Market Green Grifter
Medium natural humanoid, half-elf
Level 2 Lurker XP 125
| HP 28; Bloodied 14 | Initiative +7 |
| AC 16, Fortitude 13, Reflex 14, Will 15 | Perception+1 |
| Speed 6 | |
Traits
River Rat Tactics
The grifter has combat advantage against any enemy that is adjacent to at least one of the grifter's allies.
Standard Actions
(⚔) Short Sword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d6 + 4 damage.
Play Dead (charm) ✦ Recharge when the grifter uses back from the dead
Requirement: The grifter must have taken damage during the encounter.
Effect: The grifter falls prone. Until the start of its next turn, it gains a +5 power bonus to all defenses against close attacks and area attacks, and enemies think it is dead. An enemy cannot make a melee attack or a ranged attack against the grifter unless that enemy succeeds on a DC 20 Insight check as a minor action.
⚔ Back from the Dead ✦ Recharge when the grifter uses play dead
Requirement: The grifter must be prone.
Effect: The grifter stands up, shifts up to 3 squares, and uses short sword three times against one enemy. Each of these attacks deals half damage on a miss.
Triggered Actions
The Jig Is Up ✦ Encounter
Trigger: The grifter drops to 0 hit points.
Effect (Immediate Interrupt): The grifter instead has 1 hit point. If the grifter is prone, it stands up. In addition, the grifter can shift up to 3 squares.
Skills Bluff +9, Diplomacy +9, Insight +6, Stealth +8, Streetwise +9
Str 12 (+2) Dex 14 (+3) Wis 10 (+1)
Con 10 (+1) Int 13 (+2) Cha 17 (+4)
Alignment Unaligned Languages Common
Equipment: leather armor , short sword .
Published in Monster Vault: Threats to the Nentir Vale, page(s) 96, Dungeon Magazine 195, Halls of Undermountain, page(s) 94.