Pale Bloodfiend
Medium natural humanoid, minotaur
Level 12 Brute XP 700
HP 140; Bloodied 70 | Initiative +11 |
AC 24, Fortitude 25, Reflex 24, Will 23 | Perception+10 |
Speed 8 | Darkvision |
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Standard Actions
Claw
At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 6 damage.
Double Claw
At-Will
Requirement: The bloodfiend must not have a creature grabbed.
Effect: The bloodfiend uses claw twice against the same target. If both attacks hit, the bloodfiend grabs the target.
Goring Charge
At-Will
Effect: The bloodfiend charges and makes the following attack in place of a melee basic attack.
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d10 + 10 damage, and the target falls prone.
Minor Actions
Heart of the Vampire (Healing)
Recharge at the end of the bloodfiend’s turn if the power misses
Attack: Melee 1 (one creature grabbed by the bloodfiend); +15 vs. Fortitude
Hit: 2d6 + 6 damage, and the target is dazed and weakened (save ends both). The bloodfiend regains 20 hit points.
Triggered Actions
Bloodfiend Ferocity
Trigger: The bloodfiend drops to 0 hit points.
Effect (Immediate Interrupt): The bloodfiend uses claw. If the attack hits, the target is dazed until the end of the target’s next turn.
Skills Athletics +17, Intimidate +15
Str 22 (+12) Dex 20 (+11) Wis 19 (+10)
Con 20 (+11) Int 19 (+10) Cha 19 (+10)
Alignment evil Languages Common
Published in Monster Manual 3, page(s) 140.