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<blockquote data-quote="Primitive Screwhead" data-source="post: 5259037" data-attributes="member: 20805"><p>THat is a good idea, but can we post either the xml text in a sblock or attach the xml file?</p><p></p><p>Koren the Wayfarer from module 8, "O Wintry Song of Agony"</p><p>{fan-made of course, since I don't have any advance copies <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> }</p><p>[sblock]</p><p><?xml version="1.0" encoding="utf-8"?></p><p><Monster xsi:type="Monster" xmlns:loader="http://www.wizards.com/listloader" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"></p><p> <AbilityScores></p><p> <Values></p><p> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="18"></p><p> <AdjustmentID>Low</AdjustmentID></p><p> <Name>Dexterity</Name></p><p> <ID>AB3</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AbilityScoreNumber></p><p> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="23"></p><p> <AdjustmentID>High</AdjustmentID></p><p> <Name>Constitution</Name></p><p> <ID>AB2</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-1</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AbilityScoreNumber></p><p> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="24"></p><p> <AdjustmentID>High</AdjustmentID></p><p> <Name>Strength</Name></p><p> <ID>AB1</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AbilityScoreNumber></p><p> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="11"></p><p> <AdjustmentID>Low</AdjustmentID></p><p> <Name>Intelligence</Name></p><p> 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</DefaultBonus></p><p> </SkillNumber></p><p> <SkillNumber xsi:type="SkillNumber" FinalValue="12"></p><p> <Trained>false</Trained></p><p> <Name>Nature</Name></p><p> <ID>SK16</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </SkillNumber></p><p> <SkillNumber xsi:type="SkillNumber" FinalValue="11"></p><p> <Trained>false</Trained></p><p> <Name>Religion</Name></p><p> <ID>SK18</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </SkillNumber></p><p> <SkillNumber xsi:type="SkillNumber" FinalValue="13"></p><p> <Trained>false</Trained></p><p> <Name>Streetwise</Name></p><p> <ID>SK21</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </SkillNumber></p><p> <SkillNumber xsi:type="SkillNumber" FinalValue="15"></p><p> <Trained>false</Trained></p><p> <Name>Thievery</Name></p><p> <ID>SK23</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </SkillNumber></p><p> </Values></p><p> </Skills></p><p> <Size id="3"></p><p> <ReferencedObject></p><p> <ID>3</ID></p><p> <Name>Medium</Name></p><p> </ReferencedObject></p><p> </Size></p><p> <Origin id="6"></p><p> <ReferencedObject></p><p> <ID>6</ID></p><p> <Name>Natural</Name></p><p> <Description>Natural creatures are native to the natural world.</Description></p><p> </ReferencedObject></p><p> </Origin></p><p> <Type id="39"></p><p> <ReferencedObject></p><p> <ID>39</ID></p><p> <Name>Humanoid</Name></p><p> <Description>Humanoid creatures vary greatly in how much they resemble humans. Most are bipedal. They include humans as well as monstrous humanoids such as yuan-ti.</Description></p><p> </ReferencedObject></p><p> </Type></p><p> <IsLeader>false</IsLeader></p><p> <GroupRole id="GR3"></p><p> <ReferencedObject></p><p> <Name>Elite</Name></p><p> </ReferencedObject></p><p> </GroupRole></p><p> <Items></p><p> <ItemAndQuantity></p><p> <Quantity>1</Quantity></p><p> <Item id="W10"></p><p> <ReferencedObject></p><p> <ID>W10</ID></p><p> <Name>Quarterstaff</Name></p><p> </ReferencedObject></p><p> </Item></p><p> </ItemAndQuantity></p><p> </Items></p><p> <Languages></p><p> <ObjectReference id="1"></p><p> <ReferencedObject></p><p> <ID>1</ID></p><p> <Name>Common</Name></p><p> <Description>Common is a debased form of Supernal, in the way that humans and halflings heard the first language.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> <ObjectReference id="18"></p><p> <ReferencedObject></p><p> <ID>18</ID></p><p> <Name>Deep Speech</Name></p><p> <Description>The Deep Speech is a language related to the alien communication of the Far Realm, used by creatures influenced by the energy of that place beyond the world and the planes.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> <ObjectReference id="6"></p><p> <ReferencedObject></p><p> <ID>6</ID></p><p> <Name>Primordial</Name></p><p> <Description>The primordials had their own language with none of the special qualities of Supernal.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> </Languages></p><p> <Alignment id="5"></p><p> <ReferencedObject></p><p> <ID>5</ID></p><p> <Name>Chaotic Evil</Name></p><p> </ReferencedObject></p><p> </Alignment></p><p> <Senses></p><p> <SenseReference id="48"></p><p> <ReferencedObject></p><p> <DefaultRange>0</DefaultRange></p><p> <ID>48</ID></p><p> <Name>low-light vision</Name></p><p> <Description>A creature that has low-light vision can see in dim light without penalty.</Description></p><p> </ReferencedObject></p><p> <Range>0</Range></p><p> </SenseReference></p><p> </Senses></p><p> <Regeneration FinalValue="0"></p><p> <Name>Regeneration</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </Regeneration></p><p> <Tactics>Ribbons and necklaces of finger bones flutter and clatter as this lithe blonde woman leaps and tumbles through combat, carrying an elaborately adorned quarterstaff that marks her as a Wayfarer. She dresses in short black robes trimmed with sapphires. </Tactics></p><p> <Description>Ygorl needs slaads to execute his mysterious plans, but his reclusive nature hinders his efforts to direct them. The twisted void slaad Skirnex serves as an intermediary and pseudo-priest, dispensing the Lord of Entropy’s unfathomable wisdom to followers.</Description></p><p> <Keywords /></p><p> <Powers></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Standard</Action></p><p> <Usage>At-Will</Usage></p><p> <UsageDetails></UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Description></Description></p><p> <Range>Reach 2</Range></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="25"></p><p> <Type>Normal</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>5.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>2</DiceQuantity></p><p> <DamageConstant FinalValue="14"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>4.