KKL
2008-10-06, 02:08 AM
You see before you a tiny figure, about the size of a short human, stooped over, dressed in a cloak covering it's entire body. A hood masks it's face, yellow pinpricks of light representing eyes. As far as you are from it, you can smell a disturbing, foul stench.
Milon of Poison (Level 18 Elite Artillery)
Medium Elemental Humanoid
4,000 EXP
Initiative +13
Senses Perception +18
Lord of Poison aura 6; enemies within this aura take a -5 penalty to saving throws made against ongoing damage. In addition, any ongoing damage that deals poison damage is cumulative, and failed saving throws increases the ongoing poison damage by 2.
HP 224 ; Bloodied: 112
AC 34 ; Fortitude 33 ; Reflex 34 ; Will 32
Immune Acid, Necrotic, Poison, Disease
Vulnerable Fire 10, Radiant 10
Saving Throws +2 (+6 against fear and Charm effects, and against effects that daze, stun, immobilize, restrain, or slow); whenever an attack applies an effect to Milon that a save can end, he makes an immediate saving throw. If it succeeds, he is unaffected by the effect. Milon makes saving throws at the end of each of his turns as normal.
Speed 6, teleport 6
Action Point 1
Melee Basic: Bile Touch (standard; at-will)
+23 vs Reflex; 1d10 + 7 poison damage and the target takes ongoing 3 poison damage (save ends)
Ranged Basic: Venom (standard; at-will)
Range 15; +23 vs Fortitude; 1d10 + 7 poison damage and the target takes ongoing 3 poison damage (save ends)
Bio (standard; encounter; recharge 5,6)
Burst 1 within range 15; +25 vs Fortitude; 3d10 + 8 poison damage and the target takes ongoing 5 poison damage and a -2 penalty to attack rolls (seperate saves ends)
Drain (standard; encounter; recharge 4,5,6)
Range 15; +23 vs Fortitude; 3d8 + 9 damage and Milon recovers HP equal to the damage dealt.
Virus (standard; encounter; recharge 6)
Burst 2 within range 15; +22 vs Fortitude; 4d10 + 8 poison damage and the target takes ongoing 8 poison damage (save ends)
Plague (standard; encounter; recharge when bloodied)
Burst 1 within range 15; +23 vs Fortitude; 4d12 + 8 poison damage and the target takes ongoing 10 poison damage and is weakened (seperate save ends)
Teleport (immediate reaction, when an enemy moves adjacent to Milon; recharge 5,6)
Milon teleports his speed.
Lord of Poison
All of Milon's attacks ignore resistances to poison, if any.
Alignment Evil Languages Common, Infernal, Draconic
Skills Arcana +25, History +25, Religion +25, +20 Bluff, +20 Insight
Str 20 (+13) Dex 20 (+13) Wis 20 (+13)
Con 24 (+15) Int 26 (+17) Cha 22 (+14)
Milon's Tactics
I'm bad at writing this MM style. You know what, if you're actually using Milon I suggest you be an utter bastard to whatever poor saps you're pitting against him.
Milon's Lore
DC 0: HAHA SERIOUSLY WHO IS THIS GUY
Encounter Groups
Sword Wraiths. Lots of them. LOTS. As many as possible, even. Goddamn those are awesome enemies.
Special: After death, Milon rises as Scarmilonge after 1d6 hours. For further information on Scarmilonge post revival, refer to Scarmilonge's Tactics.
_________________________
"I am Scarmilonge! My true power lies in death!
Scarmilonge of Death (Level 20 Solo Skirmisher/Lurker)
Large Elemental Undead Humanoid
14,000 EXP
Initiative +22
Senses Perception +19, Darkvision.
Weight in Life aura 10; enemies within this aura treat the area within this aura as difficult terrain.
Shroud of Death aura 5; enemies within this aura are affected by Scarmilonge's Curse if they are hit by an attack. Once an enemy leaves this aura, Scarmilonge's Curse dissapates at the start of that character's next turn.
HP 960; Bloodied: 480
AC 37 ; Fortitude 35 ; Reflex 36 ; Will 35
Immune Necrotic, Poison, Disease, Acid
Resist Cold 20
Vulnerable Fire 15, Radiant 10
Saving Throws +5 (+8 against fear and charm effects, and against effects that daze, stun, immobilize, restrain, or slow); whenever an attack applies an effect to Scarmilonge that a save can end, he makes an immediate saving throw. If it succeeds, he is unaffected by the effect. Scarmilonge makes saving throws at the end of each of his turns as normal.
Speed 10
Action Points 2
Melee Basic: Tentacle Slam (standard; at-will)
Reach 2; +25 vs AC; 3d8+7 damage
Double Attack (standard; at-will)
Scarmilonge makes two melee basic attacks against the same target or two seperate targets within his reach.
Hammer (standard; recharge 4,5,6)
Reach 2; +23 vs Fortitude; 4d8+7 damage and the target is dazed until the end of Scarmilonge's next turn.
