Celk, Yellowskull Doppelganger
Medium natural humanoid (shapechanger)
Level 3 Skirmisher XP 150

Initiative +6        Senses Perception +2
HP 45; Bloodied 22
AC 17; Fortitude 15, Reflex 16, Will 16
Speed 6

Short Sword (standard, at-will) Weapon

+8 vs AC; 1d6+3 damage.

Mindwarping Feint (minor, at-will)

+6 vs Will; the doppelganger gains combat advantage against the target until the end of the doppelganger’s next turn.

Deep Stab (standard, recharges when first bloodied) Weapon

+8 vs AC; 1d6+3 damage, ongoing 5 damage (save ends), and the target is pushed 2 squares and slowed until the end of Celk’s next turn.

Combat Advantage

Celk deals 1d6 extra damage to any target granting combat advantage to him.

Change Shape (minor; at-will) Polymorph

Celk can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual.

Alignment Evil        Languages Common
Skills Bluff +10, Insight +9, Stealth +9
Str 11 (+1)      Dex 17 (+4)      Wis 12 (+2)
Con 14 (+3)      Int 10 (+1)      Cha 15 (+3)

Equipment: leather armor , short sword .


Published in Dungeon Magazine 166, page(s) 58, Dungeon Magazine Annual, page(s) 117.