Level 10 Encounter (XP 2,400)- 1 Summoner of Souls (level 9 solo soldier)
- 1 Battle Wight (level 9 soldier)
The Summoner of Souls, a Shadar-kai (level 9 solo soldier)
Medium shadow humanoid; XP 2,000
Initiative +9;
Senses Perception +6; low-light vision
HP 388;
Bloodied 194; see also
Might of the Staff and
Revenge of the Staff AC 27;
Fortitude 23,
Reflex 25,
Will 24
Resist 10 necrotic
Saving Throws +5
Speed 6; see also
Shadow Jaunt Action Points 2
Staff of Souls (standard; at-will) -
Weapon
Reach 2; +16 vs AC; 2d8+7 damage
Soulbolt (standard; at-will) -
Weapon, Necrotic
Ranged 20; +17 vs AC; 2d6+5 necrotic damage
Soul Discharge (standard; recharge

) -
Necrotic, Fear
Close Burst 3; +13 vs Fortitude; 4d8+5 necrotic damage and the target is stunned until the end of the summoner's next turn;
Aftereffect: the target is weakened (save ends);
Miss: half damage, no other effect.
Summon Soul (standard; recharge special) -
Conjuration
Close Burst 2; Summon a soul (AC 23; all other defenses 21; 20 HP; As conjuration it does not trigger "on death" effects when destroyed.) into an unoccupied square and the summoner becomes insubstantial until the end of his next turn. Recharge depends on the number of souls currently is existance: 0




; 1



; 2


; 3+
Haunt Soul (move; at-will)
Move all summoned souls within line of sight up to 8 squares. They have the phasing quality during that movement and don't provoke opportunity attacks.
Torture Soul (minor 1/round; at-will) -
Psychic
All summoned souls within line of sight perform an attack: Close Burst 1 (only affects enemies, see also
Soul Mastery); +14 vs Reflex; 1d8+5 psychic damage; no target can be subject to more than one attack per turn, but overlapping attack areas provide a +3 bonus to the attack for each soul beyond the first. This attack does not suffer from any attack penalties or conditions affecting the summoner but only from those placed on an individual soul.
Soul Mastery (minor; recharge


)
Increase the burst size of the next
Torture Soul attack by 1.
Revenge of the Staff (when reduced to 0 hit points) -
Necrotic
The staff explodes with a close burst 5, making a +13 vs Fortitude attack for 4d8+5 necrotic damage, half on a miss. Should the Battle Wight still be alive he also explodes with a close burst 3, making a +12 vs Fortitude attack for 3d8+5 necrotic damage, half on a miss.
Might of the Staff (free, when first blodied; encounter)
All powers of the summoner except this one recharge. He also summons a
Battle Wight (p262 MM) of his level into an unoccupied square within 15 squares, who's first turn is right after the current. The XP for the Battle Wight is included in the encounter XP bugdet.
Shadow Jaunt (move; encounter) -
Teleportation
The summoner teleports 5 squares and becomes insubstantial until the end of his next turn.
Alignment Evil;
Languages Common, Abyssal
Skills Acrobatics (+9), Arcana (+15), Diplomacy (+14), Insight (+11), Intimiate (+14), Religion (+15), Stealth (+9)
Str 10 (+4)
Dex 17 (+7)
Wis 15 (+6)
Con 17 (+7)
Int 22 (+10)
Cha 20 (+9)
Equipment The Staff of Souls, any leather armor*, any amulett or cloak* (*: This equipment has no special function but serves as possible encounter loot that survives the explosion of the staff. Should it provide more than enhancement bonuses then these properties and powers could be added to the summoner's list of traits at the DM's discretion.)
Summoner of Souls Tactics
The summoner will usually
summon,
haunt and
torture more soul whenever he can, because it protects him well and will place his enemies in the trouble of staying at sufficient health. Should he be unable to do so he will move into a favourable position, still protected by being insubstantial, and release a
Soul Discharge to stall his enemies. Should an enemy run low on health he will use an
Action Point in an attempt to knock him out.
Should his enemies prepare too well for his summoned souls, usually by spreading out and / or readying attacks against them, he will break the tactics and single out a weak foe (usually targeting a leader or controller), again using his superior protection and ignoring any marks, in an attempt to knock him out fast and decisively, often using an
Action Point.
He will keep
Shadow Jaunt on reserve for appropriate use. He might also forgo summoning or moving his souls in favour for being able to use
Soul Mastery on a proper occasion, if he shouldn't be able to prepare it on a turn beforehand - if it recharges then, it does stack with itself.
The
Battle Wight mainly serves as further distraction, to keep too much fire from being focused on the souls while he summons more.
He does not know about the
Revenge of the Staff and will accordingly not prepare for it.
Staff of Souls Lore
A character knows the following information with a successful Arcana or Religion check.
DC 15: The staff of souls is a minor artefact still surviving from the Great War between the Gods and the Primordials, when it was used by the Gods to steal souls from the Primordials' arsenal. First created by the Raven Queen it was stolen after the war by Vecna, whom it serves now.
DC 20: The essence of the staff is not bound to one particular object, but can be channelled into an existing staff by a long ritual that involves sacrafice and torture. Should Vecna approve and should the essence not be bound already, it will then inhabit the staff and bind itself to the caster to grant him tremendous power over souls. It then will ensure that its wielder follows Vecna's commands, which can mean both destruction of his opponents as well the hunt for more secrets.
DC 25: The wielder of the staff can draw on its power to channel multiple souls from the Abyss into this world, using their suffering to inflict damage on his enemies. It is also said that there are some souls permanently bound into the staff, that can be released to weaken enemies or summon stronger allies into the field.
DC 30: Should the wielder fail Vecna, usually by being slain, the staff explodes in a tremendous burst, drawing all remaining souls with it. It is said that these souls go directly to Vecna and that he has some special fate for them in mind, and while nobody knowns what exactly that is, it isn't a pleasant fate for sure. The only way for the wielder to escape this fate is by either long and successful years in Vecna's service and a proper death rite by a Cleric of Vecna, or the ascension to Lichdom - in both cases, the essence of the staff moves on, although in the latter case it is said that he next incarnation of the staff serves as phylactery for the now newly ascended Lich.
Shadar-kai Lore (see p230 MM)
continue to
The Summoner of Souls (part 2: Adaption)