Jack99
Adventurer
So, the plan is to use Castle Whiterock at least partially as my first 4e campaign. I have just started converting parts of it. For the moment I am waiting on the MM, since it might have appropriate low-level thugs and such, to replace the slavers in chapter one. So for now, I am focusing on the named foes.
Feedback if of course more than welcome.
Ikenvar (human male)
level 1 elite skirmisker, 200 xp
medium natural humanoid
-------------------------------------------
initiative +3
senses perception +1
HP 80 bloodied 40
AC 17, F 14, R 15, W 13
immunities
vulnerabilities
speed 6
action point 1
--------------------------------------------
b longsword (standard, at-will)
+6 vs AC, 1d8+2 damage
m dagger (standard, at-will)
+7 vs AC, 1d4+3 damage
r dagger (standard, at-will)
+7 vs AC, 1d4+3 damage
r Stenchpot (standard; encounter)
Range 5, +7 vs AC 1d6+3 damage and follow-up
- follow-up +5 vs fort. Hit: blinded. Saves ends
m Double Strike (standard; at-will, recharge 4, 5, 6)
+6 vs AC, 1d8+2 damage and follow-up
- follow-up: +7 vs AC 1d4+3
m Feinting Attack (standard; at-will, recharge 6)
+5 vs will and follow-up
- follow-up +9 dagger 1d4+3+2d6 damage
Sneak Attack: +2d6 damage when Ikenvar has combat advantage
-------------------------------------------
alignment unaligned
languages common, giant
skills acrobatics +8, bluff +7, insight +6, thievery +8, Stealth +8, Intimidate +7
Str 14(+2) Con 14(+2) Dex 16(+3) Int 11(+0) Wis 12(+1) Cha 14(+2)
equipment longsword, dagger
Melchin, human male
level 1 solo controller, 500 xp
medium natural humanoid
-------------------------------------------
initiative +7
senses perception +7
HP 150 bloodied 75
AC 17, F 15, R 15, W 14
immunities
vulnerabilities
speed 7
action point 2
--------------------------------------------
b Unarmed (standard, at-will)
+7 vs AC, 1d6+5 damage
r Shuriken (standard, at-will)
+6 1d4+3 damage
m Monk’s Surge (standard, usable only while bloodied; encounter)
Melchin makes a basic melee attack and heals 37 hps.
m Stunning Fist (standard, at-will, recharge 5, 6)
+7 vs AC, 1d6+5 damage and follow-up
- follow-up: +5 vs fort, target is stunned, save ends
m Circle Kick (standard, at-will, recharge 4, 5, 6)
+7 vs AC, 2d6+3 damage. Target is pushed 3 and knocked prone
a Whirling Kick (standard, at-will, burst 1, recharge 6)
+6 vs AC, 1d6+3 damage
-------------------------------------------
alignment evil
languages Common, giant, elf
skills history +6, athletics +8, acrobatics +8
Str 16(+3) Con 14(+2) Dex 16(+3) Int 12(+1) Wis 14(+2) Cha 10(+0)
equipment
Minus, The Pygmy Minotaur
level 2 solo brute, 625 xp
medium magical? humanoid
-------------------------------------------
initiative +6
senses perception +8, darkvision
HP 250 bloodied 125
AC 18, F 18, R 15, W 14
immunities
vulnerabilities
speed 6, +2 when charging
action point 2
--------------------------------------------
b Greataxe (standard, at-will)
+7 vs AC 1d12+4 damage (crit 1d12+16)
m Great Cleave (standard; at-will; recharge 6)
+7 vs AC 1d12+4 damage and follow-up
follow-up: +7 vs AC, 1d12+4 damage against an adjacent foe
m Gore Attack (standard; at-will)
+7 vs AC, 1d6+4 damage and push 2 (2d6+8 damage and push 4 on a charge)
Ferocity (Immediate; at 0 hp)
+7 vs AC, 1d12+4 damage (crit 1d12+16)
-------------------------------------------
alignment evil
languages Common
skills Dungeoneering +12*, Stealth +8
Str 18(+5) Con 20(+6) Dex 14(+3) Int 8(+0) Wis 12(+2) Cha 10(+0)
*Including a racial bonus
equipment
Goresh, male orc
level 4 artillery (leader), 175 xp
medium natural humanoid
-------------------------------------------
