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The document provides information on the 'Monster Manual 3', a 4th Edition Dungeons & Dragons core rulebook authored by Mike Mearls, Greg Bilsland, and Robert J. Schwalb, which includes over 300 new creatures for gameplay. It also includes links to download the manual and other related ebooks from ebookultra.com. The manual features a variety of monsters, emphasizing story material in its descriptions.

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0% found this document useful (0 votes)
27 views

10086

The document provides information on the 'Monster Manual 3', a 4th Edition Dungeons & Dragons core rulebook authored by Mike Mearls, Greg Bilsland, and Robert J. Schwalb, which includes over 300 new creatures for gameplay. It also includes links to download the manual and other related ebooks from ebookultra.com. The manual features a variety of monsters, emphasizing story material in its descriptions.

Uploaded by

rigatluikku
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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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

ROLEPLAYING GAME CORE RULES


Mik e Mearls • Greg Bilsland • Robert J. Schwalb
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MONSTERS A m Z................................. .4 GLOSSARY ........................................ 216
The Statistics Block ..................... . ............. 5 MONSTERS BY LEVEL ........................... 222

. -.- - . - - , - , - - , - . - - . - , - - . - - , - , - . - - . - . - - . - ._-,-.- .-

ALPHABET1CAL L1ST1NG OF MONSTERS J

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

All four defense scores are on the next line, along


with the monster's Perception modifier (often used at
VULNERABLE
A creature that is vulnerable to a particular damage I.Il
8
the start of an encounter). IJ.I
type takes a specific amount of extra damage when
::r:
it takes damage of that type, the creature is subject I-
SPEED to a speCific effect, or both. For example, a creature
A monster's speed represents the number of squares that has vulnerable 10 radiant takes 10 extra radiant
it can move when taking a move action to walk. If damage when an attack deals radiant damage to it or
a monster has alternative movement modes, such when it takes ongOing radiant damage.
as £1y, climb, or swim, that fact is noted in its speed Against Combined Damage Types: A creature's
entry. Special modes of movement are defined in vulnerability to a specific damage type applies even
the glossary. when that damage type is combined with another.
For example, if a creature has vulnerable 5 fire, the
SENSES creature takes 5 extra damage when it takes ongOing
fire and radiant damage.
Some monsters have special senses, such as darkvi­
Not Cumulative: Vulnerabilities to the same
sion or tremorsense. Any such senses are noted below
damage type are not cumulative. Only the highest
a monster's Perception ITlOdifier, and these terms are
vulnerability applies. For example, if a creature has
defined in the glossary.
vulnerable 5 psychic and then gains vulnerable 10
psychic, the creature has vulnerable 10 psychic, not
IMMUNE vulnerable 15 psychic.
If a monster is immune to a damage type (such as See also "Damage Type," page xx.
cold or fire) , it doesn't take that type of damage. If a
monster is immune to a condition or another effect SAVING THROWS
(such as the dazed condition or forced movement),
Some monsters have bonuses to saving throws. A
it is unaffected by that condition or effect. If a mon­
monster adds its bonuses to its saving throw result to
ster is immune to charm, fear, illusion, poison, or
see if an effect ends.
sleep, it is unaffected by the nondamaging effects of
a power that has that keyword.
Immunity to one part of a power does not make ACTION POINTS
a monster immune to other parts of the power. For Elite and solo monsters typically have action points
example, a thunder power deals no thunder damage they can spend to take extra actions,just as player
to a creature that is immune to thunder, but the characters do. Unlike characters, a monster can
power could still push the creature. spend more than 1 action pOint in an encounter, but
only 1 per round.
RESIST
A creature that has resistance takes less damage from a TRAITS
specific damage type. For example, a creature that has
resist 10 fire takes 10 less damage when an attack deals I0 Aura Name (keywords) + Aura size
Effect.
fire damage to it or when it takes ongoing fire damage.
Trait Name (keywords)
Against Combined Damage '!ypes: A creature's Effect.
resistance is inefTective against combined damage -
types unless the creature has resistance to each of the The Traits section includes characteristics of the crea­
damage types, and then only the weakest of the crea­ ture that are not powers. Many traits are always in
ture's resistances applies. For example, a power that effect, such as regeneration or the ability to deal extra
deals 15 lightning and thunder damage hits a a crea­ damage on certain attacks. Others can be turned on
ture that has resist 10 lightning and resist 5 thunder. or off, such as an aura or a benefit for a creature's
The creature takes 10 damage, because the resistance mount or rider.
to the combined damage types is limited by the lesser
of the two resistances.
AURA REQUIREMENT
An aura is a continuous effect that emanates from a Some powers have a precondition that must be met
creature. It's denoted by a special icon (0), and the for a monster to use the power.
aura's size is noted to the right ofits name. A crea·
ture's aura affects each square within line of effect ATTACK
and within the specified distance from that creature. A monster power that has an attack roll is an attack
A creature's aura does not affect the creature itself, power. Sometimes an attack entry includes special
unless otherwise noted , and is unaffected by terrain information about a component of that entry.
or environmental phenomena.
A creature can deactivate or reactivate its aura TYPE AND RANGE
as a minor action. If a creature dies, its aura ends A power's type and range are given first on the pow­
immediately. er's Attack entry. The types are melee, ranged , area ,
If auras overlap and impose penalties to the same and close. Each type has rules for range and targeting,
roll or game statistic, a creature affected by the over­ detailed on pages 270-273 of the Player's Handbook.
lapping auras is subjected to the worst penalty; the
penalties are not cumulative. For instance, if a crea­ TARGETS
ture is affected by three overlapping auras that each In parentheses after the attack type and range is
impose a -2 penalty to attack rolls, the creature takes information that describes which or how many crea­
a -2 penalty, not a -6 penalty. tures a power targets.

ACTION TYPE ATTACK BONUS/DEFENSE


'....u.J!l~I.IJ. .."~ll1lJi_.~.,J.I~I.l :• • ..-tT..-.:..-1IIH Usually, the last element in a power's attack entry is
[Icon) Power Name (keywords) + Usage the monster's attack bonus and the defense the power
Requirement: targets.
Attack: Type range (target); bonus vs. defense
Hit/Miss/f.jfect/Sustain Action/Secondary Attack/Aftereffect/Failed
Savina Throws/Special: HIT
This entry describes what happens to each target that
A monster's standard, move, minor, and non-triggered a monster hits with a power's attack.
free actions are organized by action type.
MISS
POWERS This entry describes what happens to each target that
A monster's powers are presented under their respec­ a monster misses with a power's attack.
tive action type in order offrequency of usage, from "Half damage" in this entry refers to rolled damage.
at·will to recharge to encounter powers. Roll the damage specified in the "Hit" entry and deal
half of that damage to each target the monster misses.
leoN/TYPE "Half damage" does not apply to ongoing damage or
The na me line of an attack power includes an icon (if any other damaging effects in the "Hit" entry.
applicable) that represents the power's type: melee (+),
ranged 0), close «~), or area Hi-). EFFECT
A basic attack has a circle around its icon, denot­ Anything that appears in an "Effect" entry occurs
ing a melee basic attack CD or ranged basic attack @. when the monster uses the power, whether or not it
hits with it.
USAGE \ \
A monster power is usable at will, once per encoun­ SECONDARY ATTACK \,
ter (or rarely once per day), or it recharges in certain Some powers allow a monster to make secondary
circumstances. attack. A "Hit," a "Miss," or an "Effect" entry tells
Recharge ~ [8J [j]: The power has a random you if a monster makes a secondary attack. Unless
chance of recharging during each round of combat. otherwise noted , the attack type and the range of a
At the start of each of the monster's turns, roll a d6. secondary attack are the same as the power's, and the
If the roll is one of the die results shown in the power secondary attack doesn't require a separate action. As
description, the monster regains the use of that with normal attack powers, the target of a secondary
power. The power also recharges after a short rest. attack is identified after the attack's type and range.
Recharge if/when ... : The power recharges in
a specific circumstance, such as when the monster is
SUSTAIN
first bloodied during an encounter. The power also
If a power has a "Sustain" entry, the monster can keep
recharges after a short rest.
part of that power active by taking a specific type of
action before the end of each of its turns. A monster immediate interrupt, an opportunity action, or a free :::.:
can't take the sustaining action until the turn after it action. Some powers require no action to use; they U
uses the power. The entry's name specifies the action simply occur in response to a trigger. 9CO
type that must be taken-most often minor, move, or
V1
standard. See "Durations," page 278 in the Player's SKILLS U
Handbook, for more about sustaining powers.
The skills section of a monster's statistics block includes I-
V1
only trained skills or skills for which the monster has
A FTEREfTECT
An aftereffect automatically occurs after another
an unusual modifier. A monster's Perception modifier S
isn't repeated here, even if Perception is trained. V1
effect ends. In a power description, an "Aftereffect"
entry follows the effect it applies to.
ABILITY SCORES
A target is sometimes subjected to an aftereffect
after a save. If that save occurs when the target is roil­ A monster's six ability scores are included toward the
ing multiple saving throws, the aftereffect takes effect bottom of its statistics block. Following each score
after the target has rolled all of them. in parentheses is the adjusted ability score modifier,
including one-half the monster's level, which is useful
whenever the monster needs to make an untrained
rAILED SAVING THROW
skill check or an ability check.
Sometimes an effect changes as a target fails saving
throws against it. The new effect, specified in a "First
Failed Saving Throw" or a "Second Failed Saving ALIGNMENT
Throw" entry, takes effect after the target fails a saving A monster's most typical alignment is noted in its
throw against the previous effect at the end of the statistics block. Chapter 2 of the Player's Handbook
target's turn. A few effects also specify something that contains information on the various alignments.
happens on "Each Failed Saving Throw." This is a new
effect that is repeated whenever a target fails a saving LANGUAGES
throw against the effect during the end of its turn.
This entry gives the languages that a monster can
An effect doesn't change if the creature fails a
speak and understand. An individual monster might
saving throw against it at a time other than the end
know additional languages, such as Common or the
ofits turn.
languages of its companions. See the Dun8eonMaster's
Guide, page 171, for more information about the lan­
SPECIAL guages of the DUNGEONS & DRAGONS world.
Any unusual information about the use of a power
appears in this entry. For example, some powers can
be used as basic attacks, which is noted in a "Special"
EQUIPMENT
entry_ A monster's "Equipment" entry notes important items
a monster is carrying. A monster might carry equip­
ment that is not noted in the "Equipment" section.
..
TRIGGERED ACTIONS
[Icon) ~r Name (keywords) + Usage
Equipment that is unimportant to a monster is left for
the Dungeon Master to decide.
If a character gains a monster's equipment, he or
Requirement:
Tri88er: she can use it as normal gear. A character does not
Attack (Action): Type range (target); bonus vs. defense gain the powers that a monster uses through a piece
ofequipment.
Hit/Miss/Effect (Action)/Sustain Action/Secondary Attack/Afteref­
fect/Failed Savin8 Throws/Special: A piece of equipment that player characters use
does not necessarily have the same properties for
This section contains powers that have triggers. These monsters. For example, a greataxe has the high crit
powers have a few entries that other powers don't. property, but a monster using the item does not benefit
from the property unless noted in its statistics.
TRIGGER
A trigger defines when a monster is able to use a HEALING SURGES
power. A monster must still be able to take the pow­ Monsters have healing surges. However, few monsters
er's required action and meet any requirements_ have powers that let them spend healing surges. The
number of healing surges a monster has is based on
(ACTION) its level: 1-10, one healing surge; 11-20, two healing
A triggered power's action type is given in paren­ surges; 21 or higher, three healing surges.
theses at the start of its Attack entry or its Effect Because they rarely come into play, healing surges
entry. The type might be an immediate reaction, an are not included in a monster's statistics block.
ENCOUNTERS
Jungle tribes have long known about apes and made
use of them. Tribes ofgoblins kidnap young apes,
THE RUSTLING OF TREES anda glimpse of dark shapes training the beasts to defend the goblins and their
descending from the canopy are the prelude to homes. Some humanoids use apes as slave laborers.
many explorers' deaths. Adventurers who return In addition, spellcasters occasionally manage to cap­
from deep jungles tell of the great beasts protecting ture apes, which they train for use as shock troops
lost tribes, ruined temples, or vast stores of treasure. and bodyguards.
Apes fight viciously to defend their homes, for they
have lived in jungles since the dawn of creation.
Some humanoids revere them as manifestations of
GREAT APE
primal spirits; others enslave them to use as laborers The jungle's hot, humid air pulls at the lungs, while
and war beasts. dense underbrush and thick mists conceal great
apes stalking their quarry. They surround unwary
travelers and block all escape routes . Trapped crea­
LORE tures have little choice but to battle them. With
Nature DC 17: Although apes fight Viciously meaty fists , the apes dent armor and shatter bones
to defend their territory and families, they are not as they attack.
savage beasts. Apes kill because trespassers have
entered ape territory or attacked creatures or sites Great Ape Level 4 Skirmisher
that the apes protect. Adventurers who wish to avoid Medium nat ural heast XP 175
conflict with apes should keep alert when traveling HP 55; Bloodied 27 Initiative +6
through jungles, watching for signs of the beasts' AC 18, Fortitude 18, Reflex 16, Will 16 Perception +4
passage. Speed 7, climb 6 Low-liI/ht vision

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 ­

GREAT APES IN COMBAT


Using the landscape to their advantage, great apes
surround foes , descending on their prey from the
treetops. They bellow furiously as they charge
around the battlefield , using their fists to pummel
intruders.
UJ
SILVERBACK ApE ApE TEMPLE GUARDIAN Q.

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.

