Drow NPCs [Level 5]

Drow Battle Cleric [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +4; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 14, Will 17
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 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] Split the Sky (standard) ✦ Thunder, Weapon
+8 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
Bless (standard)
The drow cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
○ [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; +7 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.
Weapon of the Gods (minor) ✦ Radiant, Weapon
One weapon touched by the drow cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn.
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 +9, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 15 (+4);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Devoted Cleric [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +5; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 14, Reflex 14, Will 18
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 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.
○ [R] Daunting Light (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the drow cleric can see gains combat advantage against the target until the end of the drow cleric’s next turn.
□ [R] Spiritual Weapon (standard) ✦ Conjuration
Ranged 10; +6 vs. AC; 1d10 + 4 damage. The drow cleric conjures a weapon that appears in the target’s square and attacks. Hit or Miss: The drow cleric’s allies gain combat advantage against the target. The drow cleric can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the drow cleric’s next turn. Sustain Minor: Repeat the attack. The drow cleric’s allies continue to gain combat advantage against the weapon’s target.
Cure Light Wounds (standard) ✦ Healing
The drow cleric or one creature touched by the drow cleric regains hit points as if spending 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 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; +8 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 +10, Religion +7
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Greatweapon Fighter [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +3; darkvision
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 18, Reflex 15, Will 14
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
○ [M] Crushing Blow (standard) ✦ Weapon
+8 vs. AC; 2d12 + 6 damage (crit 30 + 1d12).
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12), and the target is immobilized (save ends). 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; +6 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.
Unstoppable (minor) ✦ Healing
The drow fighter gains 2d6 + 2 temporary hit points.
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 +10, Intimidate +10
Str 17 (+5); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Drow Guardian Fighter [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +3; darkvision
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 14
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+9 vs. AC; 1d8 + 4 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] Dance of Steel (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the drow fighter’s next turn.
□ [M] Crack the Shell (standard) ✦ Reliable, Weapon
+9 vs. AC; 2d8 + 4 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
Get Over Here (move)
The drow fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the drow fighter.
○ [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; +6 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 +8, Intimidate +10
Str 17 (+5); Dex 17 (+5); Wis 12 (+3);
Con 13 (+3); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Avenging Paladin [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +3; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 17
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+9 vs. AC; 1d10 + 4 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +1 bonus to the damage roll.
○ [M] Arcing Smite (standard) ✦ Weapon
+9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the drow paladin’s next turn.
□ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
The drow paladin must spend a healing surge without regaining any hit points.
+9 vs. AC; 4d10 + 4 radiant damage. Miss: Half damage.
Sacred Circle (standard) ✦ Zone
Close burst 3. The burst creates a zone that, until the end of the encounter, gives the drow paladin and allies within it a +1 power bonus to AC.
○ [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; +8 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 +12, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Drow Protecting Paladin [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +3; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 23; Fortitude 16, Reflex 17, Will 18
Speed 5

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage, and the drow paladin gains 1 temporary hit points.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+10 vs. Will; 2d8 + 5 damage. If the drow paladin is bloodied, the drow paladin regains 6 hit points. Bloodied allies within 5 squares of the drow paladin also regain 6 hit points.
□ [C] Hallowed Circle (standard) ✦ Zone
Close burst 3; targets enemies; +7 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light that lasts until the end of the encounter. The drow paladin and the drow paladin’s allies gain a +1 power bonus to all defenses while within the zone.
○ [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; +9 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.
Martyr’s Blessing (immediate interrupt)
When an adjacent ally is hit by a melee or a ranged attack.
The drow paladin is hit by the attack instead.
Lolthtouched
Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.

