Aboleth Servitor Level 16 Minion No Role
Medium aberrant humanoid (aquatic) XP 350
 Initiative +10        Senses Perception +8; Darkvision
HP 1; a missed attack never damages a minion.
AC 30; Fortitude 28, Reflex 23, Will 21
Speed 6, Swim 6
m Slam (standard, at-will) 
ZZX +19 vs AC; 7 damage. 
X Aboleth Devotion
ZZX An aboleth servitor gains a +2 bonus to attack rolls against enemies in an aboleths mucus haze aura. If an aboleth servitor is ever more than 10 squares from its aboleth master, the servitor becomes dazed, weakened, and immobilized until its master moves within 10 squares of it.
Alignment Unaligned        Languages Common
Str 24 (+15)      Dex 15 (+10)      Wis 10 (+8)
Con 20 (+13)      Int 10 (+8)      Cha 10 (+8)
Description: A humanoid is transformed into an aboleth servitor by way of the Aboleth Servitor ritual (see sidebar). When a creature transforms into an aboleth servitor, its skin becomes a clear, slimy membrane that allows it to swim and breathe in water.



Aboleth Slime Mage Level 17 Artillery (Leader)
Large aberrant magical beast (aquatic) XP 1600
 Initiative +11        Senses Perception +15; Darkvision
Mucus Haze aura 5; enemies treat the area within the aura as difficult terrain.
HP 128; Bloodied 64
AC 31; Fortitude 28, Reflex 28, Will 29
Speed 5, Swim 10
m Tentacle (standard, at-will) 
ZZX Reach 2; +19 vs AC; 1d8+6 damage (3d8 + 6 damage against a dazed target), and the target is dazed (save ends). 
R Slime Orb  (standard, at-will)  ?  Psychic
ZZX Ranged 10; +22 vs Reflex; 2d8+7 psychic damage, and the target is slowed (save ends). 
R Dominate (standard, at-will)  ?  Charm
ZZX Ranged 10; targets a dazed humanoid; +20 vs Will; the target is dominated (save ends). An aboleth slime mage can dominate only one creature at a time. 
A Slime Burst (standard, encounter)  ?  Psychic
ZZX Area burst 4 within 10; targets enemies; +17 vs Reflex; 2d8+7 psychic damage, and the target is immobilized (save ends). \rAftereffect: The target is slowed (save ends). 
Alignment Evil        Languages Deep Speech, telepathy 20
Skills Arcana +19, Dungeoneering +20, Insight +20
Str 23 (+14)      Dex 16 (+11)      Wis 25 (+15)
Con 20 (+13)      Int 23 (+14)      Cha 20 (+13)



Banshrae Dartswarmer Level 11 Artillery
Medium fey humanoid XP 600
 Initiative +11        Senses Perception +7; low-light vision
HP 89; Bloodied 44
AC 23; Fortitude 20, Reflex 23, Will 22
Speed 8
m Slam (standard, at-will) 
ZZX +13 vs AC; 1d8+3 damage. 
R Blowgun Dart (standard, at-will)  ?  Weapon
ZZX Range 5/10; +16 vs AC; 1d10+6 damage, and the target is dazed and takes a -2 penalty to attack rolls (save ends both). 
C Dart Flurry (standard, recharge ? ?  ? )  ?  Weapon
ZZX Close blast 5; +16 vs AC; 1d10+6 damage, plus the target is dazed and takes a -2 penalty to attack rolls (save ends both). 
Alignment Unaligned        Languages Telepathy 20
Str 16 (+8)      Dex 22 (+11)      Wis 15 (+7)
Con 17 (+8)      Int 14 (+7)      Cha 20 (+10)
Equipment: blowgun, darts



Banshrae Warrior Level 12 Skirmisher
Medium fey humanoid XP 700
 Initiative +14        Senses Perception +8; low-light vision
HP 121; Bloodied 60
AC 26; Fortitude 22, Reflex 24, Will 22
Speed 8
m Slam (standard, at-will) 
ZZX +17 vs AC; 1d8+4 damage. 
M Staggering Palm (standard, recharges after the use of mantid dance) 
ZZX +17 vs AC; 2d8+4 damage, plus the target is stunned until the end of the banshrae warriors next turn. 
R Blowgun Dart (standard, at-will)  ?  Weapon
ZZX Range 5/10; +17 vs AC; 1d4+6 damage. 
X Melee Agility  (minor, usable immediately after hitting with a melee attack; at-will) 
ZZX The banshrae warrior shifts 1 square.
X Mantid Dance (move; recharge ? ?  ? ) 
ZZX Until the end of its next turn, the banshrae warrior gains a +2 bonus to all defenses and all noncritical ranged attacks automatically miss it.
X Skirmish +2d8
ZZX If, on its turn, a banshrae warrior ends its move at least 4 squares away from its starting point, it deals an extra 2d8 damage on its melee attacks until the start of its next turn.
Alignment Unaligned        Languages Telepathy 20
Str 18 (+10)      Dex 23 (+12)      Wis 15 (+8)
Con 17 (+9)      Int 14 (+8)      Cha 20 (+11)
Equipment: blowgun, darts



Battle Wight Level 9 Soldier
Medium natural humanoid (undead) XP 400
 
 HP 98; Bloodied 49  Initiative +7  
 AC 25, Fortitude 22, Reflex 18, Will 22  Perception+3  
 Speed 5  Darkvision  
 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant  

Standard Actions
m Soul-Draining Longsword (necrotic, weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +14 vs. AC
Hit: 1d8 + 5 necrotic damage, the target loses a healing surge, and it is immobilized until the end of the wight's next turn.
R Soul Reaping (healing, necrotic)  ?   Recharge ?  ? 
ZZX Attack: Ranged 5 (one immobilized creature); +12 vs. Fortitude
Hit: 3d8 + 9 necrotic damage, and the wight regains 10 hit points.
Skills Intimidate +14
Str 20 (+9)                Dex 13 (+5)                Wis 9 (+3)
Con 18 (+8)                Int 12 (+5)                Cha 20 (+9)
Alignment Evil        Languages Common
Equipment: heavy shield, longsword, plate armor.


Cyclops Impaler Level 14 Artillery
Large fey humanoid XP 1000
 Initiative +10        Senses Perception +16; truesight 6
HP 111; Bloodied 55
AC 28; Fortitude 28, Reflex 25, Will 26
Speed 8
m Spear (standard, at-will)  ?  Weapon
ZZX Reach 2; +19 vs AC; 1d10+6 damage. 
R Spear (standard, at-will)  ?  Weapon
ZZX Range 10/20; +19 vs AC; 1d10+6 damage. 
R Impaling Volley  (standard, recharge  ? ZZX Range 10; +19 vs AC; 2d6+6 damage, and ongoing 5 damage (save ends). 
R Evil Eye (minor, at-will) 
ZZX Ranged sight; the cyclops impaler gains a +2 bonus to ranged attacks made against the target. It can designate only one target with its evil eye at a time
Alignment Unaligned        Languages Elven
Skills Athletics +18
Str 23 (+13)      Dex 16 (+10)      Wis 19 (+11)
Con 21 (+12)      Int 10 (+7)      Cha 12 (+8)
Equipment: leather armor, spearx12.



Dark Stalker Level 10 Lurker
Small shadow humanoid XP 500
 Initiative +14        Senses Perception +7; Darkvision
HP 81; Bloodied 40
AC 24; Fortitude 21, Reflex 24, Will 23
Speed 6
m Scimitar (standard, at-will)  ?  Weapon
ZZX +15 vs AC; 1d8+5 damage (crit 1d8 + 13). 
R Dagger (standard, at-will)  ?  Weapon
ZZX Range 5/10; +15 vs AC; 1d4+5 damage. 
A Dark Fog (standard; sustain minor, encounter)  ?  Zone
ZZX Area burst 4 within 10; creates a zone of darkness that blocks line of sight (creatures with darkvision ignore this effect).
C Killing Dark ( when reduced to 0 hit points, ) 
ZZX Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark stalker explodes in a spout of darkness
X Combat Advantage
ZZX The dark stalker deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.
X Dark Step (move; at-will) 
ZZX The dark stalker moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to.
X Invisibility (minor; recharge ? ? ?  ? )  ?  Illusion
ZZX The dark stalker becomes invisible until the end of its next turn.
Alignment Unaligned        Languages Common
Skills Stealth +15, Thievery +15
Str 12 (+6)      Dex 21 (+10)      Wis 14 (+7)
Con 15 (+7)      Int 14 (+7)      Cha 19 (+9)
Equipment: black garments, daggerx4, scimitar.



Drider Fanglord Level 14 Brute
Large fey humanoid (spider), drow XP 1000
 
 HP 172; Bloodied 86  Initiative +12  
 AC 26, Fortitude 27, Reflex 25, Will 23  Perception+15  
 Speed 8, climb 8 (spider climb)  Darkvision  
   

Standard Actions
m Greatsword (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d12 + 8 damage.
R Web ?   Recharge ? ?  ? 
ZZX Attack: Ranged 5 (one creature); +17 vs. Reflex
Hit: The target is restrained until it escapes (DC 21) or teleports.

Minor Actions
M Quick Bite (poison)  ?  At-Will poison
ZZX Attack: Melee 1 (one creature granting combat advantage to the drider); +17 vs. Reflex
Hit: 1d4 damage, and ongoing 10 poison damage (save ends).
R Darkfire ?  Encounter
ZZX Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the driders next turn.
Skills Dungeoneering +15, Stealth +17
Str 24 (+14)                Dex 21 (+12)                Wis 16 (+10)
Con 22 (+13)                Int 13 (+8)                Cha 9 (+6)
Alignment evil        Languages Elven
Equipment: greatsword, leather armor.

Drow Arachnomancer Level 13 Artillery (Leader)
Medium fey humanoid XP 800
 
 HP 94; Bloodied 47  Initiative +8  
 AC 27, Fortitude 23, Reflex 25, Will 25  Perception+13  
 Speed 6  Darkvision  
   

Traits
X Lolths Judgment
ZZX Whenever the drow hits an enemy with an attack, any spiders within sight of the drow gain a +2 bonus to attack rolls against that enemy until the end of the drows next turn.

Standard Actions
m Scourge (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d6 + 5 damage, and the target is immobilized (save ends).
R Venom Ray (poison)  ?  At-Will
ZZX Attack: Ranged 10 (one creature); +18 vs. Reflex
Hit: 2d6 + 4 poison damage, and ongoing 10 poison damage (save ends).
R Spider Curse (necrotic)  ?  Encounter
ZZX Attack: Ranged 20 (one creature); +18 vs. Will
Hit: 2d10 + 5 necrotic damage, and the target is weakened and takes ongoing 10 necrotic damage (save ends both).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
C Venom Blast (poison)  ?  Encounter
ZZX Attack: Close blast 5 (enemies in the blast); +16 vs. Fortitude
Hit: 3d6 + 10 poison damage.
Miss: Half damage.

Minor Actions
X Cloud of Darkness (zone)  ?  Encounter
ZZX Effect: Close burst 1. The burst creates a zone that lasts until the end of the drows next turn. The cloud blocks line of sight for all creatures except the drow. While entirely within the cloud, any creature other than the drow is blinded.
Skills Arcana +14, Dungeoneering +13
Str 10 (+6)                Dex 15 (+8)                Wis 14 (+8)
Con 10 (+6)                Int 16 (+9)                Cha 11 (+6)
Alignment evil        Languages Common, Elven
Equipment: robe, scourge.

Grimlock Minion Level 14 Minion Brute
Medium natural humanoid (blind) XP 250
 
 HP 1; a missed attack never damages a minion.  Initiative +8  
 AC 26, Fortitude 27, Reflex 25, Will 26  Perception+9  
 Speed 6  Blindsight 10  
 Immune blinded, gaze effects  

Standard Actions
m Greataxe (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +19 vs. AC
Hit: 13 damage, or 16 damage if the target is bloodied.
Str 17 (+10)                Dex 12 (+8)                Wis 15 (+9)
Con 14 (+9)                Int 7 (+5)                Cha 9 (+6)
Alignment Evil        Languages Common, Deep Speech
Equipment: greataxe.


