If you want to add the material from Exemplars of Evil into your 4th Edition campaign, this conversion should help you do that. Everything that has been converted shows up in the order in which it was covered in the original book.
Chapter 2: Zargath Human-Bane
Three encounters in this chapter are converted, and you can check the table below to find the original reference in Exemplars of Evil.
| Section/Statistics |
Page |
| Encounter 2–1 |
42 |
| Encounter 2–2 |
44 |
| Encounter 2–3 |
46 |
Encounter 2–1: Trophy Room
Encounter Level 11 (3,300 XP)
Make the following replacements for this encounter:
- Replace the 13 orc soldiers with 13 orc warriors (see Monster Manual, page 203).
- Replace the gray ooze with an ochre jelly (see Monster Manual, page 202).
- Replace the wight with a dread zombie myrmidon (see Open Grave, page 197).
- There are no replacements for the wight spawns (see "Tactics," below).
- Replace the 2 gnoll mercenaries with 2 gnoll marauders (see Monster Manual, page 132).
- Replace the orc captain with an orc chieftain (see Monster Manual, page 204).
Tactics
Instead of a wight, the orcs in this room open a stone coffin containing a dread zombie myrmidon. The zombie myrmidon acts in the same way as the wight in the original adventure, but it lacks the ability to create spawns.
Encounter 2–2: Library
Encounter Level 11 (3,200 XP)
Make the following replacements for this encounter:
- See below for the replacement Dwarreg (D) stat block.
- Replace the 8 orc soldiers (O) with 8 orc warriors (see Monster Manual, page 203).
- Replace the orc captain (C) with 2 orc chieftains (see Monster Manual, page 204).
- Replace the human captives (H) with unarmed human rabble (see Monster Manual, page 162).
Tactics
The orc soldiers charge the nearest target who is an obvious fighter type. The orc captain uses lead from the front to inspire his troops and wild strike to try to move behind the party's main fighters.
Dwarreg skirts the main melee by using the tables and benches for cover as he tries to reach obvious spellcasters. He uses his sticky concoction power to keep attackers off his back, as he methodically goes after his prey. If things go badly, he grabs a human captive, threatening to kill him if the PCs do not let him leave safely.
Dwarreg
Level 10 Elite Controller
Medium natural humanoid, dwarf
XP 1,000
Initiative +5 Senses Perception +9; low-light vision
HP 208; Bloodied 104
AC 26; Fortitude 24, Reflex 21, Will 22
Saving Throws +2, +5 against poison
Speed 5
Action Points 1
Melee 1; +15 vs. AC; 1d10 + 5 damage.
Close blast 3; +14 vs. Reflex; target is immobilized and grants combat advantage to any enemy (save ends both).
Stand Your Ground
When an effect forces Dwarreg to move—through a pull, push, or a slide—he can move 1 square less than the effect specifies. When an attack would knock Dwarreg prone, Dwarreg can roll a saving throw to avoid falling prone.
Alignment Evil
Languages Common, Dwarven
Skills Dungeoneering +16, Endurance +15
Str 21 (+10)
Dex 10 (+5)
Wis 18 (+9)
Con 16 (+8)
Int 16 (+8)
Cha 10 (+5)
Equipment chainmail, warhammer
Encounter 2–3: Audience Hall
Encounter Level 13 (4,000 XP)
Make the following replacements for this encounter:
- See below for the replacement Zargath Human-Bane (Z) stat block.
- See below for the replacement War Leader Grikfell (Gf) stat block.
- See below for the replacement Gurn Sirensong (G) stat block.
- Replace the bugbear ambassador (B) with a bugbear warrior (see Monster Manual, page 135).
- Replace Elbeth (E) with a worg (see Monster Manual, page 265).
- Replace the 8 orc soldiers (O) with 8 orc warriors (see Monster Manual, page 203).
Tactics
When the PCs enter the audience hall, the creatures within act quickly to deal with intruders.
Warleader Grikfell and Elbeth lead the orcs soldiers in a charge to keep the intruders away from the dais. He keeps as close as possible to Elbeth and other allies so they can benefit from his inspiring shout.
The bugbear ambassador aids where he can, attempting to sneak behind the PCs' defenses to use his predatory eye combined with a skullthumper attack on a soft leader or controller target.
Gurn takes cover when the PCs arrive and hurls a fiery rain into the largest concentration of visible foes. Thereafter he uses his missile barrage against controllers and other ranged attackers and startling glamour against enemies getting too close.
As soon as combat begins, Zargath wades into battle and seeks out the largest group of enemies so he can use his dance of death and swift counterstrike to greatest effect. If his troops are obviously losing, he flees, sacrificing any of his companions to aid in his escape.
Zargath Human-Bane
Level 10 Elite Skirmisher
Medium natural humanoid, orc
XP 1,000
Initiative +12 Senses Perception +6; low-light vision
HP 212; Bloodied 106; see also warrior's surge
AC 26; Fortitude 22, Reflex 24, Will 20
Saving Throws +2
Speed 6 (8 while charging)
Action Points 1
Melee 1; +15 vs. AC; 1d6 + 2 damage.
Ranged 10/20; +15 vs. AC.
Zargath makes three melee basic attacks. Each time he hits with one of these attacks, he shifts 1 square.
Melee 1; Zargath makes a melee basic attack against the triggering enemy.
Melee 1; +15 vs. AC; 2d6 + 2 damage, and Zargath regains 53 hit points.
Combat Advantage
Zargath deals 2d6 extra damage against any target he has combat advantage against.
Alignment Chaotic evil
Languages Common, Giant
Skills Endurance +14, Intimidate +10, Stealth +15, Thievery +15
Str 14 (+7)
Dex 21 (+10)
Wis 13 (+6)
Con 18 (+9)
Int 12 (+6)
Cha 11 (+5)
Equipment studded leather armor, short sword
Warleader Grikfell
Level 9 Elite Soldier (Leader)
Medium natural humanoid, orc
XP 800
Initiative +8 Senses Perception +5; low-light vision
HP 194; Bloodied 97; see also warrior's surge
AC 27; Fortitude 24, Reflex 20, Will 19
Saving Throws +2
Speed 5 (7 while charging)
Action Points 1
Melee 1; +16 vs. AC; 1d12 + 5 damage (17 + 1d12 on crit), and the target is marked until the end of Grikfell's next turn.
Melee 1; Grikfell makes a melee basic attack against the newly flanked enemy.
Melee 1; +15 vs. AC; 2d12 + 5 damage (29 + 1d12 on crit), and Girkfell regains 48 hit points.
Melee 1; +17 vs. AC; 1d12 + 5 damage (17 + 1d12 on crit), the target is marked until the end of its next turn, and is pushed 1 square.
Blast 5; allies within blast make a basic attack as a free action.
Alignment Chaotic evil
Languages Common, Goblin
Skills Endurance +14, Intimidate +9
Str 20 (+9)
Dex 14 (+6)
Wis 12 (+5)
Con 17 (+7)
Int 10 (+4)
Cha 11 (+4)
Equipment scale armor, greataxe
Gurn Sirensong
Level 9 Elite Artillery
Small fey humanoid, gnome
XP 800
Initiative +7 Senses Perception +6; low-light vision
HP 150; Bloodied 75
AC 22; Fortitude 20, Reflex 23, Will 21
Saving Throws +2
Speed 5
Action Points 1
Melee 1; +16 vs. AC; 1d4 damage.
