Drago Daarn
Medium natural humanoid, dwarf
Level 9 Artillery XP 400

HP 79; Bloodied 39Initiative +4
AC 23, Fortitude 22, Reflex 21, Will 21Perception+6
Speed 5Low-light vision

Traits

Stand the Ground

Drago can move 1 square fewer than the effect specifies when subjected to a pull, a push, or a slide. In addition, he can make a saving throw to avoid falling prone when an attack would knock him prone.

Standard Actions

Handaxe (weapon) At-Will

Attack: Melee 1 (one creature); +14 vs. AC

Hit: 2d6 + 10 damage.

Ice Ray (cold) At-Will

Attack: Ranged 10 (one creature); +14 vs. Reflex

Hit: 1d10 + 7 cold damage, and the target is slowed and takes ongoing 5 cold damage (save ends both).

Necroflame Pillar (fire, necrotic, zone) Encounter

Attack: Area burst 1 within 10 (enemies in the burst); +14 vs. Reflex

Hit: 2d6 + 10 fire and necrotic damage.

Effect: The burst creates a 20-foot-high zone of black flame that deals 5 fire and necrotic damage to any enemy that ends its turn there. The zone lasts until the end of Drago’s next turn.

Sustain Minor: The zone persists until the end of Drago’s next turn, and he can move the zone up to 3 squares as a move action.

Triggered Actions

Shield Encounter

Trigger: Drago is hit by an attack.

Effect (Immediate Interrupt): Drago gains a +4 power bonus to AC and Reflex until the end of his next turn.

Skills Arcana +12, Dungeoneering +11, Streetwise +12
Str 14 (+6)                Dex 11 (+4)                Wis 15 (+6)
Con 19 (+8)                Int 17 (+7)                Cha 16 (+7)

Alignment Evil        Languages Common, Dwarven
Equipment: robes, potion of vitality, handaxe , spellbook .

Published in Dungeon Magazine 206.