Monster vault threats to the nentir vale pdf download






















That's because it mostly focuses on monstrous factions not individual monster tyeps. Wizards of the Coast had started playing with factions in their d20 Modern line The idea of factions had then infiltrated 4e in setting-focused books like Hammerfest , Vor Rukoth , and The Shadowfell Now, the concept was being brought into the core books too. Threats to Nentir Vale is thus full of unique villains; often they're grouped into organizations containing leaders and members alike.

The result feels as much like a book of encounters as a book of monsters. Expanding the Nentir Vale. One of the cancelled books from the first quarter of was a "Nentir Vale Gazetteer".

It would have taken the new attention being heaped on the Points of Light world in the Essentials line and turned it into a comprehensive setting. For the roleplaying line, the best spotlight on the Nentir Vale was actually Threats to Nentir Vale itself. Though there are just a couple of pages of actual background, the monster and faction write-ups are all filled with information on how they fit into the history and ecology of the Nentir Vale.

Monsters of Note. There are about monsters in Threats to Nentir Vale , and the vast majority of them are for the Heroic Tier. The toughest monster in the book is Shadowmire, at level 19, which is probably why he's on the cover. Though most of the monsters are unique builds that are part of organizations, there are also a few classic monsters making their reappearance in 4e as standard monster blocks. This includes the boggle, the felldrakes, the hound of ill omen, the penanggalan, the peryton, and the vampiric mist.

There's also an entry for the new abyssal demons, who exist mainly to support Wizards' "Abyssal Plague" crossover event About the Creators. Sterling Hershey, Brian R. Please feel free to mail corrections, comments, and additions to shannon. Log In. New Account or Log In. Hide my password. Get the newsletter.

Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Monster Vault: Threats to the Nentir Vale 4e. From Wizards of the Coast. Selected Option:. Multiple File Formats. Softcover, Premium Color Book. Average Rating 3 ratings.

Terrifying monsters and villains for your heroic- and paragon-tier campaign. Threats to Nentir Vale wasn't packaged in a box, but instead in a cardstock sleeve that was shrinkwrapped to keep everything inside. The book wasn't digest-sized like the Essentials books. In fact, it wasn't hardcover either like the core books.

Instead Threats to Nentir Vale was a softcover release, representing yet another format for a 4e line that was growing increasingly chaotic. Its size and format actually matched the Shadowfell books, but they were in a box. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed.

This part of our work will never end. Cadaver Collector. AC against an immobilized target. The collector can grab no more than one Large creature or four Medium or smaller creatures at a time.

Until this effect ends, the target takes ongoing 10 damage. Also, when t he collector moves, it pulls with it any creature restrained by it, and the creature remains in the collector's space. When a creature saves against this effect, it appears in the nearest unoccupied space of its choice adjacent to the collector. Each time the collector enters an enemy's space for the first time during the move, it makes t he following attack against that enemy. Hit: The target is immobilized save ends.

In Service to a Master: A cadaver collector is completely obedient to its creator or master. Though the construct is a powerful weapon, a collector's minimal intelligence prevents it from understanding even moderately complex orders or battle plans, making it a poor soldier.

A collector is usually let loose near the end of a battle. Once fully burdened, it returns to its master or to an arranged location, unloads its grisly cargo, and returns to the battlefield for another haul.

Its enormous size and stout armor make it a difficult target, especially when unleashed on a dying or defeated force. Nonetheless, survivors usually throw everything they can at the monstrosity, not wanting to see their fallen allies return as enemy undead.

Extremely loud noises interfere with the automaton's locomotion, so attackers might lob alchemical bombs to slow a collector while they retrieve their comrades. Alone in the World: A cadaver collector that loses its master continues to follow its last orders until it completes its task. This job might be as simple as clearing a single battlefield, or it could lead the collector to seek out corpses far from its original location.

Once it believes its task is done, the collector becomes inactive, remaining near its last posting to await new orders or a new outbreak of battle. A persuasive individual might be able to command an idle collector, though doing so often requires convincing the collector that the newcomer follows the collector's original master.

The Daggerburg goblins page 38 are particularly skilled at locating and using cadaver collectors for their own ends. An Unending Task: Whether from battle damage or simple age, the minds of some cadaver collectors deteriorate over time, especially in those left alone for long periods. When this deterioration happens, it usually triggers one of two outcomes: The collector either leaves its current location to seek out a new master to assign it collection duties, or it looks for ways to justify resuming its primary mission such as killing people so that it has dead bodies to collect.