Sweep (standard; recharge 4,5,6)
Close burst 2; +22 vs Reflex; 3d8+7 damage and the targets are knocked prone.
Riposte (immediate reaction; when Scarmilonge is attacked by an opportunity attack)
Scarmilonge makes a melee basic attack against whoever he provoked an opportunity attack from.
Meld Into Darkness (standard; only while in shadows or dim light; recharge 5,6)
Scarmilonge becomes invisible until after he makes a melee basic attack or a Double Attack.
Back Attack
Scarmilonge deals an extra 2d6 damage on damage rolls against an enemy he has combat advantage against.
Quick
Scarmilonge can take an extra standard action on each of his turns. This extra standard action is lost if he is dazed.
Slow ✦ Curse (minor; may only target enemies under Scarmilonge's Curse)
Targets under Scarmilonge's Curse take a -2 penalty to attack rolls.
Drain ✦ Curse (minor; may only target enemies under Scarmilonge's Curse; only useable while bloodied)
Targets under Scarmilonge's Curse take 1d10 damage and Scarmilonge restores HP equal to the amount of damage dealt by Drain.
Pain ✦ Curse (minor; may only target enemies under Scarmilonge's Curse)
Targets under Scarmilonge's Curse take a -2 penalty to all defenses and 10 damage.
New Keyword: Curse
Powers with the Curse keyword may only be used once per turn. Powers with the Curse keyword that have an effect that does not resolve immediately end at the end of the opponent's next turn.
Alignment Evil Languages Common, Infernal, Draconic
Skills Acrobatics +23, Athletics +22, Arcana +21, Endurance +22, History +21, Stealth +23
Str 24 (+17) Dex 26 (+18) Wis 20 (+15)
Con 24 (+17) Int 22 (+16) Cha 20 (+15)
Scarmilonge's Tactics
After rising from the dead, Scarmilonge stalks the party as long as he is able, and only attacks under the cover of night, or somewhere his mobility and ability to Meld Into Darkness works in his advantage. He attempts to first kill whoever proves the most danger to him, namely melee Strikers or Controllers before prioritizing the rest of the party.
Scarmilonge's Lore
Insight DC 15: OH GOD HE'S THAT POISON GUY YOU FOUGHT BEFORE EXCEPT NOW HES HUGE AND STEALTHY AND WHAT THE CHRIST HE JUST DISAPPEARED INTO THE DAAAAAAAAAARKNESS
_______________________________
Cagnazzo, Barbariccia, and Rubicante will come later. I promise, No really.
Milon of Poison (Level 18 Elite Artillery)
Medium Elemental Humanoid
4,000 EXP
Initiative +13
Senses Perception +18
Lord of Poison aura 6; enemies within this aura take a -5 penalty to saving throws made against ongoing damage. In addition, any ongoing damage that deals poison damage is cumulative, and failed saving throws increases the ongoing poison damage by 2.
HP 224 ; Bloodied: 112
AC 34 ; Fortitude 33 ; Reflex 34 ; Will 32
Immune Acid, Necrotic, Poison, Disease
Vulnerable Fire 10, Radiant 10
Saving Throws +2 (+6 against fear and Charm effects, and against effects that daze, stun, immobilize, restrain, or slow); whenever an attack applies an effect to Milon that a save can end, he makes an immediate saving throw. If it succeeds, he is unaffected by the effect. Milon makes saving throws at the end of each of his turns as normal.
Speed 6, teleport 6
Action Point 1
Melee Basic: Bile Touch (standard; at-will)
+23 vs Reflex; 1d10 + 7 poison damage and the target takes ongoing 3 poison damage (save ends)
Ranged Basic: Venom (standard; at-will)
Range 15; +23 vs Fortitude; 1d10 + 7 poison damage and the target takes ongoing 3 poison damage (save ends)
Bio (standard; encounter; recharge 5,6)
Burst 1 within range 15; +25 vs Fortitude; 3d10 + 8 poison damage and the target takes ongoing 5 poison damage and a -2 penalty to attack rolls (seperate saves ends)
Drain (standard; encounter; recharge 4,5,6)
Range 15; +23 vs Fortitude; 3d8 + 9 damage and Milon recovers HP equal to the damage dealt.
Virus (standard; encounter; recharge 6)
Burst 2 within range 15; +22 vs Fortitude; 4d10 + 8 poison damage and the target takes ongoing 8 poison damage (save ends)
Plague (standard; encounter; recharge when bloodied)
Burst 1 within range 15; +23 vs Fortitude; 4d12 + 8 poison damage and the target takes ongoing 10 poison damage and is weakened (seperate save ends)
Teleport (immediate reaction, when an enemy moves adjacent to Milon; recharge 5,6)
Milon teleports his speed.
Lord of Poison
All of Milon's attacks ignore resistances to poison, if any.
