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Wazir Ghul Khota, the leper dragon
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<blockquote data-quote="RangerWickett" data-source="post: 4818319" data-attributes="member: 63"><p>At the bone pile where he sunbathes, he has a few leprous guardians to warn him. </p><p> </p><p> <u>Skeleton minions with scimitars.</u> (Created by Lord Necromancer power.) 16 hp*. Speed 6. AC 27, Fort 23, Ref 22, Will 22. Resist 10 necrotic. Vulnerable 5 radiant. +16 vs. AC, 9 dmg. Flank and aid liberally.</p><p> </p><p></p><p> * We use a variant minion rule where minions have a small amount of HP, but I never actually track minion HP. If an attack deals enough to kill the minion in one hit, it dies. If it deals enough to bloody it, it becomes 'bloodied.' If it doesn't bloody it, I ignore the damage. However, if a bloodied minion takes any damage, it dies. It works well for us.</p><p></p><p></p><p> </p><p> <u>Leper giants (x2).</u> (Reskinned foulspawn hulks) 150 hp. AC 24, Fort 27 (29 when bloodied), Ref 22, Will 22. Speed 8. </p><p> Large. Immune fear.</p><p> <strong>Slam. </strong>Reach 2. +15 vs. AC. 2d8+7, or 3d8+9 while bloodied.</p><p> </p><p> <u>Bitzenhoff, Wayfarer Leper.</u> (Reskinned foulspawn seer) 86 hp. AC 24, Fort 19, Ref 23, Will 21. Speed 6, teleport 3. </p><p> <strong>Aura 10</strong> allies get +2 to one attack, check, or save per turn.</p><p> <strong>Twisted Staff. </strong>+14 vs. AC. 1d8+6 and push 1.</p><p> <strong>Warp Orb. </strong>Ranged 10. +16 vs. Ref. 1d8+6 and daze (save ends).</p><p> <strong>Portal. </strong>Minor. Ranged 10. Create a blue or orange portal (replacing any existing one of the same type). Creatures entering one square end up in the other.</p><p> <strong>Force Slam. </strong>Recharge 5-6.Ranged 10. +16 vs. Fort. 1d8+6 force and slide 5. </p><p> <strong>Defensive Jaunt. </strong>Recharge 5-6. Interrupt. Teleport 3 squares.</p><p></p><p></p><p>At his lair, he has 16 skeletal minions keeping guard on the priestess, plus one of those nifty four-armed skeletal brutes who commands the mini-legion. There will be plenty of mildly hazardous terrain -- acid pools, a handful of small geysers that go off intermittently, and a big bubbling spring that they can trigger into a geyser.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4818319, member: 63"] At the bone pile where he sunbathes, he has a few leprous guardians to warn him. [U]Skeleton minions with scimitars.[/U] (Created by Lord Necromancer power.) 16 hp*. Speed 6. AC 27, Fort 23, Ref 22, Will 22. Resist 10 necrotic. Vulnerable 5 radiant. +16 vs. AC, 9 dmg. Flank and aid liberally. * We use a variant minion rule where minions have a small amount of HP, but I never actually track minion HP. If an attack deals enough to kill the minion in one hit, it dies. If it deals enough to bloody it, it becomes 'bloodied.' If it doesn't bloody it, I ignore the damage. However, if a bloodied minion takes any damage, it dies. It works well for us. [U]Leper giants (x2).[/U] (Reskinned foulspawn hulks) 150 hp. AC 24, Fort 27 (29 when bloodied), Ref 22, Will 22. Speed 8. Large. Immune fear. [B]Slam. [/B]Reach 2. +15 vs. AC. 2d8+7, or 3d8+9 while bloodied. [U]Bitzenhoff, Wayfarer Leper.[/U] (Reskinned foulspawn seer) 86 hp. AC 24, Fort 19, Ref 23, Will 21. Speed 6, teleport 3. [B]Aura 10[/B] allies get +2 to one attack, check, or save per turn. [B]Twisted Staff. [/B]+14 vs. AC. 1d8+6 and push 1. [B]Warp Orb. [/B]Ranged 10. +16 vs. Ref. 1d8+6 and daze (save ends). [B]Portal. [/B]Minor. Ranged 10. Create a blue or orange portal (replacing any existing one of the same type). Creatures entering one square end up in the other. [B]Force Slam. [/B]Recharge 5-6.Ranged 10. +16 vs. Fort. 1d8+6 force and slide 5. [B]Defensive Jaunt. [/B]Recharge 5-6. Interrupt. Teleport 3 squares. At his lair, he has 16 skeletal minions keeping guard on the priestess, plus one of those nifty four-armed skeletal brutes who commands the mini-legion. There will be plenty of mildly hazardous terrain -- acid pools, a handful of small geysers that go off intermittently, and a big bubbling spring that they can trigger into a geyser. [/QUOTE]
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