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E1: ORCUS CONVERSION

E1: DEATH'S REACH


I started out with the ambition of changing the 4th Edition adventure series H1:
Keep on the Shadowfell, H2: Thunderspire Labyrinths, and H3: Pyramid of Shadows
as there was very little in the plotline that really tied these adventures together into a
full story.
Having just finished up the conversion of P3 i think E1, E2 and E3 is very well tied
into the overall Orcus plotline, so there is no greater need for any adjustments.
However, I will look into updating the monsters to the new formats introduced in
Monsters Vault. Other than that I might just do some add ons if I feel it would add
value to the story or introduce some new exciting elements.
Please note that you should read through P1 to P3 Conversion Guides first, as it
gives you the full background story to the campaign.
E1: ORCUS CONVERSION

TABLE OF CONTENTS R10: Hall of Judgement ............................................................ 34


R11: Reliquary Test ................................................................... 35
R12: Divine Memorial .............................................................. 36
Credits ............................................................................................. 3
R13: Reliquary (Part I) ............................................................ 37
Prologue .......................................................................................... 3
R13: Reliquary (Part II) ........................................................... 38
Monster Update ........................................................................... 4
A1: Death Call ................................................................................ 4
New Monsters .................................................................................. 5
Z1: Dooms Approach................................................................... 9
Z2: Vile Workings ...................................................................... 10
Z3: Profane Stables .................................................................... 11
Z4: Lost Library ........................................................................... 12
Z5: Death and Destiny .............................................................. 13
C1: Fate's Guardians ................................................................. 14
D1: Arrival .................................................................................... 15
D3: Warrior of Secrets .............................................................. 16
D4: Emperor of Bones ............................................................... 17
D5: Nerull's Gate......................................................................... 18
D6: The Wrath of Orcus .......................................................... 19
D7: Spoils of War ....................................................................... 20
D8: Reliquary Approach .......................................................... 22
Int: Unexpected Ambush ........................................................... 22
R1: Entry Hall .............................................................................. 24
R2: Guardian Alcoves................................................................ 25
R3: Portal Guardians ................................................................ 26
R4: Hydra Defeated ................................................................... 27
R5: Dream Pool .......................................................................... 28
R6: Desecrated Temple ............................................................. 29
R7: Summoning Chamber ....................................................... 30
R8: Sarcophagi Chamber ......................................................... 32
R9: Sentinel Traps ...................................................................... 32

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E1: ORCUS CONVERSION

CREDITS those memories she had locked away, killed, destoyed and
abandoned. Her childhood it all came back to her as the Vortex
heavens and the homes of the gods. They would be doomed to an
eternal life of undeath in a world of terror and hunger for living
of Soul was destroyed and revealed to the world again. It was like flesh.
These are the contributors in the Wizards community being thrown into a river of icy water. She was struggling to reach The Blood Lord needed to be stopped. His plans were much
that have helped with improvements and new ideas and the surface, and not being pulled under by the strong rapids of more far-reaching than what one could expect from a mere demon
concepts to this E1 Conversion Guide. memories and childhood traumas. prince. What had he done with all that soul-energy? Some he had
dave2008 She had once been mortal. obviously vesseled into his own ascension; to grow stronger and
Contributed with new statistics for the Aspect of Orcus. She was from the City of Midnight. shorten the step to divinity, but something was wrong. She felt it.
There were more to Orcus deceptions that just the Well of Souls.
Name Her name had been Sartine..
She needed to find out the full reach of his treachery.
Contribution She even remembered all her fears and all the pain that had
She needed the Ravensworn..
Name been caused to her by Nerull the God of Death her husband
Contribution and nightmare. He had ravaged her body and soul without
showing any mercy. He had left her broken, but never given her the
Name
relief of death. She remembered the murder of Nerull by her own
Contribution
hands, the joy she had fell, as her nemesis had begged for his life,
and she had shown as much mercy as he had done to her.
It all came back. So much pain, that had been locked away
PROLOGUE with that ritual that had saved her life from the anger of the gods.
But that was no more. The ritual had been broken, and by
mere mortals as well the Ravensworn.
The Throne of Fate was icy cold and made of black stone, as Her divine awarness stretched out. Touched the fortress she
dark as the night itself. But the icy cold did not seem to affect the had herself build around the Well of Souls with the help of the
exposed naked skin of the woman sitting on top of the throne. Her Keepers.
skin was frosty white, and as delicate and perfect as a marble
Orcus
statue. Frost covered the glittering skin, and reflected the light from
the hundreds of circling souls above the Court of Judgement. Her The Blood Lord
clothing was black andmade of raven feathers and dark iron, as She could feel his precense at the site his dark scheming,
spiky and intimidating as death's final call. Black hair fell from her ever present. So that was how he had been growing in power. He
head like treads of shadow. The Staff of Final Judgement held had been using the same soul magic as her to reach godhood,
firmly in her right hand. Her black eyes were lost to the void. hidden by her own magic. The irony, the same magic that had let
"My Lady, what is your final judgement for this soul? Where her kill her husband and take is mantle, as godess over the dead
should he be sent for his final reward?" said the thunderous voice of Orcus, the former servant of Nerull was now using to rise to power.
one of the sorrowsworn that had a shimmering visp of a man held It was obvious what the demon prince ambitions were. He had
firmly by his black hand. always coveted her throne. If he were to succeed, the world of the
living would be a true nightmare. The borders between life and
But the Raven Queen neither heard nor saw her faithful
death would disappear. No mortal soul would ever reach the
servant. She was lost to the reconning. She suddenly saw it all. All

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E1: ORCUS CONVERSION

MONSTER UPDATE deadwinter ray attacks.


C Lifesapping Hate (cold, necrotic) * Encounter
Attack: Ranged 20 (one creature); +25 vs. Reflex
Hit: 4d6 + 15 fire and necrotic damage.
Attack: Close blast 5 (enemies in blast); +24 vs. Fortitude A Soul Burn (fire, necrotic) * Recharge 5 6

A1: DEATH CALL Hit: 4d8 + 18 cold and necrotic damage, and the target takes
ongoing 10 cold and necrotic damage (save ends). Ghovran
Attack: Area burst 1 within 10 (enemies in burst); +25 vs. Reflex
Hit: 3d8 + 13 fire damage, and ongoing 10 necrotic damage
Ghovran Akti (G) Level 21 Elite Controller gains 5 temporary hit points for each enemy he damages with (save ends).
Medium fey humanoid (undead) XP 6,400 this power.
Skills Arcana +21, Bluff +23, Insight +20
HP 392; Bloodied 196 Initiative +18 MOVE ACTIONS Str 16 (+13) Dex 20 (+15) Wis 19 (+14)
AC 35; Fortitude 31; Reflex 34; Will 34 Perception +19 Deadwinter Step (teleportation) * Encounter Con 18 (+14) Int 22 (+16) Cha 27 (+18)
Speed 6 Darkvision Effect: Ghovran can teleport 5 squares. At the end of that move, Alignment evil Languages Abyssal, Common, Supernal
Immune disease, poison; Resist 15 necrotic, 15 cold enemies adjacent to him take 10 cold and necrotic damage.
Saving Throws +2, +5 against charm effects; Action Points 1 MINOR ACTIONS
2 Ebon Riders (E) Level 18 Soldier
TRAITS Spellmaster * Recharge 5 6
Medium natural humanoid XP 2,000
Necromantic Aura (necrotic) * Aura 5 Effect: Ghovran regains the use of an expended encounter HP 170; Bloodied 85 Initiative +14
Any living enemy that enters or starts its turn within the aura power.
AC 34; Fortitude 31; Reflex 28; Will 30 Perception +14
takes 5 necrotic damage. Skills Arcana +19, History +19, Religion +19 Speed 6
Regeneration Str 15 (+12) Dex 16 (+13) Wis 19 (+14) STANDARD ACTIONS
Ghovran regains 10 hit points whenever he starts his turn and Con 20 (+15) Int 18 (+14) Cha 27 (+18)
m Longsword (weapon) * At-Will
has at least 1 hit point. When Ghovran takes radiant damage, Alignment evil Languages Abyssal, Common, Elven
his regeneration does not function on his next turn. Attack: Melee 1 (one creature); +23 vs. AC
Indestructible Hit: 3d8 + 13 damage.
Tannerli, Ebon Rider Magus (T) Level 20 Artillery
When Ghovran is reduced to 0 hit points, his body and M Death Mark (weapon) * Recharge 5 6
Medium immortal humanoid (devil) XP 2,800
possessions crumble into dust, but he is not destroyed. He Attack: Melee 1 (one creature); +23 vs. AC
reappears (along with its possessions) in 1d10 days within 1 HP 144; Bloodied 72 Initiative +15
Hit: 4d8 + 15 damage, and the target is marked (save ends).
square of its phylactery, unless the phylactery is also found and AC 32; Fortitude 30; Reflex 32; Will 34 Perception +15
While marked, the target grants combat advantage.
destroyed. Speed 6, fly 8 (clumsy) Darkvision
Skills Athletics +20, Endurance +18, Intimidate +16
STANDARD ACTIONS Resist 15 fire ; 10 against effects that target AC or Reflex while
Str 23 (+15) Dex 16 (+12) Wis 20 (+14)
bloodied
m Deadwinter Touch (cold, necrotic) * At-Will Con 18 (+13) Int 12 (+10) Cha 15 (+11)
TRAITS
Attack: Melee 1 (one creature); +26 vs. AC Alignment evil Languages Abyssal, Common
Necrotic Mantle
Hit: 4d6 + 15 cold and necrotic damage, and the target is
slowed (save ends). A mantle of necrotic energy protects Tannerli, giving her resist
10 against effects that target AC or Reflex while bloodied. 3 Shadowclaws (S) Level 21 Minion
R Deadwinter Ray (cold, necrotic) * At-Will
STANDARD ACTIONS Large shadow beast (mount, undead) XP 800
Attack: Ranged 10 (one creature); +24 vs. Reflex
m Fiery Claws (fire) * At-Will HP 1; a missed attack never damages a minion Initiative +13
Hit: 4d8 + 11 cold and necrotic damage, and the target is AC 33; Fortitude 36; Reflex 33; Will 33 Perception +13
immobilized (save ends). Attack: Melee 1 (one creature); +27 vs. AC
Hit: 3d8 + 8 fire damage, and the target slides 2 squares. Speed 8
Double Attack (cold, necrotic) * At-Will Resist 10 necrotic
R Balefire Ray (fire, necrotic) * At-Will
Effect: Ghovran makes two deadwinter touch attacks or two TRAITS

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E1: ORCUS CONVERSION

Reanimation Attack: Ranged 10 (one creature); +26 vs. Reflex Effect: The blackstar prowler teleports up to 8 squares to end its
On the turn after it is first reduced to 0 hit points, the Hit: 4d6 + 17 damage, and the target takes a -2 penalty to saving move adjacent to a prone enemy.
shadowclaw rises again with 1 hit point. throws and ongoing 5 damage (save ends both). Skills Endurance +22, Stealth +25
STANDARD ACTIONS Blackstar Fall * Encounter Str 24 (+18) Dex 28 (+20) Wis 22 (+17)
m Claw * At-Will Effect: The blackstar annihilator can fly 8 squares and enter an Con 22 (+17) Int 3 (+7) Cha 7 (+9)
Attack: Melee 1 (one creature); +26 vs. AC enemy's space; Melee 1 (one creature); +28 vs. Fortitude; 4d8 + Alignment evil Languages
Hit: 14 damage (18 damage after reanimation). 21 damage, and the target is pushed 2 squares and knocked
prone. Miss: The target is pushed 1 square. If the target cannot
MOVE ACTIONS
be pushed, the blackstar annihilator ends its move in an
Blackstar Crusher Level 24 Brute
Shadow Jump (teleportation) * Recharge with reanimation unoccupied square adjacent to the target. Large elemental animate XP 6,050
Effect: Shadowclaw teleports 3 squares and becomes immune to Secondary Attack: When it lands, the blackstar annihilator HP 275; Bloodied 138 Initiative +19
all damage until the start of its next turn. attacks: close burst 3 (enemies in burst); +26 vs. Reflex; AC 36; Fortitude 36; Reflex 34; Will 34 Perception +19
OTHER POWERS 3d6 + 13 damage, and the target is pushed 1 square and Speed 0, fly 5 (clumsy) Darkvision
Charger (mount) knocked prone. The burst area becomes difficult terrain. Resist 15 fire; Vulnerable 10 radiant
Action: While mounted by a friendly rider. Str 18 (+15) Dex 28 (+20) Wis 24 (+18) STANDARD ACTIONS
Effect: Shadowclaw grants rider +10 to damage rolls on charge Con 24 (+18) Int 8 (+10) Cha 7 (+9) m Slam * At-Will
attacks. Alignment evil Languages Primordial
Attack: Melee 2 (one creature); +29 vs. AC
Str 25 (+17) Dex 18 (+14) Wis 18 (+14) Hit: 4d12 + 14 damage.
Con 20 (+15) Int 2 (+6) Cha 9 (+9) Blackstar Prowler Level 23 Skirmisher C Meteoric Shockwave (force) * Recharge 4 5 6
Alignment evil Languages Medium elemental animate XP 5,100
Attack: Close burst 3 (creatures in burst); +27 vs. Fortitude
HP 214; Bloodied 107 Initiative +22 Hit: 2d12 + 18 force damage, and the target is pushed 4 squares
AC 37; Fortitude 33; Reflex 35; Will 32 Perception +17 and knocked prone.If the target hits a wall or other unmovable
Speed 8 Darkvision object as a result of the push, the target stops in the last
NEW MONSTERS Resist 10 fire; Vulnerable 10 radiant unoccupied square and takes an additional 1d12+2 force
damage from impacting against the wall or unmovable object.
BLACKSTAR HOST STANDARD ACTIONS
R Focused Gravity (force) * At-Will
m Bite * At-Will
Blackstar Annihilator Level 23 Artillery Attack: Ranged 20 (one creature); +27 vs. Fortitude
Attack: Melee 1 (one creature); +28 vs. AC
Medium elemental animate XP 5,100 Hit: 3d8 + 11 force damage, and the target is knocked prone.
Hit: 3d10 + 15 damage, or 3d10+20 damage against a prone
HP 168; Bloodied 84 Initiative +20 target. Str 28 (+21) Dex 25 (+19) Wis 24 (+19)
AC 35; Fortitude 34; Reflex 36; Will 34 Perception +23 Con 25 (+19) Int 4 (+9) Cha 7 (+10)
M Blackstar Charge * Recharge 5 6
Speed 5, fly 8 (clumsy) Darkvision
Requirement: The prowler makes a charge attack. Alignment evil Languages
Resist 10 fire; Vulnerable 10 radiant
Attack: Melee 1 (one creature); +28 vs. AC
STANDARD ACTIONS
Hit: 4d10 + 17 damage, and the target is knocked prone. When
m Slam * At-Will the target stands up, it provokes opportunity attacks from
Attack: Melee 1 (one creature); +28 vs. AC adjacent blackstar prowlers.
Hit: 4d6 + 10 damage, and ongoing 5 damage (save ends). MOVE ACTIONS
r Meteor Bolt * At-Will Pounce on the Fallen (teleportation) * At-Will

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Blackstar Idol Level 22 Elite Controller (Leader) Str 25 (+18) Dex 13 (+12) Wis 30 (+21) Blackstar Pawn Level 23 Minion
Large elemental animate XP 8,300 Con 26 (+19) Int 10 (+11) Cha 7 (+9) Medium elemental animate XP 1,275
HP 420; Bloodied 210 Initiative +12 Alignment evil Languages HP 1; a missed attack never damages a minion Initiative +18
AC 36; Fortitude 34; Reflex 32; Will 36 Perception +21 AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13
Speed 0, fly 8 (hover), teleport 4 Darkvision Speed 7 Darkvision
Blackstar Knight Level 23 Soldier
Resist 10 fire; Vulnerable 15 radiant Resist 15 fire
Medium shadow animate (construct, undead) XP 5,100
Saving Throws +2; Action Points 1 STANDARD ACTIONS
HP 212; Bloodied 106 Initiative +20
TRAITS
AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 m Claw * At-Will
Blackstar Pulse (healing) * Aura 3 Speed 7 Darkvision Attack: Melee 1 (one creature); +28 vs. AC
Enemies that start their turns within the aoura take 10 damage, Resist 15 fire; Vulnerable 15 radiant Hit: 16 damage, or 24 damage if blackstar scores a critical hit.
and blackstar host that start their turns within the aura heal 10 STANDARD ACTIONS TRIGGERED ACTIONS
hit points.
m Greatsword (weapon) * At-Will m Blackstar Ricochet * At-Will
STANDARD ACTIONS
Attack: Melee 1 (one creature)+28 vs. AC Trigger: When a blackstar pawn within 5 squares is reduced to 0
m Force Slam (force) * At-Will hit points.
Hit: 3d10 + 15 damage, and the target is marked until the end
Attack: Melee 1 (one creature); +27 vs. AC of the blackstar knight's next turn. Attack (Immediate Reaction): The blackstar pawn shifts 3 squares
Hit: 4d6 + 16 force damage. and collides with an enemy; +26 vs. Fortitude
M Deathsword (necrotic, weapon) * Recharge 5 6
C Blackstar Nova (psychic) * Recharge when first bloodied Hit: 12 damage.
Attack: Melee 1 (one creature marked by blackstar knight);
Attack: Close burst 5 (enemies in burst); +25 vs. Will Str 26 (+19) Dex 24 (+18) Wis 14 (+13)
+28 vs. AC
Hit: 4d8 + 19 psychic damage, and the target is pushed 2 Con 18 (+15) Int 3 (+7) Cha 3 (+7)
Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save
squares and knocked prone. ends). Alignment evil Languages
Miss: Half damage, and the target is neither pushed nor knocked MOVE ACTIONS
prone.
No Escape (teleportation) * At-Will
A Mindquake (psychic) * Recharge 4 5 6 Effect: The blackstar knight teleports up to 10 squares, ending
Attack: Area burst 5 within 20 (enemies in burst); +25 vs. Will the move in a square adjacent to a creature marked by the
Hit: 4d6 + 16 psychic damage, and the target is dazed (save blackstar knight.
ends). TRIGGERED ACTIONS
Animate Blackstar * At-Will or encounter C Soldier's Duty * Encounter
Effect: The idol targets the remains of a fallen blackstar creature Trigger: When reduced to 0 hit points.
and imbues it with energy. As an at-will power, the fallen Effect: Close burst 2 (undead allies in burst); the target gains 25
blackstar rises as a blackstar pawn. If the blackstar idol targets a temporary hit points.
blackstar pawn as an encounter power, it becomes a blackstar Str 27 (+19) Dex 24 (+18) Wis 26 (+19)
knight.
Con 20 (+16) Int 10 (+11) Cha 9 (+10)
MINOR ACTIONS
Alignment evil Languages Common, Primordial
R Mindrip (psychic) * At-Will (1/round) Equipment greatsword
Attack: Ranged 10 (one creature); +25 vs. Will
Hit: 3d10 + 14 psychic damage, and the target is slowed (save
ends).

