Okay so this weekend my players will be attempting to thrwart an assasination at a very ritzy party in Sharn. I know that this will be the only encounter of the day and I wanted it to be memorable. In addition to hob nobing with nobles (and knowing my players pissing them off) I decided that I wanted it to be a solo.
BUT I just recently read Angry DM's thread on Boss Monsters which I highly recommend others read so I'm linking it here:
The D&D Boss Fight (Part 1) | The Angry DM: D&D Advice with Attitude
And I thought I'd try my hand at making a memorable boss monster. Let me know what you think? What I should change? Add? Any advice is appreciated.
Assasin (Stage 1) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Saving Throws +5; Action Points 1 Initiative +12
Perception +7
Traits
Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.
Shrug it Off
The assassin may make a saving throw against one save ends effect at the begining of its turn
Standard Actions
R Kill Shot (poison) • Encounter
Attack: Range 20 (One Target); +15 vs. AC
Hit: 3d10 + 7 and Ongoing 20 Poison Damage (Save Ends).
m Gouge (poison) • At-Will
Attack: Melee Weapon (One Target); +15 vs. AC
Hit: 2d4 + 1 and Ongoing 10 Poison Damage (Save Ends).
Slice and Dice • At-Will
Effect: Shift 4 squares and may make 3 Gouge attacks against any number of adjacent foes during shift.
Move Actions
Tumble • At-Will
Effect: Shift 4 Squares.
Minor Actions
R Bullseye • At-Will
Attack: Range 10 (One Target); +15 vs. AC
Hit: 2d4 + 1 and Target is Slowed (Save Ends).
Triggered Actions
Human Shield • At-Will (Immediate Interrupt)
Trigger: The assassin is targeted by a melee or ranged attack.
Effect: The assassin uses an adjacent panicked party guest as a body shield. The attacker can choose to abort the attack, in which case the power is not wasted. If the attacker continues the attack, the assassin has cover against this attack, and a miss against the assassin will instead hit the (minion) NPC
Mental Conditioning • At-Will
Trigger: Becomes Dazed, Stunned or Dominated
Action: No Action.
Effect: May make a save to end the effect even if the effect doesn't normally allow a save.
Uncontrollable Anger • At-Will
Trigger: When at 0 hit points
Action: No Action.
Effect: Shift up to 8 squares, can't end it's movement next to an enemy and make two Bullseye attacks.; After the movement and all attacks are fully resolved replace Assasin with Lycanthrope Assasin. Lycanthrope Assasin rolls an initiative and fights normally.
Special: Assasin can use this action even if a condition exists that would prevent him from doing so.
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —
***
Lycanthrope Assasin (Stage 2) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Resist weapon (Silver weapons ignore this)
Saving Throws +5; Action Points 1 Initiative +12
Perception +7
Traits
Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.
Shrug it Off
The assassin may make a saving throw against one save ends effect at the begining of its turn
Fast Healing
Gains Regeneration 5
Standard Actions
M Bite • At-Will
Attack: (One Target); +15 vs. AC
Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).
m Claw • At-Will
Attack: Melee (One Target); +15 vs. AC
Hit: 1d6 + 3.
Rend and Tear • At-Will
Effect: Shift 5 squares and may make 1 Bite and 2 Claw attacks against any number of adjacent foes during the shift.
Move Actions
Supernatural Leap • At-Will
Effect: Shift 5 Squares.
Minor Actions
A Rampant Toss • At-Will
Attack: Area Burst 1 (Everyone in Burst); +13 vs. Reflex
Hit: 2d4 + 1 and Target is Pushed 1 and Knocked Prone.
Triggered Actions
Mental Conditioning • At-Will
Trigger: Becomes Dazed, Stunned or Dominated.
Effect (No Action): May make a save to end the effect even if the effect doesn't normally allow a save.
Redirect • At-Will
Trigger: When missed by a ranged or melee attack
Attack (Immediate Interrupt): +15 vs. AC
Hit: Slide target 2 squares and knock prone.
Uncontrollable Frenzy • At-Will
Trigger: When the Lycanthrope Assasin is at 0 hit points.
