Привожу параметры свеженького Джарлаксля. Не перевожу, ибо муторно пока из-за игротехнических моментов, и хочется побыстрее.
Jarlaxle Baenre Level 21 Elite Skirmisher
Medium fey humanoid XP 6,400
Initiative +21 Senses Perception +23; darkvision
HP 392; Bloodied 196
AC 39; Fortitude 34, Refl ex 38, Will 35
Saving Throws +2
Speed 8
Action Point 1
[Melee]: Rapier (standard; at-will) ✦ Weapon
+27 vs. AC; 1d8 + 14 damage (1d8 + 20 against a bloodied
target) (crit 5d6 + 22, or 5d6 + 27 against a bloodied target).
[Melee]: Dagger (standard; at-will) ✦ Weapon
+26 vs. AC; 1d4 + 13 damage
[Ranged]: Thrown Dagger (standard; at-will) ✦ Weapon
Ranged 5/10; +26 vs. AC; 1d4 + 13 damage.
Melee: Ambidextrous Fencer (standard; at-will) ✦ Necrotic, Weapon
Jarlaxle makes one rapier attack and one dagger melee attack. If both attacks hit the same target, that target is dazed until the end of Jarlaxle’s next turn.
Melee: Flashy Disarm (standard; recharge ⚄ ⚅) ✦ Weapon
+27 vs. Refl ex; 3d8 + 14 damage, and the target drops one weapon it is holding. It lands in a square of Jarlaxle’s choice up to 6 squares away.
Ranged: Darkfire (minor; encounter) ✦ Radiant
Ranged 10; +24 vs. Refl ex; until the end of Jarlaxle’s next turn, the target grants combat advantage to all attacks, and the target cannot benefi t from invisibility or concealment.
Close: Cloud of Darkness (minor; encounter)
Close burst 1; this power creates a zone of darkness that remains in place until the end of Jarlaxle’s next turn. The zone blocks line of sight for all creatures except Jarlaxle. Any creature entirely within the area (except Jarlaxle) is blinded.
Close: Cape of the Mountebank (immediate reaction, when hit by an attack; daily) ✦ Teleportation
Jarlaxle teleports up to 5 squares, and until the end of his next turn, he gains combat advantage against the attacker. Jarlaxle takes half damage from that attack.
Whirling Evasion (immediate interrupt, when hit by a melee attack; encounter)
Jarlaxle shifts up to 6 squares.
Alignment Evil Languages Abyssal, Elven
Skills Acrobatics +26, Athletics +18, Bluff +21, Diplomacy +21, Intimidate +23, Insight +23, Stealth +21
Str 16 (+13) Dex 28 (+19) Wis 17 (+13) Con 20 (+15) Int 18 (+14) Cha 23 (+16)
Equipment +4 cape of the mountebank, eye patch of discernment (+5 Insight and Perception), handy holding hat (acts as a handy haversack), rapier, 4 daggers
Ах, да, и картинка еще: