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Shadowcloak Thugs Level 7 Minion

Medium natural humanoid XP 75


Initiative +3 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 22 (24); Fortitude 17(19), Reflex 17(21), Will 15(17); see also mob rule
Speed 6
Club, Dagger, or Knuckle Dusters (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage plus ongoing 1 damage.
Stunning Flank
If a target is flanked by Shadowcloak thugs and hit with one of their attacks, the
target is stunned (save ends) if the thug succeeds at a secondary attack of +9
vs. Fortitude
Sneak Attack
If a thug has combat advantage against a target, it does +1d6 damage to the
attack
Mob Rule
The Shadowcloak Thugs gains a +2 power bonus to all defenses while
at least two other allies are within 5 squares of it.
Skills Intimidation +9, Stealth +11, Thievery +11
Alignment Evil Languages Common
Str 16 (+6) Dex 17 (+6) Wis 12 (+4)
Con 14 (+5) Int 10 (+3) Cha 13 (+4)
Equipment leather armor, club, dagger, or knuckle dusters
Shadowcloak Thugs Tactics
Shadowcloak Thugs are motivated combatants only if their leader is present.
They are likely to break and run if their leader is defeated.

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Shadowcloak Skulk Level 8 Skirmisher- Leader
Medium natural humanoid
Initiative +6 Senses Perception +4
HP 85; Bloodied 42
AC 22; Fortitude 18, Reflex 20, Will 18; Speed 6
Double Dagger (standard; at-will) ✦ Weapon
Two melee attacks; +13 vs. AC; 1d4 +4 damage, and the Shadowcloak Skulk
shifts 1
square.
rDagger (standard; at-will) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d4 + 3 damage.
r Pinning Strike (standard; encounter) ✦ Weapon
Requires dagger; Ranged 5/10; +11 vs. reflex; 1d4 + 4 damage, the target is
immobilized (save ends; failed saves do 1 point of damage), and the Skulk can
shift 3 squares and make a basic attack..
Sneaky Strategist (minor; recharges when bloodied)
The Skulk can command an allied minion to shift 2 squares and then make a
standard attack or sneak attack if flanking (if the sneak attack hits, the target
must make a save or be knocked prone).
Combat Advantage
The Shadowcloak Skulk deals an extra 1d8 damage on melee and ranged
attacks against any target that grants it combat advantage.
Alignment Evil Languages Common
Skills Stealth +12, Streetwise +10, Thievery +12
Str 12 (+5) Dex 17 (+7) Wis 11 (+4)
Con 13 (+5) Int 10 (+4) Cha 12 (+5)
Equipment leather armor, 4 daggers, 20 platinum, 50 gold, one pair of black
leather bracers adorned with gold spikes and a crown cut white quartz crystal
on each (90 gp)
Shadowcloak Skulk Tactics:
Skulks prefer ambushes, making good use of available cover to lie in wait. If
they can’t surprise their targets, they try to flank as many as possible, using
pinning strike to help them maneuver into position. They are usually cowardly
and look to retreat once bloodied.
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85

Shadowcloak Sorcerer Level 6 Artillery


Medium natural humanoid
Initiative +6 Senses Perception +4
HP 59; Bloodied 29
AC 22; Fortitude 18, Reflex 20, Will 18; Speed 6
Staff (standard; at-will) ✦ Weapon
Melee; +14 vs. AC; 1d8+1 damage
rDagger (standard; at-will) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d4 + 1 damage.
Blazing Starfall (standard; at will) Fire, Radiant, Zone
Area burst 1 within 10 squares; +17 vs. Reflex; 1d4 + 5 radiant damage; the
burst creates a zone bounded by burning ground that lasts until the end of the
sorcerer’s next turn. Whenever an enemy within the zone leaves it, that enemy
takes 1 fire damage
Burning Spray (standard; at will) Fire
Close blast 3; +17 vs. Reflex; 1d8 + 5 fire damage.
Ray of the Moon (standard; encounter) Cold
Ranged 10; +17 vs. Will; ld6 + 5 cold damage, and the target
cannot shift until the end of its next turn and the target takes a -1 penalty on
attack rolls until the end of its next turn.
Cosmos Call (standard; encounter) Psychic
Ranged 10; +17 vs. Will; ld8 + 5 psychic damage. Choose the attack's addtional
benefit.
 The target takes ongoing 5 radiant damage (save ends), and the power
gains the radiant keyword.
 The target is slowed (save ends).
 The target is dazed (save ends).
Miss: Half damage.
Deep Shroud (minor; encounter) Shadow
The sorcerer creates a shroud of supernatural shadow. Until the end of the
sorcerer’s next turn, the space it occupies and each square adjacent to it are
heavily obscured.
Sustain Minor: The effect persists.
Swirling Stars (standard; encounter) Cold, Thunder
Area burst 1 within 10 squares; The sorcerer can choose not to target a creature
in
the origin square of the burst. +17 vs. Reflex 2d8 + 5 cold and thunder
damage.

Moon and Stars (standard; encounter) Varies


Ranged 10; one or two targets; +17 vs. Reflex; 3d6 + 5 cold or radiant damage.
The damage type you choose determines the attack's additional benefit.
Cold: The target is slowed and cannot shift (save ends both).
Radiant: You can spend one healing surge (even if you hit two targets).
Miss: Half damage (your choice of cold or radiant).
Chaotic Defense (minor; encounter)
Effect: Roll a d4 to determine the power's effect.
1: The sorcerer gains temporary hit points equal to 2d6 + 4
2: The sorcerer gains a +2 power bonus to all defenses until the end of the
encounter.
3: Until the end of the encounter, each creature that attacks the sorcerer takes
2d6 dam.
4: You gain all three of the benefits described above.
Staff of Ruin +1- Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus
Property: In addition to the normal enhancement bonus, add the staff ’s
enhancement bonus to damage rolls as an item bonus.
Alignment Any Languages Common
Skills Arcana +11, Bluff +12, Endurance +11, Insight +11
Str 12 (+4) Dex 13 (+4) Wis 16 (+6)
Con 17 (+6) Int 15 (+5) Cha 18 (+7)
Equipment Cloth Armor, 1 dagger, Staff of Ruin +1, 10 platinum, 30 gold, and
a heavy gold chain necklace with a green and white jade pendant in the shape
of a green and white dragon fighting entwined.

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