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Surrealistik
2011-12-29, 01:20 PM
Heroic Tier

Artillery:

Netherspark - Level 10 Minion Artillery

Medium shadow humanoid (undead) - 125 XP
HP & Defenses:
HP: 1 (a missed attack never damages a minion - Initiative: +13
AC: 23 Fortitude: 20 Reflex: 23 Will: 22
Perception: +10 Darkvision
Speed: 6 fly (hover); phasing
Immune: disease, poison
Resist: 10 lightning, 10 necrotic
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Gathering Sparks
For each other creature with this trait within 3 squares, the Nether Bolt attack deals +2 extra damage (max +6). If it deals +6 extra damage in this way, the target is pushed 1 square and knocked prone.
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Standard Actions:
Melee Basic; Discharge (lightning, necrotic) * At-Will
Attack: Melee 1 (one creature); +11 vs. Reflex
Hit: 5 lightning and necrotic damage, and the target is pushed 1 square and knocked prone.

Ranged Basic; Nether Bolt (lightning, necrotic) * At-Will
Attack: Ranged 10 (one creature); +15 vs. Reflex
Hit: 9 lightning and necrotic damage, and one enemy other than the target within 3 squares of the target takes 5 lightning and necrotic damage.
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Triggered Actions:
Jarring Discharge * Encounter
Trigger: The netherspark is destroyed.
Effect (No Action): The netherspark makes a nether bolt attack. This attack doesn't provoke and dazes the target on a hit until the end of its next turn.
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Skills & Attributes:
Skills: None
Str: 22 (+11) - Dex: 24 (+12) - Wis: 12 (+6)
Con: 20 (+10) - Int: 6 (+3) - Cha: 10 (+5)
Alignment: Evil - Languages: None
Equipment: None


Netherlightning Initiate - Level 10 Artillery

Medium natural humanoid (undead) - 500 XP
HP & Defenses:
HP: 80; Bloodied: 40 - Initiative: +9
AC: 22 Fortitude: 20 Reflex: 22 Will: 24
Perception: +15 Darkvision
Speed: 7
Immune: disease, poison
Resist: 10 lightning, 10 necrotic
Vulnerability: 5 radiant
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Standard Actions:
Melee Basic; Soulshock Touch (lightning, necrotic) * At-Will
Attack: Melee 1 (one creature); +11 vs. Reflex
Hit: 2d12+5 lightning and necrotic damage. The target falls prone and is dazed (save ends) or can choose to lose a healing surge if it has one remaining.

Ranged Basic; Darkbind Arc (implement, lightning, necrotic) * At-Will
Attack: Ranged 20 (one creature or two creatures within 5 squares of each other); +15 vs. Reflex
Hit: 1d12+8 lightning and necrotic damage. If two targets are hit, this attack hits another creature within range between the two targets. Until the end of the initiate's next turn, the first time a target willingly ends a move in a square more than 2 squares away from any other target each target it is subject to the effects of Soulshock Touch.

Nether Blast (implement, lightning, necrotic) * Recharge when first bloodied, or the initiate expends 2 or more charge counters as part of making this attack
Attack: Close blast 4 (each enemy in the blast); +15 vs. Fortitude
Hit: Each target is subject to the effects of Soulshock Touch. If the target moves to a space where each square is more than 4 squares away from the initiate, it no longer counts as a target.
Sustain Standard: This power hits each target within a close burst 4.
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Minor Actions:
Overcharge * At-Will
Effect: The initiate takes 5 damage and gains a charge token.
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Triggered Actions:
Retaliatory Discharge * At-Will
Trigger: A creature hits or damages the initiate, and the caster has two or more charge tokens
Effect (Immediate Reaction): The initiate uses Darkbind Arc and loses two charge tokens. The triggering creature must be one of its targets, and this use does not provoke an opportunity attack.

Empower Lightning * At-Will
Trigger: The initiate makes an attack
Effect (Free Action): The initiate expends any number of charge tokens. For each token expended, that attack's targets take +5 extra damage.
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Skills & Attributes:
Skills: Arcana +17, Stealth +17
Str: 14 (+7) - Dex: 16 (+8) - Wis: 20 (+10)
Con: 14 (+7) - Int: 24 (+12) - Cha: 12 (+10)
Alignment: Evil - Languages: Common
Equipment: Robes, Orb implement



Lurkers:

Void Spirit - Level 10 Minion Lurker

Medium natural humanoid (undead) - 125 XP
HP & Defenses:
HP: 1 (a missed attack never damages a minion - Initiative: +12
AC: 23 Fortitude: 23 Reflex: 24 Will: 20
Perception: +10 Darkvision
Speed: 6 fly (hover); phasing
Immune: disease, poison
Resist: 10 necrotic
Vulnerability: radiant (see Ethereal Dissipation)
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Standard Actions:
Melee Basic; Void Touch (force, necrotic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex (this attack ignores cover)
Hit: 9 necrotic and force damage. If the spirit is hidden from the target, this attack deals +14 extra damage and the target can't regain hit points or gain temporary hit points until the end of the spirit's next turn.

