All Feedback Welcome. Would this Encounter Group be Legal or Illegal? Only Jacked Up or Is Homebrew?

Post/Author/DateTimePost
#1

VoyRager

Nov 13, 2010 16:28:20
Well, here's one of my first encounter groups' projects for the continuous of Eberron's Mark Of The Prophecy Quest.

Wha'cha think? Any Advice? Or any obvious corrections need?
THX. V.
________________________________________________________________

WILDBLOOD ANIMALIST
Wildblood Animalists are the Dragon Below cult new guardian class warriors. They are called animalist and can take form of a large Dolgaunt Warrior. Once in this form they have complete controlled over wild animals and other sort of creatures including players' characters that they quickly conditioned during combat.



A character knows the following information about Wildblood Animalist with a successful streetwise or history check:
Streetwise DC 17 or History DC 22: Its only a rumor about a new class practiced by half-orcs and hobgoblins from the Icehorn Mountains between Eldeen Reaches and the Demon Wastes with the Dragon Below cult. One of the classes are called the Wildblood Animalist, the other is called Overlord Animalist. Both uses a special concotion to capture, condition train and then recruit new formiable allies for the Dragon Below cult and both classes use this concotion on Tail Darts but the Wildblood Animalists have a reputation of a strong combatant with a tainted longspear.
The Wildblood Animalists who resemble an accomplished druids with a wildshape ability but they exclusively shape-change into hard-hitting large aberrant Dolgaunt Warriors. (Yes, 2x2's)
Each dart they use as well as the spear carries the special concoction derived certain types of insects and arachnids that are known for luring and dominating its prey. Enough of this concoction can draw any sorts, sizes and types of animals as well as make them easily controllable subliminally.

WILDBLOOD ANIMALIST Level 8 Elite Controller
Medium natural humanoid XP 700
Initiative +7 Senses: low-light vision;
(While In Wildblood Dolgaunt Form: Tremorsense 40.)
Perception +4.
Wildblood Net aura 2;  each non-language creature within 40 squares is dominated by this Wildblood Animalist and moves toward the Wildblood Dolgaunt’s form involuntary, this includes all enemies that are dominated.
HP 196; Bloodied 98
AC 25; Fortitude 17, Reflex 19, Will 19
Saving Throws +2
Speed 6 (While in Wildblood Dolgaunt’s Form: Speed 8)
Action Points 1

Flurry Of Stabs (*Longspear) (standard; at-will) ✦ Weapon, Poison
Close burst 2; targets each enemy in zone; +12 vs. AC; 2d8 + 5 poison damage, target is slowed (save ends.) If the target was already slowed, it is instead immobilized (save ends) and if alreadied immobilized is instead dominated (Dominates end only when this Wildblood Animalist is unconscience and hps is at 0.) Targets at all times under these effects are marked.
Both hit and miss targets are push 2.


Toxic Dart (standard; at-will) ✦ Poison, Weapon
Ranged 12; +12 vs. AC; 2d6 + 5 poison damage, and the target is slowed (save ends.) If the target was already slowed, it is instead immobilized (save ends) and if alreadied immobilized is instead dominated (Dominates end only when this Wildblood Animalist is unconscience and hps is at 0.) Targets at all times under these effects are marked.

Defensive Dart (immediate reaction, when the Wildblood Animalist is hit by an enemy's melee attack; recharge: ^+16 vs 1d20)
The Wildblood Animalist shifts 2 squares and uses toxic dart attack against the triggering enemy.


Animalist Control (Utility; At Will) ✦ Beast, Primal, Dominate
Use as either a minor action or move action;
Effect: As a minor or a move action, the Wildblood Animist can take control of a non-language creature target or a dominated target within a range of 40 squares and have that target make an immediate free action.

Wildblood Dolgaunt Form Daily ✦ Healing, Polymorph, Dominate, Primal
Minor Action Personal
Effect: Wildblood Dolgaunts gains 46 hit points and assume a large aberrant Dolgaunt Warrior's form until the end of the encounter then make a one of the following attacks as the next action.

