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Author:
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Xeadin (talk)
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Date Created:
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3-18-11
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Status:
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Sophyia, the Emerald Archer; Shagun, the Freelancer;
Yuni of the Blood Moon; Axel, the Fire Blazer;
Gambit, the Lucktwister; Exarnia, the Whiteflame Cleric;
Iolan, Necromancer of Time; Lesser cohorts
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Editing:
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Clarity edits only please
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Dark Travellers
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.
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.
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...
Xigbar Level 22 Solo Artillery
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Medium Immortal Humanoid XP 20,750
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Initiative +19
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Senses Perception +23; Darkvision
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HP 795; Bloodied 397
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AC 38; Fortitude 30, Reflex 37, Will 30
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Immune Paralysis, Sleep; Resist 15 Necrotic
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Saving Throws +5 (+7 against slowed & immobilized)
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Speed 6; Fly 6 (hover); Teleport 8
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Action Points 2
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Arrowgun (standard; at-will)
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+29 vs. AC; Ranged 10/20; 2d6 +8 damage
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Arrowguns (standard; at-will)
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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.
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Critical Snipe (standard; recharge )
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+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.
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Phase Reaction (immediate interrupt, when missed by a melee or close burst attack; 1/ round) ♦ Teleportation
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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.
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Reactive Shot (immediate reaction, when hit by a ranged attack; 1/ round)
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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.
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Warp Snipe (standard; encounter) ♦ Teleportation
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+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
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Phase Arrows
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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.
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Ranged Opportunity Attack
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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.
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Reload (minor)
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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.
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Sharpshooter
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All of Xigbar’s ranged attacks with the arrowguns ignore cover, superior cover and concealment, but not total concealment.
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Alignment Evil
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Languages Common
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Skills Acrobatics +24; Bluff +22; Insight +23; Nature +23; Perception +23; Stealth +24; Streetwise +21
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Str 20 (+16)
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Dex 26 (+19)
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Wis 24 (+18)
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Con 21 (+16)
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Int 21 (+16)
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Cha 22 (+17)
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Equipment 2 Arrowguns
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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.
Shadow Sniper Level 20 Elite Artillery
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Medium Shadow Humanoid XP 5,600
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Initiative +17
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Senses Perception +20; Low-light Vision
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HP 332; Bloodied 166
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AC 34; Fortitude 27, Reflex 33, Will 27
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Saving Throws +2
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Speed 3; Fly 6 (hover); Teleport 4
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Action Points 1
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Snipegun (standard; at-will)
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+27 vs. AC; Ranged 10/20; 2d6 +7 damage
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Double Snipe (standard; at-will)
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The Shadow Sniper can make two Snipegun attacks against two different targets. If both attacks hit, the Sniper can teleport its speed.
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Multi-Snipe (standard; encounter)
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+23 vs. Reflex; Close Burst 10; Cannot be warped; 4d10 +7 damage, and the target is dazed (stunned on a critical hit – save ends).
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Warp Snipe
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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.
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Sharpshooter
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All of the Shadow Sniper’s ranged attacks with the snipegun ignore cover and concealment, but not superior cover or total concealment.
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Alignment Evil
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Languages ---
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Str 17 (+13)
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Dex 24 (+17)
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Wis 21 (+15)
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Con 20 (+15)
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Int 18 (+14)
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Cha 17 (+13)
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Equipment Snipegun
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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)
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Medium Immortal Humanoid XP 14,000
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Initiative +19
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Senses Perception +16; Low-light Vision
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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.
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HP 516; Bloodied 258
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AC 43; Fortitude 33, Reflex 29, Will 32
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Resist 10 Radiant; Vulnerable Marked (Shield of Prayers becomes inactive until the mark lifts)
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Saving Throws +2 (+5 against dazed & dominated)
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Speed 7; Fly 3 (hover)
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Action Points 1
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Brilliant Greatsword (standard; at-will) ♦ Radiant, Weapon
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+32 vs. AC; 2d8 +9 damage, plus ongoing 10 Radiant damage (save ends).
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Dual Strike (standard; at-will) ♦ Radiant, Weapon
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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.
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Fond of Brilliance (standard; at-will) ♦ Radiant
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+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).
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Light of the Way (standard; recharge when dividing crown is used) ♦ Radiant
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+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).
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Runeshield Aftermath (standard; recharge after an ally uses runeshield shatter; encounter) ♦ Healing, Radiant
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+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.
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Shield of Oath (immediate interrupt, when lestus is hit by a critical)
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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.
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Critical Uprising
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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.
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Dividing Crown (immediate reaction, when hit by a critical melee attack; 1/ round)
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Lestus takes half the damage and channels the rest to the nearest ally (except a minion).
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Mark of Resolve
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While Lestus is marked, he gains a +2 bonus to attack rolls against the target that marked him.
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Radiant Passage (move)
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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.
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Runshield Spawn (minor; encounter)
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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.
