Drow NPCs [Level 1]
Drow Battle Cleric [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +2; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 11, Will 14
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the drow cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the drow cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +5 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow cleric’s next turn.
The cloud blocks line of sight for all creatures except the drow cleric. Any creature except the drow cleric entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +4 vs. Reflex; until the end of the drow cleric’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○○ Healing Word (minor) ✦ Healing
- The drow cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The drow cleric gains a +1 bonus to the drow cleric’s next attack roll or saving throw before the end of the drow cleric’s
next turn.
- Lolthtouched
- Once per encounter, the drow cleric can use either the cloud of darkness or darkfire power.
Skills Heal +7, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 14 (+2);
Con 12 (+1); Int 10 (+0); Cha 15 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Devoted Cleric [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +3; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 11, Will 15
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the drow cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +3 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the drow cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the drow cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow cleric’s next turn.
The cloud blocks line of sight for all creatures except the drow cleric. Any creature except the drow cleric entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow cleric’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○○ Healing Word (minor) ✦ Healing
- The drow cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The drow cleric gains a +1 bonus to the drow cleric’s next attack roll or saving throw before the end of the drow cleric’s
next turn.
- Lolthtouched
- Once per encounter, the drow cleric can use either the cloud of darkness or darkfire power.
Skills Heal +8, Religion +5
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 12 (+1); Int 10 (+0); Cha 16 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Greatweapon Fighter [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +1; darkvision
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 11
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +5 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the drow fighter’s next
turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow fighter’s next turn.
The cloud blocks line of sight for all creatures except the drow fighter. Any creature except the drow fighter entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +3 vs. Reflex; until the end of the drow fighter’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- Lolthtouched
- Once per encounter, the drow fighter can use either the cloud of darkness or darkfire power.
- Combat Challenge
- Every time the drow fighter attacks an enemy, the drow fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the drow fighter’s next turn. If the marked creature makes an attack that doesn’t include the
drow fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the
drow fighter and shifts or makes an attack that does not include the drow fighter, the drow fighter can make a melee basic
attack against that enemy as an immediate interrupt.
Skills Athletics +8, Intimidate +8
Str 16 (+3); Dex 15 (+2); Wis 12 (+1);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Drow Guardian Fighter [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +1; darkvision
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 19; Fortitude 15, Reflex 15, Will 11
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+6 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the drow fighter’s size, smaller than the drow fighter,
or one size category larger. The drow fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +6 vs. AC; 2d8 + 3 damage, and the drow fighter can spend a healing surge. Miss: The power is not expended.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow fighter’s next turn.
The cloud blocks line of sight for all creatures except the drow fighter. Any creature except the drow fighter entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +3 vs. Reflex; until the end of the drow fighter’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- Lolthtouched
- Once per encounter, the drow fighter can use either the cloud of darkness or darkfire power.
- Combat Challenge
- Every time the drow fighter attacks an enemy, the drow fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the drow fighter’s next turn. If the marked creature makes an attack that doesn’t include the
drow fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the
drow fighter and shifts or makes an attack that does not include the drow fighter, the drow fighter can make a melee basic
attack against that enemy as an immediate interrupt.
Skills Heal +6, Intimidate +8
Str 16 (+3); Dex 16 (+3); Wis 12 (+1);
Con 13 (+1); Int 10 (+0); Cha 13 (+1)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Avenging Paladin [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +1; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 18; Fortitude 14, Reflex 12, Will 14
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +1 bonus to the damage
roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +6 vs. AC; 2d10 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +6 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow paladin’s next turn.
The cloud blocks line of sight for all creatures except the drow paladin. Any creature except the drow paladin entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow paladin’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Divine Challenge (minor) ✦ Radiant
- The drow paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the drow
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 6 radiant damage. The drow paladin must engage the target by attacking it or ending the turn adjacent to it, or the
mark ends. The mark also ends if the drow paladin challenges another target. Divine Challenge can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The drow paladin spends a healing surge but regains no hit points. Instead, one creature touched by the drow paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +10, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 16 (+3)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Drow Protecting Paladin [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +1; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 20; Fortitude 13, Reflex 14, Will 15
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage, and the drow paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 4 damage. Hit or Miss: Until the end of the drow paladin’s next turn, one ally within 5 squares of
the drow paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 3d8 + 4 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the drow paladin’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow paladin’s next turn.
