As there aren’t a lot of monster threads about at the moment I will share an encounter from a recent game.
This unfortunately is another tragic case of first session of new tier, in this case Epic. The encounter served its purpose but the Solo was royally beaten by my efficient and determined PCs.
Encounter for 6 level 21 PCs (34144 xp)
1x Dracolitch (level 21 solo) 16,000 xp
24x Rot Zombie (leve 24 minion) 18144 xp
Rinflak Rotking Level 21 Solo Skirmisher
Gargantuan Natural Magical Beast (undead) XP 16,000
Initiative +16 Senses Perception +20, darkvision
HP 1,010; Bloodied 505; see Bloodied Transformation
AC 35; Fortitude 34, Reflex 33, Will 34
Immune disease, fear, poison;
Resist 35 necrotic; Vulnerable 10 radiant
Saving Throws +5
Speed 8, fly 10 (clumsy)
Action Points 2
Claw Swipe (Standard; at-will)
Reach 4; attack +26 vs. AC; 3d6+7 damage
Bite (Standard; at-will) ♦ necrotic
Reach 4; attack +26 vs. AC; 2d6+7 damage; on hit target takes 15
ongoing necrotic damage
Claw and Bite (Standard; at-will)
Dracolich makes a Claw and a Bite attack
Flyby Attack (Standard; at-will)
Dracolich may fly up to 10 squares and make one Claw Swipe or Bite
attack at any point
Tail Whack and Dodge (Immediate Reaction; at-will) ♦ when attacked
Reach 6; attack +24 vs. Fortitude; 1d10+7 damage; on hit target is
knocked prone; hit or miss Dracolich may shift 4 squares
Bile Breath (Standard; recharge 
) ♦ necrotic, poison
Close blast 5; attack +24 vs. Reflex; 4d8+7 necrotic damage; on hit
target is slowed and takes 10 ongoing poison damage (save ends both)
Sickening Breath (Standard; encounter) ♦ necrotic
Close blast 5; attack +24 vs. Fortitude; 2d6+7 necrotic damage; on hit
target gains vulnerability 10 necrotic (save ends); hit or miss target loses
any necrotic resistance (save ends)
Fearsome Presence (Standard; encounter) ♦ fear
Burst 5; attack +24 vs. Will; on hit target is stunned until the end of
Dracolich's next turn; aftereffect target takes a -2 penalty to attack
(save ends)
Bloodied Transformation (Immediate Reaction) ♦ when first bloodied
When first bloodied Dracolich's flesh punctures and shreds; Dracolich
removes all current status effects and transforms into (stage 2) see
separate stat block
Alignment Evil Languages draconic, abyssal
Skills Arcana +22, Endurance +23, History +22, Intimidate +23, Religion +22
Str 24 (+17) Dex 18 (+14) Wis 20 (+15)
Con 26 (+18) Int 24 (+17) Cha 26 (+18)
Rinflak Rotking (stage 2) Level 21 Solo Brute
Gargantuan Natural Magical Beast (undead)
Initiative +14 Senses Perception +15, darkvision
Noxious Aura (poison) aura 3; All creatures entering or starting their turn
inside aura take 10 poison damage
HP 505 (bloodied); at 250 HPs see Fetid Maggots
AC 33; Fortitude 34, Reflex 33, Will 34
Immune disease, fear, poison;
Resist 35 necrotic; Vulnerable 10 radiant
Saving Throws +5
Speed 8, fly 10 (clumsy)
Action Points 1
Bone Claw Swipe (Standard; at-will)
Reach 4; attack +24 vs. AC; 3d6+7 damage; on hit target takes 5
cumulative bleeding damage (save ends all)
Frenzied Claws (Standard; at-will)
Dracolich makes 2 Bone Claw Swipe attacks against a primary target and 1
Bone Claw Swipe attack against a secondary target
Tail Stab (Minor; recharge 
) ♦ necrotic
Reach 6; attack +22 vs. Reflex; 4d8+7 necrotic damage; on hit target is
dazed and weakened (save ends)
Tail Thrash (Standard; recharge 
)
Burst 6; attack +22 vs. Reflex; 2d10+7 damage; on hit target is pushed 4
squares and knocked prone
Bone Spray (Minor; recharge 
) ♦ necrotic
Area burst 1 within 4; does not provoke opportunity attacks;
attack +22 vs. Reflex; 2d6+7 necrotic damage; on hit target loses a
healing surge
Acid Breath (Standard; encounter) ♦ acid
Close blast 5; attack +22 vs. Reflex; 4d10+7 acid damage; on miss target
takes half damage
Fetid Maggots (Immediate Reaction; encounter) ♦ zone, when
reduced to 250 HPs
When reduced to 250 HPs thousands of maggots spill out of the Dracolich;
Burst 3; creates zone; the area inside the zone is considered difficult
