Fell Court Hellmage
Medium natural humanoid, tiefling
Level 4 Artillery (Leader) XP 175

HP 42; Bloodied 21Initiative +6
AC 18, Fortitude 14, Reflex 17, Will 17Perception+12
Speed 6Low-light vision
Resist 5 fire


Drake Regeneration (healing) Aura 3

Any bloodied drake ally in the aura regains 5 hit points at the start of its turn if it has at least 1 hit point.

Standard Actions

Dagger (weapon) At-Will

Attack: Melee 1 (one creature); +9 vs. AC. The hellmage has a +1 bonus to hit a bloodied target.

Hit: 2d4 + 7 damage.

Infernal Bolt (fire, implement, radiant) At-Will

Attack: Ranged 20 (one creature); +9 vs. Reflex. The hellmage has a +1 bonus to hit a bloodied target.

Hit: 1d8 + 3 fire and radiant damage, and ongoing 5 fire and radiant damage (save ends).

Triggered Actions

Infernal Wrath (fire) Encounter

Trigger: An enemy within 10 squares of the hellmage hits it with an attack.

Effect (Free Action): The triggering enemy takes 1d6 + 5 fire damage.

See You in Hell Encounter

Trigger: The hellmage drops to 0 hit points.

Effect (Immediate Interrupt): The hellmage uses infernal bolt, and the attack does not provoke opportunity attacks.

Skills Arcana +12, Bluff +10, History +12, Stealth +11
Str 15 (+4)                Dex 19 (+6)                Wis 20 (+7)
Con 12 (+3)                Int 21 (+7)                Cha 17 (+5)

Alignment Evil        Languages Common, Supernal
Equipment: dagger .

Published in Monster Vault: Threats to the Nentir Vale, page(s) 51, Dungeon Magazine 201.