The following is an encounter designed as a challenge to a group of PCs entering a particular area of the Feywild through an isolated portal.
My idea is that the portal freely allows passage from the Feywild to the middle world, but any individual passing through to the middle world cannot return using the portal for 24 hours (or maybe the following twilight). The Feywild side of the portal is a clearing sounded on all sides by a dense thorny thicket with the sky barely visible through a twisted canopy. The only other exit from this antechamber is through a large elaborately decorated marble archway, this leads to a safe path to the Fey domain beyond.
In an effort to stop riff raff and undesirables wandering into their realm the Fey Court of the domain have installed a guardian to challenge interlopers to their lands. The guardian will not trouble anyone bearing an enchanted seal of passage but as this can only be obtained from the fey Court itself the PCs will not have one.
As the PCs step through the portal a large mainly translucent crystalline creature will form in the archway across from them, this humanoid golem like creature has a multitude of different red, blue, green and silver arcane symbols etched into it. But before the PCs can get a good look at them it will say “You are not welcome here, face me or return to whence you came” in three simultaneous voices speaking elven, gnome and sylvan.
What follows is a 4 stage encounter with a transforming creature.
Stage 1: Rainbow Hue Guardian (level 8 solo brute)
This solo creature fights until bloodied when it transforms into 3 creatures
Stage 2: 3x Shifting Stalker (level 8 skirmisher)
These are 3 creatures of Fey Chaos that are prone to elemental shifts each turn. As they are defeated they each transform into 5 other creatures.
Stage 3: 15x Motes of Light (level 8 minion)
These are bobbing lights that do force damage and bounce their targets around. Whenever any multiple of 5 of these creatures are destroyed the fifth transforms into a different single creature.
Stage 4: 3x Emissary of the Third (level 8 controller)
These dark red and blue creatures are the final test the challengers must face, only when all 3 are defeated are the PCs welcome in the domain.
Now the encounter is set out as 4 stages but it is quite likely that creatures from all stages might overlap. This is a single encounter and is designed to be a reasonable challenge, the main problem for the PCs will probably be the uncertainty of just when the creatures will stop transforming on death.
An issue for a DM might be the fiddly nature of some of the creatures as they are by no means easy to run. I have tried to keep things as straight forward as possible but a DM will have quite a lot to keep track of, in general though I have tried to make the later creatures less fiddly than the earlier ones to alleviate some mental fatigue.
Terrain
I would set the encounter in a large roughly circular clearing so as to allow a fair amount of movement, I might also add a few large stones to add a little more interest. But I would make sure that the Guardian starts close enough to the PCs to not become a sitting duck (if necessary he can move forward as he is speaking his warning, then roll initiative).
I would surround the clearing with 15ft deep hazardous difficult terrain with impassable terrain after that to keep everyone in the area while allowing some pushing into a hazard fun.
Thorny Thicket – Hazardous Difficult Terrain
Any creature ending their turn inside the Thicket takes the following attack; attack +11 vs. Reflex; on hit the target is grabbed and takes 5 ongoing damage (escape ends both), escape check athletics or acrobatics DC 20.
Any edged weapon, or fire based attack hitting AC 16; Fort 18; Ref 16; Will 16 and dealing at least 15 damage is also enough to end the grab, but the magical Thicket will soon twist back and fill the square. In other words if the target doesn’t move out it will take a grab attack at the end of its turn.
Portal
The portal allowed unlimited travel from the Feywild-Middle World, but an individual can only travel from the Middle World to the Feywild once a day (maybe at twilight).