Chest Beat • Encounter


Con 19 (+n
Alignment unaligned
Int 3 (-1) Che 9 (+2)
Languages understands Common
Effect: Each beast ally within 5 squares of the ape gains a +2
power bonus to attack rolls until the end of the ape's next turn. ApE TEMPLE GUARDIANS
SldDs Athletics +12, Intimidate +6
Str 20 (+7) Dex 13 (+3) WIs 15(+4)
IN COMBAT
Con 15 (+4) 1m 2 (-2) Cha 8(+1) Temple guardians are the fiercest apes of the jungle.
Alignment unaligned Languages- Killers and carnivores, they team up to distract and
flank foes. When outnumbered, temple guardians
SILVERBACK ApES IN COMBAT focus on one enemy, attempting to bring down the
Silverbacks lead groups of apes into battle. A silver­ most threatening foe first. If a temple guardian is
back €harges headlong into its foes and attempts to separated from its allies, it attempts to regroup with
throw its prey off a high ledge or into another hazard. its comrades.
If a group of apes is lOSing a battle. silverbacks bark When an enemy approaches a location or an
cries that encourage the other apes to escape. object that temple guardians covet, the apes focus
entirely on that intruder's destruction. After they kill
the interloper, the guardians hack at its corpse, taking
trophies they later braid into their fur.
Prison of Mual-Tar Level 16 Soldier
Large immortal animate (construct) XP 9,000
HP 242; Bloodied 121 Initiative +22
AC 41, Fortitude 39, Reflex 38, Will 36 Perception +17
OVER THE AGES, AFEW SPELLS of epic magnitude have Speed 6
reverberated throughout history. Spells that provide Resist 15 force
enough power to slay gods, bind primordials, anni­
hilate empires, and create astral dominions leave o Cloying Chains + Aura 5
behind some of their essence. In time, that essence Any enemy that starts its turn within the aura is marked by the
can form a living spell, which stalks the universe and prison of Mual-Tar until the start of the enemy's next turn.
Agent of Divine Will
destroys everything in its path. Some of these spells
The prison of Mual-Tar ignores insubstantial, concealment, and
become adaptive, learn,ing from millennia of experi­ cover (but not total concealment or superior cover).
ence and gaining the intelligence to conspire with """I~'
like-minded creatures. <r> Fettering Lash + At-Will
Attack: Melee 4 (one creature); +31 vs. AC
Hit: 3d8 + 21 damage. lfthe target makes an attack that doesn't
LORE include the prison of Mual-Tar before the end of the target's
Arcana DC 32: Apocalypse spells are sponta­ next turn, the prison of Mual-Tar pulls the target 10 squares to
neous creations; each spell has simple motivations the nearest square as a free action.
associated with the source of its creation. +
~ Double Attack At-Will
Apocalypse spells can be controlled through rituals, Effect: The prison of Mual-Tar uses fetterin81ash twice, making
each attack against a different target.
powerful artifacts, and cunning persuasion. Care­
fully controlled apocalypse spells have wrought the +
Reactive CoIls At-Will
destruction of empires. Scholars speculate that one Tri88er: An enemy pushes, pulls, or slides the prison of Mual-Tar.
of the creatures was present at the fall ofBael Turath. Effect (Immediate Reaction): The prison of Mual·Tar pulls the trig­
According to ancient scrolls, the creature's controller gering enemy 10 squares to a square adjacent to the prison of
lost hold of the monster, and the spell rampaged across Mual-Tar. The triggering enemy is immobilized until the end of
its next turn.
the remnants of both Bael Turath and Arkhosia.
Unfettered Apocalypse + Encounter
Other creatures seek to harness the power of
Tri88er: An enemy scores a critical hit against the prison of Mual­
apocalypse spells to turn the tide of battle or seize Tar or the prison of Mual-Tar is first bloodied.
neighboring lands. The forsaken, a group of powerful Effect (No Action): The prison of Mual-Tar creates a duplicate of
humanoids that loathe the gods, comb the universe in itself, which appears in the nearest unoccupied squares. The
search of apocalypse spells. It is whispered that they duplicate has the same hit pOints as the prison of Mual·Tar, is
possess a relic from the dawn of creation that allows considered to have expended the same powers as the prison
of Mual·Tar, and acts during the prison of Mual·Tar's next turn.
them to maintain control of numerous apocalypse
Any effects on the prison of Mual-Tar do not transfer to the
spells at once.
duplicate. At the end of the prison of Mual-Tar's next turn, the
duplicate disappears.
ENCOUNTERS Str 29 (+22) Dex 24 (+20) Wis 18 (+17)
Con 26 (+21) Int 11 (+13) Cha 15 (+15)
By their nature, apocalypse spells are destructive, but
Alignment unaligned languages Supernal
some individuals can control or focus an apocalypse
spell's harmful impulses. Angels, devils, and demons
can sometimes influence or direct the spells. Both PRISONS OF MUAL-TAR IN COMBAT
forsaken and tulgar frequently ally with apocalypse As it rampages across the planes, a prison ofMual-Tar
spells in attempts to seize astral dominions and other utilizes few tactics in combat. The monster lashes
territories within the planes. On rare occasions, a out at enemies with the fury of a thunderstorm. If
mortal is powerful enough to command an apoca­ controlled by an external influence, it fights for its
lypse spell, perhaps intending to use its might to master's purpose, destroying anyone who interferes.
bring down empires and challenge gods. Whether from an echo of its original divine pur­
pose or by its own sentience, a prison of Mual-Tar
avoids attacking divine characters, preferring to focus
PRISON OF MUAL-TAR on enemies that have the elemental origin and foes
When the primordial Mual-Tar was taken captive that wield elemental powers. Characters who have
and bound with Moradin's mighty chains, a spell was divine powers might, with an appropriate skill chal­
cast to seal the prison. Mual-Tar strained against the lenge or Diplomacy check, even be able to turn the
chains, and shards of metal and magic broke away to prison against elemental creatures.
land in the Astral Sea, where they gained life. Now,
remnants of that spell-creatures made of metal ,
stone, and magic-rage through the cosmos, seeking
to imprison or destroy.
..J
HERALD OF ..J
W
COLORLESS FIRE Q.
VI
Legends tell of a colossal war that ended with the W
VI
annihilation of an empire. After a long struggle, Q.
one faction used a mighty ritual infused with divine ~
power to rain colorless fire on its enemy's lands. It ~
turned an entire civilization into a sea of ash and U
dust. The downpour eventually ended, but the o
Q.
power remained in the motes of ash and dust, and ~
soon heralds of colorless fire began emerging to
wander the planes.

Herald of Colorless Fire Level 27 Skirmisher


Medium n.ltlll.ll.lIllinatp (construct. fir,,) XP 11,000
HP 244; Bloodied 122 Initiative +25
AC 41, Fortitude 37, Reflex 40, Will 37 Perception +19
Speed 8, fly 6
Resist 15 fire

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 '

G) Caress of Flame (ftre. force) .. At-Will


Attack: Melee 1 (one creature); +32 vs. AC
Hit: 3d10 + 19 fire and force damage.
~ Storm of Colorless Rre (ftre. force) .. Recharge ~!tll
Effect: The herald makes the following attack twice. shifting half
its speed between the attacks. The herald cannot target the
same creature with both attacks.
Attack: Close burst 1 (creatures in burst); +30 vs. Reflex
Hit: 4d1 0 + 16 fire and force damage, and ongoing 15 fire

..
damage (save ends).

Rlckerlng Ra...... At-Will


Effect: The herald shifts 4 squares.
••
Unfettered Apocalypse .. Encounter
TriBBer: An enemy scores a critical hit against the herald or the
herald is first bloodied.
Effect (No Action): The herald creates a duplicate of itself, which
appears in the nearest unoccupied square. The duplicate
has the same hit pOints as the herald, is considered to have
expended the same powers as the herald. and acts during the
herald's turn. Any effects on the herald do not transfer to the Prison ofMual·Tar and herald ofcolorless fire
duplicate. At the end of the herald's next turn, the duplicate
disappears. A herald normally kills of its own volition. On rare
Str 17 (+16) Dex 30 (+23) Wls 23 (+19) occasions, some mighty spellcaster has compelled
Con 20 (+18) Int 15 (+15) Cha 14 (+15) one into service. Once bound, a herald of colorless
Alignment unaligned Languages Primordial
fire becomes a faithful servant.

HERALDS OF COLORLESS FIRE


IN COMBAT
A herald of colorless fire wanders the wastelands of
the planes in search of creatures and settlements to
obliterate. The malice and wrath that powered the
original spell roils in its mind, driving the monster to
toy with prey. It prefers to lure impetuous attackers
into ambushes. A herald darts forward to attack and
then slips away, luring foes into a gully or a canyon
where its allies wait.
SHARD OF URALINDA GODSLAYER INFERNO
Within the Court of Stars, the archfey use subtle In the Dawn War, the primordials slew many deities.
manipulation to get their way, only rarefy resorting to Wielding torrential elemental spells, they blasted
violence. However, Rod ielle of the Winter Fey was not the gods, tearing away their divine essence. One
a typical archfey. After being spurned by a member of such spell created churning white and violet flames
the Summer Court whom he had attempted to woo, that prevented a deity from discorporating and sup­
Rodie'lle crafted a terrible spell to express his rancor. pressed its immortal nature.
He created a rain ofjagged ice above the eladrin city When the spell's flames licked across the gods,
ofUralinda, a place his love often visited and fondly they absorbed some of their divine essence, which
spoke of. The spell ripped the city apart, kil\ling sparked life within the fires. They have since split
thousands, but that was not the worst part of Rod i­ many times, and they continue to burn across the
e1le's magic. The archfey was reckless in creating the universe, seeking to purge the gods and their agents
spell, and as a result, the shards gained a \,ife of their in an elemental blaze.
own. They became animated by the souls of the slain
eladrin and spread across the universe, killing and Godslayer Inferno Level 28 Artillery
destroying. Medium elemental animate (construct, fire) XP 13,000
HP 194; Bloodied 97 Initiative +24
Shard of Uralinda Level 28 Minion Soldier AC 42, Fortitude 40, Reflex 42, Will 39 Perception +21
Medium fey anirn atl' (((lId, constru ct) XP 3,250 Speed 6
Resist 15 fire
HP 1; a missed attack never damages a minion. Initiative +22
AC 44, Fortitude 40, Reflex 40, Will 40
Speed 6
Perception +18
o Elementallnfemo +- .\In 2
Enemies within the aura do not benefit from fire resistance and
Resist 15 cold
cannot save against effects that include ongoing fire damage.
+-
Seething Cold (cold. psychic) At-Will
G> FIery Claw (fire) +- At-Will
Attack: Melee 1 (one creature); + 33 vs. Fortitude
Attack: Melee 2 (one creature); +31 vs. AC
Hit: 18 cold and psychic damage, and the target is immobilized
Hit: OngOing 20 fire damage (save ends).
until the end of the shard's next turn.
TR IGGERED ACT IONS
® Fire Bolt (fire) +- At-Will
Attack: Ranged 10 (one or two creatures); +31 vs. Reflex
Unfettered Apocalypse+- Encounter
Hit: Ongoing 25 fire damage (save ends).
Tri88er: An enemy scores a critical hit against the shard or drops
Cloying Flames (fire) +- At-Will
the shard to 0 hit points.
Effect: Each enemy within 10 squares taking ongoing fire
Effect (No Action): The shard creates a duplicate of itself. which
damage immediately takes fire damage equal to its ongoing
appears in the nearest unoccupied square. Any effects on the
fire damage.
shard do not transfer to the duplicate. The duplicate cannot
.... Godsbane Inferno (fire) +- Recharge when first bloodied
use this power. At the end of the shard's next turn, the dupli­
Attack: Area burst 2 within 10 (enemies in burst); +31 vs. Reflex
cate disappears.
Hit: 2d10 + 5 fire damage, and ongoing 15 fire damage (save
Str 16 (+17) Dex 22 (+20) WIs 18(+18)
ends).
Con 27 (+22) Int 13 (+15) Cha 30(+24)
Aftereffect: OngOing 10 fire damage (save ends).
Alignment unaligned Languages Elven

Unfettered A,ac.1ypse +- Encounter


SHARDS OF URAUNDA IN COMBAT Tri88er: An enemy scores a critical hit against the inferno or the
The souls within the shards ofUra]inda have a death inferno is first bloodied.
wish, and they exert just enough control over their Effect (No Action): The inferno creates a duplicate of itself, which
appears in the nearest unoccupied square. The duplicate
icy prisons to throw themselves at foes. Although the
has the same hit points as the inferno, is considered to have
spirits of the slain e1adrin control the shards, their expended the same powers as the inferno, and acts during the
power is fairly weak. These fragments often submit to inferno's turn. Any effects on the inferno do not transfer to the
the control of strong-willed masters. duplicate. At the end of the inferno's next turn, the duplicate
disappears.
Str 23 (+20) Dex 30(+24) Wis 24(+21)
Con 26(+22) Int 13 (+15) Cha 21 (+19)
Alignment unaligned Languages Primordial
LIGHT OF AMOTH ...J
...J
W
\iVhen the demon princes Orcus, Demogorgon, and Cl.
VI
Rimmon stormed the astral dominion ofKalandur­
W
ren to slay the god Amoth, they did not know that the VI
assault would spawn monsters. In the moment before Cl.
Amoth died, he cast a selfsacrificing apocalyptic spell, ~
hoping to destroy the three demon lords. Orcus and ~
U
Demogorgon narrowly escaped, using Rimmon as oCl.
a shield against the chill radiance that shattered the
essences of both god and demon . In the days follOWing «
the battle, specks of bitterly cold light began to rise from
Kalandurren's landscape. The light formed semisen­
tient creatures that fused the wrath of the slain god
with the fury of the dead demon lord. The creatures
dispersed across the cosmos, fueled by an insatiable
desire to destroy immortals and elementals alike.

Light of Amoth Level 30 Brute


L,uge imlTlortal animate (construct) XP 19.000
HP 341; Bloodied 170 Initiative +22
AC 40, Fortitude 44, Reflex 41, Will 42 Perception +23
Speed 6

W_ of Retribution
Whenever the light of Amoth takes damage, any enemy within

. .
2 squares of that creature takes 5 damage.

<D FIst ofWrnta .. At-Will


Attack: Melee 2 (one creature); +35 vs. AC
Hit: 4d1 0 + 20 damage.
~ Fury of the Dead .. Recharge I!]
Effect: The light of Amoth uses fist ofwrath against each enemy
within 2 squares of it­

~ Legacy of Kalandurren (cold) .. Encounter


Attack: Close burst 2 (enemies in burst); +32 vs. Fortitude
Hit: 4d1 0 + 20 cold damage, and the target is immobilized (save
ends) .
••
Unfettered Apocalypse .. Encounter
Tri88er: An enemy scores a critical hit against the light of Amoth
or the light of Amoth is first bloodied.
Effect (No Action): The light of Amoth creates a duplicate of
itself, which appears in the nearest unoccupied squares. The
Godslayer inferno and 1i8ht of Amoth duplicate has the same hit points as the light of Amoth, is
considered to have expended the same powers as the light of
GODSLAYER INFERNOS IN COMBAT Amoth, and acts during the light of Amoth's turn. Any effects
A godslayer inferno seeks to fulfill its millennia-old on the light of Amoth do not transfer to the duplicate. At the
mission to destroy all aspects of divinity. In combat, end of the light of Amoth's next turn. the duplicate disappears.
Str 28 (+24) Dex 25 (+22) Wis 27 (+23)
it focuses on agents of the gods. It hangs back and
Con 31 (+25) Int 9 (+14) Cha 24 (+22)
unleashes a barrage of elemental flames, going out
Alignment unaligned Languages Supernal
of its way to attack icons and objects of divinity. God­
slayer infernos sometimes come together to assault
divine bastions, such as the Astral Sea locations LIGHTS OF AMOTH IN COMBAT
Hestavar and Celestia. A deity that suffers from the A light of Amoth is fierce and vindictive, attacking
ongOing fire damage of a godslayer inferno might be the foes that harm it most. A light ofAmoth focuses
unable to discorporate, making these creatures valu­ its attacks on elementals, although a successful skill
able weapons for enemies of the gods. challenge or Diplomacy check might allow opponents
to reason with the creature. Demons and angels use
these brutes as shock troops in their battles against
each other.
Green Arcanian Level 8 Artillery
Medium natura l humanoid lundt' Jd l XP 350
HP 67; Bloodied 33 Initiative +4
AC 20. Fortitude 17. Reflex 20. Will 21 Perception +7
To GAIN THEIR ARCANE POWERS, warlocks traffic Speed 6
with otherworldly entities, and sorcerers draw on the . . ....
power of ancient bloodlines. Wizards, in contrast, <D Add Touch (acid) + At-Will
must endure years of apprenticeship and toil, because Attack: Melee 1 (one creature); +9 vs. Reflex
their arcane knowledge is the reward of diligence. Yet Hit: 2d6 + 9 acid damage.
not every inexperienced wizard is willing to wait. ® Add Bolt (acid, Implement) + At-Will
Attack: Ranged 10 (one creature); +11 vs. Reflex
Experiments that require arcane energy beyond
Hit: 2d1 0 + 3 acid damage. and each enemy adjacent to the
a spellcaster's ability typically end with an impotent target takes 3 acid damage.
sputter. At rare times, a spell surges with wild energy ~ Strum of Acid (acid, Implement) + Recharge ~ [!]
and obliterates its caster, leaving a messy warning to Attack: Ranged 10 (one creature); +11 vs. Reflex
other wizards. Hit: 2d6 + 10 acid damage, and the target takes a -2 penalty to
Once in a great while, though, something truly AC and ongOing 5 acid damage (save ends both).
horrid comes to pass. In a vain attempt to master
power beyond his or her control, a wizard absorbs too
+
~ Orb of Denial (Implement) Encounter
TriBBer: An enemy makes a successful saving throw.
much raw energy, which warps the caster's personal­ Attack (Immediate Interrupt): Ranged 10 (one creature); +13 vs.
ity and memory and kills his or her body. A spark Will
oflife remains, though, and the spell, or at least its Hit: The target fails the saving throw.
essence, animates the caster's corpse and gives it new +
Arcane Surge Encounter
purpose as an arcanian. TriBBer: The arcanian hits an enemy with an implement attack.
Effect (Free Action): The attack deals maximum damage to the
enemy.
LORE Skills Arcana +13
Arcana DC 22: When raw arcane energy kills a Str 10(+4) Dex 11 (+4) WIs 17(+7)
wizard, the power sometimes animates the corpse Con 13 (+5) Int 19 (+8) eha 10(+4)
Alignment chaotic evil Languages Common
and gives birth to an arcanian. Empowered with a will Equipment orb
and a vessel, an arcanian is driven along a path etched
by the dying impulses of the wizard. Red arcanians
entertain impassioned fiery desires, blue arcanians GREEN ARCANIANS IN COMBAT
try to preserve life in frozen perfection, and green A green arcanian is a bitter creature. It loathes living
arcanians despise physical beauty. Other arcanians beings for their relatively flawless bodies. It collects
might also exist, the warped products offailed spells finely crafted objects and beautiful creatures; then it
using lightning, thunder, or necrotic energy. When destroys them. In its eyes, beauty masks the twisted
tales spread of entire villages destroyed overnight by horror that lurks within all living things. A green
arcane energy, there are always whispers about the arcanian believes that a dose of acid exposes the
dark obsessions of arcanians. truth in every creature.
A green arcanian despises charismatic foes. It
shoots acid from a distance, targeting the prettiest
ENCOUNTERS and most spirited creatures. When a creature ven­
Arcanians ally with any creatures willing to share tures close, a green arcanian wraps its dripping limbs
their cause. They have been Sighted fighting along­ around a victim and licks its foe with what remains of
side undead and demons, as well as with marauding its tongue.
orcs and gnolls.ln the end , though, an arcanian
always turns its powers on its living allies. Undead BLUE ARCANIAN
are the only creatures exempt from an arcanian's ter­
rible agenda. A blue arcanian shivers constantly and violently. Its
teeth chatter as it clutches a staff to its chest. Its blue
skin is covered with ice, and frost forms along its
GREEN ARCANIAN brow and on the hem of its robe. When a blue arca­
Acid glistens on a green arcanian's body, casting a nian walks, it leaves a trail offrost behind it.
leprous sheen across its skin. Acid seeps from tor­
tured pores, covering its partially melted face and
limbs. Its hands tremble as it clutches a crystal orb.
With each step, a green arcanian leaves behind the
seared prints of its acid -coated feet.
BLUE ARCANIANS IN COMBAT Z
<C
A blue arcanian detests the warmth in the world,
Z
including the heat that emanates from warm-blood ed <r:
beings. It believes that a frozen creature remains U
forever perfect, never aging and never changing ~
while in the protective grip offrigid cold. A blue arca­
nian turns its power on injured foes in a misguided
attempt to preserve them.

