FrozenWrath

The Frozen Gaol (EX?)

Jun 20th, 2021 (edited)
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  1. "Your delve into the supposedly-bottomless Frostfire Well under the Wellington family's castle proved fruitful- At the bottom, the effigy of the ancient dragon Trishula greeted you. Her soul resonated with yours, and you learned of the anguish that she has experienced in all this time, waiting for a worthy champion to once again take up her banner. She intends to test you with the last remaining memory of her first and greatest knight- Avance. Can you weather the oncoming storm?"
  2. -description of the Frozen Gaol
  3.  
  4. Avance (Level 14 Boss/Standard Soldier)
  5. Medium natural humanoid (conceptual, draconic)
  6. 80 HP, 30 AC/27 Fort/25 Ref/26 Will
  7. +11 Initiative, +7 Perception, +5 Saves
  8. 6 sq. Speed, 1 Action Point
  9.  
  10. TRAITS
  11. Unflinching Resolve
  12. When Avance would be forced to move by an effect that pushes, pulls, or slides, he moves that many squares minus 1 instead.
  13.  
  14. Duel Stance
  15. As Avance enters the battlefield, he marks target [Defender]. While there are any "Fey Watcher" on the field, Avance is unaffected by creatures other than [Defender].
  16.  
  17. STANDARD ACTIONS
  18. Goring Blade - At-will basic melee attack
  19. Attack: Melee 1 (one creature); +19 vs. AC
  20. Hit: 2d10+14 damage, and this attack deals extra damage equal to double the total ongoing damage on the target before removing all instances of ongoing damage from the target.
  21.  
  22. Glory Slash - At-will melee attack
  23. Attack: Close blast 3 (all creatures in blast, and it must include a creature marked by Avance that is adjacent to him); +19 vs. AC
  24. Hit: 3d8+11 damage.
  25.  
  26. MOVE ACTIONS
  27. Round Break - At-will melee attack
  28. Attack: Close burst 1 (each creature in burst); +17 vs. AC
  29. Hit: 2d6+7 damage.
  30. Effect: Avance stands up if he is prone, and he is no longer immobilized, restrained, or grabbed. For each of those conditions he removes by this effect, he increases his vulnerable all by 2 until the end of his next turn.
  31.  
  32. MINOR ACTIONS
  33. Fast Blade - At-will melee attack
  34. Attack: Melee 1 (one creature); +19 vs. AC
  35. Hit: 2d8+4 damage, and Avance chooses one of the following.
  36. * Avance shifts 1 square, and the target is slid into that square.
  37. * Avance moves 3 squares through the target, and pulls the target to an adjacent square.
  38.  
  39. TRIGGERED ACTIONS
  40. Knight's Resolve - At-will non-action
  41. Trigger: Avance becomes stunned or dominated.
  42. Effect: Avance makes an immediate saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save, and he increases his vulnerable all by 10 for the next instance of damage he takes.
  43.  
  44. Atonement - At-will immediate reaction (melee attack)
  45. Trigger: A creature Avance has marked makes an attack that does not include him as a target.
  46. Attack: Melee 1 (the triggering creature); +17 vs. Fortitude
  47. Hit: 2d8+16 damage, and the target takes ongoing 5 damage.
  48.  
  49. Dragonfrost Dive - Encounter non-action
  50. Trigger: Avance is reduced to 0 or fewer HP.
  51. Special: Avance can use this power even if a condition exists that would normally prevent him from doing so.
  52. Effect: Avance is not removed from the battlefield and becomes untargetable. At the start of his next turn, he teleports to the centermost square that he can stand on, and makes the following attack.
  53. Attack: Close burst 100 (each creatures in burst); +19 vs. Fortitude
  54. Hit: 36 cold damage, reduced by 2 for every square away from the origin that the target was.
  55. Effect: Each target within [close burst 2] is also pushed 2 squares. After this attack resolves, Avance is removed from the battlefield and is replaced with the First Knight. The First Knight rolls initiative and fights normally as a new creature entering the combat.
  56. _____
  57.  
  58. Blade Brother (Level 14 Standard Skirmisher)
  59. Medium natural humanoid (conceptual)
  60. _____
  61.  
  62. Guard Brother (Level 14 Standard Soldier)
  63. Medium natural humanoid (conceptual)
  64. _____
  65.  
  66. Fey Watcher (Level 14 Minion Skirmisher)
  67. Tiny fey humanoid (conceptual)
  68. 1 HP, 30 AC/27 Fort/25 Ref/26 Will
  69. +11 Initiative, +7 Perception, +5 Saves
  70. 6 sq. Speed, 1 Action Point
  71.  
