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E2: ORCUS CONVERSION E2: KINGDOM OF THE GHOULS 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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Page 1: E2: KINGDOM OF THE GHOULS - Com Hemweb.comhem.se/mwester/Shadowfell/Documents/E2_Orcus_Conversio… · E2: ORCUS CONVERSION. E2: KINGDOM OF THE GHOULS. I started out with the ambition

E2: ORCUS CONVERSION

E2: KINGDOM OF THE GHOULS

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

New Monsters .................................................................................. 4 S1: Surprise Assault ...................................................................... 8 S2: Balance Keepers ...................................................................... 9 S3: Sea Nymph Plaza ................................................................ 11 S4: Vocar's Redoubt ................................................................... 12 S5: Slaver Drop Point ................................................................ 13 S6: Slaver Stockade..................................................................... 14 E1: Passion’s Rendezvous ......................................................... 16 E2: Temple Portal Entrance .................................................... 17 E3: Storeroom .............................................................................. 17 E4: Feasthall ................................................................................. 18 E5: Priest’s Quarters .................................................................. 19 E6: Bathhouse .............................................................................. 19 E7: Portal to the White Kingdom .......................................... 20 W1: Through the White Kingdom ........................................ 21 W2: Great Hall Entrance ......................................................... 22 W3: Assembly of Teeth ............................................................. 23 W4: Devouring Pit ..................................................................... 24 W5: The Hunger in the Mountan .......................................... 25 W6: Inside the Mountain ......................................................... 26 W7: Final Exit ............................................................................. 26 W8: The Bone Seer .................................................................... 27 P1: Black Blood Falls ................................................................. 27 P2: Chamber of Submission .................................................... 28 P3: Crypt of the Conqured ........................................................ 28

P4: Bridge of Bones .................................................................... 29 F1: Hunger Immersion ............................................................. 30 F2: Theater of the Fleshless ...................................................... 31 F3: Honor Guard ........................................................................ 32 F4: Court of Teeth (Part I)........................................................ 34 F4: Court of Teeth (Part II) ...................................................... 35

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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.

Somebody Contributed something.

Orcus Contribution

Name Contribution

Name Contribution

PROLOGUE

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MONSTER UPDATE

NEW MONSTERS FLESHGLUTTON

Fleshglutton Supplicant Level 23 Minion Medium natural humanoid XP 1,275 HP 1; a missed attack never damages a minion Initiative +21 AC 37; Fortitude 35; Reflex 36; Will 35 Perception +18 Speed 6 Low-Light Vision STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 17 damage, and the fleshglutton supplicant shifts 3 squares. TRIGGERED ACTIONS M Death Lunge

Trigger: When reduced to 0 hit points. Effect: The fleshglutton supplicant makes a bite attack. Str 24 (+18) Dex 27 (+19) Wis 24 (+18) Con 20 (+16) Int 11 (+11) Cha 10 (+11) Alignment chaotic evil Languages Common

Fleshglutton Bileguard Level 24 Soldier Medium natural humanoid XP 6,050 HP 224; Bloodied 112 Initiative +21 AC 40; Fortitude 37; Reflex 35; Will 35 Perception +24 Speed 6 Low-Light Vision TRAITS Bilious Blade (poison) The fleshglutton bileguard deals an extra 2d6 poison damage on opportunity attacks. STANDARD ACTIONS m Glaive (weapon) * At-Will

Attack: Melee 2 (one creature); +29 vs. AC

Hit: 4d6 + 18 damage, and the target is marked until the end of the fleshglutton bileguard’s next turn.

M Bite (poison) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 2d8 + 16 plus 2d6 poison damage.

M Strike and Lunge (weapon) * Recharge 5 6

Effect: The fleshglutton bileguard makes a glaive attack, shifts 1 square, and makes a bite attack. Skills Athletics +26 Str 28 (+21) Dex 25 (+19) Wis 25 (+19) Con 24 (+19) Int 11 (+12) Cha 12 (+13) Alignment chaotic evil Languages Common Equipment glaive

Fleshglutton Corpse Eater Level 24 Brute Medium natural humanoid XP 6,050 HP 273; Bloodied 137 Initiative +19 AC 36; Fortitude 37; Reflex 34; Will 34 Perception +19 Speed 6 Low-Light Vision TRAITS Kill the Weak (necrotic) The fleshglutton corpse eater deals an extra 2d10 necrotic damage against weakened targets. STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 4d10 + 18 damage, and the target is grabbed.

M Devouring Lunge (healing) * Encounter

Requirements: Usable only while bloodied. Effect: The fleshglutton corpse eater makes a bite attack against a humanoid living target that has 0 hit points or fewer. On a hit, the fleshglutton corpse eater regains 68 hit points. MINOR ACTIONS M Frenzied Feast (necrotic) * At-Will (1/round)

Attack: Melee 1 (one creature grabbed by the corpse eater); +27 vs. Fortitude

Hit: The target takes 15 ongoing necrotic damage (save ends). Aftereffect: The target is weakened (save ends). Skills Athletics +27 Str 30 (+22) Dex 24 (+19) Wis 25 (+19) Con 23 (+18) Int 11 (+12) Cha 10 (+12) Alignment chaotic evil Languages Common

Fleshglutton Favored One Level 25 Controller (Leader) Natural humanoid XP 7,000 HP 232; Bloodied 116 Initiative +17 AC 39; Fortitude 37; Reflex 37; Will 39 Perception +21 Speed 6 Low-Light Vision STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d8 + 15 damage.

M Evasive Lunge (teleportation) * Recharge 6

Effect: The fleshglutton favored one makes a bite attack and teleports up to 10 squares.

R Mind Teeth (psychic) * At-Will

Attack: Ranged 10 (one creature); +28 vs. Will Hit: 3d10 + 9 psychic damage, and one ally of the fleshglutton favored one that is adjacent to the target makes an opportunity attack against the target.

C Ghoul King's Gift (necrotic) * Encounter

Attack: Close burst 3 (enemies in burst); +28 vs. Fortitude Hit: The target is weakened (save ends). In addition, allies within the burst gain a +4 bonus to bite attacks until the end of the fleshglutton favored one’s next turn. Skills Arcana +24, Insight +26, Religion +24 Str 22 (+18) Dex 20 (+17) Wis 28 (+21) Con 24 (+19) Int 25 (+19) Cha 24 (+19) Alignment chaotic evil Languages Abyssal, Common

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BLACK BLOODSPAWN GORGIMRITH LORE

A character knows the following information about Gorgimrith with a successful Arcana or Religion check.

DC 29: Gorgimrith, a massive undead entity, is also known as the Hunger in the Mountain. It is said to be part of the Mountain of Mouths in the White Kingdom, and the mountain is littered with maws that lead into Gorgimrith's interior. Blood drains from the entity's veins to form the Lake of Black Blood. Gorgimrith's progeny are called black bloodspawn, and they are the entity's primary means of devouring food.

DC 38: Gorgimrith might be a fragment of a primordial entity of hunger. A few sages suspect that Gorgimrith also exists beyond the White Kingdom and possibly can be found on other layers of the Abyss—and on other planes, as well. In fact, some claim that it is possible, albeit incredibly dangerous, to travel through Gorgimrith to reach locations in different layers of the Abyss or on other planes.

Black Bloodspawn Devourer Level 25 Brute Medium elemental beast (blind, undead) XP 7,000 HP 282; Bloodied 141 Initiative +19 AC 37; Fortitude 38; Reflex 36; Will 36 Perception +19 Speed 6 Blindsight 10 Immune disease, poison; Resist 15 necrotic TRAITS Hive Mind The black bloodspawn gains combat advantage against any target that is adjacent to two or more black bloodspawn.

STANDARD ACTIONS m Bite (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d10 + 19 necrotic damage.

M Devourer's Tongue (necrotic) * Recharge 4 5 6

Effect: The devourer makes three attacks against the same target: Attack: Melee 3 (one creature); +28 vs. Reflex Hit: 2d10 + 5 necrotic damage. If one attack hits, the target is knocked prone. If two attacks hit, the target is knocked prone and dazed until the end of the black bloodspawn’s next turn. If all three attacks hit, the target is knocked prone, stunned until the end of the black bloodspawn’s next turn, and loses a healing surge. TRIGGERED ACTIONS Caustic Blood (necrotic) * At-Will

Trigger: When hit by a melee attack. Effect (Immediate Reaction): The black bloodspawn devourer deals 10 necrotic damage to the attacker. Str 28 (+21) Dex 25 (+19) Wis 25 (+19) Con 22 (+18) Int 6 (+10) Cha 15 (+14) Alignment chaotic evil Languages —

Black Bloodspawn Hunter Level 25 Skirmisher Medium elemental beast (blind, undead) XP 7,000 HP 229; Bloodied 115 Initiative +23 AC 39; Fortitude 37; Reflex 39; Will 38 Perception +20 Speed 8, swim 8 Blindsight 10 Immune disease, poison; Resist 15 necrotic TRAITS Hive Mind The black bloodspawn gains combat advantage against any target that is adjacent to two or more black bloodspawn. Combat Advantage The black bloodspawn deals an extra 2d6 damage against any target it has combat advantage against. STANDARD ACTIONS m Bite (necrotic) * At-Will

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Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d6 + 19 necrotic damage, and the black bloodspawn shifts 1 square.

M Black Blood Sting (necrotic, poison) * Encounter

Attack: Melee 2 (one creature); +28 vs. Reflex Hit: 4d8 + 15 necrotic damage, and ongoing 15 poison damage (save ends). The target cannot spend healing surges until it ends the ongoing damage. Miss: The black bloodspawn hunter shifts 3 squares.

M Hunter's Tongue (necrotic) * Recharge 4 5 6

Effect: The hunter makes three attacks against the same target: Attack: Melee 3 (one creature); +28 vs. Reflex Hit: 2d6 + 9 necrotic damage. If one attack hits, the target is knocked prone. If two attacks hit, the target is knocked prone and immobilized (save ends). If all three attacks hit, the target is knocked prone, immobilized, weakened (save ends both), and loses a healing surge. TRIGGERED ACTIONS Caustic Blood (necrotic) * At-Will

Trigger: When hit by a melee attack. Effect (Immediate Reaction): The black bloodspawn hunter deals 10 necrotic damage to the attacker. Str 24 (+19) Dex 28 (+21) Wis 26 (+20) Con 21 (+17) Int 6 (+10) Cha 15 (+14) Alignment chaotic evil Languages —

GHOULS Ghoul Whisperer Level 15 Controller Medium natural humanoid (undead) XP 1,200 HP 152; Bloodied 76 Initiative +12 AC 29; Fortitude 29; Reflex 27; Will 27 Perception +17 Speed 8 Darkvision Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant TRAITS

Promise of the White Kingdom (psychic) * Aura 3

Each enemy that starts its turn within the aura takes 5 psychic damage and is dazed until the start of its next turn Special: Deafened creatures are immune; STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +20 vs. AC Hit: 2d10 + 6 damage, and the target is grabbed (escape DC 22). Until the grab ends, the target takes 5 necrotic damage at the start of its turn.

M Ghoulish Bite * At-Will

Attack: Melee 1 (One grabbed, dazed, or unconscious creature); +20 vs. AC Hit: 4d6 + 15 damage, and the target is dazed (save ends).

r Hunger's Promise (psychic) * Recharge 4 5 6

Attack: Ranged 10 (one creature); +18 vs. Reflex Hit: 2d10 + 8 damage, and the target takes ongoing 10 psychic damage and slides up to its speed each round (save ends both). Skills Stealth +17 Str 20 (+12) Dex 20 (+12) Wis 20 (+12) Con 24 (+14) Int 14 (+9) Cha 16 (+10) Alignment chaotic evil Languages Abyssal, Common

Abyssal Horde Ghoul Level 26 Minion Medium natural humanoid (undead) XP 2,250 HP 1; a missed attack never damages a minion Initiative +20 AC 40; Fortitude 38; Reflex 39; Will 36 Perception +17 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 15 necrotic TRAITS

Unending Hunger * Aura 1

Each enemy that starts its turn within the aura takes 5 damage. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC Hit: 19 necrotic damage, and the target is immobilized (save ends).

Skills Stealth +25 Str 21 (+18) Dex 24 (+20) Wis 18 (+17) Con 22 (+19) Int 14 (+15) Cha 16 (+16) Alignment chaotic evil Languages Abyssal, Common

Ghoul Gatherer Level 25 Controller Medium natural humanoid (undead) XP 7 000 HP 233; Bloodied 117 Initiative +20 AC 39; Fortitude 37; Reflex 36; Will 36 Perception +16 Speed 8, fly 8 (hover) Darkvision Immune disease, poison; Resist 25 necrotic TRAITS

Ghoul King's Kiss (psychic) * Aura 3

Each enemy that starts its turn within the aura takes 15 psychic damage and is blinded and dazed until the start of its next turn. When the ghoul gatherer takes radiant damage, its aura power does not function on its next turn. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 3d10 + 9 damage, and the target is grabbed. Until the grab ends, the target takes 10 necrotic damage at the start of its turn.

M Far Claws (teleportation) * At-Will

Attack: Melee 1 (one creature; +30 vs. AC; The ghoul teleports 10 squares before or after the attack Hit: 4d8 + 15 damage.

M Ghoulish Bite * At-Will

Attack: Melee 1 (one grabbed, stunned, or unconscious creature); +30 vs. AC Hit: 4d8 + 15 damage, and the target is stunned (save ends).

R Hunger’s Slave (charm, psychic) * Recharge 4 5 6

Attack: Ranged 20 (One stunned creature); +28 vs. Will Hit: 3d8 + 12 psychic damage, and the target is dominated (save ends; -2 penalty to the saving throw).

A Kingdom Bound (charm, zone) * Daily

Effect: Area burst 3 within 20 (creatures dominated by the ghoul

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gatherer within the burst); the ghoul gatherer creates a temporary portal (a zone) that leads to Doresain’s Court of Teeth in the inner fane of his palace. The ghoul gatherer commands dominated creatures to go through the portal. The portal functions only for dominated creatures of level 20 or lower. Sustain Minor: The portal persists. Skills Arcana +22, Stealth +25 Str 29 (+21) Dex 26 (+20) Wis 18 (+16) Con 25 (+19) Int 20 (+17) Cha 26 (+20) Alignment chaotic evil Languages Abyssal, Common

Ghoul Ripper Level 25 Brute Medium natural humanoid (undead) XP 7,000 HP 286; Bloodied 143 Initiative +19 AC 37; Fortitude 37; Reflex 34; Will 32 Perception +17 Speed 6 Darkvision Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 2 (one creature); +30 vs. AC Hit: 4d8 + 13 damage, and the target takes ongoing 10 necrotic damage and is immobilized (save ends both). TRIGGERED ACTIONS C Dead Blood

Trigger: When first bloodied and again when reduced to 0 hit points. Effect: Close burst 3 (creatures in burst); all enemies in the burst take 15 necrotic damage. Skills Stealth +24 Str 31 (+22) Dex 24 (+19) Wis 20 (+17) Con 26 (+20) Int 18 (+16) Cha 18 (+16) Alignment chaotic evil Languages Abyssal, Common

Ghoul Warrior Level 24 Soldier Medium natural humanoid (undead) XP 6,050 HP 222; Bloodied 111 Initiative +21 AC 40; Fortitude 36; Reflex 35; Will 34 Perception +17 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant STANDARD ACTIONS m Bone Sword (necrotic) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 3d8 + 9 necrotic damage and ongoing 10 necrotic damage (save ends). If the ghoul scores a critical hit, the damage is 5d6 + 36 necrotic damage and ongoing 10 necrotic damage (save ends).