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ASTRAL WARWING Astral Warwing Bombadier Level 24 Artillery Astral Warwing Rager Level 24 Brute
Large immortal animate (construct) XP 6,050 Large immortal animate (construct) XP 6,050
Astral Warwing Level 23 Soldier
HP 175; Bloodied 88 Initiative +22 HP 275; Bloodied 138 Initiative +19
Large immortal animate (construct) XP 5,100
AC 36; Fortitude 36; Reflex 39; Will 36 Perception +19 AC 36; Fortitude 36; Reflex 39; Will 35 Perception +18
HP 214; Bloodied 107 Initiative +20 Speed 0, fly 8 (hover) Speed 0, fly 8 (hover)
AC 39; Fortitude 35; Reflex 35; Will 35 Perception +18 Immune disease, poison, sleep Resist disease, poison, sleep
Speed 0, fly 8 (hover)
TRAITS TRAITS
Immune disease, poison, sleep
Regeneration (healing) Regeneration (healing)
TRAITS
The warwing regains 10 hit points whenever it starts its turn The warwing regains 10 hit points whenever it starts its turn
Combat Vigilance and has at least 1 hit point. If the warwing takes necrotic and has at least 1 hit point. If the warwing takes necrotic
If a target that the astral warwing has marked shifts or makes an damage, its regeneration doesnt function until the end of its damage, its regeneration doesnt function until the end of its
attack that does not include the astral warwing, the astral next turn. next turn.
warwing can make an astral mace attack as a free action against STANDARD ACTIONS STANDARD ACTIONS
that target.
R Astral Ray (fire, radiant) * At-Will m Siege Flail (weapon) * At-Will
Regeneration (healing)
Attack: Ranged sight (one creature); +29 vs. Reflex Attack: Melee 3 (one creature); +29 vs. AC
The warwing regains 10 hit points whenever it starts its turn
and has at least 1 hit point. If the warwing takes necrotic Hit: 3d10 + 15 fire and radiant damage. Hit: 4d12 + 14 damage, and the target is knocked prone. If the
damage, its regeneration doesnt function until the end of its C Astral Burst (fire, radiant) * At-Will target is prone, the target is dazed until the end of the astral
next turn. warwing's next turn.
Attack: Close burst 2 (enemies in burst); +29 vs. Fortitude
STANDARD ACTIONS M Raging Assault (weapon) * At-Will
Hit: 4d6 + 10 fire and radiant damage, and the target is blinded
m Astral Mace (lightning, radiant, weapon) * At-Will (save ends) and pushed 3 squares. Requirements: Warwing must be bloodied to use this power.
Attack: Melee 2 (one creature); +28 vs. AC Miss: Half damage, and the target is pushed 1 square. Attack: The astral warwing moves at half speed. It makes one
siege flail attack with each square of movement against an enemy
Hit: 2d12 + 18 lightning and radiant damage, and the target is A Astral Bombard (radiant) * Recharge 5 6
that comes within reach. It can make up to four attacks in this
marked until the end of the astral warwing's next turn. Attack: Area burst 3 within sight (creatures in burst); way. If it comes within reach of a conjuration or zone, it makes
C Mace Sweep (lightning, radiant, weapon) * Recharge 5 6 +27 vs. Reflex an attack; +27 vs. creator's Will
Attack: Close blast 2 (creatures in blast); +28 vs. AC Hit: 4d6 + 18 radiant damage. Hit: On a hit, the conjuration or zone is destroyed, and all its
Hit: 2d12 + 18 lightning and radiant damage, and the target is TRIGGERED ACTIONS effects end. The creator takes 2d10 + 10 psychic damage and is
dazed until the end of the astral warwing's next turn. A Final Bombard (fire, radiant) * Encounter pulled 2 squares closer to the astral warwing.
Str 25 (+18) Dex 24 (+18) Wis 24 (+18) Trigger: When first reduced to 0 hit points. C Raging Sweep (weapon) * Recharge 5 6
Con 22 (+17) Int 8 (+10) Cha 8 (+10) Attack: Area burst 3 within sight (creatures in burst); +27 vs. Requirements: Requires siege flail.
Alignment unaligned Languages telepathy 20 Fortitude Attack: Close blast 3 (creatures in blast); +29 vs. AC
Hit: 3d8 + 18 fire and radiant damage, and the target is knocked Hit: 4d12 + 14 damage, and the target is pushed 3 squares and
prone. knocked prone.
Str 25 (+19) Dex 30 (+22) Wis 25 (+19) Str 30 (+22) Dex 24 (+19) Wis 22 (+18)
Con 25 (+19) Int 6 (+10) Cha 6 (+10) Con 25 (+19) Int 6 (+10) Cha 6 (+10)
Alignment unaligned Languages telepathy 20 Alignment unaligned Languages telepathy 20

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Astral Warwing Commander Level 23 Elite Controller R Astral Target * At-Will (1/round) that comes within reach. It can make up to six attacks in this
Huge immortal animate (construct) XP 10,200 way.
Attack: Ranged sight (one creatures); +26 vs. Reflex
HP 418; Bloodied 209 Initiative +18 TRIGGERED ACTIONS
Hit: The target is illuminated in astral fire, slowed, and takes an
AC 37; Fortitude 35; Reflex 34; Will 34 Perception +18 additional 2d10 + 7 damage from attacks made against it by M Vanguard Vengeance (teleportation, weapon) * Recharge
Speed 0, fly 8 (hover) astral warwings (save ends both). when first bloodied
Immune disease, poison, sleep Str 27 (+19) Dex 24 (+18) Wis 24 (+18) Trigger: When hit by an area or ranged attack.
Saving Throws +2; Action Points 1 Con 23 (+17) Int 12 (+12) Cha 12 (+12) Effect (Immediate Reaction): The astral warwing teleports up to 20
TRAITS Alignment unaligned Languages telepathy 20 squares to end adjacent to the attacker and then make an astral
waxaxe attack against the attacker.
Commander's Boon * Aura 10
Str 28 (+20) Dex 22 (+17) Wis 22 (+17)
Astral warwings that start their turn in the aura gain a +2 bonus Astral Warwing Vanguard Level 23 Solo Brute Con 23 (+17) Int 8 (+10) Cha 6 (+9)
to attack rolls. Huge immortal animate (construct) XP 25,500 Alignment unaligned Languages telepathy 20
Regeneration (healing) HP 1075; Bloodied 538 Initiative +17
The warwing regains 10 hit points whenever it starts its turn AC 35; Fortitude 36; Reflex 35; Will 35 Perception +17
and has at least 1 hit point. If the warwing takes necrotic Speed 0, fly 6 (hover)
damage, its regeneration doesnt function until the end of its
Immune disease, poison, sleep
next turn.
Saving Throws +5; Action Points 2
STANDARD ACTIONS
TRAITS
m Astral Blade (weapon) * At-Will Regeneration (healing)
Attack: Melee 3 (one creature); +28 vs. AC The warwing regains 10 hit points whenever it starts its turn
Hit: 3d10 + 15 damage, and the target is pushed 3 squares. and has at least 1 hit point. If the warwing takes necrotic
C Blade Sweep (weapon) * At-Will damage, its regeneration doesnt function until the end of its
next turn.
Attack: Close burst 3 (creatures in burst); +28 vs. AC
STANDARD ACTIONS
Hit: 3d10 + 15 damage, and the target is pushed 3 squares.
m Astral Waraxe (weapon) * At-Will
A Clearing Burst (psychic) * At-Will
Attack: Melee 3 (one creature); +28 vs. AC
Attack: Area burst 2 within sight (creatures in burst); +26 vs.
Will Hit: 4d10 + 17 damage and the target is pushed 1 square. If the
warwing is bloodied, the damage increases to 4d12+20.
Hit: 3d8 + 10 psychic damage. In addition, this power targets
any conjuration or zone in the burst; +27 vs. creators Will; M Double Attack (weapon) * At-Will
conjuration or zone is destroyed, all its effects end, and its Effect: The astral warwing makes two astral waraxe attacks.
creator is dazed (save ends).
M Triple Attack (weapon) * At-Will
C Astral Thunder (thunder, radiant) * Encounter
Requirements: Warwing must be bloodied to use this power.
Attack: Close blast 5 (enemies in blast); +26 vs. Fortitude Effect: The astral warwing makes three astral waraxe attacks.
Hit: 3d6 + 13 thunder and radiant damage, and the target is
M Vanguard Assault (weapon) * At-Will
deafened and blinded (save ends both), and knocked prone.
Miss: Half damage, and the target is deafened (save ends), but Requirements: Warwing must be bloodied to use this power.
not blinded or knocked prone. Effect: The astral warwing moves its speed. It makes one astral
MINOR ACTIONS waraxe attack with each square of movement against an enemy

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Z1: DOOMS APPROACH hits her with a melee attack takes 3d8 + 9 necrotic damage.
Skills Arcana +19, Religion +19
reduced to 0 hit points.
Effect: Each square the ghoul horde formerly occupied now
Hertrud, Deathpriest (H) Level 21 Elite Controller Str 20 (+15) Dex 13 (+11) Wis 18 (+14) contains one abyssal ghoul hungerer, which acts just after the
Medium natural humanoid XP 6,400 Con 15 (+12) Int 18 (+14) Cha 22 (+16) horde.
HP 382; Bloodied 191 Initiative +11 Alignment evil Languages Abyssal, Common Skills Stealth +21
AC 35; Fortitude 34; Reflex 33; Will 35 Perception +19 Equipment deathburst armor +5 chainmail, light shield, mace Str 24 (+17) Dex 22 (+16) Wis 17 (+13)
Speed 5 Con 20 (+15) Int 16 (+13) Cha 13 (+11)
Saving Throws +2; Action Points 1 Alignment chaotic evil Languages Abyssal
2 Abyssal Ghoul Hordes (G) Level 21 Brute
TRAITS
Huge elemental humanoid (undead, swarm) XP 3 200
Shadowborn Abyssal Ghoul Hungerer Level 18 Soldier Minion
HP 240; Bloodied 120 Initiative +16
Hertrud automatically saves against ongoing necrotic damage. Medium elemental humanoid (undead) XP 500
AC 30; Fortitude 34; Reflex 33; Will 29 Perception +13
STANDARD ACTIONS HP 1; a missed attack never damages a minion Initiative +18
Speed 8, climb 4 Darkvision
m Mace (necrotic, weapon) * At-Will Immune disease, poison; Resist 10 necrotic, half damage from AC 34; Fortitude 30; Reflex 29; Will 25 Perception +12
Attack: Melee 1 (one creature); +26 vs. AC melee and ranged attacks; Speed 8, climb 4 Darkvision
Hit: 3d8 + 6 damage (or 2d8+38 damage if Hertrund scores a Vulnerable 10 to close and area attacks Immune disease, poison; Resist 10 necrotic
critical hit), and ongoing 10 necrotic damage (save ends). TRAITS STANDARD ACTIONS
m Double Attack (necrotic, weapon) * At-Will Swarm Attack * Aura 1 m Claw * At-Will
Effect: The deathpriest makes two mace attacks. Any enemy that ends its turn in the aura takes 15 damage and is Attack: Melee 1 (one creature); +23 vs. AC
also slowed until the end of its next turn. Hit: 13 damage, and the target is immobilized (save ends).
R Fatal Vision (necrotic, psychic) * At-Will
Swarm TRIGGERED ACTIONS
Attack: Ranged 20 (one creature); +24 vs. Will
Hit: 4d12+ 18 necrotic and psychic damage, and the target is
The swarm can occupy the same space as another creature, and C Dead Blood (necrotic) * Encounter
an enemy can enter its space, which is difficult terrain. The
stunned until the end of Hertruds next turn. Trigger: The ghoul drops to 0 hit points.
swarm cannot be pulled, pushed, or slid by melee or ranged
Aftereffect: The target is dazed (save ends). Effect: Close burst 1 (enemies in burst); Each target takes 10
attacks. It can squeeze through any opening that is large enough
C Grave Word (necrotic, healing) * Recharge when first necrotic damage.
for at least one of the creaturesit comprises.
bloodied Skills Stealth +22
STANDARD ACTIONS
Attack: Close burst 5 (enemies in burst); +24 vs. Fortitude Str 26 (+17) Dex 25 (+16) Wis 17 (+12)
m Horde of Fangs * At-Will
Hit: 4d6 + 15 necrotic damage, and the target is dazed (save Con 23 (+15) Int 19 (+13) Cha 13 (+10)
Attack: Melee 1 (one creature); +26 vs. AC
ends). Hertrud's undead allies in the burst gain 10 temporary Alignment chaotic evil Languages Abyssal
Hit: 4d8 + 18 damage, and the target is immobilized (save ends).
hit points.
An immobilized target takes an extra 4d6 damage.
C Call of the White Kingdom * Encounter TRIGGERED ACTIONS 2 Rot Slingers (R) Level 22 Artillery
Effect: Close burst 1; four abyssal ghoul hungerers appear in Medium elemental humanoid (undead) XP 4,150
C Sprays of Dead Blood (necrotic) * At-Will
squares Hertrud designates in the burst area. If a ghoul appears HP 165; Bloodied 83 Initiative +18
in an occupied space, that spaces occupant is pushed 2 squares. Trigger: When the horde is damaged.
AC 37; Fortitude 37; Reflex 36; Will 34 Perception +21
MINOR ACTIONS Attack: Close burst 1 (creatures in burst); +24 vs. Reflex
Speed 6, fly 8 (clumsy)
Hit: 15 necrotic damage.
C Deathburst Armor (necrotic) * Daily Immune disease, poison; Resist 10 necrotic
C Ghoul Stragglers (necrotic)
Effect: Until the end of Hertruds next turn, each creature that STANDARD ACTIONS
Trigger: When the horde takes forced movement and when it is

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m Rotting Claw (necrotic) * At-Will Z2: VILE WORKINGS Attack: Melee 1 (one creature); +23 vs. AC
Hit: 13 damage, and the target is immobilized (save ends).
Attack: Melee 1 (one creature);+27 vs. AC
Hit: 2d10 + 9 damage, and the target takes ongoing 10 necrotic
3 Bone Naga Corruptors (N) Level 21 Soldier TRIGGERED ACTIONS
damage (save ends). Large immortal magical beast (undead) XP 3,200 C Dead Blood (necrotic) * Encounter
HP 199; Bloodied 100 Initiative +18
r Orb of Decay (necrotic) * At-Will Trigger: The ghoul drops to 0 hit points.
AC 37; Fortitude 33; Reflex 33; Will 34 Perception +17
Attack: Ranged 10 (one creature); +27 vs. Fortitude Effect: Close burst 1 (enemies in burst); Each target takes 10
Speed 8 Darkvision necrotic damage.
Hit: 4d8 + 12 necrotic damage, and the target is weakened and
Immune disease, poison; Resist 20 necrotic; Skills Stealth +22
takes a -2 penalty to saving throws (save ends both).
Vulnerable 10 radiant
Str 20 (+16) Dex 24 (+18) Wis 20 (+16) Str 26 (+17) Dex 25 (+16) Wis 17 (+12)
TRAITS
Con 27 (+19) Int 17 (+14) Cha 19 (+15) Con 23 (+15) Int 19 (+13) Cha 13 (+10)
Lethal Fascination * Aura 5 Alignment chaotic evil Languages Abyssal
Alignment chaotic evil Languages Abyssal
The aura is difficult terrain for enemies.
STANDARD ACTIONS
Uganon (H) Level 21 Elite Artillery
m Bite (necrotic, poison) * At-Will Medium natural humanoid XP 6,400
Attack: Melee 2 (one creature); +26 vs. AC HP 304; Bloodied 152 Initiative +14
Hit: 3d6 + 8 poison and necrotic damage, and ongoing 10 AC 33; Fortitude 33; Reflex 35; Will 35 Perception +18
poison and necrotic damage (save ends).
Speed 6 Low-Light Vision
Aftereffect: The target is dazed until the end of the bone nagas
Resist 15 fire, 10 necrotic
next turn. In addition, a target is marked as long as it suffers
Saving Throws +2; Action Points 1
any effect from the bite.
TRAITS
C Death Lure (necrotic, psychic) * Recharge 5 6
Despair (fear) * Aura 5
Attack: Close burst 3 (enemies in burst); +24 vs. Will
Any enemy within the aura takes a -2 penalty to attack rolls.
Hit: 3d8 + 9 necrotic and psychic damage, and the target is
marked (save ends) and pulled 1 square closer to the bone naga. STANDARD ACTIONS
Str 22 (+16) Dex 22 (+16) Wis 25 (+17) m Pact Blade (necrotic, weapon) * At-Will
Con 23 (+16) Int 10 (+10) Cha 3 (+6) Attack: Melee 1 (one creature); +28 vs. AC or +29 against
Alignment chaotic evil Languages Abyssal, Common, bloodied enemies.
Draconic Hit: 2d6 + 15 damage plus 2d6 necrotic damag, or 5d6 + 20 +
20 necrotic damage if Uganon scores a critical hit.
r Ghoulish Ray (necrotic) * At-Will
5 Abyssal Ghoul Hungerers (G) Level 18 Soldier Minion
Medium elemental humanoid (undead) XP 500 Attack: Ranged 15 (one creature); +26 vs. Will
HP 1; a missed attack never damages a minion Initiative +18 Hit: 3d8 + 15 necrotic damage (or 4d8 + 40 necrotic damage if
Uganon scores a critical hit), and the target is immobilized (save
AC 34; Fortitude 30; Reflex 29; Will 25 Perception +12
ends).
Speed 8, climb 4 Darkvision
Immune disease, poison; Resist 10 necrotic Double Attack * At-Will
STANDARD ACTIONS Effect: Uganon makes either two pact blade or two ghoulish ray
attacks.
m Claw * At-Will

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A Thantos Pall (necrotic, zone) * Encounter Z3: PROFANE STABLES Variable Resistance * 2/Encounter
Attack: Area burst 5 within 20 (enemies in burst); +24 vs. Trigger: The goristro takes acid, cold, fire, lightning, or thunder
Fortitude Undead Goristro (U) Level 21 Elite Brute damage.
Hit: 3d8 + 9 necrotic damage. Enemies treat the area as lightly Huge elemental humanoid (demon, undead) XP 6,400 Effect (Free Action): The goristro gains resist 20 to the triggering
obscured. A creature that enters or starts its turn within the HP 500; Bloodied 250 Initiative +12 damage type until the end of the encounter or until it uses
zone is attacked. As a move action, Uganon can move the zone 3 AC 33; Fortitude 36; Reflex 28; Will 29 Perception +18 variable resistance again.
squares. Speed 8 Darkvision Str 30 (+20) Dex 14 (+12) Wis 17 (+13)
Sustain Minor: The zone persists. Immune disease, poison Con 30 (+20) Int 6 (+8) Cha 8 (+9)
MINOR ACTIONS Saving Throws +2; Action Points 1 Alignment chaotic evil Languages Abyssal
Uganon's Curse (necrotic) * At-Will (1/round) TRAITS
Effect: (Targets closest enemy); Targets closest enemy; the curse Radiant Vulnerability
2 Blackstar Knights (B) Level 23 Soldier
remains in effect until either the target or Uganon is destroyed. If the undead goristro takes radiant damage, its raging frenzy Medium shadow animate (construct, undead) XP 5,100
Once per round, Uganon can deal an extra 4d8 necrotic doesnt function until the end of its next turn.
damage to a cursed target he hits with an attack. Cursed targets HP 212; Bloodied 106 Initiative +20
STANDARD ACTIONS
that make an attack against Uganon take 8 necrotic damage. AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19
m Slam * At-Will Speed 7 Darkvision
Infernal Wrath * Encounter
Attack: Melee 3 (one creature); +26 vs. AC Resist 15 fire; Vulnerable 15 radiant
Effect: Uganon gains a +1 power bonus to his next attack roll Hit: 3d12 + 17 damage. STANDARD ACTIONS
against an enemy that hit him since his last turn. If the attack
hits and deals damage, Uganon deals an extra 10 damage, and M Double Attack * At-Will m Greatsword (weapon) * At-Will
the target is pushed 3 squares. Effect: The undead goristro makes two slam attacks. Attack: Melee 1 (one creature)+28 vs. AC
Wraith's Transposition (necrotic, teleportation) * Encounter M Deadly Rampage * Recharge when first bloodied Hit: 3d10 + 15 damage, and the target is marked until the end
of the blackstar knight's next turn.
Effect: Uganon teleports 8 squares and becomes insubstantial Attack: The undead goristro moves its speed and can move
until the end of his next turn. He can teleport into a space through enemy spaces. Each time it enters a creatures space, it M Deathsword (necrotic, weapon) * Recharge 5 6
occupied by an ally or a cursed target, switching places with that makes a gore attack; +26 vs. AC Attack: Melee 1 (one creature marked by blackstar knight);
target. A cursed enemy takes 15 necrotic damage from this Hit: 3d10 + 17 damage, and the target is pushed 2 squares and +28 vs. AC
switch. knocked prone. The goristro must end its move in an Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save
Skills Bluff +22, Arcana +22, Religion +22, Stealth +19 unoccupied space. ends).
Str 17 (+13) Dex 18 (+14) Wis 16 (+13) M Goring Charge * At-Will MOVE ACTIONS
Con 20 (+15) Int 24 (+17) Cha 24 (+17) Requirement: The undead goristro makes a charge attack. No Escape (teleportation) * At-Will
Alignment chaotic evil Languages Abyssal, Common Attack: Melee 3 (one creature); +26 vs. AC Effect: The blackstar knight teleports up to 10 squares, ending
Equipment magic armor +4 feyleather armor, pact blade +4, Hit: 4d12 + 18 damage, and the target is pushed 2 squares and the move in a square adjacent to a creature marked by the
potion of recovery x2 knocked prone. blackstar knight.
TRIGGERED ACTIONS TRIGGERED ACTIONS
M Raging Frenzy * At-Will C Soldier's Duty * Encounter
Trigger: When attacked by an adjacent enemy. Trigger: When reduced to 0 hit points.
Attack (Immediate Reaction): Melee 3 (triggering enemy); +24 vs. Effect: Close burst 2 (undead allies in burst); the target gains 25
AC temporary hit points.
Hit: 3d8 + 16 damage. Str 27 (+19) Dex 24 (+18) Wis 26 (+19)

