malcolm_n
Adventurer
Tonberry Level 21 Solo Lurker
Small natural humanoid - XP 16,000
Initiative +25 Senses Perception +20
HP 784 Bloodied 392
AC 35; Fortitude 33, Reflex 34, Will 33
Saving Throws +5
Speed 4 With a successful Stealth check, Tonberry can run up to 8 squares with a move action and does not provoke opportunity attacks while doing so.
Action Points 2
Chef's Knife (standard; at-will)
Melee +26 vs. AC; Tonberry can shift up to 1 square before or after the attack; 3d8 + 7 damage, and the target grants combat advantage until the start of Tonberry's next turn.
Chaos Bolt (standard; at-will) * Arcane, Implement, Psychic
From its lamp, Tonberry blasts the party with bright lights.
Ranged 10; +21 vs. Will; 3d6 + 10 psychic damage; if Tonberry rolled an even number for the attack, repeat the attack against another creature within 5 squares of the target. You cannot attack a creature more than once with each use of this power.
Everyone's Grudge (standard; Recharge
) *
Melee; targets a bloodied creature; Tonberry must have combat advantage; +26 vs. AC; the target is reduced to 1 hit point.
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Combat Advantage
Tonberry's attacks deal an extra 5d6 points of damage to creatures which grant it combat advantage. This does not apply to Everyone's Grudge.
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Alignment evil Languages - (understands common)
Skills Stealth +26; Thievery +26
Str 20 (+15) - Dex 32 (+21) - Wis 20 (+15)
Con 20 (+15) - Int 20 (+15) - Cha 20 (+15)
Equipment: Dagger, Robes, Lantern
TONBERRY TACTICS
Tonberry will try to open the fight with combat advantage, attacking from the shadows or another advantageous position. It will do what it needs to to use Everyone's Grudge as quickly as possible, even spending an action point before its second standard action to ensure it can bloody a controller or a lightly armored leader with a second use of Chef's Knife. Tonberry will only resort to using Chaos Bolt if it hasn't been able to reach a member of the party in at least one round.
TONBERRY LORE
A character knows the following information with a successful Streetwise or Nature check.
--DC 25: Tonberry's don't actually try to kill opponents, they just like to cut things. This doesn't necessarily mean a Tonberry will stop cutting something that appears close to death. The death of an enemy is proof to the tonberry that the creature was too weak to be worthy of its blade.
--DC 30: Tonberries originally came from a world beyond the material. Some say it is the far realm, other's dispute it is a separate material plane rife with similar monsters and adventurers alike. With their arrival, tonberries made short work of procreating and populating now-dangerous areas.
Small natural humanoid - XP 16,000
Initiative +25 Senses Perception +20
HP 784 Bloodied 392
AC 35; Fortitude 33, Reflex 34, Will 33
Saving Throws +5
Speed 4 With a successful Stealth check, Tonberry can run up to 8 squares with a move action and does not provoke opportunity attacks while doing so.
Action Points 2

Melee +26 vs. AC; Tonberry can shift up to 1 square before or after the attack; 3d8 + 7 damage, and the target grants combat advantage until the start of Tonberry's next turn.

From its lamp, Tonberry blasts the party with bright lights.
Ranged 10; +21 vs. Will; 3d6 + 10 psychic damage; if Tonberry rolled an even number for the attack, repeat the attack against another creature within 5 squares of the target. You cannot attack a creature more than once with each use of this power.



Melee; targets a bloodied creature; Tonberry must have combat advantage; +26 vs. AC; the target is reduced to 1 hit point.
---
Combat Advantage
Tonberry's attacks deal an extra 5d6 points of damage to creatures which grant it combat advantage. This does not apply to Everyone's Grudge.
---
Alignment evil Languages - (understands common)
Skills Stealth +26; Thievery +26
Str 20 (+15) - Dex 32 (+21) - Wis 20 (+15)
Con 20 (+15) - Int 20 (+15) - Cha 20 (+15)
Equipment: Dagger, Robes, Lantern
TONBERRY TACTICS
Tonberry will try to open the fight with combat advantage, attacking from the shadows or another advantageous position. It will do what it needs to to use Everyone's Grudge as quickly as possible, even spending an action point before its second standard action to ensure it can bloody a controller or a lightly armored leader with a second use of Chef's Knife. Tonberry will only resort to using Chaos Bolt if it hasn't been able to reach a member of the party in at least one round.
TONBERRY LORE
A character knows the following information with a successful Streetwise or Nature check.
--DC 25: Tonberry's don't actually try to kill opponents, they just like to cut things. This doesn't necessarily mean a Tonberry will stop cutting something that appears close to death. The death of an enemy is proof to the tonberry that the creature was too weak to be worthy of its blade.
--DC 30: Tonberries originally came from a world beyond the material. Some say it is the far realm, other's dispute it is a separate material plane rife with similar monsters and adventurers alike. With their arrival, tonberries made short work of procreating and populating now-dangerous areas.
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