M Ghoulish Bite * At-Will

Attack: Melee 1 (One immobilized, stunned, or unconscious creature); +29 vs. AC Hit: 4d8 + 14 damage, and the target is stunned (save ends).

M Bone Sword Flurry (necrotic) * Recharge 5 6

Attack: Close burst 1 (enemies in burst); +29 vs. AC Hit: 4d8 + 14 necrotic damage, and the target is immobilized (save ends; -2 penalty to the saving throw). Str 27 (+20) Dex 24 (+19) Wis 20 (+17) Con 22 (+18) Int 22 (+18) Cha 22 (+18) Alignment chaotic evil Languages Abyssal, Common Equipment +5 bone sword (magical only in an undead’s hands), bone armor

Ghoul Stalker Level 25 Skirmisher Medium natural humanoid (undead) XP 7,000 HP 231; Bloodied 116 Initiative +23 AC 39; Fortitude 36; Reflex 37; Will 35 Perception +19 Speed 8, fly 8 (hover) Darkvision Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant STANDARD ACTIONS

m Claws * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d8 + 15 damage, and the target is immobilized (save ends). If the target is a living creature that is already immobilized, stunned, or unconscious, the attack deals an extra 3d6 damage.

M Flyby Attack * Recharge 5 6

Effect: The ghoul stalker flies up to 8 squares and makes a claw attack at any point during the move without provoking an opportunity attack from the target. TRIGGERED ACTIONS M Stalker's Bite * At-Will

Trigger: When the ghoul stalker hits an immobilized, stunned, or unconscious target with a claw attack. Attack (Free): Melee 1 (one creature); +28 vs. Fortitude Hit: 2d8 + 10 damage.

C Dead Blood (necrotic)

Trigger: When reduced to 0 hit points. Attack (Free): Close burst 1 (enemies in burst) Effect: Target takes 20 necrotic damage. Skills Stealth +33 Str 27 (+20) Dex 28 (+21) Wis 24 (+19) Con 23 (+18) Int 16 (+15) Cha 22 (+18) Alignment chaotic evil Languages Abyssal, Common

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S1: SURPRISE ASSAULT 5 Covenant Cultists (C) Level 21 Minion Brute Medium natural humanoid (human) XP 800 HP 1; a missed attack never damages a minion Initiative +13 AC 33; Fortitude 33; Reflex 32; Will 32 Perception +12 Speed 6 STANDARD ACTIONS m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 16 damage. Str 25 (+17) Dex 23 (+16) Wis 22 (+16) Con 18 (+14) Int 12 (+11) Cha 15 (+12) Alignment evil Languages Common Equipment cultist robes, longsword

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

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2 Balor Battlewhips (B) Level 24 Elite Brute Huge elemental humanoid (demon) XP 12,100 HP 560; Bloodied 280 Initiative +18 AC 36; Fortitude 38; Reflex 34; Will 35 Perception +25 Speed 8, fly 12 (clumsy) Truesight 6 Resist 20 fire Saving Throws +2; Action Points 1 TRAITS

Flaming Body (fire) * Aura 2 , or 3 while the balor is bloodied Any enemy that starts its turn within the aura takes 10 fire damage, or 20 fire damage while the balor is bloodied. STANDARD ACTIONS m Lightning Sword (lightning, weapon) * At-Will

Attack: Melee 3 (one creature); +29 vs. AC Hit: 5d10 + 12 lightning damage, or 3d10 +64 lightning damage if the balor scores a critical hit.

M Flaming Whip (fire) * At-Will

Attack: Melee 5 (one creature); +27 vs. Reflex Hit: 2d8 + 8 fire damage, and ongoing 15 fire damage (save ends). The balor pulls the target up to 5 squares to a square adjacent to it.

M Fire and Lightning * At-Will

Effect: The balor battlewhip uses lightning sword once and flaming whip once.

C Beheading Blade (lightning, weapon) * Recharge when first bloodied Attack: Close blast 3 (enemies in blast); +29 vs. AC. The attack can score a critical hit on a roll of 15-20. Hit: 5d10 + 15 lightning damage, or 3d10 +67 lightning damage if the balor scores a critical hit. TRIGGERED ACTIONS C Death Burst (fire)

Trigger: The balor drops to 0 hit points. Attack (No Action): Close burst 10 (creatures in the burst); +27 vs. Reflex Hit: 5d10 fire damage.

Miss: Half damage. Effect: The balor is destroyed.

Variable Resistance * 3/Encounter

Trigger: When the balor takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The balor gains resist 20 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Skills Bluff +19, Insight +25, Intimidate +19 Str 28 (+21) Dex 23 (+18) Wis 27 (+20) Con 30 (+22) Int 12 (+13) Cha 14 (+14) Alignment chaotic evil Languages Abyssal, Common Equipment lightning sword, flaming whip

S2: BALANCE KEEPERS Marut Executioner Level 22 Brute Medium immortal humanoid XP 4,150 HP 205; Bloodied 103 Initiative +17 AC 34; Fortitude 34; Reflex 33; Will 34 Perception +13 Speed 8, fly 4 (hover), teleport 4 Truesight 10 Immune sleep; Resist 10 thunder TRAITS Regeneration (healing) The marut regains 10 hit points whenever it starts its turn and has at least 1 hit point. STANDARD ACTIONS m Double Axe (thunder, weapon) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 2d10 + 17 damage plus 2d8 thunder damage. On a critical hit, the target is also knocked prone.

M Warranted Stroke (thunder) * Recharge when first bloodied Attack: Melee 1 (one bloodied creature); +27 vs. AC Hit: 2d12 + 21 damage plus 2d10 thunder damage, and the target is knocked prone. If this attack reduces the target to 0 hit points or fewer, the marut executioner gains 1 action point.

C Execution's Call (thunder) * Encounter

Attack: Close blast 5 (enemies in blast); +25 vs. Fortitude Hit: 4d6 + 16 thunder damage, and the marut executioner pulls the target into a space adjacent to it. Miss: Half damage.

C Slayer's Fury (thunder, weapon) * Encounter

Attack: Close burst 1 (enemies in burst); +27 vs. AC Hit: 2d10 + 10 damage plus 2d8 thunder damage. On a critical hit, the target is also knocked prone. Skills Endurance +23, Intimidate +23 Str 26 (+19) Dex 23 (+17) Wis 15 (+13) Con 25 (+18) Int 14 (+13) Cha 24 (+18) Alignment unaligned Languages Supernal Equipment double axe

2 Marut Blademasters Level 21 Soldier Medium immortal humanoid XP 3,200 HP 201; Bloodied 101 Initiative +18 AC 37; Fortitude 37; Reflex 32; Will 33 Perception +22 Speed 8, fly 4 (hover), teleport 4 Truesight 10 Immune sleep; Resist 10 thunder TRAITS Regeneration (healing) The marut regains 10 hit points whenever it starts its turn and has at least 1 hit point. STANDARD ACTIONS m Greatsword (thunder, weapon) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 1d10 + 12 damage plus 1d8 thunder damage, the target is pushed 1 square, and the target is marked until the end of the marut blademaster’s next turn.

M Double Attack (thunder, weapon) * Recharge 4 5 6

Effect: The marut blademaster makes two greatsword attacks. Skills Endurance +22, Intimidate +17 Str 32 (+21) Dex 23 (+16) Wis 25 (+17) Con 25 (+17) Int 14 (+12) Cha 15 (+12)

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Alignment unaligned Languages Supernal Equipment greatsword

Marut Castigator Icon Level 24 Skirmisher Medium immortal humanoid XP 6,050 HP 170; Bloodied 85 Initiative +21 AC 38; Fortitude 36; Reflex 37; Will 36 Perception +23 Speed 8, fly 4 (hover), teleport 4 Truesight 10 Immune sleep; Resist 10 thunder TRAITS Regeneration (healing) The marut regains 10 hit points whenever it starts its turn and has at least 1 hit point. STANDARD ACTIONS m Double Sword (lightning, weapon) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 3d8 + 11 damage. The marut castigator can choose to have the attack deal lightning damage.

M Double Attack * Recharge 4 5 6

Effect: The marut castigator makes two double sword attacks.

M Punisher's Lash (lightning) * At-Will

Attack: Melee 2 (one creature); +27 vs. Reflex Hit: 3d8 + 11 lightning damage, and the target is slowed and cannot teleport until the end of the marut castigator’s next turn.

M Thunderbolt Strike (teleportation, thunder) * Recharge when both attacks of double attack hit Effect: The marut castigator teleports 4 squares and makes a double sword attack that deals 2d6 extra thunder damage. Skills Acrobatics +24 Str 22 (+18) Dex 25 (+19) Wis 22 (+18) Con 20 (+17) Int 14 (+14) Cha 15 (+14) Alignment unaligned Languages Supernal Equipment double sword

Marut Prosecutor Noble Level 24 Controller (Leader) Medium immortal humanoid XP 6,050 HP 171; Bloodied 86 Initiative +15 AC 38; Fortitude 35; Reflex 36; Will 36 Perception +23 Speed 8, fly 4 (hover), teleport 4 Truesight 10 Immune sleep; Resist 10 thunder TRAITS Justice Restrained A slowed, immobilized, or restrained creature takes a -2 penalty to attack rolls against a marut prosecutor noble. Regeneration (healing) The marut regains 10 hit points whenever it starts its turn and has at least 1 hit point. STANDARD ACTIONS m Slam (thunder) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 1d12 + 12 damage plus 1d12 thunder damage, and the target is slowed (save ends).

C Biting Testimony (psychic) * At-Will

Attack: Close burst 10 (one enemy in burst); +27 vs. Will Hit: 4d6 + 8 psychic damage, and the target takes a -2 penalty to attack rolls, skill checks, and ability checks (save ends). MINOR ACTIONS R Dictum * At-Will

Attack: Ranged 10 (one creature); +27 vs. Fortitude Hit: The target is immobilized (save ends).

C Sigil of Indictment (psychic) * At-Will

Requirements: Usable only when no creature is affected by this power. Attack: Close burst 10 (one enemy in burst); +27 vs. Will Hit: Until the end of the marut prosecutor’s next turn, the target grants combat advantage to the prosecutor, and the prosecutor and its allies deal 5 extra psychic damage against the creature. Sustain Minor: The effect persists. Skills Insight +23, Intimidate +24 Str 18 (+16) Dex 16 (+15) Wis 23 (+18) Con 21 (+17) Int 23 (+18) Cha 24 (+19)

Alignment unaligned Languages Supernal

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S3: SEA NYMPH PLAZA 12 Angels of Light (L) Level 23 Minion Skirmisher Medium immortal humanoid (angel) XP 1,275 HP 1; a missed attack never damages a minion Initiative +19 AC 37; Fortitude 34; Reflex 34; Will 36 Perception +19 Speed 8, fly 12 (hover) Immune fear; Resist 15 radiant STANDARD ACTIONS m Angelic Glaive (weapon) * At-Will

Attack: Melee 2 (one creature); +28 vs. AC Hit: 17 damage. TRIGGERED ACTIONS C Death Burst (radiant)

Trigger: When the angel of light drops to 0 hit points. Attack: Close burst 10 (enemies in burst); +26 vs. Fortitude Hit: 17 radiant damage. Effect: Angels in the burst gain 10 temporary hit points. Str 18 (+15) Dex 23 (+17) Wis 27 (+19) Con 23 (+17) Int 15 (+13) Cha 23 (+17) Alignment unaligned Languages Supernal Equipment glaive

Angel of Authority (A) Level 22 Controller (Leader) Large immortal humanoid (angel) XP 4,150 HP 203; Bloodied 102 Initiative +17 AC 36; Fortitude 32; Reflex 34; Will 35 Perception +18 Speed 8, fly 12 (hover) Immune fear; Resist 15 radiant TRAITS Angelic Presence While the angel is not bloodied, attack rolls against it take a -2 penalty. STANDARD ACTIONS m Quarterstaff (radiant, weapon) * At-Will

Attack: Melee 2 (one creature); +27 vs. AC

Hit: 1d12 + 17 damage plus 1d12 radiant damage.

R Lightning Bolt (lightning) * At-Will

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

C Majestic Rally (radiant, thunder) * Recharge 5 6

Attack: Close burst 5 (enemies in burst); +25 vs. Will Hit: 1d12 + 17 radiant damage plus 1d12 thunder damage, and the target is weakened (save ends). Miss: Half damage. Effect: Any angel within the burst gains a +2 bonus to attack rolls until the end of the angel of authority’s next turn. Skills Insight +23, Religion +23 Str 20 (+16) Dex 22 (+17) Wis 25 (+18) Con 19 (+15) Int 24 (+18) Cha 27 (+19) Alignment unaligned Languages Supernal Equipment quarterstaff, plate armor

2 Angels of Supremacy (S) Level 24 Soldier Large immortal humanoid (angel) XP 6,050 HP 226; Bloodied 113 Initiative +19 AC 40; Fortitude 38; Reflex 36; Will 35 Perception +18 Speed 8, fly 12 (hover) Immune fear; Resist 15 radiant TRAITS Angelic Presence While the angel is not bloodied, attack rolls against it take a -2 penalty. Threatening Reach An angel of supremacy can make opportunity attacks against all enemies in reach. STANDARD ACTIONS m Spear (thunder, weapon) * At-Will

Attack: Melee 3 (one creature); +29 vs. AC Hit: 1d12 + 19 damage plus 1d12 thunder damage.

R Light of Justice (radiant) * Encounter

Attack: Ranged 10 (one creature); +27 vs. Fortitude Hit: 4d10 + 18 radiant damage. Effect: The target is marked until the end of the encounter.

C Astral Brilliance (radiant, zone) * Encounter

Attack: Close burst 3 (creatures in burst); +27 vs. Reflex Hit: 3d10 + 16 radiant damage. Effect: The burst creates a zone of radiance that lasts until the end of the encounter. The angel of supremacy’s spear attack deals 1d10 extra radiant damage while the angel is within the zone. MINOR ACTIONS R Summons to Justice *At-Will (1/round)

Effect: Ranged sight (targets creatures marked by the angel of supremacy); no attack roll; the angel of supremacy pulls the target 1 square. Skills Intimidate +21 Str 29 (+21) Dex 21 (+17) Wis 22 (+18) Con 26 (+20) Int 25 (+19) Cha 19 (+16) Alignment unaligned Languages Supernal Equipment plate armor, heavy shield, spear

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S4: VOCAR'S REDOUBT 5 Sewer Revenants (R) Level 24 Minion Brute Medium natural beast (aquatic, ooze, blind) XP 1,513 HP 1; a missed attack never damages a minion Initiative +16 AC 36; Fortitude 36; Reflex 34; Will 32 Perception +17 Speed 4, swim 8 Blindsight 15, Immune gaze; Resist 20 acid Tremorsense 15 TRAITS

Rotting Stench * Aura 1

Creatures that start their turn within the aura take 10 acid damage. Sewer Swimmer The sewer revenant is invisible if any part of it is submerged in water. It does not provoke opportunity attacks while submerged. STANDARD ACTIONS m Slam (acid) * At-Will

Attack: Melee 1 (one creature); +27 vs. Fortitude Hit: 22 acid damage (crit 27 acid damage). Skills Stealth +21 Str 17 (+15) Dex 19 (+16) Wis 15 (+14) Con 23 (+18) Int 4 (+9) Cha 4 (+9) Alignment unaligned Languages —

2 Rot Harbingers (R) Level 20 Soldier Medium elemental humanoid (undead) XP 2,800 HP 193; Bloodied 97 Initiative +18 AC 34; Fortitude 32; Reflex 32; Will 31 Perception +15 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: 2d10 + 8 damages, and the target is marked until the end of the rot harbinger’s next turn and takes ongoing 10 necrotic damage (save ends).

