Monster Manual 22. CREDITS
Design Art Director
Rob Heinsoo (lead), Eytan Bernstein, Mari Kolkowsky
Greg Bilsland, Jesse Decker, N. Eric Heath,
Peter Lee, Chris Sims, O w e n K.C. Stephens Graphic Designer
Bob Jordan
Additional Design
Logan Bonner, Greg Gorden Chris Lindsay, Cover Illustration
Mike Mearls, Matthew Sernett, Greg Stolze,
Jesper Ejsing (front), Ralph Horsley (back)
Development
Stephen Schubert (lead), Interior Illustrations
Peter Lee, Peter Schaefer Dave Allsop, Zoltan Boros & Gabor Szikszai, Christopher
Burdett, Chippy, Brian Despain, Steve Ellis, W a y n e
Additional Development England, Jason Engle, A d a m Gillespie, Tomas Giorello,
Stephen Radney-MacFarland Lars Grant-West, Des Hanley, Ralph Horsley, Andrew
Hou, Jeremy Jarvis, Todd Lockwood, W a r r e n Mahy, J i m
Editing Nelson, W i l l i a m O'Connor, Steve Prescott, Vinod Rams,
Julia Martin (lead), Chris Seaman, Matias Tapia, Mark Tedin, Francis Tsai,
Greg Bilsland, Jeremy Crawford, Brian Valenzuela, Franz Vohwinkel, Eva W i d e r m a n n , Eric
Paul Grasshoff, Scott Fitzgerald Gray, Williams, Sam W o o d , Ben W o o t t e n
M. Alexander Jurkat, Jessica Kristine, D & D Brand Team
Bill McQuillan, Jeff Morgenroth Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard,
Martin Durham
Managing Editing
Torah Cottrill, Kim Mohan Publishing Production Specialist
Erin Dorries
Director of D & D R & D and Book Publishing
Bill Slavicsek Prepress Manager
Jefferson Dunlap
D & D Creative Manager
Christopher Perkins Imaging Technician
Ashley Brock
Senior Art Director
J o n Schindehette Production Manager
Cynda Callaway
D & D Design Manager
James W y a t t Game rules based on the original D U N G E O N S & DRAGONS* rules 0
created by E. Gary Gygax and Dave Arneson, and the later
D & D Development and Editing Manager editions by David " Z e b " Cook (2nd Edition); Jonathan Tweet,
Andy Collins Monte Cook, Skip W i l l i a m s , Richard Baker, and
Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
and James W y a t t (4th Edition).
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3. CONTENTS
MONSTERS A TO Z 4 RACIAL TRAITS 220
GLOSSARY 216 MONSTERS BY LEVEL 221
A L P H A B E T I C A L LISTING O F MONSTERS
Abolethic skum (ooze) 172 Devas 62 Herald of Hadar Scytheclaw drake 88
Abyssal eviscerator Diamondhide xorn 215 (star spawn) 196 Shadar-kai 180
(demon) 51 Dimensional marauder 69 Heroslayer hydra 151 Shardstorm vortexes
Abyssal marauder 48 Dire tiger 199 Hobgoblin fleshcarver 132 (elemental) 101
Abyssal rotfiend (demon)... 52 Direguard assassin 70 Horned drake 88 Shocktroop devil 67
Adamantine dragon 75 Direguard deathbringer... 70 Humans 144 Shrieking cultist
Ambush vine 204 Djinns 71 Ice troll 202 of Demogorgon 50
Angels 8 Doom flayer 49 Infernal armor Silver dragon 85
Ankheg 11 Drakkoths 90 animus (devil) 66 Skeletal steed 183
Arbalester (homunculus).. .143 Dretch (demon) 54 Iron dragon 83 Slaad spawn 185
Arctide runespiral Duergars 92 Iron golems 134 Slaughterstones 186
demon 60 Dust devil (elemental) 99 Kazrith (demon) 55 Son of the spirit wolf 211
Aspect of Demogorgon 44 Dweomer eater Kazuul, exarch Sphinx mystery 188
Assassin devil 64 (rust monster) 179 of Demogorgon 46 Spriggans 192
Barghests 20 Earth archons 14 Kenkus 152 Steel predator 198
Behirs 22 Eladrin 96 Krenshars 155 Stone giants 124
Beholders 24 Eldritch giants 120 Lolthbound goblin 131 Stonefist defender
Berserker prelate of Erinyes (devil) 64 Maruts 162 (homunculus) 143
Demogorgon 48 Fang of Yeenoghu Maw of Acamar Storm archons 15
Black pudding (ooze) 172 (gnoll) 126 (star spawn) 196 Storm shard 34
Bladerager troll 202 Fang titan drake 89 Misfortune devil 66 Stormstone fury
Blood hawk 142 Fell taints 104 Mud lasher (elemental)... 100 (elemental) 101
Bloodseeker drake 88 Fey lingerer 106 Myconids 164 Tempest wisp
Bloodseep demon 53 Firbolgs 108 Needle demon 56 (elemental) 102
Bloodthorn vine 205 Flame shard 34 Neldrazu (demon) 56 Thrarak, exarch
Bone golem 133 Flamespiker (elemental)... 99 Neogis 166 of Demogorgon 47
Bonecrusher skeleton 183 Fleshtearer shark 182 Nothics 168 Tiger 199
Bristle spider 189 Fluxslaad 184 Nycademon (demon) 57 Tomb spider 190
Bugbear wardancer Fomorians 112 Nyfellar mammoth 161 Troglodytes 200
(goblin) 130 Frost giants 122 Oni 170 Troll vinespeaker 203
Bullywugs 28 Frost hawk 142 Phase spider 190 Umbral sprite swarm 194
Centaurs 30 Cenasi 116 Phoelarchs 174 Warforged 206
Centipede scuttler 33 Ceonid (elemental) 99 Phoera (phoelarch) 175 Water archons 18
Chain golem 133 Ghost legionnaire 119 Pod demon 58 Wereboar 158
Chaos hydra 151 Giant ants 12 Podspawn (demon) 59 Weretiger 159
Chillfire destroyer Gnaw demon 54 Poisonscales (lizardfolk)... 156 Werewolf lord 160
(elemental) 98 Gnolls 126 Primordial colossus 37 Will-o'-wisp 209
Clay golem 134 Gnomes 128 Prismatic shard 35 Windfiend fury
Cockatrice 36 Goblin acolyte Razor hydra 150 (elemental) 102
Copper dragon 77 of Maglubiyet 131 Remorhaz 176 Windstriker (elemental).. .103
Couatl cloud serpent 38 Gold dragon 80 Retriever 177 Winter wolf 210
Couatl star serpent 38 Goliaths 136 Rime hound 211 Winter wolf snowfang 210
Coure of mischief Gorechain devil 65 Rockfist smasher Withering devil 68
and strife 97 Gray ooze 173 (elemental) 100 Witherlings 212
Cyclopses 40 Gray render 137 Runespiral demon 59 W o o d woad 214
Dagon 45 Green slime (ooze) 173 Rupture demon 60 Xorn 215
Darkmantle 41 Greenvise vine 205 Rust monster 178 Yochlol tempter
Death shard 34 Half-elves 138 Scion of Gibbeth (demon) 61
Demogorgon 42 Half-ores 140 (star spawn) 197
4. THE SECOND c o m p e n d ium o f monsters for the
DUNGEONS & DRAGONS® g a m e , Monster Manual® 2 is
filled with a n e w assortment o f creatures designed to
challenge and terrify adventurers o f all levels.
T h e monsters i n these pages offer threats of every
level and include b r a n d new monsters, such as fir-
bolgs and djinns, as well as new versions o f familiar
monsters like giants and demons. Monster Manual 2
also introduces the metallic dragons, w h i c h j o i n their
c h r o m a t i c k i n in the g a m e .
