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The Plane Below - Secrets of The Elemental Chaos
The Plane Below - Secrets of The Elemental Chaos
Design
Graphic Designers
Ari Marmell (lead),
Keven Smith, Leon Cortez, Emi Tanji
Bruce R. Cordell, Luke Johnson,
Stephen Radney-MacFarland
Additional Graphic Design
Mari Kolkowsky & Bob Jordan
Development
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The Basic Elements ... ....... . ... .. 6 Slaads .. . ....... .. .......... .. .. . 62 The Spires of Rajzak ... ... .... . . 124
Nature and Size . . . . . ....... . .... . 6 Other Races ..... . . ... . .. . ... . .. .. 64
Elemental Realms ... .. .. . ... ... . 6 Dao ...... ......... .. . ... . ... ... 64 5: CREATURES OF CHAOS.....126
Elemental Buoyancy .. . .. ..... . .. . 6 Demons . .......... .. . .... .. .. .. 64 Abomination .. .. ... ... . . . .. ... . . 128
Unstable Mutability .. . .... .... . .. 6 Dwarves . .. .. .... . .. . . .. .. .. .. . 64 Primeval Ooze . . . .... . ... .. .. . . 128
Optional Rule: Very Long Range . . 7 Elementals . . . .. . .. ... ...... . ... 65 Unique Abominations .... ... . .. 128
Traveling the Elemental Chaos.. . . . 8 Humans .. . . .. ...... ........ . . .. 6S Storm That Walks ....... ....... 129
Elemental Collision .. . . ....... .. 8 Phoelarchs ... . .... ... . .... ..... 65 Archon . ...... . . . . . . ..... .. . .... 130
The Chaos Ship: Riding in Style. 10 Primordials . .... . .. . .. . .. ... . ... 65 Iron Archon . . ... . . . ... .. ....... 130
Features of the Plane .. .. .... . . .. .. 11 Mud Archon ... ..... .. .. . ...... 130
Environmental Dangers ........ 11 The Brazen Bazaar . . ...... . ..... .. 68 Dust Demon. .... . .... . . . ... . . . 1 32
Elemental Fantastic Terrain ... ... 12 Canaughlin Bog ....... . . .. .. ... . . 70 Ash-Wrought Soulburner ... ... . 133
Fantastic Terrain from The Choking Palace ............ . .. 72 Consumptive Swarm ....... .... 133
Other Sources .. . . ............. 16 Gloamnull, City of Rain . ....... .... 74 Sibling Rivalry . . ....... ...... . 134
Elemental Hazards ..... . .. .. . . .. 18 Irdoc Morda .. .. . . . .. . ... .. . ..... . 76 Writh ing Crag . . ... . ...... . .. .. 134
Elemental Flexibility . . . ... .. . .. 19 The Moteswarm .... . ... . . ...... . . 78 EiskJaat ........ . . . . . . . ......... 136
Skill Challenges ......... .... . . ... 24 Pandemonium Stone . . .. ....... ... 80 EiskJaat Warrior .. . . . .. .. .. .... 136
Bargaining with an Efreet . . . .. . .. 24 Pillars of Creation.. . .... ... . .. ... . 82 EiskJaat Rimebolter . ... .. ... . .. 136
Reasoning with a Slaad ..... .. ... 2 S The Riverweb .. . ... . .. .. . . . . . .. . . 84 EiskJaat Mauler . ....... .. . . . .. . 136
Reasoning with Sanzerathad . . _....... .......... .. 86 Eisk Jaat Mystic ......... . ..... . 136
the Unreasonable ... . ...... . . 26 Mind over Matte r . . ...... . . . . ... 86 Elemental. . ... . .. . .......... .... 138
Repairing a Lightning Skiff .... ... 26 The Glittering Mine . . .. . . ... .. ... . 88 Scorchwind Phantom..... . . .. .. 138
Sailing the Sea ofFire ........ . . . . 27 Encounter: Over the Edge . ...... . 90 Ashfrost Assassin .. .. .. .. ... .... 138
Campaign Arcs ....... . . .. . ..... .. 28 Encounter: In the Pits .. . .. .. .. .. . 92 Sunsearer ...... .... . . .. . . .. . .. 138
Hidden Elements...... .. . ....... 28 The Body Luminous . . . ........ .. .. 94 Diamondstorm Reape r . ... .. . .. 139
To Harness the Chaos . . . .. .. ... . 29 Encounter: Upper Vestibule . . . ... 96 Caustic Slayer. .. . ........ . .. ... 139
The Bigger They Are ... ...... .. . . 30 Encounter: Inner Lock ........ .. . 98 Primordial Blot . ....... . . . ... .. 140
Planar Adventurers . . . . .......... 31 The Mountain Builder's Barrow . .. 100 The Mythic Blot . ....... ...... 140
Adventures.... ......... ... . ...... 32 Encounter: The Slopes . .. ... . . . . 1 02 Life, but Not as We Know h . ... 141
Adventure Hooks and Quests . ... 32 Encounter: The Barrow . . . . ..... 104 Slaad .. .. . ....... .. . . ..... . ..... 142
Patrons ...... . . ......... .. . . .... . 3S Chaos Phage Swarm ..... . .. .... 142
Shah Abdu l-Azim Abassi .. . . . . . . . 3 S 4: 1NTO THE ABYSS ... . . . . ... .. 106 Green Slaad Madjack .. . ...... .. 142
The Stone Council. .. . . ...... . ... 36 The Deepest Depths ..... . ..... . . 108 Blue Slaad Digeste r . . ..... . . . . . 142
Valaphyr .. ...... .. ... . .. .... .. . 36 Infinite Layers . . ... . . . .. ...... . . 108 Gray Slaad Havoc ......... .. .. .143
Zat ........ . ... ..... ........... 37 Traveling the Abyss ........... .. 109 Red Slaad Juggernaut. ..... ..... 143
Orders out of Chaos ... . ... ....... 37 Abyssal Campaign Arcs .. ... ...... 110 White Slaad (Chronos Slaad) . .. . 143
The Cult of the Paragon Tier: Black Slaad Entropic. . . . . . .. ... . 144
Elder Elemental Eye.. .. . . . ... .. 37 The Best-Laid Plans ... .. . ... .. 110
The Speakers of Xaos .. ..... .. ... 40 The Conquering Demon .... . . 111 THE ELEMENTS .. . .. .. .. .. ... . .146
Xaositects .... . . . . ... . . ... ... .. 41 Abyssal Adventures . . . .... .. . . ... 11 2 Ehkahk . . ... .. .. ...... . . ... . .... 146
Artifacts ...... . .. _..... . . ... . .... 42 ClOSing the Portal .. ... . ........ 112 Smoke Hound . . ............. . . 147
Plastron ofTziphal .. ... .. ....... 42 Streets of Demons Liricosa . .. ... . . . . . . . . . ...... . . . . 148
The Mountain Builder ... . . .. .. . 43 (Paragon or Epic Tier) . .. .. .. .. 112 Liricosa's Disciples . . . . . . . . ... . . 149
Crystal of Ebon Flame . .. . . ... . . . 44 Demons Galore ..... . . .. . . . . . .. 11 2 Sirrajadt, the Vengeful Storm ..... 1 SO
Wave . ....... .......... ... _.... 46 The Last Witness ..... . . ........ 113 Djinn Cloudstalker . ... .. .. . ... . 151
To Trick the Prince of Beasts . . . . 113 Solkara, the Crushing Wave .. .. .. . 152
2: RACES OF CHAOS .. ... . . . .. . . 48 Skill Challenges in the Abyss . . .. . . 114 Xixecal, the Living Glacier ... .. . . 153
Archons ... . ... .... . . . ... ........ 50 Abyssal Madness ... . ... ..... . .. 114 Mirmakur, the Raving Priest . .... 154
Djinns ....... ...... . ..... ........ 52 Destroying a Demongate ....... 115 Crushing Wave Cultists ........ . 1 S4
Efreets . . . .... . .. ....... . . . . ...... 53 Escaping a Demon Horde .. . .... 116 Ygorl, Lord of Entropy .. . . ... . ... . 1 S6
Mapping Chaos . . . ... . ... ... .. . S4 Navigating the Demonweb . . . . . . 116 Shkiv............. .. .. ....... . . 156
Change in the City of Brass .. . .. 5 S Abyssal Locations ..... .. .. ... . ... 118 Skirnex, Voice of Ygorl. ...... . .. 1 57
The Water Thief .... .... . .. . ... 57 the Bastion of Confusion ..... . 118
Giants and Titans ... ... . . .. . . ... . . 58 Molor, the Stinking Realm ....... 120 New Monsters . . ... . . .......... .. 159
The Battle of the Torn Plain ..... 58 Juiblex, the Faceless Lord ...... 120 About the Designers .. . ........ . . 159
CHAPTER 1
Other places remain steady for hundreds or thou VER Y LONG RANGE
sands ofyears, only to be suddenly reshaped in an Weapons that hurl projectiles are usually constructed in
instant by violent convulsions. the world. so the elemental buoya ncy of the Elemental
Most of the changes in the Elemental Chaos are Chaos has no effect on their ammunition. But what hap
random, but some transformations are driven by pens if a character uses a projectile weapon that was
the will of living beings. So subject to change is the constructed in the Elemental Chaos. or just decides to
Plane Below that any powerful mind can shape its pick up and hurl a rock? Although such objects are not
surroundings without magic, although certain rituals subject to gravity, they are nonetheless pulled off course
make the task easier. With concentration, a creature by the currents of chaos that invisibly shape the Elemen
can cause an object to move or even change shape tal Chaos, much as gravity acts on a missile in the world.
and substance: for example, a burning fire might be Where the churning chaos of the plane is somewhat
turned into a sculpture ofice, or a large uncut crystal quiescent, you might allow a projectile of elemental
into sandstone. An especially powerful being can origin to gain an additional range category. Very long
even temporarily alter the nature of an entire area. range extends from the limit of long range to twice that
limit. Attacks made at very long range take a -5 penalty
INFLUENCING THE CHAOS to attack rolls. Beyond that distance, even if the projectile
Creatures in the Elemental Chaos can alter their sur encounters no other obstacles, hitting a target is impossi
roundings by spending a certain amount of time in ble barring extraordinary circumstances and godlike aim.
The pilot must stand at the wheel, which sits atop the
sterncastle deck. The wheel is mounted on a gimbaled lever The most dependable way of traversing the Plane Below
that controls pitch and altitude. Cables running beneath the is on a chaos ship. Only a few of these enormous vessels
deck connect to three anarch sphere cradles. These anarch exist, and fi nding one or booking passage on it might not
spheres provide motive power and lift_ The ship will hover be easy, but for many adventurers it's worth the effort.
without a pilot or crew, but forward motion requires both. The upper deck of a typical chaos ship is 130 feet from
Crew stem to stern. A 5-foot-high railing surrounds the upper
In addition to the pilot, a chaos ship requires a crew of three for
deck. The railing holds stanchions every 5 feet, through
any movement other than hovering. Each must be stationed
adjacent to one of the three inset anarch spheres. Each of the which hawsers can be tied to secure crew or cargo.
crew must spend a standard action each round to help control One of these vehicles plays a major part in the epic
the vessel once it is under way. Reduce the ship's fly speed by tier adventure Prince of Undeath. The illustration on the
4 for each missing crew member. If the ship reaches fly speed facing page depicts a chaos ship's major features.
o on any given round after it is under way, the ship is unable Sterncastle: This two-story structure occupies much
to be steered and flies out of control. Once it is out of control, of the ship's stern. One set of stairs prOVides access to the
regaining control requires 3 consecutive rounds with the pilot
first level, and a second set of stairs to the second level.
and three crew members manning their stations.
Load The top level of the sterncastle contains the wheel that
200 Medium creatures; 4,000 tons of cargo. steers the craft.
Out of Control Hatches: The three hatches on the main deck lead to
When the ship is out of control, it moves forward at half speed. the belowdecks areas where cargo is stored.
Each round, roll a d20. On a roll of 1-5, the ship descends. It Anarch Spheres: These three crystal spheres sit in
descends 5 squares per round for the first 10 rounds it's out of cradles. Each contains the bottled essence of chaos, and
control. After 10 rounds, it descends 10 squares per round. If the
provides the ship's motive power.
ship hits a solid mote in the Elemental Chaos or the Abyss after
traveling out of control for more than 20 rounds, it is destroyed. Magic Circles: Each of these inscribed circles pro
Chaos Attunement vides teleportation access to a different, distant location,
A chaos ship functions only in the Elemental Chaos and the depending on the ship's current position and the rituals
Abyss. used to create the circles.
Wheel and Three Anarch Spheres (Navigation Focus)
This vehicle is equipped with three anarch spheres, which serve
as the navigation focus for the wheel mounted on top of the
sterncastle deck.
next turn.
Arcana Hard DC: A successful check allows a crea STANDARD EFFECTS
ture to change the damage type of all attacks within The Elemental Chaos is a place of wild magiC and shift
the field to any other type that the field allows. This ing elements. but not all its terrain requires special rules.
effect lasts until the start of the creature's next turn. You can adjust normal-seeming terrain to have unusual
Usage: An energy alteration field lets characters features that bring the Plane Below to life. A seeming
and monsters alike tinker with their damage types lake might be traversed as if it were solid land. Stone
and adds a surprise clement to an encounter. It can might flow like water and use the same rules for combat
be key strategic terrain in a battle, allowing a creature and movement. Lightning could crawl slowly from the
that specializes in limited damage types to diversify earth to the sky, allowing a creature to climb it as if it
or to affect creatures that normally have resistance to were a beanstalk.
such damage.
I
~oadstone (page 68)
LIGHTNING MIST
Mirror crysta l (page 68)
These fields ofgray-blue fog that drift slowly through
Slides (page 68)
the Elemental Chaos are hazardous to traverse
Whirlwind (page 69)
quickly. Lightning mist typically coalesces into an
area 5 squares on a sid e, but masses miles wide
DUNGEON MASTER'S GUIDE 2
and just as deep are not unknown in treacherous
Blast cloud (page 58)
territories.
Bolt stone (page 58)
Effect: When the particles within the mist are
Creeping ice (page 58)
stirred, a charge ofelectricity lashes out. Any crea
Elemental windchurn (page 59)
ture that enters more than 2 squares oflightning mist
Energy node (page 59)
during a Single move action takes 5 lightning damage
Grasping bog (page 60)
per tier. Squares containing the mist are lightly
Jade flame (page 60)
obscured.
Rage stone (page 61)
Usage: Lightning mist forces creatures to slow
Thunder shards (page 61)
down or suffer the consequences. Artillery monsters
zero in on slowly moving creatures within the mist,
MANUAL OF THE PLANES
gaining more attacks at a slight cost to accuracy. Ele
Abyssal wellspring (page 11)
mental creatures that have resistance or are immune
Elementall seepage (page 11)
to lightning damage thrive in these areas.
Phase rock (page 11)
areas a wide berth. The hazards presented here as big as 3 squares on a side. The node deals fire, force,
expand on those in the Dun8eon Master's Guide and lightning, or radiant damage (choose one or roll a d4).
Manual of the Planes. Its energy is attracted to moving bodies within range.
Perception
Gorgon Mud level 8 Obstacle A luminous node sheds bright light in a lO-square radius.
Il d/dnl XP l~O
No check is required to notice it.
This viscous w een mudforms pockets in b08s and soft wound. Additional Skill: Arcana
It erupts around those who disturb it to dutch at their feet , • DC 21: The character recognizes the hazard's nature.
larger field of mud or soft earth. The hazard affects any When a creature enters a square within 10 squares of
creature that enters one of its squares. the luminous node's space, the hazard rolls initiative.
Perception The hazard also makes an opportunity attack against a
• DC 19: The character can discern if any adjacent squares creature that enters or starts its turn in the node's space.
contain gorgon mud.
Attack
When a creature enters a square of gorgon mud, the Attack: +15 vs. Reflex
hazard attacks. Hit: 2d8 + 5 damage of a type from the following list, and
Opportunity Action Melee Fire: 1d8 extra fire damage, and the target gains
Special: A creature that has earth walk or that is immune to Force: The target is pushed 2 squares, knocked prone, and
Attack: +11 vs. Fortitude li8htnin8: The target is dazed (save ends).
Hit: The target is immobilized (save ends). First Failed Savin8 Radiant: The target is blinded (save ends).
Throw: The target is restrained (save ends). Second Failed Miss: Half damage.
hazard occupies three areas, each 3 squares on a side. Each vOidblight square must share a side, not just a
Steel rain squares are lightly obscured. At the start of corner, with at least one other vOidblight square.
Perception
Additional Skill: Arcana
metallic.
Trigger
Hit: 1d1 0 + 5 damage, and ongoing 10 damage (save ends). Target: Each nondemon living creature that starts its turn
• A character using a shield can hold it overhead as a Hit: 1 d1 0 + 6 psychic damage, and ongoing 10 psychic
minor action, gaining a +1 bonus to AC against the steel damage and the target is affected by void blight insanity
rain but losing any shield bonus to AC and Reflex against (save ends both). While a conscious target is affected by
other attacks. These adjustments to AC last until the start the insanity, it must make a basic attack against an ally
of the creature's next turn. during its turn or take 10 extra psychic damage at the end
• If a character makes a DC 23 Arcobatics check as part of of its turn.
a move action and ends his or her move outside the area Special: A creature cannot make a saving throw against the
of steel rain, he or she does not trigger an attack when void blight's effect while within the hazard's square.
moving through the hazard. Countermeasure
• With a successful DC 18 Arcana check as a minor action, • A character can attack a square of voidblight (AC 29;
a character can force one area of steel rain not to move other defenses 27; hp 30; half damage from melee and
at the start ofthe next round. With a successful DC 27 ranged attacks). When reduced to 0 hit points, that
check, the character can move that area 1 d4 squares in a square of void blight is destroyed.
side.
Gates of Winter Level 16 Lurl<er
• Harmless precipitation lightly obscures the entire H,l/.lrd XP 1AOO
encounter area. When a creature is about to enter an
Th e ambient temperature drops sharply, and hoarfrost 8'eams
adjacent square of steel rain, it makes a DC 23 Perception
ahead. An is quiet ... until a wall of ice rises violently b~fore
check as a free action; on a success, the creature spots the
you.
metal needles before moving into that square.
Hazard: On the hazard's turn, a wall of jagged ice rises from
the ground. This hazard has a single origin square, but its
effect is widespread.
ELEMENTAL FLEX1B1L1TY Perception
The hazards of the Elemental Chaos are myriad. The No check is necessary to notice the area of the hazard.
ics. Often, adjusting damage type is the only change • DC 25: The character notices an area of thick frost,
Countermeasures
• A character can make a DC 20 Acrobatics check or a DC
25 Athletics check as an opportunity action when the wall
appears in that character's space; if the check succeeds,
the character can shift 2 squares away from the wall and
make a saving throw to avoid being knocked prone. A
character who is normally allowed a saving throw to avoid
being knocked prone gains a +2 bonus to the roll.
