Drow NPCs [Level 16]

Drow Battle Cleric [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +12; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 26, Will 30
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target until the end of the drow cleric’s next turn.
○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
+21 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +21 vs. AC; 1d10 + 11 lightning damage.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+21 vs. Will; 2d10 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss: Half damage, and no ongoing lightning damage.
Divine Armor (standard) ✦ Healing
The drow cleric gains a +2 power bonus to AC. The drow cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow cleric’s next turn. The cloud blocks line of sight for all creatures except the drow cleric. Any creature except the drow cleric entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +22 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 4d6 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 +17, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 18 (+12);
Con 13 (+9); Int 11 (+8); Cha 16 (+11)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Devoted Cleric [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 26, Will 31
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+18 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +19 vs. Reflex; 1d8 + 11 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] Plague of Doom (standard)
Ranged 10; +19 vs. Fortitude; 3d8 + 11 damage, and the target takes a -5 penalty to all defenses until the end of the drow cleric’s next turn.
□ [C] Seal of Warding (standard) ✦ Radiant, Zone
Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the drow cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of difficult terrain that grants cover to the drow cleric and the drow cleric’s allies against ranged attacks until the end of the drow cleric’s next turn. Sustain Minor: The zone persists.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The drow cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow cleric’s next turn. The cloud blocks line of sight for all creatures except the drow cleric. Any creature except the drow cleric entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +23 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 4d6 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 +18, Religion +13
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Greatweapon Fighter [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +9; darkvision
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 31, Reflex 27, Will 26
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
○ [M] Giant’s Wake (standard) ✦ Weapon
+21 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the drow fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d12 + 15 damage (crit 27 + 2d12).
○ [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; +20 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.
Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
The drow fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to the drow fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the drow fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the drow fighter uses another stance power.
Iron Warrior (minor) ✦ Healing
The drow fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one effect that a save can end.
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 +18, Intimidate +17
Str 20 (+13); Dex 16 (+11); Wis 13 (+9);
Con 18 (+12); Int 11 (+8); Cha 14 (+10)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Drow Guardian Fighter [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +9; darkvision
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 26
Speed 5

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+22 vs. AC; 1d8 + 11 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] Storm of Blows (standard) ✦ Weapon
+22 vs. AC; 1d8 + 16 damage. Hit or Miss: After the attack, the drow fighter can shift 1 square and repeat the attack against another target within reach. The drow fighter can then shift 1 square and repeat the attack against a third target within reach. After the final attack, the drow fighter can shift 1 square.
□ [M] Dragon’s Fangs (standard) ✦ Weapon
Two attacks against one or two creatures; +22 vs. AC; 3d8 + 11 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 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; +20 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.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
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 +14, Intimidate +17
Str 20 (+13); Dex 20 (+13); Wis 13 (+9);
Con 14 (+10); Int 11 (+8); Cha 14 (+10)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Avenging Paladin [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +10; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 27, Will 30
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+22 vs. AC; 1d10 + 11 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +2 bonus to the damage roll.
○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
+22 vs. AC; 3d10 + 11 radiant damage, and the target is marked until the end of the drow paladin’s next turn. The drow paladin can fly 2 squares and must charge as part of this attack.
□ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
Usable only while bloodied.
+22 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The drow paladin can spend a healing surge.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow paladin’s next turn. The cloud blocks line of sight for all creatures except the drow paladin. Any creature except the drow paladin entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +23 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.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the drow paladin is hit by an attack.
The drow paladin teleports adjacent to the ally and is hit by the attack instead.
Lolthtouched
Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.

Skills Intimidate +20, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Drow Protecting Paladin [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +10; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 29, Will 31
Speed 5

