Medium natural humanoid
Level 14 Elite Soldier XP 2000
Initiative +11 Senses Perception +7; Darkvision
HP 266; Bloodied 133
AC 31; Fortitude 27, Reflex 26, Will 25
Saving Throws +2
Action Points 1
Longsword (standard, at-will) Weapon
+21 vs AC; 1d8+10 damage.
Commander's Strike (standard, at-will) Martial, Weapon
+19 vs ; 2d8+6 damage.. Zaknoril chooses one ally who can see and hear him to make a melee basic attack against a target. On a hit, the ally deals an extra 4 damage.
Surprise Attack (standard, encounter) Martial, Weapon
+21 vs AC; 1d8+10 damage. An ally within 5 squares of Zaknoril makes a basic attack with combat advantage and a +4 bonus to the attack roll as a free action against a target of its choice.
Beat Them into the Ground (standard, encounter) Martial, Weapon
+19 vs Fortitude; 2d8+10 damage, and the target is knocked prone. Every ally within 5 squares of Zaknoril makes a basic attack with a +4 bonus to one target of its choice as a free action. These attacks deal no damage but knock a target prone on a hit.
Darkfire (minor, encounter)
Ranged 10; +19 vs Reflex; until the end of Zaknoril’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Inspiring Word (minor, recharge
Zaknoril or one ally in a close burst 10 heals 20 hit points.
All allies within 10 squares of Zaknoril who can see and hear him gain a +2 power bonus to initiative.
Tactical Shift (minor; at-will) Martial
Zaknoril chooses one ally who can see and hear him. That ally can shift up to 5 squares.
House Insignia (minor; encounter)
Zaknoril gains concealment until the end of the encounter.
Alignment Evil Languages Common, Elven
Skills Diplomacy +15, History +16, Intimidate +12, Stealth +11
Str 20 (+12) Dex 14 (+9) Wis 11 (+7)
Con 13 (+8) Int 18 (+11) Cha 16 (+10)
Equipment: +4 house insignia, chainmail , light shield , longsword .
Published in P2 Demon Queen Enclave, page(s) 18.