• With a DC 20 Arcana check or Nature check made as a Gates ofWinter
minor action, a character can determine the rough shape
and location of the next wall.
• A character can attempt a DC 22 Arcana check as an
immediate interrupt when the wall appears; if the check Elemental Eruptions Level 18 Obstacle
succeeds, the character places 1 square of the wall in a H,I! ,,,,I XI' 1.000
different contiguous square. The wall cannot enter the The area ahead shudders, projectinB heat and small liBhtninB
original square. For every 5 points by which the check arcs. Suddenly, part of it bursts upward, explodiliB in elemen
result beats the DC, the character can alter the location of la/fury.
1 extra square. Hazard: A surface contains unstable elements in an area 10
• With a DC 25 Arcana check as a standard action , a squares on a side. Five squares within that area are ready
character can siphon energy from the origin square. After to burst.
three such successful checks, the hazard is disabled for 24 Perception
• A character who makes a DC 20 Athletics check as part • DC 25: The character can discern if any adjacent squares
of a move action can smash through part of the wall, are ready to burst.
leaving a hole and treating the square as difficult terrain Additional Skill: Arcana
instead of blocking terrain. The character takes 1d6 + 6 • DC 25: The character recognizes the hazard's nature.
cold damage for moving through the wall this way. Trigger
Upgrade to Elite (2,800 XP) When a nonelemental creature enters a square that is
• Increase the DCs for Perception, Acrobatics, Athletics, ready to burst, that square attacks with a random effect.
Arcana, and Nature checks by 2. Once it attacks, the square is no longer ready to burst, but
• The walls crumble into difficult terrain after 2 rounds. a secondary effect persists (see below).
Thus, after the first round, the hazard has two walls in Primary Attack
existence at a time, rather than one. These walls can cross Opportunity Action Melee
the ongoing damage, each creature adjacent to it takes 5 Opportunity Action Melee
7-Radiant: 2d6 + 5 radiant damage, and the primary Attack: +21 vs. Will
target is blinded until the end of its next turn. Aftereffect: Hit: The target becomes a creature of flame, taking ongoing
The primary target takes a -2 penalty to attack rolls (save 15 fire damage (save ends). Until it saves against the
8-Thunder: 3d6 + 5 thunder damage, and the primary + The target is immune to fire damage from any source
target is pushed 1d6 squares, knocked prone, and other than this hazard.
deafened (save ends). + All the target's attacks deal fire damage rather than their
Effect: The hazard makes a secondary attack that is a close + Any creature that starts its turn adjacent to the target
Secondary Attack First Failed Savin8 Throw: The target is also slowed (save
Secondary Target: Each creature in burst ends both), as more of its substance is transformed into
Hit: 1d8 + 5 damage ofthe same type as the primary Second Failed Savin8 Throw: The target is also immobilized
Effect: The burst creates an area of difficult terrain that Third Failed Savin8 Throw: The target is permanently
lasts until the end of the encounter. When any creature transformed into a nonliving column of semisolid fire and
enters the area or starts its turn there, the hazard makes stops taking the ongoing fire damage from this hazard.
another secondary attack as an opportunity action. 70n Each creature that begins its turn adjacent to the column
the hazard's turn each round, this area of effect expands of fire takes 10 fire damage. The Remove Affliction ritual
+ With a DC 25 Acrobatics check made as part of a move creatures that are already under the effect of a previous
action, a character can move through the hazard's area successful attack by this hazard. Creatures already
without triggering the primary attack. If the character immune to fire are unaffected by this hazard.
ends its movement in an untriggered square that is ready Upgrade to Elite (4,000 XP)
to burst, it triggers that square's primary attack. + Increase the DCs for Perception and Arcana checks by 2.
+ A character who makes a DC 20 Arcana check as a + The hazard deals an additional type of damage. Each
minor action can choose 1 square of the hazard's area attack has a Single damage type, but the hazard can target
that does not erupt this round. a creature already under the effect of one attack with
+ A character who makes a DC 25 Arcana check as a another that deals the second damage type. (Replace
standard action can force 1 square that is ready to burst "fire" with the appropriate type.)
Hazard: When this hazard is triggered, bits of a solid .. DC 27: The character recognizes the hazard's nature.
10 squares on a side; random squares within the area When a creature enters a square of the lightningstone
attack. field, the hazard rolls initiative.
.. DC 22: The character notices an array of cracks running Standard Action Melee
throughout the surface and sees that certain blocks Target: Each creature in the hazard's area
bounded by the cracks twist and shudder. Attack: +26 vs. Fortitude
Trigger
Miss: Half damage.
The trigger for a skystone field can be random, caused Upg rade to Elite (6,400 XP)
by the actions of creatures, or timed. When the field is .. Increase the lightningstone field's bonus to attack rolls
the field and its attack, characters in the area know that .. A target hit by the hazard is also dazed until the end of
automatically.
.. DC 24: The character notices that the area ahead is
Countermeasures
Trigger
Attack
Initiative +4 Trigger
Trigger At the start of the encounter, roll initiative for the hazard.
The trigger of a chaotic planar rift might be random or It makes a lashin8 tendril attack once each round when
the result of a living creature first entering the field. Once creatures are within reach. When any creature enters the
triggered, the hazard rolls initiative. On its turn, the chaotic pool's area or begins its turn there, the hazard makes a
planar rift attacks from a random square within its area. s/udae latch attack.
Attack
Lashing Tendril Attack
l-Greatsword: 2d10 + 8 damage, and one creature (save ends). The target is pulled 4 squares toward any
adjacent to the target takes 5 damage. The sword then square of the pool.
2-Sprouting Tree: 1d8 + 5 damage, and the target is Opportunity Action Melee
knocked prone. One square of the target's space becomes Target: The triggering creature
difficult terrain until the end of the encounter. Attack: +31 vs. Fortitude
3-Swarm of Acid Toads: 2d8 acid damage, and ongoing Hit: 2d8 + 10 acid damage, and the target is grabbed
10 acid damage (save ends). The toads then burrow into (escape DC 26), takes ongoing 15 poison damage
the ground and disappear. (save ends), and is exposed to level 28 demon pox
4-Roots and Branches: Grasping vegetation fills a close Additional Skill: Arcana
burst 3 centered on the target; +28 vs. AC; 1dll + 6 • DC 33: The character recognizes the hazard's nature.
damage, and the target is grabbed (escape DC 33).
BARGAINING
WITH AN EFREET
Arrogant and cunning, efreets are hard bargain
ers. They loathe owing anything to anyone and love
to trick creatures into service. The characters must
obtain an object, information, or favor from an efreet
without paying more than a reasonable price.
This skill challenge can be a starting point for a
party that must negotiate with various members of an
Trigger efreet organization. That effort most likely involves
When a creature enters one of the field's squares, the dealing with several levels of efreet society. In that
hazard attacks. case, the challenge could involve a higher complexity,
Attack take more time, or be broken into several parts.
Opportunity Action Melee
Level: Two levels higher than the level of the
Target: The triggering creature
Attack: +31 vs. Will party, or the same level as the efreet (XP equal to the
Hit: The target becomes a creature of mixed elements, reward for one standard monster of the challenge'S
taking ongoing 5 acid damage, ongoing 5 cold damage,
ongoing 5 fire damage, ongoing 5 lightning damage,
ongoing 5 poison damage, and ongoing 5 thunder damage D1FF1CULTY CLASS
(save ends all). Until it saves against the ongoing damage,
the following effects also apply. The table below, reproduced from the Dunyeon Master's
+ The target is immune to acid, cold, fire, lightning, poison, Guide. prOVides Des for easy, moderate. and hard skill
and thunder damage from any source other than this hazard. checks according to the level of a skill challenge. Use the
+ Any creature that starts its turn adjacent to the target appropriate numbers when tailoring a skill challenge to
takes 15 damage of one of the following types, determined a particular level.
randomly: acid, cold, fire, lightning, poison , or thunder.
First Failed Saviny Throw: The target is also immobilized
(save ends both).
Second Failed Saviny Throw: The target is permanently
transformed into a nonliving column of mixed elements
and stops taking ongOing damage. The transformation 4th-6th 7 12 17
field repeats the attack against each creature adjacent to 7th-9th 8 14 19
the target. In addition, each creature that begins its turn 10th-12th 10 16 21
adjacent to the column of elements takes 10 damage of nth-15th 11 18 23
one of the following types, determined randomly: acid, 16th-18th n 20 25
cold, fire, lightning, poison, or thunder. The Remove
19th-21st 14 22 27
Affliction ritual can restore the target to normal. - .
22nd-24th 16 24 29
Special: A multielemental transformation field does not
attack creatures that are already under the effect of a 1 5th-27th 17 26 - 31
previous successful attack from the hazard. 28th-30th 19 28 33
its troops for war. The militant state has already con
CAMPAIGN ARCS quered a number ofsurrounding villages and seems
poised for expansion. Over time, the heroes are hired
The Elemental Chaos is easy to use in passing-an more and more frequently to escort important indi
encounter with an elemental here, an adventure viduals between towns to plan for war, or to gather
within a planar conjunction there. But storylines intelligence in the areas conquered by Hassiek.
involving the Plane Below need not be so limited. They discover that the city-state is indeed expand
Making the Elemental Chaos the centerpiece of a ing, and that its forces include elemental beings,
campaign is an interesting and creatively satisfying demons, and arcane practitioners that have a strong
way to integrate the Plane Below into your game. elemental focus .
Not all the campaign's adventures need take As the characters reach the top of the heroic tier,
place in the Elemental Chaos-in fact, they probably they have learned that Hassiek's leaders are being
shouldn't. Much of the Elemental Chaos's appeal lies advised by cultists dedicated to a primordial and that
in its alien nature, and overexposure risks rendering saboteurs have infiltrated the governments standing
it mundane. In addition, the plane's environment is against Hassiek. When the characters return to their
dangerously inappropriate for heroic tier characters. home base with this news, the alliance vows to roust
The influence of the Elemental Chaos can be felt these enemies and stand strong against Hassiek.
throughout the campaign, even though only some
events occur there. PARAGON TIER: SCORCHED EARTH
The Manual of the Planes supplement discusses Given what the characters have learned, the allied
four varieties of planar campaigns. In an origin of leaders realize that war with Hassiek is not only inev
monsters campaign, the planes are the source of itable but necessary. The cultists must be prevented
adversaries, but the party rarely or never travels from carving out their own kingdom in the region.
beyond the world. An exotic adventure campaign The characters' adventures in the paragon tier vary,
allows the characters to travel to another plane on but nearly all of them relate to the war in some way.
occasion. In a planar progression campaign, the char The characters might be assigned to stop agents of
acters visit multiple planes as they work their way Hassiek from acquiring powerful magic items or ritu
through the storyline. An extraplanar campaign takes als, to defend towns from sieges they cannot survive
place entirely beyond the world. without assistance, and to undertake missions ofinfil
Each of the four campaign arcs that follow tration and sabotage.
illustrates one of these campaign types, focused All the while, the influence ofthe Elemental
on or based around the Elemental Chaos. You Chaos on Hassiek grows ever more apparent. Ele
can use them as frameworks to fill in with details mentals, demons, and archons appear with greater
as you see fit, or as inspiration for designing your frequency among the city-state's forces. Agents of
own campaign. Hassiek seed settlements with slaad tadpoles as bio
logical weapons to spread chaos phage (page 142).
HIDDEN ELEMENTS The characters learn that some prisoners taken
by Hassiek have been sent elsewhere for purposes
The City of Brass has been recently shaken by
unknown. Finally, they discover that Hassiek's lead
upheaval. Clever and prepared efreets took advantage
ers are mere puppets of their advisors-a cadre of
of the chaos, consolidating power and increasing the
efreets ruled by Ma'mun.
authority of their noble houses. So widespread was
the turmoil that the city has come under the sway of a
new Lord of the Efreets. EPIC TIER: VICTORY OR DEATH
Sheikh Ma'mun is not one of the efreets on the Horrid creatures spawned in the Plane Below ram
rise. His intricate schemes were superseded by page across the countryside, terrorizing innocent folk,
those of others who were luckier and acted more and dire portents abound . Elemental cultists, plotting
sWiftly. Seething at the lost opportunity, Ma'mun with the efreets, are developing rituals to tear open
has turned his attention to the world. If he cannot rifts to the Elemental Chaos, flooding the besieged
seize power from within , he will build supremacy towns with raw elemental energy and furious storms.
from without. The characters must halt these efforts, and this
endeavor occupies the first few levels of the epic tier.
In doing so, the characters learn that Hassiek's cap
HEROIC TIER: RUMORS OF WAR
tives are being sent to the Elemental Chaos, there to
The various communities from which the charac
swell the slave ranks ofMa'mun's household.
ters hail have formed an alliance and are nervously
Eventually, the characters discover that Ma'mun
exchanging messengers. Their leaders have heard
seeks to conquer a large portion of the world and
tales that the great city-state ofHassiek is massing
Three earth titans make up the Stone Council. They The djinns are native to the Elemental Chaos, but
rule an earth mote hollowed by tunnels and packed they haven't been a significant force for a long time.
with servants-hill giants, enslaved dwarves and Much of their populace remains trapped in objects
kobolds, galeb duhrs, earth elementals, and a few or other magical prisons, and the free djinns have
stone giants. lost a great deal of their former power. All djinns
long to return to glory, but none are more keen for it
BACKGROUND than Valaphyr.
The Stone Council began when a group of earth
titans conquered the earthmote and dubbed their BACKGROUND
new domain AUrock. Desiring a realm of their After being trapped in a magic flute for millen
own, the titans set about securing subjects. Now, nia, Valaphyr won his freedom when a group of
after dozens of raids to the world to acquire dwarf adventurers discovered the golden instrument in a
and kobold slaves, Allrock has become crisscrossed young dragon's hoard. One incautious party member
with passages. Elemental creatures keep arriving, sounded the flute before it was definitively identified.
attracted to the power ofAllrock, but the earthmote After an untold time in magical slumber, the djinn
has rlln out of space to hold them. was eager to exercise his power. The adventurers,
weakened from their battle with the dragon, had no
USING THE STONE COUNCIL chance. Valaphyr collected their magic equipment in
Earth titans might not be the brightest of their kind, addition to the dragon's hoard, then secured passage
but the Stone Council members are smart enough to to the Elemental Chaos. Once there, he sought shelter
realize that their kingdom must expand or be torn among a group of djinns in a small cloud citadel.
apart. The titans have been looking to secure new ter Valaphyr had chalked up his lengthy imprison
ritory for Allrock's growing population. ment to supremely bad luck but has since learned
Characters in the service of the Stone Council that most of his kind were even less fortunate. The
could take advantage of their generally higher intel djinn has vowed to free his race from its shackles and
ligence to deceive their patrons. If the earth titans punish the gods for such cruel treatment. To this end,
were to discover such deception, however, they would he plans to liberate the djinns, recover their old hold
bring all their might to bear on the transgressors. ings, and, ultimately, free a primordial and march
The Stone Council can send characters on the fol upon the gods' domains.
lowing types of missions.
.. Explore an unoccupied area of the Elemental USING VALAPHYR
Chaos to determine its suitability for an expansion Although his first act as a free djinn was to slay the
ofAllrock. adventurers who unwittingly rescued him, Valaphyr
.. Travel to the world to get more slaves who can help holds no enmity for their kind. He appreciates the
secure new territory. resources and enterprise of adventuring parties and
.. Attack and conquer a nearby area of the Elemental regularly uses them to achieve his goals. He has no
Chaos controlled by another force, such as other interest in endangering himself, and he regards the
giants, slaads, githzerai, or efreets. lives of his fellow djinns as too precious to risk. In
.. Devise a practical way to expand Allrock, such as contrast, adventurers are cheap to hire, and their
finding a reliable method of transforming the sur lives mean nothing to Valaphyr.
rounding elemental substance into earth. The djinn seeks an audience with any adventuring
party that ventures close to his cloud citadel. He also
goes out of his way to invite adventurers he believes
to be especially capable. Though he cares little for
their well-being, he treats such characters fairly-he
has need of their services and prefers not to make
unnecessary enemies. On the other hand, he has little
patience for any who disrespect him or the djinns.
ORGANIZATION
XAO SITECTS
The Speakers ofXaos is not a clandestine organi A great conflict surged through Sigil's streets some time
zation, but its activities and research are closely ago, realigning factions, organizations, and entire systems
guarded secrets. Individual members pursue their of belief. Though the Lady of Pain remained inviolate and
own hidden experiments, refusing to share evidence in control, many other lesser power structures faltered
and conclusions even within the group. or failed altogether, including the faction called the
Leader: The Speakers ofXaos is a gathering of Xaositects. Calling this group an organization would be
like-minded individuals, not a regimented order, a stretch. The loosely connected order, while older than
and its leadership is informal. The members elect a many others, had a habit of disbanding, re-forming, and
director, who approves expenditures and groupwide changing its name. Such behavior not only makes it dif
activities but otherwise has little say over individual ficult to compile a reliable history of the Xaositects but
members' actions. The current holder of that office is also leaves open a question: Are all those earlier Xaosi
Director Callum Rell, a male deva invoker. tects gone, or are some stiU rattling around the planes?
The Speakers of Xaos don't care.
ROLEPLAYING THE
THE MOUNTA1N BU1LDER PLASTRON OF TZIPHAL
None today know whether Tziphal is truly dead. Mauled The Plastron doesn't communicate much with its
and cursed by the gods, he lies within a cairn deep in the wearer, indicating its desires through flashes of
Elemental Chaos (see "The Mountain Builder's Barrow," emotion. The artifact might project rage toward a
page 100). The body within might be utterly lifeless or creature it wants slain, fear of someone it wants to
rest in some intermediate state between life and death. avoid , or a yearning for a location it wishes to visit.
Creatures that have powers of petrification (Tziphal's The Plastron cares little for how the wearer accom
"children") and a few worshipers of the primordial occa· plishes these goals.
sionally claim to hear a deep and rumbling voice at the In its hatred , the Plastron coaxes its wearer to
very limits of their hearing. They cannot yet make out attack divine characters and immortal creatures. If
the words, but they feel an ever stronger compulsion the artifact foresees an opportunity to accomplish one
to seek out its source and obey whatever instructions it of its goals, however, it might be willing to put up with
might have for them. the presence of such enemies in the short term.
