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Yes tactically she would definately benefit from a decent ranged attack option. But in this instance I didn't want to give her an excuse for not getting into the middle of the fight.
I thought it would be a lot more amusing for her to grope and kiss her way through combat rather than stand back and blast.
As requested here are the stat blocks for the other monsters I used in this adventure.
Please note they are pre MM3.
Black & Red Iron Gorgon Level 28 Elite Brute Large Elemental Beast XP 26,000
Initiative +21 Senses Perception +18, truesight 6 HP 600; Bloodied 300 AC 40; Fortitude 42, Reflex 39, Will 38 Immune knocked prone, petrifaction, push/pull/slide; Resist 10 all; Vulnerable 10 cold Saving Throws +2, +5 vs. fire effects Speed 8 Action Points 1
Gore (Standard; at-will) Attack +31 vs. AC; 4d8+10 damage
Firebrand Charge (Standard; recharge ) ♦ fire, charge attack Charge attack; attack +32 vs. AC; 4d10+10 damage; on hit secondary attack; attack +30 vs. Fortitude; 4d10+10 fire damage; on hit target is pushed 6 squares, knocked prone and stunned until the end of Gorgons next turn
Hoof Flurry (Standard; at-will) 4 attacks against the same target; attack +31 vs. AC; 1d10+10 damage; if at least 2 attacks hit then the target is knocked prone, if 4 attacks hit the target is knocked prone and dazed (save ends)
Larva Breath (Standard; recharge ) ♦ fire Close blast 3; attack +29 vs. Reflex; 5d12+10 fire damage; on hit target is slowed (save ends), on first failed save target is instead restrained (save ends), on second failed save target is instead petrified (no save)
Alignment Unaligned Str 30 (+24) Dex 24 (+21) Wis 18 (+18) Con 30 (+24) Int 10 (+14) Cha 3 (+10)
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Incarnus Foot Soldier Level 26 Skirmisher Medium Immortal Humanoid (devil) XP 9,000
Initiative +23 Senses Perception +22, darkvision Bloodied Fire (fire) aura 1; Activates when bloodied; all enemies entering or starting their turn inside aura take 15 fire damage; damage from more than one aura is added together before applying HP 241; Bloodied 120; see Bloodied Fire AC 40; Fortitude 39, Reflex 38, Will 37 Resist 15 fire Speed 6, teleport 3
Shield Bash (Minor; at-will) Attack +28 vs. Fortitude; on hit target is pushed 1 square and Foot Soldier must follow up into the vacated square
Combat Advantage Foot Soldier deals an additional 2d10 damage with its Spear Stab attack against enemies granting it combat advantage
Alignment Evil Languages supernal Skills Athletics +27, Endurance +25, Streetwise +18 Str 28 (+22) Dex 26 (+21) Wis 18 (+17) Con 25 (+20) Int 14 (+15) Cha 10 (+13) Equipment iron spear, iron breastplate, shield
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Incarnus Investigator Level 26 Artillery Medium Immortal Humanoid (devil) XP 9,000
Initiative +21 Senses Perception +20, darkvision BloodiedFire (fire) aura 1; Activates when bloodied; all enemies entering or starting their turn inside aura take 15 fire damage; damage from more than one aura is added together before applying HP 190; Bloodied 95; see Bloodied Fire AC 38; Fortitude 37, Reflex 39, Will 39 Resist 15 fire Speed 8, teleport 4
SpikeJab (Standard; at-will) Attack +31 vs. AC; 2d6+8 damage; on hit target is immobilised (save ends)
Blackfire Bolt (Standard; at-will) ♦ necrotic, fire Range 20; attack +33 vs. AC; 4d6+9 necrotic and fire damage
Iron Spike of Dis (Standard; recharge ) Range 15; attack +31 vs. Fortitude; 3d10+9 damage; on hit target is restrained (save ends)
Alignment Evil Languages supernal Skills Arcana +27, Insight +25, Intimidate +23, Streetwise +23 Str 18 (+17) Dex 26 (+21) Wis 24 (+20) Con 26 (+21) Int 29 (+22) Cha 20 (+18) Equipment iron spike (rod)
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Incarnus Hammer Level 28 Brute Large Immortal Humanoid (devil) XP 13,000
Initiative +20 Senses Perception +21, darkvision Bloodied Fire (fire) aura 1; Activates when bloodied; all enemies entering or starting their turn inside aura take 15 fire damage; damage from more than one aura is added together before applying HP 320; Bloodied 160; see Bloodied Fire AC 40; Fortitude 41, Reflex 38, Will 39 Resist 15 fire Speed 6
