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4e_Monster_Manual_2 - Free

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HALF-ELFCOMBINING THE BEST OF TWO PROUD LINEAGES, halfelvesare adaptable and diplomatic. They often travelwidely and seek out new experiences. Naturally giftedleaders, they frequently become quite powerful.HALF-ELF LORENature DC 12: Half-elves combine the grace ofelves with the drive of humans, adding their ownstunning charisma to the mix. Keen-witted and freespirited,half-elves follow their hearts wherever theylead—along bright paths or down dark roads.HALF-ELF BANDIT CAPTAINWITH A FLAIR FOR THE DRAMATIC to accompany amastery of blades, the half-elf bandit captain is flamboyantin everything it does. Bold and self-reliant, ahalf-elf bandit captain leads through charisma andremains vigilant against treachery. The bandit captaintakes enough risks in pursuit of gold; trust is onegamble too many.Half-Elf Bandit CaptainMedium natural humanoidInitiative +9HP 69; Bloodied 34AC 20; Fortitude 18, Reflex 19, Will 18Speed 6Level 6 Skirmisher (Leader)XP250Senses Perception +8; low-light vision© Longsword (standard; at-will) 4 Weapon+11 vs. AC; 1d8 + 4 damage, and the half-elf bandit captainshifts 1 square.© " a Sg e r (standard; at-will) 4 WeaponRanged 5/10; +11 vs. AC; 1d4 + 4 damage.+/>T Slash and Dash (standard; recharge [X]|X]|n))The half-elf bandit captain makes a longsword attack, shifts 2squares, and makes a dagger attack,•f Triggering Slash (standard; recharge (xj _]) 4 Weapon+11 vs. AC; 1d8 + 4 damage, and one ally shifts 1 square andmakes a melee basic attack as a free action.Alignment UnalignedLanguages Common, ElvenSkills Athletics +11, Diplomacy +11, Insight +8, Stealth +12Str 16 (+6) Dex 19 (+7) Wis 11 (+3)Con 13 (+4) Int 10 (+3) Cha 16 (+6)Equipment leather armor, longsword, 6 daggersHALF-ELF BANDIT CAPTAIN TACTICSThe half-elf bandit captain leads with slash and dash,then uses triggering slash to enable an ally to moveinto flanking position.HALF-ELF BANDIT CAPTAIN LORENature DC 12: Half-elf leaders tend to rely oncharisma to keep followers in line, and half-elf banditcaptains are no different. That charm can be a liability,though, if followers believe it's been used to lie tothem.HALE-ELF CON ARTISTMANY HALF-ELVES ARE DIPLOMATS and peacemakers,capable of finding the common ground between anytwo groups. Others use their talents for their own interests.They can find the common ground between theirhands and your money pouch with disconcerting ease.The half-elf con artist mixes audacity with personalmagnetism to achieve astounding results. A fewhoneyed words or a smile and a shrug can set foes tofighting one another or give an enemy reason to hesitate.Yet the con artist wounds with more than words.The con artist's sleight of hand has put a blade in theback of many an erstwhile ally.Half Elf Con ArtistMedium natural humanoidInitiative +6HP 77; Bloodied 38AC 20; Fortitude 17, Reflex 20, Will 20Speed 6Level 7 ControllerX P 300Senses Perception +2; low-light vision© Dagger (standard; at-will) 4 Weapon+12 vs. AC; 1d4 + 4 damage.•1 Deceptive Maneuver (standard; at-will) 4 Charm+10 vs. Will; the target makes a basic attack against one of itsallies of the half-elf con artist's choice.•Y Silver Deception (standard; recharge [x]((!)) 4 CharmRanged 10; +10 vs. Will; the target is dominated until the endof the half-elf con artist's next turn.

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