initiative +5
senses perception +2, low-light vision
HP 43
AC 17, F 17, R 15, W 12
immunities
vulnerabilities
speed 6, +2 when charging
--------------------------------------------
b Handaxe (standard; at-will)
+8 vs AC, 1d6+5 damage
m Double Surge Attack (standard; at-will, recharge 6)
Make two basic melee attacks, if both hit, Goresh heals 11 hps
r Handaxe (standard; at-will) ranged 5/10
+8 vs AC, 1d6+5 damage
r Hamstring (standard; at-will; recharge 6) ranged 5/10
+8 vs AC, 1d6+5 damage and follow-up
- follow-up: +6 vs Fort: Target slowed, save ends
r Volley of Axes (minor; at-will; recharge 5, 6) ranged 5/10
+8 vs AC, 1d6+5 damage
a Rally the Dogs (standard; encounter) burst 5
activates all trollhounds' healing surge +3 hps
-------------------------------------------
alignment Chaotic Evil
languages Giant
skills +8 Endurance
Str 20(+7) Con 13(+3) Dex 16(+5) Int 8(+1) Wis 10(+2) Cha 12(+3)
equipment
Trollhound
level 2 brute, 125 xp
medium magical? animal/beast
-------------------------------------------
initiative +3
senses perception +7
HP 45
AC 15, F 14, R 13, W 11
immunities
vulnerabilities fire 5
speed 6
--------------------------------------------
b Bite (standard, at-will)
+6 vs AC, 1d6+3 damage
m Locking Jaws (standard, at-will, recharge 4, 5, 6)
+6 vs AC, 1d6+3 damage, immobilize automatic damage every round
standard action Athletics or acrobatics vs fort to escape
m Troll Frenzy (standard, encounter, only when bloodied)
+6 vs AC, 1d6+3 damage and heal 11 hps
Scent of Blood +5 damage against bloodied foes
-------------------------------------------
alignment unaligned
languages none
skills endurance +9
Str 16(+4) Con 15(+3) Dex 15(+3) Int 2(-3) Wis 10(+1) Cha 10(+1)
equipment none
Kaernga, male orc berserker
level 2 elite brute, 250 xp
medium natural humanoid
-------------------------------------------
initiative +2
senses perception +3, low-light vision
HP 92 bloodied 46
AC 16, F 18, R 16, W 15
immunities
vulnerabilities
speed 6, +2 when charging
action point 1
--------------------------------------------
b Greataxe (standard, at-will)
+6 vs AC, 1d12+4 damage (crit 1d12+16)
m Warrior Surge (standard, usable when bloodied, encounter)
Kaernga makes a basic melee attack and regains 23 hit points.
Bloodied Rage Whenever bloodied, Kaernga deals an extra 1d6 damage on any melee attack
-------------------------------------------
alignment chaotic evil
languages common, giant
skills +10 endurance, +6 intimidate
Str 20(+6) Con 16(+5) Dex 15(+3) Int 10(+1) Wis 14(+3) Cha 10(+1)
equipment
Tarik, male orc whipmaster
level 2 elite controller, 250 xp
medium natural humanoid
-------------------------------------------
initiative +8
senses +1
HP 80 bloodied 40
AC 17, F 18, R 15, W 15
immunities
vulnerabilities
speed 6, +2 when charging
--------------------------------------------
b Whip (standard, at-will)
reach 2, +7 vs AC, 1d6+4 damage
m Warrior Surge (standard, usable when bloodied, encounter)
Tarik makes a and regains 23 hit points.
m Trip (standard, at-will, recharge 4, 5, 6)
reach 2, +7 vs AC, 1d6+4 damage and follow-up
follow-up: +5 vs reflex, target is prone
m Disarm (standard, at-will, recharge 6)
reach 2, +7 vs reflex, 1d6+2 damage and follow-up
follow-up: +7 vs fort, slide target's weapon 4
m Blinding Whip (standard, at-will, recharge 6)
reach 2, +7 vs reflex, 1d6+4 damage and target blinded, save ends
-------------------------------------------
alignment chaotic evil
languages common, giant
skills +8 intimidate, +11 endurance
Str 20(+6) Con 16(+4) Dex 14(+3) Int 10(+1) Wis 8(+0) Cha 14(+3)
equipment
Feedback if of course more than welcome.
