Lowtown Urchin
Small natural humanoid, halfling
Level 1 Skirmisher XP 100
| HP 28; Bloodied 14 | Initiative +5 |
| AC 15, Fortitude 12, Reflex 14, Will 12 | Perception+4 |
| Speed 6 | |
| Saving Throws +5 against fear effects | |
Traits
River Rat Tactics
The urchin has combat advantage against any enemy that is adjacent to at least one of the urchin's allies.
Standard Actions
(⚔) Dagger (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 2d4 + 4 damage.
⚔ River Rat's Gambit ✦ Encounter
Requirement: The urchin must be bloodied.
Effect: The urchin uses dagger. If the attack hits, the target takes 2d6 extra damage. If the attack misses, the urchin takes 1d6 damage.
Move Actions
Cloak of Filth ✦ At-Will 1/round
Effect: The urchin shifts up to 3 squares and gains partial concealment until the end of its next turn.
Triggered Actions
Second Chance ✦ Encounter
Trigger: An enemy hits the urchin with an attack.
Effect (Immediate Interrupt): The triggering enemy must reroll the attack roll and use the new result.
Skills Acrobatics +8, Bluff +6, Streetwise +6, Thievery +8
Str 9 (-1) Dex 16 (+3) Wis 8 (-1)
Con 12 (+1) Int 12 (+1) Cha 13 (+1)
Alignment Unaligned Languages Common
Equipment: cloak, dagger .
Published in Monster Vault: Threats to the Nentir Vale, page(s) 96.