This means that the PCs are free to escape back through the portal at any time but if they do so they will not be able to return until after an extended rest. This is a way of stopping the PCs getting any advantage other than escape from the portal.
Archway
The large marble archway is elaborately carved with images showing the members of the Fey Court as graceful, beautiful and powerful rules of the domain. The Archway is also studied with many small gemstones with a total value of roughly 100,000 gps though a divine magic will show that they are enchanted with strong magics.
The stones would be easy to remove but anyone taking or assisting in the theft of even a single stone will be subject to a Fey curse once thy are out of sight of the archway. The curse will brand any miscreant with a glowing arcane symbol on their forehead that reads “Thief of the court”, anyone bearing this symbol will be shunned by the residents of the domain and probably arrested to be dragged before the Court itself if they visit a settlement. A remove curse ritual might also remove the curse at the DMs discretion.
When the PCs defeat the guardian a small compartment will open at the pinnacle of the archway and a small emerald will fall to the ground. When examined this will have the arcane symbol for “Warrior” or “Guardian” magically suspended within it. If the PCs present this to the Fey Court they will be welcomed and it will be exchanged for an enchanted seal of passage so that they may in future travel freely through the portal.
Rainbow Hue Guardian Level 8 Solo Brute
Large Fey Magical Beast XP 875 (half normal)
Initiative +3 Senses Perception +10, darkvision
HP 360; Bloodied 180; see Bloodied Transformation
AC 20; Fortitude 21, Reflex 19, Will 20
Immune charm
Saving Throws +5
Speed 6
Action Points 1
Elemental Infusion ♦ Trait
Whenever Guardian is hit by an elemental attack its next melee attack
deals an additional 1d8 damage of the appropriate type; this effect does
not stack, a second elemental attack will replace the first
Glowing Slam (Standard; at-will)
Reach 2; attack +13 vs. AC 2d10+8 damage
Sweeping Slam (Standard; at-will) ♦ fire, cold, acid or force
Guardian makes a Glowing Slam against a primary target; hit or miss
Guardian makes the following attacks against all secondary targets; burst
2; attack +11 vs. Reflex; 2d6+6 variable damage (for each target hit roll a
d4 to determine element; 1=fire, 2=cold, 3=acid, 4=force); on miss target
takes half (force) damage
Elemental Cascade (Standard; encounter) ♦ fire, cold, acid, force
Reach 2; 4 attacks against the same target; attack +13 vs. AC; first
attack 1d6+6 fire damage; on hit target takes 5 ongoing fire damage
(save ends); second attack 1d8+4 cold damage; on hit target is slowed
(save ends); third attack 1d10+2 acid damage; on hit target takes a -2
penalty to AC (save ends); fourth attack 2d6 force damage; on hit target
is pushed 6 squares and knocked prone
Rainbow Waves (Standard; recharge 
) ♦ fire, cold, acid or force
Close blast 5; enemies only; attack +11 vs. Fortitude; 2d8+8 variable
damage (for each target hit roll a d4 to determine element; 1=fire, 2=cold,
3=acid, 4=force); on hit target is pushed 2 squares; on miss target takes
half (force) damage and is pushed 1 square
Symbol of Cold (Minor; encounter) ♦ cold
Range 15; attack +11 vs. Will; 1d8+2 cold damage; on hit each time the
target moves or is forced to move more than 2 squares as part of an
action or effect it takes 5 cold damage (save ends)
Symbol of Force (Minor; encounter) ♦ force
Burst 3; attack +11 vs. Fortitude; 1d6+4 force damage; on hit target is
pushed 4 squares; on miss target is pushed 1 square
Symbol of Fire (Minor; encounter) ♦ fire, zone
Area burst 1 within 15; attack +11 vs. Reflex; 1d6+8 fire damage; hit or
miss creates a zone that lasts until the Guardian transforms; all enemies
entering or starting their turn inside the zone take 5 fire damage
Symbol of Acid (encounter) ♦ triggered action, acid
When Guardian is hit by an attack a series of green symbols briefly
illuminate on its body, all creatures inside burst 2 take 5 acid damage
Scintillating Symbols ♦ triggered action, charm
