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The Dungeon Master's Journal of the Unquiet Lands

Sample Monster Statistics for Memories Remain, Record #3

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Edeluthon Meebayriakalatinod
Great Elemental Shaman of the Goblins
Level 29 Elite Skirmisher (Leader)
Small Natural Humanoid (Goblin)
Alignment: Chaotic Evil
Languages: Goblin, Primordial, Dwarven, Common
Str 9 (+13) Con 27 (+22) Dex 24 (+21) Int 27 (+22) Wis 30 (+24) Cha 23 (+20)
Arcana +27, Nature +29, Thievery +23
Leather armor, totem spear

Traits
Cloak of Doom (aura 3 after Aura of Doom is used) enemies within the aura grant combat advantage to all allies, cannot teleport, and take 5 dmg whenever they miss an attack

Guided - cannot be surprised and does not grant combat advantage for being flanked, dazed, or prone

Free Actions
Action Point (encounter) take a Standard, Move, or Minor Action and teleport 5 before or after the action. All enemies within 3 squares of Edeluthon's original position take 10 fire.

Master of Ill Omens (encounter trigger - a creature within 10 is dropped) make a saving throw or spend a healing surge

Protected (trigger - dropped for the first time) spend a healing surge to regain 112 hit points (SV + Wisdom Score)

Immediate Actions
Goblin Tactics (at-will reaction trigger - missed by a melee attack) shift 1

Presentiment of Ill Omen (at-will reaction trigger - missed by an attack result of a natural 1) the attacker is stunned ENT and slides 3

Spirit Warning (encounter interrupt trigger - hit by an enemy attack) re-roll attack at -5; any critical hit result is treated as a normal hit

Minor Actions

Aura of Doom (encounter) gain the Cloak of Doom aura EOE

Primordial Bolt (recharge 5) Ranged 10 Basic Spell +32 vs. Reflexes (may re-roll the first natural 1); 37 cold, fire, lightning, and thunder (critical hit: 46 cold, fire, lightning, and thunder, slide 1, and knock prone), reduce target's resistances by 15 ENT, and ongoing 10 fire that ignores up to 15 points of fire resistance (save ends)

Move Actions
Speed 6

Ignis Bane (at-will, 1/rnd) All flame spirits take their move actions. One flame spirit makes an attack: Close Burst 1 targeting enemies; Fire +32 vs. Reflexes; 37 fire; miss: 10 fire. The attacking flame spirit is destroyed.

Ignis Boon (3/encounter) All flame spirits take their move actions. Close Burst 5 targeting self or one ally; target can spend a healing surge. One ally other than the target that is adjacent to a flame spirit heals 29 points of damage. That flame spirit is destroyed.

Basic Standard Actions
Poisoned Spear (at-will) Melee Basic Spear +34 vs. AC (may re-roll the first natural 1); 37 dmg and secondary attack: Poison +32 vs. Fortitude; ongoing 15 poison, lose any regeneration ability, and grant combat advantage to all enemies (save ends all)

Standard Actions
Primordial Bolt (at-will) Ranged 10 Basic Spell +32 vs. Reflexes (may re-roll the first natural 1); 37 cold, fire, lightning, and thunder (critical hit: 46 cold, fire, lightning, and thunder, slide 1, and knock prone), reduce target's resistances by 15 ENT, and ongoing 10 fire that ignores up to 15 points of fire resistance (save ends)

Primordial Rupture (encounter) Close Blast 7 targeting enemies; Spell +32 vs. Fortitude (may re-roll the first natural 1); 37 cold, fire, lightning, and thunder (critical hit: 46 cold, fire, lightning, and thunder, slide 1, and knock prone), reduce target's resistances by 15 and stunned ENT, and ongoing 10 fire that ignores up to 15 points of fire resistance (save ends); miss: 18 cold, fire, lightning, and thunder and dazed ENT

Sea of Serpents (encounter) Close Blast 5 targeting enemies; Evocation +32 vs. Reflexes (may re-roll the first natural 1); 37 dmg (critical hit: 51 dmg); miss: 18 dmg; effect: creates a zone of spirit serpents EOE
Zone of Spirit Serpents - Any ally that starts their turn within the zone gains combat advantage against all enemies, gains the ability to shift 3 as a minor action, and can make an opportunity attack against any adjacent enemy that shifts.

Summon Fire Spirits (recharges when there are no flame spirits present) Ranged 10; six flame spirits appear in unoccupied spaces within range.

Tempestuous Spirit (at-will) Melee Totem +34 vs. Fortitude (may re-roll the first natural 1); 37 thunder; one ally within 2 squares of Edeluthon or one ally adjacent to a flame spirit makes saving throw

Stealth +23
PP 34 PI 34
Initiative +23
Low-light Vision
AC: 43 Fort: 42 Ref: 42 Will: 42
HP: 330/165
HS: 3/82
Resist 15 Fire, Cold, Lightning, and Thunder
Saves at +2 vs. all

Flame Spirit
Tiny Elemental Beast (Fire)

Traits
Cannot flank.
Shed Bright Light 5

Move Actions
Hover 8

Normal Vision
AC: 43 Fort: 42 Ref: 42 Will: 42
HP: 1/0
Resist 30 Fire
Missed attacks do no damage.

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Updated 10-09-2013 at 11:25 PM by Umiushi

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Comments

  1. yukonhorror's Avatar
    So you are saying, we are SOOO screwed.