Ranged 20; +16 vs. AC; 2d4 + 5 damage.
Ranged 20; Gurn makes two magic missile attacks against 2 different targets.
Ranged 10; +16 vs. Will; the target slides 1 square.
Area burst 3 within 20; +14 vs. Reflex; targets enemy only; 3d8 + 5 damage. Miss: Half damage.
Gurn turns invisible until he attacks or until the end of his next turn.
Reactive Stealth
If Gurn has cover or concealment when he makes an initiative check, he can make a Stealth check to become hidden.
Alignment Evil
Languages Common, Elven
Skills Arcana +16, Stealth +14
Str 10 (+4)
Dex 16 (+7)
Wis 14 (+6)
Con 15 (+6)
Int 20 (+9)
Cha 17 (+7)
Equipment dagger, robes, wand
Chapter 3: The Tolstoffs
Chapter 3 presents individuals that do not appear in any of the associated tactical encounters, plus encounter updates. Check the table below to find the original reference in Exemplars of Evil.
The encounters in this chapter can be used in conjunction with Chapter Nine of Elder Evils. Refer to the upcoming web enhancement for 4th Edition statistics of that book.
| Section/Statistics |
Page |
| Spawn of Kyuss |
56 |
| Encounter 3–1 |
58 |
| Encounter 3–2 |
60 |
| Encounter 3–3 |
62 |
Spawn of Kyuss
Level 7 Elite Soldier
Medium natural humanoid (undead)
XP 600
Initiative +9 Senses Perception +3
Fear of Worms (Fear) aura 3; any living creature that starts its turn within the aura takes a –2 penalty to attack rolls against spawn of Kyuss, larva undead, wormspawn praetorians, and Kyuss
HP 158 Bloodied 79
Regeneration 10 (if a spawn of Kyuss takes radiant damage, regeneration doesn't function until the end of its next turn)
AC 24; Fortitude 22, Reflex 19, Will 22
Immune disease, poison
Speed 5
Saving Throws +2
Melee 1; +10 vs. Fortitude; 2d6 + 2 damage, and ongoing 10 necrotic damage (save ends). First Failed Saving Throw: The target contracts worms of Kyuss (see below).
Alignment Evil
Languages Common, Deep Speech
Skills Endurance +10, Intimidate +7
Str 18 (+7)
Dex 18 (+7)
Wis 10 (+3)
Con 15 (+5)
Int 10 (+3)
Cha 8 (+2)
Equipment chainmail
Worms of Kyuss
Level 11+ Disease
Delivered by the infectious touch of a spawn of Kyuss, this disease transforms its victim into a malicious undead, larval creature.
Endurance improve DC 15 + two-thirds spawn of Kyuss's level, maintain DC 10 + two-thirds spawn of Kyuss's level, worsen DC 9 + two-thirds spawn of Kyuss's level or lower
| The target is cured. |
Initial Effect The target regains only half the normal hit points from healing effects. |
Final State The target regains only half the normal hit points from healing effects. In addition, each time the afflicted creature fails to improve, it takes 5 necrotic damage that cannot be cured until the disease is removed. If the afflicted creature dies, it immediately rises as a level-equivalent spawn of Kyuss. |
3–1 Barbican
Encounter Level 7 (1,600 XP)
Make the following replacements for this encounter:
- See below for the replacement 4 corrupted warriors (G) stat block.
- See below for the replacement corrupted commander (C).
Tactics
When confronted with foes, the corrupted warriors prefer to stay in the barbican raining down arrows on those outside it. They use corruption shot to limit the effectiveness of their foes.
The corrupted commander gets into melee as soon as foes enter the barbican, commanding his archers to support him from a distance. He targets the biggest enemy warrior with sickening blow and then commands warriors around him to attack with his commanding rally.
Corrupted Warrior
Level 7 Artillery
Medium aberrant humanoid, human
XP 300
Initiative +7 Senses Perception +3
HP 63; Bloodied 31
AC 20; Fortitude 19, Reflex 19, Will 19
Speed 5
Melee 1; +12 vs. AC; 1d8 + 4 damage.
Ranged 20/40; +15 vs. AC; 1d10 + 4 damage.
+15 vs. AC; 1d10 + 4 damage, and the target is weakened until the end of its next turn.
Alignment Evil
Languages Common, Deep Speech
Skills Endurance +10, Intimidate +7
Str 18 (+7)
Dex 18 (+7)
Wis 10 (+3)
Con 15 (+5)
Int 10 (+3)
Cha 8 (+2)
Equipment chainmail, longbow, longsword, quiver with 30 arrows
Corrupted Commander
Level 9 Soldier (Leader)
Medium aberrant humanoid, human
XP 400
Initiative +10 Senses Perception +7
HP 96; Bloodied 48
AC 25; Fortitude 22, Reflex 21, Will 20
Speed 5
Melee 1; +16 vs. AC; 1d10 + 5 damage, and the target is marked until the end of its next turn.
Ranged 20/40; +16 vs. AC; 1d10 + 4 damage.
+14 vs. Fortitude; 2d10 + 6 necrotic damage, and the target takes a –2 penalty to all defenses (save ends).
All allies within line of sight can make a basic attack as a free action and regain 10 hit points.
Alignment Evil
Languages Common, Deep Speech
Skills Endurance +12, Intimidate +9
Str 20 (+9)
Dex 19 (+8)
Wis 16 (+7)
Con 16 (+7)
Int 12 (+5)
Cha 10 (+4)
Equipment scale armor, battleaxe, longbow, quiver with 30 arrows
3–2 Chapel
Encounter Level 7 (1,700 XP)
Make the following replacements for this encounter:
- Replace the gibbering mouther (M) with the monster of the same name (see Monster Manual, page 126).
- Replace the average psurlon (P) with a grell philosopher (see Monster Manual, page 144).
Tactics
In battle, the two creatures stay away from each other so that they do not catch each other with their burst powers. Both creatures also use the pews for cover with the hope that they can also stop foes from surrounding them.
The gibbering mouther uses its gibbering power following it up with gibbering feast whenever possible.
The grell uses lightning lance as soon as possible and psychic storm to slow its enemies' actions.
3–3 Catacombs
Encounter Level 11 (2,950 XP)
Make the following replacements for this encounter:
- See below for the replacement Edgar Tolstoff (E) stat block.
- See below for the replacement Katarin Tolstoff (K) stat block.
- Replace the gloom golem (G) with the blood amniote (see Open Grave, page 174).
- See below for the replacement Draen Ralgael stat block.
- Replace the 6 corrupted dire rats with 6 dire rats (see Monster Manual, page 219).
- There is no replacement for the fiendish wolverine.
Tactics
As soon as the blood amniote is aware of intruders, it oozes forth to dispatch them, wasting no time to pull enemies in with body snatch followed by its deadly blood drain.
Edgar and Katarin let the gloom golem take the brunt of melee attacks while hurling their spells from a distance.
