses: Perception +13; Skills: Stealth +15
Large Cosmic Monstrosity (Unaligned) Str: 21 (+10), Con: 17 (+8), Dex: 20 (+10)
Senses: Perception +13, blindsight 12 Int: 4 (+2), Wis: 17 (+8), Cha: 12 (+6)
Str: 14 (+6), Con: 24 (+11), Dex: 21 (+9)
Int: 1 (-1), Wis: 21 (+9), Cha: 6 (+2) Initiative: +12; Speed: 8, burrow 8
Action Points: 1
Initiative: +13; Speed: 6, climb 4 AC: 24; Fort: 23, Ref: 23, Will: 21; Saving Throws: +2
AC: 24; Fort: 21, Ref: 20, Will: 20 HP: 148, Staggered: 74
HP: 64, Staggered: 32
Resist: radiant 10, Vulnerable: psychic 10 ‡ Bite (standard, at-will)
Reach 2; +15 vs AC; 2d8+6 damage, and the target is knocked prone
‡ Bite (standard, at-will) ● Acid † Death from Below (standard, at-will)
+13 vs AC; 2d10+5 acid damage. The worm moves below the surface up to its burrow speed,
∢ Tranquilizing Spray (standard, encounter) ● Acid, Psychic avoiding opportunity attacks, and then bursts up from the ground
Near arc 2; +11 vs Fortitude; 2d10+5 acid damage and the target and makes a secondary attack with combat advantage.
falls prone. Secondary Attack: +17 vs AC; 2d8+6 damage, and the target is
grappled.
This insectoid creature might be mistaken for a simple giant ∢ Acidic Spew (swift, refresh 4, 5, 6) ● Acid
centipede, were it not for the circular, moray-like maw, the Far burst 1 within 10; +15 vs AC; 1d8+5 damage.
hard reflective chitin that clicks as it moves, and its complete
lack of eyes. Something green and foul-smelling trickles from A digging worm of enormous size. It prefers to attack
its mouth. from below, tunnelling up with dazzling speed.
196
Zombies
A reanimated but decaying corpse, the zombie
shambles aimlessly.
Zombie
Level 1 Blocker (100 XP)
Medium Natural Humanoid ● Undead (Unaligned)
Senses: Perception +0, darkvision
Str: 12 (+1), Con: 10 (+0), Dex: 8 (-1)
Int: 2 (-4), Wis: 10 (+0), Cha: 1 (-5)
Initiative: -1; Speed: 6
AC: 17; Fort: 14, Ref: 13, Will: 13
HP: 29, Staggered: 14
Immune: disease, poison, Resist: necrotic 5, Vulnerable: radiant 5
‡ Slam (standard, at-will)
+6 vs AC; 1d10+3 damage and make a secondary attack against the
target. Secondary Attack: +4 vs Fortitude; the target is grappled.
Slow
Zombies do not get a move action (though they trade their standard
action for a move action).
Teamwork
The zombie automatically hits creatures that are grappled by an ally.
Dinner Rush
The zombie's speed on a charge is doubled.
Variants
Fast Zombie
Remove the slow feature.
Putrid Zombie
Stench aura 1 Living creatures that begin their turn
within the aura grant combat advantage.
Zombified Wyvern
Level 7 Wrecker (300 XP)
Large Natural Automaton ● Undead (Evil)
Senses: Perception +4, darkvision
Str: 21 (+8), Con: 18 (+7), Dex: 12 (+4)
Int: 5 (+0), Wis: 12 (+4), Cha: 6 (+1)
Initiative: +4; Speed: 3, fly 6 (hover)
AC: 19; Fort: 22, Ref: 17, Will: 17
HP: 69, Staggered: 34
Immune: disease, poison, Resist: necrotic 10, Vulnerable: radiant 10
‡ Bite (standard, at-will)
Reach 2; +12 vs AC; 2d6+5 damage.
‡ Claws (standard, at-will)
The zombified wyvern can attack with its claws only while flying;
+12 vs AC; 1d10+5 damage, and the target is knocked prone.
† Necrotic Sting (standard, at-will) ● Necrotic
Reach 2; +12 vs AC; 1d8+5 damage, and the target takes persistent 5
necrotic damage (save ends).
