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KKL
2008-11-17, 01:28 AM
Before you stands a man in the prime of his life, dressed in what seems to be a white tabard with the insignia of an unfamiliar country. The tabard covers what you guess to be standard issue plate armor. The most noticeably unsettling thing about him is that he seems to be partly translucent, with wisps of smoke coming off of him. Behind him flutters a crimson cape, and in his hands an enormous two-handed sword, almost comical in size if it were not wielded as if it were naught but a simple longsword...and if he were not charging you, screaming unintelligible battle cries.

Lord Knight Seyren Windsor (Level 32 Solo Brute)
Medium Undead Humanoid (fire)
135,000 EXP
Initiative +25
Senses Perception +29 ; darkvision ; low-light vision
Seyren Windsor's Domain aura 20; any flying creature in the aura has its fly speed reduced to 1 and maximum altitude reduced to 20 feet. Any creature above this altitude at the end of its turn falls to an altitude of 20 feet automatically. Enemies within this aura also lose their resistance to fire. While Seyren Windsor is bloodied, all enemies within this aura grant combat advantage to Seyren Windsor and gain vulnerability fire 10.
HP 1,475 ; Bloodied 737
AC 47 ; Fortitude 50 ; Reflex 46 ; Will 48
Immune Disease, Fire
Resist Lightning 10, Thunder 10, Radiant 10
Vulnerability Cold 10
Saving Throws +5 (+8 against fear and charm effects, and against effects that immobilize, restrain, or slow); whenever an attack applies an effect to Seyren Windsor that a save can end, he makes an immediate saving throw. If it succeeds, he is unaffected by the effect. Seyren Windsor makes saving throws at the end of each of his turns as normal.
Speed 8
Action Points 2

Melee Basic: Sword Swing (standard; at-will) ✦ Weapon
+36 vs AC; 4d8+11 damage. While Seyren Windsor is bloodied, the target takes an extra 2d8 fire damage.

Ranged Basic: Sword Boomerang (standard; at-will) ✦ Weapon
Range 10; +36 vs AC; 4d8+11 damage. While Seyren Windsor is bloodied, the target takes an extra 2d8 fire damage.

Magnum Break (standard; recharge 3,4,5,6) ✦ Weapon
Close burst 2; +34 vs Reflex; 5d10+10 fire damage and the targets are pushed two squares, and take ongoing 10 fire damage (save ends). While Seyren Windsor is bloodied, enemies take ongoing 15 damage and are dazed until the end of it's next turn.

Bash (standard; recharge 4,5,6) ✦ Weapon
+36 vs AC; 5d12+11 damage and Seyren Windsor makes a secondary attack against the target. Secondary Attack:[/b] +34 vs Fortitude; the target is stunned until the end of it's next turn.

Furious Charge (free action; when Seyren Windsor successfully attacks an enemy with Magnum Break; at-will) ✦ Weapon
Seyren Windsor makes a charge attack against a target of Magnum Break.

Two-Hand Quicken (free action; when Seyren Windsor successfully attacks an enemy in melee range; at-will) ✦ Weapon
Seyren Windsor makes an additional basic melee attack against the same target he attacked. Seyren Windsor may not use this power against an enemy he has targetted with Furious Charge. Two-Hand Quicken may not be used to grant additional attacks from itself.

Homing Blade (free action; when Seyren Windsor misses an enemy with Sword Boomerang; at-will) ✦ Weapon
Seyren Windsor makes an additional ranged basic attack against the same target.

Murderous Frenzy (immediate reaction; when hit by an attack)
Seyren Windsor makes a basic attack against the attacker.

Unshackle (minor; at-will; 1/round)
End the condition of being marked.

Seyren Windsor's Fullblade ✦ Weapon
Seyren Windsor deals an additional 6d12 damage on a crit. In addition, when he rolls the maximum result on any damage die, he rolls that die again and adds the additional result to the damage total. If a reroll results in another maximum damage result, rill it again and keep adding when applicable. Once per encounter, as a free action, Seyren Windsor may deal an extra 3d12 damage on a successful melee attack.

Power Up
While bloodied, Seyren Windsor gains an extra standard action on each of his turns.

Iron Body
Seyren Windsor automatically saves against the dazed and stunned conditions.

