Help Me Build EPIC BBEG

Xipe_Totec

First Post
Hey guys, I'm getting ready to DM my first campaign and I am already in awe of how much work has to be put in, lol. I tip my hats to you guys that have been doing it for years, hopefully I'll be able to join the ranks soon, but for now my feet are pretty green. Hopefully you guys can help me out.

I'm starting a mid-heroic campaign (lvl 6) and plan on it running to about mid-paragon (13-16) with some lead ins to keep it going if everyone is still interested in the story and their characters. I'm trying to finish up the wrap up on creating the world and the general story arc, but I'm falling flat on designing the campaign's main BBEG. I have the concept that I want in my head, but can't seem to find anything in any of the MM's or other supplements that quite fit what I'm looking for. Here's the rundown:

I for sure want him to be a Drow caster (high int) but I need him in 3 versions (unless someone can suggest a better way to do it). Also, I'd prefer for him to be an Elite, but I could probably make due with a Solo in the later versions. As for role, I think artillery would be best, but a controller would probably work equally as well. Also, being a leader would be a nice bonus to either buff or heal other enemies in the fight. As for the meat and potato's, I want my characters to meet him for the first time in higher heroic (lvl 8-10) as an encounter and have some power that can guarentee escape. Then, again in low-mid heroic as a tougher version (lvl 12-13) and was thinking of maybe adding the Lich template, and maybe have them actually kill him there, but as a Lich he goes back to his phyllactry and they get to fight the ultimate version (lvl 14-15 elite or maybe 13 solo w/ some extra enemies). And hopefully this time able to kill him for good and tie up loose ends with that part of the story arc.

All that being said, I can't really find anything that really fits that description, but I have ZERO experience creating monsters and want to make sure I make some balanced and fun. I really like the flavor of the Arachnomancer in MM1 and thought about just adding the Lich template to him, but I wasn't sure the best way to try and bring him down a few levels to be able to battle the party earlier and also making sure he can survive the fight, so thought about adding the Wizard template or maybe the Lolth's Chosen theme to spice him up and give him an escape power, but I was worried it might just not turn out right. So, I thought I'd give you guys a try and see if maybe you can steer me in the right direction or maybe offer some suggestions? Thanks a million for any help you can give and I look forward to posting progress on how my party feels about the BBEG!

-------EDIT---------

Ok, here's what I have in mind for encounters with my BBEG. Of course, these are just what's in my mind at the moment and things might change over the course of the adventure, but for the moment this is what I'm thinking and I've love for you guys to let me know what you think. I'm sure at the very least the defense and damage numbers could use a little tweaking, but I'm pretty excited with how it's looking so far. In any case, here it goes. I'm going to break it down into 3 encounters with variably different situations and stats. I'll try to lay it out as simply as possible.


Encounter 1 - Party Level: ~9, BBEG level: 12

Ok, so the party is captured by some means and taken to a camp held by the BBEG. They break out of prison and while navigating to the exit, run across the BBEG in the middle of a ritual (probably to become a Lich). The BBEG is tied up with the ritual and only uses his summon minion ability every available turn. He will have his head henchman/bodyguard (also will probably be a recurring face in the campaign) who's the main distraction for the party while he complete's his ritual. The idea is that the party focuses on the soldier, Malkyr, and once he dies, the BBEG, Xipe, loses concentration on the ritual and uses his daily power to flee the scene.

One complication, I want to discourage the party from going after the BBEG, so I'm not sure weather to maybe put some type of damage resistance on him, some wall of force that attacks can't penetrate, or maybe some aura that comes out from the ritual or something that prevents damage. Any ideas here would be helpful. In any case, what's you've all been waiting for: stat blocks!

[FONT=&quot]Xipe Shadowstep[/FONT][FONT=&quot]
Medium fey humanoid
[/FONT]
[FONT=&quot]Level 12 Elite Artillery (L)[/FONT]
[FONT=&quot]
1400 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 182; Bloodied 91 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +8 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 24; Fort 22; Ref 26; Will 26 [/FONT]
[FONT=&quot]Perception +13 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 6 [/FONT]
[FONT=&quot]Darkvision[/FONT]
[FONT=&quot]Saving Throws[/FONT]
[FONT=&quot] +2 Action Points 1 [/FONT]
[FONT=&quot]Traits[/FONT]

[FONT=&quot]Aura of Despair[/FONT]
[FONT=&quot] ♦ Aura 10 [/FONT]
[FONT=&quot]Any enemy that enters the aura or starts its turn there takes 10 necrotic damage. [/FONT]
[FONT=&quot]Pack Attack[/FONT]

[FONT=&quot]Xipe's attacks deal 8 extra damage to any enemy adjacent to two or more of Xipe's summoned minions. [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Eldritch Blast[/FONT]
[FONT=&quot] (implement) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Ranged 10; +15 vs Reflex
Hit: 3d6 + 8 damage.
[/FONT]
[FONT=&quot]Spider Curse[/FONT]
[FONT=&quot] (necrotic) ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Attack: Ranged 20; +15 vs Will
Hit: 2d10 + 5 necrotic damage, and the target is weakened and takes ongoing 10 necrotic damage (save ends both)
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
[/FONT]
[FONT=&quot]Venom Blast[/FONT]
[FONT=&quot] (poison) ♦ Recharges on 4-6 [/FONT]
[FONT=&quot]Attack: Close Blast 5 (enemies in the blast); +15 vs Fortitude
Hit: 3d6 + 8 poison damage.
Miss: Half damage.
[/FONT]
[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Call of the Grave[/FONT]
[FONT=&quot] ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Effect: Four Xipe's Little Helper's appear in any unoccupied space within 10 squares. These mionions take their turns immediately after Xipe. [/FONT]
[FONT=&quot]Cloud of Darkness[/FONT]
[FONT=&quot] (zone) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Effect: Close burst 1. The burst creates a zone that lasts until the end of Xipe's next turn. The cloud blocks line of sight for all creatues except Xipe. Any creature other than Xipe is blinded while entirely within the cloud. [/FONT]
[FONT=&quot]Shadowstep's Curse[/FONT]
[FONT=&quot] ♦ At-Will: (1/round) [/FONT]
[FONT=&quot]Effect: Xipe chooses one enemy he can see. Until the end of Xipe's turn, his implement attacks deal 2d6 extra damage against the chosen enemy. [/FONT]
[FONT=&quot]Free Actions[/FONT]

