Gray Company Mist Mage
Medium natural humanoid, human
Level 9 Controller XP 400
| HP 95; Bloodied 47 | Initiative +8 |
| AC 23, Fortitude 20, Reflex 23, Will 21 | Perception+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.
ᗕ 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 Mist ✦ At-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.