Fey'ri Marauder
Large elemental humanoid
Level 8 Brute XP 350

HP 110; Bloodied 55Initiative +6
AC 20, Fortitude 21, Reflex 20, Will 19Perception+9
Speed 6Darkvision

Standard Actions

Burning Broadsword (fire, weapon) At-Will

Attack: Melee 2 (one creature); +13 vs. AC

Hit: 2d10 + 5 damage, and ongoing 5 fire damage (save ends).

Claw At-Will

Attack: Melee 2 (one creature); +13 vs. AC

Hit: 2d12 + 7 damage.

Sword and Claw Recharge when first bloodied

Effect: The marauder uses burning broadsword once and claw once. If both attacks hit the same target, the target also falls prone.

Minor Actions

Change Shape (polymorph) At-Will

Effect: The marauder alters its physical form to appear as a Medium humanoid until it uses this power again or until it drops to 0 hit points. To assume a specific individual’s form, the marauder must have seen that individual. Other creatures can make a DC 31 Insight check to discern that the form is a disguise.

Triggered Actions

Fiendish Rend At-Will 1/round

Trigger: The marauder bloodies an enemy or reduces an enemy to 0 hit points or fewer.

Effect (Free Action): The marauder makes a melee basic attack against a target other than the triggering enemy.

Variable Resistance 2/Encounter

Trigger: The marauder takes acid, cold, fire, lightning, or thunder damage.

Effect (Free Action): The marauder gains resist 5 to the triggering damage type until the end of the encounter or until it uses this power again.

Skills Athletics +12, Endurance +14
Str 16 (+7)                Dex 15 (+6)                Wis 10 (+4)
Con 20 (+9)                Int 8 (+3)                Cha 12 (+5)

Alignment Chaotic Evil        Languages Abyssal, Common, Elven
Equipment: broadsword x2.

Published in Dungeon Magazine 208.