Str 22 (+16) Dex 22 (+16) Wis 20 (+15) Con 25 (+17) Int 17 (+13) Cha 17 (+13) Alignment chaotic evil Languages Abyssal

Rot Slinger 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 m Rotting Claw (necrotic) * At-Will

Attack: Melee 1 (one creature); +27 vs. AC Hit: 2d10 + 10 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: 3d8 + 9 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

Iron Golem Juggernaut (J) Level 26 Elite Soldier Huge natural animate (construct) XP 18,000 HP 488; Bloodied 244 Initiative +19 AC 42; Fortitude 43; Reflex 38; Will 36 Perception +15 Speed 6 (cannot shift) Darkvision Immune disease, poison Saving Throws +2; Action Points 1 TRAITS

Noxious Fumes (poison) * Aura 3

While the golem is bloodied, anyreature that enters the aura or starts its turn there takes 10 poison damage. Energizing Flames The first time the golem takes fire damage each turn, it can shift

up to 2 squars as a free action, even if it could not normally shift. Interfering Bolts When the golem takes lightning damage, it is slowed until the end of its next turn. STANDARD ACTIONS m Iron Blade * At-Will

Attack: Melee 3 (one creature); +31 vs. AC Hit: 4d10 + 12 damage. Effect: The golem marks the target (save ends).

M Cleave * At-Will

Effect: The golem uses iron blade twice, each time against a different target.

C Breath Weapon (poison) * Recharge 5 6

Attack: Close blast 4 (creatures in blast); +29 vs. Fortitude Hit: 5d8 + 15 poison damage, and ongoing 15 poison damage (save ends). TRIGGERED ACTIONS M Dazing Fist * At-Will

Trigger: A creature that is within 2 squares of the golem and marked by it moves. Attack (Immediate Interrupt): Melee 3 (triggering creature); +29 vs. Fortitude Hit: The target is dazed (save ends).

C Toxic Death (poison) * At-Will

Trigger: The golem is first bloodied or drops to 0 hit points. Attack (No Action): Close burst 3 (creatures in burst); +29 vs. Fortitude Hit: 4d8 + 8 poison damage, and ongoing 10 poison damage (save ends). Str 30 (+23) Dex 18 (+17) Wis 14 (+15) Con 28 (+22) Int 3 (+9) Cha 3 (+9) Alignment unaligned Languages — Equipment longsword

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Iron Golem by dleoblack

S5: SLAVER DROP POINT 6 Doomguard Mercs (M) Level 24 Minion Brute Medium natural humanoid (human) XP 1,513 HP 1; a missed attack never damages a minion Initiative +19 AC 36; Fortitude 38; Reflex 37; Will 34 Perception +16 Speed 6 STANDARD ACTIONS m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 22 damage. If the dooguard scores a critical hit , the damage is 1d8 + 22 damage. Str 27 (+20) Dex 25 (+19) Wis 18 (+16) Con 23 (+18) Int 19 (+16) Cha 13 (+13) Alignment unaligned Languages Common Equipment longsword

Half-Elf Baleful Thaumaturge (T) Level 24 Artillery Medium natural humanoid (half-elf) XP 6,050 HP 169; Bloodied 85 Initiative +15 AC 36; Fortitude 32; Reflex 35; Will 38 Perception +14 Speed 6 Low-Light Vision STANDARD ACTIONS m Infernal Slam (teleportation) * At-Will

Attack: Melee 1 (one creature); +27 vs. Will Hit: 4d6 + 18 damage, and the half-elf baleful thaumaturge slides the target 3 squares and then teleports 3 squares.

r Soul Bite (implement) * At-Will

Attack: Ranged 10 (one creature); +29 vs. Reflex Hit: 4d8 + 14 damage, and the half-elf baleful thaumaturge gains 10 temporary hit points.

C Mouths of Hell (implement, psychic, zone) * Encounter

Attack: Close blast 5 (creatures in blast); +27 vs. Will Hit: 4d12 + 22 psychic damage, and the half-elf baleful thaumaturge gains 10 temporary hit points. Effect: The blast creates a zone filled with ghostly maws that lasts until the end of the encounter. Each creature that starts its turn within the zone takes 15 psychic damage. The thaumaturge gains 5 temporary hit points whenever the zone damages a creature.

A Wall of Shadow Teeth (conjuration, implement, necrotic) * Recharge 5 6

Attack: Area wall 8 within 10 (creatures in the wall); +27 vs. Fortitude Hit: 4d10 + 18 necrotic damage, and the target is immobilized (save ends). Effect: The thaumaturege conjures a wall of shadow teeth. The wall can be up to 4 squares high, must be on a solid surface, and lasts until the end of the thaumaturege’s next turn. Sustain Minor: The wall persists. MINOR ACTIONS Bloody Step (teleportation) * At-Will

Requirements: Usable only when the half-elf baleful thaumaturge has 5 or more temporary hit points.

Effect: The thaumaturge loses 5 temporary hit points and teleports 8 squares. Skills Arcana +24, Bluff +27, Streetwise +27 Str 14 (+14) Dex 16 (+15) Wis 15 (+14) Con 19 (+16) Int 25 (+19) Cha 30 (+22) Alignment unaligned Languages Common, Elven Equipment wand implement

Assassin Devil (D) Level 24 Lurker Medium immortal humanoid (devil) XP 6,050 HP 167; Bloodied 84 Initiative +25 AC 38; Fortitude 34; Reflex 38; Will 36 Perception +23 Speed 12 Darkvision Resist 25 fire TRAITS Dangerous Shadows An assassin devil’s shadow sword attack deals 4d6 extra necrotic damage against any target granting combat advantage to it. STANDARD ACTIONS m Shadow Sword (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 4d6 + 8 necrotic damage, and ongoing 10 damage (save ends).

A Shadow Net * Recharge when the assassin devil uses shadow cloak Attack: Area burst 2 within 10 (creatues in burst); +27 vs. Reflex Hit: The target is restrained, is weakened, and takes ongoing 10 necrotic damage (save ends all). While a target is affected by shadow net, the assassin devil cannot use its shadow cloak power.

Shadow Cloak (illusion) * Recharge when no creatures are affected by shadow net Effect: The assassin devil is invisible until it hits or misses with an attack. Skills Stealth +27 Str 21 (+17) Dex 28 (+21) Wis 25 (+19)

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Con 17 (+15) Int 17 (+15) Cha 13 (+13) Alignment evil Languages Common, Supernal Equipment sword, leather armor

2 Slaughterstone Hammerers (H) Level 25 Soldier Large natural animate (construct) XP 7,000 HP 233; Bloodied 117 Initiative +14 AC 41; Fortitude 40; Reflex 35; Will 35 Perception +12 Speed 6 Darkvision Immune disease, poison, sleep TRAITS

Thunder Step * Aura 2

Each creature that starts its turn within the aura is slowed until the start of its next turn. Tunnel Fighting A slaughterstone hammerer takes no penalty to attack rolls while squeezing and does not grant combat advantage while squeezing. STANDARD ACTIONS m Slam • At-Will Attack: Melee 2 (one creature); +30 vs. AC Hit: 4d8 + 15 damage, and the target is knocked prone.

M Hammerstrike * At-Will

Attack: Melee 2 (one creature); +28 vs. Fortitude Hit: 4d8 + 15 damage, and the target is dazed (save ends). Str 28 (+21) Dex 11 (+12) Wis 10 (+12) Con 25 (+19) Int 1 (+7) Cha 3 (+8) Alignment unaligned Languages —

Assassin Devil by Eric BElisle

S6: SLAVER STOCKADE Grounding Fire Braziers Level 24 Blaster Trap XP 6,050 Detect Percetion DC 28, “The edges of the Initiative +11 braziers are scorched, as if their fire sometimes

leaps its containment”; Perception DC 37, “Small scorch marks tarnish the walls here and there”.

HP 100; Bloodied 50 AC 31; Fortitude 29; Reflex 29; Will 29 Resist 10 all attacks STANDARD ACTIONS R Attack * At-Will

Attack: Ranged 10 (three creatures in range); +27 vs. Reflex Hit: 4d6 + 8 fire damage, ongoing 10 fire damage (save ends), and target falls prone. TRIGGERED ACTIONS Trigger * At-Will

Trigger: When a creature moves between or over the braziers, Effect: The trap activates and rolls initiative for its attack. COUNTERMEASURE * Deactivate: Thievery DC 28. Success: An adjacent creature

can deactivate the trap until the end of its next turn. * Destroy: A character can destroy a brazier by attacking it.

Roaming Toad Level 24 Blaster Trap XP 6,050 Detect Percetion DC 37, “The floor is scraped Initiative +2 here and there, indicating that something heavy

might slide around on it.”. HP 200; Bloodied 100 AC 35; Fortitude 33; Reflex 33; Will 33 Speed 8 Resist 10 all attacks STANDARD ACTIONS C Trample * At-Will

Attack: Area square entered by toad ( creatures in the area); +27 vs. Reflex Hit: 4d8 + 14 damage, and the target is knocked prone and immobilized while the toad remains in the target's square. Miss: Half damage, and the target is knocked prone and pushed 1 square. MOVE ACTIONS Roaming * At-Will (1/round)

Effect: The roaming toad moves its speed and enters the closest

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enemy's space. This movement does not provoke opportunity attacks. The toad can end its move in an occupied space. When it enters an enemy's space, the toad makes a trample attack. Creatures in the toad's space at the start of their turn are immobilized and prone, and the toad makes a free trample attack. The toad sits on a prone immobilized target until the target falls unconscious or a countermeasure described below is successful. TRIGGERED ACTIONS Trigger * At-Will

Trigger: When any creature not previously approved by Blarux moves into the chamber at the top of the stairs. Effect: The trap activates and rolls initiative for its trample power.. COUNTERMEASURE * Hinder: A character adjacent to the roaming toad can try to

stop it by making a DC 37 Athletics check. The check attempt provokes a trample attack, and if the attack hits, the check fails. Regardless, the toad moves again on its next turn..

* Push: A character in the same square as the roaming toad can push it 1 square with a DC 28 Strength check.

* Immobilize: An adjacent character can make the roaming toad immobilize it until the end of its next turn with a DC 37 Thievery check.

* Destroy: A character can destroy the toad by attacking it.

Blarux, the Ancient Level 24 Controller Large aberrant magical beast, neogi great old master XP 6,050 HP 221; Bloodied 111 Initiative +14 AC 38; Fortitude 35; Reflex 36; Will 37 Perception +16 Speed 6, climb 4 (spider climb) Darkvision Immune dazed TRAITS

Thrall Field * Aura 1

Each enemy within the aura takes a -4 penalty to saving throws. STANDARD ACTIONS m Scythe Claw * At-Will

Attack: Melee 3 (one creature); +29 vs. AC

Hit: 4d6 + 18 damage, and the target is knocked prone.

R Enslaving Bolt (charm, psychic) * At-Will

Attack: Ranged 12 (one creature); +27 vs. Will Hit: 4d6 + 18 psychic damage, and the target is slowed (save ends). First Failed Saving Throw: The target takes a -2 penalty to attack rolls on attacks that include Blarux as a target. Second Failed Saving Throw: The target is dominated (save ends). Third Failed Saving Throw: If the target is bloodied, it is dominated until it takes an extended rest.

C Psychic Shackle (psychic) * Recharge 4 5 6

Attack: Close blast 4 (creatures in blast); +27 vs. Will Hit: 4d10 + 18 psychic damage, and the target is dazed until the start of Blarux’s next turn. TRIGGERED ACTIONS C Larva Burst (zone) * Encounter

Trigger: When first bloodied. Attack: Close burst 2 (enemies in burst); +27 vs. Reflex Hit: 3d10 + 15 damage, and the target is slowed (save ends). Effect: The burst creates a zone of squirming grubs and larvae that lasts until the end of the encounter. The zone is difficult terrain. Skills Bluff +24, Diplomacy +24, Insight +21, Intimidate +24 Str 20 (+17) Dex 14 (+14) Wis 18 (+16) Con 21 (+17) Int 22 (+18) Cha 24 (+19) Alignment evil Languages Common, Deep Speech, telepathy 12

10 Doomguard Mercs (M) Level 24 Minion Brute Medium natural humanoid (human) XP 1,513 HP 1; a missed attack never damages a minion Initiative +19 AC 36; Fortitude 38; Reflex 37; Will 34 Perception +16 Speed 6 STANDARD ACTIONS m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC

Hit: 22 damage. If the dooguard scores a critical hit , the damage is 1d8 + 22 damage. Str 27 (+20) Dex 25 (+19) Wis 18 (+16) Con 23 (+18) Int 19 (+16) Cha 13 (+13) Alignment unaligned Languages Common Equipment longsword

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E1: PASSION’S RENDEZVOUS 2 Voidsoul Specters 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

Great Flameskull (F) Level 24 Artillery Small natural animate (undead) XP 6,050 HP 174; Bloodied 87 Initiative +19 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 TRAITS Illumination The 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. Regeneration The flameskull regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the flameskull takes radiant damage, its regeneration does not function on its next turn. STANDARD ACTIONS m Fiery Bite (fire) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 2d6 + 13 damage plus 3d6 fire damage.

R Flame Ray (fire) * At-Will

Attack: Ranged 20 (one creature); +27 vs. Reflex Hit: 4d8 + 14 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 (one creature in burst); +27 vs. Reflex Hit: 4d10 + 18 fire damage. Miss: Half damage. Effect: 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

Ilyanma, Raavasta Liar (I) Level 25 Elite Controller Medium elemental humanoid (shapechanger) XP 14,000 HP 460; Bloodied 230 Initiative +17 AC 39; Fortitude 36; Reflex 39; Will 37 Perception +23 Speed 6 Truesight 6 Resist psychic 15 Saving Throws +2; Action Points 1 STANDARD ACTIONS m Claws of Blindness * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 2d8 + 7 damage, and the target is blinded (save ends).

M Double Attack * At-Will

Effect: The raavasta liar makes two claws of blindness attacks.

C Mind Stab (fear, psychic) * Encounter

Attack: Close+ burst 5 (enemies in burst); +28 vs. Will Hit: 4d12 + 19 psychic damage, and the target moves its speed away from the raavasta liar. MINOR ACTIONS R Bind (charm, psychic) * At-Will (1/round)

Attack: Ranged sight (one creature); Automatic hit Effect: The target chooses to take ongoing 20 psychic damage (save ends) or be dominated (save ends).

Change Shape (polymorph) * At-Will

Effect: The raavasta alters its physical form to appear as a Medium humanoid until it uses change shape again or until it drops to 0 hit points. To assume a specific individual's form, the raavasta must have seen that individual. Other creatures can make a DC 43 Insight check to discern that the form is a disguise. TRIGGERED ACTIONS Vanish (illusion) * Recharge 5 6

Trigger: When an enemy hits the raavasta liar. Effect (Immediate Reaction): The raavasta liar shifts 3 squares and

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is invisible until the end of its next turn or until it attacks.

