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E1: ORCUS CONVERSION E1: DEATH'S REACH I started out with the ambition of changing the 4th Edition adventure series H1: Keep on the Shadowfell, H2: Thunderspire Labyrinths, and H3: Pyramid of Shadows – as there was very little in the plotline that really tied these adventures together into a full story. Having just finished up the conversion of P3 i think E1, E2 and E3 is very well tied into the overall Orcus plotline, so there is no greater need for any adjustments. However, I will look into updating the monsters to the new formats introduced in Monsters Vault. Other than that I might just do some add ons if I feel it would add value to the story or introduce some new exciting elements. Please note that you should read through P1 to P3 Conversion Guides first, as it gives you the full background story to the campaign.

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E1: ORCUS CONVERSION

E1: DEATH'S REACH

I started out with the ambition of changing the 4th Edition adventure series H1: Keep on the Shadowfell, H2: Thunderspire Labyrinths, and H3: Pyramid of Shadows – as there was very little in the plotline that really tied these adventures together into a full story.

Having just finished up the conversion of P3 i think E1, E2 and E3 is very well tied into the overall Orcus plotline, so there is no greater need for any adjustments. However, I will look into updating the monsters to the new formats introduced in Monsters Vault. Other than that I might just do some add ons if I feel it would add value to the story or introduce some new exciting elements.

Please note that you should read through P1 to P3 Conversion Guides first, as it gives you the full background story to the campaign.

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TABLE OF CONTENTS

Credits ............................................................................................. 3 Prologue .......................................................................................... 3 Monster Update ........................................................................... 4

A1: Death Call ................................................................................ 4 New Monsters .................................................................................. 5 Z1: Doom’s Approach ................................................................... 9 Z2: Vile Workings ...................................................................... 10 Z3: Profane Stables .................................................................... 11 Z4: Lost Library ........................................................................... 12 Z5: Death and Destiny .............................................................. 13 C1: Fate's Guardians ................................................................. 14 D1: Arrival .................................................................................... 15 D3: Warrior of Secrets .............................................................. 16 D4: Emperor of Bones ............................................................... 17 D5: Nerull's Gate......................................................................... 18 D6: The Wrath of Orcus .......................................................... 19 D7: Spoils of War ....................................................................... 20 D8: Reliquary Approach .......................................................... 22 Int: Unexpected Ambush ........................................................... 22 R1: Entry Hall .............................................................................. 24 R2: Guardian Alcoves ................................................................ 25 R3: Portal Guardians ................................................................ 26 R4: Hydra Defeated ................................................................... 27 R5: Dream Pool .......................................................................... 28 R6: Desecrated Temple ............................................................. 29 R7: Summoning Chamber ....................................................... 30 R8: Sarcophagi Chamber ......................................................... 32 R9: Sentinel Traps ...................................................................... 32

R10: Hall of Judgement ............................................................ 34 R11: Reliquary Test ................................................................... 35 R12: Divine Memorial .............................................................. 36 R13: Reliquary (Part I) ............................................................ 37 R13: Reliquary (Part II) ........................................................... 38

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CREDITS

These are the contributors in the Wizards community that have helped with improvements and new ideas and concepts to this E1 Conversion Guide.

dave2008 Contributed with new statistics for the Aspect of Orcus.

Name Contribution

Name Contribution

Name Contribution

PROLOGUE

The Throne of Fate was icy cold and made of black stone, as dark as the night itself. But the icy cold did not seem to affect the exposed naked skin of the woman sitting on top of the throne. Her skin was frosty white, and as delicate and perfect as a marble statue. Frost covered the glittering skin, and reflected the light from the hundreds of circling souls above the Court of Judgement. Her clothing was black andmade of raven feathers and dark iron, as spiky and intimidating as death's final call. Black hair fell from her head like treads of shadow. The Staff of Final Judgement held firmly in her right hand. Her black eyes were lost to the void.

"My Lady, what is your final judgement for this soul? Where should he be sent for his final reward?" said the thunderous voice of one of the sorrowsworn that had a shimmering visp of a man held firmly by his black hand.

But the Raven Queen neither heard nor saw her faithful servant. She was lost to the reconning. She suddenly saw it all. All

those memories she had locked away, killed, destoyed and abandoned. Her childhood − it all came back to her as the Vortex of Soul was destroyed and revealed to the world again. It was like being thrown into a river of icy water. She was struggling to reach the surface, and not being pulled under by the strong rapids of memories and childhood traumas.

She had once been mortal.

She was from the City of Midnight.

Her name had been Sartine…..

She even remembered all her fears and all the pain that had been caused to her by Nerull − the God of Death − her husband and nightmare. He had ravaged her body and soul without showing any mercy. He had left her broken, but never given her the relief of death. She remembered the murder of Nerull by her own hands, the joy she had fell, as her nemesis had begged for his life, and she had shown as much mercy as he had done to her.

It all came back. So much pain, that had been locked away with that ritual that had saved her life from the anger of the gods.

But that was no more. The ritual had been broken, and by mere mortals as well − the Ravensworn.

Her divine awarness stretched out. Touched the fortress she had herself build around the Well of Souls with the help of the Keepers.

Orcus

The Blood Lord

She could feel his precense at the site − his dark scheming, ever present. So that was how he had been growing in power. He had been using the same soul magic as her to reach godhood, hidden by her own magic. The irony, the same magic that had let her kill her husband and take is mantle, as godess over the dead − Orcus, the former servant of Nerull was now using to rise to power. It was obvious what the demon prince ambitions were. He had always coveted her throne. If he were to succeed, the world of the living would be a true nightmare. The borders between life and death would disappear. No mortal soul would ever reach the

heavens and the homes of the gods. They would be doomed to an eternal life of undeath in a world of terror and hunger for living flesh.

The Blood Lord needed to be stopped. His plans were much more far-reaching than what one could expect from a mere demon prince. What had he done with all that soul-energy? Some he had obviously vesseled into his own ascension; to grow stronger and shorten the step to divinity, but something was wrong. She felt it. There were more to Orcus deceptions that just the Well of Souls. She needed to find out the full reach of his treachery.

She needed the Ravensworn…..

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MONSTER UPDATE

A1: DEATH CALL Ghovran Akti (G) Level 21 Elite Controller Medium fey humanoid (undead) XP 6,400 HP 392; Bloodied 196 Initiative +18 AC 35; Fortitude 31; Reflex 34; Will 34 Perception +19 Speed 6 Darkvision Immune disease, poison; Resist 15 necrotic, 15 cold Saving Throws +2, +5 against charm effects; Action Points 1 TRAITS

Necromantic Aura (necrotic) * Aura 5

Any living enemy that enters or starts its turn within the aura takes 5 necrotic damage. Regeneration Ghovran regains 10 hit points whenever he starts his turn and has at least 1 hit point. When Ghovran takes radiant damage, his regeneration does not function on his next turn. Indestructible When Ghovran is reduced to 0 hit points, his body and possessions crumble into dust, but he is not destroyed. He reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is also found and destroyed. STANDARD ACTIONS m Deadwinter Touch (cold, necrotic) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 4d6 + 15 cold and necrotic damage, and the target is slowed (save ends).

R Deadwinter Ray (cold, necrotic) * At-Will

Attack: Ranged 10 (one creature); +24 vs. Reflex Hit: 4d8 + 11 cold and necrotic damage, and the target is immobilized (save ends).

Double Attack (cold, necrotic) * At-Will

Effect: Ghovran makes two deadwinter touch attacks or two

deadwinter ray attacks.

C Lifesapping Hate (cold, necrotic) * Encounter

Attack: Close blast 5 (enemies in blast); +24 vs. Fortitude Hit: 4d8 + 18 cold and necrotic damage, and the target takes ongoing 10 cold and necrotic damage (save ends). Ghovran gains 5 temporary hit points for each enemy he damages with this power. MOVE ACTIONS Deadwinter Step (teleportation) * Encounter

Effect: Ghovran can teleport 5 squares. At the end of that move, enemies adjacent to him take 10 cold and necrotic damage. MINOR ACTIONS Spellmaster * Recharge 5 6

Effect: Ghovran regains the use of an expended encounter power. Skills Arcana +19, History +19, Religion +19 Str 15 (+12) Dex 16 (+13) Wis 19 (+14) Con 20 (+15) Int 18 (+14) Cha 27 (+18) Alignment evil Languages Abyssal, Common, Elven

Tannerli, Ebon Rider Magus (T) Level 20 Artillery Medium immortal humanoid (devil) XP 2,800 HP 144; Bloodied 72 Initiative +15 AC 32; Fortitude 30; Reflex 32; Will 34 Perception +15 Speed 6, fly 8 (clumsy) Darkvision Resist 15 fire ; 10 against effects that target AC or Reflex while bloodied TRAITS Necrotic Mantle A mantle of necrotic energy protects Tannerli, giving her resist 10 against effects that target AC or Reflex while bloodied. STANDARD ACTIONS m Fiery Claws (fire) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 3d8 + 8 fire damage, and the target slides 2 squares.

R Balefire Ray (fire, necrotic) * At-Will

Attack: Ranged 20 (one creature); +25 vs. Reflex Hit: 4d6 + 15 fire and necrotic damage.

A Soul Burn (fire, necrotic) * Recharge 5 6

Attack: Area burst 1 within 10 (enemies in burst); +25 vs. Reflex Hit: 3d8 + 13 fire damage, and ongoing 10 necrotic damage (save ends). Skills Arcana +21, Bluff +23, Insight +20 Str 16 (+13) Dex 20 (+15) Wis 19 (+14) Con 18 (+14) Int 22 (+16) Cha 27 (+18) Alignment evil Languages Abyssal, Common, Supernal

2 Ebon Riders (E) Level 18 Soldier Medium natural humanoid XP 2,000 HP 170; Bloodied 85 Initiative +14 AC 34; Fortitude 31; Reflex 28; Will 30 Perception +14 Speed 6 STANDARD ACTIONS m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 3d8 + 13 damage.

M Death Mark (weapon) * Recharge 5 6

Attack: Melee 1 (one creature); +23 vs. AC Hit: 4d8 + 15 damage, and the target is marked (save ends). While marked, the target grants combat advantage. Skills Athletics +20, Endurance +18, Intimidate +16 Str 23 (+15) Dex 16 (+12) Wis 20 (+14) Con 18 (+13) Int 12 (+10) Cha 15 (+11) Alignment evil Languages Abyssal, Common

3 Shadowclaws (S) Level 21 Minion Large shadow beast (mount, undead) XP 800 HP 1; a missed attack never damages a minion Initiative +13 AC 33; Fortitude 36; Reflex 33; Will 33 Perception +13 Speed 8 Resist 10 necrotic TRAITS

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Reanimation On the turn after it is first reduced to 0 hit points, the shadowclaw rises again with 1 hit point. STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 14 damage (18 damage after reanimation). MOVE ACTIONS Shadow Jump (teleportation) * Recharge with reanimation

Effect: Shadowclaw teleports 3 squares and becomes immune to all damage until the start of its next turn. OTHER POWERS Charger (mount) Action: While mounted by a friendly rider. Effect: Shadowclaw grants rider +10 to damage rolls on charge attacks. Str 25 (+17) Dex 18 (+14) Wis 18 (+14) Con 20 (+15) Int 2 (+6) Cha 9 (+9) Alignment evil Languages —

NEW MONSTERS BLACKSTAR HOST

Blackstar Annihilator Level 23 Artillery Medium elemental animate XP 5,100 HP 168; Bloodied 84 Initiative +20 AC 35; Fortitude 34; Reflex 36; Will 34 Perception +23 Speed 5, fly 8 (clumsy) Darkvision Resist 10 fire; Vulnerable 10 radiant STANDARD ACTIONS m Slam * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 4d6 + 10 damage, and ongoing 5 damage (save ends).

r Meteor Bolt * At-Will

Attack: Ranged 10 (one creature); +26 vs. Reflex Hit: 4d6 + 17 damage, and the target takes a -2 penalty to saving throws and ongoing 5 damage (save ends both).

Blackstar Fall * Encounter

Effect: The blackstar annihilator can fly 8 squares and enter an enemy's space; Melee 1 (one creature); +28 vs. Fortitude; 4d8 + 21 damage, and the target is pushed 2 squares and knocked prone. Miss: The target is pushed 1 square. If the target cannot be pushed, the blackstar annihilator ends its move in an unoccupied square adjacent to the target. Secondary Attack: When it lands, the blackstar annihilator attacks: close burst 3 (enemies in burst); +26 vs. Reflex; 3d6 + 13 damage, and the target is pushed 1 square and knocked prone. The burst area becomes difficult terrain. Str 18 (+15) Dex 28 (+20) Wis 24 (+18) Con 24 (+18) Int 8 (+10) Cha 7 (+9) Alignment evil Languages Primordial

Blackstar Prowler Level 23 Skirmisher Medium elemental animate XP 5,100 HP 214; Bloodied 107 Initiative +22 AC 37; Fortitude 33; Reflex 35; Will 32 Perception +17 Speed 8 Darkvision Resist 10 fire; Vulnerable 10 radiant STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 3d10 + 15 damage, or 3d10+20 damage against a prone target.

M Blackstar Charge * Recharge 5 6

Requirement: The prowler makes a charge attack. Attack: Melee 1 (one creature); +28 vs. AC Hit: 4d10 + 17 damage, and the target is knocked prone. When the target stands up, it provokes opportunity attacks from adjacent blackstar prowlers. MOVE ACTIONS Pounce on the Fallen (teleportation) * At-Will

Effect: The blackstar prowler teleports up to 8 squares to end its move adjacent to a prone enemy. Skills Endurance +22, Stealth +25 Str 24 (+18) Dex 28 (+20) Wis 22 (+17) Con 22 (+17) Int 3 (+7) Cha 7 (+9) Alignment evil Languages —

Blackstar Crusher Level 24 Brute Large elemental animate XP 6,050 HP 275; Bloodied 138 Initiative +19 AC 36; Fortitude 36; Reflex 34; Will 34 Perception +19 Speed 0, fly 5 (clumsy) Darkvision Resist 15 fire; Vulnerable 10 radiant STANDARD ACTIONS m Slam * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 4d12 + 14 damage.

C Meteoric Shockwave (force) * Recharge 4 5 6

Attack: Close burst 3 (creatures in burst); +27 vs. Fortitude Hit: 2d12 + 18 force damage, and the target is pushed 4 squares and knocked prone.If the target hits a wall or other unmovable object as a result of the push, the target stops in the last unoccupied square and takes an additional 1d12+2 force damage from impacting against the wall or unmovable object.

R Focused Gravity (force) * At-Will

Attack: Ranged 20 (one creature); +27 vs. Fortitude Hit: 3d8 + 11 force damage, and the target is knocked prone. Str 28 (+21) Dex 25 (+19) Wis 24 (+19) Con 25 (+19) Int 4 (+9) Cha 7 (+10) Alignment evil Languages —

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Blackstar Idol Level 22 Elite Controller (Leader) Large elemental animate XP 8,300 HP 420; Bloodied 210 Initiative +12 AC 36; Fortitude 34; Reflex 32; Will 36 Perception +21 Speed 0, fly 8 (hover), teleport 4 Darkvision Resist 10 fire; Vulnerable 15 radiant Saving Throws +2; Action Points 1 TRAITS Blackstar Pulse (healing) * Aura 3

Enemies that start their turns within the aoura take 10 damage, and blackstar host that start their turns within the aura heal 10 hit points. STANDARD ACTIONS m Force Slam (force) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 4d6 + 16 force damage.

C Blackstar Nova (psychic) * Recharge when first bloodied

Attack: Close burst 5 (enemies in burst); +25 vs. Will Hit: 4d8 + 19 psychic damage, and the target is pushed 2 squares and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone.

A Mindquake (psychic) * Recharge 4 5 6

Attack: Area burst 5 within 20 (enemies in burst); +25 vs. Will Hit: 4d6 + 16 psychic damage, and the target is dazed (save ends).

Animate Blackstar * At-Will or encounter

Effect: The idol targets the remains of a fallen blackstar creature and imbues it with energy. As an at-will power, the fallen blackstar rises as a blackstar pawn. If the blackstar idol targets a blackstar pawn as an encounter power, it becomes a blackstar knight. MINOR ACTIONS R Mindrip (psychic) * At-Will (1/round)

Attack: Ranged 10 (one creature); +25 vs. Will Hit: 3d10 + 14 psychic damage, and the target is slowed (save ends).

Str 25 (+18) Dex 13 (+12) Wis 30 (+21) Con 26 (+19) Int 10 (+11) Cha 7 (+9) Alignment evil Languages —

Blackstar Knight Level 23 Soldier Medium shadow animate (construct, undead) XP 5,100 HP 212; Bloodied 106 Initiative +20 AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Speed 7 Darkvision Resist 15 fire; Vulnerable 15 radiant STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature)+28 vs. AC Hit: 3d10 + 15 damage, and the target is marked until the end of the blackstar knight's next turn.

M Deathsword (necrotic, weapon) * Recharge 5 6

Attack: Melee 1 (one creature marked by blackstar knight); +28 vs. AC Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save ends). MOVE ACTIONS No Escape (teleportation) * At-Will

Effect: The blackstar knight teleports up to 10 squares, ending the move in a square adjacent to a creature marked by the blackstar knight. TRIGGERED ACTIONS C Soldier's Duty * Encounter

Trigger: When reduced to 0 hit points. Effect: Close burst 2 (undead allies in burst); the target gains 25 temporary hit points. Str 27 (+19) Dex 24 (+18) Wis 26 (+19) Con 20 (+16) Int 10 (+11) Cha 9 (+10) Alignment evil Languages Common, Primordial Equipment greatsword

Blackstar Pawn Level 23 Minion Medium elemental animate XP 1,275 HP 1; a missed attack never damages a minion Initiative +18 AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13 Speed 7 Darkvision Resist 15 fire STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 16 damage, or 24 damage if blackstar scores a critical hit. TRIGGERED ACTIONS m Blackstar Ricochet * At-Will

Trigger: When a blackstar pawn within 5 squares is reduced to 0 hit points. Attack (Immediate Reaction): The blackstar pawn shifts 3 squares and collides with an enemy; +26 vs. Fortitude Hit: 12 damage. Str 26 (+19) Dex 24 (+18) Wis 14 (+13) Con 18 (+15) Int 3 (+7) Cha 3 (+7) Alignment evil Languages —

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ASTRAL WARWING Astral Warwing Level 23 Soldier Large immortal animate (construct) XP 5,100 HP 214; Bloodied 107 Initiative +20 AC 39; Fortitude 35; Reflex 35; Will 35 Perception +18 Speed 0, fly 8 (hover) Immune disease, poison, sleep TRAITS Combat Vigilance If a target that the astral warwing has marked shifts or makes an attack that does not include the astral warwing, the astral warwing can make an astral mace attack as a free action against that target. Regeneration (healing) The warwing regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the warwing takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Astral Mace (lightning, radiant, weapon) * At-Will

Attack: Melee 2 (one creature); +28 vs. AC Hit: 2d12 + 18 lightning and radiant damage, and the target is marked until the end of the astral warwing's next turn.

