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- Level 15 Controller (Leader)
- Dalvos, Spellshield of St.Cuthbert
- Medium Natural Humanoid
- XP 1200
- Initiative 7
- Senses Perception +9
- St.Cuthbert's Resolve All allies within 2 squares of Dalvos gain +2 to damage rolls and +2 to saving throws
- AC 25; Fortitude 26, Reflex 24, Will 29
- Mace +2 (standard; at-will) • Weapon
- +13 vs. AC; 1d8+4 damage.
- Cuthbertine Inspiration (standard; Recharge 5+) • Psychic
- Burst 1; All allies within burst can shift 2 squares.
- Holy Fire (standard; Encounter) • Fire, Radiant
- Burst 3 within 20; All creatures in burst take 2d6 fire damage + 2d6 radiant damage + 10 ongoing damage (save ends)
- Teleport Trinket (standard; Encounter) • Teleportation
- Burst 1; Dalvos and all creatures and objects in burst are teleported to an "anchor" location previously set by a ritual. Dalvos carries a small book containing the anchor ritual. When the ritual is performed, the location in which the ritual is performed becomes the anchor location.
- Smoke Bomb (standard; 3 bombs)
- Burst 3 within 5; Dalvos throws a black glass ball to the ground and it explodes into a thick, dark cloud. The cloud blocks lines of sight.
- Restore The Order (standard; Recharge 2+) • Healing
- A creature within 20 squares regains 5 hit points. It also gains +2 to all defenses until the end of Dalvos' next turn.
- Align. Lawful Good
- Lang. Common, Elven, Dwarven, Draconic
- Skills Insight +17, Intimidate +19, Religion +16, Dungeoneering +12, Arcana +12
- Str 14 (+9)
- Dex 10 (+7)
- Wis 21 (+12)
- Con 17 (+10)
- Int 14 (+9)
- Cha 13 (+8)
- Equipment Traveling robes, belt cluttered with small items
- Tactics Dalvos doesn't like violent confrontations. He will always try to flee.
Discovering his anchor location, or being aware that his teleport affects everyone around him are 2 ways to engage him in combat.
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