Tentacles Lashes: (Standard; At Will.) Reach 2; Target: All enemies in range. 12 vs AC; 3d8+5 damages.
Slam: (Standard; At Will.) Melee; 12 vs AC; 2d6 + 1d8 + 5 damages.

While in this form, Wildblood Animalist loses all weapons attacks, gains +2 bonus to speed and reflex defense and has regeneration 6. This form can end as a free action.

Only in the Wildblood Dolgaunt form the following attack power can be use .

Dominating Vanguards
. (Standard Action; Daily) ✦ Beast. Primal. Dominate. Healing.
Effect: Wildblood Animalist make a standard basic attack of +11 vs. AC; 4d8 + 10 damage (and should I add on the +1d8 equiptment bonus anyway to make it 5d8?)
Miss: Half damage.
Secondary Effect: All creatures that are dominated by this Wildblood Animalist within a range of 40 makes either a basic range or a basic melee attack against every creature within the attack made range as an immediate reaction to the use of this attack power and regains hit points as if they used healing surge. All these attacks causes double the amount of damages when hit and all misses by these attacks cause normal damages when miss.


Wildblood Backlash (Immediate Interrupt✦At Will) Primal. Dominate. Fear
When a non-language creature or a dominated creature is attacked by an marked enemy, Wildblood Animist or the Wildblood Dolgaunt as an immediate free action shift up to 8 squares toward that attacker. 

^= Everytime any attack roll after a power is expended is equal or higher than the sum indicated by an expended power, you may at the start of the creature's next turn recharge one of the expended powers qualified by that attack sum.

Alignment Evil                                        Languages Common, Goblin
Str 14 (+5)          Dex 19 (+7)      Wis 20 (+8)
Con 17 (+6)        Int 08 (+2)         Cha 08 (+2)
Equipment hide armor, longspear, 12 poisoned Tail Darts, Dragon Below Holy Symbol.



WILDBLOOD ANIMALIST TACTICS
An Wildblood Animalist uses its Flurry of Stabs for multiple purposes: to knock enemies into range of an dangerous allies or a dominated PC, this also drive foes into positions where they are  flanked or push into a trap for the next round. Until bloodied, an Wildblood Animalist is aggressive and keeps enemies moving toward formiable creatures. Once bloodied the Wildblood Animalist takes Wildblood Dolgaunt’s form start slamming for large amount of damages and may reverted back only as an opportunity to closed an encounter victory with more opportune tactics.

In the Wildblood Dolgaunt’s form or in the Animalist Dolgaunt form there's no fear in releasing dominated foes to call a retreat when a battle appears unwinnable. They coordinate their movements so that they stay adjacent to allies while drawing flankers with their aura's effect and as they retreat. Even though they are generous with the use of their toxic darts, they always keep two or three hidden to hamper pursuing enemies while in retreating.


FASTED STIRGE SWARM
STIRGES ARE BLOODSUCKING, BATLIKE HORRORS that lurk in caves and ruins. Lone stirges are little more than pests and nuisances—but they are rarely encountered alone. Stirges tend to gather in large flocks that can exsanguinations an adult human in a matter of minutes.


A character knows the following information about stirges with a successful Nature check:
Nature DC 15: Stirges are pernicious predators that feast on the blood of their victims. They make their nests in caves, hollow tree trunks, or beneath building foundations—dark, dismal places with easy access to the open air and prey. If Stirges behaved harmlessly close to humanoids than those humanoids must have a means of control of the stirges near or on them.


FASTED STIRGE SWARM Level 7 Lurker Minion
Small natural beast XP 75
Initiative +10 Senses Perception +10; darkvision
HP 1; A missed attack can never damage a minion (otherwise HP 60; Bloodied 30)
AC 21; Fortitude 17, Reflex 19, Will 16; see also bite
Speed 2, fly 6 (hover) (Resist 5 to all types of damages while flying or hovering.)

Swarming Feast (standard; at-will) ✦Beast
+12 vs. AC; 2d6 + 4 damage with ongoing 10 damages; the target is grabbed and dazed (no saves.) An Fasted Stirge Swarm doesn’t make attack rolls while grabbing a target, gains a +5 bonus to its AC and Reflex defenses and all non-melee damages or effects effecting Fasted Stirge Swarms or grabbed target effects both.