Attack (No Action): Close Burst 2; +15 vs. AC
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).
Special: Lycanthrope Assasin can use this action even if a condition exists that would prevent him from doing so.
Effect: After the movement and all attacks are fully resolved replace Lycanthrope Assasin with Frenzied Lycanthrope. Frenzied Lycanthrope rolls an initiative and fights normally.
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —
***
Frenzied Lycanthrope (Stage 3) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Resist weapon (Silver weapons ignore this)
Saving Throws +5; Action Points 1 Initiative +12
Perception +7
Traits
Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.
Fast Healing
Gains Regeneration 5
Bloodied
The Frenzied Lycanthrope is considered bloodied
Standard Actions
M Bite • At-Will
Attack: (One Target); +15 vs. AC
Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).
m Claw • At-Will
Attack: Melee (One Target); +15 vs. AC
Hit: 1d6 + 3.
C Frenzy • Recharge 5/6
Attack: Close Blast 2; +13 vs. Reflex
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed damage.
Minor Actions
C Howl of Terror • Recharge 6
Attack: Close Burst 5 (All enemies in burst); +13 vs. Will
Hit: Target is Dazed (Save Ends).
M Groin Stomp • At-Will
Attack: Melee (One Target); +13 vs. Reflex
Hit: 2d4 + 1 Target is Pushed 2 Squares.
Triggered Actions
Final Frenzy • At-Will
Trigger: When the Frenzied Lycanthrope is at 0 hit points.
Attack (No Action): Close Burst 2; +15 vs. AC
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).
Special: Frenzied Lycanthrope can use this action even if a condition exists that would prevent him from doing so.
M Head Butt • At-Will
Trigger: When hit with a melee attack
Attack (Immediate Reaction): Melee; +15 vs. AC
Hit: 2d6 + 6 Knock target prone.
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
BUT I just recently read Angry DM's thread on Boss Monsters which I highly recommend others read so I'm linking it here:
The D&D Boss Fight (Part 1) | The Angry DM: D&D Advice with Attitude
And I thought I'd try my hand at making a memorable boss monster. Let me know what you think? What I should change? Add? Any advice is appreciated.
Assasin (Stage 1) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Saving Throws +5; Action Points 1 Initiative +12
Perception +7
Traits
Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.
Shrug it Off
The assassin may make a saving throw against one save ends effect at the begining of its turn
Standard Actions
R Kill Shot (poison) • Encounter
Attack: Range 20 (One Target); +15 vs. AC
Hit: 3d10 + 7 and Ongoing 20 Poison Damage (Save Ends).
m Gouge (poison) • At-Will
Attack: Melee Weapon (One Target); +15 vs. AC
Hit: 2d4 + 1 and Ongoing 10 Poison Damage (Save Ends).
Slice and Dice • At-Will
Effect: Shift 4 squares and may make 3 Gouge attacks against any number of adjacent foes during shift.
Move Actions
Tumble • At-Will
Effect: Shift 4 Squares.
Minor Actions
R Bullseye • At-Will
Attack: Range 10 (One Target); +15 vs. AC
Hit: 2d4 + 1 and Target is Slowed (Save Ends).
Triggered Actions
Human Shield • At-Will (Immediate Interrupt)
Trigger: The assassin is targeted by a melee or ranged attack.
Effect: The assassin uses an adjacent panicked party guest as a body shield. The attacker can choose to abort the attack, in which case the power is not wasted. If the attacker continues the attack, the assassin has cover against this attack, and a miss against the assassin will instead hit the (minion) NPC
Mental Conditioning • At-Will
Trigger: Becomes Dazed, Stunned or Dominated
Action: No Action.
Effect: May make a save to end the effect even if the effect doesn't normally allow a save.
Uncontrollable Anger • At-Will
Trigger: When at 0 hit points
Action: No Action.
Effect: Shift up to 8 squares, can't end it's movement next to an enemy and make two Bullseye attacks.; After the movement and all attacks are fully resolved replace Assasin with Lycanthrope Assasin. Lycanthrope Assasin rolls an initiative and fights normally.