C Mace Sweep (lightning, radiant, weapon) * Recharge 5 6

Attack: Close blast 2 (creatures in blast); +28 vs. AC Hit: 2d12 + 18 lightning and radiant damage, and the target is dazed until the end of the astral warwing's next turn. Str 25 (+18) Dex 24 (+18) Wis 24 (+18) Con 22 (+17) Int 8 (+10) Cha 8 (+10) Alignment unaligned Languages telepathy 20

Astral Warwing Bombadier Level 24 Artillery Large immortal animate (construct) XP 6,050 HP 175; Bloodied 88 Initiative +22 AC 36; Fortitude 36; Reflex 39; Will 36 Perception +19 Speed 0, fly 8 (hover) Immune disease, poison, sleep TRAITS Regeneration (healing) The warwing regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the warwing takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS R Astral Ray (fire, radiant) * At-Will

Attack: Ranged sight (one creature); +29 vs. Reflex Hit: 3d10 + 15 fire and radiant damage.

C Astral Burst (fire, radiant) * At-Will

Attack: Close burst 2 (enemies in burst); +29 vs. Fortitude Hit: 4d6 + 10 fire and radiant damage, and the target is blinded (save ends) and pushed 3 squares. Miss: Half damage, and the target is pushed 1 square.

A Astral Bombard (radiant) * Recharge 5 6

Attack: Area burst 3 within sight (creatures in burst); +27 vs. Reflex Hit: 4d6 + 18 radiant damage. TRIGGERED ACTIONS A Final Bombard (fire, radiant) * Encounter

Trigger: When first reduced to 0 hit points. Attack: Area burst 3 within sight (creatures in burst); +27 vs. Fortitude Hit: 3d8 + 18 fire and radiant damage, and the target is knocked prone. Str 25 (+19) Dex 30 (+22) Wis 25 (+19) Con 25 (+19) Int 6 (+10) Cha 6 (+10) Alignment unaligned Languages telepathy 20

Astral Warwing Rager Level 24 Brute Large immortal animate (construct) XP 6,050 HP 275; Bloodied 138 Initiative +19 AC 36; Fortitude 36; Reflex 39; Will 35 Perception +18 Speed 0, fly 8 (hover) Resist disease, poison, sleep TRAITS Regeneration (healing) The warwing regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the warwing takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Siege Flail (weapon) * At-Will

Attack: Melee 3 (one creature); +29 vs. AC Hit: 4d12 + 14 damage, and the target is knocked prone. If the target is prone, the target is dazed until the end of the astral warwing's next turn.

M Raging Assault (weapon) * At-Will

Requirements: Warwing must be bloodied to use this power. Attack: The astral warwing moves at half speed. It makes one siege flail attack with each square of movement against an enemy that comes within reach. It can make up to four attacks in this way. If it comes within reach of a conjuration or zone, it makes an attack; +27 vs. creator's Will Hit: On a hit, the conjuration or zone is destroyed, and all its effects end. The creator takes 2d10 + 10 psychic damage and is pulled 2 squares closer to the astral warwing.

C Raging Sweep (weapon) * Recharge 5 6

Requirements: Requires siege flail. Attack: Close blast 3 (creatures in blast); +29 vs. AC Hit: 4d12 + 14 damage, and the target is pushed 3 squares and knocked prone. Str 30 (+22) Dex 24 (+19) Wis 22 (+18) Con 25 (+19) Int 6 (+10) Cha 6 (+10) Alignment unaligned Languages telepathy 20

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Astral Warwing Commander Level 23 Elite Controller Huge immortal animate (construct) XP 10,200 HP 418; Bloodied 209 Initiative +18 AC 37; Fortitude 35; Reflex 34; Will 34 Perception +18 Speed 0, fly 8 (hover) Immune disease, poison, sleep Saving Throws +2; Action Points 1 TRAITS

Commander's Boon * Aura 10

Astral warwings that start their turn in the aura gain a +2 bonus to attack rolls. Regeneration (healing) The warwing regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the warwing takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Astral Blade (weapon) * At-Will

Attack: Melee 3 (one creature); +28 vs. AC Hit: 3d10 + 15 damage, and the target is pushed 3 squares.

C Blade Sweep (weapon) * At-Will

Attack: Close burst 3 (creatures in burst); +28 vs. AC Hit: 3d10 + 15 damage, and the target is pushed 3 squares.

A Clearing Burst (psychic) * At-Will

Attack: Area burst 2 within sight (creatures in burst); +26 vs. Will Hit: 3d8 + 10 psychic damage. In addition, this power targets any conjuration or zone in the burst; +27 vs. creator’s Will; conjuration or zone is destroyed, all its effects end, and its creator is dazed (save ends).

C Astral Thunder (thunder, radiant) * Encounter

Attack: Close blast 5 (enemies in blast); +26 vs. Fortitude Hit: 3d6 + 13 thunder and radiant damage, and the target is deafened and blinded (save ends both), and knocked prone. Miss: Half damage, and the target is deafened (save ends), but not blinded or knocked prone. MINOR ACTIONS

R Astral Target * At-Will (1/round)

Attack: Ranged sight (one creatures); +26 vs. Reflex Hit: The target is illuminated in astral fire, slowed, and takes an additional 2d10 + 7 damage from attacks made against it by astral warwings (save ends both). Str 27 (+19) Dex 24 (+18) Wis 24 (+18) Con 23 (+17) Int 12 (+12) Cha 12 (+12) Alignment unaligned Languages telepathy 20

Astral Warwing Vanguard Level 23 Solo Brute Huge immortal animate (construct) XP 25,500 HP 1075; Bloodied 538 Initiative +17 AC 35; Fortitude 36; Reflex 35; Will 35 Perception +17 Speed 0, fly 6 (hover) Immune disease, poison, sleep Saving Throws +5; Action Points 2 TRAITS Regeneration (healing) The warwing regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the warwing takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Astral Waraxe (weapon) * At-Will

Attack: Melee 3 (one creature); +28 vs. AC Hit: 4d10 + 17 damage and the target is pushed 1 square. If the warwing is bloodied, the damage increases to 4d12+20.

M Double Attack (weapon) * At-Will

Effect: The astral warwing makes two astral waraxe attacks.

M Triple Attack (weapon) * At-Will

Requirements: Warwing must be bloodied to use this power. Effect: The astral warwing makes three astral waraxe attacks.

M Vanguard Assault (weapon) * At-Will

Requirements: Warwing must be bloodied to use this power. Effect: The astral warwing moves its speed. It makes one astral waraxe attack with each square of movement against an enemy

that comes within reach. It can make up to six attacks in this way. TRIGGERED ACTIONS M Vanguard Vengeance (teleportation, weapon) * Recharge when first bloodied Trigger: When hit by an area or ranged attack. Effect (Immediate Reaction): The astral warwing teleports up to 20 squares to end adjacent to the attacker and then make an astral waxaxe attack against the attacker. Str 28 (+20) Dex 22 (+17) Wis 22 (+17) Con 23 (+17) Int 8 (+10) Cha 6 (+9) Alignment unaligned Languages telepathy 20

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Z1: DOOM’S APPROACH Hertrud, Deathpriest (H) Level 21 Elite Controller Medium natural humanoid XP 6,400 HP 382; Bloodied 191 Initiative +11 AC 35; Fortitude 34; Reflex 33; Will 35 Perception +19 Speed 5 Saving Throws +2; Action Points 1 TRAITS Shadowborn Hertrud automatically saves against ongoing necrotic damage. STANDARD ACTIONS m Mace (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 3d8 + 6 damage (or 2d8+38 damage if Hertrund scores a critical hit), and ongoing 10 necrotic damage (save ends).

m Double Attack (necrotic, weapon) * At-Will

Effect: The deathpriest makes two mace attacks.

R Fatal Vision (necrotic, psychic) * At-Will

Attack: Ranged 20 (one creature); +24 vs. Will Hit: 4d12+ 18 necrotic and psychic damage, and the target is stunned until the end of Hertrud’s next turn. Aftereffect: The target is dazed (save ends).

C Grave Word (necrotic, healing) * Recharge when first bloodied Attack: Close burst 5 (enemies in burst); +24 vs. Fortitude Hit: 4d6 + 15 necrotic damage, and the target is dazed (save ends). Hertrud's undead allies in the burst gain 10 temporary hit points.

C Call of the White Kingdom * Encounter

Effect: Close burst 1; four abyssal ghoul hungerers appear in squares Hertrud designates in the burst area. If a ghoul appears in an occupied space, that space’s occupant is pushed 2 squares. MINOR ACTIONS C Deathburst Armor (necrotic) * Daily

Effect: Until the end of Hertrud’s next turn, each creature that

hits her with a melee attack takes 3d8 + 9 necrotic damage. Skills Arcana +19, Religion +19 Str 20 (+15) Dex 13 (+11) Wis 18 (+14) Con 15 (+12) Int 18 (+14) Cha 22 (+16) Alignment evil Languages Abyssal, Common Equipment deathburst armor +5 chainmail, light shield, mace

2 Abyssal Ghoul Hordes (G) Level 21 Brute Huge elemental humanoid (undead, swarm) XP 3 200 HP 240; Bloodied 120 Initiative +16 AC 30; Fortitude 34; Reflex 33; Will 29 Perception +13 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 10 necrotic, half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks TRAITS

Swarm Attack * Aura 1

Any enemy that ends its turn in the aura takes 15 damage and is also slowed until the end of its next turn. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creaturesit comprises. STANDARD ACTIONS m Horde of Fangs * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 4d8 + 18 damage, and the target is immobilized (save ends). An immobilized target takes an extra 4d6 damage. TRIGGERED ACTIONS C Sprays of Dead Blood (necrotic) * At-Will

Trigger: When the horde is damaged. Attack: Close burst 1 (creatures in burst); +24 vs. Reflex Hit: 15 necrotic damage.

C Ghoul Stragglers (necrotic)

Trigger: When the horde takes forced movement and when it is

reduced to 0 hit points. Effect: Each square the ghoul horde formerly occupied now contains one abyssal ghoul hungerer, which acts just after the horde. Skills Stealth +21 Str 24 (+17) Dex 22 (+16) Wis 17 (+13) Con 20 (+15) Int 16 (+13) Cha 13 (+11) Alignment chaotic evil Languages Abyssal

Abyssal Ghoul Hungerer Level 18 Soldier Minion Medium elemental humanoid (undead) XP 500 HP 1; a missed attack never damages a minion Initiative +18 AC 34; Fortitude 30; Reflex 29; Will 25 Perception +12 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 10 necrotic STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 13 damage, and the target is immobilized (save ends). TRIGGERED ACTIONS C Dead Blood (necrotic) * Encounter

Trigger: The ghoul drops to 0 hit points. Effect: Close burst 1 (enemies in burst); Each target takes 10 necrotic damage. Skills Stealth +22 Str 26 (+17) Dex 25 (+16) Wis 17 (+12) Con 23 (+15) Int 19 (+13) Cha 13 (+10) Alignment chaotic evil Languages Abyssal

2 Rot Slingers (R) Level 22 Artillery Medium elemental humanoid (undead) XP 4,150 HP 165; Bloodied 83 Initiative +18 AC 37; Fortitude 37; Reflex 36; Will 34 Perception +21 Speed 6, fly 8 (clumsy) Immune disease, poison; Resist 10 necrotic STANDARD ACTIONS

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m Rotting Claw (necrotic) * At-Will

Attack: Melee 1 (one creature);+27 vs. AC Hit: 2d10 + 9 damage, and the target takes ongoing 10 necrotic damage (save ends).

r Orb of Decay (necrotic) * At-Will

Attack: Ranged 10 (one creature); +27 vs. Fortitude Hit: 4d8 + 12 necrotic damage, and the target is weakened and takes a -2 penalty to saving throws (save ends both). Str 20 (+16) Dex 24 (+18) Wis 20 (+16) Con 27 (+19) Int 17 (+14) Cha 19 (+15) Alignment chaotic evil Languages Abyssal

Z2: VILE WORKINGS 3 Bone Naga Corruptors (N) Level 21 Soldier Large immortal magical beast (undead) XP 3,200 HP 199; Bloodied 100 Initiative +18 AC 37; Fortitude 33; Reflex 33; Will 34 Perception +17 Speed 8 Darkvision Immune disease, poison; Resist 20 necrotic; Vulnerable 10 radiant TRAITS

Lethal Fascination * Aura 5

The aura is difficult terrain for enemies. STANDARD ACTIONS m Bite (necrotic, poison) * At-Will

Attack: Melee 2 (one creature); +26 vs. AC Hit: 3d6 + 8 poison and necrotic damage, and ongoing 10 poison and necrotic damage (save ends). Aftereffect: The target is dazed until the end of the bone naga’s next turn. In addition, a target is marked as long as it suffers any effect from the bite.

C Death Lure (necrotic, psychic) * Recharge 5 6

Attack: Close burst 3 (enemies in burst); +24 vs. Will Hit: 3d8 + 9 necrotic and psychic damage, and the target is marked (save ends) and pulled 1 square closer to the bone naga. Str 22 (+16) Dex 22 (+16) Wis 25 (+17) Con 23 (+16) Int 10 (+10) Cha 3 (+6) Alignment chaotic evil Languages Abyssal, Common, Draconic

5 Abyssal Ghoul Hungerers (G) Level 18 Soldier Minion Medium elemental humanoid (undead) XP 500 HP 1; a missed attack never damages a minion Initiative +18 AC 34; Fortitude 30; Reflex 29; Will 25 Perception +12 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 10 necrotic STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 13 damage, and the target is immobilized (save ends). TRIGGERED ACTIONS C Dead Blood (necrotic) * Encounter

Trigger: The ghoul drops to 0 hit points. Effect: Close burst 1 (enemies in burst); Each target takes 10 necrotic damage. Skills Stealth +22 Str 26 (+17) Dex 25 (+16) Wis 17 (+12) Con 23 (+15) Int 19 (+13) Cha 13 (+10) Alignment chaotic evil Languages Abyssal

Uganon (H) Level 21 Elite Artillery Medium natural humanoid XP 6,400 HP 304; Bloodied 152 Initiative +14 AC 33; Fortitude 33; Reflex 35; Will 35 Perception +18 Speed 6 Low-Light Vision Resist 15 fire, 10 necrotic Saving Throws +2; Action Points 1 TRAITS

Despair (fear) * Aura 5

Any enemy within the aura takes a -2 penalty to attack rolls. STANDARD ACTIONS m Pact Blade (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +28 vs. AC or +29 against bloodied enemies. Hit: 2d6 + 15 damage plus 2d6 necrotic damag, or 5d6 + 20 + 20 necrotic damage if Uganon scores a critical hit.

r Ghoulish Ray (necrotic) * At-Will

Attack: Ranged 15 (one creature); +26 vs. Will Hit: 3d8 + 15 necrotic damage (or 4d8 + 40 necrotic damage if Uganon scores a critical hit), and the target is immobilized (save ends).

Double Attack * At-Will

Effect: Uganon makes either two pact blade or two ghoulish ray attacks.

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A Thantos Pall (necrotic, zone) * Encounter

Attack: Area burst 5 within 20 (enemies in burst); +24 vs. Fortitude Hit: 3d8 + 9 necrotic damage. Enemies treat the area as lightly obscured. A creature that enters or starts its turn within the zone is attacked. As a move action, Uganon can move the zone 3 squares. Sustain Minor: The zone persists. MINOR ACTIONS Uganon's Curse (necrotic) * At-Will (1/round)

Effect: (Targets closest enemy); Targets closest enemy; the curse remains in effect until either the target or Uganon is destroyed. Once per round, Uganon can deal an extra 4d8 necrotic damage to a cursed target he hits with an attack. Cursed targets that make an attack against Uganon take 8 necrotic damage.

Infernal Wrath * Encounter

Effect: Uganon gains a +1 power bonus to his next attack roll against an enemy that hit him since his last turn. If the attack hits and deals damage, Uganon deals an extra 10 damage, and the target is pushed 3 squares.

Wraith's Transposition (necrotic, teleportation) * Encounter

Effect: Uganon teleports 8 squares and becomes insubstantial until the end of his next turn. He can teleport into a space occupied by an ally or a cursed target, switching places with that target. A cursed enemy takes 15 necrotic damage from this switch. Skills Bluff +22, Arcana +22, Religion +22, Stealth +19 Str 17 (+13) Dex 18 (+14) Wis 16 (+13) Con 20 (+15) Int 24 (+17) Cha 24 (+17) Alignment chaotic evil Languages Abyssal, Common Equipment magic armor +4 feyleather armor, pact blade +4, potion of recovery x2

Z3: PROFANE STABLES Undead Goristro (U) Level 21 Elite Brute Huge elemental humanoid (demon, undead) XP 6,400 HP 500; Bloodied 250 Initiative +12 AC 33; Fortitude 36; Reflex 28; Will 29 Perception +18 Speed 8 Darkvision Immune disease, poison Saving Throws +2; Action Points 1 TRAITS Radiant Vulnerability If the undead goristro takes radiant damage, its raging frenzy doesn’t function until the end of its next turn. STANDARD ACTIONS m Slam * At-Will

Attack: Melee 3 (one creature); +26 vs. AC Hit: 3d12 + 17 damage.

M Double Attack * At-Will

Effect: The undead goristro makes two slam attacks.

M Deadly Rampage * Recharge when first bloodied

Attack: The undead goristro moves its speed and can move through enemy spaces. Each time it enters a creature’s space, it makes a gore attack; +26 vs. AC Hit: 3d10 + 17 damage, and the target is pushed 2 squares and knocked prone. The goristro must end its move in an unoccupied space.

M Goring Charge * At-Will

Requirement: The undead goristro makes a charge attack. Attack: Melee 3 (one creature); +26 vs. AC Hit: 4d12 + 18 damage, and the target is pushed 2 squares and knocked prone. TRIGGERED ACTIONS M Raging Frenzy * At-Will

Trigger: When attacked by an adjacent enemy. Attack (Immediate Reaction): Melee 3 (triggering enemy); +24 vs. AC Hit: 3d8 + 16 damage.

Variable Resistance * 2/Encounter

Trigger: The goristro takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The goristro gains resist 20 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Str 30 (+20) Dex 14 (+12) Wis 17 (+13) Con 30 (+20) Int 6 (+8) Cha 8 (+9) Alignment chaotic evil Languages Abyssal

2 Blackstar Knights (B) Level 23 Soldier Medium shadow animate (construct, undead) XP 5,100 HP 212; Bloodied 106 Initiative +20 AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Speed 7 Darkvision Resist 15 fire; Vulnerable 15 radiant STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature)+28 vs. AC Hit: 3d10 + 15 damage, and the target is marked until the end of the blackstar knight's next turn.

M Deathsword (necrotic, weapon) * Recharge 5 6

Attack: Melee 1 (one creature marked by blackstar knight); +28 vs. AC Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save ends). MOVE ACTIONS No Escape (teleportation) * At-Will

Effect: The blackstar knight teleports up to 10 squares, ending the move in a square adjacent to a creature marked by the blackstar knight. TRIGGERED ACTIONS C Soldier's Duty * Encounter

Trigger: When reduced to 0 hit points. Effect: Close burst 2 (undead allies in burst); the target gains 25 temporary hit points. Str 27 (+19) Dex 24 (+18) Wis 26 (+19)

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Con 20 (+16) Int 10 (+11) Cha 9 (+10) Alignment evil Languages Common, Primordial Equipment greatsword

2 Shadowclaw Nightmares (N) Level 21 Skirmisher Large shadow beast (mount, undead) XP 3,200 HP 206; Bloodied 103 Initiative +18 AC 34; Fortitude 34; Reflex 30; Will 28 Perception +19 Speed 8 Immune disease, poison; Resist 20 necrotic, 20 cold; Vulnerable 10 radiant TRAITS Reanimation On the turn after it is first reduced to 0 hit points, a shadowclaw rises again with 25 hit points. STANDARD ACTIONS m Shadowclaws (cold, necrotic) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 3d6 + 8 necrotic damage, and ongoing 10 cold damage (save ends). (Damage increases to 3d8 + 10 after reanimation.).

