Human Diabolist
Medium natural humanoid human , human
Level 20 Artillery XP 2800
Initiative +14 Senses Perception +10
HP 147; Bloodied 73
AC 32; Fortitude 32, Reflex 31, Will 33
Speed 6
(⚔) Kukri (standard, at-will) ✦ Fire, Weapon
+25 vs AC; 1d6+4 damage plus 2d6 fi re damage. The human diabolist rerolls any damage die result of 1 until the result is greater than 1.
(➶) Dark Fire (standard, at-will) ✦ Fire, Implement, Necrotic
Ranged 15; +27 vs Reflex; 2d10+7 fire and necrotic damage.
➶ Hell Blight (minor, at-will) ✦ Implement
Ranged sight; the target is hell-blighted (save ends). A hell-blighted target that takes fire damage from the human diabolist cannot spend a healing surge until the end of the diabolist's next turn. If the diabolist uses this power on a new target, the previous target is no longer hell-blighted
➶ Sulfurous Flash (standard, at-will) ✦ Fire, Implement
Ranged 5; +27 vs Fortitude; 2d4+6 fire damage, and the human diabolist has concealment against the target until the end of the diabolist's next turn.
✻ Darkfire Storm (standard, encounter) ✦ Fire, Implement, Necrotic
Area burst 2 within 20; +25 vs Reflex; 2d6+7 fire and necrotic damage, and ongoing 10 fire and necrotic damage (save ends).
Infernal Deflection (immediate interrupt, when the human diabolist is hit by a melee or ranged attack; recharge ⚄⚅) ✦ Fire
The diabolist takes half damage from the triggering attack, and the attacker takes 15 fire damage.
Life from Fire
Whenever a human diabolist takes fire damage, it gains 10 temporary hit points.
Alignment Evil Languages Common
Skills Arcana +15, Bluff +21, Stealth +19
Str 10 (+10) Dex 18 (+14) Wis 11 (+10)
Con 21 (+15) Int 11 (+10) Cha 23 (+16)
Equipment: kukri , leather armor , rod implement .
Published in Monster Manual 2, page(s) 144.