Dark Travellers[edit]
Dark Travellers are an epic-level band of abnormal humanoids, some of whom have been tainted by the power of necromancy. Others just follow along with the group to unleash their potential upon those who attempt to ruin their plans.
Nyria, Word of Umond[edit]
The weakest of the Ten, she is a witch that uses the power of the voice to hinder and damage her foes with faint whispers of necromantic prayers and silent gestures. Her powerful kiss can become a useful and sometimes fatal tool.
Shadow Beast[edit]
Nyria's four-legged cohorts, they appear as shadowy silhouettes of the mighty lion. Their ferocious roar spews forth waves of necromantic energy at their foes, and their vicious claws infect their targets with painful spikes of raw necrotic energy.
Xigbar, the Freeshooter[edit]
Originally a freelance traveler, he encountered the group of wayward souls on one of his recent travels and has since aligned himself to the good of his new allies. He is torn between two worlds, but chooses to keep his own opinions and thoughts to his own self. He carries a pair of unusually-shaped weapons, which seem like crossbows at first from a distance...
Xigbar Level 22 Solo Artillery
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Medium Immortal Humanoid XP 20,750
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Initiative +19
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Senses Perception +23; Darkvision
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HP 795; Bloodied 397
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AC 38; Fortitude 30, Reflex 37, Will 30
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Immune Paralysis, Sleep; Resist 15 Necrotic
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Saving Throws +5 (+7 against slowed & immobilized)
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Speed 6; Fly 6 (hover); Teleport 8
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Action Points 2
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Arrowgun (standard; at-will)
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+29 vs. AC; Ranged 10/20; 2d6 +8 damage
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Arrowguns (standard; at-will)
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Xigbar can make two arrowgun attacks against one or two different targets in range. He can make an additional attack if one attack hits, or two additional attacks if both attacks hit.
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Critical Snipe (standard; recharge )
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+27 vs. Reflex; Ranged 10; cannot be phased; 4d6 +8 damage. Secondary attack: one enemy within 10 squares of the primary target; +27 vs. Reflex; 3d6 +8 damage. Tertiary attack: one enemy within 10 squares of the secondary target; +27 vs. Reflex; 2d6 +8 damage.
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Phase Reaction (immediate interrupt, when missed by a melee or close burst attack; 1/ round) ♦ Teleportation
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Xigbar can teleport and make an immediate basic attack against the attacker. In addition, he gains Resist 5 to all damage until the start of his next turn.
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Reactive Shot (immediate reaction, when hit by a ranged attack; 1/ round)
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Xigbar can make an immediate basic attack against the target that hit him with a ranged attack. If the attack hits, Xigbar gains concealment until the start of his next turn.
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Warp Snipe (standard; encounter) ♦ Teleportation
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+27 vs. Reflex; Ranged 10; 2d6 +8 damage, and Xigbar can teleport his speed to fire another shot at a different target. Secondary Attack: All within range; +25 vs. Reflex; 4d12 +8 damage, and the target cannot benefit from cover or concealment until the end of Xigbar’s next turn. Miss: Half damage
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Phase Arrows
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Xigbar’s shots can be redirected to a different location within range, meaning that he doesn’t need direct line of sight to hit the target, but must have line of effect where the bullet reappears to hit the target.
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Ranged Opportunity Attack
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Since Xigbar only has ranged attacks, he can substitute his close range opportunity attack with a ranged basic attack-- range is the same as a melee attack. This type of attack does not provoke opportunity attacks in this fashion.
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Reload (minor)
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Xigbar can fire up to 12 shots (6 shots per gun) before he has to reload. If Xigbar runs out of shots before the start of his next turn, he cannot make immediate or opportunity attacks.
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Sharpshooter
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All of Xigbar’s ranged attacks with the arrowguns ignore cover, superior cover and concealment, but not total concealment.
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Alignment Evil
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Languages Common
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Skills Acrobatics +24; Bluff +22; Insight +23; Nature +23; Perception +23; Stealth +24; Streetwise +21
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Str 20 (+16)
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Dex 26 (+19)
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Wis 24 (+18)
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Con 21 (+16)
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Int 21 (+16)
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Cha 22 (+17)
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Equipment 2 Arrowguns
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Shadow Sniper[edit]
Xigbar's loyal cohorts, they carry weapons that look more like crossbows, but fires bolts of light instead of regular bolts. They are constantly hovering about in the air-- grabbing the air as if it were ground and dragging itself along as though it were treading through water.
