ObsidianCrane
First Post
Shadar-kai Chainfighter Level 6 Skirmisher
Medium shadow humanoid xp250
Initiative +9 Senses Perception +5; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6; see also dance of death and shadow jaunt
m Spiked Chain (standard at will) * Weapon
Reach 2; +11 vs AC; 2d4+3 damage.
M Dance of Death (standard; recharge 6) * Necrotic, Weapon
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.
Shadow Jaunt (move encounter) * Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.
Alignment: Unaligned Langages: Common
Skills Acrobatics +14 Stealth +14
Str 17 (+6) Dex 18 (+7) Wis 14 (+5)
Con 13 (+4) Int 10 (+3) Cha 11 (+3)
Equipment: leather armor, spiked chain
Human Guard Level 1 Solider
Medium natural Humanoid xp 100
Initiative +4 Senses Perception +5
HP 31 Bloodied 15
AC 16 Fortitude 14 Reflex 13 Will 12
Speed 5
m Halberd (standard at will) * Weapon
Reach 2: +8 vs AC 1d10+2 damage and the target is markes until the end of the human guards next turn.
M Powerful Strike (standard recharge 5,6) * Weapon
Requires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the target is knocked prone.
R Crossbow (standard at will) * Weapon
Range 15/30; +7 vs AC; 1d8+1 damage
Alignment Any Languages Common
Skills Streetwise +6
Str 15 (+2) Dex 14 (+2) Wis 11 (+0)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)
Equipment chainmail, halberd, crossbow with 20 bolts.
Human Bandit Level 2 Skirmisher
Medium natural Humanoid xp 125
Initiative +6 Senses Perception +1
HP 30 Bloodied 15
AC 16 Fortitude 12 Reflex 14 Will 12
Speed 6
m Mace (standard at will) * Weapon
+4 vs AC 1d8+1 damage and the human bandit shifts 1 square.
r Dagger (standard at will) * Weapon
Range 5/10; +6 vs AC; 1d6+1damage.
m Dazling Strike (standard encoutner) * Weapon
Requires mace; +4 vs AC; 1d8+1 damage, the target is dazed until the end of the human bandit's next turn, and the human bandit ***** 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and ranged attackes against any target it has combat advantage against.
Alignment Any Languages Common
Skills Stealth +9 Streetwise +7 Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 5 daggers
Human Berserker Level 3 Brute
Medium natural Humanoid xp 150
Initiative +2 Senses Perception +1
HP 56 Bloodied 28 see also battle fury
AC 14 Fortitude 14 Reflex 13 Will 13
Speed 7
m Greataxe (standard at will) * Weapon
+6 vs AC; 1d12+4 damage (crit 1d12+16)
M Battle Fury (Immediate reaction, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
R Handaxe (standard at will) * Weapon
Range 5/10; +4 vs AC; 1d6 +3 damage.
Alignment Any Languages Common
Skills Athletics +9 Endurance +9
Str 17 (+4) Dex 12 (+2) Wis 11 (+1)
Con 16 (+4) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, greataxe, 2 handaxes
Human Mage Level 4 Artillery (Leader)
Medium natural Humanoid xp 175
Initiative +4 Senses Perception +5
HP 42 Bloodied 21
AC 17 Fortitude 13 Reflex 14 Will 15
Speed 6
m Quaterstaff (standard at will) * Weapon
+4 vs AC; 1d8 damage.
r Magic Missile (standard at will) * Force
Range 20; +7 vs Reflex; 2d4 +4 force damage.
R Dancing Lightning (standard encoutner) * Lightning
The mage makes a seperate attack against 3 different targets; range 10; +7 vs Reflexes; 1d6 +4 lightning damage.
A Thunder Burst (standard encounter) * Thunder
Area burst; 1 within 10; +7 vs Fortitude; 1d8 +4 thunder damage, and the target is dazed (save ends).
Alignment Any Languages Common
Skills Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment robes,quaterstaff, wand
Skeleton Warrior Level 3 Soldier
Medium natural animate (undead) xp 150
Initiative +6 Senses Perception +3; darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15 Reflex 16 Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Radiant
Speed 5
m Longsword (standard at-will) * Weapon
+10 vs AC; 1d8 +2 damage, and the target is marked until the end of the skeleton warrior's next turn; see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment: Unaligned Langages: -
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Equipment: chainmail, light shield, longsword
Blazing Skeleton Level 5 Artillery
Medium natural animate (undead) xp 200
Initiative +6 Senses Perception +4; darkvision
Fiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage.
HP 53; Bloodied 26
AC 19; Fortitude 15,Reflex 18,Will16
Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable 5 radiant
Speed 6
m Blazing Claw (standard; at-will) * Fire
+8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends).
R Flame Ord (standard; at-will) * Fire
Range 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends).
