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4 years ago ::
Jul 18, 2009 - 3:00PM
#1
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Date Joined:
Jan 20, 2008
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I don't believe anyone has made any attempt to stat Azalin for 4e yet. Here is my version.
Azalin Lord of Darkon Level 22 Solo Controller (Leader) Medium natural humanoid (undead) XP 20,750 Initiative +19 Senses Perception +14; darkvision Necromantic Aura (Necrotic) aura 5; any living creature that enters or starts its turn in the aura takes 5 necrotic damage. HP 832; Bloodied 416 Regeneration 10 (if Azalin takes radiant damage, regeneration doesn’t function on his next turn) AC 38; Fortitude 36, Reflex 35, Will 36 Immune disease, poison; Resist 10 necrotic Saving Throws +5 Speed 6 Action Points 2 BM Grave Touch (minor; at-will) Necrotic +26 vs Fortitude; 2d6+8 necrotic damage and target is weakened (save ends) R Grave Bolt (standard; at-will) Necrotic Ranged 20; +26 vs Reflex; 2d6+8 necrotic damage and target is weakened (save ends) R King of the Dead (standard; at-will) Ranged 20; four Azalin's skeletal guard or Azalin's skeletal archer's (see below) appear in any unoccupied space within range. These skeletal minions take their turns immediately after Azalin's turn. Death's Command (minor; at-will) Azalin can command any undead ally within line of sight to perform one action. Indestructible When Azalin is reduced to 0 hit points, his body and possessions crumble into dust, but he is not destroyed. He reappears (along with his possessions) in 1d10 days within 1 square of his phylactery, unless the phylactery is also destroyed. The phylactery is a massive golden dragon's skull, heavily guarded within the highest tower of Azalin's castle, Avernus. Second Wind (standard; encounter) Healing Azalin spends a healing surge and regains 90 hit points. The lich gains a +2 bonus to all defenses until the start of his next turn. Alignment Evil Languages Common, Elven, Infernal Skills[b] Arcana +29, History +27, Insight +24 [b]Str 20 (+16) Dex 25 (+18) Wis 24 (+18) Con 24 (+18) Int 27 (+19) Cha 24 (+18)
Azalin's Skeletal Guard Level 22 Minion Soldier Medium natural humanoid (undead) XP 1,038 Initiative +18 Senses Perception +7; darkvision HP 1, a missed attack never damages a minion AC 36; Fortitude 40, Reflex 39, Will 24 Immune disease, poison Resist 5 necrotic Speed 6 BM Longsword (standard; at-will) +29 vs AC; 16 damage and target is marked. M Azalin's Defense (immediate interrupt when Azalin is the target of a melee attack, if skeletal guard is adjacent to attacker) The skeletal guard makes a longsword attack, and if the target is hit it is pushed 2 squares. Alignment Unaligned Languages Nil Str 27 (+19) Dex 24 (+18) Wis 3 (+7) Con 24 (+18) Int 3 (+7) Cha 3 (+7)
Azalin's Skeletal Archer Level 22 Minion Artillery Medium natural humanoid (undead) XP 1,038 Initiative 19+ Senses Perception +7; darkvision HP 1, a missed attack never damages a minion AC 34; Fortitude 39, Reflex 40, Will 24 Immune disease, poison Resist 5 necrotic Speed 6 BM Shortsword (standard; at-will) +29 vs AC; 14 damage. BR Longbow (standard; at will) Ranged 20; +29 vs AC; 16 damage. R Azalin's Shield (immediate interrupt when Azalin is the target of a ranged or area attack) The skeletal archer makes a longbow attack on the attacker, and if it hits the target may not attack that turn. Alignment Unaligned Languages Nil Str 20 (+16) Dex 27 (+19) Wis 3 (+7) Con 24 (+18) Int 3 (+7) Cha 3 (+7)
Azalin's powers are defined by his nature as King of the Dead. His ability to summon undead minions at will, and command them with a word, and their ability to shield him from attack, means he can overwhelm an unprepared party without ever dirtying his hands. Only by cornering him somehow and forcing him to defend himself, can a party hope to defeat the lich lord.
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4 years ago ::
Jul 19, 2009 - 8:23AM
#2
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Date Joined:
Jul 16, 2009
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I don't believe anyone has made any attempt to stat Azalin for 4e yet. Here is my version.
