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Monster Manual 3 A 4th Edition D D Core Rulebook
Volume 3 Mike Mearls Digital Instant Download
Author(s): Mike Mearls, Greg Bilsland, Robert J. Schwalb
ISBN(s): 9780786954902, 0786954906
File Details: PDF, 55.31 MB
Year: 2010
Language: english
MONSTER MANUAL ® 3
D&D Development and Editing Manager Game rules based on the original DUNGEONS & DRAGONs®rules
Andy Collins created by E. Gary Gygax and Dave Arneson, and the later
editions by David "Zeb" Cook (2nd Edition};Jonathan Tweet,
D&D Senior Art Director Monte Cook, Skip Williams, Richard Baker, and
Jon Schindehette Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
and James Wyatt (4th Edition),
620-25384000-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WI ZARDS OF THE COA5T, BELGIUM
987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1
First Printing: Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden
P.O. Bo< 707 Newport , Gwent NP9 OYH Belgium
)une2010
Renton WA 98057-0707 GREAT BRITAIN +32.070.233.277
ISBN: 978-0-7869-5490-2
+1-800-324-6496 Please keep this address for your records
DUNCEONS & DRAGONS , D&D, d20, d20 System, WIZARDS OF TH£ COAST, Player's Handbook , DunBeon Master's Guide. Monster Manual, 0&0 Insider, Divine Power, fberran,
Oraconomicon, FOf8otten Realms. Hammerfost, Martial Power, Primal Power, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards
of th e eoa,s t In the U.S.A. and othe r countries. All Wizards characters and the distinctive likenesse~ thereor are prope rt y or Wizards or the Coast llC. This material is protected
under the copyright li'lwS of the United States or America . Any repr oduction or unauthorized use of the material or artwork contained herein Is prohibited without the express
written permission of Wizards of th e Coast LLC. Any slmila, lty to ac tual people, organizations, places , or events included herein is purely coincidental. Printed in the U.S.A.
101010 Wizards of the Coast LLC.
. -.- - . - - , - , - - , - . - - . - , - - . - - , - , - . - - . - . - - . - ._-,-.- .-
AbyssaJ hulk ............. 199 Eclavdra, Krakens ................. 12 2 Shardhorn hunter ........ 141
Adept of Orcus ............ 95 Exarch ofLolth ......... 128 Kuo-toas ................ 124 Shardminds ............. 174
Air elementals .. , . , , . . , .... 80 Elder brain .............. 139 Light of Amoth ............. 1 5 Silverback ape ............. 11
Allabar, Elementals ................ 80 Lolth .................... 126 Sire of corruption .......... 53
Opener of the Way ...... 186 Emissary of Caiphon...... 185 Lolth's reaver ............ 183 Skinwing behemoth ........ 21
Ambush spider .......... 182 Enigma ofVecna ......... 170 Maw demon ............... 42 Skulks................... 176
Apes ...................... 10 Eye of shadow ............. 22 Meazels ................. 130 Sillit nerra ............... 146
Apocalypse spells .......... 1 2 Feyspitter spider ......... 1 83 Meenlocks............... 132 Slaads................... 178
Arcanians ................. 16 Fire elementals ............ 82 Meerak nerra ............ 145 Slime devil ................ 61
Aspect of Lolth...... . .... 128 Fire giants ................. 96 Mimics .................. 134 Son of Kyuss ............. 1 80
Astral hulk .............. 199 Fire Lord cultist .......... 114 Mind flayers ............. 136 Spawn of Kyuss .......... 1 80
Astral kraken ............ 123 Fire temple champion .... 115 Minotaurs ............... 140 Spawn of Ulban .......... 184
Autumn nymph .......... 151 Fire temple elect. ........ 115 Mist hag................. 109 Spell howler ofVecna .... 170
Babau (demon) ........... .40 Fist of the Stone Tyrant ... 163 Molt of Zehir ............ 215 Spell weaver. ............ 203
Banderhobbs .............. 1 8 Flameborn .............. 11 5 Molydeus (demon) ........ .43 Spiderling ............... 182
Battle weaver. ........... 203 Forsaken .................. 85 Mossling creeper ......... 155 Spiders.................. 182
Behemoths ......... .. ..... 20 Foulspawn.................88 Mosslinggrower ......... 157 Spirehorn behemoth ....... 21
Beholders ................. 22 Frogs......................90 Mossling guardian ........ 155 Sporeback frog ............. 90
Blizzard dragons ........... 64 Frost giants ................ 98 Mossling hurler .......... 156 Spring nymph............ 151
Bone crown behemoth ..... 20 Gargoyles ................. 92 Mossling vinecaller ....... 157 Star spawn .............. 1 84
Cambions ................. 24 Ghast ............ .... ..... 95 Murklord frog .............. 91 Stone thrall. ............. 163
Catastrophic dragons ....... 64 Ghouls .................... 94 Nagpas .................. 142 Su monsters ............. 188
Catoblepas ................ 26 Ghost beholder ............ 23 Nalfeshnee (demon) ....... .44 Summer nymph.......... 153
Cave fishers ........ .. ..... 28 Girallons ......... .. ..... 102 Nerras .................. 144 Swarm devil ............... 62
Chained cambion .......... 25 Gnolls................... 104 Norkers .... . ............ 148 Tanarukks ............... 190
Chitines .................. .30 Godslayer inferno .......... 14 Nymphs ................. 150 Teltarym nerra ........... 147
Choldrith ................. .33 Golden slaad ............ 178 Object mimic. ........... 134 Thoon hulk .............. 138
Chosen of Imix........... 117 Great ape ................. 1 0 Oblivion moss ........... 154 Thornskin frog ............. 90
Chosen ofYeenoghu ..... 105 Grem l1ins ................ 106 Obsidian gargoyle .......... 93 Thought weaver ......... 204
Chthonic apostle ......... 165 Hags .................... 108 Ogres ................... 158 Thri-kreen ............... 192
Chthonic stoneshaper .... 165 Hell knight devil .... .. ..... 57 Ogremoch ............... 160 Tulgars .................. 194
Cinderhoof trampler ..... 140 Hellwasp devils ............ 58 Ogremoch's cultists ...... 162 Ultrodemon schemer. ...... 47
Cloakers ................. .34 Hera l'd of colorless fire ...... 13 Pact hag ................. 108 Umber hulks............. 198
Coil of Zehir ............. 212 Hera l'd of Kyuss .......... 181 Pale bloodfiend .......... 140 Umber ravager. .......... 198
Conflagration orb ........ 11 6 Hex knight ............... .38 Passion devil. .............. 59 Ustilagor ................ 11 8
Corrupted followers ........ 53 Hex weaver. ............. 205 Prison of Mual-Tar. ......... 1 2 Varoot nerra ............. 145
Corruption devils .......... 52 Hill giants ............... 100 Putrid slaad ............. 179 Verbeegs ................ 200
Crauds ................... .36 Hornstone gargoyle ........ 92 Quasit (demon) ............ 46 Vizier devil ................ 63
Dark ones ................. 38 Howlers ................. 110 Rage devil. ................ 60 Volcanic dragons ........... 71
Delphar nerra ........... 147 Hyena spirit ............. 105 Rot grubs ................ 166 Warped slave .............. 51
Derros ................... .48 Imix................. . ... 112 Runic gargoyle ............. 93 Water elementals ..........83
Draegloth abomination .... .77 Imix's cultists ............ 114 Scarecrows .............. 168 Weavers ................ 202
Dread warriors ............ .7 4 Impersonator mimic. ..... 135 Sea kraken .............. 122 Wilden .................. 206
Dream hag .............. 109 Infernal girallon .......... 103 Secrets ofVecna ......... 170 Winter nymph ........... 152
Drow .................... .76 Intellect devourers ....... 118 Serpent of Nihal ......... 186 Wood nymph ............ 152
Earth cultist ............. 163 lronskin warrior. ......... 141 Servant of the Fire Lord ... 114 Wretch of Kyuss ......... 181
Earth elementals ........... 81 lronstorle gargoyle ......... 92 Shadow bolter ............. 39 Xivorts .................. 208
Earth weird .............. 164 Jackalweres.............. 120 Shadow speaker ........... 39 yetis ....... .. ........... 210
Earthquake dragons ........ 68 Kalareem nerra .......... 146 Shadows ................ 1 72 Yuan-ti .................. 212
Klurichir (demon) ......... .41 Shard of Uralinda .......... 14
You CAN never have enough monsters in
a DUNGEONS & DRAGONS® campaign. With more
than 300 new creatures contained within its pages,
Monster Manual"" 3 features a fiendish array of clever
tricksters, hulking brutes, and diabolical villains
to vex player characters. From the treacherous
jackalwere to the insane derro, a number of classic
DUNGEONS & DHAGONS monsters join 4th Edition
with the arrival of this book.
Ifyou've read the first two books of this series,
you'll probably notice a number of differences in this
book's approach to describing monsters. For instance,
the "flavor" text that accompanies a creature's statis
tics block relies more on story material rather than
game mechanics to get its message across. We made
this change because many monsters have vivid sto
ries tied to the game's setting. As we move forward
and explore monsters, both new and old, we want to
do more to showcase the background, history, and
unique characteristics that make a monster interest
ing. Our goal is to ensure that new monsters earn a
place in your campaign not only through fun and
innovative mechanics but also because of a compel
ling story that ignites the imagination.
Another big change is the layout of a monster's sta
tistics block, which we've redesigned to make it easier
for you to play the creature (and all of its allies) at the
table_ See the next four pages for a full discussion of
how to read and usc the statistics blocks.
At the end of this book is a comprehensive, up-to
date glossary of game terms that appear in Monster
Manual 3 as well as in other rule books.
. - . - . - . - . - . _ . _ . - . - . - . _.- . _ .
THE STAT1ST1CS BLOCK In addition, a monster might have the leader sub
role, indicating that it grants some sort of boon to its
allies, such as a beneficial aura.
Monster statistics are presented in a format designed
to be easy to use and reference. A typical statistics SIZE
block is formatted as follows. A creature's size determines its space as well as its
reach. A creature might have a greater reach depend ·
Monster Name Level and Role ing on the characteristics of its body.
