So I'm all set to start a new D&D4E campaign and decided to use the Age of Worms adventure path from Dungeon and convert it to 4E. I have most of the first adventure converted using existing monsters from the MM and various published adventures.
The final boss of the first dungeon is a pair of Wind Warriors, flying armored air elementals. I'm converting this to a single Solo Monster. I took an Angel of Valor from the MM, lowered it 4 levels, applied the paladin class template and doubled its HP to make it a solo monster. Would this be too hard for a group of 4 level 1 characters (1 of each role) who would have all their dailies, some magic items and a few potions of healing at their disposal? How does it look over all? Thanks in advance,
-G
Wind Warrior
Level 4 Solo Soldier
Initiative +10 Senses Perception +6
Wind Barrier Attacks against the Wind Warrior take a –2 penalty until the warrior is bloodied.
HP 194; Bloodied 97
AC 20; Fortitude 19, Reflex 17, Will 16
Immune fear; Resist 10 lightning, 10 thunder
Speed 6, fl y 9 (hover)
Longsword (standard; at-will) [FONT="][/FONT] Weapon
+9 vs. AC; 1d8 + 4 damage plus 1d6 lightning damage
Dagger (standard; at-will) [FONT="][/FONT] Weapon
+9 vs. AC; 1d4 + 4 damage.
Valiant Strike (standard; at will)
+9 vs AC (+1 per enemy adjacent); 1d8+4 damage
Blade Flurry (standard; at-will) [FONT="][/FONT] Weapon
The Wind Warrior makes a longsword attack and a dagger attack.
Lightning/Thunder Strike (standard; recharge 5, 6) [FONT="][/FONT] Lightning/Thunder
Close burst 1; targets enemies; +7 vs. Fortitude; 1d8 + 2
Lightning and thunder damage, and the target is dazed until the end of the
Wind Warrior’s next turn.
Bolt Blades (minor, usable only while bloodied; at-will) [FONT="][/FONT] Lightning
Until the start of the Wind Warrior’s next turn, the Wind Warrior’s weapons deal lightning damage and attack the target’s Reflex
defense instead of AC.
Lay on Hands (minor; 2/day) Healing
The Wind Warrior regains 48 HP
Eye of the Storm (Daily, close burst 3)
Creates a 3x3 zone. When within the zone gain +1 to AC
Clap of Thunder (standard, daily)
Range 5; +5 vs Reflex
3d8+3 Thunder damage. Target is dazed til end of next turn, -2 to AC (save ends)
Miss: half damage and target is dazed
Alignment Any Languages Supernal
Skills Intimidate +12
Str 23 (+8) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 16 (+5)
Equipment chainmail, longsword, dagger
Saving throws: +5
Action Points: 2
The final boss of the first dungeon is a pair of Wind Warriors, flying armored air elementals. I'm converting this to a single Solo Monster. I took an Angel of Valor from the MM, lowered it 4 levels, applied the paladin class template and doubled its HP to make it a solo monster. Would this be too hard for a group of 4 level 1 characters (1 of each role) who would have all their dailies, some magic items and a few potions of healing at their disposal? How does it look over all? Thanks in advance,
-G
Wind Warrior
Level 4 Solo Soldier
Initiative +10 Senses Perception +6
Wind Barrier Attacks against the Wind Warrior take a –2 penalty until the warrior is bloodied.
HP 194; Bloodied 97
AC 20; Fortitude 19, Reflex 17, Will 16
Immune fear; Resist 10 lightning, 10 thunder
Speed 6, fl y 9 (hover)
Longsword (standard; at-will) [FONT="][/FONT] Weapon
+9 vs. AC; 1d8 + 4 damage plus 1d6 lightning damage
Dagger (standard; at-will) [FONT="][/FONT] Weapon
+9 vs. AC; 1d4 + 4 damage.
Valiant Strike (standard; at will)
+9 vs AC (+1 per enemy adjacent); 1d8+4 damage
Blade Flurry (standard; at-will) [FONT="][/FONT] Weapon
The Wind Warrior makes a longsword attack and a dagger attack.
Lightning/Thunder Strike (standard; recharge 5, 6) [FONT="][/FONT] Lightning/Thunder
Close burst 1; targets enemies; +7 vs. Fortitude; 1d8 + 2
Lightning and thunder damage, and the target is dazed until the end of the
Wind Warrior’s next turn.
Bolt Blades (minor, usable only while bloodied; at-will) [FONT="][/FONT] Lightning
Until the start of the Wind Warrior’s next turn, the Wind Warrior’s weapons deal lightning damage and attack the target’s Reflex
defense instead of AC.
Lay on Hands (minor; 2/day) Healing
The Wind Warrior regains 48 HP
Eye of the Storm (Daily, close burst 3)
Creates a 3x3 zone. When within the zone gain +1 to AC
Clap of Thunder (standard, daily)
Range 5; +5 vs Reflex
3d8+3 Thunder damage. Target is dazed til end of next turn, -2 to AC (save ends)
Miss: half damage and target is dazed
Alignment Any Languages Supernal
Skills Intimidate +12
Str 23 (+8) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 16 (+5)
Equipment chainmail, longsword, dagger
Saving throws: +5
Action Points: 2