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Dispater Encounter (Epic level)

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.

Right. I would like to see your shot at her as a solo. I could use her as a Queen of Succubi for my campaign.

I think that was my group.
:)
 

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Mesh Hong

First Post
Mesh Hong can you post the stats for the Iron gorgons and the various incarnum monsters? I would like to see them.

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

:bmelee: Gore (Standard; at-will)
Attack +31 vs. AC; 4d8+10 damage

:melee: Firebrand Charge (Standard; recharge :5::6:) 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

:melee: 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)

:close: Larva Breath (Standard; recharge :5::6:) 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)

----

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

:bmelee: Spear Stab (Standard; at-will)
Attack +31 vs. AC; 2d10+9 damage (crit: 5d6+29 damage)

:melee: 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

----

Incarnus Investigator Level 26 Artillery
Medium Immortal Humanoid (devil) XP 9,000

Initiative +21 Senses Perception +20, 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 190; Bloodied 95; see Bloodied Fire
AC 38; Fortitude 37, Reflex 39, Will 39
Resist 15 fire
Speed 8, teleport 4

:bmelee: Spike Jab (Standard; at-will)
Attack +31 vs. AC; 2d6+8 damage; on hit target is immobilised (save
ends)

:ranged: Blackfire Bolt (Standard; at-will) necrotic, fire
Range 20; attack +33 vs. AC; 4d6+9 necrotic and fire damage

:ranged: Iron Spike of Dis (Standard; recharge :5::6:)
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)

----

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

:bmelee: Heavy Fist (Standard; at-will)
Reach 2; attack +31 vs. AC; 3d8+10 damage

:melee: 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)

:close: 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)

----

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

:bmelee: 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

:melee: Double Jab (Standard; at-will)
Captain makes 2 Trident Jab attacks

:close: Blast of Lingering Ice (Standard; recharge :5::6:) 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 :5::6:) 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

----

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

:bmelee: Spike Jab (Standard; at-will)
Attack +32 vs. AC; 2d8+10 damage; on hit target is immobilised (save
ends)

:ranged: 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)

:ranged: Bind in Burning Iron (Standard; recharge :6:) fire
Range 10; attack +31 vs. Will; 2d10+10 damage; on hit target is
restrained and takes 30 ongoing fire damage (2 saves ends)

:ranged: 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

:area: Rain of Spikes (Standard; recharge :5::6:)
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)

----

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
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1

:bmelee: 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)

:melee: 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)

:melee: Mace and Tail (Standard; at-will)
Lord of Dis makes a Pain Touch Mace and Tail Sting attack

:ranged: 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

:ranged: 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

:close: Summon Legion (Standard; recharge :5::6:) 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

:area: 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

:bmelee: 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
 

sc8rpi8n

First Post
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.
 


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