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>10</DiceSides></p><p> <Expression>2d10 + 14</Expression></p><p> </Damage></p><p> <Description>damage, and ongoing 10 Force damage (save ends). First failed save, dazed (save ends) </Description></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses></p><p> <MonsterPowerAttackNumber FinalValue="28"></p><p> <Defense id="ADE5"></p><p> <ReferencedObject></p><p> <DefenseName>AC</DefenseName></p><p> <ID>ADE5</ID></p><p> <RoundToNearest>true</RoundToNearest></p><p> <Name>Attack vs. AC</Name></p><p> </ReferencedObject></p><p> </Defense></p><p> <Name>AttackBonus</Name></p><p> <ID>AttackBonus</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </MonsterPowerAttackNumber></p><p> </AttackBonuses></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Flitting Images</Name></p><p> <Type>Melee</Type></p><p> <IsBasic>true</IsBasic></p><p> <Keywords /></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Standard</Action></p><p> <Usage>At-Will</Usage></p><p> <UsageDetails></UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Description></Description></p><p> <Range>Ranged 20</Range></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="25"></p><p> <Type>Normal</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>5.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>2</DiceQuantity></p><p> <DamageConstant FinalValue="14"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>4.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>10</DiceSides></p><p> <Expression>2d10 + 14</Expression></p><p> </Damage></p><p> <Description>psychic damage, and the target is surrounded by a shroud of maddening energy (save ends). While surrounded by the shroud, whenever the target takes damage, it takes 1d10 extra psychic damage</Description></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses></p><p> <MonsterPowerAttackNumber FinalValue="27"></p><p> <Defense id="ADE2"></p><p> <ReferencedObject></p><p> <DefenseName>Reflex</DefenseName></p><p> <ID>ADE2</ID></p><p> <RoundToNearest>true</RoundToNearest></p><p> <Name>Attack vs. Reflex</Name></p><p> </ReferencedObject></p><p> </Defense></p><p> <Name>AttackBonus</Name></p><p> <ID>AttackBonus</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </MonsterPowerAttackNumber></p><p> </AttackBonuses></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Bolt of Insanity</Name></p><p> <Type>Ranged</Type></p><p> <IsBasic>true</IsBasic></p><p> <Keywords></p><p> <ObjectReference id="79"></p><p> <ReferencedObject></p><p> <ID>79</ID></p><p> <Name>Psychic</Name></p><p> <Description>Effects that target the mind.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> </Keywords></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Standard</Action></p><p> <Usage>At-Will</Usage></p><p> <UsageDetails></UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Description>Koren shifts her speed and makes two basic attacks at any point in her movement. </Description></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="20"></p><p> <Type>Normal</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>3</DiceQuantity></p><p> <DamageConstant FinalValue="10"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>6</DiceSides></p><p> <Expression>3d6 + 10</Expression></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-13.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>0</DiceQuantity></p><p> <DamageConstant FinalValue="-4.25"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-13</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>6</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses /></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Flitting Assault</Name></p><p> <Type>Melee</Type></p><p> <IsBasic>false</IsBasic></p><p> <Keywords /></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Standard</Action></p><p> <Usage>Recharge</Usage></p><p> <UsageDetails>4</UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Description></Description></p><p> <Range>Area burst 2 within 10</Range></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="21"></p><p> <Type>Normal</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>1.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>2</DiceQuantity></p><p> <DamageConstant FinalValue="12"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>2.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>8</DiceSides></p><p> <Expression>2d8 + 12</Expression></p><p> </Damage></p><p> <Description>damage, and the target is encased by a ensnared in a partial teleport (save ends). While ensnared, the target is slowed, cannot take standard actions, and takes half damage from melee and ranged attacks. Aftereffect: The target is slowed and takes ongoing 10 force damage and a -2 penalty to attack rolls (save ends all). Miss: The target is slowed and takes ongoing 10 force damage (save ends both)</Description></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses></p><p> <MonsterPowerAttackNumber FinalValue="26"></p><p> <Defense id="ADE1"></p><p> <ReferencedObject></p><p> <DefenseName>Fortitude</DefenseName></p><p> <ID>ADE1</ID></p><p> <RoundToNearest>true</RoundToNearest></p><p> <Name>Attack vs. Fortitude</Name></p><p> </ReferencedObject></p><p> </Defense></p><p> <Name>AttackBonus</Name></p><p> <ID>AttackBonus</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-1</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </MonsterPowerAttackNumber></p><p> </AttackBonuses></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Entangled in Time</Name></p><p> <Type>Area</Type></p><p> <IsBasic>false</IsBasic></p><p> <Keywords></p><p> <ObjectReference id="86"></p><p> <ReferencedObject></p><p> <ID>86</ID></p><p> <Name>Teleportation</Name></p><p> <Description>A teleportation power transports creatures or objects instantaneously from one location to another.</p><p></p><p>You use these rules when you use a teleportation power on a target, which might be yourself, another creature, or an object.</p><p></p><p>• Instantaneous: Teleportation is instantaneous. The target disappears and immediately appears in the destination space you choose. The movement is unhindered by intervening creatures, objects, or terrain.</p><p></p><p>• Destination Space: The destination of the teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated.</p><p></p><p>• Line of Sight: You must have line of sight to the destination space.</p><p></p><p>• No Line of Effect: Neither you nor the target needs line of effect to the destination space.</p><p></p><p>• No Opportunity Actions: The target doesn’t provoke opportunity actions for leaving its starting position.