
P.H. Dungeon |

Faidaeva Vonnarc (level 13, drow elf, cleric)
Ini +8 Perception +11 Speed 6
HP 120 Bloodied 60
Action Points 1, Healing Surge 30, Saves +2
AC 28 Fort 22 Ref 24 Will 26
Str 10 Dex 13 Con 14 Int 17 Wis 21 Cha 18
Areshkagal’s Authority (Aura): drow allies within sight get a +1 to hit and +2 to damage.
Abilities:
Basic Attack (standard) +16 vs AC, 1d8+2
Word of Pain (standard, at will, range 5) +16 vs Fort, 1d8+5 necrotic and the target is weakened and immobilized (save ends both).
Stinging Scourge Strike (standard, recharge 4,5,6) +16 vs AC, 2d8+2 and the target is weakened (save ends)
Drow Link (minor, at will (1 per round), range 5) can transfer up to 20 damage she has taken to a drow ally within 5 squares.
Mass Cure light wounds (standard, encounter (daily) close burst 5) allies regain hit points as if they spent a healing surge and gain 5 additional hit points.
Riddle of Pain (standard, recharge 6, range 10) +16 vs Fort, 3d8+5 damage, and the target is weakened and immobilized (save ends)
Flame Strike (standard, encounter, area burst 2 within 10) +16 vs Ref, 2d10+5 fire damage and ongoing 10 fire damage (save ends). Miss: half damage and no ongoing damage.
Benign Transposition (move, teleportation, recharge 6) she swaps places with an ally within 10 squares.
Skills: Bluff +16, Insight +16, Intimidate +18, Religion +14, Stealth +8.
Gear: Summoned drow finemail +2 (+9 to AC), gloves of storing, cloak of walking wounded, +2 scourge.

P.H. Dungeon |

Driders (level 10 brute)
Ini +10 Senses: Perception +12, darkvision Speed 8 (spider climb 8)
HP 132 Bloodied 66
AC 23 Fort 23 Ref 21 Will 19
Attacks:
Basic Attack (standard, At-Will) +14 vs AC, 2d4+5 (glaive)
Brute Strike (standard, recharge 6) +14 vs AC, 6d4+5 (glaive)
Quick Bite (minor, At-Will, requires combat advantage) +12 vs Fort, 1d6 + ongoing 10 poison damage (save ends).
Web (standard, recharge 4,5,6) Range 5, the target is restrained (grants combat advantage) until escape. Escaping requires a Athletics DC 23 or Acrobatics DC 21
Darkfire (minor, encounter) Range 10, +12 vs Ref until the end of the Drider’s next turn the target grants combat advantage to all attackers and cannot benefit from invisibility or concealment.
Attributes: Str 20 (+10) Dex 17 (+8) Con 22 (+11) Int 9 (+4) Wis 13 (+6) Cha 9 (+5)
Skills: Dungeoneering +11, Stealth +13
Gear: Glaive, leather armor.

P.H. Dungeon |

To go with my scorpion drider mini
Scorpion Drider
Scorpion Drider Level 12 Brute
Large XP 700
Initiative +9 Senses: Perception +16; darkvision
HP 150; Bloodied 75
AC 24; Fortitude 26, Reflex 23, Will 23
Speed 8
Claw (standard; at-will)
Reach 2; +15 vs AC; 2d8+ 5 damage
Double claw attack (standard; at will)
the drider makes two claw attacks at +13 to hit. If both attacks hit the drider can make a free singer attack.
Stinger (standard; at-will) * poison
Reach 2; +15 vs AC; 1d8 + 5 damage
The target takes ongoing 10 poison damage (save ends)
Darkfire (minor, encounter) Range 10, +14 vs Ref until the end of the Drider’s next turn the target grants combat advantage to all attackers and cannot benefit from invisibility or concealment.
Alignment: evil Languages: drow, undercommon
Str 22 (+12) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 11 (+6) Cha 16 (+9)