Shadow Sniper Level 20 Elite Artillery
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Medium Shadow Humanoid XP 5,600
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Initiative +17
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Senses Perception +20; Low-light Vision
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HP 332; Bloodied 166
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AC 34; Fortitude 27, Reflex 33, Will 27
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Saving Throws +2
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Speed 3; Fly 6 (hover); Teleport 4
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Action Points 1
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Snipegun (standard; at-will)
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+27 vs. AC; Ranged 10/20; 2d6 +7 damage
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Double Snipe (standard; at-will)
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The Shadow Sniper can make two Snipegun attacks against two different targets. If both attacks hit, the Sniper can teleport its speed.
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Multi-Snipe (standard; encounter)
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+23 vs. Reflex; Close Burst 10; Cannot be warped; 4d10 +7 damage, and the target is dazed (stunned on a critical hit – save ends).
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Warp Snipe
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The Shadow Sniper’s shots can be redirected to a different direction, meaning that it doesn’t need direct line of sight to hit the target, but must have line of effect where the bullet faces to hit the target.
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Sharpshooter
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All of the Shadow Sniper’s ranged attacks with the snipegun ignore cover and concealment, but not superior cover or total concealment.
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Alignment Evil
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Languages ---
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Str 17 (+13)
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Dex 24 (+17)
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Wis 21 (+15)
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Con 20 (+15)
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Int 18 (+14)
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Cha 17 (+13)
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Equipment Snipegun
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Lestus, the Proud[edit]
A charismatic figure with an unusual placement amongst the ten. He, like Exarnia, utilize the energies of Radiance instead of necromantic energies. Because of their unusual backgrounds, Lestus is essentially a proud fighter. He is especially dangerous towards defenders, fighters, or other individuals who challenge him or his cohorts.
Lestus, the Proud Level 25 Elite Soldier (Leader)
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Medium Immortal Humanoid XP 14,000
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Initiative +19
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Senses Perception +16; Low-light Vision
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Shield of Prayers aura 3; Any non-shadow creature than enters the aura that is marked takes a -1 penalty to attack rolls against Lestus or any other ally within the aura.
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HP 516; Bloodied 258
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AC 43; Fortitude 33, Reflex 29, Will 32
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Resist 10 Radiant; Vulnerable Marked (Shield of Prayers becomes inactive until the mark lifts)
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Saving Throws +2 (+5 against dazed & dominated)
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Speed 7; Fly 3 (hover)
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Action Points 1
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Brilliant Greatsword (standard; at-will) ♦ Radiant, Weapon
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+32 vs. AC; 2d8 +9 damage, plus ongoing 10 Radiant damage (save ends).
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Dual Strike (standard; at-will) ♦ Radiant, Weapon
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Lestus makes two basic attacks against one or two different targets. If both attacks hit, the target takes an additional 2d8 damage and is marked until the end of his next turn.
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Fond of Brilliance (standard; at-will) ♦ Radiant
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+30 vs. Fortitude; Ranged 5; 3d8 +9 Radiant damage, and the target is marked (save ends). If the target is already marked, the target is dazed. Miss: Half damage, and the target is weakened (save ends).
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Light of the Way (standard; recharge when dividing crown is used) ♦ Radiant
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+28 vs. Fortitude; Close Burst 4; 4d10 +9 Radiant damage, and the target is stunned (save ends). Miss: Half damage, and the target takes ongoing 10 Radiant damage (save ends).
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Runeshield Aftermath (standard; recharge after an ally uses runeshield shatter; encounter) ♦ Healing, Radiant
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+28 vs. Fortitude; Area Burst 3; 5d10 +9 Radiant, and the target suffers a -3 penalty to attack rolls (save ends). Miss: Half damage, and the target is marked until the end of his next turn. Effect: Each ally in burst regains 25 hit points.
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Shield of Oath (immediate interrupt, when lestus is hit by a critical)
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Close Burst 4; Each enemy in burst takes a -2 penalty to attack rolls against him until the end of his next turn. In addition, all allies in burst gain a +2 bonus to defenses until the end of his next turn.
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Critical Uprising
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Whenever Lestus scores a critical hit with any of his melee attacks, he gains an extra action point-- which must be used before the end of the encounter.