Kuo-toa Monitor Level 16 Skirmisher
Medium natural humanoid (aquatic) XP 1400
 
 HP 153; Bloodied 76  Initiative +15  
 AC 30, Fortitude 27, Reflex 28, Will 26  Perception+15  
 Speed 6, swim 6  Darkvision  

Traits
X Aquatic
ZZX The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.

Standard Actions
m Slam ?  At-Will
ZZX Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d10 + 8 damage.
r Crossbow (weapon)  ?  At-Will
ZZX Attack: Ranged 15 (one creature); +21 vs. AC
Hit: 3d8 + 8 damage.
M Leap Kick ?  At-Will
ZZX Effect: The kuo-toa monitor shifts up to 2 squares and uses slam.
M Lightning Fist (lightning)  ?  Encounter
ZZX Attack: Melee 1 (one creature); +19 vs. Reflex
Hit: 2d10 + 8 lightning damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed (save ends).

Move Actions
X Slick Maneuver ?  At-Will
ZZX Requirement: The kuo-toa must be adjacent to an enemy.
Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy.
Skills Acrobatics +18, Dungeoneering +15
Str 19 (+12)                Dex 20 (+13)                Wis 15 (+10)
Con 17 (+11)                Int 15 (+10)                Cha 16 (+11)
Alignment Evil        Languages Deep Speech
Equipment: crossbow, crossbow boltx20, leather armor.


Quickling Runner Level 9 Skirmisher
Small fey humanoid XP 400
 Initiative +13        Senses Perception +7; low-light vision
HP 96; Bloodied 48
AC 24 (28 against opportunity attacks); Fortitude 20, Reflex 24, Will 20
Speed 12, climb 6
m Short Sword (standard, at-will)  ?  Weapon
ZZX +14 vs AC; 1d6+7 damage. 
M Quick Cuts (standard, at-will)  ?  Weapon
ZZX The quickling moves its speed. At any two points during its move, the quickling makes a melee basic attack at a -2 penalty. The quickling cannot use this power while immobilized or slowed.
X Fey Shift (standard; encounter) 
ZZX The quickling runner shifts 10 squares.
X Maintain Mobility (minor; recharge ? ?  ? ) 
ZZX An immobilized quickling runner is no longer immobilized.
Alignment Evil        Languages Elven
Skills Acrobatics +21, Bluff +9, Stealth +16
Str 9 (+3)      Dex 24 (+11)      Wis 17 (+7)
Con 16 (+7)      Int 14 (+6)      Cha 10 (+4)
Equipment: short sword.



Shadow Hulk Level 17 Solo Soldier
Huge shadow magical beast XP 8000
 Initiative +14        Senses Perception +16; Darkvision, tremorsense 10
HP 860; Bloodied 430
AC 35; Fortitude 38, Reflex 31, Will 30
Saving Throws +5
Speed 6, burrow 4 (tunneling); phasing
Action Points 2
m Claw (standard, at-will) 
ZZX Reach 3; +23 vs AC; 3d6+11 damage. 
M Grabbing Double Attack  (standard, at-will) 
ZZX The shadow hulk makes two claw attacks. If both claw attacks hit the same target, the target is grabbed (until escape). A grabbed target takes ongoing 15 damage from the shadow hulks mandibles until it escapes. The shadow hulk cannot make any other attacks while grabbing a creature.
C Claw Frenzy (standard; usable only while bloodied, recharge  ? ZZX Close burst 3; +23 vs AC; 3d6+11 damage. 
C Maddening Gaze (minor 1/round, at-will)  ?  Psychic
ZZX Close blast 5; targets enemies; +21 vs Will; the target does nothing on its turn except attack its nearest ally, moving if necessary (save ends). The target makes only basic attacks while under this effect. 
Alignment Unaligned        Languages -
Str 32 (+19)      Dex 18 (+12)      Wis 16 (+11)
Con 28 (+17)      Int 5 (+5)      Cha 13 (+9)



Stone-Eye Basilisk Level 12 Soldier
Large natural beast (reptile) XP 700
 Initiative +9        Senses Perception +13

X Baleful Gaze ZZX
 Any creature within 5 squares of the stone-eye basilisk that attacks the basilisk is slowed until the end of its next turn. This effect doesnt rely on the target seeing the basilisk.
HP 126; Bloodied 63
AC 28; Fortitude 26, Reflex 22, Will 22
Immune petrification
Speed 4
m Bite (standard, at-will) 
ZZX +17 vs AC; 2d8+5 damage. 
C Petrifying Gaze (standard, at-will)  ?  Gaze
ZZX Close blast 3; +17 vs Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized (save ends). Second Failed Save: The target is petrified (no save). 
Alignment Unaligned        Languages -
Skills Stealth +12
Str 20 (+11)      Dex 12 (+7)      Wis 14 (+8)
Con 22 (+12)      Int 2 (+2)      Cha 8 (+5)



Zombie Hulk Level 8 Brute
Large natural animate (undead) XP 350
 Initiative +2        Senses Perception +3; Darkvision
HP 88; Bloodied 44
AC 20; Fortitude 23, Reflex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard, at-will) 
ZZX Reach 2; +12 vs AC; 2d8+5 damage. 
M Zombie Smash (standard, recharge  ? ZZX Reach 2; targets Medium size or smaller creature; +12 vs AC; 4d8+5 damage, and the target is knocked prone. 
X Rise Again (the first time the zombie hulk drops to 0 hit points or fewer) 
ZZX Make a new initiative check for the zombie hulk. On its next turn, the zombie hulk rises (as a move action) with 44 hit points.
Alignment Unaligned        Languages -
Str 21 (+9)      Dex 6 (+2)      Wis 8 (+3)
Con 18 (+8)      Int 1 (-1)      Cha 3 (0)



Kuo-toa Guard Level 16 Minion Skirmisher
Medium natural humanoid (aquatic) XP 350
 
 HP 1; a missed attack never damages a minion.  Initiative +13  
 AC 30, Fortitude 28, Reflex 29, Will 27  Perception+12  
 Speed 6, swim 6  Darkvision  
   

Traits
X Aquatic
ZZX The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.

Standard Actions
m Spear (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +21 vs. AC
Hit: 12 damage.

Move Actions
X Slick Maneuver ?  At-Will
ZZX Requirement: The kuo-toa must be adjacent to an enemy.
Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy.
Str 15 (+10)                Dex 16 (+11)                Wis 9 (+7)
Con 15 (+10)                Int 11 (+8)                Cha 13 (+9)
Alignment Evil        Languages Deep Speech
Equipment: leather armor, light shield, spear.


Quickling Zephyr Level 14 Lurker
Small fey humanoid XP 1000
 
 HP 82; Bloodied 41  Initiative +20  
 AC 30, Fortitude 26, Reflex 29, Will 23  Perception+10  
 Speed 12, climb 6  Low-light vision  
   

Traits
X Combat Advantage
ZZX With a successful melee attack, the zephyr deals 2d6 extra damage against any creature granting combat advantage to it, and the creature is dazed (save ends).
X Unstoppable
ZZX The zephyr ignores difficult terrain and can move across any solid or liquid surface.

Standard Actions
m Short Sword ?  At-Will
ZZX Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d6 + 9 damage.

Move Actions
X Blinding Speed (illusion)  ?   Recharge ? ?  ? 
ZZX Effect: The zephyr moves up to 12 squares and becomes invisible until it attacks or until the end of its next turn.
Skills Acrobatics +26, Bluff +13, Stealth +21
Str 12 (+8)                Dex 28 (+16)                Wis 17 (+10)
Con 22 (+13)                Int 16 (+10)                Cha 12 (+8)
Alignment Evil        Languages Elven
Equipment: short sword.

Adult Wretch Dragon Level 17 Elite Brute
Large fey magical beast (dragon) XP 3200
 Initiative +14        Senses Perception +21; Darkvision
HP 400; Bloodied 200 ; see also burst of filth
AC 30; Fortitude 29, Reflex 30, Will 30
Resist 10 necrotic, 10 psychic
Saving Throws +2
Speed 8, climb 8 (spider climb), fly 6 (hover)
Action Points 1
m Bite (standard, at-will)  ?  Necrotic
ZZX Reach 2; +19 vs AC; 2d6+5 damage, plus ongoing 10 necrotic damage (save ends). 
m Claw (standard, at-will) 
ZZX Reach 2; +19 vs AC; 1d8+5 damage. 
M Draconic Frenzy (standard, at-will) 
ZZX The dragon makes a bite attack and a claw attack.
R Wretched Curse (minor, at-will)  ?  Fear, Psychic
ZZX Ranged 10; +18 vs Will; 1d8+2 psychic damage, and the target is pulled 2 squares. 
C Breath Weapon (standard, encounter)  ?  Psychic, Teleportation
ZZX Close blast 5; +18 vs Reflex; 3d10+4 psychic damage, and the target teleports 5 squares to an unoccupied space on solid ground of the dragons choosing. Miss: Half damage, and the target does not teleport. 
C Burst of Filth (free, when first bloodied, encounter)  ?  Necrotic, Psychic
ZZX Close burst 3; +18 vs Fortitude; 2d10+7 necrotic damage, and the target is dazed and takes ongoing 10 psychic damage (save ends both). 
Alignment Evil        Languages Draconic, Elven
Str 21 (+13)      Dex 23 (+14)      Wis 27 (+16)
Con 19 (+12)      Int 20 (+13)      Cha 14 (+10)




Will-o'-Wisp Level 10 Lurker
Small fey magical beast XP 500
 Initiative +15        Senses Perception +11; low-light vision
HP 57; Bloodied 28
AC 22; Fortitude 19, Reflex 24, Will 22
Resist insubstantial
Speed fly 6 (hover; altitude limit 2)
m Glimmer Wisp (standard, at-will)  ?  Radiant
ZZX Reach 2; +13 vs Reflex; 2d6+6 radiant damage. 
M Spirit Drain (standard, encounter)  ?  Healing, Psychic
ZZX Reach 3; bloodied target only; +12 vs Fortitude; 2d8+3 psychic damage, the target is weakened (save ends), and the wisp regains 14 hit points. 
C Luring Glow (standard; sustain minor, at-will) 
ZZX Close burst 20; blind creatures are immune; one target in the burst; +13 vs Will; the target is pulled 3 squares and dazed (save ends). 
X Blink Out (immediate interrupt, when missed by an attack; at-will)  ?  Teleportation
ZZX The will-o-wisp teleports 5 squares and extinguishes its fey light.
X Fey Light (free; at-will) 
ZZX A will-o-wisp can give off light as a torch or extinguish this light. Fey light must be on for the will-o-wisp to make any attack. When darkened, the will-o-wisp has concealment and can make a Stealth check to remain unnoticed.
Alignment Evil        Languages Elven
Skills Stealth +16
Str 4 (+2)      Dex 22 (+11)      Wis 12 (+6)
Con 13 (+6)      Int 8 (+4)      Cha 18 (+9)



Drow Spiderguard Level 12 Skirmisher
Medium fey humanoid XP 700
 Initiative +11        Senses Perception +10; Darkvision
HP 118; Bloodied 59
AC 26; Fortitude 24, Reflex 22, Will 19
Speed 6
m Longsword (standard, at-will)  ?  Weapon
ZZX +19 vs AC; 1d8+6 damage, and the target is marked until the end of the spiderguard's next turn. 
M Spider Bite Strike (standard; requires longsword, encounter)  ?  Poison, Weapon
ZZX +17 vs Reflex; 2d8+6 damage, and the target takes ongoing 5 poison damage (save ends) and is dazed until the end of the spiderguards next turn. 
M Combat Opportunist (immediate reaction, when adjacent creature shifts, at-will)  ?  Weapon
ZZX Make a longsword attack against the triggering creature, and that creature immediately ends its movement.
R Darkfire (minor, encounter) 
ZZX Ranged 10; +17 vs Reflex; until the end of the drow spiderguards next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment. 
X Combat Advantage
ZZX A spiderguard deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.
X Lolth's Guidance (minor; recharge  ? ) 
ZZX The spiderguard gains combat advantage against an adjacent creature until the end of its next turn.
Alignment Evil        Languages Common, Elven
Skills Dungeoneering +10, Intimidate +13, Stealth +10
Str 23 (+12)      Dex 18 (+10)      Wis 11 (+6)
Con 14 (+8)      Int 11 (+6)      Cha 13 (+7)
Equipment: chainmail, light shield, longsword.



