Newt moved into the graveyard on Mizuki's right and crouched behind the gravestone two over from him and next to the last one in the first row of gravestones.
After a quick look around Newt looked over her left shoulder at the others for a sign on their next move. ICShow
Crossbow has a Alchemist's Spark Bolt loaded in it. Minor: DC +11 Stealth (InvisibleCastle isn't working?) Move: To R17 Minor: DC +9 Peception.
Welby10's DC 22 And Games1's DC19 Perception: Newt noticed immediately that the ground thru the gate had was pound down and filled with many tracks and other indications of constant traffic that has been taken place thru the gates and as well as seen signs inside of the same.
Welby10 DC 22 Perception: It was Flint who moved in cautiously and ready for anything while making a detailed measure on the graveyard's scene that caught a slight sound and then a motion drawn his eyes to a shadow all the way across the small graveyard on the left in front of a dugout mound of dirt in front of the far fence of the graveyard borders. Flint discern the hidden figure shadow as an armored hobgoblin riding on an unmistaken figure of a Clawfoot Drakes in wait lurking there. Flint then focused to hear and locate more straining on a drake's breathing and discovered two more.
Flint lifted his hand to the last two entering the gate and signal telling them... MAPShow
This color indicated enemies are subjected by Newt's Defender Aura or allies has Newt's Holy Shielding power's +2 bonus to all defenses until the end of the encounter Until the end of the encounter, whenever Hana restore hit points with a healing power, the recipient regains 5 additional hit points. Map Symbol(Map Position) Title Name {Action Points} {Remaining HPs/Max,HPs} (Initiative)
F -- (O17) Flint/Welby10 {0/1AP}{36/36}-- (I=12) Flint's DefShow
AC:20/20 Fort:17/17 Ref:14/14 Will:17/17 Surges: -2/? While bloodied has Regeneration 2. bloodied/Regen2 *Wild Warden Effect: all adjacent enemies marked by me take an additional -4 penalty to attack rolls with attacks that do not include me until the end of my next turn Add push 1 to at-will power's hits or increase their push conditions by 1
X3 Antecedent Clawfoot Level 3 Skirmisher Medium natural animated (mount, reptile, undead) XP 150
Initiative: +6 Senses: Perception +1 HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 13 Speed 6 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Medium Steed
A Medium creature can ride a clawfoot.
Cold Talons (standard, at-will)
+10 vs AC; 1d8+3 cold and necrotic damage.
Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount
When a clawfoot’s rider charges, both the clawfoot and the rider make melee basic attacks.
Cold Light’s Blessings ( when first bloodied; encounter)
Antecedent Clawfoot gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well become an undead creature for the rest of the encounter.
Alignment Evil Languages Understands Goblin, Understands Elven Str 16 (+4) Dex 16 (+4) Wis 11 (+1) Con 14 (+3) Int 2 (-3) Cha 6 (-1) Equipment: black crystal amulet Published in Eberron Campaign Setting, page(s) 42.
x?? Transcending Zombie Level 3 Lurker (Minion) Medium natural animate (undead, ) XP 38
Initiative: +7 Senses: Perception +2 low-light vision HP 1; a missed attack never damages a minion AC 17; Fortitude 16, Reflex 15, Will 13 Vulnerable: 5 Radiant Resist: 10 Necrotic Speed: 6
Zombie Weakness
Trigger: A creature scores a critical hit against the transcending zombie. Effect (No Action): The transcending zombie drops to 0 hit points.
Pack Feeders
Transcending zombie gains +2 to all defenses and basic attack rolls versus a target grabbed by an ally and is adjacent to two or more allies.
Slam (standard, at-will)
+8 vs AC; 5 damage.
Grab and Held (standard, at-will)
+6 vs Fortitude; 5 damage, and the transcending zombie shifts up to half its speed pulling the target and any ally grabbing the target the same number of squares toward or into the closest unoccupied open grave. The target is grabbed until escape, and while grabbed the target can make attacks.
