Hey I am setting up an adventure for a group of six level three adventurers. I was wondering if this is a well balanced final encounter for the group.
Grevain
Initiative +4
Shroud of the grave aura 5; all undead creatures within the Aura loose vunirablilty to Radiant damage.
HP 79; Bloodied 39
AC 19; Fortitude 15; Reflex 14; Will 17
Resist 5 necrotic
Speed 6
m Quarterstaff (standard; at-will) • Weapon
+6 vs AC; 1d8 damage
r Magic Missile (standard; at-will) • Force
Ranged 20; +9 vs Reflex; 2d4 + 6 force damage
C Necrotic whip (standard; at-will) • Necrotic
10 one target; a whip of black necrotic power is generated and passes through the target chilling them to the bone.; +9 vs Will; 1d6 + 4 ,3 ongoing necrotic damage (save ends)
R Dancing Lightning (standard; encounter) • Lightning
Grevain makes a separate attack against 3 different targets: ranged 10; +8 vs Reflex; 1d6 + 6 lightning damage
A Thunder Burst (standard; encounter) • Thunder
Area burst 1 within 10; +8 vs Fortitude; 1d8 + 6 thunder damage, and the target is dazed (save ends)
R Call of the Grave (standard; encounter)
four undead Zombie rotters apear in unocupide spaces within range. these undead minions take their turns imediatly after Grevain
Grevain also has a casting circle, in my game those work like this
+1 to all defenses
+2 damage of a chosen type on every attack (necrotic)
+1 to the range of all auras for the caster
and you have to stand in the center of four squares to benefit from the effects , effectively becoming a large creature.
dread protecter Morgan
Initiative +3 Senses Perception +1; low-light vision
shield of undeath aura 1; when the dread protecters master is within the aura, the master takes half damage from melee and ranged attacks
Shield bearer aura 1; gives adjacent allies +2 to AC
HP 72; Bloodied 36
AC 21; Fortitude 18; Reflex 14; Will 15
Speed 5
m Great axe (standard; at-will)
+8 vs AC; 1d12 + 4 and the target is marked until the end of the protecters next turn.
Protecters call (move; at-will)
teleport 5 squares to a square adjacent to its master.
Mark (standard; at-will)
marks the target, fighter mark
The cauldron of death is a trap that does three things.
Attack: range 5 ,+7 vs reflex, pulls the target two squares closer to the cauldron
Aura: 7 necrotic damage to anyone adjacent to the Cauldron
Spawn: spawn 1-3 Zombie Rotters adjacent to the Cauldron based on what happened the round before.
1: standard
2: if the cauldron dealt combat damage this round
3: if a player faild a check to damage the cauldron
The cauldron takes damage one at a time and only from one of three sources ( it has 4 HP)
1: If a character makes a 25 DC arcana or religion check
2: If a character uses a channel divenity power on the cauldron
3: If a character uses a 'word' power on the cauldron.
and a bunch of zombie rotters from the cauldron and Grevain as well as a few to start..
Grevain
Initiative +4
Shroud of the grave aura 5; all undead creatures within the Aura loose vunirablilty to Radiant damage.
HP 79; Bloodied 39
AC 19; Fortitude 15; Reflex 14; Will 17
Resist 5 necrotic
Speed 6
m Quarterstaff (standard; at-will) • Weapon
+6 vs AC; 1d8 damage
r Magic Missile (standard; at-will) • Force
Ranged 20; +9 vs Reflex; 2d4 + 6 force damage
C Necrotic whip (standard; at-will) • Necrotic
10 one target; a whip of black necrotic power is generated and passes through the target chilling them to the bone.; +9 vs Will; 1d6 + 4 ,3 ongoing necrotic damage (save ends)
R Dancing Lightning (standard; encounter) • Lightning
Grevain makes a separate attack against 3 different targets: ranged 10; +8 vs Reflex; 1d6 + 6 lightning damage
A Thunder Burst (standard; encounter) • Thunder
Area burst 1 within 10; +8 vs Fortitude; 1d8 + 6 thunder damage, and the target is dazed (save ends)
R Call of the Grave (standard; encounter)
four undead Zombie rotters apear in unocupide spaces within range. these undead minions take their turns imediatly after Grevain
Grevain also has a casting circle, in my game those work like this
+1 to all defenses
+2 damage of a chosen type on every attack (necrotic)
+1 to the range of all auras for the caster
and you have to stand in the center of four squares to benefit from the effects , effectively becoming a large creature.
dread protecter Morgan
Initiative +3 Senses Perception +1; low-light vision
shield of undeath aura 1; when the dread protecters master is within the aura, the master takes half damage from melee and ranged attacks
Shield bearer aura 1; gives adjacent allies +2 to AC
HP 72; Bloodied 36
AC 21; Fortitude 18; Reflex 14; Will 15
Speed 5
m Great axe (standard; at-will)
+8 vs AC; 1d12 + 4 and the target is marked until the end of the protecters next turn.
Protecters call (move; at-will)
teleport 5 squares to a square adjacent to its master.
Mark (standard; at-will)
marks the target, fighter mark
The cauldron of death is a trap that does three things.
Attack: range 5 ,+7 vs reflex, pulls the target two squares closer to the cauldron
Aura: 7 necrotic damage to anyone adjacent to the Cauldron
Spawn: spawn 1-3 Zombie Rotters adjacent to the Cauldron based on what happened the round before.
1: standard
2: if the cauldron dealt combat damage this round
3: if a player faild a check to damage the cauldron
The cauldron takes damage one at a time and only from one of three sources ( it has 4 HP)
1: If a character makes a 25 DC arcana or religion check
2: If a character uses a channel divenity power on the cauldron
3: If a character uses a 'word' power on the cauldron.
and a bunch of zombie rotters from the cauldron and Grevain as well as a few to start..