Drow NPCs [Level 11]
Drow Battle Cleric [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +8; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 23, Reflex 21, Will 24
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. Will; 1d10 + 8 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; +15 vs. Fortitude; 2d10 + 8 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.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The drow cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an 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 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; +16 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 10 squares can spend a healing surge and regain an additional 3d6 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 +10
Str 19 (+9); Dex 14 (+7); Wis 17 (+8);
Con 13 (+6); Int 11 (+5); Cha 16 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Devoted Cleric [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +9; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 21, Reflex 21, Will 25
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Will; 2d8 + 8 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; +13 vs. Reflex; 2d10 + 8 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The drow cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+4 hit points.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +17 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 10 squares can spend a healing surge and regain an additional 3d6 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 +14, Religion +10
Str 14 (+7); Dex 14 (+7); Wis 19 (+9);
Con 13 (+6); Int 11 (+5); Cha 19 (+9)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Greatweapon Fighter [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +6; darkvision
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 26; Fortitude 25, Reflex 22, Will 21
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12). 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: +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12), 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; +15 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.
- ○ Into the Fray (minor)
- The drow fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +14, Intimidate +14
Str 19 (+9); Dex 16 (+8); Wis 13 (+6);
Con 17 (+8); Int 11 (+5); Cha 14 (+7)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Drow Guardian Fighter [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +6; darkvision
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 28; Fortitude 25, Reflex 25, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 2d8 + 8 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; +16 vs. AC; 3d8 + 8 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; +15 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.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the drow fighter. 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 Heal +11, Intimidate +14
Str 19 (+9); Dex 19 (+9); Wis 13 (+6);
Con 14 (+7); Int 11 (+5); Cha 14 (+7)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Avenging Paladin [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +7; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 22, Will 24
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +16 vs. AC; 1d10 + 8 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +2 bonus to the damage
roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +16 vs. AC; 2d10 + 8 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; +13 vs. Will; 2d8 + 8 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; +17 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 10 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.
- ○ Cleansing Spirit (minor)
- The drow paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □□ Lay on Hands (minor) ✦ Healing
- The drow paladin spends a healing surge but regains no hit points. Instead, one creature touched by the drow paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +16, Religion +10
Str 19 (+9); Dex 14 (+7); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 19 (+9)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Drow Protecting Paladin [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +7; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 29; Fortitude 23, Reflex 24, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage, and the drow paladin gains 2 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +14 vs. Will; 2d10 + 9 damage, and the target is pulled 2 squares.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +14 vs. Fortitude; 1d10 + 9 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +14 vs. Fortitude; 1d10 + 9 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.
- □ Turn the Tide (standard)
- The drow paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ○ [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; +18 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 11 radiant damage. The drow paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the drow paladin challenges another target. Divine Challenge can only be used once per
round.
- □□ Lay on Hands (minor) ✦ Healing
- The drow paladin spends a healing surge but regains no hit points. Instead, one creature touched by the drow paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +17, Religion +10
Str 17 (+8); Dex 14 (+7); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 21 (+10)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Archer Ranger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +10; Senses Perception +12; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 27; Fortitude 23, Reflex 25, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +16 vs. AC; 1d10 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +15/+15 vs. AC; 1d8 + 4 damage (main)/1d6 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +16 vs. AC (twice); 1d10 + 4 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +16 vs. AC; 2d10 + 9 damage (first shot) and 1d10 + 9 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:
+15 vs. AC; 3d8 + 7 damage.
Longbow: Ranged 20/40; +16 vs. AC; 3d10 + 9 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; +15 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 2d6 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.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the drow ranger.
The drow ranger can shift 1 square and then move 3 squares. The drow ranger cannot end the move adjacent to the triggering
enemy.
- 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 +12, Stealth +16
Str 17 (+8); Dex 21 (+10); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Drow Two-Blade Ranger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +12; darkvision
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 24, Reflex 24, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +16/+16 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 4 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +16 vs. AC; 2d8 + 8 damage.
Longsword (off
hand): +16 vs. AC; 1d8 + 8 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 2d8 + 8 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; +15 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 2d6 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.
- ○ Expeditious Stride (minor)
- Until the end of the drow ranger’s next turn, the drow ranger’s speed increases by 4, and the drow ranger can shift 1 additional
square when shifting.
- 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 +10 hit points.