Phase Out * At-Will
Effect: The spirit becomes invisible until it makes an attack or ends this effect as a free action, and makes a Stealth check to become hidden with a +5 power bonus.
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Triggered Actions:
Ethereal Dissipation * Recharge when the spirit uses Phase Out
Trigger: The spirit is destroyed.
Effect (No Action): The spirit makes a saving throw. If Phase Out is active, it gains a +5 bonus to the saving throw. If destroyed by radiant damage, it takes a -5 penalty to the saving throw. On a success it is removed from play instead of destroyed, and returns to play with 1 HP at the start of its next turn in a space within 5 squares.
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Skills & Attributes:
Skills: Stealth +17
Str: 3 (+1) - Dex: 24 (+12) - Wis: 10 (+5)
Con: 20 (+10) - Int: 10 (+5) - Cha: 10 (+5)
Alignment: Evil - Languages: Telepathy 10
Equipment: None.


Facestealer Shade - Level 10 Lurker

Medium shadow humanoid (undead, shapeshifter) - 500 XP
HP & Defenses:
HP: 80; Bloodied: 40 - Initiative: +12
AC: 24 Fortitude: 21 Reflex: 23 Will: 22
Perception: +12 Darkvision
Speed: 6 fly (hover); phasing
Immune: disease, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Traits:
Mask of Souls
The shade can retain the likeness of one creature at a time. When it acquires a new likeness, its existing one is lost. The shade usually starts combat with a permanently retained likeness (see Assimilating Touch) of the same level or lower. The shade has combat advantage against the creaure it is currently mimicking while Mimicry is active.

Insubstantial
The shade takes half damage from all sources except mimicked creatures. Whenever the shade takes radiant damage, it loses this trait until the start of its next turn, or Mimicry ends if active and it can't use Mimicry until the end of its next turn.
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Standard Actions:
Melee Basic; Assimilating Touch (necrotic, psychic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex (this attack ignores cover)
Hit: 2d12+5 necrotic and psychic damage. The shade can acquire the target's likeness. If it does, it can use Mimicry as a free action. A creature reduced to 0 or fewer hit points with this attack dies, can't be revived by any means until the shade is destroyed, and the shade permanently retains that creature's likeness. That likeness does not count towards the shade's normal limit of one creature.

Shadowmorph * At-Will
Effect: Close burst 10 (one creature within the burst) The shade is removed from play and can acquire the target's likeness. If it does, it can use Mimicry. At the start of the shade's next turn, it reappears in an unoccupied square adjacent to the target, and Mimic Strike and Mimic Utility recharge.
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Minor Actions:
Mimicry (polymorph) * At-Will
Effect: The shade gains the appearance, size (it must have adequate space to use this power), languages, keywords, movement forms, vision types, resistances, weaknesses and immunities of a creature whose likeness has been acquired. The shade retains all of its keywords, movement forms, vision types, resistances, immunities, and weaknesses but loses its insubstantial and phasing traits (unless the mimicked creature also has these traits). A creature must succeed on a DC 32 Insight check to notice that the appearance is a disguise. The shade can use the mimicked creature's at-will powers in additon to its own. The attack bonus for powers of the mimicked creature that the shade uses is equal to the shade's level + 5, and they ignore any temporary bonuses or penalties the mimicked creature has. These powers are otherwise identical as if the mimicked creature had used them. This effect lasts until the shade ends the effect as a free action.
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Free Actions:
Mimic Strike * Recharge when targeted with an encounter or daily power
Requirement: Mimicry must be active.
Effect: The shade uses a recharge or encounter attack power of the creature it is mimicking at its normal action cost.