P.H. Dungeon |

“It has been long since I have seen living flesh. The memories are unbearable. You wretched creatures shall all join me in my tomb.”
Banshee Level 13, solo controller, Medium Fey Humanoid (undead) XP 3200
Initiative +12 Senses: Perception +20; blindsight
Death Aura: 2, 1d10 necrotic damage
HP 500; Bloodied 250
AC 29 (insubstantial); Fortitude 25, Reflex 29, Will 27
Resist: necrotic 15, insubstantial, Vulnerable: radiant 5
Action Points 2, Saves +5
Speed: fly 6 (hover); phasing
Death touch, Melee Basic (standard; at-will) * necrotic
+17 vs Reflex; 2d8 + 6 necrotic damage and the target looses a healing surge.
Double Attack (standard; at-will) the banshee makes 2 death touch attacks.
Pass through (move; at will) the banshee moves its move rate, once during the move it can pass phase through an enemy (passing directly through the enemy’s square). When it does this it makes an attack: +17 vs Fort; 2d12+6 necrotic damage and the target is dazed (save ends).
Death’s Visage (standard, at will) psychic, fear
Range 5; +17 vs Will; 3d8+8 psychic damage and the target takes –2 to all defenses and is weakened (save ends).
Banshee wail (standard; recharge 4, 5, 6) * psychic, fear
Close burst 10; +15 vs Will; 3d8 + 8 psychic damage and the target pushed 5 squares and immobilized. Aftereffect: the target takes –2 to attack rolls (save ends).
Shriek of Agony (immediate reaction when first bloodied, encounter) the banshee uses its bloodied wail immediately.
Bloodied wail (standard; recharge 4, 5, 6, only when bloodied, replaces Banshee wail) * psychic, fear Close burst 10; +15 vs Will; 3d12 +12 psychic damage and the target pushed 5 squares and immobilized (save ends). Aftereffect: the target takes –2 to attack rolls (save ends).
Alignment: chaotic evil Languages: common, elven
Skills: Intimidate +17, Perception +14, Stealth +20
Str 10 (+6) Dex 22 (+12) Wis 17 (+9) Con 15 (+8) Int 14 (+8) Cha 22 (+12)

P.H. Dungeon |

Qualindra (succubus, level 11, elite controller)
Initiative +9 Senses Perception +9; darkvision
HP 212; Bloodied 106
AC 27; Fortitude 21, Reflex 25, Will 25
Action Poins 1 Saving Throws: +2
Resist 20 variable (2 per encounter) Speed 6, fly 6 (hover)
Guiding Strike (Standard; at will) Arcane, Weapon
+16 vs AC;1d8+9 damage and the target takes –2 to a defense of your choice until the end of your next turn.
Corrupting Touch (Standard, at-will)
+16 vs Armor Class; 1d6+7 damage.
Charming Kiss (Standard, at-will) Charm
+16 vs Armor Class; on a hit, the succubus makes a secondary attack against the same target.
Secondary Attack
+14 vs Will; the target cannot attack the succubus, and if the target is adjacent to the succubus when the succubus is targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. The effects last until the succubus or one of its allies attacks the target or until the succubus dies. If the target is still under the effect of this power at the end of the encounter, the succubus can sustain the effect indefinitely by kissing the target once per day. The succubus can affect only one target at a time with its charming kiss.
Dominate (Standard, at-will) Charm
Ranged 5; +14 vs Will; the target is dominated (save ends, -2 to saves).
Change Shape (Minor, at-will) Polymorph
The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
Hideous Laughter (Standard, recharge 5,6) Arcane, Charm, Implement, Psychic
Range 10, +16 vs Will; 3d8+9 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: the target can’t take opportunity actions (save ends). Miss: half damage and the target can’t take opportunity actions until the end of your next turn.
Hex Curse (Standard, recharge 5,6) Arcane, Charm, Implement, Psychic
Range 10, 1 target, +16 vs Will; 2d12+8 psychic damage, and the target is cursed. Until the curse ends the target roll 2 d20s on any test requiring a d20 and take the lower of the two rolls (save ends, -2 to saves).
Alignment Chaotic Evil Languages Common, Supernal
Skills Bluff +16, Diplomacy +16, Insight +14
Str 11 (+5) Dex 18 (+9) Wis 19 (+9) Con 10 (+5) Int 15 (+7) Cha 22 (+11)
Gear: +3 piercing songblade longsword (+3d10 on a crit, Daily: free action, the target takes a –2 to AC until the end of the encounter).

