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Arl Encounter 1 Arl Encounter 2

1 x Brutal Dretch, 3 x Rupture Demon 1 x Evistro (Carnage Demon), 1 x Evistro Rampager

Brutal Dretch Level 3 Brute Evistro (Carnage Demon) Level 6 Brute


Small elemental humanoid XP 150 Medium elemental magical XP 250
Initiative +3 Senses Perception +1; darkvision beast
Sickening Miasma aura 1; each enemy within the aura takes 1 Initiative +4 Senses Perception +4
damage whenever it takes a standard action or a move action. HP 90; Bloodied 45
Multiple sickening miasma auras deal cumulative damage, up to AC 16; Fortitude 18; Reflex 14; Will 14
5 damage. Resist 10 variable (1/encounter)
HP 54; Bloodied 27 Speed 6
AC 15; Fortitude 15; Reflex 14; Will 12 m Claws (standard; at-will)
Resist 10 variable (1/encounter) +9 vs AC; 1d12 + 5 damage
Speed 5
M Destructive Bite (minor; at-will)
m Savage Claws (standard; at-will) Bloodied target only; +8 vs AC; 1d6 + 5 damage
+6 vs AC; 2d6 + 3 damage Carnage
M Frenzy of Claws (free, when first bloodied; encounter) The carnage demon gains a +1 bonus to melee attacks if it has
The dretch attacks one or two creatures with savage claws one or more allies adjacent to its target (+3 if one of these allies
C Vile Death (when the dretch drops 0 hit points) • Poison, is another carnage demon). This bonus stacks with combat ad-
Zone vantage.
Close burst 1; the burst creates a zone of poison centered on Alignment Chaotic Evil Languages Abyssal
Str 21 (+8) Dex 12 (+4) Wis 12 (+4)
the dretch that lasts until what would be the start of the dretch’s
Con 20 (+8) Int 5 (+0) Cha 7 (+1)
next turn. Any nondemon that enters the zone or starts its turn
there takes 5 poison damage
Alignment Chaotic Evil Languages Abyssal
Str 17 (+4) Dex 14 (+3) Wis 11 (+1)
Con 14 (+3) Int 5 (–2) Cha 7 (–1) Evistro Rampager Level 11 Minion
Medium elemental magical XP 150
beast
Initiative +8 Senses Perception +8; darkvision
Rupture Demon Level 5 Minion Soldier HP 1; a missed attack never damages a minion.
Small elemental magical beast XP 50 AC 21; Fortitude 23; Reflex 19; Will 19
Initiative +8 Senses Perception +4; low-light Resist 10 variable (1/encounter)
vision Speed 6
HP 1; a missed attack never damages a minion. m Claws (standard; at-will)
AC 20; Fortitude 16; Reflex 18; Will 16 +14 vs AC; 6 damage
Speed 6 , Climb 3 (spider climb) Carnage
The carnage demon minion gains a +1 bonus to melee attacks
m Slimy Extrusino (standard; at-will)
if it has one or more allies adjacent to its target (+3 if one of these
+12 vs AC; 5 damage
allies is another carnage demon). This bonus stacks with combat
M Enveloping Embrace (standard; encounter) advantage.
No attack roll; the target is restrained (save ends), and the rup- Alignment Chaotic Evil Languages Abyssal
ture demon drops to 0 hit points Str 24 (+12) Dex 16 (+8) Wis 16 (+8)
Demonic Infestation (when the rupture demon drops to 0 hit Con 23 (+11) Int 7 (+3) Cha 9 (+4)
points) • Healing
The rupture demon erupts in a gory explosion of ichor and
tentacles that latch on to a demon within 5 squares of the rupture
demon and of level 10 or lower. That demon regains 5 hit points
and gains a +2 bonus to melee damage rolls until the end of the
encounter. This bonus is cumulative with other demonic infesta-
tion bonuses (maximum +10).
Alignment Chaotic Evil Languages Abyssal
Str 15 (+4) Dex 18 (+6) Wis 15 (+4)
Con 11 (+2) Int 4 (–1) Cha 4 (–1)
Arl Encounter 3
1 x Vampire Lord
Na'haras, Vampire Lord (Hu- Level 11 Lurker
man Rogue)
Medium natural humanoid XP 600
Initiative +12 Senses Perception +10; darkvision
HP 92; Bloodied 46
Regeneration 10 (if a vampire takes radiant damage, regenera-
tion doesn’t function until the end of its next turn)
AC 27; Fortitude 28; Reflex 25; Will 23
Immune disease; poison; Resist 10 necrotic; Vulnerable 10 ra-
diant
Speed 8 , Climb 4 (spider climb)
m Short Sword (standard; at-will) • Weapon
+13 vs AC; 1d6 + 8 damage
m Spiked Chain (standard; at-will) • Weapon
+13 vs AC; 2d4 + 8 damage
M Deft Strike (standard; at-will) • Weapon
The vampire lord moves up to 2 squares and makes a melee
basic attack at a +2 bonus.; +15 vs AC
M Imperiling Strike (standard; encounter)
+15 vs Fortitude; 1d6 + 10 damage, and the target takes a -3
penalty to AC and Reflex defenses until the end of the vampire
lord’s next turn
M Blood Drain (standard; encounter) • Healing
Requires combat advantage; +13 vs Fortitude; 2d12 + 8 dam-
age, the target is weakened (save ends), and the vampire lord
heals 23 hit points
R Dominating Gaze (minor; encounter) • Charm
Ranged 5; +13 vs Will; the target is dominated (save ends,
ends if the target takes damage). Aftereffect: The target is dazed
(save ends). The vampire lord can dominate only one creature at
a time.
Combat Advantage
The vampire lord deals an extra 3d6 damage with its attacks
against any target it has combat advantage against.
Destroyed by Sunlight
A vampire lord that begins its turn in direct sunlight takes 20 ra-
diant damage.
Alignment Evil Languages Common
Skills Acrobatics +15, Athletics +18, Bluff +13, Intimidate +13,
Stealth +15, Thievery +15
Str 16 (+8) Dex 20 (+10) Wis 11 (+5)
Con 13 (+6) Int 12 (+6) Cha 16 (+8)
Equipment Leather Armor, Short sword