Sile, origin, ,mel tYil" rk"yword,), r.lc(' XPv.llul'
HP maximum; Bloodied value Initiative modifier
Monster Size Space Typical Reach
AC, Fortitude, Reflex, Will Perception modifier
Speed Special senses .llI1Y 1/2 x 1/2 0
Immune type/effect; Resist type; Vulnerable type Small 1x1 1
Saving Throws modifier; Action Points number I Medium 1x1 1
m!Iftl!!I Large 2x2 1 or 2
rO Aura Name (keywords) + Au... size
Effect.
Huge
:
3x3
-~
2 or 3
Gargantuan 4 x 4 or larger 30r4
Trait Name (keywords)
Effect.
Space: This is the area (measured in squares) that
r (leon) Power Name (keywords) + Usage a creature occupies on the battle grid.
Requirement: Reach: In statistics blocks released before Monster
Attack: Type range (target); bonus vs. defense Manual 3, when a creature's reach was other than 1,
Hit/Miss/Effect/Sustain Action/Secondary Attack!Aftereffect/Failed it was noted at the beginning of a melee attack power.
Savina Throws/Special: In the new format, the range entry contains this
information. ifyou need to determine a creature's
Peon) Power Name (keywords) + Usage
Requirement: reach , such as for a grab attack or an attempt to pick
Tri88er: up an object, refer to the table above.
Attack (Action): Type range (target); bonus vs. defense Even if a creature's reach or melee range is greater
Hit/Miss/Effect (Action)/Sustain Action/Secondary Attack/Afteref than 1, the creature can't make opportunity attacks
fect/Failed Savina Throws/Special: against targets that aren't adjacent to it.
Sldlls skill modlflers A creature that has a melee attack with a range of
Str score (modifier) Dex score (modlfler) Wls score (modifier)
Con score (modifier) Int score (modlfler) Cha score (modifier)
o(such as the quasit) cannot normally make melee
Alignment Languages
attacks against targets outside its own space.
Equipment
ORIGIN
LEVEL AND ROLE A monster's origin-aberrant, elemental, fey, immor
A monster's level and role are tools for you to use when tal, natural, or shadow-describes its place in the
bUilding an encounter. Chapter 4 of the Dun8eon DUNGEONS & DRAGONS cosmology. See the glossary
Master's Guide explains how to use these tools. for information about each origin.
Level: A monster's level summarizes how tough it
is in an encounter. Level determines most of the. mon TYPE
ster's statistics as well as the experience point (XP) A creature's type-animate, beast, humalloid, or
award the PCs earn for defeating it (Dun8eon Master's magical beast-summarizes some basic facts about its
Guide, pages 56-57). appearance and behavior. See the glossary for infor
Role: A monster's role describes its preferred mation about each type.
combat tactics, much as a character class's role sug
gests tactics for characters of that class. Monster roles
KEYWORDS/RACE
are artillery, brute, controller, lurker, skirmisher, and
Some monsters have keywords that further define
soldier (Dun8eon Master's Guide, pages 54-55). them. These keywords represent groups of monsters,
A monster might have a second role: elite, solo, or
such as demon, devil, dragon, and undead. This part
minion. Elite monsters and solo monsters are tougher
of the entry might also include a monster's race ifits
than standard monsters, and minions are weaker. For race is not included in the monster's name,
the purpose of encou nter building, an elite monster
counts as two standard monsters of its level. a solo
monster counts as five, and four to six minions count XP VALUE
as one-four at heroic tier, five at paragon tier, and six The experience pOint award for defeating this crea
at epic tier. ture is given beneath its level and role.
HP/INITIATIVE Not Cumulative: Resistances to the same damage ~
type are not cumulative. Only the highest resistance 0
The monster's maximum hit points, bloodied value,
applies. For example, if a creature has resist 5 cold ~
and modifier to initiative checks are on the top line of
and then gains resist 10 cold, the creature has resist
its statistics. I.Il
10 cold, not resist 15 cold. U
See also "Damage Type," page xx. I
DEFENSES/PERCEPTION I.Il
SwIft Climber
The ape does not provoke opportunity attacks by climbing.
,•• ;r:w...
CD Slam + At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 5 damage.
+ On the Run + At-Will
Effect: The ape shifts or climbs half its speed and uses slam at
any pOint during the move.
+ +
felling BI_ Recharge [i]
Effect: The ape uses slam twice against the same target. If both
attacks hit, the target falls prone.
Sldlls Athletics +11
Str 19 (+6) Dex 15(+4) Wls 14(+4)
Con 15(+4) Int 2 (-2) Cha 8(+1)
Alignment unaligned Languages
At the head of each ape family is an ancient silver A temple long forgotten to the outside world is
«
back. With a notched brow and a crooked jaw, a crusted with the roots of massive trees. The bones of
silverback's face is a mask of rage. Ropes of muscle dozens of interlopers lie broken around the temple's
and scar tissue bunch beneath its silvery pelt, and base. From high in the jungle canopy. pairs ofgolden
its canines are the size of daggers. Standing broad eyes gaze down at the building's entrance. They were
and slapping its chest with leathery palms, a silver once humanoids. Now, twisted by foul magic, these
back roars and crashes forward through the jungle, savage beasts covetously guard the objects of their
followed by a group of apes. Silverbacks sometimes idolatry.
become legend among jungle tribes, which give them
names that are whispered in warning to any travelers Ape Temple Guardian Level 6 Soldier
who wander in ape territory. M<·d illlll na tllia l beast XP 250
HP 75; Bloodied 37 Initiative +9
Silverback Ape Level 5 Brute (Leade r) AC 22. Fortitude 21. Reflex 19. Will 17 Perception +5
Med ili m natli lal bCdst XP 20 0 Speed 7. climb 5 Low-light vision
HP 75; Bloodied 37 Initiative +3
AC 17. Fortitude 19. Reflex 15. Will 17 Perception +4 I Swift CUmber
The ape does not provoke opportunity attacks by climbing.
Speed 6 . climb 4 Low-Ii ht vision
Swift CIINber
I <D Club (weapon) • At-Wdl
..
The ape does not provoke opportunity attacks b
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 2d6 + 7 da mage. and the targe t falls prone.
~ Swaying StrIke • At-WIll
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d10 + 5 damage. and the target grants combat advantage
until the end of the ape's next turn.
Effect: The ape uses club and then shifts 3 squares.
~ Feast • At-Will
Attack: Melee 1 (one prone creature); +11 vs. Fortitude
-
Hit: 1 d1 0 + 9 damage. and the ape gains 10 temporary hit
~ fling. Recharge [jJ
points.
Attack: Melee 1 (one creature); +6 vs. Reflex
Hit: 3d10 + 8 damage, and the ape slides the target 3 squares
Skills Athletics +14, Intimidate +7
Str 22 (+9) Dex 19 (+7) WIs 15 (+5)
...
and knocks it prone.
Frozen In Place
Whenever the herald of colorless fire takes cold damage, it
cannot use f!ickerlnB f!ame until the end of its next turn.
• • I '
..
damage (save ends).
W_ of Retribution
Whenever the light of Amoth takes damage, any enemy within
. .
2 squares of that creature takes 5 damage.
RED ARCANIAN
A red arcanian is a walking conflagration, its skin
alight with flames . The charred husk of a robed
humanoid is visible amid the flames. Although a red
arcanian's corpse burns, it is never reduced to ash.
The wrath that festers in a red arcanian's soul fuels
the undying fires.
. ..
Hit: 4d8 + 9 fjre damage, and the arcanian pushes the target 3
Speed 5 squares.
MINOR ACTIONS
<D Frost Staff (cold, weapon) + At-Will Wand of AccunKy + Encounter
Attack: Melee 1 (one creature); +13 vs. Fortitude Effect: The arcanian gains a +4 bonus to its next attack roll
Hit: 2d8 + 9 cold damage, and the arcanian pushes the target before the end of the arcanian's next turn.
2 squares. The target is immobilized until the end of the arca
nian's next turn.
••
® Bolt of Frost (cold. implement) + At-Will +
Arcane Surp Encounter
Trl88er: The arcanian hits an enemy with an implement attack.
Attack: Ranged 5 (one creature); +13 vs. Fortitude Effect (Free Action): The attack deals maximum damage to the
Hit: 2d8 + 9 cold damage, and the target's space and all squares
enemy.
adjacent to it are difficult terrain until the end of the arcanian's
Skills Arcana +20
next turn. Str 10 (+9) Dex 18 (+13) WIs 13 (+10)
if- Swlrlln. Blizzard (cold, Implement) + Encounter Con 11 (+9) Int 23 (+15) Cha 10(+9)
Attack: Area burst 2 within 5 (enemies In burst); +13 vs. Reflex
Alignment chaotic evil Languages Common
Hit: 2d8 + 9 cold damage.
Equipment wand
Miss: Half damage .
••
Staff of Shleldln. + Encounter RED ARCANIANS IN COMBAT
Tri88er: An attack hits the arcanian. A red arcanian wants to see the world burn. Shades of
Effect (Immediate Interrupt): The arcanlan gains a +4 bonus to all orange silhouette a blazing city's ruins, turning them
defenses against the triggering attack. into a merry playground for a red arcanian. The scent
Arcane Surp + Encounter
of charred meat wafts along streets as a red arcanian
Tri88er: The arcanian hits an enemy with an implement attack.
Effect (Free Action): The attack deals maximum damage to the sears fleeing inhabitants with its cleanSing fire. A red
enemy. arcanian sings under its breath as it sends souls to the
Skills Arcana +14 Shadowfell.
Str 10 (+5) Dex 11 (+5) Wis 13(+6)
Con 17(+8) Int 19 (+9) Cha 10(+5)
Alignment chaotic evil Languages Common
Equipment staff
ENCOUNTERS
Even the other fell creatures of the Shadow fell shun
banderhobbs. When banderhobbs do ally with other
As THE DAY RECEDES, shadows lengthen over the world
creatures, they are most often seen in the company of
like grasping claws. That's when the banderhobbs shadow wolves and howlers.
come. Beneath the stars, in the dead ofmoonless nights,
they march in ones and twos from the land of death
and darkness. A banderhobb's snaking tongue ensnares BANDERHOBB WARDER
its victim, drawing it into the creature's distended maw Lurking in shadow, such as the dark of the cellar and
before it is swallowed into the banderhobb's cavernous the black abyss beneath the bed, are the banderhobb
stomach. Then the creature departs to where its master warders. No place in the world is safe from warders,
waits for it to regurgitate its stili-living cargo. For what for it is in the brightest light that the darkest shadows
purpose? A banderhobb never tells. are cast. No matter how far a person flees, a warder
finds its prey.