The cloud blocks line of sight for all creatures except the drow paladin. Any creature except the drow paladin entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +6 vs. Reflex; until the end of the drow paladin’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Divine Challenge (minor) ✦ Radiant
- The drow paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the drow
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 7 radiant damage. The drow paladin must engage the target by attacking it or ending the turn adjacent to it, or the
mark ends. The mark also ends if the drow paladin challenges another target. Divine Challenge can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The drow paladin spends a healing surge but regains no hit points. Instead, one creature touched by the drow paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +11, Religion +5
Str 14 (+2); Dex 13 (+1); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 18 (+4)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Archer Ranger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +4; Senses Perception +6; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 11
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +5/+5 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The drow ranger can shift 2 squares either before or after the attack.
Longsword: +5 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 4 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow ranger’s next turn.
The cloud blocks line of sight for all creatures except the drow ranger. Any creature except the drow ranger entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +3 vs. Reflex; until the end of the drow ranger’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Hunter’s Quarry (minor)
- The drow ranger can designate the nearest visible enemy as the drow ranger’s quarry. Once per round when hitting this quarry,
the drow ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the drow
ranger designates a different target as the quarry. The drow ranger can only designate one enemy as quarry at a time.
- Lolthtouched
- Once per encounter, the drow ranger can use either the cloud of darkness or darkfire power.
- Archer Fighting Style
- The drow ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The drow ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +6, Stealth +10
Str 14 (+2); Dex 18 (+4); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Drow Two-Blade Ranger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +6; darkvision
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 11
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +6/+6 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +6 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +6 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+6 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow ranger’s next turn.
The cloud blocks line of sight for all creatures except the drow ranger. Any creature except the drow ranger entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +3 vs. Reflex; until the end of the drow ranger’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Hunter’s Quarry (minor)
- The drow ranger can designate the nearest visible enemy as the drow ranger’s quarry. Once per round when hitting this quarry,
the drow ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the drow
ranger designates a different target as the quarry. The drow ranger can only designate one enemy as quarry at a time.
- Lolthtouched
- Once per encounter, the drow ranger can use either the cloud of darkness or darkfire power.
- Two-Blade Fighting Style
- The drow ranger can wield a one-handed weapon in the drow ranger’s off hand as if it were an off-hand weapon. In addition,
the drow ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The drow ranger gains an additional +5 hit points.
Skills Nature +6, Perception +6
Str 16 (+3); Dex 16 (+3); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Drow Brawny Rogue [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +4; Senses Perception +0; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 12
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the drow rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the drow rogue until the end of the drow rogue’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow rogue’s next turn. The
cloud blocks line of sight for all creatures except the drow rogue. Any creature except the drow rogue entirely within the
cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +4 vs. Reflex; until the end of the drow rogue’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- Lolthtouched
- Once per encounter, the drow rogue can use either the cloud of darkness or darkfire power.
- First Strike
- At the start of an encounter, the drow rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the drow rogue’s weapon damage die increases by one size. When wielding a dagger, the drow rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the drow rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the drow rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 14 (+2); Dex 18 (+4); Wis 11 (+0);
Con 12 (+1); Int 10 (+0); Cha 15 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Drow Trickster Rogue [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +4; Senses Perception +5; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 16, Will 13
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
The drow rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the drow rogue hits
the target the drow rogue slides it 1 square.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow rogue’s next turn. The
cloud blocks line of sight for all creatures except the drow rogue. Any creature except the drow rogue entirely within the
cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow rogue’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- Lolthtouched
- Once per encounter, the drow rogue can use either the cloud of darkness or darkfire power.
- First Strike
- At the start of an encounter, the drow rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the drow rogue’s weapon damage die increases by one size. When wielding a dagger, the drow rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the drow rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the drow rogue deals an extra 2d6 damage.
Skills Stealth +11, Thievery +9
Str 13 (+1); Dex 18 (+4); Wis 11 (+0);
Con 12 (+1); Int 10 (+0); Cha 16 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Drow Fey-Pact Warlock [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +1; darkvision
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 14; Fortitude 11, Reflex 13, Will 15
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the drow warlock is invisible to the target until the start of the drow
warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 2d6 + 4 fire damage, and the target takes a –4 penalty to attack rolls until the end of the drow
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlock’s next turn.