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage, and the drow paladin gains 2 temporary hit points.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+23 vs. AC; 2d8 + 12 damage, and one ally within 5 squares of the drow paladin regains 12 hit points.
□ [R] True Nemesis (standard)
Ranged 5; +20 vs. Will; 2d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the target is within 5 squares of the drow paladin and attacks the drow paladin or an ally, the drow paladin can make a secondary attack against the target as an immediate reaction. Secondary Attack: +20 vs. Will; 2d10 + 12 damage. Miss: Half damage.
Death Ward (standard) ✦ Healing
The drow paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
○ [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; +24 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 12 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 +21, Religion +13
Str 18 (+12); Dex 14 (+10); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 22 (+14)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Archer Ranger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +14; Senses Perception +15; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 29, Reflex 31, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +22 vs. AC; 1d10 + 12 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized until the start of the drow ranger’s next turn.
□ [R] Confounding Arrows (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 12 damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2d10 damage. Miss: The target is dazed (save ends).
Momentary Respite (standard)
The drow ranger shifts 2 squares and makes a saving throw. The drow ranger is no longer marked by any enemy.
○ [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; +20 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.
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 +15, Stealth +20
Str 18 (+12); Dex 22 (+14); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Drow Two-Blade Ranger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +15; darkvision
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
○ [M] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +22 vs. AC; 1d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 1d8 + 11 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the drow ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the drow ranger’s next turn.
□ [M] Blade Cascade (standard) ✦ Weapon
Attack one or more creatures.
Longsword (main): +22 vs. AC; 2d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 2d8 + 11 damage.
Alternate main and off-hand weapon attacks until the drow ranger misses or until the drow ranger makes five attacks. As soon as an attack misses, this attack 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 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; +20 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.
Evade the Blow (immediate interrupt)
When an enemy hits the drow ranger with a melee attack.
Shift 1 square away from the enemy.
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 +15, Perception +15
Str 20 (+13); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Drow Brawny Rogue [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +14; Senses Perception +9; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 27
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +23 vs. AC; 1d6 + 12 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+23 vs. Reflex; 1d6 + 12 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+23 vs. AC; 3d6 + 12 damage, and the target cannot shift until the end of the drow rogue’s next turn. If the target provokes an opportunity attack from the drow rogue before the start of the drow rogue’s next turn, the drow rogue gains a +4 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
□ [M] Garrote Grip (standard) ✦ Reliable, Weapon
The drow rogue can use this power as a minor action if the drow rogue has already grabbed a creature. Doing so requires no attack roll. +23 vs. Reflex; 2d6 + 12 damage, and the drow rogue grabs the target. Until the target escapes, the drow rogue has cover, and any melee attack or ranged attack that misses the drow rogue hits the target instead. Sustain Minor: Sustain the grab for another round. The third time the drow rogue sustains the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. 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 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; +21 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.
Leaping Dodge (immediate interrupt)
When an enemy targets the drow rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
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 +19, Thievery +19
Str 18 (+12); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 16 (+11)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Drow Trickster Rogue [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +14; Senses Perception +14; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 32, Will 29
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 8 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
The drow rogue can move 2 squares before the attack.
○ [M/R] Tornado Strike (standard) ✦ Weapon
Targets one or two creatures, one attack per target.
Short Sword: +23 vs. AC; 2d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 2d6 + 12 damage.
Hit: The target slides 2 squares. Hit or Miss: The drow rogue can move 3 squares after making the attack.
□ [M/R] Slaying Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or 5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
○ [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; +23 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.
Hide in Plain Sight (minor)
The drow rogue must already be hidden to use this power. The drow rogue is invisible until the drow rogue leaves the drow rogue’s current square. No other action that the drow rogue performs makes the drow rogue visible.
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 +21, Thievery +19
Str 14 (+10); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Drow Fey-Pact Warlock [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +9; darkvision
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 29, Will 31
Speed 6

● [m] Spear (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d6 + 12 psychic damage, and the drow warlock is invisible to the target until the start of the drow warlock’s next turn.
○ [R] Bewitching Whispers (standard) ✦ Charm
Ranged 10; +20 vs. Will; until the end of the drow warlock’s next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these attack rolls.
□ [R] Curse of the Golden Mist (standard) ✦ Charm
Ranged 10; +20 vs. Will; The target loses its next standard action. Sustain Standard: Make a +20 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The drow warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the drow warlock’s next turn.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlock’s next turn. The cloud blocks line of sight for all creatures except the drow warlock. Any creature except the drow warlock entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +24 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 +17, Bluff +19
Str 11 (+8); Dex 14 (+10); Wis 13 (+9);
Con 14 (+10); Int 18 (+12); Cha 22 (+14)
Equipment leather armor, spear

-1 Level / +1 Level

Drow Infernal-Pact Warlock [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +9; darkvision
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 30; Fortitude 29, Reflex 29, Will 28
Speed 6

● [m] Mace (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +19 vs. Reflex; 1d6 + 11 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next turn, the target takes an extra 1d6 + 11 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +19 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the drow warlock’s next turn.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +19 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +19 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the drow warlock deals half damage and the power ends.
Cloak of Shadow (move)
The drow warlock can fly a number of squares equal to the drow warlock’s speed + 2. If the drow warlock doesn’t land at the end of this move, the drow warlock falls. Until the end of the drow warlock’s next turn, the drow warlock is insubstantial, and the drow warlock cannot affect, attack, or use powers on creatures or objects.
○ [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; +22 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 16 temporary hit points.
Lolthtouched
Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.

