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CREDITS
Design
Rob Heinsoo (lead), Eytan Bernstein,

Greg Bilsland, Jesse Decker, N. Eric Heath,

Mari Kolkowsky

Peter Lee, Chris Sims, O w e n K.C. Stephens

Graphic Designer

Additional Design
Logan Bonner, Greg Gorden Chris Lindsay,
Mike Mearls, Matthew Sernett, Greg Stolze,

Cover Illustration

Development
Stephen Schubert (lead),
Peter Lee, Peter Schaefer
Additional Development

Stephen Radney-MacFarland
Editing

Julia Martin (lead),

Greg Bilsland, Jeremy Crawford,

Paul Grasshoff, Scott Fitzgerald Gray,

M. Alexander Jurkat, Jessica Kristine,
Bill McQuillan, Jeff Morgenroth

Managing Editing

Torah Cottrill, Kim Mohan

Director of D & D R & D and Book Publishing
Bill Slavicsek

D & D Creative Manager

Christopher Perkins
Senior Art Director

J o n Schindehette

D & D Design Manager
James W y a t t
D & D Development and Editing Manager

Andy Collins

620-23966720-001 EN
9 8 76 54 3 2 1
First Printing'
May

Art Director

2009

I S B N : 978-0-7869-5101-7

^^MMPSJPr


Bob Jordan

Jesper Ejsing (front), Ralph Horsley (back)
Interior Illustrations
Dave Allsop, Zoltan Boros & Gabor Szikszai, Christopher
Burdett, Chippy, Brian Despain, Steve Ellis, W a y n e
England, Jason Engle, A d a m Gillespie, Tomas Giorello,
Lars Grant-West, Des Hanley, Ralph Horsley, Andrew
Hou, Jeremy Jarvis, Todd Lockwood, W a r r e n Mahy, J i m
Nelson, W i l l i a m O'Connor, Steve Prescott, Vinod Rams,
Chris Seaman, Matias Tapia, Mark Tedin, Francis Tsai,
Brian Valenzuela, Franz Vohwinkel, Eva W i d e r m a n n , Eric
Williams, Sam W o o d , Ben W o o t t e n
D & D Brand Team
Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard,
Martin Durham

Publishing Production Specialist
Erin Dorries
Prepress Manager

Jefferson Dunlap

Imaging Technician

Ashley Brock

Production Manager

Cynda Callaway

Game rules based on the original D U N G E O N S & DRAGONS* rules
created by E. Gary Gygax and Dave Arneson, and the later
editions by David " Z e b " Cook (2nd Edition); Jonathan Tweet,
Monte Cook, Skip W i l l i a m s , Richard Baker, and
Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
and James W y a t t (4th Edition).
0

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EUROPEAN HEADQUARTERS

& LATIN A M E R I C A

Hasbro UK Ltd

W I Z A R D S OF THE COAST, B E L G I U M
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Please keep this address for your records

D U N G E O N S & D R A G O N S , D & D , d20, d20 S y s t e m , W I Z A R D S OF T H E C O A S T , Player's Handbook,

Dungeon

Master's Guide, Monster Manual, F O R G O T T E N R E A L M S , D & D Insider,

Vault, Dragon Magic, Arcane Power, Inn Fighting, Martial Power, Open Grave: Secrets of the Undead, Three-Dragon

Adventurer's

Ante, all other W i z a r d s of the Coast product names, and their

respective logos are trademarks of W i z a r d s of the Coast in the U.S.A. and other countries. All W i z a r d s characters, character names, and the distinctive likenesses thereof are
property of W i z a r d s of the Coast LLC. This material is protected under the copyright laws of the United States of America. A n y reproduction or unauthorized use of the material
or artwork contained herein is prohibited w i t h o u t the express w r i t t e n permission of W i z a r d s of the Coast LLC. A n y similarity to actual people, organizations, places, or events
included herein is purely coincidental. Printed in the U.S.A. © 2 0 0 9 W i z a r d s of the Coast LLC

VISIT O U R W E B S I T E AT

WWW.W1ZARDS.COM/DND

CONTENTS
4

MONSTERS A TO Z
GLOSSARY

216

A L P H A B E T I C A L LISTING O F
Abolethic skum (ooze)
Abyssal eviscerator
(demon)

