Ikar the Black - Monsters

Ikar the Black
Medium natural humanoid , half-orc
Level 9 Elite Soldier (Leader) XP 800

Initiative +8        Senses Perception +5; low-light vision
HP 190; Bloodied 95
AC 26; Fortitude 24, Reflex 21, Will 23
Saving Throws +2
Speed 5 (7 while charging)
Action Points 1

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

+17 vs AC; 1d10+6 damage, and the target is marked until the end of Ikar's next turn.

Junker's Smash (minor 1/round; requires a shield, at-will)

+15 vs Reflex; 1d8+4 damage, and the target is knocked prone.

Fair Trade (free, when ikar is hit by an opportunity attack or an immediate action melee attack; requires a broadsword, encounter)

+17 vs AC; 3d10+4 damage.

Furious Assault (free, when ikar hits an enemy; encounter)

The triggering attack deals 1d10 extra damage if it is a broadsword attack or 1d8 extra damage if it is a junker's smash attack.

Half-Orc Resilience ( when first bloodied; encounter)

Ikar gains 5 temporary hit points.

Joint Venture (usable after ikar charges; at-will)

An ally with 10 squares makes a charge attack as a free action. That ally's movement during the charge does not provoke opportunity attacks.

Alignment Evil        Languages Common, Giant
Skills Athletics +13, Diplomacy +12, Endurance +11, History +10
Str 19 (+8)      Dex 14 (+6)      Wis 13 (+5)
Con 15 (+6)      Int 12 (+5)      Cha 17 (+7)

Equipment: broadsword , light shield , scale armor .


Published in Eberron Campaign Setting, page(s) 96.