Azalin Lord of Darkon Level 22 Solo Controller (Leader) Medium natural humanoid (undead) XP 20,750 Initiative +19 Senses Perception +14; darkvision Necromantic Aura (Necrotic) aura 5; any living creature that enters or starts its turn in the aura takes 5 necrotic damage. HP 832; Bloodied 416 Regeneration 10 (if Azalin takes radiant damage, regeneration doesn’t function on his next turn) AC 38; Fortitude 36, Reflex 35, Will 36 Immune disease, poison; Resist 10 necrotic Saving Throws +5 Speed 6 Action Points 2 BM Grave Touch (minor; at-will) Necrotic +26 vs Fortitude; 2d6+8 necrotic damage and target is weakened (save ends) M Grave Bolt (standard; at-will) Necrotic Ranged 20; +26 vs Reflex; 2d6+8 necrotic damage and target is weakened (save ends) R King of the Dead (standard; at-will) Ranged 20; four Azalin's skeletal guard or Azalin's skeletal archer's (see below) appear in any unoccupied space within range. These skeletal minions take their turns immediately after Azalin's turn. Death's Command (minor; at-will) Azalin can command any undead ally within line of sight to perform one action. Indestructible When Azalin is reduced to 0 hit points, his body and possessions crumble into dust, but he is not destroyed. He reappears (along with his possessions) in 1d10 days within 1 square of his phylactery, unless the phylactery is also destroyed. The phylactery is a massive golden dragon's skull, heavily guarded within the highest tower of Azalin's castle, Avernus. Second Wind (standard; encounter) Healing Azalin spends a healing surge and regains 90 hit points. The lich gains a +2 bonus to all defenses until the start of his next turn. Alignment Evil Languages Common, Elven, Infernal Skills[b] Arcana +29, History +27, Insight +24 [b]Str 20 (+16) Dex 25 (+18) Wis 24 (+18) Con 24 (+18) Int 27 (+19) Cha 24 (+18)
Azalin's Skeletal Guard Level 22 Minion Soldier Medium natural humanoid (undead) XP 1,038 Initiative +18 Senses Perception +7; darkvision HP 1, a missed attack never damages a minion AC 36; Fortitude 40, Reflex 39, Will 24 Immune disease, poison Resist 5 necrotic Speed 6 BM Longsword (standard; at-will) +29 vs AC; 16 damage and target is marked. M Azalin's Defense (immediate interrupt when Azalin is the target of a melee attack, if skeletal guard is adjacent to attacker) The skeletal guard makes a longsword attack, and if the target is hit it is pushed 2 squares. Alignment Unaligned Languages Nil Str 27 (+19) Dex 24 (+18) Wis 3 (+7) Con 24 (+18) Int 3 (+7) Cha 3 (+7)
Azalin's Skeletal Archer Level 22 Minion Artillery Medium natural humanoid (undead) XP 1,038 Initiative 19+ Senses Perception +7; darkvision HP 1, a missed attack never damages a minion AC 34; Fortitude 39, Reflex 40, Will 24 Immune disease, poison Resist 5 necrotic Speed 6 BM Shortsword (standard; at-will) +29 vs AC; 14 damage. BR Longbow (standard; at will) Ranged 20; +29 vs AC; 16 damage. R Azalin's Shield (immediate interrupt when Azalin is the target of a ranged or area attack) The skeletal archer makes a longbow attack on the attacker, and if it hits the target may not attack that turn. Alignment Unaligned Languages Nil Str 20 (+16) Dex 27 (+19) Wis 3 (+7) Con 24 (+18) Int 3 (+7) Cha 3 (+7)
Azalin's powers are defined by his nature as King of the Dead. His ability to summon undead minions at will, and command them with a word, and their ability to shield him from attack, means he can overwhelm an unprepared party without ever dirtying his hands. Only by cornering him somehow and forcing him to defend himself, can a party hope to defeat the lich lord. I think he should have the "can raise and command any number of undead anywhere in his realm" that he has normally has. You might keep the four undead minions as particularly tough skeletons that he can raise only four at a time.The biggest problem with conveting Azalin is his curse. After all there is no longer a whole lot of spells for him not to be able to learn .
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4 years ago ::
Jul 24, 2009 - 6:54PM
#3
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BM Grave Touch (minor; at-will) Necrotic His basic melee attack is a minor action?!
M Grave Bolt (standard; at-will) Necrotic Ranged 20; +26 vs Reflex; 2d6+8 necrotic damage and target is weakened (save ends) This doesn't look like a melee attack.
He really needs many, many more powers.
He has no real control function other than weakening PCs. And all he does is create 4 minions each and every round, occasionally granting them extra actions. That's not really a monster, that's a summoning trap.
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4 years ago ::
Jul 25, 2009 - 8:42AM
#4
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Date Joined:
Jan 20, 2008
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His basic melee attack is a minor action?! Well, it's a simple touch. I felt a minor action was accurate.
This doesn't look like a melee attack. You're right. Typo. Fixed.
