SPELL WEAVERS
Spell weavers are strange, alien creatures with six arms. Masters of the arcane arts, spell weavers are able to cast more than one spell at a time by weaving them together. Though physically imposing, they are not formidable in melee, but spell weavers are rarely encountered without some sort of minions as bodyguards.
SPELL WEAVER MAGE--- Level 21 Elite Artillery
Medium immortal humanoid--- XP 6400
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Initiative +15; Senses Perception +16
HP 302; Bloodied 151
AC 33; Fortitude 31; Reflex 33; Will 36
Saving Throws +2
Speed 6
Action Points 1
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[Melee basic] Force Touch (standard; at will) Force: +24 vs. Reflex; 2d4+3 force damage, and target is pushed 2.
[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +26 vs. Reflex; 2d4+7 force damage.
[Ranged] Spark (minor; at will) Lightning: Range 10; +26 vs. Reflex; 1d8+7 lightning damage, plus the target is slowed until the end of its next turn.
[Ranged] Thunderbolt (standard; at will) Thunder: Range 10; targets one or two creatures; +26 vs. Fortitude; 1d10+7 thunder damage and target is deafened (save ends).
[Ranged] Ray of Weakness (standard; recharge 6) Necrotic: Range 10; +26 vs. Fortitude; target is weakened (save ends).
[Ranged] Ray of Exhaustion (standard; recharge 5) Sleep: Range 6; +25 vs. Will; target is slowed (save ends). First failed save: target is instead unconscious (save ends).
[Area] Brilliant Burst (standard; recharge 4) Radiant: Burst 3 within 10; +24 vs. Reflex; Hit: 2d6+7 radiant damage and target is blinded until the end of its next turn.
[Area] Fireball (standard; recharge 2 3) Fire: Burst 2 within 10; +24 vs. Reflex; Hit: 4d6+7 fire damage; Miss: half damage.
Weave Escape (move; encounter) Teleportation: The spell weaver mage teleports 10.
Spell Weaving: The spell weaver acts twice per round, on its normal initiative and ten initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
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Alignment unaligned; Languages Common, Supernal
Skills Arcana +26
Str 10; Dex 21; Wis 22
Con 19; Int 26; Cha 15
SPELL WEAVER SPACEBENDER--- Level 21 Elite Controller
Medium immortal humanoid--- XP 6400
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Initiative +15; Senses Perception +16
HP 392; Bloodied 196
AC 35; Fortitude 31; Reflex 33; Will 36
Saving Throws +2
Speed 6
Action Points 1
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[Melee basic] Force Touch (standard; at will) Force: +24 vs. Reflex; 2d4+3 force damage, and target is pushed 2.
[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +26 vs. Reflex; 2d4+7 force damage.
[Ranged] Force Snap (minor; recharge 5 6) Force: Range 10; +26 vs. Fortitude; 1d6+7 force damage, and the target is dazed until the end of its next turn.
[Ranged] Thickspace (minor; recharge 4): Range 10; +26 vs. Will; 1d10+7 psychic damage, and the target is immobilized (save ends).
[Close] Spatial Distortion (standard; at will): Blast 4; +23 vs. Will; target slides 4.
[Area] Topographical Ripple (standard; sustain minor; recharge 3 4) Zone: Burst 2 within 10; creates a zone that lasts until the end of the spell weaver’s next turn. Any creature starting its turn in or entering the zone is slowed until the start of its next turn.
Wormhole Escape (immediate reaction; when the spell weaver spacebender takes damage; recharge 6) Teleportation: The spell weaver spacebender teleports 10.
Spell Weaving: The spell weaver acts twice per round, on its normal initiative and ten initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
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Alignment unaligned; Languages Common, Supernal
Skills Arcana +26
Str 10; Dex 21; Wis 22
Con 19; Int 26; Cha 15
SPELL WEAVER PROFESSOR--- Level 26 Elite Controller (Leader)
Medium immortal humanoid--- XP 18,000
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Initiative +20; Senses Perception +20
Professorial Command aura 5; allies in the aura gain +2 to their Will defense
HP 470; Bloodied 235
AC 38; Fortitude 35; Reflex 36; Will 41
Saving Throws +2
Speed 6
Action Points 1
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[Melee basic] Force Touch (standard; at will) Force: +30 vs. Reflex; 2d6+3 force damage, and target is pushed 2.
[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +30 vs. Reflex; 2d6+7 force damage.
[Ranged] Arcane Strike (standard; recharge 4 5 6) Cold, Fire, Lightning: Range 20; +30 vs. Reflex; 1d12+9 cold, fire and lightning damage.
[Ranged] Word of Command (minor; recharge 1 2 3) Charm: Range 10; +31 vs. Will; Hit: the target takes a standard action of the spell weaver professor’s choice (including at will, but not encounter, daily or recharge powers); Miss: the target is dazed until the end of its next turn.
