King's Wand - Monsters

King's Wand
Medium fey humanoid
Level 6 Artillery XP 250

Initiative +5        Senses Perception +9; low-light vision
HP 52; Bloodied 26
AC 18; Fortitude 15, Reflex 20, Will 19
Speed 5

(⚔) Short Sword (standard, at-will) ✦ Weapon

+13 vs AC; 1d6+4 damage.

(➶) Mind Razor (standard, at-will) ✦ Implement, Psychic

Ranged 10; +11 vs Will; 2d8+4 psychic damage.

Bedeviling Bolts (standard, at-will) ✦ Illusion, Implement

Ranged 10; +11 vs Will; 1d10+5 damage, and the Wand slides the target 1 square.

Scintillating Pattern (standard, recharge ⚅

Area burst 2 within 10; targets enemies; +9 vs Will; 3d8+4 damage, and the target is dazed (save ends).

Fade Away (immediate reaction, when the king's wand takes damage; encounter) ✦ Illusion

The King's Wand turns invisible until after it hits or misses with an attack or until the end of its next turn.

Reactive Stealth

If a King's Wand has cover or concealment when it makes an initiative check, it can make a Stealth check to become hidden.

Alignment Good        Languages Common, Elven
Skills Arcana +13, Bluff +12, Insight +9, Stealth +10
Str 9 (+2)      Dex 14 (+5)      Wis 13 (+4)
Con 10 (+3)      Int 20 (+8)      Cha 18 (+7)

Equipment: surcoat, short sword , wand implement .


Published in Eberron Campaign Setting, page(s) 79.