</p><p></p><p>• Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> </Keywords></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Standard</Action></p><p> <Usage>Encounter</Usage></p><p> <UsageDetails></UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Description></Description></p><p> <Range>Close burst 10</Range></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="23"></p><p> <Type>Normal</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>3.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>2</DiceQuantity></p><p> <DamageConstant FinalValue="14"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>4.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>8</DiceSides></p><p> <Expression>2d8 + 14</Expression></p><p> </Damage></p><p> <Description>psychic damage. The burst creates a zone of reality-rending partial teleportation that lasts until the end of Korens next turn. A creature that enters or starts its turn in the zone takes 15 psychic damage. Sustain minor: The zone persists</Description></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses></p><p> <MonsterPowerAttackNumber FinalValue="27"></p><p> <Defense id="ADE1"></p><p> <ReferencedObject></p><p> <DefenseName>Fortitude</DefenseName></p><p> <ID>ADE1</ID></p><p> <RoundToNearest>true</RoundToNearest></p><p> <Name>Attack vs. Fortitude</Name></p><p> </ReferencedObject></p><p> </Defense></p><p> <Name>AttackBonus</Name></p><p> <ID>AttackBonus</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </MonsterPowerAttackNumber></p><p> </AttackBonuses></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Song of Entropy</Name></p><p> <Type>Close</Type></p><p> <IsBasic>false</IsBasic></p><p> <Keywords></p><p> <ObjectReference id="79"></p><p> <ReferencedObject></p><p> <ID>79</ID></p><p> <Name>Psychic</Name></p><p> <Description>Effects that target the mind.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> <ObjectReference id="90"></p><p> <ReferencedObject></p><p> <ID>90</ID></p><p> <Name>Zone</Name></p><p> <Description>Powers that have the zone keyword create zones, magical areas that last for a round or more.</p><p></p><p>A zone you create uses these rules, unless a power description says otherwise.</p><p></p><p>• Fills an Area of Effect: The zone is created within an area of effect and fills each square in the area that is within line of effect of the origin square.</p><p></p><p>• Unaffected by Attacks and the Environment: The zone cannot be attacked or physically affected, and terrain and environmental phenomena have no effect on it. For example, a zone that deals fire damage is unaffected by cold damage.</p><p></p><p>• Movable Zones: If the power you use to create a zone allows you to move it, it’s a movable zone. At the end of your turn, the movable zone ends if you are not within range of at least 1 square of it (using the power’s range) or if you don’t have line of effect to at least 1 square of it. When you move a zone, you can’t move it through blocking terrain.</p><p></p><p>• Overlapping Zones: If zones overlap and impose penalties to the same roll or game statistic, a creature affected by the overlapping zones is subjected to the worst penalty. Similarly, a creature in the overlapping area takes damage only from the zone that deals the most damage, regardless of damage type.</p><p></p><p>• Death Ends: If you die, the zone ends immediately.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> </Keywords></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Move</Action></p><p> <Usage>At-Will</Usage></p><p> <UsageDetails></UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Description>no attack roll required against an ally</Description></p><p> <Range>Close burst 10; targets two creatures in burst</Range></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-13.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>0</DiceQuantity></p><p> <DamageConstant FinalValue="5.25"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-3.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>6</DiceSides></p><p> </Damage></p><p> <Description>Koren teleports the targets, swapping their positions</Description></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses></p><p> <MonsterPowerAttackNumber FinalValue="27"></p><p> <Defense id="ADE3"></p><p> <ReferencedObject></p><p> <DefenseName>Will</DefenseName></p><p> <ID>ADE3</ID></p><p> <RoundToNearest>true</RoundToNearest></p><p> <Name>Attack vs. Will</Name></p><p> </ReferencedObject></p><p> </Defense></p><p> <Name>AttackBonus</Name></p><p> <ID>AttackBonus</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </MonsterPowerAttackNumber></p><p> </AttackBonuses></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Entropic Shift</Name></p><p> <Type>Close</Type></p><p> <IsBasic>false</IsBasic></p><p> <Keywords></p><p> <ObjectReference id="86"></p><p> <ReferencedObject></p><p> <ID>86</ID></p><p> <Name>Teleportation</Name></p><p> <Description>A teleportation power transports creatures or objects instantaneously from one location to another.</p><p></p><p>You use these rules when you use a teleportation power on a target, which might be yourself, another creature, or an object.</p><p></p><p>• Instantaneous: Teleportation is instantaneous. The target disappears and immediately appears in the destination space you choose. The movement is unhindered by intervening creatures, objects, or terrain.</p><p></p><p>• Destination Space: The destination of the teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated.</p><p></p><p>• Line of Sight: You must have line of sight to the destination space.</p><p></p><p>• No Line of Effect: Neither you nor the target needs line of effect to the destination space.</p><p></p><p>• No Opportunity Actions: The target doesn’t provoke opportunity actions for leaving its starting position.</p><p></p><p>• Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> </Keywords></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> <MonsterTrait xsi:type="MonsterTrait"></p><p> <Range FinalValue="0"></p><p> <Name>Range</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </Range></p><p> <Details>When Koren is affected by a power that would render her immobilized, restrained, or slowed, she can make a saving throw to negate the effect.</Details></p><p> <Name>Freedom of Movement</Name></p><p> <Type>Trait</Type></p><p> <IsBasic>false</IsBasic></p><p> <Keywords /></p><p> <Tier>0</Tier></p><p> </MonsterTrait></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Immediate Interrupt, when Koren would be hit by an attack</Action></p><p> <Usage>Recharge</Usage></p><p> <UsageDetails>5</UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="20"></p><p> <Type>Normal</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>3</DiceQuantity></p><p> <DamageConstant FinalValue="10"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>6</DiceSides></p><p> <Expression>3d6 + 10</Expression></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Description>Koren teleports 5 squares.