If Draen and his rats are present, they dart into and out of battle to try to move behind the party's front rank to strike at weaker attackers. Draen tries to gain combat advantage against his foes so that he deals more damage.
Edgar Tolstoff
Level 11 Skirmisher
Medium natural humanoid, human
XP 600
Initiative +8 Senses Perception +5
HP 113; Bloodied 56
AC 23; Fortitude 25, Reflex 25, Will 28
Speed 6
Melee 1; +15 vs. AC; 1d6 + 6 damage.
Ranged 10; +14 vs. Reflex; 1d10 + 8 damage.
Ranged 10; +14 vs. Fortitude; 1d6 + 8 damage. If the target moves nearer to Edgar on its next turn, it takes 1d6 + 8 extra damage.
Ranged 5; +16 vs. Will; 2d8 + 8 psychic damage, and when Edgar takes damage the target takes 10 psychic damage (save ends).
Ranged 10; targets closest enemy; automatically hits; until the end of the encounter, if Edgar hits the target with his eldritch blast, dire radiance, or fearful connection, the target takes 1d8 extra necrotic damage.
Edgar teleports 6 squares. Any enemy adjacent to him before or after the teleportation move grants combat advantage to him until the end of his next turn.
Alignment Evil
Languages Common, Deep Speech
Skills Arcana +12, History +12
Str 13 (+6)
Dex 12 (+6)
Wis 11 (+5)
Con 17 (+8)
Int 14 (+7)
Cha 20 (+10)
Equipment sickle, rod
Katarin Tolstoff
Level 11 Artillery
Medium natural humanoid, human
XP 600
Initiative +8 Senses Perception +8
HP 84; Bloodied 42
AC 23; Fortitude 22, Reflex 24, Will 22
Speed 6
Melee 1; +16 vs. AC; 1d4 + 5 damage.
Ranged 10; + 18 vs. Fortitude; 1d8 + 7 necrotic damage, and the target is weakened until the end of its next turn.
1 square within 10; +18 vs. Reflex; 1d6 + 7 force damage; until the end of Katarin's next turn, any creature that enters or starts its turn in the spell's area takes 3 force damage.
Burst 3 within 20; +16 vs. Will; each enemy in the burst takes 2d6 + 7 necrotic damage, and ongoing 5 necrotic (save ends).
Sly Shift (move 1/round; at-will)
Katarin shifts 2 squares.
Alignment Evil
Languages Common, Deep Speech
Skills Arcana +16, Diplomacy +13
Str 11 (+5)
Dex 17 (+8)
Wis 16 (+6)
Con 12 (+6)
Int 21 (+10)
Cha 14 (+7)
Equipment dagger, wand
Draen Ralgael
Level 8 Skirmisher
Medium natural humanoid (shapechanger)
XP 350
Initiative +11 Senses Perception +6; low-light vision
HP 91; Bloodied 45
Regeneration 5 (if Draen takes damage from a silver weapon, his regeneration doesn't function on its next turn)
AC 24; Fortitude 22, Reflex 23, Will 21
Speed 6; climb 4 (not in human form)
Melee 1; +13 vs. AC; 1d6 +5 damage.
Melee 1; +13 vs. AC; 1d8 + 2 damage, and the target takes ongoing 5 damage (save ends) and contracts filth fever (MM 180).
Draen can alter his physical form to appear as a dire rat or a unique human (see Change Shape, Monster Manual 280). He loses his bite in human form.
Combat Advantage
Draen deals 2d6 extra damage on melee attacks against any target he has combat advantage against.
Alignment Evil
Languages Common
Skills Bluff +12, Stealth +15, Streetwise +12, Thievery +15
Str 13 (+5)
Dex 21 (+9)
Wis 15 (+6)
Con 19 (+8)
Int 13 (+5)
Cha 14 (+6)
Equipment cloak, short sword
Chapter 4: Captain Gnash
Chapter 4 presents individuals that do not appear in any of the associated tactical encounters, plus some encounter updates. You can use the table below to reference the other original source material that accompanies the converted material.
| Section/Statistics |
Page |
| Captain Gnash |
67 |
| Pog |
70 |
| Encounter 4–1 |
74 |
| Encounter 4–2 |
76 |
| Encounter 4–3 |
78 |
Captain Gnash
Level 9 Elite Brute
Medium natural humanoid, bugbear
XP 800
Initiative +8 Senses Perception +7; low-light vision
HP 236; Bloodied 118
AC 23; Fortitude 22, Reflex 23, Will 20
Saving Throws +2
Speed 6
Action Points 1
Melee 1; +12 vs. AC; 2d10 + 6 damage.
Melee 1; +12 vs. Fortitude; 3d10 + 6 damage, and the target is dazed (save ends both).
Melee 1; Gnash makes a melee basic attack against the triggering enemy.
Predatory Eye (minor; encounter)
Gnash deals 1d6 extra damage on the next attack it makes with combat advantage. It must apply this bonus before the end of its next turn.
Alignment Evil
Languages Common, Goblin
Skills Intimidate +12, Stealth +15
Str 22 (+10)
Dex 18 (+8)
Wis 16 (+7)
Con 18 (+8)
Int 11 (+4)
Cha 12 (+5)
Equipment hide armor, rapier
Pog
Level 9 Elite Controller (Leader)
Small natural humanoid, goblin
XP 800
Initiative +9 Senses Perception +8; low-light vision
HP 198; Bloodied 99
AC 25; Fortitude 21, Reflex 21, Will 24; see also lead from the rear
Saving Throws +2
Speed 6; see also goblin tactics
Action Points 1
Melee 1; +13 vs. AC; 1d6 + 5 damage.
Ranged 10; +12 vs. Fortitude; 2d6 + 7 damage, and the target is blinded (save ends).
Ranged 10; +16 vs. Will; the target takes 4d6 + 8 damage if it moves during its turn (save ends).
Ranged 10; the targeted ally can shift 2 more squares and make an attack.
Area burst 3 within 10; automatic hit; any enemy within the zone take a –2 penalty to attack rolls. The zone grants concealment to Pog and his allies. Pog can sustain the zone as a minor action, moving it 5 squares.
Goblin Tactics (immediate interrupt, when targeted by a melee attack; at-will)
Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)
Pog can change the attack's target to an adjacent ally of 12th level or lower.
Consume Soul (immediate reaction, when an ally within 5 is reduced to 0 hit points)



Healing
Pog regains 6 hit points.
Alignment Evil
Languages Common, Goblin
Skills Stealth +16, Thievery +16
Str 15 (+6)
Dex 20 (+9)
Wis 18 (+8)
Con 19 (+8)
Int 14 (+6)
Cha 23 (10)
Equipment leather robes, hexer rod
Use the bugbear strangler (Monster Manual, page 136) for Cruglutch, the ship's second mate.
4–1 Main Deck
Encounter Level 7 (1,625 XP)
Make the following replacements for this encounter:
- Replace the goblin lookout (C) with a goblin sharpshooter (see Monster Manual, page 137).
- Replace 6 pseudonatural goblins (G) with 6 goblin skullcleavers (see Monster Manual, page 137).
