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Ghosts
By Logan Bonner
Illustration by Anne Stokes
The souls of the dead linger on, haunting dark and lonely places. Their incomplete lives tether them to the mortal world, their spirits unable to pass through to the other side.
Forbidding mansions, poisoned wells, abandoned templessuch are the forsaken places where ghosts dwell and where the living fear to tread. Often, rumors of hauntings are just thatrumors. But at sites tainted by misery, terror, and death, these rumors could be true. A ghost is what remains of a being whose soul should have moved on after death, but was trapped. This entrapment commonly occurs because the being has a strong urge to complete a task that tears and fragments its soul. Forsaken Souls: Ghosts, unlike some kinds of undead, retain their souls. This is not to say that the souls remain intact. Ghosts arise from beings that have already stained their souls with murderous, vengeful, cruel, or obsessive deeds. The corruption of an evil life or a limitless need to right a perceived wrong holds the soul back. Upon death, the beings other traits are wrested away. Compassion and love disappear, leaving the darkest, most obsessive remnants of the creatures personality. Lacking a rational mind to control its excesses, the soul goes after what it wants, no matter the consequences. Priests, particularly those who
worship the Raven Queen or Pelor, prefer to save the souls of ghosts peacefully. If such a priest finds that a ghost became trapped for a good reason (such as being the victim of a murder, or perishing while attempting to thwart an evil mastermind), he or she attempts to right the wrong and send the ghosts soul on to the Raven Queens domain in Letherna. Worshipers of Asmodeus also take a special interest in ghosts, but for a different reason: They imprison the souls, securing them for their evil master. Unfinished Business: An all-consuming purpose keeps a soul in the world and transforms it into a ghost. A sadistic torturer might return as a ghost to cause more pain and misery. The ghost of a victim of a cruel death often seeks revenge on her murderer. A soldier who died young might guard a chamber, ghostly blade in hand, eager to strike down any intruder to prove his worth. The bitter irony of becoming a ghost is that even though the souls existence is sustained in order to complete a goal, the ghost loses the power to attain that goal. A ghost that retains full knowledge of its purpose might be confined to a certain location or unable to manifest fully. Or the ghost might not fully recall its goal. A ghost can retain strong emotions and still feel an urgent need, but at the same time fail to recall the focus of its ire. Such a creature wanders aimlessly, doomed to never find rest without anothers help, and lashing out against anyone who comes into its domain.
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Level 4 Soldier
XP 175 Initiative +7 Perception +7 Darkvision
Traits
Insubstantial The ghost takes only half damage from any damage source except those that deal force damage. Phantom Tactics The phantom warrior has combat advantage against any enemy that has another phantom warrior adjacent to it.
Standard Actions
m Phantom Sword (necrotic) At-Will Attack: Melee 1 (one creature); +9 vs. Reflex Hit: 1d8 + 7 necrotic damage. Effect: The target is marked until the end of the phantom warriors next turn. Str 18 (+6) Dex 16 (+5) Wis 11 (+2) Con 12 (+3) Int 10 (+2) Cha 18 (+6) Alignment unaligned Languages Common
I recognize him. Denth Madros. He was a good man, and I cannot bear to see what he has become. We have to put him to rest. Ellis Temberon of House Harskel
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Level 8 Lurker
XP 350 Initiative +12 Perception +9 Darkvision
Tormenting Ghost
Level 21 Controller
XP 3,200 Initiative +19 Perception +17 Darkvision
Level 12 Controller
XP 700 Initiative +8 Perception +13 Darkvision
Traits
Medium shadow humanoid (undead) HP 137; Bloodied 68 AC 33, Fortitude 30, Reflex 34, Will 32 Speed 0, fly 6 (hover); phasing Immune disease, poison
Traits
Medium shadow humanoid (undead) HP 81; Bloodied 40 AC 24, Fortitude 23, Reflex 23, Will 24 Speed 0, fly 6 (hover); phasing Immune disease, poison
Traits
Insubstantial The ghost takes only half damage from any damage source except those that deal force damage. Trapbound The ghost cannot voluntarily move more than 20 squares from the place where it died. If it is forced beyond this range, it is weakened and unable to use ghostly possession until it moves back within range. m Grave Touch (necrotic) At-Will Attack: Melee 1 (one creature); +11 vs. Fortitude Hit: 2d6 + 9 necrotic damage. M Ghostly Possession (charm) Recharge 6 Attack: Melee 1 (one living humanoid); +11 vs. Will Hit: The trap haunt is removed from play, and the target is dominated (save ends). When the target is no longer dominated, the trap haunt reappears in a square of its choice adjacent to the target. The trap haunt can voluntarily end this effect at the end of its turn. Str 10 (+4) Dex 18 (+8) Wis 11 (+4) Con 14 (+6) Int 11 (+4) Cha 16 (+7) Alignment unaligned Languages Common
Insubstantial The ghost takes only half damage from any damage source except those that deal force damage. m Spirit Touch (necrotic) At-Will Attack: Melee 1 (one creature); +24 vs. Reflex Hit: 2d8 + 12 necrotic damage. M Ghostly Possession (charm) Recharge 5 6 Attack: Melee 1 (one living humanoid); +24 vs. Will Hit: The ghost is removed from play, and the target is dominated (save ends). When the target is no longer dominated, the ghost reappears in a square of its choice adjacent to the target. The ghost can voluntarily end this effect at the end of its turn. C Burst of Terror (fear, necrotic) Recharge when first bloodied Attack: Close burst 5 (enemies in the burst); +24 vs. Will Hit: 2d8 + 8 necrotic damage, the ghost pushes the target 5 squares, and the target is dazed and immobilized (save ends both). A Ghostly Terrain (zone) At-Will Effect: Area burst 1 within 10. The burst creates a zone that lasts until the end of the encounter or until the ghost uses this power again. Squares in the zone are difficult terrain and lightly obscured. Any creature that enters the zone or ends its turn there is immobilized (save ends). A creature can end the immobilization with a successful escape attempt (DC 26).