[FONT=&quot]Vicious Retreat[/FONT]
[FONT=&quot] ♦ Daily [/FONT]
[FONT=&quot]An overpowering surge of dark light explodes in all directions, leaving its victims blinded and frozen in fear.[/FONT]
[FONT=&quot]
Attack: Close Burst 20 (all creatures in burst); +18 vs Reflex
Hit: Target is immobolized and blinded (save ends both).
Effect: Xipe spends one healing surge and immediately teleports up to twice his speed and takes a turn, even if he has already acted in this round. Xipe only gets one standard and one move action during this turn.
[/FONT]
[FONT=&quot]Skills[/FONT]
[FONT=&quot] Arcana +14; Dungeoneering +13 [/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 10 (+6)
Con: 10 (+6)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 15 (+8)
Int: 16 (+9)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 14 (+8)
Cha: 11 (+6)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven [/FONT]
[FONT=&quot]Equipment[/FONT]
[FONT=&quot] leather armor, rod [/FONT]


[FONT=&quot]Malkyr Molvgol[/FONT]
[FONT=&quot]
Medium fey humanoid
[/FONT]
[FONT=&quot]Level 9 Elite Soldier (L)[/FONT]
[FONT=&quot]
800 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 192; Bloodied 96 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +8 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 25; Fort 22; Ref 20; Will 21 [/FONT]
[FONT=&quot]Perception +9 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 5 [/FONT]
[FONT=&quot]Darkvision[/FONT]
[FONT=&quot]Immune[/FONT]
[FONT=&quot] disease, fear [/FONT]
[FONT=&quot]Saving Throws[/FONT]
[FONT=&quot] +2 Action Points 1 [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Greatsword[/FONT]
[FONT=&quot] (weapon) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Melee 1; +14 vs AC
Hit: 2d10 + 6 damage.
Effect: Malkyr marks the target until the end of his next turn.
[/FONT]
[FONT=&quot]Call of War[/FONT]
[FONT=&quot] ♦ Encounter [/FONT]
[FONT=&quot]Attack: Effect: Malkyr uses greatsword, and each ally within 5 squares of him can take a free action to shift up to 2 squares and make a melee basic attack. [/FONT]
[FONT=&quot]Double Attack[/FONT]
[FONT=&quot] ♦ At-Will [/FONT]
[FONT=&quot]Effect: Malkyr uses greatsword twice. [/FONT]
[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Bolstering Presence[/FONT]
[FONT=&quot] ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Attack: Effect: close burst 3 (allies in burst). Each target gains a +5 power bonus to damage rolls until the end of Malkyr's next turn. [/FONT]
[FONT=&quot]Triggered Actions[/FONT]

[FONT=&quot]Relentless Assault[/FONT]
[FONT=&quot] ♦ At-Will [/FONT]
[FONT=&quot]Trigger (free action): An enemy adjacent to Malkyr uses an attack power that doesn't include him as a target.
Attack: Effect: Melee 1 (triggering enemy). The target takes 12 damage.
[/FONT]
[FONT=&quot]Skills[/FONT]
[FONT=&quot] Athletics +13; Intimidate +12 [/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 18 (+8)
Con: 16 (+7)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 14 (+6)
Int: 11 (+4)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 10 (+4)
Cha: 16 (+7)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven [/FONT]
[FONT=&quot]Equipment[/FONT]
[FONT=&quot] plate armor, greatsword

[/FONT] [FONT=&quot]Xipe's Little Helper[/FONT][FONT=&quot]
Medium fey humanoid (undead)
[/FONT]
[FONT=&quot]Level 9 Minion[/FONT]
[FONT=&quot]
100 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 1 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +10 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 23; Fort 21; Ref 21; Will 21 [/FONT]
[FONT=&quot]Perception +5 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 6 [/FONT]
[FONT=&quot]Drakvision[/FONT]
[FONT=&quot]Traits[/FONT]

[FONT=&quot]Sickening Miasma[/FONT]
[FONT=&quot] ♦ Aura 1 [/FONT]
[FONT=&quot]Whenever an enemy in the aura takes a standard action or move action, it takes 2 damage. Multiple sickening miasma auras stack, dealing up to 10 damage. [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Longsword[/FONT]
[FONT=&quot] (weapon) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Melee 1; +14 vs AC
Hit: 6 damage.
[/FONT]
[FONT=&quot]Hand Crossbow[/FONT]
[FONT=&quot] (poison, weapon) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Ranged 10; +14 vs AC
Hit: 3 damage, and ongoing 5 poison damage (save ends)
[/FONT]
[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Cloud of Darkness[/FONT]
[FONT=&quot] (zone) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Effect: Close burst 1. The burst creates a zone that lasts until the end of the drow's next turn. The cloud blocks line of sight for all creatues except the drow. Any creature other than the drow is blinded while entirely within the cloud. [/FONT]
[FONT=&quot]Triggered Actions[/FONT]

[FONT=&quot]Xipe's Blessing[/FONT]
[FONT=&quot] ♦ Encounter [/FONT]
[FONT=&quot]Trigger (no action): The drow is reduced to 0 hit points, but not by a critical hit.
Effect: Roll a d20. On a 15 or higher, the drow is instead reduced to 1 hit point.
[/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 15 (+6)
Con: 13 (+5)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 18 (+8)
Int: 15 (+6)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 12 (+5)
Cha: 10 (+4)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven

Encounter 2 - Party level: ~12, BBEG: 15

This encounter takes place after Xipe, the BBEG, has achieved Lichdom and really is only there to serve 2 purposes, give the party a small taste of his new power and introduce his resurrected companion as a Death Knight. I plan to have the BBEG chasing after the party and somehow become seriously wounded and to enter the fight bloodied. Then enters his new shiny Death Knight, gleaming and ready for battle. However, the complete opposite is the goal for the party this time versus the previous battle, they should attempt to get around Malkyr (I made sure to make that no small task) and try to kill Xipe. I'm contemplating weather to let them just figure this out, or if maybe I should allow some sort of arcana check to sense the aura Malkyr has? In any case, here's the new and final stat blocks:

[/FONT] [FONT=&quot]Archlich, Xipe Shadowstep[/FONT][FONT=&quot]
Medium fey humanoid (undead)
[/FONT]
[FONT=&quot]Level 15 Elite Artillery (L)[/FONT]
[FONT=&quot]
2400 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 268; Bloodied 134 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +8 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 25; Fort 28; Ref 30; Will 28 [/FONT]
[FONT=&quot]Perception +13 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 6 [/FONT]
[FONT=&quot]Darkvision[/FONT]
[FONT=&quot]Immune[/FONT]
[FONT=&quot] disease, poison; Resist 10 necrotic [/FONT]
[FONT=&quot]Saving Throws[/FONT]
[FONT=&quot] +2 Action Points 1 [/FONT]
[FONT=&quot]Traits[/FONT]

[FONT=&quot]Aura of Despair[/FONT]
[FONT=&quot] ♦ Aura 10 [/FONT]
[FONT=&quot]Any enemy that enters the aura or starts its turn there takes 10 necrotic damage. Whenever Xipe takes radiant damage, his aura is deactivated until the end of his next turn. [/FONT]
[FONT=&quot]Slayer of the Living[/FONT]
[FONT=&quot] (fear) ♦ Aura 3 [/FONT]
[FONT=&quot]Whenever an enemy ends its turn in the aura, Xipe can slide that enemy up to 3 squares. [/FONT]
[FONT=&quot]Pack Attack[/FONT]

[FONT=&quot]Xipe's attacks deal 12 extra damage to any enemy adjacent to two or more of Xipe's summoned minions. [/FONT]
[FONT=&quot]Soul Phylactery[/FONT]

[FONT=&quot]When Xipe drops to 0 hit points, his body and possessions crumble into dust and disappears, but it is not destroyed. He reappears (along with his possessions) in 1d10 days within 1 square of his phylactery, unless the phylactery is destroyed. [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Vampiric Touch[/FONT]
[FONT=&quot] (healing, necrotic) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Melee 1; +18 vs Fortitude
Hit: 2d8 + 8 necrotic damage, and Xipe regains hit points equal to the damage dealt.
[/FONT]
[FONT=&quot]Eldritch Blast[/FONT]
[FONT=&quot] (implement) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Ranged 20; +18 vs Reflex
Hit: 3d6 + 13 damage.
[/FONT]
[FONT=&quot]Death Blast[/FONT]
[FONT=&quot] (necrotic) ♦ Recharges on 4-6 [/FONT]
[FONT=&quot]Attack: Close Blast 5 (enemies in the blast); +18 vs Fortitude
Hit: 3d6 + 13 necrotic damage.
Miss: Half damage.
[/FONT]
[FONT=&quot]Enervating Tendrils[/FONT]
[FONT=&quot] (necrotic) ♦ when first bloodied [/FONT]
[FONT=&quot]Attack: Area Burst 1 within 10 (enemies in burst); +18 vs Fortitude
Hit: 6d6 + 9 necrotic damage, and the target is weakened (save ends).
Miss: Half damage.
[/FONT]
[FONT=&quot]Spider Curse[/FONT]
[FONT=&quot] (necrotic) ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Attack: Ranged 20; +18 vs Will
Hit: 3d10 + 8 necrotic damage, and the target is weakened and takes ongoing 10 necrotic damage (save ends both)
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
[/FONT]
[FONT=&quot]Worthy Sacrifice[/FONT]
[FONT=&quot] (zone) ♦ when first bloodied [/FONT]
[FONT=&quot]Attack: Area Burst 2 within 10 centered on summoned minion ally (enemies in burst); +18 vs Reflex
Effect: The summoned minion drops to 0 hit points.
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and any living creature that ends its move within the zone is immobilized (save ends).
[/FONT]
[FONT=&quot]Move Actions[/FONT]

[FONT=&quot]Shadow Walk[/FONT]
[FONT=&quot] (teleportation) ♦ Encounter [/FONT]
[FONT=&quot]Effect: Xipe teleports up to twice his speed. [/FONT]
[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Call of the Grave[/FONT]
[FONT=&quot] ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Effect: Two Xipe's Helper's and two Xipe's Remnant's appear in any unoccupied space within 10 squares. These mionions take their turns immediately after Xipe. [/FONT]
[FONT=&quot]Cloud of Darkness[/FONT]
[FONT=&quot] (zone) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Effect: Close burst 1. The burst creates a zone that lasts until the end of Xipe's next turn. The cloud blocks line of sight for all creatues except Xipe. Any creature other than Xipe is blinded while entirely within the cloud. [/FONT]
[FONT=&quot]Shadowstep's Curse[/FONT]
[FONT=&quot] ♦ At-Will: (1/round) [/FONT]
[FONT=&quot]Effect: Xipe chooses one enemy he can see. Until the end of Xipe's turn, his implement attacks deal 2d8 extra damage against the chosen enemy. [/FONT]
[FONT=&quot]Spider Swarm[/FONT]
[FONT=&quot] (poison, zone) ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Attack: Effect: Close burst 2. The burst creates a zone that lasts until the end of the encounter or until Xipe uses spider swarm again. Enemies grant combat advantage while in the zone, and any enemy that ends its turn there takes 8 poison damage. [/FONT]
[FONT=&quot]Triggered Actions[/FONT]