Abyssal marauder

172
51

48

Abyssal rotfiend (demon)... 52
Adamantine dragon
75

Dire tiger

199

Hobgoblin fleshcarver

132

(elemental)
Shocktroop devil

101
67

Dimensional marauder

69

Direguard assassin
70
Direguard deathbringer... 70

Aspect of Demogorgon

44

64

Dweomer eater
(rust monster)

99

Barghests
Behirs

20
22

Eladrin

Eldritch giants

Berserker prelate of
Demogorgon

24

48

Fang of Yeenoghu

Assassin devil

Beholders

Black pudding (ooze)
Bladerager troll
Blood hawk

Bloodseeker drake
Bloodseep demon

172

202
142
88
53

Duergars

Earth archons

Erinyes (devil)
(gnoll)

Fang titan drake

92

179

14

96

120

64

126
89

Fell taints
Fey lingerer

104
106
34

Firbolgs

108

Bloodthorn vine
Bone golem

205
133

Flame shard

Fluxslaad
Fomorians

184
112

Frost hawk

Flamespiker (elemental)... 99
Fleshtearer shark
182

Bristle spider

183

189

(goblin)

130

Frost giants

Bonecrusher skeleton
Bugbear wardancer
Bullywugs

Centaurs
Centipede scuttler
Chain golem
Chaos hydra

Chillfire destroyer

28

30
33

133

151

Cenasi

Ceonid (elemental)
Ghost legionnaire
Giant ants
Gnaw demon
Gnolls

Iron dragon

Iron golems
Kazrith (demon)
Kazuul, exarch
of Demogorgon
Kenkus

Krenshars
Lolthbound goblin

46
152

Myconids
Needle demon
Neldrazu (demon)
Neogis

183
185

Slaughterstones
Son of the spirit wolf

186
211

Sphinx mystery

188

Steel predator

198

Spriggans

196

Storm shard

Mud lasher (elemental)... 100
164
56
56
166

Stonefist defender
(homunculus)
Storm archons
Stormstone fury
(elemental)

Tempest wisp

126

Goliaths

136

Coure of mischief
and strife

38
97

Cyclopses
Dagon

40
45

Gray ooze
Gray render

173
137

Death shard

34

Podspawn (demon)

Remorhaz

Will-o'-wisp

203
194

158

159

160

209

176

(elemental)
102
Windstriker (elemental).. .103
Winter wolf snowfang

Rockfist smasher
(elemental)
Runespiral demon

211

100
59

Witherlings
W o o d woad

212
214

Rust monster

178

Xorn

Yochlol tempter
(demon)

215

Retriever

177

Rime hound

138

Scion of Gibbeth

140

37

150

Rupture demon

Half-ores

Wereboar

Weretiger

Razor hydra

173

205

206
18

59

35

47

Warforged
Water archons

Windfiend fury

Primordial colossus

101

200

Werewolf lord

131
80

Greenvise vine

58

34

Troglodytes

Poisonscales (lizardfolk)... 156

of Maglubiyet
Gold dragon

65

174
175

143
15

199
190

of Demogorgon

Pod demon

12
54

Phoelarchs
Phoera (phoelarch)

124

102

99
119

116

161

192

(elemental)
Thrarak, exarch

142

Nyfellar mammoth

50

85

Skeletal steed
Slaad spawn

Stone giants

66

(star spawn)

of Demogorgon

Silver dragon

155
131

Misfortune devil

Prismatic shard

Half-elves

134
55

162

128

Green slime (ooze)

83

Maruts
Maw of Acamar

Gnomes

Gorechain devil

66

Shrieking cultist

Troll vinespeaker
Umbral sprite swarm

Couatl star serpent

42

Infernal armor
animus (devil)

144

202

170
190

Goblin acolyte

Demogorgon

Ice troll

Oni
Phase spider

122

36
77

41

Humans

88

Shardstorm vortexes

Tiger
Tomb spider

Cockatrice
Copper dragon

Darkmantle

Horned drake

151

168
57

98
134

38

Heroslayer hydra

Nothics
Nycademon (demon)

(elemental)
Clay golem

Couatl cloud serpent

88

180

Dust devil (elemental)

60

Scytheclaw drake
Shadar-kai

90
54

demon

MONSTERS
196

Drakkoths
Dretch (demon)

8

221

Herald of Hadar
(star spawn)

Ankheg
11
Arbalester (homunculus).. .143
Arctide runespiral

Angels

MONSTERS BY LEVEL

62
215

71
49

204

220

Devas
Diamondhide xorn

Djinns
Doom flayer

Ambush vine

RACIAL TRAITS

(star spawn)

