Epic Level Werewolf Lieutenant

MortalPlague

Adventurer
I'll be picking up where we left off in an 18th level campaign in a few months, so I'm statting up some villains. As it stands, the party has made it clear that they will be battling the Tiger Cult, a sort of thieves' guild organization with an abundance of lycanthropes, with eyes on power and wealth. They are headed by the ruthless rogue Farina, a Weretiger of no mean skill. And she has three lieutenants; Farina's Prowlers.

The first, Pyra Hallish, is the hand of the Tiger Cult. Where there is fighting to be done, Pyra is the lady to see it brought to its rightful conclusion. She leads a band of elite warriors, of whom she is the fiercest. And this is what I have so far for her.

Any feedback on the design would be appreciated. My players are mostly very effective in combat (see my epic thread), so I'm not afraid to throw something potent their way.

Without any further ado...

Pyra Hallish - Level 22 Elite Soldier
Medium natural humanoid, human (shapechanger) - XP 8300
HP416; Bloodied 208
AC 40; Fortitude 34, Reflex 37, Will 34
Speed 8, climb 8
Initiative +23
Perception +18 (Low-light vision)

--Traits--
Regeneration
Pyra regains 10 hit points whenever she starts her turn and has at least 1 hit point. When Pyra takes damage from a silvered weapon, her regeneration does not function on her next turn.

--Standard Actions--
:bmelee: Two-Hander (weapon) * At-Will
Attack: Melee 1 (one creature); +27 vs. AC
Hit: 4d6 + 16 damage.
Effect: The target is marked until the end of Pyra's next turn.

:melee: Superior Strike (weapon) * Recharge :4:,:5:,:6:
Attack: Melee 1 (one creature); +27 vs. AC
Hit: 6d6 + 17 damage, and the target is dazed until the end of Pyra's next turn.

:bmelee: Savage Claw * At-Will (Requires Hybrid Shape)
Attack: Melee 1 (one creature); +27 vs. AC
Hit: 5d6 + 17 damage, and the target is slowed (save ends).

:melee: Flurry of Claws * At-Will (Requires Hybrid Shape)
Pyra makes two Savage Claw attacks.

:melee: Bite * At-Will (Requires Hybrid Shape)
Attack: Melee 1 (one grabbed creature); +27 vs. AC
Hit: 4d10 + 10 damage, and ongoing 20 damage (save ends).

--Minor Actions--
:melee: Claw Grab * At-Will (Requires Hybrid Shape)
Attack: Melee 1 (one creature); +27 vs. Reflex
Hit: 1d10 + 8 damage, and the target is grabbed.

* Change Shape (polymorph) * At-Will
Effect: Pyra alters her physical form to appear as a Medium wolf, unique human, or hybrid.

--Triggered Actions--
* Pounce of the Huntress * At-Will (Requires Hyrbid Shape)
Trigger: An enemy shifts away from Pyra.
Effect (immediate reaction): Pyra shifts up to her speed to a square adjacent to the target. She may move through enemies' spaces with this movement.

:melee: Roll With The Blow * Recharge [4],[5],[6] (Requires Hybrid Shape)
Trigger: An enemy damages Pyra with a melee attack.
Effect (immediate reaction): Pyra makes the following attack against the triggering creature:
Attack: Melee 1 (one creature); +27 vs. Reflex
Hit: 2d10 + 10 damage and the target is grabbed and knocked prone. Pyra shifts 1 square, pulling the target with her. The target cannot stand up from prone until they escape the grab.
 
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I should also mention that Pyra will be in hybrid form for most of the fight. Most of her powers have (Requires Hybrid Form) on the end, though she still has some limited capabilities if she's forced into human form. In fact, the best strategy to best her is to lock her in human form.

I'm going to give her an item, maybe a smokestick, so she can try and escape if she's forced into human shape.
 

I've changed up the stat block; her "Roll With The Blow" power is now a recharge rather than an at-will. Seems more reasonable that way.

Also, *BUMP*! I'd like to get some feedback on this lady. :)
 

Well, especially in humanoid shape, she doesn't seem very elite. Where's her second attack? At least give her a Double Attack ability that lets her use Two-Hander twice or something.
 

Well, especially in humanoid shape, she doesn't seem very elite. Where's her second attack? At least give her a Double Attack ability that lets her use Two-Hander twice or something.

That's probably a good idea. I want her to be much less formidable in her human form, but the dual attack would make her less-than-helpless if she's forced into that form.

What I'm probably going to do is have two stat blocks; one for human form, one for hybrid form. She won't be using her wolf form in combat. Then instead of having a huge, cluttered stat block, I'll have two smaller, more focused stat blocks.
 

Hmm, I'd still give her the ability to deal out the damage of two standard creatures of her level in humanoid form. That's a lot of xps to give out for a wuss.
 

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