T h e rest o f this introduction explains how to read a
monster's statistics block and assumes you're familiar
with the power and combat rules in the Player's Hand-
book®. T h e glossary, starting on page 2 1 6 , defines
m a n y o f the terms used i n the book, and the list o f
monsters b y level, starting on page 2 2 1 , is m e a n t to
assist you i n tailoring encounters for your player char-
acters (PCs).
THE STATISTICS BLOCK
A monster's statistics a r e presented in a format m e a n t
to b e used i n play. A typical statistics block is format-
ted as follows.
Monster Name Level and Role
Size, origin, and type (keywords) XP value
Initiative modifier Senses Perception modifier; special senses
Aura name (keywords) aura size; effect.
H P maximum; Bloodied value
Regeneration
AC; Fortitude, Reflex, W i l l
Immune effects; Resist effects; Vulnerable effects
Saving Throws modifier
Speed
Action Points
[Power icon[ Power name (action; requirement; recharge) •
Keywords
Range and area; targets; attack bonus vs. defense; effect on a
hit. Miss: Result (if any). Other effects.
Alignment Languages
Skills skill modifiers
Str score (modifier) Dex score (modifier) W i s score (modifier)
Con score (modifier) Int score (modifier) Cha score (modifier)
Equipment armor, shield, weapons, other equipment
6. LEVEL AND ROLE TYPE
A monster's level and role are tools for the D M to use A creature's type s u m m a r i z e s some basic things
when building an encounter. Chapter 4 of the Dungeon about its appearance and behavior. Types are ani-
Master's Guide explains how to use these tools. mate, beast, humanoid, and magical beast. See the
L e v e l : A monster's level s u m m a r i z e s how tough it glossary for information about e a c h type.
is in an encounter. Level determines most o f the mon-
ster's statistics as well as the experience point ( X P ) KEYWORDS
award the P C s e a r n for defeating it (Dungeon Master's Some monsters have keywords that further define
Guide, pages 5 6 - 5 7 ) . t h e m . T h e s e keywords represent groups o f monsters,
R o l e : A monster's role describes its preferred such as angel, demon, devil, dragon, and undead. See
combat tactics, much as a character class's role sug- the glossary for definitions o f a monster's keywords.
gests tactics for P C s . Monster roles are artillery, brute,
controller, lurker, skirmisher, and soldier (Dungeon
Master's Guide, pages 5 4 - 5 5 ) .
SENSES
A monster might have a second role: elite, solo, Every monster has a Perception modifier. Some mon-
or m i n i o n . Elite monsters and solo monsters are sters also have special senses, such as darkvision or
tougher t h a n standard monsters, and m i n i o n s are tremorsense, which are noted in the " S e n s e s " entry.
weaker. For t h e purpose o f encounter building, an
elite m o n s t e r counts as two standard monsters o f its AURA
level, a solo monster counts as five, and four m i n i o n s I f a monster has an aura, that is noted near the top of
count as o n e . its statistics block. A n aura is a continuous effect that
In addition, a monster might have the leader sub- emanates from the monster. See the glossary for m o r e
role, indicating that it grants some sort o f boon to its about auras.
allies, such as a beneficial aura.
REGENERATION
SIZE S o m e monsters have regeneration. At the start o f each
A creature's size determines its space as well as its of its turns, a monster that has regeneration regains a
reach. specific n u m b e r o f hit points, as long as the monster
has at least 1 hit point.
Monster Size Space Reach T h e regeneration o f some monsters c a n b e sup-
Tiny 1/2 x 1/2 0 pressed by certain types o f damage or by specific
Small 1 x1 1 c i r c u m s t a n c e s , and some creatures c a n use regenera-
Medium 1 x 1 WSM tion only under specific c i r c u m s t a n c e s (for example,
Large 2x2 1 or 2 only while bloodied).
Huge 3x3 2 or 3
Gargantuan 4 x 4 or larger 3 or 4
SPEED
S p a c e : This is the area (measured in squares) that I f a monster has alternative movement modes, such
a creature occupies on the battle grid. as fly, climb, or swim, that fact is noted in its speed
R e a c h : I f a creature's r e a c h is greater t h a n 1, entry.
the r e a c h is noted in any m e l e e power the creature
has that uses that reach. Even i f a creature's reach is ACTION POINTS
greater t h a n 1, the creature can't m a k e opportunity Elite and solo monsters have action points they c a n
attacks against targets that aren't adjacent to it unless spend to take extra actions, just as P C s do. Unlike
it has threatening reach. P C s , a monster c a n spend more t h a n 1 action point in
A creature that has reach 0 c a n n o t normally m a k e an encounter, but only 1 per round.
m e l e e attacks outside its own space.
POWERS
ORIGIN A monster's powers are presented so that its basic
A monster's origin s u m m a r i z e s its place in the D & D attacks appear first, followed by its other powers.
cosmology. Origins are aberrant, elemental, fey,
i m m o r t a l , natural, and shadow. See the glossary for
TYPE
information about e a c h origin.
E a c h power has an icon that represents its type:
m e l e e (I), ranged (pf), close (<•), or area (•#). I f a power
doesn't have an icon, it's a personal power.
7. A basic attack has a circle around its icon: m e l e e
EEEECTS U
basic attack © or ranged basic attack © .
Monster powers include m a n y o f the s a m e effects
h
that appear in P C powers, such as aftereffects, condi <£
ACTION tions, damage o f various types, ongoing damage, and
I f a power requires an action to use, that fact is noted secondary attacks.
;„<"
in the power's description. A n i m m e d i a t e action's A power's effects are instantaneous, unless other- a:
trigger is noted right after the action type. Some wise noted. T h e effects o f some powers c a n be lu
powers don't require an action to use; they simply i_
sustained (indicated by Sustain and then whatever
./•
occur in response to a trigger. action is required to sustain the effect). z
C
REQUIREMENT ALIGNMENT 2
Some powers are usable only i f a precondition is met.
A monster's most typical alignment is noted in its
For example, a power might be usable only while a
statistics block. Chapter 2 o f the Player's Handbook
monster is bloodied or only i f it is wielding a specific
contains information on the various alignments.
weapon. A requirement is noted after a power's action
type, i f any.
LANGUAGES
A statistics block gives the languages that a monster
RECHARGE
typically c a n speak and understand. An individual
A monster power is at-will, encounter, or daily, or it
monster might know additional languages, like
recharges in certain c i r c u m s t a n c e s .
C o m m o n or the languages of its companions. See the
R e c h a r g e 0 0 LC] [x] 10]: T h e power has a
Dungeon Master's Guide, page 1 7 1 , for more informa-
r a n d o m c h a n c e o f r e c h a r g i n g during e a c h round o f
tion about the languages o f the D & D world.
c o m b a t . At the start o f e a c h o f the monster's t u r n s ,
roll a d 6 . I f the roll is one o f the die results shown
in the power description, t h e m o n s t e r regains the SKILLS
use o f that power. T h e power also r e c h a r g e s after a T h e skills section o f a monster's statistics block
short rest. includes only trained skills or skills for which the
R e c h a r g e s w h e n . . . : T h e power recharges in a monster has an unusual modifier. A monster's Per-
specific c i r c u m s t a n c e , such as when the monster is ception modifier isn't repeated here.
first bloodied during an encounter. T h e power also
recharges after a short rest.
ABILITY SCORES
A monster's six ability scores are included toward the
RANGE AND A R E A bottom o f its statistics block. Following each score
A melee power has a range o f 1, unless otherwise
in parentheses is the adjusted ability score modifier,
noted. R a n g e d powers specify a range, and area
including one-half the monster's level, which is useful
powers and close powers specify a range and an area
whenever the monster needs to m a k e an untrained
of effect.
skill c h e c k or an ability c h e c k .
TARGETS EQUIPMENT
Some monster powers specify targets. An area attack
A monster's " E q u i p m e n t " entry notes the weapons
or a close attack targets each creature within its area
and implements the creature uses. I f a character
o f effect, unless otherwise noted.
gains a monster's equipment, he or she c a n use it as
n o r m a l equipment. A character does not gain the
ATTACK powers that a monster uses through its equipment.