Ikenvar (human male)
level 1 elite skirmisker, 200 xp
medium natural humanoid
-------------------------------------------
initiative +3
senses perception +1
HP 80 bloodied 40
AC 17, F 14, R 15, W 13
immunities
vulnerabilities
speed 6
action point 1
--------------------------------------------
b longsword (standard, at-will)
+6 vs AC, 1d8+2 damage
m dagger (standard, at-will)
+7 vs AC, 1d4+3 damage
r dagger (standard, at-will)
+7 vs AC, 1d4+3 damage
r Stenchpot (standard; encounter)
Range 5, +7 vs AC 1d6+3 damage and follow-up
- follow-up +5 vs fort. Hit: blinded. Saves ends
m Double Strike (standard; at-will, recharge 4, 5, 6)
+6 vs AC, 1d8+2 damage and follow-up
- follow-up: +7 vs AC 1d4+3
m Feinting Attack (standard; at-will, recharge 6)
+5 vs will and follow-up
- follow-up +9 dagger 1d4+3+2d6 damage
Sneak Attack: +2d6 damage when Ikenvar has combat advantage
-------------------------------------------
alignment unaligned
languages common, giant
skills acrobatics +8, bluff +7, insight +6, thievery +8, Stealth +8, Intimidate +7
Str 14(+2) Con 14(+2) Dex 16(+3) Int 11(+0) Wis 12(+1) Cha 14(+2)
equipment longsword, dagger
Melchin, human male
level 1 solo controller, 500 xp
medium natural humanoid
-------------------------------------------
initiative +7
senses perception +7
HP 150 bloodied 75
AC 17, F 15, R 15, W 14
immunities
vulnerabilities
speed 7
action point 2
--------------------------------------------
b Unarmed (standard, at-will)
+7 vs AC, 1d6+5 damage
r Shuriken (standard, at-will)
+6 1d4+3 damage
m Monk’s Surge (standard, usable only while bloodied; encounter)
Melchin makes a basic melee attack and heals 37 hps.
m Stunning Fist (standard, at-will, recharge 5, 6)
+7 vs AC, 1d6+5 damage and follow-up
- follow-up: +5 vs fort, target is stunned, save ends
m Circle Kick (standard, at-will, recharge 4, 5, 6)
+7 vs AC, 2d6+3 damage. Target is pushed 3 and knocked prone
a Whirling Kick (standard, at-will, burst 1, recharge 6)
+6 vs AC, 1d6+3 damage
-------------------------------------------
alignment evil
languages Common, giant, elf
skills history +6, athletics +8, acrobatics +8
Str 16(+3) Con 14(+2) Dex 16(+3) Int 12(+1) Wis 14(+2) Cha 10(+0)
equipment
Minus, The Pygmy Minotaur
level 2 solo brute, 625 xp
medium magical? humanoid
-------------------------------------------
initiative +6
senses perception +8, darkvision
HP 250 bloodied 125
AC 18, F 18, R 15, W 14
immunities
vulnerabilities
speed 6, +2 when charging
action point 2
--------------------------------------------
b Greataxe (standard, at-will)
+7 vs AC 1d12+4 damage (crit 1d12+16)
m Great Cleave (standard; at-will; recharge 6)
+7 vs AC 1d12+4 damage and follow-up
follow-up: +7 vs AC, 1d12+4 damage against an adjacent foe
m Gore Attack (standard; at-will)
+7 vs AC, 1d6+4 damage and push 2 (2d6+8 damage and push 4 on a charge)
Ferocity (Immediate; at 0 hp)
+7 vs AC, 1d12+4 damage (crit 1d12+16)
-------------------------------------------
alignment evil
languages Common
skills Dungeoneering +12*, Stealth +8
Str 18(+5) Con 20(+6) Dex 14(+3) Int 8(+0) Wis 12(+2) Cha 10(+0)
*Including a racial bonus
equipment
Goresh, male orc
level 4 artillery (leader), 175 xp
medium natural humanoid
-------------------------------------------
initiative +5
senses perception +2, low-light vision
HP 43
AC 17, F 17, R 15, W 12
immunities
vulnerabilities
speed 6, +2 when charging
--------------------------------------------