Whenever Guardian is hit by an attack while it is stunned or dazed a series
of brightly coloured spinning symbols dance from the Guardian to its
aggressor; the triggering target takes an attack +11 vs. Will; on hit if the
Guardian is stunned the target is stunned (save ends), if the Guardian is
dazed the target is dazed (save ends), the target cannot make a saving
throw against these effects during the turn they are initially affected
Bloodied Transformation ♦ triggered action
When first bloodied Guardian erupts in a large flash of red, blue, green and
silver light; burst 5; attack +10 vs. Will; on hit target is dazed until the
end of their next turn; hit or miss Guardian is removed from play and replaced
by 3 Shifting Stalkers that appear in any free square within the burst
Alignment Unaligned Languages elven, gnome, sylvan
Skills Arcana +9, Nature +10
Str 20 (+9) Dex 8 (+3) Wis 12 (+5)
Con 18 (+8) Int 10 (+4) Cha 18 (+8)
----
Shifting Stalker Level 8 Skirmisher
Medium Fey Magical Beast XP 350
Initiative +11 Senses Perception +6, darkvision
HP 90; Bloodied 45; see Motes of Light
AC 22; Fortitude 19, Reflex 22, Will 20
Immune charm;
Resist see Chaotic State
Speed 7
Chaotic State♦ trait
At the start of Stalkers turn roll a d6; 1 or 2=fire, 3 or 4=cold, 5 or
6=acid; until the start of its next turn Stalker gains 10 resistance of the
appropriate element and it can only use its basic melee attack and powers
that have that elements keyword
Combat Advantage ♦ trait
Stalker deals an additional 1d6 damage against targets granting it combat
advantage
Talon Rake (Standard; at-will)
Attack +13 vs. AC; 2d6+7 damage; on hit Stalker may shift 1 square
Sudden Freeze (Standard; at-will) ♦ cold, see Chaotic State
Range 10; attack +11 vs. Fortitude; 2d6+8 cold damage; on hit target is
restrained and takes 5 ongoing cold damage (save ends both)
Burning Talons (Minor; at-will) ♦ fire, see Chaotic State
Until the start of Stalkers next turn its Talon Rake attack deals fire
damage and gains the following effect; on hit target takes 5 ongoing fire
damage (save ends)
Stinging Haze (Minor; at-will) ♦ acid, see Chaotic State
Stalker gains the following aura until the start of its next turn; aura 1; all
creatures entering or starting their turn inside the aura take 10 acid
damage
Fey Step (Move; recharge
) ♦ teleport
Stalker teleports 3 squares as a move action
Motes of Light ♦ triggered action
When reduced to 0 HPs Stalker collapses in a torrent of multicoloured
light; burst 2; enemies only; attack +11 vs. Will; on hit target grants
combat advantage to all enemies until the end of its next turn; hit or miss
5 Motes of Light appear in any free square within the burst
Alignment Unaligned Languages elven, gnome, sylvan
Skills Arcana +10, Nature +11, Stealth +14
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
Con 18 (+8) Int 12 (+5) Cha 17 (+7)
----
Mote of Light Level 8 Minion
Tiny Fey Magical Beast (blind) XP 70 (5=standard creature)
Initiative +12 Senses Perception +4, blindsight 20
HP 1; a minion takes no damage from a missed attack; see One From Five
AC 24; Fortitude 19, Reflex 22, Will 20
Immune charm
Speed fly 5 (hover), see Bouyant
Bouyant ♦ trait
Motes of Light naturally float and cannot be knocked prone, whenever a
Mote is subject to a push, pull or slide effect it may instead shift the
appropriate number of squares as a free action
Force Slam (Standard; at-will) ♦ force
Attack +13 vs. AC; 8 damage; on hit target is pushed 1 square
Drift (Minor; at-will)
Mote may shift 1 square as a minor action
Force Repulsion ♦ triggered action
When Mote is missed by a melee attack by an adjacent creature it may
make the following attack as an immediate reaction; attack +13 vs. Reflex
(mote gains a +1 bonus to hit for each additional Mote adjacent to the
target); on hit target is pushed 3 squares, if the target ends this push
adjacent to a different Mote then that Mote may make a Force Repulsion
attack against the target as an immediate free action, this can repeat
until the target does not end a push next to a Mote
One From Five ♦ triggered action
Whenever a multiple of 5 Motes of Light are destroyed there is a flash of
