Hallo zusammen, ich habe für meine Dark Sun Runde einen kleinen Solo-Gegner gebastelt und hätte gern eure Meinung dazu:
Jogul the Traitor:
  Medium natural humanoid , human
  Level 2 Artillery (Solo) XP 625
  Initiative +2        Senses Perception +3 
  Saving Throws +5     2 Action Points
  Defiling aura 3; living creatures within the aura cannot use healing surges
  HP 156; Bloodied 78
  AC 17; Fortitude 16, Reflex 15, Will 18
  Speed 6
  Bone Quarterstaff (standard, at-will) Earth, Weapon
   +10 vs AC; 1d8+4 damage plus 1d6 earth damage, and Jogul gains 5 temporary 
   hit points.
  Templar's Fist (standard, at-will) Psychic, Implement, Arcane
   1 Target in close Burst 5; +6 vs Will; 1d10+4 psychic damage, and the target 
   is slowed until the end of Jogul’s next turn.
  Defiler's Curse (free, at-will) Arcane, Necrotic
   Jogul spends an action point. In addition to his bonus action, he recharges all 
   of his powers and each adjacent enemy looses a hit points equal to his 
   healing surge value.
  Quicksand (free interrupt, encounter) Arcane, Earth
   Area burst 2 within 10. Jogul interrupts the movement of an enemy. The targeted
   area turns into shallow quicksand (treat as Silt Pool, Creature Catalog p.136).
  Way of the shifting sands (move, recharge 5/6) Arcane
   Jogul teleports up to 5 squares.
  Burning Sands (standard, recharge 5/6) Earth
   Area burst 2 within 10; affects enemies; +6 vs Fortitude; 2d8 earth damage. 
   Effect: Jogul gains 5 temporary hit points and can shift 1 square as a free action.
  Wrath of the desert (free, when first bloodied) Earth
   Close burst 5; Every enemy in burst is blinded (save ends)
  Alignment Evil        Languages Common
  Str 10 (+1)      Dex 13 (+2)      Wis 15 (+3)
  Con 14 (+3)      Int 17 (+4)      Cha 12 (+2)
  Equipment: robes, bone quarterstaff