Skills Nature +12, Perception +12
Str 19 (+9); Dex 19 (+9); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Drow Brawny Rogue [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +10; Senses Perception +6; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 22, Reflex 26, Will 22
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +17 vs. Reflex; 1d6 + 9 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +17 vs. Fortitude; 1d6 + 9 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
- +17 vs. Fortitude; 2d6 + 9 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.
- □ Certain Freedom (move)
- The drow rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- ○ [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; +16 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 3d6 damage.
Skills Acrobatics +15, Thievery +15
Str 17 (+8); Dex 21 (+10); Wis 12 (+6);
Con 13 (+6); Int 11 (+5); Cha 16 (+8)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Drow Trickster Rogue [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +10; Senses Perception +11; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 21, Reflex 26, Will 23
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +17 vs. AC; 1d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
The drow rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +17 vs. AC; 2d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 2d6 + 9 damage.
Miss: Make a secondary attack against the target.
Short Sword: +17 vs. AC; 1d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +17 vs. Fortitude; 2d6 + 9 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.
- ● Shadow Stride (move)
- The drow rogue must be hidden to use this power. The drow rogue can move at full speed and must end the movement in a space
where the drow rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful,
the drow rogue remains during the movement, even if the drow rogue has no cover or concealment during it.
- ○ [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; +17 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 3d6 damage.
Skills Stealth +17, Thievery +15
Str 14 (+7); Dex 21 (+10); Wis 12 (+6);
Con 13 (+6); Int 11 (+5); Cha 19 (+9)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Drow Fey-Pact Warlock [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +6; darkvision
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 24; Fortitude 21, Reflex 23, Will 25
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 9 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; +14 vs. Will; 1d10 + 9 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; +14 vs. Reflex; 2d8 + 9 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 4 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 4 cold damage. If the target saves, the drow warlock can
no longer sustain this power.
- □ Warlock’s Leap (move) ✦ Teleportation
- The drow warlock can teleport 6 squares, even without a line of sight to the destination. If the drow warlock attempts to
teleport to a space the drow warlock can’t occupy, the power fails.
- ○ [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; +18 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The drow warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The drow warlock can immediately teleport 3 squares.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +13, Bluff +15
Str 11 (+5); Dex 14 (+7); Wis 13 (+6);
Con 14 (+7); Int 17 (+8); Cha 21 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Drow Infernal-Pact Warlock [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +6; darkvision
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 24; Fortitude 23, Reflex 23, Will 23
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 vs. Reflex; 1d6 + 8 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next
turn, the target takes an extra 1d6 + 8 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +13 vs. Reflex; 3d10 + 8 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; +16 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The drow warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The drow warlock gains 11 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the drow warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +13, Intimidate +15
Str 11 (+5); Dex 15 (+7); Wis 12 (+6);
Con 19 (+9); Int 17 (+8); Cha 16 (+8)
Equipment leather armor, mace
-1 Level / +1 Level
Drow Star-Pact Warlock [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +6; darkvision
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 23; Fortitude 23, Reflex 22, Will 24
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the drow warlock on its next turn, it
takes an extra 1d6 + 8 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +13 vs. Will; 2d6 + 8 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 -2 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +13 vs. Will; 2d10 + 8 psychic damage, and the drow warlock teleports the target to an unoccupied square within
3 squares of the drow warlock. Sustain Minor: Make a +13 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; +17 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 2d6 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.
- □ Shielding Shades (immediate reaction)
- When the drow warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +12, Insight +11
Str 11 (+5); Dex 15 (+7); Wis 12 (+6);
Con 19 (+9); Int 14 (+7); Cha 19 (+9)
Equipment leather armor, sickle
-1 Level / +1 Level
Drow Inspiring Warlord [Level 11 Soldier (Leader)]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +5; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 24, Reflex 21, Will 24
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +15 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
- +15 vs. AC; 2d10 + 8 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
- +15 vs. AC; 3d10 + 8 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.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the drow warlord’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 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; +17 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 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power
can only be used once per round.
- Lolthtouched
- Once per encounter, the drow warlord can use either the cloud of darkness or darkfire power.
- Inspiring Presence
- When an ally who can see the drow warlord spends an action point to take an extra action, that ally also regains 9 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 +10, History +12
Str 19 (+9); Dex 14 (+7); Wis 11 (+5);
Con 13 (+6); Int 14 (+7); Cha 19 (+9)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Drow Tactical Warlord [Level 11 Soldier (Leader)]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +5; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 24, Reflex 23, Will 23
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 3d8 + 8 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; +16 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 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power
can only be used once per round.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
- 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 +10, History +13
Str 19 (+9); Dex 14 (+7); Wis 11 (+5);
Con 13 (+6); Int 17 (+8); Cha 16 (+8)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Drow Control Wizard [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +8; darkvision
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 23; Fortitude 20, Reflex 23, Will 24
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +13 vs. Reflex; 2d12 + 8 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).
