Drow NPCs [Level 6]
Drow Battle Cleric [Level 6 Controller (Leader)]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +5; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 19
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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
- +10 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ Cure Serious Wounds (standard) ✦ Healing
- The drow cleric or one creature touched by the drow cleric regains hit points as if spending two healing surges.
- ○ [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; +9 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 2d6 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 +10, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Devoted Cleric [Level 6 Controller (Leader)]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +6; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 16, Will 20
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 2d10 + 5 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; +8 vs. AC; 1d10 + 5 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 Serious Wounds (standard) ✦ Healing
- The drow cleric or one creature touched by the drow cleric regains hit points as if spending two healing surges.
- ○ [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; +10 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 2d6 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 +11, Religion +8
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Greatweapon Fighter [Level 6 Soldier]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +4; darkvision
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 20, Reflex 17, Will 16
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d12 + 5 damage (crit 41 + 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; +8 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.
- □ Defensive Training (minor) ✦ Stance
- The drow fighter gains a +2 power bonus to the drow fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the drow fighter uses another stance power.
- 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 +11, Intimidate +11
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Drow Guardian Fighter [Level 6 Soldier]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +4; darkvision
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 16
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+11 vs. AC; 1d8 + 5 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
- +11 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the drow fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). 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; +8 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.
- ○ Unbreakable (immediate reaction)
- When the drow fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +9, Intimidate +11
Str 17 (+6); Dex 17 (+6); Wis 12 (+4);
Con 13 (+4); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Avenging Paladin [Level 6 Soldier]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +4; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 19
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d10 + 5 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
- +11 vs. AC against one or two targets; 1d10 + 5 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.
+11 vs. AC; 4d10 + 5 radiant 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 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; +10 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.
- □ Wrath of the Gods (minor)
- The drow paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +13, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Drow Protecting Paladin [Level 6 Soldier]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +4; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 20
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage, and the drow paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +12 vs. Will; 2d8 + 6 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; +9 vs. Reflex; 2d6 + 6 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; +11 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The drow paladin takes half that ally’s damage until the end of the encounter or until the
drow paladin ends the effect as a free action. No power or effect can reduce the damage the drow paladin takes from this power.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +14, Religion +8
Str 15 (+5); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 19 (+7)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Archer Ranger [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +7; Senses Perception +9; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +11 vs. AC (twice); 1d10 + 2 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 3d10 + 6 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; +8 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: +10 vs. AC; 1d8 + 4 damage.
Longbow: Ranged 20/40;
+11 vs. AC; 1d10 + 6 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the drow ranger.
The drow ranger can shift 1 square.
- 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 +9, Stealth +13
Str 15 (+5); Dex 19 (+7); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Drow Two-Blade Ranger [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +9; darkvision
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 5 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):
+11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 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: +11 vs. AC; 1d8 + 5 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; +8 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the drow ranger can use this power to allow one ally to
avoid being surprised.
- 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 +9, Perception +9
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Drow Brawny Rogue [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +7; Senses Perception +3; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 21, Will 17
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +12 vs. Reflex; 1d6 + 6 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +12 vs. AC; 2d6 + 6 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
- +12 vs. Fortitude; 2d6 + 6 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the drow rogue is marked, end that condition. The drow rogue can shift a number of squares equal to 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; +9 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 +12, Thievery +12
Str 15 (+5); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Drow Trickster Rogue [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +7; Senses Perception +8; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 21, Will 18
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
The drow rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 2d6 + 6 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: +12 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. Fortitude; 2d6 +
6 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.
- ○ [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; +10 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.
- ● Chameleon (immediate interrupt)
- When the drow rogue is hidden and loses cover or concealment against an opponent.
The drow rogue makes a Stealth check. Until the end of the drow rogue’s next turn, the drow rogue remains hidden from a creature
with a clear line of sight to the drow rogue if that creature does not beat the drow rogue’s check result with its Perception
check. If at the end of the drow rogue’s next turn, the drow rogue is not behind cover or concealment against a creature,
that creature automatically notices the drow rogue.
- 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 +14, Thievery +12
Str 13 (+4); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Drow Fey-Pact Warlock [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +4; darkvision
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 19; Fortitude 16, Reflex 18, Will 20
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 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; +9 vs. Fortitude; 1d8 + 6 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; +9 vs. Will; 2d6 + 6 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).
