Kelson
Small natural humanoid, halfling
Level 5 Elite Skirmisher (Leader) XP 400
| HP 120; Bloodied 60 | Initiative +9 |
| AC 20, Fortitude 16, Reflex 19, Will 16 | Perception+7 |
| Speed 6 | |
| Saving Throws +2 (+5 against fear effects); Action Points 1 | |
Traits
☼ Gang Leader ✦ Aura 3
Allies gain a +2 power bonus to saving throws while in the aura.
River Rat Tactics
Kelson has combat advantage against any enemy that is adjacent to at least one of his allies.
Standard Actions
(⚔) Short Sword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d6 + 6 damage.
(➶) Throwing Dagger (poison, weapon) ✦ At-Will
Attack: Ranged 10 (one creature); +10 vs. AC
Hit: 1d4 + 5 damage, and ongoing 5 poison damage (save ends).
Flickering Blades ✦ At-Will
Effect: Kelson uses short sword against one enemy, shifts up to 3 squares, and then uses throwing dagger against a different enemy.
River Rat's Gambit ✦ Encounter
Requirement: Kelson must be bloodied.
Effect: Kelson makes a basic attack. If the attack hits, the target takes 2d6 extra damage. If the attack misses, Kelson takes 1d6 damage.
Triggered Actions
Second Chance ✦ Encounter
Trigger: An enemy hits Kelson with an attack.
Effect (Immediate Interrupt): The triggering enemy must reroll the attack and use the new result.
Skills Acrobatics +12, Bluff +9, Stealth +12, Streetwise +9, Thievery +12
Str 14 (+4) Dex 20 (+7) Wis 11 (+2)
Con 12 (+3) Int 10 (+2) Cha 15 (+4)
Alignment Evil Languages Common
Equipment: dagger x10, leather armor , short sword .
Published in Monster Vault: Threats to the Nentir Vale, page(s) 94.