The cloud blocks line of sight for all creatures except the drow warlock. Any creature except the drow warlock entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +6 vs. Reflex; until the end of the drow warlock’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Warlock’s Curse (minor)
- The drow warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the drow
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The drow warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The drow warlock can immediately teleport 3 squares.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +7, Bluff +9
Str 10 (+0); Dex 13 (+1); Wis 12 (+1);
Con 13 (+1); Int 14 (+2); Cha 18 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Drow Infernal-Pact Warlock [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +0; darkvision
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 13, Will 13
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d6 + 3 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next
turn, the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +3 vs. Will; 2d8 + 3 necrotic damage, and the drow warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlock’s next turn.
The cloud blocks line of sight for all creatures except the drow warlock. Any creature except the drow warlock entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +4 vs. Reflex; until the end of the drow warlock’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Warlock’s Curse (minor)
- The drow warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the drow
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The drow warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The drow warlock gains 1 temporary hit points.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +7, Intimidate +9
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 14 (+2); Cha 15 (+2)
Equipment leather armor, mace
-1 Level / +1 Level
Drow Star-Pact Warlock [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +0; darkvision
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +2 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the drow warlock on its next turn, it takes
an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +3 vs. Will; 2d8 + 3 psychic damage, and the target takes a –2 penalty to Will defense until the end of the drow
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the drow warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlock’s next turn.
The cloud blocks line of sight for all creatures except the drow warlock. Any creature except the drow warlock entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow warlock’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Warlock’s Curse (minor)
- The drow warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the drow
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The drow warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The drow warlock gains a +1 bonus to a single d20 roll the drow warlock makes during the drow warlock’s next turn. This bonus
is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +6, Insight +5
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 13 (+1); Cha 16 (+3)
Equipment leather armor, sickle
-1 Level / +1 Level
Drow Inspiring Warlord [Level 1 Soldier (Leader)]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +0; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 11, Will 14
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +5 vs. Fortitude; 3 damage, and choose one ally adjacent to either the drow warlord or the target. On his or her next attack
against the target, this ally gains a +3 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the drow warlord or the target gains a +4 power bonus to AC against
the target’s attacks until the end of the drow warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the drow warlord gains a +1 power bonus to all defenses until the
end of the encounter. Hit or Miss: Allies within 5 squares of the drow warlord gains 8 temporary hit points.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlord’s next turn.
The cloud blocks line of sight for all creatures except the drow warlord. Any creature except the drow warlord entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow warlord’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○○ Inspiring Word (minor) ✦ Healing
- The drow warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Lolthtouched
- Once per encounter, the drow warlord can use either the cloud of darkness or darkfire power.
- Inspiring Presence
- When an ally who can see the drow warlord spends an action point to take an extra action, that ally also regains 3 lost hit
points.
- Combat Leader
- The drow warlord and each ally within 10 squares who can see and hear the drow warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +6
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 12 (+1); Int 13 (+1); Cha 16 (+3)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Drow Tactical Warlord [Level 1 Soldier (Leader)]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +0; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 13
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage. Before the drow warlord attacks, one ally adjacent to either the drow warlord or the target may
shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until the
end of the drow warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +6 vs. AC; 3d8 + 3 damage, and the drow warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlord’s next turn.
The cloud blocks line of sight for all creatures except the drow warlord. Any creature except the drow warlord entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +4 vs. Reflex; until the end of the drow warlord’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○○ Inspiring Word (minor) ✦ Healing
- The drow warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Lolthtouched
- Once per encounter, the drow warlord can use either the cloud of darkness or darkfire power.
- Tactical Presence
- When an ally the drow warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The drow warlord and each ally within 10 squares who can see and hear the drow warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +7
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 12 (+1); Int 14 (+2); Cha 15 (+2)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Drow Control Wizard [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +2; darkvision
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 14
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the drow wizard’s next turn. The drow wizard can end this effect as a minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +3 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow wizard’s next turn.
The cloud blocks line of sight for all creatures except the drow wizard. Any creature except the drow wizard entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow wizard’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ Orb of Imposition (free)
- The drow wizard can choose one creature suffering from one of the drow wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the drow wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the drow wizard’s current turn, so that it lasts
instead until the end of the drow wizard’s next turn.
