TEXT: The Scourge of Icewind, Pt. 2 
  For PCs level 14 
   
  General Drull of Horizon Reach has asked the PCs to look 
  into the ongoing troubles that seem to be plaguing areas 
  of civilization. He has already paid the PCs a large 
  advance of gold to find answers. General Drull tells the 
  PCs that they could, perhaps, learn something by 
  inquiring of the citizens of Horizon Reach, and 
  investigating any rumors that might lead to a solution. 
   
  Rumors: 
   
  The Streets: 
   
  General Drull has no idea as to what is going on. 
   
  Calrin Dovemire: This young soldier tells the PCs that he 
  has heard that an opening to the Underdark is somewhere 
  nearby. Perhaps that could have something to do with it. 
   
  Donovann Freeman: This aged soldier tells the PCs that 
  he has heard rumors of a bestial uprising to the east of the 
  city. He says he heard that an elder dragon is amassing 
  troops to “reclaim” Icewind Dale from the humans. 
   
  Dooly’s Inn & Tavern:  
   
  Dooly: The owner, Dooly, a dwarf, tells the PCs that he 
  hears things from time to time, such as an opening to the 
  Underdark somewhere near the town, but has no idea 
  where it could be. He has also heard that mind-flayers are 
  behind it all, but dismisses this as nothing but drunken 
  rambling. 
   
  Shull Pollak: This old man, a retired soldier, tells the PCs 
  that he, too, has heard that an opening to the Underdark 
  lies near Horizon Reach. From what he says, the opening 
  is close enough to walk to in a day’s time. He says he 
  thinks it might be to the east of the town. 
   
  Milla Gorman: The barmaid in Dooly’s tells the PCs that 
  she gets to hear pretty much all the rumors that float 
  through the tavern. She says she has heard repeatedly 
  about the Underdark opening, and that it does, indeed, lie 
  to the east of town. She says that everything she’s heard 
  points to an old, abandoned town that died during the 
  Spellplague.  
   
  “Lanky” Moorwind: The local drunk of Horizon Reach, 
  Lanky tells the PCs that the mind-flayers are coming. He 
  says that they’ve had their eyes on the town for some 
  time, and that an old white dragon is putting them up to it 
  all. He says he wears a chainmail hood to prevent the 
  mind flayers from “reading his mind”. 
   
   
   
   
   
   
  Should the PCs decide to investigate the rumors of an 
  opening to the Underdark east of town, Milla will gladly 
  draw them a map to the abandoned town. She says the 
  town used to be called Glacierdale. The trip will take less 
  than one day on foot, and only a few hours on horseback. 
  Horses can be purchased in the market area of town for 
  40gp each. If they wish, the PCs can also purchase a 
  covered wagon for 60gp. 
   
   
   
  The Journey to Glacierdale: 
   
  After three hours on horseback, the PCs reach a series of 
  snow-capped hills. As the hills grow more ever-present, 
  the PCs should make a Perception check (DC 20). Failure 
  indicates that the PCs notice nothing. Success indicates 
  the PCs notice something of very large size slithering 
  between the hills near them. If they failed the Perception 
  check, the following encounter takes place with a surprise 
  round. If they succeeded, combat takes place as usual. 
   
  Encounter (Level 16) 
  1- Ice Worm 
  XP- 7,000 
   
  The rest of the trip goes on without further encounters. As 
  the PCs draw near to the abandoned town of Glacierdale, 
  a successful Insight check (DC 20) leaves the PCs with a 
  distinct since of dread. Something is not as it seems at 
  first glance. 
   
  The Abandoned Town of Glacierdale: 
   
              
   
  
  As the PCs make their way past the first few abandoned 
  buildings, there is no doubt that the town has been 
  forsaken. The buildings are in a severe state of 
  dilapidation. Many have caved-in roofs, shattered 
  windows, and rotting structures.  
   
  A successful Perception check (DC 20) will reveal the 
  presence of small amounts of spider-webbing amid the 
  abandoned buildings. As the PCs draw closer to the town 
  center, whether they succeeded on the Perception check 
  or not, they will notice the ever-growing presence of 
  spider-webs. Some are so thick as to hide the alleyways 
  between buildings, cover rooftops, and to hang like ropes 
  from doorways. 
   
  The town center, or what is left of it, is a giant mass of 
  spider webs. What looks like a few tall statues are 
  completely encased in thick cords of webbing. The few 
  sparse trees are all covered in webs. Considering the size 
  of the area, it is quite breath-taking to see this much 
  webbing in one place. As the PCs attempt to pass by the 
  town center, a section of the webbing pulls away, and the 
  following encounter takes place. 
   
  Encounter (Level 14) 
  1- Demonweb Terror 
  3- Drider Fanglords 
  XP- 5,000 
   
   
   
  After the encounter, should the PCs investigate the 
  opening in the webs, they will discover a large hole in the 
  ground in the town center. The hole leads downward at an 
  angle, vanishing into total darkness. Spider webs hang 
  thickly from the walls and ceiling of the cavern. On a 
  positive note, the temperature in the cavern is not nearly 
  as cold as it is on the surface, and gets progressively 
  warmer as it descends. Before it levels out, the cave 
  temperature is warm enough that the PCs need no kind of 
  cold-weather clothing for protection. 
   
