Dark Abductor
Small shadow humanoid
Level 12 Skirmisher XP 700

Initiative +13        Senses Perception +9; Darkvision
HP 120; Bloodied 60
AC 27; Fortitude 23, Reflex 25, Will 24
Speed 6

Short Sword (standard, at-will) Poison, Weapon

+17 vs AC; 1d6+6 damage, and the dark abductor makes a secondary attack against the same target.

Secondary Attack +15 vs Fortitude; ongoing 5 poison damage and the target is slowed (save at -2 ends both). First Failed Saving Throw: The target is immobilized instead of slowed (save at -2 ends). Second Failed Saving Throw: The target is stunned instead of immobilized (save at -2 ends).

Killing Dark ( when reduced to 0 hit points, )

Close burst 1; targets enemies; target is blinded (save ends).

Combat Advantage

The dark abductor deals an extra 2d6 damage to a target it has combat advantage against.

Dark Step (move; at-will)

The dark abductor moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to.

Alignment Evil        Languages Common
Skills Athletics +12, Stealth +16, Thievery +16
Str 13 (+7)      Dex 20 (+11)      Wis 18 (+10)
Con 16 (+9)      Int 15 (+8)      Cha 15 (+8)

Equipment: black garments, short sword .

Published in Dungeon Magazine 162, page(s) 85, 87.