Skip to main content
Commonmark migration
Source Link

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arive. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access to cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor action to go invisible until next attack works well. Nothing like a -5 modifier to convince the party not waste daily/encounter powers on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - this way you get the benefit of the ignored monster transferred directly to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

 

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

 

Effect (No Action): Snilvor gains 5 temporary hit points.

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arive. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access to cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor action to go invisible until next attack works well. Nothing like a -5 modifier to convince the party not waste daily/encounter powers on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - this way you get the benefit of the ignored monster transferred directly to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

 

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

 

Effect (No Action): Snilvor gains 5 temporary hit points.

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arive. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access to cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor action to go invisible until next attack works well. Nothing like a -5 modifier to convince the party not waste daily/encounter powers on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - this way you get the benefit of the ignored monster transferred directly to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

Effect (No Action): Snilvor gains 5 temporary hit points.

Grammar and typos
Source Link
F. Randall Farmer
  • 14.8k
  • 4
  • 47
  • 102

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arisearive. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access to cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor action to go invisible until next attack works pretty goodwell. Nothing like a -5 modifier to haveconvince the party not waste dailiesdaily/encountersencounter powers on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - thatthis way you get the benefit of the ignored monster transferred directly to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

Effect (No Action): Snilvor gains 5 temporary hit points.

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arise. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor to go invisible until next attack works pretty good. Nothing like a -5 modifier to have the party not waste dailies/encounters on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - that way you get the benefit of the ignored monster transferred to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

Effect (No Action): Snilvor gains 5 temporary hit points.

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arive. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access to cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor action to go invisible until next attack works well. Nothing like a -5 modifier to convince the party not waste daily/encounter powers on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - this way you get the benefit of the ignored monster transferred directly to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

Effect (No Action): Snilvor gains 5 temporary hit points.

added DDI pointer to similar power
Source Link
F. Randall Farmer
  • 14.8k
  • 4
  • 47
  • 102

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arise. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor to go invisible until next attack works pretty good. Nothing like a -5 modifier to have the party not waste dailies/encounters on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - that way you get the benefit of the ignored monster transferred to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

Effect (No Action): Snilvor gains 5 temporary hit points.

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arise. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor to go invisible until next attack works pretty good. Nothing like a -5 modifier to have the party not waste dailies/encounters on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - that way you get the benefit of the ignored monster transferred to the necromancer.

Be Prepared

If the party makes a bunch of noise on the way in, the summoning should be completed just as they arise. To get this effect, simply have an encounter outside the necromancer's room - plenty of warning.

Cover / Line of Sight

The necromancer should have easy access cover, and the other monsters should provide barriers to line-of-sight.

Powers

If you're not opposed to adding powers to your elites/bosses, consider two types: defensive and healing.

A minor to go invisible until next attack works pretty good. Nothing like a -5 modifier to have the party not waste dailies/encounters on the boss.

Likewise, allowing the necromancer to banish a minion to provide temporary HP also works well - that way you get the benefit of the ignored monster transferred to the necromancer.

Snilvor, Goblin Emissaryddi (In the DM's Kit adventure)

Triggered Actions

"Die For Me" At-Will

Trigger: A minion ally within Snilvor’s line of sight drops to 0 hit points.

Effect (No Action): Snilvor gains 5 temporary hit points.

Source Link
F. Randall Farmer
  • 14.8k
  • 4
  • 47
  • 102
Loading