Draconomicon 2 - Metallic Dragons PDF
Draconomicon 2 - Metallic Dragons PDF
Draconomicon 2 - Metallic Dragons PDF
Metallic Dragons
D&D Senior Art Director Game rules based on the original DutaGEoNs & DRAwNs'
Jon Schindehette rules created by E. Gary Gygax and Dave Arneson, and the
later editions by David "Zeb" Cook (2nd Edition); Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and
James Wyatt (4th Edition).
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wir
CHAPTER 1
PH Y SI C)
stomach for gathering breath weapon blasts, and a Most metallic dragons cannot assume the shapes
gizzard for digestion. Moreover, both chromatic and of humanoids. Those that can have a considerable
metallic dragons boast a large brain mass with an advantage over their peers, especially in matters of
extra lobe for controlling their frightful presence ability stealth and subterfuge. Shapechanged dragons nor-
and their capacity for instinctive learning. mally assume the same appearance each time they
The parallels between chromatic and metallic change form. Other than that, no visual cues betray
dragons continue in the muscular and skeletal struc- their true identities—they appear to be normal mem-
tures that shape their feline postures. from which bers of the creatures they imitate. However, some
only the decidedly reptilian neck and tail deviate. A shapechanging dragons naturally include cosmetic
dragon's heart pumps elemental energy throughout characteristics that are borrowed from their metallic
its body. making actions possible that would oth- dragon bodies, such as eye or hair color that matches
erwise be impossible. The energy lets it instill fear, their scales. Age and gender of humanoid forms do
stave offexhaustion, and fly on membranous wings. not have to match those of dragons' natural forms. A
Flushed with elemental blood pumped from the male elder steel dragon. for example, could appear
heart, a metallic dragon can stave off fatigue while as a sprightly young female elf. Moreover, despite the
remaining airborne for hours or days at a stretch. radical difference in size between metallic dragons
Dragon bones are hollow like those of birds, but and humanoids, a disguised dragon's weight accu-
immensely strong. The pectoral muscles of a dragon rately reflects the dimensions of its current form.
are among the strongest muscle groups in the body, A dragon disguised as a bent and crooked old male
and the tendons and ligaments are exceptionally human would weigh perhaps 150 pounds, not the
tough and supple. thousands of pounds of its true draconic form.
The elemental heart of a metallic dragon regulates Though a disguised dragon looks the same as a
body temperature regardless of external altitude, humanoid at a glance. telltale physical quirks can
environment, or weather. Its heart can also slow give them away. Although metallic dragons lose
down enough to permit hibernation, sometimes for their bite, claw, tail, wings, and breath weapon in
hundreds of years. The elemental energy that flows humanoid form, they retain their hit points, defense
through the body of a metallic dragon allows it to scores, resistances, and ability scores, leading savvy
digest. process, and even subsume virtually anything opponents to surmise that their target is a lot more
it eats. resilient than appearances indicate.
Looking for the origin of moral impulses. some When a dragon changes shape into humanoid
sages have devoted considerable study to the vari- form, the brain and heart make the polymorphic
ances in brain composition between chromatic and transition and function exactly the same way, pump-
metallic dragons. Specifically, they have searched ing a font of magic-infused blood throughout the
for any part of the brain that controls the inclina- humanoid form. Sages have surmised that although a
tion for good or evil tendencies. The truth, however humanoid form lacks the mass of a metallic dragon,
disappointing, is that no such moral center exists. its elemental heart maintains the density of one.
Dragons are good-natured or evil-minded based on Finally, in addition to the brain, the extra lobe for
the whims of personality, fate, and experience, much controlling the frightful presence ability also crosses
like humans and members of other mortal races, between forms, giving metallic dragons access to this
although some varieties of dragon are inclined to be one magical power in either body.
more violent, domineering, and irascible than others. Though some varieties always develop the ability,
every metallic lineage has a chance to produce shape
shifters. (See "Alternative Powers," page 219).
DRACON1C ANATOMY
Draconomkon: Chrornotk Dragons features a more exten-
sive discussion of draconic musculature, skeletal structure,
organs, and more. Metallic dragons are much like chro-
matic dragons in most of these particulars; refer to that
supplement for more information.
subterfuge. Although one metallic dragon might keep antics. Most metallic dragons take great pride in their
this drive more in check than another, getting to powers of observation and logical faculties. They see
-
BANE PELOR
The god of warmongering, subjugation, and tribute, A seasonal god who exemplifies summer, the sun,
Bane appeals to metallics that rule by fomenting and time. Pelor opposes evil in all forms. Though
fear. By honing their martial skill, his followers many dragons are not moved by definitions ofgood
master fear and spread terror. Since dragons inspire and evil, metallic dragons that feel compassion for
fear merely by existing, Bane favors them. They can lesser creatures and save communities from suffer-
single-handedly wage war against an army or decide ing are quintessential forces for good. If the light of
the outcome of a battle. Metallic dragons pay homage Pelor can help protect their charges, then so much
to Bane by lighting when they have not been asked to the better.
do so, and then demanding payment for their service. Typical Followers: Gold, silver, and steel dragons.
Metallic dragons also honor Bane by making sure
neither side of a conflict definitively wins. They do TIAM AT
so by switching sides to sustain the war or by leaking
A metallic dragon would have to catastrophically
information to opposing sides.
lose its way before following the path of Tiama t, yet
Typical Followers: Brass, iron, and mercury
many have done exactly that. Tiamat represents all
dragons.
that is antithetical to metallic dragons. and espe-
cially to their predatory imperative to attack and
ERATH1S kill chromatic dragons on sight. Still, with enough
Nothing is more important to dragon followers of self-loathing, metallic dragons can become willing
Brathis than achieving stability through invention thralls of the draconic god. Although Tiamat is always
and lawfulness. Although dragons usually avoid a strict deity, she demands even more from her metal-
living within societies, certain metallics protect lic converts than from the chromatics that revere her.
RELIGI ON
THURKEARVAER.1 THE NIGHTDANCER
by asking them to turn on their own kind. If a metal- Deity: Bane
lic dragon knows where to find wealth, regardless of Dragon Variety: Mercury
familial bonds or lasting friendships, the dragon must Thurkearvaeri manipulated wars in the world, but
plunder in Tiamat's name. in return, she promises never revealed her agenda to any mortal creature
the strength to prevail against those that would seek while doing so. She orchestrated battles in which
reprisal, and a swift death to weaker opponents. opposing armies would clash, and ensured that the
Typical Followers: Iron dragons, and particularly combatants would be enraged on a personal level
greedy or envious adamantine and copper dragons. by having their loved ones assassinated and fram-
ing a neighboring kingdom for the deeds. When a
EXARC HS battle reached fever pitch, the mercury dragon would
Deities operate in the mortal world primarily by appear for the first time, admit her part in causing
proxy through their exarchs. In addition to heeding the hostilities, then join in the bloodshed. Bane fell in
the prayers of worshipers, exarchs serve as divine love with Thurkearvaeri and successfully enticed her
intermediaries, determining what mortal events are to his realm.
worth mentioning to their patron gods. Dragons that revere Thurkearvaeri are drawn by
The following are a few of the more prominent her mystery and her wickedly rational mind, as well
metallic dragon exarchs. as her bloodthirsty nature and her ability to manipu-
late humanoids into war on a grand scale.
ATHEARSAURIV, EYE OF HEAVEN
Deity: bun ViVEXKEPESK
Dragon Variety: Mithral Deity: Bahamut
Athearsauriv was an oracle who saw the future not Dragon Variety: Brass
as a fixed path but as an obstacle to be overcome. Vivexkepesk challenged every chromatic dragon he
No venture was wasted, because she knew well in could find, young and ancient alike, and relentlessly
advance whether it would succeed or fail. No battle hunted these creatures. As a side effect, his battles
was lost, because she foresaw every feint or lunge leveled towns, shook the earth, and shattered the
before her opponents attacked. Eventually, Athear- landscape. The gods readied to smite Vivexkepesk
sauriv could foresee the future of an idea she idly to prevent this destruction, but Bahamut inter-
contemplated: She no longer predicted the future, vened, volunteering to personally fight the brass
but could define what would happen. bun opened dragon and calm its dangerous rage. Miraculously,
her realm to Athearsauriv out of necessity, and the Vivexkepesk managed to keep the god constantly off
dragon now guides the fates of mortals remotely. balance. Seeing that the brass dragon merely wanted
Dragons that revere Athearsauriv request her a challenging opponent, Bahamut offered him the
visions, the bewildering accuracy of which is opportunity to become an exarch, so he could fight
regarded as a mixed blessing. Bahamut's greatest foes.
Dragons that revere Vivexkepesk respect his fero-
cious combat prowess and his refusal to back down,
EDARM1RR1K
even when he's fighting a clearly superior opponent.
Deity: Erathis
Dragon Variety: Gold
Edarmirrik, a glutton and master manipulator, infil- NO DEITY AT ALL?
trated the family of a great dynasty while he was still
Metallic dragons are prone to hubris when they com-
a young wyrm. As an adult, he brokered commerce
pare themselves to gods, seeing the potential for theft
between every capital city on his territorial continent.
own deification. Although all dragons carry themselves
Now an elder dragon, he manages the gold trade by
with an arrogant sense of entitlement. metallic dragons'
proxy through a global merchant guild, shaving every
interactions with lesser creatures feed their ambitions.
gold coin in circulation to supplement his hoard.
Metallics are often worshiped as gods in their own right.
Erathis, pleased with the civilization the dragon had
So although metallic dragons devoted to a deity do exist ,
RELATIONS WITH
OTHER CREATURES
Adamantine dragons rarely encounter other metallic
dragons, except when those that live in caves delve too
deeply into the Underdark. However, they frequently
clash with purple dragons, since the two kinds prefer
the same type of territory. Although adamantine drag-
ons are more powerful (assuming comparable age),
purple dragons tend to be smarter, wilier, and more
likely to use minions, making the contests more even.
Most frequently, adamantine dragons interact
with other Underdark-dwelling sentient creatures,
particularly humanoids. These include grimlock and
troglodyte tribes, which adamantine dragons typi-
cally annex, and draw and duergar communities, with
which they frequently war. Although adamantine
dragons demand obedience from all creatures in their
"kingdoms," they don't demand that their "subjects"
do anything. (They're far less likely than purple drag-
ons, for instance, to use humanoid spies or assassins.)
the morning sun. Typically. an intruder can access
the lair only by scrambling or climbing up a long,
BRASS DRAGONS exposed, barren slope that offers the dragon plenty of
Although weaker than many other varieties of opportunity to spot the visitor's approach.
dragonkind, brass dragons are still powerful crea-
tures by any measure. They have a strong mercenary FAVORED TREASURE
streak and often agree to serve as guardians or battle- Although they value all precious items. brass dragons
champions for anyone willing to pay suitably well. are especially fond of handcrafted work in materi-
als such as bone, wood, stone, or fabric (particularly
LAIRS AND TERRAIN weaving).
Brass dragons crave sunlight and dry heat, so natu-
rally they prefer deserts, arid savannahs, and similar PHYSICAL CHARACTERISTICS
areas. They spend hours lying on sunning rocks high A prominent head crest shaped like a plowshare dis-
above the desert floor. Brass dragons also live in lands tinguishes brass dragons from other varieties. Young
where hot, dry conditions are seasonal—fOr example. brass dragons are a dull, mottled brown. As they age,
a temperate forest that sees little rainfall in the t heir color becomes more brassy, taking on a warm
summertime. Brass dragons residing in such lands luster. They have a faintly acrid odor reminiscent of
either migrate to warmer climes or retreat to subter- hut, oiled metal.
ranean lairs during the cool, rainy months.
Brass dragons make their lairs in rocky caves
DIET
L• L
ii .
CHAPTER 1 I Dra8on Lore
result, bronze dragons come into conflict with other dragons, bronze dragons don't consume intelligent
peoples, even when their values and beliefs are not creatures, though many make an exception for sahua-
worlds apart. gin, whose flesh is similar to shark meat.
ME TALLI CDRAGONSIN
LAIRS AND TERRAIN PERSONALITY AND MOTIVATIONS
Bronze dragons choose lairs on rocky islands, granite Bronze dragons have an elevated sense of purpose,
cliffs overlooking the sea, or other coastal locales. believing their way is the proper way. Disagreement,
Some bronze dragons eschew land altogether and they believe, arises from willful ignorance, and
stake out underwater territory in kelp beds, sub- they have little patience for fools. A bronze dragon
merged caverns, or sunken ships. In rare cases. a doesn't debate and doesn't argue, and if someone
bronze dragon might protect or rule a community of pushes the dragon, it might react with violence. In
underwater creatures. fact, most conflicts with bronze dragons arise from
Freshwater bodies can sustain bronze dragons misunderstandings.
too, though adapting to these environments is slow Bronze dragons see the world in black and white,
and painful. Though rare in these environs, a bronze right and wrong, and they choose not to appreciate
dragon might dwell in a large lake, inland sea, or the subtlety of gray. Disappointment and Frustra-
even a deep river if the available prey can sustain tion with humanoid subterfuge might lead a bronze
it. Bronze dragons have little love for cold, and are dragon to act rashly, destroying an entire population
unlikely to live in arctic climes, ceding those areas to out of misapprehension. Even if it is later shown to
cobalt and white dragons. have been wrong, the dragon would not feel regret
A bronze dragon's lair is usually accessible by and would see the tragedy as being brought on by the
water, its entrances concealed by the waves. Water- dishonesty of its victims.
filled passages connect to dank and dripping mazes.
The dragon uses natural caves to house servants, store RELATIONS WITH
treasure, and trap intruders. It might incorporate
OTHER CREATURES
traps in the form of dead falls, slides, and shifting tun-
Bronze dragons are territorial creatures, and they do
nels. Often a secondary entrance, usually a chimney,
not tolerate trespassers or explorers in their lands—
allows the dragon an escape route. Such a passage,
unless the interlopers offer some sort of tribute. A
often disused and overgrown with creepers or buried
bronze dragon that settles near shipping lanes or in
under debris, can be even harder to find than the
busy waters often demands payment to protect pass-
main entrance.
ing ships against sharks, sahuagin, pirates, and other
dangers. Such dragons can be fierce guardians, but
FAVORED TREASURE their prices are high. and many merchants go bank-
A bronze dragon's hoard consists of whatever the rupt meeting their demands.
dragon can scavenge from the sea, sunken cities, lost On occasion. a bronze dragon might adopt a
ships, or vessels it attacks. Since saltwater can cor- community and enforce its laws with an iron fist. It
rode most metals and other valuables, the dragon's doesn't take long for the dragon to replace the ruler,
hoard often consists largely of ceramics, statuary, and and when it does, the community must abide by the
gemstones—durable goods that are immune to the dragon's rules or face extinction. Bronze dragons
effects of the dragon's environment. might rule over kobold, human, goblin, merfolk, or
lizardfolk tribes. Older dragons extend their empires
PHYSICAL CHARACTERISTICS onto other planes, ruling devils, archons, and the like.
A ribbed and fluted crest sweeps back from a bronze Bronze dragons detest evil aquatic creatures, and
dragon's cheeks and eyes, and the ribs end in curving sahuagin are among their worst enemies_ Blue drag-
horns. the largest growing from the top of its head. ons, though, are worse than even the sea devils, and
Webbing along its limbs and between its claws helps their territories often overlap with those of bronze
it swim. A bronze dragon's scales are a metallic dark dragons. When a blue and a bronze meet, they clash
brown, with a few highlights that look more like pol- violently, and if one retreats, it's never for long. Leg-
ished bronze. ends tell of bronze and blue dragons waging war for
decades or centuries, with neither getting the upper
DIET hand. They spar and raid, striking and retreating
Bronze dragons have voracious appetites, so they can't until one gives up and flees For safer waters or, more
be too selective about what they eat. Most live on the likely, falls in battle.
sea's bounty, with kelp, fish, and crustaceans as their
dietary staples. They prefer shark to other sea crea-
tures, and often deplete local populations, leaving no
sharks alive for leagues around. Like other metallic
701rA k ACM05 A
IC E NCOU N T EK S
the characters know that the individual they're con- Perception check.
versing with isn't what he or she appears to be, then Aroma, Dungeoneering, or Religion (DC 19, minor
this challenge is an overt effort to figure out just what action): Success with any of these skills on a monster
they're dealing with. knowledge check doesn't provide a success in the
But it's also possible that the characters' suspi- challenge, but it eliminates the possibility that the
cions are more vague: They know that something is creature has one of the origins associated with the
amiss, but they don't know for sure that they're deal- skill in question. If the skill check is successful, tell
ing with a shapechanged creature, much less that a the player. "You don't see any clues that would sug.
dragon is in the mix. In this case, you should mix the gest a creature like the ones you've studied." Each of
skill checks called for below with other actions and these skill checks can be attempted only once_
checks. As the characters simultaneously work on Success: The dragon admits what the characters
the surface conversation (whatever the dragon is talk- are about to figure out: It's a dragon. lfconditions are
ing about), they're also probing to figure out what's right, it changes back into its real form and deals with
unusual about the stranger they're conversing with_ the characters as a dragon.
You can combine this social challenge with a negotia- Failure: The characters get no indication they're
tion and run two social challenges simultaneously. dealing with a disguised dragon, but they might
Start the skill challenge as soon as a player retain the suspicions they already have. The dragon
expresses some suspicion or doubt that the social cuts the interaction short if it can, and is uncommuni-
interaction taking place is as ordinary as it appears. cative if it can't get away from the characters.
Level: 9 (800 XP).
Complexity: 2 (requires 6 successes before 3 BEGGING FOR MERCY
failures). As you scatter to avoid the dragon's breath, it circles around,
Primary Skills: Diplomacy, Insight, Nature, casually tossing your unconscious comrade to the ground at
Perception. your feet."You've proved your tenacity," the dragon growls.
Diplomacy (DC 19, sta ndard action): The charac- "But you're about to prove your foolishness. Do you want
ter's quick talking or smooth manner has coerced further demonstrations of how overmatched you are?"
some information out of the dragon that hints at its
true nature. It could be that the dragon is begin- There's no ironclad guarantee that an encounter with
ning to trust the characters, or perhaps the hint was a dragon will be fundamentally fair. In this social
unintentional. encounter, the characters must negotiate a ceasefire
Insight (DC 14, minor action): The character picks with the dragon they're fighting—while surviving long
up a clue from body language or a vocal mannerism enough to reach the end of the skill challenge.
that's decidedly not humanoid. With each success, Don't underestimate the players' willingness to
reveal a further clue about what lies under the dis- press onward in the face of their near-certain demise.
guise. For example, "She's older than she appears," Before you bring this skill challenge into play, make
then "She's not human." then "Whatever she is, she's sure you have a way of suggesting to the players that
accustomed to being on all fours," and so on. a social encounter might save their characters' lives.
Nature (DC 19, minor action): The character notices This might be as blatant as a "You might be able to
something specifically draconic, such as a slow blink talk your way out of this" clue.
or a sinuous, reptilian stretch of the neck and shoul- This skill challenge begins when a character makes
ders. Only I success can he gained in this way. a Bluff, Diplomacy, History. Insight, or Religion check
Perception (DC 19, minor action): The character in hopes of ending hostilities. The dragon continues
spots a strictly physical flaw in the dragon's disguise: to fight the characters during this skill challenge.
a bit of telltale magical blur, or the faint outline of a but it does so cautiously. If the characters do well
scale on exposed skin. As with Insight checks, try to (as described in the "Success" paragraph below), the
show the characters the truth gradually. First reveal dragon refrains from attacking for a round.
evidence that suggests that they're indeed dealing Level: 14 (XP 2,000).
with a disguised creature, and then provide better Complexity: 2 (requires 6 successes before 3
and better clues about what's under that disguise. failures).
Secondary Skills: Bluff. Arcana, Dungeoneering, Primary Skills: Bluff, Diplomacy, History, Insight.
Religion. Bluff (DC 18, standard action): The character
Bluff (DC 8, standard action): The character isn't engages in deception, trying to make the dragon
bluffing directly so much as he or she is using adroit believe the heroes are either weaker or more capable
conversation to draw the dragon into a lively. fast-paced than they are. A failed check grants the dragon a +2
exchange during which it might inadvertently reveal bonus to attack rolls against that character on the
something. A successful Bluffcheck doesn't provide a dragon's next turn.
ters into the beams of light can make this trap more The ties, contains when looks like barrel sized dragon ems. But
-
deadly, but that action also can be seen as unfair. once an individual moves dose, the eggs explode in a fiery burst.
Trap: One square is filled with a nest containing three to six
artificial dragon eggs, primed to explode if disturbed.
Scatter Trap Level 8 Obstacle
Perception
hap ;.:1)
+ DC 19: The character notices that the dragon eggs are not
infused with ancient magic. the room sports hidden wards to real
scatter and frustrate intruders. Trigger
Trap: Six randomly positioned squares contain nearly When a creature moves adjacent to the square containing
invisible glyphs that damage and teleport creatures that the fire egg fabrication or when the e:.es in the nest are
enter their spaces. Once a square of the trap attacks, that moved, the trap attacks.
glyph moves to a different square in the room. Attack
Perception Opportunity Action Close blast 3
+ DC 19: The character notices a faint glow emanating from Targets: Each creature in the blast
the closest square containing a glyph. Attack: +12 vs. Reflex
Additional Skill: Arcana (trained only) Hit 3d8 + 5 fire damage and ongoing 5 fire damage (save
+ DC 24: The character perceives the glyph from which the ends).
faint light shines and identifies the space as containing Countermeasures
some sort of teleportation trap. + A character can attack the fire egg fabrication (AC 18,
Trigger other defenses 13; hp 1). If it is damaged, the trap attacks.
When a creature enters or begins its turn in a square A character who hits the trap from a sufficient distance,
containing a glyph, the scatter trap attacks that creature. using a ranged, area, or close attack, can set off the trap
Attack + Teleportation without causing damage to himself or herself.
Opportunity Action Melee 1 + A character can leap over the nest (and surrounding
Target: The triggering creature squares) by making a DC 30 Athletics check (or DC 15
Attack: +11 vs. Reflex with a running start).
Hit: 1d8 damage, and the target teleports 1 d4 squares
to a random unoccupied space (roll 1 d8: 1, north; 2,
TACTICS
northeast; 3, northwest 4, east; 5, west 6. south; 7.
Many dragons use fire egg fabrications to safeguard
southeast; 8, southwest) and is stunned and invisible until
the end of its next turn. their eggs. Often. they will leave them in fake hatch-
eries or among their treasure.
Curse of the Dragon's Death Level 10 Luther + A creature can attempt an Arcana, Intimidate, or Religion
lid ■ rd Xi' ',Oil check (DC 16) as a standard action to Force the curse to
The spirit of a dragon lives on on after its death. twisted fry shift 1 square to leave a creature's space.
hate and anger. Upgrade to Elite (1,000 XP)
+ Increase the initiative modifier and speed by 2.
Hazard: When a nondragon enters the room, a Medium
+ Increase the attack bonus by 2.
invisible curse moves its speed toward the closest living
+ When the curse is in a creature's space and the creature
creature and attacks to possess that creature.
charges, the curse moves with the target.
Percepdon
+ DC 16: The character notices a shimmering presence in
the curse's square. TACTICS
Additional Skill: Religion Pairing a curse of the dragon's death with creatures
+ DC 15: The character identifies the shimmering presence
or traps that immobilize targets makes it easier for
as a curse of the dragon's death.
the curse to keep a creature dominated or to keep tar-
Initiative +7 Speed 5
gets in range of the dominated creature's attacks.
Trigger
When characters enter the area, the hazard rolls initiative.
moves, and attacks on its turn.
Attack + Chant'', Psychic
Standard Action Melee 1
Target: One living creature
Attack: +13 vs. Will
Hit 1 d8 + 5 psychic damage, and the curse enters the
target's space without provoking an opportunity attack.
If the target starts its turn with the curse in its space, it
is dominated until the end of its turn. The curse usually
compels the target to attack one of Its adjacent allies or
make a charge attack against the closest ally.
Countermeasures
+ A character can attack the curse (AC 24, other defenses
22; hp 20; vulnerable 5 radiant; the curse is invisible).
Destroying the curse ends the hazard.
+ If the curse is hit by an attack against Will, it can't dominate
a creature until the end of the attacker's next turn.
+ IF the curse is hit by a radiant attack, it moves up to its
ISI ANZ vainYi Nkil.
TACTICS
A fake lair entrance is designed to kill unwanted visi-
tors without forcing the dragon to rouse from its rest.
Even so, a dragon needs to know when the trap has
been triggered in order to at least clear it of bodies.
Some fake lair entrances ring alarms in the lair or
magically alert the dragon. A dragon that investigates
the alert might find heroes escaping From its trap.
A dragon that has a poisonour breath weapon
might use a fake lair entrance as the real entrance
Echo Gems Level 17 Lurker Crackling bolts of lightning lash out from the object and pull
Trap Loput, individuals closer.
Trap: When a character steps within S squares of a statue
Glittering crystals stab out from the mom's walls and attune to
of a Large iron dragon, the statue starts blasting nearby
energy created In their presence. Dragons keep these gems to
creatures with ensnaring bolts of lightning.
further beef up their breath weapons.
Perception
Trap: This trap consists of eight 2-by'? clusters of echo gems + DC 22: The character notices an occasional spark coming
placed throughout the room. Creatures adjacent to the from the mouth of the dragon statue.
gems gain vulnerability to certain damage types.
Additional Skill: Arcana
Perception • DC 27: The character identifies the trap as a lightning
No check is necessary to notice the echo gems. siphon.
Additional Skill: flungeoneering Initiative +11
+ DC 25: The character identifies the echo gems' function.
Trigger
Initiative +0
When a creature comes within 5 squares of the dragon
statue, the trap activates and rolls initiative.
ADVE NTURES
22: THE GOOD OF THE MANY
of Olenvale. Locrecean, an elder silver dragon who has devoted
Quest XP: lithe characters successfully protect the his life to opposing the cults and dragons devoted to
people from Vahalapras, they earn two minor quest Tiamat, finds himsel fin a terrible quandary.
rewards totaling 2,000 XP. They should not gain both For years, he has pitted himself against the efforts
this quest XP and the quest X P offered for tracking
of Ezrian Vakka. a dragonborn warlock and priest of
down the perpetrators. They undertake this last quest one of Tiamat's cults. Vakka and his humanoid and
only if the first one fails. dragon congregants hatched vile schemes, and time
and again. Locrecean—sometimes alone, sometimes
18: UNMASK THE CONSPIRATOR with allies—was able to stop them. Locrecean was,
Lord Naumonshra Kell has grand ambitions. Since however, never able to slay or capture Vakka.
his father's untimely death two decades ago, Lord Kell And now it might be too late.
has repeatedly added to his lands through subterfuge Vakka and his associates have hidden themselves
or outright conquest. Now he's on the verge of declar- somewhere within the metropolis of Kaddastrei.
ing himself monarch of the Kingdom of Kell. Once a major city in the empire of Nerath, it is still an
In many ways, the duchy of Kell is already acting enormous community with more than 20,000 inhab-
like a full-fledged kingdom. It has a standing army, a itants. Ensconced within, protected against divination
knightly order devoted to defense of the realm, and a and scrying rituals, the cult of Tiamat could remain
court where diplomacy and intrigue rule. hidden for years.
Naumonshra's ambitions have been thwarted of But Locrecean doesn't have years to find them.
late, seemingly by simple bad luck. Some ambassa- Vakka is mere weeks away from completion of a
dors from neighboring duchies have died of untimely dark ritual that threatens not only every person in
but apparently natural causes. War plans locked in Kaddastrei, but all the communities for thousands of
Lord Kell's map room disappeared, causing a season's miles, if not farther. (The precise nature of this threat
delay in a key border war. The accumulation of power is left for you to develop as best suits your campaign)
has always come easily to Lord Kell. so when things I-le desperately doesn't want to do it, but if he has to.
become difficult, he is certain that it's more than bad Locrecean will level Kaddastrei itself—killing tens of
fortune holding him back. There must be a spy in his thousands of innocents—to ensure Vakka's destruc-
court, Lord Kell reasons—probably a saboteur in the tion and to prevent the rise of an even greater evil.
pay of a duchy that's about to be absorbed. What he needs is someone to offer him a better
Kell's suspicions aren't far from the truth. A steel alternative.
dragon named Ralahirah has been lurking on the edge Quest Hook: The characters have several ways to
ofKell's court for several months, using shapechang- become involved in the hunt for Vakka's sect. At their
ing and espionage techniques to thwart Kell's dreams. level, they doubtless have a widespread reputation,
Ralahirah has succeeded thus far, but hers is a danger- so Locrecean could approach them for aid directly.
ous game. She's simultaneously pretending to be two Alternatively, the authorities of Kaddastrei might
courtiers, and if they're ever expected in the same have become aware that something's not right in their
place at the same time, she risks being unmasked. city perhaps Vakka's plan requires sacrifices or test
—
Quest Hook: Naumonshra Kell hires the char- subjects, so people have disappeared. The leaders
acters to spend time in his court and find the spy. then ask the characters to intervene. Once they have
He figures that because they're new to the court, the begun to do so, the silver dragon approaches them
characters can't be part of the conspiracy. Eventually, and explains what's happening.
clues will lead to Ralahirah in one of her guises. Quest XP: If the characters locate Vakka's hideout,
Quest XP: If the characters expose Ralahirah, they Locrecean can take on the cultists without destroying
earn a major quest reward of 10,000 XP—even if she the city, but there will still be substantial loss ()Hire.
escapes to cause future trouble for Lord Kell. If Locrecean is badly wounded in the ensuing battle,
Quest Hook: Ralahirah has been trying to single- he allows much of the cult to escape. In this instance,
handedly prevent the creation of the Kingdom of Kell, the characters earn a quest reward of 10.000 XP. If
but now she has decided that it's too big a task for her they aid Locrecean in this battle, or find some way
to do alone. She directs the characters (either through to drive Vakka and his people from the city so the
subterfuge, through persuasion, or by hiring them dragon can avoid collateral damage. they earn a quest
outright) to foment revolution outside the castle walls. reward of 14.000 XP. If the characters defeat Vakka
The characters must stay one step ahead of Kell's and his cult without endangering the citizens or (bre-
agents while periodically sneaking back into the ing Locrecean to take action, they instead earn the
castle to receive further instructions from Ralahirah. full major quest reward of 20,750 XP.
