Dune Reaper Warrior
Large aberrant beast
Level 15 Brute (Leader) XP 1200

HP 180; Bloodied 90Initiative +11
AC 26, Fortitude 24, Reflex 25, Will 23Perception+12
Speed 7Darkvision


Inciting Pheromones Aura 3

Dune reapers within the aura gain a +2 power bonus to Will and cannot become dazed.


When the warrior moves, it pulls with it any creature grabbed by it. In addition, the creature remains grabbed, and the warrior does not provoke an opportunity attack from the grabbed creature.

Standard Actions

Arm Blade At-Will

Attack: Melee 2 (one creature); +20 vs. AC

Hit: 4d6 + 8 damage.

Leaping Slash At-Will when first bloodied

Effect: The warrior jumps 4 squares and then uses arm blade twice. Any creature hit by one of these attacks takes ongoing 10 damage (save ends). This movement does not provoke opportunity attacks.

Triggered Actions

Snapping Mandibles At-Will

Requirement: The warrior must not have a creature grabbed.

Trigger: An enemy adjacent to the warrior hits it with a melee attack.

Attack (Immediate Reaction): Melee 1 (the triggering enemy); +18 vs. Fortitude

Hit: The warrior grabs the target. Whenever the target attempts to escape the grab and fails, it takes 10 damage.

Compelling Musk Recharge

Trigger: The warrior misses with arm blade.

Effect (Free Action): One dune reaper within 3 squares of the warrior can make a melee basic attack as an opportunity action.

Skills Stealth +16
Str 23 (+13)                Dex 18 (+11)                Wis 20 (+12)
Con 20 (+12)                Int 4 (+4)                Cha 6 (+5)

Alignment Unaligned        Languages -

Published in Dark Sun Creature Catalog, page(s) 39.