terrain for living creatures; all living creatures entering or starting their
turn inside the zone take 5 necrotic damage
Alignment Evil Languages draconic, abyssal
Skills Arcana +22, Endurance +23, History +22, Intimidate +23, Religion +22
Str 24 (+17) Dex 18 (+14) Wis 20 (+15)
Con 26 (+18) Int 24 (+17) Cha 26 (+18)
Rot Zombie Level 24 minion (Brute)
Medium Natural Humanoid (undead) XP 756
Initiative +17 Senses Perception +17, darkvision
HP 1; a missed attack never damages a minion
AC 36; Fortitude 36, Reflex 34, Will 34
Immune disease, poison;
Resist 30 necrotic; also see Shadowfell Resistance
Vulnerable 5 radiant
Speed 5, climb 4
Zombie Swipe (Standard; at-will)
Attack +27 vs. AC; 13 damage
Draining Bite (Immediate Reaction; at-will) ♦ poison, missed by
melee attack
When missed by a melee attack; attack +25 vs. Reflex; 10 poison
damage; on hit target is weakened until the end of their next turn
Shadowfell Resilience
Whilst in the Shadowfell Rot Zombie gains resistance 5 to all damage it is
not vulnerable to
Alignment Unaligned
Skills Athletics +25, Endurance +22
Str 26 (+20) Dex 20 (+17) Wis 20 (+17)
Con 20 (+17) Int 3 (+8) Cha 3 (+8)
This is almost definitely the last solo creature my group will face that doesn’t act multiple times a round, now that they are epic level I need to make sure that solo threats match their epic prowess. I am also reconsidering the 80% HPs change from MMII as the damage output from my group is very impressive, I might even go as far as 120% HPs for certain important threats.
The encounter worked thematically and plot wise, but as a dangerous creature an even level solo just wasn’t the right approach on my part. It should have been two to three levels above them in order get a good couple of rounds of danger time in before it started to spiral towards death.
The encounter was surprisingly fast, with the dragon being immobilised in the first round, dazed and weakened in the second round, stunned in the third round, blinded in the fourth round, and dazed in the fifth round. Shamefully the creature was bloodied before it got to use most of its first stage powers, then it had to suffer the humiliation of being an even level brute in its second stage (what was I thinking?). Out of three possible actions points it only used one, it also had a large open environment that should have enabled it to move around and run riot, but it just gave the PCs enough space to stay out of breath weapon grouping.
I had the zombies emerge from the ground in two waves of twelve on turns two and three. In the end the zombies were a lot more effective than the solo, but from the xp you will see that I was using a different rating system for them. In hindsight I should have had the zombies arrive earlier so as to give the dragon a little breathing room (no pun intended!).
In the end I felt sorry for the poor creature, but I enjoyed seeing the PCs doing what they do best, and the players seemed to enjoy the encounter so I suppose that is job done!
If anyone considers using this creature I would recommend it for a group of level 19 (give or take), I would also consider adding some sort of stun protection if you have a stun happy group. I would probably allow it an unmodified saving throw against stun only at the start of its turn.
This unfortunately is another tragic case of first session of new tier, in this case Epic. The encounter served its purpose but the Solo was royally beaten by my efficient and determined PCs.
Encounter for 6 level 21 PCs (34144 xp)
1x Dracolitch (level 21 solo) 16,000 xp
24x Rot Zombie (leve 24 minion) 18144 xp
Rinflak Rotking Level 21 Solo Skirmisher
Gargantuan Natural Magical Beast (undead) XP 16,000
Initiative +16 Senses Perception +20, darkvision
HP 1,010; Bloodied 505; see Bloodied Transformation
AC 35; Fortitude 34, Reflex 33, Will 34
Immune disease, fear, poison;
Resist 35 necrotic; Vulnerable 10 radiant
Saving Throws +5
Speed 8, fly 10 (clumsy)
Action Points 2