In rare cases, a collector decides that all bodies are worth gathering, whether living or dead. One horrific tale relates the fate of Blackleaf, a small village on the edge of the Witchlight Fens that was ravaged by a deranged cadaver collector. The monstrosity disappeared into the misty swamps, but it terrorizes the area's inhabitants to this day. Since the collector is always seen unburdened, an enormous pile of bodies must lie somewhere within the swamp-or perhaps it still serves a hidden master.

Gokof: This notorious hobgoblin necromancer of the southern Nentir Vale is nominally a member of the Daggerburg goblins, but he spends most of his time with his collectors and undead servants.

Gokofhas a particular affinity for locating cadaver collectors and bending them to his will. It is not unusual for him to search the vale for collectors, though he rarely has more than two at his command.

He also trains other Daggerburg goblins to command the collectors, but only if doing so further enriches him or adds to his power base. Gokof, Hobgoblin Necromance r.

Med iu m n. JI hurn. Effect: The target is slowed until the end of Gokof's next turn. Dark Healing healing, necrotic Encounter Triyyer: An enemy within 5 squares of Gokof regains hit points. Biding her time deep within the mountains, an evil waits to be released.

Calastryx, the three-headed red dragon, is a legend to the people ofHammerfast. The history of this beast is shrouded in mystery and mistruths, yet one fact remains- ifCalastryx is ever released from the wizard's curse that imprisons her, havoc would engulf the Nentir Vale. Dragons of the Vale: Before the dwarves settled Hammerfast, a commune of dragons lived near that region in the Dawnforge Mountains.

These dragons considered themselves rulers of the vale and constantly raided the groups of nomadic people that were attempting to settle the land. The people of the vale could not mount an effective defense. Eventually, help arrived from the dwarves ofHammerfast and the dragons' attacks lessened, allowing civilization in the vale to grow. The dragons still pose a credible threat to the folk of the vale and the citizens ofHammerfast.

Many people are concerned because the attacks have increased in frequency recently and no one is sure why. The Founding ofHammerfast: After years of the dragons' raiding, the people trying to settle in the vale sought out any who could help quell such assaults.

Their answer came in the form of the dwarves. Their thane sent a battalion of heavily armored dwarf warriors to establish a forward operating fortress near the Dawnforge Mountains. The dwarves named it Hammerfast, and it was there that the people of the vale first met Calastryx.

Origin Unknown: Calastryx is a vile and perverse creature, born of the mutations of entropy and evil magic. Some speculate that she was the creation of some long-forgotten god, while others believe she has always existed in one form or another.

No matter the truth, the fact remains that she exists to destroy anything in her path, and she should be feared and respected. She currently slumbers from a curse placed upon her by the wizard Starris nearly three hundred years ago, but that slumber is nearly over. Three Heads, One Plan: Each of Calastryx's three heads came to an agreement long ago about how they would work together during combat. Preferring to take out the most obvious threat, Calastryx will go out of her way to ensure that her enemies are effectively terminated.

Most often, Calastryx will send the lesser forces serving her to the front to take the brunt of attacks while she uses her reach to slash, bite, and immolate foes. Fearing little because of her size and might, Calastryx will slay allies with her blazing breath if it is tactically advantageous to do so such as when few or none of her allies are in the area it affects.

Huge natura l magica l beast dragon XP 5. Action Recovery Whenever Calastryx ends any of her turns, any marking, dazing, stunning, or dominating effect on her ends.

Multiple Heads Calastryx gets a full turn at initiative counts 30, 20, and She cannot delay or ready actions. If she is granted immediate actions, she can take no more than one after each of her turns. Power of Three Each of Calastryx's heads has its own breath weapon and rip and tear, and it tracks its usage of those powers separately. Effect: The blast creates a zone that lasts until the end of Calastryx's next turn. Any creature that ends its turn in one or more zones created by this power takes 10 fire damage.

Effect No Action : Calastryx sprouts a fourth head , which acts on initiative count Calastryx attempts to herd her enemies into a tight group so that each ofher heads has an opportu nity to unleash its breath.