Unless an attack power hits automatically, its descrip-
tion includes an attack notation, which specifies the
monster's attack bonus for that power and which
HEALING SURGES
defense it targets. Monsters have healing surges. However, few monsters
H i t : T h e effect o f a power hitting is specified after have powers that let t h e m spend healing surges. T h e
the attack notation. n u m b e r o f healing surges a monster has is based on
M i s s : S o m e attack powers have an effect on a miss its level: 1 - 1 0 , one healing surge; 1 1 - 2 0 , two healing
(indicated by Miss). surges; 21 or higher, three healing surges.
E f f e c t : S o m e attack powers have an effect whether B e c a u s e they rarely c o m e into play, healing surges
or not the attack hits (indicated by Effect). are not included in a monster's statistics block.
8. ANGEL ENCOUNTER GROUPS
A n angel o f authority leads angels o f protection,
v e n g e a n c e , supremacy, battle, a n d valor. It also
A N G E L S A R E DIVINE SERVANTS OF T H E GODS. Although a d m i n i s t e r s or d i r e c t s o t h e r servants o f a deity w h o
c o m m o n in t h e A s t r a l S e a , t h e y c a n b e found any- are not angels.
w h e r e acting on b e h a l f o f a deity or o t h e r force w h o s e
goals align with t h e i r calling. Level 2 2 Encounter ( X P 21,400)
• 1 angel o f authority (level 2 2 controller)
ANGEL OE AUTHORITY • 2 angels o f v e n g e a n c e (level 1 9 elite b r u t e , MM 1 7 )
• 6 angels o f light (level 2 3 m i n i o n )
A N ANGEL OF AUTHORITY IS T H E MOUTHPIECE o f a deity.
T h i s angel governs other angels a n d servants o f a
deity in a n d out o f c o m b a t . ANGEL OE RETRIEVAL
W H E N DEITIES R E Q U I R E T H E RECOVERY o f a stolen
object or a k i d n a p p e d c r e a t u r e , they send a squad
Angel of Authority Level 22 Controller (Leader)
Large immortal humanoid (angel) XP 4,150 o f divine beings that includes a n e x p e r t t r a c k e r : t h e
Initiative +17 Senses Perception +18 angel o f retrieval.
HP 203; Bloodied 101
AC 36; Fortitude 32, Reflex 34, W i l l 35
Angel of Retrieval Level 2 2 Artillery
Immune fear; Resist 15 radiant
Large immortal humanoid (angel) XP 4,150
Speed 8, fly 12 (hover)
Initiative +20 Senses Perception +22; blindsight
© Quarterstaff (standard; at-will) • Radiant, Weapon
HP 162; Bloodied 81
Reach 2; +27 vs. AC; 1d10 + 8 damage plus 1d10 radiant
AC 34; Fortitude 33, Reflex 35, W i l l 33
damage.
Immune fear; Resist 15 radiant
-T Lightning Bolt (standard; at-will) • Lightning
*
Speed 8, fly 12 (hover), teleport 5
Ranged 10; +26 vs. Fortitude; 2d10 + 8 lightning damage, and
© Short Sword (standard; at-will) • Radiant, Weapon
the target is dazed until the end of the angel of authority's next
Reach 2; +27 vs. AC; 2d6 + 6 radiant damage.
turn.
© Angelic Bow (standard; at-will) • Radiant, Weapon
V Majestic Rally (standard; recharge : : ) • Radiant, Thunder
Ranged 20/40; +27 vs. AC; 2d8 + 9 radiant damage, and each
Close burst 5; targets enemies; +26 vs. Will; 1d10 + 8 radiant
enemy adjacent to the target takes 10 radiant damage.
damage plus 1d10 thunder damage, and the target is weakened
4 Isolating Displacement (standard; at-will) • Radiant,
(save ends). Miss: Half damage. Effect: Any angel within the burst
Teleportation
gains a +2 bonus to attack rolls until the end of the angel of
authority's next turn. Reach 2; +27 vs. Reflex; 2d8 + 10 radiant damage, and the
angel of retrieval teleports the target 5 squares. The angel then
Angelic Presence (while not bloodied)
teleports to a space adjacent to the target. The angel can choose
Any attack against the angel of authority takes a -2 penalty to
to deal no damage with this attack. Miss: The angel teleports
the attack roll.
5 squares.
Alignment Unaligned Languages Supernal
-?2- Clear the W a y (standard; recharge [Xj [!]]) • Radiant
Skills Insight +23, Religion +23
Area burst 3 within 10; +27 vs. Fortitude; 3d8 + 9 radiant
Str20(+16) Dex22(+17) W i s 25 (+18)
damage, and the angel of retrieval slides the target 3 squares.
Con19(+15) Int24(+18) Cha27(+19)
Miss: Half damage, and the angel slides the target 1 square.
Equipment plate armor, quarterstaff
Hunt the Guilty (minor; encounter)
The angel of retrieval chooses one enemy within 10 squares of
ANGEL OE AUTHORITY TACTICS it. Until the end of the encounter, the angel's attacks deal 1d10
A n angel o f authority stays b e h i n d t h e lines, raining extra damage against that creature.
down lightning bolts a n d bolstering allies w i t h majestic Alignment Unaligned Languages Supernal
Skills Arcana +28, Intimidate +29
rally w h e n e v e r possible.
Str22(+17) Dex28(+20) W i s 23 (+17)
Con 24 (+18) Int23(+17) Cha24(+18)
ANGEL OE AUTHORITY LORE Equipment plate armor, longbow, short sword
R e l i g i o n D C 2 4 : A n angel o f authority is t h e
herald o f a p a r t i c u l a r deity. T h e angel h a n d l e s t h e ANGEL OE RETRIEVAL TACTICS
m o s t i m p o r t a n t tasks c o n c e r n i n g t h e p r o t e c t i o n a n d
A n angel o f retrieval is often d i s p a t c h e d to c a p t u r e a
well-being o f t h e deity's d o m i n i o n .
person or a thing. T h e angel uses hunt the guilty on t h e
individual to b e c a p t u r e d or t h e one holding a n item
to b e r e c o v e r e d . T h e angel uses clear the way to give its
allies m o r e space to m a n e u v e r . O t h e r w i s e , t h e angel
prefers to fight f r o m a d i s t a n c e w i t h its angelic bow.
9. (Left to right) angei of authority, angel of light, and angel of supremacy
ANGEL OE RETRIEVAL LORE ANGEL OE LIGHT
R e l i g i o n D C 2 4 : An angel o f retrieval is best M A D E PURELY OF DIVINE ENERGY, a n angel o f light exists
described as a bounty hunter from the Astral Sea. as a brilliant embodiment o f a deity's subconscious.
These angels are trained in rituals that allow t h e m
to hunt down creatures, such as Observe Crea- Angel of Light Level 2 3 Minion Skirmisher
ture (Players Handbook, page 3 0 9 ) and Planar Medium immortal humanoid angel) XP 1,275
Portal (Player's Handbook, page 3 1 1 ) . Initiative +19 Senses Perception +19
H P 1; a missed attack never damages a minion; see also death
burst.
ENCOUNTER GROUPS
AC 37; Fortitude 34, Reflex 34, W i l l 36
An angel o f retrieval is assisted by other angels in
Immune fear; Resist 15 radiant
interplanar hunting parties. Speed 8, fly 12 (hover)
© Angelic Glaive (standard; at-will) • Weapon
Level 2 3 E n c o u n t e r ( X P 2 1 , 4 0 0 ) Reach 2; +28 vs. AC; 15 damage.
• 1 angel o f retrieval (level 2 2 artillery) <* Death Burst (when the angel of light drops to 0 hit points) •
• 2 angels o f supremacy (level 2 4 soldier) Radiant
The angel of light explodes in a burst of radiant light: close burst
• 1 2 angel o f valor legionnaires (level 2 1 minion,
•
10; targets enemies; +26 vs. Fortitude. Effect: Angels in the
M M 16)
burst gain 10 temporary hit points.