- Lolthtouched
- Once per encounter, the drow wizard can use either the cloud of darkness or darkfire power.
Skills Arcana +8, Insight +7
Str 10 (+0); Dex 15 (+2); Wis 14 (+2);
Con 12 (+1); Int 16 (+3); Cha 13 (+1)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Drow War Wizard [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +1; darkvision
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 13
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +3 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +3 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +3 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow wizard’s next turn.
The cloud blocks line of sight for all creatures except the drow wizard. Any creature except the drow wizard entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow wizard’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ Wand of Accuracy (free)
- The drow wizard gains a +3 bonus to a single attack roll.
- Lolthtouched
- Once per encounter, the drow wizard can use either the cloud of darkness or darkfire power.
Skills Arcana +8, History +8
Str 10 (+0); Dex 16 (+3); Wis 13 (+1);
Con 12 (+1); Int 16 (+3); Cha 13 (+1)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Drow Isolating Avenger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +3; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the drow avenger shifts 1 square, sliding the target 1 square into the space the drow avenger
occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 damage, and until the end of the drow avenger’s next turn, any enemy that ends its turn adjacent to the
drow avenger or that hits or misses the drow avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +6 vs. AC; 2d10 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the drow avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow avenger’s next turn.
The cloud blocks line of sight for all creatures except the drow avenger. Any creature except the drow avenger entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow avenger’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the drow avenger can see in within 10 squares. When the drow avenger makes a melee attack against the target
and the target is the only enemy adjacent to the drow avenger, the drow avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the drow avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the drow avenger makes an attack roll against the drow avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Lolthtouched
- Once per encounter, the drow avenger can use either the cloud of darkness or darkfire power.
- Censure of Retribution
- When any enemy other than the drow avenger’s oath of enmity target hits the drow avenger, the drow avenger gains a +2 bonus
to damage rolls against the drow avenger’s oath of enmity target until the end of the drow avenger’s next turn. This bonus
is cumulative.
- Armor of Faith
- The favor of the drow avenger’s deity wards the drow avenger from harm. While the drow avenger is neither wearing heavy armor
nor using a shield, the drow avenger gains a +3 bonus to AC.
Skills Athletics +6, Religion +7
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 12 (+1); Int 14 (+2); Cha 12 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Drow Pursuing Avenger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +3; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the drow avenger, the drow avenger can
shift 4 squares as a free action. The drow avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage. Before the attack, the drow avenger shifts 4 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +6 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the drow avenger at the start of the drow avenger’s turn, the drow avenger can teleport to a
space within 3 squares of it as a minor action. This effect ends if the drow avenger ends the drow avenger’s turn more than
3 squares away from the target.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow avenger’s next turn.
The cloud blocks line of sight for all creatures except the drow avenger. Any creature except the drow avenger entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow avenger’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the drow avenger can see in within 10 squares. When the drow avenger makes a melee attack against the target
and the target is the only enemy adjacent to the drow avenger, the drow avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the drow avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the drow avenger makes an attack roll against the drow avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Lolthtouched
- Once per encounter, the drow avenger can use either the cloud of darkness or darkfire power.
- Censure of Pursuit
- If the drow avenger’s oath of enmity target moves away from the drow avenger willingly, the drow avenger gains a +5 bonus
to damage rolls against the target until the end of the drow avenger’s next turn.
- Armor of Faith
- The favor of the drow avenger’s deity wards the drow avenger from harm. While the drow avenger is neither wearing heavy armor
nor using a shield, the drow avenger gains a +3 bonus to AC.
Skills Religion +5, Stealth +10
Str 13 (+1); Dex 16 (+3); Wis 16 (+3);
Con 12 (+1); Int 11 (+0); Cha 12 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Drow Rageblood Barbarian [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +5; darkvision
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 12
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the drow barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the drow barbarian. If the drow barbarian is raging, attackers do not
gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +5 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Hit or Miss: Until the start of the drow barbarian’s next turn, any attacker
gains a +4 bonus to attack rolls against the drow barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The drow barbarian enters the rage
of the bloodhunt. Until the rage ends, the drow barbarian gains a +2 bonus to melee damage rolls if either the drow barbarian
or the drow barbarian’s target is bloodied.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow barbarian’s next turn.