P.H. Dungeon |

A few words on xp in this campaign:
I've found that throughout the game the PCs have been lagging behind a little in the xp department. I have tried to ensure that each encounter the do in my 4E version awards them xp that is at least proportionate to what they would have earned in the 3E version. However, They have missed some of the encounters that are in the adventures, but on the other hand I've added in others that weren't in the adventures. Still, they have always been about a level behind what the adventures seem to expect you to be at. It hasn't made a difference so far to the encounters or how it has played. However, I do want to find a way to get them up a few more level before they go into the last adventure. In fact, ideally I'd like them to be 15th-16th level when they start the last adventure. This will be impossible to pull off unless I add in a lot of extra material of my own or just advance them an extra level or two. I may do a combination of both or not worry about it. I haven't decided yet.
Here are areas where I expanded: After the second adventure the party had to flee Riddleport after a dispute with Cromarcky that ended up in some arson against his property on behalf of the heroes. They were hiding out in Roderick's Cove for a while and on their way back to Riddleport I ran Last Breaths of Ashenport (4E scaled for 4th level heroes). I also added in a few encounters on their journey to Crying Leaf. They were around 5th-6th level when they started Armegeddon Echo, which was a little behind.
In Armageddon Echo they did fairly well for xp and came out at about 8th level, so again they were lagging by one level at the start of Endless Night. At the end of Endless night they were 10th level, and I just had them all bump up to 11th, so they could start A Memory in Darkness at paragon level. I don't see aMiD getting them to 13th-14th level, even though I plan to add a couple of more encounters on their way through the Tanglebriar to Thorn's End. However, I would like to see them at least 13th when they start Descent into Midnight, as I feel it would scale nicely as a higher level paragon adventure. I'm thinking of trying to add in more material between Memory of Darkness and Descent into Midnight. Currently, I'm thinking that to get to the land of black blood I will have them fly to a dwarf hold in the five kings mountains. The dwarves can provide them with a guide and dire bats to help get them their. In return for the help they will have to perform a quest of some sort for the dwarves (I'm considering trying to convert Clash of the Kingslayers or coming up with something of my own). We are starting Memory of Darkness this weekend, so I'll figuring some of these things over the upcoming weeks.

P.H. Dungeon |

Here's some stat blocks from Memory in Darkness
Hialin (eladrin, wizard, level 15 artillery)
Initiative +10 Senses: Perception +8, Insight +12
HP 135; Bloodied 67
AC 27; Fortitude 24, Reflex 27, Will 26
Speed 6, Action Dice: 1, Saving Throws +2
Healing Surge value: 34
Spiked Gauntlet (standard, basic melee attack; at will) +15 vs AC/1d4+6
Magic Missile (standard; at will) Range 20, +18 vs Ref/2d4+11 force damage.
Ray of Frost (standard; at will) Range 10, +18 vs Fort/1d6+11 cold damage and the target is slowed until the end of Hialin’s next turn.
Thunder Lance (standard; level 13, encounter) Range close blast 5, +18 vs Ref/4d6+11 thunder damage and you push the target 4 squares.
Lightning Bolt (standard; level 7, encounter) Range 10, +18 vs Ref/2d6+11 lightning damage. Secondary Attack: +17 vs Ref (two creatures within 10 of primary target) 1d6+11.
Prismatic Beams (standard; level 15 daily) Range Closte burst 5. Target: each enemy in burst. +18 vs Fort, Ref, Will. Hit (fort): 2d6+11 poison (ongoing 5 poison, save ends), Hit (Ref) 2d6+11 fire (ongoing 5 fire, save ends), Hit (Will, save ends) the target is dazed (save ends).
Ice Storm (standard; level 9 daily) Area burst within 20 squares. Target each creature in burst, +18 vs Fort, Hit 2d8+11 cold and the target is immobilized (save ends). Miss: half damage and the target is slowed (save ends). Effect: The zone creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Other Powers:
Mirror Image (minor, daily, level 10 utility) Effect: three duplicates appear in your space granting you a +6 to your AC. Each time an attack misses you, one of your duplicates disappears and bonus granted decreases by 2.
Invisibility (standard, daily, utility 6) Effect: The target is invisibility until the end of your next turn. If the target attacks he becomes visible. Sustain Standard.
Fey Step (move, encounter) Effect: teleport up to 5 squares.
Wand of Accuracy (free, encounter) Effect: gain +3 to an attack roll.
Str 12 (+8) Dex 17 (+10) Wis 13 (+8) Con 15 (+9) Int 20 (+12) Cha 11 (+7)
Skills: Arcana +19, Diplomacy +12, History +19, Insight +12
Gear: spiked gauntlet, spell book (kept in chambers), Amulet of False Life +2 (Daily power, minor, when Hailin is bloodied he can gain 34 temporary hit points), +3 wand (+3d6 on a crit).