Alignment Unaligned Languages Supernal
Str 18 (+15) Dex 23 (+17) W i s 27 (+19)
Con 2 3 (+17) Int 15 (+13) Cha 2 3 (+17)
Equipment glaive
ANGEL OE LIGHT TACTICS
A squad o f angels o f light spreads out and tries to
attack as m a n y targets as possible. They never retreat
from battle.
10. ANGEL OE LIGHT LORE ANGEL OE SUPREMACY TACTICS
R e l i g i o n D C 2 4 : A n angel o f l i g h t is the bound A n angel o f supremacy positions itself at a chokepoint
form o f a deity's subconscious thoughts, appearing in or other tactically important location and uses astral
the Astral Sea as a m o t e o f pure energy until given brilliance. It targets a melee combatant with summons
direction by m o r e powerful angels. T h e thought that to justice, bringing the target within r e a c h o f its spear
originally formed it drives its actions eternally. and the radiant zone.
R e l i g i o n D C 2 9 : Although directed by a deity's
thoughts, angels oflight c a n act independently to see ANGEL OF SUPREMACY LORE
those thoughts enacted. T h e r e have even b e e n rare R e l i g i o n D C 2 4 : Angels o f supremacy guard the
occasions w h e n angels oflight acted in ways contrary h o m e s o f gods and protect the gods' favored mortal
to their creators' ethos in zealous attempts to see servants. T h e y are also the b a c k b o n e o f strike force
those ideas m a d e real. groups for a deity.
ENCOUNTER GROUPS ENCOUNTER GROUPS
Angels oflight are found with other angels or as A n angel of supremacy is the vanguard o f any strike
m e m b e r s o f a larger group enforcing a deity's will. force sent by the gods.
Level 2 2 Encounter ( X P 2 4 , 5 5 0 ) Level 2 4 E n c o u n t e r ( X P 3 0 , 3 5 0 )
• 1 angel o f supremacy (level 2 4 soldier) • 3 angels o f supremacy (level 2 4 soldier)
• 8 angels oflight (level 2 3 minion) • 1 deva fallen star (level 2 6 artillery)
• 1 m a r u t concordant (level 2 2 elite controller, • 1 tormenting ghost (level 2 1 controller, MM 1 1 7 )
MM 8 5 )
ANGEL OE SUPREMACY ARCHANGEL
A N G E L S OF S U P R E M A C Y A R E T H E STRONGEST o f the The highest of all angels are the Archangels, powerful
angelic fighters. beings from the Astral Sea. An archangel is the ultimate
authority in an astral dominion with the exception of the
Angel of Supremacy Level 2 4 Soldier actual deity.
Large immortal humanoid (angel) XP 6,050 The archangel template can be applied to any angel.
Initiative +19 Senses Perception +18
HP 226; Bloodied 113 Archangel Elite Controller
AC 40; Fortitude 38, Reflex 36, W i l l 35 (angel) XP Elite
Immune fear; Resist 15 radiant
Saving Throws +2
Speed 8, fly 12 (hover)
Action Point 1
© Spear (standard; at-will) • Thunder, Weapon
Hit Points +8 per level + Constitution score
Reach 3; +31 vs. AC; 1 d10 + 9 damage plus 1 dl 0 thunder
Powers
damage.
+ Avenging Strike (when an ally within 5 squares of the
-y Light of Justice (standard; encounter) • Radiant archangel drops to 0 hit points; at-will)
Ranged 10; +29 vs. Fortitude; 2d10 + 9 radiant damage. EJFect: The archangel shifts 2 squares and makes a melee basic
The target is marked until the end of the encounter. attack as a free action.
Summons to Justice (minor 1/round; at-will)
Overwhelming Presence (standard; encounter) • Radiant
Ranged sight; targets creatures marked by the angel of
Close burst 5, targets enemies; level + 4 vs. Will; 1d8 +
supremacy; no attack roll; the angel of supremacy pulls the
Wisdom modifier radiant damage, and the target is stunned
target 1 square.
until the end of the archangel's next turn.
Astral Brilliance (standard; encounter) • Radiant, Zone
Close burst 3; +29 vs. Reflex; 2d10 + 9 radiant damage. Effect
The burst creates a zone of radiance that lasts until the end
of the encounter. The angel of supremacy's spear attack deals
1d10 extra radiant damage while the angel is within the zone.
Angelic Presence (while not bloodied)
Any attack against the angel of supremacy takes a -2 penalty to
the attack roll.
Threatening Reach
An angel of supremacy can make opportunity attacks against all
enemies in reach.
Alignment Unaligned Languages Supernal
Skills Intimidate +21
Str 29 (+21) Dex 21 (+17) W i s 22 (+18)
Con26(+20) hit 25 (+19) Cha19(+16)
Equipment plate armor, heavy shield, spear
11. ANKHEG
LOATHSOME INSECTS with a taste for bipedal prey,
a n k h e g s b u r s t from hiding to seize t h e unwary.
An a n k h e g moves with great stealth, but might b e
detected by t h e faint w h i f f o f acid dripping from its
twitching m a n d i b l e s .
Ankheg Level 3 Elite Lurker
Large natural beast XP300
Initiative +10 Senses Perception +9; tremorsense 5
HP 100; Bloodied 50
AC 17; Fortitude 14, Reflex 16, W i l l 14
Resist 5 acid
Saving Throws +2
Speed 8, burrow 4 (tunneling)
Action Points 1
© Claw (standard; at-will)
+8 vs. AC; 1d8 + 5 damage. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
• Mandible Grab (standard; usable only while the ankheg does not
f
have a creature grabbed; at-will)
+8 vs. AC; 1d8 + 5 damage, and the target is grabbed; see also
mandible carry.
I Gnaw and Scuttle (minor; at-will) • Acid
Targets a creature grabbed by the ankheg; +8 vs. AC; 1d8 + 2
damage, and ongoing 5 acid damage (save ends). The ankheg
then shifts 2 squares and pulls the target to space adjacent to
its new location.
• * Acid Spray (standard; recharges when first bloodied) 4- Acid
<
Close blast 3; +8 vs. Reflex; 1d8 + 5 acid damage, and the target
is slowed and takes ongoing 5 acid damage (save ends both).
Mandible Carry ANKHEG TACTICS
An ankheg can move at normal speed while carrying a creature Adult a n k h e g s strike quickly, attempting to g r a b a n d
that is Medium or smaller. c a r r y away a v u l n e r a b l e target. A n a n k h e g broodling
Alignment Unaligned Languages -
r e m a i n s in hiding until a n adult a n k h e g has brought
Skills Stealth +11
a grabbed victim near.
Str15(+3) Dex20(+6) W i s 16 (+4)
Con 18 (+5) lnt2(-3) Cha4(-2)
ANKHEG LORE
Ankheg Broodling Level 1 Minion Brute N a t u r e D C 1 0 : A n k h e g s dig m a z e l i k e n e t w o r k s
Small natural beast XP 25 o f t u n n e l s , w h i c h might c o n t a i n o t h e r m o n s t e r s that
Initiative +3 Senses Perception +1; tremorsense 5 have c l a i m e d p a r t o f t h e t u n n e l network as t h e i r o w n .
HP 1; a missed attack never damages a minion.
N a t u r e D C 1 5 : A n k h e g s a r e found in nesting
AC 15; Fortitude 12, Reflex 14, W i l l 12
pairs, t h e i r broodlings rarely e m e r g i n g from t h e
Resist 5 acid
Speed 6, burrow 2 (tunneling) safety o f t h e i r t u n n e l s .
© Claw (standard; at-will)
+5 vs. AC; 4 damage,
i Mandible Rip (standard; at-will) • Acid
ENCOUNTER GROUPS
+4 vs. AC; 6 damage. If the ankheg broodling makes a critical A n k h e g s are n o r m a l l y e n c o u n t e r e d as pairs. Brood-
hit against a target, each creature adjacent to that target takes 3 lings a r e occasionally controlled b y giant ants after
acid damage. t h e ant hives drive away or kill t h e adult a n k h e g s .