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Con 20 (+16) Int 10 (+11) Cha 9 (+10) Str 25 (+17) Dex 22 (+16) Wis 18 (+14) m Greataxe (weapon) * At-Will
Alignment evil Languages Common, Primordial Con 30 (+20) Int 4 (+7) Cha 12 (+11) Attack: Melee 2 (one creature); +27 vs. AC
Equipment greatsword Alignment evil Languages Hit: 4d8 + 19 damage, or 6d8 + 47 if the death giant scores a
critical hit.
2 Shadowclaw Nightmares (N) Level 21 Skirmisher C Soulfire Burst (necrotic) * At-Will
Large shadow beast (mount, undead) XP 3,200 Attack: Close burst 1 (creatures in burst); +25 vs. Reflex
HP 206; Bloodied 103 Initiative +18 Hit: 3d8 + 9 necrotic damage. The death giant must expend one
AC 34; Fortitude 34; Reflex 30; Will 28 Perception +19 soul shard to use this power.
Speed 8 MINOR ACTIONS
Immune disease, poison; Resist 20 necrotic, 20 cold; Consume Soul Shard (healing) * At-Will
Vulnerable 10 radiant
Effect: The death giant expends one soul shard and regains 20
TRAITS hit points.
Reanimation
Skills Intimidate +18
On the turn after it is first reduced to 0 hit points, a shadowclaw Str 28 (+20) Dex 20 (+16) Wis 16 (+14)
rises again with 25 hit points.
Con 25 (+18) Int 12 (+12) Cha 15 (+13)
STANDARD ACTIONS
Alignment evil Languages Giant
m Shadowclaws (cold, necrotic) * At-Will Equipment chainmail, greataxe
Attack: Melee 1 (one creature); +26 vs. AC
Hit: 3d6 + 8 necrotic damage, and ongoing 10 cold damage Z4: LOST LIBRARY Blackstar Knights (B) Level 23 Soldier
(save ends). (Damage increases to 3d8 + 10 after reanimation.).
Death Giant (D) Level 22 Brute Medium shadow animate (construct, undead) XP 5,100
Shadowride (cold, necrotic) * Recharge 5 6
Large shadow humanoid (giant) XP 4,150 HP 212; Bloodied 106 Initiative +20
Effect: Shadowclaw moves its speed. Each creature that makes a AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19
HP 255; Bloodied 128 Initiative +16
melee attack against the shadowclaw during this move takes 20
AC 34; Fortitude 37; Reflex 33; Will 31 Perception +19 Speed 7 Darkvision
cold and necrotic damage. Each square the shadowclaw leaves
Speed 7 Darkvision Resist 15 fire; Vulnerable 15 radiant
is filled with swirling shadows until the end of the shadowclaws
next turn. A living creature that enters an affected square is Resist 15 necrotic STANDARD ACTIONS
blinded (save ends). TRAITS m Greatsword (weapon) * At-Will
MOVE ACTIONS Soulcatcher * Aura 5 Attack: Melee 1 (one creature)+28 vs. AC
Shadow Jump (teleportation) * Recharge with reanimation A creature that dies within the aura bestows one soul shard to Hit: 3d10 + 15 damage, and the target is marked until the end
Effect: Shadowclaw teleports 5 squares and becomes immune to the death giant (see soul shroud). of the blackstar knight's next turn.
all damage until the start of its next turn. Soul Shroud M Deathsword (necrotic, weapon) * Recharge 5 6
OTHER POWERS The soul shroud contains soul shards that swirl around the Attack: Melee 1 (one creature marked by blackstar knight);
Charger (mount) * At-Will death giant to protect and empower it. At the beginning of an +28 vs. AC
encounter, the soul shroud contains 4 soul shards. While the Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save
Action: While mounted by a friendly rider of 20th level or soul shroud is depleted of soul shards, the death giant takes a -2
higher. ends).
penalty to attack rolls.
Effect: Shadowclaw grants rider +20 to damage rolls on charge MOVE ACTIONS
STANDARD ACTIONS
attacks. No Escape (teleportation) * At-Will

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E1: ORCUS CONVERSION

Effect: The blackstar knight teleports up to 10 squares, ending


the move in a square adjacent to a creature marked by the
Z5: DEATH AND DESTINY Saving Throws +2; Action Points 1
TRAITS
blackstar knight. 4 Shadowclaws (C) Level 21 Minion Undead Warlord * Aura 10
TRIGGERED ACTIONS Large shadow beast (mount, undead) XP 800
Undead allies of level 23 or lower gain a +2 power bonus to
C Soldier's Duty * Encounter HP 1; a missed attack never damages a minion Initiative +13 attack rolls while in the aura.
Trigger: When reduced to 0 hit points. AC 33; Fortitude 36; Reflex 33; Will 33 Perception +13 Stand your Ground
Effect: Close burst 2 (undead allies in burst); the target gains 25 Speed 8
When an effect forces a dwarf to movethrough a pull, a push,
temporary hit points. Resist 10 necrotic or a slidethe dwarf moves 1 square less than the effect
Str 27 (+19) Dex 24 (+18) Wis 26 (+19) TRAITS specifies. When an attack would knock the dwarf prone, the
Con 20 (+16) Int 10 (+11) Cha 9 (+10) Reanimation dwarf can roll a saving throw to avoid falling prone.
Alignment evil Languages Common, Primordial On the turn after it is first reduced to 0 hit points, the STANDARD ACTIONS
Equipment greatsword shadowclaw rises again with 1 hit point. m Boneshredder (necrotic, weapon) * At-Will
STANDARD ACTIONS
Attack: Melee 1 (one creature); +28 vs. AC
m Claw * At-Will Hit: 3d10 + 15 necrotic damage (critical 5d10 + 34),
3 Blackstar Crawlers (C) Level 20 Skirmisher
Medium elemental animate XP 2,800 Attack: Melee 1 (one creature); +26 vs. AC M Black Anvil (necrotic, weapon) * At-Will
HP 188; Bloodied 94 Initiative +19 Hit: 14 damage (18 damage after reanimation).
Attack: Melee 1 (one creature); +28 vs. AC
AC 34; Fortitude 32; Reflex 34; Will 33 Perception +16 MOVE ACTIONS
Hit: 3d10 + 15 necrotic damage (critical 5d10 + 34), and an ally
Speed 8 Darkvision Shadow Jump (teleportation) * Recharge with reanimation adjacent to target makes a melee basic attack against it as a free
Resist 10 fire; Vulnerable 10 radiant Effect: Shadowclaw teleports 3 squares and becomes immune to action with a +5 damage bonus.
Standard Actions all damage until the start of its next turn. C Unholy Flames (fire, necrotic) * Recharge 5 6
m Bite * At-Will OTHER POWERS Attack: Close burst 2 (living creatures in burst); +26 vs. Reflex
Charger (mount) Hit: 5d10 + 19 necrotic and fire damage
Attack: Melee 1 (one creature); +25 vs. AC
Action: While mounted by a friendly rider. Effect: Each undead ally deal 2d10 extra fire damage with melee
Hit: 3d8 + 15 damage.
Effect: Shadowclaw grants rider +10 to damage rolls on charge attacks until the end of Maugluriens next turn.
Triggered Actions
attacks.
Disengage At-Will C Ebon Rider Banner (healing) * Encounter
Str 25 (+17) Dex 18 (+14) Wis 18 (+14)
Trigger: When hit by a melee attack. Effect: Close burst 5 (creatures in burst); each ally in the burst
Con 20 (+15) Int 2 (+6) Cha 9 (+9)
Effect (Immediate Reaction): The blackstar crawler shifts up to 8 regains 20 hit points and gains a +4 bonus to its next attack roll.
Alignment evil Languages
squares to end its move adjacent to an enemy other than the MINOR ACTIONS
triggering enemy and makes a bite attack. Shadow Weapon * Recharge when first bloodied
Skills Endurance +20, Stealth +22 Mauglurien (Death Knight Level 23 Elite Effect: Maugluriens melee attacks target Reflex instead of AC
Str 20 (+15) Dex 24 (+17) Wis 22 (+16) Dwarf Warlord) (M) Soldier (Leader) until the start of his next turn.
Con 20 (+15) Int 3 (+6) Cha 7 (+8) Medium natural humanoid (undead) XP 5,600 TRIGGERED ACTIONS
Alignment evil Languages HP 422; Bloodied 211 Initiative +14 Implacable * At-Will
AC 39; Fortitude 35; Reflex 31; Will 34 Perception +13
Trigger: The death knight becomes marked, slowed,
Speed 5 Darkvision immobilized, dazed, or stunned by an effect.
Immune disease, poison; Resist 15 necrotic; Effect (Opportunity Action): The death knight makes a saving
Vulnerable 10 radiant throw to end the triggering effect, even if the effect would not

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normally end on a save.


Skills Athletics +23, Endurance +19, Intimidate +21
Hit: 3d8 + 16 necrotic damage, and ongoing 10 necrotic
damage (save ends).
C1: FATE'S GUARDIANS
Str 27 (+19) Dex 13 (+12) Wis 14 (+13) Skills Stealth +18 23 Angel of Shadow Legionnaires Level 21 Minion
Con 19 (+15) Int 18 (+15) Cha 24 (+18) Str 26 (+17) Dex 19 (+13) Wis 15 (+11) Medium immortal humanoid (angel) XP 800
Alignment evil Languages Abyssal, Common, Dwarven Con 24 (+16) Int 2 (+5) Cha 6 (+7) HP 1; a missed attack never damages a minion Initiative +14
Equipment +4 plate armor, light shield, boneshredder (+5 Alignment unaligned Languages AC 35; Fortitude 35; Reflex 31; Will 30 Perception +12
vicious battleaxe, soul weapon), ebon rider battle standard, light Speed 6, fly 9 (hover)
shield, plate armor Immune fear; Resist 10 necrotic, 10 radiant
3 Rot Slinger Decayers (S) Level 20 Artillery
STANDARD ACTIONS
Medium elemental humanoid (undead) XP 2,800
Fell Wyvern Mount (W) Level 21 Skirmisher HP 153; Bloodied 76 Initiative +17 m Greatsword (necrotic, weapon) * At-Will
Large shadow beast (reptile, mount) XP 3,200 AC 32; Fortitude 32; Reflex 31; Will 29 Perception +20 Attack: Melee 1 (one creature); +26 vs. AC
HP 201; Bloodied 100 Initiative +17 Speed 6, fly 8 (clumsy) Hit: 16 necrotic damage.
AC 35; Fortitude 36; Reflex 33; Will 30 Perception +17 Immune disease, poison; Resist 10 necrotic Str 26 (+18) Dex 18 (+14) Wis 14 (+12)
Speed 6, fly 12 (hover) Darkvision STANDARD ACTIONS Con 18 (+14) Int 12 (+11) Cha 16 (+13)
Resist 10 necrotic; Vulnerable 5 radiant m Rotting Claw (necrotic) * At-Will Alignment any Languages Supernal
STANDARD ACTIONS
Attack: Melee 1 (one creature); +25 vs. AC Equipment chainmail, greatsword
m Bite * At-Will Hit: 3d8 + 5 damage, and the target takes ongoing 10 necrotic
Attack: Melee 2 (one creature); +26 vs. AC damage (save ends). 3 Sorrowsworn Fleshrippers (F) Level 21 Skirmisher
Hit: 4d6 + 15 damage. r Orb of Decay (necrotic) * At-Will Medium shadow humanoid XP 3,200
m Claws * At-Will Attack: Ranged 10 (one creature); +25 vs. Fortitude HP 196; Bloodied 98 Initiative +20
Requirement: The fell wyvern must be flying to use claws attack Hit: 3d6 + 11 necrotic damage, and the target is weakened and AC 35; Fortitude 32; Reflex 35; Will 33 Perception +21
Attack: Melee 1 (one creature); +26 vs. AC takes a -2 penalty to saving throws (save ends both). Speed 7 Darkvision
Hit: 4d8 + 11 damage, and the target is knocked prone. Str 20 (+15) Dex 24 (+17) Wis 20 (+15) TRAITS
M Necrovenom Sting (necrotic, poison) * At-Will Con 27 (+18) Int 17 (+13) Cha 19 (+14) Combat Advantage (psychic)
Attack: Melee 2 (one creature); +26 vs. AC Alignment chaotic evil Languages Abyssal The sorrowsworn fleshripper deals an extra 2d8 psychic
damage to a target it has combat advantage against.
Hit: 4d4 + 13 damage, and the fell wyvern makes a secondary
attack against the same target. STANDARD ACTIONS
Secondary Attack: +24 vs. Fortitude m Spiked Gauntlet (weapon) * At-Will
Hit: Ongoing 15 necrotic and poison damage (save ends). Attack: Melee 1 (one creature); +26 vs. AC
M Flyby Attack (mount) * At-Will Hit: 4d6 + 15 damage.
Effect: The fell wyvern flies up to 12 squares and it and its rider M Bereaving Strike (teleportation) * Recharge 4 5 6
can make one melee basic attack at any point during that Effect: The sorrowsworn fleshripper teleports 5 squares and
movement. The fell wyvern doesnt provoke opportunity attacks makes a spiked gauntlet attack with combat advantage.
when moving away from the target of the attack.
M Corpse Dance (psychic, weapon) * Recharge 5 6
C Pestilent Breath (necrotic) * Recharge 5 6
Effect: The sorrowsworn initiate fleshripper shifts 8 squares and
Attack: Close blast 5 (creature in blast); +24 vs. Fortitude makes three spiked gauntlet attacks at any point during the move,

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dealing an extra 1d8 psychic damage on each attack. Each


attack must be made against a different target.
D1: ARRIVAL Soulfall Ignition (S)
Hazard
Level 21 Blaster
XP 3,200
Skills Stealth +23 3 Blackstar Prowlers (B) Level 23 Skirmisher Detect Percetion DC 26: The character notices that the soil glows
Str 21 (+15) Dex 26 (+18) Wis 23 (+16) Medium elemental animate XP 5,100 and pulses;
Con 20 (+15) Int 14 (+12) Cha 18 (+14) HP 214; Bloodied 107 Initiative +22 Religion DC 30: The character identifies the spiritual energy in the
Alignment unaligned Languages Common AC 37; Fortitude 33; Reflex 35; Will 32 Perception +17 faintly luminous soil, and its danger;
Equipment spiked gauntlet x2 Speed 8 Darkvision Religion DC 35: The character realizes radiant damage can be
Resist 10 fire; Vulnerable 10 radiant used as a countermeasure.
HP: 25 per square Initiative
STANDARD ACTIONS
2 Sorrowsworn Doomguards (D) Level 21 Soldier AC 5; Fortitude 15; Reflex 5; Will
Medium shadow humanoid XP 3,200 m Bite * At-Will
Immune attacks; Vulnerable radiant
HP 198; Bloodied 99 Initiative +20 Attack: Melee 1 (one creature); +28 vs. AC TRIGGERED ACTIONS
AC 37; Fortitude 33; Reflex 35; Will 32 Perception +19 Hit: 3d10 + 15 damage, or 3d10+20 damage against a prone
C Attack (necrotic) * At-Will
Speed 7, climb 4 (spider climb) Darkvision target.
Trigger: When a living creature enters an infused square, or
STANDARD ACTIONS M Blackstar Charge * Recharge 5 6
begins its turn in or adjacent to a square that contains infused
m Scythe (weapon) * At-Will Requirement: The prowler makes a charge attack. soil, or when the square is subjected to radiant damage.
Attack: Melee 1 (one creature); +26 vs. AC Attack: Melee 1 (one creature); +28 vs. AC Attack (Immediate Reaction): Close burst 1 (creatures in burst);
Hit: 4d6 + 15 damage, and the target is marked until the end of Hit: 4d10 + 17 damage, and the target is knocked prone. When +24 vs. Reflex.
the sorrowsworn doomguard's next turn. the target stands up, it provokes opportunity attacks from Hit: 4d6 + 15 necrotic damage.
adjacent blackstar prowlers. Miss: Half damage.
M Shadow Reap (psychic, weapon) * Recharge 6
MOVE ACTIONS COUNTERMEASURES
Requirements: Requires scythe.
Pounce on the Fallen (teleportation) * At-Will * Avoid: A character can make an Athletics check to jump over
Attack: Melee 1 (one marked creature); +24 vs. Reflex
Effect: The blackstar prowler teleports up to 8 squares to end its a square, or use other means to move over the square without
Hit: 4d8 + 18 psychic damage, the target is immobilized and
move adjacent to a prone enemy. touching the soil. A living creature must enter a square, or be
markedboth until the end of the sorrowsworn doomguards
Skills Endurance +22, Stealth +25 in or adjacent to a square at the start of its turn, for the hazard
next turn. If this attack reduces a target to 0 or fewer hit points,
to discharge.
the sorrowsworn doomguard gains 20 temporary hit points. Str 24 (+18) Dex 28 (+20) Wis 22 (+17)
* Avoid: A character can move through a square without
MOVE ACTIONS Con 22 (+17) Int 3 (+7) Cha 7 (+9)
triggering the soil by making a D C 27 Acrobatics check, or
Doomguard Jaunt (teleportation) * Encounter Alignment evil Languages
by moving at half speed and making a DC 22 Endurance
Effect: The sorrowsworn doomguard teleports 8 squares. check.
Skills Intimidate +20 Soulfall Ignition: Soulfall has infused the soil with * Destroy: A square that takes 25 or more radiant damage in
Str 23 (+16) Dex 26 (+18) Wis 18 (+14) energy, which releases in the presence of a living creature one round dissipates and is no longer active. A square is
Con 22 (+16) Int 14 (+12) Cha 21 (+15) or radiant damage. automatically hit by any melee or ranged attack aimed at it,
and by any close or area attack that includes it.
Alignment unaligned Languages Common Read: Portions of the ground ahead glows and pulses
Equipment scythe with a faint luminescence.

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D3: WARRIOR OF SECRETS m Memory Blade (psychic) * At-Will long as the angels angelic presence is active and the angel is
within 5 squares of the angel of secrets.
Attack: Melee 2 (one creature); +27 vs. AC
3 Angel of Secret Legionaires (L) Level 21 Minion Hit: 4d6 + 16 psychic damage, and the target cant use
STANDARD ACTIONS
Medium immortal humanoid (angel) XP 800 encounter powers or daily powers until the end of the angels m Greatsword (radiant, weapon) * At-Will
HP 1; a missed attack never damages a minion Initiative +18 next turn. Attack: Melee 1 (one creature); +27 vs. AC
AC 35; Fortitude 32; Reflex 33; Will 31 Perception +16 R Mind Lash (psychic) * At-Will Hit: 2d10 + 7 damage plus 10 radiant damage, and the target is
Speed 6, fly 9 (hover) marked until the end of the angel of protection's next turn.
Attack: Ranged 10 (one creature); +25 vs. Will
Immune fear; Resist 10 fire, 10 radiant Ward Angel of Secrets * At-Will
Hit: 3d10 + 14 psychic damage, and the target is dazed until the
TRAITS
end of the angel's next turn. Effect: When the angel is within 5 squares of the angel of secrets,
Combat Advantage the angel of secrets takes only half damage from melee and
C Roaring Revelation (psychic, thunder) * Encounter and
The angel deals an extra 5 damage to a target it has combat ranged attacks; the angel of protection takes the rest. While the
when reduced to 0 hit points
advantage against. angel is adjacent to the angel of secrets, the angel of secrets
Attack: Close burst 5 (enemies in burst); +25 vs. Fortitude
Shadow Play gains a +2 bonus to AC.
Hit: 3d10 + 14 psychic and thunder damage, and the target is
When an attack misses the angel, it becomes insubstantial until Skills Insight +21, Intimidate +19
stunned until the end of the angel's next turn.
the end of its next turn. The angel gains combat advantage Str 25 (+17) Dex 21 (+15) Wis 23 (+16)
TRIGGERED ACTIONS
against all enemies while it is insubstantial. Con 21 (+15) Int 16 (+13) Cha 18 (+14)
STANDARD ACTIONS Foresight (teleportation) * Recharge 5 6
Alignment unaligned Languages Supernal
m Shadowsword (necrotic, weapon) * At-Will Trigger: When attacked. Equipment plate armor, greatsword
Effect (Immediate Interrupt): The angel of secrets teleports 4
Attack: Melee 1 (one creature); +26 vs. AC
squares and makes a memory blade attack.
Hit: 16 necrotic damage. Angel of Vengeance Retaliator (V) Level 21 Elite Brute
Skills Arcana +22, History +22, Stealth +20
Str 24 (+17) Dex 26 (+18) Wis 14 (+12) Large immortal humanoid (angel) XP 6,400
Str 22 (+17) Dex 18 (+15) Wis 23 (+17)
Con 18 (+14) Int 12 (+11) Cha 22 (+16) HP 486; Bloodied 243 Initiative +15
Con 20 (+16) Int 23 (+17) Cha 27 (+19)
Alignment unaligned Languages Supernal AC 34; Fortitude 34; Reflex 32; Will 34 Perception +17
Alignment unaligned Languages All
Equipment shadowsword, chainmail Speed 8, fly 12 (hover)
Equipment memory sword, cloak of angels, chainmail
Immune disease, fear; Resist 15 cold, 15 fire, 15 radiant
Angel of Secrets (C) Level 22 Elite Controller Saving Throws +2; Action Points 1
Angel of Protection Shieldbearer (P) Level 21 Soldier STANDARD ACTIONS
Large immortal humanoid (angel) XP 8,300
Medium immortal humanoid (angel) XP 3,200
HP 408; Bloodied 204 Initiative +20 m Longsword (cold, fire, weapon) * At-Will
HP 197; Bloodied 99 Initiative +17
AC 36; Fortitude 34; Reflex 34; Will 36 Perception +23 Attack: Melee 2 (one creature); +26 vs. AC
AC 37; Fortitude 33; Reflex 31; Will 32 Perception +16
Speed 6, fly 8 (hover) Darkvision Hit: 1d10 + 13 damage plus 1d10 fire damage plus 1d10 cold
Speed 6
Immune disease, fear; Resist 10 radiant damage.
TRAITS
Saving Throws +2; Action Points 1 M Double Attack * At-Will
Angelic Presence
TRAITS Effect: The angel of vengeance makes two longsword attacks.
Attacks against the angel of protection take a -2 penalty until the
Angelic Presence
angel is bloodied. MINOR ACTIONS
Attacks against the angel of secrets take a -2 penalty until the
Angelic Shield * Aura 5 R Sign of Vengeance (teleportation) * Encounter
angel is bloodied; once bloodied, the penalty increases to -4.
STANDARD ACTIONS Any enemy treats the area within the aura as difficult terrain as Effect: Ranged sight; the angel of vengeance places an invisible