Shadowride (cold, necrotic) * Recharge 5 6

Effect: Shadowclaw moves its speed. Each creature that makes a melee attack against the shadowclaw during this move takes 20 cold and necrotic damage. Each square the shadowclaw leaves is filled with swirling shadows until the end of the shadowclaw’s next turn. A living creature that enters an affected square is blinded (save ends). MOVE ACTIONS Shadow Jump (teleportation) * Recharge with reanimation

Effect: Shadowclaw teleports 5 squares and becomes immune to all damage until the start of its next turn. OTHER POWERS Charger (mount) * At-Will

Action: While mounted by a friendly rider of 20th level or higher. Effect: Shadowclaw grants rider +20 to damage rolls on charge attacks.

Str 25 (+17) Dex 22 (+16) Wis 18 (+14) Con 30 (+20) Int 4 (+7) Cha 12 (+11) Alignment evil Languages —

Z4: LOST LIBRARY Death Giant (D) Level 22 Brute Large shadow humanoid (giant) XP 4,150 HP 255; Bloodied 128 Initiative +16 AC 34; Fortitude 37; Reflex 33; Will 31 Perception +19 Speed 7 Darkvision Resist 15 necrotic TRAITS

Soulcatcher * Aura 5

A creature that dies within the aura bestows one soul shard to the death giant (see soul shroud). Soul Shroud The soul shroud contains soul shards that swirl around the death giant to protect and empower it. At the beginning of an encounter, the soul shroud contains 4 soul shards. While the soul shroud is depleted of soul shards, the death giant takes a -2 penalty to attack rolls. STANDARD ACTIONS

m Greataxe (weapon) * At-Will

Attack: Melee 2 (one creature); +27 vs. AC Hit: 4d8 + 19 damage, or 6d8 + 47 if the death giant scores a critical hit.

C Soulfire Burst (necrotic) * At-Will

Attack: Close burst 1 (creatures in burst); +25 vs. Reflex Hit: 3d8 + 9 necrotic damage. The death giant must expend one soul shard to use this power. MINOR ACTIONS Consume Soul Shard (healing) * At-Will

Effect: The death giant expends one soul shard and regains 20 hit points. Skills Intimidate +18 Str 28 (+20) Dex 20 (+16) Wis 16 (+14) Con 25 (+18) Int 12 (+12) Cha 15 (+13) Alignment evil Languages Giant Equipment chainmail, greataxe

Blackstar Knights (B) Level 23 Soldier Medium shadow animate (construct, undead) XP 5,100 HP 212; Bloodied 106 Initiative +20 AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Speed 7 Darkvision Resist 15 fire; Vulnerable 15 radiant STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature)+28 vs. AC Hit: 3d10 + 15 damage, and the target is marked until the end of the blackstar knight's next turn.

M Deathsword (necrotic, weapon) * Recharge 5 6

Attack: Melee 1 (one creature marked by blackstar knight); +28 vs. AC Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save ends). MOVE ACTIONS No Escape (teleportation) * At-Will

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Effect: The blackstar knight teleports up to 10 squares, ending the move in a square adjacent to a creature marked by the blackstar knight. TRIGGERED ACTIONS C Soldier's Duty * Encounter

Trigger: When reduced to 0 hit points. Effect: Close burst 2 (undead allies in burst); the target gains 25 temporary hit points. Str 27 (+19) Dex 24 (+18) Wis 26 (+19) Con 20 (+16) Int 10 (+11) Cha 9 (+10) Alignment evil Languages Common, Primordial Equipment greatsword

3 Blackstar Crawlers (C) Level 20 Skirmisher Medium elemental animate XP 2,800 HP 188; Bloodied 94 Initiative +19 AC 34; Fortitude 32; Reflex 34; Will 33 Perception +16 Speed 8 Darkvision Resist 10 fire; Vulnerable 10 radiant Standard Actions

m Bite * At-Will

Attack: Melee 1 (one creature); +25 vs. AC Hit: 3d8 + 15 damage. Triggered Actions Disengage • At-Will Trigger: When hit by a melee attack. Effect (Immediate Reaction): The blackstar crawler shifts up to 8 squares to end its move adjacent to an enemy other than the triggering enemy and makes a bite attack. Skills Endurance +20, Stealth +22 Str 20 (+15) Dex 24 (+17) Wis 22 (+16) Con 20 (+15) Int 3 (+6) Cha 7 (+8) Alignment evil Languages —

Z5: DEATH AND DESTINY 4 Shadowclaws (C) Level 21 Minion Large shadow beast (mount, undead) XP 800 HP 1; a missed attack never damages a minion Initiative +13 AC 33; Fortitude 36; Reflex 33; Will 33 Perception +13 Speed 8 Resist 10 necrotic TRAITS Reanimation On the turn after it is first reduced to 0 hit points, the shadowclaw rises again with 1 hit point. STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 14 damage (18 damage after reanimation). MOVE ACTIONS Shadow Jump (teleportation) * Recharge with reanimation

Effect: Shadowclaw teleports 3 squares and becomes immune to all damage until the start of its next turn. OTHER POWERS Charger (mount) Action: While mounted by a friendly rider. Effect: Shadowclaw grants rider +10 to damage rolls on charge attacks. Str 25 (+17) Dex 18 (+14) Wis 18 (+14) Con 20 (+15) Int 2 (+6) Cha 9 (+9) Alignment evil Languages —

Mauglurien (Death Knight Level 23 Elite Dwarf Warlord) (M) Soldier (Leader) Medium natural humanoid (undead) XP 5,600 HP 422; Bloodied 211 Initiative +14 AC 39; Fortitude 35; Reflex 31; Will 34 Perception +13 Speed 5 Darkvision Immune disease, poison; Resist 15 necrotic; Vulnerable 10 radiant

Saving Throws +2; Action Points 1 TRAITS

Undead Warlord * Aura 10

Undead allies of level 23 or lower gain a +2 power bonus to attack rolls while in the aura. Stand your Ground When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. STANDARD ACTIONS m Boneshredder (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 3d10 + 15 necrotic damage (critical 5d10 + 34),

M Black Anvil (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 3d10 + 15 necrotic damage (critical 5d10 + 34), and an ally adjacent to target makes a melee basic attack against it as a free action with a +5 damage bonus.

C Unholy Flames (fire, necrotic) * Recharge 5 6

Attack: Close burst 2 (living creatures in burst); +26 vs. Reflex Hit: 5d10 + 19 necrotic and fire damage Effect: Each undead ally deal 2d10 extra fire damage with melee attacks until the end of Mauglurien’s next turn.

C Ebon Rider Banner (healing) * Encounter

Effect: Close burst 5 (creatures in burst); each ally in the burst regains 20 hit points and gains a +4 bonus to its next attack roll. MINOR ACTIONS Shadow Weapon * Recharge when first bloodied

Effect: Mauglurien’s melee attacks target Reflex instead of AC until the start of his next turn. TRIGGERED ACTIONS Implacable * At-Will

Trigger: The death knight becomes marked, slowed, immobilized, dazed, or stunned by an effect. Effect (Opportunity Action): The death knight makes a saving throw to end the triggering effect, even if the effect would not

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normally end on a save. Skills Athletics +23, Endurance +19, Intimidate +21 Str 27 (+19) Dex 13 (+12) Wis 14 (+13) Con 19 (+15) Int 18 (+15) Cha 24 (+18) Alignment evil Languages Abyssal, Common, Dwarven Equipment +4 plate armor, light shield, boneshredder (+5 vicious battleaxe, soul weapon), ebon rider battle standard, light shield, plate armor

Fell Wyvern Mount (W) Level 21 Skirmisher Large shadow beast (reptile, mount) XP 3,200 HP 201; Bloodied 100 Initiative +17 AC 35; Fortitude 36; Reflex 33; Will 30 Perception +17 Speed 6, fly 12 (hover) Darkvision Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Bite * At-Will

Attack: Melee 2 (one creature); +26 vs. AC Hit: 4d6 + 15 damage.

m Claws * At-Will

Requirement: The fell wyvern must be flying to use claws attack Attack: Melee 1 (one creature); +26 vs. AC Hit: 4d8 + 11 damage, and the target is knocked prone.

M Necrovenom Sting (necrotic, poison) * At-Will

Attack: Melee 2 (one creature); +26 vs. AC Hit: 4d4 + 13 damage, and the fell wyvern makes a secondary attack against the same target. Secondary Attack: +24 vs. Fortitude Hit: Ongoing 15 necrotic and poison damage (save ends).

M Flyby Attack (mount) * At-Will

Effect: The fell wyvern flies up to 12 squares and it and its rider can make one melee basic attack at any point during that movement. The fell wyvern doesn’t provoke opportunity attacks when moving away from the target of the attack.

C Pestilent Breath (necrotic) * Recharge 5 6

Attack: Close blast 5 (creature in blast); +24 vs. Fortitude

Hit: 3d8 + 16 necrotic damage, and ongoing 10 necrotic damage (save ends). Skills Stealth +18 Str 26 (+17) Dex 19 (+13) Wis 15 (+11) Con 24 (+16) Int 2 (+5) Cha 6 (+7) Alignment unaligned Languages —

3 Rot Slinger Decayers (S) Level 20 Artillery Medium elemental humanoid (undead) XP 2,800 HP 153; Bloodied 76 Initiative +17 AC 32; Fortitude 32; Reflex 31; Will 29 Perception +20 Speed 6, fly 8 (clumsy) Immune disease, poison; Resist 10 necrotic STANDARD ACTIONS m Rotting Claw (necrotic) * At-Will

Attack: Melee 1 (one creature); +25 vs. AC Hit: 3d8 + 5 damage, and the target takes ongoing 10 necrotic damage (save ends).

r Orb of Decay (necrotic) * At-Will

Attack: Ranged 10 (one creature); +25 vs. Fortitude Hit: 3d6 + 11 necrotic damage, and the target is weakened and takes a -2 penalty to saving throws (save ends both). Str 20 (+15) Dex 24 (+17) Wis 20 (+15) Con 27 (+18) Int 17 (+13) Cha 19 (+14) Alignment chaotic evil Languages Abyssal

C1: FATE'S GUARDIANS 23 Angel of Shadow Legionnaires Level 21 Minion Medium immortal humanoid (angel) XP 800 HP 1; a missed attack never damages a minion Initiative +14 AC 35; Fortitude 35; Reflex 31; Will 30 Perception +12 Speed 6, fly 9 (hover) Immune fear; Resist 10 necrotic, 10 radiant STANDARD ACTIONS m Greatsword (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 16 necrotic damage. Str 26 (+18) Dex 18 (+14) Wis 14 (+12) Con 18 (+14) Int 12 (+11) Cha 16 (+13) Alignment any Languages Supernal Equipment chainmail, greatsword

3 Sorrowsworn Fleshrippers (F) Level 21 Skirmisher Medium shadow humanoid XP 3,200 HP 196; Bloodied 98 Initiative +20 AC 35; Fortitude 32; Reflex 35; Will 33 Perception +21 Speed 7 Darkvision TRAITS Combat Advantage (psychic) The sorrowsworn fleshripper deals an extra 2d8 psychic damage to a target it has combat advantage against. STANDARD ACTIONS m Spiked Gauntlet (weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 4d6 + 15 damage.

M Bereaving Strike (teleportation) * Recharge 4 5 6

Effect: The sorrowsworn fleshripper teleports 5 squares and makes a spiked gauntlet attack with combat advantage.

M Corpse Dance (psychic, weapon) * Recharge 5 6

Effect: The sorrowsworn initiate fleshripper shifts 8 squares and makes three spiked gauntlet attacks at any point during the move,

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dealing an extra 1d8 psychic damage on each attack. Each attack must be made against a different target. Skills Stealth +23 Str 21 (+15) Dex 26 (+18) Wis 23 (+16) Con 20 (+15) Int 14 (+12) Cha 18 (+14) Alignment unaligned Languages Common Equipment spiked gauntlet x2

2 Sorrowsworn Doomguards (D) Level 21 Soldier Medium shadow humanoid XP 3,200 HP 198; Bloodied 99 Initiative +20 AC 37; Fortitude 33; Reflex 35; Will 32 Perception +19 Speed 7, climb 4 (spider climb) Darkvision STANDARD ACTIONS m Scythe (weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 4d6 + 15 damage, and the target is marked until the end of the sorrowsworn doomguard's next turn.

M Shadow Reap (psychic, weapon) * Recharge 6

Requirements: Requires scythe. Attack: Melee 1 (one marked creature); +24 vs. Reflex Hit: 4d8 + 18 psychic damage, the target is immobilized and marked—both until the end of the sorrowsworn doomguard’s next turn. If this attack reduces a target to 0 or fewer hit points, the sorrowsworn doomguard gains 20 temporary hit points. MOVE ACTIONS Doomguard Jaunt (teleportation) * Encounter

Effect: The sorrowsworn doomguard teleports 8 squares. Skills Intimidate +20 Str 23 (+16) Dex 26 (+18) Wis 18 (+14) Con 22 (+16) Int 14 (+12) Cha 21 (+15) Alignment unaligned Languages Common Equipment scythe

D1: ARRIVAL 3 Blackstar Prowlers (B) Level 23 Skirmisher Medium elemental animate XP 5,100 HP 214; Bloodied 107 Initiative +22 AC 37; Fortitude 33; Reflex 35; Will 32 Perception +17 Speed 8 Darkvision Resist 10 fire; Vulnerable 10 radiant STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 3d10 + 15 damage, or 3d10+20 damage against a prone target.

M Blackstar Charge * Recharge 5 6

Requirement: The prowler makes a charge attack. Attack: Melee 1 (one creature); +28 vs. AC Hit: 4d10 + 17 damage, and the target is knocked prone. When the target stands up, it provokes opportunity attacks from adjacent blackstar prowlers. MOVE ACTIONS Pounce on the Fallen (teleportation) * At-Will

Effect: The blackstar prowler teleports up to 8 squares to end its move adjacent to a prone enemy. Skills Endurance +22, Stealth +25 Str 24 (+18) Dex 28 (+20) Wis 22 (+17) Con 22 (+17) Int 3 (+7) Cha 7 (+9) Alignment evil Languages —

Soulfall Ignition: Soulfall has infused the soil with energy, which releases in the presence of a living creature or radiant damage.

Read: Portions of the ground ahead glows and pulses with a faint luminescence.

Soulfall Ignition (S) Level 21 Blaster Hazard XP 3,200 Detect Percetion DC 26: The character notices that the soil glows

and pulses; Religion DC 30: The character identifies the spiritual energy in the faintly luminous soil, and its danger; Religion DC 35: The character realizes radiant damage can be used as a countermeasure.

HP: 25 per square Initiative − AC 5; Fortitude 15; Reflex 5; Will − Immune attacks; Vulnerable radiant TRIGGERED ACTIONS C Attack (necrotic) * At-Will

Trigger: When a living creature enters an infused square, or begins its turn in or adjacent to a square that contains infused soil, or when the square is subjected to radiant damage. Attack (Immediate Reaction): Close burst 1 (creatures in burst); +24 vs. Reflex. Hit: 4d6 + 15 necrotic damage. Miss: Half damage. COUNTERMEASURES * Avoid: A character can make an Athletics check to jump over

a square, or use other means to move over the square without touching the soil. A living creature must enter a square, or be in or adjacent to a square at the start of its turn, for the hazard to discharge.

* Avoid: A character can move through a square without triggering the soil by making a D C 27 Acrobatics check, or by moving at half speed and making a DC 22 Endurance check.

* Destroy: A square that takes 25 or more radiant damage in one round dissipates and is no longer active. A square is automatically hit by any melee or ranged attack aimed at it, and by any close or area attack that includes it.

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D3: WARRIOR OF SECRETS 3 Angel of Secret Legionaires (L) Level 21 Minion Medium immortal humanoid (angel) XP 800 HP 1; a missed attack never damages a minion Initiative +18 AC 35; Fortitude 32; Reflex 33; Will 31 Perception +16 Speed 6, fly 9 (hover) Immune fear; Resist 10 fire, 10 radiant TRAITS Combat Advantage The angel deals an extra 5 damage to a target it has combat advantage against. Shadow Play When an attack misses the angel, it becomes insubstantial until the end of its next turn. The angel gains combat advantage against all enemies while it is insubstantial. STANDARD ACTIONS m Shadowsword (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 16 necrotic damage. Str 24 (+17) Dex 26 (+18) Wis 14 (+12) Con 18 (+14) Int 12 (+11) Cha 22 (+16) Alignment unaligned Languages Supernal Equipment shadowsword, chainmail

Angel of Secrets (C) Level 22 Elite Controller Large immortal humanoid (angel) XP 8,300 HP 408; Bloodied 204 Initiative +20 AC 36; Fortitude 34; Reflex 34; Will 36 Perception +23 Speed 6, fly 8 (hover) Darkvision Immune disease, fear; Resist 10 radiant Saving Throws +2; Action Points 1 TRAITS Angelic Presence Attacks against the angel of secrets take a -2 penalty until the angel is bloodied; once bloodied, the penalty increases to -4. STANDARD ACTIONS

m Memory Blade (psychic) * At-Will

Attack: Melee 2 (one creature); +27 vs. AC Hit: 4d6 + 16 psychic damage, and the target can’t use encounter powers or daily powers until the end of the angel’s next turn.

R Mind Lash (psychic) * At-Will

Attack: Ranged 10 (one creature); +25 vs. Will Hit: 3d10 + 14 psychic damage, and the target is dazed until the end of the angel's next turn.

C Roaring Revelation (psychic, thunder) * Encounter and when reduced to 0 hit points Attack: Close burst 5 (enemies in burst); +25 vs. Fortitude Hit: 3d10 + 14 psychic and thunder damage, and the target is stunned until the end of the angel's next turn. TRIGGERED ACTIONS Foresight (teleportation) * Recharge 5 6

Trigger: When attacked. Effect (Immediate Interrupt): The angel of secrets teleports 4 squares and makes a memory blade attack. Skills Arcana +22, History +22, Stealth +20 Str 22 (+17) Dex 18 (+15) Wis 23 (+17) Con 20 (+16) Int 23 (+17) Cha 27 (+19) Alignment unaligned Languages All Equipment memory sword, cloak of angels, chainmail

Angel of Protection Shieldbearer (P) Level 21 Soldier Medium immortal humanoid (angel) XP 3,200 HP 197; Bloodied 99 Initiative +17 AC 37; Fortitude 33; Reflex 31; Will 32 Perception +16 Speed 6 TRAITS Angelic Presence Attacks against the angel of protection take a -2 penalty until the angel is bloodied.

Angelic Shield * Aura 5

Any enemy treats the area within the aura as difficult terrain as

long as the angel’s angelic presence is active and the angel is within 5 squares of the angel of secrets. STANDARD ACTIONS m Greatsword (radiant, weapon) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 2d10 + 7 damage plus 10 radiant damage, and the target is marked until the end of the angel of protection's next turn.

Ward Angel of Secrets * At-Will

Effect: When the angel is within 5 squares of the angel of secrets, the angel of secrets takes only half damage from melee and ranged attacks; the angel of protection takes the rest. While the angel is adjacent to the angel of secrets, the angel of secrets gains a +2 bonus to AC. Skills Insight +21, Intimidate +19 Str 25 (+17) Dex 21 (+15) Wis 23 (+16) Con 21 (+15) Int 16 (+13) Cha 18 (+14) Alignment unaligned Languages Supernal Equipment plate armor, greatsword

Angel of Vengeance Retaliator (V) Level 21 Elite Brute Large immortal humanoid (angel) XP 6,400 HP 486; Bloodied 243 Initiative +15 AC 34; Fortitude 34; Reflex 32; Will 34 Perception +17 Speed 8, fly 12 (hover) Immune disease, fear; Resist 15 cold, 15 fire, 15 radiant Saving Throws +2; Action Points 1 STANDARD ACTIONS m Longsword (cold, fire, weapon) * At-Will

Attack: Melee 2 (one creature); +26 vs. AC Hit: 1d10 + 13 damage plus 1d10 fire damage plus 1d10 cold damage.