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.

Red Arcanian Level 19 Artillery


Medium n.lturdl hum,lIlUid iuncie,ld) XP 1.400
HP 131; Bloodied 6S Initiative +13
AC 31, Fortitude 27, Reflex 30, Will 28 Perception +10
Speed 6
.. .
<D fiery Touch (fire) + At-Will
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 3dl0 + 11 fire damage.
+
if- Scorchln. Burst (fire. Implement) At-WID
Attack: Area burst 1 within 10 (creatures in burst); +22 vs.
Reflex
Blue Arcanian Level 10 Controller
Hit: 3d6 + 8 fjre damage.
Medium ".llur~1 huma noid (undedd) XP 500
~ Burnln. Hands (fire. Implement) + Encounter
HP 105; Bloodied 52 Initiative +5
Attack: Close blast 5 (enemies in blast); +22 vs. Reflex
AC 24, Fortitude 22, Reflex 21, Will 19 Perception +6

. ..
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

BANDERHOBB WARDERS IN COMBAT


The mortals run. Panicked and exhausted, sweat­
ing and breathless, they rush to the safety of a secret
refuge. They throw open their hideaway, but the
z
banderhobb warders are already there, waiting to o
~
swallow its prey. ~
<
~
o
:t:
BANDERHOBB FILCH BANDERHOBB ABDUCTOR c:tl
c:tl
Like a lizard, a shadowy thing scuttles down chim­ They find the places where shadows are thick. On flat 0
neys, through windows in walls and holes in thatch to feet, banderhobb abductors silently slip into the world ~
the bedsides of sleepers. to steal and feed. They lurk in the seams between this w
Something is dragged across the floor. world and the shadow realm. looking into this world , 0
Z
A shadow is hunched, hefting an awkward sack waiting for the right opportunity. «
stretched from its shoulder to the earth. al
Something is dragged through the woods. Banderhobb Abductor Level 18 Brute I

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

(J) Quick Claw + At-WIll


Darkvision Hit: 2d12 + 3 damage, and the abductor pulls the target 4
squares to a space adjacent to the abductor and grabs the
creature.
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 3d6 + 15 damage. and the filch shifts 1 square.
+ +
Gobble At-Will
Requirement: The abductor must be bloodied.
® +
Sdnld. . Gob At-WIll Attack: Melee 1 (one creature); +23 vs. AC
Attack: Ranged 5 (one creature); +22 vs. AC Hit: 4d12 + 7 damage, and the abductor grabs the target. If the
Hit: 2d12 + 4 damage. target is bloodied, the abductor recharges swallow and uses it
Effect: The filch shifts 1 square. against the target.
+ +
Hook Strike At-Will + +
Swallow Recha,.1BI ~
Attack: Melee 1 (one creature); +20 vs. Reflex Attack: Melee 1 (one bloodied creature grabbed by the abduc­
Hit: 3d6 + 4 damage. and the filch grabs the target. tor); +21 vs. Fortitude
+ +
Shadow Blink (teleportatJon) RecM,. 1BI ~ Hit: The target is removed from play. Until the effect ends, the
Attack: Melee 1 (one creature); +22 vs. AC target takes ongoing 10 damage. The target can take actions
Hit: 4d8 + 20 damage. as normal and can make melee and close attacks against the
Effect: The filch teleports 5 squares before or after the attack. abductor. The effect ends when the abductor drops to 0 hit
+
~ DIstractI. . frenzy Encounter points or when the abductor ends the effect as a free action.
Attack: Close burst 1 (enemies in burst); +22 vs. AC When the effect ends, the target appears in an unoccupied
Hit: 2d8 + 5 damage. space of its choice adjacent to the abductor.
Effect: An ally within 5 squares of the filch immediately takes a
standard action as a free action. +
Cross Into Shadow (teleportatlon) Encounter

Dr. Aw.y + At-Wlil


Requirement: The filch must have a creature grabbed.
Tri88er: The abductor is first bloodied.
Effect (No Action): The abductor is removed from play until the
start of its next turn. The abductor then appears in an unoccu·
Effect: The filch moves its speed, pulling the grabbed creature pied space within 10 squares of its last location.
with it. The filch and the creature grabbed by it do not provoke Skills Athletics +20, Stealth +22
opportunity attacks from each other for this movement. Str 22 (+15) Dex 27 (+17) Wis 25 (+16)
SIdIIsAthletics +20, Stealth +21 Con 21 (+14) Int 22 (+15) Ch.12(+10)
Str 24(+15) Dex27 (+16) WIs 23 (+14) Alignment evil Languages understands Goblin
Con 20(+13) Int21 (+13) Cha 10(+8)
Alignment evil Languages understands Goblin
BANDERHOBB ABDUCTORS
BANDERHOBB FILCHES IN COMBAT IN COMBAT
A watchman's lantern catches it in the light: a froglike In a soundless second, a long, muscular tongue
creature with thin, angular ears, dragging a heavy encircles a body and yanks it forward. The monster's
sack. head snaps backward, and its jaws unhinge. Then the
"Who goes there?" victim's body disappears down the creature's gullet. A
It panics and jumps at the guard, clawing and second later. the creature vanishes.
swiping at the guard's face in a frenzy of bony claws.
The creature crams the bleeding guard into the
sack: another slave for the master. Then the thief
hauls its cargo away.
LORE
Nature DC 18: Behemoths are massive, stupid,
and ill-tempered-traits that trainers covet in war
BEHEMOTHS WERE AMONG THE FIRST creatures to
beasts. Leaders across the world are willing to pay
roam the world. The earth trembles under their
a handsome price for a behemoth young enough to
heavy steps, and sunshine dims as their leathery
train. The risk in capturing a behemoth is high;just
winged shapes pass across the sky.
surviving the trek into the jungles and mountains
At the head of an advancing army, a massive beast
where these beasts live can be difficult. Behemoths
towers on legs the size of ancient tree trunks. Open·
fight most fiercely when they're protecting their nests
ing a mouth lined with hundreds of daggerlike teeth, or hatchlings.
the behemoth releases a terrible roar as it thunders
A bridle on a behemoth rarely means the creature
ahead. Its handlers' whips and spears harry the brute
is tame. Given a moment's freedom, a behemoth
along. Its huge feet leave bloody tracks through trails
assaults warriors on both sides of a conflict. After­
of broken bodies.
ward, it thunders off into the wild.

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.

BONE CROWN BEHEMOTH


Even a well-trained bone crown resists its bridle. Its
handlers frequently go missing; the only signs of their
fate are the chunks of flesh stuck in the small horns
that ring a bone crown's thick skull. For warriors who
have the skill and bravery, bone crowns are swift and
powerful mounts.

Bone Crown Behemoth level 6 Soldier


large nd lln.d beas t (rno unt, re pt il e) XP 250
HP 71; Bloodied 35 Initiative +7
AC 22, Fortitude 19, Reflex 17. Will 17 Perception +4
Speed 7
....'

<D Head Butt + At·WIII


Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d8 + 5 damage, and the target is marked until the end of
the bone crown's next turn. When charging, the bone crown
also pushes the target 1 square.
Special: Whenever the bone crown hits a creature with an
opportunity attack, that creature falls prone.

+Threatening Bash + At·wm


Triaaer: An enemy marked by the bone crown shifts.
Effect (Immediate Interrupt): The bone crown uses head butt
against the triggering enemy.
Insult to Injury (mount) + At-Will
Triaaer: The bone crown has a friendly rider of 6th level or
higher mounted on it, and the rider hits with a charge attack.
Effect (Free Action): The bone crown pushes the target of the
charge 1 square.
Str 19 (+7) Dex 14 (+5) Wls 12 (+4)
Con 15 (+5) Int 2 (-1) Cha 6 (+1)
Alignment unaligned Languages ­
earthbound. If a skinwing crashes or is forced to land, :r
BONE CROWN BEHEMOTHS
it does everything in its power to return to the sky, I­
IN COMBAT even if doing so means abandoning its rider. ~
a
The sounds of cracking limbs and shrie ks of agony w
accompany a bone crown behemoth's movement.
SPIREHORN BEHEMOTH :r
A bone crown gallops into combat, entrails cover­ w
aJ
ing it as though they were party ribbons, and uses Barbarian chieftains and hobgoblin warmasters
head butt against any creature it sees. Plenty of yearn to master their own spirehorn behemoths.
armies have broken under a bone crown assault. Dozens of trackers and warriors are lost in vain pur­
If a mounted bone crown's rider is killed , the bone suit of adult spire horns, which are rumored to be the
crown often goes wild, charging recklessly around fiercest behemoths when properly trained . Crafty
the battlefield. leaders send thieves among the spire horns' enormous
nests to steal eggs, so that they can rear the behe­
moths from the shell.
SKINWING BEHEMOTH
Skinwing behemoths nest in craggy mountains and Spirehorn Behemoth Level 9 Elite Brute
high cliffs. Thieves steal skinwing eggs or hatchlings Hug" nat ura l beas t (mou nt. reptile) XP 800
to sell to armies and mercenaries seeking an aerial HP 234; Bloodied 117 Initiative +6
advantage. Skinwings are vicious, however, and care­ AC 21, Fortitude 23, Reflex 19, Will 21 Perception +7
less nest robbers have lost more than their livelihood Speed 6
when a hatchling's parents have returned to find the Saving Throws +2; Action Points 1
T ltA ITS
thieves.
Beastmaster (mount)
While the behemoth has a friendly rider of 9th level or higher
Skinwing Behemoth
Large IlJlU I .11 be,l,l lll1ount. reptile)
HP 79; Bloodied 39
Level 7 Skirmisher
X[> 300
Inltlative +9
. .. .
mounted on It, the rider gains a +1 bonus to AC and Reflex.
.
<D Gore + At-WlII
AC 21, Fortitude 19, Reflex 21 , Will 19 Perception + 3 Attack: Melee 1 (one creature); +14 vs. AC
Speed 2 (clumsy), fly 8 (hover) Hit: 3d10 + 5 damage.

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-

Attack: Melee 1 (one creature); +12 vs. AC SPIREHORN BEHEMOTHS IN COMBAT


Hit: 2d6 + 8 damage. The nature of a spirehorn behemoth's rider deter­
+Flyby, AttKk + At-Will mines the beast's battle tactics. Some spirehorns are
Effect: The skinwing flies Its speed and uses bite at any point treated like trophies, nothing more than glorified
during the movement. The skinwing does not provoke an thrones for their masters. Others serve as mobile
opportunity attack from the tar~t when moving away from it.
fortresses , hanging near the rear of a conflict while
+ +
Graspln, Talons Recharge ~!!!J
carrying someone ofgreat importance. ''''hell spire­
Requirement: The skinwing must be flying.
Effect: The skinwing uses flyby attack, and if the attack hits, the horns are used in the midst of battle, handlers equip
skinwing grabs the target of the attack. each of the beasts to carry a dozen warriors.
Str 14(+5) Dell 19 (+7) WIs 11 (+3)
Con 15 (+5) Int 2 (-1) Cha 6 (+1)
Alignment unaligned Languages ­

SKINWING BEHEMOTHS IN COMBAT


A skinwing behemoth circles on the fi'inges of a
battle, swooping down on the flanks of an enemy
force. A skinwing's bite shreds leather and flesh. A
skinwing uses its claws to seize an enemy and lift it
into the sky before dropping the creature in front of
the feet of its behemoth allies. Although a skinwing
glides with great agility, it is awkward and slow while
sometimes found in the company of one. Their youth
does nothing to diminish their malevolence, however.