LORE
Banderhobb Warder Level 16 Soldier
Arcana DC 25: Parents tell children that if they Large shauow Illagi c,ll be a st xr 1.400
misbehave, banderhobbs will come to take them HP 160; Bloodied 80 Initiative +16
away. According to stories. the torsos of banderhobbs AC 31, Fortitude 30, Reflex 18, Will 16 Perception +1 S
are carved with ritual markings that allow them to Speed 6, swim 6 Darkvision
pass between worlds at places where the veil is thin " .~'
and shadows are thick. Their home is the Shadowfell, <D Longftnger Claw. At-Will
where their ancient master dwells in a dark tower. Attack: Melee 1 (one creature); +11 vs. AC
Hit: 3d8 + 11 damage, and the target is marked until the end of
People speculate that the banderhobbs' captives the warder's next turn.
work as slaves in the Shadowfell until they eventually ® Ughtnlng Tongue (lIghtning). At-Will
transform into banderhobbs. Fragments oflore tell Attack: Ranged S (one creature); +19 vs. Reflex
of vast feeding pits where banderhobbs feast. In the Hit: 1d8 + 7 lightning damage, and the target falls prone.
dark reaches of this place, no god watches. of. Longftnger Clutch. At-Will
Attack: Melee 1 (one or two creatures); +11 vs. AC
Hit: 1d8 + 7 damage, and the target is marked until the end of
the warder's next turn.
'O'I"iI"'i'I'.1
of. Swallow. At-Will
Tri88er: A Large or smaller enemy marked by the warder makes
an attack that does not include the warder as a target.
Effect (Immediate Reaction): The warder shifts 3 squares to a
space adjacent to the triggering enemy and makes the follow
ing attack.
Attack: Melee 1 (triggering enemy); +19 vs. Fortitude
Hit: The target is removed from play. Until the effect ends, the
target takes ongoing 10 damage. The target can take actions
as normal and can make melee and close attacks against the
warder. The effect ends when the warder drops to 0 hit points
or when the warder ends the effect as a free action. When the
effect ends, the target appears in an unoccupied space of its
choice adjacent to the warder.
No Escape (teleportatlon) • Encounter
Tri88er: An enemy marked by the warder ends its move.
Effect (Immediate Reaction): The warder teleports 10 squares to
a space adjacent to the triggering enemy.
Skills Athletics +21
Str 26 (+16) De. 23 (+14) WIs 24(+15)
Con 24(+15) Int 22 (+14) Cha 11 (+8)
Alignment evil Languages understands Goblin
The creature moves over stones, through brambles. l arge , hadow mag ica l b east XP 2. 0 0 0
The sack whimpers, and the thing draws it tight, HP 211; Bloodied 105 Initiative +17
draws it silent. AC 30, Fortitude 29, Reflex 32. Will 30 Perception +16
Speed 6, swim 6 Darkvision
Someone is dragged away.
••
(J) Bite + At-Will
Banderhobb Filch Level 17 Skirmisher (Leader) Attack: Melee 1 (one creature); +23 vs. AC
Sma ll shad ow maglr al bea st XP 1.600 Hit: 3d12 + 13 damage.
HP 164; Bloodied 82 Initiative +18 ® +
Gnspln, To"l'l. At-Will
AC 31. Fortitude 28, Reflex 32. Will 27 Perception +14 Attack: Ranged 5 (one creature); +21 vs. Reflex
. ..
Speed 6, climb 3, swim 6
ENCOUNTERS
Troglodytes and hobgoblins use behemoths as war
machines and beasts of burden. The ranks of be he
moth hunters have swelled as prices for the beasts
have climbed. Tribes across the world clamor for
their own behemoths, and these once rare crea·
tures now appear in conflicts far from their nesting
grounds.
St...re(mount)
+ Double Attack + At-Will
Effect: The spirehorn uses Bore twice.
When the be he moth uses flyby attack while it has a friendly
rider of 7th level or higher mounted on it, its rider can make a
+Trample + Encounter
Effect: The spire horn shifts twice its speed and can enter ene·
melee basic attack In place of the sklnwlng's bite. mies' spaces during the move. Each time the splrehorn enters
Drag Off an enemy's space for the first time during the move, it can use
When the behemoth moves, it pulls with it any creature Bore against that enemy.
grabbed by it. In addition, the creature remains grabbed, and Str 20 (+9) Dell 14 (+6) Wis 16(+7)
the behemoth does not provoke an opportunity attack from the Con 17 (+7) Int 4 (+1) Cha 9(+3)
.
grabbed creature.
'
<D BIte + At-WIll
Alignment unaligned Languages-
® +
Eye Rays (varies) At·WIII Vanish Into Shadow (Illusion, teleportatlon) + Recharge (;] ~ In
Attack: Ranged 10 (one or two creatures); +18 vs. Reflex Effect: The beholder teleports 20 squares and becomes invisible
Hit: 11 acid, cold, fire, force , lightning, necrotic, poison, psychic, until it attacks or until the end of its next turn.
radiant, or thunder damage. This attack deals damage of the ........!
same type as the eye rays ofthe spawn's parent. ® Central Eye (fear) + At·WIII (1/round)
Attack: Ranged 5 (one creature); +15 vs. Will
Desperate flight + At·WIIi Hit: The target grants combat advantage until the end of the
Tri88er: The spawn is hit or mIssed by a close or an area attack. beholder's next turn.
Effect (Immediate Interrupt): The spawn shifts 2 squares. Sldlls Stealth +17
Str18(+11) Dex22(+13) Wls17(+10) Str 18 (+10) Dex 22 (+12) Wls 19 (+10)
Con 17 (+10) Int 20 (+12) Cha 20 (+12) Con 19(+10) Int 19 (+10) Cha 16 (+9)
Alignment evil Languages Deep Speech Alignment evil Languages Deep Speech
Ghost Beholder Level 18 Elite Controller et:
La rge "be, rant mag ,c.,1 be.ls t (un d ead) XP 4, 000 w
HP 254; Bloodied 127 Initiative +16 o..l
AC 30. Fortitude 29, Reflex 30, Will 30
Speed O. fly 6 (hover), phaSing
Perception +17 o
Darkvision I
Immune disease, poison; Resist insubstantial; w
aJ
Vulnerable 10 radiant
Saving Throws +2; Action Points 1
I All-Around VIsion
Enemies can't gain combat advantage by flanking the ghost
beholder.
+
~ Eyes of the Beholder At-WIll
willpower and anger to float again, returning as ghost
Tri88er: An enemy starts its turn within 5 squares of the
beholders. beholder.
Effect (Free Action): The beholder uses eye ray against the trig·
GHOST BEHOLDERS IN COMBAT gering enemy. Determine which ray it uses by rolling a d4,
rerolling the die on a result of 4.
A ghost beholder has died once already and is now
Str 12 (+10) Dex 2S (+16) WIs 16(+12)
cautious. It hides in the ground or behind ceilings Con 19(+13) Int22 (+1S) Cha 2S (+16)
and walls. using a single eye stalk to spy. Then it Alignment evil Languages Deep Speech
emerges. shooting eye rays at its surprised foes.
ENCOUNTERS
Cambions consort with a multitude of creatures.
A cambion can be found in the company of any
MORTAL FEMALES AND MALES who make deals with maleficent creatures in the world or the Nine Hells,
devils are often exploited and made to serve as pro including gangs of humanoids and lesser devils.
genitors to cambions. Although their mortal parents Pompous cambions surround themselves with guards
might find these creatures to be abhorrences, infer and advisors. Often an oni or a rakshasa advisor is the
nal parents dote on the conceived cambions. These true power behind a cambion leader.
immortal offspring spend their lives in homage to
Asmodeus, repaying evil with evil, taking advantage
of weakness, and seeking power.
CAMBION WRATHBORN
A cambion wrathborn plots to attain power in the
world. It dons the appearance of its mortal heritage
LORE
and orchestrates uprisings ill great cities to glorify
Arcana DC 21: The Nine Hells has a society of itself or its diabolic overlord.
sorts. The powerful rule. The foolish are fodder. Cult
ists and lesser devils serve their masters, even when Cambion Wrath born Level 9 Skirmisher
it comes to procreation. A cambion is born from a Med ium immortal humanoid Idevil) XP 400
union between a mortal and a devil. Such creatures HP 100; Bloodied 50 Initiative +11
mature quickly and are used as pawns to further the AC 23, Fortitude 21, Reflex 24, Will 18 Perception +6
goals of powerful devils. Speed 6, fly 8 (clumsy) Darkvision
Fierna and her father, Belial, are often accompa Resist 10 fire
nied by cambions in their service. Other cambions
dedicate themselves to Levistus to act as guardians or (> Bumlng Anger (fire) + Aura 1
While the wrathborn is bloodied, any enemy that ends its turn
torturers. Most cambions, hoiwever, are dedicated to within the aura takes 5 fire damage.
Asmodeus and pursue their own goals as they reap ·· ·.,·.Y.:..ltl.:
sorrow and destruction. ()) Pain Blade (weapon) + At·WlIl
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage, and the target grants combat advantage
until the end of the wrathborn's next turn.
+ Path of Pain (weapon) + At·WIII
Effect: The wrath born shifts 4 squares and uses pain blade at any
point during the shift.
® Rre Bolt (fire. Implement) + At·WlII
Attack: Ranged 5 (one creature); +12 vs. Reflex
Hit: 2d6 + 5 fire damage.
~ Burst Skyward (fire, Implement) + Encounter
Requirement: The wrathborn must be bloodied.
Attack: Close burst 2 (enemies in burst); +12 vs_ Reflex
Hit: 2d1 0 + 5 fire damage. and the wrathborn flies 8 squares
without provoking opportunity attacks.
:.:-'
Wicked (iulse (illusion) + At·WIII
Requirement: The wrathborn must not be bloodied.
Effect: The wrathborn assumes the appearance of a specific
Medium humanoid.
