Dark Travellers are an epic-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.
Nyria, Word of Umond
Level 22 Elite Controller
Medium Immortal Humanoid
XP 8,300
Initiative +17
Senses Perception +16; Darkvision
Aura of Beauty aura 5; any enemy within the aura that are dazed or weakened also take a -2 penalty to attack rolls against any creature.
HP 416; Bloodied 208
AC 38; Fortitude 32, Reflex 32, Will 38
Resist 15 Necrotic
Saving Throws +2
Speed 7 (Shadow Walk)
Action Points 1
Hand of Darkness (standard; at-will) ♦ Necrotic
+27 vs. AC; 2d6 +8 Necrotic damage (4d6 +12 on a critical, and the target is dazed – save ends)
Shower of Darkness (standard; recharge ) ♦ Necrotic
+24 vs. Fortitude; Close burst 4; 3d6 +8 Necrotic damage, and the target is weakened (save ends).
Dark Pulse (standard; encounter) ♦ Necrotic
+24 vs. Reflex; Area Burst 3; 4d12 +8 Necrotic damage, and the target is immobilized until the end of Nyria’s next turn.
Kiss of Darkness (minor; 1/ round) ♦ Charm
+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.
Shadow Jaunt (move) ♦ Teleportation
Nyria can teleport 6 squares and make a basic melee attack against a creature she appears adjacent to.
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.
Shadow Beast
Level 19 Elite Soldier
Large Shadow Magical Beast
XP 4,800
Initiative +16
Senses Perception +13; Darkvision
Aurora of Darkness (Encounter) aura 2; 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
Resist 10 Necrotic
Saving Throws +2
Speed 7 (Shadow Walk); Teleport 4
Action Points 1
Dark Claw (standard; at-will) ♦ Necrotic
+26 vs. AC; Reach 2; 2d6 +7 Necrotic damage
Pounce (standard; at-will)
The shadow beast can make two claw attacks against one target. If both attacks hit, the target takes ongoing 10 Necrotic damage (save ends).
Dark Howl (standard; recharge ) ♦ Necrotic
+22 vs. Reflex; Close Burst 5; 3d8 +7 Necrotic damage, and the target takes a -2 penalty to all defenses (save ends).
Ethereal Darkness (immediate reaction, when missed by a ranged attack; 1/ round)
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.
Shadow Jaunt (move)
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.
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...
Xigbar
Level 22 Solo Artillery
Medium Immortal Humanoid
XP 20,750
Initiative +19
Senses Perception +23; Darkvision
HP 795; Bloodied 397
AC 38; Fortitude 30, Reflex 37, Will 30
Immune Paralysis, Sleep; Resist 15 Necrotic
Saving Throws +5 (+7 against slowed & immobilized)
Speed 6; Fly 6 (hover); Teleport 8
Action Points 2
Arrowgun (standard; at-will)
+29 vs. AC; Ranged 10/20; 2d6 +8 damage
Arrowguns (standard; at-will)
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.
Critical Snipe (standard; recharge )
+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.
Phase Reaction (immediate interrupt, when missed by a melee or close burst attack; 1/ round) ♦ Teleportation
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.
Reactive Shot (immediate reaction, when hit by a ranged attack; 1/ round)
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.
Warp Snipe (standard; encounter) ♦ Teleportation
+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
Phase Arrows
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.
Ranged Opportunity Attack
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.
Reload (minor)
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.
Sharpshooter
All of Xigbar’s ranged attacks with the arrowguns ignore cover, superior cover and concealment, but not total concealment.
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.
Shadow Sniper
Level 20 Elite Artillery
Medium Shadow Humanoid
XP 5,600
Initiative +17
Senses Perception +20; Low-light Vision
HP 332; Bloodied 166
AC 34; Fortitude 27, Reflex 33, Will 27
Saving Throws +2
Speed 3; Fly 6 (hover); Teleport 4
Action Points 1
Snipegun (standard; at-will)
+27 vs. AC; Ranged 10/20; 2d6 +7 damage
Double Snipe (standard; at-will)
The Shadow Sniper can make two Snipegun attacks against two different targets. If both attacks hit, the Sniper can teleport its speed.
Multi-Snipe (standard; encounter)
+23 vs. Reflex; Close Burst 10; Cannot be warped; 4d10 +7 damage, and the target is dazed (stunned on a critical hit – save ends).
