Captain Mur Kar, Shadar-Kai
Medium shadow humanoid
Level 14 Controller XP 1000

Initiative +10        Senses Perception +13; low-light vision
HP 138; Bloodied 69
AC 27; Fortitude 25, Reflex 28, Will 28
Speed 7

Stormblade (standard, at-will) Lightning, Thunder

+19 vs AC; 1d10+6 lightning and thunder damage, and the target falls prone.

Stormbolt (standard, at-will) Lightning

Ranged 5; +18 vs Reflex; 3d6+6 lightning damage, and the target falls prone.

Overboard (standard, at-will) Charm

Ranged 5; targets a prone creature; +18 vs Reflex; slide the target 5 squares.

Thunderburst (standard, recharge

Close burst 3; targets enemies; +16 vs Reflex; 1d10+6 thunder damage, and slide the target 5 squares. Miss: Half damage.

Shadow Jaunt (move; encounter) Teleportation

Mur Kar teleports 3 squares and becomes insubstantial until the start of his next turn.

Alignment Unaligned        Languages Common
Skills Arcana +19, Stealth +15
Str 12 (+8)      Dex 16 (+10)      Wis 12 (+8)
Con 18 (+11)      Int 24 (+14)      Cha 20 (+12)

Equipment: inescapable longsword, leather armor .

Description: The captain of Mist of Shadows is interested primarily in alchemical substance and drug trade. The shadar-kai captain has a keen nose for ferreting out drug shipments and uses the apparently random portals into the world with amazing success when it comes to disrupting (and commandeering) such trade. Mur Kar doesn’t particularly care if a particular substance is banned; he cares only what kind of price he can command when he returns to trade the contents of his hold in the bazaars of Abmelech and Ellasar.

Mur Kar double-crossed the Circle (a mercenary band led by the eladrin Scarvarial of Ellasar Island) a few years back to secure a cargo of “traveler’s dust” from destruction. Since then, the Circle and Mist of Shadows have waged a secret and often cold war. The Circle has promised to sink Mist of Shadows, and for its part, Mur Kar has promised to assassinate Scarvarial.

Published in Dungeon Magazine 174, page(s) 83.