Sldlls Acrobadcs +14. Bluff+14. Intimidate +14
Str 17 (+7) Dex 21 (+9) Wis 14 (+6)
Con 20 (+9) Int 15 (+6) Cha 20 (+9)
Alignment evil Languages Supernal
Equipment leather armor, short sword, wand
.. .
Hit: The target is dominated until the end of the scion's next
lize or restrain. turn.
. Oath of the Nine + At-Will (1/round)
<D Chain Lash + At-Will Effect: One creature within 3 squares of the scion is marked and
Attack: Melee 3 (one creature); +15 vs. AC gains vulnerable 10 fire until the end of the scion's next turn.
Hit: 3d6 + B damage, and a dazed target is immobilized (save
ends). +
Majestic Stride At-WID
~ Vile Fetters (psychic) + At-Will Tri88er: An enemy marked by the scion and within 5 squares of
Attack: Melee 5 (one creature); +13 vs. Will it makes an attack that does not include the scion as a target.
Hit: 2d6 + 6 psychic damage, and if the target ends its next turn Effect (Immediate Reaction): The scion teleports to a square
closer to the chained cambion, it is dazed (save ends). adjacent to the triggering enemy and uses burning 'angsword
~ Unfettered Scream (psychic) + Recharge ~ !UJ against it.
Attack: Close blast 3 (creatures in blast); +13 vs, Fortitude Skills Diplomacy +17, History +15,lntlmldate +17
Hit: 2d6 + 6 psychic damage, and the chained cambion pushes Str 19 (+10) Dex 22 (+12) Wis 18 (+10)
..
the target 2 squares. The target is also dazed (save ends).
A catoblepas harbinger appears suddenly in a throne At the world's end, a river of souls flows into the ~
UJ
room, a town square, a banquet hall- anywhere Shadowfell through a jungle poisoned by the cor· ...J
CO
hubris thickens the air. Its approach foretells impend ruption of tainted souls. Along the river's bank, a o
ing death, famine, plague, or war and sends prophets
and seers into panicked frenzies.
catoblepas tragedian grazes beneath the full moon.
growing enormous before it passes through the veH
~
u
A harbinger treads where the seeds of tragedy have to the Raven Queen's realm. A tragedian's bowed,
been sown. It feeds on despair, pride, and anguish, hidden face is formed in the shape of a humanoid tra·
growing larger on its journeys. This diet of vitriolic gedian's mask, an agonized accumulation of the strife
emotions causes a harbinger to exhale noxious fumes ; it has witnessed.
creatures suffocate in its presence. -
..
takes damage equal to half its blood ied value.
Gore + At-WlII
I G) Gore + At-Will
Attock: Melee 1 (one creature); +23 vs. AC
Attack: Melee 1 (one creature); +15 vs. AC Hit: 3d8 + 13 damage.
Hit: 2d8 + 9 damage. +
~ Polson Breath (polson) Recharge ~ [j]
~ Polson Breath (polson) + Recharge ~ [j] Attack: Close blast 5 (creatures in blast); +21 vs. Fortitude
Attack: Close blast 5 (creatures in blast); +13 vs. Fortitude Hit: 2d6 + 9 pOison damage. and ongOing 10 poison damage
Hit: 2d6 + 6 poison damage, and ongoing 5 poison damage (save ends).
(save ends). ~ Withering Gaze + Recharge when no enemy Is affected by
this power
~ Rnal Glance (charm, necrotic) + At-Will Attack: Close burst 10(one bloodied creature in burst); +21 vs.
Tri88er: An enemy within 5 squares of the harbinger willingly Will
moves away from it. Hit: ld8 + 9 necrotic damage, and the target is weakened (save
Attack (Opportunity Action): Close burst 10 (triggering enemy in ends).
burst); +13 vs. Will First Failed Savin8 Throw: The target is weakened and blinded
Hit: 5 necrotic damage, and the target is immobilized and gains (save ends both).
vulnerable 5 to all damage (save ends both). Second Failed Savin8 Throw: The target's hit points drop to -1.
Aftereffect: 10 necrotic damage.
Str 18 (+9) Dex 15 (+7) Wls 21 (+10) ~ Inevitable C.II (charm) + At-Will
Con 22 (+11) Int 3 (+1) Cha 11 (+5) Effect: Choose one enemy within 20 squares. The tragedian
Alignment unaligned Languages- pulls that enemy 3 squares.
ENCOUNTERS Sniper
Although cave fishers are dangerous predators, a Whenever the angler is hidden and misses with a ranged attack,
it remains hidden.
number of Under dark creatures have turned them
into useful pets and guardians. A cave fisher is driven (!) Pincers + At-Will
by instinct and hunger. A passing group of orcs that Attac": Melee 1 (one creature); +8 vs. AC
tosses fresh meat to a fisher can appease it while the Hit: 1d10 + 6 damage.
band passes unmolested. +
:,- Alament Strangle At-Will
Humanoid tribes use this baiting method to Attac": Ranged 5 (one creature); +7 vs. Reflex
lure cave fishers into key locations and make them Hit: 1d6 + 4 damage, and the angler pulls the target 3 squares.
The target is restrained (save ends). The effect also ends if the
natural guardians. The fishers create a defensive
target teleports or if the target or another creature hits the
perimeter that foils wandering monsters and careless filament in the target's square. The filament uses the angier'S
adventurers. defenses. An attack against the filament deals no damage or
effects to the angler. Only one creature can be restrained by
CAVE FISHER SPAWN this attack at a time. The angler can pull the target vertically,
and the target can end the pull suspended in air.
Once a cave angler finds a secure ledge from which Sustain Standard: The target takes 1 d6 + 4 damage, and the
to hunt, it lays its eggs. A cave fisher spiker hunts to angler pulls the target 3 squares.
provide for a cave fisher angler until the eggs hatch. SkIlls Stealth +8
Str 16 (+4) Do 15(+3) WIs 12 (+2)
Con 13(+2) Int 2 (-3) Cha 5 (-2)
Cave Fisher Spawn Levell Minion Brute
Alignment unaligned languages-
Slllalinatural beast XP 31
HP 1; a missed attack never damages a minion. Initiative +2
AC 15, Fortitude 13, Reflex 14, Will 12 Perception +0 CAVE FISHER ANGLERS IN COMBAT
Speed 5, climb 4 (spider climb) Darkvision A cave fisher angler prefers to attack from above,
... dragging its prey into the air. It leaves a creature
(!) Pincers + At-Will dangling as it squeezes the life from it. When its
Attac": Melee 1 (one creature); +5 vs. AC
Hit: 6 damage, or 9 against an immobilized, restrained, or help·
prey is dead, a cave angler draws it close to offer to
less target. its young. Then the creature goes back to searching
Str 11 (+1) Dex 13 (+2) Wls 8 (+0) it must eat too. If a cave angler believes its young are
Con 11 (+1) Int 2 (-3) Cha 5 (-2) at risk, it screeches to draw its mate back to the nest.
Alignment unaligned languages
CAVE FISHER SPIKER
While a cave fisher angler lays eggs and readies a
nest, the male spiker sets out in search offood . Unlike
the angler, this hunter hurls wriggling lengths offila
ment at its prey. The filament contracts and bores into
the spiker's target. Once a spiker has slain its victim,
the insect drags its catch back to its mate's nest.
Camouflage
The spiker gains a +2 bonus to all defenses against ranged and
area attacks.
Sniper
Whenever the spiker is hidden and misses with a ranged attack,
it remains hidden.
I .' , •
CH1T1NE LA1RS
Chitines spin thick, tough webbing that ranges in color from it are two or three floors of chambers. Skilled web crafterS
dull white to stone gray. Webs are used to fortify lairs or can produce doors and hinges from webbing.
create structures. When chitines occupy dungeon chambers, The uppermost floor of a suspended fortress is a living
chasms, or other narrow places, they spin webbing that is chamber. It has doorways that offer easy access to the cave
sticky like a spider's web. When chitines build structures in ceiling. The middle floor is living space. It has barracks,
large caverns, the webbing is hard but lacks stickiness. dining chambers, and storage areas. The bottom floor
The dwarves of Greysmere were shocked to discover sports murder holes that allow chitines to rain projectiles
that within days of a chitine war band breaking into their down on attackers. Openings are also cut along the walls
lower mines, the invaders had constructed a small keep to proVide firing positions against flying enemies and
that cut off access to the richest vein of gold. The dwarves climbing foes.
had to transport wood deep into the caves and build Walkways: When a chitine settlement has multiple
battering rams, ballistae, and trebuchets to dislodge the suspended fortresses, the chitines construct bridges
invading spiderfolk. between the structures. Vital sections of the colony have
Chitine structures are built with enemies in mind. only one or two walkways leading to them so that the
Suspended Fortresses: Chitines climb to the ceiling of bridges can be qUickly collapsed in the event of an attack.
a large cave and suspend sacl'ike structures from it. Each A gang of four or more chitines working at one end of a
sac is anchored to the ceiling at a Single point, and within bridge can collapse it in 5 rounds of work.
Chitine Warrior LevelS Brute
CHITINE GRUNT Mediu m ndturd l hurnano icl (spider) XP 100
LU
Z
Assaulting a chitine lair is like poking a stick into a HP 72; Bloodied 36 Initiative +5 ~
hornet's nest. Every chitine, from newborn to laborer, AC 17, Fortitude 17, Reflex 18, Will 16 Perception +3
.... .
I
surges forward to annihilate intruders. "Drowned in Speed 6, climb 6 (spider climb) Darkvision U
chitines" is a drow saying that refers to an ignomini .
ous death at the hands of one's inferiors. r <D Daller (weapon) + At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d4 + 6 damage.
Chitine Grunt LevelS Minion Brute ® +
Flying Dagger (weapon) At-Will
Mf' diU lll natura l hUIl1,lllo id (spi de r) XP 50 Attack: Ranged 5/10 (one creature); +10 vs. AC
HP 1; a missed attack never damages a minion. Initiative +4 Hit: 1d4 + 6 damage.
-
AC 17, Fortitude 17, Reflex 17, Will 16 Perception + 3 + +
....
Four Blade Strike (weapon) At-Will -
Speed 6, climb 6 (spider climb) Darkvision Effect: The warrior makes the following attack four times.
