Dakai
Small natural humanoid , goblin
Level 7 Controller (Leader) XP 300

Initiative +3        Senses Perception +5; low-light vision
HP 80; Bloodied 40
AC 22; Fortitude 21, Reflex 22, Will 20
Speed 6

Mace (standard, at-will) Arcane, Weapon

+12 vs AC; 1d8 + 4 damage, and the next of Dakai’s allies to attack the target gains +2 to its attack roll.

Rod Arc (standard, at-will) Arcane, Implement, Lightning

10; +10 vs Reflex; 1d8 + 4 lightning damage, and the target takes -3 to its next damage roll. Dakai ignores the target’s cover.

Shard Orb (standard, recharge ) Arcane, Force, Implement, Zone

Area burst 1 within 10; targets enemies; +10 vs Fortitude; 1d10 + 4 force damage, and the target is knocked prone. Effect: The burst creates a zone that lasts until the end of Dakai’s next turn. An enemy who ends its turn in this zone takes 1d10 + 4 force damage.

Resistive Formula (minor, encounter) Arcane, Healing

Close burst 5; allies in the burst gain +1 to AC and can end this bonus as a free action to gain 5 temporary hit points.

Goblin Tactics (immediate reaction, when missed by a melee
attack)

Dakai shifts 1 square.

Alignment Evil        Languages Common, Goblin
Skills Arcana +12, Bluff +9, Stealth +5, Thievery +10
Str 10 (+3)      Dex 10 (+3)      Wis 14 (+5)
Con 16 (+6)      Int 18 (+7)      Cha 13 (+4)

Equipment: leather armor , mace , rod implement .


Published in Dungeon Magazine 167, page(s) 19, Dungeon Magazine Annual, page(s) 143.