If an opponent survives such an onslaught, Calastryx will stay back from it, using her reach to sh red the offender. If any enemy tries to flee or gain a tactical advantage over her, Calastryx moves that enemy into a more vulnerable location with a bite attack. The Emberdark Kobolds: The kobolds of the Emperdark tribe were nearly hunted to extinction by the dwarves ofHam merfast, but they survived by hiding in the Dawn forge Mountains.

Lately, their numbers have grown. The tribal elders have received signs from mighty Kurtulmak, exarch ofTiamat, that Calastryx is nearing freedom. The Emberdark kobolds are gathering a trove to win her favor and become her loyal servitors. So fa r, their efforts have yielded modest results, although Emberdark pillagers wearing armor with shoulder gu ards shaped like second and th ird kobold heads in honor of Calastryx have been sighted in the foothills.

W hether Calastryx will accept such servants is un known. Effect: The target is marked until the start of t he pillager's next turn. Until the mark e nd s, the ta rget t akes 5 fire damage whe never it makes an attack that doesn't include the pillage r as a target.

Effect Free Action : The pillager makes a melee basic attack. Rangers operating out the Cairngorm Peaks h ave reported an alarming resu rgence of activity among the Stonemarch orcs in recent months. The fearful residents ofWinterh aven are securing their homes as best they can against the likelihood of a new Bloodspear horde. Bloodspear War: The citizens of the Nentir Vale have good cause to fear the gathering storm in the north. Every century or so, Gruumsh 's insatiable thirst for bloodshed and conquest calls th e orcs of the Stonemarch from their deep holes and whips them into a fren zied mob.

They swarm over the Cairngorm Peaks and into the Nentir Vale by the thousands, turning everything in their path to ash and ruin. TriBBer: The grenadier drops to 0 hit points.

Effect Free Action : Each creature adjacent to the grenadier takes 5 fire damage, and the grenadier uses fire bomb. Effect Immediate Reaction : The grenadier shifts up to 2 squares and drops caltrops in a close blast 3, which must include the enemy's space. Until the end of the encounter, any creature that enters the blast's area or ends its turn there takes 5 damage and is slowed save ends. Msuga, the Ore Queen: Rallying the tribes of the north under the banner ofBloodspear is an unusual chieftain for the patriarchal orcs- a female.

Thick oflimb and torso, with musculature to match any male warrior, Queen Msuga is as formid able as she is indomitable. Though many warriors defied her rule in the early years, none contest her reign now; scars from many victories mark her as rightful chieftain.

She claims to be the consort to Gruumsh himself, with a divine mandate to force the Nentir Vale's submission. Rohka, the Blood Witch: Never lurking far from the queen's side is her twin sister, Rohka. As high shaman of Clan Bloodspear, Rohka commands terrifying power, despite her withered body, and none dare cross the Blood Witch.

It is whispered that Rohka is the true power behind the throne, with Msuga her unwitting puppet. Whatever the truth, the two sisters lust equally for power and conquest- woe to anyone who stands in their way.

Effect: Msuga marks the target until the end of her next turn. Effect Immediate Reaction : Msuga shifts up to 5 squares to a square adjacent to the triggering enemy and then uses weataxe against it. Effect Free Action : Msuga or one ally within 10 squares of her takes a standard action as a free action.

Fanged Jaws ofKulkoszar: Legend says that the fi rst great chieftain of Clan Bloods pear singlehandedly slew the elder iron dragon Kulkoszar. W ith his mighty blade, the brazen chieftain hewed the central horn from the wyrm's brow and fas tened the grisly relic onto his war standard. The self-proclaimed King Bloodspear declared the dragon's lair to be the seat of his new empire, and he forged a throne there from the dragon's jaws.

Over the years, Clan Bloodspear h as extended the original cavern into an extensive warren furnished with forges, arenas, and slave pens. Vile Half-Breeds: Deep within remote cham bers of the ore warrens, Rohka takes perverse interest in creating hybrid monsters, breeding the mightiest ore warriors with trolls and ogres captured from the Stonemarch. The Blood W itch claims that these half. Rohka the Blood Witch. Effect: The target is slowed save ends. First Failed 5avinB Throw: The target is immobilized instead of slowed save ends.

Effect Immediate Interrupt : The ally and Rohka teleport, swapping positions. The triggering attack targets the ally instead. Effect Free Action : Rohka takes a standard action.

