Eladrin Bone Mage (4e Creature)

Eladrin Bone Mage


Eladrin Bone Mage
Level 16 Elite Artillery
Medium fey humanoid
XP 2,800
Initiative +12 Senses Perception +11; low-light vision
Shroud of the Grave aura 5; all undead within the aura lose any vulnerability to radiant damage.
HP 234; Bloodied 117
AC 28; Fortitude 26, Reflex 28, Will 30; see also robe of bones
Resist 10 necrotic
Saving Throws +2; +5 vs. charm effects
Speed 6
Action Points 1
Dagger ♦ at-will
Effect: +23 vs. AC; 1d4 + 10 damage, and the eladrin bone mage gains 5 temporary hit points.
Bone Lance ♦ at-will
Effect: Ranged 10; +21 vs. Reflex; 3d6 + 6 necrotic damage and the target is pushed 3 squares.
Call of the Grave ♦ encounter
Effect: Ranged 10; four horde ghoul minions appear in any unoccupied space within range. They take their turn immediately after the eladrin bone mage.
Necrotic Burst ♦ recharge
Effect: Burst 2 within 20; +19 vs. Fortitude; 5d6 + 6 necrotic damage and the target is weakened until the end of the eladrin bone mage's next turn.
Fey Step ♦ encounter
Effect: The eladrin bone mage teleports 5 squares.
Displacement ♦ encounter
Effect: The attacker rerolls the attack roll with a –2 penalty.
Robe of Bones
Effect: The eladrin bone mage has +2 to all defenses against ranged attacks.
Skills Arcana +19, Diplomacy +16, Religion +19
Str 11 (+8) Dex 15 (+10) Wis 12 (+9)
Con 15 (+10) Int 22 (+14) Cha 17 (+11)
Alignment Evil Languages Common, Elven
Equipment dagger, staff, robe

This re-animated, completely decomposed body of a humanoid glows dimly with magical energies. The flesh has completely disappeared, leaving a near white bone structure held together, moving in a creaking manner. Purpleish energies seem to warp around its hands.

Bone Mage Tactics

Bone mages prefer to open by using necrotic burst on a group of enemies, then spending an action point to summon ghouls around a weakened enemy. They then stay back and use bone lance and necrotic burst to inflict as much damage as possible.


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