the Jester
Legend
As promised, here is a stat block: Fray, the longest-running villain in my campaign (since about 1986!). Obviously, this is her in 4e terms, but I've had 1e and 2e stats for her, too. (She never came up during the 3e era.)
Fray --- Level 33 Elite Artillery (Leader)
Medium fey humanoid (eladrin) --- XP 62,000
HP 434; Bloodied 217 --- Initiative +21 (see also temporal control)
AC 47; Fortitude 44; Reflex 44; Will 48 --- Perception +19
Speed 6 --- Lowlight vision
Saving Throws +2; Action Points 1
TRAITS
Temporal Control
Fray rolls for initiative twice and takes a full set of actions on each turn. Her ability to take immediate actions refreshes on each of her turns. (Note that during the final battle, she was taking three turns, not two.)
STANDARD ACTIONS
(mbasic) Fey Staff (teleportation, weapon) * At Will
Attack: Melee 1 (one creature); +38 vs. AC.
Hit: 4d6+20 damage.
Effect: Fray teleports 10 squares.
(rbasic) Archaic Magic Missile (force) * At Will
Effect: One creature within 20 squares takes 8 force damage. Fray then repeats the effect four times.
(close) Archaic Burning Hands (fire) * At Will
Attack: Close blast 3 (each creature in blast); +34 vs. Reflex.
Hit: 6d4+18 fire damage.
(area) Archaic Fireball (fire) * Recharges when first bloodied
Attack: Area burst 2 within 20 (each creature in burst); +36 vs. Reflex.
Hit: 20d6 fire damage.
Miss: Half damage.
(ranged) Ray of Thunder (thunder) * Recharges when Fray rolls a saving throw
Attack: Ranged 10 (one creature); +38 vs. Fortitude.
Hit: 4d10+20 thunder damage, and the target is knocked prone and deafened (save ends).
Sustain Minor: Fray makes the following attack against the primary target, and this sustain ability persists until the end of her next turn.
Secondary Attack: Ranged 10 (the primary target); +38 vs. Fortitude.
Hit: The target falls prone.
(ranged) Fray's Persuasion (charm) * Encounter
Attack: Ranged 10 (one creature); +36 vs. Will.
Hit: Fray slides the target up to its speed, and the target makes a basic attack against a target of Fray's choice. The target is then dominated (save ends).
Miss: The target is dazed (save ends).
(area) Wall of Sand (wall) * Encounter
Effect: Fray creates a wall 8 of swirling sand up to 8 squares high in unoccupied spaces that lasts until the end of her next turn. It requires 10 squares of movement to push through a square of the wall.
Sustain Minor: The wall persists.
(area) Cloudkill (poison, zone) * Encounter
Attack: Area burst 3 within 20 squares (each creature in burst); +36 vs. Fortitude.
Hit: 6d10 poison damage plus ongoing 25 poison damage (save ends).
Miss: Half damage.
Effect: The burst becomes a zone of choking green vapors that persists until the end of Fray's next turn. Creatures in the zone have concealment. Any creature that ends its turn in the zone takes 20 poison damage.
Sustain Minor: The zone persists.
Sustain Move: Fray moves the zone up to 4 squares.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Fray teleports 6 squares.
Fey Tactics (teleportation) * Recharges when first bloodied
Effect: Fray teleports 6 squares and makes a saving throw. She then teleports each adjacent ally 3 squares.
Time Stop (teleportation) * Encounter
Effect: Until the end of her turn, Fray cannot affect or be affected by other creatures. She teleports 10 squares and gains 3 standard actions, which may not be attacks.
MINOR ACTIONS
Maximize Spell * Daily
Effect: Fray takes 108 damage that can't be reduced in any way. The next damage roll she makes before the end of the turn has all of its damage dice maximized. (This ability is granted by her robes of the archmage.)
Ultimate Concentration * At Will
Effect: Fray sustains up to three effects with a sustain minor entry. She can spend two of these sustain minors for a sustain move instead.
Fray's Dispelling * Recharges when first bloodied
Effect: Each conjuration or zone of Fray's choice within 10 squares ends. In addition, Fray and each ally within 10 squares each make a saving throw.
TRIGGERED ACTIONS
Rebuttal (force) * Encounter
Trigger: Fray is hit by a melee or close attack.
Attack (Immediate Reaction): Close burst 5 (the triggering creature); +39 vs. Reflex.
Hit: 6d12+20 force damage, and the target is stunned (save ends).
Effect: Fray makes up to 3 saving throws.
Fray's Escape (teleportation) * Encounter
Trigger: Fray takes damage that would reduce her to 0 hit points.
Effect (Immediate Interrupt): Fray turns invisible, teleports 20 squares and regains 40 hit points.
---
Skills Arcana +34, Bluff +30, Diplomacy +30, Insight +24
Str 12 Dex 21 Wis 17
Con 13 Int 36 Cha 29
Alignment unaligned --- Languages Abyssal, Common, Elven, Draconic, Infernal, Primordial, Sahuagin, Supernal, Undercommon
Equipment mindpatterned robe of the archmage +6, staff +6
e turn has all of its damage dice maximized.
