Lucky

Encounter Utility Feature (Counter Action)
Self
Trigger An opponent hits you with an attack roll.
Effect The opponent must reroll that attack and take the second result.

Censure Undead (encounter, channeled)

Standard ActionDivine, Radiant, Channel Faith
Cost One use of Channel Faith
Near
burst 2 (Level 11: 5; Level 21: 8), all undead
Attack Wisdom vs Will
Hit 2d8 + your level radiant damage. Target is pushed 5 squares and immobile until the end of your next turn.
Level 21: 3d8 damage instead.
Miss Half damage. Target is pushed 2 squares.

Swift Healing (encounter)

Swift Action
Near burst 5, self or one ally
Effect The target may spend a recovery to heal equal to their recovery value +1d6 + your level or make a saving throw against a condition currently affecting them (their choice).
Level 11: Near burst 10 instead.
Level 21: Near burst 15 instead.
Special You can use swift healing up to two times per encounter.

Rallying Strike (encounter)

Standard Action
Effect Make a basic or at-will attack. Choose an ally. They make a basic attack. If they wish, they can move up to their speed before making the attack.

Bomber (encounter)

Free ActionArcane
Trigger:
You make a melee or ranged attack
Effect: If a melee attack, the attack instead becomes Near burst 1 (all creatures in area). If a ranged attack, the attack instead becomes Far spray 2 within 10 squares (all creatures in area).

Escalated Attack (encounter, level 1)

Free ActionArcane
Trigger:
You make a basic or at-will attack
Cost: 1 Focus
Effect: Choose one additional target for the attack, within 5 squares of another target of the attack.
All targets of the attack take +1d10 damage if they are hit by the attack.
Level 17: +2d10 damage instead and you gain your choice of (a) 5 temporary HP, (b) you may shift up to 3 squares or (c) you gain +2 to all defenses until the end of your next turn.
Level 27: +3d10 damage instead, and you gain all three of 5 temporary HP, may shift up to 3 squares and +2 to all defenses until the end of your next turn.
Special: You can use hard hitting multiple times an encounter, spending 1 Focus each time.

Punish Distraction (at-will)

Immediate CounterMartial
Trigger
A marked enemy either (a) makes an attack that does not include you as a target or (b) shifts out of your reach
Effect Make a basic melee attack against them.

Hard Hitting (encounter, level 1)

No ActionMartial
Trigger
You damage an enemy with a basic or at-will attack
Cost 1 Focus
Effect: The target takes an additional 1dW damage.
Level 7 The target is also off-guard until the end of your next turn.
Level 17 2dW damage instead.
Level 27 3dW damage instead.
Special You can use hard hitting multiple times an encounter, spending 1 Focus each time.

Death Blow (daily, level 1)

Standard ActionMartial, Weapon
Cost
1 Stamina
Melee or Ranged weapon, one target
Attack vs AC
Hit 3dW + twice your level damage.
Miss This power is not expended.
Special You can use death blow multiple times a day, spending 1 Stamina each time.

Warp (daily)

Swift Action
Effect Choose any wand or one-handed martial weapon. Until the end of the encounter, you can attack as if you were equipped with that weapon/wand and were proficient in its use. This includes using the at-will power associated with that weapon/wand.

Ambush (encounter)

Free Action
Trigger: You make a basic attack against an off-guard enemy.
Effect: You get a +3 power bonus to the attack. If it hits, you do +1d6 damage to that enemy.
Level 7: +2d6 damage instead.
Level 17:
+3d6 damage instead.
Level 27: +4d6 damage instead.

Gravity Manipulation (at-will)

Standard ActionSpell, Focus
Far burst 1 within 10 squares, every creature in area
Attack vs Fortitude
Hit 1d8 + your level damage and shunt the target 1 square.
Level 21 2d8 + your level damage.

Frostbite (at-will)

Standard ActionSpell, Focus, Cold
Far burst 1 within 10, every creature in area
Attack vs Fortitude
Hit 1d8 + your level cold damage, and the target is slowed until the end of your next turn.
Level 21 2d8 + your level cold damage instead.

Force Missile (at-will)

Standard ActionSpell, Focus, Force
Ranged 20, one target
Attack vs Reflex
Hit 2d10 + twice your level force damage.
Level 21 3d10 + twice your level damage instead.
Special Force missile can be used as a basic ranged attack.

Acid Splash (at-will)

Standard ActionSpell, Focus, Acid
Ranged 10, one target
Attack vs Reflex
Hit 2d8 + twice your level acid damage. An enemy directly between you and the target takes 1d8 acid damage.
Level 21 3d8 + twice your level damage instead.

Shock (at-will)

Standard ActionSpell, Focus, Lightning
Ranged 10, one target
Attack vs Reflex
Hit 2d8 + your level lightning damage.
Level 21 3d8 + your level lightning damage instead.
Effect Make a secondary attack against a creature within 5 squares of the original target.
Secondary Attack
vs Reflex
Hit 1d8 + your level lightning damage.

Tangles (at-will)

Standard ActionSpell, Focus
Far burst 1 within 10, every creature in area
Attack vs Fortitude
Hit 2d6 + your level damage.
Level 21 3d6 + your level damage instead.
Effect The area becomes difficult terrain until the end of your next turn.

Manipulation (at-will)

Standard ActionSpell, Focus, Charm
Ranged 10, one target
Attack vs Will
Hit 1d8 psychic damage, and the target makes a basic attack against a target of your choice.
Level 21 2d8 psychic damage instead.

Tremors (at-will)

Standard ActionSpell, Focus
Close burst 1, all creatures in area
Attack vs Fortitude
Hit 1d6 + your level damage, and the target falls prone.
Level 21 2d6 + your level damage instead.

Force Push (at-will)

Standard ActionSpell, Focus, Force
Close spray 3, all creatures in area
Attack vs Fortitude
Hit 1d6 + your level damage, and push the target 3 squares.
Level 21 2d6 + your level damage instead.

Worrisome Gnats (at-will)

Standard ActionSpell, Focus, Conjuration
Far burst 1 within 10 squares, all creatures in area
Attack vs Will
Hit 1d8 + your level damage, and the target is rattled until the end of their next turn.
Level 21 2d8 + your level damage instead.

Axe Grind (at-will)

Standard ActionMartial, Weapon, Axes
Melee weapon, one target
Attack vs AC
Hit 2dW + double level damage and push the target 1 square.
Level 21 3dW + double level damage instead.

Arrow Flight (at-will)

Standard ActionMartial, Weapon, Bows
Ranged weapon, one target
Attack vs AC
Hit 2dW + level damage and the target is off-guard until the start of your next turn.
Level 21 3dW + level damage instead.

Bolt from the Blue (at-will)

Standard ActionMartial, Weapon, Crossbows
Ranged weapon, one target
Attack vs AC
Hit 2dW + double level damage.
Level 21 3dW + double level damage instead.
Effect Shift 1 square before making the attack.

Sling of Misfortune (at-will)

Standard ActionMartial, Weapon, Slings
Ranged weapon, one target
Attack vs AC
Hit 1dW + level damage. Target's speed is reduced by 2 (save ends).
Level 21 2dW + level damage instead.

Shillelagh (at-will)

Standard ActionMartial, Weapon, Maces and Clubs
Melee weapon, one target
Attack vs AC
Hit 2dW + double level damage and the target is dazed until the end of your next turn.
Level 21 3dW + double level damage instead.