- ○ [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; +17 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.
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the drow wizard’s space, and the drow wizard gains a +6 power bonus to AC. Each time an attack
misses the drow wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the
bonus reaches 0, all the drow wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
- ○ 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 +14, Insight +13
Str 11 (+5); Dex 16 (+8); Wis 17 (+8);
Con 13 (+6); Int 19 (+9); Cha 14 (+7)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Drow War Wizard [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +7; darkvision
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 23; Fortitude 20, Reflex 23, Will 23
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 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.
- ○ [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; +17 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.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the drow wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away
from the drow wizard cannot see the drow wizard.
- ○ 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 +14, History +14
Str 11 (+5); Dex 19 (+9); Wis 14 (+7);
Con 13 (+6); Int 19 (+9); Cha 14 (+7)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Drow Isolating Avenger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +9; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 24
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 1d10 + 8 damage, and the drow avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +16 vs. AC; 3d10 + 8 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; +17 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.
- □ River of Life (minor) ✦ Healing
- The drow avenger gains regeneration 5 until the end of the encounter.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the drow avenger makes an attack roll against the drow avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Lolthtouched
- Once per encounter, the drow avenger can use either the cloud of darkness or darkfire power.
- Censure of Retribution
- When any enemy other than the drow avenger’s oath of enmity target hits the drow avenger, the drow avenger gains a +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 +12, Religion +13
Str 14 (+7); Dex 14 (+7); Wis 19 (+9);
Con 13 (+6); Int 17 (+8); Cha 13 (+6)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Drow Pursuing Avenger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +9; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 22, Reflex 24, Will 24
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 6 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 2d10 + 8 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
- +16 vs. AC; 2d10 + 8 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.
- ○ [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; +17 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.
- □ Avenger’s Readiness (no action)
- When the drow avenger rolls initiative at the beginning of an encounter.
The drow avenger gains a +5 power bonus to the initiative check. The drow avenger shifts 3 squares as a free action when the
first creature in the initiative order starts its turn, even if the drow avenger is surprised.
- 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 +8 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 +11, Stealth +16
Str 14 (+7); Dex 19 (+9); Wis 19 (+9);
Con 13 (+6); Int 12 (+6); Cha 13 (+6)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Drow Rageblood Barbarian [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +11; darkvision
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 26; Fortitude 25, Reflex 23, Will 22
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 2d8 + 8 damage (crit 36 + 2d12). 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
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12). The attack deals 1 extra damage for each enemy within 3 squares of the drow
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +15 vs. AC; 3d12 + 8 damage (crit 44 + 2d12), 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; +16 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.
- □ Deny Death (immediate interrupt)
- When the drow barbarian drops to 0 hit points or fewer and doesn’t die.
The drow barbarian is dying but don’t fall unconscious because of that condition. At the end of the drow barbarian’s next
turn, the drow barbarian falls unconscious if the drow barbarian is still dying.
- 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 8 temporary hit points.
- Barbarian Agility
- While the drow barbarian is not wearing heavy armor, the drow barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +13, Perception +11
Str 19 (+9); Dex 15 (+7); Wis 12 (+6);
Con 17 (+8); Int 11 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Thaneborn Barbarian [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +11; darkvision
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 26; Fortitude 25, Reflex 23, Will 23
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 2d6 + 8 damage (crit 32 + 2d12). 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
- +15 vs. AC; 2d12 + 8 acid damage (crit 32 + 2d12), 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; +17 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; +19 vs. AC; 3d12 + 8 damage (crit 44 + 2d12).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the drow barbarian is pulled, pushed, or slid.
The drow barbarian negates the forced movement. Until the stance ends, the drow barbarian can negate forced movement against
the drow barbarian. Stance: This power lasts until the end of the encounter or until the drow barbarian uses another stance power.
- 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 +2 bonus to AC and Reflex.
Skills Athletics +13, Perception +11
Str 19 (+9); Dex 15 (+7); Wis 12 (+6);
Con 14 (+7); Int 11 (+5); Cha 19 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Cunning Bard [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +10; darkvision
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 21, Reflex 24, Will 25
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 9 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; +14 vs. Will; 2d8 + 9 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; +14 vs. Will; 3d8 + 9 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; +18 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 10 squares can spend a healing surge and regain an additional 2d6 + 5 hit points. This power
can only be used once per round. The drow bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the drow bard’s next turn, and the drow bard slides the target
2 squares.