Brood Swarm
An ankheg broodling gains a +4 bonus to attack rolls against
Level 4 E n c o u n t e r ( X P 9 5 0 )
targets that are grabbed by any ankheg.
• 2 a n k h e g s (level 3 elite lurker)
Alignment Unaligned Languages -
Skills Stealth +8 • 6 a n k h e g broodlings (level 1 m i n i o n )
Str 10 (+0) Dex 16 (+3) W i s 12 (+1) • 1 rage drake (level 5 b r u t e , M M 9 2 )
Con 13 (+1) lnt1(-5) Cha 2 (-4)
12. ANT, G I A N T HIVE SOLDIER
H I V E SOLDIERS R E M A I N N E A R T H E H I V E unless driven
to c o n q u e s t by t h e q u e e n .
W A V E S OF SINGLE-MINDED GIANT ANTS c a n strip t h e
l a n d s c a p e b a r e for m i l e s , overcoming any foe with
Hive Soldier Level 3 Soldier
s h e e r n u m b e r s . T h e y have b e e n k n o w n to r e d u c e Medium natural beast XP150
towns to b a r e e a r t h . Initiative +6 Senses Perception +0; low-light vision,
tremorsense 10
HIVE W O R K E R HP 46; Bloodied 23; see also death convulsion
AC 18; Fortitude 16, Reflex 15, W i l l 12
W E A K E S T OF T H E GIANT ANTS, workers exist to fulfill Speed 6, climb 6
t h e f u n c t i o n a l needs o f t h e hive, providing little help © Grasping Mandibles (standard; usable only while the hive
in battle o t h e r t h a n t h e i r s w a r m i n g n u m b e r s . soldier does not have a creature grabbed; at-will)
+10 vs. AC; 1d8 + 3 damage, and the target is grabbed.
• Acid Sting (standard; at-will) • Acid
f
Hive Worker Level 1 Minion Skirmisher
Targets a creature grabbed by the hive soldier; +10 vs. AC; 1d6
Medium natural beast XP25
+ 3 acid damage, and ongoing 5 acid damage (save ends).
Initiative +0 Senses Perception - 1 ; low-light vision,
•i" Death Convulsion (when the hive soldier drops to 0 hit points)
tremorsense 10
Close burst 1; targets enemies; +8 vs. Reflex; the target is
HP 1; a missed attack never damages a minion.
knocked prone.
AC 15; Fortitude 13, Reflex 13, W i l l 10
Hive Soldier Frenzy (when any giant ant within 10 squares of the
Speed 6, climb 6, burrow 2 (tunneling)
hive soldier drops to 0 hit points; at-will)
© Bite (standard; at-will)
The soldier gains a +2 bonus to attack rolls until the end of its
+6 vs. AC; 4 damage.
next turn.
Hive Worker Frenzy (free, when any giant ant within 10 squares
Alignment Unaligned Languages -
of the hive worker is reduced to 0 hit points; at-will)
Str 17 (+4) Dex 15 (+3) W i s 9 (+0)
The hive worker shifts 2 squares.
Con 14 (+3) Int 2 (-3) Cha 4 (-2)
Alignment Unaligned Languages -
Str17(+3) Dex15(+2) Wis9(-1)
Con 14 (+2) lnt2(-4) Cha4(-3) WINGED DRONE
W I N G E D DRONES FLOOD FROM T H E H I V E during m a t i n g
HIVE W O R K E R TACTICS season, spreading far a n d wide on iridescent wings.
A hive worker shows little initiative. It attacks any
adjacent c r e a t u r e other t h a n those o f its o w n hive, or Winged Drone Level 4 Skirmisher
moves to attack any c r e a t u r e that is in c o m b a t with a Medium natural beast XP175
m e m b e r o f its hive. Initiative +6 Senses Perception +2; low-light vision,
tremorsense 10
HP 55; Bloodied 27
HIVE WARRIOR AC 18; Fortitude 15, Reflex 17, W i l l 12
A H I V E W A R R I O R ACTS AS AN E X P L O R E R a n d g u a r d i a n Speed 8, climb 8, fly 8
for t h e workers during t h e i r forays outside t h e hive. © Acid Sting (standard; at-will) • Acid
+9 vs. AC; 1d6 + 2 acid damage, and ongoing 5 acid damage
(save ends).
Hive Warrior Level 1 Skirmisher + Hive Drone Frenzy (free, when any giant ant within 10 squares
Medium natural beast XP 125 of the winged drone drops to 0 hit points; at-will)
Initiative +6 Senses Perception +0; low-light vision, The drone shifts 2 squares and uses acid sting.
tremorsense 10
4 Flyby Attack (standard; at-will)
H P 36; Bloodied 18
The winged drone flies 8 squares and makes one acid sting at
AC 16; Fortitude 14, Reflex 15, W i l l 11
any point during that movement. The drone doesn't provoke
Speed 8, climb 8 opportunity attacks when moving away from the target of the
© Piercing Bite (standard; at-will) • Acid attack. _.
+7 vs. AC; 1d8 + 4 damage. The hive warrior's attack deals 1d10
Shredding Wings (standard; usable only while bloodied;
extra acid damage to any target that already has ongoing acid
encounter)
damage.
Close blast 2; +8 vs. AC; 3d6 + 4 damage, and the winged drone
Hive Warrior Frenzy (free, when any giant ant within 10 squares
loses its fly speed until the end of the encounter.
of the hive warrior drops to 0 hit points; at-will)
Alignment Unaligned Languages -
The warrior is no longer marked or cursed, and it shifts 2 squares.
Str 14 (+4) Dex 18 (+6) W i s 11 (+2)
Alignment Unaligned Languages -
Con 15 (+4) Int 2 (-2) Cha4(-1)
Str 14 (+3) Dex 17 (+4) W i s 9 (+0)
Con 12 (+2) Int 2 (-3) Cha 4 (-2)
13. HIVE QUEEN
IN ADDITION TO BIRTHING F U T U R E GENERATIONS, the
hive queen directs the activities o f her brood with a
ruthless and single-minded purpose.
Hive Queen Level 5 Elite Controller (Leader)
Large natural beast XP400
Initiative +6 Senses Perception +2; low-light vision,
tremorsense 10
In the Presence of the Queen aura 10; each giant ant within the
aura gains a +2 bonus to attack rolls and damage rolls.
HP 132; Bloodied 66
AC 19; Fortitude 19, Reflex 16, W i l l 17
Immune fear
Speed 6, climb 2
Saving Throws +2
Action Points 1
© Bite (standard; at-will)
110 vs. AC; 1d10 + 4 damage.
© Kick (minor; at-will)
Reach 2; +9 vs. Reflex; 3 damage, and the hive queen pushes
the target 3 squares.
• Hive Queen Frenzy (free, when any giant ant within 10 squares
r HIVE QUEEN TACTICS
of the hive queen drops to 0 hit points; at-will) A hive queen aims her kick carefully, pushing
The queen shifts 2 squares and uses kick.
e n e m i e s into groups for an acidic blast attack or into
V Acidic Cloud (standard; encounter) • Acid, Zone
swarming clusters o f her brood. In a desperate situa-
Close burst 4; the burst creates a zone of caustic gas that lasts
until the end of the encounter. Any enemy that starts its turn tion, she calls a strategic retreat, sacrificing warriors
within the zone takes 2 acid damage for each giant ant within without concern while leading soldiers and drones to
the zone. The zone is centered on the hive queen and moves a more advantageous location. I f the entire brood is
with her. eliminated, the q u e e n fights to the death.
