Melech Ambrose
Medium natural humanoid, tiefling
Level 5 Skirmisher (Leader) XP 200
| HP 68; Bloodied 34 | Initiative +6 |
| AC 19, Fortitude 17, Reflex 16, Will 18 | Perception+10 |
| Speed 5 | Low-light vision |
| Resist 5 fire | |
Traits
☼ Bloodthirsty ✦ Aura 1
Bloodied enemies grant combat advantage while in the aura.
☼ Drake Fervor ✦ Aura 3
Drake allies gain a +2 power bonus to damage rolls and saving throws while in the aura.
Insufferable Antagonist
If Melech starts his turn subjected to one or more immobilizing, restraining, or slowing effects, he makes a saving throw. If he saves, those effects on him end.
Standard Actions
(⚔) Scimitar (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +10 vs. AC. Melech has a +1 bonus to hit a bloodied target.
Hit: 2d8 + 4 damage.
⚔ Fiendish Strike (weapon) ✦ At-Will
Effect: Melech shifts up to 2 squares before the attack.
Attack: Melee 1 (one creature); +8 vs. Reflex. Melech has a +1 bonus to hit a bloodied target.
Hit: 2d8 + 4 damage. If Melech has combat advantage against the target, the target is also dazed until the end of Melech's next turn.
➶ Hurl Flame (fire) ✦ At-Will
Attack: Ranged 5 (one creature); +8 vs. Reflex. Melech has a +1 bonus to hit a bloodied target.
Hit: 2d6 + 6 fire damage.
Triggered Actions
Infernal Wrath (fire) ✦ Encounter
Trigger: An enemy within 10 squares of Melech hits him with an attack.
Effect (Free Action): The triggering enemy takes 1d6 + 6 fire damage.
Skills Bluff +13, Diplomacy +13, History +11, Stealth +9, Streetwise +13
Str 17 (+5) Dex 15 (+4) Wis 16 (+5)
Con 20 (+7) Int 18 (+6) Cha 22 (+8)
Alignment Evil Languages Common, Supernal
Equipment: chainmail , light shield , scimitar .
Published in Monster Vault: Threats to the Nentir Vale, page(s) 50.