Lightning Lady Lich - Will She Wipe The Party?

MortalPlague

Adventurer
Edit: Stat block has been updated to reflect the changes suggested in the thread. Thanks for all the great feedback!

Please excuse the blatant aliteration in the title, I couldn't resist.

I've put together a custom lich for an adventure I plan to run, since I wasn't quite happy with the existing ones. This lady (who doesn't yet have a name) is a lightning-focused mage who recently completed the rites of lichdom... by the time the PCs face her, she'll have been a lich for one hour or so. I decided to remove her damage aura until she becomes bloodied to reflect this.

The party will be 8th, maybe 9th level when they fight her. I want the lich to present a dire threat, possibly killing a character, but I don't want her to wipe the party - a fine line to walk. There are a few things I'm curious about... is the damage on her Nova high enough? Should Static Fling deal some token amount of damage? Is Orb of Lightning too powerful?

For the record, she will be encountered with a Shardstorm Vortex (MM2 pg 101), two Bonecrusher Skeletons (MM2 pg 183), two Skeleton Archers (OG pg 180), and two Lightning Vents, a hazard with a +11 vs Reflex burst 2 attack that deals 4d6+3 lightning damage on its turn (half on a miss) and has a chance to deafen. This makes for 3000 xp, or an 11th level encounter.


Sachara Veil, Lady of Lightning - Initiative: +11 1200 xp
Level 11 Elite Controller - AC: 27 F: 25 R: 25 W: 29
(When Bloodied) Necromantic Aura (Necrotic) aura 5; any living creature that enters or starts its turn in the aura takes 5 necrotic damage.
HP: 216 Bloodied: 108 Surge: 54
Immune: Disease, Poison Resist: 10 Necrotic
Saves: +2 Action Points: 1 Regeneration 10 (if Sachara Veil takes radiant damage, regeneration doesn’t function on her next turn)

Chain Lightning Ranged Basic, Standard, At Will * Lightning
Range 10: +15 vs. Reflex; 2d6+5 lightning damage, and the bolt jumps to a second target.
Secondary: Range 5: +15 vs. Reflex; 1d8+5 lightning damage, and the bolt jumps to a third target.
Third: Range 5: +15 vs. Reflex; 1d4+5 lightning damage.

Sap Energy Standard, At Will * Necrotic
Area Burst 1 within 10: +13 vs. Fort; 1d8+5 necrotic damage, and target is slowed (save ends). The target also loses a healing surge.

Static Fling Minor, At Will *Lightning
Range 10: +15 vs. Fort; Target slides 2 squares. If the target is an object, it slides 10 squares instead.

Orb of Lightning Standard, Recharge 5, 6 * Lightning
Range 10: Sachara Veil conjures an Orb of Lightning which lasts until the end of her next turn. The orb occupies one square, and has an aura 2 zone around it. Any enemy who starts their turn in the zone is subject to an attack.
Orb Attack: +15 vs. Reflex; 3d6+5 lightning damage
Sustain: minor. Sachara Veil may have multiple Orbs active at the same time.

Nova Standard, Encounter, Recharges when first bloodied * Lightning
Close Burst 3: +13 vs. Fort; 2d6+5, push 3 and knock prone.

Second Wind Standard, Encounter * Healing
Sachara Veil may take a second wind, regaining 54 hit points. Additionally, until the end of her next turn, all her defenses are increased by 2.
 
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I might have gone with Reflex on the Static Fling perhaps but it works as is. The damage would be very minor if any I would think, sure it would jolt but actually damage? Probably not.

The Orb of Lightning, does the Sustain minor keep all the orbs up or is one one minor action per orb? If it's the latter I think it's tough but okay. I might if I was feeling very harsh, add in a Shift: As a move action the lich can shift one orb up to 6 squares. I'd add in a rider, if the lich moves more than 10 squares away from an orb the orb dissipates.

I think the first thing the lich should do is pop an orb next to her and then static fling anyone she can into the aura.

As an added nastiness I'd give her a Shock To The System - Standard - At-Will - Ranged 5/10; +13 vs. Fortitude; 1d8+5 lightning damage and target is stunned until the end of the liches next turn.

