I decided to try making a monster for a home campaign. It is an eladrin that has been exiled out of the feywild. He wants to get back, got hold of a terrible ritual and have hired some bandits (and some followers) to get the components needed.
The group are all 1st level.
Please review and advise.
Here's what I got:
Soveliss, eladrin bandit leader - level 4 elite controller
Medium fey humanoid, eladrin - XP 350
Initiative +4 - Senses Perception +3; low-light vision
HP 110; Bloodied 55
AC 20; Fortitude 16, Reflex 19, Will 19
Saving Throws +2; +5 against charm effects
Speed 6; see also fey step
Action Points 1
[basic melee] Longsword (standard; at-will) * Weapon
+9 vs. AC; 1d8+1 damage, and the target is slowed until the end of Soveliss' next turn
[ranged] Murky mind (standard; at-will) * Psychic
Ranged 10; +8 vs. Will; 1d6+4 psychic damage and the target is dazed (save ends)
[area] Entangling ground (standard; recharge 6) * Zone
Area burst 2 within 10; +8 vs. Reflex; the target is immobilized (save ends). The zone is filled with entangling plants and is considered difficult terrain until the end of the encounter.
[ranged] Net of vines (minor 1/round; at-will)
Ranged 5; +8 vs. Reflex: the target is restrained (save ends)
Plant allies (free; when first bloodied; encounter) * Zone
The entangling ground power recharges and can be immediately used without provoking an opportunity attack.
Fey Step (move; encounter) * Teleportation
Soveliss can teleport 5 squares.
Alignment: Evil Languages Common, Elven
Skills: Arcana +13, History +13, Nature +8
Str 12 (+3) Dex 15 (+4) Wis 12 (+3)
Con 15 (+4) Int 18 (+6) Cha 15 (+4)
Equipment: robes, longsword
The group are all 1st level.
Please review and advise.
Here's what I got:
Soveliss, eladrin bandit leader - level 4 elite controller
Medium fey humanoid, eladrin - XP 350
Initiative +4 - Senses Perception +3; low-light vision
HP 110; Bloodied 55
AC 20; Fortitude 16, Reflex 19, Will 19
Saving Throws +2; +5 against charm effects
Speed 6; see also fey step
Action Points 1
[basic melee] Longsword (standard; at-will) * Weapon
+9 vs. AC; 1d8+1 damage, and the target is slowed until the end of Soveliss' next turn
[ranged] Murky mind (standard; at-will) * Psychic
Ranged 10; +8 vs. Will; 1d6+4 psychic damage and the target is dazed (save ends)
[area] Entangling ground (standard; recharge 6) * Zone
Area burst 2 within 10; +8 vs. Reflex; the target is immobilized (save ends). The zone is filled with entangling plants and is considered difficult terrain until the end of the encounter.
[ranged] Net of vines (minor 1/round; at-will)
Ranged 5; +8 vs. Reflex: the target is restrained (save ends)
Plant allies (free; when first bloodied; encounter) * Zone
The entangling ground power recharges and can be immediately used without provoking an opportunity attack.
Fey Step (move; encounter) * Teleportation
Soveliss can teleport 5 squares.
Alignment: Evil Languages Common, Elven
Skills: Arcana +13, History +13, Nature +8
Str 12 (+3) Dex 15 (+4) Wis 12 (+3)
Con 15 (+4) Int 18 (+6) Cha 15 (+4)
Equipment: robes, longsword