Basic
|
Class/Level |
Guardian 9 (Boss)
|
Size/Type |
Medium Immortal Humanoid
|
Initiative |
+9 (best of 3 rolls)
|
Movement |
Walk 6, Teleport 4
|
Defenses
|
Hit Points |
2,000
|
Resist |
IMM (fire, neg energy) RES 20 (shadow) VUL 20 (holy)
|
Avoidance |
Dodge +9i Parry +11i Fort +11i Will +11i
|
Actions
|
Base Numbers |
Haste 200%, Hit +11i, Crit 20/x2
Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30.
|
Tank Attacks
|
- std actions, likely to be forced onto tank via taunt
- some sort of melee, probably 3x/rd
- usually cleave or area to punish people dumb enough to stand in front besides tank
|
Raid Attacks
|
- swift action, generally 1/rd (but you can sacrifice std for swift if not taunted)
- usually, I think of three, then randomly determine which one applies each round
- one raid attack is too easy to learn how to avoid
|
Free
|
- Usually a small array of non-damaging attacks, such as a curse of weakness, or a wall of ice, or something to frustrate the PCs and shake things up
- Free actions are really hard to counter, and PCs usually assume the std or swift is "bigger" and almost never bother to use immediates, etc
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