Mimic Utility * Recharge when targeted with an encounter or daily power
Requirement: Mimicry must be active.
Effect: The shade uses a recharge or encounter non-attack power of the creature it is mimicking at its normal action cost.
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Triggered Actions:
Confounding Appearance * At-Will
Trigger: A creature that hasn't seen through the shade's disguise targets the shade with a melee or ranged attack while Mimicry is active, and the shade is adjacent to the creature it is currently mimicking
Effect (No Action): The triggering creature makes a saving throw. On a failure, it targets the mimicked creature instead.
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Skills & Attributes:
Skills: Bluff +17, Stealth +17
Str: 8 (+4) - Dex: 24 (+12) - Wis: 14 (+7)
Con: 14 (+7) - Int: 12 (+6) - Cha: 20 (+10)
Alignment: Chaotic Evil - Languages: Telepathy 10
Equipment: None


Soul Reaper - Level 10 Elite Lurker

Medium shadow humanoid (undead) - 1000 XP
HP & Defenses:
HP: 166; Bloodied: 83 - Initiative: +12
AC: 24 Fortitude: 21 Reflex: 23 Will: 22
Perception: +15 Darkvision
Speed: 6 fly (hover); phasing
Immune: disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
Saving Throws: +2
Action Points: 1
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Traits:
Harrowing Presence (fear) * Aura 3
Creatures within the aura take a -2 penalty to attack rolls and saving rolls against the reaper and the reaper's effects. These penalties increase to -4 for bloodied creatures.

Insubstantial
The reaper takes half damage from all sources except the reaper's quarry. Whenever the reaper takes radiant damage, it loses this trait until the start of its next turn.

Reaper of Souls
When the reaper drops a creature to 0 hit points or less, that creature automatically fails all death saving throws until it has 1 or more hit points. If it dies while subject to this effect, it can't be revived by any means until the reaper is destroyed.
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Standard Actions:
Melee Basic; Soulreaping Scythe (force, necrotic) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 4d4 + 8 force and necrotic damage. The target cannot regain hit points or gain temporary hit points (save ends).

Shadow of Death * Recharge when the reaper uses Deathstroke
Requirement: The reaper must have a quarry
Effect: Close burst 3 (the reaper's quarry in the burst) The target and the reaper vanish to an extradimensional space 5 squares wide on each side and 5 squares high, reappearing in squares of the reaper's choice. The reaper's aura fills the space and all penalties from its aura increase by 2 for the target. All effects with a conditional duration end on the reaper. Other creatures do not have line of effect or line of sight to the target or the planestalker, and the target and planestalker do not have line of sight or line of effect to other creatures. These effects last until the end of the reaper's next turn.
Aftereffect: The reaper and the target return to the spaces they occupied prior to the effect, or the closest unoccupied space of their choice.
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Minor Actions:
Reaper's Quarry * Recharge when the reaper's quarry drops to 0 hit points or less, or an enemy the reaper can sense becomes bloodied
Effect: The target becomes the reaper's quarry until the end of the encounter, the reaper uses this power again, or the target dies. The reaper has combat advantage and blindsight against its quarry, and always knows where it is.
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Move Actions:
Inexorable Pursuit (teleportation) * At-Will
Effect: The reaper teleports to a square adjacent to its quarry. The reaper does not need line of sight or effect to teleport in this way.
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Triggered Actions:
No Escape * At-Will
Trigger: The reaper's quarry moves away from the reaper.
Effect (Immediate Reaction): The reaper uses inexorable pursuit.

Deathstroke * Recharge when the reaper uses Shadow of Death
Trigger: The reaper attacks its quarry with Soulreaping Scythe
Effect (No Action): The quarry takes 25 extra damage from the triggering attack. If the target is bloodied, it takes 35 extra damage instead. That attack deals half damage on a miss. Damage dealt by that attack ignores all resistances and immunities.
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Skills & Attributes:
Skills: Stealth +17
Str: 8 (+4) - Dex: 24 (+12) - Wis: 20 (+10)
Con: 20 (+10) - Int: 16 (+8) - Cha: 8 (+4)
Alignment: Evil - Languages: Common, Telepathy 10, Telepathy 100 (quarry only)
Equipment: Scythe, robe



Controllers:

Wightling - Level 10 Minion Controller

Medium natural humanoid (undead) - 125 XP
HP & Defenses:
HP: 1 (a missed attack never damages a minion - Initiative: +9
AC: 24 Fortitude: 21 Reflex: 23 Will: 22
Perception: +12 Darkvision
Speed: 7
Immune: disease, poison
Resist: 10 necrotic
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Standard Actions:
Melee Basic; Draining Grasp (necrotic, psychic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex
Hit: 9 necrotic damage. The target is grabbed (escape DC 25).