The cloud blocks line of sight for all creatures except the drow barbarian. Any creature except the drow barbarian entirely
within the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +4 vs. Reflex; until the end of the drow barbarian’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ Swift Charge (free)
- When the drow barbarian’s attack reduces an enemy to 0 hit points.
The drow barbarian charges an enemy.
- Lolthtouched
- Once per encounter, the drow barbarian can use either the cloud of darkness or darkfire power.
- Rageblood Vigor
- Whenever the drow barbarian’s attack reduces an enemy to 0 hit points, the drow barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the drow barbarian is not wearing heavy armor, the drow barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 15 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Thaneborn Barbarian [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +5; darkvision
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 13
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the drow barbarian can use this power in place of a melee
basic attack. If the drow barbarian is raging, the drow barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the drow barbarian targets two creatures,
the drow barbarian can shift 3 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the drow barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The drow barbarian enters the rage of the macetail behemoth. Until
the rage ends, whenever the drow barbarian hits, the drow barbarian gains 3 temporary hit points.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow barbarian’s next turn.
The cloud blocks line of sight for all creatures except the drow barbarian. Any creature except the drow barbarian entirely
within the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow barbarian’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the drow barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the drow barbarian’s next turn.
- Lolthtouched
- Once per encounter, the drow barbarian can use either the cloud of darkness or darkfire power.
- Thaneborn Triumph
- Whenever the drow barbarian bloodies an enemy, the next attack by the drow barbarian or an ally against that enemy gains a
+3 bonus to the attack roll.
- Barbarian Agility
- While the drow barbarian is not wearing heavy armor, the drow barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 13 (+1); Int 10 (+0); Cha 16 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Cunning Bard [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +5; darkvision
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 14, Will 15
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the drow
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +4 vs. Will; 1d6 + 4 damage, and the drow bard slides the target 3 squares. During the slide, the drow bard or one
of the drow bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the
attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +4 vs. Will; 2d6 + 4 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 4 hit points.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow bard’s next turn. The
cloud blocks line of sight for all creatures except the drow bard. Any creature except the drow bard entirely within the cloud
is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +6 vs. Reflex; until the end of the drow bard’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○○ Majestic Word (minor) ✦ Healing
- The drow bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can
only be used once per round. The drow bard can also slide the target 1 square.
- Lolthtouched
- Once per encounter, the drow bard can use either the cloud of darkness or darkfire power.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the drow bard, the drow bard can slide that ally 1
square as a free action.
- Skill Versatility
- The drow bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Bluff +9
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 13 (+1); Int 14 (+2); Cha 18 (+4)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Drow Valorous Bard [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +5; darkvision
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 12, Reflex 13, Will 15
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage, and the target takes a –2 penalty to the defense of the drow bard’s choice until the end of the
drow bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The drow bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 4 damage, and the target grants combat advantage to the drow bard and the drow bard’s allies (save ends).
Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the drow bard hits an enemy, that enemy
grants combat advantage to the drow bard and the drow bard’s allies until the end of the drow bard’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow bard’s next turn. The
cloud blocks line of sight for all creatures except the drow bard. Any creature except the drow bard entirely within the cloud
is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +6 vs. Reflex; until the end of the drow bard’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○○ Majestic Word (minor) ✦ Healing
- The drow bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can
only be used once per round. The drow bard can also slide the target 1 square.
- Lolthtouched
- Once per encounter, the drow bard can use either the cloud of darkness or darkfire power.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the drow bard reduces an enemy to 0 hit points or bloodies an enemy, the
drow bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The drow bard gains a +1 bonus to untrained skill checks.
Skills Arcana +6, Athletics +5
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 13 (+1); Cha 18 (+4)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Drow Guardian Druid [Level 1 Controller]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +3; darkvision
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the drow druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 5 cold damage, and the target is immobilized until the end of the drow druid’s next turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the drow druid’s choice within 5
squares of the target regains 7 hit points. Aftereffect: One creature of the drow druid’s choice within 5 squares of
the target regains 2 hit points. Miss: Half damage.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow druid’s next turn. The
cloud blocks line of sight for all creatures except the drow druid. Any creature except the drow druid entirely within the
cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow druid’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Wild Shape (minor) ✦ Polymorph
- The drow druid changes from the drow druid’s humanoid form to beast form or vice versa. When the drow druid changes from beast
form back to the drow druid’s humanoid form, the drow druid shifts 1 square. While the drow druid is in beast form, the drow
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the drow druid can sustain such
powers. The drow druid can use this power once per round.
