Gray Company Mist Mage - Monsters

Gray Company Mist Mage
Medium natural humanoid, human
Level 9 Controller XP 400

HP 95; Bloodied 47Initiative +8
AC 23, Fortitude 20, Reflex 23, Will 21Perception+7
Speed 6
Resist 5 cold

Traits

Grim Solidarity

If the mage starts its turn adjacent to a creature that has grim solidarity, it can make a saving throw against one effect that a save can end.

Standard Actions

(⚔) Ice Dagger (cold, weapon) ✦ At-Will

Attack: Melee 1 (one creature); +14 vs. AC

Hit: 2d4 + 12 cold damage, and the target is slowed until the end of the mage's next turn.

Misty Tendrils (cold, implement) ✦ At-Will

Attack: Close blast 3 (enemies in the blast); +12 vs. Reflex

Hit: 2d6 + 6 cold damage.

Effect: The mage can slide the target 1 square.

Gray Mist (zone) ✦ Encounter

Effect: Area burst 2 within 10. The burst creates a zone that lasts until the end of the mage's next turn. Any creature that ends its turn in the zone takes a -2 penalty to attack rolls and is slowed until the end of its next turn.

    Sustain Minor: The zone persists until the end of the mage's next turn.

Minor Actions

Freeze MistAt-Will 1/round

Attack: Ranged 5 (one slowed creature); +12 vs. Reflex

Hit: The target is immobilized until the end of the mage's next turn.

Skills Arcana +14, History +14
Str 14 (+6)                Dex 19 (+8)                Wis 16 (+7)
Con 15 (+6)                Int 20 (+9)                Cha 17 (+7)

Alignment Unaligned        Languages Common
Equipment: robes, dagger , wand implement .

Published in Monster Vault: Threats to the Nentir Vale, page(s) 61.