Heavy Fist (Standard; at-will) Reach 2; attack +31 vs. AC; 3d8+10 damage
Hammer Blows (Standard; at-will) Hammer makes 2 Heavy Fist attacks against the same target; if both attacks hit the target is also dazed (save ends)
Thunderous Bellow (Standard; encounter) ♦ thunder Close blast 3; attack +29 vs. Fortitude; 4d10+9 thunder damage; on hit target is stunned (save ends); on miss half damage
Alignment Evil Languages supernal Skills Athletics +29, Endurance +29, Intimidate +23 Str 30 (+24) Dex 22 (+20) Wis 24 (+21) Con 30 (+24) Int 14 (+16) Cha 18 (+18)
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Incarnus Captain Level 26 Elite Soldier (Leader) Medium Immortal Humanoid (devil) XP 18,000
Initiative +20 Senses Perception +23, darkvision Bloodied Fire (fire) aura 1; Activates when bloodied; all enemies entering or starting their turn inside aura take 15 fire damage; damage from more than one aura is added together before applying HP 488; Bloodied 244; see Bloodied Fire AC 44; Fortitude 40, Reflex 37, Will 39 Resist 15 fire Saving Throws +2 Speed 6, teleport 3 Action Points 1
Trident Jab (Standard; at-will) ♦ cold Reach 2; attack +33 vs. AC; 2d8+10 cold damage; on hit target is slowed (save ends); if this attack scores a critical hit it deals an additional 5d6 cold damage and the target is stunned (frozen) (save ends) instead of being slowed
Double Jab (Standard; at-will) Captain makes 2 Trident Jab attacks
Blast of Lingering Ice (Standard; recharge ) ♦ cold Close blast 3; attack +31 vs. Reflex; 4d10+10 cold damage; on hit secondary attack +31 vs. Fortitude; on hit target takes 15 ongoing cold damage and is immobilised (save ends both)
Follow Up Strike (Free; at-will) When Captain hits with a Trident Jab attack any 1 Incarnus ally adjacent to the target may make a basic melee attack as an immediate free action
Regroup (Move; encounter) All Incarnus allies within 10 squares may take an immediate free move action
Draw Them Out (Immediate Interrupt; recharge ) ♦ when attacked by an adjacent enemy When attacked by an adjacent enemy Captain may shift 2 squares as an immediate interrupt, the attacker may either follow up (shift) into the last square the Captain left and continue the attack or stand their ground in which case the attack is expended with no effect
Razor Mail Whenever Captain is missed by a melee attack from an adjacent enemy that enemy takes 9 damage
Alignment Evil Languages common, supernal Skills Athletics +28, Endurance +27, Intimidate +27, Streetwise +27 Str 30 (+23) Dex 20 (+18) Wis 20 (+18) Con 28 (+22) Int 22 (+19) Cha 28 (+22) Equipment freezing longtrident, razormail armour
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Incarnus Inquisitor Level 27 Elite Controller Medium Immortal Humanoid (devil) XP 22,000
Initiative +21 Senses Perception +26, darkvision, true sight 5 Bloodied Fire (fire) aura 1; Activates when bloodied; all enemies entering or starting their turn inside aura take 15 fire damage; damage from more than one aura is added together before applying HP 500; Bloodied 250; see Bloodied Fire AC 41; Fortitude 39, Reflex 41, Will 40 Resist 15 fire Saving Throws +2, +5 vs. non damage effects Speed 8, teleport 5 Action Points 1
Spike Jab (Standard; at-will) Attack +32 vs. AC; 2d8+10 damage; on hit target is immobilised (save ends)
Crimson Bolt (Standard; at-will) ♦ radiant, fire Range 20/40; attack +31 vs. AC; 4d8+10 radiant and fire damage; on hit secondary attack +31 vs. Fortitude; on hit target takes 20 ongoing fire damage and all allies starting their turn adjacent to target take 20 fire damage (save ends both)
Bind in Burning Iron (Standard; recharge ) ♦ fire Range 10; attack +31 vs. Will; 2d10+10 damage; on hit target is restrained and takes 30 ongoing fire damage (2 saves ends)
