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Karesh, Kobold Herald of Tiamut (Part 2)

Karesh, Kobold Herald of Tiamut (Part 2)

This is what Karesh might want to be eventually. [Artists: Johnathan and Daisey Bingham]As a villain in the paragon tier, Karesh actively searches for necromantic knowledge and artifacts, protected by his large kobold war band. His kobolds are so fanatically devoted to him that they will not run when cornered. He also raises a small group of undead wherever he stops, just for extra protection.

Additionally, he has developed a reputation among other kobolds; the Cult of Karesh is on the rise. At least six kobold bands now send him tribute, and at least one worships him as a god.

(At this tier, he becomes a controller instead of artillery.)

Karesh (Level 13 Controller)

Small natural humanoid; XP 800

HP 126; Bloodied 63; Initiative +8

AC 27; Fortitude 24, Reflex 26, Will 25; Perception +12

Speed 6; Darkvision

STANDARD ACTIONS

m Withered Claw (necrotic) • At-Will

Attack: Melee 1 (one creature); +16 vs. Reflex

Hit: 2d8 + 5 damage.

R Necrotic Ray (necrotic) • At-Will

Attack: Ranged 20 (one creature); +16 vs. Reflex

Hit: 2d10 + 7 necrotic damage.

A Hands from the Grave (necrotic) • Recharge 4-6

Attack: Area blast 3 within 10 (enemies in the blast); +16 vs. Reflex

Hit: 2d8 + 5 necrotic damage, and the target is grabbed (save ends).

Not Dead YetEncounter

Trigger: Up to 3 kobold allies that are within 10 squares of Karesh have been reduced to 0 HP or fewer.

Effect: The kobold allies return to life with half their bloodied value in hit points.

MINOR ACTIONS

Summon MinionsRecharge 5-6

Effect: Four kobold skeleton minions appear, each in an empty square within 10 squares of Karesh. The skeletons have all of Karesh’s statistics except for these differences: HP 1 (a missed attack never damages a minion); each minion has only one power, as follows:
m Claw At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 1d6 + 5 damage.

MOVE ACTIONS

Scurrying AwayEncounter

Effect: Karesh shifts up to 5 squares, then moves its speed, gaining +6 to all defenses during this movement.

Alignment evil; Languages Common, Draconic

Str 9 (+5) Dex 15 (+8) Wis 12 (+7)

Con 14 (+8) Int 12 (+7) Cha 10 (+6)

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