Minion Fight A

Elite Fight A

Miniboss 1

Ash (Boss)

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

Angel Twins (Boss)