Variable Resistance * 2/Encounter

Trigger: When the raavasta takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The raavastaa gains resist 15 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Skills Bluff +24, Diplomacy +24, Insight +23 Str 14 (+14) Dex 20 (+17) Wis 23 (+18) Con 22 (+18) Int 28 (+21) Cha 25 (+19) Alignment evil Languages All Equipment fine clothing

E2: TEMPLE PORTAL ENTRANCE 2 Pillars of Zealotry Level 20 Lurker Trap XP 2,800 Detect Percetion DC 0, “No check is required Initiative +9 to see the pillars”; Religion DC 25, “The

character recognizes the nature of the pillars”. Immune all attacks STANDARD ACTIONS R Attack * At-Will

Attack: Ranged sight (two random creatures not in service of Doresain or Orcus); +23 vs. Will Hit: The target is dominated (save ends). Aftereffect: The target is dazed (save ends). TRIGGERED ACTIONS Trigger * At-Will

Trigger: When characters enter the chamber. Effect: The trap activates and rolls initiative for its attack. The trap continues its attacks until no living unbelievers remain in the room. COUNTERMEASURE * Disable: Thievery or Arcana DC 34. Success: Three

successful checks disabe the trap. Failute: On any failed check the trap attacks as a free action.

2 Pillars of Kinetic Waves Level 24 Blaster Trap XP 6,050 Detect Percetion DC 0, “No check is required Initiative +11 to see the pillars”; Arcana DC 37, “The

character recognizes the pillars as t h e foci of a kinetic trap”. Immune all attacks STANDARD ACTIONS C Attack * At-Will

Attack: Close burst 5 (creatures in burst); +27 vs. Reflex Hit: 3d12 + 13 damage and push 3 squares and knock prone TRIGGERED ACTIONS

Trigger * At-Will

Trigger: When a creature comes within 1 square of a pillar Effect: The trap activates and rolls initiative for its attack. COUNTERMEASURE * Disable: Thievery DC 37. Success: An adjacent creature can

disable the trap.

E3: STOREROOM Forsaken Hierophant Elder (F) Level 25 Solo Controller Medium natural humanoid (undead, human) XP 35,000 HP 892; Bloodied 446 Initiative +13 AC 39; Fortitude 37; Reflex 35; Will 39 Perception +16 Speed 5 Darkvision Immune disease, poison; Resist 15 necrotic Saving Throws +5; Action Points 2 TRAITS

Decaying Hope (fear, necrotic) * Aura 5

Each enemy within the aura takes a -2 penalty to all defenses. Action Recovery Whenever the forsaken hierophant ends its turn, any dazing, stunning, or dominating effect on it ends. Regeneration The forsaken hierophant regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the forsaken hierophant takes fire damage, its regeneration does not function on its next turn. STANDARD ACTIONS m Mace (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d8 + 15 damage, the target is dazed (save ends).

C Forsaken Word (necrotic, psychic) * At-Will

Attack: Close blast 5 (enemies in blast); +28 vs. Will Hit: 4d8 + 15 necrotic and psychic damage, and the target is pushed 3 squares.

Double Attack * At-Will

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Effect: The forsaken hierophant uses mace and forsaken word.

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

Attack: Close burst 5 (enemies in burst); +28 vs. Fortitude Hit: 6d12 + 16 necrotic damage, and the target is stunned (save ends). Effect: Undead in the burst gains 15 temporary hit points. MINOR ACTIONS C Vision of Death (psychic, necrotic) * At-Will (1/round)

Attack: Close burst 10 (enemies in burst); +28 vs. Will Hit: 4d6 + 9 psychic damage and ongoing 10 necrotic damage (save ends). TRIGGERED ACTIONS C Mummy's Curse (disease)

Trigger: When reduced to 0 hit points. Attack: Close burst 10 (enemies in burst); +28 vs. Will Hit: The target contracts mummy rot. Skills Religion +19 Str 23 (+18) Dex 13 (+13) Wis 18 (+16) Con 15 (+14) Int 14 (+14) Cha 26 (+20) Alignment chaotic evil Languages Abyssal, Common Equipment plate armor, mace

5 Decaying Mummies (M) Level 23 Minion Brute Medium natural humanoid (human) XP 1 275 HP 1; a missed attack never damages a minion Initiative +16 AC 35; Fortitude 37; Reflex 34; Will 32 Perception +1 Speed 5 TRAITS

Decaying Aura (necrotic) * Aura 1

Each enemy that enters or starts its turn within the aura takes 5 necrotic damage and is weakened (save ends). STANDARD ACTIONS m Decaying Slam (necrotic) * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 21 necrotic damage. Str 23 (+17) Dex 18 (+15) Wis 12 (+12)

Con 24 (+18) Int 6 (+9) Cha 16 (+14) Alignment unaligned Languages Common

E4: FEASTHALL 5 Fleshglutton Supplicants (S) Level 23 Minion Medium natural humanoid XP 1,275 HP 1; a missed attack never damages a minion Initiative +21 AC 37; Fortitude 35; Reflex 36; Will 35 Perception +18 Speed 6 Low-Light Vision STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 17 damage, and the fleshglutton supplicant shifts 3 squares. TRIGGERED ACTIONS M Death Lunge

Trigger: When reduced to 0 hit points. Effect: The fleshglutton supplicant makes a bite attack. Str 24 (+18) Dex 27 (+19) Wis 24 (+18) Con 20 (+16) Int 11 (+11) Cha 10 (+11) Alignment chaotic evil Languages Common

4 Fleshglutton Bileguards (B) Level 24 Soldier Medium natural humanoid XP 6,050 HP 224; Bloodied 112 Initiative +21 AC 40; Fortitude 37; Reflex 35; Will 35 Perception +24 Speed 6 Low-Light Vision TRAITS Bilious Blade (poison) The fleshglutton bileguard deals an extra 2d6 poison damage on opportunity attacks. STANDARD ACTIONS m Glaive (weapon) * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 4d6 + 18 damage, and the target is marked until the end of the fleshglutton bileguard’s next turn.

M Bite (poison) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 2d8 + 16 plus 2d6 poison damage.

M Strike and Lunge (weapon) * Recharge 5 6

Effect: The fleshglutton bileguard makes a glaive attack, shifts 1 square, and makes a bite attack. Skills Athletics +26 Str 28 (+21) Dex 25 (+19) Wis 25 (+19) Con 24 (+19) Int 11 (+12) Cha 12 (+13) Alignment chaotic evil Languages Common Equipment glaive

Fleshglutton Corpse Eater Level 24 Brute Medium natural humanoid XP 6,050 HP 273; Bloodied 137 Initiative +19 AC 36; Fortitude 37; Reflex 34; Will 34 Perception +19 Speed 6 Low-Light Vision TRAITS Kill the Weak (necrotic) The fleshglutton corpse eater deals an extra 2d10 necrotic damage against weakened targets. STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 4d10 + 18 damage, and the target is grabbed.

M Devouring Lunge (healing) * Encounter

Requirements: Usable only while bloodied. Effect: The fleshglutton corpse eater makes a bite attack against a humanoid living target that has 0 hit points or fewer. On a hit, the fleshglutton corpse eater regains 68 hit points. MINOR ACTIONS M Frenzied Feast (necrotic) * At-Will (1/round)

Attack: Melee 1 (one creature grabbed by the corpse eater); +27 vs. Fortitude Hit: The target takes 15 ongoing necrotic damage (save ends). Aftereffect: The target is weakened (save ends).

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Skills Athletics +27 Str 30 (+22) Dex 24 (+19) Wis 25 (+19) Con 23 (+18) Int 11 (+12) Cha 10 (+12) Alignment chaotic evil Languages Common

E5: PRIEST’S QUARTERS 2 Fleshglutton Corpse Eaters (C) Level 24 Brute Medium natural humanoid XP 6,050 HP 273; Bloodied 137 Initiative +19 AC 36; Fortitude 37; Reflex 34; Will 34 Perception +19 Speed 6 Low-Light Vision TRAITS Kill the Weak (necrotic) The fleshglutton corpse eater deals an extra 2d10 necrotic damage against weakened targets. STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 4d10 + 18 damage, and the target is grabbed.

M Devouring Lunge (healing) * Encounter

Requirements: Usable only while bloodied. Effect: The fleshglutton corpse eater makes a bite attack against a humanoid living target that has 0 hit points or fewer. On a hit, the fleshglutton corpse eater regains 68 hit points. MINOR ACTIONS M Frenzied Feast (necrotic) * At-Will (1/round)

Attack: Melee 1 (one creature grabbed by the corpse eater); +27 vs. Fortitude Hit: The target takes 15 ongoing necrotic damage (save ends). Aftereffect: The target is weakened (save ends). Skills Athletics +27 Str 30 (+22) Dex 24 (+19) Wis 25 (+19) Con 23 (+18) Int 11 (+12) Cha 10 (+12) Alignment chaotic evil Languages Common

Abhorrent Reaper Terror Level 26 Elite Soldier (Leader) Large shadow humanoid (undead) XP 18,000 HP 472; Bloodied 236 Initiative +20 AC 42; Fortitude 38; Reflex 38; Will 40 Perception +16 Speed 8, fly 12 (hover) Darkvision Immune disease, fear, poison; Resist 10 necrotic Saving Throws +2; Action Points 1 TRAITS

Aura of Ruin * Aura 5

Any ally within the aura deals 1d6 extra necrotic damage with melee attacks. Bloodthirst When an abhorrent reaper bloodies an enemy, one of the abhorrent reaper’s allies can make a melee basic attack against the bloodied creature as a free action. Regeneration The abhorrent reaper regains 15 hit points whenever it starts its turn and has at least 1 hit point. When the abhorrent reaper takes radian damage, its regeneration does not function on its next turn. STANDARD ACTIONS m Abhorrent Sickle (necrotic, weapon) * At-Will

Attack: Melee 2 (one creature); +31 vs. AC Hit: 5d12 + 22 necrotic damage.

M Hateful Charge (necrotic, weapon) * At-Will while charging Attack: Melee 1 (one creature); +31 vs. AC Hit: 5d12 + 22 necrotic damage, and the target is knocked prone and is immobilized until the end of the abhorrent reaper’s next turn.

C Hate's Cleave (necrotic, weapon) * At-Will

Attack: Close burst 2 (enemies in burst); +31 vs. AC Hit: 5d8 + 18 necrotic damage. TRIGGERED ACTIONS Umbral Phantasm * Recharge 5 6

Trigger: When the abhorrent reaper would take damage. Effect (Immediate Interrupt): The abhorrent reaper terror becomes

insubstantial until it attacks or until the end of its next turn. Skills Intimidate +25 Str 27 (+21) Dex 21 (+18) Wis 16 (+16) Con 20 (+18) Int 18 (+17) Cha 24 (+20) Alignment evil Languages Common Equipment robes, sickle

E6: BATHHOUSE 5 Fleshglutton Supplicants (S) Level 23 Minion Medium natural humanoid XP 1,275 HP 1; a missed attack never damages a minion Initiative +21 AC 37; Fortitude 35; Reflex 36; Will 35 Perception +18 Speed 6 Low-Light Vision STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 17 damage, and the fleshglutton supplicant shifts 3 squares. TRIGGERED ACTIONS M Death Lunge

Trigger: When reduced to 0 hit points. Effect: The fleshglutton supplicant makes a bite attack. Str 24 (+18) Dex 27 (+19) Wis 24 (+18) Con 20 (+16) Int 11 (+11) Cha 10 (+11) Alignment chaotic evil Languages Common

2 Fleshglutton Bileguards (B) Level 24 Soldier Medium natural humanoid XP 6,050 HP 224; Bloodied 112 Initiative +21 AC 40; Fortitude 37; Reflex 35; Will 35 Perception +24 Speed 6 Low-Light Vision TRAITS Bilious Blade (poison) The fleshglutton bileguard deals an extra 2d6 poison damage on opportunity attacks. STANDARD ACTIONS

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m Glaive (weapon) * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 4d6 + 18 damage, and the target is marked until the end of the fleshglutton bileguard’s next turn.

M Bite (poison) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 2d8 + 16 plus 2d6 poison damage.

M Strike and Lunge (weapon) * Recharge 5 6

Effect: The fleshglutton bileguard makes a glaive attack, shifts 1 square, and makes a bite attack. Skills Athletics +26 Str 28 (+21) Dex 25 (+19) Wis 25 (+19) Con 24 (+19) Int 11 (+12) Cha 12 (+13) Alignment chaotic evil Languages Common Equipment glaive

Marilith (M) Level 24 Elite Skirmisher Large elemental humanoid (demon) XP 12,100 HP 436; Bloodied 218 Initiative +23 AC 38; Fortitude 35; Reflex 37; Will 35 Perception +21 Speed 8 Darkvision Saving Throws +2; Action Points 1 STANDARD ACTIONS m Scimitar (weapon) * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 3d10 + 12 damage.

M Shroud of Steel (weapon) * At-Will

Effect: The marilith uses scimitar twice and gains a +6 bonus to AC until the end of its turn.

M Weapon Dance (weapon) * Recharge when first bloodied

Effect: The marilith uses scimitar six times. Each time it hits, the marilith shifts 1 square. TRIGGERED ACTIONS M Hacking Blades (weapon) * At-Will

Trigger:An adjacent enemy misses the marilith with a melee

attack. Effect (Free Action): The marilith uses scimitar against the triggering enemy.

Variable Resistance * 3/Encounter

Trigger: The marilith takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The marilith gains resist 20 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Skills Bluff +24, Insight +21, Intimidate +23, Stealth +26 Str 25 (+19) Dex 28 (+21) Wis 19 (+16) Con 18 (+16) Int 14 (+14) Cha 24 (+19) Alignment chaotic evil Languages Abyssal Equipment 6 scimitars

E7: PORTAL TO THE WHITE KINGDOM

Deva Fallen Star Servitor (D) Level 23 Artillery Medium immortal humanoid XP 5,100 HP 171; Bloodied 86 Initiative +13 AC 35; Fortitude 33; Reflex 34; Will 34 Perception +17 Speed 6, fly 8 (clumsy) Resist 10 radiant STANDARD ACTIONS m Rebuking Rod (psychic, radiant, weapon) * At-Will

Attack: Melee 1 (one creature); +26 vs. Will Hit: 4d8 + 13 psychic and radiant damage, and the deva fallen star gains total concealment against the target (save ends).

R Forgetting Ray (charm, psychic) * At-Will

Attack: Ranged 20 (one creature); +28 vs. Reflex Hit: 4d6 + 17 psychic damage, and the target can use only basic attacks and at-will powers during its next turn.

A Soul Scourge (necrotic, radiant) * Recharge when first bloodied and again when it uses vile rebirth Attack: Area burst 2 within 15 (enemies in burst); +28 vs. Will Hit: 3d6 + 10 radiant damage, and the target takes ongoing 10 necrotic damage (save ends). FREE ACTIONS Fate Manipulation * Recharge when first bloodied

Effect: The deva fallen star servitor adds 1d8 to or subtracts 1d8 from an attack roll, ability check, or saving throw made by itself or any creature within 10 squares of it. TRIGGERED ACTIONS R Fateful Transposition (teleportation) * Encounter

Trigger: When an enemy attacks the deva fallen star servitor. Attack (Immediate Interrupt): Ranged 10 (one creature); +28 vs. Will Hit: The target swaps positions with the deva fallen star servitor. The triggering enemy’s attack deals half damage to the fallen star, and the target takes damage equal to half the attack’s damage.