Special: Assasin can use this action even if a condition exists that would prevent him from doing so.
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —
***
Lycanthrope Assasin (Stage 2) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Resist weapon (Silver weapons ignore this)
Saving Throws +5; Action Points 1 Initiative +12
Perception +7
Traits
Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.
Shrug it Off
The assassin may make a saving throw against one save ends effect at the begining of its turn
Fast Healing
Gains Regeneration 5
Standard Actions
M Bite • At-Will
Attack: (One Target); +15 vs. AC
Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).
m Claw • At-Will
Attack: Melee (One Target); +15 vs. AC
Hit: 1d6 + 3.
Rend and Tear • At-Will
Effect: Shift 5 squares and may make 1 Bite and 2 Claw attacks against any number of adjacent foes during the shift.
Move Actions
Supernatural Leap • At-Will
Effect: Shift 5 Squares.
Minor Actions
A Rampant Toss • At-Will
Attack: Area Burst 1 (Everyone in Burst); +13 vs. Reflex
Hit: 2d4 + 1 and Target is Pushed 1 and Knocked Prone.
Triggered Actions
Mental Conditioning • At-Will
Trigger: Becomes Dazed, Stunned or Dominated.
Effect (No Action): May make a save to end the effect even if the effect doesn't normally allow a save.
Redirect • At-Will
Trigger: When missed by a ranged or melee attack
Attack (Immediate Interrupt): +15 vs. AC
Hit: Slide target 2 squares and knock prone.
Uncontrollable Frenzy • At-Will
Trigger: When the Lycanthrope Assasin is at 0 hit points.
Attack (No Action): Close Burst 2; +15 vs. AC
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).
Special: Lycanthrope Assasin can use this action even if a condition exists that would prevent him from doing so.
Effect: After the movement and all attacks are fully resolved replace Lycanthrope Assasin with Frenzied Lycanthrope. Frenzied Lycanthrope rolls an initiative and fights normally.
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —
***
Frenzied Lycanthrope (Stage 3) Level 10 Solo Skirmisher
Medium XP 2,500
HP 186;
Regeneration 5 (Looses Regneration for one turn if damaged by Fire or Silver.)
AC 24; Fortitude 22; Reflex 23; Will 22
Speed 8
Resist weapon (Silver weapons ignore this)
Saving Throws +5; Action Points 1 Initiative +12
Perception +7
Traits
Supernatural Speed
The Assassin makes two initiative checks and it takes a full turn on each initiative result. The assasin may take one immediate action between the end of each of it's turns and the start of its next.
Fast Healing
Gains Regeneration 5
Bloodied
The Frenzied Lycanthrope is considered bloodied
Standard Actions
M Bite • At-Will
Attack: (One Target); +15 vs. AC
Hit: 2d6 + 6 Ongoing 5 Bleed Damage (Save Ends).
m Claw • At-Will
Attack: Melee (One Target); +15 vs. AC
Hit: 1d6 + 3.
C Frenzy • Recharge 5/6
Attack: Close Blast 2; +13 vs. Reflex
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed damage.
Minor Actions
C Howl of Terror • Recharge 6
Attack: Close Burst 5 (All enemies in burst); +13 vs. Will
Hit: Target is Dazed (Save Ends).
M Groin Stomp • At-Will
Attack: Melee (One Target); +13 vs. Reflex
Hit: 2d4 + 1 Target is Pushed 2 Squares.
Triggered Actions
Final Frenzy • At-Will
Trigger: When the Frenzied Lycanthrope is at 0 hit points.
Attack (No Action): Close Burst 2; +15 vs. AC
Hit: 2d6 + 6 Push 2 squares and ongoing 5 Bleed Damage (Save Ends).
Special: Frenzied Lycanthrope can use this action even if a condition exists that would prevent him from doing so.
M Head Butt • At-Will
Trigger: When hit with a melee attack
Attack (Immediate Reaction): Melee; +15 vs. AC
Hit: 2d6 + 6 Knock target prone.
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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