Izek in the Manor

Combat - Izek in the Manor

Encounter Difficulty: Easy/Standard
Victories Awarded: 1 (if the heroes start with the expected number of Victories) or 2 (if the heroes start with 2-3 Victories)
Expected Party: Five heroes at level 2 with 6 Victories each

Enemies:

Group Creatures
1 Izek Strazni, Hellhound-Touched, first turn
2 Izek Strazni, Hellhound-Touched, second turn

Balancing:

If you have fewer than 5 heroes, modify the encounter in the following ways:

Heroes Modification
3 Heroes Decrease Izek's Stamina to 150 and remove his Solo Action malice feature.
4 Heroes Decrease Izek's Stamina to 200.

Izek Malice

At the start of Izek's turn, you can spend Malice to activate one of the following features.


Fire Shield (3 Malice)
Flames swirl around Izek. Until the start of their next turn, each enemy who comes within 2 squares of them takes 6 fire damage.

Erupting Flames (5 Malice)
Izek slams his battleaxe into the ground, causing a three size 2 gouts of flame to erupt from anywhere on the encounter map. Each creature adjacent to one or more eruptions when they appear who has A < 2 takes 5 fire damage.

Solo Action (5 Malice)
Izek takes an additional main action on their turn. They can use this feature even if they are dazed.

Ashen Clouds (7 Malice)
Until the start of Izek's next turn, all areas of the encounter map are shrouded in a thick cloud of ash. All creatures and objects on the map have concealment that Izek ignores. Additionally, each enemy in the cloud who has I < 1 has line of effect only within 3 squares. The potency of this feature increases by 1 each time it's used.

Izek Strazni, Hellhound-Touched

Accursed, Humanoid, Human Level 3 Solo
EV 60

Size Speed Stamina Stability Free Strike
2 10 300 1 6

Immunity Fire 6 Weakness —
Movement —

Might Agility Reason Intuition Presence
+3 +2 -2 +1 +0

Solo Monster
Solo Turns: Izek can take two turns each round. They can't take turns consecutively.
End Effect: At the end of each of their turns, Izek can take 5 damage to end up to one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Hellhound's Pursuit
When Izek makes a creature winded or reduces them to 0 Stamina, Izek can move their speed toward an enemy.

Silvered Battleaxe 2d10+3 Signature Ability
Melee, Strike, Weapon, Silver Main Action
Melee 2 Two creatures or objects
≤ 11: 6 damage, 3 fire damage
12-16: 10 damage, 3 fire damage
17+: 13 damage, 3 fire damage
Effect: This strike deals an extra 3 fire damage if it gains an edge or has a double edge.

Flame Volley (5 Malice) 2d10+3
Area, Magic, Ranged Main Action
3 cube within 10 Each enemy and object in the area
≤ 11: 3 fire damage; A < 1: 3 fire damage
12-16: 5 fire damage; A < 2: 5 fire damage
17+: 7 fire damage; A < 3: 7 fire damage

Roar (5 Malice) 2d10+3
Area, Magic Main Action
5 burst Each enemy in the area
≤ 11: 4 psychic damage
12-16: 8 psychic damage; I < 2 frightened (save ends)
17+: 10 psychic damage; I < 3 frightened (save ends)

Hurl
Melee, Weapon Maneuver
Melee 2 One creature or object
≤ 11: Vertical push 2
12-16: Vertical push 3
17+: Vertical push 5

Burning Vengeance 2d10+3
Melee, Strike, Weapon Triggered Action
Melee 2 The triggering creature
Trigger: A creature makes a strike against Izek and obtains a tier 1 outcome.
Effect: Izek shifts up to 5 squares. If they end this shift within distance of the target, make a power roll.
≤ 11: 6 fire damage; M < 1 slowed (save ends)
12-16: 8 fire damage; prone; M < 2 slowed (save ends)
17+: 10 fire damage; prone; M < 3 slowed (save ends)

Overture of Destruction Villain Action 1
Area
1 burst Each enemy in the area
Effect: Izek can use Silvered Battleaxe and Hurl against each target.

Fire Solo Villain Action 2
— —
Self Self
Effect: Izek uses Flame Volley and Roar without spending Malice.

Chorus of Destruction 2d10+3 Villain Action 3
— —
Self Self
Effect: Izek uses Roar, then shifts up to their speed and can make a free strike against each enemy who comes adjacent to them during the shift. When Izek ends this shift, they use Flame Volley. The use of these abilities as part of this villain action costs no Malice.

Flammable Oil

Level 1 Trap Ambusher
EV 2 per 10 x 10 patch

A patch of flammable oil or pitch on the ground is ready to be ignited.

Stamina: —

Size: One or more squares


Deactivate
As a maneuver, a creature adjacent to a patch of flammable oil can make an Agility test.
≤ 11: The creature ignites the oil and is affected as if in its area.
12-16: The oil temporarily ignites before safely burning out, and the creature takes 3 fire damage and is burning (save ends).
17+: The oil is rendered safe and can't be ignited.

Activate
The flammable oil triggers when a creature or object in a square of oil takes fire damage, or a creature or object enters a square of burning oil or starts their turn there.
Effect: The triggering creature or object takes 3 fire damage and is burning (save ends). A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

Concealed Oil (+1 EV)
The oil is hidden until it ignites.
Allied Awareness
Allies who have weapons are equipped with torches. Any ally can use a maneuver to throw a torch up to 5 squares and ignite the flammable oil.
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