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Lucretia Nightbane, High Justicar of Tyr (4e Monster)

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Lucretia Nightbane, High Justicar of Tyr
Level 18 Elite Artillery (Leader)
Medium natural humanoid
XP 1,000
Initiative +12 Senses Perception +19; low-light vision
HP 200; Bloodied 100
AC 28; Fortitude 20, Reflex 26, Will 29
Resist: 15 fire
Saving Throws +2
Speed 6
Action Points 1
BasicMelee Fire Slash (Standard; At-Will) ♦ Poison
Attack: Melee 1 (one creature); +17 vs. AC

Hit: 2d4 + 6 untyped and poison damage or 2d6 + 14 untyped and poison damage on a critical. The target takes ongoing 5 poison damage, and a -2 penalty to all attack and damage rolls (save ends both).

Area Psychic Assault (Standard; At-Will; Recharge D6 (4)D6 (5)D6 (6) or when first blooded) ♦ Psychic
Attack: Area 1 within 10 squares (all enemies in area); +14 vs. Will

Hit: 1d8 + 6 Psychic damage and the target is dazed (save ends).

Miss: Half damage, and the target is dazed until the end of Cancilla's next turn.

Special: Cancilla can use Psychic Assault while it's depleted. If he does, the target grants combat advantage and takes a -2 penalty to attacks roll instead of becoming dazed (save ends both). On a miss the target grants combat advantage and takes a -2 penalty to attack rolls until the end of Cancilla's next turn.

Close Mind Thrash (Standard; Recharge D6 (6) or when first bloodied) ♦ Psychic
Attack: Close blast 5 (each creature in blast); +14 vs. Will

Hit: 1d8 + 6 psychic damage and the target is stunned (save ends).

Miss: The target is dazed until the end of Cancilla's next turn.

Ranged Break the Will (Standard; Recharge D6 (6) or when first bloodied) ♦ Charm, Psychic
Attack: Ranged 10 (one creature); +14 vs. Will

Hit: The target is dominated (save ends).

Miss: The target is dazed until the end of Cancilla's next turn.

Close Telepathic Anticipation (Immediate Interrupt or Minor 1/round; At-Will) ♦ Psychic
Trigger: A creature within 10 squares attacks Cancilla.

Attack: Close burst 10 (targeting creature in burst); +14 vs. Will

Hit: The attack misses and the target grants combat advantage to Cancilla until the end of his next turn.

Special: This attack can be used as a minor action versus one creature in the burst. If used in this way, on a hit, the target's next attack against Cancilla automatically misses, and it grants combat advantage to Cancilla until the end of his next turn.

Trait Desperate Overchanneling
When bloodied, Cancilla can gain a +2 power bonus to all attack and damage rolls with the psychic keyword until the beginning of his next turn as a Free Action. If he does, he takes 3 damage that can't be prevented in any way. Saving throws made against effects created by attacks with this bonus take a -2 penalty.
Trait Preternatural Awareness
Cancilla gains a +6 power bonus to his Initiative rolls (factored in). He cannot be surprised.
Trait Infernal Wrath (Immediate Reaction; Encounter)
Trigger: A creature within 10 squares hits Cancilla.

Effect The triggering creature takes 1d6 + 6 fire damage.

Trait Blood Hunt
Cancilla gains a +1 racial bonus to attack rolls against bloodied foes.
Trait Healing Potion (Minor; Encounter) ♦ Healing
Cancilla regains 50 hit points.
Trait Second Wind (Standard; Encounter) ♦ Healing
Cancilla gains 50 hit points and a +2 bonus to all defenses until the end of his next turn.
Alignment evil Languages Abyssal, Common, Draconic, Infernal, telepathy 10
Skills Arcana +16, Bluff +17, Diplomacy +15, Insight +19
Str 8 (+4) Dex 12 (+6) Wis 22 (+11)
Con 10 (+5) Int 22 (+11) Cha 20 (+10)







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