light and the triggering target takes the following attack; attack +11 vs.
Will; on hit the target takes a -2 penalty to attack rolls (save ends); hit
or miss an Emissary of the Third appears in any free square within burst 5
of the triggering Mote
Alignment Unaligned
Str 6 (+2) Dex 22 (+10) Wis 10 (+4)
Con 12 (+5) Int 8 (+3) Cha 18 (+8)
----
Emissary of the Third Level 8 Controller
Medium Fey Magical Beast XP 350
Initiative +5 Senses Perception +13, darkvision
HP 90; Bloodied 45
AC 22; Fortitude 20, Reflex 19, Will 22
Immune charm
Speed 5
Painful Touch (Standard; at-will) ♦ necrotic
Attack +11 vs. Reflex; 1d10+7 necrotic damage; on hit secondary attack
against the same target; attack +11 vs. Fortitude; on hit target loses a
healing surge
Shards of Fire and Ice (Standard; at-will) ♦ fire, cold
Close blast 3; attack +13 vs. AC; 2d6+5 fire and cold damage
Word of Command (Standard; recharge 
) ♦ charm
Range 15; attack +11 vs. Will; on hit slide the target its speed and target
makes an at will attack against a legal target of the Emissary's choice
Vortex of Attraction (Standard; encounter) ♦ force
Area burst 3 within 10 (must target an unoccupied square); non Fey
creatures only; attack +11 vs. Fortitude; 2d10+5 force damage; hit or
miss creates a 1 square zone of impassable terrain (target square), all non
Fey creatures starting their turn adjacent to the zone take 2d6 force
damage, minor action to sustain, when Emissary sustains this power the
Vortex makes a attack against the closest non Fey target that isn't
adjacent to it, attack +11 vs. Fortitude; on hit the target is pulled 2
squares and slowed until the end of its next turn
Fey Step (Move; recharge
) ♦ teleport
Emissary teleports 5 squares as a move action
Alignment Unaligned Languages elven, gnome, sylvan
Skills Arcana +11, History +11, Nature +13
Str 16 (+7) Dex 12 (+5) Wis 18 (+8)
Con 18 (+8) Int 14 (+6) Cha 20 (+9)
The Total XP for the encounter works out at 4025 XP, which is the equivalent of a level 13 encounter, but I think that in reality it is probably a lot closer to 10 or maybe even lower.
My questions are:
1: Do you think this encounter is any good?
2: What level do you think it actually is?
3: What level PCs do you think it is suitable for (assuming 5 PCs)?
My idea is that the portal freely allows passage from the Feywild to the middle world, but any individual passing through to the middle world cannot return using the portal for 24 hours (or maybe the following twilight). The Feywild side of the portal is a clearing sounded on all sides by a dense thorny thicket with the sky barely visible through a twisted canopy. The only other exit from this antechamber is through a large elaborately decorated marble archway, this leads to a safe path to the Fey domain beyond.
In an effort to stop riff raff and undesirables wandering into their realm the Fey Court of the domain have installed a guardian to challenge interlopers to their lands. The guardian will not trouble anyone bearing an enchanted seal of passage but as this can only be obtained from the fey Court itself the PCs will not have one.
As the PCs step through the portal a large mainly translucent crystalline creature will form in the archway across from them, this humanoid golem like creature has a multitude of different red, blue, green and silver arcane symbols etched into it. But before the PCs can get a good look at them it will say “You are not welcome here, face me or return to whence you came” in three simultaneous voices speaking elven, gnome and sylvan.
What follows is a 4 stage encounter with a transforming creature.
Stage 1: Rainbow Hue Guardian (level 8 solo brute)
This solo creature fights until bloodied when it transforms into 3 creatures
Stage 2: 3x Shifting Stalker (level 8 skirmisher)
These are 3 creatures of Fey Chaos that are prone to elemental shifts each turn. As they are defeated they each transform into 5 other creatures.
Stage 3: 15x Motes of Light (level 8 minion)
These are bobbing lights that do force damage and bounce their targets around. Whenever any multiple of 5 of these creatures are destroyed the fifth transforms into a different single creature.