197
Appendix: Monsters by Level
Name Level Role Desiccated Husk 3 Wrecker
Legion Recruit 1 Mook Striker Scurvy Pirate 3 Blocker
Mitflit 1 Mook Striker Shadowblast Warlock 3 Skulker
Ill-Equipped Combatant 1 Mook Striker Centurion 3 Blocker
Eagle 1 Striker Infected Animal 3 Wrecker
Raven of Doom 1 Skulker Infected Drone 3 Wrecker
Dog 1 Striker Shadow Bat Swarm 3 Skulker
Riding Horse 1 Wrecker Hate Reaper 3 Spoiler
Wicker Golem 1 Striker Bloody Bones 3 Elite Wrecker
Squirming Mound 1 Striker Young Couatl 3 Boss Striker
Scorpion Knight 1 Blocker Blood-Drinker Hag 3 Boss Spoiler
Demon Toad 1 Wrecker Ostovite Swarm 3 Boss Spoiler
Hopping Imp 1 Wrecker Shadow Drake 3 Boss Skulker
Bodyguard 1 Blocker Gang Initiate 4 Mook Striker
Chain Brawler 1 Striker Infected Guard 4 Wrecker
Mancatcher 1 Striker Bison 4 Wrecker
Legionary 1 Blocker Giant Frog 4 Wrecker
Skeleton Warrior 1 Blocker Panther 4 Striker
Flash Beetle 1 Spoiler Ragged Tooth Shark 4 Striker
Iridescent Scorpion 1 Striker Boar 4 Wrecker
Small Fishing Spider 1 Skulker Small Fire Elemental 4 Striker
Small Hunting Spider 1 Striker Ettercap 4 Skulker
Small Webbing Spider 1 Skulker Medium Fishing Spider 4 Skulker
Zombie 1 Blocker Medium Hunting Spider 4 Striker
Giant Amoeba 1 Elite Blocker Medium Webbing Spider 4 Skulker
Throach Hatchling 2 Mook Striker Gang Leader 4 Elite Spoiler
War Horse 2 Wrecker Ghoul Worm 4 Elite Striker
Grenadier 2 Archer Umbral Mass 4 Elite Skulker
Siege Engineer 2 Archer Crossbow Skirmisher 5 Mook Archer
Signifier 2 Spoiler Infected Grub 5 Mook Striker
Bone Chariot 2 Blocker Small Air Elemental 5 Spoiler
Ostovite 2 Skulker Burner Demon 5 Wrecker
Smoldering Skeleton 2 Archer Hellhound 5 Wrecker
Vermin Swarm 2 Striker Flying Head 5 Striker
Throach 2 Elite Blocker Ghoul 5 Striker
Worm That Walks 2 Boss Spoiler Infiltrator 5 Skulker
Mega-Chariot 3 Boss Blocker Cowled Assassin 5 Skulker
Great Ape 3 Wrecker Repeater Crossbow Master 5 Archer
Wolf 3 Striker Peaceful Specter 5 Skulker
Small Earth Elemental 3 Skulker Witchcrawler 5 Spoiler
Small Water Elemental 3 Spoiler Dog-faced Baboon 5 Elite Wrecker
198
Scintillating Boa 5 Elite Blocker Bear Shifter 8 Wrecker
The Minotaur 5 Elite Wrecker Raven Scout 8 Skulker
Shadow Prince 5 Elite Spoiler Large Fishing Spider 8 Skulker
Ancient Hermit Crab 5 Boss Blocker Large Hunting Spider 8 Striker
Spectral Spawn 6 Mook Striker Large Webbing Spider 8 Skulker
Wolfshead Bandit 6 Mook Archer Scavenger Worm 8 Blocker
Enthralled Servant 6 Blocker Greymalkin 8 Elite Striker
Quipper Swarm 6 Striker Adult Couatl 8 Boss Striker
Deepfolk Warrior 6 Wrecker Jiang-Shi Scholar 8 Boss Striker
Flay Devil 6 Striker Medium Air Elemental 9 Spoiler
Fir Bolg Hunter 6 Striker Hezrou 9 Wrecker
Hulk 6 Wrecker Hungry Maw 9 Wrecker
Wolf Shifter 6 Striker Vulture Demon 9 Wrecker
Shapeshifter Slime (Human Form) 6 Archer Ghast 9 Striker
Shapeshifter Slime (Slime Form) 6 Skulker Insidious Assassin 9 Skulker
Failed Sacrifice 6 Wrecker The Emperor 9 Elite Archer
Specter of Chivalry 6 Blocker Bauble Beast 9 Elite Blocker
