Quote:
Originally Posted by the Jester MIST
... CRIMSON DEATH--- Level 18 Solo Lurker
Medium elemental animate (air)--- XP 10,000
---
Initiative +25; Senses Perception +18; blindsight 10
HP 670; Bloodied 335
AC 34; Fortitude 32; Reflex 32; Will 32 (but see Fat with Blood)
Resist insubstantial (but see Fat with Blood)
Saving Throws +5
Speed fly 10 (hover); maximum altitude 6
Action Points 2
--- [Melee basic] Blood-Draining Tendril of Mist (standard; at will): +21 vs. Reflex; 2d8+7 damage, and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Feed ability.) [Melee] Lash of Mist (standard; at will): The crimson death makes two blood-draining tendril of mist attacks. [Melee] Feed (standard; requires combat advantage; recharges when the crimson death runs out of temporary hit points): The crimson death shifts 3 into an enemy’s space and attacks that enemy: +21 vs. Fortitude; Hit: 4d10+7 damage plus ongoing 5 damage (save ends), and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Blood-Draining Tendril of Mist ability.) [Ranged] Terrifying Visage (minor; at will): Range 6; +21 vs. Will; Hit: the target slides 4 and is weakened (save ends); Miss: the target is weakened until the end of its next turn. Scarlet Vigor (immediate reaction; when hit by an attack; at will): The crimson death loses 10 temporary hit points and gains a +2 power bonus to one defense of its choice until the end of its next turn. Lost in the Mist (move; at will): The crimson death shifts 10 and gains total concealment until the end of its next turn. Fat with Blood: When the crimson death has at least 100 temporary hit points, all of its defenses go down by 2, and it becomes substantial.
---
Alignment evil; Languages understands Common
Skills Perception +18, Stealth +22
Str 22; Dex 26; Wis 19
Con 20; Int 18; Cha 22 |
Okay, so I got to use this guy last weekend. I ended up making two on-the-fly changes:
HP 470; Bloodied 235 (I dropped its hps by 200)
Fat with Blood (when the crimson death first has 30 temporary hit points): The crimson death’s defenses go down by 2, it becomes substantial and it deals an extra 1d12 points of damage with melee attacks. (This changed it so that it only needed to gain 30 temp hps over two rounds, an achievable goal, to trigger this ability. It then became much easier to damage, but also seriously increased its damage output. Even with this change, though, it was deep into the fight before it got its 30 temp hit points- from my notes I can see it took damage about 30 times before it finally managed to accumulate the temp hps necessary.
The on-the-fly modifications worked really well. The crimson death was tough to hurt- the combination of weakness and insubstantial is a bitch that I underrated when I wrote the initial version of the crimson death. With the 200 hps knocked off, though, I think it worked just about right for a solo monster- scary, then the pcs get a break (substantial!) that comes with a brick in the face (+1d12 damage on each melee hit).