| Initiative +4 |
Senses Perception +7 |
|
| Marsh Blessing (Healing) aura 5; allies that start their turns in the aura regain 3 hp. |
| HP 70; Bloodied 35; see mystic's escape |
| AC 20; Fortitude 18, Reflex 17, Will 19 |
| +11 vs. AC; 1d8 + 3 damage. |
| Area burst 2 within 10; +9 vs. Reflex; ongoing 5 damage and immobilized (save ends both). The zone is difficult swamp terrain until the end of the encounter. |
| Area burst 2 within 10; +9 vs. Fortitude; 2d8 + 4 poison damage, and the target is dazed until the end of the marsh mystic’s next turn. |
| The marsh mystic teleports up to 10 squares into a swamp square. Both bog cloud and swamp's grasp recharge. |