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Dividing Crown (immediate reaction, when hit by a critical melee attack; 1/ round)
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Lestus takes half the damage and channels the rest to the nearest ally (except a minion).
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Mark of Resolve
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While Lestus is marked, he gains a +2 bonus to attack rolls against the target that marked him.
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Radiant Passage (move)
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Must not be marked; Lestus can shift up to 3 squares and makes a melee basic attack against any enemy he ends his move adjacent to.
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Runshield Spawn (minor; encounter)
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Lestus can spawn a Runeshield Minor, or 2 Runeshield Minions within 5 squares of him. If Lestus is bloodied, he can spawn a Runeshield Shadow as long as he is not marked.
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Alignment Evil
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Languages Common, Deep Speech
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Skills Athletics +24; Diplomacy +20; Endurance +24; Insight +23
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Str 24 (+29)
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Dex 21 (+17)
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Wis 23 (+18)
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Con 25 (+19)
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Int 21 (+17)
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Cha 20 (+17)
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Equipment Brilliant Energy Greatsword +5, Heavy Shield, Plate Armor
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Runeshield Cohorts[edit]
Runeshields are Lestus's cannon fodders that have similar dispositions by striking against those who challenge them. They, essentially, accept the challenge graciously-- attacking with determined strength.
Runeshield Shadow Level 20 Elite Soldier
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Medium Shadow Humanoid XP 5,600, or 2,000 if summoned by Lestus
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Initiative +17
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Senses Perception +14; Darkvision
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Veil of Shadows aura 3; Anytime the runeshield shadow uses Brilliant Stance, all allies within its aura gain a +2 bonus to all defenses until the end of its next turn.
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HP 416; Bloodied 208
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AC 38; Fortitude 29, Reflex 26, Will 28
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Resist 10 Radiant
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Saving Throws +2
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Speed 6
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Action Points 1
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Longsword (standard; at-will) ♦ Radiant, Weapon
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+27 vs. AC; 2d8 +7 damage, plus 2d6 Radiant damage
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Blade of Revealing Light (standard; at-will) ♦ Radiant, Weapon
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+27 vs. AC; 3d6 +8 Radiant damage, and the target is marked until the end of the runeshield’s next turn. While the target is marked, it does not benefit from concealment, cover or combat advantage.
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Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
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+25 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (save ends).
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Inescapable Grasp (standard; recharge when first bloodied; encounter) ♦ Radiant
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+23 vs. Fortitude; Close Burst 3; 4d10 +7 Radiant damage, and the target is immobilized (save ends). Aftereffect: The target takes a -2 penalty to all defenses (penalty is not cumulative-- save ends). Miss: Half damage, plus ongoing 10 Radiant damage (save ends).
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Runeshield Shatter (immediate interrupt, when the runeshield is reduced to 0 or fewer hit points) ♦ Radiant
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Before the attack, the runeshield shadow makes a melee basic attack against each adjacent creature. +23 vs. Fortitude; Area Burst 2; 4d12 +8 Radiant damage, and the target takes a -2 penalty to attack rolls (save ends).
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Mark of Resolve
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While the runeshield shadow is marked, it gains a +1 bonus to attack rolls against the target that marked it.
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Radiant Passage (move)
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Must not be marked; The runeshield shadow can shift up to 3 squares and makes a melee basic attack against an adjacent enemy of its choice after the move.
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Runeshield Defenses
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Each time the runeshield shadow is hit by a critical, it gains a +1 cumulative bonus to all defenses.
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Alignment Evil
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Languages Deep Speech
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Skills Athletics +21; Dungeoneering +19; Endurance +20; Insight +19; Nature +19; Streetwise +20
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Str 23 (+16)
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Dex 21 (+15)
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Wis 19 (+14)
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Con 20 (+15)
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Int 15 (+12)
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Cha 21 (+15)
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Equipment Brilliant Energy Longsword +5, Heavy Shield, Plate Armor
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--
Runeshield Minor Level 22 Soldier
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Medium Shadow Humanoid XP 4,150, or 1,000 if summoned by Lestus
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Initiative +18
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Senses Perception +15; Low-light Vision
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Runeshield Fragments aura 5; When the Runeshield Minor takes damage, all allies within the aura gain a +1 bonus to all defenses until the end of its next turn. This bonus is not cumulative.