Soul Drain * At-Will
Effect: One creature grabbed by the wight loses a healing surge and is weakened until the end of its next turn. If the target has no healing surges remaining, it instead takes necrotic damage equal to its healing surge value that cannot be reduced. The wight gains temporary hit points equal to half the target's healing surge value, or the damage dealt by this attack. These temporary hit points stack with other temporary hit points.
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Triggered Actions:
Final Feed * At-Will
Trigger: The wight would be destroyed and is grabbing a creature
Effect (Immediate Interrupt): The wight makes a Soul Drain attack on the grabbed creature.
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Skills & Attributes:
Skills: Stealth +14
Str: 18 (+9) - Dex: 18 (+9) - Wis: 14 (+7)
Con: 12 (+6) - Int: 12 (+6) - Cha: 10 (+5)
Alignment: Evil - Languages: Common
Equipment: ragged clothing


Necrosite - Level 10 Minion Controller

Medium natural humanoid (undead) - 125 XP
HP & Defenses:
HP: 1 (a missed attack never damages a minion - Initiative: +10
AC: 22 Fortitude: 21 Reflex: 22 Will: 25
Perception: +12 Darkvision
Speed: 6 fly (hover); phasing
Immune: disease, poison
Resist: 10 necrotic
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Standard Actions:
Melee Basic; Soul Merge (necrotic, psychic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Will (this attack ignores cover)
Hit: The necrosite is removed from play. The target is dazed, and takes ongoing 5 necrotic and psychic damage (save ends both). A creature can end this effect on its turn as a free action by taking 10 necrotic and psychic damage and falling prone.
Aftereffect: The necrosite returns to play in a square of its choice adjacent to the target.
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Triggered Actions:
Momentary Possession * At-Will
Trigger: A creature fails a save against Soul Merge by 3 or more points.
Effect (No Action): The necrosite slides the triggering creature its speed and forces it to make an at-will or basic attack. The necrosite makes all decisions for that attack.

Spiteful Possession * At-Will
Trigger: The necrosite would be destroyed
Attack (Immediate Interrupt): Melee 1 (one creature); +13 vs. Will (this attack automatically hits allies)
Hit: The necrosite slides the target its speed and forces it to make an at-will or basic attack. The necrosite makes all decisions for that attack.
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Skills & Attributes:
Skills: Stealth +15
Str: 3 (+2) - Dex: 20 (+10) - Wis: 14 (+7)
Con: 12 (+6) - Int: 12 (+6) - Cha: 10 (+5)
Alignment: Evil - Languages: Telepathy 10
Equipment: None


Bodysnatcher Wraith - Level 10 Controller

Medium shadow humanoid (undead) - 500 XP
HP & Defenses:
HP: 80; Bloodied: 40 - Initiative: +12
AC: 23 Fortitude: 20 Reflex: 23 Will: 24
Perception: +12 Darkvision
Speed: 6 fly (hover); phasing
Immune: disease, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Traits:
Insubstantial
The wraith takes half damage from all sources except force damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn.

Spawn Wraith
When the wraith kills a living humanoid, or that humanoid dies while subject to Ghostly Possession, that humanoid becomes a bodysnatcher wraith at the start of the wraith's next turn. This wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The wraith acts under the Dungeon Master’s control.
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Standard Actions:
Melee Basic; Subverting Touch (necrotic, psychic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex (this attack ignores cover)
Hit: 1d12+3 necrotic and psychic damage, and the target takes a -5 penalty to saving throws made against the wraith's effects until the end of the wraith's next turn. The wraith can use Ghostly Possession on the target as a free action. If it does, Ghostly Possession immediately recharges.

Ghostly Possession (charm) * Recharge when no creature is affected by Ghostly Possession
Attack: Melee 1 (one creature or one dead creature); +13 vs. Will (no attack roll against dead creatures; this attack ignores cover)
Hit: If the target is a dead creature, it revives with hit points equal to half its bloodied value. The target is dominated (save ends). While the target is subject to this effect, the wraith is removed from play, the target can use the wraith's at-will attacks in addition to its own, and the wraith can use its actions to command the target as if it were a summon (the target can still only take at-will actions). If the target isn't a dead creature, whenever it takes 5 or more radiant damage, or 15 or more non-radiant damage, it can make a saving throw to end this effect. If the wraith dominates another creature with this power while this effect is active, this effect ends for the target. The wraith can end this effect as a free action.
Aftereffect: If the target wasn't a dead creature it is knocked prone and dazed (save ends). Otherwise it dies, and its corpse is destroyed. The wraith returns to play in an unoccupied square of its choice adjacent to the target.
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No Action:
Overwhelming Possession * Recharge 6+ or when first bloodied
Requirement: Ghostly Possession must be active.
Effect: The creature dominated by Ghostly Possession uses a recharge or encounter power at its normal action cost. This power can only be used on that creature's turn.
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Move Actions:
Shadow Glide * Recharge when first bloodied
Effect: The wraith shifts its speed.
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Skills & Attributes:
Skills: Bluff +17, Stealth +17
Str: 8 (+4) - Dex: 24 (+12) - Wis: 14 (+7)
Con: 14 (+7) - Int: 12 (+6) - Cha: 20 (+10)
Alignment: Evil - Languages: Telepathy 10
Equipment: None