Live Food (standard, at-will)
Targets creature this transcending zombie has under a grabbed condition only; +12 vs AC or Reflex (which of the two is highest); 5 ongoing poison damage, vulnerable 2 poison and target is slowed (save ends both) Effect: On the hit the grab condition ends with the transcending zombie gains a compoundable 5 temporary hitpoints and transcending zombie shifts up to speed toward or enters the closest open grave . If transcending zombie is in an open grave then its starts this effect’s shifting toward the next closest grave.
Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)
The transcending zombie shifts up to half its speed remaining adjacent to target.
Alignment Unaligned Languages Understands Goblin Skills: Athletics +9, Stealth +8 Str 16 (+4) Dex 14 (+3) Wis 13 (+2) Con 11 (+1) Int 4 (-2) Cha 6 (-1) Published in Dungeon Magazine 176, page(s) 45.
2x Antecedent Dharkaani Warrior Level 4 Soldier Medium natural animate, hobgoblin (undead) XP 200
Initiative + Senses: Perception +; low-light vision HP 53; Bloodied 26 AC 20; Fortitude 17, Reflex 15, Will 18 Speed 5 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon
Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and treated as immobilized (escape as minor) Also target takes a -2 penalty to all defenses against next attack against it while immobilized. Effect: The target takes a -2 penalty to all defenses against the first attack made against it by Antecedent Dharkaani Warrior until the end of Antecedent Dharkaani Warrior next turn.
Flail of Tyranny (standard; requires flail, recharge )
Reach; +11 vs AC; 3d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.
Cold Light’s Blessings ( when first bloodied; encounter)
The Antecedent Dharkaani Warrior gains -2 penalty to attack rolls with the cold keyword and +4 bonus to necrotic damage rolls as well as treated as an undead creature for the rest of the encounter.
Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)
The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.
Alignment Evil Languages Goblin Skills: Athletics +11, Dungeoneering +10, History +9, Religion +7 Str 16 (+4) Dex 12 (+2) Wis 18 (+5) Con 13 (+2) Int 13 (+2) Cha 12 (+2) Equipment:spiked chain, plate armor, black crystal amulet.
1x Dhakaani Antecedent Chief Level 6 Elite Controller (Leader) Medium natural humanoid , hobgoblin XP 500
Initiative +7 Senses Perception +4; low-light vision Drawing Dearth aura 1; Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge. HP 146; Bloodied 73 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2 Speed 6 Action Points 1 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Scimitar (standard, at-will) Weapon
Melee 1; +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.
Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon
The Antecedent Dharkaani Warrior makes two scimitar attacks against up to two targets: Melee 1; +8 vs Will; 1d8+6 cold and necrotic damage (crit 1d8+14) and the target takes a -2 penalty to their AC and Reflex defense until the end of Antecedent Dharkaani Warrior next turn. Effect: Target is pulled up to 2 square.
Double Blade Flurry (standard, at-will) Weapon
Close burst 1; targets enemies; +11 vs AC and Dhakaani Antecedent Chief may shift 1 to make another close burst 1 attack against new targets; 3d4+4 damage, and Dhakaani Antecedent Chief slides the target 2 squares. The target must end the slide within 2 squares of the Dhakaani Antecedent Chief.
Follow Me (Recharge when first bloodied)
Effect: Dhakaani Antecedent Chief charges an enemy. One or two allies within 5 squares of Dhakaani Antecedent Chiefcan each take a free action to charge different enemies.
Cold Light’s Blessings ( when first bloodied; encounter)
Dhakaani Antecedent Chief gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well as becoming an undead creature for the rest of the encounter.
Dark Cold Resilience2/Encounter
Trigger: Dhakaani Antecedent Chief or an undead nonminion ally within 5 squares of it is subjected to an effect that a save can end. Effect:(Immediate Reaction): The creature subjected to the effect can make a saving throw against it. If the attempt saves then target regains 10 hps. If attempt fails target receives 5 temporary hit points
Genuine Finesse (free; usable only while charging; at-will)
Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.
Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)
Dhakaani Antecedent Chief shifts 1 square.
