Derro Ironguard
Small natural humanoid
Level 15 Soldier XP 1200

HP 150; Bloodied 75Initiative +9
AC 31, Fortitude 27, Reflex 24, Will 27Perception+5
Speed 5Darkvision

Standard Actions

Spear (weapon) At-Will

Attack: Melee 1 (one creature); +20 vs. AC

Hit: 3d8 + 10 damage, or 3d8 + 15 against prone targets.

Hooking Jab (weapon) At-Will

Requirement: The ironguard must not have a creature grabbed.

Attack: Melee 1 (one creature); +20 vs. AC

Hit: 2d8 + 5 damage, or 2d8 + 10 against prone targets, and the target is grabbed.

Minor Actions

Unbalancing Thrust (weapon) At-Will 1/round

Requirement: The ironguard must be wielding a spear.

Attack: Melee 1 (one creature grabbed by the ironguard); +20 vs. Fortitude

Hit: The target falls prone.

Free Actions

Strength of Madness Encounter

Requirement: The ironguard can use strength of madness only during its turn.

Effect: Roll a d6 and add the result as a power bonus to the ironguard’s attack rolls until the end of its next turn. In addition, the ironguard grants combat advantage until the end of its next turn.

Skills Intimidate +17, Thievery +12
Str 17 (+10)                Dex 10 (+7)                Wis 6 (+5)
Con 22 (+13)                Int 15 (+9)                Cha 20 (+12)

Alignment chaotic evil        Languages Common, Deep Speech
Equipment: scale armor , spear .

Published in Monster Manual 3, page(s) 50, Dungeon Magazine 201.