Reckoner (4e Creature)

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Note: This lore applies to the Patronage Campaign Setting.

Reckoners are horrid undead creations formed from the victims of Efthal's bone coins. There are four types of reckoners: numismatist, usurers, vestiges, and weighter. Vestiges are created only when a person dies in the presence of another type of reckoner. The numismatist, usurer, and weighter, are created when one succumbs to reckoner's plague. The form is often determined by the quality of the person's soul. A usurer was once a person who reveled in making disproportionate deals in their favor. A numismatist was once a miser who held every coin dear. A weighter used his wealth like a club to beat the less fortunate and downtrodden.

Reckoners appear as skeletal forms. In the center of their skulls sits the Bone Coin that caused their dire curse. They wear tattered black robes and carry a pair of scales in one hand. The scales and robe are part of their person, and cannot be removed from them. Their eyes glow with a dark malevolence. All they seek more than destroying the living is convincing the living to assist them in causing their own destruction.

When a reckoner (other than a vestige) is destroyed, it turns into a pile of dust, in the center of which sits its Bone Coin, ready to corrupt another soul.

Lore[edit]

DC 15: The bone coins in their skulls indicate these are reckoners, pathetic victims of Efthal. Reckoners despise radiant energy, and resist the necrotic energy of the dead.

DC 20: Creatures slain by reckoners become pale reflections of reckoners known vestiges, under the control of their murderer.

DC 25: Reckoners often offer their victims difficult choices that must be considered carefully. They offer this even as they try to kill you.

Reckoner Numismatist[edit]

Numismatist
Level 15 Brute
Medium Natural Humanoid (undead)
XP 1200
HP 177; Bloodied 88 Initiative +21
AC 27; Fortitude 31, Reflex 24, Will 30 Perception +9
Speed 6, fly 4 darkvision
Resist 10 necrotic
Vulnerable 10 radiant
Standard Actions
Basicmelee.png Dear Touch ♦ At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 5d8 + 6 damage and the target may choose to make a basic melee attack against a creature in reach. If successful, the target gains temporary hp equal to the damage it inflicted on the ally plus the target's highest ability modifier.
Melee.png Touch of Ivory (polymorph)♦ Recharge when no enemy is affected by this power.
Attack: Melee 1 (one creature); +18 vs. Reflex
Hit: 9d8 + 9 damage and the target is slowed (save ends). First Failed Saving Throw: Target is immobilized (save ends both). First Failed Saving Throw: Target is petrified (save ends all). First Failed Saving Throw: Target is permanently transformed into an ivory statue with 1,200 gp per square it occupies.
Melee.png Mint a Bone Coin (conjuration)♦ Encounter
Attack: Melee 1 (one willing creature that knows the properties and powers of a bone coin); The reckoner generates a bone coin and gives it to the target.
Triggered Actions
Close.png Payback (healing)♦ At-Will
Trigger: An enemy it can see saves against an effect caused by its touch of ivory power.
Effect: The triggering enemy loses any temporary hp and the reckoner heals an equal number of hp.
Close.png Soul Reckoning (polymorph)♦ At-Will
Trigger: An enemy it can see dies.
Effect: The triggering enemy and its possession (other than artifacts) transform into a reckoner vestige under control of the reckoner. The target cannot be restored from the dead unless it and the reckoner that controls it are both destroyed within 24 hours after transformation.
Skills Athletics +18, Endurance +15, Intimidate +17
Str 23 (+13) Dex 20 (+12) Wis 14 (+9)
Con 17 (+10) Int 17 (+10) Cha 20 (+12)
Alignment Evil Languages Common
Equipment bone coin

Numismatists in Combat[edit]

The numismatist prefers to get up close to its victims and tempt them to gain temporary hit points with the Dear Touch power. Once a few enemies have garnered such hit points, it will use Touch of Ivory and either watch them turn to bone, or reap the temporary hp if they resist the effect.

Reckoner Usurer[edit]

Usurer
Level 15 Elite Controller
Medium Natural Humanoid (undead)
XP 2400
HP 290; Bloodied 145 Initiative +15
AC 26; Fortitude 32, Reflex 24, Will 31 Perception +10
Speed 6, fly 4 darkvision
Resist 10 necrotic
Vulnerable 10 radiant
Traits
Costly Aura ♦ Aura 2
Effect: Any creature in the aura is weakened. At the beginning of the usurer's turn, it gains 5 temporary hp for each enemy in the aura.
Standard Actions
Basicmelee.png Costly Touch ♦ At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 4d8 + 5 necrotic damage and the target's Will defense is reduced by 1 (save ends). This penalty is cumulative with other Costly Touch attacks.
Ranged.png Avaricious Reckoning (necrotic, psychic)♦ At=Will
Attack: Ranged 10/20 (up to 2 targets in range); +18 vs. Will
Hit: 4d8 + 5 necrotic and psychic damage and the target cannot use a consumable item until the end of the target's next turn.
Melee.png Mint a Bone Coin (conjuration)♦ Encounter
Attack: Melee 1 (one willing creature that knows the properties and powers of a bone coin); The reckoner generates a bone coin and gives it to the target.
Ranged.png Soul Confiscation (healing, necrotic)♦ Recharge when bloodied
Attack: Ranged 10 (up to two targets in range); +18 vs. Will
Hit: 7d8 + 9 necrotic damage and each ally of the reckoner within 2 squares of the target (including the reckoner) heals hp damage equal to the damage inflicted divided by the number of creatures to be healed by this power.
Melee.png Costly Choice ♦ Recharge D6 (5).pngD6 (6).png
Attack: Melee 1 (one creature); +18 vs. Will
Hit: 7d8 + 9 damage.
Effect: The target may choose to take up to 50 damage. For each 10 hp taken, the target gains a +1 power bonus to attack and damage rolls until the end of the encounter, but any radiant damage the target would inflict until the end of the encounter is instead necrotic damage.
Triggered Actions
Close.png Soul Reckoning (polymorph)♦ At-Will
Trigger: An enemy it can see dies.
Effect: The triggering enemy and its possession (other than artifacts) transform into a reckoner vestige under control of the reckoner. The target cannot be restored from the dead unless it and the reckoner that controls it are both destroyed within 24 hours after transformation.
Skills Bluff +18, Diplomacy +18, Intimidate +18, Religion +17, Stealth +14, Thievery +14
Str 14 (+9) Dex 14 (+9) Wis 17 (+10)
Con 17 (+10) Int 20 (+12) Cha 23 (+13)
Alignment Evil Languages Common
Equipment bone coin

