From Traditional Games Wiki
| Ithym Darr
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Level 2 Solo Controller (Leader)
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| Medium natural humanoid
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XP 750
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| Initiative: +3
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Senses: Perception +8; low-light vision
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| HP: 156
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Bloodied: 78
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| AC: 14
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Fort: 16
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Reflex: 16
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Will: 17
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| Speed: 6, Fly 4
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Death Bolt (standard; at-will) ✦ Necrotic
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| Ranged 10; +7 vs Fortitude; 1d10 + 3 necrotic damage.
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Call of the Grave (standard; recharge ; only usable when not bloodied)
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| Ranged 10; four undead minions of Ithym Darr's level or lower appear in any unoccupied space within range. These undead minions take their turns immediately after the necromancer
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Death Channel (minor; at-will; only usable when not bloodied)
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| Ranged 10; an undead minion within range gains a +2 bonus to all defenses until the start of Ithym Darr's next turn.
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| Close Escape (move; encounter; only usable when not bloodied)
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| Ithym Darr can teleport 10 squares.
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| Embracing Death (free; when first bloodied in an encounter)
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| Ithym Darr gains the undead keyword, gains a +2 bonus to AC, takes a -2 penalty to Will and Reflex.
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Blighting Touch (standard, at-will; only usable when bloodied) ✦ Necrotic
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| +7 vs Fortitude; 1d8 + 5 necrotic damage.
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Wither (standard; recharge ; only usable when bloodied) ✦ Necrotic
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| +5 vs Fortitude; the target takes ongoing 5 necrotic damage (save ends).
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Raise the Dead Earth (standard; encounter; only usable when bloodied)
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| Close burst 2; the area of the burst becomes gravesoil, lasting until Ithym Darr is reduced to 0 hit points.
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| Alignment: Evil
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Languages: Abyssal, Common, Goblin
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| Skills: Arcana +11, History +11, Insight +9, Intimidate +5, Religion +11 Stealth +7
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| STR: 8 (+0)
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DEX: 13 (+2)
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WIS: 16 (+4)
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| CON: 14 (+3)
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INT: 20 (+6)
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CHA: 8 (+0)
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| Equipment: Cloth armor, dagger, orb implement
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