Over on
this thread, Fitztheruke ran a necromancer he made:
Human Necromancer Level 4 Elite Artillery (Leader)
Medium Natural Humanoid XP 350
Initiative +4 Senses Perception +5
HP 104 Bloodied 52
AC 16 Fort 14 Ref 14 Will 15
Speed 6 Saving Throws +1 Action Point 1
Staff (Standard, At-Will) Weapon
+7 vs AC; 1D8 +1 damage (1D8 + 9 Crit)
Ray of Pain (Standard, At-Will) Necrotic, Range 10
+6 vs Reflex, 1D6 + 4 Necrotic damage AND target is Weakened until
end of Human Necromancer’s next turn
Wave of Nausea (Standard, Recharge , ) Necrotic, Close Burst 3
+6 vs Fortitude, 1D4 + 4 Necrotic damage AND target is Dazed (save ends), if first save fails, target is Stunned (save ends)
Shadow Step (Move, Recharge 6)
Teleport 5 squares and gain concealment until beginning of Human Necromancer’s next turn
Skills Arcana +11 Stealth +9
Str 11 (+2) Con 12 (+3) Dex 14 (+4) Int 18 (+6) Wis 17 (+5) Cha 14 (+4)
Equipment: +1 Staff of Pain, Robes, Wand
As a bonus:
Skeletal Colossus Level 4 Elite Skirmisher
Huge Natural Animate (Undead) XP 350
Initiative +4 Senses Perception +3, Darkvision
HP 120 Bloodied 60
AC 18 Fort 20 Ref 16 Will 15
Speed 8 Immune Poison Disease
Resist 10 Necrotic Vulnerable 5 Radiant
Huge Sword (Standard, At-Will) Weapon
Reach 3, +10 vs AC; 2D6 +6 damage
Huge Knife (Standard, At-Will) Weapon
Reach 3, +10 vs AC; 1D10 +6 damage
Double Attack (Standard, Recharge 4,5,6)
Make a Huge Sword and a Huge Knife attack
Kick (Minor, while making a move action)
+8 vs Reflex, 1D8 + 6 damage AND slide target 3 squares AND target knocked prone
Big Step (Special)
Skeletal Colosus may shift up to 2 squares
Special: Skeletal Colossus can move through, and end his movement in enemies’ squares
Too Big to Move
Immune to forced movement effects
Str 22 (+8) Con 20 (+7) Dex 14 (+4) Int 3 (-2) Wis 12 (+3) Cha 3 (-2)