Presence of the Don (Charm) aura 5; All allies within the aura gain a +1 bonus to their attack and damage rolls. While the Don is bloodied, they gain a +2 bonus to their attack and damage rolls instead.
HP 200; Bloodied 100
AC 27; Fortitude 23, Reflex 25, Will 27
Saving Throws +2
Speed 6
Action Points 1
Poisoned Dagger (Standard; At-Will) ♦ Poison
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d4 + 6 untyped and poison damage, or 2d6 + 14 untyped and poison damage on a critical hit. The target takes ongoing 5 poison damage, and a -2 penalty to attack and damage rolls (save ends both).
Poisoned Hand Crossbow (Standard; At-Will) ♦ Poison
Attack: Ranged 10/20 (one creature); +17 vs. AC
Hit: 2d6 + 6 untyped and poison damage, or 2d6 + 18 untyped and poison damage on a critical hit. The target takes ongoing 5 poison damage, and a -2 penalty to all attack and damage rolls (save ends both).
Don's Orders (Standard; At-Will) ♦ Charm
Effect: One ally within ten squares makes a basic attack with a +6 power bonus to its attack and damage rolls.
Edict of the Don (Standard; Recharge or when first bloodied) ♦ Charm
Effect All allies within ten squares make a basic attack with a +6 power bonus to its attack and damage rolls.
Racial Ability Heroic Effort (No Action; Encounter)
Trigger: The Don misses with an attack or fails a saving throw.
Effect:The Don gains a +4 racial bonus to the attack roll or the saving throw.
Trait Years of Experience
Whenever the Don makes an Insight or Perception check, he rolls twice and takes the better of the two results.
Trait Healing Potion (Minor; Encounter) ♦ Healing
The Don regains 50 hit points.
Trait Second Wind (Standard; Encounter) ♦ Healing
The Don gains 50 hit points and a +2 bonus to all defenses until the end of his next turn.