Persist  Grabbed (standard; at-will) ✦Beast
Effect: At the start of any turn when Fasted Stirge Swarm has a grabbed target, Fasted Stirge Swarm as a standard action may either release or persist the grabbed.

Revitalized (minor; at-will) ✦Healing
After Persisting a grab Fasted Stirge Swarm As a minor action regains 15 hit points.

Territorial (immediate interruption; free action) ✦Beast
As a interrupt Fasted Stirge Swarm use the following bite attack against any enemy entering an adjacent square of a target they grabbing and also as a free action at the start of an enemy’s turn on an adjacent square: 11vs Ref, 1d8+5 Damages.

Alignment Unaligned Languages none
Skills +14 Stealth   +11 +Nature   +8 Endurance   +8 Dungeoneering
Str 8 (+4) Dex 16 (+6) Wis 10 (+3)
Con 10 (+3) Int 1 (–2) Cha 4 (0)


Fasted Stirge Swarm Tactics:
Stirge swarms gave rise to the old dwarven saying: “I don’t have to outrun the stirges, I only have to outrun you.” A hungry swarm will chase a prey for miles, if need be and these Fasted Stirge Swarm are no exception. These particular stirges are conditioned to never bite a certain prey with an use of an unfavored object or odor. So when a prey arrives without that repellant its feast time on that closest meal until they are no longer bloodied and unless they are drawn, forced or dominated elsewhere they will return back to their roosting far away from that repellant until feeding time the next day.


Low @ Level 7 Encounter.
1 Wildblood Animalist           Level 8 Elite Smirsher* (Half-Orc)
1 Dolgaunt Warrior               Level 8 Controller (Hobgoblin)
1 Grick Alpha                        Level 9 Brute (non-elite version)
3 Fasted Stirge Swarm         Level 7 Lurker Minion.


Meduim @ Level 9 Encounter
1 Wildblood Animalist          Level 8 Elite Smirsher* (Half-Orc)
2 Dolgaunt Warrior              Level 8 Controller (Hobgoblin)
1 Grick Alpha                       Level 9 Brute (non-elite version)
6 Fasted Stirge Swarm        Level 7 Lurker Minion.


High @ Level 11 Encounter
1 Wildblood Animalist         Level 8 Elite Smirsher* (Half-Orc)
2 Dolgaunt Warrior            Level 8 Controller (Hobgoblin.)
2 Grick Alpha                      Level 9 Brute (non-elite version.)
6 Fasted Stirge Swarm      Level 7 Lurker Minion.
1 Flesh Golem                    Level 11 Elite Brute.

*Magic Items: Encounter Treasures are either a choice of one for the PC's entire group to decide from this list:
Armor of Sacrifice
Spiked Jacket armor
Maw Of The Guardian Weapon
Vanguard Weapon
and the entire team may choose two when the encounter is endured at its high level; (Level 11 encounter group.)

#2

Mysteria

Nov 13, 2010 17:34:02
I think we need to know what level the party will be when they face these things?
#3

VoyRager

Nov 15, 2010 20:54:29

I'm using the averaging scale (add all the players levels together then divde the sum by the amount of players playing) The scale is posted above as 6.5, 8.5 and 10.5.
This is encounter 5 (second battle encounter,) in a quest meant for level 6-11 consisted of 6 confrontations, 2 skill challenges and 2 traps/puzzles encounters.

#4

VoyRager

Nov 17, 2010 4:23:05
Again with the wha'cha think? Any Advice? Or any obvious corrections need?
THX. V.
________________________________________________________________

WILDBLOOD ANIMALIST
Wildblood Animalists are the Dragon Below cult new guardian class warriors. They are called animalist and can take form of a large Dolgaunt Warrior. Once in this form they have complete controlled over wild animals and other sort of creatures including players' characters that they quickly conditioned during combat.