</Description></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses /></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Prescient Dodge</Name></p><p> <Type>None</Type></p><p> <IsBasic>false</IsBasic></p><p> <Keywords></p><p> <ObjectReference id="86"></p><p> <ReferencedObject></p><p> <ID>86</ID></p><p> <Name>Teleportation</Name></p><p> <Description>A teleportation power transports creatures or objects instantaneously from one location to another.</p><p></p><p>You use these rules when you use a teleportation power on a target, which might be yourself, another creature, or an object.</p><p></p><p>• Instantaneous: Teleportation is instantaneous. The target disappears and immediately appears in the destination space you choose. The movement is unhindered by intervening creatures, objects, or terrain.</p><p></p><p>• Destination Space: The destination of the teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated.</p><p></p><p>• Line of Sight: You must have line of sight to the destination space.</p><p></p><p>• No Line of Effect: Neither you nor the target needs line of effect to the destination space.</p><p></p><p>• No Opportunity Actions: The target doesn’t provoke opportunity actions for leaving its starting position.</p><p></p><p>• Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> </Keywords></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> <MonsterPower xsi:type="MonsterPower"></p><p> <Action>Standard</Action></p><p> <Usage>Recharge</Usage></p><p> <UsageDetails>5</UsageDetails></p><p> <Attacks></p><p> <MonsterAttack></p><p> <Description>Area burst 2 within 10; allies in the area regain 20 hit points.</Description></p><p> <Hit></p><p> <Name>Hit</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="20"></p><p> <Type>Normal</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>3</DiceQuantity></p><p> <DamageConstant FinalValue="10"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>6</DiceSides></p><p> <Expression>3d6 + 10</Expression></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Hit></p><p> <Miss></p><p> <Name>Miss</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>1</DiceQuantity></p><p> <DamageConstant FinalValue="0.5"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>0</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Miss></p><p> <Effect></p><p> <Name>Effect</Name></p><p> <Aftereffects /></p><p> <Sustains /></p><p> <Damage></p><p> <AverageDamage FinalValue="1"></p><p> <Type>None</Type></p><p> <Modifier>Medium</Modifier></p><p> <Name>AverageDamage</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-9.5</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </AverageDamage></p><p> <DiceQuantity>0</DiceQuantity></p><p> <DamageConstant FinalValue="-8.25"></p><p> <Name>DamageConstant</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-17</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </DamageConstant></p><p> <DiceSides>6</DiceSides></p><p> </Damage></p><p> <Attacks /></p><p> <FailedSavingThrows /></p><p> </Effect></p><p> <AttackBonuses /></p><p> </MonsterAttack></p><p> </Attacks></p><p> <Name>Healing Burst</Name></p><p> <Type>Area</Type></p><p> <IsBasic>false</IsBasic></p><p> <Keywords></p><p> <ObjectReference id="185"></p><p> <ReferencedObject></p><p> <ID>185</ID></p><p> <Name>Healing</Name></p><p> <Description>A healing power restores hit points, usually either by restoring hit points immediately or by granting regeneration.</Description></p><p> </ReferencedObject></p><p> </ObjectReference></p><p> </Keywords></p><p> <Tier>0</Tier></p><p> </MonsterPower></p><p> </Powers></p><p> <Initiative xsi:type="SimpleAdjustableNumber" FinalValue="15"></p><p> <Name>Initiative</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </Initiative></p><p> <HitPoints xsi:type="SimpleAdjustableNumber" FinalValue="289"></p><p> <AdjustmentID>Low</AdjustmentID></p><p> <Name>HitPoints</Name></p><p> <DefaultBonus xsi:type="PercentageNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>-0.208219178082192</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </HitPoints></p><p> <ActionPoints FinalValue="1"></p><p> <Name>ActionPoints</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </ActionPoints></p><p> <LandSpeed></p><p> <ReferencedObject></p><p> <Name>Speed</Name></p><p> </ReferencedObject></p><p> <Speed FinalValue="6"></p><p> <Name>Speed</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </Speed></p><p> </LandSpeed></p><p> <Speeds></p><p> <CreatureSpeed id="SPTeleport"></p><p> <ReferencedObject></p><p> <ID>SPTeleport</ID></p><p> <Name>Teleport</Name></p><p> </ReferencedObject></p><p> <Speed FinalValue="4"></p><p> <AdjustmentID>Low</AdjustmentID></p><p> <Name>Speed</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </Speed></p><p> <Details>; Slashing Wake deals 11 Force damage to creatures adjacent to Koren when she teleports.</Details></p><p> </CreatureSpeed></p><p> </Speeds></p><p> <SavingThrows></p><p> <MonsterSavingThrow FinalValue="2"></p><p> <Details></Details></p><p> <Name>SavingThrow</Name></p><p> <ID>SavingThrow</ID></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </MonsterSavingThrow></p><p> </SavingThrows></p><p> <Weaknesses /></p><p> <Immunities /></p><p> <Resistances></p><p> <CreatureSusceptibility id="197"></p><p> <ReferencedObject></p><p> <ID>197</ID></p><p> <Name>Fire</Name></p><p> <Description>Explosive bursts, fiery rays, or simple ignition.</Description></p><p> </ReferencedObject></p><p> <Amount FinalValue="15"></p><p> <Name>Resistance</Name></p><p> <DefaultBonus xsi:type="AddNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </Amount></p><p> <Details></Details></p><p> </CreatureSusceptibility></p><p> </Resistances></p><p> <Level>23</Level></p><p> <Experience FinalValue="10200"></p><p> <Name>Experience</Name></p><p> <DefaultBonus xsi:type="PercentageNumberBonus"></p><p> <Name>Ad hoc</Name></p><p> <Value>0</Value></p><p> <ID>Ad hoc</ID></p><p> </DefaultBonus></p><p> </Experience></p><p> <Role xsi:type="ObjectReference" id="36"></p><p> <ReferencedObject></p><p> <Name>Controller</Name></p><p> </ReferencedObject></p><p> </Role></p><p> <ID>d8ac5b77-a25f-4c24-bf89-81ede1a05c66</ID></p><p> <Name>Koren the Wayfarer</Name></p><p></Monster></p><p>[/sblock]</p><p></p><p>Hmm..the DDI ".monster" files is an invalid file for uploading... [mention]Morrus[/mention] ?