Few descriptions of the Mountain Builder survive, and
those that do are often contradictory-though all agree PLASTRON OF TZIPHAL LORE
that his flesh was the hue and consistency of stone. Arcana DC 20: The Plastron was carved from the
Some portray the primordial as an enormous, featureless rocky flesh ofTziphal the Mountain Builder, said to
humanoid form of blocky stone, standing hundreds of be the progenitor of creatures that petrify. The armor
feet tall. Other images depict him as a creature far longer retains a bit of the primordial's power, as well as his
than he was tall, with a dozen pairs of legs and multiple hatred for the divine order that cast him down.
swaying torsos. All stories describe Tziphal as stagger·
ingly huge-a peculiar detail, considering that no creature CONCORDANCE
of such size could possibly fit within the mystical barrow Starting score 5
said to be his grave. Either all tales of Tziphal's appear o er gains a Ie e +1d10
ance are false, or the Mountain Builder was capable of Owner completes a quest that contributes
altering his form to a tremendous degree. to the release of a primordial +3
Whether or not Tziphal still lives depends on the Owner Is a goliath or a Clwarf +1
needs of your campaign, but you need not involve him Owner kills an immortal creature or
personally to base adventures around him. Multiple a divine character (maximum 1/day) +1
cults of the Mountain Builder exist still among elemen Owner gains a level without slaying an immortal creature
tal creatures said to be created by him, as well as among r a ivine character -1
humanoids of the world. Many followers seek to restore Owner is immortal or is a divine character -3
the primordial to his former glory, while others believe Owner thwarts actions that contribute
they follow a sacred mandate to petrify all natural beings. to the release of a primordial -4
The leaders of such cults claim to be guided by that mys
terious, rumbling voice. Are they speak'ing the truth , or PLEASED 06-20)
using Tziphal's name to justify their own ambitions? What "1 am chosen oJTzipha1. He shall walk the world a8ain,
is the voice telling them to do? And is it tru'ly the voice leavin8Jorests ojstone in his wake, and 1 shall thrive in his
The Plastron still views the wearer as inferior, but "The Mountain Builder calls . .."
it has seen potential. It empowers the wearer in hopes The Plastron oJTziphal disappears, reappearing
of creating a more useful instrument. elsewhere in the world to continue its quest. If the
Plastron is at least satisfied, the wearer gains a stony
Property: You gain a +2 item bonus to Strength-based
appearance, along with a permanent +1 bonus to AC
checks and a +2 item bonus to weapon damage rolls.
and a permanent +2 bonus to saving throws against
Property: The item bonus to saving throws applies only
slowing, immobilizing, petrifying, or restraining
to effects imposed on you by a divine character or an
effects that a save can end.
immortal creature.
Property: Each day until you use one of the Crystal of Ebon
Flame's powers, whenever you spend a healing surge, you
gain additional hit pOints equal to one-half your level.
oblivion."
GOALS OF WAVE
extended rest, each ally within 20 squares of you
• Spread the worship of Melora and her exarch can breathe water as if under the effect of the Water
that are not worshipers of Melora or Sekolah. If breathe water as if under the effect of the Water
the bearer fails to act quickly and decisively, Wave Breathing ritual.
Arcana DC 18: This trident was crafted by giants Wave awaits the wielder to prove a menable to
who were imprisoned by aquatic enemies and turned aiding its goals.
away from the ir primordial masters, becoming
devout followers of Sekolah, exarch of Melora. UNSATISFIED (1-4)
together to spread the word of Melora. "Like the sea, Wave is capricious. Now it seeks to move on."
UJ
cr:
The efreets are the most notorious and feared among successful noble house, the lord holds supreme u.
UJ
the great elemental races. They are well known for authority. Below the lord is a council of viziers
their willingness to leave the Elemental Chaos at the (known colloquially as the Ring ofSmoke), represen
behest of mortals-for a price. Arrogant and resentful tatives from the other noble houses who outrank the
of servitude, efreets strive to pervert any arrange rest of the efreet aristocracy. Below the nobility are
ment into which they enter, adhering to the letter the merchant class, then free residents of other races,
rather than the spirit of the deal. Hence the axiom and finally the slave caste. An entire slave army is
"Take care what you ask of an efreet, lest it take you at sworn to the defense of the City of Brass.
your word." The efreets' mercantile ways and bureaucratic
Some efreets believe that they were the archetype social structure are Widely known, but no less impor
for entities of flame crafted by the primordials and tant is their tradition of erudition and scholarship.
later by whatever malign will guided the formation The libraries of the City of Brass are the envy of the
of the Nine Hells. This origin theory explains not literate universe, and even nonelemental sages credit
only the resemblance of the eldest devils to efreets, the efreets with transcribing the Primordial language
but the prevalence of flame among such beings. Such into the Barazhad script. Efreets have an unsurpassed
an outlook is typical of efreets, who see themselves understanding of the Elemental Chaos and of the
as the first elemental race and the rightful masters of movements ofbodies within it, through their mastery
the Plane Below-an attitude that brought them into of an ancient divinatory practice called al-buraj.
conflict with the ancient djinns.
The race was nearly untouched by the Dawn War, EFREET SOCIETY L ORE
unlike most other elemental creatures. Efreets cared
Arcana DC 20: The efreets are an ancient
no more for the primordials than for the upstart gods.
elemental race of cunning and fire mastery. They
They watched from the sidelines, content to shore up
remained neutral during the Dawn War and thus
their own power base in the Plane Below while others
avoided the destruction that came to others. Efreets
ravaged the Plane Above (the Astral Sea). Rumors
strive to make deals advantageous to themselves
whisper of a faction of efreets that got involved late
and adhere to the letter rather than the spirit of an
in the war, but only to help the gods punish the
arrangement.
djinns for their participation. The truth of the story is
Arcana DC 25: Efreets hold that they, not the
unknown, as is the nature of the aid provided, but pro
djinns, are the nobility of the Elemental Chaos. The
ducing solid supporting evidence might well reignite
two races are age-old enemies, and some stories say
active war between the two ancient races.
that the efreets gave the gods the means to imprison
the djinns.
LIFE AND CULTURE Arcana DC 30: Scho'l arship is as important to
Ancient and conniving, efreets have developed an efreets as possessions and power. The City of Brass
intricate social system. Their ancestral home, the holds vast libraries of knowledge, and efreets first
City of Brass, boasts over 200,000 efreets-and nearly transcribed the Primordial language into the Bara
twice that number ofslaves-and has evolved over zhad script. Efreets have perfected the elemental
millennia to its present structure. Spreading beyond navigation of al-buraj, first invented by the djinns.
the City of Brass throughout the vast Elemental Arcana DC 35: Efreet society is regimented, rely
Chaos, the efreets take their sacred laws with them ing heavily on slavery, and each of their settlements is
wherever they go. governed by their sacred laws. Aside from the famous
Efreet culture is a curious mix of sophisticated, City of Brass, the efreets have established cities and
time -honored tradition and free -flowing mercantil outposts throughout the Plane Below. The Smolder
ism. At the top of the social pyramid sits the Lord ing Gate is a mighty fortress that guards the mouth of
of the Efreets. Chosen from the most powerful and the Abyss itself.
Barazhad script
~ol~~~T1>txtrY11~~
has become the center of trade in the Plane Below over people, places, and resources far beyond their
and the cosmos beyond. The efreets, for all their arro· home region . They maintain their dominance by
gance, are not so foolish as to turn away visitors-and means of an army of archon slaves and maintain
especially around the harbor and the Charcoal The most famous location in the Elemental Chaos,
Palace (the lord's Citadel), and transgressions of the the ancestral home of the efreets is described
law are punished with varying periods of servitude. in detail in the Manual ofthe Planes supplement
Those who don't cause trouble, though, are usually (pages 73-76).
left alone.
Slave labor forms a large part of efreet society, and DAR E:L- HARIa
their nature: Bondage to another efreet is the harsh· service to the efreets over the centuries, know that
est punishment possible in the race's culture. Some their temples are not limited to the City of Brass. The
eing stationary relative to the rest of the Elementa! the sahaars perform the arcane triangulation that is
Chaos, the City of Brass has obvious advantages. As well the basis of the ritual art.
as offering safety from chaos storms (Manual ofthe Planes I Over millennia, as the efreets spread through the
page 67) and other planar perils, this static vantage point Elemental Chaos, they established many satellite
allows inhabitants to study the tempest in detail. observatories, to better serve the sahaars of the City of
Efreets conduct this eternal investigation with a ritual Brass and the greater glory of their race. Dar el -Hariq
form of "astronomy" called al-buraj. The djinns originally was one such site, part of a former outpost on a mas
created the art, but since their diminishment at the end sive block of elemental earth tumbling through the
of the Dawn War, they have contributed little to its prog plane. The outpost was lost to attackers that emerged
ress. The efreets chart patterns in the fluctuations of the from a nearby chaos storm, but the temple observa
Elemental Chaos, which they believe not only reveal what tory remained. Today, a group of rebellious efreets
has occurred but also presage events to come. reside there, performing their own al-buraj rituals and
The practice of al-buraj combines seemingly incompat biding their time until they sense the perfect moment
ible outlooks: rigorous natural philosophy and intensely to act.
devotional ritual. An observer records precise measure
ments of elemental bodies' composition and movement
THE: SMOLDE:RING GATE:
stable City of Brass provides a known reference point. Chaos is misleading. Although it does have gates,
This mathematical precision is combined with deep the Smoldering Gate is named not for those but for
CHANGE lN THE
C1TY OF BRASS
MAJOR SITES
Because giants are so widespread and their commu
nities so loose, few legitimate settlements exist. Those
SAKATH-MAZIM,
his enemy and freeze Surtur's kingdom, Sakath The storm titan queen Ysaga rules this ravaged
Mazim. Kaltenheim is the frozen reflection of that expanse of dark waters: a sailor's nightmare of huge
burning realm. waves smashing against each other, driven by fero
cious storms. Thunder rolls constantly, and the only
illumination comes from the lightning that continu
THE RUNE-CARVED KEEP
ously lances from the boiling clouds. Monstrous
The eldritch titan Xantis rules this castle in a remote
creatures reach up with maws or tentacles to catch
area of the Elemental Chaos. The keep is sparsely
any creature foolish enough to travel upon the waters.
populated with eldritch giants, golems, and a few
Ysaga has worked hard to ensure her solitude, even
other creatures of an arcane bent. Githzerai explorers
from other beings related to her favored elements.
claim thatXantis did not build the keep but discov
Some say she toils in search of a mystic remedy for
ered it. Its original constructors are a mystery, as is
some ancient curse or tragedy. Whatever the reason,
the meaning of the runes inscribed on its surface.
she wants no company other than the storms, the
Xantis intends to find the answers to both puzzles
waves, and the mindless beasts that dwell below.
and exploit them.
ing the chaos of the universe, they can create perfect Eons ago, the mind f1ayers ruled a horrible empire that
order, which leads to enlightenment. Others describe span ned planes. In the empire's early days, the iIIithids
them as philosopher-monks, and githzerai culture conquered a gaunt, yellow-skinned race of humanoids_ As
is decidedly monastic. This structure is not imposed the empire expanded, the mind f1ayers took many more
by rulers; it is a natural consequence of both the peoples as thralls, slaves. and food. but that ancient race
githzerai's outlook and. the reality ofsurviving in the of humanoids remained the most populous_
Elemental Chaos. After millennia of imprisonment, a powerful leader
named Gith arose among that enslaved people. She
GITHZERAI SOCIETY LORE led a sweeping rebellion against the mind f1ayers that
ultimately collapsed the empire. The slaves were freed.
Arcana DC 20: Githzerai settlements are rare
The mind f1ayers fled into the deep places of the worlds,
points of order in the Elemental Chaos. The githz erai
vowing to rebuild their strength and to wreak terrible
are grim and focused on control, but they do assist
vengeance. The race's original name has long been lost,
travelers in need.
but scholars named it8ith in honor ofthe great Iiberator_
Arcana DC 25: Perfec tion and discipline drive
The gith did not have long to celebrate their new free
the githzerai, exemplified by their monastic tradi
dom. Even before their wounds had been healed and the
tions. Githzerai also value indiViduality highly and
rubble cleared, problems arose. The gith were still strictly
encourage all to follow their own paths.
regimented and controlled by a leader who treated them
Arcana or History DC 30: After the ancient gith
as an army fighting a war, rather than as a free people
overthrew the empire of mind Dayers that enslaved
ready to build a new society.
them , a rift developed involVing their leader, Gith.
Such discipline comforted many gith, but others
Zerthimon, her most vocal critic, prevailed against
chafed against it. Among the latter, Zerthimon was the
her in a duel and led his followers to the Elemental
most vocal in denouncing Gith: Although she had been
Chaos. They became the githzerai.
an excellent leader in war, she had proved unable to lead
Arcana DC 35: Somewhere in the Elemental
a people in peace. He called for her to step down.
Chaos is the legendary Arsanith monastery. It is said
Gith refused to relinquish her command, but Zerthi
to be a center of perfect order, cloaked from all who
mon and his followers would not tolerate another tyrant.
are not worthy. Anyone who has found enlighten
Zerthimon challenged Gith directly. The two great gith
ment is welcome there.
leaders lifted their blades, stained with the blood of mind
flayers, and met each other on the battlefield as the gith
LIfE AND CULTURE looked on.
Githzerai strive to perfect themselves and their Although Gith's skill in battle was superior, Zerthimon
culture, believing this practice to be the path to gained an advantage over her and won the contest. He
enlightenment. They have not forgotten the stories spared her life, but the conflict had created a deep divi
of their time as slaves, and thus their society is only sion w ithin the gith race. Zerthimon I'ed his supporters
loosely regulated . Nevertheless, a definite order and away from the ruined iHithid empire to make a new home
sense ofshared destiny emerges. in the Elemental Chaos. Gith and her followers also left
Monastic traditions unite the githzerai in pursuit the world, but they moved to the Astral Sea.
of their common goal. Their training emphaSizes the The two halVes of the gith people developed along dif
harmony of soul, mind, and body. Such intense focus ferent paths, u'ltimately becoming separate raCes. Gith's
unlocks impressive mental ability, honed further by followers in the Astral Sea became the githyanki, and
the constant effort of will necessary to control the Ele Zerthimon's followers in the Elemental Chaos became
mental Chaos. PhYSical exercises incorporate martial the githzerai.
the rest of the Elemental Chaos, though , demons can ELEMENTAL BEASTS
Canvas: The canvas of the protective tent is as Level 17 Encounter (XP 8,000)
tough as leather and immune to fire damage. It + 1 azer beastlord (level 17 soldier, MM 23)
regenerates 10 hit points per round. + 3 azer warriors (level 17 minion, MM 22)
Portals: A few of the Golden Market's wagons con + 1 firebred hell hound (level 17 brute, MM 160)
tain portals to the City of Brass. + 2 salamander archers (level 15 artillery, MM 226)
Smoke: Squares filled with smoke are heavily + 1 salamander noble (level 15 controller, MM 227)
obscured.
Smoke, Solid: The solid smoke on which the Level 22 Encounter (XP 22,600)
bazaar travels has the consistency ofstone. + 2 efreet flamestriders (level 23 skirmisher,
MM99)
ENCOUNTER GROUPS + 2 fire giants (level 18 soldier, MM 123)
Efrects of the Golden Hearth leave the running of + 1 fire giant forgecaller (level 18 artillery, MM 123)
markets to servants when the Brazen Bazaar trav + 1 fire titan (level 21 elite soldier, MM 124)
els to small communities, so encounters can suit
characters of a range oflevels. The Golden Hearth Level 25 Encounter (XP 41,400)
hires anyone who proves useful and can survive + 2 efreet cinderlords (level 23 artillery, MM 98)
the environment. + 2 efreet flamestriders (level 23 skirmisher,
MM99)
Level 11 Encounter (XP 3,200) + 1 efreet pyresinger (level 25 controller, MM 99)
+ 1 azer foot soldier (level 14 soldier, MM 22) + Hephrandiun, efreet pyresinger demagogue (level
+ 1 firelasher (level 11 skirmisher, MM 104) 25 elite controller, MM 99 and DMG 178)
+ 2 flame steeds' (level 13 skirmisher, MM 196)
'Treat flame steeds as nightmares, but with the
elemental origin instead of shadow and adding the
fire keyword.
growing in soil imported from the Feywild. Ash and within Fume, because Ehkahk welcomes all beings
smoke in the air coat the plants, giving them a sickly that swear him fealty; however, the Citizenry fights
appearance despite their healthy condition. only ifit must. Ehkahk 's servants and soldiers, mostly
lore? Why does he maintain diplomatic relations with .. 1 beholder eye of flame (Ievel13 elite artillery,
ADVENTURES
Gloamnull can serve your campaign as a simple
ENVIRONMENTAL FEATURES
hold a power that affects archons and other crea Irdoc Morda is a fortification, so the place crawls with
tures-even making archons behave unusually. warriors. Related problems also threaten intruders,
Watchtowers: Magic-wielders infused three of including trained elemental beasts, slaves, and traps.
above, one hanging below, and one protruding from .. 1 earth archon ground rager (level 14 controller,
the side of the great mountains-contains a lens that Monster Manual 2 14)
allows an observer to see for miles, even through .. 1 gates of winter hazard (level 16 lurker, page 19)
deep cloud cover. The lenses' creators also tuned .. 1 ice archon hailscourge (level 16 artillery,
them to three locations that even untrained observers MM20)
can scry on. Rumors vary as to the identity of those .. 2 iron archon interceptors (level 14 soldier,
locations. Are they other archon bastions, the resting page 130)
sites of primordials, or regions of other worlds?
Level 17 Encounter (XP 8,800)
.. 1 earth archon rumbler (level 17 brute, Monster
ADVENTURES Manual 2 14)
The characters might confront the archons ofIrdoc .. 1 field of everfrost* hazard (level 18 blaster,
Morda as soldiers in a larger struggle, never navigat DMG 92)
ing the fortress , or they might infiltrate the alien .. 1 ice archon rimehammer (level 19 soldier.
tunnels and passages that defy the rules of architec MM20)
ture. If they are troubled by something worse than .. 2 iron archon crescent blades (level 16 skirmisher,
archons, they might even consider taking shelter in page 130)
Irdoc Morda, in which case they must consider what *As a field of everflame, but dealing cold damage.
to offer the proprietors in exchange.
Level 21 Encounter (XP 16,700)
Worked rock and iron define the terrain ofIrdoc .. 1 greater helmed horror (level 18 elite soldier,
CHAPTER 3
'- - - ' _ . _ . - . - . - . - . -.- . - - . - .- . _ .
ofsolid lightning called Zahazrian. The storm titan's Elementals, giants, githzerai, and natural hazards of
will keeps the mote manifest enough to support habi the Elemental Chaos beset adventurers here. Char
tation. Only storm giants and a few lightning-related acters might also encounter other travelers, such as
elementals spend time on its crackling surface. other adventuring parties or efreet scouts, but most
Kazzamir lives in a shack, formed by arcs of light intelligent creatures avoid the Moteswarm.
and plans. Sometimes he ventures forth to cleave .. 1 ash frost assassin (level 12 skirmisher, page 138)
enemies with his greatsword or to undertake a mis .. 1 firelashers (level 11 skirmisher, MM 104)
sion that he believes only he can accomplish. When .. 1 luminous node hazard (level 11 blaster, page 18)
he returns, he always finds-to his frustration-that he .. 1 rockfist smasher (lcvell0 brute, Monster
The Moteswarm is a microcosm of the Elemental .. 4 githzerai cenobites (level 11 soldier, MM 130)
Chaos, encapsulating its essence. It can showcase .. 1 githzerai mindmage (level 14 artillery, MM 131)
the Plane Below to an adventuring party that is new .. 1 githzerai zerth (level 13 elite controller,
ENVIRONMENTAL FEATURES
Every sort of terrain and environmental hazard in the
Elemental Chaos and in the Abyss might occur on the
slopes of the Pandemonium Stone. Two special fea
tures trigger upon specific events.