M Double Attack * At-Will

Effect: The angel of vengeance makes two longsword attacks. MINOR ACTIONS R Sign of Vengeance (teleportation) * Encounter

Effect: Ranged sight; the angel of vengeance places an invisible

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sign upon the target. Until the end of the encounter, as a move action, the angel can teleport adjacent to the target. TRIGGERED ACTIONS C Coldfire Pillar (cold, fire, polymorph) * Encounter

Trigger: When first bloodied. Attack (Free): The angel transforms into a 30-foot-high pillar of blue flame. Close burst 2 (creatures in burst); +24 vs. AC Hit: 2d8 + 9 cold damage plus 2d8+9 fire damage. The angel of vengeance is immune to all damage until the start of its next turn. OTHER POWERS Cloak of Vengeance (cold, fire) * until bloodied

Effect: Attacks against the angel of vengeance take a -2 penalty until the angel is bloodied. While cloak of vengeance is in effect, a creature that makes a successful melee attack against the angel takes 1d8 fire damage and 1d8 cold damage. Skills Insight +21, Intimidate +22 Str 27 (+17) Dex 18 (+13) Wis 25 (+16) Con 13 (+10) Int 19 (+13) Cha 26 (+17) Alignment any Languages Supernal Equipment plate armor, longsword x2

D4: EMPEROR OF BONES Bonestorm (B) Level 20 Solo Controller Huge natural animate (blind, swarm, undead) XP 14,000 HP 752; Bloodied 376 Initiative +15 AC 34; Fortitude 32; Reflex 29; Will 30 Perception +16 Speed 8, burrow 8, fly 8 Blindsight 20 Immune disease, gaze, poison; Resist 10 necrotic, half damage from melee and ranged attacks; Vulnerable 10 radiant, 10 to close and area attacks Saving Throws +5; Action Points 2 TRAITS

Swarm Attack * Aura 1

Any enemy that starts its turn within the aura takes 10 damage.

Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creaturesit comprises. Hide in Plain Sight While inactive, the bonestorm appears as rubble and remains. It can make a Stealth check to remain unnoticed until it takes an action. STANDARD ACTIONS m Bone Trash * At-Will

Attack: Melee 1 (one creature); +25 vs. AC Hit: 4d10 + 13 damage (4d12+15 damage while bloodied).

M Bone Storm * At-Will

Attack: The bonestorm moves up to its full speed. It makes one bone trash attack with each square of movement against an enemy that comes within reach. It can make up to four attacks in this way.

C Boneclaw Fury (necrotic) * At-Will

Attack: Close burst 3 (creatures in burst); +23 vs. Reflex Hit: 4d10 + 13 necrotic damage, and the target is grabbed (escape DC 25). At the start of a grabbed target's turn, it takes 25 necrotic damage. While grabbed, a target cannot be hit by another bonestorm. TRIGGERED ACTIONS C Soul Plague (necrotic)

Trigger: When first bloodied and when reduced to 0 hit points. Attack (Free): Close burst 20 (enemies in burst); +23 vs. Fortitude Hit: The target is weakened (save ends) and loses a healing surge. Miss: The target is weakened until the end of its next turn and does not lose a healing surge. Skills Stealth +20 Str 26 (+18) Dex 20 (+15) Wis 23 (+16) Con 20 (+15) Int 4 (+7) Cha 8 (+9) Alignment unaligned Languages —

Yannux, Nightwalker (Y) Level 22 Elite Brute Large shadow humanoid (undead) XP 8,300 HP 504; Bloodied 252 Initiative +17 AC 34; Fortitude 35; Reflex 32; Will 34 Perception +15 Speed 8 Darkvision Immune disease, poison; Resist 20 cold, 20 necrotic; Vulnerable 20 radiant Saving Throws +2; Action Points 1 TRAITS

Void Chill (cold, necrotic) * Aura 5

Enemies that start their turns in the aura take 10 cold and necrotic damage. STANDARD ACTIONS m Slam (cold, necrotic) * At-Will

Attack: Melee 2 (one creature); +27 vs. AC Hit: 1d8 + 19 plus 3d8 cold and necrotic damage.

R Finger of Death (necrotic) * Encounter

Attack: Ranged 5 (one bloodied target only); +25 vs. Fortitude Hit: The target drops to 0 hit points. Resistance to necrotic damage does not apply to this power. MOVE ACTIONS Ride the Bones * At-Will

Yannux can fly on the bonestorm, like a rider on a mount. MINOR ACTIONS C Death's Gaze (cold, gaze, illusion, necrotic) * At-Will (1/round) Attack: Close blast 3 (creatures in blast); +25 vs. Will Hit: 3d8 + 17 necrotic damage, and the target is pushed 2 squares and takes a -2 penalty to all defenses (save ends).

Necrotic Energy (healing, necrotic) * Encounter while bloodied Yannux deals 50 damage to the bonestorm, and regains 50 hit points. Skills Stealth +20 Str 24 (+17) Dex 20 (+15) Wis 18 (+14) Con 22 (+16) Int 17 (+13) Cha 24 (+17)

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Alignment evil Languages Common, telepathy 20

D5: NERULL'S GATE Shonvurru (S) Level 24 Elite Skirmisher Large elemental humanoid (demon, undead) XP 12,100 HP 440; Bloodied 220 Initiative +22 AC 38; Fortitude 34; Reflex 35; Will 33 Perception +21 Speed 8 Darkvision Resist 10 necrotic Saving Throws +2; Action Points 1 TRAITS

Grave Shroud (healing) * Aura 5

Undead withing the aura at the start of their turn regenerate 5 hit points. STANDARD ACTIONS m Scimitar (necrotic, weapon) * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 2d10 + 11 damage (6d10 + 21 if Shonvurru scores a critical hit), and ongoing 10 necrotic damage (save ends).

M Deadly Steel Mantle (necrotic, weapon) * At-Will

Effect: Shonvurru makes two scimitar attacks and uses two scimitars to parry incoming attacks, gaining a +2 bonus to AC until the start of her next turn.

M Wraith Dance (necrotic, weapon) * Recharge when first bloodied Effect: Shonvurru can shift 4 squares, including through enemy spaces, and make up to four scimitar attacks, shifting 1 extra square each time she hits. She gains insubstantial and phasing while shifting this way, and deals 5 necrotic damage to any creature whose space she shifts through. She must end the dance in an unoccupied space. TRIGGERED ACTIONS M Hacking Blades (necrotic, weapon) * At-Will

Trigger: When an adjacent enemy misses Shonvurru with a melee attack.

Effect (Free): Shonvurru makes a scimitar attack against the enemy.

Variable Resistance * 3/Encounter

Trigger: Shonvurru takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): Shonvurru gains resist 15 to the triggering damage type until the end of the encounter or until she uses variable resistance again. Skills Arcana +19, History +19, Insight +21, Stealth +25 Str 25 (+19) Dex 26 (+20) Wis 19 (+16) Con 20 (+17) Int 14 (+14) Cha 22 (+18) Alignment chaotic evil Languages Abyssal, Common Equipment scimitar x6

Ghostfire Flameskull (F) Level 22 Artillery Small natural animate (undead) XP 4,150 HP 163; Bloodied 82 Initiative +20 AC 34; Fortitude 32; Reflex 34; Will 33 Perception +15 Speed 0, fly 8 (hover) Truesight 6 Immune disease, poison; Resist 20 fire, 10 necrotic. TRAITS Regeneration (healing) The flameskull regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the flameskull takes radiant damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Ghostfire Bite (fire, necrotic) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 4d6 + 10 fire and necrotic damage, and ongoing 5 fire and necrotic damage (save ends).

R Cremation Ray (fire, necrotic) * At-Will

Attack: Ranged 10 (one creature); +27 vs. Reflex Hit: 2d12 + 7 fire and necrotic damage, and ongoing 10 fire and necrotic damage (save ends).

A Ghostfire Storm (fire, necrotic) * Encounter

Attack: Area burst 3 within 15 (creatures in burst); +27 vs.

Reflex Hit: 3d10 + 14 fire and necrotic damage. Miss: Half damage. Aftereffect: The storm blocks line of sight, deals 10 fire and necrotic damage to any creature that starts its turn in the area, and disappears at the end of the flameskull's next turn. The flameskull can exclude allies from the effect. MINOR ACTIONS Mage Hand (conjuration) * At-Will

Effect: As mage hand (wizard 1; Player's Handbook, page 158). Skills Stealth +25 Str 10 (+11) Dex 28 (+20) Wis 9 (+10) Con 25 (+18) Int 14 (+13) Cha 26 (+19) Alignment chaotic evil Languages Abyssal, Common

2 Petrified Treants (T) Level 20 Elite Controller Huge fey magical beast (plant, undead) XP 5,600 HP 376; Bloodied 188 Initiative +16 AC 34; Fortitude 32; Reflex 30; Will 28 Perception +14 Speed 6 Darkvision Resist 10 necrotic; Vulnerable 10 radiant Saving Throws +2; Action Points 1 TRAITS

Aura of Petreification (necrotic) * Aura 3

Any enemy that enters or start its turns within the aura takes 10 necrotic damage and is slowed. STANDARD ACTIONS m Petrifying Slam (necrotic) * At-Will

Attack: Melee 3 (one creature); +25 vs. AC Hit: 2d12 + 15 damage, and the target is immobilized (save ends). First Failed Saving Throw: Target is restrained (save ends). Second Failed Saving Throw: Target is restrained and takes ongoing 5 necrotic damage (save ends). Third Failed Saving Throw: Target is petrified (no save).

M Double Attack (cold, necrotic) * At-Will

Effect: The treant makes two petrifying slam attacks.

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C Stone Roots * At-Will

Attack: Close burst 3 (creatures in burst); +23 vs. Reflex Hit: 4d12 + 9 damage and the target is knocked prone. Str 26 (+18) Dex 23 (+16) Wis 8 (+9) Con 20 (+15) Int 6 (+8) Cha 18 (+14) Alignment unaligned Languages —

D6: THE WRATH OF ORCUS 2 Blackstar Annihilators (A) Level 23 Artillery Medium elemental animate XP 5,100 HP 168; Bloodied 84 Initiative +20 AC 35; Fortitude 34; Reflex 36; Will 34 Perception +23 Speed 5, fly 8 (clumsy) Darkvision Resist 10 fire; Vulnerable 10 radiant STANDARD ACTIONS m Slam * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 4d6 + 10 damage, and ongoing 5 damage (save ends).

r Meteor Bolt * At-Will

Attack: Ranged 10 (one creature); +26 vs. Reflex Hit: 4d6 + 17 damage, and the target takes a -2 penalty to saving throws and ongoing 5 damage (save ends both).

Blackstar Fall * Encounter

Effect: The blackstar annihilator can fly 8 squares and enter an enemy's space; Melee 1 (one creature); +28 vs. Fortitude; 4d8 + 21 damage, and the target is pushed 2 squares and knocked prone. Miss: The target is pushed 1 square. If the target cannot be pushed, the blackstar annihilator ends its move in an unoccupied square adjacent to the target. Secondary Attack: When it lands, the blackstar annihilator attacks: close burst 3 (enemies in burst); +26 vs. Reflex; 3d6 + 13 damage, and the target is pushed 1 square and knocked prone. The burst area becomes difficult terrain. Str 18 (+15) Dex 28 (+20) Wis 24 (+18) Con 24 (+18) Int 8 (+10) Cha 7 (+9) Alignment evil Languages Primordial

Aspect of Orcus (O) Level 24 Elite Brute Large elemental humanoid (demon) XP 12,100 HP 560; Bloodied 280 Initiative +15 AC 37; Fortitude 39; Reflex 35; Will 36 Perception +21 Speed 6, fly 8 (clumsy) Darkvision, Immune disease, poison; Resist 20 necrotic Low-Light Vision Saving Throws +2; Action Points 1 TRAITS

Lesser Aura of Death (necrotic) * Aura 10

Any enemy that enters the aura or starts its turn there takes 5 necrotic damage, or 10 necrotic damage while the aspect of Orcus is bloodied. Abyssal Recovery Whenever the aspect ends its turn, any dazing, stunning, or dominating effect on it ends. Savage Blood While bloodied, the aspect can score a critical hit on a roll of 17-20.

STANDARD ACTIONS m Skull Mace (necrotic, weapon) * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 3d10 + 15 damage, and the target is weakened (save ends).

r Necrotic Bolt (necrotic, teleportation) * At-Will

Attack: Ranged 20 (one creature); +27 vs. Reflex Hit: 4d8 + 22 necrotic damage and the target is teleported to a square adjacent to the aspect.

M Sweeping Blow * At-Will

Effect: The aspect makes two skull mace attacks.

M Touch of Death (necrotic) * Encounter

Attack: Melee 2 (one creature); +27 vs. Fortitude Hit: 4d10 + 25 necrotic damage, and the target is weakened and takes ongoing 15 necrotic damage (save ends both). First Failed Saving Throw: Target is restrained (save ends). Second Failed Saving Throw: Target is reduced to 0 hit points. Miss: Half damage and onging 10 necrotic damage. Aftereffect: The target loses all resistance to necrotic damage until the end of the encounter. Special: This attack ignores resistance and immunity to necrotic damage. TRIGGERED ACTIONS M Bloodied Death * Encounter

Trigger: The aspect is first bloodied. Effect (Free Action): The touch of death recharges, and the aspect uses it.

M Tail Lash * At-Will

Trigger: An enemy moves or shifts to a square adjacent to the aspect. Attack (Immediate Reaction): Melee 1 (triggering enemy); +29 vs. AC Hit: 3d6 + 14 damage, and the target is knocked prone.

Variable Resistance * 3/Encounter

Trigger: The aspect takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The aspect gains resist 10 to the triggering damage type until the end of the encounter or until it uses

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variable resistance again. Skills Arcana +23, History +23, Intimidate +24, Religion +23 Str 30 (+22) Dex 17 (+15) Wis 19 (+16) Con 30 (+22) Int 22 (+18) Cha 25 (+19) Alignment chaotic evil Languages Common, Abyssal Equipment skull mace

Dawn War Ghost (G) Level 23 Controller Medium shadow humanoid (undead) XP 5,100 HP 148; Bloodied 74 Initiative +19 AC 37; Fortitude 32; Reflex 35; Will 34 Perception +15 Speed 0, fly 8 (hover); phasing Darkvision Immune disease, poison; Resist insubstantial TRAITS

Memories of War (fear, psychic) * Aura 3

Enemies that enter or start their turns in the aura take 10 psychic damage and is slowed. The area is filled with ghostly images and sounds of the ghost’s memories of the Dawn War. STANDARD ACTIONS m Trauma Touch (psychic) * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 4d6 + 17 psychic damage, and the target is dazed until the end of the ghost's next turn.

M Traumatic Possession (charm, psychic) * Recharge 5 6

Attack: Melee 1 (one living humanoid); +26 vs. Will Hit: The ghost enters the target’s space and is removed from play, and the target is dominated (save ends). The ghost can use this power against one creature at a time. Instead of dictating the target’s action, the ghost can cause the target to take no action and deal it 20 psychic damage. When the target is no longer dominated, or when the ghost chooses to end its ghostly possession (a free action), the ghost reappears in an unoccupied square adjacent to the target.

C Mortal Terror (fear, psychic) * Encounter

Attack: Close burst 5 (enemies in burst); +26 vs. Will Hit: 2d8 + 9 psychic damage, the target is pushed 5 squares, and the target is dazed, and takes ongoing 10 psychic damage (save

ends both). TRIGGERED ACTIONS Spectral Shift * At-Will

Trigger: When missed by a melee attack. Effect (Immediate Reaction): The ghost shifts 3 squares. Skills Stealth +24 Str 11 (+11) Dex 26 (+19) Wis 8 (+10) Con 20 (+16) Int 12 (+12) Cha 24 (+18) Alignment chaotic evil Languages Common, Elven

Voidsoul Specter (S) Level 23 Lurker Medium shadow humanoid (undead) XP 5,100 HP 115; Bloodied 58 Initiative +23 AC 35; Fortitude 32; Reflex 35; Will 34 Perception +16 Speed 0, fly 8 (hover); phasing Darkvision Immune disease, poison; Resist 30 necrotic, insubstantial; Vulnerable 10 radiant TRAITS

Spectral Cold (cold) * Aura 1

An enemy that starts its turn in the aura takes 10 cold damage and takes a -2 penalty to all defenses until the start of its next turn. STANDARD ACTIONS m Spectral Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +26 vs. Reflex Hit: 2d12 + 18 necrotic damage.

C Life Siphon (healing, necrotic) * Encounter

Attack: Close blast 5 (creatures in blast); +26 vs. Fortitude Hit: 2d12 + 18 necrotic damage, and the voidsoul specter regains 5 hit points for every creature damaged by the attack. MINOR ACTIONS Invisibility (illusion) * At-Will (1/round)

Effect: The voidsoul specter becomes invisible until it attacks or until it is hit by an attack. It remains invisible while using life siphon. Skills Stealth +24

Str 12 (+12) Dex 26 (+19) Wis 10 (+11) Con 19 (+15) Int 11 (+11) Cha 23 (+17) Alignment chaotic evil Languages Common

D7: SPOILS OF WAR 2 Astral Warwings (W) Level 23 Soldier Large immortal animate (construct) XP 5,100 HP 214; Bloodied 107 Initiative +20 AC 39; Fortitude 35; Reflex 35; Will 35 Perception +18 Speed 0, fly 8 (hover) Immune disease, poison, sleep TRAITS Combat Vigilance If a target that the astral warwing has marked shifts or makes an attack that does not include the astral warwing, the astral warwing can make an astral mace attack as a free action against that target. Regeneration (healing) The warwing regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the warwing takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Astral Mace (lightning, radiant, weapon) * At-Will

Attack: Melee 2 (one creature); +28 vs. AC Hit: 2d12 + 18 lightning and radiant damage, and the target is marked until the end of the astral warwing's next turn.

C Mace Sweep (lightning, radiant, weapon) * Recharge 5 6

Attack: Close blast 2 (creatures in blast); +28 vs. AC Hit: 2d12 + 18 lightning and radiant damage, and the target is dazed until the end of the astral warwing's next turn. Str 25 (+18) Dex 24 (+18) Wis 24 (+18) Con 22 (+17) Int 8 (+10) Cha 8 (+10) Alignment unaligned Languages telepathy 20

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Astral Warwing Commander Level 23 Elite Controller Huge immortal animate (construct) XP 10,200 HP 418; Bloodied 209 Initiative +18 AC 37; Fortitude 35; Reflex 34; Will 34 Perception +18 Speed 0, fly 8 (hover) Immune disease, poison, sleep Saving Throws +2; Action Points 1 TRAITS

Commander's Boon * Aura 10

Astral warwings that start their turn in the aura gain a +2 bonus to attack rolls. Regeneration (healing) The warwing regains 10 hit points whenever it starts its turn and has at least 1 hit point. If the warwing takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Astral Blade (weapon) * At-Will

Attack: Melee 3 (one creature); +28 vs. AC Hit: 3d10 + 15 damage, and the target is pushed 3 squares.