Stage 4: 3x Emissary of the Third (level 8 controller)
These dark red and blue creatures are the final test the challengers must face, only when all 3 are defeated are the PCs welcome in the domain.
Now the encounter is set out as 4 stages but it is quite likely that creatures from all stages might overlap. This is a single encounter and is designed to be a reasonable challenge, the main problem for the PCs will probably be the uncertainty of just when the creatures will stop transforming on death.
An issue for a DM might be the fiddly nature of some of the creatures as they are by no means easy to run. I have tried to keep things as straight forward as possible but a DM will have quite a lot to keep track of, in general though I have tried to make the later creatures less fiddly than the earlier ones to alleviate some mental fatigue.
Terrain
I would set the encounter in a large roughly circular clearing so as to allow a fair amount of movement, I might also add a few large stones to add a little more interest. But I would make sure that the Guardian starts close enough to the PCs to not become a sitting duck (if necessary he can move forward as he is speaking his warning, then roll initiative).
I would surround the clearing with 15ft deep hazardous difficult terrain with impassable terrain after that to keep everyone in the area while allowing some pushing into a hazard fun.
Thorny Thicket – Hazardous Difficult Terrain
Any creature ending their turn inside the Thicket takes the following attack; attack +11 vs. Reflex; on hit the target is grabbed and takes 5 ongoing damage (escape ends both), escape check athletics or acrobatics DC 20.
Any edged weapon, or fire based attack hitting AC 16; Fort 18; Ref 16; Will 16 and dealing at least 15 damage is also enough to end the grab, but the magical Thicket will soon twist back and fill the square. In other words if the target doesn’t move out it will take a grab attack at the end of its turn.
Portal
The portal allowed unlimited travel from the Feywild-Middle World, but an individual can only travel from the Middle World to the Feywild once a day (maybe at twilight).
This means that the PCs are free to escape back through the portal at any time but if they do so they will not be able to return until after an extended rest. This is a way of stopping the PCs getting any advantage other than escape from the portal.
Archway
The large marble archway is elaborately carved with images showing the members of the Fey Court as graceful, beautiful and powerful rules of the domain. The Archway is also studied with many small gemstones with a total value of roughly 100,000 gps though a divine magic will show that they are enchanted with strong magics.
The stones would be easy to remove but anyone taking or assisting in the theft of even a single stone will be subject to a Fey curse once thy are out of sight of the archway. The curse will brand any miscreant with a glowing arcane symbol on their forehead that reads “Thief of the court”, anyone bearing this symbol will be shunned by the residents of the domain and probably arrested to be dragged before the Court itself if they visit a settlement. A remove curse ritual might also remove the curse at the DMs discretion.
When the PCs defeat the guardian a small compartment will open at the pinnacle of the archway and a small emerald will fall to the ground. When examined this will have the arcane symbol for “Warrior” or “Guardian” magically suspended within it. If the PCs present this to the Fey Court they will be welcomed and it will be exchanged for an enchanted seal of passage so that they may in future travel freely through the portal.
Rainbow Hue Guardian Level 8 Solo Brute
Large Fey Magical Beast XP 875 (half normal)
Initiative +3 Senses Perception +10, darkvision
HP 360; Bloodied 180; see Bloodied Transformation
AC 20; Fortitude 21, Reflex 19, Will 20
Immune charm
Saving Throws +5
Speed 6
Action Points 1
Elemental Infusion ♦ Trait
Whenever Guardian is hit by an elemental attack its next melee attack
deals an additional 1d8 damage of the appropriate type; this effect does
not stack, a second elemental attack will replace the first

