Dragongrief
Explorer
Below is what I have so far for the Boss monster of my group's next session. There will have been one combat and a skill challenge or two before this, so they should be relatively fresh.
This villain may become recurring, so they don't necessarily have to kill him to win, just beat him down "far enough".
The group is Level 4 and will have between 4 and 7 players.
Yet Unnamed Villain
Level 6 Solo Controller - Shadar Kai
Initiative +6 Speed 6
Hit Points 280; Bloodied 140
AC 20 Fort 18 Ref 18 Will 18
Repelling Strike (Standard, At-Will, basic melee) * Thunder: +10 vs Ref; 1d10+4 thunder damage and target is Pushed 3 squares.
Dark Lightning (Standard, At-Will, basic ranged) * Lightning, Necrotic: Range 10; +10 vs Fortitude; 1d6+4 Lightning and Necrotic damage and target is Dazed until the end of its next turn.
Chained Lightning (Standard, Encounter) * Lightning: Range 5; +10 vs Ref; 3d6+4 Lightning damage and Secondary attack.
Secondary: Range 3 (from Primary Target); +10 vs Ref; 2d6+3 Lightning damage and Tertiary attack.
Tertiary: Range 2 (from Secondary Target), +10 vs Ref; 1d6+2 Lightning damage.
Binding Darkness (Standard, Bloodied Recharge) * Necrotic: Close Burst 5 all enemies; +9 vs Will; 3d6+4 Necrotic damage and target is Immobilized (Save Ends).
Miss: Target is Slowed (Save Ends)
Living Darkness (Standard, Recharge 4-6) * Summoning: Summons 4 Darkspawn within 3 squares of the caster.
Defensive Strike (Immediate Reaction, At-Will): When struck in melee by a Marked opponent, may use Repelling Strike against the attacker.
Shadow Jaunt: Shadar Kai Racial
Revitalizing Surge (Minor, At-Will): May absorb an adjacent Darkspawn to recharge his Shadow Jaunt ability.
Darkspawn
Level 6 Minion
Initiative +4 Speed 4
Hit Points 1; No damage from missed attacks
AC 22 Fort 18 Ref 18 Will 18
Slam (Standard, At-Will, basic melee): +10 vs AC; 5 damage and target is marked.
Does this look like a good set up? The Darkspawn are there to take some of the hits for the Solo and also act as his additional actions.
This villain may become recurring, so they don't necessarily have to kill him to win, just beat him down "far enough".
The group is Level 4 and will have between 4 and 7 players.
Yet Unnamed Villain
Level 6 Solo Controller - Shadar Kai
Initiative +6 Speed 6
Hit Points 280; Bloodied 140
AC 20 Fort 18 Ref 18 Will 18
Repelling Strike (Standard, At-Will, basic melee) * Thunder: +10 vs Ref; 1d10+4 thunder damage and target is Pushed 3 squares.
Dark Lightning (Standard, At-Will, basic ranged) * Lightning, Necrotic: Range 10; +10 vs Fortitude; 1d6+4 Lightning and Necrotic damage and target is Dazed until the end of its next turn.
Chained Lightning (Standard, Encounter) * Lightning: Range 5; +10 vs Ref; 3d6+4 Lightning damage and Secondary attack.
Secondary: Range 3 (from Primary Target); +10 vs Ref; 2d6+3 Lightning damage and Tertiary attack.
Tertiary: Range 2 (from Secondary Target), +10 vs Ref; 1d6+2 Lightning damage.
Binding Darkness (Standard, Bloodied Recharge) * Necrotic: Close Burst 5 all enemies; +9 vs Will; 3d6+4 Necrotic damage and target is Immobilized (Save Ends).
Miss: Target is Slowed (Save Ends)
Living Darkness (Standard, Recharge 4-6) * Summoning: Summons 4 Darkspawn within 3 squares of the caster.
Defensive Strike (Immediate Reaction, At-Will): When struck in melee by a Marked opponent, may use Repelling Strike against the attacker.
Shadow Jaunt: Shadar Kai Racial
Revitalizing Surge (Minor, At-Will): May absorb an adjacent Darkspawn to recharge his Shadow Jaunt ability.
Darkspawn
Level 6 Minion
Initiative +4 Speed 4
Hit Points 1; No damage from missed attacks
AC 22 Fort 18 Ref 18 Will 18
Slam (Standard, At-Will, basic melee): +10 vs AC; 5 damage and target is marked.
Does this look like a good set up? The Darkspawn are there to take some of the hits for the Solo and also act as his additional actions.
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