Skills Arcana +17, Intimidate +18
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 18 (+12); Cha 16 (+11)
Equipment leather armor, mace

-1 Level / +1 Level

Drow Star-Pact Warlock [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +9; darkvision
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 29, Reflex 27, Will 30
Speed 6

● [m] Sickle (standard) ✦ Weapon
+16 vs. AC; 1d6 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +19 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the drow warlock on its next turn, it takes an extra 1d6 + 11 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +19 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +19 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +19 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of tendrils that lasts until the end of the drow warlock’s next turn. Sustain Minor: Make a +19 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized (save ends).
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlock’s next turn. The cloud blocks line of sight for all creatures except the drow warlock. Any creature except the drow warlock entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +23 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.
Eye of the Warlock (minor)
Ranged 10; the drow warlock sees through the target’s eyes. The target is not aware that the drow warlock is doing so. The drow warlock has line of sight and line of effect from the target for the drow warlock’s attacks. The drow warlock’s warlock powers can originate in the target’s square. Each time the drow warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The drow warlock gains a +1 bonus to a single d20 roll the drow warlock makes during the drow warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Lolthtouched
Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.

Skills Arcana +15, Insight +14
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 14 (+10); Cha 20 (+13)
Equipment leather armor, sickle

-1 Level / +1 Level

Drow Inspiring Warlord [Level 16 Soldier (Leader)]

Medium fey humanoid [XP 1400]

Initiative +12; Senses Perception +8; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 30
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Furious Smash (standard) ✦ Weapon
+21 vs. Fortitude; 5 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 +5 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] Bolstering Blow (standard) ✦ Weapon
+21 vs. AC; 3d10 + 11 damage, and the drow warlord grants 15 temporary hit points to an ally within 5 squares.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the drow warlord regains hit points as if he or she had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to the drow warlord regains 15 hit points.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the drow warlord’s next turn, each target gains a +2 power bonus to attack rolls.
○ [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; +23 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 4d6 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 13 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 +13, History +15
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Drow Tactical Warlord [Level 16 Soldier (Leader)]

Medium fey humanoid [XP 1400]

Initiative +12; Senses Perception +8; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 28
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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] Beat Them into the Ground (standard) ✦ Weapon
+22 vs. Fortitude; 2d8 + 11 damage, the target is knocked prone, and every ally within 5 squares of the drow warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. The drow warlord’s allies have a +4 power bonus to these attack rolls.
□ [M] Make Them Bleed (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the drow warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warlord’s next turn. The cloud blocks line of sight for all creatures except the drow warlord. Any creature except the drow warlord entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +22 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 4d6 hit points. This power can only be used once per round.
Lolthtouched
Once per encounter, the drow warlord can use either the cloud of darkness or darkfire power.
Tactical Presence
When an ally the drow warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +13, History +17
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 18 (+12); Cha 16 (+11)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Drow Control Wizard [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +12; darkvision
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 30
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +19 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
Ranged 10; targets one, two, or three creatures, one attack per target; +19 vs. Will; 2d6 + 11 psychic damage, and the target is immobilized until the end of the drow wizard’s next turn. If the drow wizard targets only one creature with this power, the drow wizard gains a +4 power bonus to the attack roll.
□ [C] Prismatic Beams (standard) ✦ Fire, Poison
Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The drow wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
○ [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; +23 vs. Reflex; until the end of the drow wizard’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Orb of Imposition (free)
The drow wizard can choose one creature suffering from one of the drow wizard’s wizard spells whose effect ends on a saving throw. That creature takes a -4 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.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the drow wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Lolthtouched
Once per encounter, the drow wizard can use either the cloud of darkness or darkfire power.

