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In the Feywild, everything is more nasty!

Posted 19th January 2009 at 09:43 AM by Jack99
My players are currently in the Feywild, running my very warped version of the otherwise great adventure, King of the Trollhaunt.

Last time we played, they met this bad boy, who is my own version of the Troll Witch, and we had an awesome battle. My players loved the monster, so I figured it would put it up for sharing. I also included a nasty Fey Goblin that they will run into the next time. So far all the goblins they have met have been minions, so they are starting to view them as wizard-fodder. Oh boy are they in for a surprise.

The Fey Goblin was modelled after the drow lurker of the same level.

Troll Ice Shaman Level 12 Controller
Large natural humanoid XP 700
Initiative +8 Senses Perception +10
HP 124; Bloodied 62
Regeneration 10 (if the troll witch takes acid or fire damage, regeneration does not function until the end of its next turn)
Vulnerable 5 fire
AC 25; Fortitude 25, Reflex 22, Will 24
Speed 7
m Claw (Standard, at-will) Reach 2; +16 vs Armor Class; 1d10+6 damage.
R Freeze the Flesh (Minor, at-will) * Cold
Ranged 10; +16 vs Reflex; the target takes 1d6 point of cold damage, and any time an ally deals damage from a melee attack against the target for the remainder of the encounter, the target takes an additional 1d6 cold damage. Also see Statue of Ice.
R Statue of Ice (Standard, recharge 5, 6) Polymorph, Cold
Ranged 10; If target is an enemy affected by Freeze the Flesh, it takes -2 to saves; +16 vs Fortitude; Target is slowed and takes ongoing 10 cold (save ends). First Failed Save; Target is frozen* and takes ongoing 10 cold damage (save ends). Aftereffect: Target is slowed and ongoing 5 damage.
C Cold Spikes (Standard, encounter)
Close blast 5; targets enemies only; +16 vs Fortitude; 2d8+5 damage, and the target is dazed and slowed (save ends).
Troll Healing Healing
If the troll witch is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points.
Alignment Chaotic evil Languages Common, Giant
Skills Endurance +16, Insight +10
Str 18 (+10) Dex 15 (+8) Wis 9 (+5)
Con 20 (+11) Int 12 (+7) Cha 18 (+10)
Equipment: Hide, Staff

Fey Goblin Opportunist Level 11 Lurker
Small fey humanoid XP 600
Initiative +13 Senses Perception +11; lowlight vision
HP 83; Bloodied 41
AC 24; Fortitude 20, Reflex 22, Will 19
Speed 6
m Shortsword (standard; at-will) ✦ Weapon
+14 vs. AC; 2d8 + 5 damage
R Hand Crossbow (standard; at-will) ✦Weapon
Ranged 10/20; +14 vs. AC; 3d6 + 5 damage
M Opportune Bastard (immediate reaction when an enemy gets bloodied; recharge 6) * Weapon
+14 vs. AC; 4d8+5 damage. The Fey Goblin Opportunist shifts up to 6 and makes an attack with combat advantage against a enemy who was just bloodied.
M Finish the Weak (standard; encounter, only against bloodied)
+14 vs. AC; 4d10+5 damage
Alignment Evil Languages Common, Goblin
Skills Dungeoneering +11, Intimidate +8, Stealth +15
Str 14 (+7) Dex 19 (+9) Wis 13 (+6)
Con 11 (+5) Int 13 (+6) Cha 12 (+6)
Equipment chainmail, shortsword, hand crossbow, 20 bolts

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