FitzTheRuke
Legend
I've made up a couple of monsters for a 4E Demo I'm running Sunday. It's the big final battle and it's supposed to be tough. I don't have time to test it. Can everyone give me their opinion on if you think that the six pregens could possibly have a chance?
The encounter is 750XP (assuming I did everything right)
Your comments are much appreciated!
Here they are:
Human Necromancer Level 5 Elite Artillery (Leader)
Medium Natural Humanoid XP 400
Initiative +4 Senses Perception +5
HP 120 Bloodied 60
AC 16 Fort 14 Ref 14 Will 15
Speed 6 Saving Throws +1 Action Point 1
m Staff (Standard, At-Will) Weapon
+5 vs AC; 1D8 +1 damage (1D8 + 9 Crit)
r Magic Missile (Standard, At-Will) Force, Range 20
+7 vs Reflex, 2D4 + 4
R Ray of Pain (Standard, Recharge 5, 6) Necrotic, Range 10
+6 vs Reflex, 1D6 + 4 Necrotic damage AND target Weakened until
end of Human Necromancer’s next turn
Shadow Step (Move, Recharge 6)
Teleport 5 squares and gain concealment until beginning of Human Necromancer’s next turn
Skills Arcana +11 Stealth +9
Str 11 (+2) Con 12 (+3) Dex 14 (+4) Int 18 (+6) Wis 17 (+5) Cha 14 (+4)
Equipment: +1 Staff of Pain, Robes, Wand
Skeletal Colossus Level 4 Elite Brute
Huge Natural Animate (Undead) XP 350
Initiative +4 Senses Perception +3, Darkvision
HP 140 Bloodied 70
AC 18 Fort 20 Ref 16 Will 15
Speed 8 Immune Poison Disease
Resist 10 Necrotic Vulnerable 5 Radiant
m Huge Sword (Standard, At-Will) Weapon
Reach 3, +10 vs AC; 2D6 +6 damage
m Huge Knife (Standard, At-Will) Weapon
Reach 3, +10 vs AC; 1D10 +6 damage
M Double Attack (Standard, Recharge 4,5,6)
Make a Huge Sword and a Huge Knife attack
Stomp (Minor, while making a move action)
+10 vs Reflex, 1D10 + 6 damage AND target knocked prone AND immobilized until end
of Skeletal Colossus’ next turn
Big Step (Special)
Skeletal Colosus may shift up to 2 squares
Special: Skeletal Colossus can move through, and end his movement in enemies’ squares
Too Big to Move
Immune to forced movement effects
Str 22 (+8) Con 20 (+7) Dex 14 (+4) Int 3 (-2) Wis 12 (+3) Cha 3 (-2)
This is based on the Reaper Giant Skeleton Figure
Thanks!
Fitz
The encounter is 750XP (assuming I did everything right)
Your comments are much appreciated!
Here they are:
Human Necromancer Level 5 Elite Artillery (Leader)
Medium Natural Humanoid XP 400
Initiative +4 Senses Perception +5
HP 120 Bloodied 60
AC 16 Fort 14 Ref 14 Will 15
Speed 6 Saving Throws +1 Action Point 1
m Staff (Standard, At-Will) Weapon
+5 vs AC; 1D8 +1 damage (1D8 + 9 Crit)
r Magic Missile (Standard, At-Will) Force, Range 20
+7 vs Reflex, 2D4 + 4
R Ray of Pain (Standard, Recharge 5, 6) Necrotic, Range 10
+6 vs Reflex, 1D6 + 4 Necrotic damage AND target Weakened until
end of Human Necromancer’s next turn
Shadow Step (Move, Recharge 6)
Teleport 5 squares and gain concealment until beginning of Human Necromancer’s next turn
Skills Arcana +11 Stealth +9
Str 11 (+2) Con 12 (+3) Dex 14 (+4) Int 18 (+6) Wis 17 (+5) Cha 14 (+4)
Equipment: +1 Staff of Pain, Robes, Wand
Skeletal Colossus Level 4 Elite Brute
Huge Natural Animate (Undead) XP 350
Initiative +4 Senses Perception +3, Darkvision
HP 140 Bloodied 70
AC 18 Fort 20 Ref 16 Will 15
Speed 8 Immune Poison Disease
Resist 10 Necrotic Vulnerable 5 Radiant
m Huge Sword (Standard, At-Will) Weapon
Reach 3, +10 vs AC; 2D6 +6 damage
m Huge Knife (Standard, At-Will) Weapon
Reach 3, +10 vs AC; 1D10 +6 damage
M Double Attack (Standard, Recharge 4,5,6)
Make a Huge Sword and a Huge Knife attack
Stomp (Minor, while making a move action)
+10 vs Reflex, 1D10 + 6 damage AND target knocked prone AND immobilized until end
of Skeletal Colossus’ next turn
Big Step (Special)
Skeletal Colosus may shift up to 2 squares
Special: Skeletal Colossus can move through, and end his movement in enemies’ squares
Too Big to Move
Immune to forced movement effects
Str 22 (+8) Con 20 (+7) Dex 14 (+4) Int 3 (-2) Wis 12 (+3) Cha 3 (-2)
This is based on the Reaper Giant Skeleton Figure
Thanks!
Fitz