Fell Court Hellmage
Medium natural humanoid, tiefling
Level 4 Artillery (Leader) XP 175
| HP 42; Bloodied 21 | Initiative +6 |
| AC 18, Fortitude 14, Reflex 17, Will 17 | Perception+12 |
| Speed 6 | Low-light vision |
| Resist 5 fire | |
Traits
☼ Drake Regeneration (healing) ✦ Aura 3
Any bloodied drake ally in the aura regains 5 hit points at the start of its turn if it has at least 1 hit point.
Standard Actions
(⚔) Dagger (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +9 vs. AC. The hellmage has a +1 bonus to hit a bloodied target.
Hit: 2d4 + 7 damage.
(➶) Infernal Bolt (fire, implement, radiant) ✦ At-Will
Attack: Ranged 20 (one creature); +9 vs. Reflex. The hellmage has a +1 bonus to hit a bloodied target.
Hit: 1d8 + 3 fire and radiant damage, and ongoing 5 fire and radiant damage (save ends).
Triggered Actions
Infernal Wrath (fire) ✦ Encounter
Trigger: An enemy within 10 squares of the hellmage hits it with an attack.
Effect (Free Action): The triggering enemy takes 1d6 + 5 fire damage.
➶ See You in Hell ✦ Encounter
Trigger: The hellmage drops to 0 hit points.
Effect (Immediate Interrupt): The hellmage uses infernal bolt, and the attack does not provoke opportunity attacks.
Skills Arcana +12, Bluff +10, History +12, Stealth +11
Str 15 (+4) Dex 19 (+6) Wis 20 (+7)
Con 12 (+3) Int 21 (+7) Cha 17 (+5)
Alignment Evil Languages Common, Supernal
Equipment: dagger .
Published in Monster Vault: Threats to the Nentir Vale, page(s) 51, Dungeon Magazine 201.