Blaspheme Knight Level 14 Soldier
Medium natural animate (construct, undead) XP 1000
 Initiative +13        Senses Perception +7; Darkvision
HP 142; Bloodied 71
AC 30; Fortitude 26, Reflex 26, Will 26
Immune disease; Resist 10 necrotic, 10 poison; Vulnerable 10 radiant
Speed 6
m Greatsword (standard, at-will)  ?  Weapon
ZZX +21 vs AC; 1d10+8 damage, and the target is marked until the end of the blaspheme knight's next turn. 
C Sweeping Cleave (standard; requires greatsword, encounter)  ?  Weapon
ZZX close burst 1; +21 vs AC; 2d10+8 damage, and the target is marked until the end of the blaspheme knight's next turn. 
X Blasphemous Might ( when a creature marked by the blaspheme knight makes an attack that doesn't include the knight) 
ZZX Until the end of its next turn, the blaspheme knight deals 2d10 extra necrotic damage when it hits the marked creature.
Alignment Unaligned        Languages Common
Str 25 (+14)      Dex 18 (+11)      Wis 10 (+7)
Con 22 (+13)      Int 14 (+9)      Cha 14 (+9)
Equipment: ornate scale armor, greatsword.



Blaspheme Soul Vessel Level 15 Elite Controller
Medium natural animate (construct, undead) XP 2400
 Initiative +11        Senses Perception +11; Darkvision
HP 292; Bloodied 146
AC 29; Fortitude 26, Reflex 26, Will 28
Immune disease; Resist 15 necrotic, 10 poison; Vulnerable 10 radiant
Saving Throws +2
Speed 6
Action Points 1
m Mace (standard, at-will)  ?  Necrotic, Weapon
ZZX +20 vs AC; 2d8+6 necrotic damage. 
r Arcane Sparks (standard, at-will)  ?  Fire, Necrotic
ZZX Ranged 10; +19 vs Reflex; 2d6+5 fire and necrotic damage. 
X Warring Wills
ZZX A blaspheme soul vessels mind constantly struggles against the body it was placed in. At the start of the blaspheme soul vessels turn, roll 1d6.\r1-3: The body is dominant, and the blaspheme gains the lifestealing mace and exert mind powers.\r4-6: The mind is dominant, and the blaspheme gains the sphere of delusion and exert body powers.
X Will Transfer ( when the blaspheme soul vessel is hit by an attack vs. will) 
ZZX The attacker chooses whether the blaspheme soul vessels body or mind is dominant until the end of the blasphemes next turn.
X Dominant Action
ZZX When a blaspheme soul vessel spends an action point, the creature determines whether its body or mind is dominant.
Alignment Evil        Languages Common
Skills Arcana +19, Religion +19
Str 24 (+14)      Dex 18 (+11)      Wis 18 (+11)
Con 18 (+11)      Int 25 (+14)      Cha 27 (+15)
Equipment: chainmail, mace.



Crawling Gauntlet Level 3 Minion No Role
Tiny natural animate (undead) XP 38
 Initiative +5        Senses Perception +2; tremorsense 10
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 17, Reflex 18, Will 13
Immune disease, poison; Resist 10 necrotic
Speed 8, climb 4
m Jumping Claw (standard, at-will) 
ZZX +3 vs Reflex; 6 damage. 
X Anchoring Claws
ZZX A creature that starts its turn adjacent to three or more crawling claws is immobilized until the start of its next turn.
X Digit Slide (move; encounter) 
ZZX The crawling gauntlet shifts up to 8 squares.
Alignment Unaligned        Languages -
Str 7 (-1)      Dex 18 (+5)      Wis 12 (+2)
Con 15 (+3)      Int 3 (-3)      Cha 10 (+1)




Crawling Claw Swarm Level 4 Soldier
Medium natural animate (swarm, undead) XP 175
 Initiative +7        Senses Perception +5; tremorsense 10
Swarm Attack aura 1; the crawling claw swarm makes a swarm of claws attack as a free action against any enemy that starts its turn within the aura.
HP 53; Bloodied 26
AC 20; Fortitude 16, Reflex 17, Will 14
Immune disease, poison; Resist half damage from melee and ranged attack; Vulnerable 10 against close and area attacks
Speed 8, climb 4
m Swarm of Claws (standard, at-will) 
ZZX +9 vs Reflex; 1d8+5 damage, and the target is immobilized. 
Alignment Unaligned        Languages -
Str 15 (+4)      Dex 16 (+5)      Wis 10 (+2)
Con 13 (+3)      Int 3 (-2)      Cha 6 (0)



Entropic Reaper Level 15 Elite Lurker
Medium shadow humanoid (undead) XP 2400
 Initiative +15        Senses Perception +10; Darkvision
HP 232; Bloodied 116
Regeneration 10 (if an entropic reaper takes radiant damage, regeneration doesnt function until the end of its next turn)
AC 31; Fortitude 29, Reflex 29, Will 27
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 6
Action Points 1
m Umbral Scythe (standard, at-will)  ?  Necrotic, Weapon
ZZX Reach 2; +20 vs AC; 4d4+5 necrotic damage. 
C Entropic Assault (standard; requires scythe, at-will)  ?  Necrotic, Psychic, Weapon
ZZX close burst 2; +18 vs ; 2d8+6 damage.. 4d4 + 5 necrotic damage, the target is dazed (save ends). First Failed Saving Throw: The target is instead stunned (save ends). Second Failed Saving Throw: The target takes ongoing 10 psychic damage and is stunned (save ends both).
C Eye of Impending Doom (minor 1/round, at-will)  ?  Fear, Gaze, Psychic
ZZX Close burst 3; targets one creature; +18 vs Will; the target takes 10 psychic damage if it attacks the entropic reaper (save ends). 
X Shift Into Nothing (standard; at-will) 
ZZX The entropic reaper disappears, negating line of sight and line of effect to it for all creatures. At the start of its next turn, it returns to a square within 5 squares of the square it occupied when it last used shift into nothing.
Alignment Evil        Languages Common
Skills Intimidate +14
Str 23 (+13)      Dex 18 (+11)      Wis 17 (+10)
Con 20 (+12)      Int 16 (+10)      Cha 14 (+9)
Equipment: robes, scythe.



Cyclops Crusher Level 14 Brute
Large fey humanoid XP 1000
 
 HP 171; Bloodied 85  Initiative +12  
 AC 26, Fortitude 27, Reflex 26, Will 25  Perception+16  
 Speed 8    
   

Traits
X Truesight
ZZX The cyclops can see invisible creatures and objects.

Standard Actions
m Spiked Greatclub (weapon)  ?  At-Will
ZZX Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d12 + 8 damage.
M Tremor Smash (weapon)  ?   Recharge ?  ? 
ZZX Attack: Melee 2 (enemies in the blast); +19 vs. AC
Hit: 5d12 + 12 damage, and the target falls prone.

Minor Actions
X Evil Eye ?  At-Will 1/round
ZZX Effect: Ranged sight (one enemy). The target takes a -2 penalty to attack rolls and all defenses until the end of the encounter or until the cyclops uses this power again.
Skills Athletics +18
Str 23 (+13)                Dex 20 (+12)                Wis 19 (+11)
Con 21 (+12)                Int 10 (+7)                Cha 11 (+7)
Alignment unaligned        Languages Elven
Equipment: greatclub, scale armor.

Fomorian Cackler Level 17 Elite Lurker
Huge fey humanoid (giant) XP 3200
 Initiative +17        Senses Perception +17; truesight 6
Cackling Depravity aura 1; each enemy within the aura takes a -2 penalty to Will.
HP 262; Bloodied 131
AC 31; Fortitude 30, Reflex 28, Will 27
Saving Throws +2
Speed 8
Action Points 1
m Disembowel (standard, at-will)  ?  Weapon
ZZX Reach 3; +22 vs AC; 2d8+7 damage. 
R Evil Eye (minor, at-will) 
ZZX Ranged 5; +20 vs Will; the target treats the fomorian cackler as invisible (save ends). 
R Heartseeking Daggers (standard, at-will)  ?  Weapon
ZZX Ranged 10; targets one or two creatures; +22 vs AC; 2d8+7 damage. Effect: The daggers return to the fomorian cackler after it makes the attack. 
X Invisible Mania
ZZX A fomorian cacklers attacks deal 4d6 extra damage against a creature that cannot see the cackler.
X Size Alteration (minor; at-will) 
ZZX The fomorian cackler changes its size to Medium and the cacklers reach for disembowel becomes 1. The cackler can use a minor action to return to its normal size and regain its normal reach.
Alignment Evil        Languages Elven
Skills Bluff +10, Stealth +18
Str 24 (+15)      Dex 21 (+13)      Wis 19 (+12)
Con 23 (+14)      Int 15 (+10)      Cha 13 (+9)
Equipment: daggerx2.



Myconid Rotpriest Level 3 Brute (Leader)
Medium fey humanoid (plant) XP 150
 
 HP 58; Bloodied 29  Initiative +2  
 AC 15, Fortitude 16, Reflex 13, Will 16  Perception+3  
 Speed 5  Tremorsense 10  
   

Traits
X Regeneration
ZZX The rotpriest regains 5 hit points whenever it starts its turn and has at least 1 hit point.
X Sensitivity to Light
ZZX If the rotpriest takes radiant damage, its regeneration does not function until the end of its next turn.

Standard Actions
m Stipe Staff (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d10 + 3 damage.
C Decomposing Spray (necrotic)  ?  At-Will
ZZX Attack: Close burst 3 (enemies in the burst); +6 vs. Fortitude
Hit: 1d12 + 5 necrotic damage.

Triggered Actions
X Roots of the Colony ?  At-Will
ZZX Trigger: The rotpriest is hit by an attack while a myconid ally is within 5 squares of it.
Effect (Free Action): The rotpriest and the myconid ally each take half damage from the attack.
X Sacrifice for the Colony ?  At-Will
ZZX Trigger: A myconid ally uses roots of the colony to deal damage to the rotpriest.
Effect (Free Action): The rotpriest takes the damage dealt to the triggering ally, and the ally takes no damage.
X Life Burst (healing)  ?  Encounter
ZZX Trigger: The rotpriest drops to 0 hit points.
Effect (Immediate Interrupt): The rotpriest makes a close burst 1 and restores 10 hit points to one living creature in the burst.
Str 10 (+1)                Dex 12 (+2)                Wis 15 (+3)
Con 18 (+5)                Int 10 (+1)                Cha 18 (+5)
Alignment Unaligned        Languages -
Equipment: staff implement.

Myconid Guard Level 4 Soldier
Medium fey humanoid (plant) XP 175
 
 HP 56; Bloodied 28  Initiative +7  
 AC 18, Fortitude 17, Reflex 16, Will 14  Perception+3  
 Speed 6  Tremorsense 10  
   

Standard Actions
m Spiny Strike ?  At-Will
ZZX Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 5 damage.
C Pacification Spores (poison)  ?  Encounter
ZZX Attack: Close burst 1 (nonplants in the burst); +7 vs. Will
Hit: 2d6 + 5 poison damage, and the target cannot take standard actions until the end of the guards next turn.

Triggered Actions
X Roots of the Colony ?  At-Will
ZZX Trigger: The guard is hit by an attack while a myconid ally is within 5 squares of it.
Effect (Free Action): The guard and the myconid ally each take half damage from the attack.
Str 18 (+6)                Dex 16 (+5)                Wis 12 (+3)
Con 16 (+5)                Int 8 (+1)                Cha 10 (+2)
Alignment Unaligned        Languages -

Rust Monster Level 6 Skirmisher
Medium natural beast XP 250
 
 HP 66; Bloodied 33  Initiative +10  
 AC 20, Fortitude 16, Reflex 21, Will 17  Perception+5  
 Speed 8  Low-light vision  
   

Traits
X Rusting Defense
ZZX Whenever an attack using a metal weapon hits the rust monster, the weapon used in the attack is rusting until the end of the encounter. While the weapon is rusting, attacks with the weapon take a -1 penalty to attack rolls. If the weapon used to attack the rust monster is already rusting, the penalty to attack rolls worsens by 1 (to a maximum penalty of -5).