Standard Actions
Insubstantial The ghost takes only half damage from any damage source except those that deal force damage. m Spirit Touch (necrotic) At-Will Attack: Melee 1 (one creature); +15 vs. Reflex Hit: 2d10 + 5 necrotic damage. R Deaths Visage (fear, psychic) At-Will Attack: Ranged 5 (one creature); +15 vs. Will Hit: 3d6 + 9 psychic damage. Effect: The target takes a 2 penalty to all defenses (save ends). C Terrifying Shriek (fear, psychic) Recharge 5 6 Attack: Close burst 5 (enemies in the burst); +15 vs. Will Hit: 2d8 + 6 psychic damage, the banshee pushes the target up to 5 squares, and the target is immobilized (save ends). Skills Stealth +13 Str 14 (+8) Dex 15 (+8) Wis 14 (+8) Con 13 (+7) Int 10 (+6) Cha 17 (+9) Alignment unaligned Languages Common
Standard Actions
Standard Actions
Logan Bonners credits include The Slaying Stone and Monster Vault. He lives in the Seattle area and works as a freelance game designer, writer, and editor. You can follow him on Twitter, where hes @loganbonner.
Trigger: The ghost is missed by a melee attack. Effect (Immediate Reaction): The ghost shifts up to 3 squares. Skills Stealth +24 Str 11 (+10) Dex 28 (+19) Wis 14 (+12) Con 20 (+15) Int 12 (+11) Cha 25 (+17) Alignment evil Languages Common
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Wights
By Logan Bonner
Illustration by David Griffith
The soulless, brutal wights yearn to regain the souls they lost in death. Only drawing life force from the living, watching their blood flow, and feeling their bones crunch can momentarily sate the hunger.
Wights are undead that retain their human craftiness and martial skill after death, but whose minds are consumed with evil thoughts. A wight dwells in underground tombs and tunnels, and encountering a wight is a terrifying experiencecoming face to face with pure evil. A ghost can be sent to eternal rest, and a vampire can be reasoned with, but a wight can be stopped only if it is destroyed. As long as its corpse can still move, its hate drives it to fight and kill. No Souls, Only Malice: A creature that dies and becomes a wight loses its soul. A wight is far from mindless, however, and the loss of its soul fills it with constant pain. This sense of loss is tremendous and all-consuming; nothing can fill the void. A wight brutally attacks and slays creatures that have souls, trying in vain to reclaim what it has lost. Those who have witnessed wights being born swear that the creatures dont rise spontaneously from corpses. Rather, a forcean evil beyond mortal imagining flows into the body. This is something sensed rather than seen; the force fills every fiber of the creatures
TM & 2011 Wizards of the Coast LLC. All rights reserved.
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Just one look in its eyes, and you know a wight is not a man. It hates the living. It hates us and everything we have. All the beast wants is our souls and our blood. Garibanz of Harkenwold
They prefer to fight on familiar terrain where they have the advantage. Theyre quick to give chase, though, and a shrewd opponent can lead the ravenous wights away to gain an advantage. Tacticians and Warriors: Buried soldiers and mercenaries become wights more often than other kinds of corpses do. When a group of warriors turns into wights, the group maintains the same hierarchy it followed in lifecaptains remain in charge of their subordinates, and a king is still a king (although one without a kingdom). The new wights still know how to fight tactically and set ambushes. They maintain patrols, remaining active long after death. Though theyre driven by hate, theyre rational enough to avoid rushing heedlessly into combat when they have advance notice. They would rather set up a surprise attack that ensures victory than take a chance that might let living creatures escape. Servants to Undead Masters: Wights loathe the living and dont work for them willingly. They do follow intelligent undead, however, especially liches. If a wights master shows contempt for the living and a desire to bring violence, pain, and death, the wight is an eager servant. In undead armies, wights become elite troops. They rank below death knights and above the mindless skeletons and zombies. Unless theyre working for a more powerful master, wights rarely associate with mindless undead. They think of them the same way dungeon keepers doas
little more than tools. A skeleton is fit to eternally wander a passageway and serve as a minor deterrent, nothing more. Oddly enough, this is the same way wights are seen by more intelligent beings. Powerful wizards, liches, and masterminds relocate wights to their dungeons to act as unwitting guards. A wight might not like this situation, but that wont stop it from killing any living, breathing surface-dweller who comes along. Creatures of Greed and Envy: A wight desires what the living possess, and a wights life underground plays out like a sick imitation of life in the world above. The creatures covet treasure hoards and seek out wealth as though they had use for it. In actuality, wights dont buy anything, nor can they be bribed. A wight closely guards the possessions it was buried with. Whether these items are ancient treasures that used to belong to nobles, or simple baubles from wights that used to be peasants, they take on deep significance to the undead. The arms and armor of a wight might be centuries old, but they remain in excellent condition because the creatures maintain their gear. One exception would be a wight that had been long dead before it was raised. If enough time passed for the wights armor, weapons, and clothing to rust or decompose, the wight is unlikely to have the supplies to repair them.
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Medium natural humanoid (undead) XP 175 HP 54; Bloodied 27 Initiative +4 AC 18, Fortitude 15, Reflex 16, Will 17 Perception +1 Speed 6 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Medium natural humanoid (undead) XP 400 HP 98; Bloodied 49 Initiative +7 AC 25, Fortitude 22, Reflex 18, Will 22 Perception +3 Speed 5 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant m Soul-Draining Longsword (necrotic, weapon) At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 1d8 + 5 necrotic damage, the target loses a healing surge, and it is immobilized until the end of its next turn. R Soul Reaping (healing, necrotic) Recharge 5 6 Attack: Ranged 5 (one immobilized creature); +12 vs. Fortitude Hit: 3d8 + 9 necrotic damage, and the wight regains 10 hit points. Skills Intimidate +14 Str 20 (+9) Dex 13 (+5) Wis 9 (+3) Con 18 (+8) Int 12 (+5) Cha 20 (+9) Alignment evil Languages Common Equipment plate armor, heavy shield, longsword
Standard Actions
Medium natural humanoid (undead) XP 2,000 HP 212; Bloodied 106 Initiative +14 AC 30, Fortitude 30, Reflex 27, Will 26 Perception +13 Speed 7 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 15 radiant
Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d6 necrotic damage, and the target loses a healing surge. M Grave Bolt (necrotic) At-Will Attack: Ranged 20 (one creature); +7 vs. Reflex Hit: 1d6 + 8 necrotic damage, and the target is immobilized (save ends). C Horrific Visage (fear, psychic) Recharge 4 5 6 Attack: Close blast 5 (creatures in the blast); +7 vs. Will Hit: 1d6 + 6 psychic damage, and the wight pushes the target up to 3 squares.
