Juk-Adan's Caravan Guard - Monsters

Juk-Adan's Caravan Guard
Medium natural humanoid
Level 3 Soldier XP 150

HP 48; Bloodied 24Initiative +4
AC 19, Fortitude 17, Reflex 15, Will 14Perception+8
Speed 6

Traits

Caravan SentinelAura 1

Enemies that start their turns adjacent to the caravan guard are slowed until the start of their next turn.

Loyal Agent

Before the encounter begins, the caravan guard declares one creature to be its master.

Standard Actions

(⚔) Carrikal (weapon) ✦ At-Will

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

Hit: 1d8 + 7 damage.

(➶) Dejada (weapon) ✦ At-Will

Attack: Ranged 10 (one creature); +8 vs. AC

Hit: 1d8 + 3 damage.

Drive Back (weapon) ✦ Encounter

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

Hit: 2d8 + 7 damage, and the caravan guard pushes the target 1 square and knocks it prone.

Miss: Half damage and the caravan guard knocks the target prone.

Warning Slash (weapon) ✦ At-Will

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

Hit: 1d8 + 7 damage.

Effect: Until the end of the caravan guard's next turn, if the target is adjacent to the caravan guard and makes an attack that does not include the caravan guard as a target, the target takes 10 damage.

Triggered Actions

InterceptAt-Will

Trigger: An enemy within 5 squares makes an attack against the caravan guard's master.

Effect (Immediate Interrupt): The caravan guard shifts 4 squares and makes a carrikal attack against the triggering enemy.

Str 18 (+5)                Dex 13 (+2)                Wis 14 (+3)
Con 16 (+4)                Int 9 (0)                Cha 8 (0)

Alignment Unaligned        Languages Common

Published in Dungeon Magazine 181.