Daggerburg Theurge
Medium natural humanoid, goblin
Level 5 Controller XP 200

HP 64; Bloodied 32Initiative +3
AC 19, Fortitude 17, Reflex 17, Will 16Perception+9
Speed 5Low-light vision


Combat Adept

At the start of an encounter, the theurge’s attacks deal 1d10 extra damage against any enemy that has not yet acted during the encounter.

Daggerburg Tactics

Whenever an enemy misses the theurge with a melee attack, the theurge gains combat advantage against that enemy until the end of its next turn.

Standard Actions

Spiked Club (weapon) At-Will

Attack: Melee 1 (one creature); +10 vs. AC

Hit: 2d6 + 6 damage.

Slimy Transformation (implement, polymorph) At-Will

Attack: Ranged 5 (one creature not currently affected by slimy transformation); +8 vs. Fortitude

Hit: The theurge alters the target’s physical form to appear as a Tiny frog until the end of the theurge’s next turn or until the target takes damage. While in this form, the target is slowed and cannot use powers.

Brimstone Rain (fire, implement) Encounter

Attack: Area burst 2 within 10 (creatures in the burst); +8 vs. Reflex

Hit: 1d8 + 4 fire damage, and ongoing 5 fire damage (save ends).

Miss: Half damage.

Skills Arcana +10
Str 10 (+2)                Dex 12 (+3)                Wis 15 (+4)
Con 16 (+5)                Int 17 (+5)                Cha 11 (+2)

Alignment Evil        Languages Common, Goblin
Equipment: spiked club, wand implement .

Published in Monster Vault: Threats to the Nentir Vale, page(s) 39.