Careful Slice (at-will)

Standard ActionMartial, Weapon, Light Blades
Melee weapon, one target
Attack vs Reflex
Hit 1dW + level damage.
Level 21 2dW + level damage instead.

Spear Discipline (at-will)

Standard ActionMartial, Weapon, Spears and Lances
Melee weapon, one target
Attack vs AC
Hit 2dW + double level damage. Any ally adjacent to the target can shift 1 square.
Level 21 3dW + double level damage instead.

Staff Sweep (at-will)

Standard ActionMartial, Weapon, Staffs
Melee weapon, one target
Attack vs AC
Hit 2dW + level damage. Target must save or fall prone.
Level 21 3dW + level damage instead.

Cleaving Slice (at-will)

Standard ActionMartial, Weapon, Heavy Blades
Melee weapon, one target
Attack vs AC
Hit 2dW + double level damage. An enemy adjacent to the target takes 1dW damage.
Level 21 3dW + double level damage instead. An enemy adjacent to the target still takes 1dW damage.

Hammerfall (at-will)

Standard ActionMartial, Weapon, Picks and Hammers
Melee weapon, one target
Attack vs AC
Hit 2dW + double level damage.
Level 21 3dW + double level damage instead.
Miss Target takes 1dW damage.

Poleaxe (at-will)

Standard ActionMartial, Weapon, Polearms
Melee weapon, one target
Attack vs AC
Hit 2dW + double level damage. Target is rattled until the end of your next turn.
Level 21 3dW + double level damage instead.

Flail About (at-will)

Standard ActionMartial, Weapon, Flails and Chains
Melee weapon, one target
Attack vs AC
Hit 2dW + double level damage. Then shift 1 square.
Level 21 3dW + double level damage instead.

Double Attack (at-will)

Standard ActionMartial, Weapon
Requirement
Must be dual-wielding
Melee weapon, two targets
Attack vs AC
Hit 1dW + level damage.
Level 21 2dW + level damage.

Take the Hit (encounter)

Interrupt Action
Trigger An adjacent ally is hit by attack that did not hit you
Effect You are hit by the attack instead of your ally.
Level 16, you also only take half damage from the attack.

Bullheaded (encounter)

Interrupt Action
Trigger
You are hit by an attack.
Effect You gain 5 temporary hit points.
Level 11 10 temporary hit points.
Level 21 15 temporary hit points.

Second Wind (daily)

Free Action
Requirement You have already taken the Rally action this encounter.
Effect You may take the Rally action again (when you spend the relevant action to do so).

I Don’t Think So (encounter, reaction)

Reaction Action
Trigger You have just gained a save-ends condition
Effect Make a saving throw against the condition immediately.

Shake it Off

Encounter Utility 10 (Immediate (Counter) Action) ● Martial
Self
Trigger You would make a saving throw against an effect.
Effect You pass the saving throw automatically.

Bind Wounds (encounter)

Standard Action
Effect
Yourself or an adjacent ally can spend a recovery to heal their recovery value in hit points.

Adrenaline Boost (encounter)

Swift Action
Condition
An adjacent ally has already taken the Rally action this encounter
Effect The ally may take the Rally action again (when they spend the relevant action to do so).

Heavy Blow (encounter, level 1)

Standard ActionMartial, Weapon
Melee or Ranged weapon, one target
Attack vs AC
Hit 2dW + Strength modifier damage and slowed (save ends)

Sneaky Trip (encounter, level 1)

Standard ActionMartial, Weapon
Melee or Ranged weapon, one target
Attack vs AC
Hit 1dW + Strength modifier damage and the target falls prone.

Forked Attack

Daily Attack 1 (Standard Action) ● Martial, Weapon
Melee weapon, one or two targets
Attack vs AC
Hit 2dW + Strength modifier damage.
Miss Half damage.
Effect Make two attacks against one enemy or one attack each against two enemies.

Bilateral Assault

Daily Attack 1 (Standard Action) ● Martial, Weapon
Effect Make an at-will weapon attack. You may then sheathe a weapon and draw a weapon. Make an at-will weapon attack.

Got the Meat (encounter)

Level 3 Standard ActionMartial, Weapon
Melee weapon, one target
Attack vs AC
Hit 2dW + Strength modifier + Constitution modifier damage

Precision Strike

Level 3 Standard ActionMartial, Weapon
Melee or Ranged weapon, one target
Attack +2 vs Reflex
Hit 2dW + Strength modifier damage.

Steel Ring

Daily Utility 6 (Swift Action) ● Martial, Stance
Self
Effect At the end of your turn, all adjacent enemies take 1dW damage.

Shifting Defense

Daily Utility 6 (Swift Action) ● Martial, Stance
Self
Hit At the beginning of each round, choose a defense. For that round, you get a +2 power bonus to that defense, and a -2 penalty to the other three defenses.

Cutting Dash

Encounter Attack 7 (Move Action) ● Martial, Weapon
Melee weapon, one target
Attack vs AC
Hit 1dW + Strength modifier damage.
Effect Before making the attack, move up to your speed. After the attack, you may move the remainder (if any).

Cutting Sweep

Encounter Attack 7 (Standard Action) ● Martial, Weapon
Near burst 1, all enemies
Attack vs AC
Hit 2dW + Strength modifier damage.

Cutting Defense

Encounter Attack 7 (Standard Action) ● Martial, Weapon
Melee weapon, one target
Attack Strength vs AC
Hit 2dW + Strength modifier damage. The target is rattled until the start of your next turn.

Finisher

Daily Attack 9 (Standard Action) ● Martial, Weapon
Melee or Ranged weapon, one target
Attack Strength vs AC
Hit 3dW + Strength modifier damage. If this attack reduces the target to 0 HP, this power is not expended.

Full Court Attack

Daily Attack 9 (Standard Action) ● Martial, Weapon
Melee weapon, one target
Attack Strength vs AC
Hit 1dW + Strength modifier damage.
Effect Make a secondary attack against the same target, Strength vs Fortitude. 1dW + Strength modifier damage.
Make a secondary attack against the same target, Strength vs Reflex. 1dW + Strength modifier damage.
Make a secondary attack against the same target, Strength vs Will. 1dW + Strength modifier damage.

Dog

Level 1 Striker (100 XP)
Small Natural Beast (Unaligned)
Senses: Perception +6, low-light vision; Skills: Athletics +6
Str: 13 (+1), Con: 17 (+3), Dex: 15 (+2)
Int: 2 (-4), Wis: 12 (+1), Cha: 6 (-2)

Initiative: +2; Speed: 8
AC: 15; Fort: 12, Ref: 14, Will: 13
HP: 29, Staggered: 14

Bite (standard, at-will)
+6 vs AC; 1d10+3 damage. Secondary Attack: +6 vs Reflex; the target falls prone.
Worry
If the dog's target is prone, attacks do +1d6 damage on a hit.

Wolf

Level 3 Striker (150 XP)
Medium Natural Beast (Unaligned)
Senses: Perception +8, low-light vision; Skills: Nature +8, Stealth +9
Str: 13 (+2), Con: 15 (+3), Dex: 15 (+3)
Int: 2 (-3), Wis: 12 (+2), Cha: 6 (-1)

Initiative: +4; Speed: 8
AC: 17; Fort: 14, Ref: 16, Will: 15
HP: 39, Staggered: 19

Bite (standard, at-will)
+8 vs AC; 1d12+4 damage. Secondary Attack: +8 vs Reflex; the target falls prone.
Worry
If the wolf's target is prone, attacks do +1d6 damage on a hit.