Reentry Squall: When the Pandemonium Stone .
appears, an intense elemental disturbance ripples
out 600 feet in all directions. Each creature caught
in the blast must succeed on a DC 23 Acrobatics or
Athletics check, or that creature slides 2d20 squares,
falls prone, and takes ongoing 5 psychic damage (save
ends). Creatures on the surface and adjacent to or
within the spire feel no effect from a reentry squall.
Slopes: The surfaces of the Pandemonium Stone
continually change shape and substance. In some
places they slope gradually, qualifying as difficult ter
rain. Elsewhere, the slopes are so steep that creatures
must make Athletics checks of varying difficulty to
climb them, up to a DC of27.
ENCOUNTER GROUPS
Slaads swarm around the Pandemonium Stone, but
groups of other creatures also arrive to investigate it.
ENCOUNTER GROUPS
Storm-related monsters abound on this pillar. Aquatic
creatures dwell in rive;:s and in cataracts fed by the
rains (which can fall in any direction). Other kinds of
creatures might survive in calm areas or, with magi
cal aid, in caves of cloudstuf(
MM 105)
.-.-._.-.-.-.--.--.-.-._-.-.-.
watersoul genasi or sahuagin. Sometimes they
THE R1VERWEB demand bribes for safe passage, sometimes they trade
rare undersea treasures for magic items, and some
The Elemental Chaos contains bodies of water and times they attack without provocation.
other liqUids, forming oceans, rivers, and falls that Theories about the origin of the Underfolk abound .
plunge for miles into emptiness. A number of rivers Some say they are elementals that have developed
support trade and travel. Boats and planar dromonds abnormal intelligence. Others claim they are storm
supply waterside communities for lower fees than giant cultists of Solkara, aquatic fey stranded in the
those charged by captains of flying vessels. plane, or elemental water spirits called marids.
Several thousand miles from the City of Brass,
more than a dozen major rivers and a hundred MAJOR AREAS
streams converge in a network called the Riverweb. Given its expanse and variation, the Riverweb can
This nexus of forks, convergences, and other watery host any kind of aquatic adventure. The follOWing
features stretches hundreds of miles. vVhiripools areas draw the most attention.
mark some junctions; ponds, lakes, and even seas Castle Torrent: Castle Torrent literally rises from
form at others. Squalls erupt frequently. A few seas the rapids of a large river. Currents harden into the
and rivers have banks of stone or crystal, but most forms of an outer wall, half a dozen towers, and con
flow suspended in space on different horizontal necting structures, holding shapes as constant and
planes. Islands, mostly of stone but also of other sub impermeable as stone in the course of the flow.
stances, emerge from the waters. Dark shapes sometimes move behind the walls.
All long-distance aquatic travel through mapped Though observers cannot see deeper into the castle,
regions of the Elemental Chaos passes through the investigations suggest that water fills it entirely.
Riverweb sooner or later. Decktown: In an area called the River's Fangs,
where dozens of ships have wrecked , a small commu
IN HABITANTS AND CULTURE nity called Decktown has developed among the rocks
Communities exist throughout the Riverweb: on land, and shattered hulls. Parts of the town float , anchored
on water, and underwater. Below are descriptions of to the rocks. Bridges, decks, and other structures
the busiest, most notorious, and deepest, respectively. narrow the channel but also line safe routes for pass
Rheilvaltans: The city of Rheilvalt (see below) ing vessels. Crews rest and conduct minor trad e here.
throngs with several thousand inhabitants, primar The Landing: Near where a wide river feeds into
ily humans and genasi but also members of other a lake lies a low, stone island called the Landing.
humanoid races. A ruling mercantile council main Floating rocks connect it to two other islands in adja
tains the community's status as the center of trade cent streams. Regional trade vessels disembark at the
for all oceanic commerce in the region. The council Landing. Adventurers traveling to other places in the
offers a reward to anyone who shatters the River Spi Riverweb might find transport here.
ders' organization (see below); however, the council Rheilvalt: The largest surface community of the
also pays tribute to the pirates, lest trade suffer. Riverweb, Rheilvalt rests on a series of islands linked
River Spiders: Numerous pirates ply the rivers by arched bridges. One island, in a passing river that
and byways of the Riverweb. The term "River Spi never meets the lake, connects to the city center by a
ders" applies to all of them but most accurately refers bridge that soars over empty space.
to a flotilla of seven vessels armed and enchanted
against the magic and extreme weather of the plane. ADVENTURES
A favorite River Spider tactic is to come up alongSide With its concentration of diverse communities and
a vessclnear the edge of a river or lake and threaten factions, the Riverweb offers the best opportunity
to ram it over the side unless its crew submits. for water-based adventures in the Elemental Chaos.
The pirates' leader, a watersoul genasi barbar Adventurers might travel through the region toward
ian named Thalku!, rules the band from the largest other destinations or investigate the mysteries of
vessel, the Drowned Widow-a spelyamrner, according Castle Torrent or the Underfolk. Characters might
to rumor. The River Spiders have several hideaways deliver goods to Decktown or Rheilvalt, rout a sect of
throughout the Riverweb and in other lakes and Solkara, or fight (or jOin) the River Spiders.
oceans of the Elemental Chaos. Their center of opera
tion is a hidden village called Widow port. ENVIRONMENTAL FEATURES
Underfolk: In the deepest parts of the deepest Currents: Rivers and streams, and even some
bodies of River web water dwell beings known to air lakes and seas, have Significant currents (Dun8eon
breathers as Underfolk. When Underfolk interact Master's Guide, page 45).
with surface-dwellers, they do so through interme Edges: Some rivers and streams flow independent
diaries-usually water elementals but sometimes of banks, and some have no beds. A creature or vessel
3
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that falls over the edge, or a dense object that sinks ENCOUNTER GROUPS
through, plummets until it strikes something solid. The Riverweb seethes with pirates and water-based
Mist: Mist covers much of the Riverweb. Misty elementals. Islands and open sky present the possibil
squares are lightly obscured. ity of encounters with other kinds of monsters as well.
Riverbanks: 'Vhere they exist, riverbanks can
slide and sink unpredictably. Their shifting surfaces Level 10 Encounter (XP 2,900)
are difficult terrain. + 2 Crushing Wave hierophants (level 10 artillery,
Steam: Parts of the Riverweb give off steam when page 154)
they flow near fire or magma. Squares of steam are + 3 genasi stoneshields (level 10 soldier, Monster
lightly obscured . Any creature that starts its turn in a Manual 2 117)
steam square takes Id6 fire damage per tier. + 1 jet ofsteam* hazard (level 9 blaster)
Water: Much of the Riverweb's water is clear and *Treat as an elemental eruption (page 20) that has
harmless, but it can hide dangers. only the fire effect.
Water, Boilin8:Any creature that starts its turn in Level 15 Encounter (XP 6,800)
bOiling water takes IdS fire damage per tier. + 1 storm archon squallshield (level 17 soldier, Mon
Water, Freezin8:Any creature that starts its turn ster Manual 2 16)
in freeZing water takes Id6 cold damage per tier, + 3 water archon shoal reavcrs (level 13 brute, Mon
and the Endurance check DC to avoid losing healing ster Manual 2 IS)
surges from suffocation increases by 2. + 2 water archon waveshapers (level 16 controller,
Water, Solid: Some water in the Riverweb forms Monster Mal1ual2 IS)
solid objects even at temperatures above freeZing.
Such water is not ice but has the consistency of stone. Level 25 Encounter (XP 42,350)
Waterfalls: Riverweb waterfalls can fall scores of + 1 elder sea worm* (level 24 solo soldier, MM 214)
feet or more. A current near a waterfall slides crea + 2 storm giants** (level 24 controller, MM 124)
tures 2 to 5 squares farther than a normal current. *Treat as an elder purple worm, but add the aquatic
Whirlpools: Whirlpools are aquatic versions of keyword, decrease base speed and burrow speed to
whirlwinds (Dun8eon Master's Guide, page 69). 2, and add a swim speed of S.
**The giants are mounted on the sea worm.
within Sanzerathad hides its most important cham spawn chaotic or elemental variants of any creature,
ber. The thickness of the room's walls rivals that of particularly aberrations and undead . Some such
the monastery's outer wall. No doors allow entrance. chaos-spawn remain in existence; others vanish
Only sheer force ofwill (which must defeat the after a short time. Most of them appear outside the
combined efforts of the Hands of Order) can open a outer wall. Sometimes, when the Hands of Order
passage through the rock. falter, warping walls and changes in the environment
None but the githzerai know what the room con signal a new arrival inside the compound, which any
tains. Does it house a holy object? A repository of available Blades of Discipline-and perhaps the char
lore? The heart of a slumbering primordial? A relic acters-rush to exterminate.
of the mind flayers from whom the githzerai escaped
long ago? A portal to the heart ofZerthadlun, through Level 13 Encounter (XP 4,600)
which chaos would flow ifleft unchecked? Interested • 5 canoloth harriers (level 13 minion , Manual of the
parties can only speculate-or wait until chaos finally Planes 120)
overwhelms Sanzerathad. • 1 chaos storm hazard (level 16 blaster, Manual of
the Planes 67)
ADVENTURES • 2 foulspawn hulks (level 12 brute, MM 113)
Adventurers could end up in Sanzerathad as cast • 1 gray slaad (level 13 skirmisher, MM 238)
aways from a chaos storm or after an attack. They
might be following rumors about the Room with Level 19 Encounter (XP 13,200)
No Doors, coveting whatever legendary wonders • 1 Avernus cinderstorm hazard (level 18 elite
they believe to be housed within. They could try to blaster, Manual of the Planes 23)
convince the githzerai to accept their help, whether • 2 gibbering abominations (level 18 controller,
of their own accord or in response to a plea from a MM 126)
githzerai monk acting without consent of superiors. • 13 slaad spawns (level 17 minion skirmisher,
The characters might arrive on behalf of another Monster Manual 2 185)
community plagued by chaos, in hopes that the githz
erai ofSanzerathad might offer advice on how to Level 21 Encounter (XP 18,600)
ward it off. • 1 black slaad (level 20 skirmisher, MM 239)
• 1 chaos storm hazard (level 16 blaster, Manual of
ENVIRONMENTAL FEATURES the Planes 67)
Inside Sanzerathad's walls are ordinary stone streets • 1 consumptive swarm (level 21 elite skirmisher,
(with the exception of random surprises born of the page 133)
swirling chaos currents). The terrain outside the • 2 rot harbingers (level 20 soldier, MM 223)
walls is a different story. • 1 skystone field hazard (level 19 lurker, page 22)
Changing Terrain: Outside Sanzerathad proper,
tides of chaos wash over the terrain without pattern,
transforming the land from one moment to the next.
Any sort of terrain or environmental hazard can
manifest there.
Chaos Outbreaks: Inside Sanzerathad's walls,
outbreaks of chaos sometimes occur. A normal hall
way might become a passage of swamp muck. A stone
wall might turn to ice. Doors and hallways could sud
denly lead to new locations in the monastery. (You
can either map out the monastery in several sections
and shuffle them or simply treat a door as a portal to
elsewhere in Sanzerathad.)
you like a puppet show. As you near a lar8e shadow. YOll see Skills Stealth +9
chat it is the uneven maw ofa larBe openin8. Nearer still, Str 23 (+10) Dex 10(+4) WIs16 (+7)
you can estimate its span at a hundred feet. It plul1aes deep Con 19 (+8) Int 12 (+5) Cha 12 (+5)
stalactite or stalagmite.
1 capture crystal hazard (C) Check: The giant makes a melee basic attack against the
As a precaution against intruders and against the terrain that lasts until the end of the encounter.
hill giants' own servants stealing from the mine, the
giants' shaman has converted some of the mirror Capture Crystal (C) Level 13 Lurker
crystal in the cavern into capture crystal. 11.11.11.1 XI' H()O
The cryslalline jloor emits a resonant hum, and then absorbs
When the pes reach the floor of the opening, the creature above it with a painful.flash ofli8l1t.
read: Hazard: When triggered, capture crystal absorbs a creature
The cavern slopes down and awayfrom you to crystal walls near it, trapping it in a small crystalline prison from where
it can only look out helplessly.
dozens of yards off. Cry stal stalactites and stalaalJlites
Pe rception
aleam. Unitt bounces this way and that. and sound falls .. DC 18: The character recognizes that the patches of
flat. A hillaiant thuds toward you. dub swin8in8. capture crystal are made ofthe same material as mirror
crystal.
The hill giant makes a greatclub attack against two Medium Target: The triggering creature
or smaller targets; on a hit, the target is pushed 2 squares and Attack: +16 vs. Reflex
knocked prone. Hit: 2d6 + 2 radiant damage, and the target is captured
=t Huri Rock (standard; at-will) in a crystalline prison (save ends). While captured in the
Ranged 8/16; +15 vs. AC; 2d6 + 5 damage. crystalline prison, the target is immobilized in a crystal
Alignment Chaotic evil Languages Clant chamber beneath the attacking square of capture crystal.
Skills Athletics +16 It has just enough space to stand but cannot leave the
Str 21 (+11) Dex 8 (+5) Wis 12(+7) chamber. It can see out of any square of capture crystal or
Con 19(+10) Int 7 (+4) Cha 9 (+5) mirror crystal within 20 squares of it. The target has line
Equipment hide armor, greatclub of effect to no creature and no creature has line of Sight
or line of effect to the target (although its image appears
When the hill giant is adjacent to a stalactite or a sta in other squares of capture crystal). When the effect
ends, the target reappears adjacent to a square of capture
lagmite, the giant can shatter it in a spray of crystal by
crystal within 20 squares of the space it vacated. It cannot
hitting it with an attack. The stalactite or stalagmite is be captured again until the end of its next turn.
destroyed. Countermeasures
.. A character can make a DC 18 Arcana or Dungeoneering
check as a standard action against an adjacent square of
capture crystal to disable that square until the end of the
encounter.
.. A square of capture crystal can be attacked. It has AC
in diameter, that streaks across the Elemental Chaos. Thunderheads roll into view, tumblina in an arcina trajec
Observers at a distance presume it is nothing more tory. Flashes o..ffire and liahtnina draa thunder in their
than a fireball burning its way to extinction. wake. A rent in the clouds reveals a cha.lky core littered with
Arcana or History DC 20: The speed of the irreaularities. The rent closes, and the storm boils past.
H OOK : SLAAD STOMPING The ruins span a range of architectural styles, but the
degree of decrepitude prevents identification of the
A band of slaads has been seeking the Body Lumi
cultures that built them.
nous in hopes of finding a way to pierce the barriers
The stubs of four broken towers define a concave
between realities. In their search, the slaads have
courtyard 300 feet across. Offset from the center of
left a path of destruction through the cosmos. The
the courtyard stands the body of a mostly petrified
When the PCs near the petrified slaad, it calls AREA 1: UPPER VESTIBULE
out in Primordial:
Torhana Inksoul's expedition excavated the shaft that
uCome no doser, or I will warn the seekers below. Oh, see
is being guarded by the partially petrified slaad. A
what they have done to me."
few days ago, a group of slaads opened the passage
and gained access to a vestibule with a scaled valve.
PETRIFIED SLAAD GUARDIAN which they have not managed to budge.
The characters can appease or defeat the petrified Tactical Encounter: "Upper Vestibule," page 96.
slaad by succeeding on this skill challenge.
Level: 15 (XP 4,800). AREA 2: INNER LOCK
Complexity: 4 (requires 10 successes before 3 Beneath the valve in the upper vestibule, a vertical
failures). passage drops to an inner lock of hard, smooth mate
Primary Skills: Arcana, Bluff, Diplomacy, rial unlike the chalky stone encountered so far. The
Intimidate. back of a humanoid skeleton partly protrudes from a
Arcana (requires the Ritual Caster feat; DC 23, stan
translucent wall.
dard action): The character uses knowledge of ritual Tactical Encounter: "Inner Lock," page 98.
If the slaads know of the pes' approach, add: Str 23 (+13) Dex 20 (+12) Wls 13 (+8)
Tl1ree creatures resemblinB the 8ra)' one, ofvarious colors Con 16 (+10) Int 4 (+4) Cha 20 (+12)
If the slaads do not know of the pes' approach, Ldlgl' t'll'1l1l'lltal humanoid XP 1,600
add the following instead: Initiative +8 Senses Perception +16; low·light vision
Three creatures resenrblin8 t11e way one, ofvarious colors AC 27; Fortitude 26. Reflex 23. Will 25
Saving Throws +2
The 8 ray creature looks at JOU and replies ill Primordial, Action Points 1
"Did dreams lead Y0lt here, as us? Dreams offutures past CD Claw (standard: at-will) + Disease
and histories solvent? Ofworlds that are not this world? Reach 2: +18 vs. AC; 2d8 + 5 damage, and the target is exposed
to chaos phage (page 142).
Can JOU Imlid the eye oftomorrow that vexes us? Are you
~ Maddening Croak (standard: recharges when first bloodied and
succulent and filled with jllic)' blood?" again when the green slaad madjack spends an action point) + I
Psychic
The gray slaad continues to work or to spew questions Close blast 5; +16 vs. Will; 2d12 + 5 psychic damage. and
until the heroes move within 5 squares of a slaad, or the madjack slides the target 3 squares and knocks it prone.
until they attack the slaads. Then all the slaads attack. Until the end of the target's next turn, the target must take a
standard action to stand up.
~ Maddening Visions (minor 1/round: at·wllI) • Charm
TACTICS Close burst 2: targets one enemy in burst; +16 vs. Will; the
The digester and the madjack move forward first. target must make a melee at·will attack as a free action against
The madjack tries to disorient foes, while the digester one of Its allies within its reach. The green slaad madjack
chooses the attack and the target ally.
moves in and grabs anyone it can. The gray slaad
, .. Mind Spasm (Immediate reaction, when an enemy moves
havoc stays back and uses havoc bolt to keep enemies adjacent to the green slaad madjack: at·wlll) + Psychic
within reach of the others. The white slaad looks for Close burst 1: +13 vs. Will; 2d6 + 5 psychic damage. If the
opportunities to exploit combat advantage, splitting attack hits the triggering enemy, it is also dazed (save ends).
into its temporal replicas only if it is hard·pressed. Alignment Chaotic evil Languages Common. Primordial
Gray Slaad Havoc (H) Level 15 Artillery (Leader) White Slaad Temporal Replica Level 16 Minion Lurl<er
Me diulll "'('n w n t,,1 h U Ill ~ l1 o id XP 1.200 Med lUIll ('1"1111' 11 1.11 hUlll.lIlold XP 0
Initiative +10 Senses Perception +11; low-light vision Initiative +16 Se nses Perception +14; low-light vision
HP 116; Bloodied 58 HP 1; a missed attack never damages a minion.