  Into the Underdark: 
   
  The Underdark in this area of the world is not unlike any 
  other area. The only exceptions are that occasionally 
  creatures from the surface of an ice or arctic nature make 
  their way into the depths. Due to the warmth of the 
  Underdark, however, they usually retreat back to the 
  surface and a friendlier environment. 
   
  Not long after entering, the PCs get the attention of 
  guardian drow, which will immediately attack. 
   
   
   
  A- Encounter (Level 14) 
  2- Drow Shadowspinners 
  2- Drow Blademasters 
  1- Drow Priest 
  XP- 6,400 
   
  Further down the caves, the walls widen out into a large 
  cavern. In the center of the cavern is a large bonfire 
  surrounded by a party of cyclops. They appear to be 
  talking to each other, completely unaware of the presence 
  of the PCs. Should the PCs succeed on a Stealth check 
  (DC 20), they can surprise the cyclops. 
   
  B- Encounter (Level 14) 
  4- Cyclops Guards 
  2- Cyclops Warriors 
  2- Cyclops Ramblers 
  1- Cyclops Hewer 
  XP- 4,100 
   
  Past the cave with the cyclops, the cavern forks to the 
  right as well as continuing on forward. Should the PCs 
  continue on forward, the cave eventually curves around to 
  the right into a larger dead-end area. In this area is a 
  make-shift place of prayer to the Spider-Queen Lolth. The 
  drow and driders in this area immediately attack the PCs 
  if they are spotted. 
   
  C- Encounter (Level 14) 
  2- Drider Fanglords 
  2- Drider Shadowspinners 
  2- Drow Priests 
  XP- 6,400 
   
  The right fork takes the PCs around a curve to another 
  fork off to the left, as well as continuing on forward. The 
  fork to the left leads a short distance to a cavern full of 
  spider webs. In the center of the webs are several driders, 
  all poised to attack. 
   
   
  
  D- Encounter (Level 14) 
  3- Drider Fanglords 
  3- Drider Shadowspinners 
  2- Drow Arachnomancers 
  XP- 7,600 
   
  Continuing on forward, Area E on the map is the 
  transition to map 2. 
   
   
   
  The cave once again forks, this time to the left and to the 
  right. Should the PCs take the left fork first, it is a short 
  distance to a large dead-end cave. In the center of the cave 
  is a dead drow. Hulking over it are three Hook Horrors. 
   
  F- Encounter (Level 13) 
  3- Hook Horrors 
  XP- 2,400 
   
  Continuing down the right-hand fork, the cave slowly 
  curves to the left and to another fork that leads off to the 
  left, while the cave also continues on forward. In the 
  middle of the fork is a small band of drow, apparently on 
  their way toward the ruckus made by the PCs in their 
  fight with the Hook Horrors. They immediately attack. 
   
  G- Encounter (Level 14) 
  2- Drow Arachnomancers 
  2- Drow Priests 
  2- Drow Shadowspinners 
  XP- 7,200 
   
  Continuing down the main cave, it winds around, 
  eventually ending up at a dead-end cavern. Another band 
  of cyclops is waiting in the cave, armed and prepared for 
  whatever might enter. They will attack on sight. 
   
  H- Encounter (Level 15) 
  2- Cyclops Impalers 
  4- Cyclops Guards 
  2- Cyclops Warriors 
  2- Cyclops Ramblers 
  1- Cyclops Hewer 
  XP- 7,100 
   
  The cave that forked off to the left leads to the transition 
  from map 2 to map 3. 
   
   
   
  Directly ahead, an intersection awaits the PCs. Standing 
  in the center of this intersection are 2 mind flayers. They 
  appear to be waiting for the PCs. As the PCs approach, 
  the mind flayers split up, one going off toward the right, 
  the other to the left. When the PCs finally reach the 
  intersection, the mind flayers return, this time with 
  friends. They immediately attack. 
   
  J- Encounter (Level 14) 
  6- Mind Flayer Infiltrators 
  XP- 6,000 
   
  The cave splits sharply to the right, continues forward, 
  veering to the right, and veering to the left. Should the 
  PCs take the left fork, it is a good distance, then the cave 
  curves sharply to the left. Continuing on, the cave ends at 
  a large cavern. In this cavern is a mixture of drow, 
  driders, and mind flayers. Apparently, they are having a 
  conference of some sort. With the arrival of the PCs, all 
  members of the group immediately attack. 
   
  K- Encounter (Level 14) 
  2- Mind Flayer Infiltrators 
  2- Drow Arachnomancers 
  1- Drow Priests 
  2- Drider Fanglords 
  1- Drider Shadowspinner 
  XP- 7,800 
   
  Down the sharp right fork, the cave only goes a short 
  distance before emptying into a dead-end cavern. In the 
  cavern are several mind flayers with two dead drow in 
  their arms. Upon seeing the PCs, the mind flayers drop 
  the drow and attack. 
   
