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Dark Travellers (4e Monster)

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|author_name=Xeadin
|date_created=3-18-11
|status=Nyria, Word of Umond; Xigbar, the Freeshooter; Lestus, the Proud; Sophyia, the Emerald Archer; Shagun, the Freelancer]Yuni; Axel, the Fire Blazer; Gambit, the Lucktwister; Exarnia, the Whiteflame Cleric; Iolan, Necromancer of Time; Lesser cohorts
}}
==<!--Creature name-->Dark Travellers==
<!Dark Travellers are an epic--information about your creature-->level band of abnormal humanoids, some of whom have been tainted by the power of necromancy. Others just follow along with the group to unleash their potential upon those who attempt to ruin their plans. ===Nyria, Word of Umond=== The weakest of the Ten, she is a witch that uses the power of the voice to hinder and damage her foes with faint whispers of necromantic prayers and silent gestures. Her powerful kiss can become a useful and sometimes fatal tool.
{{4e Creature Top
|name=Nyria, Word of Umond|level=22|role=Elite Controller|size=Medium|origin=Immortal|type=|keywords=Humanoid|xp=8,300|initiative=+17|senses=Perception +16; ''Darkvision''|aura1=Aura of Beauty|aurakeyword1aurarange1=5|aurarange1auraeffect1=any enemy within the aura that are dazed or weakened also take a -2 penalty to attack rolls against any creature.|auraeffect1hp=416|aura2bloodied=208|aurakeyword2ac=38|aurarange2fortitude=32|auraeffect2reflex=32|specialwill=38|effectimmune/resist/vulnerable='''Resist''' 15 Necrotic|savingthrows=+2|hpspeed=7 (''Shadow Walk'')|bloodiedactionpoints=1}}{{4e Creature Power|actype={{BM}}|fortitudename=Hand of Darkness|reflexaction=standard|recharge=at-will|keywords=Necrotic|effect=+27 vs. AC; 2d6 +8 Necrotic damage (''4d6 +12 on a critical, and the target is dazed – save ends'')}}{{4e Creature Power|type={{C}}|name=Shower of Darkness|immune/resist/vulnerableaction=standard|savingthrowsrecharge=recharge {{4}} {{5}} {{6}}|speedkeywords=Necrotic|actionpointseffect=+24 vs. Fortitude; Close burst 4; 3d6 +8 Necrotic damage, and the target is weakened (''save ends'').
}}
{{4e Creature Power
|type={{A}}|name=Dark Pulse|action=standard|recharge=encounter|keywords=Necrotic|effect=+24 vs. Reflex; '''Area Burst''' 3; 4d12 +8 Necrotic damage, and the target is immobilized until the end of Nyria’s next turn.}}{{4e Creature Power|name=Kiss of Darkness|action=minor|recharge=1/ round|keywords=Charm|effect=+26 vs. Will; ''the target must be dazed or weakened''; the target loses the current condition and is instead dominated. The target must remain within 6 squares of Nyria or the effect ends.}}{{4e Creature Power|name=Shadow Jaunt|action=move|keywords=Teleportation|effect=Nyria can teleport 6 squares and make a basic melee attack against a creature she appears adjacent to.
}}
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{{4e Creature Bottom
|alignment=Evil|languages=Common, Telepathy 20|skills=Acrobatics +23; Arcana +21; Diplomacy +20; Intimidate +20; Stealth +23|strength=20|strbonus=+16|dexterity=25|dexbonus=+18|wisdom=21|wisbonus=+16|constitution=24|conbonus=+18|intelligence=20|intbonus=+16|charisma=19|chabonus=+15}}====Shadow Beast==== Nyria's four-legged cohorts, they appear as shadowy silhouettes of the mighty lion. Their ferocious roar spews forth waves of necromantic energy at their foes, and their vicious claws infect their targets with painful spikes of raw necrotic energy. {{4e Creature Top|name=Shadow Beast|level=19|role=Elite Soldier|size=Large|origin=Shadow|type=Magical Beast|xp=4,800|initiative=+16|senses=Perception +13; ''Darkvision''|aura1=Aurora of Darkness|aurakeyword1=Encounter|aurarange1=2|auraeffect1=If the Shadow Beast has concealment, it can make a basic melee attack against each enemy within the aura without losing concealment.|hp=360|bloodied=180|ac=37|fortitude=29|reflex=28|will=26|immune/resist/vulnerable='''Resist''' 10 Necrotic|savingthrows=+2|speed=7 (''Shadow Walk''); '''Teleport''' 4|actionpoints=1}}{{4e Creature Power|type={{BM}}|name=Dark Claw|action=standard|recharge=at-will|keywords=Necrotic|effect=+26 vs. AC; '''Reach''' 2; 2d6 +7 Necrotic damage}}{{4e Creature Power|type={{M}}|name=Pounce|action=standard|recharge=at-will|effect=The shadow beast can make two ''claw'' attacks against one target. If both attacks hit, the target takes ongoing 10 Necrotic damage (''save ends'').}}{{4e Creature Power|type={{C}}|name=Dark Howl|action=standard|recharge=recharge {{5}} {{6}}|keywords=Necrotic|effect=+22 vs. Reflex; '''Close Burst''' 5; 3d8 +7 Necrotic damage, and the target takes a -2 penalty to all defenses (''save ends'').}}{{4e Creature Power|name=Ethereal Darkness|action=immediate reaction, ''when missed by a ranged attack'' |recharge=1/ round|effect=The shadow beast gains concealment until the end of its next turn or when it attacks. The shadow beast can make opportunity attacks and remain concealed.}}{{4e Creature Power|name=Shadow Jaunt|action=move|effect=''Must have concealment''; While concealed, the shadow beast can move up to twice its speed with a successful stealth check or up to its speed without one. Difficult terrain and other effects apply to this speed normally.