Staunch - Monsters

Staunch
Medium natural humanoid (living construct), warforged
Level 12 Elite Controller XP 1400

Initiative +7        Senses Perception +10
HP 246; Bloodied 123
AC 26; Fortitude 26, Reflex 23, Will 25
Saving Throws +2
Speed 4
Action Points 1

(⚔) Icy Warhammer (standard, at-will) ✦ Cold, Weapon

+17 vs AC; 1d10+5 damage plus 1d6 cold damage, and the target is slowed until the end of Staunch's next turn.

(➶) Fiery Armbow (standard, at-will) ✦ Fire, Weapon

Ranged 10; +17 vs AC; 1d8+4 damage plus 1d6 fire damage.

Incendiary Spray (standard, recharge ⚃⚄⚅) ✦ Fire, Zone

Close blast 3; +16 vs Reflex; 2d8+5 fire damage, and ongoing 5 fire damage (save ends). The burst becomes an incendiary zone that lasts until the end of Staunch's next turn. Creatures that end their turns within the zone take 10 fire damage.

Alchemical Blast (standard, encounter) ✦ Acid, Thunder

Area burst 2 within 10; +16 vs Reflex; 2d8+8 acid and thunder damage, and the target is dazed (save ends). Miss: Half damage.

Grinding Wheel (move, at-will)

Staunch shifts up to 4 squares, making the following attack against each creature he moves adjacent to during the shift. Staunch can only target a given creature once during each use of grinding wheel; +16 vs Fortitude; the target falls prone.

Uncanny Pivot (move; at-will)

Staunch gains a +2 bonus to AC, Fortitude, and Reflex until he moves.

Warforged Resolve (minor; usable only while bloodied; encounter)

Staunch gains 14 temporary hit points.

Alignment Evil        Languages Common
Str 14 (+8)      Dex 12 (+7)      Wis 19 (+10)
Con 19 (+10)      Int 19 (+10)      Cha 12 (+7)

Equipment: chainmail , warhammer .

Description: Not all criminals in Fairhaven employ theft, blackmail, or trickery. Some simply seize what they want with brute force—or with the aid of a blazing crossbow. Staunch, a crippled warforged artificer and former artillerist of the Aundairian Army, is just such an individual. Embittered by his injuries and less than appreciative for what he considers “inadequate compensation,” he now hires himself out to anyone with a bone to pick with the Aundairian crown. Staunch usually serves as his employers' armorer or sometimes as a head of operations for whatever thugs or grunts they retain. Recently, he's been in contact with the Emerald Claw cell that hides within the ir'Uvanto family estate.

Staunch's lower left leg was destroyed by some eldritch device of Cyran design during the Last War. No artificer, wizard, or magewright has ever been able to repair or replace it, so he's built a harness around the stump with an enchanted wheel attached. This repurposing has given Staunch a slow, distinctive gait—and a surprising edge in combat. But for this unforgivable slight, he is delighted by the destruction of Cyre and openly mocks its survivors; he applauds Queen Aurala's rejection of Cyran refugees. Staunch's nihilist worldview has made him resistant to intimidation and unafraid of death.


Published in Dungeon Magazine 175, page(s) 73.