  L- Encounter (Level 14) 
  5- Mind Flayer Infiltrators 
  XP- 5,000 
   
  The gradual right fork leads around a curve to yet another 
  fork. The cave veers off sharply to the left, and continues 
  on forward. Should the PCs take the left-hand fork, the 
  cave terminates quickly at a dead-end cave. The PCs are 
  to make a Perception check (DC 30). Success indicates 
  that the PCs are aware that the large stalagmite in the 
  center of the cavern is actually a roper. Failure indicates 
  
  that the roper gains a surprise round and attacks 
  immediately when the PCs get close enough. 
   
  M- Encounter (Level 14) 
  1- Roper 
  XP- 2,000 
   
  The forward path (N) is the junction of maps 3 and 4. 
   
   
   
  The cave curves around to the left, then the PCs come to a 
  three-way fork. One path leads straight on ahead, one 
  leads gradually to the right, and the final one turns sharply 
  to the right.  
   
  Down the path that curves to the right sharply, it is a short 
  distance to a dead-end cavern. In the middle of the cavern 
  is a mind flayer with two drow kneeling before him. 
  When the PCs are spotted, the mind flayer commands the 
  drow to attack. 
   
  O- Encounter (Level 15) 
  1- Mind Flayer Infiltrator 
  2- Drow Priests 
  XP- 3,400 
   
  Should the PCs take the forward path, it leads gradually 
  around to the right, terminating at a dead-end cave. In this 
  cave is a large throne. Sitting on that throne is a mind-
  flayer. On either side of him are several drow. The drow 
  look very lifeless until the mind flayer points toward the 
  PCs, at which time the drow attack viciously. 
   
  P- Encounter (Level 18) 
  4- Drow Shadowspinners 
  2- Drow Blademasters 
  1- Mind Flayer Mastermind 
  XP- 11,200 
   
  Down the final path immediately to the right, the cave 
  curves slightly to the left. A cave forks off to the right, but 
  only goes a short distance. Visible in the cavern that dead-
  ends at the end of the right-hand fork are two drow 
  releasing the chains from several cyclops. When the PCs 
  are noticed, the drow command the cyclops to attack. 
   
  Q- Encounter (level 16) 
  2- Drow Blademasters 
  4- Cyclops Hewers 
  XP- 8,800 
   
  The area marked (R) is the exit from the caves. Light can 
  be seen from the edge of area (Q), and grows brighter 
  until the end of the cave is reached. As the PCs exit the 
  cave, it appears that they are in the middle of nowhere, 
  knee-deep in snow. A more careful look will reveal 
  Glacierdale far to the west of the PCs. 
   
  As soon as the PCs begin making their way toward 
  Glacierdale, they are to make a Perception check (DC 30). 
  Failure indicates they see nothing. Success reveals an odd 
  glimmer amidst the falling snow only a few squares away 
  from them. If the check is a success, the following round 
  three mind flayers will appear in the place of the 
  glimmering. One points toward the PCs, then speaks 
  telepathically to them: 
   
  “You silly fools. All you’ve done is anger Krellix. Your 
  interference has set his plans back, and for that, he has 
  marked you for death. We’re simply here to collect the 
  bounty…” 
   
  After speaking, the mind flayers attack. 
   
  Encounter (Level 18) 
  2- Mind Flayer Infiltrators 
  1- Mind Flayer Mastermind 
  XP- 6,000 
   
  After the encounter, should the PCs check the bodies of 
  the slain mind flayers, they will find a scroll rolled up 
  tightly. Unrolling the scroll will reveal writing in 
  Draconic. If any of the PCs can read Draconic, the scroll 
  states: 
   
  The humans are becoming a bigger threat. Of highest 
  importance are the two sent to Glacierdale. They are the most 
  threatening. Destroy them before they learn of our plans. Failure 
  will not be tolerated. I will be on my way to Horizon Reach in 
  two days’ time. I do not wish to see the two travelers there when 
  I arrive. That town will be destroyed before the sun sets that day. 
   
  Krellix 
  Your Lord and Master 
   
  The PCs realize that time has just become of the essence, 
  as they are unsure if the note was written today or 
  yesterday. It will take a full day to return to Horizon 
  Reach, even on horseback. 
   
  When they reach Horizon Reach, all appears sound and 
  just as they left it. General Drull meets the PCs at the gate 
  and inquires of their findings. When the PCs tell the 
  General what they have seen and heard, he grows very 
  quiet and nods his head. He tells the PCs that they must 
  prepare for the coming of Krellix. 
   