Standard Actions
m Bite ?  At-Will
ZZX Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d8 + 5 damage. If the target is wearing heavy armor, the armor is rusting until the end of the encounter. While the armor is rusting, the target takes a -1 penalty to AC. If the target is wearing armor that is already rusting, increase the penalty to AC by 1 (to a maximum penalty of -5).
Effect: The rust monster shifts 1 square.
M Devour Metal ?  Recharge if the power misses
ZZX Attack: Melee 1 (one creature wearing or wielding a rusting item); +9 vs. Reflex
Hit: The rusting item is destroyed. If the item was magical, residuum worth the items market value can be retrieved from the rust monster after the creature is slain.
Str 8 (+2)                Dex 20 (+8)                Wis 15 (+5)
Con 10 (+3)                Int 2 (-1)                Cha 12 (+4)
Alignment unaligned        Languages -

Troglodyte Deepscourge Level 9 Artillery
Medium natural humanoid (reptile) XP 400
 Initiative +7        Senses Perception +4; Darkvision
Dizzying Stench aura 10; each troglodyte within the aura gains an increase of 1 to the size of its troglodyte stench aura.
Troglodyte Stench aura 2; each living enemy within the aura takes a -2 penalty to attack rolls.
HP 78; Bloodied 39
AC 22; Fortitude 22, Reflex 21, Will 19
Speed 5
m Claw (standard, at-will) 
ZZX +17 vs AC; 1d4+5 damage. 
R Debilitating Ray (standard, at-will)  ?  Implement
ZZX Ranged 10; +14 vs or Fortitude (whichever is lower); 1d8+4 damage, and if the target is within a troglodyte stench aura, it is weakened until the end of its next turn. 
C Blinding Stench (immediate reaction, when hit by an attack, recharges when first bloodied) 
ZZX Close burst 2; targets nonreptiles; +13 vs Fortitude; the target is blinded (save ends). 
A Rancid Cloud (standard, recharge ?  ? ) 
ZZX Area burst 2 within 10; targets nonreptiles; +13 vs Fortitude; 2d6+5 damage, and the target is weakened until the end of the troglodyte deepscourges next turn. 
Alignment Chaotic evil        Languages Draconic
Skills Dungeoneering +9
Str 12 (+5)      Dex 16 (+7)      Wis 11 (+4)
Con 18 (+8)      Int 12 (+5)      Cha 13 (+5)
Equipment: leather armor, staff implement.




Troglodyte Savage Level 9 Skirmisher
Medium natural humanoid (reptile) XP 400
 Initiative +10        Senses Perception +7; Darkvision
Troglodyte Stench aura 1; each living enemy within the aura takes a -2 penalty to attack rolls.
HP 98; Bloodied 49
AC 23; Fortitude 21, Reflex 21, Will 20 ; see also slimecoated
Speed 6
m Spear (standard, at-will)  ?  Weapon
ZZX +14 vs AC; 1d8+8 damage. 
r Javelin (standard, at-will)  ?  Weapon
ZZX Ranged 10/20; +14 vs AC; 1d6+9 damage. 
M Savage Leap (standard, recharge ? ?  ? ) 
ZZX The troglodyte savage charges; +15 vs AC; 2d8+8 damage. During the charge, the troglodyte savage ignores difficult terrain and hindering terrain, and its movement does not provoke opportunity attacks. 
X Slimecoated
ZZX The troglodyte savage has a +4 bonus to escape attempts. In addition, it has a +4 bonus to AC and Reflex when targeted by an attack while it is moving.
X Combat Advantage
ZZX A troglodyte savage deals 1d8 extra damage against any target it has combat advantage against.
Alignment Chaotic Evil        Languages Draconic
Skills Athletics +12, Endurance +13, Stealth +13
Str 16 (+7)      Dex 19 (+8)      Wis 16 (+7)
Con 18 (+8)      Int 10 (+4)      Cha 11 (+4)
Equipment: javelinx6, spear.



Myconid Gas Spore Level 4 Minion Skirmisher
Medium shadow beast (plant) XP 44
 Initiative +5        Senses Perception +3; blindsight 10
HP 1; a missed attack never damages a minion. ; see also spore burst
AC 18; Fortitude 17, Reflex 15, Will 15
Speed 0, fly 2 (hover)
m Acidic Slam (standard, at-will)  ?  Acid
ZZX +9 vs AC; 5 acid damage. 
C Spore Burst ( when the gas spore drops to 0 hit points, )  ?  Healing, Poison
ZZX Close burst 3; targets nonplants; +7 vs Fortitude; 5 poison damage. Effect: Each plant creature in the burst regains 5 hit points. 
Alignment Unaligned        Languages -
Str 6 (0)      Dex 13 (+3)      Wis 13 (+3)
Con 16 (+5)      Int 1 (-3)      Cha 8 (+1)
Description: The floating gas spore acts as a remote spy and first line of defense for remote myconid colonies.



Myconid Rotslammer Level 5 Brute
Medium shadow humanoid (plant) XP 200
 Initiative +4        Senses Perception +4; tremorsense 10
HP 78; Bloodied 39
AC 17; Fortitude 18, Reflex 16, Will 16
Speed 5
m Fungal Slam (standard, at-will)  ?  Poison
ZZX +8 vs AC; 1d10+4 damage, and ongoing 5 poison damage (save ends). 
C Rotting Burst (standard, recharges when first bloodied)  ?  Necrotic
ZZX Close burst 3; +6 vs Fortitude; 2d8+4 necrotic damage, and ongoing 5 necrotic damage (save ends). 
X Roots of the Colony (free, when the myconid rotslammer is hit by an attack while a myconid ally is within 5 squares of it; at-will) 
ZZX The rotslammer takes half damage from the attack, and the myconid ally takes the same amount of damage.
Alignment Unaligned        Languages -
Str 16 (+5)      Dex 14 (+4)      Wis 14 (+4)
Con 18 (+6)      Int 8 (+1)      Cha 13 (+3)



Myconid Colony Swarm Level 5 Artillery
Large shadow beast (plant, swarm) XP 200
 Initiative +6        Senses Perception +4; tremorsense 10
Swarm Attack (Poison) aura 1; each enemy that starts its turn within the aura takes 3 poison damage.
HP 51; Bloodied 25 ; see also rotting decay
AC 17; Fortitude 16, Reflex 18, Will 16
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
Speed 4
m Swarm of Slams (standard, at-will) 
ZZX +12 vs AC; 1d6+5 damage. 
R Devouring Spores (standard, at-will)  ?  Poison
ZZX Ranged 10/20; +10 vs Fortitude; 1d10+5 poison damage, and each nonfey or nonshadow creature adjacent to the target takes 5 poison damage. 
C Rotting Decay ( when the colony swarm drops to 0 hit points, )  ?  Necrotic, Zone
ZZX Close burst 2; the burst creates a zone of putrid black slime that lasts until the end of the encounter. The zone is difficult terrain. Any nonfey or nonshadow creature that starts its turn within the zone takes 5 necrotic damage
Alignment Unaligned        Languages -
Str 10 (+2)      Dex 18 (+6)      Wis 15 (+4)
Con 15 (+4)      Int 2 (-2)      Cha 10 (+2)
Description: These swarms of carnivorous fungal creatures rise up to defend a myconid colony.



Dark Creeper Necromancer Level 5 Elite Skirmisher
Small shadow humanoid XP 400
 Initiative +8        Senses Perception +4; Darkvision
Shroud of the Grave (Necrotic) aura 5; each undead within the aura loses any vulnerability to radiant damage.
HP 124; Bloodied 62 ; see also killing dark
AC 19; Fortitude 17, Reflex 19, Will 17
Resist 5 necrotic
Saving Throws +2
Speed 6
Action Points 1
m Dagger (standard, at-will)  ?  Weapon
ZZX +10 vs AC; 1d6+4 damage. 
R Dagger (standard, at-will)  ?  Weapon
ZZX Ranged 5/10; +10 vs AC; 1d6+4 damage. 
m Dark Dance (standard, at-will)  ?  Necrotic, Weapon
ZZX The dark creeper necromancer shifts 6 squares and makes three attacks against three different targets at any time during the shift; +10 vs AC; 1d6+4 necrotic damage. 
R Call of the Grave (standard, encounter) 
ZZX Ranged 10; four crawling gauntlets appear in four unoccupied spaces within range
C Killing Dark ( when reduced to 0 hit points, ) 
ZZX Close burst 1; targets enemies; each target is blinded (save ends)
X Combat Advantage
ZZX A dark creeper necromancer deals 2d6 extra damage on melee and ranged attacks against any target he has combat advantage against.
X Dark Step (move; at-will) 
ZZX The dark creeper necromancer moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that he ends his move adjacent to.
Alignment Evil        Languages Common
Skills Stealth +11, Thievery +11
Str 11 (+2)      Dex 18 (+6)      Wis 14 (+4)
Con 14 (+4)      Int 13 (+3)      Cha 13 (+3)
Equipment: black garments, bag of rusty gauntlets, daggerx5.



Hook Horror Darkfiend Level 14 Lurker
Large natural beast XP 1000
 Initiative +17        Senses Perception +10; blindsight 10
HP 110; Bloodied 55
AC 28; Fortitude 26, Reflex 27, Will 24
Speed 6, climb 4
m Hook (standard, at-will) 
ZZX Reach 2; +19 vs AC; 2d8+6 damage. 
M Horror's Pounce (standard, at-will) 
ZZX The hook horror darkfiend charges and makes the following attack in place of a melee basic attack; +19 vs AC; 2d12+6 damage. If the darkfiend has combat advantage against the target, this attack deals 2d12 extra damage. 
C Fiend's Darkness (standard; sustain minor, recharge ?  ? )  ?  Zone
ZZX Close burst 2; this power creates a zone of darkness that remains in place until the end of the darkfiends next turn. The zone blocks line of sight for all creatures that do not have blindsight. Any creature entirely within the area is blinded unless it has blindsight. While inside the zone, the darkfiend is hidden from creatures that do not have blindsight, gaining combat advantage against them
C Shriek of Horror ( when first bloodied, encounter)  ?  Thunder
ZZX Close blast 5; targets enemies; +17 vs Will; 3d6+6 damage, and the target is immobilized and deafened (save ends both). Miss: Half damage, and the target is deafened (save ends). 
Alignment Unaligned        Languages -
Skills Athletics +15, Stealth +18
Str 17 (+10)      Dex 23 (+13)      Wis 16 (+10)
Con 20 (+12)      Int 3 (+3)      Cha 11 (+7)



Blood Ooze Level 11 Solo Controller
Large immortal beast (blind, ooze) XP 3000
 Initiative +8        Senses Perception +9; tremorsense 10
Blood Absorption (Healing) aura 2; each creature that starts its turn within the aura takes 10 damage (or 20 if the blood ooze is bloodied), and the blood ooze regains 10 hit points.
HP 448; Bloodied 224
AC 25; Fortitude 24, Reflex 22, Will 23
Immune gaze; Resist 10 necrotic, 10 poison
Saving Throws +5
Speed 5
Action Points 2
m Fetid Caress (standard, at-will)  ?  Necrotic, Poison
ZZX Reach 2; +15 vs Reflex; 2d6+3 necrotic damage plus 1d6 poison damage. 
M Blood Infiltration (minor, encounter)  ?  Charm, Necrotic, Poison, Reliable
ZZX Reach 2; targets a bloodied creature; +15 vs Fortitude; 3d6+6 necrotic damage, and the blood ooze flows to completely inundate the target. The blood ooze occupies the same space as the target, and attacks that deal damage to the ooze deal equal damage to the target. The target is dominated and takes ongoing 5 poison damage (save ends both). Aftereffect: Ongoing 5 poison damage (save ends). When the target saves against this aftereffect, the blood ooze leaves the target and flows into the nearest unoccupied space. 
M Blood Rot (minor, recharges when bloodied)  ?  Necrotic, Poison
ZZX Reach 2; +15 vs Fortitude; 1d6+2 necrotic damage, the target takes ongoing 10 poison damage, and all creatures have concealment against the target (save ends both). 
C Effusive Reaction ( when the blood ooze is hit by an attack, at-will)  ?  Necrotic
ZZX Close burst 1; 5 necrotic damage. 
C Ooze Consumption (standard, recharge ?  ? )  ?  Necrotic
ZZX Close burst 1; +15 vs Reflex; 2d6+3 necrotic damage, and the target is grabbed until the end of the blood oozes next turn. Sustain Free: The blood ooze sustains the grab, and the target takes 2d6 + 3 necrotic damage. 
C Vile Spray (standard, at-will)  ?  Necrotic, Poison
ZZX Close blast 5; +15 vs Reflex; 1d6+5 necrotic and poison damage. 
Alignment Unaligned        Languages -
Str 16 (+8)      Dex 16 (+8)      Wis 18 (+9)
Con 21 (+10)      Int 6 (+3)      Cha 10 (+5)
Description: Spawned from the blood of Torog, these ravenous oozes slither endlessly along the Kings Highway in search of prey.



