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<blockquote data-quote="Quickleaf" data-source="post: 6053760" data-attributes="member: 20323"><p>[MENTION=6696971]Manbearcat[/MENTION] I took your stat block and ran with it using the NPC making guidelines in the DMG, bits stolen from the Dragon Guardian PP and the Evoker Specialization, and my own best judgment about my group. As you suggested, i gave him two ways to impose fire vulnerability. Note that I gave him a ton of resistances - in play I'm thinking there will be an optional puzzle/skill challenge to disable some of those.</p><p></p><p>I was tempted to give im some kind of summoning power too, but I figure I can handle that with monsters rather than fancy powers.</p><p></p><p>One thing he is lacking is ways to deal with action denial. Maybe I could tack something onto his flight power that shakes off a condition?</p><p></p><p><span style="font-size: 15px"><strong>The Wyrmlord</strong></span></p><p>Level 14 Elite Controller (Leader)</p><p>Medium natural humanoid</p><p></p><p><strong>COMBAT</strong></p><p>HP 272; Bloodied 136</p><p>AC 28, FORT 25, REF 26, WILL 26</p><p>Initiative +9</p><p>Speed 6</p><p>Resist 10 acid, cold, fire, lightning, thunder, and poison</p><p>Saves +2</p><p>Action Points 1</p><p></p><p><strong>TRAITS</strong></p><p></p><p><strong>Draconic Evocation Mastery:</strong> The Wyrmlord's attacks ignore resistance to any damage type he possesses resistance to.</p><p></p><p><strong>Guarded Flourish:</strong> Whileq the Wyrmlord wields a one-handed melee weapon, his ranged and area attacks don't provoke opportunity attacks.</p><p></p><p><strong>Fury of the Wyrmlord (Aura 5):</strong> Allies in the aura gain the Wyrmlord's resistances and their attacks gain the fire keyword.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p></p><p><strong>Longsword, Flame Tongue</strong> (fire) [At-Will]</p><p>Melee; +19 vs. AC; 1d8+13 fire damage (+3d8 critical). If this reduces an enemy to 0 HP, all enemies adjacent to that enemy take 8 fire damage.</p><p></p><p><strong>Rimefire Mantle</strong> (cold, fire) [At-Will]</p><p>Close Blast 3; +18 vs. Reflex; 1d10+13 cold and fire damage; Effect: the next enemy to hit the Wyrmlord with a melee attack takes 6 cold and fire damage.</p><p></p><p><strong>Wizard's Lightning</strong> (lightning, thunder) [At-Will]</p><p>Ranged 20; +18 vs. Reflex; 1d10+13 lightning damage and repeat this attack against another target within range; Miss: enemies adjacent to the target take 6 thunder damage</p><p></p><p><strong>Wyrmlord's Assault</strong> [At-Will]</p><p>The Wyrmlord makes two attacks from the three above.</p><p></p><p><strong>Coruscating Balefire</strong> (acid, fire) [Encounter]</p><p>Close Blast 3; +18 vs. Reflex; 2d10+13 acid and fire damage, and until the end of the Wyrmlord's next turn the target has vulnerable 5 fire and is marked. If the target makes an attack that doesn't include the Wyrmlord while marked, it takes 12 acid and fire damage.</p><p></p><p><strong>Visions of Ruin</strong> (fear, illusion, psychic, zone) [Daily]</p><p>Area Burst 1 within 10; Creates a zone of illusory safety that lasts until no creature is within it; +18 vs. Will; Cannot voluntarily leave the zone or see outside of the zone (save ends), a target forced outside of the zone takes 2d8+13 psychic damage and this effect ends for them; Miss: until end of the Wyrmlord's next turn, target cannot voluntarily leave the zone or see outside of it.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p></p><p><strong>Invert Resistance</strong> [Daily]</p><p>Close Burst 5; enemies lose any resistances and gain vulnerable 5 to those damage types instead (save ends).