Skirmishers:

Lesser Shade - Level 10 Minion Skirmisher

Medium shadow humanoid (undead) - 125 XP
HP & Defenses:
HP: 1 (a missed attack never damages a minion - Initiative: +14
AC: 24 Fortitude: 20 Reflex: 24 Will: 22
Perception: +11 Darkvision
Speed: 6, Teleport 6 (see Conspiring Darkness)
Immune: disease, poison
Resist: 10 cold, 10 necrotic
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Conspiring Darkness
While in dim light or darkness the shade gains a +2 bonus to all defenses and can teleport its speed to another square of dim light or darkness. Creatures in dim light or darkness grant combat advantage to the shade. While in bright light, the shade grants combat advantage.
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Standard Actions:
Melee Basic; Darkening Touch (cold, necrotic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex
Hit: 9 cold and necrotic damage, and all light sources on the target are extinguished, and emit no light until the end of the shade's next turn. If the target is already granting combat advantage, it takes 3 extra necrotic damage.
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Triggered Actions:
Gloaming Rupture (cold, necrotic, zone) * Encounter
Trigger: The shade is destroyed.
Attack: Close burst 1 (each enemy in the burst); +13 vs. Fortitude
Hit: 9 cold and necrotic damage, and the target is blinded until the end of its next turn.
Effect: The burst creates a zone until the end of the shade's next turn. All light in the zone is darkness, and it blocks line of sight for creatures that can't see in darkness.
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Skills & Attributes:
Skills: Stealth +17
Str: 3 (+2) - Dex: 24 (+12) - Wis: 12 (+6)
Con: 20 (+10) - Int: 6 (+3) - Cha: 8 (+4)
Alignment: Evil - Languages: None
Equipment: None


Ruinwind Wraith - Level 10 Skirmisher

Medium shadow humanoid (undead) - 500 XP
HP & Defenses:
HP: 104; Bloodied: 52 - Initiative: +14
AC: 24 Fortitude: 21 Reflex: 24 Will: 21
Perception: +12 Darkvision
Speed: 6 fly (hover); phasing
Immune: disease, poison
Resist: 10 cold, 10 necrotic
Vulnerability: 5 fire, 5 radiant
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Traits:
Insubstantial
The wraith takes half damage from all sources except force damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn.

Spawn Wraith
When the wraith kills a living humanoid, that humanoid becomes a ruinwind wraith at the start of the wraith's next turn. This wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The wraith acts under the Dungeon Master’s control.

Touch of Moil
Whenever the wraith hits a creature it has combat advantage against, that creature takes 5 ongoing cold and necrotic damage (save ends). If that creature already has ongoing cold and necrotic damage, increase it by 5 instead.

Reach Through Darkness
While in a square of dim light or darkness, the wraith can use any square of dim light or darkness within 10 squares as the origin square of its standard action attacks. If it does so while hidden, it remains hidden except to that attack's targets.
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Standard Actions:
Melee Basic; Ruinwind Touch (cold, necrotic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex (this attack ignores cover)
Hit: 1d12+8 cold and necrotic damage.
Effect: The wraith uses Shadow Jaunt.