}}{{4e Creature Bottom|alignment=Evil|languages=Deep Speech, Telepathy 20|skills=Arcana +16; Athletics +20; Insight +18; Intimidate +19; Stealth +19|strength=23|strbonus=+15|dexterity=21|dexbonus=+14|wisdom=19|wisbonus=+13|constitution=20|conbonus=+14|intelligence=15|intbonus=+11|charisma=21|chabonus=+14}}--------===Xigbar, the Freeshooter=== Originally a freelance traveler, he encountered the group of wayward souls on one of his recent travels and has since aligned himself to the good of his new allies. He is torn between two worlds, but chooses to keep his own opinions and thoughts to his own self. He carries a pair of unusually-shaped weapons, which seem like crossbows at first from a distance... {{4e Creature Top|name=Xigbar|level=22|role=Solo Artillery|size=Medium|origin=Immortal|type=Humanoid|xp=20,750|initiative=+19|senses=Perception +23; ''Darkvision''|hp=795|bloodied=397|ac=38|fortitude=30|reflex=37|will=30|immune/resist/vulnerable='''Immune''' Paralysis, Sleep; '''Resist''' 15 Necrotic|savingthrows=+5 (''+7 against slowed & immobilized'')|speed=6; '''Fly''' 6 (''hover''); '''Teleport''' 8|actionpoints=2}}{{4e Creature Power|type={{BR}}|name=Arrowgun|action=standard|recharge=at-will|effect=+29 vs. AC; '''Ranged''' 10/20; 2d6 +8 damage}}{{4e Creature Power|type={{R}}|name=Arrowguns|action=standard|recharge=at-will|effect=Xigbar can make two arrowgun attacks against one or two different targets in range. He can make an additional attack if one attack hits, or two additional attacks if both attacks hit.}}{{4e Creature Power|type={{R}}|name=Critical Snipe|action=standard|recharge=recharge {{5}} {{6}}|effect=+27 vs. Reflex; '''Ranged''' 10; ''cannot be phased''; 4d6 +8 damage. '''Secondary attack''': one enemy within 10 squares of the primary target; +27 vs. Reflex; 3d6 +8 damage. '''Tertiary attack''': one enemy within 10 squares of the secondary target; +27 vs. Reflex; 2d6 +8 damage.}}{{4e Creature Power|name=Phase Reaction|action=immediate interrupt, ''when missed by a melee or close burst attack''|recharge=1/ round|keywords=Teleportation|effect=Xigbar can teleport and make an immediate basic attack against the attacker. In addition, he gains Resist 5 to all damage until the start of his next turn.}}{{4e Creature Power|name=Reactive Shot|action=immediate reaction, ''when hit by a ranged attack''|recharge=1/ round|effect=Xigbar can make an immediate basic attack against the target that hit him with a ranged attack. If the attack hits, Xigbar gains concealment until the start of his next turn.}}{{4e Creature Power|type={{R}}|name=Warp Snipe|action=standard|recharge=encounter|keywords=Teleportation|effect=+27 vs. Reflex; '''Ranged''' 10; 2d6 +8 damage, and Xigbar can teleport his speed to fire another shot at a different target. '''Secondary Attack''': ''All within range''; +25 vs. Reflex; 4d12 +8 damage, and the target cannot benefit from cover or concealment until the end of Xigbar’s next turn. '''Miss''': Half damage}}{{4e Creature Power|name=Phase Arrows|effect=Xigbar’s shots can be redirected to a different location within range, meaning that he doesn’t need direct line of sight to hit the target, but must have line of effect where the bullet reappears to hit the target.}}{{4e Creature Power|name=Ranged Opportunity Attack|effect=Since Xigbar only has ranged attacks, he can substitute his close range opportunity attack with a ranged basic attack-- range is the same as a melee attack. This type of attack does not provoke opportunity attacks in this fashion.}}{{4e Creature Power|name=Reload|action=minor|effect=Xigbar can fire up to 12 shots (''6 shots per gun'') before he has to reload. If Xigbar runs out of shots before the start of his next turn, he cannot make immediate or opportunity attacks.}}{{4e Creature Power|name=Sharpshooter|effect=All of Xigbar’s ranged attacks with the arrowguns ignore cover, superior cover and concealment, but not total concealment.}}{{4e Creature Bottom|alignment=Evil|languages=Common|skills=Acrobatics +24; Bluff +22; Insight +23; Nature +23; Perception +23; Stealth +24; Streetwise +21|strength=20|strbonus=+16|dexterity=26|dexbonus=+19|wisdom=24|wisbonus=+18|constitution=21|conbonus=+16|intelligence=21|intbonus=+16|charisma=22|chabonus=+17|equipment=2 Arrowguns}}====Shadow Sniper==== Xigbar's loyal cohorts, they carry weapons that look more like crossbows, but fires bolts of light instead of regular bolts. They are constantly hovering about in the air-- grabbing the air as if it were ground and dragging itself along as though it were treading through water. {{4e Creature Top|name=Shadow Sniper|level=20|role=Elite Artillery|size=Medium|origin=Shadow|type=Humanoid|xp=5,600|initiative=+17|senses=Perception +20; ''Low-light Vision''|hp=332|bloodied=166|ac=34|fortitude=27|reflex=33|will=27|savingthrows=+2|speed=3; '''Fly''' 6 (''hover''); '''Teleport''' 4|actionpoints=1}}{{4e Creature Power|type={{BR}}|name=Snipegun|action=standard|recharge=at-will|effect=+27 vs. AC; '''Ranged''' 10/20; 2d6 +7 damage}}{{4e Creature Power|type={{R}}|name=Double Snipe|action=standard|recharge=at-will|effect=The Shadow Sniper can make two Snipegun attacks against two different targets. If both attacks hit, the Sniper can teleport its speed.}}{{4e Creature Power|type={{C}}|name=Multi-Snipe|action=standard|recharge=encounter|effect=+23 vs. Reflex; '''Close Burst''' 10; ''Cannot be warped''; 4d10 +7 damage, and the target is dazed (''stunned on a critical hit – save ends'').}}{{4e Creature Power|name=Warp Snipe|effect=The Shadow Sniper’s shots can be redirected to a different direction, meaning that it doesn’t need direct line of sight to hit the target, but must have line of effect where the bullet faces to hit the target.}}{{4e Creature Power|name=Sharpshooter|effect=All of the Shadow Sniper’s ranged attacks with the snipegun ignore cover and concealment, but not superior cover or total concealment.}}{{4e Creature Bottom|alignment=Evil|languages=---