To Rule an Empire: Clan Bloodspear h as always stood apart from its savage kin by working iron into tools and superior weapons, but Msuga h as more in m ind than savage rampaging. The new queen would permanently annex the civilized lands under their new sovereign, Empress Msuga of the Bloodspear Vale.

Left to risht: Bloodspear half-troll, Bloodspear krull, Bloodspear osrillon, Bloodspear srenadier Bloodspear Krull Medium natural humanoid. Effect Free Action : The krull uses slaive against the triggering enemy.

Effect Free Action : CharsinB sweep recharges, and the krull uses it. If the ogrillon scores a critical hit, it also knocks the target prone. Effect Immediate Reaction : The ogrillon uses slam. Bloodspear Shiv Medium natur. If the attack bloodies the target, the shiv uses daBBer a second time against the same target as a free action. Effect Free Action : The shiv takes a standard action. Regeneration The half-troll regains 5 hit points whenever it starts its turn and has at least 1 hit point.

When the half-troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing Whenever an attack that doesn't deal acid or fire damage reduces the half-troll to 0 hit points, the half-troll does not die and instead falls unconscious until the start of its next turn, when it becomes conscious with 11 hit points.

If an attack hits the half-troll and deals any acid or fire damage while it is unconscious, it does not return to life in this way.

Effect: The target is grabbed escape DC 16 if the half-troll has fewer than two creatures grabbed. Effect Free Action : The half-troll takes a standard action. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain.

The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. Each time the throng enters an enemy's space for the first time during the move, it makes the following attack against that enemy. We are the daughters and sons of Gruumsh. What he commands us to destroy, we destroy. You have never seen such bloody slaughter. That is why I'll kill you last. Also large beyond the norm is the enormous goblin that calls himselfKabo Bomble.

Although he is two feet shorter than the mistmanes, he is still nearly twice the size of his goblin kin. Daggerburg Ruffian. W here the Witchlight Fens and Harken Forest meet, a craggy hill conceals the main entrance to Daggerburg, an ominous goblin for tress.

Far from th e tyranny of more powerful creatures, the Daggerburg goblins have long been free to plunder, maim, and murder. Mounted on swift battle worgs, Daggerburg raiders exploit their speed to bushwhack victims th roughout the southern Nentir Vale. Lately, these marauders have staged more daring raids, even attacking guarded settlements along Harkenwold's border. They still remain wary, however, of moving against the forest-dwelling elves of the Woodsinger Clan.

Ad ept Ambushers: These goblin robbers excel at ambush, extolling it as a cultural value. A clever hobgoblin named Delderosh masterminds the raiders' attacks and trains them in their unorthodox combat style.

Under Warlord Delderosh 's leadership, the Daggerburg goblins h ave refined their hit-and-run tactics, which h as enabled them to dodge capture and certain execution for more than a decade. Delderosh leads his band in battle, using dirty tactics and brutality to assure victory. Once the goblins are engaged, Delderosh skirts the combat's perimeter, picking off th e most appealing targets. He especially loathes spellcasters and kills them at every opportunity, plucking an eyeball from each such enemy to keep as a trophy.

Out of the Or dinary: As if the band weren't a d iverse enough group already, it counts among its ranks a number of mistmane bugbears, which are obsessed with alchemy and dark magic.

Their long servitude to th e black arts h as enabled them to enlarge their bodies so th at they stand as giants compared to other bugbears. Combat Adept At the start of an encounter, the ruffian's attacks deal 1d1 0 extra damage against any enemy that has not yet acted during the encounter.

Daggerburg Tactics Whenever an enemy misses the ruffian with a melee attack, the ruffian gains combat advantage against that enemy until the end of its next turn. Slavering Lunge mount When the worg's rider rolls initiative, the worg can move up to half its speed as a free action.

Combat Adept At the start of an encounter, the bugbear's attacks deal1d10 extra damage against any enemy that has not yet acted during the encounter. Effect: The target is marked until the end of the bugbear's next turn. While marked by the bugbear, the target takes 5 necrotic damage whenever it uses an attack power that doesn't include the bugbear as a target.

Will Effect: The target is dazed until the end of the bugbear's next turn. Combat Advantage Delderosh deals 1d6 extra damage against any creature granting combat advantage to him. Combat Adept At the start of an encounter, the theurge's attacks deal 1d1 0 extra damage against any enemy that has not yet acted during the encounter.

