The Chunn-Aragot, Blessed Soldier of Gruumsh
Level 8 Solo
Initiative: 9 Exp: 1750
HP: 368; Bloodied: 184
AC: 24 Fortitude: 23 Reflex: 22 Will: 20
Attack bonus vs. AC: +15
Attack bonus vs. other defenses: +13
Damage Low Medium High
At-will 1d8+5 2d6+5 2d8+5
Limited 3d8+5 3d10+5 4d8+5
Action points: 2
Str: 20 (+9) Dex: 17 (+7) Wis: 17 (+7)
Con: 20 (+9) Int: 17 (+7) Cha: 17 (+7)
Gruumsh's blessing (aura 5)
When opponents in the aura score a critical hit they suffer 1d8+5 raidant damage.
Blessed Axe of Gruumsh (Standard, at will)
+15 vs. AC, 1d10+11 damage (crit 21+2d12)
Divine Vengeance (Standard, at will)
+13 vs. Will. 1d8+5 radiant damage and the target is stunned until the end of your next turn on a hit. Whenever you score a critical with any other power your next use of this power on the same target is a minor action.
Battlefury (standard, recharge 5 6)
Make two basic attacks.
Roar of the Conqueror (Standard, Encounter)
+13 vs. Will. Close Burst 3. 4d8+5 damage on a hit and the target is weakened (save ends). Allies within the area gain 25 temp HP.
Divine Storm (Standard, Encounter)
Make a basic attack against every opponent within a close burst 2, these attacks deal radiant damage. Targets hit are dazed (save ends).
Gruumsh's Favor (minor, recharge 5 6)
Close Burst 3, you or an ally within the burst can take an extra standard action. When bloodied recharge becomes 4 5 6.
Blood-Frenzy (aura 5, when bloodied)
All creatures within the aura score a critical hit on a roll of a 19 or 20.
Warrior's Surge (Standard, Usable only when Bloodied)
Basic attack, regain 92 hit points
Vicious Battleaxe +2 (Two Handed)
Blood Red Scale Mail
Next, the two allies:
Grobb, Major Domino of the Goblins
Level 7 Elite Lurker
Initiative: 11 Exp: 600
HP: 128; Bloodied: 64
AC: 23 Fortitude: 21 Reflex: 22 Will: 19
Attack bonus vs. AC: +12
Attack bonus vs. other defenses: +10
Damage Low Medium High
At-will 1d8+5 2d6+5 2d8+5
Limited 3d8+5 3d10+5 4d8+5
Action points: 1
Str: 16 (+6) Dex: 19 (+7) Wis: 16 (+6)
Con: 16 (+6) Int: 19 (+7) Cha: 16 (+6)
Acrobatics +12
Stealth +12
Blade Twisting:
Targets attacked with combat advantage are dazed until the start of your next turn.
Sneak Attack:
+3d6 damage
Melee Basic (Standard)
+12 vs. AC 1d6+7
Feint (Standard, at will)
+10 vs. Will, 1d6 damage and you gain combat advantage against the target until the end of your next turn.
Vanish (Encounter, Minor)
You become invisible until the end of your next turn or you attack.
Blade of the Assassin (Minor, Encounter)
Your next attack deals an added 4d6 poison damage and the target is stunned (save ends).
Riposte (encounter, immediate reaction to an opponent missing with a melee attack, recharge 6)
Make an attack against the opponent with combat advantage.
Call in the Favor (immediate reaction to an opponent hitting with a melee attack, encounter)
Switch positions with an ally within 2 squares, that ally takes the hit instead.
Goblin Tactics: IR to being missed, shift 1
Karkak, Timat's Focus. Leader of the children of 5.
Level 7 Elite Artillery
Initiative: 6 Exp: 600
HP: 128; Bloodied: 64
AC: 22 Fortitude: 19 Reflex: 21 Will: 22
Attack bonus vs. AC: +14
Attack bonus vs. other defenses: +12
Damage Low Medium High
At-will 1d8+5 2d6+5 2d8+5
Limited 3d8+5 3d10+5 4d8+5
Action points: 1
Str: 16 (+6) Dex: 16 (+6) Wis: 19 (+7)
Con: 16 (+6) Int: 16 (+6) Cha: 19 (+7)
Draconic Shift (free, at the start of each turn)
Your are immune to a random type of energy and your other draconic powers reflect this draconic blessing.