Specter of Sorrow 6 Spoiler Thrall Commander 10 Blocker
Large Vermin Swarm 6 Striker Plesiosaur 10 Wrecker
Barghest 6 Elite Striker Deepfolk Hydromancer 10 Spoiler
Revenant Skeleton 6 Elite Wrecker Ogre 10 Wrecker
Half-Aboleth 6 Boss Wrecker Elohim Sky Guardian 10 Archer
Vigilant Statue 6 Boss Blocker Deathgaunt 10 Skulker
Sniper Bandit 7 Mook Striker Tyrannosaur 10 Elite Striker
Dire Wolf 7 Striker Mercenary Lord 10 Elite Spoiler
Medium Earth Elemental 7 Skulker Burrower Worm 10 Elite Striker
Medium Water Elemental 7 Spoiler Worg 11 Striker
Fir Bolg Archer 7 Archer Large Earth Elemental 11 Skulker
Zombified Wyvern 7 Wrecker Large Water Elemental 11 Spoiler
King of Thieves 7 Elite Blocker Rabbit Shaman 11 Spoiler
Stygira 7 Elite Spoiler Greater Barghest 11 Elite Striker
Mercenary Archer 8 Mook Archer Dark Knight 11 Boss Wrecker
Transformed Servant 8 Blocker Jiang-Shi Magistrate 11 Boss Striker
Veteran Thrall 8 Wrecker Nightmare 12 Striker
Devil Ape 8 Wrecker Animate Guardian 12 Blocker
Pegasus 8 Striker Large Fire Elemental 12 Striker
Unicorn 8 Striker Hill Giant 12 Wrecker
Animate Collector 8 Spoiler Armored Warmage 12 Wrecker
Deepfolk Berserker 8 Wrecker Gloomwarden 12 Spoiler
Gargoyle 8 Skulker Otyugh 12 Striker
Medium Fire Elemental 8 Striker Huge Fishing Spider 12 Skulker
Fir Bolg Shaman 8 Spoiler Huge Hunting Spider 12 Striker
Fire Magician 8 Archer Huge Webbing Spider 12 Skulker
Infected Behemoth 8 Wrecker Ice Hag 12 Elite Striker
199
Master Assassin 12 Elite Skulker The Tri-Pod 15 Boss Striker
Skinner 13 Mook Archer The Awoken 15 Boss Striker
Elephant 13 Blocker Animate Battleform 16 Blocker
Large Air Elemental 13 Spoiler Frost Giant 16 Wrecker
Semiferum Caste Ophiduan 13 Striker Tunnel Brute 16 Wrecker
Jinushigami 13 Elite Spoiler Archvillain 16 Elite Wrecker
Punk 13 Elite Wrecker Phrenic Scourge 16 Elite Spoiler
Hominis Caste Ophiduan 13 Elite Spoiler Evil Eye 16 Boss Wrecker
Anguineum Caste Ophiduan 13 Boss Spoiler Mammoth 17 Blocker
Martial Arts Master 13 Boss Blocker Flying Head Swarm 17 Elite Striker
Baby Screamer 16 Mook Archer Aboleth 18 Spoiler
Blademaster 14 Mook Striker Stone Giant 18 Wrecker
Crossbow Master 14 Mook Archer Lamia Superior 19 Spoiler
Chuul 14 Wrecker Boar Demon (Nalfeshnee) 19 Wrecker
Fire Giant 14 Spoiler Frenzy Demon 19 Wrecker
Fir Bolg Chieftain 14 Blocker Pincer Demon (Glabrezu) 19 Wrecker
Chank 14 Archer Storm Giant 20 Spoiler
Mother Screamer 14 Skulker Undying 20 Skulker
Greater Failed Sacrifice 14 Wrecker Marut 21 Blocker
Cruel Lieutenant 14 Elite Striker Ancient Couatl 22 Boss Striker
Beast 14 Boss Striker Laughing Demon 25 Wrecker
Lamia 15 Spoiler Balor 29 Wrecker
Big Burner 15 Wrecker Marilith 29 Wrecker
Mountain Demon 15 Skulker Abyssal Mummy 35 Mook Blocker
Formidable Archer 15 Archer Orcus 35 Boss Spoiler
Widow 15 Spoiler
The Scorpion 15 Elite Archer
Elder Couatl 15 Boss Striker
200
Appendix: Creating New Monsters
This guide will step you through the process of creating
Tags
a new monster.
