24th Level Quick Adventure

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25th Dwarf Warrior
Init +14; Speed 5
HP: 185 / 90 / 45 Surge
AC 44 Fort 37 Ref 33 Will 32
(M) +5 Lightning Battleaxe: +27 vs AC; 15 damage
Healing Surge: Minor Action; heal 45 hit points
Combat Advantage: When striking a target, choose to mark that target. A marked target takes -2 to attack. If the target attacks someone other than you or shifts you can make a basic melee attack against the target.
Tide of Iron: +27 vs AC; 25 damage and push the target 2 squares.
Supremacy of Steel: +28 vs AC; 45 damage and target is limited to basic melee attacks until end of next turn.
Hack n' Slash: +27 vs AC; 40 damage
No Surrender: When your hit points reach 0 you regain half your hit points with -2 to attack until end of encounter.
Reaving Strike: +27 vs AC; 45 damage and push the target 1 square.
Mountain Breaking Blow: +27 vs AC; 35 damage and push the target 3 square. You can shift the same distance as long as you end adjacent to the target.
Lighting Battleaxe; instant; +10 lightning damage to next attack
Fireburst Armor: instant; until the end of your next turn, any creature that hits you with a melee attack takes 10 fire damage

25th Elf Warlock
Init: +14; Speed 6
HP: 165 / 80 Surge: 40
AC 37 Fort 36 Reflex 33 Will 37
Resist 10 Necrotic
(M): +20 vs AC; 10 damage
Elven Precision: Reroll one attack roll per encounter and take the new result.
Curse: minor; curse nearest target; 5 damage and +10 damage vs cursed target until end of combat.
Eldritch Blast: standard; one target within range 10; +27 vs Reflex; 25 damage
Thirteen Blissful Stars: +26 vs Will; 40 fire and psychic damage and target is stunned until end of next turn; half on miss and no stun.
Dark Transport: +26 vs Will; 30 damage and you can swap places with the target and shift 2 squares.
Entropic Ward: Until the end of your next turn, anyone who attacks you must roll twice and take the lower result. Every time an enemy misses you gain a +1 power bonus to next attack.
Dilusions of Loyalty: +26 vs Will; On its next turn, the target uses its standard attack to make a basic attack against the last creature to attack you since its last turn. If it has not attacked, it loses its standard action.
Thirsting Tendrils: +26 vs Fortitude; 20 damage and you heal 40 hit points

25th Dragonborn Cleric
Init: +14; Speed 5
HP: 145 / 70 / 35
AC 42 Fort 36 Ref 33 Will 37
(M): +27 vs AC; 20 + 10 radiant
Electric Breath: Minor; Burst 5; +27 vs Reflex; 10 electric damage
Healing Word: Twice per encounter; ally within 5 heals surge + 10
Turn Undead: undead within burst 8; +26 vs Will; 45 radiant damage and push the target 5 and target is immobile until the end of your next turn.
Lance of Faith: range 5; +26 vs Reflex; 20 radiant damage and one ally you can see gains +2 against your target.
Sacred Word: close burst 5; +26 vs Fort; 35 psychic damage and target is stunned
Astral Blades of Death: range 10; +26 vs Reflex; 35 radiant damage
Purify: Any effect that a save can end is removed from each ally within burst 5.
Indomitable Spirit: +27 vs AC; 25 radiant damage and each ally within 5 heals 1/4 their hit points.
Blinding Light: +27 vs Fort; 20 radiant damage and target is blinded until end of your next turn.
Ghostphase Armor: Become insubstantial until the end of your next turn.
Symbol of Battle: Free action; +10 radiant damage to your next attack.

25th Halfling Rogue
Init: +18 Speed 6
HP 146 / 73 / 36
AC 34 Fort 33 Reflex 37 Will 36
(M): +23; 15 damage and 5 cold
Halfling's Luck: Force the opponent to re-roll one attack per encounter and use the new result.
Sneak Attack: +15 damage when Rogue has combat advantage on target.
Sly Flourish: +27 vs AC; 20 damage
Deep Dagger Wound: +27 vs AC; 20 damage and ongoing 10 damage, save ends. 15 damage on miss.
Ghost on the Wind: +27 vs Will; 25 damage and you have combat advantage against this target until the end of your next turn.
Scorpion Strike: Instant when an ally strikes an enemy adjacent to you; +27 vs AC; 15 damage and shift 5.
Dazzling Acrobatics; move action; shift twice your speed.
Snake's Retreat: +27 vs AC; 25 damage; When the target makes a melee attack against you, you may shift 1 as an immediate interrupt.
Duelist Dagger: Minor Action; You have combat advantage against your next target.
Shadowflow Armor: Minor action; Gain concealment until the end of your next turn.