Minor Actions
Reanimate (healing) Encounter Effect: Ranged 10 (one destroyed undead creature of level 6 or lower that is not a minion). The target regains hit points equal to one-half its bloodied value. It can stand up as a free action. Skills Arcana +10, Religion +10 Str 10 (+2) Dex 14 (+4) Wis 9 (+1) Con 14 (+4) Int 16 (+5) Cha 18 (+6) Alignment evil Languages Common
C Death Wail (necrotic) Encounter Trigger: The wight drops to 0 hit points. Attack (No Action): Close burst 5 (each enemy in the burst); +21 vs. Fortitude Hit: 4d6 + 4 necrotic damage. Effect: Each undead ally in the burst can make a basic attack as a free action. Str 26 (+17) Dex 20 (+14) Wis 9 (+8) Con 22 (+15) Int 12 (+10) Cha 18 (+13) Alignment chaotic evil Languages Common
Triggered Actions
Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d6 + 9 necrotic damage, the target loses a healing surge, and is it weakened until the end of its next turn.
Logan Bonners credits include The Slaying Stone and Monster Vault. He lives in the Seattle area and works as a freelance game designer, writer, and editor. You can follow him on Twitter, where hes @loganbonner.
Wight
Level 5 Skirmisher
Medium natural humanoid (undead) XP 200 HP 62; Bloodied 31 Initiative +7 AC 19, Fortitude 18, Reflex 17, Will 16 Perception +0 Speed 7 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Standard Actions
Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d6 + 4 necrotic damage, and the target loses a healing surge. Effect: The wight shifts up to 3 squares. Skills Stealth +10 Str 18 (+6) Dex 16 (+5) Wis 6 (+0) Con 14 (+4) Int 10 (+2) Cha 15 (+4) Alignment evil Languages Common
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Gibbering Beast
Illustration by Thomas M. Baxa and Pete Venters
A mass of pulsating, oozelike flesh writhes. It spouts mad gibberish from its many mouths, and it stares in all directions with bugged-out, alien eyes.
Gibbering beasts are like madness made flesh. The unnatural essence of the Far Realm comes to horrid life in their amorphous, shifting forms. To encounter a gibbering creature is to face nonsense and chaos a creature that has no place in the world and feels utterly, gut-wrenchingly wrong. Few people survive encounters with gibbering beasts, and even fewer of those retain their sanity. Incessant Nonsense: Gibbering beasts get their name from the garbled chatter that constantly flows from the creatures dozens or hundreds of misshapen mouths. The sound is a mix of humanlike voices, animal noises, and sounds impossible for any natural creature to replicate. Occasionally, a gibbering beast speaks snippets that seem to make sense. These short phrases can be in any number of languages, and might take the form of warnings or clues. Its impossible to predict whether a gibbering beasts words will come true. Psionic scholars believe the words arent even spoken at all; theyre simply brought forth from the minds of the people who hear them, a product
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Medium aberrant magical beast XP 500 HP 110; Bloodied 55 Initiative +7 AC 24, Fortitude 24, Reflex 20, Will 22 Perception +4 Speed 5, swim 5 All-around vision, darkvision
Traits
Medium aberrant magical beast HP 168; Bloodied 84 AC 32, Fortitude 31, Reflex 30, Will 30 Speed 6, fly 4 (hover, altitude limit 1)
O Warped Ground F Aura 3 Squares in the aura are difficult terrain for enemies. All-Around Vision Enemies cant gain combat advantage by flanking the gibbering mouther.
Traits
Sbix grpligar. Nxfgasz! Shffu shffu. Ordorx ia! Naaaaaaaaar! Theren betray! Hrmlrmara nt zyx! a gibbering mouther
The formidable gibbering orbs present more of a mystery. They seem to be native to the Far Realm, but rumors suggest they might be highly advanced gibbering mouthers or gibbering beasts formed from dead gods or primordials. A gibbering orb follows some sort of odd agenda that makes sense only when the creature is observed over a long period of time. Reality Warps: Gibbering beasts appear to be from a different world, never quite adhering to the rules of reality and always seeming out of place. The earth around a gibbering mouther seems to recoil at its very presence. Stone and earth turn to a doughy substance, similar to quicksand, that gives way under the weight of other creatures. A gibbering orbs eye rays can warp flesh and deform bones, contorting them into inhuman shapes. The gibbering beasts themselves suffer this effect far more than denizens
Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 5 damage, and ongoing 5 acid damage (save ends). C Gibbering Feast (acid) F Recharge 6 Attack: Close burst 5 (dazed creatures in the burst); +15 vs. AC Hit: 2d6 + 5 damage, and ongoing 5 acid damage (save ends).
O Unnatural Utterances F Aura 5 Enemies take a 2 penalty to attack rolls while in the aura. All-Around Vision Enemies cant gain combat advantage by flanking the gibbering abomination. Combat Advantage Whenever the gibbering abomination hits a creature granting combat advantage to it with a melee or a ranged attack, the abomination deals 2d6 extra psychic damage to that creature. m Tentacles (psychic) F At-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 3d6 + 10 damage, and ongoing 5 psychic damage (save ends). R Eye of Despair (psychic) F Recharge 4 5 6 Attack: Ranged 10 (one creature); +21 vs. Will Hit: 4d8 + 10 psychic damage, and the target is immobilized (save ends).
