Ultrodemon Schemer
Medium elemental humanoid (demon)
Level 22 Controller (Leader) XP 4150
HP 205; Bloodied 102 | Initiative +15 |
AC 36, Fortitude 32, Reflex 34, Will 34 | Perception+21 |
Blindsight 5 |
|
Standard Actions
Longsword (Weapon)
At-Will
Attack: Melee 1 (one creature); +27 vs. AC
Hit: 3d8 + 10 damage, and the target is dazed until the end of the schemer’s next turn.
Fiery Rays (Fire)
At-Will
Attack: Ranged 10 (one or two creatures); +25 vs. Reflex
Hit: 3d6 + 7 fire damage.
Demonic Authority
Recharge when first bloodied
Effect: Each ally adjacent to the schemer makes a melee basic attack with combat advantage as a free action.
Minor Actions
Hypnotic Gaze (Charm)
Recharge

Attack: Ranged 5 (one creature); +25 vs. Will
Hit: The target is immobilized (save ends).
Effect: The target cannot attack the schemer until the end of the target’s next turn.
Treacherous Gaze (Charm)
Recharge 
Attack: Ranged 5 (one creature); +25 vs. Will
Hit: The target is dominated until the end of the schemer’s next turn.
Triggered Actions
Variable Resistance
Encounter
Trigger: The schemer takes acid, cold, fire, lightning, or thunder damage.
Effect (Free Action): The schemer gains resist 20 to the triggering damage type until the end of the encounter.
Self-Preservation (Illusion, Teleportation)
Encounter
Trigger: An enemy bloodies the schemer.
Effect (Immediate Reaction): The schemer teleports, swapping places with an ally it can see within 10 squares. The schemer becomes invisible until the end of its next turn, and the ally can make a melee basic attack as a free action against the enemy that bloodied the schemer if it is within the ally’s reach.
Skills Arcana +22, Bluff +23, Intimidate +23, Stealth +20
Str 13 (+12) Dex 18 (+15) Wis 20 (+16)
Con 21 (+16) Int 23 (+17) Cha 25 (+18)
Alignment chaotic evil Languages Abyssal
Equipment: longsword .
Published in Monster Manual 3, page(s) 47.