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E1: ORCUS CONVERSION

sign upon the target. Until the end of the encounter, as a move Swarm Yannux, Nightwalker (Y) Level 22 Elite Brute
action, the angel can teleport adjacent to the target. The swarm can occupy the same space as another creature, and Large shadow humanoid (undead) XP 8,300
TRIGGERED ACTIONS an enemy can enter its space, which is difficult terrain. The HP 504; Bloodied 252 Initiative +17
C Coldfire Pillar (cold, fire, polymorph) * Encounter swarm cannot be pulled, pushed, or slid by melee or ranged AC 34; Fortitude 35; Reflex 32; Will 34 Perception +15
attacks. It can squeeze through any opening that is large enough
Trigger: When first bloodied. Speed 8 Darkvision
for at least one of the creaturesit comprises.
Attack (Free): The angel transforms into a 30-foot-high pillar of Immune disease, poison; Resist 20 cold, 20 necrotic;
blue flame. Close burst 2 (creatures in burst); +24 vs. AC Hide in Plain Sight Vulnerable 20 radiant
Hit: 2d8 + 9 cold damage plus 2d8+9 fire damage. The angel of While inactive, the bonestorm appears as rubble and remains. It Saving Throws +2; Action Points 1
vengeance is immune to all damage until the start of its next can make a Stealth check to remain unnoticed until it takes an TRAITS
turn. action.
Void Chill (cold, necrotic) * Aura 5
OTHER POWERS STANDARD ACTIONS
Enemies that start their turns in the aura take 10 cold and
Cloak of Vengeance (cold, fire) * until bloodied m Bone Trash * At-Will
necrotic damage.
Effect: Attacks against the angel of vengeance take a -2 penalty Attack: Melee 1 (one creature); +25 vs. AC STANDARD ACTIONS
until the angel is bloodied. While cloak of vengeance is in effect, Hit: 4d10 + 13 damage (4d12+15 damage while bloodied).
m Slam (cold, necrotic) * At-Will
a creature that makes a successful melee attack against the M Bone Storm * At-Will
angel takes 1d8 fire damage and 1d8 cold damage. Attack: Melee 2 (one creature); +27 vs. AC
Attack: The bonestorm moves up to its full speed. It makes one Hit: 1d8 + 19 plus 3d8 cold and necrotic damage.
Skills Insight +21, Intimidate +22 bone trash attack with each square of movement against an
Str 27 (+17) Dex 18 (+13) Wis 25 (+16) enemy that comes within reach. It can make up to four attacks R Finger of Death (necrotic) * Encounter
Con 13 (+10) Int 19 (+13) Cha 26 (+17) in this way. Attack: Ranged 5 (one bloodied target only); +25 vs. Fortitude
Alignment any Languages Supernal C Boneclaw Fury (necrotic) * At-Will Hit: The target drops to 0 hit points. Resistance to necrotic
Equipment plate armor, longsword x2 damage does not apply to this power.
Attack: Close burst 3 (creatures in burst); +23 vs. Reflex
MOVE ACTIONS
Hit: 4d10 + 13 necrotic damage, and the target is grabbed
(escape DC 25). At the start of a grabbed target's turn, it takes Ride the Bones * At-Will
25 necrotic damage. While grabbed, a target cannot be hit by Yannux can fly on the bonestorm, like a rider on a mount.
D4: EMPEROR OF BONES another bonestorm. MINOR ACTIONS
TRIGGERED ACTIONS
Bonestorm (B) Level 20 Solo Controller C Death's Gaze (cold, gaze, illusion, necrotic) * At-Will
C Soul Plague (necrotic) (1/round)
Huge natural animate (blind, swarm, undead) XP 14,000
HP 752; Bloodied 376 Initiative +15 Trigger: When first bloodied and when reduced to 0 hit points. Attack: Close blast 3 (creatures in blast); +25 vs. Will
AC 34; Fortitude 32; Reflex 29; Will 30 Perception +16 Attack (Free): Close burst 20 (enemies in burst); +23 vs. Fortitude Hit: 3d8 + 17 necrotic damage, and the target is pushed 2
Speed 8, burrow 8, fly 8 Blindsight 20 Hit: The target is weakened (save ends) and loses a healing squares and takes a -2 penalty to all defenses (save ends).
surge.
Immune disease, gaze, poison; Resist 10 necrotic, half damage Necrotic Energy (healing, necrotic) * Encounter while
from melee and ranged attacks; Vulnerable 10 radiant, 10 to Miss: The target is weakened until the end of its next turn and
bloodied
does not lose a healing surge.
close and area attacks Yannux deals 50 damage to the bonestorm, and regains 50 hit
Saving Throws +5; Action Points 2 Skills Stealth +20
points.
TRAITS Str 26 (+18) Dex 20 (+15) Wis 23 (+16)
Skills Stealth +20
Con 20 (+15) Int 4 (+7) Cha 8 (+9)
Swarm Attack * Aura 1 Str 24 (+17) Dex 20 (+15) Wis 18 (+14)
Alignment unaligned Languages
Any enemy that starts its turn within the aura takes 10 damage. Con 22 (+16) Int 17 (+13) Cha 24 (+17)

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E1: ORCUS CONVERSION

Alignment evil Languages Common, telepathy 20 Effect (Free): Shonvurru makes a scimitar attack against the Reflex
enemy. Hit: 3d10 + 14 fire and necrotic damage.
Variable Resistance * 3/Encounter Miss: Half damage.
Trigger: Shonvurru takes acid, cold, fire, lightning, or thunder Aftereffect: The storm blocks line of sight, deals 10 fire and
D5: NERULL'S GATE damage. necrotic damage to any creature that starts its turn in the
area, and disappears at the end of the flameskull's next turn.
Effect (Free Action): Shonvurru gains resist 15 to the triggering
Shonvurru (S) Level 24 Elite Skirmisher damage type until the end of the encounter or until she uses The flameskull can exclude allies from the effect.
Large elemental humanoid (demon, undead) XP 12,100 variable resistance again. MINOR ACTIONS
HP 440; Bloodied 220 Initiative +22 Skills Arcana +19, History +19, Insight +21, Stealth +25 Mage Hand (conjuration) * At-Will
AC 38; Fortitude 34; Reflex 35; Will 33 Perception +21 Str 25 (+19) Dex 26 (+20) Wis 19 (+16) Effect: As mage hand (wizard 1; Player's Handbook, page 158).
Speed 8 Darkvision Con 20 (+17) Int 14 (+14) Cha 22 (+18) Skills Stealth +25
Resist 10 necrotic Alignment chaotic evil Languages Abyssal, Common Str 10 (+11) Dex 28 (+20) Wis 9 (+10)
Saving Throws +2; Action Points 1 Equipment scimitar x6 Con 25 (+18) Int 14 (+13) Cha 26 (+19)
TRAITS
Alignment chaotic evil Languages Abyssal, Common
Grave Shroud (healing) * Aura 5
Ghostfire Flameskull (F) Level 22 Artillery
Undead withing the aura at the start of their turn regenerate 5 Small natural animate (undead) XP 4,150
hit points.
2 Petrified Treants (T) Level 20 Elite Controller
HP 163; Bloodied 82 Initiative +20 Huge fey magical beast (plant, undead) XP 5,600
STANDARD ACTIONS
AC 34; Fortitude 32; Reflex 34; Will 33 Perception +15 HP 376; Bloodied 188 Initiative +16
m Scimitar (necrotic, weapon) * At-Will Speed 0, fly 8 (hover) Truesight 6 AC 34; Fortitude 32; Reflex 30; Will 28 Perception +14
Attack: Melee 2 (one creature); +29 vs. AC Immune disease, poison; Resist 20 fire, 10 necrotic. Speed 6 Darkvision
Hit: 2d10 + 11 damage (6d10 + 21 if Shonvurru scores a critical TRAITS Resist 10 necrotic; Vulnerable 10 radiant
hit), and ongoing 10 necrotic damage (save ends). Regeneration (healing) Saving Throws +2; Action Points 1
M Deadly Steel Mantle (necrotic, weapon) * At-Will The flameskull regains 10 hit points whenever it starts its turn TRAITS
Effect: Shonvurru makes two scimitar attacks and uses two and has at least 1 hit point. If the flameskull takes radiant
Aura of Petreification (necrotic) * Aura 3
scimitars to parry incoming attacks, gaining a +2 bonus to AC damage, its regeneration doesnt function until the end of its
next turn. Any enemy that enters or start its turns within the aura takes 10
until the start of her next turn.
necrotic damage and is slowed.
M Wraith Dance (necrotic, weapon) * Recharge when first STANDARD ACTIONS
STANDARD ACTIONS
bloodied m Ghostfire Bite (fire, necrotic) * At-Will
m Petrifying Slam (necrotic) * At-Will
Effect: Shonvurru can shift 4 squares, including through enemy Attack: Melee 1 (one creature); +27 vs. AC
spaces, and make up to four scimitar attacks, shifting 1 extra Attack: Melee 3 (one creature); +25 vs. AC
Hit: 4d6 + 10 fire and necrotic damage, and ongoing 5 fire and
square each time she hits. She gains insubstantial and phasing necrotic damage (save ends). Hit: 2d12 + 15 damage, and the target is immobilized (save
while shifting this way, and deals 5 necrotic damage to any ends).
R Cremation Ray (fire, necrotic) * At-Will
creature whose space she shifts through. She must end the First Failed Saving Throw: Target is restrained (save ends).
dance in an unoccupied space. Attack: Ranged 10 (one creature); +27 vs. Reflex Second Failed Saving Throw: Target is restrained and takes
TRIGGERED ACTIONS Hit: 2d12 + 7 fire and necrotic damage, and ongoing 10 fire and ongoing 5 necrotic damage (save ends).
necrotic damage (save ends). Third Failed Saving Throw: Target is petrified (no save).
M Hacking Blades (necrotic, weapon) * At-Will
A Ghostfire Storm (fire, necrotic) * Encounter M Double Attack (cold, necrotic) * At-Will
Trigger: When an adjacent enemy misses Shonvurru with a
melee attack. Attack: Area burst 3 within 15 (creatures in burst); +27 vs. Effect: The treant makes two petrifying slam attacks.

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E1: ORCUS CONVERSION

C Stone Roots * At-Will r Meteor Bolt * At-Will STANDARD ACTIONS


Attack: Close burst 3 (creatures in burst); +23 vs. Reflex Attack: Ranged 10 (one creature); +26 vs. Reflex m Skull Mace (necrotic, weapon) * At-Will
Hit: 4d12 + 9 damage and the target is knocked prone. Hit: 4d6 + 17 damage, and the target takes a -2 penalty to saving Attack: Melee 2 (one creature); +29 vs. AC
Str 26 (+18) Dex 23 (+16) Wis 8 (+9) throws and ongoing 5 damage (save ends both). Hit: 3d10 + 15 damage, and the target is weakened (save ends).
Con 20 (+15) Int 6 (+8) Cha 18 (+14) Blackstar Fall * Encounter r Necrotic Bolt (necrotic, teleportation) * At-Will
Alignment unaligned Languages Effect: The blackstar annihilator can fly 8 squares and enter an Attack: Ranged 20 (one creature); +27 vs. Reflex
enemy's space; Melee 1 (one creature); +28 vs. Fortitude; 4d8 + Hit: 4d8 + 22 necrotic damage and the target is teleported to a
21 damage, and the target is pushed 2 squares and knocked square adjacent to the aspect.
prone. Miss: The target is pushed 1 square. If the target cannot
M Sweeping Blow * At-Will
be pushed, the blackstar annihilator ends its move in an
unoccupied square adjacent to the target. Effect: The aspect makes two skull mace attacks.
Secondary Attack: When it lands, the blackstar annihilator M Touch of Death (necrotic) * Encounter
attacks: close burst 3 (enemies in burst); +26 vs. Reflex;
Attack: Melee 2 (one creature); +27 vs. Fortitude
3d6 + 13 damage, and the target is pushed 1 square and
knocked prone. The burst area becomes difficult terrain. Hit: 4d10 + 25 necrotic damage, and the target is weakened and
takes ongoing 15 necrotic damage (save ends both).
Str 18 (+15) Dex 28 (+20) Wis 24 (+18)
First Failed Saving Throw: Target is restrained (save ends).
Con 24 (+18) Int 8 (+10) Cha 7 (+9)
Second Failed Saving Throw: Target is reduced to 0 hit points.
Alignment evil Languages Primordial
Miss: Half damage and onging 10 necrotic damage.
Aftereffect: The target loses all resistance to necrotic damage
Aspect of Orcus (O) Level 24 Elite Brute until the end of the encounter.
Large elemental humanoid (demon) XP 12,100 Special: This attack ignores resistance and immunity to necrotic
damage.
HP 560; Bloodied 280 Initiative +15
TRIGGERED ACTIONS
AC 37; Fortitude 39; Reflex 35; Will 36 Perception +21
Speed 6, fly 8 (clumsy) Darkvision, M Bloodied Death * Encounter
Immune disease, poison; Resist 20 necrotic Low-Light Vision Trigger: The aspect is first bloodied.

D6: THE WRATH OF ORCUS Saving Throws +2; Action Points 1


TRAITS
Effect (Free Action): The touch of death recharges, and the aspect
uses it.
2 Blackstar Annihilators (A) Level 23 Artillery Lesser Aura of Death (necrotic) * Aura 10 M Tail Lash * At-Will
Medium elemental animate XP 5,100 Trigger: An enemy moves or shifts to a square adjacent to the
Any enemy that enters the aura or starts its turn there takes 5
HP 168; Bloodied 84 Initiative +20 necrotic damage, or 10 necrotic damage while the aspect of aspect.
AC 35; Fortitude 34; Reflex 36; Will 34 Perception +23 Orcus is bloodied. Attack (Immediate Reaction): Melee 1 (triggering enemy); +29 vs.
Speed 5, fly 8 (clumsy) Darkvision Abyssal Recovery AC
Resist 10 fire; Vulnerable 10 radiant Whenever the aspect ends its turn, any dazing, stunning, or Hit: 3d6 + 14 damage, and the target is knocked prone.
STANDARD ACTIONS dominating effect on it ends. Variable Resistance * 3/Encounter
m Slam * At-Will Savage Blood Trigger: The aspect takes acid, cold, fire, lightning, or thunder
Attack: Melee 1 (one creature); +28 vs. AC While bloodied, the aspect can score a critical hit on a roll of damage.
Hit: 4d6 + 10 damage, and ongoing 5 damage (save ends). 17-20. Effect (Free Action): The aspect gains resist 10 to the triggering
damage type until the end of the encounter or until it uses

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E1: ORCUS CONVERSION

variable resistance again. ends both). Str 12 (+12) Dex 26 (+19) Wis 10 (+11)
Skills Arcana +23, History +23, Intimidate +24, Religion +23 TRIGGERED ACTIONS Con 19 (+15) Int 11 (+11) Cha 23 (+17)
Str 30 (+22) Dex 17 (+15) Wis 19 (+16) Spectral Shift * At-Will Alignment chaotic evil Languages Common
Con 30 (+22) Int 22 (+18) Cha 25 (+19) Trigger: When missed by a melee attack.
Alignment chaotic evil Languages Common, Abyssal Effect (Immediate Reaction): The ghost shifts 3 squares.
Equipment skull mace Skills Stealth +24
Str 11 (+11) Dex 26 (+19) Wis 8 (+10) D7: SPOILS OF WAR
Dawn War Ghost (G) Level 23 Controller Con 20 (+16) Int 12 (+12) Cha 24 (+18) 2 Astral Warwings (W) Level 23 Soldier
Medium shadow humanoid (undead) XP 5,100 Alignment chaotic evil Languages Common, Elven Large immortal animate (construct) XP 5,100
HP 148; Bloodied 74 Initiative +19 HP 214; Bloodied 107 Initiative +20
AC 37; Fortitude 32; Reflex 35; Will 34 Perception +15 Voidsoul Specter (S) Level 23 Lurker AC 39; Fortitude 35; Reflex 35; Will 35 Perception +18
Speed 0, fly 8 (hover); phasing Darkvision Medium shadow humanoid (undead) XP 5,100 Speed 0, fly 8 (hover)
Immune disease, poison; Resist insubstantial Immune disease, poison, sleep
HP 115; Bloodied 58 Initiative +23
TRAITS TRAITS
AC 35; Fortitude 32; Reflex 35; Will 34 Perception +16
Memories of War (fear, psychic) * Aura 3 Speed 0, fly 8 (hover); phasing Darkvision Combat Vigilance
Enemies that enter or start their turns in the aura take 10 Immune disease, poison; Resist 30 necrotic, insubstantial; If a target that the astral warwing has marked shifts or makes an
psychic damage and is slowed. The area is filled with ghostly Vulnerable 10 radiant attack that does not include the astral warwing, the astral
images and sounds of the ghosts memories of the Dawn War. TRAITS warwing can make an astral mace attack as a free action against
that target.
STANDARD ACTIONS Spectral Cold (cold) * Aura 1
Regeneration (healing)
m Trauma Touch (psychic) * At-Will An enemy that starts its turn in the aura takes 10 cold damage
The warwing regains 10 hit points whenever it starts its turn
Attack: Melee 1 (one creature); +28 vs. AC and takes a -2 penalty to all defenses until the start of its next
and has at least 1 hit point. If the warwing takes necrotic
Hit: 4d6 + 17 psychic damage, and the target is dazed until the turn.
damage, its regeneration doesnt function until the end of its
end of the ghost's next turn. STANDARD ACTIONS next turn.
M Traumatic Possession (charm, psychic) * Recharge 5 6 m Spectral Touch (necrotic) * At-Will STANDARD ACTIONS
Attack: Melee 1 (one living humanoid); +26 vs. Will Attack: Melee 1 (one creature); +26 vs. Reflex m Astral Mace (lightning, radiant, weapon) * At-Will
Hit: The ghost enters the targets space and is removed from Hit: 2d12 + 18 necrotic damage. Attack: Melee 2 (one creature); +28 vs. AC
play, and the target is dominated (save ends). The ghost can use C Life Siphon (healing, necrotic) * Encounter Hit: 2d12 + 18 lightning and radiant damage, and the target is
this power against one creature at a time. Instead of dictating
Attack: Close blast 5 (creatures in blast); +26 vs. Fortitude marked until the end of the astral warwing's next turn.
the targets action, the ghost can cause the target to take no
action and deal it 20 psychic damage. When the target is no Hit: 2d12 + 18 necrotic damage, and the voidsoul specter C Mace Sweep (lightning, radiant, weapon) * Recharge 5 6
longer dominated, or when the ghost chooses to end its ghostly regains 5 hit points for every creature damaged by the attack. Attack: Close blast 2 (creatures in blast); +28 vs. AC
possession (a free action), the ghost reappears in an unoccupied MINOR ACTIONS Hit: 2d12 + 18 lightning and radiant damage, and the target is
square adjacent to the target. Invisibility (illusion) * At-Will (1/round) dazed until the end of the astral warwing's next turn.
C Mortal Terror (fear, psychic) * Encounter Effect: The voidsoul specter becomes invisible until it attacks or Str 25 (+18) Dex 24 (+18) Wis 24 (+18)
Attack: Close burst 5 (enemies in burst); +26 vs. Will until it is hit by an attack. It remains invisible while using life Con 22 (+17) Int 8 (+10) Cha 8 (+10)
Hit: 2d8 + 9 psychic damage, the target is pushed 5 squares, and siphon. Alignment unaligned Languages telepathy 20
the target is dazed, and takes ongoing 10 psychic damage (save Skills Stealth +24

