Dexterity AB3 Ad hoc 0 Ad hoc Constitution AB2 Ad hoc 0 Ad hoc Wisdom AB5 Ad hoc 0 Ad hoc Strength AB1 Ad hoc 0 Ad hoc Intelligence AB4 Ad hoc 0 Ad hoc Charisma AB6 Ad hoc 0 Ad hoc AC DE5 Ad hoc 0 Ad hoc Fortitude DE1 Ad hoc -1 Ad hoc Reflex DE2 Ad hoc -2 Ad hoc Will DE3 Ad hoc 0 Ad hoc Attack vs Fortitude ADE1 Ad hoc -1 Ad hoc Attack vs Reflex ADE2 Ad hoc -1 Ad hoc Attack vs Will ADE3 Ad hoc -1 Ad hoc Attack vs Any ADE4 Ad hoc 0 Ad hoc Attack vs AC ADE5 Ad hoc -1 Ad hoc false Perception SK17 Ad hoc 0 Ad hoc false Acrobatics SK1 Ad hoc 0 Ad hoc false Arcana SK2 Ad hoc 0 Ad hoc false Athletics SK27 Ad hoc 0 Ad hoc false Bluff SK3 Ad hoc 0 Ad hoc false Diplomacy SK6 Ad hoc 0 Ad hoc false Dungeoneering SK7 Ad hoc 0 Ad hoc false Endurance SK8 Ad hoc 0 Ad hoc false Heal SK9 Ad hoc 0 Ad hoc false History SK11 Ad hoc 0 Ad hoc false Insight SK13 Ad hoc 0 Ad hoc false Intimidate SK14 Ad hoc 0 Ad hoc false Nature SK16 Ad hoc 0 Ad hoc false Religion SK18 Ad hoc 0 Ad hoc false Stealth SK20 Ad hoc 0 Ad hoc false Streetwise SK21 Ad hoc 0 Ad hoc false Thievery SK23 Ad hoc 0 Ad hoc 4 Large 15 Aberrant Aberrant creatures are native to or shaped by the Far Realm. 13 Magical Beast Magical beasts resemble beasts but often behave like people. false Solo Regeneration Ad hoc 0 Ad hoc 54 Plant Plant creatures are composed of vegetable matter. They don’t need to sleep. Standard At-Will Reach 2 Hit Normal Medium AverageDamage Ad hoc -0.5 Ad hoc 1 DamageConstant Ad hoc 4 Ad hoc 8 1d8 + 11 damage (3d8 + 8 damage against a dazed target), and the target is dazed (save ends) Miss None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Effect None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 AC ADE5 true Attack vs. AC AttackBonus AttackBonus Ad hoc -1 Ad hoc Tentacle Melee true 0 Standard Recharge Hit Normal Medium AverageDamage Ad hoc 0.5 Ad hoc 0 DamageConstant Ad hoc 0 Ad hoc 8 2d8 + 7 Miss None Medium AverageDamage Ad hoc 0 Ad hoc 0 DamageConstant Ad hoc 0 Ad hoc 0 Effect None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Hezutli makes two Tentacle attacks against different targets. Vine Assault Melee false 0 Standard At-Will Close blast 5; targets enemies Hit Normal Medium AverageDamage Ad hoc 5.5 Ad hoc 2 DamageConstant Ad hoc 3 Ad hoc 10 2d10 + 10 psychic damage, and the target is dazed (save ends). If the target is already dazed, it is instead dominated (save ends) Miss None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Effect None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Will ADE3 true Attack vs. Will AttackBonus AttackBonus Ad hoc -3 Ad hoc Darkspore Cloud Close false 79 Psychic Effects that target the mind. 468 Gaze 0 Minor At-Will Close burst 1; targets enemies Hit Normal Medium AverageDamage Ad hoc -3.5 Ad hoc 1 DamageConstant Ad hoc 1 Ad hoc 8 1d8 + 8 psychic damage, and the target is pushed 2 squares Miss None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Effect None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Will ADE3 true Attack vs. Will AttackBonus AttackBonus Ad hoc -1 Ad hoc Aberrant Hiss Close false 65 Fear A fear power inspires fright. This fright is often represented by a creature being forced to move, taking a penalty to attack rolls, or granting combat advantage. 79 Psychic Effects that target the mind. 0 Minor Recharge Area burst 2 within 10 Hit Normal Medium AverageDamage Ad hoc -0.5 Ad hoc 2 DamageConstant Ad hoc 3 Ad hoc 4 2d4 + 10 damage and the target is immobilized (save ends). This attack’s area becomes a zone of difficult terrain until the end of the encounter. Any creature that enters or starts its turn in the zone takes 1d4 damage. Hezutli is immune to its own thicket. Miss None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Effect None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Reflex ADE2 true Attack vs. Reflex