1 - Blue: Lightning Stun/Daze
2 - White: Cold Immobilize/Slow
3 - Black: Acid -4 to all Def/-2 to Reflex
4 - Green: Poison Weakened/-2 to Attacks
5 - Red: Fire Blinded and Ongoing 5/Ongoing 5
6 - Choose
Claw (Standard, At will, Melee Basic)
+14 vs. AC. 1d8+5 damage, target suffers minor draconic effect until end of turn on a critical.
Dragongout (Standard, At will, Ranged Basic)
Ranged 10, +12 vs. Reflex, 2d6+7 and minor draconic effect until end of next turn.
Dragonblast (Standard, At will, Recharge 6)
Close Blast 3, +12 vs. Reflex, 3d8+7 and major draconic effect until end of next turn.
Wings of the Goddess (Standard, Recharge 5 6)
+12 vs. Reflex. 2d6+7 in close burst 1 and shift 5 squares (can fly until end of next turn), then make a dragongout attack. Opponents hit by either suffer minor effect until end of next turn, hit by both suffer major.
Breath of the Goddess (Standard Encounter)
Close Blast 5, +12 vs reflex 4d8+7. Opponents hit suffer major effect (save ends) with aftereffect of minor (save ends). Missed suffer minor and half damage.
Dragonskin (Minor encounter)
Gain resist 5 against all attacks until the start of your next turn, any opponent who strikes you with a melee attack also takes 3d10+5 damage and suffers your minor draconic effect (save ends).
Dragon Queen's Favor (free, when spending an action point)
Choose one
And lastly, the spider minions:
Lothleb's Brood
Initiative: 4 Exp: 50
HP: 1; a missed attack never damages a minion.
AC: 19 Fortitude: 18 Reflex: 17 Will: 17
Attack bonus vs. AC: +10
Attack bonus vs. other defenses: +8
Damage: 5
Action points: 0
Str: 18 (+6) Dex: 15 (+4) Wis: 15 (+4)
Con: 18 (+6) Int: 15 (+4) Cha: 15 (+4)
Poison Bite: +8 vs. Fort
Hit: Ongoing 5 poison damage (save ends all)
targets taking ongoing 5 poison are immobilized.
Targets immobilized + ongoing are dazed.
Targets immobilized +dazed +ongoing are stunned.
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Unfortunately we never tangled with the spiders. And as mentioned in the writeup, Jesse ended up nerfing the two elites, since he thought we might have more players.
My thoughts on the bosses? They were tough. They were *supposed* to be tough. The kobold has the potential to really screw with you, if he were dropped into an encounter where he had soldiers blocking for him or some other mechanism for him to keep bombarding the party. We had Joel to thank for saving us from that. The goblin really was tough, and the only thing that saved us there was the fact that he died. If he had Elite HP we would have been toast.
And the Red Champion was hard, but were she *solo* instead of solo with two allies, I don't think we would have had quite the problem. Honestly, her greatest threat was serving as a huge block of HP to soak up our hits while her weaker teammates put the hurt on us. Grummush's favor had the potential to eat us up once she bloodied, since an extra action would mean 4 attacks from her. Her to hit bonus is high enough that with flanking she is almost guaranteed to hit any less armored member of our party. So, given all that, we did pretty well.
Jay
My thoughts on the bosses? They were tough. They were *supposed* to be tough. The kobold has the potential to really screw with you, if he were dropped into an encounter where he had soldiers blocking for him or some other mechanism for him to keep bombarding the party. We had Joel to thank for saving us from that. The goblin really was tough, and the only thing that saved us there was the fact that he died. If he had Elite HP we would have been toast.
And the Red Champion was hard, but were she *solo* instead of solo with two allies, I don't think we would have had quite the problem. Honestly, her greatest threat was serving as a huge block of HP to soak up our hits while her weaker teammates put the hurt on us. Grummush's favor had the potential to eat us up once she bloodied, since an extra action would mean 4 attacks from her. Her to hit bonus is high enough that with flanking she is almost guaranteed to hit any less armored member of our party. So, given all that, we did pretty well.
Jay
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