Small aberrant humanoid
Level 4 Skirmisher XP 175
Initiative +6 Senses Perception +3; low-light vision
HP 53; Bloodied 26
AC 18; Fortitude 16, Reflex 15, Will 16
Vulnerable 5 psychic
Saving Throws +2 against charm and fear effects
Club (standard, at-will) Weapon
+8 vs AC; 1d6+3 damage.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +8 vs AC; 1d8+1 damage.
At the start of combat, the dolgrim warrior makes two initiative checks. Each check corresponds to one of the warrior’s brains, and the warrior takes a turn on both initiative counts. The warrior has a full set of actions on each of these turns, and its ability to take an immediate action refreshes on each turn.
Dolgrim Tactics (immediate reaction, when missed by a melee attack; at-will)
The dolgrim warrior shifts 1 square.
A dolgrim warrior deals 1d6 extra damage against any creature granting combat advantage to it.
Alignment Evil Languages Deep Speech, Goblin
Str 17 (+5) Dex 15 (+4) Wis 13 (+3)
Con 13 (+3) Int 9 (+1) Cha 9 (+1)
Equipment: arrow x20, club , crossbow , light shield .
Published in Eberron Campaign Setting, page(s) 203, 266, 278, Seekers of the Ashen Crown, page(s) 39, 40, Dungeon Magazine 179.