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Vile Rebirth Trigger: When the deva fallen star servitor is reduced to 0 hit points. Effect: The deva fallen star servitor does not die and instead remains at 0 hit points until the start of its next turn, when it regains 25 hit points, loses resistance to radiant damage, and gains the undead keyword. Skills Arcana +24, History +26, Insight +17, Religion +26 Str 14 (+13) Dex 15 (+13) Wis 12 (+12) Con 24 (+18) Int 26 (+19) Cha 27 (+19) Alignment evil Languages Common, Supernal Equipment robes, rod implement

4 Fleshglutton Corpse Eaters (C) Level 24 Brute Medium natural humanoid XP 6,050 HP 273; Bloodied 137 Initiative +19 AC 36; Fortitude 37; Reflex 34; Will 34 Perception +19 Speed 6 Low-Light Vision TRAITS Kill the Weak (necrotic) The fleshglutton corpse eater deals an extra 2d10 necrotic damage against weakened targets. STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +29 vs. AC Hit: 4d10 + 18 damage, and the target is grabbed.

M Devouring Lunge (healing) * Encounter

Requirements: Usable only while bloodied. Effect: The fleshglutton corpse eater makes a bite attack against a humanoid living target that has 0 hit points or fewer. On a hit, the fleshglutton corpse eater regains 68 hit points. MINOR ACTIONS M Frenzied Feast (necrotic) * At-Will (1/round)

Attack: Melee 1 (one creature grabbed by the corpse eater); +27 vs. Fortitude Hit: The target takes 15 ongoing necrotic damage (save ends). Aftereffect: The target is weakened (save ends).

Skills Athletics +27 Str 30 (+22) Dex 24 (+19) Wis 25 (+19) Con 23 (+18) Int 11 (+12) Cha 10 (+12) Alignment chaotic evil Languages Common

Xamshil, Fleshglutton (F) Level 25 Controller Favored One (Leader) Natural humanoid XP 7,000 HP 232; Bloodied 116 Initiative +17 AC 39; Fortitude 37; Reflex 37; Will 39 Perception +21 Speed 6 Low-Light Vision STANDARD ACTIONS m Bite * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d8 + 15 damage.

M Evasive Lunge (teleportation) * Recharge 6

Effect: The fleshglutton favored one makes a bite attack and teleports up to 10 squares.

R Mind Teeth (psychic) * At-Will

Attack: Ranged 10 (one creature); +28 vs. Will Hit: 3d10 + 9 psychic damage, and one ally of the fleshglutton favored one that is adjacent to the target makes an opportunity attack against the target.

C Ghoul King's Gift (necrotic) * Encounter

Attack: Close burst 3 (enemies in burst); +28 vs. Fortitude Hit: The target is weakened (save ends). In addition, allies within the burst gain a +4 bonus to bite attacks until the end of the fleshglutton favored one’s next turn. Skills Arcana +24, Insight +26, Religion +24 Str 22 (+18) Dex 20 (+17) Wis 28 (+21) Con 24 (+19) Int 25 (+19) Cha 24 (+19) Alignment chaotic evil Languages Abyssal, Common

W1: THROUGH THE WHITE KINGDOM

Abyssal Horde Ghoul Level 26 Minion Medium natural humanoid (undead) XP 2,250 HP 1; a missed attack never damages a minion Initiative +20 AC 40; Fortitude 38; Reflex 39; Will 36 Perception +17 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 15 necrotic TRAITS

Unending Hunger * Aura 1

Each enemy that starts its turn within the aura takes 5 damage. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC Hit: 19 necrotic damage, and the target is immobilized (save ends). TRIGGERED ACTIONS Unlife (healing) * At-Will

Trigger: The ghoul drops to 0 hit points. Hit: The ghoul is bloodied, and regains 1 hit point. Skills Stealth +25 Str 21 (+18) Dex 24 (+20) Wis 18 (+17) Con 22 (+19) Int 14 (+15) Cha 16 (+16) Alignment chaotic evil Languages Abyssal, Common

Ghoul Stalker Level 25 Skirmisher Medium natural humanoid (undead) XP 7,000 HP 231; Bloodied 116 Initiative +23 AC 39; Fortitude 36; Reflex 37; Will 35 Perception +19 Speed 8, fly 8 (hover) Darkvision Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant STANDARD ACTIONS m Claws * At-Will

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Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d8 + 15 damage, and the target is immobilized (save ends). If the target is a living creature that is already immobilized, stunned, or unconscious, the attack deals an extra 3d6 damage.

M Flyby Attack * Recharge 5 6

Effect: The ghoul stalker flies up to 8 squares and makes a claw attack at any point during the move without provoking an opportunity attack from the target. TRIGGERED ACTIONS M Stalker's Bite * At-Will

Trigger: When the ghoul stalker hits an immobilized, stunned, or unconscious target with a claw attack. Attack (Free): Melee 1 (one creature); +28 vs. Fortitude Hit: 2d8 + 10 damage.

C Dead Blood (necrotic)

Trigger: When reduced to 0 hit points. Attack (Free): Close burst 1 (enemies in burst) Effect: Target takes 20 necrotic damage. Skills Stealth +33 Str 27 (+20) Dex 28 (+21) Wis 24 (+19) Con 23 (+18) Int 16 (+15) Cha 22 (+18) Alignment chaotic evil Languages Abyssal, Common

Ghoul Gatherer Level 25 Controller Medium natural humanoid (undead) XP 7 000 HP 233; Bloodied 117 Initiative +20 AC 39; Fortitude 37; Reflex 36; Will 36 Perception +16 Speed 8, fly 8 (hover) Darkvision Immune disease, poison; Resist 25 necrotic TRAITS

Ghoul King's Kiss (psychic) * Aura 3

Each enemy that starts its turn within the aura takes 15 psychic damage and is blinded and dazed until the start of its next turn. When the ghoul gatherer takes radiant damage, its aura power does not function on its next turn. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 3d10 + 9 damage, and the target is grabbed. Until the grab ends, the target takes 10 necrotic damage at the start of its turn.

M Far Claws (teleportation) * At-Will

Attack: Melee 1 (one creature; +30 vs. AC; The ghoul teleports 10 squares before or after the attack Hit: 4d8 + 15 damage.

M Ghoulish Bite * At-Will

Attack: Melee 1 (one grabbed, stunned, or unconscious creature); +30 vs. AC Hit: 4d8 + 15 damage, and the target is stunned (save ends).

R Hunger’s Slave (charm, psychic) * Recharge 4 5 6

Attack: Ranged 20 (One stunned creature); +28 vs. Will Hit: 3d8 + 12 psychic damage, and the target is dominated (save ends; -2 penalty to the saving throw).

A Kingdom Bound (charm, zone) * Daily

Effect: Area burst 3 within 20 (creatures dominated by the ghoul gatherer within the burst); the ghoul gatherer creates a temporary portal (a zone) that leads to Doresain’s Court of Teeth in the inner fane of his palace. The ghoul gatherer commands dominated creatures to go through the portal. The portal functions only for dominated creatures of level 20 or lower. Sustain Minor: The portal persists. Skills Arcana +22, Stealth +25 Str 29 (+21) Dex 26 (+20) Wis 18 (+16) Con 25 (+19) Int 20 (+17) Cha 26 (+20) Alignment chaotic evil Languages Abyssal, Common

W2: GREAT HALL ENTRANCE 3 Ghoul Stalkers (G) Level 25 Skirmisher Medium natural humanoid (undead) XP 7,000 HP 231; Bloodied 116 Initiative +23 AC 39; Fortitude 36; Reflex 37; Will 35 Perception +19 Speed 8, fly 8 (hover) Darkvision Immune disease, poison; Resist 25 necrotic;

Vulnerable 15 radiant STANDARD ACTIONS m Claws * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d8 + 15 damage, and the target is immobilized (save ends). If the target is a living creature that is already immobilized, stunned, or unconscious, the attack deals an extra 3d6 damage.

M Flyby Attack * Recharge 5 6

Effect: The ghoul stalker flies up to 8 squares and makes a claw attack at any point during the move without provoking an opportunity attack from the target. TRIGGERED ACTIONS M Stalker's Bite * At-Will

Trigger: When the ghoul stalker hits an immobilized, stunned, or unconscious target with a claw attack. Attack (Free): Melee 1 (one creature); +28 vs. Fortitude Hit: 2d8 + 10 damage.

C Dead Blood (necrotic)

Trigger: When reduced to 0 hit points. Attack (Free): Close burst 1 (enemies in burst) Effect: Target takes 20 necrotic damage. Skills Stealth +33 Str 27 (+20) Dex 28 (+21) Wis 24 (+19) Con 23 (+18) Int 16 (+15) Cha 22 (+18) Alignment chaotic evil Languages Abyssal, Common

Soulspike Devourer Champion (S) Level 24 Elite Soldier Huge shadow humanoid (undead) XP 12,100 HP 440; Bloodied 220 Initiative +13 AC 40; Fortitude 38; Reflex 34; Will 37 Perception +17 Speed 6 Darkvision Immune disease, poison; Resist 20 necrotic; Vulnerable 10 radiant Saving Throws +2; Action Points 1 TRAITS

Soulspike Ward * Aura 10

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The soulspike devourer champion and all allies within the aura gain a bonus to all defenses equal to onehalf the number of soulspiked spirits impaled on the creature. Soulspiked Spirit The soulspike devourer begins the encounter with one soulspiked spirit and can impale up to four soulspiked spirits. A soulspiked spirit can take no actions and escapes when the devourer is destroyed. When the soulspike devourer champion takes radiant damage, its newest soulspiked spirit can make a saving throw to escape.When a creature’s spirit escapes, its body appears in an unoccupied space adjacent to the devourer, in the same state it was in when it disappeared. STANDARD ACTIONS m Claw * At-Will

Attack: Melee 3 (one creature); +29 vs. AC Hit: 4d8 + 14 damage. If the attack reduces a humanoid living target to 0 hit points or fewer, the target disappears and becomes a soulspiked spirit impaled on the devourer.

M Double Attack * At-Will

Effect: The soulspike devourer makes two claw attacks.

C Soul Shatter * Recharge when the soulspike devourer uses devour spirit Attack: Close burst 3 (creatures in burst); +27 vs. Will Hit: 5d10 + 13 necrotic damage, and the target is stunned until the end of the soulspike devourer’s next turn. Aftereffect: The target is weakened (save ends).

Devour Spirit (healing) * At-Will

Effect: The soulspike devourer instantly kills its oldest soulspiked spirit and regains 75 hit points. A dead body appears in a space adjacent to the devourer. Str 29 (+21) Dex 8 (+11) Wis 11 (+12) Con 20 (+17) Int 20 (+17) Cha 26 (+20) Alignment evil Languages Abyssal, Common

W3: ASSEMBLY OF TEETH Gibbering Orb Acolyte (O) Level 23 Solo Controller Huge aberrant magical beast XP 25,500 HP 856; Bloodied 428 Initiative +20 AC 37; Fortitude 34; Reflex 35; Will 36 Perception +18 Speed 0, fly 8 (hover) All-Around Vision, Saving Throws +5; Action Points 2 Darkvision TRAITS All-Around Vision Enemies can't gain combat advantage by flanking the gibbering orb. STANDARD ACTIONS M Bite * At-Will

Attack: Melee 1 (one creature); +28 vs. AC Hit: 4d6 + 17 damage, and the mouth detaches from the gibbering orb and makes a new bite attack against the target each round at the start of the gibbering orb’s turn. When the mouth misses, it drops off and turns into useless, dead gray flesh.

R Eye Rays (see text) * At-Will

Effect: The gibbering orb uses two of the following eye ray, using each against a different target. This attack does not provoke opportunity attacks. 1. Mindcarving Ray (psychic): Ranged 10; +26 vs. Will; 4d8 + 13 psychic damage, and the target is dazed (save ends). 2. Flesheating Ray (necrotic): Ranged 10; +26 vs. Fortitude; 3d6 + 10 necrotic damage, and ongoing 10 necrotic damage (save ends). 3. Bonewarping Ray: Ranged 10; +26 vs. Fortitude; 3d8 + 10 damage, the target is weakened (save ends). 4. Bloodfeasting Ray: Ranged 10; +26 vs. Reflex; 3d6 + 10 damage, and ongoing 10 damage (save ends). 5. Farsending Ray (psychic, teleportation): Ranged 10; +26 vs. Reflex; The target is briefly transported to the Far Realm, reappearing in the same space (or the nearest unoccupied space if that space is occupied) at the end of the gibbering orb’s next turn. Upon its return, the target takes 4d8 + 13 psychic damage and takes a –5 penalty to saving throws

until the end of the encounter. 6. Souleating Ray (necrotic): Ranged 10; +26 vs. Will; 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 dies. MINOR ACTIONS C Gibbering (psychic) * At-Will (1/round)

Attack: Close burst 10 (enemies in the burst); +26 vs. Will, deafened creatures are immune. Hit: The target is dazed until the end of the gibbering orb’s next turn. TRIGGERED ACTIONS R Merciless Eyes * At-Will

Trigger: The gobbering orb is conscious and an enemy starts its turn within 5 squares of it. Effect (No Action): The gibbering eye uses one random eye ray against the triggering enemy. Str 27 (+19) Dex 28 (+20) Wis 15 (+13) Con 22 (+17) Int 17 (+14) Cha 31 (+21) Alignment unaligned Languages —

8 Abyssal Horde Ghouls (G) Level 26 Minion Medium natural humanoid (undead) XP 2,250 HP 1; a missed attack never damages a minion Initiative +20 AC 40; Fortitude 38; Reflex 39; Will 36 Perception +17 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 15 necrotic TRAITS

Unending Hunger * Aura 1

Each enemy that starts its turn within the aura takes 5 damage. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC Hit: 19 necrotic damage, and the target is immobilized (save ends). TRIGGERED ACTIONS

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Unlife (healing) * At-Will

Trigger: The ghoul drops to 0 hit points. Hit: The ghoul is bloodied, and regains 1 hit point. Skills Stealth +25 Str 21 (+18) Dex 24 (+20) Wis 18 (+17) Con 22 (+19) Int 14 (+15) Cha 16 (+16) Alignment chaotic evil Languages Abyssal, Common

W4: DEVOURING PIT Kor-Karnaar, Death Knight (K) Level 27 Elite Soldier Medium natural humanoid (undead, dragonborn) XP 22 000 HP 478; Bloodied 239 Initiative +17 AC 43; Fortitude 41; Reflex 36; Will 39 Perception +15 Speed 5 Immune disease, poison; Resist 15 necrotic; Vulnerable 15 radiant Saving Throws +2; Action Points 1 TRAITS

Marshal Undead * Aura 10

Lower-level undead allies within the aura gain a +2 bonus to their attack rolls. STANDARD ACTIONS m Soulsword (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +32 vs. AC Hit: 4d10 + 19 damage plus 15 necrotic damage. If the death knight scores a critical hit, the damage is 4d10 + 65 damage plus 15 necrotic damage.

M Valiant Strike (necrotic, weapon) *At-Will

Attack: Melee 1 (one creature); +32 vs. AC; with a +1 bonus to the attack roll for each adjacent ally Hit: 4d10 + 19 plus 15 necrotic damage.

C Terrifying Flurry (fear, weapon) * At-Will

Attack: Close burst 1 (creatures in burst); +32 vs. AC Hit: 4d10 + 19 damage, and the target is pushed 5 squares and can’t move closer to the death knight on its next turn.

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

Attack: Close burst 3 (creatures in burst); +30 vs. Reflex Hit: 6d12 + 17 fire and necrotic damage to living creatures. Undead creatures within the area (including the death knight) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.

