Troll Bloodchanter
Large natural humanoid
Level 12 Controller (Leader) XP 700
Initiative +9 Senses Perception +12
HP 126; Bloodied 63 ; see also troll healing
Regeneration 10
AC 26; Fortitude 24, Reflex 21, Will 19
Vulnerable acid or fire (if the troll bloodchanter takes acid or fire damage, its regeneration does not function until the end of its next turn)
Speed 8
(⚔) Claw (standard, at-will)
Reach 2; +17 vs AC; 2d6+7 damage, and the bloodchanter pushes the target 1 square.
➶ Hex of the Blood Scent (standard, at-will) ✦ Implement, Necrotic
Ranged 10; +16 vs Fortitude; 1d6+5 damage, and ongoing 5 necrotic damage (save ends). When the target takes ongoing damage from this power, each ally within 3 squares of the target can shift 1 square closer to the target as a free action.
ᗕ Chant of Exsanguination (standard, encounter) ✦ Healing, Implement
Close burst 5; targets enemies; +16 vs Fortitude; ongoing 10 damage and the target is dazed (save ends). Each Failed Save: One ally within 5 squares of the target regains 10 hit points.
ᗕ Quickened Blood (immediate reaction, when an ally within 10 squares of the bloodchanter regains hit points from troll healing, at-will) ✦ Healing, Implement
Close burst 10; the triggering ally regains 20 hit points.
Troll Healing✦ Healing
If the troll bloodchanter is reduced to 0 hit points by an attack that does not deal acid or fire damage, it falls prone and remains at 0 hit points until the start of its next turn, when it regains 10 hit points. If an attack deals acid or fire damage to the bloodchanter while it is at 0 hit points, it is destroyed.
Alignment Chaotic Evil Languages Common, Giant
Skills Athletics +15, Endurance +14
Str 18 (+10) Dex 16 (+9) Wis 12 (+7)
Con 22 (+12) Int 16 (+9) Cha 10 (+6)
Equipment: blood-coated bone totem
Published in Dungeon Magazine 169, page(s) 66, 70.