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HP 206; Bloodied 103
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AC 38; Fortitude 29, Reflex 28, Will 27
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Resist 10 Radiant
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Saving Throws +2 against dazed
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Speed 6
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Longsword (standard; at-will) ♦ Radiant, Weapon
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+29 vs. AC; 2d6 +8 damage, plus 2d6 Radiant damage
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Blade of Revealing Light (standard; at-will) ♦ Radiant, Weapon
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+29 vs. AC; 3d6 +8 Radiant damage, and the target is marked until the end of the runeshield’s next turn. While the target is marked, it does not benefit from concealment, cover or combat advantage.
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Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
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+27 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (save ends).
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Inescapable Grasp (standard; recharge when first bloodied; encounter) ♦ Radiant
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+25 vs. Fortitude; Close Burst 3; 4d8 +8 Radiant damage, and the target is dazed (save ends). Aftereffect: The target takes a -2 penalty to all defenses (penalty is not cumulative-- save ends). Miss: Half damage, plus ongoing 5 Radiant damage (save ends).
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Mark of Resolve
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While the runeshield minor is marked, it gains a +1 bonus to attack rolls against the target that marked it.
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Radiant Passage (move)
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Must not be marked; The runeshield minor can shift up to 3 squares and makes a melee basic attack against an adjacent enemy of its choice after the move.
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Runeshield Division (free, when the runshield is reduced to 0 or fewer hit points)
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The runeshield minor becomes two runeshield minions.
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Runeshield Shards
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Each time the runeshield minor is hit by a melee attack, it gains a +1 cumulative bonus to all defenses.
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Alignment Evil
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Languages Deep Speech
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Skills Athletics +21; Endurance +22; Insight +20; Streetwise +16
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Str 20 (+16)
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Dex 20 (+16)
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Wis 18 (+15)
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Con 22 (+17)
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Int 11 (+11)
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Cha 19 (+15)
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Equipment Brilliant Energy Longsword +5, Heavy Shield, Plate Armor
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--
Runeshield Minion Level 21 Minion
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Medium Shadow Humanoid XP 800
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Initiative +15
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Senses Perception +14; Low-light Vision
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HP 1; a missed attack never damages a minion.
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AC 37; Fortitude 27, Reflex 27, Will 26
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Speed 6
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Broadsword (standard; at-will) ♦ Radiant, Weapon
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+29 vs. AC; 15 damage, plus 2d6 Radiant damage
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Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
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+27 vs. Reflex; 20 damage, and the target takes a -2 penalty to all defenses (save ends).
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Radiant Passage (move)
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Must not be marked; The runeshield minion can shift up to 3 squares and makes a melee basic attack against an adjacent enemy of its choice after the move.
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Alignment Evil
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Languages Deep Speech
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Skills Athletics +19; Endurance +20; Insight +19; Streetwise +15
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Str 18 (+14)
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Dex 21 (+15)
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Wis 19 (+14)
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Con 20 (+15)
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Int 10 (+10)
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Cha 17 (+13)
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Equipment Brilliant Energy Broadsword +5, Heavy Shield, Plate Armor
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Sophyia, the Emerald Archer[edit]
Sophyia has a knack for things that move-- she is a wild huntress with a disposition to evade detection as much as possible. She can also confuse her enemies by deploying an illusion around herself to cause misjudgements into her foes. Overall, she is a mighty hunter who knows the tricks of the trade. She carries around a particularly small, sharp hunting knife and a large bow crafted out of leaves and branches of the Fey Wood-- her arrows are formed in midair as glowing rods of emerald light, hence why she is dubbed the Emerald Archer.
Sophyia, the Emerald Archer Level 24 Solo Artillery (Leader)
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Medium Fey Humanoid XP 30,250
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Initiative +20
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Senses Perception +23; Low-light Vision
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Emerald Aura (Illusion) aura 5; Each enemy within the aura at the start of her next turn treat her has having cover from melee and ranged attacks.
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Archer's Eye aura 10; When bloodied; Sophyia gains a +2 bonus to attack rolls against creatures within difficult terrain.
