Aspect of Moradin
Medium immortal humanoid
Level 26 Elite Soldier (Leader) XP 18000

Initiative +20        Senses Perception +20; low-light vision, truesight 10
Victorious Song aura 5; allies in the aura that can hear the aspect of Moradin gain a +2 power bonus to attack rolls.
HP 482; Bloodied 241
AC 42; Fortitude 41, Reflex 36, Will 38
Immune poison
Saving Throws +2
Speed 5, teleport 5
Action Points 1

Crushing Hammer (standard, at-will) Weapon

+33 vs AC; 2d10+10 damage, and the target is dazed until the end of its next turn.

Grudge Strike (immediate reaction, when an enemy hits the aspect of moradin with a melee attack, at-will) Weapon

The aspect of Moradin makes a crushing hammer attack against the triggering enemy.

Bonecrusher Strike (immediate interrupt, when an adjacent enemy uses the stand up action, at-will) Weapon

+31 vs Fortitude; 2d10+10 damage, the target is knocked prone, and cannot stand (save ends).

Mountainfall Charge (standard, recharges when first bloodied) Thunder, Weapon

The aspect of Moradin shifts 5 squares ignoring difficult terrain and makes an attack at the end of this movement; +34 vs AC; 2d10+10 damage, the target is stunned (save ends), and all enemies adjacent to the target take 10 thunder damage and are pushed 5 squares.

Rippling Earth (standard, recharge ) Weapon

Close burst 5; +31 vs Fortitude; 2d10+10 damage, the target is pushed to the edge of the burst and knocked prone.

Whirling Hammer (standard, at-will) Weapon

Close burst 1; one or two targets; +31 vs AC; 2d10+10 damage, and the target is dazed until the end of its next turn.

Effect: If one or both attacks miss, the aspect of Moradin makes a secondary attack that does not provoke opportunity attacks: Ranged 10; targets one enemy not targeted by whirling hammer; +35 vs AC; 2d10+10 damage, and the target is pushed 5 squares and knocked prone.

Rooted in Stone

The aspect of Moradin can only be forcibly moved—by a push, a pull, or a slide—if he chooses to be, and then may choose the distance he is forcibly moved up to the maximum the effect specifies. The aspect of Moradin cannot be knocked prone.

Alignment Lawful Good        Languages Common, Dwarven, Supernal
Skills Athletics +28, Diplomacy +23, Dungeoneering +27, Endurance +27, History +20, Insight +25, Intimidate +23
Str 30 (+23)      Dex 20 (+18)      Wis 25 (+20)
Con 25 (+20)      Int 15 (+15)      Cha 20 (+18)

Equipment: heavy shield , plate armor , warhammer .


Published in Dungeon Magazine 173, page(s) 74.