AC 27; Fortitude 27, Reflex 28. Will 26 AC 29; Fortitude 29, Reflex 27, Will 26
Immune chaos phage Speed 6, teleport 4
Speed 6, teleport 6 <D ProbabJllty Claw (standard; at-will)
G) Havoc Claw (standard; at-will) + Disease +21 vs. AC; 8 damage, and the target is dazed until the a:
+22 vs. AC; 1d8 + 6 damage, the gray slaad havoc slides the beginning of the white slaad temporal replica's next turn. u.J
target 2 squares, and the target is exposed to chaos phage (page Combat Advantage ~
142). A white slaad temporal replica deals 2 extra damage against any ::>
:r Havoc Bolt (standard; at-will) creature granting combat advantage to it.
Ranged 20; +20 vs. Reflex; 2d8 + 6 damage, and the gray slaad Alignment Chaotic evil Languages Common. Primordial a:
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havoc slides the target 3 squares. If the attack scores a critical Str 20 (+13) Dex 19 (+12) WisH (+9) f
hit, the gray slaad havoc can repeat it once as free action. Can 22 (+14) Int 7 (+6) Cha 14 (+10) Z
Skills Athletics +14. Stealth +15 Statues: The three Large statues are made or stone
Str14(+9) Dex17(+10) Wls19(+11) (AC 4; Reflex 4 , Fortitude 12; hp 80). They provide
Con 20 (+12) Int 23 (+13) Cha 16 (+10) cover. A character can make a DC 18 Athletics check
to climb onto a statue.
White Slaad (W)
Level 16 Elite Lurker Floor Valve: This metallic dome (the octagonal
Med iulll (,lp lll(' ntd l hU l11anoid
XP 2,800 feature on the map) has large clamps and the word
Initiative +16 Senses Perception +14; low-light vision "Inksoul" etched on one side. For nonclcmental crea
HP 248; Bloodied 124 tures, the valve requires a DC 28 Strength check or
AC 29; Fortitude 29, Reflex 27, Will 26 Thievery check to open. Subtle magic imbued in the
Immune chaos phage valve bars elemental creatures entirely; however. the
Saving Throws +2
slaads' persistence has nearly exhausted the magic.
Speed 6, teleport 4
Action Points 1
G) ProbabJllty Claw (standard; at-will) + Disease
+21 vs. AC; 1d6 + 5 damage, and the target is dazed until the
end of the white slaad's next turn and is exposed to chaos phage
(page 142).
Temporal Split (standard; recharges when first bloodied or when
the white slaad spends an action point)
The white slaad splinters into six white slaad temporal replicas,
each appearing in an unoccupied space within 5 squares of
the white slaad's previOUS space. The white slaad disappears,
and it cannot attack or be attacked until it reappears. The
temporal replicas thereafter act on the white slaad's Initiative
count. When the last temporal replica has been reduced to 0
hit pOints. the white slaad reappears within 5 squares of the
space occupied by that replica and can act normally on its next
initiative count. See also advantage af time.
Advantage of Time
Whenever a white slaad reappears after its temporal replicas
have been reduced to 0 hit points, all enemies it can see grant it
combat advantage until the end of its next turn.
Combat Advantage
A white slaad deals 1d6 extra damage against any creature
granting combat advantage to it_ In addition, that creature is
dazed (save ends) instead of dazed until the end of the slaad's
next turn.
Alignment Chaotic evil Languages Common. Primordial
Skills Athletics +18. Stealth +17
Str 20 (+13) Dex 19 (+12) WisH (+9)
Con 22 (+14) Int 7 (+6) Cha 14 (+10)
Encounter Level 15 (6,500 XP) 3 Oblivion Wraiths (W) Level 14 Brute
large .,hJdow humanoid (undead I XP 1.000 (,deh
TACT ICS
The oblivion wraiths attempt to envelop characters in
their nihil aura, while the spirit ooze attacks the near
est target mindlessly.
Spirit Ooze (0) Level 16 Elite Lurker Torhana. Spirit Vampire (V) Level 11 Lu r ker
L.l rge na tura l a nim a te (hlind, 00](', lIn d(,,,d) XP ],8 00 I\\c(liUIIl shadow hU fIldl1Uid (u nd ead) XP 700
Initiative +20 Senses Perception +10: blind sight 10 Initiative +14 Senses Perception +11; darkvlsion -:0
...l
HP 166; Bloodied 83: see also split HP 66 (99 if in a possessed body); Bloodied 33
AC 32; Fortitude 27, Reflex 32, Will 31; see also s/ipperyphasin8 AC 24; Fortitude 23, Reflex 24, Will 26
a:
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Immune disease, gaze, poison: Resist 10 necrotic, insubstantial; Immune disease, poison; Resist 5 necrotic, insubstantial (spirit Z
Vulnerable 10 radiant form only); Vulnerable 5 radiant Z
Saving Throws +2 Speed 6 (possessed body only), fly 6 (spirit form only); phasing
Speed fly 6 (hover); see also spirit sink and phose away (spirit form only) a:
UJ
Action Points 1 ® Claw (standard; possessed body only; at-will) + Necrotic ~
® Spirit Sink (standard; at-will) + Necrotic +17 vs. AC; 1d6 + 4 damage plus 1d6 + 4 necrotic damage. Z
Reach 2; +19 vs, Fortitude; 3d6 + 5 necrotic damage, and the ® Spirit Touch (standard; spirit form only; at-will)" Necrotic ::J
target is weakened (save ends), The spirit ooze gains phasing +15 vs. Reflex; 2d6 + 6 necrotic damage. o
until the end of its next turn, + Blood Drain (standard; requires combat advantage; possessed U
Z
Split (when first bloodied; encounter) body only; recharges when an creature adjacent to Torhana UJ
The spirit ooze splits into two Large oozes, one occupying becomes bloodied) .. Healing
the original ooze's space and the other in a space adjacent +15 vs. Fortitude; 2d12 + 8 damage, the target is weakened
to it. Each of the creatures has hit points equal to half of the (save ends), and Torhana regains 16 hit points.
original creature's current hit pOints. Both creatures act on the + Possess Body (minor; at-will)
original creature's initiative count. Effects applied to the original Torhana can possess the body of a dead or unconscious Medium
creature do not apply to either individual after the split. The or smaller humanoid. While in a possessed body, she has the
spirit ooze cannot split if reduced to 0 hit points by the attack follOWing traits:
that bloodied it. If left alone, at the end of the encounter the + She loses fly 6, phaSing, and spirit touch.
two individuals combine into one spirit ooze, which has hit + She gains speed 6, claw, blood drain, and a +7 bonus to
Combat Advantage + She loses the insubstantial quality and gains 33 temporary
A spirit ooze deals 2d6 extra damage against any creature hit points. When she loses the temporary hit points, the body
granting combat advantage to it. falls prone in its square and Torhana resumes spirit form.
Phase Away (minor; while the spirit ooze has phasing; at-will) + While possessed, the body cannot regain hit points or
The spirit ooze shifts 1 square. awaken. A dying creature is considered stable while Torhana
Slippery Phasing (while the spirit ooze has phasing) possesses its body. Healing the possessed creature deals
The spirit ooze gains a +2 bonus to AC and Reflex. damage to Torhana equal to the hit points regained.
Alignment Unaligned Languages + Melee and ranged attacks can target Torhana only. Close and
Skills Stealth +21 area attacks target both the possessed creature and Torhana.
Str 16 (+11) Dex 26 (+16) Wls 15 (+10) + Torhana can leave a possessed body as a minor action. When
Con 17 (+11) Int 2 (+4)
--- Cha 11 (+8) she does so, she resumes spirit form and the body falls prone in
the square Torhana occupies.
+ Once Torhana leaves a body, she cannot possess that body
Torhana drifts about in combat, making spirit touch again until the end of the encounter.
attacks when she can. She moves to possess dead or Vulnerable to Sunlight
unconscious characters as they become available. IfTorhana starts her turn in direct sunlight, she is dazed and
cannot use possess body until the end of her turn.
Alignment Chaotic evil Languages Common
Illumination: Light leaking through the translu Str 6 (+4 or +11) Dex 18 (+10) Wls 10(+6)
cent wall dimly illuminates the chamber. Con 16 (+9) Int 10 (+6) Cha 22 (+12)
I Elemental Locales
Encounter Level 26 (47,500 XP) The monsters attack as soon as the characters draw
close to them or attack them.
SETUP
1 primordial colossus (P) TACTICS
1 retriever (R) The monsters do what they can to hurl the characters
6 Tziphal xorns (X) into the lava. The retriever opens with its eye rays and
then uses retrieve to carry enemies to the lava and
The servants ofTziphal protect his tomb from crea drop them in. The TZiphal xorns rely on erupt to push
tures he does not favor. Using the key it keeps gripped foes headfirst into the stream.
in its left hand, the colossus can bring the barrow
back into temporal harmony with the surrounding FEATURES OF THE AREA
area. Tholundru has ordered the colossus to grant
Illumination: GlOWing lava and daylight brightly
entry only to him and other followers ofTziphal. illuminate the area.
If the characters try to climb the pillars or land
Slopes: The slopes are difficult terrain for crea
on or otherwise interact with the barrow and its
tures moving up them. A creature knocked prone on
platform before activating the key, they simply pass
a slope slides Id4 squares on the scree. Forced move
through as if the object were not there.
ment down the slope increases by 2 squares.
When the PCs draw near enough to the slopes to Lava River: A creature that starts its turn adjacent
make out details, read: to lava takes 1dIO fire damage. One that enters lava
An enormous humanoid form stands next to the lava that or starts its turn in it takes 5dIO fire damage. The
Jlows down one ofthe trio of earth motes.
Primordial Colossus (P) Level 28 Elite Brute
Do not place the retriever until the characters notice Huge e lemental ,lIlill",!e ((Oll<,truet! XP 26.000
it. The xorns do not appear until they burrow up from Initiative +21 Senses Perception +22
below and attack. Elemental Presence (Acid, Cold, Fire, Lightning, Thunder) aura
5; each creature that starts its turn within the aura takes 15
Arcana Check acid, cold, fire, lightning. and thunder damage.
DC 31 The form near the lava is a constmct with an aura HP 640; Bloodied 320
ofelemental power. The lava does riot appear to harm it. AC 40; Fortitude 44, Reflex 37, Will 38
Immune disease, fear, poison, sleep; Resist 15 variable (3/
Perception Check encounter)
Saving Throws +2
DC 31 A hUBe creature like a metallic spider lurks amid
Speed 10
tumbled rocks near the lava river. Its Belli like eyes blaze Action Points 1
with elemental power. <D Slam (standard; at-will)
+29 vs. AC; 3d10 + 14 damage.
® Colossal Slam (standard; at-will) + Acid, Cold, Fire, LIghtning,
Thunder
Close blast 3; +29 vs. AC; 3d10 + 14 damage. and the
primordial colossus can make a secondary attack. Secondary
Attack: Close blast 3; +28 vs. Fortitude; 3d8 acid. cold, fire,
lightning, and thunder damage. and the target is knocked prone.
~ Reacdve Kick (Immediate reaction. when an enemy moves
adjacent to the primordial colossus; recharges when first
bloodied) + Acid, Cold, Fire, LIghtning, Thunder
Targets the triggering creature; +30 vs. Fortitude; 3d8 + 7 acid,
cold, fire. lightning, and thunder damage, and the target is
pushed 4 squares and knocked prone.
:,- Primordial Stone (standard; at-will) + Acid, Cold, Fire,
LIghtning, Thunder
Ranged 20; +29 vs. Reflex; 3d6 + 14 damage, and the
primordial colossus can make a secondary attack that is a burst
5 centered on the target. Secondary Attack: +28 vs. Fortitude;
3d8 acid, cold, fire, lightning, and thunder damage, and the
secondary target is knocked prone.
Alignment Unaligned Languages -
current slides creatures 3 squares toward the opcning Retriever (R) Level 27 Soldier
at the bottom of the vale. Lava rivers are 20 feet deep Hug" " I('mentdl dJllmdle XP 11 .000
and require a DC 24 Athletics check to swim. Initiative +24 Senses Perception +20; darkvision,
..J
A creature that falls in the river and is swept to its truesight 10 III
end is engulfed by a swirling cataract oflava before HP 248; Bloodied 124 W
AC 43; Fortitude 39, Reflex 40, Will 38 1:
dropping through the gap. In addition to the damage
from immersion in the lava, the creature takes Sd 10
Immune charm, fear; Resist 5 to all damage r-
Speed 8 et:
damage from the violent churning as the river spills (±) Claws (standard; at·will) '-L.I
into the Elemental Chaos. A mile below the earth Reach 3; +34 vs. AC; 2d8 + 8 damage. r
mote stretches a rocky badlands; any creature that (±) Retrfeve (standard; usable only while the retriever does not Z
::::l
have a creature grabbed; at-will)
ca nnot fly or otherwise stop its fall is in grave danger.
Reach 3; +30 vs. Fortitude; 2d8 + 8 damage, and the target
o
U
is grabbed. The retriever can move a creature it has grabbed Z
CONCLUSION without making a Strength attack. '-L.I
Defeating the colossus causes it to release the key, ::rEye Rays (standard; one ray recharges each round-roll a d4 to
made of polished black obsidian. determine which) + Acid, Cold. Fire. Thunder
The retriever fires all the rays as a single standard action, but
When the pes defeat the colossus, read: each must target a different creature: ranged 10; +32 vs. Reflex.
Th e colossus shudders and cra cks apart, its chunks faUina 1-Ac\d Ray: 2d10 + 9 acid damage, and the target is blinded
in a heap. Its clenched left hand breaks apart. and from the (save ends).
2-Cold Ray: 2d1 0 + 9 cold damage, and the target is
shattered arip drops a massive obsidian object shaped like a
immobilized (save ends).
skeleton key 3-Flre Ray: 2d10 + 9 fire damage, and ongoing 15 fire damage
(save ends).
To gain access to the barrow, the cha rac ters need to 4-Thunder Ray: 2d10 + 9 thunder damage, and the target is
retrieve the key. If the key fell into the lava, a char stunned (save ends).
acter might have to scoop it out, use the ma8e hand Self-Repair (standard; recharges when first bloodied) + Healing
power to grab it, or find some other means of obtain The retriever regains 20 hit points and gains a +4 bonus to AC
ing the key. until the start of its next turn.
Once the key is retrieved , a cha rac ter must make +
Unerring Accuracy (standard; daily) Teleportatlon
The retriever senses the general location of the target or nearest
a DC 30 Arcana check to ac tivate it. Doing so causes
creature of the type it was commanded to locate. The retriever
the barrow to snap back into tempora l alignment. teleports to a space that is within 10 squares of the target. The
target need not be on the same plane as the retriever when it
When the barrow returns to normal time, read: uses this power.
A crack splits the air. Th e plaiform's shimmerin8 ceases, Alignment Unaligned Languages -
and it becomes more solid-lookin8. Str 26 (+21) Dex 29 (+22) Wls 25 (+20)
it from the slopes. MedIum e lemental magical beast (edrth) XP 1.750 each
TACTICS CONCLUSION
The quake gorgon uses its temblor aura to keep the char
acters away from Tholundru and gores them while the The characters find the reagents Tholundru has
stone giant uses area and ranged powers. It conserves gathered for his ritual. Depending 011 your campaign
plans. they might also discover prisoners Tholundru
emption breath for bunched enemies and uses BYoundin8
intended to sacrifice. You could expand the adven
8lare to pull flying creatures into its reach.
Tholundru uses stone from air to place shardstorm ture by adding a group of cultists who arrive too late
to aid in the ritual. You might also devise a way for
vortex whirlwinds between himself and the char
the heroes to lay TZiphal to rest for good , leading
acters. spacing the whirlwinds to foil area or close
to further quests and a return to the Barrow of the
attacks. Then he hurls rime ofston), sleep at the party
Mountain Builder.
and spends an action pOint to follow lip with rune of
CHAPTER 4
page 118) has conquered one of the Elemental Cha ver Jett and learn of Dagon's influence. They might
>CO
os's few genasi trading cities. The populace is dead decide that removing the Lord of Depths would help «
or fled-both the minotaur cultists and Baphomet their cause immeasurably. The climax of the cam
are bloodthirsty ravagers. One of the refugee genasi paign is a showdown: the characters and their allies
approaches the characters and asks them to free on one side, and one or both demon lords and their
the city. forces on the other. If the heroes can't kill one or both
The minotaurs are strong but not overly bright. A of the demon princes, they can still claim a major vic
party that employs finesse can overcome them with tory by substantially weakening them.
relative ease. While liberating the city, the characters
encounter at least one living genasi, a former council
member named Jett. He accompanies the characters LOW LEVEL, H1GH DANGER
as they free the city, watches them defeat the mino The sample campaign arcs presented here involve the
taur leader, and willingly offers whatever aid and paragon and epic tiers. Characters at the heroic tier
information he can. simply aren't tough enough to survive extended forays
Jett is actually a covert priest of Dagon (Monster into the Abyss or the prolonged attentions of its inhab
Manual 2, page 45) who hopes to expand the demon's itants. Nevertheless, you can still introduce abyssal
influence to other cities, using swifter methods than influences into heroic tier adventures or campaigns.
those employed to take Gloamnull (page 74). He The Simplest means of doing so is to pit the characters
had manipulated the Baphomet cultists into openly against the cultists of a demon lord. Since foolish or mad
attacking the city so he could sweep in, with the aid individuals of all levels might turn to worship of such vile
of a few dark allies, and "rescue" it. His plans stymied beings, you can design these opponents to suitably chal
for now, he cozies up to the heroes to gather more lenge the party's abilities. Such organizations also allow
information about them. you to foreshadow the appearance of more powerful
While the characters undertake other adventures, abyssal entities in the campaign at higher levels.
