Fish-Men of Dagon Slayer
Medium elemental humanoid (aquatic)
Level 9 Lurker XP 400

Initiative +14        Senses Perception +6; low-light vision
Vile Stench aura 2; creatures who begin their turn in the area take a -2 to all attacks until the start of their next turn; this is a poison effect.
HP 77; Bloodied 38
AC 23; Fortitude 20, Reflex 23, Will 20
Resist 5 acid, 5 cold, 5 poison
Speed 6, swim 8

Rusty Rapier (standard, at-will) Weapon

+14 vs AC; 1d8+6 damage, plus 2 poison damage.

Lurking Strike

Gain combat advantage against creatures that cannot see the fish-man at the start of its turn.

Combat Advantage

+1d8 damage with rusty rapier.

Radiant Weakness

Radiant effects cause a fish-man of Dagon slayer to take a -2 penalty to attacks until the start of the fish-man’s next turn.

Slippery

The fish-man gains a +2 racial bonus to all rolls to escape a grab, and to saving throws against immobilization and restraint.

Alignment Chaotic evil        Languages Abyssal
Skills Stealth +15
Str 16 (+7)      Dex 22 (+10)      Wis 14 (+6)
Con 17 (+7)      Int 10 (+4)      Cha 10 (+4)


Published in Dungeon Magazine 156, page(s) 92, 93, 95, 98, 100.