Dire Wolf

Level 7 Striker (300 XP)
Large Natural Beast (Unaligned)
Senses: Perception +12, low-light vision; Skills: Nature +12, Stealth +14
Str: 25 (+10), Con: 15 (+5), Dex: 17 (+6)
Int: 2 (-1), Wis: 12 (+4), Cha: 10 (+3)

Initiative: +9; Speed: 8
AC: 21; Fort: 18, Ref: 20, Will: 19
HP: 59, Staggered: 29

Bite (standard, at-will)
+12 vs AC; 2d10+4 damage. Secondary Attack: +12 vs Reflex; the target falls prone.
Worry
If the dire wolf's target is prone, attacks do +2d6 damage on a hit.

Worg

Level 11 Striker (600 XP)
Large Natural Beast (Unaligned)
Senses: Perception +17, low-light vision; Skills: Nature +17, Stealth +17
Str: 17 (+8), Con: 15 (+7), Dex: 15 (+7)
Int: 6 (+3), Wis: 14 (+7), Cha: 10 (+5)

Initiative: +12; Speed: 8
AC: 25; Fort: 22, Ref: 24, Will: 23
HP: 79, Staggered: 39

Bite (standard, at-will)
+16 vs AC; 3d8+5 damage. Secondary Attack: +16 vs Reflex; the target falls prone.
Worry
If the worg's target is prone, attacks do +3d6 damage on a hit.

Lamia

Level 15 Spoiler (1200 XP)
Large Shadow Beast (Evil)
Senses: Perception +21, darkvision; Skills: Bluff +20, History +20, Religion +20
Languages: Common
Str: 18 (+11), Con: 12 (+8), Dex: 15 (+9)
Int: 13 (+8), Wis: 15 (+9), Cha: 12 (+8)

Initiative: +16; Speed: 8
AC: 29; Fort: 27, Ref: 26, Will: 28
HP: 99, Staggered: 49

Spear (standard, at-will) ● Weapon
+20 vs AC; 3d10+6 damage.
Javelin (standard, at-will) ● Weapon
Ranged 5/10; +20 vs AC; 2d10+6 damage.
Charm (standard, encounter) ● Psychic
Ranged 10; +20 vs Will; The target is dominated until the end of their next turn.
Touch of Slumber (standard, encounter) ● Psychic
Far burst 1 (within 10); +20 vs Will; The target is slowed (save ends). If the target is already slowed, the target falls asleep until roused.
Lamia's Touch (standard, at-will) ● Necrotic
+20 vs Fortitude; 2d10+6 necrotic damage and the target ages one year. The aging wears off at a rate of one year per month.
Declaration Powers
At the end of its turn, the lamia can choose one of the following:
Collapse into swarm (counter) The lamia is the target of Melee or Ranged attack, or as a free action during its turn: The lamia becomes a swarm. It gains the Swarm tag, the compress Tiny special movement mode and resistance 10 to damage from Melee and Ranged attacks. However, it gains weakness 10 to damage from Near and Far attacks. A swarm can occupy the same space as other creatures. The lamia can leave swarm form as a swift action.
Fast healing (reaction) The lamia does not take fire or thunder damage before the start of its next turn: The lamia heals 10.

Lamia Superior

Level 19 Spoiler (2400 XP)
Large Shadow Beast (Evil)
Senses: Perception +26, darkvision; Skills: Bluff +28, History +27, Religion +27
Languages: Common
Str: 20 (+14), Con: 12 (+10), Dex: 15 (+11)
Int: 18 (+13), Wis: 17 (+12), Cha: 20 (+14)

Initiative: +20; Speed: 8, climb 6, swim 6
AC: 33; Fort: 31, Ref: 30, Will: 32
HP: 119, Staggered: 59

Scimitar (standard, at-will) ● Weapon
+24 vs AC; 6d6+6 damage.
Javelin (standard, at-will) ● Weapon
Ranged 5/10; +24 vs AC; 2d12+7 damage.
Charm (standard, encounter) ● Psychic
Ranged 10; +24 vs Will; The target is dominated until the end of their next turn.
Touch of Slumber (standard, encounter) ● Psychic
Far burst 1 (within 10); +24 vs Will; The target is slowed (save ends). If the target is already slowed, the target falls asleep until roused.
Lamia's Touch (standard, at-will) ● Necrotic
+24 vs Fortitude; 6d6+6 necrotic damage and the target ages 1d4 years. The aging wears off at a rate of one year per month.
Invisibility (swift, encounter) ● Illusion
The lamia superior turns invisible until the end of its next turn.
Declaration Powers
At the end of its turn, the lamia can choose one of the following:
Collapse into swarm (counter) The lamia is the target of Melee or Ranged attack, or as a free action during its turn: The lamia becomes a swarm. It gains the Swarm tag, the compress Tiny special movement mode and resistance 10 to damage from Melee and Ranged attacks. However, it gains weakness 10 to damage from Near and Far attacks. A swarm can occupy the same space as other creatures. The lamia can leave swarm form as a swift action.
Fast healing (reaction) The lamia does not take fire or thunder damage before the start of its next turn: The lamia heals 10.

Skeleton Warrior

Level 1 Blocker (100 XP)
Medium Natural Humanoid ● Undead (Unaligned)
Senses: Perception +0, darkvision
Str: 10 (+0), Con: 10 (+0), Dex: 10 (+0)
Int: 2 (-4), Wis: 10 (+0), Cha: 10 (+0)

Initiative: +0; Speed: 6
AC: 17; Fort: 14, Ref: 13, Will: 13
HP: 29, Staggered: 14
Immune: disease, poison, Resist: necrotic 5, Vulnerable: radiant 5

Longsword (standard, at-will) ● Heavy Blade, Weapon
+6 vs AC; 1d10+3 damage. The skeleton warrior may also do 2 damage to a creature adjacent to the skeleton warrior or the target.
Reform
The skeleton is unconscious and helpless when reduced to 0 HP, but is not destroyed unless reduced to negative HP equal to its staggered value or its bones are disturbed. Bones can be disturbed as a swift action by an adjacent creature or by a creature moving through the space or stopping on it. One round after being reduced to 0 HP, the skeleton makes a saving throw. On a success, the skeleton is restored to 1 HP. On a failure, it is destroyed.

Zombie

Level 1 Blocker (100 XP)
Medium Natural Humanoid ● Undead (Unaligned)
Senses: Perception +0, darkvision
Str: 12 (+1), Con: 10 (+0), Dex: 8 (-1)
Int: 2 (-4), Wis: 10 (+0), Cha: 1 (-5)

Initiative: -1; Speed: 4
AC: 17; Fort: 14, Ref: 13, Will: 13
HP: 29, Staggered: 14
Immune: disease, poison, Resist: necrotic 5, Vulnerable: radiant 5

Slam (standard, at-will)
+6 vs AC; 1d10+3 damage and make a secondary attack against the target. Secondary Attack: +4 vs Fortitude; the target is grappled.
Teamwork
The zombie gets a +4 bonus on attacks against grappled targets.
Dinner Rush
The zombie gets +2 Speed when charging.