  END PART TWO 
   
  Total XP: the PCs reach 18th level 
   
  Total GP: 300,000 
  
  Ice Worm                                         Level 16 Solo Soldier 
  Huge natural beast (blind)                                                XP 7,000 
  Initiative +13 Senses Perception +10 
  HP 780; Bloodied 390 
  AC 33; Fortitude 34, Reflex 30, Will 29 
  Immune cold 
  Saving Throws +5 
  Speed 6 
  Action Points 2 
  m Bite (standard; at-will) ✦ Poison 
  Reach 3; +21 vs. Reflex; 2d8 + 7 damage, and ongoing 10 poison 
  damage (save ends). 
  M Stampeding Charge (standard; at-will) 
  The ice worm attempts to trample an enemy with its numerous 
  legs. +21 vs. Reflex; 2d8 + 7 damage. Miss: Half damage. The ice 
  worm can shift 2 squares after this attack. 
  c Frost Cloud (standard; recharge 4 5 6) ✦ Cold 
  The ice worm spews out a cloud of freezing cold air. Close burst 
  3; +21 vs. Reflex; 2d8 + 7 damage and ongoing 10 cold damage 
  (save ends). Aftereffect: The target is slowed (save ends). 
  Alignment Unaligned Languages — 
  Str 24 (+15) Dex 16 (+11) Wis 14 (+10) 
  Con 20 (+13) Int 2 (+4) Cha 4 (+5) 
   
  Cyclops Guard                                         Level 14 Minion 
  Large fey humanoid                                                             XP 250 
  Initiative +8 Senses Perception +13; truesight 6 
  HP 1; a missed attack never damages a minion. 
  AC 27; Fortitude 26, Reflex 23, Will 23 
  Speed 6 
  m Battleaxe (standard; at-will) ✦ Weapon 
  Reach 2; +17 vs. AC; 7 damage. 
  Evil Eye (immediate reaction, when a melee attack misses the 
  cyclops guard; at-will) 
  The cyclops guard makes a melee basic attack against the 
  attacker. 
  Alignment Unaligned Languages Elven 
  Str 22 (+11) Dex 16 (+8) Wis 17 (+8) 
  Con 20 (+10) Int 11 (+5) Cha 11 (+5) 
  Equipment hide armor, heavy shield, battleaxe 
   
  Cyclops Warrior                                      Level 16 Minion 
  Large fey humanoid                                                             XP 350 
  Initiative +11 Senses Perception +18; truesight 6 
  HP 1; a missed attack never damages a minion. 
  AC 32; Fortitude 31, Reflex 27, Will 29 
  Speed 6 
  m Battleaxe (standard; at-will) ✦ Weapon 
  Reach 2; +22 vs. AC; 8 damage. 
  Evil Eye (immediate reaction, when a melee attack misses the 
  cyclops warrior; at-will) 
  The cyclops warrior makes a melee basic attack against the 
  attacker. 
  Alignment Unaligned Languages Elven 
  Str 25 (+15) Dex 16 (+11) Wis 20 (+13) 
  Con 22 (+14) Int 10 (+8) Cha 13 (+9) 
  Equipment hide armor, heavy shield, battleaxe 
   
   
   
   
   
   
   
   
   
   
   
   
  Cyclops Impaler                                    Level 14 Artillery 
  Large fey humanoid                                                          XP 1,000 
  Initiative +10 Senses Perception +16; truesight 6 
  HP 111; Bloodied 55 
  AC 28; Fortitude 28, Reflex 25, Will 26 
  Speed 8 
  m Spear (standard; at-will) ✦ Weapon 
  Reach 2; +19 vs. AC; 1d10 + 6 damage. 
  R Spear (standard; at-will) ✦ Weapon 
  Ranged 10/20; +19 vs. AC; 1d10 + 6 damage. 
  R Impaling Volley (standard; recharge 6 ) ✦ Weapon 
  The cyclops impaler makes 2 ranged spear attacks against 
  different targets no more than 2 squares apart; range 10; +19 vs. 
  AC; 2d6 + 6 damage, and ongoing 5 damage (save ends). 
  Evil Eye (minor; at-will) 
  Range sight; the cyclops impaler gains a +2 bonus to ranged 
  attacks made against the target. It can designate only one target 
  with its evil eye at a time. 
  Alignment Unaligned Languages Elven 
  Skills Athletics +18 
  Str 23 (+13) Dex 16 (+10) Wis 19 (+11) 
  Con 21 (+12) Int 10 (+7) Cha 12 (+8) 
  Equipment leather armor, 12 spears (in sheaf over back) 
   
  Cyclops Rambler                              Level 14 Skirmisher 
  Large fey humanoid                                                          XP 1,000 
  Initiative +12 Senses Perception +16; truesight 6 
  Mocking Eye aura 10; an enemy in the aura that makes an 
  opportunity attack against any target takes a –5 penalty to the 
  attack roll. 
  HP 141; Bloodied 70 
  AC 29; Fortitude 28, Reflex 25, Will 26 
  Speed 8 
  m Greatsword (standard; at-will) ✦ Weapon 
  Reach 2; +20 vs. AC; 1d12 + 6 damage. 
  R Evil Eye (minor; at-will) 
  Ranged 20; the cyclops rambler can designate only one target 
  with its evil eye at a time. It can move 2 squares any time it shifts 
  from a square adjacent to the designated target. 
  Feywild Alacrity (free, when the cyclops rambler hits the target 
  of its evil eye power; recharge 6 ) 
  The cyclops rambler gains an extra move action, which it must 
  use before the end of its turn. 
  Alignment Unaligned Languages Elven 
  Str 23 (+13) Dex 16 (+10) Wis 19 (+11) 
  Con 21 (+12) Int 10 (+7) Cha 12 (+8) 
  Equipment chainmail, greatsword 
   
