MortalPlague
Adventurer
My players will soon be attacking Dolendarra, the spymistress of an organization called the Tiger Cult. They have already dispatched the enforcer lieutenant, who was a vicious combatant and engaged them in a pitched, bloody battle. And now they turn their eyes to the spymistress.
Dolendarra, however, is a far more subtle and cowardly combatant. Her strategy is to hide in a tower at the far end of a narrow stonework canyon, rigged with all manner of traps and guardians. The PCs will have to contend with her range 40, allowing her to attack them and slide them into traps. I'm going to pair her with two types of creatures; water elementals (who slide people like crazy) and ghouls (who grab and knock prone). Once they reach her, however, she is not even an elite combatant; with three seriously dangerous strikers, I'm sure they'll be able to burn her down in one round.
I would love some feedback on the design of this monster. She's meant to be a named villain in the campaign, so she leans to the more potent side of the equation. To differentiate her from her more combat-capable sisters, I really would prefer not to make her an elite. She'll be hiding behind superior cover until they get up into melee with her, so she's fairly well protected from ranged attacks.
Dolendarra Eilserys -- Level 21 Artillery
Medium natural humanoid (drow) -- XP 8300
HP 195 BL 97 -- Initiative +25
AC 35 F 32 R 36 W 33 -- Perception +22
Speed 7 -- Darkvision
Traits
Deadly Aim
Dolendarra does an extra 2d8 damage to targets granting combat advantage.
Standard Actions
Poisoned Dirk (weapon) * At-Will
Attack: Melee 1 (one creature); +26 vs. AC
Hit: 2d6 + 10 damage, and the target is dazed and takes ongoing 20 poison damage (save ends).
First Failed Save: The ongoing damage increases to 30 ongoing poison damage, and the target is stunned (save ends).
Crossbow Dance (weapon) * At-Will
Attack: Ranged 40 (one creature); +28 vs. AC
Hit: 4d6 + 15 damage, and Dolendarra may slide the target 3 squares.
Quick Shot * At-Will
Dolendarra uses Crossbow Dance twice.
A Shot Meant To Kill (weapon) * Recharge [5], [6]
Attack: Ranged 40 (one creature); +26 vs. Reflex
Hit: 8d6 + 20 damage, and ongoing 20 damage (save ends).
Minor Actions
Darkfire * Recharge [5], [6]
Attack: Ranged 20 (one creature); +26 vs. Reflex
Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of Dolendarra’s next turn.
Cloud of Darkness (zone) * Encounter
Effect: Close burst 1. The burst creates a zone that lasts until the end of the encounter. The cloud blocks line of sight for all creatures except Dolendarra. While entirely in the cloud, any creature other than Dolendarra is blinded. Dolendarra can dismiss the zone as a free action.
Dolendarra, however, is a far more subtle and cowardly combatant. Her strategy is to hide in a tower at the far end of a narrow stonework canyon, rigged with all manner of traps and guardians. The PCs will have to contend with her range 40, allowing her to attack them and slide them into traps. I'm going to pair her with two types of creatures; water elementals (who slide people like crazy) and ghouls (who grab and knock prone). Once they reach her, however, she is not even an elite combatant; with three seriously dangerous strikers, I'm sure they'll be able to burn her down in one round.
I would love some feedback on the design of this monster. She's meant to be a named villain in the campaign, so she leans to the more potent side of the equation. To differentiate her from her more combat-capable sisters, I really would prefer not to make her an elite. She'll be hiding behind superior cover until they get up into melee with her, so she's fairly well protected from ranged attacks.
Dolendarra Eilserys -- Level 21 Artillery
Medium natural humanoid (drow) -- XP 8300
HP 195 BL 97 -- Initiative +25
AC 35 F 32 R 36 W 33 -- Perception +22
Speed 7 -- Darkvision
Traits
Deadly Aim
Dolendarra does an extra 2d8 damage to targets granting combat advantage.
Standard Actions

Attack: Melee 1 (one creature); +26 vs. AC
Hit: 2d6 + 10 damage, and the target is dazed and takes ongoing 20 poison damage (save ends).
First Failed Save: The ongoing damage increases to 30 ongoing poison damage, and the target is stunned (save ends).

Attack: Ranged 40 (one creature); +28 vs. AC
Hit: 4d6 + 15 damage, and Dolendarra may slide the target 3 squares.

Dolendarra uses Crossbow Dance twice.

Attack: Ranged 40 (one creature); +26 vs. Reflex
Hit: 8d6 + 20 damage, and ongoing 20 damage (save ends).
Minor Actions

Attack: Ranged 20 (one creature); +26 vs. Reflex
Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of Dolendarra’s next turn.

Effect: Close burst 1. The burst creates a zone that lasts until the end of the encounter. The cloud blocks line of sight for all creatures except Dolendarra. While entirely in the cloud, any creature other than Dolendarra is blinded. Dolendarra can dismiss the zone as a free action.