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