[FONT=&quot]Hit and Run[/FONT]
[FONT=&quot] ♦ At-Will [/FONT]
[FONT=&quot]Trigger (immediate reaction): Xipe is hit with a melee attack
Effect: Xipe uses Vampiric Touch and shifts 3 squares.
[/FONT]
[FONT=&quot]Implacable[/FONT]
[FONT=&quot] ♦ At-Will [/FONT]
[FONT=&quot]Trigger (opportunity action): Xipe becomes marked, slowed, immobilized, dazed, or stunned by an effect.
Effect: Xipe makes a saving throw to end the triggering effect, even if the effect would not normally end on a save.
[/FONT]
[FONT=&quot]Skills[/FONT]
[FONT=&quot] Arcana +18; Dungeoneering +13; History +18; Insight +14 [/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 10 (+7)
Con: 14 (+9)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 15 (+9)
Int: 23 (+13)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 15 (+9)
Cha: 20 (+12)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven, Abyssal [/FONT]
[FONT=&quot]Equipment[/FONT]
[FONT=&quot] leather armor, rod [/FONT]


[FONT=&quot]Malkyr Molvgol, Death Knight[/FONT]
[FONT=&quot]
Medium fey humanoid (undead)
[/FONT]
[FONT=&quot]Level 15 Elite Soldier (L)[/FONT]
[FONT=&quot]
2400 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 296; Bloodied 148 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +11 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 31; Fort 28; Ref 26; Will 26 [/FONT]
[FONT=&quot]Perception +9 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 5 [/FONT]
[FONT=&quot]Darkvision[/FONT]
[FONT=&quot]Immune[/FONT]
[FONT=&quot] disease, fear, poison; Resist 10 necrotic; Vulnerable 10 radiant [/FONT]
[FONT=&quot]Saving Throws[/FONT]
[FONT=&quot] +2 Action Points 1 [/FONT]
[FONT=&quot]Traits[/FONT]

[FONT=&quot]Marshal Undead[/FONT]
[FONT=&quot] ♦ Aura 10 [/FONT]
[FONT=&quot]Undead allies of level 15 or lower gain a +2 power bonus to attack rolls while in the aura. [/FONT]
[FONT=&quot]Aura of Fear[/FONT]
[FONT=&quot] (fear) ♦ Aura 5 [/FONT]
[FONT=&quot]Any enemy in the aura at the start of Malkyr's turn is marked by Malkyr until the end of his next turn. [/FONT]
[FONT=&quot]Life Link[/FONT]

[FONT=&quot]While within 20 squares of Archlich, Xipe Shadowstep, Malkyr gains 20 resist all. However, his life force is tied to his master. If Archlich, Xipe Shadowstep falls to 0 hit points or lower, Malkyr crumbles to dust and can only be reconstructed by the Archlich. [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Soulsword[/FONT]
[FONT=&quot] (necrotic, weapon) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Melee 1; +20 vs AC
Hit: 3d8 + 10 damage.
Effect: Malkyr marks the target until the end of his next turn.
[/FONT]
[FONT=&quot]Call of War[/FONT]
[FONT=&quot] ♦ Encounter [/FONT]
[FONT=&quot]Effect: Malkyr uses soulsword, and each ally within 5 squares of him can take a free action to shift up to 2 squares and make a basic attack. [/FONT]
[FONT=&quot]Containing Strike[/FONT]
[FONT=&quot] (necrotic, weapon) ♦ At-Will: Malkyr must be weilding a soulsword. [/FONT]
[FONT=&quot]Attack: Melee 1 (one or two creatures); +20 vs AC
Hit: 3d8 + 10 necrotic damage, and the target is slowed until the end of Malkyr's next turn.
Effect: Malkyr marks the target until the end of his next turn.
[/FONT]
[FONT=&quot]Unholy Flames[/FONT]
[FONT=&quot] (fire, necrotic) ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Attack: Close Burst 2 (living creatures in the burst); +20 vs Reflex
Hit: 6d8 + 10 fire and necrotic damage.
Effect: Each undead ally in the burst deals 2d6 extra fire damage with attacks until the end of Malkyr's next turn.
[/FONT]
[FONT=&quot]Warrior's Challenge[/FONT]
[FONT=&quot] (necrotic, weapon) ♦ Encounter: Malkyr must be wielding a soulsword. [/FONT]
[FONT=&quot]Attack: Melee 1 (one or two creatures); +20 vs AC
Hit 4d8 + 15 necrotic damage, and Malkyr pushes the target up to 2 squares. Malkyr marks each enemy within 2 squares of the target until the end of his next turn.
[/FONT]
[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Bolstering Presence[/FONT]
[FONT=&quot] ♦ Recharges on 5-6 [/FONT]
[FONT=&quot]Attack: Effect: close burst 3 (allies in burst). Each target gains a +8 power bonus to damage rolls until the end of Malkyr's next turn. [/FONT]
[FONT=&quot]Triggered Actions[/FONT]

[FONT=&quot]Combat Challenge[/FONT]
[FONT=&quot] ♦ At-Will [/FONT]
[FONT=&quot]Trigger (opportunity action): An enemy adjacent to and marked by Malkyr shifts or makes an attack that doesn't include him as a target.
Effect: Malkyr uses soulsword against the triggering enemy.
[/FONT]
[FONT=&quot]Implacable[/FONT]
[FONT=&quot] ♦ At-Will [/FONT]
[FONT=&quot]Trigger (opportunity action): Malkyr becomes marked, slowed, immobilized, dazed, or stunned by an effect.
Effect: Malkyr makes a saving throw to end the triggering effect, even if the effect would not normally end on a save.
[/FONT]
[FONT=&quot]Skills[/FONT]
[FONT=&quot] Athletics +13; Intimidate +12 [/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 20 (+12)
Con: 18 (+11)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 12 (+8)
Int: 13 (+8)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 11 (+7)
Cha: 14 (+9)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven [/FONT]
[FONT=&quot]Equipment[/FONT]
[FONT=&quot] plate armor, heavy shield [/FONT]


