• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Cydra 4e Rogues' Gallery- MY PLAYERS STAY OUT PLEASE!!

I was wondering if you were going to put them up.

Just to give an idea of context, what level were the party when they fought this encounter, and how many players were able to make it? I could see from the Story Hour that it was a hell of a tough fight for them, but possibly not as tough as I'd imagined.
 

log in or register to remove this ad

Everyone was there, though about 3-4 players were only there for a bit over half the session. The pcs were in the 7th-9th level range. Also, the pavilion had a number of hobgoblin warrior minions in it, but they got annihilated without really having much of an effect on the fight.
 

Coming up before too long, the party will be facing another Hand general and their first death knight. Here, take a look! (For the record, the party is 10th through 13th level at this point.)

SHARM THE TERRIBLE--- Level 15 Elite Skirmisher
Small natural humanoid (kobold)--- XP 2400
---
Initiative +18; Senses Perception +9; low-light vision
HP 286; Bloodied 143
AC 31; Fortitude 28; Reflex 31; Will 25
Saving Throws +2
Speed 7
Action Points 1
---
[Melee basic] Scimitar (standard; at will) Weapon: +20 vs. AC; 2d6+7 damage.

[Melee] Painful Slash (standard; at will) Weapon: +20 vs. AC; 2d6+7 damage, plus target is slowed until the end of its next turn.

[Melee] Double Strike (standard; at will) Weapon: Sharm the Terrible makes two painful slash attacks.

[Melee] Spring Attack (standard; recharge 6): Sharm the Terrible moves up to his speed. At any point during his move, he may make a basic attack. He does not trigger opportunity attacks from the target by moving.

[Close] Kobold Whirlwind (standard; recharges when Sharm uses tumbling move) Weapon: Close burst 1; targets each enemy in burst; Hit: +18 vs. AC; 5d6+7 damage. Effect: Sharm slides one of the targets 1 square.

[Melee] Draw the X (immediate reaction; when first bloodied; encounter) Weapon: Requires 2 scimitars. Sharm the Terrible makes 2 basic attacks on the creature that bloodies it. If both attacks hit, he deals an extra 2d6 damage and the target takes ongoing 10 (save ends).

Tumbling Move (move; recharge 5 6): Sharm the Terrible shifts up to his speed. He may shift through squares occupied by enemies during this action.

Shifty (minor; at will): Sharm the Terrible shifts one square.
---
Alignment evil; Languages Common, Goblin, Draconic
Skills Stealth +19, Thievery +19
Str 16; Dex 24; Wis 15
Con 15; Int 19; Cha 20
---
Equipment leather armor, 2 scimitars

SIR UNLEAFE--- Level 15 Elite Soldier
Medium natural humanoid (undead)--- XP 2400
---
Initiative +19; Sir Unleafe shifts 3 squaresas a free action when the first creature in the initiative order acts, even if he is suprised; Senses Perception +14, darkvision
Marshal Undead aura 10; lower-level undead allies gain +2 on attack rolls
HP 208; Bloodied 104
AC 28; Fortitude 27; Reflex 29; Will 35
Saving Throws +2
Speed 6
Action Points 1
---
[Melee] Overwhelming Soul Strike (action; recharge) Necrotic, Weapon: +22 vs. AC; 1d12+7 damage plus 5 necrotic, and Sir Unleafe shifts one square, then slides the target into the space that he occupied.

[Melee] Cloud of Souls (standard; encounter) Necrotic, Psychic, Weapon, Zone: +20 vs. Will; 2d12+12 psychic and necrotic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts until the end of Sir Unleafe’s next turn. Enemies that enter the zone are dazed until the end of Sir Unleafe’s next turn.

[Melee] Splinter the Formation (standard; encounter) Necrotic, Teleportation, Weapon: +22 vs. AC; 1d12+7 damage plus 5 necrotic, and Sir Unleafe teleports each enemy within 2 squares of the target 6 squares.

[Melee] Profane Duel (standard; encounter) Necrotic, Psychic, Weapon: +20 vs. Will; Hit: 2d12+12 necrotic and psychic damage; Miss: half damage; Effect: until the end of the encounter or until Sir Unleafe hits another enemy, the target takes 5 psychic damage whenever another enemy hits him.

[Close] Unholy Flames (standard; recharge 5 6) Fire, Necrotic: Close burst 2; +17 vs. Reflex; 6d8+2 fire and necrotic damage to living creatures; undead creatures within the burst (including Sir Unleafe) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.

[Close] Oath of Enmity (minor; encounter): Close burst 10; targets one enemy; while no other enemies are adjacent to Sir Unleafe, he may roll two d20s when making an attack on the target of his oath.
---
Alignment chaotic evil; Languages Abyssal, Common
Skills Insight +19, Intimidate +14, Religion +19
Str 17; Dex 20; Wis 24
Con 14; Int 20; Cha 15
---
Equipment robes, soul greataxe

That's right, an avenger death knight. :)
 

That looks frickin' awesome. Can't wait to see how they get on with them!

