Banewarrens Chapter 3

Grail Quest Team (400 + 1000 + 400 = 1800)

  • Minotaur Warrior Level 9 Soldier
  • Medium natural humanoid XP 400
  • Initiative +7 Senses Perception +14
  • HP 106; Bloodied 53; see also ferocity
  • AC 25; Fortitude 26, Reflex 20, Will 22
  • Speed 5
  • Battleaxe (standard; at-will) Weapon
  • +15 vs. AC; 1d10 + 6 damage, and the target is marked until the
    end of the minotaur warrior’s next turn.
  • Goring Charge (standard; at-will)
  • The minotaur warrior makes a charge attack: +16 vs. AC; 1d6 + 6
    damage, and the target is knocked prone.
  • Ferocity (when reduced to 0 hit points)
  • The minotaur warrior makes a melee basic attack.
  • Alignment Any Languages Common
  • Skills Dungeoneering +12, Intimidate +11, Nature +9
  • Str 23 (11) Dex 10 (5) Wis 14 (+7)
  • Con 18 (9) Int 9 (4) Cha 13 (+6)
  • Equipment scale armor, heavy shield, battleaxe
  • Lamia Level 10 Elite Controller (Leader)
  • Medium fey magical beast (shapechanger) XP 1,000
  • Initiative +8 Senses Perception +13
  • Swarm’s Embrace aura 1; an enemy that starts its turn in the aura
  • takes 10 damage.
  • HP 208; Bloodied 104
  • AC 26; Fortitude 23, Reflex 22, Will 24
  • Resist takes half damage from melee and ranged attacks;
  • Vulnerable 10 against close and area attacks.
  • Saving Throws +2
  • Speed 6, climb 6
  • Action Points 1
  • Cursed Touch (standard; at-will) Healing
  • +14 vs. Fortitude; 1d6 + 4 damage, and the target is dazed (save
  • ends). In addition, the lamia regains a number of hit points equal
    to the amount of damage dealt.
  • Devouring Swarm (standard; sustain minor; at-will)
  • Reach 5; +14 vs. Fortitude; 3d6 + 3 damage. When the lamia
  • sustains this power, the devouring swarm deals 3d6 + 3 damage
  • to the target (no attack roll required). The target must be within
  • this power’s range for the lamia to sustain the power.
  • Pacifying Burst (standard; recharge 5,6 ) Psychic
  • Close burst 5; +14 vs. Will; the target is stunned (save ends).
  • Change Shape (minor; at-will) Polymorph
  • A lamia can alter its physical form to appear as an attractive
  • Medium humanoid of any race or gender (see Change Shape,
  • page 280).
  • Squeezing Swarm
  • By altering its shape, a lamia can squeeze through small
  • openings as if it were a Tiny creature (see “Squeeze”, Player’s
  • Handbook 292).
  • Alignment Evil Languages Common, Elven
  • Skills Arcana +14, Bluff +16, Insight +13
  • Str 13 (7) Dex 14 (8) Wis 14 (+8)
  • Con 18 (10) Int 17 (9) Cha 21 (+11)
  • Goblin Warrior Level 1 Skirmisher
  • Small natural humanoid XP 100
  • Initiative +5 Senses Perception +1; low-light vision
  • HP 29; Bloodied 14
  • AC 17; Fortitude 13, Reflex 15, Will 12
  • Speed 6; see also mobile ranged attack and goblin tactics
  • Spear (standard; at-will) Weapon
  • +6 vs. AC; 1d8 + 2 damage.
  • Javelin (standard; at-will) Weapon
  • Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
  • Mobile Ranged Attack (standard; at-will)
  • The goblin warrior can move up to half its speed; at any point
  • during that movement, it makes one ranged attack without
  • provoking an opportunity attack.
  • Great Position
  • If, on its turn, the goblin warrior ends its move at least 4 squares
  • away from its starting point, it deals an extra 1d6 damage on its
  • ranged attacks until the start of its next turn.
  • Goblin Tactics (immediate reaction, when missed by a melee
  • attack; at-will)
  • The goblin shifts 1 square.
  • Alignment Evil Languages Common, Goblin
  • Skills Stealth +10, Thievery +10
  • Str 14 (2) Dex 17 (3) Wis 12 (+1)
  • Con 13 (+1) Int 8 (–1) Cha 8 (–1)
  • Equipment leather armor, spear, 5 javelins in sheaf

Area 4 – Wraiths (5 Wraith 1000 xp)

  • Wraith Level 5 Lurker
  • Medium shadow humanoid (undead) XP 200
  • Initiative +10 Senses Perception +2; darkvision
  • HP 37; Bloodied 18
  • Regeneration 5 (if the wraith takes radiant damage, regeneration
  • is negated until the end of the wraith’s next turn)
  • AC 16; Fortitude 13, Refl ex 16, Will 14
  • Immune disease, poison; Resist 10 necrotic, insubstantial half damage all attacks
  • Vulnerable 5 radiant (see also regeneration above)
  • Speed fl y 6 (hover); phasing ; see also shadow glide
  • Shadow Touch (standard; at-will) Necrotic
  • +8 vs. Reflex; 1d6 + 4 necrotic damage, and the target is
  • weakened (save ends).
  • Combat Advantage Necrotic
  • The wraith deals an extra 1d6 necrotic damage against any
  • target it has combat advantage against.
  • Shadow Glide (move; encounter)
  • The wraith shifts 6 squares.
  • Spawn Wraith
  • Any humanoid killed by a wraith rises as a free-willed wraith
  • at the start of its creator’s next turn, appearing in the space
  • where it died (or in the nearest unoccupied space). Raising the
  • slain creature (using the Raise Dead ritual) does not destroy the
  • spawned wraith.
  • Alignment Chaotic evil Languages Common
  • Skills Stealth +11
  • Str 4 (–1) Dex 18 (6) Wis 10 (2)
  • Con 13 (3) Int 6 (0) Cha 15 (+4)

