Star Beckoner
Medium aberrant humanoid
Level 16 Elite Soldier XP 2800
| HP 320; Bloodied 160 | Initiative +15 |
| AC 32, Fortitude 29, Reflex 27, Will 28 | Perception+11 |
| Speed 6 | Darkvision |
| Saving Throws +2; Action Points 1 | |
Traits
Threatening Reach
The beckoner can make opportunity attacks against enemies within 2 squares of it.
Standard Actions
(⚔) Tentacle ✦ At-Will
Requirement: The beckoner must have fewer than two creatures grabbed.
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 2d10 + 13 damage, and the target is grabbed (escape DC 22) until the end of the beckoner's next turn.
Sustain Minor: One of the beckoner's grabs persists, and the creature on which the grab persists takes 2d10 + 13 damage.
⚔ Tentacle Flurry ✦ At-Will
Requirement: The beckoner must have no creature grabbed.
Effect: The beckoner uses tentacle twice.
Star Wisps ✦ Recharge ⚄ ⚅
Effect: The beckoner calls forth up to three star wisps, which appear within 5 squares of the beckoner and act immediately after it in the initiative order. The star wisps remain until destroyed or until the beckoner takes a minor action to dispel them. A beckoner can have no more than three star wisps present at a given time.
Str 21 (+13) Dex 21 (+13) Wis 7 (+6)
Con 24 (+15) Int 4 (+5) Cha 22 (+14)
Alignment Evil Languages Common, Deep Speech
Published in Dungeon Magazine 207.