Reach 2; attack +13 vs. AC 2d10+8 damage

Guardian makes a Glowing Slam against a primary target; hit or miss
Guardian makes the following attacks against all secondary targets; burst
2; attack +11 vs. Reflex; 2d6+6 variable damage (for each target hit roll a
d4 to determine element; 1=fire, 2=cold, 3=acid, 4=force); on miss target
takes half (force) damage

Reach 2; 4 attacks against the same target; attack +13 vs. AC; first
attack 1d6+6 fire damage; on hit target takes 5 ongoing fire damage
(save ends); second attack 1d8+4 cold damage; on hit target is slowed
(save ends); third attack 1d10+2 acid damage; on hit target takes a -2
penalty to AC (save ends); fourth attack 2d6 force damage; on hit target
is pushed 6 squares and knocked prone



Close blast 5; enemies only; attack +11 vs. Fortitude; 2d8+8 variable
damage (for each target hit roll a d4 to determine element; 1=fire, 2=cold,
3=acid, 4=force); on hit target is pushed 2 squares; on miss target takes
half (force) damage and is pushed 1 square

Range 15; attack +11 vs. Will; 1d8+2 cold damage; on hit each time the
target moves or is forced to move more than 2 squares as part of an
action or effect it takes 5 cold damage (save ends)

Burst 3; attack +11 vs. Fortitude; 1d6+4 force damage; on hit target is
pushed 4 squares; on miss target is pushed 1 square

Area burst 1 within 15; attack +11 vs. Reflex; 1d6+8 fire damage; hit or
miss creates a zone that lasts until the Guardian transforms; all enemies
entering or starting their turn inside the zone take 5 fire damage
Symbol of Acid (encounter) ♦ triggered action, acid
When Guardian is hit by an attack a series of green symbols briefly
illuminate on its body, all creatures inside burst 2 take 5 acid damage
Scintillating Symbols ♦ triggered action, charm
Whenever Guardian is hit by an attack while it is stunned or dazed a series
of brightly coloured spinning symbols dance from the Guardian to its
aggressor; the triggering target takes an attack +11 vs. Will; on hit if the
Guardian is stunned the target is stunned (save ends), if the Guardian is
dazed the target is dazed (save ends), the target cannot make a saving
throw against these effects during the turn they are initially affected

When first bloodied Guardian erupts in a large flash of red, blue, green and
silver light; burst 5; attack +10 vs. Will; on hit target is dazed until the
end of their next turn; hit or miss Guardian is removed from play and replaced
by 3 Shifting Stalkers that appear in any free square within the burst
Alignment Unaligned Languages elven, gnome, sylvan
Skills Arcana +9, Nature +10
Str 20 (+9) Dex 8 (+3) Wis 12 (+5)
Con 18 (+8) Int 10 (+4) Cha 18 (+8)
----
Shifting Stalker Level 8 Skirmisher
Medium Fey Magical Beast XP 350
Initiative +11 Senses Perception +6, darkvision
HP 90; Bloodied 45; see Motes of Light
AC 22; Fortitude 19, Reflex 22, Will 20
Immune charm;
Resist see Chaotic State
Speed 7
Chaotic State♦ trait
At the start of Stalkers turn roll a d6; 1 or 2=fire, 3 or 4=cold, 5 or
6=acid; until the start of its next turn Stalker gains 10 resistance of the
appropriate element and it can only use its basic melee attack and powers
that have that elements keyword
Combat Advantage ♦ trait
Stalker deals an additional 1d6 damage against targets granting it combat
advantage

Attack +13 vs. AC; 2d6+7 damage; on hit Stalker may shift 1 square

Range 10; attack +11 vs. Fortitude; 2d6+8 cold damage; on hit target is
restrained and takes 5 ongoing cold damage (save ends both)
Burning Talons (Minor; at-will) ♦ fire, see Chaotic State
Until the start of Stalkers next turn its Talon Rake attack deals fire
damage and gains the following effect; on hit target takes 5 ongoing fire
damage (save ends)
Stinging Haze (Minor; at-will) ♦ acid, see Chaotic State
Stalker gains the following aura until the start of its next turn; aura 1; all
creatures entering or starting their turn inside the aura take 10 acid
damage
Fey Step (Move; recharge