[FONT=&quot]Xipe's Helper[/FONT]
[FONT=&quot]
Medium fey humanoid (undead)
[/FONT]
[FONT=&quot]Level 12 Minion[/FONT]
[FONT=&quot]
175 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 1 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +15 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 26; Fort 25; Ref 25; Will 22 [/FONT]
[FONT=&quot]Perception +7 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 6 [/FONT]
[FONT=&quot]Drakvision[/FONT]
[FONT=&quot]Traits[/FONT]

[FONT=&quot]Sickening Miasma[/FONT]
[FONT=&quot] ♦ Aura 1 [/FONT]
[FONT=&quot]Whenever an enemy in the aura takes a standard action or move action, it takes 3 damage. Multiple sickening miasma auras stack, dealing up to 12 damage. [/FONT]
[FONT=&quot]Combat Advantage[/FONT]

[FONT=&quot]Xipe's Helper's attacks deal 2d6 extra damage against creatures granting combat advantage to it. [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Longsword[/FONT]
[FONT=&quot] (weapon) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Melee 1; +17 vs AC
Hit: 10 damage.
[/FONT]
[FONT=&quot]Hand Crossbow[/FONT]
[FONT=&quot] (poison, weapon) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Ranged 10; +17 vs AC
Hit: 5 damage, and ongoing 5 poison damage (save ends)
[/FONT]
[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Cloud of Darkness[/FONT]
[FONT=&quot] (zone) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Effect: Close burst 1. The burst creates a zone that lasts until the end of the drow's next turn. The cloud blocks line of sight for all creatues except the drow. Any creature other than the drow is blinded while entirely within the cloud. [/FONT]
[FONT=&quot]Triggered Actions[/FONT]

[FONT=&quot]Xipe's Blessing[/FONT]
[FONT=&quot] ♦ Encounter [/FONT]
[FONT=&quot]Trigger (no action): The drow is reduced to 0 hit points, but not by a critical hit.
Effect: Roll a d20. On a 15 or higher, the drow is instead reduced to 1 hit point.
[/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 16 (+9)
Con: 14 (+8)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 20 (+11)
Int: 16 (+9)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 13 (+7)
Cha: 11 (+6)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven [/FONT]


[FONT=&quot]Xipe's Remnant[/FONT]
[FONT=&quot]
Medium fey humanoid (undead)
[/FONT]
[FONT=&quot]Level 12 Minion Artillery[/FONT]
[FONT=&quot]
175 XP
[/FONT]
[FONT=&quot]HP[/FONT]
[FONT=&quot] 1 [/FONT]
[FONT=&quot]Initiative[/FONT]
[FONT=&quot] +10 [/FONT]
[FONT=&quot]AC[/FONT]
[FONT=&quot] 24; Fort 22; Ref 25; Will 26 [/FONT]
[FONT=&quot]Perception +11 [/FONT]
[FONT=&quot]Speed[/FONT]
[FONT=&quot] 6 [/FONT]
[FONT=&quot]Darkvision[/FONT]
[FONT=&quot]Immune[/FONT]
[FONT=&quot] disease; Resist 10 necrotic, 10 poison [/FONT]
[FONT=&quot]Standard Actions[/FONT]

[FONT=&quot]Shadow Touch[/FONT]
[FONT=&quot] (necrotic) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Melee 1; +15 vs Fortitude
Hit: 8 necrotic damage.
[/FONT]
[FONT=&quot]Shadow ray[/FONT]
[FONT=&quot] (necrotic) ♦ At-Will (basic attack) [/FONT]
[FONT=&quot]Attack: Ranged 20; +17 vs Fortitude
Hit: 12 necrotic damage.
[/FONT]
[FONT=&quot]Obliteration Empowerment[/FONT]
[FONT=&quot] ♦ At-Will [/FONT]
[FONT=&quot]Attack: Effect: Ranged 5 (one Xipe Remnant). The next time the target uses orb of obliteration before the end of its next turn, the size of the power's burst increases by 1, and the power deals 5 extra damage. Obliteration empowerment stacks with other uses of obliteration empowerment. [/FONT]
[FONT=&quot]Orb of Obliteration[/FONT]
[FONT=&quot] (fire, necrotic) ♦ At-Will [/FONT]
[FONT=&quot]Attack: Area Burst 1 within 20 (enemies in the burst); +17 vs Reflex
Hit: 10 fire and necrotic damage.
Miss: Half damage.
[/FONT]
[FONT=&quot]Minor Actions[/FONT]

[FONT=&quot]Cloud of Darkness[/FONT]
[FONT=&quot] (zone) ♦ Encounter [/FONT]
[FONT=&quot]Attack: Effect: Close burst 1. The burst creates a zone that lasts until the end of the remnant's next turn. The cloud blocks line of sight for all creatues except the remnant. Any creature other than the remnant is blinded while entirely within the cloud. [/FONT]
[FONT=&quot]Triggered Actions[/FONT]

[FONT=&quot]Xipe's Blessing[/FONT]
[FONT=&quot] ♦ Encounter [/FONT]
[FONT=&quot]Trigger (no action): The remnant is reduced to 0 hit points, but not by a critical hit.
Effect: Roll a d20. On a 15 or higher, the remnant is instead reduced to 1 hit point.
[/FONT]
[FONT=&quot]Str[/FONT]
[FONT=&quot]: 9 (+5)
Con: 20 (+11)
[/FONT]
[FONT=&quot]Dex[/FONT]
[FONT=&quot]: 14 (+8)
Int: 27 (+14)
[/FONT]
[FONT=&quot]Wis[/FONT]
[FONT=&quot]: 17 (+9)
Cha: 26 (+14)
[/FONT]
[FONT=&quot]Alignment[/FONT]
[FONT=&quot] evil [/FONT]
[FONT=&quot]Languages[/FONT]
[FONT=&quot] Common, Elven, Abyssal

