Obmi Ironwhisper, Dwarf Advisor
Medium natural humanoid
Level 18 Skirmisher XP 2000
| HP 172; Bloodied 86 | Initiative +15 |
| AC 32, Fortitude 30, Reflex 29, Will 31 | Perception+12 |
| Speed 5 | Low-light vision |
Traits
Ring of Invisibility
Obmi gains a +4 item bonus to Stealth checks (included in skills).
Stand the Ground
Obmi can move 1 square fewer than the effect specifies when subjected to a pull, a push, or a slide.
Steady-Footed
Obmi can make a saving throw to avoid falling prone when an attack would knock him prone.
Standard Actions
(⚔) Dagger (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 4d4 + 16 damage, or 4d4 + 24 damage if the target is granting combat advantage to Obmi. If Obmi scores a critical hit, he deals 4d6 + 32 damage, or 4d6 + 40 damage if the target is granting combat advantage to him.
Ring of Invisibility (illusion) ✦ Daily
Effect: Obmi becomes invisible until the end of his next turn.
Move Actions
Phase Walk ✦ Recharge when an attack hits Obmi
Effect: Obmi moves up to his speed, and he is insubstantial and has phasing while doing so.
Minor Actions
⚔ Mad Feint ✦ At-Will 1/round
Requirement: Obmi must be bloodied.
Attack: Melee 1 (one creature); +21 vs. Reflex
Hit: The target grants combat advantage to Obmi until the end of Obmi's current turn.
Miss: Obmi grants combat advantage to the target until the end of Obmi's next turn.
Skills Bluff +20, History +17, Insight +17, Stealth +22, Thievery +18
Str 17 (+12) Dex 19 (+13) Wis 17 (+12)
Con 20 (+14) Int 16 (+12) Cha 22 (+15)
Alignment Evil Languages Common, Dwarven, Elven, Giant
Equipment: +4 dagger, ring of invisibility
Published in Dungeon Magazine 200.