Small Hunting Spider

Level 1 Striker (100 XP)
Small Natural Beast ● Spider (Unaligned)
Senses: Perception +0, darkvision; Skills: Acrobatics +8, Athletics +3, Stealth +8
Str: 7 (-2), Con: 10 (+0), Dex: 17 (+3)
Int: 2 (-4), Wis: 10 (+0), Cha: 2 (-4)

Initiative: +3; Speed: 5, climb 2 (wall-climber)
AC: 15; Fort: 12, Ref: 14, Will: 13
HP: 29, Staggered: 14

Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 2d8+3 damage against a slowed, grappled, restrained or immobile target.
Egg Sacs (counter, encounter)
If the spider is hit by an attack: Place a spider swarm in an adjacent space (whether or not it is occupied).
Hiss (swift, encounter) ● Fear
Near burst 3, all creatures without the Spider tag; +6 vs Will; The target grants combat advantage until the end of their next turn.
Raise Hairs (swift, at-will) ● Poison, Stance
If an adjacent creature hits the spider with an attack, make an attack. +4 vs Fortitude; the target grants combat advantage until the end of their next turn.
Spray Hairs (swift, encounter) ● Poison
Near burst 3, all creatures without the Spider tag; +6 vs Reflex; The target grants combat advantage until the end of their next turn. The spider cannot use raise hairs if it has used spray hairs this encounter.
Venomous Bite (standard, at-will) ● Poison
+6 vs AC; 1d10+3 poison damage and the target is slowed until the end of their next turn.

Medium Hunting Spider

Level 4 Striker (175 XP)
Medium Natural Beast ● Spider (Unaligned)
Senses: Perception +4, darkvision; Skills: Acrobatics +12, Athletics +9, Stealth +12
Str: 11 (+2), Con: 12 (+3), Dex: 17 (+5)
Int: 2 (-2), Wis: 10 (+2), Cha: 2 (-2)

Initiative: +7; Speed: 6, climb 3 (wall-climber)
AC: 18; Fort: 15, Ref: 17, Will: 16
HP: 44, Staggered: 22

Bite (standard, at-will)
+9 vs AC; 1d12+5 damage, or 2d12+3 damage against a slowed, grappled, restrained or immobile target.
Egg Sacs (counter, encounter)
If the spider is hit by an attack: Place a spider swarm in an adjacent space (whether or not it is occupied).
Hiss (swift, encounter) ● Fear
Near burst 3, all creatures without the Spider tag; +9 vs Will; The target grants combat advantage until the end of their next turn.
Raise Hairs (swift, at-will) ● Poison, Stance
If an adjacent creature hits the spider with an attack, make an attack. +7 vs Fortitude; the target grants combat advantage until the end of their next turn.
Spray Hairs (swift, encounter) ● Poison
Near burst 3, all creatures without the Spider tag; +9 vs Reflex; The target grants combat advantage until the end of their next turn. The spider cannot use raise hairs if it has used spray hairs this encounter.
Venomous Bite (standard, at-will) ● Poison
+9 vs AC; 1d12+5 poison damage and the target is slowed until the end of their next turn.

Large Hunting Spider

Level 8 Striker (350 XP)
Large Natural Beast ● Spider (Unaligned)
Senses: Perception +8, darkvision; Skills: Acrobatics +16, Athletics +15, Stealth +16
Str: 15 (+6), Con: 12 (+5), Dex: 17 (+7)
Int: 2 (+0), Wis: 10 (+4), Cha: 2 (+0)

Initiative: +11; Speed: 6, climb 4 (wall-climber)
AC: 22; Fort: 19, Ref: 21, Will: 20
HP: 64, Staggered: 32

Bite (standard, at-will)
+13 vs AC; 2d10+5 damage, or 3d10+5 damage against a slowed, grappled, restrained or immobile target.
Egg Sacs (counter, encounter)
If the spider is hit by an attack: Place a spider swarm in an adjacent space (whether or not it is occupied).
Hiss (swift, encounter) ● Fear
Near burst 3, all creatures without the Spider tag; +13 vs Will; The target grants combat advantage until the end of their next turn.
Raise Hairs (swift, at-will) ● Poison, Stance
If an adjacent creature hits the spider with an attack, make an attack. +11 vs Fortitude; the target grants combat advantage until the end of their next turn.
Spray Hairs (swift, encounter) ● Poison
Near burst 3, all creatures without the Spider tag; +13 vs Reflex; The target grants combat advantage until the end of their next turn. The spider cannot use raise hairs if it has used spray hairs this encounter.
Venomous Bite (standard, at-will) ● Poison
+13 vs AC; 2d10+5 poison damage and the target is slowed until the end of their next turn.

Huge Hunting Spider

Level 12 Striker (700 XP)
Huge Natural Beast ● Spider (Unaligned)
Senses: Perception +12, darkvision; Skills: Acrobatics +20, Athletics +21, Stealth +20
Str: 19 (+10), Con: 14 (+8), Dex: 17 (+9)
Int: 2 (+2), Wis: 10 (+6), Cha: 2 (+2)

Initiative: +15; Speed: 8, climb 6 (wall-climber)
AC: 26; Fort: 23, Ref: 25, Will: 24
HP: 84, Staggered: 42

Bite (standard, at-will)
+17 vs AC; 3d8+6 damage, or 6d6+6 damage against a slowed, grappled, restrained or immobile target.
Egg Sacs (counter, encounter)
If the spider is hit by an attack: Place a spider swarm in an adjacent space (whether or not it is occupied).
Hiss (swift, encounter) ● Fear
Near burst 3, all creatures without the Spider tag; +17 vs Will; The target grants combat advantage until the end of their next turn.
Raise Hairs (swift, at-will) ● Poison, Stance
If an adjacent creature hits the spider with an attack, make an attack. +15 vs Fortitude; the target grants combat advantage until the end of their next turn.
Spray Hairs (swift, encounter) ● Poison
Near burst 3, all creatures without the Spider tag; +17 vs Reflex; The target grants combat advantage until the end of their next turn. The spider cannot use raise hairs if it has used spray hairs this encounter.
Venomous Bite (standard, at-will) ● Poison
+17 vs AC; 3d8+6 poison damage and the target is slowed until the end of their next turn.

Vermin Swarm

Level 2 Striker (125 XP)
Medium Natural Beast ● Swarm (Unaligned)
Senses: Perception +7, low-light vision; Skills: Stealth +10
Str: 11 (+1), Con: 12 (+2), Dex: 18 (+5)
Int: 2 (-3), Wis: 12 (+2), Cha: 10 (+1)

Initiative: +7; Speed: 6, climb 6 (compress Tiny)
AC: 16; Fort: 13, Ref: 16, Will: 13
HP: 34, Staggered: 17
Resist: Melee and Ranged attacks (half damage), Vulnerable: Near and Far attacks 5
Swarm Damage aura 1: If an enemy begins their turn in this aura, the swarm makes a basic melee attack against them as a free action.

Bites (standard, at-will) ● Poison
+7 vs AC; 1d10+2 damage, and the vermin swarm makes a secondary attack on the same target.
Secondary Attack: +5 vs Fortitude; 1d10 poison damage.
Swarm
A swarm can occupy the same space as other creatures.

Large Vermin Swarm

Level 6 Striker (250 XP)
Large Natural Beast ● Swarm (Unaligned)
Senses: Perception +9, low-light vision; Skills: Stealth +12
Str: 11 (+3), Con: 12 (+4), Dex: 18 (+7)
Int: 2 (-1), Wis: 12 (+4), Cha: 10 (+3)

Initiative: +9; Speed: 6, climb 6 (compress Tiny)
AC: 20; Fort: 17, Ref: 20, Will: 17
HP: 54, Staggered: 27
Resist: Melee and Ranged attacks (half damage), Vulnerable: Near and Far attacks 5
Swarm Damage aura 1: If an enemy begins their turn in this aura, the swarm makes a basic melee attack against them as a free action.