P.H. Dungeon |

I didn't use the stone golems as guards for the paradise chamber. Instead I created my own guardians. The spirit wasp basically rises up out of the stone wasp statues.
The spirit wasp is a creation of the goddess Callistria. It appears to be a single ghostly wasp whose body is entirely made up of a swarm of thousands of tiny, droning spiritual wasps.
Spirit Wasp Level 12, Skirmisher
Large Immortal Beast XP 700
Initiative +15 Senses Perception +16; blindsight 10
Droning aura 5: causes all living creatures in the aura to take a -2 penalty to attack rolls.
HP 120 Bloodied 60
AC 29 (insubstantial); Fortitude 23, Reflex 29, Will 24
Immune: poison, disease, sleep, and charm effects. Resist: necrotic 10, radiant 10
Speed 6, fly 8 (hover), phasing
Sting (standard; at-will) * poison
+15 vs Reflex; 2d6 + 5 poison damage
ongoing 10 poison damage (save ends, -2 to saves). If a target is already taking ongoing poison damage and is stung again by a spirit wasp the ongoing damage increases by 5.
Flyby attack (standard; at-will) *poison
The spirit wasp shifts its speed and makes a sting attack against a target during any point of its movement.
Stinging Death Throes (immediate reaction when reduced to 0 hp) *poison
The spiritual wasp swarm that make up the spirit wasp’s body disperses into a stinging swarm of intangible wasps, stinging everyone nearby before they dissipate.
Close burst 3, +15 vs Reflex; 4d6+5 poison damage and ongoing 10 poison damage (save ends, -2 to saves). If the target is already taking ongoing poison damage then the ongoing damage increases by 5.
Alignment: unaligned Languages: none
Str 1 (+1) Dex 24 (+13) Wis 14 (+8)
Con 16 (+9) Int 2 (+2) Cha 14 (+8)

P.H. Dungeon |

The bebilith is in the MM 2, but it is an 18th level solo monster, which is a little much. I decided to go with an elite version of the monster and use two of them (staying a little truer to the book). This still proved to be a pretty tough encounter for a group of 4 11th and 12th level PCs, but there were no casualties.
Bebilith (level 14, elite brute)
Initiative +14 Senses Perception +12; darkvision, tremorsense 20
Spectral Death Web aura 3; each enemy within the aura that is hit by an attack loses all resistances until the end of its next turn.
HP 300; Bloodied 150
AC 28; Fortitude 28, Reflex 30, Will 2
Resist 20 fire, 20 variable (2/encounter)
Saving Throws +2 Speed 12, climb 12 (spider climb) Action Points 1
Reaving Claw (Standard, at-will)
Reach 3; +20 vs Armor Class; 2d10+8 damage.
Flashing Claws (Standard, at-will)
The bebilith makes two reaving claw attacks against two different targets.
Leaping Claw assault (Standard, rccharge 4,5,6)
The bebilith leaps into the air, shifting up to 7 squares. When it lands it makes a claw attack against a single opponent +20 vs AC; 4d10+8.
Venomous Bite (Standard; usable only while bloodied, recharge 6) Poison
+21 vs Armor Class; 3d8+8 damage, and ongoing 10 poison damage (save ends).
Flaming Web (Minor, recharge 5,6) Fire
Close blast 5; +19 vs Reflex; 3d8+8 fire damage, and the target is slowed and takes ongoing 10 fire damage (save ends both). First Failed Saving Throw: The target is restrained instead of slowed and takes ongoing 15 fire damage (save ends both).
Hunter's Reflexes (Immediate Reaction, when an enemy moves into an adjacent space, recharge 5,6) The bebilith shifts 4 squares. This shift can move through enemies’ spaces.
Alignment Chaotic evil Languages Abyssal
Str 22 (+13) Dex 25 (+14) Wis 20 (+12)
Con 22 (+13) Int 5 (+5) Cha 19 (+11)