Fray --- Level 33 Elite Artillery (Leader)
Medium fey humanoid (eladrin) --- XP 62,000
HP 434; Bloodied 217 --- Initiative +21 (see also temporal control)
AC 47; Fortitude 44; Reflex 44; Will 48 --- Perception +19
Speed 6 --- Lowlight vision
Saving Throws +2; Action Points 1
TRAITS
Temporal Control
Fray rolls for initiative twice and takes a full set of actions on each turn. Her ability to take immediate actions refreshes on each of her turns. (Note that during the final battle, she was taking three turns, not two.)
STANDARD ACTIONS
(mbasic) Fey Staff (teleportation, weapon) * At Will
Attack: Melee 1 (one creature); +38 vs. AC.
Hit: 4d6+20 damage.
Effect: Fray teleports 10 squares.
(rbasic) Archaic Magic Missile (force) * At Will
Effect: One creature within 20 squares takes 8 force damage. Fray then repeats the effect four times.
(close) Archaic Burning Hands (fire) * At Will
Attack: Close blast 3 (each creature in blast); +34 vs. Reflex.
Hit: 6d4+18 fire damage.
(area) Archaic Fireball (fire) * Recharges when first bloodied
Attack: Area burst 2 within 20 (each creature in burst); +36 vs. Reflex.
Hit: 20d6 fire damage.
Miss: Half damage.
(ranged) Ray of Thunder (thunder) * Recharges when Fray rolls a saving throw
Attack: Ranged 10 (one creature); +38 vs. Fortitude.
Hit: 4d10+20 thunder damage, and the target is knocked prone and deafened (save ends).
Sustain Minor: Fray makes the following attack against the primary target, and this sustain ability persists until the end of her next turn.
Secondary Attack: Ranged 10 (the primary target); +38 vs. Fortitude.
Hit: The target falls prone.
(ranged) Fray's Persuasion (charm) * Encounter
Attack: Ranged 10 (one creature); +36 vs. Will.
Hit: Fray slides the target up to its speed, and the target makes a basic attack against a target of Fray's choice. The target is then dominated (save ends).
Miss: The target is dazed (save ends).
(area) Wall of Sand (wall) * Encounter
Effect: Fray creates a wall 8 of swirling sand up to 8 squares high in unoccupied spaces that lasts until the end of her next turn. It requires 10 squares of movement to push through a square of the wall.
Sustain Minor: The wall persists.
(area) Cloudkill (poison, zone) * Encounter
Attack: Area burst 3 within 20 squares (each creature in burst); +36 vs. Fortitude.
Hit: 6d10 poison damage plus ongoing 25 poison damage (save ends).
Miss: Half damage.
Effect: The burst becomes a zone of choking green vapors that persists until the end of Fray's next turn. Creatures in the zone have concealment. Any creature that ends its turn in the zone takes 20 poison damage.
Sustain Minor: The zone persists.
Sustain Move: Fray moves the zone up to 4 squares.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Fray teleports 6 squares.
Fey Tactics (teleportation) * Recharges when first bloodied
Effect: Fray teleports 6 squares and makes a saving throw. She then teleports each adjacent ally 3 squares.
Time Stop (teleportation) * Encounter
Effect: Until the end of her turn, Fray cannot affect or be affected by other creatures. She teleports 10 squares and gains 3 standard actions, which may not be attacks.
MINOR ACTIONS
Maximize Spell * Daily
Effect: Fray takes 108 damage that can't be reduced in any way. The next damage roll she makes before the end of the turn has all of its damage dice maximized. (This ability is granted by her robes of the archmage.)
Ultimate Concentration * At Will
Effect: Fray sustains up to three effects with a sustain minor entry. She can spend two of these sustain minors for a sustain move instead.
Fray's Dispelling * Recharges when first bloodied
Effect: Each conjuration or zone of Fray's choice within 10 squares ends. In addition, Fray and each ally within 10 squares each make a saving throw.
TRIGGERED ACTIONS
Rebuttal (force) * Encounter
Trigger: Fray is hit by a melee or close attack.
Attack (Immediate Reaction): Close burst 5 (the triggering creature); +39 vs. Reflex.
Hit: 6d12+20 force damage, and the target is stunned (save ends).
Effect: Fray makes up to 3 saving throws.
Fray's Escape (teleportation) * Encounter
Trigger: Fray takes damage that would reduce her to 0 hit points.
Effect (Immediate Interrupt): Fray turns invisible, teleports 20 squares and regains 40 hit points.
---
Skills Arcana +34, Bluff +30, Diplomacy +30, Insight +24
Str 12 Dex 21 Wis 17
Con 13 Int 36 Cha 29
Alignment unaligned --- Languages Abyssal, Common, Elven, Draconic, Infernal, Primordial, Sahuagin, Supernal, Undercommon
Equipment mindpatterned robe of the archmage +6, staff +6
e turn has all of its damage dice maximized.