Quest XP: Each time the heroes strike a blow
against Lord Kell and his royal ambitions, they earn a
minor quest reward of 2.000 XP.
D
in the service of warlords or criminal guilds.
At the end of the heroic tier, perhaps seeking aid
AN AGE OF ENDLESS STORMS from sages or wizards, the characters learn that the
For centuries, Alkesandreth—a mighty silver dragon world has come into conjunction with the Elemental
and a skilled ritual caster—has battled the evils of Chaos—and that some mystical effect is holding the
the mortal world. Demons, wicked cults, powerful world there, turning what should have been only a
necromancers, rival dragons—Alkesandreth fought brief period of turbulence into an ongoing danger.
them all, and won. Yet for all his efforts, the world is as
wretched as ever, and the dragon has grown desperate. PARAGON TIER: FIRE
In that desperation, Alkesandreth has turned to a Even as the heroes search for the cause of the pro-
sect called the Scions of the Unclouded Sun. A group longed conjunction, the Elemental Chaos's effect
consisting of powerful mortals, other dragons, and on the mortal realm grows stronger. The weather
various sorts of angels, its members believe devoutly becomes unnatural, including rains afire and snows
that evil flourishes in the world because dark forces— of stone. Elementals, archons, and demons grow more
devils, demons, exarchs of vile gods—roam free while common. demonic and primordial cults increase in
the gods of good maintain a "hands off" approach, power, and elemental dragons (Draconomicari: Chro-
leaving the fate of mortals to mortals. matic Dragons. page 191) hunt the lakes and skies.
Their goal is to force the gods to intercede in the Staking out favorable areas, a number of dragons
day-to-day functioning of the world. In his study of expand their territories, taking advantage of environ-
the slow orbits of the planes, Alkesandreth believes ments that do not harm them but prove hostile to
he has discovered just how to do it. Soon, the gods invaders. It is during the characters' encounters with
will have no choice but to intervene in the world of some of these dragons—perhaps while the characters
mortals, stamping out evil once and for all. And the defend besieged communities from their new would-
thousands—maybe millions—who must die to make it be overlords—that they first hear of Alkesandreth.
happen? They're simply a price that must be paid. The silver dragon recently surrounded himself with
CAM PAIG N S
EPIC TIER: RETALIATION
false divine power to its priests, and the Pontifex
Regardless of the characters' decision, attacks by
Council of Avaat Mahn rules over its people with an
Pelsemesios's enemies intensify. The creators of New
iron fist—keeping them safe. yes, but only in exchange
Kindras aren't the only would-be monarchs rising to
for their worship and unquestioning obedience.
power, and the growth of nations brings an outbreak
of war. Many of the leaders hope to conquer other
rising kingdoms before they reach their full potential. HEROIC TIER: FOLLOWERS
The characters begin the campaign as citizens of. or
These rival kingdoms span the planes, and magi- z
cal warfare is the order of the day. Among the most newcomers to, Avaat Mahn. So far in their lives, they've C
dangerous rivals are: seen only the positive side oflife in the city-state. U
The roads are safe, the peasants in the fields largely
+ The efreet Sharamadras. whose dictatorship is
unmolested. Indeed, the heroes must travel a good dis-
based in the Elemental Chaos. Violent weather
tance to find adventure, and they are encouraged and
heralds her slave army's march into battle.
supported by the Pontifex Council. which is eager to
• Akkliar, a vicious devil who built his kingdom in the employ people capable of ensuring the region's safety.
world so he could avoid the meddling of other devils. Slowly, the characters learn more about some of
Rumors suggest that an archdevil—perhaps Asmodeus the "threats" they're dealing with. Certain criminal
himself—is the power behind Akkliar's throne. gangs are, in fact. factions rebelling against the coun-
♦ Yorantadrios, the rival most strongly opposed to cil's tyranny. Citizens of Avaat Mahn often disappear
New Kindras. A much older sibling of Pelsemesios, after questioning the council's rulings.
Yorantadrios long ago became a dracolich. He has
grown sinister and cruel since his transformation.
PARAGON TIER: APOSTATES
Once this enemy is revealed, Pelsemesios claims Whether or not the characters act on what they have
he began building a kingdom to stop his brother's learned, the mere fact that they know it—that they've
army of undead and draconie creatures. consorted with "heretics"—comes to the council's
attention. Friends of the party begin to disappear, and
The characters can fight alongside a kingdom, or they the characters fi nd themselves attacked by those they
call try to end the conflict without taking sides. thought of as allies. Early in the tier, the characters
must fight for their freedom and survival, even as they
THE PONTIFEX WYRM slowly begin to learn the truth of the Pontifex Council,
Few full-fledged nations or kingdoms remain in a the dragon in its midst, and the false god Ahn-Sur.
dark and lawless world, but surely Avaat Mahn comes They might have to escape Suvankotha's secret dun-
close. A powerful, centuries-old city-state. Avaat geon or rescue potential allies from deep within it.
Mahn claims dominion over every community within In the latter levels of the tier, the characters are
several days' travel of its great stone walls, Thousands pitted directly against the forces of the Council. They
of people in more than a dozen communities swear cannot stand alone, but with the evidence they've
fealty to the Pontifex Council of Avaat Mahn. And, found, perhaps they can convince enough citizens of
yes, perhaps their taxes are a bit higher, and perhaps the truth to raise a revolt against the theocracy. But
their freedom to worship as they choose is curtailed. even if they manage this, can they defeat Suvankotha?
But at least the roads are far safer, the watch is more
efficient, and the priests are ever ready with magic. EPIC TIER: BELIEVERS
And those priests are common indeed, for Avaat Now what? Perhaps the characters have thrown off
Mahn is a strict theocracy, one in which the ruling the yoke of Suvankotha and the Pontifex Council,
clergy—the pontifices of the council—hold absolute but they've Ieft this theocracy with neither a govern-
power. Devoted exclusively to the god A hn-Sur, the ment nor a spiritual center. They must find a way to
Pontifex Council rules in his name and teaches the maintain the rule of law and to introduce worship of
people absolute obedience to the deity and to the the true gods (or at least some of them) to a populace
theocratic authority of the state. bitter and betrayed by the one god they knew.
It's all a lie. Furthermore, the characters must protect Avaat
There is no deity named A hn-Sur, even if most of Mahn from other forces that have learned of its vul-
the pontifices believe that there is. The gold dragon nerability. Warriors of dark gods see a chance to grab
Suvankotha, who serves on the council in human power, and portions of the populace that refuse to
form, concocted the entire religion. When he was accept the truth see the heroes as heretics against
much younger, Suvankotha decided to rule over the Ahn-Sur. Lurking behind nearly all these threats are
"lesser beings" of the region—for their own good. of the offspring of Suvankotha. This entire family of
course—and chose religious indoctrination rather dragons seeks blood vengeance on the characters and
than overt power as the means to achieve that rule. on the culture that betrayed their golden sire.
ac
and is in imminent peril of being sacrificed to the + Finally, the characters might take it upon them-
"avatar" of the idol. The characters might discover selves to end the threat of the Blood of Barastiss
that an artifact or treasure they seek is hidden in by proving to the members that the iron dragon
the buried vaults of a subterranean temple beneath is not, in fact. an avatar of their god. Precisely
the idol on a mysterious jungle isle; naturally, how the characters would accomplish this is up to
the Blood defends its sacred idol from any sort of them, but creative thinking on their part should
intrusion. Or the Blood ofBarastiss might launch a be rewarded. Even if they succeed, though, will the
raid on a nearby coastal town at the dragon's direc- tribe return to its old borders, or will someone or
tion, perhaps using a forgotten teleportation circle something else, perhaps with equally violent aims,
buried in the vaults beneath its idol. take ❑ gthorilak's place?
+ The tribe might not be simple adversaries in some
adventures. Although many characters will want THE GUARDIANS
to see the spread of the Blood checked eventually,
the sect is not the most evil power in the region.
OF THE GATES
The heroes might find themselves forced to ally Goal: A diverse group called the Guardians of the
with members of the Blood against a more vile, Gates seeks out portals to other planes of existence.
more dangerous enemy—possibly the cult of a In truth, its leader Irthossalur wants to control the
demon or an evil god, or maybe the servants of a portals that access Sigil, the City of Doors (see Chap-
dragon far worse than Barastiss himself. The char- ter 6 of Dungeon Master's Guide 2 or page 25 of Manual
acters would have to keep their allies in check, of the Planes). This steel dragon believes she is the first
preventing them from unleashing their violence line of defense for the city, and she wants to uphold
on those who don't deserve it, all the while walk- the balance of power the Lady of Pain (see page 190
ing on eggshells to avoid giving so much offense of Dungeon Master's Guide 2) has established.
that the clan revokes its shaky alliance. Stated Goal: The Guardians are dedicated to
watching over the portals that bridge the planes.
+ The characters might be Forced to prove themselves
In Sign, the nature of the Guardians' work is more
to the Blood, by a show of strength or prowess, or
widely known. The Guardians allow natives of Sigil
else negotiate with or bribe them, in order to pass
to pass through portals freely, since the society has no
through their territory on the way to an unrelated
with to anger the Lady of Pain.
objective, to win back prisoners taken in a raid, or
Size: Moderate, with most members clustered in
to earn the right to speak with, and gain certain
small groups at portal sites rather than gathered in one
information from, Barastiss or Varhisthist.
points, and you gain resist 10 to all damage until the equal to your speed + 2. You must land at the end of the
start of your next turn. movement.
Power (Daily): Immediate Interrupt. Use this power when
an enemy scores a critical hit against you or against an
GOALS OF THE BLOOD OF 10 ally you can see. The hit is a normal hit instead.
+ Serve and protect chromatic and metallic dragons. Power (Daily + Healing, Polymorph): No Action. Use this
power when an attack reduces you to 0 hit points. You
• Destroy d raconic abominations such as d racon
split into two identical creatures. Place a token for your
a ns, d ragonspawn, and dragons touched by the Far duplicate in a space adjacent to you. You regain hit points
Realm. equal to your bloodied value. The duplicate has hit points
• Oppose elemental creatures and their designs. equal to your bloodied value.
Your duplicate acts immediately after you in the
+ Restore lo to proper form by merging his sundered initiative order. It has the same senses, defenses, and
halves-Bahamut and Tiamat-into one being. other characteristics (such as speed and resistances) that
you do.
You and your duplicate share your powers; for example.
R.OLEPLAYING THE BLOOD OF 10
if one of you uses an encounter power. the other cannot
This small quantity of blood came from lo, the
use that power during that encounter.
progenitor of dragons. and residual traces of the Whenever one of you starts a turn in a space adjacent
arrogant deity's will and intelligence still smolder to the other, the one whose turn it is grants combat ad-
within. Only the Blood's owner can hear its whispers. vantage to all attackers until the start of its next turn. If
at the rare times when it communicates verbally. one of you is reduced to 0 hit points, that one Fades away.
The artifact prefers to convey its wishes through Otherwise, the two of you merge at the end of a short or
an extended rest.
dreams. The Blood tries to Fill its owner with the
same burning hatred it Feels against the primordials
and elementals by showing flashes of past events:
glimpses of the horrific first war between the deities
ANGERED (0 OR LOWER)
The phial is empty of even the Blood's scorn."
The Blood abandons all hope that its wielder will
help it attain its goals. It withdraws its gifts and
actively seeks to eliminate the character in favor of
one better suited to its purpose.
MOVING ON
The Blood boils in the phial, signaling its imminent clew-
tore. I can take heart in having furthered its goa Is."
The Blood of lo has achieved all it can accomplish
in mortal hands and is ready to complete its holy
mission. It asks its bearer to deliver it to any ancient
dragon that will carry the Blood to Bahamut or
Tiamat when the dragon passes from the world.
SATISFIED (12-15) If the owner finds an ancient dragon and the
"I have proven my worth to the Blood and so have proven dragon accepts the Blood olio, the owner gains a per-
my worth to all dragons." manent +2 bonus to Bluff. Diplomacy, insight, and
The wielder erases the Blood's doubts, so the Blood Intimidate checks against dragons and permanently
sees the wielder as a possible agent of its rebirth and gains resist 10 acid, resist 10 cold, resist 10 fire, resist
thus grants a measure of greater power. 10 lightning, and resist 10 poison.
If the owner gains a level before beginning a quest
Property: Gain a I 2 bonus to Diplomacy checks and Insight to find an ancient dragon or gains a second level
checks against dragons. without completing the quest, the artifact leaves the
Power (Daily ♦ Fear) Standard Action. You roar with owner with a curse: In each encounter, the first time
terrifying wrath: Close burst 1; Charisma vs. Will; the the character is hit by an attack that has a damage
target is dazed (save ends). Aftereffect The target takes a
type, the character gains vulnerable 15 to that
-2 penalty to attack rolls until the end of the encounter.
damage type until the end of the encounter. Remove
Affliction can lift this curse if performed by an epic-
NORMAL 15-11)
tier ritual caster who worships Raharriut or Tiamat.
1 have yet to prove myself to the Blood. I must strive to live
Until it moves on, the Blood retains all powers and
up to its expectations."
properties appropriate for its concordance (or as if it
The artifact finds fault with its owner. It encour-
is pleased, if its score is 21 or higher).
ages the character to discard it so it can find a
worthier champion.
UNSATISFIED (1-4)
"Little fluid remains in the vessel. !fear f have exhausted
the Blood's patience."
Fighting dragons or excessively drinking the Blood
erodes the artifact's goodwill.The owner must make
amends soon, or the Blood will leave.
GR AN'. V{ IIIWI to I
ARTIFA (
At-Will + Implement The Seal of the Lawbringer communicates with its
Standard Action Melee 3 bearer only in dreams and only symbolically. The
Effect: Make two melee basic attacks, each of which deals bearer dreams of ignoring an innocent's plight and
1d10 + Strength modifier damage. then trying to reach Bahamut to no avail—drowning
Level 21: 2d10 + Strength modifier damage. in an ocean or being lost as a child. At the end of
such a dream, an image of Bahamut takes the place
Platinum Presence Seal of the Lawbringer Attack
of the dreamer but still does not become aware of the
Your imposing stature fills foes with dread. dreamer's troubles; the bearer suffers the same aban-
Daily + Implement donment the innocent suffered.
Standard Action Close burst 5
Target: Each enemy in burst Property: At the start of each encounter, you lose a healing
Attack: Charisma vs. Will surge.
Hit: The target is stunned save ends). Aftereffect The tar- Property: Take a -5 penalty to all defenses.
get takes a -2 penalty to attack rolls (save ends).
MOVING ON
SATISFIED (12-15) "I am ready for the Lawbringer's final trial."
"The dawn of a new day nears." When the Seal of the Lawbringer prepares to move
The Seal of the Lawbringer recognizes its wielder's on. it assigns a final task to its bearer. It might ask the
strength and trusts the wielder with a portion of bearer to restore a lost temple of Bahamut, to pro-
Bahamut's might. tect endangered innocents From a force of immense
power, or to stop machinations of Tiamat's followers.
Property: Breath of Bahamat is a close burst 5 attack.
Each morning after the Seal assigns the task, one of
Power (Daily) Minor Action. Spend a healing surge to
encase your skin in platinum scales. Gain resist 5 to all the golden canaries on the Seal morphs into a ghostly
damage until the end of the encounter. gold dragon, flies into the sky, and vanishes.
lithe bearer finishes the task before the last
NORMAL. (5-11) canary leaves, the bearer gains 1 point of Como' -
"I walk the path to freedom and strength. but the journey dance for each remaining canary, lithe bearer
is long." does not finish the task, the bearer loses 3 points of
The Seal patiently and watchfully guides the concordance. If, during the final encounter of the
wielder on the best course of action. task, the bearer uses the Seal-granted power to turn
into a dragon, the level of concordance does not
UNSATISFIED (1-4) change because the Seal moves on at the end of the
"I lack discipline and self-control. The Platinum One thinks encounter.
I am a coward." When the Seal moves on, if it has a normal
The Seal communicates with its bearer only or higher level of concordance, the final canary
through dreams. In them, Bahamut takes the form becomes a gold dragon that thanks the bearer for
of an authority figure in the character's life, such as devotion to Bahamut before flying off. A +4 symbol
a parent or tutor, and scolds the bearer. At the end of of hope marked with the holy symbol of Bahamut
such dreams, Bahamut takes his true form. remains in the bearer's possession. The bearer gains
a permanent +2 bonus to Charisma based checks
Property:Take a -2 penalty to all defenses. and a permanent +3 bonus to his or her healing
Special: Once per day during combat, the Seal can make surge value.
you attack a target within 5 squares of you. Roll a d20 lithe Seal is unsatisfied or angered when It moves
your level vs. Will: if the attack hits, you mark the target
on, the final canary transforms into an elder gold
until the end of your next turn, slide 5 squares to a space
dragon (see Monster Manual 2, page 82). and the
adjacent to the target, and are dazed (save ends).
Seal shatters and crumbles into worthless dust. The
dragon attacks the bearer, calling the bearer "the
Betrayer" and focusing its attacks on that character
even if other characters attack it. When the character
is reduced to 0 hit points, the dragon flies off, ending
the encounter. The character takes a permanent -2
penalty to Charisma-based checks and a permanent
-3 penalty to his or her healing surge value.
The Seal of the Lawbringer returns to the world only
when a need for it develops.
• DRAGON LAMS
EXTENDED ABSENCES
A metallic dragon might have a reason for leaving Its lair their homes while they are away. Dragons that can't obtain
for a extended time. A shapechanging gold dragon might suitable guardians might entrust the protection of their
spend years immersed in the court of a kingdom that lairs to loyal minions or subjects, or ally with local powers
Interests it, while a silver dragon sworn to some great willing to protect their lairs.
quest could scour the world For decades searching for Warding Rituals: Likewise, dragons use ritual magic
someone or something. Other dragons might be lured to bar entrance to their lairs or create alarms. The most
away from their homes to ally with great heroes or spy powerful rituals let dragons teleport back to their lairs
out the secrets of hated rivals. A dragon contemplating an from wherever they might be wandering.
extended absence takes every precaution to make sure its Removed Valuables: A dragon that expects to be gone
home and hoard remains safe. for a long time might relocate its hoard to a new hiding
Concealment Remote, natural lairs might be concealed place. This might be a place the dragon would want to
by carefully contrived cave-ins. landslides, floods, or drift- live—for example, a cobalt dragon might burrow a tunnel
ing snow or sand. into a glacier, stash its hoard Inside, and then flood and
Guardians: Dragons that have access to the proper freeze the passage to ensure that no other creature will
rituals or resources might use other monsters to safeguard approach its treasure while it's away.
AREA 5: CHIEFTAIN'S CHAMBER Bluff (DC 10, standard action): The character off•rs
To the west, the central chamber widens as it forms the aid under false pretenses. vowing to assist but plotting
chieftain's hall. This room holds the dragon and many something else. On a failure, the dragon sees through
frightened goblins. Crude scaffolding rings the room, the lies and uses one of its attacks against the charac-
reachable by a ladder. Pieces of the chieftain and other ter. Each character can attempt this skill check only
goblins litter the floor, leavings from the angry dragon. once during the challenge.
Tactical Encounter: "Standoff," page 90. Diplomacy (DC I S. standard action): The character
earnestly vows to help the dragon defeat the goblins.
Each character can attempt this skill check only once
TREASURE during the challenge.
This set of encounters should provide the characters Insight (DC 10, rninor action): The first character
with three level 3 treasure parcels. one a magic item who succeeds on an Insight check can tell that the
parcel and the other two monetary parcels. dragon is angry about the situation the goblins have
put it in and seems about evenly matched against
DEALING WITH THE DRAGON them. This skill can be used to gain only I success in
When the adventurers reach the third encounter. the challenge. A successful Insight check also grants
they find the dragon squaring off against the gob- a +2 bonus to the character and his or her allies
lins. The dragon is uncertain about the characters' when making Diplomacy checks for the remainder
mot ives, and they need to prove their good intentions of the skill challenge. On a failed check. in addition
to have a chance of forming an alliance with Thraesk. to gaining 1 failure in the challenge, the character
The characters need not refrain from combat in misreads the situation, seeing the dragon either as
order to engage in this skill challenge. As long as they overmatched or in complete control of the situation.
engage the goblins without affecting Thraesk, the Success: The dragon agrees not to attack the char-
dragon doesn't attack them unless it is provoked. acters and works with them in fighting the goblins.
Level: 4 (XP 175). Failure: if the characters achieve 3 tailtires. the
Complexity: 1 (requires 4 successes before 3 dragon sees them as threats and includes them in its
failures). attacks. Once all the goblins are defeated. the dragon
Primary Skills: Bluff, Diplomacy, Insight. turns on the adventurers.
KORZ1NAL1KUR
Korzinalikur isn't nearly as potent as she might seem at to build up her own wealth, but also a way to test the
first glance. Since her birth she has been a somewhat limits of her power. Slowly but steadily, she is becoming
sickly copper dragon. weaker than her clutchmates. Her aware that, though she is weak for a dragon of her age,
family drove Korzinalikur out of their territory, forcing she is still the most potent force in the region. Like others
her to go find her own place to live. Seething at this of her kind, she is patient. willing to let the tiding keep
treatment, and terrified that her weakened nature might command of the bandits for now. In her heart, though, she
prevent her from attaining the hoard and the respect has already begun to think of the fort, the treasure, and
that are hers "by right," Korzinalikur wandered the the bandits as hers—and she is developing designs on the
wilds for several years, feeding on roving animals and entirety of Kurich. Korzinalikur works for the day when
hunting desperately for an opportunity that lay within all the people of the region are devoted to enriching her
her capabilities. hoard, and she can vent her simmering resentment upon
She found it in Chevkos's offer. Korzinalikur sees her those weaker than she is, in vengeance for the slights and
cooperation with the bandit gang not merely as the chance abuses her family heaped on her.
0 !al t S O II AR. = i t IT
112tt
64-4 •Ir . •
BALL] STA
The ballista on top of the tower can be fired by any
creature adjacent to it. The creature can rise the fol-
lowing attack.
a.
hi
Ballista Shot (standard; recharge special) + Weapon
Ranged 20/40; 1-9 vs. Reflex: 3d8 i 4 damage, and the target is .0
ce
pushed 2 squares and knocked prone. a.
TACTICS
The crossbow men use the ballista to attack once the
characters have come within roughly 30 feet of the
fortress (as soon as the players place their miniatures
on the road at the edge of the tactical map). They
continue firing after the characters move into the
courtyard. The lackeys try to stand their ground near
the gate, but they don't stay put if they notice ranged
weapons or magic implements in the characters'
hands.
When the characters are inside the walls, the
guards and lackeys open the doors leading from the
dining room and barracks and move a short distance
into the courtyard.
When their numbers have been reduced to one
guard or one crossbowman and two or three lackeys,
the bandits surrender and beg for mercy.
The guards run out mainly to stop the characters
from moving toward the southern end of the fort areas 4 and 5 are unlocked. The doors to area 6 are
(where their leader is located), The guards protect locked (see the next encounter).
the lackeys by marking foes and knocking enemies Tower: The tower rises 20 feet above the top of the
prone, giving the lackeys combat advantage. walls. Climbing the side of the tower requires a DC
A few lackeys might stop in doorways to fire their 18 Athletics check.
hand crossbows. If the characters come near, they Outer Walls: The walls are 20 feet high and
retreat into the barracks. require a DC 17 Athletics check to climb. The tops
of the wooden posts that form the walls are spiked;
anyone who reaches the top of the wall is subject to
FEATURES OF THE AREA an attack: +9 vs. AC: Id4 + 2 damage, and the char-
Illumination: Bright light outside and inside the acter must make a successful DC 17 Athletics check
fort at all times. (At night, lanterns illuminate the
or fall.
exterior and interior of the structure.) Ceiling: Areas 4.5. 7, and 8 have 20-foot-tall
Hillside Slope: The slope outside the fortress, ceilings.
with the exception of the road, is difficult terrain. Benches, Tables, and Chairs: These features
Trees: Squares containing trees inside and outside are difficult terrain. Jumping onto a bench or a table
the fort are difficult terrain and provide cover. A tree requires 2 squares of movement. In area 4, a charac-
can be climbed with a DC 12 Athletics check, and ter can tip over the long table to gain superior cover.
the trees range between 10 and 20 feet in height.
Fireplaces: At night, the two fireplaces in area
Doors: The entry gate to the fortress is barred (DC S hold small fires; a character who enters a fire or
12 Strength check to break or DC I7 Thievery check begins his turn there takes 1d6 + 3 fire damage.
to jimmy the bar out of place). The doors to the tower
are locked (DC 12 Strength check to break or DC 17
Thievery check to pick the lock). The doors leading to
+alf.w44.-
• Mob
iii17"br
Korzinalikur 110 Level 6 Elite Skirmisher
THE CENTRAL LAIR Yining upper dragon
Encounter Level 7 (1,550 XP) Lar natural ma ir al beast {dragon} XP ',110
Initiative +10 Senses Perception +10; darkvIsion
HP 148; Bloodied 74; see also bloodied breath
SETUP AC 20; Fortitude 18, Reflex 19. Will 16
Korzinalikur, elite young copper dragon (K) Resist 15 acid
Chevkos, tiefling heretic (C) Saving Throws +2
Speed 8, fly 10 (hover), overland flight 15; see alsollyby attack
4 bugbear warriors (B)
Action Points 1
0 Bite (standard; at-will) + Acid
During the previous encounter, none ()I' the bandit Korzinallkur shifts 2 squares before and after making the
gang's leaders emerged from their lair in the fort's attack. Reach 2; +11 vs. AC; ldl 0 + 4 damage plus 1d6 acid
central keep. Perhaps they assumed that their under- damage.
lings could handle whatever the problem might. be Cl) Claw (standard; at-will)
(and after all. it's not that hard to recruit new thieves Reach 2; +11 vs. AC; 1d8 + 4 damage.
and mercenaries). But once the characters gain 4 Double Attack (standard: at-will)
Korzinalikur makes two claw attacks and then shifts 2 squares.
control of the courtyard. neutralize the ballista, and
4 Flyby Attack (standard; at-will)
move deeper into the complex, Chevkos and Korzina- Korzinallkur flies up to 10 squares and makes one melee basic
likur fight hack. attack at any point during that movement. She doesn't provoke
Each niche descriptions below assumes the char- opportunity attacks when moving away From the target.
acters first spot each foe at or near its starting point. <- Breath Weapon (standard; encounter) + Add
Adjust the read-aloud text as needed if any of the Close blast 5; +7 vs. Reflex; 2d10 + 4 add damage, and the
target is slowed (save ends). Miss: Half damage.
monsters move befbre they are encountered, or If the
<• Bloodied Breath (free, when first bloodied; encounter)
characters manage to get into area 7 or 8 befbre going
Breath weapon recharges. and Korzinalikur uses it.
through area 6. I E. Frightful Presence (standard; encounter) + Fear
Close burst 5; targets enemies: +7 vs. Will; the target Is stunned
When the PCs enter area 6, read: until the end of Korzinalikur's next turn. Aftereffect: The target
The center of the room drops away into a wide pit, front takes a -2 penalty to attack rolls (save ends).
which wafts a vaguely reptilian scent. Several pillars rise Alignment Unaligned Languages Common, Draconk
Skills Acrobatics +13, Bluff +9, insight +10
from within the pit. clearly marking the edge.
Str 16 (+6) Dee 20 (4-8) Wis 14 (+5)
Two bugbears instantly move toward you, morningstars
Con 18 (+7) Int 12 (+4) Cha 12 (+4)
raised high, and something begins to stir loudly in the shad-
owy depths of the pit.
Chevkos (C) Level 6 Artillery
Medium natural humanoid, ricfliny XP 2V)
When the PCs enter area 7, read: Initiative +8 Senses Perception +6: tow-light vision
This chamber serves as a lavish living area, far more HP 60; Bloodied 30
extravagant than this place would seem to warrant. An AC 20; Fortitude 17, Reflex 18, Will 18
old canopied bed sits in one corner, with several additional Resist 11 fire
He has a menacing glint In his eyes. and balefire crackles Will (+10 against a bloodied target); 1d6 + 5 psychic damage,
and ongoing 5 psychic damage (save ends).
across his fingers. Two more bugbears loom nearby, clutch-
Cloak of Escape (Immediate reaction, when Chevkos is hit by a
ing rnorningstars and grinning viciously.
melee attack: at-will) + Teleportation
Chevkos teleports 5 squares.
When Korzinatikur first appears, read: infernal Wrath (minor; encounter)
An enormous metallic form bursts upward from the pit. Chevkos gains a +1 power bonus to his next attack roll against
wings outspread and jaws agape. The light glints off its an enemy that hit him since his last turn. If the attack hits and
copper scales, and thin tendrils of sizzling spittle drip front deals damage, Chevkos deals S extra damage.
Alignment Evil Languages Common
the corners of its mouth.
Skills Bluff +15, Insight +11. Stealth +15
Str IS (+5) Dex 20 (+8) WEs 16 (+6)
Con 18 (+7) int 13 (+4) Cha 20(+8)
Equipment dagger
4- ZIN14111
TH ETERRORO F
+5 vs. Fortitude; 1d10 + 7 damage, and the target Is knocked standing characters, and knocking prone any crea-
prone and dazed (save ends/. tures standing on it.
Predatory Eye (minor; encounter) Doors: Most of the interior doors are unlocked
The bugbear warrior deals 1d6 extra damage on the next attack and designed to open from either direction. The
it makes against a target granting combat advantage to It. It
doors to area 8 are locked and require a DC 18
must apply this bonus before the end of its next turn.
Languages Common, Goblin
Thievery check to open. Chevkos and the bugbears
Alignment Evil
Skills intimidate +9, Stealth +11 each carry keys.