Bites (standard, at-will) ● Poison
+11 vs AC; 2d10+2 damage, and the vermin swarm makes a secondary attack on the same target.
Secondary Attack: +9 vs Fortitude; 1d10 poison damage.
Swarm
A swarm can occupy the same space as other creatures.

Small Webbing Spider

Level 1 Skulker (100 XP)
Small Natural Beast ● Spider (Unaligned)
Senses: Perception +0, darkvision, tremorsense (when standing on a web, for contiguous web spaces only); Skills: Acrobatics +8, Athletics +3, Stealth +8
Str: 7 (-2), Con: 10 (+0), Dex: 17 (+3)
Int: 2 (-4), Wis: 10 (+0), Cha: 2 (-4)

Initiative: +3; Speed: 5 (web stride), climb 2 (wall-climber)
AC: 13; Fort: 14, Ref: 12, Will: 13
HP: 33, Staggered: 16

Bite (standard, at-will)
+6 vs AC; 1d10+3 damage, or 2d8+3 damage against a slowed, grappled, restrained or immobile target.
Gladiator's Strike (standard, refresh 4, 5, 6)
+6 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Play Dead (swift, at-will) ● Stance
If the spider is hit by an attack, as an immediate reaction the spider makes a Bluff check against its enemies' passive Perception. On a successful check, it appears dead until it next acts.
Recluse Bite (standard, at-will) ● Necrotic
+6 vs AC; 1d10+3 necrotic damage. Secondary Attack: +4 vs Fortitude; the target cannot heal necrotic damage from any source until the target's next long rest.
Snare (swift, at-will)
Reach 4 (directly beneath the spider only); +6 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Spit Juices (standard, at-will) ● Acid
The target must be grappled or restrained: The target takes 10 persistent acid damage (save ends).
Spray Sticky Venom (standard, encounter) ● Poison
Near blast 3, all creatures without the Spider tag; +6 vs Fortitude; 1d10+3 poison damage and the target is immobile (save ends).
Tethered Leap (move, at-will)
The spider jumps 4 squares, or travels directly down 4 squares. The spider leaves a tether attached to the original square. It can jump back to the original square at any time as a swift action, provided the silk line to its tether remains intact and it hasn't moved more than 8 squares from the tether. Movement made as part of this ability never provokes opportunity attacks.
Venomous Bite (standard, at-will) ● Poison
+6 vs AC; 1d10+3 poison damage and the target is slowed until the end of their next turn.
Wrap in Silk (standard, at-will)
+6 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.

Medium Webbing Spider

Level 4 Skulker (175 XP)
Medium Natural Beast ● Spider (Unaligned)
Senses: Perception +4, darkvision, tremorsense (when standing on a web, for contiguous web spaces only); Skills: Acrobatics +12, Athletics +9, Stealth +12
Str: 11 (+2), Con: 12 (+3), Dex: 17 (+5)
Int: 2 (-2), Wis: 10 (+2), Cha: 2 (-2)

Initiative: +7; Speed: 6 (web stride), climb 3 (wall-climber)
AC: 16; Fort: 17, Ref: 15, Will: 16
HP: 51, Staggered: 25

Bite (standard, at-will)
+9 vs AC; 1d12+5 damage, or 2d12+3 damage against a slowed, grappled, restrained or immobile target.
Gladiator's Strike (standard, refresh 4, 5, 6)
+9 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Play Dead (swift, at-will) ● Stance
If the spider is hit by an attack, as an immediate reaction the spider makes a Bluff check against its enemies' passive Perception. On a successful check, it appears dead until it next acts.
Recluse Bite (standard, at-will) ● Necrotic
+9 vs AC; 1d12+5 necrotic damage. Secondary Attack: +7 vs Fortitude; the target cannot heal necrotic damage from any source until the target's next long rest.
Snare (swift, at-will)
Reach 4 (directly beneath the spider only); +9 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Spit Juices (standard, at-will) ● Acid
The target must be grappled or restrained: The target takes 15 persistent acid damage (save ends).
Spray Sticky Venom (standard, encounter) ● Poison
Near blast 3, all creatures without the Spider tag; +9 vs Fortitude; 1d12+5 poison damage and the target is immobile (save ends).
Tethered Leap (move, at-will)
The spider jumps 5 squares, or travels directly down 5 squares. The spider leaves a tether attached to the original square. It can jump back to the original square at any time as a swift action, provided the silk line to its tether remains intact and it hasn't moved more than 10 squares from the tether. Movement made as part of this ability never provokes opportunity attacks.
Venomous Bite (standard, at-will) ● Poison
+9 vs AC; 1d12+5 poison damage and the target is slowed until the end of their next turn.
Wrap in Silk (standard, at-will)
+9 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.

Large Webbing Spider

Level 8 Skulker (350 XP)
Large Natural Beast ● Spider (Unaligned)
Senses: Perception +8, darkvision, tremorsense (when standing on a web, for contiguous web spaces only); Skills: Acrobatics +16, Athletics +15, Stealth +16
Str: 15 (+6), Con: 12 (+5), Dex: 17 (+7)
Int: 2 (+0), Wis: 10 (+4), Cha: 2 (+0)

Initiative: +11; Speed: 6 (web stride), climb 4 (wall-climber)
AC: 20; Fort: 21, Ref: 19, Will: 20
HP: 75, Staggered: 37

Bite (standard, at-will)
+13 vs AC; 2d10+5 damage, or 3d10+5 damage against a slowed, grappled, restrained or immobile target.
Gladiator's Strike (standard, refresh 4, 5, 6)
+13 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Play Dead (swift, at-will) ● Stance
If the spider is hit by an attack, as an immediate reaction the spider makes a Bluff check against its enemies' passive Perception. On a successful check, it appears dead until it next acts.
Recluse Bite (standard, at-will) ● Necrotic
+13 vs AC; 2d10+5 necrotic damage. Secondary Attack: +11 vs Fortitude; the target cannot heal necrotic damage from any source until the target's next long rest.
Snare (swift, at-will)
Reach 4 (directly beneath the spider only); +13 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Spit Juices (standard, at-will) ● Acid
The target must be grappled or restrained: The target takes 20 persistent acid damage (save ends).
Spray Sticky Venom (standard, encounter) ● Poison
Near blast 3, all creatures without the Spider tag; +13 vs Fortitude; 2d10+5 poison damage and the target is immobile (save ends).
Tethered Leap (move, at-will)
The spider jumps 6 squares, or travels directly down 6 squares. The spider leaves a tether attached to the original square. It can jump back to the original square at any time as a swift action, provided the silk line to its tether remains intact and it hasn't moved more than 12 squares from the tether. Movement made as part of this ability never provokes opportunity attacks.
Venomous Bite (standard, at-will) ● Poison
+13 vs AC; 2d10+5 poison damage and the target is slowed until the end of their next turn.
Wrap in Silk (standard, at-will)
+13 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.

