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Delve 11 Monster Stat Blocks

Flameborn Zombie Level 10 Soldier Canoloth Harriers Level 13 Minion

Medium natural animate XP 500 Medium elemental beast XP 200


(fire, undead) (demon)
HP 103; Bloodied 51 See also Death Burst Initiative +5 HP 1; a miss does not damage a minion Initiative +8
AC 26, Fortitude 24, Reflex 20, Will 20 Perception+3 AC 27, Fortitude 26, Reflex 24, Will 23 Perception+12
Speed 4 Darkvision Speed 7 Blindsight 10
Immune: Disease, Poison Resist 10 fire, 10 necrotic Resist 10 poison
Vulnerable: 5 cold, 5 radiant

Standard Actions
Traits Tongue Lash At-Will
 Flameborn Aura (fire)  Aura 2
Each creature that enters the aura or starts its turn there takes 5 Attack: (Reach 4) +18 vs. AC
fire damage. Multiple auras deal cumulative damage.
Flame Reaper Fire Hit: 5 damage, and the target is dazed (save ends).
A Flameborn Zombie deals 5 extra fire damage to an immobilized If the target is already dazed, it takes 2 extra damage instead.
creature.
Standard Actions Skills
Str 18 (+10)                Dex 14 (+8)                Wis 12 (+7)
Slam (fire) At-Will
Con 18 (+10)                Int 5 (+3)                 Cha 6 (+4)
Attack: +17 vs. AC
Alignment Chaotic Evil        Languages Abyssal
Hit: 1d6 + 6 damage, and the target is immobilized until the end
of the Flameborn Zombie’s next turn and takes 5 ongoing fire
damage (save ends); See also Flame Reaper
Triggered Actions Dungeon Delve 11

Death burst Close burst 1 Fire


Trigger: When reduced to 0 hit points
Attack: +15 vs. Fortitude
Hit: 2d6 + 4 damage, and the target is slowed (save ends)
Skills
Str 19 (+9)                Dex 10 (+5)                Wis 10 (+5)
Con 15 (+7)                Int 2 (+1)                 Cha 6 (+3)
Alignment unaligned        Languages --

Dungeon Delve 11

Flameborn Flameborn Flameborn


Flameborn Zombie 2 Flameborn Zombie 3 Flameborn Zombie 3
Zombie 1 Zombie 1 Zombie 2

Flameborn Flameborn
Zombie 4 Zombie 4 Canoloth 1 Canoloth 1 Canoloth 2 Canoloth 2
Canoloth 3 Canoloth 3 Canoloth 4 Canoloth 4
Chasme Level 14 Skirmisher Abyssal Spitter Level 14 Solo
Brute
Large elemental XP 1,000 Large elemental beast XP 5,000
magical beast (demon)
(demon) HP 720; Bloodied 360 Initiative +12
HP 138; Bloodied 69 Initiative +16 AC 29, Fortitude 31, Reflex 29, Will 27 Perception+15
AC 29, Fortitude 26, Reflex 29, Will 24 Perception+7 Speed 6, Climb 6 (spider climb), fly 10 All-around Vision
Speed 6, Climb 6 (spider climb), fly 10 Resist 15 Acid
Resist 10 variable (2/encounter): Speed: 6, Swim 12
Choose from acid, cold, fire, lightning, or thunder. Saving Throws: +5 Action Points: 2
Gain resistance to chosen type for the rest of the encounter. Can resist
only one type of damage from this ability at any one time. A monster
can’t use this ability to resist a damage type to which it has vulnerability.
Traits
Many Headed
Each time the abyssal spitter becomes dazed or stunned, it loses
Traits
one attack on its next turn instead. Multiple effects stack.
Chasme Mobility
Threatening Reach
A Chasme gains a +2 bonus to AC against opportunity attacks
An Abyssal Spitter can make opportunity attacks against all
provoked by movement.
enemies within its reach (2 Squares)
Combat Advantage
Portal Energy
A Chasme deals 1d6 extra damage against any target it has
As long as the portal remains open, the Abyssal Spitter deals 2
combat advantage against. This extra damage increases to 2d6
extra damage on each of its attacks.
against unconscious foes.
Standard Actions
Standard Actions
Bite (reach 2) At-Will
Gore At-Will
Attack: +17 vs. AC
Attack: +19 vs. AC
Hit: 1d8 + 5 damage; See also Portal Energy
Hit: 2d6 +7 damage, and ongoing 5 damage (save ends), or
ongoing 10 damage if the target already has ongoing 5 damage Acid Spit Ranged 10 At-Will
(save ends). Attack: +14 Vs. Reflex
Hit: 1d8 + 5 acid damage; See also Portal Energy
Mobile Melee Attack At-Will
Minor Actions
A Chasme can move up to half its speed and make one melee
basic attack at any point during that movement. The Chasme Abyssal Regeneration Recharges when head lost
doesn’t provoke opportunity attacks when moving away from An Abyssal Spitter starts with 4 heads. The first time the Spitter
the target of its attack. is reduced to 540 HP or fewer, it can spend a minor action on its
next turn to grow two new heads (which increases the number
Drone Close burst 2 Sleep Recharges when first bloodied
of attacks it can make with Abyssal Fury by one). This occurs
Attack: (targets nondemons) +17 vs. Will
again the first time it becomes bloodied, and again the first time
Hit: The target is dazed (save ends)
it is reduced to 180 hp or fewer. Heads in excess of 4 die after 24
First Failed Saving Throw: The target is unconscious (save ends)
hours.
Skills
Skills
Skills: Bluff +14, Insight +12, Intimidate +14, Stealth +19
Str 23 (+13)                Dex 20 (+12)                Wis 16 (+10)
Str 19 (+11)                Dex 24 (+14)                Wis 10 (+7)
Con 22 (+13)                Int 2 (+3)                 Cha 8 (+6)
Con 18 (+11)                Int 11 (+7)                 Cha 14 (+9)
Alignment Chaotic Evil        Languages --
Alignment Chaotic Evil        Languages Abyssal
Dungeon Delve 11
Dungeon Delve 11
Chasme Chasme

Abyssal Spitter Abyssal Spitter

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