AT THE HEAD OF ROILING CHAOTIC STORMS, beholders BEHOLDER SPAWN IN COMBAT


arrive in the world. Some aberrant creatures stumble A young beholder floats in the shadows ofits parent's
upon the world by accident, and others arrive as lair, trying to avoid notice. Every beholder spawn
destroyers. Beholders come as conquerors, seeking to fights for its own preservation.
swallow up everything with their greed and ambition.
EVE OF SHADOW
LORE Eyes of shadow are beholders that have been warped
Dungeoneering DC 25: Beholders do not belong by too much time spent in the tangled paths leading
in the world or in any of the planes. They are beings to the Shadowfell.
of the Far Realm, a place so antithetical to rational
thought and existence that most who glimpse it go mad. Eye of Shadow Level 12 Elite Lurker
Beholders come a host of varieties. The only thing Large aberrallt magic" l bea,! XP 1.400
one can be certail1 of when dealing with beholders is HP 194; Bloodied 97 Initiative +16
that all possess some malignant intent and the desire AC 26, Fortitude 24, Reflex 25, Will 24 Perception +15
Speed 0, fly 6 (hover) Darkvision
to rule. They are treacherous creatures that cannot be
Savln2 Throws +2; Action Points 1
trusted.
AlI·Around Vision
ENCOUNTERS Enemies can't gain combat advantage by flanking the eye of
shadow.
Beholders are rarely willing to serve other creatures Combat Advantage
or even be in the company of their own kind. When The eye of shadow deals 2d6 extra damage to any creature
beholders work together, the world is in peril. Behold­ granting combat advantage to It.
ers believe they deserve to rule, so any creatures Shadow Surge (healing)
willing to risk being thralls to them can find a place The eye of shadow regains 20 hit points at the end of its turn if
at their side-albeit not a safe one. it has remained invisible since the start of its turn.
STANDARD ACTIO NS
<D Bite + At·WlIl
BEHOLDER SPAWN Attack: Melee 1 (one creature); +15 vs. AC
The means by which beholders procreate is best left a Hit: 2d8 + 11 damage.
mystery to those who wish to retain their sanity and +
~ Eye Rays At-WIII
Effect: The beholder uses one or two of the follOWing eye rays
the contents of their stomachs. Beholder spawn rarely without provoking an opportunity attack. Each eye ray must
survive the cruelty of their parents; those that do are target a different enemy.
1. Blinding Ray (radiant)
Beholder Spawn Level 15 Minion Artillery Attack: Ranged 10 (one creature); +1 S vs. Reflex
Medium alwrtdllt magkal h"as! XP 300 Hit: 1d8 + 6 radiant damage, and the target is blinded until the
HP 1; a missed attack never damages a minion. Initiative +13 end of its next turn.
AC 27, Fortitude 26, Reflex 28, Will 27 . Perception +15 2. Thundering Ray (thunder)
Speed 0, fly 6 (hover) Darkvision Attack: Ranged 10 (one creature); +15 vs. Fortitude
Hit: 3d6 + 10 thunder damage, and the target is deafened until
An·Around VIsion the end of its next turn.
Enemies can't gain combat advantage by flanking the beholder 3. Shadowbond Ray (necrotic)
spawn. Attack: Ranged 10 (one creature); +15 vs. Will
.••,.'i7i1'i1"i1J:i' Hit: 3d6 + 5 necrotic damage, and the target is immobilized (save
<D Bite + At·WIII ends). Until the effect ends, the beholder and shadow creatures
Attack: Melee 1 (one creature); +18 vs. AC have concealment while within 5 squares of the target.
Hit: 9 damage. 'f

® +
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.

I @ Bite (neuotlc) + At-Will


Attack: Melee 1 (one creature); +21 vs. Reflex
Hit: 3d8 + 13 necrotic damage.
+
~ Eye Ray At-Will
Effect: The beholder uses one of the following eye rays without
provoking an opportunity attack.
1. Chili of the Grave (cold, necrotic)
Attack: Ranged 10 (one creature); +21 vs. Fortitude
Hit: 4d8 + 8 cold and necrotic damage, and the target is slowed
(save ends).
First Failed Savin8 Throw: The target is immobilized Instead of
slowed (save ends).
1. Ghostly Possession (psychic)
Attack: Ranged 10 (one creature); +21 vs. Will
Hit: Ongoing 15 psychic damage (save ends).
First Failed Savin8 Throw: In addition to the ongoing damage,
the target is dazed (save ends both).
Second Failed Savin8 Throw: The target is dominated instead
of dazed and continues to take the ongoing damage (save
ends both). The beholder is removed from play until the
effect ends. When the effect ends, the beholder reappears
In an unoccupied space within 10 squares of the target. The
beholder can end the effect as a free action.
3. Killing Thought (psychic)
Attack: Ranged 10 (one creature); +21 vs. Will
EYES OF SHADOW IN COMBAT Hit: 1d8 + 9 psychic damage, and the target makes a melee
With a body made of little more than darkness and basic attack against itself as a free action. If the target is not
hate, an eye of shadow delights in its victims' terror. wielding a melee weapon, it drops a held Item and draws a
It lurks in the darkness, waiting as its foes' panic
increases; then it strikes swiftly and viciously. ...
melee weapon as a free action and then makes the attack.

® Central Eye (fear) + At-Will (1/rouncl)


Attack: Ranged 10 (one creature); +21 vs. Will
GHOST BEHOLDER Hit: The beholder slides the target 5 squares, and the target
Death need not be an end to avarice and ambition. As gains vulnerable 5 necrotic and vulnerable 5 psychic until the
living creatures, beholders must eventually fall from
the air to rot on the hated earth. Yet some have the
..
start of the beholder's next turn.

+
~ 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

CAMBION WRATHBORNS IN COMBAT


A cambion wrathborn dances away from foes as it
attacks. Barely contained rage drives the half-breed
devil in battle. A wrathborn sees the smallest slight
as a grave insult. It attacks without fear of retribu ­
tion. A wrathborn usually takes the appearance of
an individual from its mortal parent's race, but it
jf2-­ bursts into its diabolic form when seriously injured
or when enemies surround it. In an injured state,
the wrathborn becomes enshrouded in flames and
CAMBION INFERNAL SCION z
grows even more vindictive.
When the blood of a mortal ruler mingles with that
o
CO
of a devil, a terrible conqueror can be born. A cam­ ~
CHAINED CAMBION bion infernal scion is driven by greed and ambition. ~
Wrapped in chains and masked with a gruesome iron It covets Asmodeus's position in the Nine HeJls and U
visage, a chained cambion radiates pain, rage, and plots to suppJant him.
frustration . A chained cambion's body is completely
bound and unmoving. Its bindings hold it aloft; the Cambion Infernal Scion Level 12 Elite Soldier
chain contraption walks spiderlike along the ground. Mediulll imm ortai humdnoid (devil) XP 1.400
The chains act as a conduit to a cambion's tortured HP 250; Bloodied 125 Initiative +14
psyche, and the metal's touch shoots the minds of AC 2B, Fortitude 24, Reflex 21, Will 25 Perception +10
its victims into the frozen dark ofStygia, where they Speed 6, fly 8 (clumsy) Darkvision
Resist 10 fire
suffer briefly before returning.
Saving Throws +2; Action Points 1
••
Chained Cambion Level 10 Controller <D Burning Longsword (fire, weapon) + At-Will
Ml'diUIll iIII III 0 . t~1 humano.d (devil) XP 500 Attack: Melee 1 (one creatu re); +17 vs. AC
HP 110; Bloodied 55 Initiative +B Hit: 2dB + 11 fire damage.
AC 24, Fortitude 22, Reflex 20, Will 24 Perception +9 Effect: The target is marked until the end of the scion's next
Speed 6 Darkvision turn.
Resist 10 fire ~ Fiend Razor + At-Will
Requirement: The scion must be bloodied.
o Binding Field + Aura 3 Effect: The scion uses burning 'ongsword twice.
Squares within the aura are difficult terrain for enemies.
Child of Chains ~ Dread Com....ncI (charm) + At-Will (1/round)
While immobilized or restrained, the chained cambion gains Requirement: The scion must not be bloodied.
a +2 bonus to attack rolls and gains a +2 bonus to attempts to Attack: Ranged 5 (one enemy marked by the scion); +15 vs. Will
escape a grab and to saving throws against effects that immobi­

.. .
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).

Mind Shackles (psychic) + Recharge when first bloodied


Con 21 (+11)
Alignment evil
Int 19 (+10) Cita 23 (+12)
Languages Supernal
Equipment chainmail, longsword
Effect: Two enemies adjacent to each other in a close burst 5 are
psychically shackled (save ends; each enemy makes a separate
saving throw against this effect). While psychically shackled, CAMBION INFERNAL SCIONS
an enemy takes 10 psychic damage at the start and the end IN COMBAT
of its turn if it isn't adjacent to the other creature that was An infernal scion's sword slashes in fiery arcs. It
affected by this power.
begins combat imperiously, cutting down foes and
Aftereffect: The effect persists, and the damage decreases to 5
(save ends). commanding enemies to impale themselves on their
Str17 (+8) Dex16(+8) Wls 19(+9) own blades lest they suffer torture and humiliation.
Con 22 (+11) Int 18 (+9) Cha 18(+9) The devil strides across the battlefield, secure in its
Alignment evil Languages Supernal authority over its allies and confident tbat it is inca­
pable oflosing.
CHAINED CAMBIONS IN COMBAT When bloodied, an infernal scion sheds its veneer
A chained cambion's reigning emotion is hate. It of dominance in exchange for rage, dealing blows at
hates its life, its captors, and its enemies who roam twice its previous speed.
free. A chained cambion screams its despair within
the minds of nearby foes. When a chained cambion
is bloodied, it howls even louder as its iron mask
falls off.
catoblepas's ability to shift between worlds makes it
one of the most challenging quarries.
A catoblepas cannot truly be destroyed, nor can its
WITH ITS HEAD LOW TO THE GROUND, a catoblepas ill tidings be disavowed. A catoblepas, if slain, forms
roams the land, leaving death in its wake. The cato· again in the Shadowfell and continues its plodding
blepas is a rare creature made of shadows and death; journey through the planes.
its gaze can wither those it has injured. Each creature Adventurers can track a catoblepas by following
plods between worlds, surfacing unexpectedly. So the trail of death in its wake. If they work to mend
strong is the catoblepas's association with death that the sorrowful places where the beast has passed,
the beasts sometimes accompany the Raven Queen they might look upon the eyes of a catoblepas without
and her entourage. fear of death. For these champions, the Raven Queen
might release a soul to life again or grant someone the
ability to foresee his or her own death and thereby
LORE avoid it.
Religion DC 23: Steadfast souls who hunt a cato·
blepas might resist its call, but when faced with its
deadly gaze or toxic breath, most choose cowardice
ENCOUNTERS
over bravery. Every catoblepas is a herald of the Raven Queen, but
A ritualistic hunt of a catoblepas can earn the the creatures are not her only messengers. In th~ days
hunters the Raven Queen's blessing. Knights hunt before a catoblepas appears, specters oflegendary
the creatures for honor and glory, and a knight who kings walk their palace halls. ghosts of women who
returns with a catoblepas's head earns great esteem died in childbirth whisper warnings to their children,
among his or her fellowship. A knight who displays and in places where the worst tragedies shall strike.
the catoblepas badge on a coat of arms commands wraiths of ancient tyrants rise again, hoping to see
deep respect on the battlefield. the dark hopes of their former lives realized.
When the creatures of the Feywild embark on
the Wild Hunt, it is often a catoblepas they seek. The
CATOBLEPAS HARBINGER CATOBLEPAS TRAGEDIAN Vl

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. -

Catoblepas Tragedian Level 18 Elite Controller


Catoblepas Harbinger Level 10 Elite Controller Huge sh,ltlow beast XP 4,000
Llrge shadow b,'",( XP 1.000 HP 360; Bloodied 180 Initiative +15
HP no; Bloodied 110 Initiative +7 AC 32, Fortitude 30, Reflex 28, Will 30 Perception +15
AC 24. Fortitude 22. Reflex 20. willn Perception +15 Speed 6 Blindsight 5
Speed 6 Blindsight 5 Resist 10 necrotic
Resist 5 necrotic Saving Throws +2; Action Points 1 j
Saving Throws +2; Action Points 1
I (> Raven Queen's Presence + Aura 5
(> Raven Queen's Presence + Aura 5 Any creature within the aura that fails a death saving throw
Any creature within the aura that fails a death saving throw takes damage equal to half its bloodied value.

..
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.

~ RNII Glance (charm. necrotic) + At-Will


CATOBllPAS HARBINGERS Tri88er: An enemy within 5 squares of the tragedian willingly
IN COMBAT moves away from it.
A catoblepas harbinger emanates death. The beast Attack (Opportunity Action): Close burst 10 (triggering enemy in
burst); +21 vs. Will
attempts to end the lives of everything it encounters.
Hit: 10 necrotic damage, and the target is immobilized and
With a look, it cuts down those who run. With its gains vulnerable 5 to all damage (save ends both).
horns, it gouges those who face it. A harbinger feels Aftereffect: 20 necrotic damage.
no fear in battle. It knows that to die again will be just Str24(+16) Dex22(+15) Wls 23 (+15)
another turn of the wheel. so it focuses on dealing Con 28 (+18) Int 3 (+5) Cha 25 (+16)
final blows to weak or frightened foes. Alignment unaligned Languages-

C ATOBllPAS TRAGEDIANS IN CoMBAT


A catoblepas tragedian'S deep humming works like a
siren's song, calling living creatures to their dooms. A
tragedian'S victims walk forward and rest their heads
against its shaggy flank . The victims who inhale a tra­
gedian's deadly breath or look upon its visage wither
into husks.
Once the spawns are loose, the angler helps gather
food. An adventurer dragged to a cave fisher's ledge
faces a cadre of ravenous young.
PERCHED IN A SHADOWY NICHE high up in a limestone
cavern, a cave fisher waits and watches. More than CAVE FISHER SPAWN IN COMBAT
one explorer has been stricken when he or she gazed A cave fisher spawn lurks near its nest, waiting
up to see an insectlike creature staring back, pincers for a grown fisher to provide a corpse for it and its
ready. A long, noselike appendage juts from a cave nestmates to eat. Territorial and aggressive, a spawn
fisher's body. From this protuberance, a fisher can rushes forward to attack enemies that threaten the
release a strangling line or shoot lengths of filament nest. Although not born strong enough to snatch
to capture prey for its young. prey with its filament, a spawn is adroit at using
its pincers.
LORE
Nature DC 15: Cave fishers live by instinct. CAVE FISHER ANGLER
They spread across a swath of caverns and form In silence, a cave fisher angler releases its long, sticky
loose collectives. After a male and a female mate, filament toward the cave floor, dangling the end a
they move off to an uninhabited ledge. A cave fisher hairsbreadth above a creature's head. Then, with a
nest is high from the ground and usually looks out quick snap, an angler's filament wraps around a"vic­
over frequently traveled paths. tim's neck, pulling tight. The angler drags its writhing
Cave fisher spawn hatch after several weeks in the prey upward to the maws of its hungry spawn.
egg. During that time, the angler does not leave the
nest unless provoked. The spiker goes out in search of Cave Fisher Angler Level 3 Lurker
food to bring back to the nest. Cave fishers are mind­ Medium natural beast XP 1SO
less creatures without mercy, so when a cave fisher HP 37; Bloodied 18 Initiative +7
spawn is weak. its nestmates eat it. AC 18, Fortitude 16, Reflex 15, Will 14 Perception +7
Speed 6, climb 5 (spider climb) Darkvision

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.