- Lolthtouched
- Once per encounter, the drow druid can use either the cloud of darkness or darkfire power.
- Primal Guardian
- While the drow druid is not wearing heavy armor, the drow druid can use the drow druid’s Constitution modifier in place of
the drow druid’s Dexterity or Intelligence modifier to determine the drow druid’s AC.
Skills Heal +8, Nature +8
Str 12 (+1); Dex 15 (+2); Wis 16 (+3);
Con 14 (+2); Int 11 (+0); Cha 12 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Predator Druid [Level 1 Controller]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +8; darkvision
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 14, Will 14
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +3 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the drow druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +3 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the drow druid can shift
3 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +3 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the drow druid’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow druid’s next turn. The
cloud blocks line of sight for all creatures except the drow druid. Any creature except the drow druid entirely within the
cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow druid’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Wild Shape (minor) ✦ Polymorph
- The drow druid changes from the drow druid’s humanoid form to beast form or vice versa. When the drow druid changes from beast
form back to the drow druid’s humanoid form, the drow druid shifts 1 square. While the drow druid is in beast form, the drow
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the drow druid can sustain such
powers. The drow druid can use this power once per round.
- Lolthtouched
- Once per encounter, the drow druid can use either the cloud of darkness or darkfire power.
- Primal Predator
- While the drow druid is not wearing heavy armor, the drow druid gains a +1 bonus to the drow druid’s speed.
Skills Nature +8, Perception +8
Str 12 (+1); Dex 16 (+3); Wis 16 (+3);
Con 13 (+1); Int 11 (+0); Cha 12 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Preserving Invoker [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +3; darkvision
HP 25; Bloodied 12
Healing Surges (+6 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +3 vs. Reflex; 1d8 + 3 radiant damage, and the drow invoker slides the target 1 square. The drow invoker can use
this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the drow invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +3 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the drow invoker’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow invoker’s next turn.
The cloud blocks line of sight for all creatures except the drow invoker. Any creature except the drow invoker entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow invoker’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the drow invoker hits the drow invoker’s ally.
The drow invoker gains a +2 bonus to the drow invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the drow invoker’s next turn.
- Lolthtouched
- Once per encounter, the drow invoker can use either the cloud of darkness or darkfire power.
- Covenant of Preservation
- When the drow invoker uses a divine encounter or daily attack power on the drow invoker’s turn, the drow invoker can slide
an ally within 10 squares of the drow invoker 1 square.
Skills Arcana +7, Religion +7
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 13 (+1); Int 14 (+2); Cha 13 (+1)
Equipment hide armor, morningstar
-1 Level / +1 Level
Drow Wrathful Invoker [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +3; darkvision
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 14
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The drow invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +3 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
drow invoker targets only one creature. In addition, the target is dazed until the end of the drow invoker’s next turn and
is pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow invoker’s next turn.
The cloud blocks line of sight for all creatures except the drow invoker. Any creature except the drow invoker entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow invoker’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the drow invoker hits the drow invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- Lolthtouched
- Once per encounter, the drow invoker can use either the cloud of darkness or darkfire power.
- Covenant of Wrath
- When the drow invoker uses a divine encounter or daily attack power on the drow invoker’s turn, the drow invoker gains a bonus
to the damage roll equal to 1 for each enemy the drow invoker attacks with the power.
Skills Endurance +6, Religion +6
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 13 (+1); Cha 13 (+1)
Equipment chainmail, morningstar
-1 Level / +1 Level
Drow Bear Shaman [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +8; darkvision
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 12, Will 14
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Will; 1d8 + 3 damage, and each ally adjacent to the drow shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +3 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the drow shaman’s next turn, the drow shaman and
the drow shaman’s allies gain 2 resistance to all damage while adjacent to the drow shaman’s spirit companion. In addition,
the drow shaman or one ally within 5 squares of the drow shaman gains 2 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +3 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the drow shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a
character can end this effect on himself or herself to regain 10 hit points.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow shaman’s next turn.
