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.
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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