Tanris - Monsters

Tanris
Medium elemental humanoid (air, water), genasi
Level 12 Elite Lurker XP 1400

Initiative +15        Senses Perception +8
HP 184; Bloodied 92
AC 26; Fortitude 22, Reflex 26, Will 24
Resist 5 lightning
Saving Throws +2
Speed 6
Action Points 1

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

+17 vs AC; 1d4+5 damage.

(➶) Thrown Dagger (standard, at-will) ✦ Weapon

Ranged 10; +17 vs AC; 1d4+5 damage.

Near or Far (standard, at-will) ✦ Weapon

Tanris makes two basic (melee or ranged) attacks

By the Throat (standard, at-will) ✦ Weapon

+17 vs AC; 1d4+5 damage, and the target is grabbed and takes a –2 penalty to escape checks to escape the grab.

Close Shave (standard, at-will) ✦ Weapon

Targets one creature grabbed by Tanris; +17 vs AC; 3d6+5 damage.

Before You Go (free, when an enemy grabbed by tanris escapes, at-will) ✦ Weapon

Targets the escaping enemy; +17 vs AC; 2d4+5 damage.

Rising Storm (minor, encounter) ✦ Lightning

Close burst 2; +14 vs Reflex; 2d10 lightning damage. Effect: Tanris gains fly 6 until the end of his next turn.

Body Shield (opportunity, when an enemy hits or misses tanris; must be grabbing a creature; at-will)

Tanris takes only half damage from the hit, and the grabbed creature takes the rest. If the attack misses and deals damage on a miss, Tanris takes no damage and the grabbed enemy takes all the damage from the attack.

Combat Advantage

Tanris deals 1d6 extra damage against any target granting combat advantage to him.

Alignment Evil        Languages Common, Primordial
Skills Bluff +11, Insight +13, Stealth +16
Str 15 (+8)      Dex 20 (+11)      Wis 14 (+8)
Con 14 (+8)      Int 16 (+9)      Cha 10 (+6)

Equipment: dagger x12, leather armor .


Published in Dragon Magazine 378.