Ice Gargoyle Reaver - Monsters

Ice Gargoyle Reaver
Large elemental humanoid (earth)
Level 15 Lurker XP 1200

Initiative +17        Senses Perception +17; Darkvision
Freezing Gaze (Cold) aura 2; requires the ice gargoyle reaver to be in its ice prison; an enemy that enters or starts its turn within the aura is weakened until the start of its next turn and takes 5 cold damage.
HP 116; Bloodied 58
AC 29; Fortitude 28, Reflex 27, Will 26
Immune slow; Resist 15 cold; Vulnerable fire (the ice gargoyle reaver grants combat advantage until the end of the attacker's next turn)
Speed 6, fly 8

(⚔) Claw (standard, at-will) ✦ Cold

Reach 2; +20 vs AC; 1d8+6 damage, and ongoing 5 cold damage (save ends).

Bloodchill Bite (standard, recharge ⚄⚅) ✦ Cold, Healing

+20 vs AC; 2d6+5 cold damage (3d6 + 5 cold damage against a weakened target), the target gains vulnerable 5 cold (save ends), and the ice gargoyle reaver regains 5 hit points.

Flying Grab (standard, recharges after using ice prison)

The ice gargoyle reaver flies 8 squares and makes a melee basic attack at the end of that movement. If the attack hits, the target is grabbed. The ice gargoyle reaver can try to move the grabbed target as part of its next move action. If it succeeds, it can move or fly at full speed, pulling the target with it

Ice Prison (standard; at-will)

The ice gargoyle reaver encases itself and anyone it is grabbing in ice. In this form, the ice gargoyle reaver and any target it is grabbing gain resist 20 all, except against the cold damage dealt by this power. Both can still see their surroundings, but they cannot use other normal senses. A target the ice gargoyle reaver is grabbing is stunned, restrained, and takes ongoing 20 cold damage (save ends all, ending the grab and ice prison). Aftereffect: The target is slowed and weakened until the end of the ice gargoyle reaver's next turn.
Each time a target the ice gargoyle reaver is grabbing takes the ongoing cold damage, the ice gargoyle reaver regains 5 hit points. The ice gargoyle reaver can take no actions in the ice prison, other than to end the effect (a minor action). If the gargoyle takes damage in this form, the ice prison is broken, freeing the grabbed target as if it saved and ending the grab.

Alignment Evil        Languages Primordial
Skills Stealth +19
Str 25 (+14)      Dex 24 (+14)      Wis 17 (+10)
Con 22 (+13)      Int 5 (+4)      Cha 20 (+12)


Published in Dungeon Magazine 165, page(s) 38,47.