Skills Intimidate +13, Religion +7
Str 15 (+4); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 19 (+6)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Archer Ranger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +6; Senses Perception +8; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 16, Reflex 18, Will 14
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage (off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 1 damage.
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 20/40; +9 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
○ [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; +6 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.
○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
When the drow ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
Yield Ground (immediate reaction)
When an enemy damages the drow ranger with a melee attack.
The drow ranger can shift 1 square. The drow ranger gains a +2 power bonus to all defenses until the end of the drow ranger’s next turn.
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 +8, Stealth +12
Str 15 (+4); Dex 19 (+6); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Drow Two-Blade Ranger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +8; darkvision
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 14
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 4 damage.
After the first or the second attack, the drow ranger can shift 2 squares.
□ [M] Two-Wolf Pounce (standard) ✦ Weapon
The drow ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main): +9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 1d8 + 4 damage.
Hit or Miss: After attacking the primary target, the drow ranger can shift 2 squares and make a secondary attack against a different creature. Secondary Attack: +9 vs. AC; 1d8 + 4 damage (off-hand).
○ [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; +6 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.
Unbalancing Parry (immediate reaction) ✦ Weapon
When an adjacent enemy misses the drow ranger with a melee attack.
The drow ranger slides the enemy into a square adjacent to the drow ranger and gain combat advantage against it until the end of the drow ranger’s next turn.
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 +8, Perception +8
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Drow Brawny Rogue [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +6; Senses Perception +2; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 19, Will 15
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +10 vs. AC; 1d6 + 5 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+10 vs. Reflex; 1d6 + 5 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+10 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the drow rogue until the end of the drow rogue’s next turn.
□ [M] Deep Cut (standard) ✦ Weapon
+10 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
Tumble (move)
The drow rogue can shift a number of squares equal to one-half the drow rogue’s speed.
○ [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; +7 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 +11, Thievery +11
Str 15 (+4); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Drow Trickster Rogue [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +6; Senses Perception +7; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 14, Reflex 19, Will 16
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +10 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
The drow rogue can move 2 squares before the attack.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +10 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 2d6 + 5 damage.
Hit: Add +3 to the drow rogue’s AC until the start of the drow rogue’s next turn.
□ [M/R] Walking Wounded (standard) ✦ Weapon
Short Sword: +10 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. Fortitude; 2d6 + 5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
Fleeting Ghost (move)
The drow rogue can move at full speed and make a Stealth check without the normal penalty from movement.
○ [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; +8 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 +13, Thievery +11
Str 13 (+3); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Drow Fey-Pact Warlock [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +3; darkvision
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 17; Fortitude 14, Reflex 16, Will 18
Speed 6

● [m] Spear (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the drow warlock is invisible to the target until the start of the drow warlock’s next turn.
○ [C] Otherwind Stride (standard) ✦ Teleportation
Close burst 1; +7 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the drow warlock’s next turn. Hit or Miss: The drow warlock teleports 7 squares.
□ [R] Crown of Madness (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of the drow warlock’s choice (save ends).
Ethereal Stride (move) ✦ Teleportation
The drow warlock can teleport 3 squares, and the drow warlock gains a +2 power bonus to all defenses until the end of the drow warlock’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 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; +9 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 +9, Bluff +11
Str 10 (+2); Dex 13 (+3); Wis 12 (+3);
Con 13 (+3); Int 15 (+4); Cha 19 (+6)
Equipment leather armor, spear

-1 Level / +1 Level

Drow Infernal-Pact Warlock [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +2; darkvision
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 17; Fortitude 16, Reflex 16, Will 16
Speed 6

● [m] Mace (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 1d6 + 4 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next turn, the target takes an extra 1d6 + 4 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 3d6 + 4 fire damage, and creatures adjacent to the target take 1d6 + 6 fire damage.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 2d10 + 4 fire damage. Hit or Miss: The targets take 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; +7 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.
Fiendish Resilience (minor)
The drow warlock gains 7 temporary hit points.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The drow warlock gains 5 temporary hit points.
Lolthtouched
Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.

