Madrick
Small fey humanoid
Level 3 Skirmisher XP 150
Initiative +6 Senses Perception +6; low-light vision
HP 44; Bloodied 22
AC 18; Fortitude 14, Reflex 16, Will 16
Speed 5
(⚔) Dagger (standard, at-will) ✦ Weapon
+8 vs AC; 1d4+1 damage.
(➶) Dagger (standard, encounter)
Ranged 5/10; +10 vs AC; 1d4+3 damage.
⚔ Sly Flourish (standard; requires dagger, at-will)
melee 1 or ranged 5/10; +10 vs AC; 1d4+6 damage.
⚔ Positioning Strike (standard; requires dagger, encounter) ✦ Weapon
+10 vs Will; 1d4+3 damage, and slide the target 3 squares.
Sneak Attack
Once per round, Madrick's attack deals an extra 2d6 damage to a target he has combat advantage against.
Fade Away (immediate reaction, when madrick takes damage; encounter) ✦ Illusion
Madrick is invisible until he attacks or until the end of his next turn.
Reactive Stealth
If Madrick has cover or concealment when he makes an initiative check, he can make a Stealth check to escape notice.
Fleeting Ghost (move; at-will)
Madrick can move his speed and make a Stealth check. He does not take the normal penalty from movement on this check.
Alignment Good Languages Common, Elven
Skills Arcana +4, Stealth +11, Thievery +9
Str 13 (+2) Dex 16 (+4) Wis 11 (+1)
Con 12 (+2) Int 12 (+2) Cha 16 (+4)
Equipment: raccoon named Bandit, adventurer's kit , dagger x5, leather armor .
Published in Dungeon Magazine 157, page(s) 26.