[Ranged] Point at the Target (minor; at will): Range 20; +31 vs. Will; Hit: the target grants combat advantage to the spell weaver professor and its allies (save ends); Miss: the target grants combat advantage to one ally of the spell weaver professor’s choice until the end of the target’s next turn.
[Ranged] Mind Overload (standard; recharge 5 6) Psychic: Range 10; +31 vs. Will; Hit: 2d6+9 psychic damage and target is dazed and takes ongoing 10 psychic (save ends both); Miss: target takes ongoing 5 psychic (save ends).
[Close] Exclamation of Contempt (minor; at will) Charm: Close burst 5; targets one creature in burst; +31 vs. Will; target is pushed 6.
Professor’s Retreat (immediate interrupt; when an attack targets the spell weaver professor’s AC; recharge 3 4 5 6) Teleportation: The spell weaver professor teleports 10.
Spell Weaving: The spell weaver acts twice per round, on its normal initiative and ten initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
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Alignment unaligned; Languages Common, Supernal
Skills Arcana +31
Str 10; Dex 24; Wis 25
Con 19; Int 31; Cha 23
SPELL WEAVER STUDENT--- Level 27 Minion Artillery
Medium immortal humanoid--- XP 2750
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Initiative +20; Senses Perception +20
HP 1; a missed attack never damages a minion
AC 38; Fortitude 35; Reflex 36; Will 39
Speed 6
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[Melee basic] Force Touch (standard; at will) Force: +30 vs. Reflex; 10 force damage, and target is pushed 2.
[Ranged] Woven Spells (standard; at will) Force, Lightning, Thunder: Range 20; targets one, two or three creatures; +31 vs. Reflex; 12 points of force, lightning and thunder damage; if only one creature is targeted, it instead takes 14 force, lightning and thunder damage.
Student’s Escape (immediate interrupt; when damaged; at will) Teleportation: The spell weaver student makes a saving throw. If it succeeds, it teleports 3.
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Alignment unaligned; Languages Common, Supernal
Skills Arcana +29
Str 10; Dex 24; Wis 25
Con 19; Int 29; Cha 23
SPELL WEAVER WORLDMASTER--- Level 31 Solo Artillery
Medium immortal humanoid--- XP 115,000
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Initiative +26; Senses Perception +28
HP 852; Bloodied 426
AC 43; Fortitude 40; Reflex 41; Will 48
Saving Throws +5
Speed 6, teleport 10
Action Points 2
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[Melee basic] Force Touch (standard; at will) Force: +35 vs. Reflex; 3d6+9 force damage, and target is pushed 4.
[Ranged basic] Magic Missile (minor; at will) Force: Range 20; +35 vs. Reflex; targets one, two or three creatures; 2d6+11 force damage.
[Ranged] Dance of Lightning (standard; recharge 5 6) Lightning: Range 20; +33 vs. Reflex; targets one, two or three creatures; 3d8+11 lightning damage, plus target slides 3 at the start of its turn (save ends).
[Ranged] Polar Ray (minor; recharge 3 4 5) Cold: Range 20; +35 vs. Fortitude; Hit: 3d6+10 cold damage; Miss: half damage.
[Ranged] Dart of Confusion (minor; recharge 1 2): Range 10; +35 vs. Will; Hit: target slides 3 and makes a basic attack as a free action against a target of the spell weaver worldmaster’s choice, plus is dazed (save ends); Miss: target slides 1.
[Ranged] Slowing Ray (minor; recharge 2 3): Range 20; +35 vs. Will; target is slowed (save ends).
[Area] Flower of Devastation (standard; recharge 3 4) Fire, Force, Thunder: Burst 3 within 20; +33 vs. Reflex; 5d8+10 fire, force and thunder damage, and target gains vulnerable 10 all until the end of its next turn.
[Close] Defensive Explosion (immediate reaction; only when bloodied; when hit by a melee or close attack; at will) Fire: Close burst 2; +33 vs. Reflex; 2d10+10 fire damage, plus ongoing 15 fire.
Superior Mind (immediate reaction; when the spell weaver worldmaster is dazed, stunned, or receives ongoing psychic damage; at will): The spell weaver worldmaster makes a saving throw against the triggering effect.
Spell Weaving: The spell weaver worldmaster acts three times per round, on its normal initiative, then ten and twenty initiative counts later. It takes a standard and a minor action on each of its turns. It may still only take one immediate action per round, and it still only makes a recharge roll at the start of its first turn.
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Alignment unaligned; Languages Common, Supernal
Skills Arcana +31
Str 10; Dex 25; Wis 27
Con 21; Int 33; Cha 25