  Cyclops Hewer                                        Level 16 Soldier 
  Large fey humanoid                                                          XP 1,400 
  Initiative +13 Senses Perception +18; truesight 6 
  HP 158; Bloodied 79 
  AC 33; Fortitude 31, Reflex 27, Will 29 
  Speed 8 
  m Battleaxe (standard; at-will) ✦ Weapon 
  Reach 2; +23 vs. AC; 1d12 + 7 damage. 
  R Evil Eye (minor; at-will) 
  Ranged 20; the cyclops hewer can designate only one target 
  with its evil eye at a time and gains the following effects: 
  ✦ If the designated target misses one of the cyclops hewer’s 
  allies with a melee attack, the cyclops hewer can make a melee 
  basic attack against that enemy as an immediate reaction. 
  ✦ If the designated target moves out of the cyclops hewer’s 
  reach, the cyclops hewer can shift 1 square toward the target as 
  an immediate reaction. 
  Alignment Unaligned Languages Elven 
  Str 25 (+15) Dex 16 (+11) Wis 20 (+13) 
  Con 22 (+14) Int 10 (+8) Cha 13 (+9) 
  Equipment chainmail, light shield, battleaxe 
   
   
   
  
  Drider Fanglord                                         Level 14 Brute 
  Large fey humanoid (spider)                                            XP 1,000 
  Initiative +12 Senses Perception +15; darkvision 
  HP 172; Bloodied 86 
  AC 26; Fortitude 27, Reflex 25, Will 23 
  Speed 8, climb 8 (spider climb) 
  m Greatsword (standard; at-will) ✦ Weapon 
  +19 vs. AC; 1d12 + 7 damage. 
  M Quick Bite (minor; at-will) ✦ Poison 
  Requires combat advantage; +16 vs. Fortitude; 1d4 damage, and 
  ongoing 10 poison damage (save ends). 
  R Darkfire (minor; encounter) 
  Ranged 10; +16 vs. Reflex; until the end of the drider’s next turn, 
  the target grants combat advantage to all attackers, and the 
  target cannot benefit from invisibility or concealment. 
  R Web (standard; recharge 456 ) 
  Ranged 5; +15 vs. Reflex; the target is restrained (until escape). 
  Escaping from the web requires a successful DC 25 Acrobatics 
  check or DC 27 Athletics check. 
  Alignment Evil Languages Elven 
  Skills Dungeoneering +15, Stealth +17 
  Str 24 (+14) Dex 21 (+12) Wis 16 (+10) 
  Con 22 (+13) Int 13 (+8) Cha 9 (+6) 
  Equipment leather armor, greatsword 
   
  Drider Shadowspinner                     Level 14 Skirmisher 
  Large fey humanoid (spider)                                             XP 1,000 
  Initiative +12 Senses Perception +14; darkvision 
  HP 134; Bloodied 67 
  AC 28; Fortitude 25, Reflex 26, Will 26; see also shifting 
  shadows 
  Speed 8, climb 8 (spider climb) 
  m Short Sword (standard; at-will) ✦ Necrotic, Weapon 
  +19 vs. AC; 1d8 + 3 plus 2d6 necrotic damage; see also melee 
  agility. 
  R Slashing Darkness (standard; at-will) ✦ Necrotic 
  Ranged 5; +17 vs. Reflex; 3d8 + 3 necrotic damage. 
  R Web (standard; recharge 456 ) 
  Ranged 5; +17 vs. Reflex; the target is restrained (until escape). 
  Escaping from the web requires a successful DC 26 Acrobatics 
  check or DC 25 Athletics check. 
  C Cloud of Darkness (minor; encounter) 
  Close burst 1; this power creates a cloud of darkness that 
  remains in place until the end of the drider shadowspinner’s next 
  turn. The cloud blocks line of sight for all creatures except the 
  shadowspinner. Any creature entirely within the cloud (except the 
  shadowspinner) is blinded until it exits. 
  Combat Advantage 
  The drider shadowspinner deals an extra 2d6 necrotic damage on 
  melee and ranged attacks against any target it has combat 
  advantage against. 
  Melee Agility (free, when the drider shadowspinner hits with a 
  melee attack; at-will) 
  The drider shadowspinner shifts 1 square. 
  Shifting Shadows 
  If a drider shadowspinner moves at least 3 squares on its turn and 
  ends its move 3 squares away from its previous position, it gains 
  concealment until the end of its next turn. 
  Alignment Evil Languages Elven 
  Skills Dungeoneering +14, Stealth +15 
  Str 13 (+8) Dex 17 (+10) Wis 14 (+9) 
  Con 14 (+9) Int 12 (+8) Cha 17 (+10) 
  Equipment leather armor, short sword 
   
   
   
   
   
   
   
   
   