</p><p> Upload as text or can this format be added?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5259037, member: 20805"] THat is a good idea, but can we post either the xml text in a sblock or attach the xml file? Koren the Wayfarer from module 8, "O Wintry Song of Agony" {fan-made of course, since I don't have any advance copies :( } [sblock] <?xml version="1.0" encoding="utf-8"?> <Monster xsi:type="Monster" xmlns:loader="http://www.wizards.com/listloader" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <AbilityScores> <Values> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="18"> <AdjustmentID>Low</AdjustmentID> <Name>Dexterity</Name> <ID>AB3</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AbilityScoreNumber> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="23"> <AdjustmentID>High</AdjustmentID> <Name>Constitution</Name> <ID>AB2</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-1</Value> <ID>Ad hoc</ID> </DefaultBonus> </AbilityScoreNumber> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="24"> <AdjustmentID>High</AdjustmentID> <Name>Strength</Name> <ID>AB1</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AbilityScoreNumber> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="11"> <AdjustmentID>Low</AdjustmentID> <Name>Intelligence</Name> <ID>AB4</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-7</Value> <ID>Ad hoc</ID> </DefaultBonus> </AbilityScoreNumber> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="13"> <AdjustmentID>Low</AdjustmentID> <Name>Wisdom</Name> <ID>AB5</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AbilityScoreNumber> <AbilityScoreNumber xsi:type="AbilityScoreNumber" FinalValue="14"> <AdjustmentID>Low</AdjustmentID> <Name>Charisma</Name> <ID>AB6</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-4</Value> <ID>Ad hoc</ID> </DefaultBonus> </AbilityScoreNumber> </Values> </AbilityScores> <Defenses> <Values> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="34"> <AdjustmentID>Low</AdjustmentID> <Name>AC</Name> <ID>DE5</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="36"> <Name>Fortitude</Name> <ID>DE1</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="35"> <Name>Reflex</Name> <ID>DE2</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="34"> <Name>Will</Name> <ID>DE3</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> </Values> </Defenses> <AttackBonuses> <Values> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="27"> <Name>Attack vs Fortitude</Name> <ID>ADE1</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="27"> <Name>Attack vs Reflex</Name> <ID>ADE2</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="27"> <Name>Attack vs Will</Name> <ID>ADE3</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="27"> <Name>Attack vs Any</Name> <ID>ADE4</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> <SimpleAdjustableNumber xsi:type="SimpleAdjustableNumber" FinalValue="28"> <Name>Attack vs AC</Name> <ID>ADE5</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SimpleAdjustableNumber> </Values> </AttackBonuses> <Skills> <Values> <SkillNumber xsi:type="SkillNumber" FinalValue="17"> <Trained>true</Trained> <Name>Perception</Name> <ID>SK17</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="20"> <Trained>true</Trained> <Name>Stealth</Name> <ID>SK20</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="20"> <Trained>true</Trained> <Name>Acrobatics</Name> <ID>SK1</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="11"> <Trained>false</Trained> <Name>Arcana</Name> <ID>SK2</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="18"> <Trained>false</Trained> <Name>Athletics</Name> <ID>SK27</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="13"> <Trained>false</Trained> <Name>Bluff</Name> <ID>SK3</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="13"> <Trained>false</Trained> <Name>Diplomacy</Name> <ID>SK6</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="12"> <Trained>false</Trained> <Name>Dungeoneering</Name> <ID>SK7</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="17"> <Trained>false</Trained> <Name>Endurance</Name> <ID>SK8</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="12"> <Trained>false</Trained> <Name>Heal</Name> <ID>SK9</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="16"> <Trained>true</Trained> <Name>History</Name> <ID>SK11</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="12"> <Trained>false</Trained> <Name>Insight</Name> <ID>SK13</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="13"> <Trained>false</Trained> <Name>Intimidate</Name> <ID>SK14</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="12"> <Trained>false</Trained> <Name>Nature</Name> <ID>SK16</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="11"> <Trained>false</Trained> <Name>Religion</Name> <ID>SK18</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="13"> <Trained>false</Trained> <Name>Streetwise</Name> <ID>SK21</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> <SkillNumber xsi:type="SkillNumber" FinalValue="15"> <Trained>false</Trained> <Name>Thievery</Name> <ID>SK23</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </SkillNumber> </Values> </Skills> <Size id="3"> <ReferencedObject> <ID>3</ID> <Name>Medium</Name> </ReferencedObject> </Size> <Origin id="6"> <ReferencedObject> <ID>6</ID> <Name>Natural</Name> <Description>Natural creatures are native to the natural world.</Description> </ReferencedObject> </Origin> <Type id="39"> <ReferencedObject> <ID>39</ID> <Name>Humanoid</Name> <Description>Humanoid creatures vary greatly in how much they resemble humans. Most are bipedal. They include humans as well as monstrous humanoids such as yuan-ti.</Description> </ReferencedObject> </Type> <IsLeader>false</IsLeader> <GroupRole id="GR3"> <ReferencedObject> <Name>Elite</Name> </ReferencedObject> </GroupRole> <Items> <ItemAndQuantity> <Quantity>1</Quantity> <Item id="W10"> <ReferencedObject> <ID>W10</ID> <Name>Quarterstaff</Name> </ReferencedObject> </Item> </ItemAndQuantity> </Items> <Languages> <ObjectReference id="1"> <ReferencedObject> <ID>1</ID> <Name>Common</Name> <Description>Common is a debased form of Supernal, in the way that humans and halflings heard the first language.</Description> </ReferencedObject> </ObjectReference> <ObjectReference id="18"> <ReferencedObject> <ID>18</ID> <Name>Deep Speech</Name> <Description>The Deep Speech is a language related to the alien communication of the Far Realm, used by creatures influenced by the energy of that place beyond the world and the planes.