He really needs many, many more powers.
He has no real control function other than weakening PCs. And all he does is create 4 minions each and every round, occasionally granting them extra actions. That's not really a monster, that's a summoning trap. Maybe. But I don't feel that Azalin should be the type to wade into melee. Summoning armies of undead is what he does, its what he's known for. And note that the Death's Command power applies to any undead ally, not just his summoned minions.
Besides, as per 4e guidelines, I don't want to pump too many powers into a single stat block. He still has all the non-combat powers of a Darklord (such as closing the borders and raising all the dead of Darkon at once to repel invasion).
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4 years ago ::
Jul 25, 2009 - 8:58AM
#5
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Well, it's a simple touch. I felt a minor action was accurate. It's a touch that does 2d6+8 damage. Generally, attacks are standard actions. If a monk's fast punches are a standard action so should a lich's attacks.
Maybe. But I don't feel that Azalin should be the type to wade into melee. Summoning armies of undead is what he does, its what he's known for. And note that the Death's Command power applies to any undead ally, not just his summoned minions. Attacks don't mean wading into melee. Look at his 2e or 3e spell lists for inspiration. Surely he'd at least fireball the annoying mortals.
Likewise, 4 undead a round isn't always a great power. The wizard alone should be able to handle that while the rest of the party dogpiles onto the lich and takes it down.
Besides, as per 4e guidelines, I don't want to pump too many powers into a single stat block. He still has all the non-combat powers of a Darklord (such as closing the borders and raising all the dead of Darkon at once to repel invasion). Compare him to a Pit Fiend. Now remember a Pit Fiend is only an elite.
4e is also changing the numbers behind solo monsters. Now they have fewer hitpoints, lower defences, and generally they do twice the damage after being bloodied (or attack twice or do an extra effect). Likewise, solo and elite monsters need powers that let them act when its not their turn and let them get out of tight situations.
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4 years ago ::
Jul 25, 2009 - 9:11AM
#6
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Azalin's Skeletal Guard Level 22 Minion Soldier Medium natural humanoid (undead) XP 1,038 Initiative +18 Senses Perception +7; darkvision HP 1, a missed attack never damages a minion AC 36; Fortitude 40, Reflex 39, Will 24 Immune disease, poison Resist 5 necrotic Undead do tend to be vulnerable to radiant.
Speed 6 BM Longsword (standard; at-will) +29 vs AC; 16 damage and target is marked. M Azalin's Defense (immediate interrupt when Azalin is the target of a melee attack, if skeletal guard is adjacent to attacker) The line about being adjacent is redundant. If it's not it can't hit the target as it doesn't have reach. You can put the target destrictions in the attack text like: M Azalin's Defense (immediate interrupt, when Azalin is targeted by a melee attack; at-will) Target must be attacking Azalin; the skeletal guard makes a longsword attack, if it hits the target is pushed 2 squares.
Azalin's Skeletal Archer Level 22 Minion Artillery R Azalin's Shield (immediate interrupt when Azalin is the target of a ranged or area attack) The skeletal archer makes a longbow attack on the attacker, and if it hits the target may not attack that turn. See above. There is also no recharge descriptor on these. And considering there could be 8+ of the minions it would be deadly to just allow four free ranged attacks on a PC for attacking Azalin. Longbows also have a short/long range, being weapons. Oh, and both minion basic powers should have the weapon keyword.
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4 years ago ::
Jul 25, 2009 - 10:15AM
#7
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Date Joined:
Jul 16, 2009
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Agreed, Azalin is far too wimpy. I would give him a whole host of powers.
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4 years ago ::
Aug 02, 2009 - 1:04PM
#8
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I would make Azalin an Artillery rather than Controller. A monster Controller is designed to wade into melee and inflict status effects on the PCs. An Artillery monster hurls spells from a distance. Check out the 4E DMG for more info on how to build a monster along the lines of a character class.
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4 years ago ::
Aug 02, 2009 - 1:27PM
#9
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Date Joined:
Jul 16, 2009
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Agreed, he should blast away at others while hiding behind his minions. I might even have him store hundreds of complete skeletons in Avernus, just in case he needs them right away.
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4 years ago ::
Aug 05, 2009 - 9:35PM
#10
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I would make Azalin an Artillery rather than Controller. A monster Controller is designed to wade into melee and inflict status effects on the PCs. An Artillery monster hurls spells from a distance. Check out the 4E DMG for more info on how to build a monster along the lines of a character class. Controllers are meant to inflict damage to multiple opponents and/or debuff. There's no reason it can't occur from a distance. In fact, most of the controller classes are ranged based and all the MM liches are controllers who lack melee attacks.
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