Huge Webbing Spider

Level 12 Skulker (700 XP)
Huge Natural Beast ● Spider (Unaligned)
Senses: Perception +12, darkvision, tremorsense (when standing on a web, for contiguous web spaces only); Skills: Acrobatics +20, Athletics +21, Stealth +20
Str: 19 (+10), Con: 14 (+8), Dex: 17 (+9)
Int: 2 (+2), Wis: 10 (+6), Cha: 2 (+2)

Initiative: +15; Speed: 8 (web stride), climb 6 (wall-climber)
AC: 24; Fort: 25, Ref: 23, Will: 24
HP: 99, Staggered: 49

Bite (standard, at-will)
+17 vs AC; 3d8+6 damage, or 6d6+6 damage against a slowed, grappled, restrained or immobile target.
Gladiator's Strike (standard, refresh 4, 5, 6)
+17 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Play Dead (swift, at-will) ● Stance
If the spider is hit by an attack, as an immediate reaction the spider makes a Bluff check against its enemies' passive Perception. On a successful check, it appears dead until it next acts.
Recluse Bite (standard, at-will) ● Necrotic
+17 vs AC; 3d8+6 necrotic damage. Secondary Attack: +15 vs Fortitude; the target cannot heal necrotic damage from any source until the target's next long rest.
Snare (swift, at-will)
Reach 4 (directly beneath the spider only); +17 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.
Spit Juices (standard, at-will) ● Acid
The target must be grappled or restrained: The target takes 25 persistent acid damage (save ends).
Spray Sticky Venom (standard, encounter) ● Poison
Near blast 3, all creatures without the Spider tag; +17 vs Fortitude; 3d8+6 poison damage and the target is immobile (save ends).
Tethered Leap (move, at-will)
The spider jumps 6 squares, or travels directly down 6 squares. The spider leaves a tether attached to the original square. It can jump back to the original square at any time as a swift action, provided the silk line to its tether remains intact and it hasn't moved more than 12 squares from the tether. Movement made as part of this ability never provokes opportunity attacks.
Venomous Bite (standard, at-will) ● Poison
+17 vs AC; 3d8+6 poison damage and the target is slowed until the end of their next turn.
Wrap in Silk (standard, at-will)
+17 vs Reflex; The target is slowed (save ends). If the target is already slowed, they are grappled until they escape. If they are already grappled, they are restrained until they escape the grapple.

Small Air Elemental

Level 5 Spoiler (200 XP)
Small Elemental Automaton ● Air (Unaligned)
Senses: Perception +4, darkvision
Languages: Primordial
Str: 10 (+2), Con: 10 (+2), Dex: 17 (+5)
Int: 4 (-1), Wis: 11 (+2), Cha: 11 (+2)

Initiative: +7; Speed: fly 10
AC: 19; Fort: 17, Ref: 16, Will: 18
HP: 49, Staggered: 24

Buffet (standard, at-will) ● Air
+8 vs Fortitude; The target is pushed 2 squares and falls prone.
Pass Through (standard, at-will)
The air elemental must be invisible: The air elemental moves up to its speed, with phasing. Make a basic melee attack against all creatures moved through.
Lesser Air (standard, at-will) ● Illusion
The air elemental becomes invisible. After it completes a move or attack, or after it is hit by an attack, it becomes visible.
Control Wind (standard, at-will) ● Air
+8 vs Fortitude; The target is shunted 2 squares.

Medium Air Elemental

Level 9 Spoiler (400 XP)
Medium Elemental Automaton ● Air (Unaligned)
Senses: Perception +8, darkvision
Languages: Primordial
Str: 12 (+5), Con: 14 (+6), Dex: 21 (+9)
Int: 4 (+1), Wis: 11 (+4), Cha: 11 (+4)

Initiative: +13; Speed: fly 10
AC: 23; Fort: 21, Ref: 20, Will: 22
HP: 69, Staggered: 34
Clattering din aura 2 Creatures that begin their turn within the aura are rattled and deafened until they leave the aura.

Buffet (standard, at-will) ● Air
+12 vs Fortitude; The target is pushed 3 squares and falls prone.
Pass Through (standard, at-will)
The air elemental must be invisible: The air elemental moves up to its speed, with phasing. Make a basic melee attack against all creatures moved through.
Lesser Air (standard, at-will) ● Illusion
The air elemental becomes invisible. After it completes a move or attack, or after it is hit by an attack, it becomes visible.
Control Wind (standard, at-will) ● Air
+12 vs Fortitude; The target is shunted 2 squares.

Large Air Elemental

Level 13 Spoiler (800 XP)
Large Elemental Automaton ● Air (Unaligned)
Senses: Perception +12, darkvision; Skills: Acrobatics +24
Languages: Primordial
Str: 14 (+8), Con: 16 (+9), Dex: 25 (+13)
Int: 6 (+4), Wis: 11 (+6), Cha: 11 (+6)

Initiative: +19; Speed: fly 10
AC: 27; Fort: 25, Ref: 24, Will: 26
HP: 89, Staggered: 44
Clattering din aura 2 Creatures that begin their turn within the aura are rattled and deafened until they leave the aura.

Buffet (standard, at-will) ● Air
+16 vs Fortitude; The target is pushed 4 squares and falls prone.
Pass Through (standard, at-will)
The air elemental must be invisible: The air elemental moves up to its speed, with phasing. Make a basic melee attack against all creatures moved through.
Lesser Air (standard, at-will) ● Illusion
The air elemental becomes invisible. After it completes a move or attack, or after it is hit by an attack, it becomes visible.
Control Wind (standard, at-will) ● Air
+16 vs Fortitude; The target is shunted 3 squares.

Small Earth Elemental

Level 3 Skulker (150 XP)
Small Elemental Automaton ● Earth (Unaligned)
Senses: Perception +2, tremorsense 12; Skills: Endure +8
Languages: Primordial
Str: 17 (+4), Con: 13 (+2), Dex: 8 (+0)
Int: 4 (-2), Wis: 11 (+1), Cha: 11 (+1)

Initiative: +1; Speed: 4, burrow 4 (earth glide)
AC: 15; Fort: 16, Ref: 14, Will: 15
HP: 45, Staggered: 22

Slam (standard, at-will) ● Air
+8 vs AC; 1d12+4 damage.
Hardened Skin (swift, at-will) ● Stance
While in this stance, the earth elemental can halve the damage it takes from attack as an immediate counter. It then leaves this stance.

Medium Earth Elemental

Level 7 Skulker (300 XP)
Medium Elemental Automaton ● Earth (Unaligned)
Senses: Perception +6, tremorsense 12; Skills: Endure +14
Languages: Primordial
Str: 21 (+8), Con: 17 (+6), Dex: 8 (+2)
Int: 4 (+0), Wis: 11 (+3), Cha: 11 (+3)

Initiative: +5; Speed: 4, burrow 4 (earth glide)
AC: 19; Fort: 20, Ref: 18, Will: 19
HP: 69, Staggered: 34

Slam (standard, at-will) ● Air
+12 vs AC; 2d10+4 damage.
Hardened Skin (swift, at-will) ● Stance
While in this stance, the earth elemental can halve the damage it takes from attack as an immediate counter. It then leaves this stance.

Large Earth Elemental

Level 11 Skulker (600 XP)
Large Elemental Automaton ● Earth (Unaligned)
Senses: Perception +10, tremorsense 12; Skills: Endure +18
Languages: Primordial
Str: 25 (+12), Con: 17 (+8), Dex: 19 (+9)
Int: 6 (+3), Wis: 11 (+5), Cha: 11 (+5)

Initiative: +14; Speed: 4, burrow 4 (earth glide)
AC: 23; Fort: 24, Ref: 22, Will: 23
HP: 93, Staggered: 46

Slam (standard, at-will) ● Air
+16 vs AC; 3d8+5 damage.
Hardened Skin (swift, at-will) ● Stance
While in this stance, the earth elemental can halve the damage it takes from attack as an immediate counter. It then leaves this stance.