Standard Actions
Trigger: The gibbering mouther starts its turn. Attack: Close burst 5 (nondeafened creatures in the burst); +13 vs. Will Hit: The target is dazed until the end of the gibbering mouthers next turn. Str 19 (+9) Dex 14 (+7) Wis 8 (+4) Con 22 (+11) Int 4 (+2) Cha 18 (+9) Alignment unaligned Languages
of the world around them do; their bodies constantly shift form, and their eyes, mouths, and tentacles appear and disappear frequently. Dwellers in Inhospitable Reaches: Places touched by the Far Realm lie far from civilization. Gibbering beasts writhe through freezing underground caverns as well as bubbling acidic swamps. Two phenomena offer clues that a gibbering mouther might be nearby. First, the stone and earth are altered, turned soft where the mouther passed through. Second, the creature causes the floor and walls around it to heat up, creating warm edifices
Trigger: The gibbering abomination starts its turn. Attack: Close burst 5 (nondeafened creatures in the burst); +21 vs. Will Hit: The target is dazed until the end of the abominations next turn. Str 20 (+14) Dex 18 (+13) Wis 19 (+13) Con 16 (+12) Int 11 (+9) Cha 12 (+10) Alignment unaligned Languages
or even steam in cold locations. Gibbering beasts prefer to eat flesh and blood, but they can devour any sort of animal, vegetable, or mineral. No one can tell whether they have an actual need to eat, but to a gibbering beast and its prey, such a determination hardly matters.
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Gibbering Orb
Huge aberrant magical beast XP 55,000 HP 984; Bloodied 492 Initiative +22 AC 41, Fortitude 38, Reflex 39, Will 40 Perception +20 Speed 0, fly 8 (hover) All-around vision, darkvision Saving Throws +5; Action Points 2
Traits
O Merciless Eyes F Aura 5 When an enemy starts its turn in the aura and in the gibbering orbs line of sight, the gibbering orb uses one random eye ray against that enemy. All-Around Vision Enemies cant gain combat advantage by flanking the gibbering orb.
Attack: Melee 1 (one creature); +32 vs. AC Hit: 6d6 + 14 damage, and one of the orbs mouths detaches and repeats this attack against the target at the start of each of the orbs turns. The mouth falls off when one of these attacks misses. R Eye Rays F At-Will Effect: The gibbering orb uses two of the following eye rays, each against a different target. This attack does not provoke opportunity attacks. 1. Mindcarving Ray (psychic): Ranged 10; +30 vs. Will; 3d8 + 11 psychic damage, and the target is dazed (save ends).
Trigger: The gibbering orb starts its turn. Attack: Close burst 5 (nondeafened creatures in the burst); +30 vs. Will Hit: The target is dazed until the end of the gibbering orbs next turn. Str 27 (+21) Dex 28 (+22) Wis 15 (+15) Con 22 (+19) Int 17 (+15) Cha 31 (+23) Alignment unaligned Languages
Logan Bonners credits include The Slaying Stone and Monster Vault. He lives in the Seattle area and works as a freelance game designer, writer, and editor. You can follow him on Twitter, where hes @loganbonner.
Author Bio
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Grell
By Logan Bonner
Flying, tentacled grells hunt their prey through dark, underground corridors. Though they psychically perceive the minds of the living, the monstrosities sense nothing more than another meal.
Grells have two priorities: colonizing new lands and eating. Instinct drives them to increase their numbers and extend their sway over as much territory as possible, but their intellect lets them plan their conquests better than any pack of predatory beasts can. Grells fall somewhere in the middle among aberrant creatures: They arent genius schemers as mind flayers are, nor are they utterly insane beasts like carrion crawlers. They have the intelligence of humans, but follow alien motivations that cause many of them to live and hunt like animals. Lives Spent in the Dark: Grells detest sunlight and avoid the surface world. Their ability to navigate without sight lets them pass through the unlit realms easily, and their psychic senses help them hunt down their prey. They hate to give up their natural advantages by going aboveground. The monsters originally hail from the Far Realm, but have infested the Underdark of every plane. That places enormous caverns can hold vast colonies of grells, providing plenty of room for them to feast and practice their alien alchemy. In the Shadowdark, they
are especially plentiful. The most ancient grells live there, devouring even the largest and most dangerous of subterranean beasts. Eaters of Flesh: To grells, humanoids provide fresh meatnothing more. Infiltrating societies, influencing affairs in the aboveground world, and amassing legions of slaves holds no appeal for the average grell. The larger and older a grell, the larger the creatures it hunts, and an adult humanoid provides the right amount of sustenance for a full-grown grell. When a grell kills a victim, it first cracks open the skull with its calcified beak. It removes the brain, since that organ is poisonous to a grell. Usually, the brain gets discarded immediately, but a grell colony might save brains if they know of mind flayers that live nearby. Then the grell devours the rest of the body, including the bones. Though grells dont worship deities, they show deference to great devourers, from the destructive tarrasque to the imprisoned Chained God. The Wild and the Civilized: An insular and reclusive race, grells dont live among other creatures. They might join a fight alongside other monsters in order to snag an easier meal, but they quickly disappear back to the nest or the colony with their meals. Many grells are feral and solitary, and the rest gather in colonies numbering from four to twelve members (though some populations can reach as high as fifty). Theres no animosity between
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Medium aberrant magical beast (blind) HP 156; Bloodied 78 AC 22, Fortitude 19, Reflex 20, Will 17 Speed 1 (clumsy), fly 6 (hover) Immune blinded, gaze Saving Throws +2; Action Points 1
Traits
Human Shield The grell gains a +2 bonus to AC while it has an enemy grabbed.
