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Fortress of the Yuan-ti Conversion Statistics

Conversion of Fortress of
the Yuan-ti to 4th Edition
Dungeons & Dragons
By Robert Wiese and Greg Bilsland
Developed by Peter Schaefer
This adventure was written for four 7th-level characters in
D&D v3.5.

F: The Surrounding
Fields
Encounter Level 7, or 9 with Snaketongue
Initiates
Make the following replacements for this
encounter:
See below for the replacement Lieth,
lightning naga (L) stat block.
See below for the replacement deathrattle
viper (G) stat block.
If you wish to increase the encounter to level
9, add four snaketongue initiates near Lieth.

Tactics
Lieth starts combat with lightning volley against as
many PCs as she can hit within range. She immediately spends an action point to attack the PC who
appears to be the strongest melee threat with sting-

ing bolt in an effort to immobilize him. She attempts


to keep all of the PCs under the effects of ongoing
lightning damage, which can allow her to escape
melee combat more easily due to her shocking convulsions aura. She stays out of melee as much as possible,
using stinging bolt whenever it recharges, falling back
to lightning lash if necessary. Once bloodied, she uses
lightning volley again and spends her second action
point to strike a nearby melee threat with stinging bolt
or lightning lash as appropriate.
The deathrattle viper gets near to as many PCs as
possible to take advantage of its death rattle aura.
The snaketongue initiates move quickly to form a
protective line for Lieth and defend her to the death.

K3: The Great Hall


Encounter Level 6
Make the following replacements for this
encounter:
See below for the replacement Elvarel Prath (P)
stat block.

Replace the guardian megaraptor skeleton with


two megaraptor skeletons. See below for the
replacement megaraptor skeleton (G) stat block.
Place the second megaraptor skeleton adjacent to
the one shown on the map.

Tactics
Elvarel Prath uses word of command as long as he can
stay out of melee, sliding targets toward the megaraptor skeletons. He uses invoke ferocity every round to
give the megaraptor skeletons additional attacks.
If forced into melee, he uses smite the invader and
gets out of melee if at all possible. If his megaraptor
skeletons are destroyed, and he is bloodied, Elvarel
surrenders. If his surrender is accepted, he tries to
lure the PCs closer so that he can attack a bloodied
PC. He fights to the death.
The megaraptor skeletons attack with their talons.
Being mindless undead, they do not use complicated
tactics, and they fight until destroyed.

Fortress of the Yuan-ti Conversion Statistics

K8: The Lesser Shrine


Encounter Level 7
Make the following replacements for this
encounter:
See below for the replacement Chavakuth, Marsh
Mystic (C) stat block.
Add 2 Chavakuths bodyguards on the opposite
side of the small stone altar from Chavakuth.

Tactics
Chavakuth stays close to his bodyguards to provide
them with marsh blessing. He attacks at range, using
swamps grasp if any PCs have gotten past his bodyguards, otherwise using bog cloud. He attacks with his
spear only if forced into melee or if he has no other
options.
Chavakuths bodyguards attempt to bottleneck the
PCs when they enter, knocking foes prone with a tail
slap and then pushing them with a greatclub attack.

advantageous positions. If faced with multiple foes, he


uses spirit coils every round to keeps his foes clumped
together and slowed/immobilized. If near an open
cell door, he uses spirit coils to slide the target into the
cell, closing and locking the cell door on his next turn,
if he can. When faced with a single target far from
other enemies, he uses fading touch, or double attack,
if he is bloodied.
In this encounter, PCs might end up trapped in a
jail cell. Allow PCs to break out from a cell with a DC
15 Thievery check or a DC 15 Strength check.

charge through the pit to the other side. They favor


tentacle attacks, falling back on bite only once they
have stunned their foes.

K11: Garbage Pit

Tactics

Encounter Level 6

After triggering the shield in front of them, Kallist


and Shillonok attack from behind the cover the shield
provides. They make longbow attacks until they have
gauged the capabilities of the PCs. When a meleeoriented PC approaches them, Kallist uses debilitating
shot on him. Shillonok uses blinding shot against the
spellcaster or ranged attacker he sees as the greatest
threat. When the PCs get to the top of the stairs, they
use sidestep attack to shift back and attack twice with
their longbows. If either of them is killed and the
other is bloodied, the remaining lizardfolk attempts
to flee, if possible.

Make the following replacements for this


encounter:
See below for the replacement Gophodros,
Spellwarping Otyugh (G) stat block.
Add 2 carrion crawlers on the opposite side of
the pit from the PCs.

K9: The Dungeon

Tactics

Encounter Level 7

Gophodross stays in the pit and uses its reach to make


a double attack, dragging its quarry into the pit with it.
It follows up on its first successfully grabbed victim by
spending an action point and making a gnaw attack
against that foe. It favors gnaw over other other attacks
any time it has an enemy grabbed. Being an unintelligent monster, it chooses its spell warped option each
round based on what happened to it the previous
round. For example, if it took a hit from a fire attack, it
chooses resist 20 fire on its next turn.
The carrion crawlers charge the nearest PC(s)
when combat begins, using spider climb so that it can

Make the following replacements for this


encounter:
See below for the replacement Yensurros,
Ghostly Malison (Y) stat block.

Tactics
Yensurros is a very intelligent combatant and takes
advantage of his phasing ability during fights. Rather
than go toe-to-toe with a formidable foe, he uses
hit-and-run tactics, phasing through walls to gain

K18: The Way Forward


Encounter Level 5
Make the following replacements for this
encounter:
See below for the replacement Kallist and
Shillonok stat blocks.

Y1/Y5: Staging Area/


Lower Landing
Encounter Level 9
Make the following replacements for this
encounter:
See below for the replacement Issiel, yuan-ti
infiltrator (I) stat block.

Fortress of the Yuan-ti Conversion Statistics

See below for the replacement Snapwing (S) stat


block.

Tactics
Issiel waits patiently at first, allowing Snapwing to
engage the PCs. He delays his actions until Snapwing
has flown down to engage the PCs in melee or until
he is attacked by any PC who has spotted him on the
balcony. Once either of these situations occurs, Issiel
stands up and uses force implosion on the PCs, seeking to avoid hitting Snapwing if possible. Until force
implosion recharges, he uses missile barrage against
any spellcasters or ranged combatants below him. He
uses force implosion whenever possible, falling back on
other powers when necessary. If Snapwing is killed
and he is bloodied, Issiel attempts to flee. Given no
other option, he surrenders and attempts to feed the
PCs false information regarding the Vanguard and its
plans.
Snapwing begins combat with frightful presence.
He then flies close enough to the PCs to catch them
in his breath, spends an action point, and uses his
breath weapon. On his next round, if his breath weapon
recharges, he uses it again. Given no other choice, he
plunges into the middle of the PCs (landing at the
end of the stairs to prevent the PCs from getting to
Issiel) and uses double attack on a single opponent.
Snapwing is smart and uses double attack over and
over on a single target until that target is no longer a
threat, then switches to another target. Whenever his
breath weapon recharges, he moves to a position where
he can hit as many enemies as possible and uses it,
favoring his breath over other attacks. Note that there
are no areas in the map where Snapwing can use
restorative dive. However, this power is provided for

DMs who wish to import Snapwing into a different


encounter. Snapwing fights to the death.

Y6: Upper Landing


Encounter Level 6
Make the following replacements for this
encounter:
See below for the replacement Bollust, shadow
hound (B) stat block.
See below for the replacement sail snake (S) stat
block.

Tactics
While it is an unintelligent guardian, the scale
golems orders allow it to use its environment to its
best advantage. It starts combat by engaging the first
PC to approach it and use double attack. It then spends
an action point and makes another double attack.
Once it has multiple foes near it, the golem uses golem
rampage, making many attacks in the process. It uses
shifting scales to attempt to slide PCs into the pit whenever it can. It fights until destroyed.

D5: The Laboratory

Tactics

Encounter Level 7

Bollust enjoys teleporting next to an enemy standing


near the railing, and then using his bite attack to push
the enemy off the balcony. He uses baying as often as
possible to soften up the PCs defenses before attacking. He fights to the death.
The sail snakes begin combat with venom spray and
follow up with bite attacks. If Bollust is killed and two
or more of the sail snakes are killed, the remaining
sail snakes attempt to flee.

Make the following replacements for this


encounter:
See below for the replacement Tolvul, mind
flayer inquisitor (T) stat block.
See below for the replacement Lump, yuan-ti
slasher (L) stat block.
Add two snaketongue warriors, one each on
either side of the table that Tolvul is not at.

Tactics

D1: Entry Chamber


Encounter Level 7
Make the following replacements for this
encounter:
See below for the replacement scale golem (SG)
stat block.

Tolvul begins with mind blast to daze his enemies as


quickly as possible. He then approaches the nearest
dazed foe and uses his tentacles attack. He uses bore
into brain against grabbed enemies whenever possible,
particularly if his allies have the other PCs tied up
in battle. Tolvul can issue an order to Lump as a free
action on the slashers turn to get Lump to refocus
himself on those Tolvul considers a threat to himself.
If all of his allies have been killed and Tolvul is bloodied, he attempts to flee.

