Iron Satyr

Description:

Human Soldiers – HP 36 Init +2 Perception +6 DR d4; Defenses 14
Glaive (Reach) – +7 vs Def 1d8+2 and +7 vs Fort knockdown
Crossbow R20 – +6 vs Def 1d10+2

Devil Knights – HP 78 Init +1; Def 16 DR d6; Fort 19 Ref 14 Will 18
Move 4; Large Greatsword +12 3d6+9 Reach +1

Alexis the BloodIron knight – HP 95 (+33) Init +7; Def 19 Dr d8+2; Fort Will 21, Ref 16
Longsword +14 1d8+10 and drain 10 HP (Shadow), triple Critical; Disruption Gauntlets +10 vs Fort, 5d4+7 Physical. Vorpal Hurricane (Full Round) AoO vs threatened squares

Nightmare Creaturesx3 – HP 65 Init+4 Def 18 Fort 12, Ref 16, Will 17
Attack +9 vs Def 2d6+6 (Shadow), +8 vs Will Burst 2 1d8+4 Psychic and target flees 3 squares away (provokes AoO’s); Vulnerable Light 20

Adanon – Old School Walker of the Sublime path

Black Wind Reiko – lvl 10 Executioner 5 tokens
HP 118 Init +15 (Reroll) Def 23 F 22 R 24 W 25 DR 3 (+2 Padded)
Sneak Attack +5d6 Blitz +5d4 1st round Speed 7
Wing Edge (+2 Shadow) +15 2d4+18+Air Crit 15-20/x2
Bleeding Cut Wis+Token+Sneak Dice vs Fort or Bleed 5
Hindering Cut Wis+Token+Sneak Dice vs Fort or -1 Attack/Def per token
Distraction DC 20+Token+Sneak Dice vs Spot then move three squares and make hide check to be unnoticed.

Feats: HP Air; 1 QDraw, Blitz; 2 Imp. Init; 4 Imp Feint; 6 Blitz III, Air; 8 Imp. Crit; 10 Blitz;
Air – Attacks become Blast 2; +15 damage vs Light armor +1 CT, +10 vs Medium, +5 vs Full
Dex Cha 18, Wis 20, Con 14

Beholder zombie – HP 240 Init +2 Def 12 Fort 18 Ref 16 Will 17
Bite +12 vs Def 1d12+6 and
2 Eyestalks a round; Telekinses +11 vs Ref (2d4+4) vs Will for unwilling,
Petrify +11 vs Fort or begin calcifying, save ends,
Acid Ray – +11 vs Ref, 2d8 & 5 per round save ends (ACID)
Slow – +11 vs Fort, Slowed (Save ends) Charm – +11 vs Will, attack nearest ally (Save ends)

2xVoor Pg 193 MMIV Next level past Beholder

Goristro (Pg 210) – HP 183 Init +5; Def 18 DR d4/good; Fort 25 Ref 16 Will 15
Pummel +14/+14 2d8+10; Rock Throw +11 2d6+10; Stomp +8 vs Ref d8+4 & +8 vs Fort knock down

Murdaget – HP 88 Init +6 Def 18 Fort 18 Ref 15 Will 22
Flail – +10 1d8+8 (+12 on Crit) and +6 vs Fort Trip; Inflict Wounds +11 vs Fort 3d8+8; Curse – +11 vs Will -2 Rolls

Devil Grafted Homonculi – HP 312 Init +3; DR 5/Alchemy & Silver, Resist Earth 5, Shadow 10, Vuln. Radiant 5; Fort 27 Ref 21 Will 23
Move 6, Teleport 10 Recharge 5,6; Freakishly Large Arm +14 2d6+18 (+22 Shadow) Reach +1
Shadow Leap – If you begin your move in a dimly lit (shadowed) area and end your movement in another area of darkness you do not provoke any Opportunity attacks and you gain concealment (+2 Ref). In addition gain Resist Shadow 10 and you may add the Shadow Keyword to your attack.
Shadow Jaunt {Boost} – Teleport up to 10 squares and make an immediate surprise attack with the Shadow keyword added on. If you hit and successfully deal damage you may teleport the target to the nearest shadowed area within 10 squares.
Night’s Embrace {Ranged, Shadow, Grapple, Concealment} – Range 10 – Str vs Fort; Success: Target takes 3d6 Shadow damage and you make a ranged grapple against them. Sustain Grapple: Move. Special: if you or the target are in a darkened area deal an extra die of damage, if you both are deal maximum damage in addition to the extra die.
Enveloping Darkness {Ranged, Shadow, Weakness, Zone, Concealment} – Range 10 Burst 3 Int vs Will; Success: Each target takes 6d6 Shadow damage and is blinded {save ends). Sustain: Move, if they stay within or leave the zone you make another attack against each of them. Special: if you or the target are in a darkened area deal an extra die of damage, if you both are deal maximum damage in addition to the extra die. Req. Night’s Embrace.
Impenetrable darkness {Weakness, Shadow, Zone} – R5 Burst 3, Create a zone of darkness. All creatures within the zone gain vulnerability Shadow 10 and are blinded for as long as they stay in the zone. Sustain: Swift. Req. Enveloping Darkness.

Bio:

Iron Satyr

Elemental Isle Nihl Redhobbit