Standard Actions
m Tentacle Rake (poison) At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the target is slowed and takes a 2 penalty to attack rolls (save ends both). M Tentacle Grab At-Will Requirement: The grell must not be grabbing a creature. Attack: Melee 2 (one creature); +10 vs. Fortitude Hit: 2d8 + 6 damage, and the grell grabs the target (escape DC 16). M Double Attack At-Will Effect: The grell uses tentacle grab and tentacle rake, or uses tentacle rake twice. M Venomous Bite (poison) At-Will (1/round) Attack: Melee 1 (one creature grabbed by the grell); +12 vs. AC Hit: 1d8 + 4 damage, and the target is stunned (save ends). The stun also ends if the grell is no longer grabbing the target. Skills Stealth +17 Str 12 (+4) Dex 19 (+7) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 9 (+2) Alignment evil Languages Deep Speech
Minor Actions
As the creature bore down, our drow companion used the magic of his kind to fill the tunnel with darkness. We couldnt see in. We heard snapping and crunching. The beast emerged from the cloud, the entrails of our ally trailing from its beak. Only then did we see the monster up close. Only then did we see it had no eyes. Ella Laird, former explorer
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Medium aberrant magical beast (blind) XP 1,200 HP 224; Bloodied 112 Initiative +10 AC 25, Fortitude 21, Reflex 24, Will 23 Perception +12 Speed 1 (clumsy), fly 6 (hover) Blindsight 12 Immune blinded, gaze; Resist 20 lightning Saving Throws +2; Action Points 1 m Tentacle Rake (poison) At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 6 damage, and the target is slowed and takes a 2 penalty to attack rolls (save ends both). R Lightning Lance (lightning) At-Will Attack: Ranged 10 (one creature); +14 vs. Reflex Hit: 2d6 + 3 lightning damage, and the target is blinded (save ends). C Venomous Mind (psychic) At-Will Attack: Close burst 3 (enemies in the burst); +14 vs. Will Hit: 2d8 + 5 psychic damage, and when the target makes a melee attack, it must choose its target at random from all potential targets in range (save ends). A Psychic Storm (psychic, zone) Recharge 6 Attack: Area burst 2 within 10 (creatures in the burst); +14 vs. Will Hit: 3d8 + 3 psychic damage, and the target is dazed (save ends). Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that ends its turn in the zone is dazed until the end of its next turn. Skills Arcana +13, Stealth +20 Str 14 (+7) Dex 21 (+10) Wis 14 (+7) Con 16 (+8) Int 16 (+8) Cha 13 (+6) Alignment evil Languages Deep Speech
Standard Actions
Logan Bonners credits include The Slaying Stone and Monster Vault. He lives in the Seattle area and works as a freelance game designer, writer, and editor. You can follow him on Twitter, where hes @loganbonner.
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Chuul
By Logan Bonner
Massive, hard-shelled chuuls lurk just below the water in murky swamps. With one touch of a chuuls tentacles, a victim is paralyzed, unable to escape a grisly death between the creatures claws.
Chuuls want only two things: to be left alone and to eat people. Fortunately for the creatures, when the first want is denied, the other is usually fulfilled. Chuuls coexist peacefully with only a small subset of creatures, and intruding on their terrain is extremely dangerous. Like many aberrant creatures, chuuls have psychic powers, but they rarely access those abilities early in their life cycle. As chuuls age, they begin to exude psychic static as they gain limited control over their natural psychic powers. Aquatic Lairs: Chuuls live in small groups, called pods, in bodies of still water large enough to support the pod. They use rivers and even oceans to travel, but they prefer to settle in swamps, jungle lakes, and underground seas. Some find comfort in lairs closer to urban areas, such as a sewer tunnel or a shipwreck near a coastline, since those sites provide a more accessible food supply. Some chuuls, especially older ones, create lairs by digging up lake bottoms and building rudimentary structures from trees and stones. Chuuls construct these lairs as a series
of roughly circular rooms (including a trophy room) connected by tunnels just big enough for the largest chuul in the pod to squeeze through. Egg Layers: Chuuls hatch from clusters of slimy, yellow-green eggs. Adults lay egg sacs only rarely, so they viciously protect them. They are also intelligent enough to understand the value in protecting the egg sacs of other chuuls in their pod. In environments that offer little food, adult chuuls collect humanoid prisoners to feed to hatchlings. Chuuls have been known to attach egg sacs to the undersides of ships and rafts to spread their race to new lands. Susceptible to Mutation: Polluted water, planar rifts, and magical experimentation alter chuuls much more easily than they do other creatures. Aberrant spellcasters love to experiment on their six-legged kin, warping them into bizarre servants and fully unlocking the chuuls mental powers. Even chuuls that arent altered in this way still display mutations, such as growing to immense size or becoming poisonous.
I fought a chuul once. My sword bounced right off its carapace! It still has that swordand the arm I swung it with. Lefty Lormengard
1
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Level 10 Soldier
XP 500 Initiative +10 Perception +9 Darkvision
Chuul Juggernaut
Traits
Huge aberrant magical beast (aquatic) HP 434; Bloodied 217 AC 39, Fortitude 37, Reflex 33, Will 35 Speed 7, swim 7 Saving Throws +2; Action Points 1
Aquatic The chuul can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Tentacle Net (poison) A creature hit by the chuuls opportunity attack is immobilized until the end of the chuuls next turn.
Traits
Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d6 + 6 damage, or 4d6 + 6 if the target is immobilized. M Double Attack (poison) F At-Will Effect: The chuul uses claw twice. If both attacks hit the same creature, the chuul makes a secondary attack against it. Secondary Attack: +13 vs. Fortitude. Hit: The target is immobilized until the end of the chuuls next turn. Str 22 (+11) Dex 16 (+8) Wis 18 (+9) Con 21 (+10) Int 4 (+2) Cha 14 (+7) Alignment unaligned Languages Deep Speech
O Psychic Moan F Aura 1 Enemies take a 2 penalty to Will and gain vulnerable 5 psychic while in the aura. Aquatic The chuul can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Tentacle Net (poison) A creature hit by the chuuls opportunity attack is immobilized until the end of the chuuls next turn.
Hatred of Humanoids: These aberrant creatures are born with a racial memory, clearly recalling events from the previous generation and able to access cloudier information from far back in the races history. The memories deliver one clear message: Hate the humans. Kill them. Chuuls will attack humans (and elves, dwarves, halflings, or other intelligent humanoids of similar ilk) whenever they have the opportunity. They do not prey on other aberrants or subterranean creatures. Chuuls ally with mind flayers, grimlocks, and troglodytes against surface-dwellers.
