Keljack - Monsters

Keljack
Medium natural humanoid, human
Level 8 Skirmisher XP 350

HP 85; Bloodied 42Initiative +11
AC 22, Fortitude 19, Reflex 22, Will 21Perception+3
Speed 6

Traits

Half-Remembered Swordplay

Whenever Keljack hits an enemy that is granting combat advantage to him, he also imposes a random effect on that enemy. Roll a d4:

1. The enemy is dazed (save ends).

2. The enemy is immobilized (save ends).

3. The enemy is slowed (save ends).

4. The enemy takes ongoing 5 damage (save ends).

Standard Actions

(⚔) Longsword (weapon) ✦ At-Will

Attack: Melee 1 (one creature); +13 vs. AC

Hit: 2d8 + 7 damage.

Fumbled FootworkAt-Will

Effect: Keljack shifts up to 1d6 + 2 squares away from his starting position and uses longsword at any point during the move.

Triggered Actions

Left-Handed Parry ✦ Recharge ⚃ ⚄ ⚅

Trigger: Keljack is hit by a melee or a ranged attack.

Effect (Immediate Interrupt): Roll a d20. On a 10 or higher, the triggering attack misses.

Skills Athletics +12, Bluff +12, Diplomacy +12
Str 16 (+7)                Dex 20 (+9)                Wis 9 (+3)
Con 13 (+5)                Int 10 (+4)                Cha 17 (+7)

Alignment Unaligned        Languages Common
Equipment: potion of healing, leather armor , longsword .

Published in Dungeon Magazine 192.