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
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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
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[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.
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Alignment evil;
Languages Common, Goblin, Draconic
Skills Stealth +19, Thievery +19
Str 16;
Dex 24;
Wis 15
Con 15;
Int 19;
Cha 20
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Equipment leather armor, 2 scimitars
SIR UNLEAFE--- Level 15 Elite Soldier
Medium natural humanoid (undead)--- XP 2400
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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
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[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.
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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
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Equipment robes, soul greataxe
That's right, an
avenger death knight.