Str 20 (+7) Dex 16 (+5) Wis 14 (+4) Fireplace: At night, this spot holds a small fire; a
Con 16 (+5) int 10 (+2) Cita 10 (+2) character who enters the fire or begins his turn there
Equipment hide armor, morningstar takes 1d6 + 3 fire damage.
Pit: The pit is 20 feet deep. Climbing out requires
TACTICS a DC 20 Athletics check.
Secret Door: A DC 17 Perception check detects
Assuming the characters begin the encounter in area
the secret door.
6, the two bugbears in that area rush to attack. The
bugbears that start in area 7 join the combat as soon Spiral Stairs: The spiral stairs are difficult ter-
rain. They lead to an underground passage that
as they can get there. All the bugbears try to stay in
melee with the characters, to keep them away from connects to Korzinalikur's lair.
Chevkos. The bugbears retreat i f doing so is tactically
sound, but they do not flee.
Korzinalikur erupts from the pit on her initiative
count in the first round (requiring 4 squares of move-
ment to do so). She initiates combat with her breath
weapon, ifshe can use it without catching either of the
bugbears in the blast. She then relies on flyby attacks,
moving in and out of the chamber and through the
entire fort, using the courtyard to circle around and
attack from different angles.
If she becomes bloodied, Korzinalikur no longer
cares about keeping the bugbears out of the area of
her breath weapon. She attempts to escape if reduced
to 40 or fewer hit points—she's not prepared to risk
her life for the bandits—and surrenders if escape
proves impossible.
Chevkos hangs back, using his ranged attacks to
harry the characters. He uses cloak of escape whenever
he is hit with a melee attack, teleporting to a place of
relative safety in area 6 or even out into the courtyard
if possible. He doesn't allow himself to be cornered
in area 8. Even though Chevkos does his best to avoid
being hit repeatedly, he does not abandon the fort
and fights to the death.
TULK AU SH AYN
Orium dragon lair for five 7th-level adventurers HOOK: RECOVER
From the steamy jungles of the south come rumors THE TRADE GOODS
of the Alabaster City, a place lost to the mists of A massive nearby river that winds through the jungle
time, where every citizen was a sage and powerful carries many merchant ships to towns and cities that
magic fulfilled every whim of the city's denizens. dot the shoreline. The creatures under Zanathakla's
No explorer can claim to know the location of the command have begun attacking these merchants,
city, but lizard folk wearing strange alabaster jewelry usually taking preserved food and drink. They have
have been captured recently. Eager to save their own also been known to steal tools. The river merchants
lives, the lizardfolk said they served an orium dragon ask the characters to retrieve their stolen goods and
named Zanathakla. She lives in the bottom of a verti- to end the threat of the lizardfolk raiders. See the
cal cave deep in the jungle known as Tulkau Shayn descriptions of areas 2 and 7 in the following text
("Gullet Cave" in the lizard folk's dialect). for information about the items that belong to the
The captive lizardfolk claim that Zanathakla traders.
doesn't know where the Alabaster City is either, but Quest XP: 300 XP (minor quest).
she searches for it day and night and sends bands of
loyal lizardfolk far and wide to look for it. So far, they ENVIRONMENT
have found the ruins of several smaller communities,
Tulkau Shayn is a deep, vertical cave. The entrance
and Zanathakla says the city will soon be theirs.
opens in the center of the cave's ceiling, and the space
within drops straight down 200 feet to a flat, rocky
BACKGROUND floor. The cave walls angle slightly outward; viewed
History DC 14: Zanathakla made Tulkau Shayn from the side, the cave looks like an upright cone
her lair about a year ago and quickly seized control of with the top chopped off.
a large tribe of lizardfolk, which now treat her with Several side chambers branch off from the main
reverence approaching outright worship. Most of the chamber. Until the lizardfolk constructed the
lizardfolk are in the jungle looking for clues to help wooden pathway that spirals down the interior cave
find the vast ruins called the Alabaster City, because walls, those chambers were home only to flying crea-
Zanathakla is obsessed with claiming the ruin's tures—mostly bats and stirges—that would ascend out
secrets for her own. Only a few of her followers are of the cave each day to find food in the jungle.
guarding Tulkau Shayn at any given time. Illumination: If there's daylight outside, the top
History DC 19: Gullet Cave has long been the 50 feet of the cave are in bright light and the next 50
source of superstition among the indigenous humans feet in dim light. It's dark at the 120-foot mark, where
and lizardfolk. A stone outcropping resembling teeth the second encounter, "Stirge Chamber," takes place.
runs along the north edge of the cave mouth, and the Walls: The cave walls are rough and have many
cave itself is 200 feet deep. For years, brave youths handholds and footholds, but they slope outward,
have crawled to the edge ofTulkau Shayn and peered making a climb more difficult than it would other-
into the inky blackness below. But until Zanathakla wise be. Unless otherwise noted, climbing the cave
moved in with the lizardfolk tribe, no one knew how walls in either direction requires a DC 20 Athletics
deep the cave was—or if it even had a bottom. check.
Side Chambers: Most of the side chambers don't
HOOK: DISCOVER contain encounters. Once the characters defeat the
guards at the cave mouth, they have to pass a dan-
THE ALABASTER CITY gerous cave inhabited by stirges and gricks before
Somewhere within the deep jungle lie the ruins reaching Zanathakla and accessing Tulkau Shayn's
Zanathakla seeks—the last remnants of the Alabaster treasures.
City. People living near the jungle, or in the safer Eventually lizard folk search parties will return to
areas around its outskirts, know many rumors about the cave, but they might be too disheartened by Zana-
the city but few facts. If the characters can find the thakla's death to fight. (Or perhaps they're mad for
location of the city, they might be able to recover vengeance; you make the call.)
what remains in its vaults, or the greater treasures
hhh,
of forgotten knowledge that lie in the vast libraries
rumored to exist within the city.
Quest XP: 1,500 XP (major quest).
AREA 1: CAVE ENTRANCE
When the characters make their way through the
jungle and finally reach Tulkau Shayn (see the
"Approaching the Cave" skill challenge on page 100),
The barrels of food and water and the carpentry tools AREA 5:
were stolen from river traders and can be returned APPROACHING THE BOTTOM
as part of the "Recover the Trade Goods" minor quest. As the characters come closer to the bottom of the
Ceiling: The ceiling is 15 feet high along the cave, Zanathakla becomes aware of their presence.
perimeter of this area, rising to a peak of 25 feet near She is careful and cunning, and waits until they
the chimney. reach this point in the cave complex to attack.
Treasure: A crude stone altar against the far wall Tactical Encounter: "Zanathakla's Wrath,"
holds a jade carving of a dragon worth 250 gp_ The page 106.
lizardfolk have smeared reddish mud on the idol to
make it look more like Zanathakla, but a cursory
AREA 6: CAVE FLOOR
examination reveals the jade underneath.
Zanathakla spends most of her time sleeping on
the cave floor or examining particularly interesting
AREA 3: STIRGE DEN objects discovered by the lizard folk. Like all orium
This cave of pesky stirges has been easily bypassed by dragons, Zanathakla is keenly interested in uncov-
the lizardfolk, but now Bricks also lurk inside, making ering the secrets of the past. In fact, her zeal has
it difficult for the characters to descend deeper into become an obsession, and she spends untold hours
Tulkau Shayn. coiled up on the cave floor, dreaming of the day when
Tactical Encounter: "Stirge Chamber," page 104. she finds the Alabaster City, builds a new lair in the
grandest building still standing, and has her servants
AREA 4: ARTIFACT CAVE bring her book after book full of ancient wisdom.
Zanathakla and the lizard folk keep the evidence of
the Alabaster City in this side cave, which is 50 feet AREA 7: TREASURE CAVE
above the main cave floor and accessed by way of This chamber, level with the cave floor, is where Zana-
the wooden walkway. The artifacts include several thakla has amassed a typical hoard for a young dragon.
chunks of alabaster masonry and stonework: cor- It's a good place for three level 7 treasure parcels: one
nices, column sections, and so on. Dozens ofcerarnic magic item parcel and two parcels made up of art
urns and pots litter the room, all painted in a distinc-
tive zigzag pattern,
EXPANDING THE LAM
When the PCs enter the cave, read: As written, "Tulkau Shayn - is the first step on an adven-
Ceramics and chunks of alabaster stonework litter this ture that could take the characters to the Alabaster City.
room. and a map hangs on one wall. Al ade of pieces of As a story element, the cave is a receptacle for a useful
parchment stuck together with tree sup, the map shows the clue: the map In the artifact cave (area 4). You can easily
jungle nearby. Ir's divided into sections based on natural turn this lair into a complete adventure site In Its own
features and shows several ruins. Many of the areas have right by enlarging and extending the side chambers. One
red "X" shapes marking them. Only a few areas are not or more of them could connect to an extensive cave net-
struck through. work, full of all the monsters, traps, hazards, and treasure
you can manage.
''.i N.
t
go-•
'. i
.I '..-
ini•li A
CROSS-SECTION ARIA 3
t 0 it.
60 II,
20 ft.
Aro \ AREA 5
nammirr
C .f7.?"' dr'
• '•
ZANATHAKLA'S WRATH platforms block the heroes from getting a look at her
even ifthey have a powerful light source.
Encounter Level 9 (2,150 XP) The battle begins when one of two events occurs:
A character heads down the stairs from the 60-foot-
SETLIP high platform, or a character spots the creatures in
Zanathakla, young orium dragon (Z) the alcoves to the south (the greenscale darters) and
2 greenscale darters (D) attacks them. Zanathakla flies up through the middle
of the caw, lands on a platform, and breathes at the
As the characters descend into Tlilkau Shayn. they biggest cluster of enemies she can find.
attract the ire of Zanathakla. the orium dragon who
makes her lair here. They battle Zanathakla while Zanathakia (Z) Level 9 Solo Soldier
perched on increasingly unstable platfOrms. Young orlum dragon
tar s natural _ lea! beast (dm _ on) XP 2.000
Initiative +9 Senses Perception +9; darkvislon
When the characters descend to the 60-foot-high HP 392; Bloodied 196; see also bloodied breath
platform, read: AC 25; Fortitude 23, Reflex 21, Will 20
A series of wooden platforms has been affixed to the inside Resist 15 acid
walls of the cave with pegs and wooden beams. Shallow Saving Throws +5
flights of stairs connect the platforms, making a spiraling Speed 6, fly 8 (hover), overland flight 12
Action Points 2
pathway down into the darkness.
0 Bite (standard; al-will) + Acid
Reads 2; +15 vs. AC; 1d10 -F 6 damage plus 1d6 acid damage.
Perception Check (:=) Claw (standard: at-will)
DC 21 There are alcoves in the rock wall on the far side Reach 2; +16 vs. AC: 1d8 + 6 damage, and the target Is marked
of the cave, and you can see a twitch of movement in them. until the end of the dragon's next turn.
There's definitely something alive in there. ?)" Stone Rend (standard; usable only while a wall is within reach;
at-will)
Zanathakla tears stones from the walls and throws them:
Under ordinary circumstances, there's no way the
ranged 10;114 vs. AC: 2(16 5 damage.
characters can sneak down to the alcoves or the cave
4-/ Draconic Fury (standard: at•will)
floor. The wooden platforms creak loudly, and the Reach 2; Zanathakla makes two claw attacks and one bite
characters are silhouetted against the open sky above. attack, or makes one bite attack and one stone rend attack.
The characters can't see Zanathakia. She remains ;<-• Breath Weapon (standard; recharges when one of Zanathakia's
on the periphery of the cave floor, where the h vaporous spirits is reduced to 0 hit points) + Acid
Close blast 5: +14 vs. Fortitude; 2d8 + 4 acid damage, and a
Zanathakla vaporous serpent minion (see below) appears In
any single unoccupied square in the blast. It acts just after the
dragon in the initiative order.
•E• Bloodied Breath (free, when first bloodied; encounter)
Breath weapon recharges, and Zanathakla uses it.
Frightful Presence (standard: encounter) + Fear
Close burst 5; targets enemies; +14 vs. Will; the target is
stunned until the end of Lanathakla's next turn. Aftereffect. The
target takes a -2 penalty to attack rolls (save ends).
Alignment Unaligned Languages Common. Draconic
Skills History +10. Insight +9, Intimidate +11
Str 21 (+9) Dex 17 (+7) Wls 11 (+4)
Con 18 (+8) Int 12 (+5) Cha 15 (+6)
When the PCs see the doors, read: AREA 4: THE SMELTER
A deep alcove leading down from this cavern ends in a Long ago, this chamber served as the center of the
strong set of iron doors. covered in.faded Dwarven runes. mining operation in the chasm. The remnants of the
You ran make out the distant sound of falling water from duergar excavations are still here.
somewhere beyond.
When the PCs enter the area read:
If any PCs know Dwarven: A ramshackle old sluice box bisects this room, fed by a
The doors read: "Herein He the Halls of BoIniarzh. Death to dark, swift stream that spills out of a crevice high on the
those who enter uninvited.- north wall. A waterwheel stands at the front of the sluice.
connected by rotting pulleys to a bellows and furnace, both
Rusty Doors: A character who makes a DC 23 of which have rusted away to Junk. Below the sluice box, a
Perception check realizes that the doors are no longer small footbridge crosses the stream, which flows southward
seated evenly on their posts, and they will scrape out of the cavern to the sound of a waterfall. East of the
loudly over the stone when pulled open. This noise stream, a double door leads out of the room to the south.
alerts the monsters in area 2 unless the characters lift
the doors slightly while opening them or take other The stream is not deep; a character can wade it easily.
measures to open the doors quietly. The waterfall is in the portion of the stream south of
Hidden Window: A small spy-hole at the back of area 4 and north of the pool in the end of the chasm.
an alcove near area 2 (Perception DC 27 to notice) A character who makes a DC 18 Athletics check can
looks down on the door from about 15 feet overhead. ride out the waterfall (it's only a 20-foot drop) without
No one is keeping watch at the spy-hole the first time incident. A character who fails this check takes 1d10
the characters venture into this area. damage_ In either case, the character ends up in the
shallow pool on the other side of the waterfall.
AREA 2: THE HIGH HALL Secret Door: A secret door (Perception DC 27 to
This room once served as the banquet room and notice) is set in the southeast corner of the room, lead-
audience chamber for the duergar lord that ruled ing into area 7.
Bolmarzh. For Vanathia, it is a guardroom where
grimlocks and gargoyles stand watch to intercept AREA 5: THE GREAT CHASM
intruders. In addition. Vanathia is entertaining a This long rift is 300 feet high. A shallow stream
small delegation of duergar visitors that are interested meanders through it. Two bridges cross the stream
in working Belmar...Ws rich veins again. The dragon and the rubble-covered terrain adjacent to it. The
has instructed her minions to allow the gray dwarves ledges that border the chasm are 60 feet above the
to camp here while she considers their offer. lower surface. Characters who travel down the water-
The doorways that connect this area with areas fall from urea 4 and find themselves in the pool must
1 and 4 open into the hall underneath the balcony; scale one of the sides of the ledge (Athletics DC 15)
..,
_,„,,,,
•...
......
When the PCs enter the room, read: 2 Duergar Hellcallers ID) Level 12 Artillery
This chamber is a natural cavern improved by careful Medium natural humanoid, dwarf Wevill Xf' /00 each
stonework, itsfloor paved withflagsiones, and three of its Initiative +10 Senses Perception +13: darkvision
four walls finished in plain stone blocks. The ceiling still HP 96; Bloodied 48
AC 24; Fortitude 23, Reflex 23, Will 25
has its glistening stalactites, and the wall to the south is
Resist 10 fire, 10 poison
made of pale white stone. A balcony circles the room about
Speed S
fifteen feet above the floor, and a couple of stone statues ® Mace (standard; at-will) 4. Weapon
gaze down on the floor below. An old stone dais stands in 119 vs. AC; 1d8 + 5 damage.
the northern part of the room. Infernal Quills (standard: at•wili) + Fire. Poison
Ranged 10; +19 vs. AC; 1d8 + 3 fire and poison damage, and the
If the PCs surprise the monsters, read: target takes ongoing 5 fire and poison damage and a -2 penalty
to attack rolls (save ends both).
Several gray-skinned savages with eyeless faces crouch in
Quids Quill Strike (minor; encounter)
scattered locations near the west wall of this ram. On the
The duergar heilcaller makes an Infernal quills attack.
other side of the room, a pair of dwarf like creatures sit near Asmodeus's Ruby Curse (standard; encounter) + Fear, Psychic
a small, dimlv glowing_fire, conversing in their guttural Close blast 5; targets enemies; +16 vs. Will; 3r18 + 5 psychic
language. damage, and the duergar helicaller slides the target to the
nearest space outside the blast. This forced movement provokes
Place the duergar and the grimlocks in the squares opportunity attacks.
* Quill Storm (standard; encounter) ♦ Fire, Poison
indicated, and resolve the surprise round.
Area burst 2 within 10; +17 vs. Reflex; 1d8 fire and poison
damage, and the target takes ongoing 10 fire and poison
lithe monsters surprise the PCs, read: damage and a -2 penalty to attack rolls (save ends both).
Several gray-ski nned savages with eyeless faces and Devilish Sacrifice (immediate Interrupt, when an enemy makes a
greataxes rush the archway, shrieking in battle furv. melee attack roll against the duergar hellcaller; encounter)
Behind them, a pair of dwarflike creatures with red-black The heficaller shifts to the nearest space beyond the triggering
skin and beards of stiff rust-colored hair lump outfrorn enemy's reach. A legion devil hellguard (MM 64) appears in the
hellcaller's former space and becomes the target of the enemy's
behind stalagmites and begin hurling quills plucked from
attack. The devil acts immediately after the hellcaller's initiative
their beards.
count.
Alignment Evil Languages Common, Deep Speech,
Allow the characters Perception checks (DC 25) to Dwarven
detect the gargoyles for what they are. lithe gargoyles Skills Arcane +11, Dungeoneering +13, Religion +11
go undetected, don't place them on the map. The gar- Str 14 (+8) Dex 19 (+10) Wis 14 (+8)
goyles have combat advantage against the characters Con 18 (+10) Int 11 (4-6) Cha 22 (+12)
Equipment leather armor, mace
the first time the gargoyles act in the battle.
4 Grimlock Ambushers (A) Level 11 Skit.
Medium natural humanoid XP fir
Initiative +9 Senses Perception +7; blindsight 10
HP 110; Bloodied S5: see also offensive shift
AC 26; Fortitude 25, Reflex 23, Will 23
Immune gaze
Speed 6
0 Greataute (standard; at-will) t Weapon
+16 vs. AC; 1d12 - 5 damage (crit 2d12 t 17),
. Offensive Shift (Immediate reaction, when an enemy moves
within 2 squares of the grimlock ambusher and attacks an ally
of the grimlock; recharges when First bloodied)
The grimlock ambusher shifts and makes a melee basic attack
against the enemy.
Alignment Evil Languages Common, Deep Speech
Skills Athletics +15, Endurance +12
Str 70 (+10) Dex 14 (4-7) Ms 15 (+7)
Con 14 (+7) int 9 1441 Ma 91+41
Equipment greataxe
TACTICS
The grimlock ambushers try to overwhelm the heroes
with a quick rush. After that, they fight in a loose
pack, so that two or three can use their offensive shift
reaction at once when an enemy provokes it. The
ambushers try to save a move action to shift away
from enemies after attacking, so that enemies have to
move up to attack them and provoke the offensive shift Iron Doors: The iron double doors connecting to
of their allies. The grimlocks happily mob any foes areas 1 and 4 are not locked. They have AC 5. For•
knocked prone by the gargoyles' attacks. tude 10, Reflex S, and 60 hit points.
The gargoyles prefer flyby attack, beginning and Stalagmites: Stalagmites are difficult terrain.
ending each swoop on the balcony. They are patient They provide cover to Medium or smaller creatures.
and cunning foes, and they are willing to forego Each stalagmite has AC 5, Reflex 5, Fortitude 10. and
a turn of attacking to assume stone form. This act 40 hit points.
recharges flyby attack, so the gargoyles end up attack- Dais and Throne: This square is difficult terrain.
ing every other round. The throne provides cover to Medium or smaller
The duergar begin the battle by using quill storm, creatures. The throne has AC 5, Reflex 5, Fortitude
but only if they can catch at least two enemies in the 10, and 20 hit points.
burst. Infernal quills is their default attack. They try to Fire Pit: The square containing these embers is
hang back away from the melee, and they are quick difficult terrain, A creature that enters the fire pit or
to use devilish sacrifice or Asmodeus's ruby curse to keep starts its turn there takes 5 fire damage.
enemies from closing on them. If necessary. they Spy-Hole Window: The spy-hole offers superior
climb the stairs up to the balcony to stay out of easy cover against attacks from area 1.
melee reach. The duergar have no particular loyalty
to Vanathia or their grimlock allies, and they don't DEVELOPMENT
hesitate to flee by any convenient exit once most of If the characters leave the mines and return later.
the dragon's servants have fallen. Vanathia sends for more grimlocks to serve as guards.
Four grimlock berserkers and two additional gargoyle
FEATURES OF THE AREA harriers are alert against future intrusions. The door
Illumination: Glowing coals from the duergar leading to area l is barred (DC 28 to break it down),
campfire provide 5 squares of dim light. and one of the gargoyles is posted at the spy-hole to
Ceiling: The ceiling in this chamber is 30 feet keep watch for intruders. Any duergar slain in this
above the floor (I 5 feet above the balcony). room are not replaced.
Balcony: The room is ringed by a stone balcony
15 feet above the floor. The squares directly under- TREASURE
neath the balcony are open, so creatures can move The duergar carry substantial wealth in their belt
under the overhang. The overhang blocks line of sght pouches: 25 pp, 300 gp, and a total of three fine
and line of'effect between creatures on the balcony emeralds worth 400 gp each. These valuables equal
and beneath it on the same side of the room. parcel 9 of a level 14 treasure.
gr*.‘ . CHASM BATTU
It1.11° checks, mark the position of the eidolon, but don't
acknowledge that it's another creature. Until the eido-
Encounter Level 13 (4,800 XP) lon takes its first action, the characters mistake it for
an idol o I some kind.
SETUP
I beholder eye of flame (B) Beholder Eye of Flame (B) Level 13 Elite Artillery
Tar. e aberrant ma beast XP 1.600
1 eidolon (E)
Initiative t 11 Senses Perception -15:
3 grimlock berserkers (G)
all-around vision, darkvision
Eyes of the Beholder aura 5: at the start of each enemy's turn, if
The beholder and the grimlocks can see (or sense) the that creature is within the aura and in the eye of flame's line of
doors leading from areas 3 and 4 from their positions. sight, the eye of flame uses one random eye ray power against
and are also aware if anyone enters this area by corning that creature.
down the waterfall, so it's unlikely that the characters HP 204; Bloodied 102; see also fiery burst
can surprise them. If a character attempts to get into AC 26: Fortitude 26, Reflex 27, Will 28
Saving Throws +2
this area without attracting notice, allow the character
Speed fly 6 (hover)
a Stealth check (DC 27). On a success, the character
Action Points 1
has slipped through the door or into the pool unseen. ® Bite (standard; at-will)
but any subsequent movement puts the character in +18 vs. AC: 2d6 damage.
view of the monsters—without some means of staying )f Central Eye (minor, at-will)
unseen, the character is noticed. Ranged 8; the target gains vulnerable 10 fire, and any attack
that deals fire damage to the target also deals ongoing 5 fire
damage (save ends both).
If the PCs enter this area through the doors in
Eye Rays (standard; at-will) + see text
area 4, read: The eye of flame can use up to two eye ray powers (chosen from
You stand on a landing overlooking an illuminated chain- the list below), at least one of which must be afire ray. Each
- ber to the south and a rubble-strewn chasm leading off to power must target a different creature. Using eye rays does not
•P the southwest. A steep dropoff separates the chamber from provoke opportunity attacks.
thefloor of the chasm. In the distance, you can make out a 1-Fire Ray (Fire): Ranged 8; +17 vs. Reflex; 2d8 + 6 fire
wooden bridge that spans the chasm and the stream that damage.
2-Telekinesis Ray: Ranged 8: +17 vs. Fortitude: the target
runs through it.
slides 4 squares.
3-Fear Ray (Fear): Ranged 8; +17 vs. Will: the target moves its
If the PCs enter this area through the door lead- speed away from the eye of flame by the safest route possible
ing from area 3, read: and takes a -2 penalty to attack rolls (save ends).
Ahead of is a wide ledge with a set of ascending stairs Fiery Burst (when first bloodied and again when the eye of
thutframes one side of a huge chasm. You can see light flame drops to 0 hit points) Fire
Close burst 2; +17 vs. Reflex; 2d8 + 6 fire damage .
beyond the top of the stairs to the northeast, and another
Alignment Evil Languages Deep Speech
torch to the south casts light on a wooden bridge that
Str 10 (+6) Dex 20 (+11) Wis 19 (+10)
crosses the chasm. Con 18 (+10) int 14 (+8) Cha 23 (+12)
If any PCs enter this area through the waterfall, 3 Grimlock Berserkers (G) Level 13 Brute
read: Medium natural humanoid (blind) XP 800 each
Youjind yourselves in a shallow pool looking south Into a Initiative +7 Senses Perception +8: blindsight 10
giant crevasse that continues as far as you can see. Over- ip 156; Bloodied 78
head, a bulbous monster covered in chitinous plates of fiery AC 15. Fortitude 27, Reflex 22, Will 23
red glares down at you, prepared to attack. Immune gaze
Speed El
Greataxe (standard; at-will) + Weapon
If the PCs move into area 6, read the text on
+16 vs. AC; 1d12 + 6 damage (crit 2d12 + 18).
page 110 and continue: {Power Attack (standard: requires greataxe; at-wily + Weapon
Three more of the eyeless sa vages you encountered ear- +14 vs. AC: 1d12 + 12 damage (crit 2d12 + 24).
lier are stationed in various spots throughout the shrine. 4. Frenzied Attack (standard; at-will)
Although they can't possibly see you, each one turns inyour The grimfock berserker makes two greataxe attacks against.]
direction and snarls as you come closer. bloodied enemy.
Grimlock Rage
When a grimlock berserker bloodies an enemy, it gains 10
Place the grimlocks and the beholder on the map.
temporary hit points.
Allow the characters to attempt DC 23 Perception
Alignment Evil Languages Common. Deep Speech
checks; if any character succeeds on this check. Skills Athletics +17, Endurance +14
place the eidolon, too—the character realized that it Str 22 (+12) Des 12 (+7) Wis 15 (+8)
was another creature. If all the characters fail these Con 16 (+9) int 7 (+4) Cha 9 (+5)
Equipment greataxe
— -
Eldolon (E) Level 13 Controller (Leader) radiant damage on their melee attacks). It remains in
Large natural animate (construct) XP 800 hallowed stance until one of the grimlocks falls, using
Initiative +8 Senses Perception +9 divine retribution if attacked or vengeful flames when
Fearless Followers aura 5; each ally In the aura is immune to fear.
its allies fall. After the first grimlock falls, the eidolon
HP 132; Bloodied 66
DEVELOPMENT
lithe beholder survives the fight, it hides near the top
of the chasm until it recovers. lithe characters leave
the mines without slaying the dragon and return later,
the beholder is back at its post, guarding the bridges.
Vanathia (V) Level 14 Solo Soldier
VANATH I A'S LAIR Adult adamantine dragon
Encounter Level 15 (6,200 XP) 1. ar,e natural ma teal beast ldra.oni X P ') .1)0 0
initiative +14 Senses Perception +16: darkvision
HP 564; Bloodied 282; see also bloodied breath
SETUP AC 30: Fortitude 27, Reflex 26, Will 25
I galeb duhr rockcaller Resist 20 thunder
I gargoyle harrier (G) Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15
Vanathia, adult adamantine dragon (V)
Action Points 2
(1) Site (standard; at-will)
The doors at area 8 are unlocked; Vanathia's servants Reach 2; +19 vs. Reflex; 2d6 + 6 damage, and ongoing 5
come and go at all times, although they're in the habit damage (save ends).
of knocking respectfully and waiting to be invited 0 Claw (standard; at-will)
inside. The dragon has a good view of the Lower Gate Reach 2; +19 vs. Reflex; Idl 0 + 6 damage.
and won't be surprised by anyone entering the room Draconk Fury (standard; at-will)
Vanathia makes two claw attacks and then makes a bite attack
from that direction.
against a different target.
Characters who descend through the secret tunnel
4. Wing Buffet (Immediate reaction when an enemy enters or
(area 7) can surprise the monsters. since Vanathia leaves an adjacent square)
doesn't expect anyone to enter from that direction, Reach 2; +19 vs. Fortitude; 1d8 + 6 damage. and the target is
and the other monsters don't know about the tunnel. knocked prone.
Allow characters who carefully open the secret door Tail Snap (minor action; at-will)
a Stealth check against the dragon's passive Percep- Reach 2; targets a prone creature; +19 vs. Reflex: 1d10 + 6
damage. and the target is slowed and weakened (save ends
tion (DC 25) to get the drop on her.
both).
+ Breath Weapon (standard: recharge !:.: 1 I ) • Thunder
When the PCs enter area 9 through the double Close blast 5; +17 vs. Fortitude; 3d8 + 6 thunder damage, and
doors, read: the target Is knocked prone. Miss: Half damage.