Winds of Moil (cold, necrotic, zone) * Recharge when first bloodied
Attack: Close blast 3 (each enemy in the blast); +13 vs. Will
Effect: The blast creates a zone that lasts until the wraith is destroyed, uses this power again, dismisses it as a free action, or the end of the encounter. The zone is difficult terrain, heavily obscured and blocks line of sight for creatures other than ruinwind wraiths. All light in the zone is darkness. Creatures without the undead keyword that end their turns in the zone take 10 cold and necrotic damage, grant combat advantage, and are slowed until the end of their next turn. The wraith teleports to a square in or adjacent to the zone.
Hit: 2d12+5 cold and necrotic damage.
Miss: Half damage.
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Move Actions:
Shadow Jaunt (teleportation) * At-Will
Special: If the wraith is adjacent to a creature, or in or adjacent to a square of dim light or darkness, it can use this power as a minor action.
Effect: The wraith teleports its speed to a square adjacent to a creature other than itself, or to a square in or adjacent to a square of dim light or darkness.
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Triggered Actions:
Deathly Dissipation (cold, necrotic, zone) * At-Will
Trigger: The wraith takes damage from an attack
Attack (Immediate Reaction): Close burst 1 (each enemy in burst); +13 vs. Fortitude
Hit: 1d12+5 cold and necrotic damage, and the target grants combat advantage to the wraith until the end of the wraith's next turn.
Effect: The burst creates a zone of difficult terrain that lasts until the start of the wraith's next turn. The wraith is removed from play and all effects on it end. At the start of the wraith's next turn, it returns to play and uses Shadow Jaunt.
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Skills & Attributes:
Skills: Stealth +17
Str: 8 (+4) - Dex: 24 (+12) - Wis: 14 (+7)
Con: 16 (+8) - Int: 12 (+6) - Cha: 20 (+10)
Alignment: Chaotic Evil - Languages: Telepathy 10
Equipment: None



Brutes:

Horde Ghoul - Level 10 Minion Brute

Medium natural humanoid (undead) - 125 XP
HP & Defenses:
HP: 1 (a missed attack never damages a minion - Initiative: +8
AC: 23 Fortitude: 23 Reflex: 24 Will: 20
Perception: +9 Darkvision
Speed: 8; Climb 4
Immune: disease, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Traits:
Overrun
For each ally adjacent to the target, the ghoul deals +1 extra damage. For each ally grabbing or flanking the target, the ghoul deals +2 extra damage.
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Standard Actions:
Melee Basic; Maul * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 9 damage and the target is grabbed until escape (DC 24). If the target is immobilized, restrained, helpless or stunned, this attack deals +2 extra damage. If the target is bloodied, this attack deals +2 extra damage.
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Triggered Actions:
Vicious Retaliation * At-Will
Trigger: A grabbed enemy attempts to escape, or the ghoul is hit with an attack
Effect (Immediate Interrupt): The ghoul makes a maul attack. If triggered by an escape attempt, this attack must be against the triggering enemy.
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Skills & Attributes:
Skills: Stealth +15
Str: 22 (+11) - Dex: 20 (+10) - Wis: 8 (+4)
Con: 20 (+10) - Int: 12 (+6) - Cha: 8 (+4)
Alignment: Chaotic Evil - Languages: Abyssal, Common
Equipment: Tattered rags.


Vile Host - Level 10 Brute

Huge shadow humanoid (undead, swarm) - 500 XP
HP & Defenses:
HP: 132; Bloodied: 66 - Initiative: +8
AC: 22 Fortitude: 24 Reflex: 20 Will: 24
Perception: +15 All-around vision, Darkvision
Speed: 6 (hover); phasing
Immune: disease, poison
Resist: half damage from melee and ranged attacks, 10 necrotic
Vulnerability: 10 against close and area attacks, 5 radiant
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Traits:
Swarm Attack * Aura 1
The host makes a basic attack as a free action against each enemy that begins its turn in the aura. The host has combat advantage against creatures that are within the aura and its space.

All-Round Vision
Enemies can’t gain combat advantage by flanking the host.

Devour Soul
When the host reduces a creature to 0 hit points or fewer, that creature dies, cannot be revived until the host is destroyed, and the host regains hit points equal to that creature's healing surge value. Excess hit points gained in this way become temporary hit points.

Insubstantial
The host takes half damage from all sources except force damage. Whenever the host takes radiant damage, it loses this trait until the start of its next turn.

Swarm
The host can occupy the same space as another creature, and an enemy can enter the host's space, which is difficult terrain. The host cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for a Tiny creature.
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Standard Actions:
Melee Basic; Engulf (necrotic, psychic) * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex (this attack ignores cover)
Hit: 1d12 + 5 necrotic and psychic damage (see Maw of Souls).