Elemental Eye Cultist Level 11 Minion Soldier
Medium fey humanoid , drow XP 150
 Initiative +9        Senses Perception +7; Darkvision
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 25, Reflex 23, Will 22
Speed 7
m Spiked Chain (standard, at-will)  ?  Weapon
ZZX Reach 2; +18 vs AC; 8 damage, and the target is marked and weakened until the end of the cultists next turn. 
Alignment Evil        Languages Common, Elven
Str 23 (+11)      Dex 18 (+9)      Wis 14 (+7)
Con 16 (+8)      Int 11 (+5)      Cha 16 (+8)
Equipment: spiked chain.
Description: Outcasts from drow society seek acceptance within the Cult of the Elder Elemental Eye.




Elemental Eye Priest Level 14 Controller
Medium fey humanoid , drow XP 1000
 Initiative +11        Senses Perception +13; Darkvision
HP 132; Bloodied 66
AC 28; Fortitude 26, Reflex 25, Will 27
Speed 7
m Spiked Chain (standard, at-will)  ?  Weapon
ZZX Reach 2; +19 vs AC; 4d4+5 damage. 
M Chain of Destruction (standard; usable only while bloodied; requires a spiked chain, at-will)  ?  Lightning, Thunder, Weapon
ZZX Reach 2; +19 vs AC; 4d4+5 damage, and the target takes ongoing 5 lightning and thunder damage. 
R Burning Acid Bolt (standard, at-will)  ?  Acid, Fire
ZZX Ranged 20; +19 vs AC; 2d10+4 acid and fire damage, and the target is slowed (save ends). 
R Darkfire (minor, encounter) 
ZZX Ranged 10; +18 vs Reflex; until the end of the elemental eye priests next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment. 
C Scream of the Chained God (standard, recharge  ? ZZX Close blast 5; targets enemies; +18 vs Will; 1d10+5 psychic damage, and the target is dazed (save ends). 
X Chains of the Master (minor; at-will) 
ZZX The elemental eye priest transfers one effect that a save can end from itself to an ally within 5 squares of it.
Alignment Evil        Languages Abyssal, Common, Elven
Skills Bluff +16, Insight +18, Intimidate +16, Religion +14, Stealth +16
Str 20 (+12)      Dex 19 (+11)      Wis 23 (+13)
Con 12 (+8)      Int 15 (+9)      Cha 19 (+11)
Equipment: chainmail, spiked chain.
Description: These priests command unflinching loyalty from all those who serve the cult, wielding power bestowed by the Chained God.



Gnome Caravan Guard Level 13 Soldier
Small fey humanoid XP 800
 Initiative +12        Senses Perception +10; low-light vision
HP 132; Bloodied 66
AC 29; Fortitude 26, Reflex 24, Will 24
Speed 5
m War Pick (standard, at-will)  ?  Weapon
ZZX +20 vs AC; 2d8+5 damage (crit 4d8 + 21), and the target is marked until the end of the gnome caravan guards next turn. 
M Binding Strike (standard; requires a war pick, at-will)  ?  Weapon
ZZX +18 vs Reflex; 2d8+5 damage (crit 4d8 + 21). In addition, the target is marked until it ends its turn in a square that is not adjacent to the caravan guard. Until the mark ends, the target cannot shift unless it ends the shift in a square adjacent to the caravan guard. 
R Stone Call (minor, encounter) 
ZZX Ranged 5; +18 vs Reflex; the target is pulled 4 squares. 
X Fade Away (immediate reaction, when the gnome caravan guard takes damage; encounter)  ?  Illusion
ZZX The gnome caravan guard turns invisible until it attacks or until the end of its next turn.
X Merge With Stone (move; encounter) 
ZZX The gnome caravan guard moves 3 squares or shifts 1 square, and can pass into and through squares occupied by obstacles made of stone. If the obstacle is larger than it is, the caravan guard can end its movement in such a square. If it does, it remains alive and aware of its surroundings, but it cannot be seen or attacked. The only actions it can take are to make Perception checks or to shift 1 square into an unoccupied square as a move action.
X Reactive Stealth
ZZX If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to become hidden.
Alignment Unaligned        Languages Common, Deep Speech, Elven
Skills Athletics +17, Endurance +16
Str 23 (+12)      Dex 19 (+10)      Wis 18 (+10)
Con 20 (+11)      Int 15 (+8)      Cha 16 (+9)
Equipment: chainmail, war pick.
Description: Gnome caravan guards make binding oaths to protect cargo and travelers moving through the Underdark. Well armed and well armored, they attack any creature that threatens them or their charges.



Gnome Stonewalker Level 13 Skirmisher
Small fey humanoid XP 800
 Initiative +11        Senses Perception +12; low-light vision
HP 128; Bloodied 64
AC 27; Fortitude 24, Reflex 25, Will 26
Speed 5
m Throwing Hammer (standard, at-will)  ?  Weapon
ZZX +18 vs AC; 2d6+5 damage. 
r Throwing Hammer (standard, at-will)  ?  Weapon
ZZX +18 vs AC; 1d6+5 damage. 
M Battering Steps (standard, at-will)  ?  Weapon
ZZX The gnome stonewalker makes a melee basic attack, shifts 1 square, makes a melee basic attack against a new target, and shifts 1 square.
M Disrupting Smash (standard; requires a throwing hammer, at-will)  ?  Weapon
ZZX +16 vs Reflex; 2d6+5 damage, and if the stonewalker is marked, that condition ends on it. 
X Fade Away (immediate reaction, when the gnome stonewalker takes damage; encounter)  ?  Illusion
ZZX The gnome stonewalker turns invisible until it attacks or until the end of its next turn.
X Merge With Stone (move; encounter) 
ZZX The gnome stonewalker moves 3 squares or shifts 1 square, and can pass into and through squares occupied by obstacles made of stone. If the obstacle is larger than it is, the stonewalker can end its movement in such a square. If it does, it remains alive and aware of its surroundings, but it cannot be seen or attacked. The only actions it can take are to make Perception checks or to shift 1 square into an unoccupied square as a move action.
X Reactive Stealth
ZZX If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to become hidden.
X Stonewalk (minor; recharge ? ?  ? )  ?  Teleportation
ZZX The gnome stonewalker teleports 3 squares. Its origin and destination squares must both be adjacent to stone, or must have a floor of stone.
Alignment Unaligned        Languages Common, Deep Speech, Elven
Skills Dungeoneering +17
Str 18 (+10)      Dex 17 (+9)      Wis 23 (+12)
Con 16 (+9)      Int 20 (+11)      Cha 14 (+8)
Equipment: hide armor, throwing hammerx2.
Description: Stonewalkers range far and wide throughout the Underdark, the whispers of the Feydark echoing within the caverns and passageways through which they roam.



Gnome Rockcaller Level 14 Controller
Small fey humanoid XP 1000
 Initiative +10        Senses Perception +10; low-light vision
HP 140; Bloodied 70
AC 26; Fortitude 26, Reflex 26, Will 27
Speed 5
m Stone Fist (standard, at-will) 
ZZX +19 vs AC; 2d8+4 damage. 
A Focused Quake (standard, at-will) 
ZZX Area burst 2 within 10; targets enemies; +18 vs Reflex; 1d6+2 damage, and the target is knocked prone. 
A Ring of Stone (standard, at-will) 
ZZX Area burst 1 within 10; +18 vs Reflex; 2d6+4 damage. Effect: Each square in the burst becomes difficult terrain until the end of the gnome rockcallers next turn. 
A Call Stone Spirits (minor, encounter)  ?  Zone
ZZX Area burst 1 within 5; the burst creates a zone of difficult terrain that lasts until the end of the rockcallers next turn. As a standard action, the rockcaller can use stone fist against any target in the zone. As a move action, the rockcaller can move the zone up to 5 squares. Sustain Minor: The effect persists
X Fade Away (immediate reaction, when the gnome rockcaller takes damage; encounter)  ?  Illusion
ZZX The gnome rockcaller turns invisible until it attacks or until the end of its next turn.
X Merge With Stone (move; encounter) 
ZZX The gnome rockcaller moves 3 squares or shifts 1 square, and can pass into and through squares occupied by obstacles made of stone. If the obstacle is larger than it is, the rockcaller can end its movement in such a square. If it does, it remains alive and aware of its surroundings, but it cannot be seen or attacked. The only actions it can take are to make Perception checks or to shift 1 square into an unoccupied square as a move action.
X Reactive Stealth
ZZX If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to become hidden.
Alignment Unaligned        Languages Common, Deep Speech, Elven
Skills Arcana +17, Diplomacy +18
Str 14 (+9)      Dex 16 (+10)      Wis 16 (+10)
Con 20 (+12)      Int 20 (+12)      Cha 23 (+13)
Description: A gnome rockcaller is one with the deep roots of the Underdark, channeling the strength of stone through its attacks and even from the living rock beneath its feet.



Grimlock Bodyguard Level 14 Soldier
Medium natural humanoid (blind) XP 1000
 
 HP 139; Bloodied 69  Initiative +14  
 AC 30, Fortitude 27, Reflex 26, Will 25  Perception+11  
 Speed 6  Blindsight 10  
 Immune blinded, gaze effects  
   

Traits
X Bodyguard Shift
ZZX When the grimlock shifts no more than 1 square, it can slide an adjacent enemy marked by it 1 square and shift into the square the enemy vacated.
X Guarded Mark
ZZX Any enemy that ends its turn adjacent to the grimlock is marked by the grimlock until the end of the enemys next turn. Any enemy marked by the grimlock cannot gain combat advantage by flanking any grimlock bodyguard.

Standard Actions
m Greatsword (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d10 + 6 damage.
X Stick and Shift ?  At-Will
ZZX Effect: The grimlock uses greatsword, then shifts 1 square.

Triggered Actions
C Mindlash (psychic)  ?  At-Will
ZZX Trigger: An enemy within 5 squares of and marked by the grimlock makes an attack that does not include the grimlock as a target.
Effect (Immediate Interrupt): Close burst 5 (the triggering enemy); 10 psychic damage.
Str 23 (+13)                Dex 20 (+12)                Wis 19 (+11)
Con 19 (+11)                Int 11 (+7)                Cha 11 (+7)
Alignment Evil        Languages Common, Deep Speech
Equipment: mismatched plate armor, greatsword.