- Replace the 4 pseudonatural hobgoblins (H) with 4 hobgoblins soldiers (see Monster Manual, page 139).
In the original text, the goblins and hobgoblins have the pseudonatural template, which radically alters their appearance. Be sure to use the appropriate descriptive text presented in the readaloud text for this encounter to properly evoke the otherworldly strangeness of the crew.
Tactics
In battle, the goblin lookout stays in the crow's nest and rains down bolts at any intruders. He targets wizards and other ranged attackers whenever possible.
The rest of the crew charges into battle as soon as opponents appear. The goblins are particularly foolhardy, and they try to bull rush intruders off the Much Kill if they linger near the rails. The hobgoblins approach more cautiously, fighting in pairs or even larger groups to make best use of cooperative tactics.
4–2 Lower Deck
Encounter Level 6 (1,450 XP)
Make the following replacements for this encounter:
- Replace Felcar the Unclean (E) with a foulspawn berserker (see Monster Manual, page 112).
- Replace 2 Fecar's Boys (V) with 3 foulspawn manglers (see Monster Manual, page 112).
Tactics
Fecar's boys charge fearlessly into combat using dagger dance to force a way through the party's front line, and they create opportunities for their master, while staying out his berserker aura.
Fecar charges into the fray, disrupting enemies with its aura and wreaking as much havoc as possible.
4–3 The Hold of Madness
Encounter Level 10 (2,800 XP)
Make the following replacements for this encounter:
- See below for the replacement The Thing in the Hold (K) stat block.
- Replace 7 bloodbloaters (B) with 3 bloodrots (see Open Grave, page 174).
Tactics
As soon as intruders enter the hold, the hungry bloodrots swarm toward them.
The Thing stays behind the swarm of bloodrots and uses its reach to strike at foes. It also uses its stinger to positions itself so that the immobilized opponents cannot attack it. When the Thing is bloodied, it moves forward to attack as many foes as it can.
The Thing in the Hold
Level 10 Elite Brute
Large elemental humanoid (demon)
XP 1,000
Initiative +8 Senses Perception +7; darkvision
HP 260; Bloodied 130
AC 26; Fortitude 27, Reflex 24, Will 21
Resist 10 poison, 10 variable (1/encounter, see MM 282)
Speed 6
Reach 2; +13 vs. AC;1d10 + 6 damage.
Reach 2; +13 vs. AC; 1d8 + 6 damage, and ongoing 5 damage (save ends).
Reach 2; the Thing in the Hold makes two claws and a bite attack.
Reach 2; +11 vs. Fortitude; 2d6 + 4 poison damage, and the target takes ongoing 10 poison damage and is immobilized (save ends both).
Alignment Chaotic evil
Languages understands Abyssal
Str 23 (+11)
Dex 16 (+8)
Wis 14 (+7)
Con 20 (+10)
Int 5 (+2)
Cha 8 (+4)
Chapter 5: Calais Archwinter
Chapter 5 presents individuals that do not appear in any of the associated tactical encounters, plus encounters that have been updated. You can use the table below to reference the other original source material that accompanies the converted material.
| Section/Statistics |
Page |
| Kjarlo the Unseen |
85 |
| Encounter 5–1 |
90 |
| Encounter 5–2 |
92 |
| Encounter 5–3 |
94 |
Kjarlo the Unseen
Level 12 Controller
Medium natural humanoid, human
XP 700
Initiative +9 Senses Perception +10
HP 121; Bloodied 60
AC 26; Fortitude 23, Reflex 25, Will 24
Speed 6
+17 vs. AC; 1d4 + 1 damage.
Ranged 5; +16 vs. Will; 2d6 +2 psychic damage, and the target takes a –2 penalty to all defenses (save ends).
Close burst 5; targets any enemy; +14 vs. Will; 2d8 + 1 psychic damage, the targets are pushed 5 squares and immobilized (save ends).
Alignment Unaligned
Languages Common
Skills Arcana +17, History +17
Str 12 (+7)
Dex 16 (+9)
Wis 19 (+10)
Con 17 (+9)
Int 22 (+12)
Cha 14 (+8)
Equipment robes, dagger
5–1 Warehouse
Encounter Level 11 (3,400 XP)
Make the following replacements for this encounter:
- Replace the 4 Chelicerata guards with 4 drow warriors (see Monster Manual, page 94).
- Replace Darzemaan with a drow arachnomancer (see Monster Manual, page 94).
Tactics
The guards target dangerous-looking intruders with darkfire and then pepper them with hand crossbow fire. They continue to use their crossbows as long as possible before entering melee.
Darzemaan stays away from intruders as long as possible, supporting the guards from a distance.
5–2 Altar Ego
Encounter Level 10 (2,800 XP)
Make the following replacements for this encounter:
- Replace the shadesteel golem with a shield guardian (see Monster Manual, page 149); this shield guardian has no master and acts independently.
- Replace 4 tomb spider broodswarms with 6 bloodweb spider swarms (see Monster Manual, page 246).
Tactics
The shield guardian stomps into combat using its powerful slam attack as often as possible.
5–3 Calais's Chamber
Encounter Level 11 (3,400 XP)
Make the following replacements for this encounter:
- Replace the Oros, Nillaien, and Hloethdrin (D) with 3 drow warriors (see Monster Manual, page 94).
- See below for the replacement stat block for Calais Archwinter (C) (see Monster Manual, page 94).
Tactics
Calais's guards react immediately to intruders by using darkfire to improve their damage with their hand crossbows. They each fire once before closing with intruders.
Calais stays out of melee as long as possible and uses her powers to injure intruders and to heal her guards. She uses dread command on the first opponent getting close to her and Lolth's doom against obvious enemy spellcasters.
Calais Archwinter
Level 13 Elite Controller (Leader)
Medium fey humanoid, drow
XP 1,600
Initiative +8 Senses Perception +10; darkvision
HP 250; Bloodied 125
AC 26; Fortitude 24, Reflex 25, Will 29
Saving Throws +2
Speed 6
Action Points 1
Melee 1; +18 vs. AC; 1d8 + 8 damage.
Ranged 5; +15 vs. Fortitude; 1d8 + 9 poison damage, and one ally Calais can see gains a +2 power bonus to attack rolls against the target until the end of her next turn.
Ranged 5; +15 vs. Will; Calais slides the target 5 squares and the target makes a basic attack against a target of Calais's choice.
Ranged 10; +15 vs. Fortitude; 3d8 + 4 damage, and the target takes a –2 penalty to all defenses (save ends).
Close burst 1; this power creates a zone of darkness that remains in place until the end of Calais's next turn. The zone blocks line of sight for all creatures except Calais. Any creature (except Calais) within the area is blinded.
Ranged 10; +13 vs. Reflex; until the end of Calais's next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment.