</Description> </ReferencedObject> </ObjectReference> <ObjectReference id="6"> <ReferencedObject> <ID>6</ID> <Name>Primordial</Name> <Description>The primordials had their own language with none of the special qualities of Supernal.</Description> </ReferencedObject> </ObjectReference> </Languages> <Alignment id="5"> <ReferencedObject> <ID>5</ID> <Name>Chaotic Evil</Name> </ReferencedObject> </Alignment> <Senses> <SenseReference id="48"> <ReferencedObject> <DefaultRange>0</DefaultRange> <ID>48</ID> <Name>low-light vision</Name> <Description>A creature that has low-light vision can see in dim light without penalty.</Description> </ReferencedObject> <Range>0</Range> </SenseReference> </Senses> <Regeneration FinalValue="0"> <Name>Regeneration</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </Regeneration> <Tactics>Ribbons and necklaces of finger bones flutter and clatter as this lithe blonde woman leaps and tumbles through combat, carrying an elaborately adorned quarterstaff that marks her as a Wayfarer. She dresses in short black robes trimmed with sapphires. </Tactics> <Description>Ygorl needs slaads to execute his mysterious plans, but his reclusive nature hinders his efforts to direct them. The twisted void slaad Skirnex serves as an intermediary and pseudo-priest, dispensing the Lord of Entropy’s unfathomable wisdom to followers.</Description> <Keywords /> <Powers> <MonsterPower xsi:type="MonsterPower"> <Action>Standard</Action> <Usage>At-Will</Usage> <UsageDetails></UsageDetails> <Attacks> <MonsterAttack> <Description></Description> <Range>Reach 2</Range> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="25"> <Type>Normal</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>5.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>2</DiceQuantity> <DamageConstant FinalValue="14"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>4.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>10</DiceSides> <Expression>2d10 + 14</Expression> </Damage> <Description>damage, and ongoing 10 Force damage (save ends). First failed save, dazed (save ends) </Description> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses> <MonsterPowerAttackNumber FinalValue="28"> <Defense id="ADE5"> <ReferencedObject> <DefenseName>AC</DefenseName> <ID>ADE5</ID> <RoundToNearest>true</RoundToNearest> <Name>Attack vs. AC</Name> </ReferencedObject> </Defense> <Name>AttackBonus</Name> <ID>AttackBonus</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </MonsterPowerAttackNumber> </AttackBonuses> </MonsterAttack> </Attacks> <Name>Flitting Images</Name> <Type>Melee</Type> <IsBasic>true</IsBasic> <Keywords /> <Tier>0</Tier> </MonsterPower> <MonsterPower xsi:type="MonsterPower"> <Action>Standard</Action> <Usage>At-Will</Usage> <UsageDetails></UsageDetails> <Attacks> <MonsterAttack> <Description></Description> <Range>Ranged 20</Range> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="25"> <Type>Normal</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>5.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>2</DiceQuantity> <DamageConstant FinalValue="14"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>4.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>10</DiceSides> <Expression>2d10 + 14</Expression> </Damage> <Description>psychic damage, and the target is surrounded by a shroud of maddening energy (save ends). While surrounded by the shroud, whenever the target takes damage, it takes 1d10 extra psychic damage</Description> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses> <MonsterPowerAttackNumber FinalValue="27"> <Defense id="ADE2"> <ReferencedObject> <DefenseName>Reflex</DefenseName> <ID>ADE2</ID> <RoundToNearest>true</RoundToNearest> <Name>Attack vs. Reflex</Name> </ReferencedObject> </Defense> <Name>AttackBonus</Name> <ID>AttackBonus</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </MonsterPowerAttackNumber> </AttackBonuses> </MonsterAttack> </Attacks> <Name>Bolt of Insanity</Name> <Type>Ranged</Type> <IsBasic>true</IsBasic> <Keywords> <ObjectReference id="79"> <ReferencedObject> <ID>79</ID> <Name>Psychic</Name> <Description>Effects that target the mind.</Description> </ReferencedObject> </ObjectReference> </Keywords> <Tier>0</Tier> </MonsterPower> <MonsterPower xsi:type="MonsterPower"> <Action>Standard</Action> <Usage>At-Will</Usage> <UsageDetails></UsageDetails> <Attacks> <MonsterAttack> <Description>Koren shifts her speed and makes two basic attacks at any point in her movement. </Description> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="20"> <Type>Normal</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>3</DiceQuantity> <DamageConstant FinalValue="10"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>6</DiceSides> <Expression>3d6 + 10</Expression> </Damage> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-13.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>0</DiceQuantity> <DamageConstant FinalValue="-4.25"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-13</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>6</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses /> </MonsterAttack> </Attacks> <Name>Flitting Assault</Name> <Type>Melee</Type> <IsBasic>false</IsBasic> <Keywords /> <Tier>0</Tier> </MonsterPower> <MonsterPower xsi:type="MonsterPower"> <Action>Standard</Action> <Usage>Recharge</Usage> <UsageDetails>4</UsageDetails> <Attacks> <MonsterAttack> <Description></Description> <Range>Area burst 2 within 10</Range> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="21"> <Type>Normal</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>1.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>2</DiceQuantity> <DamageConstant FinalValue="12"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>2.