. ~
Attack: Melee 1 (one creature); +10 vs. AC
<D Daggen (_pon) + At-Will Hit: 1d4 + 3 damage.
Effect: The grunt makes the following attack twice.
•
Attack: Melee 1 (one creature); +10 vs. AC I Web Une + Encounter
Hit: 4 damage. Requirement: The warrior must be climbing.
® Flying Dagers (weapon) At-Will + Effect: The warrior flies 5 squares.
Attack: Ranged 5/10 (one creature); +10 vs. AC Skills Acrobatics +10
-
Hit: 5 damage. Str 15 (+4) Dex 16 (+5) Wls13(+3)
Con 12 (+3) Int 8 (+1) eha 10(+2)
Web Une + Encounter Alignment chaotic evil Languages Common, Elven
-
Requirement: The grunt must be climbing. Equipment 8 daggers
Effect: The grunt flies 5 squares.
CHITINE WARRIOR
Slashing, stabbing, and parrying with four
daggers at once, a chitine warrior is a blur
of blades. Warriors defend a chitine lair,
forming the main body of the clutch 's
combatants.
CHITINE SCOUT CHITINE MARAUDER
The first group of dwarf prospectors that ventured Any chitine offspring born beyond the first eight in a
into chitine territory fled as waves of crossbow bolts clutch are cast out of the lair to become marauders.
rained down on them. The dwarves later discovered If they are still alive after one year, they are allowed
that their estimates were wrong: A few dozen chitines return to the family. Most choose instead to remain
guarded the passage, not several hundred. with the other castoffs of their kind.
-,-
Hit: 1 d6 + 4 damage, and ongoing 10 poison damage (save -.-
ends). I Web Une + Encounter
Requirement: The marauder must be climbing.
I Web Une + Encounter Effect: The marauder flies 5 squares.
Requirement: The scout must be climbing. Skills Acrobatics +12. Stealth +12
Effect: The scout flies 5 squares. Str 12 (+4) Dex18(+7) Wls 15(+5)
----
Skills Acrobatics +11 Con 16 (+6) Int 11 (+3) Cha 10(+3) ---
Str 13 (+3) Dex 18 (+6) WIs 13 (+3) Alignment chaotic evil Languages Common, Elven
Con 12 (+3) Int 8 (+1) Cha 10 (+2) Equipment 2 short swords
Alignment chaotic evil Languages Common. Elven
---
Equipment 2 daggers. 2 hand crossbows, 40 bolts
CHITINE MARAUDERS IN COMBAT
These savage chitines dwell in burrows along the
CHITINE SCOUTS IN COMBAT ceilings of dungeons and Underdark passages. The
A scout keeps to walls, ceilings, and murder holes, tunnels are concealed with camouflaged trapdoors
peppering foes with crossbow bolts while warriors of thick webbing (Perception DC 20). When enemies
and marauders engage enemies in melee. It uses pass beneath, marauders fan out, emerging from the
webbing to access areas that enemies cannot reach trapdoors to leap among their prey and surround
on foot , such as high stalactites or the far side of a their victims.
fissure . A scout reserves poisoned bolt for any ranged The eyes of a marauder glow a baleful red. Veter
attackers. ans of Underdark travel know that by the time you
spot its glowing eyes, it is too late to escape.
w
CHITINE WEB CRAFTER CHOLDRITH Z
Chitine web crafters are smiths and builders. They Chitines regard choldriths as aspects ofLolth's will. ~
erect structures of webbing that hang from cavern So great is their devotion to these priestesses that, in I:
ceilings. Their kind is a dominant power in chitine one case, when faced with an invading force oftroglo- U
society, surpassed only by the choldrith priestesses. dytes, the chitines collapsed their entire nest atop the
Even warriors avoid angering web crafters. Chitines brutes. The troglodytes and most of the chitine colony
that cross the crarters' guild might find that their died, but the choldrith priestesses survived, and that
living chambers soon corne crashing to the ground. was what mattered to the chitines.
Choldriths are always female, and they resemble
Chitine Web Crafter Level 6 Controller driders, except their skin is pale.
Medium natural humanoid (spider) XP 250
HP 72; Bloodied 36 Initiative +7 Choldrith Level 8 Controller (Leader)
AC 19, Fortitude 17, Reflex 18, Will 16 Perception +10 Large natural humanoid (spider) XP 350
... .
Speed 6, climb 6 (spider climb)
'
Darkvision HP 90; Bloodied 45
AC 22, Fortitude 19, Reflex 21, Will 17
Initiative +6
Perception +14
® Spear (weapon) + At·WlII
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d8 + S damage, and the target is slowed until the end of
. .. .
Speed 6, climb 6 (spider climb)
the web crafter's next turn. Attack: Melee 1 (one creature); +13 vs. AC
@ Poisoned Web Orb (polson) + At·WIII Hit: 2d8 + 7 poison damage, and the target is immobilized until
Attack: Ranged 5 (one creature); +11 vs. AC the end of the choldrith's next turn.
Hit: 2d1 0 + 3 poison damage, and the target is slowed until the @ Web + At·WlII
end of the web crafter's next turn. Attack: Ranged 5 (one creature); +11 vs. Reflex
=t
Web Ball + Recharge [;] fB] [!j) Hit: 1d10 + 7 damage, and the target is restrained until the end
Attack: Ranged 5 (one creature); +9 vs. Reflex of the choldrith's next turn.
Hit: 2d10 + 5 damage, and the target is restrained (save ends). =tShadow Spider Curse (polson) + At·WIII
Wan of Webs + Encounter Attack: Ranged 10 (one creature); +11 vs. Will
Effect: The web crafter creates an area wall 6 within 10 squares Hit: 2d 10 + 5 poison damage, and the target grants combat
that lasts until the end of the encounter or until the wall is advantage to spiders (save ends).
destroyed. The wall can be up to 3 squares high. The wall is i~ Choking Vapors (polson. zone) + Encounter
blocking terrain, and it can be attacked. Any creature adja Attack: Area burst 1 within 10 (creatures in burst); +11 vs.
cent to the wall that hits it with a melee attack is immobilized Fortitude
(save ends). The wall has the web crafter's defenses, and each Hit: 2d6 + 4 poison damage, and ongoing 5 poison damage
square of the wall has 10 hit points. The wall has vulnerable (save ends).
5 fire. Effect: The burst creates a zone that lasts until the end of the
encounter. Any enemy that enters the zone or ends its turn
+
Web Une Encounter there takes 5 poison damage.
Requirement: The web crafter must be climbing.
Effect: The web crafter flies 5 squares. Spider Queen's Enforcer + At-Will
Skills Acrobatics +12, Stealth +12 Tri88er: An ally within 5 squares of the choldrith misses with an
Str 15 (+5) Dex 18 (+7) WIs 15 (+5) attack roll.
Con 16 (+6) Int 13 (+4) Cha 10(+3) Effect (Immediate Interrupt): The triggering ally takes S damage
Alignment chaotic evil Languages Common, Elven and rerolls the attack roll.
Equipmi!nt spear For the Spider Queen + Recharge when first bloodied
Tri88er: A melee or a ranged attack hits the choldrith.
CHITlNE WEB CRAfTERS IN COMBAT Effect (Immediate Interrupt): The triggering attack instead hits
one of the choldrith's adjacent allies.
In battle, a web crafter builds walls to trap invaders
Skills Diplomacy +12. Intimidate +12. Religion +12
and force them to fight chitine warriors. It shoots poi Str 15 (+6) Dex 15 (+6) Wis 20 (+9)
sonous orbs of webbing at escaping foes. Web crafters Con 18 (+8) Int 16 (+7) Cha 17 (+7)
sometimes aim their powers at battlefield terrain, Alignment chaotic evil Languages Common, Elven
working together to collapse a bUilding or bring down Equipment holy symbol of Lolth
a stalactite.
Web crafters are forced into battle at the insistence CHOLDRITHS IN COMBAT
of choldriths; the priestesses use this conscription to A choldrith surrounds itself with grunts and other
keep a check on the web crafters' influence. Saving or chitines, relying on the press of bodies to shield it
sparing a web crafter's life can earn the guild's favor. from harm. The choldrith and the chitines believe
that it is Lolth's will that chitines die to preserve
choldriths. A choldrith creates choking poison among
invaders and brandishes curses and webs to distract
and entangle them. If the battle appears lost, chold
riths flee to set up a new colony elsewhere.
On rare occasions, c10akers gather in conclaves.
Dozens converge on a site and bind together into a
massive sphere. Sages believe these conclaves are
A POPULAR TALE at the Black Dragon Inn recounts the convened to exchange information about suitable
death of Sticky Fingers Malone, a notorious rogue and hunting grounds, new dangers, and any regional
thief. A veteran spelunker and tomb robber, Sticky developments that could affect the beasts. Not long
Fingers had a reputation for letting his companions after their clumping, the cloakers break apart to ven
do battle while he skulked about scooping up valu ture back into isolation.
ables. Ofcourse, eventually Sticky Fingers paid for his
selfish behavior. ENCOUNTERS
While delving in the Lost Caverns ofTsojcanth, Cloakers are loners, but they recognize the benefit of
old Fingers spotted a rich leather cloak hanging from working in concert with other creatures. Few of them
a peg. While his allies fought offfire bats, Sticky are interested in long-term arrangements, though.
Fingers plucked the cloak from the hook and threw it Older cloakers sometimes take over small bands
over his shoulders. To his shock, the cloak came alive of humanoids through bullying and threats. Primi
and enveloped him , killing Sticky Fingers before any tive tribes might worship the monster, but most see a
allies could help. cloaker as a powerful tyrant that they must appease.
Derros and quaggoths commonly serve older c1oak
LORE ers, and goblins and drow sometimes number among
Dungeoneering DC 18: A c10aker prefers isola their thralls.
tion to the company of other c1oakers. A creature
might set aside its distaste of other c10akers long CLOAKER AMBUSHER
enough to form alliances ifits survival depends on Writhing shadows and plaintive moans are a cloaker
doing so. Most cloakers take advantage of other crea ambusher's hallmarks. To the untrained spelunker,
tures, regardless of whether those creatures are even however, these signs are nothing more than the tricks
aware of the relationship. A cloaker might follow of the light and the queer noises that are common in
behind a band of other monsters, slinking through dark places.
the shadows while its adopted pack searches for prey.