Origin:
Level and Rank Comes from the evil elemental planes: Demon.
Reactive resistance X.
At what level do you expect heroes to fight this
Comes from Hell: Devil. Resistance to fire X.
monster? That is the monster's level.
Comes from the Heavens: Celestial.
If a monster has a resistance or vulnerability "X" listed, Created from a dead body: Undead. Resistance to
this is equal to 5 for monsters level 1-10, 10 for poison X, vulnerability to radiant X.
monsters level 11-20 and 15 for monsters level 21-30. Created from a dead spirit or soul: Undead.
When the heroes fight the monster, do you expect it to Incorporeal, vulnerability to radiant X.
challenge four or five heroes (Boss rank), two or three Created from non-living matter: Construct.
heroes (Elite rank), one hero (Standard rank) or only to Resistance to poison and psychic X, vulnerability to
challenge one hero when there are about four of the acid X.
monster (Mook rank)? Lives partially or entirely underwater: Aquatic.
Elemental Connection:
Size, Source, Type and Tags
This is a naturalistic description of how large the Has a special connection to elemental earth: Earth.
monster is, which plane of existence it comes from, Has a special connection to elemental water:
what form its body takes and any additional categories Water. Resistance to acid X.
it falls into. Has a special connection to elemental air: Air.
Has a special connection to elemental fire or to fire
Every monster has a size, source and type. Only add
energy: Fire. Resistance to fire X, vulnerability to
tags where appropriate.
cold X.
Sizes Has a special connection to cold energy: Cold.
Resistance to cold X, vulnerability to fire X.
Tiny: Cat sized or smaller
Small: Dog sized Physiology:
Medium: Human sized
Eight-legged arachnid: Spider.
Large: Cow sized
Formless: Ooze. Resistance to acid X.
Huge: Elephant sized
Reptilian: Reptile.
Gargantuan: Blue whale sized or larger
Is an animated plant: Plant. Resistance to radiant
and psychic X, vulnerability to poison and fire X.
Sources Reptilian creature of elemental power, usually
Alien to this universe: Cosmic. Resistance to winged: Dragon.
radiant X, vulnerable to psychic X. Large or larger humanoid related to ogres or true
Native to elemental planes: Elemental giants: Giant.
Native to outer planes: Outsider. Resistance to Can freely or regularly change its form:
radiant X, vulnerable to necrotic X. Shapechanger.
Native to the Plane of Faerie: Fey. Vulnerability to Is made up of many smaller creatures: Swarm.
poison X. Resistance to Melee and Ranged X, vulnerability to
Native to the Plane of Shadow: Shadow. Resistance Near and Far X.
to necrotic X, vulnerable to radiant X. If ridden, gives the rider one or more benefits or
Native to the world: Natural powers: Mount.
Type
Humanoid body and physiology: Humanoid
Animal body and physiology: Beast
Unnatural body and physiology: Monstrosity
Assembled from raw matter or materials:
Automaton
201
The monster can accurately sense the presence of
Role creatures in contact with the ground, for example
The role is the function that the monster plays in through vibrations: Tremorsense 10.
combat. It determines defenses, HP and the damage The monster can see through shapechanging
that the monster does. magic, illusions, invisibility, etc.: Truesight 10.
Archer
AC: 12 + level. Movement
Fort: 11 + level; Ref: 12 + level; Will: 12 + level. Most monsters have a regular speed, which is their
HP: 21 + (4 * level) (double for Elite, quadruple for Boss) speed on land (walking). A monster that is as fast as a
Attack: +5 + level vs AC; +3 + level vs Fortitude, Reflex or human should have a speed of 6.