Fortress of the Yuan-ti Conversion Statistics

Lump attacks the most formidable melee combatant, first using greataxe to mark his foe, following up
with serpents slash on the next round. He repeats this
process. Lump fights to the death.
The snaketongue warriors use their greatsword
attacks to tie up the PCs as best they can and prevent
them from getting to Tolvul. They have been ordered
to fight to the death.

D7: The Library


Encounter Level 7
Make the following replacements for this
encounter:
See below for the replacement Zoldathra, master
of the word (Z) stat block.

Make the following replacements for this


encounter:
See below for the replacement baboon wight (B)
stat block.

Tactics
The baboon wights retain a pack attack instinct
even in undeath, using their abilities as a group to
maintain control of the combat scenario. When the
PCs enter the corridor near them, they use howling
frenzy to move into combat and make two attacks
against any PCs they come up against. As combat
commences, they climb the walls, seeking to use their
movement capabilities to get into flanking positions.
If an enemy attempts to get out of the pack attack
area, they use maddening howl to immobilize them.

Tactics

P3: Main Sanctuary

Zoldrathra begins combat with infernal toxins,


attempting to affect as many PCs as he can, provoking opportunity attacks without care. He follows
up by spending an action point and makes a bite
attack against the nearest PC. He uses soothing words
every round, forcing dominated PCs to attack their
companions. When struck with a critical hit, he
uses imperious rebuke to push his foes, keeping them
lumped together so that he can maneuver around
the area more easily. He is battle-savvy and uses his
powers to the best of his abilities, dominating enemies
and keeping them on their heels so that he wont be
easily surrounded. He fights to the death.

Encounter Level 6

P2: Landing
Encounter Level 6

Make the following replacements for this


encounter:
See below for the replacement Vsolt, yuan-ti
death master (V) stat block.
See below for the replacement yuan-ti boneshard
skeleton (S) stat block.
Vsolt can summon a bloodweb spider swarm. See
below for the bloodweb spider swarm stat block.

Tactics
Vsolt stays on top of the statue as long as possible,
preferring ranged attacks to direct melee. He starts
combat with spider call to slow down the PCs. He then
spends an action point and hits the PCs with death
burst. He fights to the death.

The skeletons close with the PCs immediately and


use bone shard. They fall back to scimitar attacks once
the PCs theyre fighting are taking ongoing damage.
They fight until destroyed.
Vsolt directs the bloodweb spider swarm to get
near as many PCs as possible so as to inflict maximum possible damage with swarm attack.

P4: Reliquary
Encounter Level 5
Make the following replacements for this
encounter:
See below for the replacement Shiuahn, human
fighter (S) stat block.
See below for the replacement Arzanezra,
paladin of slaughter (A) stat block.

Tactics
Shiuahn starts combat by closing with the nearest PC
and attacking with sweeping blade. He then spends an
action point and uses eviscerate. He follows up with
sweeping blade as often as possible, attempting to kill
one opponent before moving on to the next. He is
willing to fight among the prisoners, using them as
cover.
Arzanezra gangs up on the same PC Shiuahn
attacks if possible. He first uses death stab, falling back
to necrotic strike on subsequent rounds. He uses smite
the righteous at the start of every turn in which he
plans to use necrotic strike.
Both Shiuahn and Arzanezra are supremely
devoted to the cult and fight to the death.

Fortress of the Yuan-ti Conversion Statistics

S1: The Portal


Chamber
Encounter Level 9
It is suggested that you lower this monsters hit points
or remove its resistance to melee and ranged attacks
if a party has no characters that have at-will area or
close attacks.
Make the following replacements for this
encounter:
See below for the replacement Wretched Tide,
swarm of dretches (W) stat block.

Tactics
The swarm starts combat by attacking the nearest
PC(s) with as many swarm of claws attacks it has
available that turn (note that these are minor actions).
It then spends an action point and attacks again,
against the initial PC if it missed the initial attack, or
against another PC if the first PC has been grabbed.
It uses engulf any time it has a PC grabbed. It seeks to
draw as many PCs as possible into its center spaces
with engulf. It fights until destroyed.
Pay close attention to the swarms powers and how
they synergize with each other. On any given round,
the swarm should be making at least two attacks, or
three when bloodied. If it doesnt have to move to
fight, it can make an additional attack that round.

S2: The Vestibule


Encounter Level 7
Make the following replacements for this
encounter:

See below for the replacement medusa archer (E)


stat block.
See below for the replacement nagatha (N) stat
block.

Tactics
The medusa archer stays at the top of the slope and
attacks at range as best she can, only moving closer to
the PCs if she needs to get within her powers ranges.
She starts with her longbow, moving on to petrifying gaze once she can target two or more PCs in one
blast. If she petrifies any of the PCs, she uses them as
cover for the rest of the encounter. The medusa archer
fights to the death.
The nagathas attempt to remain between the
medusa archer and the PCs. They fight to the death.

Encounter S4
Encounter Level 8
Make the following replacements for this
encounter:
See below for the replacement Sulvaugren,
master of the worlds (S) stat block.
Replace the yuan-ti half blood priests with
snaketongue warriors in this encounter. See
below for the snaketongue warrior (P) stat block.
Unlike the priests in the original encounter, the
snaketongue warriors participate in combat.

Tactics
Sulvaugren takes advantage of his environment in
combat. He uses his size and reach to focus on one or
two PCs as much as possible while also staying out
of flank. He uses double attack every round, focusing

both attacks on a single target. He also uses grasping


coils every round, sliding grabbed targets out of flanking positions and adjacent to him so that he can bite
the grabbed PC. When presented with a bloodied PC,
he uses double attack against that PC, and follows up
with grasping coils against that PC. If he hits, he slides
the target close to him and spends an action point to
bite the target, hoping to drop the PC to 0 hit points so
he can take advantage of consume soul. As the highestranking member of the Vanguard, Sulvaugren fights
to the death.
The snaketongue warriors are supremely loyal to
Sulvaugren and work to keep him from being surrounded by the PCs. If Sulvaugren is surrounded by
three or more PCs, they make bull rush attacks in an
attempt to free up Sulvaugrens options. They fight to
the death.

S4A: The Risen King


Encounter Level 10 or Higher
Make the following replacements for this
encounter:
See below for the replacement Risen King (RK)
stat block.
The Risen King can create viper swarms during
combat. See below for the viper swarm stat block.

Tactics
The Risen King is intelligent and crafty; he uses his
combat capabilities to best effect throughout combat
by splitting his attacks against opponents based on
his perception of their melee prowess and overall
toughness.

Fortress of the Yuan-ti Conversion Statistics

The Risen King uses invoke serpents immediately


and every time it recharges, focusing on the weakestseeming foe each time. He uses inspire awe against
the most formidable melee combatants, seeking to
remove them from direct combat as much as possible
during early rounds. While these foes are neutralized,
he moves in on ranged attackers and spellcasters. He
stays as close as possible to them so they are forced to
attack allies with ranged basic attacks when affected
by eyes of betrayal. He focuses on one ranged attacker/
spellcaster at a time with double attack, seeking to
kill his target before moving on to the next. When
he drops a foe to 0 hit points, he spends an action
point to perform a coup de grace attack. Once he has
eliminated ranged and spellcaster threats, he moves
on to melee combatants, bringing the full brunt of his
powers to bear on them. The Risen King fights until
destroyed.
Viper swarms created by the Risen King attack the
PC from whom they were spawned. They use swarm
of fangs against this PC until destroyed. They use swift
fangs whenever possible, attacking and then shifting
between their target and the Risen King to protect
their creator.

Make the following replacements for this


encounter:
See below for the replacement Udmuela,
guardian naga (U) stat block.
See below for the replacement Grusildrith, bog
hag (G) stat block.

Tactics
Udmuela begins combat with thunderstrike, seeking to
slow the PCs advance toward her. She then spends an
action point and uses word of pain on PCs not affected
by thunderstrike. While the PCs are at range, she
hangs back, using word of pain each round until they
get to her. Once the PCs have engaged her in melee,
she uses tail slap and spit poison to finish them off.
Grusildrith closes on the PCs and uses hags hex
on the nearest enemy she can target. She uses hags
curse every round and focuses her subsequent attacks
on those PCs cursed by her. Once in melee, she uses
rending claws, focusing on cursed foes.
Both Udmuela and Grusildrith are willing to
fight to the death. However, if Udmuela is killed and
Grusildrith is bloodied, she attempts to flee.

The Wretched Swamp

The Caves of Horror

Encounter Level 8

Encounter Level 8

In the original adventure, this encounter was a


three-way fight between the PCs, Udmuela, and
Grusildrith. In this version, the PCs interrupt the
naga and hag just as they are about to trade attacks.
Udmuela and Gursildrith set aside their personal differences to deal with the threat the PCs pose before
re-engaging each other.

In the original adventure, three separate encounters


were presented, each with a single monster. In this
version, all three monsters (Gidrius, Lusudrus, and
Siolim) have been combined for a single encounter
that takes place in Siolims area on the original adventure map.

Make the following replacements for this


encounter:
See below for the yuan-ti ignan stat block.
See below for the Siolim, beholder gauth stat
block.

