Addazahr Swarm Level 3 Skirmisher
Medium Natural Beast (swarm) XP 150
Initiative +6 Senses Perception -1
HP 38; Bloodied 19
AC 17; Fortitude 13, Reflex 18, Will 15
Resist half damage from non-fire melee and ranged attacks;
Vulnerable 5 against close and area attacks
Speed 2, fly 4
Close: Stinging Cloud (Standard; at-will)
Close Burst 2; +6 vs. Ref; 2d6 + 3 damage and takes ongoing
1 poison damage (save ends)
Alignment Unaligned Languages
Str 10 (+1) Dex 20 (+6) Wis 6 (-1)
Con 6 (-1) Int 1 (-4) Cha 14 (+3)
Amiq Razol Level 12 Elite Lurker
Medium Shadow Humanoid (undead) XP 1,400
Initiative +11 Senses Perception +8
HP 198; Bloodied 99
AC 28; Fortitude 27, Reflex 26, Will 22
Immune cold, immobilize, restrained, stunned;
Resist 20 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed 12, swim 6
Action Points 1
Basic Melee: Claw (Standard; at-will)
+17 vs. AC; 3d6 + 5 damage
Basic Melee: Scimitar (Standard; at-will) ♦ weapon
+17 vs. AC; 1d8 +5 damage; High Crit
Melee: Corrupting Bite (Standard; at-will)
+17 vs. AC; 1d8 + 5 damage and Secondary attack
Secondary Attack +15 vs. For 2d6 + 5 damage and
Weakened (save ends)
Ranged: Lure of the Deep (Standard; daily) ♦ Charm
Ranged 5/10; +15 vs. Will; the target is Dominated
until the end of the amiq razol's next action, unless
the amiq razol spends a standard to maintain it.
Visage of the Living (at-will) ♦ illusion
The amiq razol can appear to be a normal living human
to all non-magical senses.
Alignment Unaligned Languages Midani
Skills Stealth +16,
Str 20 (+11) Dex 20 (+11) Wis 14 (+8)
Con 21 (+11) Int 14 (+8) Cha 14 (+8)
Equipment Scimitar
Ghul, Great Warrior Level 10 Elite Soldier
Medium Elemental Humanoid (undead) XP 1,000
Initiative +9 Senses Perception +7
HP 212; Bloodied 106
AC 28; Fortitude 24, Reflex 24, Will 21
Immune non-magic weapons, cold, immobilize, daze,
stun; Vulnerable 10 radiant
Saving Throws +2
Speed 8, burrow 3, fly 10 (perfect)
Action Points 1
Basic Melee: Claw (Standard; at-will)
+17 vs. AC; 1d8+5 damage
Melee: Bite (Standard; at-will)
+17 vs. AC; 3d6+5 damage
Melee: Shocking Touch (Standard; at-will) ♦ Lightning
+15 vs. Ref.; 1d6 + 2 damage and target is dazed until
the end of the ghul's next turn
Invisibility (Minor; at-will)
The ghul can turn itself invisible at will. The invisibility
drops as soon as the ghul attacks.
Assume Other's Form (Minor; at-will) ♦ illusion
The ghul can disguise itself to appear as any Medium or
Large humanoid. A successful Insight check (opposed by
the ghul's Bluff check) pierces the disguise.
