Dune Reaper Warrior
Large aberrant beast
Level 15 Brute (Leader) XP 1200
|HP 180; Bloodied 90||Initiative +11|
|AC 26, Fortitude 24, Reflex 25, Will 23||Perception+12|
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.
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.
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.