So Shock one and stun them. Then use a move action to move the orb next to them. Fling another at the first.

What can I say, I like powerful bad guys with synergistic powers. :)
 

The Orb of Lightning, does the Sustain minor keep all the orbs up or is one one minor action per orb?
One minor action per orb. I like the idea that she can spend all her actions to keep three of them in play, or relinquish one, hold two, and blast with her standard action. But if she needs to move... it makes for some interesting tactical choices on her part.

Moving the orbs was something I considered, but I wasn't sure if it would make it too powerful. As is, she can throw one down, but it has to stay put, meaning if it's no longer relevant, she has to relinquish it and hope for a recharge so she can throw down another. If she could just move it around, it would almost make the recharge useless.


As an added nastiness I'd give her a Shock To The System - Standard - At-Will - Ranged 5/10; +13 vs. Fortitude; 1d8+5 lightning damage and target is stunned until the end of the liches next turn.

So Shock one and stun them. Then use a move action to move the orb next to them. Fling another at the first.
That was the intent with the slow power she has. She can trap them in either the geyser's aura, or the lightning orb's aura. Maybe I should upgrade that to an immobilize instead? I'm reluctant to use stun since it really sucks for PCs, especially as an at-will, but perhaps I'm holding back too much?

Thoughts?
 


stuns just suck....

Agreed. That's why I'd prefer to avoid them if possible.

The party's going to be moving on to this adventure next session, and I'd like to introduce this NPC pre-lichdom. I'll be refining her story over the next little bit, but she may come into contact with them in a pre-lich combat encounter. It'll be interesting to work with her in that sort of scenario.
 

by the time the PCs face her, she'll have been a lich for one hour or so. I decided to remove her damage aura until she becomes bloodied to reflect this.

I can't see any evidence of an aura?

Lightning Lady Lich - Initiative: +11 1200 xp
Level 11 Elite Controller - AC: 27 F: 25 R: 25 W: 29
HP: 216 Bloodied: 108 Surge: 54
Immune: Disease, Poison Resist: 10 Necrotic
Saves: +2 Action Points: 1 Regeneration 10, will not function if the lich takes radiant damage until end of next turn.

Chain Lightning Ranged Basic, Standard, At Will * Lightning
Range 10: +15 vs. Reflex; 2d6+5 lightning damage, and the bolt jumps to a second target.
Secondary: Range 5: +15 vs. Reflex; 1d6+5 lightning damage.

Sap Energy Standard, At Will * Necrotic
Area Burst 1 within 10: +13 vs. Fort; 1d8+5 necrotic damage, and target is slowed (save ends).

Static Fling Minor, At Will *Lightning
Range 10: +15 vs. Fort; Target slides 2 squares.

Orb of Lightning Standard, Recharge 5, 6 * Lightning
Range 10: The Lich conjures an Orb of Lightning which lasts till the end of her next turn. The Orb has an aura 2: any enemy who starts their turn in the aura is subject to an attack.
Orb Attack: +15 vs. Reflex; 3d6+5 lightning damage
Sustain: minor. The Lich may have multiple Orbs active at the same time.

Nova Standard, Encounter, Recharges when first bloodied * Lightning
Close Burst 1: +13 vs. Fort; 2d6+5, push 3 and knock prone.

Second Wind Standard, Encounter * Healing
The Lich may take a second wind, regaining 54 hit points. Additionally, until the end of her next turn, all her defenses are increased by 2.

I would have liked to see the Lich's stats, but I'm weird like that.

The Will defence looks a little on the high side.

I like Chain Lightning, why don't you add a little more spice by making the secondary attack 1d8+5 and also giving it a tertiary target at 1d4+5.

Again I quite like Sap Energy, but I would consider adding; on hit target loses a healing surge

Static Fling is probably about right as it designed to move people into the very nasty Orb of Lightning.

Orb of Lightning, you havn't included rules for the Lich moving an orb, otherwise a fun and dangerous power.

Moving the orbs was something I considered, but I wasn't sure if it would make it too powerful. As is, she can throw one down, but it has to stay put, meaning if it's no longer relevant, she has to relinquish it and hope for a recharge so she can throw down another. If she could just move it around, it would almost make the recharge useless.