Splinter the Formation looks like a power that is going to absolutely ruin your players day. :)
 

Here's one from my new, 1st- to 2nd-level game:

NOVAK, SHADOW CIRCLE DRUID OF DASSERC--- Level 2 Elite Controller
Medium natural humanoid (human)--- XP 250
---
Initiative +2; Senses Perception +5
HP 76; Bloodied 38
AC 17; Fortitude 15; Reflex 13; Will 14
Saving Throws +2
Speed 6
Action Points 1
---
[Melee basic] Scimitar (standard; at will) Weapon: +8 vs. AC; 1d8+1 damage.

[Melee] Vine Lash (standard; at will): Reach 2; +8 vs. AC; 1d8+3 damage.

[Area] Fungal Rot (standard; encounter) Necrotic: Burst 2 within 10; +4 vs. Fortitude; target takes ongoing 5 necrotic and is weakened (save ends both).

Blurring Shapeshift (immediate reaction; when first bloodied; encounter): Novak shifts 4 squares and gains concealment until the end of his next turn.

Rotting Blow (when bloodied): Novak’s melee attacks gain the Necrotic keyword and inflict ongoing 3 necrotic (save ends) in addition to their other effects.
---
Alignment evil; Languages Common, Elven
Skills Bluff +10, Nature +6
Str 12; Dex 13; Wis 18
Con 14; Int 10; Cha 13
---
Equipment leather armor, scimitar
 
Last edited:

Another one from the new game, appearing in the current update in the AitEP Story Hour:

GOBLIN SPELUNKER -- Level 6 Elite Skirmisher
Small natural humanoid, goblin --- XP 500
Initiative +9; Senses Perception +4; low-light vision
HP 134; Bloodied 67
AC 19; Fort 17; Ref 19; Will 15
Speed 6 (plus see goblin tactics)
:bmelee: War Pick (standard; at will) Weapon: +11 vs. AC; 1d8+4 damage (crit: 1d6+1d8+12)
:melee: Low Blow (standard; at will) Weapon: +11 vs. AC; 1d8+4 damage (crit: 1d6+1d8+12) and target is knocked prone.
:melee: Kick to the Groin (minor; at will): +9 vs. Fort; 1d4+4 damage, and the target is dazed until the end of the goblin spelunker's next turn.
:melee: or :ranged: Unexpected Trickery (standard; recharges when bloodied) Weapon: +9 vs. Will; 3d6+4 damage, and the target slides 3. The goblin spelunker then shifts 2.
Tricky Shift (move; while bloodied; at will): The goblin spelunker shifts 1 and then slides an enemy adjacent to its starting square 1.
Goblin Tactics (immediate reaction; when missed by a melee attack; at will): The goblin spelunker shifts 1.
Desperation (while bloodied): The goblin spelunker deals an extra 1d6 points of damage when it has combat advantage.
Alignment evil; Languages Common, Goblin
Str 15; Dex 19; Wis 12
Con 11; Int 13; Cha 12
Skills Acrobatics +12, Athletics +10, Stealth +12
Gear leather armor, +1 flaming pick

This guy was one of the most fun fights yet with the new group. It was their second elite monster- and only one of the players had played 4e before this campaign. So they kept asking, "Is he bloodied yet??"

Too bad his two witherstenches didn't get to spray musk on anyone before they died. :(
 

All right, here are two BBEGs that the party fought this last weekend.

For those of you familiar with the story of Orcus in my game, Dead Gods and Quah-Nomag... this is where it all starts to come together. For those of you not familiar with them, here's the key stuff you should know:

  • Orcus was killed by Kiaransalee, but never restored to life.
  • Dead Gods is a 2e module that deals with his rebirth.
  • When bad guys tried to restore him in my campaign, pcs stopped them (this was during a one-off at a convention).
  • I am now going to tie elements of Dead Gods into my campaign, as well as to P2, and have started with a "stop the bad guy before he completes his ritual and escapes!" kind of thing.
  • Quah-Nomag is the ogre priest in Dead Gods that is responsible for the return of Orcus.

That said, here is Quah-Nomag.


Quah-Nomag, Ogre Servant of Tenebrous--- Level 10 Solo Controller
Large natural humanoid--- XP 2,500
Initiative +5; Senses Perception +10
Threshold of Death aura 3; Each living creature other than Quah-Nomag that starts its turn in the aura gains vulnerable 2 all until the start of its next turn. Death saves made within the aura suffer a -2 penalty, and a creature that dies within the aura has its soul consumed by Tenebrous.
HP 416; Bloodied 208
AC 23; Fortitude 23; Reflex 17; Will 18
Resist 5 necrotic; Vulnerable 10 radiant
Saving Throws +5
Speed 8
Action Points 2

:bmelee: Greatclub (standard; at-will) • Weapon
Reach 2; +15 vs AC; 2d10 + 5 damage. See also Joy in Dying.