P.H. Dungeon |

I just realized that I had already posted this stat block. Still the following notes will likely be useful (now that I've actually run the encounter)
For the banshee encounter I opted to make a custom solo banshee. I didn't like the one in the monster manual all that much. I gave her two specters (fellow corrupted eladrin) as her allies. However with the insubstantial quality she basically has the equivalent of 1000 hp. This is WAY to much, and if you run it like this the encounter will really drag. I ended up ignoring the insubstantial damage reduction and just took all damage at its full value off the 500 hp. This worked pretty well. It made for a tough encounter that required the PCs to pretty much throw everything they had at her to beat her. However it did start to drag a little towards the end, though there was still quite a bit of tension for the heroes were in constant fear of her banshee wail recharging, which I probably made overly nasty. The specters and Banshee all have powers that can quickly sap a party of a lot of healing surges, which also adds to the danger of the fight. Fortunately, once they beat her they are pretty much free to rest.
“It has been long since I have sensed living flesh. It floods me with memories- unbearable memories. You wretched creatures shall all join me in my tomb.”
Banshee Level 13, solo controller, Medium Fey Humanoid (undead) XP 3200
Initiative +12 Senses: Perception +20; blindsight
Aura: 2, anyone who starts their turn in the aura takes 1d10 necrotic damage
HP 500; Bloodied 250
AC 29 (insubstantial); Fortitude 25, Reflex 29, Will 27
Immune: charm, sleep and fear effects
Resist: necrotic 15, sonic 20, insubstantial, Vulnerable: radiant 5
Action Points 2, Saves +5
Speed: fly 6 (hover); phasing
Death touch, Melee Basic (standard; at-will) * necrotic
+17 vs Reflex; 2d8 + 6 necrotic damage and the target looses a healing surge.
Double Attack (standard; at-will) the banshee makes 2 death touch attacks.
Pass through (move; at will) the banshee moves its move rate, once during the move it can pass phase through an enemy (passing directly through the enemy’s square). When it does this it makes an attack: +17 vs Fort; 2d12+6 necrotic damage and the target looses a healing surge and is dazed (save ends).
Death’s Visage (standard, at will) psychic, fear
Range 5; +17 vs Will; 3d8+8 psychic damage and the target takes –2 to all defenses and is weakened (save ends).
Banshee wail (standard; recharge 4, 5, 6) * psychic, fear
Close burst 10; +15 vs Will; 3d8 + 8 psychic damage and the target pushed 5 squares and immobilized. Aftereffect: the target takes –2 to attack rolls (save ends).
Shriek of Agony (immediate reaction when first bloodied, encounter) the banshee uses its bloodied wail immediately.
Bloodied wail (standard; recharge 4, 5, 6, only when bloodied, replaces Banshee wail) * psychic, fear Close burst 10; +15 vs Will; 3d12 +12 psychic damage and the target pushed 5 squares and immobilized (save ends). Aftereffect: the target takes –2 to attack rolls (save ends).
Alignment: chaotic evil Languages: common, elven
Skills: Intimidate +17, Perception +14, Stealth +20
Str 10 (+6) Dex 22 (+12) Wis 17 (+9) Con 15 (+8) Int 14 (+8) Cha 22 (+12)
Lingering Specter
Medium shadow humanoid (undead)
Specter, level 12 lurker, Xp 700
Initiative +16 Senses Perception +12; darkvision
Spectral Chill (Cold) aura 1; enemies in the aura take a -2 penalty to all defenses.
HP 66; Bloodied 33
AC 26; Fortitude 23, Reflex 25, Will 23
Immune disease, poison; Resist 15 necrotic, insubstantial; Vulnerable 5 radiant
Speed fly 6 (hover); phasing
Spectral Touch (Standard, at-will) Necrotic
+15 vs Reflex; 2d8+5 necrotic damage.
Spectral Barrage (Standard, recharge ) Illusion, Psychic
Close burst 2; targets enemies; +15 vs Will; 3d6+5 psychic damage, and the target is knocked prone.
Invisibility (Standard, at-will) Illusion
The specter becomes invisible until it attacks or until it is hit by an attack.
Alignment Chaotic evil Languages Common, elven
Skills Stealth +17
Str 19 (+10) Dex 22 (+12) Wis 12 (+7)
Con 16 (+9) Int 10 (+6) Cha 19 (+10)

P.H. Dungeon |

Thanks Turin. It's going well. There are times when 4E is a little annoying, but overall I'm really enjoying it. Balancing the encounters has been easier than in 3E, and I haven't felt like I've had to work as hard to counter all the nasty tricks of 3E munchkin PCs. In general, I find that the PCs still feel interesting and flavorful, but they are more balanced in relation to eachother (and the monsters) than I found the PCs in my Savage Tide game. I also find that the 4E system does a great job of encouraging team work in combat, and characters don't just think about what they can do, but they also consider what they can do to help the other characters perform better.
Overall it's been a lot of fun. Once we start our next campaign we'll have to decide whether to stick with 4E or maybe go with Pathfinder, but I think overall the group likes 4E and will likely want to keep playing it.