Tactics
Though the yuan-ti ignans are under the control of
Siolim, they arent stupid. They use the terrain and
battle tactics to their advantage. The yuan-ti ignans
do their best to keep the PCs from getting to their
master. When combat begins, they use their mace
attacks on the nearest PCs, following up with a tail
slap to grab their foe. They use burning constriction
whenever they can to deal damage to grabbed PCs.
If engaged by more than one PC, they spend their
action points to make additional attacks. They fight to
the death.
Siolim begins combat with eye rays, targeting
ranged combatants and spellcasters. It then spends
an action point and uses its eye rays again, focusing
on the foes it previously attacked. It uses its central
eye every round to lock down melee opponents and
then shifts away to neutralize their attack capabilities.
If both of the yuan-ti ignans are killed and Siolim is
bloodied, it attempts to flee. If cornered, it fights to
the death.

The Blasted Land


Encounter Level 9
Make the following replacements for this
encounter:
See below for the replacement writhing
blackness (W) stat block.
See below for the replacement Iphariul, yuan-ti
malison (I) stat block.

Fortress of the Yuan-ti Conversion Statistics

Tactics
The writhing blackness moves into combat immediately, using its reach to its best advantage. In combat,
it seeks to neutralize melee combatants as follows. It
first uses slam to grab a foe. Once it has grabbed a PC,
it uses deadly constriction to deal damage and immobilize its target. It then uses engulf to remove its target
from combat. It moves from enemy to enemy with this
simple tactic and fights until destroyed.
Iphariuls main goal is to escape through the
portal, but he is willing to put a few arrows into the
PCs before doing so. When combat begins, he uses
double shot, focusing on a single target. He continues
with this tactic until he is engaged in melee. Once
engaged in melee, he switches to scimitar attacks and
shifts toward the portal on each of his turns. Once
bloodied, he attacks once, shifts away from the PCs,
and spends an action point to run toward the portal,
now seeking to escape the PCs onslaught. If cornered
or surrounded, he fights to the death.

Fortress of the Yuan-ti Conversion Statistics

Lieth, Lightning Naga (L)

Level 7 Solo Artillery

Large immortal magical beast (reptile)


XP 1,500
Initiative +6
Senses Perception +6; darkvision
Shocking Convulsions aura 5; any enemy within the aura that
has ongoing lightning damage is slowed and cannot take
opportunity attacks.
HP 162; Bloodied 81
AC 19; Fortitude 18, Reflex 20, Will 20
Saving Throws +5
Speed 6
Action Points 2
m Tail Sting (standard; at-will) Lightning, Poison
Reach 2; +11 vs. AC; 2d6 + 6 damage plus 1d6 lightning
and poison damage.
M Reactive Sting (immediate reaction, when an enemy hits
Lieth with a melee attack)
Lieth makes a tail sting attack against the triggering enemy
and shifts 1 square.
r Spark Shot (standard; at-will) Lightning
Ranged 20; +11 vs. Reflex; 2d8 + 4 lightning damage; see
also bloodied spark.
R Lightning Lash (standard; at-will)
Lieth makes two spark shot attacks.
R Lightning Volley (standard; recharges when first bloodied)
Lieth makes a spark shot attack against each enemy within
range.
R Stinging Bolt (standard; recharge 5 6 ) Lightning
Ranged 10; +13 vs. Reflex; 2d12 + 4 lightning damage, and
the target is immobilized and takes ongoing 5 lightning
damage (save ends both). Miss: Half damage, and the target
is slowed (save ends).
Blooded Spark (while bloodied) Lightning
When Lieth hits with spark shot, the target of the attack
also takes ongoing 5 lightning damage (save ends).
Alignment Evil
Languages Common, Draconic, Supernal
Skills Arcana +12, Bluff +12, Insight +11
Str 13 (+4)
Dex 16 (+6)
Wis 16 (+6)
Con 17 (+6)
Int 18 (+7)
Cha 18 (+7)

Deathrattle Viper (G)

Level 5 Brute

Medium natural beast (reptile)


XP 200
Initiative +6
Senses Perception +7; low-light vision
Death Rattle (Fear) aura 2; each enemy within the aura takes
a 2 penalty to attack rolls.
HP 75; Bloodied 37
AC 17; Fortitude 16, Reflex 18, Will 16
Resist 10 poison
Speed 4, climb 4
m Bite (standard; at-will) Poison
+8 vs. AC; 1d6 + 4 damage, and the deathrattle viper
makes a secondary attack against the same target.
Secondary Attack: +6 vs. Fortitude; 1d8 + 2 poison damage,
and ongoing 5 poison damage (save ends).
Alignment Unaligned
Languages
Str 12 (+3)
Dex 19 (+6)
Wis 10 (+2)
Con 15 (+4)
Int 2 (2)
Cha 14 (+4)

4 Snaketongue Initiates

Level 7 Minion

Medium natural humanoid, human


XP 75
Initiative +5
Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 18, Reflex 17, Will 17
Speed 6
m Greatsword (standard; at-will) Poison, Weapon
+11 vs. AC; 5 damage, and the snaketongue initiate makes
a secondary attack against the same target. Secondary
Attack: +9 vs. Fortitude; ongoing 2 poison damage (save
ends).
Alignment Chaotic evil
Languages Common, Draconic
Str 16 (+6)
Dex 14 (+5)
Wis 12 (+4)
Con 13 (+4)
Int 12 (+4)
Cha 14 (+5)
Equipment leather armor, poisoned greatsword

Elvarel Prath (P)

Level 9 Controller (Leader)

Medium natural humanoid, half-elf


XP 400
Initiative +5
Senses Perception +7; low-light vision
HP 96; Bloodied 48
AC 23; Fortitude 21, Reflex 19, Will 21
Speed 6
m Mace (standard; at-will) Weapon
+14 vs. AC; 1d8 + 3 damage.
M Smite the Invader (standard; at-will) Weapon
+14 vs. AC; 2d8 + 3 damage, and the target is knocked
prone.
R Invoke Ferocity (minor; recharge 6 ) Healing
Ranged 10; targets one undead or beast ally; the target can
make a melee basic attack as a free action. If the target
hits, it regains 10 hit points.
R Word of Command (standard; at-will) Charm
Ranged 10; targets enemies; +13 vs. Will; Elvarel slides
the target 6 squares. If the target ends adjacent to any
enemies, one of those enemies can make a melee basic
attack against the target as a free action.
Feigned Death (when reduced to 0 hit points; encounter)
Elvarel falls prone but remains conscious with 10 hit
points. He appears to be unconscious or dead (Passive
Insight DC 19 to recognize the deception). The next
time an enemy moves out of a square adjacent to Elvarel
without shifting, as an immediate interrupt, he stands and
makes a smite the invader attack.
Alignment Evil
Languages Common, Elven
Skills Arcana +10, Buff +10, Religion +10
Str 10 (+4)
Dex 13 (+5)
Wis 17 (+7)
Con 16 (+7)
Int 13 (+5)
Cha 13 (+5)

Fortress of the Yuan-ti Conversion Statistics

2 Megaraptor Skeletons (G)

Level 10 Brute

Huge natural beast (undead)


XP 500
Initiative +8
Senses Perception +7; darkvision
HP 130; Bloodied 65
AC 22; Fortitude 23, Reflex 20, Will 19
Immune disease, poison
Resist 10 necrotic
Vulnerable 5 radiant
Speed 8
m Talons (standard; at-will)
+13 vs. AC; 3d6 + 5 damage.
Speed of the Dead
When making an opportunity attack, the megaraptor gains
a +2 bonus to attack rolls and deals 1d6 extra damage.
Alignment Unaligned
Languages Common
Str 22 (+11)
Dex 16 (+8)
Wis 14 (+7)
Con 20 (+10)
Int 3 (+1)
Cha 3 (+1)
Chavakuth, Marsh Mystic (C) Level 7 Elite Controller (Leader)
Medium natural humanoid, lizardfolk (reptile)
XP 600
Initiative +4
Senses Perception +7
Marsh Blessing (Healing) aura 5; any ally that starts its turn
within the aura regain 3 hit points.
Marsh Curse aura 2; any enemy that starts its turn within the
aura takes 3 damage.
HP 156; Bloodied 78
AC 21; Fortitude 19, Reflex 18, Will 21
Saving Throws +2
Speed 6 (swamp walk)
Action Points 1
m Spear (standard; at-will) Weapon
+10 vs. AC; 1d8 + 5 damage.
A Bog Cloud (standard; recharge 4 5 6 ) Poison
Area burst 1 within 10; +11 vs. Fortitude; 2d8 + 4
poison damage, and the target is dazed until the end of
chavakuths next turn.
A Swamps Grasp (standard; encounter) Zone
Area burst 1 within 10; +11 vs. Reflex; the target is
immobilized (save ends). The zone is difficult swamp
terrain until the end of the encounter.
Slick Terrain (immediate reaction, when an enemy shifts;
at-will)
Ranged 5; +11 vs. Reflex; the target is knocked prone.
Alignment Evil
Languages Common, Draconic
Skills Athletics +10, Insight +12, Nature +12, Religion +8
Str 15 (+5)
Dex 13 (+4)
Wis 19 (+7)
Con 14 (+5)
Int 10 (+3)
Cha 12 (+4)
Equipment bone breastplate, spear

