Drow NPCs [Level 9]

Drow Battle Cleric [Level 9 Controller (Leader)]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +7; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 18, Will 22
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+13 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+13 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target until the end of the drow cleric’s next turn.
○ [M] Awe Strike (standard) ✦ Fear, Weapon
+13 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the drow cleric’s next turn.
□ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
Close burst 2; targets visible enemies; +13 vs. Fortitude; 2d10 + 7 radiant damage, and the target is pushed 1 square. Hit or Miss: Until the end of the encounter, the drow cleric gains regeneration 5, and the drow cleric and each ally within the burst gain a +2 power bonus to AC.
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; +12 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 +12, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 16 (+7);
Con 12 (+5); Int 10 (+4); Cha 15 (+6)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Devoted Cleric [Level 9 Controller (Leader)]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +8; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 18, Reflex 18, Will 23
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +11 vs. Reflex; 1d8 + 7 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] Break the Spirit (standard) ✦ Charm, Radiant
Ranged 10; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -4 penalty to attack rolls until the end of the drow cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +11 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
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; +13 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 +13, Religion +9
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Greatweapon Fighter [Level 9 Soldier]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +5; darkvision
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 18
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 4 damage.
○ [C] Come and Get It (standard) ✦ Weapon
Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the drow fighter. A target that cannot end adjacent to the drow fighter is not pulled. The drow fighter then makes a close attack targeting each adjacent enemy: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the drow fighter slides the target 1 square. 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 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; +10 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 +13, Intimidate +12
Str 18 (+8); Dex 15 (+6); Wis 12 (+5);
Con 16 (+7); Int 10 (+4); Cha 13 (+5)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Drow Guardian Fighter [Level 9 Soldier]

Medium fey humanoid [XP 400]

Initiative +8; Senses Perception +5; darkvision
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 26; Fortitude 23, Reflex 23, Will 18
Speed 5

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+14 vs. AC; 1d8 + 7 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] Iron Bulwark (standard) ✦ Weapon
+14 vs. AC; 2d8 + 7 damage. Hit or Miss: The drow fighter gains a +2 power bonus to AC until the end of the drow fighter’s next turn.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 3d8 + 7 damage, and the target is slowed (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; +10 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 +10, Intimidate +12
Str 18 (+8); Dex 18 (+8); Wis 12 (+5);
Con 13 (+5); Int 10 (+4); Cha 13 (+5)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Avenging Paladin [Level 9 Soldier]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +5; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 19, Will 22
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+14 vs. AC; 1d10 + 7 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +1 bonus to the damage roll.
○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
+14 vs. AC; 2d10 + 7 thunder damage, and the target is knocked prone. If the target is marked by the drow paladin, the attack can score a critical hit on a roll of 19–20.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +11 vs. Will; 2d8 + 7 radiant damage. Hit or Miss: The targets are weakened (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 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; +13 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.
Wrath of the Gods (minor)
The drow paladin and each adjacent ally add +4 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 +15, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Drow Protecting Paladin [Level 9 Soldier]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +5; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 27; Fortitude 21, Reflex 21, Will 23
Speed 5

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+15 vs. AC; 1d8 + 8 damage, and the drow paladin gains 1 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +12 vs. Will; 2d10 + 8 damage, and the target is pulled 1 square.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +12 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +12 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +14 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 8 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 +16, Religion +9
Str 16 (+7); Dex 13 (+5); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 20 (+9)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Archer Ranger [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +9; Senses Perception +10; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+13 vs. AC; 1d6 + 6 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 8 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +13/+13 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage (off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +14 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second shot).
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The drow ranger can move at full speed. At any point during the move, the drow ranger can make two attacks.
Longsword: +13 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +14 vs. AC; 3d10 + 8 damage.
Miss: Half damage per attack.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow ranger’s next turn. The cloud blocks line of sight for all creatures except the drow ranger. Any creature except the drow ranger entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +10 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.
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 +10, Stealth +15
Str 16 (+7); Dex 20 (+9); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Drow Two-Blade Ranger [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +8; Senses Perception +10; darkvision
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 22, Reflex 22, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage (off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +14 vs. AC; 1d8 + 7 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 2d8 + 7 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 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; +10 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 +10, Perception +10
Str 18 (+8); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Drow Brawny Rogue [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +9; Senses Perception +4; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 19
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+13 vs. AC; 1d6 + 6 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +15 vs. AC; 1d6 + 8 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+15 vs. Reflex; 1d6 + 8 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+15 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the drow rogue’s next turn.
□ [M] Crimson Edge (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the drow rogue (save ends both). 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; +11 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 +14, Thievery +14
Str 16 (+7); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 15 (+6)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Drow Trickster Rogue [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +9; Senses Perception +9; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 18, Reflex 24, Will 21
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+11 vs. AC; 1d6 + 4 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
The drow rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +15 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
□ [M] Knockout (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the drow rogue’s next turn.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow rogue’s next turn. The cloud blocks line of sight for all creatures except the drow rogue. Any creature except the drow rogue entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +13 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 +16, Thievery +14
Str 13 (+5); Dex 20 (+9); Wis 11 (+4);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Drow Fey-Pact Warlock [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +5; darkvision
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 22; Fortitude 18, Reflex 21, Will 23
Speed 6