A character knows the following information about Wildblood Animalist with a successful streetwise or history check:
Streetwise DC 17 or History DC 22: Its only a rumor about a new class practiced by half-orcs and hobgoblins from the Icehorn Mountains between Eldeen Reaches and the Demon Wastes with the Dragon Below cult. One of the classes are called the Wildblood Animalist, the other is called Overlord Animalist. Both uses a special concotion to capture, condition train and then recruit new formiable allies for the Dragon Below cult and both classes use this concotion on Tail Darts but the Wildblood Animalists have a reputation of a strong combatant with a tainted longspear.
The Wildblood Animalists who resemble an accomplished druids with a wildshape ability but they exclusively shape-change into hard-hitting large aberrant Dolgaunt Warriors. (Yes, 2x2's)
Each dart they use as well as the spear carries the special concoction derived certain types of insects and arachnids that are known for luring and dominating its prey. Enough of this concoction can draw any sorts, sizes and types of animals as well as make them easily controllable subliminally.

WILDBLOOD ANIMALIST Level 8 Elite Controller
Medium natural humanoid XP 700
Initiative +7 Senses: low-light vision;
(While In Wildblood Dolgaunt Form: Tremorsense 40.)
Perception +4.
Wildblood Net aura 2;  each non-language creature within 40 squares is dominated by this Wildblood Animalist and moves toward the Wildblood Dolgaunt’s form involuntary, this includes all enemies that are dominated.
HP 196; Bloodied 98
AC 25; Fortitude 17, Reflex 19, Will 19
Saving Throws +2
Speed 6 (While in Wildblood Dolgaunt’s Form: Speed 8)
Action Points 1

Flurry Of Stabs (*Longspear) (standard; at-will) ✦ Weapon, Poison
Close burst 2; targets each enemy in zone; +12 vs. AC; 2d8 + 5 poison damage, target is slowed (save ends.) If the target was already slowed, it is instead immobilized (save ends) and if alreadied immobilized is instead dominated (Dominates end only when this Wildblood Animalist is unconscience and hps is at 0.) Targets at all times under these effects are marked.
Both hit and miss targets are push 2.


Toxic Dart (standard; at-will) ✦ Poison, Weapon
Ranged 12; +12 vs. AC; 2d6 + 5 poison damage, and the target is slowed (save ends.) If the target was already slowed, it is instead immobilized (save ends) and if alreadied immobilized is instead dominated (Dominates end only when this Wildblood Animalist is unconscience and hps is at 0.) Targets at all times under these effects are marked.

Defensive Dart (immediate reaction, when the Wildblood Animalist is hit by an enemy's melee attack; recharge: ^+16 vs 1d20)
The Wildblood Animalist shifts 2 squares and uses toxic dart attack against the triggering enemy.


Animalist Control (Utility; At Will) ✦ Beast, Primal, Dominate
Use as either a minor action or move action;
Effect: As a minor or a move action, the Wildblood Animist can take control of a non-language creature target or a dominated target within a range of 40 squares and have that target make an immediate free action.

Wildblood Dolgaunt Form Daily ✦ Healing, Polymorph, Dominate, Primal
Minor Action Personal
Effect: Wildblood Dolgaunts gains 46 hit points and assume a large aberrant Dolgaunt Warrior's form until the end of the encounter then make a one of the following attacks as the next action.

Tentacles Lashes: (Standard; At Will.) Reach 2; Target: All enemies in range. 12 vs AC; 3d8+5 damages.
Slam: (Standard; At Will.) Melee; 12 vs AC; 2d6 + 1d8 + 5 damages.

While in this form, Wildblood Animalist loses all weapons attacks, gains +2 bonus to speed and reflex defense and has regeneration 6. This form can end as a free action.

Only in the Wildblood Dolgaunt form the following attack power can be use .

Dominating Vanguards
. (Standard Action; Daily) ✦ Beast. Primal. Dominate. Healing.
Effect: Wildblood Animalist make a standard basic attack of +11 vs. AC; 4d8 + 10 damage (and should I add on the +1d8 equiptment bonus anyway to make it 5d8?)
Miss: Half damage.
Secondary Effect: All creatures that are dominated by this Wildblood Animalist within a range of 40 makes either a basic range or a basic melee attack against every creature within the attack made range as an immediate reaction to the use of this attack power and regains hit points as if they used healing surge. All these attacks causes double the amount of damages when hit and all misses by these attacks cause normal damages when miss.