Reach 4; attack +26 vs. AC; 3d6+7 damage

Reach 4; attack +26 vs. AC; 2d6+7 damage; on hit target takes 15
ongoing necrotic damage

Dracolich makes a Claw and a Bite attack

Dracolich may fly up to 10 squares and make one Claw Swipe or Bite
attack at any point

Reach 6; attack +24 vs. Fortitude; 1d10+7 damage; on hit target is
knocked prone; hit or miss Dracolich may shift 4 squares



Close blast 5; attack +24 vs. Reflex; 4d8+7 necrotic damage; on hit
target is slowed and takes 10 ongoing poison damage (save ends both)

Close blast 5; attack +24 vs. Fortitude; 2d6+7 necrotic damage; on hit
target gains vulnerability 10 necrotic (save ends); hit or miss target loses
any necrotic resistance (save ends)

Burst 5; attack +24 vs. Will; on hit target is stunned until the end of
Dracolich's next turn; aftereffect target takes a -2 penalty to attack
(save ends)
Bloodied Transformation (Immediate Reaction) ♦ when first bloodied
When first bloodied Dracolich's flesh punctures and shreds; Dracolich
removes all current status effects and transforms into (stage 2) see
separate stat block
Alignment Evil Languages draconic, abyssal
Skills Arcana +22, Endurance +23, History +22, Intimidate +23, Religion +22
Str 24 (+17) Dex 18 (+14) Wis 20 (+15)
Con 26 (+18) Int 24 (+17) Cha 26 (+18)
Rinflak Rotking (stage 2) Level 21 Solo Brute
Gargantuan Natural Magical Beast (undead)
Initiative +14 Senses Perception +15, darkvision
Noxious Aura (poison) aura 3; All creatures entering or starting their turn
inside aura take 10 poison damage
HP 505 (bloodied); at 250 HPs see Fetid Maggots
AC 33; Fortitude 34, Reflex 33, Will 34
Immune disease, fear, poison;
Resist 35 necrotic; Vulnerable 10 radiant
Saving Throws +5
Speed 8, fly 10 (clumsy)
Action Points 1

Reach 4; attack +24 vs. AC; 3d6+7 damage; on hit target takes 5
cumulative bleeding damage (save ends all)

Dracolich makes 2 Bone Claw Swipe attacks against a primary target and 1
Bone Claw Swipe attack against a secondary target



Reach 6; attack +22 vs. Reflex; 4d8+7 necrotic damage; on hit target is
dazed and weakened (save ends)



Burst 6; attack +22 vs. Reflex; 2d10+7 damage; on hit target is pushed 4
squares and knocked prone



Area burst 1 within 4; does not provoke opportunity attacks;
attack +22 vs. Reflex; 2d6+7 necrotic damage; on hit target loses a
healing surge

Close blast 5; attack +22 vs. Reflex; 4d10+7 acid damage; on miss target
takes half damage

reduced to 250 HPs
When reduced to 250 HPs thousands of maggots spill out of the Dracolich;
Burst 3; creates zone; the area inside the zone is considered difficult
terrain for living creatures; all living creatures entering or starting their
turn inside the zone take 5 necrotic damage
Alignment Evil Languages draconic, abyssal
Skills Arcana +22, Endurance +23, History +22, Intimidate +23, Religion +22
Str 24 (+17) Dex 18 (+14) Wis 20 (+15)
Con 26 (+18) Int 24 (+17) Cha 26 (+18)
Rot Zombie Level 24 minion (Brute)
Medium Natural Humanoid (undead) XP 756
Initiative +17 Senses Perception +17, darkvision
HP 1; a missed attack never damages a minion
AC 36; Fortitude 36, Reflex 34, Will 34
Immune disease, poison;
Resist 30 necrotic; also see Shadowfell Resistance
Vulnerable 5 radiant
Speed 5, climb 4

Attack +27 vs. AC; 13 damage

melee attack
When missed by a melee attack; attack +25 vs. Reflex; 10 poison
damage; on hit target is weakened until the end of their next turn
Shadowfell Resilience
Whilst in the Shadowfell Rot Zombie gains resistance 5 to all damage it is
not vulnerable to
Alignment Unaligned
Skills Athletics +25, Endurance +22
Str 26 (+20) Dex 20 (+17) Wis 20 (+17)
Con 20 (+17) Int 3 (+8) Cha 3 (+8)
This is almost definitely the last solo creature my group will face that doesn’t act multiple times a round, now that they are epic level I need to make sure that solo threats match their epic prowess. I am also reconsidering the 80% HPs change from MMII as the damage output from my group is very impressive, I might even go as far as 120% HPs for certain important threats.
The encounter worked thematically and plot wise, but as a dangerous creature an even level solo just wasn’t the right approach on my part. It should have been two to three levels above them in order get a good couple of rounds of danger time in before it started to spiral towards death.
The encounter was surprisingly fast, with the dragon being immobilised in the first round, dazed and weakened in the second round, stunned in the third round, blinded in the fourth round, and dazed in the fifth round. Shamefully the creature was bloodied before it got to use most of its first stage powers, then it had to suffer the humiliation of being an even level brute in its second stage (what was I thinking?). Out of three possible actions points it only used one, it also had a large open environment that should have enabled it to move around and run riot, but it just gave the PCs enough space to stay out of breath weapon grouping.
I had the zombies emerge from the ground in two waves of twelve on turns two and three. In the end the zombies were a lot more effective than the solo, but from the xp you will see that I was using a different rating system for them. In hindsight I should have had the zombies arrive earlier so as to give the dragon a little breathing room (no pun intended!).
In the end I felt sorry for the poor creature, but I enjoyed seeing the PCs doing what they do best, and the players seemed to enjoy the encounter so I suppose that is job done!
If anyone considers using this creature I would recommend it for a group of level 19 (give or take), I would also consider adding some sort of stun protection if you have a stun happy group. I would probably allow it an unmodified saving throw against stun only at the start of its turn.