|skills=
|featsstrength=17|strbonus=+13|dexterity=24|dexbonus=+17|wisdom=21|wisbonus=+15|constitution=20|conbonus=+15|intelligence=18|intbonus=+14|charisma=17|chabonus=+13|equipment=Snipegun}}-------- ===Lestus, the Proud=== A charismatic figure with an unusual placement amongst the ten. He, like Exarnia, utilize the energies of Radiance instead of necromantic energies. Because of their unusual backgrounds, Lestus is essentially a proud fighter. He is especially dangerous towards defenders, fighters, or other individuals who challenge him or his cohorts. {{4e Creature Top|name=Lestus, the Proud|level=25|role=Elite Soldier (''Leader'')|size=Medium|origin=Immortal|type=Humanoid|xp=14,000|initiative=+19|senses=Perception +16; ''Low-light Vision''|aura1=Shield of Prayers|aurarange1=3|auraeffect1=Any non-shadow creature than enters the aura that is marked takes a -1 penalty to attack rolls against Lestus or any other ally within the aura.|hp=516|bloodied=258|ac=43|fortitude=33|reflex=29|will=32|immune/resist/vulnerable='''Resist''' 10 Radiant; '''Vulnerable''' Marked (''Shield of Prayers becomes inactive until the mark lifts'')|savingthrows=+2 (''+5 against dazed & dominated'')|speed=7; '''Fly''' 3 (''hover'')|actionpoints=1}}{{4e Creature Power|type={{BM}}|name=Brilliant Greatsword|action=standard|recharge=at-will|keywords=Radiant, Weapon|effect=+32 vs. AC; 2d8 +9 damage, plus ongoing 10 Radiant damage (''save ends'').}}{{4e Creature Power|type={{M}}|name=Dual Strike|action=standard|recharge=at-will|keywords=Radiant, Weapon|effect=Lestus makes two basic attacks against one or two different targets. If both attacks hit, the target takes an additional 2d8 damage and is marked until the end of his next turn.}}{{4e Creature Power|type={{R}}|name=Fond of Brilliance|action=standard|recharge=at-will|keywords=Radiant|effect=+30 vs. Fortitude; '''Ranged''' 5; 3d8 +9 Radiant damage, and the target is marked (''save ends''). If the target is already marked, the target is dazed. ''Miss'': Half damage, and the target is weakened (''save ends'').}}{{4e Creature Power|type={{C}}|name=Light of the Way|action=standard|recharge=recharge when ''dividing crown'' is used|keywords=Radiant|effect=+28 vs. Fortitude; '''Close Burst''' 4; 4d10 +9 Radiant damage, and the target is stunned (''save ends''). ''Miss'': Half damage, and the target takes ongoing 10 Radiant damage (''save ends'').}}{{4e Creature Power|type={{A}}|name=Runeshield Aftermath|action=standard|recharge=recharge after an ally uses ''runeshield shatter''; encounter|keywords=Healing, Radiant|effect=+28 vs. Fortitude; '''Area Burst''' 3; 5d10 +9 Radiant, and the target suffers a -3 penalty to attack rolls (''save ends''). ''Miss'': Half damage, and the target is marked until the end of his next turn. '''Effect''': Each ally in burst regains 25 hit points.}}{{4e Creature Power|type={{C}}|name=Shield of Oath|action=immediate interrupt, ''when lestus is hit by a critical''|effect=''Close Burst'' 4; Each enemy in burst takes a -2 penalty to attack rolls against him until the end of his next turn. In addition, all allies in burst gain a +2 bonus to defenses until the end of his next turn.}}{{4e Creature Power|name=Critical Uprising|recharge=1/ encounter|effect=Whenever Lestus scores a critical hit with any of his melee attacks, he gains an extra action point-- which must be used before the end of the encounter.}}{{4e Creature Power|name=Dividing Crown|action=immediate reaction, ''when hit by a critical melee attack''|recharge=1/ round|effect=Lestus takes half the damage and channels the rest to the nearest ally (''except a minion'').}}{{4e Creature Power|name=Mark of Resolve|effect=While Lestus is marked, he gains a +2 bonus to attack rolls against the target that marked him.}}{{4e Creature Power|name=Radiant Passage|action=move|effect=''Must not be marked''; Lestus can shift up to 3 squares and makes a melee basic attack against any enemy he ends his move adjacent to.}}{{4e Creature Power|name=Runshield Spawn|action=minor|recharge=encounter|effect=Lestus can spawn a Runeshield Minor, or 2 Runeshield Minions within 5 squares of him. If Lestus is bloodied, he can spawn a Runeshield Shadow as long as he is not marked.