Alignment Evil Languages Midani, Djinn
Skills History +12, Religion +12, Bluff +13, Nature +12
Str 18 (+9) Dex 18 (+9) Wis 14 (+7)
Con 18 (+9) Int 14 (+7) Cha 16 (+8)
Ghul, Great - Arcanist Level 16 Elite Artillery (Leader)
Medium Elemental Humanoid (undead) XP 2,800
Initiative +12 Senses Perception +13
HP 236; Bloodied 118
AC 30; Fortitude 26, Reflex 31, Will 30
Immune non-magic weapons, cold, immobilize, daze,
stun; Vulnerable 10 radiant
Saving Throws +2
Speed 14, burrow 3, fly 10 (perfect)
Action Points 1
Basic Melee: Claw (Standard; at-will)
+22 vs. AC; 1d10 + 6 damage
Melee: Bite (Standard; at-will)
+17 vs. AC; 3d6+6 damage
Melee: Shocking Touch (Standard; at-will) ♦ Lightning
+15 vs. Ref.; 1d6 + 2 damage and target is dazed until
the end of the ghul's next turn
Ranged: Shadow Bolt (Standard; at-will) ♦ necrotic
+22 vs. AC; 2d8 + 6 necrotic damage
Close: Paralyze with Terror (Standard; recharge 56) ♦ Fear
Close Burst 5; +20 vs. Will; Target is Immobilized until end of ghul's next turn
Area Chilling Sphere (Standard; daily) ♦ cold
Ranged Burst 4; +20 vs. Ref.; 3d10 + 6 cold damage and
Weakened with 5 continuing cold damage and Weakened (save ends)
Invisibility (Minor; at-will)
The ghul can turn itself invisible at will. The invisibility
drops as soon as the ghul attacks.
Assume Other's Form (Minor; at-will) ♦ illusion
The ghul can disguise itself to appear as any Medium
or Large humanoid. A successful Insight check
(opposed by the ghul's Bluff check) pierces the disguise.
Alignment Chaotic Evil Languages Midani, Djinn
Skills History +18, Religion +18, Bluff +17, Nature +18,
Arcana +18
Str 16 (+11) Dex 18 (+12) Wis 20 (+13)
Con 16 (+11) Int 23 (+14) Cha 20 (+13)
Camel, Racing Level 2 Skirmisher
Large Natural Beast XP 125
Initiative +2 Senses Perception +2
HP 44; Bloodied 22
AC 16; Fortitude 17, Reflex 13, Will 13
Speed 10
Basic Melee: Bite (Standard; at-will)
+4 vs.AC. 1d6 damage
Basic Ranged: Spit (Standard; at-will)
Ranged 2 +2 vs. Ref. Blinds until end of Camel's next turn.
Melee: Kick (Standard; at-will)
+4 vs. AC 1d6+3 damage
Alignment Unaligned Languages
Str 18 (+5) Dex 12 (+2) Wis 12 (+2)
Con 20 (+6) Int 2 (-3) Cha 7 (-1)
Camel, War Level 3 Brute
Large Natural Beast XP 150
Initiative +2 Senses Perception +2
HP 60; Bloodied 30
AC 15; Fortitude 19, Reflex 14, Will 14
Speed 9
Basic Melee: Bite (Standard; at-will)
+6 vs.AC. 1d6 + 3 damage
Basic Ranged: Spit (Standard; at-will)
Ranged 2 +4 vs. Ref. Blinds until end of Camel's next turn.
Melee: Kick (Standard; at-will)
+6 vs. AC 1d10+3 damage
Alignment Unaligned Languages
Str 22 (+7) Dex 12 (+2) Wis 12 (+2)
Con 20 (+6) Int 2 (-3) Cha 8 (+0)
Heway Level 3 Controller
Medium Immortal Magical Beast XP 150
Initiative +3 Senses Perception +2, low light vision
Taint Water (poison) aura 1; While swimming the heway
poisons the water. Anyone drinking or contacting the
poisoned water is attacked; +8 vs. For; 3d8 +3 damage
and immobilized (save ends). The water remains
contaminated for 1 hour for every turn the heway was
in contact with it.
HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6, swim 3
Basic Melee: Bite (Standard; at-will)
+8 vs. AC; 1d6 + 3 damage
Basic Ranged: Hypnotic Gaze (Standard; at-will) ♦ charm
Ranged 1/2; +7 vs. Will; Target is dominated (save ends)
Alignment Evil Languages
Skills Stealth +8
Str 14 (+3) Dex 14 (+3) Wis 12 (+2)
Con 14 (+3) Int 6 (-1) Cha 18 (+5)