Alignment Evil
Languages Common, Elven
Skills Diplomacy +15, Religion +11
Str 17 (+9)
Dex 14 (+8)
Wis 19 (+10)
Con 13 (+7)
Int 11 (+6)
Cha 18 (+10)
Equipment chainmail, mace, holy symbol
Chapter 6: Emmara Ishandrenn
Chapter 6 presents individuals that do not appear in any of the associated tactical encounters plus updated encounters. You can use the table below to reference the other original source material that accompanies the converted material.
| Section/Statistics |
Page |
| Farror |
99 |
| Encounter 6–1 |
104 |
| Encounter 6–2 |
106 |
| Encounter 6–3 |
108 |
Farror
Level 15 Controller
Medium immortal humanoid (devil, shapechanger), succubus
XP 1,200
Initiative +13 Senses Perception +12; darkvision
HP 140; Bloodied 70
AC 29; Fortitude 25 Reflex 27, Will 29
Resist 20 fire
Speed 6; fly 6
Melee 1; +20 vs. AC; 2d8 + 7 damage.
Melee 1; +20 vs. AC; on a hit, Farror makes a secondary attack against the same target. Secondary Attack: +18 vs. Will; the target cannot attack Farror, and if the target is adjacent to Farror when Farror is attacked by a melee or ranged attack, the target interposes itself and becomes the target of the attack instead. The effects last until Farror or one of his allies attacks the target or until Farror dies.
If the target is still under the effect of this power at the end of the encounter, Farror can sustain the effect indefinitely by kissing the target once per day. Farror can affect only one target at a time with charming kiss.
Ranged 5; +18 vs. Will; the target is dominated until the end of Farror's next turn.
Farror can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, MM 280).
Alignment Evil
Languages Common, Supernal
Skills Bluff +19, Diplomacy +19, Insight +17
Str 12 (+8)
Dex 20 (+12)
Wis 20 (+12)
Con 12 (+8)
Int 16 (+10)
Cha 24 (+14)
6–1 Durrin's Rest
Encounter Level 17 (8,000 XP)
Make the following replacements for this encounter:
- Use the following stat block for the scyllan.
Tactics
As soon as it is aware of intruders, the scyllan bursts forth from the water and attempts to grab as many opponents as possible. In subsequent rounds it crushes grabbed targets. Once a target is bloodied, the scyllan swallows it.
Scyllan
Level 17 Solo Soldier
Huge natural beast
XP 8,000
Initiative +15 Senses Perception +12; darkvision
Frightful Wailing aura 5; any creature that enters or starts it turn within the aura takes 10 thunder damage.
HP 825; Bloodied 412
AC 35; Fortitude 32, Reflex 29, Will 30
Saving Throws +5
Speed swim 6
Action Points 2
Melee 3; +24 vs. AC; 2d8 + 7 damage, plus the target is grabbed. The scyllan has four tentacles and it can use each to grab an enemy.
The scyllan makes two tentacle attacks against two different creatures.
Melee 3; if the scyllan begins its turn grabbing at least one creature, it can make the following attack against each grabbed creature: +24 vs. Reflex; 2d8 + 7 damage. Miss: Half damage.
Swallow (standard; at-will)
The scyllan attempts to swallow a bloodied Medium or smaller creature it is grabbing. +24 vs. Fortitude; on a hit the target is swallowed and restrained (no saving throw and takes 10 damage plus 10 acid damage on subsequent rounds at the start of the scyllan's turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the scyllan dies, any creature trapped in its gullet can escape as a move action, ending that action in a square formerly occupied by the scyllan.
Alignment Unaligned
Languages --
Str 24 (+15)
Dex 20 (+13)
Wis 18 (+12)
Con 21 (+13)
Int 10 (+8)
Cha 8 (+7)
6–2 Ceremonial Landing
Encounter Level 16 (7,000 XP)
Make the following replacements for this encounter:
- Replace the 2 minotaur guards with 3 savage minotaurs (see Monster Manual, page 191).
- See below for the replacement stat block for Jebrix.
Tactics
The minotaur guards use thrashing horns to push intruders down the stairway. They use goring charge to knock targets trying to attack Jebrix prone.
Jebrix stays back from melee using horns of force to aid his guards. Once a guard is bloodied he uses call out the beast. When one of his guards is killed, he charges into battle using goring charge. Subsequently, he lays about him with his great cursed mace.
Jebrix
Level 16 Elite Controller (Leader)
Large natural humanoid, minotaur
XP 2,800
Initiative +9 Senses Perception +16
HP 308; Bloodied 154
AC 32; Fortitude 34, Reflex 27, Will 31
Saving Throws +2
Speed 6
Action Points 1
Melee 2; +21 vs. AC; 1d10 + 7 damage plus 1d6 necrotic damage.
Melee 1; Jebrix makes a charge attack; +21 vs. AC; 2d6 + 8 damage plus 1d6 necrotic damage, and the target is knocked prone.
Ranged 10; one bloodied ally in range makes a melee attack against one enemy within its reach.
Ranged 5; +21 vs. AC; 1d8 + 3 force damage, and the target is pushed 2 squares.
Ranged 5; +21 vs. AC; 1d8 + 3 force damage, and the target is pushed 2 squares.
Ferocity (when reduced to 0 hit points)
Jebrix makes a melee basic attack.
Alignment Chaotic evil
Languages Common
Skills Dungeoneering +16, Intimidate +16, Nature +18, Religion +14
Str 24 (+15)
Dex 12 (+9)
Wis 17 (+11)
Con 18 (+12)
Int 13 (+9)
Cha 16 (+11)
Equipment robes, mace
6–3 Calais's Chamber
Encounter Level 17 (9,600 XP)
Make the following replacements for this encounter:
- Replace the 2 stone golems with monsters of the same name (see Monster Manual, page 142).
- See below for the replacement stat block for Emmara Ishandrenn.
- The animated chunks of masonry no longer appear in this encounter.
- The howler no longer appears in this encounter.
Tactics
The golems wade into battle, trying to bottle intruders up outside the chamber. In the first round, one golem uses golem rampage, with the other following suit in the subsequent round. When not using golem rampage, they use double attack wherever possible.
Emmara stays back from melee, using the golems as cover. She starts with warlock's bargain and uses warlock's curse to deal more damage to her target. She uses harrowstone to deal with an intruder reaching her position and saves thirsting maw for when she is bloodied. If her golem servants are slain and she is gravely threatened, she uses cloak of shadows to flee.
Emmara Ishandrenn
Level 17 Elite Skirmisher
Medium natural humanoid, human
XP 3,200
Initiative +10 Senses Perception +9
HP 324; Bloodied 162
AC 29; Fortitude 29, Reflex 30, Will 33
Saving Throws +2
Speed 6
Action Points 1
Melee 1; +19 vs. AC; 2d4 + 3 damage.
Ranged 10; +20 vs. AC; 1d10 + 10 damage.
Ranged 10; +19 vs. Fortitude; 4d8 + 4 thunder damage, and push the target 3 squares and knock it prone.
Ranged 5; +19 vs. Fortitude; 4d8 + 5 damage, and Emmara regains hit points equal to half the damage dealt. Sustain Minor: The target takes 2d8 damage (save ends). Each time the target takes damage, Emmara regains hit points equal to half the damage.
Ranged 5; +19 vs. Fortitude; Emmara takes 15 damage, and the target takes 3d10 + 12 damage.
Targets closest enemy; no attack roll necessary; Emmara deals 2d6 extra damage to any creature she has cursed.