}}{{4e Creature Bottom|alignment=Evil|languages=Common, Deep Speech|skills=Athletics +24; Diplomacy +20; Endurance +24; Insight +23|strength=24|strbonus=+29|dexterity=21|dexbonus=+17|wisdom=23|wisbonus=+18|constitution=25|conbonus=+19|intelligence=21|intbonus=+17|charisma=20|chabonus=+17|equipment=Brilliant Energy Greatsword +5, Heavy Shield, Plate Armor}}====Runeshield Cohorts==== Runeshields are Lestus's cannon fodders that have similar dispositions by striking against those who challenge them. They, essentially, accept the challenge graciously-- attacking with determined strength. {{4e Creature Top|name=Runeshield Shadow|level=20|role=Elite Soldier|size=Medium|origin=Shadow|type=Humanoid|xp=5,600, or 2,000 if summoned by Lestus|initiative=+17|senses=Perception +14; ''Darkvision''|aura1=Veil of Shadows|aurarange1=3|auraeffect1=Anytime the runeshield shadow uses ''Brilliant Stance'', all allies within its aura gain a +2 bonus to all defenses until the end of its next turn.|hp=416|bloodied=208|ac=38|fortitude=29|reflex=26|will=28|immune/resist/vulnerable='''Resist''' 10 Radiant|savingthrows=+2|speed=6|actionpoints=1}}{{4e Creature Power|type={{BM}}|name=Longsword|action=standard|recharge=at-will|keywords=Radiant, Weapon|effect=+27 vs. AC; 2d8 +7 damage, plus 2d6 Radiant damage}}{{4e Creature Power|type={{M}}|name=Blade of Revealing Light|action=standard|recharge=at-will|keywords=Radiant, Weapon|effect=+27 vs. AC; 3d6 +8 Radiant damage, and the target is marked until the end of the runeshield’s next turn. While the target is marked, it does not benefit from concealment, cover or combat advantage.}}{{4e Creature Power|type={{M}}|name=Brilliant Stance|action=immediate reaction, ''when a creature charges the runeshield''|recharge=at-will|keywords=Weapon|effect=+25 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (''save ends'').}}{{4e Creature Power|type={{C}}|name=Inescapable Grasp|action=standard|recharge=recharge when first bloodied; encounter|keywords=Radiant|effect=+23 vs. Fortitude; '''Close Burst''' 3; 4d10 +7 Radiant damage, and the target is immobilized (''save ends''). '''Aftereffect''': The target takes a -2 penalty to all defenses (''penalty is not cumulative-- save ends''). '''Miss''': Half damage, plus ongoing 10 Radiant damage (''save ends'').}}{{4e Creature Power|type={{A}}|name=Runeshield Shatter|action=immediate interrupt, ''when the runeshield is reduced to 0 or fewer hit points''|keywords=Radiant|effect=Before the attack, the runeshield shadow makes a melee basic attack against each adjacent creature. +23 vs. Fortitude; '''Area Burst''' 2; 4d12 +8 Radiant damage, and the target takes a -2 penalty to attack rolls (''save ends'').}}{{4e Creature Power|name=Mark of Resolve|effect=While the runeshield shadow is marked, it gains a +1 bonus to attack rolls against the target that marked it.}}{{4e Creature Power|name=Radiant Passage|action=move|effect=''Must not be marked''; The runeshield shadow can shift up to 3 squares and makes a melee basic attack against an adjacent enemy of its choice after the move.}}{{4e Creature Power|name=Runeshield Defenses|effect=Each time the runeshield shadow is hit by a critical, it gains a +1 cumulative bonus to all defenses.}}{{4e Creature Bottom|alignment=Evil|languages=Deep Speech|skills=Athletics +21; Dungeoneering +19; Endurance +20; Insight +19; Nature +19; Streetwise +20|strength=23|strbonus=+16|dexterity=21|dexbonus=+15|wisdom=19|wisbonus=+14|constitution=20|conbonus=+15|intelligence=15|intbonus=+12|charisma=21|chabonus=+15|equipment=Brilliant Energy Longsword +5, Heavy Shield, Plate Armor}}--{{4e Creature Top|name=Runeshield Minor|level=22|role=Soldier|size=Medium|origin=Shadow|type=Humanoid|xp=4,150, or 1,000 if summoned by Lestus |initiative=+18|senses=Perception +15; ''Low-light Vision''|aura1=Runeshield Fragments|aurarange1=5|auraeffect1=When the Runeshield Minor takes damage, all allies within the aura gain a +1 bonus to all defenses until the end of its next turn. This bonus is not cumulative.|hp=206|bloodied=103|ac=38|fortitude=29|reflex=28|will=27|immune/resist/vulnerable='''Resist''' 10 Radiant|savingthrows=+2 against dazed|speed=6}}{{4e Creature Power|type={{BM}}|name=Longsword|action=standard|recharge=at-will|keywords=Radiant, Weapon|effect=+29 vs. AC; 2d6 +8 damage, plus 2d6 Radiant damage}}{{4e Creature Power|type={{M}}|name=Blade of Revealing Light|action=standard|recharge=at-will|keywords=Radiant, Weapon|effect=+29 vs. AC; 3d6 +8 Radiant damage, and the target is marked until the end of the runeshield’s next turn. While the target is marked, it does not benefit from concealment, cover or combat advantage.}}{{4e Creature Power|type={{M}}|name=Brilliant Stance|action=immediate reaction, ''when a creature charges the runeshield''|recharge=at-will|keywords=Weapon|effect=+27 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (''save ends'').}}{{4e Creature Power|type={{C}}|name=Inescapable Grasp|action=standard|recharge=recharge when first bloodied; encounter|keywords=Radiant|effect=+25 vs. Fortitude; '''Close Burst''' 3; 4d8 +8 Radiant damage, and the target is dazed (''save ends''). '''Aftereffect''': The target takes a -2 penalty to all defenses (''penalty is not cumulative-- save ends''). '''Miss''': Half damage, plus ongoing 5 Radiant damage (''save ends'').}}{{4e Creature Power|name=Mark of Resolve|effect=While the runeshield minor is marked, it gains a +1 bonus to attack rolls against the target that marked it.