Herrim Level 26 Elite Skirmisher
Huge elemental beast (air, sun) XP 18.000
Initiative +24 Senses Perception +25
HP 476; Bloodied 238
AC 40; Fortitude 38; Reflex 42; Will 38
Saving Throws +2
Speed 6, fly 10, overland flight 20
Action Points 1
Claws (standard; at-will)
+31 vs. AC; 3d8 + 9
Grasp of the Herrim (standard; at-will)
The Herrim makes two Claws attacks against the same target, if both attacks hit the target is grabbed, if the Herrim moves the target slieds to a space adjacent to the creature, even if the herrim fly (escape end)
Beak (minor; at-will;Only usable against a grabbed target)
+31 vs. AC; 3d8 + 9 and 15 ongoing damages (save end)
Sun Rage (standard; encounter) • Radiant
Close Burst 10, +30 vs. Fortitude; 2d8 + 9 and the target is blinded until the beginning of the Herrim next turn.
Wing Buffet (standard; recharge 6) • Thunder
Close Blast 5; +30 vs. Reflex; 3d6 + 9 and push the target 3 squares.
Blessing of Sun and Wind
The Herrim has a +2 bonus to defenses against ranged and opportunity attacks. Herrim can save at beginning of its turn against movement impairing effects that allow a saving throw.
Alignment Unaligned Languages —
Str 24 (+20) Dex 29 (+22) Wis 24 (+20)
Con 22 (+19) Int 18 (+17) Cha 25 (+20)