2 Chavakuths Bodyguards

Level 6 Elite Brute

Medium natural humanoid, lizardfolk (reptile)


XP 500
Initiative +6
Senses Perception +9
HP 86; Bloodied 43
AC 18; Fortitude 20, Reflex 18, Will 16
Saving Throws +2
Speed 8 (swamp walk)
Action Points 1
m Greatclub (standard; at-will) Weapon
+9 vs. AC; 4d4 + 4 damage, and the target is pushed 1
square.
M Tail Slap (minor 1/round; at-will)
+7 vs. Reflex; 2d6 + 4 damage, and the target is knocked
prone.
Alignment Unaligned
Languages Draconic
Skills Athletics +13
Str 20 (+8)
Dex 16 (+6)
Wis 12 (+4)
Con 16 (+6)
Int 5 (+0)
Cha 6 (+1)
Equipment greatclub

Yensurros, Ghostly Malison Level 7 Solo Controller

Medium natural humanoid (reptile, undead)


XP 1,500
Initiative +7
Senses Perception +10; darkvision
HP 248; Bloodied 124
AC 19; Fortitude 17, Reflex 19, Will 20
Saving Throws +5
Immune disease, poison; Resist insubstantial
Speed fly 6 (hover); phasing
Action Points 2
M Fading Touch (standard; at-will) Necrotic
+12 vs. AC; 2d6 + 7 necrotic damage, and the target gains
phasing until the end of Yensurross turn. In addition, the
target is pushed 2 squares. Yensurros does not require line
of effect for this push.
M Double Attack (standard; while bloodied; at-will)
Yensurros makes two fading touch attacks.
R Psychic Feedback (immediate reaction, when an enemy hits
Yensurros with a ranged, area, or close attack; at-will)
Psychic
Ranged 10; targets the triggering enemy; +11 vs. Will;
2d6 + 6 psychic damage, and the target is weakened (save
ends).
R Spirit Coils (minor 1/round; at-will) Necrotic
Ranged 10; +11 vs. Reflex; 2d8 + 4 necrotic damage, and
Yensurros slides the target 3 squares, and the target is
immobilized (save ends). Make a secondary attack against
each enemy adjacent to the target. Secondary Attack: +11
vs. Reflex; the target is slowed (save ends).
C Withering Shriek (when first bloodied and again when
Yensurros drops to 0 hit points) Necrotic
Close burst 10; targets enemies; +11 vs. Fortitude; the
target is dazed and takes ongoing 5 necrotic damage (save
ends both).
Alignment Evil
Languages Draconic
Skills Arcana +8, Stealth +12
Str 10 (+3)
Dex 18 (+7)
Wis 15 (+5)
Con 14 (+5)
Int 10 (+3)
Cha 20 (+8)

Fortress of the Yuan-ti Conversion Statistics

Gophodros, Spellwarping Otyugh (G) Level 9 Elite Soldier


Large natural beast
XP 800
Initiative +6
Senses Perception +12; darkvision
Otyugh Stench aura 1; each living enemy in the aura takes a
2 penalty to attack rolls.
HP 196; Bloodied 98
AC 23; Fortitude 24, Reflex 18, Will 21
Immune disease
Saving Throws +2
Speed 5, climb 3
Action Points 1
m Tentacle (standard; at-will)
Reach 3; +15 vs. AC; 1d8 + 6 damage, and the target is
pulled 2 squares and grabbed.
m Eldritch Bite (standard; at-will) Disease
Reach 2; +13 vs. Reflex; 1d6 + 4 damage, and ongoing 5
damage (save ends). In addition, the target is exposed to
filth fever (see Monster Manual, page 211).
M Eldritch Flurry (standard; at-will)
Gophodros makes two melee basic attacks.
M Gnaw (standard; at-will) Disease
Targets a creature grabbed by Gophodros; reach 2; +15 vs.
AC; 2d10 + 6 damage, and ongoing 10 damage (save ends).
In addition, the target is exposed to filth fever (see Monster
Manual, page 211).
M Spell Warped
At the start of Gophodross turn, it chooses one of the
following:
1. Regain 10 hit points.
2. Gain a +2 bonus to all defenses until the end of its next
turn.
3. Gain a +2 bonus to attack rolls and damage rolls until
the end of its next turn.
4. Gain resist 20 to acid, cold, fire, lightning, or thunder
damage.
Alignment Unaligned
Languages
Skills Stealth +8
Str 22 (+10)
Dex 11 (+4)
Wis 16 (+7)
Con 18 (+8)
Int 1 (1)
Cha 5 (+1)

2 Carrion Crawlers

Level 7 Controller

Large aberrant beast


XP 300
Initiative +6
Senses Perception +5; darkvision
HP 81; Bloodied 40
AC 20; Fortitude 19, Reflex 18, Will 17
Speed 6, climb 6 (spider climb)
m Tentacles (standard; at-will) Poison
Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the
target takes ongoing 5 poison and is slowed (save ends
both). First Failed Saving Throw: The target is immobilized
instead of slowed (save ends). Second Failed Saving Throw:
The target is stunned instead of immobilized (save ends).
Saving throws made against the carrion crawlers paralytic
tentacles take a 2 penalty.
M Bite (standard; at-will)
+12 vs. AC; 1d10 + 5 damage.
Alignment Unaligned
Languages
Str 20 (+8)
Dex 16 (+6)
Wis 14 (+5)
Con 17 (+6)
Int 2 (1)
Cha 16 (+6)

Kallist

Level 7 Elite Controller

Medium natural humanoid, lizardfolk (reptile)


XP 600
Initiative +5
Senses Perception +8
HP 160; Bloodied 80
AC 20; Fortitude 20, Reflex 19, Will 16
Saving Throws +2
Speed 6 (swamp walk)
Action Points 1
m Spear (standard; at-will) Weapon
+12 vs. AC; 1d8 + 4 damage.
R Longbow (standard; at-will) Weapon
Ranged 20/40; +12 vs. AC; 1d10 + 5 damage, and the
target is slowed (save ends). If the target is already slowed,
it is instead immobilized (save ends).
R Debilitating Shot (standard; encounter) Weapon
Ranged 20/40; +10 vs. AC; 3d10 + 4 damage, and the
target is weakened (save ends). Miss: Half damage.
R Sidestep Attack (standard; at-will) Weapon
The lizardfolk shifts and makes two basic attacks.
Alignment Evil
Languages Draconic
Str 19 (+6)
Dex 17 (+5)
Wis 12 (+3)
Con 16 (+5)
Int 8 (+1)
Cha 8 (+1)

Shillonok

Level 7 Elite Controller

Medium natural humanoid, lizardfolk (reptile)


XP 600
Initiative +5
Senses Perception +8
HP 160; Bloodied 80
AC 20; Fortitude 20, Reflex 19, Will 16
Saving Throws +2
Speed 6 (swamp walk)
Action Points 1
m Spear (standard; at-will) Weapon
+12 vs. AC; 1d8 + 4 damage.
R Longbow (standard; at-will) Weapon
Ranged 20/40; +12 vs. AC; 1d10 + 5 damage, and the
target is slowed (save ends). If the target is already slowed,
it is also pushed 2 squares.
R Blinding Shot (standard; encounter) Weapon
Ranged 20/40; +10 vs. AC; 3d10 + 4 damage, and the
target is blinded (save ends). Miss: Half damage.
R Sidestep Attack (standard; at-will) Weapon
Shillonok shifts and makes two basic attacks.
Alignment Evil
Languages Draconic
Str 19 (+6)
Dex 17 (+5)
Wis 12 (+3)
Con 16 (+5)
Int 8 (+1)
Cha 8 (+1)

10

Fortress of the Yuan-ti Conversion Statistics

Issiel, Yuan-ti Infiltrator (I) Level 6 Elite Artillery (Leader)


Medium natural humanoid
XP 500
Initiative +7
Senses Perception +9
HP 116; Bloodied 58
AC 18; Fortitude 17, Reflex 18, Will 19
Saving Throws +2
Resist 5 poison
Speed 6
Action Points 1
m Scimitar (standard; at-will) Weapon
+9 vs. AC; 1d8 + 5 damage.
r Magic Missile (standard; at-will) Force
Ranged 20; +11 vs. Reflex; 2d4 + 6 force damage
R Missile Barrage (standard; at-will) Force
Issiel makes two magic missile attacks.
A Force Implosion (standard; recharge 6 ) Force
Area burst 2 within 20 squares; +9 vs. Reflex; 3d6 + 5
force damage. Miss: Half damage
Change Shape (minor; at-will) Polymorph
Issiel can alter her physical form to appear as a Medium
humanoid of any race or gender (see Change Shape,
Monster Manual, page 280).
Alignment Evil
Languages Common, Draconic
Skills Bluff +13, Insight +9
Str 14 (+5)
Dex 18 (+7)
Wis 12 (+4)
Con 16 (+6)
Int 14 (+5)
Cha 20 (+8)