60

197

Winter wolf

Withering devil

210

210
68

61

THE SECOND

c o m p e n d ium o f monsters for the

DUNGEONS & DRAGONS® g a m e , Monster

Manual® 2 is

filled with a n e w assortment o f creatures designed to
challenge and terrify adventurers o f all levels.
T h e monsters i n these pages offer threats of every
level and include b r a n d new monsters, such as firbolgs and djinns, as well as new versions o f familiar
monsters like giants and demons. Monster Manual 2
also introduces the metallic dragons, w h i c h j o i n their
c h r o m a t i c k i n in the g a m e .
T h e rest o f this introduction explains how to read a
monster's statistics block and assumes you're familiar
with the power and combat rules in the Player's Handbook®. T h e glossary, starting on page 2 1 6 , defines
m a n y o f the terms used i n the book, and the list o f
monsters b y level, starting on page 2 2 1 , is m e a n t to
assist you i n tailoring encounters for your player characters (PCs).

THE STATISTICS BLOCK
A monster's statistics a r e presented in a format m e a n t
to b e used i n play. A typical statistics block is formatted as follows.
Monster Name

Level and Role

Size, origin, and type (keywords)
XP value
Initiative modifier
Senses Perception modifier; special senses

Aura name (keywords) aura size; effect.
H P maximum; Bloodied value
Regeneration
AC; Fortitude, Reflex, W i l l

Immune effects; Resist effects; Vulnerable effects

Saving Throws modifier
Speed
Action Points

[Power icon[ Power name (action; requirement; recharge) •
Keywords

Range and area; targets; attack bonus vs. defense; effect on a
hit. Miss: Result (if any). Other effects.

Alignment

Languages

Skills skill modifiers
Str score (modifier)

Dex score (modifier) W i s score (modifier)

Con score (modifier) Int score (modifier)

Cha score (modifier)

Equipment armor, shield, weapons, other equipment

LEVEL AND ROLE

TYPE

A monster's level and role are tools for the D M to use
when building an encounter. Chapter 4 of the Dungeon
Master's Guide explains how to use these tools.

A creature's type s u m m a r i z e s some basic things
about its appearance and behavior. Types are animate, beast, humanoid, and magical beast. See the
glossary for information about e a c h type.

L e v e l : A monster's level s u m m a r i z e s how tough it
is in an encounter. Level determines most o f the monster's statistics as well as the experience point ( X P )
award the P C s e a r n for defeating it (Dungeon Master's
Guide, pages 5 6 - 5 7 ) .
R o l e : A monster's role describes its preferred
combat tactics, much as a character class's role suggests tactics for P C s . Monster roles are artillery, brute,
controller, lurker, skirmisher, and soldier (Dungeon
Master's Guide, pages 5 4 - 5 5 ) .
A monster might have a second role: elite, solo,
or m i n i o n . Elite monsters and solo monsters are
tougher t h a n standard monsters, and m i n i o n s are
weaker. For t h e purpose o f encounter building, an
elite m o n s t e r counts as two standard monsters o f its
level, a solo monster counts as five, and four m i n i o n s
count as o n e .
In addition, a monster might have the leader subrole, indicating that it grants some sort o f boon to its
allies, such as a beneficial aura.

A creature's size determines its space as well as its
reach.
Monster Size

Space

Reach

Tiny

1/2 x 1/2
1 x1

0
1

Medium
Large

Some monsters have keywords that further define
t h e m . T h e s e keywords represent groups o f monsters,
such as angel, demon, devil, dragon, and undead. See
the glossary for definitions o f a monster's keywords.

SENSES
Every monster has a Perception modifier. Some monsters also have special senses, such as darkvision or
tremorsense, which are noted in the " S e n s e s " entry.

AURA
I f a monster has an aura, that is noted near the top of
its statistics block. A n aura is a continuous effect that
emanates from the monster. See the glossary for m o r e
about auras.

REGENERATION

SIZE

Small

KEYWORDS

1 x 1

Huge

2x2
3x3

Gargantuan

4 x 4 or larger

WSM
1 or 2

2 or 3
3 or 4

S p a c e : This is the area (measured in squares) that
a creature occupies on the battle grid.
R e a c h : I f a creature's r e a c h is greater t h a n 1,
the r e a c h is noted in any m e l e e power the creature
has that uses that reach. Even i f a creature's reach is
greater t h a n 1, the creature can't m a k e opportunity
attacks against targets that aren't adjacent to it unless
it has threatening reach.
A creature that has reach 0 c a n n o t normally m a k e
m e l e e attacks outside its own space.