}}{{4e Creature Power|name=Radiant Passage|action=move|effect=''Must not be marked''; The runeshield minor can shift up to 3 squares and makes a melee basic attack against an adjacent enemy of its choice after the move.}}{{4e Creature Power|name=Runeshield Division|action=free, ''when the runshield is reduced to 0 or fewer hit points''|effect=The runeshield minor becomes two runeshield minions.}}{{4e Creature Power|name=Runeshield Shards|effect=Each time the runeshield minor is hit by a melee attack, it gains a +1 cumulative bonus to all defenses.}}{{4e Creature Bottom|alignment=Evil|languages=Deep Speech|skills=Athletics +21; Endurance +22; Insight +20; Streetwise +16|strength=20|strbonus=+16|dexterity=20|dexbonus=+16|wisdom=18|wisbonus=+15|constitution=22|conbonus=+17|intelligence=11|intbonus=+11|charisma=19|chabonus=+15|equipment=Brilliant Energy Longsword +5, Heavy Shield, Plate Armor}}--{{4e Creature Top|name=Runeshield Minion|level=21|role=Minion|size=Medium|origin=Shadow|type=Humanoid|xp=800|initiative=+15|senses=Perception +14; ''Low-light Vision''|hp=1|bloodied=Minion|ac=37|fortitude=27|reflex=27|will=26|speed=6}}{{4e Creature Power|type={{BM}}|name=Broadsword|action=standard|recharge=at-will|keywords=Radiant, Weapon|effect=+29 vs. AC; 15 damage, plus 2d6 Radiant damage}}{{4e Creature Power|type={{M}}|name=Brilliant Stance|action=immediate reaction, ''when a creature charges the runeshield''|recharge=at-will|keywords=Weapon|effect=+27 vs. Reflex; 20 damage, and the target takes a -2 penalty to all defenses (''save ends'').}}{{4e Creature Power|name=Radiant Passage|action=move|effect=''Must not be marked''; The runeshield minion can shift up to 3 squares and makes a melee basic attack against an adjacent enemy of its choice after the move.}}{{4e Creature Bottom|alignment=Evil|languages=Deep Speech|skills=Athletics +19; Endurance +20; Insight +19; Streetwise +15|strength=18|strbonus=+14|dexterity=21|dexbonus=+15|wisdom=19|wisbonus=+14|constitution=20|conbonus=+15|intelligence=10|intbonus=+10|charisma=17|chabonus=+13|equipment=Brilliant Energy Broadsword +5, Heavy Shield, Plate Armor
}}
===<!--your creature's name--> Tactics===----
<!===Sophyia, the Emerald Archer=== Sophyia has a knack for things that move--insert she is a wild huntress with a disposition to evade detection as much as possible. She can also confuse her enemies by deploying an illusion around herself to cause misjudgements into her foes. Overall, she is a mighty hunter who knows the tricks of the trade. She carries around a particularly small, sharp hunting knife and a large bow crafted out of leaves and branches of the tactical informatioin for your creatureFey Wood-->her arrows are formed in midair as glowing rods of emerald light, hence why she is dubbed the Emerald Archer.
{{4e Creature Top
|name=Sophyia, the Emerald Archer|level=24|role=Solo Artillery (''Leader'')|size=Medium|origin=Fey|type=|keywords=Humanoid|xp=30,250|initiative=+20|senses=Perception +23; ''Low-light Vision''|aura1=Emerald Aura|aurakeyword1=Illusion|aurarange1=5|auraeffect1=Each enemy within the aura at the start of her next turn treat her has having cover from melee and ranged attacks.|aura2=|aurakeyword2=Archer's Eye|aurarange2=10|auraeffect2=|special=|effect=''When bloodied''; Sophyia gains a +2 bonus to attack rolls against creatures within difficult terrain.|hp=688|bloodied=344|ac=40|fortitude=32|reflex=38|will=31|immune/resist/vulnerable='''Resist''' 5 All|savingthrows=+5 (''+7 against dazed & slowed'')|speed=8 (''Forest Walk''); '''Teleport''' 5|actionpoints=2
}}
{{4e Creature Power
|type={{BR}}|name=Emerald Greatbow|action=standard|recharge=at-will|effect=+31 vs. AC; '''Ranged''' 20/ 40; 2d6 +8 damage (''+2d8 damage with combat advantage'')}}{{4e Creature Power|type={{BM}}|name=Hunting Knife|action=standard|recharge=at-will|effect=+31 vs. AC; 2d6 damage (''+3d6 damage with combat advantage'')}}{{4e Creature Power|type={{R}}|name=Combat Threat|action=standard|recharge=at-will|effect=Sophyia can make two basic ranged or melee attacks at one or two different creatures. If both attacks hit, Sophyia can make an additional ranged attack-- or the target takes an additional 1d6 damage if it was melee.}}{{4e Creature Power|type={{R}}|name=Emerald Shot|action=standard|recharge=at-will|effect=+27 vs. reflex; ''each creature in a straight line within 20 squares''; 3d6 +8 damage, and the target is slowed until the end of Sophyia's next turn. '''Miss''': Half damage, and the target is weakened until the start of her next turn.}}{{4e Creature Power|type={{C}}|name=Arc of Arrows|action=standard|recharge=recharge {{5}} {{6}}|effect=+27 vs. Reflex; '''Close Burst 10'''; 4d6 +8 damage, and the target is dazed and takes a -2 penalty to attack rolls (''save ends both'')}}{{4e Creature Power|type={{R}}|name=Emerald Rain|action=standard|recharge=recharge when bloodied; encounter|effect=+27 vs. Reflex; ''each creature within ranged 10''; 4d8 +8 damage, and the target is immobilized (''save ends''). '''Miss''': Half damage, and the target suffers a -2 penalty to all defenses (''save ends'').}}{{4e Creature Power|type={{R}}|name=Powerful Shot|action=standard|recharge=recharge {{6}}; encounter|effect=+29 vs. fortitude; ''Ranged 20''; 5d10 +8 damage, and the target is stunned (''save ends''). '''Aftereffect''': The target suffers a -4 penalty to all defenses (''save ends''). '''Miss''': Half damage, and the target suffers a -2 penalty to all defenses until the end of her next turn.