Skills Arcana +9, Intimidate +11
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 15 (+4); Cha 15 (+4)
Equipment leather armor, mace

-1 Level / +1 Level

Drow Star-Pact Warlock [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +2; darkvision
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 17; Fortitude 16, Reflex 16, Will 17
Speed 6

● [m] Sickle (standard) ✦ Weapon
+5 vs. AC; 1d6 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the drow warlock on its next turn, it takes an extra 1d6 + 4 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +6 vs. Fortitude; 2d8 + 4 cold damage, and the target grants combat advantage to the drow warlock and any allies until the end of the drow warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of the drow warlock’s next turn.
□ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
Area burst 1 within 10. The burst creates a zone of darkness until the end of the drow warlock’s next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor: Make a secondary attack against each creature within the zone. Secondary Attack: +6 vs. Fortitude; 1d6 + 4 necrotic damage.
Ethereal Stride (move) ✦ Teleportation
The drow warlock can teleport 3 squares, and the drow warlock gains a +2 power bonus to all defenses until the end of the drow warlock’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 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; +8 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 +8, Insight +7
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 13 (+3); Cha 17 (+5)
Equipment leather armor, sickle

-1 Level / +1 Level

Drow Inspiring Warlord [Level 5 Soldier (Leader)]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +2; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 17
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Furious Smash (standard) ✦ Weapon
+8 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] Warlord’s Strike (standard) ✦ Weapon
+8 vs. AC; 2d10 + 4 damage, and all of the drow warlord’s allies gain a +4 bonus to damage rolls against the target until the end of the drow warlord’s next turn.
□ [M] Stand the Fallen (standard) ✦ Healing, Weapon
+8 vs. AC; 3d10 + 4 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional 3 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; +8 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.
Shake It Off (minor)
The drow warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
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 5 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 +7, History +8
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Drow Tactical Warlord [Level 5 Soldier (Leader)]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +2; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 16
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 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] Steel Monsoon (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and 2 allies within 5 squares of the drow warlord can shift 1 square.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+9 vs. Reflex; 3d8 + 4 damage. Hit or Miss: Until the end of the encounter, when the drow warlord is adjacent to the target and it walks or runs, the drow warlord can cancel that movement as an immediate interrupt.
Knight’s Move (move)
One ally within 10 squares takes a move action as a free action.
○ [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; +7 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 +7, History +9
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 15 (+4); Cha 15 (+4)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Drow Control Wizard [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +4; darkvision
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 17
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
○ [C] Color Spray (standard) ✦ Radiant
Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the drow wizard’s next turn.
□ [A] Stinking Cloud (standard) ✦ Poison, Zone
Area burst 2 within 20; +6 vs. Fortitude; 1d10 + 4 poison damage. Hit or Miss: The burst creates a zone of poisonous vapor that blocks line of sight until the end of the drow wizard’s next turn. Creatures that enter the zone or start their turns there take 1d10 + 4 poison damage. As a move action, the drow wizard can move the zone up to 6 squares. Sustain Minor: The zone 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 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; +8 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.
Shield (immediate interrupt) ✦ Force
When the drow wizard is hit by an attack.
The drow wizard gains a +4 power bonus to AC and Reflex defense 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 +10, Insight +9
Str 10 (+2); Dex 15 (+4); Wis 15 (+4);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Drow War Wizard [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +3; darkvision
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 16
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +6 vs. Reflex; 3d6 + 4 fire damage. 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 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; +8 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.
Shield (immediate interrupt) ✦ Force
When the drow wizard is hit by an attack.
The drow wizard gains a +4 power bonus to AC and Reflex defense 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 +10, History +10
Str 10 (+2); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Drow Isolating Avenger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +5; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage, and the drow avenger shifts 1 square, sliding the target 1 square into the space the drow avenger occupied.
○ [M] Halo of Fire (standard) ✦ Fire, Weapon
+9 vs. AC; 2d10 + 4 fire damage, and until the end of the drow avenger’s next turn, any enemy that ends its turn adjacent to the target takes 7 fire damage.
□ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
+9 vs. AC; 2d10 + 4 damage, and the drow avenger is invisible to the target (save ends). Aftereffect: The drow avenger is invisible to the target until the end of the drow avenger’s next turn. Miss: Half damage, and the drow avenger is invisible to the target until the end of the drow avenger’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 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; +8 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.
Refocus Enmity (minor)
Choose one creature the drow avenger can see within 10 squares. The target becomes the target of the drow avenger’s oath of enmity, replacing the current target.
○ [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 +8, Religion +9
