Mallum - Monsters

Mallum
Small natural humanoid
Level 17 Elite Lurker XP 3200

Initiative +20        Senses Perception +15
HP 240; Bloodied 120
AC 33; Fortitude 27, Reflex 33, Will 30
Saving Throws +2; +5 against fear effects
Speed 6
Action Points 1

(⚔) Kukri (standard, at-will) ✦ Weapon

+22 vs AC; 2d6+6 damage (reroll all 1s on damage), and slide the target 1 square.

(➶) Thrown Kukri (standard, at-will) ✦ Weapon

Ranged 5/10; +22 vs AC; 2d6+6 damage (reroll all 1s on damage).

Blood in the Water (standard, recharge when a creature saves against this power) ✦ Weapon

+22 vs Reflex; 2d6+6 damage, and ongoing 10 damage (save ends). Miss: Ongoing 5 damage (save ends). Effect: Mallum gains a +2 bonus to attack and defense against an enemy with ongoing damage from this power.

Blinding Counterattack (immediate reaction, when hit by an attack, at-will) ✦ Weapon

Reach 1 or ranged 5/10; the creature that hit her; +22 vs Reflex; the target is blinded (save ends).

Combat Advantage

Mallum deals an extra 2d8 damage on melee attacks against any targets she has combat advantage against.

Bloodied Disappearance (free, when first bloodied; encounter)

Mallum becomes invisible until the end of her next turn.

Alignment Evil        Languages Common, Draconic
Skills Acrobatics +23, Athletics +21, Bluff +18, Stealth +21, Thievery +23
Str 16 (+11)      Dex 26 (+16)      Wis 14 (+10)
Con 12 (+9)      Int 16 (+11)      Cha 21 (+13)

Equipment: kukri x5, leather armor .


Published in Dungeon Magazine 158, page(s) 76.