P.H. Dungeon |

Here's some updated drow paintasters and demonic arcanists:
These drow wear elaborate robes with arcane symbols woven into their fabric. Their heads are clean shaven, and additional arcane symbols of the vilest nature adorn their skulls’ in the form of carefully crafted scars.
Drow Arcanists (drow, male or female level 13 artillery, xp 800)
Ini +7 Senses: Perception +6; darkvision, Speed 6
HP 80 Bloodied 40
AC 24 (26 when bloodied) Fort 23 Ref 26 Will 24
Resist: variable 15 (1 per encounter, only functions during demonic transformation)
Attacks:
Abyssal Orb (standard, at will) 1 creature, Range 20, +18 vs Ref/ 2d8+8
Acid Orb (standard, recharge 5, 6) 1 creature, Range 10, +18 vs Ref/3d8+8 acid damage and ongoing 10 acid damage (save ends). Miss: half damage (no ongoing acid damage)
Chaos Hammer (standard, recharge 5, 6) area burst 1 within 10, +16 vs Fort/3d8+8 and the target is dazed (save ends). Miss: half damage (no ongoing)
Spores of the Vrock (Immediate reaction, encounter- when first bloodied, see demonic transformation) close burst 2, +16 vs Fort/1d10+8 poison damage, and 5 ongoing poison damage and the target is weakened (save ends).
Demonic Transformation (immediate when first bloodied, encounter) the arcanist uses Spores of the Vrock as an immediate reaction and undergoes a demonic transformation. Her skin toughens granting a +2 bonus to AC and Fort; she gains 20 temporary hit points, and grows unnaturally long demonic claws that she can make melee attacks with. She also gains variable resistance (see resistance above). The transformation lasts until the end of the encounter, and once it occurs she can no longer use any other attacks besides her Demonic Claws.
Demonic Claws (melee basic, standard, at will- can only be used after demonic transformation) Reach 2, +18 vs AC/2d10+8 and the target is weakened (save ends).
Darkfire (minor, encounter) range 10, +13 vs. Ref, until the end of her next turn the target grants combat advantage to all attackers.
Attributes: Str 10 Dex 13 Con 12 Int 20 Wis 11 Cha 15
Skills: Arcana +14, Languages: Elven, Abyssal
Gear: Cloth armor (arcanist robes), signet ring (house Azrinae), unholy symbol, dagger.
Drow Pain tasters (drow, male or female level 13 brute, xp 800)
Ini +8 Senses: Perception +16; darkvision, Speed 6
HP 120 Bloodied 60
AC 25 Fort 26 Ref 23 Will 22
Attacks:
Greatsword (standard, at will) Reach 1 +16 vs AC/ 2d12+7
Brutal Slash (standard, recharge 4,5,6) Reach 1, +16 vs AC/3d12+7 and the target is pushed back one square and the paintaster shifts into the target’s space.
Pain taster Fury (Immediate reaction when bloodied, encounter) The pain taster’s brutal slash recharges and it uses it immediately, the pain taster gets +2 to hit, and deals an additional +1d8 damage on all attacks until the end of the encounter.
Darkfire (minor, encounter) range 10, +15 vs. Ref, until the end
of her next turn the target grants combat advantage to all attackers.
Attributes: Str 20 (+11) Con 18 (+10) Dex 14 (+8) Int 11 (+6) Wis 11 (+6) Cha 12 (+7)
Skills: Intimidate +16, Perception +16
Gear: chain armor, greatsword, dagger.