   
  Drow Arachnomancer            Level 13 Artillery (Leader) 
  Medium fey humanoid                                                          XP 800 
  Initiative +8 Senses Perception +13; darkvision 
  HP 94; Bloodied 47 
  AC 26; Fortitude 22, Reflex 24, Will 24 
  Speed 7 
  m Spider Rod (standard; at-will) 
  +16 vs. AC; 1d6 damage, and the target is immobilized (save 
  ends); see also Lolth’s judgment. 
  R Venom Ray (standard; at-will) ✦ Poison 
  Ranged 10; +18 vs. Reflex; 2d8 + 3 poison damage, and ongoing 
  5 poison damage (save ends); see also Lolth’s judgment. 
  A Lolth’s Grasp (standard; encounter) ✦ Necrotic, Zone 
  Area burst 4 within 10; webs full of spectral spiders cover the 
  zone (drow and spiders are immune); +16 vs. Reflex; the target is 
  restrained (save ends). The zone is difficult terrain until the end of 
  the encounter. Any creature that starts its turn in the zone takes 
  10 necrotic damage. 
  R Spider Curse (standard; encounter) ✦ Necrotic 
  Spectral spiders swarm over and bite the target: ranged 20; +16 
  vs. Will; 1d6 + 7 necrotic damage, and the target takes ongoing  
  5 necrotic damage and is weakened (save ends both); see also 
  Lolth’s judgment. 
  C Venom Blast (standard; encounter) ✦ Poison 
  Close blast 5; +14 vs. Fortitude; 2d6 + 10 poison damage. Miss: 
  Half damage. 
  C Cloud of Darkness (minor; encounter) 
  Close burst 1; this power creates a cloud of darkness that 
  remains in place until the end of the drow arachnomancer’s next 
  turn. The cloud blocks line of sight for all creatures except the 
  drow arachnomancer. Any creature entirely within the cloud 
  (except the drow arachnomancer) is blinded until it exits. 
  Lolth’s Judgment (free, when the arachnomancer hits a target 
  with a melee or a ranged attack; at-will) 
  All spider allies within 20 squares of the arachnomancer gain a 
  +2 bonus to attack rolls against the target until the end of the 
  arachnomancer’s next turn. 
  Alignment Evil Languages Common, Elven 
  Skills Arcana +14, Dungeoneering +13, Intimidate +8, Stealth 
  +10 
  Str 10 (+6) Dex 15 (+8) Wis 14 (+8) 
  Con 10 (+6) Int 16 (+9) Cha 11 (+6) 
  Equipment robes, spider rod 
   
  Hook Horror                                            Level 13 Soldier 
  Large natural beast                                                              XP 800 
  Initiative +12 Senses Perception +9; blindsight 10 
  HP 137; Bloodied 68 
  AC 28; Fortitude 27, Reflex 24, Will 24 
  Speed 4, climb 4 
  m Hook (standard; at-will) 
  Reach 2; +20 vs. AC; 1d12 + 7 damage, and the target is pulled 1 
  square. 
  M Rending Hooks (standard; at-will) 
  The hook horror makes two hook attacks, each at a –2 penalty. 
  If both hooks hit the same target, the hook horror deals an extra 
  1d12 damage and the target is grabbed (until escape). 
  M Bite (minor 1/round; at-will) 
  Grabbed target only; +20 vs. AC; 1d8 + 7 damage. 
  M Fling (standard; recharge 6 ) 
  +19 vs. Fortitude; 2d12 + 7 damage, and the target slides 3 
  squares and is knocked prone. 
  Alignment Unaligned Languages — 
  Skills Athletics +18 
  Str 24 (+13) Dex 19 (+10) Wis 16 (+9) 
  Con 25 (+13) Int 3 (+2) Cha 12 (+7) 
   
   
   
   
   
  
  Drow Priest                         Level 15 Controller (Leader) 
  Medium fey humanoid                                                      XP 1,200 
  Initiative +9 Senses Perception +12; darkvision 
  Lolth’s Authority aura sight; drow and spider allies in the aura 
  gain a +1 bonus to attack rolls and a +2 bonus to damage rolls. 
  HP 139; Bloodied 69; see also spider link 
  AC 28; Fortitude 24, Reflex 26, Will 28 
  Speed 7 
  m Mace (standard; at-will) ✦ Weapon 
  +18 vs. AC; 1d8 + 1 damage. 
  m Bite of the Spider (standard; only while bloodied; at-will) 
  +17 vs. AC; 2d6 + 6 damage. 
  R Pain Web (standard; at-will) ✦ Necrotic 
  Ranged 5; +18 vs. Reflex; 1d6 + 5 necrotic damage, and the 
  target is immobilized and weakened (save ends both). 
  R Darkfire (minor; encounter) 
  Ranged 10; +18 vs. Reflex; until the end of the drow priest’s next 
  turn, the target grants combat advantage to all attacks, and the 
  target cannot benefit from invisibility or concealment. 
  A Lolth’s Wrath (standard; recharge 6 ) ✦ Necrotic 
  Area burst 5 centered on a bloodied and willing drow ally; the ally 
  explodes, releasing a burst of spectral spiders that bite all 
  enemies in range; +20 vs. Reflex; 4d8 + 5 necrotic damage. The 
  drow targeted by this power is slain. 
  Spider Link (minor; at-will) ✦ Healing 
  The drow priest can transfer up to 22 points of damage she has 
  taken to a spider or a drow within 5 squares of her. She cannot 
  transfer more hit points than the creature has remaining. 
  Alignment Evil Languages Abyssal, Common, Elven 
  Skills Bluff +17, Insight +17, Intimidate +19, Religion +15, Stealth 
  +10 
  Str 12 (+8) Dex 15 (+9) Wis 21 (+12) 
  Con 11 (+7) Int 16 (+10) Cha 20 (+12) 
  Equipment chainmail, mace 
   