Second Wind (healing) * Encounter

Effect: The death knight spends a healing surge and regains 119 hit points. The death knight gains a +2 bonus to all defenses

until the start of its next turn. MINOR ACTIONS R Divine Challenge (necrotic) * At-Will

Effect: Ranged 5 (one creature); the target is marked until the death knight uses this power against another target. If the target makes an attack that doesn’t include the death knight as a target, the target takes a -2 penalty to attack rolls and 15 necrotic damage. Str 25 (+20) Dex 14 (+15) Wis 14 (+15) Con 15 (+15) Int 13 (+14) Cha 21 (+18) Alignment evil Languages Common, Draconic Equipment soulsword, plate armor, white kingdom boneclaw +6

3 Ghoul Gatherers (G) Level 25 Controller Medium natural humanoid (undead) XP 7 000 HP 233; Bloodied 117 Initiative +20 AC 39; Fortitude 37; Reflex 36; Will 36 Perception +16 Speed 8, fly 8 (hover) Darkvision Immune disease, poison; Resist 25 necrotic TRAITS

Ghoul King's Kiss (psychic) * Aura 3

Each enemy that starts its turn within the aura takes 15 psychic damage and is blinded and dazed until the start of its next turn. When the ghoul gatherer takes radiant damage, its aura power does not function on its next turn. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 3d10 + 9 damage, and the target is grabbed. Until the grab ends, the target takes 10 necrotic damage at the start of its turn.

M Far Claws (teleportation) * At-Will

Attack: Melee 1 (one creature; +30 vs. AC; The ghoul teleports 10 squares before or after the attack Hit: 4d8 + 15 damage.

M Ghoulish Bite * At-Will

Attack: Melee 1 (one grabbed, stunned, or unconscious creature); +30 vs. AC

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Hit: 4d8 + 15 damage, and the target is stunned (save ends).

R Hunger’s Slave (charm, psychic) * Recharge 4 5 6

Attack: Ranged 20 (One stunned creature); +28 vs. Will Hit: 3d8 + 12 psychic damage, and the target is dominated (save ends; -2 penalty to the saving throw).

A Kingdom Bound (charm, zone) * Daily

Effect: Area burst 3 within 20 (creatures dominated by the ghoul gatherer within the burst); the ghoul gatherer creates a temporary portal (a zone) that leads to Doresain’s Court of Teeth in the inner fane of his palace. The ghoul gatherer commands dominated creatures to go through the portal. The portal functions only for dominated creatures of level 20 or lower. Sustain Minor: The portal persists. Skills Arcana +22, Stealth +25 Str 29 (+21) Dex 26 (+20) Wis 18 (+16) Con 25 (+19) Int 20 (+17) Cha 26 (+20) Alignment chaotic evil Languages Abyssal, Common

Nightbringer Level 24 Solo Soldier Large elemental beast XP 30,250 HP 908; Bloodied 454 Initiative +11 AC 40; Fortitude 36; Reflex 35; Will 35 Perception +25 Speed 12 Darkvision Saving Throws +5; Action Points 2 TRAITS Threatening Reach Nightbringer makes opportunity attacks against all creatures in its reach. STANDARD ACTIONS m Claws * At-Will

Attack: Melee 2 (one creature); +29 vs. AC Hit: 4d10 + 14 damage, and the target is slowed (save ends).

M Claw Flurry * At-Will

Effect: Nightbringer makes four claw attacks.

C Soul Vortex * Recharge 5 6

Attack: Close burst 5 (creatures in burst); +27 vs. Fortitude Hit: 3d6 + 8 damage, the target loses a healing surge, and it is immobilized until the end of Nightbringer’s next turn. Nightbringer regains 20 hit points. Miss: Targets take full damage, but do not lose a healing surge.

R Soul Theft * At-Will

Attack: Ranged 20 (one creature); +27 vs. Reflex Hit: 8d10 + 35 damage, and deals an extra 2d10 damage on all attacks against the target (save ends). TRIGGERED ACTIONS M Vicious Rebuke * At-Will

Trigger: When hit by a melee attack. Attack (Immediate Reaction): Melee 2 (triggering creature); +29 vs. AC Hit: 2d10 + 7 damage and the target is pushed up to 3 squares. Skills Arcana +22, Diplomacy +22, Intimidate +22, Stealth +25 Str 30 (+22) Dex 27 (+20) Wis 26 (+20) Con 27 (+20) Int 20 (+17) Cha 21 (+17) Alignment evil Languages Abyssal, Common

W5: THE HUNGER IN THE MOUNTAN

4 Black Bloodspawn Hunters (H) Level 25 Skirmisher Medium elemental beast (blind, undead) XP 7,000 HP 229; Bloodied 115 Initiative +23 AC 39; Fortitude 37; Reflex 39; Will 38 Perception +20 Speed 8, swim 8 Blindsight 10 Immune disease, poison; Resist 15 necrotic TRAITS Hive Mind The black bloodspawn gains combat advantage against any target that is adjacent to two or more black bloodspawn. Combat Advantage The black bloodspawn deals an extra 2d6 damage against any target it has combat advantage against. STANDARD ACTIONS

m Bite (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d6 + 19 necrotic damage, and the black bloodspawn shifts 1 square.

M Black Blood Sting (necrotic, poison) * Encounter

Attack: Melee 2 (one creature); +28 vs. Reflex Hit: 4d8 + 15 necrotic damage, and ongoing 15 poison damage (save ends). The target cannot spend healing surges until it ends the ongoing damage. Miss: The black bloodspawn hunter shifts 3 squares.

M Hunter's Tongue (necrotic) * Recharge 4 5 6

Effect: The hunter makes three attacks against the same target: Attack: Melee 3 (one creature); +28 vs. Reflex Hit: 2d6 + 9 necrotic damage. If one attack hits, the target is knocked prone. If two attacks hit, the target is knocked prone and immobilized (save ends). If all three attacks hit, the target is knocked prone, immobilized, weakened (save ends both), and loses a healing surge. TRIGGERED ACTIONS Caustic Blood (necrotic) * At-Will

Trigger: When hit by a melee attack. Effect (Immediate Reaction): The black bloodspawn hunter deals 10 necrotic damage to the attacker. Str 24 (+19) Dex 28 (+21) Wis 26 (+20) Con 21 (+17) Int 6 (+10) Cha 15 (+14) Alignment chaotic evil Languages —

Gorgimrith's Maw Level 25 Elite Obstacle Trap XP 14,000 Detect Percetion DC 0, “No check is required Initiative +20

to see the Gorgimrith's maw”; Dungeoneering DC 29, “The maw is flush against the rock wall. The character realizes that to pass through the mountain and come out on the northern side, t he party must enter the mouth and travel through Gorgimrith.”

Immune all attacks STANDARD ACTIONS

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C Attack * At-Will

Attack: Close blast 5 (Up to three creatures in blast); +28 vs. Reflex Hit: 4d8 + 15 poison damage, and the target is pulled 3 squares and immobilized (save ends). The trap makes a secondary attack against targets hit by the blast: Secondary Attack: Close blast 5 (targets hit by blast); +29 vs. AC; target is pulled adjacent to the maw and takes 4d10 + 11 damage and is stunned (save ends). TRIGGERED ACTIONS Trigger * At-Will

Trigger: When characters approaches within 5 squares of the mouth. Effect: The trap activates and rolls initiative for its attack. COUNTERMEASURE * Weaken 1: A character adjacent to a magic brazier can

snuff out its flame with a DC 29 Arcana or Thievery check or by dealing 15 cold damage to it. If both braziers are snuffed out, the trap takes a -5 penalty to attack rolls until the end of the encounter.

* Weaken 2: A character can attack the tongue (AC 39, other defenses 37; hp 250; resist 10 necrotic, resist 10 poison). Destroying the tongue reduces the maw to bite attacks against adjacent targets only: +30 vs. AC; 4d10 + 11 damage and stunned (save ends). Attacking the maw directly has no effect on the trap.

* Disable: A character adjacent to a gong can pick up a mallet and swing it at the gong as a standard action. The PC can strike the gong hard enough to ring it loudly by making a DC 29 Strength check. If the PCs snuff out both braziers and ring the gongs three times, they disable the trap.

W6: INSIDE THE MOUNTAIN 5 Black Bloodspawn Devourers (B) Level 25 Brute Medium elemental beast (blind, undead) XP 7,000 HP 282; Bloodied 141 Initiative +19 AC 37; Fortitude 38; Reflex 36; Will 36 Perception +19 Speed 6 Blindsight 10 Immune disease, poison; Resist 15 necrotic TRAITS Hive Mind The black bloodspawn gains combat advantage against any target that is adjacent to two or more black bloodspawn. STANDARD ACTIONS m Bite (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d10 + 19 necrotic damage.

M Devourer's Tongue (necrotic) * Recharge 4 5 6

Effect: The devourer makes three attacks against the same target: Attack: Melee 3 (one creature); +28 vs. Reflex Hit: 2d10 + 5 necrotic damage. If one attack hits, the target is knocked prone. If two attacks hit, the target is knocked prone and dazed until the end of the black bloodspawn’s next turn. If all three attacks hit, the target is knocked prone, stunned until the end of the black bloodspawn’s next turn, and loses a healing surge. TRIGGERED ACTIONS Caustic Blood (necrotic) * At-Will

Trigger: When hit by a melee attack. Effect (Immediate Reaction): The black bloodspawn devourer deals 10 necrotic damage to the attacker. Str 28 (+21) Dex 25 (+19) Wis 25 (+19) Con 22 (+18) Int 6 (+10) Cha 15 (+14) Alignment chaotic evil Languages —

W7: FINAL EXIT 2 Black Blood Bone Collectors (B) Level 25 Elite Brute Huge natural animate (blind, ooze, undead) XP 14 000 HP 580; Bloodied 290 Initiative +10 AC 37; Fortitude 39; Reflex 35; Will 35 Perception +12 Speed 4 Tremorsense 20 Immune disease, gaze, poison; Resist 15 necrotic Saving Throws +2; Action Points 1 STANDARD ACTIONS m Slam (necrotic) * At-Will

Attack: Melee 3 (one creature); +29 vs. AC Hit: 5d12 + 33 necrotic damage.

C Tendrils (healing, necrotic) * At-Will

Attack: Close blast 3 (creatures in blast); +28 vs. Reflex Hit: 3d6 + 9 necrotic damage, and the target loses a healing surge and is grabbed (escape DC 38). The black blood bone collector regains 10 hit points for each healing surge a target loses in this way. MOVE ACTIONS Lurch * At-Will

Effect: The black blood bone collector shifts up to 3 squares. Str 36 (+25) Dex 6 (+10) Wis 11 (+12) Con 30 (+22) Int 1 (+7) Cha 1 (+7) Alignment unaligned Languages —

2 Black Bloodspawn Devourer (B) Level 25 Brute Medium elemental beast (blind, undead) XP 7,000 HP 282; Bloodied 141 Initiative +19 AC 37; Fortitude 38; Reflex 36; Will 36 Perception +19 Speed 6 Blindsight 10 Immune disease, poison; Resist 15 necrotic TRAITS Hive Mind The black bloodspawn gains combat advantage against any target that is adjacent to two or more black bloodspawn. STANDARD ACTIONS

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m Bite (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 4d10 + 19 necrotic damage.

M Devourer's Tongue (necrotic) * Recharge 4 5 6

Effect: The devourer makes three attacks against the same target: Attack: Melee 3 (one creature); +28 vs. Reflex Hit: 2d10 + 5 necrotic damage. If one attack hits, the target is knocked prone. If two attacks hit, the target is knocked prone and dazed until the end of the black bloodspawn’s next turn. If all three attacks hit, the target is knocked prone, stunned until the end of the black bloodspawn’s next turn, and loses a healing surge. TRIGGERED ACTIONS Caustic Blood (necrotic) * At-Will

Trigger: When hit by a melee attack. Effect (Immediate Reaction): The black bloodspawn devourer deals 10 necrotic damage to the attacker. Str 28 (+21) Dex 25 (+19) Wis 25 (+19) Con 22 (+18) Int 6 (+10) Cha 15 (+14) Alignment chaotic evil Languages —

W8: THE BONE SEER 7 Slaughter Wight Rippers Level 21 Brute Medium natural humanoid (undead) XP 3,200 HP 242; Bloodied 121 Initiative +15 AC 33; Fortitude 33; Reflex 30; Will 29 Perception +14 Speed 7 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 15 radiant STANDARD ACTIONS m Claw (necrotic) * At-Will

Attack: Melee 1 (one creature); +26 vs. AC Hit: 2d6 + 10 necrotic damage, and the target loses a healing surge, and is weakened until the end of its next turn. TRIGGERED ACTIONS C Death Wail (necrotic) * Encounter

Trigger: The wight drops to 0 hit points. Attack (No Action): Close Burst 5 (enemies in burst); +24 vs. Fortitude Hit: 4d6 + 7 necrotic damage. Effect: Each undead ally in the burst can make a basic attack as a free action. Str 26 (+18) Dex 20 (+15) Wis 9 (+9) Con 22 (+16) Int 12 (+11) Cha 18 (+14) Alignment chaotic evil Languages Common

P1: BLACK BLOOD FALLS Black Blood Hydra (H) Level 26 Solo Brute Gargantuan elemental beast (reptile) XP 45,000 HP 992; Bloodied 496 Initiative +19 AC 40; Fortitude 40; Reflex 38; Will 35 Perception +22 Speed 7, swim 14 All-Around Vision, Resist 15 acid, 15 necrotic Darkvision Saving Throws +5; Action Points 2 TRAITS All-Around Vision Enemies can't gain combat advantage by flanking the hydra. Many Headed While stunned or dominated, the hydra can take free actions. Regenerating Heads The hydra starts an encounter with four heads. When the hydra's hit points first go below 744, 496, and 248, one of its heads is destroyed. Whenever a head is destroyed, the hydra grows two heads at the start of its next turn unless it takes fire or radiant damage before then. Threatening Reach The hydra can make opportunity attacks against enemies within 3 squares of it. STANDARD ACTIONS m Death Bite (necrotic) * At-Will

Attack: Melee 3 (one creature); +31 vs. AC Hit: 4d8 + 9 necrotic damage, and ongoing 15 necrotic damage

(save ends).

m Acid Bite (acid) * At-Will

Attack: Melee 3 (one creature); +31 vs. AC Hit: 4d8 + 9 acid damage, and -2 to AC and Reflex (save ends).

m Blood Bite (poison) * At-Will

Attack: Melee 3 (one creature); +27 vs. Fortitude Hit: 4d8 + 9 poison damage, and ongoing 15 poison (save ends).

A Black Blood Burst (acid, necrotic) * At-Will

Attack: Area burst 3 within 20 (creatures in burst); +29 vs. Reflex. This attack does not provoke opportunity attacks. Hit: 3d8 + 10 acid and necrotic damage, and the target is immobilized (save ends).

M Hydra Fury * At-Will

Effect: The hydra attacks a number of times equal to the number of heads it currently has, using one of its bite attacks (death bite, acid bite, or blood bite) or black blood burst for each attack. If it has only two heads, it gains a +5 bonus to damage rolls with the attacks. If it has only one head, it gains a +15 bonus to damage rolls with the attack. TRIGGERED ACTIONS M Snapping Jaws * At-Will

Trigger: An enemy ends its turn within 2 squares of the hydra. Effect (Free Action): The hydra uses one of its bite attacks (death bite, acid bite, or blood bite) twice against the triggering enemy. Str 26 (+21) Dex 22 (+19) Wis 18 (+17) Con 32 (+24) Int 4 (+10) Cha 12 (+14) Alignment chaotic evil Languages —

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P2: CHAMBER OF SUBMISSION Ghoul King's Siegewyrm (S) Level 26 Elite Controller Huge natural animate (dragon, undead) XP 18,000 HP 490; Bloodied 245 Initiative +20 AC 40; Fortitude 38; Reflex 36; Will 32 Perception +16 Speed 8 Darkvision Immune disease, poison; Resist 25 necrotic; Vulnerable 10 radiant Saving Throws +2; Action Points 1 TRAITS

Jagged Bones * Aura 3

Each creature that enters or starts its turn within the aura takes 15 damage. All creatures treat the area within the aura as difficult terrain. STANDARD ACTIONS m Bite * At-Will

Attack: Melee 3 (one creature); +31 vs. AC Hit: 4d8 + 16 damage, and the target slides 2 squares.