Phalanx Soldier
A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.
Alignment Evil Languages Goblin, Understands Common. Adjusted Skills: Acrobatics +12, Athletics +12, Arcana +9, Endurance +8, History +6 Str 14 (+5) Dex 19 (+7) Wis 12 (+4) Con 17 (+6) Int 12 (+4) Cha 16 (+6) Equipment: chain armor, double scimitar, black crystal amulet
Dreadmaster’s Acolyte Level 6 Controller Small natural humanoid (goblin) XP 250
Initiative +5 Senses Perception +7; low-light vision HP 51; Bloodied 25 AC: 20 Fort: 17 Ref: 17 Will: 18 Speed 6 Immune Necrotic Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant. Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)
Traits
Defeated
Effect: The dreadmaster’s acolyte loses a minor action as long as an enemy is adjacent to her each of her turns and enemies adjacent to her are weakened and takes 5 psychic damage (1/round) at the start of their turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).
Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage Effect: On the hit target takes –2 penalty to attack roll until the end of target next turn. Miss: Reroll attack and use new results After-Effect: Target takes a –2 penalty to its next attack roll. This is a basic attack and it doesn’t provoke opportunity attacks.
The Giver, The Taker(standard, recharge )Implement Radiance, Necrotic
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead ally is reduced to 0hps and targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
The minor action spent for this power can also be accounted toward the defeated trait power. Close burst 5 (targets enemies) +9 vs. Will, and hit targets are pulled 5 squares.
Reanimate(minor, 2/encounter)Healing
Effect:Dreadmaster’s Acolyte chooses a target dead nonminion creature within 10 squares of her that was a living creature. The target is restored to life until the end of the encounter as a level 4 undead minion ally with 17 to all defenses, speed 4, gains resist 5 necrotic and radiant and stands up as a free action and this dreadmaster’s acolyte regains 10 hitpoints, and +1 to defense until the end of her next turn. The target acts on this dreadmaster’s acolyte’ initiative placement, can only make slam attacks of +10 vs AC (one creature) dealing on the hit 6 damage.
Other Actions:
Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)
Effect: Dreadmaster’s acolyte shifts 1 square.
Dredging(immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead minion ally may shift 1 and is reduced to 0hps. Targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement
Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.
Alignment Evil Languages Goblin, Common, Skills: Insight +12, Intimidate +12, Religion +7, Thievery +6, Dungeoneering +9, Stealth +6. Str 10 (+3) Dex 12 (+4) Wis 18 (+7) Con 13 (+4) Int 9 (+2) Cha 18 (+7) Equipment: Scepter Of Bane (mace size) +1, chainmail , light shield .
These are young, dangerous and ambitious students of Darguun's dreadmasters with an unique mace with a metal bust resembling an orc-like head and under closer inspecton a small black crystal splinter can be found in between and above its eyes. When dreadmasters or one of their acolytes' choose to demonstrate a different dedication for their pledges to their country with loyalties toward The Mockery Cult's designs even Darguun strong military becomes scarce when they approach. The Mockery Cult positions with Darguun's new government designs and attempts to win loyalty from all of its regional's goblin-kind populations and tribes is considered more questionable than favorable.
CROW AND KARSAROTH YUR TURN TO ENTER THE GATE: MAKE A MOVE ACTION TOWARD OR THRU THE GATE THEN A FULL TURN OF ACTION BEYOND THE GATE'S OPENING AND AFTER ALL THIS ROLL YOUR INTIATIVE. REMEMBER: A DC ROLL COST A MINOR ACTION AND YOUR PASSIVES TRIGGERS (1O+PERCEPTION AND INSIGHT SKILL SCORES ONLY) WITH HARD INFORMATION ONLY (DC 19s).
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
You must mean R21 because R19 puts you between the fence and the mound that surrounds the graveyard blocking all line of sight into it. If you didn't mean R21 let me know where, please.