Snapwing, Young Bronze Dragon (S) Level 7 Solo Brute

Medium natural magical beast (aquatic, dragon)


XP 1,500
Initiative +6
Senses Perception +8; darkvision
HP 296; Bloodied 148; see also bloodied breath
AC 19; Fortitude 21, Reflex 18, Will 18
Resist 15 lightning
Saving Throws +5
Speed 6, fly 8 (hover), overland flight 10, swim 6
Action Points 2
m Bite (standard; at-will) Lightning
Reach 2; +10 vs. AC; 1d10 + 6 damage plus 2d6 lightning
damage.
m Claw (standard; at-will)
Reach 2; +10 vs. AC; 2d6 + 8 damage.
M Double Attack (standard; at-will)
The dragon makes two claw attacks.
M Wing Smash (immediate reaction, when an enemy moves to
a space where it flanks the young bronze dragon; at-will)
+8 vs. Fortitude; 1d12 + 6 damage, and the target is
pushed 1 square.
C Breath Weapon (standard; recharge 5 6 ) Lightning
Close blast 3; +8 vs. Reflex; 2d8 + 4 lightning damage, and
the target is pushed 2 squares. If the dragon hit at least
one target, make a secondary attack against a creature
other than a target of the primary attack within 10 squares.
Miss: Half damage. Secondary Attack: +8 vs. Reflex; 2d8 + 4
lightning damage, and the target is pushed 1 square.
C Bloodied Breath (free, when first bloodied; encounter)
Breath weapon recharges, and the young bronze dragon
uses it.
C Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +8 vs. Will; the target is
stunned until the end of the young bronze dragons next
turn. Aftereffect: The target takes a 2 penalty to attack
rolls (save ends).
Restorative Dive (minor; while bloodied and completely
submerged in water; encounter) Healing
The bronze dragon regains 74 hit points and gains a +2
bonus to attack rolls until the end of its next turn.
Alignment Evil
Languages Common, Draconic
Skills History +8, Intimidate +11
Str 23 (+9)
Dex 17 (+6)
Wis 11 (+3)
Con 18 (+7)
Int 11 (+3)
Cha 16 (+6)

Bollust, Shadow Hound (B)

Level 6 Skirmisher

Medium shadow magical beast


XP 250
Initiative +7
Senses Perception +9; darkvision
Shroud of Night aura 5; bright light in the aura is reduced to
dim light, and dim light becomes darkness.
HP 70; Bloodied 35
AC 19; Fortitude 20, Reflex 18, Will 17
Vulnerable 5 radiant
Speed 7, teleport 7
m Bite (standard; at-will)
+11 vs. AC; 2d6 + 4 damage; see also shadow ambush.
C Baying (minor; recharge 5 6 ) Fear
Close burst 5; deafened creatures are immune; +8 vs. Will;
the target takes a 2 penalty to all defenses until the end of
Bollusts next turn.
Shadow Ambush
When Bollust teleports adjacent to an enemy, it gains
combat advantage against that enemy, and when it hits
that enemy during this turn, it pushes the enemy 1 square.
Alignment Evil
Languages
Skills Stealth +10
Str 19 (+7)
Dex 15 (+5)
Wis 13 (+4)
Con 14 (+5)
Int 6 (+1)
Cha 16 (+6)

4 Sail Snakes (S)

Level 6 Brute

Medium natural beast (reptile)


XP 250
Initiative +7
Senses Perception +8
HP 85; Bloodied 42
AC 18; Fortitude 17, Reflex 19, Will 17
Immune fear; Resist 10 poison
Speed 4, climb 4, fly 6 (clumsy)
m Bite (standard; at-will)
+9 vs. AC; 2d6 + 6 damage.
C Venom Spray (standard; recharge 6 ) Poison
Close blast 3; +7 vs. Fortitude; target is blinded (save ends).
Alignment Unaligned
Languages
Str 12 (+4)
Dex 19 (+7)
Wis 10 (+3)
Con 15 (+5)
Int 2 (1)
Cha 14 (+5)

11

Fortress of the Yuan-ti Conversion Statistics

Scale Golem (SG)

Level 7 Solo Brute

Large natural animate (construct)


XP 1,500
Initiative +5
Senses Perception +4; darkvision
Shifting Scales aura 2; any enemy the starts its turn within
the aura takes 5 damage, and the scale golem slides the
enemy 1 square.
HP 332; Bloodied 166
AC 19; Fortitude 24, Reflex 19, Will 18
Saving Throws +5
Speed 6; cant shift
Action Points 2
m Slam (standard; at-will)
+10 vs. AC; 2d8 + 6 damage.
M Double Attack (standard; at-will)
The golem makes two slam attacks.
M Eviscerating Explosion (when first bloodied and again when
the scale golem drops to 0 hit points)
Close burst 3; +8 vs. Reflex; 3d8 + 6 damage.
M Golem Rampage (standard; recharge 5 6; see also bloody
rampage)
The scale golem moves up to its speed plus 2 and can
move through enemies spaces. When it enters a creatures
space, the golem makes a slam attack against that
creature. On each use of golem rampage, the golem can
make only one slam attack against each creature
Bloody Rampage (while bloodied)
Golem rampage recharges on 4 5 6.
Alignment Unaligned
Languages
Str 21 (+8)
Dex 14 (+5)
Wis 12 (+4)
Con 19 (+7)
Int 1 (2)
Cha 1 (2)

Tolvul, Mind Flayer Inquisitor (T) Level 10 Lurker

Medium aberrant humanoid


XP 500
Initiative +14
Senses Perception +12
HP 83; Bloodied 41
AC 24; Fortitude 20, Reflex 22, Will 23
Speed 7
m Tentacles (standard; at-will)
+15 vs. AC; 2d6 + 3 damage, and the target is grabbed
(until escape).
M Bore into Brain (standard; at-will)
Targets a creature grabbed by Tolvul; +13 vs. Fortitude;
3d6 + 3 damage, and the target is dominated (save ends).
If this power reduces the target to 0 hit points or fewer, the
creature ignores the dying condition until it saves against
the dominated effect.
C Mind Blast (standard; recharge 5 6 ) Psychic
Close blast 5; does not target mind flayers or creatures
dominated by mind flayers; +13 vs. Will; 2d8 + 3 psychic
damage, and the target is dazed (save ends).
Thrall Bodyguard
While a creature dominated by Tolvul is adjacent to
Tolvul, he can use an immediate interrupt when targeted
by a melee or ranged attack to redirect the attack to the
dominated creature.
Alignment Evil
Languages Deep Speech, telepathy 10
Skills Bluff +16, Diplomacy +16, Dungeoneering +12,
Stealth +15
Str 13 (+6)
Dex 20 (+10)
Wis 14 (+7)
Con 17 (+8)
Int 17 (+8)
Cha 23 (+11)

Lump, Yuan-ti Slasher (L)

Level 9 Soldier

2 Snaketongue Warriors

Level 8 Brute

Medium natural humanoid (reptile)


XP 400
Initiative +9
Senses Perception +6
HP 100; Bloodied 50
AC 25; Fortitude 19, Reflex 17, Will 16
Resist 10 poison
Speed 7
m Greataxe (standard; at-will) Weapon
+16 vs. AC; 1d12 + 6 damage (crit 1d12 + 16 damage), and
the target is marked until the end of Lumps next turn.
r Longbow (standard; at-will) Weapon
Ranged 20/40; +15 vs. AC; 1d10 + 3 damage.
M Serpents Slash (standard; at-will) Weapon, Poison
Targets a creature marked by Lump; +16 vs. AC; 1d12 + 6
damage, and Lump makes a secondary attack against the
target. Secondary Attack: +14 vs. Fortitude; the target is
weakened and slowed (save ends both).
Chameleon Defense
Lump has concealment against enemies that are more than
3 squares away.
Alignment Evil
Languages Common, Draconic
Str 21 (+9)
Dex 16 (+7)
Wis 14 (+6)
Con 20 (+9)
Int 10 (+4)
Cha 11 (+4)

Medium natural humanoid, human


XP 350
Initiative +6
Senses Perception +5
HP 106; Bloodied 53
AC 20; Fortitude 18, Reflex 17, Will 17
Resist 10 poison
Speed 6
m Greatsword (standard; at-will) Poison, Weapon
+13 vs. AC; 1d10 + 3 damage (1d10 + 5 damage while
bloodied) and the snaketongue warrior makes a secondary
attack against the same target. Secondary Attack: +11 vs.
Fortitude; ongoing 5 poison damage (save ends).
Alignment Evil
Languages Common, Draconic
Skills Religion +10
Str 16 (+7)
Dex 14 (+6)
Wis 12 (+5)
Con 16 (+7)
Int 12 (+5)
Cha 14 (+6)
Equipment leather armor, poisoned greatsword

