Amreth Gaunt
Medium natural humanoid human , human
Level 6 Elite Skirmisher (Leader) XP 500

Initiative +9        Senses Perception +11
HP 136; Bloodied 68
AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks
Saving Throws +2
Speed 6
Action Points 1

Short Sword (standard, at-will) Weapon

+11 vs AC; 2d6+5 damage.

Dagger (standard, at-will) Weapon

+11 vs AC; 2d4+5 damage.

Dagger (standard, at-will) Weapon

Ranged 5/10; +11 vs AC; 2d4+5 damage.

Fencing Strikes (standard, at-will) Weapon

Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack.

Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge ) Weapon

targets the triggering attacker; +13 vs AC; 3d6+4 damage, and the target grants combat advantage until the end of Gaunt’s next turn.

Muddling Slash (standard; requires short sword, encounter) Weapon

+11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares.

Blinding Bomb (standard, at-will) Weapon

Area burst 1 within 10; +8 vs Fortitude; the target treats all nonadjacent squares as lightly obscured until the end of Gaunt’s next turn. This attack doesn’t provoke opportunity attacks.

Ignoble Escape (move; encounter)

Gaunt ends any marked condition currently affecting him, and he shifts 6 squares.

Combat Advantage

Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against.

Quick Draw

Gaunt can draw an item as part of the same action required to use that item.

Alignment Unaligned        Languages Chondathan, Common, Dwarven, Elven, Goblin
Skills Bluff +10, Diplomacy +10, Endurance +9, History +10, Insight +11, Thievery +12
Str 15 (+5)      Dex 19 (+7)      Wis 17 (+6)
Con 12 (+4)      Int 15 (+5)      Cha 15 (+5)

Equipment: 3 blinding bombs, dagger , leather armor , short sword .


Published in Dungeon Magazine 172, page(s) 119.