Cloak of Resistance (minor; encounter)
Seyren Windsor gains resist 15 to all damage until the start of his next turn.

Alignment Unaligned Language Common, Draconic
Skills Acrobatics +25, Athletics +32, Endurance +31
Str 33 Con 31
Int 25 Dex 29
Wis 27 Cha 29
Equipment +6 Cloak of Resistance, +6 Vorpal Fullblade, Plate Armor

Seyren Windsor's Tactics
Of the six, Seyren was hit hardest by his transformation. In this state he is the most mindless warrior, picking aorund the toughest opponent that he can discern and attacking them full force until they are dead, and onyl paying attention to the others when his primary target is dead. He uses Bash as much as possible on his target, and only uses Magnum Break when surrounded. Developer Note: Only use Unshackle when marked by Certain Justice.

Seyren's Lore
History DC 20: Old stories tell of a warrior who could slay entire armies and parry the most vicious of blows with ease.
History DC 25: That warrior's name was Seyren Windsor, a Lord Knight of the kingdom of Rune-Midgard, now underground.
Arcana DC 30: The wisps of smoke coming off his body prove that he is indeed a ghost, chained to this world by the deep emotion he felt in his dying moments.

[i]Talin Darrow, Gilliam Farbright, and Dorian-Hafeez Alam Darrow were "investigating" the dead, and (presumably) insane Wizard's laboratory. They were, at least. For the past few hours they had been on the run from someone. They didn't know who. It came from anywhere it pelased and struck suddenly. Gilliam had already lost an eye, and the rest sported similar wounds. The only thing they could make out in the scant few seconds it had attacked and left were form-fitting brown clothes that looked like it encouraged mobility, metal gauntlets, and pauldrons.

He attacked, this time outright killing Dorian. In the seconds that their deadly stalker paused to enjoy his brutal kill, they saw wisps of smoke come off of him, long, shaggy dark blue hair, and a long red scarf. Instead of disappearing as he did last time, he attacked both survivors.

Nobody returned alive that day.

Assassin Cross Eremes Guile (Level 32 Solo Skirmisher/Lurker)
Medium Undead Humanoid (poison)
135,000 EXP
Initiative +31
Senses Perception +30 ; darkvision ; low-light vision
Eremes Guile's Haven aura 20 any flying creature in the aura has its fly speed reduced to 1 and maximum altitude reduced to 20 feet. Any creature above this altitude at the end of its turn falls to an altitude of 20 feet automatically. Enemies within this aura also lose their resistance to poison, if any. While bloodied, enemies within this aura take 15 poison damage each round and treat Eremes Guile as if he had concealment.
HP 1,465 ; Bloodied 732
AC 49 ; Fortitude 48 ; Reflex 48 ; Will 47
Immune Disease, Poison
Resist Lightning 10, Necrotic 10, Cold 10.
Vulnerability Radiant 15
Saving Throws +5 (+8 against fear and charm effects, and against effects that immobilize, restrain, or slow); whenever an attack applies an effect to Eremes Guile that a save can end, he makes an immediate saving throw. If it succeeds, he is unaffected by the effect. Eremes Guile makes saving throws at the end of each of his turns as normal.
Speed 6
Action Points 2

Melee Basic: Katar Slash (standard; at-will) ✦ Weapon
+38 vs AC; 3d8+11 damage.

Ranged Basic Venom Knives (standard; at-will) ✦ Weapon
Range 10; +38 vs AC; 3d8+11 poison damage and the target takes ongoing 5 poison damage.

Double Attack (standard; at-will) ✦ Weapon
Eremes Guile makes two melee basic attacks.

Soul Destroyer (standard; recharge 6) ✦ Weapon
Range 10; +37 vs Reflex; 4d10+10 damage and Eremes Guile makes a secondary attack against the target. Secondary Attack: +37 vs Will; 4d10+10 psychic damage and the target is stunned until the end of it's next turn. Aftereffect: The target is blinded until the end of it's next turn.

Sonic Blow (standard; recharge when bloodied) ✦ Weapon
Eremes Guile makes eight melee basic attacks against a single target.