Skills Arcana +18, Insight +17
Str 11 (+8); Dex 16 (+11); Wis 18 (+12);
Con 13 (+9); Int 20 (+13); Cha 14 (+10)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Drow War Wizard [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +10; darkvision
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 28
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
□ [C] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends).
Stoneskin (standard)
The drow wizard or one ally touched by the drow wizard gains resist 10 to all damage 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; +23 vs. Reflex; until the end of the drow wizard’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Wand of Accuracy (free)
The drow wizard gains a +5 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 +18, History +18
Str 11 (+8); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 20 (+13); Cha 14 (+10)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Drow Isolating Avenger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage, and the drow avenger shifts 1 square, sliding the target 1 square into the space the drow avenger occupied.
○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
+22 vs. Will; 2d10 + 11 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts until the end of the drow avenger’s next turn or until the drow avenger dismisses it as a minor action. Any enemy that enters the zone is dazed until the end of the drow avenger’s next turn. Hit or Miss: Until the end of the drow avenger’s next turn, the drow avenger gains a +2 bonus to attack rolls against the target.
□ [M] Aspect of Fury (standard) ✦ Weapon
+22 vs. AC; 3d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn adjacent to the drow avenger or that hits or misses the drow avenger with a melee attack takes 5 damage.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow avenger’s next turn. The cloud blocks line of sight for all creatures except the drow avenger. Any creature except the drow avenger entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +23 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.
Bulwark of Defiance (no action)
When the drow avenger fails a saving throw other than a death saving throw.
Until the end of the drow avenger’s next turn, the effect the drow avenger failed the saving throw against doesn’t affect the drow avenger, but the drow avenger makes saving throws against it as normal.
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 +4 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 +15, Religion +17
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 18 (+12); Cha 13 (+9)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Drow Pursuing Avenger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +13; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage, and if the target doesn’t end its next turn adjacent to the drow avenger, the drow avenger can shift 6 squares as a free action. The drow avenger must end that shift closer to the target.
○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
Ranged 10; +19 vs. Will; 2d8 + 11 thunder damage, and the drow avenger teleports the target 5 squares. The drow avenger then teleports to a space adjacent to the target. Until the end of the drow avenger’s next turn, any enemy that ends its turn adjacent to the drow avenger takes 5 thunder damage.
□ [R] Sigil of Carceri (standard) ✦ Force
Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the drow avenger’s next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
○ [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; +23 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.
Astral Cloak (minor) ✦ Illusion
The drow avenger becomes invisible until the end of the drow avenger’s turn.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the drow avenger makes an attack roll against the drow avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Lolthtouched
Once per encounter, the drow avenger can use either the cloud of darkness or darkfire power.
Censure of Pursuit
If the drow avenger’s oath of enmity target moves away from the drow avenger willingly, the drow avenger gains a +9 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 +14, Stealth +20
Str 14 (+10); Dex 20 (+13); Wis 20 (+13);
Con 13 (+9); Int 12 (+9); Cha 13 (+9)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Drow Rageblood Barbarian [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +14; darkvision
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 27
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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.
○ [C] Blade Whirlwind (standard) ✦ Weapon
Close burst 1; targets visible enemies; +21 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12). Miss: Half damage. Hit or Miss: The drow barbarian enters the rage of the hunting lion. Until the rage ends, the drow barbarian gains a +2 power bonus to attack rolls against any target that is granting combat advantage to the drow barbarian.
○ [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; +21 vs. Reflex; until the end of the drow barbarian’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the drow barbarian gains resist 10 against a damage type of the drow barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the drow barbarian uses another stance power.
Swift Charge (free)
When the drow barbarian’s attack reduces an enemy to 0 hit points.
The drow barbarian charges an enemy.
Lolthtouched
Once per encounter, the drow barbarian can use either the cloud of darkness or darkfire power.
Rageblood Vigor
Whenever the drow barbarian’s attack reduces an enemy to 0 hit points, the drow barbarian gains 9 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 +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 18 (+12); Int 11 (+8); Cha 16 (+11)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Thaneborn Barbarian [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +14; darkvision
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 29
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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] Terror’s Cry (standard) ✦ Fear, Weapon
+21 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack: +21 vs. Will; the secondary target moves 2 squares away from the drow barbarian as a free action and takes a –5 penalty to attack rolls until the end of the drow barbarian’s next turn.
□ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the drow barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The drow barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the drow barbarian hits or misses the drow barbarian, the drow barbarian can make a melee basic attack against that enemy as an immediate reaction.
○ [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; +23 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.
Spur the Cycle (free)
When the drow barbarian reducees an enemy to 0 hit points during the drow barbarian’s turn.
The drow barbarian takes a standard action.
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 +5 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 +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 14 (+10); Int 11 (+8); Cha 20 (+13)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Cunning Bard [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; darkvision
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 31
Speed 6