Warp Snipe
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.
Sharpshooter
All of the Shadow Sniper’s ranged attacks with the snipegun ignore cover and concealment, but not superior cover or total concealment.
Alignment Evil
Languages ---
Str 17 (+13)
Dex 24 (+17)
Wis 21 (+15)
Con 20 (+15)
Int 18 (+14)
Cha 17 (+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.
Lestus, the Proud
Level 25 Elite Soldier (Leader)
Medium Immortal Humanoid
XP 14,000
Initiative +19
Senses Perception +16; Low-light Vision
Shield of Prayers aura 3; 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
Resist 10 Radiant; Vulnerable Marked (Shield of Prayers becomes inactive until the mark lifts)
+32 vs. AC; 2d8 +9 damage, plus ongoing 10 Radiant damage (save ends).
Dual Strike (standard; at-will) ♦ Radiant, Weapon
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.
Fond of Brilliance (standard; at-will) ♦ Radiant
+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).
Light of the Way (standard; recharge when dividing crown is used) ♦ Radiant
+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).
Runeshield Aftermath (standard; recharge after an ally uses runeshield shatter; encounter) ♦ Healing, Radiant
+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.
Shield of Oath (immediate interrupt, when lestus is hit by a critical)
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.
Critical Uprising
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.
Dividing Crown (immediate reaction, when hit by a critical melee attack; 1/ round)
Lestus takes half the damage and channels the rest to the nearest ally (except a minion).
Mark of Resolve
While Lestus is marked, he gains a +2 bonus to attack rolls against the target that marked him.
Radiant Passage (move)
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.
Runshield Spawn (minor; encounter)
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.
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.
Runeshield Shadow
Level 20 Elite Soldier
Medium Shadow Humanoid
XP 5,600, or 2,000 if summoned by Lestus
Initiative +17
Senses Perception +14; Darkvision
Veil of Shadows aura 3; 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
Resist 10 Radiant
Saving Throws +2
Speed 6
Action Points 1
Longsword (standard; at-will) ♦ Radiant, Weapon
+27 vs. AC; 2d8 +7 damage, plus 2d6 Radiant damage
Blade of Revealing Light (standard; at-will) ♦ Radiant, Weapon
+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.
Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
+25 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (save ends).
Inescapable Grasp (standard; recharge when first bloodied; encounter) ♦ Radiant
+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).
Runeshield Shatter (immediate interrupt, when the runeshield is reduced to 0 or fewer hit points) ♦ Radiant
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).
Mark of Resolve
While the runeshield shadow is marked, it gains a +1 bonus to attack rolls against the target that marked it.
Radiant Passage (move)
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.
Runeshield Defenses
Each time the runeshield shadow is hit by a critical, it gains a +1 cumulative bonus to all defenses.
Equipment Brilliant Energy Longsword +5, Heavy Shield, Plate Armor
--
Runeshield Minor
Level 22 Soldier
Medium Shadow Humanoid
XP 4,150, or 1,000 if summoned by Lestus
Initiative +18
Senses Perception +15; Low-light Vision
Runeshield Fragments aura 5; 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
Resist 10 Radiant
Saving Throws +2 against dazed
Speed 6
Longsword (standard; at-will) ♦ Radiant, Weapon
+29 vs. AC; 2d6 +8 damage, plus 2d6 Radiant damage
Blade of Revealing Light (standard; at-will) ♦ Radiant, Weapon
+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.
Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
+27 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (save ends).
Inescapable Grasp (standard; recharge when first bloodied; encounter) ♦ Radiant
+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).
Mark of Resolve
While the runeshield minor is marked, it gains a +1 bonus to attack rolls against the target that marked it.
Radiant Passage (move)
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.
Runeshield Division (free, when the runshield is reduced to 0 or fewer hit points)
The runeshield minor becomes two runeshield minions.
Runeshield Shards
Each time the runeshield minor is hit by a melee attack, it gains a +1 cumulative bonus to all defenses.
Equipment Brilliant Energy Longsword +5, Heavy Shield, Plate Armor
--
Runeshield Minion
Level 21 Minion
Medium Shadow Humanoid
XP 800
Initiative +15
Senses Perception +14; Low-light Vision
HP 1; a missed attack never damages a minion.