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HP 688; Bloodied 344
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AC 40; Fortitude 32, Reflex 38, Will 31
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Resist 5 All
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Saving Throws +5 (+7 against dazed & slowed)
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Speed 8 (Forest Walk); Teleport 5
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Action Points 2
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Emerald Greatbow (standard; at-will)
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+31 vs. AC; Ranged 20/ 40; 2d6 +8 damage (+2d8 damage with combat advantage)
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Hunting Knife (standard; at-will)
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+31 vs. AC; 2d6 damage (+3d6 damage with combat advantage)
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Combat Threat (standard; at-will)
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Sophyia can make two basic ranged or melee attacks at one or two different creatures. If both attacks hit, Sophyia can make an additional ranged attack-- or the target takes an additional 1d6 damage if it was melee.
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Emerald Shot (standard; at-will)
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+27 vs. reflex; each creature in a straight line within 20 squares; 3d6 +8 damage, and the target is slowed until the end of Sophyia's next turn. Miss: Half damage, and the target is weakened until the start of her next turn.
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Arc of Arrows (standard; recharge )
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+27 vs. Reflex; Close Burst 10; 4d6 +8 damage, and the target is dazed and takes a -2 penalty to attack rolls (save ends both)
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Emerald Rain (standard; recharge when bloodied; encounter)
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+27 vs. Reflex; each creature within ranged 10; 4d8 +8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target suffers a -2 penalty to all defenses (save ends).
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Powerful Shot (standard; recharge ; encounter)
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+29 vs. fortitude; Ranged 20; 5d10 +8 damage, and the target is stunned (save ends). Aftereffect: The target suffers a -4 penalty to all defenses (save ends). Miss: Half damage, and the target suffers a -2 penalty to all defenses until the end of her next turn.
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Combat Advantage
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Sophyia gains a +4 bonus to damage rolls against targets she has combat advantage against.
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Crystalline Cohorts (minor; 2/ encounter)
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Sophyia can summon an emerald shadow or two emerald minions within 5 squares of her.
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Displacement (minor; encounter) ♦ Illusion
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Until the end of the encounter, each enemy that attacks Sophyia with a melee or ranged attack must roll 2d20's and take the lower result. If Sophyia uses this power when she is bloodied, all attacks made against her are affected the same way; in this fashion, if a target misses her with a ranged or melee attack as a result of this effect, she can shift 1 square.
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Emerald Transposition (free, when Sophyia scores a critical hit with a ranged attack) ♦ Teleportation
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Sophyia and the target switch places.
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Hunter's Grace (immediate reaction, when a melee or ranged attack misses Sophyia; 1/ round)
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Sophyia can shift half her speed, and she gains a +2 bonus to all defenses until the end of her next turn (the bonus becomes +4 when she is bloodied).
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Hunter's Quarry (minor)
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Sophyia gains combat advantage against the creature she marks as her quarry. The effect is transferred if she marks a different creature as her quarry.
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Staggering Critical (when Sophyia scores a critical hit with a ranged attack)
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The target suffers a -2 penalty to all defenses and is knocked prone.
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Tenacious Bow (free, when Sophyia makes a ranged basic attack)
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Sophyia can roll two attack rolls and take the better of the two.
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Alignment Unaligned
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Languages Common, Elven
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Skills Acrobatics +25; Dungeoneering +23; Endurance +23; Insight +23; Nature +23; Perception +23; Stealth +25; Streetwise +24
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Feats Quick Draw
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Str 20 (+17)
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Dex 26 (+20)
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Wis 23 (+18)
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Con 22 (+18)
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Int 20 (+17)
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Cha 24 (+19)
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Equipment Emerald Greatbow, Hunting Knife, Displacer Leather Armor +5
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Emerald Shadows[edit]
Minor archers shaped similarly like shardminds, they shoot long shafts of crystalline arrows at their enemies much like Sophyia's shafts of emerald energy. These figures aren't as tricky as Sophyia, but have plenty of other tricks-- a few that even rival that of Sophyia's true potential.
Emerald Shadow Level 23 Artillery
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Medium Shadow Animate XP 5,100
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Initiative +17
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Senses Perception +21
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Shard Link aura 5; The emerald shadow and each animate ally within the aura gain a +2 bonus to all defenses as long as it or any of its allies have combat advantage against a creature. This bonus does not overlap with other emerald shadow's auras.
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Shard Swarm aura 2; When Bloodied; Each enemy within the aura takes a -1 penalty to melee attack rolls against the emerald shadow.
