4ep:Adventurer Posse
Adventurer Posse
Level 1 Minion
Large natural humanoid (swarm)
Initiative +0
Senses: perception +0
HP: 1, a missed attack never damages a minion
AC 15, Fort 13, Ref 13, Will 13
Speed 6
Powers
[MBA] Posse's Might (standard; at-will) * Weapon
Automatic hit; 1/2 level + 1 damage (1)
[R] Posse's Zap (standard; encounter) * Arcane, Force
Ranged 20; +3 vs. Reflex; 2d4 + 4 force damage
Brave Retreat
Whenever Adventurer Posse is reduced to 0 HP, it immediately escapes the combat instead of dying. Adventurer Posse regains 1 hit point at the end of the encounter.
Hey, he's my pal! (immediate interrupt, when an enemy attacks an ally within 5 squares; encounter) * Martial
Adventurer Posse moves up to its speed to a square adjacent to the triggering enemy and makes a melee basic attack against it.
We are needed... uh, over there (standard; at-will) * Divine
Safely remove target ally within sight from combat. The ally must be unconscious or dying. A dying target is stabilized. Adventurer Posse is reduced to 0 HP, triggering Brave Retreat.
Tactical Bickering
Adventurer Posse may only use one encounter power each encounter.
Plot!!!
Adventurer Posse may temporarily develop extra powers at the DM's discretion.