Kreelo
Medium natural humanoid (shapechanger)
Level 10 Elite Skirmisher XP 1000
Initiative +12 Senses Perception +10; low-light vision
HP 200; Bloodied 100
AC 24; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
Speed 6
Action Points 1
(⚔) Dagger (standard, at-will) ✦ Weapon
+15 vs AC; 2d4+7 damage.
➶ Dagger (standard, at-will) ✦ Weapon
Ranged 6/12; +15 vs AC; 2d4+7 damage.
⚔ Shapechanger's Flurry (standard, at-will) ✦ Weapon
Melee or ranged; Kreelo makes two basic attacks. He can shift 1 square as a free action after each hit
ᗕ Dull Minds (minor, recharge ⚃⚄⚅) ✦ Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against Kreelo, or –4 if the attack occurs when it is not the target's turn (save ends). If Kreelo hits a creature that is marking him with this attack, the mark ends and the target cannot mark Kreelo until the target saves.
ᗕ Steel Slipstream (standard, recharges when first bloodied) ✦ Weapon
Close blast 5; +15 vs AC; 2d4+7 damage and slide 1. After all attacks are complete, Kreelo shifts to any square in the blast.
Skirmish
If Kreelo ends his move at least 4 squares from the square where he started the move, his attacks deal 1d8 extra damage until the start of his next turn.
Change Shape (minor; at-will) ✦ Polymorph
Kreelo can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Evil Languages Common, Dwarven, Elven
Skills Bluff +16, Insight +14, Stealth +15, Thievery +15
Str 17 (+8) Dex 21 (+10) Wis 11 (+5)
Con 12 (+6) Int 11 (+5) Cha 18 (+9)
Equipment: dagger x4, leather armor .
Description: The Dark Dagger Gang—just bringing up the name is enough to cause faces to pale in some circles of Fairhaven. Others—separated from the city's seedy side by wealth, privilege, or both—see the gang as a myth, sinister and perhaps a little glamorous. Little do these folk know that they might have rubbed elbows with the infamous leader of the gang, the changeling freebooter and assassin Kreelo.
Kreelo loves his life of crime, and he has honed his shapechanging skills to a higher level than typical changelings to support his passion. One might think wealth and freedom are the obvious allure, but Kreelo likes the deception and the rush more than the money. He enjoys feeling smarter and stronger than those he and his gang abuse and kill. He savors walking among those who would have him bound in chains or killed on the spot if they only knew the truth about who stood beside them.
Like their master, the gang members are bold in their criminal toil. No dishonest deed is beyond them, and they defy the authorities through bribery, threats, and an occasional murder. However, the Dark Daggers are careful in their targets and their travels. The upper crust has little to fear from the gang, and no member willingly reveals the gang base in the abandoned Silver Flame cathedral.
Published in Dungeon Magazine 173, page(s) 88.