Banshrae Warrior
Medium fey humanoid
Level 12 Skirmisher XP 700

Initiative +14        Senses Perception +8; low-light vision
HP 121; Bloodied 60
AC 26; Fortitude 22, Reflex 24, Will 22
Speed 8

Slam (standard, at-will)

+17 vs AC; 1d8+4 damage.

Staggering Palm (standard, recharges after the use of mantid dance)

+17 vs AC; 2d8+4 damage, plus the target is stunned until the end of the banshrae warrior’s next turn.

Blowgun Dart (standard, at-will) Weapon

Range 5/10; +17 vs AC; 1d4+6 damage.

Melee Agility (minor, usable immediately after hitting with a melee attack; at-will)

The banshrae warrior shifts 1 square.

Mantid Dance (move; recharge )

Until the end of its next turn, the banshrae warrior gains a +2 bonus to all defenses and all noncritical ranged attacks automatically miss it.

Skirmish +2d8

If, on its turn, a banshrae warrior ends its move at least 4 squares away from its starting point, it deals an extra 2d8 damage on its melee attacks until the start of its next turn.

Alignment Unaligned        Languages Telepathy 20
Str 18 (+10)      Dex 23 (+12)      Wis 15 (+8)
Con 17 (+9)      Int 14 (+8)      Cha 20 (+11)

Equipment: blowgun, darts


Published in Monster Manual, page(s) 25, Underdark, page(s) 112, Dungeon Magazine 157, page(s) 128.