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the drow bard’s next turn.
○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d10 + 12 psychic damage. Until the end of the drow bard’s next turn, any attack the target makes provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
□ [R] Confusing Chorus (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 3d6 + 12 psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of the drow bard’s choice as a free action (save ends). Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of the drow bard’s choice as a free action.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the drow bard’s next turn. While within the zone, the drow bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. 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 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; +24 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 3d6 + 6 hit points. This power can only be used once per round. The drow bard can also slide the target 1 square.
Lolthtouched
Once per encounter, the drow bard can use either the cloud of darkness or darkfire power.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 9 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 +17, Bluff +19
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 14 (+10); Int 18 (+12); Cha 22 (+14)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Drow Valorous Bard [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; darkvision
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 31
Speed 5

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 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] Earthquake Strike (standard) ✦ Weapon
+23 vs. AC; 2d8 + 12 damage, and the drow bard knocks the target prone. Until the end of the drow bard’s next turn, each ally within 10 squares of the drow bard can knock prone any creature he or she hits and gains a +4 bonus to damage rolls.
□ [M] Quick Steel Dance (standard) ✦ Weapon
+23 vs. AC; 3d8 + 12 damage, and until the end of the drow bard’s next turn, the target is marked by an ally within 10 squares of the drow bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is adjacent to any of the drow bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow bard’s next turn. The cloud blocks line of sight for all creatures except the drow bard. Any creature except the drow bard entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +24 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 3d6 + 6 hit points. This power can only be used once per round. The drow bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the drow bard’s next turn. When the drow bard moves, the zone moves with the drow bard, remaining centered on the drow bard. Any ally who starts his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
Lolthtouched
Once per encounter, the drow bard can use either the cloud of darkness or darkfire power.
Virtue of Valor
Once per round, when any ally within 5 squares of the drow bard reduces an enemy to 0 hit points or bloodies an enemy, the drow bard can grant 7 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 +15, Athletics +13
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 18 (+12); Int 14 (+10); Cha 22 (+14)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Drow Guardian Druid [Level 16 Controller]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +13; darkvision
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 30
Speed 6

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [C] Tidal Surge (standard)
Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the drow druid slides the target 3 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and lightning that lasts until the end of the drow druid’s next turn. Any creature that enters the zone or starts its turn there is slowed until the end of the drow druid’s next turn. As a move action, the drow druid can move the zone 5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning damage.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow druid’s next turn. The cloud blocks line of sight for all creatures except the drow druid. Any creature except the drow druid entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +23 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.
Howl of the Wild (minor) ✦ Beast Form, Healing
The drow druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
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 +18, Nature +18
Str 13 (+9); Dex 16 (+11); Wis 20 (+13);
Con 18 (+12); Int 12 (+9); Cha 13 (+9)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Predator Druid [Level 16 Controller]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +18; darkvision
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 30
Speed 7

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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 5 fire damage.
○ [M] Claws of Retribution (standard) ✦ Beast Form
+19 vs. Reflex; 2d6 + 11 damage, and until the end of the drow druid’s next turn, the drow druid can make a melee basic attack with a +5 attack bonus as an opportunity action against any enemy adjacent to the drow druid that hits or misses with an attack.
□ [M] Revitalizing Pounce (standard) ✦ Beast Form
+19 vs. Reflex; 3d8 + 11 damage, and remove from the drow druid every effect that a save can end. Miss: Half damage, and the drow druid makes a saving throw against each 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 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; +23 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.
Insect Plague (free)
Until the end of the encounter, the drow druid can use wild shape to assume the form of a cloud of insects. In this form, the drow druid gains a fly speed equal to the drow druid’s speed, and the drow druid can hover. The drow druid also becomes insubstantial. When the drow druid squeezes, the drow druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The drow druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the drow druid can use wild shape to change among this form, another beast form, and the drow druid’s humanoid form.
Lolthtouched
Once per encounter, the drow druid can use either the cloud of darkness or darkfire power.
Primal Predator
While the drow druid is not wearing heavy armor, the drow druid gains a +1 bonus to the drow druid’s speed.