The cloud blocks line of sight for all creatures except the drow shaman. Any creature except the drow shaman entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow shaman’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The drow shaman conjures the drow shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the drow shaman falls unconscious or until the drow shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the drow shaman takes a move action, the drow shaman can also move the
spirit a number of squares equal to the drow shaman’s speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged attack deals 10 damage to the spirit, the spirit disappears, and
the drow shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The drow shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the drow
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the drow shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the drow shaman’s spirit
companion regains 3 hit points.
- Lolthtouched
- Once per encounter, the drow shaman can use either the cloud of darkness or darkfire power.
- Protector Spirit
- Any ally adjacent to the drow shaman’s spirit companion regains 2 additional hit points when he or she uses second wind or
when the drow shaman uses a healing power on him or her.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 13 (+1); Cha 12 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Panther Shaman [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +8; darkvision
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 12, Will 14
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Fortitude; 1d10 + 3 damage, and until the end of the drow shaman’s next turn, the drow shaman’s spirit
companion can flank with the drow shaman and the drow shaman’s allies. If the target is bloodied, the drow shaman gains a
+1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +3 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the drow shaman
gains a +2 bonus to the attack roll. Hit: Until the end of the drow shaman’s next turn, the drow shaman and the drow
shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the drow shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the drow shaman’s spirit companion; +3 vs. Will; 3d6 +
3 psychic damage, and the drow shaman knocks the target prone. Miss: Half damage.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow shaman’s next turn.
The cloud blocks line of sight for all creatures except the drow shaman. Any creature except the drow shaman entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +5 vs. Reflex; until the end of the drow shaman’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The drow shaman conjures the drow shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the drow shaman falls unconscious or until the drow shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the drow shaman takes a move action, the drow shaman can also move the
spirit a number of squares equal to the drow shaman’s speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged attack deals 10 damage to the spirit, the spirit disappears, and
the drow shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The drow shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the drow
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the drow shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 1d10 + 3 damage.
- Lolthtouched
- Once per encounter, the drow shaman can use either the cloud of darkness or darkfire power.
- Stalker Spirit
- Any ally adjacent to the drow shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 13 (+1); Int 14 (+2); Cha 12 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Chaos Sorcerer [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +0; darkvision
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 16
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +4 vs. Will; 1d10 + 7 psychic damage and if the drow sorcerer rolled an even number for the primary attack roll,
make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+4 vs. Will; 1d6 + 3 psychic damage. If the drow sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The drow sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 7 psychic damage, and the target is pushed 3 squares. If
the drow sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 6d6 + 7 radiant damage and if the drow sorcerer rolled an even number on the attack roll, the target
takes a -3 penalty to attack rolls against the drow sorcerer (save ends). Miss: Half damage.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow sorcerer’s next turn.
The cloud blocks line of sight for all creatures except the drow sorcerer. Any creature except the drow sorcerer entirely
within the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +6 vs. Reflex; until the end of the drow sorcerer’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- Lolthtouched
- Once per encounter, the drow sorcerer can use either the cloud of darkness or darkfire power.
- Chaos Power
- The drow sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the drow sorcerer rolls a natural 20 on an attack roll for an arcane power, the drow sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the drow sorcerer rolls a natural 1 on an attack roll
for an arcane power, the drow sorcerer must push each creature within 5 squares of the drow sorcerer 1 square.
Skills Arcana +5, Bluff +9
Str 13 (+1); Dex 16 (+3); Wis 10 (+0);
Con 12 (+1); Int 11 (+0); Cha 18 (+4)
Equipment cloth armor, dagger
-1 Level / +1 Level
Drow Dragon Sorcerer [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +0; darkvision
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 12; Fortitude 12, Reflex 12, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +4 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the drow sorcerer with a melee attack before the
end of the drow sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +4 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the
end of the drow sorcerer’s next turn. The drow sorcerer gains concealment until the end of the drow sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +4 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
drow sorcerer’s next turn, whenever an enemy hits the drow sorcerer with a melee attack, the drow sorcerer pushes that enemy
1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow sorcerer’s next turn.
