Arach's Knight

is the raid boss of the Vault of Night AKA VoN5 raid, introduced in Module 1. is encountered in the inner section of the vault and prevents you from moving on to the Plane of Night until killed.


 * CR:
 * Type: Construct
 * Race: Golem
 * Title: Keeper of the Vault
 * Alignment True Neutral
 * HP: ~8,000 (Elite), ~150,000 (Epic)
 * AC:
 * DR: ~10-30 Adamantine
 * Fortification: 100% (Standard for a Construct, can be lowered with various effects)
 * Saves: Epic: Massive Fortitude, Low Reflex, Will unknown due to magic immunity.
 * Resists/Immunities: Immunity to a huge varity of spells. Or even healed by them depending on his hounds. See Special Abilities section.
 * Spell Resistance: Immunity to all spells that allow SR
 * Intimidate DC: ?
 * Attack Bonus: ? (Likely over 80 on Epic)
 * Melee Damage: Heavy, but slow damage. His Bludgeoning Slam attack can also cause a knockdown.

Spells Known
Does not possess spellcasting.

Special Abilities

 * Overrun: The ability allows the monster to Knockdown the player prone simply by moving through them. Then continue to pummel them with damage. The DC is made against the player's Strength or Dexterity, whichever is higher.
 * Poison Breath: Moderate con damage. Negate with Neutralize Poison.
 * Reactive Shielding: Hitting Arach will result in "reactive damage", a counterattack that does an equal amount of sonic damage based on how much damage you dealt - Up to a certain maximum amount - roughly 30 on elite, and about 40 on epic. A reflex save is allowed to take half damage, and energy resistance/protection effects work as usual, so a standard sonic resistance buff will generally negate all the damage on elite, but you'll still take a small amount on epic if you fail the reflex saves.
 * Elemental Adamantine Defenders: Arach is accompanied by 4 special red named elemental-infused adamantine defenders. Similar to Sorjek (Lich), each one provides him with a special bonus:
 * Fire - Health Regeneration, and causes fire damage to heal him. (Once killed Arrach simply becomes immune to fire damage)
 * Lightning - Provides Haste and gives him some sort of AOE lightnign damage aura. (Once killed Arrach simply becomes immune to lightning damage)
 * Cold - Proves Icy Aura - same as a white dragon, severely slows your melee attack and movement speed.
 * Acid - Raises his armor class.
 * The defenders also inflict heavy damage in the form of special breath attacks. Instead of the standard grease spray, they deal elemental damage of the same type as their name.
 * On normal difficulty, you may be able to DPS down Arrach before they become a threat, but on higher difficulties - be sure to kill these to ensure a much easier battle, as they do respawn - but at a very slow rate. (Aprox 5 min.)
 * Notes on other energy damage which works: Force and Light damage work, but like all Iron Golems, he has 50% spell absorption for all energy damage that works on him (Except untyped damage).