P.H. Dungeon |

I've been experimenting with the Abyssal Harvestor, which is tricky one to convert to 4E. Here's what I've got so far
Abyssal Harvester Level 17 Solo Lurker
Gargantuan Aberrant Magical Beast XP 7000
Initiative +14 Senses Perception +21;
HP 600; Bloodied 300, Regeneration: 5 per tentacle (only effects tentacles)
AC 31; Fortitude 35, Reflex 22 (main body) and 26 (tentacles), Will 31
Saving Throws +5, Action Points 2
Immune: poison, disease Resist: acid 10, cold 10, fire 10
Speed 4
Tentacled Horror: The harvester has 6 tentacles and each tentacle is capable of attacking once per round. On the Harvester’s turn each tentacle can make a tentacle swat or a tentacle grab or a debilitating constriction. Once in a round one of the tentacles can attempt a harvest attack if that power is charged. Each tentacle has 70 hit points. Track the hit points of each tentacle as a separate monster. Once a tentacle takes 70 damage that tentacle can no longer fight until it regenerates, so that it has at least 5 hit points. All damage done to tentacles is also subtracted from the Harvester’s total hit points.
Tentacle Regeneration: Each tentacle regenerates 5 hit points per round. The hit points healed by each tentacle are also added to the hit point total of the Harvester.
Far Reaching (move; daily, special- 6 times per day) The harvester can extend its tentacles across the planes from its lair on the Abyss to the elemental chaos, astral sea or material plane. All tentacles must be injected into the same plane and appear within 4 squares of one another. It can sense its surrounding area via its tentacles and can use its attacks and abilities normally while in another plane, but cannot move from its current location. It can withdraw the tentacles as a move action and reinject them into the same plane or a new plane on its next turn. While using its far reaching ability a one way portal remains open at the harvester’s location. This portal leads from its plane (generally the abyss) to whatever plane it has chosen to send its tentacles to. The portal occupies a 3 by 3 square.
Tentacle Swat (standard; at-will, melee basic) * Reach 4
+22 vs AC; 3d6+10 damage
Tentacle Grab (standard; at-will) * Reach 4
+22 vs AC; 3d6+10 damage and the target is grabbed and immobilized.
Debilitating Constriction (Standard, at-will) Target: a creature grappled by a tentacle
Attack: +20 vs Fortitude, Hit: 4d6+10 damage and the target is restrained and weakened (save ends weakened condition). Miss: half damage.
Harvest (Standard, Recharge 5,6) Target: A creature grappled by an Abyssal harvester's tentacle while it is using far reaching and who is bloodied. Attack: +20 vs Will. Hit: 4d6+10 damage and the target is drawn through the planes to the harvester's lair in the Abyss. The target can roll a saving throw to resist being pulled through. If the target succeeds, it remains on the material plane and instead looses 2 healing surges. If an opponent is helpless it gets no saving throw to resist the harvest. The opponent remains grappled on arrival. Miss: half damage and the target looses a healing surge.
Swallow Whole: (Standard; At-Will) The harvester can try to swallow a large or smaller creature that it has brought to the Abyss and is being grabbed by one of its tentacles, +22 vs Fort and the target is swallowed. A swallowed creature is grabbed, restrained and dazed. It has line of sight and line of effect only to the harvester and no one has line of sight or effect to it. A harvester can still move normally when it has a foe swallowed. A creature swallowed by the harvester can make only basic attacks with a light weapon against the harvester. Any creature that begins its turn swallowed by the harvester takes 15 damage and 10 acid damage. If the harvester is killed the swallowed creature can escape as move action.
Threatening Reach: The harvester’s tentacles have threatening reach.
Str 30 (+18) Dex 15 (+10) Wis 20 (+13)
Con 26 (+16) Int 13 (+9) Cha 16 (+11)

P.H. Dungeon |

Here's what I've done with Drenelwe from Descent into Midnight
Moldering Emperor Level 16, solo soldier
Gargantuan Aberrant Beast (aquatic) XP 7000
Initiative +12 Senses Perception +23;
Black Blood Aura 3, 5 cold and necrotic damage
HP 600; Bloodied 300
AC 32; Fortitude 34, Reflex 23, Will 32
Immune: poison, cold and necrotic damage
Saving Throws +5, Action Points 2
Speed 6, Swim 4
Tentacle Rake (standard; at-will)
Reach 4, +23 vs AC; 3d8+ 10 damage
Tentacle Fury (standard; at-will)
The Moldering Emperor makes 4 tentacle rakes
Black Blood Breath (standard; recharge 5, 6) * necrotic and cold
Blast 5; +21 vs Reflex; 4d12 + 10 cold and necrotic damage and ongoing 5 necrotic and cold damage. Miss: half damage
Psychic Crush (minor; recharge 5, 6) * psychic
Ranged 10; +21 vs Will; 4d12 + 10 psychic damage and the target is knocked prone and stunned (save ends). Miss: half damage and the target is dazed (save ends).
Mind Thrust (standard; recharge 6) * psychic
Close burst 10; +21 vs Will; 4d12 + 10 damage and the target is dazed (save ends)
Alignment: CE Languages: Deep Speech, telepathy
Str 32 (+19) Dex 14 (+10) Wis 15 (+10)
Con 30 (+18) Int 15 (+10) Cha 22 (+14)