Meteor Assault (standard; recharge 4,5,6) ✦ Weapon
close burst 3 ; +34 vs Fortitude, Reflex, Will ; If Meteor Assualt hits one defense, deal 5d10+10 damage and the target is blinded until the enf of his next turn. If Meteor Assualt hits two defenses, the target is stunned after he recovers from blindness caused by Meteor Assualt. If Meteor Assualt hits three defenses, the target takes ongoing 20 damage (save ends). The target takes a -5 penalty to saving throws to end ongoing damage caused by Meteor Assualt

Cloak (move; recharge 6; recharge when bloodied)
Eremes Guile becomes invisible until after he makes an attack. While cloaked, Eremes Guile also gains the phasing quality.

Unshackle (minor; at-will; 1/round)
End the condition of being marked.

Backslide (move; recharge 5,6)
Eremes shifts his speed. Eremes cannot change direction during this movement. Backslide may be used as an immediate interrupt, triggered when an enemy moves into an adjacent square.

Venom Dust (minor; at-will) ✦ Zone
Burst 1 within 2; Enemies within the zone at the start of their turns grant combat advantage to Eremes Guile and take ongoing 5 poison damage (save ends). As long as they are within the area of a Venom Dust, characters cannot save against ongoing poison damage.

Perfect, and Possibly Elegant Assassin
Eremes Guile automatically saves against the dazed and stunned conditions. In addition, Eremes Guile does not take Stealth penalties when moving more than two squares.

Eremes Guile's Katars
On a critical hit, Eremes Guile deals an extra 6d10 per hit. However much damage Eremes Guile deals, deal that damage again at the beginning of his next turn.

Combat Advantage
Eremes Guile scores a critical hit on a 15-20 and deals an extra 3d6 on damage rolls against any target he has combat advantage against.

Alignment Evil Languages Common, Elven, Dwarven, Draconic.
Skills Acrobatics +32, Athletics +31, Diplomacy +29, Bluff +29, Endurance +25, Intimidate +29, Stealth +35, Thievery +35
Str 31 Con 29
Int 27 Dex 33
Wis 29 Cha 27
Equipment +6 Bloodiron Katar, +6 Bloodiron Katar, Hide Armor, 50 Venom Daggers

Eremes Guile's Tactics
Play Eremes like you would a standard lurker. Hide, run in, attack, move away. Just be a total arse about hiding and running and attacking from everywhere. Unshackle's for Certain Justice only.

Riches. How the bloody hell did that wizard acquire so much money? They didn't care. The band of eight looters were happy. There was so much goddamn money here, even split eight ways they could live comfortably their entire lives. Hell, even their children and their children could too!

Packing as much as they could carry, the eight loaded up and left, laughing jovially. At least until a very strange fellow blocked the door. Wisps of smoke came off of him as if he were on fire, and it looks like it, somewhat. His vest was burned at the bottom and did very little to cover his torso. His pants were thankfully completely intact. In his hands was an axe one would expect to see an executioner use. Large, and most of all, impractical.

"My...money..." The man whispered hoarsely. "Give it back! All of it!" He shouted, charging all of them, axe held high.

It was short, and brutal. Only the axe-bearer remained, covered in blood.

Whitesmith Howard Alt-Eisen (Level 32 Solo Soldier)
Medium Undead Humanoid (earth)
135,000 EXP
Initiative +28
Senses Perception +28 ; darkvision ; low-light vision
Howard Alt-Eisen's Avarice aura 20; any flying creature in the aura has its fly speed reduced to 1 and maximum altitude reduced to 20 feet. Any creature above this altitude at the end of its turn falls to an altitude of 20 feet automatically. Howard Alt-Eisen may use powers granted by a magic weapon or armor that belongs to his opponents, only if they have used them. The powers, if unused, fade at the end of his next turn. Howard Alt-Eisen gains an Action Point every time an enemy within this aura uses an Action Point for any purpose. While Howard Alt-Eisen is bloodied, all enemies within this aura are slowed.
HP 1,495 ; Bloodied 747
AC 50 ; Fortitude 50 ; Reflex 46 ; Will 42
Immune Disease, Lightning
Resist Thunder 10, Radiant 10
Vulnerability Fire 10
Saving Throws +5 (+8 against fear and charm effects, and against effects that immobilize, restrain, stun, or slow); whenever an attack applies an effect to Howard Alt-Eisen that a save can end, he makes an immediate saving throw. If it succeeds, he is unaffected by the effect. Howard Alt-Eisen makes saving throws at the end of each of his turns as normal.
Speed 6
Action Points 2

Melee Basic: Axe Swipe (standard; at-will)
+40 vs AC; 2d8+10 damage. On a critical hit, the target is weakened until the end of its next turn. While bloodied, Howard Alt-Eisen may spend an astral diamond to inflict the weakened condition on the target.