Encounter 3 - Party Level: ~15, BBEG Level: 15

The final showdown. After killing Xipe in the last battle, they though themselves rid of him, not realizing he would simply respawn in a week or two, so they have to seek out his phylactery and go after Xipe in his lair and finally face him (and his reconstructed DK) at full power. I plan on using the same stat blocks, but I'm not sure weather to take out the Life Link power from Malkyr and just make it a straight up fight. With the 2 being linked together in both life and undeath, it seems fitting for there to be some type of trait on the both of them linking their life forces in some way, but haven't found any brilliant ideas yet... Maybe something along the lines that when one dies, at the beginning of the next's turn, they regain half their bloodied value in HP or something. A type of frenzy effect?

In any case, please take a look and let me know what you think. Really looking forward to getting criticism from you guys.
[/FONT]
 
Last edited:

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I would be glad to help, however I would need more info about the bbeg ...and I mean roleplaying aspects, not Stat concerns. Is he a elementalist, summonner, boss who likes minions..etc.


The easiest way to level as you mentioned would be to have him built as a super solo of level 7 or 8
Then scale to.solo at level 12ish, then scale to elite at level 17ish

So feed us some more thought and I am sure we can come.up with something

Sent from my Kindle Fire using Tapatalk
 

Agreed that more info is needed. As a starting point I would look at the following stat blocks for inspiration: Ti'irtha (MV2), Drow Spider Totemist (MV2), and Eclavdra (MM3).
 

Hey guys, I'm getting ready to DM my first campaign and I am already in awe of how much work has to be put in, lol. I tip my hats to you guys that have been doing it for years, hopefully I'll be able to join the ranks soon, but for now my feet are pretty green. Hopefully you guys can help me out.
Happy to help, Xipe. It sounds like you've got a good idea on your hands, and that's a good way to start things off.

I'm starting a mid-heroic campaign (lvl 6) and plan on it running to about mid-paragon (13-16) with some lead ins to keep it going if everyone is still interested in the story and their characters. I'm trying to finish up the wrap up on creating the world and the general story arc, but I'm falling flat on designing the campaign's main BBEG.
Just a note here; this doesn't apply to all groups, but fighting the same villain for 10 levels or so can be frustrating. Make sure you include lots of smaller adventures and villains the players can defeat along the way so it doesn't feel like they "never win". I've played in campaigns where we were on the same, long quest against the same villain for 5+ levels, and it always gets really tiresome.

Also, I'd prefer for him to be an Elite, but I could probably make due with a Solo in the later versions.
I think elites make great bosses, where solos make very poor ones. Solos have a whole collection of challenges that make them tough to run. If you stat this fellow up as an elite, you can give him an elite brute or soldier as a bodyguard.

As for role, I think artillery would be best, but a controller would probably work equally as well. Also, being a leader would be a nice bonus to either buff or heal other enemies in the fight.
Artillery and/or controller would work really well. I'd recommend controller, since they tend to be more robust for defenses and hit points, but still do reasonable amounts of damage. Pairing him with an elite brute or soldier bodyguard would be a really good idea, to prevent the PCs from simply focus firing him down.

The bodyguard could also give your villain a chance to escape by sacrificing himself in an epic battle. It would also give your PCs a sense of accomplishment to take down the villain's thug.

I want my characters to meet him for the first time in higher heroic (lvl 8-10) as an encounter and have some power that can guarentee escape. Then, again in low-mid heroic as a tougher version (lvl 12-13) and was thinking of maybe adding the Lich template, and maybe have them actually kill him there, but as a Lich he goes back to his phyllactry and they get to fight the ultimate version (lvl 14-15 elite or maybe 13 solo w/ some extra enemies). And hopefully this time able to kill him for good and tie up loose ends with that part of the story arc.
That sounds like it could be really cool. I would suggest statting him up as a L+3 elite monster each time they meet him. If you want your PCs to become closer to him in power, maybe make him a L+3 elite the first time they meet him, a L+2 the next time, and a L+1 the final time.

All that being said, I can't really find anything that really fits that description, but I have ZERO experience creating monsters and want to make sure I make some balanced and fun. I really like the flavor of the Arachnomancer in MM1 and thought about just adding the Lich template to him, but I wasn't sure the best way to try and bring him down a few levels to be able to battle the party earlier and also making sure he can survive the fight, so thought about adding the Wizard template or maybe the Lolth's Chosen theme to spice him up and give him an escape power, but I was worried it might just not turn out right. So, I thought I'd give you guys a try and see if maybe you can steer me in the right direction or maybe offer some suggestions? Thanks a million for any help you can give and I look forward to posting progress on how my party feels about the BBEG!
Quickleaf has some great suggestions to start from. I find that the Monster Vault monsters have way better design than anything from the earlier Monster Manuals. I mean, the damage is better, the powers are more evocative and imaginative, and the monsters resist being locked down better. Overall, I'd start with a Vault monster as a base if you can.

Also, check out power2ool. It's a great resource which lets you do up custom monsters, and it figures out the math for you. You can then print a monster stat block which looks totally pro. You can also bring up existing monsters and edit them, so if you find something you like as a base, it's really easy to tweak it for your own purposes.
 

I would be glad to help, however I would need more info about the bbeg ...and I mean roleplaying aspects, not Stat concerns. Is he a elementalist, summonner, boss who likes minions..etc.


The easiest way to level as you mentioned would be to have him built as a super solo of level 7 or 8
Then scale to.solo at level 12ish, then scale to elite at level 17ish

So feed us some more thought and I am sure we can come.up with something

Thanks for offering to help, I'll try to post more details about him SOON!