}}{{4e Creature Power|name=Combat Advantage|effect=Sophyia gains a +4 bonus to damage rolls against targets she has combat advantage against.}}{{4e Creature Power|name=Crystalline Cohorts|action=minor|recharge=2/ encounter|effect=Sophyia can summon an emerald shadow or two emerald minions within 5 squares of her.}}{{4e Creature Power|name=Displacement|action=minor|recharge=encounter|keywords=Illusion|effect=Until the end of the encounter, each enemy that attacks Sophyia with a melee or ranged attack must roll 2d20's and take the lower result. If Sophyia uses this power when she is bloodied, all attacks made against her are affected the same way; in this fashion, if a target misses her with a ranged or melee attack as a result of this effect, she can shift 1 square.}}{{4e Creature Power|name=Emerald Transposition|action=free, ''when Sophyia scores a critical hit with a ranged attack''|keywords=Teleportation|effect=Sophyia and the target switch places.}}{{4e Creature Power|name=Hunter's Grace|action=immediate reaction, ''when a melee or ranged attack misses Sophyia''|recharge=1/ round|effect=Sophyia can shift half her speed, and she gains a +2 bonus to all defenses until the end of her next turn (''the bonus becomes +4 when she is bloodied'').}}{{4e Creature Power|name=Hunter's Quarry|action=minor|effect=Sophyia gains combat advantage against the creature she marks as her quarry. The effect is transferred if she marks a different creature as her quarry.}}{{4e Creature Power|name=Staggering Critical|action=''when Sophyia scores a critical hit with a ranged attack''|effect=The target suffers a -2 penalty to all defenses and is knocked prone.}}{{4e Creature Power|name=Tenacious Bow|action=free, ''when Sophyia makes a ranged basic attack''|effect=Sophyia can roll two attack rolls and take the better of the two.}}{{4e Creature Bottom|alignment=Unaligned|languages=Common, Elven|skills=Acrobatics +25; Dungeoneering +23; Endurance +23; Insight +23; Nature +23; Perception +23; Stealth +25; Streetwise +24|feats=Quick Draw|strength=20|strbonus=+17|dexterity=26|dexbonus=+20|wisdom=23|wisbonus=+18|constitution=22|conbonus=+18|intelligence=20|intbonus=+17|charisma=24|chabonus=+19|equipment=Emerald Greatbow, Hunting Knife, Displacer Leather Armor +5}} ====Emerald Shadows==== Minor archers shaped similarly like shardminds, they shoot long shafts of crystalline arrows at their enemies much like Sophyia's shafts of emerald energy. These figures aren't as tricky as Sophyia, but have plenty of other tricks-- a few that even rival that of Sophyia's true potential. {{4e Creature Top|name=Emerald Shadow|level=23|role=Artillery|size=Medium|origin=Shadow|type=Animate|keyword=Living Construct|xp=5,100|initiative=+17|senses=Perception +21|aura1=Shard Link|aurarange1=5|auraeffect1=The emerald shadow and each animate ally within the aura gain a +2 bonus to all defenses as long as it or any of its allies have combat advantage against a creature. This bonus does not overlap with other emerald shadow's auras.|aura2=Shard Swarm|aurarange2=2|auraeffect2=''When Bloodied''; Each enemy within the aura takes a -1 penalty to melee attack rolls against the emerald shadow. |hp=165|bloodied=82|ac=35|fortitude=28|reflex=29|will=29|immune/resist/vulnerable='''Resist''' 5 all|savingthrows=+2 against dazed & slowed|speed=6 (''Forest Walk''); '''Teleport''' 3}}{{4e Creature Power|type={{BR}}|name=Shard Bow|action=standard|recharge=at-will|effect=+30 vs. AC; '''Ranged''' 15/ 30; 3d6 +8 damage}}{{4e Creature Power|type={{BM}}|name=Shard Knife|action=standard|recharge=at-will|effect=+30 vs. AC; 2d6 damage (''plus 2d6 damage with combat advantage'')}}{{4e Creature Power|type={{R}}|name=Focused Shot|action=standard|recharge=recharge {{5}} {{6}}; at-will|effect=+30 vs. reflex; '''Ranged''' 15; 4d6 damage}}{{4e Creature Power|type={{R}}|name=Emerald Shard|action=standard|recharge=recharge when bloodied; encounter|effect=+28 vs. reflex; '''Ranged''' 20; 4d8 +8 damage, and the target takes a -2 penalty to all defenses until the end of the minion's next turn.}}{{4e Creature Power|type={{R}}|name=Powerful Shot|action=standard|recharge=encounter|effect=+28 vs. fortitude; '''Ranged''' 20; 4d12 +8 damage, and the target is immobilized (''save ends'').}}{{4e Creature Power|name=Combat Advantage|effect=The shadow gains a +3 bonus to damage rolls against creatures it has combat advantage against.}}{{4e Creature Power|name=Hunter's Grace|action=immediate reaction, ''when the shadow is missed by a melee or ranged attack''|recharge=1/ round|effect=The shadow shifts half its speed, and gains a +2 bonus to all defenses until the end of its next turn.}}{{4e Creature Power|name=Hunter's Quarry|action=minor|effect=The shadow gains combat advantage against the creature it marks as its quarry. The effect is transferred if it marks a different creature as its quarry.}}{{4e Creature Power|name=Shattering Shard|action=''when the shadow scores a critical hit with a ranged attack''|effect=Each creature adjacent to the target of the attack takes 2d8 damage.
