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Arl Encounter 1

Arl Encounter 2

1 x Brutal Dretch, 3 x Rupture Demon

1 x Evistro (Carnage Demon), 1 x Evistro Rampager

Brutal Dretch Small elemental humanoid

Level 3 Brute Evistro (Carnage Demon) XP 150 Medium elemental magical

Level 6 Brute XP 250

Initiative +3

Senses Perception +1; darkvision

beast

Sickening Miasma aura 1; each enemy within the aura takes 1

Initiative +4

Senses Perception +4

damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to

HP 90; Bloodied 45 AC 16; Fortitude 18; Reflex 14; Will 14

5 damage. HP 54; Bloodied 27 AC 15; Fortitude 15; Reflex 14; Will 12 Resist 10 variable (1/encounter) Speed 5

m Savage Claws (standard; at-will) +6 vs AC; 2d6 + 3 damage

M Frenzy of Claws (free, when first bloodied; encounter) The dretch attacks one or two creatures with savage claws

C Vile Death (when the dretch drops 0 hit points) • Poison,

Zone Close burst 1; the burst creates a zone of poison centered on the dretch that lasts until what would be the start of the dretch’s next turn. Any nondemon that enters the zone or starts its turn there takes 5 poison damage

Alignment Chaotic Evil

Str 17 (+4)

Con 14 (+3) Int 5 (–2)

Languages Abyssal Wis 11 (+1) Cha 7 (–1)

Dex 14 (+3)

Rupture Demon Small elemental magical beast Initiative +8

vision HP 1; a missed attack never damages a minion. AC 20; Fortitude 16; Reflex 18; Will 16 Speed 6 , Climb 3 (spider climb)

m Slimy Extrusino (standard; at-will) +12 vs AC; 5 damage

M Enveloping Embrace (standard; encounter) No attack roll; the target is restrained (save ends), and the rup- ture demon drops to 0 hit points Demonic Infestation (when the rupture demon drops to 0 hit points) • Healing The rupture demon erupts in a gory explosion of ichor and tentacles that latch on to a demon within 5 squares of the rupture demon and of level 10 or lower. That demon regains 5 hit points and gains a +2 bonus to melee damage rolls until the end of the encounter. This bonus is cumulative with other demonic infesta- tion bonuses (maximum +10). Alignment Chaotic Evil Languages Abyssal

Str 15 (+4) Con 11 (+2)

Level 5 Minion Soldier XP 50 Senses Perception +4; low-light

Dex 18 (+6) Int 4 (–1)

Wis 15 (+4) Cha 4 (–1)

Resist 10 variable (1/encounter) Speed 6

m Claws (standard; at-will) +9 vs AC; 1d12 + 5 damage

M Destructive Bite (minor; at-will) Bloodied target only; +8 vs AC; 1d6 + 5 damage Carnage The carnage demon gains a +1 bonus to melee attacks if it has one or more allies adjacent to its target (+3 if one of these allies is another carnage demon). This bonus stacks with combat ad- vantage.

Alignment Chaotic Evil

Str 21 (+8) Con 20 (+8)

Languages Abyssal

Wis 12 (+4) Cha 7 (+1)

Dex 12 (+4) Int 5 (+0)

Evistro Rampager Medium elemental magical beast Initiative +8

HP 1; a missed attack never damages a minion.

AC 21; Fortitude 23; Reflex 19; Will 19 Resist 10 variable (1/encounter) Speed 6

m Claws (standard; at-will)

+14 vs AC; 6 damage Carnage The carnage demon minion gains a +1 bonus to melee attacks if it has one or more allies adjacent to its target (+3 if one of these

allies is another carnage demon). This bonus stacks with combat advantage.

Alignment Chaotic Evil

Str 24 (+12) Con 23 (+11)

Level 11 Minion XP 150

Senses Perception +8; darkvision

Languages Abyssal Wis 16 (+8) Cha 9 (+4)

Dex 16 (+8) Int 7 (+3)

Arl Encounter 3

1 x Vampire Lord

Na'haras, Vampire Lord (Hu- man Rogue) Medium natural humanoid Initiative +12

HP 92; Bloodied 46 Regeneration 10 (if a vampire takes radiant damage, regenera- tion doesn’t function until the end of its next turn) AC 27; Fortitude 28; Reflex 25; Will 23 Immune disease; poison; Resist 10 necrotic; Vulnerable 10 ra- diant Speed 8 , Climb 4 (spider climb)

Level 11 Lurker

XP 600 Senses Perception +10; darkvision

m

Short Sword (standard; at-will) • Weapon +13 vs AC; 1d6 + 8 damage

m

Spiked Chain (standard; at-will) • Weapon +13 vs AC; 2d4 + 8 damage

M Deft Strike (standard; at-will) • Weapon The vampire lord moves up to 2 squares and makes a melee basic attack at a +2 bonus.; +15 vs AC

M Imperiling Strike (standard; encounter) +15 vs Fortitude; 1d6 + 10 damage, and the target takes a -3 penalty to AC and Reflex defenses until the end of the vampire lord’s next turn

M Blood Drain (standard; encounter) • Healing Requires combat advantage; +13 vs Fortitude; 2d12 + 8 dam- age, the target is weakened (save ends), and the vampire lord heals 23 hit points

R Dominating Gaze (minor; encounter) • Charm

Ranged 5; +13 vs Will; the target is dominated (save ends, ends if the target takes damage). Aftereffect: The target is dazed (save ends). The vampire lord can dominate only one creature at

a time. Combat Advantage The vampire lord deals an extra 3d6 damage with its attacks against any target it has combat advantage against. Destroyed by Sunlight A vampire lord that begins its turn in direct sunlight takes 20 ra- diant damage. Alignment Evil Languages Common Skills Acrobatics +15, Athletics +18, Bluff +13, Intimidate +13, Stealth +15, Thievery +15 Str 16 (+8) Dex 20 (+10) Wis 11 (+5)

Con 13 (+6)

Equipment Leather Armor, Short sword

Int 12 (+6)

Cha 16 (+8)