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                                                                                                     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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                                                       VISIT O U R W E B S I T E AT                                      WWW.W1ZARDS.COM/DND
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
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
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.
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.
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.
(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.
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
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)
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)
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)
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
(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.
(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.
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
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)
(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.
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Monster Manual 2

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  • 2. 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). 620-23966720-001 EN U.S., C A N A D A , A S I A , P A C I F I C , EUROPEAN HEADQUARTERS W I Z A R D S OF THE COAST, B E L G I U M 9 8 76 54 3 2 1 & LATIN A M E R I C A Hasbro UK Ltd Industrialaan 1 First Printing' ^^MMPSJPr Wizards of the Coast LLC Caswell W a y 1702 Groot Bijgaarden 7® P.O. Box 707 Newport, G w e n t N P 9 0 Y H Belgium May 2009 Renton W A 98057-0707 GREAT BRITAIN +32.070.233.277 I S B N : 978-0-7869-5101-7 +1-800-324-6496 Please keep this address for your records D U N G E O N S & D R A G O N S , D & D , d20, d20 S y s t e m , W I Z A R D S OF T H E C O A S T , Player's Handbook, Dungeon Master's Guide, Monster Manual, F O R G O T T E N R E A L M S , D & D Insider, Adventurer's Vault, Dragon Magic, Arcane Power, Inn Fighting, Martial Power, Open Grave: Secrets of the Undead, Three-Dragon Ante, all other W i z a r d s of the Coast product names, and their respective logos are trademarks of W i z a r d s of the Coast in the U.S.A. and other countries. All W i z a r d s characters, character names, and the distinctive likenesses thereof are property of W i z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. A n y reproduction or unauthorized use of the material or artwork contained herein is prohibited w i t h o u t the express w r i t t e n permission of W i z a r d s of the Coast LLC. A n y similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. © 2 0 0 9 W i z a r d s of the Coast LLC VISIT O U R W E B S I T E AT WWW.W1ZARDS.COM/DND
  • 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
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  • 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.