}}
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{{4e Creature Bottom
|alignment=Unaligned|languages=Common, Deep Speech, Elven|skills=Acrobatics +22; Endurance +21; Insight +21; Nature +21; Perception +21; Stealth +22; Streetwise +20|feats=Quick Draw|strength=18|strbonus=+15|dexterity=23|dexbonus=+17|wisdom=20|wisbonus=+16|constitution=21|conbonus=+16|intelligence=19|intbonus=+15|charisma=22|chabonus=+17|equipment=Shardcraft Longbow, Shard Knife, Shardlink Chain Armor}} -- {{4e Creature Top|name=Emerald Minion|level=22|role=Elite Minion|size=Medium|origin=Shadow|type=Animate|keyword=Living Shardmind|xp=2075|initiative=+18|senses=Perception +20|hp=1|bloodied=Minion|ac=38|fortitude=28|reflex=31|will=28|savingthrows=+2|speed=6|actionpoints=1}}{{4e Creature Power|type={{BR}}|name=Shard Bow|action=standard|recharge=at-will|effect=+27 vs. AC; '''Ranged''' 15/ 30; 2d8 +8 damage}}{{4e Creature Power|type={{BM}}|name=Shard Knife|action=standard|recharge=at-will|effect=+27 vs. AC; 2d6 damage (''plus 2d6 damage with combat advantage'')}}{{4e Creature Power|type={{R}}|name=Emerald Shard|action=standard|recharge=encounter|effect=+25 vs. reflex; '''Ranged''' 20; 4d6 +8 damage, and the target takes a -2 penalty to all defenses until the end of the minion's next turn.}}{{4e Creature Power|name=Combat Advantage|effect=The minion gains a +2 bonus to damage rolls against creatures it has combat advantage against.}}{{4e Creature Power|name=Hunter's Haste|action=immediate reaction, ''when the minion is missed by a melee or ranged attack''|recharge=1/ round|effect=The minion shifts half its speed and the attacking creature grants combat advantage against the minion until the end of its next turn.}}{{4e Creature Bottom|alignment=Unaligned|languages=Deep Speech, Elven|skills=Acrobatics +22; Enduurance +21; Insight +20; Nature +19; Perception +20; Stealth +22|strength=18|strbonus=+15|dexterity=23|dexbonus=+17|wisdom=19|wisbonus=+15|constitution=20|conbonus=+16|intelligence=16|intbonus=+14|charisma=19|chabonus=+15|equipment=Shardcraft Longbow, Shard Knife, Shardlink Chain Armor}} -------- ===Shagun, the Freelancer===A dark-robed figure carrying what seems to be an oddly shaped polearm that looks more like an oversize harpoon with a six-starred head. This weapon actually divides itself into 6 individual longspears that float around him. He is the Freelancer-- able to control and turn his blades into intelligent items at will. {{4e Creature Top|name=Shagun, the Freelancer|level=25|role=Elite Skirmisher|size=Medium|origin=Immortal|type=Humanoid|xp=14,000|initiative=+21|senses=Perception +19; ''Low-light Vision''|aura1=Wisping Blades|aurarange1=2|auraeffect1=Any enemy within the aura that misses him with a melee attack or an attack while within the aura is subject from an opportunity attack from one of his blades if they are close to him. If the blades are not called to him, the aura's effect is negated. |aura2=Freelance Aura|aurarange2=10|auraeffect2=''When bloodied''; If an enemy targets him with a ranged attack while within the aura, that creature is subject from an opportunity attack.|hp=488|bloodied=244|ac=41|fortitude=32|reflex=34|will=31|immune/resist/vulnerable='''Resist''' 10 All (''while blades are called to him'')|savingthrows=+2 (''+5 against dazed'')|speed=8; '''Teleport''' 4|actionpoints=1}}{{4e Creature Power|type={{BM}}|name=Dancing Longspear|action=standard|recharge=at-will|effect=+30 vs. AC; '''Reach''' 2; 1d10 +10 damage}}{{4e Creature Power|type={{M}}|name=Dancing Spears|action=standard|recharge=at-will|effect=Shagun can make up to three longspear attacks at creatures within reach.}}{{4e Creature Power|type={{M}}|name=Power thrust|action=standard|recharge=at-will|effect=+30 vs. AC; '''Reach''' 2; 2d10 +10 damage, and the target is pushed 2 squares and dazed (''save ends'').}}{{4e Creature Power|type={{A}}|name=Freelance Shards|action=standard|recharge=recharge when bloodied; encounter|effect=+26 vs. Reflex; '''Area Burst''' 2 within 10; 3d10 +10 damage, and the target is immobilized (''save ends''). '''Miss''': Half damage, and the target suffers a -2 penalty to all defenses (''save ends'').}}{{4e Creature Power|type={{C}}|name=Freelance Twister|action=standard|recharge=recharge {{5}} {{6}}; encounter|effect=+26 vs. Reflex; '''Close Burst 2'''; 2d10 +10 damage, and the target takes a -2 penalty to attack rolls and grants combat advantage until the end of his next turn.}}{{4e Creature Power|name=Call Spears|action=minor|recharge=1/round|effect=Shagun can command his longspears to separate from him, becoming individual targets-- or he can call them back to use them as weapons once again. When he calls them away, he will always have 2 longspears to initiate attacks with.}}{{4e Creature Power|name=Combat Advantage|effect=Shagun deals an extra 1d10 damage against targets he has combat advantage against.}}{{4e Creature Power|name=Freelance Retort|action=immediate interrupt, ''when a creature charges Shagun''|recharge=1/ round|effect=Shagun can make a melee basic attack against the attacking creature.}}{{4e Creature Power|name=Shadow Cohorts|action=minor|recharge=1/ encounter|effect=Shagun can summon a freelance shadow or two dancing longspears within 5 squares of him.}}{{4e Creature Power|name=Switchback|action=immediate reaction, ''when shagun is hit by a melee critical''|recharge=encounter|keywords=Teleportation|effect=Shagun takes half damage from the attack and teleports his speed to an unoccupied square adjacent to one of his longspears.