Daskinor, Sorcerer-King
Medium natural humanoid
Level 20 Solo Artillery XP 14000

HP 704; Bloodied 352Initiative +11
AC 34, Fortitude 28, Reflex 32, Will 33Perception+13
Speed 5
Immune dominated
Saving Throws +5; Action Points 2


Stench of Paranoia Aura 3

Enemies are slowed while in the aura.

Man of Two Minds

On an initiative count of 10 + his initiative check, Daskinor takes a standard, a move, or a minor action of his choice as a free action. If Daskinor cannot use a free action as a result of a dazing or stunning effect, that effect ends immediately, instead of him taking the action.

Standard Actions

Taloned Grasp At-Will

Attack: Melee 1 (one creature); +25 vs. AC

Hit: 4d8 + 10 damage.

Ego Whip (psychic) At-Will

Attack: Ranged 10 (one or two creatures); +25 vs. Will

Hit: 3d12 + 9 psychic damage.

Miss: Half damage.

Psychic Repulsion (psychic) At-Will

Attack: Close burst 3 (creatures in the burst); +23 vs. Fortitude

Hit: 2d12 + 8 psychic damage, and Daskinor pushes the target up to 3 squares.

Miss: Half damage, and Daskinor can push the target 1 square.

Eruption of Madness (psychic) Encounter

Attack: Close burst 5 (creatures in the burst); +23 vs. Will

Hit: 3d12 + 9 psychic damage.

Miss: Half damage.

Effect: Each target must take a free action to charge or make a melee basic attack against the creature nearest to it. If an enemy and an ally are the same distance from the target, the target must attack the ally.

Move Actions

Get Away from Me! (psychic, teleportation) At-Will

Requirement: Daskinor must have at least one enemy within 3 squares of him.

Effect: Each enemy adjacent to Daskinor takes 20 psychic damage, and he teleports up to 6 squares.

Minor Actions

Reveal Treachery (charm, psychic) At-Will 1/round

Requirement: Daskinor must be bloodied.

Attack: Ranged 10 (one creature); +25 vs. Will

Hit: 3d10 + 12 psychic damage.

Miss: Half damage.

Effect: Daskinor slides the target a number of squares up to its speed, and the target makes a melee basic attack as a free action against a target of Daskinor’s choice.

Triggered Actions

Evil Twin (illusion) Encounter

Trigger: Daskinor becomes bloodied.

Effect (No Action): Daskinor creates a psionic manifestation of his evil twin, which appears in an unoccupied square within 5 squares of him and lasts until the end of the encounter. The evil twin appears to be Daskinor but is illusory and cannot be attacked. When Daskinor moves, he can move his evil twin an equal number of squares as a part of the same action. Daskinor can make ego whip and psychic repulsion attacks as though he occupies the square of his evil twin.

Psionic Reflection At-Will

Trigger: Daskinor takes psychic damage from an attack.

Effect (Immediate Reaction): Daskinor uses ego whip.

Skills Arcana +21, Religion +21
Str 8 (+9)                Dex 12 (+11)                Wis 16 (+13)
Con 8 (+9)                Int 23 (+16)                Cha 26 (+18)

Alignment Chaotic Evil        Languages Common, Draconic

Published in Dungeon Magazine 186.