-i'f Acidic Blast (standard; recharge':: K 11) • Acid
Area burst 3 within 10; targets enemies; +7 vs. Will; 1d6 + 2
acid damage, and the target is dazed (save ends). Miss: Half GIANT ANT LORE
damage. N a t u r e D C 7: Giant ants live in hives consisting of
Call to Arms (when first bloodied; encounter) hundreds of m e m b e r s . T h e majority o f these ants are
Four new giant ant hive workers appear and act to defend their
workers, but they all fight to defend the hive.
queen. Each ant appears within 5 squares of the hive queen,
N a t u r e D C 1 2 : Although they are not intelligent,
and acts on the queen's initiative count.
Alignment Unaligned Languages -
giant ants use teamwork and simple yet effective tac-
tics. Giant ants possess a social organization rivaling
that o f the most efficient humanoids.
N a t u r e D C 17: Giant ants c o m m u n i c a t e with
nearby m e m b e r s o f the hive by using a complex
combination o f pheromones. T h e s e pheromones are
highly acidic, and the ants use t h e m to damage foes.
ENCOUNTER GROUPS
Giant ants are encountered with others o f their hive,
since they generally consider anything else to be food.
Level 1 Encounter ( X P 5 0 0 )
• 1 hive soldier (level 3 soldier)
• 2 hive warriors (level 2 skirmisher)
• 4 hive workers (level 1 minion)
14. ARCHON EARTH ARCHON
SEISMIC STRIKER
P R I M O R D I A L S C R A F T E D ARCHONS to b e soldiers in t h e A SEISMIC STRIKER FORMS T H E FOUNDATION o f a n
c a t a c l y s m i c w a r against t h e i m m o r t a l s o f t h e Astral a r c h o n a r m y in t h e E l e m e n t a l C h a o s . It s o m e t i m e s
S e a . Now, t h e y act as servitors a n d m e r c e n a r i e s for acts as a g u a r d for stone giants.
powerful forces w i t h i n t h e E l e m e n t a l C h a o s , s u c h
as giants, efreets, a n d d e m o n s . T h e s e c r e a t u r e s o f Earth Archon Seismic Striker Level 1 6 Soldier
energy e x e r t little will o f t h e i r own, instead further- Medium elemental humanoid (earth)
ing t h e goals a n d a m b i t i o n s o f t h e i r m a s t e r s . T h e few Initiative +16 Senses Perception +13; tremorsense 20
H P 160; Bloodied 80
a r c h o n s that a r e i n d e p e n d e n t prowl t h e E l e m e n t a l
AC 32; Fortitude 29, Reflex 28, W i l l 27
C h a o s , attacking c r e a t u r e s without e l e m e n t a l origins.
Immune disease, petrification, poison
Speed 6 (earth walk)
EARTH ARCHON © W a r Pick (standard; at-will) • Thunder, Weapon
+23 vs. AC; 2d8 + 7 damage plus 1d8 thunder damage (crit 4d8
GROUND RAGER + 23 damage plus 8 thunder damage).
A N E A R T H ARCHON GROUND RAGER is d r a w n to regions © Stone Javelin (standard; at-will) • Weapon
Ranged 10/20; +23 vs. AC; 1d10 + 7 damage, and the target is
o f geologic activity, s u c h as volcanoes, fault zones,
marked until the end of the earth archon seismic striker's next
sink holes, or a r e a s prone to landslides.
turn.
Seismic Stomp (standard; recharge is i]) • Thunder
Earth Archon Ground Rager Level 1 4 Controller Close burst 3; +21 vs. Fortitude; 2d10 + 7 thunder damage, and
Medium elemental humanoid (earth) XP 1.000 the target is knocked prone. Miss: Half damage, and the target is
Initiative +9 Senses Perception +13; tremorsense 20 knocked prone.
Earth Liquefaction aura 5; each creature without the earth Ground Strike • Thunder
keyword that ends its turn within the aura and did not move An earth archon seismic striker's attack deals an extra 1d8
during its turn is slowed until the end of its next turn. thunder damage against any prone enemy.
H P 143; Bloodied 71 Combat Superiority
AC 28; Fortitude 27, Reflex 25, W i l l 26 An earth archon seismic striker gains a +5 bonus to opportunity
Immune disease, petrification, poison attack rolls and immobilizes a creature that it hits with an
Speed 6 (earth walk) opportunity attack.
© Slam (standard; at-will) Alignment Chaotic evil Languages Primordial
+19 vs. AC; 2d8 + 6 damage. Str 18 (+12) Dex 22 (+14) W i s 21 (+13)
© Raging Earth (standard; at-will) • Thunder Con 24 (+15) Int 15 (+10) Cha 17 (+11)
Ranged 20; +17 (+20 against slowed creatures) vs. Reflex; 1d8 + Equipment plate armor, heavy shield, war pick, 5 javelins
6 thunder damage, and the target is immobilized (save ends).
4 Shove (standard; at-will)
+19 vs. AC; 1d10+6 damage, and the target is pushed 4 squares
EARTH ARCHON RUMBLER
and knocked prone. E A R T H ARCHON RUMBLERS SERVE AS SHOCK TROOPS
-5^ Ground Eruption (standard; recharge X j i ) • Thunder in t h e a r m i e s o f t h e E l e m e n t a l C h a o s , c r u s h i n g any
Area burst 1 within 10 ; +18 vs. Reflex; 2d8 + 6 thunder e n e m i e s too slow to f l e e .
damage, and the target is knocked prone. Miss: Half damage,
and the target is knocked prone.
Alignment Chaotic evil Languages Primordial Earth Archon Rumbler Level 17 Brute
Str 20 (+12) Dex 14 (+9) W i s 2 3 (+13) Medium elemental humanoid (earth) XP 1,600
Con 23 (+13) Int 19 (+11) Cha 17 (+10) Initiative +12 Senses Perception +13; tremorsense 20
Equipment chainmail H P 204; Bloodied 102
AC 29; Fortitude 31, Reflex 28, W i l l 29
Immune disease, petrification, poison
Speed 6 (earth walk)
© Stone Warhammer (standard; at-will) • Weapon
+20 vs. AC; 2d10 + 9 damage.
'ir Avalanche Strike (standard; at-will)
Close burst 2; +18 vs. Reflex; 1d10 + 9 damage, and the target
is knocked prone.
Thundering Might • Thunder
An earth archon rumbler's attack deals 2d8 extra thunder
damage if the rumbler is adjacent to more than one enemy
emy.
Alignment Chaotic evil Languages Primordial
Str 24 (+15) Dex 18 (+12) W i s 21 (+13)
Con 24 (+15) Int 15 (+10) Cha 17 (+11)
Equipment warhammer
15. (Left to right) earth archon seismic striker, ground rager, and rumbler
EARTH ARCHON LORE ENCOUNTER GROUPS
A r c a n a D C 1 3 : E a r t h archons prefer a slow, E a r t h archons c a n be found with any type o f elemen-
inexorable advance toward conquest, and they are tal creature, eager to crush any e n e m y i n their path.
excellent strategists. T h e y prefer to take, hold, and
fortify positions, unlike the rapid a n d destructive Level 1 4 E n c o u n t e r ( X P 5 , 2 0 0 )
blazes o f fire archons. I n this regard e a r t h archons • 1 e a r t h a r c h o n ground rager (level 1 4 controller)
are similar to ice archons and work well with t h e m . • 1 e a r t h archon seismic striker (level 1 6 soldier)
A r a n a D C 2 0 : T h e greatest fortress o f e a r t h • 2 fire archon emberguards (level 1 2 brute, M M 18)
archons in the Elemental Chaos is Thrak-Harda, • 1 ice archon hailscourge (level 1 6 artillery,
ruled by a stone titan n a m e d King B r a k k a m u l . This MM 20)
sprawling fortification guards a huge g e m called the
D i a m o n d o f Despair. Level 1 8 E n c o u n t e r ( X P 1 0 , 4 0 0 )
A r c a n a D C 2 5 : R u m o r s say that the fortifica- • 1 c a m b i o n hellfire magus (level 1 8 artillery,
tions a r o u n d the D i a m o n d o f D e s p a i r are intended MM 39)
to protect others from it rather t h a n to protect it • 1 e a r t h archon ground rager (level 1 4 controller)
from thieves. W h a t danger it presents is a m a t t e r • 3 e a r t h archon seismic strikers (level 1 6 soldier)
of speculation, and the D i a m o n d has long b e e n • 2 e a r t h archon rumblers (level 17 brute)
an obsession o f t h e dao, mysterious cousins o f t h e
djinns a n d efreets. STORM ARCHON
SQUALLSHIELD
A s TEMPESTUOUS A S A H U R R I C A N E , a storm a r c h o n
squallshield is always spoiling for a fight. It serves as
versatile infantry to more powerful elemental lords,
and goes out o f its way to cause panic and suffering.