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>8</DiceSides> <Expression>2d8 + 12</Expression> </Damage> <Description>damage, and the target is encased by a ensnared in a partial teleport (save ends). While ensnared, the target is slowed, cannot take standard actions, and takes half damage from melee and ranged attacks. Aftereffect: The target is slowed and takes ongoing 10 force damage and a -2 penalty to attack rolls (save ends all). Miss: The target is slowed and takes ongoing 10 force damage (save ends both)</Description> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses> <MonsterPowerAttackNumber FinalValue="26"> <Defense id="ADE1"> <ReferencedObject> <DefenseName>Fortitude</DefenseName> <ID>ADE1</ID> <RoundToNearest>true</RoundToNearest> <Name>Attack vs. Fortitude</Name> </ReferencedObject> </Defense> <Name>AttackBonus</Name> <ID>AttackBonus</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-1</Value> <ID>Ad hoc</ID> </DefaultBonus> </MonsterPowerAttackNumber> </AttackBonuses> </MonsterAttack> </Attacks> <Name>Entangled in Time</Name> <Type>Area</Type> <IsBasic>false</IsBasic> <Keywords> <ObjectReference id="86"> <ReferencedObject> <ID>86</ID> <Name>Teleportation</Name> <Description>A teleportation power transports creatures or objects instantaneously from one location to another. You use these rules when you use a teleportation power on a target, which might be yourself, another creature, or an object. • Instantaneous: Teleportation is instantaneous. The target disappears and immediately appears in the destination space you choose. The movement is unhindered by intervening creatures, objects, or terrain. • Destination Space: The destination of the teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated. • Line of Sight: You must have line of sight to the destination space. • No Line of Effect: Neither you nor the target needs line of effect to the destination space. • No Opportunity Actions: The target doesn’t provoke opportunity actions for leaving its starting position. • Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.</Description> </ReferencedObject> </ObjectReference> </Keywords> <Tier>0</Tier> </MonsterPower> <MonsterPower xsi:type="MonsterPower"> <Action>Standard</Action> <Usage>Encounter</Usage> <UsageDetails></UsageDetails> <Attacks> <MonsterAttack> <Description></Description> <Range>Close burst 10</Range> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="23"> <Type>Normal</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>3.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>2</DiceQuantity> <DamageConstant FinalValue="14"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>4.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>8</DiceSides> <Expression>2d8 + 14</Expression> </Damage> <Description>psychic damage. The burst creates a zone of reality-rending partial teleportation that lasts until the end of Korens next turn. A creature that enters or starts its turn in the zone takes 15 psychic damage. Sustain minor: The zone persists</Description> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses> <MonsterPowerAttackNumber FinalValue="27"> <Defense id="ADE1"> <ReferencedObject> <DefenseName>Fortitude</DefenseName> <ID>ADE1</ID> <RoundToNearest>true</RoundToNearest> <Name>Attack vs. Fortitude</Name> </ReferencedObject> </Defense> <Name>AttackBonus</Name> <ID>AttackBonus</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </MonsterPowerAttackNumber> </AttackBonuses> </MonsterAttack> </Attacks> <Name>Song of Entropy</Name> <Type>Close</Type> <IsBasic>false</IsBasic> <Keywords> <ObjectReference id="79"> <ReferencedObject> <ID>79</ID> <Name>Psychic</Name> <Description>Effects that target the mind.</Description> </ReferencedObject> </ObjectReference> <ObjectReference id="90"> <ReferencedObject> <ID>90</ID> <Name>Zone</Name> <Description>Powers that have the zone keyword create zones, magical areas that last for a round or more. A zone you create uses these rules, unless a power description says otherwise. • Fills an Area of Effect: The zone is created within an area of effect and fills each square in the area that is within line of effect of the origin square. • Unaffected by Attacks and the Environment: The zone cannot be attacked or physically affected, and terrain and environmental phenomena have no effect on it. For example, a zone that deals fire damage is unaffected by cold damage. • Movable Zones: If the power you use to create a zone allows you to move it, it’s a movable zone. At the end of your turn, the movable zone ends if you are not within range of at least 1 square of it (using the power’s range) or if you don’t have line of effect to at least 1 square of it. When you move a zone, you can’t move it through blocking terrain. • Overlapping Zones: If zones overlap and impose penalties to the same roll or game statistic, a creature affected by the overlapping zones is subjected to the worst penalty. Similarly, a creature in the overlapping area takes damage only from the zone that deals the most damage, regardless of damage type. • Death Ends: If you die, the zone ends immediately.</Description> </ReferencedObject> </ObjectReference> </Keywords> <Tier>0</Tier> </MonsterPower> <MonsterPower xsi:type="MonsterPower"> <Action>Move</Action> <Usage>At-Will</Usage> <UsageDetails></UsageDetails> <Attacks> <MonsterAttack> <Description>no attack roll required against an ally</Description> <Range>Close burst 10; targets two creatures in burst</Range> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-13.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>0</DiceQuantity> <DamageConstant FinalValue="5.25"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-3.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>6</DiceSides> </Damage> <Description>Koren teleports the targets, swapping their positions</Description> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses> <MonsterPowerAttackNumber FinalValue="27"> <Defense id="ADE3"> <ReferencedObject> <DefenseName>Will</DefenseName> <ID>ADE3</ID> <RoundToNearest>true</RoundToNearest> <Name>Attack vs. Will</Name> </ReferencedObject> </Defense> <Name>AttackBonus</Name> <ID>AttackBonus</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </MonsterPowerAttackNumber> </AttackBonuses> </MonsterAttack> </Attacks> <Name>Entropic Shift</Name> <Type>Close</Type> <IsBasic>false</IsBasic> <Keywords> <ObjectReference id="86"> <ReferencedObject> <ID>86</ID> <Name>Teleportation</Name> <Description>A teleportation power transports creatures or objects instantaneously from one location to another. You use these rules when you use a teleportation power on a target, which might be yourself, another creature, or an object. • Instantaneous: Teleportation is instantaneous. The target disappears and immediately appears in the destination space you choose. The movement is unhindered by intervening creatures, objects, or terrain. • Destination Space: The destination of the teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated. • Line of Sight: You must have line of sight to the destination space. • No Line of Effect: Neither you nor the target needs line of effect to the destination space. • No Opportunity Actions: The target doesn’t provoke opportunity actions for leaving its starting position. • Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.