Coure of Mischief and Strife
Medium fey humanoid
Level 17 Lurker XP 1600
Initiative +19 Senses Perception +11; low-light vision
HP 129; Bloodied 64
AC 31; Fortitude 28, Reflex 30, Will 28
Resist 20 radiant; Vulnerable necrotic (a coure of mischief and strife that takes necrotic damage is slowed until the end of its next turn)
Saving Throws +5 against charm effects
Speed 6, teleport 6
Rapier (standard, at-will) Weapon
+22 vs AC; 2d8+6 damage.
Spark of Strife (standard; usable only while invisible, at-will) Charm, Psychic
Ranged 10; +20 vs Will; 2d10+5 psychic damage, and the target is dazed until the end of its next turn. At the start of the target’s next turn, it charges its nearest ally or makes a basic attack against its nearest ally as a free action. If the target’s attack hits, the coure of mischief and strife uses spark of strife against the attacked creature as a free action.
Winds of Luck's Mischief (standard, encounter)
Close burst 3; +20 vs Will; the target misses with an attack that has an odd number on the attack roll (save ends).
Invisibility (standard; at-will) Illusion
The coure of mischief and strife becomes invisible until it misses with an attack or takes damage.
Fey Step (move; encounter) Teleportation
The coure of mischief and strife teleports 5 squares.
Alignment Unaligned Languages Common, Elven
Skills Bluff +18, Insight +16, Stealth +20
Str 14 (+10) Dex 24 (+15) Wis 16 (+11)
Con 21 (+13) Int 12 (+9) Cha 21 (+13)
Equipment: leather armor , rapier .
Published in Monster Manual 2, page(s) 97.