16. (Left to right) storm archon lightning walker, tempest weaver, and squallshield
Storm Archon Squallshield Level 17 Soldier
Medium elemental humanoid (air, water) XP 1,600
STORM ARCHON
Initiative +15 Senses Perception +15 SQUALLSHIELD TACTICS
Rain Wall aura 1; each enemy that starts its turn within the aura A squallshield focuses its attacks on a w e a k target.
must make a DC 22 Athletics check or Acrobatics check. An It m a r k s t h e foe from range using snarling lightning
enemy that fails the check is knocked prone. a n d t h e n teleports n e x t to it using pursuing storm. The
HP 168; Bloodied 84
squallshield t h e n attacks with its longsword, keeping
AC 33; Fortitude 30, Reflex 30, W i l l 26
t h e target m a r k e d until t h e squallshield's other abili-
Immune disease, poison; Resist 15 lightning, 15 thunder
Speed fly 8 (hover) ties r e c h a r g e .
© Longsword (standard; at-will) • Weapon
+23 vs. AC; 2d8 + 7 damage, and the target is marked until the STORM ARCHON
end of the storm archon squallshield's next turn.
• Snarling Lightning (standard; recharge [x] [H]) • Lightning
V LIGHTNING WALKER
Ranged 10; +21 vs. Reflex; 2d8 + 7 lightning damage, and the
A LIGHTNING W A L K E R CRACKLES w i t h intensity a n d
target is marked (save ends). Each enemy adjacent to the target
a r r o g a n c e , f l a s h i n g across t h e battlefield faster t h a n
takes half damage and is marked (save ends).
t h e eye c a n b l i n k .
Pursuing Storm (move; recharge [x] [n]) • Teleportation
The storm archon squallshield teleports 7 squares to a space
adjacent to a creature it has marked. The target grants combat Storm Archon Lightning Walker Level 1 8 Skirmisher
advantage to the squallshield until the end of the squallshield's Medium elemental humanoid (air, water) XP 2,000
turn. Initiative +18 Senses Perception +16
Mark of the Tempest H P 171; Bloodied 85
When a storm archon squallshield hits a creature marked by it AC 32; Fortitude 29, Reflex 32, W i l l 29
with a ranged or melee attack, that creature is slowed (save ends). Immune disease, poison; Resist 15 lightning, 15 thunder
Alignment Chaotic evil Languages Primordial Speed fly 8 (hover)
Str 19 (+12) Dex 20 (+13) W i s 15 (+10) © Spear (standard; at-will) • Teleportation, Weapon
Con24(+15) Int 17 (+11) Cha17(+11) +23 vs. AC; 2d8 + 4 damage, and the storm archon lightning
Equipment plate armor, light shield, longsword walker teleports the target 2 squares. Effect: The lightning
walker teleports 2 squares.
17. t Booming Retort (immediate reaction, when an enemy enters a STORM ARCHON
square adjacent to the storm archon lightning walker; recharge
: X] [fjj) • Lightning, Thunder TEMPEST W E A V E R TACTICS
The triggering enemy takes ongoing 5 lightning and thunder Unlike most artillery, a tempest weaver is willing
damage (save ends), and the lightning walker shifts 2 squares. to move close in c o m b a t . It begins with heart of the ^
<- Lightning Pulse (standard; encounter) • Lightning, tempest, incapacitating as m a n y c r e a t u r e s as pos-
Teleportation
sible and r e a r r a n g i n g the battlefield to its advantage
Close burst 2; targets enemies; +21 vs. Reflex; 3d6 + 6 lightning
before closing i n to use storm touch. T h e t e m p e s t
damage. Effect: The storm archon lightning walker teleports 10
squares.
weaver t h e n withdraws, using its fly speed to put
Alignment Chaotic evil Languages Primordial d i s t a n c e b e t w e e n itself and attackers.
Str 17 (+12) Dex 24 (+16) W i s 15 (+11)
Con 19 (+13) Int 15 (+11) Cha 18 (+13) STORM ARCHON LORE
Equipment scale armor, spear
A r c a n a D C 1 6 : S t o r m a r c h o n s live i n float-
ing storm cities t h a t c r u i s e t h r o u g h the E l e m e n t a l
STORM ARCHON C h a o s . Always on the move, these cities drift over-
LIGHTNING WALKER TACTICS h e a d , indifferent to what h a p p e n s b e n e a t h t h e m .
A lightning walker is in constant motion on the However, storm a r c h o n s strike without provocation
battlefield, vanishing in a flash after every attack i f they grow b o r e d .
and reappearing a short distance away. T h e archon A r c a n a D C 2 4 : Storm a r c h o n s c a n b e found in
reserves lightning pulse for situations w h e n it finds the company o f storm giants, especially during the
itself surrounded or f l a n k e d . howling black tempests that rise up from the Abyss.
Storm archons a n d storm giants ride these evil winds
STORM ARCHON as they swirl through the layers o f the Elemental
Chaos, spilling out into planes beyond to cause torna-
TEMPEST W E A V E R does and hurricanes.
RIDING T H E T U R B U L E N T W I N D S a n d s t o r m s raging A r c a n a D C 2 9 : Storm a r c h o n s and storm giants
across the Elemental Chaos, a tempest weaver hurls are at their worst when they ride a black tempest's
down lightning at its foes with capricious zeal. winds. W h i l e flying upon a tempest, they c a n attract
demons to follow or fight alongside t h e m .
Storm Archon Tempest Weaver Level 21 Artillery
Medium elemental humanoid (air, water) XP 3,200
ENCOUNTER GROUPS
Initiative +12 Senses Perception +14
HP 155; Bloodied 77 T e a m s o f storm a r c h o n s patrol their masters' domains
AC 33 (35 with defensive squall); Fortitude 32, Reflex 33 (35 with within the Elemental Chaos. Storm archons often
defensive squall), W i l l 33 serve storm giants and their elemental comrades.
Immune disease, poison; Resist 15 lightning, 15 thunder
Speed 6, fly 8 (hover)
Level 1 8 E n c o u n t e r ( X P 1 0 , 4 0 0 )
i Storm Touch (standard; at-will) • Lightning
• 2 storm archon squallshields (level 17 soldier)
-26 vs. Fortitude; 2d10 + 4 lightning damage.
Resounding Bolt (standard; at-will) • Lightning, Thunder • 2 storm archon lightning walkers (level 1 8
Ranged 10; +26 vs. Fortitude; 1 d10 + 5 thunder damage, and skirmisher)
ongoing 10 lightning damage (save ends), • 1 storm archon tempest weaver (level 2 1 artillery)
v* Lightning Blast (standard; recharges when first bloodied) •
Lightning
Level 1 8 E n c o u n t e r ( X P 1 1 , 6 0 0 )
Close burst 2; +24 vs. Reflex; 2d8 + 5 lightning damage, and
• 2 fire a r c h o n blazesteels (level 1 9 soldier, MM 1 9 )
the target is blinded until the end of the storm archon tempest
• 1 ice archon frostshaper (level 2 0 controller,
weaver's next turn.