- 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 +13, Bluff +15
Str 13 (+6); Dex 14 (+7); Wis 11 (+5);
Con 14 (+7); Int 17 (+8); Cha 21 (+10)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Drow Valorous Bard [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +10; darkvision
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 26; Fortitude 22, Reflex 23, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 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
- +17 vs. AC; 2d8 + 9 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
- +17 vs. AC; 3d8 + 9 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; +18 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 10 squares can spend a healing surge and regain an additional 2d6 + 5 hit points. This power
can only be used once per round. The drow bard can also slide the target 1 square.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the drow bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
drow bard’s next turn.
- 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 6 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 +12, Athletics +10
Str 13 (+6); Dex 14 (+7); Wis 11 (+5);
Con 17 (+8); Int 14 (+7); Cha 21 (+10)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Drow Guardian Druid [Level 11 Controller]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +9; darkvision
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 24
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 1d6 + 4 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 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; +13 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant
damage. Miss: 1d10 + 8 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The drow druid teleports to a safe place in the Feywild. While the drow druid is there, the drow druid can’t take any actions
other than using the drow druid’s second wind and wild shape. At the end of the drow druid’s next turn or as a move action
before then, the drow druid reappears in an unoccupied space within 10 squares of the space the drow druid left.
- ○ [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; +17 vs. Reflex; until the end of the drow druid’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Wild Shape (minor) ✦ Polymorph
- The drow druid changes from the drow druid’s humanoid form to beast form or vice versa. When the drow druid changes from beast
form back to the drow druid’s humanoid form, the drow druid shifts 1 square. While the drow druid is in beast form, the drow
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the drow druid can sustain such
powers. The drow druid can use this power once per round.
- Lolthtouched
- Once per encounter, the drow druid can use either the cloud of darkness or darkfire power.
- Primal Guardian
- While the drow druid is not wearing heavy armor, the drow druid can use the drow druid’s Constitution modifier in place of
the drow druid’s Dexterity or Intelligence modifier to determine the drow druid’s AC.
Skills Heal +14, Nature +14
Str 13 (+6); Dex 16 (+8); Wis 19 (+9);
Con 17 (+8); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Predator Druid [Level 11 Controller]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +14; darkvision
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 21, Reflex 24, Will 24
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 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; +13 vs. Reflex; 1d6 + 4 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
- +13 vs. Reflex; 2d10 + 8 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
- +13 vs. Reflex; 2d8 + 8 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; +17 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the drow druid is in beast form, the drow druid gains resist 2 to all damage.
- 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 +14, Perception +14
Str 13 (+6); Dex 19 (+9); Wis 19 (+9);
Con 14 (+7); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Preserving Invoker [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +9; darkvision
HP 86; Bloodied 43
Healing Surges (+21 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 24
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +13 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.
- ○ [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; +17 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the drow invoker makes an attack roll against the drow invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +13, Religion +13
Str 11 (+5); Dex 15 (+7); Wis 19 (+9);
Con 14 (+7); Int 17 (+8); Cha 14 (+7)
Equipment hide armor, morningstar
-1 Level / +1 Level
Drow Wrathful Invoker [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +9; darkvision
HP 89; Bloodied 44
Healing Surges (+22 hp) ○○
AC 25; Fortitude 23, Reflex 22, Will 24
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +13 vs. Fortitude; 1d10 + 8 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; +18 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 4 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +13 vs. Reflex; 3d6 + 8 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; +17 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 1d6+3 radiant damage and is pushed 2 squares.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the drow invoker makes an attack roll against the drow invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- Lolthtouched
- Once per encounter, the drow invoker can use either the cloud of darkness or darkfire power.
- Covenant of Wrath
- When the drow invoker uses a divine encounter or daily attack power on the drow invoker’s turn, the drow invoker gains a bonus
to the damage roll equal to 1 for each enemy the drow invoker attacks with the power.