12

Fortress of the Yuan-ti Conversion Statistics

Zoldathra, Master of the Word (Z) Level 7 Solo Controller


Medium natural humanoid, yuan-ti (demon, reptile) XP 1,500
Initiative +13
Senses Perception +12
The Word (Charm) aura 5; any enemy the starts its turn within
the aura must choose to take 10 damage or fall prone.
HP 320; Bloodied 160
AC 21; Fortitude 18, Reflex 18, Will 21
Resist 10 fire, 10 poison
Speed 7
m Scimitar (standard; at-will) Poison, Weapon
+12 vs. AC; 1d8 + 3 damage (crit 1d8 + 11 damage) plus 5
poison damage.
M Bite (minor 1/round; at-will) Fire, Poison
+12 vs. AC; 1d10 + 5 fire and poison damage.
R Soothing Words (minor 1/round; at-will) Charm
Ranged 5; +11 vs. Will; the target is dominated until the
end of Zoldathras next turn. This power does not provoke
opportunity attacks.
C Imperious Rebuke (immediate reaction, when a critical hit is
scored against Zoldathra; at-will)
Close burst 5; targets enemies; +11 vs. Will; the target is
dazed. Effect: The target is pushed 3 squares and knocked
prone.
C Infernal Toxins (standard; at-will)
Close burst 3; + 11 vs. Fortitude; 2d6 + 5 damage, and the
target takes 5 poison damage and 5 fire damage for each
attack it makes (save ends).
Alignment Evil
Languages Common, Draconic
Skills History +11, Religion +11, Stealth +11
Str 12 (+4)
Dex 16 (+6)
Wis 12 (+5)
Con 16 (+6)
Int 16 (+6)
Cha 22 (+9)
Equipment morningstar

3 Baboon Wights (B)

Level 5 Elite Skirmisher

Medium natural beast (undead)


XP 400
Initiative +7
Senses Perception +0; darkvision
HP 124; Bloodied 62
AC 19; Fortitude 18, Reflex 17, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
radiant
Saving Throws +2
Speed 7; climb 4
Action Points 1
m Bite (standard; at-will) Necrotic
+10 vs. AC; 1d4 + 4 necrotic damage, and the baboon
makes a secondary attack against the target. Secondary
Attack: +8 vs. Fortitude; the target loses 1 healing surge.
m Slam (standard; at-will)
+10 vs. AC; 1d6 + 5 damage, and the target is pushed 1
square.
M Howling Frenzy (standard; at-will) Necrotic
The baboon wight makes a bite attack and a slam attack.
The wight can shift 3 squares before, between, or after the
attacks.
C Maddening Howl (minor; recharge 5 6 ) Fear, Psychic
+8 vs. Will; 1d8 + 6 psychic damage, and the target is
immobilized (save ends).
Alignment Evil
Languages
Skills Stealth +10
Str 18 (+6)
Dex 16 (+5)
Wis 6 (+0)
Con 14 (+4)
Int 3 (2)
Cha 15 (+4)

Vsolt, Yuan-ti Death Master (V)Level 7 Elite Artillery (Leader)


Medium natural humanoid (reptile)
XP 600
Initiative +7
Senses Perception +9
Shroud of the Grave aura 3; any undead within the aura loses
vulnerability to radiant damage.
HP 128; Bloodied 64
AC 19; Fortitude 18, Reflex 19, Will 20
Resist 10 poison, 5 necrotic
Saving Throws +2
Speed 6
Action Points 1
m Scimitar (standard; at-will) Weapon
+12 vs. AC; 1d8 + 5 damage.
R Necrotic Missile (minor; at-will) Necrotic
Ranged 20; +12 vs. Reflex; 2d4 + 5 necrotic damage.
A Death Burst (standard; recharge 6 ) Necrotic
Area burst 1 within 20 squares; +10 vs. Reflex; 3d6 + 5
necrotic damage. Miss: Half damage.
R Spider Call (standard; encounter)
Ranged 10; a bloodweb spider spawn appears in any
unoccupied space within range. These creatures take their
turns immediately after the yuan-ti death master.
Alignment Evil
Languages Common, Draconic
Skills Bluff +13, Insight +9
Str 14 (+5)
Dex 18 (+7)
Wis 12 (+4)
Con 16 (+6)
Int 14 (+5)
Cha 20 (+8)

13

Fortress of the Yuan-ti Conversion Statistics

2 Yuan-Ti Boneshard Skeletons (S)

Level 5 Brute

Medium natural animate (reptile, undead)


XP 200
Initiative +5
Senses Perception +4; darkvision
HP 77; Bloodied 38; see also boneshard burst
AC 17; Fortitude 17, Reflex 17, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
radiant
Speed 7
m Boneshard (standard; at-will) Necrotic, Poison
+8 vs. AC; 1d4 + 3 damage, and ongoing 5 poison and
necrotic damage (save ends).
m Scimitar (standard; at-will) Necrotic, Poison, Weapon
+8 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 poison
damage.
C Boneshard Burst (when first bloodied and again when
the boneshard skeleton drops to 0 hit points) Necrotic,
Poison
Close burst 3; +8 vs. Reflex; 2d6 + 3 necrotic and poison
damage.
Alignment Evil
Languages
Str 16 (+5)
Dex 16 (+5)
Wis 14 (+4)
Con 17 (+5)
Int 3 (2)
Cha 3 (2)
Equipment scimitar

Bloodweb Spider Swarm

Level 7 Soldier

Medium natural beast (spider, swarm)


XP 300
Initiative +12
Senses Perception +6; tremorsense 5
Swarm Attack aura 1; the bloodweb spider swarm makes
a basic attack as a free action against each enemy that
begins its turn in the aura. In addition, an enemy that
enters or starts its turn in the aura is slowed (save ends) by
strands of crimson webbing.
HP 80; Bloodied 40
AC 21; Fortitude 16, Reflex 20, Will 16
Resist half damage from melee and ranged attacks;
Vulnerable 10 against close and area attacks
Speed 4, climb 4 (spider climb)
m Swarm of Fangs (standard; at-will) Poison
+10 vs. Reflex; 2d6 + 2 damage, and ongoing 5 poison
damage (save ends).
Alignment Unaligned
Languages
Skills Stealth +15
Str 14 (+5)
Dex 24 (+10)
Wis 16 (+6)
Con 16 (+6)
Int 1 (2)
Cha 8 (+2)

Shiuahn, Human Fighter (S) Level 10 Elite Soldier

Medium natural humanoid


XP 1,000
Initiative +9
Senses Perception +6
HP 210; Bloodied 105
AC 26; Fortitude 25, Reflex 22, Will 21
Saving Throws +2
Speed 5
Action Points 1
m Scimitar (standard; at-will) Weapon
+17 vs. AC; 1d8 + 5 damage (crit 1d8 +13), and the target is
marked until the end of Shiuahns next turn.
r Longbow (standard; at-will) Weapon
Ranged 20/40; +16 vs. AC; 1d10 + 7 damage, and the
target is marked until the end of Shiuahns next turn.
M Eviscerate (standard; encounter) Weapon
Shiuahn makes a basic attack. If the attack hits, she scores
an automatic critical hit.
M Throat Clutch (immediate reaction, when an enemy misses
Shiuahn with a melee attack; at-will)
Targets the triggering enemy; +15 vs. Fortitude; 1d4 +
4 damage, and the target is grabbed. While the target is
grabbed by Shiuahn, it takes 5 damage at the start of its
turn.
C Sweeping Blade (standard; at-will) Weapon
Close burst 1; +16 vs. AC; 1d8 + 5 damage (crit 1d8 + 13),
and the target is marked until the end of Shiuahns next
turn.
Murderous Frenzy
Shiuahn gains 1 action point the first time she reduces a
foe to 0 hit points or fewer during an encounter. She must
then spend the action point as a free action, even if it
interrupts another creatures turn.
Alignment Chaotic evil
Languages Common, Draconic
Skills Athletics +15, Intimidate +10
Str 21 (+10)
Dex 14 (+7)
Wis 13 (+6)
Con 17 (+8)
Int 12 (+6)
Cha 11 (+5)
Equipment scale mail, heavy shield, scimitar, longbow and 20
arrows

Arzanezra, Paladin of Slaughter (A) Level 9 Soldier

Medium natural humanoid, human


XP 400
Initiative +5
Senses Perception +4
Unholy Bravado (Fear) aura 1; any enemy that starts its turn
within the aura takes a 2 penalty to attack rolls and all
defenses until the end of its next turn.
HP 96; Bloodied 48
AC 23; Fortitude 22, Reflex 19, Will 20
Speed 5
m Spear (standard; at-will) Necrotic, Weapon
+15 vs. AC; 1d8 + 2 damage plus 5 necrotic damage.
M Death Stab (standard; encounter) Necrotic, Weapon
+15 vs. AC; 2d8 + 7 necrotic damage, and the target is
knocked prone.
M Necrotic Strike (standard; recharge 5 6 ) Necrotic,
Weapon
+15 vs. AC; 1d8 + 5 damage, and ongoing 5 necrotic
damage (save ends).
Smite the Righteous (minor; at-will)
Targets one enemy adjacent to Arzanezra; the target
gains vulnerability to necrotic until the end of Arzanezras
next turn. When the target takes necrotic damage, it is
immobilized (save ends).
Alignment Chaotic evil
Languages Common, Abyssal
Skills Bluff +11, Intimidate +11, Religion +9
Str 18 (+8)
Dex 12 (+5)
Wis 11 (+4)
Con 16 (+7)
Int 10 (+4)
Cha 15 (+6)
Equipment spear

