Maldrick Scarmaker (H2) - Monsters

Maldrick Scarmaker (H2)
Medium natural humanoid
Level 8 Elite Artillery XP 700

Initiative +8        Senses Perception +5; low-light vision
Aura of Abyssal Majesty aura 5; demons in the aura gain 5 regeneration.
HP 148; Bloodied 74
AC 22; Fortitude 22, Reflex 21, Will 21
Resist 10 radiant
Saving Throws +2
Speed 7, fly 9
Action Points 1

(⚔) Mace (standard, at-will) ✦ Weapon

+15 vs AC; 1d10+3 damage.

(➶) Eldritch Blast (standard, at-will) ✦ Arcane, Implement

Ranged 10; +13 vs Reflex; 1d10+8 damage.

Spined Tail (immediate reaction, when an enemy enters an adjacent square, )

+13 vs AC; 1d10+8 damage.

Dire Radiance (standard, at-will) ✦ Arcane, Implement

Ranged 10; +13 vs Fortitude; 1d6+8 damage, and if the target moves nearer to Maldrick on its next turn, it takes an extra 1d6+8 damage.

Infernal Moon Curse (standard, encounter) ✦ Arcane, Implement

Ranged 10; +13 vs Fortitude; 2d8+8 poison damage, and the target is held immobilized 5 feet off the ground until the end of Maldrick's next turn.

Dark One's Own Luck (free; encounter) ✦ Arcane

Maldrick can reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Warlock's Curse (minor 1/round; at-will)

Maldrick places his curse on the nearest enemy that he can see and that is not already cursed. Maldrick's arcane attacks deal 1d6 extra damage against the enemy. The curse lasts until the end of the encounter or until the enemy drops to 0 hit points or fewer.

Alignment Chaotic evil        Languages Abyssal, Common
Skills Arcana +9, Intimidate +12, Religion +9, Stealth +10, Thievery +13
Str 11 (+4)      Dex 18 (+8)      Wis 12 (+5)
Con 20 (+9)      Int 10 (+4)      Cha 13 (+5)

Equipment: rod, +2 elven cloak, leather armor , mace .


Published in H2 Thunderspire Labyrinth, page(s) 55.