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 15 (+4); Cha 12 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Drow Pursuing Avenger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +5; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 17
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +8 vs. AC; 1d8 + 4 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
+9 vs. AC; 2d10 + 4 damage, and the drow avenger teleports the target 4 squares. The drow avenger then teleports to a space adjacent to the target.
□ [R] Oath of Consuming Light (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the drow avenger hits the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the drow avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the drow avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
Distracting Flare (move)
The drow avenger becomes invisible and moves the drow avenger’s speed. The drow avenger is invisible until the end of the movement.
○ [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; +8 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 +7, Stealth +12
Str 13 (+3); Dex 17 (+5); Wis 17 (+5);
Con 12 (+3); Int 11 (+2); Cha 12 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Drow Rageblood Barbarian [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +7; darkvision
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 15
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 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] Blade Sweep (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the drow barbarian takes 2 damage.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+8 vs. AC; 2d12 + 4 fire damage (crit 28 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The drow barbarian enters the rage of the silver phoenix. Until the rage ends, the drow barbarian gains regeneration 3. In addition, the first time the drow barbarian drops to 0 hit points or fewer, the drow barbarian can spend a healing surge as an immediate interrupt.
○ [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; +7 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.
Primal Vitality (minor)
The drow barbarian gains 4 temporary hit points. If the drow barbarian is raging, the drow barbarian instead gains 6 temporary hit points.
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 +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Thaneborn Barbarian [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +7; darkvision
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 16
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 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] Daring Charge (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the drow barbarian can use this power in place of a melee basic attack. If the drow barbarian charges, the drow barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity attack made against the drow barbarian while the drow barbarian charges. The drow barbarian gains a +3 bonus to AC against any opportunity attack the drow barbarian provokes during the drow barbarian’s charge.
□ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
Before the attack, the target can make a melee basic attack against the drow barbarian as a free action. If it does so, the drow barbarian’s attack deals 1d12 damage extra cold damage.
+8 vs. AC; 3d12 + 4 cold damage (crit 40 + 1d12). Miss: Half damage. Hit or Miss: The drow barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits the drow barbarian with a melee attack takes 6 cold damage.
Combat Sprint (move)
The drow barbarian moves the drow barbarian’s speed + 4. The drow barbarian gains a +4 bonus to all defenses against any opportunity attack the drow barbarian provoke with this movement.
○ [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; +8 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 +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 13 (+3); Int 10 (+2); Cha 17 (+5)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Cunning Bard [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +7; darkvision
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 14, Reflex 17, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the drow bard’s next turn.
○ [M] Cunning Ferocity (standard) ✦ Weapon
+10 vs. Reflex; 1d8 + 5 damage, and each ally within 5 squares of the drow bard gains a +3 bonus to damage rolls against the target until the end of the drow bard’s next turn.
□ [R] Song of Discord (standard) ✦ Charm
Ranged 10; +7 vs. Will; the target is dominated until the end of the drow bard’s next turn. Hit or Miss: The target makes a basic attack against an enemy of the drow bard’s choice as a free action.
○ [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; +9 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.
Song of Defense (minor) ✦ Zone
Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the drow bard’s next turn. When the drow bard moves, the zone moves with the drow bard, remaining centered on the drow bard. While within the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
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 +9, Bluff +11
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 13 (+3); Int 15 (+4); Cha 19 (+6)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Drow Valorous Bard [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +7; darkvision
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 15, Reflex 16, Will 18
Speed 5

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 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.
○ [M] Charger’s Call (standard) ✦ Weapon
+10 vs. AC; 2d8 + 5 damage, and each ally within 5 squares of the drow bard gains a +3 bonus to attack rolls while charging until the end of the drow bard’s next turn.
□ [C] Satire of Bravery (standard) ✦ Psychic
Close blast 3; targets enemies; +7 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the drow bard’s satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the drow bard than where it started its turn, the target takes 1d6 + 5 psychic damage and is dazed until the end of its next turn. Miss: Half damage. Hit or Miss: The drow bard pushes the target 3 squares.
○ [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; +9 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.
Song of Courage (minor) ✦ Zone
Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the drow bard’s next turn. When the drow bard moves, the zone moves with the drow bard, remaining centered on the drow bard. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
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 +8, Athletics +7
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 15 (+4); Int 13 (+3); Cha 19 (+6)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Drow Guardian Druid [Level 5 Controller]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +5; darkvision
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 6