Stalker teleports 3 squares as a move action
Motes of Light ♦ triggered action
When reduced to 0 HPs Stalker collapses in a torrent of multicoloured
light; burst 2; enemies only; attack +11 vs. Will; on hit target grants
combat advantage to all enemies until the end of its next turn; hit or miss
5 Motes of Light appear in any free square within the burst
Alignment Unaligned Languages elven, gnome, sylvan
Skills Arcana +10, Nature +11, Stealth +14
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
Con 18 (+8) Int 12 (+5) Cha 17 (+7)
----
Mote of Light Level 8 Minion
Tiny Fey Magical Beast (blind) XP 70 (5=standard creature)
Initiative +12 Senses Perception +4, blindsight 20
HP 1; a minion takes no damage from a missed attack; see One From Five
AC 24; Fortitude 19, Reflex 22, Will 20
Immune charm
Speed fly 5 (hover), see Bouyant
Bouyant ♦ trait
Motes of Light naturally float and cannot be knocked prone, whenever a
Mote is subject to a push, pull or slide effect it may instead shift the
appropriate number of squares as a free action

Attack +13 vs. AC; 8 damage; on hit target is pushed 1 square
Drift (Minor; at-will)
Mote may shift 1 square as a minor action

When Mote is missed by a melee attack by an adjacent creature it may
make the following attack as an immediate reaction; attack +13 vs. Reflex
(mote gains a +1 bonus to hit for each additional Mote adjacent to the
target); on hit target is pushed 3 squares, if the target ends this push
adjacent to a different Mote then that Mote may make a Force Repulsion
attack against the target as an immediate free action, this can repeat
until the target does not end a push next to a Mote
One From Five ♦ triggered action
Whenever a multiple of 5 Motes of Light are destroyed there is a flash of
light and the triggering target takes the following attack; attack +11 vs.
Will; on hit the target takes a -2 penalty to attack rolls (save ends); hit
or miss an Emissary of the Third appears in any free square within burst 5
of the triggering Mote
Alignment Unaligned
Str 6 (+2) Dex 22 (+10) Wis 10 (+4)
Con 12 (+5) Int 8 (+3) Cha 18 (+8)
----
Emissary of the Third Level 8 Controller
Medium Fey Magical Beast XP 350
Initiative +5 Senses Perception +13, darkvision
HP 90; Bloodied 45
AC 22; Fortitude 20, Reflex 19, Will 22
Immune charm
Speed 5

Attack +11 vs. Reflex; 1d10+7 necrotic damage; on hit secondary attack
against the same target; attack +11 vs. Fortitude; on hit target loses a
healing surge

Close blast 3; attack +13 vs. AC; 2d6+5 fire and cold damage



Range 15; attack +11 vs. Will; on hit slide the target its speed and target
makes an at will attack against a legal target of the Emissary's choice

Area burst 3 within 10 (must target an unoccupied square); non Fey
creatures only; attack +11 vs. Fortitude; 2d10+5 force damage; hit or
miss creates a 1 square zone of impassable terrain (target square), all non
Fey creatures starting their turn adjacent to the zone take 2d6 force
damage, minor action to sustain, when Emissary sustains this power the
Vortex makes a attack against the closest non Fey target that isn't
adjacent to it, attack +11 vs. Fortitude; on hit the target is pulled 2
squares and slowed until the end of its next turn
Fey Step (Move; recharge


Emissary teleports 5 squares as a move action
Alignment Unaligned Languages elven, gnome, sylvan
Skills Arcana +11, History +11, Nature +13
Str 16 (+7) Dex 12 (+5) Wis 18 (+8)
Con 18 (+8) Int 14 (+6) Cha 20 (+9)
The Total XP for the encounter works out at 4025 XP, which is the equivalent of a level 13 encounter, but I think that in reality it is probably a lot closer to 10 or maybe even lower.
My questions are:
1: Do you think this encounter is any good?
2: What level do you think it actually is?
3: What level PCs do you think it is suitable for (assuming 5 PCs)?
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