Iron Circle Spy - Monsters

Iron Circle Spy
Medium natural humanoid, human
Level 4 Lurker XP 175

HP 44; Bloodied 22Initiative +10
AC 18, Fortitude 16, Reflex 18, Will 16Perception+9
Speed 6

Standard Actions

(⚔) Short Sword (weapon) ✦ At-Will

Attack: Melee 1 (one creature); +9 vs. AC

Hit: 2d6 + 5 damage.

(➶) Devil's Flame (fire) ✦ At-Will

Attack: Ranged 10 (one creature); +7 vs. Reflex

Hit: 2d4 + 7 fire damage.

Infernal Strike (fire, weapon) ✦ Recharge when the spy uses veil of shadows

Attack: Melee 1 (one creature); +9 vs. AC

Hit: 4d6 + 10 fire damage.

Miss: Half damage.

Veil of Shadows (zone) ✦ Recharge when the spy uses infernal strike

Effect: Close burst 1. The burst creates a zone that lasts until the end of the spy's next turn. The zone blocks line of sight for all creatures except the spy. While entirely within the zone, creatures other than the spy are blinded.

Triggered Actions

⚔ ➶ Diabolical DodgeAt-Will

Trigger: An enemy uses a power that pulls, pushes, or slides the spy while the spy is in the zone created by its veil of shadows.

Effect (Immediate Interrupt): The spy makes a basic attack against the triggering enemy and then can shift up to 2 squares to another square in the zone.

Skills Bluff +9, Diplomacy +9, Stealth +11, Thievery +11
Str 12 (+3)                Dex 18 (+6)                Wis 15 (+4)
Con 14 (+4)                Int 13 (+3)                Cha 14 (+4)

Alignment Evil        Languages Common, Elven
Equipment: leather armor , short sword .

Published in Monster Vault: Threats to the Nentir Vale, page(s) 75.