}}{{4e Creature Power|name=Staggering Critical|action=''when Shagun scores a critical hit with a melee attack''|effect=The target is slid half his speed}}{{4e Creature Bottom|alignment=Unaligned|languages=Common|skills=Acrobatics +24; Athletics +23; Diplomacy +23; Insight +24; Nature +24; Stealth +24; Streetwise +23|strength=22|strbonus=+18|dexterity=25|dexbonus=+19|wisdom=24|wisbonus=+19|constitution=22|conbonus=+18|intelligence=26|intbonus=+20|charisma=22|chabonus=+18|equipment=Leather Armor, 6 Longspears}} ====Freelance Shadows====Figures that seem like pitch black silhouettes of Shagun, they are quaintly smaller in height and carry two spears that act in a similar way as his longspears, but they can't become individual items the way his can. {{4e Creature Top|name=Freelance Shadow|level=24|role=Skirmisher|size=Medium|origin=Shadow|type=Humanoid|xp=6,050|initiative=+20|senses=Perception +18|aura1=Longspear Rejuvination|aurarange1=2|aurakeyword1=Healing|auraeffect1=If one of Shagun's longspears is within the shadow's aura, the shadow gains Regeneration 5 as long as the longspear stays within the aura.|hp=220|bloodied=110|ac=38|fortitude=29|reflex=30|will=30|immune/resist/vulnerable='''Resist''' 5 all|savingthrows=+2 against dazed|speed=6 (''Shadow Walk''); '''Teleport''' 3}}{{4e Creature Power|type={{BM}}|name=Shadow Spear|action=standard|recharge=at-will|effect=+29 vs. AC; '''Reach''' 2; 2d8 +8 damage}}{{4e Creature Power|type={{M}}|name=Twirling Spears|action=standard|recharge=at-will|effect=+27 vs. AC; ''One or two creatures in reach''; 3d8 +8 damage}}{{4e Creature Power|type={{C}}|name=Shadow Aura|action=standard|recharge=encounter|effect=+25 vs. Fortitude; '''Close Burst''' 3; 4d8 +8 damage, and the target is immobilized until the end of the shadow's next turn.}}{{4e Creature Power|type={{A}}|name=Repulsive Wave|action=standard|recharge=recharge when bloodied; encounter|effect=+25 vs. reflex; '''Area Burst''' 2; 4d6 +8 damage, and the target is pushed back 2 squares and dazed (''save ends'').}}{{4e Creature Power|name=Reflexive Transposition|action=immediate reaction, ''when the shadow is missed by a melee or ranged attack''|recharge=1/ round|effect=The shadow shifts half its speed, and gains a +1 bonus to AC and Reflex until the end of its next turn.}}{{4e Creature Power|name=Shadow Phase|action=minor|effect=The shadow become insubstantial and can fly its speed. It cannot make attacks and it takes half damage from all opportunity attacks it provokes during its move. It stays insubstantial until the end of its next turn or it can choose to end this effect as a free action-- taking a -2 penalty to all defenses until the end of its next turn.}}{{4e Creature Bottom|alignment=Unaligned|languages=Common, Deep Speech|skills=Acrobatics +23; Athletics +21; Insight +23; Stealth +23|strength=19|strbonus=+16|dexterity=23|dexbonus=+18|wisdom=22|wisbonus=+18|constitution=20|conbonus=+17|intelligence=22|intbonus=+18|charisma=21|chabonus=+17
}}
---{{4e Creature Top|name=Dancing Longspear|level=23|role=Lurker|size=Medium|origin=Natural|type=Animate|keyword=Construct|xp=2,050|initiative=+19|senses=---|hp=80|bloodied=40|ac=37|fortitude=26|reflex=27|will=27|immune/resist/vulnerable='''Immune''' Sleep, Dominate; '''Resist''' 5 all|savingthrows=+2 against dazed & weakened|speed=5}}{{4e Creature Power|type={{BM}}|name=Piercing Thrust|action=standard|recharge=at-will|effect=+28 vs. AC; '''Reach''' 2; 1d10 +10 damage}}{{4e Creature Power|type={{M}}|name=Dance of Shards|action=standard|recharge=<!at-will|effect=+28 vs. AC; 2d6 +8 damage, and the target is dazed and grants combat advantage until the start of the spear's next turn.}}{{4e Creature Power|type={{C}}|name=Longspear Vortex|action=standard|recharge=encounter|effect=+24 vs. reflex; '''Close Burst''' 2; 3d10 +10 damage, and the target takes a -your creature2 penalty to all defenses until the end of the spear's next turn.}}{{4e Creature Power|name=Combat Advantage|effect=The spear deals an extra 1d10 damage to creatures it has combat advantage against.}}{{4e Creature Power|name=Flaunting Form|action=immediate reaction, ''when the spear is missed by a melee attack''|recharge=encounter|effect=The spear shifts as a free action and makes a melee basic attack against the triggering creature.}}{{4e Creature Bottom|alignment=Unaligned|languages=--> Tactics-|skills=Acrobatics +20; Endurance +18; Insight +20|strength=16|strbonus=+14|dexterity=18|dexbonus=+15|wisdom=19|wisbonus=+15|constitution=15|conbonus=+13|intelligence=19|intbonus=+15|charisma=17|chabonus=+14}}
<!--insert the tactical informatioin for your creature-->----
<!--Repeat as necessary-->===Yuni of the Blood Moon===
===<!--your creature's name--> LoreAxel, the Fire Blazer===A character knows the following information with a successful <!--appropriate skill--> check.:'''DC 15:''' <!--information-->:'''DC 20:''' <!--information-->:'''DC 25:''' <!--information-->
===Encounter GroupsGambit, the Lucktwister===<!--Information about groups that may be found-->
===Exarnia, the Whiteflame Cleric==Level <!--EL--> Encounter (XP <!--XP value-->)=====* <!--First creature-->* <!--Second creature--><!--Repeat as necessary-->
<!--Repeat encounter group as necessary-->===Iolan, Necromancer of Time===
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