Skills Endurance +12, Religion +12
Str 11 (+5); Dex 15 (+7); Wis 19 (+9);
Con 17 (+8); Int 14 (+7); Cha 14 (+7)
Equipment chainmail, morningstar
-1 Level / +1 Level
Drow Bear Shaman [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +14; darkvision
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 23; Fortitude 23, Reflex 21, Will 24
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +12 vs. AC; 1d10 + 5 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Will; 1d8 + 8 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; +13 vs. Fortitude; 1d10 + 8 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; +13 vs. Will; 2d8 + 8 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; +17 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 15 damage to the spirit, the spirit disappears, and
the drow shaman takes 10 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 3d6 hit points. This power can only be used once per round.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the drow shaman can move the zone
5 squares.
- ● [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; +13 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 +14, Perception +14
Str 12 (+6); Dex 15 (+7); Wis 19 (+9);
Con 17 (+8); Int 14 (+7); Cha 13 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Panther Shaman [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +14; darkvision
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 24; Fortitude 22, Reflex 22, Will 24
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +12 vs. AC; 1d10 + 5 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Fortitude; 1d10 + 8 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; +13 vs. Will; 2d10 + 8 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; +13 vs. Fortitude; 3d6 + 8 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; +17 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 15 damage to the spirit, the spirit disappears, and
the drow shaman takes 10 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 3d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the drow shaman’s spirit companion without shifting.
Targets triggering enemy; +13 vs. Reflex; 1d10 + 8 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the drow shaman can use the drow shaman’s call spirit companion power to conjure a second
spirit companion. When the drow shaman attacks with a spirit power, the drow shaman chooses which spirit companion to use
for the attack. When an effect applies to creatures adjacent to the drow shaman’s spirit companion, that effect applies to
creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
- 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 +14, Perception +14
Str 12 (+6); Dex 15 (+7); Wis 19 (+9);
Con 14 (+7); Int 17 (+8); Cha 13 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Chaos Sorcerer [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +5; darkvision
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 23; Fortitude 21, Reflex 23, Will 26
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +16 vs. AC; 1d4 + 8 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +14 vs. Will; 1d10 + 15 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:
+14 vs. Will; 1d6 + 10 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; +14 vs. Reflex; 2d6 + 15 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; +14 vs. Fortitude; 2d10 + 15 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 + 10 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 + 10 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; +18 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.
- □ Chaos Link (immediate reaction)
- When the drow sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- Lolthtouched
- Once per encounter, the drow sorcerer can use either the cloud of darkness or darkfire power.
- Chaos Power
- The drow sorcerer gains a +6 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 +11, Bluff +15
Str 14 (+7); Dex 19 (+9); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, dagger
-1 Level / +1 Level
Drow Dragon Sorcerer [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +5; darkvision
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 22; Fortitude 22, Reflex 22, Will 26
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +14 vs. Reflex; 1d8 + 14 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; +14 vs. Fortitude; 2d8 + 14 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; +14 vs. Fortitude; 2d6 + 14 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; +18 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.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- Lolthtouched
- Once per encounter, the drow sorcerer can use either the cloud of darkness or darkfire power.
- Draconic Power
- The drow sorcerer gains a +5 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 +11, Athletics +13
Str 17 (+8); Dex 16 (+8); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Drow Earth Warden [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +12; darkvision
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 27; Fortitude 24, Reflex 23, Will 22
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. Fortitude; 2d10 + 8 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; +15 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.
- □ Shield of Stone (minor)
- The drow warden slides one ally within 5 squares by 5 squares. Until the end of the drow warden’s next turn, that ally gains
resist 5 to all damage and a +2 power bonus to all defenses.
- □ 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; +15 vs. AC; 2d10 + 8 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 +11, Perception +12
Str 19 (+9); Dex 15 (+7); Wis 14 (+7);
Con 17 (+8); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Drow Wild Warden [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +13; darkvision
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 25; Fortitude 24, Reflex 21, Will 23
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12), and the target is slowed until the end of the drow warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12), 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; +16 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.
- □ Returning Strength (minor) ✦ Healing
- The drow warden spends a healing surge and regains +4 additional hit points.
- □ 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:
+15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12), 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; +15 vs. Fortitude; 1d12 + 8 damage (crit 20 + 2d12), and the target grants combat advantage
to the drow warden and the drow warden’s allies until the end of the drow warden’s next turn.
- Lolthtouched
- Once per encounter, the drow warden can use either the cloud of darkness or darkfire power.
- Wildblood
- When the drow warden uses the drow warden’s second wind, each enemy marked by the drow warden takes an additional -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 +13, Perception +13
Str 19 (+9); Dex 15 (+7); Wis 17 (+8);
Con 14 (+7); Int 11 (+5); Cha 14 (+7)
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.