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HP 165; Bloodied 82
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AC 35; Fortitude 28, Reflex 29, Will 29
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Resist 5 all
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Saving Throws +2 against dazed & slowed
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Speed 6 (Forest Walk); Teleport 3
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Shard Bow (standard; at-will)
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+30 vs. AC; Ranged 15/ 30; 3d6 +8 damage
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Shard Knife (standard; at-will)
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+30 vs. AC; 2d6 damage (plus 2d6 damage with combat advantage)
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Focused Shot (standard; recharge ; at-will)
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+30 vs. reflex; Ranged 15; 4d6 damage
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Emerald Shard (standard; recharge when bloodied; encounter)
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+28 vs. reflex; Ranged 20; 4d8 +8 damage, and the target takes a -2 penalty to all defenses until the end of the minion's next turn.
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Powerful Shot (standard; encounter)
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+28 vs. fortitude; Ranged 20; 4d12 +8 damage, and the target is immobilized (save ends).
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Combat Advantage
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The shadow gains a +3 bonus to damage rolls against creatures it has combat advantage against.
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Hunter's Grace (immediate reaction, when the shadow is missed by a melee or ranged attack; 1/ round)
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The shadow shifts half its speed, and gains a +2 bonus to all defenses until the end of its next turn.
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Hunter's Quarry (minor)
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The shadow gains combat advantage against the creature it marks as its quarry. The effect is transferred if it marks a different creature as its quarry.
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Shattering Shard (when the shadow scores a critical hit with a ranged attack)
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Each creature adjacent to the target of the attack takes 2d8 damage.
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Alignment Unaligned
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Languages Common, Deep Speech, Elven
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Skills Acrobatics +22; Endurance +21; Insight +21; Nature +21; Perception +21; Stealth +22; Streetwise +20
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Feats Quick Draw
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Str 18 (+15)
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Dex 23 (+17)
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Wis 20 (+16)
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Con 21 (+16)
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Int 19 (+15)
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Cha 22 (+17)
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Equipment Shardcraft Longbow, Shard Knife, Shardlink Chain Armor
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--
Emerald Minion Level 22 Elite Minion
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Medium Shadow Animate XP 2075
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Initiative +18
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Senses Perception +20
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HP 1; a missed attack never damages a minion.
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AC 38; Fortitude 28, Reflex 31, Will 28
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Saving Throws +2
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Speed 6
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Action Points 1
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Shard Bow (standard; at-will)
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+27 vs. AC; Ranged 15/ 30; 2d8 +8 damage
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Shard Knife (standard; at-will)
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+27 vs. AC; 2d6 damage (plus 2d6 damage with combat advantage)
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Emerald Shard (standard; encounter)
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+25 vs. reflex; Ranged 20; 4d6 +8 damage, and the target takes a -2 penalty to all defenses until the end of the minion's next turn.
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Combat Advantage
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The minion gains a +2 bonus to damage rolls against creatures it has combat advantage against.
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Hunter's Haste (immediate reaction, when the minion is missed by a melee or ranged attack; 1/ round)
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The minion shifts half its speed and the attacking creature grants combat advantage against the minion until the end of its next turn.
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Alignment Unaligned
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Languages Deep Speech, Elven
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Skills Acrobatics +22; Enduurance +21; Insight +20; Nature +19; Perception +20; Stealth +22
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|
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Str 18 (+15)
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Dex 23 (+17)
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Wis 19 (+15)
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Con 20 (+16)
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Int 16 (+14)
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Cha 19 (+15)
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Equipment Shardcraft Longbow, Shard Knife, Shardlink Chain Armor
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Shagun, the Freelancer[edit]
A dark-robed figure carrying what seems to be an oddly shaped polearm that looks more like an oversize harpoon with a six-starred head. This weapon actually divides itself into 6 individual longspears that float around him. He is the Freelancer-- able to control and turn his blades into intelligent items at will.
Shagun, the Freelancer Level 25 Elite Skirmisher
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Medium Immortal Humanoid XP 14,000
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Initiative +21
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Senses Perception +19; Low-light Vision
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Wisping Blades aura 2; Any enemy within the aura that misses him with a melee attack or an attack while within the aura is subject from an opportunity attack from one of his blades if they are close to him. If the blades are not called to him, the aura's effect is negated.
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Freelance Aura aura 10; When bloodied; If an enemy targets him with a ranged attack while within the aura, that creature is subject from an opportunity attack.