•i'r Heart of the Tempest (standard; encounter) • Lightning, MM 2 1 )
Thunder • 2 storm archon lightning walkers (level 1 8
Area burst 3 within 20; targets enemies; +24 vs. Reflex; the skirmisher)
target slides 3 squares, takes ongoing 10 lightning damage and
ongoing 10 thunder damage, and is restrained (save ends all). Level 2 2 E n c o u n t e r ( X P 2 0 , 7 5 0 )
Defensive Squall
• 2 storm archon tempest weavers (level 2 1 artillery)
A storm archon tempest weaver gains a +2 bonus to its AC and
• 1 storm giant (level 2 4 controller, MM 2 4 )
Reflex against ranged attacks.
Alignment Chaotic evil Languages Primordial • 1 thunderhawk (level 2 2 elite soldier, MM 2 2 1 )
Skills Intimidate +20
Str 14 (+12) Dex 15 (+12) W i s 18 (+14)
Con 23 (+16) Int 25 (+17) Cha 25 (+16)
Equipment robes
18. Saving Throws +2 against immobilized, restrained, and slowed
WATER ARCHON Speed 6, swim 8
SHOAL REAVER © Greatspear (standard; at-will) • Weapon
Reach 2; +20 vs. AC; 2d10 + 4 damage.
A SHOAL R E A V E R IS A MERCILESS R A I D E R , happy to •J- W a y of Water (standard; recharge ii ii)
dispatch any c r e a t u r e s in its way. It savages e n e m i e s The water archon tide strider shifts 6 squares and makes one
with ruthless strikes o f its trident, pulling t h e m to t h e greatspear attack against each enemy within reach at any point
water's edge. during the move.
Combat Advantage
Hits from a water archon tide strider's melee attacks knock
W a t e r Archon Shoal Reaver Level 13 Brute
prone any target that is granting combat advantage to it.
Medium elemental humanoid (aquatic, water) XP 800
Alignment Chaotic evil Languages Primordial
Initiative +8 Senses Perception +7 Str 17 (+10) Dex 19 (+11) W i s 14 (+9)
HP 159; Bloodied 79 Con 16 (+10) Int 15 (+9) Cha 14 (+9)
AC 25; Fortitude 27, Reflex 25, W i l l 24 Equipment scale armor, greatspear
Immune disease, forced movement, poison; Resist 10 acid;
Vulnerable cold (a water archon shoal reaver that takes cold
damage is slowed until the end of its next turn) WATER ARCHON
Saving Throws +2 against immobilized, restrained, and slowed
TIDE STRIDER TACTICS
Speed 5, swim 7
A tide strider waits until its allies engage a n e n e m y
©Trident(standard; at-will) • Weapon
+16 vs. AC; 3d8 + 3 damage, and the target takes a -2 penalty before attacking. It uses way of water at e a c h opportu-
to AC until the end of its next turn. nity, using c o m b a t advantage to k n o c k prone as m a n y
•f Water Harpoon (standard; recharge |_X| [i sj) e n e m i e s as possible.
Ranged 5; +16 vs. AC; 4d8 + 5 damage, and the water archon
shoal reaver pulls the target adjacent to it.
<* Whirlpool of Tines (standard; recharges when first bloodied)
WATER ARCHON
Close burst 1; targets enemies; +16 vs. AC; 2d8 + 5 damage, WAVESHAPER
and the target takes 2 damage for each square it moves on
its turn (save ends). Miss: Half damage, and the target takes 1 M A N I P U L A T I N G T H E OCEAN with gestures o f its w a r
damage for each square it moves on its turn (save ends). fans, a waveshaper works tirelessly to see t h e world
Alignment Chaotic evil Languages Primordial d r o w n e d by t h e c h u r n i n g waters o f t h e E l e m e n t a l
Str 18 (+10) Dex 15 (+8) W i s 13 (+7) Chaos.
Con 19 (+10) Int 12 (+7) Cha 10 (+6)
Equipment scale armor, trident
Water Archon Waveshaper Level 1 6 Controller (Leader)
Medium elemental humanoid (aquatic, water) XP 1,400
WATER ARCHON Initiative +10 Senses Perception +12
HP 157; Bloodied 78
SHOAL REAVER TACTICS
AC 30; Fortitude 28, Reflex 27, W i l l 30
A shoal reaver uses its s w i m s p e e d to its advantage,
Immune disease, forced movement, poison; Resist 10 acid;
assaulting e n e m i e s w h o venture into t h e water. Addi- Vulnerable cold (a water archon waveshaper that takes cold
tionally, its liquid b o d y allows t h e creature-to move damage is slowed until the end of its next turn)
freely onto land. It employs water harvoon to d r a w Saving Throws +2 against immobilized, restrained, and slowed
e n e m i e s close before using whirlpool of tines, w h i c h it Speed 6, swim 8
© Waveshape (standard; at-will)
uses against at least two targets at a t i m e .
+20 vs. Reflex; 2d6 + 5 damage, and the target is pushed 1
square and knocked prone.
WATER ARCHON •f Dizzying Whirlpool (standard; at-will)
Ranged 10; +19 vs. Fortitude; 2d8 + 7 damage, and the target
TIDE STRIDER cannot charge or shift (save ends).
T A C I T U R N A N D VIOLENT, a tide strider does its t a l k i n g Geyser (standard; recharge jx] Jij)
with t h e e n d o f its deadly spear. Area burst 2 within 10; +19 vs. Reflex; 2d8 + 4 damage, and the
target is knocked prone and cannot use immediate actions until
the end of its next turn.
W a t e r Archon Tide Strider Level 1 5 Skirmisher
Ocean Call (minor; recharges when bloodied)
Medium elemental humanoid (aquatic, water) XP 1,200 Each ally that is within 10 squares of the water archon
Initiative+13 Senses Perception+9 waveshaper and that has the water keyword or the aquatic
Body Torrent aura 1; each enemy within the aura that hits or keyword shifts 3 squares as a free action and gains 10
misses the water archon tide strider with an attack is pushed temporary hit points.
1 square.
Alignment Chaotic evil Languages Primordial
HP 144; Bloodied 72
Skills Intimidate +16
AC 29; Fortitude 27, Reflex 28, W i l l 26
Str 14 (+10) Dex 19 (+12) W i s 2 5 (+15)
Immune disease, forced movement, poison; Resist 10 acid;
Con 21 (+13) Int 15 (+10) Cha 17 (+11)
Vulnerable cold (a water archon tide strider that takes cold
Equipment robes, 2 war fans
damage is slowed until the end of its next turn)
19. (left to right) water archon waveshaper, shoal reaver, and tide strider
WATER ARCHON ENCOUNTER GROUPS
WAVESHAPER TACTICS W a t e r archons typically find themselves in the ser-
A waveshaper is content to linger at the edge o f battle, vice o f masters as m e r c u r i a l and destructive as the
just within the limits o f its ranged powers. F r o m this sea itself. They are loyal as long as they are not sent
location, the waveshaper alternates b e t w e e n using too far from water and are given frequent opportuni
dizzying whirlpool and geyser, using the first while the ties to spread misery and woe.
second recharges. A waveshaper uses ocean call early
in combat, once its allies have engaged their enemies. Level 1 2 E n c o u n t e r ( X P 3 , 5 0 0 )
• 1 h u m a n pirate captain (level 10 soldier)
WATER ARCHON LORE • 2 windfiend furies (level 1 2 controller)
• 2 water archon shoal reavers (level 13 brute)
A r c a n a D C 1 8 : W a t e r archons don't limit
themselves to seas. T h e y use rivers and streams as
Level 14 Encounter ( X P 5 , 2 0 0 )
highways, setting up outposts in swamps or lakes.
• 1 aboleth slime mage (level 17 artillery, MM 8)
Water archons prefer to r e m a i n near water, but use
• 3 water archon shoal reavers (level 1 3 brute)
land-based attacks as a surprise tactic.
• 1 water archon waveshaper (level 15 controller)
A r c a n a D C 2 3 : W a t e r archons prowl water-
ways in great ships o f water crafted by waveshapers.
These strange aquatic masses have a semisolid state
that allows t h e m to rise and submerge as the water
archons wish. T h e s e ships have given water archons a
reputation as planar pirates.