● [m] Spear (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +12 vs. Will; 1d6 + 8 psychic damage, and the drow warlock is invisible to the target until the start of the drow warlock’s next turn.
○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
Ranged 10; +12 vs. Will; 1d10 + 8 psychic damage, and the drow warlock and all allies in range are invisible to the target until the end of the drow warlock’s next turn. Hit or Miss: The drow warlock gains a +3 power bonus to Stealth checks until the end of the encounter.
□ [R] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +12 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the drow warlock can no longer sustain this power.
○ [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; +14 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 +12, Bluff +14
Str 10 (+4); Dex 13 (+5); Wis 12 (+5);
Con 13 (+5); Int 16 (+7); Cha 20 (+9)
Equipment leather armor, spear

-1 Level / +1 Level

Drow Infernal-Pact Warlock [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +4; darkvision
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 22; Fortitude 21, Reflex 21, Will 20
Speed 6

● [m] Mace (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +11 vs. Reflex; 1d6 + 7 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next turn, the target takes an extra 1d6 + 7 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +11 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +11 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
○ [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; +12 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 9 temporary hit points.
Lolthtouched
Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.

Skills Arcana +12, Intimidate +13
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 16 (+7); Cha 15 (+6)
Equipment leather armor, mace

-1 Level / +1 Level

Drow Star-Pact Warlock [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +4; darkvision
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 20, Will 22
Speed 6

● [m] Sickle (standard) ✦ Weapon
+9 vs. AC; 1d6 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +11 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the drow warlock on its next turn, it takes an extra 1d6 + 7 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +11 vs. Will; 2d6 + 7 damage, and the target must roll twice for its next attack and use the lower of the two rolls. When the target rolls twice, it takes a -1 penalty to both rolls.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +11 vs. Will; 2d10 + 7 psychic damage, and the drow warlock teleports the target to an unoccupied square within 3 squares of the drow warlock. Sustain Minor: Make a +11 vs. Will attack against the target. On a hit, the drow warlock teleports the target to an unoccupied square within 3 squares of the drow warlock. On a miss, the effect 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; +13 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 +10, Insight +9
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 13 (+5); Cha 18 (+8)
Equipment leather armor, sickle

-1 Level / +1 Level

Drow Inspiring Warlord [Level 9 Soldier (Leader)]

Medium fey humanoid [XP 400]

Initiative +7; Senses Perception +4; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 22
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +13 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Furious Smash (standard) ✦ Weapon
+13 vs. Fortitude; 4 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 +4 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] Sunder Armor (standard) ✦ Weapon
+13 vs. AC; 2d10 + 7 damage. Until the end of the drow warlord’s next turn, any attack roll against the target can score a critical hit on a roll of 18–20.
□ [M] White Raven Strike (standard) ✦ Weapon
+13 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the drow warlord dropped the target to 0 hit points or fewer with this attack, add +4 to the temporary hit points the drow warlord’s allies gain.
○ [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; +13 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 14 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 8 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 +9, History +10
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 12 (+5); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Drow Tactical Warlord [Level 9 Soldier (Leader)]

Medium fey humanoid [XP 400]

Initiative +7; Senses Perception +4; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 20
Speed 6