Trophy Collectors: Born hoarders, chuuls keep trophies from their kills. Shining armor, glittering amulets, and well-crafted saddles can all be found in chuul hoards. The creatures are savvy enough to barter, but only when they are offered captive humanoids or other delicacies. If a victim carries no treasure or trinkets, the chuul keeps and displays its skull. The one part of a humanoid that a chuul never keeps is the brain. Brains are poisonous to them, so they either discard them far from the lair or trade them to mind flayers.
Attack: Melee 3 (one creature); +28 vs. AC Hit: 3d8 + 17 damage, or 5d8 + 17 if the target is immobilized. M Double Attack (poison) F At-Will Effect: The chuul uses claw twice. If both attacks hit the same creature, the chuul makes a secondary attack against it. Secondary Attack: +26 vs. Fortitude Hit: The target is immobilized (save ends). R Psychic Lure (psychic) F At-Will Attack: Ranged 10 (one or two creatures); +26 vs. Will Hit: 2d10 + 20 psychic damage, and the chuul pulls the target up to 5 squares. Str 27 (+19) Dex 19 (+15) Wis 22 (+17) Con 25 (+18) Int 4 (+8) Cha 16 (+14) Alignment unaligned Languages Deep Speech
Logan Bonners credits include The Slaying Stone and Monster Vault. He lives in the Seattle area and works as a freelance game designer, writer, and editor. You can follow him on Twitter, where hes @loganbonner.
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Sahuagin
By Logan Bonner
The sea devils raid settlements and attack ships, showing no mercy. The hateful creatures return to their undersea cities with their plunder: treasure to hoard and flesh to eat.
In the dark of the night, the sahuagin rise from the sea. Riding sharks and carrying tridents, they obey the commands of their barons to hunt and kill. Though their homes look like cities and their society is highly structured, their barbaric hunting practices leave no doubt that sahuagin are far from civilized. Their worldview is simple: Sahuagin are predators, and all other creatures are prey. Strict Patriarchy: Sahuagin follow the orders of their superiors according to a rigid societal hierarchy. A male called a baron rules each village, a prince commands twenty villages, and a king might rule an entire coastline and live in a city six thousand strong. If a sahuagin questions a leader or accuses one of cowardice or betrayal, the accuser must issue a formal challenge to be settled by unarmed combat. Winning a challenge doesnt guarantee a higher status for the victor, though. A warrior who defeats a prince has proven the validity of its challenge, but it is still just a warrior; a capable baron ascends to the former princes station.
Female sahuagin dont rule but have a similar power structure in their roles as teachers and lorekeepers. Their elites become priestesses, adopting a title that means favored one in Abyssal. Just as a male can become a prince or a king, a female can ascend to the status of high priestess or royal priestess, titles equivalent in power to prince and king but directing matters of faith and culture instead of raids and hunting parties. Devotees of Sekolah: The sahuagin follow one patron god: Sekolah, an exarch of Melora that appears in the form of an enormous great white shark. The mantras of Sekolah are simple: Kill and devour. Be that which eats, not that which is eaten. The creation myth of the sahuagin claims that Sekolah brought the race into the world. In the early times, before the land had scarred the face of the water, Sekolah hunted. He tracked and killed a great behemoth of the deeps and, exulting in victory, sang a song that shook all the ocean. From a chasm below, echoes of his holy voice joined the song, and up rose his favored race. The sahuagin believe that Sekolah travels all oceansfrom the Stormy Sea around Gloomwrought in the Shadowfell to the frozen sea of Stygia in the Nine Hells. Wherever prey can be found, killed, and eaten, Sekolah will be present. The priestesses teach that Sekolah is the enemy of the demon lords Demogorgon and Dagon. The sea devils
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the sea devilsthe weak and injured might have had a higher purpose once, but now they serve best as food.
F Truth is what we remember. Sahuagin take each others word as proof, rather than requiring a firsthand account of an event or physical evidence. The question is not Did this happen? but Does a sahuagin say this happened?
Altered by Mutation: Genetic anomalies run rampant in the sahuagin population. The most desired mutation, an extra set of fully functional arms, marks a hatchling as a potential ruler. The sahuagin barons (and by extension their princes and kings) all have four arms, and they are much larger than the others of their kind. These nobles breed more frequently than males of lower castes, with the goal of strengthening the race by creating as many four-armed mutations as possible. Working against this effort is the
fact that most of the nobles offspring are weak or deficient in some way. These inferior hatchlings are fed to the stronger young. About one of every hundred sahuagin hatchlings looks entirely different from the rest of its kind. These mutants, called malenti, appear less ferocious and alien to land-dwelling races, greatly resembling elves. Malenti are social pariahs within sahuagin society, but they serve an important purpose. The nobles send them out as ambassadors to make deals and treaties with coastal settlements. Such arrangements might be peaceful for a time but often end in betrayal, because the malentis true mission was to scout out and sabotage defenses and otherwise set the settlement up for attack.
I watched those devil men of the sea take my family away. They drowned them in the bay and dragged off the bodies, leaving me only a bleeding stump where my arm was torn away. As I passed out, I heard a keening, hissing noisea victory song. All that murder and chaos had brought those devils joy! Guardsman Klegg
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Level 6 Soldier
XP 250 Initiative +7 Perception +4 Low-light vision
Medium natural humanoid (aquatic) XP 63 HP 1; a missed attack never damages a minion. Initiative +5 AC 18, Fortitude 19, Reflex 18, Will 17 Perception +4 Speed 6, swim 6 Low-light vision
Traits
Traits
Aquatic The sahuagin can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Scent Blood Against bloodied enemies, the sahuagin gains a +1 bonus to attack rolls and deals 2 extra damage. m Trident (weapon) F At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 8 damage. r Thrown Trident (weapon) F At-Will Attack: Ranged 5 (one creature); +11 vs. AC Hit: 8 damage. Str 16 (+6) Dex 14 (+5) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 10 (+3) Alignment chaotic evil Languages Abyssal Equipment trident
Standard Actions
Aquatic The sahuagin can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Blood Frenzy Against bloodied enemies, the sahuagin gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. m Trident (weapon) F At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 damage, and the sahuagin marks the target until the end of the sahuagins next turn. r Thrown Trident (weapon) F At-Will Attack: Ranged 5 (one creature); +11 vs. AC Hit: 2d8 + 5 damage.