This grand cavern climbs toward the east in three stepped <— Bloodied Breath (free, when First bloodied: encounter)
tiers, separated by steep 1D foot escarpments. The ceiling Breath weapon recharges. and Vanathia uses it.
glitters with luminous crystals, and a small pool feeds a 0E-Frightful Presence (standard; encounter) ♦ Fear
swift stream that flows out through a culvert. An old flag Close burst 5: targets enemies: +17 vs. Will: the target is
stunned until the end of Vanathia's next turn. Aftereffect: The
stone pathway leads up to the middle and upper tiers, where
target takes a -2 penalty to attack rolls (save ends).
the ruins of several small stone buildings stand. Most of the Alignment Unaligned Languages Common, Draconic
buildings have been reduced to empty, rubble filled shells. Skills Insight +16. Intimidate +13
A dragon with dark. glossy. metallic scales lies at the far Str 23 (+13) Dex 21 (+12) Wis 18 (+11)
end of the cavern. surveying the chamber from the highest Con 21 (412) Int 11 (+7) Cha 121+8)
ledge. A winged gargoyle crouches near the dragon, attend-
ing its master. Gargoyle Harrier (G) Level 11 Lurker
Medium elemental humanoid (earth) XP 600
Place the dragon and the gargoyle as shown on the Initiative +13 Senses Perception +13: darkvision
HP 89; Bloodied 44
map. Don't place the galeb duhr until a character
AC 77: Fortitude 23. Reflex 21, Will 21
climbs to the second tier of the room or it takes an immune petrification
action, since it's not visible From the entrance of the Speed 6, fly 8; see also flyby attack
room. 0 Claw (standard; at•wIll)
+16 vs. AC; 2d6 + 6 damage.
When the PCs see the galeb duhr, read: } Flyby Attack (standard; recharges after using stone form)
Amid the ruins of the building to the north. a strange rock- The gargoyle flies up to 8 squares and makes a melee basic
ream re lurks. It has a roughly humanoid shape but no attack at any point during the move without provoking an
opportunity attack From the target. lithe attack hits. the target
discernible head—its face is in the center of its stony chest.
is knocked prone.
Stone Form (standard; at-will)
If the PCs address the dragon, read: The gargoyle becomes a statue and gains resist 25 to all
"Fools!" the dragon hisses. "You dare to invade the domain damage. regeneration 3. and tremorsense 10. It loses all other
of Vanathia? Beg for your lives, and I may spare you. Oth- senses and can take no actions in stone Form other than revert
erwise . . . prepare to die." to its normal form (as a minor action).
Alignment Evil Languages Deep Spe ech, Primordial
Skills Stealth +13
Vanathia is willing to allow the characters to sur- Str 21 (+10) Des I 7 (• 8) Wis 17 (+8)
render, but only if they do so at once. If any character Con 171+8) int 9 (+4) Cha 17 (+8)
fails to throw down his or her weapon or implement.
the dragon attacks.
Gaieb Oulu Rocksaller (11) Level 11 Controller If Vanathia is reduced to 100 hit points or fewer,
%tudium rig:mental Iturn.maid ieaT tftt x:' she attempts to flee by the nearest exit, or she sur-
Initiative -S Senses Perception +12; tremorsense 10 renders if flight is not possible. lishe has to, she'll
HP 118; Bloodied 59
squeeze to flee up the secret passage.
AC 25; Fortitude 26, Reflex 21, Will 22
The gargoyle stays well away from the dragon.
Immune petrification. poison • C
Speed 4 (earth walk), burrow 6
harrying any character who tries to hang back out
® Slam (standard; at-will) of the fight. It usesflyby attack on its first attack. and
-F16 vs. AC; 2d8 + 4 damage. it retreats to use stone form if it becomes bloodied or C
Rolling Attack (standard; at-will) finds two or more characters attacking it at the same Lu
The galeb duhr rockcaller moves up to 4 squares and then time.
attacks an adjacent target: +14 vs. Fortitude; 2c18 + 6 damage,
The galeb duhr seeks to hinder characters attack-
and the target is pushed 1 square and knocked prone. 7
ing the dragon in melee. It uses rocky terrain to make
Earthen Grasp (standard; at-will)
An earthen fist rises up to restrain the target. Ranged 10; +14 it difficult for enemies to shift around Vanathia and
vs. Fortitude; the target is restrained (save ends). The target earthen grasp to restrain any defender trying to mark
must be In direct contact with the ground, or the attack fails. the dragon. It avoids melee until the dragon becomes
The rockcaller can use earthengrosp against only one creature bloodied or it is attacked directly by enemies.
at a time.
?)- Rocky Terrain (minor. at-will)
Ranged 10; up to 4 squares within range become difficult FEATURES OF THE AREA
terrain. The squares need not be contiguous, but the affected Illumination: The luminous crystals of this
terrain must consist of earth or stone, cavern fill the room with dim light. In addition.
Alignment Unaligned Languages Dwarven, Giant
everburning torches at the locations shown on the map
Skills Stealth +10
provide bright light in a 5-square radius.
Str 19 (+9) Des 10(+5) Wis 15 (+7)
Con 22 (+11) int 13 (+6) Cha 13 (+6) Ceiling: The ceiling of the cavern is 40 feet above
the lower portion of the room, 30 feet above the
middle portion, and 20 feel above the uppermost
TACTICS portion.
Vanathia is an aggressive and overly confident com- Ruined Walls: Crossing a wall counts as moving
batant. She begins a battle by rushing into the middle into a square of difficult terrain, even lithe square
of her foes and using her breath weapon, and then on the opposite side is clear. The walls provide cover
uses tail snap against an enemy on the ground. Then against attacks that cross the walls.
she spends an action point to usefrightfiti presence. In Stalagmites: Stalagmites are difficult terrain.
the next round, she mauls foes with draconic fury and They provide cover to Medium or smaller creatures.
moves to attack the enemy who seems most danger- Each stalagmite has AC 5, Reflex 5, Fortitude 10. and
ous to her. She saves her last action point for when 40 hit points.
her breath weapon recharges, so that she can use her Escarpment: The escarpments are 10 feet tall
draconic fury and breath weapon in the same round. (Athletics DC 15 to climb). Any creature pushed off
art escarpment takes 1d10 damage
from the fall.
Pool: The pool is 5 feet deep. It
counts as difficult terrain.
Doors: The iron double doors lead-
I1 i SQUARI R51TFT
ing to area 8 are not locked. They have
AC 5, Fortitude 10, Reflex 5, and 60
hit points.
f lt:11
TREASURE
Vanathia's hoard lies in the intact
stone building in the southeast corner
of this cavern (area 10). For details,
see page 110.
THE BREAKING TIDE
Bronze dragon lair for five 13th-level suffer the depredations of the sahuagin, as well as
adventurers the giant sharks they use as mounts and hunting ani-
mals. The earliest communities here were wiped out
Off the coast of the great Aelathric Ocean, near the entirely, slain to the last individual. But as the Empire
Bay of Fins and the multitude of small port towns of Nerath grew, the Bay of Fins became ever more
that line its shores, stands an array of small islands important to seaborne traffic, and ever larger towns
and protruding reefs. Tiny fishing villages. commu- sprung up around it. Before long, the land-dwellers
nities that trade their catch with the citizens of the greatly outnumbered the sea devils: the sahuagin
larger towns on shore or the merchants who pass by attacks changed from wars of extermination to hit-
in their galleons, inhabit some of them. and-run raids. intended to steal valuables and carry
Others are inhabited by dwellers far less friendly. off handfuls of citizens as Food, as blood sacrifices
Here, the dangers to passing ships go far beyond to their shark god, or both. And lithe humans and
hidden sandbars and daggerlike reefs waiting to halflings were too numerous for the sahuagin to pose
gouge the hulls of unsuspecting ships. For it is here, in a terminal threat, so were the sahuagin too stealthy
a deep grotto on one of these isles, that a savage pack and too brutal for the land-dwellers to defeat.
of sahuagin make their home—and here, too, dwells The result was a peculiar equilibrium. This isn't to
Xyphreneus, the bronze dragon who rules them. say that the local magistrates and militias were happy
about losing citizens to the sea devils, They took what
BACKGROUND steps they could to impede the sahuagin, but the
occasional raids and fatalities were accepted as a risk
History DC 11: A few years ago, Xyphreneus, a
of dwelling in the area; one might as well rail against
bronze dragon. expanded his territory across por-
the weather as expect the sahuagin to relent. On rare
tions of the coast and the Aelathric Ocean, including
occasions, the sahuagin sent a few of their number to
the Bay of Fins. When he learned of the constant
trade with the locals for goods they could not acquire
sahuagin raids that had been going on for genera-
in their raids, and the people—though often sim-
tions, he decided to take steps.
mering with anger over those they lost—knew better
Not quite, as it turned out, the steps that the people
than to attack those emissaries, lest the sahuagin
of the surrounding communities might have hoped for.
retaliate with attacks far more fearsome than those
With a few swift shows of strength (and of the
that had come before. And so it went, for generations
consequences for those that disobeyed), Xyphre-
uncounted.
neus usurped command of the sahuagin tribe. The
sahuagin baron, Uvokula, has managed to save face
by claiming he has taken on Xyphreneus as a partner, ENVIRONMENT
a fellow predator who has seen the wisdom in the The waters around the chain of islands (outside the
ways of Sekotah the shark god. area depicted on the map) are rough, requiring a
Today. the sahuagin tribe does not conduct DC 15 Athletics check to swim. The tidal currents
random raids on villages and ships. Rather, it has around and between the islands all have a strength
become Xyphreneus's tax collector, levying tribute of 3 squares, the direction depending on whether the
from every citizen, every town, every passing ship. tide is going out (flowing north) or coming in (flowing
After all, as the dragon sees it. he's performing a south). (See "Aquatic Combat," DMG 45.) Ledges and
service, preventing the sahuagin from engaging in rocky outcrops on the isles are slippery, requiring a
their bloody raids. The least the locals can do is show DC 25 Athletics check to climb.
their appreciation and make it worth his while. And Most of the sahuagin tribe is elsewhere, not within
as for those who don't? Well, if they won't pay for the the grotto that contains the dragon's lair. As the
service, he's hardly going to keep the sahuagin from characters search the island chains for the grotto,
attacking them, is he? they might have additional encounters with sahuagin
The result is that, although the violence and blood- (MM 224), war sharks (see the statistics block on
shed have decreased, the economic damage to the page 120), or a few citizens of the island-based fish-
communities in the Bay of Fins is staggering. The ing villages who worry that the characters will only
villages are already poverty-stricken, and shortages antagonize the dragon and make matters worse.
might soon become an issue. What the people here
need is someone who can deal with the dragon and As the PCs approach the grotto entrance, read:
the sahuagin both ... Almost Invisible behind a veil of dropping waves and the
History DC 18: For as long as humans and half- occasional jagged outcropping, a wide cave entrance gapes
lings have dwelt on the Bay of Fins, they have had to open, leading into the darkened interior of the stony isle.
them, a third creature—larger, with four gaunt arms and )T Trident (standard; at-will) + Weapon
Ranged 3/6; +17 vs. AC; 3d4 + 4 damage. Uvokula must retrieve
grasping claws—rises from the darkened depths.
his trident before he can throw it again.
DC 29 (or 24 if the PCs are underwater) What at + Baron's Fury (standard: at-will)
first seemed to be an undersea boulder suddenly moves, its Uvokula makes a trident attack and two claw attacks.
body twisting sharply and cutting through the sea in your Blood Hunger
direction. A dorsal fin slicing the surface of the water like a Uvokula gains a +2 bonus to attack rolls and a +5 bonus to
blade is all the evidence you need that the beast must be a damage rolls against bloodied enemies.
shark of prodigious size. Alignment Chaotic evil languages Abyssal, Common
Skills Intimidate +16
Str 24 (+14) Dex 20 (+12) Wis 14 (+9)
TACTICS Con 20 (+12) int 14 (+9) Cha 18 0111
The sahuagin and the shark move to attack, leaving Equipment trident. headdress
41111110112V:
rippi
Xyphreneus (X) Level 14 Solo Brute (Leader)
ON TM ROCKS
• `.
• When the PCs first land on any area 2, read: 2d10 + 5 lightning damage. and Xyphreneus pushes the target
The soft sand squelches out from beneath your feet. 1 square.
‹.• Bloodied Breath (free, when first bloodied: encounter)
Beyond, the earth appears firmer, the rocks—and the
Breat h weapon recharges, and Xyphreneus uses it.
footing—store steady.
<- Frightful Presence (standard: encounter) + Fear
Close burst 5: targets enemies: +13 vs. Will; the target is
When the PCs approach any area 3, read: stunned until the end of Xyphreneus's next turn. Aftereffect: The
A slope rises ahead; it looks slick. but not too hard to tra- target takes a -2 penalty to attack rolls (save ends).
verse. Beyond. stretches of rocky floor lead to several caves. Xyphreneus's Command (Immediate reaction, when an enemy
moves adjacent to an ally: at-will)
The ally can make a melee basic attack against the triggering
When the PCs enter area 4, read:
creature and then shift 1 square.
Atop the slopes stands a cavern, divided into several
Restorative Dive (minor; while bloodied and completely
smaller chambers by winding walls of natural, water- submerged in water; encounter) + Healing
carved stone. Beyond the scent of the ocean. you can make Xyphreneus regains 120 hit points, and each ally in water within
out a musky odor, faintly reptilian in nature. 5 squares regains 20 hit points.
As your eyes adjust, you spot something movirw deep Alignment Unaligned Languages Common. Draconic
in the darkness of the cave, something with a lon,q, sinuous Skills History +13, Intimidate +16
Str 26 (4-15) Des 21 (+12) W15 13 (+8)
neck and unfolding strings.
Con 211+12) Int 12 (+8) Cha 20 (+12)
In a voice that sounds like the crashing of the waves
against unyielding rock, the great beast speaks. 1 am Xyphre-
neus. l trust you have come to offer me proper tribute." TWO FIGHTS OR ONE
This encounter unfolds in one of two ways. depending on
When the PCs approach area 5, read: what happens first.
An opening in the cliff wall leads beneath die ledges on the if the characters enter area 5 before meeting Xyphre-
western side of the grotto. neus, then they find the dragonborn and the sahuagin In
their positions as indicated on the map, and combat takes
When the PCs enter area 5, read: place between the two groups. (When the characters
The cavern under the grotto smells strongly offish. In the resolve this battle, they should realize that there's still a
shadows, several scaled humanoids similar to those who dragon to be dealt with somewhere in the grotto.)
attacked you in the water glare in your direction. If the characters find the lair and confront Xyphre-
neus before entering area 5, the dragon lets out a roar
Perception Check that brings the dragonborn and the sahuagin running. At
DC 26 A notherfigure, covered not in fishlike scales but the start of the fourth round after the characters begin
reptilian ones of glossy black. creeps toward you, a dagger conversing or fighting with Xyphreneus, two of the other
clutched in each clawed hand. creatures enter the lair through the southern opening and
Join the fray. Two more appear in the fifth round and the
TACTICS final two a round later.
The dragonborn and the sahuagin attack as soon as Regardless of the order of events, the encounter isn't
they see the characters, unless the characters are over until all the monsters are dealt with.
Dragonborn Raider (D) Level 13 Skirmisher
Medium natural humanoid XP 800
Initiative +13 Senses Perception +13
HP 129; Bloodied 64; see also drogonbom fury
AC 27; Fortitude 23, Reflex 24. Will 21
Speed 7
(I) Katar (standard: at-will) + Weapon
+19 vs. AC (+20 while bloodied): 1d6 + 4 damage frill 2d6 + 10).
+ Twin Katar Strike (standard; at•will)
If the dragonhorn raider doesn't take a move action on its turn,
it shifts 1 square and makes two hur attacks, or vice versa.
* Dragon Breath (minor; encounter) Acid
Close blast 3; +14 vs. Reflex (+15 while bloodied); 1d6 + 3 acid
damage.
Combat Advantage
A dragonborn raider deals 1d6 extra damage against any
creature granting combat advantage to it.
Dragonburn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Infiltrating Stride (move: recharges after the dragonbum raider
attacks two different enemies with (win !Tatar strike)
Tlie dragunborn raider shifts 3 squares.
Alignment Unaligned Languages Common. Draconic
Skills History -P-8, intimidate '-9. Stealth 416
Str 18 (+10) Dex 21 1.1 1) Wis 14 (+8)
Con 17 (+- 9) Int 10 (+6) Cha 12 (+7)
Equipment leather armor, 2 katars
lellithh.
CHAPTER 3 I Dragon Lairs
ENVIRONMENT ONE SQUARE = 5 FEET
C
P
DC 20 In a reflection on an icicle, you see a dark shape Initiative +11 Senses Perception +10
HP 120; Bloodied 60
around the corner to your left—perhaps another obelisk?
AC 30; Fortitude 28, Reflex 27. Will 26
Immune disease, poison; Resist 20 cold
The dark shape is a second obelisk—one that's produc- Speed 6 (ice walk)
ing a frostshaper and a hailscourge. (4) Slam (standard; at-will) + Cold
+19 vs. AC; 1d6 + 4 cold damage.
Arcana Check Ice ShurIken (standard; at-will) + Cold
DC 20 Calling upon a sliver of ktwwledgefrotn your Ranged 6/12; r 71 vs. AC; 1d6 + 4 damage plus 1d6 cold
damage .
memory. you discern that the obelisks are directly associ-
Double Attack (standard:at-will)
ated with theguardian creatures they spawn. It's possible The ice archon hailscourge makes two ice shoriken attacks,
that you can dismiss the creatures by ruining the obelisk , Hail Storm (standard; recharge1211 ir,) + Cold
Area burst 1, 2, 3, or 4 within 20; +21 vs. AC; 2d8 + 4 cold
2 Ice Archon Rimehammers (RI Level 19 Soldier damage. Miss: Half damage. The ice archon hailscourge
Medium elemental humanoid Kuhl XP 2,400 each determines the burst radius.
Initiative 415 Senses Perception +12 Frost Shield (immediate interrupt, when attacked by a ranged,
Icy Ground (Cold) aura 1; enemies treat squares within the aura as close, or area attack; encounter) 4. Cold
difficult terrain. The ice archon hailscourge gains resist 20 to all damage against
HP 185; Bloodied 92 the triggering attack.
AC 35; Fortitude 35, Reflex 32, Will 31 Alignment Chaotic evil Languages Primordial
Immune disease, poison; Resist 30 cold Sir 18 (+12) Dex 161+11) Wis 14 (410)
Speed 6 (ice walk) Con 18 (412i Int 14 (410) Cha 15(.10)
CI) Maul (standard; at-will) + Cold, Weapon Equipment plate armor
+25 vs. AC; 2d6 + 7 damage plus 1d6 cold damage, and the
target is slowed (save ends). Against a slowed target, the ice
archon rimehammer deals 2d6 extra cold damage.
TACTICS
Alignment Chaotic evil Languages Primordial Only a direct order from Methenaera can call off the
Str 24 (+16) Dex 18 (+13) Wls 16 (+12) ice arc hons. Because they have ice walk, the archons
Con 25 (+16) Int 14 (+11) Cha 15 (+11) do not make Acrobatics checks to avoid slipping.
Equipment plate armor, maul
The riniehamrners move slowly toward the char-
acters; they would rather fight in the chamber than in
the entrance, so they can lure characters onto the ice
over the stream. Once engaged in melee, the rime-
hammers focus their attacks on slowed characters.
Knowing the ice is thin, the rimehammers shift every
round to avoid breaking through it. Their icy ground
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aura can keep the characters from shifting and puts that were bound to it, whereupon those creatures flee
them at greater risk for falling through the ice. out the entryway.
z-
The frostshaper comes around the corner and Walls: The cave walls are rough, but omnipresent
—
drops an icy burst on as many characters as possible. ice makes climbing difficult. A character attempt-
even if that means catching other ice archons (which ing to climb the walls must make a DC 25 Athletics
have cold resistance) in the burst. Next, the Frost- check.
shaper moves 5 squares behind the rimeharnmers to Cliffs: The cliffs at the entrance and dividing the - 6
envelop them in its icy aura. It uses ice javelins against upper chamber from the lower chamber are 20 feet t.0
characters who are not slowed. higandrequIK:25Athlicsekoand
The hailscourge stays near the frostshaper and or descend. I--
drops hail storms on the characters. (Again, the Thin Ice: 't he ice-covered stream that runs
rimeliammers' cold resistance should protect them.) through the chamber is challenging terrain. When Lij
When it cannot use hail storm, the hailscourge makes a character enters the first ice square in a turn, the
a double attack. character must succeed on a DC 17 Acrobatics check Z uj
Although the archons are of chaotic evil align- or fall prone in that square.
ment, they don't always behave accordingly (see the In addition, the ice is thin enough to be danger-
section about the obelisks in "Features of the Area"). ous. A character who stays in a particular ice square
from the start of his or her turn until the end of that
FEATURES OF THE AREA turn hears the crack of ice and makes a saving throw.
Success results in the character falling prone in an
Illumination: During the day, the upper chamber
adjacent square as the ice gives way in the square he
has bright light at the top of the cliff and dim light
or she had occupied. On a failed saving throw, a char-
below it, because the icy sheen on the walls is reflec-
acter falls through the ice in his or her location and
tive. At night, the chamber is dark.
slides to a randomly determined adjacent square.
Obelisks: One of Methenaera's ancestors, after
The water under the ice is 10 feet deep. A DC 10
fending off a group of intruders that proved espe-
Athletics check as a move action allows the character
daily troublesome, used a ritual to construct these
to swim to a square that contains open water. After
obelisks and bind a pair of ice archons into each one.
that, a DC 20 Athletics check as a move action allows
The archons appear and attack when anyone not
the character to climb into an adjacent. unoccupied
authorized by Methenaera enters the upper chamber.
square.
Each obelisk has AC 5, other defenses 10. and 40 hit
The stream runs west and then north, cascading
points. Destroying an obelisk releases the archons
from the upper chamber to the lower chamber.
Ice Crystals: To amuse
herself in her spare time,
Methenaera delicately
breathes on the ground to
coax jagged and complex
ice crystal sculptures from
it. Ice crystal stands are tiff-
ficult terrain and provide
cover. Each square of ice
crystals has AC 8, other
defenses 8, and 3 hit points.
Pit: The pit in the north-
west corner is 50 feet deep.
The walls are especially icy
(Athletics DC 28 to climb).
A narrow passage at the
bottom of the pit slopes
downward and emerges
from the mountain a
quarter-mile away.
•
plays a game of cat and mouse while she's waiting for or in a corner) and uses wing slice and opportunity
these powers to recharge.
attacks (with threatening reach) against characters
Methenaera uses Methenaera's onslaught as often as who surround her. Because Methenaera is a solo
she can, usually targeting characters who have vul- monster with a four-level advantage on the heroes,
nerable 10 to all damage thanks to her breath weapon. her defenses are high: She can provoke opportunity
If neither of her main two attacks has recharged,
attacks with little worry about the consequences.
Methenaera strikes at one enemy, then flies to the
north or south part of the chamber. She lets the char-
acters contend with the cliff and the ice crystals, and FEATURES OF THE AREA
counts on her threatening reach to keep melee combat- Illumination: Darkness.
ants at bay. If she's fighting against a powerful ranged Ice Crystals: To amuse herself in her spare time,
attacker, she flies to within 2 squares of that charac- Methenaera delicately breathes on the ground to coax
ter and attacks it with tail slam. jagged and complex Ice crystal sculptures from it. Ice
Methenaera uses frightful presence early, as soon crystal stands are difficult terrain and provide cover.
as characters flank her or otherwise hem her in. Each square of ice crystals has AC 8, other defenses
After she uses frightful presence, Methenaera flies 8. and 3 hit points. I f faced with a choice of foes to
away, landing behind ranged combatants and far attack and finding no tactical advantage to attacking
from stunned defenders and melee strikers. She one over another, Methenaera attacks characters who
drops into a central location (rather than along a wall damage her ice crystals.
TREASURE
Met henaera's hoard is concealed at the bottom of the
frozen pond in the southeast corner of the area where
she begins the encounter. it consists of one level 19
magic item and 29,000 gp in monetary treasure.
Of course, her hoard also includes the two remain-
ing casks of mead. A character who takes a drink 2
of the mead gains the information he or she would
receive from a Consult Oracle ritual (see page 302 of
the Player's Handbook) and a Voice of Fate ritual (see
page 314 of the Player's Handbook). The amount of
information gained, as normal, depends on the result
of the drinker's Religion check.
One cask contains enough mead for every member
of the party to have one drink. If a character drinks
from a particular cask more than once, the mead has
no further effect for that character. The mead retains
its potency if the casks are taken from the lair.
Also present with the casks, ifyou see fit, is the
Roll of Claims (see the adventure hook on page 124).
CONCLUSION
When Methenaera becomes bloodied, she cries,
"Enough! I yield. Let this bloodshed end, and I will
release a cask to you." On her next turn, she flies
away from the characters—to the casks if no charac-
ters are near them—and waits for the heroes to stand
down. If they stop fighting, Methenaera performs the
Raise Dead ritual on any slain character.
lithe characters continue to fight, they draw the
silver dragon's anger. She becomes more aggressive
Casks: Methenaera keeps the mead casks at and focuses fire on individual enemies. She usually
the base of the eastern cliff, hidden amid stands of targets healers first, and becomes willing to make
ice crystals. If a character picks up a cask (which coup de grace attacks against anyone she drops.
weighs 20 pounds) without permission, Methenaera When Methenaera falls to fewer than 200 hit points,
attacks that individual, even if another character has she repeats her offer of a cask. If the characters
marked her. decline this offer, she flies to the casks, grabs them
Cliffs: The cliffs bisecting the lower chamber are up, and attempts to escape. Now the characters will
30 feet high and require a DC 25 Athletics check to need to destroy her if they want to retrieve the mead.
ascend or descend. Met henaera takes her duty seriously—and that
Icy Floor: Unlike the ice-covered stream in the duty is not merely to attack those who enter the
upper chamber, the stream in the lower chamber has chamber. Her aim is to ensure that Moradin's mead
thick ice that does not break under the characters' is used for a good cause. She respects anyone who is
feet. The stream seeps into the eastern wall. able to defeat her, and might even serve as a patron
The ice over the stream and over the pool east of to the characters after her defeat. Since Met henaera's
the cliffs is challenging terrain. When a character ancestors imbibed Moradin's mead, she has occa-
enters the first ice square in a turn, the character sional, faint glimpses of the future and notions of
must succeed on a DC 17 Acrobatics check or fall Moradin's will. She can provide the characters with
prone in that square. quests that advance the will of the god of creation
and hints about how to best accomplish their goals.
Methenaera also needs heirs to guard the mead
after her death. If she truly trusts the characters, she
might charge them with protecting the mead while
she travels far away to find a mate.
THE EDGE OF CHAOS
Mithral dragon lair for five 23rd-level mercenaries cast adrift when their deity died. Thus
adventurers she took control of Vyc Zaleeth. A dark naga named
Galzaik. for reasons unknown, has also aided
The strange bastion of Vyc Zaleeth sits upon an earth Astridaria.
mote swaying between competing tides of a sea of fire Arcana or History DC 26: At the heart of
and an ocean of water amid a particularly turbulent Vyc Zaleeth is a psychic resonance crystal. Ast ri-
area at the edge of the Elemental Chaos. For centuries daria's visions beckon for her to convert the crystal
the Vyc Zaleeth monastery has been a place of ascetic into a weapon of radiant energy powered by her
contemplation, where githzerai ponder the nature of fundamenturn.
chaos at its very edge and develop its counterbalance Arcana or History DC 28: The conversion is
through their mental discipline. Its strange disciplines nearly complete. Astridaria awaits new visions to
were progressed peacefully by generations of monks guide her next step.
and initiates that called this place home. Murmuring
a constant concert of chants and mantras, the monks HOOK: PREVENT
of Vyc Zaleeth found sanctuary from the universe and
its petty conflicts. That is, until a mithral dragon and ASTRIDARIA'S WAR
a small army of angelic mercenaries murdered them If you run an adventure in or around the Elemental
and took over their monastery to pursue a prophecy. Chaos. the heroes can come upon Vyc Zaleeth--a
In less than a day, the dragon Astridaria and her seeming beacon of order and radiance in the churn-
angels destroyed all that the githzerai had built and ing chaos—during their explorations. Because the
defended for more than half a millennium. As despi- monastery has a permanent teleportation circle.
cable as these actions are, worse still are the dragon's characters might hope to teleport safely from there
ultimate plans for Vyc Zaleeth—to reignite the war to the Plane Below, only to find cosmic skulduggery
between the creatures of the Elemental Chaos and unfolding there. Alternatively, a divine agent or a deity
the powers of the Astral Sea. such as bun can catch wind of Astridaria's plans and
encourage the characters to perform the Planar Portal
BACKGROUND ritual to travel to the monastery and stop Astridaria.
Quest XP: 28.000 XP (major quest).
Given enough time, or lithe story of how the charac-
ters come to Vyc Zaleeth gives them an opportunity,
the characters can learn the following background ENVIRONMENT
information about Astridaria and her assault on Whether the characters arrive by the Planar Portal
the monastery. Even if the characters stumble upon ritual or by other means, they first clearly see Vyc
Vyc Zaleeth. they might discover these plot threads Zaleeth from the teleportation circle. The circle lies just
through clues or by interrogating the mithral dragon's outside the Chamber of Meditation entrance that faces
allies, or Astridaria might reveal them herself when the ocean of water. That entrance—and two others on
the characters battle the dragon. either side of the crooked tower, each 20 feet wide—
Arcana or History DC 22: Since she hatched, slants down into the tower, which winds from the top
Astridaria has received visions of war between oft he earth mote to a crown of crystal that once served
the Elemental Chaos and the Astral Sea. Urged by as a psychic beacon. The crystal bristles with radiant
these auguries, she called together a force of angel energy so powerful that it sears the flesh of those who
come near it and kills creatures that touch it.
The monastery's outer walls consist of pocked
"MEMORY CRYSTALS black stone flecked with iridescent blue crystals.
When Astridaira attacked Vyc Zaleeth, she carefully pre- Pools of primordial water or liquid fire—depending
served the githzerais' memory crystals. Repositories of upon which sea a wall faces—collect in the pockets.
the monastery's wisdom, these crystals come In many Teleportation Circle: When creatures use the tele-
sizes, but none are larger than a short sword. Creatures portat ion circle to arrive at the monastery, the sound of
trained In Arcana can make a DC 25 Arcana check to a gong echoes down the nearest corridor to alert those
access a crystal as a standard action and then can "read" within the Chamber of Meditation. Emblazoned at
its memories In a manner similar to how a literate crea- the edges of the circle is the sigil sequence needed to
ture might read a book, The smallest crystals hold 1 to 10 mke use of this circle for permanent teleportation. The
pages worth of Information, while the largest can hold the characters can transcribe the pattern in 5 minutes.
equivalent of 10,000 pages of information. These crystals Crowning Crystal: A creature that starts its
can be used as both ritual books and scrolls. turn within 10 feet of the crowning crystal takes 25
_OP .or. 0, •
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. RADIANT ARRAY
Encounter Level 24 (30,000 XP)
SETUP
3 angels of the sigil and word (A)
Galzaik, dark nags (G)
Supernal
Skills Diplomacy History +23. Insight +24, Intimidate 4-23, "Small-minded fools! You will see the light!" (Usually uttered
Religion +27
just before Astridaria uses her breath weapon against the
Str 25 (.191 Dex 30(+22) Wis 25 (+19)
characters).