C Blade Sweep (weapon) * At-Will

Attack: Close burst 3 (creatures in burst); +28 vs. AC Hit: 3d10 + 15 damage, and the target is pushed 3 squares.

A Clearing Burst (psychic) * At-Will

Attack: Area burst 2 within sight (creatures in burst); +26 vs. Will Hit: 3d8 + 10 psychic damage. In addition, this power targets any conjuration or zone in the burst; +27 vs. creator’s Will; conjuration or zone is destroyed, all its effects end, and its creator is dazed (save ends).

C Astral Thunder (thunder, radiant) * Encounter

Attack: Close blast 5 (enemies in blast); +26 vs. Fortitude Hit: 3d6 + 13 thunder and radiant damage, and the target is deafened and blinded (save ends both), and knocked prone. Miss: Half damage, and the target is deafened (save ends), but not blinded or knocked prone. MINOR ACTIONS

R Astral Target * At-Will (1/round)

Attack: Ranged sight (one creatures); +26 vs. Reflex Hit: The target is illuminated in astral fire, slowed, and takes an additional 2d10 + 7 damage from attacks made against it by astral warwings (save ends both). Str 27 (+19) Dex 24 (+18) Wis 24 (+18) Con 23 (+17) Int 12 (+12) Cha 12 (+12) Alignment unaligned Languages telepathy 20

Statis Vault: The stasis vault is meant to keep its contents in and trespassers out, but its semivisible shell allows would-be looters to see within.

Read: A Silver-blue lines of glowing energy form afloor-to-ceiling box in the center of this ovoid-shaped chamber.

Statis Vault (A) Level 23 Warder Trap XP 5,100 Detect Percetion DC 27: The character spots the astral diamonds

that serve as the anchors for the stasis vault, and can target those anchors; Arcana DC 20: The character senses the magic of the stasis vault's walls. The check isn't possible from more than 5 squares away; Arcana DC 27: After detecting the stasis vault or seeing it in action, the character identifies it, and understands how it attacks and that it has anchors that must be disabled to breach it; Arcana DC 37 (trained only): The character can see the stasis vault walls and understands its weaknesses. Such a character knows where the anchors are and gains +2 on any countermeasure check.

Immune attacks Initiative − TRIGGERED ACTIONS M Attack A * At-Will

Trigger: When a creature tries to enter a stasis vault square without using a countermeasure, or ends its turn adjacent to but not inside the vault's perimeter, the vault uses attack A. W h e n a creature ties to teleport into the vault, it is shunted to the nearest square outside the vault, and the teleporting creature is attacked in that square.

Attack (Immediate Reaction): Melee 1 (one creature); +27 vs. Fortitude Hit: 4d10 + 17 damage, and the target is dazed (save ends), pushed 3 squares, and knocked prone. Miss: Half damage, and the target is pushed 2 squares. Effect: When the stasis vault attacks, the energy web become visible for a split second as a fluctuating weave of silvery energy.

M Attack B * At-Will

Trigger: A creature enters or starts its turn within the vault. Attack (Immediate Reaction): Melee 1 (one creature); +27 vs. Will Hit: 3d10 + 7 damage, and the target is stunned until the start of its next turn. Miss: No damage, and the target is slowed and must succeed on a DC 27 Athletics check to move 1 square. For every 5 points by which the check result exceeds the DC, the character can move another square. (The character can still run, if the check allows enough movement.) COUNTERMEASURES * Avoid: A DC 27 Acrobatics check allows a character to move

by any means through the stasis vault's perimeter into its area without triggering trigger A.

* Disable: A character adjacent to an anchor point can disable it with a DC 32 Thievery check or a DC 37 Arcana check. If half the anchor points are disabled, the vault collapses and all its effects end.

* Destroy: If a creature leaves the stasis vault with the last of the vault's contents, the vault collapses and is destroyed. All its effects end.

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D8: RELIQUARY APPROACH 2 Blackstar Crushers (C) Level 24 Brute Large elemental animate XP 6,050 HP 275; Bloodied 138 Initiative +19 AC 36; Fortitude 36; Reflex 34; Will 34 Perception +19 Speed 0, fly 5 (clumsy) Darkvision Resist 15 fire; Vulnerable 10 radiant STANDARD ACTIONS m Slam * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 4d12 + 14 damage.

C Meteoric Shockwave (force) * Recharge 4 5 6

Attack: Close burst 3 (creatures in burst); +27 vs. Fortitude Hit: 2d12 + 18 force damage, and the target is pushed 4 squares and knocked prone.If the target hits a wall or other unmovable object as a result of the push, the target stops in the last unoccupied square and takes an additional 1d12+2 force damage from impacting against the wall or unmovable object.

R Focused Gravity (force) * At-Will

Attack: Ranged 20 (one creature); +27 vs. Fortitude Hit: 3d8 + 11 force damage, and the target is knocked prone. Str 28 (+21) Dex 25 (+19) Wis 24 (+19) Con 25 (+19) Int 4 (+9) Cha 7 (+10) Alignment evil Languages —

5 Time Wraiths (W) Level 21 Minion Medium shadow humanoid (undead) XP 800 HP 1; a missed attack never damages a minion Initiative +17 AC 36; Fortitude 32; Reflex 33; Will 31 Perception +13 Speed 0, fly 6 (hover); phasing Darkvision Immune disease, poison; Resist 10 necrotic, insubstantial TRAITS Spiritual Connection The time wraith marks the target from which it was created until the time wraith is destroyed, or the mark is otherwise

superseded or ended. A target cannot produce another time wraith while so marked. When the time wraith is reduced to 0 hit points, the target from which it originated is dazed until the end of that target’s next turn. STANDARD ACTIONS m Shadow Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +24 vs. Reflex Hit: 16 necrotic damage. Str 6 (+8) Dex 25 (+17) Wis 6 (+8) Con 22 (+16) Int 6 (+8) Cha 20 (+15) Alignment evil Languages —

Phane Wraith (P) Level 24 Elite Controller Large shadow magical beast (undead) XP 12,100 HP 315; Bloodied 158 Initiative +21 AC 38; Fortitude 36; Reflex 38; Will 36 Perception +24 Speed 0, fly 10 (hover); phasing Darkvision Immune disease, poison; Resist 10 necrotic, insubstantial; Saving Throws +2; Action Points 1 TRAITS Dead to Time and Space The phane wraith is invisible and immune to all damage until it attacks or avoids the damage from an area or close attack. Regeneration (healing) The wraith regains 15 hit points whenever it starts its turn and has at least 1 hit point. If the wraith takes necrotic damage, its regeneration doesn’t function until the end of its next turn. STANDARD ACTIONS m Ghost Touch (necrotic) * At-Will

Attack: Melee 2 (one creature); +27 vs. Fortitude Hit: 4d10 + 18 necrotic damage, and the target is pushed 2 squares, and is weakened until the end of the phane wraith’s next turn. The phane wraith can shift before and after the attack, up to a total of 4 squares.

R Ray of Temporal Possibility (psychic, teleportation) * At-Will Attack: Ranged 10 (one creature); +27 vs. Reflex

Hit: 4d10 + 18 psychic damage, and the target is teleported 7 squares and restrained (save ends). Aftereffect: The target is slowed (save ends).

C Ghost Tempest (necrotic) * At-Will but not usable while bloodied Attack: Close burst 1 (creatures in burst); +25 vs. Will Hit: 3d10 + 16 necrotic damage, and the target is pushed 2 squares, and is weakened and insubstantial until the end of the phane wraith’s next turn. If possible, a time wraith appears in the target’s original space and enters the initiative order. MINOR ACTIONS Temporal Fugue * At-Will

Effect: By moving backward and forward in time, a phane wraith cancels one condition or type of ongoing damage affecting it. TRIGGERED ACTIONS M Spectral Chill (cold, necrotic) * At-Will

Trigger: When hit by a melee attack, by an adjacent enemy. Attack (Immediate Reaction): Melee 1 (triggering enemy); +27 vs. Fortitude Hit: 3d6 + 14 cold and necrotic damage. Str 12 (+13) Dex 28 (+21) Wis 25 (+19) Con 25 (+19) Int 28 (+21) Cha 10 (+12) Alignment chaotic evil Languages Primordial, Supernal

INT: UNEXPECTED AMBUSH Flameharrow Lord Level 20 Elite Controller (Leader) Medium natural humanoid (undead) XP 5,600 HP 374; Bloodied 187 Initiative +13 AC 34; Fortitude 31; Reflex 32; Will 33 Perception +17 Speed 6, teleport 5 Darkvision Immune disease, poison; Resist 20 necrotic, 25 fire; Vulnerable 10 radiant Saving Throws +2; Action Points 1 TRAITS

Spiritual Inferno (necrotic) * Aura 5

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Any undead ally within the aura gains resist 15 fire, and deals an extra ongoing 10 necrotic damage (save ends) with its melee or ranged attacks. STANDARD ACTIONS m Flameharrow Claw (fire, necrotic) * At-Will

Attack: Melee 1 (one creature); +25 vs. AC Hit: 3d10 + 12 fire damage, and the target can’t spend healing surges until the end of the flameharrow’s next turn. MINOR ACTIONS r Harrowing Gaze (fear, gaze, psychic) * At-Will (1/round)

Attack: Ranged 10 (one creature); +23 vs. Will Hit: 3d8 + 15 psychic damage, and the target is pushed 4 squares. The target is dazed until the end of the flameharrow's next turn.

C Deadfire Gaze (fire, gaze, necrotic) * At-Will (1/round)

Attack: Close blast 5 (enemies in blast); +23 vs. Reflex Hit: 1d8 + 10 necrotic damage, ongoing 10 fire damage, and the target is immobilized (save ends both). TRIGGERED ACTIONS R Death's Salvation (healing) * Recharge 4 5 6

Trigger: When an undead ally is reduced to 0 hit points. Effect (Immediate Interrupt): Ranged 10; targeted undead ally regains 25 hit points. Str 15 (+12) Dex 16 (+13) Wis 15 (+12) Con 19 (+14) Int 23 (+16) Cha 26 (+18) Alignment chaotic evil Languages Abyssal, Common

2 Bodak Reavers Level 18 Soldier Medium shadow humanoid (undead) XP 2,000 HP 175; Bloodied 88 Initiative +16 AC 31; Fortitude 31; Reflex 30; Will 31 Perception +17 Speed 5 Darkvision Immune disease, poison; Resist 20 necrotic; Vulnerable 5 radiant TRAITS

Agonizing Gaze (fear, gaze, necrotic) * Aura 5

Any creature within the aura that makes a melee or a ranged attack against the bodak reaver takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll. Death Drinker If a living creature drops to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of its next turn, as well as 15 temporary hit points. Radiant Sensitivity If the bodak reaver takes radiant damage, it can’t weaken a target until the end of its next turn. STANDARD ACTIONS m Greataxe (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d12 + 7 damage (crit 2d12 + 18) plus 1d12 necrotic damage, and the target is dazed and weakened (save ends both).

R Death Gaze (gaze, necrotic) • Encounter

Attack: Ranged 10 (one living creature); +21 vs. Fortitude Hit: If the target is weakened, it drops to 0 hit points. Otherwise, the target takes 2d6 + 7 necrotic damage and loses a healing surge. Str 22 (+15) Dex 21 (+14) Wis 16 (+12) Con 23 (+15) Int 10 (+9) Cha 23 (+15) Alignment evil Languages Common Equipment mithral key, plate armor, greataxe

Death Hag Level 18 Soldier Medium fey humanoid XP 2,000 HP 171; Bloodied 86 Initiative +15 AC 34; Fortitude 34; Reflex 31; Will 32 Perception +12 Speed 6 Low-Light Vision Resist 10 necrotic STANDARD ACTIONS m Claw (necrotic) * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 3d8 + 6 necrotic damage, and the target is marked and cannot spend healing surges or regain hit points until the end of the death hag's next turn.

C Life Drain (healing, necrotic) * Recharge 4 5 6

Attack: Close blast 3 (creatures in blast); +21 vs. Fortitude Hit: 2d8 + 6 necrotic damage, and the death hag regains 5 hit points for each creature damaged by this attack. MINOR ACTIONS Change Shape (polymorph) * At-Will

Effect: The death hag alters its physical form to appear as a female of any Medium humanoid race until it uses change shape again or until it drops to 0 hit points. To assume a specific individual's form, the death hag must have seen that individual. Other creatures can make a DC 35 Insight check to discern that the form is a disguise. Skills Bluff +19, Insight +17, Intimidate +19, Nature +17 Str 25 (+16) Dex 18 (+13) Wis 17 (+12) Con 19 (+13) Int 16 (+12) Cha 20 (+14) Alignment evil Languages Common, Elven

3 Abyssal Ghoul Hungerers Level 18 Soldier Minion Medium elemental humanoid (undead) XP 500 HP 1; a missed attack never damages a minion Initiative +18 AC 34; Fortitude 30; Reflex 29; Will 25 Perception +12 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 10 necrotic STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 13 damage, and the target is immobilized (save ends). TRIGGERED ACTIONS C Dead Blood (necrotic) * Encounter

Trigger: The ghoul drops to 0 hit points. Effect: Close burst 1 (enemies in burst); Each target takes 10 necrotic damage. Skills Stealth +22 Str 26 (+17) Dex 25 (+16) Wis 17 (+12) Con 23 (+15) Int 19 (+13) Cha 13 (+10) Alignment chaotic evil Languages Abyssal

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R1: ENTRY HALL Bodak Reavers (B) Level 18 Soldier Medium shadow humanoid (undead) XP 2,000 HP 175; Bloodied 88 Initiative +16 AC 31; Fortitude 31; Reflex 30; Will 31 Perception +17 Speed 5 Darkvision Immune disease, poison; Resist 20 necrotic; Vulnerable 5 radiant TRAITS

Agonizing Gaze (fear, gaze, necrotic) * Aura 5

Any creature within the aura that makes a melee or a ranged attack against the bodak reaver takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll. Death Drinker If a living creature drops to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of its next turn, as well as 15 temporary hit points. Radiant Sensitivity If the bodak reaver takes radiant damage, it can’t weaken a target until the end of its next turn. STANDARD ACTIONS m Greataxe (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d12 + 7 damage (crit 2d12 + 18) plus 1d12 necrotic damage, and the target is dazed and weakened (save ends both).

R Death Gaze (gaze, necrotic) • Encounter

Attack: Ranged 10 (one living creature); +21 vs. Fortitude Hit: If the target is weakened, it drops to 0 hit points. Otherwise, the target takes 2d6 + 7 necrotic damage and loses a healing surge. Str 22 (+15) Dex 21 (+14) Wis 16 (+12) Con 23 (+15) Int 10 (+9) Cha 23 (+15) Alignment evil Languages Common Equipment mithral key, plate armor, greataxe

Dark Naga (M) Level 21 Elite Controller Large immortal magical beast (reptile) XP 6,400 HP 404; Bloodied 202 Initiative +14 AC 36; Fortitude 32; Reflex 31; Will 34 Perception +21 Speed 8 Darkvision Saving Throws +2; Action Points 1 STANDARD ACTIONS m Tail Sting (poison) * At-Will

Attack: Melee 2 (one creature); +26 vs. AC Hit: 4d6 + 15 poison damage (4d8 + 18 damage against a dazed target), and the target is slowed (save ends).

C Psychic Miasma (psychic) * Recharge 5 6

Attack: Close burst 3 (creatures in burst); +24 vs. Will Hit: 4d10 + 14 psychic damage, and the target is dazed (save ends). First Failed Saving Throw: The target is stunned (save ends). MINOR ACTIONS C Dark Lure (charm. psychic) * At-Will (1/round)

Attack: Close burst 5 (enemies in burst); +24 vs. Will Hit: 3d6 + 12 psychic damage and the target is pulled 2 squares and dazed (save ends). Skills History +22, Insight +21, Stealth +19 Str 26 (+18) Dex 18 (+14) Wis 22 (+16) Con 26 (+18) Int 24 (+17) Cha 30 (+20) Alignment evil Languages Common, Draconic, Supernal

2 Blackstar Knights (K) Level 23 Soldier Medium shadow animate (construct, undead) XP 5,100 HP 212; Bloodied 106 Initiative +20 AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Speed 7 Darkvision Resist 15 fire; Vulnerable 15 radiant STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature)+28 vs. AC Hit: 3d10 + 15 damage, and the target is marked until the end

of the blackstar knight's next turn.

M Deathsword (necrotic, weapon) * Recharge 5 6

Attack: Melee 1 (one creature marked by blackstar knight); +28 vs. AC Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save ends). MOVE ACTIONS No Escape (teleportation) * At-Will

Effect: The blackstar knight teleports up to 10 squares, ending the move in a square adjacent to a creature marked by the blackstar knight. TRIGGERED ACTIONS C Soldier's Duty * Encounter

Trigger: When reduced to 0 hit points. Effect: Close burst 2 (undead allies in burst); the target gains 25 temporary hit points. Str 27 (+19) Dex 24 (+18) Wis 26 (+19) Con 20 (+16) Int 10 (+11) Cha 9 (+10) Alignment evil Languages Common, Primordial Equipment greatsword

4 Blackstar Pawns (P) Level 23 Minion Medium elemental animate XP 1,275 HP 1; a missed attack never damages a minion Initiative +18 AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13 Speed 7 Darkvision Resist 15 fire STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 16 damage, or 24 damage if blackstar scores a critical hit. TRIGGERED ACTIONS m Blackstar Ricochet * At-Will

Trigger: When a blackstar pawn within 5 squares is reduced to 0 hit points. Attack (Immediate Reaction): The blackstar pawn shifts 3 squares

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and collides with an enemy; +26 vs. Fortitude Hit: 12 damage. Str 26 (+19) Dex 24 (+18) Wis 14 (+13) Con 18 (+15) Int 3 (+7) Cha 3 (+7) Alignment evil Languages —

R2: GUARDIAN ALCOVES Blaspheme Imperfect Keeper (I) Level 19 Brute Medium natural animate (construct, undead) XP 2,400 HP 214; Bloodied 107 Initiative +13 AC 31; Fortitude 32; Reflex 29; Will 29 Perception +13 Speed 7 Darkvision Immune disease; Resist 15 necrotic; Vulnerable 10 radiant TRAITS

Life Sap (healing, necrotic) * Aura 1

Any living enemy that starts its turn within the aura takes 5 necrotic damage. Each round, if at least one enemy is damaged by the aura, the blaspheme imperfect keeper regains 5 hit points. Bloodied Degeneration While bloodied, the blaspheme imperfect keeper’s body begins to degenerate, and it enters a state of bloodlust. The blaspheme gains vulnerable 5 to all damage and deals 3d6 extra damage on a hit. STANDARD ACTIONS m Slam (necrotic) * At-Will

Attack: Melee 1 (one creature); +24 vs. AC Hit: 3d12 + 14 necrotic damage.

M Deadly Clutch (necrotic) * At-Will

Requirements: Requires free hand. Attack: Melee 1 (one creature); +22 vs. Reflex Hit: 3d12 + 14 necrotic damage, and the target is grabbed (escape DC 24).

M Life Drain (healing, necrotic) * At-Will

Attack: Melee 1 (one grabbed creature); +22 vs. Fortitude Hit: 3d10 + 11 necrotic damage, and the target loses a healing surge, and the blaspheme imperfect keeper regains 15 hit points. Str 24 (+16) Dex 18 (+13) Wis 19 (+13) Con 14 (+11) Int 14 (+11) Cha 12 (+10) Alignment evil Languages —

Blaspheme Disciple Level 19 Artillery (Leader) Keeper (D) Medium natural animate (construct, undead) XP 2,400 HP 136; Bloodied 68 Initiative +14 AC 31; Fortitude 29; Reflex 31; Will 33 Perception +14 Speed 6 Darkvision Immune disease; Resist 15 necrotic, 15 poison; Vulnerable 10 radiant STANDARD ACTIONS m Unholy Smite (necrotic) * At-Will

Attack: Melee 1 (one creature); +24 vs. AC Hit: 2d10 + 14 necrotic damage.