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 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] Surprise Attack (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage, and an ally within 5 squares of the drow warlord makes a basic attack with combat advantage as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
□ [M] Knock Them Down (standard) ✦ Weapon
+14 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the drow warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is 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 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; +12 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 +3 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 +3 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 +9, History +12
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 12 (+5); Int 16 (+7); Cha 15 (+6)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Drow Control Wizard [Level 9 Artillery]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +7; darkvision
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 22
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
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; +13 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 -3 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 +13, Insight +12
Str 10 (+4); Dex 15 (+6); Wis 16 (+7);
Con 12 (+5); Int 18 (+8); Cha 13 (+5)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Drow War Wizard [Level 9 Artillery]

Medium fey humanoid [XP 400]

Initiative +8; Senses Perception +5; darkvision
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 20
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
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; +13 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 +4 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 +13, History +13
Str 10 (+4); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 18 (+8); Cha 13 (+5)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Drow Isolating Avenger [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +8; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 22
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage, and the drow avenger shifts 1 square, sliding the target 1 square into the space the drow avenger occupied.
○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
+14 vs. AC; 1d10 + 7 damage, and the drow avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+14 vs. AC; 3d10 + 7 damage, and the drow avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the drow avenger makes a saving throw.
○ [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; +13 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 +3 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 +10, Religion +12
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 16 (+7); Cha 12 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Drow Pursuing Avenger [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +8; Senses Perception +8; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +13 vs. AC; 1d8 + 7 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the drow avenger, the drow avenger can shift 5 squares as a free action. The drow avenger must end that shift closer to the target.
○ [M] Inexorable Pursuit (standard) ✦ Weapon
+14 vs. AC; 2d10 + 7 damage. Before the attack, the drow avenger gains phasing until the end of the drow avenger’s turn, and the drow avenger shifts 6 squares.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+14 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the drow avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The drow avenger must end this movement closer to the target.
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; +13 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 +6 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 +9, Stealth +15
Str 13 (+5); Dex 18 (+8); Wis 18 (+8);
Con 12 (+5); Int 11 (+4); Cha 12 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Drow Rageblood Barbarian [Level 9 Brute]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +9; darkvision
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 19
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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] Tide of Blood (standard) ✦ Weapon
+13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the drow barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss: The drow barbarian enters the rage of the oak hammer. Until the rage ends, whenever the drow barbarian hits a target with a melee attack, the drow barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +3 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; +11 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 3 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 16 (+7); Int 10 (+4); Cha 15 (+6)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Thaneborn Barbarian [Level 9 Brute]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +9; darkvision
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 21
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+13 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The drow barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the drow barbarian’s turns, each enemy adjacent to the drow barbarian is blinded until the end of the drow barbarian’s 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 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; +13 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.
○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
When an enemy adjacent to the drow barbarian hits or misses the drow barbarian.
Targets the triggering enemy; +17 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
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 +4 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 13 (+5); Int 10 (+4); Cha 18 (+8)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Cunning Bard [Level 9 Controller (Leader)]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +9; darkvision
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 18, Reflex 22, Will 23
Speed 6

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +12 vs. Will; 1d6 + 8 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the drow bard’s next turn.
○ [R] Distracting Shout (standard) ✦ Thunder
Ranged 10; +12 vs. Will; 2d8 + 8 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end of the drow bard’s next turn.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +12 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions until the end of the drow bard’s next turn.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow bard’s next turn. The cloud blocks line of sight for all creatures except the drow bard. Any creature except the drow bard entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +14 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 + 5 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 7 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 8 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 +12, Bluff +14
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 13 (+5); Int 16 (+7); Cha 20 (+9)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Drow Valorous Bard [Level 9 Controller (Leader)]

Medium fey humanoid [XP 400]

Initiative +5; Senses Perception +9; darkvision
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 23
Speed 5