Wildblood Backlash (Immediate Interrupt✦At Will) Primal. Dominate. Fear
When a non-language creature or a dominated creature is attacked by an marked enemy, Wildblood Animist or the Wildblood Dolgaunt as an immediate free action shift up to 8 squares toward that attacker. 

^= Everytime any attack roll after a power is expended is equal or higher than the sum indicated by an expended power, you may at the start of the creature's next turn recharge one of the expended powers qualified by that attack sum.

Alignment Evil                                        Languages Common, Goblin
Str 14 (+5)          Dex 19 (+7)      Wis 20 (+8)
Con 17 (+6)        Int 08 (+2)         Cha 08 (+2)
Equipment hide armor, longspear, 12 poisoned Tail Darts, Dragon Below Holy Symbol.



WILDBLOOD ANIMALIST TACTICS
An Wildblood Animalist uses its Flurry of Stabs for multiple purposes: to knock enemies into range of an dangerous allies or a dominated PC, this also drive foes into positions where they are  flanked or push into a trap for the next round. Until bloodied, an Wildblood Animalist is aggressive and keeps enemies moving toward formiable creatures. Once bloodied the Wildblood Animalist takes Wildblood Dolgaunt’s form start slamming for large amount of damages and may reverted back only as an opportunity to closed an encounter victory with more opportune tactics.

In the Wildblood Dolgaunt’s form or in the Animalist Dolgaunt form there's no fear in releasing dominated foes to call a retreat when a battle appears unwinnable. They coordinate their movements so that they stay adjacent to allies while drawing flankers with their aura's effect and as they retreat. Even though they are generous with the use of their toxic darts, they always keep two or three hidden to hamper pursuing enemies while in retreating.


FASTED STIRGE SWARM
STIRGES ARE BLOODSUCKING, BATLIKE HORRORS that lurk in caves and ruins. Lone stirges are little more than pests and nuisances—but they are rarely encountered alone. Stirges tend to gather in large flocks that can exsanguinations an adult human in a matter of minutes.


A character knows the following information about stirges with a successful Nature check:
Nature DC 15: Stirges are pernicious predators that feast on the blood of their victims. They make their nests in caves, hollow tree trunks, or beneath building foundations—dark, dismal places with easy access to the open air and prey. If Stirges behaved harmlessly close to humanoids than those humanoids must have a means of control of the stirges near or on them.


FASTED STIRGE SWARM Level 7 Lurker Minion
Small natural beast XP 75
Initiative +10 Senses Perception +10; darkvision
HP 1; A missed attack can never damage a minion (otherwise HP 60; Bloodied 30)
AC 21; Fortitude 17, Reflex 19, Will 16; see also bite
Speed 2, fly 6 (hover) (Resist 5 to all types of damages while flying or hovering.)

Swarming Feast (standard; at-will) ✦Beast
+12 vs. AC; 2d6 + 4 damage with ongoing 10 damages; the target is grabbed and dazed (no saves.) An Fasted Stirge Swarm doesn’t make attack rolls while grabbing a target, gains a +5 bonus to its AC and Reflex defenses and all non-melee damages or effects effecting Fasted Stirge Swarms or grabbed target effects both.

Persist  Grabbed (standard; at-will) ✦Beast
Effect: At the start of any turn when Fasted Stirge Swarm has a grabbed target, Fasted Stirge Swarm as a standard action may either release or persist the grabbed.

Revitalized (minor; at-will) ✦Healing
After Persisting a grab Fasted Stirge Swarm As a minor action regains 15 hit points.

Territorial (immediate interruption; free action) ✦Beast
As a interrupt Fasted Stirge Swarm use the following bite attack against any enemy entering an adjacent square of a target they grabbing and also as a free action at the start of an enemy’s turn on an adjacent square: 11vs Ref, 1d8+5 Damages.

