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24th Level Quick Adventure
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<blockquote data-quote="SlyFlourish" data-source="post: 4442325" data-attributes="member: 54840"><p>25th Dwarf Warrior</p><p>Init +14; Speed 5</p><p>HP: 185 / 90 / 45 Surge</p><p>AC 44 Fort 37 Ref 33 Will 32</p><p>(M) +5 Lightning Battleaxe: +27 vs AC; 15 damage</p><p>Healing Surge: Minor Action; heal 45 hit points</p><p>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.</p><p>Tide of Iron: +27 vs AC; 25 damage and push the target 2 squares.</p><p>Supremacy of Steel: +28 vs AC; 45 damage and target is limited to basic melee attacks until end of next turn.</p><p>Hack n' Slash: +27 vs AC; 40 damage</p><p>No Surrender: When your hit points reach 0 you regain half your hit points with -2 to attack until end of encounter.</p><p>Reaving Strike: +27 vs AC; 45 damage and push the target 1 square.</p><p>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.</p><p>Lighting Battleaxe; instant; +10 lightning damage to next attack</p><p>Fireburst Armor: instant; until the end of your next turn, any creature that hits you with a melee attack takes 10 fire damage</p><p></p><p>25th Elf Warlock</p><p>Init: +14; Speed 6</p><p>HP: 165 / 80 Surge: 40</p><p>AC 37 Fort 36 Reflex 33 Will 37</p><p>Resist 10 Necrotic</p><p>(M): +20 vs AC; 10 damage</p><p>Elven Precision: Reroll one attack roll per encounter and take the new result.</p><p>Curse: minor; curse nearest target; 5 damage and +10 damage vs cursed target until end of combat.</p><p>Eldritch Blast: standard; one target within range 10; +27 vs Reflex; 25 damage</p><p>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.</p><p>Dark Transport: +26 vs Will; 30 damage and you can swap places with the target and shift 2 squares.</p><p>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.</p><p>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.</p><p>Thirsting Tendrils: +26 vs Fortitude; 20 damage and you heal 40 hit points</p><p></p><p>25th Dragonborn Cleric</p><p>Init: +14; Speed 5</p><p>HP: 145 / 70 / 35</p><p>AC 42 Fort 36 Ref 33 Will 37</p><p>(M): +27 vs AC; 20 + 10 radiant</p><p>Electric Breath: Minor; Burst 5; +27 vs Reflex; 10 electric damage</p><p>Healing Word: Twice per encounter; ally within 5 heals surge + 10</p><p>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.</p><p>Lance of Faith: range 5; +26 vs Reflex; 20 radiant damage and one ally you can see gains +2 against your target.</p><p>Sacred Word: close burst 5; +26 vs Fort; 35 psychic damage and target is stunned</p><p>Astral Blades of Death: range 10; +26 vs Reflex; 35 radiant damage</p><p>Purify: Any effect that a save can end is removed from each ally within burst 5.</p><p>Indomitable Spirit: +27 vs AC; 25 radiant damage and each ally within 5 heals 1/4 their hit points.</p><p>Blinding Light: +27 vs Fort; 20 radiant damage and target is blinded until end of your next turn.</p><p>Ghostphase Armor: Become insubstantial until the end of your next turn.</p><p>Symbol of Battle: Free action; +10 radiant damage to your next attack.</p><p></p><p>25th Halfling Rogue</p><p>Init: +18 Speed 6</p><p>HP 146 / 73 / 36</p><p>AC 34 Fort 33 Reflex 37 Will 36</p><p>(M): +23; 15 damage and 5 cold</p><p>Halfling's Luck: Force the opponent to re-roll one attack per encounter and use the new result.</p><p>Sneak Attack: +15 damage when Rogue has combat advantage on target.