</p><p></p><p><strong>TRIGGERED / MOVE ACTIONS</strong></p><p></p><p><strong>Ascent</strong> [Recharge when first bloodied] [Move Action or Immediate Reaction]</p><p>Trigger: when a melee attack hits the Wyrmlord</p><p>Effect: the Wyrmlord flies 6 squares</p><p></p><p><strong>STATS, SKILLS, GEAR</strong></p><p></p><p><strong>Skills:</strong> Arcana +18, Insight +18, Intimidate +18, Perception +18</p><p></p><p><strong> Stats:</strong> Str 12, Con 16, Dex 14, Int 22, Wis 16, Cha 23</p><p></p><p><strong>Alignment:</strong> Evil</p><p></p><p><strong> Languages:</strong> Common, Draconic, Suleistarni</p><p></p><p><strong>Equipment:</strong> ring of dragons, orb of red dragonkind, flame tongue longsword +3</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6053760, member: 20323"] [MENTION=6696971]Manbearcat[/MENTION] I took your stat block and ran with it using the NPC making guidelines in the DMG, bits stolen from the Dragon Guardian PP and the Evoker Specialization, and my own best judgment about my group. As you suggested, i gave him two ways to impose fire vulnerability. Note that I gave him a ton of resistances - in play I'm thinking there will be an optional puzzle/skill challenge to disable some of those. I was tempted to give im some kind of summoning power too, but I figure I can handle that with monsters rather than fancy powers. One thing he is lacking is ways to deal with action denial. Maybe I could tack something onto his flight power that shakes off a condition? [SIZE="4"][b]The Wyrmlord[/b][/SIZE] Level 14 Elite Controller (Leader) Medium natural humanoid [b]COMBAT[/b] HP 272; Bloodied 136 AC 28, FORT 25, REF 26, WILL 26 Initiative +9 Speed 6 Resist 10 acid, cold, fire, lightning, thunder, and poison Saves +2 Action Points 1 [b]TRAITS[/b] [b]Draconic Evocation Mastery:[/b] The Wyrmlord's attacks ignore resistance to any damage type he possesses resistance to. [b]Guarded Flourish:[/b] Whileq the Wyrmlord wields a one-handed melee weapon, his ranged and area attacks don't provoke opportunity attacks. [b]Fury of the Wyrmlord (Aura 5):[/b] Allies in the aura gain the Wyrmlord's resistances and their attacks gain the fire keyword. [b]STANDARD ACTIONS[/b] [b]Longsword, Flame Tongue[/b] (fire) [At-Will] Melee; +19 vs. AC; 1d8+13 fire damage (+3d8 critical). If this reduces an enemy to 0 HP, all enemies adjacent to that enemy take 8 fire damage. [b]Rimefire Mantle[/b] (cold, fire) [At-Will] Close Blast 3; +18 vs. Reflex; 1d10+13 cold and fire damage; Effect: the next enemy to hit the Wyrmlord with a melee attack takes 6 cold and fire damage. [b]Wizard's Lightning[/b] (lightning, thunder) [At-Will] Ranged 20; +18 vs. Reflex; 1d10+13 lightning damage and repeat this attack against another target within range; Miss: enemies adjacent to the target take 6 thunder damage [b]Wyrmlord's Assault[/b] [At-Will] The Wyrmlord makes two attacks from the three above. [b]Coruscating Balefire[/b] (acid, fire) [Encounter] Close Blast 3; +18 vs. Reflex; 2d10+13 acid and fire damage, and until the end of the Wyrmlord's next turn the target has vulnerable 5 fire and is marked. If the target makes an attack that doesn't include the Wyrmlord while marked, it takes 12 acid and fire damage. [b]Visions of Ruin[/b] (fear, illusion, psychic, zone) [Daily] Area Burst 1 within 10; Creates a zone of illusory safety that lasts until no creature is within it; +18 vs. Will; Cannot voluntarily leave the zone or see outside of the zone (save ends), a target forced outside of the zone takes 2d8+13 psychic damage and this effect ends for them; Miss: until end of the Wyrmlord's next turn, target cannot voluntarily leave the zone or see outside of it. [b]MINOR ACTIONS[/b] [b]Invert Resistance[/b] [Daily] Close Burst 5; enemies lose any resistances and gain vulnerable 5 to those damage types instead (save ends). [b]TRIGGERED / MOVE ACTIONS[/b] [b]Ascent[/b] [Recharge when first bloodied] [Move Action or Immediate Reaction] Trigger: when a melee attack hits the Wyrmlord Effect: the Wyrmlord flies 6 squares [b]STATS, SKILLS, GEAR[/b] [b]Skills:[/b] Arcana +18, Insight +18, Intimidate +18, Perception +18 [b] Stats:[/b] Str 12, Con 16, Dex 14, Int 22, Wis 16, Cha 23 [b]Alignment:[/b] Evil [b] Languages:[/b] Common, Draconic, Suleistarni [b]Equipment:[/b] ring of dragons, orb of red dragonkind, flame tongue longsword +3 [/QUOTE]
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