Eladrin Wizard Lich (24)
Init +14 Speed 6
AC 38 Fort 33 Ref 38 Will 38 Saves +2
HP 360/180
Immune disease, poison; resist 10 necrotic
Action Points 1
Shadow Ray: range 20; +28 vs Reflex; 20 necrotic damage
Necrotic Orb: range 20; +28 vs Fort; 20 necrotic damage and target is stunned until end of lich's next turn
Entropic Pulse: burst 2 within 20; +28 vs Reflex; 25 necrotic
Second Wind: Lich spends a healing surge and regains 90 hitpoints and +2 to all defenses until the start of its next turn.

Death Knight (25)
Init +16 speed 5
AC 41 Fort 39 Ref 34 Will 37
HP 370/185
Immune disease, poison; resist 15 necrotic; vulnerable 15 radiant
saving throws +2
Action Point 1
M Soulsword: +31 vs AC; 20 damage + 5 necrotic
Valiant Strike: +31 vs AC; 25 + 5 necrotic
Terrifying Smite: +31 vs AC; 30 damage and target is pushed 5 squares and cannot move close to the death knight on its next turn.
Divine Challenge; minor; range 5; The target is marked until death knight uses this power against another target. If the target makes an attack that doesn't include the death knight, the target takes a -2 penalty on the attack and 15 necrotic damage.
Unholy Flames: Close Burst 2; +27 vs Reflex; 45 fire and necrotic damage
Second Wind: Standard; Heal 90 hitpoints.

Abyssal Ghoul Myrmidons
Init +17 speed 8
AC 35 Fort 35 Ref 34 Will 31
HP 1; a missed attack never damages a minion
Claws: +26 vs AC; 10 damage and target is immobilized; save ends
Dead Blood: When killed; burst 1; 5 necrotic damage

Death Titan (25)
Init +18 Speed 8
HP 575 / 285
AC 39 Fort 42 Ref 38 Will 35
Resist 30 necrotic
+2 saving throws
1 Action Point
M Great Axe: Reach 3: +28 vs AC; 20 damage
Double Attack: The death titan makes two melee attacks
Soulfire Burst: Close Burst 1; +26 vs Ref; 20 necrotic damage;

Aspect of Orcus
Initiative +15 Speed 6 Fly 8
HP 560 / 280
AC 37 Fort 39 Ref 35 Will 36
Imm disease, poison; resist 20 necrotic Resist 10 Fire, Cold, Elec
Saving Throw +2
Action Points 1
Skull Mace: +27 vs AC; 20 and target is weakened; save ends
Aura of Death: enemies that enter or start their turns within 10 squares of Orcus taken 5 necrotic or 10 necrotic when orcus is bloodied.
Tail Lash; immediate when an enemy moves or shifts into a square adjacent to Orcus; +27 vs AC; 20 damage and target is knocked prone

Deathpriest Hierophant
Initiative +11 Speed 5
HP 380 / 190
AC 35 Fort 35 Reflex 32 Will 37
Resist 10 necrotic
Saving Throw +2
Action Point 1
Mace: +24 vs AC; 10 + ongoing 10 necrotic; save ends
Vision of Death: Range 10; +24 vs Will; 15 psychic damage and target is dazed; save ends
Word of Orcus; close burst 5; +24 vs Fort; 15 necrotic damage and target is stunned; save ends
 
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That sounds great! :D
(as most of your other DDM/D&D crossovers)

I think you could go a bit further and round damage to the nearest multiple of 5. Makes math easier.

I'd suggest use MSE to put these creatures into nice cards, make some other monsters (and perhaps PCs) to create a mini encounter deck or two, to build encounters on the fly (more random, but usable on other trips as well ;) )

Good luck :)
 

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