Skulk Mesmerist - Monsters

Skulk Mesmerist
Medium natural humanoid
Level 3 Controller XP 150

HP 45; Bloodied 22Initiative +4
AC 16, Fortitude 14, Reflex 15, Will 16Perception+3
Speed 6Low-light vision

Traits

Stealthy Step

The mesmerist does not take a penalty to Stealth checks for moving more than 2 squares or for running.

Standard Actions

(⚔) Short Sword (weapon) ✦ At-Will

Attack: Melee 1 (one creature); +8 vs. AC

Hit: 1d6 + 6 damage.

Luring Charm (charm, implement) ✦ At-Will

Attack: Ranged 5 (one creature); +6 vs. Will

Hit: The mesmerist slides the target 4 squares, and the target is dazed until the end of the mesmerist's next turn.

Mesmerize (charm, implement, psychic) ✦ Recharge ⚄ ⚅

Attack: Ranged 5 (one creature); +6 vs. Will

Hit: 2d6 + 6 psychic damage, and the target cannot see enemies other than the mesmerist (save ends).

Minor Actions

Deceptive Veil (illusion) ✦ At-Will

Effect: The mesmerist can disguise itself to appear as any Medium or Small humanoid. A creature that succeeds on a DC 26 Insight check can see through the illusion.

Skills Arcana +7, Bluff +10, Stealth +9
Str 12 (+2)                Dex 17 (+4)                Wis 14 (+3)
Con 13 (+2)                Int 12 (+2)                Cha 19 (+5)

Alignment chaotic evil        Languages Common
Equipment: short sword , wand implement .

Published in Monster Manual 3, page(s) 176.