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
Speed 6

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.

Pack Attack

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.