The cloud blocks line of sight for all creatures except the drow sorcerer. Any creature except the drow sorcerer entirely
within the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +6 vs. Reflex; until the end of the drow sorcerer’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- Lolthtouched
- Once per encounter, the drow sorcerer can use either the cloud of darkness or darkfire power.
- Draconic Power
- The drow sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the drow sorcerer is not wearing heavy armor, the drow sorcerer can use the drow sorcerer’s Strength modifier in place
of the drow sorcerer’s Dexterity or Intelligence modifier to determine the drow sorcerer’s AC.
Skills Arcana +5, Athletics +7
Str 14 (+2); Dex 15 (+2); Wis 10 (+0);
Con 12 (+1); Int 11 (+0); Cha 18 (+4)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Drow Earth Warden [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +6; darkvision
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 12
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the drow warden gains a +1 power bonus to AC until the end of the drow warden’s next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the drow warden pushes the target 2 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +5 vs. Fortitude; 1d6 thunder damage, and the drow warden pushes the secondary target 1 square.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warden’s next turn.
The cloud blocks line of sight for all creatures except the drow warden. Any creature except the drow warden entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +3 vs. Reflex; until the end of the drow warden’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The drow warden assumes the guardian form of the willow sentinel until the end of the encounter. While the drow warden is
in this form, the drow warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the drow warden. Once during this encounter, the drow warden can make the following attack while the drow
warden is in this form as an immediate interrupt when an enemy adjacent to the drow warden makes an attack roll against the
drow warden’s ally.
Secondary Attack: Targets the triggering enemy; +5 vs. AC; 1d10 + 3 damage, and the target
takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering
attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the drow warden that is within 5 squares of the drow warden makes an attack that does not include
the drow warden as a target.
Targets the triggering enemy; The drow warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Lolthtouched
- Once per encounter, the drow warden can use either the cloud of darkness or darkfire power.
- Earthstrength
- When the drow warden uses the drow warden’s second wind, the drow warden gains an additional +2 bonus to AC. The bonus lasts
until the end of the drow warden’s next turn.
- Font of Life
- At the start of the drow warden’s turn, the drow warden can make a saving throw against one effect that a save can end. On
a save, the effect immediately ends, preventing it from affecting the drow warden on the drow warden’s current turn. If the
drow warden fails the saving throw, the drow warden still makes a saving throw against the effect at the end of the drow warden’s
turn.
- Nature’s Wrath
- Once during each of the drow warden’s turns, the drow warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the drow warden’s next turn.
Skills Athletics +5, Perception +6
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Drow Wild Warden [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +7; darkvision
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 15; Fortitude 14, Reflex 12, Will 13
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the drow warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +5 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warden’s next turn.
The cloud blocks line of sight for all creatures except the drow warden. Any creature except the drow warden entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +4 vs. Reflex; until the end of the drow warden’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The drow warden assumes the guardian form of the relentless panther until the end of the encounter. While the drow warden
is in this form, the drow warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the drow
warden. In addition, the drow warden can shift 2 squares as a move action. Once during this encounter, the drow warden can
make the following attack while the drow warden is in this form as a standard action.
Secondary Attack: Before
the attack, the drow warden shifts the drow warden’s speed; +5 vs. Reflex; 2d12 + 3 damage (crit 27 + 1d12), and ongoing 5
damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the drow warden makes an attack that does not include the drow warden as a target.
Targets the triggering enemy; +5 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the drow warden and the drow warden’s allies until the end of the drow warden’s next turn.
- Lolthtouched
- Once per encounter, the drow warden can use either the cloud of darkness or darkfire power.
- Wildblood
- When the drow warden uses the drow warden’s second wind, each enemy marked by the drow warden takes an additional -2 penalty
to attack rolls for attacks that don’t include the drow warden as a target, until the end of the drow warden’s next turn.
- Font of Life
- At the start of the drow warden’s turn, the drow warden can make a saving throw against one effect that a save can end. On
a save, the effect immediately ends, preventing it from affecting the drow warden on the drow warden’s current turn. If the
drow warden fails the saving throw, the drow warden still makes a saving throw against the effect at the end of the drow warden’s
turn.
- Nature’s Wrath
- Once during each of the drow warden’s turns, the drow warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the drow warden’s next turn.
Skills Athletics +7, Perception +7
Str 16 (+3); Dex 14 (+2); Wis 14 (+2);
Con 13 (+1); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.