Isolation of Dis (Standard; encounter) ♦ reliable Range 10; attack +31 vs. Will; 5d12+10 damage; on hit target is teleported to a pocket dimension (remove from play) is stunned and takes 20 ongoing damage (save ends), aftereffect target returns to a free square adjacent to the Inquisitor (Inquisitors choice) and is dazed until the end of their next turn
Rain of Spikes (Standard; recharge ) Area burst 3 within 15; enemies only; attack +31 vs. Fortitude; 2d8+10 damage; on hit target is immobilised (save ends)
Induce Paranoia (Minor; at-will) ♦ 1/round Range 5; does not provoke opportunity attacks; attack +30 vs. Will; on hit target is considered to have no allies for the purpose of flanking until the end of Inquisitors next turn
Alignment Evil Languages supernal, common Skills Arcana +28, History +28, Insight +26, Intimidate +24, Streetwise +24 Str 20 (+18) Dex 26 (+21) Wis 26 (+21) Con 26 (+21) Int 30 (+23) Cha 22 (+19) Equipment red spike (rod)
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Lord of Dis (Pit Fiend) Level 28 Elite Soldier Large Immortal Humanoid (devil) XP 26,000
Initiative +24 Senses Perception +26, darkvision Breath of Fear (fear) aura 2; all enemies inside aura take a -2 penalty to attack rolls Flames of the Devil Lord (fire) aura 5; All enemies entering or starting their turn inside the aura take 15 fire damage; when Lord of Dis is bloodied all enemies inside this aura also lose any fire resistance HP 530; Bloodied 265; see Flames of the Devil Lord AC 46; Fortitude 43, Reflex 40, Will 41 Resist 30 fire, 15 poison SavingThrows +2 Speed 12, fly 12 (clumsy), teleport 10 Action Points 1
Pain Touch Mace (Standard; at-will) Reach 2; critical hit on 19/20; attack +35 vs. AC; 2d10+12 damage (crit 6d10+32 damage); on hit target takes 10 ongoing damage (save ends)
Tail Sting (Standard; at-will) ♦ poison Reach 2; critical hit on 19/20; attack +35 vs. AC; 1d10+12 damage (crit: 3d10+22 damage); on hit secondary attack +33 vs. Fortitude; on hit target takes 15 ongoing poison damage and is weakened (save ends both)
Mace and Tail (Standard; at-will) Lord of Dis makes a Pain Touch Mace and Tail Sting attack
Terrifying Stare (Minor; at-will) ♦ fear, 1/round Range 5; does not provoke opportunity attacks; attack +33 vs. Will; on hit target takes a -5 penalty to all defences until the start of Lord of Dis's next turn
Sacrifice of Fire (Minor; at-will) ♦ 1/round Range 10; target lower level allied devil slides 5 squares and explodes; burst 2; attack +33 vs. Reflex; 2d12+12 fire damage; on miss target takes half damage
Summon Legion (Standard; recharge ) ♦ summon Burst 10; Lord of Dis summons 8 Legion Devils (see separate stat block); these appear in any free square within the burst and act on initiative 20
Globe of Hellfire (Standard; encounter) ♦ fire, minor to sustain Area burst 3 within 15 (must target free square); 5d10+12 fire damage; on miss half damage; hit or miss this attack summons a Globe of Hellfire in the target square; all creatures starting their turn adjacent to the globe take 15 fire damage; Lord of Dis may move the globe 5 squares as a move action; minor action to sustain
Alignment Evil Languages supernal Skills Bluff +29, Insight +26, Intimidate +29, Religion +25 Str 34 (+26) Dex 26 (+22) Wis 24 (+21) Con 30 (+24) Int 22 (+20) Cha 30 (+24) Equipment pain touch mace, noble signet ring
Legion Devil Level 21 Minion Medium Immortal Humanoid (devil) XP 0 (see Lord of Dis)
Initiative 20 Senses Perception +13, darkvision HP 1; a missed attack never damages a minion. AC 35; Fortitude 34, Reflex 33, Will 31 Resist 15 fire Speed 7
Sword Slash (Standard; at-will) Attack +30 vs. AC; 10 damage
Formation Fighting Legion Devil gains a +2 bonus to AC and Reflex defences if it is adjacent to another Legion Devil
Alignment Evil Languages supernal Str 26 (+18) Dex 22 (+16) Wis 16 (+13) Con 22 (+16) Int 12 (+11) Cha 18 (+14) Equipment longsword, platemail, shield
Thanks! They look awesome. I will try upgrading them with MM3 math to use in my home game.
Maybe you should make a compilation of your paragon/epic monsters/encounters.
They are a good source of information for DMs reaching epic tier in their games.