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E1: ORCUS CONVERSION

Astral Warwing Commander Level 23 Elite Controller R Astral Target * At-Will (1/round) Attack (Immediate Reaction): Melee 1 (one creature); +27 vs.
Huge immortal animate (construct) XP 10,200 Fortitude
Attack: Ranged sight (one creatures); +26 vs. Reflex
Hit: 4d10 + 17 damage, and the target is dazed (save ends),
HP 418; Bloodied 209 Initiative +18 Hit: The target is illuminated in astral fire, slowed, and takes an
pushed 3 squares, and knocked prone.
AC 37; Fortitude 35; Reflex 34; Will 34 Perception +18 additional 2d10 + 7 damage from attacks made against it by
Miss: Half damage, and the target is pushed 2 squares.
Speed 0, fly 8 (hover) astral warwings (save ends both).
Effect: When the stasis vault attacks, the energy web become
Immune disease, poison, sleep Str 27 (+19) Dex 24 (+18) Wis 24 (+18)
visible for a split second as a fluctuating weave of silvery energy.
Saving Throws +2; Action Points 1 Con 23 (+17) Int 12 (+12) Cha 12 (+12)
M Attack B * At-Will
TRAITS Alignment unaligned Languages telepathy 20
Trigger: A creature enters or starts its turn within the vault.
Commander's Boon * Aura 10
Attack (Immediate Reaction): Melee 1 (one creature); +27 vs. Will
Astral warwings that start their turn in the aura gain a +2 bonus Statis Vault: The stasis vault is meant to keep its Hit: 3d10 + 7 damage, and the target is stunned until the start of
to attack rolls. contents in and trespassers out, but its semivisible shell its next turn.
Regeneration (healing) allows would-be looters to see within. Miss: No damage, and the target is slowed and must succeed on
The warwing regains 10 hit points whenever it starts its turn Read: A Silver-blue lines of glowing energy form a DC 27 Athletics check to move 1 square. For every 5 points by
and has at least 1 hit point. If the warwing takes necrotic which the check result exceeds the DC, the character can move
afloor-to-ceiling box in the center of this ovoid-shaped
damage, its regeneration doesnt function until the end of its another square. (The character can still run, if the check allows
next turn. chamber.
enough movement.)
STANDARD ACTIONS COUNTERMEASURES
m Astral Blade (weapon) * At-Will Statis Vault (A) Level 23 Warder * Avoid: A DC 27 Acrobatics check allows a character to move
Attack: Melee 3 (one creature); +28 vs. AC Trap XP 5,100 by any means through the stasis vault's perimeter into its area
Hit: 3d10 + 15 damage, and the target is pushed 3 squares. without triggering trigger A.
Detect Percetion DC 27: The character spots the astral diamonds
that serve as the anchors for the stasis vault, and can target those * Disable: A character adjacent to an anchor point can disable
C Blade Sweep (weapon) * At-Will
anchors; it with a DC 32 Thievery check or a DC 37 Arcana check. If
Attack: Close burst 3 (creatures in burst); +28 vs. AC Arcana DC 20: The character senses the magic of the stasis vault's half the anchor points are disabled, the vault collapses and all
Hit: 3d10 + 15 damage, and the target is pushed 3 squares. walls. The check isn't possible from more than 5 squares away; its effects end.
A Clearing Burst (psychic) * At-Will Arcana DC 27: After detecting the stasis vault or seeing it in action, * Destroy: If a creature leaves the stasis vault with the last of
the character identifies it, and understands how it attacks and that it the vault's contents, the vault collapses and is destroyed. All
Attack: Area burst 2 within sight (creatures in burst); +26 vs.
has anchors that must be disabled to breach it; its effects end.
Will
Arcana DC 37 (trained only): The character can see the stasis
Hit: 3d8 + 10 psychic damage. In addition, this power targets
vault walls and understands its weaknesses. Such a character knows
any conjuration or zone in the burst; +27 vs. creators Will;
where the anchors are and gains +2 on any countermeasure check.
conjuration or zone is destroyed, all its effects end, and its
Immune attacks Initiative
creator is dazed (save ends).
TRIGGERED ACTIONS
C Astral Thunder (thunder, radiant) * Encounter
M Attack A * At-Will
Attack: Close blast 5 (enemies in blast); +26 vs. Fortitude
Hit: 3d6 + 13 thunder and radiant damage, and the target is Trigger: When a creature tries to enter a stasis vault square
deafened and blinded (save ends both), and knocked prone. without using a countermeasure, or ends its turn adjacent to but
not inside the vault's perimeter, the vault uses attack A. W h e n
Miss: Half damage, and the target is deafened (save ends), but
a creature ties to teleport into the vault, it is shunted to the
not blinded or knocked prone.
nearest square outside the vault, and the teleporting creature is
MINOR ACTIONS
attacked in that square.

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E1: ORCUS CONVERSION

D8: RELIQUARY APPROACH superseded or ended. A target cannot produce another time
wraith while so marked. When the time wraith is reduced to 0
Hit: 4d10 + 18 psychic damage, and the target is teleported 7
squares and restrained (save ends).
2 Blackstar Crushers (C) Level 24 Brute hit points, the target from which it originated is dazed until the Aftereffect: The target is slowed (save ends).
end of that targets next turn.
Large elemental animate XP 6,050 C Ghost Tempest (necrotic) * At-Will but not usable while
STANDARD ACTIONS
HP 275; Bloodied 138 Initiative +19 bloodied
AC 36; Fortitude 36; Reflex 34; Will 34 Perception +19 m Shadow Touch (necrotic) * At-Will Attack: Close burst 1 (creatures in burst); +25 vs. Will
Speed 0, fly 5 (clumsy) Darkvision Attack: Melee 1 (one creature); +24 vs. Reflex Hit: 3d10 + 16 necrotic damage, and the target is pushed 2
Resist 15 fire; Vulnerable 10 radiant Hit: 16 necrotic damage. squares, and is weakened and insubstantial until the end of the
STANDARD ACTIONS Str 6 (+8) Dex 25 (+17) Wis 6 (+8) phane wraiths next turn. If possible, a time wraith appears in
Con 22 (+16) Int 6 (+8) Cha 20 (+15) the targets original space and enters the initiative order.
m Slam * At-Will
MINOR ACTIONS
Attack: Melee 2 (one creature); +29 vs. AC Alignment evil Languages
Temporal Fugue * At-Will
Hit: 4d12 + 14 damage.
Effect: By moving backward and forward in time, a phane wraith
C Meteoric Shockwave (force) * Recharge 4 5 6 Phane Wraith (P) Level 24 Elite Controller
cancels one condition or type of ongoing damage affecting it.
Attack: Close burst 3 (creatures in burst); +27 vs. Fortitude Large shadow magical beast (undead) XP 12,100
TRIGGERED ACTIONS
Hit: 2d12 + 18 force damage, and the target is pushed 4 squares HP 315; Bloodied 158 Initiative +21
M Spectral Chill (cold, necrotic) * At-Will
and knocked prone.If the target hits a wall or other unmovable AC 38; Fortitude 36; Reflex 38; Will 36 Perception +24
object as a result of the push, the target stops in the last Speed 0, fly 10 (hover); phasing Darkvision Trigger: When hit by a melee attack, by an adjacent enemy.
unoccupied square and takes an additional 1d12+2 force Immune disease, poison; Resist 10 necrotic, insubstantial; Attack (Immediate Reaction): Melee 1 (triggering enemy); +27 vs.
damage from impacting against the wall or unmovable object. Saving Throws +2; Action Points 1 Fortitude
R Focused Gravity (force) * At-Will Hit: 3d6 + 14 cold and necrotic damage.
TRAITS
Attack: Ranged 20 (one creature); +27 vs. Fortitude Dead to Time and Space Str 12 (+13) Dex 28 (+21) Wis 25 (+19)
Hit: 3d8 + 11 force damage, and the target is knocked prone. Con 25 (+19) Int 28 (+21) Cha 10 (+12)
The phane wraith is invisible and immune to all damage until it
Str 28 (+21) Dex 25 (+19) Wis 24 (+19) attacks or avoids the damage from an area or close attack. Alignment chaotic evil Languages Primordial, Supernal
Con 25 (+19) Int 4 (+9) Cha 7 (+10) Regeneration (healing)
Alignment evil Languages The wraith regains 15 hit points whenever it starts its turn and
has at least 1 hit point. If the wraith takes necrotic damage, its
regeneration doesnt function until the end of its next turn. INT: UNEXPECTED AMBUSH
5 Time Wraiths (W) Level 21 Minion STANDARD ACTIONS
Medium shadow humanoid (undead) XP 800 Flameharrow Lord Level 20 Elite Controller (Leader)
m Ghost Touch (necrotic) * At-Will Medium natural humanoid (undead) XP 5,600
HP 1; a missed attack never damages a minion Initiative +17
Attack: Melee 2 (one creature); +27 vs. Fortitude HP 374; Bloodied 187 Initiative +13
AC 36; Fortitude 32; Reflex 33; Will 31 Perception +13
Hit: 4d10 + 18 necrotic damage, and the target is pushed 2 AC 34; Fortitude 31; Reflex 32; Will 33 Perception +17
Speed 0, fly 6 (hover); phasing Darkvision
squares, and is weakened until the end of the phane wraiths Speed 6, teleport 5 Darkvision
Immune disease, poison;
next turn. The phane wraith can shift before and after the Immune disease, poison; Resist 20 necrotic,
Resist 10 necrotic, insubstantial
attack, up to a total of 4 squares. 25 fire; Vulnerable 10 radiant
TRAITS
R Ray of Temporal Possibility (psychic, teleportation) * At- Saving Throws +2; Action Points 1
Spiritual Connection
Will TRAITS
The time wraith marks the target from which it was created
until the time wraith is destroyed, or the mark is otherwise Attack: Ranged 10 (one creature); +27 vs. Reflex Spiritual Inferno (necrotic) * Aura 5

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Any undead ally within the aura gains resist 15 fire, and deals Any creature within the aura that makes a melee or a ranged C Life Drain (healing, necrotic) * Recharge 4 5 6
an extra ongoing 10 necrotic damage (save ends) with its melee attack against the bodak reaver takes 5 necrotic damage before
Attack: Close blast 3 (creatures in blast); +21 vs. Fortitude
or ranged attacks. the attack roll is made and takes a -2 penalty to the attack roll.
Hit: 2d8 + 6 necrotic damage, and the death hag regains 5 hit
STANDARD ACTIONS Death Drinker points for each creature damaged by this attack.
m Flameharrow Claw (fire, necrotic) * At-Will If a living creature drops to 0 hit points within 5 squares of the MINOR ACTIONS
Attack: Melee 1 (one creature); +25 vs. AC bodak reaver, the reaver gains a +1 bonus to attack rolls until
the end of its next turn, as well as 15 temporary hit points. Change Shape (polymorph) * At-Will
Hit: 3d10 + 12 fire damage, and the target cant spend healing
Radiant Sensitivity Effect: The death hag alters its physical form to appear as a
surges until the end of the flameharrows next turn.
female of any Medium humanoid race until it uses change shape
MINOR ACTIONS If the bodak reaver takes radiant damage, it cant weaken a
again or until it drops to 0 hit points. To assume a specific
target until the end of its next turn.
r Harrowing Gaze (fear, gaze, psychic) * At-Will (1/round) individual's form, the death hag must have seen that individual.
STANDARD ACTIONS
Attack: Ranged 10 (one creature); +23 vs. Will Other creatures can make a DC 35 Insight check to
m Greataxe (necrotic, weapon) * At-Will discern that the form is a disguise.
Hit: 3d8 + 15 psychic damage, and the target is pushed 4
squares. The target is dazed until the end of the flameharrow's Attack: Melee 1 (one creature); +23 vs. AC Skills Bluff +19, Insight +17, Intimidate +19, Nature +17
next turn. Hit: 2d12 + 7 damage (crit 2d12 + 18) plus 1d12 necrotic Str 25 (+16) Dex 18 (+13) Wis 17 (+12)
damage, and the target is dazed and weakened (save ends both). Con 19 (+13) Int 16 (+12) Cha 20 (+14)
C Deadfire Gaze (fire, gaze, necrotic) * At-Will (1/round)
R Death Gaze (gaze, necrotic) Encounter Alignment evil Languages Common, Elven
Attack: Close blast 5 (enemies in blast); +23 vs. Reflex
Hit: 1d8 + 10 necrotic damage, ongoing 10 fire damage, and the Attack: Ranged 10 (one living creature); +21 vs. Fortitude
target is immobilized (save ends both). Hit: If the target is weakened, it drops to 0 hit points. Otherwise,
3 Abyssal Ghoul Hungerers Level 18 Soldier Minion
TRIGGERED ACTIONS the target takes 2d6 + 7 necrotic damage and loses a healing
Medium elemental humanoid (undead) XP 500
surge.
R Death's Salvation (healing) * Recharge 4 5 6 HP 1; a missed attack never damages a minion Initiative +18
Str 22 (+15) Dex 21 (+14) Wis 16 (+12)
Trigger: When an undead ally is reduced to 0 hit points. AC 34; Fortitude 30; Reflex 29; Will 25 Perception +12
Con 23 (+15) Int 10 (+9) Cha 23 (+15)
Effect (Immediate Interrupt): Ranged 10; targeted undead ally Speed 8, climb 4 Darkvision
Alignment evil Languages Common
regains 25 hit points. Immune disease, poison; Resist 10 necrotic
Equipment mithral key, plate armor, greataxe
Str 15 (+12) Dex 16 (+13) Wis 15 (+12) STANDARD ACTIONS
Con 19 (+14) Int 23 (+16) Cha 26 (+18) m Claw * At-Will
Alignment chaotic evil Languages Abyssal, Common Death Hag Level 18 Soldier
Attack: Melee 1 (one creature); +23 vs. AC
Medium fey humanoid XP 2,000
Hit: 13 damage, and the target is immobilized (save ends).
HP 171; Bloodied 86 Initiative +15
2 Bodak Reavers Level 18 Soldier TRIGGERED ACTIONS
AC 34; Fortitude 34; Reflex 31; Will 32 Perception +12
Medium shadow humanoid (undead) XP 2,000 C Dead Blood (necrotic) * Encounter
Speed 6 Low-Light Vision
HP 175; Bloodied 88 Initiative +16 Resist 10 necrotic Trigger: The ghoul drops to 0 hit points.
AC 31; Fortitude 31; Reflex 30; Will 31 Perception +17 Effect: Close burst 1 (enemies in burst); Each target takes 10
STANDARD ACTIONS
Speed 5 Darkvision necrotic damage.
m Claw (necrotic) * At-Will
Immune disease, poison; Resist 20 necrotic; Skills Stealth +22
Vulnerable 5 radiant Attack: Melee 1 (one creature); +23 vs. AC
Str 26 (+17) Dex 25 (+16) Wis 17 (+12)
Hit: 3d8 + 6 necrotic damage, and the target is marked and
TRAITS Con 23 (+15) Int 19 (+13) Cha 13 (+10)
cannot spend healing surges or regain hit points until the end of
Agonizing Gaze (fear, gaze, necrotic) * Aura 5 Alignment chaotic evil Languages Abyssal
the death hag's next turn.

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R1: ENTRY HALL Dark Naga (M) Level 21 Elite Controller of the blackstar knight's next turn.
Large immortal magical beast (reptile) XP 6,400 M Deathsword (necrotic, weapon) * Recharge 5 6
Bodak Reavers (B) Level 18 Soldier HP 404; Bloodied 202 Initiative +14 Attack: Melee 1 (one creature marked by blackstar knight);
Medium shadow humanoid (undead) XP 2,000 AC 36; Fortitude 32; Reflex 31; Will 34 Perception +21 +28 vs. AC
HP 175; Bloodied 88 Initiative +16 Speed 8 Darkvision Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save
AC 31; Fortitude 31; Reflex 30; Will 31 Perception +17 Saving Throws +2; Action Points 1 ends).
Speed 5 Darkvision STANDARD ACTIONS MOVE ACTIONS
Immune disease, poison; Resist 20 necrotic; No Escape (teleportation) * At-Will
m Tail Sting (poison) * At-Will
Vulnerable 5 radiant
Attack: Melee 2 (one creature); +26 vs. AC Effect: The blackstar knight teleports up to 10 squares, ending
TRAITS
Hit: 4d6 + 15 poison damage (4d8 + 18 damage against a dazed the move in a square adjacent to a creature marked by the
Agonizing Gaze (fear, gaze, necrotic) * Aura 5 target), and the target is slowed (save ends). blackstar knight.
Any creature within the aura that makes a melee or a ranged TRIGGERED ACTIONS
C Psychic Miasma (psychic) * Recharge 5 6
attack against the bodak reaver takes 5 necrotic damage before C Soldier's Duty * Encounter
the attack roll is made and takes a -2 penalty to the attack roll. Attack: Close burst 3 (creatures in burst); +24 vs. Will
Hit: 4d10 + 14 psychic damage, and the target is dazed (save Trigger: When reduced to 0 hit points.
Death Drinker
ends). Effect: Close burst 2 (undead allies in burst); the target gains 25
If a living creature drops to 0 hit points within 5 squares of the temporary hit points.
First Failed Saving Throw: The target is stunned (save ends).
bodak reaver, the reaver gains a +1 bonus to attack rolls until
MINOR ACTIONS Str 27 (+19) Dex 24 (+18) Wis 26 (+19)
the end of its next turn, as well as 15 temporary hit points.
C Dark Lure (charm. psychic) * At-Will (1/round) Con 20 (+16) Int 10 (+11) Cha 9 (+10)
Radiant Sensitivity
Alignment evil Languages Common, Primordial
If the bodak reaver takes radiant damage, it cant weaken a Attack: Close burst 5 (enemies in burst); +24 vs. Will
Equipment greatsword
target until the end of its next turn. Hit: 3d6 + 12 psychic damage and the target is pulled 2 squares
STANDARD ACTIONS and dazed (save ends).
m Greataxe (necrotic, weapon) * At-Will Skills History +22, Insight +21, Stealth +19 4 Blackstar Pawns (P) Level 23 Minion
Str 26 (+18) Dex 18 (+14) Wis 22 (+16) Medium elemental animate XP 1,275
Attack: Melee 1 (one creature); +23 vs. AC
Con 26 (+18) Int 24 (+17) Cha 30 (+20) HP 1; a missed attack never damages a minion Initiative +18
Hit: 2d12 + 7 damage (crit 2d12 + 18) plus 1d12 necrotic
damage, and the target is dazed and weakened (save ends both). Alignment evil Languages Common, Draconic, Supernal AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13
R Death Gaze (gaze, necrotic) Encounter Speed 7 Darkvision
2 Blackstar Knights (K) Level 23 Soldier Resist 15 fire
Attack: Ranged 10 (one living creature); +21 vs. Fortitude
Medium shadow animate (construct, undead) XP 5,100 STANDARD ACTIONS
Hit: If the target is weakened, it drops to 0 hit points. Otherwise,
the target takes 2d6 + 7 necrotic damage and loses a healing HP 212; Bloodied 106 Initiative +20 m Claw * At-Will
surge. AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Attack: Melee 1 (one creature); +28 vs. AC
Str 22 (+15) Dex 21 (+14) Wis 16 (+12) Speed 7 Darkvision Hit: 16 damage, or 24 damage if blackstar scores a critical hit.
Con 23 (+15) Int 10 (+9) Cha 23 (+15) Resist 15 fire; Vulnerable 15 radiant TRIGGERED ACTIONS
Alignment evil Languages Common STANDARD ACTIONS m Blackstar Ricochet * At-Will
Equipment mithral key, plate armor, greataxe m Greatsword (weapon) * At-Will Trigger: When a blackstar pawn within 5 squares is reduced to 0
Attack: Melee 1 (one creature)+28 vs. AC hit points.
Hit: 3d10 + 15 damage, and the target is marked until the end Attack (Immediate Reaction): The blackstar pawn shifts 3 squares