Daggerburg Tactics Whenever an enemy misses the theurge with a melee attack, the the urge gains combat advantage against that enemy until the end of its next turn. Effect: Delderosh can shift 1 square. Effect: The target grants combat advantage until the end of its next turn. Effect Immediate Reaction : The creature subjected to the effect makes a saving throw against it. Fortitude Hit: The theurge alters the target's physical form to appear as a Tiny frog until the end of the theurge's next turn or until the target takes damage.

While in this form, the target is slowed and cannot use powers. Combat Adept At the start of an encounter, the war mage's attacks deal 1d1 0 extra damage against any enemy that has not yet acted during the encounter. Combat Adept At the start of an encounter, the slayer's attacks deal1 d1 0 extra damage against any enemy that has not yet acted during the encounter. If this attack bloodies the target, the target takes 5 extra damage. Effect Immediate Reaction : The slayer makes a saving throw against the triggering effect.

Combat Adept At the start of an encounter, the zealot's attacks deal 1d1 0 extra damage against any enemy that has not yet acted during the encounter. Effect Imm ediate Reaction : The zealot shifts up to its speed to a square adjacent to the triggering enemy and uses ylaive against that enemy. Effect: The target is marked until the end of the captain's next turn. Until this mark ends, the target grants combat advantage. Follow Me Recharge when first bloodied Effect: The captain charges an enemy.

One or two allies within 5 squares of the captain can each take a free action to charge different enemies. Effect Immediate Reaction : The creature subjected to the effect can make a saving throw against it. Combat Adept At the start of an encounter, Kabo's attacks deal 1d1 0 extra damage against any enemy that has not yet acted during the encounter.

Daggerburg Tactics Whenever an enemy misses Kabo with a melee attack, he gains combat advantage against that enemy until the end of his next turn. Combat Adept At the start of an encounter, the reaper's attacks deal1 d1 0 extra damage against any enemy that has not yet acted during the encounter. On a critical hit, the target is also dazed save ends. If both attacks hit the same target, the target is dazed until the end of Kabo's next turn.

Will Hit: The target takes a -2 penalty to all defenses save ends. If it ends this movement at least 3 squares from all enemies, the reaper becomes invisible until the start of its next turn or until it makes an attack. Its roar resounds across the landscape, chillinB the blood and freezinB the palpitatinB heart.

The Dark Drake and its brood emerge only on the blackest of nights, stealing across the moors in search of humanoid prey. Unlike common drakes, these "dark drakes" are actively malicious. An evil intellect flares within their reptilian brains, and their terrifying abilities are evidenced in the morning's light by the gruesome, dismembered remains of their kills.

Local Legend: The Dark Drake of the Moon Hills is known as a dreadful monster among the people of Fallcrest, though its existence has never been confirmed. The creature has never been sighted-it exists only in tavern tales, phantom roars in the hills, and the accounts of superstitious peasants half mad from fear. Dozens of folk tales spin wildly different versions of. Though most sages proclaim the tales of the Dark Drake to be silly ghost stories, the locals ignore their claims, taking perverse pride in spooking visitors with "their" monster.

Dark Brood: According to the stories, the Dark Drake called, or perhaps spawned, the fearsome beasts that now trouble the Moon Hills. Legend claims that its roar summons its broodmates, who rise from deep holes in the ground to the surface like black drops of devils' blood. Whether or not the tales are true, the common folk ofFallcrest have dubbed the monstrous reptiles "dark drakes," and local rangers have become concerned by the increasing numbers of unnatural drakes populating the hills.

Two types in particular have been causing trouble. The coiling adderbrood drakes are black and as slick as oil, sliding from hidden burrows to poison their prey with sicklelike fangs before dragging the paralyzed victims back down to their lightless underground den.

The long, black-scaled bodies ofhellghost drakes are covered with faint, wavering flames that intensify whenever the reptile is restrained against its will. Dark drakes enjoy inflicting torment against individual targets. W hen faci ng groups of enemies, the drakes gang up on one creature at a time, taking it to ground and tearing it apart in a frenzy to panic its companions. Mysterious Figure: If the Dark Drake of the Moon Hills exists, it is not only ancient, but cunn ing enough to have eluded expert monster hunters and diviners for decades.

Opportunists from Fallcrest obfuscate the truth by staging Dark Drake hoaxes for profit or fame, or to cover up grisly murders. Nevertheless, the sinister presence of the brood of lesser dark drakes in the Moon H ills remains unexplained. Common drakes and felldrakes also throng to the region, as ifin answer to a primal call or the summons of some king drake.

