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Iuz Level 21 Soldier (Leader)
Medium Natural Humanoid (Tiefling Paladin / Champion of Sorrow) XP 3,200
Initiative +16 Senses Perception +16
HP 203; Bloodied 101
AC 37; Fortitude 37, Reflex 32, Will 33
Resist Fire 15
Speed 5
m Valiant Strike (Standard; at-will)
+31 vs. AC; 2d10 + 12 damage; Iuz gains +1 to hit per adjacent enemy (including the target). May be used as an opportunity attack.
m Certain Justice (Standard; encounter)
+35 vs. AC; 2d10 + 12 damage and if the target is markedby Iuz, it is weakened and dazed as long as the mark remains in effect.
m Terrifying Smite (Standard; encounter) ♦ Fear
+31 vs. AC; 6d10 + 12 damage and the target is pushed 7 squares. The target cannot move closer to Iuz on its next turn.
m Rule of Pain (Standard; daily) ♦ Radiant
+31 vs. Fortitude; 8d10 + 12 damage; Push the target 1 square and it is weakened (save ends). Miss: 2d10 + 12 damage and the target is weakened (save ends); Special: if the target has scored a critical hit against Iuz or an ally in this encounter, he gets a +2 power bonus to hit and deals an extra 2d10 radiant damage.
m Bloodied Retribution (Standard; daily) ♦ Healing
+31 vs. AC; 8d10 + 12 damage. Iuz must be bloodied to use this power. Miss: half damage. Effect: Iuz spends a healing surge and regains 51 hit points.
m Touch of Death (Standard; daily) ♦ Healing, Necrotic
+30 vs. Reflex; 2d8 + 8 necrotic; If it hits make a secondary attack: +30 vs. Fortitude, the target loses one healing surge and the touch heals Iuz a number of hit points equal to the damage dealt by the primary attack.
c Divine Challenge (Minor; at-will) ♦ Radiant
Iuz challenges his opponent, dealing 17 damage if they make an attack which does not include him.
c Turn the Tide (Standard; daily)
Close Burst 3; Iuz and all allies in the burst makes saving throws against all effects that a saving throw can end.
c Wrath of the Gods (Minor; daily)
Close Burst 1; Iuz and all allies in the burst deal +8 damage until the end of the encounter.
Lay on Hands (Minor; daily (5)) ♦ Healing
Iuz spends a healing surge to allow an ally or himself to heal as if they had spent a healing surge.
Sword Mastery
Iuz crits on a 19-20 with a sword.
Channel Divinity (Minor; encounter)
A creature within 10 squares makes a saving throw at +8, or Iuz adds +12 damage to his next successful melee attack.
None Shall Pass (Free; daily)
Until the end of the encounter, Iuz may challenge two enemies per use rather than one.
Second Wind (Standard; encounter) ♦ Healing
Iuz spends a healing surge and regains 50 hit points.
Bloodhunt
Iuz gets +1 to hit a bloodied target.
Infernal Wrath (Minor; encounter)
Iuz gets a +1 power bonus to hit a target that damaged him last round. If it hits he deals an additional 8 damage and 15 fire damage.
Halo of Fallen Stars (Immediate Interrupt; daily) ♦ Radiant
When attacked by an enemy, that enemy takes 5d6 + 8 damage and is blinded (save ends).
Alignment Evil Languages Common, Supernal
Skills Healing +26, Diplomacy +22
Str 34 (+22) Dex 15 (+12) Wis 23 (+16)
Con 25 (+17) Int 14 (+12) Cha 27 (+18)
Equipment Full Plate, Greatsword
Download the Monster Maker File | Contact the author
Iuz is the ruler of Doraaka, and constantly seeks to gain power. He puts nobody above himself or his quest for godhood.
Iuz enjoys inflicting pain, and will always use his most damaging attacks first. When attacked he reacts with his halo to blind the foe, and when bloodied uses Lay On Hands to heal himself. He may use Lay on Hands for an ally, but rarely, and will never do so unless he has at least as many uses remainig as he has healing surges available.
In my campaign, this Iuz is actually another man in disguise, who travels with the false Warduke, Malice Do'Urden, Grandfather opf Assassins, and Iggwilv. Should the PCs ever meet the true Iuz, he will be much higher level and at least Elite. However, for a paragon level campaign, this Iuz and some strong allies with abilities that control the battlefield and keep opponents within melee reach of the paladin could make for an excellent archvillain, or at least a fun fight.