Imre Levalle
Medium natural humanoid , dwarf
Level 9 Elite Soldier XP 800
Initiative +10 Senses Perception +11; low-light vision
HP 190; Bloodied 95
AC 25; Fortitude 21, Reflex 22, Will 20
Saving Throws +2
Speed 5 see also dwarven pursuit
Action Points 1
(⚔) Battleaxe (standard, at-will) ✦ Poison, Weapon
+16 vs AC; 1d10+6 damage, and the target is marked and slowed (save ends both). First Failed Saving Throw: Ongoing 5 poison damage, and the target is slowed (save ends both).
(⚔) Throwing Hammer (standard, at-will) ✦ Weapon
Melee or ranged 5/10; +16 vs AC; 2d6+3 damage, and the target is knocked prone.
⚔ Dwarven Tempest Footwork (standard, at-will) ✦ Weapon
Imre makes a melee attack with his axe and another with his throwing hammer. After the attacks, any target hit at least once slides 1 square
⚔ Parrying Counterstrike (opportunity, when an enemy marked by imre leaves a square adjacent to him or makes an attack that doesn't include him, at-will) ✦ Weapon
Imre makes a battleaxe attack against the triggering enemy.
Dwarven Pursuit (move; at-will)
Imre can shift 2 squares, but he must end this movement adjacent to an enemy.
Stand Your Ground
When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone.
Alignment Evil Languages Common, Dwarven, Elven, Goblin
Skills Bluff +9, Dungeoneering +11, History +10, Insight +10, Thievery +13
Str 17 (+7) Dex 18 (+8) Wis 14 (+6)
Con 15 (+6) Int 12 (+5) Cha 10 (+4)
Equipment: eight gold rings (10 gp each), key-ring with dozens of keys, battleaxe , leather armor , thieves' tools , throwing hammer x3.
Description: Imre is a trustee of the Wayfinder Foundation, and the foundation's Curator of Acquisitions. A vocal advocate for exploration and research, he works to obtain items and knowledge for the foundation. He then catalogs and stores items, and he circulates what he learns.
Unfortunately, Imre is also a double agent for the infamous Aurum as part of its Gold Concord. He works inside the foundation to exploit it for Aurum gain and to make sure he has influence, preferably ultimate influence, when Lord Boroman ir'Dayne dies. That's an eventuality Imre is also working hard to ensure, and he has a number of other trustees on his side.
Imre embezzles, steals relics and replaces them with copies, and covertly obstructs the Aurum's competition. He uses the auspices of his office to arrange expeditions that benefit the Aurum and to arrange foundation memberships for his agents. He also takes bribes to arrange memberships, but he's very careful to work through intermediaries in that racket.
Published in Dungeon Magazine 173, page(s) 92.