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Alignment Evil
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Languages Common, Deep Speech
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Skills Athletics +24; Diplomacy +20; Endurance +24; Insight +23
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Str 24 (+29)
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Dex 21 (+17)
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Wis 23 (+18)
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Con 25 (+19)
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Int 21 (+17)
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Cha 20 (+17)
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Equipment Brilliant Energy Greatsword +5, Heavy Shield, Plate Armor
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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
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Medium Shadow Humanoid XP 5,600, or 2,000 if summoned by Lestus
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Initiative +17
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Senses Perception +14; Darkvision
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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.
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HP 416; Bloodied 208
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AC 38; Fortitude 29, Reflex 26, Will 28
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Resist 10 Radiant
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Saving Throws +2
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Speed 6
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Action Points 1
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Longsword (standard; at-will) ♦ Radiant, Weapon
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+27 vs. AC; 2d8 +7 damage, plus 2d6 Radiant damage
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Blade of Revealing Light (standard; at-will) ♦ Radiant, Weapon
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+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.
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Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
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+25 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (save ends).
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Inescapable Grasp (standard; recharge when first bloodied; encounter) ♦ Radiant
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+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).
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Runeshield Shatter (immediate interrupt, when the runeshield is reduced to 0 or fewer hit points) ♦ Radiant
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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).
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Mark of Resolve
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While the runeshield shadow is marked, it gains a +1 bonus to attack rolls against the target that marked it.
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Radiant Passage (move)
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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.
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Runeshield Defenses
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Each time the runeshield shadow is hit by a critical, it gains a +1 cumulative bonus to all defenses.
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Alignment Evil
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Languages Deep Speech
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Skills Athletics +21; Dungeoneering +19; Endurance +20; Insight +19; Nature +19; Streetwise +20
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Str 23 (+16)
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Dex 21 (+15)
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Wis 19 (+14)
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Con 20 (+15)
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Int 15 (+12)
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Cha 21 (+15)
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Equipment Brilliant Energy Longsword +5, Heavy Shield, Plate Armor
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Runeshield Minor Level 22 Soldier
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Medium Shadow Humanoid XP 4,150, or 1,000 if summoned by Lestus
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Initiative +18
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Senses Perception +15; Low-light Vision
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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.
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HP 206; Bloodied 103
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AC 38; Fortitude 29, Reflex 28, Will 27
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Resist 10 Radiant
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Saving Throws +2 against dazed
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Speed 6
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Longsword (standard; at-will) ♦ Radiant, Weapon
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+29 vs. AC; 2d6 +8 damage, plus 2d6 Radiant damage
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Blade of Revealing Light (standard; at-will) ♦ Radiant, Weapon
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+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.
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Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
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+27 vs. Reflex; 3d6 +8 damage, and the target takes a -2 penalty to all defenses (save ends).
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Inescapable Grasp (standard; recharge when first bloodied; encounter) ♦ Radiant
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+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).
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Mark of Resolve
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While the runeshield minor is marked, it gains a +1 bonus to attack rolls against the target that marked it.
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Radiant Passage (move)
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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.
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Runeshield Division (free, when the runshield is reduced to 0 or fewer hit points)
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The runeshield minor becomes two runeshield minions.
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Runeshield Shards
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Each time the runeshield minor is hit by a melee attack, it gains a +1 cumulative bonus to all defenses.
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Alignment Evil
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Languages Deep Speech
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Skills Athletics +21; Endurance +22; Insight +20; Streetwise +16
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Str 20 (+16)
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Dex 20 (+16)
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Wis 18 (+15)
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Con 22 (+17)
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Int 11 (+11)
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Cha 19 (+15)
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Equipment Brilliant Energy Longsword +5, Heavy Shield, Plate Armor
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Runeshield Minion Level 21 Minion
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Medium Shadow Humanoid XP 800
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Initiative +15
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Senses Perception +14; Low-light Vision
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HP 1; a missed attack never damages a minion.
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AC 37; Fortitude 27, Reflex 27, Will 26
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Speed 6
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Broadsword (standard; at-will) ♦ Radiant, Weapon
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+29 vs. AC; 15 damage, plus 2d6 Radiant damage
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Brilliant Stance (immediate reaction, when a creature charges the runeshield; at-will) ♦ Weapon
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+27 vs. Reflex; 20 damage, and the target takes a -2 penalty to all defenses (save ends).
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Radiant Passage (move)
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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.
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Alignment Evil
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Languages Deep Speech
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Skills Athletics +19; Endurance +20; Insight +19; Streetwise +15
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Str 18 (+14)
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Dex 21 (+15)
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Wis 19 (+14)
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Con 20 (+15)
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Int 10 (+10)
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Cha 17 (+13)
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Equipment Brilliant Energy Broadsword +5, Heavy Shield, Plate Armor
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Sophyia, the Emerald Archer
Sophyia, the Emerald Archer Solo Artillery (Leader)
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Medium Fey Humanoid
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'
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Alignment
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Languages
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Str (+)
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Dex (+)
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Wis (+)
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Con (+)
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Int (+)
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Cha (+)
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Emerald Shadows
Shagun, the Freelancer
Yuni of the Blood Moon
Axel, the Fire Blazer
Gambit, the Lucktwister
Exarnia, the Whiteflame Cleric
Iolan, Necromancer of Time
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