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.