Jett contemplates what to do about his recently over Perhaps your heroic tier characters are already in
turned plans. In the end, he forsakes subtlety and the Elemental Chaos when a demonic force launches
reconquers the city with a force of demons supplied an attack. They might be inhabitants of or visitors to a
by Dagon's ally, Demogorgon (Monster Manual 2, page major community of the Plane Below, such as a githzerai
42). The characters uncover Jett's ruse and return to monastery or a genasi or efreet trading post. The charac
free the place again . They also learn that he hopes to ters aren't yet powerful enough to stand on the front line
use the genasi city as a beachhead for fiendish forces against the demon hordes, but they can still contribute
to conquer other important locations in the Elemen to the battle in important ways. For example, they can
tal Chaos. The ultimate goal is to build an army of protect and evacuate some of the population, fight lone
slaves, march into the Abyss, and conquer the rivals demonic scouts that penetrate the settlement, or patrol
of Dagon and Demogorgon. the streets against looters or other scum that would take
By defeating Jett, the characters have person advantage of the turmoil. This activity in turn brings the
ally angered the Prince of Demons. Demogorgon party to the attention of more influential patrons-and
launches a series of fiendish attacks against them, more dangerous enemies.
culminating in a strike by his exarch Thrarak (Mon The influence of the Abyss occaSionally bleeds into
ster Manual 2, page 47). The steadily escalating the world for a short time through a planar breach. Ifthe
attacks, punctuated with a pointed declaration by one characters aren't tough enough to handle a sojourn in the
of Demogorgon's servants, send a clear signal that Abyss, you can bring the Abyss to them. A small region
the two-headed fiend has no intention ofletting the that has been corrupted and twisted Into a reflection
matter drop. For the characters to survive, the Prince of the darkest pits makes an interestihg and terri fying
of Demons must die. glimpse of the campaign's future.
o
28: To TRICK TH£ ~
PRINC£ OF B£ASTS
Baphomet (Manual ofthe Planes, page 118) didn't
get to be a demon prince by being stupid or gull
ible. Still, Lolth, the Demon Queen of Spiders, is
far more cunning and patient. She has been plying
the Prince of Beasts for years, sending him gifts,
entrusting demons to his service, and showering him
with flattery. Having finally won his trust, she has
convinced him that she can weaken the demon lord
Yeenoghu's defenses long enough for Baphomet to
storm his rival's realm and destroy his hated enemy.
The Horned King musters his army and prepares to
attack, and Lolth promises to keep his domain safe in
his absence.
Without interference, Yeenoghu slays Baphomet
but is so weakened that Lolth, hidden nearby, can
finish him. The characters might not care if these
Quest XP: If the characters manage to find Galek demon lords kill each other, but they should be con
and get what they need, they earn a major quest cerned when the ensuing chaos greatly improves
reward based on their level (Dun8eon Master's Guide, Lolth's status. With their masters dead, the demons
page 122). sworn to Baphomet and Yeenoghu turn their alle
giance to the Queen of Spiders. Lolth is already a
21: TH£ LAST WITN£SS god-a flood of new demons to her banner would
make her even more dangerous. With this newfound
Long ago, a cult ofOrcus engaged in an elaborate
power, it will not be long before she turns her covet
ritual to bring the Lord of Undeath into the world.
ous eyes to the world , or even the Astral Sea.
An eladrin wizard named Felias stopped the cult
Quest Hook: The characters learn of the demonic
with a counter-ritual of his own design. Enraged,
maneuvering through terrestrial followers of the
Orcus directed his followers to track down Felias,
demon lords. Baphomet's cults undertake rituals to
capture him, and drag him to Oblivion's End. Felias
transport them to the Abyss so they can fight at their
finally succumbed after many years oflengthy tor
lord's side, while followers ofLolth prepare a great
ment Nothing stays dead in Thanatos, though. Felias
celebration. After discovering the extent ofLolth 's
returned as a tormenting ghost (Monster Manual, page
plan and assessing the risk, the characters descend
117), driven mad by the tortures visited upon him.
into the Abyss to stop her. The best outcome would
Quest Hook: A new sect ofOrcus worshipers has
be for Yeenoghu to slay Baphomet, Lolth to vanquish
rediscovered the old cult's ritual and is again attempt
Yeenoghu, and the heroes to put down Lolth or at
ing to call the demon lord to the world. The only
least stymie her plots. Accomplishing all this would
known way to stop the ritual is Felias's counter-ritual,
throw three layers of the Abyss into chaos and keep
but Orcus's followers suppressed all information
their demon residents too busy tearing each other
about it. Felias's records were destroyed when he was
apart to trouble the world any time soon.
captured. The only way to reconstruct the ritual is to
Quest Reward: If the heroes stop Baphomet from
consult the long-dead eladrin. The characters journey
attacking Yeenoghu's realm, they earn a minor quest
to Thanatos to contact him , but his ghost is too insane
reward of 13,000 XP.
to communicate reasonably. The characters must find
Quest Reward: If the characters manage to
a means of restoring his sanity. Barring that , they
achieve the defeat of the three demon lords, they
must destroy the ghost, find Felias's body, and use the
receive a major quest reward of 65 ,000 XP.
Speak with Dead ritual. Only then can they hope to
retrieve the information they need.
ADVENTURES
Mal Arundak is an excellent way to introduce a cam
paign set in the Abyss. Although the fortress seems a
refuge of normalcy amid the chaos, it is soon revealed
as another instance of demonic terror.
Getting into Mal Arundak is difficult enough. The
tougher challenge is dealing with delusional angels
that can turn on the characters at a moment's notice.
The heroes must walk a fine line-encouraging
their hosts' desire to help servants of the gods while
quieting the dark corruption that has stained their
essence. A truly epic task could be finding a way to Level 11 Encounter (XP 3,450)
redeem Alusiel and the others, perhaps by retrieving • 3 barlguras (level 8 brute, MM 53)
the Ebon Stone. • 2 canoloths (level 7 sold ier, Manual ofthe Planes
120)
ENVIRONMENTAL FEATURES • 2 evistros (level 6 brute, MM 54)
Asag Black Grass: Although the area ofAsag is • 2 neldrazus (level 8 lurker, MOl1ster Manual 2 56)
treeless, black grass appears to grow from its surface. • 2 runespiral demons (levelS artillery, Monster
In truth , the stalks are the demon's appendages. Manual 2 59)
Resembling cilia, the tendrils grab at anything in
reach . Any nondemon that falls prone in a square of Level 14 Encounter (XP 5,200)
Asag black grass must make a DC 20 Strength check • 4 corrupted angels of protection· (level 14 soldier,
to stand up. Each creature that is prone in a square MM 15)
ofAsag black grass at the end of its turn takes 10 acid • 1 corrupted angel ofvalor* (level 15 skirmisher,
damage. MM 14)
Screaming Winds: The areas around the Bastion * To reflect these angels' corruption, change their
of Confusion are immense and lifeless wastelands. origin to elemental, add the demon keyword, and
Winds blow strongly over the dusty plains, howling give them resist 10 variable (2/encounter).
with anguished cries. Dangerous whirlwinds (Dun
[Jean Master's Guide, page 69) often arise. Level 15 Encounter (XP 6,200)
• 2 boneclaws (level 14 soldier, MM 37)
ENCOUNTER GROUPS • 3 chasmes (level 14 skirmisher, Manual ofthe
The following encounter groups fit the strange hap Planes 121)
penings of Mal Arundak. • 1 immolith (level 15 controller, MM 56)
ADVENTURES
Molor does not welcome visitors. Those who are
knowledgeable about the place avoid it unless no
other option exists. The characters might need to
speak with a person or a creature in ThuIIgrime, or
they might track a dangerous cult ofJuiblex to a base
here. They might wind up in the Stinking Realm by
accident, perhaps crossing over from the winding ENCOUNTER GROUPS
sewers of a major and magic-rife city in the world, Oozes and slimes dwell in Molor, as do creatures of
or they could be forced to pass through on their way filth and a plethora of demons.
elsewhere.
Level 5 Encounter (XP 1,000)
ENVIRONMENTAL FEATURES • 1 gelatinous cube (levelS elite brute, MM 202)
The ever-present, slippery muck makes all but a few • 3 wights (level 5 skirmisher, MM 262)
of Mol or's surfaces difficult terrain.
Cave Slime: Cave slime (Dunaeon Master's Guide, Level 9 Encounter (XP 2,250)
page 67), or its abyssal equivalent, coats many sur • 1 black pudding (level 8 elite brute, Monster
faces in Molor. Manual 2 172)
Cloudspore: These mushrooms (Dun8eon Master's • 2 carrion crawlers (level 7 controller, MM 40)
Guide, page 67) grow among stands of other fungi. • 1 gorgon mud hazard (level 8 obstacle, page 18)
Demon Slick: This Oily black slime (page 14) is • 2 otyughs (level 7 soldier, MM 211)
difficult to discern from the surrounding filth.
Grasping Slime: Molor's muck is a perfect loca Level 17 Encounter (XP 9,000)
tion for this feature (Dun8eon Master's Guide, page 68). • 2 abyssal ghouls (level 16 skirmisher, MM 118)
Infectious Pallor: Endemic to Molor, this terrain • 2 abyssal ghoul hungerers (level 18 minion,
(page 16) harbors horrifically wasting diseases such MM 119)
as slimy doom (Dun8eon Master's Guide, page 50). • 1 acid transformation field hazard· (level 18
Sacred Circle: A few circles (Dun8eon Master's obstacle, page 21)
Guide, page 68) dedicated to Juiblex exist throughout • 1 enormous carrion crawler (level 17 elite control
the realm . ler,MM 40)
Slides: Many steep areas and sluices of Mol or • This functions like an elemental transformation
function as slides (Dun8eon Master's Guide, page 68). field, but the damage type and transformation are
acid instead of fire.
MUD ARCHON
IRON ARCHON INTERCEPTOR TACTICS
Every army needs scouts, ambushers, and assas·
An interceptor chooses a foe and sticks with it. How
sins. Although mud archons are capable of stand-up
ever, even when focused on a given target, it chooses a
combat, they excel at the stealthy strategies of guer
position that lets it move to flank, or tempts a marked
rilla warfare.
enemy into drawing an interceptin8 slash.
+ Shifting Mud (free, when the mud archon skulker moves into an Mud Spray (move: recharge [;::1 [fi]) + Polymorph
enemy's space; only while in sliding mud form; at-will) The mud archon ambusher transforms into a spray of mud and
Targets the triggering enemy; +17 vs_ Reflex; the target is shifts its speed. During this move, it ignores difficult terrain and
knocked prone and immobilized until the end of the skulker's can move through enemies' spaces. At the end of the move, it
next turn. reverts to its normal form. Each enemy adjacent to it at the end
Sliding Mud Form (standard; at-will) + Polymorph of the move grants combat advantage to the ambusher until the
The mud archon skulker transforms into an oozelike mass of end of the ambusher's next turn.
mud. While in sliding mud form, the skulker is insubstantial and Splatter (free, when a critical hit is scored against the mud archon
can attempt to become hidden if it has cover or concealment. ambusher or when it is first bloodied: at-will)
While squeezing in this form, it moves at full speed, provokes Mud spray recharges, and the ambusher uses it.
no opportunity attacks for squeezing, and does not take a -5 Combat Advantage
penalty to attack rolls for squeezing. It can shift 4 squares as a A mud archon ambusher deals 2d6 extra damage against any
move action and can move through enemies' spaces during this creature granting combat advantage to it.
move. it cannot manipulate objects or make attacks except for Alignment Chaotic evil languages Primordial
its shiftin8 mud power. The mud archon skulker can revert to its Skills Acrobatics +20, Stealth +20
normal form as a minor action. Str25 (+16) Dex22(+15) Wls 20(+14)
Strike the Fallen Con 23 (+15) Int 15 (+11) Cha 15 (+11)
Whenever a mud archon skulker hits a prone enemy with a Equipment: scale armor, 2 longswords
melee attack, it deals 2d8 extra damage.
Alignment Chaotic evil languages Primordial
Skills Acrobatics +17, Stealth +17
Level 14 Encounter (XP 5,400)
Str 23 (+13) Dex 20 (+12) Wls18(+11) + 2 earth archon ground ragers (level 14 controJler,
Con 22 (+13) Int 1S (+9) Cha 13 (+8) Monster Manual 2 14)
Equipment: scale armor, spiked chain + 1 iron archon crescent blade (level 16 skirmisher)
+ 2 iron archon interceptors (level 14 soldier)
MUD ARCHON AMBUSHER TACTICS
An ambusher uses mud spray as often as possible to Level 18 Encounter (XP 10,400)
keep in motion and gain combat advantage. It often + 1 ice archon rimehammer (level 19 soldier, MM 20)
uses splatter to move adjacent to its attacker, though it + 2 mud archon ambushers (level 19 skirmisher)
sometimes exploits the additional movement to deal + 1 storm archon tempest weaver (level 21 artillery,
with a pesky controller or ranged combatant. Monster Manual 2 17)
ENCOUNTER
GROUPS
Like other archons, iron and mud
archons work with almost any creature
if doing so advances their goals or if they
are ordered to do so by a higher power.
Dust Demon Level 15 Elite Controller
Larg(' ,,1"11]('111,11 lllagir"llw,"1 ("ir. uelllo"i XI' 2,1100
Initiative +14 Senses Perception +11; darkvision
Buffeting Winds aura 5; each creature in the aura takes a -1
FROM THE MOMENT THAT THE FESTERING CYST of the penalty to attack rolls with ranged and area attacks.
Abyss was formed. horrors unimaginable came into HP 196; Bloodied 148
existence. Demons slouched from that tainted womb. AC 19; Fortitude 17. Reflex 19, Will 15
and its corruption twisted primordials into demon Resist 10 variable (3/encounter), half damage from melee and
princes. But other inhabitants of the Elemental Chaos ranged attacks; Vulnerable 10 against close and area attacks
Saving Throws +1
were also poisoned by utter evil. Djinns and efreets.
Speed fly 10 (hover)
archons and elementals. even slaads were caught in Action Points 1
the horrific and unholy emanations. Like the demon CD Wind and Thunder (standard: at-will) + Thunder
lords. these creatures were either transformed into Reach 1; +19 vs. Fortitude: 1d8 + 7 damage plus 1d8 thunder
their vile forms at the creation of the Abyss or are damage. and the dust demon slides the target 3 squares. The
descendants of others who were. dust demon can then shift 1 square or move 3 squares as a free
They are the blight-born . demons of the purest ele action.
ments made anything but pure. + Whirlwind Sweep (standard; at-will) + Thunder
The dust demon moves half its speed and can move through
enemies' spaces. This movement does not provoke opportunity
DUST DEMON attacks. At any point during the move, it makes an attack
against a large or smaller creature within reach: reach 1; +19 vs.
The aftermath of the Abyss's creation engulfed a tribe
Reflex; the target is grabbed and pulled into the dust demon's
ofdjinns. scouring away portions of their flesh and space. Until the grab ends, the target is dazed and takes ongoing
souls until they were little more than sentient wind and 10 damage and ongoing 5 thunder damage. When the grab
bits ofdebris. The resulting blight·born demons. known ends, the target shifts to a square of its choice adjacent to the
as dust demons. appear as whirlwinds ofdirt. dust. dust demon.
teeth. and broken bone that whip through one another A dust demon can grab one large creature, two Medium
so that it is impossible to tell where one ends and the creatures, or four Small or smaller creatures, and it can move
normally while it has creatures grabbed.
next begins. Driven insane by their transformation.
Dust Horde (standard: encounter)
dust demons kill and maim out ofendless rage directed Five dust wisps appear, each in an unoccupied square within 1
against all creatures that do not suffer as they do. squares of the dust demon. Each wisp takes a move action and
a standard action right away and thereafter acts immediately
DUST DEMON TACTICS after the dust demon's initiative count. When a dust wisp is
reduced to 0 hit points, the dust demon that created it takes 5
A dust demon whirls through and around its prey.
damage. Characters do not earn experience points for killing
attempting to catch one or two foes in its whirlwind dust wisps created by this power.
sweep while pummeling the others with basic attacks. Bloodied Winds (when flrst bloodied by an attack: encounter)
It releases some of its constituent dust wisps to over The dust demon slides the triggering attacker 4 squares.
whelm a single target that is near death. vulnerable Alignment Chaotic evil Languages Abyssal. Primordial
to damage. or close to a cliff edge or other hazard . If Str 18 (+11) 0014(+14) W1s10(+11)
a dust demon is bloodied by an enemy. it releases a Con 10 (+11) Int 14 (+9) Cha 17 (+10)
blast ofwind that forces the attacker away.
Dust Wisp Level 15 Minion Controller
Small "If'mpiltal hum']l1(Jid (dir, demon) XI' 300
DUST DEMON LORE Initiative +14 Senses Perception +11; darkvislon
Arcana DC 18: Dust demons are the result of a Buffeting Winds aura 1; each creature within the aura takes a -1
family of djinns that were partly torn apart by abyssal penalty to attack rolls with ranged and area attacks.
forces; their remains were corrupted into blight-born HP 1: a missed attack never damages a minion.
demons. A dust demon consists of several entities AC 19; Fortitude 17, Reflex 19, Will 15
bound together in its unholy winds. some of which Speed fly 10 (hover)
escape the windstorm in times of stress to wreak indi CD Wind and Thunder (standard: at-will) + Thunder
+19 vs. Fortitude; 7 damage plus 4 thunder damage, and the
vidual havoc.
dust wisp slides the target 3 squares. The dust wisp can then
Arcana DC 23: Dust demons have no real society. shift 1 square or move 3 squares as a free action.
Their constituent wisps hunger only to shred and Alignment Chaotic evil Languages Abyssal. Primordial
destroy. The souls of creatures that die while swept Str18(+11) Dex14(+14) Wis10(+11)
up in a dust demon plunge into the Abyss, forever to Con 10 (+11) Int 14 (+9) Cha 17 (+10)
Consumptive Parasite
Int 3 (+6) Cha 9 (+9)
--------'
Level 16 Minion Skirmisher
Smal l elcrll(,llldl bl'd~1 (ell'moll) XI' 1',0
ASH-WROUGHT SOULBURNER LORE Initiative +1 S Senses Perception +12 ; darkvislon
Arcana DC 22: Ash-wrought soulburners are HP 1; a missed attack never damages a minion.
elemental creatures that were corrupted into blight AC 30; Fm·titude 28, Reflex 29, Will 27
Immune disease; Resist 1S variable (2/encounter)
born demons by the creation of the Abyss. They were
Speed 6; see also chaotic shift
once efreets, but the abyssal taint has caused their (±) Digestive Bite (standard; encounter) + Acid
inner fires to go out. Now they must draw heat and +19 vs. Fortitude; 4 acid damage, and the target gains
life energy from other beings to survive. vulnerable S acid (save ends).
Arcana DC 27: Ice devils sometimes enslave Chaotic Shift (move; at-will)
ash-wrought soulburners. Their chill nature give The consumptive parasite shifts 2 squares.
the devils a natural advantage over the heat-starved Alignment Chaotic evil Languages understands Abyssal
Str9(+7) Dex24(+lS) Wls19(+12)
demons.
Con 21 (+13) Int 3 (+4) Cha 9 (+7)
--_.....
CHAPTER 5 I Creatures of Chaos
CONSUMPTIVE SWARM TACTICS WRITHING CRAG
A consumptive swarm begins combat with consump Hideous amalgamations ofjagged stone, writhing
tive spew, adding minions that weaken foes against its crags love the feel of flesh and bone being crushed
acidic attacks. It then moves into melee, continually beneat h their flailing limbs. They have traits of both
shifting to stay near weaker targets and keep them ropers and xorns and might be descended from
in its acidic aura while avoiding tougher combatants. either-or perhaps both, fused by the same corruptive
Once it is bloodied, it uses consumptive spew again as taint that transformed them into demons.
soon as possible.