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HP 488; Bloodied 244
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AC 41; Fortitude 32, Reflex 34, Will 31
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Resist 10 All (while blades are called to him)
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Saving Throws +2 (+5 against dazed)
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Speed 8; Teleport 4
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Action Points 1
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Dancing Longspear (standard; at-will)
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+30 vs. AC; Reach 2; 1d10 +10 damage
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Dancing Spears (standard; at-will)
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Shagun can make up to three longspear attacks at creatures within reach.
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Power thrust (standard; at-will)
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+30 vs. AC; Reach 2; 2d10 +10 damage, and the target is pushed 2 squares and dazed (save ends).
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Freelance Shards (standard; recharge when bloodied; encounter)
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+26 vs. Reflex; Area Burst 2 within 10; 3d10 +10 damage, and the target is immobilized (save ends). Miss: Half damage, and the target suffers a -2 penalty to all defenses (save ends).
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Freelance Twister (standard; recharge ; encounter)
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+26 vs. Reflex; Close Burst 2; 2d10 +10 damage, and the target takes a -2 penalty to attack rolls and grants combat advantage until the end of his next turn.
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Call Spears (minor; 1/round)
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Shagun can command his longspears to separate from him, becoming individual targets-- or he can call them back to use them as weapons once again. When he calls them away, he will always have 2 longspears to initiate attacks with.
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Combat Advantage
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Shagun deals an extra 1d10 damage against targets he has combat advantage against.
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Freelance Retort (immediate interrupt, when a creature charges Shagun; 1/ round)
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Shagun can make a melee basic attack against the attacking creature.
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Shadow Cohorts (minor; 1/ encounter)
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Shagun can summon a freelance shadow or two dancing longspears within 5 squares of him.
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Switchback (immediate reaction, when shagun is hit by a melee critical; encounter) ♦ Teleportation
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Shagun takes half damage from the attack and teleports his speed to an unoccupied square adjacent to one of his longspears.
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Staggering Critical (when Shagun scores a critical hit with a melee attack)
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The target is slid half his speed
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Alignment Unaligned
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Languages Common
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Skills Acrobatics +24; Athletics +23; Diplomacy +23; Insight +24; Nature +24; Stealth +24; Streetwise +23
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Str 22 (+18)
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Dex 25 (+19)
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Wis 24 (+19)
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Con 22 (+18)
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Int 26 (+20)
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Cha 22 (+18)
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Equipment Leather Armor, 6 Longspears
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Freelance Shadows[edit]
Figures that seem like pitch black silhouettes of Shagun, they are quaintly smaller in height and carry two spears that act in a similar way as his longspears, but they can't become individual items the way his can.
---
Dancing Longspear Level 23 Lurker
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Medium Natural Animate XP 2,050
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Initiative +19
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Senses ---
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HP 80; Bloodied 40
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AC 37; Fortitude 26, Reflex 27, Will 27
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Immune Sleep, Dominate; Resist 5 all
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Saving Throws +2 against dazed & weakened
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Speed 5
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Piercing Thrust (standard; at-will)
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+28 vs. AC; Reach 2; 1d10 +10 damage
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Dance of Shards (standard; at-will)
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+28 vs. AC; 2d6 +8 damage, and the target is dazed and grants combat advantage until the start of the spear's next turn.
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Longspear Vortex (standard; encounter)
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+24 vs. reflex; Close Burst 2; 3d10 +10 damage, and the target takes a -2 penalty to all defenses until the end of the spear's next turn.
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Combat Advantage
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The spear deals an extra 1d10 damage to creatures it has combat advantage against.
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Flaunting Form (immediate reaction, when the spear is missed by a melee attack; encounter)
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The spear shifts as a free action and makes a melee basic attack against the triggering creature.
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Alignment Unaligned
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Languages ---
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Skills Acrobatics +20; Endurance +18; Insight +20
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Str 16 (+14)
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Dex 18 (+15)
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Wis 19 (+15)
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Con 15 (+13)
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Int 19 (+15)
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Cha 17 (+14)
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Yuni of the Blood Moon[edit]
Axel, the Fire Blazer[edit]
Gambit, the Lucktwister[edit]
Exarnia, the Whiteflame Cleric[edit]
Iolan, Necromancer of Time[edit]
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