Will
Some monsters can also swim, climb, fly, burrow or
Blocker teleport.
AC: 16 + level. There are a number of special movement properties:
Fort: 13 + level; Ref: 12 + level; Will: 12 + level.
HP: 24 + (5 * level) (double for Elite, quadruple for Boss) The monster can move unimpeded through certain
Attack: +5 + level vs AC; +3 + level vs Fortitude, Reflex or difficult terrain: Terrain stride.
Will The monster's feet are grippy, allowing it to travel
across sheer surfaces and upside down across
Skulker ceilings: Wall-walker.
AC: 14 + level. The monster can move through obstacles as if they
Fort: 12 + level; Ref: 13 + level; Will: 11 + level. weren't there: Phasing.
HP: 21 + (4 * level) (double for Elite, quadruple for Boss) The monster is a good flier or swimmer but clumsy
Attack: +5 + level vs AC; +3 + level vs Fortitude, Reflex or on the ground: Clumsy on ground -4.
Will The monster is a poor flier but comfortable on the
ground: Clumsy in air -4.
Spoiler The monster is a poor swimmer but comfortable on
AC: 14 + level. the ground: Clumsy in water -4.
Fort: 12 + level; Ref: 11 + level; Will: 13 + level. The monster can stay in place while flying, even
HP: 24 + (5 * level) (double for Elite, quadruple for Boss) while knocked unconscious: Hover.
Attack: +5 + level vs AC; +3 + level vs Fortitude, Reflex or The monster can fly or levitate, but not above 10
Will feet: Maximum altitude 2.
The monster can squish into very small spaces:
Striker Compress
AC: 14 + level.
Fort: 11 + level; Ref: 13 + level; Will: 12 + level.
HP: 24 + (5 * level) (double for Elite, quadruple for Boss)
Attack: +5 + level vs AC; +3 + level vs Fortitude, Reflex or
Abilities
Assign the monster ability scores based on what seems
Will
appropriate. In general, a monster's highest ability
Wrecker score should equal about 16 + half its level.
AC: 12 + level. A monster’s modifier for each ability is equal to the
Fort: 13 + level; Ref: 11 + level; Will: 12 + level. base ability modifier, plus half its level (rounded
HP: 27 + (6 * level) (double for Elite, quadruple for Boss) down).
Attack: +5 + level vs AC; +3 + level vs Fortitude, Reflex or
Will
Skills
Choose any number of skills for the monster to be
Senses trained in. These skills have a bonus of 5 + half level +
The monster is blind: Blind tag, resistance to the relevant ability modifier.
radiant X. List the monster’s Perception modifier under “Senses”,
The monster can see in the dark: Darkvision. whether or not they are trained in that skill. If they are
The monster can see well in poor lighting: Low- not trained in Perception, the modifier is half the
light vision. monster's level + its Wisdom modifier.
The monster can accurately sense the presence of
creatures without seeing, for example through
echolocation: Blindsight 10.
202
Initiative
A monster's initiative modifier equals half the
monster's level plus its Dexterity modifier.
Powers
The best way to determine good powers for a monster
is to look at similar, existing monsters. However, here
is some guidance about the kind of damage that powers
should do, by level.
For each power you design, identify whether it has a
single target or two or more targets, and whether it is
usable at-will or less frequently (for the purpose of this
table, powers usable once per encounter and usable on
a refresh are counted together as "surge" powers). This
determines how much damage it should do, by level.
Type
Mooks deal static damage, and in general should only
target one creature with each attack.
Elites should have powers that allow them to attack
roughly twice as often as standard monsters.
Bosses should have powers that allow them to attack
roughly four times as often as standard monsters, or do Ryzom MMORPG Concept Art (Odd Fauna)
more damage when they
attack.
Role
Creatures with the wrecker
role do bonus damage on all
attacks. Mooks with the
wrecker role should only add
half that number to their
damage (round down).
