Lizardfolk Dreadnought
Large natural humanoid (reptile)
Level 7 Elite Brute (Leader) XP 600
| HP 190; Bloodied 95 | Initiative +4 |
| AC 19, Fortitude 21, Reflex 17, Will 19 | Perception+6 |
| Speed 6 (swamp walk) | |
Traits
☼ Dreadnought's Wrath ✦ Aura 2
While in the aura, bloodied allies have a +2 power bonus to attack rolls and damage rolls.
Staggering Critical
Whenever the dreadnought scores a critical hit, the target is stunned until the end of the target's next turn.
Standard Actions
(⚔) Greatclub (weapon) ✦ At-Will
Attack: Melee 2 (one creature); +12 vs. AC
Hit: 2d10 + 8 damage. The dreadnought pushes the target up to 2 squares and then shifts up to 2 squares to a square adjacent to the target.
Minor Actions
⚔ Low Blow ✦ At-Will 1/round
Attack: Melee 2 (one creature); +10 vs. Fortitude
Hit: 3d6 + 8 damage, and the target falls prone.
➶ You Fight Now! ✦ Recharge when first bloodied
Effect: Ranged 5 (one ally). The target can charge as a free action.
Skills Athletics +14, Intimidate +7
Str 23 (+9) Dex 13 (+4) Wis 16 (+6)
Con 15 (+5) Int 5 (0) Cha 8 (+2)
Alignment Unaligned Languages Draconic
Equipment: bone breastplate, greatclub .
Published in Monster Vault: Threats to the Nentir Vale, page(s) 119, Dungeon Magazine 191.