Ranged Basic: Boomerang Axe (standard; at-will)
Ranged 10. +40 vs AC; 2d8+10 damage and the target is slowed until the end of its next turn and cannot shift. If the target is already slowed, it is instead immobilized. Howard Alt-Eisen may spend an astral diamond to cause a flying enemy to drop to the ground and fall prone on a successful hit.

Hammerfall (move; recharge 6)
Blast 5. +36 vs Fortitude; Targets are stunned until the end of their next turn. Howard Alt-Eisen may spend three astral diamonds to change the duration of this power's stun to (save ends).

Mammonite (standard;recharge 5,6)
+38 vs Reflex; 4d10+9 damage and Howard Alt-Eisen may spend up to three astral diamonds to add 1d10 damage per diamond.

Axe Revolution (standard; recharge 3,4,5,6)
close burst 1. +38 vs Reflex; 4d8+8 damage and the targets are pushed one square. Howard Alt-Eisen may spend an astral diamond to shift and make a basic melee attack against one of the targets as a free action.

Axe Termination (standard; recharge 6)
+38 vs Fortitude; 5d10+9 damage and the target is stunned (save ends). Howard Alt-Eisen may spend four astral diamonds. The first diamon increases the damage by 1d10. The second diamond imparts a -3 penalty to the saving throw against stun. The third diamond imparts a dazed aftereffect. The fourth diamond increases the saving throw penalty to -5.

Meltdown (minor; at-will)
Howard spends an astral diamond. Until the end of Howard Alt-Eisen's turn, all attacks gain a secondary attack. Secondary Attack: +38 vs Fortitude; Target takes a cumulative -1 penalty AC, Fortitude, Reflex, and attack rolls (save ends). One saving throw ends the entire penalty, though the target can receive the penalty again with future attacks.

Adrenaline Rush
Once per round, Howard Alt-Eisen can make a melee basic attack as a minor action. Howard Alt-Eisen may not spend an astral diamond, or weaken the enemy on a successful critical hit.

Falling Iron
Once per round, Howard Alt-Eisen can immediately make a melee basic attack as a free action when he scores a critical hit. He does not have to attack the same target that he critically hit.

Howard Alt-Eisen's Executioner Axe
Howard Alt-Eisen rerolls damage dice if the result is 1 or 2. In addition, he deals an extra 6d6 and 3d12 damage on a crit. As a free action before Howard Alt-Eisen makes an attack, he may sacrifice up to 6 HP in order to deal extra damage equal to that of triple the amount of HP he sacrificed.

Unshackle (minor; at-will; 1/round)
End the condition of being marked.

lol 100 VIT
Howard Alt-Eisen automatically saves against the dazed condition.

Complete Greed
If Howard Alt-Eisen's astra diamond count drops to 0, he is dazed automatically and remains so unless he spends a standard action to loot the surrounding area to find 2d10 astral diamonds.

[b]Alignment[b] Chaotic Evil Languages Common, Dwarven, Elven
Skills Acrobatics +29 Athletics +32
Str 33 Con 35
Int 25 Dex 27
Wis 23 Cha 27
Equipment +6 Bloodclaw Executioner Axe, 50 Astral Diamonds.

Fluff comes later.