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+15 vs. AC; 1d8 + 8 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] Scorpion’s Claw Strike (standard) ✦ Weapon
+15 vs. AC; 2d8 + 8 damage, and the drow bard slides an ally who is adjacent to the target to another space adjacent to it. Until the end of the drow bard’s next turn, the ally also gains a +3 power bonus to AC.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+15 vs. AC; 3d8 + 8 thunder damage, and the drow bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the drow bard hits a target with an at-will attack power, the drow bard slides the target 2 squares to a space that must be adjacent to at least one of the drow bard’s allies.
○ [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; +14 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 + 5 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 +3 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 4 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 +10, Athletics +9
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 16 (+7); Int 13 (+5); Cha 20 (+9)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Drow Guardian Druid [Level 9 Controller]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +8; darkvision
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 20, Reflex 20, Will 22
Speed 6

● [m] Scythe (standard) ✦ Weapon
+10 vs. AC; 2d4 + 4 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage, and the drow druid pulls each creature within 3 squares of the target 1 square. If the drow druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
□ [A] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +11 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant damage. Miss: 1d10 + 7 radiant damage.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +13 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 +13, Nature +13
Str 12 (+5); Dex 15 (+6); Wis 18 (+8);
Con 16 (+7); Int 11 (+4); Cha 12 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Predator Druid [Level 9 Controller]

Medium fey humanoid [XP 400]

Initiative +8; Senses Perception +13; darkvision
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 18, Reflex 22, Will 22
Speed 7

● [m] Scythe (standard) ✦ Weapon
+10 vs. AC; 2d4 + 4 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 3 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 4 fire damage.
○ [M] Latch On (standard) ✦ Beast Form
+11 vs. Reflex; 2d10 + 7 damage, and the drow druid grabs the target. The target takes a -4 penalty to checks to escape the grab.
□ [M] Primal Wolf (standard) ✦ Beast Form
+11 vs. Reflex; 2d8 + 7 damage, the drow druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the drow druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the drow druid hits an enemy with a melee attack while the drow druid is in beast form, the drow druid can knock that enemy 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 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; +13 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 +13, Perception +13
Str 12 (+5); Dex 18 (+8); Wis 18 (+8);
Con 13 (+5); Int 11 (+4); Cha 12 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Preserving Invoker [Level 9 Artillery]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +8; darkvision
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 22
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +11 vs. Reflex; 1d8 + 7 radiant damage, and the drow invoker slides the target 1 square. The drow invoker can use this power as a ranged basic attack.
○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
Area burst 1 within 10; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +11 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the drow invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the drow invoker takes 5 psychic damage.
Astral Step (move) ✦ Teleportation
The drow invoker and each ally within 5 squares teleports 6 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; +13 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 +3 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 +12, Religion +12
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 13 (+5); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, morningstar

-1 Level / +1 Level

Drow Wrathful Invoker [Level 9 Artillery]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +8; darkvision
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 21, Reflex 20, Will 22
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +3 radiant damage. The drow invoker can use this power as a ranged basic attack.
○ [A] Invoke Obedience (standard) ✦ Psychic
Area burst 1 within 10; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 3 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +11 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the drow invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +13 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 3 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 +11, Religion +10
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 16 (+7); Int 13 (+5); Cha 13 (+5)
Equipment chainmail, morningstar

-1 Level / +1 Level

Drow Bear Shaman [Level 9 Controller (Leader)]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +13; darkvision
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 22
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +9 vs. AC; 1d10 + 3 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the drow shaman’s spirit companion gains 3 temporary hit points.
○ [R] Winter Wind Spirit (standard) ✦ Cold
Ranged 5; +11 vs. Fortitude; 1d10 + 7 cold damage, and before the end of the drow shaman’s next turn, as an immediate interrupt, the drow shaman can grant an ally adjacent to the drow shaman’s spirit companion a +6 bonus to AC against an attack that hits.
□ [R] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +11 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
○ [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; +13 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 14 damage to the spirit, the spirit disappears, and the drow shaman takes 9 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; +11 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the drow shaman’s spirit companion regains 4 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 3 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 +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 16 (+7); Int 13 (+5); Cha 12 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Panther Shaman [Level 9 Controller (Leader)]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +13; darkvision
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 22
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +9 vs. AC; 1d10 + 3 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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.
○ [M] Call to the Blood Dancer (standard) ✦ Spirit
Spirit melee 1; +11 vs. Will; 2d10 + 7 damage, and until the end of the drow shaman’s next turn, any ally adjacent to the drow shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +11 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The drow shaman and each ally within 10 squares of the drow shaman regains 5 hit points.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow shaman’s next turn. The cloud blocks line of sight for all creatures except the drow shaman. Any creature except the drow shaman entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +13 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 14 damage to the spirit, the spirit disappears, and the drow shaman takes 9 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; +11 vs. Reflex; 1d10 + 7 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 +3 bonus to damage rolls against bloodied enemies.

