Elomir
Medium aberrant humanoid
Level 12 Elite Soldier XP 1400

Initiative +12        Senses Perception +13; Darkvision
Psychic Vortex (Psychic) aura 1; if an enemy Elomir has marked starts its turn in the aura, that enemy takes 5 psychic damage and is slowed until the start of its next turn.
HP 238; Bloodied 119
Regeneration 5
AC 30; Fortitude 27, Reflex 25, Will 26
Saving Throws +2
Speed 6
Action Points 1

Psychic Agony Longsword (standard, at-will) Psychic, Weapon

+19 vs AC; 1d8+6 damage, ongoing 5 psychic damage, and the target is marked (save ends both).

Dual Attack (standard, at-will) Psychic, Weapon

Elomir makes two melee basic attacks

Shared Agony (standard, recharge ) Psychic, Weapon

Must target an enemy Elomir has marked; +19 vs AC; 1d8+8 damage, ongoing 10 psychic damage, and if an ally of the target starts a turn adjacent to the target, that creature takes 10 psychic damage (save ends both).

Disruptive Smite (standard, recharges when first bloodied) Necrotic, Weapon

+19 vs AC; 2d8+8 damage, and whenever the target is the target of a power that has the healing keyword, it takes 10 necrotic damage (save ends).

Elven Accuracy (free; encounter)

Elomir can reroll an attack roll. It must use the second roll, even if it’s lower.

Wild Step

Elomir ignores difficult terrain when he shifts.

Alignment Chaotic evil        Languages Common, Deep Speech, Elven
Skills Athletics +17, Intimidate +16
Str 22 (+12)      Dex 18 (+10)      Wis 10 (+6)
Con 20 (+11)      Int 10 (+6)      Cha 20 (+11)

Equipment: heavy shield , longsword , scale armor .


Published in Dungeon Magazine 161, page(s) 111, Dungeon Magazine 163, page(s) 64.