Usurers in Combat[edit]

The usurer will offer costly choice to the enemy it thinks most likely to take the offer. Them it will avoid directly melee and use Avaricious Reckoning, with Soul Confiscation when appropriate to aid itself and allies.

Reckoner Vestige[edit]

Vestige
Level 15 Minion
Medium Natural Humanoid (undead)
XP 300
HP 1; a missed attack never damages a minion. Initiative +19
AC 29; Fortitude 26, Reflex 27, Will 27 Perception +12
Speed 6, fly 4 darkvision
Resist 10 necrotic, 2 all (see below)
Traits
Vestigial Decision
Effect: A creature that targets a vestige with a melee or ranged attack may choose to gain a +1 power bonus to the attack roll in return for reducing the damage inflicted by 10. If the attacker agrees and fails to damage the vestige, the attacked takes 10 necrotic damage.
Standard Actions
Basicmelee.png Vestigial Touch ♦ At-Will
Attack: Melee 1 (one creature); +18 vs. Reflex
Hit: 11 and the vestige increases its resistance to all damage by 2 (maximum 20).
Minor Actions
Surprising Recovery ♦ At-Will
Effect: The vestige stands up from prone.
Skills none
Str 17 (+10) Dex 20 (+12) Wis 20 (+12)
Con 17 (+10) Int 17 (+10) Cha 14 (+9)
Alignment Evil Languages Common
Equipment

Vestiges in Combat[edit]

The vestige may lie on the ground as a dead skeleton in order to gain surprise and stand using surprising recovery and then vestigial touch. It will attack fearlessly, attacking and increasing its resistance as often as possible.

Reckoner Weighter[edit]

Weighter
Level 15 Skirmisher
Medium Natural Humanoid (undead)
XP 1200
HP 145; Bloodied 72 Initiative +21
AC 32; Fortitude 24, Reflex 34, Will 27 Perception +10
Speed 6, fly 4 (hover), shift 4 darkvision
Resist 10 necrotic
Vulnerable 10 radiant
Standard Actions
Basicmelee.png Weighty Touch (force)♦ At-Will
Attack: Melee 1 (one creature); +18 vs. Reflex
Hit: 3d12 + 5 force damage and target is slid up to 3 squares. Target also falls prone unless it makes a saving throw. The weighter must also shift an equal number of squares in a direction directly opposite the direction it pushed the target.
Melee.png Counterweight (force)♦ At-Will

}requirement=The weighter is adjacent to two enemies who are also adjacent to one another.

Attack: Melee 1 (one creature); +18 vs. Reflex
Hit: 4d12 + 5 damage. If the attack hits both enemies, they are each pushed up to 3 square away from one another and knocked prone. If the attack hits one enemy, that enemy is pushed up to 3 squares form the weighter and knocked prone, and the weighter shifts the same number of squares directly away from the target.
Melee.png Mint a Bone Coin (conjuration)♦ Encounter
Attack: Melee 1 (one willing creature that knows the properties and powers of a bone coin); The reckoner generates a bone coin and gives it to the target.
Minor Actions
Ranged.png Weighty Decision (force)♦ At-Will
Attack: Close burst 3 (one enemy in burst); +18 vs. Fortitude
Hit: The target is pulled up to 3 squares. The target may choose to reduce the number of squares pulled by taking 5 force damage for each square by which the forced movement is reduced.
Triggered Actions
Close.png Soul Reckoning (polymorph)♦ At-Will
Trigger: An enemy it can see dies.
Effect: The triggering enemy and its possession (other than artifacts) transform into a reckoner vestige under control of the reckoner. The target cannot be restored from the dead unless it and the reckoner that controls it are both destroyed within 24 hours after transformation.
Skills Athletics +18, Stealth +18, Thievery +18
Str 20 (+12) Dex 23 (+13) Wis 17 (+10)
Con 17 (+10) Int 14 (+9) Cha 20 (+12)
Alignment Evil Languages Common
Equipment bone coin

Weighters in Combat[edit]

The weighter uses counterweight whenever it can, and weighty touch if it cannot. If it cannot get to a target it can touch, it will use weighty decision to move an enemy closer to it.


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