Maldrick Scarmaker - Monsters

Maldrick Scarmaker
Medium elemental humanoid (demon), gnoll
Level 8 Elite Artillery XP 700

HP 148; Bloodied 74Initiative +8
AC 22, Fortitude 21, Reflex 20, Will 17Perception+5
Speed 7, fly 9Darkvision
Saving Throws +2; Action Points 1

Traits

Pack Attack

Maldrick's attacks deal 5 extra damage to any enemy adjacent to two or more of Maldrick's allies.

Standard Actions

(⚔) Mace (weapon) ✦ At-Will

Attack: Melee 1 (one creature); +13 vs. AC

Hit: 2d8 + 7 damage.

(➶) Eldritch Blast (implement) ✦ At-Will

Attack: Ranged 10 (one creature); +13 vs. Reflex

Hit: 2d10 + 5 damage.

Dire Radiance (implement, radiant) ✦ At-Will

Attack: Ranged 10 (one or two creatures); +13 vs. Fortitude

Hit: 2d6 + 5 radiant damage. If the target moves closer to Maldrick on its next turn, it takes 10 radiant damage.

Infernal Moon Curse (implement, poison) ✦ Encounter

Attack: Ranged 10 (one or two creatures); +13 vs. Fortitude

Hit: 3d8 + 10 poison damage, and the target is held immobilized 5 feet off the ground until the end of Maldrick's next turn.

Miss: Half damage.

Minor Actions

Blackfang CurseAt-Will 1/round

Effect: Maldrick chooses one enemy he can see. Until the end of Maldrick's turn, his implement attacks deal 1d6 extra damage against the chosen enemy.

Triggered Actions

Spined TailAt-Will

Trigger: An enemy enters a square adjacent to Maldrick.

Attack (Opportunity Action): Melee 1 (the triggering enemy); +13 vs. AC

Hit: 1d10 + 11 damage.

Skills Arcana +9, Intimidate +10, Religion +9, Thievery +13
Str 11 (+4)                Dex 18 (+8)                Wis 12 (+5)
Con 20 (+9)                Int 10 (+4)                Cha 13 (+5)

Alignment Chaotic Evil        Languages Abyssal, Common
Equipment: leather armor , mace , rod implement .

Published in Monster Vault: Threats to the Nentir Vale, page(s) 25.