- ○ [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; +11 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +10, Bluff +12
Str 10 (+3); Dex 13 (+4); Wis 12 (+4);
Con 13 (+4); Int 15 (+5); Cha 19 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Drow Infernal-Pact Warlock [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +3; darkvision
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 18
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next
turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 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; +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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The drow warlock’s skin changes into living steel. The drow warlock gains a +2 power bonus to AC and Fortitude defense but
take a –2 penalty to speed until the end of the encounter. The drow warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The drow warlock gains 6 temporary hit points.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +10, Intimidate +12
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Drow Star-Pact Warlock [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +3; darkvision
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the drow warlock on its next turn, it takes
an extra 1d6 + 5 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +8 vs. Fortitude; 2d8 + 5 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 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic 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 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; +10 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +9, Insight +8
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 13 (+4); Cha 17 (+6)
Equipment leather armor, sickle
-1 Level / +1 Level
Drow Inspiring Warlord [Level 6 Soldier (Leader)]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +3; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 19
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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
- +10 vs. AC; 2d10 + 5 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
- +10 vs. AC; 3d10 + 5 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; +10 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 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The drow warlord and each ally within 5 squares regain 13 hit points.
- 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 6 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 +8, History +9
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Drow Tactical Warlord [Level 6 Soldier (Leader)]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +3; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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
- +11 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the drow warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +11 vs. Reflex; 3d8 + 5 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.
- ○ [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; +9 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 2d6 hit points. This power
can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +10
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 15 (+5); Cha 15 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Drow Control Wizard [Level 6 Artillery]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +5; darkvision
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 19
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 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; +8 vs. Will; 1d6 + 5 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; +8 vs. Fortitude; 1d10 + 5 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 + 5 poison damage. As a move action, the drow wizard can move the zone up to 6 squares. Sustain Minor:
The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The drow wizard or one creature with 5 squares becomes invisible until the end of the drow wizard’s next turn. If the target
attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the drow wizard can sustain
the effect.
- ○ [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; +10 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 +11, Insight +10
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Drow War Wizard [Level 6 Artillery]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +4; darkvision
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 18
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +8 vs. Reflex; 2d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The drow wizard teleports 10 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 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; +10 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 +11, History +11
Str 10 (+3); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Drow Isolating Avenger [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +6; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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
- +11 vs. AC; 2d10 + 5 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
- +11 vs. AC; 2d10 + 5 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; +10 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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the drow avenger.
If the drow avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s
damage.
- 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 +9, Religion +10
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 15 (+5); Cha 12 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Drow Pursuing Avenger [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +6; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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
- +11 vs. AC; 2d10 + 5 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; +8 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).
- ○ Aspect of Agility (move)
- The drow avenger shifts 5 squares, and the drow avenger gains a +2 bonus to AC and Reflex 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; +10 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 +8, Stealth +13
Str 13 (+4); Dex 17 (+6); Wis 17 (+6);
Con 12 (+4); Int 11 (+3); Cha 12 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Drow Rageblood Barbarian [Level 6 Brute]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +8; darkvision
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 17
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the drow barbarian takes 2 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d12 + 5 fire damage (crit 29 + 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; +9 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.
- □ Combat Surge (free)
- When the drow barbarian misses with an attack.
Must be raging.
The drow barbarian rerolls the attack.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Thaneborn Barbarian [Level 6 Brute]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +8; darkvision
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 18
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 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.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 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.
- ○ [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; +10 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.
- □ Instinctive Charge (no action)
- When the drow barbarian rolls initiative at the beginning of an encounter.
The drow barbarian gains a +5 power bonus to the drow barbarian’s initiative. The drow barbarian also gains a +2 power bonus
to the drow barbarian’s first attack roll during the encounter.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 13 (+4); Int 10 (+3); Cha 17 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Cunning Bard [Level 6 Controller (Leader)]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +8; darkvision
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 19, Will 20
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +9 vs. Will; 1d6 + 6 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
- +12 vs. Reflex; 1d8 + 6 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; +9 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; +11 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 1d6 + 4 hit points. This power
can only be used once per round. The drow bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the drow bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +12
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 13 (+4); Int 15 (+5); Cha 19 (+7)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Drow Valorous Bard [Level 6 Controller (Leader)]
Medium fey humanoid [XP 250]
Initiative +4; Senses Perception +8; darkvision
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 17, Reflex 18, Will 20
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 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
- +12 vs. AC; 2d8 + 6 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; +9 vs. Will; 2d6 + 6 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 + 6 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; +11 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 1d6 + 4 hit points. This power
can only be used once per round. The drow bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The drow bard transfers one effect on the target that a save can end to the drow bard or
to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that effect.