Mass Engulf (necrotic, psychic) * At-Will
Attack: Close burst 1 (each enemy in the burst); +13 vs. Reflex (this attack ignores cover)
Hit: 1d12 + 5 necrotic and psychic damage (see Maw of Souls).
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Triggered Actions:
Maw of Souls * At-Will
Trigger: The host hits an enemy with an attack
Effect (No Action): Close burst 1 (the hit enemy) The target is removed from play until the host is destroyed, the host ends the effect as a free action, or the target ends this effect during its turn by taking 20 necrotic and psychic damage, or necrotic and psychic damage equal to its healing surge value, whichever is greater. While removed from play, the target takes 10 ongoing necrotic and psychic damage and can't regain hit points or gain temporary hit points. This ongoing damage cannot be ended for the duration of the effect. The target can still make attacks against the host as if it were adjacent to the host, and has line of sight and effect to the host for the purposes of making these attacks. Damage taken from this effect can't be reduced or prevented.
Aftereffect: The target reappears in a square of its choice in or adjacent to the host.
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Skills & Attributes:
Skills: Stealth +11
Str: 8 (+4) - Dex: 14 (+6) - Wis: 20 (+10)
Con: 22 (+11) - Int: 8 (+4) - Cha: 8 (+4)
Alignment: Chaotic Evil - Languages: Telepathy 10
Equipment: None.


Ghoul Ravager - Level 10 Elite Brute

Medium natural humanoid (undead) - 1000 XP
HP & Defenses:
HP: 264; Bloodied: 132 - Initiative: +8
AC: 21 Fortitude: 24 Reflex: 21 Will: 24
Perception: +12 Darkvision; Blindsight 10 (bloodied creatures only; see Blood Frenzy)
Speed: 8; climb 4
Immune: disease, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
Saving Throws: +2
Action Points: 1
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Traits:
Blood Frenzy
The ghoul has blindsight 10, combat advantage and deals +4 extra damage against bloodied enemies, and enemies taking 10 or more untyped ongoing damage. While bloodied, the ghoul grants combat advantage, gains a +2 bonus to its move speeds, and deals +4 extra damage.

Rip and Tear
Whenever the ghoul deals 15 or more damage to a creature with an attack, that creature takes 5 ongoing damage (save ends). If that creature already has untyped ongoing damage, increase it by 5.
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Standard Actions:
Melee Basic; Tearing Claws * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d12+5 damage. The target is immobilized (save ends). Once on its turn, the target can choose to take 10 damage as a free action in order to make a saving throw against this effect.

Famished Frenzy * At-Will
Attack: Close burst 1 (each creature in the burst the ghoul can sense); +15 vs. AC
Hit: 2d12+5 damage. The target is immobilized (save ends). Once on its turn, the target can choose to take 10 damage as a free action in order to make a saving throw against this effect.

Tooth and Nail * At-Will
Effect: The ghoul makes two tearing claw attacks. If both attacks hit, Eviscerating Bite recharges, and the ghoul uses it as a free action.

Eviscerating Bite * Recharge when the ghoul is first bloodied, or a creature the ghoul can sense is first bloodied
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 3d12+4 damage. If the target is helpless, stunned, immobilized or restrained, this attack deals maximum damage. If the target is taking untyped ongoing damage, increase that ongoing damage by 10, and whenever the target moves, or makes an attack, it takes damage equal to its untyped ongoing damage (save ends).
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Triggered Actions:
Indomitable Bloodlust * At-Will
Trigger: A creature the ghoul can sense is first bloodied, or the ghoul is first bloodied
Effect (No Action): The ghoul ends an effect with a conditional duration.

Bloodlunge * At-Will
Trigger: A bloodied enemy moves away from the ghoul
Effect (Immediate Reaction): The ghoul moves its speed to a square adjacent to the triggering enemy and makes a tearing claw attack against it as a free action.

Final Frenzy * Encounter
Trigger: The ghoul is adjacent to a bloodied creature, and would be destroyed.
Effect (Free Action): Eviscerating Bite recharges and the ghoul uses it on an adjacent bloodied creature as a free action. If that attack hits, the ghoul regains 35 hit points.
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Skills & Attributes:
Skills:
Str: 24 (+12) - Dex: 20 (+10) - Wis: 8 (+4)
Con: 22 (+11) - Int: 8 (+4) - Cha: 8 (+4)
Alignment: Chaotic Evil - Languages: Common
Equipment: None



Soldiers:

Soulbrand Retainer - Level 10 Soldier

Medium natural humanoid (undead) - 500 XP
HP & Defenses:
HP: 112; Bloodied: 56 - Initiative: +10
AC: 26 Fortitude: 24 Reflex: 22 Will: 20
Perception: +12 Darkvision
Speed: 5
Immune: disease, poison
Resist: 10 fire, 10 necrotic
Vulnerability: 5 radiant
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Traits:
Duty Unto Death
When the retainer dies, if its ward is alive and in the encounter at the start of its next turn, the retainer revives with 28 hit points.
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Standard Actions:
Melee Basic; Soulbranding Longsword (fire, necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d8 damage + 4 necrotic and fire damage. The retainer uses Soulbrand on the target.