Alignment Unaligned Languages -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) Int 4 (-1) Cha 6 (0)
Equipment -
Medium shadow humanoid xp250
Initiative +9 Senses Perception +5; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6; see also dance of death and shadow jaunt
m Spiked Chain (standard at will) * Weapon
Reach 2; +11 vs AC; 2d4+3 damage.
M Dance of Death (standard; recharge 6) * Necrotic, Weapon
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.
Shadow Jaunt (move encounter) * Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.
Alignment: Unaligned Langages: Common
Skills Acrobatics +14 Stealth +14
Str 17 (+6) Dex 18 (+7) Wis 14 (+5)
Con 13 (+4) Int 10 (+3) Cha 11 (+3)
Equipment: leather armor, spiked chain
Human Guard Level 1 Solider
Medium natural Humanoid xp 100
Initiative +4 Senses Perception +5
HP 31 Bloodied 15
AC 16 Fortitude 14 Reflex 13 Will 12
Speed 5
m Halberd (standard at will) * Weapon
Reach 2: +8 vs AC 1d10+2 damage and the target is markes until the end of the human guards next turn.
M Powerful Strike (standard recharge 5,6) * Weapon
Requires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the target is knocked prone.
R Crossbow (standard at will) * Weapon
Range 15/30; +7 vs AC; 1d8+1 damage
Alignment Any Languages Common
Skills Streetwise +6
Str 15 (+2) Dex 14 (+2) Wis 11 (+0)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)
Equipment chainmail, halberd, crossbow with 20 bolts.
Human Bandit Level 2 Skirmisher
Medium natural Humanoid xp 125
Initiative +6 Senses Perception +1
HP 30 Bloodied 15
AC 16 Fortitude 12 Reflex 14 Will 12
Speed 6
m Mace (standard at will) * Weapon
+4 vs AC 1d8+1 damage and the human bandit shifts 1 square.
r Dagger (standard at will) * Weapon
Range 5/10; +6 vs AC; 1d6+1damage.
m Dazling Strike (standard encoutner) * Weapon
Requires mace; +4 vs AC; 1d8+1 damage, the target is dazed until the end of the human bandit's next turn, and the human bandit ***** 1 square.
Combat Advantage
The human bandit deals an extra 1d6 damage on melee and ranged attackes against any target it has combat advantage against.
Alignment Any Languages Common
Skills Stealth +9 Streetwise +7 Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 5 daggers
Human Berserker Level 3 Brute
Medium natural Humanoid xp 150
Initiative +2 Senses Perception +1
HP 56 Bloodied 28 see also battle fury
AC 14 Fortitude 14 Reflex 13 Will 13
Speed 7
m Greataxe (standard at will) * Weapon
+6 vs AC; 1d12+4 damage (crit 1d12+16)
M Battle Fury (Immediate reaction, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
R Handaxe (standard at will) * Weapon
Range 5/10; +4 vs AC; 1d6 +3 damage.
Alignment Any Languages Common
Skills Athletics +9 Endurance +9
Str 17 (+4) Dex 12 (+2) Wis 11 (+1)
Con 16 (+4) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, greataxe, 2 handaxes
Human Mage Level 4 Artillery (Leader)
Medium natural Humanoid xp 175
Initiative +4 Senses Perception +5
HP 42 Bloodied 21
AC 17 Fortitude 13 Reflex 14 Will 15
Speed 6
m Quaterstaff (standard at will) * Weapon
+4 vs AC; 1d8 damage.
r Magic Missile (standard at will) * Force
Range 20; +7 vs Reflex; 2d4 +4 force damage.
R Dancing Lightning (standard encoutner) * Lightning
The mage makes a seperate attack against 3 different targets; range 10; +7 vs Reflexes; 1d6 +4 lightning damage.
A Thunder Burst (standard encounter) * Thunder
Area burst; 1 within 10; +7 vs Fortitude; 1d8 +4 thunder damage, and the target is dazed (save ends).
Alignment Any Languages Common
Skills Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment robes,quaterstaff, wand
Skeleton Warrior Level 3 Soldier
Medium natural animate (undead) xp 150
Initiative +6 Senses Perception +3; darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15 Reflex 16 Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Radiant
Speed 5
m Longsword (standard at-will) * Weapon
+10 vs AC; 1d8 +2 damage, and the target is marked until the end of the skeleton warrior's next turn; see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment: Unaligned Langages: -
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Equipment: chainmail, light shield, longsword
Blazing Skeleton Level 5 Artillery
Medium natural animate (undead) xp 200
Initiative +6 Senses Perception +4; darkvision
Fiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage.
HP 53; Bloodied 26
AC 19; Fortitude 15,Reflex 18,Will16
Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable 5 radiant
Speed 6
m Blazing Claw (standard; at-will) * Fire
+8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends).
R Flame Ord (standard; at-will) * Fire
Range 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends).
Alignment Unaligned Languages -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) Int 4 (-1) Cha 6 (0)
Equipment -