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
The dreadmaster Acolyte came walking slowly out of the door on the right of the tomb building in the rear left of the graveyard screaming across the graveyard from the entrance gate "Welcome To The Passage To The Deep Lands"
She momentarily pause in her words when she saw some of the adventurers crouching behind headstones and ridges or standing in plain sight.
Shecried out to Flint "Cat-Warrior!! You here! With new constables too and early!! Hmm, been early surprises me but will change!!"
Then the crystal on the Acolyte's skull shaped mace begin glowing and three badly discolored hobgoblin can charging from both side of the two tomb buildings on the far left and far right riding fitting discolored Clawfoot drakes. One of the drakes with rider was moving toward Muziki in unbelievable speed(Chief's Move Action's Follow Me Power Assisted) Muziki managed to fend away the drake's attack yet the creature's rider took full advantage of the distracted battlemind to swing his flail up, over and in catching Muziki attention with physical pain. SURPRISE ROUND ACTIONSShow
Dreadmaster Acolyte: Move:To K08
Chief (M3) Move:Follow Me - to K13 and M1(Targets Clawfoot w/rider) to E17 END OF SURPRISE TURN
Warrior (M1): (On E17) Standard:Clawfoot Charge To H18 vsMuzuki(AC22): Talons: 17vs22 MISS Flail: 21vs21 HIT:7 Cold Damage END OF SURPRISE TURN
The acolyte then shouted "I will entrusted my new ascending warriors to bring decend you in. They arenot all well yet but ascended well beyond your early condition, Cat-Man"
Then the female necromancer once again lifted her now fully glowing mace and this time Flint knew this angling and pulled himself quickly against the headstone cover!
Acolyte (On K08) Standard:Ranged Basic Mace Attack vsFlint(AC20) w/-5 Superior Cover 9vs20 MISS. Reroll 21vs20 HIT: 6 Radiant and Necrotic Damage and Flint takes 5 ongoing radiance and necrotic damage . Move:Shift to crouching on L08. May have Superior Cover by Headstone from ranged attacks. END OF TURN.
The black light ray followed thumping against the headstone to seeked Flint who was behind headstone will good cover its prolonged beam crawled outlining the mason's cut object until finding a small exposed area of the Shifter's body stinging the cat-warrior and placing that familiar lingering discomfort into him
The largest of all the grumesome raggedy garb hobgoblin carry a double-end double-blade scimitar kept closing the space between him and Newt's cover. As the large warrior riding the equally impressive drake came around the headstone that newt was using for cover they both strike at her yet only the drake creature manage to get by her defenses.
Acolyte looking proud watching her newest created Mockery's members Continued on vebally taunting Flint. "I've offering a lot of gold for your ascension and you brought your body here yourself? Would you believe I knew since the day my bears you bested caught your scent on my warchief's last body that you will come and come to call the Deep Lands' Passage your new home but I didn't expect you to come walking you aren't leaving walking." MAPShow
This color on the hps total indicates PC taking ongoing damage.
This color indicates creature is subjected by Dharkaani's Chief's Drawing Dearth aura 1;Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge.
This color indicates enemies are subjected by Newt's Defender Aura or allies has Newt's Holy Shielding power's +2 bonus to all defenses until the end of the encounter Until the end of the encounter, whenever Hana restore hit points with a healing power, the recipient regains 5 additional hit points.
This color indicates that the PC is adjacent to The Dreadmaster Acolyte and is weakened while taking 5 psychic damage (1/round) at the start of the PC's turn.Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends). Map Symbol(Map Position) Name {AP} {Remaining HPs/Max,HPs} (Initiative)
M3/W3 -- (Q17) Dharkhaani Chief/NPC {1/1AP} {131/146} -- {I=26} M3/C3 -- (Q17) Clawfoot Mount/NPC {46/46} -- {I=26} Both marked by Flint. Phalanx bonus active while riding W3's/C3's DefShow
Dharkhaani Chief: AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist 10 Necrotic also until first bloodied Resist 5 Fire then afterward gains Vulnerable 5 Radiant
A -- (K08)--Dreadmaster’s Acolyte/NPC {51/51}-- {I=18} Dreadmaster's Acolyte's DefsShow
AC:20 Fort: 17 Ref: 17 Will: 18 Resist 5 all (until first bloodied) Regeneration 5 (while bloodied) Immune Necrotic. Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant.
