Dhampyr Assassin
Medium natural humanoid , vampire
Level 13 Elite Lurker XP 1600

Initiative +16        Senses Perception +12; low-light vision
HP 198; Bloodied 99
AC 27; Fortitude 26, Reflex 28, Will 26
Saving Throws +2
Speed 6
Action Points 1

Kukri (standard, at-will) Weapon

+18 vs AC; 1d6+8 damage (reroll any damage die result of 1).

Blood Run (standard, at-will) Weapon

The dhampyr assassin moves 6 squares and makes two melee basic attacks at any point during that movement. It does not provoke opportunity attacks when moving away from the targets of these attacks.

Tear the Vein (standard; requires combat advantage, encounter) Healing

+16 vs Fortitude; 2d8+6 damage, and the dhampyr assassin regains 25 hit points.

Misty Step (standard; at-will)

The dhampyr assassin gains insubstantial, phasing, and concealment until the end of its next turn or until it attacks, whichever comes first.

Combat Advantage

A dhampyr assassin’s attack deals 3d6 extra damage to any target granting combat advantage to it.

Strike from the Shadows

If the dhampyr assassin misses with an attack while hidden, it remains hidden.

Alignment Evil        Languages Common
Skills Acrobatics +17, Athletics +15, Stealth +17
Str 18 (+10)      Dex 22 (+12)      Wis 12 (+7)
Con 15 (+8)      Int 15 (+8)      Cha 19 (+10)

Equipment: kukri x2, leather armor .


Published in Dragon Magazine Annual, Dragon Magazine 371, page(s) 38.