Ah, yes it's probably wise to have them static. She does have an infinite supply of them and can just create new ones as the power recharges.

Nova, I would consider upping the burst of this power, probably to burst 3.

I have not looked at the other monsters you will have in the same encounter, but I am assuming that you will have a cleric in the party which will make things considerably easier for them.

I would say that if all goes according to plan (for the Lich) then the PCs should have a tough fight.
 

The orbs should probably create a zone, not an Aura. It also has the advantage of making the Wizards "Dispel Magic" usuable, if there is one. (Though I am not sure if it is worth a Daily.)
 

Thanks everyone for some great feedback! It's great to get a second opinion on the lich's powers; I'd hate to kill everyone too quickly in this encounter.

I can't see any evidence of an aura?
Oops, you're right. There's an aura 5 power that deals 5 necrotic damage per round to anyone who enters the area or starts their turn there (as per the lich template, though this becomes active when she is bloodied).

I would have liked to see the Lich's stats, but I'm weird like that. The Will defence looks a little on the high side.
STR 10, CON 16, DEX 14, INT 22, WIS 15, CHA 22

The high will defense is a result of her high charisma. Thematically, she's a sorcerer before she becomes a lich. I decided to give her a high intelligence as well, since it fits the NPC.

Again I quite like Sap Energy, but I would consider adding; on hit target loses a healing surge
I'm concerned about granting a healing surge drain on an at-will burst power, but maybe that's just the kid gloves talking. This might make for a very nasty encounter if people are low on surges once they get to her. Do you think upgrading slowed to immobilized or restrained would be a good idea here?

Nova, I would consider upping the burst of this power, probably to burst 3.
That's probably a good idea. I'm also looking at bumping up the damage on this one, since it's a twice per encounter power.

I have not looked at the other monsters you will have in the same encounter, but I am assuming that you will have a cleric in the party which will make things considerably easier for them.
They currently have a warlord in the group, who's a capable healer, but he lacks the radiant damage output a cleric has. On the flip side, the warlord helps them move out of the various auras and zones in play in this encounter.

The orbs should probably create a zone, not an Aura. It also has the advantage of making the Wizards "Dispel Magic" usuable, if there is one. (Though I am not sure if it is worth a Daily.)
A zone is a good call, I'll probably put that in. We have a sorcerer in the party, but who knows? By the time the PCs get to her, they may have a few new characters in the mix. I like the idea of creating opportunities for different classes to shine.
 

That aura sounds ok, and its always nice to have things change when a monster is bloddied.

I am not sure of what MM2 suggests but by the original monster creation system I would have expected:

before bonus points:
AC: 25; Fort: 22; Ref: 25; Will: 25

after bonus points:
AC: 27; Fort 22; Ref: 27; Will: 27

But If you are happy with those defenses then their isn't a problem. I would just check that your group has a reasonable chance of hitting that 29 Will.

As for healing surge drain on a burst 1 at will power, it a little nasty but then she is meant to be a "named threat". I cannot comment on how many encounters the group will face before her as that is completely under your control. One thing that I have learned is that the PC have a LOT of healing surges, it might do them some good to reduce their comfort zone with a power like this. Also remember that she will not be using this power every turn so she wont actually drain that many surges. (in my opinion).

I would keep the burst power as a slow effect as well.

With Nova I would have it at burst 3 and no more than 2d8+5 damage. This is because of the raw power of the Orbs.

I am not sure, personally, that the orbs should create a zone.... I like them as orbs and it is a similar concept to flaming sphere. If you made the power create a Zone you would have to rename it.

Without a cleric, or someone doing radiant damage this encounter is a lot harder. No one will be able to stop the Lich from regenerating for a start.
 

I am not sure of what MM2 suggests but by the original monster creation system I would have expected:
I created her with the original DMG instructions for making a monster, then I slapped on the lich template. I may scale back her will to 27 though... I agree, it seems a bit high.

Without a cleric, or someone doing radiant damage this encounter is a lot harder. No one will be able to stop the Lich from regenerating for a start.
I might put a weapon or two hidden in the dungeon that deal radiant damage solely for this purpose.

Thanks for the feedback, Mesh. Very much appreciated!
 

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