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E1: ORCUS CONVERSION

and collides with an enemy; +26 vs. Fortitude Attack: Melee 1 (one grabbed creature); +22 vs. Fortitude 4 Blaspheme Fragment Keepers (F) Level 19 Minion
Hit: 12 damage. Hit: 3d10 + 11 necrotic damage, and the target loses a healing Medium natural animate (construct, undead) XP 600
Str 26 (+19) Dex 24 (+18) Wis 14 (+13) surge, and the blaspheme imperfect keeper regains 15 hit HP 1; a missed attack never damages a minion Initiative +16
Con 18 (+15) Int 3 (+7) Cha 3 (+7) points.
AC 33; Fortitude 32; Reflex 31; Will 27 Perception +12
Alignment evil Languages Str 24 (+16) Dex 18 (+13) Wis 19 (+13) Speed 7 Darkvision
Con 14 (+11) Int 14 (+11) Cha 12 (+10) Immune disease; Resist 15 necrotic, 15 poison
Alignment evil Languages STANDARD ACTIONS
m Slam * At-Will
R2: GUARDIAN ALCOVES Blaspheme Disciple Level 19 Artillery (Leader) Attack: Melee 1 (one creature); +24 vs. AC
Blaspheme Imperfect Keeper (I) Level 19 Brute Keeper (D) Hit: 15 damage, and the target is slowed (save ends).
Medium natural animate (construct, undead) XP 2,400 Medium natural animate (construct, undead) XP 2,400 Str 26 (+17) Dex 25 (+16) Wis 17 (+12)
HP 214; Bloodied 107 Initiative +13 HP 136; Bloodied 68 Initiative +14 Con 23 (+15) Int 19 (+13) Cha 13 (+10)
AC 31; Fortitude 32; Reflex 29; Will 29 Perception +13 AC 31; Fortitude 29; Reflex 31; Will 33 Perception +14 Alignment evil Languages Common
Speed 7 Darkvision Speed 6 Darkvision
Immune disease; Resist 15 necrotic; Immune disease; Resist 15 necrotic, 15 poison;
Vulnerable 10 radiant 2 Blaspheme Knight Keepers (K) Level 19 Soldier
Vulnerable 10 radiant
STANDARD ACTIONS Medium natural animate (construct, undead) XP 2,400
TRAITS
HP 182; Bloodied 91 Initiative +16
Life Sap (healing, necrotic) * Aura 1 m Unholy Smite (necrotic) * At-Will
AC 35; Fortitude 31; Reflex 29; Will 29 Perception +9
Any living enemy that starts its turn within the aura takes 5 Attack: Melee 1 (one creature); +24 vs. AC Speed 6 Darkvision
necrotic damage. Each round, if at least one enemy is damaged Hit: 2d10 + 14 necrotic damage. Immune disease; Resist 15 necrotic, 15 poison;
by the aura, the blaspheme imperfect keeper regains 5 hit R Unholy Ray (necrotic) * At-Will Vulnerable 10 radiant
points.
Attack: Ranged 20 (one creature); +24 vs. Reflex STANDARD ACTIONS
Bloodied Degeneration
Hit: 2d12 + 15 necrotic damage, and the target takes a -2 m Greatsword (weapon) * At-Will
While bloodied, the blaspheme imperfect keepers body begins penalty to attack rolls until the end of the blaspheme disciple's
to degenerate, and it enters a state of bloodlust. The blaspheme Attack: Melee 1 (one creature); +24 vs. AC
next turn.
gains vulnerable 5 to all damage and deals 3d6 extra damage on Hit: 2d12 + 15 damage, and the target is marked until the end
a hit. A Words of Undeath (necrotic, psychic) * Recharge 5 6 of the blaspheme knight keepers next turn.
STANDARD ACTIONS Attack: Area burst 2 within 20 (enemies in burst); +24 vs. Will C Sweeping Cleave (weapon) * Encounter
Hit: 3d8 + 14 necrotic and psychic damage. In addition, undead
m Slam (necrotic) * At-Will Requirements: Requires greatsword.
allies within the burst regain 10 hit points.
Attack: Melee 1 (one creature); +24 vs. AC Attack: Close burst 1 (creatures in burst); +24 vs. AC
Skills Heal +19, Religion +17
Hit: 3d12 + 14 necrotic damage. Hit: 3d12 + 15 damage, and the target is marked until the end
Str 13 (+10) Dex 20 (+14) Wis 20 (+14)
of the blaspheme knights next turn.
M Deadly Clutch (necrotic) * At-Will Con 16 (+12) Int 16 (+12) Cha 24 (+16)
TRIGGERED ACTIONS
Requirements: Requires free hand. Alignment evil Languages Common Blasphemous Might
Attack: Melee 1 (one creature); +22 vs. Reflex Equipment vestments, holy symbol
Trigger: When a creature marked by the blaspheme knight
Hit: 3d12 + 14 necrotic damage, and the target is grabbed
makes an attack that doesn't include the knight.
(escape DC 24).
Effect: Until the end of its next turn, the blaspheme knight deals
M Life Drain (healing, necrotic) * At-Will

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E1: ORCUS CONVERSION

3d10 extra necrotic damage when it hits the marked creature. void lichs next turn). 2 Blood Fiends (B) Level 23 Soldier
Str 25 (+16) Dex 20 (+14) Wis 10 (+9) Soul Phylactery Medium elemental humanoid XP 5,100
Con 22 (+15) Int 14 (+11) Cha 20 (+14) When the lich drops to 0 hit points, its body and possessions HP 220; Bloodied 110 Initiative +21
Alignment unaligned Languages Common crumble into dust and it disappears, but it is not destroyed. It AC 41; Fortitude 36; Reflex 34; Will 32 Perception +23
Equipment ornate scale armor, greatsword reappears (along with its possessions) in 1d10 days within 1 Speed 8, fly 10 Darkvision
square of its phylactery, unless the phylactery is destroyed
Immune fear
STANDARD ACTIONS
TRAITS
m Life Trap (healing, necrotic) * At-Will Combat Advantage
Attack: Melee 1 (one creature); +23 vs. Fortitude The blood fiend gains combat advantage against any living,
Hit: 3d6 + 11 necrotic damage, and the void lich regains 15 hit bloodied enemy.
points. STANDARD ACTIONS
R Void Tendrils (necrotic) * At-Will m Claws * At-Will
Attack: Ranged 10 (one or two creatures); +23 vs. Will Attack: Melee 1 (one creature); +28 vs. AC
Hit: 3d8 + 15 necrotic damage, and the target is knocked prone Hit: 3d8 + 17 damage.
and dazed (save ends).
M Bloodthirsty Bite (healing) * At-Will
C Hideous Laughter (fear, psychic) * Recharge when the
Requirements: Requires combat advantage.
void lich bloodies an enemy
Attack: Melee 1 (one creature); +28 vs. AC
Attack: Close blast 3 (creatures in blast); +23 vs. Will Hit: 2d8 + 10 damage, and the target is grabbed and takes
Hit: 3d8 + 15 psychic damage, and the target takes a -5 penalty ongoing 10 damage (until escape). Also, the blood fiend regains
to all defenses until the end of the void lich's next turn. 10 hit points.
MINOR ACTIONS MINOR ACTIONS
C Frightful Gaze (fear, gaze) * At-Will C Terror Gaze (fear) * At-Will (1/round)
Attack: Close blast 3; +23 vs. Will Attack: Close blast 3 (creatures in blast); +26 vs. Will
R3: PORTAL GUARDIANS Hit: The target is pushed 5 squares and takes a -2 penalty to
attack rolls (save ends).
Hit: The target is immobilized (save ends).
Skills Intimidate +24
Void Lich (V) Level 20 Elite Lurker First Failed Saving Throw: The target is dazed, immobilized, and
Str 30 (+21) Dex 26 (+19) Wis 24 (+18)
Medium aberrant humanoid (undead) XP 5,600 takes a -2 penalty to attack rolls (save ends all).
Con 28 (+20) Int 22 (+17) Cha 27 (+19)
HP 296; Bloodied 148 Initiative +13 Fade to Dusk * Recharge 5 6
Alignment chaotic evil Languages Primordial
AC 34; Fortitude 31; Reflex 32; Will 34 Perception +18 Effect: The void lich becomes insubstantial and invisible until it
Speed 4, fly 8 (hover) Darkvision attacks or until the end of its next turn.
Immune disease, poison, fear; Resist 10 necrotic 3+ Blood Fiend Martyrs Level 23 Minion
Phase Step * At-Will
Saving Throws +2; Action Points 1 Medium elemental humanoid XP 1,275
Effect: The void lich teleports up to 2 squares.
TRAITS HP 1; a missed attack never damages a minion Initiative +19
Skills Arcana +22, Intimidate +20 AC 37; Fortitude 36; Reflex 34; Will 32 Perception +18
Shroud of Night * Aura 5 Str 16 (+13) Dex 17 (+13) Wis 26 (+18)
Speed 8 Darkvision
Bright light within the aura is reduced to dim light, and dim Con 22 (+16) Int 24 (+17) Cha 20 (+15)
Immune fear
light within the aura is reduced to darkness (if the void lich Alignment evil Languages Common, Deep TRAITS
takes radiant damage, the aura is negated until the end of the Speech, telepathy 10

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E1: ORCUS CONVERSION

Combat Advantage
The blood fiend martyr gains combat advantage against any
R4: HYDRA DEFEATED AC 34; Fortitude 34; Reflex 31; Will 32
Speed 6
Perception +12
Low-Light Vision
living, bloodied enemy. 2 Blackstar Knights (K) Level 23 Soldier Resist 10 necrotic
STANDARD ACTIONS Medium shadow animate (construct, undead) XP 5,100 STANDARD ACTIONS
m Claws * At-Will HP 212; Bloodied 106 Initiative +20 m Claw (necrotic) * At-Will
AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19 Attack: Melee 1 (one creature); +23 vs. AC
Attack: Melee 1 (one creature); +28 vs. AC
Speed 7 Darkvision Hit: 3d8 + 6 necrotic damage, and the target is marked and
Hit: 15 damage, and the target is grabbed (escape DC 27) and
takes ongoing 10 damage until the grab ends. Resist 15 fire; Vulnerable 15 radiant cannot spend healing surges or regain hit points until the end of
Str 30 (+21) Dex 26 (+19) Wis 24 (+18) STANDARD ACTIONS the death hag's next turn.
Con 28 (+20) Int 22 (+17) Cha 27 (+19) m Greatsword (weapon) * At-Will C Life Drain (healing, necrotic) * Recharge 4 5 6
Alignment chaotic evil Languages Primordial Attack: Melee 1 (one creature)+28 vs. AC Attack: Close blast 3 (creatures in blast); +21 vs. Fortitude
Hit: 3d10 + 15 damage, and the target is marked until the end Hit: 2d8 + 6 necrotic damage, and the death hag regains 5 hit
of the blackstar knight's next turn. points for each creature damaged by this attack.
M Deathsword (necrotic, weapon) * Recharge 5 6 MINOR ACTIONS
Attack: Melee 1 (one creature marked by blackstar knight); Change Shape (polymorph) * At-Will
+28 vs. AC Effect: The death hag alters its physical form to appear as a
Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save female of any Medium humanoid race until it uses change shape
ends). again or until it drops to 0 hit points. To assume a specific
MOVE ACTIONS individual's form, the death hag must have seen that individual.
No Escape (teleportation) * At-Will Other creatures can make a DC 35 Insight check to
discern that the form is a disguise.
Effect: The blackstar knight teleports up to 10 squares, ending
the move in a square adjacent to a creature marked by the Skills Bluff +19, Insight +17, Intimidate +19, Nature +17
blackstar knight. Str 25 (+16) Dex 18 (+13) Wis 17 (+12)
TRIGGERED ACTIONS Con 19 (+13) Int 16 (+12) Cha 20 (+14)

C Soldier's Duty * Encounter Alignment evil Languages Common, Elven

Trigger: When reduced to 0 hit points.


Effect: Close burst 2 (undead allies in burst); the target gains 25 Rakshasa Noble Huecuva (R) Level 19 Elite Controller
temporary hit points. Medium natural humanoid XP 4,800
Str 27 (+19) Dex 24 (+18) Wis 26 (+19) HP 356; Bloodied 178 Initiative +14
Con 20 (+16) Int 10 (+11) Cha 9 (+10) AC 33; Fortitude 31; Reflex 33; Will 34 Perception +19
Alignment evil Languages Common, Primordial Speed 7 Low-Light Vision
Equipment greatsword Saving Throws +2; Action Points 1
TRAITS

Death Hag (H) Level 18 Soldier Deathless Fanaticism * Aura 10


Medium fey humanoid XP 2,000 Any ally within the aura that is reduced to 0 hit points
HP 171; Bloodied 86 Initiative +15 immediately makes a melee basic attack with a +2 bonus to the
attack and damage rolls.

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E1: ORCUS CONVERSION

Regeneration Con 18 (+13) Int 22 (+15) Cha 24 (+16) Con 25 (+18) Int 4 (+8) Cha 16 (+14)
The rakshasa regains 5 hit points whenever he starts his turn Alignment evil Languages Common Alignment unaligned Languages Deep Speech
and has at least 1 hit point. When the rakshasa takes damage
from a silver weapon, his regeneration does not function on his
next turn. Aboleth Overseer (A) Level 18 Elite Controller (Leader)
STANDARD ACTIONS R5: DREAM POOL Large aberrant magical beast (aquatic)
HP 348; Bloodied 174
XP 4,000
Initiative +12
m Unholy Claw * At-Will
Chuul Juggernaut (C) Level 23 Elite Soldier AC 33; Fortitude 31; Reflex 29; Will 31 Perception +16
Attack: Melee 1 (one or two creatures); +24 vs. AC Speed 5, swim 10 Darkvision
Huge aberrant magical beast (aquatic) XP 10,200
Hit: 3d6 + 7 damage, and the target takes ongoing 10 necrotic
HP 434; Bloodied 217 Initiative +17 Saving Throws +2; Action Points 1
damage (save ends). When the target takes ongoing necrotic
damage from this power, all adjacent living creatures take 5 AC 39; Fortitude 37; Reflex 31; Will 33 Perception +17 TRAITS
necrotic damage. Speed 7, swim 7 Darkvision Mucus Haze * Aura 5
Saving Throws +2; Action Points 1 Enemies treat the area within the aura as difficult terrain.
R Mind Twist (psychic) * At-Will
TRAITS STANDARD ACTIONS
Attack: Ranged 20 (one or two creatures); +22 vs. Will
Psychic Moan (psychic) * Aura 1 m Tentacle * At-Will
Hit: 3d6 + 17 psychic damage, and the target is dazed (save
ends). A chuul juggernaut exudes a constant hum of psychic energy. Attack: Melee 2 (one or two creatures); +23 vs. AC
Enemies in the aura take a -2 penalty to Will defense and gain
R Frightful Phantom (fear) * Recharge 5 6 Hit: 3d8 + 13 damage (4d8 + 15 damage against a dazed target),
vulnerable 5 psychic. and the target is dazed (save ends).
Attack: Ranged 5 (one creature); +22 vs. Will
Tentacle Net (poison)
Hit: 4d10 + 20 psychic damage, the target is pushed 5 squares, C Psychic Slime (psychic) * Recharge when first bloodied
A creature hit by a chuul juggernauts opportunity attack is
and the target is stunned (save ends). Attack: Close burst 10 (enemies in burst); +21 vs. Will
immobilized until the end of the juggernauts next turn.
MINOR ACTIONS
STANDARD ACTIONS Hit: 4d8 + 15 psychic damage, and the target is dazed (save
Deceptive Veil (illusion) * At-Will ends).
m Claw * At-Will
Effect: The rakshasa disguises itself to appear as a Medium R Dominate (charm) * At-Will
Attack: Melee 3 (one creature); +28 vs. AC
humanoid until it uses deceptive veil again or until it drops to 0 Attack: Ranged 10 (one dazed humanoid); +21 vs. Will
hit points. Other creatures can make a DC 38 Insight check to Hit: 4d8 + 13 damage, or 5d8 + 15 damage against an
immobilized creature. Hit: The target is dominated (save ends). An aboleth overseer
discern that the form is an illusion. can dominate only one creature at a time.
R Phantom Lure (charm) * At-Will M Double Attack (poison) * At-Will
R Enslave (charm, psychic) * At-Will
Attack: Ranged 10 (one creature); +22 vs. Will Effect: The chuul juggernaut makes two claw attacks. If both claw
attacks hit a single target, the chuul juggernaut makes a Attack: Ranged 5 (one dominated creature); +21 vs. Reflex
Hit: The target slides 5 squares. Hit: 5d12 + 20 psychic damage. A target reduced to 0 hit points
secondary attack against the same target with its tentacles.
Phantom Image (illusion) * Recharge 5 6 Secondary Attack: +26 vs. Fortitude or fewer by this attack doesnt die but becomes enslaved in
Effect: Until the end of the rakshasa noble huecuvas next turn, preparation for the Aboleth Servitor ritual. Enslaved targets are
Hit: The target is immobilized (save ends).
dominated, and only the death of the overseer can end this
any creature that attacks the rakshasas AC or Reflex defense
R Psychic Lure (psychic) * At-Will domination. Once a creature is enslaved, an aboleth overseer is
must roll twice and use the lower attack roll result. If either
Attack: Ranged 10 (one creature); +26 vs. Will free to dominate other creatures.
result is a critical hit, use that result instead.
Skills Arcana +20, Athletics +17, Bluff +21, Diplomacy +21, Hit: 4d10 + 15 psychic damage, and the target is pulled 5 MINOR ACTIONS
squares. Invisibility (illusion) * Encounter
History +20, Insight +19, Intimidate +21
Str 16 (+12) Dex 20 (+14) Wis 20 (+14) Str 27 (+19) Dex 19 (+15) Wis 22 (+17) Effect: The aboleth overseer and one ally within 10 squares of it

2013-01-12 28
E1: ORCUS CONVERSION

turn invisible until the end of the aboleth overseers next turn.
Skills Arcana +20, Dungeoneering +21, Insight +21
R6: DESECRATED TEMPLE 4 Immolith Claws (I) Level 20 Controller
Large elemental magical beast (demon, fire, undead) XP 2,800
Str 26 (+17) Dex 16 (+12) Wis 25 (+16) Portal Thing (P) Level 22 Elite Brute HP 193; Bloodied 97 Initiative +14
Con 22 (+15) Int 23 (+15) Cha 22 (+15) Large shadow animate (blind, ooze, undead) XP 8,300 AC 34; Fortitude 35; Reflex 32; Will 32 Perception +13
Alignment evil Languages Deep Speech, telepathy 20 HP 520; Bloodied 260 Initiative +15 Speed 6
AC 34; Fortitude 38; Reflex 32; Will 32 Perception +15 Immune disease, fire, poison; Resist 15 variable (2/encounter);
Speed 0 immobile Blindsight 20, Tremorsense 20 Vulnerable 10 radiant
Githyanki Dreamslicer (G) Level 18 Artillery
Immune disease, poison; Resist 15 acid, 15 fire, 15 necrotic TRAITS
Medium natural humanoid XP 2,000
Saving Throws +2; Action Points 1 Flaming Aura (fire) * Aura 1
HP 128; Bloodied 64 Initiative +16
TRAITS
AC 32; Fortitude 29; Reflex 30; Will 24 Perception +15 Any creature that enters or starts its turn within the aura takes
Into the Thing (necrotic) * Aura 0 10 fire damage.
Speed 6
Saving Throws +2 against charm effects A creature that enters or starts its turn in a square containing STANDARD ACTIONS
STANDARD ACTIONS the portal thing takes 20 necrotic damage and is immobilized m Flaming Claw (fire) * At-Will
(save ends). A creature that dies in the portal thing is slowly
m Silver Longsword (psychic, weapon) * At-Will dissolved over a 24-hour period. Attack: Melee 4 (one creature); +25 vs. AC
Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d10 + 12 fire damage, and ongoing 5 fire damage (save
Regeneration (healing)
Hit: 2d8 + 12 damage plus 1d10 psychic damage. ends).
The portal thing regains 20 hit points whenever it starts its turn
R Mindslice (psychic) * At-Will and has at least 1 hit point. If the portal thing takes radiant M Fiery Grab (fire) * At-Will

Attack: Ranged 10 (one creature); +21 vs. Will damage, its regeneration doesnt function until the end of its Effect: The immolith claw makes a flaming claw attack against a
next turn. Large or smaller target. On a hit, the target slides into a square
Hit: 3d10 + 10 psychic damage.
Threatening Reach adjacent to the immolith claw and is grabbed (escape DC 25).
A Psychic Barrage (psychic) * Recharge 6 While grabbed, the target loses any resistance it has to fire. An
The portal thing can make opportunity attacks against all
Attack: Area burst 1 within 20 (creatures in burst); +21 vs. Will immolith claw can hold up to five grabbed creatures using this
enemies within its reach.
Hit: 2d8 + 6 psychic damage, and ongoing 5 psychic damage power.
STANDARD ACTIONS
(save ends), and the target cant use daily or encounter powers C Fiery Lash (fire) * Recharge when first bloodied
(save ends). m Claw (necrotic) * At-Will
Attack: Close burst 4 (enemies in burst); +25 vs. AC
MOVE ACTIONS Attack: Melee 4 (one or two creatures); +27 vs. AC
Hit: 2d10 + 8 fire damage, and ongoing 10 fire damage (save
Hit: 4d8 + 19 necrotic damage, and the target is pulled 1.
R Telekinetic Leap * Encounter ends).
Effect: Ranged 10 (the githyanki dreamslicer or one ally); Target C Death's Tendrils (necrotic) * At-Will MINOR ACTIONS
can fly up to 5 squares. Attack: Close blast 4 (enemies in blast); +25 vs. Reflex R Deathfire Curse (fire) * At-Will
Skills History +17, Insight +15 Hit: 4d6 + 16 necrotic damage, and the target is pulled 1.
Attack: Ranged 10 (one creature); +23 vs. Will
Str 22 (+15) Dex 25 (+16) Wis 12 (+10) Str 30 (+21) Dex 18 (+15) Wis 18 (+15) Hit: The target is slowed (save ends).
Con 22 (+15) Int 17 (+12) Cha 11 (+9) Con 30 (+21) Int 1 (+6) Cha 1 (+6) Aftereffect: The target takes ongoing 5 fire damage (save ends).
Alignment evil Languages Common, Deep Speech Alignment unaligned Languages Str 24 (+17) Dex 18 (+14) Wis 16 (+13)
Equipment robes, overcoat, silver longsword Con 25 (+17) Int 9 (+9) Cha 18 (+14)
Alignment chaotic evil Languages Abyssal

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Deathpriest Hierophant (D)