______________________________________________________ F -- (O17) Flint/Welby10 {1/1AP} {30/36} -- (I=12) Crouching with superior cover from Acolyte's ranged attacks. Flint's DefShow
AC:20/20 Fort:17/17 Ref:14/14 Will:17/17 Surges: -2/? While bloodied has Regeneration 2. bloodied/Regen2 *Wild Warden Effect: all adjacent enemies marked by me take an additional -4 penalty to attack rolls with attacks that do not include me until the end of my next turn Add push 1 to at-will power's hits or increase their push conditions by 1
-------------------------------------------------------------------------- A -- (L16) Azer Twiceborn/Karsaroth, {1/1AP} {33/33} -- (I=12)
_____________________________________________________ M1/W1 -- (H18) Dharkhaani Warrior/NPC {35/53}-- (I=06) M1/C1 -- (H18) Clawfoot Mount/NPC {46/46} -- (I=06) Both mark by Mizuki W1's/C1's DefShow
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant Has Vulnerable 5 Radiantand -2 penalty to weapon attack rolls and +4 bonus to necrotic damage rolls as well as treated as an undead creatureUTEOT-Encounter.
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant
X3 Antecedent Clawfoot Level 3 Skirmisher Medium natural animated (mount, reptile, undead) XP 150
Initiative: +6 Senses: Perception +1 HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 13 Speed 6 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Medium Steed
A Medium creature can ride a clawfoot.
Cold Talons (standard, at-will)
+10 vs AC; 1d8+3 cold and necrotic damage.
Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount
When a clawfoot’s rider charges, both the clawfoot and the rider make melee basic attacks.
Cold Light’s Blessings ( when first bloodied; encounter)
Antecedent Clawfoot gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well become an undead creature for the rest of the encounter.
Alignment Evil Languages Understands Goblin, Understands Elven Str 16 (+4) Dex 16 (+4) Wis 11 (+1) Con 14 (+3) Int 2 (-3) Cha 6 (-1) Equipment: black crystal amulet Published in Eberron Campaign Setting, page(s) 42.
x?? Transcending Zombie Level 3 Lurker (Minion) Medium natural animate (undead, ) XP 38
Initiative: +7 Senses: Perception +2 low-light vision HP 1; a missed attack never damages a minion AC 17; Fortitude 16, Reflex 15, Will 13 Vulnerable: 5 Radiant Resist: 10 Necrotic Speed: 6
Zombie Weakness
Trigger: A creature scores a critical hit against the transcending zombie. Effect (No Action): The transcending zombie drops to 0 hit points.
Pack Feeders
Transcending zombie gains +2 to all defenses and basic attack rolls versus a target grabbed by an ally and is adjacent to two or more allies.
Slam (standard, at-will)
+8 vs AC; 5 damage.
Grab and Held (standard, at-will)
+6 vs Fortitude; 5 damage, and the transcending zombie shifts up to half its speed pulling the target and any ally grabbing the target the same number of squares toward or into the closest unoccupied open grave. The target is grabbed until escape, and while grabbed the target can make attacks.
Live Food (standard, at-will)
Targets creature this transcending zombie has under a grabbed condition only; +12 vs AC or Reflex (which of the two is highest); 5 ongoing poison damage, vulnerable 2 poison and target is slowed (save ends both) Effect: On the hit the grab condition ends with the transcending zombie gains a compoundable 5 temporary hitpoints and transcending zombie shifts up to speed toward or enters the closest open grave . If transcending zombie is in an open grave then its starts this effect’s shifting toward the next closest grave.
Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)
The transcending zombie shifts up to half its speed remaining adjacent to target.