Standard Actions
Triggered Actions
M Opportunistic Strike F At-Will Trigger: An enemy flanked by the sahuagin shifts. Effect (Immediate Interrupt): The sahuagin makes a melee basic attack against the triggering enemy. Str 20 (+8) Dex 14 (+5) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 10 (+3) Alignment chaotic evil Languages Abyssal Equipment trident
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Level 8 Artillery
XP 350 Initiative +8 Perception +9 Low-light vision
Sahuagin Baron
Traits
Large natural humanoid (aquatic) HP 256; Bloodied 128 AC 22, Fortitude 23, Reflex 21, Will 20 Speed 6, swim 8 Saving Throws +2; Action Points 1
Logan Bonners credits include The Slaying Stone and Monster Vault. He lives in the Seattle area and works as a freelance game designer, writer, and editor. You can follow him on Twitter, where hes @loganbonner.
Aquatic The sahuagin can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Blood Frenzy Against bloodied enemies, the sahuagin gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. m Trident (weapon) F At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 5 damage. r Thrown Trident (weapon) F At-Will Attack: Ranged 5 (one creature); +13 vs. AC Hit: 2d8 + 5 damage. R Water Bolt F At-Will Attack: Ranged 10, or 20 underwater (one creature); +15 vs. AC Hit: 2d8 + 7 damage, or 3d8 + 7 damage underwater. R Spectral Jaws F Recharge when a creature saves against this power Attack: Ranged 20 (one creature); +13 vs. Will Hit: 4d6 + 5 damage, and the target takes ongoing 5 damage and a 2 penalty to all defenses (save ends both). Miss: Half damage, and ongoing 5 damage (save ends). Skills Intimidate +12 Str 16 (+7) Dex 18 (+8) Wis 20 (+9) Con 16 (+7) Int 12 (+5) Cha 16 (+7) Alignment chaotic evil Languages Abyssal Equipment trident, holy symbol, kelp robe
Standard Actions
O Blood Healing (healing) F Aura 10 Any ally in the aura that starts its turn adjacent to a bloodied enemy regains 5 hit points. Aquatic The sahuagin can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Blood Hunger Against bloodied enemies, the sahuagin gains a +2 bonus to attack rolls and a +5 bonus to damage rolls. m Trident (weapon) F At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d10 + 6 damage. m Claw F At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d6 + 4 damage, and ongoing 5 damage (save ends). r Thrown Trident (weapon) F At-Will Attack: Ranged 5 (one creature); +15 vs. AC Hit: 3d10 + 6 damage. M Barons Fury F At-Will Effect: The sahuagin uses trident once and claw twice. Skills Intimidate +13 Str 22 (+11) Dex 18 (+9) Wis 12 (+6) Con 18 (+9) Int 12 (+6) Cha 16 (+8) Alignment chaotic evil Languages Abyssal Equipment trident, headdress
Traits
Developer and Editor Jennifer Clarke Wilkes Producers Christopher Perkins, Greg Bilsland Art Directors Kate Irwin, Jon Schindehette Illustrators Jason Felix, Daren Bader Graphic Production Erin Dorries
Standard Actions
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Kuo-Toa
By Logan Bonner
In the seas and lakes of the Underdark, these fish-people worship their alien gods. Madness infects the race, and entire colonies can regress to gibbering animals.
Other races of the Underdark know to take the long way around when they negotiate the underground lakes and seas of that realm. To do otherwise is to invite the maniacal wrath of the kuo-toas. The creatures strength and ingenuity make them formidable, and their fanaticism and insanity make them unpredictable. Kuo-toas rarely travel by themselves, unless theyve gone mad and have been abandoned by their kin. In the words of a common dungeoneers adage, The only thing more dangerous than a kuo-toa hunting band is a kuo-toa alone. Two characteristics define kuo-toas, their religion and their madness. The first brings them great pride, the second great shame. They entreat their unknowable gods to end their races curse, but trafficking with creatures from beyond is just as likely to cause madness as to cure it. Worship of Powers Beyond: Kuo-toas practice religion devoutly, but not in the name of a deity of the Astral Sea, an archdevil, or a demon lord. They instead follow creatures from beyond the world, beings of great knowledge and inscrutable motivations. The kuo-toas believe that these gods lurk in the
murky depths of bottomless oceans in the Underdark, and these worshipers are likely to attack anyone who intrudes in such a sacred place. Kuo-toas rites resemble those of some cults of the surface world. Only the priests (called whips) speak for the deep gods, but all kuo-toas believe in them. They do not scrutinize the edicts of their gods but merely follow any dictates they can understand. The kuo-toas view aboleths as their gods servitors in the physical realm, and someespecially those on the verge of madnessbecome willing thralls of the deep masters and guard their lairs. Cursed by Madness: Like a disease, insanity infects the kuo-toa race. The whips and their servitors practice mental disciplines that usually prevent madness from taking hold, but any members of the common populace can fall prey to delusion and rage. Plagues of madness have repeatedly brought the kuotoas to the brink of destruction. Smaller colonies have died out in such epidemics, and large colonies have been devastated. If a settlement falls to madness, all its works and treasures are buried. The new settlement built atop it cuts all ties with the old in a futile attempt at preventing the cause of the madness from returning. Whips Hold Power: Priests live at the top of kuotoa society. They act as oracles of the deep gods and master spells uniquely suited to the dank corridors of the Underdark. Just below the whips in social rank
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Medium natural humanoid (aquatic) XP 350 HP 1; a missed attack never damages a minion.Initiative +13 AC 30, Fortitude 28, Reflex 29, Will 27 Perception +12 Speed 6, swim 6 Darkvision
Traits
Aquatic The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
Slick Maneuver At-Will Requirement: The kuo-toa must be adjacent to an enemy. Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy. Str 15 (+10) Dex 16 (+11) Wis 9 (+7) Con 15 (+10) Int 11 (+8) Cha 13 (+9) Alignment evil Languages Deep Speech Equipment leather armor, light shield, spear
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Level 12 Skirmisher
XP 700 Initiative +11 Perception +11 Darkvision
Kuo-Toa Harpooner
Medium natural humanoid (aquatic) HP 137; Bloodied 68 AC 30, Fortitude 26, Reflex 26, Will 24 Speed 6, swim 6
Level 14 Soldier
XP 1,000 Initiative +12 Perception +13 Darkvision
Kuo-Toa Monitor
Level 16 Skirmisher
XP 1,400 Initiative +15 Perception +15 Darkvision
Traits
Traits
Medium natural humanoid (aquatic) HP 153; Bloodied 76 AC 30, Fortitude 27, Reflex 28, Will 26 Speed 6, swim 6
Traits
Aquatic The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
Aquatic The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
Standard Actions
Standard Actions
Aquatic The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
m Skewering Spear (weapon) At-Will Attack: Melee 1 (one creature); +17 vs. AC (+19 while bloodied) Hit: 2d8 + 5 damage, and ongoing 5 damage (save ends).