Level 21 Elite
Controller (Leader)
R7: SUMMONING CHAMBER m Force Slam (force) * At-Will
Attack: Melee 1 (one creature); +27 vs. AC
Medium natural humanoid (human) XP 6,400 3 Blackstar Pawns (P) Level 23 Minion Hit: 4d6 + 16 force damage.
HP 382; Bloodied 191 Initiative +11 Medium elemental animate XP 1,275
C Blackstar Nova (psychic) * Recharge when first bloodied
AC 35; Fortitude 33; Reflex 31; Will 35 Perception +14 HP 1; a missed attack never damages a minion Initiative +18
AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13 Attack: Close burst 5 (enemies in burst); +25 vs. Will
Speed 5
Speed 7 Darkvision Hit: 4d8 + 19 psychic damage, and the target is pushed 2
Resist 10 necrotic
squares and knocked prone.
Saving Throws +2; Action Points 1 Resist 15 fire
Miss: Half damage, and the target is neither pushed nor knocked
TRAITS STANDARD ACTIONS
prone.
Aura of Decay (necrotic) * Aura 5 m Claw * At-Will
A Mindquake (psychic) * Recharge 4 5 6
Living enemies in the aura take a -2 penalty to all defenses. Attack: Melee 1 (one creature); +28 vs. AC
Attack: Area burst 5 within 20 (enemies in burst); +25 vs. Will
STANDARD ACTIONS Hit: 16 damage, or 24 damage if blackstar scores a critical hit.
Hit: 4d6 + 16 psychic damage, and the target is dazed (save
TRIGGERED ACTIONS
m Mace (necrotic, weapon) * At-Will ends).
m Blackstar Ricochet * At-Will
Attack: Melee 1 (one creature); +26 vs. AC Animate Blackstar * At-Will or encounter
Hit: 2d8 + 10 damage, and ongoing 10 necrotic damage (save Trigger: When a blackstar pawn within 5 squares is reduced to 0
Effect: The idol targets the remains of a fallen blackstar creature
ends). hit points.
and imbues it with energy. As an at-will power, the fallen
Attack (Immediate Reaction): The blackstar pawn shifts 3 squares
C Word of Orcus (healing, necrotic) * Recharge 6 blackstar rises as a blackstar pawn. If the blackstar idol targets a
and collides with an enemy; +26 vs. Fortitude blackstar pawn as an encounter power, it becomes a blackstar
Attack: Close burst 5 (enemies in burst); +24 vs. Fortitude Hit: 12 damage. knight.
Hit: 5d6 + 18 necrotic damage, and the target is stunned (save
Str 26 (+19) Dex 24 (+18) Wis 14 (+13) MINOR ACTIONS
ends). Undead in the burst regain 15 hit points.
Con 18 (+15) Int 3 (+7) Cha 3 (+7)
MINOR ACTIONS R Mindrip (psychic) * At-Will (1/round)
Alignment evil Languages
R Vision of Death (psychic) * At-Will (1/round) Attack: Ranged 10 (one creature); +25 vs. Will
Hit: 3d10 + 14 psychic damage, and the target is slowed (save
Attack: Ranged 10 (one creature); +24 vs. Will
Blackstar Idol (B) Level 22 Elite Controller (Leader) ends).
Hit: 4d6 + 15 psychic damage, and the target is dazed (save
ends). Large elemental animate XP 8,300 Str 25 (+18) Dex 13 (+12) Wis 30 (+21)
Skills Religion +17 HP 420; Bloodied 210 Initiative +12 Con 26 (+19) Int 10 (+11) Cha 7 (+9)
Str 20 (+15) Dex 13 (+11) Wis 18 (+14) AC 36; Fortitude 34; Reflex 32; Will 36 Perception +21 Alignment evil Languages
Con 15 (+12) Int 14 (+12) Cha 24 (+17) Speed 0, fly 8 (hover), teleport 4 Darkvision
Alignment chaotic evil Languages Abyssal, Common Resist 10 fire; Vulnerable 15 radiant
Flameharrow Lord (F) Level 20 Elite Controller (Leader)
Equipment censer, plate armor, mace Saving Throws +2; Action Points 1
Medium natural humanoid (undead) XP 5,600
TRAITS
HP 374; Bloodied 187 Initiative +13
Blackstar Pulse (healing) * Aura 3 AC 34; Fortitude 31; Reflex 32; Will 33 Perception +17
Enemies that start their turns within the aoura take 10 damage, Speed 6, teleport 5 Darkvision
and blackstar host that start their turns within the aura heal 10 Immune disease, poison; Resist 20 necrotic,
hit points. 25 fire; Vulnerable 10 radiant
STANDARD ACTIONS Saving Throws +2; Action Points 1

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TRAITS Saving Throws +5; Action Points 2 C Mesmerizing Gaze (charm) * At-Will (1/round)
Spiritual Inferno (necrotic) * Aura 5 TRAITS
Attack: Ranged 5 (one creature); +21 vs. Will
Any undead ally within the aura gains resist 15 fire, and deals Aura of Doom * Aura 3 Hit: The the target is dominated (save ends).
an extra ongoing 10 necrotic damage (save ends) with its melee Enemies cannot regain hit points or gain temporary hit points Effect: The dracolich slides the target up to 2 squares.
or ranged attacks. while in the aura. TRIGGERED ACTIONS
STANDARD ACTIONS Action Recovery C Bloodied Breath * Encounter
m Flameharrow Claw (fire, necrotic) * At-Will Whenever the dragon ends its turn, any dazing, stunning, or Trigger: The dragon is first bloodied.
Attack: Melee 1 (one creature); +25 vs. AC dominating effect on it ends.
Effect (Free Action): Breath weapon recharges, and the dragon
Hit: 3d10 + 12 fire damage, and the target cant spend healing Instinctive Domination uses it.
surges until the end of the flameharrows next turn. On an initiative of 10 + its initiative check, the dragon can use a Skills Arcana +17, Endurance +21, History +17, Insight +18,
MINOR ACTIONS free action to use mesmerizing glance. This attack does not Intimidate +16, Religion +17
provoke opportunity attacks. If the dragon cannot use a free
r Harrowing Gaze (fear, gaze, psychic) * At-Will (1/round) Str 25 (+16) Dex 22 (+15) Wis 18 (+13)
action to make this attack due to a dominating or stunning
Attack: Ranged 10 (one creature); +23 vs. Will Con 24 (+16) Int 16 (+12) Cha 15 (+11)
effect, then that effect ends instead of the dragon making the
Hit: 3d8 + 15 psychic damage, and the target is pushed 4 attack. Alignment evil Languages Common, Draconic
squares. The target is dazed until the end of the flameharrow's STANDARD ACTIONS
next turn.
m Bite (necrotic) * At-Will
C Deadfire Gaze (fire, gaze, necrotic) * At-Will (1/round)
Attack: Melee 2 (one creature); +23 vs. AC
Attack: Close blast 5 (enemies in blast); +23 vs. Reflex
Hit: 2d8 + 4 damage, and ongoing 10 necrotic damage (save
Hit: 1d8 + 10 necrotic damage, ongoing 10 fire damage, and the ends).
target is immobilized (save ends both).
M Claws * At-Will
TRIGGERED ACTIONS
Attack: Melee 2 (one or two creatures); +23 vs. AC. If the
R Death's Salvation (healing) * Recharge 4 5 6
dracolich targets only one creature, it can make this attack twice
Trigger: When an undead ally is reduced to 0 hit points. against that creature.
Effect (Immediate Interrupt): Ranged 10; targeted undead ally Hit: 3d8 + 12 damage.
regains 25 hit points. Effect: The dracolich slides the target up to 2 squares.
Str 15 (+12) Dex 16 (+13) Wis 15 (+12)
C Blackfire (necrotic) * Recharge 5 6
Con 19 (+14) Int 23 (+16) Cha 26 (+18)
Effect: Close blast 5 (enemies in blast); automatic hit; 4d8 + 13
Alignment chaotic evil Languages Abyssal, Common
necrotic damage, and ongoing 10 fire damage (save ends).
C Breath Weapon (necrotic) * Recharge 5 6
Dracolich (D) Level 18 Solo Controller Attack: Close blast 5 (enemies in the blast); +21 vs. Reflex
Huge natural magical beast (dragon, undead) XP 16,000 Hit: 4d12 + 16 necrotic damage, and the target is weakened
HP 704; Bloodied 352 Initiative +15 (save ends).
AC 32; Fortitude 31; Reflex 30; Will 28 Perception +18 Miss: Half damage, and the target is weakened until the end of
Speed 8, fly 10 (clumsy) Darkvision its next turn.
Immune disease, poison; Resist 15 necrotic; Effect: Each target loses any necrotic resistance (save ends).
Vulnerable 10 radiant MINOR ACTIONS

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R8: SARCOPHAGI CHAMBER 2 Voidsoul Specters (V)


Medium shadow humanoid (undead)
Level 23 Lurker
XP 5,100
TRAITS
Combat Advantage
Larva War Master (L) Level 23 Elite Brute HP 115; Bloodied 58 Initiative +23 The blood fiend gains combat advantage against any living,
Medium natural magical beast (undead) XP 10,200 AC 35; Fortitude 32; Reflex 35; Will 34 Perception +16 bloodied enemy.
HP 528; Bloodied 264 Initiative +19 Speed 0, fly 8 (hover); phasing Darkvision STANDARD ACTIONS
AC 37; Fortitude 37; Reflex 35; Will 34 Perception +15 Immune disease, poison; Resist 30 necrotic, insubstantial; m Claws * At-Will
Speed 5 Vulnerable 10 radiant Attack: Melee 1 (one creature); +28 vs. AC
Immune disease, poison; Resist 10 necrotic ; takes half damage TRAITS Hit: 3d8 + 17 damage.
from melee and ranged attacks; Vulnerable 10 radiant, 10
Spectral Cold (cold) * Aura 1 M Bloodthirsty Bite (healing) * At-Will
against close and area attacks
An enemy that starts its turn in the aura takes 10 cold damage Requirements: Requires combat advantage.
Saving Throws +2; Action Points 1
and takes a -2 penalty to all defenses until the start of its next
TRAITS Attack: Melee 1 (one creature); +28 vs. AC
turn.
Tactical Feedback (psychic) * Aura 6 Hit: 2d8 + 10 damage, and the target is grabbed and takes
STANDARD ACTIONS
ongoing 10 damage (until escape). Also, the blood fiend regains
Any enemy within the aura takes 10 psychic damage when it m Spectral Touch (necrotic) * At-Will 10 hit points.
shifts.
Attack: Melee 1 (one creature); +26 vs. Reflex MINOR ACTIONS
Squeezing Swarm
Hit: 2d12 + 18 necrotic damage. C Terror Gaze (fear) * At-Will (1/round)
By altering its shape, a larva war master can squeeze through
small openings as if it were a Tiny creature. C Life Siphon (healing, necrotic) * Encounter Attack: Close blast 3 (creatures in blast); +26 vs. Will
STANDARD ACTIONS Attack: Close blast 5 (creatures in blast); +26 vs. Fortitude Hit: The target is immobilized (save ends).
Hit: 2d12 + 18 necrotic damage, and the voidsoul specter Skills Intimidate +24
m Mandible Blade (necrotic) * At-Will
regains 5 hit points for every creature damaged by the attack. Str 30 (+21) Dex 26 (+19) Wis 24 (+18)
Attack: Melee 1 (one creature); +26 vs. Fortitude
MINOR ACTIONS Con 28 (+20) Int 22 (+17) Cha 27 (+19)
Hit: 4d10 + 17 necrotic damage.
Invisibility (illusion) * At-Will (1/round) Alignment chaotic evil Languages Primordial
M Double Attack (necrotic) * At-Will
Effect: The voidsoul specter becomes invisible until it attacks or
Effect: The larva war master makes two mandible blade attacks. until it is hit by an attack. It remains invisible while using life
TRIGGERED ACTIONS siphon.
R Punishing Beetle (poison) * Encounter Skills Stealth +24 R9: SENTINEL TRAPS
Trigger: When a creature regains hit points. Str 12 (+12) Dex 26 (+19) Wis 10 (+11)
2 Blaspheme Imperfect Keepers (I) Level 19 Brute
Attack (Immediate Reaction): Ranged 20 (triggering creature); Con 19 (+15) Int 11 (+11) Cha 23 (+17)
Medium natural animate (construct, undead) XP 2,400
+24 vs. Fortitude Alignment chaotic evil Languages Common
HP 214; Bloodied 107 Initiative +13
Hit: 6d12 + 23 poison damage.
AC 31; Fortitude 32; Reflex 29; Will 29 Perception +13
Miss: Half damage.
Blood Fiend (B) Level 23 Soldier Speed 7 Darkvision
Skills Acrobatics +22, Athletics +23, Intimidate +22
Medium elemental humanoid XP 5,100 Immune disease; Resist 15 necrotic;
Str 28 (+20) Dex 26 (+19) Wis 18 (+15) Vulnerable 10 radiant
HP 220; Bloodied 110 Initiative +21
Con 24 (+18) Int 20 (+16) Cha 22 (+17)
AC 41; Fortitude 36; Reflex 34; Will 32 Perception +23 TRAITS
Alignment evil Languages Common
Speed 8, fly 10 Darkvision Life Sap (healing, necrotic) * Aura 1
Equipment plate armor
Immune fear Any living enemy that starts its turn within the aura takes 5

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necrotic damage. Each round, if at least one enemy is damaged Con 23 (+15) Int 19 (+13) Cha 13 (+10) Void Extrusion (V) Level 19 Blaster
by the aura, the blaspheme imperfect keeper regains 5 hit Alignment evil Languages Common Trap XP 2,400
points.
Detect Percetion DC 17: The character can see the pit from
Bloodied Degeneration Location 14, though the full danger isn't apparent;
Kinetic Arches: When a creature moves through the
While bloodied, the blaspheme imperfect keepers body begins Nature or Dungeoneering DC 24: The character recognizes the
archway, the trap activates and rolls initiative. When a
to degenerate, and it enters a state of bloodlust. The blaspheme danger of the extrusion before moving within 3 squares of it (which
gains vulnerable 5 to all damage and deals 3d6 extra damage on creature steps through the archway, the area within and might not do much good if the character is being propelled by the
a hit. around the arches violently slides creatures west. kinetic arches trip).
STANDARD ACTIONS Read: A silver net of radiance grabs you in a crushing Immune attacks Initiative
m Slam (necrotic) * At-Will grip, then throws you through the air like a doll. TRIGGERED ACTIONS
Attack: Melee 1 (one creature); +24 vs. AC C Attack (radiant) * At-Will
Hit: 3d12 + 14 necrotic damage. Trigger: This trap activates when a creature enters the pit. If the
Kinetic Arches (K) Level 19 Blaster
M Deadly Clutch (necrotic) * At-Will arches trap is disabled or bypassed, this trap does not activate,
Trap XP 2,400
or ceases attacking.
Requirements: Requires free hand. Detect Percetion DC 33: A small, wavelike symbol is set upon the
Attack (Immediate Reaction): Close blast (creature in the divine
Attack: Melee 1 (one creature); +22 vs. Reflex top of the arch, protruding slightly like a stud.
space); +22 vs. Will.
Hit: 3d12 + 14 necrotic damage, and the target is grabbed Immune attacks Initiative +8
Hit: 4d8 + 10 radiant damage.
(escape DC 24). STANDARD ACTION Aftereffect: A creature that emerges from the divine space
M Life Drain (healing, necrotic) * At-Will C Attack * At-Will appears in Location 14, in the entrance to the trapped
Attack: Melee 1 (one grabbed creature); +22 vs. Fortitude Attack: Close burst 2 (creatures in burst); +22 vs. Reflex. corridor. The creature is dazed and takes ongoing 5 psychic
Hit: 3d10 + 11 necrotic damage, and the target loses a healing Hit: 3d12 + 8 damage, and the target slides 4 squares toward damage (save ends) from the experience, and is subject to
surge, and the blaspheme imperfect keeper regains 15 hit the void extrusion trap. additional attacks by the kinetic arches (if they are still
points. active).
COUNTERMEASURES
Str 24 (+16) Dex 18 (+13) Wis 19 (+13) Special: Creatures that are pushed or slid into the pit gain a
* Avoid: If the stud has been spotted, pressing it deactivates saving throw to hang onto the edge. Creatures that fail the save
Con 14 (+11) Int 14 (+11) Cha 12 (+10) the trap for 1 round (until the end of the pressing character's fall into darkness. In truth, they are teleported into a silvery
Alignment evil Languages next turn). space of divine creation, not unlike the expanse of the Astral
* Disable: An adjacent character can disable the trap with Sea. They remain in this divine space each round (save ends)
three DC 24 Thievery checks made as standard actions. and are subject to attack.
4 Blaspheme Fragment Keepers (F) Level 19 Minion
Medium natural animate (construct, undead) XP 600 COUNTERMEASURES

HP 1; a missed attack never damages a minion Initiative +16 Void Extrusion: The trap becomes active when * Avoid: A creature in the burst can minimize the damage of
triggered. the extrusion with a DC 33 Acrobatics check made as an
AC 33; Fortitude 32; Reflex 31; Will 27 Perception +12
immediate interrupt before the attack. W i t h a successful
Speed 7 Darkvision Read: A dark, deep pit in the floor appears to have check, the creature takes half damage on a hit, and no
Immune disease; Resist 15 necrotic, 15 poison clouds of silver radiance far within its seemingly bottomless damage on a miss.
STANDARD ACTIONS depths. * Avoid: Leaping beyond the pit into the far side of the
m Slam * At-Will corridor cuts off a character from the affects of the kinetic
Attack: Melee 1 (one creature); +24 vs. AC arches trap.
Hit: 15 damage, and the target is slowed (save ends).
Str 26 (+17) Dex 25 (+16) Wis 17 (+12)

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R10: HALL OF JUDGEMENT emperor. The target avoids hazardous terrain and difficult
terrain if possible.
Alignment evil Languages Common, Deep Speech

Beholder Death Emperor (B) Level 22 Solo Artillery 6Burning Ray (Fire): Ranged 10 (one creature); +27 vs. AC;
4d8 + 17 fire damage, and ongoing 15 fire damage (save 2 Stone Golems (G) Level 17 Elite Soldier
Large aberrant magical beast (undead) XP 20,750
ends). Large natural animate (construct) XP 3,200
HP 832; Bloodied 416 Initiative +19
7Decaying Ray (Acid): Ranged 10 (one creature); +27 vs. HP 336; Bloodied 168 Initiative +8
AC 34; Fortitude 33; Reflex 34; Will 35 Perception +20
Reflex; 4d8 + 17 acid damage, and ongoing 15 acid damage AC 33; Fortitude 33; Reflex 24; Will 24 Perception +7
Speed 0, fly 5 (hover) All-Around Vision,
(save ends). Speed 6; can't shift Darkvision
Immune disease, poison; Resist 20 necrotic; Darkvision
8Entombing Ray: Ranged 10 (one creature); +27 vs. Immune disease, poison, sleep
Vulnerable 20 radiant Fortitude; the target is slowed (save ends). Saving Throws +2; Action Points 1
Saving Throws +5; Action Points 2 First Failed Saving Throw: The target is immobilized instead STANDARD ACTIONS
TRAITS of slowed (save ends).
m Slam * At-Will
Eyes of the Beholder * Aura 5 Second Failed Saving Throw: The target is petrified (no
save). Attack: Melee 2 (one creature); +22 vs. AC
The beholder death emperor uses one random eye ray as a free
9Death Ray (Necrotic): Ranged 10 (one creature); +27 vs. Hit: 3d6 + 15 damage, and the target is pushed 1 square and
action against any enemy within the aura at the start of that
Fortitude; 3d8 + 16 necrotic damage, and if the target is dazed (save ends).
enemys turn.
Action Recovery
bloodied it is dazed (save ends). M Double Attack * At-Will
First Failed Saving Throw: The target is dazed and weakened Effect: The stone golem makes two slam attacks.
Whenever thebeholder ends its turn, any dazing, stunning, or
(save ends).
dominating effect on it ends. M Golem Rampage * Recharge 5 6
Second Failed Saving Throw: The target dies.
STANDARD ACTIONS Effect: The stone golem moves its speed plus 2 and can move
10Reanimating Ray (Necrotic): Ranged 10 (one creature);
m Bite * At-Will +27 vs. Fortitude; 3d10 + 16 necrotic damage. If the target is through enemies spaces, provoking opportunity attacks as
Attack: Melee 1 (one creature); +27 vs. AC reduced to 0 hit points or fewer, the target rises as a horde normal. When it enters a creatures space (ally or enemy), the
Hit: 3d4 + 12 damage. ghoul under the beholder death emperors control at the end golem makes a slam attack against that creature. The creature
of its next turn. remains in its space, and the golem must leave the space after it
M Eye Ray * At-Will attacks. The golem must end its rampage in an unoccupied
MINOR ACTIONS
Effect: The beholder death emperor uses up to two different eye space.
R Central Eye * At-Will (1/round)
ray powers (chosen from the list below). Each ray must target a TRIGGERED ACTIONS
different creature, and using eye ray does not provoke Attack: Ranged 20 (one creature); +27 vs. Will
C Death Burst
opportunity attacks. Hit: The target is slowed and loses necrotic resistance until the
Trigger: When reduced to 0 hit points.
1, 2Withering Ray (Necrotic): Ranged 10 (one creature); end of the beholder death emperors next turn.
Attack: Close burst 1 (creatures in burst); +22 vs. AC
+27 vs. Fortitude; 3d8 + 16 necrotic damage, and ongoing 15 TRIGGERED ACTIONS
necrotic damage (save ends). Hit: 3d8 + 12 damage, and the area is difficult terrain until
C Killing Look (gaze, necrotic)
cleared.
3Confusion Ray (Psychic): Ranged 10 (one creature); +27
Trigger: When an enemy within 10 squares of the beholder Str 24 (+15) Dex 7 (+6) Wis 8 (+7)
vs. Will; 3d8 + 16 psychic damage, and the target slides 5 death emperor fails a saving throw against ongoing damage.
squares and is dazed (save ends). Con 24 (+15) Int 3 (+4) Cha 3 (+4)
Attack (Immediate Reaction): Close burst 10 (targets the triggering
4Grave Ray (Necrotic): Ranged 10 (one creature); +27 vs. Alignment unaligned Languages
creature); +27 vs. Will
Reflex; 3d8 + 16 necrotic damage.
Hit: The target loses 2 healing surges.
5Fear Ray (Fear, Psychic): Ranged 10 (one creature); +27
Str 12 (+12) Dex 26 (+19) Wis 19 (+15)
vs. Will; 3d8 + 16 psychic damage, and the target
immediately moves its speed away from the beholder death Con 24 (+18) Int 22 (+17) Cha 28 (+20)