And bodies still turn up on the moor on the darkest nights-moon -white and rigid, as if they died from sheer terror. Dark Drake of the Moon Hills l. After moving, it becomes invisible until the end of the encounter or until it hits or misses with an attack. Will Hit: The drake pushes the target 1 square, and the target is immobilized until the end of its next turn. Each time the drake enters an enemy's space for the first time during the move, it makes the following attack against that enemy.

The enemy falls prone, and it takes ongoing 5 fire damage save ends. Trisser: The drake is immobilized, restrained, or stunned. Adder's Mobility While an enemy is slowed or immobilized by the drake , that enemy cannot make opportunity attacks against the drake, and the drake can enter its space. First Failed Savina Throw: The target is immobilized and takes ongoing 5 poison damage save ends both. Dythan's Le9ion has little patience for treasure hunters.

Stand in its way, and your bones will litter the ruins for some future explorer to excavate. On the hunt for lost dragonborn relics, Dythan's Legion has come to the Nentir Vale to locate ancient Arkhosian ruins. Its members are all dragonborn that have flocked around the banner ofLegatus Dythan, a charismatic idealist who seeks to raise Arkhosia from the ashes. Dythan's Legion numbers close to five hun dred-small in comparison to the legions of old, but large in an age without empires.

The legion is split into platoons, each one numbering between twenty and twenty-four legionnaires, scattered throughout the Nentir Vale and beyond. Relics of the Empire: Though the lost civilization of Arkhosia was centered in the lands south of the Nentir Vale, the dragon born empire did have a handful of remote enclaves this far north. One such site, Rolaz-Gaar, is thought to lie near the shore ofLake Nen.

Another Arkhosian ruin is rumored to rest deep within the limestone caverns beneath the Ogrefist Hills. Mark ofBael Turath: Upon acceptance into the legion, each new member is branded with a Turathi slave marking. The brand serves as a stark reminder of the legion's origin and purpose. Centuries ago, Bael Turath's tiefling rulers sent devils to enslave isolated dragonborn clans along the Arkhosian border.

Dythan's ancestral clan, the Drakeriders, was among those enslaved. Though the Turathi empire collapsed long ago, its mark of bondage has endured, passed from one generation to the next. Legatus Dythan bears such a mark, and those deemed worthy to join his legion share in the honor. Dythan's Dream: The legion's commander is fixated on seeing the Arkhosian empire restored to glory.

Legatus Dythan plans to collect wisdom and power from the old empire's relics to facilitate this monumental task. Standing nearly 7 feet tall, Dythan is a prime example of his race. The legatus is rarely seen without his gold-inlaid plate armor, which is embossed with heraldic devices of Arkhosia. Duty and Discipline: The legion employs a strict hierarchy based on the service ranks used in ancient Arkhos1a.

Rank is earned through great deeds performed on and off the battlefield. Adroit tactical planning and critical thinking are valued as much as, if not more than, melee prowess. From highest to lowest,.

Independent of rank, each legionnaire is assigned to one of three specialized corps: infantry, cavalry, or artillery. Beasts Serve Too: Even though the legion is formi dable in its own right, its use of drakes and behemoths greatly enhances its effectiveness.

Legion dragoons capture liondrakes in desert lands fa r to the south and train them as mounts. Meanwhile, reptilian behemoths Mo nster Manual 3 are purch ased from hunters, tra ined as beasts ofburden, and used to haul large supply wagons.

These foot-wide, 30 -foot-tall stone towers use foot-tall granite rollers to move unimpeded over rough terrain. A siege tower's roof resembles a stone dragon head, and it spews gouts of arcane fire. Eyes carved into each of the tower's walls give it sight. A tower has two levels, and arrow slits perforate the upper floor's walls.

Reinforced iron doors and retractable ramps worked into each tower's walls allow troo ps to quickly embark or disembark. Effect Immediate Interrupt : The enemy marks Dythan instead. AC while the vanguard is bloodied Hit: The target is dazed until the end of the vanguard 's next turn. The target is marked until the end of the vanguard's next turn.

If the target doesn't end its next turn adjacent to the vanguard, the vanguard can immediately charge the target as a free action and doesn't provoke opportunity attacks for the charge's movement.

