Cilops Stalker
Large natural beast
Level 7 Elite Skirmisher XP 600

HP 154; Bloodied 77Initiative +9
AC 21, Fortitude 19, Reflex 20, Will 19Perception+4
Speed 6Darkvision
Saving Throws +2; Action Points 1

Standard Actions

Pincers At-Will

Attack: Melee 1 (one creature); +12 vs. AC

Hit: 3d6 + 5 damage, or 4d6 + 5 against creatures granting combat advantage to the cilops.

Move Actions

Sudden Rush Recharge

Effect: The stalker shifts its speed. It can move through enemies’ spaces during the shift. Whenever the stalker enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.

    Attack: Melee 0 (each creature whose space the stalker enters); +10 vs. Reflex

    Hit: 3d10 + 5 damage, and the target falls prone.

Minor Actions

Dazing Antennae (lightning) At-Will (1/round)

Attack: Melee 2 (one creature); +12 vs. AC

Hit: 3d6 + 5 lightning damage, and the target is dazed until the end of the stalker’s next turn.

Follow Psychic Trail Encounter

Effect: Choose one creature that the stalker can see. Until the end of the encounter, that creature grants combat advantage to the stalker and cannot become hidden from it.

Str 13 (+4)                Dex 19 (+7)                Wis 13 (+4)
Con 13 (+4)                Int 2 (-1)                Cha 13 (+4)

Alignment Unaligned        Languages -

Published in Dark Sun Creature Catalog, page(s) 25.