Lizardfolk Dreadnought - Monsters

Lizardfolk Dreadnought
Large natural humanoid (reptile)
Level 7 Elite Brute (Leader) XP 600

HP 190; Bloodied 95Initiative +4
AC 19, Fortitude 21, Reflex 17, Will 19Perception+6
Speed 6 (swamp walk)

Traits

Dreadnought's WrathAura 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 BlowAt-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.