Alignment Unaligned Languages none
Skills +14 Stealth   +11 +Nature   +8 Endurance   +8 Dungeoneering
Str 8 (+4) Dex 16 (+6) Wis 10 (+3)
Con 10 (+3) Int 1 (–2) Cha 4 (0)


Fasted Stirge Swarm Tactics:
Stirge swarms gave rise to the old dwarven saying: “I don’t have to outrun the stirges, I only have to outrun you.” A hungry swarm will chase a prey for miles, if need be and these Fasted Stirge Swarm are no exception. These particular stirges are conditioned to never bite a certain prey with an use of an unfavored object or odor. So when a prey arrives without that repellant its feast time on that closest meal until they are no longer bloodied and unless they are drawn, forced or dominated elsewhere they will return back to their roosting far away from that repellant until feeding time the next day.




Daelkyr Wurm                           Level 9 Brute
(Large m​agical beast)                        XP 400
Initiative +​10 Senses: Blindsight, Tremorsense 10
Passive Perception +17. Passive Insight +17;
B​lurring Aura: At beyond 3 squares Dealkyr Wurms are invisible in any light to all visions.
HP: ​120; Bloodied: ​60
AC: 2​3; Fortitude: 2​2, Reflex: 1​9, Will: 1​7
Resist 5 against effects that target Fort. and Will. after charging (See Burrowing Charge)
Speed ​4, B​urrow ​8
 
Bite (standard; at-will) ✦ Beast
​melee 1.
With a restrained target​ is automatic hit otherwise +12 vs AC.
H​it: 2d6+6 and target dazed.
 
G​oo (immediate interrupt; at will) ✦ Beast, Primal
Range 3.
Trigger: When an enemy moves into a square within 3 squares. (With a flanked target​ this attack is automatic hit and as a regular standard action can be used as either a basic melee attack or basic range attack.)
Target: Triggering target.  Attack: +10 vs Ref. 
Hit: Target restrained and this Daelkyr Wurms may shift up to 4 squares away from target. Target or an ally of target may use a standard to unrestrained target during their turn otherwise save ends.
 
Burrowing Charge (special; at will) ✦ Beast
As an expended minor action and move action during the duration of the turn Daelkyr Wurm can move up to 10 squares and must end turn on an unoccupied surface square and when exiting from burrowing must always immediately shift 1 before completing the action also while and after charging this Daelkyr Wurm has resist 5 against effects targeting AC or Fort until the start of its next turn.
 
Uptoppling Charge (free; at will) ✦ Beast.
While entering burrowing in an occupied square while charging. Occupant is push 1 square and is attack with +8 vs Fort. Hit: Target is prone.
While exiting burrowing in an occupied square, occupant is attack with +10 vs Ref. Hit: Target is push 2 and is prone. Miss: Target shift 1 to any square and makes a basic melee attack or basic range attack as an opportunity attack if able.
 
Partial Burrow (minor;  recharge ^1d20 vs +17) ✦ Beast
This power also can be done as a move action.
Effect: Daelkyr Wurm Blurring aura invisibility becomes beyond 1 square and has resist 10 to all type of damages and gains +2 bonus to AC and Fort. until Dealkyr Wurm makes a non-free action. Persist as a free action.
 
Passive Drain (immediate reaction; at will) ✦ Primal
Trigger: When this Daelkyr Wurm is attack by a power attack with any of the following keywords: Implement, Fear, Arcane, Psionic or Psychic in it.
Effect: Triggering attack’s attacker is pulled three squares and this Daelkyr Wurm gains +1 to the the defense which is governed by the ability modifier type used in the triggering attack until the end of the encounter. For every second time a single Daelkyr Wurm defense type gains +1 during an encounter, instead all defenses gains +1.
Secondary Effect: The triggering attack’s attacker recieves -1 to all defenses which is governed by the ability modifier type used in the triggering attack until after a short rest.
 