Cloak of Shadows (move; encounter)
Emmara flies 8 squares. Until the end of her next turn, Emmara is insubstantial and cannot affect, attack, or use powers on creatures or objects.
Alignment Chaotic evil
Languages Common
Skills Bluff +18, Intimidate +18
Str 13 (+9)
Dex 11 (+8)
Wis 12 (+9)
Con 18 (+12)
Int 14 (+10)
Cha 20 (+13)
Equipment leather armor, falchion
Chapter 7: Valbryn Morlydd
Chapter 7 has three encounters that have been converted. You can use the table below to reference the other original source material that accompanies the converted material.
| Section/Statistics |
Page |
| Encounter 7–1 |
122 |
| Encounter 7–2 |
124 |
| Encounter 7–3 |
126 |
7–1 The Guards
Encounter Level 19 (12,000 XP)
Make the following replacements for this encounter:
- Replace the 6–8 fire giant guards (G) with 6 fire giants (see Monster Manual, page 123).
Tactics
The fire giant guards hurl their javelins at intruders until they close to melee. As soon as they enter melee, the guards use sweeping sword and then attempt to bull rush intruders off the bridge.
7–2 Inner Ward
Encounter Level 23 (27,600 XP)
Make the following replacements for this encounter:
- See below for the replacement stat block for Helthra Morlydd (H).
- Replace the 2 urdred (U) with 2 fire giant forge callers (see Monster Manual, page 123).
- Replace the 6 fire giant guards (G) with 6 fire giants (see Monster Manual, page 123).
- Replace the 8 hell hounds (X) with 6 firebred hell hounds (see Monster Manual, page 160).
Tactics
Helthra stays at the rear of battle behind a protective screen of guards and hell hounds. She hurls javelins at any enemy targeting her with spells or ranged attacks and joyfully enters combat when an enemy wins past her minions. If the battle is going badly, she calls for the forge callers to cover her escape.
The hell hounds use their fiery breath to fill the area in front of the gate with flame and death. If a hell hound's fiery breath recharges, it uses it immediately.
The fire giants let the hell hounds breathe before spreading out across the courtyard to stop opponents slipping past them.
The forge callers stay with Helthra and use their pillar of flame and flame burst to protect their leader.
Helthra Morlydd
Level 18 Soldier
Large elemental humanoid (giant)
XP 2,000
Initiative +11 Senses Perception +9
HP 174; Bloodied 87
AC 34; Fortitude 34, Reflex 30, Will 30; see also body of flame
Resist 15 fire
Speed 7
Melee 2; +23 vs. AC; 2d6 + 6 damage plus 2d8 fire damage, and the target is marked until the end of Helthra's next turn.
Ranged 15/30; +21 vs. AC; 1d10 + 6 damage, and the target is slowed until the end of Helthra's next turn.
Close blast 2; +21 vs. AC; 1d12 + 6 damage plus 2d8 fire damage, and the target is marked until the end of Helthra's next turn.
Any creature that hits Helthra with a melee attack takes 11 fire damage.
Alignment Evil
Languages Giant
Str 23 (+15)
Dex 11 (+9)
Wis 10 (+9)
Con 22 (+15)
Int 10 (+9)
Cha 11 (+9)
Equipment plate armor, greataxe, 4 javelins
7–3 Gatehouse
Encounter Level 24 (30,400 XP)
Make the following replacements for this encounter:
- See below for the replacement stat block for Valbryn Morlydd (V).
- See below for the replacement stat block for Thaden Felstorm (T).
- See below for the replacement stat block for Helthra Morlydd (H).
- Replace the 4 urdred (U) with 4 fire giant forge callers (see Monster Manual, page 123).
- See below for the replacement stat block for the fire giant guards (G).
- Replace the 8 noble salamander reinforcements with 8 salamander nobles (see Monster Manual, page 227).
Tactics
Valbyrn stays behind a protective screen of guards using fire pillar and flame burst to soften up enemy spellcasters. Whenever possible, she keeps two guards next to her to benefit from mob defense.
Thaden hurls himself into combat by attacking the enemy nearest to Valbryn with bleeding strike. As soon as more than one enemy is nearby, he uses storm of blows. Helthra also wades into battle and positions herself so that as many enemies as possible suffer from her body of flame.
Valbryn Morlydd
Level 20 Soldier
Large elemental humanoid (giant)
XP 2,800
Initiative +14 Senses Perception +18
HP 190; Bloodied 95
AC 34; Fortitude 34, Reflex 30, Will 32
Speed 8
Melee 2; +36 vs. AC; 1d10 + 6 damage plus 1d10 fire damage, and the target is marked by Valbryn until the end of her next turn whether or not the attack hits.
Ranged 20; +23 vs. Reflex 3d8 + 3 fire damage.
Area burst 2 within 10; +21 vs. Reflex; 2d8 + 3 fire damage, and ongoing 10 fire damage (save ends).
Mob Defense
Valbryn gains a +1 bonus to all defenses for each ally adjacent to her (maximum +4).
Alignment Evil
Languages Giant
Str 23 (+16)
Dex 15 (+12)
Wis 16 (+13)
Con 22 (+16)
Int 10 (+0)
Cha 11 (+10)
Equipment hide armor, mace
Thaden Felstorm
Level 18 Brute
Medium natural humanoid, human
XP 2,000
Initiative +14 Senses Perception +10
HP 210; Bloodied 105
AC 30; Fortitude 30, Reflex 30, Will 28
Speed 6
Melee 1; +21 vs. AC; 1d10 + 8 damage.
Ranged 10/20; +21 vs. AC; 1d10 + 8 damage.
Melee 1; + 21 vs. AC; 2d10 + 8 damage, and ongoing 10 damage (save ends).
Burst 1; + 21 vs. Reflex; 1d10 + 8 damage, and the target is pushed 2 squares.
Alignment Unaligned
Languages Common, Giant
Skills Endurance +19, Intimidate +16
Str 22 (+15)
Dex 20 (+14)
Wis 12 (+10)
Con 20 (+14)
Int 14 (+11)
Cha 14 (+11)
Equipment leather armor, greatsword, longbow, quiver with 20 arrows
Helthra Morlydd
Level 18 Soldier
Large elemental humanoid (giant)
XP 2,000
Initiative +11 Senses Perception +9
HP 174; Bloodied 87
AC 34; Fortitude 34, Reflex 30, Will 30; see also body of flame
Resist 15 fire
Speed 7
Melee 2; +23 vs. AC; 2d6 + 6 damage plus 2d8 fire damage, and the target is marked until the end of Helthra's next turn.
Ranged 15/30; +21 vs. AC; 1d10 + 6 damage, and the target is slowed until the end of Helthra's next turn.
Close blast 2; +21 vs. AC; 1d12 + 6 damage plus 2d8 fire damage, and the target is marked until the end of Helthra's next turn.
Any creature that hits Helthra with a melee attack takes 11 fire damage.