Con 21 1.1 7) Int 23 (4-18) cha 23 (+18)
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0
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Mummy Rot Level 21 Disease Endurance improve DC 29. maintain DC 24, worsen DC 23 or lower
The CI initial Effect: The target regains CD The target regains only half the normal number of hit CI The target dies.
target is only half the normal number of points from healing effects. In addition, the target takes
cured hit points from healing effects. 10 necrotic damage, which cannot he healed until the
target is cured of the disease.
FEATURES OF -nit AREA. -
r"
V
Illumination: Darkness.
Doors: Two sets of doors are set in the western
walls, one off area I and the other leading li-om
area 2. The doors off area I are unlocked and bear z"
bas-reliefs of the death giant city, a jumble of towers,
bridges, and steep walls. The doors leading from area uZj
described on page 139. 2are
Stairs: A steep set of'stairs climbs to area 2. Each 51
spaceontighrsc3quaeofmv-
ment to enter. Both sets of stairs in area 2 also are
steep and require 3 squares of movement to enter.
Eye: A 3546ot-diameter opening occupies the
center of area 1.A character falling through the
opening drops away to land on the Plain of Sighing
Stones. The distance the character falls depends on
how high the Citadel is flying (typically 200 feet).
Damaged Floor: The floor in area 2 is dam-
aged. Any creature entering a space containing the
damaged floor must succeed on a saving throw or
f'all through the crack to plummet to the plain as
described on page 139.
Statues: Two statues flank the western doors
in area 1. Each statue depicts a towering winged
humanoid dressed in robes. In place of a head, each
has a skull with green fire burning in the eye sock-
ets. These statues contain necrotic power, and any
2 squares between them and their undead allies. If a undead creature starting its turn in a space adjacent
giant mummy becomes blinded, it shifts in a random to a statue gains 10 temporary hit points. Any living
direction each round and attacks the closest creature creature in a space adjacent to the statue regains only
it notices until it succeeds on a saving throw. The half its healing surge value when spending a healing
giant mummies fight until destroyed. surge.
The death giant soulfire hurlers hang back in A character can topple a statue with a DC 24
area 2 and use hurled soulfire against controllers Strength check and cause any creature in the statue's
and leaders lurking behind defenders. They use path to be targeted by the following attack: reach 2;
this tactic, falling back deeper into their room if +24 vs. Reflex; 2d12 ÷ 8 damage, and the target is
needed, until they exhaust their soul shards. When knocked prone and is immobilized (save ends). A
they can't use their area attacks, they draw their toppled statue loses its necrotic qualities. A statue has
greataxes and engage the lead characters in melee, AC 4, Fortitude 10. Reflex 4, and 80 hit points. A DC
slaying fallen characters to harvest new soul shards 16 Athletics check is required to climb a statue.
when possible. Hieroglyphics: The walls throughout both rooms
The death giants fight until reduced to 44 or fewer are painted in complex pictograms recounting the
hit points. One flees to enlist the death giants in area rise and fall of the death giant city. A character
4, while the other moves to area 10 to warn the gold capable of reading the Davek or Supernal scripts can
dragon. make out enough of their meaning to piece together
the dragon's history as described in the "Background"
entries on page 138.
Askaran-Rus (A) Level 24 Elite Brute (Leader)
NIGHT HAUNT hum.onuill tundeadt. ruginsvallipt X1 1 1...1 .101)
Encounter Level 24 (32,450 XP) Initiative +18 Senses Perception +17: darkvision
Void Chill (Cold, Necrotic) aura 5: each enemy that starts its turn
in the aura takes 5 cold and necrotic damage and grants combat
SETUP advantage until the start of the enemy's next turn.
1 that which should not be trap (W) HP 548: Bloodied 274
entropic collapse trap (1'1) AC 35: Fortitude 37, Reflex 35, Will 37
Ask aran-Rus (A) Immune disease, poison: Resist 20 cold, 20 necrotic: Vulnerable
20 radiant
3 death giants (G)
Saving Throws +2
Speed 8
Askarats-Rus was once a mortal necromancer. but Action Points 1
when his time ran out and his soul drifted to the @Slam (standard: at-will) + Cold, Necrotic
Shadowlell, he refused to surrender to fate and Reach 2; +27 vs. AC: 1d8 4 8 damage plus 2d8 cold and
instead gathered the stuffof shadow to construct a necrotic damage, and the target is dazed until the end of
new body for himself-an obscene thing filled with Askaran-Rus's next turn.
Finger of Death (standard; encounter) • Gaze, Necrotic
cruelty. spite, and endless malice.
Ranged 5; targets a bloodied creature; +25 vs. Fortitude; the
It was an accident that Askaran-Rus wound up
target drops to 0 hit points. (Resistance to necrotic damage
in the Citadel. He, like others before him. sought to doesn't affect this power.)
enslave the indigenous people wandering the Plain of <- Void Gaze (minor liround; + Gaze. Necrotic
Sighing Stones and was swept up with the rest when Close blast 5:4-25 vs. Will: 2d10 + 8 necrotic damage. Askan •
the Citadel descended, Neither the death giants nor Rus pushes the target 4 squares. and the target takes a -2
the dragon has much interest in the nightwalker, penalty to all defenses (save ends).
Alignment Evil Languages Common, telepathy 20
and Askaran-Rus has little interest in them. What he
Skills Stealth +23
seeks is escape. and he believes he has found it in the
Sir 26 (+20) Dee 22 (4 18) Wts 2N , 17)
portal shining in this room. Con 24 (4-19) lot 16 (+15) Cha 76 (+70)
This chamber swirls with dust. as though no one has disturbed A black soupy morass fills the basin and when a living creature
the place in a lot% long thne. draws near, it stirs into action.
Trap: Golgorax relishes the idea of sharing his madness with Trap: The basin ooze is a little touchy, and the trap springs as
creatures that would dare enter his Citadel. He had set soon a living creature moves adjacent to it.
his entropic collapse to release as soon as any creature— Perception
magical or not—comes within 2 squares of the portal. It + DC 16: The character notices the foulness in the basin.
z
Lif
creates a temporary unweaving of the strands of time. + DC 24: The character notices the fluids twitch and writhe.
Although reality reasserts itself a few moments later, the Initiative +24
damage to the psyches of those that glimpse beyond time Trigger
takes longer to heal. When a character ends its movement in a space adjacent
Perception to the basin, the hazard rolls initiative and attacks on its
+ DC 29: The character notices that the swirling dust turn.
appears to glow with faint luminescence. Attack + Necrotic
Additional Skill: Arcana Standard Action Melee 5
+ DC 24: The character notices and identifies the telltale Target: One creature
dust glow that often presages entropic collapse. Attack: +23 vs. Reflex
Trigger • 2d6 + 7 necrotic damage, and the target is grabbed.
When a character moves into a square within 2 squares of It takes a -5 penalty to attempts to escape the grab. The
the portal, or when a character 3 or fewer squares away creature takes ongoing 10 necrotic damage as long as it is
uses an arcane power, the trap attacks. grabbed by that which should not be.
Attack + Psyddc Miss: Half damage. and the target is knocked prone.
Opportunity Action Close burst 3 Special: That which should not be can have up to four
Target: Each creature in burst creatures grabbed at once.
Attack: +29 vs. Will Countermeasures
5d6 + 8 psychic damage, and the target is dazed (save • A creature can attack that which should not be with a fire
ends). attack (AC 32, other defenses 30). If that which should not
Miss: Half damage, and the target is dazed (save ends). be is hit with two fire attacks, it is disabled.
Special: Immortals, animates, and undead are immune to + With a DC 27 Strength check, a creature can knock the
the effects of an entropic collapse. basin to the floor, spilling the ooze and disabling the trap.
FEATURES OF THE AREA room_ All creatures take 3d10 S damage and are
Illumination: Light from the portal provides area trapped. It takes a DC 26 Athletics check to crawl out
3 with dim light, of the rubble.
Pillars: Four 50-foot-tall pillars support the ceil- Statues: Two statues that depict fused bodies and
ing in area 3. Each pillar has AC 4. Fortitude 10, faces trapped in stasis stand near the middle of area
Reflex 4, and 80 hit points. Destroying a pillar causes 3. Characters standing in spaces adjacent to these
it to create a zone of difficult terrain in a close burst statues grant combat advantage to all enemies. Each
1 centered on the pillar that lasts until cleared. If statue has AC 4, Fortitude 10. Reflex 4, and 40 hit
three or more pillars fall, the ceiling starts to collapse. points. Reducing a statue to 0 hit points causes the
At the end of each round, make an attack against statue to make the following attack: close burst 2: +24
each creature in the room: +24 vs, Reflex; 2d6 + 7 vs. Will and the target is pushed 3 squares and dazed
damage, and the target is knocked prone. On a criti- (save ends).
cal hit, the target is knocked prone and restrained Permanent Portal: The portal opens onto the
(save ends). After 3 rounds of this, the entire ceiling natural world to a location of your choosing. A crea-
collapses, automatically burying all creatures in the ture that moves through it passes to the natural world
instantly, and the portal
becomes inactive until the
start of the next round.
Stairs: Characters climb-
ing the stairs in area 4 must
spend 3 squares of movement
to enter their spaces.
4r
so,
Death Than In Level 25 Elite Brute 2 Void-soul Specters (V) Level 23 Lurker
Hoge shadow humanoid tgiam) X1 14.000 Medium shadow humanoid (undeadi XP 5,100 each
Initiative +18 Senses Perception +20; darkvision initiative +23 Senses Perception +16; darkvision
Sou'burner aura 5; enemies in the aura take a -2 penalty to attack Spectral Cold {Cold) aura 1; each enemy that starts its turn within
rolls and defenses; a creature that dies within the aura bestows the aura takes 10 cold damage and takes a -2 penalty to all
one soul shard to the death titan (see soul shroud). defenses until the start of its next turn.
HP 574; Bloodied 287 HP 115; Bloodied 57
AC 39: Fortitude 42, Reflex 38. Will 35 AC 35: Fortitude 32. Reflex 35. Will 34
Resist 30 necrotic Immune disease, poison; Resist 30 necrotic, insubstantial;
Saving Throws +2 Vulnerable 10 radiant
Speed 8 Speed fly 8 (hover); phasing
Action Points 1 () Spectral Touch (standard; at-will) + Necrotic
{70 Greataxe (standard; at-will) + Weapon +25 vs. Reflex; 2d12 + 6 necrotic damage.
Reach 3; +28 vs. AC: 2d8 + 10 damage (crit 6d8 + 26). <-Life Siphon (standard; encounter) 4 Healing, Necrotic
4. Double Attack [standard; at-will) Close blast 5; +25 vs. Fortitude; 202 + 6 necrotic damage,
The death titan makes two greataxe attacks. and the voidsoul specter regains 5 hit points For every creature
Soul Devourer {standard; recharge II ) + Necrotic damaged by the attack.
Ranged 5; +28 vs. Fortitude; the target loses a healing surge, Invisibility (minor 1/round; at-will) + Illusion
and the death titan's soul shroud gains one soul shard. A target The voidsoul specter becomes invisible until it attacks or until it
without healing surges takes damage equal to half its total hit is hit by an attack. It remains invisible while using life siphon.
points. Alignment Chaotic evil Languages Common
<•Soulfire Burst (standard; at-will) 4 Necrotic Skills Stealth +24
Close burst 1; +26 vs. Reflex; 2d12 + 6 necrotic damage. The Sir 12 (+12) Dex 26 (+19) Wis 101+11)
death titan must expend one soul shard to use this power. Con 19 (+15) Int 11 (+11) Cha 23 (+17)
Consume Soul Shard (minor: at-will) t Healing
The death titan expends one soul shard and regains 20 hit
4 Death Thrall Attendants (D) Level 21 Minion Brute
points. I arge shadow humanoid (giant) XI' 1.0,18 each
Soul Shroud
Initiative +16 Senses Perception +19: darkvision
The soul shroud contains soul shards that swirl around the
HP 1; a missed attack never damages a minion.
death titan to protect and empower it. At the beginning of an
AC 34; Fortitude 36, Reflex 33, Will 32
encounter, the soul shroud contains four soul shards. While the
Resist IS necrotic
soul shroud is depleted of soul shards. the death titan takes a -2
Speed 7
penalty to attack rolls.
0 Greataxe {standard; at-will) + Weapon
Alignment Evil Languages Giant
Reach 2: +25 vs. AC: 11 damage (crii 21 damage).
Skills Intimidate +20
Souffire Explosion (when reduced to 0 hit points) + Necrotic
Str 31 (+22) Dex 23 (+18) Wis 17 (+15)
Close burst 1; +23 vs. Reflex; 5 damage and the target loses
Con 27 (+20) Int 12 (+13) Cha 16 015)
a healing surge. If the target doesn't have a healing surge
Equipment plate armor, greataxe
available, It takes damage equal to its healing surge value.
Soul Thrall
Statues: Four obsidian statues depicting the like-
An attendant gains a +2 bonus to attack rolls while in a death
ness of the gold dragon flank each set of doors. These giant's or death titan's aura.
statues radiate malice, and fear attacks against crea- Alignment Evil Languages Giant
tures in spaces adjacent to the statues gain a +2 bonus Str 28 (+70) Dex 20 (+16) Wis 16 (+14)
to the attack rolls. Con 25 (+18) Int 12 012) Cha 15 (+13)
Equipment cha inmai., greataxe
, FIRE AT WILL
i 3 Efreet Flamestrlders (F) Level 23 Skirmisher
. Large ', It-menial humanoid ifirn X13 5,100 each
Encounter Level 26 (53,300 XP) Initiative +20 Senses Perception +15
Blazing Soul (Fire) aura 1; each creature within the aura that Is
taking ongoing fire damage takes S extra ongoing fire damage.
SLTUP HP 217; Bloodied 108
3 efreet flamestriders (F) AC 37; Fortitude 36, Reflex 35. Will 34
efreet karadjin (K) immune lire
I efreet pyresinger (P) Speed 6. fly 8 (hover); see also fiery teleport
.® Scimitar (standard; at-will) + Fire, Weapon
I thunderblast cyclone (C)
Reach 2; +28 vs, AC; 2d10 + 8 damage (crit 6d10 + 28). and
ongoing 5 fire damage (save ends).
The efreets that stand watch over Tananzinaen's lair. Fiery Grasp (standard; at•will) Fire
as part of his long-term payment from the Caliph Ranged 20; a fiery hand appears and grabs the target: +25 vs.
Ma'mun, are vicious combatants, and they take their Reflex; 1d6 + 8 fire damage, and the target takes ongoing 10
responsibility as sentries seriously. If any strangers— fire damage arid is Immobilized (save ends both).
such as the characters—set foot upon the dragon's isle. Fiery Teleport (move: at-will) Teleportion
The flamestrider can teieport 20 squares. reappearing in a puff
the efreet karadjin challenges them, demanding to
of smoke; its destination must be adjacent to a fire creature or
know their purpose. if they don't answer properly—if
a fire.
they do not swiftly convince it that they have come to Alignment Evil Languages Primordial
hire the dragon for some great purpose—the karadjin Skills Bluff +22, Insight +20. intimidate +20
demands they leave and immediately moves to attack. Str 77 (+191 Dex 24 (+18) Wis 18 (+15)
Con 25 (+18) Int 16 (+14) Cha 22(+17)
When the PCs first set foot on the earthberg, Equipment scimitar
read:
As you set foot on thefloating isle, you can fee! the heat Efreet Karadjin (K) Level 28 Soldier (leader)
radiating from the stone surface. An array of ledges and I drgt,- elemental humantlici XP i 3,000
Initiative +23 Senses Perception +23
narrow bridges overlook a deep chasm shrouded in dense
HP 260: Bloodied 130
haze. You can't see what lies below.
AC 44; Fortitude 45, Reflex 42, Will 42
A thunderous voice, with an undertone of roiling flame, Immune fire
calls through the haze. Speed 6, fly 8 (hovers
()Scimitar of Horrendous Flame (standard; at•will) + Fire,
If any of the PCs speak or understand Draconic, Weapon
continue: Reach 2; +35 vs. AC; 200 + 9 damage (crit 6d10 + 29)plus 1d10
fire damage, and the target takes ongoing 15 fire damage and is
"You have trespassed upon the sovereign domain of the
immobilized (save ends both). Aftereffect: Ongoing 15 fire damage
mighty and blessed Taaanziruien, Fre of the Quicksilver (save ends). Saving throws against this power take a -2 penalty.
Hide. Explain yourselves swiftly lest you burn." 4. Fiery Vendetta (Immediate reaction, when an enemy within
reach attacks one of the efreet karadjin's allies; at-will) I. Fire,
When the efreets attack, read: Weapon
Several forms appear in the haze. They haveffamesflicker- The efreet karadjin makes a melee basic attack against the
ins across their flesh. One is taller than an ogre and carries triggering enemy.
Elemental Command (minor, at-will)
a blazing scimitar. The others are slender and move about
One allied elemental creature within 10 squares of the efreet
in the distance. Mop the eastern mesa, you see a whirling
karadjin (and within its line of sight) shifts.
gclone that seems to have lights reminiscent of eyes inside Alignment Evil Languages Draconic. Primordial
its shapeless form. As you take in this scene. two more Skills Arcane +25. Bluff +26. Insight +23. intimidate +26
efreets rise on columns of through the haze below. Str 28 (+23) Dex 25 (+21) Ms 181+18)
Con 30(+24) Int 22 (+201 Cha 25 1 , 211
Arcana Check Equipment scimitar
Encounter Level 29 (88,500 XP) +.11 ► 1.11 111 411 magirat beast IMO
idi ay; us. h.mgrtI
initiative +28 Senses Perception +12; dark vision
SETUP HP 1,044: Bloodied 527; see also bloodied breath
Tananzinaen, ancient mercury dragon (I) AC 43; Fortitude 42, Reflex 43. WIII 39
tial combat-but once the characters reach the lower Draconlc Fury (standard: at-will)
The dragon makes two claw attacks and one bite attack.
level, he deems them a true threat.
- Quick Snap (immediate interrupt, when an enemy moves
adjacent to the dragon: at-will)
When the PCs enter the lowest level, read: Tananzinaen makes a bite attack against the triggering
Thellickering of molten rock. roiling clouds of toxicfilmes. enemy. On a hit, the target also grants combat advantage to
and thick shadows tra nsform the cavern into an echo of the Tananzinaen (save ends).
deepest hells. <- Breath Weapon (standard; rechargel::: [I 11 ♦ Poison
Close blast 5; +32 vs. Fortitude; 4d8 8 poison damage, and
the target takes ongoing 1S poison damage and treats the
If the PCs arrive more than 10 squares away
mercury dragon as invisible (save ends both). Mist: Half damage.
from the dragon, continue with: 4. Bloodied Breath (free, when fist bloodied; encounter)
The air here is so thick with fumes that you can barely Breath weapon rerharges, and Tananzinaen uses it.
make out the features In front of you. <• Frightful Preserve {standard; encounter) + Fray
Close burst 10; targets enemies: +32 vs. Will; the target is
If PCs arrive or move to within 5 squares of stunned until the end of the dragon's next turn. Aftereffect The
any venomous remnant, continue with: target takes a -2 penalty to attack rolls (save ends).
Caliph's Reward (minor; usable only while bloodied; encounter)
Here and there, a thick pocket of haze seems to be movirki
+ Fire
Tendrils of smoke form coiling, winding arms, and burning Close burst 10: targets enemies: +30 vs. Reflex: the target takes
embers slowly blink. revealing themselves as eyes. ongoing 15 fire damage and a -2 penalty to all defenses (save
ends both).
Fluid Shape (immediate interrupt: when an enemy targets the
dragon; requires a creature be adjacent to the dragon: recharge
+ Polvinornh
The u iggering attack targets a different creature adjacent to
Tananzinaen.
Quicksilver Form (move action; encounter)* Polymorph
Tananzinaen becomes a liquid wave of quicksilver and shifts
8 squares. He remains In quicksilver form until the end of his
next turn. While in quicksilver form, Tananzinaen can't attack
or fly, but gains a climb speed of 6, ignores difficult terrain, and
doesn't provoke opportunity attacks. He can squeeze through
any aperture a Tiny creature could fit through. Tananzinaen can
return to his normal form as a free action on his turn. When
he returns to normal, each creature within 2 squares grants
combat advantage to him until the end of his next turn. Sustain
Minor: The quicksilver form persists.
Change Shape (minor; at•will) Polymorph
Tananzinaen can alter his physical form to appear as any
Medium or Large humanoid, including a unique Individual (see
"Change Shape," MAU 216).
Combat Advantage
Tananxinaen deals 3d6 extra damage against a target granting
combat advantage to him,
Alignment Unaligned Languages Common, Draconic
Skills Acrobatics '19, Bluff +26, Stealth +29
Str 26 (+22) Dex 31 (+24) Wis 17 (+171
Con 21 0-19) int 15 (+16i Cha 24 (+21)
If the PCs arrive or move to within 10 squares of them an opportunity for a rest: If it appears they
the dragon, continue with: aren't going to follow him after a minute or two, he
In the (Wiest reaches of the cave, something stirs, some• reappears. engages in combat for a round or two, and ,_-,
thing impossibly huge. It blends with the smoke. but you retreats once more. Like the venomous remnants, he <
can see that its hide shimmers like liquid in the flickering prefers to fight in the toxic smoke-or at least against -
exchange for treasure. They ally with azers, dragon- dragon pushes the target 3 squares. Miss: Half damage.
4: Bloodied Breath (free, when first bloodied; encounter)
born, efreets. hill giants, humans, and yuan-ti.
Breoth weapon recharges, and the dragon uses it.
Fire Stream (standard; at-will) * Fire
BRASS DRAGON TACTICS Ranged 5;1-9 vs. Reflex; 1d8 + 5 fire damage. Effect: Each
creature adjacent to the target takes 1d8 fire damage.
Brass dragons fight on the wing. They make good use
<• Frightful Presence (standard; encounter) Fear
of their hover ability to remain airborne and out of the Close burst 5; targets enemies; +9 vs. Will; the target is stunned
reach nfgrciund-bound enemies, scouring foes with until the end of the dragon's next turn. Aftereffect: The target
blasts of fire—both their breath weapon andfire stream takes a -2 penalty to attack rolls (save ends).
attacks. Once its foes are scattered, a brass dragon sin- Alignment Unaligned Languages Common, Draconic
gles out the foe who poses the most dangerous threat at Skills Athletics +10, Insight +9. Intimidate +8
range and lands to attack. Normally the dragon lands Str 17 (+5) Dex 16 (+51 Wls 15 (+4)
Con 18 (46) lnt 13 (+3) Cha 11 (+3)
next to its intended victim, attacks with dragon ire, and
then spends an action point to stun its foes momen-
tarily with frightful presence so that it can take to the air Adult Brass Dragon Level 11 Solo Artillery
laige 11.111U.1111111gii ill h•"! 1110.11:1P/s , Xi' 0E10
again before its enemies can threaten it on the ground.
Initiative +9 Senses Perception +13; darkvlsion
An elder or ancient brass dragon usually waits to HP 464; Bloodied 232; see also bloodied breath
use ignite until after it hits multiple targets with its AC 24: Fortitude 24, Reflex 23. Will 22
breath weapon. Resist 20 fire
Saving Throws 45
back and provide devastating ranged fire, white their Reach 2; +18 vs. AC; 1d8 i S damage.
brute and soldier allies press the attack. 4. Dragon Ire (standard; at-will)
The dragon makes two claw attacks or one bite attack, and then
shifts I square.
Level 6 F.ncounter (XP 1,325) }Wing Buffet (immediate reaction. when an enemy enters or
+ 3 human guards (level 3 soldier, MM 162) leaves an adjacent square)
+ 1 young brass dragon (level 4 solo artillery) Targets the triggering enemy; +16 vs. Fortitude; 1d10 + S damage,
the target is knocked prone, and the dragon shifts 2 squares.
COBALTDRA GON
COBALT DRAGON Speed 6 (ice walk). fly 8 (hover), overland flight 10
Action Points 2
Blte (standard: at•will) + Cold
Reach 2; +11 vs. AC; 1d8 + 4 cold damage, and the target is
I
BROODING AND DISTRUSTFUL. cobalt dragons respect
slowed (save ends).
only strength. They breathe bitterly cold clouds of
vapor that freeze their victims in thick ice.
OD Claw (standard; at•Ill)
Reach 2: +11 vs. AC; ict6 + 4 damage.
Cobalt dragons are usually found in frigid, gloomy
lands, such as the forests of the far north or the mist-
4 Dragon's Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares. and then
I
bound vales of the Shadowfell. They measure their makes two claw attacks against a different target. •
power by the quality and quantity of lesser creatures Wing Flurry (immediate reaction. when an enemy misses the
they can subjugate; most coba]ts take pride in the dragon with a melee or close attack; at-will)
Close burst 2; +7 vs. Fortitude; 1 d6 4" 4 damage, and the target
martial spirit and abilities of their minions, but the
is pushed 2 squares.
worst are brutal, bullying tyrants who demand fealty
<4- Savage Mauling (standard; recharges when first bloodied)
and tribute. This trait makes it dangerous for travelers
Close burst 2: targets slowed or restrained creatures: +11 vs.
to venture into lands claimed by cobalt dragons, since AC; 2d6 + 5 damage. the dragon pushes the target 3 squares.
the dragons might attack passing travelers to estab- and the target is knocked prone_ This forced movement can
lish their own strength. Good-aligned cobalt dragons affect a creature restrained by the dragon's own breath weapon.
are likely to accept a foe's surrender after a suitable •C-^ Breath Weapon (standard: recharge I :: i I) + Cold
Close blast 5: +9 vs. Fortitude; 1d6 +'I cold damage, and the
show of force and allow them to go their way after a
target is restrained (save ends). Aftereffect: The target is slowed
judicious bribe or promise of tribute. Wicked cobalt
(save ends), Mist: Half damage
d ragons are inclined to fall on travelers and simply
<. Bloodied Breath (free, when first bloodied; encounter)
devour them if the lesser creatures can't offer any Breath weapon recharges. and the dragon uses it.
worthwhile ransom for their lives. < Frightful Presence (standard: encounter) + Fear
Close burst 5; targets enemies; +7 vs. Will; the target is stunned
Young Cobalt Dragon Level 5 Solo Controller until the end of the dragon's next turn. Aftereffect: The target
Lar• e natural magical bedst (dragon) XP 1.000 takes a -2 penalty to attack rolls (save endt),
spend an action point to use savage mauling immedi- Breath Weapon (standard; recharge IR; 51) + Poison
Close blast 5; 4-9 vs. Fortitude; 1d12 + 4 poison damage. and
ately after a successful breath weapon attack. They
the target takes ongoing S poison damage and treats the dragon
usually save frightful presence for stunning enemies
as invisible (save ends both). Miss: Half damage.
when closely pressed, then move out into open
4 Bloodied Breath (free, when first bloodied; encounter)
ground again. Breath weapon recharges. and the dragon uses it.
Older cobalt dragons are fond of pushing enemies Frightful Presence (standard; encounter) + Fear
right to the feet of their allies and minions. They Close burst 5; targets enemies; +9 vs. Will: the target is stunned
rarely take any great care to protect their minions— until the end of the dragon's next turn. Aftereffect: The target
takes a -2 penalty to attack rolls (save ends).
in their eyes, followers that prove weak in battle are
Quicksilver Form (move action; encounter) t Polymorph
unworthy.
The dragon becomes a liquid wave of quicksilver and shifts 4
squares. It remains in quicksilver form until the end of its next
ENCOUNTER GROUPS turn. While in quicksilver form, the dragon can't attack or fly,
but it gains a climb speed of 6, ignores difficult terrain, and
Cobalt dragons often rule over tribes of savage or bar-
doesn't provoke opportunity attacks, It can squeeze through
baric folk. Their minions are anxious to impress their any aperture a Tiny creature could fit through. The dragon can
draconic masters by careening recklessly into battle, return to its normal form as a free action on its turn. When
it returns to normal, each creature within 2 squares grants
Level 7 Encounter (XP 1,525) combat advantage to the dragon until the end of the dragon's
+ 3 human berserkers (level 4 brute, MM 163) next turn. Sustain Minor: The quicksilver form persists.
Combat Advantage
• 1 young cobalt dragon (level 5 solo controller)
The dragon deals 1d6 extra damage against a target granting
combat advantage to it.
Level 14 Encounter (XP 5,150) Alignment Unaligned Languages Common, Draconic
• 1 adult cobalt dragon (level 12 solo controller) Skills Acrobatics +13. Bluff +12, Stealth +13
+ 3 ogre thugs (level 11 minion, MM 198) Su. lb (+6) Dex 21 (+8) Wis 11 (+3 l
+ 1 ogre warhulk (level 11 elite brute, MM 199) Con 16 (+6) Int 13 (+4) Cha 19 (+7)
Breath weapon recharges, and the dragon uses it. Con 17 (4-9) int 13 (+7) (ha 20 (011
HP 780; Bloodied 390; see also bloodied breath Initiative +28 Senses Perception +211 darkvision
AC 35; Fortitude 34, Reflex 35, Will 31 HP 1,012; Bloodied 506; see also bloodied breath
Resist 25 poison AC 42; Fortitude 41, Reflex 42, Will 38
MER CUR )
Saving Throws +5 Resist 30 poison
Speed 8. fly 8 (hover), overland flight 12 Saving Throws +5
Action Points 2 Speed 9, fly 8 (hover), overland flight 15
0 Bite (standard; at-will) Action Points 2
Reach 3; +26 vs. AC; 2d6 + 9 damage. ,,,a) Bite (standard; at-will)
0 Claw (standard; at-will) Reach 4; +33 vs. AC; 2d10 + 11 damage.
Reach 3; +26 vs. AC; 1d12 + 9 damage. " Claw (standard; at-will)
+ ()Taconic Fury (standard; at-will) Reach 4: +33 vs. AC: 2c18 + 11 damage.