The beast then descends from its shadowy haunts to Cloaker Ambusher Levell2 Lurker
wrap around isolated targets, using the battle's chaos l arge abe rrant mag ica l beas t XP 700
to mask its presence until it is too late for its victim's HP 95; Bloodied 47 Initiative +13
allies to interfere. AC 24, Fortitude 24, Reflex 23, Will 20 Perception +13
Speed 2 (clumsy), fly 8 (hover) Darkvlslon
.i~i.C'l
o Unnerving Moan (fear) + Aura 2
Nondeafened enemies within the aura take a -2 penalty to
attack rolls.
r® '••,UD'!1lltW'-'f""1iIIIi.
CLOAKER LORD
A c10aker rarely lives to reach old age. Those that do
achieve longevity become adept at using their bale
ful moan as a weapon. The beast modifies the tone
and the volume of its moan to psychologically hound
its prey. Creatures that are unsuitable as food are
enslaved by the c10aker lord. becoming a lure to draw
in more delectable quarry.
.. .
Miss: The target is dazed until the end of the lord's next turn.
LORE
Nature DC 12: Superstitious seafarers have a host
of myths related to crauds. Some legends suggest that
they are a product of divine retribution levied against
those who fail to give the goddess Melora due respect.
Other tales say that the crauds are the forerunners of
an invading army from the ocean floor. More prag·
matic observers suggest that crauds are as mindless
as any other beast, and they attack surface·dwellers
only when fishing vessels deprive them of sufficient Craud Impaler Level 3 Skirmisher
food sources. Mediul1ll1<l lural be as t (a'l ll,llie i XPI50
Whatever the case, crauds are opportunistic HP 51; Bloodied 25 Initiative +7
predators. they repeatedly raid the same seaside AC 17. Fortitude 15, Reflex 15, Will 13 Perception +3
Speed 6. swim 6 Darkvision
communities. On rare occasions, crauds lurk in the
shallows near an abandoned settlement to prey on
Aquatic
travelers who venture near the area. The impaler can breathe underwater. In aquatic combat, it gains
a +2 bonus to attack rolls against nonaquatic creatures.
ENCOUNTERS .... ;\I~!'
CD Claw + At-Will
OccaSionally, a cruel and capricious pirate captain Attack: Melee 1 (one creature); +8 vs. AC
captures a craud king. Then, when the pirates are Hit: 1d6 + 4 damage.
about to face an enemy, the captain torments the king + Scissor Claws + At-Will
and forces it to provide more of its kind for battle. Effect: The impaler uses claw twice. If both attacks hit, the
Humanoids, particularly those who worship impaler recharges impale and uses it as a free action.
Melora, have discovered a less malicious way to uti· + Impale + Encounter
Attack: Melee 2 (one creature); +10 vs. AC
lize crauds. Dedicated humanoids train young crauds
Hit: 1d4 + 4 damage. and ongoing 5 damage (save ends).
to serve as underwater guardians that protect ships _iti"" :.;.;·;:.' 14[
and coastal settlements. r Scuttle + At-Will --
Tri88er: The impaler misses with an attack.
CRAUD IMPALER Effect (Free Action): The impaler shifts 2 squares.
Str 16 (+4) Dex 19 (+5) Wls 14 (+3)
---
As the sleek, armored bodies of craud impalers rise Con 19 (+5) Int 3 (-3) Cha 9 (+0)
-~-
out of the water, gleaming in the moonlight, those Alignment unaligned Languages -
who chance to see them might think the sight beauti·
ful and alien. Impalers rarely act alone, though. Once
viewers glimpse the creatures' talons and the other
crauds rising up behind them, they realize that the
impalers are only the vanguard of a craud attack.
CRAUD IMPALERS IN COMBAT CRAun KING 0
::l
As the first wave of creatures falls upon its enemies. Once the impalers and the crushers have engaged <t
impalers attempt to tie up defenders until more foes, the craud king strides forth to survey the ~
powerful crauds enter the fray. Impalers are not slaughter. As this beast rises from the surf. its strange
particularly brave. so once an impaler is bloodied, it appendages flash patterns of light that urge the
targets outnumbered or injured opponents. When impalers and the crushers to act at its behest.
ever a wounded impaler misses with an attack, it uses
scuttle to retreat and give its allies the opportunity to Craud King Level 5 Soldier (Leader)
provide assistance. Medium natural heast (aquat ic) XP 200
HP 67; Bloodied 33 Initiative +7
CRAun CRUSHER AC 21, Fortitude 16, Reflex 15, Will 17 Perception +4
Speed 5, swim 6 Darkvision
Craud crushers typically arrive on the battlefield
after the craud impalers. They engage the impalers' o Blood In the Water. Aura 3
foes, allowing their allies to move into more strategic Allies within the aura gain a +2 bonus to attack rolls against
positions. Stouter than the first attackers, crushers bloodied creatu res.
have claws nearly as wide as a human's torso. Lashing Aquatic
The king can breathe underwater. In aquatic combat, it gains a
out with these claws, these beasts can seize enemies
+2 bonus to attack rolls against nonaquatic creatures.
or send them flying backward. f ' •
...
end of the encounter.
.
(J) Claw. At-Will
until the end of the king's next turn.
+
Dark Step At-Will
Effect: The hex knight moves 4 squares, gains a +4 bonus to AC
against opportunity attacks provoked by this movement, and
gains combat advantage against each creature that it ends its
move adjacent to until the end of the hex knight's next turn .
....--'.
Shadow Hex + At-WIll
Effect: One creature within 3 squares of the hex knight is
marked until the end of the encounter or until the hex knight
uses shadaw hex again. While the creature is marked by the
hex knight, whenever it makes an attack that does not include
the hex knight as a target, it grants combat advantage until the
end of its next turn.
KIDlngDark
Tri88er: The hex knight drops to 0 hit points.
Effect (No Action): Each enemy adjacent to the hex knight is
blinded until the end of his or her next turn.
Skills Athletics +9, Stealth +10
Str 1S (+4) Dex 16 (+5) Wis 12(+3)
Con 14 (+4) Int 11 (+2) Cha 11 (+2)
Alignment unaligned Languages Common
Equipment hide armor, 2 short swords, hand crossbow, 10 bolts -<
6...
UJ
HEX KNIGHTS IN COMBAT SHADOW SPEAKER Z
A hex knight snarls insults as it moves around the A shadow speaker totes small, clay jugs filled with o
battlefield , dancing between enemies that are slowed ~
Shadow fell soil to serve as the focus for its dark a:
or overwhelmed. It jeers at its foes, calling out the powers. A shadow speaker acts like a chaperone for «
strongest enemy before dashing away. a group of dark ones that have invaded the world. Q
When a raid is finished, the speaker gathers its
SHADOW BOLTER people and their loot, then guides them back to the
Steeped in darkness and subterfuge, a shadow bolter Shadowfell.
attempts to merely injure a foe when something can
be gained from not killing it. A shadow bolter's goal Shadow Speaker Level 6 Controller
Small shadow humanoid. dark OIlP XP 250
is usually to acquire a certain secret, bauble, weapon,
HP 70; Bloodied 35 Initiative +7
or person. Once the object of its desire is attained, a
AC 20, Fortitude 16, Reflex 1S, Will 1S Perception +7
bolter tends to turn on allies and enemies alike.
Sma ll shadow humanoid. dark one XP 200 Attack: Melee 1 (one creature); +11 vs. AC
HP 50; Bloodied 25 Initiative +6 Hit: 2d6 + 7 damage.
AC 17, Fortitude 16, Reflex 17, Will 16 Perception +9 @) Shadow Curse (implement, necrotic) + At-Will
Speed 6 Darkvision Attack: Ranged 5 (one creature); +9 vs. Reflex
Hit: 2d6 + 7 necrotic damage, and the target grants combat
Combat Advantage (necrotic) advantage and takes 5 damage each time it provokes an
Whenever the shadow bolter hits a creature granting combat opportunity attack (save ends both).
advantage to it, the bolter deals S extra necrotic damage, and +
~ Choking ShIIdow (Implement, necrotic) Recharge (3) [j]
each of that creature's adjacent allies takes 5 necrotic damage. Attack: Ranged 5 (one creature); +9 vs. Will
Deadly Precision Hit: 3d6 + 11 necrotic damage, and the target is immobilized
The shadow bolter's ranged attacks have combat advantage until the end of the speaker's next turn.
.. .
against any enemy that the bolter's allies are flanking.
. .
move adjacent to until the end of the bolter's next turn.
KIlling Dark
Con 14(+5)
Alignment unaligned
Int15 (+5) Cha13(+4)
Languages Common
Equipment short sword, wand, 3 jars of 5hadowfell soil
Trigser: The bolter drops to 0 hit points.
Effect (No Action): Each enemy adjacent to the bolter is blinded
until the end of his or her next turn.
SHADOW SPEAKERS IN COMBAT
Skills Stealth +11 A shadow speaker keeps to the edge of a battle, loos
Str 11 (+2) Dex 18 (+6) Wis 15 (+4) ing spells to confuse enemies and allow other dark
Con 14 (+4) Int 11 (+2) a.. 11 (+2) ones to bombard them. While avoiding hand-to-hand
Alignment unaligned Languages Common combat, the spellcaster focuses its attacks on enemies
Equipment dagger, crossbow, 20 bolts, silk rope (SO ft.), grappling that appear to be gaining the upper hand over a dark
hook one. During a fight, it searches for a position that pro
vides cover and an escape route. A shadow speaker
SHADOW BOLTERS IN COMBAT never intentionally attracts attention.
