Seeker Stats 4e

Seeker Malak

Seekers belong to the Malakim Choir, a group of celestials that can be found anywhere in the Realms Above and that have put themselves into the service of the good-aligned deities.

Seeker Malak Lore
A character knows the following information with a successful Religion check.
DC 15: Two different types of seeker malakim are known to exist, the seekers and the seeker champions. Seekers are the hunters of the Malakim Choir, acting as messengers of their deities, while seeker champions act as leaders and guides to other seekers. A seeker is promoted to champion status by its immediate superior, usually other malakim, due to the performance of a particularly perilous task or the perpetual and pious service to the cause of good.
DC 20: Seeker champions are somewhat distant from other seekers; instead they oversee the seeker’s daily activities and present the results to their masters – in very rare and important cases even to a proxy of their deity. Nonetheless, if the need arises seeker champions don’t hesitate to assemble with other seekers to lead them into battle or into any other situation their masters deemed their presence crucial.

Seeker Malak Rituals
Seeker malakim are trained in various rituals that allow them to perform their given tasks, thus performing a ritual does not require them a component cost. Such rituals include: Call of Friendship (3/day), Discern Lies (3/day), Linked Portal (2/day, self only, Religion check), Remove Affliction (1/day, champions only), Sending (2/day, Religion check)

Seeker Malak Level 6 Skirmisher
Medium immortal humanoid (malak) XP 250
Initiative +9 Senses Perception +10; low-light vision
Aura of Light aura 3; darkness within the aura is intensified to dim light, and dim light within the aura is intensified to bright light.
HP 72; Bloodied 36
AC 20; Fortitude 18, Reflex 19, Will 18
Resist 10 radiant
Speed 6, fly 4 (hover)
(M) Greatsword (standard; at-will) - Weapon
+11 vs. AC; 1d10 + 3 damage.

(R) Longbow (standard; at-will) – Radiant, Weapon
Ranged 15/30; +11 vs. Reflex; 1d10 + 4 damage plus 1d6 radiant damage against a marked target.

Voice of Clarity (minor, 1/round; recharge 5 6) – Thunder
Close blast 5; +7 vs. Fortitude; 1d10 + 4 thunder damage, and one enemy is marked until the seeker malak marks another target with this power.

Holy Hunt (standard; encounter) – Full Discipline, Weapon
The seeker malak can use the attack and movement actions in whatever order it likes. Attack Action: +9 vs. Fortitude; 3d8 + 4 damage, and the target is dazed until the end of the seeker malak’s next turn. Movement Action: The seeker malak moves up to its speed. During this movement, it ignores difficult terrain and gains a +2 bonus to AC against opportunity attacks triggered by the movement.
Alignment Any Good Languages Supernal
Skills Diplomacy +10, Religion +9
Str 17 (+6) Dex 19 (+7) Wis 15 (+5)
Con 16 (+6) Int 12 (+4) Cha 14 (+5)
Equipment Greatsword, Longbow with 50 arrows

Seeker Malak Tactics
When forced to hunt down enemies or defend themselves or others, seekers do so by initiating the battle with a basic attack after which they use Voice of Clarity as soon as possible. Once they marked one of their foes, seekers focus their ranged basic attacks on that particular target. Usually only when seekers become bloodied or when they’re facing an unusually tough enemy they take use of Holy Hunt to finish off any enemy who still has no desire to surrender.

Seeker Malak Champion Level 9 Elite Controller (Leader)
Medium immortal humanoid (malak) XP 800
Initiative +8 Senses Perception +12; low-light vision
Aura of Holy Light (Radiant) aura 5; darkness within the aura is intensified to dim light, and dim light within the aura is intensified to bright light. In addition, evil creatures that enter or start their turns in the aura take 5 radiant damage.
HP 194; Bloodied 97
AC 25; Fortitude 22, Reflex 24, Will 23
Immune fear; Resist 10 radiant
Saving Throws +2
Speed 6, fly 4 (hover)
Action Points 1
(M) Mace of Righteousness (standard; at-will) – Radiant, Weapon
+14 vs. AC; 1d8 + 5 damage plus 2d6 radiant damage, or plus 2d12 radiant damage against a target that has variable resistances. Miss: 4 damage.

Double Attack (standard; at-will) – Healing, Radiant, Weapon
The champion makes two Mace of Righteousness attacks. If both attacks hit, an ally within 5 squares heals 9 hit points.

Sunbeam (minor, 1/round; recharge 4 5 6) – Fire
Ranged 10; +13 vs. Reflex; 2d6 + 5 fire damage, and undead targets take double damage.

Gracious Support (immediate interrupt, when an ally adjacent to the champion is attacked; recharge 5 6)
The ally gains a +2 bonus to AC until the end of the champion’s next turn, and the ally can move up to its speed and makes a basic attack at the end of the movement.

Heavenly Barrier (standard; sustain minor; encounter) – Fire, Radiant
Area wall 5 within 10; the champion conjures a wall that consists of contiguous squares filled with divine fire. It can be up to 5 squares long and up to 2 squares high. The spaces occupied by the wall are difficult terrain. If a creature enters the wall’s space or starts its turn there, it takes 2d8 + 5 fire and radiant damage. The wall lasts until the end of the champion’s next turn. The champion can sustain the wall as a minor action.

Retreat to the Sky (move; recharge 5 6) - Teleportation
The champion teleports up to 6 squares.
Alignment Any Good Languages Supernal
Skills Diplomacy +13, Heal +12, Religion +11
Str 20 (+9) Dex 19 (+8) Wis 16 (+7)
Con 17 (+7) Int 14 (+6) Cha 18 (+8)
Equipment Mace of Righteousness

Seeker Malak Champion Tactics
Champions always guide and accompany other celestials, usually seekers, into combat. They focus on supporting their allies, usually by attacking with Double Attack or by staying close to them so that Gracious Support can trigger. Thanks to Retreat to the Sky champions are easily able to traverse the battlefield if their assistance is required somewhere else. When particularly dangerous foes try to escape them, champions cast Heavenly Barrier, and sustain the effect as long as necessary. Otherwise, they use their basic attack and Sunbeam to the same extent, usually only dependant on the enemy they’re facing.

Encounter Groups
Added as soon as other celestials/celestial creatures got stats.

Credits: Keveras