ORIGIN
A monster's origin s u m m a r i z e s its place in the D & D
cosmology. Origins are aberrant, elemental, fey,
i m m o r t a l , natural, and shadow. See the glossary for
information about e a c h origin.

S o m e monsters have regeneration. At the start o f each
of its turns, a monster that has regeneration regains a
specific n u m b e r o f hit points, as long as the monster
has at least 1 hit point.
T h e regeneration o f some monsters c a n b e suppressed by certain types o f damage or by specific
c i r c u m s t a n c e s , and some creatures c a n use regeneration only under specific c i r c u m s t a n c e s (for example,
only while bloodied).

SPEED
I f a monster has alternative movement modes, such
as fly, climb, or swim, that fact is noted in its speed
entry.

ACTION POINTS
Elite and solo monsters have action points they c a n
spend to take extra actions, just as P C s do. Unlike
P C s , a monster c a n spend more t h a n 1 action point in
an encounter, but only 1 per round.

POWERS
A monster's powers are presented so that its basic
attacks appear first, followed by its other powers.

TYPE
E a c h power has an icon that represents its type:
m e l e e (I), ranged (pf), close (<•), or area (•#). I f a power
doesn't have an icon, it's a personal power.

A basic attack has a circle around its icon: m e l e e
basic attack © or ranged basic attack © .

EEEECTS

I f a power requires an action to use, that fact is noted
in the power's description. A n i m m e d i a t e action's
trigger is noted right after the action type. Some
powers don't require an action to use; they simply
occur in response to a trigger.

Monster powers include m a n y o f the s a m e effects
that appear in P C powers, such as aftereffects, condi
tions, damage o f various types, ongoing damage, and
secondary attacks.
A power's effects are instantaneous, unless otherwise noted. T h e effects o f some powers c a n be
sustained (indicated by Sustain and then whatever
action is required to sustain the effect).

REQUIREMENT

ALIGNMENT

ACTION

Some powers are usable only i f a precondition is met.
For example, a power might be usable only while a
monster is bloodied or only i f it is wielding a specific
weapon. A requirement is noted after a power's action
type, i f any.

RECHARGE
A monster power is at-will, encounter, or daily, or it
recharges in certain c i r c u m s t a n c e s .
R e c h a r g e 0 0 LC] [x] 10]: T h e power has a
r a n d o m c h a n c e o f r e c h a r g i n g during e a c h round o f
c o m b a t . At the start o f e a c h o f the monster's t u r n s ,
roll a d 6 . I f the roll is one o f the die results shown
in the power description, t h e m o n s t e r regains the
use o f that power. T h e power also r e c h a r g e s after a
short rest.
R e c h a r g e s w h e n . . . : T h e power recharges in a
specific c i r c u m s t a n c e , such as when the monster is
first bloodied during an encounter. T h e power also
recharges after a short rest.

RANGE AND A R E A
A melee power has a range o f 1, unless otherwise
noted. R a n g e d powers specify a range, and area
powers and close powers specify a range and an area
of effect.

TARGETS
Some monster powers specify targets. An area attack
or a close attack targets each creature within its area
o f effect, unless otherwise noted.

ATTACK
Unless an attack power hits automatically, its description includes an attack notation, which specifies the
monster's attack bonus for that power and which
defense it targets.
H i t : T h e effect o f a power hitting is specified after
the attack notation.
M i s s : S o m e attack powers have an effect on a miss
(indicated by Miss).
E f f e c t : S o m e attack powers have an effect whether
or not the attack hits (indicated by Effect).

A monster's most typical alignment is noted in its
statistics block. Chapter 2 o f the Player's
Handbook
contains information on the various alignments.

LANGUAGES
A statistics block gives the languages that a monster
typically c a n speak and understand. An individual
monster might know additional languages, like
C o m m o n or the languages of its companions. See the
Dungeon Master's Guide, page 1 7 1 , for more information about the languages o f the D & D world.

SKILLS
T h e skills section o f a monster's statistics block
includes only trained skills or skills for which the
monster has an unusual modifier. A monster's Perception modifier isn't repeated here.