Alignment Evil Languages Common, Infernal, Draconic
Skills Arcana +25, History +25, Religion +25, +20 Bluff, +20 Insight
Str 20 (+13) Dex 20 (+13) Wis 20 (+13)
Con 24 (+15) Int 26 (+17) Cha 22 (+14)
Milon's Tactics
I'm bad at writing this MM style. You know what, if you're actually using Milon I suggest you be an utter bastard to whatever poor saps you're pitting against him.
Milon's Lore
DC 0: HAHA SERIOUSLY WHO IS THIS GUY
Encounter Groups
Sword Wraiths. Lots of them. LOTS. As many as possible, even. Goddamn those are awesome enemies.
Special: After death, Milon rises as Scarmilonge after 1d6 hours. For further information on Scarmilonge post revival, refer to Scarmilonge's Tactics.
_________________________
"I am Scarmilonge! My true power lies in death!
Scarmilonge of Death (Level 20 Solo Skirmisher/Lurker)
Large Elemental Undead Humanoid
14,000 EXP
Initiative +22
Senses Perception +19, Darkvision.
Weight in Life aura 10; enemies within this aura treat the area within this aura as difficult terrain.
Shroud of Death aura 5; enemies within this aura are affected by Scarmilonge's Curse if they are hit by an attack. Once an enemy leaves this aura, Scarmilonge's Curse dissapates at the start of that character's next turn.
HP 960; Bloodied: 480
AC 37 ; Fortitude 35 ; Reflex 36 ; Will 35
Immune Necrotic, Poison, Disease, Acid
Resist Cold 20
Vulnerable Fire 15, Radiant 10
Saving Throws +5 (+8 against fear and charm effects, and against effects that daze, stun, immobilize, restrain, or slow); whenever an attack applies an effect to Scarmilonge that a save can end, he makes an immediate saving throw. If it succeeds, he is unaffected by the effect. Scarmilonge makes saving throws at the end of each of his turns as normal.
Speed 10
Action Points 2
Melee Basic: Tentacle Slam (standard; at-will)
Reach 2; +25 vs AC; 3d8+7 damage
Double Attack (standard; at-will)
Scarmilonge makes two melee basic attacks against the same target or two seperate targets within his reach.
Hammer (standard; recharge 4,5,6)
Reach 2; +23 vs Fortitude; 4d8+7 damage and the target is dazed until the end of Scarmilonge's next turn.
Sweep (standard; recharge 4,5,6)
Close burst 2; +22 vs Reflex; 3d8+7 damage and the targets are knocked prone.
Riposte (immediate reaction; when Scarmilonge is attacked by an opportunity attack)
Scarmilonge makes a melee basic attack against whoever he provoked an opportunity attack from.
Meld Into Darkness (standard; only while in shadows or dim light; recharge 5,6)
Scarmilonge becomes invisible until after he makes a melee basic attack or a Double Attack.
Back Attack
Scarmilonge deals an extra 2d6 damage on damage rolls against an enemy he has combat advantage against.
Quick
Scarmilonge can take an extra standard action on each of his turns. This extra standard action is lost if he is dazed.
Slow ✦ Curse (minor; may only target enemies under Scarmilonge's Curse)
Targets under Scarmilonge's Curse take a -2 penalty to attack rolls.
Drain ✦ Curse (minor; may only target enemies under Scarmilonge's Curse; only useable while bloodied)
Targets under Scarmilonge's Curse take 1d10 damage and Scarmilonge restores HP equal to the amount of damage dealt by Drain.
Pain ✦ Curse (minor; may only target enemies under Scarmilonge's Curse)
Targets under Scarmilonge's Curse take a -2 penalty to all defenses and 10 damage.
New Keyword: Curse
Powers with the Curse keyword may only be used once per turn. Powers with the Curse keyword that have an effect that does not resolve immediately end at the end of the opponent's next turn.
Alignment Evil Languages Common, Infernal, Draconic
Skills Acrobatics +23, Athletics +22, Arcana +21, Endurance +22, History +21, Stealth +23
Str 24 (+17) Dex 26 (+18) Wis 20 (+15)
Con 24 (+17) Int 22 (+16) Cha 20 (+15)
Scarmilonge's Tactics
After rising from the dead, Scarmilonge stalks the party as long as he is able, and only attacks under the cover of night, or somewhere his mobility and ability to Meld Into Darkness works in his advantage. He attempts to first kill whoever proves the most danger to him, namely melee Strikers or Controllers before prioritizing the rest of the party.
Scarmilonge's Lore
Insight DC 15: OH GOD HE'S THAT POISON GUY YOU FOUGHT BEFORE EXCEPT NOW HES HUGE AND STEALTHY AND WHAT THE CHRIST HE JUST DISAPPEARED INTO THE DAAAAAAAAAARKNESS
_______________________________
Cagnazzo, Barbariccia, and Rubicante will come later. I promise, No really.