Dark Haunter
Small shadow humanoid
Level 6 Lurker XP 250

Initiative +12        Senses Perception +5; Darkvision
HP 57; Bloodied 28
AC 20; Fortitude 17, Reflex 20, Will 19
Speed 6

Scimitar (standard, at-will) Weapon

+11 vs AC; 1d8+3 damage (crit 1d8 + 11).

Dagger (standard, at-will) Weapon

Ranged 5/10; +11 vs AC; 1d4+3 damage.

Dark Fog (standard; sustain minor, encounter) Zone

Area burst 4 within 10; creates a zone of darkness that blocks line of sight (creatures with darkvision ignore this effect).

Killing Dark ( when reduced to 0 hit points, )

Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark haunter explodes in a spout of darkness.

Combat Advantage

The dark haunter deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.

Dark Step (move; at-will)

The dark haunter 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.

Invisibility (minor; recharge ) Illusion

The dark haunter becomes invisible until the end of its next turn.

Alignment Unaligned        Languages Common
Skills Stealth +13, Thievery +13
Str 12 (+4)      Dex 21 (+8)      Wis 14 (+5)
Con 15 (+5)      Int 14 (+5)      Cha 19 (+7)

Equipment: black garments, dagger x4, scimitar .

Published in Dungeon Magazine 158, page(s) 42.