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