Adrik Bronzeknuckle
Medium natural humanoid , dwarf
Level 7 Skirmisher XP 300

Initiative +10        Senses Perception +5; low-light vision
HP 81; Bloodied 40
AC 21; Fortitude 19, Reflex 21, Will 18
Saving Throws +5 against poison
Speed 5

Dagger (standard, at-will) Weapon

+12 vs AC; 2d4+5 damage.

Dagger (standard, at-will) Weapon

Ranged 5/10; +12 vs AC; 2d4+5 damage.

Murderous Slice (standard, recharge ) Weapon

+10 vs Reflex; 2d4+5 damage and the target takes ongoing 5 damage (save ends).

Slippery Dodge (move; recharges when adrik starts his turn adjacent to more than one enemy)

Adrik ends any mark condition affecting him and then shifts 3 squares.

Combat Advantage

Adrik deals 1d6 extra damage against any target he has combat advantage against.

Stand Your Ground

When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone.

Alignment Evil        Languages Common, Dwarven, Giant
Skills Acrobatics +13, Intimidate +10, Thievery +13
Str 15 (+5)      Dex 20 (+8)      Wis 14 (+5)
Con 17 (+6)      Int 13 (+4)      Cha 14 (+5)

Equipment: dagger x4, leather armor .

Description: The youngest of the Bronzeknuckle brothers, the cold and distant Adrik loves to bring pain to those weaker than him. He sees himself as a craftsman or artist, but in reality he is nothing more than a psychopath with morbid compulsions.

Clad in stylishly cut black leathers, Adrik is meticulous in his appearance and hygiene. He shaves his head with ritualistic zeal each morning, and braids his beard and decorates it with gems. Each finger is adorned with a gem-studded ring, which he places in a very specific order based on his own twisted logic.

When crossed or his sick needs are denied, Adrik can fly into a rage that only a stern look or word from Obmi can calm.


Published in Dungeon Magazine 173, page(s) 96.