203
Table - Monster Level and Damage
Mook At-Will Damage (Single At-Will Damage (Multi- Surge Damage (Single Surge Damage (Multi- Wrecker Bonus
Level Damage Target) Target) Target) Target) Damage
1 5 1d10+3 1d6+3 2d8+3 1d10+3 +2
2 5 1d12+3 1d8+3 2d10+2 1d12+3 +3
3 6 1d12+4 1d8+3 2d10+3 1d12+4 +3
4 6 1d12+5 1d8+4 2d12+3 1d12+5 +3
5 7 2d8+4 1d10+4 2d12+4 2d8+4 +3
6 7 2d10+3 1d12+4 3d8+5 2d10+3 +4
7 8 2d10+4 1d12+4 3d10+3 2d10+4 +4
8 8 2d10+5 1d12+5 3d10+5 2d10+5 +4
9 9 2d12+4 1d12+6 4d8+5 2d12+4 +4
10 9 2d12+5 2d8+5 4d8+6 2d12+5 +5
11 10 3d8+5 2d8+5 6d6+4 3d8+5 +5
12 10 3d8+6 2d8+6 6d6+6 3d8+6 +5
13 11 3d8+7 2d10+5 4d10+6 3d8+7 +5
14 11 3d10+5 2d10+6 5d8+6 3d10+5 +6
15 12 3d10+6 2d10+6 5d8+7 3d10+6 +6
16 12 3d10+7 2d10+7 7d6+7 3d10+7 +6
17 13 4d8+7 2d12+6 4d12+7 4d8+7 +6
18 13 4d8+8 2d12+7 5d10+7 4d8+8 +7
19 14 6d6+6 2d12+7 5d10+8 6d6+6 +7
20 14 6d6+7 2d12+8 7d8+6 6d6+7 +7
21 15 6d6+8 3d8+8 7d8+7 6d6+8 +7
22 15 4d10+8 3d8+9 7d8+8 4d10+8 +8
23 16 5d8+8 3d8+9 5d12+8 5d8+8 +8
24 16 5d8+9 3d8+10 5d12+10 5d8+9 +8
25 17 5d8+10 3d10+8 8d8+8 5d8+10 +8
26 17 7d6+9 3d10+9 8d8+9 7d6+9 +9
27 18 4d12+9 3d10+9 8d8+10 4d12+9 +9
28 18 4d12+10 3d10+10 6d12+9 4d12+10 +9
29 19 6d8+10 4d8+10 6d12+10 6d8+10 +9
30 19 5d10+10 4d8+11 9d8+10 5d10+10 +10
31 20 5d10+11 4d8+11 9d8+11 5d10+11 +10
32 20 5d10+12 4d8+12 8d10+10 5d10+12 +10
33 21 7d8+9 6d6+10 8d10+11 7d8+9 +10
34 21 7d8+10 6d6+11 7d12+10 7d8+10 +11
35 22 7d8+11 6d6+11 7d12+11 7d8+11 +11
204
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Hong, James Jacobs, Michelle Jones, Virginia Jordan, TJ Kahn, Mikko Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo
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Loza, Ron Lundeen, Philippe-Antoine Menard, Patchen Mortimer, Jonathan Tweet, Monte Cook, and Skip Williams.
Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo
Nelson, Samantha Phelan, Stephen Radney-MacFarland, Danita Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn,
Rambo, Shiv Ramdas, BJ Recio, Jessica Redekop, Mikhail Rekun, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost,
Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati,
Sayre, Mark Seifter, Sen.H.H.S, Abigail Slater, Rodney Sloan, Shay Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David
Snow, Pidj Sorensen, Kendra Leigh Speedling, Tan Shao Han, William Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley
Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Skylar Wall, Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens,
Andrew White, and Landon Winkler. James L. Sutter, Russ Taylor, Penny Williams, Skip Williams,
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Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Alexander Augunas.
Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Skreyn’s Register: The Bonds of Magic and “Deities of The Faithful”
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Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan Bonner, R. Cordell, Chris Sims, and Steve Townshend, based on original
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Stephens, and Russ Taylor. Williamson, Slatz Grubnik, Charles R. Wenzler Jr.
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Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, to BoLS Interactive, 2016.
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Quintessential Fighter Copyright 2002, Mongoose Publishing Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
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Quintessential Wizard Copyright 2002, Mongoose Publishing Lawinger, and Bill Webb; Based on original content from TSR.
Relics & Rituals Copyright 2001, Clark Peterson Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc.
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Fiore.
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Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower,
Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James
Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony
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