b Handaxe (standard; at-will)
+8 vs AC, 1d6+5 damage
m Double Surge Attack (standard; at-will, recharge 6)
Make two basic melee attacks, if both hit, Goresh heals 11 hps
r Handaxe (standard; at-will) ranged 5/10
+8 vs AC, 1d6+5 damage
r Hamstring (standard; at-will; recharge 6) ranged 5/10
+8 vs AC, 1d6+5 damage and follow-up
- follow-up: +6 vs Fort: Target slowed, save ends
r Volley of Axes (minor; at-will; recharge 5, 6) ranged 5/10
+8 vs AC, 1d6+5 damage
a Rally the Dogs (standard; encounter) burst 5
activates all trollhounds' healing surge +3 hps
-------------------------------------------
alignment Chaotic Evil
languages Giant
skills +8 Endurance
Str 20(+7) Con 13(+3) Dex 16(+5) Int 8(+1) Wis 10(+2) Cha 12(+3)
equipment
Trollhound
level 2 brute, 125 xp
medium magical? animal/beast
-------------------------------------------
initiative +3
senses perception +7
HP 45
AC 15, F 14, R 13, W 11
immunities
vulnerabilities fire 5
speed 6
--------------------------------------------
b Bite (standard, at-will)
+6 vs AC, 1d6+3 damage
m Locking Jaws (standard, at-will, recharge 4, 5, 6)
+6 vs AC, 1d6+3 damage, immobilize automatic damage every round
standard action Athletics or acrobatics vs fort to escape
m Troll Frenzy (standard, encounter, only when bloodied)
+6 vs AC, 1d6+3 damage and heal 11 hps
Scent of Blood +5 damage against bloodied foes
-------------------------------------------
alignment unaligned
languages none
skills endurance +9
Str 16(+4) Con 15(+3) Dex 15(+3) Int 2(-3) Wis 10(+1) Cha 10(+1)
equipment none
Kaernga, male orc berserker
level 2 elite brute, 250 xp
medium natural humanoid
-------------------------------------------
initiative +2
senses perception +3, low-light vision
HP 92 bloodied 46
AC 16, F 18, R 16, W 15
immunities
vulnerabilities
speed 6, +2 when charging
action point 1
--------------------------------------------
b Greataxe (standard, at-will)
+6 vs AC, 1d12+4 damage (crit 1d12+16)
m Warrior Surge (standard, usable when bloodied, encounter)
Kaernga makes a basic melee attack and regains 23 hit points.
Bloodied Rage Whenever bloodied, Kaernga deals an extra 1d6 damage on any melee attack
-------------------------------------------
alignment chaotic evil
languages common, giant
skills +10 endurance, +6 intimidate
Str 20(+6) Con 16(+5) Dex 15(+3) Int 10(+1) Wis 14(+3) Cha 10(+1)
equipment
Tarik, male orc whipmaster
level 2 elite controller, 250 xp
medium natural humanoid
-------------------------------------------
initiative +8
senses +1
HP 80 bloodied 40
AC 17, F 18, R 15, W 15
immunities
vulnerabilities
speed 6, +2 when charging
--------------------------------------------
b Whip (standard, at-will)
reach 2, +7 vs AC, 1d6+4 damage
m Warrior Surge (standard, usable when bloodied, encounter)
Tarik makes a and regains 23 hit points.
m Trip (standard, at-will, recharge 4, 5, 6)
reach 2, +7 vs AC, 1d6+4 damage and follow-up
follow-up: +5 vs reflex, target is prone
m Disarm (standard, at-will, recharge 6)
reach 2, +7 vs reflex, 1d6+2 damage and follow-up
follow-up: +7 vs fort, slide target's weapon 4
m Blinding Whip (standard, at-will, recharge 6)
reach 2, +7 vs reflex, 1d6+4 damage and target blinded, save ends
-------------------------------------------
alignment chaotic evil
languages common, giant
skills +8 intimidate, +11 endurance
Str 20(+6) Con 16(+4) Dex 14(+3) Int 10(+1) Wis 8(+0) Cha 14(+3)
equipment
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