Alignment Evil
Languages Giant
Str 23 (+15)
Dex 11 (+9)
Wis 10 (+9)
Con 22 (+15)
Int 10 (+9)
Cha 11 (+9)
Equipment plate armor, greataxe, 4 javelins
Fire Giant Guard
Level 18 Soldier Minion
Large elemental humanoid (giant)
XP 500
Initiative +11 Senses Perception +14
HP 1; a missed attack never damages a minion
AC 34; Fortitude 34, Reflex 28, Will 28
Resist 15 fire
Speed 7
Melee 2; +23 vs. AC; 7 damage plus 5 fire damage.
Alignment Evil
Languages Giant
Str 23 (+15)
Dex 11 (+9)
Wis 10 (+9)
Con 22 (+15)
Int 10 (+9)
Cha 11 (+9)
Equipment plate armor, greatsword
Chapter 8: Kastya Zurith-Movya
Chapter 8 has a few encounters within it. You can use the table below to reference the other original source material that accompanies the converted material.
| Section/Statistics |
Page |
| Encounter 8–1 |
138 |
| Encounter 8–2 |
140 |
| Encounter 8–3 |
142 |
8–1 Voidstone Pillar
Encounter Level 24 (33,204 XP)
Make the following replacements for this encounter:
- See below for the replacement stat block for the hullathoin (H).
- See below for the replacement stat block for the 4 bloodfiend locus swarms.
- See below for the replacement stat block for the 8 xeg-yi.
Tactics
The hullathoin lumbers into battle using lumbering charge. It then uses crushing grab against a warrior type. Unless distracted, it repeatedly bites the grabbed opponent until it is slain.
The bloodfiend locust swarms stay out of the hullathoin's way by using flyby attack to move about the battlefield while concentrating on spellcasters. The xeg-yi zip about the battlefield attacking those wielding melee weapons.
Hullathoin
Level 22 Elite Brute
Huge immortal beast (undead)
XP 8,300
Initiative +13 Senses Perception +12; darkvision
HP 508; Bloodied 254
AC 34; Fortitude 35, Reflex 29, Will 29
Speed 6
Melee 3; +25 vs. AC; 4d6 + 8 damage.
Use as part of a charge; +25 vs. AC; 4d6 + 8 damage, and knocks the target prone.
Melee 3; +23 vs. Reflex; 4d8 + 8 damage, plus the target is grabbed.
Close burst 3; + 23 vs. Fortitude; 2d8 + 8 necrotic damage, and the target is weakened (save ends).
Alignment Chaotic evil
Languages Common
Str 27 (+19)
Dex 14 (+13)
Wis 12 (+12)
Con 24 (+18)
Int 10 (+11)
Cha 14 (+13)
Bloodfiend Locust Swarm
Level 22 Skirmisher
Medium immortal beast
XP 4,150
Initiative +21 Senses Perception +11
Swarm Attack aura 1; the bloodfiend locust swarm makes a basic attack as a free action against each enemy that begins its turn within the aura.
HP 204; Bloodied 152
AC 36; Fortitude 34, Reflex 35, Will 30
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks.
Speed 4; fly 6
Melee 1; +27 vs. AC; 4d6 + 7 damage.
Melee 1; +27 vs. AC; 4d6 + 7 damage, and ongoing 10 damage (save ends).
The bloodfiend locust swarm flies 6 squares and makes one melee basic attack at any point during its movement. This movement does not provoke opportunity attacks.
Alignment Chaotic evil
Languages --
Str 24 (+18)
Dex 27 (+19)
Wis 10 (+11)
Con 20 (+16)
Int 8 (+10)
Cha 9 (+10)
Xeg-Yi Deathspitter
Level 22 Artillery Minion
Medium immortal beast
XP 1,038
Initiative +21 Senses Perception +15; darkvision
HP 1; a missed attack never damages a minion
AC 36; Fortitude 34, Reflex 35, Will 34
Speed fly 10
Melee 1; +24 vs. Reflex; 6 necrotic damage.
Ranged 20; +27 vs. AC; 10 necrotic damage.
Alignment Unaligned
Languages Common
Str 2 (+7)
Dex 27 (+19)
Wis 18 (+15)
Con 24 (+18)
Int 18 (+15)
Cha 24 (+18)
8–2 Lich Lair
Encounter Level 24 (32,000 XP)
Make the following replacements for this encounter:
- See below for the replacement stat block for Kastya Zurith-Movya.
- See below for the replacement stat block for Iliss Githom-Vass.
Tactics
Kastya uses psychic barrage as soon as combat begins, trying to catch as many foes as possible within it. He then switches to mindslice until opponents close to melee range. He follows that up with crush the mind. If in serious danger, he uses telekinetic leap to escape.
Illiss wades fearlessly into battle using telekinetic grasp to stop her chosen victim escaping. As soon as she is surrounded by more than one opponent she uses whirling strike.
Both githyanki use mindmaster as often as possible to recover their encounter powers.
Kastya Zurith-Movya
Level 26 Elite Artillery
Medium natural humanoid (undead), githyanki lich
XP 18,000
Initiative +20 Senses Perception +26; darkvision
HP 368; Bloodied 184
Regeneration 10 (if Kastya takes radiant damage, his regeneration power does not function on his next turn)
AC 40; Fortitude 38, Reflex 40, Will 42
Immune disease, poison; Resist 15 necrotic
Saving Throws +2
Speed 6; see also telekinetic leap
Action Points 1
+33 vs. AC; 1d8 + 5 damage plus 2d8 psychic damage.
Ranged 20; +31 vs. Will; 3d8 + 10 psychic damage.
Ranged 20; +31 vs. Fortitude; 2d8 + 10 necrotic damage.
Ranged 10; Kastya or an ally within range can fly 5 squares.
Close burst 5; +31 vs. Will; 4d8 + 10 psychic damage, and the target is pushed 3 squares.
Area burst 1 within 20; +31 vs. Will; 3d6 + 10 psychic damage, and ongoing 5 psychic damage (save ends), and the target can't use daily or encounter powers (save ends).
Indestructible
When Kastya is reduced to 0 hit points, his body and possessions crumble into dust, but he is not destroyed. He reappears (along with his possessions) in 1d10 days within 1 square of his phylactery, unless the phylactery is also found and destroyed.
Mindmaster (minor; encounter)
Kastya regains the use of an expended encounter power or recharges psychic barrage.
Alignment Evil
Languages Common, Deep Speech
Skills Arcana +28, History +30
Str 20 (+18)
Dex 24 (+20)
Wis 26 (+21)
Con 22 (+19)
Int 31 (+23)
Cha 17 (+16)
Equipment robes, overcoat, silver longsword
Iliss Githom-Vaas
Level 25 Elite Controller
Medium natural humanoid (undead), githyanki lich
XP 14,000
Initiative +21 Senses Perception +19; darkvision
HP 450; Bloodied 225
Regeneration 10 (if Illiss takes radiant damage, her regeneration power does not function on her next turn)
AC 43; Fortitude 42, Reflex 34, Will 38
Immune disease, poison; Resist 16 necrotic
Saving Throws +2
Speed 5; see also telekinetic leap
Action Points 1
Melee 1; +32 vs. AC; 1d10 + 8 damage plus 2d8 psychic damage, plus 3d8 extra psychic damage if the target is immobilized.