Cave Fisher Spiker level 3 Artillery


Medium natural fW,lst XP 1 5 0
HP 37; Bloodied 18 Initiative +4
AC 15, Fortitude 14, Renex 15, Will 13 Perception +2
Speed 6, climb 5 (spider climb) Darkvision

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 .' , •

I <D Pincers + At·WlII


Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d10 + 3 damage.
@) Rlament Spike + At-Will
Attack: Ranged 10 (one creature); +8 vs. Reflex
Hit: 1d1 0 + 4 damage.
;Y Filament Wrap + Recharge ~ lUI -
Attack: Ranged 10 (one creature); +8 vs. Reflex
Hit: The target is immobilized and takes ongoing 5 damage
(save ends both).
Skills Stealth +9
Str 15 (+3) Dex 17(+4) Wls12 (+2) Cave Fisher line Spiker level 4 Minion Artillery
Con 13(+2) Int 2 (-3) CbB 5 (-2) Medium ndturdl he" , t XP 44
Alignment unaligned Languages ­ HP 1; a missed attack never damages a minion. Initiative +5
AC 16, Fortitude 14, Renex 16, Will 15 Perception +9
Speed 6, climb 5 (spider climb) Darkvision
CAVE FISHER SPIKERS IN COMBAT
A spiker's noselike appendage is muscular, and the .. Pincers + At·WlII
insect is adept at aiming wads of wriggling filament Attack: Melee 1 (one creature); +9 vs. AC
at its targets. The filament stretches out and encircles Hit: 4 damage.
its prey, drawing it tight in a crushing grip. A spiker ® Slowing Spike + At·WIIi
fires shards of filament at an ensnared enemy to fur­ Attack: Ranged 10 (one creature); +7 vs. Reflex
Hit: 4 damage, and the target is slowed until the end of the
ther wound it. The insect focuses on an immobilized spiker's next turn.
creature, hoping to drain its life so it can drag the ;Y Toppling Spike + Encounter
creature's corpse back to its nest. Attack: Ranged 10 (one creature); +7 vs. Reflex
Hit: 6 damage, and the target falls prone.
CAVE FISHER LINE SPIKER Str 13 (+3) Dex 17 (+5) Wis 14 (+4)
Con 13 (+3) Int 2 (-2) ebB 5 (-1)
Hobgoblins are renowned for their desire to capture, Alignment unaligned Languages ­
breed, and modify all kinds of monsters. Hobgoblin
leaders instruct lackeys to steal cave fisher eggs. A
CAVE fISHER LINE SPIKERS
group might breed some cave fishers and train them
for use as artillery units that break apart enemy IN COMBAT
formations. Cave fisher handlers position groups ofline spik­
ers in trees and along ridges near a battlefield. The
creatures rain their spiky filaments down on enemy
ranks, tripping up combatants one by one. A line
spiker avoids the thick of a battle, but when forced
into combat, it uses pincers. As soon as an escape route
opens, the spiker flees to safety.
chi tines and teach the drow a lesson. Choldriths,
the chitine priestess caste, emerged from the chitine
creation pools, and the priestesses proceeded to rouse
THE FIRST CHITINES EM.ERGED from vats of ooze and rebellion among the chitines. Overwhelmed by the
flesh. Sewn together by the magic of drow warlocks, number of chitines, the drow withdrew as chitines
the chitines are a failed attempt to create the perfect spread out across the Underdark.
slave race. The first chitines rampaged through the Chitines believe that they are Lolth's favorites .
drow city in which they were created, fighting their They are quick to point out that despite Lolth's drow
would·be masters. Afterward, they struck out to appearance, she also adopts the guise of a spider.
create their own domain in the uppermost reaches of According to chitine dogma, the spider form, not her
the Underdark. humanoid form, is Lolth's true aspect.
As a strange hybrid ofspider and humanoid,
chitines praise Lolth for imbuing them with a heart ENCOUNTERS
of violence and rebellion. They believe they are far The chitine race is young, and its members are gull­
closer to Lolth's perfect race than drow are. This ible. Because of their ignorance of the world above,
philosophical schism sparks deep hatred between they see unusual humanoids and objects from the
the two races. Though both races revere the Queen surface as the stuff of speculation and mystery. The
of Spiders, their members ruthlessly slaughter each shifter illusionist Mylara Storm roarer managed to
other. As befits a goddess as treacherous and blood­ convince a chitine colony that she was an aspect of
thirsty as Lolth, her most dedicated followers aim Lolth. She set them against a nearby drow outpost,
their deepest hatred at their fellow worshipers. using them to slay her enemy Ulquara.
Chitines form alliances with Underdark races in
LORE exchange for weapons, arcane lore, magic items, and
History DC 17: Drow warlocks created chitines other tools, most ofwhich they use against the drow.
to be slaves. Chi tines are humanoids crafted from a Duergar hire chi tines as mercenaries and scouts.
mixture of arcane spells, prayers to Lolth, and the Occasionally chitines and duergar join forces against
souls, flesh, and ichor of elves, spiders, and demons. drowoutposts.
In a fit of passion, perhaps anger at the drow In the depths of the Feydark, chitines are common.
for playing at godhood, Lolth conspired to free the They traffic with spriggans and other fey that oppose
the drow.

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.

DyIng Shriek CHITlNE WARRIORS IN COMBAT


Tri88er: The grunt drops to 0 hit points. A chitine warrior rarely remains on the ground. To
Effect (Immediate Interrupt): Each enemy adjacent to the grunt a warrior, the walls and ceiling are as accessible as
takes a -2 penalty to all defenses until the end of its next turn. the floor. It scurries along the ceiling before lowering
Str 15 (+4) Dex 14 (+4) Wis 12 (+3) itself using coils of spider silk rope. In areas that are
Con 10(+2) Int8(+1) Cha 9 (+1)
narrow or have low ceilings, a warrior remains on the
Alignment chaotic evil Languages Common, Elven
Equipment 4 daggers walls as it fights . At times, two warriors gang up on
the strongest invader, shredding that foe w ith a com­
bination of eight w hirling blades.
CHITINE GRUNTS IN COMBAT
Grunts surge forward in waves to overwhelm foes ,
scuttling across the floor and dropping from walls
and crevices. When a grunt dies, it emits an acrid,
foul stench that staggers nearby foes and drives chi­
tines into a fury.

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.

Chitine Scout Level 5 Artillery Chitine Marauder Level 6 Skirmisher


M<'dium natural humanoid (spider) XP 200 Medium natural humanoid (spid e rl XP 250
HP 48; Bloodied 24 Initiative +6 HP 72; Bloodied 36 Initiative +9
AC 17, Fortitude 17, Reflex 17. Will 16 Perception +3 AC 20, Fortitude 18, Reflex 19, Will 17 Perception +10
Speed 6. climb 6 (spider climb) Darkvision Speed 6, climb 6 (spider climb) Darkvision
m1Ifj TRAI rs
I <D Dager (weapon) + At-Will Combat Advantage
Attack: Melee 1 (one creature); +10 vs. AC The marauder deals 1d6 extra damage against any creature
Hit: 1d4 + 3 damage. granting combat advantage to it. I
® Hand Crossbow (weapon) + At-Will
Attack: Ranged 10/20 (one creature); +12 vs. AC '-"WI!IfW
ill Short Sword (weapon) + At-Will
Hit: 1d6 + 4 damage. Attack: Melee 1 (one creature); +11 vs. AC
+ +
~ Furious Volley (weapon) At-Will
--- Hit: 1d6 + 4 damage.
Effect: The scout uses daBBer twice or hand crossbow twice. +Quick Jabs + At-Will
~ Poisoned Bolt (polson, weapon) + Encounter Effect: The marauder uses short sword twice. It can shift 2
Attack: Ranged 10/20 (one creature); +10 vs. Fortitude squares after each attack.

-,-
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)

® Claws (polson) + At·WlII


Darkvision

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.

Tall Slap + At-Will


Attack: Melee 2 (one creature); +17 vs. AC
Hit: 2d8 + 11 damage.
'" Envelop + At-Will
Requirement: The ambusher must not have a creature grabbed.
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: The ambusher slides the target 1 square to a square within
the ambusher's space, and the target is grabbed. While
the target is grabbed by the ambusher, it is blinded, dazed,
restrained, and takes ongoing 10 damage. In addition, when­
ever an attack deals damage to the ambusher while it has the
target grabbed, the attack deals half damage to the ambusher
and half damage to the target.

Shadow Shift (illusion) + At-Will


Effect: The ambusher gains concealment until the start of its
next turn. If the ambusher is in an obscured square. it gains
total concealment until the start of its next turn.
Skills Stealth +14
Str 21 (+11) Dex 16 (+9) Wls 15 (+8)
Con 17 (+9) Int 8 (+5) eha 11 (+6)
Alignment unaligned languages Deep Speech
CLOAKER AMBUSHERS IN COMBAT
A c10aker ambusher clings to the ceiling, flitting
between stalactites beyond the light's reach. It
watches its hunting ground through ravenous eyes,
though its natural cowardice inhibits aggressive
action. The monster lingers out o[vicw, remaining
silent until its prey is injured, alone, or beset by
other Underdark perils. Then, the beast utters a
moan and strikes, fluttering down from the ceil­
ing. extending its bony tail to snap up a victim and
draw it into a consuming embrace.

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.

Cloaker Lord Level 18 Controller


Large aberrant magical bE'ast XP 2.000
HP 172; Bloodied 86 Initiative +12
AC 30, Fortitude 30. Reflex 29. Will 27 Perception +16
Speed 2 (clumsy). fly 8 (hover) Darkvision
CLOAKER LORDS IN COMBAT
o Unnerving Moan (fear) + Aura 2, or 5 while the lord is bloodied A c10aker lord is not as cowardly as its lesser kin,
Nondeafened enemies within the aura take a -2 penalty to but its eagerness to hunt and kill does not make it
.. ..
attack rolls. reckless. A c10aker lord keeps thralls. which engage
enemies while their master descends on an isolated
<D Tall Slap + At-Will foe behind enemy lines. A cloaker lord envelops its
Attack: Melee 2 (one creature); +23 vs. AC
Hit: 2d1 0 + 15 damage. and the target is grabbed. prey. While feasting on the creature, the lord modu­
+ +
Envelop AtoWlII lates its moan to dissuade others from drawing near.
Requirement: The lord must not have a creature grabbed.
Attack: Melee 1 (one creature); +21 vs. Reflex
Hit: The lord slides the target 1 square to a square within the
lord's space, and the target is grabbed. While the target is
grabbed by the lord, it is blinded, dazed. restrained, and takes
ongoing 20 damage. In addition, whenever an attack deals
damage to the lord while it has the target grabbed, the attack
deals half damage to the lord and half damage to the target.
+
~ Terrifying Moan (fear. psychic) Recharge [;) ~ [!]
Attack: Close burst 2, or 5 while the lord is bloodied (enemies in
burst); +21 vs. Will
Hit: 3d8 + 8 psychic damage, and the target moves its speed
away from the lord.
+
~ Hypnotic Moan (psychic) Encounter
Attack: Close burst 2, or 5 while the lord is bloodied (enemies in
burst); +21 vs. Will
Hit: The target is stunned until the end of the lord's next turn.

.. .
Miss: The target is dazed until the end of the lord's next turn.

Shadow Shift (illusion) + At-Will


Effect: The lord gains concealment until the start of its next turn.
If the lord is in an obscured square, it gains total concealment
until the start of its next turn.
Sldlls Stealth +17
Str 25 (+16) Dex16(+12) WJs 15 (+11)
Con 20(+14) Int 11 (+9) Cha 22 (+15)
Alignment unaligned Languages Deep Speech
ARMQRED WITH THICK CHITIN and equipped with
powerful claws, crauds threaten anyone who tam·
pers with the delicate balance of the ocean. A craud
stands as high as a hal fling, and it flickers with bril·
liant colors as it scuttles across the sand on an array
of needle·sharp legs. Seafarers call crauds the locusts
of the sea, because when they attack, they clatter up
from the water's edge to kill and devour anything in
their path. Those who have survived craud attacks
recount how the creatures swarm over the land with
eerie coordination.
Crauds are thought by many to be a punishment
meted out by Melora to those who squander her gifts.
When an area becomes overfished or polluted, an
attack by crauds is often imminent.

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 ' •

(J) Claw. At-Will


Craud Crusher Level 4 Brute Attack: Melee 1 (one creature); +10 vs. AC
Medium n"tural heast (aquat ic) XP 17 5 Hit: 2d6 + 6 damage, and the king slides the target 1 square to
HP 70; Bloodied 35 Initiative +5 another square adjacent to the king.
AC 16. Fortitude 17. Reflex 16, Will 15 Perception +4 '" Claw Flurry. Recharge [3] lUI
Speed 5, swim 6 Darkvision Effect: The king uses clow against two different creatures. If the
king slides a target with this attack, one ally adjacent to the
Aquatic target after the slide can make a melee basic attack against the
The crusher can breathe underwater. In aquatic combat, it gains
a +2 bonus to attack rolls against nonaquatic creatures.
Red TIde
...
target as a free action.

~ Angler's Lure (charm). At-Will (l/round)


Whenever the crusher reduces a target to 0 hit points or fewer. Attock: Close burst 5 (one creature in burst); +10 vs. Will
the crusher gains a +5 bonus to its next damage roll before the Hit: The king pulls the target 3 squares, and the target is marked

...
end of the encounter.
.
(J) Claw. At-Will
until the end of the king's next turn.

For the King. Encounter


Attack: Melee 1 (one creature); +9 vs. AC Tri88er: The king is first bloodied.
Hit: 1d12 + 2 damage, and the crusher grabs the target. The Effect (No Action): Each ally within 5 squares of the king shifts
crusher can grab only one creature at a time. 4 squares as a free action and must end the shift closer to the
Sustain Minor: The crusher sustains the grab, and the grabbed king than it was when it began the shift. It then can make a
creature takes 1d6 + 3 damage. melee basic attack as a free action.
'" Hammerdaw • Encounter Str 18 (+6) Dex 16(+5) Wis 14(+4)
Attack: Melee 2 (one creature); +7 vs. Reflex Con 19 (+6) Int 3 (-2) Cha 6 (+0)
Hit: Id12 + 10 damage, and the crusher pushes the target 1 Alignment unaligned languages ­
square and knocks it prone.
Str 17 (+5) Dex 16 (+5) Wls14(+4)
Con 20 (+7) Int 3 (··2) Cha 9(+1)
CRAUD KINGS IN COMBAT
Alignment unaligned Languages- The champion of a craud force, a craud king stands
near the center ofa conflict, urging its cohorts on. A
craud king retreats only when opposed by an over­
CRAUD CRUSHERS IN COMBAT
whelming force. Otherwise, it presses forward and
A crusher favors sweeping up a foe in its massive
focuses its allies' attacks on finishing offinjured foes.
claws and cracking bones as it crushes down on the
prey. It targets the largest physical threat in a battle
and gains a visceral satisfaction out of besting that
creature.
Crushers move together in clusters, surrounding
opponents in order to annihilate them more qUickly.
When alone. a crusher moves in behind a wave of
impalers to finish off any wounded foes.
ENCOUNTERS
When it comes to profit, dark ones are utter merce­
naries. Cults of Graz'zt use them as spies and killers,
To DARK ONES, THE BRIGHT LANDS of the world are while other dark ones join or even lead temples to
a verdant field littered with spoils. Venturing forth Vecna. Members of the race are commonly found in
from the Shadow fell, dark ones come to steal the the company of shadar-kai.
richest treasures, the greatest secrets, and the most Dark ones have an inexplicable hatred of skulks,
talented artisans and crafters from the mortal realm. and the two races invariably come to blows. A town
caught in the crossfire of such a shadow war can be
LORE reduced to an empty shell, as what began as a simple
History DC 17: The origin of the dark ones is gang conflict qUickly devolves to a war of attrition.
shrouded in mystery. Speculators believe the small
shadow creatures are the descendants of a band ofhalf­ HEX KNIGHT
lings that fled into the Shadowfell in ages past. Others Dark one society exalts in cheating, underhanded
say dark ones are a race native to the shadow realm. dealings, and treachery and has little use for chivalry.
Dark ones are infamous for their inability to craft Among dark ones, a hex knight is the closest thing to
beautiful or useful objects. Their workmanship is a noble warrior. When hex knights deal with others
always shoddy. Their armor crumples, and their not of their kind, however, any notions of honor or
weapons break. Thus, these creatures have become nobility do not apply.
the ultimate thieves. They steal everything, including
skilled artisans, whom they force to produce every­ Hex Knight Level 4 Soldier
thing from clothing to magic items. Smal l shad ow humanoid. dark one XP 175
Since they have no stable alliances with creatures HP 54; Bloodied 27 Initiative +7
ofthe world , which they call the Blinding Realm, the AC 20, Fortitude 15, Reflex 16, Will 15 Perception + 3
dark ones target outcasts, such as thieves' gUilds, ban­ Speed 6 Darkvision
dits, and other raiders. An adventuring band hired
to recover a stolen object might find the thieves slain <!) Short Sword (weapon) + At-WIll
Effect: The hex knight makes the following attack twice.
and the treasure they stole carried off to the dark
Attack: Melee 1 (one creature); +9 vs. AC
ones' warrenlike lairs in the Shadowfell. Hit: 1d6 + 4 damage, and the target is slowed until the end of
the hex knight's next turn.
+
® Hand Crossbow (weapon) At-Will
Attack: Ranged 10/20 (one creature); +9 vs. AC
Hit: 1d6 + 4 damage .
+
... Vldous Flurry (weapon) Recharge 1&1 [i]
Attack: Melee 1 (one or two creatures); +9 vs. AC
Hit: 1d6 + 4 damage, and the target is slowed and takes ongoing
5 damage (save ends both).

