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<blockquote data-quote="Nurgle84" data-source="post: 4747196" data-attributes="member: 67569"><p>My take on this guy would look like this:</p><p></p><p>Lord Teeth Level 6 Solo Skirmisher </p><p></p><p>Medium natural humanoid (demon) XP 1250</p><p></p><p>Initiative +7 Senses Perception +6; low-light vision</p><p></p><p>Shroud of Shadow and Flame: Aura 5, Lord Teeth has concealment, allies in aura gain resist 5 fire and enemies that start there turn in the aura or enter the aura take 5 fire damage</p><p></p><p>HP 264; Bloodied 132</p><p>AC 21; Fortitude 20, Reflex 17, Will 18</p><p>Resist 5 fire</p><p>Saving Throws +5</p><p>Speed 8, see also mobile melee attack</p><p>Action Points 2</p><p></p><p>Claw (Basic, standard; at-will)</p><p>+11 vs. AC; 1d10 + 4 damage, an enemy hit by a claw attack is jinxed and all following attacks made by Lord Teeth against this target deal +1d6 fire damage until the end of the encounter</p><p></p><p>Mobile Melee Attack (standard; at-will)</p><p>Lord Teeth charges and makes two claw attacks against a single target instead of one basic melee attack.</p><p></p><p>Mobile Melee Fighter (standard; at-will)</p><p>Lord Teeth can move up to 4 squares and make one basic melee or ranged attack at any point during that movement. He doesn’t provoke opportunity attacks when moving away from the target of his attack.</p><p></p><p>Hellish Rebuke (Basic, minor 1/round; at-will) * Fire</p><p>Range 10; +9 vs. Reflex; 1d6 + 5 fire damage.</p><p>If Lord Teeth takes damage before the end of his next turn, the target takes 1d6 + 5 fire damage and all the targets adjacent allies take half that amount.</p><p></p><p>Fiery Bolt (standard; recharge 5,6) * Fire</p><p>Range 10, +9 vs. Reflex, 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 5 fire damage. </p><p></p><p>Avernian Eruption (standard; recharges when bloodied) * Fire</p><p>Area burst 1 within 10, +9 vs. Reflex, 2d10 +5 damage and hit or missed all in burst take ongoing 5 fire damage (save ends) </p><p></p><p>Consume Soul (Free, when a creature within 5 squares is reduced to 0 hit points or below)</p><p>Lord Teeth regains 6 hit points.</p><p></p><p>Alignment Evil</p><p>Languages Abyssal, Goblin, Common</p><p>Skills Intimidate + 12, Insight + 9, Religion + 9</p><p>Str 19 (+7) Dex 15 (+5) Wis 14 (+4)</p><p>Con 16 (+6) Int 13 (+4) Cha 15 (+5)</p><p>Equipment leather armour, +2 Master’s Wand of Hellish Rebuke, 10 ft chain</p><p></p><p>Instead of Shadow walk, he just has concealment permanent. As he has a way to avoid OA he would have concealment anyway. Instead of damaging enemies adjacent, he got a bigger aura with less damage and it gives allies the resistance. The curse is now integrated into the claw attacks and renamed to reflect the different mechanic. The mobile melee attack now allows a ranged attack for greater flexibility. The hellish rebuke was changed to minor 1/round to increase the amount of actions this solo can take. (A solo should be able to take at least 4 attacks or equivalent each turn. This guy can do 2 reliable, 3 if charging. But he can damage multiple enemies, so that should work. Prime Shot, increased bloodied damage on the claws and Pack attack was removed, but the general damage on the claw was increased to replace that loss. To reflect the THP gained by the old curse, the consume soul now works on enemies too and heals the double amount of life. Fiery Bolt got a recharge on 5,6 and Averian Eruption got a recharge on bloodied.</p><p></p><p>I think he is now easier to run, and should have enough punch to make for an interesting encounter.</p></blockquote><p></p>
[QUOTE="Nurgle84, post: 4747196, member: 67569"] My take on this guy would look like this: Lord Teeth Level 6 Solo Skirmisher Medium natural humanoid (demon) XP 1250 Initiative +7 Senses Perception +6; low-light vision Shroud of Shadow and Flame: Aura 5, Lord Teeth has concealment, allies in aura gain resist 5 fire and enemies that start there turn in the aura or enter the aura take 5 fire damage HP 264; Bloodied 132 AC 21; Fortitude 20, Reflex 17, Will 18 Resist 5 fire Saving Throws +5 Speed 8, see also mobile melee attack Action Points 2 Claw (Basic, standard; at-will) +11 vs. AC; 1d10 + 4 damage, an enemy hit by a claw attack is jinxed and all following attacks made by Lord Teeth against this target deal +1d6 fire damage until the end of the encounter Mobile Melee Attack (standard; at-will) Lord Teeth charges and makes two claw attacks against a single target instead of one basic melee attack. Mobile Melee Fighter (standard; at-will) Lord Teeth can move up to 4 squares and make one basic melee or ranged attack at any point during that movement. He doesn’t provoke opportunity attacks when moving away from the target of his attack. Hellish Rebuke (Basic, minor 1/round; at-will) * Fire Range 10; +9 vs. Reflex; 1d6 + 5 fire damage. If Lord Teeth takes damage before the end of his next turn, the target takes 1d6 + 5 fire damage and all the targets adjacent allies take half that amount. Fiery Bolt (standard; recharge 5,6) * Fire Range 10, +9 vs. Reflex, 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 5 fire damage. Avernian Eruption (standard; recharges when bloodied) * Fire Area burst 1 within 10, +9 vs. Reflex, 2d10 +5 damage and hit or missed all in burst take ongoing 5 fire damage (save ends) Consume Soul (Free, when a creature within 5 squares is reduced to 0 hit points or below) Lord Teeth regains 6 hit points. Alignment Evil Languages Abyssal, Goblin, Common Skills Intimidate + 12, Insight + 9, Religion + 9 Str 19 (+7) Dex 15 (+5) Wis 14 (+4) Con 16 (+6) Int 13 (+4) Cha 15 (+5) Equipment leather armour, +2 Master’s Wand of Hellish Rebuke, 10 ft chain Instead of Shadow walk, he just has concealment permanent. As he has a way to avoid OA he would have concealment anyway. Instead of damaging enemies adjacent, he got a bigger aura with less damage and it gives allies the resistance. The curse is now integrated into the claw attacks and renamed to reflect the different mechanic. The mobile melee attack now allows a ranged attack for greater flexibility. The hellish rebuke was changed to minor 1/round to increase the amount of actions this solo can take. (A solo should be able to take at least 4 attacks or equivalent each turn. This guy can do 2 reliable, 3 if charging. But he can damage multiple enemies, so that should work. Prime Shot, increased bloodied damage on the claws and Pack attack was removed, but the general damage on the claw was increased to replace that loss. To reflect the THP gained by the old curse, the consume soul now works on enemies too and heals the double amount of life. Fiery Bolt got a recharge on 5,6 and Averian Eruption got a recharge on bloodied. I think he is now easier to run, and should have enough punch to make for an interesting encounter. [/QUOTE]
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