14

Fortress of the Yuan-ti Conversion Statistics

Wretched Tide, Swarm of Dretches (W) Level 9 Solo Soldier


Huge elemental humanoid (demon, swarm)
XP 2,000
Initiative +10
Senses Perception +7; darkvision
Swarm Attack aura 1; an enemy that starts its turn within the
aura takes 5 damage.
HP 384; Bloodied 192
AC 23; Fortitude 21, Reflex 21, Will 20
Resist half damage from melee and ranged attacks, 10
variable (1/encounter); Vulnerable 10 against close and
area attacks
Saving Throws +5
Speed 4
Action Points 2
m Swarm of Claws (minor; at-will)
Targets a creature that is not grabbed by the wretched
tide; +16 vs. AC; 2d6 + 7 damage, and the target is
grabbed. A creature grabbed by the wretched tide cannot
make opportunity attacks against it.
M Engulf (minor; must not have a creature restrained; at-will)
Targets a creature grabbed by the wretched tide; +10 vs.
Fortitude; the target is pulled into the center square of the
wretched tides space and takes ongoing 10 damage and is
restrained (save ends both). While the target is restrained,
it remains at the center of the wretched tides space when
the swarm moves, it cannot make opportunity attacks,
and the target doesnt have line of sight or line of effect to
anything other than the swarm. When the target saves,
it slides to a square of its choice that is adjacent to the
swarm.
C Vile Death (when the wretch tide drops to 0 hit points)
Poison
Close burst 2; + 10 vs. Fortitude; 3d8 + 5 poison damage.
Abyssal Fury (while bloodied)
The wretched tide gains one extra minor action per turn.
Swarm Grab
The wretched tide does not need to spend a minor action
to sustain a grab, and if the wretched tide moves away
from a creature that it has grabbed, the grab does not
end unless the wretched tide is no longer adjacent to the
grabbed creature.
Alignment Chaotic evil Languages Abyssal
Str 14 (+8)
Dex 14 (+8)
Wis 12 (+7)
Con 16 (+9)
Int 8 (+5)
Cha 8 (+5)

Medusa Archer (Female) (E) Level 10 Elite Controller

Medium natural humanoid


XP 1,000
Initiative +10
Senses Perception +13
HP 212; Bloodied 106
AC 26; Fortitude 23, Reflex 24, Will 25
Immune petrification; Resist 10 poison
Saving Throws +2
Speed 7
Action Points 1
m Snaky Hair (standard; at-will) Poison
+15 vs. AC; 1d6 + 5 damage, and the target takes ongoing
10 poison damage and takes a 2 penalty to Fortitude
defense (save ends both).
r Longbow (standard; at-will) Poison, Weapon
Ranged 20/40; +15 vs. AC; 1d10 + 5 damage, and the
medusa archer makes a secondary attack against the
same target. Secondary Attack: +13 vs. Fortitude; the target
takes ongoing 10 poison damage and takes a 2 penalty to
Fortitude (save ends both).
C Petrifying Gaze (standard; at-will) Gaze
Close blast 5; blind creatures are immune; +14 vs.
Fortitude; the target is slowed (save ends). First Failed
Saving Throw: The target is immobilized instead of slowed
(save ends). Second Failed Saving Throw: The target is
petrified (no save).
Alignment Evil
Languages Common
Skills Bluff +16, Diplomacy +16, Intimidate +16, Stealth +15
Str 16 (+8)
Dex 21 (+10)
Wis 17 (+8)
Con 18 (+9)
Int 12 (+6)
Cha 22 (+11)
Equipment hooded cloak, longbow, quiver of 30 arrows

2 Nagathas (N)

Level 8 Brute

Medium natural humanoid (reptile, blind)


XP 350
Initiative +8
Senses Perception +12; blindsight 10
HP 106; Bloodied 53
AC 20; Fortitude 20, Reflex 20, Will 19
Speed 10, burrow 2
m Claw (standard; at-will) Poison
+11 vs. AC; 2d8 + 3 damage, and the nagatha makes a
secondary attack against the target. Secondary attack: +9
vs. Fortitude; ongoing 5 poison damage (save ends).
Alignment Chaotic Evil
Languages Common
Str 18 (+8)
Dex 18 (+8)
Wis 16 (+7)
Con 16 (+7)
Int 10 (+4)
Cha 11 (+4)

Sulvaugren, Master of Worlds (S) Level 10 Elite Soldier (Leader)


Large natural humanoid, yuan-ti (reptile, demon) XP 1,000
Initiative +11
Senses Perception +8
Shield of Abyssal Majesty aura 5; each ally within the aura
gains the same resistances as Sulvaugren.
HP 201; Bloodied 100
AC 26; Fortitude 24, Reflex 22, Will 21
Resist 10 fire, 10 cold
Saving Throws +2
Speed 7, climb 7
Action Points 1
m Bastard Sword (standard; at-will) Weapon
Reach 2; +20 vs. AC; 1d10 + 5 damage, and the target is
marked until the end of Sulvaugrens next turn.
M Double Attack (standard; at-will)
Sulvaugren makes two bastard sword attacks.
M Bite (minor; at-will) Poison
Targets a creature grabbed by Sulvaugren; +14 vs.
Fortitude; 1d8 + 4 poison damage, and the target is
immobilized (save ends).
M Grasping Coils (minor; at-will)
+14 vs. Reflex; Sulvaugren slides the target 3 squares, and
the target is grabbed.
Consume Soul (immediate reaction, when an ally within 5
squares of Sulvaugren drops to 0 hit points; at-will)
Healing
Sulvaugren regains 15 hit points.
Alignment Evil
Languages Common, Draconic
Skills Intimidate +12, Stealth +14
Str 22 (+11)
Dex 18 (+9)
Wis 16 (+8)
Con 20 (+10)
Int 12 (+6)
Cha 14 (+7)

15

Fortress of the Yuan-ti Conversion Statistics

3 Snaketongue Warriors (P)

Level 8 Brute

Medium natural humanoid, human


XP 350
Initiative +6
Senses Perception +5
HP 106; Bloodied 53
AC 20; Fortitude 18, Reflex 17, Will 17
Resist 10 poison
Speed 6
m Greatsword (standard; at-will) Poison, Weapon
+13 vs. AC; 1d10 + 3 damage (1d10 + 5 damage while
bloodied) and the snaketongue warrior makes a secondary
attack against the same target. Secondary Attack: +11 vs.
Fortitude; ongoing 5 poison damage (save ends).
Alignment Evil
Languages Common, Draconic
Skills Religion +10
Str 16 (+7)
Dex 14 (+6)
Wis 12 (+5)
Con 16 (+7)
Int 12 (+5)
Cha 14 (+6)
Equipment leather armor, poisoned greatsword

The Risen King (RK)

Level 10 Solo Controller

Medium natural humanoid (undead)


XP 2,500
Initiative +9
Senses Perception +15; darkvision
HP 408; Bloodied 204
AC 24; Fortitude 21, Reflex 22, Will 23
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
radiant
Saving Throws +5
Speed 8
Action Points 2
M Bastard Sword (standard; at-will) Weapon
+21 vs. AC; 2d10 + 5 damage, and the target is marked or
slowed until the end of the Risen Kings next turn.
M Double Attack (standard; at-will)
The Risen King makes two bastard sword attacks.
R Invoke Serpents (minor; recharge 6 )
Ranged 10; +14 vs. Fortitude; 3d10 + 5 damage. Effect: The
Risen King causes vipers to spill from the targets flesh,
causing a viper swarm (see below) to appear adjacent to
the target.
R Inspire Awe (minor 1/round; at-will)
Ranged 10; +14 vs. Will; the target cannot attack the Risen
King (save ends).
M Eyes of Betrayal (opportunity, when an enemy starts its turn
within 2 squares of the Risen King; at-will)
The triggering enemy must make a basic attack against one
ally.
Poisonous Blood
Any creature adjacent to the Risen King that is hit by a
melee attack takes 5 poison damage. While the Risen King
is bloodied, the damage instead equals 10 poison.
Alignment Chaotic evil
Languages Abyssal, Common,

Draconic, telepathy 10
Str 18 (+9)
Dex 18 (+9)
Wis 20 (+10)
Con 14 (+7)
Int 21 (+10)
Cha 22 (+11)

Viper Swarm

Level 4 Skirmisher

Medium natural beast (reptile, swarm)


XP 350
Initiative +8
Senses Perception +2
Swarm Attack aura 1; each enemy that starts its turn within
the aura takes 3 poison damage.
HP 56; Bloodied 28
AC 18; Fortitude 16, Reflex 17, Will 13
Resist half damage from melee and ranged attacks;
Vulnerable 5 against close and area attacks
Speed 5, climb 5
m Swarm of Fangs (standard; at-will) Poison
+11 vs. AC; 1d6 + 3 damage, and the swarm makes a
secondary attack against the target. Secondary Attack: +9
vs. Fortitude; the target takes ongoing 5 poison damage
(save ends).
M Swarm of Fangs (standard; recharge 4 5 6 )
The viper swarm makes a swarm of fangs attack and shifts
its speed.
Serpentine Movement
The viper swarm ignores difficult terrain.
Alignment Unaligned
Languages
Str 14 (+4)
Dex 18 (+6)
Wis 10 (+2)
Con 16 (+5)
Int 2 (2)
Cha 6 (+0)

