[D&D 4e] Dark Sun NPCs

I might as well share my GM prepwork with the world, right? Here are a handful of NPCs from the Dark Sun game I’m running.

Sickly Gaj
Level 3 Elite Controller

Initiative +2
Perception +7

AC 18 (see Crack the Shell) Fort 15 Ref 13 Will 17
HP: 92. Bloody 46
Speed 4
Saves +2

Standard Actions:
(melee basic attack, at-will) +8 vs AC; 1d10+3 and grabbed (until escape).

Invasive Thought (Close Burst 3; one creature in burst; Recharge 5, 6) +6 vs. Will; 2d6+3 psychic damage and slide 1 square.

Frenzy of Fear (Close Burst 2; at will) Only while bloodied. +6 vs. Will; 2d10 psychic damage and push 3 squares.

Minor Actions:

Feathery Probe (At will once per round, melee 1) Target: One grabbed creature. +6 vs. Will; 1d10 psychic and dazed and ongoing 5 psychic (save ends both).

Free Action:
Action Point (Encounter) The Gaj takes a standard action.

Pain Keeps It Fighting (Recharges at the start of the Gaj’s turn if the Gaj is bloodied) The Gaj takes 10 damage and ends an effect on it that a save can end.

Crack the ShellTrigger: The Gaj is Bloodied or is the target of a critical hit. Effect: The Gaj is -2 to AC for the rest of the encounter.

Mirja, Low ranked member of the Veiled Alliance
Level 1 Controller
HP: 32 Bloody 16
AC 15 Fort 12 Ref 14 Will 14
Speed 7

Dagger (melee basic; at-will) +6 vs. AC; 1d6+3

Ray of Enfeeblement (Ranged 10; Encounter) +6 vs. Fort; 1d10+3 necrotic and weakened (save ends)

Free Actions:
Bladespell (Close Burst 10; at-will once per round) Trigger: Mirja hits with a melee basic attack. Effect: Mirja chooses one of two effects:
Unseen Hand: One creature in burst slides 3 squares.
Lightning RingTarget: One creature in burst. Until the end of Mirja’s next turn, the target takes 6 lightning damage the first time it leaves its current square.

Str 8
Con 11
Dex 14
Int 14
Wis 9
Cha 12
Arcana +7,

Brokenclaw, Aarakocra Airscout
Level 1 Skirmisher
HP: 32 Bloody 16
AC: 15 Fort 12 Ref 15 Will 12
Speed 5, Fly 6

Spear (Melee Basic, at-will) +6 vs. AC; 1d10+4

Snapping Beak (melee, at-will) Trigger: Brokenclaw ends a charge and the target is granting combat advantage. Effect: In addition to the spear attack, Brokenclaw bites the target. +6 vs. AC; 1d6 damage.

Move action:
Sly Takeoff (at-will) Brokenclaw shifts 1 square and flies 5 squares.

Str 15
Con 12
Dex 14
Int 8
Wis 13
Cha 9
Nature +6, Stealth +7, Endurance +6

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