All-Around VIsion Enemies can't gain combat advantage by flanking the siege tower. It cannot squeeze, make opportunity attacks, or grab creatures. Living Building The tower can end its movement in other creatures' spaces, and other creatures can end their movements in its space. The tower is 30 feet high Athletics DC 10 to climb it. It has two levels, each with a 15 -foot-high ceiling. The lower level has two reinforced iron doors break DC 15 , which the tower can open or close as a minor action.

While the doors are closed, line of effect and line of sight cannot be traced from outside the tower to creatures on the lower leveL The upper level has arrow slits and can be reached by either of two ladders from the lower leveL Creatures inside the tower or on its exterior move with it as if it were a vehicle. Rough Ride While the tower is bloodied, it is slowed, and creatures inside it take a -1 penalty to attack rolls. When the tower enters a nonflying creature's space for the first time during this movement, the tower makes the following attack against that creature.

The creature falls prone. Miss: The creature falls prone. Effect No Action : The tower is destroyed. Its space becomes difficult terrain until the end of the encounter. Creatures inside the tower fall prone in the tower's space, and the tower makes the following attack.

Masterful Rider Whenever the dragoon is mounted and subjected to a pull, push, or slide, it can move 1 square fewer than the effect specifies. At-Will Effect: Before and after the attack, the warrior can shift 1 square. AC Hit: 8 damage, or 10 while the warrior has combat advantage against the target.

Reflex Hit: 9 lightning damage. If the dragoon is mounted, the target also falls prone. Each target can shift 1 square as a free action. Effect Immediate Reaction : Melee 1 the dragoon's mount. The target can make a basic attack against the triggering enemy as a free action. The first tieflings entered the Nentir Vale as ragged survivors, exiled from most civilized areas and distrusted by all because of the corruption of Bael Turath. A handful of tiefling scoundrels descended from those refugees have banded together for mutual protection, calling themselves the Fell Court.

These self-proclaimed scions ofBael Turath are determined to restore the shattered empire under their rule. Swindlers and Thieves: The outcast tieflings have settled in the seedier parts ofFallcrest and other communities throughout the Nentir Vale. Their leader, Melech Ambrose, fancies himself a visionary and a general, but in truth he behaves more like a petty crime lord, lurking within Fallcrest's slums and conducting clandestine operations that fund his "war chest.

Above the Law: Melech Ambrose runs a modest black-market operation out ofFallcrest. He has become a folk hero among the slum dwellers, who are usually unprotected by the constabulary, because ofhis defiance of the established authorities. Ever the smooth talker, Melech has wormed his way into several important social circles beyond the slums and befriended well-to-do people willing to turn a blind eye to his criminal enterprises in exchange for a fat purse.

Though many question his motives, he has never been charged with a crime and acts shocked when accused. He is fiercely protective of his fellow Fell Court members and does whatever it takes to shield them from local authorities. The first step is conquering Fallcrest, but such ambitions demand gold. Most of the Fell Court's money comes from Melech's black-market dealings and various schemes that prey on the misfortune of others.

In various hidden redoubts, the Fell Court has begun to amass weapons and supplies for a secret army that will one day overthrow the Lord Warden of Fallcrest. Until then, it uses honeyed words and promises ofBael Turath's return to lure more tieflings into the fold. The Fell Court does not deal directly with what qualifies as high society in Fallcrest or elsewhere. Instead, its members use sycophants and unknowing stooges to acquire useful information that might enable them to fill their coffers or blackmail a potential enemy.

Dark Dealings: Melech reports to his own dark masters. He is in direct communication with powerful devils that guide him in his dealings, and these fiends have a vested interest in seeing Bael Turath rise from the ashes.

To aid him, the devils have granted Melech some measure of control over the felldrakes page 52 that have invaded the Nentir Vale, giving the Fell Court access to small groups of the tiefling-bred monsters. Melech's followers are trained to work in concert with felldrakes, and individual members of the Fell Court often keep one or two of the creatures as pets and protectors.

Blackhearted Scoundrel Whenever the blackheart deals damage to an enemy granting combat advantage to it, that enemy cannot spend healing surges save ends. While in smoke form, the blackheart cannot attack or be attacked and cannot regain hit points. Enemies can enter its space, and it can occupy the same space as another creature. It moves at full speed instead of half speed while squeezing. Skill Based buy or gain skills.

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