P.H. Dungeon |

I gave her xp equivalent to an elite even though her hp is low. I didn't make sense for her to have a ton of hp, so instead she does a boat load of damage and has plenty of nasty abilities. She's a bit complex to run for a 4E villain, but I'm pretty experienced running high level 3E games so it doesn't bug me, and I prefer having the extra options. She's essentially built using the NPC rules in the dmg, but I've added more encounter and utility powers than what they normally recommend.
Denrelwe (drow, wizard, level 16 controller), xp 2400
Initiative +11 Senses: Perception +10, Insight +12
HP 106; Bloodied 53
AC 31; Fortitude 25, Reflex 31, Will 29
Speed 6, Action Dice: 1, Saving Throws +2
Healing Surge value: 26
Dagger (standard, basic melee attack; at will) +10 vs AC/1d4+0
Magic Missile (standard; at will) Range 20, +21 vs Ref/2d4+13 force damage.
Phantom Bolt (standard; at will) Range 10, +21 vs Will/1d8+13 psychic damage and slide the target one square.
Illusionary Assailant (takes the form of mind flayer), level 13 encounter: Range 10, +21 vs Ref/4d8+13 damage. The illusionary warrior lasts until the end of your next turn and counts as an ally for purposes of flanking.
Vanishing Act (standard; level 11 encounter) Range 10, +21 vs Will/3d6 +13 psychic damage. Effect: you become invisible until the start of your next turn.
Lightning Bolt (standard; level 7, encounter) Range 10, +21 vs Ref/2d6+13 lightning damage. Secondary Attack: +21 vs Ref (two creatures within 10 of primary target) 1d6+13.
Blast of Cold (standard; level 15 daily) Range Close blast 5. Target: each enemy in blast. +21 vs Ref/6d6+13 cold damage and the target is immobilized (save ends). Miss: half damage and the target is slowed.
Visions of Death (standard; level 9 daily) Area 1 burst within 10 squares. Target: each creature in burst, +21 vs Will, Hit: The target is immobilized (save ends). First failed save: the target is helpless (save ends). After Effect: the target is slowed (save ends). Miss: the target is immobilized (save ends). Aftereffect: the target is slowed (save ends).
Other Powers:
Phantom Mask (minor, daily, level 16 utility) Close burst 10, Target: you and each ally in burst. Effect: assume the appearance of a humanoid creature of your size. A creature can perceive your true form with a DC 34 insight check. As a standard action you can modify this illusion to assume the appearance of a different humanoid creature.
Mirror Image (minor, daily, level 10 utility) Effect: three duplicates appear in your space granting you a +6 to your AC. Each time an attack misses you, one of your duplicates disappears and bonus granted decreases by 2.
Levitate (move, daily, utility 6) Personal Effect: You can move 4 squares vertically and remain there. While aloft you take –2 to AC and Ref defense. Sustain Move: you can sustain this power until the end of the encounter. When you sustain you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares up the ground. If you don’t sustain you float to ground without taking damage.
Cloud of Darkness (move, encounter) Effect:
Orb of Deception (free, encounter) Effect: when you miss a target with an illusion spell choose a target within 3 squares of the missed target and you can attempt the spell against that target. The target cannot have been the target of the original spell.
Enhanced Invsibility (11th level class feature): Whenever you use an arcane power that turns you invisible, roll a d20 at the end of the invisibility’s duration. On a roll of 10 or higher you remain invisible until the end of your next turn or until you make an attack roll.
Unseen Action (11th level class feature): When you use an action point to take an extra action, you become invisible until the end of your next turn.
Unseen Advantage (16th level class feature): Whenever you use an arcane attack power and hit a target that cannot see you, you deal an extra 1d6 damage.
Orb of mighty retort (Item daily power, immediate reaction) When you take damage from an attack you can use an at will attack against the target as an immediate reaction.
Displacement (Item daily power, minor action) Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of the encounter.
Str 9 (+8) Dex 15 (+10) Wis 13 (+9) Con 10 (+8) Int 22 (+14) Cha 15 (+10)
Skills: Bluff +15, Arcana +19, Diplomacy +15, History +19, Insight +15
Gear: +4 displacement robes (level 19), orb of mighty retort +3, Cloak of Walking Wounded +3 (If you use your second wind when bloodied you can spend 2 healing surges).

P.H. Dungeon |

Here's a Gug
Gug, level 14 Brute, xp 1000
Initiative +11 Senses Perception +10; darkvision
HP 171; Bloodied 85
AC 26; Fortitude 28, Reflex 21, Will 25
Speed 7, Climb 4
Immune: Disease, Resist: Poison 20
Claw Flurry (Standard, at-will)
Reach 2; +17 vs Armor Class; 3d8+8 damage.
Claw Flurry Rend (Standard, recharge 5,6)
Reach 2; +17 vs Armor Class; 5d8+8 damage, and ongoing 5 damage (save ends).
Tunnel Mobility: A gug can squeeze through tight terrain at no extra cost.
Alignment Chaotic evil Languages: Deep Speech
Skills Athletics +18, Endurance +17
Str 26 (+15) Dex 12 (+8) Wis 16 (+10)
Con 21 (+12) Int 10 (+7) Cha 10 (+7)

Mullog |

Hey P.H.Dungeon
Thanks a lot for all your work on converting SD...it really helped me to start the campaign (about 2.5 years ago). Now, we are approaching the end. We just started Descent into Midnight last week-end. But I am having trouble converting the earthfall glyphs into DD4. May I ask you how you managed them?