A shadow bolter hunkers in a high, inaccessible place
with the aid of ropes and grappling hooks. From
there, it rains bolts on its enemies. Trained in its craft
for years, a shadow bolter has patience and deadly
precision.
splattered on the ground, babaus arose, each filled
with the subtlety of a devil and the bloodlust of a
demon. Their sudden appearance helped rout Glasya
EVIL WEARS MANY MASKS, from seething carnage and secured Graz'zt's place as one of the preeminent
demons that hoot and caper through the Abyss to demon lords of the Abyss.
bloodthirsty fiends driven to slaughter. The Abyss is
inexhaustible in its wickedness. Not all demons are ENCOUNTERS
so obvious or bold in their tactics, though. A few work Babaus dwell throughout the Abyss, and the major
evil in subtler ways, plucking foes from battlefields to ity are loyal to Graz'zt. They attach to larger demonic
later torture at the demon's leisure. Such fiends are forces, working alongside vrocks and mezzodemons.
rare, and the most notorious of them are babaus. Their unique talents make them attractive servants,
even if they aren't fully trusted .
LORE
Arcana DC 23: Even in the tempestuous Abyss, Babau Level 13 Skirmisher
subtlety and discretion have their place. Babaus Mediulll ,, 1" 111('111.11 humanoid (delllon ) XP 800
HP 127; Bloodied 63 Initiative +13
aren't the toughest demons, but their superior cun
AC 26. Fortitude 23. Reflex 25. Will 24 Perception +10
ning and devious stratagems are assets that nearly Speed 7 Dark,vision
every demon lord values. Babaus serve as assassins, Resist 5 acid
saboteurs, and spies. They infiltrate enemy lands to
eliminate targets or to gather information crucial to o Protective Slime (acid) + Aura 1
their masters' plans. Any enemy within the aura that hits the babau with a melee
Babaus' unusual cunning is linked to their origin: attack takes 5 acid damage.
."".~.i.'
When Graz'zt's invasion into the Abyss was stalled,
the archdevil surrendered to the plane's corruption.
<D Bite (acid) + At-WIll
Attack: Melee 1 (one creature); +18 vs. AC
Glasya, Asmodeus's daughter, descended to the Plain Hit: 2d6 + 3 damage. The target also takes ongoing 5 acid
ofYawning Pits to punish Graz'zt and complete his damage, or ongoing 10 acid damage while the babau is blood·
mission. When Glasya and Graz'zt met, their armies ied (save ends).
clashed in yet another battle of the Blood War. <D +
Caws At-Will
Glasya plunged her sword through the new demon Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d6 + 3 damage. and the babau shifts 1 square.
prince, but it didn't kill him. Where Graz'zt's blood
+ +
Babau's Advantage At-Will
Effect: The babau uses bite and claws against a creature granting
combat advantage to it.
~,
+
Murderous Abduction (teleportatlon) Recharge when the
babau reduces an enemy to 0 hit points or fe_r
Effect: The babau teleports one creature adjacent to it 7 squares
and then teleports to a square adjacent to that creature. The
creature grants combat advantage to the babau until the end
of the babau's next turn.
>.....:
+
Variable Resistance 2/Encounter
Tri88er: The babau takes acid. cold. fire. lightning. or thunder
damage.
Effect (Free Action): The babau gains resist 20 to the triggering
damage type until the end of the encounter or until it uses
variable resistance again.
Sknls Athletics +14
Str 17 (+9) Do 21 (+11) WIs 19(+10)
Con 1S (+8) Int 12 (+7) Cha 14(+8)
Alignment chaotic evil Languages Abyssal
BABAUS IN COMBAT
A babau prowls through rubble and bones in war
torn landscapes. The fiend is cautious and tempers its
brimming aggression with cunning and subterfuge.
A babau strikes only when it's advantageous to do
so. The demon moves quickly and without warning.
snatching its prey and teleporting across the field.
·_--.--.-._ ._ - .- . - - . - . __ . ,,-.- .
Abyss. Such violence attracts more followers, swelling 0:::
DEMON, KLUR1CH1R ~ the horde's numbers. J:
U
Klurichir level 18 Soldier 0::
CONQUEST AND STRIFE define life in the Abyss.
Huge e lc nll'ntal humanoid (de mon ) XP 13 .000 :>
Legions tear hordes apart; demon lords scheme ...J
HP 258; Bloodied 129 Initiative +19 ~
and betray one another. Yet despite the abuse and
destruction, the Abyss's powerful figures hold each
AC 42, Fortitude 42, Reflex 37, Will 40 Perception +19
Z
Speed 8, fly 12 (clumsy) Blindsight 5
other in check. Each is unable to advance its aims Immune fear
o
without risking devastating reprisals. ~
UJ
Klurichirs break this paralysis, doing what demon o Mallin Influence (fear) + Aura 2 Cl
lords cannot. They lead the unclaimed demon masses Enemies within the aura cannot regain hit points.
into battle and shake up the plane. Born in the deep·
(}) Klurlchlr's Axe (weapon) + At-Will
est layers of the Abyss, klurichirs embody the evil
Attack: Melee 3 (one creature); +33 vs. AC
shard festering in the heart of the plane. Klurichirs Hit: 3d8 + 13 damage, or 4d8 + 18 while the klurichur is blood·
have no fear of retribution. They spend their armies ied, and the target is marked until the end of the klurichir's
in stunning numbers, throwing wave after wave of next turn.
attackers into combat regardless ofwhether the battle ~ Savage Hew (weapon) + Recharge 13J [iJ
can actually be won. Attack: Close burst 3 (enemies in burst); +33 vs. AC
Hit: 3d8 + 13 damage, or 4d8 + 18 while the klurichur is blood·
ied, and the target is marked until the end of the klurichir's
LORE
Arcana DC 33: Sages say klurichirs are proto . ..
next turn.
~ Pincers + At-Will
demon lords, powerful fiends on the cusp of attaining
Requirement: The klurichir must not have a creature grabbed.
true power in the Abyss. They are different from fIg
Tri88er: An enemy marked by the klurichir moves.
ures such as Yeenoghu and Baphomet, because they Attack (Immediate Reaction): Melee 2 (triggering enemy); +31 vs.
were never primordials. Reflex
The corrupting influence of the Abyss's shard Hit: 2d8 + 13 damage, and the target is grabbed.
birthed klurichirs from the plane's lowest layers. Sustain Minor: The klurichir sustains the grab, and the target
Scholars believe that the evil fragment produced takes 2d8 + 13 damage.
klurichirs out of a desire to wrest the Abyss from the Variable Resistance + 3/Encounter
Tri88er: The klurichir takes acid, cold, fire, lightning, or thunder
demon lords and supplant them with more consistent
damage.
and agreeable servants. Effect (Free Action): The klurichir gains resist 30 to the trigger
ing damage type until the end of the encounter or until it uses
ENCOUNTERS variable resistance again.
KLURlCHIRS IN COMBAT
A klurichir releases its horde into
battle; then it stomps toward the tough
est enemy. If a foe attempts to flee, the
demon's snapping pincers trap it in place.
A klurichir is aggreSSive, but it has a
measure of control. The massive demon
focuses its attacks on one or two enemies
at a time. If a klurichir is bloodied, it
becomes a destructive juggernaut, as
reckless as the maddest demons.
SOME DEMONS ARE CUNNiNG; others are strong. A maw
demon is neither. Its simple brain understands two
concepts: hunger and food. Its body consists of little
more than a'bulbous belly, a massive mouth, and
stumpy legs that carry it from meal to meal.
LORE
Arcana DC 19: Maw demons are rather dim.
They prefer to feast on food over engaging enemies
in combat. Hunger, not anger or bloodlust. drives
them into combat. It's said that a piece of meat might
distract a maw demon long enough for opponents to
retreat. However. these creatures prefer the Oesh of a
living creature.
ENCOUNTERS
Maw demons lack the capacity to form true alii·
ances with other creatures. They usually serve other
demons or mortaJ spellcasters.
We found, that during our absence the ship, having taken in water,
had changed her anchorage, and was now lying abreast of the city,
and but a short distance off. A vessel of her class had never
appeared along this part of the coast before; and on her arrival she
immediately began to attract observation. A few of the citizens
visited her, and found no difficulty in getting admittance on board:
they carried news of this to the shore; other visitors came; her fame
soon spread far and wide; and in a short time she was all the rage.
Mr. Chassaud’s house was thronged by applicants for tickets of
admission (the impression having gone abroad that they were
useful), and the street to it was so crowded, that it was often
difficult to get along. He computed the number who visited the ship
here at 40,000; but, although this was perhaps above the reality, it
was still prodigious. Some persons came two days’ journey simply
for this purpose; and the city was thronged to such a degree, that
provisions rose to double their former price. They came, old men,
women and children, Druses and Mahommedans, princes and
laborers: all seemed to be seized by the mania; and, until the day of
our leaving (the 11th of September), there was a constant throng
from early in the morning till dusk. Such a sensation had probably
never been produced here before by any object of curiosity.
I believe our visit has been beneficial to the interesting mission at
this place. Mr. Bird, at my request, preached on board on the first
Sunday of our stay here, and Mr. Smith on the second; and during
the latter service, the visitors from shore were suffered to be
present. Generally, visiting was not permitted on the Sabbath till
public worship had been concluded; but on this occasion they were
admitted, and allowed to stay; and when the crew were called up to
worship, they came up also to witness the services. Our upper deck
has a clear sweep of 225 feet in length: the whole is covered by an
awning, elevated twelve or fifteen feet, with side pieces of canvass
reaching down to the hammock-cloths, and thus forming a complete
chamber. The poop-deck, on this occasion, is occupied chiefly by the
band in their uniform: the officers stand by the capstan, and from
this aft, on the starboard side: the larboard side is occupied, in front,
by the ship’s boys, with prayer-books; then by the marines in full
uniform; and, back of these, by the seamen, who also stretch along
by the mainmast on either side. All are in their “first best” clothes;
and our ship on these occasions presents an air of thorough
cleanliness and neatness which, I do not hesitate to say, I have
never yet seen a church on shore present. Mr. Smith’s discourse was
suited to the occasion, and was listened to by officers and seamen
with deep interest; and I have no doubt that the scene made an
impression on the minds of the mountaineers which will materially
advance the success of the mission.