Alignment Unaligned Languages Understands Goblin Skills: Athletics +9, Stealth +8 Str 16 (+4) Dex 14 (+3) Wis 13 (+2) Con 11 (+1) Int 4 (-2) Cha 6 (-1) Published in Dungeon Magazine 176, page(s) 45.
2x Antecedent Dharkaani Warrior Level 4 Soldier Medium natural animate, hobgoblin (undead) XP 200
Initiative +2 Senses: Perception +2; low-light vision HP 53; Bloodied 26 AC 20; Fortitude 17, Reflex 15, Will 18 Speed 5 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Flail (standard, at-will) Cold, Weapon
Reach; +11 vs AC; 1d10+4 cold and necrotic damage
Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon
Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and treated as immobilized (escape as minor) Also target takes a -2 penalty to all defenses against next attack against it while immobilized. Effect: The target takes a -2 penalty to all defenses against the first attack made against it by Antecedent Dharkaani Warrior until the end of Antecedent Dharkaani Warrior next turn.
Flail of Tyranny (standard; requires flail, recharge )
Reach; +11 vs AC; 2d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.
Cold Light’s Blessings ( when first bloodied; encounter)
The Antecedent Dharkaani Warrior gains -2 penalty to attack rolls with the cold keyword and +4 bonus to necrotic damage rolls as well as treated as an undead creature for the rest of the encounter.
Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)
The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.
Alignment Evil Languages Goblin Skills: Athletics +11, Dungeoneering +10, History +9, Religion +7 Str 16 (+4) Dex 12 (+2) Wis 18 (+5) Con 13 (+2) Int 13 (+2) Cha 12 (+2) Equipment:spiked chain, plate armor, black crystal amulet.
1x Dhakaani Antecedent Chief Level 6 Elite Controller (Leader) Medium natural humanoid , hobgoblin XP 500
Initiative +7 Senses Perception +4; low-light vision Drawing Dearth aura 1; Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge. HP 146; Bloodied 73 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2 Speed 6 Action Points 1 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Scimitar (standard, at-will) Weapon
Melee 1; +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.
Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon
The Antecedent Dharkaani Warrior makes two scimitar attacks against up to two targets: Melee 1; +8 vs Will; 1d8+6 cold and necrotic damage (crit 1d8+14) and the target takes a -2 penalty to their AC and Reflex defense until the end of Antecedent Dharkaani Warrior next turn. Effect: Target is pulled up to 2 square.
Double Blade Flurry (standard, at-will) Weapon
Close burst 1; targets enemies; +11 vs AC and Dhakaani Antecedent Chief may shift 1 to make another close burst 1 attack against new targets; 3d4+4 damage, and Dhakaani Antecedent Chief slides the target 2 squares. The target must end the slide within 2 squares of the Dhakaani Antecedent Chief.
Follow Me (Recharge when first bloodied)
Effect: Dhakaani Antecedent Chief charges an enemy. One or two allies within 5 squares of Dhakaani Antecedent Chiefcan each take a free action to charge different enemies.
Cold Light’s Blessings ( when first bloodied; encounter)
Dhakaani Antecedent Chief gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well as becoming an undead creature for the rest of the encounter.
Dark Cold Resilience2/Encounter
Trigger: Dhakaani Antecedent Chief or an undead nonminion ally within 5 squares of it is subjected to an effect that a save can end. Effect:(Immediate Reaction): The creature subjected to the effect can make a saving throw against it. If the attempt saves then target regains 10 hps. If attempt fails target receives 5 temporary hit points
Genuine Finesse (free; usable only while charging; at-will)
Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.
Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)
Dhakaani Antecedent Chief shifts 1 square.
Phalanx Soldier
A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.
Alignment Evil Languages Goblin, Understands Common. Adjusted Skills: Acrobatics +12, Athletics +12, Arcana +9, Endurance +8, History +6 Str 14 (+5) Dex 19 (+7) Wis 12 (+4) Con 17 (+6) Int 12 (+4) Cha 16 (+6) Equipment: chain armor, double scimitar, black crystal amulet
Dreadmaster’s Acolyte Level 6 Controller Small natural humanoid (goblin) XP 250
Initiative +5 Senses Perception +7; low-light vision HP 51; Bloodied 25 AC: 20 Fort: 17 Ref: 17 Will: 18 Speed 6 Immune Necrotic Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant. Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)
Traits
Defeated
Effect: The dreadmaster’s acolyte loses a minor action as long as an enemy is adjacent to her each of her turns and enemies adjacent to her are weakened and takes 5 psychic damage (1/round) at the start of their turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).
Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage Effect: On the hit target takes –2 penalty to attack roll until the end of target next turn. Miss: Reroll attack and use new results After-Effect: Target takes a –2 penalty to its next attack roll. This is a basic attack and it doesn’t provoke opportunity attacks.
The Giver, The Taker(standard, recharge )Implement Radiance, Necrotic
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead ally is reduced to 0hps and targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
The minor action spent for this power can also be accounted toward the defeated trait power. Close burst 5 (targets enemies) +9 vs. Will, and hit targets are pulled 5 squares.
Reanimate(minor, 2/encounter)Healing
Effect:Dreadmaster’s Acolyte chooses a target dead nonminion creature within 10 squares of her that was a living creature. The target is restored to life until the end of the encounter as a level 4 undead minion ally with 17 to all defenses, speed 4, gains resist 5 necrotic, vulnerable 5 radiant and stands up as a free action and this dreadmaster’s acolyte regains 10 hitpoints, and +1 to defense until the end of her next turn. The target acts on this dreadmaster’s acolyte’ initiative placement, can only make slam attacks of +10 vs AC (one creature) dealing on the hit 6 damage.
Other Actions:
Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)
Effect: Dreadmaster’s acolyte shifts 1 square.
Dredging(immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead minion ally may shift 1 and is reduced to 0hps. Targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement
Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.
Alignment Evil Languages Goblin, Common, Skills: Insight +12, Intimidate +12, Religion +7, Thievery +6, Dungeoneering +9, Stealth +6. Str 10 (+3) Dex 12 (+4) Wis 18 (+7) Con 13 (+4) Int 9 (+2) Cha 18 (+7) Equipment: Scepter Of Bane (mace size) +1, chainmail , light shield .
These are young, dangerous and ambitious students of Darguun's dreadmasters with an unique mace with a metal bust resembling an orc-like head and under closer inspecton a small black crystal splinter can be found in between and above its eyes. When dreadmasters or one of their acolytes' choose to demonstrate a different dedication for their pledges to their country with loyalties toward The Mockery Cult's designs even Darguun strong military becomes scarce when they approach. The Mockery Cult positions with Darguun's new government designs and attempts to win loyalty from all of its regional's goblin-kind populations and tribes is considered more questionable than favorable.
WELLBY10, KARSAROTH AND CALICIPHER YUR IN ANY ORDER.
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As the drake riding hobgoblin closes with her, Mizuki thrusts with her blade into the hobgoblin riding it. She winced as his flail connected with her, but allowed the momentum from the blow to carry her into her next attack against the the hobgoblin.
Flint shudders as the bolt grazes him, but his primal energy helps him remove the affliction before it does further harm. He turns towards the warrior attacking Mizuki, but halfway to him he whirls around and lunges at the Chieftain with suprising speed. He just manages to slip his spear under the hobgoblin's guard, slicing into his side.
Flint moves back behind the gravestone, remembering the Alcolyte is still a threat. A pair of spirit wolves materialize around the Chief and his mount, harrying them.
He does not grant the Alcolyte any reply, but does growl "Watch behind you, Newt." gesturing to the third warrior advancing from the east.
Warden's Fury Warden's Grasp Resilience of Life Warden's Lunge []Longtooth Shifting []Rending Fury [X]Eyes of the Hawk []Form of the Fearsome Ram []Beastial Hide Armor []Vanguard Greatspear
Moving cautiously into the graveyard, Azar's hammer attempts to connect with the warrior adjacent to Mizuki, but the throw glances off the creature's armour. There is a gruff curse from him in response.