Fool
Large natural humanoid (giant), ogre
Level 8 Soldier XP 350

HP 93; Bloodied 46Initiative +8
AC 24, Fortitude 22, Reflex 19, Will 19Perception+6
Speed 8

Traits

Master of Escape

Fool can make saving throws against immobilized, restrained, and slowed effects at the start as well as at the end of his turn, even if the effect doesn’t normally end on a save.

Standard Actions

Morningstar (weapon) At-Will

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

Hit: 2d8 + 7 damage, and the target is slowed until the end of Fool’s next turn.

Handaxe (weapon) At-Will

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

Hit: 1d8 + 7 damage, and the target falls prone.

Handaxe (weapon) At-Will

Attack: Ranged 5 (one creature); +13 vs. AC

Hit: 1d8 + 7 damage, and the target falls prone.

Triggered Actions

Last One Standing Encounter

Trigger: An attack damages Fool while he is bloodied.

Effect (Immediate Interrupt): Fool gains 10 temporary hit points.

Skills Thievery +11
Str 22 (+10)                Dex 15 (+6)                Wis 15 (+6)
Con 21 (+9)                Int 20 (+9)                Cha 8 (+3)

Alignment Unaligned        Languages Common, Giant
Equipment: potion of healing, handaxe x5, morningstar .

Published in Dungeon Magazine 192.