M Marrow Sluice * Recharge 4 5 6

Attack: Melee 3 (one creature); +29 vs. Reflex Hit: 4d10 + 20 damage, and the target is pushed 4 squares and knocked prone. Miss: Half damage, and the target is not pushed.

A Osseous Cage * Encounter

Attack: Area burst 3 within 12 (creatures in burst); +29 vs. Reflex Hit: 4d10 + 20 damage, and the target is restrained (save ends). Aftereffect (on Hit Only): The target is immobilized (save ends). Miss: Half damage, and the target is immobilized (save ends). TRIGGERED ACTIONS C Tail Sweep * At-Will

Trigger: The siegewyrm is hit by an attack from a creature within 5 squares from the siegewyrm. Attack: Close blast 5 (creatures in the blast); +31 vs. AC Hit: 2d8 + 10 damage, and the target is pushed 2 squares and immobilized (save ends). Str 23 (+19) Dex 25 (+20) Wis 17 (+16) Con 29 (+22) Int 3 (+9) Cha 10 (+13) Alignment unaligned Languages —

3 Symbols of Suffering (T) Level 26 Warder Trap XP 9,000 Detect Percetion DC 29, “The character notices Initiative +26

the glowing symbols on the floor of the chamber”; Religion DC 39, “The character recognizes the nature of the symbols”.

Immune all attacks STANDARD ACTIONS C Attack * At-Will

Attack: Close burst 3 (creatures in burst); +29 vs. Will Hit: 3d6 + 10 psychic damage, and the target is slowed (save ends). Aftereffect: Ongoing 15 psychic damage, and the target is

immobilized (save ends both). TRIGGERED ACTIONS Trigger * At-Will

Trigger: When a creature comes within 3 squares of the symbol Effect: The trap activates and rolls initiative for its attack. COUNTERMEASURE * Disable: A character adjacent to a symbol can disable a

symbol trap with a DC 39 Thievery check or a DC 44 Arcana check.

* Immune: A character possessing the White Kingdom boneclaw is not affected by the symbol traps.

P3: CRYPT OF THE CONQURED Sorrowsworn Dread Wraith (D) Level 27 Lurker Large shadow humanoid (undead) XP 11,000 HP 150; Bloodied 75 Initiative +26 AC 41; Fortitude 36; Reflex 39; Will 39 Perception +19 Speed 0, fly 10 (hover); phasing Darkvision Immune disease, fear, poison; Resist 30 necrotic TRAITS

Shroud of Night * Aura 5

Within the aura, bright light is reduced to dim light, and dim light becomes darkness. Combat Advantage (necrotic) The sorrowsworn dread wraith deals an extra 3d6 necrotic damage against any target it has combat advantage against. Insubstantial The sorrowsworn takes half damage from all attacks, except those that deal force damage. When it takes radiant damage, it loses this trait until the start of its next turn. Regeneration The sorrowsworn regains 15 hit points whenever it starts his turn and has at least 1 hit point. When the sorrowsworn takes radiant damage, its regeneration does not function on its next turn.

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Spawn Wraith Any humanoid killed by the sorrowsworn dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. STANDARD ACTIONS m Dread Blade (necrotic) * At-Will

Attack: Melee 2 (one creature); +30 vs. Reflex Hit: 3d10 + 10 necrotic damage, and the target is weakened (save ends). MOVE ACTIONS Shadow Glide * Encounter

Effect: The sorrowsworn dread wraith shifts 6 squares. TRIGGERED ACTIONS C Death Shriek (psychic)

Trigger: When first bloodied and again when reduced to 0 hit points. Attack: Close blast 3 (enemies in blast); +30 vs. Will Hit: 4d6 + 12 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is not dazed. Skills Stealth +27 Str 18 (+17) Dex 28 (+22) Wis 12 (+14) Con 22 (+19) Int 14 (+15) Cha 28 (+22) Alignment chaotic evil Languages Common

4 Shadowraven Swarms (S) Level 27 Brute Medium shadow beast (swarm) XP 11,000 HP 296; Bloodied 148 Initiative +20 AC 39; Fortitude 37; Reflex 39; Will 36 Perception +14 Speed 2, fly 12 (hover) Darkvision Resist half damage from melee and ranged attacks; Vulnerable 10 damage from close and area attacks. TRAITS

Swarm Attack * Aura 1

The shadowraven swarm makes a basic attack as a free action

against each enemy that begins its turn in the aura. 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 creatures it comprises. STANDARD ACTIONS m Swarm of Talons (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. Reflex Hit: 4d8 + 17 damage, plus 10 necrotic damage.

M Murder’s Wrath * Encounter

Requirements: Only while bloodied. Effect: The shadowraven swarm shifts up to 6 squares and can move through enemy occupied squares as it moves. It makes a swarm of talons attack against any creature whose space it enters. The swarm cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square. Str 20 (+18) Dex 24 (+20) Wis 12 (+14) Con 16 (+16) Int 2 (+9) Cha 18 (+17) Alignment unaligned Languages —

P4: BRIDGE OF BONES 3 Nycademons (D) Level 22 Skirmisher Large elemental humanoid (demon) XP 4,150 HP 210; Bloodied 105 Initiative +21 AC 35; Fortitude 34; Reflex 35; Will 32 Perception +17 Speed 6, fly 6 (hover) TRAITS Strong Flyer When a nycademon moves a grabbed target, it does not have to make a Strength attack. While bloodied, a nycademon can fly at full speed instead of half speed when moving a grabbed target. STANDARD ACTIONS m Wicked Axe * At-Will

Attack: Melee 2 (one creature); +27 vs. AC

Hit: 2d8 + 5 damage, and ongoing 5 damage (save ends). If the nycademon scores a critical hit, the damage is 2d8 + 24 damage, and ongoing 5 damage (save ends).

M Wicked Edges * At-Will

Effect: The nycademon makes two wicked axe attacks.

M Snatch * At-Will

Effect: Before or after the attack, the nycademon flies 6 squares. Attack: Melee 2 (one creature); +25 vs. Fortitude Hit: 4d6 + 16 damage and the target is grabbed (escape DC 27). TRIGGERED ACTIONS Variable Resistance * 2/Encounter

Trigger: The nycademon takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The nycademon gains resist 20 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Skills Intimidate +21 Str 25 (+18) Dex 26 (+19) Wis 13 (+12) Con 26 (+19) Int 8 (+10) Cha 21 (+16) Alignment chaotic evil Languages Abyssal, Common Equipment greataxe x2

Master of the Bridge (P) Level 27 Elite Controller Large immortal magical beast (phane) XP 22,000 HP 494; Bloodied 247 Initiative +23 AC 41; Fortitude 38; Reflex 41; Will 38 Perception +25 Speed 10, fly 10 Darkvision Resist insubstantial Saving Throws +2; Action Points 1 STANDARD ACTIONS m Temporal Touch * At-Will

Effect: Before or after the attack, the phane shifts 4 squares. Attack: Melee 2 (one creature); +30 vs. Reflex Hit: 4d8 + 17 damage, and the target is slowed until the end of the phane’s next turn.

R Wizening Ray * At-Will

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Attack: Ranged 10 (one creature); +30 vs. Fortitude Hit: 4d6 + 12 damage, and the target is dazed and weakened (save ends both). Aftereffect: The target is weakened (save ends). The target appears elderly until the effect of the wizening ray ends.

M Double Attack * At-Will

Effect: The phane makes either two temporal touch attacks or two wizening ray attacks.

C Wizening Tempest * At-Will when bloodied

Attack: Close burst 1 (non-phanes in burst); +30 vs. Fortitude Hit: 4d6 + 18 damage, and the target is stunned (save ends). Aftereffect: The target is dazed and weakened (save ends both). The target appears elderly until the effect of the wizening tempest ends. MINOR ACTIONS Temporal Fugue * At-Will

Effect: By moving backward and forward in time, a phane can remove one effect afflicting it. Str 24 (+20) Dex 30 (+23) Wis 25 (+20) Con 23 (+19) Int 28 (+22) Cha 22 (+19) Alignment unaligned Languages Supernal

F1: HUNGER IMMERSION Ghoul Warrior (W) Level 24 Soldier Medium natural humanoid (undead) XP 6,050 HP 222; Bloodied 111 Initiative +21 AC 40; Fortitude 36; Reflex 35; Will 34 Perception +17 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant STANDARD ACTIONS m Bone Sword (necrotic) * At-Will

Attack: Melee 1 (one creature); +29 vs. AC

Hit: 3d8 + 9 necrotic damage and ongoing 10 necrotic damage (save ends). If the ghoul scores a critical hit, the damage is 5d6 + 36 necrotic damage and ongoing 10 necrotic damage (save ends).

M Ghoulish Bite * At-Will

Attack: Melee 1 (One immobilized, stunned, or unconscious creature); +29 vs. AC Hit: 4d8 + 14 damage, and the target is stunned (save ends).

M Bone Sword Flurry (necrotic) * Recharge 5 6

Attack: Close burst 1 (enemies in burst); +29 vs. AC Hit: 4d8 + 14 necrotic damage, and the target is immobilized (save ends; -2 penalty to the saving throw). Str 27 (+20) Dex 24 (+19) Wis 20 (+17) Con 22 (+18) Int 22 (+18) Cha 22 (+18) Alignment chaotic evil Languages Abyssal, Common Equipment +5 bone sword (magical only in an undead’s hands), bone armor

10 Abyssal Horde Ghouls (A) Level 26 Minion Medium natural humanoid (undead) XP 2,250 HP 1; a missed attack never damages a minion Initiative +20 AC 40; Fortitude 38; Reflex 39; Will 36 Perception +17 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 15 necrotic TRAITS

Unending Hunger * Aura 1

Each enemy that starts its turn within the aura takes 5 damage. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC Hit: 19 necrotic damage, and the target is immobilized (save ends). TRIGGERED ACTIONS Unlife (healing) * At-Will

Trigger: The ghoul drops to 0 hit points. Hit: The ghoul is bloodied, and regains 1 hit point.

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Skills Stealth +25 Str 21 (+18) Dex 24 (+20) Wis 18 (+17) Con 22 (+19) Int 14 (+15) Cha 16 (+16) Alignment chaotic evil Languages Abyssal, Common

Ghoul Gatherer (G) Level 25 Controller Medium natural humanoid (undead) XP 7 000 HP 233; Bloodied 117 Initiative +20 AC 39; Fortitude 37; Reflex 36; Will 36 Perception +16 Speed 8, fly 8 (hover) Darkvision Immune disease, poison; Resist 25 necrotic TRAITS

Ghoul King's Kiss (psychic) * Aura 3

Each enemy that starts its turn within the aura takes 15 psychic damage and is blinded and dazed until the start of its next turn. When the ghoul gatherer takes radiant damage, its aura power does not function on its next turn. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +30 vs. AC Hit: 3d10 + 9 damage, and the target is grabbed. Until the grab ends, the target takes 10 necrotic damage at the start of its turn.

M Far Claws (teleportation) * At-Will

Attack: Melee 1 (one creature; +30 vs. AC; The ghoul teleports 10 squares before or after the attack Hit: 4d8 + 15 damage.

M Ghoulish Bite * At-Will

Attack: Melee 1 (one grabbed, stunned, or unconscious creature); +30 vs. AC Hit: 4d8 + 15 damage, and the target is stunned (save ends).

R Hunger’s Slave (charm, psychic) * Recharge 4 5 6

Attack: Ranged 20 (One stunned creature); +28 vs. Will Hit: 3d8 + 12 psychic damage, and the target is dominated (save ends; -2 penalty to the saving throw).

A Kingdom Bound (charm, zone) * Daily

Effect: Area burst 3 within 20 (creatures dominated by the ghoul gatherer within the burst); the ghoul gatherer creates a

temporary portal (a zone) that leads to Doresain’s Court of Teeth in the inner fane of his palace. The ghoul gatherer commands dominated creatures to go through the portal. The portal functions only for dominated creatures of level 20 or lower. Sustain Minor: The portal persists. Skills Arcana +22, Stealth +25 Str 29 (+21) Dex 26 (+20) Wis 18 (+16) Con 25 (+19) Int 20 (+17) Cha 26 (+20) Alignment chaotic evil Languages Abyssal, Common

Blood-Filling Chamber Level 26 Blaster Trap XP 9,000 Detect Percetion DC 29, “The doors form a Initiative +13

perfect seal when closed”. Immune all attacks STANDARD ACTIONS C Attack * At-Will

Attack: Area the whole room (creatures in room) Effect: On the trap's initiative, blood begins to spray from the skull's eye sockets and the blood level in the room rises. Rising blood has the following effects each round. Round 1 —No effect on Medium creatures. The room is difficult terrain for Small creatures. Round 2—The room is difficult terrain for Medium creatures. Small creatures must swim. Round 3—All living creatures must swim. Round 4—Blood fills the room to the ceiling. All creatures are considered to be swimming and fully immersed in blood. Ghouls gain 20 regeneration while fully immersed. Living creatures that begin their turns fully immersed take 10 psychic damage as they are assaulted by visions of Doresain. In addition, they might suffocate (see Dungeon Master's Guide, page 59). Special: Ghouls are immune to these effects, including difficult terrain. TRIGGERED ACTIONS Trigger * At-Will

Trigger: One round after three or more living creatures enter the chamber. Effect: The trap activates and the doors slam shut. Roll initiative for its attack. COUNTERMEASURE * Delay 1: A character adjacent to the skull can delay the next

round's effects with a DC 39 Thievery check. * Delay 2: A character adjacent to an open door can stop it

from slamming shut with a DC 29 Strength check. Preventing the door from sealing causes the room to fill with blood in twice as many rounds; use the round 1 result on round 2, use the round 2 result on round 4, and so on.

* Destroy: A character adjacent to a closed door can attempt to break it down with a DC 29 Strength check or by attacking it (AC 5; Fortitude 10, Reflex 5; hp 80).

* Disable: A character adjacent to the skull can turn off the flow of blood by gaining four successes before three failures, using either Arcana DC 34 or Thievery DC 29. A character who fails a check takes 15 necrotic damage.

F2: THEATER OF THE FLESHLESS 5 Abyssal Horde Ghouls (G) Level 26 Minion Medium natural humanoid (undead) XP 2,250 HP 1; a missed attack never damages a minion Initiative +20 AC 40; Fortitude 38; Reflex 39; Will 36 Perception +17 Speed 8, climb 4 Darkvision Immune disease, poison; Resist 15 necrotic TRAITS

Unending Hunger * Aura 1

Each enemy that starts its turn within the aura takes 5 damage. STANDARD ACTIONS m Claws (necrotic) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC Hit: 19 necrotic damage, and the target is immobilized (save ends). Skills Stealth +25 Str 21 (+18) Dex 24 (+20) Wis 18 (+17)

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Con 22 (+19) Int 14 (+15) Cha 16 (+16) Alignment chaotic evil Languages Abyssal, Common

Sir Deron, Demilich Level 26 Solo Controller Tiny natural animate (undead) XP 45,000 HP 964; Bloodied 482 Initiative +20 AC 40; Fortitude 36; Reflex 39; Will 37 Perception +21 Speed 0, fly 8 (hover) Darkvision Immune disease, poison; Resist 10 necrotic, 10 cold, 10 lightning, 10 psychic Saving Throws +5; Action Points 2 TRAITS

Intruding Terror (fear) * Aura 5

Any living creature within the aura takes a -2 penalty to all defenses.