Trap

  • Electrified Floor – 4d6 Damage
  • Spot 20
  • Disable Arcana, Thievery 25

3 Vermin Wights (1050xp)

  • Rot Scarab Swarm Level 8 Soldier
  • Medium shadow beast (swarm) XP 350
  • Initiative +9 Senses Perception +7; darkvision
  • Swarm Attack aura 1; the rot scarab swarm makes a basic attack as
  • a free action against each enemy that begins its turn in the aura.
  • HP 88; Bloodied 44
  • AC 22; Fortitude 21, Refl ex 21, Will 19
  • Resist half damage from melee and ranged attacks; Vulnerable 10
  • against close and area attacks
  • Speed 8, climb 8
  • Swarm of Mandibles (standard; at-will) Necrotic
  • +12 vs. Reflex; 1d8 + 5 necrotic damage, target loses one healing surge
  • Alignment Unaligned Languages —
  • Str 20 (9) Dex 16 (7) Wis 16 (+7)
  • Con 16 (7) Int 1 (–1) Cha 11 (4)

Lamia and Whirlwind (1000 + 500)

(Use the Same Lamia Stats Above, the Lamia releases the whirlwind as its first action.)

  • Whirlwind Level 10 Skirmisher
  • Large elemental magical beast (air, fire) XP 500
  • Initiative +12 Senses Perception +5
  • HP 108; Bloodied 54
  • AC 24; Fortitude 20, Reflex 24, Will 19
  • Immune disease, poison; Resist 25 lightning
  • Speed fly 8 (hover)
  • Lightning Lash (standard; at-will)Lightning
  • Reach 2; +14 vs. Refl ex; 2d8 + 5 fi re damage.
  • Wildfire Cyclone (standard; recharge 5, 6 ) Lightning
  • Close burst 2; +13 vs. Reflex; 2d6 + 5 lightning damage, and the target
  • is pushed 1 square and knocked prone. Miss: Half damage, and
  • the target is neither pushed nor knocked prone.
  • Whirlwind Dash (standard; recharge 6 ) Lightning
  • The firelasher can move up to twice its speed. It can move
  • through spaces occupied by other creatures without provoking
  • opportunity attacks. It must end its move in an unoccupied
  • space. Any creature whose space the firelasher enters takes 10
  • lightning damage.
  • Mutable Shape
  • The firelasher can squeeze through spaces as though it were a
  • Medium creature.
  • Alignment Unaligned Languages Primordial
  • Str 11 (5) Dex 21 (10) Wis 11 (+5)
  • Con 12 (6) Int 7 (3) Cha 8 (+4)

Iron Guardian

  • 20 vs AC 3d66 damage
  • After Attack
  • Close Burst 1
  • +10 Vs Reflex 1d6 Damage plus effect on chart
  • If investigated, explodes
  • Close burst 2
  • +10 Vs Reflex
  • 3d6 damage

5 Flayed Ghouls (1100 xp)

  • Ghoul Level 5 Soldier
  • Medium natural humanoid (undead) XP 200
  • Initiative +8 Senses Perception +2; darkvision
  • HP 63; Bloodied 31
  • AC 21; Fortitude 18, Reflex 20, Will 17
  • Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  • Speed 8, climb 4
  • Claws (standard; at-will)
  • +12 vs. AC; 1d6 + 4 damage, and the target is immobilized (save
  • ends). (+10 Vs Fortitude or contract
  • Ghoulish Bite (standard; at-will)
  • Target must be immobilized, stunned, or unconscious; +10 vs. Fort contract necrophage
  • AC; 3d6 + 4 damage, and the target is stunned (save ends).
  • Alignment Chaotic evil Languages Common
  • Skills Stealth +11
  • Str 14 (4) Dex 19 (6) Wis 11 (+2)
  • Con 15 (4) Int 10 (2) Cha 12 (+3)

Thought Stalker (850 xp)

  • Troll Level 9 Brute + Elite
  • Large natural humanoid XP 400
  • Initiative +7 Senses Perception +11 Saving Throw +2
  • Action Point 1
  • HP 220; Bloodied 110; see also troll healing
  • Regeneration 10 (if the troll takes acid or fire damage, regeneration
  • does not function until the end of its next turn)
  • AC 22; Fortitude 23, Reflex 20, Will 17
  • Speed 8
  • Claw (standard; at-will, can attack twice)
  • Reach 2; +13 vs. AC; 2d6 + 6 damage; see also frenzied strike.
  • Frenzied Strike (free, when the troll’s attack bloodies an enemy;
  • at-will)
  • The troll makes a claw attack.
  • Troll Healing Healing
  • If the troll is reduced to 0 hit points by an attack that does not
  • deal acid or fire damage, it rises on its next turn (as a move
  • action) with 10 hit points.
  • Ethereal Jaunt – The Thought Stalker can become ethereal and move without risky OA
  • Alignment Chaotic evil Languages Giant
  • Skills Athletics +15, Endurance +14
  • Str 22 (10) Dex 16 (7) Wis 14 (+6)
  • Con 20 (9) Int 5 (1) Cha 10 (+4)

The Grail Quest Team should attack right after the thought stalker if possible.
The Minotaur is wearing Chain +2, The Lamia has an Elven Cloak +2.

Banewarrens Chapter 3

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