R Unholy Ray (necrotic) * At-Will

Attack: Ranged 20 (one creature); +24 vs. Reflex Hit: 2d12 + 15 necrotic damage, and the target takes a -2 penalty to attack rolls until the end of the blaspheme disciple's next turn.

A Words of Undeath (necrotic, psychic) * Recharge 5 6

Attack: Area burst 2 within 20 (enemies in burst); +24 vs. Will Hit: 3d8 + 14 necrotic and psychic damage. In addition, undead allies within the burst regain 10 hit points. Skills Heal +19, Religion +17 Str 13 (+10) Dex 20 (+14) Wis 20 (+14) Con 16 (+12) Int 16 (+12) Cha 24 (+16) Alignment evil Languages Common Equipment vestments, holy symbol

4 Blaspheme Fragment Keepers (F) Level 19 Minion Medium natural animate (construct, undead) XP 600 HP 1; a missed attack never damages a minion Initiative +16 AC 33; Fortitude 32; Reflex 31; Will 27 Perception +12 Speed 7 Darkvision Immune disease; Resist 15 necrotic, 15 poison STANDARD ACTIONS m Slam * At-Will

Attack: Melee 1 (one creature); +24 vs. AC Hit: 15 damage, and the target is slowed (save ends). Str 26 (+17) Dex 25 (+16) Wis 17 (+12) Con 23 (+15) Int 19 (+13) Cha 13 (+10) Alignment evil Languages Common

2 Blaspheme Knight Keepers (K) Level 19 Soldier Medium natural animate (construct, undead) XP 2,400 HP 182; Bloodied 91 Initiative +16 AC 35; Fortitude 31; Reflex 29; Will 29 Perception +9 Speed 6 Darkvision Immune disease; Resist 15 necrotic, 15 poison; Vulnerable 10 radiant STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature); +24 vs. AC Hit: 2d12 + 15 damage, and the target is marked until the end of the blaspheme knight keeper’s next turn.

C Sweeping Cleave (weapon) * Encounter

Requirements: Requires greatsword. Attack: Close burst 1 (creatures in burst); +24 vs. AC Hit: 3d12 + 15 damage, and the target is marked until the end of the blaspheme knight’s next turn. TRIGGERED ACTIONS Blasphemous Might Trigger: When a creature marked by the blaspheme knight makes an attack that doesn't include the knight. Effect: Until the end of its next turn, the blaspheme knight deals

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3d10 extra necrotic damage when it hits the marked creature. Str 25 (+16) Dex 20 (+14) Wis 10 (+9) Con 22 (+15) Int 14 (+11) Cha 20 (+14) Alignment unaligned Languages Common Equipment ornate scale armor, greatsword

R3: PORTAL GUARDIANS Void Lich (V) Level 20 Elite Lurker Medium aberrant humanoid (undead) XP 5,600 HP 296; Bloodied 148 Initiative +13 AC 34; Fortitude 31; Reflex 32; Will 34 Perception +18 Speed 4, fly 8 (hover) Darkvision Immune disease, poison, fear; Resist 10 necrotic Saving Throws +2; Action Points 1 TRAITS

Shroud of Night * Aura 5

Bright light within the aura is reduced to dim light, and dim light within the aura is reduced to darkness (if the void lich takes radiant damage, the aura is negated until the end of the

void lich’s next turn). Soul Phylactery When the lich drops to 0 hit points, its body and possessions crumble into dust and it disappears, but it is not destroyed. It reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is destroyed STANDARD ACTIONS m Life Trap (healing, necrotic) * At-Will

Attack: Melee 1 (one creature); +23 vs. Fortitude Hit: 3d6 + 11 necrotic damage, and the void lich regains 15 hit points.

R Void Tendrils (necrotic) * At-Will

Attack: Ranged 10 (one or two creatures); +23 vs. Will Hit: 3d8 + 15 necrotic damage, and the target is knocked prone and dazed (save ends).

C Hideous Laughter (fear, psychic) * Recharge when the void lich bloodies an enemy Attack: Close blast 3 (creatures in blast); +23 vs. Will Hit: 3d8 + 15 psychic damage, and the target takes a -5 penalty to all defenses until the end of the void lich's next turn. MINOR ACTIONS C Frightful Gaze (fear, gaze) * At-Will

Attack: Close blast 3; +23 vs. Will Hit: The target is pushed 5 squares and takes a -2 penalty to attack rolls (save ends). First Failed Saving Throw: The target is dazed, immobilized, and takes a -2 penalty to attack rolls (save ends all).

Fade to Dusk * Recharge 5 6

Effect: The void lich becomes insubstantial and invisible until it attacks or until the end of its next turn.

Phase Step * At-Will

Effect: The void lich teleports up to 2 squares. Skills Arcana +22, Intimidate +20 Str 16 (+13) Dex 17 (+13) Wis 26 (+18) Con 22 (+16) Int 24 (+17) Cha 20 (+15) Alignment evil Languages Common, Deep Speech, telepathy 10

2 Blood Fiends (B) Level 23 Soldier Medium elemental humanoid XP 5,100 HP 220; Bloodied 110 Initiative +21 AC 41; Fortitude 36; Reflex 34; Will 32 Perception +23 Speed 8, fly 10 Darkvision Immune fear TRAITS Combat Advantage The blood fiend gains combat advantage against any living, bloodied enemy. STANDARD ACTIONS m Claws * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 3d8 + 17 damage.

M Bloodthirsty Bite (healing) * At-Will

Requirements: Requires combat advantage. Attack: Melee 1 (one creature); +28 vs. AC Hit: 2d8 + 10 damage, and the target is grabbed and takes ongoing 10 damage (until escape). Also, the blood fiend regains 10 hit points. MINOR ACTIONS C Terror Gaze (fear) * At-Will (1/round)

Attack: Close blast 3 (creatures in blast); +26 vs. Will Hit: The target is immobilized (save ends). Skills Intimidate +24 Str 30 (+21) Dex 26 (+19) Wis 24 (+18) Con 28 (+20) Int 22 (+17) Cha 27 (+19) Alignment chaotic evil Languages Primordial

3+ Blood Fiend Martyrs Level 23 Minion Medium elemental humanoid XP 1,275 HP 1; a missed attack never damages a minion Initiative +19 AC 37; Fortitude 36; Reflex 34; Will 32 Perception +18 Speed 8 Darkvision Immune fear TRAITS

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Combat Advantage The blood fiend martyr gains combat advantage against any living, bloodied enemy. STANDARD ACTIONS m Claws * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 15 damage, and the target is grabbed (escape DC 27) and takes ongoing 10 damage until the grab ends. Str 30 (+21) Dex 26 (+19) Wis 24 (+18) Con 28 (+20) Int 22 (+17) Cha 27 (+19) Alignment chaotic evil Languages Primordial

R4: HYDRA DEFEATED 2 Blackstar Knights (K) Level 23 Soldier Medium shadow animate (construct, undead) XP 5,100 HP 212; Bloodied 106 Initiative +20 AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Speed 7 Darkvision Resist 15 fire; Vulnerable 15 radiant STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature)+28 vs. AC Hit: 3d10 + 15 damage, and the target is marked until the end of the blackstar knight's next turn.

M Deathsword (necrotic, weapon) * Recharge 5 6

Attack: Melee 1 (one creature marked by blackstar knight); +28 vs. AC Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save ends). MOVE ACTIONS No Escape (teleportation) * At-Will

Effect: The blackstar knight teleports up to 10 squares, ending the move in a square adjacent to a creature marked by the blackstar knight. TRIGGERED ACTIONS C Soldier's Duty * Encounter

Trigger: When reduced to 0 hit points. Effect: Close burst 2 (undead allies in burst); the target gains 25 temporary hit points. Str 27 (+19) Dex 24 (+18) Wis 26 (+19) Con 20 (+16) Int 10 (+11) Cha 9 (+10) Alignment evil Languages Common, Primordial Equipment greatsword

Death Hag (H) Level 18 Soldier Medium fey humanoid XP 2,000 HP 171; Bloodied 86 Initiative +15

AC 34; Fortitude 34; Reflex 31; Will 32 Perception +12 Speed 6 Low-Light Vision Resist 10 necrotic STANDARD ACTIONS m Claw (necrotic) * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 3d8 + 6 necrotic damage, and the target is marked and cannot spend healing surges or regain hit points until the end of the death hag's next turn.

C Life Drain (healing, necrotic) * Recharge 4 5 6

Attack: Close blast 3 (creatures in blast); +21 vs. Fortitude Hit: 2d8 + 6 necrotic damage, and the death hag regains 5 hit points for each creature damaged by this attack. MINOR ACTIONS Change Shape (polymorph) * At-Will

Effect: The death hag alters its physical form to appear as a female of any Medium humanoid race until it uses change shape again or until it drops to 0 hit points. To assume a specific individual's form, the death hag must have seen that individual. Other creatures can make a DC 35 Insight check to discern that the form is a disguise. Skills Bluff +19, Insight +17, Intimidate +19, Nature +17 Str 25 (+16) Dex 18 (+13) Wis 17 (+12) Con 19 (+13) Int 16 (+12) Cha 20 (+14) Alignment evil Languages Common, Elven

Rakshasa Noble Huecuva (R) Level 19 Elite Controller Medium natural humanoid XP 4,800 HP 356; Bloodied 178 Initiative +14 AC 33; Fortitude 31; Reflex 33; Will 34 Perception +19 Speed 7 Low-Light Vision Saving Throws +2; Action Points 1 TRAITS

Deathless Fanaticism * Aura 10

Any ally within the aura that is reduced to 0 hit points immediately makes a melee basic attack with a +2 bonus to the attack and damage rolls.

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Regeneration The rakshasa regains 5 hit points whenever he starts his turn and has at least 1 hit point. When the rakshasa takes damage from a silver weapon, his regeneration does not function on his next turn. STANDARD ACTIONS m Unholy Claw * At-Will

Attack: Melee 1 (one or two creatures); +24 vs. AC Hit: 3d6 + 7 damage, and the target takes ongoing 10 necrotic damage (save ends). When the target takes ongoing necrotic damage from this power, all adjacent living creatures take 5 necrotic damage.

R Mind Twist (psychic) * At-Will

Attack: Ranged 20 (one or two creatures); +22 vs. Will Hit: 3d6 + 17 psychic damage, and the target is dazed (save ends).

R Frightful Phantom (fear) * Recharge 5 6

Attack: Ranged 5 (one creature); +22 vs. Will Hit: 4d10 + 20 psychic damage, the target is pushed 5 squares, and the target is stunned (save ends). MINOR ACTIONS Deceptive Veil (illusion) * At-Will

Effect: The rakshasa disguises itself to appear as a Medium humanoid until it uses deceptive veil again or until it drops to 0 hit points. Other creatures can make a DC 38 Insight check to discern that the form is an illusion.

R Phantom Lure (charm) * At-Will

Attack: Ranged 10 (one creature); +22 vs. Will Hit: The target slides 5 squares.

Phantom Image (illusion) * Recharge 5 6

Effect: Until the end of the rakshasa noble huecuva’s next turn, any creature that attacks the rakshasa’s AC or Reflex defense must roll twice and use the lower attack roll result. If either result is a critical hit, use that result instead. Skills Arcana +20, Athletics +17, Bluff +21, Diplomacy +21, History +20, Insight +19, Intimidate +21 Str 16 (+12) Dex 20 (+14) Wis 20 (+14)

Con 18 (+13) Int 22 (+15) Cha 24 (+16) Alignment evil Languages Common

R5: DREAM POOL Chuul Juggernaut (C) Level 23 Elite Soldier Huge aberrant magical beast (aquatic) XP 10,200 HP 434; Bloodied 217 Initiative +17 AC 39; Fortitude 37; Reflex 31; Will 33 Perception +17 Speed 7, swim 7 Darkvision Saving Throws +2; Action Points 1 TRAITS

Psychic Moan (psychic) * Aura 1

A chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic. Tentacle Net (poison) A creature hit by a chuul juggernaut’s opportunity attack is immobilized until the end of the juggernaut’s next turn. STANDARD ACTIONS m Claw * At-Will

Attack: Melee 3 (one creature); +28 vs. AC Hit: 4d8 + 13 damage, or 5d8 + 15 damage against an immobilized creature.

M Double Attack (poison) * At-Will

Effect: The chuul juggernaut makes two claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +26 vs. Fortitude Hit: The target is immobilized (save ends).

R Psychic Lure (psychic) * At-Will

Attack: Ranged 10 (one creature); +26 vs. Will Hit: 4d10 + 15 psychic damage, and the target is pulled 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

Aboleth Overseer (A) Level 18 Elite Controller (Leader) Large aberrant magical beast (aquatic) XP 4,000 HP 348; Bloodied 174 Initiative +12 AC 33; Fortitude 31; Reflex 29; Will 31 Perception +16 Speed 5, swim 10 Darkvision Saving Throws +2; Action Points 1 TRAITS

Mucus Haze * Aura 5

Enemies treat the area within the aura as difficult terrain. STANDARD ACTIONS m Tentacle * At-Will

Attack: Melee 2 (one or two creatures); +23 vs. AC Hit: 3d8 + 13 damage (4d8 + 15 damage against a dazed target), and the target is dazed (save ends).

C Psychic Slime (psychic) * Recharge when first bloodied

Attack: Close burst 10 (enemies in burst); +21 vs. Will Hit: 4d8 + 15 psychic damage, and the target is dazed (save ends).

R Dominate (charm) * At-Will

Attack: Ranged 10 (one dazed humanoid); +21 vs. Will Hit: The target is dominated (save ends). An aboleth overseer can dominate only one creature at a time.

R Enslave (charm, psychic) * At-Will

Attack: Ranged 5 (one dominated creature); +21 vs. Reflex Hit: 5d12 + 20 psychic damage. A target reduced to 0 hit points or fewer by this attack doesn’t die but becomes enslaved in preparation for the Aboleth Servitor ritual. Enslaved targets are dominated, and only the death of the overseer can end this domination. Once a creature is enslaved, an aboleth overseer is free to dominate other creatures. MINOR ACTIONS Invisibility (illusion) * Encounter

Effect: The aboleth overseer and one ally within 10 squares of it

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turn invisible until the end of the aboleth overseer’s next turn. Skills Arcana +20, Dungeoneering +21, Insight +21 Str 26 (+17) Dex 16 (+12) Wis 25 (+16) Con 22 (+15) Int 23 (+15) Cha 22 (+15) Alignment evil Languages Deep Speech, telepathy 20

Githyanki Dreamslicer (G) Level 18 Artillery Medium natural humanoid XP 2,000 HP 128; Bloodied 64 Initiative +16 AC 32; Fortitude 29; Reflex 30; Will 24 Perception +15 Speed 6 Saving Throws +2 against charm effects STANDARD ACTIONS m Silver Longsword (psychic, weapon) * At-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d8 + 12 damage plus 1d10 psychic damage.

R Mindslice (psychic) * At-Will

Attack: Ranged 10 (one creature); +21 vs. Will Hit: 3d10 + 10 psychic damage.

A Psychic Barrage (psychic) * Recharge 6

Attack: Area burst 1 within 20 (creatures in burst); +21 vs. Will Hit: 2d8 + 6 psychic damage, and ongoing 5 psychic damage (save ends), and the target can’t use daily or encounter powers (save ends). MOVE ACTIONS R Telekinetic Leap * Encounter

Effect: Ranged 10 (the githyanki dreamslicer or one ally); Target can fly up to 5 squares. Skills History +17, Insight +15 Str 22 (+15) Dex 25 (+16) Wis 12 (+10) Con 22 (+15) Int 17 (+12) Cha 11 (+9) Alignment evil Languages Common, Deep Speech Equipment robes, overcoat, silver longsword

R6: DESECRATED TEMPLE Portal Thing (P) Level 22 Elite Brute Large shadow animate (blind, ooze, undead) XP 8,300 HP 520; Bloodied 260 Initiative +15 AC 34; Fortitude 38; Reflex 32; Will 32 Perception +15 Speed 0 immobile Blindsight 20, Tremorsense 20 Immune disease, poison; Resist 15 acid, 15 fire, 15 necrotic Saving Throws +2; Action Points 1 TRAITS

Into the Thing (necrotic) * Aura 0

A creature that enters or starts its turn in a square containing the portal thing takes 20 necrotic damage and is immobilized (save ends). A creature that dies in the portal thing is slowly dissolved over a 24-hour period. Regeneration (healing) The portal thing regains 20 hit points whenever it starts its turn and has at least 1 hit point. If the portal thing takes radiant damage, its regeneration doesn’t function until the end of its next turn. Threatening Reach The portal thing can make opportunity attacks against all enemies within its reach. STANDARD ACTIONS m Claw (necrotic) * At-Will

Attack: Melee 4 (one or two creatures); +27 vs. AC Hit: 4d8 + 19 necrotic damage, and the target is pulled 1.

C Death's Tendrils (necrotic) * At-Will

Attack: Close blast 4 (enemies in blast); +25 vs. Reflex Hit: 4d6 + 16 necrotic damage, and the target is pulled 1. Str 30 (+21) Dex 18 (+15) Wis 18 (+15) Con 30 (+21) Int 1 (+6) Cha 1 (+6) Alignment unaligned Languages —

4 Immolith Claws (I) Level 20 Controller Large elemental magical beast (demon, fire, undead) XP 2,800 HP 193; Bloodied 97 Initiative +14 AC 34; Fortitude 35; Reflex 32; Will 32 Perception +13 Speed 6 Immune disease, fire, poison; Resist 15 variable (2/encounter); Vulnerable 10 radiant TRAITS

Flaming Aura (fire) * Aura 1

Any creature that enters or starts its turn within the aura takes 10 fire damage. STANDARD ACTIONS m Flaming Claw (fire) * At-Will

Attack: Melee 4 (one creature); +25 vs. AC Hit: 2d10 + 12 fire damage, and ongoing 5 fire damage (save ends).

M Fiery Grab (fire) * At-Will

Effect: The immolith claw makes a flaming claw attack against a Large or smaller target. On a hit, the target slides into a square adjacent to the immolith claw and is grabbed (escape DC 25). While grabbed, the target loses any resistance it has to fire. An immolith claw can hold up to five grabbed creatures using this power.

C Fiery Lash (fire) * Recharge when first bloodied

Attack: Close burst 4 (enemies in burst); +25 vs. AC Hit: 2d10 + 8 fire damage, and ongoing 10 fire damage (save ends). MINOR ACTIONS R Deathfire Curse (fire) * At-Will

Attack: Ranged 10 (one creature); +23 vs. Will Hit: The target is slowed (save ends). Aftereffect: The target takes ongoing 5 fire damage (save ends). Str 24 (+17) Dex 18 (+14) Wis 16 (+13) Con 25 (+17) Int 9 (+9) Cha 18 (+14) Alignment chaotic evil Languages Abyssal

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Level 21 Elite Deathpriest Hierophant (D) Controller (Leader) Medium natural humanoid (human) XP 6,400 HP 382; Bloodied 191 Initiative +11 AC 35; Fortitude 33; Reflex 31; Will 35 Perception +14 Speed 5 Resist 10 necrotic Saving Throws +2; Action Points 1 TRAITS

Aura of Decay (necrotic) * Aura 5

Living enemies in the aura take a -2 penalty to all defenses. STANDARD ACTIONS m Mace (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 2d8 + 10 damage, and ongoing 10 necrotic damage (save ends).