Agreed that more info is needed. As a starting point I would look at the following stat blocks for inspiration: Ti'irtha (MV2), Drow Spider Totemist (MV2), and Eclavdra (MM3).

Wow, thanks! I honestly didn't even know about that MV, about to start leafing through it shortly and I'll check out the enemies you mentioned. Hopefully this will add a bit more variety for me to choose from since I have tried to stick with picking monsters from MM3 and MV.




Happy to help, Xipe. It sounds like you've got a good idea on your hands, and that's a good way to start things off.


Just a note here; this doesn't apply to all groups, but fighting the same villain for 10 levels or so can be frustrating. Make sure you include lots of smaller adventures and villains the players can defeat along the way so it doesn't feel like they "never win". I've played in campaigns where we were on the same, long quest against the same villain for 5+ levels, and it always gets really tiresome.

Yea, that was my plan. I wanted finding and stopping him to be the MAIN quest, but certainly not the entire point of the campaign as there will be lots of other dungeons and mini-bosses to kill to break up the monotony.


I think elites make great bosses, where solos make very poor ones. Solos have a whole collection of challenges that make them tough to run. If you stat this fellow up as an elite, you can give him an elite brute or soldier as a bodyguard.


Artillery and/or controller would work really well. I'd recommend controller, since they tend to be more robust for defenses and hit points, but still do reasonable amounts of damage. Pairing him with an elite brute or soldier bodyguard would be a really good idea, to prevent the PCs from simply focus firing him down.

The bodyguard could also give your villain a chance to escape by sacrificing himself in an epic battle. It would also give your PCs a sense of accomplishment to take down the villain's thug.

That's an awesome idea! I love the idea of having another pretty tough soldier/brute as his bodyguard and maybe let the PC's kill him in round 2. I'm thinking maybe a Death Knight or something along those lines. Excellent idea! Thanks so much!


That sounds like it could be really cool. I would suggest statting him up as a L+3 elite monster each time they meet him. If you want your PCs to become closer to him in power, maybe make him a L+3 elite the first time they meet him, a L+2 the next time, and a L+1 the final time.

Well, I don't necessarily want the PC's to have an easier time each time they face him, I just only plan on having them face him every few levels, so want to make sure he's plenty tough enough every time (although not likely to go around one-shotting everyone).


Also, check out power2ool. It's a great resource which lets you do up custom monsters, and it figures out the math for you. You can then print a monster stat block which looks totally pro. You can also bring up existing monsters and edit them, so if you find something you like as a base, it's really easy to tweak it for your own purposes.

Yea, I will likely use power2ool some, but I'm really attempting to set the entire thing up in Masterplan so I can have all of the story details and such (and hopefully eventually run combat from it as well if I can ever find some digital tiles or something to use as terrain for it). If it really goes well, I might finally invest in that projector I've been wanting so I can throw the game board and everything on the wall for my players rather than try to fight with actual tiles and mini's (tracking various conditions, marks, etc is really a pain, lol).

In any case, awesome ideas so far guys. Let me flip through MV2 and I'll post back shortly on some more details about my campaign ideas and more info on the BBEG. Thanks a million!
 

Ok, I've had a chance to read over the suggested monsters and it definitely gave me some great ideas! I'll give you guys some more info so maybe you can think of anything else that might help.

To start off, I'll have to tell you a little about the campaign story I have to describe the BBEG. It's set in a world overrun by Dragons (almost post-apocalyptic) and the Dragons use the Drow kind of like cannon fodder. Well one the have raised to be a leader (my BBEG) who pretty much is the go-between the Dragons and Drow. The PC's will know this much, but what they won't know until after they defeat the BBEG for the last time is that the Dragons (and subsequently the Drow) are being controlled by Primordials who are the ones really in the back pulling the strings who's goal is simply genocide for every humanoid race.

I want to drop some hints in along the way that Primordials are behind the whole thing (especially in fights against the BBEG) but leave them vague enough so it's a surprise to the PC's.

As for BBEG personality, I was thinking of going pretty stereotypical evil, hellbent on murder and mayhem, but at the same time very refined, well spoken, intelligent, and tactical. I really like the idea of having some summoning powers and then other than his one big elite soldier bodyguard, surrounding himself (and hopefully summoning) minions and then maybe having a nice aura or two to help pump them up. One thing I want to try and stay away from is having too many action-limiting attacks on him (daze, stun, etc) since that just gets frustrating for the PC's never being able to do much on their turn. I would like maybe a recharge dominate UEONT power or something of the sort and having some terrain control (slow, create difficult terrain, forced movement, etc), but maybe I'm trying to throw too much in there.

What do you guys think so far?
 

A couple of ideas...

First off, I'd can the whole primordials thing. 10-level campaigns benefit from a tight focus, that's what they do well. Of course you're the DM so it's your prerogative.

With your recurring drow wizard BBEG, here are a couple "outs" I think would be appropriate to keep him alive until next confrontation:
* He taunts PCs thru a comm device (crystal ball, undead minion, magic mirror, etc)
* An overwhelming force surrounds him so that a full frontal assault is suicide
* A spell which allows him to possess/transfer his soul to anyone effected by it if he dies
* A social event which your drow attends in disguise
* Perhaps he was bathed in dragon's blood and cannot be killed without a Magical McGuffin

Even with a bunch of these special conditions it's possible the PCs, if given the opportunity to face the drow in battle, will kill him prematurely. Just allow for that, perhaps including in your notes something to the effect of "if BBEG is killed, run scenario X the following day as inferiors scramble to fill the power void, then in a week scenario Y when the BBEG makes his return."

As far as powers go, what do you see as his schtick? Is he a Necromancer, an enchanter, an illusionist? Does he summon spiders or turn into one? Is he particularly stealthy? You mention a phylactery & lichdom - is there a way you can foreshadow that with his lair, spellbook, or magic items?

