Derro Warrior
Small natural humanoid
Level 13 Artillery XP 800

HP 101; Bloodied 50Initiative +12
AC 27, Fortitude 24, Reflex 27, Will 24Perception+9
Speed 5Darkvision
Saving Throws +2 against fear effects


Combat Advantage

The warrior deals 2d6 extra damage against any creature granting combat advantage to it.

Standard Actions

Dagger (weapon) At-Will

Attack: Melee 1 (one creature); +18 vs. AC

Hit: 3d4 + 9 damage.

Bolt Spray (weapon) Recharge

Requirement: The warrior must be wielding a repeating hand crossbow.

Attack: Close blast 5 (creatures in the blast); +20 vs. AC

Hit: 2d8 + 7 damage, and the warrior pushes the target 1 square.

Minor Actions

Repeating Hand Crossbow (weapon) At-Will

Attack: Ranged 10/20 (one creature); +20 vs. AC

Hit: 1d8 + 5 damage.

Free Actions

Strength of Madness Encounter

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

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

Skills Intimidate +13, Stealth +17
Str 11 (+6)                Dex 22 (+12)                Wis 6 (+4)
Con 17 (+9)                Int 10 (+6)                Cha 14 (+8)

Alignment chaotic evil        Languages Common, Deep Speech
Equipment: repeating hand crossbow, 4 magazines of 10 bolts each, dagger , leather armor .

Published in Monster Manual 3, page(s) 49.