Grimlock Dark Caller Level 15 Controller
Medium natural humanoid (blind) XP 1200
 Initiative +10        Senses Perception +13; blindsight 10
HP 148; Bloodied 74
AC 29; Fortitude 27, Reflex 26, Will 28
Immune gaze
Speed 6
m Staff (standard, at-will)  ?  Weapon
ZZX +20 vs AC; 2d8+6 damage. 
R Endless Dark (standard, at-will)  ?  Implement, Psychic
ZZX Ranged 10; +19 vs Fortitude; 1d10+5 psychic damage, and the target cannot see more than 1 square away (save ends). 
C Call of Darkness (minor, encounter) 
ZZX Close burst 10; all sources of light within the burst are extinguished
A Shadow Swarm (standard, recharge ?  ? )  ?  Necrotic, Zone
ZZX Area burst 1 within 10 squares; +19 vs Will; 2d8+5 the burst becomes a zone shadow swarms that lasts until the end of the dark callers next turn. A creature within in the zone is blinded until it leaves the zone. 
Alignment Evil        Languages Common, Deep Speech
Skills Arcana +13, Religion +13
Str 19 (+11)      Dex 17 (+10)      Wis 23 (+13)
Con 20 (+12)      Int 13 (+8)      Cha 14 (+9)
Equipment: staff, hide armor.
Description: A dark caller is a shaman among the grimlock tribes, drawing forth spirits of darkness to plague their enemies.



Grimlock Hulk Level 16 Brute
Medium natural humanoid (blind) XP 1400
 
 HP 190; Bloodied 95  Initiative +12  
 AC 28, Fortitude 30, Reflex 27, Will 27  Perception+12  
 Speed 6  Blindsight 10  
 Immune blinded, gaze effects  
   

Traits
X Bloody Wrath
ZZX The grimlocks weapon attacks deal 1d10 extra damage to bloodied targets.

Standard Actions
m Morningstar (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d10 + 15 damage, and the target falls prone.
C Reaping Star (weapon)  ?  At-Will
ZZX Attack: Close burst 1 (enemies in the burst); +21 vs. AC
Hit: 1d10 + 17 damage, and the grimlock can push the target 1 square and knock it prone.
Skills Athletics +20, Endurance +18
Str 24 (+15)                Dex 19 (+12)                Wis 19 (+12)
Con 20 (+13)                Int 7 (+6)                Cha 9 (+7)
Alignment Evil        Languages Common, Deep Speech
Equipment: morningstar.


Grimlock Thug Level 18 Minion Brute
Medium natural humanoid (blind) XP 500
 
 HP 1; a missed attack never damages a minion.  Initiative +14  
 AC 30, Fortitude 31, Reflex 29, Will 29  Perception+14  
 Speed 6  Blindsight 10  
 Immune blinded, gaze effects  
   

Standard Actions
m Greataxe (weapon)  ?  At-Will
ZZX Attack: Melee 1 (one creature); +23 vs. AC
Hit: 15 damage, or 18 damage to a bloodied target.
Str 24 (+16)                Dex 20 (+14)                Wis 21 (+14)
Con 14 (+11)                Int 7 (+7)                Cha 9 (+8)
Alignment Evil        Languages Common, Deep Speech
Equipment: greataxe.


Incunabulum Cursebringer Level 16 Artillery
Medium shadow humanoid XP 1400
 Initiative +15        Senses Perception +10; low-light vision
Whispers of Revulsion aura 1; each enemy that starts its turn within the aura is pushed 2 squares.
HP 123; Bloodied 61
AC 28; Fortitude 27, Reflex 29, Will 27
Speed 6
m Inquiring Grip (standard, at-will)  ?  Psychic
ZZX +21 vs Reflex; 2d6+4 psychic damage, and the target is immobilized until the end of the cursebringers next turn. 
r Curse of Creeping Doubt (standard, at-will) 
ZZX Ranged 20; 2d8+7 psychic damage, and the target is immobilized (save ends). 
A Curse Storm (standard, recharge ?  ? )  ?  Psychic, Zone
ZZX Area burst 3 within 20; +21 vs Reflex; 1d10 psychic damage, and the target is immobilized (save ends). The burst creates a zone of animated funerary wrappings that lasts until the end of the encounter. The zone is difficult terrain. Any creature that ends its turn within the zone is immobilized (save ends). 
X Martial Secret (immediate interrupt, when the incunabulum cursebringer is hit by a melee attack or a close weapon attack; encounter) 
ZZX The triggering attacker rerolls the attack roll with a -2 penalty.
Alignment Evil        Languages Abyssal, Common, Supernal
Skills Arcana +15, Diplomacy +18, Insight +15
Str 18 (+12)      Dex 24 (+15)      Wis 14 (+10)
Con 21 (+13)      Int 14 (+10)      Cha 20 (+13)
Description: As an initiate of forbidden secrets, the incunabulum cursebringer can strike down the strongest foes.



Incunabulum Slayer Level 16 Lurker
Medium shadow humanoid XP 1400
 Initiative +16        Senses Perception +10; low-light vision
HP 124; Bloodied 62
AC 30; Fortitude 29, Reflex 27, Will 29
Speed 6
m Inquisitive Dagger (standard, at-will)  ?  Psychic, Weapon
ZZX +21 vs AC; 2d4+9 psychic damage, and the target is immobilized until the end of the slayers next turn. 
R Digging for Answers (standard; requires a dagger, recharge ? ?  ? )  ?  Charm, Psychic, Weapon
ZZX Targets an immobilized creature; +19 vs Will; 2d4+4 damage plus 5d6 psychic damage. A target reduced to 0 hit points or fewer by this attack is dominated by the incunabulum slayer. A dominated target does not fall unconscious and does not need to make death saving throws. It dies only when reduced to negative hit points equal to its bloodied value. If the target under the slayers control regains hit points so that it is no longer dying, or if the slayer drops to 0 hit points, the slayers domination of the target ends. 
X Martial Secret (immediate interrupt, when the incunabulum slayer is hit by a melee attack or a close attack; at-will) 
ZZX The triggering attacker rerolls the attack roll with a -2 penalty.
Alignment Evil        Languages Abyssal, Common, Supernal
Skills Arcana +17, Insight +15, Stealth +17
Str 21 (+13)      Dex 19 (+12)      Wis 15 (+10)
Con 22 (+14)      Int 19 (+12)      Cha 23 (+14)
Equipment: dagger.
Description: Wrapped in tattered funeral shrouds, an incunabulum slayer uses its blade to cut through a foes very will.



Incunabulum Keeper Level 17 Soldier (Leader)
Medium shadow humanoid XP 1600
 Initiative +14        Senses Perception +13; Darkvision
White Hand Authority aura 2; one undead ally within the aura at the start of the incunabulum keepers turn can make a melee basic attack as a free action.
HP 167; Bloodied 83
AC 33; Fortitude 30, Reflex 28, Will 29
Resist 10 necrotic
Speed 6
m Sword of Keeping (standard, at-will)  ?  Psychic, Weapon
ZZX +24 vs AC; 2d8+7 damage plus 1d8 psychic damage, and the target is immobilized until the end of the keepers next turn. 
R Feed on the Vulnerable (minor 1/round, at-will) 
ZZX Ranged sight; targets one allied undead creature adjacent to an immobilized enemy; the next time the target makes a check to recharge a power, it makes an extra check as a free action.
X Keeper's Blazon (standard; encounter) 
ZZX Each ally within 5 squares of the keeper makes a basic attack against an immobilized enemy as a free action, provided the ally can both see and hear the keeper.
X Martial Secret (immediate interrupt, when the incunabulum keeper is hit by a melee attack or a close attack; encounter) 
ZZX The triggering attacker rerolls the attack roll with a -2 penalty.
Alignment Evil        Languages Abyssal, Common, Supernal
Skills Arcana +16, Diplomacy +16, Insight +18
Str 21 (+13)      Dex 19 (+12)      Wis 20 (+13)
Con 23 (+14)      Int 16 (+11)      Cha 16 (+11)
Equipment: longsword.
Description: The incunabulum keeper increases the power of undead allies as they attack at its direction.



Incunabulum Inquisitor Level 18 Controller
Medium shadow humanoid XP 2000
 Initiative +12        Senses Perception +10; low-light vision
Binding Whispers aura 5; enemies within the aura are slowed and take a 2 penalty to saving throws.
HP 172; Bloodied 86
AC 32; Fortitude 30, Reflex 32, Will 30
Resist 10 necrotic
Speed 6
m Inquiring Grip (standard, at-will)  ?  Psychic
ZZX +22 vs Reflex; 2d8+7 psychic damage, and the target is immobilized until the end of the inquisitors next turn. 
r Call To Answer (standard, at-will)  ?  Psychic
ZZX Ranged 10; +22 vs Reflex; 1d10+7 psychic damage, and the target is immobilized (save ends). 
R Under the Question (standard, recharge ?  ? )  ?  Charm, Psychic
ZZX Ranged 10; targets an immobilized creature; +22 vs Will; the target takes ongoing 15 psychic damage and is restrained (save ends both). A target reduced to 0 hit points or fewer by this attacks ongoing damage is dominated by the incunabulum inquisitor. A dominated target does not fall unconscious and does not need to make death saving throws. It dies only when reduced to negative hit points equal to its bloodied value. If the target under the inquisitors control regains hit points so that it is no longer dying, or if the inquisitor drops to 0 hit points, the inquisitors domination of the target ends. 
Alignment Evil        Languages Abyssal, Common, Supernal
Skills Arcana +21, Diplomacy +19, Insight +15
Str 12 (+10)      Dex 16 (+12)      Wis 12 (+10)
Con 20 (+14)      Int 24 (+16)      Cha 20 (+14)
Description: With the dark magic of its touch, an incunabulum inquisitor can wrest the will and life from any foe.



Incunabulum Thug Level 18 Minion Brute
Medium natural humanoid (blind), grimlock XP 500
 Initiative +10        Senses Perception +11; blindsight 10
HP 1; a missed attack never damages a minion.
AC 30; Fortitude 28, Reflex 26, Will 24
Speed 6
m Greataxe (standard, at-will)  ?  Weapon
ZZX +21 vs AC; 12 damage (14 damage against a bloodied target). 
X All the Answers
ZZX Immobilized enemies grant this creature combat advantage.
Alignment Evil        Languages Common, Deep Speech
Str 17 (+12)      Dex 12 (+10)      Wis 15 (+11)
Con 14 (+11)      Int 7 (+7)      Cha 9 (+8)
Equipment: greataxe.



Incunabulum Bone Naga Level 16 Elite Controller
Large immortal magical beast (undead) XP 2800
 Initiative +11        Senses Perception +13; Darkvision
Death Rattle (Necrotic) aura 2; an enemy that starts its turn within the aura is dazed.
HP 328; Bloodied 164
AC 30; Fortitude 32, Reflex 28, Will 29
Immune disease, poison; Resist 20 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed 7
Action Points 1
m Bite (standard, at-will)  ?  Necrotic
ZZX Reach 2; +20 vs AC; 2d4+6 damage, and ongoing 5 necrotic damage (save ends). Aftereffect: The target is weakened (save ends). 
C Death Sway (standard, at-will)  ?  Necrotic
ZZX Close burst 3; blind creatures are immune; +21 vs Will; the target is dazed (save ends). If the target is already dazed, it takes 3d6 + 6 necrotic damage instead. 
X Martial Secret (immediate interrupt, when the incunabulum bone naga is hit by a melee attack or a close attack; at-will) 
ZZX The triggering attacker rerolls the attack roll with a -2 penalty.
X Condition the Subject (minor; usable only while adjacent to an immobilized enemy; encounter) 
ZZX Until the end of the encounter, the bone naga can make two bite attacks as a standard action against immobilized enemies. While this power is active, the bone naga can make only basic attacks. It can end this power at any time as a free action.
Alignment Unaligned        Languages Common, Draconic, Supernal
Skills Arcana +18, History +18, Insight +20, Religion +18
Str 22 (+14)      Dex 16 (+11)      Wis 20 (+13)
Con 28 (+17)      Int 20 (+13)      Cha 22 (+14)



Kuo-Toa Warder Level 11 Minion Artillery
Medium natural humanoid (aquatic) XP 150
 Initiative +8        Senses Perception +5; Darkvision
HP 1; a missed attack never damages a minion.
AC 23; Fortitude 24, Reflex 23, Will 23
Speed 6, swim 6
m Spear (standard, at-will)  ?  Weapon
ZZX +18 vs AC; 5 damage. 
m Javelin (standard, at-will)  ?  Weapon
ZZX Ranged 10/20; +18 vs AC; 8 damage. 
X Slick Maneuver (move; at-will) 
ZZX A kuo-toa adjacent to an enemy shifts to any other square adjacent to that enemy.
Alignment Evil        Languages Deep Speech
Skills Athletics +14
Str 19 (+9)      Dex 16 (+8)      Wis 11 (+5)
Con 15 (+7)      Int 11 (+5)      Cha 17 (+8)
Equipment: javelinx3, spear.
Description: Kuo-toa warders swarm around foes as if in a feeding frenzy, their spears biting like sharpened teeth.