Sniper Cecil Damon (Level 32 Solo Skirmisher/Artillery)
Medium Undead Humanoid (air)
135,000 EXP
Initiative +32
Senses Perception +34 ; tremorsense 7 ; truesight 7 ; darkvision ; low-light vision
Sniper Cecil Damon's Hunting Grounds aura 60; all effects of cover and concealment (including invisibility, total cover and outright inability to see) are negated within this aura.
Sniper's Perfection aura 3 Enemies within this aura provoke Opportunity Attacks as if Cecil Damon had reach 3 and threatening reach. While bloodied, Sniper's Perfection's size increases to aura 6 and Cecil Damon can make a single ranged basic attack against any enemies within aura 3 at the start of her turn as a free action. This attack does not provoke opportunity attacks.
HP 1,465 ; Bloodied 732
AC 48 (52 against opportunity attacks) ; Fortitude 46 ; Reflex 50 ; Will 49
Immune Disease, Cold
Resist Radiant 10, Necrotic 10
Vulnerability Force 10
Saving Throws +5 (+8 against fear and charm effects, and against effects that immobilize, restrain, or slow); whenever an attack applies an effect to Cecil Damon that a save can end, she makes an immediate saving throw. If it succeeds, she is unaffected by the effect. Cecil Damon makes saving throws at the end of each of her turns as normal.
Speed 10
Action Points 2

Melee Basic: Dagger (standard; at-will)
+37 vs AC; 2d8+10 damage and Cecil Damon and shift one square.

Ranged Basic Single Shot (standard; at-will)
Range 30/60; +38 vs AC; 3d8+11 damage and the target is pushed 1 square.

Double Strafe (standard; at-will)
Cecil Damon makes two ranged basic attacks against a single target.

Arrow Shower (standard; recharge 3,4,5,6)
Burst 2 within Range 30/60; +35 vs AC; 4d8+11 damage and the targets are pushed 3 squares.

Charge Arrow (standard; recharge 5,6)
Range 30/60; +38 vs AC; 4d10+10 damage and Cecil Damon makes a secondary attack against the target. Secondary Attack: +36 vs Fortitude; Cecil Damon pushes the target 10 squares.

Blitz Beat (minor; recharges on a miss)
Range 30/60; +35 vs Reflex; 3d8+10 damage and during the target's round, before it can make any actions, Blitz Beat is repeated until it misses or the target uses a standard action to end this attack.

Falcon Assualt (minor; at-will; only when Blitz Beat cannot be used due to having targetted an enemy; 1/round)
Make an additional attack against Blitz Beat's target. If it hits, deal an extra 1d8 damage.

Arrow Rain (standard; recharge 6)
Burst 5 within Range 30/60 or blast 5; +36 vs Reflex; 5d12+10 damage and the targets are immobilized.

Cursed Arrow (free action; recharge 4,5,6)
Until the end of Cecil Damon's turn, all attacks gain a secondary attack against targets they hit. Secondary Attack: +35 vs Will; the target takes a -2 penalty to attack rolls, and all defenses, and -4 to saving throws (save ends all). If the target fails it's first saving throw, the penalties increase by 2. On a turn that Cursed Arrow is used, Arrow of Frozen Tombs and Sharp Arrow may not be used.

Arrow of Frozen Tombs (free action; recharge 5,6)
Until the end of Cecil Damon's turn, all attacks gain a secondary attack against targets they hit. Secondary Attack: +35 vs Fortitude; the target is entombed in ice. While entombed, the target is stunned, attacks cannot gain line of effect against it, and it takes ongoing 10 damage (save ends all). On a turn that Arrow of Frozen Tobs is used, Cursed Arrow and Sharp Arrow may not be used.

Sharp Arrow (free action; at-will)
Until the end of Cecil Damon's turn, all attacks crit on a 18-20. On a turn that Sharp Arrow is used, Arrow of Frozen Tombs and Cursed Arrow may not be used.

Ankle Snare (minor; at-will) ✦ Zone
Burst 1 within any adjacent square. When Ankle Snare is used, it makes a stealth check using Cecil Damon's Stealth modifier and then becomes hidden. Enemies can roll an opposed perception check to successfully spot the trap. Enemies entering the zone are pulled to the center square and are immobilized (save ends). If their movement would have brought them past the zone's area, their movement is halted at the zone's center square. Saving throws made to end the immobilized take a -3 penalty. This zone lasts until an enemy is immobilized and makes a successful save, or when Cecil Damon dismisses it as a free action.