  72. TRAITS
  73. Preserver of Sanctity
  74. Avance is unaffected by actions not made by a creature that is marked by him.
  75. (This is for redundancy.)
  76.  
  77. STANDARD ACTIONS
  78.  
  79. __________
  80.  
  81. The First Knight (Level 14 Boss Controller)
  82. Medium natural humanoid (conceptual, draconic)
  83. 110 HP, 30 AC/27 Fort/25 Ref/26 Will
  84. +11 Initiative, +7 Perception, +5 Saves
  85. 6 sq. Speed, 1 Action Point
  86.  
  87. TRAITS
  88. Threatening Reach
  89. The First Knight can make opportunity attacks against all enemies within 2 squares of him with his trident.
  90.  
  91. Unflinching Resolve
  92. When the First Knight would be forced to move by an effect that pushes, pulls, or slides, he moves that many squares minus 1 instead.
  93.  
  94. STANDARD ACTIONS
  95. Trident - At-will melee basic attack
  96. Attack: Melee 2 (one creature); +19 vs. AC
  97. Hit: 3d8+11 damage, and target is slowed.
  98.  
  99. Breath Weapon (cold) - Recharge 5-6 ranged attack
  100. Attack: Close blast 5 (each creature in the blast); +17 vs. Fortitude
  101. Hit: 3d8+12 cold damage, and the target is slowed (save ends).
  102. Miss: Half damage.
  103.  
  104. MOVE ACTIONS
  105. Round Break - At-will melee attack
  106. Attack: Close burst 1 (each creature in burst); +17 vs. AC
  107. Hit: 2d6+7 damage.
  108. Effect: Avance stands up if he is prone, and he is no longer immobilized, restrained, or grabbed. For each of those conditions he removes by this effect, he increases his vulnerable all by 2 until the end of his next turn.
  109.  
  110. MINOR ACTIONS
  111. Bloodsworn Oaths - At-will
  112. The First Knight declares one of the below oaths. After an interval of time passes (most likely at the start of his next turn), he makes an attack whose range and targets are based on that oath.
  113. (1) To Purify the Land: Close burst 3 (each creature in burst).
  114. (2) To Slay Evildoers: Close burst 3 (each creature not in burst).
  115. (3) To Maintain Peace: Area burst 2 (each enemy in burst) on each enemy.
  116. The attack has the following properties:
  117. Attack: +17 vs. Fortitude
  118. Hit: 2d10+10 cold damage and the target gains vulnerable 5 cold cumulative with any vulnerability to cold damage, if any (save ends). (It will also apply to any cold damage applied simultaneously with it.)
  119.  
  120. Standard of the Just Scales - Encounter
  121. The First Knight plants this battle standard in his space or an adjacent square, and it creates a zone in a close burst 5. A bloodied player character that starts its turn within the zone takes 5 cold damage and is slowed until the start of its next turn.
  122.  
  123. TRIGGERED ACTIONS
  124. Knight's Resolve - At-will non-action
  125. Trigger: The First Knight becomes stunned or dominated.
  126. Effect: The First Knight makes an immediate saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save, and he increases his vulnerable all by 10 for the next instance of damage he takes.
  127.  
  128. Phase Transition 2 - Encounter non-action
  129. Trigger: The First Knight is reduced to 0 or fewer HP.
  130. Special: The First Knight can use this power even if a condition exists that would normally prevent him from doing so.
  131. Effect: It does something.
  132. Effect: After this attack resolves, the First Knight is removed from the battlefield and is replaced with Bloodied Avance. Bloodied Avance rolls initiative and fights normally as a new creature entering the combat.
  133. __________
  134.  
  135. Bloodied Avance (Level 14 Boss Soldier)
  136. Medium natural humanoid (conceptual, draconic)
  137. 110 (bl.) HP, 30 AC/27 Fort/25 Ref/26 Will
  138. +11 Initiative, +7 Perception, +5 Saves
  139. 6 sq. Speed, 1 Action Point
  140.  
  141. TRAITS
  142. Threatening Reach
  143. Avance can make opportunity attacks against all enemies within 2 squares of him with his trident.
  144.  
  145. Bloodied
  146. Avance is considered bloodied for all purposes, regardless of his hit point total.
  147.  
  148. STANDARD ACTIONS
  149. Trident - At-will melee basic attack
  150. Attack: Melee 2 (one creature); +19 vs. AC
  151. Hit: 3d8+11 damage, and target is slowed.
  152.  
  153. MOVE ACTIONS
  154.  
  155.  
  156. MINOR ACTIONS
  157.  
  158.  
  159. TRIGGERED ACTIONS
  160. Indomitable Will - At-will non-action
  161. Trigger: The First Knight becomes stunned or dominated.
  162. Effect: The First Knight makes an immediate saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save.
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