Also what kind of a leader is he? Does he have little regard for subordinates or does he value and protect his servitors? Is he mostly served by drow? Does he have any dragon allies he can call upon?
 

It's not a huge problem if he dies. He can use some "off-screen ritual" to whisk his soul away and come back in another body. (Even better if he can use magic to disguise himself, so each time he is "killed", he can spy on the PCs before they fight again.)

What are his thoughts about Lolth? IMO, that's pretty serious for a drow. If he likes Lolth, he's probably using spider-themed magic. If he hates Lolth, he's probably more of a "standard" wizard, and won't be working with priestesses of Lolth.

If he's artillery, I would recommend a Charisma-based infernal warlock-like build. (I know they're Con-based, but NPCs don't have to follow the rules strictly.) If you have Threats to the Nentir Vale, look up the gnoll warlock. Copy his curse ability.

On the other hand, if he's a controller, I would recommend an Int-based orbizard build. Drow like darkness, I expect, so give him an AoE blinding power (or two). Yes, that's very painful.

In either case, he needs a teleport power, something that can recharge when bloodied, or even better, is triggered when he is hit by damage or a nasty effect. That'll let him escape at the end of most conflicts. If it's an interrupt, a stun effect won't even land a hit, because he'll have "dodge-ported" before the stun effect hits.
 

A couple of ideas...

First off, I'd can the whole primordials thing. 10-level campaigns benefit from a tight focus, that's what they do well. Of course you're the DM so it's your prerogative.

With your recurring drow wizard BBEG, here are a couple "outs" I think would be appropriate to keep him alive until next confrontation:
* He taunts PCs thru a comm device (crystal ball, undead minion, magic mirror, etc)
* An overwhelming force surrounds him so that a full frontal assault is suicide
* A spell which allows him to possess/transfer his soul to anyone effected by it if he dies
* A social event which your drow attends in disguise
* Perhaps he was bathed in dragon's blood and cannot be killed without a Magical McGuffin

Even with a bunch of these special conditions it's possible the PCs, if given the opportunity to face the drow in battle, will kill him prematurely. Just allow for that, perhaps including in your notes something to the effect of "if BBEG is killed, run scenario X the following day as inferiors scramble to fill the power void, then in a week scenario Y when the BBEG makes his return."

As far as powers go, what do you see as his schtick? Is he a Necromancer, an enchanter, an illusionist? Does he summon spiders or turn into one? Is he particularly stealthy? You mention a phylactery & lichdom - is there a way you can foreshadow that with his lair, spellbook, or magic items?

Also what kind of a leader is he? Does he have little regard for subordinates or does he value and protect his servitors? Is he mostly served by drow? Does he have any dragon allies he can call upon?

Well, the Primordial thing won't really matter in this campaign. It's nothing more than a hook for another campaign or if we wanted to continue and push into an Epic campign, but if I, or my players, are ready to end the campign after killing this BBEG, I'll probably just scrap the idea or tie it in in a minor way that doesn't leave them feeling like there's more to do. Either way, I plan on finally killing this BBEG to be the end of the major story arc for my campaign.

As for the ideas, they certainly give me food for thought. I see him as kind of necromancerish. As for the spiders, I'm just not sure yet how big of a part Lolth will be in my world. I know I don't want him to turn into a spider (at least not in the way Driders are) but perhaps being able to summon them....

It's not a huge problem if he dies. He can use some "off-screen ritual" to whisk his soul away and come back in another body. (Even better if he can use magic to disguise himself, so each time he is "killed", he can spy on the PCs before they fight again.)

What are his thoughts about Lolth? IMO, that's pretty serious for a drow. If he likes Lolth, he's probably using spider-themed magic. If he hates Lolth, he's probably more of a "standard" wizard, and won't be working with priestesses of Lolth.

If he's artillery, I would recommend a Charisma-based infernal warlock-like build. (I know they're Con-based, but NPCs don't have to follow the rules strictly.) If you have Threats to the Nentir Vale, look up the gnoll warlock. Copy his curse ability.

On the other hand, if he's a controller, I would recommend an Int-based orbizard build. Drow like darkness, I expect, so give him an AoE blinding power (or two). Yes, that's very painful.

In either case, he needs a teleport power, something that can recharge when bloodied, or even better, is triggered when he is hit by damage or a nasty effect. That'll let him escape at the end of most conflicts. If it's an interrupt, a stun effect won't even land a hit, because he'll have "dodge-ported" before the stun effect hits.

Hey, thanks for the great ideas (I really like the curse idea). However, you did present me with quite a problem I hadn't thought of before with Lolth... With him working for Primordials, I'm not sure how much they would care if Drow worshiped her. Offhand, I would rather keep them with the spider-themed stuff since it's already a great flavor for them (and I plan on using lots of other Drow in my campaign) but at the same time wonder if that would cause problems with the Primordials...

I'm sure I can figure it out, so for now let's assume they still worship Lolth, so having some spider-themed abilities isn't a stretch (although I don't think he necessarily HAS to be spider-themed, just maybe surround himself with Driders, etc).
 

I'm sure I can figure it out, so for now let's assume they still worship Lolth, so having some spider-themed abilities isn't a stretch (although I don't think he necessarily HAS to be spider-themed, just maybe surround himself with Driders, etc).

Here's a thought. You could have him worship a primordial who takes the shape of a giant spider. Give him the full spider motif, but make it somehow different than Lolth. Perhaps the spider is always done up in yellow? Or maybe it has ten legs? Either way, you could set up a great misdirection, where the PCs take steps to counter Lolth, or to attack the church of Lolth.

When they reach his inner sanctum and present the crucible of protection against Lolth, he chuckles, and says "Lolth? Really? I'm afraid you are quite mistaken. I find the teachings of Spidordial much more illuminating."
 

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