Probably no ship has ever floated on the water that has attracted so
much attention, or drawn so many visitors, as the Delaware during
this cruise. The number of visitors, I think, may be safely estimated
at about 200,000. At Naples, at Palermo, and at this place
particularly, there was a constant throng from morning till night. No
one was denied admittance; they were allowed to go freely through
the ship, and, when the Commodore or Captain were absent, were
admitted also into their cabins. At Naples the visitors were from all
parts of Europe, a very large portion of them being from the interior
of Germany. They saw a vessel, not only effective as regards her
battery, but everywhere showing a neatness and a completeness of
finish that must have astonished them. This ship, like some others of
our seventy-four’s, has a deceptive appearance at a distance,
seeming to be smaller than she is, and less effective. When they got
on board, they found a battery of ninety-four guns, the greater
portion of them of the largest calibre; the decks high and wide, and
in every part scrupulously clean; and a sufficient attention to
ornament, which was all, however, made subservient to the main
design of efficiency. She is a very powerful ship, and so she
appeared on inspection; and was also a very handsome vessel. The
most perfect order also prevailed in every part. The impression
which she gave must have been a favorable one; and I believe that
the Delaware, in this cruise, did more towards advancing the rights
of man, than if she had come home with a dozen captures of bulk
and power equal to her own. Around the world the voice of freedom
and of humanity is beginning to make itself heard. In many places it
is only a still small voice, but it is yet heard; and though people
often scarcely know what it means, yet there is a feeling in their
breasts that more or less responds, and tells them that what it says
is the truth. They have heard, too, that there is a republic
somewhere, in a distant land,—a country of free principles and equal
rights. They cannot tell how the system operates; but this system,
as far as they know it, is a beautiful one, and they would like greatly
to know more of it. A ship comes among them from that far country,
and their vague floating visions now take a more substantial form. It
is a vessel bearing signs of wealth and power, marked by good order
and efficiency: the country that has sent out this ship must be
wealthy and prosperous, enterprising and successful. This is the
lesson which is taught by all our ships wherever they go; and taught
in a manner that is intelligible to the lowest capacity.
And to this noble and glorious cause of humanity we bid prosperity
and success. Yes,—may Heaven sustain and bless it! I am not a
politician, but I hope I am a philanthropist; and, next to religion, I
love my country and its institutions, for I believe that in them is the
regenerating principle that is going to awaken and vivify the world.
These plains that we have just been passing over, abounding in a
rich soil and under a prolific sky, why are they not cultivated? But
they will be cultivated, and this people here will be intelligent and
intellectual: the mind will rouse up, and claim its high pre-eminence;
woman will be elevated to her proper, lofty sphere; brute force will
yield to moral power; and smiling plenty, and security, and
happiness, will prevail; and from our country will come the power
that is to effect this mighty change.
It is good sometimes to get far off from our land, so that, as from an
elevated spot, we may look over the whole country; and, away from
the influence of local prejudice, and interest, and alarms, may
scrutinize our institutions, and examine into their permanency, and
see what strengthening and what counteracting influences are at
work to promise them security. For myself, I have no fear for them.
They are built on knowledge; and, till we can destroy for ever our
printing presses, and can roll back the age of ignorance, they are
safe: they may change their forms, but the substance will remain;
and always, and in every form, will liberty and humanity be secure.
It is good also, sometimes to get away, and to be able to compare
our own country with others, and be able thus to calculate the
amount of prosperity and happiness which we enjoy. In the
clashings of enterprise and rivalship among us, angry feelings
sometimes will arise. Europe is disgorging upon our land the inmates
of her prisons, and there will be crime: the poor, the ignorant, and
the oppressed of her population find refuge here, and abundance;
and, in the wild joy at their newly-acquired comforts and their
freedom, they may run into riots and disorders; but nowhere in the
world is so much virtue to be found as amid our population; and
virtue is happiness. We are a nation but of yesterday; and our
railroads, and canals, and steam-boats, and commerce, are already
a subject of astonishment; and what will they be a few years hence?
—and a century after that?—and why may not the whole world be
like it? There is nothing, surely, to prevent this, except Ignorance,
and its twin-sister, Vice; but knowledge, and with it virtue, are gone
forth conquering and to conquer, and their triumph will be complete.
It is a glorious thing to live in such an age as this.
And now, reader, I turn and offer you my hand, for the time when
our companionship must cease has at length arrived. I hope that we
have been friends during these journeyings, and that we part in
kindness. May Heaven bless you! Adieu!
THE END.
FOOTNOTES:
[1] They were too sanguine. Soon after our visit the plague broke
out at Alexandria, and raged with a violence that has scarcely
ever had a parallel. In the town of Atfour on the Nile, which,
when we passed it, had 40,000 inhabitants, in the course of a few
months only 1500 remained. Some had fled, but far the greater
part had been carried off by the disease. It swept quite through
the land from the sea-coast to the interior, sparing neither city
nor village, and was every where unusually fatal.
[2] That this is not an overdrawn picture of Egyptian
superstitions, see the proof in Herodotus, Euterpe.
[3] Of this picture writing, there are several originals preserved;
one at Vienna, three or four in the great library at Mexico, two in
the Vatican at Rome, and one in the royal library at Paris. I was
allowed to see that at Vienna. It is on deer-skin, and is about fifty
feet in length by nine inches in width, folding like a Chinese book;
the writing occupies both sides. The translation of it, which I have
given here, is by Baron Humboldt.
[4] At Benares is a Pyramid like those of Egypt, formed of earth,
and covered with bricks. The Brahmins of India, when they heard
the Egyptian Pyramids described by Mr. Wilford, declared at once
that they were religious structures; and inquired whether they
had not a subterraneous communication with the Nile. He
described the well in that of Cheops to them, when they affirmed
that it was for supplying the priests with water in their
ceremonies, and that the sarcophagus in the great chamber was
on such occasions filled with water and lotus-flowers. At Medun in
Egypt is a Pyramid, with broad off-setts like those of Mexico; and
similar ones are stated to exist on the banks of the Indus and
Ganges.
[5] A region embracing Cholula. Au.
[6] The reader will notice the coincidence with the number of
Noah’s family. Au.
[7] Humboldt’s researches, English translation, v. 1. 95-6.
[8] A peak of the Cordilleras of Mexico.
[9] This picture represents a woman standing on the left; in front
of her a serpent is erect, and looking towards her, with projecting
tongue; beneath them, towards the right, are two figures
struggling; and towards the left, two small objects, that may be
vessels, though it is difficult exactly to determine their character.
[10] Query, were not the “High Places,” mentioned in Scripture,
also Pyramidal edifices. They were not natural hills, for the
Hebrew term for the latter being גבעהwhile for the high places
the word במהis universally employed. See 2 Kings xvi. 4., where
the distinction is clearly made. They were in use among the
Philistines, when the country was taken by the Hebrews.
Numbers xxxiii. 51, 2. 2 Kings xvii. 9-11, and were,
1. Artificial structures. 1 Kings xiv. 23. 2 Kings xxi. 3. Ib. xi. 7.
2. Capable of being removed, but not so easily as the groves,
altars, &c.—1 Kings xv. 14. 2 Kings xxiii. 13.
3. Were erected in their cities. 2 Chron. xxviii. 25. 2 Kings xvii. 29.
4. And in the country. 2 Chron. xxi. 11. 1 Kings xiv. 23.
5. Had small chapels on the summit. 2 Kings xvii. 29. 1 Kings xiii.
32.
6. And altars for offering sacrifice. 1 Kings iii. 4. Numbers xxii. 36,
to end.
7. Also human victims probably. Jer. xix. 5.
8. Seem to have been connected with the worship of the sun. 2
Kings xxi. 3.
9. And with purification by fire. Jer. xxxii. 5.
10. Perhaps also used as places of burial. 2 Kings xxiii. 16. In
Isaiah liii. 9. במהis used to signify a grave.
11. Sometimes used as fortifications. Judges v. 18 and 19.
12. They appear sometimes to have been of earth or stone. 1
Kings xv. 14. 2 Kings xxiii. 8.
13. Sometimes of wood. 2 Kings xxii. 15. xxiii. 8.
[11] For it is doubtful whether the Pyramids were ever completed.
[12] The Caliph Melec-Alaziz-Othman-ben-Yusouf (quite worthy of
his name) sent a large number of workmen here with orders to
destroy the Pyramids. They spent eight months, with pickaxes,
ropes, &c., and put him to an enormous expense; but after all
were able only to disfigure one front of one, that of Mycerinus,
the smallest one. Even Saladin bade his workmen consider
Memphis and the Pyramids as quarries, from which to procure
materials for building the walls and the citadel of Cairo. Recent
accounts from Egypt state that Mohammed Ali is taking from the
Pyramid of Mycerinus materials for his great work at the Barage.
[13] A very large number of the seeds were sent home by us that
autumn, and were planted by our friends last summer. They
produced vines in abundance, and fruit; but I have heard of but
one melon that came to maturity; this one was spoken of as very
delicious. The failure of the others was perhaps owing to the
shortness and coldness of the season.
[14] See also Josephus, Bell. Jud., Lib. II. chap. xix. § 2 and 8.
[15] I have been surprised as well as pleased to see the large
number of copies of Josephus that are sold in this city [New-
York.] I have attended the book auctions here quite frequently;
and have observed that there is no book of its size that meets
with such a ready sale, or brings so good a price. The work
merits all this—Josephus has not received the praise from literary
men that he deserves.
[16] PLAN OF THE ANCIENT AND MODERN CITY OF JERUSALEM.
The castellated lines represent the walls as they existed at the
time of the crucifixion.
The zigzag lines mark the supposed course of Agrippa’s wall,
erected a few years after that event.
The dotted lines, represent the walls of the present city of
Jerusalem.
The square figure represents the court of the ancient temple,
with the temple in the centre.
REFERENCES.
ANCIENT CITY.
1. Castle of Hippicus.
2. Gate Gennath, or Gate of the Gardens.
3. Tomb of the High Priest John.
4. Bridge connecting the Temple with the upper
city.
5. Supposed site of the Xistus.
6. Castle of Antonia.
MODERN CITY.
a. Jaffa Gate.
b. Zion Gate.
c. St. Stephen’s Gate.
d. Damascus Gate.
e. Reputed Pool of Bethesda.
f. Pool of Siloam.
g. Fountain of the Virgin.
h. Garden of Gethsemane.
i. Monuments of Absalom and Zachariah.
k. Village of Siloa.
l. Supposed Mount of Corruption.
m. Road to Jaffa.
n. Road to Bethlehem.
“ “ to St. Stephen’s
583
gate, 943 on the eastern side,
“ “ to N. E. corner, 360
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