AttackBonus AttackBonus Ad hoc -1 Ad hoc Poison Thicket Area false 62 Conjuration A conjuration you create uses these rules, unless a power description says otherwise. • Occupies No Squares: The conjuration occupies no squares. • Unaffected by the Environment: Terrain and environmental phenomena have no effect on the conjuration. For example, a conjuration that is an icy hand functions in an inferno without penalty. The conjuration does not need to be supported by a solid surface, so it can float in the air. • Your Defenses: Normally, a conjuration cannot be attacked or physically affected. If your conjuration can be attacked or physically affected, it uses your defenses. Unless an attack specifically targets conjurations, only the attack’s damage (not including ongoing damage) affects the conjuration. • Attacking with a Conjuration: Normally, a conjuration cannot attack. If your conjuration can attack, you make the attack. You determine line of sight normally, but you determine line of effect from the conjuration, as if you were in its space. • Movable Conjurations: If the power you use to create a conjuration allows you to move it, it’s a movable conjuration. At the end of your turn, the movable conjuration ends if you are not within range of at least 1 square it’s in (using the power’s range) or if you don’t have line of effect to at least 1 square it’s in. When you move a conjuration, you can’t move it through blocking terrain. • Death Ends: If you die, the conjuration ends immediately. 90 Zone Powers that have the zone keyword create zones, magical areas that last for a round or more. A zone you create uses these rules, unless a power description says otherwise. • Fills an Area of Effect: The zone is created within an area of effect and fills each square in the area that is within line of effect of the origin square. • Unaffected by Attacks and the Environment: The zone cannot be attacked or physically affected, and terrain and environmental phenomena have no effect on it. For example, a zone that deals fire damage is unaffected by cold damage. • Movable Zones: If the power you use to create a zone allows you to move it, it’s a movable zone. At the end of your turn, the movable zone ends if you are not within range of at least 1 square of it (using the power’s range) or if you don’t have line of effect to at least 1 square of it. When you move a zone, you can’t move it through blocking terrain. • Overlapping Zones: If zones overlap and impose penalties to the same roll or game statistic, a creature affected by the overlapping zones is subjected to the worst penalty. Similarly, a creature in the overlapping area takes damage only from the zone that deals the most damage, regardless of damage type. • Death Ends: If you die, the zone ends immediately. 0 Standard Recharge Area burst 1 within 10 Hit Normal Medium AverageDamage Ad hoc 2.5 Ad hoc 2 DamageConstant Ad hoc 2 Ad hoc 8 2d8 + 9 poison damage, and the target is immobilized and receives -2 to saves, save ends. Miss None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Effect None Medium AverageDamage Ad hoc 0 Ad hoc 2 DamageConstant Ad hoc 0 Ad hoc 0 Fortitude ADE1 true Attack vs. Fortitude AttackBonus AttackBonus Ad hoc 0 Ad hoc Hypnotic Spores Area false 75 Poison A poison power delivers a nondamaging poisonous effect, deals poison damage, or both. 0 High Initiative Ad hoc 0 Ad hoc HitPoints Ad hoc 0 Ad hoc ActionPoints Ad hoc 0 Ad hoc SPLand Speed Speed Ad hoc -1 Ad hoc
Forestwalk
SavingThrow SavingThrow Ad hoc -1 Ad hoc 197 Fire Explosive bursts, fiery rays, or simple ignition. Resistance Ad hoc -5 Ad hoc 75 Poison A poison power delivers a nondamaging poisonous effect, deals poison damage, or both. Forced Movement Knockdown 15 Experience Ad hoc 0 Ad hoc Controller dd95c20d-52ac-4162-a2b1-f3e6d59b9dda Hezutli