The dragon makes two claw attacks and one bite attack. Draconic Fury (standard; at-will)
Quick Snap (immediate interrupt, when an enemy moves The dragon makes two claw attacks and one bite attack.
adjacent to the dragon; at-will) Quick Snap (immediate interrupt, when an enemy moves
The dragon makes a bite attack against the triggering enemy. adjacent to the dragon; at•will)
On a hit, the target also grants combat advantage to the dragon The dragon makes a bite attack against the triggering enemy.
(save ends). On a hit, the target also grants combat advantage to the dragon
<- Breath Weapon (standard; recharge[:■.91]) + Poison (save ends).
Close blast 5; +24 vs. Fortitude; 3d8 + 6 poison damage, and <- Breath Weapon (standard; recharge 1::_l + Poison 4
the target takes ongoing 10 poison damage and treats the Close blast 5; +31 vs. Fortitude; 4d8 + 7 poison damage, and
dragon as invisible (save ends both). Miss: Half damage. the target takes ongoing 15 poison damage and treats the
•(• Bloodied Breath (free, when first bloodied; encounter) dragon as invisible (save ends both). Miss: Half damage.
Breath weapon recharges. and the dragon uses It. + Bloodied Breath (free, when first bloodied; encounter)
Frightful Presence (standard; encounter) + Fear Breath weapon recharges, and the dragon uses it.
Close burst 10; targets enemies; +24 vs. Will; the target Is + Frightful Presence (standard; encounter) + Fear
stunned until the end of the dragon's next turn. Aftereffect: The Close burst 10; targets enemies; +31 vs. Will; the target is
target takes a -2 penalty to attack rolls (save ends). stunned until the end of the dragon's next turn. Aftereffect: The
Quicksilver Form (move action; encounter) + Polymorph target takes a -2 penalty to attack rolls (save ends).
The dragon becomes a liquid wave of quicksilver and shifts 6 Fluid Shape (immediate interrupt, when an enemy attacks the
squares. It remains in quicksilver form until the end of its next dragon; rechargei:-: . Polymorph
turn. While in quicksilver form, the dragon can't attack or fly. The triggering attack Instead targets a different creature
but it gains a climb speed of 6. ignores difficult terrain, and adjacent to the dragon.
doesn't provoke opportunity attacks. It can squeeze through Quicksilver Form (move action; encounter) .* Polymorph
any aperture a Tiny creature could fit through. The dragon can The dragon becomes a liquid wave of quicksilver and shifts 8
return to Its normal form as a Free action on its turn. When squares. It remains in quicksilver form until the end of its next
it returns to normal, each creature within 2 squares grants turn. While In quicksilver form, the dragon can't attack or fly,
combat advantage to the dragon until the end of the dragon's but it gains a climb speed of 6. Ignores difficult terrain, and
next turn. Sustain Minor: The quicksilver form persists. doesn't provoke opportunity attacks. It can squeeze through
Change Shape (minor; at-will) • Polymorph any aperture a Tiny creature could fit through. The dragon can
The dragon can alter its physical form to appear as any Medium return to its normal form as a Free action on its turn, When
or Large humanoid, including a unique individual (see "Change It returns to normal, each creature within 2 squares grants
Shape." MM2 216). combat advantage to the dragon until the end of the dragon's
Combat Advantage next turn. Sustain Minor: The quicksilver form persists.
The dragon deals 3d6 extra damage against a target granting Change Shape (minor; at-will) + Polymorph
combat advantage to it. The dragon can alter its physical form to appear as any Medium
Alignment Unaligned Languages Common, Draconic or Large humanoid, including a unique individual (see `Change
SkIlk Acrobatics +23, Bluff +21, Stealth +23 Shape." MM2 216).
Str 21 (+15) Dex 26 (+18) WIs13 (+11) Combat Advantage
Con 19 (+14) Int13(+11) Cha 22 (+16) The dragon deals 3d6 extra damage against a target granting
combat advantage to it.
Alignment Unaligned Languages Common, Draconic
Skills Acrobatics +29, Bluff -i-26, Stealth +29
Sir 25 (+31) Dee 30 (+24) Wis 15 (+16)
Con 21 (+19) int 15 (+16) Cha 24 (+21)
the ability to change shape and use quicksi/verform Speed 8. fly 10 (hover), overland flight 12. teleport 10
Action Points 2
to reach places other creatures cannot go, mercury
if) Bite (standard; at•ill) 1. Radiant
dragons make peerless thieves and scouts as well. Reach 2; +16 vs. AC: 2d8 + 4 damage, and the target takes
ongoing 5 radiant damage (save ends).
Level 16 Encounter (XP 7,000) 0 Claw (standard: at-will)
+ 1 adult mercury dragon (level 13 solo lurker) Reach 2; +16 vs. AC; 2d8 + 4 damage.
+ 1 draw priest (level 15 controller. MM 95) 4. Dimension Strike (standard; at-will) • Teleportation
+ 3 draw warriors (level 11 lurker, MM 94) The dragon teleports 5 squares, makes a claw attack, teleports
5 squares, and makes a claw attack against a different target.
4. Wing Bullet (minor; recharge IX]
Level 23 Encounter (XP 29,400) Reach 2; +14 vs. FM- Ott/de: 2d8 ; 6 damage. and the dragon
+ 1 elder mercury dragon (level 21 solo lurker) pushes the target 3 squares.
+ 1 efreet cinderlord (level 23 artillery, MM 98) <- Breath Weapon (standard; recharge + Radiant
+ 2 efreet fireblades (level 22 soldier, MM 98) Close blast 5; +14 vs, Reflex; 2d6 + 4 radiant damage, and the
target is blinded (save ends). Miss: Half damage.
by an attack; at will) + Teleportatfon Unlike other creatures of the immortal origin. immortal
The dragon gains a +4 bonus to all defenses against the dragons age. However, they do not diminish In old age.
triggering attack. lithe attack misses, the dragon teleports 6 An immortal dragon never moves into the twilight stage
squares. of dragon development (see page 15).
OR IUMDRAGO N
players a visual cue when this happens, so they know
the consequences of destroying the minion—though
the minion also deals enough damage to make it dan-
ORIUM DRAGONS LIVE AMONG RUINS Of ancient civili-
gerous if it sticks around).
zations, commanding lesser creatures to rebuild the
Elder and ancient orium dragons have unusually
glories of yesteryear and recapture the magic of fallen
long tails, which they can coil around an enemy. They
empires. 'lo those under its protection, an orium
use tail coil against the first enemy to move adjacent to
dragon is a wise but sometimes harsh monarch.
them, then continue to squeeze every round. If dan-
Those who threaten the dragon's dreams of renewed
gerous terrain is nearby, an orium dragon can move a
empire find themselves choking on its corrosive
grabbed target, making a Strength attack against the
breath—while they watch the vapor coalesce into a
target's Fortitude. If the dragon hits, it can move at half
smoky serpent that attacks at the dragon's command.
speed and pull the target behind it. Being grabbed by
an ancient orium is particularly dangerous if the target
ORIUM DRAGON LORE is moved inside the dragon's corrosivefinnes aura.
Nature DC 14: Orium dragons make their lairs
in ancient ruins, especially those in jungles and other ENCOUNTER GROUPS
warm environments. They gather and guard the trea-
The typical orium dragon lives in jungle ruins, sur-
sure and lore they salvage from the ruins.
rounded by a tribe of monsters that treat it like a god.
Nature DC 19: Unlike most breath weapons, an
orium dragon's acidic breath doesn't disperse. It col-
Level 9 Encounter (XP 2,400)
lapses in on itself, creating a serpent of magic vapor
+ 1 young orium dragon (level 8 solo soldier)
that attacks the dragon's enemies.
+ 2 greenscale darters (level 5 lurker, MM 178)
+ I greenscale marsh mystic (level 6 controller,
ORIUM DRAGON TACTICS MM 179)
The orium dragon's breath weapon stands out as
its most potent and most versatile ability. It deals Level 16 Encounter (XP 7,000)
damage as other breath weapons do, but then trans- + 1 adult orium dragon (level 13 solo soldier)
forms into a vaporous serpent that can move and + 3 medusa archers (level 10 elite controller,
attack right after the dragon's turn. The breath weapon MM 186)
ORIUMDRAGON
Breath Weapon (standard; recharges when onedo
lifaid (I) Bite (standard; at-will) + Acid
vaporous spirits is reduced to 0 hit points) A Reach 4; +37 vs. AC; 2d10 + 10 damage plus 4d6 acid damage„
Close blast 5: +21 vs. Fortitude; 3d6 + 6 acid damage, and an 0 Claw (standard; at-will)
eider vaporous serpent minion (see below) appears in any single Reach 4; +34 vs. AC; 2d10 + 10 damage, and the target is
unoccupied square in the blast. It acts just after the dragon in marked until the end of the dragon's next turn.
the initiative order. 4 Draconk Fury (standard; at-will)
<- Bloodied Breath (free, when first bloodied; encounter) The dragon makes two claw attacks and one bite attack.
Breath weapon recharges, and the dragon uses It. +Tail Coil (immediate reaction, when an enemy moves Into an
<- Frightful Presence (standard: encounter) + Fear adjacent square; at-will)
Close burst 10; targets enemies; +19 vs. Will; the target is Reach 4; +32 vs. Reflex; 3d10 + 10 damage, and the target is
stunned until the end of the dragon's next turn. Aftereffect The I grabbed. A creature grabbed by this attack takes 20 damage
target takes a -2 penalty to attack rolls (save ends). at the start of each of Its turns. The dragon can grab only one
Alignment Unaligned Languages Common, Bra creature with tail call at a rime.
Skills History +18. Insight +17, Intimidate +19 Breath Weapon (standard; recharges when one of the dragon's
Str 26 (+18) Dex 23 (+16) Wis 14 (+12) [
vaporous spirits is reduced to 0 hit points) + Acid
Con 24 (+17) Int 76 (+73) Cha 18(+14) Close blast 5; +29 vs. Fortitude; 3d10 + 8 acid damage, and
an ancient vaporous serpent minion (see below) appears in
any single unoccupied square In the blast. It acts just after the
Elder Vaporous Serpent Level 20 Minion Brute
dragon in the initiative order.
Medium elemental beast XI? -
<- Bloodied Breath (free, when first bloodied: encounter)
Initiative as dragon Senses Perception +7
Breath weapon recharges. and the dragon uses it.
FIP 1; a missed attack never damages a minion.
<. Frightful Presence (standard; encounter) • Fear
AC 33; Fortitude 32, Reflex 31, Will 30
Close burst 10; targets enemies; +18 vs. Will; the target is
Resist 25 add
stunned until the end of the dragon's next turn.Aftereffect; The
Speed 6
target takes a -2 penalty to attack rails (save ends).
(i) Bite (standard; at-will) • Acid
Alignment Unaligned Languages Common, Draconic
+25 vs. AC; 17 acid damage.
Skills Insight +23, Intimidate 4-25, Nature +22
Alignment Unaligned Languages -
Str 30 (+24) Dex 27 (+22) Wiz 17 (+17)
Str 23 (+16) Dex 15 (+12) Wis 4 (-7)
Befla8 (+73) Int 19 (+18) Cha 22 (120)
Con 18 (14) int 4 (+7) Cha 4 (+7)
Elder Steel Dragon Bloodied Breath (free, when first bloodied: encounter) Forcni
Level 21 Solo Controller
I - lugc loalural ovagii..111,1,ra fdragool. sha FR, ihingrri xP f fLoon Breath weapon recharges. and the dragon uses it.
+ Frightful Presence (standard; encounter) Fear
Initiative +17 Senses Perception +20; darkvision
Close burst 10; targets enemies; +25 vs. Will: the target is
HP 800; Bloodied 400; see also bloodied breath
stunned until the end of the dragon's next turn. Aftereffect: The
AC 36; Fortitude 33, Reflex 32, Will 34
target takes a - 2 penalty to attack roils (save ends).
Resist 25 force
it• Force Prison (standard; recharges when the dragon uses breath
Saving Throws +5
Weapon) + Force, Zone
Speed 10. fly 12 (hover), overland flight 15
Area burst 1 within 10; +2S vs. Reflex; 3d10 + 8 force damage.
Action Points 2
Effect: The burst becomes a zone of forte until the end of the
0 Bite (standard; at-will) + Force
dragon's next turn. A creature within the zone can't leave it.
Reach 3; +26 vs. AC; 3d6 + 8 damage plus 2d6 force damage,
Change Shape (minor; at-will) 4. Poiymorph
and the dragon slides the target 2 squares.
The dragon can alter its physical form to appear as a unique
(j Claw (standard; at-will)
human (see -Change Shape," M1V12 216).
Reach 3; +26 vs. AC; 3d6 + 8 damage.
lign ment Unaligned Languages Common, Draconic
}Double Attack (standard: at-will)
Skills Bluff +24, Diplomacy +24, insight 0
The dragon makes two claw attacks.
Str 26 (+18) Dex 24 (+17) Wls 21 ( I 5)
Con 24 (+17) Int 17 0-13) Cha 28 (1- 191
ADAMANTINE DRAGON
WYRMLING LORE
Nature DC I2: Adamantine wyrmlings hatch
underground and often do not see light for months.
Their scales are already remarkably tough.
Ranged 20; 1•7 vs. Reflex: 1d8 + 4 fire damage. and any creature
make alliances with small groups of intelligent
adjacent to the target takes 1d6 fire damage.
creatures, such as tribes of nomadic dragonborn. To Alignment Unaligned Languages Draconic
creatures other than their allies, brass dragons are Skills Athletics +8, Insight +7, intimidate +6
belligerent bullies with a strong territorial instinct. Sir iS (+3) Rex 14 (i3) Wis '13 (+2)
At birth, a brass dragon wyrmling's scales are a Con 16(+4) int 11 (+1) Cha 10{ ,1)
dull matte brown. As the dragon ages, new metallic
scales replace the matte scales.
ME TA LL IC WYRMLINGS
Its scales are a reflective, metallic blue that blends
in with the dragon's arctic surroundings, allowing the with unclear], especially chiliborn zombies.
wyrmling to escape or to ambush opponents.
Level 3 Encounter (XP 750)
Cobalt Dragon Wyrmling Level 3 Elite Controller + 1 cobalt dragon wyrmling (level 3 elite controller)
Medium natural ina:ical beast idra ion) XP 300 • 1 hobgoblin archer (level 3 artillery, MM 139)
Initiative +2 Senses Perception -i-7; darkvision + 2 hobgoblin soldiers (level 3 soldier, MM 139)
HP 98; Bloodied 49
AC 18: Fortitude 16, Reflex 14• Will 14
Resist 5 cold COPPER DRAGON
Saving Throws +2
Speed 6 (ire walk), fly 6, overland flight 8
WYRMLJNG
Action Faints 1 COPPER WYRMLINGS PREFER to dwell in, and hunt
Bite (standard; at-will) • Cold from, the safety of rocky terrain that features great
+8 vs. AC; ldl 0 + 4 cold damage. and the target is slowed (save crags and protrusions. This environment allows
ends). them to hide from threats or to mimic the tactics
(4) Claw (standard; at-wilt)
of older coppers when attacking prey. They develop
4- 8 vs. AC; 1d6 5 damage.
their covetous nature early, and some copper parents
4 Dragon's Pounce (standard: at-will)
The wyrmling makes a bite attack, shifts 2 squares, and makes
encourage this by rewarding one offspring in view
a claw attack against a different target. of the others, stoking jealousy and—they believe—the
4. Savage Mauling 'standard; encounter) urge to perform better for greater reward.
Close burst 1; targets slowed or restrained creatures; +9 vs. Unlike many other dragons, copper dragons don't
AC; 3d6 + 3 damage, and the wyrmling pushes the target 3 dramatically change in color or shape as they age.
squares and knocks it prone. This forced movement can affect a
Their scales are a lustrous copper at birth, and their
creature restrained by the wyrmling's own breath weapon.
wings are fully developed.
4-Breath Weapon (standard: recharges when first bloodied) +
Cotd
Close blast 4; +7 vs. Fortitude; 1d6 + 3 cold damage, and the Copper Dragon Wyrmling Level 4 Elite Skirmisher
target is restrained (save ends). Aftereffect: The target is slowed Medium natural ma; ical beast kir.1 JIM Xi' 350
(save ends). Initiative +8 Senses Perception +3; darkvlslon
Alignment Unaligned Languages Draconic HP 112; Bloodied 56
Skills Athletics +9, Endurance +9, intimidate •7, Stealth +7 AC 18; Fortitude 16, Reflex 17. Will 14
Su 16 (+4) Dex 12 (-i- 2) Wis 12 t+2) Resist 5 acid
Con 17 (+4) Int 10;+1) Cita 13 (+2) Saving Throws +2
Speed 8, fly 10 (hover), overland flight 10
Action Points 1
COBALT DRAGON WYRMLING LORE 0 Bite (standard: at-will) + Acid
Nature DC 10: Cobalt dragons nest in cold, for- The wyrmling shifts 2 squares before and after making the
ested areas. especially near glaciers or deep in the attack: •9 vs. AC; 1d6 + 4 damage plus 1d4 acid damage.
Shadow fell. Shortly after hatching, cobalt dragon t) Claw (standard: at•will)
wyrmlings are abandoned to fend for themselves. +9 vs. AC; 1d8 + 4 damage.
;1•4.
Double Attack (standard: at-will)
The wyrmling makes two claw attacks and then shifts 2
COBALT DRAGON squares.
WYRMLING TACTICS 4. Flyby Attack (standard; at-will)
A cobalt dragon wyrmling hides in wait and f he wyrmling flies up to 8 squares and makes one melee
basic attack at any point during that movement. The wyrmling
ambushes unsuspecting foes. It restrains as many
doesn't provoke opportunity attacks when moving away from
enemies as possible with its breath weapon before fol- the target.
lowing up with its savage mauling attack, and might <- Breath Weapon (standard: recharges when first bloodied) +
spend its action point to do both in the same round. Acid
If quickly overpowered by superior strength and Close blast 4; +7 vs. Reflex; 1d8 + 4 acid damage. and the target
Firepower, the wyrmling might be impressed by such is slowed (save ends).
Alignment Unaligned Languages Draconic
a victory and surrender, pledging to help those that
Skills Acrobatics +11, Bluff
defeated it.
Str 14 (+4) Des 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 11 (=2) Cha 12 t+3)
ENCOUNTER GROUPS
Even at a young age, a cobalt dragon wyrmling might COPPER DRAGON WYRMLING LORE
be found in charge of a small group of savages. Occa- Nature DC 15: Copper dragons lay their eggs in
sionally, a cobalt wyrm ling is subjugated by tougher caves or narrow ravines among mountains, rocky
foes, such as a band of hobgoblin mercenaries. 1 n the hills, or badlands. The hatchlings often hide among
the various crags, cracks, and crevices. Hatchlings
eventually leave the nest when their growing covet- GOLD DRAGON WYRMLING
ousness begins to compete with their parents. They
can sometimes be lured away by promises of treasure As BEFITS THE MIGHTY (and perhaps arrogant) race of
they can hide from the family. gold dragons, their wyrmlings are born with a wide
suite of abilities, including fully functional wings
and breath weapons. Gold wyrmlings often chal-
COPPER DRAGON lenge one another in games. They take such activities
WYRMLING TACTICS seriously, competing for small territories and prizes
A copper wyrmling imitates its elders, making fre- (such as prime prey). These eflbrts help train them for
quent use offlyby attack and saving its breath weapon adulthood so that they will be capable—and worthy—
for enemies that clump together. It uses double attack— of ruling true domains. A gold wyrmling is torn
an undeveloped form of the copper dragon's various between a burning desire to prove itself to its parents
mobility powers—against lone targets. and an innate belief that it is already superior—or des-
tined to be so—to all other creatures it encounters.
ENCOUNTER GROUPS A gold wyrmling's scales are dull, almost sand-
Copper wyrmlings work with other creatures any hued, and grow brighter as the dragon ages.
time they are likely to receive higher rewards for the
risk and as long as they aren't required to do anything GOLD DRAGON WYRMLING LORE
too distasteful. Nature DC 15: Gold dragon eggs are found in
caves deep in the hills alongside rolling plains or in
Level 5 Encounter (XP 1,100) the foothills of larger mountain ranges. Gold wyrm-
♦ 1 copper dragon wyrmling (level 4 elite lings grow up in the presence of great riches and
skirmisher) magic. Even at only a few days old, gold wyrmlings
+ 2 dwarf bolters (level 4 artillery, MM 97) have a strong sense of self and try to command other
+ 2 dwarf hammerers (level 5 soldier, MM 97) creatures (including, at times, their siblings).
METALLI C W YR ML INLiS
Medium natural magical beast ldraguni P F.1 /11 !vledium natural ma ical beast Rita oni XP
Initiative +4 Senses Perception +5; darkvision Initiative +4 Senses Perception +3; darkvision
HP 156; Bloodied 78; see also breath weapon HP 96; Bloodied 48
AC 21; Fortitude 19. Reflex 21. Will 19 AC 17; Fortitude 17, Reflex 15, Will 14
Resist 5 fire Resist 5 lightning
Saving Throws +2 Saving Throws +2
Speed 7, fly 9 (hover). overland Flight 14 Speed 6.11y 8 (hover). overland flight 7
Action Points 1 Action Points 1
(D Bite (standard; + Fire (D Bite (standard; at-will) + Lightning
412 vs. AC; 1d6 + 5 damage plus 1(16 fire damage. +8 vs. AC; 2c16 + 3 damage plus Id6 lightning damage.
Op Claw (standard; at will) 4) Claw (standard; at will)
+11 VS. AC; 1d10 + 4 damage. +8 vs. AC; 1d10 + 3 damage.
+Double Attack (standard; at-will) .1 Swift Claws (standard: at-will)
The wyrmling makes two claw attacks. The wyrmling makes two claw attacks and shifts 2 squares.
Breath Weapon (standard; recharges when first bloodied) + <- Breath Weapon (standard; recharges when first bloodied)
Fire Lightning
Close blast 4; +11 vs. Reflex; 2d6 + S fire damage, and the Close blast 4; +6 vs. Reflex; 2d6 + 2 lightning damage, and the
target is weakened until the end of the wyrrnling's next turn. wyrmling pulls the target 1 square.
Alignment Unaligned Languages Common, Draconic Alignment Unaligned Languages Draconlc
Skills Athletics +11, Insight +10, Intimidate +11 Skills Stealth +9
Str 16 (+6) Der 1 (+4) Wis 14 (+5) Str 18 (+6) ilex 15 (+4) Wis 13 (+3)
Con 14 (+5) Int 20 (+8) Cisa 17 (+6) A Can 16 (i 5) Int 10(+2) 0.4110 (a)
ME TA LLIC
Action Points 1 Action Points 1
0 Bite (standard; at-will) 0 Bite (standard: at-will) Force
+Si vs. AC; 2d + 4 damage. +10 vs, AC; 1d8 + 4 damage plus 1d6 lorce damage. and the 1
(D Claw (standard; at-will) wyrmling slides the target 1 square.
+8 vs. AC; 1d6 + 4 damage. ® Claw (standard; at-will)
4 Dragon Onslaught (standard: at-will) 1-10 vs. Ai ; 1d10 + 3 damage.
The wyrmling makes a claw attack against each enemy adjacent 4 Double Attack (standard: at-wIII)
to it. The wyrmling makes two claw attacks.
•(-- Breath Weapon (standard; recharges when first bloodied 4 Dragon's Suggestion (minor 1/round; at-will) + Charm
Cold +9 vs. Will; the wyrmling slides the target 1 square, and the
Close blast 4; +6 vs. Reflex; 1d6 + 5 cold damage, and the target grants combat advantage until the end of the wyrmling's
target gains vulnerable 5 to all damage (save ends). next turn.
Alignment Unaligned Languages Common, Draconic Breath Weapon (standard; recharges when first bloodied) +
Skills Athletics +12 Force
Str 20(+7) Dex 15 (+4) Wis 12 (+3) Close blast 5; +9 vs. Fortitude: 2d1 ❑ -t 2 Force damage, and the
Con 16 (+S) Int 11 (+2) Cha 13 (+3) target is dazed (save ends).
Alignment Unaligned Languages Common. Draconic
Skills Bluff t-11, Diplomacy +11. insight +9
SILVER DRAGON WYRMLING LORE Ste 17 (+5) Des 12 (+3) Wis 14 (+4)
Nature DC 12: Silver dragons hide their eggs Con 15 (+4) Int 11 (42) Cha 19 (46)
in frozen caves, buried in snow. Hatchlings venture
from the nest as soon as they can walk. A silver
STEEL DRAGON WYRMLING LORE
dragon wyrmling uses its breath weapon in melee
Nature DC 12: Steel dragon wyrmlings cannot
combat, fighting on the ground when possible.
change shape. Wyrinlings hatched in civilization
are hidden until they learn to blend in with the local
SILVER DRAGON WYRMLING TACTICS population. Steel dragon wyrmlings fight carefully, so
A silver dragon wymling lands in the midst of ene- they don't harm their allies.
mies and uses wing slice. It prefers to fight with allies
that can slow or immobilize foes, so the dragon can
STEEL DRAGON WYRMLING TACTICS
use wing slice and breath weapon most effectively.
A steel dragon wyrmling relishes teamwork in
combat. It uses dragon's suggestion to slide enemies
ENCOUNTER GROUPS into flanked positions. When it uses its breath weapon,
Silver dragon wyrmlings ally with other creatures to it avoids hurting allies.
learn combat tactics and to defeat more potent dan-
gers than they can face alone.
ENCOUNTER GROUPS
A steel dragon wyrmling relies on a tight group of
Level 5 Encounter (XP 1,200)
associates, possibly a group of bandits and thieves. If
+ 1 silver dragon wyrmling (level 5 elite brute)
far from society, a steel wyrmling befriends the clos-
+ 3 human guards (level 3 soldier, MM 162)
est group of intelligent humanoids.
• 2 human mages (level 4 artillery, MM 163)
Level 4 Encounter (XP 824)
STEEL DRAGON WYRMLING + 1 steel dragon wyrmling (level 5 elite controller)
STEEL. DRAGON PARENTS, entrenched in human affairs. + 1 doppelganger sneak (level 3 skirmisher, MM 71)
hide their wyrmlings and instruct them secretly + 4 human rabble (level 2 minion, MM 162)
until the wyrmlings' shapechanging powers develop. + 1 wererat (level 3 skirmisher, MM 180)
However, a vvyrm I ing's intense curiosity tempts it to
escape a watchful parent's eye to hunt and to cause Level 5 Encounter (XP 1,050)
mischief + I steel dragon wyrmling (level 5 elite controller)
A steel wyrmling is extremely slender. The spines + 1 bugbear strangler (level 6 lurker, MM 136)
on its head are shorter than those of a full-grown + 2 bugbear warriors (level 5 brute, MM 135)
steel.
COUATL ROGUE
COUATL LORE
SERPENT TACTICS Religion DC 18: A couatl rogue serpent can
A couatl rogue serpent tries to bite as many enemies switch places with any creature suffering from a
as possible with its venom, so it can use venomous couatl's venom, and it injects a magic venom that
teleport. Its bite allows it to move away safely. It uses
burns more strongly when the couatl's allies are
passing bites to damage two enemies, and might follow endangered.
up with venomous teleport to put them closer together. Religion DC 24: Couatl redeemers can see into
other creatures' hearts and know their intentions.
Their venom is especially virulent. They can manipu-
late wind, holding foes in columns of air.
COUATL THEMES
Metallic dragons and cooads share some similar attributes, aggressively guard the dominions these dragons call home.
Including the single-minded pursuit of their goals and a The characters might run across guardian couatls while
tendency to be benevolent Couatls ally with dragons that sailing through the Astral Sea, and defeating them could
guard ancient sites, and you can create themed encounters draw a mithrat dragon's wrath. If the characters merely
or adventures around these areas. seek the dragon's help—even if they're Invited to an audi-
Jungle Ruim Orium dragons and couatl rogue serpents ence—the couatls might try to fight them of to keep the
or star serpents (see Monster Manual 2) guard cyclopean master's reverie unbroken.
ruins deep within steaming jungles. The mammoth stone Golden Serpents: Imperious gold dragons sometimes
ziggurats hold secrets from ancient times. The characters take couatls on as trusted lords or advisors. To give a
might come to the ruins to seek artifacts they need and sense of prosperity to its domain, a gold might commis-
find themselves opposed by the dragon and the couatls. sion beautiful architecture adorned with precious metals,
Or the creatures might call on the characters for assistance rare pigments, and gems. The (math also help keep up
to drive out yuan-ti, demons, or undead that dwell in the this appearance (whether deserved or artificial), as the
tunnels beneath the ruins. dragon sends out the magnificent serpents to strike awe
Domains of Light: To guard their astral lairs as they into its subjects. The characters might have a gold dragon
meditate. mithral dragons employ couatl allies. These patron that lives in such a domain, or might discover that
couatls (usually redeemers) believe ardently that the the place is a facade that masks the misery and starvation
visions of a mithral dragon foretell good fortune, so they of the people.
EVIL SPELLCASTERS AND PRIESTS create cruel servitors DRACONIAN5 AND METALLIC DRAGON EGGS
Draconian Kind Corrupted Egg
known as draconian by using a ritual that corrupts
metallic dragon eggs. The kind of draconian depends Adamaaz Adamantine
Aurak Gold
on the egg it hatched from. For instance, a gold
Baaz Brass
dragon egg produces a small number of the prized
Barak Bronze
aurak draconians, and a bronze dragon egg can
Ferak Iron
spawn up to a dozen bozak draconians.