Skills Nature +18, Perception +18
Str 13 (+9); Dex 20 (+13); Wis 20 (+13);
Con 14 (+10); Int 12 (+9); Cha 13 (+9)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Preserving Invoker [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; darkvision
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +19 vs. Reflex; 1d8 + 11 radiant damage, and the drow invoker slides the target 1 square. The drow invoker can use this power as a ranged basic attack.
○ [A] Winds of Celestia (standard)
Area burst 1 within 10; targets enemies; +19 vs. Fortitude; 3d6 + 11 damage, and the drow invoker either slides the target 5 squares or the drow invoker slides the target 1 square and knocks it prone.
□ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the drow invoker can teleport a creature within the zone 5 squares.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow invoker’s next turn. The cloud blocks line of sight for all creatures except the drow invoker. Any creature except the drow invoker entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +23 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 +4 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.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the drow invoker makes an attack roll against the drow invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the drow invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
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 +17, Religion +17
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 14 (+10); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, morningstar

-1 Level / +1 Level

Drow Wrathful Invoker [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; darkvision
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 29, Reflex 27, Will 30
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +19 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +4 radiant damage. The drow invoker can use this power as a ranged basic attack.
○ [R] Seal of the Heretic (standard)
Ranged 10; targets one, two, or three creatures; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 damage if the drow invoker targets only one creature. The target takes a –5 penalty to all saving throws until the end of the drow invoker’s next turn.
□ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
Area wall 8 within 20; the drow invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can be up to 4 squares high, and it lasts until the end of the drow invoker’s next turn. The wall provides cover to the drow invoker and the drow invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 11 radiant damage. While the drow invoker is within 5 squares of the wall, the drow invoker can make the following attack as a standard action. Secondary Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove a square of the wall. Sustain Minor: The wall persists.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +23 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.
Walk Between Worlds (minor)
The drow invoker or one ally within 10 squares gains phasing until the end of the drow invoker’s next turn. Sustain Minor: The effect persists.
○ [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+4 radiant damage and is pushed 2 squares.
Lolthtouched
Once per encounter, the drow invoker can use either the cloud of darkness or darkfire power.
Covenant of Wrath
When the drow invoker uses a divine encounter or daily attack power on the drow invoker’s turn, the drow invoker gains a bonus to the damage roll equal to 1 for each enemy the drow invoker attacks with the power.

Skills Endurance +16, Religion +15
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 14 (+10)
Equipment chainmail, morningstar

-1 Level / +1 Level

Drow Bear Shaman [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +18; darkvision
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 28; Fortitude 29, Reflex 26, Will 30
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Will; 1d8 + 11 damage, and each ally adjacent to the drow shaman’s spirit companion gains 4 temporary hit points.
○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 2d6 + 11 damage. Until the end of the drow shaman’s next turn, the drow shaman and the drow shaman’s allies gain resist 8 to all damage while adjacent to the drow shaman’s spirit companion.
□ [R] Storm Guardian Spirit (standard) ✦ Thunder
Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5 squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and is pushed 1 square from the ally.
○ [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; +23 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 18 damage to the spirit, the spirit disappears, and the drow shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the drow shaman’s next turn or until it attacks.
● [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; +19 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the drow shaman’s spirit companion regains 5 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 4 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 +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 13 (+9)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Panther Shaman [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +18; darkvision
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 30
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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 +2 bonus to the attack roll.
○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
Spirit melee 1; +19 vs. Reflex; 2d10 + 11 damage. Until the start of the drow shaman’s next turn, if an ally adjacent to the drow shaman’s spirit companion misses with an attack, the drow shaman can use an immediate interrupt to allow that ally to reroll the attack with a +4 bonus to the attack roll.
□ [C] Searing Wind of the South (standard) ✦ Fire
Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The drow shaman slides each ally in the blast to another space in or adjacent to the blast.
○ [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; +23 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 18 damage to the spirit, the spirit disappears, and the drow shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the drow shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the drow shaman can move the zone 5 squares.
● [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; +19 vs. Reflex; 1d10 + 11 damage.
Lolthtouched
Once per encounter, the drow shaman can use either the cloud of darkness or darkfire power.
Stalker Spirit
Any ally adjacent to the drow shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.