Kuo-Toa Spearfiend Level 12 Brute
Medium natural humanoid (aquatic) XP 700
 Initiative +10        Senses Perception +9; Darkvision
HP 152; Bloodied 76
AC 24; Fortitude 26, Reflex 24, Will 23
Speed 6, swim 6
m Longspear (standard, at-will)  ?  Weapon
ZZX Reach 2; +15 vs AC; 2d10+6 damage. 
C Fiendish Spear Sweep (standard; requires a longspear, recharge ?  ? )  ?  Weapon
ZZX Close burst 2; targets enemies; +13 vs Reflex; 2d8 damage, and the target is knocked prone. Miss: Half damage. 
X Slick Maneuver (move; at-will) 
ZZX A kuo-toa adjacent to an enemy shifts to any other square adjacent to that enemy.
Alignment Evil        Languages Deep Speech
Skills Athletics +15
Str 19 (+10)      Dex 18 (+10)      Wis 17 (+9)
Con 22 (+12)      Int 11 (+6)      Cha 8 (+5)
Equipment: longspear.
Description: Specially trained over a lifetime of combat, the kuo-toa spearfiend is a whirling blur of death on the battlefield.



Kuo-Toa Mumbler Level 13 Elite Lurker (Leader)
Medium natural humanoid (aquatic) XP 1600
 Initiative +16        Senses Perception +9; Darkvision
Maddening Mumbles (Psychic) aura 2; any creature without the aquatic keyword that enters the aura or starts its turn there takes 5 psychic damage.
HP 206; Bloodied 103
AC 27 (+2 against opportunity attacks); Fortitude 25, Reflex 27, Will 24
Saving Throws +2
Speed 6, swim 6
Action Points 1
m Spear (standard, at-will)  ?  Weapon
ZZX +18 vs AC; 2d8+5 damage. 
M Vicious Spear (standard; requires a spear, at-will)  ?  Weapon
ZZX Targets a blinded creature; +18 vs AC; 3d8+8 damage. 
C Terrifying Revelation (no action, when strange eon's syllable ends, ) 
ZZX Close burst 3; targets enemies; +16 vs Will; the target is blinded until the end of the mumblers next turn. 
X Slick Maneuver (move; at-will) 
ZZX A kuo-toa adjacent to an enemy shifts to any other square adjacent to that enemy.
X Strange Eon's Syllable (minor; recharge ? ?  ? ) 
ZZX Until the end of the kuo-toa mumblers next turn, it gains a +2 bonus to all defenses, and allies within 10 squares of it gain a +2 bonus to Fortitude and Will.
Alignment Evil        Languages Deep Speech
Skills Athletics +14, Stealth +17
Str 16 (+9)      Dex 22 (+12)      Wis 17 (+9)
Con 19 (+10)      Int 17 (+9)      Cha 14 (+8)
Description: With its lisping whispers, a black-robed kuo-toa mumbler summons up dread power and terrible secrets.



Kuo-Toa Leviathan Level 15 Elite Brute
Huge natural humanoid (aquatic) XP 2400
 Initiative +12        Senses Perception +11; Darkvision
HP 358; Bloodied 179
AC 27; Fortitude 28, Reflex 27, Will 26
Saving Throws +2
Speed 8, swim 8
Action Points 1
m Claw (standard, at-will) 
ZZX Reach 3; +18 vs AC; 3d8+6 damage, and the target is knocked prone. 
M Bloodlust Bite (standard, at-will) 
ZZX Targets a bloodied creature; +18 vs AC; 3d8+6 damage, and the target slides 3 squares and takes ongoing 10 damage (save ends). 
M Snapping Bites (standard, at-will) 
ZZX The kuo-toa leviathan makes two attacks; +18 vs AC; 3d8+6 damage, and the target slides 3 squares. 
C Mind-Rending Roar (free, when first bloodied, encounter)  ?  Psychic, Thunder
ZZX Close blast 5; +16 vs Will; 1d8+5 psychic and thunder damage, and the target is dazed (save ends). 
Alignment Evil        Languages Deep Speech
Skills Athletics +18
Str 23 (+13)      Dex 21 (+12)      Wis 18 (+11)
Con 19 (+11)      Int 5 (+4)      Cha 7 (+5)
Description: Overwhelmed by crippling madness, some kuo-toas undergo a physical and mental transformation into hulking feral predators.



Mind Flayer Tormentor Level 20 Artillery
Medium aberrant humanoid XP 2800
 Initiative +14        Senses Perception +20; Darkvision
HP 148; Bloodied 74
AC 32; Fortitude 31, Reflex 32, Will 32
Speed 7, teleport 5
m Tentacles (standard, at-will) 
ZZX +26 vs AC; 2d8+7 damage, and the target is grabbed. 
r Mind Lance (standard, at-will)  ?  Psychic
ZZX Ranged 20; +25 vs Will; 3d8+5 psychic damage, and the target is dazed until the end of the tormentors next turn. 
M Bore into Brain (standard, at-will) 
ZZX Targets a grabbed or stunned creature; +25 vs Fortitude; 4d10+5 damage, and the target is dazed (save ends). If this power reduces the target to 0 hit points or fewer, the mind flayer tormentor devours its brain. This kills the target instantly and recharges all the tormentors recharge powers. See also tentacle projection. 
R Tentacle Projection (standard, recharge ?  ? )  ?  Psychic
ZZX Ranged 10; +25 vs Will; 4d10+5 psychic damage, and the target is restrained (save ends). While the mind flayer tormentor has a target restrained by this power, it can make its bore into brain attack as a ranged attack as if the target were grabbed, with a range of 10 squares. 
C Agonizing Feedback (standard, recharge  ? ZZX Close burst 3; targets enemies; 1d8+1 psychic damage, and the target is dazed (save ends). If the target is already dazed, it instead becomes stunned (save ends). The mind flayer tormentor teleports 5 squares after the attack. 
Alignment Evil        Languages Deep Speech, telepathy 20
Skills Arcana +22, Insight +20, Intimidate +22, Religion +22
Str 16 (+13)      Dex 19 (+14)      Wis 20 (+15)
Con 22 (+16)      Int 24 (+17)      Cha 24 (+17)
Description: ALL MIND FLAYERS DELIGHT IN THE AGONY of others, but the mind flayer tormentor develops this rapacious nature into a dark art.



Quaggoth Berserker Level 9 Brute
Medium natural humanoid XP 400
 Initiative +8        Senses Perception +6
HP 117; Bloodied 58
AC 21; Fortitude 22, Reflex 21, Will 19
Speed 7
m Stone Club (standard, at-will)  ?  Weapon
ZZX +12 vs AC; 2d6+5 damage, and the quaggoth berserker gains a +2 bonus to attack rolls and damage rolls until the end of its next turn. 
X Quaggoth Fury (free, when the quaggoth berserker hits with an attack; encounter) 
ZZX The berserker deals 5 damage to itself to deal 3d6 extra damage to one target hit by the triggering attack.
Alignment Unaligned        Languages Deep Speech
Skills Athletics +14
Str 20 (+9)      Dex 19 (+8)      Wis 15 (+6)
Con 17 (+7)      Int 8 (+3)      Cha 10 (+4)
Equipment: stone club
Description: Quaggoth berserkers seek battle at every opportunity, never giving quarter or backing down from a fight.



Quaggoth Chanter Level 11 Controller (Leader)
Medium natural humanoid XP 600
 Initiative +8        Senses Perception +10
Restoration aura 5; when any enemy within the aura spends a healing surge, all quaggoth allies of the chanter within the aura recharge their quaggoth fury power.
HP 114; Bloodied 57
AC 25; Fortitude 23, Reflex 22, Will 24
Speed 7
m Primal Claw (standard, at-will) 
ZZX +16 vs AC; 2d6+4 damage, and the target takes a -2 penalty to all defenses until the end of the chanters next turn. 
C Wind Totem (standard, at-will)  ?  Implement
ZZX Close blast 4; targets enemies; +15 vs Fortitude; 1d6+2 damage, and the target slides 2 squares. 
X War Chant (immediate reaction, when any enemy within 5 squares of the chanter spends an action point; encounter) 
ZZX An ally within 5 squares of the chanter can take a standard action as a free action.
X Quaggoth Fury (free, when the chanter hits with an attack; encounter) 
ZZX The chanter deals 5 damage to itself to deal 3d6 extra damage to one target hit by the triggering attack.
Alignment Unaligned        Languages Common, Deep Speech
Skills Dungeoneering +15, Nature +15
Str 14 (+7)      Dex 16 (+8)      Wis 20 (+10)
Con 18 (+9)      Int 12 (+6)      Cha 16 (+8)
Equipment: totem.
Description: A quaggoth chanter scribes its flesh with scars, summoning primal power as it leads its tribe into battle.



Swordwing Slasher Level 23 Lurker
Medium aberrant humanoid XP 5100
 Initiative +23        Senses Perception +17; low-light vision
HP 166; Bloodied 83
AC 37; Fortitude 35, Reflex 36, Will 34
Speed 6, fly 10 (hover)
m Armblade (standard, at-will) 
ZZX Reach 2; +28 vs AC; 3d6+9 damage (crit 9d6 + 27 damage). 
X Slasher's Escape (immediate interrupt, when the swordwing slasher is hit by an attack; recharge ?  ? )  ?  Illusion, Teleportation
ZZX The swordwing slasher becomes invisible until the end of its next turn, and teleports 5 squares. If the swordwing slasher is marked, that condition ends.
X Slasher's Flurry (standard; recharges when the swordwing slasher uses slashers escape) 
ZZX The swordwing slasher makes an armblade attack against each enemy within reach.
Alignment Evil        Languages Deep Speech
Skills Endurance +22, Stealth +24
Str 24 (+18)      Dex 26 (+19)      Wis 22 (+17)
Con 22 (+17)      Int 12 (+12)      Cha 10 (+11)
Description: The swordwing slasher hones its armblade attacks to deadly precision, darting across the battlefield as it unleashes its fury.



Swordwing Cutter Level 28 Minion Skirmisher
Medium aberrant humanoid XP 3250
 Initiative +24        Senses Perception +21; low-light vision
HP 1; a missed attack never damages a minion. ; see also scattering hive
AC 43; Fortitude 41, Reflex 40, Will 39
Speed 6, fly 10 (hover)
m Armblade (standard, at-will) 
ZZX Reach 2; +33 vs AC; 14 damage (crit 20), and the target is knocked prone. 
X Scattering Hive (immediate interrupt, when the swordwing cutter drops to 0 hit points) 
ZZX Each other swordwing cutter adjacent to this swordwing cutter can shift 5 squares as a free action.
Alignment Evil        Languages Deep Speech
Skills Endurance +26, Stealth +27
Str 28 (+23)      Dex 26 (+22)      Wis 25 (+21)
Con 25 (+21)      Int 10 (+14)      Cha 12 (+15)
Description: Swordwing cutters attack as a mob, surrounding and slashing foes with vicious armblade attacks.



Armored Wrackspawn Level 13 Soldier
Medium immortal humanoid XP 800
 Initiative +12        Senses Perception +15; Darkvision
Bloodwrack aura 2; each bloodied enemy within the aura takes a -4 penalty to saving throws.
HP 132; Bloodied 66
AC 30; Fortitude 25, Reflex 24, Will 24
Resist 10 psychic
Speed 5
m Warhammer (standard, at-will)  ?  Weapon
ZZX +20 vs AC; 2d10+4 damage, and the target is marked until the end of the armored wrackspawns next turn. 
M Crushing Blow (standard; requires a warhammer, encounter)  ?  Weapon
ZZX +20 vs AC; 3d10+4 damage, and the target is marked and slowed (save ends both). 
X Inflict New Tortures (immediate reaction, when any enemy adjacent to the armored wrackspawn succeeds on a saving throw; at-will) 
ZZX The armored wrackspawn shifts its speed. Crushing blow recharges, and the wrackspawn uses it against a target other than the triggering enemy.
Alignment Evil        Languages Common, Deep Speech
Str 18 (+10)      Dex 18 (+10)      Wis 19 (+10)
Con 20 (+11)      Int 10 (+6)      Cha 8 (+5)
Equipment: plate armor pieces, large shield, warhammer.
Description: These horrid creatures lead the attacks of Torogs faithful, protected by armor fused directly to flesh and bone.



