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DRAGONSPAWNDragonspawn are savage monsters originally createdfrom the magical corruption of dragon eggs byinfusing them with the blood of other creatures. The<strong>dragons</strong>pawn presented below supplement those inthe Monster Manual to swell Tiamat’s armies.Greenspawn SneakGREENSPAWN SNEAKS STAND JUST OVER 3 FEET TALL,with a thin, frail frame. What they lack in strengthand physical power, they more than make up for incunning and sheer numbers. Greenspawn sneaksare a staple of evil armies, finding work as scouts andspies.Greenspawn SneakLevel 2 LurkerSmall natural humanoid (reptile) XP 125Initiative +8 Senses Perception +9; darkvisionHP 28; Bloodied 14AC 16; Fortitude 13, Reflex 14, Will 14Speed 6 (forest walk)m Dragonsplitter (standard; at-will) ✦ Weapon+7 vs. AC; 1d8 + 3 damage.r Acid Sphere (standard; at-will) ✦ AcidRanged 10; +5 vs. Reflex; 2d4 acid damage.Arboreal HunterA greenspawn sneak that starts its turn with cover also has totalconcealment against nonadjacent enemies.Combat AdvantageThe greenspawn sneak deals 1d6 extra damage against anytarget it has combat advantage against.Alignment Evil Languages DraconicSkills Stealth +9Str 14 (+3) Dex 16 (+4) Wis 16 (+4)Con 10 (+1) Int 13 (+2) Cha 10 (+1)Equipment leather armor, <strong>dragons</strong>plitterGreenspawn Sneak LoreA character knows the following information with asuccessful Nature check.DC 15: Greenspawn sneaks live like beasts, constructingno societies of their own, but are capable ofdevious stratagems. They team up with hobgoblins,attracted to their discipline and fighting techniques.Greenspawn Sneak TacticsGreenspawn sneaks use terrain to their advantage,skulking through the trees to attack their enemiesfrom unexpected directions before vanishing intothe underbrush. A sneak typically starts a combatby lobbing a volley of acid spheres to weaken enemiesand then uses hit-and-run tactics, taking advantageof terrain to outmaneuver foes and gain combatadvantage.Brownspawn MarauderPRIMITIVE TRIBES OF BROWNSPAWN MARAUDERS roamthe deep desert. When they emerge from the wastes,they linger about the fringes of civilization, tradingstolen goods for food, water, and the occasionalbauble that catches their eye. Most people regardthem as little better than vermin, but the few whohave survived forays into the deep wastes know thatthe marauders are heartless killers, given to robbingand murdering any traveler they meet.A brownspawn marauder stands about as tall as adwarf, hunched over, dragging its long arms on theground. Its skin hangs loose on its body but tightenswhen it drinks its fill of water, as the fluid is stored inspecial pouches beneath its flesh. In areas of extremeheat, marauders unfurl impressive crests to radiateexcess warmth.218CHAPTER 4 | New MonstersBrownspawn MarauderLevel 4 SkirmisherMedium natural humanoid (reptile) XP 125Initiative +8 Senses Perception +9; darkvisionHP 58; Bloodied 29; also see bloodied sirocco strikeAC 18; Fortitude 16, Reflex 16, Will 15Resist 5 fireSpeed 6 (earth walk); see also sand stepm Claw (standard; at-will)+9 vs. AC; 1d8 + 4 damage.M Bleeding Slash (standard; at-will)+9 vs. AC; 1d8 + 4 damage, and the target takes ongoing 5damage (save ends).R Sirocco Strike (standard; encounter)Ranged 6; +7 vs. Reflex; 1d6 + 4 damage, and the target isblinded (save ends)R Bloodied Sirocco Strike (free, when first bloodied; encounter)The marauder’s sirocco strike recharges, and the creature uses itimmediately.JAMES ZHANG