Move Actions
Slick Maneuver At-Will Requirement: The kuo-toa must be adjacent to an enemy. Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy.
Requirement: The kuo-toa must be bloodied. Effect: The kuo-toa shifts 1 square.
m Harpoon (weapon) At-Will Attack: Melee 1 (one creature); +19 vs. AC Hit: 2d8 + 8 damage, and the kuo-toa grabs the target (escape DC 21). Until the grab ends, the target takes ongoing 5 damage, and the kuo-toa cant make attacks using this harpoon. R Reeling Harpoon (weapon) At-Will Attack: Ranged 10 (one creature); +19 vs. AC Hit: 2d8 + 8 damage, and the kuo-toa makes a secondary attack against the target. Secondary Attack: +17 vs. Fortitude Hit: 1d8 + 6 damage, and the kuo-toa pulls the target up to 3 squares.
Move Actions
Attack: Melee 1 (one creature); +21 vs. AC Hit: 3d10 + 8 damage. r Crossbow (weapon) At-Will Attack: Ranged 15 (one creature); +21 vs. AC Hit: 3d8 + 8 damage. M Leap Kick At-Will Effect: The kuo-toa monitor shifts up to 2 squares and uses slam. M Lightning Fist (lightning) Encounter Attack: Melee 1 (one creature); +19 vs. Reflex Hit: 2d10 + 8 lightning damage, and the target is stunned (save ends). Miss: Half damage, and the target is dazed (save ends).
Trigger: An adjacent enemy misses the kuo-toa with a melee weapon attack. Attack (Immediate Reaction): Melee 1 (the triggering enemy); +15 vs. Reflex Hit: The weapon used for the triggering attack drops in the targets space. Str 15 (+8) Dex 16 (+9) Wis 11 (+6) Con 15 (+8) Int 11 (+6) Cha 13 (+7) Alignment evil Languages Deep Speech Equipment leather armor, slimy light shield, spear
Slick Maneuver At-Will Requirement: The kuo-toa must be adjacent to an enemy. Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy.
Move Actions
Trigger: An adjacent enemy misses the kuo-toa with a melee weapon attack. Attack (Immediate Reaction): Melee 1 (the triggering enemy); +17 vs. Reflex Hit: The weapon used for the triggering attack drops in the targets space. Str 17 (+10) Dex 17 (+10) Wis 13 (+8) Con 17 (+10) Int 13 (+8) Cha 15 (+9) Alignment evil Languages Deep Speech Equipment leather armor, slimy light shield, 4 harpoons
Slick Maneuver At-Will Requirement: The kuo-toa must be adjacent to an enemy. Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy. Skills Acrobatics +18, Dungeoneering +15 Str 19 (+12) Dex 20 (+13) Wis 15 (+10) Con 17 (+11) Int 15 (+10) Cha 16 (+11) Alignment evil Languages Deep Speech Equipment leather armor, crossbow, 20 bolts
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Medium natural humanoid (aquatic) HP 156; Bloodied 78 AC 30, Fortitude 28, Reflex 27, Will 27 Speed 6, swim 6
Logan Bonners credits include The Slaying Stone and Monster Vault. He lives in the Seattle area and works as a freelance game designer, writer, and editor. You can follow him on Twitter, where hes @loganbonner.
Traits
Aquatic The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. m Pincer Staff (weapon) At-Will Attack: Melee 2 (one creature); +21 vs. AC Hit: 2d8 + 9 damage, and the kuo-toa grabs the target (escape DC 22) until the end of the kuo-toas next turn. Until the grab ends, the kuo-toa cant make attacks with its pincer staff. The kuo-toa can end the grab as a minor action and slide the target up to 3 squares. The target must remain within 2 squares of the kuo-toa during this slide. Sustain Standard: The grab persists until the end of the kuo-toas next turn, and the target takes 2d8 + 9 damage. R Lightning Strike (lightning) At-Will Attack: Ranged 10 (one creature); +19 vs. Reflex Hit: 2d8 + 3 lightning damage, and the target is blinded until the end of the kuo-toas next turn. A Slime Vortex Encounter Attack: Area burst 2 within 20 (enemies in the burst); +19 vs. Fortitude Hit: 2d10 + 7 damage, and the target takes a 2 penalty to attack rolls (save ends). The target falls prone, and the kuo-toa slides it up to 3 squares. Miss: Half damage, and the kuo-toa can slide the target 1 square.
Developer and Editor Jennifer Clarke Wilkes Producers Christopher Perkins, Greg Bilsland Art Directors Kate Irwin, Jon Schindehette Illustrators Jason Felix, Daren Bader Graphic Production Erin Dorries
Standard Actions
Move Actions
Slick Maneuver At-Will Requirement: The kuo-toa must be adjacent to an enemy. Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy. Skills Dungeoneering +16, Religion +15 Str 17 (+11) Dex 18 (+12) Wis 17 (+11) Con 20 (+13) Int 15 (+10) Cha 18 (+12) Alignment evil Languages Deep Speech Equipment coat, pincer staff, headdress
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