Kurk, Emerald Claw Elite Marshal - Monsters

Kurk, Emerald Claw Elite Marshal
Medium natural humanoid human , human
Level 15 Soldier (Leader) XP 1200

Initiative +11        Senses Perception +10
HP 147; Bloodied 73
AC 31; Fortitude 29, Reflex 27, Will 27
Speed 5

(⚔) Heavy Flail (minor, at-will) ✦ Weapon

+22 vs AC; 2d6+8 and the target is marked until the end of the Emerald Claw elite marshal's next turn.

Crushing Strike (standard; requires a heavy flail, at-will) ✦ Weapon

Targets a creature marked by the Emerald Claw elite marshal; +22 vs AC; 2d6+8 damage, the marshal slides the target 2 squares, and the target is immobilized (save ends).

Claw Maneuver (minor, recharges when first bloodied)

Close burst 5; each ally within the burst shifts 2 squares and gains a +5 bonus to the damage roll of its next attack made before the end of its next turn.

Merciless Commander (minor 1/round; at-will)

Targets an ally within 10 squares; the target immediately provokes an opportunity attack from an adjacent enemy. If that opportunity attack hits, the Emerald Claw elite marshal or an ally makes a melee basic attack against the attacker as a free action.

Fanatic (requires heavy flail, when reduced to 0 hit points)

The Emerald Claw elite marshal makes a melee basic attack against each adjacent enemy.

Alignment Evil        Languages Common
Skills Intimidate +16, Streetwise +16
Str 23 (+13)      Dex 15 (+9)      Wis 17 (+10)
Con 19 (+11)      Int 20 (+12)      Cha 19 (+11)

Equipment: heavy flail , plate armor , surcoat.


Published in Dungeon Magazine 177, page(s) 16.