:close: Greatclub Sweep
(standard; at-will)
Burst 2; Targets enemies.; +13 vs AC; 2d10 + 5 damage. See also Joy in Dying.

:melee: Throw an Elbow (minor (only 1/round until bloodied); at-will)
+15 vs AC; 2d6 + 5 damage, and the target is dazed until the end of its next turn. See also Joy in Dying.

:ranged: Vitality Siphon (standard; at-will) • Necrotic
Ranged 10; +14 vs Fortitude; 2d6 + 5 necrotic damage, Quah-Nomag gains a +2 bonus on attack rolls until the end of his next turn, and the target is slowed (save ends).

:close: Fearsome Invocation of the Undead God (standard; recharge 5 6) • Fear, Psychic
Burst 5; +12 vs Will; 2d6 + 5 psychic damage, and the target moves its speed away from Quah-Nomag (triggering opportunity attacks normally).

Joy in Dying (while bloodied)
Quah-Nomag's greatclub and greatclub sweep attacks also push the target 4 or knock it prone when they hit (Quah-Nomag's choice), and his throw an elbow attack also knocks the enemy prone on a hit.

:close: Favor of Tenebrous (immediate reaction; when hit by a melee or close attack; at-will) • Necrotic, Lightning
Burst 3; targets the triggering creature; +14 vs Reflex; 3d6 + 5 lightning and necrotic damage, and the target slides 2.

Alignment Chaotic Evil; Languages Giant
Skills Arcana +12, Athletics +16, Endurance +13, Religion +12
Str 22 (+11); Dex 10 (+5); Wis 21 (+10)
Con 16 (+8); Int 14 (+7); Cha 13 (+6)
Equipment Hide Armor, Greatclub
 

And here's another "way above our level" BBEG. This one is a canus (a dog-humanoid engineered thousands of years ago as servants by the tabaxi [cat-people] of the ancient Miloxi Empire) who has been merged into a suit of ancient Miloxi battle armor powered by radiocrystals. Think of this guy as essentially being like Ripley in the power lifter at the end of Aliens.


Armor-Bound Canus Juggernaut--- Level 12 Elite Brute
Large natural humanoid--- XP 1,400
Initiative +6; Senses Perception +15
HP 304; Bloodied 152
AC 24; Fortitude 25; Reflex 23; Will 24
Saving Throws +2
Speed 6
Action Points 1

:bmelee: Tremendous Blow (standard; at-will)
Reach 2; +15 vs AC; 2d10 + 5 damage.

:melee: Armor Grab (standard; sustain standard; at-will)
Reach 2; +13 vs Reflex; 2d6 + 5 damage, and the target is grabbed. Sustain standard: 2d6+5 damage, and the target takes a -2 penalty on attempts to escape the grab until the end of its next turn. The armor-bound canus juggernaut can grab only one target at a time.

:melee: Crushing Grip (standard; at-will)
+15 vs Fortitude; Only against a grabbed target; 3d6 + 5 damage, and the target is dazed (save ends) and the grab ends.

:close: Crackle of Radiation (minor; recharge 6) • Radiation, Radiant, Poison
Burst 2; +11 vs Fortitude; 3d10 + 5 radiant and poison damage, and the target gains 1 RAD.

:melee: Defensive Blow (immediate reaction; when an enemy moves adjacent; at-will)
+13 vs Fortitude; 2d10 + 5 damage, and the target is pushed 2.

Ruthless Opportunist
When the armor-bound canus juggernaut hits with an opportunity attack, the target is also knocked prone.

Alignment Unaligned; Languages Common, Canus, Tabaxi
Skills Athletics +15, Nature +15
Str 19 (+10); Dex 10 (+6); Wis 19 (+10)
Con 22 (+12); Int 16 (+9); Cha 16 (+9)
 

Quah-Nomag is only a level 10 solo? I think you are selling him a little short. But nice conversion regardless. Joy in Dying looks wicked.
 

Quah-Nomag is only a level 10 solo? I think you are selling him a little short. But nice conversion regardless. Joy in Dying looks wicked.

For now. He'll level up with the party. :D I didn't want him to be completely untouchable by the pcs- if they had slain him in their first meeting, boom, plot line resolved (for now)- but I wanted him to have enough time to finish his ritual and bail out of the battle without it being too likely that they would take him down.

I'm only using the barest framework and a few plot elements from Dead Gods, ol' Quah-Nomag is looking for a certain wand... and so far, the pcs don't know what he's after, who he really serves or really much of anything about him. They DO know that he's looking for a hidden artifact and they THINK that it might have been dropped in the River Lethe and a great ritual performed to wipe out its memory from the multiverse... but so far, that's it.

They didn't even really fight him much yet- I don't think he used more than one standard action on the pcs- but they're quite worried about him!
 

Remove ads

Top