Alignment Unaligned Languages —
Skills: Endurance +13, Stealth +13.
Str ​18 (+​10)      Dex ​15 (+5)      Wis 1​6 (+​7)
Con ​20 (+​11)    Int 2 (+0)           Cha ​4 (+​0)
 
(At the start of every Daelkyr Wurm’s turn roll a 1d20 once and each PC within the range of 4 to 6 squares has these responses when scoring the stated results:
1d20 sum + PC’s Passive Insight = 25+, Careful there’s something out there or 1d20 sum + PC’s Passive Perception = 35+, is a sighting with “There something right there!”.)

^= Everytime any attack roll after a power is expended is equal or higher than the recharge sum indicated by an expended power, you may at the start of the creature's next turn recharge one of the expended powers qualified by that attack sum.


 
DC12 Nature or DC12 Dungeoneering: Large underground wurms are large magical beast that burrows thru solid ground faster than they move on surfaces and startle easily responding defensive with goo attacks and quick retreats. Don’t bother them, don’t get bother.
 
DC Streetwise 17 or DC History 22
(read same as above plus the following.) They was discovered in the depths of Khorvaire’s Demon Wastes by the Dragon Below Cult. These gentle creatures was drawn to the cult activities to their misfortune. Once the cultists found they can be easily manilpulated and taught, they trapped and caught them, training the large Underground Wurms as guards for their underground laboratories and citadels bringing forth this line known as Daelkyr Wurms. The Daelkyr Wurms are effective deterrents against travelerswho wander upon the cult's activities and a good warning system by placing them in passageways leading down to the Dragon Below Cult strongholds.
The Dragon Below Cult’s animalists and druids completed the cult’s conditioning on the strong, thick-skinned wurms remaking them with their silent, swift burrowing movements into more capable combatant when dominated and guided in battles.
 
Daelkyr Wurms Tactics: Daelkyr Wurms are gentle creatures that move quietly around other creatures and unless they are provoke they would ignore them instead. When approach they are quick to use goo attacks, an attack they frequently and consistently use even against targets that only passing by yet, in all circumstances after using a goo attack they would move away from the target to a more comforting distant.
When they are hit with range attacks they burrow underground either to make a charge and bite attack against the attacker then burrow away or simply just burrow away from the attackers’ group.
Since they feed on natural magical or arcane properties once they are exposed to these types of power source they would demonstrate a playful type of charging attack until they feel more resilient by the wielder’s efforts or draw no more of the source of the power then move away.
They have natural stealth abilities as well as the Dragon Below Cult forced conditioning on their natural defensive habits. They can surface unseen with their blurring aura, doing so quietly that occupants next to them after surfacing could by accident continue in their direction and nevr notice them. Wheb they are other than been stirred or dominated into conflicts Daelkyr Wurms as like the the other Khorvaire Underground Wurms are contented as spectators.


Low @ Level 7 Encounter.
1 Wildblood Animalist           Level 8 Elite Controller* (Half-Orc)
1 Summoning Animalist        Level 8 Smirsher (Half-Orc)
1 Daelkyr Wurms                  Level 9 Brute (non-elite version)
3 Fasted Stirge Swarm         Level 7 Lurker Minion.


Meduim @ Level 9 Encounter
1 Wildblood Animalist          Level 8 Elite Controller* (Half-Orc)
1 Summoning Animalist       Level 8 Smirsher (Half-Orc)
2 Daelkyr Wurms                 Level 9 Brute (non-elite version)
4 Fasted Stirge Swarm        Level 7 Lurker Minion.


High @ Level 11 Encounter
1 Wildblood Animalist         Level 8 Elite Controller* (Half-Orc)
1 Summoning Animalist      Level 8  Smirsher (Half-Orc)
2 Daelkyr Wurms               Level 9 Brute (non-elite version.)
6 Fasted Stirge Swarm      Level 7 Lurker Minion.
1 Flesh Golem                    Level 11 Elite Brute.

*Magic Items: Encounter Treasures are either a choice of two for the PC's entire group to decide from this list:
Armor of Sacrifice
Spiked Jacket armor
Maw Of The Guardian Weapon
Vanguard Weapon
Verdant Staff
Veteran Armor
and the entire team may choose three when the encounter is endured at its high level; (Level 11 encounter group.)