16

Fortress of the Yuan-ti Conversion Statistics

Udmuela, Guardian Naga (U) Level 10 Elite Artillery

Large immortal magical beast (reptile)


XP 1,000
Initiative +9
Senses Perception +12; darkvision
HP 164; Bloodied 82
AC 22; Fortitude 22, Reflex 23, Will 21
Saving Throws +2
Speed 6
Action Points 1
m Tail Slap (standard; at-will)
Reach 2; +16 vs. AC; 1d8 + 3 damage, and the target is
pushed 2 squares.
R Word of Pain (standard; at-will) Psychic
Ranged 20; targets one or two creatures; +15 vs. Will; 2d8
+ 4 psychic damage, and the target is immobilized (save
ends).
C Spit Poison (standard; recharge 5 6 ) Poison
Close blast 3; +15 vs. Fortitude; 1d8 + 2 poison damage,
and the target takes ongoing 5 poison damage, a 2
penalty to Fortitude, and a 2 penalty to saving throws
(save ends all).
A Thunderstrike (standard; recharge 5 6 ) Thunder
Area burst 1 within 20; +13 vs. Fortitude; 2d10 + 4
thunder damage, and the target is dazed (save ends). Miss:
Half damage.
Alignment Evil
Languages Common, Draconic, Supernal
Skills Arcana +15, History +15, Insight +13
Str 16 (+8)
Dex 18 (+9)
Wis 14 (+7)
Con 15 (+7)
Int 18 (+9)
Cha 12 (+6)

Grusildrith, Bog Hag (G) Level 10 Elite Skirmisher

Medium fey humanoid (aquatic)


XP 1,000
Initiative +11
Senses Perception +7; low-light vision
HP 206; Bloodied 103
AC 24; Fortitude 23, Reflex 22, Will 21
Saving Throws +2
Speed 8 (swamp walk), swim 8
Action Points 1
M Claw (standard; at-will)
+15 vs. AC; 1d8 + 6 damage.
M Hags Curse (minor; at-will)
Targets the nearest enemy to Grusildrith that she can see;
the target is cursed until the end of the encounter or until
it drops to 0 hit points or fewer. Grusildrith deals 1d6 extra
damage to a creature cursed by her.
M Rending Claws (standard; at-will)
Grusildith makes two claw attacks against the same target;
if both claws hit, she deals 5 extra damage to the target.
R Hags Hex (standard; at-will) Psychic
Ranged 10; +12 vs. Reflex; 1d10 + 3 psychic damage.
Change Shape (minor; at-will) Polymorph
A bog hag can alter its physical form to appear as a
beautiful young female elf, half-elf, eladrin, or human (see
Change Shape, Monster Manual, page 280).
Evasive Charge
Grusildith shifts 2 squares after charging.
Misty Step
When an enemy cursed by Grusildith drops to 0 hit points
or fewer, she can teleport 5 squares as a free action.
Alignment Evil
Languages Common, Elven
Skills Intimidate +13, Nature +12, Stealth +14
Str 22 (+11)
Dex 18 (+9)
Wis 15 (+7)
Con 19 (+9)
Int 12 (+6)
Cha 16 (+8)

2 Yuan-ti Ignans

Level 8 Elite Soldier

Large elemental humanoid (reptile, fire, elemental) XP 700


Initiative +7
Senses Perception +11; darkvision
HP 180; Bloodied 90
AC 24; Fortitude 22, Reflex 19, Will 20
Resist 10 fire
Saving Throws +2
Speed 6
Action Points 1
m Mace (standard; at-will) Fire, Weapon
+15 vs. AC; 1d8 + 4 damage, and the target is marked until
the end of the yuan-ti ignans next turn.
M Burning Constriction (minor 1/round; at-will) Fire
Targets a creature grabbed by the yuan-ti ignan; +13 vs.
Fortitude; 1d6 + 5 damage plus 1d4 fire damage, and
until the end of the yuan-ti ignans turn, it can move the
grabbed target as a move action instead of as a standard
action.
M Tail Slap (minor 1/round; at-will) Fire
+13 vs. Reflex; 1d8 + 4 damage plus 1d4 fire damage, and
the target is grabbed.
Body of Flame
Any creature that hits the yuan-ti ignan with a melee
attack gains vulnerable 5 fire until the end of its next turn.
Alignment Evil
Languages Common, Draconic, Primordial
Str 21 (+9)
Dex 13 (+5)
Wis 14 (+6)
Con 18 (+8)
Int 6 (+2)
Cha 11 (+4)

17

Fortress of the Yuan-ti Conversion Statistics

Siolim, Beholder Gauth

Level 5 Elite Artillery

Medium aberrant magical beast


XP 400
Initiative +4
Senses Perception +10; all-around vision,

darkvision
HP 102; Bloodied 51
AC 19; Fortitude 17, Reflex 19, Will 20
Saving Throws +2
Speed fly 6 (hover)
Action Points 1
m Bite (standard; at-will)
+12 vs. AC; 2d4 damage.
r Central Eye (minor; at-will)
Ranged 5; +10 vs. Will; the target is immobilized until the
end of the beholder gauths next turn.
R Eye Rays (standard; at-will) see text
The beholder gauth uses two eye ray powers chosen from
the list below. Each eye ray must target a different creature.
Using eye rays does not provoke opportunity attacks.
1 Fire Ray (Fire): Ranged 8; +10 vs. Reflex; 2d6 + 4 fire
damage.
2 Exhaustion Ray (Necrotic): Ranged 8; +10 vs.
Fortitude; 1d8 + 4 necrotic damage, and the target is
weakened (save ends).
3 Sleep Ray (Sleep): Ranged 8; +10 vs. Fortitude; the
target is slowed (save ends). First Failed Saving Throw: The
target is knocked unconscious (save ends).
4 Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the
beholder gauth slides the target 4 squares.
Alignment Evil
Languages Deep Speech
Str 12 (+3)
Dex 15 (+4)
Wis 16 (+5)
Con 15 (+4)
Int 18 (+6)
Cha 20 (+7)

Writhing Blackness (W)

Level 10 Elite Brute

Large natural beast (blind, ooze)


XP 1,000
Initiative +6
Senses Perception +6; tremorsense 5
HP 252; Bloodied 126
AC 22; Fortitude 20, Reflex 18, Will 20
Immune gaze; Resist 10 necrotic
Saving Throws +2
Speed 4
Action Points 1
M Slam (standard; at-will)
Reach 2; +13 vs. Reflex; 1d8 + 5 damage, and the target is
grabbed.
M Engulf (minor; at-will)
Reach 2; targets a creature immobilized by the writhing
blackness; +11 vs. Fortitude; the target is no longer grabbed
or immobilized and is instead engulfed (save ends). While
engulfed, the target is restrained and takes 3d8 + 5 necrotic
damage at the start of the writhing blacknesss turn. The
engulfed creature has line of sight and line of effect only to
the writhing blackness, and no creature has line of sight or
line of effect to the target. When the writhing blackness
dies or the target saves, it appears in a space of its choice
adjacent to the writhing blackness.
M Deadly Constriction (minor; at-will)
Reach 2; targets a creature grabbed by the writhing
blackness; +12 vs. Fortitude; 2d8 + 5 damage, and the
target is immobilized (save ends).
Alignment Unaligned
Languages
Str 16 (+8)
Dex 13 (+6)
Wis 13 (+6)
Con 16 (+8)
Int 1 (+0)
Cha 16 (+8)

Iphariul, Yuan-ti Malison (I) Level 10 Elite Artillery

Medium natural humanoid (reptile)


XP 1,000
Initiative +12
Senses Perception +13
HP 98; Bloodied 49
AC 27; Fortitude 23, Reflex 25, Will 23; see also chameleon
defense
Resist 10 poison
Saving Throws +2
Speed 7
Action Points 1
m Scimitar (standard; at-will) Weapon
+13 vs. AC; 1d8 + 4 damage (crit 2d8 + 12), and Iphariul
shifts 2 squares.
r Longbow (standard; at-will) Poison, Weapon
Ranged 20/40; +15 vs. AC; 1d10 + 6 damage, and Iphariul
makes a secondary attack against the same target.
Secondary Attack: +13 vs. Fortitude; the target takes
ongoing 5 poison damage (save ends both).
R Double Shot
Iphariul makes two longbow attacks. If both attacks hit the
same target, that target is dazed (save ends).
Chameleon Defense
The yuan-ti malison sharp-eye has concealment against
attacks that originate more than 3 squares away.
Alignment Evil
Languages Common, Draconic
Skills Bluff +15, History +12, Insight +13, Stealth +17
Str 18 (+10)
Dex 23 (+12)
Wis 14 (+8)
Con 14 (+8)
Int 12 (+7)
Cha 18 (+10)
Equipment scimitar, longbow, quiver of 30 arrows

18

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