ABILITY SCORES
A monster's six ability scores are included toward the
bottom o f its statistics block. Following each score
in parentheses is the adjusted ability score modifier,
including one-half the monster's level, which is useful
whenever the monster needs to m a k e an untrained
skill c h e c k or an ability c h e c k .

EQUIPMENT
A monster's " E q u i p m e n t " entry notes the weapons
and implements the creature uses. I f a character
gains a monster's equipment, he or she c a n use it as
n o r m a l equipment. A character does not gain the
powers that a monster uses through its equipment.

HEALING SURGES
Monsters have healing surges. However, few monsters
have powers that let t h e m spend healing surges. T h e
n u m b e r o f healing surges a monster has is based on
its level: 1 - 1 0 , one healing surge; 1 1 - 2 0 , two healing
surges; 21 or higher, three healing surges.
B e c a u s e they rarely c o m e into play, healing surges
are not included in a monster's statistics block.

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ANGEL

ENCOUNTER GROUPS
A n angel o f authority leads angels o f protection,
v e n g e a n c e , supremacy, battle, a n d valor. It also

A N G E L S A R E DIVINE SERVANTS OF T H E GODS. Although

a d m i n i s t e r s or d i r e c t s o t h e r servants o f a deity w h o

c o m m o n in t h e A s t r a l S e a , t h e y c a n b e found any-

are not angels.

w h e r e acting on b e h a l f o f a deity or o t h e r force w h o s e
goals align with t h e i r calling.

Level 2 2 Encounter ( X P

ANGEL OE AUTHORITY
A N ANGEL OF AUTHORITY IS T H E MOUTHPIECE o f a deity.
T h i s angel governs other angels a n d servants o f a
deity in a n d out o f c o m b a t .

21,400)



1 angel o f authority (level 2 2 controller)



2 angels o f v e n g e a n c e (level 1 9 elite b r u t e , MM 1 7 )



6 angels o f light (level 2 3 m i n i o n )

ANGEL OE RETRIEVAL
W H E N DEITIES R E Q U I R E T H E RECOVERY o f a stolen

Angel of Authority

Level 22 Controller (Leader)

Large immortal humanoid (angel)
Initiative +17
Senses Perception +18

XP 4,150

object or a k i d n a p p e d c r e a t u r e , they send a squad
o f divine beings that includes a n e x p e r t t r a c k e r : t h e
angel o f retrieval.

HP 203; Bloodied 101

AC 36; Fortitude 32, Reflex 34, W i l l 35

Angel of Retrieval

Immune fear; Resist 15 radiant
Speed 8, fly 12 (hover)

Initiative +20

© Quarterstaff (standard; at-will) • Radiant, Weapon

Reach 2; +27 vs. AC; 1d10 + 8 damage plus 1d10 radiant

damage.

Ranged 10; +26 vs. Fortitude; 2d10 + 8 lightning damage, and

the target is dazed until the end of the angel of authority's next
turn.

: : ) • Radiant, Thunder

Close burst 5; targets enemies; +26 vs. Will; 1d10 + 8 radiant

damage plus 1d10 thunder damage, and the target is weakened

(save ends). Miss: Half damage. Effect: Any angel within the burst
gains a +2 bonus to attack rolls until the end of the angel of
authority's next turn.

Any attack against the angel of authority takes a -2 penalty to
the attack roll.

Con19(+15)

Dex22(+17)
Int24(+18)

Equipment plate armor, quarterstaff

© Short Sword (standard; at-will) • Radiant, Weapon
Reach 2; +27 vs. AC; 2d6 + 6 radiant damage.

© Angelic Bow (standard; at-will) • Radiant, Weapon
Ranged 20/40; +27 vs. AC; 2d8 + 9 radiant damage, and each
enemy adjacent to the target takes 10 radiant damage.

4 Isolating Displacement (standard; at-will) • Radiant,
Teleportation

Reach 2; +27 vs. Reflex; 2d8 + 10 radiant damage, and the

to deal no damage with this attack. Miss: The angel teleports

Area burst 3 within 10; +27 vs. Fortitude; 3d8 + 9 radiant

W i s 25 (+18)

damage, and the angel of retrieval slides the target 3 squares.