Skid Trap (minor; at-will) ✦ Zone
Burst 1 within any adjacent square. When Skid Trap is used, it makes a stealth check using Cecil Damon's Stealth modifier and then becomes hidden. Enemies can roll an opposed perception check to successfully spot the trap. Enemies entering the zone are subject to a +35 vs Reflex attack. On a hit, they are pushed 6 squares in the direction they entered the square and their movement ends immediately if they have any squares left. This zone lasts until it makes it attack, regardless of a hit, or when Cecil Damon dismisses it as a free action. Cecil Damon may use this power as an immediate reaction to either slide herself away from an enemy that is about to enter an adjacent square or to attempt to slide the enemy. If she does this, Skid Trap may not be used again until it recharges on a 4, 5, or 6.

Land Mine (minor; at-will) ✦ Zone
Burst 1 within any adjacent square. When Land Mine is used, it makes a stealth check using Cecil Damon's Stealth modifier and then becomes hidden. Enemies can roll an opposed perception check to successfully spot the trap. Enemies stepping into the zone are subject to a +35 vs Reflex attack. On a hit, they take 3d8+10 fire damage and their movement ends immediately if they have any squares left. This zone lasts until it makes an attack, regardless of a hit, or when Cecil Damon dismisses it as a free action.

Flasher (minor; at-will) ✦ Zone
Burst 1 within adjacent square. When Flasher is used, it makes a stealth check using Cecil Damon's Stealth modifier and then becomes hidden. Enemies can roll an opposed perception check to successfully spot the trap. Enemies stepping into the zone are subject to a +35 vs Fortitude attack. On a hit, they are blinded until the start of their next turn. This zone lasts until it makes an attack, regardless of a hit, or when Cecil Damon dismisses it as a free action.

Bowmaster's Tenacity
Cecil Damon automatically saves against the stunned condition.

Sniper's Grace
Cecil Damon gains a +4 bonus to AC against opportunity attacks. This is already factored into her statistics. She also ignores difficult terrain when shifting.

Unshackle (minor; at-will; 1/round)
End the condition of being marked.

Vulture's Eye
Cecil Damon's attacks do not take the -2 penalty for attacking past her normal range.

Cecil Damon's Greatbow
Cecil Damon's Greatbow's normal range by 5 squares and the long range by 10 squares. This is already factored into her statistics.

Alignment Unaligned Languages Common, Elven
Skills Stealth +33, Insight +31, Acrobatics +33, Athletics +28, Thievery +33
Str 25 Con 29
Int 27 Dex 35
Wis 31 Cha 29
Equipment +6 Distance Greatbow, Endless Quiver, Dagger

Yeah that's it. In before someone tells me that I fail it incredibly hard. I'm also working on the rest. I only have two more, go me >_>

Lappy9000
2008-11-17, 02:16 AM
4e isn't my forte, but just looking at these guys would stike fear into my soul if I was one of your players. You've done your job well on that aspect. BBEG would probably be more accurate at these challenge levels :smalleek:

KKL
2008-11-17, 02:50 AM
4e isn't my forte, but just looking at these guys would stike fear into my soul if I was one of your players. You've done your job well on that aspect. BBEG would probably be more accurate at these challenge levels :smalleek:

:3

Cecil Damon strikes fear into my soul, and I created her!

Lorien077
2008-11-17, 08:50 PM
How eerily accurate... that dungeon level is a pain!
...I'm gonna have to figure out how to convert this to 3.5 now.

Lappy9000
2008-11-18, 10:09 AM
I had a question about Whitesmith Howard Alt-Eisen, KKL. He's the wizard who the looters stole gold from correct? Then why is he wielding an axe like some barbarian as opposed to polymorphing them into gerbils?

I eagerly await the Cecil Damon fluff.

Diggin' the new avatar BTW.

KKL
2008-11-19, 05:16 AM
I had a question about Whitesmith Howard Alt-Eisen, KKL. He's the wizard who the looters stole gold from correct? Then why is he wielding an axe like some barbarian as opposed to polymorphing them into gerbils?

I eagerly await the Cecil Damon fluff.

Diggin' the new avatar BTW.

-Smiths in RO use Axes as weapons, primarily. Also, he's not the Wizard. Kathryne Keyron is. He's just a dead guy with way too much greed on his hands. And an axe.

Fri
2008-11-19, 10:23 AM
Woah, those guys from the incredibly hard Ragnarok Online dungeon? I never actually meet them, my character was way to weak to even set one foot on the dungeon's front lawn.

HAven't play 4e, so can't say anything about their power level other than these guys seems really scary.