Small Fire Elemental

Level 4 Striker (175 XP)
Small Elemental Automaton ● Fire (Unaligned)
Senses: Perception +4, darkvision
Languages: Primordial
Str: 10 (+2), Con: 10 (+2), Dex: 13 (+3)
Int: 4 (-1), Wis: 11 (+2), Cha: 11 (+2)

Initiative: +5; Speed: 6
AC: 18; Fort: 15, Ref: 17, Will: 16
HP: 44, Staggered: 22
Resist: fire 10

Burn (standard, at-will) ● Fire
+7 vs Reflex; The target takes 5 persistent fire damage (save ends). If it is already taking persistent fire damage, the amount it is taking increases by 5.
Doused
If the fire elemental is doused in water, smothered or otherwise risks being put out, it loses the burn power (save ends).

Medium Fire Elemental

Level 8 Striker (350 XP)
Medium Elemental Automaton ● Fire (Unaligned)
Senses: Perception +8, darkvision
Languages: Primordial
Str: 12 (+5), Con: 14 (+6), Dex: 17 (+7)
Int: 4 (+1), Wis: 11 (+4), Cha: 11 (+4)

Initiative: +11; Speed: 6
AC: 22; Fort: 19, Ref: 21, Will: 20
HP: 64, Staggered: 32
Resist: fire 15

Burn (standard, at-will) ● Fire
+11 vs Reflex; The target takes 10 persistent fire damage (save ends). If it is already taking persistent fire damage, the amount it is taking increases by 10.
Doused
If the fire elemental is doused in water, smothered or otherwise risks being put out, it loses the burn power (save ends).

Large Fire Elemental

Level 12 Striker (700 XP)
Large Elemental Automaton ● Fire (Unaligned)
Senses: Perception +12, darkvision
Languages: Primordial
Str: 14 (+8), Con: 14 (+8), Dex: 21 (+11)
Int: 6 (+4), Wis: 11 (+6), Cha: 11 (+6)

Initiative: +17; Speed: 8
AC: 26; Fort: 23, Ref: 25, Will: 24
HP: 84, Staggered: 42
Resist: fire 20

Burn (standard, at-will) ● Fire
+15 vs Reflex; The target takes 15 persistent fire damage (save ends). If it is already taking persistent fire damage, the amount it is taking increases by 15.
Doused
If the fire elemental is doused in water, smothered or otherwise risks being put out, it loses the burn power (save ends).

Small Water Elemental

Level 3 Spoiler (150 XP)
Small Elemental Automaton ● Water (Unaligned)
Senses: Perception +2, darkvision; Skills: Athletics +9
Languages: Primordial
Str: 14 (+3), Con: 13 (+2), Dex: 10 (+1)
Int: 4 (-2), Wis: 11 (+1), Cha: 11 (+1)

Initiative: +2; Speed: 4, swim 10
AC: 17; Fort: 15, Ref: 14, Will: 16
HP: 39, Staggered: 19
Vortex aura 2 Water in the area that is in the same body of water as the water elemental is difficult terrain for swimming creatures that don’t have the Water tag.

Wave (standard, at-will) ● Water
+8 vs AC; 1d12+4 damage and the target is shunted 1 square.
Drench (swift, at-will) ● Water
Near burst 2; All non-magical fires are extinguished. Creatures taking persistent fire damage no longer do so. Any ongoing powers with the Fire tag end immediately.

Medium Water Elemental

Level 7 Spoiler (300 XP)
Medium Elemental Automaton ● Water (Unaligned)
Senses: Perception +6, darkvision; Skills: Athletics +14
Languages: Primordial
Str: 16 (+6), Con: 17 (+6), Dex: 12 (+4)
Int: 4 (+0), Wis: 11 (+3), Cha: 11 (+3)

Initiative: +7; Speed: 4, swim 10
AC: 21; Fort: 19, Ref: 18, Will: 20
HP: 59, Staggered: 29
Vortex aura 3 Water in the area that is in the same body of water as the water elemental is difficult terrain for swimming creatures that don’t have the Water tag.

Wave (standard, at-will) ● Water
+12 vs AC; 2d10+4 damage and the target is shunted 2 squares.
Drench (swift, at-will) ● Water
Near burst 3; All non-magical fires are extinguished. Creatures taking persistent fire damage no longer do so. Any ongoing powers with the Fire tag end immediately.

Large Water Elemental

Level 11 Spoiler (600 XP)
Large Elemental Automaton ● Water (Unaligned)
Senses: Perception +10, darkvision; Skills: Athletics +20
Languages: Primordial
Str: 20 (+10), Con: 19 (+9), Dex: 14 (+7)
Int: 6 (+3), Wis: 11 (+5), Cha: 11 (+5)

Initiative: +12; Speed: 4, swim 10
AC: 25; Fort: 23, Ref: 22, Will: 24
HP: 79, Staggered: 39
Vortex aura 4 Water in the area that is in the same body of water as the water elemental is difficult terrain for swimming creatures that don’t have the Water tag.

Wave (standard, at-will) ● Water
+16 vs AC; 3d8+5 damage and the target is shunted 4 squares.
Drench (swift, at-will) ● Water
Near burst 4; All non-magical fires are extinguished. Creatures taking persistent fire damage no longer do so. Any ongoing powers with the Fire tag end immediately.

Ghoul

Level 5 Striker (200 XP)
Medium Natural Humanoid ● Undead (Unaligned)
Senses: Perception +6, darkvision; Skills: Acrobatics +11, Athletics +10, Stealth +11
Str: 13 (+3), Con: 10 (+2), Dex: 15 (+4)
Int: 13 (+3), Wis: 14 (+4), Cha: 12 (+3)

Initiative: +6; Speed: 6
AC: 19; Fort: 16, Ref: 18, Will: 17
HP: 49, Staggered: 24
Immune: disease, Resist: necrotic 5, Vulnerable: radiant 5

Claw (standard, at-will)
+10 vs AC; 2d8+4 damage and the target is immobile until the end of its next turn. If the target is already immobile, it loses 1 recovery. If the target loses all their recoveries, they turn into a ghoul after their next long rest.
Shuffle (swift, at-will)
The ghoul shifts 1 space.
Easy Pickings
The ghoul automatically hits creatures that are immobile.

Ghast

Level 9 Striker (400 XP)
Medium Natural Humanoid ● Undead (Unaligned)
Senses: Perception +10, darkvision; Skills: Acrobatics +16, Athletics +16, Stealth +16
Str: 17 (+7), Con: 10 (+4), Dex: 17 (+7)
Int: 13 (+5), Wis: 14 (+6), Cha: 16 (+7)

Initiative: +11; Speed: 6
AC: 23; Fort: 20, Ref: 22, Will: 21
HP: 69, Staggered: 34
Immune: disease, Resist: necrotic 5, Vulnerable: radiant 5
Stench aura 1 Living creatures that begin their turn in the aura grant combat advantage until the end of their next turn.

Claw (standard, at-will)
+14 vs AC; 2d12+4 damage and the target is immobile until the end of its next turn. If the target is already immobile, it loses 1 recovery. If the target loses all their recoveries, they turn into a ghast after their next long rest.
Shuffle (swift, at-will)
The ghast shifts 1 space.
Easy Pickings
The ghast automatically hits creatures that are immobile.