AC 37; Fortitude 27, Reflex 27, Will 26
Speed 6
Broadsword (standard; at-will) ♦ Radiant, Weapon
+29 vs. AC; 15 damage, plus 2d6 Radiant damage
Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
+27 vs. Reflex; 20 damage, and the target takes a -2 penalty to all defenses (save ends).
Radiant Passage (move)
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.
Equipment Brilliant Energy Broadsword +5, Heavy Shield, Plate Armor
Sophyia, the Emerald Archer
Sophyia has a knack for things that move-- 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 Fey Wood-- her arrows are formed in midair as glowing rods of emerald light, hence why she is dubbed the Emerald Archer.
Sophyia, the Emerald Archer
Level 24 Solo Artillery (Leader)
Medium Fey Humanoid
XP 30,250
Initiative +23
Senses Perception +26; Low-light Vision
Emerald Aura (Illusion) aura 5; Each enemy within the aura at the start of her next turn treat her has having cover from melee and ranged attacks.
Archer's Eye aura 10; When bloodied; Sophyia gains a +2 bonus to attack rolls against creatures within difficult terrain.
HP 688; Bloodied 344
AC 42; Fortitude 35, Reflex 39, Will 36
Resist 5 All
Saving Throws +5 (+7 against dazed & slowed)
Speed 8 (Forest Walk); Teleport 5
Action Points 2
Emerald Greatbow (standard; at-will)
+32 vs. AC; Ranged 20/ 40; 2d6 +8 damage (+2d8 damage with combat advantage)
Hunting Knife (standard; at-will)
+32 vs. AC; 2d6 damage (+3d6 damage with combat advantage)
Combat Threat (standard; at-will)
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.
Emerald Shot (standard; at-will)
+30 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.
Arc of Arrows (standard; recharge )
+28 vs. Reflex; Close Burst 10; 4d6 +8 damage, and the target is dazed and takes a -2 penalty to attack rolls (save ends both)
Emerald Rain (standard; recharge when bloodied; encounter)
+28 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).
Powerful Shot (standard; recharge ; encounter)
+30 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.
Combat Advantage
Sophyia gains a +4 bonus to damage rolls against targets she has combat advantage against.
Crystalline Cohorts (minor; 2/ encounter)
Sophyia can summon an emerald shadow or two emerald minions within 5 squares of her.
Displacement (minor; encounter) ♦ Illusion
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.
Emerald Transposition (free, when Sophyia scores a critical hit with a ranged attack) ♦ Teleportation
Sophyia and the target switch places.
Hunter's Grace (immediate reaction, when a melee or ranged attack misses Sophyia; 1/ round)
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).
Hunter's Quarry (minor)
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.
Staggering Critical (when Sophyia scores a critical hit with a ranged attack)
The target suffers a -2 penalty to all defenses and is knocked prone.
Tenacious Bow (free, when Sophyia makes a ranged basic attack)
Sophyia can roll two attack rolls and take the better of the two.
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.
Emerald Shadow
Level 23 Artillery
Medium Shadow Animate
XP 5,100
Initiative +17
Senses Perception +21
Shard Link aura 5; 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.
Shard Swarm aura 2; 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
Resist 5 all
Saving Throws +2 against dazed & slowed
Speed 6 (Forest Walk); Teleport 3
Shard Bow (standard; at-will)
+30 vs. AC; Ranged 15/ 30; 3d6 +8 damage
Shard Knife (standard; at-will)
+30 vs. AC; 2d6 damage (plus 2d6 damage with combat advantage)
Focused Shot (standard; recharge ; at-will)
+30 vs. reflex; Ranged 15; 4d6 damage
Emerald Shard (standard; recharge when bloodied; encounter)
+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.
Powerful Shot (standard; encounter)
+28 vs. fortitude; Ranged 20; 4d12 +8 damage, and the target is immobilized (save ends).
Combat Advantage
The shadow gains a +3 bonus to damage rolls against creatures it has combat advantage against.
Hunter's Grace (immediate reaction, when the shadow is missed by a melee or ranged attack; 1/ round)
The shadow shifts half its speed, and gains a +2 bonus to all defenses until the end of its next turn.
Hunter's Quarry (minor)
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.
Shattering Shard (when the shadow scores a critical hit with a ranged attack)
Each creature adjacent to the target of the attack takes 2d8 damage.