Ka pak Copper
The transformation that changes a dragon into a
Kobaaz Cobalt
draconian causes the energy transference between the
Sivak Silver
dragon's heart and fundamenturn to become unstable.
While the draconian lives, the pumping heart keeps
a dragon's elemental energy in check, but once the ADAMAAZ DRACONIAN
heart stops, the energy exponentially increases and ADAMAAZ DRACONIANS ARE FIERCE CREATURES that
alters the draconian's corpse. Some undergo a minor relish ambushes and melee combat. They stalk their
transformation, such as turning to stone. but in others prey in the dead of night. wearing pitch-black armor
that complements their dark adamantine scales.
DE ACONIA N
Medium natutal humanoid (re rprilo XI' Medium rmEurai humanoid (re tilel Xf'
Initiative 49 Senses Perception A-5; darkvision Initiative -i-S Senses Perception +9: darkvision
HP 74; Bloodied 37; see also thunderous throe Fiery Frenzy (Fire) aura 1; only when the aurak draconian drops
AC 22; Fortitude 19, Reflex 19. Will 17 to 0 hit points: each enemy that starts its turn within the aura
Speed 5, fly 5 (clumsy) takes 5 fire damage. See also death frenzy.
® Faichion (standard; + Weapon HP 70; Bloodied 35; see also death frenzy
+13 vs. AC; 2d4 S damage (crit 2d4 4- 12). AC 12; Fortitude 19, Reflex 21, Will 21
Thunderous Throes (when the draconian drops tol itt7249 Speed 6
+ Thunder ®Claw(standard; at-will) 0.11111111
Close burst 2; +11 vs. Fortitude; 2d8 + 3 thunder damage. the +13 vs. AC; 2d6 -r- 5 damage.
target is knocked prone. and the target is deafened (save ends). Fiery Blast (standard; at•will) Fire 1111
Marauding Step (immediate reaction, when an adjacent enemy Ranged 5; +12 vs. Reflex: 1d10 t 7 fire damage.
shifts; at•ill) Mindbend (standard; encounter) Charm, Psychic
The draconian shifts 1 square and makes a melee basic attack Ranged 10: +12 vs. Will; 1d6 • 5 psychic damage, and the
against the triggenng enemy . target Is dominated (save ends).
Alignment Evil Languages Common. Draconic Death Frenzy (when the draconian drops to 0 hit points)
Skills Athletics +12, intimidate +10, Stealth +12 The draconian does not fall dead, but instead flies into a savage
Str 19(+7) Dec 18(+7) Wls 14(+5) and fiery rage. Its fiery frenzy aura is activated. The draconian
Con 18 (+7) Int 13 (+4) Cha 15 (+5) can make only melee basic attacks. but it deals 1d6 extra
Equipment plate armor. fak hion damage on those attacks. At the end of each of its turns, the
draconian makes a saving throw. If It fails, It dies. It also dies if
Nature DC 17: When an adamaaz draconian an enemy scores a critical his against IT.
is slain, elemental energy is released in a thunder- Dimensional Step (move; recharge ) + Teleportatlon
ous explosion that deafens and knocks down nearby The aurak draconian [deports 5 squares.
ground—typically a cliff edge or rooftop. A gutsy com- Skills Diplomacy +13. Insight +14
Str 13 (i-S) Dex 13 (+5) Wls 20 (+9)
batant, it lands in the middle of its foes. It then ducks
Con 17 (+7) int 20 (+9) Cha 18 (+8)
and weaves through the fray, reacting to its enemy's Equipment robes
attacks with marauding step, and cutting them down
with its powerful fakhion.
AURAK DRACONIAN TACTICS
AURAK DRACONIAN Arrogant to the extreme, an aurak draconian guides
its allies to build a defensive barrier between it and
MASTERS OF THE MIND, aurak draconians assault their
its foes. The aurak then tries to dominate the most
foes with psychic urgings and twisting thoughts.
powerful enemy, while striking at others with its fiery
Aurak draconians are wingless, but they can teleport
blasts. It constantly moves nearby allies to defensive
short distances.
and offensive positions with its defend me! power,
Aurak draconians are also incredibly hard to kill.
while using dimensional step to gain a better spot on
Before dying, an aurak draconian immolates itself in
the battlefield from which to pepper enemies with
green flames and flies into a burning, bloody frenzy.
fiery death.
It strikes its enemy with savage claws before finally
Once it enters its death frenzy, any notion of subtle
falling.
tactics leaves the aurak. It spends its last actions
wreaking as much havoc as possible against as many
AURAK DRACONIAN LORE enemies as it can.
Nature DC 14: Aurak draconians are rare. They
are masters of magic that can twist the mind of a foe
to do their bidding.
BAAZ DRACONIAN
Nature DC 19: When an aurak draconian is BAAZ DR ACONIANS SERVE AS RANK-AND-FILE troop-
killed, it is consumed by a frenzy that transforms the ers of dracon ian armies. Although lacking the
creature into a terrifying, fiery horror. It fights until intelligence of other draconians, they are not with-
it burns out or a particularly powerful blow finally out guile. Hiding under heavy masks and cloaks,
downs the creature. baaz draconians slip into civilized areas to further
the draconian cause.
DR A C ONIAN
Medium natural humanoid ire tdel XP 200
FERAK DRACONIAN TACTICS
Initiative +4 Senses Perception +6; darkvlsion Ferak draconians are not subtle fighters. They
HP 51; Bloodied 25; see also shrapnel skeleton ambush enemies by gliding down out of trees or other
AC 17; Fortitude 16, Reflex 17, Will 18 high structures and landing in the middle of a group
Speed 6, fly 6 (clumsy) of foes, next to fragile targets such as controllers or
® Short Sword (standard: at-will) • Weapon strikers.
+10 vs. AC; 1 d6 4 7 damage.
e Lightning Lash (standard; at-will) + Lightning
Ranged 10; +10 vs. Reflex; 1d8 4 lightning damage, and KAPAK DRACONIAN
all creatures adjacent to the target slide 1 square and take 5 KAPAK DRACONIANS SERVE IN DRACONIAN ARMIES as
lightning damage.
stealthy infiltrators and ranged infantry. Their exper-
<- Shrapnel Skeleton (when the draconian drops to 0 hit points)
The draconian's flesh crumbles to dust, revealing a skeleton
tise in stealth, and their poisonous saliva, makes
that explodes in a shower of bone shards: close burst 2; +10 vs. them sought-after assassins.
Reflex; 2d10 r 4 damage. Miss: Half damage.
* Lightning Burst (standard; encounter) + Lightning KAPAK DRACONIAN LORE
Area burst 2 within 20: i 10 vs. Reflex; 2d8 + 4 lightning
Nature DC 12: Kapak draconians have soft,
damage. Miss: Half damage.
padded feet that allow them to move quietly. They
Alignment Evil Languages Common, Draconic
Skills Diplomacy +9, Insight +11
exude poisonous saliva; when a kapak draconian licks
Str 14 (+4) Dex 15 (+4) Ms 18 (+6) its weapon, it intends to kill.
Con 151+4) Int 17 (+5) Cha 14 (44)
Equipment leather armor, short sword
FERAK DRACONIAN
FERAK DRACONIANS REVEL in brutal hand-to-hand
combat, and use jagged short swords. Highly aggres-
sive but less intelligent than other draconians, they
are used as rank-and-file troops.
afforded better training and equipment. 4 Leaping Strike (standard; recharge + Weapon
The draconian shifts 3 squares and makes an attack: reach 2:
+13 vs. AC; 2c112 + 6 damage_
KOBAAZ DRACONIAN LORE Death Mask (when the draconian drops to 0 hit points; targets
Nature DC 12: Whenever a draconian army the creature that reduced the draconian to 0 hit points) + Fear,
needs reliable warriors, the duty Falls to the kobaaz Psychic, Polymorph
The draconian dies, and changes its Form to that of the creature
draconians. Their expertise with the glaive can keep
that killed it; +9 vs. Will; 2d6 -4 5 psychic damage, and the
even the most vicious foes back.
target is dazed until the end of its next turn. The draconian's
Nature DC 17: When a kobaaz draconian is slain, burly decomposes into dust after three days.
the elemental energy held within it transforms its Flying Charge
body into a statue made of ice. When it is charging, a draconian can charge to any unoccupied
space adjacent to the target, instead of just the closest space.
DRACONI AN
kills a humanoid: at-will) + Polyrnorph strike to free itself.
The draconian alters its physical form to appear as the slain
creature (see "Change Shape: MM2 216). The draconian can
end the transformation as a minor action. ENCOUNTER GROUPS
Alignment Evil Languages Common. Draconic Draconians are most often encountered with their
Skills Bluff +10, Streetwise +10
own kind. Due to their military background, they
5tr 18 (+8) ❑ex 20 (+9) Wis 16 (4-7)
also associate with other martial races, such as hob-
Con 18 (+8) Int 12 (+5) Cha 12 (+5)
Equipment plate armor, greatsword
goblins. They frequently work for chromatic dragons.
Only the most evil among metallic dragons would
ever work alongside draconians.
SIVAK DRACONIAN LORE
Nature DC 14-: Sivak draconians are surprisingly Level 3 Encounter (XP 752)
agile flyers, able to quickly shift their center of mass
+ 2 baaz draconians (level 2 soldier)
and charge foes in a manner hard to predict. They
+ 1 bozak draconian (level 5 artillery)
can on the appearance of people they slay, making
• 4 hobgoblin grunts (level 3 minion, MM 138)
them excellent infiltrators.
• 1 hobgoblin soldier (level 3 soldier, MM 139)
Nature DC 19: When killed, a sivak draconian
transforms into the appearance of the person that
Level 7 Encounter (XP 1,550)
slew it. This can shock and unsettle the killer.
+ 2 adamaaz draconians (level 6 soldier)
• 1 aurak draconian (level 8 elite controller)
SIVAK DRACONIAN TACTICS • 1 sivak draconian (level 8 skirmisher)
Sivak draconians charge over opponents and drop
into flanking positions, giving them better chances Level 9 Encounter (XP 2,202)
to hit with their serrated greatswords. When + 4 baaz draconian foot soldiers (level 8 minion
soldier)
+ 1 sivak draconian (level 8 skirmisher)
• l young red dragon (level 7 solo soldier, MM 82)
willed riders. the target takes a -2 penalty to attack rolls made against the
drakkensteed or Its rider until the end of the drakkensteed's
next turn.
Drakkensteed Level 16 Skirmisher .• Breath of the Grave (standard; encounter) + Necrotic
Large natural magical beast (mount. reptile) XP 1.400
Close blast 4; +26 vs. Fortitude; 3d8 + 8 necrotic damage. and
Initiative +15 Senses Perception +12: low light vision the target is weakened (save ends).
HP 157; Bloodied 78 Gift of the Grave (while mounted by a friendly rider of 21st level
AC 30; Fortitude 29. Reflex 27, Will 26 or higher; encounter) + Fear, Gaze. Necrotic, Mount
Speed 8, fly 10, overland flight 15 When the rider spends an action point to take an extra action,
(I) Claw (standard; a•will) the di akkensteed's breath of the grave recharges, and the
+21 vs. AC; 2d8 4- 7 damage. drakkensteed uses it as a free action.
CD Wing Swipe (standard; at-will) Grave Resistance (while mounted by a friendly rider of 21st level
t21 vs. AC; 1d6 + 7 damage. or higher) + Mount
4- Flyby Attack (standard; at-will) The mounted rider gains resist 15 necrotic and resist 15 poison.
The drakkensteed flies up to 10 squares and makes one claw Alignment Unaligned Languages -
attack, or two wing swipes against different creatures, at any Str 26 (+18) Dex 23 (+16) Wis 21 (+15)
point during that movement. The drakkensteed doesn't provoke Con 23 (+16) Int 2 (+6) Cha 7 (+8)
opportunity attacks when moving away from the targets of the
attacks.
<v. Fearsome Roar (standard; encounter) + Fear GRAVE-BORN
Close burst 3: targets enemies; +19 vs. Fortitude; the target is
dazed (save ends).
DRAKKENSTEED TACTICS
Drakkensteed Action (while mounted by a friendly rider of 16th Grave-born drakkensteeds retain their instincts to
level or higher; encounter) • Fear, Mount protect and cooperate with their riders. They fight
When the rider spends an action point to take an extra from a distance, making use of eves of the grave and
action, the drakkensteed's fearsome roar recharges. and the
breath of the grave, engaging in melee only when com-
drakkensteed uses it as a free action.
Alignment Unaligned Languages —
manded or forced to do so. Since they are already
Str 24 (+15) Dex 21 (+13) Ms 19 (+12) dead, they fight until destroyed unless commanded
Con 21 013) Int 3 (+4) Cha 10 (+8) otherwise.
Drakkensteeds initiate combat with a fearsome roar, Lan :lc natural ma •ical beast tdcalort, mount' XP 9.000
hoping to cripple foes early, and then follow with a Initiative +23 Senses Perception I-19; darkvision
flyby attack. Drakkensteeds fight on the ground if cir- HP 240; Bloodied 120
cumstances warrant, but they prefer to keep to the air AC 38; Fortitude 39. Reflex 38, Will 36
Resist 15 cold
and rely on hit-and-run tactics.
Speed 8. fly 10. overland flight 15
Li) Claw (standard; at-will) + Cold
DRAKKENSTEEDS OF +31 vs. AC; 2c16 + 8 damage plus 1d6 cold damage.
0 Wing Swipe (standard; at-will) -4 Cold
A DIFFERENT BREED +31 vs. AC; 1d6 + 8 damage plus 1E16 cold damage.
The cobalt dragon-bred drakkensteed described here Is just 4. Flyby Attack (standard; at-will)
one variety of this creature. These drakkensteeds can be The drakkensteed flies up to 10 squares and makes one claw
"bred" from the blood of almost any kind of dragon. Those attack, or two wing swipes against different creatures, at any
point during that movement. The drakkensteed doesn't provoke
created from other dragons tend to have a simple breath
opportunity attacks when moving away from the targets of the
weapon keyed to the damage type of the parent dragon
attacks.
and resistances that mirror the dragon of their origin.
+9 vs. Reflex; 1d6 + 3 lightning damage, and the target is dazed Equipment leather armor, dagger, S shuriken
until the end of the knhold's next turn.
Pr Channel Lightning (immediate reaction, when attacked with a
lightning power; at-will) Lightning
DRAGONKIN ZEALOT TACTICS
The zealot spies on intruders in a dragon's territory,
The channeler uses the lightning around it to charge its shocking
staff and make an attack: ranged 10; -F9 vs. Reflex; 3d6 1 3 trailing them in secret until it is time for an assault.
lightning damage. The dragonkin zealot enters battle near cover or
.-g• Electrify (standard; recharge II ) + Lightning, Zone concealment so it can use electric zeal to empower its
Area burst 2 within 10; +9 vs. Reflex; 1d6 + 3 lightning damage, attack before dashing away and hiding.
and the target is dazed (save ends). Effect: The area becomes a
zone of difficult terrain until the start of the channeler's next
Dragonkin Champion Level 7 Brute
turn. Each creature that enters the zone takes 5 lightning
Small natural humanoid. kobold (re tile) till'
damage.
Initiative 16 Senses Perception +5: darkvision
Shifty (minor; at-will)
HP 94; Bloodied 47
The kobold shifts 1 square.
AC 18; Fortitude 19. Reflex 18. Will 17
Trap Sense
Resist 5 lightning
A kobold gains a +2 bonus to all defenses against traps .
Speed 6
Alignment Unaligned Languages Common, Draconk
G.) Spear (standard; at-will) + Weapon
Str 10 (42) Des 17 •5) Wis 15 i441
+10 vs. AC; 2r16 1 6 damage.
Con 13 (+3) lot 10 (*2) Cha 14 (+4)
Equipment leather armor. staff
4 Shocking Spear (standard; recharges when the kobold's dra rani
master uses breath weapon) + Lightning. Wearion
The kobold makes two attacks: reach 2:110 vs, AC; 3d6 -i 6
DRAGONKIN CHANNELER TACTICS lightning damage .
A channeler wields its draconic master's elemental Draconic inspiration
energy through a mystic connection. In battle, the A kobold deals 1d6 extra lightning damage against any creature
adjacent to one of the kobold's dragon allies.
dragonkin stays near its master's enemies, hoping
WYRMGUARD KOSOLD
BRAVE AND TRUSTWORTHY (by kobold standards),
wyrmguard kobolds guard their dragon masters
zealously. Wyrmguards single out one creature or
object—usually a dragon. one of the dragon's lieu-
tenants. or one of its prized possessions—to protect,
forcing enemies to take care of them before harming
those they guard.
Wyrmguard kobolds wear armor decorated with
runes of warding. Their gear is a combination of mun-
dane items and magic tools—all wyrmguards practice
some amount of magic.
MANY DRAGONS ACHIEVE a certain level of fame—or Andraemos Level 15 Solo Artillery
infamy—for terrorizing a local populace and demand- Adult brass dragon
Lar'e natural inkriral beast idra _ow XP 6,000
ing or seizing its wealth. These relationships, between
initiative -F12 Senses Perception + 15; darkvision
a dragon and a fearful region, are the subjects of
HP 600; Bloodied 300; see also bloodied breath
countless stories told in scores of inns. Many dragons AC 28; Fortitude 28, Reflex 27. Will 26
are content to make a name for themselves in just a Resist 20 fire
township or two. But others have larger plans. Saving Throws +5
A ndraernos's ambitions began at a young age. Speed 8, fly 10 (hover), overland flight 12
Action Points 2
Legend tells that he was one of four hatchlings in a
® Bite (standard; at-will) • Fire
brood, but he outlived each of his siblings, stealing
Reach 2; +22 vs. AC; 1d10 t 7 damage plus 1d6 fire damage.
their food behind the back of their mother. It wasn't
® Claw (standard; at-will)
long before he had learned everything he thought he Reach 2; +22 vs. AC; 1d8 + 7 damage.
could from his parent and set off into his harsh desert +Dragon Ire (standard: at-will)
home to make his own way. Andraemos makes two claw attacks or one bite attack, and
But Andraemos wasn't done with his mother yet. then shifts 1 square.
She had seen the quiet ambition in his eyes and knew + Wing Buffet (Immediate reaction, when an enemy enters or
leaves an adiacent square)
about the theft of food that enabled him to grow
Targets the triggering enemy: +20 vs. Fortitude; 1c11 0 + 7 damage.
strong at the expense of his siblings. Such is the way
the target is knocked prone, and Andraemos shifts 2 squares.
of the desert. she knew, so she let it lie. But before + Breath Weapon (standard; recharge ix !!.; 1 )* Fire
Andraemos could escape her desert territory, she Close blast 5; +20 vs. Reflex; 3d8 7 fire damage, and the
decided she did not relish the thought of a competitor target is knocked prone. Miss: Half damage.
AN DRAEMO S
C- Bloodied Breath (free. when first bloodied: encounter) • Fire
Breath weapon recharges. and Andraemns uses it. If he is flying, eladrin brigands captured her. In exchange for sparing
he can shift 5 squares before making this attack. her daughter's life, Andraemos wanted the city gates
Fire Stream (standard; at-will) + Fire opened to his eladrin and the names and addresses of
Ranged 10; 120 vs. Reflex; 3d6 6 lire damage, and any
each member of the merchant council.
creature adjacent to the target takes 2d10 fire damage.
A bloody night followed Azril's capitulation to the
+ Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; P 20 vs. WIII; the target is dragon's demands, and the woman now rules the city
stunned until the end of the dragon's next turn. Aftereffect: The in Andraemos's name, sending him a healthy cut of
target takes a -2 penalty to attack rolls (save ends), all the city's lucrative business ventures. Most of the
Mark of Death citizens have no clue that their city is now run by a
Andraemos's attacks deal 1d6 extra damage to any target dragon, and Andraemos prefers it that way—for now.
marked by one of his allies.
Nature DC 28: It is whispered that Andraemos's
Alignment Unaligned Languages C.ommon.Uraconic
mother once captured one of the fabled Broken Blades
Skills Arcana +16. Athletics +17. insight +15, Intimidate +16
St+. 21 (+12) Dex 201+12) Wis 16 (410) of Banatruul, He discovered the artifact in her hoard
Con 22 (+13) Int 18 (+11) Cha 19 0-11) years after her death. He has sent his Sand Knives
out into the world over many years, trying to find the
matching blade, and rumor has it that one of them
ANDRAEMOS LORE recently returned with it after being away for nearly
Nature DC 18: The brass dragon Andraemos rules three years.
a large swath of the desert. His domain is bordered on
several sides by trade routes. He collects tribute from
Sand Knives Bandit Level 13 Minion Soldier
several of the towns on these routes, content to claim Medium Fey humanoid. eladrin XI' DR)
their money rather than destroy them outright. Initiative 415 Senses Perception +8; low-light vision
Andraemos has established himself as a power- HP 1; a missed attack never damages a minion .
ful force to be reckoned with in the region. During a AC 29; Fortitude 24, Reflex 27. Will 23
scouting trip around his territory, he noticed a group Saving Throws +5 against charm effects
Speed 6
of desert nomads. They were in the process of cap-
turing a caravan that had been passing through the
ri) Scimitar (standard; at-will) + Weapon
+70 vc. AC; 6 damage (crit 9) .
area, and Andraemos was captivated by their fighting (?' Longbow (standard; at•will) • Weapon
style, which involved redirecting an enemy's attacks Ranged 20/40; +20 vs. AC; 6 damage.
against the enemy and its allies. Curious about their 4 Mark of Knives (minor, at•will)
presence, Andraemos landed and demanded that Melee 1; the target is marked until the end of its next turn.
they give him the tribute he deserved as master of Fey Step (move; encounter) • Teleportation
The bandit teleports 5 square'..
the desert. But the bandits—a group of eladrin—were
Alignment Unaligned Languages Common. Elven
unimpressed. They had recently come to the desert
Str 18 (+10) Dex 25 (+13) Wis 14 (+8)
through a portal from the Feywild, and they had Cha 17 (+9)
Con 46 (+9) int 15 (+8)
braved many dangers to make it to Andraemos's Equipment leather armor, scimitar, longbow with 20 arrows
desert. Confronted with the dragon, they were pre-
pared to die trying to survive.
Thinking quickly, the dragon recognized the value
ANDRAEMOS'S TACTICS
in employing the services of the clever and morally Andraemos is nearly always within hailing distance
ambiguous cladrin, and their partnership endures of a group of his Sand Knives. Nevertheless, he does
to this day. Calling them the Sand Knives, he began make regular excursions to the limits of his domain,
to use them to enforce his will across the region. The so it is possible to catch him alone. In battle, the
eladrin have brought in more of their kind from the dragon prefers to fight from a distance. He uses his
Feywild portal—which Andraemos now controls—and breath weapon at the first opportunity, then frightfaI
his territory has expanded tremendously. presence to incapacitate as many enemies as possible.
Nature DC 23: The dragon has cowed a large tribe He reservesfire stream for a particularly pesky foe.
of goblins into a truce. Andraemos eventually plans to
bring the goblins under his rule, but he is content to ENCOUNTER GROUPS
let them bribe him with tribute until he feels secure Andraemos is most likely encountered with a group
enough in his enlarged territory to destroy their lead- of Sand Knives.
ers and take over leadership of the tribe.
Perhaps the dragon's biggest coup, however, was Level 17 Encounter (XP 8,800)
the capture of the desert city of Kashtaph. A corrupt + Andraemos (level 15 solo artillery)
merchant elected from an even more corrupt council + 2 eladrin bladesingers (level 11 skirmisher,
ran the city. When this leader—a female human named MM2 97)
Azril Illaenon—sent her eldest daughter to woo the son + 8 sand knives bandits (level 13 minion soldier)
BAHAMUT
THE GOD OF HONOR. JusrtcE AND NOBILITY, Bahamut is transform into gold dragons if anyone is foolish
known as the Grandfather of Dragons or Lavebringer, enough to threaten the docile old man.
but most often called the Platinum Dragon. Though The folk tale is well known enough among
the deity can appear in many forms, he is usually por- Bahamut's faithful that priests sometimes undertake
trayed as a powerful dragon with platinum scales. the pilgrimages in the company of trained canaries. seek-
form he takes on when he goes to battle. ing to emulate their god.
Adventurers often worship Bahamut, who is called Bahamut sometimes tests the worthiness of his
to protect the weak, fight evildoers, and defend champions by directly engaging in battle with them.
outposts of justice and civilization across the world. Bahamut doesn't pull any punches, and the battle
Paladins in particular often bear his heraldry—a ends when the champions are bloodied or when
platinum dragon head in profile—on their shields Bahamut yields. Powerful healers are on hand in case
or as a holy symbol. And although not all metallic Baharnut's zeal for testing his champions overcomes
dragons show obeisance to the Platinum Dragon, their defenses.
those working at cross-purposes are careful to avoid Arcana or Religion DC 25: A council of seven
the attention of Bahamut or the legions of crusading ancient metallic dragons advises Bahamut on mat-
dragons and worshipers at his command. ters of honor and acts as a jury when Bahamut sits
in direct judgment of an evildoer—often one appre-
BAHAMUT LORE hended by his champions. Because Bahamut walks
the world in disguise, he has less need for exarchs
Arcana or Religion DC 5: Bahamut is the lawful
than most deities. The best-known of his few exarchs
god of justice and honor. Those who worship the
is Kuyutha, Bahamut's emissary to dragonborn clans
Platinum Dragon seek to emulate him by defending
everywhere.
the weak and ensuring that the guilty receive fair and
immediate punishment.
Many metallic dragons, even if they don't worship THE OLD MAN
Bahamut outright, regard him as the most revered WITH THE CANARIES
elder among the ancient dragons. Many dragonborn
WHEN HE'S NOT HOLDING COURT in his shining castle.
bend their knee in fealty to Bahamut, as do paladins
Bahamut walks the natural world in the most unas-
of all races.
suming of disguises: an elderly man accompanied by
Arcana or Religion DC 15: Bahamut holds court
seven trained canaries. This old man, variously called
in a shining castle on the slopes of Mount Mertion,
a sage or a hermit in folklore, travels from place to
one of the seven mystic mountains in the domain of
place with no apparent purpose. He's quick to offer
Celestia, amid the Astral Sea. Some powerful pala-
advice, information, or assistance to other travelers.
dins and clerics make pilgrimages there in hopes
One folk tale in particular is told with a hundred
of receiving a powerful blessing from the Platinum
variations: The sage with the canaries shares a camp-
Dragon.
fire with roadside travelers, offering mysterious advice
Arcana or Religion DC 20: Over the centu-
that borders on prophecy. Still, the travelers would
ries, folk tales have persisted of Bahamut walking
have regarded the old man as nothing more than a
the world while magically disguised as a sage or
curiosity if it weren't For the monsters that attacked
hermit. He travels with seven trained canaries, which
SEEKING WORTHINESS
Few folk tales reveal why Bahamut disguises himself viewed through a lens of justice, nobility, and honor. Con-
In the way he does—they're more concerned with the sequently, he uses his deific power to help others fight.
plot twist when the old man with the canaries becomes rather than just turning into his platinum dragon form and
something much more. Bahamut sometimes travels the tearing through enemies in the blink of an eye. Bahamut
world In disguise to assist his followers directly, especially wants to assess the worthiness of those he's fighting along-
if one of Tlamat's insidious plots needs to be thwarted. side, and so he blesses and heals his fellow travelers but
But more often, he walks the natural world to seek out does little direct fighting.
"worthiness"—a subject he waxes philosophical about. it's possible that Bahamut wants to assess the worthi-
and the topic of much of the sage advice he dispenses to ness of the characters, but you can also make a meeting
those he meets. with Bahamut a chance encounter. Bahamut might be
When Bahamut walks the world, he tries to discern assessing the worthiness of other travelers, of the route
the worthiness of everything he encounters—`worthiness" itself, or of the dangers along the way.
...—
CHAPTER 4 I New Monsters
the camp. Were they ever surprised when the old their attacks in the same way? If a character dies
BAHA MU1
man started throwing around unfathomably powerful while in Bahamut's company, it's often because that
magic and turning his canaries into gold dragons. character was wiped out in a single round by multiple
monster attacks before Bahamut could respond with
ENCOUNTERS WITH THE OLD MAN his powerful healing magic.
The folk tale of a disguised Bahamut is the quintes- Although a fight against Bahamut while he is at
sential encounter with the deity, and you can bring the characters' side is a good tactical test, it's not
the kernel of that story to life in your game. The "sage worth the full XP award for an encounter ten levels
with the canaries" can meet the characters during an higher. The presence of a full-blown god does level
adventure, act mysterious and inscrutable, and then the playing field. When the encounter is over, award
reveal his true nature when the heroes must face the characters one-quarter of the usual experience
monsters they could never hope to defeat without a award (the value for a fight two levels higher than the
god's aid. party). If Bahamut sticks around for more than an
If the characters have befriended Bahamut, he'll encounter or two, choose treasure parcels appropri-
Fight alongside them in his old man form, turning ate for the characters at the level they arc, not ones
what would otherwise be a merciless slaughter of typical of the tough monsters they're facing.
the characters into a fair right. A group of characters Encounters using Bahamut work best when the
plus Bahamut should be able to take on opponents of characters, perhaps unsure exactly what's up with the
around ten levels higher than the characters. old man, take the battle seriously and fight with their
Note what Bahamut does and doesn't do well in usual vigor. If the characters realize that they have a
this form. He can effortlessly heal multiple char- god in their midst, they might not take the battle seri-
acters, purge harmful effects, and improve the ously. Bahamut can (and probably will) use the Raise
characters' attacks so they can hit and damage mon- Dead ritual on any characters who fail in battle, after
sters that would otherwise be almost invulnerable, all. The heroes need Bahamut to win the battles you
but Bahamut doesn't directly improve defenses or hit have planned, but Bahamut doesn't need them. In
points, so the heroes are going to feel the full brunt these battles, Bahamut isn't at risk, but for reasons of
of powerful monster attacks. That's when the drama his own, he remains in the guise of an old man and
occurs: The characters are not only doing much more lets the characters do most of the fighting.
than they're ordinarily capable of, they're taking the You can try to conceal Bahamut's nature, making
worst beating of their lives. the characters unsure whether they're faced with
A fight against Bahamut tests the players' tacti- Bahamut, an aspect of Bahamut, or a mysterious-but-
cal acumen: Can they focus their attacks on specific powerful spelicaster of some sort. Longtime D&D
enemies while preventing the monsters from focusing players will recognize the canaries—they were part
als so no player thinks Bahamut is ignoring him or end of Its next turn.