Ranged Basic; Soulbranding Bolt (fire, necrotic) * At-Will
Attack: Ranged 10 (one creature); +13 vs. Reflex
Hit: 2d8 + 4 fire and necrotic damage. The retainer uses Soulbrand on the target.

Blightfire Burst (fire, necrotic) * Encounter
Attack: Close burst 3 (each enemy in burst); +13 vs. Fortitude
Hit: 2d8 + 4 fire and necrotic damage. The retainer uses Soulbrand on the target.
Miss: Half damage.
Effect: The retainer gains an aura 3. The aura lasts until the end of the retainer's next turn. The aura is lightly obscured for enemies, and enemies that enter the aura, or end their turn there take 5 fire and necrotic damage. A creature can take this damage once per turn. Enemies within the aura that hit the retainer with an attack take 10 fire and necrotic damage.
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Minor Actions:
Designate Ward * Recharge when the retainer's ward dies or leaves the encounter
Effect: Close burst 10 (one ally in the burst the retainer can see) The target becomes the retainer's ward until the end of the encounter.

Soulbrand * At-Will (1/round; uses caused by attacks ignore this limit and do not count towards it)
Effect: Close burst 10 (one enemy in the burst) The target is marked until the target hits the retainer with an attack, the retainer ends it as a free action, or until the end of the encounter. While marked in this way, the target takes 5 ongoing fire and necrotic damage. This mark cannot be superseded by another unless the retainer allows it to. If the target is already subject to this effect, or if the target attacks the retainer's ward, increase this ongoing damage by 5.
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Triggered Actions:
Soulsear * At-Will (1/round)
Trigger: A creature affected by the retainer's Soulbrand attacks the retainer's ward
Effect (Free Action): The target takes 20 necrotic and fire damage, or necrotic and fire damage equal to the damage it would deal to the ward with the triggering attack, whichever is greater. This damage cannot be reduced or prevented.

Retainer's Interposition * At-Will
Trigger: A creature attacks the retainer's ward without including the retainer as a target, and the retainer is adjacent to its ward
Effect (Immediate Interrupt): The retainer and ward can swap positions. If they do, the retainer becomes the target of the triggering attack instead of the ward.
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Skills & Attributes:
Skills: Athletics +17, Endurance +17
Str: 24 (+12) - Dex: 12 (+6) - Wis: 14 (+7)
Con: 24 (+12) - Int: 8 (+4) - Cha: 14 (+7)
Alignment: Unaligned - Languages: Common, Telepathy 20 (ward only)
Equipment: Longsword, Tower Shield, Platemail


Deathless One - Level 10 Minion Soldier

Medium natural humanoid (undead) - 125 XP
HP & Defenses:
HP: 1 (a missed attack never damages a minion - Initiative: +8
AC: 26 Fortitude: 24 Reflex: 22 Will: 20
Perception: +10 Darkvision
Speed: 5
Immune: disease, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Traits:
Deathless
Whenever the deathless takes damage, it revives at the start of its next turn unless the damage dealt was 20 or greater.
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Standard Actions:
Melee Basic; Blackshard Longsword (necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 9 damage and the target is marked and slowed until the end of the deathless' next turn, or takes 9 extra necrotic damage (target's choice).
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Triggered Actions:
Reflexive Strike * At-Will
Trigger: An enemy marked by the deathless and adjacent to it shifts or makes an attack that doesn't include it as a target
Effect (Immediate Reaction): The deathless makes a longsword attack against that enemy. If it hits, the target takes 9 extra necrotic damage.
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Skills & Attributes:
Skills: None.
Str: 24 (+12) - Dex: 8 (+4) - Wis: 10 (+5)
Con: 24 (+12) - Int: 3 (+1) - Cha: 3 (+1)
Alignment: Unaligned - Languages: None
Equipment: Longsword, Tower Shield, Platemail

Surrealistik
2011-12-29, 01:22 PM
Paragon Tier

Surrealistik
2011-12-29, 01:24 PM
Epic Tier

10char.

Surrealistik
2011-12-29, 01:31 PM
Misc Reserved Space

Done reserving.

Surrealistik
2011-12-30, 01:59 PM
Added Vile Host (L10 Brute), Soulbrand Retainer (L10 Soldier), and Ruinwind Wraith (L10 Skirmisher).

Surrealistik
2012-01-04, 11:28 AM
Added Ghoul Ravager (L10 Elite Brute), Soul Reaper (L10 Elite Lurker) and Netherlightning Initiate (L10 Artillery)

Surrealistik
2012-01-11, 12:51 PM
Added a minion of each monster type.