+
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.

Shadow Bolter LevelS Artillery


. ..
Speed 6

Short Sword (weapon) + At-Will


Darkvision

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.

(!) Dagger (weapon) + At-Will


+
Dark Step At-Will
Effect: The speaker moves 4 squares, gains a +4 bonus to AC
Attack: Melee 1 (one creature); +10 vs. AC against opportunity attacks provoked by this movement, and
Hit: 1d4 + 5 damage. gains combat advantage against each creature that it ends its
@) Black Bolt (weapon) + At-Will move adjacent to until the end of the shadow speaker's next
Attack: Ranged 15/30 (one creature); +10 vs. Fortitude
Hit: 1dS + 5 damage, and the target takes 5 damage each time
It provokes an opportunity attack (save ends).
turn.
.
Killing D.rk
..
Trigger: The speaker drops to 0 hit pOints.
+
Dark Step At-WIll Effect (No Action): Each enemy adjacent to the speaker is blinded
Effect: The bolter moves 4 squares, gains a +4 bonus to AC until the end of his or her next turn.
against opportunity attacks provoked by this movement, and Skills Arcana +10, Religion +10
gains combat advantage against each creature that it ends its Str11 (+3) Dex18(+7) Wls18(+7)

. .
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.

A klurichir emerges from the Abyss's lowest layers


~ Blasphemous Utterance (necrotic) + Encounter
Tri88er: The klurichir is first bloodied.
and keeps company with powerful demons, including Attack (Free Action): Close blast 5 (enemies in blast); +31 vs. Will
balors, nalfeshnees, and outcast demon lords. Kluri­ Hit: 3d6 + 8 necrotic damage, and the target is dazed (save
chirs lead legions to invade layer after layer of the ends).
Str 31 (+24) Dex16 (+17) Wis 21 (+19)
Con 26(+22) Int 21 (+19) Cha 26 (+22)
Alignment chaotic evil Languages Abyssal
Equipment greataxe

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.

Maw Demon Level 2 Brute


Medium elemental humanoid (demon) XP 125
HP 42; Bloodied 21 Initiative +1
AC 14. Fortitude 14. Reflex 13. Will 12 Perception +2
Speed 6 Darkvision

o SnappingJaws + Aura 1 Greater Maw Demon


Medium elemental humanoid (demon)
Level 16 Brute
XP 1,400
Enemies within the aura grant combat advantage.
.U:j,iJ.iill.i'e HP 187; Bloodied 93 Initiative +8
CD Bite + At-Will AC 28, Fortitude 28. Reflex 27, Will 26 Perception +9
Attack: Melee 1 (one creature); +5 vs. AC Speed 6 Darkvision
Hit: 1d12 + 5 damage. Ell!
o Snapping jaws + Aura 1
Ravenous Advance + At-Will Enemies within the aura grant combat advantage.
Effect: The demon shifts 5 squares to a square adjacent to the tl!1:b'..1.lIlJIt:
nearest bloodied enemy. I CD Bite + At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Variable Resistance + Encounter Hit: 3d12 + 11 damage.
Tri88er: The demon takes acid. cold. fire. lightning. or thunder +
~ Howling Hunger (thunder) Encounter ------I
damage. Requirement: The demon must be bloodied.
Effect (Free Action): The demon gains resist 10 to the triggering Attack: Close burst 3 (enemies in burst); +18 vs. Will
damage type until the end of the encounter. Hit: 3d1 0 + 8 thunder damage. and the target falls prone.
Str 17 (+4) Dex 11 (+1) Wls 13 (+2)
Can 12 (+2) Int 5 (-2) Cha 6 (-1) Ravenous Advance + At-Will
Alignment chaotic evil Languages understands Abyssal Effect: The demon shifts 5 squares to a square adjacent to the
nearest bloodied enemy.
• I ....

MAW DEMONS IN COMBAT Variable Resistance + 2/Encounter


A maw demon's tactics are as simple as its appearance Tri88er: The demon takes acid. cold, fire, lightning, or thunder
suggests. It rushes to the nearest bleeding. moving damage.
creature, chomps at its Oesh until it stops moving. and Effect (Free Action): The demon gains resist 20 to the triggering
damage type until the end of the encounter or until it uses
then rushes to the next nearest bleeding creature.
variable resistance again.
A greater maw demon might be larger and tougher Dex 11 (+8)
Str 22 (+14) Wls 13 (+9)
than its smaller cousin. but it is no more clever. Con 17 (+11) Int 5 (+5) Cha 6 (+6)
Alignment chaotic evil Languages understands Abyssal
--._-.--.-.- .- - . - . - - . - . _ - . - . - . ­
Molydeus Level 29 Elite Soldier VI
DEMON, MOLYDEUS / Large el en " 'l1t .. 1humallo ld (del11on ) XP 30 ,000 :J
uJ
HP 544; Bloodied 272 Initiative +22
AC 45, Fortitude 44, Reflex 39, Will 43 Perception +26
o
THARIZDUN CREATED THE ABYSS when he lodged a Speed 8 Blindsight 5 ~
shard of pure evil within the Elemental Chaos. He Immune fear o
~
charged seven angels to safeguard his treasure, but Saving Throws +2; Action Points 1
.
the angels proved unable to resist the foulness and Z
corruption of the shard. Proximity to the item twisted o Demonk Weight + Aura 2 o
Any enemy that starts its turn within the aura Is slowed and ~
the guardians, changing them into the two·headed, uJ
cannot teleport until the start of its next turn.
demonic abomination known as the molydeus. All-Around Vision o
Enemies can't gain combat advantage by flanking the molydeus.
LORE Double Acdons
The molydeus rolls initiative twice and takes its turn on both
Arcana DC 33: History tells little of the seven results. It regains the use of its immediate action at the start of
angels that protected the evil shard, except to say each turn.
that they were unwilling guardians. Their natu· Dual Brain
ral obedience guaranteed they would protect his At the end of each of its turns, the molydeus automatically
treasure, while their doubts about their master left saves against dazing or stunning effects that a save can end, and
them tortured and frustrated. When evil caressed
their angelic forms, it seized on this division and
, ..
against any charm effect that a save can end.

<D Battleaxe (weapon) + At-Will


wrenched their forms apart. The wolf was a mani· Attack: Melee 2 (one creature); +34 vs. AC
festation of the angels' aggression and ferocity, and Hit: 4d10 + 15 damage. and the target is marked until the end
the snake represented the angels' uncertain loyalty. of its next turn.
The axe a molydeus wields is a relic of the demon's <DWolf Bite + At-Will
former existence, for it contains the bright, unspoiled Attack: Melee 2 (one creature); +34 vs. AC
light of creation. Hit: 4d8 + 19 damage, and the molydeus slides the target 6
squares to a square adjacent to the molydeus.
<DSnake Bite (polson) + At-Will
ENCOUNTERS Attack: Melee 3 (one creature); +34 vs. AC
A molydcus is encountered alone or with a small Hit: 1d6 + 10 damage. and the target grants combat advantage
and takes ongOing 20 poison damage (save ends both).
retinue oflesser demons. A molydeus prefers to work
~ Dread Word (fear) + Encounter
with mariliths but might take up with balors and klu· Attack: Close burst 5 (enemies in burst); +32 vs. Will
richirs. A demon lord sometimes uses a molydeus as Hit: The target is dazed (save ends).
an enforcer or a guardian, but such arrangements do Miss: The target is slowed and takes a -2 penalty to attack rolls
not last long and usually end in violence.
..
(save ends both).

Variable Resistance + 3/Encounter


MOLYDEUS DEMONS IN COMBAT Tri88er: The molydeus takes acid. cold. fire, lightning, or thunder
The wolf and snake heads of a molydeus work in con· damage.
cert, taking turns snapping at nearby opponents. The Effect (Free Action): The molydeus gains resist 30 to the trigger·
wolf head jerks an enemy into position, and the ser· ing damage type until the end of the encounter or until it uses
pent head injects the foe with a debilitating toxin. variable resistance again.
Skills Bluff +28, History +24, InSight +26,lntlmklate +28
Str 30 (+24) Dex 22 (+20) WIs 24 (+21)
Con 32 (+25) Int 21 (+19) Cha 28 (+23)
Alignment chaotic evil Languages Abyssal
Equipment battleaxe

Molydeus demons are bound to their battleaxes. If


a molydeus is slain, its weapon dissolves into a putrid
slime. If a molydeus lose its axe while in combat, the
demon goes mad with rage until it regains its weapon
or can forge a new one.
insects, spiders. gnomes, immortals, certain other
demons, powerful humanoids, and elemental
creatures.
NALFESHNEES HAIL FROM the Woeful Escarand, the The last group is "fit to serve." This distinction is
Abyss's four hundredth layer. There, the greatest reserved for creatures far more powerful than nal­
and eldest of them rule as the Lords ofWoe. Having feshnees. It includes demon lords, primordials, balors,
exhausted their kingdom of its resources, nalfesh· and powerful elementals such as efreets. When a
nees turn hungry eyes toward other layers. They nalfeshnee is serving another creature, its gloating,
bargain with demon lords, offering guard services malicious nature melts away, revealing a whining
in exchange for slaves, materials, treasure, and the wretch that bows and wheedles at every opportunity.
choicest victuals harvested from across the planes.
NALFESHNEE SWINE GUARD
LORE Nalfeshnees became a force in the Abyss during the
Arcana DC 28: Nalfeshnees are the corpulent Great Settling, a time when the demons evolved after
scions ofTantagaras, a demon lord killed during consuming their slain leader, Tantagaras. Most nal­
Tharizdun's uprising against the gods. Before Tanta· feshnees become swine guards. which are renowned
garas died in single battle against Kord , the demon throughout the Abyss. Brutish and savage, a swine
lord sired thousands of demons that embodied his guard swears service to a particular lord and fights
hunger and his sloth. on its master's behalf A swine guard might take up
The Waddling Legions, as they came to be known, life as a palace guard or foot soldier, but most form
were crestfallen over their father's demise. They into mercenarylike companies that are exchanged
brought his corpse back to the Woeful Escarand and among demon lords throughout the Abyss. Praised
showed honor to him by feasting upon the body. After for their resilience and obedience, swine guards are
devouring the rubbery flesh, the demons evolved highly coveted.
from simple-minded servants into cunning and
wicked fiends, each with a fragment of their maker's Nalfeshnee Swine Guard Level 20 Brute
consciousness. Huge elemental humanoid (de mon ) XP 2.800
HP 137; Bloodied 11S Initiative +11
Tantagaras's memories soon turned the demons
AC 31, Fortitude 34, Reflex 31, Will 31 Perception +16
against each other, and a great war consumed the Speed 6, fly 4 (clumsy) Darkvision
nalfeshnees. It ended when six powerful nalfeshnees Resist 10 poison
arose as the Lords of Woe. They carved the layer into ·••.ut.1..:.1:..:
domains. Within each realm, lesser nalfeshnees cre­ <D Halberd (weapon) + At·WIIi
ated fiefs, swearing service to their lords in exchange Attack: Melee 3 (one creature); +15 vs. AC
for the freedom to rule as they saw fit. In the end, the Hit: 3d11 + 16 damage, and the swine guard pushes the target
1 squares.
Woeful Escarand became a tapestry of petty realms
filled with treacherous, bickering "nobles."
<D Noisome Bite (polson) At-Will+
Attack: Melee 1 (one creature); +15 vs. AC
Not all nalfeshnees were willing to submit to the Hit: 3d8 + 11 damage, and ongoing 10 poison damage (save
Lords of Woe; a few left the Woeful Escarand and ends).
found new homes elsewhere in the Abyss. These 'i'I":a"jW.I,

demons became seneschals, courtiers, and advisors +


Variable ResIstance 2/Encounter
to the likes ofBaphomet, Yeenoghu, and Graz'zt. A Tri8JJer: The swine guard takes acid, cold, fire, lightning, or thun­
derdamage.
few established petty kingdoms on unclaimed layers,
Effect (Free Action): The swine guard gains resist 10 to the trig­
holding court over whatever demons they could lure gering damage type until the end of the encounter or until it
into their service. uses variable resistance again.
~ Shattered Minds (psychic) Encounter+
ENCOUNTERS Tri8JJer: The swine guard is first bloodied.
Attack (Free Action): Close burst 3 (enemies in burst); +13 vs.
Nalfeshnees divide creatures into three groups: Will
The first, and their favorite, is "fit to eat." This Hit: 1dS + 6 psychic damage, and the target is dazed (save
group includes animals, most humanoids (particu­ ends).
larly hal flings), and lesser demons. A nalfeshnee First Failed Saving Throw: The swine guard slides the target 3
won't bother negotiating with any creature it wants to squares. The target is stunned instead of dazed (save ends).
Skills Intimidate +20
eat. Sometimes a nalfeshnee takes humanoids pris­
Str 26 (+18) Dex 11 (+11) Wls 22 (+16)
oner, adding them to its pantry for later consumption.
Con 27 (+18) Int 13 (+11) eha 20(+15)
Nalfeshnees prefer the taste of terrified creatures. Alignment chaotic evil Languages Abyssal
The next group is "fit to use." This group contains Equipment plate armor, halberd
creatures nalfeshnees can't stomach, including
Another Random Scribd Document
with Unrelated Content
Farran’s house was on the road to that city, he had insisted on our
coming out this evening and spending the night under his roof.
Having filed out at the north-western end of the city, we came, soon
after leaving it, to a large burying-ground, where the graves,
covered with solid masonry, which was plaistered and whitewashed,
showed a pleasing attention to the dead. The whitewash looked as if
frequently renewed, and every part of the ground was clean and in
good order. The appropriate cyprus, however, was wanting; nor was
there any other tree, or even a shrub. Beyond this, we entered
among the gardens once more; and were immediately surrounded
by trees of venerable appearance and majestic growth, and by
cottages and country-houses, and gushing streams. In our own
country, majestic forest trees and streams of all dimensions are
common things, and the reader may wonder at the enthusiasm
which we felt when such objects were met with in our journeyings:
our enthusiasm was owing to two causes—the rarity of such things
about the Mediterranean was one, and the other cause was the fact
that they are common at our home: they brought home to our
minds, more vividly perhaps than any other objects could have
done; and no one who has not made the experiment can tell how
dear, at the end of a few years’ absence, our father-land becomes.
Alighted at Mr. Farran’s, however, we could not feel that we were in
a strange country. A pleasant evening succeeded an agreeable day,
and when we stretched ourselves on our couches, the gurgling of
water on either side of the house lulled us to repose.
CHAPTER XXIV.
Sunrise on the plain of Damascus. Mountain Mosque.
Superstition of the natives of Damascus. Mountain
course of the Barrady. Tomb of Abel. Fountain of
Rosalyn. Toils of travel. Comforts on the road to
Pompeii. Ruins of Balbec. The great Temple and its
courts. Stones of prodigious size. A gem in
Architecture. The circular Temple. Gleanings with
regard to their history. Pasha of Balbec. Marshal
Bourmont. Cedars of Lebanon. Town of Zahle. Night in
our tents on Lebanon. Attack by the natives. Return to
the ship.

