Felsa's Scion
Small fey humanoid
Level 6 Elite Controller XP 500

HP 140; Bloodied 70Initiative +6
AC 20, Fortitude 17, Reflex 18, Will 19Perception+10
Speed 6Low-light vision
Immune charm
Saving Throws +2; Action Points 1

Traits

Dream Drain Aura 3

Any enemy starting its turn unconscious in the aura loses a healing surge. If the enemy has no healing surge to lose, it instead loses a number of hit points equal to its healing surge value.

Standard Actions

Dagger (weapon) At-Will

Attack: Melee 1 or ranged 10 (one creature); +11 vs. AC

Hit: 2d4 + 6 damage, and the target is dazed until the end of the scion’s next turn.

Eye of Dreams (psychic) At-Will

Attack: Ranged 10 (one creature); +9 vs. Will

Hit: 2d6 + 7 psychic damage, and the target is immobilized until the end of the scion’s next turn.

Double Attack At-Will

Effect: The scion makes two basic attacks.

Felsa's Slumber (charm, sleep) Recharge

Attack: Area burst 2 within 10 (enemies in the burst); +9 vs. Will

Hit: The target is dazed and immobilized (save ends both). If the target is already dazed or immobilized, it falls unconscious instead.

    First Failed Saving Throw: The target falls unconscious (save ends).

Minor Actions

Deceptive Veil (illusion) At-Will

Effect: The scion can disguise itself to appear as any Small humanoid, usually a child, until it uses deceptive v veil again or drops to 0 hit points. A creature that succeeds on a DC 28 Insight check can see through the illusion.

Feywild Escape (teleportation) Encounter

Effect: The scion crosses over to the Feywild and is removed from play until the start of its next turn. At that time, the scion returns to play within 10 squares of its previous location and becomes invisible until the end of its current turn.

Skills Arcana +8, Bluff +12, Insight +10
Str 10 (+3)                Dex 16 (+6)                Wis 15 (+5)
Con 14 (+5)                Int 11 (+3)                Cha 19 (+7)

Alignment Evil        Languages Common, Elven

Published in Dungeon Magazine 217.