Medium natural humanoid human , human
Level 11 Elite Skirmisher XP 1200
Initiative +12 Senses Perception +7
HP 224; Bloodied 112
AC 25; Fortitude 22, Reflex 24, Will 23 ; +2 to all defenses against opportunity attacks
Saving Throws +2
Action Points 1
Rapier (standard, at-will) Weapon
+16 vs AC; 1d8+7 damage, and Dedrick slides the target 1 square. Dedrick shifts 1 square.
Vile Hex (standard, at-will) Fear, Psychic
Ranged 10; +14 vs Will; 1d10+5 psychic damage; and the target grants combat advantage until the end of Dedrick’s next turn.
Vexing Combination (standard, at-will)
Melee or ranged; Dedrick makes two basic attacks
Call the White Raven (minor, recharge 4, only while the white raven is destroyed)
Close burst 5; the White Raven (see statistics) appears in Dedrick’s space or in an unoccupied square elsewhere in the area. It must remain within 20 squares of Dedrick; if forced beyond this range, it teleports back to Dedrick’s space as a free action. Dedrick can speak through the White Raven, and he can hear everything it hears
Combat Advantage (standard; encounter)
Dedrick deals 2d8 extra damage against any creature granting combat advantage to him.
White Raven Repositioning (move; at-will)
If the White Raven is alive, and not adjacent or closer to Dedrick, Dedrick can shift his speed. He must end this movement closer to the White Raven than he started. If he moves adjacent to an enemy that the White Raven is also adjacent to, he gains combat advantage against that enemy.
White Raven Sacrifice (immediate interrupt, when an attack damages dedrick while the white raven is adjacent to him or in his space; at-will)
The White Raven takes the damage from the triggering attack.
Alignment Evil Languages Common, Draconic, Giant
Skills Bluff +14, Stealth +15 Perception +11 to locate hidden objects and creatures
Str 12 (+6) Dex 20 (+10) Wis 14 (+7)
Con 16 (+8) Int 15 (+7) Cha 19 (+9)
Equipment: leather armor , rapier .
Published in City of Stormreach, page(s) 2.