Medium natural humanoid
Level 9 Skirmisher XP 400
Initiative +11 Senses Perception +6
HP 95; Bloodied 47
AC 23; Fortitude 19, Reflex 22, Will 21
Jagged Sickle (standard, at-will) Weapon
+14 vs AC; 2d6+5 damage (crit 1d6+17).
Blood Defense (standard; target must be bloodied, at-will)
+14 vs AC; 2d6+5 damage, and the bloodwalker gains a +2 power bonus to all defenses until the end of its next turn..
Bloodwalk (move; recharge ) Teleportation
The bloodwalker teleports up to 10 squares to a space adjacent to a bloodied creature, including itself if it is bloodied.
Blood Frenzy (free; the bloodwalker must be bloodied; at-will)
When the bloodwalker makes a successful melee attack, it shifts 2 squares.
The bloodwalker deals an extra 5 damage on melee attacks against an enemy that has two or more of the bloodwalker’s allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +13, Religion +10, Stealth +14
Str 15 (+6) Dex 21 (+9) Wis 14 (+6)
Con 15 (+6) Int 13 (+5) Cha 18 (+8)
Equipment: jagged sickle, leather armor .
Published in Dragon Magazine 369, page(s) 44.