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 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; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 2 squares and is knocked prone.
□ [A] Wall of Thorns (standard) ✦ Conjuration
Area wall 8 within 10. The drow druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of the drow druid’s next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 4 damage and ongoing 5 damage (save ends). Sustain Minor: The wall 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 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; +8 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.
Barkskin (minor)
The drow druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the drow druid’s next turn.
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 +10, Nature +10
Str 12 (+3); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Predator Druid [Level 5 Controller]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +10; darkvision
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 14, Reflex 17, Will 17
Speed 7

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 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; +6 vs. Reflex; 1d6 + 1 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] Predator’s Flurry (standard) ✦ Beast Form
+6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the drow druid’s next turn. Hit or Miss: The drow druid shifts 3 squares and then make a secondary attack against one creature other than the primary target. Secondary Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the drow druid’s next turn.
□ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed 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; +8 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.
Fleet Pursuit (minor) ✦ Beast Form
Until the end of the encounter, the drow druid gains a +3 power bonus to the drow druid’s speed while the drow druid is in beast form.
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 +10, Perception +10
Str 12 (+3); Dex 17 (+5); Wis 17 (+5);
Con 13 (+3); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Preserving Invoker [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +5; darkvision
HP 49; Bloodied 24
Healing Surges (+12 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the drow invoker slides the target 1 square. The drow invoker can use this power as a ranged basic attack.
○ [R] Offering of Justice (standard) ✦ Radiant
Ranged 10; if the target attacks the drow invoker or the drow invoker’s allies before the end of its next turn, the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the drow invoker or the drow invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
□ [A] Searing Orb (standard) ✦ Radiant
Area burst 1 within 10; +6 vs. Fortitude; 1d8 + 4 radiant damage, and the target is blinded (save ends). The target is also dazed until the end of the drow invoker’s next turn. Miss: Half damage, and the target is blinded 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; +8 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.
Divine Call (minor)
One or two allies within 10 squares are pulled 3 squares.
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 +9, Religion +9
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, morningstar

-1 Level / +1 Level

Drow Wrathful Invoker [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +5; darkvision
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 19; Fortitude 16, Reflex 16, Will 17
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +6 vs. Fortitude; 1d10 + 4 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.
○ [A] Chains of Carceri (standard)
Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the drow invoker’s next turn.
□ [C] Icon of Terror (standard) ✦ Fear, Psychic
Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the target is pushed 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 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; +8 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.
Shroud of Warning (no action)
When the drow invoker and the drow invoker’s allies roll initiative at the beginning of an encounter.
The drow invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
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 +8, Religion +8
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 13 (+3)
Equipment chainmail, morningstar