</Description> </ReferencedObject> </ObjectReference> </Keywords> <Tier>0</Tier> </MonsterPower> <MonsterTrait xsi:type="MonsterTrait"> <Range FinalValue="0"> <Name>Range</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </Range> <Details>When Koren is affected by a power that would render her immobilized, restrained, or slowed, she can make a saving throw to negate the effect.</Details> <Name>Freedom of Movement</Name> <Type>Trait</Type> <IsBasic>false</IsBasic> <Keywords /> <Tier>0</Tier> </MonsterTrait> <MonsterPower xsi:type="MonsterPower"> <Action>Immediate Interrupt, when Koren would be hit by an attack</Action> <Usage>Recharge</Usage> <UsageDetails>5</UsageDetails> <Attacks> <MonsterAttack> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="20"> <Type>Normal</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>3</DiceQuantity> <DamageConstant FinalValue="10"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>6</DiceSides> <Expression>3d6 + 10</Expression> </Damage> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Description>Koren teleports 5 squares.</Description> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses /> </MonsterAttack> </Attacks> <Name>Prescient Dodge</Name> <Type>None</Type> <IsBasic>false</IsBasic> <Keywords> <ObjectReference id="86"> <ReferencedObject> <ID>86</ID> <Name>Teleportation</Name> <Description>A teleportation power transports creatures or objects instantaneously from one location to another. You use these rules when you use a teleportation power on a target, which might be yourself, another creature, or an object. • Instantaneous: Teleportation is instantaneous. The target disappears and immediately appears in the destination space you choose. The movement is unhindered by intervening creatures, objects, or terrain. • Destination Space: The destination of the teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated. • Line of Sight: You must have line of sight to the destination space. • No Line of Effect: Neither you nor the target needs line of effect to the destination space. • No Opportunity Actions: The target doesn’t provoke opportunity actions for leaving its starting position. • Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.</Description> </ReferencedObject> </ObjectReference> </Keywords> <Tier>0</Tier> </MonsterPower> <MonsterPower xsi:type="MonsterPower"> <Action>Standard</Action> <Usage>Recharge</Usage> <UsageDetails>5</UsageDetails> <Attacks> <MonsterAttack> <Description>Area burst 2 within 10; allies in the area regain 20 hit points.</Description> <Hit> <Name>Hit</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="20"> <Type>Normal</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>3</DiceQuantity> <DamageConstant FinalValue="10"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>6</DiceSides> <Expression>3d6 + 10</Expression> </Damage> <Attacks /> <FailedSavingThrows /> </Hit> <Miss> <Name>Miss</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>1</DiceQuantity> <DamageConstant FinalValue="0.5"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>0</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Miss> <Effect> <Name>Effect</Name> <Aftereffects /> <Sustains /> <Damage> <AverageDamage FinalValue="1"> <Type>None</Type> <Modifier>Medium</Modifier> <Name>AverageDamage</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-9.5</Value> <ID>Ad hoc</ID> </DefaultBonus> </AverageDamage> <DiceQuantity>0</DiceQuantity> <DamageConstant FinalValue="-8.25"> <Name>DamageConstant</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>-17</Value> <ID>Ad hoc</ID> </DefaultBonus> </DamageConstant> <DiceSides>6</DiceSides> </Damage> <Attacks /> <FailedSavingThrows /> </Effect> <AttackBonuses /> </MonsterAttack> </Attacks> <Name>Healing Burst</Name> <Type>Area</Type> <IsBasic>false</IsBasic> <Keywords> <ObjectReference id="185"> <ReferencedObject> <ID>185</ID> <Name>Healing</Name> <Description>A healing power restores hit points, usually either by restoring hit points immediately or by granting regeneration.</Description> </ReferencedObject> </ObjectReference> </Keywords> <Tier>0</Tier> </MonsterPower> </Powers> <Initiative xsi:type="SimpleAdjustableNumber" FinalValue="15"> <Name>Initiative</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </Initiative> <HitPoints xsi:type="SimpleAdjustableNumber" FinalValue="289"> <AdjustmentID>Low</AdjustmentID> <Name>HitPoints</Name> <DefaultBonus xsi:type="PercentageNumberBonus"> <Name>Ad hoc</Name> <Value>-0.208219178082192</Value> <ID>Ad hoc</ID> </DefaultBonus> </HitPoints> <ActionPoints FinalValue="1"> <Name>ActionPoints</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </ActionPoints> <LandSpeed> <ReferencedObject> <Name>Speed</Name> </ReferencedObject> <Speed FinalValue="6"> <Name>Speed</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </Speed> </LandSpeed> <Speeds> <CreatureSpeed id="SPTeleport"> <ReferencedObject> <ID>SPTeleport</ID> <Name>Teleport</Name> </ReferencedObject> <Speed FinalValue="4"> <AdjustmentID>Low</AdjustmentID> <Name>Speed</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </Speed> <Details>; Slashing Wake deals 11 Force damage to creatures adjacent to Koren when she teleports.</Details> </CreatureSpeed> </Speeds> <SavingThrows> <MonsterSavingThrow FinalValue="2"> <Details></Details> <Name>SavingThrow</Name> <ID>SavingThrow</ID> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </MonsterSavingThrow> </SavingThrows> <Weaknesses /> <Immunities /> <Resistances> <CreatureSusceptibility id="197"> <ReferencedObject> <ID>197</ID> <Name>Fire</Name> <Description>Explosive bursts, fiery rays, or simple ignition.</Description> </ReferencedObject> <Amount FinalValue="15"> <Name>Resistance</Name> <DefaultBonus xsi:type="AddNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </Amount> <Details></Details> </CreatureSusceptibility> </Resistances> <Level>23</Level> <Experience FinalValue="10200"> <Name>Experience</Name> <DefaultBonus xsi:type="PercentageNumberBonus"> <Name>Ad hoc</Name> <Value>0</Value> <ID>Ad hoc</ID> </DefaultBonus> </Experience> <Role xsi:type="ObjectReference" id="36"> <ReferencedObject> <Name>Controller</Name> </ReferencedObject> </Role> <ID>d8ac5b77-a25f-4c24-bf89-81ede1a05c66</ID> <Name>Koren the Wayfarer</Name> </Monster> [/sblock] Hmm..the DDI ".monster" files is an invalid file for uploading... [mention]Morrus[/mention] ? Upload as text or can this format be added? [/QUOTE]
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