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 Yet • Encounter
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 Minions • Recharge 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 Away • Encounter
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)
He’s perfect for on branch of my campaign! Thank you.