darkbard
Legend
At the end of our last session, the BBEG escaped the PCs' clutches, teleporting into a deep cistern across the chamber and being dragged along the current of the underground stream feeding the cistern. Shortly thereafter, the PCs escaped through this same underground waterway as the ruins they were in began to crumble around them.
The PCs succeeded at the ensuing Skill Challenge, and we will resume play with the group huddled around a fire, trying to warm and dry themselves after their travails. Presumably, they will also seek to find the evil mage/Orcus cultist who escaped their grasp.
I thought it might be fun to restat him as an undead, presuming, unlike the heroes, he did not survive the harrowing underground journey. So rather than an Elite Human Mage, I thought I would restat him as a kind of Solo Wight, especially since he is no longer in his lair and surrounded by helpful minions and allies. With this in mind, I have levelled down the Lesser Oath Wight, but I'm looking to further tweak his powers and attacks to further reflect a cultist of Orcus who drowned and was brought back to further serve his dark master. Any cool ideas?
Stat block at the moment:
Kalarel, Least Oath Wight Level 1 Solo Controller
Medium natural humanoid (undead), human XP 500
HP 128; Bloodied 64 Initiative +2
AC 15, Fortitude 13, Reflex 13, Will 16 Perception+1
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Saving Throws +5; Action Points 2
TRAITS
Inevitable Failure Aura 2
Enemies within the aura that aren’t dominated by the wight take a -2 penalty to attack rolls, skill checks, and ability checks.
STANDARD ACTIONS
Rotting Touch (necrotic) At-Will
Attack: Melee 1 (one creature); +6 vs. Fortitude
Hit: 1d8 + 4 necrotic damage, and the target cannot regain hit points until the end of the wight’s next turn.
Frustration's Fury (charm, psychic) Recharge when the wight uses promised return.
Attack: Close burst 5 (enemies in the burst); +6 vs. Will
Hit: 1d10 + 4 psychic damage, and the target uses a free action to make an at-will attack of the wight’s choice, which can include a charge, against a creature of the wight’s choice.
Miss: Half damage, and the target is dazed until the end of the wight’s next turn.
MINOR ACTIONS
Accursed Gaze (charm) At-Will (1/round)
Requirement: The wight must be bloodied.
Attack: Ranged 5 (one creature); +6 vs. Will
Hit: The target is dominated until the end of the wight’s next turn.
TRIGGERED ACTIONS
Oath's Agony (necrotic) Recharge 5, 6
Trigger: An adjacent enemy takes damage.
Attack (Immediate Reaction): Close burst 1 (the triggering enemy); +6 vs. Will
Hit: 1d8 + 4 necrotic damage, and the target is dazed until the end of the wight’s next turn.
Promised Return Encounter
Trigger: The oath wight drops to 0 hit points.
Effect (No Action): The oath wight is removed from play until the start of its next turn. The wight then appears with hit points equal to its bloodied value in an unoccupied square within 5 squares of its last location.
Str 12 (+1) Dex 14 (+2) Wis 10 (+0)
Con 16 (+3) Int 12 (+1) Cha 18 (+4)
Alignment Chaotic Evil Languages Common
The PCs succeeded at the ensuing Skill Challenge, and we will resume play with the group huddled around a fire, trying to warm and dry themselves after their travails. Presumably, they will also seek to find the evil mage/Orcus cultist who escaped their grasp.
I thought it might be fun to restat him as an undead, presuming, unlike the heroes, he did not survive the harrowing underground journey. So rather than an Elite Human Mage, I thought I would restat him as a kind of Solo Wight, especially since he is no longer in his lair and surrounded by helpful minions and allies. With this in mind, I have levelled down the Lesser Oath Wight, but I'm looking to further tweak his powers and attacks to further reflect a cultist of Orcus who drowned and was brought back to further serve his dark master. Any cool ideas?
Stat block at the moment:
Kalarel, Least Oath Wight Level 1 Solo Controller
Medium natural humanoid (undead), human XP 500
HP 128; Bloodied 64 Initiative +2
AC 15, Fortitude 13, Reflex 13, Will 16 Perception+1
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Saving Throws +5; Action Points 2
TRAITS
Inevitable Failure Aura 2
Enemies within the aura that aren’t dominated by the wight take a -2 penalty to attack rolls, skill checks, and ability checks.
STANDARD ACTIONS
Rotting Touch (necrotic) At-Will
Attack: Melee 1 (one creature); +6 vs. Fortitude
Hit: 1d8 + 4 necrotic damage, and the target cannot regain hit points until the end of the wight’s next turn.
Frustration's Fury (charm, psychic) Recharge when the wight uses promised return.
Attack: Close burst 5 (enemies in the burst); +6 vs. Will
Hit: 1d10 + 4 psychic damage, and the target uses a free action to make an at-will attack of the wight’s choice, which can include a charge, against a creature of the wight’s choice.
Miss: Half damage, and the target is dazed until the end of the wight’s next turn.
MINOR ACTIONS
Accursed Gaze (charm) At-Will (1/round)
Requirement: The wight must be bloodied.
Attack: Ranged 5 (one creature); +6 vs. Will
Hit: The target is dominated until the end of the wight’s next turn.
TRIGGERED ACTIONS
Oath's Agony (necrotic) Recharge 5, 6
Trigger: An adjacent enemy takes damage.
Attack (Immediate Reaction): Close burst 1 (the triggering enemy); +6 vs. Will
Hit: 1d8 + 4 necrotic damage, and the target is dazed until the end of the wight’s next turn.
Promised Return Encounter
Trigger: The oath wight drops to 0 hit points.
Effect (No Action): The oath wight is removed from play until the start of its next turn. The wight then appears with hit points equal to its bloodied value in an unoccupied square within 5 squares of its last location.
Str 12 (+1) Dex 14 (+2) Wis 10 (+0)
Con 16 (+3) Int 12 (+1) Cha 18 (+4)
Alignment Chaotic Evil Languages Common
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