Broken Wrackspawn Level 15 Minion Controller
Medium immortal humanoid XP 300
 Initiative +11        Senses Perception +12; Darkvision
Bloodwrack aura 2; each bloodied enemy within the aura takes a -4 penalty to saving throws.
HP 1; a missed attack never damages a minion.
AC 29; Fortitude 29, Reflex 26, Will 27
Resist 10 psychic
Speed 5
m Bone Spear (standard, at-will)  ?  Weapon
ZZX +20 vs AC; 9 damage, and the target is weakened until the broken wrackspawn drops to 0 hit points. 
Alignment Evil        Languages Common, Deep Speech
Str 24 (+14)      Dex 18 (+11)      Wis 21 (+12)
Con 20 (+12)      Int 10 (+7)      Cha 8 (+6)
Equipment: bone spear
Description: The failed results of the horrid rituals that produce their kind, broken wrackspawn are sacrificed in battle to protect their kin.



Broken Wrackspawn Pit Guardian Level 28 Minion Controller
Medium immortal humanoid XP 3250
 Initiative +21        Senses Perception +22; Darkvision
Bloodwrack aura 2; each bloodied enemy within the aura takes a -4 penalty to saving throws.
HP 1; a missed attack never damages a minion.
AC 42; Fortitude 42, Reflex 39, Will 40
Resist 15 psychic
Speed 5
m Bone Spear (standard, at-will)  ?  Weapon
ZZX +33 vs AC; 15 damage, and the target is weakened until the broken wrackspawn pit guardian drops to 0 hit points. 
Alignment Evil        Languages Common, Deep Speech
Str 30 (+24)      Dex 24 (+21)      Wis 27 (+22)
Con 25 (+21)      Int 10 (+14)      Cha 9 (+13)
Equipment: bone spear
Description: The failed results of the horrid rituals that produce their kind, broken wrackspawn are sacrificed in battle to protect their kin.



Jagged Wrackspawn Level 16 Controller
Medium immortal humanoid XP 1400
 Initiative +15        Senses Perception +12; Darkvision
Bloodwrack aura 2; each bloodied enemy within the aura takes a -4 penalty to saving throws.
HP 157; Bloodied 78
AC 30; Fortitude 28, Reflex 30, Will 27
Resist 10 psychic
Speed 6
m Embedded Needles (standard, at-will) 
ZZX +21 vs AC; 2d6+2 damage, and ongoing 5 damage (save ends). 
M Dread Embrace (standard, encounter)  ?  Reliable
ZZX +20 vs Reflex; the target is removed from the battle grid and imprisoned within an extradimensional space inside the jagged wrackspawn (save ends). While imprisoned, the target is stunned and takes ongoing 10 damage, and no creature has line of sight or line of effect to it. When the target saves, or if the wrackspawn drops to 0 hit points, the target returns in a space of its choice adjacent to the wrackspawn. While imprisoned, the target is considered to be within the wrackspawns bloodwrack aura but not adjacent to the wrackspawn, so that its successful saving throws dont trigger rancorous screech. 
C Rancorous Screech (immediate reaction, when any enemy adjacent to the jagged wrackspawn succeeds on a saving throw, at-will)  ?  Psychic
ZZX Close burst 5; +20 vs Will; 1d6+3 psychic damage. 
Alignment Evil        Languages Common, Deep Speech
Str 18 (+12)      Dex 24 (+15)      Wis 19 (+12)
Con 21 (+13)      Int 12 (+9)      Cha 13 (+9)
Description: A jagged wrackspawns body pulses from within with eldritch light, its limbs pierced with steel-hard bone needles that can rend the flesh from a foe.



Flaying Wrackspawn Level 25 Controller
Medium immortal humanoid XP 7000
 Initiative +21        Senses Perception +19; Darkvision
Bloodwrack aura 2; each bloodied enemy within the aura takes a -4 penalty to saving throws.
HP 226; Bloodied 113
AC 39; Fortitude 36, Reflex 39, Will 37
Resist 15 psychic
Speed 8, fly 8
m Barbed Whip (standard, at-will)  ?  Weapon
ZZX Reach 2; +30 vs AC; 3d8+7 damage, and the target is immobilized until the end of the wrackspawns next turn. 
M Discord from Pain (immediate reaction, when any enemy adjacent to the flaying wrackspawn succeeds on a saving throw, at-will) 
ZZX Targets the triggering enemy; +29 vs Will; the target makes a basic attack against a creature of the flaying wrackspawns choice as a free action. 
C Break Loyalty (standard, recharge ? ?  ? )  ?  Charm, Psychic
ZZX Close burst 5; +29 vs Will; 1d10 psychic damage. In addition, the target is affected by broken loyalty (save ends). While affected by broken loyalty, the target cannot flank with its allies, cannot use any power that grants bonuses to allies, and cannot use any power that allows allies to gain temporary hit points, regain hit points, or spend healing surges. 
Alignment Evil        Languages Common, Deep Speech
Str 22 (+18)      Dex 29 (+21)      Wis 25 (+19)
Con 18 (+16)      Int 14 (+14)      Cha 14 (+14)
Equipment: barbed whip
Description: An elite torturer and assassin of Torog, the flaying wrackspawn directs the relentless attacks of its kin.



Torog Level 34 Solo Lurker
Huge immortal humanoid XP 195000
 Initiative +26        Senses Perception +27; Darkvision
Shared Torture (Psychic) aura 10; when any enemy within the aura makes a death saving throw, each conscious enemy within the aura takes 10 psychic damage.
Torturous Exhaustion aura 10; when any enemy within the aura makes a saving throw against ongoing damage, that enemy is weakened until the end of its next turn. Enemies within the aura can choose not to make saving throws against ongoing damage to avoid this effect.
HP 1232; Bloodied 616 ; see also discorporation
AC 48; Fortitude 47, Reflex 45, Will 46
Immune attacks by characters below 20th level; Resist 20 psychic
Saving Throws +5; whenever an attack applies an effect to Torog that a save can end, he immediately makes a saving throw. Torog also makes saving throws at the end of each of his turns as normal.
Speed 6 (earth walk), climb 6
Action Points 2
m Serrated Longsword (standard, at-will)  ?  Fire, Weapon
ZZX Reach 2; +39 vs AC; 3d12 damage, and ongoing 5 fire damage (save ends). 
M Sickle of Agony (minor 1/round, at-will)  ?  Weapon
ZZX Reach 2; targets a creature that is not bloodied; +39 vs AC; 3d10 damage, and ongoing 5 damage (save ends). 
R Bond of Torture (minor, recharges when no creature is affected by this power)  ?  Charm, Psychic
ZZX Ranged 20; targets an enemy taking ongoing damage; +39 vs Will; each time Torog takes damage, the target takes psychic damage equal to one-half the damage dealt to Torog. Each time the target takes damage from this effect, it can use an immediate reaction to end the effect by voluntarily becoming dominated by Torog (save ends). 
C Imprisoning Chains (standard, at-will) 
ZZX Close burst 20; targets one, two, or three enemies; +37 vs Reflex; 1d10+10 damage, and the target slides 5 squares and is restrained until the end of Torogs next turn. 
C Torturous Chainlash (immediate reaction, when torog is hit by an attack, at-will) 
ZZX Close burst 20; targets the triggering attacker; +37 vs Reflex; 1d10+10 damage, and the target is stunned until the end of Torogs next turn. 
X Crawling Blood (move; at-will) 
ZZX Torog moves his speed or shifts 1 square, and a crawling blood swarm (see the statistics block) appears in a square he left.
X Discorporation ( when first bloodied; encounter) 
ZZX When Torog becomes bloodied, he normally discorporates and is unable to take physical form for a time.
X Perpetual Crawler
ZZX Torog cannot be knocked prone. He takes no penalties for his ruined legs, and crawls at his normal speed.
Alignment Evil        Languages all, telepathy 20
Skills Dungeoneering +32, Endurance +31, Intimidate +35
Str 33 (+28)      Dex 20 (+22)      Wis 30 (+27)
Con 28 (+26)      Int 28 (+26)      Cha 27 (+25)
Equipment: serrated longsword, sickle of agony
Description: THE GOD OF TORTURE, IMPRISONMENT, and the Underdark, Torog is the King that Crawls. His divinity is linked inexorably to his underground realm, and by dwelling there, he maintains his power. Legions of twisted, sadistic creatures swarm out from the darkness at his command, ready to inflict their deitys will on the world.



Crawling Blood Swarm Level 34 Minion Skirmisher
Medium immortal beast (swarm) XP 9750
 Initiative +30        Senses Perception +27; Darkvision
Swarm Attack aura 1; each enemy that starts its turn within the aura takes 5 damage plus 5 extra damage per crawling blood swarm adjacent to the enemy.
HP 1; a missed attack never damages a minion.
AC 48; Fortitude 45, Reflex 47, Will 46
Resist 20 to melee and ranged attacks
Speed 3, climb 3 (spider climb)
m Swarm of Torturous Mandibles (standard, at-will) 
ZZX +39 vs AC; ongoing 10 damage (save ends). 
X Blood Pollution
ZZX If a crawling blood swarm is adjacent to a bloodied creature at the end of the swarms turn, another crawling blood swarm appears in a space adjacent to the bloodied creature.
Alignment Evil        Languages -
Str 12 (+18)      Dex 33 (+28)      Wis 30 (+27)
Con 28 (+26)      Int 1 (+12)      Cha 22 (+23)
Description: Torogs divine blood seeps constantly from his grievous wounds, and grotesque creatures resembling centipedes, leeches, and roaches constantly emerge from this ichor. Legends claim that the most repulsive creatures of the Underdark were first born from the blood of Torog.

Crawling blood swarms encountered with Torog are worth 0 xp.



The Cringe Level 18 Elite Brute
Large immortal humanoid XP 4000
 Initiative +15        Senses Perception +14; Darkvision
Bloodwrack aura 2; any bloodied enemy within the aura takes a -4 penalty to saving throws.
HP 430; Bloodied 215 ; see also price of failure
AC 30; Fortitude 31, Reflex 30, Will 29
Resist 10 psychic
Saving Throws +2
Speed 6
Action Points 1
m Razor Chain (standard, at-will)  ?  Weapon
ZZX Reach 3; +21 vs AC; 2d10+3 damage, and the target takes ongoing 5 damage and is slowed (save ends both). 
M Double Attack (standard, at-will) 
ZZX The cringe makes two razor chain attacks
M Rack of Nails (standard, recharges when no creature is affected by this power) 
ZZX Reach 2; +19 vs Reflex; 5d6+7 damage, the Cringe slides the target into a square adjacent to it, and the target is restrained (save ends). Each time the target attempts a save against the restrained condition, it takes 10 damage. Each time the Cringe moves while the target is restrained, it can slide the target into any square adjacent to it. Only one enemy at a time can be restrained by this power. 
R Cruel Choice (minor, recharge ?  ? )  ?  Psychic
ZZX Ranged 5; 3d6+7 psychic damage. 
C Price of Failure ( when first bloodied, encounter)  ?  Psychic
ZZX Close burst 10; targets enemies; +19 vs Will; 2d6+7 psychic damage, and the target is dazed (save ends). 
Alignment Evil        Languages Common, Deep Speech
Skills Dungeoneering +19, Endurance +21, Intimidate +16, Religion +17
Str 21 (+14)      Dex 22 (+15)      Wis 20 (+14)
Con 25 (+16)      Int 16 (+12)      Cha 15 (+11)
Equipment: razor chain
Description: The exarch known only as the Cringe continually travels the Kings Highway to prove his worth to Torog. Though the Cringe is most often found in the Deeps, his mission takes him through all parts of the Underdark.