Consumptive parasites prefer to gang up on one Writhing Crag Level 23 Elite Soldier
foe and take advantage offlanking opportunities. "",,,I
Hug,' "kll1<'llla lmagird l (demon. "drlh) XI'10.20()
vVhen fighting alongside a parent swarm, they move Initiative +18 Senses Perception +17;
to keep dangerous foes away from it. all-around vision, darkvision
HP434; Bloodied 217
AC 39; Fortitude 37, Reflex 31, Will 35
CONSUMPTIVE SWARM LORE
Immune petrification; Resist 25 variable (3/encounter)
Arcana DC 20: The consumptive swarm is one Saving Throws +2
of the blight-born, demons resulting from the cor Speed 6 (earth walk), burrow 4 (tunneling), climb 6 (spider climb)
ruption of elemental creatures at the birth of the Action Points 1
Abyss. The parasites that make up the swarm are CD Stone Reach (standard; at-will)
warped slaad tadpoles. Although they are incapable Reach 5; +30 vs. AC; 2d6 + 5 damage, and the target is grabbed.
of speech, they understand the Abyssal tongue. +Triple Reach (standard: at-will)
The writhing crag makes three stone reach attacks.
Arcana DC 25: Intelligent slaads approve of the
demonic transformation, reveling in the opportunity
+ Reel (minor: at·wlll)
Reach 5; targets a creature grabbed by the writhing crag; +28
for even their indirect spawn to infest creation. More vs. Fortitude; the target is pulled 5 squares.
than one slaad-worshiping cult has been destroyed by + Flailing Tentacles (standard: recharge ~[jJ)
misguided attempts to breed consumptive parasites. Reach 5; +30 vs. AC; 3d6 + 9 damage, and the writhing crag
slides the target 5 squares and knocks it prone. Each enemy
adjacent to the target and within the writhing crag's reach (5
squares) takes 9 damage.
SlBL1NG R1VALR Y + Stone-Melding Slam (standard; usable only against a target
Blight-born demons and chaos shards (Monster Manual 2. touching or adjacent to a stone surface; recharge [jJ)
page 34) are both spawned at the boundary of the Abyss. Reach 5; + 30 vs. AC; 3d6 + 9 damage, and the target is partly
~here its corrupting power bleeds into and warps the absorbed into the surface, causing it to become immobilized
(save ends). First Failed Savin8 Throw: The target is restrained
Elemental Chaos. While the blight-born are elemental
(save ends). Second Failed Savin8 Throw: The target is drawn
creatures twisted by the Abyss. chaos shards are crys entirely into the stone, leaving a faint imprint (no save). The
tals of the Plane Below that were not only corrupted but target does not die but remains in stasis until it is freed from the
given life by abyssal energy. stone.
Given their innately chaotic evil and destructive Tentacle Grab
instincts. the two groups of creatures are unlikely to A writhing crag can attack and grab with up to three tentacles
have any particular affinity to one another. Sages were at a time. While grabbing an enemy, it can act normally, but it
can't use that tentacle for another attack. Enemies can attack
surprised to discover, though, that each harbors a mur
the tentacle to make the writhing crag let go of a grabbed
derous, undying hatred toward the other. Blight-born and creature; the tentacle's defenses are the same as the crag's. An
chaos shards sometimes work with creatures that can attack that hits a tentacle does not harm the writhing crag but
advance their destructive agendas, such as other demons, causes it to let go and retract the tentacle.
slaads, and elementals, but neither group will ally with Earth Glide
the other, even abandoning other efforts to attack that A writhing crag can burrow through solid stone as if it were
loose earth.
enemy on Sight. Nothing less than utter extermination of
Stony Body
the hated group will satisfy the creatures' rage.
A writhing crag that does not move and retracts its tentacles
Some theories speculate that the two sorts of beings resembles a jagged rock formation, stalagmite, or stalactite.
are competitors for the same territory and position in In this form, the writhing crag can be recognized only with a
the Elemental Chaos. Others suggest that each sees the successful DC 35 Perception check.
other as an inferior copy of itself, an impure mockery to Alignment Evil Languages Abyssal, Primordial
be annihilated. Skills Athletics +25, Stealth +21 (only in caves and rocky
environments)
Str 28 (+20) Dex 20(+16) Wis 22 (+17)
Con 25(+18) Int 13 (+12) Cha 23 (+17)
to surprise its targets. It takes a few rounds to assess little more than wanton destruction. They might
the foes, then uses stone-meldin8 slam to neutralize the cooperate with other demons-or, on occasion, slaads,
most dangerolls melee combatant, focusing on spell elementals, or humanoid summoners-if doing so
casters and ranged attackers. It uses earth8lide to gain promises the opportunity for violence, but such alli
optimal tactical position but rarely flees from battle. ances are temporary at best.
Arcana DC 24: Writhing crags are blight-born .. 3 rock fire dreadnoughts (level 18 soldier, MM 104)
ropers, or from some foul combination of both. .. 2 earthwind ravagers (level 23 controller.
frost giants but can be found in any realm of harsh Str 17 (+10) Dex 23 (+13) Wls 21 (+12)
Eisk Jaat Rimebolter Level 15 Artillery Str 20 (+13) Dex19(+12) Wis 22(+14)
Initiative +13 Senses Perception +12 Equipment hide armor, frost maul
HP 115; Bloodied 57
AC 27; Fortitude 26, Reflex 28, Will 27
Immune slowed; Resist 15 cold EISK JAAT MAULER TACTICS
Speed 5 (ice walk) A mauler wades through combat fearlessly, beating
CD Frost Axe (standard; at-will) • Cold, Weapon down foes with its frost maul and directing beast
+20 vs. AC; 1d10 + 5 damage plus 1d10 cold damage. companions to the slowed prey. It follows up with ice
® Rlmebolt Crossbow (standard; at·wlll) • Cold, Weapon bind strike against targets hit by frost maul attacks,
Ranged 15/30; +22 vs. AC; 2d8 + 5 cold damage, and the target
is slowed until the end of the eisk jaat rimebolter's next turn.
;::y Wlnterblte Bolt (standard; recharge [;ij [iJ) • Cold, Weapon
EISK JAAT MYSTIC
Ranged 15/30; +20 vs. Fortitude; 2d8 + 5 cold damage, and the Masters of winter's fury, mystics are the spiritual
target takes ongoing 10 cold damage and is slowed (save ends leaders of the eisk jaats. Their word is law. Other eisk
both). Until the target saves, any creature that starts its turn jaats lay down their lives to protect a mystic, believing
within 2 squares of the target takes 5 cold damage. that members of this sacred caste are the true chosen
of primordial cold.
CHAPTER 5 I Creatures of Chaos
Eisk Jaat Mystic Level 18 Lurker again. It makes melee attacks only to deal with those
M" dill ll l " ll'll lt'll t.11hum a noid ( old) XP 2,000 bold or disoriented enough to approach within its
Initiative +15 Senses Perception +16 reach.
HP 136; Bloodied 68
AC 32; Fortitude 30. Reflex 29. Will 31
Immune slowed; Resist 15 cold
EISK JAAT LORE
Speed 5 (ice walk) Arcana DC 20: Like azers and galeb duhrs, eisk
CD Rime Mace (standard; at-will) • Cold, Weapon jaats are the descendants of dwarves who were once
+23 vs. AC; 1d6 + 3 damage. and ongoing 10 cold damage
enslaved by giants and twisted by elemental energy.
(save ends).
Unlike their kin, eisk jaats developed cold hearts,
® Chilling Ray (standard; at-will) • Cold vicious attitudes, and unparalleled greed. Many wor
Ranged 10; +21 vs. Reflex; 2d6 + 7 cold damage. and the target
gains vulnerable 10 cold until the end ofthe eisk jaat mystic's ship the frost titan king Thrym as their callous god.
next turn. Arcana DC 25: Some eisk jaats threw off the yoke
<..Blizzard Cloak (standard; recharge IX] [j]) • Cold, Zone of their frost giant masters and traveled to the cold
Close burst 2; the burst creates a zone of whirling snow and regions of the world, the Feywild, and the Shadowfell.
wind centered on the eisk jaat mystic that lasts until the end of Time and exposure to other creatures has tempered
the mystic's next turn. When the mystic moves. the zone moves
their wickedness. They exist independently or serve
with it. remaining centered on it. Any enemy that ends its
other powers, such as the fey of the Winter Court and
turn within the zone takes 15 cold damage and is slowed until
the end of its next turn. The zone's space is heavily obscured. the Raven Queen's forces near Letherna.
C HAPTER 5
ASHFROST ASSASSIN
An ashfrost assassin's dark body is a shifting slurry
of smoldering ash and ice that constantly melts and
A WIDE VARIETY OF ELEMENTALS EXIST throughout the
refreezes. Its malleable form allows it to move in
Plane Below, filling many different roles. Five new unexpected ways.
kinds are described here.
Ashfrost Assassin level 12 Skirmisher
SCORCHWIND PHANTOM Mediul11 elpl11l'ntallllagicJI b"Jst (cold. fire) XP 700
This mass of steam interspersed with flashes of fire Initiative +14 Senses Perception +10
HP 121; Bloodied 60
glides across the chaotic landscape.
AC 26; Fortitude 23, Reflex 26, Will 24
Immune disease, poison; Resist 10 cold. 10 fire
Scorchwind Phantom level 9 lurker Speed 7; see also Jlowins slurry
Medium elcl11cntJll11.lgic.l1 h('ilst Ifire. WJter) XP 400 <D Slam (standard; at-will) + Cold, Rre
Initiative +13 Senses Perception +7 +15 vs. Fortitude; 1d6 + 3 cold damage plus 1d6 + 3 fire
HP 54; Bloodied 27 damage, and the target is knocked prone and cannot stand up
AC 23; Fortitude 21, Reflex 22, Will 20 until the end of the ashfrost assassin's next turn.
Immune disease, poison; Resist insubstantial; Vulnerable cold + Ashfrost Slide (standard; at-will)
(a scorchwind phantom that takes cold damage is slowed and The ashfrost assassin moves its speed and can make a slam
cannot use disperse until the end ofthe attacker's next turn) attack at any point during this movement, It doesn't provoke
Speed fly 8 (hover); phaSing opportunity attacks when moving away from the target.
<D Scorchwlnd lash (standard; at-will) + Fire <..Ashfrost Torrent (standard; recharge [!]. or recharges when the
Reach 2; +12 vs. Reflex; 2d4 + S fire damage, and the target ashfrost assassin takes cold or fire damage) + Cold, Fire
grants combat advantage until the end of the scorchwind Close burst 3; +14 vs. Fortitude; 2d6 + 3 cold damage plus 2d6
phantom's next turn. +3 fire damage. and the target is knocked prone.
+ Roiling Surge (standard; recharge r:::J [!], after the scorchwlnd Combat Advantage
phantom uses disperse) + Rre An ashfrost assassin deals 1d8 extra cold damage and 1d8 extra
The scorchwind phantom flies its speed and can move through fire damage against any creature granting combat advantage to
enemies' spaces. This movement does not provoke opportunity it instead of knocking that creature prone.
attacks. The scorchwind phantom makes an attack against any Mutable Form
creature whose space it moves into: +12 vs. Reflex; 2d8 + 5 fire When squeezing, an ashfrost assassin moves at full speed,
damage, and the target grants combat advantage until the end provokes no opportunity attacks for squeezing, and does not
ofthe scorchwind phantom's next turn. take a -S penalty to attack rolls for squeezing.
Disperse (standard; at-will) + Polymorph Flowing Slurry
The scorchwind phantom transforms into scalding steam An ashfrost assassin can move across liqUid and ignores difficult
occasionally flashing with motes of fire. Until it resumes its terrain.
normal form, it cannot attack or be attacked. At the start of Alignment Unaligned Languages Primordial
its turn. it can resume its normal form in any space within 8 Skills Stealth +17
squares of its position when it used disperse; until the end of Str 1S (+8) Dex 22 (+12) Wls 19 (+10)
that turn. its attacks make targets blinded instead of causing Con 17 (+9) Int 7 (+4) Cha8 (+S)
® Blinding Ray (standard; at-will) ... Fire, Radiant that bloodied it.
Ranged 10; +20 vs. Fortitude; 1d6 + 3 fire damage plus 1d6 +3
radiant damage, and the target Is blinded (save ends). CAUSTIC SLAYER
-4~ Sunblast (standard; recharge [;] [3J Illl, or recharges when the
sunsearer takes fire or radiant damage) ... Fire, Radiant
Fine salt crystals and other caustic minerals form
Area burst 2 within 10; +19 vs_Reflex; 1d8 + 5 fire plus 1d8 + a gritty. malleable body around flexible bones of
5 radiant damage, and the target takes a -2 penalty to attack shifting rock, creating a towering form ofstreaming
rolls and grants combat advantage (save ends both). Miss: Half particles and writhing limbs. Although the creature
damage. is enormous. its constituent parts are so fine that it
Alignment Unaligned Languages Primordial moves with unexpected ease.
Str8(+6) Dex24(+14) Wls 18 (+11)
Con 20 (+12) Int 6 (+5) Cha 7 (+5)
Caustic Slayer Level 24 Elite Lurker
H ug" "Ie rn e n l dl tlldgl< al h " d" ((, .II tit) XP 11.100
DIAMONDSTORM REAPER Initiative +25 Senses Perception +19
The vicious diamondstorm reaper combines the HP 356; Bloodied 173
AC 38; Fortitude 35. Reflex 37, Will 36
strength and sharpness of diamond with the fluidity
Immune disease, poison; Resist 30 acid
of wind. Saving Throws +2
Speed 7 (earth walk), climb 7; see also malleable form
Diamondstorm Reaper Level 20 Soldier Action Points 1
[d rg(' t'! , Ill( 1l!.1i (rl<lgi(d l hl' d\l (d ir. , drl h l XP 7,1WO CD Slam (standard: at-will) ... Acid
Initiative +18 Senses Perception +14 Reach 3; +27 vs. Fortitude; 1d1 0 + 7 damage. and ongoing 10
HP 188; Bloodied 94 acid damage (save ends). If the target cannot see the caustic
AC 36; Fortitude 34, Reflex 32, Will 30 slayer. it instead takes 2d10 + 7 damage. and ongoing 15 acid
Immune disease, poison damage (save ends).
Speed 6 ® Eyeburn (standard; at-will) ... Acid
(£) Slam (standard; at-will) Ranged 20; +27 vs. Reflex; 2d6 + 7 acid damage. and the target
+27 vs. AC; 3d6 + 8 damage (crit 3d6 + 26), and the target is is blinded until the end of the caustic slayer's next turn.
marked until the end of the diamondstorm reaper's next turn. '" I :,- Slayer's Fury (standard; at·wlll)
'" Reaping (immediate interrupt, when a creature marked by the The caustic slayer makes two basic attacks.
reaper moves or shifts out of a square adjacent to it, or makes ~ Caustic Breath (standard: recharge [;:;J [i) ... Acid
an attack that does not Include the reaper; at-will) Close blast 5; +26 vs. Fortitude; 2d1 0 + 7 acid damage. and the
The diamondstorm reaper makes a slam attack against the target takes ongoing 10 acid damage and is slowed (save ends
triggering creature. On a hit, the target's movement ends. both).
'" Diamond Shred (standard: recharge ~ l!]) ~ Sight-Burning Cloud (standard: recharge [;:;l l!.!ll ... Acid, Zone
The diamondstorm reaper makes two slam attacks. If both Close burst 2; the burst creates a zone of corrosive grit centered
attacks hit the same target, that target is also knocked prone on the caustic slayer that lasts until the end of its next turn.
and dazed until the end of the diamondstorm reaper's next When the slayer moves, the zone moves with it, remaining
turn. centered on it. Any creature that ends its turn within the zone
+ Dlamondstorm (standard; recharges when first bloodied) takes 20 acid damage and is blinded until the end of its next
The diamondstorm reaper shifts its speed and can move turn. The zone's area is heavily obscured for all creatures except
through enemies' spaces. It makes an attack against each the caustic slayer, which treats it as lightly obscured. Sustain
creature whose space it enters: +24 vs. Fortitude; 4d8 + 8 Minor: The zone perSists.
damage (crit 4d8 + 32), and the target is marked until the end Malleable Form
of the diamondstorm reaper's next turn. A caustic slayer can squeeze through spaces as though it were a
Keen Winds La rge creature.
A diamondstorm reaper can score a critical hit on a roll of Alignment Unaligned Languages Primordial
Alignment Unaligned Languages Primordial Str 23 (+18) Dex 28 (+21) Wls 25 (+19)
Str 26 (+18) Dex 23 (+16) Wls 19 (+14) Con 23 (+18) Int 8 (+11) Cha 8 (+11)
rare even in the Elemental Chaos. Like other, less exotic Skyfire eruption recharges, and the primordial blot uses it and
elementals, primordial blots are somewhat intelligent but makes each of its ranged basic attacks once. Using primordiol
CONSTRAINED BY ORDER AT EVERY TURN, slaads seek to Initiative +8 Senses Perception +16; low-light vision
HP 268; Bloodied 134
spread chaos and disrupt all that is logical, sensible, AC 27; Fortitude 26, Reflex 23, Will 25
and chained to universal rules of cause and effect. Immune chaos phage
They hope to scar reality itself enough to create a hole Saving Throws +2
into the wider multi verse their maddened leaders Speed 6, teleport 4
believe exists. Action Points 1
CD Claw (standard; at-will) + Disease
Reach 2; +18 vs. AC; 2d8 + 5 damage, and the target Is exposed
CHAOS PHAGE SWARM to chaos phage (see below).
These mindless clumps of oversized slaad embryos <..Maddening Croak (standard: recharges when first bloodied an
are set loose into the Elemental Chaos to spread again when the green slaad madjack spends an action point) +
havoc and produce more of their kind. A chaos phage Psychic
Close blast 5; +16 vs. Will; 2d12 + 5 psychic damage, and
swarm attacks recklessly, since in death it infects
the madjack slides the target 3 squares and knocks it prone.
even more potential hosts. Until the end of the target's next turn, the target must take a
standard action to stand up.
Chaos Phage Swarm Level 12 Brute ~ Maddening Visions (minor lIround: at-will) + Charm
Metliulll l' IP IlH'llt ,d h(' " " {\ warrn j XP 700 Close burst 2: targets one enemy in burst; +16 vs. Will; the
Initiative +10 Senses Perception +9, blindslght 10 target must make a melee at-will attack as a free action against
Swarm Attack (Disease) aura 1; each enemy that starts its turn one of its allies within Its reach. The green slaad madjack
within the aura takes 7 damage and is exposed to chaos phage chooses the attack and the target ally.