Cha27(+19)

Miss: Half damage, and the angel slides the target 1 square.
Hunt the Guilty (minor; encounter)

The angel of retrieval chooses one enemy within 10 squares of

it. Until the end of the encounter, the angel's attacks deal 1d10

A n angel o f authority stays b e h i n d t h e lines, raining
bolts a n d bolstering allies w i t h

teleports to a space adjacent to the target. The angel can choose

-?2- Clear the W a y (standard; recharge [Xj [!]]) • Radiant

ANGEL OE AUTHORITY TACTICS
down lightning

Speed 8, fly 12 (hover), teleport 5

5 squares.

Languages Supernal

Skills Insight +23, Religion +23
Str20(+16)

HP 162; Bloodied 81

AC 34; Fortitude 33, Reflex 35, W i l l 33

angel of retrieval teleports the target 5 squares. The angel then

Angelic Presence (while not bloodied)

Alignment Unaligned

XP 4,150

Senses Perception +22; blindsight

Immune fear; Resist 15 radiant

-*T Lightning Bolt (standard; at-will) • Lightning

V Majestic Rally (standard; recharge

Level 2 2 Artillery

Large immortal humanoid (angel)

majestic

rally w h e n e v e r possible.

ANGEL OE AUTHORITY LORE

extra damage against that creature.
Alignment Unaligned

Languages Supernal

Skills Arcana +28, Intimidate +29
Str22(+17)

Dex28(+20)

W i s 23 (+17)

Con 24 (+18)

Int23(+17)

Cha24(+18)

Equipment plate armor, longbow, short sword

R e l i g i o n D C 2 4 : A n angel o f authority is t h e
herald o f a p a r t i c u l a r deity. T h e angel h a n d l e s t h e
m o s t i m p o r t a n t tasks c o n c e r n i n g t h e p r o t e c t i o n a n d
well-being o f t h e deity's d o m i n i o n .

ANGEL OE RETRIEVAL TACTICS
A n angel o f retrieval is often d i s p a t c h e d to c a p t u r e a
person or a thing. T h e angel uses hunt the guilty on t h e
individual to b e c a p t u r e d or t h e one holding a n item
to b e r e c o v e r e d . T h e angel uses clear the way to give its
allies m o r e space to m a n e u v e r . O t h e r w i s e , t h e angel
prefers to fight f r o m a d i s t a n c e w i t h its angelic

bow.

(Left to right) angei of authority, angel of light, and angel of supremacy

ANGEL OE RETRIEVAL LORE
R e l i g i o n D C 2 4 : An angel o f retrieval is best
described as a bounty hunter from the Astral Sea.
These angels are trained in rituals that allow t h e m
to hunt down creatures, such as Observe Creature (Players Handbook, page 3 0 9 ) and Planar
Portal (Player's Handbook, page 3 1 1 ) .

ANGEL OE LIGHT
M A D E PURELY OF DIVINE ENERGY, a n angel o f light exists

as a brilliant embodiment o f a deity's subconscious.
Level 2 3 Minion Skirmisher

Angel of Light

Medium immortal humanoid angel)
Initiative +19

XP 1,275

Senses Perception +19

H P 1; a missed attack never damages a minion; see also death

ENCOUNTER GROUPS
An angel o f retrieval is assisted by other angels in
interplanar hunting parties.

burst.

AC 37; Fortitude 34, Reflex 34, W i l l 36
Immune fear; Resist 15 radiant

Speed 8, fly 12 (hover)

© Angelic Glaive (standard; at-will) • Weapon

Level 2 3 E n c o u n t e r ( X P 2 1 , 4 0 0 )
• 1 angel o f retrieval (level 2 2 artillery)
• 2 angels o f supremacy (level 2 4 soldier)
• 1 2 angel o f valor legionnaires (level 2 1 minion,
M M 16)

Reach 2; +28 vs. AC; 15 damage.

<* Death Burst (when the angel of light drops to 0 hit points) •
Radiant

The angel of light explodes in a burst of radiant light: close burst



10; targets enemies; +26 vs. Fortitude. Effect: Angels in the

burst gain 10 temporary hit points.

Alignment Unaligned

Languages Supernal

Str 18 (+15)

Dex 23 (+17)

W i s 27 (+19)

Con 2 3 (+17)

Int 15 (+13)

Cha 2 3 (+17)

Equipment glaive

ANGEL OE LIGHT TACTICS
A squad o f angels o f light spreads out and tries to
attack as m a n y targets as possible. They never retreat
from battle.


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