  Drow Blademaster                   Level 13 Elite Skirmisher 
  Medium fey humanoid                                                      XP 1,600 
  Initiative +13 Senses Perception +12; darkvision 
  HP 248; Bloodied 124 
  AC 30; Fortitude 25, Reflex 28, Will 24 
  Saving Throws +2 
  Speed 6 
  Action Points 1 
  m Longsword (standard; at-will) ✦ Weapon 
  +19 vs. AC; 1d8 + 5 damage. 
  m Short Sword (standard; at-will) ✦ Weapon 
  +19 vs. AC; 1d6 + 5 damage. 
  M Blade Mastery (standard; at-will) ✦ Weapon 
  The drow blademaster makes one longsword attack and one 
  short sword attack. 
  M Excruciating Stab (standard; recharge 56 ) ✦ Weapon 
  Requires longsword; +19 vs. AC; 3d8 + 5 damage, and the target 
  is stunned (save ends). 
  M Whirling Riposte (free, when the blademaster’s movement 
  draws an opportunity attack; at-will) ✦ Weapon 
  The drow blademaster makes a longsword attack against the 
  triggering attacker. 
  C Cloud of Darkness (minor; encounter) 
  Close burst 1; this power creates a cloud of darkness that 
  remains in place until the end of the drow blademaster’s next turn. 
  The cloud blocks line of sight for all creatures except the drow 
  blademaster. Any creature entirely within the cloud (except the 
  drow blademaster) is blinded until it exits. 
  C Whirlwind Attack (standard; recharge 456 ) 
   Weapon Close burst 1; the drow blademaster makes a 
  longsword attack against each adjacent enemy. He can make a 
  secondary attack using his short sword against any enemy he 
  hits. 
  Alignment Evil Languages Common, Elven 
  Str 15 (+8) Dex 21 (+11) Wis 13 (+7) 
  Con 12 (+7) Int 12 (+7) Cha 12 (+7) 
  Equipment scale armor, longsword, short sword 
  Mind Flayer Infiltrator                              Level 14 Lurker 
  Medium aberrant humanoid                                              XP 1,000 
  Initiative +16 Senses Perception +14 
  HP 107; Bloodied 53 
  AC 27; Fortitude 25, Reflex 27, Will 28 
  Speed 7 
  m Tentacles (standard; at-will) 
  +19 vs. AC; 2d6 + 5 damage, and the target is grabbed (until 
  escape). 
  M Bore into Brain (standard; at-will) 
  Grabbed or stunned target only; +17 vs. Fortitude; 3d6 + 5 
  damage, and the target is dazed (save ends). If this power 
  reduces 
  the target to 0 hit points or fewer, the mind flayer devours its 
  brain, killing the target instantly. 
  C Mind Blast (standard; recharge 56 ) ✦ Psychic 
  Close blast 5; mind flayers and their thralls are immune; +18 vs. 
  Will; 2d8 + 6 psychic damage, and the target is dazed (save 
  ends). Miss: Half damage, and the target is not dazed. 
  Stalk the Senseless 
  The mind flayer infiltrator is invisible to dazed or stunned 
  creatures. 
  Alignment Evil Languages Deep Speech, telepathy 10 
  Skills Bluff +18, Diplomacy +18, Dungeoneering +14, Stealth +17 
  Str 13 (+8) Dex 20 (+12) Wis 14 (+9) 
  Con 17 (+10) Int 17 (+10) Cha 23 (+13) 
   
  Roper                                          Level 14 Elite Controller 
  Large elemental magical beast (earth)                             XP 2,000 
  Initiative +8 Senses Perception +10; darkvision 
  HP 284; Bloodied 142 
  AC 30; Fortitude 29, Reflex 24, Will 26 
  Immune petrification 
  Saving Throws +2 
  Speed 2, climb 2 (spider climb) 
  Action Points 1 
  m Tentacle (standard; at-will) ✦ Poison 
  Reach 10; +17 vs. Reflex; 2d10 + 4 damage, and the target is 
  grabbed (until escape or until the tentacle is hit; see tentacle 
  grab). While the target is grabbed, it is also weakened. 
  M Double Attack (standard; at-will) ✦ Poison 
  The roper makes two tentacle attacks. 
  M Reel (minor 2/round; at-will) 
  The roper makes an attack against a creature it has grabbed; +17 
  vs. Fortitude; on a hit, the target is pulled 5 squares. The roper 
  can use this power only against a grabbed target once per turn. 
  M Bite (standard; at-will) 
  +19 vs. AC; 2d10 + 10 damage. 
  Stony Body 
  A roper that does not move, retracts its tentacles, and keeps its 
  eye and mouth closed resembles a jagged rock formation, 
  stalagmite, or stalactite. In this form, the roper can be recognized 
  with a successful DC 30 Perception check. 
  Tentacle Grab 
  The roper can attack and grab with up to two tentacles at a time. 
  While grabbing an enemy, it can act normally, but it can’t use that 
  tentacle for another attack. Enemies can attack the tentacle to 
  make the roper let go of a grabbed creature; the tentacle’s 
  defenses are the same as the roper’s. An attack that hits the 
  tentacle does not harm the roper but causes it to let go and retract 
  the tentacle. 
  Alignment Evil Languages Primordial 
  Skills Stealth +13 
  Str 19 (+11) Dex 12 (+8) Wis 16 (+10) 
  Con 22 (+13) Int 11 (+7) Cha 9 (+6) 
   