Early dawn on the 6th of September found us prepared for our


journey. We took an early breakfast, and then, accompanied by our
kind host and his lady, began to wind up the steep ascents that lie
just back of his house. The scene was strikingly oriental. Two negro
lads, attendants of Mr. Farran, dressed in the gay and fanciful
costume of this region, and mounted on spirited animals, were
amusing themselves with making their horses fly at full speed up the
precipices, and with darting to and fro across our path. The air was
perfumed with the odors of the orange and jessamine: the gardens
had been steeped in dew, and seemed to welcome the god of day,
which now rising on the edge of the boundless plain, filled it all with
glory, and hung the mountain sides with splendid purple and roseate
hues.
At the summit of the eminence, we passed a little out of our way, to
examine a religious edifice of the Moslems, erected, I think, on the
spot where Mahomet is said to have alighted to take once more a
look at Damascus, while on his way to heaven. In the estimation of
Mahommedans, Mecca is first in sanctity: next is Jerusalem; and
next is Damascus, which they call the Prophet’s Heel: the plain
adjoining this city is the rendezvous for the great northern caravan
of pilgrims for Mecca, and in the gains which the citizens draw from
this source, together with the fresh and ardent zeal which the
pilgrims bring with them and diffuse around, we may find the cause
of the proverbial fanaticism of this city.
I saw a curious specimen of their superstitions the second day of our
visit, while I was traversing one of the principal bazaars. The street
had been well filled, but it suddenly became thronged; and turning
to see the cause of this, I found a party of them leading a horse, on
which was seated a young man, without any clothing, looking
around him with a wild and vacant stare. He was an idiot, and was
regarded by them as a saint; and they were leading him about to
receive the homage of the people. As he passed slowly along, all
treated him with, the highest respect.
At the Mountain Mosque we took leave of Mr. and Mrs. Farran, with
many sincere thanks for their kindness; and then set ourselves adrift
once more on the broad range of Anti-Libanus: the relative of our
Armenian host, however, still keeping us company and acting as a
guide. Our road was considerably to the northward of the one by
which we had come to Damascus; and followed up the course of the
Barraday, which here, far down in a narrow glen, was spluttering
impatiently among the rocks. At intervals the precipices receded
from its banks, and left a level spot, which was always occupied by
cottages and trees. This route across the mountain was, indeed, in
fertility and beauty, the very reverse of the one by which we had
come; and our ride was far more pleasant than we had anticipated.
At the distance of five or six miles from Damascus we came to the
green valley which had attracted our attention a few days before,
and we found here a large village quite imbedded in verdure. By
noon the river had lost three fourths of its magnitude; but it still kept
up a streak of verdure and of profitable cultivation amid the
mountain solitudes.
The route which we were following no doubt passes over the ground
occupied by the ancient highway from Damascus to Balbec, and
must have been once much travelled. We passed, about noon, along
the sides of a romantic and deep ravine, where the road had been
cut with great labour among the rocks of calcareous tufa; and here
we had for our contemplation and antiquarian speculations an
ancient aqueduct, carried among and sometimes through the
precipitous rocks. In the face of the opposing cliffs were a great
many openings to artificial subterranean chambers, probably in old
times the dwellings of anchorites, to whose taste the wild and
desolate grandeur of the place must have been well adapted. After
passing several villages during the day, we came, after dark, to
another at the side of a large and beautiful fountain; and here, amid
the barking of dogs and the jabbering of the wondering natives, we
stopped and pitched our tents under some venerable looking olive
trees. The reader may form some idea of the security which we felt
in these exposed encampments, when I mention that we never set a
guard, or took any particular precaution with regard to our baggage;
nor was a single article ever stolen.
About eight o’clock of the next day, we passed, among an
amphitheatre of hills, the head waters of the Farrady, which here
bursts into daylight amid a little paradise of verdure; thence our
course was generally over high and barren ridges, deserted by the
very insects. As we approached once more the plain of Coelo-Syria,
we reached another stream, and soon after this we passed on our
left the Tomb of Abel!! still in good repair. As such, at least, is
regarded, both by Musselmen and Christians, a grave-shaped mound
of earth, 113 feet in length. Near it are two pillars, on which Abel is
said to have presented his offerings; and they tell us that yearly, in
the month of December, fire descends from heaven and rests on
their summit. “As I did not see this,” says El Devoto Perigrino, “and it
is told me by Christians who are not very scrupulous, I have not
given it much credit.”
Proceeding on, again over bare and desolate ridges, we came, at 1
P.M. to where a gorge in the mountain obstructed our path, and
casting our eyes to the left, we saw, just beyond its outlet in the
plain of Coelo-Syria, a profusion of majestic ruins.
These were the temples of Balbec.
At the head of the little valley at our feet we saw also a fountain, so
large and clear, and cool-looking, that it immediately acted as a
magnet, and we determined to be the companions of the Naiads
during our visit here. So our tents were pitched beneath some fine
spreading trees, on a green island formed by the branching of the
waters, a few yards from the fountain.
This fountain, called Rosalyn by the natives, is about fifty feet in
diameter, and lies embosomed among gently sloping hills, the only
opening being on the west of it, where the eye rests on the ruins of
Balbec, and beyond them, on the snowy summits of Lebanon.
Towards one side of it is a small island, on which, and also on the
main land adjoining, are ruins, apparently of an ancient temple; but
at present it is impossible to determine their character.
Having pitched our tents, and disposed our baggage, and cooled our
feverish faces in the stream, we prepared—to visit the ruins? no, but
to take a nap. And there was good philosophy in this; for he who,
after a long journey to see an interesting object, rushes up with eyes
full of dust and faculties all jaded, does injustice to it, and gets but a
modicum of satisfaction himself. If he would enjoy it to the full, let
him first get a comfortable meal and then a little repose: the world,
and every thing in it, will then be quite a different affair. If the
reader’s journeying has been altogether in fancy or in books, he can
have no idea how much the traveller’s pleasures are curtailed by
these every day wants and feelings; and how often, when he
expected to be in raptures, they keep him in incessant torments.
“How magnificent are those ruins,” says enthusiasm to him: “yes,
but how burning hot this sun,” says his poor, red, scaly face: “why
don’t you break out into rapturous exclamations at this splendid
colonnade?” cry upbraidingly, reason, and taste and fancy, all
combined. “Why, I can’t,” he groans pettishly; “don’t you see my
mouth is parched up with thirst, and my tongue is as dry as if it
belonged to a mummy.” “Come, come, look,” exclaims his guide;
“here, this way is something truly wonderful!” “What! away there,”
he answers; “why I am already almost inanimate from fatigue, my
feet are blistered, and that roll down yonder precipice has left me in
the state of a mere jelly.”
The reader has doubtless often thought that he would like to walk
the streets of the disentombed Pompeii, and has been in raptures as
he imagined himself amid its remains. Yes, but let him first imagine
himself on the way to it; for travelling does not give one the power
of the magic Arabian lamp. Well, let us suppose him making the
experiment of getting there. In the first place, if he does not desire
the comfort of being cheated out of four times the honest price for
the conveyance, he has to bargain at Naples—no, that is not the
word—he has to get angry, and scold and quarrel, or at least to go
through the appearance of all this, about his carriage; also about the
fare to him who drives, and to him who rides behind; and perhaps
about the price of the horses’ feed. You start at length; and, except
that in the thronged road one is in constant dread of jolts or an
upset, all goes on well for a little while; but the beggars,—here they
come: they mark the foreigner at a distance, and are really such
pitiful objects that one’s heart bleeds for them. The way up hill is
occupied by the aged, or by cripples, or by the blind with a boy to
lead them: the level spots by the more robust: and the descent by
children, who start from the side of their haggard parents, and cry
“miseracordia, famine, sickness,” till your ears tingle, and your fancy
is filled with all kinds of diseases and their associations. And the
dust, the dust! you are now off from the paved streets of Resina,
and a hundred vehicles besides your own are kicking up dust enough
to satisfy the ambition of twenty Napoleons: it settles on your new
coat, and fills your eyes, and sets you to sneezing; and still amid it
all you hear the cry of “miseracordia,” “orphans,” “famine,” “disease.”
Next comes a long level spot, and here the beggars leave you; and
now start up a dozen urchins, who seem so many Mercuries with
winged feet, so rapidly do they follow your godship as you sail along
in the cloud—of dust. They would pick your pockets, too, if they
could. And now look at them; they turn heels over head, and making
a wheel of their extended arms and legs, whirl along by your side:
they make music for you by chuckling their chin with the fist; they
pick up the dust, and, rubbing it all over their faces, then grin and
wriggle, and look like so many imps escaped up from the flames of
Vesuvius: and you try in vain to bribe them to stay behind by tossing
them some money. They pick it up, and follow you for more. At last
you are at the gate of Pompeii, and your carriage comes to a halt;
but here, children, with all kinds of deformed limbs, crawl about, and
dragging themselves to your feet, call upon you for compassion. And
while you yield to pity and think you are doing a charitable act, you
are filled with horror on being informed that, in the opinion of
physicians who have examined them, their limbs have probably been
distorted thus on purpose, in order to make them objects of charity;
and that you have been only encouraging their inhuman masters in
their iniquitous gains. But at length you are in the city, and you hope
now to be at peace. No. You are accompanied all through it by a
soldier, who tells you plainly, by his looks and by his manner of
watching you, that he believes you only want an opportunity to turn
thief and steal some of the relics; and he expects too to be paid for
his strict attentions. And you will find a dozen official showmen
there, expecting to be paid, and they would not be satisfied if you
were to spend a fortune in presents to them. And no matter how
liberal you may have been, when you go away you leave behind you
faces, looking at least, as if they thought you mean. The rogues!
how indignant you feel at them! And this is the strongest feeling
which you carry away with you, and it ever afterwards is associated
in your mind with Pompeii.
Yes, this is a plain account of a visit to Pompeii. How greatly obliged,
then, are the public, to those writers who enable them to travel
without the vexations of travel; and to grow sentimental or to grow
wise, without growing—hungry; for I will warrant to every man by
the time he gets from Pompeii to Naples, not only a good covering of
dust, but a famous appetite.
And yet, I suppose the reader is scolding because I have not already
set him down quietly among the ruins of Balbec, forgetting that we
ourselves had yet a walk of two miles through the hot sun before we
could reach them.
These ruins of Balbec, which stand here without a history and
without a name, are indeed worthy of all the admiration that has
been bestowed upon them. They are at one side of the present
village or town of Balbec, a miserable place of a few hundred hovels,
and in no wise diverting the attention from them as we approach: its
squalid appearance, perhaps, heightens their effect. They rise high
above all other objects, so as to be conspicuous at a great distance;
and as we approach, our wonder and admiration are mingled with
sadness to think that such magnificent edifices should have been so
mutilated by the hand of violence and of time; and yet this sadness
increases our interest in them.
Our attention was first directed to the most perfect of the temples;
but, as we entered at the wrong end of the structures, and soon got
our ideas confused amid the masses of ruins, I believe the reader
would rather be excused from accompanying us; so I will first state
their appearance in ancient times, when there was great regularity
and symmetry in them, and then describe them as they are at
present.
They stood, then, on an artificial platform of stone, raised on the
plain of Coelo-Syria to a height varying, according to the inequalities
of the plain, from thirty to forty feet. This was about half a mile from
the chain of Anti-Libanus. The platform was adapted in shape to the
structures upon it, the complete length being 900 feet and the
greatest width about 420. The entrance was from the east. At that
end was a flight of about fifty steps, 180 feet in length: at the top of
this was a range of twelve columns, each fifty-one inches in
diameter, with an interval of nine and a half feet between. The
visitor was admitted between them into a covered vestibule, 250
feet in length by 36 in width; this was adorned at the extremities
with square columns, while the side opposite to him was
ornamented with semi-columns, and also with niches, and, above
these, with tabernacles; both the latter being occupied by statues.
Crossing this vestibule, he might leave it either by a large central
passage or by a smaller one at each side of this, and would then find
himself in an open hexagonal court, 150 feet wide and 200 at its
greatest length. This court had at its sides, on his right and left, four
exedrae, or chambers for schools, open in front, and ornamented
each with four columns and pilasters: the intervals between these
were taken up with chambers for the high priests and with niches for
statues. The whole court was thus surrounded by columns and
pilasters, except in the front. In this part was a passage 78 feet
wide, with two side passages, giving admittance into the great court
of the temple. This court was 380 feet square, and, except in the
front and at the entrance, was surrounded by square exedrae,
alternating with others of a semi-circular shape: the former had each
four columns and two pilasters, and the latter two columns with
pilasters at their front. At the entrance into this court were colossal
niches, and at the angles were chambers for the priests.
The great temple, which stood at the further end of this court, and
facing the visitor as he entered, was 200 feet long by 160 in width.
It had ten columns at each end, and nineteen at each of the sides;
[77]
they were seven feet in diameter, and the details of the whole
edifice were of the same colossal proportions: they allowed eight
feet ten inches for the intervals between the columns. There are still
remaining three rows of stones, supporting the platform on which
this temple stands, which are of remarkable dimensions. In the
lowest tier they measure severally 35, 33, 32, 31, and 38 feet in
length; with a height of thirteen feet and a breadth of ten feet five
inches, exclusive of their mouldings. In the second row, which is
twenty-seven feet from the ground, they are generally of the same
size, but here are three measuring 64, 64, and 63 feet in length,
with their other dimensions to correspond. In the quarry on the side
of the mountain adjoining this, is a stone cut loose, that measures
seventy feet in length by fourteen in width, and fourteen feet five
inches in depth: the weight of this is estimated at 1,135 tons.
Of this colossal temple, nine of the columns of one side, with a
portion of their entablature, are all that now remains: its foundations
may still be traced, and a few huge fragments are scattered about;
but if it was ever completed, it has served as a quarry for more
modern structures, perhaps for some that were erected by
Constantine, for its area and the environs are pretty well cleared:
but the great columns, standing thus naked and alone, produce a
very powerful effect. Of the ranges of exedrae, columns, &c., which
formed the sides of the square and hexagonal courts, and of the
vestibule, there are still large remains; but so broken and defaced by
time and human violence, that it is often difficult to ascertain their
shape or proportions. The ground is covered over with their ruins. In
one corner of the square court are some large columns of the red
Egyptian granite: they are of peculiar beauty, and though they have
been exposed to the weather for so many centuries, their polish has
scarcely been at all affected.
It is sad to walk over this great platform and mark the desolations
that have been wrought amid such architectural beauty. A few yards,
however, from this is a temple of the same age, still almost perfect,
and probably the most splendid specimen of the Corinthian order of
architecture that the world now can boast. It stands also on a
platform of stone, and was reached by a stair-way of thirty-two
steps: it is about twenty-five feet from the south-west angle of the
great court just described, and also faces the east. It is peripteral;
that is, with a range of columns quite around, and has also another
range at the front, forming a vestibule: the length is 280 feet, the
breadth 122. There were fifteen columns on each side and eight in
front (the angular columns counted twice), or forty-two in all; to
which we are to add eight for the vestibule, six in front and one at
each side. Of these, thirty-three are now entire and erect, and nine
in a ruinous condition; the eight front columns are missing, but
those of the vestibule remain. The sides of the interior were also
ornamented with half columns, six on each side; between these
were niches for statues, with ornamented lacunari (arched
coverings), and above the niches were tabernacles, also for statues.
The further end was occupied by a platform, reached by a broad
flight of fifteen steps, and on this was placed the statue of their
divinity. The interior is also in tolerably good preservation. This
temple belongs to the florid age of architecture; its ornaments are
exuberant and exceedingly rich; the doorway is decorated with vines
and foliage, amid which children are sporting; the pannels of the
ceiling are occupied by figures of gods and goddesses in relief; in
short, Sculpture has here joined her graver sister Architecture, and
they have worked together harmoniously, and have produced—what
is very seldom produced—a building where great exuberance of
ornament is united with delicacy, and chasteness, and simplicity. This
building is, indeed, a gem in the art.
South-eastward from these, at the distance of about 300 yards, is a
pretty little thing, though of more objectionable taste. It is a temple,
circular within, the diameter being thirty-two feet. It is on an
ornamented platform or substructure, and the floor was reached by
a flight of about fifteen steps; the front presents this flight of steps
and a large door-way, with two Corinthian columns at each side. The
rest of the exterior is formed by a succession of great niches for
statues, five in number, with a Corinthian column at the sharp angles
between them. The exterior diameter of the building, from column
to column, is sixty-four feet. The interior is highly ornamented, and
has a double range of semi-columns one above the other, one range
Ionic, the other Corinthian. This little temple answers very well by
way of variety, and for employing the power of contrast; and is
placed just at the proper distance from the other colossal structures
to make the effect very good. Winding around its foundations, and
murmuring amid its broken, prostrate columns, is the clear brook
from the fountain of Rosalyn. As we listened to the sound of its
waters, we could almost imagine it to be the voice of pure and holy
Nature chanting the dirge of the unhallowed worship that once was
prevalent here.
It is very strange that, in order to learn the origin and design of
these splendid structures we are compelled to turn over a variety of
ancient books; and that, after all, the information we glean is
sufficient only to tantalize, and not to satisfy our curiosity. Its whole
amount, I believe to be as follows:
Macrobius informs us that
“In the city called Heliopolis[78] the Assyrians worship the
Sun with great pomp, under the name of Heliopolitan
Jove; and the statue of this god was brought from a city
in Egypt, also called Heliopolis, when Senemur or Senepos
reigned over the Egyptians, by Opias, ambassador of
Delebon, king of the Assyrians, together with some
Egyptian priests, of whom Partemetis was the chief; and it
remained long among the Assyrians before it was removed
to Heliopolis.... The statue is of gold, representing a
person without a beard, who holds in his right hand a
whip, charioteer-like, and in his left a thunderbolt,
together with ears of corn; all which mark the united
powers of Jupiter and the Sun.”
From this he infers that the divinity was both Jupiter and the Sun: he
adds that the temple excelled in divination, and that Trajan
consulted it about his Parthian expedition. Macrob. Saternalia, lib. 1.
Lucian, who was a native of Syria, speaks of a great and ancient
temple in Phœnicia, the rites of whose worship were brought from
Heliopolis in Egypt; and adds, that “many persons assert that this
temple was erected by Deucalion, the Scythian; that Deucalion, in
whose days the grand inundation of waters took place.”
All this refers to this spot and to the origin of these temples, but not
to these temples themselves: the structure to which Lucian refers
being evidently of more ancient date. The first clear and authentic
information which we have of the edifices now standing, are in John
of Antioch, surnamed Malala; who says, that Aurelius Antoninus Pius
erected a great temple to Jupiter at Heliopolis, near Libanus in
Phœnicia, which was one of the wonders of the world.
The Chronicon Paschale informs us, that Theodosius converted the
great and famous temple of Heliopolis into a Christian church.[79]
The florid architecture of these edifices corresponds exactly to the
times of the Antonines; and I think we are at liberty to infer, from
what we can gather on this subject, that there was here, in very
ancient times, a famous temple, containing the statue of Jupiter
Igneous, if I may use the term; and that its celebrity led the first of
the Antonines, who distinguished himself by building up decaying
cities, to erect these vast and beautiful structures. Close adjoining
them on the south, is a dark, heavy, and ancient looking building,
without windows, and composed of stones, pannelled like those
which I saw at the foot of Mount Moriah; and this may, perhaps, be
the original temple noticed by Lucian.
The modern Balbec contains about 200 houses. It is protected by a
low wall, but not more than half the enclosure is occupied by the
dwellings, which are small and miserable looking hovels. As we were
leaving the ruins in the evening, we received an invitation from the
Pasha to make him a visit, which the lateness of the hour led us to
decline. But his house was adjoining our road back to the fountain;
and on approaching it, we found the gates wide open, and a train of
attendants marshalled for our reception; so there was no help for us,
and our party entering, filled his little hall of audience. He seemed
disposed to be sociable, and regaled us with pipes, coffee, and
apples; and we regretted that our time would not permit a longer
visit.
It was now dark, and on leaving his house we found that he had had
the politeness to have torches provided for us. They consisted of bits
of pine, piled up in small baskets made of iron hoops, and elevated
at the end of a long pole. As we wound around or over the
undulations of the valley, the effect of the broad lights and shadows,
the dancing waters in the pebbly brook by our side, and the oriental
costume of the natives, numbers of whom were accompanying us,
was very fine.
During the day some other travellers, in the native costume, stopped
for an hour or two by our fountain. We had no conversation with
them, but were afterwards informed that they were probably the
French Marshal Bourmont and some friends, travelling in disguise.
September 6. We stopped again, an hour or two, at the ruins, and
then commenced re-crossing the plain of Coelo-Syria, directing our
course transversely so as to strike our former route over Mount
Lebanon. Had our time permitted, we should have visited the cedars
of Lebanon, which are about half way between Balbec and Tripoli;
but as the autumn was advancing, and the Commodore was anxious
to get away from this unknown coast, the project was relinquished.
Mr. Chassaud was good enough, however, afterwards to procure
some of the wood for us, and to forward it by way of Marseilles to
our wintering station at Mahon. I have had my portion of it cut into
veneers, which are greatly admired by cabinet makers, both for the
color and odour of the wood; the interior of the block is of a golden
yellow color, and some portions, which are sprinkled over with small
black specks or knots, are very beautiful. The number of the old
trees has been gradually diminishing since the mountain first began
to be visited by travellers, and but seven or eight are now remaining.
The largest of these are ninety feet in height, and they have in one
or two cases a circumference of forty feet; which, however, like that
of the great chestnut on Mount Etna, is not the circuit of a single
tree, but of the generation that has grown around the original trunk.
The natives have an annual religious festival beneath these
venerable fathers of the forest. There are groves of a younger
growth around these, containing altogether about 400 trees. A fine
large tree of this species may be seen in the garden of plants at
Paris; and in Mr. Prince’s garden at Flushing is a young one also, in a
flourishing condition.
About half way across the plain, we came to another large fountain,
and smaller ones occurred at intervals; but the ride was wearisome
enough: in the whole distance we passed not a house, nor a tree,
nor a speck of cultivation; a withering and blighting influence has
been for ages upon all this region. About three o’clock, we reached
the village of Zahle, at the foot of Lebanon. It has rather a modern
appearance, having grown up lately in consequence of some
violence and exactions on the other side of the plain, from which the
inhabitants have taken refuge under the wing of the princes of
Lebanon. It is quite refreshing to an American traveller to see a
modern town, and this of Zahle is also particularly pleasing from its
situation. It is built on unequal, broken ground, and is bordered on
one side by a deep, shaded ravine, along the bottom of which
dashes a torrent, singing and making melody in its joyful course. We
found near its banks a convenient spot for satisfying our now
ravenous appetites, and then, although we had no ruins to inspect
afterwards, we again sought the reviving effects of a nap.
And well it was for us that we did so, for we were destined on the
following night to have no repose. Having travelled on from Zahle in
the coolness of the evening, we came at dusk to our breakfasting
place of the 2d., and here determined to pitch our tents. But that
was to be a night of fighting and not of sleep.
There is a set of natives on this mountain, the most thievish beings
in all the country, with the reputation also of being blood-thirsty and
merciless, and waiting to pounce upon every unprotected traveller
that may come in their way. They are a small race, but are said to be
numerous; and the traveller across these mountains must be on his
guard, or he will be very apt to be plundered by them. They carry a
concealed dagger, with which they are very expert, and which they
do not hesitate to use when there is occasion for it. They are
cowardly, and seldom make their attacks except in covert places or
by night: and their cunning and malevolence are said to be equal to
their cowardice. We had met them occasionally, and had generally
been on our guard; but there seemed to be no particular danger this
night, and we took no unusual precautions.
But they were lying here in ambush; and we had scarcely blown out
our lights, and wrapped ourselves in our blankets for repose, when
they made a sudden attack—how many there were, we could not tell
in the darkness, but their number must have been very great. We
sprung up, and seizing such weapons as were handiest, repelled our
assailants, and forced them to a speedy retreat; but not before
several wounds had been given and received. I think it probable that
some of the enemy were killed. And now we sat down to consult
upon the best mode of preventing another attack. Some advised
shifting our encampment; some concluded to sit up; and others,
amid the confusion of counsel, again yielded to drowsiness, and
tried once more to seek repose. But hope of repose was vain: we
carried on a skirmishing with them all night, and, notwithstanding
our resistance, many of the enemy in the dark succeeded in carrying
off the plunder, which was their object.
I should certainly caution all travellers over Mount Lebanon against
pitching their tents, as we had done, in an old stubble field
swarming with fleas.
As may be supposed, we made an early start on the morrow. Our
journey back offered nothing new, and after stopping to pay our
respects to Mr. and Mrs. Smith, and to thank them for their kindness,
we picked our way down the mountain, and towards evening took
up, once more, our quarters in the Delaware.
CHAPTER XXV.
Sensation produced by the Delaware. Effect of this visit
on the cause of Missions in Syria. Service on the
Sabbath on board, and the crowds attending. Crowds
attracted by this ship during her whole cruise.
Appearance of the ship. Her effect on the visitors.
Progress of free principles throughout the world. The
cause of humanity secure. Our own Country, and its
prosperity. Adieu to the reader.

