Arl Mini Adventure Encounters

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Arl Encounter 1 1 x Brutal Dretch, 3 x Rupture Demon Arl Encounter 2 1 x Evistro (Carnage Demon), 1 x Evistro Rampager Brutal Dretch Level 3 Brute Evistro (Carnage Demon) Level 6 Brute Small elemental humanoid XP 150 Medium elemental magical XP 250 Initiative +3 Senses Perception +1; darkvision beast Sickening Miasma aura 1; each enemy within the aura takes 1 Initiative +4 Senses Perception +4 damage whenever it takes a standard action or a move action. HP 90; Bloodied 45 Multiple sickening mi
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  Arl Encounter 1 1 x Brutal Dretch, 3 x Rupture Demon Brutal DretchLevel 3 Brute Small elemental humanoidXP 150 Initiative +3 Senses Perception +1;   darkvision Sickening Miasma aura 1; each enemy within the aura takes 1damage whenever it takes a standard action or a move action.Multiple sickening miasma auras deal cumulative damage, up to5 damage. HP 54; Bloodied 27 AC 15; Fortitude 15; Reflex 14; Will 12 Resist 10 variable (1/encounter) Speed 5 m   Savage Claws (standard; at-will)+6 vs AC; 2d6 + 3 damage M   Frenzy of Claws (free, when first bloodied; encounter)The dretch attacks one or two creatures with savage claws C   Vile Death (when the dretch drops 0 hit points) ã Poison,Zone Close burst 1; the burst creates a zone of poison centered onthe dretch that lasts until what would be the start of the dretch’snext turn. Any nondemon that enters the zone or starts its turnthere takes 5 poison damage Alignment Chaotic Evil Languages Abyssal Str  17 (+4) Dex 14 (+3) Wis 11 (+1) Con 14 (+3) Int 5 (–2) Cha 7 (–1) Rupture DemonLevel 5 Minion Soldier  Small elemental magical beastXP 50 Initiative +8 Senses Perception +4;   low-lightvision HP 1; a missed attack never damages a minion. AC 20; Fortitude 16; Reflex 18; Will 16 Speed 6 , Climb 3 (spider climb) m   Slimy Extrusino (standard; at-will)+12 vs AC; 5 damage M   Enveloping Embrace (standard; encounter)No attack roll; the target is restrained (save ends), and the rup-ture demon drops to 0 hit points  Demonic Infestation (when the rupture demon drops to 0 hitpoints) ã Healing The rupture demon erupts in a gory explosion of ichor andtentacles that latch on to a demon within 5 squares of the rupturedemon and of level 10 or lower. That demon regains 5 hit pointsand gains a +2 bonus to melee damage rolls until the end of theencounter. This bonus is cumulative with other demonic infesta-tion bonuses (maximum +10). Alignment Chaotic Evil Languages Abyssal Str  15 (+4) Dex 18 (+6) Wis 15 (+4) Con 11 (+2) Int 4 (–1) Cha 4 (–1) Arl Encounter 2 1 x Evistro (Carnage Demon), 1 x Evistro Rampager Evistro (Carnage Demon)Level 6 Brute Medium elemental magicalbeastXP 250 Initiative +4 Senses Perception +4 HP 90; Bloodied 45 AC 16; Fortitude 18; Reflex 14; Will 14 Resist 10 variable (1/encounter) Speed 6 m   Claws (standard; at-will)+9 vs AC; 1d12 + 5 damage M   Destructive Bite (minor; at-will)Bloodied target only; +8 vs AC; 1d6 + 5 damage  Carnage  The carnage demon gains a +1 bonus to melee attacks if it hasone or more allies adjacent to its target (+3 if one of these alliesis another carnage demon). This bonus stacks with combat ad-vantage. Alignment Chaotic Evil Languages Abyssal Str  21 (+8) Dex 12 (+4) Wis 12 (+4) Con 20 (+8) Int 5 (+0) Cha 7 (+1) Evistro RampagerLevel 11 Minion Medium elemental magicalbeastXP 150 Initiative +8 Senses Perception +8;   darkvision HP 1; a missed attack never damages a minion. AC 21; Fortitude 23; Reflex 19; Will 19 Resist 10 variable (1/encounter) Speed 6 m   Claws (standard; at-will)+14 vs AC; 6 damage  Carnage  The carnage demon minion gains a +1 bonus to melee attacksif it has one or more allies adjacent to its target (+3 if one of theseallies is another carnage demon). This bonus stacks with combatadvantage. Alignment Chaotic Evil Languages Abyssal Str  24 (+12) Dex 16 (+8) Wis 16 (+8) Con 23 (+11) Int 7 (+3) Cha 9 (+4)  Arl Encounter 3 1 x Vampire Lord Na'haras, Vampire Lord (Hu-man Rogue)Level 11 Lurker  Medium natural humanoidXP 600 Initiative +12 Senses Perception +10;   darkvision HP 92; Bloodied 46 Regeneration 10 (if a vampire takes radiant damage, regenera-tion doesn’t function until the end of its next turn) AC 27; Fortitude 28; Reflex 25; Will 23 Immune disease; poison; Resist 10 necrotic; Vulnerable 10 ra-diant Speed 8 , Climb 4 (spider climb) m   Short Sword (standard; at-will) ã Weapon +13 vs AC; 1d6 + 8 damage m   Spiked Chain (standard; at-will) ã Weapon +13 vs AC; 2d4 + 8 damage M   Deft Strike (standard; at-will) ã Weapon The vampire lord moves up to 2 squares and makes a meleebasic attack at a +2 bonus.; +15 vs AC M   Imperiling Strike (standard; encounter)+15 vs Fortitude; 1d6 + 10 damage, and the target takes a -3penalty to AC and Reflex defenses until the end of the vampirelord’s next turn M   Blood Drain (standard; encounter) ã Healing Requires combat advantage; +13 vs Fortitude; 2d12 + 8 dam-age, the target is weakened (save ends), and the vampire lordheals 23 hit points  R    Dominating Gaze (minor; encounter) ã Charm Ranged 5; +13 vs Will; the target is dominated (save ends,ends if the target takes damage). Aftereffect: The target is dazed(save ends). The vampire lord can dominate only one creature ata time.  Combat Advantage  The vampire lord deals an extra 3d6 damage with its attacksagainst any target it has combat advantage against.  Destroyed by Sunlight  A vampire lord that begins its turn in direct sunlight takes 20 ra-diant damage. Alignment Evil Languages Common Skills Acrobatics +15, Athletics +18, Bluff +13, Intimidate +13,Stealth +15, Thievery +15 Str  16 (+8) Dex 20 (+10) Wis 11 (+5) Con 13 (+6) Int 12 (+6) Cha 16 (+8) Equipment Leather Armor, Short sword
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