   
   
   
   
  
   
  Demonweb Terror                     Level 14 Elite Controller 
  Huge elemental beast (spider)                                          XP 2,000 
  Initiative +12 Senses Perception +13; tremorsense 10 
  HP 296; Bloodied 148; see also poison spray 
  AC 30; Fortitude 30, Reflex 26, Will 24 
  Saving Throws +2 
  Speed 6, climb 6 (spider climb) 
  Action Points 1 
  m Bite (standard; at-will) ✦ Poison 
  Reach 2; +17 vs. AC; 1d10 + 7 damage, and the target takes 
  ongoing 10 poison damage and is slowed (save ends both). 
  R Web (minor 1/round; at-will) 
  Ranged 10; +16 vs. Reflex; the target is immobilized (save ends). 
  C Poison Spray (when first bloodied; encounter) ✦ Poison 
  Close blast 5; +16 vs. Fortitude; the target takes ongoing 10 
  poison damage and is slowed (save ends both). 
  Alignment Chaotic evil Languages Abyssal 
  Skills Stealth +17 
  Str 24 (+14) Dex 20 (+12) Wis 12 (+8) 
  Con 28 (+16) Int 8 (+6) Cha 16 (+10) 
   
  Mind Flayer Mastermind           Level 18 Elite Controller 
  Medium aberrant humanoid                                              XP 4,000 
  Initiative +12 Senses Perception +18 
  Psychic Static (Psychic) aura 10; while the mind flayer is not 
  bloodied, enemies in the aura take a –2 penalty to Will defense. 
  HP 324; Bloodied 162 
  AC 33; Fortitude 33, Reflex 33, Will 35; see also interpose thrall 
  Saving Throws +2 
  Speed 7 
  Action Points 1 
  m Tentacles (standard; at-will) 
  +21 vs. AC; 3d6 + 3 damage, and the target is grabbed.  
  M Bore into Brain (standard; at-will) ✦ see text 
  Grabbed or stunned target only; +21 vs. Fortitude; 4d10 + 3 
  damage, and the target is stunned (save ends). If this power 
  reduces the target to 0 hit points or fewer, the mind flayer can 
  either devour its brain or turn it into a thrall (see below): 
  Devour Brain (Healing): The mind flayer mastermind devours 
  the target’s brain. The target is killed instantly, and the mind flayer 
  mastermind regains 25 hit points. 
  Create Thrall (Charm): The target is dominated (no save) and 
  regains enough hit points to restore it to its bloodied value. As a 
  thrall, the target is immune to the mind blast power of mind flayers 
  and gains a +5 bonus to its Will defense while within 10 squares 
  of the controlling mind flayer. 
  C Mind Blast (standard; recharge 56 ) ✦ Psychic 
  Close blast 5; mind flayers and their thralls are immune; +21 vs. 
  Will; 3d8 + 7 psychic damage, and the target is dazed (save 
  ends). Miss: Half damage, and the target is not dazed. 
  R Enslave (standard; recharge 56 ) ✦ Charm 
  Ranged 10; +21 vs. Will; the target is dominated (save ends). 
  While dominated, the target is immune to the mind blast power of 
  mind flayers and gains a +5 bonus to its Will defense while within 
  10 squares of the controlling mind flayer mastermind.  
  A Illusion of Pain (standard; recharge 56 ) ✦ Illusion, 
  Psychic 
  Area burst 1 within 10; enemies within the burst imagine that the 
  area is filled with writhing, barbed tentacles; +27 vs. Will; 2d10 + 5 
  psychic damage, and the target takes ongoing 10 psychic 
  damage and is immobilized (save ends both). 
  Cradle of the Elder Brain (immediate interrupt, when attacked; 
  recharge 56 )  Teleportation 
  The mind flayer mastermind teleports 20 squares. 
  Interpose Thrall (immediate interrupt, when targeted by a melee 
  attack; at-will) 
  The mastermind redirects the attack to an adjacent thrall. 
  Alignment Evil Languages Deep Speech, telepathy 10 
  Str 11 (+9) Dex 16 (+12) Wis 18 (+13) 
  Con 18 (+13) Int 18 (+13) Cha 24 (+16) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Implement Games/The Scourge of Icewind 2.pdf