Ogre

Level 10 Wrecker (500 XP)
Large Natural Humanoid ● Giant (Evil)
Senses: Perception +10; Skills: Athletics +20
Languages: Common, Giantish
Str: 21 (+10), Con: 8 (+4), Dex: 15 (+7)
Int: 6 (+3), Wis: 10 (+5), Cha: 7 (+3)

Initiative: +12; Speed: 6
AC: 22; Fort: 23, Ref: 21, Will: 22
HP: 87, Staggered: 43

Greatclub (standard, at-will) ● Club, Weapon
Reach 2; +15 vs AC; 2d12+10 damage. Secondary Attack: +15 vs Fortitude; the target is dazed.
Javelin (standard, at-will) ● Thrown Weapon, Weapon
Ranged 5/10; +15 vs AC; 2d12+5 damage and the target suffers a -2 penalty to AC until they spend a swift action pulling the javelin from where it has lodged.
Wild Swing (standard, encounter)
Make a basic melee attack against all enemies in reach. If the attack hits, push the target 2 squares and they fall prone.
Punisher (swift, at-will) ● Club, Stance
If the ogre starts its turn in this stance, and it is wielding a club, it does 6 damage to an enemy in reach. While in this stance, the ogre cannot make opportunity attacks.
Throw and Rush (swift, at-will) ● Stance, Thrown Weapon
If the ogre starts its turn in this stance, it can make a basic ranged attack with a thrown weapon, switch weapons and charge the same enemy it threw the javelin at. If so, it then leaves this stance and its turn ends.

Hill Giant

Level 12 Wrecker (700 XP)
Large Natural Humanoid ● Giant (Evil)
Senses: Perception +12; Skills: Athletics +24
Languages: Common, Giantish
Str: 25 (+13), Con: 19 (+10), Dex: 8 (+5)
Int: 6 (+4), Wis: 10 (+6), Cha: 7 (+4)

Initiative: +11; Speed: 6
AC: 24; Fort: 25, Ref: 23, Will: 24
HP: 99, Staggered: 49

Greatclub (standard, at-will) ● Club, Weapon
Reach 2; +17 vs AC; 3d8+11 damage. Secondary Attack: +17 vs Fortitude; the target is dazed.
Rock (standard, at-will) ● Weapon
Far arc 2 within 10; +17 vs AC (There must be a suitable rock within reach); 3d8+11 damage and the target is pushed 2 squares and knocked prone.
Punisher (swift, at-will) ● Club, Stance
If the giant starts its turn in this stance, and it is wielding a club, it does 6 damage to an enemy in reach. While in this stance, the giant cannot make opportunity attacks.

Fire Giant

Level 14 Spoiler (1000 XP)
Large Elemental Humanoid ● Fire, Giant (Evil)
Senses: Perception +16; Skills: Athletics +29, Intimidate +19
Languages: Common, Giantish, Primordial
Str: 31 (+17), Con: 21 (+12), Dex: 9 (+6)
Int: 10 (+7), Wis: 14 (+9), Cha: 11 (+7)

Initiative: +13; Speed: 6
AC: 26; Fort: 27, Ref: 25, Will: 26
HP: 111, Staggered: 55
Burning aura 2: Creatures take 7 fire damage if they begin their turns in the aura.

Greatsword (standard, at-will) ● Heavy Blade, Weapon
Reach 2; +19 vs AC; 3d10+5 damage, and do 8 damage to a creature adjacent to the giant or the target.
Rock (standard, at-will) ● Weapon
Far arc 2 within 10; +19 vs AC (There must be a suitable rock within reach); 3d10+5 damage and the target is pushed 2 squares and knocked prone.
Provoke the Earth (swift, once per round) ● Fire
Ranged 10; A fire- or earth-based trap or hazard of your choice triggers, even if it has already been expended.

Frost Giant

Level 16 Wrecker (1400 XP)
Large Elemental Humanoid ● Cold, Giant (Evil)
Senses: Perception +18; Skills: Athletics +30
Languages: Common, Giantish, Primordial
Str: 29 (+17), Con: 21 (+13), Dex: 9 (+7)
Int: 10 (+8), Wis: 14 (+10), Cha: 11 (+8)

Initiative: +15; Speed: 6
AC: 28; Fort: 29, Ref: 27, Will: 28
HP: 123, Staggered: 61

Greataxe (standard, at-will) ● Axe, Weapon
Reach 2; +21 vs AC; 3d10+13 damage; on a miss, do 9 damage.
Throw Ice (standard, at-will) ● Weapon
Far arc 2 within 10; +21 vs AC (There must be a suitable chunk of ice within reach); 3d10+7 cold damage and the target is pushed 2 squares and knocked prone.
Slip (swift, at-will) ● Stance
While in this stance, when the giant moves (willingly or unwillingly), at the end of the move the giant can shift 2 squares.
Blood Lust (swift, at-will) ● Axe, Stance
While in this stance, if an attack causes you to become staggered, as a reaction you can make a basic melee attack against the creature that attacked you.

Stone Giant

Level 18 Wrecker (2000 XP)
Huge Elemental Humanoid ● Earth, Giant (Unaligned)
Senses: Perception +19; Skills: Athletics +31, Stealth +25
Languages: Common, Giantish, Primordial
Str: 27 (+17), Con: 19 (+13), Dex: 15 (+11)
Int: 10 (+9), Wis: 12 (+10), Cha: 11 (+9)

Initiative: +20; Speed: 8
AC: 30; Fort: 31, Ref: 29, Will: 30
HP: 135, Staggered: 67

Greatclub (standard, at-will) ● Club, Weapon
Reach 2; +23 vs AC; 4d8+15 damage and make a secondary attack. Secondary Attack: +23 vs Fortitude; the target is dazed until the end of its next turn.
Rock (standard, at-will) ● Weapon
Far arc 2 within 10; +23 vs AC (There must be a suitable rock within reach); 4d8+8 damage and the target is pushed 2 squares and knocked prone.
Meld with Stone (swift, encounter) ● Stance
While in this stance, the giant gains burrow 8 (earth glide). This stance ends when the giant next emerges from the earth/stone.
Hardened Skin (swift, at-will) ● Stance
While in this stance, the giant can halve the damage it takes from one attack as an immediate counter. It then leaves this stance.
Punisher (swift, at-will) ● Stance
If the giant starts its turn in this stance, and it is wielding a club, it does 6 damage to an enemy in reach. While in this stance, the giant cannot make opportunity attacks.

Storm Giant

Level 20 Spoiler (2800 XP)
Huge Elemental Humanoid ● Giant, Lightning (Unaligned)
Senses: Perception +30; Skills: Athletics +39, Insight +30, Intimidate +27
Languages: Common, Giantish, Primordial
Str: 39 (+24), Con: 23 (+16), Dex: 14 (+12)
Int: 16 (+13), Wis: 20 (+15), Cha: 15 (+12)

Initiative: +22; Speed: 8
AC: 34; Fort: 32, Ref: 31, Will: 33
HP: 124, Staggered: 62

Greatsword (standard, at-will) ● Heavy Blade, Weapon
Reach 2; +25 vs AC; 6d6+7 damage, and do 11 damage to a creature adjacent to the giant or the target.
Rock (standard, at-will) ● Weapon
Far arc 2 within 10; +25 vs AC (There must be a suitable rock within reach); 6d6+7 damage and the target is pushed 2 squares and knocked prone.
Lightning Bolt (standard, encounter) ● Lightning
Ranged 10; +23 vs Reflex; 7d8+6 lightning damage and the target is dazed (save ends).
Bolt from the Blue (swift, at-will) ● Stance
While in this stance, the lightning bolt power recharges at the start of each of the giant's turns. The giant cannot make opportunity attacks while in this stance.