-* Gold Dragon Rescue (standard: uses one canary)
her. Using Bahamut's blessing twice is a good way for
Area burst 1 within 30, centered on ally; 41 vs. AC: the target
Bahamut to spend his first action point; heroes will
Is stunned (save ends). Effect: The ally in the origin square gains
have a hard time hitting the monsters without the fly 10 until the end of Its next turn.
blessing in place. fi" Summon Gold Dragon (standard: uses one canary) +
Once the characters have all received Bahamut's Summoning
blessing, Bahamut uses Bahamut's mercy once or twice Ranged 20; Bahamut summons a Large gold dragon In an
per turn, and releases one of his seven canaries-at unoccupied space within range. The dragon has speed 8, fly 10
(hover) and, unlike a typical summoned creature, has its own
which point it turns into a gold dragon. He can use a
defenses and hit points (all defenses 34: hp 120).
canary in two ways. Gold dragon rescue moves a nearly
MinorActfore 427 vs. AC; 1d12 + 1 0 damage.
dead character out of harm's way. The gold dragon Opportunity Mock: +27 vs. AC; ldi 2 + 10 damage.
swoops down, stuns nearby assailants so they can't Bahamut's Blessing (standard; at-will)
make opportunity attacks-and then the character Ranged 30; two targets; each target gains a +10 bonus to attack
can fly away during his next turn. If the characters rolls, a +10 bonus to skill checks, and a +10 bonus to damage rolls.
aren't dealing enough damage to the monster or Bahamut's Cleansing (minor; atwill)
they're being outflanked, Bahamut uses summon gold Ranged 30; two targets; each target can end one effect a save
can end.
dragon in whatever place is most inconvenient for the Bahamut: Mercy (minor; at.wlIl) + Healing
monsters. That's the closest Bahamut comes to attack- Ranged 30; two targets; each target can spend a healing surge
ing the monsters directly. He prefers to use his own and regain an additional 25 hit points.
melee attack only for opportunity attacks.
DISCORPORAT1ON
When a deity is bloodied, the deity's mind leaves its The Prodigal Son: There's a reason Bahamut is called
body and the deity Is unable to assume physical form for the Grandfather of Dragons and not the Father of Drag-
some time. The discorporation usually lasts at least a few ons. It is whispered that Bahamut has a son-somewhere
months, but it can sometimes take several years before among the planes-who has rebelled against his father, for
the deity can resume its form. During this time, the deity's reasons unknown. That child, if found, could face down his
power is weaker, but It is far from negligible. If characters father In battle and claim his birthright. taking Bahamut's
wish to truly kill a deity, they must fulfill one or more con- place among the deities. But thus far, even the most pow-
ditions specific to that deity. This could require destroying erful evil soothsayers have been unable to learn the name
the deity's most prominent temple, or finding an artifact or !oration of Bahamut's son. Their ritual divinations con-
that can deliver the killing Wow. lithe specific conditions tinue, however, and agents of Tiamat are alert for rumors
are satisfied, the deity cannot discorporate and instead about this child.
becomes bloodied as normal. Here are some sample Dishonor and Trickery: Bahamut regards himself as
quests the characters could undertake (if they, for some honor, virtue, and justice coalesced into a living form. If
reason, need to kill Bahamut) or thwart Of evil forces are Bahamut could be tricked into doing something inherently
attempting to destroy the Platinum Dragon). and irrevocably dishonorable, he would have no choice
The Corrupted Ritual: Bahamut offers his protection but to cast off his mantle of godhood lest the very concept
when ritually called by high priests of his faith, manifest- of honor be forever tainted. Once bereft of godhood, the
ing in his draconic form. Sinister forces could alter key mortal shell of Bahamut could be destroyed as easily as
parts of that ritual, obtain access to one of Bahamut's any ancient dragon.
grand temples to perform it. then battle the summoned
Bahamut to the death.
interests of the steel dragon Jalanvaloss, however. 4. Bloodied Breath (free, when first bloodied: encounter)
Breath weapon recharges, and Jalanvaloss uses it.
reflect less lofty ideals. A schemer, trickster, and
4. Frightful Presence (standard; encounter) + Fear
manipulator, she lives for upheaval and unpredict- Close burst 10; targets enemies; +22 vs. Will: the target is
ability, endeavoring to keep her city dynamic. stunned until the end of Jalanvaloss's next turn. Aftereffect: The
In human form, Jalanvaloss usually appears as a target takes a -2 penalty to attack rolls (save ends).
slim female human with long, straight. black hair and 41. Steel Sting (standard: at-will) Force
steel-gray eyes. With the trademark catlike grace of steel Area burst 1 within 20; +22 vs. Reflex; 2d6 + 5 force damage.
dragons, she wears the latest fashions, entertains guests 14+ Scattergloom (standard; encounter) + Necrotic, Zone
Jalanvaloss makes three area burst attacks, and the bursts
at her homes, and attends parties of the city's elite.
can't overlap: area burst 1 within 20; +22 vs. Fortitude; 2d6
Jalanvaloss alters her appearance to assume any
+ 5 necrotic damage. The burst becomes a zone of draining
of a dozen identities. She takes her dragon shape the darkness until the end of Jalanvaloss's next turn. Any creature
least often of all her forms. except Jalanvaloss that starts its turn within the zone takes 5
In her dragon form, Jalanvaloss is long and sleek, necrotic damage. The zone blocks line of sight for all creatures,
with glossy scales, spines that fall straight like hair, and any creature entirely within the zone is blinded until it
and delicate whiskers. Her large, intelligent silver leaves the zone. Jalanvaloss is immune to the effects of the
zone. Sustain Minor: The effect persists.
eyes accent her expressive face.
Change Shape (minor, at-will) Polymorph
Jalanvaloss alters her form to appear as a unique human (see
Jalanvaloss Level 18 Solo Controller "Change Shape," MM2 216).
Adult steel dragon Dimension Step (move: encounter) + Teleportation
•
Lace natural ma ical beast (dra on. sha echan: er) XP 10,000 Jalanvaloss teleports 10 squares.
Initiative 413 Senses Perception +19; dark vision Illusory Double (minor; encounter) + Illusion, Teleportation
HP 692; Bloodied 346; see also bloodied breath Jalanvaloss becomes invisible and teleports 4 squares. In the
AC 31; Fortitude 29, Reflex 27. Will 31; see also illusory double space she left, an illusory double appears and moves 8 squares.
Resist 20 force The double vanishes and Jalanvaloss becomes visible at the end
Saving Throws +5 oflalanvaloss's next turn.
Speed 8, fly 10 (hover), overland flight 12; see also dimension step Alignment Unaligned Languages Common, Draconic
Action Points 2 Skills Arcane +19, Bluff +22, Diplomacy +27, History +19, Insight
CD Arcane Claw (standard: at-will) +19, Streetwise +27
Reach 2; +23 vs. AC; 2d8 + 7 damage. and Jalanvaloss slides the Str 24 (+16) Dee 18 (+13) Wis 20 (+14)
target 2 squares. Con 21 (+14) Int 20 (-I-14) Cha 26 (+17)
;1) Bite (standard; at-will) + Force Equipment fine clothing, wand, ritual book
Reach 2; +23 vs. AC: 2d8 + 7 damage plus 1d8 force damage.
4. Double Attack (standard; at-will)
Jalanvaloss makes two arcane claw attacks. JALANVALOSS LORE
4. Burst of Force (immediate reaction, when an enemy moves Intl History or Streetwise DC 13: One of the best-
an adjacent square; at-will) • Force, Teleportation
known nobles in the city (Waterdeep. Sham, or
Close burst 1; +22 vs. Fortitude; 2d8 + 7 damage. and the target
is knocked prone. Effect: Jalanvaloss teleports 4 squares.
another city of your choosing), Lady falanvaloss is
a powerful merchant. She commands a mercan-
tile empire that has holdings throughout the city.
Having come to prominence years ago, she retains
JALANVALOSS AND her youthful beauty, which leads to speculation about
THE FORGOTTEN REALMS her longevity. Rumors say that dark powers have
Jalanvaloss originates from the city of Waterdeep in the touched her or that she is something other than she
FoacorrEN REALMS setting. Fickle but not malicious, she seems. Her vast fortune has saved the city, sponsored
manipulates merchants and adventurers In her efforts to adventurers, recovered relics, and raised the city's
expand her power and holdings. prominence.
In the years leading up to the Spellplague, Jalanvaloss's History or Streetwise DC 20: According to
wealth and control over Waterdeep expanded. but the legend, a steel dragon protects the city from enemies
disaster dashed her economic fortunes along with the inside and without; however, no one has seen the
fortunes of other nobles and merchants. To make matters dragon since a great calamity (the Spellplague, the
worse, she lost considerable arcane power to the blue fire. Mourning, or some other catastrophe) beset the land.
In the past century, she has spent her dwindling fortune At that time, the dragon, called the Wyrm of Many
in rebuilding what she lost. Spells, defended her community from unchecked
JALANVALOSS
dragon as an avaricious busybody, noted more for enemies with steel sting. When near defeat, she uses
manipulation and trickery than for noble deeds. illusory double to create a distraction and slip away
History or Streetwise DC 25: The legends are undetected.
correct: the fabled Wyrm of Many Spells is Lady
Jalanvaloss. She has lived here for two centuries. ENCOUNTER GROUPS
using guile and magic to amass a fortune from real
Jalanvaloss has connections throughout her city and
estate, business ventures, and sponsored expeditions.
calls on assistance from a variety of adventuring
Other citizens suspect a hidden identity, but only
groups that owe her favors. To protect her lairs, she
those close to her know the truth. She defends the
keeps battle guardians in top fighting form.
city from attack, but protecting her investments is as
important to her as safeguarding its citizens.
Level 20 Encounter (XP 14,800)
Jalanvaloss gained the moniker '`Wyrm of Many
+ 3 battle guardians (level 17 controller, MM 149)
Spells" because of her training with the mortal
• Jalanvaloss (level 18 solo skirmisher)
archmage Ryilitalies, The wizard raised her from a
hatchling and taught her the rudiments of magic so
she could serve as his guardian and steed.
After Rythtalies's exceptionally long life, the
young steel dragon traveled to a place abundant with
humans, the creatures she knew best. She assumed
the identity of a human traveler and forged connec-
tions in every echelon of society, favoring adventuring
types because they reminded her of her deceased
master. She gathered her hoard in the form of real
estate and investment enterprises.
History or Streetwise DC 30; Jalanvaloss does
not have a traditional lair. Comfortable as a human,
she owns houses throughout the city and beyond,
including residences for her other personas. If she is
discovered, she can remain in the city in such a resi-
dence and cut her losses.
As greedy as a red dragon, Jalanvaloss justifies her
behavior on the grounds that she grants everyone the
opportunity for success. She dreams of founding a
kingdom where she will rule as queen, so her people
might live without fear; however, she likes her current
arrangements and does little to disrupt her lifestyle.
JALANVALOSS'S TACTICS
Jalanvaloss is a schemer, not a warrior. When she
must fight, she chooses the time and place.
She opens combat by using change shape and
smashing enemies with her breath weapon. If most
foes avoid becoming dazed, she spends an action
point to use frightful presence. Otherwise, she spends
an action point to use scattergloom. While waiting
for her breath weapon to recharge, she uses dimension
JALANVALOSS'S ENEMIES
Only when enemies threaten to ruin Jalanvaloss's way
of life—when she reaches the brink of collapse—does she
take dragon form and attack directly. Characters might
incur such ire by acting on behalf of a third party that has
a grudge against. Jalanvaloss, by provoking Jalanvaloss as
a side effect of a quest, or by trying to topple the dragon
from her position.
and his wings seem unduly long in proportion to his ® Claw (standard at-wIII)
Reach 3; +25 vs. AC; 1d10 1 8 damage.
body—not dramatically so, just enough to give him an
Niflung's Pounce (standard; at-will)
unnatural gait and a subtly disturbing silhouette. His
Niflung makes a bite attack, shifts 2 squares, and then makes
scales hang loosely on his body, occasionally jutting out two claw attacks against a different target. If both claw attacks
at odd angles, as though he had spent ravenous years hit. Niflung pushes the target 5 squares, and the target is
starving inside his own shell. And perhaps he once knocked prone. Niflung can push a creature restrained by his
did, for his obsession with proving his own strength, own breath weapon.
and that of his "worshipers," leads him to extremes that -1. Wing Crush (immediate reaction, when an adjacent enemy hits
Niflung with a melee attack; at-will)
even other cobalt dragons would consider excessive.
1-24 vs. Reflex: 2c16 + 8 damage. and the target is pushed 3
Niflung never holds entirely still; when he is
squares and falls prone. Niflung can push and knock prone a
conversing with others. at rest, or even asleep, his creature restrained by its own breath weapon.
tail twitches, his claws flex, his jaw clenches. When 4 Breath Weapon (standard: recharge•i) + Cold
he speaks with other creatures, his attention seems Close blast 5; 24 vs. Fortitude; 4d8 + 8 cold damage. and the
frequently to wander, yet he appears fully capable of target is restrained and takes ongoing 10 cold damage (save
following the flow and details of the conversation. ends both). Aftereffect The target is slowed (save ends). Miss:
Half damage.
. Bloodied Breath (free, when first bloodied; encounter)
N1FLUNG LORE Breath weapon recharges, and Niflung uses it.
History DC 15: In the frozen north, a cobalt 4 Chilling Presence (standard: encounter) + Cold. Fear
Close burst 10; targets enemies: +24 vs. Will the target
dragon named Niflung has recently emerged from
is stunned until the end of Nillung's next turn and gains
the glacier called the Road of Sleet. He has taken over
vulnerable 10 cold (save ends).
the Talons of Winter, a fearsome tribe of shifters and Savage Opportunist
giants, and he has increased their raids against civi- Niflung gains a +2 bonus to attack rolls, and deals 1d8 extra
lized communities fivefold. damage, when making a bite, claw, or wing crush attack against
History DC 20: What occurred in Niflung's life an enemy that is immobilized, slowed, or granting combat
advantage to Niflung.
before he emerged from a long slumber within the
Alignment Unaligned Languages Common, Draconic
caves of the glacier is unclear. Something, however,
Skills Athletics +23, Endurance 422. Intimidate +20
has made him different from other cobalt dragons.
Str 27 (+18) Dex 19 (+14) Wis 19 (+14)
His abilities, although similar, differ In several pro- Con 25 (+17) int 14 (+12) Cha 20 (+15)
found respects, and his obsession with strength and
dominance crosses the line into megalomania. what's best for his "children," and that he can guide
Niflung is not unwilling to speak to visitors, but them to a position of strength and dominance in the
they must show the proper deference. Any insult—any region. He allows outsiders to attack the tribe. hoping
perceived insult—to his strength or abilities results in to strengthen them through combat, but he grows
an immediate, enraged attack. enraged i fan enemy lakes what he considers "unfair
History DC 25: Niflung basks in the adulation of advantage" when battling them. (What that "unfair
the Talons of Winter, using them to expand his own advantage" might be varies with Niflung's mood, but
domain, but he also seems genuinely determined he does object strongly to the use of powerful fire
to make them as strong as they can be. He truly magic against his tribe.)
believes (or at least seems to believe) that he's doing
SILVARA LORE
History or Nature DC 16: A silver dragon named
Silvara has dwelt among mortals for generations. She
prefers the company of humanoids to that of other
SIL VARA
SILVARA'S TACTICS
end her pain in death?
Silvara in dragon form is less brutal and slower to
History or Nature DC 29: Silvara sporadically
attack than other silver dragons. Her time among
battles against Tia mat's forces (including Cyan Blood-
mortals has rendered her more interested in pro-
bane; see Draconomicon: Chromatic Dragons, page
tecting her allies than in slaying her enemies. She
234). She has protected several elven communities
remains near her allies, guarding them with wing slice
and the tomb of an ancient hero, replete with relics.
attacks and enfolding wings. She unleashes her breath
She helped to convince metallic dragons to join
weapon against foes that attack en masse.
Bahamut's side rather than sit out the war. Evil chro-
As long as her allies are in danger, Silvara does not
matic dragons hate her for her role in the conflict.
retreat from battle. If her allies escape, she flees with
History or Nature DC 34: Since the dissolu-
them. If she has no one to protect, Silvara sees little
tion of her relationship with her lover. Silvara rarely
need for combat.
joins in the conflict between good and evil—and
then only in her elf form or in the form of a human
knight. She reveals her true nature only in desperate ENCOUNTER GROUPS
circumstances. Silvara favors solitude, where she can suffer alone
"Silvara" is a name she frequently uses. Her birth and mourn what might have been, but she fights
name transliterates to Common as "D'Argent." Her only alongside others. Any champion of good or of
first elven name, taken when she joined a primitive Bahamut is a potential ally.
elven community, was "Silvart." Called "Silvara" by
more civilized elves when the tribes began to inter- Level 25 Encounter (XP 39,850)
act, she adopted the name to avoid association with • 3 ghaeles of winter (level 21 artillery, MM 103)
savagery. Finally, in her guise as a human knight, she Silvara (level 24 solo soldier)
answers to the name "A rlena Plata."
SILVARA'S ORIGINS
Silvara appears throughout the DRAG:MANCE series of novels. "Silver dragons." Silvara said, looking at Theros, "I am a
In her first appearance. In &coons of Winter Night, she poses silver dragon. My sister was the Silver Dragon who loved
as one of the ICagonesd, the primitive "wild elves," and falls Huma and fought the final great battle with him—"
in love with the elf Gilthanas, ruler of the Qualine.sti elves. "Nor Gilthanas flung the torch to the ground. It lay
During the war with Takhists {Ramat] and through the ages flickering for a moment at his feet. then he stamped on
and trilogies to follow, she reappears as a tragic champion it angrily, putting out its light. Silvara, watching him with
of good. In a later novel, Slivara and Gilthanas reunite, but sad eyes, reached our her hand to comfort him.
the information given here predates that event. Gilthanas shrank from her touch, staring at her in
The following text Is an excerpt from Dragons of Winter horror.
Night, in which Silvara reveals her true nature. Silvara lowered her hand slowly. Sighing gently. she
nodded. "I understand," she murmured. "I'm sorry."
"Hold the torch there ..." she Instructed. guiding his Gilthanas began to shake, then doubled over in agony
hand so that the light blazed right before her. "Now—look Putting his strong arms around him. Theros led Gilthanas
at my shadow on the wall behind me," she said in trem- to a bench and covered him with his cloak.
bling tones. "I'll be all right," Gilthanas mumbled. "just leave me
The tomb was silent; only the sputtering of the flaming alone, let me think. This is madness! it's all a nightmare. A
torch made any sound. Siivara's shadow sprang into life on dragon!" He closed his eyes tightly as if he could blot out
the cold stone wall behind her. The companions stared at their sight forever. "A dragon ..." he whispered brokenly.
it and—for an instant—none of them could say a word. Theros patted him gently, then returned to the others.
The shadow SiFvara cast upon the wall was not the "Where are the rest of the good dragons?" Theros
shadow of a young elfrnaid. asked. "The old man said there were many. Silver dragons.
it was the shadow of a dragon. gold dragons—"
"You're the dragon!" Laurana said in shocked disbelief. "There are many of us," Silvara answered reluctantly.
She laid her hand on her sword, but Theros stopped her. "Like the silver dragon we saw in ice Wall!" Laurana
"Nor he said suddenly. 1 remember. That old man—" said. "It was a good dragon. If there are many of you, band
He looked at his arm. "Now I remember. He used to come together! Help us light the evil dragons!"
into the inn of the Last Home! He was dressed differently. "Nor Silvara cried fiercely, Her blue eyes flared, and
He wasn't a mage, but it was him! I'll swear it! He told Laurana fell back a pace before her anger.
stories to the children. Stories about good dragons. Gold "Why not?"
dragons and—" "I cannot tell you." Silvara's hands clenched nervously.
History or Nature DC 38: Valamaradace's efforts attacks more effective. She holds her breath weapon in
to destroy what she considers to be great threats—and reserve for foes that manage to move near her despite
none are quite certain what her criteria might be—do her curtain of light.
not take into account the good of other, lesser crea- Valamaradace, despite her sense of innate supe-
tures. She is willing to obliterate innocent bystanders riority, is willing to flee combat if a foe proves too
if doing so is the most effective way to defeat an difficult or impossible to keep at a distance. She then
enemy, and her zeal to defeat powerful tyrants has uses her mastery of rituals to study that foe and better
left more than one community in the throes of anar- prepare her for their next encounter,
chy afterward. She expects all creatures to obey her When you run Valamaradace in combat, portray
without question, and those that do not risk being her as though she already has a full understand-
lumped in with her enemies in her mind. ing of the characters' abilities. The Dragon Queen
Valamaradace rarely assumes humanoid form is a master of almost every ritual known—including
anymore, but when she must, she most often travels divinations and scrying—and unless her enemies
as an elf by the name of Targarda. have been incredibly secretive, odds are that she has
learned of them and studied them from afar.
VALAMARADACE'S TACTICS
Valamaradace prefers to devastate her enemies from ENCOUNTER GROUPS
a distance. Indeed, over many years—and many Valamaradace fights alongside any creatures willing
mystical endeavors—her abilities have diverged from to follow her orders and swear fealty to her cause. She
those of other gold dragons, allowing her to do just prefers allies that can move in close, allowing her to
that. She never engages her foes in melee if she can keep her distance from the fray.
avoid it. partly because of her combat abilities, and
partly because she wants to avoid "sullying herself" Level 32 Encounter (XP 143,000)
by close contact with lesser creatures. • Valamaradace (level 30 solo artillery)
She uses beguiling light and searing mark early in • 2 dragon born champions (level 26 soldier, MM 87)
the fight to make her golden light and twin gleaming + 1 godforged colossus (level 29 elite brute. MM 44)
simplified to tone down the dragon's strength. First, Adamantine Wing buffet
combat requires more tracking than an elite creature Bronze Wing smash
power. The second aspect that needs to be removed is Copper Cut wing step
Gold Fiery wing riposte
the attack that occurs as an interrupt, minor, or move
action; this ability is what allows a solo creature to Iron Wing block
Mercury Quick snap
have an extra attack aside from its standard action.
Prerequisite: Solo dragon Mithral Wing buffet
Orium Tad coil (elder or ancient only)
Silver Wing slice
Elite Dragon Elite Any
(Dragon) XP h \ Steel Wing scatter
Saving Throws * 1 (instead of +5)
Action Points 1 (instead of 2) SAMPLE ELITE: DRAGON
Hit Points 16 4 (Constitution score x 2) + (level x 16)
Breath Weapon (standard: encounter) (keywords Turning a young iron dragon into an elite requires
unchanged) lowering its saving throw bonus and action points,
Use the original breath weapon, but change it to an encounter reducing its hit points to 134, and cutting out the
power rather than a recharge power. wing block immediate reaction attack power.
Nonstandard Attack Power
Remove an interrupt attack power, minor attack power. or
Elite Young Iron Dragon Level S Elite Lurker
move attack power from the dragon (see the tables).
Large natur al magical beast (dragon) XP 400
Healing and Self-Damaging Powers
Initiative 48 Senses Perception t 8; darkvision
Adjust powers that heal the dragon or cause it to damage
HP 134; Bloodied 67; see also bloodied breath
itself to half the original value. (For example, a young bronze
AC 19; Fortitude 19, Reflex 17. Will 16
dragon would regain 41 hit points instead of 82 hit points using
Resist 15 lightning
restorative dive.)
Saving Throws +2
Speed 8, fly 8 (hover), overland flight 10
Consider reducing the size of the dragon to indicate Action Points 1
that it is a weaker member of the kind, especially if ® Bite (standard; at-will) + Lightning
you intend to include the full-strength dragon as a Reach 2; + 10 vs. AC; 2d8 4 damage plus 1d8 lightning
solo encounter at another point during the adventure. damage.
Also, this system isn't perfect, so make a reality check co Claw (standard; at-will)
Melee 2: +10 vs. AC: 1d10 t 4 damage.
to ensure that the monster's abilities are reasonable
Double Attack (standard; at-will)
for its level and the party's capabilities. The dragon makes two claw attacks.
<- Breath Weapon (standard; encounter) + lightning
Close blast 5: +6 vs. Reflex; 2d6 1- 4 lightning damage. and the
CHANGING DEFENSES dragon pulls the target 3 squares. Miss: Half damage.
<- Bloodied Breath (free, when first bloodied; encounter)
Monsters from before Monster Manual 2 were created
Breath weapon recharges, and the dragon uses it.
using a slightly different method, which gave elites and
<• Frightful Presence (standard; encounter) + Fear
solos higher defenses than other monsters. If you're Close burst 5; targets enemies: +6 vs. Will; the target is stunned
making an elite dragon based on one from the Monster until the end of the dragon's next turn. Aftereffect: The target
Manual, Draconomicon: Chromatic Dragons. or a different takes a -2 penalty to attack rolls (save ends).
older source, consider reducing its defenses so they're Alignment Unaligned Languages Common, Draconic
close to the values given in Dungeon Master's Guide 2. In Skills Acrobatics +9. Athletics +8. Stealth +9
Str 13 (+3) Dex 14 (+4) Wis 12 (+3)
a pinch, just reduce all the dragon's defenses by 2.
Con 19 (+6) Int12('3) Cha 11 (+2)
DRAGON POWERS
Masters of surface caves and the caverns of the Under- BRONZE DRAGON POWERS
dark, adamantine dragons are tyrants that bring Bronze dragons do not suffer fools. A bronze's great
lightning to the depths. The following powers bring sense of self-worth grants its words the power to twist
out their brash and destructive nature. thoughts or control elements.
< Breath Weapon (standard; recharge ;MI rip + Acid, Zone IRON DRAGON POWERS
Close blast 5; level + 1 vs. Reflex; acid damage equal to that of
The ill-tempered iron dragons value their privacy.
the dragon's normal breath weapon. The blast creates a zone
of acidic morass until the end of the encounter. The squares The pricklier ones release arsenals of iron spikes or
within the zone are difficult terrain. Any creature that starts its blinding breath upon creatures that dare to attack.
turn within the zone takes acid damage equal to one-half the
dragon's level and must make an Acrobatics or Athletics check
IRON -SPARK LIGHTNING
(DC 10 + one-half the dragon's level) or become immobilized
An iron dragon can diffuse its lightning breath to
until the start of its next turn. The creature can attempt another
Athletics check as a move action. create a blinding flash of light. This power replaces
frightful presence.
INTERPLANAR STASIS
A mithral dragon can become trapped between the
world and the Astral Sea and turn into a ghostlike
figure Frozen in time. This power replaces wing buffet.
MITHRAL MISTS
An elder or ancient mithral dragon can teleport other
creatures and rearrange a battle. This power replaces
mithral prescience.
Bronze Dragon. Young 7 Solo Brute 159 COUntl Redeemer 24 Artillery 186
Dragonkin Champion (Kobuk]) 7 Brute 198 Askaran- 16 is 24 Elite Brute (14 144
Gold Dragon Wyrmling 7 Elite Controller 179 Gold Hollow Wynn 24 Solo Soldier 184
Steel Dragon, Young 7 Solo Controller 172 Silvara 24 Solo Soldier 214
Wynnguard Sentinel (Kobold) 7 Soldier 199
Astrklaria 25 Solo Skirmisher 136
Vaporous Serpent. Young 8 Minion Brute 170 Mithral Dragon. Elder 25 Solo Skirmisher 167
Aurak Draconian ft Contmller (1.) 189
Sivak Draconian K Skirmisher 192 Brass Dragon, Ancient 26 Solo Artillery i58
liaaz Draconian Foot Soldier 8 Minion Soldier 190 Venomous Remnant 26 Million Artillery 153
Onion Dragon, Young 8 Solo Soldier 170 Cobalt Dragon•Bred Dralckensteed 26 Skirmisher 196
Wyringuard Scout (Kobold) 9 Artillery 200 Death Giant Soulfire Hurler 27 Artillery 142
Vulture Drake 9 Brute 194 Cobalt Dragon. Ancient 27 Solo Controller 162
Zariat hakla Vaporous Serpeni 9 Minion Brute 106
mithra t Dragon Wynoling 9 Elite Skirmisher 181 Vaporous Serpent. Ancient 28 Minion Brute 171
Zanathakla 9 Solo Soldier I06 Golgomx 28 Elite Controller ( 146
Mercury Dragon. Ancient 28 Solo Lurker 165
Three-Tooth (Kobold) 10 Elite Artillery 201 °num Dragon. Ancient 28 Solo Soldier 171
Brass Dragon. Adult I 1 Solo Artillery 156 Bronze Dragon. Ancient 29 Solo Brute 160
Gargoyle I farrier 11 Lurker 112 Steel Dragon, Ana leni 29 Solo Controller 174
Mithral Dragon. Young 11 Solo Skirmisher 166 Tananzinaert 29 Solo Lurker
Cobalt Dragon, Adult 12 Solo Controller 162 Valamaradace 30 Solo Artillery 216
Aelathric Salitiagin Guard 12 Minion 123
Liondrake 12 Skirmisher 194 Mithral Dragon. Ancient 31 Solo Skirmisher 168
Aelathric &thought Priest 13 Artillery 120 lialiamlIt 36 Solo Soldier (1.) 208
Vaporous Serpent. Adult 13 Minion Brute 170 The Old Man with the Canaries 36 Solo Soldier (L) 206
Mercury Dragon. Adult 13 Solo Lurker 164
Orium Dragon, Adult 13 Solo Soldier 170
Sand Knives Bandit 13 Minion Soldier 203
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