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to the glow around the arches in Location 14. * Avoid: A creature can make a saving throw to avoid being
Immune attacks Initiative +10 pushed into the acid pit trap by the altar of compassion
STANDARD ACTIONS attack. Unfortunately, the sides of the acid pit are slick and all
such saving throws take a -2 penalty.
C Attack * At-Will
Attack: Close blast 3 (creatures in blast); +26 vs. Reflex.
Hit: 3d12 + 12 damage, and the target is pushed 4 squares Endless Fall: The forces of this pocket dimension
toward on of the other traps in this area. pummel a character each round until he or she escapes.
Miss: Half damage, and the target is pushed 2 squares toward Read: Creatures that/all into this pit blink out of
one of the other traps in this area.
existence.
COUNTERMEASURES
* Avoid: An adjacent character can disable the trap with a DC
37 Thievery check (a failed check activates the trap). An Endless Fall (F) Level 23 Obstacle
additional DC 37 Thievery check is required to cause the Trap XP 5,100
altar to rise, revealing the passage down to the vault level. Detect Percetion (no check): You see that this pit seems to descend
* Disable: A character can correctly answer the riddle, which indefinitely;
deactivates the trap and moves the altar up to reveal the Arcana DC 37: The character recognizes that teleport magic is at
passage down. play in this pit.
Immune attacks Initiative
Acid Trap: The acid attacks any creature in a trap TRIGGERED ACTIONS
square. M Attack * At-Will
Read: Acid fills this deep basin, burning all that falls Trigger: When a creature enters or starts its turn in a pit square
within it. (or the pocket dimension to which the trap sends its victims),
R11: RELIQUARY TEST the trap attacks.
Attack: Melee (creatures in trap squares or in the pocket
Altar of Compassion: When a creature puts its hands
Acid Pit (P) Level 23 Obstacle dimension); +26 vs. Reflex.
on the altar but gives the incorrect answer, fails to answer,
Trap XP 5,100 Hit: 3d12 + 8 damage, and the target slides 4 squares toward
or removes its hands before answering, the trap activates the void extrusion trap.
Detect Percetion (no check): You notice a depression filled with
and rolls initiative. When it attacks, the altar erupts with Miss: Half damage.
acid.
kinetic energy that pushes living creatures toward the other
Immune attacks Initiative COUNTERMEASURES
traps.
TRIGGERED ACTIONS * Avoid: A character in the pocket dimension can make a DC
Read: The eaglelike wings of the altar flap, and a wave 27 Intelligence or Wisdom check at the end of its turn. If
M Attack (acid) * At-Will
of force blasts out in all directions. successful, the character appears next to the edge of the
Trigger: When a creature enters or starts its turn in a trapped cavity.
square, the trap attacks.
Altar of Compassion (A) Level 23 Blaster Attack: Melee (creatures in trap squares); +28 vs. AC.
Hit: 4d10 + 10 acid damage, and the target takes ongoing 15 Mist of Storm: Once the altar of compassion is
Trap XP 5,100
acid damage (save ends): activated, lightning strikes begin arcing across this hallway.
Detect Percetion DC 27: The faintest shimmer in the air marks the
area asdangerous; Aftereffect: The target is dazed until the end of its next turn. Read: The mist filled hallway begins to sizzle with the
Arcana DC 37: The character recognizes the area as a field similar COUNTERMEASURES fury of a storm.

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E1: ORCUS CONVERSION

Mist of Storm (M) Level 23 Obstacle Con 18 (+15) Int 3 (+7) Cha 3 (+7) Blackstar Annihilator (A) Level 23 Artillery
Trap XP 5,100 Alignment evil Languages Medium elemental animate XP 5,100
Detect Perception (no check): You see that this area is filled with HP 168; Bloodied 84 Initiative +20
mist; AC 35; Fortitude 34; Reflex 36; Will 34 Perception +23
2 Chuul Juggernauts (C) Level 23 Elite Soldier
Arcana DC 37: The character recognizes that the area might prove Speed 5, fly 8 (clumsy) Darkvision
Huge aberrant magical beast (aquatic) XP 10,200
particularly conducive to electrical discharges. Resist 10 fire; Vulnerable 10 radiant
HP 434; Bloodied 217 Initiative +17
Immune attacks Initiative STANDARD ACTIONS
AC 39; Fortitude 37; Reflex 31; Will 33 Perception +17
TRIGGERED ACTIONS
Speed 7, swim 7 Darkvision m Slam * At-Will
M Attack (lightning) * At-Will Saving Throws +2; Action Points 1 Attack: Melee 1 (one creature); +28 vs. AC
Trigger: When a creature enters or starts its turn in a trapped TRAITS Hit: 4d6 + 10 damage, and ongoing 5 damage (save ends).
square, the trap attacks.
Psychic Moan (psychic) * Aura 1 r Meteor Bolt * At-Will
Attack: Melee (creatures in trapped squares); +26 vs. Reflex.
A chuul juggernaut exudes a constant hum of psychic energy. Attack: Ranged 10 (one creature); +26 vs. Reflex
Hit: 3d12 + 8 lightning damage, and the target is stunned (save
Enemies in the aura take a -2 penalty to Will defense and gain Hit: 4d6 + 17 damage, and the target takes a -2 penalty to saving
ends).
vulnerable 5 psychic. throws and ongoing 5 damage (save ends both).
Miss: Half damage, and the target is dazed (save ends).
Tentacle Net (poison) Blackstar Fall * Encounter
A creature hit by a chuul juggernauts opportunity attack is Effect: The blackstar annihilator can fly 8 squares and enter an
immobilized until the end of the juggernauts next turn. enemy's space; Melee 1 (one creature); +28 vs. Fortitude; 4d8 +
R12: DIVINE MEMORIAL STANDARD ACTIONS 21 damage, and the target is pushed 2 squares and knocked
m Claw * At-Will prone. Miss: The target is pushed 1 square. If the target cannot
4 Blackstar Pawns (P) Level 23 Minion be pushed, the blackstar annihilator ends its move in an
Attack: Melee 3 (one creature); +28 vs. AC
Medium elemental animate XP 1,275 unoccupied square adjacent to the target.
Hit: 4d8 + 13 damage, or 5d8 + 15 damage against an
HP 1; a missed attack never damages a minion Initiative +18 Secondary Attack: When it lands, the blackstar annihilator
immobilized creature.
AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13 attacks: close burst 3 (enemies in burst); +26 vs. Reflex;
M Double Attack (poison) * At-Will 3d6 + 13 damage, and the target is pushed 1 square and
Speed 7 Darkvision
Effect: The chuul juggernaut makes two claw attacks. If both claw knocked prone. The burst area becomes difficult terrain.
Resist 15 fire
attacks hit a single target, the chuul juggernaut makes a Str 18 (+15) Dex 28 (+20) Wis 24 (+18)
STANDARD ACTIONS
secondary attack against the same target with its tentacles. Con 24 (+18) Int 8 (+10) Cha 7 (+9)
m Claw * At-Will Secondary Attack: +26 vs. Fortitude Alignment evil Languages Primordial
Attack: Melee 1 (one creature); +28 vs. AC Hit: The target is immobilized (save ends).
Hit: 16 damage, or 24 damage if blackstar scores a critical hit. R Psychic Lure (psychic) * At-Will
TRIGGERED ACTIONS Blackstar Knight (B) Level 23 Soldier
Attack: Ranged 10 (one creature); +26 vs. Will Medium shadow animate (construct, undead) XP 5,100
m Blackstar Ricochet * At-Will Hit: 4d10 + 15 psychic damage, and the target is pulled 5
HP 212; Bloodied 106 Initiative +20
Trigger: When a blackstar pawn within 5 squares is reduced to 0 squares.
AC 39; Fortitude 35; Reflex 34; Will 35 Perception +19
hit points. Str 27 (+19) Dex 19 (+15) Wis 22 (+17)
Speed 7 Darkvision
Attack (Immediate Reaction): The blackstar pawn shifts 3 squares Con 25 (+18) Int 4 (+8) Cha 16 (+14)
Resist 15 fire; Vulnerable 15 radiant
and collides with an enemy; +26 vs. Fortitude Alignment unaligned Languages Deep Speech
Hit: 12 damage. STANDARD ACTIONS
Str 26 (+19) Dex 24 (+18) Wis 14 (+13) m Greatsword (weapon) * At-Will

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E1: ORCUS CONVERSION

Attack: Melee 1 (one creature)+28 vs. AC Immune attacks Initiative +8 affected area visibly brightens with a pulse of golden light.
Hit: 3d10 + 15 damage, and the target is marked until the end STANDARD ACTIONS Attack: Melee (triggering creature); +21 vs. Fortitude.
of the blackstar knight's next turn. C Attack (fire, radiant) * At-Will Hit: 3d10 + 5 psychic damage, and ongoing 5 psychic damage
M Deathsword (necrotic, weapon) * Recharge 5 6 (save ends).
Attack: Close blast 5 (creatures in blast); +22 vs. Reflex.
Miss: Half damage, and no ongoing damage.
Attack: Melee 1 (one creature marked by blackstar knight); Hit: 3d12 + 5 radiant and fire damage, and ongoing 10 radiant
Special: A creature taking ongoing necrotic damage when it
+28 vs. AC and fire damage (save ends).
takes damage from this trap loses all resistance to either psychic
Hit: 4d10 + 11 damage, and ongoing 10 necrotic damage (save Miss: Half damage, and no ongoing damage.
or necrotic damage. This resistance returns when ongoing
ends). TRIGGERED ACTIONS damage of neither type is being taken.
MOVE ACTIONS C Attack (fire, radiant) * At-Will
No Escape (teleportation) * At-Will Trigger: When the doors in front of the trap open, Angels of Desolation: The area before the trap is
Effect: The blackstar knight teleports up to 10 squares, ending Attack: Close blast 5 (creatures in blast); +22 vs. Reflex. filled with soul-harming necrotic energy.
the move in a square adjacent to a creature marked by the Hit: 3d12 + 5 radiant and fire damage, and ongoing 10 radiant
blackstar knight. and fire damage (save ends). Read: The angel's dim glow begins to draw out your
TRIGGERED ACTIONS Miss: Half damage, and no ongoing damage. soul!
C Soldier's Duty * Encounter COUNTERMEASURES
Trigger: When reduced to 0 hit points. * Disable: A character who climbs up the face to the eyes with 2 Angels of Desolation (D) Level 18 Blaster
Effect: Close burst 2 (undead allies in burst); the target gains 25 a DC 24 Athletics check can disable the trap with a DC 33 Trap XP 2,000
temporary hit points. Thievery check.
Detect Percetion DC 17: A shadowy shimmer in the air marks the
Str 27 (+19) Dex 24 (+18) Wis 26 (+19) area in front of the statue as potentially dangerous;
Con 20 (+16) Int 10 (+11) Cha 9 (+10) Angels of Madness: The area before the trap is filled Arcana DC 23: The character recognizes the area as filled with
Alignment evil Languages Common, Primordial with mentally disruptive psychic energy. necrotic energy;
Equipment greatsword Arcana DC 32: The combined radiations of the golden and
Read: The angel's golden glow begins to eat at your shadowy light likely has additional unpleasant effects.
mind! Immune attacks Initiative
TRIGGERED ACTIONS
R13: RELIQUARY (PART I) 2 Angels of Madness (M) Level 18 Blaster M Attack (necrotic) * At-Will
Trap XP 2,000 Trigger: When a creature enters or starts its turn within 3
Breath of Bahamut: When the doors in front of the
Detect Percetion DC 17: A golden shimmer in the air marks the squares of the statue, the trap is triggered and attacks. The
trap open, the head makes its first breath attack as an affected area visibly darkens with a pulse of deep shadow.
area in front of the statue as potentially dangerous;
immediate reaction. Then it attacks each round on its Arcana DC 23: The character recognizes the area as filled with Attack: Melee (triggering creature); +21 vs. Will.
initiative. disruptive psychic influence; Hit: 3d10 + 5 necrotic damage, and ongoing 5 necrotic damage
Read: The dragon head releases a gout of radiant fire. Arcana DC 32: The combined radiations of the golden and (save ends).
shadowy light likely has additional unpleasant effects. Miss: Half damage, and no ongoing damage.
Immune attacks Initiative Special: A creature taking ongoing psychic damage when it takes
Breath of Bahamut (B) Level 19 Blaster TRIGGERED ACTIONS damage from this trap loses all resistance to either psychic or
Trap XP 2,400 M Attack (psychic) * At-Will necrotic damage. This resistance returns when ongoing damage
Detect Percetion DC 33: The character notices that the dragon's of neither type is being taken.
Trigger: When a creature enters or starts its turn within 5
eyes flash then grow dim for a moment with each breath it unleashes.
squares of the statue, the trap is triggered and attacks. The

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E1: ORCUS CONVERSION

R13: RELIQUARY (PART II) of his next turn.


MINOR ACTIONS
Hit: 12 damage.
Str 26 (+19) Dex 24 (+18) Wis 14 (+13)
Elder Arantham (A) Level 25 Elite Controller (Leader) r Unholy Glare (gaze, necrotic) * At-Will (1/round) Con 18 (+15) Int 3 (+7) Cha 3 (+7)
Medium natural humanoid (undead) XP 14,000 Alignment evil Languages
Attack: Ranged 10 (one creature); +28 vs. Reflex
HP 448; Bloodied 224 Initiative +15 Hit: 2d10 + 12 necrotic damage and ongoing 10 necrotic
AC 39; Fortitude 35; Reflex 37; Will 39 Perception +18 damage, and when the target of this attack takes ongoing Blackstar Idol (T) Level 22 Elite Controller (Leader)
Speed 6 Darkvision necrotic damage, all adjacent creatures take 5 necrotic damage
Large elemental animate XP 8,300
Immune disease; Resist 15 necrotic (save ends both).
HP 420; Bloodied 210 Initiative +12
Saving Throws +2; Action Points 1 TRIGGERED ACTIONS
AC 36; Fortitude 34; Reflex 32; Will 36 Perception +21
TRAITS Dying for the Cause * Encounter
Speed 0, fly 8 (hover), teleport 4 Darkvision
Deathless Fanaticism * Aura 10 Requirement: Requires an adjacent allied minion. Resist 10 fire; Vulnerable 15 radiant
Each ally within the aura that drops to 0 hit points immediately Trigger: When Elder Arantham takes damage. Saving Throws +2; Action Points 1
makes a melee basic attack with a +5 bonus to the attack roll Effect (Immediate Interrupt): The ally is reduced to 0 hit points. TRAITS
and damage roll. Arantham takes no damage from the triggering attack.
Blackstar Pulse (healing) * Aura 3
Regeneration Skills Arcana +21, Diplomacy +20, History +21, Insight +23,
Religion +21 Enemies that start their turns within the aoura take 10 damage,
Arantham regains 5 hit points whenever he starts his turn and
Str 17 (+15) Dex 16 (+15) Wis 22 (+18) and blackstar host that start their turns within the aura heal 10
has at least 1 hit point. When Arantham takes damage from a
hit points.
silver weapon, his regeneration does not function on his next Con 16 (+15) Int 19 (+16) Cha 17 (+15)
turn. STANDARD ACTIONS
Alignment chaotic evil Languages Abyssal, Common,
STANDARD ACTIONS Equipment scale armor, +6 holy symbol Primordial m Force Slam (force) * At-Will
m Unholy Touch (necrotic) * At-Will Attack: Melee 1 (one creature); +27 vs. AC
Attack: Melee 1 (one creature); +28 vs. Reflex Hit: 4d6 + 16 force damage.
5 Blackstar Pawns (P) Level 23 Minion
Hit: 2d10 + 12 necrotic damage and ongoing 10 necrotic C Blackstar Nova (psychic) * Recharge when first bloodied
Medium elemental animate XP 1,275
damage, and when the target of this attack takes ongoing Attack: Close burst 5 (enemies in burst); +25 vs. Will
HP 1; a missed attack never damages a minion Initiative +18
necrotic damage, all adjacent creatures take 5 necrotic damage Hit: 4d8 + 19 psychic damage, and the target is pushed 2
(save ends both). AC 37; Fortitude 37; Reflex 36; Will 31 Perception +13
squares and knocked prone.
Speed 7 Darkvision
C Killing in the Name * At-Will Miss: Half damage, and the target is neither pushed nor knocked
Resist 15 fire
Effect: Close burst 5; up to three allies in the burst make a melee prone.
STANDARD ACTIONS
basic attack with a +2 bonus. Each attack deals 2d6 extra A Mindquake (psychic) * Recharge 4 5 6
damage. m Claw * At-Will
Attack: Area burst 5 within 20 (enemies in burst); +25 vs. Will
Return to Sanctum (teleportation) * Encounter while Attack: Melee 1 (one creature); +28 vs. AC
Hit: 4d6 + 16 psychic damage, and the target is dazed (save
bloodied Hit: 16 damage, or 24 damage if blackstar scores a critical hit.
ends).
TRIGGERED ACTIONS
Effect: Arantham teleports himself and one ally within 5 squares Animate Blackstar * At-Will or encounter
to a prepared location within 1 mile of him. m Blackstar Ricochet * At-Will
Effect: The idol targets the remains of a fallen blackstar creature
Second Wind (healing) * Encounter Trigger: When a blackstar pawn within 5 squares is reduced to 0 and imbues it with energy. As an at-will power, the fallen
hit points. blackstar rises as a blackstar pawn. If the blackstar idol targets a
Effect: Arantham spends a healing surge and regains 112 hit
points. Arantham gains a +2 bonus to all defenses until the start Attack (Immediate Reaction): The blackstar pawn shifts 3 squares blackstar pawn as an encounter power, it becomes a blackstar
and collides with an enemy; +26 vs. Fortitude

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E1: ORCUS CONVERSION

knight. great flameskull can exclude allies from the effect.


MINOR ACTIONS MINOR ACTIONS
R Mindrip (psychic) * At-Will (1/round) Mage Hand (conjuration) * At-Will
Attack: Ranged 10 (one creature); +25 vs. Will Effect: As the wizard power mage hand.
Hit: 3d10 + 14 psychic damage, and the target is slowed (save Skills Stealth +24
ends). Str 10 (+12) Dex 25 (+19) Wis 21 (+17)
Str 25 (+18) Dex 13 (+12) Wis 30 (+21) Con 24 (+19) Int 30 (+22) Cha 28 (+21)
Con 26 (+19) Int 10 (+11) Cha 7 (+9) Alignment unaligned Languages Common, one other
Alignment evil Languages

2 Great Flameskulls (F) Level 24 Artillery


Small natural animate (undead) XP 6,050
HP 174; Bloodied 87 Initiative +19
Regeneration 10
AC 37; Fortitude 34; Reflex 39; Will 37 Perception +22
Speed 0, fly 10 (hover) Truesight 6
Immune disease, poison; Resist 20 fire, 10 necrotic;
Vulnerable 5 radiant
TRAITS
Illumination
The great flameskull sheds bright light out to 5 squares, but it
can reduce its brightness to dim light out to 2 squares as a free
action.
STANDARD ACTIONS
m Fiery Bite (fire) * At-Will
Attack: +26 vs. AC
Hit: 1d4 + -1 damage plus 2d6 fire damage.
R Flame Ray (fire) * At-Will
Attack: Ranged 20; +28 vs. Reflex
Hit: 2d8 + 10 fire damage, and the target is dazed until the end
of the great flameskull's next turn.
A Firestorm (fire) * Encounter
Attack: Area burst 4 within 20; +27 vs. Reflex
Hit: 3d6 + 10 fire damage.
Miss: Half damage. The firestorm blocks line of sight, deals 10
fire damage to any creature that starts its turn in the area, and
disappears at the end of the great flameskull's next turn. The

2013-01-12 39

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