Dark Mastermind
Small shadow humanoid
Level 12 Elite Lurker XP 1400

Initiative +17        Senses Perception +9; Darkvision
HP 192; Bloodied 96
AC 26; Fortitude 25, Reflex 27, Will 26
Saving Throws +2
Speed 6
Action Points 1

Scimitar (standard, at-will) Weapon

+17 vs AC; 2d8+2 damage (crit 2d8 +18), and the dark mastermind makes a secondary attack against the same target.

Secondary Attack +13 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).

Double Attack (standard, at-will)

The dark mastermind makes two scimitar attacks.

Killing Dark ( when reduced to 0 hit points, )

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

Combat Advantage

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

Dark Step (move; at-will)

The dark mastermind 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; at-will) Illusion

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

Alignment Evil        Languages Common
Skills Athletics +12, Stealth +17, Thievery +17
Str 13 (+7)      Dex 22 (+12)      Wis 15 (+8)
Con 18 (+10)      Int 15 (+8)      Cha 20 (+11)

Equipment: black garments, blackgate rune , scimitar .


Published in Dungeon Magazine 162, page(s) 84.