Melech Ambrose - Monsters

Melech Ambrose
Medium natural humanoid, tiefling
Level 5 Skirmisher (Leader) XP 200

HP 68; Bloodied 34Initiative +6
AC 19, Fortitude 17, Reflex 16, Will 18Perception+10
Speed 5Low-light vision
Resist 5 fire

Traits

BloodthirstyAura 1

Bloodied enemies grant combat advantage while in the aura.

Drake FervorAura 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.