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.

[17] “El Devoto Peregrino, viage de tierra Santa, compuesto por


el P. F. Antonio de Castillo, Predicador Apostolico Padre dela
Provincia de S. Juan Baptiste y Comisario General de Jerusalem
en los Reynos de Espana Guardian de Belem.”
[18] Josephus, Bell. Jud. lib. v. cap. 4. §5. Also, Antiq. lib. xiv.
cap. 4. §1.
[19] Josephus, passim.
[20] Jos. Antiq. lib. xv. cap. xi. § 5.
[21] Do. § 3.
[22] These dimensions seem incredible; but this is a subject that
will be noticed by and by.
[23] Jos. Antiq. lib. viii. cap. 3. § 9. lib. xv. cap. xi. § 3.
[24] Jos. de Bel. lib. v. cap. 5. § 8.
[25] Antiq. lib. xv. cap. xi. § 4.
[26] Jos. de Bel. lib. v. cap. iv. § 1.
[27] Ibid.
[28] Tacitus Hist. Lib. v. cap. xi.
[29] Ib.
[30] Jos. de Bel. lib. v. cap. iv. § 1.
[31] Josephus informs us, that the Jews under Simon, “all set
themselves to work and levelled this mountain; and in that work
spent both day and night, without any intermission, which cost
them three whole years before it was removed and brought to an
entire level with the plain of the rest of the city; after which the
temple was the highest of all the buildings. Now the citadel, as
well as the mountain on which it stood, was demolished.” Antiq.
lib. xiii. cap. vi. § 7.
By the words, “to an entire level with the plain of the rest of the
city,” he cannot mean to a level with the plain of Zion; for in
another place (de Bel. lib. v. cap. iv. § 1.) he says that the upper
city, or Zion, was much higher than this; we must understand him
to say, that the peak was reduced to the general level of the rest
of Acra.
[32] Jos. de Bel. lib. v. cap. iv. § 1.
[33] Ibid. lib. vi. cap. vi. § 2, and cap. viii. § 2.
[34] “For the city lay over against the Temple in the manner of a
theatre, and was encompassed with a deep valley along the
entire south quarter.” Antiq. lib. xv. cap. xi. § 5.
[35] Jos. de Bel. lib. v. cap. iv. § 2.
[36] Jos. de Bel. lib. v. cap. iv. § 2.
[37] Ibid. Also cap. vi. § 1.
[38] Ibid. lib. vi. cap. viii. § 1.
[39] Jos. de Bel. lib. v. cap. iv. § 1. et passim.
[40] Ibid.
[41] Κυκλουμενον is the word used by Josephus; Whiston has
translated it “encompassed;” L’Estrange, I think, translates it
“passes along;” it means simply making a curve, either inward or
outward, and so I have used it.
[42] Jos. de Bel. lib. v. cap. iv. § 2.
[43] Jos. de Bel. lib. v. cap. vi. § 2.
[44] In Antiq. lib. xix. cap. vii. § 2. is a short passage that seems
to be opposed to this. It is probable that his predecessors
contemplated such a wall, and made a commencement in one or
two places; both Pompey (B. C. 63) and Herod (B. C. 37), when
they came to attack Jerusalem, found this place quite naked, and
made their assaults at once on the temple and the second wall at
Acra. Tacitus, Hist. lib. v. cap. xii. has a passage bearing on this
subject. “Moreover the covetous temper that prevailed under
Claudius gave the Jews an opportunity of purchasing for money,
leave to fortify Jerusalem; so they built walls in time of peace as
if they were going to war, they being augmented in number by
those rude multitudes of people that retired thither on the ruin of
the other cities.” Claudius reigned from A. D. 41 to 54.
[45] Jos. de Bel. lib. v. cap. iv. § 2.
[46] Jos. de Bel. lib. v. cap. 6. § 2.
[47] See Luke xxiii. 49.
[48] Jos. de Bel. lib. vi. cap. 9. § 3.
[49] ‫ גנת‬Esther i. 5, &c.
[50] Jos. de Bel. lib. 5. cap. 7. § 3.
[51] All these dimensions, I wish the reader to understand, are
not by actual measurement, but as nearly as I could judge by the
eye; I think they are sufficiently accurate to serve as a guide in
the present case, but I do not affirm them to be strictly accurate.
[52] Such a custom still prevails in the east. In Turkish burying
grounds, we frequently see bits of rags suspended about the
tombs of the dead whom they regard with reverence. The
monumental enclosures in Pere la Chaise, near Paris, are often
rendered offensive by the heaps of decaying garlands within
them, the offerings of friends.
[53] Many parts of Jerusalem bore testimony to our itchings for
such relics; fresh fractures were to be seen in a great many
places on the walls and along the streets.
[54] I paced the circuit of the city, taking notes and plans of the
whole, and marking the towers; but the paper has been
unfortunately lost.
The following are the dimensions in detail, as furnished by
Messrs. Fisk and King:
paces.
From N. W. cor. to the Jaffa 768 on the western side,
300
gate,
“ thence to the S. W.
468
corner,

“ “ to Zion gate, 195


“ “ to bend in S. W. 1149 on the southern
295
wall, side,
“ “ to S. E. corner, 659

“ “ to St. Stephen’s
583
gate, 943 on the eastern side,
“ “ to N. E. corner, 360

“ “ to Damascus gate, 759 1419 on the northern


“ “ to N. W. corner, 660 side,
which, at their computation of five paces to a rod, makes the
whole circuit two miles and seven tenths, or nearly two thirds of a
mile; Sandys made it nearly the same, namely, two miles and a
half.
[55] In addition to the passage of Josephus just referred to, see
also de Bel. lib. vi. cap. ix. § 1.
[56] El Devoto Peregrino.
[57] El Devoto Peregrino.
[58] El Devoto Peregrino, p. 68.
[59] See Josephus de Bel. lib. v. cap. 4. § 1. lib. vi. cap. 9. § 5.
[60] Antiq. lib. xv. cap. 11. § 3.
[61] Compare this passage with Acts i. 12, where the ascension is
also spoken of. There are two roads to Bethany; one around the
southern end of the Mount of Olives, and one across its summit;
the latter being considerably shorter but more difficult. It was
probably on this latter road, in the descent to Bethany, that the
Saviour was taken up from the Apostles.
[62] Jos. de Bel. lib. vi. cap. 1. § 1.
[63] El Devoto Peregrino, p. 105.
[64] I trust that I shall be pardoned if I add that the Commodore
and myself had some of it worked at Mahon into tables
representing, in Mosaic work, the hills and valleys of Jerusalem, a
plan of the city, and a view of the Mount of Olives, its buildings
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