Skills Nature +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 13 (+5); Int 16 (+7); Cha 12 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Chaos Sorcerer [Level 9 Artillery]

Medium fey humanoid [XP 400]

Initiative +8; Senses Perception +4; darkvision
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 24
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d4 + 7 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +12 vs. Will; 1d10 + 12 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: +12 vs. Will; 1d6 + 7 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.
○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
Area burst 1 within 10; +12 vs. Reflex; 2d6 + 12 lightning damage. Hit or Miss: The drow sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +12 vs. Fortitude; 2d10 + 12 poison damage. Hit or Miss: The drow sorcerer slides the target 5 squares. The target is poisonous to the drow sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 7 poison damage. If the drow sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 7 poison damage.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow sorcerer’s next turn. The cloud blocks line of sight for all creatures except the drow sorcerer. Any creature except the drow sorcerer entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +14 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 6 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 +4 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 +9, Bluff +14
Str 13 (+5); Dex 18 (+8); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, dagger

-1 Level / +1 Level

Drow Dragon Sorcerer [Level 9 Skirmisher]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +4; darkvision
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 19, Will 24
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+12 vs. AC; 1d8 + 6 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +12 vs. Reflex; 1d8 + 11 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 3 fire damage.
○ [C] Rimestorm (standard) ✦ Cold
Close blast 3; targets enemies; +12 vs. Fortitude; 2d8 + 11 cold damage, and the drow sorcerer knocks the target prone. The target also takes a –2 penalty to Fortitude until the end of the drow sorcerer’s next turn.
□ [C] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +12 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The drow sorcerer gains a +3 power bonus to AC 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 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; +14 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 +6 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 +3 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 +9, Athletics +12
Str 16 (+7); Dex 15 (+6); Wis 10 (+4);
Con 12 (+5); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Drow Earth Warden [Level 9 Brute]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +10; darkvision
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 25; Fortitude 22, Reflex 21, Will 19
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+13 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+13 vs. AC; 1d10 + 7 damage, and the drow warden gains a +1 power bonus to AC until the end of the drow warden’s next turn.
○ [M] Mountain Hammer (standard) ✦ Weapon
+13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –4 penalty to melee attack rolls 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; +10 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.
Form of the Oak Sentinel (minor) ✦ Polymorph
The drow warden assumes the guardian form of the oak sentinel until the end of the encounter. While the drow warden is in this form, the drow warden’s melee reach increases by 1. In addition, any enemy that hits the drow warden with a melee attack takes 4 damage. Once during this encounter, the drow warden can make the following attack while the drow warden is in this form as an immediate interrupt when an enemy within the drow warden’s reach makes a melee attack against the drow warden’s ally.
Secondary Attack: targets the triggering enemy; +13 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: The drow warden becomes the target of the triggering attack, even if the drow warden is not within that attack’s range.
● [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 +3 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 +10, Perception +10
Str 18 (+8); Dex 14 (+6); Wis 13 (+5);
Con 16 (+7); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Drow Wild Warden [Level 9 Brute]

Medium fey humanoid [XP 400]

Initiative +6; Senses Perception +12; darkvision
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 21
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the drow warden’s next turn.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the drow warden slides the target 1 square. The drow warden can slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature take 3 psychic 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 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; +12 vs. Reflex; until the end of the drow warden’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The drow warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the drow warden is in this form, the drow warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the drow warden can use the drow warden’s second wind as a minor action. Once during this encounter, the drow warden can make the following attack while the drow warden is in this form as a standard action.
Secondary Attack: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the drow warden makes an attack that does not include the drow warden as a target.
Targets the triggering enemy; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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 -3 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 +12, Perception +12
Str 18 (+8); Dex 14 (+6); Wis 16 (+7);
Con 13 (+5); Int 10 (+4); Cha 13 (+5)
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.