-1 Level / +1 Level

Drow Bear Shaman [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +10; darkvision
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 17
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the drow shaman’s spirit companion gains 2 temporary hit points.
○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the drow shaman’s spirit companion can spend a healing surge and regains 2 additional hit points.
□ [R] War Chieftain’s Blessing (standard)
Ranged 10; +6 vs. Will; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the drow shaman and the drow shaman’s allies gain a +2 bonus to attack rolls against the target.
Spirit of Life (standard) ✦ Healing
One ally within 10 squares regains hit points as if he or she had spent 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 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; +8 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 12 damage to the spirit, the spirit disappears, and the drow shaman takes 7 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; +6 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 +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 12 (+3)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Panther Shaman [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +10; darkvision
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 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] Lightning Panther Spirit (standard) ✦ Lightning
Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the drow shaman’s next turn, any ally adjacent to the drow shaman’s spirit companion can shift as a minor action. In addition, until the end of the drow shaman’s next turn, any ally ignores difficult terrain in the drow shaman’s spirit companion’s space and in squares adjacent to it.
□ [C] Earthrage Spirit (standard)
Close blast 5; targets enemies; +6 vs. Reflex; 2d6 + 4 damage, and the drow shaman knocks the target prone. Miss: Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (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 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; +8 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 12 damage to the spirit, the spirit disappears, and the drow shaman takes 7 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.
Spirits of Battle (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, the drow shaman’s allies gain a +1 bonus to attack rolls.
● [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; +6 vs. Reflex; 1d10 + 4 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 +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 15 (+4); Cha 12 (+3)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Chaos Sorcerer [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +2; darkvision
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 19
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +7 vs. Will; 1d10 + 8 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: +7 vs. Will; 1d6 + 4 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.
○ [R] Spectral Claw (standard) ✦ Force
Ranged 10; +7 vs. Fortitude; 1d8 + 8 force damage, and the target is immobilized until the end of the drow sorcerer’s next turn. If the drow sorcerer rolled an even number on the attack roll, the drow sorcerer slides the target 3 squares.
□ [R] Serpentine Blast (standard) ✦ Lightning
Ranged 10; +7 vs. Reflex; 3d10 + 8 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but not superior cover or total concealment.
○ [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; +9 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.
Stretch Spell (minor)
Until the end of the drow sorcerer’s turn, add +3 to the range of the drow sorcerer’s ranged arcane powers.
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 +7, Bluff +11
Str 13 (+3); Dex 17 (+5); Wis 10 (+2);
Con 12 (+3); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, dagger

-1 Level / +1 Level

Drow Dragon Sorcerer [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +2; darkvision
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 19
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +7 vs. Reflex; 1d8 + 7 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] Poisonous Exhalation (standard) ✦ Poison
Close blast 3; +7 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –2 penalty to Fortitude until the end of the drow sorcerer’s next turn.
□ [C] Thunder Leap (standard) ✦ Thunder
Close burst 1; +7 vs. Fortitude; 2d6 + 7 thunder damage. Hit or Miss: The drow sorcerer jumps a number of squares equal to the drow sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack against each creature in the burst. Secondary Attack: +7 vs. Fortitude; 2d6 + 3 thunder damage, and the drow sorcerer 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 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; +9 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.
Dragonflame Mantle (immediate interrupt) ✦ Fire
When the drow sorcerer is hit by an attack.
Until the end of the drow sorcerer’s next turn, the drow sorcerer gains a +1 power bonus to all defenses, and any creature that hits the drow sorcerer with a melee attack takes 1d6 + 3 fire damage.
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 +7, Athletics +9
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 12 (+3); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Drow Earth Warden [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +8; darkvision
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 17, Reflex 17, Will 15
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the drow warden gains a +1 power bonus to AC until the end of the drow warden’s next turn.
○ [M] Earthgrasp Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the drow warden knocks the target prone. The target can’t stand up until the end of the drow warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
□ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
Before the attack, the drow warden teleports 5 squares. +8 vs. Reflex; 2d10 + 4 thunder damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the drow warden’s next turn.
Nature’s Abundance (standard) ✦ Zone
Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The drow warden and the drow warden’s allies have cover while within the zone.
○ [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; +6 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.
● [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 +7, Perception +8
Str 17 (+5); Dex 14 (+4); Wis 13 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Drow Wild Warden [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +9; darkvision
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 18; Fortitude 17, Reflex 15, Will 16
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the drow warden’s next turn.
○ [M] Predatory Guardian (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the drow warden’s next turn, the drow warden shifts 3 squares as an immediate reaction.
□ [C] Hail of Thorns (standard) ✦ Poison, Weapon
Close blast 3; targets creatures the drow warden can see; +8 vs. Reflex; 1d12 + 4 poison damage (crit 16 + 1d12), and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (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 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; +7 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.
Eyes of the Hawk (minor)
The drow warden makes a Perception check with a +10 power bonus.
● [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; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 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 +9, Perception +9
Str 17 (+5); Dex 14 (+4); Wis 15 (+4);
Con 13 (+3); Int 10 (+2); Cha 13 (+3)
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.