C Word of Orcus (healing, necrotic) * Recharge 6

Attack: Close burst 5 (enemies in burst); +24 vs. Fortitude Hit: 5d6 + 18 necrotic damage, and the target is stunned (save ends). Undead in the burst regain 15 hit points. MINOR ACTIONS R Vision of Death (psychic) * At-Will (1/round)

Attack: Ranged 10 (one creature); +24 vs. Will Hit: 4d6 + 15 psychic damage, and the target is dazed (save ends). Skills Religion +17 Str 20 (+15) Dex 13 (+11) Wis 18 (+14) Con 15 (+12) Int 14 (+12) Cha 24 (+17) Alignment chaotic evil Languages Abyssal, Common Equipment censer, plate armor, mace

R7: SUMMONING CHAMBER 3 Blackstar Pawns (P) Level 23 Minion Medium elemental animate XP 1,275 HP 1; a missed attack never damages a minion Initiative +18 AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13 Speed 7 Darkvision Resist 15 fire STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 16 damage, or 24 damage if blackstar scores a critical hit. TRIGGERED ACTIONS m Blackstar Ricochet * At-Will

Trigger: When a blackstar pawn within 5 squares is reduced to 0 hit points. Attack (Immediate Reaction): The blackstar pawn shifts 3 squares and collides with an enemy; +26 vs. Fortitude Hit: 12 damage. Str 26 (+19) Dex 24 (+18) Wis 14 (+13) Con 18 (+15) Int 3 (+7) Cha 3 (+7) Alignment evil Languages —

Blackstar Idol (B) Level 22 Elite Controller (Leader) Large elemental animate XP 8,300 HP 420; Bloodied 210 Initiative +12 AC 36; Fortitude 34; Reflex 32; Will 36 Perception +21 Speed 0, fly 8 (hover), teleport 4 Darkvision Resist 10 fire; Vulnerable 15 radiant Saving Throws +2; Action Points 1 TRAITS Blackstar Pulse (healing) * Aura 3

Enemies that start their turns within the aoura take 10 damage, and blackstar host that start their turns within the aura heal 10 hit points. STANDARD ACTIONS

m Force Slam (force) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 4d6 + 16 force damage.

C Blackstar Nova (psychic) * Recharge when first bloodied

Attack: Close burst 5 (enemies in burst); +25 vs. Will Hit: 4d8 + 19 psychic damage, and the target is pushed 2 squares and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone.

A Mindquake (psychic) * Recharge 4 5 6

Attack: Area burst 5 within 20 (enemies in burst); +25 vs. Will Hit: 4d6 + 16 psychic damage, and the target is dazed (save ends).

Animate Blackstar * At-Will or encounter

Effect: The idol targets the remains of a fallen blackstar creature and imbues it with energy. As an at-will power, the fallen blackstar rises as a blackstar pawn. If the blackstar idol targets a blackstar pawn as an encounter power, it becomes a blackstar knight. MINOR ACTIONS R Mindrip (psychic) * At-Will (1/round)

Attack: Ranged 10 (one creature); +25 vs. Will Hit: 3d10 + 14 psychic damage, and the target is slowed (save ends). Str 25 (+18) Dex 13 (+12) Wis 30 (+21) Con 26 (+19) Int 10 (+11) Cha 7 (+9) Alignment evil Languages —

Flameharrow Lord (F) Level 20 Elite Controller (Leader) Medium natural humanoid (undead) XP 5,600 HP 374; Bloodied 187 Initiative +13 AC 34; Fortitude 31; Reflex 32; Will 33 Perception +17 Speed 6, teleport 5 Darkvision Immune disease, poison; Resist 20 necrotic, 25 fire; Vulnerable 10 radiant Saving Throws +2; Action Points 1

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TRAITS Spiritual Inferno (necrotic) * Aura 5

Any undead ally within the aura gains resist 15 fire, and deals an extra ongoing 10 necrotic damage (save ends) with its melee or ranged attacks. STANDARD ACTIONS m Flameharrow Claw (fire, necrotic) * At-Will

Attack: Melee 1 (one creature); +25 vs. AC Hit: 3d10 + 12 fire damage, and the target can’t spend healing surges until the end of the flameharrow’s next turn. MINOR ACTIONS r Harrowing Gaze (fear, gaze, psychic) * At-Will (1/round)

Attack: Ranged 10 (one creature); +23 vs. Will Hit: 3d8 + 15 psychic damage, and the target is pushed 4 squares. The target is dazed until the end of the flameharrow's next turn.

C Deadfire Gaze (fire, gaze, necrotic) * At-Will (1/round)

Attack: Close blast 5 (enemies in blast); +23 vs. Reflex Hit: 1d8 + 10 necrotic damage, ongoing 10 fire damage, and the target is immobilized (save ends both). TRIGGERED ACTIONS R Death's Salvation (healing) * Recharge 4 5 6

Trigger: When an undead ally is reduced to 0 hit points. Effect (Immediate Interrupt): Ranged 10; targeted undead ally regains 25 hit points. Str 15 (+12) Dex 16 (+13) Wis 15 (+12) Con 19 (+14) Int 23 (+16) Cha 26 (+18) Alignment chaotic evil Languages Abyssal, Common

Dracolich (D) Level 18 Solo Controller Huge natural magical beast (dragon, undead) XP 16,000 HP 704; Bloodied 352 Initiative +15 AC 32; Fortitude 31; Reflex 30; Will 28 Perception +18 Speed 8, fly 10 (clumsy) Darkvision Immune disease, poison; Resist 15 necrotic; Vulnerable 10 radiant

Saving Throws +5; Action Points 2 TRAITS

Aura of Doom * Aura 3

Enemies cannot regain hit points or gain temporary hit points while in the aura. Action Recovery Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Domination On an initiative of 10 + its initiative check, the dragon can use a free action to use mesmerizing glance. This attack does not provoke opportunity attacks. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack. STANDARD ACTIONS m Bite (necrotic) * At-Will

Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d8 + 4 damage, and ongoing 10 necrotic damage (save ends).

M Claws * At-Will

Attack: Melee 2 (one or two creatures); +23 vs. AC. If the dracolich targets only one creature, it can make this attack twice against that creature. Hit: 3d8 + 12 damage. Effect: The dracolich slides the target up to 2 squares.

C Blackfire (necrotic) * Recharge 5 6

Effect: Close blast 5 (enemies in blast); automatic hit; 4d8 + 13 necrotic damage, and ongoing 10 fire damage (save ends).

C Breath Weapon (necrotic) * Recharge 5 6

Attack: Close blast 5 (enemies in the blast); +21 vs. Reflex Hit: 4d12 + 16 necrotic damage, and the target is weakened (save ends). Miss: Half damage, and the target is weakened until the end of its next turn. Effect: Each target loses any necrotic resistance (save ends). MINOR ACTIONS

C Mesmerizing Gaze (charm) * At-Will (1/round)

Attack: Ranged 5 (one creature); +21 vs. Will Hit: The the target is dominated (save ends). Effect: The dracolich slides the target up to 2 squares. TRIGGERED ACTIONS C Bloodied Breath * Encounter

Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. Skills Arcana +17, Endurance +21, History +17, Insight +18, Intimidate +16, Religion +17 Str 25 (+16) Dex 22 (+15) Wis 18 (+13) Con 24 (+16) Int 16 (+12) Cha 15 (+11) Alignment evil Languages Common, Draconic

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R8: SARCOPHAGI CHAMBER Larva War Master (L) Level 23 Elite Brute Medium natural magical beast (undead) XP 10,200 HP 528; Bloodied 264 Initiative +19 AC 37; Fortitude 37; Reflex 35; Will 34 Perception +15 Speed 5 Immune disease, poison; Resist 10 necrotic ; takes half damage from melee and ranged attacks; Vulnerable 10 radiant, 10 against close and area attacks Saving Throws +2; Action Points 1 TRAITS

Tactical Feedback (psychic) * Aura 6

Any enemy within the aura takes 10 psychic damage when it shifts. Squeezing Swarm By altering its shape, a larva war master can squeeze through small openings as if it were a Tiny creature. STANDARD ACTIONS m Mandible Blade (necrotic) * At-Will

Attack: Melee 1 (one creature); +26 vs. Fortitude Hit: 4d10 + 17 necrotic damage.

M Double Attack (necrotic) * At-Will

Effect: The larva war master makes two mandible blade attacks. TRIGGERED ACTIONS R Punishing Beetle (poison) * Encounter

Trigger: When a creature regains hit points. Attack (Immediate Reaction): Ranged 20 (triggering creature); +24 vs. Fortitude Hit: 6d12 + 23 poison damage. Miss: Half damage. Skills Acrobatics +22, Athletics +23, Intimidate +22 Str 28 (+20) Dex 26 (+19) Wis 18 (+15) Con 24 (+18) Int 20 (+16) Cha 22 (+17) Alignment evil Languages Common Equipment plate armor

2 Voidsoul Specters (V) Level 23 Lurker Medium shadow humanoid (undead) XP 5,100 HP 115; Bloodied 58 Initiative +23 AC 35; Fortitude 32; Reflex 35; Will 34 Perception +16 Speed 0, fly 8 (hover); phasing Darkvision Immune disease, poison; Resist 30 necrotic, insubstantial; Vulnerable 10 radiant TRAITS

Spectral Cold (cold) * Aura 1

An enemy that starts its turn in the aura takes 10 cold damage and takes a -2 penalty to all defenses until the start of its next turn. STANDARD ACTIONS m Spectral Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +26 vs. Reflex Hit: 2d12 + 18 necrotic damage.

C Life Siphon (healing, necrotic) * Encounter

Attack: Close blast 5 (creatures in blast); +26 vs. Fortitude Hit: 2d12 + 18 necrotic damage, and the voidsoul specter regains 5 hit points for every creature damaged by the attack. MINOR ACTIONS Invisibility (illusion) * At-Will (1/round)

Effect: The voidsoul specter becomes invisible until it attacks or until it is hit by an attack. It remains invisible while using life siphon. Skills Stealth +24 Str 12 (+12) Dex 26 (+19) Wis 10 (+11) Con 19 (+15) Int 11 (+11) Cha 23 (+17) Alignment chaotic evil Languages Common

Blood Fiend (B) Level 23 Soldier Medium elemental humanoid XP 5,100 HP 220; Bloodied 110 Initiative +21 AC 41; Fortitude 36; Reflex 34; Will 32 Perception +23 Speed 8, fly 10 Darkvision Immune fear

TRAITS Combat Advantage The blood fiend gains combat advantage against any living, bloodied enemy. STANDARD ACTIONS m Claws * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 3d8 + 17 damage.

M Bloodthirsty Bite (healing) * At-Will

Requirements: Requires combat advantage. Attack: Melee 1 (one creature); +28 vs. AC Hit: 2d8 + 10 damage, and the target is grabbed and takes ongoing 10 damage (until escape). Also, the blood fiend regains 10 hit points. MINOR ACTIONS C Terror Gaze (fear) * At-Will (1/round)

Attack: Close blast 3 (creatures in blast); +26 vs. Will Hit: The target is immobilized (save ends). Skills Intimidate +24 Str 30 (+21) Dex 26 (+19) Wis 24 (+18) Con 28 (+20) Int 22 (+17) Cha 27 (+19) Alignment chaotic evil Languages Primordial

R9: SENTINEL TRAPS 2 Blaspheme Imperfect Keepers (I) Level 19 Brute Medium natural animate (construct, undead) XP 2,400 HP 214; Bloodied 107 Initiative +13 AC 31; Fortitude 32; Reflex 29; Will 29 Perception +13 Speed 7 Darkvision Immune disease; Resist 15 necrotic; Vulnerable 10 radiant TRAITS

Life Sap (healing, necrotic) * Aura 1

Any living enemy that starts its turn within the aura takes 5

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necrotic damage. Each round, if at least one enemy is damaged by the aura, the blaspheme imperfect keeper regains 5 hit points. Bloodied Degeneration While bloodied, the blaspheme imperfect keeper’s body begins to degenerate, and it enters a state of bloodlust. The blaspheme gains vulnerable 5 to all damage and deals 3d6 extra damage on a hit. STANDARD ACTIONS m Slam (necrotic) * At-Will

Attack: Melee 1 (one creature); +24 vs. AC Hit: 3d12 + 14 necrotic damage.

M Deadly Clutch (necrotic) * At-Will

Requirements: Requires free hand. Attack: Melee 1 (one creature); +22 vs. Reflex Hit: 3d12 + 14 necrotic damage, and the target is grabbed (escape DC 24).

M Life Drain (healing, necrotic) * At-Will

Attack: Melee 1 (one grabbed creature); +22 vs. Fortitude Hit: 3d10 + 11 necrotic damage, and the target loses a healing surge, and the blaspheme imperfect keeper regains 15 hit points. Str 24 (+16) Dex 18 (+13) Wis 19 (+13) Con 14 (+11) Int 14 (+11) Cha 12 (+10) Alignment evil Languages —

4 Blaspheme Fragment Keepers (F) Level 19 Minion Medium natural animate (construct, undead) XP 600 HP 1; a missed attack never damages a minion Initiative +16 AC 33; Fortitude 32; Reflex 31; Will 27 Perception +12 Speed 7 Darkvision Immune disease; Resist 15 necrotic, 15 poison STANDARD ACTIONS m Slam * At-Will

Attack: Melee 1 (one creature); +24 vs. AC Hit: 15 damage, and the target is slowed (save ends). Str 26 (+17) Dex 25 (+16) Wis 17 (+12)

Con 23 (+15) Int 19 (+13) Cha 13 (+10) Alignment evil Languages Common

Kinetic Arches: When a creature moves through the archway, the trap activates and rolls initiative. When a creature steps through the archway, the area within and around the arches violently slides creatures west.

Read: A silver net of radiance grabs you in a crushing grip, then throws you through the air like a doll.

Kinetic Arches (K) Level 19 Blaster Trap XP 2,400 Detect Percetion DC 33: A small, wavelike symbol is set upon the

top of the arch, protruding slightly like a stud. Immune attacks Initiative +8 STANDARD ACTION C Attack * At-Will

Attack: Close burst 2 (creatures in burst); +22 vs. Reflex. Hit: 3d12 + 8 damage, and the target slides 4 squares toward the void extrusion trap. COUNTERMEASURES * Avoid: If the stud has been spotted, pressing it deactivates

the trap for 1 round (until the end of the pressing character's next turn).

* Disable: An adjacent character can disable the trap with three DC 24 Thievery checks made as standard actions.

Void Extrusion: The trap becomes active when triggered.

Read: A dark, deep pit in the floor appears to have clouds of silver radiance far within its seemingly bottomless depths.

Void Extrusion (V) Level 19 Blaster Trap XP 2,400 Detect Percetion DC 17: The character can see the pit from

Location 14, though the full danger isn't apparent; Nature or Dungeoneering DC 24: The character recognizes the danger of the extrusion before moving within 3 squares of it (which might not do much good if the character is being propelled by the kinetic arches trip).

Immune attacks Initiative − TRIGGERED ACTIONS C Attack (radiant) * At-Will

Trigger: This trap activates when a creature enters the pit. If the arches trap is disabled or bypassed, this trap does not activate, or ceases attacking. Attack (Immediate Reaction): Close blast (creature in the divine space); +22 vs. Will. Hit: 4d8 + 10 radiant damage. Aftereffect: A creature that emerges from the divine space appears in Location 14, in the entrance to the trapped corridor. The creature is dazed and takes ongoing 5 psychic damage (save ends) from the experience, and is subject to additional attacks by the kinetic arches (if they are still active). Special: Creatures that are pushed or slid into the pit gain a saving throw to hang onto the edge. Creatures that fail the save fall into darkness. In truth, they are teleported into a silvery space of divine creation, not unlike the expanse of the Astral Sea. They remain in this divine space each round (save ends) and are subject to attack. COUNTERMEASURES * Avoid: A creature in the burst can minimize the damage of

the extrusion with a DC 33 Acrobatics check made as an immediate interrupt before the attack. W i t h a successful check, the creature takes half damage on a hit, and no damage on a miss.

* Avoid: Leaping beyond the pit into the far side of the corridor cuts off a character from the affects of the kinetic arches trap.

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R10: HALL OF JUDGEMENT Beholder Death Emperor (B) Level 22 Solo Artillery Large aberrant magical beast (undead) XP 20,750 HP 832; Bloodied 416 Initiative +19 AC 34; Fortitude 33; Reflex 34; Will 35 Perception +20 Speed 0, fly 5 (hover) All-Around Vision, Immune disease, poison; Resist 20 necrotic; Darkvision Vulnerable 20 radiant Saving Throws +5; Action Points 2 TRAITS

Eyes of the Beholder * Aura 5

The beholder death emperor uses one random eye ray as a free action against any enemy within the aura at the start of that enemy’s turn. Action Recovery Whenever thebeholder ends its turn, any dazing, stunning, or dominating effect on it ends. STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 3d4 + 12 damage.

M Eye Ray * At-Will

Effect: The beholder death emperor uses up to two different eye ray powers (chosen from the list below). Each ray must target a different creature, and using eye ray does not provoke opportunity attacks. 1, 2—Withering Ray (Necrotic): Ranged 10 (one creature); +27 vs. Fortitude; 3d8 + 16 necrotic damage, and ongoing 15 necrotic damage (save ends). 3—Confusion Ray (Psychic): Ranged 10 (one creature); +27 vs. Will; 3d8 + 16 psychic damage, and the target slides 5 squares and is dazed (save ends). 4—Grave Ray (Necrotic): Ranged 10 (one creature); +27 vs. Reflex; 3d8 + 16 necrotic damage. 5—Fear Ray (Fear, Psychic): Ranged 10 (one creature); +27 vs. Will; 3d8 + 16 psychic damage, and the target immediately moves its speed away from the beholder death

emperor. The target avoids hazardous terrain and difficult terrain if possible. 6—Burning Ray (Fire): Ranged 10 (one creature); +27 vs. AC; 4d8 + 17 fire damage, and ongoing 15 fire damage (save ends). 7—Decaying Ray (Acid): Ranged 10 (one creature); +27 vs. Reflex; 4d8 + 17 acid damage, and ongoing 15 acid damage (save ends). 8—Entombing Ray: Ranged 10 (one creature); +27 vs. Fortitude; the target is slowed (save ends). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target is petrified (no save). 9—Death Ray (Necrotic): Ranged 10 (one creature); +27 vs. Fortitude; 3d8 + 16 necrotic damage, and if the target is bloodied it is dazed (save ends). First Failed Saving Throw: The target is dazed and weakened (save ends). Second Failed Saving Throw: The target dies. 10—Reanimating Ray (Necrotic): Ranged 10 (one creature); +27 vs. Fortitude; 3d10 + 16 necrotic damage. If the target is reduced to 0 hit points or fewer, the target rises as a horde ghoul under the beholder death emperor’s control at the end of its next turn. MINOR ACTIONS R Central Eye * At-Will (1/round)

Attack: Ranged 20 (one creature); +27 vs. Will Hit: The target is slowed and loses necrotic resistance until the end of the beholder death emperor’s next turn. TRIGGERED ACTIONS C Killing Look (gaze, necrotic)

Trigger: When an enemy within 10 squares of the beholder death emperor fails a saving throw against ongoing damage. Attack (Immediate Reaction): Close burst 10 (targets the triggering creature); +27 vs. Will Hit: The target loses 2 healing surges. Str 12 (+12) Dex 26 (+19) Wis 19 (+15) Con 24 (+18) Int 22 (+17) Cha 28 (+20)

Alignment evil Languages Common, Deep Speech

2 Stone Golems (G) Level 17 Elite Soldier Large natural animate (construct) XP 3,200 HP 336; Bloodied 168 Initiative +8 AC 33; Fortitude 33; Reflex 24; Will 24 Perception +7 Speed 6; can't shift Darkvision Immune disease, poison, sleep Saving Throws +2; Action Points 1 STANDARD ACTIONS m Slam * At-Will

Attack: Melee 2 (one creature); +22 vs. AC Hit: 3d6 + 15 damage, and the target is pushed 1 square and dazed (save ends).