Mind Scream (psychic) * Aura 5

Any living creature that starts its turn within the aura takes 10 psychic damage. Regeneration The demilich regains 20 hit points whenever it starts his turn and has at least 1 hit point. When the demilich takes radiant damage, its regeneration does not function on its next turn. Soul Gems The six soul gems contain spirits of the demilich’s victims. At the start of the encounter, the soul gems contain three souls. Crushing a gem releases the soul to the Shadowfell. Undead Reaction Time On an initiative of 10 + its initiative check, the demilich can use a free action to use trap the soul or void lightning. If the demilich cannot use a free action to make these attacks due to a dominating or stunning effect, then that effect ends instead of the demilich making the attack. Indestructible When the demilich is reduced to 0 hit points, it crumbles into dust (leaving its soul gems behind), but it is not destroyed. The demilich reappears in 1d10 days within 1 square of its phylactery, unless the phylactery is found and destroyed.

STANDARD ACTIONS r Trap the Soul (necrotic) * At-Will

Attack: Ranged 20 (one creature); +29 vs. Fortitude Hit: The target is stunned (save ends). First Failed Saving Throw: The target is stunned and loses 1d4 healing surges (save ends). Second Failed Saving Throw: The target dies and its soul is trapped in one of the demilich’s soul gems. Sir Deron can have up to six souls trapped in its soul gems at any time. In the Theater of the Fleshless, a target made soulless by this attack is reduced to an empty skin—the perfect costume. The trapped souls can be freed with a Raise Dead ritual.

R Void Lightning (necrotic, lightning) * At-Will

Attack: Ranged 20 (one creature); +29 vs. Reflex Hit: 4d8 + 16 necrotic and lightning damage, and the target is dazed (save ends). The demilich makes a secondary attack. Miss: Half damage, and the target is not dazed. The demilich makes a secondary attack. Secondary Attack: Close burst 5 from primary target (two creatures in burst); +29 vs. Reflex Hit: 3d8 + 11 necrotic and lightning damage. MINOR ACTIONS r Shadow Ray (necrotic) * At-Will (1/round)

Attack: Ranged 20 (one creature); +29 vs. Reflex Hit: 4d10 + 20 necrotic damage.

Soul Step (teleportation) * Recharge 5 6

Requirements: Requires a trapped soul. Effect: Sir Deron teleports up to 20 squares. Line of sight is not required. TRIGGERED ACTIONS C Prismatic Burst (cold, fire, lightning, thunder) * At-Will when the demilich has a trapped soul Trigger: The demi lich is hit by a melee attack Attack: Close burst 5 (enemies in burst); +29 vs. Reflex Hit: 4d6 + 11 cold, fire, lightning, and thunder damage, and the target is stunned until the end of the demilich’s next turn. Skills Arcana +28, History +28, Insight +26

Str 19 (+17) Dex 25 (+20) Wis 27 (+21) Con 25 (+20) Int 30 (+23) Cha 21 (+18) Alignment evil Languages Abyssal, Common

F3: HONOR GUARD Crownwing (C) Level 26 Skirmisher (Leader) Large aberrant humanoid XP 9,000 HP 238; Bloodied 119 Initiative +24 AC 40; Fortitude 36; Reflex 38; Will 32 Perception +20 Speed 6, fly 10 (hover) Low-Light Vision STANDARD ACTIONS m Armblade * At-Will

Attack: Melee 2 (one creature); +31 vs. AC Hit: 3d8 + 16 damage plus an extra 2d8 damage if the crownwing is flanking the target. Special: The crownwing scores critical hits on rolls of 19-20.

M Flyby Attack * At-Will

Effect: The crownwing flies up to 10 squares and makes one armblade attack at any point during that movement. The crownwing doesn’t provoke opportunity attacks when moving away from the target of the attack.

R Mark of Death * Encounter

Effect: Ranged 10 (one creature); allies gain a +2 bonus to attack rolls and deal +10 damage against the target. Skills Arcana +22, Endurance +24, Intimidate +21, Stealth +27 Str 30 (+23) Dex 28 (+22) Wis 15 (+15) Con 22 (+19) Int 18 (+17) Cha 16 (+16) Alignment evil Languages Deep Speech

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Storm Gorgon (G) Level 26 Skirmisher Large elemental beast XP 9,000 HP 248; Bloodied 124 Initiative +21 AC 42; Fortitude 40; Reflex 35; Will 35 Perception +19 Speed 8, fly 10 (hover) Truesight 6 Immune knocked prone, push/pull/slide; Resist 20 lightning, 20 thunder TRAITS

Tempest’s Fury (lightning) * Aura 5

Any creature that enters or starts its turn in the aura takes 10 lightning damage, or 20 lightning damage if the gorgon is bloodied. STANDARD ACTIONS m Gore (thunder) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC Hit: 2d8 + 16 damage plus 2d8 thunder damage, and the target is pushed 2 squares and knocked prone.

M Mobile Melee Attack * At-Will

Effect: The storm gorgon can move up to half its speed and make one gore attack at any point during that movement. The storm gorgon doesn’t provoke opportunity attacks when moving away from the target of its attack.

M Trample * At-Will

Effect: The storm gorgon can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the storm gorgon must end its move in an unoccupied space. When it enters an enemy’s space, the gorgon makes a trample attack. Attack: Melee 1 (one creature); +29 vs. Reflex Hit: 2d10 + 8 damage, and the target is knocked prone.

C Storming Breath * Recharge 6

Attack: Close blast 5 (creatures in blast); +29 vs. Fortitude Hit: 4d12 + 24 lightning and thunder damage. Str 30 (+23) Dex 22 (+19) Wis 23 (+19) Con 32 (+24) Int 2 (+9) Cha 8 (+12) Alignment unaligned Languages —

Dragonborn Champion (D) Level 26 Soldier Medium natural humanoid (dragonborn) XP 9,000 HP 239; Bloodied 120 Initiative +20 AC 42; Fortitude 42; Reflex 40; Will 41 Perception +16 Speed 8, fly 8 (clumsy) Resist 30 acid, 30 cold, 30 fire, 30 lightning, 30 poison TRAITS No Remorse The dragonborn champion deals an extra 2d10 damage on melee attacks against a prone target. Dragonborn Fury A dragonborn gains a +1 racial bonus to attack rolls while bloodied. STANDARD ACTIONS m Bastard Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC; +32 while bloodied Hit: 3d10 + 17 damage, and the dragonborn champion makes a secondary attack against the same target. Secondary Attack:: +29 vs. Fortitude; +30 while bloodied Hit: The target is stunned until the end of the dragonborn champion’s next turn and knocked prone. MINOR ACTIONS C Dragon Breath (lightning) * Encounter

Attack: Close blast 3 (creatures in blast); +29 vs. Reflex; +30 while bloodied Hit: 4d6 + 11 lightning damage. FREE ACTIONS Shake It Off * Recharge 4 5 6

Effect: The dragonborn champion automatically succeeds on a saving throw against one effect of its choice. TRIGGERED ACTIONS C Furious Blade (weapon) * Encounter

Trigger: When first bloodied. Attack (Free): Close burst 1 (targets enemies); +31 vs. AC; +32 while bloodied Hit: 4d10 + 20 damage. Skills History +22, Intimidate +26, Athletics +23

Str 29 (+22) Dex 20 (+18) Wis 17 (+16) Con 23 (+19) Int 15 (+15) Cha 22 (+19) Alignment any Languages Common, Draconic Equipment plate armor, heavy shield, bastard sword

5 Lich Vestiges (L) Level 26 Minion Medium natural humanoid (undead) XP 2,250 HP 1; a missed attack never damages a minion Initiative +14 AC 40; Fortitude 36; Reflex 40; Will 38 Perception +19 Speed 6 Darkvision Immune disease, poison; Resist 20 necrotic TRAITS

Necromantic Aura (necrotic) * Aura 2

Any living creature that enters or starts its turn in the aura takes 5 necrotic damage. STANDARD ACTIONS m Death’s Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +31 vs. AC Hit: 14 necrotic damage, and the target is weakened (save ends).

r Shadow Ray (necrotic) * At-Will

Attack: Ranged 20 (one creature); +29 vs. Reflex Hit: 14 necrotic damage, or 20 necrotic damage if the target is an arcane power user (such as a wizard).

A Orb of Obliteration (fire, necrotic) * Encounter

Effect: Two, three, or four lich vestiges acting on the same initiative count can use their standard actions to hurl a single orb of black fire that detonates on impact. Make one attack roll: Attack: Area burst 5 within 10 of one of the lich vestiges (creatures in burst); +29 vs. Reflex Hit: 7 fire and necrotic damage per lich vestige making the attack, and ongoing fire and necrotic damage equal to 7 per lich vestige making the attack (save ends). TRIGGERED ACTIONS Unlife (healing) * At-Will

Trigger: The vestige drops to 0 hit points. Hit: The vestige is bloodied, and regains 1 hit point.

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Skills Arcana +24 Str 11 (+13) Dex 12 (+14) Wis 13 (+14) Con 14 (+15) Int 22 (+19) Cha 18 (+17) Alignment evil Languages Abyssal, Common

F4: COURT OF TEETH (PART I) 10 Flameskull Vestiges (F) Level 24 Minion Small natural animate (undead) XP 1,513 HP 1; a missed attack never damages a minion Initiative +19 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 TRAITS Illumination The flameskull vestige 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: Melee 1 (one creature); +29 vs. AC Hit: 18 damage.

R Flame Ray (fire) * At-Will

Attack: Ranged 20 (one creature); +27 vs. Reflex Hit: 18 fire damage, and the target falls prone. TRIGGERED ACTIONS Rekindle (healing) * At-Will

Trigger: The vestige drops to 0 hit points. Hit: The vestige is bloodied, and regains 1 hit point. Skills Stealth +24 Str 10 (+12) Dex 25 (+19) Wis 21 (+17) Con 24 (+19) Int 30 (+22) Cha 28 (+21) Alignment chaotic evil Languages Common

Doresain, Exarch of Orcus (D) Level 27 Elite Skirmisher Medium natural humanoid (undead) XP 22,000 HP 508; Bloodied 254 Initiative +25 AC 41; Fortitude 39; Reflex 39; Will 36 Perception +24 Speed 8 Darkvision Immune disease, poison; Resist 20 necrotic; Vulnerable 10 radiant Saving Throws +2; Action Points 1 STANDARD ACTIONS m Toothlust (weapon) * At-Will

Attack: Melee 1 (one creature); +32 vs. AC Hit: 3d8 + 11 damage, and ongoing 10 damage (save ends).

R Necrotic Bolts * At-Will

Attack: Ranged 20 (three creatures); +30 vs. Reflex Hit: 3d10 + 9 damage, and the target slides 2 squares.

R Ghoul Gout * At-Will

Attack: Ranged 20 (one creature); +30 vs. Reflex Hit: 5d12 + 23 damage, and the target is dazed (save ends).

C Cloak of Mouths * At-Will

Attack: Close blast 5 (creatures in blast); +30 vs. AC Hit: 4d10 + 19 damage, and the target is slowed (save ends).

M Ravenous Frenzy * Recharge 6

Effect: Doresain can move up to 8 squares without provoking opportunity attacks and makes a toothlust attack against each creature he moves adjacent to during the move. MOVE ACTIONS Teleport (teleportation) * Recharge 4 5 6

Effect: Doresain can teleport 12 squares. Skills Bluff +25, Insight +24, Religion +23 Str 29 (+22) Dex 30 (+23) Wis 23 (+19) Con 30 (+23) Int 20 (+18) Cha 25 (+20) Alignment chaotic evil Languages Abyssal, Common

Balor (B) Level 27 Elite Brute Huge elemental humanoid (demon) XP 12,100 HP 624; Bloodied 312 Initiative +20 AC 39; Fortitude 41; Reflex 37; Will 38 Perception +27 Speed 8, fly 12 (clumsy) Truesight 6 Resist 20 fire Saving Throws +2; Action Points 1 TRAITS

Flaming Body (fire) * Aura 2 , or 3 while the balor is bloodied Any enemy that starts its turn within the aura takes 10 fire damage, or 20 fire damage while the balor is bloodied. STANDARD ACTIONS m Lightning Sword (lightning, weapon) * At-Will

Attack: Melee 3 (one creature); +32 vs. AC Hit: 5d12 + 12 lightning damage, or 3d12 + 68 lightning damage if the balor scores a critical hit.

M Flaming Whip (fire) * At-Will

Attack: Melee 5 (one creature); +30 vs. Reflex Hit: 2d10 + 9 fire damage, and ongoing 15 fire damage (save ends). The balor pulls the target up to 5 squares to a square adjacent to it.

M Fire and Lightning * At-Will

Effect: The balor battlewhip uses lightning sword once and flaming whip once.

C Beheading Blade (lightning, weapon) * Recharge when first bloodied Attack: Close blast 3 (enemies in blast); +32 vs. AC. The attack can score a critical hit on a roll of 15-20. Hit: 5d12 + 15 lightning damage, or 3d12 + 71 lightning damage if the balor scores a critical hit. TRIGGERED ACTIONS C Death Burst (fire)

Trigger: The balor drops to 0 hit points. Attack (No Action): Close burst 10 (creatures in the burst); +30 vs. Reflex Hit: 5d12 fire damage.

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Miss: Half damage. Effect: The balor is destroyed.

Variable Resistance * 3/Encounter

Trigger: When the balor takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The balor gains resist 20 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Skills Bluff +20, Insight +27, Intimidate +20 Str 30 (+23) Dex 25 (+20) Wis 29 (+22) Con 32 (+24) Int 12 (+14) Cha 14 (+15) Alignment chaotic evil Languages Abyssal, Common Equipment lightning sword, flaming whip

F4: COURT OF TEETH (PART II) Soul Gem Level 26 Solo Blaster Trap XP 45,000 Detect Percetion DC 39, “The barest flicker of Initiative +8

light shows through the seams of the closed chest lid”; Arcana DC 39, “The light could be anything-

possibly a lingering trap, or perhaps even something as potent as a soul gems”.

HP 100; Bloodied 50 AC 33; Fortitude 29; Reflex 29; Will 29 Resist 15 all attacks STANDARD ACTIONS C Attack * At-Will

Attack: Close blast 5 (living creatures in blast); +29 vs. Will Hit: 3d10 + 15 radiant damage, and the target takes ongoing 10 radiant damage and is stunned (save ends both). Aftereffect: The target is dazed (save ends). Special: Each round, roll 1d8 to determine the direction of the blast. The blast is centered on one square of the gem's space, starting with the north square and moving clockwise around the gem's space. TRIGGERED ACTIONS Trigger * At-Will

Trigger: When the chest is opened and a creature is within or moves within 5 squares of the soul gem, it rolls initiative and attacks. Effect: The gem can make a free attack anytime a creature tries to retrieve an item from the chest. COUNTERMEASURE * Disable: A character can attempt to remove the soul gem

from its socket and thereby disable it by making three DC 29 Thievery checks (each as a standard action). Success detaches the gem and disables the trap. Failure causes the gem to explode (close burst 8, 4d10 + 20 radiant damage and stunned [save ends] to all living creatures in burst).

* Destroy: A character can attack the gem. When reduced to 0 hit points, the gem explodes in a close burst 8, as above. Destroying the gem destroys the trap.