</p><p>Sly Flourish: +27 vs AC; 20 damage</p><p>Deep Dagger Wound: +27 vs AC; 20 damage and ongoing 10 damage, save ends. 15 damage on miss.</p><p>Ghost on the Wind: +27 vs Will; 25 damage and you have combat advantage against this target until the end of your next turn.</p><p>Scorpion Strike: Instant when an ally strikes an enemy adjacent to you; +27 vs AC; 15 damage and shift 5.</p><p>Dazzling Acrobatics; move action; shift twice your speed.</p><p>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.</p><p>Duelist Dagger: Minor Action; You have combat advantage against your next target.</p><p>Shadowflow Armor: Minor action; Gain concealment until the end of your next turn.</p><p></p><p>Eladrin Wizard Lich (24)</p><p>Init +14 Speed 6</p><p>AC 38 Fort 33 Ref 38 Will 38 Saves +2</p><p>HP 360/180</p><p>Immune disease, poison; resist 10 necrotic</p><p>Action Points 1</p><p>Shadow Ray: range 20; +28 vs Reflex; 20 necrotic damage</p><p>Necrotic Orb: range 20; +28 vs Fort; 20 necrotic damage and target is stunned until end of lich's next turn</p><p>Entropic Pulse: burst 2 within 20; +28 vs Reflex; 25 necrotic</p><p>Second Wind: Lich spends a healing surge and regains 90 hitpoints and +2 to all defenses until the start of its next turn.</p><p></p><p>Death Knight (25)</p><p>Init +16 speed 5</p><p>AC 41 Fort 39 Ref 34 Will 37</p><p>HP 370/185</p><p>Immune disease, poison; resist 15 necrotic; vulnerable 15 radiant</p><p>saving throws +2</p><p>Action Point 1</p><p>M Soulsword: +31 vs AC; 20 damage + 5 necrotic</p><p>Valiant Strike: +31 vs AC; 25 + 5 necrotic</p><p>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.</p><p>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.</p><p>Unholy Flames: Close Burst 2; +27 vs Reflex; 45 fire and necrotic damage</p><p>Second Wind: Standard; Heal 90 hitpoints.</p><p></p><p>Abyssal Ghoul Myrmidons</p><p>Init +17 speed 8</p><p>AC 35 Fort 35 Ref 34 Will 31</p><p>HP 1; a missed attack never damages a minion</p><p>Claws: +26 vs AC; 10 damage and target is immobilized; save ends</p><p>Dead Blood: When killed; burst 1; 5 necrotic damage</p><p></p><p>Death Titan (25)</p><p>Init +18 Speed 8</p><p>HP 575 / 285</p><p>AC 39 Fort 42 Ref 38 Will 35</p><p>Resist 30 necrotic</p><p>+2 saving throws</p><p>1 Action Point</p><p>M Great Axe: Reach 3: +28 vs AC; 20 damage</p><p>Double Attack: The death titan makes two melee attacks</p><p>Soulfire Burst: Close Burst 1; +26 vs Ref; 20 necrotic damage;</p><p></p><p>Aspect of Orcus</p><p>Initiative +15 Speed 6 Fly 8</p><p>HP 560 / 280</p><p>AC 37 Fort 39 Ref 35 Will 36</p><p>Imm disease, poison; resist 20 necrotic Resist 10 Fire, Cold, Elec</p><p>Saving Throw +2</p><p>Action Points 1</p><p>Skull Mace: +27 vs AC; 20 and target is weakened; save ends</p><p>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.</p><p>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</p><p></p><p>Deathpriest Hierophant</p><p>Initiative +11 Speed 5</p><p>HP 380 / 190</p><p>AC 35 Fort 35 Reflex 32 Will 37</p><p>Resist 10 necrotic</p><p>Saving Throw +2</p><p>Action Point 1</p><p>Mace: +24 vs AC; 10 + ongoing 10 necrotic; save ends</p><p>Vision of Death: Range 10; +24 vs Will; 15 psychic damage and target is dazed; save ends</p><p>Word of Orcus; close burst 5; +24 vs Fort; 15 necrotic damage and target is stunned; save ends</p></blockquote><p></p>
[QUOTE="SlyFlourish, post: 4442325, member: 54840"] 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 [/QUOTE]
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