M Double Attack * At-Will

Effect: The stone golem makes two slam attacks.

M Golem Rampage * Recharge 5 6

Effect: The stone golem moves its speed plus 2 and can move through enemies’ spaces, provoking opportunity attacks as normal. When it enters a creature’s space (ally or enemy), the golem makes a slam attack against that creature. The creature remains in its space, and the golem must leave the space after it attacks. The golem must end its rampage in an unoccupied space. TRIGGERED ACTIONS C Death Burst Trigger: When reduced to 0 hit points. Attack: Close burst 1 (creatures in burst); +22 vs. AC Hit: 3d8 + 12 damage, and the area is difficult terrain until cleared. Str 24 (+15) Dex 7 (+6) Wis 8 (+7) Con 24 (+15) Int 3 (+4) Cha 3 (+4) Alignment unaligned Languages —

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R11: RELIQUARY TEST Altar of Compassion: When a creature puts its hands

on the altar but gives the incorrect answer, fails to answer, or removes its hands before answering, the trap activates and rolls initiative. When it attacks, the altar erupts with kinetic energy that pushes living creatures toward the other traps.

Read: The eaglelike wings of the altar flap, and a wave of force blasts out in all directions.

Altar of Compassion (A) Level 23 Blaster Trap XP 5,100 Detect Percetion DC 27: The faintest shimmer in the air marks the

area asdangerous; Arcana DC 37: The character recognizes the area as a field similar

to the glow around the arches in Location 14. Immune attacks Initiative +10 STANDARD ACTIONS C Attack * At-Will

Attack: Close blast 3 (creatures in blast); +26 vs. Reflex. Hit: 3d12 + 12 damage, and the target is pushed 4 squares toward on of the other traps in this area. Miss: Half damage, and the target is pushed 2 squares toward one of the other traps in this area. COUNTERMEASURES * Avoid: An adjacent character can disable the trap with a DC

37 Thievery check (a failed check activates the trap). An additional DC 37 Thievery check is required to cause the altar to rise, revealing the passage down to the vault level.

* Disable: A character can correctly answer the riddle, which deactivates the trap and moves the altar up to reveal the passage down.

Acid Trap: The acid attacks any creature in a trap square.

Read: Acid fills this deep basin, burning all that falls within it.

Acid Pit (P) Level 23 Obstacle Trap XP 5,100 Detect Percetion (no check): You notice a depression filled with

acid. Immune attacks Initiative − TRIGGERED ACTIONS M Attack (acid) * At-Will

Trigger: When a creature enters or starts its turn in a trapped square, the trap attacks. Attack: Melee (creatures in trap squares); +28 vs. AC. Hit: 4d10 + 10 acid damage, and the target takes ongoing 15 acid damage (save ends): Aftereffect: The target is dazed until the end of its next turn. COUNTERMEASURES

* Avoid: A creature can make a saving throw to avoid being pushed into the acid pit trap by the altar of compassion attack. Unfortunately, the sides of the acid pit are slick and all such saving throws take a -2 penalty.

Endless Fall: The forces of this pocket dimension pummel a character each round until he or she escapes.

Read: Creatures that/all into this pit blink out of existence.

Endless Fall (F) Level 23 Obstacle Trap XP 5,100 Detect Percetion (no check): You see that this pit seems to descend

indefinitely; Arcana DC 37: The character recognizes that teleport magic is at

play in this pit. Immune attacks Initiative − TRIGGERED ACTIONS M Attack * At-Will

Trigger: When a creature enters or starts its turn in a pit square (or the pocket dimension to which the trap sends its victims), the trap attacks. Attack: Melee (creatures in trap squares or in the pocket dimension); +26 vs. Reflex. Hit: 3d12 + 8 damage, and the target slides 4 squares toward the void extrusion trap. Miss: Half damage. COUNTERMEASURES * Avoid: A character in the pocket dimension can make a DC

27 Intelligence or Wisdom check at the end of its turn. If successful, the character appears next to the edge of the cavity.

Mist of Storm: Once the altar of compassion is activated, lightning strikes begin arcing across this hallway.

Read: The mist filled hallway begins to sizzle with the fury of a storm.

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Mist of Storm (M) Level 23 Obstacle Trap XP 5,100 Detect Perception (no check): You see that this area is filled with

mist; Arcana DC 37: The character recognizes that the area might prove particularly conducive to electrical discharges. Immune attacks Initiative − TRIGGERED ACTIONS M Attack (lightning) * At-Will

Trigger: When a creature enters or starts its turn in a trapped square, the trap attacks. Attack: Melee (creatures in trapped squares); +26 vs. Reflex. Hit: 3d12 + 8 lightning damage, and the target is stunned (save ends). Miss: Half damage, and the target is dazed (save ends).

R12: DIVINE MEMORIAL 4 Blackstar Pawns (P) Level 23 Minion Medium elemental animate XP 1,275 HP 1; a missed attack never damages a minion Initiative +18 AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13 Speed 7 Darkvision Resist 15 fire STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 16 damage, or 24 damage if blackstar scores a critical hit. TRIGGERED ACTIONS m Blackstar Ricochet * At-Will

Trigger: When a blackstar pawn within 5 squares is reduced to 0 hit points. Attack (Immediate Reaction): The blackstar pawn shifts 3 squares and collides with an enemy; +26 vs. Fortitude Hit: 12 damage. Str 26 (+19) Dex 24 (+18) Wis 14 (+13)

Con 18 (+15) Int 3 (+7) Cha 3 (+7) Alignment evil Languages —

2 Chuul Juggernauts (C) Level 23 Elite Soldier Huge aberrant magical beast (aquatic) XP 10,200 HP 434; Bloodied 217 Initiative +17 AC 39; Fortitude 37; Reflex 31; Will 33 Perception +17 Speed 7, swim 7 Darkvision Saving Throws +2; Action Points 1 TRAITS

Psychic Moan (psychic) * Aura 1

A chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic. Tentacle Net (poison) A creature hit by a chuul juggernaut’s opportunity attack is immobilized until the end of the juggernaut’s next turn. STANDARD ACTIONS m Claw * At-Will

Attack: Melee 3 (one creature); +28 vs. AC Hit: 4d8 + 13 damage, or 5d8 + 15 damage against an immobilized creature.

M Double Attack (poison) * At-Will

Effect: The chuul juggernaut makes two claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +26 vs. Fortitude Hit: The target is immobilized (save ends).

R Psychic Lure (psychic) * At-Will

Attack: Ranged 10 (one creature); +26 vs. Will Hit: 4d10 + 15 psychic damage, and the target is pulled 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

Blackstar Annihilator (A) Level 23 Artillery Medium elemental animate XP 5,100 HP 168; Bloodied 84 Initiative +20 AC 35; Fortitude 34; Reflex 36; Will 34 Perception +23 Speed 5, fly 8 (clumsy) Darkvision Resist 10 fire; Vulnerable 10 radiant STANDARD ACTIONS m Slam * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 4d6 + 10 damage, and ongoing 5 damage (save ends).

r Meteor Bolt * At-Will

Attack: Ranged 10 (one creature); +26 vs. Reflex Hit: 4d6 + 17 damage, and the target takes a -2 penalty to saving throws and ongoing 5 damage (save ends both).

Blackstar Fall * Encounter

Effect: The blackstar annihilator can fly 8 squares and enter an enemy's space; Melee 1 (one creature); +28 vs. Fortitude; 4d8 + 21 damage, and the target is pushed 2 squares and knocked prone. Miss: The target is pushed 1 square. If the target cannot be pushed, the blackstar annihilator ends its move in an unoccupied square adjacent to the target. Secondary Attack: When it lands, the blackstar annihilator attacks: close burst 3 (enemies in burst); +26 vs. Reflex; 3d6 + 13 damage, and the target is pushed 1 square and knocked prone. The burst area becomes difficult terrain. Str 18 (+15) Dex 28 (+20) Wis 24 (+18) Con 24 (+18) Int 8 (+10) Cha 7 (+9) Alignment evil Languages Primordial

Blackstar Knight (B) Level 23 Soldier Medium shadow animate (construct, undead) XP 5,100 HP 212; Bloodied 106 Initiative +20 AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Speed 7 Darkvision Resist 15 fire; Vulnerable 15 radiant STANDARD ACTIONS m Greatsword (weapon) * At-Will

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Attack: Melee 1 (one creature)+28 vs. AC Hit: 3d10 + 15 damage, and the target is marked until the end of the blackstar knight's next turn.

M Deathsword (necrotic, weapon) * Recharge 5 6

Attack: Melee 1 (one creature marked by blackstar knight); +28 vs. AC Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save ends). MOVE ACTIONS No Escape (teleportation) * At-Will

Effect: The blackstar knight teleports up to 10 squares, ending the move in a square adjacent to a creature marked by the blackstar knight. TRIGGERED ACTIONS C Soldier's Duty * Encounter

Trigger: When reduced to 0 hit points. Effect: Close burst 2 (undead allies in burst); the target gains 25 temporary hit points. Str 27 (+19) Dex 24 (+18) Wis 26 (+19) Con 20 (+16) Int 10 (+11) Cha 9 (+10) Alignment evil Languages Common, Primordial Equipment greatsword

R13: RELIQUARY (PART I) Breath of Bahamut: When the doors in front of the

trap open, the head makes its first breath attack as an immediate reaction. Then it attacks each round on its initiative.

Read: The dragon head releases a gout of radiant fire.

Breath of Bahamut (B) Level 19 Blaster Trap XP 2,400 Detect Percetion DC 33: The character notices that the dragon's

eyes flash then grow dim for a moment with each breath it unleashes.

Immune attacks Initiative +8 STANDARD ACTIONS C Attack (fire, radiant) * At-Will

Attack: Close blast 5 (creatures in blast); +22 vs. Reflex. Hit: 3d12 + 5 radiant and fire damage, and ongoing 10 radiant and fire damage (save ends). Miss: Half damage, and no ongoing damage. TRIGGERED ACTIONS C Attack (fire, radiant) * At-Will

Trigger: When the doors in front of the trap open, Attack: Close blast 5 (creatures in blast); +22 vs. Reflex. Hit: 3d12 + 5 radiant and fire damage, and ongoing 10 radiant and fire damage (save ends). Miss: Half damage, and no ongoing damage. COUNTERMEASURES * Disable: A character who climbs up the face to the eyes with

a DC 24 Athletics check can disable the trap with a DC 33 Thievery check.

Angels of Madness: The area before the trap is filled with mentally disruptive psychic energy.

Read: The angel's golden glow begins to eat at your mind!

2 Angels of Madness (M) Level 18 Blaster Trap XP 2,000 Detect Percetion DC 17: A golden shimmer in the air marks the

area in front of the statue as potentially dangerous; Arcana DC 23: The character recognizes the area as filled with disruptive psychic influence; Arcana DC 32: The combined radiations of the golden and shadowy light likely has additional unpleasant effects.

Immune attacks Initiative − TRIGGERED ACTIONS M Attack (psychic) * At-Will

Trigger: When a creature enters or starts its turn within 5 squares of the statue, the trap is triggered and attacks. The

affected area visibly brightens with a pulse of golden light. Attack: Melee (triggering creature); +21 vs. Fortitude. Hit: 3d10 + 5 psychic damage, and ongoing 5 psychic damage (save ends). Miss: Half damage, and no ongoing damage. Special: A creature taking ongoing necrotic damage when it takes damage from this trap loses all resistance to either psychic or necrotic damage. This resistance returns when ongoing damage of neither type is being taken.

Angels of Desolation: The area before the trap is filled with soul-harming necrotic energy.

Read: The angel's dim glow begins to draw out your soul!

2 Angels of Desolation (D) Level 18 Blaster Trap XP 2,000 Detect Percetion DC 17: A shadowy shimmer in the air marks the

area in front of the statue as potentially dangerous; Arcana DC 23: The character recognizes the area as filled with necrotic energy; Arcana DC 32: The combined radiations of the golden and shadowy light likely has additional unpleasant effects.

Immune attacks Initiative − TRIGGERED ACTIONS M Attack (necrotic) * At-Will

Trigger: When a creature enters or starts its turn within 3 squares of the statue, the trap is triggered and attacks. The affected area visibly darkens with a pulse of deep shadow. Attack: Melee (triggering creature); +21 vs. Will. Hit: 3d10 + 5 necrotic damage, and ongoing 5 necrotic damage (save ends). Miss: Half damage, and no ongoing damage. Special: A creature taking ongoing psychic damage when it takes damage from this trap loses all resistance to either psychic or necrotic damage. This resistance returns when ongoing damage of neither type is being taken.

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R13: RELIQUARY (PART II) Elder Arantham (A) Level 25 Elite Controller (Leader) Medium natural humanoid (undead) XP 14,000 HP 448; Bloodied 224 Initiative +15 AC 39; Fortitude 35; Reflex 37; Will 39 Perception +18 Speed 6 Darkvision Immune disease; Resist 15 necrotic Saving Throws +2; Action Points 1 TRAITS

Deathless Fanaticism * Aura 10

Each ally within the aura that drops to 0 hit points immediately makes a melee basic attack with a +5 bonus to the attack roll and damage roll. Regeneration Arantham regains 5 hit points whenever he starts his turn and has at least 1 hit point. When Arantham takes damage from a silver weapon, his regeneration does not function on his next turn. STANDARD ACTIONS m Unholy Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +28 vs. Reflex Hit: 2d10 + 12 necrotic damage and ongoing 10 necrotic damage, and when the target of this attack takes ongoing necrotic damage, all adjacent creatures take 5 necrotic damage (save ends both).

C Killing in the Name * At-Will

Effect: Close burst 5; up to three allies in the burst make a melee basic attack with a +2 bonus. Each attack deals 2d6 extra damage.

Return to Sanctum (teleportation) * Encounter while bloodied Effect: Arantham teleports himself and one ally within 5 squares to a prepared location within 1 mile of him.

Second Wind (healing) * Encounter

Effect: Arantham spends a healing surge and regains 112 hit points. Arantham gains a +2 bonus to all defenses until the start

of his next turn. MINOR ACTIONS r Unholy Glare (gaze, necrotic) * At-Will (1/round)

Attack: Ranged 10 (one creature); +28 vs. Reflex Hit: 2d10 + 12 necrotic damage and ongoing 10 necrotic damage, and when the target of this attack takes ongoing necrotic damage, all adjacent creatures take 5 necrotic damage (save ends both). TRIGGERED ACTIONS Dying for the Cause * Encounter

Requirement: Requires an adjacent allied minion. Trigger: When Elder Arantham takes damage. Effect (Immediate Interrupt): The ally is reduced to 0 hit points. Arantham takes no damage from the triggering attack. Skills Arcana +21, Diplomacy +20, History +21, Insight +23, Religion +21 Str 17 (+15) Dex 16 (+15) Wis 22 (+18) Con 16 (+15) Int 19 (+16) Cha 17 (+15) Alignment chaotic evil Languages Abyssal, Common, Equipment scale armor, +6 holy symbol Primordial

5 Blackstar Pawns (P) Level 23 Minion Medium elemental animate XP 1,275 HP 1; a missed attack never damages a minion Initiative +18 AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13 Speed 7 Darkvision Resist 15 fire STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 16 damage, or 24 damage if blackstar scores a critical hit. TRIGGERED ACTIONS m Blackstar Ricochet * At-Will

Trigger: When a blackstar pawn within 5 squares is reduced to 0 hit points. Attack (Immediate Reaction): The blackstar pawn shifts 3 squares and collides with an enemy; +26 vs. Fortitude

Hit: 12 damage. Str 26 (+19) Dex 24 (+18) Wis 14 (+13) Con 18 (+15) Int 3 (+7) Cha 3 (+7) Alignment evil Languages —

Blackstar Idol (T) Level 22 Elite Controller (Leader) Large elemental animate XP 8,300 HP 420; Bloodied 210 Initiative +12 AC 36; Fortitude 34; Reflex 32; Will 36 Perception +21 Speed 0, fly 8 (hover), teleport 4 Darkvision Resist 10 fire; Vulnerable 15 radiant Saving Throws +2; Action Points 1 TRAITS Blackstar Pulse (healing) * Aura 3

Enemies that start their turns within the aoura take 10 damage, and blackstar host that start their turns within the aura heal 10 hit points. STANDARD ACTIONS m Force Slam (force) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 4d6 + 16 force damage.

C Blackstar Nova (psychic) * Recharge when first bloodied

Attack: Close burst 5 (enemies in burst); +25 vs. Will Hit: 4d8 + 19 psychic damage, and the target is pushed 2 squares and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone.

A Mindquake (psychic) * Recharge 4 5 6

Attack: Area burst 5 within 20 (enemies in burst); +25 vs. Will Hit: 4d6 + 16 psychic damage, and the target is dazed (save ends).

Animate Blackstar * At-Will or encounter

Effect: The idol targets the remains of a fallen blackstar creature and imbues it with energy. As an at-will power, the fallen blackstar rises as a blackstar pawn. If the blackstar idol targets a blackstar pawn as an encounter power, it becomes a blackstar

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knight. MINOR ACTIONS R Mindrip (psychic) * At-Will (1/round)

Attack: Ranged 10 (one creature); +25 vs. Will Hit: 3d10 + 14 psychic damage, and the target is slowed (save ends). Str 25 (+18) Dex 13 (+12) Wis 30 (+21) Con 26 (+19) Int 10 (+11) Cha 7 (+9) Alignment evil Languages —

2 Great Flameskulls (F) Level 24 Artillery Small natural animate (undead) XP 6,050 HP 174; Bloodied 87 Initiative +19 Regeneration 10 AC 37; Fortitude 34; Reflex 39; Will 37 Perception +22 Speed 0, fly 10 (hover) Truesight 6 Immune disease, poison; Resist 20 fire, 10 necrotic; Vulnerable 5 radiant TRAITS Illumination The great flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action. STANDARD ACTIONS m Fiery Bite (fire) * At-Will

Attack: +26 vs. AC Hit: 1d4 + -1 damage plus 2d6 fire damage.

R Flame Ray (fire) * At-Will

Attack: Ranged 20; +28 vs. Reflex Hit: 2d8 + 10 fire damage, and the target is dazed until the end of the great flameskull's next turn.

A Firestorm (fire) * Encounter

Attack: Area burst 4 within 20; +27 vs. Reflex Hit: 3d6 + 10 fire damage. Miss: Half damage. The firestorm blocks line of sight, deals 10 fire damage to any creature that starts its turn in the area, and disappears at the end of the great flameskull's next turn. The

great flameskull can exclude allies from the effect. MINOR ACTIONS Mage Hand (conjuration) * At-Will

Effect: As the wizard power mage hand. Skills Stealth +24 Str 10 (+12) Dex 25 (+19) Wis 21 (+17) Con 24 (+19) Int 30 (+22) Cha 28 (+21) Alignment unaligned Languages Common, one other