Ranged 5; Medium or smaller target; +30 vs. Fortitude; the target is immobilized (save ends).
Ranged 10; Illiss or an ally within range can fly 5 squares.
Close burst 1; +30 vs. AC; 1d10 + 8 damage plus 2d8 psychic damage, plus 3d8 extra psychic damage if the target is immobilized and the target is pushed 2 squares.
Indestructible
When Illiss is reduced to 0 hit points, her body and possessions crumble into dust, but she is not destroyed. She reappears (along with her possessions) in 1d10 days within 1 square of her phylactery, unless the phylactery is also found and destroyed.
Mindmaster (minor; encounter)
Illiss regains the use of an expended encounter power.
Alignment Evil
Languages Common, Deep Speech
Skills History +15, Insight +18
Str 28 (+21)
Dex 20 (+17)
Wis 15 (+14)
Con 17 (+15)
Int 15 (+14)
Cha 16 (+15)
Equipment plate armor, silver greatsword
8–3 Lair of the Wyrm
Encounter Level 22 (24,900 XP)
Make the following replacements for this encounter:
- Replace Albrathax (A) with the elder red dragon (see Monster Manual, page 83).
- Replace the trilloch (T) with a burning vortex (see Draconomicon, page 229).
Tactics
Albrathax attacks as soon as intruders appear. In the first round he uses his breath weapon and then immediately spends an action point to use immolate foe on a spellcaster or archer. When he is among foes, he uses frightful presence and then spends another action point to perform a double attack on an unstunned foe.
The burning vortex attacks in support of the dragon, granting it more firepower and the tactical flank.
Chapter 9: Borak, Thunder Tyrant
Chapter 9 references creatures that do not appear in any of the associated tactical encounters, plus it updates the encounters. You can use the table below to reference the other original source material that accompanies the converted material.
| Section/Statistics |
Page |
| Rajief |
148 |
| Encounter 9–1 |
152 |
| Encounter 9–2 |
154 |
| Encounter 9–3 |
156 |
Make the following replacement:
- Replace Rajief with an efreet karadjin (see Monster Manual, page 100), but add Common to its list of languages.
9–1 Al-Iborak Camp
Encounter Level 27 (58,500 XP)
Make the following replacements for this encounter:
- Replace 2 Al-Iborak warriors with 2 Al-Ibroak leaders (see below).
- See below for the replacement stat block for the remaining 10 Al-Iborak warriors.
Tactics
When battle commences, the guards rush into combat and the leaders position themselves at either end of the battle line.
While the guards attack, the leaders flank opponents to deal extra damage with battle lord tactics and use dragon breath against groups of enemies. The Al-Iborak leaders prefer to strike prone foes, even spending an action point to do so, so that they deal extra damage with no remorse. The leaders position themselves to use furious blade when they take significant damage.
Al-Iborak Leaders
Level 26 Elite Soldier (Leader)
Medium natural humanoid, dragonborn
XP 18,000
Initiative +20 Senses Perception +16
HP 478; Bloodied 239; see also dragonblood fury and furious blade
AC 44; Fortitude 44, Reflex 40, Will 41
Resist 30 acid, 30 cold, 30 fire, 30 lightning, 30 poison
Saving Throws +2
Speed 5; fly 8 (clumsy)
Action Points 1
+31 vs. AC (+32 while bloodied); 2d10 + 9 damage, and the leader makes a secondary attack against the same target. Secondary Attack: + 29 vs. Fortitude (+30 while bloodied); the target is stunned until the end of the guard's next turn and knocked prone.
Close blast 3; +27 vs. Reflex (+28 vs. while bloodied); 2d6 + 6 lightning damage.
Close burst 1; targets any enemy; + 32 vs. AC (includes bonus for dragonborn fury); 2d10 + 9 damage.
Battle Lord Tactics
The Al-Iborak leader and its allies deal 3d6 extra damage against any enemy that the Al-lborak leader flanks.
Battle Talent
The Al-Iborak leader scores a critical hit on attack rolls of natural 19 and 20.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Inspiring Assault
Healing
Whenever it scores a critical hit, an Al-Iborak leader and all allies within 5 squares of it regains 13 hit points.
No Remorse
A dragonborn deals 2d10 extra damage on melee attacks against a prone target.
A dragonborn automatically succeeds on a saving throw against one effect that a save can end.
Alignment Evil
Languages Common, Draconic
Skills Athletics +23, History +22, Intimidate +26
Str 29 (+22)
Dex 20 (+18)
Wis 17 (+16)
Con 23 (+19)
Int 15 (+15)
Cha 22 (+19)
Equipment plate armor, heavy shield, bastard sword
Al-Iborak Warriors
Level 26 Soldier Minion
Medium natural humanoid, dragonborn
XP 2,250
Initiative +20 Senses Perception +16
HP 1; a missed attack never damages a minion
AC 42; Fortitude 42, Reflex 40, Will 41
Resist 30 acid, 30 cold, 30 fire, 30 lightning, 30 poison
Speed 5; fly 8 (clumsy)
Melee 1; +31 vs. AC; 10 damage, and the target is marked until the end of the Al-Iborak warrior's next turn.
Al-Iborak's Tactics
The Al-lborak guard does 2 extra damage while attacking a marked creature.
Alignment Evil
Languages Common, Draconic
Skills Athletics +23, History +22, Intimidate +26
Str 29 (+22)
Dex 20 (+18)
Wis 17 (+16)
Con 23 (+19)
Int 15 (+15)
Cha 22 (+19)
Equipment plate armor, heavy shield, bastard sword
9–2 Harem Room
Encounter Level 26 (54,000 XP)
Make the following replacements for this encounter:
- Replace 6 Al-Iborak guards with 6 dragonborn champions (see Monster Manual, page 87).
Tactics
The guards fearlessly charge into combat. As they close, they unleash their dragon breath before positioning themselves to use furious blade while bloodied. They attack prone targets in preference to other foes, plus they use their no remorse ability to deal even more damage.
9–3 Throne Room
Encounter Level 28 (65,000 XP)
Make the following replacements for this encounter:
- Replace Boraksaghegirak with an ancient blue dragon (see Monster Manual, page 79).
Tactics
Boraksaghegirak revels in battle. She uses her breath weapon as quickly as possible and spends an action point to follow this up with draconic fury (if in melee) or lightning burst if she is still some distance from her foes. In the subsequent rounds she uses her frightful presence and then spends her last action point to use draconic fury against a stunned opponent. If one of her foes is isolated from the rest, she uses wingclap to reach the foe. Whenever her breath weapon recharges, she uses it right away.
About the Author
Creighton Broadhurst lives in Torquay, England where, apparently, the palm trees are plastic and the weather is warm. He shares a ramshackle old mansion with his two children (“Genghis” and “Khan”) and his very patient wife. He is famed locally for his enduring love affair with booze and pizza. A huge GREYHAWK fan he has just miraculously survived the terrors of the Temple of Elemental Evil and is now bravely investigating a certain ruined house outside Saltmarsh. His freelance credits include work with Wizards of the Coast, Paizo, and Expeditious Retreat Press. You can check out his blog at http://raging-swan.livejournal.com.