Minion Fight A
Elite Fight A
Miniboss 1
Ash (Boss)
| 2|Basic | | | --- | --- | | Class/Level ||Guardian 9 (Boss) | | | Size/Type ||Medium Immortal Humanoid | | | Initiative ||+9 (best of 3 rolls) | | | Movement ||Walk 6, Teleport 4 | | | 2|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 | | | 2|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 |