Hallo zusammen, ich habe für meine Dark Sun Runde einen kleinen Solo-Gegner gebastelt und hätte gern eure Meinung dazu:
Jogul the Traitor:
Medium natural humanoid , human
Level 2 Artillery (Solo) XP 625
Initiative +2 Senses Perception +3
Saving Throws +5 2 Action Points
Defiling aura 3; living creatures within the aura cannot use healing surges
HP 156; Bloodied 78
AC 17; Fortitude 16, Reflex 15, Will 18
Speed 6
Bone Quarterstaff (standard, at-will) Earth, Weapon
+10 vs AC; 1d8+4 damage plus 1d6 earth damage, and Jogul gains 5 temporary
hit points.
Templar's Fist (standard, at-will) Psychic, Implement, Arcane
1 Target in close Burst 5; +6 vs Will; 1d10+4 psychic damage, and the target
is slowed until the end of Jogul’s next turn.
Defiler's Curse (free, at-will) Arcane, Necrotic
Jogul spends an action point. In addition to his bonus action, he recharges all
of his powers and each adjacent enemy looses a hit points equal to his
healing surge value.
Quicksand (free interrupt, encounter) Arcane, Earth
Area burst 2 within 10. Jogul interrupts the movement of an enemy. The targeted
area turns into shallow quicksand (treat as Silt Pool, Creature Catalog p.136).
Way of the shifting sands (move, recharge 5/6) Arcane
Jogul teleports up to 5 squares.
Burning Sands (standard, recharge 5/6) Earth
Area burst 2 within 10; affects enemies; +6 vs Fortitude; 2d8 earth damage.
Effect: Jogul gains 5 temporary hit points and can shift 1 square as a free action.
Wrath of the desert (free, when first bloodied) Earth
Close burst 5; Every enemy in burst is blinded (save ends)
Alignment Evil Languages Common
Str 10 (+1) Dex 13 (+2) Wis 15 (+3)
Con 14 (+3) Int 17 (+4) Cha 12 (+2)
Equipment: robes, bone quarterstaff