Skills Nature +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 14 (+10); Int 18 (+12); Cha 13 (+9)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Chaos Sorcerer [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +8; darkvision
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 32
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +20 vs. Will; 1d10 + 19 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: +20 vs. Will; 1d6 + 13 psychic damage. If the drow sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The drow sorcerer can attack a creature only once with a single use of this power.
○ [R] Mind Hammer (standard) ✦ Psychic
Ranged 10; +20 vs. Will; 2d10 + 19 psychic damage, and the drow sorcerer knocks the target prone. If the drow sorcerer rolled an even number on the attack roll, the target can’t stand up until the end of the drow sorcerer’s next turn. If the drow sorcerer rolled an odd number on the attack roll, the drow sorcerer slides the target 5 squares.
□ [R] Hostility Charm (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 5d6 + 19 psychic damage, and as a free action, the target charges the drow sorcerer’s enemy nearest to it that it can charge and makes a melee basic attack. If the drow sorcerer rolled an even number on the attack roll, the drow sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). Miss: Half damage.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow sorcerer’s next turn. The cloud blocks line of sight for all creatures except the drow sorcerer. Any creature except the drow sorcerer entirely within the cloud is blinded until it exits.
○ [R] Darkfire (minor)
Ranged 10; +24 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 Echoes (immediate reaction)
When the drow sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
Lolthtouched
Once per encounter, the drow sorcerer can use either the cloud of darkness or darkfire power.
Chaos Power
The drow sorcerer gains a +7 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 +14, Bluff +19
Str 14 (+10); Dex 20 (+13); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, dagger

-1 Level / +1 Level

Drow Dragon Sorcerer [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +8; darkvision
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 32
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +20 vs. Reflex; 1d8 + 18 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 4 fire damage.
○ [C] Thunder Breath (standard) ✦ Thunder
Close blast 3; +20 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the drow sorcerer’s next turn.
□ [C] Spitfire Furnace (standard) ✦ Fire
Close blast 3; +20 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn within 2 squares of the drow sorcerer takes 6 fire 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; +24 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.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the drow sorcerer’s next turn. When the drow sorcerer moves, the zone moves with the drow sorcerer, remaining centered on the drow sorcerer. The zone is difficult terrain for the drow sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
Lolthtouched
Once per encounter, the drow sorcerer can use either the cloud of darkness or darkfire power.
Draconic Power
The drow sorcerer gains a +6 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 +14, Athletics +17
Str 18 (+12); Dex 16 (+11); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Drow Earth Warden [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +15; darkvision
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 27
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage, and the drow warden gains a +1 power bonus to AC until the end of the drow warden’s next turn.
○ [M] Ponderous Strike (standard) ✦ Weapon
+21 vs. AC; 3d10 + 11 damage. Hit or Miss: The target provokes an opportunity attack from the drow warden if it shifts before 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; +20 vs. Reflex; until the end of the drow warden’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
The drow warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the drow warden is in this form, the drow warden gains resist 10 lightning, and the drow warden’s melee reach increases by 1. In addition, if any enemy starts its turn within 3 squares of the drow warden and the drow warden is able to take actions, that enemy is marked until the end of the drow warden’s next turn. 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: +21 vs. AC; 2d10 + 11 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is dazed until the end of the drow warden’s next turn.
● [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.
Cleansing Earth (immediate reaction)
When the drow warden is subjected to an effect that a save can end.
The drow warden makes a saving throw against the triggering effect, with a +5 power bonus.
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 +4 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 +15, Perception +15
Str 20 (+13); Dex 15 (+10); Wis 14 (+10);
Con 18 (+12); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Drow Wild Warden [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +17; darkvision
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 30, Reflex 26, Will 29
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the drow warden’s next turn.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+21 vs. AC; 1d12 + 11 radiant damage (crit 23 + 2d12), and the target is blinded until the end of the drow warden’s next turn. If the target is bloodied, the drow warden shifts 2 squares.
○ [C] Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +22 vs. Reflex; until the end of the drow warden’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Form of the Charging Boar (minor) ✦ Polymorph
The drow warden assumes the guardian form of the charging boar until the end of the encounter. While the drow warden is in this form, the drow warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this encounter, the drow warden can make the following attack while the drow warden is in this form as a standard action.
Secondary Attack: Before the attack, the drow warden moves the drow warden’s speed; +21 vs. Reflex; 3d12 + 11 damage (crit 47 + 2d12), and the drow warden slides the target 2 squares. Miss: Half damage, and the drow warden slides the target 1 square.
Verdant Life (minor) ✦ Healing
The drow warden can spend two healing surges.
● [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; +21 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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 -4 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 +17, Perception +17
Str 20 (+13); Dex 15 (+10); Wis 18 (+12);
Con 14 (+10); Int 11 (+8); Cha 14 (+10)
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.