- 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 +9, Athletics +8
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 15 (+5); Int 13 (+4); Cha 19 (+7)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Drow Guardian Druid [Level 6 Controller]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +6; darkvision
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 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 + 5
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; +10 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.
- ○ Camouflage Cloak (minor)
- The drow druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Predator Druid [Level 6 Controller]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +11; darkvision
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 19, Will 19
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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
- +8 vs. Reflex; 1d6 + 5 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: +8 vs. Reflex; 1d6 + 5 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; +8 vs. Will; 2d6 + 5 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; +10 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.
- □ Stalker’s Eyes (minor)
- The drow druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +11, Perception +11
Str 12 (+4); Dex 17 (+6); Wis 17 (+6);
Con 13 (+4); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Preserving Invoker [Level 6 Artillery]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +6; darkvision
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 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 + 5 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; +8 vs. Fortitude; 1d8 + 5 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.
- □ Astral Step (move) ✦ Teleportation
- The drow invoker and each ally within 5 squares teleports 5 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 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; +10 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 +10, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Drow Wrathful Invoker [Level 6 Artillery]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +6; darkvision
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 19
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Reflex; 2d8 + 5 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; +8 vs. Will; 2d6 + 5 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; +10 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the drow invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +9, Religion +9
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 13 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Drow Bear Shaman [Level 6 Controller (Leader)]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +11; darkvision
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 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; +8 vs. Fortitude; 2d8 + 5 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; +8 vs. Will; 2d10 + 5 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.
- ○ [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; +10 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 13 damage to the spirit, the spirit disappears, and
the drow shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the drow shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 12 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Panther Shaman [Level 6 Controller (Leader)]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +11; darkvision
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 19
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Reflex; 1d10 + 5 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; +8 vs. Reflex; 2d6 + 5 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; +10 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 13 damage to the spirit, the spirit disappears, and
the drow shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 15 (+5); Cha 12 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Chaos Sorcerer [Level 6 Artillery]
Medium fey humanoid [XP 250]
Initiative +6; Senses Perception +3; darkvision
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 21
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +9 vs. Will; 1d10 + 9 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:
+9 vs. Will; 1d6 + 5 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; +9 vs. Fortitude; 1d8 + 9 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; +9 vs. Reflex; 3d10 + 9 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; +11 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.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the drow sorcerer is hit by an area or a close attack.
The drow sorcerer teleports 5 squares.
- 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 +8, Bluff +12
Str 13 (+4); Dex 17 (+6); Wis 10 (+3);
Con 12 (+4); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, dagger
-1 Level / +1 Level
Drow Dragon Sorcerer [Level 6 Skirmisher]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +3; darkvision
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 21
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d8 + 8 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; +9 vs. Fortitude; 2d8 + 8 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; +9 vs. Fortitude; 2d6 + 8 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: +9 vs. Fortitude; 2d6 + 4 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; +11 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.
- ○ Sudden Scales (immediate interrupt)
- When the drow sorcerer is hit by an attack.
The drow sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +10
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 12 (+4); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Drow Earth Warden [Level 6 Brute]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +9; darkvision
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 17
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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
- +10 vs. AC; 1d10 + 5 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 + 5 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the drow warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 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.
- ○ [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; +8 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.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the drow warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the drow warden uses another stance power.
- ● [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 +8, Perception +9
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Drow Wild Warden [Level 6 Brute]
Medium fey humanoid [XP 250]
Initiative +5; Senses Perception +10; darkvision
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 17, Will 18
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the drow warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 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; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 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; +9 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.
- ● [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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the drow warden drops to 0 hit points or fewer.
The drow warden regains hit points as if the drow warden had spent a healing surge.
- 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 +10, Perception +10
Str 17 (+6); Dex 14 (+5); Wis 15 (+5);
Con 13 (+4); Int 10 (+3); Cha 13 (+4)
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.