(see below). ~ Mind Spasm Ommedlate reaction, when an enemy moves
HP 151; Bloodied 75; see also death burst adjacent to the green slaad madjack; at-will) + Psychic
AC 24; Fortitude 26, Reflex 24, Will 23 Close burst 1; +13 vs. Will; 2d6 + 5 psychic damage. Ifthe
Resist half damage from melee and ranged attacks; Vulnerable 10 attack hits the triggering enemy, it is also dazed (save ends).
against dose and area attacks Alignment Chaotic evil Languages Common, Primordial
CD A Thousand Tiny Bites (standard: at-will) + Disease Con 22 (+12) Int 16 (+9) ~ (+8)
Chaos Phage level 16 Disease En du rance improve DC 2 5, maintain DC 20, worse n DC 19 or lower
The target [) Initial Effect: A slaad til The target takes a -2 penalty to Will. While CI Final State: The target dies.
is cured. embryo is implanted in bloodied, the target succumbs to madness and and a slaad tadpole burrows
the target. attacks the nearest creature. out of its skull.
I Creatur e s of Chaos
GRAY SLAAD HAVOC TACTICS Cl
Blue Slaad Digester Level 14 Elite Soldier <I:
The gray slaad havoc peppers foes at a distance with <I:
Large ekl1H' l1 tal humano rd XP 2.0 0 0
havoc bolt, trying to draw a retaliatory ranged attack ...J
VI
Initiative +14 Senses Perception +13; low· light vision
to trigger its f08 ofchaos power. Most enemies fall
HP 332; Bloodied 166
AC 28; Fortitude 27, Reflex 26, Will 26 for this tactic only once; afterward , the gray slaad
Immune chaos phage havoc reshapes the battlefield to its advantage with
Saving Throws +2 reality shift.
Speed 6, teleport 4
Action Points 1
<D Grasping Claw (standard; at·will) • Disease RED SLAA D JUGGERNAUT
Reach 2; +19 vs. AC; 1d8 + 9 damage, and the target is grabbed Taking the red slaads' propensity for violence to
and exposed to chaos phage (see page 142). The blue slaad extremes, the immense juggernaut is an unstoppable
digester can grab up to two Medium or smaller creatures at once. engine of destruction.
+ Acidic Spew (minor; at·wlll) • Acid
One creature grabbed by the blue slaad digester gains ongoing
10 acid damage (save ends). Red Slaad Juggernaut Level 15 Elite Soldier
+ Caustic Tongue (opportunity, when a creature grabbed by the
Huge clemel1t,,1 humanoid
Initiative +12
XP 2.40 0
Senses Perception +12; low·light vision
blue slaad digester escapes the grab; at·wlll) • Acid
Reach 2; targets the triggering creature; +17 vs. Fortitude; the HP 296; Bloodied 148
target is knocked prone and takes ongoing 10 acid damage AC 32; Fortitude 30, Reflex 25, Will 29
(save ends). Immune chaos phage
+ Covetous Claws (standard; at·will) Saving Throws +2
Speed 8, teleport 4
The blue slaad digester makes two grasping claw attacks.
<..Digestive Spray (minor; recharge [ID • Acid Action Points 1
CD Brutal Claw (standard; at·wlll) • Disease
Close blast 5; +15 vs. Fortitude; 1d8 + 6 damage, and ongoing
10 acid damage (save ends). Reach 3; +21 vs. AC; 2d8 + 6 damage, and the target is knocked
Alignment Chaotic evil Languages Common, Primordial
prone and exposed to chaos phage (see page 142).
Str 23 (+13) Dex 20 (+12) Wls 13 (+8)
+ Rend the Fallen (minor action; at·wlll)
Can 16 (+10) Int 4 (+4) (+12)
Cha 20...;........;...-----" Reach 3; targets a prone creature; +21 vs. AC; 2d8 +6 damage.
Gray Slaad Havoc Level 15 Artillery (Leader) Skills Athletics +18, Stealth +15
,'"!,,drum el"l11el1t,,1 hUIl1Jl10id XP 1.100 Str 22 (+13) Dex 16 (+10) Wls 20(+12)
Initiative +10 Senses Perception +11; low·light vision Con 20 (+12) Int 10(+7) eha 11 (+7)
HP 116; Bloodied 58
AC 27; Fortitude 27, Reflex 28, Will 26
Immune chaos phage
RED SLAAD JUGGERNAUT TACTICS
Speed 6, teleport 6 A red slaad juggernaut teleports or charges into the
<D Havoc Claw (standard; at·wlll) • Disease largest concentration of enemies, then slashes at
+22 vs. AC; 1d8 + 6 damage, the gray slaad havoc slides the them all with claw apocalypse. It follows up with rend
target 2 squares, and the target is exposed to chaos phage (see thefallen against any targets knocked prone by that
page 142). attack, then uses an action point for another claw
~ Havoc Bolt (standard; at·w1I1)
apocal)'pse. The slaad gleefully takes advantage ofits
Ranged 20; +20 vs. Reflex; 2d8 + 6 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical
jU88ernaut's punishment against any foe attempting to
hit, the gray slaad havoc can repeat it once as a free action. escape.
~ Fog of Chaos (Immediate Interrupt, when hit by a ranged
attack; recharge [;.;] ~ [j) WHITE SLAA D
Close burst 20; targets the triggering attacker; +20 vs. Will; the
triggering attack instead targets one of the target's allies of the (CHRONOS S L AAD)
target's choice. These rare slaads have an uncanny and disturbing
~ Reality Shift (move; at·will) • Teleportatlon
inSight into time, with which they pull replicas of
Close burst 10; targets one creature in burst; +20 vs. Will
(no attack roll required against an ally); the gray slaad havoc themselves from the past and future.
teleports the target to any space within the burst.
Alignment Chaotic evil Languages Common, Primordial
A white slaad deals 1d6 extra damage against any creature Str 29 (+22) Dex 26 (+21) Wls 15 (+15)
granting combat advantage to it. In addition, that creature is Con 25 (+20) Int 12 (+14) Cha 25 (+20)
dazed (save ends) instead of dazed until the end of the slaad's
next turn. Entropic Void Level 26 Minion Soldier
Speed 6, teleport 4
G) Engulf(standard; at-will)
SMOKE HOUND
These creatures ofliving smoke aren't truly hounds,
but their behavior and general shape are close
enough to what canines display that the name
has stuck. When they are not serving a master or
trainer, smoke hounds run in packs through the
Elemental Chaos.
Arcana DC 24: Smoke hounds are predators of like many other creatures and entities in the 4th Edi
the Elemental Chaos. Although they are dangerous tion D&D game, the Smoldering Duke has a history that
attackers, their semisolid nature makes them fragile reaches back into the early years of the game. Yet the
in combat. They do not speak, but they understand long-lived Ehkahk has had little impact on D&D's long
Primordial and often fight alongSide more intelligent running stories, plots, and adventures.
masters. Ehkahk, the Smoldering Duke, keeps a large Ehkahk initially appeared in the 1st Edition version
kennel of them. of Manual of the Planes as a name dropped into a Single
Iparagraph. Ehkahk's name resurfaced in the PlANESCAPE
CampaiBn SettinB, but little more was said about him_ The
details presented here flesh out the Smoldering Duke as
a major entity for the first time.
WHEREABOUTS
favored by their kin to practice guerrilla warfare. rolling thunder that long precedes any visible thun
They consider Sirrajadt, who has mastered c1oud dercloud. By the time the horizon darkens, it is too
stalker techniques to a mystical level, to be the late. Sirrajadt and his troops strike qUickly, without
greatest of their kind. mercy or honor.
Arcana DC 31: Long ago, Sirrajadt was only a
Ojinn Cloudstalker Level 24 Lurker
minor noble of the House ofHaytham. At the time.
LHgl' "lplllPnldl hUllldllOld (dlr) XP b.OS O he was rebellious and uncouth, refusing to accept his
Initiative +25 Senses Perception +16; blindsight 10 place and always complaining about his status, until
HP 173; Bloodied 86 his family sent him away. Sirrajadt suffered through
AC 38; Fortitude 35, Reflex 38, Will 36; see also cloud form the horrors of the Dawn War without the luxuries of
Immune disease, poison; Resist 15 lightning, 15 thunder his birthright. When he returned from his wander
Speed 6, fly 8 (hover); see also cloud form ings, it was to a palace shattered: The gods had locked
CD Katar (standard: at-will) + Weapon away the members ofSirrajadt's house. The djinn
Reach 2; +29 vs. AC; 2d8 + 9 damage (crit 3d8 + 18).
+ BIting Wind (standard: usable only in cloud form: at-will) + Cold then swore an oath of blood vengeance. Aside from
Reach 2; targets a creature within reach or within the cloud rage, shame drives Sirrajadt to prove himself. even
form zone; +31 vs. AC; 4d8 + 9 cold damage, and the target is though his family might never know of hi s victories.
knocked prone. The djinn cloudstalker returns to its humanoid
form after the attack. See also cloud form.
~ Cloud Form (standard: at-will) + Polymorph, Zone
ENCOUNTER GROUPS
Close burst 1; the djinn clouds talker disperses into a billowing Sirrajadt is never encountered alone. He has too
cloud. The burst creates a cloudy zone until the cloudstalker many enemies-some of whom are more potent than
uses a minor action to end the effect or is forced to resume he-to risk traveling in solitude.
humanoid form. While in cloud form, the clouds talker cannot
be attacked and can use only bitins wind and turbulence. It can
Level 26 Encounter (XP 47,150)
fly at half speed as a move action, squeeze as though it were a
Tiny creature, and move through enemy·occupied spaces. + 1 djinn c10udstalker (level 24 lurker)
The cloudstalker can resume its normal form as a minor + 1 djinn skylord (level 25 controller, Monster
action. When it does so, it appears In any unoccupied space Manual 2 73)
within the burst's area. It must resume its humanoid form after + 2 djinn stormswords (level 24 soldier, Monster
using bltins wind, or if the zone is destroyed. Manual 2 72)
~ Turbulence (minor 1/round; usable only In cloud form; at-will)
+ Sirrajadt (level 27 elite lurker)
Close burst 1; targets enemies; +26 vs. Fortitude; the djinn
cloudstalker slides the target 2 squares and knocks it prone.
Alignment Unaligned Languages Primordial
Skills Stealth +26
Str22 (+18) Oex 28 (+21) Wis 18 (+16)
Con 23 (+18) Int23 (+18) Cha 25 (+19)
Equipment 2 katars
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X IXECAL,
Xixecal Leve l 30 Elite Brute
THE LIVING GLACIER
Huge eiernellt<ll humanoid (cold) XP Hl.()()()
This towering abomination of shifting, cracking ice is Initiative +17 Senses Perception +17; low-light vision
Raging Blizzard aura 5; the aura's area is lightly obscured. Each
one of Solkara's greatest servants. Xixecal's roughly
enemy that starts its turn within the aura is slowed and loses
humanoid shape is surrounded by a permanent bliz· any resistance to cold until the start of its next turn.
zard and radiates bone-numbing, soul-chilling cold. HP 682; Bloodied 341
AC 44; Fortitude 46, Reflex 42, Will 44
XIXECAL'S TACTICS Immune cold; Vulnerable fire (when hit by a fire attack, Xixecal
The Living Glacier believes only in overwhelming takes a -4 penalty to all defenses until the end of its next turn)
force. It stalks into battle, weakening foes with its Saving Throws +2
aura and battering them into submission. It uses Speed 6 (ice walk)
Action Points 1
breath ofwinter as often as possible, freezing enemies
in ice before pounding them with glacial smashes.
+
CD Slam (standard; at-will) Cold
Reach 3; + 33 vs. AC; 4d8 + 11 cold damage.
XIXECAL LORE
+ +
Freezing Slam (standard: at-will) Cold
Xixecal makes two slam attacks. If both attacks hit the
Arcana DC 19: Xixecal, the Living Glacier, is an same target. the target takes ongoing 20 cold damage and is
enormous being of elemental ice that was created immobilized (save ends both).
during the last days of the Dawn War. +
~ Breath of Winter (standard; recharge r:.II [ll]) Cold
Arcana DC 28: After Solkara was imprisoned, the Close blast 6; + 31 vs. Fortitude; 4d1 0 + 11 cold damage, and
the target takes ongoing 20 cold damage and is restrained (save
primordial Iktha-Lau created a soldier of living ice
ends both).
from the glacier that entombed the Crushing Wave. Alignment Evil Languages Primordial
Perhaps the Ever Empty believed that his creation, Skills Arcana +25
having a portion ofSolkara's power. would serve him. Str 32 (+26) Dex 15 (+17) Wis 14 (+17)
Instead. Xixecal was born with unshakable loyalty Con 31 (+25) Int 20 (+20) Cha 28 (+24)
enemies to reckless action even as their defenses affected by this power saves) + Healing
Close burst 2; targets one creature in burst; +31 vs. Will; the
crumble. Once he has bloodied one or more oppo
target is affected by inescapable endings (save ends). While the
nents, he overwhelms them with well ofentropy. target is affected by inescapable endings, whenever it takes a
standard or a move action, Ygorl can take a move action as an
immediate reaction; whenever the target regains hit points,
Ygorl regains the same number of hit points. Miss: Whenever
the target takes a move action, Ygorl can take a move action as
an immediate reaction (save ends).
<..Well of Entropy (standard: encounter) + Zone
Close burst 5; the burst creates a zone of entropy that lasts until
the end of Ygorl's next turn. Any bloodied creature that starts
its turn within the zone cannot move out of the zone on that
turn. Sustain Minor: The zone persists.
~ Word of Annihilation (standard; at-will) + Necrotic
Close burst 5; targets one creature in burst; +31 vs. Fortitude;
the target takes ongoing 20 necrotic damage (save ends). While
the target is within Ygorl's entropic presence aura, it cannot make
saving throws to end the ongoing damage.
Alignment Chaotic evil Languages Common, Primordial
Skills Arcana +25, Insight +22, Intimidate +25, Stealth +23
Str29(+22) Dex21 (+18) Wls19(+17)
Con 24 (+20) Int 25 (+20) Cha 24 (+20)
Equipment adamantine scythe
SHKIV
Shkiv came to Ygorl's service after the ruin ofArkho
sia. Disgusted with human excess and overcome with
grieffor his fallen kin, the dragon sought out the Lord
of Entropy to get revenge. The slaad lord accepted the
dragon's service, and the melancholic beast has been
Ygorl's constant companion ever since.
Service to a slaad lord comes at a steep price. The
chaotic energy swirling about Ygorl corrupts any who
spend too much time in his presence. Shkiv's body is
twisted and shrunken, prone to sudden eruptions and
entropic shift.
weakened until the end of its next turn.
to share the secrets of ruin known only to Ygorl , even Skills Athletics +16. Stealth +17
though the slaad elder has never given any indication Str 14 (+11) Dex 17 (+12) Wis 19 (+13)
of recognizing or even remembering him. Con 20 (+14) Int 23 (+15) Cha 16 (+12)
Monster Level and Role Page Monster Level and Role Page
o
Crushing Wave Initiate 8 Soldier 155 Diamondstorm Reaper 20 Soldier 139
:2
Scorchwind Phantom 9 Lurker 138 liricosa 21 Solo Controller 148 ~
LU
Consumptive Swarm 21 Elite Skirmisher 133
Crushing \Nave Hierophant 10 Artillery (L) 154 Z
Skirnex 23 Elite Controller (I.) 157
Chaos Phage Swarm 12 Brute 142
Smoke Hound 23 Minion Soldier 147
Ashfrost Assassin 12 Skirmisher 138 134
Writhing Crag 23 Elite Soldier
Green Slaad Madjack 13 Elite Controller 142 Primeval Ooze 24 Elite Brute 128
Mud Archon Skulker 14 Lurker 131 Caustic Slayer 24 Elite Lurker 139
Blue Slaad Digester 14 Elite Soldier 143 Djinn Cloudstalker 24 Lurker 151
Iron Archon Interceptor 14 Soldier 130 Ehkahk 25 Elite Controller (L) 146
Eisk Jaat Rimebolter 1 5 Artillery 136 TZiphal Xorn 25 Minion Skirmisher 103
Gray Slaad Havoc 15 Artillery (L) 143
Primordial Blot 26 Solo Artillery 140
Sunsearer 15 Artillery 139 Shkiv 26 Artillery 157
Dust Demon 15 Elite Controller 132 Black Slaad Entropic 26 Minion Brute 144
Dust Wisp 15 Minion Controller 132 Entropic Void 26 Minion oldier 144
Eisk Jaat 'Varrior 15 Minion Skirmisher 136
Quake Gorgon 26 Soldie r 104
Hed Slaad Juggernaut 15 Elite Soldier 143
Ygorl 26 Elite Soldier (L) 156
Eisk J aat Mauler 16 Brute (L) 136 27 Elite Lurker (L)
Sirrajadt 150
Wbite Slaad 16 Elite Lurker 144
White Slaad Temporal Replica 16 iVlinion Lurker 144 Mirmakur 28 Elite Brute 154
Consumptive Parasite 16 Minion Skirmisher 133 Storm That Walks 28 Solo Controller 129
Iron Archon Crescent Blade 16 Skirmisher 130 Tholundru 28 Elite Controller (L) 105
Acolyte of Entropy 18 Skirmisher 158 Xixecal 30 Elite Brute 153
Eisk Jaat Mystic 18 Lurker 137
Solkara 34 Solo Controller 152
Ash-Wrought Soulburner 19 Controller 133
Mud Archon Ambusher 19 Skirmisher 131
Ari Marmell has been shirking homework in favor of As of May 30 2009 , luke Johnson became a married
playing D&D since he was nine years old. Thankfully, man. As of August 1009. he is also enrolled in medical
he now works in the industry, since shirking work for school. How he still has time to w rite for DUNGEONS 8i
gaming tends to wreak havoc with the bills. The Plane DRAGONS is a secret his fellow authors int nd to wring
Below is his first turn behind the lead design wheel for out of him any day now.
Wizards of the Coast.
Stephen Radney-MacFarland is a game developer for
Bruce R. Cordell is an Origins and ENnie award-winning Wizards of the Coast RPG R&D. but is actually just bid ing
game deSigner whose long list of professional credits his time in anticipation of the zombie apocalypse. His
include the new FORGOTTEN R EAL MS'~ Campai8n Guide, Keep most current projects include Arcane Power, Adventurer's
on the Shadowfell. Draconomicon: Chromatic Dra8ons, and Vault 2, and Draconomicon: Metallic Dra8ons.
Open Grave: Secrets of the Undead. Bruce is also an author
of Forgotten Realms novels, including City of Torment,
the second book in the his Abolethic Sovereignty series.
CHAOS RULES
ADVENTURE
FOLLOWS
GET MORE AT
INSIDER'"
www.dndinsider.com
ISBN: 978-0-7869-5249-6
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9 7807
Sug. Retail: US $29.95 CAN $37.00
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